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  • Are VM-based languages becoming viable for Graphics since the move to GPU computing?

    - by skiwi
    Perhaps the title is not the most clear, so let me elaborate it more: I am talking about VM-based languages, by that I mean languages that run on the JVM (java) and for example C#. Also I am talking about 3D graphics, just to be clear. Lately the trend has been that most computing is being done on the GPU and not on the CPU, and since times the issue with programming games on a VM-based language is that garbage collecting may happen randomly. So let's take a look which is responsible for what: Showing the graphics: GPU Uploading graphics to the GPU: CPU? Needs to be done every frame? Calculating physics constraints: GPU Doing the real game logic (Determining when to move objects (independent of physics calculations), processing AI): CPU Is my list actually correct? And if it is, is for example Java becoming more viable? Or is uploading the graphics (vertices) still the most expensive operation? Would like to get more insight into this.

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  • What are some ways to texture map a terrain?

    - by ApocKalipsS
    I'm working with XNA on a 3D Game, and I'm trying to have a proper and nice environnement. I actually followed a tutorial to create a terrain from a heightmap. To texture it, I just apply a grass texture on it and tile it a number of times. But what I want to do is to have a really realistic texturing, but also generate it automatically (for example if I want to use Perlin noise to generate a terrain and then texture it). I already learned about multi-texturing, loading a map file with different colors for different textures, but I don't think this is really efficient, for instance for cliffs or very steep areas it will tile a texture badly as it's a view from the top. (Also, I don't know how I'll draw roads or dirt paths with that.) I'm looking for an efficient solution to realistically texture mapping procedurally-generated terrain.

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  • How do I get started with fog type effects in a first person game?

    - by Dream Lane
    Hey guys, I'm currently using JME3 to learn 3d game development in java, and I have run into a situation. I would like to add fog effects to my games, but I don't even know where to start to implement this. I know how to set the camera's far frustum to limit the render distance, but that just simply makes a sharp cutoff. I'd like the fog it up a bit to make it feel more natural. I'm looking for an answer that points me into the correct direction. I'm not looking for specific code snippets or even JME3's engine specifics. I just want to get an idea of how this stuff works in general. Thanks!

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  • Game Asset Size Over Time

    - by jterrace
    The size (in bytes) of games have been growing over time. There are probably many factors contributing to this: trailer/cut scene videos being bundled with the game, more and higher-quality audio, multiple levels of detail being used, etc. What I'd really like to know is how the size of 3D models and textures that games ship with have changed over time. For example, if one were to look at the size of meshes and textures for Quake I (1996), Quake II (1997), Quake III: Arena (1999), Quake 4 (2005), and Enemy Territory: Quake Wars (2007), I'd imagine a steady increase in file size. Does anyone know of a data source for numbers like this?

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  • OpenGLES 2.0 gluunProject

    - by secheung
    I've spent more time than i should trying to get my ray picking program working. I'm pretty convinced my math is solid with respect to line plane intersection, but I believe the problem lies with the changing of the mouse screen touch into 3D world space. Heres my code public void passTouchEvents(MotionEvent e){ int[] viewport = {0,0,viewportWidth,viewportHeight}; float x = e.getX(), y = viewportHeight - e.getY(); float[] pos1 = new float[4]; float[] pos2 = new float[4]; GLU.gluUnProject( x, y, 0.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos1, 0); GLU.gluUnProject( x, y, 1.0f, mViewMatrix, 0, mProjectionMatrix, 0, viewport, 0, pos2, 0); } Just as a reference I've tried transforming the coordinates 0,0,0 and got an offset. It would be appreciated if you would answer using opengl es 2.0 code. Thanks

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  • Is an extra collision-mesh for level-data worth the hassle?

    - by Serthy
    What is the optimal approach for collision-detection with the environment in an 3D engine (with triangle mesh based geometry, no bsp)? A) Use the render mesh [+] no need for additional work for artists to fiddle with collision detection [-] high detail is harder for physics calculation [+/-] maybe use collidable flags for materials [+/-] compute the collision-mesh from the render-mesh B) Use an additional collision mesh [+] faster/more optimal collision-detection [-] additional work (either by the artist or by the programmer who has to develop an algorithm to compute it from the render-mesh) [-] more memory useage How do AAA title handle this? And what are the indie dev's approaches?

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  • Some problem about Compiz and GTK on Ubuntu 14.04

    - by LVHoanh
    I installed Ubuntu 14.04 on my computer : i3/4G/750G/VGA Intel HD3000 & 1GB NVidia with CUDA GT540M. I've some problems with Ubuntu 14.04 : Does Ubuntu 14.04 support Emerald Theme Manager? Emerald Theme Manager is not available in Ubuntu Software Center? I installed Compiz and Compiz Setting Manager, it works ok, but the Windows 3D plugin is not work? The Shutdown/Restart function on Right-Top Panel is not work, is there any solution for this problem? The mouse theme I installed only work in current session, next time i restart computer it change back to default mouse theme? How can i resize the spacing between Desktop Icon? Waiting for everyone respond. Thankyou so much. P/s : My English is not good, expect you understand. :)

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  • What kind of math should I be expecting in advanced programming?

    - by I_Question_Things_Deeply
    And I don't mean just space shooters and such, because in non-3D environments it's obvious that not much beyond elementary math is needed to implement. Most of the programming in 2D games is mostly going to involve basic arithmetic, algorithms for enemy AI and dimensional worlds, rotation, and maybe some Algebra as well depending on how you want to design. But I ask because I'm not really gifted with math at all. I get frustrated and worn out just by doing Pre-Algebra, so Algebra 2 and Calculus would likely be futile for me. I guess I'm not so "right-brained" when it comes down to pure numbers and math formulas, but the bad part is that I'm no art-expert either. What do you people here suppose I should do? Go along avoiding as much of the extremely difficult maths I can't fathom, or try to ease into more complex math as I excel at programming?

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  • Is it possible to create an "impossible" rooms in games?

    - by qwerty3000
    Forgive me my lack of knowlegde, but for quite a long time I asked myself whether it was possible to create a continous game space that some player could walk inside and so on, that would be absolutely impossible in reality, e.g. you have a very small house that allows you to go around it to see all sides and the full dimensions, and then, when you enter, it is like a giant hall, without any loading screen or (internal) "model change" and so on. I'm no game designer and I never needed to learn 3D-modelling, so I don't know what is possible and what isn't. And is this the same as Is the "impossible object" possible in computer graphics? this? Or is it just the same category, but not exactly the same question? Thanks.

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  • Rendering trillions of "atoms" instead of polygons?

    - by Baring
    I just saw a video about what the publishers call the "next major step after the invention of 3D". According to the person speaking in it, they use a huge amount of atoms grouped into clouds instead of polygons, to reach a level of unlimited detail. They tried their best to make the video understandable for persons with no knowledge of any rendering techniques, and therefore or for other purposes left out all details of how their engine works. The level of detail in their video does look quite impressive to me. How is it possible to render scenes using custom atoms instead of polygons on current hardware? (Speed, memory-wise) If this is real, why has nobody else even thought about it so far? I'm, as an OpenGL developer, really baffled by this and would really like to hear what experts have to say. Therefore I also don't want this to look like a cheap advert and will include the link to the video only if requested, in the comments section.

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  • Raytracing (LoS) on 3D hex-like tile maps

    - by herenvardo
    Greetings, I'm working on a game project that uses a 3D variant of hexagonal tile maps. Tiles are actually cubes, not hexes, but are laid out just like hexes (because a square can be turned to a cube to extrapolate from 2D to 3D, but there is no 3D version of a hex). Rather than a verbose description, here goes an example of a 4x4x4 map: (I have highlighted an arbitrary tile (green) and its adjacent tiles (yellow) to help describe how the whole thing is supposed to work; but the adjacency functions are not the issue, that's already solved.) I have a struct type to represent tiles, and maps are represented as a 3D array of tiles (wrapped in a Map class to add some utility methods, but that's not very relevant). Each tile is supposed to represent a perfectly cubic space, and they are all exactly the same size. Also, the offset between adjacent "rows" is exactly half the size of a tile. That's enough context; my question is: Given the coordinates of two points A and B, how can I generate a list of the tiles (or, rather, their coordinates) that a straight line between A and B would cross? That would later be used for a variety of purposes, such as determining Line-of-sight, charge path legality, and so on. BTW, this may be useful: my maps use the (0,0,0) as a reference position. The 'jagging' of the map can be defined as offsetting each tile ((y+z) mod 2) * tileSize/2.0 to the right from the position it'd have on a "sane" cartesian system. For the non-jagged rows, that yields 0; for rows where (y+z) mod 2 is 1, it yields 0.5 tiles. I'm working on C#4 targeting the .Net Framework 4.0; but I don't really need specific code, just the algorithm to solve the weird geometric/mathematical problem. I have been trying for several days to solve this at no avail; and trying to draw the whole thing on paper to "visualize" it didn't help either :( . Thanks in advance for any answer

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  • What is the best way to slide a panel in WPF?

    - by Kris Erickson
    I have a fairly simple UserControl that I have made (pardon my Xaml I am just learning WPF) and I want to slide the off the screen. To do so I am animating a translate transform (I also tried making the Panel the child of a canvas and animating the X position with the same results), but the panel moves very jerkily, even on a fairly fast new computer. What is the best way to slide in and out (preferably with KeySplines so that it moves with inertia) without getting the jerkyness. I only have 8 buttons on the panel, so I didn't think it would be too much of a problem. Here is the Xaml I am using, it runs fine in Kaxaml, but it is very jerky and slow (as well as being jerkly and slow when run compiled in a WPF app). <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Width="1002" Height="578"> <UserControl.Resources> <Style TargetType="Button"> <Setter Property="Control.Padding" Value="4"/> <Setter Property="Control.Margin" Value="10"/> <Setter Property="Control.Template"> <Setter.Value> <ControlTemplate TargetType="Button"> <Grid Name="backgroundGrid" Width="210" Height="210" Background="#00FFFFFF"> <Grid.BitmapEffect> <BitmapEffectGroup> <DropShadowBitmapEffect x:Name="buttonDropShadow" ShadowDepth="2"/> <OuterGlowBitmapEffect x:Name="buttonGlow" GlowColor="#A0FEDF00" GlowSize="0"/> </BitmapEffectGroup> </Grid.BitmapEffect> <Border x:Name="background" Margin="1,1,1,1" CornerRadius="15"> <Border.Background> <LinearGradientBrush StartPoint="0,0" EndPoint="0,1"> <LinearGradientBrush.GradientStops> <GradientStop Offset="0" Color="#FF0062B6"/> <GradientStop Offset="1" Color="#FF0089FE"/> </LinearGradientBrush.GradientStops> </LinearGradientBrush> </Border.Background> </Border> <Border Margin="1,1,1,0" BorderBrush="#FF000000" BorderThickness="1.5" CornerRadius="15"/> <ContentPresenter HorizontalAlignment="Center" Margin="{TemplateBinding Control.Padding}" VerticalAlignment="Center" Content="{TemplateBinding ContentControl.Content}" ContentTemplate="{TemplateBinding ContentControl.ContentTemplate}"/> </Grid> </ControlTemplate> </Setter.Value> </Setter> </Style> </UserControl.Resources> <Canvas> <Grid x:Name="Panel1" Height="578" Canvas.Left="0" Canvas.Top="0"> <Grid.RenderTransform> <TransformGroup> <TranslateTransform x:Name="panelTranslate" X="0" Y="0"/> </TransformGroup> </Grid.RenderTransform> <Grid.RowDefinitions> <RowDefinition Height="287"/> <RowDefinition Height="287"/> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition x:Name="Panel1Col1"/> <ColumnDefinition x:Name="Panel1Col2"/> <ColumnDefinition x:Name="Panel1Col3"/> <ColumnDefinition x:Name="Panel1Col4"/> <!-- Set width to 0 to hide a column--> </Grid.ColumnDefinitions> <Button x:Name="Panel1Product1" Grid.Column="0" Grid.Row="0" HorizontalAlignment="Center" VerticalAlignment="Center"> <Button.Triggers> <EventTrigger RoutedEvent="Button.Click" SourceName="Panel1Product1"> <EventTrigger.Actions> <BeginStoryboard> <Storyboard> <DoubleAnimation BeginTime="00:00:00.6" Duration="0:0:3" From="0" Storyboard.TargetName="panelTranslate" Storyboard.TargetProperty="X" To="-1000"/> </Storyboard> </BeginStoryboard> </EventTrigger.Actions> </EventTrigger> </Button.Triggers> </Button> <Button x:Name="Panel1Product2" Grid.Column="0" Grid.Row="1" HorizontalAlignment="Center" VerticalAlignment="Center"/> <Button x:Name="Panel1Product3" Grid.Column="1" Grid.Row="0" HorizontalAlignment="Center" VerticalAlignment="Center"/> <Button x:Name="Panel1Product4" Grid.Column="1" Grid.Row="1" HorizontalAlignment="Center" VerticalAlignment="Center"/> <Button x:Name="Panel1Product5" Grid.Column="2" Grid.Row="0" HorizontalAlignment="Center" VerticalAlignment="Center"/> <Button x:Name="Panel1Product6" Grid.Column="2" Grid.Row="1" HorizontalAlignment="Center" VerticalAlignment="Center"/> <Button x:Name="Panel1Product7" Grid.Column="3" Grid.Row="0" HorizontalAlignment="Center" VerticalAlignment="Center"/> <Button x:Name="Panel1Product8" Grid.Column="3" Grid.Row="1" HorizontalAlignment="Center" VerticalAlignment="Center"/> </Grid> </Canvas> </UserControl>

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  • How to implement paging for datagrid using LINQ to Entities in wpf?

    - by Levelbit
    I'm new in wpf. My main problem is to understand how DataGrid works with its datacontext. It would help me a lot because I don't know how to make a universal paging usercontrol for all my datagrids in the projects for different database tables. DataGrid converts received DataContext from object to some kind of list. How it is implemented. I tried to do some casting from object to IQueryable to generalize thinig because base class of every entity in the entity model is EntityObject class. But it doesen't work in runtime although I don't receive complains at design time.

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  • Is there a WPF "WrapGrid" control available or an easy way to create one?

    - by Jason Coyne
    Essentially I want a wrapPanel, but I would like items to snap to a grid rather than be pressed up to the left, so I can get a nice uniform looking grid, that automatically consumes available space. WrapPanel handles the resize part. WPF.Contrib.AutoGrid handles a nice automatic grid. Anyone got a control that combines them? My use case is I have a series of somewhat irregularly shaped controls. I would like them to appear in nice columns so the wrap panel should snap to the next "tabstop" when placing a control

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  • WPF MVVM: how to bind GridViewColumn to ViewModel-Collection?

    - by Sam
    In my View I got a ListView bound to a CollectionView in my ViewModel, for example like this: <ListView ItemsSource="{Binding MyCollection}" IsSynchronizedWithCurrentItem="true"> <ListView.View> <GridView> <GridViewColumn Header="Title" DisplayMemberBinding="{Binding Path=Title}"/> <GridViewColumn Header="Name" DisplayMemberBinding="{Binding Path=Name}"/> <GridViewColumn Header="Phone" DisplayMemberBinding="{Binding Path=Phone}"/> <GridViewColumn Header="E-mail" DisplayMemberBinding="{Binding Path=EMail}"/> </GridView> </ListView.View> </ListView> Right now these GridViewColumns are fixed, but I'd like to be able to change them from the ViewModel. I'd guess I'll have to bind the GridViewColumn-collection to something in the ViewModel, but what, and how? The ViewModel does know nothing of WPF, so I got no clue how to achieve this in MVVM. any help here?

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  • How to generate and print large XPS documents in WPF?

    - by bitbonk
    I would like to generate (and then print or save) big XPS documents (400 pages) from my WPF application. We have some large amount of in-memory data that needs to be written to XPS. How can this be done without getting an OutOfMemoryException? Is there a way I can write the document in chunks? How is this usually done? Should I not be using XPS for large files in the first place? The root cause of the OutOfMemoryException seems to be the creation of the huge FlowDocument. I am creating the full FlowDocument and then sending it to the XPS document writer. Is this the wrong approach?

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  • Wpf datagrid row not updating when binded collection updated?

    - by RAJ K
    I have product class class Products { public int ProductID { get; set; } public int Quantity { get; set; } public string Description { get; set; } public decimal Price { get; set; } public decimal SubTotal { get; set; } } public List<Products> ProductsList = new List<Products>(); I have binded this "ProductList" to wpf datagrid. This datagrid shows item already in collection (before DataGrid.DataContext applied) but not showing new item added. I am using List< instead of ObservableCollection< because I want to update items if user changes quantity. I don't know how to do that using ObservableCollection<. Some code will help thanks

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  • How to get a tool window title bar height in WPF ?

    - by user275587
    WPF includes the title bar height in the total window height instead of using only the client content area height. Is there a way to disable this behaviour? If not, how can I get the height of a tool window title bar? I'm aware of the SystemParameters.CaptionHeight property and the SystemParameters.WindowCaptionHeight property but they both return the height of a regular window title bar. This is not the correct value for a tool window because the title bar is smaller for this type of window. I need something like SystemParameters.ToolWindowCaptionHeight Thanks.

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  • WPF assign Z-Order of owned windows without changing focus.

    - by Kamiikoneko
    Hi, Due to OpenGL airspace issues I have several windows that are owned by the main window but look and act like controls. I also have some data readout/sort windows that show real-time data and need to be normal floating windows, also owned by the main window so that they remain floating above the main window even while operations are performed in the main window. The issue: I open a data readout window (normal window) and am watching data change. Then I click on a text box to enter a value in one of the windows that acts as a control due to airspace issues, and it becomes activated, covering up my data readout window. This is bad because the airspace window is supposed to act like it is part of the main window. I tried some tricks with Activation and Deactivation, and it looks ok but then editing the airspace window at all is impossible because WPF only lets me edit the activated window. How can I ask that normal data readout window to please stay above all other windows owned by the main window, but still let other windows receive focus?

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  • How to bind Checked event for radio button in WPF?

    - by nullDev
    I am using the following markup in WPF: <StackPanel.Triggers> <EventTrigger RoutedEvent="RadioButton.Checked" SourceName="xmlRadioButton"> <EventTrigger.Actions> <BeginStoryboard Storyboard="{StaticResource ShowXmlPanel}"/> </EventTrigger.Actions> </EventTrigger> <EventTrigger RoutedEvent="RadioButton.Checked" SourceName="adiRadioButton"> <EventTrigger.Actions> <BeginStoryboard Storyboard="{StaticResource ShowAdiPanel}"/> </EventTrigger.Actions> </EventTrigger> </StackPanel.Triggers> Though this works fine when I run the code, I get the following error in the designer window of VS 2008: Value 'RadioButton.Checked' cannot be assigned to property 'RoutedEvent'. Invalid event name. Any idea why, and how can I fix this?

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  • iPhone like red badge notification in a WPF project?

    - by Norbert
    I have a C# WPF project which generates daily and weekly reports automatically. I want to inform the user when new reports are available, so I thought of a badge like on the iPhone where the number of new messages appears on a little red circle: I thought of three images: Two images with semi circles on the left and right if the number to display is small. And a third image for the middle for the case that the number is large (123) and wouldn't fit in a circle. I want a glossy effect, so I've thought of pictures. Does anyone have a good idea how to do this without pictures but programmatically?

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  • How do you draw a line on a canvas in WPF that is 1 pixel thick.

    - by xarzu
    The method for drawing a line on a canvas in WPF that uses the line class actually draws a line that is two pixels thick: Line myLine = new Line(); myLine.Stroke = System.Windows.Media.Brushes.Black; myLine.X1 = 100; myLine.X2 = 140; // 150 too far myLine.Y1 = 200; myLine.Y2 = 200; myLine.StrokeThickness = 1; graphSurface.Children.Add(myLine); Microsoft might have decided to set a standard for line thickness and the minimum is 2 pixels thick when you set the strockThickness to 1, but when you already have rectangles drawn in XAML and even error fonts using WingDings, it is an obvious miss-match. How do you draw a line that is truly 1 pixel thick?

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  • How to set a .PNG image as a TILED background image for my WPF Form?

    - by John McClane
    I'm learning WPF on my own and I can't seem to find a way to make this work. Here's my code: <Window x:Class="Test.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="Test" Height="600" Width="800" > <DockPanel> <Menu DockPanel.Dock="Right" Height="30" VerticalAlignment="Top" Background="#2E404B" BorderThickness="2.6"> <Menu.BitmapEffect> <DropShadowBitmapEffect Direction="270" ShadowDepth="3" Color="#2B3841"/> </Menu.BitmapEffect> </Menu> </DockPanel> How can I make a .BackgroundImage thing appear? :D

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  • In WPF RichTextBox, does overriding of Underline/Strikethrough work?

    - by Daniel Earwicker
    In a WPF RichTextBox, the effective style of a Run of text is a result of combining the properties defined on the Run with the properties it "inherits" from the enclosing Paragraph and finally the styles on the Document. So you can set FontWeight to Bold at any of those levels. You can also set it Bold on the Paragraph and then switch it to Normal (override it) for a specific Run. However, underline and strikethrough are different. They are items that can optionally appear in a list of TextDecorations, which is a property of Inline (and hence Run) and of Paragraph, but not of Document. And you can switch on Underline in the Paragraph, and it gets inherited so that all Runs within that Paragraph default appear underlined by default. Is it possible to switch it off underline in a specific Run? i.e. is there a way to insert an entry into the list of TextDecorations which would mean "Don't underline", thus overriding the Paragraph's setting?

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  • WPF: "Items collection must be empty before using ItemsSource."

    - by Zack Peterson
    I'm trying to get images to display in a WPF ListView styled like a WrapPanel as described in this old ATC Avalon Team article: How to Create a Custom View. When I try to populate the ListView with a LINQ-to-Entities queried collection of ADO.NET Entity Framework objects I get the following exception: Exception Items collection must be empty before using ItemsSource. My code… Visual Basic Private Sub Window1_Loaded(...) Handles MyBase.Loaded ListViewImages.ItemsSource = From g In db.Graphic _ Order By g.DateAdded Ascending _ Select g End Sub XAML <ListView Name="ListViewImages" SelectionMode="Single" ItemsSource="{Binding}"> <local:ImageView /> </ListView> I put a breakpoint on that line. ListViewImages.ItemsSource is Nothing just before the LINQ assignment.

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