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  • Memory issues - Living vs. overall -> app is killed

    - by D33
    I'm trying to check my applications memory issues in Instruments. When I load the application I play some sounds and show some animations in UIImageViews. To save some memory I load the sounds only when I need it and when I stop playing it I free it from the memory. problem 1: My application is using about 5.5MB of Living memory. BUT The Overall section is growing after start to 20MB and then it's slowly growing (about 100kB/sec). But responsible Library is OpenAL (OAL::Buffer), dyld (_dyld_start)-I am not sure what this really is, and some other stuff like ft_mem_qrealloc, CGFontStrikeSetValue, … problem 2: When the overall section breaks about 30MB, application crashes (is killed). According to the facts I already read about overall memory, it means then my all allocations and deallocation is about 30MB. But I don't really see the problem. When I need some sound for example I load it to the memory and when I don't need it anymore I release it. But that means when I load 1MB sound, this operation increase overall memory usage with 2MB. Am I right? And when I load 10 sounds my app crashes just because the fact my overall is too high even living is still low??? I am very confused about it. Could someone please help me clear it up? (I am on iOS 5 and using ARC) SOME CODE: creating the sound OpenAL: MYOpenALSound *sound = [[MyOpenALSound alloc] initWithSoundFile:filename willRepeat:NO]; if(!sound) return; [soundDictionary addObject:sound]; playing: [sound play]; dispatch_after(dispatch_time(DISPATCH_TIME_NOW, ((sound.duration * sound.pitch) + 0.1) * NSEC_PER_SEC), dispatch_get_current_queue(), ^{ [soundDictionary removeObjectForKey:[NSNumber numberWithInt:soundID]]; }); } creating the sound with AVAudioPlayer: [musics replaceObjectAtIndex:ID_MUSIC_MAP withObject:[[Music alloc] initWithFilename:@"mapMusic.mp3" andWillRepeat:YES]]; pom = [musics objectAtIndex:musicID]; [pom playMusic]; and stop and free it: [musics replaceObjectAtIndex:ID_MUSIC_MAP withObject:[NSNull null]]; AND IMAGE ANIMATIONS: I load images from big PNG file (this is realated also to my other topic : Memory warning - UIImageView and its animations) I have few UIImageViews and by time I'm setting animation arrays to play Animations... UIImage *source = [[UIImage alloc] initWithCGImage:[[UIImage imageNamed:@"imageSource.png"] CGImage]]; cutRect = CGRectMake(0*dimForImg.width,1*dimForImg.height,dimForImg.width,dimForImg.height); image1 = [[UIImage alloc] initWithCGImage:CGImageCreateWithImageInRect([source CGImage], cutRect)]; cutRect = CGRectMake(1*dimForImg.width,1*dimForImg.height,dimForImg.width,dimForImg.height); ... image12 = [[UIImage alloc] initWithCGImage:CGImageCreateWithImageInRect([source CGImage], cutRect)]; NSArray *images = [[NSArray alloc] initWithObjects:image1, image2, image3, image4, image5, image6, image7, image8, image9, image10, image11, image12, image12, image12, nil]; and this array I just use simply like : myUIImageView.animationImages = images, ... duration -> startAnimating

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  • Bitmap brightness issue in c++

    - by Suriyan Suresh
    I have used the following code to adjust the image brightness, i am testing this application in Samsung BADA Platform and its SDK, While i am running this application in bada simulator it never ends runs infinity. Please point out the mistake in the code int BitmapWidth = 0, BitmapHeight = 0; result r = E_SUCCESS; BufferInfo myBuffer; Osp::Media::Image *pImage = null; Osp::Graphics::Canvas *pCanvas = null; Osp::Graphics::Rectangle *pRect = null; String path("/Media/Images/tom1.jpg"); pImage = new Osp::Media::Image(); r = pImage->Construct(); pBitmap2 = pImage->DecodeN(path, BITMAP_PIXEL_FORMAT_ARGB8888,LCD_WIDTH, LCD_HEIGHT); BitmapWidth = pBitmap2->GetWidth(); BitmapHeight = pBitmap2->GetHeight(); pBitmap2->Lock( myBuffer); int nVal = 0; int stride = myBuffer.pitch; byte *p= (byte *)(void *)myBuffer.pPixels; int nWidth = BitmapWidth *3; int nOffset = stride - BitmapWidth*4; for (int y = 0; y < BitmapHeight; ++y) { for (int x = 0; x < nWidth; ++x) { nVal = (int) (p[0] + nBrightness); if (nVal < 0) nVal = 0; if (nVal > 255) nVal = 255; p[0] = (byte) nVal; ++p; } p+= nOffset; } pBitmap2->Unlock(); pCanvas = GetCanvasN(); // Step 3: Create Rectangle pRect = new Osp::Graphics::Rectangle(0, 0, LCD_WIDTH, LCD_HEIGHT); r = pCanvas->DrawBitmap(*pRect, *pBitmap2); pCanvas->Show(); RequestRedraw(true); delete pBitmap2; delete pCanvas; delete pRect;

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  • Calculating the Angle Between Two vectors Using Dot Product

    - by P. Avery
    I'm trying to calculate the angle between two vectors so that I can rotate a character in the direction of an object in 3D space. I have two vectors( character & object), loc_look, and modelPos respectively. For simplicity's sake I am only trying to rotate along the up axis...yaw. loc_look = D3DXVECTOR3 (0, 0, 1), modelPos = D3DXVECTOR3 (0, 0, 15); I have written this code which seems to be the correct calculations. My problem arises, seemingly, because the rotation I apply to the character's look vector(loc_look) exceeds the value of the object's position (modelPos). Here is my code: BOOL CEntity::TARGET() { if(graphics.m_model->m_enemy) { D3DXVECTOR3 modelPos = graphics.m_model->position; D3DXVec3Normalize(&modelPos, &modelPos); //D3DXVec3Normalize(&loc_look, &loc_look); float dot = D3DXVec3Dot(&loc_look, &modelPos); float yaw = acos(dot); BOOL neg = (loc_look.x > modelPos.x) ? true : false; switch ( neg ) { case false: Yaw(yaw); return true; case true: Yaw(-yaw); return true; } } else return false; } I rotate the character's orientation matrix with the following code: void CEntity::CalculateOrientationMatrix(D3DXMATRIX *orientationMatrix) { D3DXMatrixRotationAxis(&rotY, &loc_up, loc_yaw); D3DXVec3TransformCoord(&loc_look, &loc_look, &rotY); D3DXVec3TransformCoord(&loc_right, &loc_right, &rotY); D3DXMatrixRotationAxis(&rotX, &loc_right, loc_pitch); D3DXVec3TransformCoord(&loc_look, &loc_look, &rotX); D3DXVec3TransformCoord(&loc_up, &loc_up, &rotX); D3DXMatrixRotationAxis(&rotZ, &loc_look, loc_roll); D3DXVec3TransformCoord(&loc_up, &loc_up, &rotZ); D3DXVec3TransformCoord(&loc_right, &loc_right, &rotZ); *orientationMatrix *= rotX * rotY * rotZ; orientationMatrix->_41 = loc_position.x; orientationMatrix->_42 = loc_position.y; orientationMatrix->_43 = loc_position.z; //D3DXVec3Normalize(&loc_look, &loc_look); SetYawPitchRoll(0,0,0); // Reset Yaw, Pitch, & Roll Amounts } Also to note, the modelPos.x increases by 0.1 each iteration so the character will face the object as it moves along the x-axis... Now, when I run program, in the first iteration everything is fine(I haven't rotated the character yet). On the second iteration, the loc_look.x value is greater than the modelPos.x value(I rotated the character too much using the angle specified with the dot product calculations in the TARGET function). Therefore on the second iteration my code will rotate the character left to adjust for the difference in the vectors' x values... How can I tighten up the measurements so that I do not rotate my character's look vector by too great a value?

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  • I&rsquo;m sorry RPGs, it&rsquo;s not you, it&rsquo;s me: The birth of my game idea

    - by George Clingerman
    One of the things I’ve had to give up in order to have some development time at night is gaming. It’s something I refused to admit for years but I’ve just had to face the facts. I’m no longer a gamer. I just don’t have hours and hours of free time to pour into gaming and when I do have hours and hours of free time I want to pour them into game development. That doesn’t mean I don’t game at all! I play games pretty much every day. It just means I’ve moved more into the casual game realm. It’s all I have time for when juggling priorities in my life. That means that games like Gears of War 2 sit shrink wrapped on my shelf and although I popped Dragon Age into my Xbox 360 one time, I barely made it through the opening sequence and haven’t had time to sit down and play again. Instead I’m playing short games like Jamestown, Atom Zombie Smasher, Fortix or if I have time to jump in and play a few rounds maybe some Monday Night Combat or Team Fortress 2. These are games I can instantly get into and play for just a short period of time and then walk away. Breath of Death VII saved my life: Back in the day (way, way back in the day) I used to be a pretty big RPG fan. Not big by a lot of RPG gamers' standards (most of the RPGs RPG fans about I’ve never heard of) but I used to LOVE to play them on the NES, SNES and Genesis and considered that my genre. Final Fantasy, Shining in the Darkness, Bard’s Tale, Faxanadu, Shadowrun, Ultima, Dragon Warrior, Chrono Trigger, Phantasy Star, Shining Force and well the list could go on but those are the ones I remember off the top of my head. I loved playing RPGs and they were my games of choice. After my first son was born (this was just about 12 years ago), I tried to continue playing RPGs and purchased games like Baldur’s Gate I & II, Neverwinter Nights, Fable, then a few of the Final Fantasy’s then Kingdom Hearts. I kept buying these games and then only playing for about fifteen minutes and never getting back to them. I still loved RPGs but they just no longer fit into my life (I still haven’t accepted that since I still purchased Dragon Age II for some reason and convinced myself I’d find the time). Adding three more sons to the mix (that’s 4 total) didn’t help much to finding more RPG time (except for Breath of Death VII and other XBLIG RPG titles, thanks guys!) All work and no RPG: A few months ago as I was sitting thinking about the lack of RPGs in my life and talking to my wife about why I wish RPGs were different and easier for a dad like me to get into. She seemed like she was listening, so I started listing all the things that made them impossible for me to play. Here’s a short list I came up with. They take 15 billion hours to complete I have a few minutes at a time I can grab to play them if I want to have time to code. At that rate it would take me 9 trillion years to beat just one RPG. There’s such long spans of times between when I can play them I forget what I was even doing so I have to spend most of the playtime I have just figuring that out and then my play time is over. Repeat. I’ll never finish one and since it takes so long to get to the fun part in an RPG, I’m never having fun. RPGs aren’t fun if you don’t have hours to play them at a time. As you can see based on my science and math, RPGs aren’t fun for me any more. From there my brain started toying around with ideas of RPGs that would work for me. They would have to be a short RPG, you know one you could beat in a single play session. A dad sized play session. I started thinking, wouldn’t it be awesome if there was a fifteen minute RPG? That got me laughing and I took that as a good sign that it sounded fun and so I thought about it a little more. I immediately discarded the idea of doing a real RPG. I’m sure a short RPG like that could be done but it wasn’t the vibe that I had in my head. No this was going to be something that just had the core essence of an RPG. In reality what I’d be making would be more of an arcade style game. One with high scores and lots of crazy action on the screen. And that’s when it hit me. It would be a speed run RPG. That’s the basics of the game I’m working on.   The Elevator Pitch: It’s a 2D top down RPG themed arcade game focused on speed. It sounds like an RPG, smells like an RPG but it’s merely emulating an RPG. The game is focused on fun and mayhem in RPG form with players leveling up in seconds instead of hours and rushing to finish quests as quickly as possible because they’ve only got fifteen minutes before EVIL overtakes the world. If the player takes longer than fifteen minutes, it’s game over man. One to four player co-operative play to really see just how fast players can level up and beat the game. Gamers will compete on leaderboards for bragging rights for fastest 1, 2, 3, and 4 player speed runs, lowest leveled characters to beat the game, highest leveled characters to beat the game and so on. Times will be tracked for everything from how long a player sat distributing stats, equipping items, talking to NPCs to running around the level. These stats will be shown at the end of each quest/level so the players can work on improving their speed run for that part of the game next time around. It’s the perfect RPG for those of us who only have fifteen minutes of game time! Where I’m at: I’m still at the prototyping stage attempting to but all the basic framework pieces in place that will at minimum give me one level to rush through. I’ve been working on this prototype for about a month now though so I’m going to have to step it up a bit or I’m not going to get finished in time (remember I’ve only got 85 days left!) Lots of the game code is in place (although pretty sloppy) but I still can’t play through that first quest/level just yet. That’s my goal to finish up by the end of next Sunday (3/25/2012). You can all hold me to that and cheer me on or heckle me throughout the week. Either way that should help me stay a bit more motivated and focused. In my head this feels like it’s going to be a fun game so I’m looking forward to seeing how it actually plays!

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  • Another Marketing Conference, part two – the afternoon

    - by Roger Hart
    In my previous post, I’ve covered the morning sessions at AMC2012. Here’s the rest of the write-up. I’ve skipped Charles Nixon’s session which was a blend of funky futurism and professional development advice, but you can see his slides here. I’ve also skipped the Google presentation, as it was a little thin on insight. 6 – Brand ambassadors: Getting universal buy in across the organisation, Vanessa Northam Slides are here This was the strongest enforcement of the idea that brand and campaign values need to be delivered throughout the organization if they’re going to work. Vanessa runs internal communications at e-on, and shared her experience of using internal comms to align an organization and thereby get the most out of a campaign. She views the purpose of internal comms as: “…to help leaders, to communicate the purpose and future of an organization, and support change.” This (and culture) primes front line staff, which creates customer experience and spreads brand. You ensure a whole organization knows what’s going on with both internal and external comms. If everybody is aligned and informed, if everybody can clearly articulate your brand and campaign goals, then you can turn everybody into an advocate. Alignment is a powerful tool for delivering a consistent experience and message. The pathological counter example is the one in which a marketing message goes out, which creates inbound customer contacts that front line contact staff haven’t been briefed to handle. The NatWest campaign was again mentioned in this context. The good example was e-on’s cheaper tariff campaign. Building a groundswell of internal excitement, and even running an internal launch meant everyone could contribute to a good customer experience. They found that meter readers were excited – not a group they’d considered as obvious in providing customer experience. But they were a group that has a lot of face-to-face contact with customers, and often were asked questions they may not have been briefed to answer. Being able to communicate a simple new message made it easier for them, and also let them become a sales and marketing asset to the organization. 7 – Goodbye Internet, Hello Outernet: the rise and rise of augmented reality, Matt Mills I wasn’t going to write this up, because it was essentially a sales demo for Aurasma. But the technology does merit some discussion. Basically, it replaces QR codes with visual recognition, and provides a simple-looking back end for attaching content. It’s quite sexy. But here’s my beef with it: QR codes had a clear visual language – when you saw one you knew what it was and what to do with it. They were clunky, but they had the “getting started” problem solved out of the box once you knew what you were looking at. However, they fail because QR code reading isn’t native to the platform. You needed an app, which meant you needed to know to download one. Consequentially, you can’t use QR codes with and ubiquity, or depend on them. This means marketers, content providers, etc, never pushed them, and they remained and awkward oddity, a minority sport. Aurasma half solves problem two, and re-introduces problem one, making it potentially half as useful as a QR code. It’s free, and you can apparently build it into your own apps. Add to that the likelihood of it becoming native to the platform if it takes off, and it may have legs. I guess we’ll see. 8 – We all need to code, Helen Mayor Great title – good point. If there was anybody in the room who didn’t at least know basic HTML, and if Helen’s presentation inspired them to learn, that’s fantastic. However, this was a half hour sales pitch for a basic coding training course. Beyond advocating coding skills it contained no useful content. Marketers may also like to consider some of these resources if they’re looking to learn code: Code Academy – free interactive tutorials Treehouse – learn web design, web dev, or app dev WebPlatform.org – tutorials and documentation for web tech  11 – Understanding our inner creativity, Margaret Boden This session was the most theoretical and probably least actionable of the day. It also held my attention utterly. Margaret spoke fluently, fascinatingly, without slides, on the subject of types of creativity and how they work. It was splendid. Yes, it raised a wry smile whenever she spoke of “the content of advertisements” and gave an example from 1970s TV ads, but even without the attempt to meet the conference’s theme this would have been thoroughly engaging. There are, Margaret suggested, three types of creativity: Combinatorial creativity The most common form, and consisting of synthesising ideas from existing and familiar concepts and tropes. Exploratory creativity Less common, this involves exploring the limits and quirks of a particular constraint or style. Transformational creativity This is uncommon, and arises from finding a way to do something that the existing rules would hold to be impossible. In essence, this involves breaking one of the constraints that exploratory creativity is composed from. Combinatorial creativity, she suggested, is particularly important for attaching favourable ideas to existing things. As such is it probably worth developing for marketing. Exploratory creativity may then come into play in something like developing and optimising an idea or campaign that now has momentum. Transformational creativity exists at the edges of this exploration. She suggested that products may often be transformational, but that marketing seemed unlikely to in her experience. This made me wonder about Listerine. Crucially, transformational creativity is characterised by there being some element of continuity with the strictures of previous thinking. Once it has happened, there may be  move from a revolutionary instance into an explored style. Again, from a marketing perspective, this seems to chime well with the thinking in Youngme Moon’s book: Different Talking about the birth of Modernism is visual art, Margaret pointed out that transformational creativity has historically risked a backlash, demanding what is essentially an education of the market. This is best accomplished by referring back to the continuities with the past in order to make the new familiar. Thoughts The afternoon is harder to sum up than the morning. It felt less concrete, and was troubled by a short run of poor presentations in the middle. Mainly, I found myself wrestling with the internal comms issue. It’s one of those things that seems astonishingly obvious in hindsight, but any campaign – particularly any large one – is doomed if the people involved can’t believe in it. We’ve run things here that haven’t gone so well, of course we have; who hasn’t? I’m not going to air any laundry, but people not being informed (much less aligned) feels like a common factor. It’s tough though. Managing and anticipating information needs across an organization of any size can’t be easy. Even the simple things like ensuring sales and support departments know what’s in a product release, and what messages go with it are easy to botch. The thing I like about framing this as a brand and campaign advocacy problem is that it makes it likely to get addressed. Better is always sexier than less-worse. Any technical communicator who’s ever felt crowded out by a content strategist or marketing copywriter  knows this – increasing revenue gets a seat at the table far more readily than reducing support costs, even if the financial impact is identical. So that’s it from AMC. The big thought-provokers were social buying behaviour and eliciting behaviour change, and the value of internal communications in ensuring successful campaigns and continuity of customer experience. I’ll be chewing over that for a while, and I’d definitely return next year.      

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  • The Presentation Isn't Over Until It's Over

    - by Phil Factor
    The senior corporate dignitaries settled into their seats looking important in a blue-suited sort of way. The lights dimmed as I strode out in front to give my presentation.  I had ten vital minutes to make my pitch.  I was about to dazzle the top management of a large software company who were considering the purchase of my software product. I would present them with a dazzling synthesis of diagrams, graphs, followed by  a live demonstration of my software projected from my laptop.  My preparation had been meticulous: It had to be: A year’s hard work was at stake, so I’d prepared it to perfection.  I stood up and took them all in, with a gaze of sublime confidence. Then the laptop expired. There are several possible alternative plans of action when this happens     A. Stare at the smoking laptop vacuously, flapping ones mouth slowly up and down     B. Stand frozen like a statue, locked in indecision between fright and flight.     C. Run out of the room, weeping     D. Pretend that this was all planned     E. Abandon the presentation in favour of a stilted and tedious dissertation about the software     F. Shake your fist at the sky, and curse the sense of humour of your preferred deity I started for a few seconds on plan B, normally referred to as the ‘Rabbit in the headlamps of the car’ technique. Suddenly, a little voice inside my head spoke. It spoke the famous inane words of Yogi Berra; ‘The game isn't over until it's over.’ ‘Too right’, I thought. What to do? I ran through the alternatives A-F inclusive in my mind but none appealed to me. I was completely unprepared for this. Nowadays, longevity has since taught me more than I wanted to know about the wacky sense of humour of fate, and I would have taken two laptops. I hadn’t, but decided to do the presentation anyway as planned. I started out ignoring the dead laptop, but pretending, instead that it was still working. The audience looked startled. They were expecting plan B to be succeeded by plan C, I suspect. They weren’t used to denial on this scale. After my introductory talk, which didn’t require any visuals, I came to the diagram that described the application I’d written.  I’d taken ages over it and it was hot stuff. Well, it would have been had it been projected onto the screen. It wasn’t. Before I describe what happened then, I must explain that I have thespian tendencies.  My  triumph as Professor Higgins in My Fair Lady at the local operatic society is now long forgotten, but I remember at the time of my finest performance, the moment that, glancing up over the vast audience of  moist-eyed faces at the during the poignant  scene between Eliza and Higgins at the end, I  realised that I had a talent that one day could possibly  be harnessed for commercial use I just talked about the diagram as if it was there, but throwing in some extra description. The audience nodded helpfully when I’d done enough. Emboldened, I began a sort of mime, well, more of a ballet, to represent each slide as I came to it. Heaven knows I’d done my preparation and, in my mind’s eye, I could see every detail, but I had to somehow project the reality of that vision to the audience, much the same way any actor playing Macbeth should do the ghost of Banquo.  My desperation gave me a manic energy. If you’ve ever demonstrated a windows application entirely by mime, gesture and florid description, you’ll understand the scale of the challenge, but then I had nothing to lose. With a brief sentence of description here and there, and arms flailing whilst outlining the size and shape of  graphs and diagrams, I used the many tricks of mime, gesture and body-language  learned from playing Captain Hook, or the Sheriff of Nottingham in pantomime. I set out determinedly on my desperate venture. There wasn’t time to do anything but focus on the challenge of the task: the world around me narrowed down to ten faces and my presentation: ten souls who had to be hypnotized into seeing a Windows application:  one that was slick, well organized and functional I don’t remember the details. Eight minutes of my life are gone completely. I was a thespian berserker.  I know however that I followed the basic plan of building the presentation in a carefully controlled crescendo until the dazzling finale where the results were displayed on-screen.  ‘And here you see the results, neatly formatted and grouped carefully to enhance the significance of the figures, together with running trend-graphs!’ I waved a mime to signify an animated  window-opening, and looked up, in my first pause, to gaze defiantly  at the audience.  It was a sight I’ll never forget. Ten pairs of eyes were gazing in rapt attention at the imaginary window, and several pairs of eyes were glancing at the imaginary graphs and figures.  I hadn’t had an audience like that since my starring role in  Beauty and the Beast.  At that moment, I realized that my desperate ploy might work. I sat down, slightly winded, when my ten minutes were up.  For the first and last time in my life, the audience of a  ‘PowerPoint’ presentation burst into spontaneous applause. ‘Any questions?’ ‘Yes,  Have you got an agent?’ Yes, in case you’re wondering, I got the deal. They bought the software product from me there and then. However, it was a life-changing experience for me and I have never ever again trusted technology as part of a presentation.  Even if things can’t go wrong, they’ll go wrong and they’ll kill the flow of what you’re presenting.  if you can’t do something without the techno-props, then you shouldn’t do it.  The greatest lesson of all is that great presentations require preparation and  ‘stage-presence’ rather than fancy graphics. They’re a great supporting aid, but they should never dominate to the point that you’re lost without them.

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  • UV Atlas Generation and Seam Removal

    - by P. Avery
    I'm generating light maps for scene mesh objects using DirectX's UV Atlas Tool( D3DXUVAtlasCreate() ). I've succeeded in generating an atlas, however, when I try to render the mesh object using the atlas the seams are visible on the mesh. Below are images of a lightmap generated for a cube. Here is the code I use to generate a uv atlas for a cube: struct sVertexPosNormTex { D3DXVECTOR3 vPos, vNorm; D3DXVECTOR2 vUV; sVertexPosNormTex(){} sVertexPosNormTex( D3DXVECTOR3 v, D3DXVECTOR3 n, D3DXVECTOR2 uv ) { vPos = v; vNorm = n; vUV = uv; } ~sVertexPosNormTex() { } }; // create a light map texture to fill programatically hr = D3DXCreateTexture( pd3dDevice, 128, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &pLightmap ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXCreateTexture( lightmap )", __LINE__, hr ); return hr; } // get the zero level surface from the texture IDirect3DSurface9 *pS = NULL; pLightmap->GetSurfaceLevel( 0, &pS ); // clear surface pd3dDevice->ColorFill( pS, NULL, D3DCOLOR_XRGB( 0, 0, 0 ) ); // load a sample mesh DWORD dwcMaterials = 0; LPD3DXBUFFER pMaterialBuffer = NULL; V_RETURN( D3DXLoadMeshFromX( L"cube3.x", D3DXMESH_MANAGED, pd3dDevice, &pAdjacency, &pMaterialBuffer, NULL, &dwcMaterials, &g_pMesh ) ); // generate adjacency DWORD *pdwAdjacency = new DWORD[ 3 * g_pMesh->GetNumFaces() ]; g_pMesh->GenerateAdjacency( 1e-6f, pdwAdjacency ); // create light map coordinates LPD3DXMESH pMesh = NULL; LPD3DXBUFFER pFacePartitioning = NULL, pVertexRemapArray = NULL; FLOAT resultStretch = 0; UINT numCharts = 0; hr = D3DXUVAtlasCreate( g_pMesh, 0, 0, 128, 128, 3.5f, 0, pdwAdjacency, NULL, NULL, NULL, NULL, NULL, 0, &pMesh, &pFacePartitioning, &pVertexRemapArray, &resultStretch, &numCharts ); if( SUCCEEDED( hr ) ) { // release and set mesh SAFE_RELEASE( g_pMesh ); g_pMesh = pMesh; // write mesh to file hr = D3DXSaveMeshToX( L"cube4.x", g_pMesh, 0, ( const D3DXMATERIAL* )pMaterialBuffer->GetBufferPointer(), NULL, dwcMaterials, D3DXF_FILEFORMAT_TEXT ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXSaveMeshToX() at OnD3D9CreateDevice()", __LINE__, hr ); } // fill the the light map hr = BuildLightmap( pS, g_pMesh ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to BuildLightmap()", __LINE__, hr ); } } else { DebugStringDX( "Main", "Failed to D3DXUVAtlasCreate() at OnD3D9CreateDevice()", __LINE__, hr ); } SAFE_RELEASE( pS ); SAFE_DELETE_ARRAY( pdwAdjacency ); SAFE_RELEASE( pFacePartitioning ); SAFE_RELEASE( pVertexRemapArray ); SAFE_RELEASE( pMaterialBuffer ); Here is code to fill lightmap texture: HRESULT BuildLightmap( IDirect3DSurface9 *pS, LPD3DXMESH pMesh ) { HRESULT hr = S_OK; // validate lightmap texture surface and mesh if( !pS || !pMesh ) return E_POINTER; // lock the mesh vertex buffer sVertexPosNormTex *pV = NULL; pMesh->LockVertexBuffer( D3DLOCK_READONLY, ( void** )&pV ); // lock the mesh index buffer WORD *pI = NULL; pMesh->LockIndexBuffer( D3DLOCK_READONLY, ( void** )&pI ); // get the lightmap texture surface description D3DSURFACE_DESC desc; pS->GetDesc( &desc ); // lock the surface rect to fill with color data D3DLOCKED_RECT rct; hr = pS->LockRect( &rct, NULL, 0 ); if( FAILED( hr ) ) { DebugStringDX( "main.cpp:", "Failed to IDirect3DTexture9::LockRect()", __LINE__, hr ); return hr; } // iterate the pixels of the lightmap texture // check each pixel to see if it lies between the uv coordinates of a cube face BYTE *pBuffer = ( BYTE* )rct.pBits; for( UINT y = 0; y < desc.Height; ++y ) { BYTE* pBufferRow = ( BYTE* )pBuffer; for( UINT x = 0; x < desc.Width * 4; x+=4 ) { // determine the pixel's uv coordinate D3DXVECTOR2 p( ( ( float )x / 4.0f ) / ( float )desc.Width + 0.5f / 128.0f, y / ( float )desc.Height + 0.5f / 128.0f ); // for each face of the mesh // check to see if the pixel lies within the face's uv coordinates for( UINT i = 0; i < 3 * pMesh->GetNumFaces(); i +=3 ) { sVertexPosNormTex v[ 3 ]; v[ 0 ] = pV[ pI[ i + 0 ] ]; v[ 1 ] = pV[ pI[ i + 1 ] ]; v[ 2 ] = pV[ pI[ i + 2 ] ]; if( TexcoordIsWithinBounds( v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ) ) { // the pixel lies b/t the uv coordinates of a cube face // light contribution functions aren't needed yet //D3DXVECTOR3 vPos = TexcoordToPos( v[ 0 ].vPos, v[ 1 ].vPos, v[ 2 ].vPos, v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ); //D3DXVECTOR3 vNormal = v[ 0 ].vNorm; // set the color of this pixel red( for demo ) BYTE ba[] = { 0, 0, 255, 255, }; //ComputeContribution( vPos, vNormal, g_sLight, ba ); // copy the byte array into the light map texture memcpy( ( void* )&pBufferRow[ x ], ( void* )ba, 4 * sizeof( BYTE ) ); } } } // go to next line of the texture pBuffer += rct.Pitch; } // unlock the surface rect pS->UnlockRect(); // unlock mesh vertex and index buffers pMesh->UnlockIndexBuffer(); pMesh->UnlockVertexBuffer(); // write the surface to file hr = D3DXSaveSurfaceToFile( L"LightMap.jpg", D3DXIFF_JPG, pS, NULL, NULL ); if( FAILED( hr ) ) DebugStringDX( "Main.cpp", "Failed to D3DXSaveSurfaceToFile()", __LINE__, hr ); return hr; } bool TexcoordIsWithinBounds( const D3DXVECTOR2 &t0, const D3DXVECTOR2 &t1, const D3DXVECTOR2 &t2, const D3DXVECTOR2 &p ) { // compute vectors D3DXVECTOR2 v0 = t1 - t0, v1 = t2 - t0, v2 = p - t0; float f00 = D3DXVec2Dot( &v0, &v0 ); float f01 = D3DXVec2Dot( &v0, &v1 ); float f02 = D3DXVec2Dot( &v0, &v2 ); float f11 = D3DXVec2Dot( &v1, &v1 ); float f12 = D3DXVec2Dot( &v1, &v2 ); // Compute barycentric coordinates float invDenom = 1 / ( f00 * f11 - f01 * f01 ); float fU = ( f11 * f02 - f01 * f12 ) * invDenom; float fV = ( f00 * f12 - f01 * f02 ) * invDenom; // Check if point is in triangle if( ( fU >= 0 ) && ( fV >= 0 ) && ( fU + fV < 1 ) ) return true; return false; } Screenshot Lightmap I believe the problem comes from the difference between the lightmap uv coordinates and the pixel center coordinates...for example, here are the lightmap uv coordinates( generated by D3DXUVAtlasCreate() ) for a specific face( tri ) within the mesh, keep in mind that I'm using the mesh uv coordinates to write the pixels for the texture: v[ 0 ].uv = D3DXVECTOR2( 0.003581, 0.295631 ); v[ 1 ].uv = D3DXVECTOR2( 0.003581, 0.003581 ); v[ 2 ].uv = D3DXVECTOR2( 0.295631, 0.003581 ); the lightmap texture size is 128 x 128 pixels. The upper-left pixel center coordinates are: float halfPixel = 0.5 / 128 = 0.00390625; D3DXVECTOR2 pixelCenter = D3DXVECTOR2( halfPixel, halfPixel ); will the mapping and sampling of the lightmap texture will require that an offset be taken into account or that the uv coordinates are snapped to the pixel centers..? ...Any ideas on the best way to approach this situation would be appreciated...What are the common practices?

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  • Vlc And other Multi Media Problems

    - by MrMagu
    ive tried numerous Free Multimedia Programs on ubuntu and i get the same result when i go to watch one of my movies off my other hardrive it allways ends up full screening with a stuck image in the middle and vlc ends up looking pitch black. ive look all over the web for this issue im wondering if anyone is experinceing the same problems I Dont know if it has to do with the duel monitors ive tried adding and re adding the repositorys but it seems to be doing the same repetive thing for over a month now do i need to reinstall the whole system or what idk anyhelp please would be much appreciated Ty MrMagu Xorg Conf File nvidia-settings: X configuration file generated by nvidia-settings nvidia-settings: version 304.37 (buildd@allspice) Sun Sep 9 05:59:26 UTC 2012 Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" 0 0 InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "0" EndSection Section "Files" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "Ancor Communications Inc VE247" HorizSync 30.0 - 83.0 VertRefresh 50.0 - 76.0 Option "DPMS" EndSection Section "Monitor" Identifier "Monitor1" VendorName "Unknown" ModelName "Ancor Communications Inc VE247" HorizSync 30.0 - 83.0 VertRefresh 50.0 - 76.0 EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Quadro FX 1500" EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "Quadro FX 1500" BusID "PCI:1:0:0" Screen 1 EndSection Section "Screen" Removed Option "metamodes" "DFP-0: nvidia-auto-select +0+0, DFP-1: nvidia-auto-select +1920+0; DFP-0: 1920x1080 +0+0, DFP-1: 1920x1080 +1920+0" Removed Option "metamodes" "DFP-0: nvidia-auto-select +0+0; DFP-0: 1920x1080 +0+0; DFP-0: 1920x1080_60 +0+0; DFP-0: 1680x1050 +0+0; DFP-0: 1680x1050_60 +0+0; DFP-0: 1440x900 +0+0; DFP-0: 1440x900_60 +0+0; DFP-0: 1280x1024 +0+0; DFP-0: 1280x1024_75 +0+0; DFP-0: 1280x1024_60 +0+0; DFP-0: 1280x960 +0+0; DFP-0: 1280x960_60 +0+0; DFP-0: 1152x864 +0+0; DFP-0: 1152x864_75 +0+0; DFP-0: 1024x768 +0+0; DFP-0: 1024x768_75 +0+0; DFP-0: 1024x768_70 +0+0; DFP-0: 1024x768_60 +0+0; DFP-0: 800x600 +0+0; DFP-0: 800x600_75 +0+0; DFP-0: 800x600_72 +0+0; DFP-0: 800x600_60 +0+0; DFP-0: 800x600_56 +0+0; DFP-0: 640x480 +0+0; DFP-0: 640x480_75 +0+0; DFP-0: 640x480_72 +0+0; DFP-0: 640x480_60 +0+0; DFP-0: nvidia-auto-select @1920x720 +0+0" Removed Option "metamodes" "DFP-0: nvidia-auto-select +0+0; DFP-0: 1920x1080 +0+0; DFP-0: 1920x1080_60 +0+0; DFP-0: 1680x1050 +0+0; DFP-0: 1680x1050_60 +0+0; DFP-0: 1440x900 +0+0; DFP-0: 1440x900_60 +0+0; DFP-0: 1280x1024 +0+0; DFP-0: 1280x1024_75 +0+0; DFP-0: 1280x1024_60 +0+0; DFP-0: 1280x960 +0+0; DFP-0: 1280x960_60 +0+0; DFP-0: 1152x864 +0+0; DFP-0: 1152x864_75 +0+0; DFP-0: 1024x768 +0+0; DFP-0: 1024x768_75 +0+0; DFP-0: 1024x768_70 +0+0; DFP-0: 1024x768_60 +0+0; DFP-0: 800x600 +0+0; DFP-0: 800x600_75 +0+0; DFP-0: 800x600_72 +0+0; DFP-0: 800x600_60 +0+0; DFP-0: 800x600_56 +0+0; DFP-0: 640x480 +0+0; DFP-0: 640x480_75 +0+0; DFP-0: 640x480_72 +0+0; DFP-0: 640x480_60 +0+0" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "TwinView" "1" Option "TwinViewXineramaInfoOrder" "DFP-0" Option "Stereo" "0" Option "nvidiaXineramaInfoOrder" "DFP-0" Option "metamodes" "DFP-0: nvidia-auto-select +0+0, DFP-1: 1920x1080 +1920+0; DFP-0: 1920x1080 +0+0, DFP-1: nvidia-auto-select +1920+0; DFP-0: 1920x1080_60 +0+0; DFP-0: 1680x1050 +0+0; DFP-0: 1680x1050_60 +0+0; DFP-0: 1440x900 +0+0; DFP-0: 1440x900_60 +0+0; DFP-0: 1280x1024 +0+0; DFP-0: 1280x1024_75 +0+0; DFP-0: 1280x1024_60 +0+0; DFP-0: 1280x960 +0+0; DFP-0: 1280x960_60 +0+0; DFP-0: 1152x864 +0+0; DFP-0: 1152x864_75 +0+0; DFP-0: 1024x768 +0+0; DFP-0: 1024x768_75 +0+0; DFP-0: 1024x768_70 +0+0; DFP-0: 1024x768_60 +0+0; DFP-0: 800x600 +0+0; DFP-0: 800x600_75 +0+0; DFP-0: 800x600_72 +0+0; DFP-0: 800x600_60 +0+0; DFP-0: 800x600_56 +0+0; DFP-0: 640x480 +0+0; DFP-0: 640x480_75 +0+0; DFP-0: 640x480_72 +0+0; DFP-0: 640x480_60 +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen1" Device "Device1" Monitor "Monitor1" DefaultDepth 24 Option "Stereo" "0" Option "metamodes" "DFP-1: 1920x1080 +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "InputClass" Identifier "Mouse Remap" MatchProduct "Saitek Cyborg R.A.T.7 Mouse" MatchDevicePath "/dev/input/event*" Option "ButtonMapping" "1 2 3 4 5 6 7 8 9 0 0 0 0 0 0" EndSection Pictures http://tinypic.com/r/34o7j1h/6 http://tinypic.com/r/3rn20/6 Ty so Much Mr Magu

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  • How to disable multiple touches on a ScrollView and UIImage

    - by Rob
    I have a scrollview that I am loading images into that the user can touch and play a sound. However, the program is getting confused when I press one image with one finger and then another one with a different finger. It thinks you are pushing the same button again and therefore plays the sound again (so you have two of the same sounds playing at the same time even though you may have pressed a different sound button). I tried setting exclusiveTouch for each UIImage but that didn't seem to work in this case for some reason. What am I missing or is there a better way to do this? Here is some code: for creating buttons.... - (void) createButtons { CGRect myFrame = [self.outletScrollView bounds]; CGFloat gapX, gapY, x, y; int columns = 3; int myIndex = 0; int viewWidth = myFrame.size.width; int buttonsCount = [g_AppsList count]; float actualRows = (float) buttonsCount / columns; int rows = buttonsCount / columns; int buttonWidth = 100; int buttonHeight = 100; if (actualRows > rows) rows++; //set scrollview content size to hold all the glitter icons library gapX = (viewWidth - columns * buttonWidth) / (columns + 1); gapY = gapX; y = gapY; int contentHeight = (rows * (buttonHeight + gapY)) + gapY; [outletScrollView setContentSize: CGSizeMake(viewWidth, contentHeight)]; UIImage* myImage; NSString* buttonName; //center all buttons to view int i = 1, j = 1; for (i; i <= rows; i++) { //calculate gap between buttons gapX = (viewWidth - (buttonWidth * columns)) / (columns + 1); if (i == rows) { //this is the last row, recalculate gap and pitch gapX = (viewWidth - (buttonWidth * buttonsCount)) / (buttonsCount + 1); columns = buttonsCount; }//end else x = gapX; j = 1; for (j; j <= columns; j++) { //get shape name buttonName = [g_AppsList objectAtIndex: myIndex]; buttonName = [NSString stringWithFormat: @"%@.png", buttonName]; myImage = [UIImage imageNamed: buttonName]; TapDetectingImageView* imageView = [[TapDetectingImageView alloc] initWithImage: myImage]; [imageView setFrame: CGRectMake(x, y, buttonWidth, buttonHeight)]; [imageView setTag: myIndex]; [imageView setContentMode:UIViewContentModeScaleToFill]; [imageView setUserInteractionEnabled: YES]; [imageView setMultipleTouchEnabled: NO]; [imageView setExclusiveTouch: YES]; [imageView setDelegate: self]; //add button to current view [outletScrollView addSubview: imageView]; [imageView release]; x = x + buttonWidth + gapX; //increase button index myIndex++; }//end for j //increase y y = y + buttonHeight + gapY; //decrease buttons count buttonsCount = buttonsCount - columns; }//end for i } and for playing the sounds... - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { //stop playing theAudio.stop; // cancel any pending handleSingleTap messages [NSObject cancelPreviousPerformRequestsWithTarget:self selector:@selector(handleSingleTap) object:nil]; UITouch* touch = [[event allTouches] anyObject]; NSString* filename = [g_AppsList objectAtIndex: [touch view].tag]; NSString *path = [[NSBundle mainBundle] pathForResource: filename ofType:@"m4a"]; theAudio=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL]; theAudio.delegate = self; [theAudio prepareToPlay]; [theAudio setNumberOfLoops:-1]; [theAudio setVolume: g_Volume]; [theAudio play]; } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { BOOL allTouchesEnded = ([touches count] == [[event touchesForView:self] count]); if (allTouchesEnded) { //stop playing theAudio.stop; }//end if //stop playing theAudio.stop; }

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  • Decomposing a rotation matrix

    - by DeadMG
    I have a rotation matrix. How can I get the rotation around a specified axis contained within this matrix? Edit: It's a 3D matrix (4x4), and I want to know how far around a predetermined (not contained) axis the matrix rotates. I can already decompose the matrix but D3DX will only give the entire matrix as one rotation around one axis, whereas I need to split the matrix up into angle of rotation around an already-known axis, and the rest. Sample code and brief problem description: D3DXMATRIX CameraRotationMatrix; D3DXVECTOR3 CameraPosition; //D3DXVECTOR3 CameraRotation; inline D3DXMATRIX GetRotationMatrix() { return CameraRotationMatrix; } inline void TranslateCamera(float x, float y, float z) { D3DXVECTOR3 rvec, vec(x, y, z); #pragma warning(disable : 4238) D3DXVec3TransformNormal(&rvec, &vec, &GetRotationMatrix()); #pragma warning(default : 4238) CameraPosition += rvec; RecomputeVPMatrix(); } inline void RotateCamera(float x, float y, float z) { D3DXVECTOR3 RotationRequested(x, y, z); D3DXVECTOR3 XAxis, YAxis, ZAxis; D3DXMATRIX rotationx, rotationy, rotationz; XAxis = D3DXVECTOR3(1, 0, 0); YAxis = D3DXVECTOR3(0, 1, 0); ZAxis = D3DXVECTOR3(0, 0, 1); #pragma warning(disable : 4238) D3DXVec3TransformNormal(&XAxis, &XAxis, &GetRotationMatrix()); D3DXVec3TransformNormal(&YAxis, &YAxis, &GetRotationMatrix()); D3DXVec3TransformNormal(&ZAxis, &ZAxis, &GetRotationMatrix()); #pragma warning(default : 4238) D3DXMatrixIdentity(&rotationx); D3DXMatrixIdentity(&rotationy); D3DXMatrixIdentity(&rotationz); D3DXMatrixRotationAxis(&rotationx, &XAxis, RotationRequested.x); D3DXMatrixRotationAxis(&rotationy, &YAxis, RotationRequested.y); D3DXMatrixRotationAxis(&rotationz, &ZAxis, RotationRequested.z); CameraRotationMatrix *= rotationz; CameraRotationMatrix *= rotationy; CameraRotationMatrix *= rotationx; RecomputeVPMatrix(); } inline void RecomputeVPMatrix() { D3DXMATRIX ProjectionMatrix; D3DXMatrixPerspectiveFovLH( &ProjectionMatrix, FoV, (float)D3DDeviceParameters.BackBufferWidth / (float)D3DDeviceParameters.BackBufferHeight, FarPlane, NearPlane ); D3DXVECTOR3 CamLookAt; D3DXVECTOR3 CamUpVec; #pragma warning(disable : 4238) D3DXVec3TransformNormal(&CamLookAt, &D3DXVECTOR3(1, 0, 0), &GetRotationMatrix()); D3DXVec3TransformNormal(&CamUpVec, &D3DXVECTOR3(0, 1, 0), &GetRotationMatrix()); #pragma warning(default : 4238) D3DXMATRIX ViewMatrix; #pragma warning(disable : 4238) D3DXMatrixLookAtLH(&ViewMatrix, &CameraPosition, &(CamLookAt + CameraPosition), &CamUpVec); #pragma warning(default : 4238) ViewProjectionMatrix = ViewMatrix * ProjectionMatrix; D3DVIEWPORT9 vp = { 0, 0, D3DDeviceParameters.BackBufferWidth, D3DDeviceParameters.BackBufferHeight, 0, 1 }; D3DDev->SetViewport(&vp); } Effectively, after a certain time, when RotateCamera is called, it begins to rotate in the relative X axis- even though constant zero is passed in for that request when responding to mouse input, so I know that when moving the mouse, the camera should not roll at all. I tried spamming 0,0,0 requests and saw no change (one per frame at 1500 frames per second), so I'm fairly sure that I'm not seeing FP error or matrix accumulation error. I tried writing a RotateCameraYZ function and stripping all X-axis from the function. I've spent several days trying to discover why this is the case, and eventually decided on just hacking around it. Just for reference, I've seen some diagrams on Wikipedia, and I actually have a relatively strange axis layout, which is Y axis up, but X axis forwards and Z axis right, so Y axis yaw, Z axis pitch, X axis roll.

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  • Introducing… SharePress!

    - by Bil Simser
    For those that follow me I’ve been away from blogging and twittering for a couple of months. This is the reason. For the last few months I’ve been working with a cross-functional team putting together a new product from the people that run WordPress, the free premiere blogging platform. The result is a new product we call SharePress, a highly extensible blogging and content management platform with the usability of WordPress and the power of SharePoint combined into a single product. SharePress gives you SharePoint sites that are SEO-friendly delivered with a Web 2.0 ease of use, leveraging all of the existing abilities of SharePoint and WordPress that we know today. The Reason Back in December I was approached by the WordPress team about building a new platform that took advantage of the power of SharePoint but the ease of WordPress. I’m no stranger to WordPress and it’s 5 minute no-holds-barred install (I’ve always wanted SharePoint to do this!) and I run my personal blog on WordPress as does my better half, Princess Jenn. There’s always been a pitch by so-called Web 2.0 applications to deliver the power of SharePoint but the ease of [insert product here] over the past year or so. I checked each and every one of them out, but they fell woefully short when it came to SharePoint’s document management, versioning, and customization. They try, but it’s never been up to par in my books. On the flipside, SharePoint has always been tops in collaboration in the Enterprise but it’s painful to develop web parts, UI customization can be tricky, and there’s just no user community for something as simple as themes and designs. The Product Enter SharePress. Is it SharePoint? Is it WordPress? It’s both, and neither. Everything you like about both products are there but this is a bold new product that is positioned to bring SharePoint to the masses while maintaining the fidelity of an Enterprise 2.0 collaboration platform. SharePress delivers on all fronts including: The ability to leverage any WordPress/Joomla/Drupal/DotNetNuke themes and skins inside of SharePoint Run any WordPress/Drupal/Joomla/DotNetNuke/SharePoint plug-in/module/web part/feature works out of the box with SharePress SEO-friendly URLs and pages Permalinks for all content All the features of SharePoint Server 2010 (including InfoPath, Excel, and Access services) included in the price Small deployment footprint. You decide how much to deploy and where. Independent Database Abstraction Layer (iDal) that allows you to deploy to SQL Server 2005/2008, MySQL, and PostgreSQL Portable Rendering Engine Layer (PREL) so you host .NET or PHP on Apache or IIS (version 7 or higher). The install feature is built around WordPress and it’s famous 5-minute install (actually, it’s never taken me more than 1 minute). SharePress installs with two screens after the files are uploaded to your server (which can be done entirely using FTP): After you enter two fields of information click “Install SharePress” and you’ll be done: No mess, no fuss, no complicated dependencies, and no server access required! How simpler could this be? The Technology WordPress plug-ins and themes working with SharePoint? Of course! The answer is IronPython which has now reached a maturity level capable of doing on the fly code language conversions. SharePress is a brand new product not built on top of any previous platform but leverages all the power of each of those applications through a patent pending technique called SharePress Multi-plAtfoRm Technology (SMART). SMART will convert PHP code on the fly into Python (using SWIG as an intermediate processor) which is then compiled to MSIL and then delivered back as an ASP.NET MVC application (output is C# or VB.NET, but you can build your own SMART converter to output a different language). Sound complicated? It is, but it’s all behind the scenes and you don’t have to worry about a thing. This image illustrates the technology stack and process: So users can load up out of the box PHP themes and plug-ins from the WordPress/Joomla/Drupal community into the SMART converter and output MSIL that is used by the SharePress engine and rendered on the fly to the end user. Supported PHP versions are 4.xx and 5.xx with version 6 support to come when it’s released. Similarly you can take any .NET application, DotNetNuke Module, SharePoint Web Part or event handler and feed it into the converter to output the same. Everything is reverse compiled into MSIL so it becomes technology agnostic. No source code access is needed and the SMART converter can handle obfuscated .NET assemblies that were built with .NET 1.0, 1.1, 2.0, 3.5, and 4.0. With this technology you can also with the flip of a switch have the output create PHP pages for you. This allows you to run SharePress on Unix based systems running PHP and MySQL, allowing you to deliver your SharePoint like experience to your users with a $0 infrastructure footprint. Here’s SharePress with the default WordPress post imported then a stock SharePoint collaboration site was imported. The site was then applied with the default Kubrick theme from WordPress. The Features Deploy any of the freely available 100,000 WordPress/Joomla/Drupal themes instantly to your runtime SharePress environment and preview or activate them right from your browser. Built-in Web 2.0 jQuery Enabled End User and Administrator Web Interface. Never have to remote into a server again! Run any SharePoint Web Part or Event Handler directly without modification or access to source code in SharePress. Use any WordPress/Joomla/Drupal plug-in directly in SharePress, no local admin or access to server. Just upload and activate. Upload and Activate any SharePoint Solution Package to any site remotely. No rebuilding. Changes made to sites require no compiling or rebuilding and are published immediately. Password Protected Content. You can give passwords to individual posts, articles, pages, documents, forms, and list items. A powerful polymorphic Captcha system backs the security interface and vendors can easily tie into smart card readers, fingerprint readers, and retina scanners for authorization and identification. OpenID, Windows Live, and Windows Authentication are supported out of the box. Infinitely customizable and extensible. You can leverage plug-ins from the open source community to do practically anything, all configured and uploaded via the browser. Additionally the developer API (available soon) allows you to build extensions in .NET, PHP, and Python with little effort. Easy Importing. We have importers for Blogger, WordPress, Drupal, Joomla, DotNetNuke, and SharePoint so you can populate your site quickly and easily with full metadata modeling and creation. Banner Management. It’s easy to setup banners for your web site complete with impression numbers, special URLs, and more. Menu Manager. The Menu Manager allows you to create as many menus as you want, each one can be associated to specific audiences or roles and then be styled across multiple contexts including the same menu delivered as a fly out, rollover, drop down, and just about any navigation you can think of. Collaborative ShareBook. Our exclusive book feature allows you to setup a “book” and then authorize individuals to contribute content. Permalinks. All content in SharePress has a permanent or “perma link” associated with it so people can link to it freely without fear of broken links. Apache or IIS, Unix / Linux / BSD / Solaris / Windows / Mac OS X support. Deliver SharePress the way *you* want from the platform *you* decide. Database Independence. We know people wanted to run on any database platform so SharePress is built on top of a database abstraction layer that allows you to run on SQL Server, MySQL, PostgreSQL. Other databases can be supported by writing a supporting database script consisting of fourteen function calls. The script can be written in Perl, Python, AWK, PowerShell, Unix Shell scripts, VBA, or simple DOS batch files. The Team SharePress is the work of a lot of people in both the WordPress and SharePoint community. I worked with a lot of SharePoint MVPs to create this new product as we really wanted to deliver the most compatible and feature rich system in a product that we would be proud of. Many thanks go out to Eli Bleeker, Todd Robillard, Scot Larson, Daniel Hillier, Shane Fox, Box Peran, Amanda English, and Bill Murray for doing the heavy lifting and all of their expertise and innovative thinking to get this product out. Licensing and Pricing SharePress is still in the final stages for pricing but we’re looking at a price point somewhere between $99-$100 to make it affordable for everyone. We plan to announce final pricing sometime in the next few weeks. There are no additional charges for Enterprise versions or additional features. Everything you see is what’s available and it’s just a matter of lighting up your site with whatever feature you want to enable. The product will not be open source but source code licenses will be available to ISVs who are interested in interfacing with the API at a low level. Cost will be $25,000 USD per developer and gives you complete access to the source code to the SharePress Foundation System and the .NET 4.0 Framework source code. Conclusion We hope you enjoy the launch of SharePress as the new premium blogging and content management platform for both Intranets and the Internet. We think we’ve build the best of breed solutions here and made it easy for anyone to get started with a minimal of infrastructure but allow the scalability of SharePress to shine through in the Enterprise 2.0 world. We encourage your feedback so please leave comments as to what you’re looking for in this system as we’re always evolving it to make it a better product for everyone.

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  • The Internet of Things & Commerce: Part 2 -- Interview with Brian Celenza, Commerce Innovation Strategist

    - by Katrina Gosek, Director | Commerce Product Strategy-Oracle
    Internet of Things & Commerce Series: Part 2 (of 3) Welcome back to the second installation of my three part series on the Internet of Things & Commerce. A few weeks ago, I wrote “The Next 7,000 Days” about how we’ve become embedded in a digital architecture in the last 7,000 days since the birth of the internet – an architecture that everyday ties the massive expanse of the internet evermore closely with our physical lives. This blog series explores how this new blend of virtual and material will change how we shop and how businesses sell. Now enjoy reading my interview with Brian Celenza, one of the chief strategists in our Oracle Commerce innovation group. He comments on the past, present, and future of the how the growing Internet of Things relates and will relate to the buying and selling of goods on and offline. -------------------------------------------- QUESTION: You probably have one of the coolest jobs on our team, Brian – and frankly, one of the coolest jobs in our industry. As part of the innovation team for Oracle Commerce, you’re regularly working on bold features and groundbreaking commerce-focused experiences for our vision demos. As you look back over the past couple of years, what is the biggest trend (or trends) you’ve seen in digital commerce that started to bring us closer to this idea of what people are calling an “Internet of Things”? Brian: Well as you look back over the last couple of years, the speed at which change in our industry has moved looks like one of those blurred movement photos – you know the ones where the landscape blurs because the observer is moving so quickly your eye focus can’t keep up. But one thing that is absolutely clear is that the biggest catalyst for that speed of change – especially over the last three years – has been mobile. Mobile technology changed everything. Over the last three years the entire thought process of how to sell on (and offline) has shifted because of mobile technology advances. Particularly for eCommerce professionals who have started to move past the notion of “channels” for selling goods to this notion of “Mobile First”… then the Web site. Or more accurately, that everything – smartphones, web, store, tablet – is just one channel or has to act like one singular access point to the same product catalog, information and content. The most innovative eCommerce professionals realized some time ago that it’s not ideal to build an eCommerce Web site and then build everything on top of or off of it. Rather, they want to build an eCommerce API and then integrate it will all other systems. To accomplish this, they are leveraging all the latest mobile technologies or possibilities mobile technology has opened up: 4G and LTE, GPS, bluetooth, touch screens, apps, html5… How has this all started to come together for shopping experiences on and offline? Well to give you a personal example, I remember visiting an Apple store a few years ago and being amazed that I didn’t have to wait in line because a store associate knew everything about me from my ID – right there on the sales floor – and could check me out anywhere. Then just a few months later (when like any good addict) I went back to get the latest and greatest new gadget, I felt like I was stealing it because I could check myself out with my smartphone. I didn’t even need to see a sales associate OR go to a cash register. Amazing. And since then, all sort sorts of companies across all different types of industries – from food service to apparel –  are starting to see mobile payments in the billions of dollars now thanks not only to the convenience factor but to smart loyalty rewards programs as well. These are just some really simple current examples that come to mind. So many different things have happened in the last couple of years, it’s hard to really absorb all of the quickly – because as soon as you do, everything changes again! Just like that blurry speed photo image. For eCommerce, however, this type of new environment underscores the importance of building an eCommerce API – a platform that has services you can tap in to and build on as the landscape changes at a fever pitch. It’s a mobile first perspective. A web service perspective – particularly if you are thinking of how to engage customers across digital and physical spaces. —— QUESTION: Thanks for bringing us into the present – some really great examples you gave there to put things into perspective. So what do you see as the biggest trend right now around the “Internet of Things” – and what’s coming next few years? Brian: Honestly, even sitting where I am in the innovation group – it’s hard to look out even 12 months because, well, I don’t even think we’ve fully caught up with what is possible now. But I can definitely say that in the last 12 months and in the coming 12 months, in the technology and eCommerce world it’s all about iBeacons. iBeacons are awesome tools we have right now to tie together physical and digital shopping experiences. They know exactly where you are as a shopper and can communicate that to businesses. Currently there seem to be two camps of thought around iBeacons. First, many people are thinking of them like an “indoor GPS”, which to be fair they literally are. The use case this first camp envisions for iBeacons is primarily for advertising and marketing. So they use iBeacons to push location-based promotions to customers if they are close to a store or in a store. You may have seen these types of mobile promotions start to pop up occasionally on your smart phone as you pass by a store you’ve bought from in the past. That’s the work of iBeacons. But in my humble opinion, these promotions probably come too early in the customer journey and although they may be well timed and work to “convert” in some cases, I imagine in most they are just eroding customer trust because they are kind of a “one-size-fits-all” solution rather than one that is taking into account what exactly the customer might be looking for in that particular moment. Maybe they just want more information and a promotion is way too soon for that type of customer. The second camp is more in line with where my thinking falls. In this case, businesses take a more sensitive approach with iBeacons to customers’ needs. Instead of throwing out a “one-size-fits-all” to any passer by with iBeacons, the use case is more around looking at the physical proximity of a customer as an opportunity to provide a service: show expert reviews on a product they may be looking at in a particular aisle of a store, offer the opportunity to compare prices (and then offer a promotion), signal an in-store associate if a customer has been in the store for more than 10 minutes in one place. These are all less intrusive more value-driven uses of iBeacons. And they are more about building customer trust through service. To take this example a bit further into the future realm of “Big Data” and “Internet of Things” businesses could actually use the Oracle Commerce Platform and iBeacons to “silently” track customer movement w/in the store to provide higher quality service. And this doesn’t have to be creepy or intrusive. Simply if a customer has been in a particular department or aisle for more than a 5 or 10 minutes, an in-store associate could come over an offer some assistance already knowing customer preferences from their online profile and maybe even seeing the items in a shopping cart they started at home. None of this has to be revealed to the customer, but it certainly could boost the level of service an in-store sales associate could provide. Or, in another futuristic example, stores could use the digital footprint of the physical store transmitted by iBeacons to generate heat maps of the store that could be tracked over time. Imagine how much you could find out about which parts of the store are more busy during certain parts of the day or seasons. This could completely revolutionize how physical merchandising is deployed or where certain high value / new items are placed. And / or this use of iBeacons could also help businesses figure out if customers are getting held up in certain parts of the store during busy days like Black Friday. If long lines are causing customers to bounce from a physical store and leave those holiday gifts behind, maybe having employees with mobile check as an option could remove the cash register bottleneck. But going to back to my original statement, it’s all still very early in the story for iBeacons. The hardware manufacturers are still very new and there is still not one clear standard.  Honestly, it all goes back to building and maintaining an extensible and flexible platform for anywhere engagement. What you’re building today should allow you to rapidly take advantage of whatever unimaginable use cases wait around the corner. ------------------------------------------------------ I hope you enjoyed the brief interview with Brian. It’s really awesome to have such smart and innovation-minded individuals on our Oracle Commerce innovation team. Please join me again in a few weeks for Part 3 of this series where I interview one of the product managers on our team about how the blending of digital and in-store selling in influencing our product development and vision.

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  • The Information Driven Value Chain - Part 2

    - by Paul Homchick
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mso-bidi-theme-font:minor-bidi;} .MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Calibri; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} .MsoPapDefault {mso-style-type:export-only; margin-bottom:10.0pt; line-height:115%;} @page Section1 {size:8.5in 11.0in; margin:1.0in 1.0in 1.0in 1.0in; mso-header-margin:.5in; mso-footer-margin:.5in; mso-paper-source:0;} div.Section1 {page:Section1;} -- /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} In the first installment of this series, we looked at how companies have been set adrift down a churning  rapids of fast moving data, and how their supply chains (which used to be only about purchasing and logistics) had grown into value chains encompassing everything from their supplier's vendors all the way to the end consumer. This time we will look at the way investments have been made in enterprise software in an effort to create and manage value, and how Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} systems are moving from a controlled-process approach design towards gathering and using dynamically using information. Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;}

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  • CodePlex Daily Summary for Wednesday, June 05, 2013

    CodePlex Daily Summary for Wednesday, June 05, 2013Popular ReleasesQlikView Extension - Animated Scatter Chart: Animated Scatter Chart - v1.0: Version 1.0 including Source Code qar File Example QlikView application Tested With: Browser Firefox 20 (x64) Google Chrome 27 (x64) Internet Explorer 9 QlikView QlikView Desktop 11 - SR2 (x64) QlikView Desktop 11.2 - SR1 (x64) QlikView Ajax Client 11.2 - SR2 (based on x64)BarbaTunnel: BarbaTunnel 7.2: Warning: HTTP Tunnel is not compatible with version 6.x and prior, HTTP packet format has been changed. Check Version History for more information about this release.Web Pages CMS: 0.5: First public releaseHarvester - Debug Viewer for Trace, NLog & Log4Net: v2.0.1 (.NET 4.0): Minor Updates Fixed incorrect process naming being displayed if process ID reassigned before cache invalidated. Fixed incorrect event type/source for TraceListener.TraceData methods. Updated NLog package references. Official Documentation Moved to GitHub http://cbaxter.github.com/Harvester Official Source Moved to GitHub https://github.com/cbaxter/HarvesterSuperWebSocket, a .NET WebSocket Server: SuperWebSocket 0.8: This release includes these changes below: Upgrade SuperSocket to 1.5.3 which is much more stable Added handshake request validating api (WebSocketServer.ValidateHandshake(TWebSocketSession session, string origin)) Fixed a bug that the m_Filters in the SubCommandBase can be null if the command's method LoadSubCommandFilters(IEnumerable<SubCommandFilterAttribute> globalFilters) is not invoked Fixed the compatibility issue on Origin getting in the different version protocols Marked ISub...Impulse Media Player: Impulse Media Player 3.3.1.0: EchoNest Analyzer introduced Similar track feature (social tab) Last played tracks can be removed permanently pitch / tempo bar can be hiddenBlackJumboDog: Ver5.9.0: 2013.06.04 Ver5.9.0 (1) ?????????????????????????????????($Remote.ini Tmp.ini) (2) ThreadBaseTest?? (3) ????POP3??????SMTP???????????????? (4) Web???????、?????????URL??????????????? (5) Ftp???????、LIST?????????????? (6) ?????????????????????Media Companion: Media Companion MC3.569b: New* Movies - Autoscrape/Batch Rescrape extra fanart and or extra thumbs. * Movies - Alternative editor can add manually actors. * TV - Batch Rescraper, AutoScrape extrafanart, if option enabled. Fixed* Movies - Slow performance switching to movie tab by adding option 'Disable "Not Matching Rename Pattern"' to Movie Preferences - General. * Movies - Fixed only actors with images were scraped and added to nfo * Movies - Fixed filter reset if selected tab was above Home Movies. * Updated Medi...Nearforums - ASP.NET MVC forum engine: Nearforums v9.0: Version 9.0 of Nearforums with great new features for users and developers: SQL Azure support Admin UI for Forum Categories Avoid html validation for certain roles Improve profile picture moderation and support Warn, suspend, and ban users Web administration of site settings Extensions support Visit the Roadmap for more details. Webdeploy package sha1 checksum: 9.0.0.0: e687ee0438cd2b1df1d3e95ecb9d66e7c538293b eReading: eReading: ????,??CPU???????。 ??????????。Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.93: Added -esc:BOOL switch (CodeSettings.AlwaysEscapeNonAscii property) to always force non-ASCII character (ch > 0x7f) to be escaped as the JavaScript \uXXXX sequence. This switch should be used if creating a Symbol Map and outputting the result to the a text encoding other than UTF-8 or UTF-16 (ASCII, for instance). Fixed a bug where a complex comma operation is the operand of a return statement, and it was looking at the wrong variable for possible optimization of = to just .VG-Ripper & PG-Ripper: VG-Ripper 2.9.42: changes NEW: Added Support for "GatASexyCity.com" links NEW: Added Support for "ImgCloud.co" links NEW: Added Support for "ImGirl.info" links NEW: Added Support for "SexyImg.com" links FIXED: "ImageBam.com" linksDocument.Editor: 2013.22: What's new for Document.Editor 2013.22: Improved Bullet List support Improved Number List support Minor Bug Fix's, improvements and speed upsCarrotCake, an ASP.Net WebForms CMS: Binaries and PDFs - Zip Archive (v. 4.3 20130528): Features include a content management system and a robust featured blogging engine. This includes configurable date based blog post URLs, blog post content association with categories and tags, assignment/customization of category and tag URL patterns, simple blog post feedback collection and review, blog post pagination/indexes, designation of default blog page (required to make search, category links, or tag links function), URL date formatting patterns, RSS feed support for posts and pages...PHPExcel: PHPExcel 1.7.9: See Change Log for details of the new features and bugfixes included in this release, and methods that are now deprecated.Droid Explorer: Droid Explorer 0.8.8.10 Beta: Fixed issue with some people having a folder called "android-4.2.2" in their build-tools path. - 16223 patterns & practices: Data Access Guidance: Data Access Guidance Drop3 2013.05.31: Drop 3DotNet.Highcharts: DotNet.Highcharts 2.0 with Examples: DotNet.Highcharts 2.0 Tested and adapted to the latest version of Highcharts 3.0.1 Added new chart types: Arearange, Areasplinerange, Columnrange, Gauge, Boxplot, Waterfall, Funnel and Bubble Added new type PercentageOrPixel which represents value of number or number with percentage. Used for sizes, width, height, length, etc. Removed inheritances in YAxis option classes. Closed issues: 682: Missing property - XAxisPlotLinesLabel.Text 688: backgroundColor and plotBackgroundColor are...Umbraco CMS: Umbraco 6.1.1: Source codeLooking for the source code? We're not uploading that as a zip file any more because you can already get it from CodePlex, click this link and hit the "Download" link. BlogRead the release blog post for 6.1.0. Read the release blog post for 6.1.1. Getting Started Read the installation documentation: http://our.umbraco.org/documentation/Installation/ Check the free foundation videos on how to get started building Umbraco sites. They're available from: Introduction for webmasters:...Composite C1 CMS - Open Source on .NET: Composite C1 4.0 (release candidate): Composite C1 4.0 (4.0.4897.31550) (release candidate) Write a review for this release Getting started If you are new to Composite C1 and want to install it: http://docs.composite.net/Getting-started What's new in Composite C1 4.0 The following are highlights of major changes since Composite C1 3.2: General user features: Uploads up to 512MB accepted in the media archive New “Block Selector” in Visual Editor – enable users to create styled div, blockquote etc. elements (not yet availabl...New ProjectsApiDoc: ApiDoc is a library for creating your own API documentation similar to the MSDN directly from your assembly and /// Xml comments without source code.Associativy Internal Link Graph Builder: Orchard module for automatically creating Associativy graphs (http://associativy.com/) from internal links.Azure Business App Scale Proof of Concepts: This is actually a series of proof of concept demo applications built to demonstrate scale of particular architecture or application designs. Badr: .Net Web Framework: Simple, Database-driven, Multiplatform, .Net web frameworkCalcolo di Integrali con approssimazioni: Integrali Metodo dei Trapezi Metodo dei Rettangoli Metodo delle Parabole Metodo di Montecarlo Integralsconfiguration: a full function configuration system based on .netCron Expression Descriptor: "Translate" a Cron Expression in a human readable format. Support databinding, and creation of the expression and Quartz.NET jobs schedulerDaphne Web Edition: The Daphne Web Edition of software for professional checkers players running in a browser.Entity framework T4 NHibernate mapping generator: This project contains T4 templates to create POCOs + NHibernate mappings from an Entity Framework Model (.edmx).EWS Streaming Notification Sample Application: Sample application showing how to handle multiple subscriptions using streaming notifications, specifically for Exchange 2013 (or Wave 15 of Office 365).EXACT_EXTENSION: This is project to support Account System in International SchoolsIPS Training: Playing around with Joe to teach some programming.jean0604wordpressmercurial: dfdafdaLenic.DI: Lenic.DI -- Another IOC Container Library Using DelegateManage Azure Srevice: This project is a windows form application to manage azure service and deployments.Microsoft dot Net Lab: This project concentrates into a Lab a large web project based on Microsoft Best Practices and info on “what works” and more what should be avoided in Prod env.Miris Human Milk Analyser: This is a DEMO project ONLYMultilingual call each other: Multilingual call each othernBlade: A Dependency Injection Container.nChart: A JavaScript Chart Library Base on D3.jsnCMS: A Content Management System.nReport: A JavaScript Report Library.nTemplate: A Template Engine.searchLocal: search localT4 Unit Test Constructor: T4 Unit Test Constructor is a Text Transform file that generates complete Unit Testing project based on siblings projects inside a solution.v3r137: m0l3cUL4r dyN4MiC2 5iMul47i0N u5IN9 V3Rl37 iN739r47I0N. vi5U4li23 p4R7ICL32 8y 0P3n9l P0iN7 5prI73. U23 0P3NMp 4nd 0p3NCl f0r 5p33D.Virtual Sport for Sport Team: This is the website to manage a sports team. Through this website you can manage the members of the team, from players to staff, schedules, and more. and for suWindows Azure MultiSite Role: This web role allows you to host multiple websites on the same VM instances, and synchronising the files automatically.WuvOverlay: An overlay for the game Guild Wars 2 to display useful information obtained from the public API.XYZ: XYZ

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • How to make my robot move in a rectangular path along the black tape?

    - by Sahat
    I am working on a robot, it's part of the summer robotics workshop in our college. We are using C-STAMP micro controllers by A-WIT. I was able to make it move, turn left, turn right, move backward. I have even managed to make it go along the black tape using a contrast sensor. I send the robot at 30-45 degrees toward the black tape on the table and it aligns itself and starts to move along the black tape. It jerks a little, probably due to my programming logic below, it's running a while loop and constantly checking if statements, so it ends up trying to turn left and right every few milliseconds, which explains the jerking part. But it's okay, it works, not as smooth as I want it to work but it works! Problem is that I can't make my robot go into a rectangular path of the black tape. As soon as it reaches the corner it just keeps going straight instead of making a left/right turn. Here's my attempt. The following code is just part of the code. My 2 sensors are located right underneath the robot, next to the front wheel, almost at the floor level. It has "index" value ranging from 0 to 8. I believe it's 8 when you have a lot of light coming into the sensor , and 0 when it's nearly pitch black. So when the robot moves into the black-tape-zone, the index value drops, and based on that I have an if-statement telling my robot to either turn left or right. To avoid confusion I didn't post the entire source code, but only the logical part responsible for the movement of my robot along the black tape. while(1) { // don't worry about these. // 10 and 9 represent Sensor's PIN location on the motherboard V = ANALOGIN(10, 1, 0, 0, 0); V2 = ANALOGIN(9, 1, 0, 0, 0); // i got this "formula" from the example in my Manual. // V stands for voltage of the sensor. // it gives me the index value of the sensor. 0 = darkest, 8 = lightest. index = ((-(V - 5) / 5) * 8 + 0.5); index2 = ((-(V2 - 5) / 5) * 8 + 0.5); // i've tweaked the position of the sensors so index > 7 is just right number. // the robot will move anywhere on the table just fine with index > 7. // as soon as it drops to or below 7 (i.e. finds black tape), the robot will // either turn left or right and then go forward. // lp & rp represent left-wheel pin and right-wheel pin, 1 means run forever. // if i change it from 1 to 100, it will go forward for 100ms. if (index > 7 && index2 > 7) goForward(lp, rp, 1); if (index <= 7) { turnLeft(lp, rp, 1); goForward(lp, rp, 1); // this is the tricky part. i've added this code last minute // trying to make my robot turn, but i didn't work. if (index > 4) { turnLeft(lp, rp, 1); goForward(lp, rp, 1); } } else if (index2 <= 7) { turnRight(lp, rp, 1); goForward(lp, rp, 1); // this is also the last minute addition. it's same code as above // but it's for the 2nd sensor. if (index2 > 4) { turnRight(lp, rp, 1); goForward(lp, rp, 1); } } I've spent the entire day trying to figure it out. I've pretty much exhausted all avenues. Asking for the solution on stackoverflow is my very last option now. Thanks in advance! If you have any questions about the code, let me know, but comments should be self-explanatory.

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  • SimpleMembership, Membership Providers, Universal Providers and the new ASP.NET 4.5 Web Forms and ASP.NET MVC 4 templates

    - by Jon Galloway
    The ASP.NET MVC 4 Internet template adds some new, very useful features which are built on top of SimpleMembership. These changes add some great features, like a much simpler and extensible membership API and support for OAuth. However, the new account management features require SimpleMembership and won't work against existing ASP.NET Membership Providers. I'll start with a summary of top things you need to know, then dig into a lot more detail. Summary: SimpleMembership has been designed as a replacement for traditional the previous ASP.NET Role and Membership provider system SimpleMembership solves common problems people ran into with the Membership provider system and was designed for modern user / membership / storage needs SimpleMembership integrates with the previous membership system, but you can't use a MembershipProvider with SimpleMembership The new ASP.NET MVC 4 Internet application template AccountController requires SimpleMembership and is not compatible with previous MembershipProviders You can continue to use existing ASP.NET Role and Membership providers in ASP.NET 4.5 and ASP.NET MVC 4 - just not with the ASP.NET MVC 4 AccountController The existing ASP.NET Role and Membership provider system remains supported as is part of the ASP.NET core ASP.NET 4.5 Web Forms does not use SimpleMembership; it implements OAuth on top of ASP.NET Membership The ASP.NET Web Site Administration Tool (WSAT) is not compatible with SimpleMembership The following is the result of a few conversations with Erik Porter (PM for ASP.NET MVC) to make sure I had some the overall details straight, combined with a lot of time digging around in ILSpy and Visual Studio's assembly browsing tools. SimpleMembership: The future of membership for ASP.NET The ASP.NET Membership system was introduces with ASP.NET 2.0 back in 2005. It was designed to solve common site membership requirements at the time, which generally involved username / password based registration and profile storage in SQL Server. It was designed with a few extensibility mechanisms - notably a provider system (which allowed you override some specifics like backing storage) and the ability to store additional profile information (although the additional  profile information was packed into a single column which usually required access through the API). While it's sometimes frustrating to work with, it's held up for seven years - probably since it handles the main use case (username / password based membership in a SQL Server database) smoothly and can be adapted to most other needs (again, often frustrating, but it can work). The ASP.NET Web Pages and WebMatrix efforts allowed the team an opportunity to take a new look at a lot of things - e.g. the Razor syntax started with ASP.NET Web Pages, not ASP.NET MVC. The ASP.NET Web Pages team designed SimpleMembership to (wait for it) simplify the task of dealing with membership. As Matthew Osborn said in his post Using SimpleMembership With ASP.NET WebPages: With the introduction of ASP.NET WebPages and the WebMatrix stack our team has really be focusing on making things simpler for the developer. Based on a lot of customer feedback one of the areas that we wanted to improve was the built in security in ASP.NET. So with this release we took that time to create a new built in (and default for ASP.NET WebPages) security provider. I say provider because the new stuff is still built on the existing ASP.NET framework. So what do we call this new hotness that we have created? Well, none other than SimpleMembership. SimpleMembership is an umbrella term for both SimpleMembership and SimpleRoles. Part of simplifying membership involved fixing some common problems with ASP.NET Membership. Problems with ASP.NET Membership ASP.NET Membership was very obviously designed around a set of assumptions: Users and user information would most likely be stored in a full SQL Server database or in Active Directory User and profile information would be optimized around a set of common attributes (UserName, Password, IsApproved, CreationDate, Comment, Role membership...) and other user profile information would be accessed through a profile provider Some problems fall out of these assumptions. Requires Full SQL Server for default cases The default, and most fully featured providers ASP.NET Membership providers (SQL Membership Provider, SQL Role Provider, SQL Profile Provider) require full SQL Server. They depend on stored procedure support, and they rely on SQL Server cache dependencies, they depend on agents for clean up and maintenance. So the main SQL Server based providers don't work well on SQL Server CE, won't work out of the box on SQL Azure, etc. Note: Cory Fowler recently let me know about these Updated ASP.net scripts for use with Microsoft SQL Azure which do support membership, personalization, profile, and roles. But the fact that we need a support page with a set of separate SQL scripts underscores the underlying problem. Aha, you say! Jon's forgetting the Universal Providers, a.k.a. System.Web.Providers! Hold on a bit, we'll get to those... Custom Membership Providers have to work with a SQL-Server-centric API If you want to work with another database or other membership storage system, you need to to inherit from the provider base classes and override a bunch of methods which are tightly focused on storing a MembershipUser in a relational database. It can be done (and you can often find pretty good ones that have already been written), but it's a good amount of work and often leaves you with ugly code that has a bunch of System.NotImplementedException fun since there are a lot of methods that just don't apply. Designed around a specific view of users, roles and profiles The existing providers are focused on traditional membership - a user has a username and a password, some specific roles on the site (e.g. administrator, premium user), and may have some additional "nice to have" optional information that can be accessed via an API in your application. This doesn't fit well with some modern usage patterns: In OAuth and OpenID, the user doesn't have a password Often these kinds of scenarios map better to user claims or rights instead of monolithic user roles For many sites, profile or other non-traditional information is very important and needs to come from somewhere other than an API call that maps to a database blob What would work a lot better here is a system in which you were able to define your users, rights, and other attributes however you wanted and the membership system worked with your model - not the other way around. Requires specific schema, overflow in blob columns I've already mentioned this a few times, but it bears calling out separately - ASP.NET Membership focuses on SQL Server storage, and that storage is based on a very specific database schema. SimpleMembership as a better membership system As you might have guessed, SimpleMembership was designed to address the above problems. Works with your Schema As Matthew Osborn explains in his Using SimpleMembership With ASP.NET WebPages post, SimpleMembership is designed to integrate with your database schema: All SimpleMembership requires is that there are two columns on your users table so that we can hook up to it – an “ID” column and a “username” column. The important part here is that they can be named whatever you want. For instance username doesn't have to be an alias it could be an email column you just have to tell SimpleMembership to treat that as the “username” used to log in. Matthew's example shows using a very simple user table named Users (it could be named anything) with a UserID and Username column, then a bunch of other columns he wanted in his app. Then we point SimpleMemberhip at that table with a one-liner: WebSecurity.InitializeDatabaseFile("SecurityDemo.sdf", "Users", "UserID", "Username", true); No other tables are needed, the table can be named anything we want, and can have pretty much any schema we want as long as we've got an ID and something that we can map to a username. Broaden database support to the whole SQL Server family While SimpleMembership is not database agnostic, it works across the SQL Server family. It continues to support full SQL Server, but it also works with SQL Azure, SQL Server CE, SQL Server Express, and LocalDB. Everything's implemented as SQL calls rather than requiring stored procedures, views, agents, and change notifications. Note that SimpleMembership still requires some flavor of SQL Server - it won't work with MySQL, NoSQL databases, etc. You can take a look at the code in WebMatrix.WebData.dll using a tool like ILSpy if you'd like to see why - there places where SQL Server specific SQL statements are being executed, especially when creating and initializing tables. It seems like you might be able to work with another database if you created the tables separately, but I haven't tried it and it's not supported at this point. Note: I'm thinking it would be possible for SimpleMembership (or something compatible) to run Entity Framework so it would work with any database EF supports. That seems useful to me - thoughts? Note: SimpleMembership has the same database support - anything in the SQL Server family - that Universal Providers brings to the ASP.NET Membership system. Easy to with Entity Framework Code First The problem with with ASP.NET Membership's system for storing additional account information is that it's the gate keeper. That means you're stuck with its schema and accessing profile information through its API. SimpleMembership flips that around by allowing you to use any table as a user store. That means you're in control of the user profile information, and you can access it however you'd like - it's just data. Let's look at a practical based on the AccountModel.cs class in an ASP.NET MVC 4 Internet project. Here I'm adding a Birthday property to the UserProfile class. [Table("UserProfile")] public class UserProfile { [Key] [DatabaseGeneratedAttribute(DatabaseGeneratedOption.Identity)] public int UserId { get; set; } public string UserName { get; set; } public DateTime Birthday { get; set; } } Now if I want to access that information, I can just grab the account by username and read the value. var context = new UsersContext(); var username = User.Identity.Name; var user = context.UserProfiles.SingleOrDefault(u => u.UserName == username); var birthday = user.Birthday; So instead of thinking of SimpleMembership as a big membership API, think of it as something that handles membership based on your user database. In SimpleMembership, everything's keyed off a user row in a table you define rather than a bunch of entries in membership tables that were out of your control. How SimpleMembership integrates with ASP.NET Membership Okay, enough sales pitch (and hopefully background) on why things have changed. How does this affect you? Let's start with a diagram to show the relationship (note: I've simplified by removing a few classes to show the important relationships): So SimpleMembershipProvider is an implementaiton of an ExtendedMembershipProvider, which inherits from MembershipProvider and adds some other account / OAuth related things. Here's what ExtendedMembershipProvider adds to MembershipProvider: The important thing to take away here is that a SimpleMembershipProvider is a MembershipProvider, but a MembershipProvider is not a SimpleMembershipProvider. This distinction is important in practice: you cannot use an existing MembershipProvider (including the Universal Providers found in System.Web.Providers) with an API that requires a SimpleMembershipProvider, including any of the calls in WebMatrix.WebData.WebSecurity or Microsoft.Web.WebPages.OAuth.OAuthWebSecurity. However, that's as far as it goes. Membership Providers still work if you're accessing them through the standard Membership API, and all of the core stuff  - including the AuthorizeAttribute, role enforcement, etc. - will work just fine and without any change. Let's look at how that affects you in terms of the new templates. Membership in the ASP.NET MVC 4 project templates ASP.NET MVC 4 offers six Project Templates: Empty - Really empty, just the assemblies, folder structure and a tiny bit of basic configuration. Basic - Like Empty, but with a bit of UI preconfigured (css / images / bundling). Internet - This has both a Home and Account controller and associated views. The Account Controller supports registration and login via either local accounts and via OAuth / OpenID providers. Intranet - Like the Internet template, but it's preconfigured for Windows Authentication. Mobile - This is preconfigured using jQuery Mobile and is intended for mobile-only sites. Web API - This is preconfigured for a service backend built on ASP.NET Web API. Out of these templates, only one (the Internet template) uses SimpleMembership. ASP.NET MVC 4 Basic template The Basic template has configuration in place to use ASP.NET Membership with the Universal Providers. You can see that configuration in the ASP.NET MVC 4 Basic template's web.config: <profile defaultProvider="DefaultProfileProvider"> <providers> <add name="DefaultProfileProvider" type="System.Web.Providers.DefaultProfileProvider, System.Web.Providers, Version=1.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35" connectionStringName="DefaultConnection" applicationName="/" /> </providers> </profile> <membership defaultProvider="DefaultMembershipProvider"> <providers> <add name="DefaultMembershipProvider" type="System.Web.Providers.DefaultMembershipProvider, System.Web.Providers, Version=1.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35" connectionStringName="DefaultConnection" enablePasswordRetrieval="false" enablePasswordReset="true" requiresQuestionAndAnswer="false" requiresUniqueEmail="false" maxInvalidPasswordAttempts="5" minRequiredPasswordLength="6" minRequiredNonalphanumericCharacters="0" passwordAttemptWindow="10" applicationName="/" /> </providers> </membership> <roleManager defaultProvider="DefaultRoleProvider"> <providers> <add name="DefaultRoleProvider" type="System.Web.Providers.DefaultRoleProvider, System.Web.Providers, Version=1.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35" connectionStringName="DefaultConnection" applicationName="/" /> </providers> </roleManager> <sessionState mode="InProc" customProvider="DefaultSessionProvider"> <providers> <add name="DefaultSessionProvider" type="System.Web.Providers.DefaultSessionStateProvider, System.Web.Providers, Version=1.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35" connectionStringName="DefaultConnection" /> </providers> </sessionState> This means that it's business as usual for the Basic template as far as ASP.NET Membership works. ASP.NET MVC 4 Internet template The Internet template has a few things set up to bootstrap SimpleMembership: \Models\AccountModels.cs defines a basic user account and includes data annotations to define keys and such \Filters\InitializeSimpleMembershipAttribute.cs creates the membership database using the above model, then calls WebSecurity.InitializeDatabaseConnection which verifies that the underlying tables are in place and marks initialization as complete (for the application's lifetime) \Controllers\AccountController.cs makes heavy use of OAuthWebSecurity (for OAuth account registration / login / management) and WebSecurity. WebSecurity provides account management services for ASP.NET MVC (and Web Pages) WebSecurity can work with any ExtendedMembershipProvider. There's one in the box (SimpleMembershipProvider) but you can write your own. Since a standard MembershipProvider is not an ExtendedMembershipProvider, WebSecurity will throw exceptions if the default membership provider is a MembershipProvider rather than an ExtendedMembershipProvider. Practical example: Create a new ASP.NET MVC 4 application using the Internet application template Install the Microsoft ASP.NET Universal Providers for LocalDB NuGet package Run the application, click on Register, add a username and password, and click submit You'll get the following execption in AccountController.cs::Register: To call this method, the "Membership.Provider" property must be an instance of "ExtendedMembershipProvider". This occurs because the ASP.NET Universal Providers packages include a web.config transform that will update your web.config to add the Universal Provider configuration I showed in the Basic template example above. When WebSecurity tries to use the configured ASP.NET Membership Provider, it checks if it can be cast to an ExtendedMembershipProvider before doing anything else. So, what do you do? Options: If you want to use the new AccountController, you'll either need to use the SimpleMembershipProvider or another valid ExtendedMembershipProvider. This is pretty straightforward. If you want to use an existing ASP.NET Membership Provider in ASP.NET MVC 4, you can't use the new AccountController. You can do a few things: Replace  the AccountController.cs and AccountModels.cs in an ASP.NET MVC 4 Internet project with one from an ASP.NET MVC 3 application (you of course won't have OAuth support). Then, if you want, you can go through and remove other things that were built around SimpleMembership - the OAuth partial view, the NuGet packages (e.g. the DotNetOpenAuthAuth package, etc.) Use an ASP.NET MVC 4 Internet application template and add in a Universal Providers NuGet package. Then copy in the AccountController and AccountModel classes. Create an ASP.NET MVC 3 project and upgrade it to ASP.NET MVC 4 using the steps shown in the ASP.NET MVC 4 release notes. None of these are particularly elegant or simple. Maybe we (or just me?) can do something to make this simpler - perhaps a NuGet package. However, this should be an edge case - hopefully the cases where you'd need to create a new ASP.NET but use legacy ASP.NET Membership Providers should be pretty rare. Please let me (or, preferably the team) know if that's an incorrect assumption. Membership in the ASP.NET 4.5 project template ASP.NET 4.5 Web Forms took a different approach which builds off ASP.NET Membership. Instead of using the WebMatrix security assemblies, Web Forms uses Microsoft.AspNet.Membership.OpenAuth assembly. I'm no expert on this, but from a bit of time in ILSpy and Visual Studio's (very pretty) dependency graphs, this uses a Membership Adapter to save OAuth data into an EF managed database while still running on top of ASP.NET Membership. Note: There may be a way to use this in ASP.NET MVC 4, although it would probably take some plumbing work to hook it up. How does this fit in with Universal Providers (System.Web.Providers)? Just to summarize: Universal Providers are intended for cases where you have an existing ASP.NET Membership Provider and you want to use it with another SQL Server database backend (other than SQL Server). It doesn't require agents to handle expired session cleanup and other background tasks, it piggybacks these tasks on other calls. Universal Providers are not really, strictly speaking, universal - at least to my way of thinking. They only work with databases in the SQL Server family. Universal Providers do not work with Simple Membership. The Universal Providers packages include some web config transforms which you would normally want when you're using them. What about the Web Site Administration Tool? Visual Studio includes tooling to launch the Web Site Administration Tool (WSAT) to configure users and roles in your application. WSAT is built to work with ASP.NET Membership, and is not compatible with Simple Membership. There are two main options there: Use the WebSecurity and OAuthWebSecurity API to manage the users and roles Create a web admin using the above APIs Since SimpleMembership runs on top of your database, you can update your users as you would any other data - via EF or even in direct database edits (in development, of course)

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  • C#/.NET Little Wonders: The ConcurrentDictionary

    - by James Michael Hare
    Once again we consider some of the lesser known classes and keywords of C#.  In this series of posts, we will discuss how the concurrent collections have been developed to help alleviate these multi-threading concerns.  Last week’s post began with a general introduction and discussed the ConcurrentStack<T> and ConcurrentQueue<T>.  Today's post discusses the ConcurrentDictionary<T> (originally I had intended to discuss ConcurrentBag this week as well, but ConcurrentDictionary had enough information to create a very full post on its own!).  Finally next week, we shall close with a discussion of the ConcurrentBag<T> and BlockingCollection<T>. For more of the "Little Wonders" posts, see the index here. Recap As you'll recall from the previous post, the original collections were object-based containers that accomplished synchronization through a Synchronized member.  While these were convenient because you didn't have to worry about writing your own synchronization logic, they were a bit too finely grained and if you needed to perform multiple operations under one lock, the automatic synchronization didn't buy much. With the advent of .NET 2.0, the original collections were succeeded by the generic collections which are fully type-safe, but eschew automatic synchronization.  This cuts both ways in that you have a lot more control as a developer over when and how fine-grained you want to synchronize, but on the other hand if you just want simple synchronization it creates more work. With .NET 4.0, we get the best of both worlds in generic collections.  A new breed of collections was born called the concurrent collections in the System.Collections.Concurrent namespace.  These amazing collections are fine-tuned to have best overall performance for situations requiring concurrent access.  They are not meant to replace the generic collections, but to simply be an alternative to creating your own locking mechanisms. Among those concurrent collections were the ConcurrentStack<T> and ConcurrentQueue<T> which provide classic LIFO and FIFO collections with a concurrent twist.  As we saw, some of the traditional methods that required calls to be made in a certain order (like checking for not IsEmpty before calling Pop()) were replaced in favor of an umbrella operation that combined both under one lock (like TryPop()). Now, let's take a look at the next in our series of concurrent collections!For some excellent information on the performance of the concurrent collections and how they perform compared to a traditional brute-force locking strategy, see this wonderful whitepaper by the Microsoft Parallel Computing Platform team here. ConcurrentDictionary – the fully thread-safe dictionary The ConcurrentDictionary<TKey,TValue> is the thread-safe counterpart to the generic Dictionary<TKey, TValue> collection.  Obviously, both are designed for quick – O(1) – lookups of data based on a key.  If you think of algorithms where you need lightning fast lookups of data and don’t care whether the data is maintained in any particular ordering or not, the unsorted dictionaries are generally the best way to go. Note: as a side note, there are sorted implementations of IDictionary, namely SortedDictionary and SortedList which are stored as an ordered tree and a ordered list respectively.  While these are not as fast as the non-sorted dictionaries – they are O(log2 n) – they are a great combination of both speed and ordering -- and still greatly outperform a linear search. Now, once again keep in mind that if all you need to do is load a collection once and then allow multi-threaded reading you do not need any locking.  Examples of this tend to be situations where you load a lookup or translation table once at program start, then keep it in memory for read-only reference.  In such cases locking is completely non-productive. However, most of the time when we need a concurrent dictionary we are interleaving both reads and updates.  This is where the ConcurrentDictionary really shines!  It achieves its thread-safety with no common lock to improve efficiency.  It actually uses a series of locks to provide concurrent updates, and has lockless reads!  This means that the ConcurrentDictionary gets even more efficient the higher the ratio of reads-to-writes you have. ConcurrentDictionary and Dictionary differences For the most part, the ConcurrentDictionary<TKey,TValue> behaves like it’s Dictionary<TKey,TValue> counterpart with a few differences.  Some notable examples of which are: Add() does not exist in the concurrent dictionary. This means you must use TryAdd(), AddOrUpdate(), or GetOrAdd().  It also means that you can’t use a collection initializer with the concurrent dictionary. TryAdd() replaced Add() to attempt atomic, safe adds. Because Add() only succeeds if the item doesn’t already exist, we need an atomic operation to check if the item exists, and if not add it while still under an atomic lock. TryUpdate() was added to attempt atomic, safe updates. If we want to update an item, we must make sure it exists first and that the original value is what we expected it to be.  If all these are true, we can update the item under one atomic step. TryRemove() was added to attempt atomic, safe removes. To safely attempt to remove a value we need to see if the key exists first, this checks for existence and removes under an atomic lock. AddOrUpdate() was added to attempt an thread-safe “upsert”. There are many times where you want to insert into a dictionary if the key doesn’t exist, or update the value if it does.  This allows you to make a thread-safe add-or-update. GetOrAdd() was added to attempt an thread-safe query/insert. Sometimes, you want to query for whether an item exists in the cache, and if it doesn’t insert a starting value for it.  This allows you to get the value if it exists and insert if not. Count, Keys, Values properties take a snapshot of the dictionary. Accessing these properties may interfere with add and update performance and should be used with caution. ToArray() returns a static snapshot of the dictionary. That is, the dictionary is locked, and then copied to an array as a O(n) operation.  GetEnumerator() is thread-safe and efficient, but allows dirty reads. Because reads require no locking, you can safely iterate over the contents of the dictionary.  The only downside is that, depending on timing, you may get dirty reads. Dirty reads during iteration The last point on GetEnumerator() bears some explanation.  Picture a scenario in which you call GetEnumerator() (or iterate using a foreach, etc.) and then, during that iteration the dictionary gets updated.  This may not sound like a big deal, but it can lead to inconsistent results if used incorrectly.  The problem is that items you already iterated over that are updated a split second after don’t show the update, but items that you iterate over that were updated a split second before do show the update.  Thus you may get a combination of items that are “stale” because you iterated before the update, and “fresh” because they were updated after GetEnumerator() but before the iteration reached them. Let’s illustrate with an example, let’s say you load up a concurrent dictionary like this: 1: // load up a dictionary. 2: var dictionary = new ConcurrentDictionary<string, int>(); 3:  4: dictionary["A"] = 1; 5: dictionary["B"] = 2; 6: dictionary["C"] = 3; 7: dictionary["D"] = 4; 8: dictionary["E"] = 5; 9: dictionary["F"] = 6; Then you have one task (using the wonderful TPL!) to iterate using dirty reads: 1: // attempt iteration in a separate thread 2: var iterationTask = new Task(() => 3: { 4: // iterates using a dirty read 5: foreach (var pair in dictionary) 6: { 7: Console.WriteLine(pair.Key + ":" + pair.Value); 8: } 9: }); And one task to attempt updates in a separate thread (probably): 1: // attempt updates in a separate thread 2: var updateTask = new Task(() => 3: { 4: // iterates, and updates the value by one 5: foreach (var pair in dictionary) 6: { 7: dictionary[pair.Key] = pair.Value + 1; 8: } 9: }); Now that we’ve done this, we can fire up both tasks and wait for them to complete: 1: // start both tasks 2: updateTask.Start(); 3: iterationTask.Start(); 4:  5: // wait for both to complete. 6: Task.WaitAll(updateTask, iterationTask); Now, if I you didn’t know about the dirty reads, you may have expected to see the iteration before the updates (such as A:1, B:2, C:3, D:4, E:5, F:6).  However, because the reads are dirty, we will quite possibly get a combination of some updated, some original.  My own run netted this result: 1: F:6 2: E:6 3: D:5 4: C:4 5: B:3 6: A:2 Note that, of course, iteration is not in order because ConcurrentDictionary, like Dictionary, is unordered.  Also note that both E and F show the value 6.  This is because the output task reached F before the update, but the updates for the rest of the items occurred before their output (probably because console output is very slow, comparatively). If we want to always guarantee that we will get a consistent snapshot to iterate over (that is, at the point we ask for it we see precisely what is in the dictionary and no subsequent updates during iteration), we should iterate over a call to ToArray() instead: 1: // attempt iteration in a separate thread 2: var iterationTask = new Task(() => 3: { 4: // iterates using a dirty read 5: foreach (var pair in dictionary.ToArray()) 6: { 7: Console.WriteLine(pair.Key + ":" + pair.Value); 8: } 9: }); The atomic Try…() methods As you can imagine TryAdd() and TryRemove() have few surprises.  Both first check the existence of the item to determine if it can be added or removed based on whether or not the key currently exists in the dictionary: 1: // try add attempts an add and returns false if it already exists 2: if (dictionary.TryAdd("G", 7)) 3: Console.WriteLine("G did not exist, now inserted with 7"); 4: else 5: Console.WriteLine("G already existed, insert failed."); TryRemove() also has the virtue of returning the value portion of the removed entry matching the given key: 1: // attempt to remove the value, if it exists it is removed and the original is returned 2: int removedValue; 3: if (dictionary.TryRemove("C", out removedValue)) 4: Console.WriteLine("Removed C and its value was " + removedValue); 5: else 6: Console.WriteLine("C did not exist, remove failed."); Now TryUpdate() is an interesting creature.  You might think from it’s name that TryUpdate() first checks for an item’s existence, and then updates if the item exists, otherwise it returns false.  Well, note quite... It turns out when you call TryUpdate() on a concurrent dictionary, you pass it not only the new value you want it to have, but also the value you expected it to have before the update.  If the item exists in the dictionary, and it has the value you expected, it will update it to the new value atomically and return true.  If the item is not in the dictionary or does not have the value you expected, it is not modified and false is returned. 1: // attempt to update the value, if it exists and if it has the expected original value 2: if (dictionary.TryUpdate("G", 42, 7)) 3: Console.WriteLine("G existed and was 7, now it's 42."); 4: else 5: Console.WriteLine("G either didn't exist, or wasn't 7."); The composite Add methods The ConcurrentDictionary also has composite add methods that can be used to perform updates and gets, with an add if the item is not existing at the time of the update or get. The first of these, AddOrUpdate(), allows you to add a new item to the dictionary if it doesn’t exist, or update the existing item if it does.  For example, let’s say you are creating a dictionary of counts of stock ticker symbols you’ve subscribed to from a market data feed: 1: public sealed class SubscriptionManager 2: { 3: private readonly ConcurrentDictionary<string, int> _subscriptions = new ConcurrentDictionary<string, int>(); 4:  5: // adds a new subscription, or increments the count of the existing one. 6: public void AddSubscription(string tickerKey) 7: { 8: // add a new subscription with count of 1, or update existing count by 1 if exists 9: var resultCount = _subscriptions.AddOrUpdate(tickerKey, 1, (symbol, count) => count + 1); 10:  11: // now check the result to see if we just incremented the count, or inserted first count 12: if (resultCount == 1) 13: { 14: // subscribe to symbol... 15: } 16: } 17: } Notice the update value factory Func delegate.  If the key does not exist in the dictionary, the add value is used (in this case 1 representing the first subscription for this symbol), but if the key already exists, it passes the key and current value to the update delegate which computes the new value to be stored in the dictionary.  The return result of this operation is the value used (in our case: 1 if added, existing value + 1 if updated). Likewise, the GetOrAdd() allows you to attempt to retrieve a value from the dictionary, and if the value does not currently exist in the dictionary it will insert a value.  This can be handy in cases where perhaps you wish to cache data, and thus you would query the cache to see if the item exists, and if it doesn’t you would put the item into the cache for the first time: 1: public sealed class PriceCache 2: { 3: private readonly ConcurrentDictionary<string, double> _cache = new ConcurrentDictionary<string, double>(); 4:  5: // adds a new subscription, or increments the count of the existing one. 6: public double QueryPrice(string tickerKey) 7: { 8: // check for the price in the cache, if it doesn't exist it will call the delegate to create value. 9: return _cache.GetOrAdd(tickerKey, symbol => GetCurrentPrice(symbol)); 10: } 11:  12: private double GetCurrentPrice(string tickerKey) 13: { 14: // do code to calculate actual true price. 15: } 16: } There are other variations of these two methods which vary whether a value is provided or a factory delegate, but otherwise they work much the same. Oddities with the composite Add methods The AddOrUpdate() and GetOrAdd() methods are totally thread-safe, on this you may rely, but they are not atomic.  It is important to note that the methods that use delegates execute those delegates outside of the lock.  This was done intentionally so that a user delegate (of which the ConcurrentDictionary has no control of course) does not take too long and lock out other threads. This is not necessarily an issue, per se, but it is something you must consider in your design.  The main thing to consider is that your delegate may get called to generate an item, but that item may not be the one returned!  Consider this scenario: A calls GetOrAdd and sees that the key does not currently exist, so it calls the delegate.  Now thread B also calls GetOrAdd and also sees that the key does not currently exist, and for whatever reason in this race condition it’s delegate completes first and it adds its new value to the dictionary.  Now A is done and goes to get the lock, and now sees that the item now exists.  In this case even though it called the delegate to create the item, it will pitch it because an item arrived between the time it attempted to create one and it attempted to add it. Let’s illustrate, assume this totally contrived example program which has a dictionary of char to int.  And in this dictionary we want to store a char and it’s ordinal (that is, A = 1, B = 2, etc).  So for our value generator, we will simply increment the previous value in a thread-safe way (perhaps using Interlocked): 1: public static class Program 2: { 3: private static int _nextNumber = 0; 4:  5: // the holder of the char to ordinal 6: private static ConcurrentDictionary<char, int> _dictionary 7: = new ConcurrentDictionary<char, int>(); 8:  9: // get the next id value 10: public static int NextId 11: { 12: get { return Interlocked.Increment(ref _nextNumber); } 13: } Then, we add a method that will perform our insert: 1: public static void Inserter() 2: { 3: for (int i = 0; i < 26; i++) 4: { 5: _dictionary.GetOrAdd((char)('A' + i), key => NextId); 6: } 7: } Finally, we run our test by starting two tasks to do this work and get the results… 1: public static void Main() 2: { 3: // 3 tasks attempting to get/insert 4: var tasks = new List<Task> 5: { 6: new Task(Inserter), 7: new Task(Inserter) 8: }; 9:  10: tasks.ForEach(t => t.Start()); 11: Task.WaitAll(tasks.ToArray()); 12:  13: foreach (var pair in _dictionary.OrderBy(p => p.Key)) 14: { 15: Console.WriteLine(pair.Key + ":" + pair.Value); 16: } 17: } If you run this with only one task, you get the expected A:1, B:2, ..., Z:26.  But running this in parallel you will get something a bit more complex.  My run netted these results: 1: A:1 2: B:3 3: C:4 4: D:5 5: E:6 6: F:7 7: G:8 8: H:9 9: I:10 10: J:11 11: K:12 12: L:13 13: M:14 14: N:15 15: O:16 16: P:17 17: Q:18 18: R:19 19: S:20 20: T:21 21: U:22 22: V:23 23: W:24 24: X:25 25: Y:26 26: Z:27 Notice that B is 3?  This is most likely because both threads attempted to call GetOrAdd() at roughly the same time and both saw that B did not exist, thus they both called the generator and one thread got back 2 and the other got back 3.  However, only one of those threads can get the lock at a time for the actual insert, and thus the one that generated the 3 won and the 3 was inserted and the 2 got discarded.  This is why on these methods your factory delegates should be careful not to have any logic that would be unsafe if the value they generate will be pitched in favor of another item generated at roughly the same time.  As such, it is probably a good idea to keep those generators as stateless as possible. Summary The ConcurrentDictionary is a very efficient and thread-safe version of the Dictionary generic collection.  It has all the benefits of type-safety that it’s generic collection counterpart does, and in addition is extremely efficient especially when there are more reads than writes concurrently. Tweet Technorati Tags: C#, .NET, Concurrent Collections, Collections, Little Wonders, Black Rabbit Coder,James Michael Hare

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  • I need some help with either my SQL or my PHP I do not know which...

    - by sico87
    Hello I am creating a CMS and some of the functionality of it that the images that are within the content are managable. I currently trying to display a table that shows the the content title and then the associated images, ideally I would like a layout similar to this, Content Title Image 1 Image 2 Image 3 Content Title 2 Image 1 Image 2 Content Title 3 Image 1 The SQL the returns the data is actually formed using Codeigniters Active Record class, function getAllContentImages() { $this->db->select('*'); $this->db->from('contentImagesTable'); $this->db->join('contentTable', 'contentTable.contentId = contentImagesTable.contentId'); $this->db->join('categoryTable', 'categoryTable.categoryId = contentTable.categoryId'); $query = $this->db->get(); return $query->result_array(); } The array that is returned is looks like this, I have cut the size down for readability. Array ( [0] => Array ( [contentImageId] => 25 [contentImageName] => green.png [contentImageType] => .png [contentImagePath] => /var/www/bangmarketing.bang/media/uploads/contentImages/2/green.png [isHeadlineImage] => 1 [contentImageDateUploaded] => 1265222654 [contentId] => 2 [dashboardUserId] => 0 [contentTitle] => sadsadsadassss [contentAbstract] => <p>Pllllleeeeeeeaaaaasssssseeeeee Work</p> [contentBody] => <p>Please work :-( please</p> [contentOnline] => 0 [contentAllowComments] => 0 [contentDateCreated] => 1265124038 [categoryId] => 1 [categoryTitle] => blogsss [categoryAbstract] => <p>asdsdsadasdsadfdsgdgdsgdsgssssssssssss</p> [categorySlug] => blog [categoryIsSpecial] => 0 [categoryOnline] => 1 [categoryDateCreated] => 1266588327 ) [1] => Array ( [contentImageId] => 28 [contentImageName] => yellow.png [contentImageType] => .png [contentImagePath] => /var/www/bangmarketing.bang/media/uploads/contentImages/7/yellow.png [isHeadlineImage] => 1 [contentImageDateUploaded] => 1265388055 [contentId] => 7 [dashboardUserId] => 0 [contentTitle] => Another Blog [contentAbstract] => <p>This is another blog and it is shit becuase this does not work</p> [contentBody] => <p>ioasfihfududfhdufhuishdfiudshfiudhsfiuhdsiufhusdhfuids</p> [contentOnline] => 1 [contentAllowComments] => 0 [contentDateCreated] => 1265388034 [categoryId] => 1 [categoryTitle] => blogsss [categoryAbstract] => <p>asdsdsadasdsadfdsgdgdsgdsgssssssssssss</p> [categorySlug] => blog [categoryIsSpecial] => 0 [categoryOnline] => 1 [categoryDateCreated] => 1266588327 ) [2] => Array ( [contentImageId] => 33 [contentImageName] => portaski.jpg [contentImageType] => .jpg [contentImagePath] => /var/www/bangmarketing.bang/media/uploads/contentImages/11/portaski.jpg [isHeadlineImage] => 1 [contentImageDateUploaded] => 1265714175 [contentId] => 11 [dashboardUserId] => 0 [contentTitle] => Portaski - new product and brand launch by Bang [contentAbstract] => <p>Bang's experience in new product development has helped launch PortaSki &ndash; the pocket-sized device which is set to revolutionise skiing.</p> [contentBody] => <p>After developing Portaski's brand identity and positioning, Bang re-designed the product and its packaging ahead of launch in late 2008.</p> <p>A media and PR strategy was devised and implemented using Bang's close relationship with two of the UK's most influential organisations in the Advertising and Media Buying industries. On-line advertising was supported with editorial reviews in the UK's leading broadsheets and tabloids, which combined with pin-point HTML direct mail to drive consumers to the new e-commerce site.</p> <p>Impressive month-on-month growth has been achieved since launch, and the direct marketing activity resulted in an unprecedented 2.71% of targets going on-line to purchase a PortaSki.</p> <p>For further information visit <a href="http://www.portaski.com" target="_blank">www.portaski.com</a></p> [contentOnline] => 1 [contentAllowComments] => 0 [contentDateCreated] => 1265718184 [categoryId] => 1 [categoryTitle] => blogsss [categoryAbstract] => <p>asdsdsadasdsadfdsgdgdsgdsgssssssssssss</p> [categorySlug] => blog [categoryIsSpecial] => 0 [categoryOnline] => 1 [categoryDateCreated] => 1266588327 ) [3] => Array ( [contentImageId] => 26 [contentImageName] => housingplus.jpg [contentImageType] => .jpg [contentImagePath] => /var/www/bangmarketing.bang/media/uploads/contentImages/5/housingplus.jpg [isHeadlineImage] => 1 [contentImageDateUploaded] => 1265284989 [contentId] => 5 [dashboardUserId] => 0 [contentTitle] => Bang launches Housing Plus [contentAbstract] => <p>Bang has launched Housing Plus, the new brand for the Central Borders Housing Group, along with new sub-brands Property Care and SSHA.</p> [contentBody] => <p>The Midlands based Group, with turnover in excess of &pound;21M, appointed Bang in 2008 following an open pitch of over 40 agencies. Bang's work began with an extensive marketing research strategy that challenged the Group's former positioning and brand structure.</p> <p>The research unveiled that the housing sector demanded a values-led Group. This led Bang to develop the brave &lsquo;Together for the Right Reasons' positioning for Housing Plus.</p> <p>Chris Garratt, Marketing Director at Bang explained "The housing sector has witnessed wholesale change in recent years. Much to tenant's dismay, many associations and Groups appear to be losing touch with their roots, we wanted to develop a Group for associations who place principles at the heart of their corporate strategy".</p> <p>The repositioned sub-brands also play an important role in the Group's revised brand by highlighting Housing Plus' willingness to embrace and nurture individual identities. Chris Garratt continued "By adopting a &lsquo;house of brands' hierarchy from the outset, Housing Plus has sent out a strong message to prospective strategic partners".</p> <p>Bang handled all aspects of work for the redevelopment of the three brands, including research, brand creation, naming, positioning, internal branding and communications, advertising, the brand launches, building the brands' on-line presence and the creation of a powerful brand film &ndash; which is already attracting significant interest from across the sector.</p> [contentOnline] => 1 [contentAllowComments] => 0 [contentDateCreated] => 1265285940 [categoryId] => 8 [categoryTitle] => News [categoryAbstract] => <p>The world at Bang Marketing moves fast, keep up to date w [categorySlug] => news [categoryIsSpecial] => 0 [categoryOnline] => 1 [categoryDateCreated] => 1265283717 ) I need a way that I can get all the content images associated with the same content title in one group and then display under the content title. Can anyone help?

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  • Visualising a 'Smarties' lid using XAML (WPF/Silverlight, Visual Studio/Blend)

    - by Mr. Disappointment
    Hi folks, First off, to clarify something in the title which could well be ambiguous/misleading, I'd like to inform you of my definition of 'Smarties', as I know often products are available all over - only under a different alias. Smarties are a candy product in the UK, little chocolate drops covered in a crispy shell which are distributed in a card tube, this tube used to have a plastic lid/top with an individual letter on the underside (they've taken a more economical approach as of late), the lid/top of the old-style tube is the main element of this question. Familiarisation Link Lid View Link Okay, now with the seller-type pitch out of the way (no, I don't work for Nestlé ;)), hopefully the question is becoming rather clear. Essentially, I'd like to recreate one of these lids using XAML, ultimately to be utilised in a Silverlight web application. That is, I'd like to result in a reusable control, of which the following is true: It looks like a Smarties lid. The colour can be specified. The letter can be specified. The control can be rotated to display either side. The second two seem trivial, but we must bare in mind that the background colour specified will almost, if not always, be the same as the foreground, leaving a visibility issue where the character content is concerned; as for the rotation, I'm hoping this kind of functionality is reasonably available, and acceptable to implement. So, to put this out there, consider a control named SmartiesLid which derives from ToggleButton (appropriate?) and further plotted out using a style in a resource dictionary which applies to it, as follows: <Style TargetType="local:SmartiesLid"> <Setter Property="Background" Value="Red"/> <Setter Property="Foreground" Value="Red"/> <Setter Property="VerticalContentAlignment" Value="Center"/> <Setter Property="HorizontalContentAlignment" Value="Center"/> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="local:SmartiesLid"> <Grid x:Name="LayoutRoot"> <Grid.ColumnDefinitions> <ColumnDefinition Width=".05*"/> <ColumnDefinition/> <ColumnDefinition/> <ColumnDefinition Width=".05*"/> </Grid.ColumnDefinitions> <Grid.RowDefinitions> <RowDefinition Height=".05*"/> <RowDefinition/> <RowDefinition/> <RowDefinition Height=".05*"/> <RowDefinition Height=".1*"/> </Grid.RowDefinitions> <Ellipse Grid.RowSpan="4" Grid.ColumnSpan="4" Fill="{TemplateBinding Background}" Stroke="Transparent"/> <Ellipse Grid.RowSpan="2" Grid.ColumnSpan="2" Grid.Column="1" Grid.Row="1" Fill="{TemplateBinding Background}" Stroke="Transparent"> <Ellipse.Effect> <DropShadowEffect Direction="280" ShadowDepth="6" BlurRadius="6"/> </Ellipse.Effect> </Ellipse> <TextBlock Grid.RowSpan="2" Grid.ColumnSpan="2" Grid.Column="1" Grid.Row="1" Name="LetterTextBlock" Text="{TemplateBinding Content}" Foreground="{TemplateBinding Foreground}" FontSize="190" HorizontalAlignment="Center" VerticalAlignment="Center"> </TextBlock> <!-- <Path Stretch="Fill" Grid.Row="3" Grid.RowSpan="2" Grid.Column="1" Grid.ColumnSpan="2" Fill="Black" Data="..."> How to craw the lid 'tab'? </Path> --> </Grid> <ControlTemplate.Resources> <TranslateTransform x:Key="IndentTransform" X="10" /> <RotateTransform x:Key="RotateTransform" Angle="0" /> <Storyboard x:Key="MouseOver"> </Storyboard> <Storyboard x:Key="MouseLeave"> </Storyboard> </ControlTemplate.Resources> <ControlTemplate.Triggers> <Trigger Property="IsMouseOver" Value="true"> <Trigger.EnterActions> <BeginStoryboard Storyboard="{StaticResource MouseOver}"/> </Trigger.EnterActions> <Trigger.ExitActions> <BeginStoryboard Storyboard="{StaticResource MouseLeave}"/> </Trigger.ExitActions> </Trigger> <Trigger Property="IsPressed" Value="true"> <Setter TargetName="LayoutRoot" Property="RenderTransform" Value="{StaticResource IndentTransform}"/> </Trigger> <Trigger Property="IsChecked" Value="true"> <Setter TargetName="LayoutRoot" Property="RenderTransform" Value="{StaticResource RotateTransform}"/> </Trigger> <Trigger Property="IsEnabled" Value="False"> <Setter Property="Foreground" Value="Gray"/> <Setter Property="Opacity" Value="0.5"/> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> </Style> With this in mind, can anyone give input on, in decreasing order of my incompetence in an area: Designing the overall look and feel of the damn thing (I'm no designer, and while I could hack away at this single control for days and potentially get something relatively useful, it's always a gamble). The particular barrier for me here is 'pathing' the tab of the lid, as you will see in the XAML as an element commented out. Should Path be used, or would it be more appropriate to transform a rectangle with rounded corners, or any specific suggestions? Bevelling the individually displayed letter; as detailed above, when the colour of both the foreground and background are the same then this will be invisible if no effects are applied, also for a decent level of realism I'd like to be able to apply such an effect/s. So far use of DropShadow and Balder3DEngine have fulfilled my requirements for graphics in XAML, how achievable is a bevel effect? Rotating the control on mouse-click, that is, showing the opposing face. Is this going to be possible using a style and XAML only for the design? Or is it that ugliness may rear it's head in the form of code-behind to show/hide embedded controls? Should the faces be separate controls and later somehow combined? Allowing the control to size dynamically. I'm supposing I will be able to convert a solid, absolute layout to a nice generic one when I actually have the former in place. Obviously this entails sizing the centralised letter and the lid 'tab', but that's it really, other than keeping the aspect ratio equal (since the ellipses grow nicely with the grid). Any suggestions to approaching this would be greatly appreciated, particularly with a dynamically growing font - I've done that before in a web-imaging scenario using code and System.Drawing, and wouldn't like to approach it in even a similar way. By the way, the reason I specify both WPF and Silverlight is that, from my current knowledge, the inputs being written targeting either of these will be fairly transferable for similar output by the other, albeit not without alterations in either scenario. The resulting application is in fact destined to be written in Silverlight, however, so I don't fancy inviting anything from WPF which will guarantee my only being able to convert 90% of it. I'll go give this little project a start, maybe in Blend(?), hopefully can catch up with some advice shortly. Thanks, Mr. D EDIT: Next question, ought this to be broken up into separate questions? :/

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  • Can't change text color in Microsoft Word 2010

    - by Wesley
    I have Microsoft Office 2010 32-bit running on Windows 7 32-bit. When text is highlighted and a color is selected from the mini-toolbar or the ribbon, the text does not change color. If I change the color for multiple words, and select a different color for each word, the toolbar and ribbon will reflect each of the different colors that I chose, however it is not displayed in the document. So it appears that Word is aware of the text color and not as if it is simply not applying the change. What may be causing this inability to view text colors and how might I fix it? My only troubleshooting attempt so far has been to perform a repair installation of Office. EDIT 1 I created a document, typed a word, selected it and changed the color. I then saved the document as HTML. The text did not change color. This is the HTML in the document: <html xmlns:v="urn:schemas-microsoft-com:vml" xmlns:o="urn:schemas-microsoft-com:office:office" xmlns:w="urn:schemas-microsoft-com:office:word" xmlns:m="http://schemas.microsoft.com/office/2004/12/omml" xmlns="http://www.w3.org/TR/REC-html40"> <head> <meta http-equiv=Content-Type content="text/html; charset=windows-1252"> <meta name=ProgId content=Word.Document> <meta name=Generator content="Microsoft Word 14"> <meta name=Originator content="Microsoft Word 14"> <link rel=File-List href="Document_1_files/filelist.xml"> <!--[if gte mso 9]><xml> <o:DocumentProperties> <o:Author>Name</o:Author> <o:LastAuthor>Name</o:LastAuthor> <o:Revision>2</o:Revision> <o:TotalTime>0</o:TotalTime> <o:Created>2012-01-05T21:43:00Z</o:Created> <o:LastSaved>2012-01-05T21:43:00Z</o:LastSaved> <o:Pages>1</o:Pages> <o:Characters>5</o:Characters> <o:Company>Microsoft</o:Company> <o:Lines>1</o:Lines> <o:Paragraphs>1</o:Paragraphs> <o:CharactersWithSpaces>5</o:CharactersWithSpaces> <o:Version>14.00</o:Version> </o:DocumentProperties> <o:OfficeDocumentSettings> <o:AllowPNG/> </o:OfficeDocumentSettings> </xml><![endif]--> <link rel=themeData href="Document_1_files/themedata.thmx"> <link rel=colorSchemeMapping href="Document_1_files/colorschememapping.xml"> <!--[if gte mso 9]><xml> <w:WordDocument> <w:SpellingState>Clean</w:SpellingState> <w:GrammarState>Clean</w:GrammarState> <w:TrackMoves>false</w:TrackMoves> <w:TrackFormatting/> <w:PunctuationKerning/> <w:ValidateAgainstSchemas/> <w:SaveIfXMLInvalid>false</w:SaveIfXMLInvalid> <w:IgnoreMixedContent>false</w:IgnoreMixedContent> <w:AlwaysShowPlaceholderText>false</w:AlwaysShowPlaceholderText> <w:DoNotPromoteQF/> <w:LidThemeOther>EN-US</w:LidThemeOther> <w:LidThemeAsian>X-NONE</w:LidThemeAsian> <w:LidThemeComplexScript>X-NONE</w:LidThemeComplexScript> <w:Compatibility> <w:BreakWrappedTables/> <w:SnapToGridInCell/> <w:WrapTextWithPunct/> <w:UseAsianBreakRules/> <w:DontGrowAutofit/> <w:SplitPgBreakAndParaMark/> <w:EnableOpenTypeKerning/> <w:DontFlipMirrorIndents/> <w:OverrideTableStyleHps/> </w:Compatibility> <m:mathPr> <m:mathFont m:val="Cambria Math"/> <m:brkBin m:val="before"/> <m:brkBinSub m:val="&#45;-"/> <m:smallFrac m:val="off"/> <m:dispDef/> <m:lMargin m:val="0"/> <m:rMargin m:val="0"/> <m:defJc m:val="centerGroup"/> <m:wrapIndent m:val="1440"/> <m:intLim m:val="subSup"/> <m:naryLim m:val="undOvr"/> </m:mathPr></w:WordDocument> </xml><![endif]--><!--[if gte mso 9]><xml> <w:LatentStyles DefLockedState="false" DefUnhideWhenUsed="true" DefSemiHidden="true" DefQFormat="false" DefPriority="99" LatentStyleCount="267"> <w:LsdException Locked="false" Priority="0" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="Normal"/> <w:LsdException Locked="false" Priority="9" SemiHidden="false" UnhideWhenUsed="false" QFormat="true" Name="heading 1"/> <w:LsdException Locked="false" Priority="9" QFormat="true" Name="heading 2"/> 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mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} .MsoPapDefault {mso-style-type:export-only; margin-bottom:10.0pt; line-height:115%;} @page WordSection1 {size:8.5in 11.0in; margin:1.0in 1.0in 1.0in 1.0in; mso-header-margin:.5in; mso-footer-margin:.5in; mso-paper-source:0;} div.WordSection1 {page:WordSection1;} --> </style> <!--[if gte mso 10]> <style> /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} </style> <![endif]--><!--[if gte mso 9]><xml> <o:shapedefaults v:ext="edit" spidmax="1026"/> </xml><![endif]--><!--[if gte mso 9]><xml> <o:shapelayout v:ext="edit"> <o:idmap v:ext="edit" data="1"/> </o:shapelayout></xml><![endif]--> </head> <body lang=EN-US style='tab-interval:.5in'> <div class=WordSection1> <p class=MsoNormal><o:p>&nbsp;</o:p></p> <p class=MsoNormal><span class=GramE><span style='color:red'>blah</span></span><span style='color:red'><o:p></o:p></span></p> </div> </body> </html> EDIT 2 I recorded a macro and did the following: Typed a word Selected the word Changed the color. Oddly, I had some strange issues while the macro was recorded. I could not select text with my cursor. I had to select the text with control a and then apply the color change. I then couldn't deselect the selected text. Nonetheless, the text showed that it had a different color in the toolbar, but the color did not display in the document. Here's the macro: Sub Change_Text_Color() ' ' Change_Text_Color Macro ' ' Selection.TypeText Text:="Test Text" Selection.WholeStory Selection.WholeStory End Sub EDIT 3 I opened WordPad and created some text and was able to successfully change the color. If I copy and paste the colored text into a Word 2010 document, the color is lost. However, if you place the I-beam in the text and then look at the color selection drop-down menu on the ribbon or mini-toolbar, you can see that the proper color that the text should be in is highlighted. Edit 4 I uninstalled the entire Office 2010 Suite, rebooted and then reinstalled the suite. No change in behavior. Edit 5 Text cannot be colored in Excel either.

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