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  • Customize the Default Screensavers in Windows 7 and Vista

    - by Matthew Guay
    Windows 7 and Vista include a nice set of backgrounds, but unfortunately most of them aren’t configurable by default.  Thanks to a free app and some registry changes, however, you can make the default screensavers uniquely yours! Customize the default screensavers If you’ve ever pressed the Customize button on most of the default screensavers in Windows 7 and Vista, you were probably greeted with this message: A little digging in the registry shows that this isn’t fully correct.  The default screensavers in Vista and 7 do have options you can set, but they’re not obvious.  With the help of an app or some registry tips, you can easily customize the screensavers to be uniquely yours.  Here’s how you can do it with an app or in the registry. Customize Windows Screensavers with System Screensavers Tweaker Download the System Screensavers Tweaker (link below), and unzip the folder.  Run nt6srccfg.exe in the folder to tweak your screensavers.  This application lets you tweak the screensavers’ registry settings graphically, and it works great in all editions of Windows Vista and 7, including x64 versions. Change any of the settings you want in the screensaver tweaker, and click Apply. To preview the changes to your screensaver, open the Screen Saver settings window as normal by right-clicking on the desktop, and selecting Personalize. Click on the Screensaver button on the bottom right. Now, select your modified screensaver, and click Preview to see your changes. You can change a wide variety of settings for the Bubbles, Ribbons, and Mystify screensavers in Windows 7 and Vista, as well as the Aurora screensaver in Windows Vista.  The tweaks to the Bubbles screensaver are especially nice.  Here’s how the Bubbles look without transparency. And, by tweaking a little more, you get a screensaver that looks more like a screen full of marbles. Ribbons and Mystify each have less settings, but still can produce some unique effects.   How’s that for a brilliant screensaver? And, if you want to return your screensavers to their default settings, simply run the System Screensavers Tweaker and select Reset to defaults on any screensaver you wish to reset. Customize Windows Screensavers in the Registry If you prefer to roll up your sleeves and tweak Windows under-the-hood, then here’s how you can customize the screensavers yourself in the Registry.  Type regedit into the search box in the Start menu, browse to the key for each screensaver, and add or modify the DWORD values listed for that screensaver using the Decimal base. Please Note: Tweaking the Registry can be difficult, so if you’re unsure, just use the tweaking application above. Also, you’ll probably want to create a System Restore Point.   Bubbles To edit the Bubbles screensaver, browse to the following in regedit: HKEY_CURRENT_USER\Software\Microsoft\Windows\Current Version\Screensavers\Bubbles Now, add or modify the following DWORD values to tweak the screensaver: MaterialGlass – enter 0 for solid or 1 for transparent bubbles Radius – enter a number between 1090000000 and 1130000000; the larger the number, the larger the bubbles’ radius ShowBubbles – enter 0 to show a black background or 1 to show the current desktop behind the bubbles ShowShadows – enter 0 for no shadow or 1 for shadows behind the bubbles SphereDensity – enter a number from 1000000000 to 2100000000; the higher the number, the more bubbles on the screen. TurbulenceNumOctaves – enter a number from 1 to 255; the higher the number, the faster the bubble colors will change. Ribbons To edit the Ribbons screensaver, browse to the following in regedit: HKEY_CURRENT_USER\Software\Microsoft\Windows\Current Version\Screensavers\Ribbons Now, add or modify the following DWORD values to tweak the screensaver: Blur – enter 0 to prevent ribbons from fading, or 1 to have them fade away after a few moments. Numribbons – enter a number from 1 to 100; the higher the number, the more ribbons on the screen. RibbonWidth – enter a number from 1000000000 to 1080000000; the higher the number, the thicker the ribbons. Mystify To edit the Mystify screensaver, browse to the following in regedit: HKEY_CURRENT_USER\Software\Microsoft\Windows\Current Version\Screensavers\Mystify Now, add or modify the following DWORD values to tweak the screensaver: Blur – enter 0 to prevent lines from fading, or 1 to have them fade away after a few moments. LineWidth – enter a number from 1000000000 to 1080000000; the higher the number, the wider the lines. NumLines – enter a number from 1 to 100; the higher the value, the more lines on the screen. Aurora – Windows Vista only To edit the Aurora screensaver in Windows Vista, browse to the following in regedit: HKEY_CURRENT_USER\Software\Microsoft\Windows\Current Version\Screensavers\Aurora Now, add or modify the following DWORD values to tweak the screensaver: Amplitude – enter a value from 500000000 to 2000000000; the higher the value, the slower the motion. Brightness – enter a value from 1000000000 to 1050000000; the higher the value, the brighter the affect. NumLayers – enter a value from 1 to 15; the higher the value, the more aurora layers displayed. Speed – enter a value from 1000000000 to 2100000000; the higher the value, the faster the cycling. Conclusion Although the default screensavers are nice, they can be boring after awhile with their default settings.  But with these tweaks, you can create a variety of vibrant screensavers that should keep your desktop fresh and interesting. Link Download the System Screensavers Tweaker Similar Articles Productive Geek Tips Create Icons to Start the Screensaver on Windows 7 or VistaMake Your Windows XP Logon Screen Look Like Windows VistaSpeed up Windows Vista Start Menu Search By Limiting ResultsRoundup: 16 Tweaks to Windows Vista Look & FeelSet XP as the Default OS in a Windows Vista Dual-Boot Setup TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 NachoFoto Searches Images in Real-time Office 2010 Product Guides Google Maps Place marks – Pizza, Guns or Strip Clubs Monitor Applications With Kiwi LocPDF is a Visual PDF Search Tool Download Free iPad Wallpapers at iPad Decor

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  • Why do my Xcode default font starts to look ugly after some time, until I restart?

    - by mystify
    I plugged in an external monitor. All resolutions match perfectly. MacBookPro LCD is closed. After restarting Xcode editor fonts look very bad. Only in Xcode. When I restart the mac and DON'T use an external monitor, fonts look all right again. When I attach the monitor and close the LCD of the MacBookPro, fonts look nice. Then I close Xcode and reopen it: Fonts suck. Only way to get fonts look good is to disconnect external monitor and reboot, then reconnect external monitor, close LCD, wait, hit any key and let the external monitor be the only one. Fonts look nice - until I restart Xcode. I think it happens any time Xcode is launched with external monitor attached and ugly fonts survive until reboot. Unplugging external monitor and restarting Xcode doesn't help. It seems like Xcode isn't antialiasing them properly after something happens. Is there a fix for this problem? EDIT: After trying a few more times, it seems it is possible to get fonts to look nice by disconnecting external monitor and reopening xcode. Here are some little snapshots: GOOD FONT: UGLY FONT: You can see how dirty the ugly font looks. It's very hard to read and hurts in the eyes. Believe me. It sucks. Sometimes the little "i" are almost invisible. I make use of the very eye-friendly Dusk style of Xcode (go to preferences and choose that, if you haven't already. A real pleasure for your eyes)

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  • How to draw an UIImageView in -drawRect:?

    - by mystify
    I'm trying since 5 hours now: - (void)drawRect:(CGRect)rect { // flip the wrong coordinate system CGContextTranslateCTM(context, 0.0f, rect.size.height); //shift the origin up CGContextScaleCTM(context, 1.0f, -1.0f); //flip the y-axis CGContextDrawImage(context, myImgView.frame, myImageView.image.CGImage); } The problem: While the image draws correctly, the coordinates specified by the UIImageView frame are completely useless. The image appears placed completely wrong on screen. I guess I must also flip the CGRect of the UIImageView? But how?

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  • Must I call super when I implement -scrollViewDidScroll: of UIScrollViewDelegate in an UITableView?

    - by mystify
    I made a custom UITableView subclass and implemented this: - (void)scrollViewDidScroll:(UIScrollView *)scrollView { // scrolled... } Now, what I think is that UITableView may also love to get this message for some obvious reasons. However, when I don't forward that to super, for some reason, everything still works fine. Must I forward that guy to super? I mean...it's a delegate method implementation, but as far as I'm aware of, this would still override anything implemented in UITableView, or not? Edit: I see...the delegate could be anyone. Never mind about this. BUT: What I have such a thing in a superclass, and make a subclass. How would I even know that the superclass does implement that method and I must forward it to super?

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  • How to intercept UIScrollView contentOffset changes from UITableView subclass?

    - by mystify
    Actually, a UITableView is a UIScrollView (inherits from that). Now, I made a UITableView subclass and added this line of code to it: - (void)scrollViewDidScroll:(UIScrollView *)scrollView { NSLog(@"contentOffset: %@", NSStringFromCGPoint(self.contentOffset)); } For some reason this is never called when I scroll the table view. But since UITableView has a delegate property on it's own, I assume that it must implement UIScrollViewDelegate protocol and is the delegate for the scroll view itself. Isn't it? How could I intercept scroll position changes? I want to read them only. Probably I couldn't set them with contentOffset, right?

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  • How to provide an own UIWindow subclass as the main window in an iPhone app?

    - by mystify
    For inspecting all events posted to the views of the window, I want to make a subclass of UIWindow and make that -keyAndVisible in the app delegate. However, my project already came with an nasty MainWindow.xib file ;-) so I find it hard to do that now, since that nib guy is creating the window. Is there any way I can get rid of this MainWindow.xib? Or is there another way to have an subclass of UIWindow in place?

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  • How to apply text shadow to UITextView?

    - by mystify
    Actually I love UILabel. They're sweet. Now I had to go to UITextView because UILabel is not aligning text vertically to the top. Damn. One thing I really need is a text shadow. UILabel has it. UITextView seems to not have it. But I guess that guy just uses the same underlying UIKit NSString additions?? Maybe someone already has a solution for that problem? What would I overwrite?

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  • Can I provide nil for the -dequeueReusableCellWithIdentifier: method?

    - by mystify
    dequeueReusableCellWithIdentifier: Returns a reusable table-view cell object located by its identifier. (UITableViewCell *)dequeueReusableCellWithIdentifier:(NSString *)identifier Parameters identifier A string identifying the cell object to be reused. By default, a reusable cell's identifier is its class name, but you can change it to any arbitrary value. Ok so if by default it's the class name, why should I put much brain force into thinking about an identifier? Could I provide just nil? Would it then use the class name? Or what did they try to say here? Must I make an NSString with the class name by myself and provide it as identifier?

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  • Is it okay to programmatically create UITouch and UIEvent objects to emulate touch events?

    - by mystify
    I want to simulate some touches on my UI, without using private API. So one simple way to do it is to simply call those -touchesBegan:withEvent:, -touchesMoved:withEvent:, -touchesEnded:WithEvent: and -touchesCancelled:withEvent: methods inside my custom controls. For that, I would have to create UITouch and UIEvent dummy objects with appropriate data inside. Is this fine with them? Or would they reject my app?

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  • How to animate an non-closed path with CAShapeLayer?

    - by mystify
    On GitHub you can find an example for CAShapeLayer which animates an path. It animates a pentagon turning into a star. First: This works only in the iPhone simulator. OS 3.0 on the device shows serious bugs with this code. But I can't find anything wrong in there. However, I tried to animate an path which is not closed. To put it simply: A few straight lines. Is there anything special I must do to get this work properly on the device? - (void)loadView { UIView *appView = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; appView.backgroundColor = [UIColor blackColor]; self.view = appView; [appView release]; rootLayer = [CALayer layer]; rootLayer.frame = self.view.bounds; [self.view.layer addSublayer:rootLayer]; //Pentagon Path pentagonPath = CGPathCreateMutable(); CGPathMoveToPoint(pentagonPath, nil, 10.0f, 270.0f); CGPathAddLineToPoint(pentagonPath, nil, 100.0f, 270.0f); CGPathAddLineToPoint(pentagonPath, nil, 110.0f, 270.0f); CGPathAddLineToPoint(pentagonPath, nil, 120.0f, 270.0f); CGPathAddLineToPoint(pentagonPath, nil, 130.0f, 270.0f); CGPathAddLineToPoint(pentagonPath, nil, 310.0f, 270.0f); //CGPathCloseSubpath(pentagonPath); //Star Path starPath = CGPathCreateMutable(); CGPathMoveToPoint(starPath, nil, 10.0f, 270.0f); CGPathAddLineToPoint(starPath, nil, 100.0f, 270.0f); CGPathAddLineToPoint(starPath, nil, 210.0f, 270.0f); CGPathAddLineToPoint(starPath, nil, 220.0f, 260.0f); CGPathAddLineToPoint(starPath, nil, 230.0f, 270.0f); CGPathAddLineToPoint(starPath, nil, 310.0f, 270.0f); //CGPathCloseSubpath(starPath); //Create Shape shapeLayer = [CAShapeLayer layer]; //shapeLayer.path = pentagonPath; UIColor *col = [UIColor colorWithWhite:0.9 alpha:1.0]; //shapeLayer.fillColor = col.CGColor; shapeLayer.strokeColor = col.CGColor; shapeLayer.lineWidth = 3.0f; // shapeLayer.contents = [UIImage imageNamed:@"test.png"]; shapeLayer.fillRule = kCAFillRuleEvenOdd; [rootLayer addSublayer:shapeLayer]; [self performSelector:@selector(startAnimation) withObject:nil afterDelay:1.0]; } -(void)startAnimation { CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"path"]; animation.duration = 2.0; animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]; animation.repeatCount = 1e100f; animation.autoreverses = YES; animation.fromValue = (id)pentagonPath; animation.toValue = (id)starPath; [shapeLayer addAnimation:animation forKey:@"animatePath"]; } Note this lines, where I just make straight lines with a small peak which is animated: //Pentagon Path pentagonPath = CGPathCreateMutable(); CGPathMoveToPoint(pentagonPath, nil, 10.0f, 270.0f); CGPathAddLineToPoint(pentagonPath, nil, 100.0f, 270.0f); CGPathAddLineToPoint(pentagonPath, nil, 110.0f, 270.0f); CGPathAddLineToPoint(pentagonPath, nil, 120.0f, 270.0f); CGPathAddLineToPoint(pentagonPath, nil, 130.0f, 270.0f); CGPathAddLineToPoint(pentagonPath, nil, 310.0f, 270.0f); //CGPathCloseSubpath(pentagonPath); //Star Path starPath = CGPathCreateMutable(); CGPathMoveToPoint(starPath, nil, 10.0f, 270.0f); CGPathAddLineToPoint(starPath, nil, 100.0f, 270.0f); CGPathAddLineToPoint(starPath, nil, 210.0f, 270.0f); CGPathAddLineToPoint(starPath, nil, 220.0f, 260.0f); CGPathAddLineToPoint(starPath, nil, 230.0f, 270.0f); CGPathAddLineToPoint(starPath, nil, 310.0f, 270.0f); I don't want a closed and filled path, but only simple lines with some color and thickness. The nasty thing on the device is, that the first point seems to move towards the right side of the screen for no reason. On the simulator though, it works perfectly fine. Maybe something is wrong with this setup?

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  • Always can't separate these guys: ascending and descending! Are there good examples?

    - by mystify
    As a non-english dude, I have trouble differentiating this. When I try to translate this into my language, I get something weird like "go up" for ascending. So lets say I want to sort the names of all my pets alphabetically. I want that A comes first, then B, then C... and so on. So since the alphabet is not a number for me, my brain refuses to grok what's "going up". A = 0? B = 1? C = 2? If yes, then ascending would be what I'm most of the time looking for. Table would start showing A, then B, then C... Or is that the other way around? Must I look from the bottom of the table, up? And with numbers: If it's an ascending order, the smallest comes first? (would seem logical...) Can someone post a short but good example for what is an ascending sort order, and what is an descending sort order? And does that apply to whatever platform, programming language, API, etc.?

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  • How to dynamically compose a bitmask?

    - by mystify
    Lets say I have to provide an value as bitmask. NSUInteger options = kFoo | kBar | kFooBar; and lets say that bitmask is really huge and may have 100 options. But which options I have, depends on a lot of situations. How could I dynamically compose such a bitmask? Is this valid? NSUInteger options; if (foo) { options = options | kFoo; } if (bar) { options = options | kBar; } if (fooBar) { options = options | kFooBar; } (despite the fact that this would probably crash when doing that | bitmask operator thing to "nothing".

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  • How to flip the origin.y of an CGRect?

    - by mystify
    I'm trying to draw an UIImageView, but the frame's origin is wrong when I flip the coordinate system for drawing not upside-down. CGRect imgRect = imgView.frame; imgRect.origin.y += 10.0f; CGContextTranslateCTM(context, 0.0f, imgRect.size.height); CGContextScaleCTM(context, 1.0f, -1.0f); CGContextDrawImage(context, imgRect, imgView.image.CGImage); like you can see I move the image down by 10, but instead of going down by 10, it goes UP by 10. That's completely unlogical since I had actually inverted the wrong coordinate system to look exactly like the one in UIView, right? What to do about it?

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  • Is there a more useful explanation for UITableViewStylePlain?

    - by mystify
    From the docs: In the plain style, section headers and footers float above the content if the part of a complete section is visible. A table view can have an index that appears as a bar on the right hand side of the table (for example, "a" through "z"). You can touch a particular label to jump to the target section. I find that very hard to grasp. First, this one: if the part of a complete section is visible What do they mean by this? This is paradox. Which one is it? A) Table must be exactly the height of that section. If I have 5 Rows, and each row is 50px high, I must make it 5*50 high. The full section must be visible on the screen. Otherwise, if I have 100 rows but my table view is only 400 high, this will not apply. Nothing will float above my content. Sounds wrong. B) It doesn't matter how high my table view actually is. Header and Footer is floating above the content and I can scroll the section. Makes more sense. But is completely against this nonsense making sentence: 'if the part of a complete section is visible' Can anyone explain it better than they did?

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  • How do those bitmasks actually work?

    - by mystify
    For example, this method from NSCalendar takes a bitmask: - (NSDate *)dateByAddingComponents:(NSDateComponents *)comps toDate:(NSDate *)date options:(NSUInteger)opts So options can be like: NSUInteger options = kCFCalendarUnitYear; or like: NSUInteger options = kCFCalendarUnitYear | kCFCalendarUnitMonth | kCFCalendarUnitDay; What I don't get is, how is this actually done? I mean: How can they pull out those values which are merged into options? If I wanted to program something like this, that can take a bitmask, how would that look?

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  • Is there an NSCFTimer memory leak?

    - by mystify
    I tracked down a memory leak with instruments. I always end up with the information that the responsible library is Foundation. When I track that down in my code, I end up here, but there's nothing wrong with my memory management: - (void)setupTimer { // stop timer if still there [self stopAnimationTimer]; NSTimer *timer = [NSTimer scheduledTimerWithTimeInterval:0.2 target:self selector:@selector(step:) userInfo:nil repeats:YES]; self.animationTimer = timer; // retain property, -release in -dealloc method } the property animationTimer is retaining the timer. In -dealloc I -release it. Now that looks like a framework bug? I checked with iPhone OS 3.0 and 3.1, both have that problem every time I use NSTimer like this. Any idea what else could be the problem? (my memory leak scan interval was 0.1 seconds. but same thing with 5 seconds)

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  • How can Core Data store an NSData?

    - by mystify
    The documentation says, that core data properties can only store NSString, NSNumber and NSDate types. However, a lot of Core Data users claim Core Data could also store an NSData type. But I wasn't able to see that in the documentation, although the Xcode Data Modeler allows to choose a data type called "binary" (which seems to be NSData). Did I miss something? Is there a hidden place in the documentation that indeed lists NSData for binary stuff?

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