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  • Open Source WPF UML Design tool

    - by oazabir
    PlantUmlEditor is my new free open source UML designer project built using WPF and .NET 3.5. If you have used plantuml before, you know that you can quickly create sophisitcated UML diagrams without struggling with a designer. Especially those who use Visio to draw UML diagrams (God forbid!), you will be at heaven. This is a super fast way to get your diagrams up and ready for show. You can *write* UML diagrams in plain English, following a simple syntax and get diagrams generated on-the-fly. This editor really saves time designing UML diagrams. I have to produce quick diagrams to convey ideas quickly to Architects, Designers and Developers everyday. So, I use this tool to write some quick diagrams at the speed of coding, and the diagrams get generated on the fly. Instead of writing a long mail explaining some complex operation or some business process in English, I can quickly write it in the editor in almost plain English, and get a nice looking activity/sequence diagram generated instantly. Making major changes is also as easy as doing search-replace and copy-pasting blocks here and there. You don't get such agility in any conventional mouse-based UML designers. I have submited a full codeproject article to give you a detail walkthrough how I have built this. Please read this article and vote for me if you like it. PlantUML Editor: A fast and simple UML editor using WPF http://www.codeproject.com/KB/smart/plantumleditor.aspx You can download the project from here: http://code.google.com/p/plantumleditor/

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  • Game Design Dilemma

    - by Chris Williams
    I'm working on a 2d tilemapped RPG. I've actually made quite a fair amount of progress, but I'm at a point where I need to make a UI decision. I have the overland world completely mapped out, and I have several towns and special areas. I'm on the fence about how to integrate the two. Scenario 1: I have one ginormous map, where everything is the same scale. This means you can walk in and out of towns without having to load or wait and transition in any way. With everything the same scale, movement costs the same no matter where you are (in terms of time/turns/energy/hunger/whatever/etc...)  The potential downside to this is that it could take quite a long time to get anywhere on foot. Scenario 2: I have an overland map, a set of town maps, overland tactical maps, dungeon maps & special area maps. The overland map is at a different scale than the other maps. This means that time/turns/energy/hunger/whatever/etc is calculated at a different rate than on the other maps, which have a 1:1 scale. When entering a town, dungeon, special area or having a random encounter, you would effectively zoom in from the overland scale to the tactical scale. When you are done with combat, or exit a dungeon or town, it would zoom back out to the overland map. The downside to this is that at the zoomed out scale, the overland map isn't all that big (comparitively) and you can traverse it fairly quickly (in real time, not game world time.) Options: 1) Go with scenario 1, as is. 2) Go with scenario 1 and introduce a slightly speedier version of overland travel, such as a horse. 3) Go with scenario 1 and introduce "instant" travel, via portals or some kind of "click the big map" mechanism. This would only work with places you've already been, or somehow unlocked (perhaps via a quest.) 4) Go with Scenario 2, as is.   Thoughts, opinions, suggestions?  Feedback appreciated.

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  • 7 Web Design Tutorials from PSD to HTML/CSS

    - by Sushaantu
    Some time back when I was looking for some tutorials to create a website from scratch i.e. the process from designing the PSD to slice it and CSS/XHTML it, then not many quality results appeared. But that was like almost an year back and a lot of water has flown down the river Thanes since [...]

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  • What is "The" book for database design?

    - by FarmBoy
    In programming, there is often a canonical book for a particular topic, like the dragon book for compilers, K&R for C, etc. Is their a book regarding modern database design that simply must be read by anyone that would hope to eventually design databases? I'm not looking for a bunch of recommendations here. The answer I'm looking for is either "Yes, it's [Title, author]." or "No, there are many good books on databases, but no one must-read."

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  • How do you preseed an ssh key?

    - by Wes Felter
    I tried this: d-i preseed/late_command string mkdir -p /target/root/.ssh d-i preseed/late_command string cp /cdrom/id_rsa.pub /target/root/.ssh/authorized_keys d-i preseed/late_command string chmod -R go-rwx /target/root/.ssh (I'm using a USB installer and I put id_rsa.pub in the root directory of the USB drive.) The /root/.ssh directory is not created and the installer complains that the chmod command failed (not surprising if the directory doesn't exist).

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  • Initial Review - Mastering Unreal Technology I: Introduction to Level Design with Unreal Engine 3

    - by Matt Christian
    Recently I purchased 3 large volumes on using the Unreal 3 Engine to create levels and custom games.  This past weekend I cracked the spine of the first and started reading.  Here are my early impressions (I'm ~250 pages into it, with appendices it's about 900). Pros Interestingly, the book starts with an overview of the Unreal engines leading up to Unreal 3 (including Gears of War) and follows with some discussion on planning a mod and what goes into the game development process.  This is nice for an intro to the book and is much preferred rather than a simple chapter detailing what is on the included CD, how to install and setup UnrealEd, etc...  While the chapter on Unreal history and planning can be considered 'fluff', it's much less 'fluffy' than most books provide. I need to mention one thing here that is pretty crucial in the way I'm going to continue reviewing this book.  Most technical books like this are used as a shelf reference; as a thick volume you use for looking up techniques every now and again.  Even so, I prefer reading from cover to cover, including chapters I may already be knowledgable on (I'm sure this is typical for most people).  If there was a chapter on installing UnrealEd (the previously mentioned 'fluff'), I would probably force myself to read it, even though I've installed the game and engine multiple times on different systems. Chapter 3 is where we really get to the introduction piece of UnrealEd, creating your first basic level.  This large chapter details creating two small rooms, adding static meshes, adding lighting, creating and adding particle emitters, creating a door that animates with Unreal Matinee and Kismet, static meshes with physics, and other little additions to make your level look less beginner.  This really is a chapter that overviews the entire rest of the book, as each chapter following details the creation and intermediate usages of Static Meshes, Materials, Lighting, etc... One other very nice part to this book is the way the tutorials are setup.  Each tutorial builds off the previous and all are step-by-step.  If you haven't completed one yet, you can find all the starting files on the CD that comes with the book. Cons While the description of the overview chapter (Chapter 3) is fresh in your mind, let me start the cons by saying this chapter is setup extremely confusing for the noob.  At one point, you end up creating a door mesh and setting it up as a InteropMesh so that it is ready to be animated, only to switch to particles and spend a good portion of time working on a different piece of the level.  Yes, this is actually how I develop my levels (jumping back and forth), though it's very odd for a book to jump out of sequence. The next item might be a positive or a negative depending on your skill level with UnrealEd.  Most of the introduction to the editor layout is found in one of the Appendices instead of before Chapter 3.  For new readers, this might lead to confusion as Appendix A would typically be read between Chapter 2 and 3.  However, this is a positive for those with some experience in UnrealEd as they don't have to force themselves through a 'learn every editor button' chapter.  I'm listing this in the Cons section as the book is 'Introduction to...' and is probably going to be directed toward a lot of very beginner developers. Finally, there's a lack of general description to a lot of the underlying engine and what each piece in UnrealEd is or does.  Sometimes you'll be performing Tutorial after Tutorial with barely a paragraph in between describing ANY of what you've just done.  Tutorial 1.1 Step 6 says to press Button X, so you do.  But why?  This is in part a problem with the structure of the tutorials rather than the content of the book.  Since the tutorials are so focused on a step-by-step (or procedural) description of a process, you learn the process and not why you're doing that.  For example, you might learn how to size a material to a surface, but will only learn what buttons to press and not what each one does. This becomes extremely apparent in the chapter on Static Meshes as most of the chapter is spent in 3D Studio Max.  Since there are books on 3DSM and modelling, the book really only tells you the steps and says to go grab a book on modelling if you're really interested in 3DSM.  Again, I've learned the process to develop my own meshes in 3DSM, but I don't know the why behind the steps. Conclusion So far the book is very good though I would have a hard time recommending it to a complete beginner.  I would suggest anyone looking at this book (obviously including the other 2, more advanced volumes) to pick up a copy of UDK or Unreal 3 (available online or via download services such as Steam) and watch some online tutorials and play with it first.  You'll find plenty of online videos available that were created by the authors and may suit as a better introduction to the editor.

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  • Installing a VADTools design component into your 3CX Voice Application Designer toolbox

    - by ParadigmShift
    The 3CX Voice Application Designer is an innovative tool for creating IVR (Interactive Voice Response) Applications, or Voice Applications.  It is a familiar drag-and-drop experience that Visual Studio developers will get the hang of pretty quick. Additionally, there are new 3rd party components released by BlueVoice, that are distributed though www.UtahVoIPStore.com I thought I’d post a quick introduction to it, by showing how to install a component into you designer tool box.  In this example I am using the CommandLine component, which lets you call the command line from your voice application. First, copy the ZIP file that came with your component to the root folder of your VAD project. Now extract the zip file into the root directory. The component will be in the root directory and the Libraries directory will have a new DLL file. Open your VAD project and right-click on the project in project explorer to add the new component to your project. Navigate to the root folder of your project and select the new component. The component is now ready for you to use in your toolbox.

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  • BitLocker with Windows DPAPI Encryption Key Management

    - by bigmac
    We have a need to enforce resting encryption on an iSCSI LUN that is accessible from within a Hyper-V virtual machine. We have implementing a working solution using BitLocker, using Windows Server 2012 on a Hyper-V Virtual Server which has iSCSI access to a LUN on our SAN. We were able to successfully do this by using the "floppy disk key storage" hack as defined in THIS POST. However, this method seems "hokey" to me. In my continued research, I found out that the Amazon Corporate IT team published a WHITEPAPER that outlined exactly what I was looking for in a more elegant solution, without the "floppy disk hack". On page 7 of this white paper, they state that they implemented Windows DPAPI Encryption Key Management to securely manage their BitLocker keys. This is exactly what I am looking to do, but they stated that they had to write a script to do this, yet they don't provide the script or even any pointers on how to create one. Does anyone have details on how to create a "script in conjunction with a service and a key-store file protected by the server’s machine account DPAPI key" (as they state in the whitepaper) to manage and auto-unlock BitLocker volumes? Any advice is appreciated.

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  • 3 Key Trends For Mobile Commerce – Location, Location, Location

    - by Michael Hylton
    This past weekend I was at a major bookstore chain and looking for a particular book.  Rather than ask the clerk, I went to my smartphone and went online to find the book title, author, and competing price.  I know I’m not alone in this effort and more and more individuals (and businesses) will use the power of mobility to tilt the scale in their favor. Armed with a mobile device – smartphone or tablet – folks will use them to research, compare, and ultimately purchase.  A recent PayPal survey found that 46% of respondents plan to use a mobile device this holiday season to make a purchase.   An astounding 27% of consumers in an e-tailing group survey commissioned by Oracle, use a tablet device daily or several times a week to research products and services. Beyond researching or making purchases, 35% of consumers use their smartphone to receive offers and coupons, and 32% access coupons and redeem them at their local retail store.  And with GPS capabilities in smartphones and tablet (and with user’s approval), retailers will start pushing coupons and offers directly to phone users based on their proximity to their store (or their competitors). Security is one concern that both shoppers, companies and phone manufacturers will have to deal with in the coming years.  In that same Oracle-sponsored e-tailing group consumer survey, 32% of consumers were concerned about giving their credit card information via a smartphone. You can gain further insight into the mind of today’s consumer by reading the e-tailing group white paper, titled “the connected consumer”.

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  • 3 Key Trends For Mobile Commerce – Location, Location, Location

    - by Michael Hylton
    This past weekend I was at a major bookstore chain and looking for a particular book.  Rather than ask the clerk, I went to my smartphone and went online to find the book title, author, and competing price.  I know I’m not alone in this effort and more and more individuals (and businesses) will use the power of mobility to tilt the scale in their favor. Armed with a mobile device – smartphone or tablet – folks will use them to research, compare, and ultimately purchase.  A recent PayPal survey found that 46% of respondents plan to use a mobile device this holiday season to make a purchase.   An astounding 27% of consumers in an e-tailing group survey commissioned by Oracle, use a tablet device daily or several times a week to research products and services. Beyond researching or making purchases, 35% of consumers use their smartphone to receive offers and coupons, and 32% access coupons and redeem them at their local retail store.  And with GPS capabilities in smartphones and tablet (and with user’s approval), retailers will start pushing coupons and offers directly to phone users based on their proximity to their store (or their competitors). Security is one concern that both shoppers, companies and phone manufacturers will have to deal with in the coming years.  In that same Oracle-sponsored e-tailing group consumer survey, 32% of consumers were concerned about giving their credit card information via a smartphone. You can gain further insight into the mind of today’s consumer by reading the e-tailing group white paper, titled “the connected consumer”.

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  • Using Gadgets Within Your Website Design

    Using these gadgets/ widgets can help to make your website very interactive for users. RSS feeds can feed into your website the latest news from all kinds of other websites such as the BBC. Twitter feeds allow your users to see your most recent tweets and this enables them to also follow you on Twitter.

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  • Key Techniques For Search Engine Optimization in 2010

    The art of creating web pages which will rank high in search engine returns is called Search Engine Optimization or SEO. By optimizing certain elements or sections in the HTML code of each page, SEO can be accomplished. The search engines specifically read these sections. The level of optimization can help determine the amount free referral traffic.

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  • python, cluster computing, design help [closed]

    - by j dawg
    I would like to create my own parallel computing server. Can you please point me to some resources I can use to help me develop my server. Sorry, like I said I need help getting started. Yes, I am limited to python, I cannot use C. I am using a bunch of workstations and I want to use all the cpus in those machines. So what I am looking for is blog posts, books, articles that can help me develop my own client/server tools to send code from the client to the servers and spawn python processes based on the number of cpus. I know how to do the subprocessing/multiprocessing part of the program, I do not know how to create the server that will take the client's requests. I also need to figure out what is the best way to handle sending file data, like netcdf files or other spatial data. Any suggestions very welcome.

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  • An XKB keyboard map that responds to the left and right shift key individually

    - by mbfisher
    First off, excuse my ignorance of X and XKB; I've been trying to hack together a solution in the hope of being able to achieve what I want without requiring a detailed grasp of it. I'm trying to create an XKB keyboard map on Ubuntu 12.04 that allows me to stipulate which of the two shift keys constitutes the Level2 modifier. Specifically, the 4 key should only produce a $ when the right shift is held, not the left. My reading so far: http://www.charvolant.org/~doug/xkb/html/node5.html http://people.uleth.ca/~daniel.odonnell/Blog/custom-keyboard-in-linuxx11 http://www.x.org/releases/X11R7.5/doc/input/XKB-Enhancing.html Lots of searching! I've attempted to define a custom type, and then refer to it explicitly in a symbols map: /usr/share/X11/xkb/types/mbfisher: default xkb_types "mbfisher" { type "RIGHT_SHIFT" { modifiers = None+Shift_R; map[None] = Level1; map[Shift_R] = Level2; }; } /usr/share/X11/xkb/symbols/mbfisher: default partial alphanumeric_keys xkb_symbols "basic" { name[Group1]= "mbfisher"; key <AE04> { type= "RIGHT_SHIFT", symbols[Group1]= [ 4, dollar ] }; }; I'm then selecting the map with the Ubuntu Keyboard Layout GUI. This obviously disables the alphanumeric keyboard apart from the 4 key, but the dollar sign can still be typed with either shift key. I'm conscious of writing a massive question with lots of useless information so I'll stop here; please ask for anything I've missed out. Any ideas?

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  • Detecting 404 errors after a new site design

    - by James Crowley
    We recently re-designed Developer Fusion and as part of that we needed to ensure that any external links were not broken in the process. In order to monitor this, we used the awesome LogParser tool. All you need to do is open up a command prompt, navigate to the directory with your web site's log files in, and run a query like this: "c:\program files (x86)\log parser 2.2\logparser" "SELECT top 500 cs-uri-stem,count(*) FROM u_ex*.log WHERE sc-status=404 GROUP BY cs-uri-stem order by count(*) desc" -rtp:-1 topMissingUrls.txt And you've got a text file with the top 500 requested URLs that are returning 404. Simple!

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  • javascript game loop and game update design

    - by zuo
    There is a main game loop in my program, which calls game update every frame. However, to make better animation and better control, there is a need to implement a function like updateEveryNFrames(n, func). I am considering implementing a counter for each update. The counter will be added by one each frame. The update function will be invoked according to the counter % n. For example, in a sequence of sprites animation, I can use the above function to control the speed of the animation. Can some give some advice or other solutions?

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  • How to submit a form on pressing enter key

    - by SAMIR BHOGAYTA
    function clickButton(e, buttonid) { var bt = document.getElementById(buttonid); if (typeof bt == 'object'){ if(navigator.appName.indexOf("Netscape")(-1)){ if (e.keyCode == 13){ bt.click(); return false; } } if (navigator.appName.indexOf("Microsoft Internet Explorer")(-1)) { if (event.keyCode == 13){ bt.click(); return false; } } } } //Call this function on last text box of a form with onKeyPress="clickButton(this)"

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  • Windows 8: Everything from design, build, and how to sell a Metro style app

    - by Thomas Mason
    For me, there are a lot of similarities between an application developed for Windows Phone and a Metro style app developed for Windows 8. A Windows Phone 7 application (rather than an XNA game) is built in .NET and XAML against a subset of the .NET framework and the application has a lifecycle which needs to be conscious of battery life and so is split out into foreground/background pieces. The application is sandboxed in terms of its interactions with the local device and is packaged with a manifest which describes those interactions. The app needs to be aware of network connectivity status and its work on the network is done asynchronously to preserve the user experience.The app is packaged and deployed to a Marketplace which the user browses to find the app, read reviews, perhaps purchase it and then install it and receive updates over time. Quite a lot of those statements are as true of a Windows 8 Metro style app as they are for a Windows Phone app and so a Windows Phone app developer already has a good head start when it comes to building Metro style apps for Windows 8. With that in mind, there is an event to help developers with a Windows Phone app in Marketplace to begin the process of looking at Windows 8 and whether you can get a quick win by bringing your Phone application onto Windows. The idea of the event was to provide a space where developers can get together over 2 days and take the time out to look at what it means to take their app from Windows Phone to Windows 8. Kicking off on Saturday 16th June at 10am, we are told they have plenty of power sockets, WiFi, whiteboards, drinks, pizza, games, prizes and some quiet space that you can work in. Including people on hand with Windows Phone and Windows 8 experience to help everything along the way. There will be an attendee-voted schedule of talks but we’ll keep these out of your way if you just want to get on and code. We’ll also provide information around submitting your app to the Windows Store If you have a Windows Phone app in Marketplace, now’s a great time to look at getting it onto Windows 8. Sign up. Bring your laptop. Bring your app. Bring Windows 8 and Visual Studio 11. And everyone will their best to help you get your app onto Windows 8. Location & Venue TBA but it will be in central London, accessible by major railway and underground transportation. Day 1 Saturday 16th June 10am – 9pm Day 2 Sunday 17th June 10am – 4pm

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