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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • How to Disable Pidgin Notifications in Ubuntu

    - by Justin Garrison
    Ubuntu notifications are great, but some applications can get annoying by popping up things you don’t care about. Here is how you can disable, or enable, specific notifications for Pidgin. Whether you only want notifications when buddies sign on and off, or you only want new message notifications the libnotify plugin allows you to tweak the settings to your liking.How To Make a Youtube Video Into an Animated GIFHTG Explains: What Are Character Encodings and How Do They Differ?How To Make Disposable Sleeves for Your In-Ear Monitors

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  • Disable Facebook plug-in on default Firefox

    - by nvcnvn
    This may a Firefox question rather than Ubuntu but since the plug-in seem to be integrated with the Ubuntu status bar so I think I should try my luck here. Just update to Firefox 17 and not sure why now when I go to Facebook a icon show in launcher and a entry for Facebook at the top-right conner under the message icon. How can I disable this plug-in? It not in the list of my Extensions or Plugins list! Update Here is an screenshot:

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  • Disable Cinnamon 2 lock screen?

    - by minerz029
    When my computer is locked, I am presented with the default Ubuntu lockscreen. When I enter my password and unlock it, I am presented with the Cinnamon 2 lock screen and I have to enter my password again. How can I disable the Cinnamon 2 lock screen? Note: I've installed Cinnamon 2 with these commands: sudo add-apt-repository ppa:gwendal-lebihan-dev/cinnamon-stable sudo apt-get update sudo apt-get install cinnamon

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  • How to disable Chrome's Incognito Mode?

    - by Jason Tu
    I use this extension called Website Blocker to discourage me from checking Gmail/Reddit. However, it is easy and tempting to open a New Incognito Window; since extensions are disabled in Incognito Mode, I'm still able to browse Gmail/Reddit in this manner. Is there any way to disable Chrome's Incognito Mode in Ubuntu? Ideally, this would encourage me to use my smartphone as a dedicated Gmail/Reddit checker.

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  • Disable XF86Back and XF86Forward (back/forward on Lenovo Thinkpad)

    - by Nicolas Raoul
    My Thinkpad R500 has back/forward keys just about the direction keys, so on Firefox I keep losing entered text, accidentally. How to disable these back/forward keys? Excerpt from xev: KeyPress event, serial 29, synthetic NO, window 0x5e00001, root 0xbc, subw 0x0, time 2375874, (1279,794), root:(1285,881), state 0x10, keycode 166 (keysym 0x1008ff26, XF86Back), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False KeyPress event, serial 32, synthetic NO, window 0x5e00001, root 0xbc, subw 0x0, time 2377115, (1279,794), root:(1285,881), state 0x10, keycode 167 (keysym 0x1008ff27, XF86Forward), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False

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  • warning on nginx auto start disable

    - by Nanda
    I removed nginx from startup by running: $ sudo update-rc.d -f nginx disable I get the below output: update-rc.d: using dependency based boot sequencing insserv: warning: current start runlevel(s) (empty) of script `nginx' overrides LSB defaults (2 3 4 5). insserv: warning: current stop runlevel(s) (0 1 2 3 4 5 6) of script `nginx' overrides LSB defaults (0 1 6). Are these harmless warnings or is there something I should do?

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  • How do I disable network connection at prelogin?

    - by ProGNOMmers
    --- This question is related to Ubuntu 12.10, since previous versions did not connect to network before login --- I had a bad boot today: the Ubuntu screen was blocked at startup time, after a green [OK] and a white blinking underscore. In recovery mode I figured out the problem: NetworkManager hung trying to connect to a wireless network that wasn't available anymore, and so I couldn't reach the prelogin level. Anyway: I really don't like that the pc connects to a network before the user logging in. How is it possible to disable it?

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  • How to Disable Application Switching in Windows 8

    - by Taylor Gibb
    Application switching allows you to quickly switch between your open Metro apps by sliding your finger across the left side of the screen, or moving your mouse to the corner. If you don’t like this behavior, it’s easy to disable. How to Stress Test the Hard Drives in Your PC or Server How To Customize Your Android Lock Screen with WidgetLocker The Best Free Portable Apps for Your Flash Drive Toolkit

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  • How to Disable Compatibility Mode in Internet Explorer

    - by Taylor Gibb
    Compatibility mode in IE is a feature that helps you view webpages that were designed for previous versions of the browser, however having it enabled can break newer sites that were designed for modern browsers. Here’s how to disable it and make sure it only runs for older sites. 6 Ways Windows 8 Is More Secure Than Windows 7 HTG Explains: Why It’s Good That Your Computer’s RAM Is Full 10 Awesome Improvements For Desktop Users in Windows 8

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  • I am not able to disable certain keys even after using xmodmap

    - by Arora
    Some of the keys on my keyboard are continously pressed. I am trying to disable that key using the following command: xmodmap -e 'keycode 115=' or xmodmap -e 'keycode 115='NoSymbol' It works for some time, I can see the Symbol associated with that key getting updated using xev command. But the problem is it gets changed to it's default symbol after some time and starts creating the problem again. How can I overcome this issue.

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  • Disable Dash Home Shortcut in 12.04

    - by kunigami
    I'm using Ubuntu 12.04 in VirtualBox on a MacBook. The current shortcut for the dash home launcher is the Command key (Super). I'm trying to disable it. First, this option is not present in the shortcuts preferences. I have already tried: Changing it through gconf-editor Changing it through ccsm Even though when I press Super or Super+F it still launches the dash home. Any ideas on what I can still try?

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  • Disable XF86Back and XF86Forward (browser back/forward on Lenovo Thinkpad)

    - by Nicolas Raoul
    My Thinkpad R500 has back/forward keys just about the direction keys, so on Firefox I keep losing entered text, accidentally. How to disable these back/forward keys? Excerpt from xev: KeyPress event, serial 29, synthetic NO, window 0x5e00001, root 0xbc, subw 0x0, time 2375874, (1279,794), root:(1285,881), state 0x10, keycode 166 (keysym 0x1008ff26, XF86Back), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False KeyPress event, serial 32, synthetic NO, window 0x5e00001, root 0xbc, subw 0x0, time 2377115, (1279,794), root:(1285,881), state 0x10, keycode 167 (keysym 0x1008ff27, XF86Forward), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False

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  • Disable keyboard suspend key

    - by Jcubed
    How do I disable my keyboard's suspend key? My keyboard (Logitech k800) has a key for powering off the pc, in Ubuntu its working as a suspend button. I've tried assigning another shortcut to that button, but its not preventing the computer from sleeping. Also, I'm not sure if there's a difference between suspend and sleep, but it appears to be turning the computer completely off, but when I start it back up it resumes where it left off.

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  • How to get stack trace of a running process from within a Visual Studio add-in?

    - by Jack
    I am writing a Visual Studio add-in in C# which will run while I am debugging a process in the same Visual Studio window and I need access to that the process' stack trace from within my add-in. I tried putting this code into my add-in but it returns the add-in's stack trace, not the process I am debugging. System.Diagnostics.StackTrace stacktrace = new System.Diagnostics.StackTrace(true); System.Diagnostics.StackFrame stackframe = stacktrace.GetFrame(0); Any help would be appreciated.

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  • Naming PowerPoint Components With A VSTO Add-In

    - by Tim Murphy
    Note: Cross posted from Coding The Document. Permalink Sometimes in order to work with Open XML we need a little help from other tools.  In this post I am going to describe  a fairly simple solution for marking up PowerPoint presentations so that they can be used as templates and processed using the Open XML SDK. Add-ins are tools which it can be hard to find information on.  I am going to up the obscurity by adding a Ribbon button.  For my example I am using Visual Studio 2008 and creating a PowerPoint 2007 Add-in project.  To that add a Ribbon Visual Designer.  The new ribbon by default will show up on the Add-in tab. Add a button to the ribbon.  Also add a WinForm to collect a new name for the object selected.  Make sure to set the OK button’s DialogResult to OK. In the ribbon button click event add the following code. ObjectNameForm dialog = new ObjectNameForm(); Selection selection = Globals.ThisAddIn.Application.ActiveWindow.Selection;   dialog.objectName = selection.ShapeRange.Name;   if (dialog.ShowDialog() == DialogResult.OK) { selection.ShapeRange.Name = dialog.objectName; } This code will first read the current Name attribute of the Shape object.  If the user clicks OK on the dialog it save the string value back to the same place. Once it is done you can retrieve identify the control through Open XML via the NonVisualDisplayProperties objects.  The only problem is that this object is a child of several different classes.  This means that there isn’t just one way to retrieve the value.  Below are a couple of pieces of code to identify the container that you have named. The first example is if you are naming placeholders in a layout slide. foreach(var slideMasterPart in slideMasterParts) { var layoutParts = slideMasterPart.SlideLayoutParts; foreach(SlideLayoutPart slideLayoutPart in layoutParts) { foreach (assmPresentation.Shape shape in slideLayoutPart.SlideLayout.CommonSlideData.ShapeTree.Descendants<assmPresentation.Shape>()) { var slideMasterProperties = from p in shape.Descendants<assmPresentation.NonVisualDrawingProperties>() where p.Name == TokenText.Text select p;   if (slideMasterProperties.Count() > 0) tokenFound = true; } } } The second example allows you to find charts that you have named with the add-in. foreach(var slidePart in slideParts) { foreach(assmPresentation.Shape slideShape in slidePart.Slide.CommonSlideData.ShapeTree.Descendants<assmPresentation.Shape>()) { var slideProperties = from g in slidePart.Slide.Descendants<GraphicFrame>() where g.NonVisualGraphicFrameProperties.NonVisualDrawingProperties.Name == TokenText.Text select g;   if(slideProperties.Count() > 0) { tokenFound = true; } } } Together the combination of Open XML and VSTO add-ins make a powerful combination in creating a process for maintaining a template and generating documents from the template.

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  • How to disable a McAfee service?

    - by AngryHacker
    I am trying to disable a McAfee Real-Time Protection service, but if I go into Services/Properties, then try to set it to Manual or Disable - it says that unable to open service McShield for writing on Local Computer. Error 5. Access is denied. I've tried logging in as an Admin, to no avail. I've tried resetting permissions in the registry to the key where the McAfee service is described...nothing helped. Logging in with Safe Mode did not help either. How can I disable this service? Is there a way to disable a service before even getting into Windows? P.S. Uninstalling McAfee is not an option.

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  • Disable STP in Opensolaris bridge

    - by quentin
    Hello, how can i completely disable STP in a Opensolaris bridge. This bridge is connected to a Cisco Access Port and will disable the uplink port when the first BPDU arrives. bridged[3651]: [ID 581644 daemon.warning] unexpected BPDU on rge1 from 0:xx:xx:xx:xx:b; forwarding disabled I already disabled the transmission of BPDU Messages to the Switch by: dladm set-linkprop -p stp=0 rge1 This solved only the problem that the access switch port goes in "error-disable" mode. Thomas

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  • BES - BlackBerry exception to policy Disable Third Party Software Downloads

    - by ICTdesk.net
    Hi everybody, Running BES 5.0, with an Salesforce Mobile application push. Works fine. We don't want the users to download and install other applications, so we disable this by a BES policy (disable Third Party Software Downloads). But when we disable this, the application push does not work anymore. Does anybody know/have experience with making an exception for certain applications or an exception for applications that are provided by application push from the BES? Thank you, kindest regards, Marcel

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  • Add Bookmarks and Notes to Delicious in IE 8

    - by Asian Angel
    Are you constantly adding bookmarks to your Delicious account while browsing but want to keep UI use to a minimum? Add bookmarks directly to your account from the context menu using the Share with Delicious accelerator. Share with Delicious in Action To add the accelerator click on Add to Internet Explorer and confirm the installation when the secondary window appears. This is going to be much better than having the Favorites Bar or a new toolbar taking up precious UI room. When you find a webpage that you would like to bookmark right click within the page, go to All Accelerators and select Share with Delicious. The form for the new bookmark will open in a new tab with the URL and title filled in. All that you need to do is add any desired notes/tags and save the bookmark. Suppose that you want notes from the page added to the bookmark. Highlight the desired text, right click on it, then go to All Accelerators and select Share with Delicious. As before the form will open in a new tab…you can see the highlighted text was entered into the notes section for the new bookmark. All that is left to do is add an appropriate tag and save. Once you save your new bookmark the tab will auto navigate to the webpage that you just saved. Returning to our account showed the new bookmark ready for future use along with a the notes for later reference. Conclusion If you add bookmarks to your Delicious account but want to save UI room, then the Share with Delicious accelerator will make a nice addition to Internet Explorer. Links Add the Share with Delicious accelerator to Internet Explorer 8 Similar Articles Productive Geek Tips Access and Manage Your Delicious Bookmarks the Easy WayQuickly Add Bookmarks to Delicious in FirefoxAutomate Adding Bookmarks to del.icio.usHow Many Times Has an Article Been Bookmarked on del.icio.us?Add Social Bookmarking (Digg This!) Links to your Wordpress Blog TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 Use ILovePDF To Split and Merge PDF Files TimeToMeet is a Simple Online Meeting Planning Tool Easily Create More Bookmark Toolbars in Firefox Filevo is a Cool File Hosting & Sharing Site Get a free copy of WinUtilities Pro 2010 World Cup Schedule

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  • How To Disable the Charms Bar and Switcher Hot Corners in Windows 8

    - by Chris Hoffman
    Several programs can prevent the app switcher and charms from appearing when you move your mouse to the corners of the screen in Windows 8, but you can do it yourself with this quick registry hack. You can also hide the charms bar and switcher by installing an application like Classic Shell, which will also add a Start menu and let you log directly into the desktop. What Is the Purpose of the “Do Not Cover This Hole” Hole on Hard Drives? How To Log Into The Desktop, Add a Start Menu, and Disable Hot Corners in Windows 8 HTG Explains: Why You Shouldn’t Use a Task Killer On Android

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  • Disable Windows Notifications from regedit in window OS

    - by user33372
    Kindly give me the full path of regedit from where I can disable the windows notification. For example if I disable the ctrl+alt+del from regedit, after disabling window send me the notification that Task manager have been disable by your administrator. I don't need these type of notification. Kindly guide me.

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  • Why is ssh-add adding duplicate identity keys?

    - by skyblue
    I have created a private/public SSH key pair using "ssh-keygen". I use this to authenticate to remote servers. However, I find that when I log in, "ssh-add -l" already lists my identity key even though I have not added it! If I use the command "ssh-add" it prompts me for my passphrase and loads my identity key. If I then list my keys with "ssh-add -l", it now shows two identity keys! These are obviously the same as both have the same fingerprint, but their descriptions are different (the automatically is "user@host (RSA)" and the one added using ssh-add is "/home/user/.ssh/id_rsa (RSA)"). So why does my identity key appear to be loaded without any action on my part, and why does ssh-add add the same key again? Obviously something must be doing this automatically, but what is it, and how can I stop it?

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  • Disable "System Memory Testing" via OMSA 6.4.0

    - by EGr
    Is it possible to disable system memory testing via OMSA 6.4.0? I can only find ways to do it using newer versions of OMSA; and I can't even see the setting in 6.4.0. I have quite a few machines that I want to disable this (BIOS) setting on, but I don't want to have to install the new OMSA and reboot. My intentions are to disable the setting so that when the systems are rebooted in the future, they don't need to go through the system memory testing. If it is possible to disable this another way, without OMSA or manually changing the BIOS settings, I would be open to that as well.

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  • enable/disable ntp service on ubuntu 12.04

    - by ntphelp
    Our application runs on Ubuntu 12.04 Precise. On this server, we have both ntpdate and ntp. How to enable and disable the NTP service on-demand? I tried # sudo update-rc.d -f ntp remove/default and # sudo update-rc.d ntp enable/disable commands, but when I reboot server the ntp service starts running! I suspect ntpdate is starting ntp service on reboot. I removed ntpdate package from one of my experimental server, then ntp didn't start on reboot after issuing: # update-rc.d ntp disable Is there a way to control this? or is there way to permanently disable ntpdate?

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