Website may be up and down over next few months. I'm currently doing a complete overhaul of everything. Going back to simple individual .htm pages, new overall site theme, sanitizing and cleaning up html of all pages and blog posts, attempting to implement a new tooling and publishing system etc etc.

This code uses a Point type that contains X/Y as integers similar to System.Drawing.Point. This class is used to calculate vertical scan lines for a polygon. It has been tested with 3 points but beyond that I am unsure if it will work.

using System;

/// <summary>
/// Helper class used to calculate scan lines of a triangle
/// </summary>
public class TriangleScanLineCalculator
{
    /// <summary>
    /// Provides a high low type for storing min & max values for scan lines.
    /// </summary>
    public struct HiLoTYPE
    {
        public int High;
        public int Low;
    }

    /// <summary>
    /// Holds scan line information.
    /// </summary>
    protected internal HiLoTYPE[] scanLines;

    /// <summary>
    /// Holds the calculated scan line count.
    /// </summary>
    protected internal int scanLineCount;

    /// <summary>
    /// Gets the right most side of the triangle.
    /// </summary>
    public int MaximumX { get; private set; }

    /// <summary>
    /// Gets the left most side of the triangle.
    /// </summary>
    public int MinimumX { get; private set; }

    /// <summary>
    /// Gets the number of scan lines.
    /// </summary>
    public int Count
    {
        get { return scanLineCount; }
    }

    /// <summary>
    /// Calculates the min & max y values for each scan line.
    /// </summary>
    /// <param name="points">The points that make up the triangle</param>
    public void Calculate(Point[] points)
    {
        var xMax = 0;
        var xMin = 0;
        float XDelta = 0;
        float YDelta = 0;
        // X/Y distance between 2 vertexes
        float YPos = 0;
        float YSlope = 0;
        var VertIndex1 = 0;
        var VertIndex2 = 0;
        var tempIndex = 0;

        // Step 1: Find the min and max 'X' dimensions of the polygon
        xMax = int.MinValue;
        xMin = int.MaxValue;
        for (var i = 0; i <= points.Length - 1; i++)
        {
            if (xMax < points[i].X)
            {
                xMax = points[i].X;
            }

            if (xMin > points[i].X)
            {
                xMin = points[i].X;
            }
        }
        this.MinimumX = xMin;
        this.MaximumX = xMax;
        this.scanLineCount = xMax - xMin;

        // Step 2: Resize scan line array to hold all the high and low x values
        if (this.scanLines == null || this.scanLines.Length < xMax - xMin)
        {
            // allocate 
            Array.Resize(ref this.scanLines, (xMax - xMin) + 100);
        }

        // Step3: Set the height value of all scan lines to there min or max value(s)
        for (var i = 0; i <= this.scanLines.Length - 1; i++)
        {
            this.scanLines[i].High = int.MinValue;
            this.scanLines[i].Low = int.MaxValue;
        }

        // Step 4: Set up the Y highs and lows for each X scan line between the min X and Max X points
        for (var i = 0; i < points.Length; i++)
        {
            // Step4a: Determine witch sides of the polygon we will be setting up
            VertIndex1 = i;
            VertIndex2 = i + 1;
            if (VertIndex2 == points.Length) VertIndex2 = 0;

            // Step4b: check if the first vertex if farther right then the second vertex
            // and if so swap vertex indexes
            if (points[VertIndex1].X > points[VertIndex2].X)
            {
                tempIndex = VertIndex1;
                VertIndex1 = VertIndex2;
                VertIndex2 = tempIndex;
            }

            // Step4c: Find the X/Y dist between vert1 and vert2
            XDelta = points[VertIndex2].X - points[VertIndex1].X;
            YDelta = points[VertIndex2].Y - points[VertIndex1].Y;

            // Step4d: Determine the Y slope to use.
            // YSlope determines how much to move down for every move we make to the right
            if (XDelta != 0)
            {
                YSlope = YDelta / XDelta;
            }
            else
            {
                YSlope = 0;
            }

            // Save the starting y position in YPos
            YPos = points[VertIndex1].Y;

            // Step4e: Process all of scan lines between vert1 and vert2
            for (var idy = points[VertIndex1].X; idy < points[VertIndex2].X; idy++)
            {
                // If the scan lines higher value has already been set then set the lower value
                // we use the formula 'idy - XMin' to determine what index into the scan line
                // array to use. (ScanLineIndex = AnyPositionBetweenVert1AndVert2 - LeftMostPartOfPoly)

                // Store the scan line index in the TmpIndex variable so we don't
                // have the overhead of doing 5 subtractions
                tempIndex = idy - xMin;

                var item = this.scanLines[tempIndex];

                // Check if Scan(TmpIndex).High has been set already
                if (item.High == int.MinValue)
                {
                    // High has not been set yet
                    item.High = (int)YPos;
                }
                else
                {
                    // High has been set yet so we set the low point
                    item.Low = (int)YPos;

                    // Ensure that the High is actually a higher value then low
                    if (item.High < item.Low)
                    {
                        var tempValue = item.High;
                        item.High = item.Low;
                        item.Low = tempValue;
                    }
                }
                this.scanLines[tempIndex] = item;

                // update the Y position
                YPos += YSlope;
            }
        }
    }

    /// <summary>
    /// Retrieves a scan line.
    /// </summary>
    /// <param name="index">The index of the scan line.</param>
    /// <returns>Returns information about the scan line.</returns>
    public HiLoTYPE ScanLine(int index)
    {
        return this.scanLines[index];
    }

    /// <summary>
    /// Gets all the scan lines.
    /// </summary>
    /// <returns>Returns all the scan line information.</returns>
    public HiLoTYPE[] GetScanLines()
    {
        // if there are no scan lines return null.
        if (this.scanLineCount == 0)
        {
            return null;
        }

        // resize the array 
        Array.Resize(ref this.scanLines, this.scanLineCount);
        return this.scanLines;
    }

    /// <summary>
    /// Calculates the scan lines for a triangle.
    /// </summary>
    /// <param name="points">The triangle points.</param>
    /// <param name="minXValue">Will return the minimum x value that the triangle starts at.</param>
    /// <returns>Returns the min max y values of the scanline.</returns>
    public static HiLoTYPE[] Calculate(Point[] points, out int minXValue)
    {
        // create scan line calculator and get values from it
        var scanner = new TriangleScanLineCalculator();
        scanner.Calculate(points);
        var items = scanner.GetScanLines();
        minXValue = scanner.MinimumX;
        return items;
    }
}

Source - http://stackoverflow.com/questions/11518935/mvc-redirect-to-default-route/11520787#11520787

Redirect route handler

public class RedirectRouteHandler : IRouteHandler
{
    private string _redirectUrl;

    public RedirectRouteHandler(string redirectUrl)
    {
        _redirectUrl = redirectUrl;
    }

    public IHttpHandler GetHttpHandler(RequestContext requestContext)
    {
        if (_redirectUrl.StartsWith("~/"))
        {
            string virtualPath = _redirectUrl.Substring(2);
            Route route = new Route(virtualPath, null);
            var vpd = route.GetVirtualPath(requestContext,
                requestContext.RouteData.Values);
            if (vpd != null)
            {
                _redirectUrl = "~/" + vpd.VirtualPath;
            }
        }

        return new RedirectHandler(_redirectUrl, false);
    } 
}

Redirect http handler

public class RedirectHandler : IHttpHandler
{
    private readonly string _redirectUrl;

    public RedirectHandler(string redirectUrl, bool isReusable)
    {
        _redirectUrl = redirectUrl;
        IsReusable = isReusable;
    }

    public bool IsReusable { get; private set; }

    public void ProcessRequest(HttpContext context)
    {
        context.Response.Status = "301 Moved Permanently";
        context.Response.StatusCode = 301;
        context.Response.AddHeader("Location", _redirectUrl);
    }
}

Extension methods

public static class RouteExtensions
{
    public static void Redirect(this RouteCollection routes, string url, string redirectUrl)
    {
        routes.Add(new Route(url, new RedirectRouteHandler(redirectUrl)));
    }
}

The code below allows you to copy a directory structure with or without sub folders including files. Also includes a callback that can be used to filter out files or folders and reports the copy progress.

/// <summary>
/// Copies a directory structure to the destination.
/// </summary>
/// <param name="source">The directory structure to be copied.</param>
/// <param name="destination">The destination where the directory structure will be copied to.</param>
/// <param name="copySubDirectories">true to copy all subdirectories.</param>
/// <param name="overwriteFiles">true if the destination files can be overwritten; otherwise, false.</param>
/// <param name="callback">Provides a callback function for reporting progress. </param>
/// <remarks><p>The callback invoked just before a file copy occurs providing a way of being notified.</p>
/// <p>The callback parameter order is source file, destination file, progress.</p>
/// <p>If the callback is specified it should return true to allow the file copy to occur.</p> 
/// <p>The progress parameter reports progress from 0 to 100. Values to the left of the decimal represent folder copy progress and values to the
/// right of the decimal from 0.000 to 0.99 represent the current file copy progress for the folder that is being copied.</p>
/// <p>To get the current file copy progress as a value from 0 to 100 use the formula fileProgress = progress - 100 * 100.</p></remarks>
public static void CopyDirectories(string source, string destination, bool copySubDirectories, bool overwriteFiles, Func<string, string, float, bool> callback)
{
    // ensure source folder exists
    if (!Directory.Exists(source))
    {
        throw new DirectoryNotFoundException("The path specified in source is invalid (for example, it is on an unmapped drive).");
    }

    // create destination folder
    Directory.CreateDirectory(destination);

    // get all files in source and copy them to destination folder
    var files = Directory.GetFiles(source);
    var progress = 0f; // used to report the progress from 0 to 100

    // set up action to copy files
    var fileProcessor = new Action<float, string[], string>((folderProgress, filesToCopy, folder) =>
        {
            // copy files
            for (var i = 0; i < filesToCopy.Length; i++)
            {
                // get file
                var file = filesToCopy[i];

                // set default result
                var result = true;

                // build destination filename
                var fileName = Path.GetFileName(file);
                if (fileName == null) // should never happen
                {
                    return;
                }

                fileName = Path.Combine(folder, fileName);

                // check if callback specified
                if (callback != null)
                {
                    // store result from callback
                    result = callback(file, fileName, progress);
                }

                // if result is true we are allowed to copy the file
                if (result)
                {
                    File.Copy(file, fileName, overwriteFiles);
                }

                // (folder progress * 100) + file progress
                progress = folderProgress + ((float)i / filesToCopy.Length);
            }
        });

    // copy initial files
    fileProcessor(0, files, destination);

    // check to copy sub directories
    if (!copySubDirectories)
    {
        return;
    }

    // get the folder tree for the source folder
    var folders = Directory.GetDirectories(source, "*.*", SearchOption.AllDirectories);

    // process each sub folder
    for (var index = 0; index < folders.Length; index++)
    {
        // get folder and increment index
        var folder = folders[index];

        // get files
        files = Directory.GetFiles(folder);

        // crop source root from destination and build destination folder path
        folder = folder.Remove(0, source.Length);
        folder = Path.Combine(destination, folder);

        // create destination folder
        Directory.CreateDirectory(folder);

        // process file copying
        fileProcessor((index / folders.Length) * 100, files, folder);
    }
}

Some .net/mono frameworks do not support the IsNullOrWhiteSpace method. The code below provides a simple replacement.

/// <summary>
/// Indicates whether a specified string is null, empty, or consists only of white-space characters.
/// </summary>
/// <param name="value">value: The string to test.</param>
/// <returns>true if the value parameter is null or System.String.Empty, or if value consists exclusively of white-space characters.</returns>
public static bool IsNullOrWhiteSpace(this string value)
{
    if (value == null)
    {
        return true;
    }

    var index = 0;
    while (index < value.Length)
    {
        if (char.IsWhiteSpace(value[index]))
        {
            index++;
        }
        else
        {
            return false;
        }
    }

    return true;
}

Some .net/mono frameworks do not support the 3 argument GetDirectories method. The code below provides a simple replacement.

/// <summary>
/// Builds an array of folders & sub folders.
/// </summary>
/// <param name="path">The path to search.</param>
/// <param name="pattern">The search string to match against the names of files in path. The parameter cannot end in two periods 
/// ("..") or contain two periods ("..") followed by System.IO.Path.DirectorySeparatorChar or System.IO.Path.AltDirectorySeparatorChar,
/// nor can it contain any of the characters in System.IO.Path.InvalidPathChars.
///</param>
/// <param name="searchOptions">One of the System.IO.SearchOption values that specifies whether the search operation should include 
/// all subdirectories or only the current directory.
///</param>
/// <returns>A String array of directories that match the search pattern.</returns>
public static string[] GetDirectories(string path, string pattern, SearchOption searchOptions)
{
    // check if searching for all directories
    if (searchOptions == SearchOption.AllDirectories)
    {
        // add start paths to list
        var list = Directory.GetDirectories(path, pattern);
        var index = 0;
        var count = list.Length;

        // process list and add folders to end of list
        while (index < count)
        {
            var directories = Directory.GetDirectories(list[index++], pattern);
            if (directories.Length > 0)
            {
                // check if we need more space to store the directories
                if (count + directories.Length > list.Length - 1)
                {
                    Array.Resize(ref list, list.Length + directories.Length + 1000);
                }

                // add directories to end of the list
                foreach (var directory in directories)
                {
                    list[count++] = directory;
                }
            }

            // trim unused index from end of the array
            if (list.Length > count)
            {
                Array.Resize(ref list, count);
            }
        }

        return list;
    }

    // just return initial list of folder with no sub folders
    return Directory.GetDirectories(path, pattern);
}

/// <summary>
/// Provides a game object that automatically self terminates.
/// </summary>
[ExecuteInEditMode]
public class SelfTerminatingObject : MonoBehaviour
{
    /// <summary>
    /// Holds a reference to a callback that will be called just before termination.
    /// </summary>
    public Action Callback;

    /// <summary>
    /// Holds the time delay in seconds before object self terminates.
    /// </summary>
    public float Delay;

    /// <summary>
    /// Holds a time value used to determine whether it's time to self terminate.
    /// </summary>
    private DateTime lastTime;

    /// <summary>
    /// Called by Unity to update the object.
    /// </summary>
    public void Update()
    {
        this.PerformCheck();
    }

    /// <summary>
    /// Called by Unity to draw the object's GUI.
    /// </summary>
    public void OnGui()
    {
        this.PerformCheck();
    }

    /// <summary>
    /// Determines whether it's time to terminate.
    /// </summary>
    private void PerformCheck()
    {
        // check if specified time span has elapsed
        if (DateTime.Now > this.lastTime + TimeSpan.FromSeconds(this.Delay))
        {
            // run callback is specified
            if (this.Callback != null)
            {
                this.Callback();
            }

            // destroy object
#if UNITY_EDITOR
        DestroyImmediate(this.gameObject, true);
#else
            Destroy(this.gameObject);
#endif
        }
    }

    /// <summary>
    /// Creates a self terminating game object.
    /// </summary>
    /// <param name="callback">The method to be called before the object terminates.</param>
    /// <returns>Returns a reference to the game object that will self terminate.</returns>
    public static GameObject CreateUpdateCallback(Action callback)
    {
        return CreateUpdateCallback(callback, 0);
    }

    /// <summary>
    /// Creates a self terminating game object.
    /// </summary>
    /// <param name="callback">The method to be called before the object terminates.</param>
    /// <param name="delay">Specifies a delay value in seconds before the object will self terminate.</param>
    /// <returns>Returns a reference to the game object that will self terminate.</returns>
    public static GameObject CreateUpdateCallback(Action callback, float delay)
    {
        var obj = new GameObject();
        var com = obj.AddComponent<SelfTerminatingObject>();
        com.lastTime = DateTime.Now;
        com.Delay = delay;
        com.Callback = callback;

        return obj;
    }
}

This code is designed to hook into unity’s EditorApplication.update delegate.

IRun.cs

namespace CBX.CoreProjectCode.Interfaces
{
    using CBX.CoreProjectCode.Models;

    /// <summary>
    /// Provides a interface for running a <see cref="CallbackModel{T}"/> type.
    /// </summary>
    public interface IRun
    {
        /// <summary>
        /// Runs the <see cref="CallbackModel{T}"/> type.
        /// </summary>
        void Run();                    
    }
}

CallbackModel.cs

namespace CBX.CoreProjectCode.Models
{
    using System;

    using CBX.CoreProjectCode.Interfaces;

    /// <summary>
    /// Provides a modal for callbacks.
    /// </summary>
    /// <typeparam name="T">The generic type used to represent the data type.</typeparam>
    public class CallbackModel<T> : IRun
    {
        /// <summary>
        /// A reference to a callback method.
        /// </summary>
        public Action<T> Callback;

        /// <summary>
        /// A reference to some data that will be passed to the callback method.
        /// </summary>
        public T Data;

        /// <summary>
        /// Implements <see cref="IRun.Run"/> to run the callback. 
        /// </summary>
        public void Run()
        {
            this.Callback(this.Data);
        }
    }
}

EditorCallbackService.cs

namespace CBX.CoreProjectCode.Services
{
    using System;
    using System.Collections.Generic;

    using CBX.CoreProjectCode.Interfaces;
    using CBX.CoreProjectCode.Models;

    /// <summary>
    /// The editor callback service.
    /// </summary>
    public class EditorCallbackService
    {
        /// <summary>
        /// Holds a singleton instance of the <see cref="EditorCallbackService"/> type.
        /// </summary>
        private static EditorCallbackService service;

        /// <summary>
        /// Holds a list of <see cref="CallbackModel{T}"/> types that implement <see cref="IRun"/>.
        /// </summary>
        private readonly Stack<IRun> callbacks;

        /// <summary>
        /// Initializes a new instance of the <see cref="EditorCallbackService"/> class.
        /// </summary>
        public EditorCallbackService()
        {
            this.callbacks = new Stack<IRun>();
        }

        /// <summary>
        /// Returns a singleton instance of the <see cref="EditorCallbackService"/> type.
        /// </summary>
        public static EditorCallbackService Instance
        {
            get
            {
                // if no service yet exists create one
                return service ?? (service = new EditorCallbackService());
            }
        }

        /// <summary>
        /// Runs any callbacks that have been registered.
        /// </summary>
        public void Run()
        {
            while (this.callbacks.Count > 0)
            {
                var cb = this.callbacks.Pop();
                cb.Run();
            }
        }

        /// <summary>
        /// Registers a <see cref="Action{T}"/> callback.
        /// </summary>
        /// <typeparam name="T">The type of data that the <see cref="callback"/> takes as a parameter.</typeparam>
        /// <param name="callback">A reference to a callback.</param>
        public void Register<T>(Action<T> callback)
        {
            this.Register(callback, default(T));
        }

        /// <summary>
        /// Registers a <see cref="Action{T}"/> callback.
        /// </summary>
        /// <typeparam name="T">
        /// The type of data that the <see cref="callback"/> takes as a parameter.
        /// </typeparam>
        /// <param name="callback">
        /// A reference to a callback.
        /// </param>
        /// <param name="data">
        /// The data that will be passed as a parameter when the <see cref="callback"/> is invoked.
        /// </param>
        public void Register<T>(Action<T> callback, T data)
        {
            if (callback == null)
            {
                throw new ArgumentNullException("callback");
            }

            var modal = new CallbackModel<T> { Callback = callback, Data = data };
            this.callbacks.Push(modal);
        }

        /// <summary>
        /// Registers a <see cref="Action"/> callback.
        /// </summary>
        /// <param name="callback">A reference to a callback.</param>
        public void Register(Action callback)
        {
            this.Register<object>(x => callback(), null);
        }
    }
}

Usage scenario …

    [InitializeOnLoad]
    public class EditorInitialization
    {
        /// <summary>
        /// Holds a value indicating whether the RunCallbacks method has been called at least once before.
        /// </summary>
        private static bool ranOnce;

        /// <summary>
        /// Initializes static members of the <see cref="EditorInitialization"/> class.
        /// </summary>
        static EditorInitialization()
        {
            EditorApplication.update += RunCallbacks;
        }

        private static void RunCallbacks()
        {
            if (!ranOnce)
            {
                // setup the settings system
                SetupSettings();

                // load localization strings
                LoadLocalizationData();

                ranOnce = true;
                return;
            }

            // invoke callbacks from editor callback service     
            EditorCallbackService.Instance.Run();
        }
    }

Source –> https://gist.github.com/chkn/4748252

using System;
using System.Linq;

public static class JSON 
{
    public static string Stringify (object obj)
    {
        string str;
        if (obj == null) return "null";
        if (obj is ValueType) return obj.ToString ().ToLowerInvariant ();
        if ((str = obj as string) != null) return System.Text.RegularExpressions.Regex.Escape (str);

        // assume it's a POCO
        return "{" + string.Join (",",
            from p in obj.GetType ().GetProperties ()
            let json = (JSONAttribute) p.GetCustomAttributes (typeof (JSONAttribute), true).FirstOrDefault ()
            where json != null
            select "\"" + (json.Key ?? p.Name) + "\":" + Stringify (p.GetValue (obj, null))
        ) + "}";
    }
}

public class JSONAttribute : Attribute
{
    public string Key { get; set; }
    public JSONAttribute () {}    
    public JSONAttribute (string key) { Key = key; }
}

        /// <summary>
        /// Determines if this rectangle intersects with rect.
        /// </summary>
        /// <param name="rect">
        /// The rectangle to test.
        /// </param>
        /// <returns>
        /// This method returns true if there is any intersection, otherwise false.
        /// </returns>
        public bool Intersects(RectangleF rect)
        {
            return !((this.X > rect.Right) || (this.Right < rect.Left) || (this.Y > rect.Bottom) || (this.Bottom < rect.Top));
        }

        /// <summary>
        /// Replaces this RectangleF with the intersection of itself and the specified RectangleF.
        /// </summary>
        /// <param name="rect">
        /// The RectangleF with which to intersect.
        /// </param>
        public void Intersect(RectangleF rect)
        {
            this.X = Math.Max(this.Left, rect.Left);
            this.Y = Math.Max(this.Top, rect.Top);
            this.Width = Math.Min(this.Right, rect.Right) - this.X;
            this.Height = Math.Min(this.Bottom, rect.Bottom) - this.Y;
        }

        /// <summary>
        /// Returns a third RectangleF structure that represents the intersection of two other RectangleF structures. 
        /// If there is no intersection, an empty RectangleF is returned.
        /// </summary>
        /// <param name="a">
        /// A rectangle to intersect.   
        /// </param>
        /// <param name="b">
        /// B rectangle to intersect.  
        /// </param>
        /// <returns>
        /// A RectangleF that represents the intersection of a and b.
        /// </returns>
        public static RectangleF Intersect(RectangleF a, RectangleF b)
        {
            float x = Math.Max((sbyte)a.X, (sbyte)b.X);
            float num2 = Math.Min(a.X + a.Width, b.X + b.Width);
            float y = Math.Max((sbyte)a.Y, (sbyte)b.Y);
            float num4 = Math.Min(a.Y + a.Height, b.Y + b.Height);
            if ((num2 >= x) && (num4 >= y))
            {
                return new RectangleF(x, y, num2 - x, num4 - y);
            }

            return Empty;
        }

/// <summary>
/// Blends two colors together.
/// </summary>
/// <param name="color">
/// The source color.
/// </param>
/// <param name="src">
/// The blend color.
/// </param>
/// <returns>
/// Returns the result as a <see cref="Color"/> type.
/// </returns>
/// <remarks>
/// From Wikipedia https://en.wikipedia.org/wiki/Alpha_compositing -> "Alpha blending" 
/// </remarks>
public static Color Blend(this Color color, Color src)
{
    float sr = src.R / 255f;
    float sg = src.G / 255f;
    float sb = src.B / 255f;
    float sa = src.A / 255f;
    float dr = color.R / 255f;
    float dg = color.G / 255f;
    float db = color.B / 255f;
    float da = color.A / 255f;

    float oa = sa + (da * (1 - sa));
    float r = ((sr * sa) + ((dr * da) * (1 - sa))) / oa;
    float g = ((sg * sa) + ((dg * da) * (1 - sa))) / oa;
    float b = ((sb * sa) + ((db * da) * (1 - sa))) / oa;
    float a = oa;

    return new Color((byte)(r * 255), (byte)(g * 255), (byte)(b * 255), (byte)(a * 255));
}

Created by: X

Just another personal website in this crazy online world

Name of author Dean Lunz (aka Created by: X)
Computer programming nerd, and tech geek.
About Me -- Resume