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  • POP Forums v10 beta posted for ASP.NET MVC 4

    - by Jeff
    Finally got some momentum and replaced the beta formerly known as v9.3. You can get it here, where you’ll find the information below. You can also read my previous post on why I ditched jQuery Mobile. This is the beta for POP Forums v10, with the mobile special sauce. It requires ASP.NET MVC 4 RC, which you can download here. Of course, feel free to submit bugs to the issue tracker. See a live demo here: http://popforums.com/Forums What's new? Uses a very light weight CSS and Javascript package to provide a touch-friendly interface for mobile devices. Numbers are formatted (sensitive to culture) when 1,000 or higher. CSS is more integration friendly, and specific to the ForumContainer element. Mail delivery from queue is now parallel, so you can specify a sending interval, and the number of messages to process on each interval. Background "services" refactored, and will only run with a call on app start to PopForumsActivation.StartServices(). This is partly to facilitate future use in Web farms/multiple Web roles. Update to jQuery v1.7.1. Replaced use of .live() with .on() in script, pursuant to jQuery update, which deprecates .live(). FIX: Bug in topic repository around caching keys for single-server data layer. FIX: Pager links on recent topics pointed to incorrect route. FIX: Deleting a post didn't update last user/post time. FIX: Ditched attempt at writing to event log with super failures, since almost no one has permission in production. FIX: Bug in grayed-out fields in admin mail setup. FIX: Weird color profiles would break loading of images for resize. FIX: TOS text on account sign-up was double encoded. Known issues None yet, but ditching jQuery Mobile from the previous beta turned out to be a good decision.

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  • My New Job

    - by Stuart Brierley
    Last year I started a new job with a logistics company in the North of England, where I was responsible for the management, design and development of IT Integration strategies, architectures and solutions using BizTalk Server 2009.  This included the design and implementation of the BizTalk Server 2009 infrastructure, the definition of development standards, mentoring a fellow developer in the ways of BizTalk and migrating a number of existing solutions from Softshare over to BizTalk 2009. Unfortunately I then realised that, following this initial set up, there didn't actually seem to be that much BizTalk work for me to get stuck into and reluctantly I have now moved on from this role to a very similar role with the country's largest office supplies company.  Based in Sheffield, we distribute office supplies on a UK wide basis and computer supplies across Europe. The situation here is slightly different than when I first joined my previous employer.  Whereas that was a green field installation with no previous BizTalk solutions in place, my new employer currently has a number of live BizTalk 2000 (!) and BizTalk 2006 solutions in place.  Unfortunately the infrastructure around these is less than ideal; with no clear distinction between development and test environments and no source control what so ever! We are currently building a proposal for a new BizTalk Server 2010 implementation, where I am hopeful of being able to implement fully independent development, test and pseudo-live environments, alongside an enterprise level live installation.  We should also be introducing Team Foundation Server to the development process, thereby giving us some much needed source control capabilities. Following this is likely to be a period of migration for the existing BizTalk Solutions, along with the onward development of new projects and initiatives - I'm hoping to be a busy man for the forseeable future :o)

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  • Webcast - Set Your Sights on Enterprise 2.0 in the Cloud

    - by [email protected]
    To gain a competitive edge in your market, you need your business processes to be more collaborative, agile, and flexible to meet growing business demands. How can you make that happen? One way is to deploy portal, content management, and Enterprise 2.0 capabilities on a cloud infrastructure. According to top industry analysts, Enterprise 2.0 and cloud computing are two of the top three CIO initiatives in 2010. What are some of the advantages associated with deploying your Enterprise 2.0 initiatives in a cloud environment? Learn about the security, performance, and flexibility benefits that are available to you. Watch our complimentary live Webcast, Cloud Computing and Enterprise 2.0--Gain a Competitive Advantage, to get the answers you're looking for. Find out how Oracle pioneered the highly scalable and highly secure solutions that will enable you to: Quickly deploy on a cloud computing infrastructure that can scale as projects go viral Accelerate business processes, such as new product introduction, customer service, and new employee on-boarding Take advantage of best practices in cloud computing and Enterprise 2.0 implementations Join us for this LIVE webcast tomorrow as we show you how to achieve a higher level of performance and flexibility with Enterprise 2.0 and cloud computing. Register today for the live Webcast.

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  • Partner Webcasts: EMEA Alliances & Channels Hardware Webinars, July 2012

    - by swalker
    Dear partner Oracle is pleased to invite you to the following webcasts dedicated to our EMEA partner community and designed to provide you with important news on our SPARC and Storage product portfolios. Please ensure you don't miss these unique learning opportunities! 1. How to Make Money Selling SPARC! TOMORROW: 3PM CET (2pm UKT), Tuesday, July 10, 2012 The webcast will be hosted by - Rob Ludeman, from SPARC Product Management Agenda: To bring our partners timely, valuable information, focused on increase in their success during selling SPARC systems. The webcast will be focused and targeted on specific topics and will last approximately in 30 minutes.You can submit your questions via WebEx chat and there will be a live Q&A session at the end of the webcast. REGISTER 2. Introduction to Oracle’s New StorageTek SL150 Modular Tape Library 3pm CET (2pm UK), Thursday, July 12, 2012 This webcast will help you to understand Oracle's New StorageTek SL150 Modular tape library which is the first scalable tape library designed for small and midsized companies that are experiencing high growth. Built from Oracle software and StorageTek library technology, it delivers a cost-effective combination of ease of use and scalability, resulting in overall TCO savings. During the webcast Cindy McCurley, from Tape Product Management will introduce you to the latest addition to the Oracle Tape Storage product portfolio, the SL150 Modular Tape Library. This 60 minutes webcast will cover the product’s features, positioning, unique selling points and a competitive overview on StorageTek. You can submit your questions via WebEx chat and there will be a live Q&A session at the end of the webcast. REGISTER Delivery Format This FREE online LIVE eSeminar will be delivered over the Web and Conference Call. Note: Please join the call 10 minutes before the scheduled start time. We look forward to your participation. Best regards, Giuseppe Facchetti EMEA Partner Business Development Manager, Oracle Hardware Sales Sasan Moaveni EMEA Storage Sales Manager, Oracle Hardware Sales

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  • EBS Customer Relationship Manager (CRM) Product Family Webcasts

    - by user793044
    Oracle's Advisor Webcasts are live presentations given by subject matter experts who deliver knowledge and information about services, products, technologies, best practices and more. Delivered through WebEx the Oracle Advisor Webcast Program brings interactive expertise straight to your desktop, at no cost. Each session is usually followed by a live Q&A where you can have your questions answered. If you miss any of the live webcasts then you can replay the recording or download the PDF of the presentation. Doc Id 740966.1 gives you access to all the scheduled webcasts as well as the archived recordings and presentations. Just select the product family you are interested in to access the latest webcasts in that area. Below is a listing of the currently scheduled archived webcasts for the EBS CRM and Industries product family. Webcast Topic and Description Webcast Link Date and Time Upcoming: Oracle E-Business Suite - Service Oracle Service Charges - Introduction/Overview Register Dec 6, 2012 EBS CRM - Service R12: How to debug Email Center Auto Service Request Creation Failures Recording | .pdf Archived XCALC: Failed Calculations when Using OIC Recording | .pdf Archived XPOP: Failed Population When Using Oracle Incentive August 30, 2012 Recording | .pdf Archived XROLL: Failed Roll Up When Using Oracle Incentive Compensation August 16, 2012 Recording | .pdf Archived Common Problems Associated with Product Catalog in Sales Recording | .pdf Archived Oracle Incentive Compensation - Troubleshooting Payment Issues Recording | .pdf Archived R12 Renewing Service Contracts - Overview Recording | .pdf Archived 11i and R12 Oracle CRM Service Basics and Troubleshooting - an Overview Recording | .pdf Archived 11i and R12 Transaction Error Troubleshooting Overview Recording | .pdf Archived

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  • The Differences between MAC Address and Network Layer Address

    A Mac address is a fixed number associated with a NICs onboard memory. It is initially assigned at the factory. The MAC address is broken up into 2 parts. The first part is the Block id which is six digit sequences that is unique to each vender. The second section is the device id which is created and assigned by the manufacture. A Network layer address is different because there format based on the type of protocol and network used. Also, there unique id is based on a hierarchal addressing theme on subsets of data  and narrowing it down. Just like in an address you can narrow down your house, for example: Florida, Boca Raton, 33428, SW 53th street states that you live in Florida. You also live in the area located in Florida called Boca Raton and you are also in the area of 33428 which is located in Boca Raton. Finally you live on SW 8th street which is in the area of 33428 which is located in Boca Raton which is also located in Florida.

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  • Boot problems w/ External HDD

    - by JeremyT
    I'm having a problem with booting a live image off of a USB Hard Drive. I used Startup Disk Creator to make an Ubuntu 11.10 live image on a partition on my external so that I can use it on various computers. I set it up with ~4GB of persistent data So far I've tried it on two computers. One, a Dell, will boot to my external but it loads the select boot device very slowly. It hangs on a screen with an underscore for up to 5 minutes until it allows me to select which drive I want to boot from. After that, it works great. However, on my primary computer it doesn't work at all. It's an Acer from 2009 and it won't even recognize the drive. I don't see it anywhere in BIOS or the select boot disk list. The light on the external will come on at boot just fine so I know it's powering it at this time. Both computers worked perfectly with my 4GB flash drive that I had partitioned half and half (1st half FAT32 and second Ubuntu 11.10 live)

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  • Announcing SharePoint Saturday Columbus 2010

    - by Brian Jackett
    It is with great pleasure that today I can announce the very first SharePoint Saturday Columbus.  SharePoint Saturday Columbus 2010 will be happening on August 14th at The Conference Center at OCLC in Dublin, OH.  As many of the readers of my blog may be aware I’ve attended or spoken at over half a dozen SharePoint Saturdays in the past 8 months alone, but this will be my first time actually organizing one.  Myself and a group of very dedicated individuals have been hard at work the past few months getting the ball rolling and we’re happy to see it taking shape.   Pertinent Resources Website – find announcements and up to the date details at www.SharePointSaturday.org/Columbus Twitter – follow us at @SPSColumbus Email – email us at [email protected] with any questions, comments, or concerns   What can you do?     There are three main areas that we are looking for your help at this time. Spread the word – simply put start spreading the word to friends, coworkers, user groups, clients, and anyone else you think may be interested in SharePoint Saturday Columbus 2010.  We’ll be opening registration in early July so look for an announcement with details closer to that timeframe. Sponsorship – if your company or a company you know is interested in sponsoring SharePoint Saturday Columbus 2010 we have many opportunity levels available.  Email [email protected] for more information and we’ll send you a sponsorship packet. Speakers – if you or someone you know is interested in presenting at SharePoint Saturday Columbus 2010 please fill out a speaker submission form found here and email it to [email protected] by July 10th. I hope you can join us for this great event!         -Frog Out

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  • BUILD 2013 Session&ndash;Alive With Activity

    - by Tim Murphy
    Originally posted on: http://geekswithblogs.net/tmurphy/archive/2013/06/27/build-2013-sessionndashalive-with-activity.aspx Live tiles are what really add a ton of value to both Windows 8 and Windows Phone.  As a developer it is important that you leverage this capability in order to make your apps more informative and give your users a reason to keep opening the app to find out details hinted at by tile updates. In this session Kraig Brockschmidt cover a wide array of dos and don’ts for implementing live tiles.  I was actually worried whether I would get much out of this session when Kraig started it off with the fact that his background is in HTML5 based apps which I have little interest in, but the subject almost didn’t come up during his talk.  It focused on things like making sure you have all the right size graphics and implementing all of the tile event handlers.  The session went on to discuss the message format for push notification and implementing lock screen notification and badges. As with the other day 1 sessions it was like drinking from a fire hose, but it was good stuff.  Check it out when they post it on Channel 9. del.icio.us Tags: BUILD 2013,Live Tiles,Windows 8.1

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  • Quoted on MVA Voices

    A couple of weeks ago, I received an email from the Dean of Microsoft Virtual Academy (MVA) asking for permission to quote a statement I made during a jump start. Following is an excerpt from that request: "Dear Jochen, I would like to thank you for providing insight as to how the Advanced HTML5 Jump Start helped you improve your skills.  I mentioned this to the leadership team at MVA, and they were pleased to hear this so much that they would like your permission to use a quote from your email to me on the MVA website." Of course! I really enjoy those free MVA jump starts - live and later the recordings. Actually, I prefer the live ones because you really have a chance to communicate with the MVA studio team and the experts in the chat. Luckily, the live stream is provided in two quality levels and with the remote situation of Mauritius, I always have to switch to 'Standard Quality' to avoid too much buffering and to enjoy a smooth experience. Later on, the recordings are great for rehearsal and repetition of the material. You can download and watch them offline while commuting, or what I'm going to do in the future - to use them as material for a study group within the Mauritius Software Craftsmanship Community (MSCC). For sure, this is going to be a lot of fun, and I'm looking forward to work with other Windows-oriented software craftsmen in order to 'push' them towards Microsoft certifications. By chance, I discovered today that my quote has been published in the MVA Voices section: Click to enlarge: Screenshot of Microsoft Virtual Academy web site taken on 04.07.2013 Thank you very much, MVA - this made my day and I'm very happy to be quoted.

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  • Booting Ubuntu 12.04 from external eSATA disk

    - by Lord of Scripts
    This is my system topology: Disk #1 (SATA Internal) C: D: (Windows 7 Ultimate) Disk #2 (SATA Internal) E: (Windows Backup) Disk #3 (eSATA External) H: I: (Other windows data) /dev/sdc3 Linux Swap /dev/sdc4 Extended partition /dev/sdc5 Linux / So, I originally had there Ubuntu 8.1 from years ago but never got to use it. Now I used the Ubuntu 12.04 Live CD to install on that same location (That live CD takes a century to boot on a 6GB Intel i7 system...). The installation went fine, I selected it to install on /dev/sdc5 but it never asked me for any boot stuff, where I wanted to install Grub or whatever it is that it uses nowaways (I come from the LILO days when it always worked :-) So, yet again I can't access my new Linux installation. I have to wait a century to boot the "Live" CD and it allows me to see my new installation but I can't do anything with it. I tried the approach of this blog post. Copied the linux.bin of /dev/sdc5 into C: and used the BCDEdit steps to declare the new OS. So when I boot I see the Windows Boot menu and select Linux and after than I only get a black screen with a blinking cursor on the upper left. I can boot into Windows though. So, perhaps it didn't install the boot code on /dev/sdc5? I used this setup years ago booting from Windows with a BIN file: dd if=/dev/sdc5 of=/mnt/share/C/linux.bin bs=512 count=1 I am very reluctant to run GRUB because years ago I did and it wiped out my Windows boot sector and took quite some effort to recover it and be able to boot Windows again. I have been trying to install GRUB on a blank USB stick but I can't find anything clear enough. My system does NOT have a floppy. So can someone give me some ideas about how to get control of my Ubuntu 12.04 installation?

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  • I need help with Grub and restoring Windows?

    - by Bob Tahog
    I started out with Windows XP and then I installed Zorin (a sub distro of Ubuntu) and then I installed Ubuntu. This was working great. Then I installed Windows 8 on yet another partition and couldn't get into my other OSs. I asked my tech teacher at school how to fix it and she said just clear the partition that I installed Windows 8 on, so I booted onto a live version of Ubuntu and cleared the Windows 8 partition. Okay then I rebooted and it still went into Windows 8 for some reason. So I got back onto live Ubuntu and it turns out Windows 8 partition didn't clear for some reason so I did it again (and I'm positive it was the Windows 8 partition). I still couldn't fix grub but I needed something out of my XP partition so I mounted it on the live Ubuntu and now all the XP partition have are the folders 'Boot', 'Recovery', 'System Volume Information', 'temp' and the files 'bootmgr', 'BOOTNXT', 'BOOTSECT.BAK' and 'Recovery.txt'. Anybody know how to fix this or what I did wrong? Also, if I try booting from my hard drive it shows the Windows and says 'preparing automatic repair' then 'Diagnosing your PC' then restarts. Any and all help is greatly appreciated.

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  • Trouble determining proper decoding of a REST response from an ArcGIS REST service using IHttpModule

    - by Ryan Taylor
    First a little background on what I am trying to achieve. I have an application that is utilizing REST services served by ArcGIS Server and IIS7. The REST services return data in one of several different formats. I am requesting a JSON response. I want to be able to modify the response (remove or add parameters) before the response is sent to the client. However, I am having difficulty converting the stream to a string that I can modify. To that end, I have implemented the following code in order to try to inspect the stream. SecureModule.cs using System; using System.Web; namespace SecureModuleTest { public class SecureModule : IHttpModule { public void Init(HttpApplication context) { context.BeginRequest += new EventHandler(OnBeginRequest); } public void Dispose() { } public void OnBeginRequest(object sender, EventArgs e) { HttpApplication application = (HttpApplication) sender; HttpContext context = application.Context; HttpRequest request = context.Request; HttpResponse response = context.Response; response.Filter = new ServicesFilter(response.Filter); } } } ServicesFilter.cs using System; using System.IO; using System.Text; namespace SecureModuleTest { class ServicesFilter : MemoryStream { private readonly Stream _outputStream; private StringBuilder _content; public ServicesFilter(Stream output) { _outputStream = output; _content = new StringBuilder(); } public override void Write(byte[] buffer, int offset, int count) { _content.Append(Encoding.UTF8.GetString(buffer, offset, count)); using (TextWriter textWriter = new StreamWriter(@"C:\temp\content.txt", true)) { textWriter.WriteLine(String.Format("Buffer: {0}", _content.ToString())); textWriter.WriteLine(String.Format("Length: {0}", buffer.Length)); textWriter.WriteLine(String.Format("Offset: {0}", offset)); textWriter.WriteLine(String.Format("Count: {0}", count)); textWriter.WriteLine(""); textWriter.Close(); } // Modify response _outputStream.Write(buffer, offset, count); } } } The module is installed in the /ArcGIS/rest/ virtual directory and is executed via the following GET request. http://localhost/ArcGIS/rest/services/?f=json&pretty=true The web page displays the expected response, however, the text file tells a very different (encoded?) story. Expect Response {"currentVersion" : "10.0", "folders" : [], "services" : [ ] } Text File Contents Buffer: ? ?`I?%&/m?{J?J??t??`$?@??????iG#)?*??eVe]f@????{???{???;?N'????\fdl??J??!????~|?"~?G?u]???'?)??G?????G??7N????W??{?????,??|?OR????q? Length: 4096 Offset: 0 Count: 168 Buffer: ? ?`I?%&/m?{J?J??t??`$?@??????iG#)?*??eVe]f@????{???{???;?N'????\fdl??J??!????~|?"~?G?u]???'?)??G?????G??7N????W??{?????,??|?OR????q?K???!P Length: 4096 Offset: 0 Count: 11 Interestingly, Fiddler depicts a similar picture. Fiddler Request GET http://localhost/ArcGIS/rest/services/?f=json&pretty=true HTTP/1.1 Host: localhost Connection: keep-alive User-Agent: Mozilla/5.0 (Windows; U; Windows NT 6.1; en-US) AppleWebKit/533.4 (KHTML, like Gecko) Chrome/5.0.375.70 Safari/533.4 Referer: http://localhost/ArcGIS/rest/services Cache-Control: no-cache Pragma: no-cache Accept: application/xml,application/xhtml+xml,text/html;q=0.9,text/plain;q=0.8,image/png,*/*;q=0.5 Accept-Encoding: gzip,deflate,sdch Accept-Language: en-US,en;q=0.8 Accept-Charset: ISO-8859-1,utf-8;q=0.7,*;q=0.3 Cookie: a=mWz_JFOusuGPnS3w5xx1BSUuyKGB3YZo92Dy2SUntP2MFWa8MaVq6a4I_IYBLKuefXDZANQMeqvxdGBgQoqTKz__V5EQLHwxmKlUNsaK7do. Fiddler Response - Before Clicking Decode HTTP/1.1 200 OK Content-Type: text/plain;charset=utf-8 Content-Encoding: gzip ETag: 719143506 Server: Microsoft-IIS/7.5 X-Powered-By: ASP.NET Date: Thu, 10 Jun 2010 01:08:43 GMT Content-Length: 179 ????????`I?%&/m?{J?J??t??`$?@??????iG#)?*??eVe]f@????{???{???;?N'????\fdl??J??!????~|?"~?G?u]???'?)??G?????G??7N????W??{?????,??|?OR????q?K???! P??? Fiddler Response - After Clicking Decode HTTP/1.1 200 OK Content-Type: text/plain;charset=utf-8 ETag: 719143506 Server: Microsoft-IIS/7.5 X-Powered-By: ASP.NET Date: Thu, 10 Jun 2010 01:08:43 GMT Content-Length: 80 {"currentVersion" : "10.0", "folders" : [], "services" : [ ] } I think that the problem may be a result of compression and/or chunking of data (this might be why I am receiving two calls to ServicesFilter.Write(...), however, I have not yet been able to solve the issue. How might I decode, unzip, and otherwise convert the byte stream into the string I know it should be for modification by my filter?

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  • php fopen => 500 Internal Server Error

    - by Ahmed B
    I have a website hosted on a dedicated server, I noticed that Google and other search engines can't access to the most URLs on my website!! On my localhost I have made a small test : var_dump(fopen('http://www.aswat.ma', 'r')); And I got this error : Warning: fopen(http://www.aswat.ma) [function.fopen]: failed to open stream: HTTP request failed! HTTP/1.1 500 Internal Server Error in C:\xampp\htdocs\pnowate\public\index.php on line 4 bool(false) If I change the URL "http://www.aswat.ma" by "www.google.co.ma" I got this : resource(3) of type (stream) Any one have any idea about this issue ??

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • Sending Big Files with WCF

    - by Sean Feldman
    I had to look into a project that submits large files to WCF service. Implementation is based on data chunking. This is a good approach when your client and server are not both based on WCF, bud different technologies. The problem with something like this is that chunking (either you wish it or not) complicates the overall solution. Alternative would be streaming. In WCF to WCF scenario, this is a piece of cake. When client is Java, it becomes a bit more challenging (has anyone implemented Java client streaming data to WCF service?). What I really liked about .NET implementation with WCF, is that sending header info along with stream was dead simple, and from the developer point of view looked like it’s all a part of the DTO passed into the service. [ServiceContract] public interface IFileUpload { [OperationContract] void UploadFile(SendFileMessage message); } Where SendFileMessage is [MessageContract] public class SendFileMessage { [MessageBodyMember(Order = 1)] public Stream FileData; [MessageHeader(MustUnderstand = true)] public FileTransferInfo FileTransferInfo; }

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  • Playing NSF music in FMOD.net

    - by Tesserex
    So, as the title says, I want to be able to play NSF files using FMOD, because my project already uses FMOD and I'd rather not replace it. This will involve figuring out how existing players and emulators work and porting it. I haven't yet found an existing player that uses FMOD. My starting point is the MyNes source from http://sourceforge.net/projects/mynes/. There are two big steps between here and what I'm looking for. MyNes plays from a ROM, not NSF. So, I have to rip out the APU and get it to play NSF files. The MyNes APU uses SlimDX, so I have to convert that to FMOD.NET. I am really stuck about how to go about either of these, because I'm not that familiar with audio formats and it's hard finding resources online. So here are a few questions: From what I can tell from the NSF spec at http://kevtris.org/nes/nsfspec.txt, it's just contains the relevant memory section of the ROM, plus the header. If anyone can verify or correct this that would be great. The emulator APU uses data from the rest of the emulator to play, including things like cycle counts. I'm not sure what replaces this in a standalone player. Can't I just load all the music data at once into a stream and play it? Joining #1 and #2, does the header data from the NSF substitute for some of the ROM data in the emulator code? Using FMOD, will I be following the usercreatedsound example for loading a stream? And does this format count as PCM? Specifically MyNes says PCM8. Any tips on loading / playing the stream in FMOD are appreciated. As an aside, I don't really understand the loading / playing sections of the spec I linked at all. It seems to apply to 6502 systems / emulators only and not to my situation. I know it's a long shot for anyone here to have enough experience in this area to help, but anything you can provide is definitely appreciated. A link to an existing .NET library that does this would be even better, but I don't believe one exists.

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  • A C# implementation of the CallStream pattern

    - by Bertrand Le Roy
    Dusan published this interesting post a couple of weeks ago about a novel JavaScript chaining pattern: http://dbj.org/dbj/?p=514 It’s similar to many existing patterns, but the syntax is extraordinarily terse and it provides a new form of friction-free, plugin-less extensibility mechanism. Here’s a JavaScript example from Dusan’s post: CallStream("#container") (find, "div") (attr, "A", 1) (css, "color", "#fff") (logger); The interesting thing here is that the functions that are being passed as the first argument are arbitrary, they don’t need to be declared as plug-ins. Compare that with a rough jQuery equivalent that could look something like this: $.fn.logger = function () { /* ... */ } $("selector") .find("div") .attr("A", 1) .css("color", "#fff") .logger(); There is also the “each” method in jQuery that achieves something similar, but its syntax is a little more verbose. Of course, that this pattern can be expressed so easily in JavaScript owes everything to the extraordinary way functions are treated in that language, something Douglas Crockford called “the very best part of JavaScript”. One of the first things I thought while reading Dusan’s post was how I could adapt that to C#. After all, with Lambdas and delegates, C# also has its first-class functions. And sure enough, it works really really well. After about ten minutes, I was able to write this: CallStreamFactory.CallStream (p => Console.WriteLine("Yay!")) (Dump, DateTime.Now) (DumpFooAndBar, new { Foo = 42, Bar = "the answer" }) (p => Console.ReadKey()); Where the Dump function is: public static void Dump(object options) { Console.WriteLine(options.ToString()); } And DumpFooAndBar is: public static void DumpFooAndBar(dynamic options) { Console.WriteLine("Foo is {0} and bar is {1}.", options.Foo, options.Bar); } So how does this work? Well, it really is very simple. And not. Let’s say it’s not a lot of code, but if you’re like me you might need an Advil after that. First, I defined the signature of the CallStream method as follows: public delegate CallStream CallStream (Action<object> action, object options = null); The delegate define a call stream as something that takes an action (a function of the options) and an optional options object and that returns a delegate of its own type. Tricky, but that actually works, a delegate can return its own type. Then I wrote an implementation of that delegate that calls the action and returns itself: public static CallStream CallStream (Action<object> action, object options = null) { action(options); return CallStream; } Pretty nice, eh? Well, yes and no. What we are doing here is to execute a sequence of actions using an interesting novel syntax. But for this to be actually useful, you’d need to build a more specialized call stream factory that comes with some sort of context (like Dusan did in JavaScript). For example, you could write the following alternate delegate signature that takes a string and returns itself: public delegate StringCallStream StringCallStream(string message); And then write the following call stream (notice the currying): public static StringCallStream CreateDumpCallStream(string dumpPath) { StringCallStream str = null; var dump = File.AppendText(dumpPath); dump.AutoFlush = true; str = s => { dump.WriteLine(s); return str; }; return str; } (I know, I’m not closing that stream; sure; bad, bad Bertrand) Finally, here’s how you use it: CallStreamFactory.CreateDumpCallStream(@".\dump.txt") ("Wow, this really works.") (DateTime.Now.ToLongTimeString()) ("And that is all."); Next step would be to combine this contextual implementation with the one that takes an action parameter and do some really fun stuff. I’m only scratching the surface here. This pattern could reveal itself to be nothing more than a gratuitous mind-bender or there could be applications that we hardly suspect at this point. In any case, it’s a fun new construct. Or is this nothing new? You tell me… Comments are open :)

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  • Google Developers SXSW Lightning Talks

    Google Developers SXSW Lightning Talks Can't make it to the Google Developers house at SXSW? Don't worry, we've got you covered with a live stream of the exciting, demo-loaded lightning talks where you'll learn about the latest Google developer product hotness. Come watch what happens as we stream live from the Google Developers house in Austin, while a rain storm engulfs the city! Here is the schedule of talks: 1) Holo: Exploring the design of the Android user interface 2) The next gen of Social Apps is in a Hangout: introducing Google+ Hangout Apps 3) The VJ in Your Pocket: Mobile YouTube API Apps for Content Creators, Curators and Consumers 4) Cloud adventures: Instant scale... from zero to millions of hits in 24 hours 5) HTML5's Bleeding Edge 6) Beautiful Maps: enhancing geographic information with HTML5 You can learn more about the lightning talks and speakers at: www.google.com From: GoogleDevelopers Views: 19900 326 ratings Time: 02:49:00 More in Entertainment

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  • Call for Papers Ends March 21

    - by jack.flynn
    Have Something to Say? Better Say So Now. The Call for Papers for Oracle OpenWorld and the Develop Stream of JavaOne+Develop ends at midnight on Sunday, March 21. So if you want to be a part of the most influential IT events of the year, don't let this chance pass you by. This year offers opportunities to speak out about some new subjects: Oracle OpenWorld adds a whole new Server and Storage Systems stream, including Sun servers, Sun storage and tape, and Oracle Solaris operating system. And the Develop audience should be larger and more energetic than ever now that it's co-located with JavaOne. If you have something important to say, this is the time to let us know. Find all the information on the Call for Papers process, timeline, and guidelines here.

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  • Playing NSF music in FMOD.net

    - by Tesserex
    So, as the title says, I want to be able to play NSF files using FMOD, because my project already uses FMOD and I'd rather not replace it. This will involve figuring out how existing players and emulators work and porting it. I haven't yet found an existing player that uses FMOD. My starting point is the MyNes source from http://sourceforge.net/projects/mynes/. There are two big steps between here and what I'm looking for. MyNes plays from a ROM, not NSF. So, I have to rip out the APU and get it to play NSF files. The MyNes APU uses SlimDX, so I have to convert that to FMOD.NET. I am really stuck about how to go about either of these, because I'm not that familiar with audio formats and it's hard finding resources online. So here are a few questions: From what I can tell from the NSF spec at http://kevtris.org/nes/nsfspec.txt, it's just contains the relevant memory section of the ROM, plus the header. If anyone can verify or correct this that would be great. The emulator APU uses data from the rest of the emulator to play, including things like cycle counts. I'm not sure what replaces this in a standalone player. Can't I just load all the music data at once into a stream and play it? Joining #1 and #2, does the header data from the NSF substitute for some of the ROM data in the emulator code? Using FMOD, will I be following the usercreatedsound example for loading a stream? And does this format count as PCM? Specifically MyNes says PCM8. Any tips on loading / playing the stream in FMOD are appreciated. As an aside, I don't really understand the loading / playing sections of the spec I linked at all. It seems to apply to 6502 systems / emulators only and not to my situation. I know it's a long shot for anyone here to have enough experience in this area to help, but anything you can provide is definitely appreciated. A link to an existing .NET library that does this would be even better, but I don't believe one exists.

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  • Podcast Best Practices - Page Development & Monetization Considerations

    - by Christopher Ickes
    Our current podcast page has show notes and a link to download an mp3 of our podcast. We were advised to add an audio player to stream the file live from our website. The thought being this would improve time spent on our site and allow for greater advertising dollars. Is it better to have a page with show notes, an mp3 for download AND also stream the podcast live OR just stick to the show notes & mp3 download? Does anyone see any affect on advertising revenue, either way?

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  • Mplayer can't play *.wmv file

    - by Jimmy
    I have a problem when I use the mplayer to play *.wmv file on my ubuntu11.10. There are some error messages here. Could anyone can help me solve this problem. I use some keyword to search in Gooele, but I can't find the answer. Thank you. Playing testmovie.wmv. ASF file format detected. [asfheader] Audio stream found, -aid 1 [asfheader] Video stream found, -vid 2 VIDEO: [WMV3] 1280x720 24bpp 1000.000 fps 4000.0 kbps (488.3 kbyte/s) Load subtitles in ./ open: No such file or directory [ MGA] Couldn't open: /dev/mga_vid open: No such file or directory [MGA] Couldn't open: /dev/mga_vid [VO_TDFXFB] Can't open /dev/fb0: Permission denied. [VO_3DFX] Unable to open /dev/3dfx. [vdpau] Error when calling vdp_device_create_x11: 1 ========================================================================== Opening video decoder: [dmo] DMO video codecs DMO dll supports VO Optimizations 0 1 DMO dll might use previous sample when requested MPlayer interrupted by signal 11 in module: init_video_codec I am using xv as my video driver.

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  • JqTouch - Detect trigger for animation

    - by majman
    Yet another problem I'm having w/ jqTouch... I'm trying to detect what element was clicked to trigger an animation so that I can pass parameters from the clicked item to the subsequent page. My HTML is: <div id="places"> <div class="toolbar"> <h1>Places</h1> <a class="back" href="#">Back</a> </div> <ul> <li id="1"><a href="#singleplace">Place 1</a></li> <li id="2"><a href="#singleplace">Place 2</a></li> <li id="3"><a href="#singleplace">Place 3</a></li> </ul> </div> <div id="singleplace"> <div class="toolbar"> <h1></h1> <a class="back" href="#">Back</a> </div> </div> When I click on any of the list items in #places, I'm able to slide over to #singleplace just fine, but I'm trying to detect which element was clicked so that I can pass parameters into the #singleplace div. My javascript is: var placeID; $('#places a').live('mouseup',function(){ $('#singleplace h1').html($(this).text()) placeID = $(this).parent().attr('id'); }) I've tried several alternatives to the $(el).live('event', fn()) approach including: $('#places a').live('click',fn()... $('#places a').live('mouseup',fn()... $('#places a').live('tap',fn()... $('#places a').tap(fn()... None of which seem to work. Is there a better way I could be handling this? I noticed on jqTouch's issues page, there is this: http://code.google.com/p/jqtouch/issues/detail?id=91 which may be part of the problem...

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  • Buddypress with bbpress: Showing latest topics on front page

    - by MadsMadsDk
    I'm doing a wordpress solution with BuddyPress and bbPress, where I need to display the five newest topics on the homepage, as if it was blog-entries, but it seems kind of hard to accomplish. I'm figuring I gotta do something with the activity stream, but it seems like the stream is based on the user who is currently logged in, which is not what I want. So what should I do? Use a nifty plugin that does the trick (maybe someone knows a plugin I don't know of, as I've already tried the bbPress Latest Discussion plugin) Hardcode a forum-activity loop into the page-template file, using the is_front_page() function? Is there a forum-activity hook, that display the latest forum topics sitewide? Thanks in advance

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