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  • how to implement this observer pattern?

    - by lethal
    Hello. I have 4 classes, that describe state diagram. Node, Edge, ComponentOfNode, ComponentOfEdge. ComponentOfEdge compounds from ComponentsOfNode. Node can have 0..n outgoing edges. Edge can have only 2 nodes. Edge should be able to offer ComponentOfNode, but only from nodes that Edge has, in form ComponentOfEdge. The user can change ComponentsOfNode. I need this change spreads to all Edge. Hw to do it? I expect the observer should be used. Can you give me example in pseudocode please?

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  • Strategy and AI for the game 'Proximity'

    - by smci
    'Proximity' is a strategy game of territorial domination similar to Othello, Go and Risk. Two players, uses a 10x12 hex grid. Game invented by Brian Cable in 2007. Seems to be a worthy game for discussing a) optimal strategy then b) how to build an AI Strategies are going to be probabilistic or heuristic-based, due to the randomness factor, and the high branching factor (starts out at 120). So it will be kind of hard to compare objectively. A compute time limit of 5s per turn seems reasonable. Game: Flash version here and many copies elsewhere on the web Rules: here Object: to have control of the most armies after all tiles have been placed. Each turn you received a randomly numbered tile (value between 1 and 20 armies) to place on any vacant board space. If this tile is adjacent to any ally tiles, it will strengthen each tile's defenses +1 (up to a max value of 20). If it is adjacent to any enemy tiles, it will take control over them if its number is higher than the number on the enemy tile. Thoughts on strategy: Here are some initial thoughts; setting the computer AI to Expert will probably teach a lot: minimizing your perimeter seems to be a good strategy, to prevent flips and minimize worst-case damage like in Go, leaving holes inside your formation is lethal, only more so with the hex grid because you can lose armies on up to 6 squares in one move low-numbered tiles are a liability, so place them away from your main territory, near the board edges and scattered. You can also use low-numbered tiles to plug holes in your formation, or make small gains along the perimeter which the opponent will not tend to bother attacking. a triangle formation of three pieces is strong since they mutually reinforce, and also reduce the perimeter Each tile can be flipped at most 6 times, i.e. when its neighbor tiles are occupied. Control of a formation can flow back and forth. Sometimes you lose part of a formation and plug any holes to render that part of the board 'dead' and lock in your territory/ prevent further losses. Low-numbered tiles are obvious-but-low-valued liabilities, but high-numbered tiles can be bigger liabilities if they get flipped (which is harder). One lucky play with a 20-army tile can cause a swing of 200 (from +100 to -100 armies). So tile placement will have both offensive and defensive considerations. Comment 1,2,4 seem to resemble a minimax strategy where we minimize the maximum expected possible loss (modified by some probabilistic consideration of the value ß the opponent can get from 1..20 i.e. a structure which can only be flipped by a ß=20 tile is 'nearly impregnable'.) I'm not clear what the implications of comments 3,5,6 are for optimal strategy. Interested in comments from Go, Chess or Othello players. (The sequel ProximityHD for XBox Live, allows 4-player -cooperative or -competitive local multiplayer increases the branching factor since you now have 5 tiles in your hand at any given time, of which you can only play one. Reinforcement of ally tiles is increased to +2 per ally.)

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  • Find optimal strategy and AI for the game 'Proximity'?

    - by smci
    'Proximity' is a strategy game of territorial domination similar to Othello, Go and Risk. Two players, uses a 10x12 hex grid. Game invented by Brian Cable in 2007. Seems to be a worthy game for discussing a) optimal algorithm then b) how to build an AI. Strategies are going to be probabilistic or heuristic-based, due to the randomness factor, and the insane branching factor (20^120). So it will be kind of hard to compare objectively. A compute time limit of 5s per turn seems reasonable. Game: Flash version here and many copies elsewhere on the web Rules: here Object: to have control of the most armies after all tiles have been placed. Each turn you received a randomly numbered tile (value between 1 and 20 armies) to place on any vacant board space. If this tile is adjacent to any ally tiles, it will strengthen each tile's defenses +1 (up to a max value of 20). If it is adjacent to any enemy tiles, it will take control over them if its number is higher than the number on the enemy tile. Thoughts on strategy: Here are some initial thoughts; setting the computer AI to Expert will probably teach a lot: minimizing your perimeter seems to be a good strategy, to prevent flips and minimize worst-case damage like in Go, leaving holes inside your formation is lethal, only more so with the hex grid because you can lose armies on up to 6 squares in one move low-numbered tiles are a liability, so place them away from your main territory, near the board edges and scattered. You can also use low-numbered tiles to plug holes in your formation, or make small gains along the perimeter which the opponent will not tend to bother attacking. a triangle formation of three pieces is strong since they mutually reinforce, and also reduce the perimeter Each tile can be flipped at most 6 times, i.e. when its neighbor tiles are occupied. Control of a formation can flow back and forth. Sometimes you lose part of a formation and plug any holes to render that part of the board 'dead' and lock in your territory/ prevent further losses. Low-numbered tiles are obvious-but-low-valued liabilities, but high-numbered tiles can be bigger liabilities if they get flipped (which is harder). One lucky play with a 20-army tile can cause a swing of 200 (from +100 to -100 armies). So tile placement will have both offensive and defensive considerations. Comment 1,2,4 seem to resemble a minimax strategy where we minimize the maximum expected possible loss (modified by some probabilistic consideration of the value ß the opponent can get from 1..20 i.e. a structure which can only be flipped by a ß=20 tile is 'nearly impregnable'.) I'm not clear what the implications of comments 3,5,6 are for optimal strategy. Interested in comments from Go, Chess or Othello players. (The sequel ProximityHD for XBox Live, allows 4-player -cooperative or -competitive local multiplayer increases the branching factor since you now have 5 tiles in your hand at any given time, of which you can only play one. Reinforcement of ally tiles is increased to +2 per ally.)

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  • Find optimal/good-enough strategy and AI for the game 'Proximity'?

    - by smci
    'Proximity' is a strategy game of territorial domination similar to Othello, Go and Risk. Two players, uses a 10x12 hex grid. Game invented by Brian Cable in 2007. Seems to be a worthy game for discussing a) optimal algorithm then b) how to build an AI. Strategies are going to be probabilistic or heuristic-based, due to the randomness factor, and the insane branching factor (20^120). So it will be kind of hard to compare objectively. A compute time limit of 5s per turn seems reasonable. Game: Flash version here and many copies elsewhere on the web Rules: here Object: to have control of the most armies after all tiles have been placed. Each turn you received a randomly numbered tile (value between 1 and 20 armies) to place on any vacant board space. If this tile is adjacent to any ally tiles, it will strengthen each tile's defenses +1 (up to a max value of 20). If it is adjacent to any enemy tiles, it will take control over them if its number is higher than the number on the enemy tile. Thoughts on strategy: Here are some initial thoughts; setting the computer AI to Expert will probably teach a lot: minimizing your perimeter seems to be a good strategy, to prevent flips and minimize worst-case damage like in Go, leaving holes inside your formation is lethal, only more so with the hex grid because you can lose armies on up to 6 squares in one move low-numbered tiles are a liability, so place them away from your main territory, near the board edges and scattered. You can also use low-numbered tiles to plug holes in your formation, or make small gains along the perimeter which the opponent will not tend to bother attacking. a triangle formation of three pieces is strong since they mutually reinforce, and also reduce the perimeter Each tile can be flipped at most 6 times, i.e. when its neighbor tiles are occupied. Control of a formation can flow back and forth. Sometimes you lose part of a formation and plug any holes to render that part of the board 'dead' and lock in your territory/ prevent further losses. Low-numbered tiles are obvious-but-low-valued liabilities, but high-numbered tiles can be bigger liabilities if they get flipped (which is harder). One lucky play with a 20-army tile can cause a swing of 200 (from +100 to -100 armies). So tile placement will have both offensive and defensive considerations. Comment 1,2,4 seem to resemble a minimax strategy where we minimize the maximum expected possible loss (modified by some probabilistic consideration of the value ß the opponent can get from 1..20 i.e. a structure which can only be flipped by a ß=20 tile is 'nearly impregnable'.) I'm not clear what the implications of comments 3,5,6 are for optimal strategy. Interested in comments from Go, Chess or Othello players. (The sequel ProximityHD for XBox Live, allows 4-player -cooperative or -competitive local multiplayer increases the branching factor since you now have 5 tiles in your hand at any given time, of which you can only play one. Reinforcement of ally tiles is increased to +2 per ally.)

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  • HTG Reviews the CODE Keyboard: Old School Construction Meets Modern Amenities

    - by Jason Fitzpatrick
    There’s nothing quite as satisfying as the smooth and crisp action of a well built keyboard. If you’re tired of  mushy keys and cheap feeling keyboards, a well-constructed mechanical keyboard is a welcome respite from the $10 keyboard that came with your computer. Read on as we put the CODE mechanical keyboard through the paces. What is the CODE Keyboard? The CODE keyboard is a collaboration between manufacturer WASD Keyboards and Jeff Atwood of Coding Horror (the guy behind the Stack Exchange network and Discourse forum software). Atwood’s focus was incorporating the best of traditional mechanical keyboards and the best of modern keyboard usability improvements. In his own words: The world is awash in terrible, crappy, no name how-cheap-can-we-make-it keyboards. There are a few dozen better mechanical keyboard options out there. I’ve owned and used at least six different expensive mechanical keyboards, but I wasn’t satisfied with any of them, either: they didn’t have backlighting, were ugly, had terrible design, or were missing basic functions like media keys. That’s why I originally contacted Weyman Kwong of WASD Keyboards way back in early 2012. I told him that the state of keyboards was unacceptable to me as a geek, and I proposed a partnership wherein I was willing to work with him to do whatever it takes to produce a truly great mechanical keyboard. Even the ardent skeptic who questions whether Atwood has indeed created a truly great mechanical keyboard certainly can’t argue with the position he starts from: there are so many agonizingly crappy keyboards out there. Even worse, in our opinion, is that unless you’re a typist of a certain vintage there’s a good chance you’ve never actually typed on a really nice keyboard. Those that didn’t start using computers until the mid-to-late 1990s most likely have always typed on modern mushy-key keyboards and never known the joy of typing on a really responsive and crisp mechanical keyboard. Is our preference for and love of mechanical keyboards shining through here? Good. We’re not even going to try and hide it. So where does the CODE keyboard stack up in pantheon of keyboards? Read on as we walk you through the simple setup and our experience using the CODE. Setting Up the CODE Keyboard Although the setup of the CODE keyboard is essentially plug and play, there are two distinct setup steps that you likely haven’t had to perform on a previous keyboard. Both highlight the degree of care put into the keyboard and the amount of customization available. Inside the box you’ll find the keyboard, a micro USB cable, a USB-to-PS2 adapter, and a tool which you may be unfamiliar with: a key puller. We’ll return to the key puller in a moment. Unlike the majority of keyboards on the market, the cord isn’t permanently affixed to the keyboard. What does this mean for you? Aside from the obvious need to plug it in yourself, it makes it dead simple to repair your own keyboard cord if it gets attacked by a pet, mangled in a mechanism on your desk, or otherwise damaged. It also makes it easy to take advantage of the cable routing channels in on the underside of the keyboard to  route your cable exactly where you want it. While we’re staring at the underside of the keyboard, check out those beefy rubber feet. By peripherals standards they’re huge (and there is six instead of the usual four). Once you plunk the keyboard down where you want it, it might as well be glued down the rubber feet work so well. After you’ve secured the cable and adjusted it to your liking, there is one more task  before plug the keyboard into the computer. On the bottom left-hand side of the keyboard, you’ll find a small recess in the plastic with some dip switches inside: The dip switches are there to switch hardware functions for various operating systems, keyboard layouts, and to enable/disable function keys. By toggling the dip switches you can change the keyboard from QWERTY mode to Dvorak mode and Colemak mode, the two most popular alternative keyboard configurations. You can also use the switches to enable Mac-functionality (for Command/Option keys). One of our favorite little toggles is the SW3 dip switch: you can disable the Caps Lock key; goodbye accidentally pressing Caps when you mean to press Shift. You can review the entire dip switch configuration chart here. The quick-start for Windows users is simple: double check that all the switches are in the off position (as seen in the photo above) and then simply toggle SW6 on to enable the media and backlighting function keys (this turns the menu key on the keyboard into a function key as typically found on laptop keyboards). After adjusting the dip switches to your liking, plug the keyboard into an open USB port on your computer (or into your PS/2 port using the included adapter). Design, Layout, and Backlighting The CODE keyboard comes in two flavors, a traditional 87-key layout (no number pad) and a traditional 104-key layout (number pad on the right hand side). We identify the layout as traditional because, despite some modern trapping and sneaky shortcuts, the actual form factor of the keyboard from the shape of the keys to the spacing and position is as classic as it comes. You won’t have to learn a new keyboard layout and spend weeks conditioning yourself to a smaller than normal backspace key or a PgUp/PgDn pair in an unconventional location. Just because the keyboard is very conventional in layout, however, doesn’t mean you’ll be missing modern amenities like media-control keys. The following additional functions are hidden in the F11, F12, Pause button, and the 2×6 grid formed by the Insert and Delete rows: keyboard illumination brightness, keyboard illumination on/off, mute, and then the typical play/pause, forward/backward, stop, and volume +/- in Insert and Delete rows, respectively. While we weren’t sure what we’d think of the function-key system at first (especially after retiring a Microsoft Sidewinder keyboard with a huge and easily accessible volume knob on it), it took less than a day for us to adapt to using the Fn key, located next to the right Ctrl key, to adjust our media playback on the fly. Keyboard backlighting is a largely hit-or-miss undertaking but the CODE keyboard nails it. Not only does it have pleasant and easily adjustable through-the-keys lighting but the key switches the keys themselves are attached to are mounted to a steel plate with white paint. Enough of the light reflects off the interior cavity of the keys and then diffuses across the white plate to provide nice even illumination in between the keys. Highlighting the steel plate beneath the keys brings us to the actual construction of the keyboard. It’s rock solid. The 87-key model, the one we tested, is 2.0 pounds. The 104-key is nearly a half pound heavier at 2.42 pounds. Between the steel plate, the extra-thick PCB board beneath the steel plate, and the thick ABS plastic housing, the keyboard has very solid feel to it. Combine that heft with the previously mentioned thick rubber feet and you have a tank-like keyboard that won’t budge a millimeter during normal use. Examining The Keys This is the section of the review the hardcore typists and keyboard ninjas have been waiting for. We’ve looked at the layout of the keyboard, we’ve looked at the general construction of it, but what about the actual keys? There are a wide variety of keyboard construction techniques but the vast majority of modern keyboards use a rubber-dome construction. The key is floated in a plastic frame over a rubber membrane that has a little rubber dome for each key. The press of the physical key compresses the rubber dome downwards and a little bit of conductive material on the inside of the dome’s apex connects with the circuit board. Despite the near ubiquity of the design, many people dislike it. The principal complaint is that dome keyboards require a complete compression to register a keystroke; keyboard designers and enthusiasts refer to this as “bottoming out”. In other words, the register the “b” key, you need to completely press that key down. As such it slows you down and requires additional pressure and movement that, over the course of tens of thousands of keystrokes, adds up to a whole lot of wasted time and fatigue. The CODE keyboard features key switches manufactured by Cherry, a company that has manufactured key switches since the 1960s. Specifically the CODE features Cherry MX Clear switches. These switches feature the same classic design of the other Cherry switches (such as the MX Blue and Brown switch lineups) but they are significantly quieter (yes this is a mechanical keyboard, but no, your neighbors won’t think you’re firing off a machine gun) as they lack the audible click found in most Cherry switches. This isn’t to say that they keyboard doesn’t have a nice audible key press sound when the key is fully depressed, but that the key mechanism isn’t doesn’t create a loud click sound when triggered. One of the great features of the Cherry MX clear is a tactile “bump” that indicates the key has been compressed enough to register the stroke. For touch typists the very subtle tactile feedback is a great indicator that you can move on to the next stroke and provides a welcome speed boost. Even if you’re not trying to break any word-per-minute records, that little bump when pressing the key is satisfying. The Cherry key switches, in addition to providing a much more pleasant typing experience, are also significantly more durable than dome-style key switch. Rubber dome switch membrane keyboards are typically rated for 5-10 million contacts whereas the Cherry mechanical switches are rated for 50 million contacts. You’d have to write the next War and Peace  and follow that up with A Tale of Two Cities: Zombie Edition, and then turn around and transcribe them both into a dozen different languages to even begin putting a tiny dent in the lifecycle of this keyboard. So what do the switches look like under the classicly styled keys? You can take a look yourself with the included key puller. Slide the loop between the keys and then gently beneath the key you wish to remove: Wiggle the key puller gently back and forth while exerting a gentle upward pressure to pop the key off; You can repeat the process for every key, if you ever find yourself needing to extract piles of cat hair, Cheeto dust, or other foreign objects from your keyboard. There it is, the naked switch, the source of that wonderful crisp action with the tactile bump on each keystroke. The last feature worthy of a mention is the N-key rollover functionality of the keyboard. This is a feature you simply won’t find on non-mechanical keyboards and even gaming keyboards typically only have any sort of key roller on the high-frequency keys like WASD. So what is N-key rollover and why do you care? On a typical mass-produced rubber-dome keyboard you cannot simultaneously press more than two keys as the third one doesn’t register. PS/2 keyboards allow for unlimited rollover (in other words you can’t out type the keyboard as all of your keystrokes, no matter how fast, will register); if you use the CODE keyboard with the PS/2 adapter you gain this ability. If you don’t use the PS/2 adapter and use the native USB, you still get 6-key rollover (and the CTRL, ALT, and SHIFT don’t count towards the 6) so realistically you still won’t be able to out type the computer as even the more finger twisting keyboard combos and high speed typing will still fall well within the 6-key rollover. The rollover absolutely doesn’t matter if you’re a slow hunt-and-peck typist, but if you’ve read this far into a keyboard review there’s a good chance that you’re a serious typist and that kind of quality construction and high-number key rollover is a fantastic feature.  The Good, The Bad, and the Verdict We’ve put the CODE keyboard through the paces, we’ve played games with it, typed articles with it, left lengthy comments on Reddit, and otherwise used and abused it like we would any other keyboard. The Good: The construction is rock solid. In an emergency, we’re confident we could use the keyboard as a blunt weapon (and then resume using it later in the day with no ill effect on the keyboard). The Cherry switches are an absolute pleasure to type on; the Clear variety found in the CODE keyboard offer a really nice middle-ground between the gun-shot clack of a louder mechanical switch and the quietness of a lesser-quality dome keyboard without sacrificing quality. Touch typists will love the subtle tactile bump feedback. Dip switch system makes it very easy for users on different systems and with different keyboard layout needs to switch between operating system and keyboard layouts. If you’re investing a chunk of change in a keyboard it’s nice to know you can take it with you to a different operating system or “upgrade” it to a new layout if you decide to take up Dvorak-style typing. The backlighting is perfect. You can adjust it from a barely-visible glow to a blazing light-up-the-room brightness. Whatever your intesity preference, the white-coated steel backplate does a great job diffusing the light between the keys. You can easily remove the keys for cleaning (or to rearrange the letters to support a new keyboard layout). The weight of the unit combined with the extra thick rubber feet keep it planted exactly where you place it on the desk. The Bad: While you’re getting your money’s worth, the $150 price tag is a shock when compared to the $20-60 price tags you find on lower-end keyboards. People used to large dedicated media keys independent of the traditional key layout (such as the large buttons and volume controls found on many modern keyboards) might be off put by the Fn-key style media controls on the CODE. The Verdict: The keyboard is clearly and heavily influenced by the needs of serious typists. Whether you’re a programmer, transcriptionist, or just somebody that wants to leave the lengthiest article comments the Internet has ever seen, the CODE keyboard offers a rock solid typing experience. Yes, $150 isn’t pocket change, but the quality of the CODE keyboard is so high and the typing experience is so enjoyable, you’re easily getting ten times the value you’d get out of purchasing a lesser keyboard. Even compared to other mechanical keyboards on the market, like the Das Keyboard, you’re still getting more for your money as other mechanical keyboards don’t come with the lovely-to-type-on Cherry MX Clear switches, back lighting, and hardware-based operating system keyboard layout switching. If it’s in your budget to upgrade your keyboard (especially if you’ve been slogging along with a low-end rubber-dome keyboard) there’s no good reason to not pickup a CODE keyboard. Key animation courtesy of Geekhack.org user Lethal Squirrel.       

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  • CodePlex Daily Summary for Tuesday, November 13, 2012

    CodePlex Daily Summary for Tuesday, November 13, 2012Popular ReleasesSymphony Framework: Symphony Framework v2.0.0.6: Symphony Framework version 2.0.0.6. has just been released General note: If you install Symphony Framework 2.0.0.6 you must re-generate all your code-generated source files, resource files, controls and windows. Failure to regenerate will cause your applications to fail. Symphony Framework requires at least version 4.2.3 of CodeGen due to some new functionality that has been added. Please ensure that you download and install the latest version of CodeGen. You can review the full release ...AcDown?????: AcDown????? v4.3: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ???? 32??64? ???Linux ????(1)????????Windows XP???,????????.NET Framework 2.0???(x86),?????"?????????"??? (2)???????????Linux???,????????Mono?? ??2...WallSwitch: WallSwitch 1.2.1: Version 1.2.1 Changes: Improved collage image distribution to overlap older images first. Set default collage background blur distance to 4 (provides a more gradual effect). Fixed issue where wallpaper not displayed on Windows Vista when Cross-Fade transitions enabled. Fixed issue with duplicated themes not updating history view correctly.????: ???? 1.0: ????ALinq Dynamic (Entity SQL for Linq to SQL): ALinq Dynamic v1.1: 1. Fix a few bugs about aggregate function. 2. Supports more functions. 3. Append more samples.Unicode IVS Add-in for Microsoft Office: Unicode IVS Add-in for Microsoft Office: Unicode IVS Add-in for Microsoft Office ??? ?????、Unicode IVS?????????????????Unicode IVS???????????????。??、??????????????、?????????????????????????????。Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.74: fix for issue #18836 - sometimes throws null-reference errors in ActivationObject.AnalyzeScope method. add back the Context object's 8-parameter constructor, since someone has code that's using it. throw a low-pri warning if an expression statement is == or ===; warn that the developer may have meant an assignment (=). if window.XXXX or window"XXXX" is encountered, add XXXX (as long as it's a valid JavaScript identifier) to the known globals so subsequent references to XXXX won't throw ...Home Access Plus+: v8.3: Changes: Fixed: A odd scroll bar showing up for no reason Changed: Added some code to hopefully sort out the details view when there is a small number of files Fixed: Where the details toolbar shows in the wrong place until you scroll Fixed: Where the Help Desk live tile shows all open tiles, instead of user specific tiles (admins still see all) Added: Powerpoint Files Filter Added: Print style for Booking System Added: Silent check for the logon tracker Updated: Logon Tracker I...???????: Monitor 2012-11-11: This is the first releaseVidCoder: 1.4.5 Beta: Removed the old Advanced user interface and moved x264 preset/profile/tune there instead. The functionality is still available through editing the options string. Added ability to specify the H.264 level. Added ability to choose VidCoder's interface language. If you are interested in translating, we can get VidCoder in your language! Updated WPF text rendering to use the better Display mode. Updated HandBrake core to SVN 5045. Removed logic that forced the .m4v extension in certain ...ImageGlass: Version 1.5: http://i1214.photobucket.com/albums/cc483/phapsuxeko/ImageGlass/1.png v1.5.4401.3015 Thumbnail bar: Increase loading speed Thumbnail image with ratio Support personal customization: mouse up, mouse down, mouse hover, selected item... 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Includes: A fix for the Netflix example from Chapter 6 that was missing a service reference A fix for the ImageHelper issue (images were not being saved) - this was due to the buffer being inadequate and required streaming the writeable bitmap to a buffer first before encoding and savingmyCollections: Version 2.3.2.0: New in this version : Added TheGamesDB.net API for Games and NDS Added Support for Windows Media Center Added Support for myMovies Added Support for XBMC Added Support for Dune HD Added Support for Mede8er Added Support for WD HDTV Added Fast search options Added order by Artist/Album for music You can now create covers and background for games You can now update your ID3 tag with the info of myCollections Fixed several provider Performance improvement New Splash ...Draw: Draw 1.0: Drawing PadPlayer Framework by Microsoft: Player Framework for Windows 8 (v1.0): IMPORTANT: List of breaking changes from preview 7 Ability to move control panel or individual elements outside media player. more info... 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As a bonus, the new version is also available for SharePoint 2010 as a separate download.Fiskalizacija za developere: FiskalizacijaDev 1.2: Verzija 1.2. je, prije svega, odgovor na novu verziju Tehnicke specifikacije (v1.1.) koja je objavljena prije nekoliko dana. Pored novosti vezanih uz (sitne) izmjene u spomenutoj novoj verziji Tehnicke dokumentacije, projekt smo prošili sa nekim dodatnim feature-ima od kojih je vecina proizašla iz vaših prijedloga - hvala :) Novosti u v1.2. su: - Neusuglašenost zahtjeva (http://fiskalizacija.codeplex.com/workitem/645) - Sample projekt - iznosi se množe sa 100 (http://fiskalizacija.codeplex.c...New Projects3jidi IPTV App: 3jidi IPTV application on microsoft mediaroomAX 2012 Custom Operating Units: With this tool, non technical users can create custom operating units, link them with existing org model, model custom units as financial dimensions etc.BASE32 Encoder: This awesome app let you convert all your music, pictures and video to brand new BASE32 encoding! BilgeAdam.ChannelShow: BilgeAdam.ChannelShowBlueset Studio Opensource Projects: Only for Opensource projects form Blueset Studio.Bubble Trouble: This is a game where you are trapped in a room with lethal bubbles bouncing around the rooms. 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This Solution helps to find any record "GUID" across all entities in Dynamics CRM. hyd: a game demoJogo do Galo: JOGO DO GALO REGRAS •O tabuleiro é a matriz de três linhas em três colunas. •Dois jogadores escolhem três peças cada um. •Os jogadores jogam alternadamente, uma peça de cada vez, num espaço que esteja vazio. •O objectivo é conseguir três peças iguais em linha, quer horizontal, vjQCalendarPart: jQCalendarPart is a JS application which when added to a CEWP in SP 2010 will display a jQuery Calendar control with the upcoming events from the Calendar list.Kinect Table Tennis: A 2D Top-down Kinect table tennis game! Booyeah!MathNullable: The example of the Nullable Mathematics.Metro Launch: Metro Launch is a new Start menu inspired by Windows 8's.Monoxide.Diagnostics: This is Systems.Diagnostics source code extracted from Mono so that people on any platform (Windows, too!) can extend more of the tracing framework.new1325: hellonew1327: helloPizza-Service: School Project of a Pizza-Service application.ProjectOnElance: SomeProjectOnElanceRemote Controller for Trackmania: Evzrecon is a remote controller for Trackmania Forever dedicated servers, much like XASECO but written in Java.SoftRenderer: a software rendererStripeOne ShortenUrl: Projeto de estudo para encurtar urls, com cms para o usuário (caso seja registrado ou por sessão) e cms administrativo com estatisticas de urls mais usadas.testtom11122012git01: htesttom11122012hg01: fdstesttom11122012tfs01: fdstesttom11122012tfs03: rewThe new Basecamp API C# Wrapper: This project aims to be a complete C# wrapper around the new Basecamp API. Direct API call support in addition to convenience methods are provided.TVendas: Este projeto surgiu com a necessidade de se ter um software de gerenciamento de vendas web e gratuito. Então surgiu o TVendas.WDTVHUBLIVE Companion: Intitial summary : This is a project to learn C# and to create an application to manage media on a WDTVLiveHub. WordTrending: ECE 275 Assignment #4Yet another SharePoint 2010 Deployment Script: The following PowerShell script is intended to help operations staff as well as developers to automate the base installation of SharePoint 2010 Server. Zytonic Hotkeys: Zytonic Hotkeys Is a User Library That Aims to defeat The hassle of creating User Hotkeys for your .NET Applications.????: ????

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  • Java JPanel not showing up....

    - by user69514
    I'm not sure what I am doing wrong, but the text for my JPanels is not showing up. I just get the question number text, but the question is not showing up. Any ideas what I am doing wrong? import java.awt.*; import java.awt.event.*; import javax.swing.*; import javax.swing.event.*; class NewFrame extends JFrame { JPanel centerpanel; // For the questions. CardLayout card; // For the centerpanel. JTextField tf; // Used in question 1. boolean // Store selections for Q2. q2Option1, q2Option2, q2Option3, q2Option4; JList q4List; // For question 4. double // Score on each question. q1Score = 0, q2Score = 0, q3Score = 0, q4Score = 0; // Constructor. public NewFrame (int width, int height) { this.setTitle ("Snoot Club Membership Test"); this.setResizable (true); this.setSize (width, height); Container cPane = this.getContentPane(); // cPane.setLayout (new BorderLayout()); // First, a welcome message, as a Label. JLabel L = new JLabel ("<html><b>Are you elitist enough for our exclusive club?" + " <br>Fill out the form and find out</b></html>"); L.setForeground (Color.blue); cPane.add (L, BorderLayout.NORTH); // Now the center panel with the questions. card = new CardLayout (); centerpanel = new JPanel (); centerpanel.setLayout (card); centerpanel.setOpaque (false); // Each question will be created in a separate method. // The cardlayout requires a label as second parameter. centerpanel.add (firstQuestion (), "1"); centerpanel.add (secondQuestion(), "2"); centerpanel.add (thirdQuestion(), "3"); centerpanel.add (fourthQuestion(), "4"); cPane.add (centerpanel, BorderLayout.CENTER); // Next, a panel of four buttons at the bottom. // The four buttons: quit, submit, next-question, previous-question. JPanel bottomPanel = getBottomPanel (); cPane.add (bottomPanel, BorderLayout.SOUTH); // Finally, show the frame. this.setVisible (true); } // No-parameter constructor. public NewFrame () { this (500, 300); } // The first question uses labels for the question and // gets input via a textfield. A panel containing all // these things is returned. The question asks for // a vacation destination: the more exotic the location, // the higher the score. JPanel firstQuestion () { // We will package everything into a panel and return the panel. JPanel subpanel = new JPanel (); // We will place things in a single column, so // a GridLayout with one column is appropriate. subpanel.setLayout (new GridLayout (8,1)); JLabel L1 = new JLabel ("Question 1:"); L1.setFont (new Font ("SansSerif", Font.ITALIC, 15)); subpanel.add (L1); JLabel L2 = new JLabel (" Select a vacation destination"); L2.setFont (new Font ("SansSerif", Font.ITALIC, 15)); subpanel.add (L2); JLabel L3 = new JLabel (" 1. Baltimore"); L3.setFont (new Font ("SansSerif", Font.ITALIC, 15)); subpanel.add (L3); JLabel L4 = new JLabel (" 2. Disneyland"); L4.setFont (new Font ("SansSerif", Font.ITALIC, 15)); subpanel.add (L4); JLabel L5 = new JLabel (" 3. Grand Canyon"); L5.setFont (new Font ("SansSerif", Font.ITALIC, 15)); subpanel.add (L5); JLabel L6 = new JLabel (" 4. French Riviera"); L6.setFont (new Font ("SansSerif", Font.ITALIC, 15)); subpanel.add (L6); JLabel L7 = new JLabel ("Enter 1,2,3 or 4 below:"); L7.setFont (new Font ("SansSerif", Font.ITALIC, 15)); subpanel.add (L7); // Here's the textfield to get user-input. tf = new JTextField (); tf.addActionListener ( new ActionListener () { // This interface has only one method. public void actionPerformed (ActionEvent a) { String q1String = a.getActionCommand(); if (q1String.equals ("2")) q1Score = 2; else if (q1String.equals ("3")) q1Score = 3; else if (q1String.equals ("4")) q1Score = 4; else q1Score = 1; } } ); subpanel.add (tf); return subpanel; } // For the second question, a collection of checkboxes // will be used. More than one selection can be made. // A listener is required for each checkbox. The state // of each checkbox is recorded. JPanel secondQuestion () { JPanel subpanel = new JPanel (); subpanel.setLayout (new GridLayout (7,1)); JLabel L1 = new JLabel ("Question 2:"); L1.setFont (new Font ("SansSerif", Font.ITALIC, 15)); subpanel.add (L1); JLabel L2 = new JLabel (" Select ONE OR MORE things that "); L2.setFont (new Font ("SansSerif", Font.ITALIC, 15)); subpanel.add (L2); JLabel L3 = new JLabel (" you put into your lunch sandwich"); L3.setFont (new Font ("SansSerif", Font.ITALIC, 15)); subpanel.add (L3); // Initialize the selections to false. q2Option1 = q2Option2 = q2Option3 = q2Option4 = false; // First checkbox. JCheckBox c1 = new JCheckBox ("Ham, beef or turkey"); c1.addItemListener ( new ItemListener () { public void itemStateChanged (ItemEvent i) { JCheckBox c = (JCheckBox) i.getSource(); q2Option1 = c.isSelected(); } } ); subpanel.add (c1); // Second checkbox. JCheckBox c2 = new JCheckBox ("Cheese"); c2.addItemListener ( new ItemListener () { // This is where we will react to a change in checkbox. public void itemStateChanged (ItemEvent i) { JCheckBox c = (JCheckBox) i.getSource(); q2Option2 = c.isSelected(); } } ); subpanel.add (c2); // Third checkbox. JCheckBox c3 = new JCheckBox ("Sun-dried Arugula leaves"); c3.addItemListener ( new ItemListener () { public void itemStateChanged (ItemEvent i) { JCheckBox c = (JCheckBox) i.getSource(); q2Option3 = c.isSelected(); } } ); subpanel.add (c3); // Fourth checkbox. JCheckBox c4 = new JCheckBox ("Lemon-enhanced smoked Siberian caviar"); c4.addItemListener ( new ItemListener () { public void itemStateChanged (ItemEvent i) { JCheckBox c = (JCheckBox) i.getSource(); q2Option4 = c.isSelected(); } } ); subpanel.add (c4); return subpanel; } // The third question allows only one among four choices // to be selected. We will use radio buttons. JPanel thirdQuestion () { JPanel subpanel = new JPanel (); subpanel.setLayout (new GridLayout (6,1)); JLabel L1 = new JLabel ("Question 3:"); L1.setFont (new Font ("SansSerif", Font.ITALIC, 15)); subpanel.add (L1); JLabel L2 = new JLabel (" And which mustard do you use?"); L2.setFont (new Font ("SansSerif", Font.ITALIC, 15)); subpanel.add (L2); // First, create the ButtonGroup instance. // We will add radio buttons to this group. ButtonGroup bGroup = new ButtonGroup(); // First checkbox. JRadioButton r1 = new JRadioButton ("Who cares?"); r1.addItemListener ( new ItemListener () { public void itemStateChanged (ItemEvent i) { JRadioButton r = (JRadioButton) i.getSource(); if (r.isSelected()) q3Score = 1; } } ); bGroup.add (r1); subpanel.add (r1); // Second checkbox. JRadioButton r2 = new JRadioButton ("Safeway Brand"); r2.addItemListener ( new ItemListener () { public void itemStateChanged (ItemEvent i) { JRadioButton r = (JRadioButton) i.getSource(); if (r.isSelected()) q3Score = 2; } } ); bGroup.add (r2); subpanel.add (r2); // Third checkbox. JRadioButton r3 = new JRadioButton ("Fleishman's"); r3.addItemListener ( new ItemListener () { public void itemStateChanged (ItemEvent i) { JRadioButton r = (JRadioButton) i.getSource(); if (r.isSelected()) q3Score = 3; } } ); bGroup.add (r3); subpanel.add (r3); // Fourth checkbox. JRadioButton r4 = new JRadioButton ("Grey Poupon"); r4.addItemListener ( new ItemListener () { public void itemStateChanged (ItemEvent i) { JRadioButton r = (JRadioButton) i.getSource(); if (r.isSelected()) q3Score = 4; } } ); bGroup.add (r4); subpanel.add (r4); return subpanel; } // For the fourth question we will use a drop-down Choice. JPanel fourthQuestion () { JPanel subpanel = new JPanel (); subpanel.setLayout (new GridLayout (3,1)); JLabel L1 = new JLabel ("Question 4:"); L1.setFont (new Font ("SansSerif", Font.ITALIC, 15)); subpanel.add (L1); JLabel L2 = new JLabel (" Your movie preference, among these:"); L2.setFont (new Font ("SansSerif", Font.ITALIC, 15)); subpanel.add (L2); // Create a JList with options. String[] movies = { "Lethal Weapon IV", "Titanic", "Saving Private Ryan", "Le Art Movie avec subtitles"}; q4List = new JList (movies); q4Score = 1; q4List.addListSelectionListener ( new ListSelectionListener () { public void valueChanged (ListSelectionEvent e) { q4Score = 1 + q4List.getSelectedIndex(); } } ); subpanel.add (q4List); return subpanel; } void computeResult () { // Clear the center panel. centerpanel.removeAll(); // Create a new panel to display in the center. JPanel subpanel = new JPanel (new GridLayout (5,1)); // Score on question 1. JLabel L1 = new JLabel ("Score on question 1: " + q1Score); L1.setFont (new Font ("Serif", Font.ITALIC, 15)); subpanel.add (L1); // Score on question 2. if (q2Option1) q2Score += 1; if (q2Option2) q2Score += 2; if (q2Option3) q2Score += 3; if (q2Option4) q2Score += 4; q2Score = 0.6 * q2Score; JLabel L2 = new JLabel ("Score on question 2: " + q2Score); L2.setFont (new Font ("Serif", Font.ITALIC, 15)); subpanel.add (L2); // Score on question 3. JLabel L3 = new JLabel ("Score on question 3: " + q3Score); L3.setFont (new Font ("Serif", Font.ITALIC, 15)); subpanel.add (L3); // Score on question 4. JLabel L4 = new JLabel ("Score on question 4: " + q4Score); L4.setFont (new Font ("Serif", Font.ITALIC, 15)); subpanel.add (L4); // Weighted score. double avg = (q1Score + q2Score + q3Score + q4Score) / (double) 4; JLabel L5; if (avg <= 3.5) L5 = new JLabel ("Your average score: " + avg + " - REJECTED!"); else L5 = new JLabel ("Your average score: " + avg + " - WELCOME!"); L5.setFont (new Font ("Serif", Font.BOLD, 20)); //L5.setAlignment (JLabel.CENTER); subpanel.add (L5); // Now add the new subpanel. centerpanel.add (subpanel, "5"); // Need to mark the centerpanel as "altered" centerpanel.invalidate(); // Everything "invalid" (e.g., the centerpanel above) // is now re-computed. this.validate(); } JPanel getBottomPanel () { // Create a panel into which we will place buttons. JPanel bottomPanel = new JPanel (); // A "previous-question" button. JButton backward = new JButton ("Previous question"); backward.setFont (new Font ("Serif", Font.PLAIN | Font.BOLD, 15)); backward.addActionListener ( new ActionListener () { public void actionPerformed (ActionEvent a) { // Go back in the card layout. card.previous (centerpanel); } } ); bottomPanel.add (backward); // A forward button. JButton forward = new JButton ("Next question"); forward.setFont (new Font ("Serif", Font.PLAIN | Font.BOLD, 15)); forward.addActionListener ( new ActionListener () { public void actionPerformed (ActionEvent a) { // Go forward in the card layout. card.next (centerpanel); } } ); bottomPanel.add (forward); // A submit button. JButton submit = new JButton ("Submit"); submit.setFont (new Font ("Serif", Font.PLAIN | Font.BOLD, 15)); submit.addActionListener ( new ActionListener () { public void actionPerformed (ActionEvent a) { // Perform submit task. computeResult(); } } ); bottomPanel.add (submit); JButton quitb = new JButton ("Quit"); quitb.setFont (new Font ("Serif", Font.PLAIN | Font.BOLD, 15)); quitb.addActionListener ( new ActionListener () { public void actionPerformed (ActionEvent a) { System.exit (0); } } ); bottomPanel.add (quitb); return bottomPanel; } } public class Survey { public static void main (String[] argv) { NewFrame nf = new NewFrame (600, 300); } }

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