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  • Spin-off of "Project: Memory++" in Khan academy [on hold]

    - by smraj
    This is the link of the program that I am trying https://www.khanacademy.org/cs/memory-tile-game/5966959895642112 When I am placing the mouse over the block it should change to red colour and when it is released the image should be displayed but my issue is that when i place the mouse over the block it changes its color ,but on release the image is not displayed.I kindly request someone in solving this

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  • Android app to remote control Samsung Smart TVs

    - by Gopinath
    Smart TV Remote is an unofficial Android app that lets you control Samsung Smart TVs connected over a local WiFi network. This app comes very handy when you want to control your TV which is not in line of sight of your TV remote control or just want to use your mobile phone/tablet to control the TV. Setting up a TV  is very easy using auto scan feature . Once the TV is setup, you are all set to start using the app as a remote control. A traditional remote controls makes use of infra red technology and it needs to be in the line of sight of the TV receiver to work. But this app make use of WiFi technology which give it flexibility of controlling the TV as long as the mobile & TV is connected to WiFi network. It just works even if the TV is behind a wall. The App provides very easy to use options to switch between channels and separate remotes with media controls, smart hub features and a numeric key pad if you want to navigate to a channel through its number. The App also provides a home screen widget with volume controls and channel navigation options. I use  this App to control Samsung E Series Smart Tv at home and it works very well. I’m impressed by the ease at which it allows to setup a TV, support for multiple TVs, controlling the TV though I’m not in the line of sight and using volume buttons of smart phone to control volume of TV. What’s annoying and missing with the app As advertised the app works very well in controlling Samsung TVs (B-, C-, D- E-, and F-Series) except it is very painful to move mouse pointer while browsing web on TV. When you try to move mouse pointer using the App, it mouse painfully slow especially. I gave us using the app to control mouse pointer after trying couple of times. I installed this App thinking that it may help me browse web on Smart TVs, especially a key board support to type web urls. App does not supports entering text either while browsing web or searching through Smart TV apps like YouTube, App Store etc. Developers of this App never advertised keyboard support so no complaints about this. But it would be very helpful if the developers allow this app use as a keyboard and rescue me from the pain of typing text using TV Remote control. Overall this is a very nice app and worth trying out – Download Smart TV Remote from Google Play

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  • Get Application Title from Windows Phone

    - by psheriff
    In a Windows Phone application that I am currently developing I needed to be able to retrieve the Application Title of the phone application. You can set the Deployment Title in the Properties of your Windows Phone Application, however getting to this value programmatically can be a little tricky. This article assumes that you have Visual Studio 2010 and the Windows Phone tools installed along with it. The Windows Phone tools must be downloaded separately and installed with Visual Studio2010. You may also download the free Visual Studio2010 Express for Windows Phone developer environment. The WMAppManifest.xml File First off you need to understand that when you set the Deployment Title in the Properties windows of your Windows Phone application, this title actually gets stored into an XML file located under the \Properties folder of your application. This XML file is named WMAppManifest.xml. A portion of this file is shown in the following listing. <?xml version="1.0" encoding="utf-8"?><Deployment  http://schemas.microsoft.com/windowsphone/2009/deployment"http://schemas.microsoft.com/windowsphone/2009/deployment"  AppPlatformVersion="7.0">  <App xmlns=""       ProductID="{71d20842-9acc-4f2f-b0e0-8ef79842ea53}"       Title="Mobile Time Track"       RuntimeType="Silverlight"       Version="1.0.0.0"       Genre="apps.normal"       Author="PDSA, Inc."       Description="Mobile Time Track"       Publisher="PDSA, Inc."> ... ...  </App></Deployment> Notice the “Title” attribute in the <App> element in the above XML document. This is the value that gets set when you modify the Deployment Title in your Properties Window of your Phone project. The only value you can set from the Properties Window is the Title. All of the other attributes you see here must be set by going into the XML file and modifying them directly. Note that this information duplicates some of the information that you can also set from the Assembly Information… button in the Properties Window. Why Microsoft did not just use that information, I don’t know. Reading Attributes from WMAppManifest I searched all over the namespaces and classes within the Windows Phone DLLs and could not find a way to read the attributes within the <App> element. Thus, I had to resort to good old fashioned XML processing. First off I created a WinPhoneCommon class and added two static methods as shown in the snippet below: public class WinPhoneCommon{  /// <summary>  /// Returns the Application Title   /// from the WMAppManifest.xml file  /// </summary>  /// <returns>The application title</returns>  public static string GetApplicationTitle()  {    return GetWinPhoneAttribute("Title");  }   /// <summary>  /// Returns the Application Description   /// from the WMAppManifest.xml file  /// </summary>  /// <returns>The application description</returns>  public static string GetApplicationDescription()  {    return GetWinPhoneAttribute("Description");  }   ... GetWinPhoneAttribute method here ...} In your Windows Phone application you can now simply call WinPhoneCommon.GetApplicationTitle() or WinPhone.GetApplicationDescription() to retrieve the Title or Description properties from the WMAppManifest.xml file respectively. You notice that each of these methods makes a call to the GetWinPhoneAttribute method. This method is shown in the following code snippet: /// <summary>/// Gets an attribute from the Windows Phone WMAppManifest.xml file/// To use this method, add a reference to the System.Xml.Linq DLL/// </summary>/// <param name="attributeName">The attribute to read</param>/// <returns>The Attribute's Value</returns>private static string GetWinPhoneAttribute(string attributeName){  string ret = string.Empty;   try  {    XElement xe = XElement.Load("WMAppManifest.xml");    var attr = (from manifest in xe.Descendants("App")                select manifest).SingleOrDefault();    if (attr != null)      ret = attr.Attribute(attributeName).Value;  }  catch  {    // Ignore errors in case this method is called    // from design time in VS.NET  }   return ret;} I love using the new LINQ to XML classes contained in the System.Xml.Linq.dll. When I did a Bing search the only samples I found for reading attribute information from WMAppManifest.xml used either an XmlReader or XmlReaderSettings objects. These are fine and work, but involve a little extra code. Instead of using these, I added a reference to the System.Xml.Linq.dll, then added two using statements to the top of the WinPhoneCommon class: using System.Linq;using System.Xml.Linq; Now, with just a few lines of LINQ to XML code you can read to the App element and extract the appropriate attribute that you pass into the GetWinPhoneAttribute method. Notice that I added a little bit of exception handling code in this method. I ignore the exception in case you call this method in the Loaded event of a user control. In design-time you cannot access the WMAppManifest file and thus an exception would be thrown. Summary In this article you learned how to retrieve the attributes from the WMAppManifest.xml file. I use this technique to grab information that I would otherwise have to hard-code in my application. Getting the Title or Description for your Windows Phone application is easy with just a little bit of LINQ to XML code. NOTE: You can download the complete sample code at my website. http://www.pdsa.com/downloads. Choose Tips & Tricks, then "Get Application Title from Windows Phone" from the drop-down. Good Luck with your Coding,Paul Sheriff ** SPECIAL OFFER FOR MY BLOG READERS **Visit http://www.pdsa.com/Event/Blog for a free video on Silverlight entitled Silverlight XAML for the Complete Novice - Part 1.  

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  • "Aero snap"-animation not working correctly on the right side of the screen [closed]

    - by Niklas
    When using the "aero snap"-feature on the right side of screen the animation doesn't fill up the complete screen height, Only if the mouse pointer is at the very top of the right side of screen. Otherwise the animation box moves vertically as the mouse is moved along the edge of the screen, this does not happen on the other sides of the screen. I thought about submitting a bug but the bug program advised me to ask here first.

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  • How to implement a simple bullet trajectory

    - by AirieFenix
    I searched and searched and although it's a fair simple question, I don't find the proper answer but general ideas (which I already have). I have a top-down game and I want to implement a gun which shoots bullets that follow a simple path (no physics nor change of trajectory, just go from A to B thing). a: vector of the position of the gun/player. b: vector of the mouse position (cross-hair). w: the vector of the bullet's trajectory. So, w=b-a. And the position of the bullet = [x=x0+speed*time*normalized w.x , y=y0+speed*time * normalized w.y]. I have the constructor: public Shot(int shipX, int shipY, int mouseX, int mouseY) { //I get mouse with Gdx.input.getX()/getY() ... this.shotTime = TimeUtils.millis(); this.posX = shipX; this.posY = shipY; //I used aVector = aVector.nor() here before but for some reason didn't work float tmp = (float) (Math.pow(mouseX-shipX, 2) + Math.pow(mouseY-shipY, 2)); tmp = (float) Math.sqrt(Math.abs(tmp)); this.vecX = (mouseX-shipX)/tmp; this.vecY = (mouseY-shipY)/tmp; } And here I update the position and draw the shot: public void drawShot(SpriteBatch batch) { this.lifeTime = TimeUtils.millis() - this.shotTime; //position = positionBefore + v*t this.posX = this.posX + this.vecX*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); this.posY = this.posY + this.vecY*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); ... } Now, the behavior of the bullet seems very awkward, not going exactly where my mouse is (it's like the mouse is 30px off) and with a random speed. I know I probably need to open the old algebra book from college but I'd like somebody says if I'm in the right direction (or points me to it); if it's a calculation problem, a code problem or both. Also, is it possible that Gdx.input.getX() gives me non-precise position? Because when I draw the cross-hair it also draws off the cursor position. Sorry for the long post and sorry if it's a very basic question. Thanks!

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  • how to do event checks for loops?

    - by yao jiang
    I am having some trouble getting the logic down for this. Currently, I have an app that animates the astar pathfinding algorithm. On start of the app, the ui will show the following: User can press "space" to randomly choose start/end coords, then the app will animate it. Or, user can choose the start/end by left-click/right-click. During the animation, the user can also left-click to generate blocks, or right-click to choose a new destiantion. Where I am stuck at is how to handle the events while the app is animating. Right now, I am checking events in the main loop, then when the app is animating, I do event checks again. While it works fine, I feel that I am probably doing it wrong. What is the proper way of setting up the main loop that will handle the events while the app is animating? In main loop, the app start animating once user choose start/end. In my draw function, I am putting another event checker in there. def clear(rows): for r in range(rows): for c in range(rows): if r%3 == 1 and c%3 == 1: color = brown; grid[r][c] = 1; buildCoor.append(r); buildCoor.append(c); else: color = white; grid[r][c] = 0; pick_image(screen, color, width*c, height*r); pygame.display.flip(); os.system('cls'); # draw out the grid def draw(start, end, grid, route_coord): # draw the end coords color = red; pick_image(screen, color, width*end[1],height*end[0]); pygame.display.flip(); # then draw the rest of the route for i in range(len(route_coord)): # pausing because we want animation time.sleep(speed); # get the x/y coords x,y = route_coord[i]; event_on = False; if grid[x][y] == 2: color = green; elif grid[x][y] == 3: color = blue; for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 3: print "destination change detected, rerouting"; # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; grid[r][c] = 4; end = [r, c]; elif event.button == 1: print "user generated event"; pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # mark it as a block for now grid[r][c] = 1; event_on = True; if check_events([x,y]) or event_on: # there is an event # mark it as a block for now grid[y][x] = 1; pick_image(screen, event_x, width*y, height*x); pygame.display.flip(); # then find a new route new_start = route_coord[i-1]; marked_grid, route_coord = find_route(new_start, end, grid); draw(new_start, end, grid, route_coord); return; # just end draw here so it wont throw the "index out of range" error elif grid[x][y] == 4: color = red; pick_image(screen, color, width*y, height*x); pygame.display.flip(); # clear route coord list, otherwise itll just add more unwanted coords route_coord_list[:] = []; clear(rows); # main loop while not done: # check the events for event in pygame.event.get(): # mouse events if event.type == pygame.MOUSEBUTTONDOWN: # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # find which button pressed, highlight grid accordingly if event.button == 1: # left click, start coords if grid[r][c] == 2: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 4: grid[r][c] = 2; start = [r,c]; color = green; else: grid[r][c] = 1; color = brown; elif event.button == 3: # right click, end coords if grid[r][c] == 4: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 2: grid[r][c] = 4; end = [r,c]; color = red; else: grid[r][c] = 1; color = brown; pick_image(screen, color, width*c, height*r); # keyboard events elif event.type == pygame.KEYDOWN: clear(rows); # one way to quit program if event.key == pygame.K_ESCAPE: print "program will now exit."; done = True; # space key for random start/end elif event.key == pygame.K_SPACE: # first clear the ui clear(rows); # now choose random start/end coords buildLoc = zip(buildCoor,buildCoor[1:])[::2]; #print buildLoc; (start_x, start_y, end_x, end_y) = pick_point(); while (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: (start_x, start_y, end_x, end_y) = pick_point(); clear(rows); print "chosen random start/end coords: ", (start_x, start_y, end_x, end_y); if (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: print "error"; # draw the route marked_grid, route_coord = find_route([start_x,start_y],[end_x,end_y], grid); draw([start_x, start_y], [end_x, end_y], marked_grid, route_coord); # return key for user defined start/end elif event.key == pygame.K_RETURN: # first clear the ui clear(rows); # get the user defined start/end print "user defined start/end are: ", (start[0], start[1], end[0], end[1]); grid[start[0]][start[1]] = 1; grid[end[0]][end[1]] = 2; # draw the route marked_grid, route_coord = find_route(start, end, grid); draw(start, end, marked_grid, route_coord); # c to clear the screen elif event.key == pygame.K_c: print "clearing screen."; clear(rows); # go fullscreen elif event.key == pygame.K_f: if not full_sc: pygame.display.set_mode([1366, 768], pygame.FULLSCREEN); full_sc = True; rows = 15; clear(rows); else: pygame.display.set_mode(size); full_sc = False; # +/- key to change speed of animation elif event.key == pygame.K_LEFTBRACKET: if speed >= 0.1: print SPEED_UP; speed = speed_up(speed); print speed; else: print FASTEST; print speed; elif event.key == pygame.K_RIGHTBRACKET: if speed < 1.0: print SPEED_DOWN; speed = slow_down(speed); print speed; else: print SLOWEST print speed; # second method to quit program elif event.type == pygame.QUIT: print "program will now exit."; done = True; # limit to 20 fps clock.tick(20); # update the screen pygame.display.flip();

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  • When using Zoom, cursor disappears

    - by Lea
    In Ubuntu 12.04 Unity, when I use the Compiz Zoom feature, the mouse cursor disappears. This did not happen in 10.04, it worked great until I installed 12.04. In 12.04 zoom was disabled by default, so I re-enabled it to use Super+scroll wheel as it was before. The only thing different now is that the shortcut listing appears while zooming, zooming is not as smooth, and I have no mouse cursor. How can I get the cursor to remain visible while zoomed in?

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  • Elantech multitouch breaks after sleep and unknown events

    - by levesque
    EDIT: I previously thought this was related to mouse, but I have been experiencing these issues without a mouse plugged-in during the past weeks. I therefore rewrote the description. The two-finger scrolling on my UX31 works just fine, but sometimes it stops working, the cause is unknown. Multitouch also breaks whenever I go in sleep mode. Logging out and back in fixes the issue, till it happens again (sleep, or the unknown source) Does this sound familiar to anyone here?

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  • Particle System in XNA - cannot draw particle

    - by Dave Voyles
    I'm trying to implement a simple particle system in my XNA project. I'm going by RB Whitaker's tutorial, and it seems simple enough. I'm trying to draw particles within my menu screen. Below I've included the code which I think is applicable. I'm coming up with one error in my build, and it is stating that I need to create a new instance of the EmitterLocation from the particleEngine. When I hover over particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); it states that particleEngine is returning a null value. What could be causing this? /// <summary> /// Base class for screens that contain a menu of options. The user can /// move up and down to select an entry, or cancel to back out of the screen. /// </summary> abstract class MenuScreen : GameScreen ParticleEngine particleEngine; public void LoadContent(ContentManager content) { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } base.LoadContent(); List<Texture2D> textures = new List<Texture2D>(); textures.Add(content.Load<Texture2D>(@"gfx/circle")); textures.Add(content.Load<Texture2D>(@"gfx/star")); textures.Add(content.Load<Texture2D>(@"gfx/diamond")); particleEngine = new ParticleEngine(textures, new Vector2(400, 240)); } public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); // Update each nested MenuEntry object. for (int i = 0; i < menuEntries.Count; i++) { bool isSelected = IsActive && (i == selectedEntry); menuEntries[i].Update(this, isSelected, gameTime); } particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); particleEngine.Update(); } public override void Draw(GameTime gameTime) { // make sure our entries are in the right place before we draw them UpdateMenuEntryLocations(); GraphicsDevice graphics = ScreenManager.GraphicsDevice; SpriteBatch spriteBatch = ScreenManager.SpriteBatch; SpriteFont font = ScreenManager.Font; spriteBatch.Begin(); // Draw stuff logic spriteBatch.End(); particleEngine.Draw(spriteBatch); }

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  • Question about BoundingSpheres and Ray intersections

    - by NDraskovic
    I'm working on a XNA project (not really a game) and I'm having some trouble with picking algorithm. I have a few types of 3D models that I draw to the screen, and one of them is a switch. So I'm trying to make a picking algorithm that would enable the user to click on the switch and that would trigger some other function. The problem is that the BoundingSphere.Intersect() method always returns null as result. This is the code I'm using: In the declaration section: ` //Basic matrices private Matrix world = Matrix.CreateTranslation(new Vector3(0, 0, 0)); private Matrix view = Matrix.CreateLookAt(new Vector3(10, 10, 10), new Vector3(0, 0, 0), Vector3.UnitY); private Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), 800f / 600f, 0.01f, 100f); //Collision detection variables Viewport mainViewport; List<BoundingSphere> spheres = new List<BoundingSphere>(); Ray ControlRay; Vector3 nearPoint, farPoint, nearPlane, farPlane, direction; ` And then in the Update method: ` nearPlane = new Vector3((float)Mouse.GetState().X, (float)Mouse.GetState().Y, 0.0f); farPlane = new Vector3((float)Mouse.GetState().X, (float)Mouse.GetState().Y, 10.0f); nearPoint = GraphicsDevice.Viewport.Unproject(nearPlane, projection, view, world); farPoint = GraphicsDevice.Viewport.Unproject(farPlane, projection, view, world); direction = farPoint - nearPoint; direction.Normalize(); ControlRay = new Ray(nearPoint, direction); if (spheres.Count != 0) { for (int i = 0; i < spheres.Count; i++) { if (spheres[i].Intersects(ControlRay) != null) { Window.Title = spheres[i].Center.ToString(); } else { Window.Title = "Empty"; } } ` The "spheres" list gets filled when the 3D object data gets loaded (I read it from a .txt file). For every object marked as switch (I use simple numbers to determine which object is to be drawn), a BoundingSphere is created (center is on the coordinates of the 3D object, and the diameter is always the same), and added to the list. The objects are drawn normally (and spheres.Count is not 0), I can see them on the screen, but the Window title always says "Empty" (of course this is just for testing purposes, I will add the real function when I get positive results) meaning that there is no intersection between the ControlRay and any of the bounding spheres. I think that my basic matrices (world, view and projection) are making some problems, but I cant figure out what. Please help.

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  • Best way to implement a simple bullet trajectory

    - by AirieFenix
    I searched and searched and although it's a fair simple question, I don't find the proper answer but general ideas (which I already have). I have a top-down game and I want to implement a gun which shoots bullets that follow a simple path (no physics nor change of trajectory, just go from A to B thing). a: vector of the position of the gun/player. b: vector of the mouse position (cross-hair). w: the vector of the bullet's trajectory. So, w=b-a. And the position of the bullet = [x=x0+speed*time*normalized w.x , y=y0+speed*time * normalized w.y]. I have the constructor: public Shot(int shipX, int shipY, int mouseX, int mouseY) { //I get mouse with Gdx.input.getX()/getY() ... this.shotTime = TimeUtils.millis(); this.posX = shipX; this.posY = shipY; //I used aVector = aVector.nor() here before but for some reason didn't work float tmp = (float) (Math.pow(mouseX-shipX, 2) + Math.pow(mouseY-shipY, 2)); tmp = (float) Math.sqrt(Math.abs(tmp)); this.vecX = (mouseX-shipX)/tmp; this.vecY = (mouseY-shipY)/tmp; } And here I update the position and draw the shot: public void drawShot(SpriteBatch batch) { this.lifeTime = TimeUtils.millis() - this.shotTime; //position = positionBefore + v*t this.posX = this.posX + this.vecX*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); this.posY = this.posY + this.vecY*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); ... } Now, the behavior of the bullet seems very awkward, not going exactly where my mouse is (it's like the mouse is 30px off) and with a random speed. I know I probably need to open the old algebra book from college but I'd like somebody says if I'm in the right direction (or points me to it); if it's a calculation problem, a code problem or both. Also, is it possible that Gdx.input.getX() gives me non-precise position? Because when I draw the cross-hair it also draws off the cursor position. Sorry for the long post and sorry if it's a very basic question. Thanks!

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  • Zooming in isometric engine using XNA

    - by Yheeky
    I´m currently working on an isometric game engine and right now I´m looking for help concerning my zoom function. On my tilemap there are several objects, some of them are selectable. When a house (texture size 128 x 256) is placed on the map I create an array containing all pixels (= 32768 pixels). Therefore each pixel has an alpha value I check if the value is bigger than 200 so it seems to be a pixel which belongs to the building. So if the mouse cursor is on this pixel the building will be selected - PixelCollision. Now I´ve already implemented my zooming function which works quite well. I use a scale variable which will change my calculation on drawing all map items. What I´m looking for right now is a precise way to find out if a zoomed out/in house is selected. My formula works for values like 0,5 (zoomed out) or 2 (zoomed in) but not for in between. Here is the code I use for the pixel index: var pixelIndex = (int)(((yPos / (Scale * Scale)) * width) + (xPos / Scale) + 1); Example: Let´s assume my mouse is over pixel coordinate 38/222 on the original house texture. Using the code above we get the following pixel index. var pixelIndex = ((222 / (1 * 1)) * 128) + (38 / 1) + 1; = (222 * 128) + 39 = 28416 + 39 = 28455 If we now zoom out to scale 0,5, the texture size will change to 64 x 128 and the amount of pixels will decrease from 32768 to 8192. Of course also our mouse point changes by the scale to 19/111. The formula makes it easy to calculate the original pixelIndex using our new coordinates: var pixelIndex = ((111 / (0.5 * 0.5)) * 64) + (19 / 0.5) + 1; = (444 * 64) + 39 = 28416 + 39 = 28455 But now comes the problem. If I zoom out just to scale 0.75 it does not work any more. The pixel amount changes from 32768 to 18432 pixels since texture size is 96 x 192. Mouse point is transformed to point 28/166. The formula gives me a wrong pixelIndex. var pixelIndex = ((166 / (0.75 * 0.75)) * 96) + (28 / 0.75) + 1; = (295.11 * 96) + 38.33 = 28330.66 + 38.33 = 28369 Does anyone have a clue what´s wrong in my code? Must be the first part (28330.66) which causes the calculation problem. Thanks! Yheeky

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  • Oracle VDI thin client terminal and Synergy

    - by katsumii
    I use my main laptop and old SunRay thin client hardware at my office.I set up Synergy for keyboard/mouse/clipboard sharing and I thought I hit this issue.  Bug #3002 - Mouse Pointer Invisible on Client PC - SynergyRDP and a thin client setup I found this workaround. Turning "Display pointer trails" on somehow made mymouse appear on thin client side.  This may or may not work in different kind of Oracle VDI setup or other vendors' thin client. 

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  • Isometric tile selection

    - by Dylan Lundy
    I'm not all that good with Maths. I'm trying to make a function to convert mouse coordinates into a particular tile in an isometric view. All of the algorithms I have seen so far work with the X & Y axes going diagonal, my game is currently set up like this, and I would like to keep it so. Is there an algorithm so that if the mouse was at the red dot, it would return the coordinates of the tile that it is sitting on? (6,2)

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  • How do I make a rich menu for an appindicator?

    - by Erigami
    I'm adding menu items to an appindicator in pygtk. I don't want them to behave like ordinary menu items: I want them to have normal appearance, but not to respond to mouse hovers and mouse clicks. The way I imagine the new sound menu will behave. In other words, I want to prevent the MenuItem selection that's going on below: How do I go about doing that? What events should I swallow, or is there a better way?

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  • Guest Post: Instantiate SharePoint Workflow On Item Deleted

    - by Brian Jackett
    In this post, guest author Lucas Eduardo Silva will walk you through the steps of instantiating a workflow using an item event receiver from a custom list.  The ItemDeleting event will require approval via the workflow. Foreword     As you may have read recently, I injured my right hand and have had it in a cast for the past 3 weeks.  Due to this I planned to reduce my blogging while my hand heals.  As luck would have it, I was actually approached by someone who asked if they could be a guest author on my blog.  I’ve never had a guest author, but considering my injury now seemed like as good a time as ever to try it out. About the Guest Author     Lucas Eduardo Silva (email) works for CPM Braxis, a sibling company to my employer Sogeti in the CapGemini family.  Lucas and I exchanged emails a few times after one of my  recent posts and continued into various topics.  When I posted that I had injured my hand, Lucas mentioned that he had a post idea that he would like to publish and asked if it could be published on my blog.  The below content is the result of that collaboration. The Problem     Lucas has a big problem.  He has a workflow that he wants to fire every time an item is deleted from a custom list. He has already created the association in the "item deleting event", but needs to approve the deletion but the workflow is finishing first. Lucas put an onWorkflowItemChanged wait for the change of status approval, but it is not being hit. The Solution Note: This solution assumes you have the Visual Studio Extensions for Windows SharePoint Services (VSeWSS) installed to access the SharePoint project templates within VIsual Studio. 1 - Create a workflow that will be activated by ItemEventReceiver. 2 - Create the list by Visual Studio clicking in File -> New -> Project. Select SharePoint, then List Definition. 3 - Select the type of document to be created. List, Document Library, Wiki, Tasks, etc.. 4 - Visual Studio creates the file ItemEventReceiver.cs with all possible events in a list. 5 – In the workflow project, open the workflow.xml and copy the ID. 6 - Uncomment the ItemDeleting and insert the following code by replacing the ID that you copied earlier.   //Cancel the Exclusion properties.Cancel = true;   //Activating Exclusion Workflow SPWorkflowManager workflowManager = properties.ListItem.Web.Site.WorkflowManager;   SPWorkflowAssociation wfAssociation = properties.ListItem.ParentList.WorkflowAssociations. GetAssociationByBaseID(new Guid("37b5aea8-792a-4ded-be25-d283d9fe1f9d"));   workflowManager.StartWorkflow(properties.ListItem, wfAssociation, wfAssociation.AssociationData, true);   properties.Status = SPEventReceiverStatus.CancelNoError;   7 - properties.Cancel cancels the event being activated and executes the code that is inside the event. In the example, it cancels the deletion of the item to start the workflow that will be active as an association list with the workflow ID. 8 - Create and deploy the workflow and the list for SharePoint. 9 - Create a list through the model that was created. 10 - Enable the workflow in the list and Congratulations! Every time you try to delete the item the workflow is activated. TIP: If you really want to delete the item after the workflow is done you will have to delete the item by the workflow.   this.workflowProperties.Site.AllowUnsafeUpdates = true; this.workflowProperties.Item.Delete(); this.workflowProperties.List.Update();   Conclusion     In this guest post Lucas took you through the steps of creating an item deletion approval workflow with an event receiver.  This was also the first time I’ve had a guest author on this blog.  Many thanks to Lucas for putting together this content and offering it.  I haven’t decided how I’d handle future guest authors, mostly because I don’t know if there are others who would want to submit content.  If you do have something that you would like to guest author on my blog feel free to drop me a line and we can discuss.  As a disclaimer, there are no guarantees that it will be published though.  For now enjoy Lucas’ post and look for my return to regular blogging soon.         -Frog Out   <Update 1> If you wish to contact Lucas you can reach him at [email protected] </Update 1>

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  • Workarounds for supporting MVVM in the Silverlight TreeView Control

    - by cibrax
    MVVM (Model-View-ViewModel) is the pattern that you will typically choose for building testable user interfaces either in WPF or Silverlight. This pattern basically relies on the data binding support in those two technologies for mapping an existing model class (the view model) to the different parts of the UI or view. Unfortunately, MVVM was not threated as first citizen for some of controls released out of the box in the Silverlight runtime or the Silverlight toolkit. That means that using data binding for implementing MVVM is not always something trivial and usually requires some customization in the existing controls. In ran into different problems myself trying to fully support data binding in controls like the tree view or the context menu or things like drag & drop.  For that reason, I decided to write this post to show how the tree view control or the tree view items can be customized to support data binding in many of its properties. In first place, you will typically use a tree view for showing hierarchical data so the view model somehow must reflect that hierarchy. An easy way to implement hierarchy in a model is to use a base item element like this one, public abstract class TreeItemModel { public abstract IEnumerable<TreeItemModel> Children; } You can later derive your concrete model classes from that base class. For example, public class CustomerModel { public string FullName { get; set; } public string Address { get; set; } public IEnumerable<OrderModel> Orders { get; set; } }   public class CustomerTreeItemModel : TreeItemModel { public CustomerTreeItemModel(CustomerModel customer) { }   public override IEnumerable<TreeItemModel> Children { get { // Return orders } } } The Children property in the CustomerTreeItem model implementation can return for instance an ObservableCollection<TreeItemModel> with the orders, so the tree view will automatically subscribe to all the changes in the collection. You can bind this model to the tree view control in the UI by using a Hierarchical data template. <e:TreeView x:Name="TreeView" ItemsSource="{Binding Customers}"> <e:TreeView.ItemTemplate> <sdk:HierarchicalDataTemplate ItemsSource="{Binding Children}"> <!-- TEMPLATE --> </sdk:HierarchicalDataTemplate> </e:TreeView.ItemTemplate> </e:TreeView> An interesting behavior with the Children property and the Hierarchical data template is that the Children property is only invoked before the expansion, so you can use lazy load at this point (The tree view control will not expand the whole tree in the first expansion). The problem with using MVVM in this control is that you can not bind properties in model with specific properties of the TreeView item such as IsSelected or IsExpanded. Here is where you need to customize the existing tree view control to support data binding in tree items. public class CustomTreeView : TreeView { public CustomTreeView() { }   protected override DependencyObject GetContainerForItemOverride() { CustomTreeViewItem tvi = new CustomTreeViewItem(); Binding expandedBinding = new Binding("IsExpanded"); expandedBinding.Mode = BindingMode.TwoWay; tvi.SetBinding(CustomTreeViewItem.IsExpandedProperty, expandedBinding); Binding selectedBinding = new Binding("IsSelected"); selectedBinding.Mode = BindingMode.TwoWay; tvi.SetBinding(CustomTreeViewItem.IsSelectedProperty, selectedBinding); return tvi; } }   public class CustomTreeViewItem : TreeViewItem { public CustomTreeViewItem() { }   protected override DependencyObject GetContainerForItemOverride() { CustomTreeViewItem tvi = new CustomTreeViewItem(); Binding expandedBinding = new Binding("IsExpanded"); expandedBinding.Mode = BindingMode.TwoWay; tvi.SetBinding(CustomTreeViewItem.IsExpandedProperty, expandedBinding); Binding selectedBinding = new Binding("IsSelected"); selectedBinding.Mode = BindingMode.TwoWay; tvi.SetBinding(CustomTreeViewItem.IsSelectedProperty, selectedBinding); return tvi; } } You basically need to derive the TreeView and TreeViewItem controls to manually add a binding for the properties you need. In the example above, I am adding a binding for the “IsExpanded” and “IsSelected” properties in the items. The model for the tree items now needs to be extended to support those properties as well, public abstract class TreeItemModel : INotifyPropertyChanged { bool isExpanded = false; bool isSelected = false;   public abstract IEnumerable<TreeItemModel> Children { get; }   public bool IsExpanded { get { return isExpanded; } set { isExpanded = value; if (PropertyChanged != null) PropertyChanged(this, new PropertyChangedEventArgs("IsExpanded")); } }   public bool IsSelected { get { return isSelected; } set { isSelected = value; if (PropertyChanged != null) PropertyChanged(this, new PropertyChangedEventArgs("IsSelected")); } }   public event PropertyChangedEventHandler PropertyChanged; } However, as soon as you use this custom tree view control, you lose all the automatic styles from the built-in toolkit themes because they are tied to the control type (TreeView in this case).  The only ugly workaround I found so far for this problem is to copy the styles from the Toolkit source code and reuse them in the application.

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  • Problems with Software Sources -- I tried to add a Repository and it failed. How do I fix it?

    - by Brenton Horne
    As in the title. I tried to add a Repository, how do I remove it. It won't let me via the software-sources program. I tried sudo ppa-purge ppa:quantal (the name of it) and it failed anyone got any ideas? (lin 1) deb http://archive.ubuntu.com/ubuntu/ quantal main restricted universe multiverse (lin 2) deb-src http://archive.ubuntu.com/ubuntu/ quantal main restricted universe multiverse #Added by software-properties (lin 3) deb http://security.ubuntu.com/ubuntu/ quantal-security main restricted universe multiverse (lin 4) deb-src http://security.ubuntu.com/ubuntu/ quantal-security main restricted universe multiverse #Added by software-properties (lin 5) deb http://archive.ubuntu.com/ubuntu/ quantal-updates main restricted universe multiverse (lin 6) deb-src http://archive.ubuntu.com/ubuntu/ quantal-updates main restricted universe multiverse #Added by software-properties (lin 7) deb http://launchpad.net/ubuntu/quantal/amd64/ quantal (lin 8) deb-src http://launchpad.net/ubuntu/quantal/amd64/ quantal -- sources.list file contents

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  • What's New In 11.1.2.1 (Talleyrand SP1)

    - by russ.bishop
    This release is primarily about bug fixes and that's what we spent the most time on, but we also addressed a number of other things: 1. Performance improvements We've done a lot of work to improve the performance of page load and execution times. For example, the View Compare page is about half the size it was previously! We've also done a lot of work on the server to improve performance of queries, exports, action scripts, etc. We implemented some finer-grained locking so fewer operations will block other users while they are in progress. We made some optimizations to improve performance when you have a lot of network or database latency as well. Just a few examples: An Import that previously took 8 GB of memory and hours to complete now runs in about 30 minutes and never takes more than 1 GB of RAM. Searching by exact Node Name now completes within 2 seconds even for a hierarchy with millions of nodes. Another search that was taking 30 seconds to run now completes in less than 5 seconds. 2. Upgrade support This release supports automatic upgrade from previous releases, built right into the console. 3. Console Improvements The Console has been reorganized and made easier to use. It is also much more multi-threaded so it responds quicker without freezing up when you save changes or when it needs to get status. 4. Property Namespaces Properties now have a concept called a Namespace. This is tied into the Application Templates to prevent conflicts with duplicate property names. Right now, if you have an AccountType and you pull in the HFM template, it also has AccountType so you end up creating properties with decorations on the name like "Account Type (HFM)". This is no longer necessary. In addition, properties within a namespace must have unique labels but they can be duplicated across namespaces. So in the Property Grid when you click on the HFM category, you just see "AccountType". When you click on MyCategory, you see "AccountType", but they are different properties with different values. Within formulas, the names are still unique (eg: Custom.AccountType vs HFM.AccountType). I'll write more about this one later. 5. Single Sign On DRM now supports Single Sign-On via HSS. For example, if you are using Oracle's OAM as your SSO solution then you configure HSS to use OAM just like you would before. You also configure DRM to use HSS, again just like before. Then you configure OAM to protect the DRM web app, like you would any other website. However once you do those things, users are no longer prompted to enter their username/password. They simply get redirected to OAM if they don't already have a login token, otherwise they pick their application and sail right into DRM. You can also avoid having to pick an application (see the next item) 6. URL-based navigation You can now specify the application you want to log into via the URL. Combined with SSO and your Intranet, it becomes easy to provide links on our intranet portal that take users directly into a specific DRM application. We also support specifying the Version, Hierarchy, and Node. Again, this can be used on your internal portal, but the scenarios get even more interesting when you are using workflow like Oracle BPEL you can automatically generate links within emails that will take users directly to a specific node in the UI. 7. Job status and cancellation A lot of the jobs now report their status and support true cancellation. Action Scripts also report a progress complete percentage since the amount of work is known ahead of time. 8. Action Script Options Action scripts support Option declarations at the top of the file so a script can self-describe (when specified in the file, the corresponding item in the file is ignored). For example: Option|DetectDelimiter Option|UsePropertyNames|true This will tell DRM to automatically detect the delimiter (a pipe symbol in this case) and that all references to properties are by Name, not by Label. Note that when you load a script in the UI, if you use Labels we automatically try to match them up if they are unique. Any duplicates are indicated and you are presented with a choice to pick which property you actually referred to. This is somewhat similar to Version substitution, but tailored for properties. There are other more minor changes and like I said earlier a lot of bug fixes and performance improvements. Hopefully I will get a chance to dig into some of these things in future blog posts.

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  • WIX 3.5 Unexpected Child Element iis:Certificate

    - by Wil Peck
    Came across this today when I switched from WIX 3.0 and VS 2008 to WIX 3.5 and VS 2010.  The solution ended up being pretty simple.  Just need to update the Wix Project Properties to provide an additional parameter to the compiler and linker. These can be found at Wix Installer Project Properties > Tool Settings > Additional Parameters Compiler and Wix Installer Project Properties > Tool Settings > Additional Parameters Linker.  Just make sure to add ‘-ext WixIIsExtension’ in the fields and recompile.   Technorati Tags: WIX,WIX 3.5,Help

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  • Apache Commons PropertiesConfiguration escapes characters on Save [migrated]

    - by Anuvrat
    I am using the commons-configuration from apache commons library. I have a properties file which has properties like: blog_loc=http://my.blog.com blog_name="my blog name" I open the properties file, change the blog_name property and save the file. The following are the lines of code I use: PropertiesConfiguration propertyFile = new PropertiesConfiguration(propertyFileName); propertyFile.setProperty(blog_name, "blog name"); propertyFile.save(propertyFileName + ".out"); Unfortunately, in the output file certain characters get escaped as follows: blog_loc=http:\/\/my.blog.com blog_name=\"blog name\" Is there any way of preventing escaping of the above characters?

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  • How to mock a dynamic object

    - by Daniel Cazzulino
    Someone asked me how to mock a dynamic object with Moq, which might be non-obvious. Given the following interface definition: public interface IProject { string Name { get; } dynamic Data { get; } } When you try to setup the mock for the dynamic property values, you get:   What’s important to realize is that a dynamic object is just a plain object, whose properties happen to be resolved at runtime. Kinda like reflection, if you will: all public properties of whatever object happens to be the instance, will be resolved just fine at runtime. Therefore, one way to mock this dynamic is to just create an anonymous type with the properties we want, and set the dynamic property to return that:...Read full article

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  • Fixed timestep and interpolation question

    - by Eric
    I'm following Glenn Fiedlers excellent Fix Your Timestep! tutorial to step my 2D game. The problem I'm facing is in the interpolation phase in the end. My game has a Tween-function which lets me tween properties of my game entites. Properties such as scale, shear, position, color, rotation etc. Im curious of how I'd interpolate these values, since there's a lot of them. My first thought is to keep a previous value of every property (colorPrev, scalePrev etc.), and interpolate between those. Is this the correct method? To interpolate my characters I use their velocity; renderPostion = position + (velocity * interpolation), but I cannot apply that to color for example. So what is the desired method to interpolate various properties or a entity? Is there any rule of thumb to use?

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  • URL SEO : Using directories or exact keyword phrase in the URL [duplicate]

    - by rahul14gt
    This question already has an answer here: What is the best stucture of SEO friendly URL? 3 answers I am trying to understand how to best optimise a url for a page to rank high for specific keywords. Example: a top keyword search is "rental properties in new york". Question is does this keyword need to appear as this exact phrase in the url or should it be broken up into different directories for a better structure e.g.: www.abc.com/en/properties/new-york/rental OR www.abc.com/en/rental-properties-in-new-york Which will help the page rank higher (given all other things on the page are exactly the same)? Thanks!

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