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  • Dealing with "jumping" sprites: badly centered?

    - by GigaBass
    Thing is, I've used darkFunction Editor as a way to get all the spriteCoordinates off a spriteSheet for each individual sprite, and parse the .xml it generates inside my game. It all works fine, except when the sprites are all similarly sized, but when a sprite changes from a small sprite into a big one, such as here: When from walking from some direction, to attacking, it starts "jumping", appearing glitchy, because it's not staying in the same correct position, only doing so for the right attacking sprite, due to the drawing being made from the lower left part of the rectangle. I think someone experienced will immediately recognize the problem I mean, if not, when I return home soon, I will shoot a little youtube video demonstrating the issue! So the question is: what possible solutions are there? I've thought that some sort of individual frame "offset" system might be the answer, or perhaps splitting, in this case, the sprite in 2: the sword, and the character itself, and draw sword according to character's facing, but that might be overly complex. Another speculation would be that there might be some sort of method in LibGdx, the library I'm using, that allows me to change the drawing center (which I looked for and didn't find), so I could choose from where the drawing starts.

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  • Why i can not load a simple pixel shader effect (. fx) file in xna?

    - by Mehdi Bugnard
    I just want to load a simple *.fx file into my project to make a (pixel shader) effect. But whenever I try to compile my project, I get the following error in visual studio Error List: Errors compiling .. ID3DXEffectCompiler: There were no techniques ID3DXEffectCompiler: Compilation failed I already searched on google and found many people with the same problem. And I realized that it was a problem of encoding. With the return lines unrecognized '\ n' . I tried to copy and paste to notepad and save as with ASCII or UTF8 encoding. But the result is always the same. Do you have an idea please ? Thanks a looot :-) Here is my [.fx] file : sampler BaseTexture : register(s0); sampler MaskTexture : register(s1) { addressU = Clamp; addressV = Clamp; }; //All of these variables are pixel values //Feel free to replace with float2 variables float MaskLocationX; float MaskLocationY; float MaskWidth; float MaskHeight; float BaseTextureLocationX; //This is where your texture is to be drawn float BaseTextureLocationY; //texCoord is different, it is the current pixel float BaseTextureWidth; float BaseTextureHeight; float4 main(float2 texCoord : TEXCOORD0) : COLOR0 { //We need to calculate where in terms of percentage to sample from the MaskTexture float maskPixelX = texCoord.x * BaseTextureWidth + BaseTextureLocationX; float maskPixelY = texCoord.y * BaseTextureHeight + BaseTextureLocationY; float2 maskCoord = float2((maskPixelX - MaskLocationX) / MaskWidth, (maskPixelY - MaskLocationY) / MaskHeight); float4 bitMask = tex2D(MaskTexture, maskCoord); float4 tex = tex2D(BaseTexture, texCoord); //It is a good idea to avoid conditional statements in a pixel shader if you can use math instead. return tex * (bitMask.a); //Alternate calculation to invert the mask, you could make this a parameter too if you wanted //return tex * (1.0 - bitMask.a); }

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  • CodePlex Daily Summary for Tuesday, August 14, 2012

    CodePlex Daily Summary for Tuesday, August 14, 2012Popular ReleasesMicrosoft Ajax Minifier: Microsoft Ajax Minifier 4.60: Allow for CSS3 grid-column and grid-row repeat syntax. Provide option for -analyze scope-report output to be in XML for easier programmatic processing; also allow for report to be saved to a separate output file.Diablo III Drop Statistics Service: 1.0: Client OnlyClosedXML - The easy way to OpenXML: ClosedXML 0.67.2: v0.67.2 Fix when copying conditional formats with relative formulas v0.67.1 Misc fixes to the conditional formats v0.67.0 Conditional formats now accept formulas. Major performance improvement when opening files with merged ranges. Misc fixes.Umbraco CMS: Umbraco 4.8.1: Whats newBug fixes: Fixed: When upgrading to 4.8.0, the database upgrade didn't run The changes to the <imaging> section in umbracoSettings.config caused errors when you didn't apply them during the upgrade. Defaults will now be used if any keys are missing Scheduled unpublishes now only unpublishes nodes set to published rather than newest Work item: 30937 - Fixed problem with FileHanderData in intranet environment in IE Work item: 3098 - Fix for null exception issue when using 'umbr...MySqlBackup.NET - MySQL Backup Solution for C#, VB.NET, ASP.NET: MySqlBackup.NET 1.4.4 Beta: MySqlBackup.NET 1.4.4 beta Fix bug: If the target database's default character set is not UTF8, UTF8 character will be encoded wrongly during Import. Now, database default character set will be recorded into Dump File at line of "SET NAMES". During import(restore), MySqlBackup will again detect and use the target database default character char set. MySqlBackup.NET 1.4.2 beta Fix bug: MySqlConnection is not closed when AutoCloseConnection set to true after Export or Import completed/halted. M...patterns & practices - Unity: Unity 3.0 for .NET 4.5 and WinRT - Preview: The Unity 3.0.1208.0 Preview enables Unity to work on .NET 4.5 with both the WinRT and desktop profiles. This is an updated version of the port after the .NET Framework 4.5 and Windows 8 have RTM'ed. Please see the Release Notes Providing feedback Post your feedback on the Unity forum Submit and vote on new features for Unity on our Uservoice site.LiteBlog (MVC): LiteBlog 1.31: Features of this release Windows8 styled UI Namespace and code refactoring Resolved the deployment issues in the previous release Added documentation Help file Help file is HTML based built using SandCastle Help file works in all browsers except IE10Self-Tracking Entity Generator for WPF and Silverlight: Self-Tracking Entity Generator v 2.0.0 for VS11: Self-Tracking Entity Generator for WPF and Silverlight v 2.0.0 for Entity Framework 5.0 and Visual Studio 2012Coding4Fun Tools: Coding4Fun.Phone.Toolkit v1.6.0: New Stuff ImageTile Control - think People Tile MicrophoneRecorder - Coding4Fun.Phone.Audio GzipWebClient - Coding4Fun.Phone.Net Serialize - Coding4Fun.Phone.Storage this is code I've written countless times. JSON.net is another alternative ChatBubbleTextBox - Added in Hint TimeSpan languages added: Pl Bug Fixes RoundToggleButton - Enable Visual State not being respected OpacityToggleButton - Enable Visual State not being respected Prompts VS Crash fix for IsPrompt=true More...AssaultCube Reloaded: 2.5.2 Unnamed: Linux has Ubuntu 11.10 32-bit precompiled binaries and Ubuntu 10.10 64-bit precompiled binaries, but you can compile your own as it also contains the source. If you are using Mac or other operating systems, please wait while we try to pack it. Try to compile it. If it fails, download a virtual machine. The server pack is ready for both Windows and Linux, but you might need to compile your own for Linux (source included) Added 3rd person Added mario jumps Fixed nextprimary code exploit ...NPOI: NPOI 2.0: New features a. Implement OpenXml4Net (same as System.Packaging from Microsoft). It supports both .NET 2.0 and .NET 4.0 b. Excel 2007 read/write library (NPOI.XSSF) c. Word 2007 read/write library(NPOI.XWPF) d. NPOI.SS namespace becomes the interface shared between XSSF and HSSF e. Load xlsx template and save as new xlsx file (partially supported) f. Diagonal line in cell both in xls and xlsx g. Support isRightToLeft and setRightToLeft on the common spreadsheet Sheet interface, as per existin...BugNET Issue Tracker: BugNET 1.1: This release includes bug fixes from the 1.0 release for email notifications, RSS feeds, and several other issues. Please see the change log for a full list of changes. http://support.bugnetproject.com/Projects/ReleaseNotes.aspx?pid=1&m=76 Upgrade Notes The following changes to the web.config in the profile section have occurred: Removed <add name="NotificationTypes" type="String" defaultValue="Email" customProviderData="NotificationTypes;nvarchar;255" />Added <add name="ReceiveEmailNotifi...Visual Rx: V 2.0.20622.9: help will be available at my blog http://blogs.microsoft.co.il/blogs/bnaya/archive/2012/08/12/visual-rx-toc.aspx the SDK is also available though NuGet (search for VisualRx) http://nuget.org/packages/VisualRx if you want to make sure that the Visual Rx Viewer can monitor on your machine, you can install the Visual Rx Tester and run it while the Viewer is running.????: ????2.0.5: 1、?????????????。RiP-Ripper & PG-Ripper: PG-Ripper 1.4.01: changes NEW: Added Support for Clipboard Function in Mono Version NEW: Added Support for "ImgBox.com" links FIXED: "PixHub.eu" links FIXED: "ImgChili.com" links FIXED: Kitty-Kats Forum loginPlayer Framework by Microsoft: Player Framework for Windows 8 (Preview 5): Support for Smooth Streaming SDK beta 2 Support for live playback New bitrate meter and SD/HD indicators Auto smooth streaming track restriction for snapped mode to conserve bandwidth New "Go Live" button and SeekToLive API Support for offset start times Support for Live position unique from end time Support for multiple audio streams (smooth and progressive content) Improved intellisense in JS version Support for Windows 8 RTM ADDITIONAL DOWNLOADSSmooth Streaming Client SD...Windows Uninstaller: Windows Uninstaller v1.0: Delete Windows once You click on it. Your Anti Virus may think It is Virus because it delete Windows. Prepare a installation disc of any operating system before uninstall. ---Steps--- 1. Prepare a installation disc of any operating system. 2. Backup your files if needed. (Optional) 3. Run winuninstall.bat . 4. Your Computer will shut down, When Your Computer is shutting down, it is uninstalling Windows. 5. Re-Open your computer and quickly insert the installation disc and install the new ope...WinRT XAML Toolkit: WinRT XAML Toolkit - 1.1.2 (Win 8 RP) - Source: WinRT XAML Toolkit based on the Release Preview SDK. For compiled version use NuGet. From View/Other Windows/Package Manager Console enter: PM> Install-Package winrtxamltoolkit http://nuget.org/packages/winrtxamltoolkit Features Controls Converters Extensions IO helpers VisualTree helpers AsyncUI helpers New since 1.0.2 WatermarkTextBox control ImageButton control updates ImageToggleButton control WriteableBitmap extensions - darken, grayscale Fade in/out method and prope...Media Companion: Media Companion 3.506b: This release includes an update to the XBMC scrapers, for those who prefer to use this method. There were a number of behind-the-scene tweaks to make Media Companion compatible with the new TMDb-V3 API, so it was considered important to get it out to the users to try it out. Please report back any important issues you might find. For this reason, unless you use the XBMC scrapers, there probably isn't any real necessity to download this one! The only other minor change was one to allow the mc...JSON C# Class Generator: JSON CSharp Class Generator 1.3: Support for native JSON.net serializer/deserializer (POCO) New classes layout option: nested classes Better handling of secondary classesNew Projects.NET MSI Install Manager: MSI Install Manager is an API that allows you to install an MSI within a .NET application. You can create a WPF install experience and drive the execution of thArchi Simple: ArchiSimple is a project to create simple house plans.Arduino Installer For Atmel Studio 6: Deploy libraries and project templates to Atmel Studio 6 to allow the creation of Arduino sketches and libraries.BDD Editor: The editor list the text from already created file in the feature folder.Binary Times: Binary TimesCaliburn.Micro.FrameworkContentElement: A library to enable attaching Caliburn.Micro messages to FrameworkContentElement descendant objects. Target platform: WPF.CoinChoue2: .CustomEDMX: Prover *customização* da geração automática de código do EntityFramework, gerando objetos de acordo com os padrões de nomenclatura da equipe de desenvolvimento.DeForm: DeForm is a WinRT component that allows you to apply a pipeline of effects to a picture.DeTaiCS2012_Srmdep: Ð? tài CS nam 2012 v? qu?n lý kinh doanh có di?u ki?nEMSolution: This is only a porject for me, a .net beginner, to practise .net programming skills. SO any suggestion or help is welcome. On going...Facebook SDK Orchard module: Orchard module containing the Facebook C# SDK (http://csharpsdk.org/) for simple installation to an Orchard site.Federation Metadata Signing: This is a console application (to give a feeling as if we are doing something serious on black screen) built using .NET 4 (to signify that we work on latest .neGit-TF: Git-TF is a set of cross-platform, command line tools that facilitate sharing of changes between TFS and Git.mobx.mobi: mobx.mobi - mobile CMS. Good for beginners learning MVC and mobile, or webforms programmer seeking to switch to MVC. Simple and friendly design.PdfExtractor: PdfExtractorSpeed Run: Speed Run for WP7technoschool: Aplikasi sistem informasi sekolah baik SD, SMP maupun SMA. Dimana aplikasi ini telah mencakup akademik, perpustakaan, keuangan, dan kepegawaianThe LogNut logging library and facilities: LogNut is a comprehensive logging facility written in C# for C# developers. It provides a simple way to write something from within your program, as it runs.Visual Studio File Cleanup: Visual Studio File Cleaner Good code examples on how to do a poor man’s obfuscation of your solutionWeatherSpark: Sprarkline-inspired graphs provide a comprehensive view of each day’s temperature, humidity, precipitation, and cloud cover.Windows Phone Interprocess Messaging API: Message passing sample WinLogCheck - Eventlogs Scanner: WinLogCheck is a command line windows eventlogs scanner. The main goal is get a report about the events in the eventlog, except for repetitive events.WinUnleaked Image Uploader: WinUnleaked Image Uploader for WinUnleaked Staff members

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  • WPF or WinForms for Game Development and learning resources?

    - by Stephen Lee Parker
    I'm looking to create a game framework for my own personal use... I want to use WPF, but I'm unsure if that is a wise choice... The games I will be writing should not require high performance graphics, so I am hoping to build on native classes... I do not want to rely on external DLL's unless I generate them myself. The games will be for young children, say 4 to 8. Most will be learning puzzles or simple shooters. The most advanced will be a platform game (non-scrolling screen like the old Atari Miner 2049er game). I think I know how to write something like the old Atari Chopper Command (partially written and my 4 year old loves it, but I used WinForms and GDI), Pac-Man, Tetris, Astroids, Space Invaders, Slider Puzzle, but I do not really know how to write the platform game... In my mind, I'm getting caught in collision detection and how to make a character jump and how to make a character walk up a slope or steps... Can anyone point me to information on developing a platform game in C#? Would you suggest WinForms or WPF for game development? I'm not looking for great graphics and speed, just entertaining game play...

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  • Tips on combining the right Art Assets with a 2D Skeleton and making it flexible

    - by DevilWithin
    I am on my first attempt to build a skeletal animation system for 2D side-scrollers, so I don't really have experience of what may appear in later stages. So i ask advice from anyone that been there and done that! My approach: I built a Tree structure, the root node is like the center-of-mass of the skeleton, allowing to apply global transformations to the skeleton. Then, i make the hierarchy of the bones, so when moving a leg, the foot also moves. (I also make a Joint, which connects two bones, for utility). I load animations to it from a simple key frame lerp, so it does smooth movement. I map the animation hierarchy to the skeleton, or a part of it, to see if the structure is alike, otherwise the animation doesnt start. I think this is pretty much a standard implementation for such a thing, even if i want to convert it to a Rag Doll on the fly.. Now to my question: Imagine a game like prototype, there is a skeleton animation of the main character, which can animate all meshes in the game that are rigged the same way.. That way the character can transform into anything without any extra code. That is pretty much what i want to do for a side-scroller, in theory it sounds easy, but I want to know if that will work well. If the different people will be decently animated when using the same skeleton-animation pair. I can see this working well with a Stickman, but what about actual humans? Will the perspective look right, or i will need to dynamically change the sprites attached to bones? What do you recommend for such a system?

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  • Where do I place XNA content pipeline references?

    - by Zabby Wabby
    I am relatively new to XNA, and have started to delve into the use of the content pipeline. I have already figured out that tricky issue of adding a game library containing classes for any type of .xml file I want to read. Here's the issue. I am trying to handle the reading of all XML content through use of an XMLHandler object that uses the intermediate deserializer. Any time reading of such data is required, the appropriate method within this object would be called. So, as a simple example, something like this would occur when a character levels: public Spell LevelUp(int levelAchived) { XMLHandler.FindSkillsForLevel(levelAchived); } This method would then read the proper .xml file, sending back the spell for the character to learn. However, the XMLHandler is having issues even being created. I cannot get it to use the using namespace of Microsoft.Xna.Framework.Content.Pipeline. I get an error on my using statement in the XMLHandler class: using Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate; The error is a typical reference error: Type or namespace name "'Pipeline' does not exist in the namespace 'Microsoft.Xna.Framework.Content' (are you missing an assembly reference?)" I THINK this is because this namespace is already referenced in my game's content. I would really have no issue placing this object within my game's content (since that is ALL it deals with anyways), but the Content project does not seem capable of holding anything but content files. In summary, I need to use the Intermediate Deserializer in my main project's logic, but, as far as I can make out, I can't safely reference the associated namespace for it outside of the game's content. I'm not a terribly well-versed programmer, so I may be just missing some big detail I've never learned here. How can I make this object accessible for all projects within the solution? I will gladly post more information if needed!

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  • Why not to use StackTrace to find what method called you

    - by Alex.Davies
    Our obfuscator, SmartAssembly, does some pretty crazy reflection. It's an obfuscator, it's sort of its job to do things in the most awkward way possible. But sometimes, you can go too far. One such time is this little gem from the strings encoding feature: StackTrace stackTrace = new StackTrace(); StackFrame frame = stackTrace.GetFrame(1); Type ownerType = frame.GetMethod().DeclaringType; It's designed to find the type where the calling method is defined. A user found that strings encoding occasionally broke on x64 systems. Very strange. After some debugging (thank god for Reflector Pro, it would be impossible to debug processed assemblies without it) I found that the ownerType I got back was wrong. The reason is that the x64 JIT does tail call optimisation. This saves space on the stack, and speeds things up, by throwing away a method's stack frame if the last thing that it calls is the only thing returned. When this happens, the call to StackTrace faithfully tells you that the calling method is the one that called the one we really wanted. So using StackTrace isn't safe for anything other than debugging, and it will make your code fail in unpredictable ways. Don't use it!

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  • C# Simple Twitter Update

    - by mroberts
    For what it's worth a simple twitter update. 1: using System; 2: using System.IO; 3: using System.Net; 4: using System.Text; 5:   6: namespace Server.Actions 7: { 8: public class TwitterUpdate 9: { 10: public string Body { get; set; } 11: public string Login { get; set; } 12: public string Password { get; set; } 13:   14: public override void Execute() 15: { 16: try 17: { 18: //encode user name and password 19: string creds = Convert.ToBase64String(Encoding.ASCII.GetBytes(string.Format("{0}:{1}", this.Login, this.Password))); 20:   21: //encode tweet 22: byte[] tweet = Encoding.ASCII.GetBytes("status=" + this.Body); 23:   24: //setup request 25: HttpWebRequest request = (HttpWebRequest)WebRequest.Create("http://twitter.com/statuses/update.xml"); 26: request.Method = "POST"; 27: request.ServicePoint.Expect100Continue = false; 28: request.Headers.Add("Authorization", string.Format("Basic {0}", creds)); 29: request.ContentType = "application/x-www-form-urlencoded"; 30: request.ContentLength = tweet.Length; 31:   32: //write to stream 33: Stream reqStream = request.GetRequestStream(); 34: reqStream.Write(tweet, 0, tweet.Length); 35: reqStream.Close(); 36:   37: //check response 38: HttpWebResponse response = (HttpWebResponse)request.GetResponse(); 39:   40: //... 41: } 42: catch (Exception e) 43: { 44: //... 45: } 46: } 47: } 48: }   BTW, this is my first blog post.  Nothing earth shattering, I admit, but I needed to figure out how to post formatted code.  In the past I’ve used Alex Gorbatchev’s Syntax Highlighter with great success, but here at GWB I couldn’t get it to work. Windows Live Writer though, being a stand alone writer, worked with no problems.  For now, that’s what I’ll use.

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  • Cocos2d: Tongue effect like in Munch Time

    - by Joey Green
    I'm wanting to do a tongue effect for my character like the one in Munch Time( shown in pic ). The player does some action and his tongue attaches to the nearest platform. I'm thinking this is simply a get distance to platform and keep player at that distance as he moves back and forth giving him the swinging effect. For the drawing, I'm wanting the same effect where the tongue sprite is the skinniest in the middle of the distance between the character and platform. I know how to do this in a shader( I'm using cocos2d v2 btw ), but I'm wondering if there is some built-in functionality to allow me to do this. First, is this the right approach using distance? Second, is their an easy way to do the tongue sprite effect without a shader? Third, I'm wanting to have the player spring up at will in the direction of the platform. I'm using Box2D. Would there be a way to do this using force's or would it be easier to write my own code?

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  • REST and redirecting the response

    - by Duane Gran
    I'm developing a RESTful service. Here is a map of the current feature set: POST /api/document/file.jpg (creates the resource) GET /api/document/file.jpg (retrieves the resource) DELETE /api/document/file.jpg (removes the resource) So far, it does everything you might expect. I have a particular use case where I need to set up the browser to send a POST request using the multipart/form-data encoding for the document upload but when it is completed I want to redirect them back to the form. I know how to do a redirect, but I'm not certain about how the client and server should negotiate this behavior. Two approaches I'm considering: On the server check for the multipart/form-data encoding and, if present, redirect to the referrer when the request is complete. Add a service URI of /api/document/file.jpg/redirect to redirect to the referrer when the request is complete. I looked into setting an X header (X-myapp-redirect) but you can't tell the browser which headers to use like this. I manage the code for both the client and the server side so I'm flexible on solutions here. Is there a best practice to follow here?

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  • Strange characters appearing on websites - ASCII? - UNICODE?

    - by Mick
    I have created many very simple pure HTML websites over the years. Most of them appear to work fine most of the time. But there is one recurring problem which I have never quite sorted out involving strange characters. The scenario goes like this: I create the site. I look at it in my browser, everything appears fine. I may look at it a great many times over the coming weeks or months as I make additions here and there. Perhaps on a variety of browsers on a variety of PC's. Then one day I look at the page and see a random sprinkling of white question marks against dark diamond shapes. These might appear where I had expected to see hyphens or quotes or apostrophes. My immediate thought is that my browser got into some strange state because I was looking at some foreign website with strange characters, but I'm never quite sure. I'm left with that nagging feeling that perhaps half the planet is seeing my website with funny question marks all over it. So my question is what's going on? What should I do to ensure that as many people as possible around the world can view my text as I originally intended? Should I be using those special html sequences like &pound; for all non alphanumeric characters? Should I worry at all? Edit: Right now I have the problem occurring on this page: http://www.fullreservebanking.com/papers.htm ... part of it looks like this: I am using FireFox 5 and the character encoding currently appears to be "UNICODE (UTF-8)". I do not remember manually setting the character encoding to anything since installation. I do occasionally look at Japanese websites for work related reasons - though when I do so, I do not manually make any changes to firefox settings. Edit: Now fixed. Web page altered accordingly.

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  • CodePlex Daily Summary for Wednesday, June 04, 2014

    CodePlex Daily Summary for Wednesday, June 04, 2014Popular ReleasesSEToolbox: SEToolbox 01.032.018 Release 1: Added ability to merge/join two ships, regardless of origin. Added Language selection menu to set display text language (for SE resources only), and fixed inherent issues. Added full support for Dedicated Servers, allowing use on PC without Steam present, and only the Dedicated Install. Added Browse button for used specified save game selection in Load dialog. Installation of this version will replace older version.DNN Blog: 06.00.07: Highlights: Enhancement: Option to show management panel on child modules Fix: Changed SPROC and code to ensure the right people are notified of pending comments. (CP-24018) Fix: Fix to have notification actions authentication assume the right module id so these will work from the messaging center (CP-24019) Fix: Fix to issue in categories in a post that will not save when no categories and no tags selectedcsv2xlsx: Source code: Source code of applicationHigLabo: HigLabo_20140603: Bug fix of MimeParser for nested MimeContent parsing.Family Tree Analyzer: Version 4.0.0.0-beta2: This major release introduces a significant new feature the ability to search the UK Ordnance Survey 50k Gazetteer for small placenames that often don't appear on a modern Google Map. This means significant numbers of locations that were previously not found by Google Geocoding will now be found by using OS Geocoding. In addition I've added support for loading the Scottish 1930 Parish boundary maps, whilst slightly different from the parish boundaries in use in the 1800s that are familiar to...TEncoder: 4.0.0: --4.0.0 -Added: Video downloader -Added: Total progress will be updated more smoothly -Added: MP4Box progress will be shown -Added: A tool to create gif image from video -Added: An option to disable trimming -Added: Audio track option won't be used for mpeg sources as default -Fixed: Subtitle position wasn't used -Fixed: Duration info in the file list wasn't updated after trimming -Updated: FFMpegSSIS Multiple Hash: Multiple Hash 1.6.2.3: Release Notes This release is an SQL 2014 fix release. It addresses the following: The 1.6.1.2 release's SQL 2014 installer didn't work for SQL 2014 RTM. The x64 installer also showed x86 for both x64 and x86 in SQL 2014. Please download the x64 of x32 file based on the bitness of your SQL Server installation. BIDS or SSDT/BI ONLY INSTALLS ARE NOT DETECTED. You MUST use the Custom install, to install when the popup is shown, and select which versions of SQL Server are available. A war...QuickMon: Version 3.14 (Pie release): This is unofficially the 'Pie' release. There are two big changes.1. 'Presets' - basically templates. Future releases might build on this to allow users to add more presets. 2. MSI Installer now allows you to choose components (in case you don't want all collectors etc.). This means you don't have to download separate components anymore (AllAgents.zip still included in case you want to use them separately) Some other changes:1. Add/changed default file extension for monitor packs to *.qmp (...VeraCrypt: VeraCrypt version 1.0d: Changes between 1.0c and 1.0d (03 June 2014) : Correct issue while creating hidden operating system. Minor fixes (look at git history for more details).Keepass2Android: 0.9.4-pre1: added plug-in support: See settings for how to get plug-ins! published QR plug-in (scan passwords, display passwords as QR code, transfer entries to other KP2A devices) published InputStick plugin (transfer credentials to your PC via bluetooth - requires InputStick USB stick) Third party apps can now simply implement querying KP2A for credentials. Are you a developer? Please add this to your app if suitable! added TOTP support (compatible with KeeOTP and TrayTotp) app should no l...The IRIS Toolbox Project: IRIS Reference Manual Release 20140602: Reference Manual for Release 20140602.Microsoft Web Protection Library: AntiXss Library 4.3.0: Download from nuget or the Microsoft Download Center This issue finally addresses the over zealous behaviour of the HTML Sanitizer which should now function as expected once again. HTML encoding has been changed to safelist a few more characters for webforms compatibility. This will be the last version of AntiXSS that contains a sanitizer. Any new releases will be encoding libraries only. We recommend you explore other sanitizer options, for example AntiSamy https://www.owasp.org/index....Z SqlBulkCopy Extensions: SqlBulkCopy Extensions 1.0.0: SqlBulkCopy Extensions provide MUST-HAVE methods with outstanding performance missing from the SqlBulkCopy class like Delete, Update, Merge, Upsert. Compatible with .NET 2.0, SQL Server 2000, SQL Azure and more! Bulk MethodsBulkDelete BulkInsert BulkMerge BulkUpdate BulkUpsert Utility MethodsGetSqlConnection GetSqlTransaction You like this library? Find out how and why you should support Z Project Become a Memberhttp://zzzproject.com/resources/images/all/become-a-member.png|ht...Tweetinvi a friendly Twitter C# API: Tweetinvi 0.9.3.x: Timelines- Added all the parameters available from the Timeline Endpoints in Tweetinvi. - This is available for HomeTimeline, UserTimeline, MentionsTimeline // Simple query var tweets = Timeline.GetHomeTimeline(); // Create a parameter for queries with specific parameters var timelineParameter = Timeline.CreateHomeTimelineRequestParameter(); timelineParameter.ExcludeReplies = true; timelineParameter.TrimUser = true; var tweets = Timeline.GetHomeTimeline(timelineParameter); Tweetinvi 0.9.3.1...Sandcastle Help File Builder: Help File Builder and Tools v2014.5.31.0: General InformationIMPORTANT: On some systems, the content of the ZIP file is blocked and the installer may fail to run. Before extracting it, right click on the ZIP file, select Properties, and click on the Unblock button if it is present in the lower right corner of the General tab in the properties dialog. This release completes removal of the branding transformations and implements the new VS2013 presentation style that utilizes the new lightweight website format. Several breaking cha...ClosedXML - The easy way to OpenXML: ClosedXML 0.71.2: More memory and performance improvements. Fixed an issue with pivot table field order.Magick.NET: Magick.NET 6.8.9.101: Magick.NET linked with ImageMagick 6.8.9.1. Breaking changes: - Int/short Set methods of WritablePixelCollection are now unsigned. - The Q16 build no longer uses HDRI, switch to the new Q16-HDRI build if you need HDRI.fnr.exe - Find And Replace Tool: 1.7: Bug fixes Refactored logic for encoding text values to command line to handle common edge cases where find/replace operation works in GUI but not in command line Fix for bug where selection in Encoding drop down was different when generating command line in some cases. It was reported in: https://findandreplace.codeplex.com/workitem/34 Fix for "Backslash inserted before dot in replacement text" reported here: https://findandreplace.codeplex.com/discussions/541024 Fix for finding replacing...SoundCloud Downloader: SC Downloader V1.0: Newest release Requirements .NET Framework 4.0/4.5 Changes since releasing the source Replaced ProgressBar and Buttons with the ones i created from scratch, you may use the .dll files on your own risk. Changed the authentication mode to Windows NOTE! When extracted, execute setup.exe to launch the installer! NOTE! ENJOY!VG-Ripper & PG-Ripper: VG-Ripper 2.9.59: changes NEW: Added Support for 'GokoImage.com' links NEW: Added Support for 'ViperII.com' links NEW: Added Support for 'PixxxView.com' links NEW: Added Support for 'ImgRex.com' links NEW: Added Support for 'PixLiv.com' links NEW: Added Support for 'imgsee.me' links NEW: Added Support for 'ImgS.it' linksNew Projects2112110148: 2112110148 Kieu Thi Phuong AnhAutoHelp: Inspired by Docy, AutoHelp exposes XML documentation embedded in sources code. a MVC 5 / typescripted connected on Webapi, AutoHelp is a modern HTML 5 appFeedbackata: An exercise in interactive development.Ideaa: A place to get inspired and find ideas about a topic you are interested inImpression Studio - Free presentation Maker Tool: Impression Studio is a free presentation maker tool based on impress.js library. It aims to be free alternative to prezi. This tool is under heavy development.LavaMite: LavaMite is a program that aims to capture the random wax formations that arise in a lava lamp before it is bubbling freely.Load Runner - HTTP Pressure Test Tool: A Lightweight HTTP pressure test tool supports multi methods / content type / requests, written in C# 4.0.Microsoft Research Software Radio SDK: Microsoft Research Software Radio SDKMsp: MspPower Torrent: Windows PowerShell module enabling BitTorrent (R) functionalities.

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  • The road to become a programmer [closed]

    - by user68991
    I'm looking for a 'career' change, I don't actually have a career at the moment since I haven't been able to find a job since I graduated with a degree in Materials Engineering. One of my loves has always been computers and programming, though I have never studied it seriously. When I was 11 I wrote a very basic graphical 'game' using notepad and HTML, where I drew each possible position of the main character on the different 'maze' level in MSPaint, using pictures of arrows as links to a new page with the character in a new position, and various other buttons would pop up 'search box', 'press button' etc. At the time I thought this was an amazing achievement of my programming skills. I've used a little bit of FORTRAN 90 whilst I was at university, which rekindled my interest in programming. When I was a kid I mainly used C and HTML, but only very basically as my 'game' suggests. I want to learn a new programming language, I'm not entirely sure where I want to go with it, but the number one contender at the moment is android apps. I'm looking at learning Java, but I've read that it's a difficult place to begin with; so I've also looked at learning Visual Basic, which I believe is also object oriented(?) but a little easier to understand? (not that I know what an object is anyway). Any information people could give me regarding which language to learn, and if there are any good online tutorial for that language I'd really appreciate it. Some of the tutorials I've used so far are full or jargon I can't understand. Also, I'm not afraid of maths having got an engineering degree. Thanks in advance for any help/advice. James

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  • How do I connect to my running VM via virsh?

    - by Avery Chan
    My VM has already been started via virsh start chameleon.ootbdev. When I do a virsh console chameleon.ootbdev I get the following output: Connected to domain chameleon.ootbdev Escape character is ^] error: internal error cannot find character device (null) Doing a google search on this led me to this "solution". Unfortunately, editing the domain via virsh edit chameleon.ootbdev doesn't seem to stick. I suspect the issue is that I'm inserting the XML incorrectly: the instructions from the link ask me to insert the following XML into the domain XML file. <serial type='pty'> <target port='0'/> </serial> <console type='pty'> <target type='serial' port='0'/> </console> I've posted my domain XML file to pastebin here. This is AFTER I've tried to insert the above XML. I inserted this XML after the </devices> block. My primary question is: How do I connect to the running VM? A secondary question would be: How do I edit the domain file with the above XML and get the changes to stick?

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  • How do I create a 2.5d parallax effect?

    - by Nikolay Dyankov
    I have a decent background in 3D graphics and programming, but I'm new to game development. I'm currently exploring different possibilities and I really want to make an RPG game. I was thinking about classic 2D isometric view, but I really love how Diablo 2 looks and feels to play. My question is - how can I achieve Diablo 2's parallax effect? Everything looks hand drawn with baked lights and shadows and looks awesome, but when you move around you notice some perspective. For example, let's say that I drew a big hall with columns in Photoshop with an orthographic perspective (classic pixel art style, just parallel lines). How would I give parallax effect to this scene when the character moves around? If I use camera-facing sprites for everything it would probably look OK in the distance, but it would be really fake when a character comes close to a column (cylinder) for example. Any suggestions? How did Blizzard make the parallax effect in Diablo 2? See this screenshot: http://guidesmedia.ign.com/guides/10629/images/act2tombs.jpg

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  • Flip rotation matrix

    - by azer89
    right now i'm doing character control with kinect. Basically i need to mirror the joint orientation because the character faces the player. Somehow by googling through internet i've done it and everything works very well. But i have little idea about how the math works, here's my code: //------------------------------------------------------------------------------------- Ogre::Quaternion JointOrientationCalculator::buildQuaternion(Ogre::Vector3 xAxis, Ogre::Vector3 yAxis, Ogre::Vector3 zAxis) { Ogre::Matrix3 mat; if(isMirror) { mat = Ogre::Matrix3(xAxis.x, yAxis.x, zAxis.x, xAxis.y, yAxis.y, zAxis.y, xAxis.z, yAxis.z, zAxis.z); Ogre::Matrix3 flipMat(1, 0, 0, 0, 1, 0, 0, 0, -1); mat = flipMat * mat * flipMat; } else { mat = Ogre::Matrix3(xAxis.x, -yAxis.x, zAxis.x, -xAxis.y, yAxis.y, -zAxis.y, xAxis.z, -yAxis.z, zAxis.z); } Ogre::Quaternion q; q.FromRotationMatrix(mat); return q; } when i need to mirror/flip it by axes z i calculate mat = flipMat * mat * flipMat; but i don't understand how this equation works.

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  • Unit test SHA256 wrapper queries

    - by Sam Leach
    I am just beginning to write unit tests. So please bear with me. I have the following SHA256 wrapper. public static string SHA256(string plainText) { StringBuilder sb = new StringBuilder(); SHA256CryptoServiceProvider provider = new SHA256CryptoServiceProvider(); var hashedBytes = provider.ComputeHash(Encoding.UTF8.GetBytes(plainText)); for (int i = 0; i < hashedBytes.Length; i++) { sb.Append(hashedBytes[i].ToString("x2").ToLower()); } return sb.ToString(); } Do I want to be testing it? If so, what do you recommend? My thought process is as follows: What logic is there here. The answer is my for loop and ToString("x2") so from my understanding I want to be testing this part? I can assume Encoding.UTF8.GetBytes(plainText) works. Correct assumption? I can assume SHA256CryptoServiceProvider.ComputeHash() works. Correct assumption? I want to be only testing my logic. In this case is limited to the printing of hex encoded hash. Correct? Thanks.

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  • How to Fix this specific Google "Fetch as Googlebot" error appearing on my Webmaster Tools?

    - by UXdesigner
    Good day, I'm currently finding out why I have lost all of my website's rank in google. I don't even appear in google results by the domain. But other sites do link me and they appear in the google results. I think it's all about leaving my site two months alone and finding out I had 20k in comment spam, which I completely deleted and fixed with filters and adding a new Disqus comment service. Thing is, I added my site to Google Webmaster Tools and I'm finding out several awful things. For example, when I click in Google Fetch As GoogleBot. I receive this error message below in response to my request. And I don't even know what's the real problem and how to fix it. I simply don't get it. This is what appears: Date: Wednesday, July 20, 2011 9:43:35 AM PDT Googlebot Type: Web Download Time (in milliseconds): 55 HTTP/1.1 403 Forbidden Date: Wed, 20 Jul 2011 16:43:36 GMT Server: Apache Vary: Accept-Encoding Content-Encoding: gzip Content-Length: 248 Keep-Alive: timeout=2, max=100 Connection: Keep-Alive Content-Type: text/html; charset=iso-8859-1 403 Forbidden Forbidden You don't have permission to access / on this server. Additionally, a 403 Forbidden error was encountered while trying to use an ErrorDocument to handle the request. Do you guys know anything about this problem ? I need to have Google crawl my site again. I used to have a really nice google result in the past three years. Now, there's nothing. thanks,

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  • 2D platformers: why make the physics dependent on the framerate?

    - by Archagon
    "Super Meat Boy" is a difficult platformer that recently came out for PC, requiring exceptional control and pixel-perfect jumping. The physics code in the game is dependent on the framerate, which is locked to 60fps; this means that if your computer can't run the game at full speed, the physics will go insane, causing (among other things) your character to run slower and fall through the ground. Furthermore, if vsync is off, the game runs extremely fast. Could those experienced with 2D game programming help explain why the game was coded this way? Wouldn't a physics loop running at a constant rate be a better solution? (Actually, I think a physics loop is used for parts of the game, since some of the entities continue to move normally regardless of the framerate. Your character, on the other hand, runs exactly [fps/60] as fast.) What bothers me about this implementation is the loss of abstraction between the game engine and the graphics rendering, which depends on system-specific things like the monitor, graphics card, and CPU. If, for whatever reason, your computer can't handle vsync, or can't run the game at exactly 60fps, it'll break spectacularly. Why should the rendering step in any way influence the physics calculations? (Most games nowadays would either slow down the game or skip frames.) On the other hand, I understand that old-school platformers on the NES and SNES depended on a fixed framerate for much of their control and physics. Why is this, and would it be possible to create a patformer in that vein without having the framerate dependency? Is there necessarily a loss of precision if you separate the graphics rendering from the rest of the engine? Thank you, and sorry if the question was confusing.

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  • Multiline Replacement With Visual Studio

    - by Alois Kraus
    I had to remove some file headers in a bigger project which were all of the form #region File Header /*[ Compilation unit ----------------------------------------------------------       Name            : Class1.cs       Language        : C#     Creation Date   :      Description     : -----------------------------------------------------------------------------*/ /*] END */ #endregion I know that would be a cool thing to write a simple C# program use a recursive file search, read all lines skip the first n lines and write the files back to disc. But I wanted to test things first before I ruin my source files with one little typo. There comes the Visual Studio Search and Replace in Files dialog into the game. I can test my regular expression to do a multiline match with the Find button before actually breaking anything. And if something goes wrong I have the Undo button.   There is a nice blog post from Paulo Morgado online who deals with Multiline Regular expressions. The Visual Studio Regular expressions are non standard so you have to adapt your usual Regex know how to the other patterns. The pattern I cam finally up with is \#region File Header:b*(.*\n)@\#endregion The Regular expression can be read as \#region File Header Match “#region File Header” \# Escapes the # character since it is a quantifier. :b* After this none or more spaces or tabs can follow (:b stands for space or tab) (.*\n)@ Match anything across lines in a non greedy way (the @ character makes it non greedy) to prevent matching too much until the #endregion somewhere in our source file. \#endregion Match everything until “#endregion” is found I had always knew that Visual Studio can do it but I never bothered to learn the non standard Regex syntax. This is powerful and it is inside Visual Studio since 2005!

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  • GetContactList stops reporting collisions on welded bodies

    - by Henrique Jung
    I have some strange problem with my game which uses Box2D as physics engine and I'm out of ideas on what I can do to solve it. My game is a class assignment where I need to build a simple game where the main character moves in a 2D environment while square blocks comes from below him. Each time a collision occurs, that block is attached to the character using a weld joint, when three blocks of the same colors are together, they annihilate themselves(an effect similar to Bejeweled). I'm using a recursive function to iterate through all the attached blocks of a given block to see if there are enough blocks for them to be deleted. I'm using GetContactList function to iterate through the list of contacts to see which blocks are adjacent to each other. The results are quite disappointing, the blocks only get annihilated in few cases. After a lot of debugging, I found the issue, but I still don't know how to solve. My issue is: after some time, GetContactList STOPS returning contacts (return NULL) to blocks that were already attached for some time. I spent some time reading the Box2D manual as well as some tutorials and still didn't find any clue of what is happening. Below there's some simplified version of the code that I wrote. for(int a = 0; a < blocksList.size(); a++) { blocksList[a].BuildConnections(); } And on BuildConnections b2ContactEdge* edge = body->GetContactList(); while(edge != NULL) { if (long_check_to_see_if_there's_a_block_nearby) { // add itself to the list to be anihilated globalList.push_back(this); //if there's, call BuildConnections again on the adjacent block adjacentBody->GetUserData()->BuildConnections; } edge = edge->next; } I know that there's another issue related to circular inclusions, but I fairly sure that this problem isn't causing the problem with the collisions. You can download my entire code from this page if you'd like http://code.google.com/p/fellz/source/list

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  • Turn-based tile game dynamic item/skill/command script files

    - by user1542
    I want to create a mechanism that could read text script, for example some kind of custom script such as ".skill" or ".item", which maybe contain some sort of simple script like .item Item.Name = "Strength Gauntlet"; Character.STR += 20; .. .skill Skill.Name = "Poison Attack"; Skill.Description = "Steal HP and inflict poison"; Player.HP += 200; Enemy.HP -= 200; Enemy.Status += Status.POISON; It may be different from this, but just want to give some idea of what I desire. However, I do not know how to dynamically parse these things and translate it into working script. For example, in battle scenerio, I should make my game read one of this ".skill" file and apply it to the current enemy, or the current player. How would I do this? Should I go for String parsing? It is like a script engine, but I prefer C# than creating new language, so how would I parse custom files into appropiate status commands? Another problem is, I have also created a command engine which would read String input and parse it into action such as "MOVE (1,2)" would move character to tile (1,2). Each command belong to separate class, and provide generic parsing method that should be implemented by hand. This is for the reason of custom number/type of arguments per each command. However, I think this is not well designed, because I desire it to automatically parse the parameters according to specify list of types. For example, MOVE command in "MOVE 1 2" would automatically parse the parameters into int, int and put it into X and Y. Now, this form can change, and we should be able to manually specify all type of formats. Any suggestion to this problem? Should I change from string parsing to some hardcode methods/classes?

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  • F# Simple Twitter Update

    - by mroberts
    A short while ago I posted some code for a C# twitter update.  I decided to move the same functionality / logic to F#.  Here is what I came up with. 1: namespace Server.Actions 2:   3: open System 4: open System.IO 5: open System.Net 6: open System.Text 7:   8: type public TwitterUpdate() = 9: 10: //member variables 11: [<DefaultValue>] val mutable _body : string 12: [<DefaultValue>] val mutable _userName : string 13: [<DefaultValue>] val mutable _password : string 14:   15: //Properties 16: member this.Body with get() = this._body and set(value) = this._body <- value 17: member this.UserName with get() = this._userName and set(value) = this._userName <- value 18: member this.Password with get() = this._password and set(value) = this._password <- value 19:   20: //Methods 21: member this.Execute() = 22: let login = String.Format("{0}:{1}", this._userName, this._password) 23: let creds = Convert.ToBase64String(Encoding.ASCII.GetBytes(login)) 24: let tweet = Encoding.ASCII.GetBytes(String.Format("status={0}", this._body)) 25: let request = WebRequest.Create("http://twitter.com/statuses/update.xml") :?> HttpWebRequest 26: 27: request.Method <- "POST" 28: request.ServicePoint.Expect100Continue <- false 29: request.Headers.Add("Authorization", String.Format("Basic {0}", creds)) 30: request.ContentType <- "application/x-www-form-urlencoded" 31: request.ContentLength <- int64 tweet.Length 32: 33: let reqStream = request.GetRequestStream() 34: reqStream.Write(tweet, 0, tweet.Length) 35: reqStream.Close() 36:   37: let response = request.GetResponse() :?> HttpWebResponse 38:   39: match response.StatusCode with 40: | HttpStatusCode.OK -> true 41: | _ -> false   While the above seems to work, it feels to me like it is not taking advantage of some functional concepts.  Love to get some feedback as to how to make the above more “functional” in nature.  For example, I don’t like the mutable properties.

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  • Working with Reporting Services Filters – Part 2: The LIKE Operator

    - by smisner
    In the first post of this series, I introduced the use of filters within the report rather than in the query. I included a list of filter operators, and then focused on the use of the IN operator. As I mentioned in the previous post, the use of some of these operators is not obvious, so I'm going to spend some time explaining them as well as describing ways that you can use report filters in Reporting Services in this series of blog posts. Now let's look at the LIKE operator. If you write T-SQL queries, you've undoubtedly used the LIKE operator to produce a query using the % symbol as a wildcard for multiple characters like this: select * from DimProduct where EnglishProductName like '%Silver%' And you know that you can use the _ symbol as a wildcard for a single character like this: select * from DimProduct where EnglishProductName like '_L Mountain Frame - Black, 4_'   So when you encounter the LIKE operator in a Reporting Services filter, you probably expect it to work the same way. But it doesn't. You use the * symbol as a wildcard for multiple characters as shown here: Expression Data Type Operator Value [EnglishProductName] Text Like *Silver* Note that you don’t have to include quotes around the string that you use for comparison. Books Online has an example of using the % symbol as a wildcard for a single character, but I have not been able to successfully use this wildcard. If anyone has a working example, I’d love to see it!

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  • Permanent death in a MUD (think command line MMORPG)

    - by Luke Laupheimer
    I have considered writing a MUD for years, and I have a lot of ideas my friends think are really cool (and that's how I'd hope to get anywhere -- word of mouth). Thing is, there's one thing I have always wanted, that my friends and strangers hated: permanent death. Now, the emotional response I get to this is visceral revulsion, every time. I'm pretty sure I am the only person that wants this, or if I'm not, I'm a tiny minority. Now, the reason I want it is because I want the actions of the players to matter. Unlike a lot of other MUDs, which have a set of static city-states and social institutions etc, I want the things my players do, should I get any, to actually change the situation. And that includes killing people. If you kill someone, you didn't send them to time out, you killed them. What happens when you kill people? They go away. They don't come back in half an hour to smack talk you some more. They're gone. Forever. By making death non-permanent, you make death not matter. It would be similar if a climax to a character's arc is getting a speeding ticket. It cheapens it. Non-permanent death cheapens death. How can I: 1) Convince my players (and random people!) that this is actually a good idea?, or 2) Find some other way to make death and violence matter as much as it does in real life (except within the game, of course) sans character deletion? What alternatives are there out there?

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