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  • How can I fix the website's splash page to work in IE8 and below?

    - by Abriel
    I have been trying to figure out for the longest time how I can get the splash page on this website to work correctly in IE8 and below? Right now, it works on all the other browsers (Firefox, Chrome, Safari). Here is the website: http://gds.parkland.edu/student/fall10/gds220/ashipley/p2/final_revised/index.html jQuery code: /* Sliding Affect Splash Page */ $(function() { $('.box').each(function() { var $this = $(this); $.data(this, 'css', { width: $this.css('width'), background: $this.css('background-image') }); }); }); function restore() { $('.box').each(function() { var orig = $.data(this, 'css'); $(this).animate({ width: orig.width },{queue:false}); $(this).css({backgroundImage: orig.background}); }); } /* box 1 */ function boxHover(){ $('.box').stop().animate({'width' : '596px'},{queue:false}); } function box1master(){ $('.box2').css({backgroundImage: 'url(images/splash/zatgun_midtop.jpg)'}); $('.box3').css({backgroundImage: 'url(images/splash/zatgun_midbottom.jpg)'}); $('.box4').css({backgroundImage: 'url(images/splash/zatgun_bottom.jpg)'}); } function box2master(){ $('.box1').css({backgroundImage: 'url(images/splash/bryan_top.jpg)'}); $('.box3').css({backgroundImage: 'url(images/splash/bryan_midbottom.jpg)'}); $('.box4').css({backgroundImage: 'url(images/splash/bryan_bottom.jpg)'}); } function box3master(){ $('.box1').css({backgroundImage:'url(images/splash/galleries_top.jpg)'}); $('.box2').css({backgroundImage: 'url(images/splash/galleries_midtop.jpg)'}); $('.box4').css({backgroundImage: 'url(images/splash/galleries_bottom.jpg)'}); } function box4master(){ $('.box1').css({backgroundImage: 'url(images/splash/contact_top.jpg)'}); $('.box2').css({backgroundImage: 'url(images/splash/contact_midtop.jpg)'}); $('.box3').css({backgroundImage: 'url(images/splash/contact_midbottom.jpg)'}); } $(document).ready(function(){ $('.box1').hover(function(){ boxHover(); box1master(); }, function(){ restore(); }); $('.box2').hover(function(){ boxHover(); box2master(); }, function(){ restore(); }); $('.box3').hover(function(){ boxHover(); box3master(); }, function(){ restore(); }); $('.box4').hover(function(){ boxHover(); box4master(); }, function(){ restore(); }); }); I wonder if I could change the spacing in-between each of the boxes using jQuery or if I somehow have to do this in the CSS/HTML?

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  • how do i add images from drable folder instead of url in this code

    - by hayya anam
    i used the following URL https://github.com/jgilfelt/android-mapviewballoons source in my application is show image by using url how do i give images form my own drawable folder?? i found this mapview url which show images inbaloon but is show images by url i wanna show myown iamges how i do? howi give my own images from my folder public class CustomMap extends MapActivity { MapView mapView; List<Overlay> mapOverlays; Drawable drawable; Drawable drawable2; CustomItemizedOverlay<CustomOverlayItem> itemizedOverlay; CustomItemizedOverlay<CustomOverlayItem> itemizedOverlay2; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); mapView = (MapView) findViewById(R.id.mapview); mapView.setBuiltInZoomControls(true); mapOverlays = mapView.getOverlays(); // first overlay drawable = getResources().getDrawable(R.drawable.marker); itemizedOverlay = new CustomItemizedOverlay<CustomOverlayItem>(drawable, mapView); GeoPoint point = new GeoPoint((int)(51.5174723*1E6),(int)(-0.0899537*1E6)); CustomOverlayItem overlayItem = new CustomOverlayItem(point, "Tomorrow Never Dies (1997)", "(M gives Bond his mission in Daimler car)", "http://ia.media-imdb.com/images /M/MV5BMTM1MTk2ODQxNV5BMl5BanBnXkFtZTcwOTY5MDg0NA@@._V1._SX40_CR0,0,40,54_.jpg"); itemizedOverlay.addOverlay(overlayItem); GeoPoint point2 = new GeoPoint((int)(51.515259*1E6),(int)(-0.086623*1E6)); CustomOverlayItem overlayItem2 = new CustomOverlayItem(point2, "GoldenEye (1995)", "(Interiors Russian defence ministry council chambers in St Petersburg)", "http://ia.media-imdb.com/images M/MV5BMzk2OTg 4MTk1NF5BMl5BanBnXkFtZTcwNjExNTgzNA@@._V1._SX40_CR0,0,40,54_.jpg"); itemizedOverlay.addOverlay(overlayItem2); mapOverlays.add(itemizedOverlay); // second overlay drawable2 = getResources().getDrawable(R.drawable.marker2); itemizedOverlay2 = new CustomItemizedOverlay<CustomOverlayItem> (drawable2, mapView); GeoPoint point3 = new GeoPoint((int)(51.513329*1E6),(int)(-0.08896*1E6)); CustomOverlayItem overlayItem3 = new CustomOverlayItem(point3, "Sliding Doors (1998)", "(interiors)", null); itemizedOverlay2.addOverlay(overlayItem3); GeoPoint point4 = new GeoPoint((int)(51.51738*1E6),(int)(-0.08186*1E6)); CustomOverlayItem overlayItem4 = new CustomOverlayItem(point4, "Mission: Impossible (1996)", "(Ethan & Jim cafe meeting)", "http://ia.media-imdb.com/images /M/MV5BMjAyNjk5Njk0MV 5BMl5BanBnXkFtZTcwOTA4MjIyMQ@@._V1._SX40_CR0,0,40,54_.jpg"); itemizedOverlay2.addOverlay(overlayItem4); mapOverlays.add(itemizedOverlay2); final MapController mc = mapView.getController(); mc.animateTo(point2); mc.setZoom(16); } @Override protected boolean isRouteDisplayed() { return false; } }

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  • Is there a path of least resistance that a newcomer to graphics-technology-adoption can take at this point in the .NET graphics world?

    - by Rao
    For the past 5 months or so, I've spent time learning C# using Andrew Troelsen's book and getting familiar with stuff in the .NET 4 stack... bits of ADO.NET, EF4 and a pinch of WCF to taste. I'm really interested in graphics development (not for games though), which is why I chose to go the .NET route when I decided choose from either Java or .NET to learn... since I heard about WPF and saw some sexy screenshots and all. I'm even almost done with the 4 WPF chapters in Troelsen's book. Now, all of a sudden I saw some post on a forum about how "WPF was dead" in the face of something called Silverlight. I searched more and saw all the confusion going on at present... even stuff like "Silverlight is dead too!" wrt HTML5. From what I gather, we are in a delicate period of time that will eventually decide which technology will stabilize, right? Even so, as someone new moving into UI & graphics development via .NET, I wish I could get some guidance from people more experienced people. Maybe I'm reading too much? Maybe I have missed some pieces of information? Maybe a path exists that minimizes tears of blood? In any case, here is a sample vomiting of my thoughts on which I'd appreciate some clarification or assurance or spanking: My present interest lies in desktop development. But on graduating from college, I wish to market myself as a .NET developer. The industry seems to be drooling for web stuff. Can Silverlight do both equally well? (I see on searches that SL works "out of browser"). I have two fair-sized hobby projects planned that will have hawt UIs with lots of drag n drop, sliding animations etc. These are intended to be desktop apps that will use reflection, database stuff using EF4, networking over LAN, reading-writing of files... does this affect which graphics technology can be used? At some laaaater point, if I become interested in doing a bit of 3D stuff in .NET, will that affect which technologies can be used? Or what if I look up to the heavens, stick out my middle finger, and do something crazy like go learn HTML5 even though my knowledge of it can be encapsulated in 2 sentences? Sorry I seem confused so much, I just want to know if there's a path of least resistance that a newcomer to graphics-technology-adoption can take at this point in the graphics world.

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  • How to scroll table view with toolbar at the top of the view

    - by Jakub
    Hello, I have a view with a toolbar at the top and a table view with text fields in it's cells. When I want to edit the text fields placed in the bottom of the table view the keyboard is hiding the text field being edited (as the table view is not scrolled up). I tried to implement http://cocoawithlove.com/2008/10/sliding-uitextfields-around-to-avoid.html but this makes my whole view move up (the toolbar and the table view) while I would like to have the toobar at the top of the view for the whole time. I modified the mentioned code to something like this: - (void)textFieldDidBeginEditing:(UITextField *)textField { CGRect textFieldRect = [tableView.window convertRect:textField.bounds fromView:textField]; CGRect viewRect = [tableView.window convertRect:tmpTableView.bounds fromView:tableView]; CGFloat midline = textFieldRect.origin.y + 0.5 * textFieldRect.size.height; CGFloat numerator = midline - viewRect.origin.y - MINIMUM_SCROLL_FRACTION * viewRect.size.height; CGFloat denominator = (MAXIMUM_SCROLL_FRACTION - MINIMUM_SCROLL_FRACTION) * viewRect.size.height; CGFloat heightFraction = numerator / denominator; if (heightFraction < 0.0) { heightFraction = 0.0; } else if (heightFraction > 1.0) { heightFraction = 1.0; } UIInterfaceOrientation orientation = [[UIApplication sharedApplication] statusBarOrientation]; if (orientation == UIInterfaceOrientationPortrait || orientation == UIInterfaceOrientationPortraitUpsideDown) { animatedDistance = floor(PORTRAIT_KEYBOARD_HEIGHT * heightFraction); } else { animatedDistance = floor(LANDSCAPE_KEYBOARD_HEIGHT * heightFraction); } CGRect viewFrame = tableView.frame; viewFrame.origin.y -= animatedDistance; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationDuration:KEYBOARD_ANIMATION_DURATION]; [tableView setFrame:viewFrame]; [UIView commitAnimations]; } and - (void)textFieldDidEndEditing:(UITextField *)textField { CGRect viewFrame = tableView.frame; viewFrame.origin.y += animatedDistance; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationDuration:KEYBOARD_ANIMATION_DURATION]; [tableView setFrame:viewFrame]; [UIView commitAnimations]; } This made my toolbar stay at the top, but unfortunately the table view overlays the toolbar and the toolbar is not visible. Any ideas how to solve this?

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  • IE browser caching and the jQuery Form Plugin

    - by Harfleur
    Like so many lost souls before me, I'm floundering in the snake pit that is Ajax form submission and IE browser caching. I'm trying to write a simple script using the jQuery Form Plugin to Ajaxify Wordpress comments. It's working fine in Firefox, Chrome, Safari, et. al., but in IE, the response text is cached with the result that Ajax is pulling in the wrong comment. jQuery(this).ajaxSubmit({ success: function(data) { var response = $("<ol>"+data+"</ol>"); response.find('.commentlist li:last').hide().appendTo(jQuery('.commentlist')).slideDown('slow'); } }); ajaxSubmit sends the comment to wp-comments-post.php, which inelegantly spits back the entire page as a response. So, despite the fact that it's ugly as toads, I'm sticking the response text in a variable, using :last to isolate the most recent comment, and sliding it down in its place. IE, however, is returning the cached version of the page, which doesn't include the new comment. So ".commentlist li:last" selects the previous comment, a duplicate of which then uselessly slides down beneath the original. I've tried setting "cache: false" in the ajaxSubmit options, but it has no effect. I've tried setting a url option and tacking on a random number or timestamp, but it winds up being attached to the POST that submits the comment to the server rather than the GET that returns the response, and so has no effect. I'm not sure what else to try. Everything works fine in IE if I turn off browser caching, but that's obviously not something I can expect anyone viewing the page to do. Any help will be hugely appreciated. Thanks in advance! EDIT WITH A PROGRESS REPORT: A couple of people have suggested using PHP headers to prevent caching, and this does indeed work. The trouble is that wp-comments-post is spitting back the entire page when a new comment is submitted, and the only way I can see to add headers is to put them in the Wordpress post template, which disables caching on all posts at all times--not quite the behavior I'm looking for. Is there a way to set a php conditional--"if is_ajax" or something like that--that would keep the headers from being applied during regular pageloads, but plug them in if the page was called by an Ajax GET?

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  • CGAffineTransformMakeRotation goes the other way after 180 degrees (-3.14)

    - by TheKillerDev
    So, i am trying to do a very simple disc rotation (2d), according to the user touch on it, just like a DJ or something. It is working, but there is a problem, after certain amount of rotation, it starts going backwards, this amount is after 180 degrees or as i saw in while logging the angle, -3.14 (pi). I was wondering, how can i achieve a infinite loop, i mean, the user can keep rotating and rotating to any side, just sliding his finger? Also a second question is, is there any way to speed up the rotation? Here is my code right now: #import <UIKit/UIKit.h> @interface Draggable : UIImageView { CGPoint firstLoc; UILabel * fred; double angle; } @property (assign) CGPoint firstLoc; @property (retain) UILabel * fred; @end @implementation Draggable @synthesize fred, firstLoc; - (id)initWithFrame:(CGRect)frame { self = [super initWithFrame:frame]; angle = 0; if (self) { // Initialization code } return self; } -(void)handleObject:(NSSet *)touches withEvent:(UIEvent *)event isLast:(BOOL)lst { UITouch *touch =[[[event allTouches] allObjects] lastObject]; CGPoint curLoc = [touch locationInView:self]; float fromAngle = atan2( firstLoc.y-self.center.y, firstLoc.x-self.center.x ); float toAngle = atan2( curLoc.y-(self.center.y+10), curLoc.x-(self.center.x+10)); float newAngle = angle + (toAngle - fromAngle); NSLog(@"%f",newAngle); CGAffineTransform cgaRotate = CGAffineTransformMakeRotation(newAngle); self.transform = cgaRotate; if (lst) angle = newAngle; } -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch =[[[event allTouches] allObjects] lastObject]; firstLoc = [touch locationInView:self]; }; -(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [self handleObject:touches withEvent:event isLast:NO]; }; -(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [self handleObject:touches withEvent:event isLast:YES]; } @end And in the ViewController: UIImage *tmpImage = [UIImage imageNamed:@"theDisc.png"]; CGRect cellRectangle; cellRectangle = CGRectMake(-1,self.view.frame.size.height,tmpImage.size.width ,tmpImage.size.height ); dragger = [[Draggable alloc] initWithFrame:cellRectangle]; [dragger setImage:tmpImage]; [dragger setUserInteractionEnabled:YES]; dragger.layer.anchorPoint = CGPointMake(.5,.5); [self.view addSubview:dragger]; I am open to new/cleaner/more correct ways of doing this too. Thanks in advance.

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  • pagerAnchorBuilder - trying to add classes

    - by Bert Murphy
    I'm using Cycle2 to build a carousel gallery and I've run into a little problem regarding styling the pager buttons. What I've gathered is that Cycle2 creates its own pager span tags for each slide which is a bummer becaus I've already styled my the sub-nav markup. This should be a minor issue as long as I can assign individual classes to the spans and change my css accordingly. However, I can't get this to work. TLDR: I was hoping that I could use pagerAnchorBuilder to create individual classes for each span. I can't. Help. The original markup (pre Cycle2) looks like the following: <div id ="sub-nav" class="sub-nav"> <ul> <li><a id="available" class="available" href="#"></a></li> <li><a id="reliable" class="reliable" href="#"></a></li> <li><a id="use" class="use" href="#"></a></li> <li><a id="reports" class="reports" href="#"></a></li> <li class="last"><a id="software" class="software" href="#"></a></li> </ul> </div> With Cycle2 it looks like this (note the addition of the span tags) <div id ="sub-nav" class="sub-nav"> <ul> <li><a id="available" class="available" href="#"></a></li> <li><a id="reliable" class="reliable" href="#"></a></li> <li><a id="use" class="use" href="#"></a></li> <li><a id="reports" class="reports" href="#"></a></li> <li class="last"><a id="software" class="software" href="#"></a></li> </ul> <span class="cycle-pager-active">•</span><span>•</span><span>•</span><span>•</span><span>•</span></nav> </div> Cycle2 $('#sliding-gallery ul').cycle({ fx: 'carousel', carouselVisible: 1, speed: 'fast', timeout: 10000, slides: '>li', next: '.next', prev: '.prev', pager: '.sub-nav', pagerAnchorBuilder: function(idx, slide) { return '.sub-nav span:eq(' + idx + ')'; } });

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  • jquery animation problem using stop

    - by Flanders
    Hi! When running a Jquery animation like slideDown(), it looks like a number of element-specific css properties is set to be updated at a specific interval and when the animation is complete these properties are unset and the display property is simply set to auto or whatever. At least in firebug you can't see those temporary properties any more. The problem I've encountered is the scenario where we stop the slide down with stop(). The element is then left with the current temporary css values. Which is fine because it has to, but let us say that I stoped the slidedown because I have decided to slide it back up again a bit prematurely. It would look something like this: $(this).slideDown(2000) //The below events is not in queue but will rather start execute almost simultaneously as the above line. (dont remember the exact syntax) $(this).delay(1000).stop().slideUp(2000) The above code might not make much sense, but the point is: After 1 second of sliding down the animation is stopped and it starts to slide back up. Works like a charm. BUT!!! And here is the problem. Once it it has slid back up the elements css properties are reset to the exact values it had 1000ms into the slideDown() animation (when stop() was called). If we now try to run the following: $(this).slideDown(2000) It will slide down to the very point the prior slideDown was aborted and not further at half the speed (since it uses the same time for approximately half the height). This is because the css properties were saved as I see it. But it is not especially wished for. Of course I want it to slide all the way down this time. Due to UI interaction that is hard to predict everything might soon break. The longer animations we use increases the risk of something like this happening. Is this to be considered a bug, or am I doing something wrong? Or maybe it's just a feature that is not supported? I guess I can use a callback function to reset the css properties, but depending on the animation used, different css properties are used to render it, and covering your back would result in quite a not-so-fancy solution.

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  • CodePlex Daily Summary for Sunday, April 04, 2010

    CodePlex Daily Summary for Sunday, April 04, 2010New ProjectsAcervo 2 - Gerenciador de coleções: Acervo 2 is a web application developed in ASP.NET 3.5 with Entity Framework, Coolite UI web controls and MySQL database that helps to catalog and ...AssemblyInfo Editor: AssemblyInfo Editor is a small Visual Studio 2010 extension I developed for my personal use mainly for automatically incrementing AssemblyVersion a...CommLine: It's a Command Line Interpreter. At the moment, it's a beta version, so I wait for developers that wanna help meFlowgraph Viewer: The flowgraph viewer enables users to view, build and share flowgraphs for the Crysis-franchise. It's built on Silverlight4, using MEF and Mvvmlight.Hash Calculator: WPF Windows 7 program to compute SHA1 & MD5 hash functions.MediaRSS library for .NET: This is a small set of libraries that allow you to create, read, and write MediaRSS files. By leveraging the syndication model object in .NET this...MEF Visualizer Tool: Helps to see what is going on inside the CompositionContainerone framework for developing asp.net project more elegent、flexible、and testable: if you are familiar with jsf、cdi、scoped javabean and work under asp.net, you may want to support aop and max flexibility and testability , all of ...Picasa Manager: A Silverlight Out Of Browser Application that Helps you manage your PicasaWeb albums in the easyest way possible.SharePhone: Windows Phone 7 library for connecting to SharePoint 2007/2010. Lets you work with SPWeb, SPList, reading/writing strong typed list items, user ...Silverlight Resource Extension: Silverlight Resource Extension. Extension silverlight project for use ResX resources and localize satellite dll.Silverlight Streamgraph: Streamgraph component for SilverlightTFTP Server: Managed TFTP server implementation, written in C#. Supports: - IPv4 and IPv6 - correct retry behavior. - TFTP options: block size, transfer size, a...Virtual UserGroup Video Helpers: This is a project that holds all the tools used by the C4MVC Virtual Usergroup. Tools written in C# and Powershell to automate, Live Meeting, Expr...xBlog: xBlog is a project to build a simple and extensible Blog Engine based on xml and linqXmlCodeEditor: XmlCodeEditor is a Silverlight 4 control based on RichTextControl that creates coloring and intellisense similar to the one in Visual Studio for ed...Zinc Launcher: Zinc Launcher is a simple Windows Media Center plugin that launches Zinc and attempts to manage the windows as seamlessly as possible. In addition ...New ReleasesAcervo 2 - Gerenciador de coleções: Acervo 2 - v1.0: Arquivos para implantação do sistema Acervo2 Aplicação web Web service Smart ClientAssemblyInfo Editor: Beta 1: Initial release of Assembly Info Editor. At this point, it is feature-complete and is relatively stable. There are undoubtedly some bugs to work o...Box2D.XNA: Box2D.XNA r70 Source Code and Solution: This version is synced to changeset 44697. This represents our official port of the C Box2D up to r70 on the Google Code project. With this versi...Boxee Launcher: Boxee Launcher Release 1.0.1.2: Will now stop Media Center playback before launching BoxeeBoxee Launcher: Boxee Launcher Release 1.0.1.3: Added a background window that attempts to display over the desktop and taskbar, and below Boxee and Media Center so that the desktop and taskbar a...CommLine: Beta Version 0.1: First Beta Of the AppCommLine: Source v0.1 Beta: Source Code C of 0.1 beta versionEncrypted Notes: Encrypted Notes 1.6.2: This is the latest version of Encrypted Notes (1.6.2), with general changes and improved randomness for the key generator. It has an installer that...Hash Calculator: HashCalculator: HashCalculator 1.0Hash Calculator: HashCalculator Source code: HashCalculator 1.0Hulu Launcher: Hulu Launcher 1.0.1.3: Added a background window that attempts to display over the desktop and taskbar, and below Hulu and Media Center so that the desktop and taskbar ar...Hulu Launcher: Hulu Launcher Release 1.0.1.2: Hulu Launcher will now stop playback in Media Center before launching Hulu Desktop.Innovative Games: 4.3 - Sprite Effects: Source code download for chapter 4.3 - "Sprite Effects"MediaRSS library for .NET: 0.1: Alpha release. Majority of MediaRSS spec is supported. A small set of unit test / sample code are included. A lightly tested CustomFormatter object...MEF Visualizer Tool: MEF Visualizer Tool 0.1: Help to see what going on in side CompositionContainer Container = new CompositionContainer( new AggregateCatalog( ...Ncqrs Framework - A CQRS framework for .NET: Ncqrs with sample application: This is the first release of the Ncqrs Framework. It contains the Ncqrs source code and a runnable sample application. All the code in this release...Rubik Cube's 3D Silverlight 3.0 Animated Solution: Rubik Cube 3D with Animated Solution: This project is a realization of Silverlight 3.0 Rubik Cube 3D with Animated Solution. The Solution is available for 3x3x3 cube, other features are...Scrabler: scrabler release 0.6.2.5: fixed a bug that werent executed some scriptsSharePhone: SharePhone: Initial release with basic functionality: Open SharePoint webs and subwebs Retrieve lists on SPWeb objects Read metadata/properties on lists ...SharePhone: SharePhone v.1.0.1: Fixed a bug that prevented saving list items to SharePointSharePoint Labs: SPLab4001A-FRA-Level100: SPLab4001A-FRA-Level100 This SharePoint Lab will teach you the first best practice you should apply when writing code with the SharePoint API. Lab ...Silverlight Resource Extension: ResourceExtension (alpha): Alpha version is not stable. Only for review.Silverlight Streamgraph: Port from processing.org: A port from the processing.org streamgraph. Code-heavy with very little XAML involved at this point.Theocratic Ministry School System: TMSS - Ver 1.1.1: What’s New! Added Menu Options 2010 Schedule Access 2007 Runtime There are still many uncompleted items so this is still a conceptual release....Theocratic Ministry School System: TMSS - Ver 1.1.2: Fixed the Schedule Import. Need needs to be tested. Click import button and make sure you can get the 2010 Schedule from the internet.thinktecture Starter STS (Community Edition): StarterSTS v1.0 RTW: Version 1.0 RTWTribe.Cache: Tribe.Cache Alpha - 0.2.0.0: Tribe.Cache Alpha - 0.2.0.0 - Now has sliding and absolute expiration on cache entries. Functional Alpha Release - But do not use in productionTwitterVB - A .NET Twitter Library: TwitterVB-2.3.1: This is mostly a minor release that adds br.st URL shortening to the menu (API key from http://br.st required)Virtu: Virtu 0.8.1: Source Requirements.NET Framework 3.5 with Service Pack 1 Visual Studio 2008 with Service Pack 1, or Visual C# 2008 Express Edition with Service Pa...Visual Studio DSite: Advanced C++ Calculator: An advanced visual c 2008 calculator that can do all your basic operations, plus some advanced mathematical functions. Source Code Only.xnaWebcam: xnaWebcam 0.3: xnaWebcam 0.3 Version 0.3: -ResolutionSet: 400x300 (Default), 800x600, 1024x720 -Settings Window got Icon -Settings Window Changes -DevConsole.cs ...Most Popular ProjectsRawrWBFS ManagerMicrosoft SQL Server Product Samples: DatabaseASP.NET Ajax LibrarySilverlight ToolkitAJAX Control ToolkitWindows Presentation Foundation (WPF)ASP.NETMicrosoft SQL Server Community & SamplesDotNetNuke® Community EditionMost Active ProjectsGraffiti CMSnopCommerce. Open Source online shop e-commerce solution.RawrFacebook Developer ToolkitjQuery Library for SharePoint Web ServicesLINQ to TwitterBlogEngine.NETN2 CMSBase Class LibrariesFarseer Physics Engine

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  • Goodbye my beloved Nexus One, hello Windows Phone 7

    - by George Clingerman
    Last night my wife’s Nexus One finally bit the dust. You may not know but I’ve been nursing her Nexus One one along for quite a while after her screen shattered. I was able to replace it on my own (go me!) but little quirks have been popping up and the phone was quickly deteriorating. Lately it’s been the power button. Wifey would often have to press the power button several times to get her phone to turn on and last night it just wouldn’t wake up again. I took it apart and tried my best to see if I could somehow make it live once again but no luck this time. It was finally ready to retire. We looked at first for a replacement phone for her but she wasn’t really seeing anything she liked. So I decided to make the ultimate sacrifice and offer up my much loved Nexus One and I would then get a new Windows Phone 7 device. I love T-Mobile for my service so my choices were immediately limited to basically just a single phone. The HTC HD7. I read reviews and they were all over the board from people loving to people hating the phone but I decided, hey, why not, let’s take this plunge. And I did. I’ve only had the phone for about two days now so below is my list of first reaction pros/cons. These are basically things I’ve missed or things I’ve noticed that I really like about my new Windows Phone. Cons: * No Google Talk – I used this a LOT on my Nexus. I’ve found an application called “Flory” but it’s just an ok substitute, not the same as the full featured GTalk I had on my Nexus. * Seesmic is limited– I loved the way Seesmic worked on my Nexus. It was my mobile twitter client of choice. Everything about it worked really well. On Windows Phone 7 it’s just ok. I don’t get notification of new tweets, it’s several clicks to even see a new tweet. It’s definitely got some more development before it has the same features as it did on my Nexus. * Buttons don’t give great feedback – I’d read this on the reviews about the HTC HD7 and I’m finding it true myself. Pressing the buttons on the side of the phone and the power button on the top is finicky and I have to be looking at my phone to make sure I actually got them to press. * Web browsing is slow – I’m not sure what’s up with this, I’m connected to my wireless network at my house but it’s noticeably slower on my WP7 device than my Nexus. I even switched back to verify and it’s definitely true. Retrieving tweets, hitting up the XNA forums and just general web activities are all much slower on my WP7. I can’t think of any reason this would be true but it almost seems like it’s not using my wireless for everything.   Pros: * It’s pretty – the phone is really gorgeous. I loved the form of my Nexus One by the HTC HD7 is just as pretty, maybe even prettier! It’s got a nice large, bright screen. It feels good in my hand. And it even has a little kickstand to set the phone up for movie watching. Definitely a gorgeous phone. * LIVE integration – I lost a lot of nice integration with Google services but I gained a lot of integration with LIVE services that I also use. Now I can see when I get new GMail messages AND Hotmail messages. And having the Xbox LIVE integration is admittedly cool as well. * Tile notification rock – The Windows Phone 7 commercials are TRYING to get this message out but they’re doing a really poor job of this. Tile notifications really do save you from your phone. I have a whole little mini-informational dashboard at a glance. I unlock my phone and at a glace I can see new IMs, new mail messages, software updates etc. All just letting me know in the tiles I have arranged. That’s pretty cool. * The interface works really well – I feel super hip and cool swiping and sliding things around on my Windows Phone 7. Everything works that way and it’s great and fast and really good looking. I’m all about me feeling cool. * I’m gaming more – I had gotten a few games on my Nexus One but there really weren’t a lot of good developers flocking to the service. Just browsing through the Windows Phone 7 marketplace I’m already seeing a ton of games I want to try and buy. And I sat down and bet Pixel Man 0 just yesterday on my phone. I’m already gaming more than I did on my Nexus One. * Netflix integration is fantastic - It works just like it does on my Xbox 360 and I love having this feature on my phone. * It’s basically a Zune – I’ve been taking my Zune to work and listening to music off of that while I code. I no longer need to take it with me, now I just sync songs onto my phone and it’s my new Zune. I freaking love that. One less device to carry around.   All in all my cons have really little to do with the phone (just the buttons and the web browsing) and more to do with the applications needing to catch up a bit to what I’m used to. And the Pros are things that ARE phone specific so I’m seeing that as a good sign that I’m going to be very happy with my Windows Phone 7. So Wifey is happy having her Nexus One again, I’m happy with my new Windows Phone 7. Life is good. Now I just need to make a game to pay for it….

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  • "'0.offsetWidth' is null or not an object" - Coda Slider - Javascript Error Question

    - by bgadoci
    I implemented the Coda Slider tutorial successfully that is located here: http://jqueryfordesigners.com/coda-slider-effect/ The slider works great but I am getting a javascript error that I am not sure how to fix. The error says: '0.offsetWidth' is null or not an object coda-slider.js, line 19 character 3 Not sure how to fix it. Anyone have any ideas? Here is my js and css (don't think I need to upload the HTML but let me know if that helps). JS (coda-slider.js) // when the DOM is ready... $(document).ready(function () { var $panels = $('#slider .scrollContainer > div'); var $container = $('#slider .scrollContainer'); // if false, we'll float all the panels left and fix the width // of the container var horizontal = true; // float the panels left if we're going horizontal if (horizontal) { $panels.css({ 'float' : 'left', 'position' : 'relative' // IE fix to ensure overflow is hidden }); // calculate a new width for the container (so it holds all panels) $container.css('width', $panels[0].offsetWidth * $panels.length); <------line 19 } // collect the scroll object, at the same time apply the hidden overflow // to remove the default scrollbars that will appear var $scroll = $('#slider .scroll').css('overflow', 'hidden'); // apply our left + right buttons $scroll .before('<img class="scrollButtons left" src="/images/layout/navigation/scroll_left.png" />') .after('<img class="scrollButtons right" src="/images/layout/navigation/scroll_right.png" />'); // handle nav selection function selectNav() { $(this) .parents('ul:first') .find('a') .removeClass('selected') .end() .end() .addClass('selected'); } $('#slider .navigation').find('a').click(selectNav); // go find the navigation link that has this target and select the nav function trigger(data) { var el = $('#slider .navigation').find('a[href$="' + data.id + '"]').get(0); selectNav.call(el); } if (window.location.hash) { trigger({ id : window.location.hash.substr(1) }); } else { $('ul.navigation a:first').click(); } // offset is used to move to *exactly* the right place, since I'm using // padding on my example, I need to subtract the amount of padding to // the offset. Try removing this to get a good idea of the effect var offset = parseInt((horizontal ? $container.css('paddingTop') : $container.css('paddingLeft')) || 0) * -1; var scrollOptions = { target: $scroll, // the element that has the overflow // can be a selector which will be relative to the target items: $panels, navigation: '.navigation a', // selectors are NOT relative to document, i.e. make sure they're unique prev: 'img.left', next: 'img.right', // allow the scroll effect to run both directions axis: 'xy', onAfter: trigger, // our final callback offset: offset, // duration of the sliding effect duration: 500, // easing - can be used with the easing plugin: // http://gsgd.co.uk/sandbox/jquery/easing/ easing: 'swing' }; // apply serialScroll to the slider - we chose this plugin because it // supports// the indexed next and previous scroll along with hooking // in to our navigation. $('#slider').serialScroll(scrollOptions); // now apply localScroll to hook any other arbitrary links to trigger // the effect $.localScroll(scrollOptions); // finally, if the URL has a hash, move the slider in to position, // setting the duration to 1 because I don't want it to scroll in the // very first page load. We don't always need this, but it ensures // the positioning is absolutely spot on when the pages loads. scrollOptions.duration = 1; $.localScroll.hash(scrollOptions); }); CSS #slider { margin-left: 35px; position: relative; width: 875px; } .scroll { position: relative; width: 875px; height: 268px; overflow: auto; /* fix for IE to respect overflow */ background: #FFFFFF scroll 0; } .scrollContainer div.panel { position: relative; height: 210px; width: 875px; /* change to 560px if not using JS to remove rh.scroll */ } .scrollButtons { position: absolute; top: 115px; cursor: pointer; } .scrollButtons.left { left: -20px; } .scrollButtons.right { right: -20px; }

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  • Problems with multiple setIntervals running simultaneously

    - by Roel V.
    Hello, My first post here. I want to make a horizontal menu with submenu's sliding down on mouseover. I know I could use jQuery but this is to practice my javascript skills. I use the following code: var up = new Array() var down = new Array() var submenustart function titleover(headmenu, inter) { submenu = headmenu.lastChild up[inter] = window.clearInterval(up[inter]) down[inter] = window.setInterval("slidedown(submenu)",1) } function slidedown(submenu) { if(submenu.offsetTop < submenustart) { submenu.style.top = submenu.offsetTop + 1 + "px" } } function titleout(headmenu, inter) { submenu = headmenu.lastChild down[inter] = window.clearInterval(down[inter]) up[inter] = window.setInterval("slideup(submenu)", 1) } function slideup(submenu) { if(submenu.offsetTop > submenustart - submenu.clientHeight + 1) { submenu.style.top = submenu.offsetTop - 1 + "px" } } The variable submenustart gets appointed a value in another function which is not relevant for my question. HTML looks like this: <table class="hoofding" id="hoofding"> <tr> <td onmouseover="titleover(this, 0)" onmouseout="titleout(this, 0)"><a href="#" class="hoofdinglink" id="hoofd1">AAAA</a> <table class="menu"> <tr><td><a href="...">1111</a></td></tr> <tr><td><a href="...">2222</a></td></tr> <tr><td><a href="...">3333</a></td></tr> </table></td> <td onmouseover="titleover(this, 1)" onmouseout="titleout(this, 1)"><a href="#" class="hoofdinglink">BBBB</a> <table class="menu"> <tr><td><a href="...">1111</a></td></tr> <tr><td><a href="...">2222</a></td></tr> <tr><td><a href="...">3333</a></td></tr> <tr><td><a href="...">4444</a></td></tr> <tr><td><a href="...">5555</a></td></tr> </table></td> ... </tr> </table> What happens is the following: If I go over and out (for ex) menu A it works fine. If i go now over menu B the interval applied to A is now applied to B. There are now 2 interval functions applied to B. The one originally for A and a new one triggered by the mouseover on B. If I would go to A all the intervals are now applied to A. I have been searching for hours but and I am completely stuck. Thanks in advance.

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  • Simple show/hide jQuery troubles

    - by Banderdash
    Okay, I feel like a bit of a 800 pound gorilla trying to thread a needle when it comes to jQuery. I need a script that will preform a simple show/hide (preferably with a nice sliding in and out) on a list. My markup looks like this: <div id="themes"> <h2>Research Themes</h2> <ul> <li class="tier_1"><a href="">Learn about our approach to the <strong>environment</strong></a> <ul class="tier_2 hide"> <li><a href=""><em>How we are tying this all together</em></a></li> <li><a href=""><strong>Project:</strong> Solor Powered Biofactories</a></li> <li><a href=""><strong>Project:</strong> Cleaning Water with Nature</a></li> <li><a href=""><strong>Project:</strong> Higher Efficiency Solar Technology</a></li> </ul> </li> <li class="tier_1"><a href="">Learn about our approach to <strong>human health</strong></a> <ul class="tier_2 hide"> <li><a href="">Project name numero uno goes here</a></li> <li><a href="">Project name numero dos goes here</a></li> <li><a href="">Project name numero tres goes here</a></li> </ul> </li> <li class="tier_1"><a href="">Learn about our approach to <strong>national defense</strong></a> <ul class="tier_2 hide"> <li><a href="">Project name numero uno goes here</a></li> <li><a href="">Project name numero dos goes here</a></li> <li><a href="">Project name numero tres goes here</a></li> </ul> </li> </ul> </div><!-- // end themes --> You can see that each nested ul has a class of "tier_2" and "hide". Ideally when the li they are nested within ("li.tier_1") is clicked it's child ul will have the hide class removed and the li's contained within will slideout, but at the same time should check all the other ul.tier_2's and be sure they get a hide class--so only one theme can be expanded at a time. I set up a sandbox to try some things: http://jsbin.com/odete/3 My JS looks like this: $(function(){ $(".tier_1 a").each(function(i,o){ $(this).click(function(e){ e.preventDefault(); $(this).addClass("show").siblings("ul").removeClass("show"); $("ul.tier_2:eq("+i+")").show().siblings("ul.tier_2").hide(); }); }); }); Totally a dumb way to do this, I am sure. But I based it off another script and it does work "a little bit" as you can see in the sandbox. If one of you mean hands at jQuery might be so inclined to take a peek I'd be very grateful. If you could also advise on how to have the transitions slideIn and Out that would also be fantastic!

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  • Problems with multiple setIntervals running simultaniously

    - by Roel V.
    Hello, My first post here. I want to make a horizontal menu with submenu's sliding down on mouseover. I know I could use jQuery but this is to practice my javascript skills. I use the following code: var up = new Array() var down = new Array() var submenustart function titleover(headmenu, inter) { submenu = headmenu.lastChild up[inter] = window.clearInterval(up[inter]) down[inter] = window.setInterval("slidedown(submenu)",1) } function slidedown(submenu) { if(submenu.offsetTop < submenustart) { submenu.style.top = submenu.offsetTop + 1 + "px" } } function titleout(headmenu, inter) { submenu = headmenu.lastChild down[inter] = window.clearInterval(down[inter]) up[inter] = window.setInterval("slideup(submenu)", 1) } function slideup(submenu) { if(submenu.offsetTop > submenustart - submenu.clientHeight + 1) { submenu.style.top = submenu.offsetTop - 1 + "px" } } The variable submenustart gets appointed a value in another function which is not relevant for my question. HTML looks like this: <table class="hoofding" id="hoofding"> <tr> <td onmouseover="titleover(this, 0)" onmouseout="titleout(this, 0)"><a href="#" class="hoofdinglink" id="hoofd1">AAAA</a> <table class="menu"> <tr><td><a href="...">1111</a></td></tr> <tr><td><a href="...">2222</a></td></tr> <tr><td><a href="...">3333</a></td></tr> </table></td> <td onmouseover="titleover(this, 1)" onmouseout="titleout(this, 1)"><a href="#" class="hoofdinglink">BBBB</a> <table class="menu"> <tr><td><a href="...">1111</a></td></tr> <tr><td><a href="...">2222</a></td></tr> <tr><td><a href="...">3333</a></td></tr> <tr><td><a href="...">4444</a></td></tr> <tr><td><a href="...">5555</a></td></tr> </table></td> ... </tr> </table> What happens is the following: If I go over and out (for ex) menu A it works fine. If i go now over menu B the interval applied to A is now applied to B. There are now 2 interval functions applied to B. The one originally for A and a new one triggered by the mouseover on B. If I would go to A all the intervals are now applied to A. I have been searching for hours but and I am completely stuck. Thanks in advance.

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  • Pyramind of DIVs

    - by sebastian
    Hi there, I'm trying to build a pyramid that's made of 4 DIVs. The layout looks like this: ------ | #1 | ------ ---------------- | #2 | #3 | #4 | ---------------- Moreover I need 3 additional DIVs starting at the center DIV (#3) and containing either #1, #2 or #3 additionally. These DIVs are used the build a sliding effect with jQueryUI later on. It's supposed to look like #1, #2 and #4 slide out of #3. The margin between the DIVs is supposed to be 2 pixels. I also want the whole block to be centered. Even with display: inline; and position: absolute; enabled on the visible and invisible DIVs I can't get the layout right. I used some negative margins and when it looked ok for the first time I saw that my top DIV was positioned outside of the html body. I suppose there is a more simple and elegant way to achieve what I want. Thanks in advance Sebastian Here's what I've got so far: HTML: <div id="centerbox"> <div id="main">main</div> <div id="rail_top"> <div id="top">top</div> </div> <div id="rail_left"> <div id="left">left</div> </div> <div id="rail_right"> <div id="right">right</div> </div> </div> CSS: #centerbox { height: 602px; width: 904px; margin-top: 640px; margin-left: auto; margin-right: auto; } /* blue */ #main { background-color: #33F; height: 300px; width: 300px; margin: 2px; z-index: 9999; position: absolute; display: inline; margin-left: 302px; } /* green */ #top { background-color: #3F0; height: 300px; width: 300px; z-index: 1; position: absolute; display: inline; } /* pink */ #left { background-color: #F06; height: 300px; width: 300px; z-index: 1; } /* orange */ #right { background-color: #FC0; height: 300px; width: 300px; z-index: 1; margin-left: 302px; } #rail_top { height: 602px; width: 300px; display: inline; position: absolute; margin-top: -300px; margin-left: 302px; } #rail_left { height: 300px; width: 602px; float: left; position: absolute; display: inline; margin-top: 2px; } #rail_right { height: 300px; width: 602px; float: right; position: absolute; display: inline; margin-left: 302px; margin-top: 2px; }

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  • Can someone code review my small SDL app? Want to make sure I didn't make any beginner mistakes

    - by SDLFunTimes
    In an effort to teach myself the SDL library (hence my stack overflow handle :) ) I wanted to try my hand at a side-scroller. My code is complete but I want some feedback (mostly because I have an atrocious amount of if and else statements for what seems like some simple logic). My "program" is a c++ side-scroller where you move a single sprite across the screen. No jumping, bad guys, guns, scores, levels or anything. I wanted to use this as a base to build up upon. So I figured if my base is wrong I could end up with some pretty bad future apps. It's also multi-threaded. Next up on this I would like to make the person sprite animated (so it looks like he's walking rather than sliding) as well as make the person go faster when the arrow buttons are held down longer). The code is kind of long but here's my main method. There's a link at the bottom for the whole program: #include <iostream> #include "SDL.h" #include "game.hpp" using std::cout; using std::endl; const int SCREENW = 200; const int SCREENH = 200; const int BPP = 32; const int FPS = 24; int event_loop(void* stuff); int display_loop(void* stuff); int main(int argc, char** argv) { SDL_Init(SDL_INIT_EVERYTHING | SDL_INIT_EVENTTHREAD); SDL_Thread* events_thurd; SDL_Thread* display_thurd; SDL_Surface* screen = SDL_SetVideoMode(SCREENW, SCREENH, BPP, SDL_SWSURFACE); SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); SDL_Event event; Game* thug_aim = new Game(&event, screen, SCREENW, SCREENH, BPP); events_thurd = SDL_CreateThread(event_loop, (void*)thug_aim); display_thurd = SDL_CreateThread(display_loop, (void*)thug_aim); SDL_WaitThread(events_thurd, NULL); SDL_KillThread(display_thurd); delete thug_aim; return 0; } int event_loop(void* stuff) { Game* gamez = (Game*)stuff; SDL_Event* event = gamez->get_event(); while(1) { while(SDL_PollEvent(event)) { if(event->type == SDL_QUIT) { return 0; } else if(event->type == SDL_KEYDOWN) { if(event->key.keysym.sym == SDLK_LEFT || event->key.keysym.sym == SDLK_RIGHT) { gamez->move(event->key.keysym.sym); } } else if(event->type == SDL_KEYUP) { if(event->key.keysym.sym == SDLK_LEFT || event->key.keysym.sym == SDLK_RIGHT) { gamez->stop_move(event->key.keysym.sym); } } else { //not an event that concerns this game } } } } int display_loop(void* stuff) { Game* gamez = (Game*)stuff; double period = 1 / FPS * 1000; Uint32 milli_period = (Uint32)period; //get some of the attributes from gamez SDL_Rect* background_rect = gamez->get_background_rect(); SDL_Rect* person_rect = gamez->get_person_rect(); SDL_Surface* screen = gamez->get_screen(); SDL_Surface* background = gamez->get_background(); SDL_Surface* person = gamez->get_person(); Uint32 start, end; int sleep; while(1) { start = SDL_GetTicks(); //blit background SDL_BlitSurface(background, background_rect, screen, NULL); //blit person SDL_BlitSurface(person, NULL, screen, person_rect); end = SDL_GetTicks(); sleep = milli_period - (end - start); if(sleep < 0) { sleep = 0; } SDL_Delay((Uint32)sleep); if(SDL_Flip(gamez->get_screen()) != 0) { cout << "error drawing to screen: " << SDL_GetError() << endl; } } } Here's the link to the .zip file of all my code (please ignore some of the variable names ;-) ): Anyway can you guys take a look and tell me what you think? url edit: holy crap I didn't know 2shared was such a shitty site. Looking for a better uploader than that or rapidshare / mediafire.

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  • JQuery Help: toggle() is not working properly

    - by John Smith
    Hi All, I'm trying to use JQuery toggle functionality, but not able to use properly. Instead of smooth slide up and down, it goes very fast and not in an animated manner. I want to achieve sliding effect in my code, like this has (Please see Website Design, Redesign Services slider): Here is my code: HTML: <div> <div class="jquery_inner_mid"> <div class="main_heading"> <a href="#"> <img src="features.jpg" alt="" title="" border="0" /></a> </div> <div class="plus_sign"> <img id="imgFeaturesEx" src="images/plus.jpg" alt="" title="" border="0" /> <img id="imgFeaturesCol" src="images/minus.jpg" alt="" title="" border="0" /></div> <div class="toggle_container"> <div id="divMain" > </div> </div> </div> <div class="jquery_inner_mid"> <div class="main_heading"> <img src="About.jpg" alt="" title="" /></div> <div class="plus_sign"> <img id="imgTechnoEx" src="images/plus.jpg" alt="" title="" border="0" /> <img id="imgTechnoCol" src="images/minus.jpg" alt="" title="" border="0" /></div> <div class="toggle_container"> <div id="divTechnossus" > </div> </div> </div> </div> JQuery: $(function() { document.getElementById('imgFeaturesCol').style.display = 'none'; document.getElementById('imgTechnoCol').style.display = 'none'; $('#imgFeaturesEx').click(function() { $.getJSON("/Visitor/GetFeatureInfo", null, function(strInfo) { document.getElementById('divMain').innerHTML = strInfo; }); $("#divMain").toggle("slow"); document.getElementById('imgFeaturesEx').style.display = 'none'; document.getElementById('imgFeaturesCol').style.display = 'block'; }); $('#imgFeaturesCol').click(function() { document.getElementById('divMain').innerHTML = ""; $("#divMain").toggle("slow"); document.getElementById('imgFeaturesCol').style.display = 'none'; document.getElementById('imgFeaturesEx').style.display = 'block'; }); $('#imgTechnoEx').click(function() { $.getJSON("/Visitor/GetTechnossusInfo", null, function(strInfo) { document.getElementById('divTechnossus').innerHTML = strInfo; }); $("#divTechnossus").slideToggle("slow"); document.getElementById('imgTechnoEx').style.display = 'none'; document.getElementById('imgTechnoCol').style.display = 'block'; }); $('#imgTechnoCol').click(function() { document.getElementById('divTechnossus').innerHTML = ""; $("#divTechnossus").slideToggle("slow"); document.getElementById('imgTechnoCol').style.display = 'none'; document.getElementById('imgTechnoEx').style.display = 'block'; }); });

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  • ViewPager and Fragment Pager adapter implementation

    - by Rohit Deshmukh
    So I am trying to implement sliding views/fragments using viewpager and fragment pager adapter. convert_home is my main xml file that has android.support.v4.view.PagerTitleStrip and temperature.xml and velocity.xml are my two other views. I have no clue where I am going wrong. package app.converto; import android.os.Bundle; import android.support.v4.app.Fragment; import android.support.v4.app.FragmentActivity; import android.support.v4.app.FragmentManager; import android.support.v4.app.FragmentPagerAdapter; import android.support.v4.view.ViewPager; import android.view.LayoutInflater; import android.view.Menu; import android.view.View; import android.view.ViewGroup; import android.widget.TextView; public class ConverTo extends FragmentActivity { SectionsPagerAdapter mSectionsPagerAdapter; ViewPager mViewPager; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); mSectionsPagerAdapter = new SectionsPagerAdapter(getSupportFragmentManager()); mViewPager.setAdapter(mSectionsPagerAdapter); setContentView(R.layout.converto_home); mViewPager = (ViewPager) findViewById(R.id.pager); } @Override public boolean onCreateOptionsMenu(Menu menu) { getMenuInflater().inflate(R.menu.converto_home, menu); return true; } public class SectionsPagerAdapter extends FragmentPagerAdapter { public SectionsPagerAdapter(FragmentManager fm) { super(fm); } @Override public Fragment getItem(int i) { switch(i){ case 0: Fragment1 fragment = new Fragment1(); return fragment; case 1: Fragment2 fragment2 = new Fragment2(); return fragment2; } defaultFragment fragment3 = new defaultFragment(); return fragment3; } @Override public int getCount() { return 2; } // // @Override // public CharSequence getPageTitle(int position) { // switch (position) { // case 0: return getString(R.string.velocity); // case 1: return getString(R.string.temperature); // case 2: return getString(R.string.distance); // } // return null; // } } public static class Fragment1 extends Fragment{ public Fragment1(){ } @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); } @Override public View onCreateView(LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState) { //return inflater.inflate(R.layout.temperature, container, false); View view = inflater.inflate(R.layout.temperature, container, false); TextView textView = (TextView) view.findViewById(R.id.sample); textView.setText(getArguments().getString("title")); return view; } } public static class Fragment2 extends Fragment{ public Fragment2(){ } @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); } @Override public View onCreateView(LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState) { //return inflater.inflate(R.layout.velocity, container, false); View view = inflater.inflate(R.layout.temperature, container, false); TextView textView = (TextView) view.findViewById(R.id.sample); textView.setText(getArguments().getString("title")); return view; } } public static class defaultFragment extends Fragment{ public defaultFragment(){ }//end constructor @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); } @Override public View onCreateView(LayoutInflater inflater, ViewGroup container, Bundle savedInstanceState) { // return inflater.inflate(R.layout.temperature, container, false); View view = inflater.inflate(R.layout.temperature, container, false); TextView textView = (TextView) view.findViewById(R.id.sample); textView.setText(getArguments().getString("title")); return view; }//end oncreate }//end default fragment }

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  • z-index not working in IE8 with the sortable jQuery plugin

    - by Ojtwist
    I'm working with the jQuery Sortable plugin to drag and drop images from one box to another box. This works fine in ff,chrome and safari but it fails in IE8. It seems that when you start dragging that the image is send to the back. I've tried to solve this by adding the z-index option to the sortable plugin, i've tried appending it to a node higher in the hierarchy (body). It appears that setting a z-index on every other item in the page would fix this, haven't tried it yet and i'm not planning on doing this because this would mess up alot. So the user can drag an image from 1 gallery to the next gallery screenshot of how it should work: http://img69.imageshack.us/i/draganddrop.jpg/ Some html: <!--SECOND ARROCRDION ITEM --> <a class="flickr_accordeon_header" id="flickr_second_header" href="javascript:;">__MSG__SEARCH_FOR_PHOTOS__</a> <div> <p class ="flickr_text" > __MSG__SEARCH_FOR_PHOTOS__</p> <form method="GET" action="javascript:;"> <p> <input type="text" value="__MSG__SEARCH__" id="flickr_key_input" class="flickr_changeColorNormal" /> <button class="s3d-button flickr_search" id="flickr_seach_button"> <span class="s3d-button-inner" >__MSG__SEARCH__</span> </button> <img src="/devwidgets/flickr/images/ajax-loader-gray.gif" alt="__MSG__LOADING_IMAGE__" id="flickr_loading_img" /> <a href="javascript:;" id="flickr_refresh_key_button"><img src="/dev/_images/recent_activity_icon.png" alt="refresh" title='refresh' /></a> </p> </form> <div id="flickr_input_error">__MSG__INPUT_ERROR__</div> <div id="flickr_input_same_error">__MSG__INPUT_SAME_ERROR__</div> **<div id="flickr_key_gallery" ><ul class="flickr_key_ul"><li></li></ul></div>** <div id="flickr_key_pagging" ></div> </div> </div> <!--SLIDING SIDEBAR --> <div id="flickr_sidebar" class="jcarousel-skin-tango"> <div id="flickr_side_paging"></div> **<ul> <li><img src="/devwidgets/flickr/images/drop-image.png" alt="__MSG__DROP_HERE__" class="flick_drop_here"></li> </ul>** </div> The images get rendered into the ul, so basically it's just an ul with li's with images javascript for sortable: horizontal: { helper: "clone", // Instead of dragging the real image a copy will be dragged connectWith: ["#flickr_sidebar ul"], // To be able to drag and drop an image to another image gallery they need to be connected cursor: 'pointer', //change the cursor when dragging opacity: 0.50, //Change the opacity while dragging appendTo: 'body', //When dropped the images need to be appended to the image gallery where they are dropped containment: 'body', //Make sure the user can't drag the images outside the widget revert: true, // if the user releases the image ouside the dropbox it'll return to it's original position zIndex: 9999 } I've tried it with setting the dragged image to absolute and the container on relative... doesn't work Anyone know how to solve this in IE8 ?

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  • jQuery animation menu height

    - by StealthRT
    Hey all i have the following jsfiddle Fiddle that i need some help on. When i have my mouse over it-it expands out to a static width but, depending on the text length, it grabs it by the inner's text $('.inner').height(). Problem being is that it goes a little too far beyond the last text list item and when i roll over any of the text in the menu box it slides back up a little. How can prevent it from (1) sliding back up and (2) have the exact height needed without even having the extra space at the bottom of the box for its height? The JS: $(document).ready(function() { $('#menuSquare, .inner').mouseout(function() { theMenu('close'); }); $('#menuSquare, .inner').mouseover(function() { theMenu('open'); }); }); function theMenu(what2Do) { if (what2Do == 'open') { $('#menuSquare').stop().animate({ width: 190, //95 height: $('.inner').height(), duration:900, 'padding-top' : 10, 'padding-right' : 10, 'padding-bottom' : 10, 'padding-left' : 10, backgroundColor: '#fff', opacity: 0.8 }, 1000,'easeOutCubic') } else { $('#menuSquare').stop().animate({ width: "20", height: "20", padding: '0px', backgroundColor: '#e51937', opacity: 0.8 }, 500,'easeInCirc') } }? The HTML: <div id="menuSquare" class="TheMenuBox" style="overflow: hidden; width: 20px; height: 20px; background-color: rgb(229, 25, 55); opacity: 0.8; padding: 0px;"> <div class="inner"> <p style="text-decoration:none; color:#666; cursor: pointer; " onclick="changeImg('Custom Homes');">Custom Homes</p> <p style="text-decoration:none; color:#666; cursor: pointer; " onclick="changeImg('Full Service Hotels');">Full Service Hotels</p> <p style="text-decoration:none; color:#666; cursor: pointer; " onclick="changeImg('Mixed Use');">Mixed Use</p> <p style="text-decoration:none; color:#666; cursor: pointer; " onclick="changeImg('Office');">Office</p> <p style="text-decoration:none; color:#666; cursor: pointer; " onclick="changeImg('Retail');">Retail</p> <p style="text-decoration:none; color:#666; cursor: pointer; " onclick="changeImg('Select Service Hotels');">Select Service Hotels</p> </div> </div>

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  • ActionScript MovieClip moves to the left, but not the right

    - by Defcon
    I have a stage with a movie clip with the instance name of "mc". Currently I have a code that is suppose to move the player left and right, and when the left or right key is released, the "mc" slides a little bit. The problem I'm having is that making the "mc" move to the left works, but the exact some code used for the right doesn't. All of this code is present on the Main Stage - Frame One //Variables var mcSpeed:Number = 0;//MC's Current Speed var mcJumping:Boolean = false;//if mc is Jumping var mcFalling:Boolean = false;//if mc is Falling var mcMoving:Boolean = false;//if mc is Moving var mcSliding:Boolean = false;//if mc is sliding var mcSlide:Number = 0;//Stored for use when creating slide var mcMaxSlide:Number = 1.6;//Max Distance the object will slide. //Player Move Function p1Move = new Object(); p1Move = function (dir:String, maxSpeed:Number) { if (dir == "left" && _root.mcSpeed<maxSpeed) { _root.mcSpeed += .2; _root.mc._x -= _root.mcSpeed; } else if (dir == "right" && _root.mcSpeed<maxSpeed) { _root.mcSpeed += .2; _root.mc._x += _root.mcSpeed; } else if (dir == "left" && speed>=maxSpeed) { _root.mc._x -= _root.mcSpeed; } else if (dir == "right" && _root.mcSpeed>=maxSpeed) { _root.mc._x += _root.mcSpeed; } } //onEnterFrame for MC mc.onEnterFrame = function():Void { if (Key.isDown(Key.LEFT)) { if (_root.mcMoving == false && _root.mcSliding == false) { _root.mcMoving = true; } else if (_root.mcMoving == true && _root.mcSliding == false) { _root.p1Move("left",5); } } else if (!Key.isDown(Key.LEFT)) { if (_root.mcMoving == true && _root.mcSliding == false) { _root.mcSliding = true; } else if (_root.mcMoving == true && _root.mcSliding == true && _root.mcSlide<_root.mcMaxSlide) { _root.mcSlide += .2; this._x -= .2; } else if (_root.mcMoving == true && _root.mcSliding == true && _root.mcSlide>=_root.mcMaxSlide) { _root.mcMoving = false; _root.mcSliding = false; _root.mcSlide = 0; _root.mcSpeed = 0; } } else if (Key.isDown(Key.RIGHT)) { if (_root.mcMoving == false && _root.mcSliding == false) { _root.mcMoving = true; } else if (_root.mcMoving == true && _root.mcSliding == false) { _root.p1Move("right",5); } } else if (!Key.isDown(Key.RIGHT)) { if (_root.mcMoving == true && _root.mcSliding == false) { _root.mcSliding = true; } else if (_root.mcMoving == true && _root.mcSliding == true && _root.mcSlide<_root.mcMaxSpeed) { _root.mcSlide += .2; this._x += .2; } else if (_root.mcMoving == true && _root.mcSliding == true && _root.mcSlide>=_root.mcMax) { _root.mcMoving = false; _root.mcSliding = false; _root.mcSlide = 0; _root.mcSpeed = 0; } } }; I just don't get why when you press the left arrow its works completely fine, but when you press the right arrow it doesn't respond. It is literally the same code.

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  • javascript: Problems with multiple setIntervals running simultaniously

    - by user340879
    Hello, My first post here. I want to make a horizontal menu with submenu's sliding down on mouseover. I know I could use jQuery but this is to practice my javascript skills. I use the following code: var up = new Array() var down = new Array() var submenustart function titleover(headmenu, inter) { submenu = headmenu.lastChild up[inter] = window.clearInterval(up[inter]) down[inter] = window.setInterval("slidedown(submenu)",1) } function slidedown(submenu) { if(submenu.offsetTop < submenustart) { submenu.style.top = submenu.offsetTop + 1 + "px" } } function titleout(headmenu, inter) { submenu = headmenu.lastChild down[inter] = window.clearInterval(down[inter]) up[inter] = window.setInterval("slideup(submenu)", 1) } function slideup(submenu) { if(submenu.offsetTop > submenustart - submenu.clientHeight + 1) { submenu.style.top = submenu.offsetTop - 1 + "px" } } The variable submenustart gets appointed a value in another function which is not relevant for my question. HTML looks like this: <table class="hoofding" id="hoofding"> <tr> <td onmouseover="titleover(this, 0)" onmouseout="titleout(this, 0)"><a href="#" class="hoofdinglink" id="hoofd1">AAAA</a> <table class="menu"> <tr><td><a href="...">1111</a></td></tr> <tr><td><a href="...">2222</a></td></tr> <tr><td><a href="...">3333</a></td></tr> </table></td> <td onmouseover="titleover(this, 1)" onmouseout="titleout(this, 1)"><a href="#" class="hoofdinglink">BBBB</a> <table class="menu"> <tr><td><a href="...">1111</a></td></tr> <tr><td><a href="...">2222</a></td></tr> <tr><td><a href="...">3333</a></td></tr> <tr><td><a href="...">4444</a></td></tr> <tr><td><a href="...">5555</a></td></tr> </table></td> ... </tr> </table> What happens is the following: If I go over and out (for ex) menu A it works fine. If i go now over menu B the interval applied to A is now applied to B. There are now 2 interval functions applied to B. The one originally for A and a new one triggered by the mouseover on B. If I would go to A all the intervals are now applied to A. I have been searching for hours but and I am completely stuck. Thanks in advance.

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  • How to organize pictures on website using css? [on hold]

    - by user3624023
    Here is my website without any CSS: http://www.wmcicompsci.ca/cs20/students/theglowcloud/Bare%20bones%20website/classics_bare.html I am new to CSS and I would like to organize pictures these pictures in this fashion: http://css-tricks.com/examples/SlideinCaptions/ I would just like this layout for the pictures but I do not need the sliding of the captions(although I would like to but it does not work my browser). I would like the captions to be like titles on top of the pictures. Here is my current html code: <!DOCTYPE html> <html> <head> <title> My favourite Fantasy books</title> <meta charset = "utf-8"> <link rel="stylesheet" href="css.css"> </head> <body> <nav id="main_nav"> <ul> <li><a href = " homepage_css.html"> Homepage</a></li> <li><a href="science_fiction_css.html">Science Fiction</a></li> <li><a href="classics_css.html">Classics</a></li> <li><a href="fantasy_css.html">Fantasy</a></li> </ul> </nav> <h1> Fantasy Genre</h1> <p> Here are my favourites:</p> <ul> <li> Goblet of Fire by J.K Rowling (4th book in the Harry Potter Series) </li> <li><img class= displayed src="pics/fantasy/goblet_of_fire.jpg" width="200" alt="Goblet of Fire book cover"></li> <li> Graceling by Kristan Cashore </li> <li><img src="pics/fantasy/graceling.jpg" width="200" alt = " Graceling book cover"></li> <li> Serpent's Shadow by Rick Riordan (3rd book in the Kane Chronicles) </li> <li><img src="pics/fantasy/serpents_shadow.jpg" width="200" alt="Serpent's Shadow book cover"></li> <li> The Hobbit by J.R.R. Tolkein </li> <li><img src="pics/fantasy/the_hobbit.jpg" width="200" alt="The Hobbit book cover"></li> <li> The False Prince by Jennifer Neilson (1st book in the Ascendance Triology) </li> <li><img src="pics/fantasy/the_false_prince.jpg" width="200" alt="The False Prince book cover"></li> </ul>

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  • CodePlex Daily Summary for Monday, August 13, 2012

    CodePlex Daily Summary for Monday, August 13, 2012Popular ReleasesDeForm: DeForm v1.0: Initial Version Support for: GaussianBlur effect ConvolveMatrix effect ColorMatrix effect Morphology effectLiteBlog (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...ClosedXML - The easy way to OpenXML: ClosedXML 0.67.0: Conditional formats now accept formulas. Major performance improvement when opening files with merged ranges. Misc fixes.Virtual Keyboard: Virtual Keyboard v2.0 Source Code: This release has a few added keys that were missing in the earlier versions.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...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...NVorbis: NVorbis v0.3: Fix Ogg page reader to correctly handle "split" packets Fix "zero-energy" packet handling Fix packet reader to always merge packets when needed Add statistics properties to VorbisReader.Stats Add multi-stream API (for Ogg files containing multiple Vorbis streams)System.Net.FtpClient: System.Net.FtpClient 2012.08.08: 2012.08.08 Release. Several changes, see commit notes in source code section. CHM help as well as source for this release are included in the download. Remember that Windows 7 by default (and possibly older versions) will block you from opening the CHM by default due to trust settings. To get around the problem, right click on the CHM, choose properties and click the Un-block button. Please note that this will be the last release tested to compile with the .net 2.0 framework. I will be remov...Isis2 Cloud Computing Library: Isis2 Alpha V1.1.967: This is an alpha pre-release of the August 2012 version of the system. I've been testing and fixing many problems and have also added a new group "lock" API (g.Lock("lock name")/g.Unlock/g.Holder/g.SetLockPolicy); with this, Isis2 can mimic Chubby, Google's locking service. I wouldn't say that the system is entirely stable yet, and I haven't rechecked every single problem I had seen in May/June, but I think it might be good to get some additional use of this release. By now it does seem to...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 classesAxiom 3D Rendering Engine: v0.8.3376.12322: Changes Since v0.8.3102.12095 ===================================================================== Updated ndoc3 binaries to fix bug Added uninstall.ps1 to nuspec packages fixed revision component in version numbering Fixed sln referencing VS 11 Updated OpenTK Assemblies Added CultureInvarient to numeric parsing Added First Visual Studio 2010 Project Template (DirectX9) Updated SharpInputSystem Assemblies Backported fix for OpenGL Auto-created window not responding to input Fixed freeInterna...DotSpatial: DotSpatial 1.3: This is a Minor Release. See the changes in the issue tracker. Minimal -- includes DotSpatial core and essential extensions Extended -- includes debugging symbols and additional extensions Tutorials are available. Just want to run the software? End user (non-programmer) version available branded as MapWindow Want to add your own feature? Develop a plugin, using the template and contribute to the extension feed (you can also write extensions that you distribute in other ways). Components ...New Projects.NET Weather Component: NET Weather is a component that will allow you to query various weather services for forcasts, current observations, etc..AxisProvider: Axis is a .NET reactive extensions based subscription and publication framework.Blawkay Hockey: Some xna testing i'm doing.Bolt Browser: Browse the web with ease. You'll never meet a browser more simple, friendly and easy to use. Blaze through the web the way it should be. Fast and beautiful.dotHTML: dotHTML provides a .NET-based DOM for HTML and CSS, facilitating code-driven creation of Web data.Fake DbConnection for Unit Testing EF Code: Unit test Entity Framework 4.3+ and confirm you have valid LINQ-to-Entities code without any need for a database connection.FNHMVC: FNHMVC is an architectural foundation for building maintainable web applications with ASP.NET, MVC, NHibernate & Autofac.FreeAgentMobile: FreeAgentMobile is a Windows Phone project intended to provide access to the FreeAgent Accounting application.Lexer: Generate a lexical analyzer (lexer) for a custom grammar by editing a T4 template.LibXmlSocket: XmlSocket LibraryMaxAlarm: This progect i create for my friend Igor.Minecraft Text Splitter: This tool was made to assist you in writing Minecraft books by splitting text into 255-byte pages and auto-copying it for later pasting into Minecraft.MxPlugin: MxPlugin is a project which demonstrates the calling of functions contained in DLLs both statically and dynamically. Parser: Generate a parser for a custom grammar by editing a T4 template.Sliding Boxes Windows Phone Game source code: .SmartSpider: ??????Http???????????,????????、??、???????。techsolittestpro: This project is testting project of codeplexThe Tiff Library - Fast & Simple .Net Tiff Library: The Tiff Library - Fast & Simple .Net Tiff LibraryVirtualizingWrapPanel: testVisual Rx: Visual Rx is a bundle of API and a Viewer which can monitor and visualize Rx datum stream (at run-time).we7T: testWebForms Transverse Library: This projet is aimed to compile best practices in ASP .NET WebForms development as generic tools working with UI components from various origins.

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  • Day 6 - Game Menuing Woes and Future Screen Sneak Peeks

    - by dapostolov
    So, after my last post on Day 5 I dabbled with my game class design. I took the approach where each game objects is tightly coupled with a graphic. The good news is I got the menu working but not without some hard knocks and game growing pains. I'll explain later, but for now...here is a class diagram of my first stab at my class structure and some code...   Ok, there are few mistakes, however, I'm going to leave it as is for now... As you can see I created an inital abstract base class called GameSprite. This class when inherited will provide a simple virtual default draw method:        public virtual void DrawSprite(SpriteBatch spriteBatch)         {             spriteBatch.Draw(Sprite, Position, Color.White);         } The benefits of coding it this way allows me to inherit the class and utilise the method in the screen draw method...So regardless of what the graphic object type is it will now have the ability to render a static image on the screen. Example: public class MyStaticTreasureChest : GameSprite {} If you remember the window draw method from Day 3's post, we could use the above code as follows...         protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             foreach(var gameSprite in ListOfGameObjects)            {                 gameSprite.DrawSprite(spriteBatch);            }             spriteBatch.End();             base.Draw(gameTime);         } I have to admit the GameSprite object is pretty plain as with its DrawSprite method... But ... we now have the ability to render 3 static menu items on the screen ... BORING! I want those menu items to do something exciting, which of course involves animation... So, let's have a peek at AnimatedGameSprite in the above game diagram. The idea with the AnimatedGameSprite is that it has an image to animate...such as ... characters, fireballs, and... menus! So after inheriting from GameSprite class, I added a few more options such as UpdateSprite...         public virtual void UpdateSprite(float elapsed)         {             _totalElapsed += elapsed;             if (_totalElapsed > _timePerFrame)             {                 _frame++;                 _frame = _frame % _framecount;                 _totalElapsed -= _timePerFrame;             }         }  And an overidden DrawSprite...         public override void DrawSprite(SpriteBatch spriteBatch)         {             int FrameWidth = Sprite.Width / _framecount;             Rectangle sourcerect = new Rectangle(FrameWidth * _frame, 0, FrameWidth, Sprite.Height);             spriteBatch.Draw(Sprite, Position, sourcerect, Color.White, _rotation, _origin, _scale, SpriteEffects.None, _depth);         } With these two methods...I can animate and image, all I had to do was add a few more lines to the screens Update Method (From Day 3), like such:             float elapsed = (float) gameTime.ElapsedGameTime.TotalSeconds;             foreach (var item in ListOfAnimatedGameObjects)             {                 item.UpdateSprite(elapsed);             } And voila! My images begin to animate in one spot, on the screen... Hmm, but how do I interact with the menu items using a mouse...well the mouse cursor was easy enough... this.IsMouseVisible = true; But, to have it "interact" with an image was a bit more tricky...I had to perform collision detection!             mouseStateCurrent = Mouse.GetState();             var uiEnabledSprites = (from s in menuItems                                    where s.IsEnabled                                    select s).ToList();             foreach (var item in uiEnabledSprites)             {                 var r = new Rectangle((int)item.Position.X, (int)item.Position.Y, item.Sprite.Width, item.Sprite.Height);                 item.MenuState = MenuState.Normal;                 if (r.Intersects(new Rectangle(mouseStateCurrent.X, mouseStateCurrent.Y, 0, 0)))                 {                     item.MenuState = MenuState.Hover;                     if (mouseStatePrevious.LeftButton == ButtonState.Pressed                         && mouseStateCurrent.LeftButton == ButtonState.Released)                     {                         item.MenuState = MenuState.Pressed;                     }                 }             }             mouseStatePrevious = mouseStateCurrent; So, basically, what it is doing above is iterating through all my interactive objects and detecting a rectangle collision and the object , plays the state animation (or static image).  Lessons Learned, Time Burned... So, I think I did well to start, but after I hammered out my prototype...well...things got sloppy and I began to realise some design flaws... At the time: I couldn't seem to figure out how to open another window, such as the character creation screen Input was not event based and it was bugging me My menu design relied heavily on mouse input and I couldn't use keyboard. Mouse input, is tightly bound with graphic rendering / positioning, so its logic will have to be in each scene. Menu animations would stop mid frame, then continue when the action occured again. This is bad, because...what if I had a sword sliding onthe screen? Then it would slide a quarter of the way, then stop due to another action, then render again mid-slide... it just looked sloppy. Menu, Solved!? To solve the above problems I did a little research and I found some great code in the XNA forums. The one worth mentioning was the GameStateManagementSample. With this sample, you can create a basic "text based" menu system which allows you to swap screens, popup screens, play the game, and quit....basic game state management... In my next post I'm going to dwelve a bit more into this code and adapt it with my code from this prototype. Text based menus just won't cut it for me, for now...however, I'm still going to stick with my animated menu item idea. A sneak peek using the Game State Management Sample...with no changes made... Cool Things to Mention: At work ... I tend to break out in random conversations every-so-often and I get talking about some of my challenges with this game (or some stupid observation about something... stupid) During one conversation I was discussing how I should animate my images; I explained that I knew I had to use the Update method provided, but I didn't know how (at the time) to render an image at an appropriate "pace" and how many frames to use, etc.. I also got thinking that if a machine rendered my images faster / slower, that was surely going to f-up my animations. To which a friend, Sheldon,  answered, surely the Draw method is like a camera taking a snapshot of a scene in time. Then it clicked...I understood the big picture of the game engine... After some research I discovered that the Draw method attempts to keep a framerate of 60 fps. From what I understand, the game engine will even leave out a few calls to the draw method if it begins to slow down. This is why we want to put our sprite updates in the update method. Then using a game timer (provided by the engine), we want to render the scene based on real time passed, not framerate. So even the engine renders at 20 fps, the animations will still animate at the same real time speed! Which brings up another point. Why 60 fps? I'm speculating that Microsoft capped it because LCD's dont' refresh faster than 60 fps? On another note, If the game engine knows its falling behind in rendering...then surely we can harness this to speed up our games. Maybe I can find some flag which tell me if the game is lagging, and what the current framerate is, etc...(instead of coding it like I did last time) Sheldon, suggested maybe I can render like WoW does, in prioritised layers...I think he's onto something, however I don't think I'll have that many graphics to worry about such a problem of graphic latency. We'll see. People to Mention: Well,as you are aware I hadn't posted in a couple days and I was surprised to see a few emails and messenger queries about my game progress (and some concern as to why I stopped). I want to thank everyone for their kind words of support and put everyone at ease by stating that I do intend on completing this project. Granted I only have a few hours each night, but, I'll do it. Thank you to Garth for mailing in my next screen! That was a nice surprise! The Sneek Peek you've been waiting for... Garth has also volunteered to render me some wizard images. He was a bit shocked when I asked for them in 2D animated strips. He said I was going backward (and that I have really bad Game Development Lingo). But, I advised Garth that I will use 3D images later...for now...2D images. Garth also had some great game design ideas to add on. I advised him that I will save his ideas and include them in the future design document (for the 3d version?). Lastly, my best friend Alek, is going to join me in developing this game. This was a project we started eons ago but never completed because of our careers. Now, priorities change and we have some spare time on our hands. Let's see what trouble Alek and I can get into! Tonight I'll be uploading my prototypes and base game to a source control for both of us to work off of. D.

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