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  • blitting issue when blitting to wxGCDC from a wxMemoryDC

    - by mukul sharma
    Hi All, I have loaded a wxBitmap (with transparency .png) in memoryDC now when i am blitting the data from the memoryDc to GCDC that time in transparent part its giving the black color. But if remove the GCDC and use normal ClientDC for display purpose there is no such problem happening, but i cannot remove the wxGCDC because this is only support the transparency in color drawing. Any solution or workaround really helpful. Thanks in advanced

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  • libgdx draw issue and animation

    - by johnny-b
    it seems as though i cannot get the draw method to work??? it seems as though the bullet.draw(batcher) does not work and i cannot understand why as the bullet is a sprite. i have made a Sprite[] and added them as animation. could that be it? i tried batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX() / 2, bullet.getOriginY() / 2, bullet.getWidth(), bullet.getHeight(), 1, 1, bullet.getRotation()); but that dont work, the only way it draws is this batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); below is the code. // this is in a Asset Class texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, bullets); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); // this is the GameRender class public class GameRender() { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is the gameworld class public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } is there anyway so make the sprite work?

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  • Win7 glass-like Aero feature - unable to enable

    - by user24752
    I have a 4 months old PC with Win7 Home Premium x64. Windows Experience Index is 5.4. Intel i5 processor 6GB memory nVidia GT220 video card. During games, Windows reported shortage of system resources, so switched the desktop back to "Windows 7 Basic" desktop theme. After game-over, I could switch back to the normal theme and enjoy all Aero eye-candies. However, lately the glass-like window transparency feature got disabled, and I found no ways to enable it again. There is a Troubleshouting option in Control Panel saying: "Find and fix problems with transparency and other visual effects". If I launch that, it does not find anything. Event viewer is full with the following warnings: The Desktop Window Manager is experiencing heavy resource contention. Scenario : The Desktop Window Manager responsiveness has degraded. Taskbar, window borders, etc, none of the other transparent features work, and I cannot turn them on. Any thoughts?

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  • BlitzMax - generating 2D neon glowing line effect to png file

    - by zanlok
    Originally asked on StackOverflow, but it became tumbleweed. I'm looking to create a glowing line effect in BlitzMax, something like a Star Wars lightsaber or laserbeam. Doesn't have to be realtime, but just to TImage objects and then maybe saved to PNG for later use in animation. I'm happy to use 3D features, but it will be for use in a 2D game. Since it will be on black/space background, my strategy is to draw a series of white blurred lines with color and high transparency, then eventually central lines less blurred and more white. What I want to draw is actually bezier curved lines. Drawing curved lines is easy enough, but I can't use the technique above to create a good laser/neon effect because it comes out looking very segmented. So, I think it may be better to use a blur effect/shader on what does render well, which is a 1-pixel bezier curve. The problems I've been having are: Applying a shader to just a certain area of the screen where lines are drawn. If there's a way to do draw lines to a texture and then blur that texture and save the png, that would be great to hear about. There's got to be a way to do this, but I just haven't gotten the right elements working together yet. Any help from someone familiar with this stuff would be greatly appreciated. Using just 2D calls could be advantageous, simpler to understand and re-use. It would be very nice to know how to save a PNG that preserves the transparency/alpha stuff. p.s. I've reviewed this post (and many many others on the Blitz site), have samples working, and even developed my own 5x5 frag shaders. But, it's 3D and a scene-wide thing that doesn't seem to convert to 2D or just a certain area very well. I'd rather understand how to apply shading to a 2D scene, especially using the specifics of BlitzMax.

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  • libgdx rotation (animation, arrays) issues and help needed

    - by johnny-b
    well i am a noob at java and libgdx. i got the homing bullet working with the help of someone. now i am smashing my head as to how i can make it rotate so it faces the ball (which is the main character) when it goes around it or when it is coming towards it. the bullet is facing <--- and the code below is what i have done so far. also i used sprites for the bullet and also animation method. Also how do i make it an array/arraylist which is best so i can have multiple bullets at random or placed places. i tried many things nothing workd :( thank you for the help. // below is the bullet or enemy if you want to call it. public class Bullet extends Sprite { public static final float BULLET_HOMING = 6000; public static final float BULLET_SPEED = 300; private Vector2 velocity; private float lifetime; public Bullet(float x, float y) { velocity = new Vector2(0, 0); setPosition(x, y); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); dx /= distToTarget; dy /= distToTarget; dx *= BULLET_HOMING; dy *= BULLET_HOMING; velocity.x += dx * delta; velocity.y += dy * delta; float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x /= vMag; velocity.y /= vMag; velocity.x *= BULLET_SPEED; velocity.y *= BULLET_SPEED; Vector2 v = velocity.cpy().scl(delta); setPosition(getX() + v.x, getY() + v.y); setOriginCenter(); setRotation(velocity.angle()); lifetime += delta; setRegion(AssetLoader.bulletAnimation.getKeyFrame(lifetime)); } } // this is where i load the images. public class AssetLoader { public static Animation bulletAnimation; public static Sprite bullet1, bullet2; public static void load() { texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, aims); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); } public static void dispose() { // We must dispose of the texture when we are finished. texture.dispose(); } // this is for the rendering of the images etc public class GameRenderer { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is to load the image etc on the screen i guess public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } so there is the whole thing. the images are loaded via the AssetLoader then to the GameRenderer and GameWorld via the Bullet class. i am guessing that is how it is. sorry newbie so still learning. thank you in advace for the help or any advice.

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  • LIBGDX "parsing error emitter" with 2 or more emitters [on hold]

    - by flow969
    I have a problem with the use of particle effect of LIBGDX with 2 or more emitters. After using ParticleEditor to create my .p file, I use it in my code BUT...when I use only 1 emitter it's fine but with more than 1, not fine ! :( Here is my error code in java console : Exception in thread "LWJGL Application" java.lang.RuntimeException: Error parsing emitter: - Delay - at com.badlogic.gdx.graphics.g2d.ParticleEmitter.load(ParticleEmitter.java:910) at com.badlogic.gdx.graphics.g2d.ParticleEmitter.<init>(ParticleEmitter.java:95) at com.badlogic.gdx.graphics.g2d.ParticleEffect.loadEmitters(ParticleEffect.java:154) at com.badlogic.gdx.graphics.g2d.ParticleEffect.load(ParticleEffect.java:138) at com.fasgame.fishtrip.android.screens.GameScreen.show(GameScreen.java:313) at com.badlogic.gdx.Game.setScreen(Game.java:61) at com.fasgame.fishtrip.android.screens.MainMenuScreen.render(MainMenuScreen.java:71) at com.badlogic.gdx.Game.render(Game.java:46) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:206) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114) Caused by: java.lang.NumberFormatException: For input string: "- Count -" at sun.misc.FloatingDecimal.readJavaFormatString(Unknown Source) at sun.misc.FloatingDecimal.parseFloat(Unknown Source) at java.lang.Float.parseFloat(Unknown Source) at com.badlogic.gdx.graphics.g2d.ParticleEmitter.readFloat(ParticleEmitter.java:929) at com.badlogic.gdx.graphics.g2d.ParticleEmitter$RangedNumericValue.load(ParticleEmitter.java:1062) at com.badlogic.gdx.graphics.g2d.ParticleEmitter.load(ParticleEmitter.java:866) ... 9 more And here is my particle effect .p file : Blanc - Delay - active: false - Duration - lowMin: 3000.0 lowMax: 3000.0 - Count - min: 0 max: 200 - Emission - lowMin: 0.0 lowMax: 0.0 highMin: 250.0 highMax: 250.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Life - lowMin: 500.0 lowMax: 500.0 highMin: 500.0 highMax: 500.0 relative: false scalingCount: 3 scaling0: 1.0 scaling1: 0.47058824 scaling2: 0.0 timelineCount: 3 timeline0: 0.0 timeline1: 0.51369864 timeline2: 1.0 - Life Offset - active: false - X Offset - active: false - Y Offset - active: false - Spawn Shape - shape: point - Spawn Width - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Spawn Height - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Scale - lowMin: 0.0 lowMax: 0.0 highMin: 70.0 highMax: 70.0 relative: true scalingCount: 2 scaling0: 1.0 scaling1: 0.0 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Velocity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 30.0 highMax: 300.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Angle - active: true lowMin: 220.0 lowMax: 320.0 highMin: 220.0 highMax: 320.0 relative: false scalingCount: 2 scaling0: 0.0 scaling1: 0.98039216 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Rotation - active: false - Wind - active: false - Gravity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Tint - colorsCount: 3 colors0: 0.50980395 colors1: 0.7647059 colors2: 0.7921569 timelineCount: 1 timeline0: 0.0 - Transparency - lowMin: 0.0 lowMax: 0.0 highMin: 1.0 highMax: 1.0 relative: false scalingCount: 4 scaling0: 1.0 scaling1: 1.0 scaling2: 1.0 scaling3: 1.0 timelineCount: 4 timeline0: 0.0 timeline1: 0.36301368 timeline2: 0.6164383 timeline3: 1.0 - Options - attached: false continuous: true aligned: false additive: true behind: false premultipliedAlpha: false pre_particle.png Bleu - Delay - active: false - Duration - lowMin: 3000.0 lowMax: 3000.0 - Count - min: 0 max: 200 - Emission - lowMin: 0.0 lowMax: 0.0 highMin: 250.0 highMax: 250.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Life - lowMin: 500.0 lowMax: 500.0 highMin: 500.0 highMax: 500.0 relative: false scalingCount: 3 scaling0: 1.0 scaling1: 0.47058824 scaling2: 0.0 timelineCount: 3 timeline0: 0.0 timeline1: 0.51369864 timeline2: 1.0 - Life Offset - active: false - X Offset - active: false - Y Offset - active: false - Spawn Shape - shape: point - Spawn Width - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Spawn Height - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Scale - lowMin: 0.0 lowMax: 0.0 highMin: 70.0 highMax: 70.0 relative: true scalingCount: 2 scaling0: 1.0 scaling1: 0.0 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Velocity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 30.0 highMax: 300.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Angle - active: true lowMin: 220.0 lowMax: 320.0 highMin: 220.0 highMax: 320.0 relative: false scalingCount: 2 scaling0: 0.0 scaling1: 0.98039216 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Rotation - active: false - Wind - active: false - Gravity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Tint - colorsCount: 3 colors0: 0.0 colors1: 0.7254902 colors2: 0.7921569 timelineCount: 1 timeline0: 0.0 - Transparency - lowMin: 0.0 lowMax: 0.0 highMin: 1.0 highMax: 1.0 relative: false scalingCount: 6 scaling0: 0.0 scaling1: 1.0 scaling2: 1.0 scaling3: 1.0 scaling4: 1.0 scaling5: 0.0 timelineCount: 6 timeline0: 0.0 timeline1: 0.047945205 timeline2: 0.34246576 timeline3: 0.6712329 timeline4: 0.94520545 timeline5: 1.0 - Options - attached: false continuous: true aligned: false additive: true behind: false premultipliedAlpha: false pre_particle.png BleuFonce - Delay - active: false - Duration - lowMin: 3000.0 lowMax: 3000.0 - Count - min: 0 max: 200 - Emission - lowMin: 0.0 lowMax: 0.0 highMin: 250.0 highMax: 250.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Life - lowMin: 500.0 lowMax: 500.0 highMin: 500.0 highMax: 500.0 relative: false scalingCount: 3 scaling0: 1.0 scaling1: 0.47058824 scaling2: 0.0 timelineCount: 3 timeline0: 0.0 timeline1: 0.51369864 timeline2: 1.0 - Life Offset - active: false - X Offset - active: false - Y Offset - active: false - Spawn Shape - shape: point - Spawn Width - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Spawn Height - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Scale - lowMin: 0.0 lowMax: 0.0 highMin: 70.0 highMax: 70.0 relative: true scalingCount: 2 scaling0: 1.0 scaling1: 0.0 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Velocity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 30.0 highMax: 300.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Angle - active: true lowMin: 220.0 lowMax: 320.0 highMin: 220.0 highMax: 320.0 relative: false scalingCount: 2 scaling0: 0.0 scaling1: 0.98039216 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Rotation - active: false - Wind - active: false - Gravity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Tint - colorsCount: 3 colors0: 0.0 colors1: 0.7294118 colors2: 1.0 timelineCount: 1 timeline0: 0.0 - Transparency - lowMin: 0.0 lowMax: 0.0 highMin: 1.0 highMax: 1.0 relative: false scalingCount: 4 scaling0: 1.0 scaling1: 0.0 scaling2: 0.0 scaling3: 1.0 timelineCount: 4 timeline0: 0.0 timeline1: 0.001 timeline2: 0.5753425 timeline3: 0.79452056 - Options - attached: false continuous: true aligned: false additive: true behind: false premultipliedAlpha: false pre_particle.png For the "- Image Path -" missing it's normal if I let them in it doesn't work even with only 1 emitter PS : I've already updated my lib to the last release

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  • Variable alpha blending in pylab

    - by Hooked
    How does one control the transparency over a 2D image in pylab? I'd like to give two sets of values (X,Y,Z,T) where X,Y are arrays of positions, Z is the color value, and T is the transparency to a function like imshow but it seems that the function only takes alpha as a scalar. As a concrete example, consider the code below that attempts to display two Gaussians. The closer the value is to zero, the more transparent I'd like the plot to be. from pylab import * side = linspace(-1,1,100) X,Y = meshgrid(side,side) extent = (-1,1,-1,1) Z1 = exp(-((X+.5)**2+Y**2)) Z2 = exp(-((X-.5)**2+(Y+.2)**2)) imshow(Z1, cmap=cm.hsv, alpha=.6, extent=extent) imshow(Z2, cmap=cm.hsv, alpha=.6, extent=extent) show() Note: I am not looking for a plot of Z1+Z2 (that would be trivial) but for a general way to specify the alpha blending across an image.

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  • Want to make object transparent

    - by Himadri
    I am working with directx. I am displaying two objects on my window. They are intersecting each other. I find the intersecting object. My problem is- I want two original objects to be transparent and the resulting intersected part to be opaque, so that the intersected part can be seen clearly. I found some question related to transparency but they are related to transparency of window. But I want the object to be transparent.

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  • Christian Beauclair on Azure

    - by guybarrette
    Microsoft Canada’s Christian Beauclair was interviewed for an IT in Canada article where he describes these Cloud patterns: Transparency Scale in multi tenancy Burst compute Elastic storage Read it here var addthis_pub="guybarrette";

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  • Christian Beauclair on Azure

    Microsoft Canadas Christian Beauclair was interviewed for an IT in Canada article where he describes these Cloud patterns: Transparency Scale in multi tenancy Burst compute Elastic storage Read it here var addthis_pub="guybarrette";...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Daily tech links for .net and related technologies - June 8-11, 2010

    - by SanjeevAgarwal
    Daily tech links for .net and related technologies - June 8-11, 2010 Web Development ASPNET MVC: Handling Multiple Buttons on a Form with jQuery - Donn Building a MVC2 Template, Part 14, Logging Services - Eric Simple Accordion Menu With jQuery & ASP.NET - Steve Boschi Conditional Validation in MVC -Simonince Creating a RESTful Web Service Using ASP.Net MVC Part 23 – Bug Fixes and Area Support - Shoulders of Giants Web Design The Principles Of Cross-Browser CSS Coding - Louis Lazaris Transparency...(read more)

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  • HP Improves Visibility, Alignment, and Marketing Effectiveness with Siebel MRM

    - by ruth.donohue
    How does an $80 billion technology company gain complete visibility to marketing spend? Hewlett Packard uses Siebel Marketing Resource Management to ensure marketing dollars are invested wisely and gain transparency and accountability across its marketing function. With Siebel MRM, HP is able to manage over 50,000 campaigns in over 60 countries and leverage marketing best practices around the world. Find out more in this video with Deborah Nelson, SVP of Marketing and Alliances at HP.

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  • Zelda-style Top-down RPG. Storing data for each tile type

    - by Delerat
    I'm creating a Zelda-style RPG using Tiled, C#, and MonoGame. When my code parses the .tmx file, it will get a number to associate with each tile type based off of their position in the tile sheet. If I ever need to change my sprite sheet, this number will change for many of the tiles. How can I guarantee that when I parse my .tmx file, I will be able to know exactly what tile type I'm getting so that I can associate the proper data with it(transparency, animated, collision, etc.)?

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  • Latest on Oracle Governance, Risk and Compliance

    With the widespread uncertainty afflicting economies across the globe,regulatory mandates are expected to rise as investors and citizens worldwide demand increasing transparency and accountability from corporations and public agencies alike. Tune into this conversation with Chris Leone, Group Vice-President of Oracle Applications Product Strategy, to hear the latest on Oracle’s Governance, Risk, and Compliance (GRC) Applications Suite. You will learn how companies today are ensuring a sustainable and cost-effective risk and compliance management regimen with the help of Oracle GRC applications.

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  • Gain Visibility

    This Industry AppsCast will discuss the importance of visibility across all projects enterprise wide and how Oracle's Primavera PPM solutions provides transparency into project status performance across all projects in your portfolio.

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  • Oracle Applications Empower the Green Enterprise

    Eco-Efficiency, Eco-Innovation, Eco-Transparency -- what does it all mean? Learn about the growing interest and need for green, sustainability solutions and how Oracle can help you gain an Eco-Advantage in this conversation with Rich Kroes, Director Oracle Product Strategy.

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  • Supercharge your CRM solution with Oracle Policy Automation

    Tune into this conversation with Davin Fifield, VP, Product Development for Oracle Policy Automation to learn how to rapidly deliver customer self-service for product selection, significantly lower training costs for rolling out new call center processes, and in general dramatically improve business agility, consistency and transparency of decision making within and beyond your CRM solution of choice.

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  • What kind of graphics would you like better? [ pictures ] [closed]

    - by Roger Travis
    I am looking forward to make an android game, something angrybirds style. I've already made my own engine and now have to decide what kind of graphics should I make. It could be either realistic, like that or a doodle-style like this Right now the first one looks more appealing to me... on the other hand, doodle-graphics are very easy to draw and their transparency doesn't seem to slow down the engine much. What do you think?

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  • In The Open, For RLZ

    When we released a new stable version of Google Chrome last March, we tried to improve the transparency and privacy options of Google Chrome. One area where we’ve...

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  • Google présente une version alpha d'End-to-End, un plugin Chrome pour le chiffrement des courriels de bout en bout

    Google présente une version alpha d'End-to-End, un plugin Chrome pour le chiffrement des courriels de bout en bout Dans son Transparency Report, Google a revêtu son uniforme d'éducateur pour sensibiliser le public sur la protection de leurs courriels pendant qu'ils parcourent le web. Pour pouvoir mieux expliquer cette notion, Moutain View a établi une analogie avec un système qu'il est mieux susceptible de comprendre : la poste. « Quand vous écrivez une lettre à votre amie, vous espérez qu'elle...

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  • Distributed storage and computing

    - by Tim van Elteren
    Dear Serverfault community, After researching a number of distributed file systems for deployment in a production environment with the main purpose of performing both batch and real-time distributed computing I've identified the following list as potential candidates, mainly on maturity, license and support: Ceph Lustre GlusterFS HDFS FhGFS MooseFS XtreemFS The key properties that our system should exhibit: an open source, liberally licensed, yet production ready, e.g. a mature, reliable, community and commercially supported solution; ability to run on commodity hardware, preferably be designed for it; provide high availability of the data with the most focus on reads; high scalability, so operation over multiple data centres, possibly on a global scale; removal of single points of failure with the use of replication and distribution of (meta-)data, e.g. provide fault-tolerance. The sensitivity points that were identified, and resulted in the following questions, are: transparency to the processing layer / application with respect to data locality, e.g. know where data is physically located on a server level, mainly for resource allocation and fast processing, high performance, how can this be accomplished? Do you from experience know what solutions provide this transparency and to what extent? posix compliance, or conformance, is mentioned on the wiki pages of most of the above listed solutions. The question here mainly is, how relevant is support for the posix standard? Hadoop for example isn't posix compliant by design, what are the pro's and con's? what about the difference between synchronous and asynchronous opeartion of a distributed file system. Though a synchronous distributed file system has the preference because of reliability it also imposes certain limitations with respect to scalability. What would be, from your expertise, the way to go on this? I'm looking forward to your replies. Thanks in advance! :) With kind regards, Tim van Elteren

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  • The Java Community Process: What's Broken and How to Fix It

    - by Tori Wieldt
    In a panel discussion today at TheServerSide Java Symposium, Patrick Curran, Head of the Java Community Process, James Gosling, and ?Reza Rahman, member, Java EE 6 and EJB 3.1 expert groups, discussed the state of the JCP. Moderated by Cameron McKenzie, Editor of TheServerSide.com, they discussed what's wrong with JCP and ways to fix it.What's wrong with the JCP? Reza Rahman was quite supportive of the JCP. "I work as a consultant, and it's much better than getting a decision made a large company," Reza commented. He gave the JCP "Five stars" and explained that as an individual, he was able to have an impact on things that mattered to him. Cameron asked, "Now all these JCP problems came after Oracle acquired Sun, right?" To which the crowd had a good laugh, and the panel all agreed many of the JCP problems existed under Sun. How is the JCP handled differently under Oracle than Sun? "Pretty similar," said James. Oracle "tends more towards practicality" said Reza. "I'm glad to see things moving again, we've got several new JSRs filed," Patrick commented.How to Fix It?They all agreed greater transparency is a top issue. Without it, people assume sinister behavior whether it's there or not. Patrick said that currently spec leads are "encouraged" to be transparent, and the JCP office is planning to submit JSRs to change the JCP process so transparency is mandated, both for mailing lists and issue tracking. Shining a light on problems is the best way to fix them.Reza said the biggest problem is lack of a participation from the community. If more people are involved, a lot of the problems go away. "Developers are too non-chalant, they should realize what happens in the JCP has an direct impact on their career and they need to get involved." Reza commented.Got Involved!During Q&A, someone asked how a developer could get involved. They answered: Pick a JSR you are interested in and follow it. To start, you could read an article about the JSR and comment on the article (expert group members do read the comments). Or read the spec, discuss it with others and post a blog about it. Read the Expert Group proceedings. Join the JCP (free for individuals). Open source projects have code that you can download and play with, download it and provide feedback. Patrick mentioned that the JCP really wants more participation. "One way we are working on it is that we are encouraging JUGs to join the JCP as a group, and that makes all members of the JUG JCP members," Patrick said.They commented that most spec leads are desperate for feedback. "And, please get involved BEFORE the spec is finalized!" James declared. Someone from the audience said it's hard to put valuable time into something before it's baked. Patrick explained that Post Final Draft (PFD) is the time in the JCP process when the spec is mature enough to review but before the spec is finalized. The panel agreed the worst thing that could happen is that most people in the Java community just complain about the JCP without getting involved. Developer Sumit Goyal, conference attendee, thought it was a healthy discussion. "I got insights into how JSRs are worked on and finalized," he said.Key LinksThe Java Community Process Website  http://jcp.org/en/home/indexArticle: A Conversation with JCP Chair Patrick Curran Oracle Technology Network http://www.oracle.com/technetwork/java/index.htmlTheServerSide Java Symposium  http://javasymposium.techtarget.com/

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  • Drawing transparent glyphs on the HTML canvas

    - by Bertrand Le Roy
    The HTML canvas has a set of methods, createImageData and putImageData, that look like they will enable you to draw transparent shapes pixel by pixel. The data structures that you manipulate with these methods are pseudo-arrays of pixels, with four bytes per pixel. One byte for red, one for green, one for blue and one for alpha. This alpha byte makes one believe that you are going to be able to manage transparency, but that’s a lie. Here is a little script that attempts to overlay a simple generated pattern on top of a uniform background: var wrong = document.getElementById("wrong").getContext("2d"); wrong.fillStyle = "#ffd42a"; wrong.fillRect(0, 0, 64, 64); var overlay = wrong.createImageData(32, 32), data = overlay.data; fill(data); wrong.putImageData(overlay, 16, 16); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } where the fill method is setting the pixels in the lower-left half of the overlay to opaque red, and the rest to transparent black. And here’s how it renders: As you can see, the transparency byte was completely ignored. Or was it? in fact, what happens is more subtle. What happens is that the pixels from the image data, including their alpha byte, replaced the existing pixels of the canvas. So the alpha byte is not lost, it’s just that it wasn’t used by putImageData to combine the new pixels with the existing ones. This is in fact a clue to how to write a putImageData that works: we can first dump that image data into an intermediary canvas, and then compose that temporary canvas onto our main canvas. The method that we can use for this composition is drawImage, which works not only with image objects, but also with canvas objects. var right = document.getElementById("right").getContext("2d"); right.fillStyle = "#ffd42a"; right.fillRect(0, 0, 64, 64); var overlay = wrong.createImageData(32, 32), data = overlay.data; fill(data); var overlayCanvas = document.createElement("canvas"); overlayCanvas.width = overlayCanvas.height = 32; overlayCanvas.getContext("2d").putImageData(overlay, 0, 0); right.drawImage(overlayCanvas, 16, 16); And there is is, a version of putImageData that works like it should always have:

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