Monday, July 21, 2008

New CTP version of MRDS - just be careful

There is a new version of MRDS out. Read all about it here: [Welcome to July CTP of Microsoft Robotics Developer Studio 2008]. It is available for download here: [Download MRDS CTP July 2008].

I have checked it out and I like the interface for the dssnewservice. It looks really good. Let's hope it fixes some of the other known issues:
  • Tutorials for the manifest editor: Yes! Now my triumph a couple of weeks ago is literally nothing. Of course you have to know to use the manifest editor, which I think was my problem in the first place. My hassle was there were no projects dedicated to simulated and real robots.
  • Meshes being walls in the FloorPlan entity: See next point.
  • Texturing (FloorPlan and TriangleMeshEnvioronment Entities): Nope, no fixes. My 'quick and dirty' method won't even work since the FloorPlan is now limited to walls only, meaning no meshes. The TriangleMeshEnvironment allows for everything, but textures are still not working.

I also noticed there are less project options. The DSS hosing template has been taken out. In fact you can only create a service. But that is a topic for another day.

I like the fact that the simulation environment can be embedded in forms, but I think that was there before, it just didn't work so nicely (I still don't know how to use it, so I'm no authority here). I have vague recollections 2 years ago trying to create a form with a robotics simulation on it. Back then help was scarce...

What is really good is the DSS Manifest Editor loads really quickly! Also if you stop the VSE without stopping a manifest, the manifest editor just runs a shutdown rather than throwing errors. The VSE is (more) amazing - they have at least removed the editable options that did not change dynamically. It used to be that, when you clicked on an entity in the tree, you could 'edit' the entity in the left menu. The problem was, none of those changes would take effect. You had to click 'Edit Entity' and change the properties there. At least now you aren't fooled into thinking you have made changes.

The only hassle is when you do that with a Camera entity is creates a new camera. Annoying. I know for a fact it didn't do that in the older CTP. At least it effects both cameras and so it's just a matter of deleting the duplicate. Also when you load a previously edited VSE manifest is resets the camera to a high weird position.

They also added a pursuit camera... Which is a great idea, but not really useful. I was hoping for a 'third person' view. It seems it looks behind, and it is really static in terms of its relation to the parent object. [23 JULY 2008: CORRECTION]

In code, a lot of the references have changed. Not in terms of names, but location and namespace, so it's just the DLLs in the references that need updating:
  • Ccr.Core is now Microsoft.Ccr.Core
  • DssBase is now Microsoft.Dss.Base
  • DssEnvironment is now Microsoft.Dss.Environment
  • DssRuntime is now Microsoft.Dss.Runtime

This change is for the best, at least you know whose DSS and CCR you are using :) Be careful because I suspect there are a lot more than that.

I noticed in the tutorials some of the pictures are missing. The Robotics Introductory Course is missing all images. That could hinder. The simulation tutorials need to be re-numbered. I know that 3 and 6 are somewhere else, but really... how disturbing! Simulation Tutorials 3 and 6 are language independent.

I got my main project working in the new version in a matter of minutes. So at least there are no changes that are going to drastically affect or hinder progress.

Remember that CTP stands for Community Technical Preview, which means that it is not an official release, but is up for technical revision. So get on the forums and make comments! But I think that Microsoft Robotics are coming closer and closer to a very squeaky-clean package that is going to take robotics to the next level.

3 incoming messages (comments):

Paul Roberts said...

Great Post! I'm curious as to what your problems with the Pursuit Camera are? It's not intended to have a "parent" object, but rather to have a target object (the name of which you set in the constructor, or Add Entity dialog), which it keeps in the center of its view at all times, and between configurable distance ranges (not too close, not too far). If occlusion avoidance is turned on (which it is by default), it attempts to keep as clear a view as possible of the target object, otherwise it just follows the target along a pursuit curve (hence the name).

Hope this Helps

Paul

Quintin said...

Ah-ha! That makes a lot of sense... Man, I wish I'd stop making a fool of myself!

Thanks for the tip... I was really bugged by the fact that it was called a 'Pursuit Camera' and then was fixed to the back of the parent!

Thanks for pointing that out - I'm going try it out now.

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