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  • How can I create a short cut to a directory on a Windows Phone device?

    - by Mokilok
    When I plug in my Windows mobile it appears in My Computer as a portable device but the data I need regular access to is many sub directories in. Is it possible to create a shortcut or access a path on a mobile device directly? When I open the properties of the folder I want it says the location starts with "Computer\Name of Phone\Phone\". The problem is using that as a path to navigate straight to the files doesn't work. Thanks for your help.

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  • Common and maximum number of virtual machines per server?

    - by Rabarberski
    For a project I am trying to get real-life estimates for the number of virtual machines per server, both typically and maximally. Of course, the maximum number of VMs would be depending on the type of applications (disk intensive, network intensive, ...), and server hardware (like number of cores, memory, ...), but still it would be useful to know if a typical maximum is about 10, 20 or 30 VMs per server. Can anybody give practical numbers?

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  • Can mod_fcgid maintain a hard-minimum number of available appserver processes?

    - by user9795
    ...and if so, how? I'm using Apache2 + mod_fcgid to serve a perl Catalyst application, on a box that I own, and I'd like for mod_fcgid to maintain a minimum number of spun-up processes ready to go. The docs say that FcgidMinProcessesPerClass only enforces a minimum number of processes that will be retained in a process class after finishing requests How do I get apache to start up with a certain number of appserver subprocesses on an idle server without using artificial load to get there?

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  • What is the max supported number of SATA devices (using cable adapters) on a Dell SAS 6/iR adapter?

    - by Zac B
    I've got a Dell SAS 6/iR PCI-E adapter. I don't have a multiplier backplane. I'm planning on connecting SATA (non SAS) drives. If I buy cable adapters only (ones that split a SAS connector on the card to a certain number of SATA cables), how many drives can I connect to this card? The way I see it, there are two limitations: a limitation imposed by the theoretical max number of devices supported on the card (which I've dug through the specs to find, but haven't seen yet), and a limitation imposed by the number of SAS plugs on the card multiplied by the number of SATA cables that come out of the highest-multiplying splitter I can buy. The answer to my question would be the minimum of those two limitations. I've seen 4x SATA coming out of some splitters; are there any that have more? Alternatively, if this is an RTFM question, does anyone have a good link to a "this is how SAS works, this is how you figure out the max number of devices, and this is how the concepts of 'ports', 'lanes', 'endpoint devices', and 'connectors' all relate in SAS-land" document? I've looked around on the Dell docs, but haven't found anything that explains this to someone at my level of understanding of SAN/enterprise storage technologies. Cheers!

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  • How is starting and ending row number of a Range obtained?

    - by Robert Kerr
    Given a user-selected Range, what is the simplest way to determine the starting row number, and ending row number? Range.Address returns a string containing any number of possible formats. There has to be something simpler. Desired: Dim oRange As Range Dim startRow As Integer Dim endRow As Integer oRange = Range("A1:X50") startRow = oRange.Address.StartRow endRow = oRange.Address.EndRow of course, those properties do not exist. I want to do the same to return column letters.

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  • Wondering about the Windows 7 serial number my laptop has, and its uses.

    - by overmann
    So that's the serial number of my pre-installed windows copy, I take it. But am I allowed to use it again when, say, I don't know, my system gets crippled by a sneaky virus? If I format my computer and install windows starter again from a USB drive (speculating. I've never format before, I suppose is completely possible) Is that serial number still valid? I'm talking about the number printed on the back of my laptop.

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  • How do I find the Serial Number of a USB Drive?

    - by jamuraa
    I'm trying to re-enable USB Autoplay in a secure way, by installing a program on each of the computers that I use so that I can run my launcher (PStart in this case) whenever I plug in my specific USB drive. The tool that I'm using to enable this - AutoRunGuard - needs the serial number of the USB drive that I am using. I can't figure out where to find this in Windows. Ideally I would not need to install and run a separate program to do this (seemingly) simple task. Since this is a pretty easy question, bonus points if you also tell me how to discover it in Linux as well. What steps do I need to take to retrieve a USB Drive's serial number? UPDATE: Just incase people come here looking for the answer for AutoRunGuard, I discovered that they don't want the USB device serial number, but the volume serial number. The drive serial can be found by going into the command line, navigating to the drive, and executing dir. The volume serial number is found in the top two lines - use it without the dash.

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  • What is the typical maximum number of database connections for Oracle running on Windows server ?

    - by Sake
    We are maintaining a database server that serve a large number of clients. Each client typically running serveral client-applications. The total number of connections to the database server (Oracle 9i) is reaching 800 connections on peak load. The windows 2003 server is starting to run out of memory. We are now planning to move to 64bit Windows in order to gain higher memory capability. As a developer I suggest moving to multi-tier architecture with conneciton pooling, which I believe is a natural solution to this problem. However, in order to support my idea, I want the information on: what exactly is the typical number of connections allowed for Oracle database ? What is the problem when the number connections is too high ? Too much memory comsumption ? or too many sockets opened ? or too many context switching between threads ? To be a little bit specific, how could Oracle Forms application scale to thousand of users without facing this problem ? Shall Oracle RAC applied to this case ? I'm sure the answer to this question should depend on quite a number of factors, like the exact spec of the hardware being used. I'm expecting a rough estimation or some experience from the real world.

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  • how to know which display number for the variable DISPLAY to be exported when ssh to server

    - by insidepower
    When i ssh to server using -X, i always confuse about which display number i should export. It seems to me sometimes the display number has been used by something, so what i can do is only export DISPLAY=localhost:0 && xclock export DISPLAY=localhost:1 && xclock export DISPLAY=localhost:2 && xclock export DISPLAY=localhost:... until the clock appear. Then i will use that display number. Each time log in to the server, the display number which is able to tunnel the gui data correct would be different. I know many of such similar questions has been asked and answer. However I couldn't find answer to my question, anyone know about it? Thanks!

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  • How to auto dial 9+Number on Cisco 7941 redial?

    - by NotDan
    Is it possible to set up a Cisco 7941 phone to dial 9 before the redial number? When I view missed calls, and try to redial one of the numbers, it always fails because it doesn't dial 9 first. I have to write the number down and then manually dial the 9 and then the number.

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  • Can a wireless mouse dongle be used to connect to a cell phone?

    - by DMX
    My laptop (Compaq Presario V3000) does not have bluetooth. Few months back I bought a bluetooth dongle to connect to my cell phone. One fine day the bluetooth dongle got damaged. Now I also have this wireless mouse (Logitech M215), which also has a teeny-weeny dongle. What I am trying to figure out is, whether I can use the wireless mouse dongle to somehow connect to my cell-phone. Is it possible??? Pls help DMX

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • ASM programming, how to use loop?

    - by chris
    Hello. Im first time here.I am a college student. I've created a simple program by using assembly language. And im wondering if i can use loop method to run it almost samething as what it does below the program i posted. and im also eager to find someome who i can talk through MSN messanger so i can ask you questions right away.(if possible) ok thank you .MODEL small .STACK 400h .data prompt db 10,13,'Please enter a 3 digit number, example 100:',10,13,'$' ;10,13 cause to go to next line first_digit db 0d second_digit db 0d third_digit db 0d Not_prime db 10,13,'This number is not prime!',10,13,'$' prime db 10,13,'This number is prime!',10,13,'$' question db 10,13,'Do you want to contine Y/N $' counter dw 0d number dw 0d half dw ? .code Start: mov ax, @data ;establish access to the data segment mov ds, ax mov number, 0d LetsRoll: mov dx, offset prompt ; print the string (please enter a 3 digit...) mov ah, 9h int 21h ;execute ;read FIRST DIGIT mov ah, 1d ;bios code for read a keystroke int 21h ;call bios, it is understood that the ascii code will be returned in al mov first_digit, al ;may as well save a copy sub al, 30h ;Convert code to an actual integer cbw ;CONVERT BYTE TO WORD. This takes whatever number is in al and ;extends it to ax, doubling its size from 8 bits to 16 bits ;The first digit now occupies all of ax as an integer mov cx, 100d ;This is so we can calculate 100*1st digit +10*2nd digit + 3rd digit mul cx ;start to accumulate the 3 digit number in the variable imul cx ;it is understood that the other operand is ax ;AND that the result will use both dx::ax ;but we understand that dx will contain only leading zeros add number, ax ;save ;variable <number> now contains 1st digit * 10 ;---------------------------------------------------------------------- ;read SECOND DIGIT, multiply by 10 and add in mov ah, 1d ;bios code for read a keystroke int 21h ;call bios, it is understood that the ascii code will be returned in al mov second_digit, al ;may as well save a copy sub al, 30h ;Convert code to an actual integer cbw ;CONVERT BYTE TO WORD. This takes whatever number is in al and ;extends it to ax, boubling its size from 8 bits to 16 bits ;The first digit now occupies all of ax as an integer mov cx, 10d ;continue to accumulate the 3 digit number in the variable mul cx ;it is understood that the other operand is ax, containing first digit ;AND that the result will use both dx::ax ;but we understand that dx will contain only leading zeros. Ignore them add number, ax ;save -- nearly finished ;variable <number> now contains 1st digit * 100 + second digit * 10 ;---------------------------------------------------------------------- ;read THIRD DIGIT, add it in (no multiplication this time) mov ah, 1d ;bios code for read a keystroke int 21h ;call bios, it is understood that the ascii code will be returned in al mov third_digit, al ;may as well save a copy sub al, 30h ;Convert code to an actual integer cbw ;CONVERT BYTE TO WORD. This takes whatever number is in al and ;extends it to ax, boubling its size from 8 bits to 16 bits ;The first digit now occupies all of ax as an integer add number, ax ;Both my variable number and ax are 16 bits, so equal size mov ax, number ;copy contents of number to ax mov cx, 2h div cx ;Divide by cx mov half, ax ;copy the contents of ax to half mov cx, 2h; mov ax, number; ;copy numbers to ax xor dx, dx ;flush dx jmp prime_check ;jump to prime check print_question: mov dx, offset question ;print string (do you want to continue Y/N?) mov ah, 9h int 21h ;execute mov ah, 1h int 21h ;execute cmp al, 4eh ;compare je Exit ;jump to exit cmp al, 6eh ;compare je Exit ;jump to exit cmp al, 59h ;compare je Start ;jump to start cmp al, 79h ;compare je Start ;jump to start prime_check: div cx; ;Divide by cx cmp dx, 0h ;reset the value of dx je print_not_prime ;jump to not prime xor dx, dx; ;flush dx mov ax, number ;copy the contents of number to ax cmp cx, half ;compare half with cx je print_prime ;jump to print prime section inc cx; ;increment cx by one jmp prime_check ;repeat the prime check print_prime: mov dx, offset prime ;print string (this number is prime!) mov ah, 9h int 21h ;execute jmp print_question ;jumps to question (do you want to continue Y/N?) this is for repeat print_not_prime: mov dx, offset Not_prime ;print string (this number is not prime!) mov ah, 9h int 21h ;execute jmp print_question ;jumps to question (do you want to continue Y/N?) this is for repeat Exit: mov ah, 4ch int 21h ;execute exit END Start

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  • How do you import CA certificates onto an Android phone?

    - by f50driver
    Hi all, I want to connect to my University's wireless using my Nexus One. When I go to "Add Wi-Fi network" in Wireless Settings I fill in the Network SSID and select 802.1x Enterprise for the security and fill everything out. The problem is that our university's wireless uses Thawte Premium Server CA certificate for certification. When I click the drop down list for CA certificate I get nothing in the list (just N/A) Now I have the certificate (Thawte Premium Server CA.pem) and have moved it to my SD card, but it doesn't look like Android automatically detects it. Where should I put the certificate so that the Android wireless manager recognizes it. In other words, how can I import a CA certificate so that Android recognizes that it is on the phone and displays it in the CA Certificate drop down list. Thanks for any help, Tomek P.S. My phone is not rooted EDIT: After doing some research it looks like you are able to install certificates by going to your phone's settings Location & Security Install from SD card Unfortunately it looks like the only accepted file extension is .p12. It does not look like there is a way to import .cer or .pem files (which are the only two files that come with the Thawte certificates) at this moment. It does look like you can use a converter to convert your .cer or .pem files to .p12, however a key file is needed. https://www.sslshopper.com/ssl-converter.html I do not know where to get this key file for the Thawte certificates.

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  • Website hosted on my virtualbox web server not displaying images or applying css when viewed through phone

    - by WebweaverD
    I would really appreciate it if someone could help me. Please let me know if you need more info in the comments. My Set Up I have a windows 7 pc. On it I run a virtual box VM with a ubuntu 12 guest os and LAMP setup. I share files between the two machines using samba from linux to windows and using windows file sharing (Workgroup) the other way round. The vm is set up with a bridged network adapter and can happily serve web pages to my host machine. I use DHCP reservations on my home wireless router/modem to reserve an ip for the vm and give it a sitename.dev in my windows host file so I can access it at sitename.dev through the browser. The Problem So far so good but I have a dev project which needs a lot of mobile template development, now obviously I can use a browser plugin to simulate a mobile device but I would like to be able to see the real thing easily on my phone during development. So ideally I would like a similar setup on my iphone to my windows setup Now I'm not great on networking and dont have much experience with web server set up. So when I typed the ip of my virtual box into my iphone i wasnt expecting to see anything. I was pleasantly surprised when my site loaded up. The javascript even seems to be running but the images and css are not happening. My Question 1) What is happening here, is it something to do with the bridged set up on the vm network? 2)How do I make the sites load properly through my phone Notes I've also tried another phone. The same sites viewed on live servers work fine.

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  • How to obtain a random sub-datatable from another data table

    - by developerit
    Introduction In this article, I’ll show how to get a random subset of data from a DataTable. This is useful when you already have queries that are filtered correctly but returns all the rows. Analysis I came across this situation when I wanted to display a random tag cloud. I already had the query to get the keywords ordered by number of clicks and I wanted to created a tag cloud. Tags that are the most popular should have more chance to get picked and should be displayed larger than less popular ones. Implementation In this code snippet, there is everything you need. ' Min size, in pixel for the tag Private Const MIN_FONT_SIZE As Integer = 9 ' Max size, in pixel for the tag Private Const MAX_FONT_SIZE As Integer = 14 ' Basic function that retreives Tags from a DataBase Public Shared Function GetTags() As MediasTagsDataTable ' Simple call to the TableAdapter, to get the Tags ordered by number of clicks Dim dt As MediasTagsDataTable = taMediasTags.GetDataValide ' If the query returned no result, return an empty DataTable If dt Is Nothing OrElse dt.Rows.Count < 1 Then Return New MediasTagsDataTable End If ' Set the font-size of the group of data ' We are dividing our results into sub set, according to their number of clicks ' Example: 10 results -> [0,2] will get font size 9, [3,5] will get font size 10, [6,8] wil get 11, ... ' This is the number of elements in one group Dim groupLenth As Integer = CType(Math.Floor(dt.Rows.Count / (MAX_FONT_SIZE - MIN_FONT_SIZE)), Integer) ' Counter of elements in the same group Dim counter As Integer = 0 ' Counter of groups Dim groupCounter As Integer = 0 ' Loop througt the list For Each row As MediasTagsRow In dt ' Set the font-size in a custom column row.c_FontSize = MIN_FONT_SIZE + groupCounter ' Increment the counter counter += 1 ' If the group counter is less than the counter If groupLenth <= counter Then ' Start a new group counter = 0 groupCounter += 1 End If Next ' Return the new DataTable with font-size Return dt End Function ' Function that generate the random sub set Public Shared Function GetRandomSampleTags(ByVal KeyCount As Integer) As MediasTagsDataTable ' Get the data Dim dt As MediasTagsDataTable = GetTags() ' Create a new DataTable that will contains the random set Dim rep As MediasTagsDataTable = New MediasTagsDataTable ' Count the number of row in the new DataTable Dim count As Integer = 0 ' Random number generator Dim rand As New Random() While count < KeyCount Randomize() ' Pick a random row Dim r As Integer = rand.Next(0, dt.Rows.Count - 1) Dim tmpRow As MediasTagsRow = dt(r) ' Import it into the new DataTable rep.ImportRow(tmpRow) ' Remove it from the old one, to be sure not to pick it again dt.Rows.RemoveAt(r) ' Increment the counter count += 1 End While ' Return the new sub set Return rep End Function Pro’s This method is good because it doesn’t require much work to get it work fast. It is a good concept when you are working with small tables, let says less than 100 records. Con’s If you have more than 100 records, out of memory exception may occur since we are coping and duplicating rows. I would consider using a stored procedure instead.

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  • Stage3D Camera problem

    - by Thomas Versteeg
    I am trying to create a 2D Stage3D game where you can move the camera around the level in an RTS style. I thought about using Orthographic Matrix3D functions for this but when I try to scroll the whole "stage" also scrolls. This is the Camera code: public function Camera2D(width:int, height:int, zoom:Number = 1) { resize(width, height); _zoom = zoom; } public function resize(width:Number, height:Number):void { _width = width; _height = height; _projectionMatrix = makeMatrix(0, width, 0, height); _recalculate = true; } protected function makeMatrix(left:Number, right:Number, top:Number, bottom:Number, zNear:Number = 0, zFar:Number = 1):Matrix3D { return new Matrix3D(Vector.<Number>([ 2 / (right - left), 0, 0, 0, 0, 2 / (top - bottom), 0, 0, 0, 0, 1 / (zFar - zNear), 0, 0, 0, zNear / (zNear - zFar), 1 ])); } public function get viewMatrix():Matrix3D { if (_recalculate) { _recalculate = false; _viewMatrix.identity(); _viewMatrix.appendTranslation( -_width / 2 - _x, -_height / 2 - y, 0); _viewMatrix.appendScale(_zoom, _zoom, 1); _renderMatrix.identity(); _renderMatrix.append(_viewMatrix); _renderMatrix.append(_projectionMatrix); } return _renderMatrix; } Here are two screenshots to show what I mean: How do I only let the inside of the stage3D scroll and not the whole stage?

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  • Silverlight Cream for June 21, 2011 -- #1110

    - by Dave Campbell
    In this Issue: Colin Eberhardt, Kunal Chowdhury(-2-), Peter Kuhn(-2-, -3-), Mike Gold, WindowsPhoneGeek, Nigel Sampson, Paul Sheriff, Dhananjay Kumar, and Erno de Weerd. Above the Fold: Silverlight: "Silverlight Debug Helper" Peter Kuhn3 WP7: "Metro In Motion #8 – AutoCompleteBox Reveal Animation" Colin Eberhardt Shoutouts: Check out the Top 5 from my friends at SilverlightShow from last week: SilverlightShow for June 13 - 19, 2011 From SilverlightCream.com: Metro In Motion #8 – AutoCompleteBox Reveal Animation Colin Eberhardt found yet another 'Metro In Motion' to duplicate... this one is the auto-complete effect seen in the WP7 email client... check out the video on the post! Windows Phone 7 (Mango) Tutorial - 16 - How to Create a WP7 Alarm Application? Kunal Chowdhury has a couple more of his Mango tutorials up... number 16 (!) is on creating an Alarm app using scheduled tasks. Windows Phone 7 (Mango) Tutorial - 17 - How to Create a WP7 Reminder Application? Kunal Chowdhury's latest is number 17 in the Mango series and he's discussing the Reminder class which is part of the Scheduler namespace. Silverlight Debug Helper Peter Kuhn has deployed a new version of his "Silverlight Debug Helper"... this time he's added support for FireFox and Chrome. Getting ready for the Windows Phone 7 Exam 70-599 (Part 3) Peter Kuhn also has Part 3 of his series posted at SilverlightShow on getting ready for the WP7 exam. XNA for Silverlight developers: Part 13 - Mango (2) Finally, Peter Kuhn's latest XNA for Silverlight developers tutorial is up at SilverlightShow and is the 2nd Mango post for game devs. Detecting Altitude using the WP7 Phone WindowsPhoneGeek apparently turned the reigns of his blog over to Mike Gold for this post about Altitude detection on the WP7. Windows Phone Mango: Getting Started with MVVM in 10 Minutes If you're out there and still haven't gotten your head around MVVM, or want to take another look at why you're beating yourself up doing it [ :) ]... WindowsPhoneGeek has a quick write-up on MVVM and WP7.1 apps Creating app promotional videos Nigel Sampson details how he uses Expression Encoder to produce the app videos he has on his blog for his WP7* apps. Sort Data in Windows Phone using Collection View Source Paul Sheriff's latest post is up, and is another WP7 post. This time on how to sort the data you consume by using a CollectionViewSource object in XAML and not write any code! Viewing Flickr Images on Windows 7.1 Phone or Mango Phone Dhananjay Kumar has a tutorial up for WP7.1 showing how to use the Flickr REST service to display images on your device. Windows Phone 7: Drawing graphics for your application with Inkscape – Part II: Icons Part 2 of Erno de Weerd's Trilogy on Drawing graphics for your WP7* apps in Inkscape is up... this tutorial is all about icons... good stuff! Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Silverlight Cream for February 05, 2011 -- #1041

    - by Dave Campbell
    In this Issue: Peter Kuhn, Mike Ormond(-2-, -3-), WindowsPhoneGeek, Daniel N. Egan, Phil Middlemiss(-2-), Max Paulousky, Michael Washington. Above the Fold: Silverlight: "Designing for Browser-Zoom: Part 2" Phil Middlemiss WP7: "Talking about Converters in WP7 | Coding4fun toolkit converters in depth" WindowsPhoneGeek Lightswitch: "LightSwitch: Can We Handle The Truth?" Michael Washington Shoutouts: András Velvárt has a video up of some awesome changes he has planned for SurfCube, check it out: SurfCube V2 - 3D Web Browser for Windows Phone 7, now with tabs! From SilverlightCream.com: Silverlight for keyboard junkies Peter Kuhn has a post up talking about the issues surrounding trying to use the tab key to navigate between controls... and follows it up with a behavior that resolves it. Windows Phone 7 Content On Demand Mike Ormond has a batch of WP7 Videos up... this first is "Windows Phone 7: A Different Kind of Phone" with Andrej Radinger. Windows Phone 7 Content on Demand Pt 2 Mike Ormond's 2nd WP7 video is "Understanding the Windows Phone 7 Development Tools and Getting Started" with Maarten Struys Windows Phone 7 Content on Demand Pt 3 Mike Ormond's 3rd WP7 Content on Demand is "Games Programming on Windows Phone 7 with Silverlight and XNA" with Rob Miles Talking about Converters in WP7 | Coding4fun toolkit converters in depth WindowsPhoneGeek is discussing value converters in his latest post... value converters for WP7... and the ones in the Coding4Fun toolkit to be exact... everything you wanted to know about them but didn't know to ask :) WP7 Developer Tools–Jan Update Daniel N. Egan has information up about the new WP7 Developer Tools release. Designing for Browser-Zoom: Part 1 Phil Middlemiss has both parts of a series on Browser Zoom up... this first part covers the zoom and different pieces involved. Designing for Browser-Zoom: Part 2 Phil Middlemiss's part 2 shows us some design considerations and visual states, including an attached behavior you can use in Blend to respond to the zoom event. Windows Phone Copy-Paste: How It Looks and Works Max Paulousky has the first post I've seen on WP7 Copy/Paste up... of course it's still in the emulator, but hey... that's better than nothing, right? LightSwitch: Can We Handle The Truth? Have you been playing with Lightswitch? Well... Michael Washington has, and it's got his interest up far enough that he's waving the flags trying to attract everyone else over there as well... see if you agree. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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