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  • ASP.NET AJAX and my axe!

    - by Marlon
    So, I'm seriously considering axing ASP.NET AJAX from my future projects as I honestly feel it's too bloated, and at times convoluted. I'm also starting to feel it is a dying library in the .NET framework as I hardly see any quality components from the open-source community. All the kick-ass components are usually equally bloated commercial components... It was cool at first, but now I tend to get annoyed with it more than anything else. I'm planning on switching over to the jQuery library as just about everything in ASP.NET AJAX is often easily achievable with jQuery, and, more often than not, more graceful of a solution that ASP.NET AJAX and it has a much stronger open-source community. Perhaps, it's just me, but do you feel the same way about ASP.NET AJAX? How was/is your experience working with ASP.NET AJAX?

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  • Ruby's to_s method question (from Axe book 2nd edition)

    - by prosseek
    According to the axe book (2nd edition), we can use to_s as follows. class Song def to_s "Song" end end song = Song.new() song.to_s But, it doesn't give me anything, in order to print something to the stdout, I should run def to_s p "Song" end Is there any change since the ruby 1.8.2 when the book was written for? My ruby version info is 1.8.7 for Mac. ruby 1.8.7 (2009-06-08 patchlevel 173) [universal-darwin10.0]

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  • Open présente MyJOBOpen, son premier salon virtuel axé sur le recrutement dans le numérique se tiendra du 02 au 08 juin 2014

    Open présente MyJOBOpen, son premier salon virtuel axé sur le recrutement dans le numérique se tiendra du 02 au 08 juin 2014 Open, acteur de référence des Entreprises de Services du Numérique françaises qui revendique plus de 3 000 collaborateurs lance MyJOBbyOpen, son premier salon virtuel axé sur le recrutement dans le numérique. A l'instar d'un salon physique, la plateforme a pour vocation de faire mieux connaître l'entreprise auprès de candidats, mais également de remplir un de ses objectifs...

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  • Sondage : Facebook doit craindre un réseau social axé sur le mobile, Windows 8 risqué mais tient ses promesses d'après les développeurs

    Sondage : Facebook doit craindre un réseau social axé sur les mobiles D'après les développeurs, Windows 8 risqué mais tient ses promesses Un sondage mené le 22 août dernier par la société Appcelerator et le cabinet d'étude IDC sur 5.526 développeurs a révélé certaines surprises dans le secteur du développement des applications mobiles. Selon les résultats de sondage, la majorité des développeurs estiment que Facebook risque d'être détrôné par des startups axées spécialement sur les réseaux sociaux sur mobiles. [IMG]http://idelways.developpez.com/news/images/sondage-idc-appcelerator-logo.jpg[/IMG] Voici les points les plus importants à tirer de ce r...

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  • La bêta du navigateur open-source RockMelt est disponible pour tous, il s'axe vers le social et est basé sur Chromium

    La bêta du navigateur open-source RockMelt est disponible pour tous, il s'axe vers le social et est basé sur Chromium Mise à jour du 10.03.2011 par Katleen RockMelt avait lancé la version bêta de son navigateur en novembre dernier, mais il fallait posséder une invitation pour pouvoir la télécharger. Aujourd'hui, la situation est différente, et tout le monde peut désormais la télécharger. Car, après près de 5 mois de tests par quelques centaines de milliers d'utilisateurs bêta, et 15 mises à jours, ses développeurs estiment qu'elle est prête à s'ouvrir au public. Pour rappel, RockMelt est un navigateur open-source basé sur Chromium qui privilégie les flux sociaux, en intégrant d'office...

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  • Perl: Deleting multiple re-occuring lines where a certain criteria is met

    - by george-lule
    Dear all, I have data that looks like below, the actual file is thousands of lines long. Event_time Cease_time Object_of_reference -------------------------- -------------------------- ---------------------------------------------------------------------------------- Apr 5 2010 5:54PM NULL SubNetwork=ONRM_RootMo,SubNetwork=AXE,ManagedElement=BSJN1,BssFunction= BSS_ManagedFunction,BtsSiteMgr=LUGALAMBO_900 Apr 5 2010 5:55PM Apr 5 2010 6:43PM SubNetwork=ONRM_RootMo,SubNetwork=AXE,ManagedElement=BSJN1,BssFunction= BSS_ManagedFunction,BtsSiteMgr=LUGALAMBO_900 Apr 5 2010 5:58PM NULL SubNetwork=ONRM_RootMo,SubNetwork=AXE,ManagedElement=BSCC1,BssFunction= BSS_ManagedFunction,BtsSiteMgr=BULAGA Apr 5 2010 5:58PM Apr 5 2010 6:01PM SubNetwork=ONRM_RootMo,SubNetwork=AXE,ManagedElement=BSCC1,BssFunction= BSS_ManagedFunction,BtsSiteMgr=BULAGA Apr 5 2010 6:01PM NULL SubNetwork=ONRM_RootMo,SubNetwork=AXE,ManagedElement=BSCC1,BssFunction= BSS_ManagedFunction,BtsSiteMgr=BULAGA Apr 5 2010 6:03PM NULL SubNetwork=ONRM_RootMo,SubNetwork=AXE,ManagedElement=BSJN1,BssFunction= BSS_ManagedFunction,BtsSiteMgr=KAPKWAI_900 Apr 5 2010 6:03PM Apr 5 2010 6:04PM SubNetwork=ONRM_RootMo,SubNetwork=AXE,ManagedElement=BSJN1,BssFunction= BSS_ManagedFunction,BtsSiteMgr=KAPKWAI_900 Apr 5 2010 6:04PM NULL SubNetwork=ONRM_RootMo,SubNetwork=AXE,ManagedElement=BSJN1,BssFunction= BSS_ManagedFunction,BtsSiteMgr=KAPKWAI_900 Apr 5 2010 6:03PM Apr 5 2010 6:03PM SubNetwork=ONRM_RootMo,SubNetwork=AXE,ManagedElement=BSCC1,BssFunction= BSS_ManagedFunction,BtsSiteMgr=BULAGA Apr 5 2010 6:03PM NULL SubNetwork=ONRM_RootMo,SubNetwork=AXE,ManagedElement=BSCC1,BssFunction= BSS_ManagedFunction,BtsSiteMgr=BULAGA Apr 5 2010 6:03PM Apr 5 2010 7:01PM SubNetwork=ONRM_RootMo,SubNetwork=AXE,ManagedElement=BSCC1,BssFunction= BSS_ManagedFunction,BtsSiteMgr=BULAGA As you can see, each file has a header which describes what the various fields stand for(event start time, event cease time, affected element). The header is followed by a number of dashes. My issue is that, in the data, you see a number of entries where the cease time is NULL i.e event is still active. All such entries must go i.e for each element where the alarm cease time is NULL, the start time, the cease time(in this case NULL) and the actual element must be deleted from the file. In the remaining data, all the text starting from word SubNetwork upto BtsSiteMgr= must also go. Along with the headers and the dashes. Final output should look like below: Apr 5 2010 5:55PM Apr 5 2010 6:43PM LUGALAMBO_900 Apr 5 2010 5:58PM Apr 5 2010 6:01PM BULAGA Apr 5 2010 6:03PM Apr 5 2010 6:04PM KAPKWAI_900 Apr 5 2010 6:03PM Apr 5 2010 6:03PM BULAGA Apr 5 2010 6:03PM Apr 5 2010 7:01PM BULAGA Below is a Perl script that I have written. It has taken care of the headers, the dashes, the NULL entries but I have failed to delete the lines following the NULL entries so as to produce the above output. #!/usr/bin/perl use strict; use warnings; $^I=".bak" #Backup the file before messing it up. open (DATAIN,"<george_perl.txt")|| die("can't open datafile: $!"); # Read in the data open (DATAOUT,">gen_results.txt")|| die("can't open datafile: $!"); #Prepare for the writing while (<DATAIN>) { s/Event_time//g; s/Cease_time//g; s/Object_of_reference//g; s/\-//g; #Preceding 4 statements are for cleaning out the headers my $theline=$_; if ($theline =~ /NULL/){ next; next if $theline =~ /SubN/; } else{ print DATAOUT $theline; } } close DATAIN; close DATAOUT; Kindly help point out any modifications I need to make on the script to make it produce the necessary output. Will be very glad for your help Kind regards George.

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  • How to use mount points in MilkShape models?

    - by vividos
    I have bought the Warriors & Commoners model pack from Frogames and the pack contains (among other formats) two animated models and several non-animated objects (axe, shield, pilosities, etc.) in MilkShape3D format. I looked at the official "MilkShape 3D Viewer v2.0" (msViewer2.zip at http://www.chumba.ch/chumbalum-soft/ms3d/download.html) source code and implemented loading the model, calculating the joint matrices and everything looks fine. In the model there are several joints that are designated as the "mount points" for the static objects like axe and shield. I now want to "put" the axe into the hand of the animated model, and I couldn't quite figure out how. I put the animated vertices in a VBO that gets updated every frame (I know I should do this with a shader, but I didn't have time to do this yet). I put the static vertices in another VBO that I want to keep static and not updated every frame. I now tried to render the animated vertices first, then use the joint matrix for the "mount joint" to calculate the location of the static object. I tried many things, and what about seems to be right is to transpose the joint matrix, then use glMatrixMult() to transform the modelview matrix. For some objects like the axe this is working, but not for others, e.g. the pilosities. Now my question: How is this generally implemented when using bone/joint models, and especially with MilkShape3D models? Am I on the right track?

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  • Portal Ported to a Graphing Calculator

    - by Jason Fitzpatrick
    It’s not exactly a 3D-rendered GPU-burner, but this calculator-based version of Portal still features the same portal-jumping tricks that delighted players in the original game. Built using Axe Parser, an advanced programming language for graphing calculators, Portal: Prelude is part an experiment in pushing the limits of Axe Parser and part long standing tradition of porting popular video games to graphing calculators. You can read more about Axe Parser and the many games and program projects under development using it here. [via Geeks Are Sexy] How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot Our Geek Trivia App for Windows 8 is Now Available Everywhere

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  • Spritebatch drawing sprite with jagged borders

    - by Mutoh
    Alright, I've been on the making of a sprite class and a sprite sheet manager, but have come across this problem. Pretty much, the project is acting like so; for example: Let's take this .png image, with a transparent background. Note how it has alpha-transparent pixels around it in the lineart. Now, in the latter link's image, in the left (with CornflowerBlue background) it is shown the image drawn in another project (let's call it "Project1") with a simpler sprite class - there, it works. The right (with Purple background for differentiating) shows it drawn with a different class in "Project2" - where the problem manifests itself. This is the Sprite class of Project1: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace WindowsGame2 { class Sprite { Vector2 pos = new Vector2(0, 0); Texture2D image; Rectangle size; float scale = 1.0f; // --- public float X { get { return pos.X; } set { pos.X = value; } } public float Y { get { return pos.Y; } set { pos.Y = value; } } public float Width { get { return size.Width; } } public float Height { get { return size.Height; } } public float Scale { get { return scale; } set { if (value < 0) value = 0; scale = value; if (image != null) { size.Width = (int)(image.Width * scale); size.Height = (int)(image.Height * scale); } } } // --- public void Load(ContentManager Man, string filename) { image = Man.Load<Texture2D>(filename); size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Become(Texture2D frame) { image = frame; size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Draw(SpriteBatch Desenhista) { // Desenhista.Draw(image, pos, Color.White); Desenhista.Draw( image, pos, new Rectangle( 0, 0, image.Width, image.Height ), Color.White, 0.0f, Vector2.Zero, scale, SpriteEffects.None, 0 ); } } } And this is the code in Project2, a rewritten, pretty much, version of the previous class. In this one I added sprite sheet managing and, in particular, removed Load and Become, to allow for static resources and only actual Sprites to be instantiated. using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { // Actually, I might desconsider this, and instead use static AnimationLocation[] and instanciated ID and Frame; // For determining the starting frame of an animation in a sheet and being able to iterate through // the Rectangles vector of the Sheet; class AnimationLocation { public int Location; public int FrameCount; // --- public AnimationLocation(int StartingRow, int StartingColumn, int SheetWidth, int NumberOfFrames) { Location = (StartingRow * SheetWidth) + StartingColumn; FrameCount = NumberOfFrames; } public AnimationLocation(int PositionInSheet, int NumberOfFrames) { Location = PositionInSheet; FrameCount = NumberOfFrames; } public static int CalculatePosition(int StartingRow, int StartingColumn, SheetManager Sheet) { return ((StartingRow * Sheet.Width) + StartingColumn); } } class Sprite { // The general stuff; protected SheetManager Sheet; protected Vector2 Position; public Vector2 Axis; protected Color _Tint; public float Angle; public float Scale; protected SpriteEffects _Effect; // --- // protected AnimationManager Animation; // For managing the animations; protected AnimationLocation[] Animation; public int AnimationID; protected int Frame; // --- // Properties for easy accessing of the position of the sprite; public float X { get { return Position.X; } set { Position.X = Axis.X + value; } } public float Y { get { return Position.Y; } set { Position.Y = Axis.Y + value; } } // --- // Properties for knowing the size of the sprite's frames public float Width { get { return Sheet.FrameWidth * Scale; } } public float Height { get { return Sheet.FrameHeight * Scale; } } // --- // Properties for more stuff; public Color Tint { set { _Tint = value; } } public SpriteEffects Effect { set { _Effect = value; } } public int FrameID { get { return Frame; } set { if (value >= (Animation[AnimationID].FrameCount)) value = 0; Frame = value; } } // --- // The only things that will be constantly modified will be AnimationID and FrameID, anything else only // occasionally; public Sprite(SheetManager SpriteSheet, AnimationLocation[] Animations, Vector2 Location, Nullable<Vector2> Origin = null) { // Assign the sprite's sprite sheet; // (Passed by reference! To allow STATIC sheets!) Sheet = SpriteSheet; // Define the animations that the sprite has available; // (Passed by reference! To allow STATIC animation boundaries!) Animation = Animations; // Defaulting some numerical values; Angle = 0.0f; Scale = 1.0f; _Tint = Color.White; _Effect = SpriteEffects.None; // If the user wants a default Axis, it is set in the middle of the frame; if (Origin != null) Axis = Origin.Value; else Axis = new Vector2( Sheet.FrameWidth / 2, Sheet.FrameHeight / 2 ); // Now that we have the axis, we can set the position with no worries; X = Location.X; Y = Location.Y; } // Simply put, draw the sprite with all its characteristics; public void Draw(SpriteBatch Drafter) { Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f ); } } } And, in any case, this is the SheetManager class found in the previous code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { class SheetManager { protected Texture2D SpriteSheet; // For storing the sprite sheet; // Number of rows and frames in each row in the SpriteSheet; protected int NumberOfRows; protected int NumberOfColumns; // Size of a single frame; protected int _FrameWidth; protected int _FrameHeight; public Rectangle[] Rectangles; // For storing each frame; // --- public int Width { get { return NumberOfColumns; } } public int Height { get { return NumberOfRows; } } // --- public int FrameWidth { get { return _FrameWidth; } } public int FrameHeight { get { return _FrameHeight; } } // --- public Texture2D Texture { get { return SpriteSheet; } } // --- public SheetManager (Texture2D Texture, int Rows, int FramesInEachRow) { // Normal assigning SpriteSheet = Texture; NumberOfRows = Rows; NumberOfColumns = FramesInEachRow; _FrameHeight = Texture.Height / NumberOfRows; _FrameWidth = Texture.Width / NumberOfColumns; // Framing everything Rectangles = new Rectangle[NumberOfRows * NumberOfColumns]; int ID = 0; for (int i = 0; i < NumberOfRows; i++) { for (int j = 0; j < NumberOfColumns; j++) { Rectangles[ID] = new Rectangle ( _FrameWidth * j, _FrameHeight * i, _FrameWidth, _FrameHeight ); ID++; } } } public SheetManager (Texture2D Texture, int NumberOfFrames): this(Texture, 1, NumberOfFrames) { } } } For even more comprehending, if needed, here is how the main code looks like (it's just messing with the class' capacities, nothing actually; the result is a disembodied feet walking in place animation on the top-left of the screen and a static axe nearby): using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using System.Threading; namespace Mobby_s_Adventure { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; static List<Sprite> ToDraw; static Texture2D AxeSheet; static Texture2D FeetSheet; static SheetManager Axe; static Sprite Jojora; static AnimationLocation[] Hack = new AnimationLocation[1]; static SheetManager Feet; static Sprite Mutoh; static AnimationLocation[] FeetAnimations = new AnimationLocation[2]; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.TargetElapsedTime = TimeSpan.FromMilliseconds(100); this.IsFixedTimeStep = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Loading logic ToDraw = new List<Sprite>(); AxeSheet = Content.Load<Texture2D>("Sheet"); FeetSheet = Content.Load<Texture2D>("Feet Sheet"); Axe = new SheetManager(AxeSheet, 1); Hack[0] = new AnimationLocation(0, 1); Jojora = new Sprite(Axe, Hack, new Vector2(100, 100), new Vector2(5, 55)); Jojora.AnimationID = 0; Jojora.FrameID = 0; Feet = new SheetManager(FeetSheet, 8); FeetAnimations[0] = new AnimationLocation(1, 7); FeetAnimations[1] = new AnimationLocation(0, 1); Mutoh = new Sprite(Feet, FeetAnimations, new Vector2(0, 0)); Mutoh.AnimationID = 0; Mutoh.FrameID = 0; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // Update logic Mutoh.FrameID++; ToDraw.Add(Mutoh); ToDraw.Add(Jojora); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } spriteBatch.Draw(Content.Load<Texture2D>("Sheet"), new Rectangle(50, 50, 55, 60), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Please help me find out what I'm overlooking! One thing that I have noticed and could aid is that, if inserted the equivalent of this code spriteBatch.Draw( Content.Load<Texture2D>("Image Location"), new Rectangle(X, Y, images width, height), Color.White ); in Project2's Draw(GameTime) of the main loop, it works. EDIT Ok, even if the matter remains unsolved, I have made some more progress! As you see, I managed to get the two kinds of rendering in the same project (the aforementioned Project2, with the more complex Sprite class). This was achieved by adding the following code to Draw(GameTime): protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } // Starting here spriteBatch.Draw( Axe.Texture, new Vector2(65, 100), new Rectangle ( 0, 0, Axe.FrameWidth, Axe.FrameHeight ), Color.White, 0.0f, new Vector2(0, 0), 1.0f, SpriteEffects.None, 0.0f ); // Ending here spriteBatch.End(); base.Draw(gameTime); } (Supposing that Axe is the SheetManager containing the texture, sorry if the "jargons" of my code confuse you :s) Thus, I have noticed that the problem is within the Sprite class. But I only get more clueless, because even after modifying its Draw function to this: public void Draw(SpriteBatch Drafter) { /*Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f );*/ Drafter.Draw( Sheet.Texture, Position, new Rectangle( 0, 0, Sheet.FrameWidth, Sheet.FrameHeight ), Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0 ); } to make it as simple as the patch of code that works, it still draws the sprite jaggedly!

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  • Time passage arithmetic explanation

    - by Cyber Axe
    I ported this from http://www.effectgames.com/effect/article.psp.html/joe/Old_School_Color_Cycling_with_HTML5 some time ago. However i'm now wanting to modify it for the purpose of changing it from floating point to fixed point maths for enhanced efficiency (for those who are going to talk about premature optimization and what not, i want to have my entire engine in fixed point both as a learning process for me and so i can port code more easily to systems in the future that dont have native floating points such as arm cpus) My initial conversion to fixed points just resulted in the cycling stuck on either the first or last frame of cycling. Plus it would be nice to understand better how it works so i can add more options and so forth in the future, my maths however sucks and the comments are limited so i don't really know how the maths work for determining the frame it shoud use (cycleAmount) I was also a beginner when i ported it as i had no idea between floating points and integers and what not. So in summary my question is, can anyone give an explination of the arithmatic used for determining the cycleAmount (which determings the "frame" of the cycle) This is the working floating point maths version of the code: public final void cycle(Colour[] sourceColours, double timeNow, double speedAdjust) { // Cycle all animated colour ranges in palette based on timestamp. sourceColours = sourceColours.clone(); int cycleSize; double cycleRate; double cycleAmount; Cycle cycle; for (int i = 0, len = cycles.length; i < len; ++i) { cycle = cycles[i]; cycleSize = (cycle.HIGH - cycle.LOW) + 1; cycleRate = cycle.RATE / (int) (CYCLE_SPEED / speedAdjust); cycleAmount = 0; if (cycle.REVERSE < 3) { // Standard Cycle cycleAmount = DFLOAT_MOD((timeNow / (1000 / cycleRate)), cycleSize); if (cycle.REVERSE < 1) { cycleAmount = cycleSize - cycleAmount; // If below 1 make sure its not reversed. } } else if (cycle.REVERSE == 3) { // Ping-Pong cycleAmount = DFLOAT_MOD((timeNow / (1000 / cycleRate)), cycleSize << 1); if (cycleAmount >= cycleSize) { cycleAmount = (cycleSize * 2) - cycleAmount; } } else if (cycle.REVERSE < 6) { // Sine Wave cycleAmount = DFLOAT_MOD((timeNow / (1000 / cycleRate)), cycleSize); cycleAmount = Math.sin((cycleAmount * 3.1415926 * 2) / cycleSize) + 1; if (cycle.REVERSE == 4) { cycleAmount *= (cycleSize / 4); } else if (cycle.REVERSE == 5) { cycleAmount *= (cycleSize >> 1); } } if (cycle.REVERSE == 2) { reverseColours(sourceColours, cycle); } if (USE_BLEND_SHIFT) { blendShiftColours(sourceColours, cycle, cycleAmount); } else { shiftColours(sourceColours, cycle, cycleAmount); } if (cycle.REVERSE == 2) { reverseColours(sourceColours, cycle); } } colours = sourceColours; } // This utility function allows for variable precision floating point modulus. private double DFLOAT_MOD(final double d, final double b) { return (Math.floor(d * PRECISION) % Math.floor(b * PRECISION)) / PRECISION; }

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  • How do I select DWM or fluxbox to start on login?

    - by axe
    I am trying to setup DWM in Ubuntu 10.10. The package is successfully built - and now I am trying to get it up and running. I created the dwm.desktop file with the proper text and the path to the dwm exec is correct. On login screen, I can see dwm as a alternate session : but if I select it, still gnome starts. I even tried another window manager (fluxbox) - same problem. I can see and select it in the login screen, but gnome starts up. Trying gconftool-2 -s /desktop/gnome/session/required_components/windowmanager dwm --type string also does nothing. Killing the windows manager just restarts it - even if I chvt first. Also, don't see the xinit daemon running. Any ideas ? This setup was trivial in Debian, and older versions of Ubuntu. What changed ? I am guessing gnome integration is to blame - but am clueless as of now.

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  • Rotate sphere in Javascript / three.js while moving on x/z axes

    - by kaipr
    I have a sphere/ball in three.js which I want to "roll" arround on a x/z axis. For the z axe I could simply do this no matter what the current x and y rotation is: sphere.roll_z = function(distance) { sphere.position.z += distance; sphere.rotation.x += distance > 0 ? 0.05 : -0.05; } But how can I roll it along the x axe? And how could I properly do the roll_z? I've found a lot about quateration and matrixes, but I can't figure out how to use them properly to achieve my (rather simple) goal. I'm aware that I have to update multiple rotations and that I have to calculate how far to rotate the sphere to match the distance, but the "how" is the question. It's probably just lack of mathematical skills which I should train, but a working example/short explanation would help alot to start with.

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  • sequentially-consistent atomic load on x86

    - by axe
    Hello all, I'm interested in sequentially-consistent load operation on x86. As far as I see from assembler listing, generated by compiler it is implemented as a plain load on x86, however plain loads as far as I know guaranteed to have acquire semantics, while plain stores are guaranteed to have release. Sequentially-consistent store is implemented as locked xchg, while load as plain load. That sounds strange to me, could you please explain this in details? added Just found in internet, that sequentially-consistent atomic load could be done as simple mov as long as store is done with locked xchg, but there was no prove and no links to documentation. Do you know where can I read about that? Thanks in advance.

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  • How to get the if the Page is Liked in my Facebook Application page

    - by Axe
    I'm using the Facebook sdk from codeplex I've tried the suggestion at How to get the Page Id in my Facebook Application page which is this: if (FacebookWebContext.Current.SignedRequest != null) { dynamic data = FacebookWebContext.Current.SignedRequest.Data; if (data.page != null) { var pageId = (String)data.page.id; var isUserAdmin = (Boolean)data.page.admin; var userLikesPage = (Boolean)data.page.liked; } else { // not on a page } } But my data.page is null. Do I need to ask for some extra permissions on the authorization or something? Also tried this the FQL suggested at http://blog.woodylabs.com/2010/09/facebook-graph-api-is-user-a-fan-of-page-id-using-fql-and-opengraph-to-mimic-pages-isfan/ But I only have an appId not a page ID. Any ideas?

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  • matplotlib: how to refresh figure.canvas

    - by Alex
    Hello, I can't understand how to refresh FigureCanvasWxAgg instance. Here is the example: import wx import matplotlib from matplotlib.backends.backend_wxagg import FigureCanvasWxAgg as FigureCanvas from matplotlib.figure import Figure class MainFrame(wx.Frame): def __init__(self): wx.Frame.__init__(self, None, wx.NewId(), "Main") self.sizer = wx.BoxSizer(wx.VERTICAL) self.figure = Figure(figsize=(1,2)) self.axe = self.figure.add_subplot(111) self.figurecanvas = FigureCanvas(self, -1, self.figure) self.buttonPlot = wx.Button(self, wx.NewId(), "Plot") self.buttonClear = wx.Button(self, wx.NewId(), "Clear") self.sizer.Add(self.figurecanvas, proportion=1, border=5, flag=wx.ALL | wx.EXPAND) self.sizer.Add(self.buttonPlot, proportion=0, border=2, flag=wx.ALL) self.sizer.Add(self.buttonClear, proportion=0, border=2, flag=wx.ALL) self.SetSizer(self.sizer) self.figurecanvas.Bind(wx.EVT_LEFT_DCLICK, self.on_dclick) self.buttonPlot.Bind(wx.EVT_BUTTON, self.on_button_plot) self.buttonClear.Bind(wx.EVT_BUTTON, self.on_button_clear) self.subframe_opened = False def on_dclick(self, evt): self.subframe = SubFrame(self, self.figure) self.subframe.Show(True) self.subframe_opened = True def on_button_plot(self, evt): self.axe.plot(range(10), color='green') self.figurecanvas.draw() def on_button_clear(self, evt): if self.subframe_opened: self.subframe.Close() self.figure.set_canvas(self.figurecanvas) self.axe.clear() self.figurecanvas.draw() class SubFrame(wx.Frame): def __init__(self, parent, figure): wx.Frame.__init__(self, parent, wx.NewId(), "Sub") self.sizer = wx.BoxSizer(wx.VERTICAL) self.figurecanvas = FigureCanvas(self, -1, figure) self.sizer.Add(self.figurecanvas, proportion=1, border=5, flag=wx.ALL | wx.EXPAND) self.SetSizer(self.sizer) self.Bind(wx.EVT_CLOSE, self.on_close) def on_close(self, evt): self.GetParent().subframe_opened = False evt.Skip() class MyApp(wx.App): def OnInit(self): frame = MainFrame() frame.Show(True) self.SetTopWindow(frame) return True app = MyApp(0) app.MainLoop() I'm interested in the following sequence of operations: run a script resize the main frame press Plot button double click on plot press Clear button Now I get a mess on main frame plot. If I resize the frame it redraws properly. My question is what should I add to my code to do that without resizing? Thanks in advance.

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  • Ingame menu is not working correctly

    - by Johnny
    The ingame menu opens when the player presses Escape during the main game. If the player presses Y in the ingame menu, the game switches to the main menu. Up to here, everything works. But: On the other hand, if the player presses N in the ingame menu, the game should switch back to the main game(should resume the main game). But that doesn't work. The game just rests in the ingame menu if the player presses N. I set a breakpoint in this line of the Ingamemenu class: KeyboardState kbState = Keyboard.GetState(); CurrentSate/currentGameState and LastState/lastGameState have the same state: IngamemenuState. But LastState/lastGameState should not have the same state than CurrentSate/currentGameState. What is wrong? Why is the ingame menu not working correctly? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; IState lastState, currentState; public enum GameStates { IntroState = 0, MenuState = 1, MaingameState = 2, IngamemenuState = 3 } public void ChangeGameState(GameStates newState) { lastGameState = currentGameState; lastState = currentState; switch (newState) { case GameStates.IntroState: currentState = new Intro(this); currentGameState = GameStates.IntroState; break; case GameStates.MenuState: currentState = new Menu(this); currentGameState = GameStates.MenuState; break; case GameStates.MaingameState: currentState = new Maingame(this); currentGameState = GameStates.MaingameState; break; case GameStates.IngamemenuState: currentState = new Ingamemenu(this); currentGameState = GameStates.IngamemenuState; break; } currentState.Load(Content); } public void ChangeCurrentToLastGameState() { currentGameState = lastGameState; currentState = lastState; } public GameStates CurrentState { get { return currentGameState; } set { currentGameState = value; } } public GameStates LastState { get { return lastGameState; } set { lastGameState = value; } } private GameStates currentGameState = GameStates.IntroState; private GameStates lastGameState; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { ChangeGameState(GameStates.IntroState); base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); currentState.Load(Content); } protected override void Update(GameTime gameTime) { currentState.Update(gameTime); if ((lastGameState == GameStates.MaingameState) && (currentGameState == GameStates.IngamemenuState)) { lastState.Update(gameTime); } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); if ((lastGameState == GameStates.MaingameState) && (currentGameState == GameStates.IngamemenuState)) { lastState.Render(spriteBatch); } currentState.Render(spriteBatch); spriteBatch.End(); base.Draw(gameTime); } } public interface IState { void Load(ContentManager content); void Update(GameTime gametime); void Render(SpriteBatch batch); } public class Intro : IState { Texture2D Titelbildschirm; private Game1 game1; public Intro(Game1 game) { game1 = game; } public void Load(ContentManager content) { Titelbildschirm = content.Load<Texture2D>("gruft"); } public void Update(GameTime gametime) { KeyboardState kbState = Keyboard.GetState(); if (kbState.IsKeyDown(Keys.Space)) game1.ChangeGameState(Game1.GameStates.MenuState); } public void Render(SpriteBatch batch) { batch.Draw(Titelbildschirm, new Rectangle(0, 0, 1280, 720), Color.White); } } public class Menu:IState { Texture2D Choosescreen; private Game1 game1; public Menu(Game1 game) { game1 = game; } public void Load(ContentManager content) { Choosescreen = content.Load<Texture2D>("menubild"); } public void Update(GameTime gametime) { KeyboardState kbState = Keyboard.GetState(); if (kbState.IsKeyDown(Keys.Enter)) game1.ChangeGameState(Game1.GameStates.MaingameState); if (kbState.IsKeyDown(Keys.Escape)) game1.Exit(); } public void Render(SpriteBatch batch) { batch.Draw(Choosescreen, new Rectangle(0, 0, 1280, 720), Color.White); } } public class Maingame : IState { Texture2D Spielbildschirm, axe; Vector2 position = new Vector2(100,100); private Game1 game1; public Maingame(Game1 game) { game1 = game; } public void Load(ContentManager content) { Spielbildschirm = content.Load<Texture2D>("hauszombie"); axe = content.Load<Texture2D>("axxx"); } public void Update(GameTime gametime) { KeyboardState keyboardState = Keyboard.GetState(); float delta = (float)gametime.ElapsedGameTime.TotalSeconds; position.X += 5 * delta; position.Y += 3 * delta; if (keyboardState.IsKeyDown(Keys.Escape)) game1.ChangeGameState(Game1.GameStates.IngamemenuState); } public void Render(SpriteBatch batch) { batch.Draw(Spielbildschirm, new Rectangle(0, 0, 1280, 720), Color.White); batch.Draw(axe, position, Color.White); } } public class Ingamemenu : IState { Texture2D Quitscreen; private Game1 game1; public Ingamemenu(Game1 game) { game1 = game; } public void Load(ContentManager content) { Quitscreen = content.Load<Texture2D>("quit"); } public void Update(GameTime gametime) { KeyboardState kbState = Keyboard.GetState(); if (kbState.IsKeyDown(Keys.Y)) game1.ChangeGameState(Game1.GameStates.MenuState); if (kbState.IsKeyDown(Keys.N)) game1.ChangeCurrentToLastGameState(); } public void Render(SpriteBatch batch) { batch.Draw(Quitscreen, new Rectangle(200, 200, 200, 200), Color.White); } }

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  • Les entreprises ne sont pas la priorité de Mozilla, Microsoft saisit l'occasion pour promouvoir IE 9 face à la fin attendue du support de Firefox 3.6

    Les entreprises ne sont pas la priorité de Mozilla Microsoft saisit l'occasion pour promouvoir IE 9, annonce attendue de la fin de Firefox 3.6 Co-écrit avec Hinault Romarick Le nouveau cycle de développement de Firefox, axé sur la publication des nouvelles versions avec des périodicités d'environ six semaines, s'accompagne également chez la fondation Mozilla de mises à la retraite plus rapide des versions précédentes. La fondation a ainsi déjà mis un terme aux mises à jour de sécurité de Firefox 4, publié il y a tout juste 3 mois avec

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  • Flash Player 10.3 disponible en beta, confidentialité et statistiques sur les contenus à l'honneur

    Player 10.3 disponible en beta Confidentialité et statistiques sur les contenus à l'honneur Pour respecter son nouveau programme d'incubation pour Flash Player et Air axé sur un cycle de développement plus court et recentré sur l'ajout continue de nouvelles fonctionnalités, Adobe vient de mettre à la disposition des développeurs la beta de la version 10.3 de Flash Player. Adobe a ajouté à cette version une nouvelle fonctionnalité,baptisée « Media Measurement » qui offre la possibilité aux fournisseurs de contenus d'obtenir plus d'informations et de retours, comme les statistiques en temps réel sur les vidéos diffusées. Coté vie privée, Flash Player 10.3 intègre les ...

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  • Microsoft Office 2010 sur Windows Phone 7, une vidéo dévoile les premières images de l'application p

    Microsoft Office 2010 sur Windows Phone 7 Une vidéo dévoile les premières images de l'application mobile A quoi ressemblera la version de Microsoft Office 2010 pour les Windows Phones ? Une vidéo qui montre la gestion d'un Power Point (ouverture, modification du contenu, enregistrement vocal, clavier, expédition) dévoile les premières images de l'UI. Le portage de la suite bureautique sur le futur OS mobile de Redmond montre également que Windows Phone 7 ne sera pas axé que « réseautage »

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  • Windows TV devrait arriver au CES 2011 ainsi qu'une version modifiée de Windows 7 pour les tablettes, et Windows 8 ?

    Windows TV devrait arriver au CES 2011 ainsi qu'une version modifiée de Windows 7 pour les tablettes, et Windows 8 ? Bientôt, le Consumer Electronics Show (CES) 2011 de Las Vegas qui réunira environ 120 000 participants de plusieurs pays, et plus de 2 500 sociétés va ouvrir ses portes. Le CES de cette année devrait être très axé sur les tablettes, les téléviseurs et les systèmes embraquées. Le Seattle Times, journal incontournable de la ville de Microsoft, semble avoir quelques informations intéressantes. Tout d'abord,

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  • Visual Studio 2012 Update 3 disponible et marque la fin des mises à jour pour cette version de l'EDI

    Visual Studio 2012 Update 3 CTP 1 disponible avec des améliorations de performance et plusieurs correctifs de boguesQuelques semaines seulement après la sortie de Visual Studio 2012 Update 2, Microsoft dévoile la prochaine mise à jour de son environnement de développement.L'éditeur vient de publier la Community Technology Preview (CTP) de Visual Studio 2012 Update 3, qui apporte des corrections de bogues, des améliorations de performance et quelques nouveautés.Avec cette troisième version de Visual Studio 2012 Update, Microsoft donne l'impression d'avoir adopté un rythme de mises à jour plus rapide pour l'EDI, axé sur le trimestr...

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  • Event system architecture for networking when performance is concerned

    - by Vandell
    How should I design a system for an action game (think in Golden Axe) where events can happen remotely? I'm using TCP for this because the client is in flash. There's so many options, I can make a binary protocol (I don't like this idea, I found it to be too hard to mantain) but I was also thinking that passing jsons through clients and server can be slow (Is that a exaggerated concern?). What about the internal architecture for the server? And for the client? I'm really lost, If it's a question that is too big, please indicate me some material so I can formulate a better question next time.

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  • Premières informations sur Ubuntu 10.10, "Maverick Meerkat" devrait être plus léger, plus rapide et

    Premières informations sur Ubuntu 10.10 « Maverick Meerkat » devrait être plus léger, plus rapide et très axé «social» Le prochain Ubuntu 10.10 s'appellera « Maverick Meerkat ». La distribution devrait par ailleurs sortir en octobre. Le créateur d'Ubuntu - et Pdg de Canonical, la société qui en soutient le développement - vient de dévoiler les premières informations et quelques axes de développement du projet. Mark Shuttleworth entend faire de cette version la « Perfect 10 ». En d'autres termes, continuer le mouvement vers un OS plus « léger » et plus rapide. Dans cette optique, une version officielle et spécialement conçue pour les netb...

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  • Dell lance ses ultrabooks XPS 14 et 15, et prépare le terrain à Windows 8

    Dell lance ses ultrabooks XPS 14 et 15 et prépare le terrain à Windows 8 Dell a officiellement lancé deux nouveaux modèles d'ordinateurs portables, permettant d'étendre sa gamme XPS. Les nouveaux ultrabooks XPS 14 et XPS 15, héritent des meilleurs atouts et du design sobre de leur ainé l'XPS 13 dans une coque argentée, couplés aux composants de dernière génération pour fournir aux utilisateurs performances, connectivité et divertissement. Selon le constructeur, le XPS 14 accorde une place d'honneur à la durée de vie de la batterie, avec une autonomie pouvant aller jusqu'à 11 heures, tandis que le XPS 15 est plus axé sur la création de contenu et la vidéo. Les deux dispositifs son...

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