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  • b2Body moves without stopping

    - by SentineL
    I got a quite strange bug. It is difficult to explain it in two words, but i'll try to do this in short. My b2Body has restitution, friction, density, mass and collision group. I controlling my b2Body via setting linear velocity to it (called on every iteration): (void)moveToDirection:(CGPoint)direction onlyHorizontal:(BOOL)horizontal { b2Vec2 velocity = [controlledObject getBody]-GetLinearVelocity(); double horizontalSpeed = velocity.x + controlledObject.acceleration * direction.x; velocity.x = (float32) (abs((int) horizontalSpeed) < controlledObject.runSpeed ? horizontalSpeed : controlledObject.maxSpeed * direction.x); if (!horizontal) { velocity.y = velocity.y + controlledObject.runSpeed * direction.y; } [controlledObject getBody]->SetLinearVelocity(velocity); } My floor is static b2Body, it has as restitution, friction, density, mass and same collision group in some reason, I'm setting b2Body's friction of my Hero to zero when it is moving, and returning it to 1 when he stops. When I'm pushing run button, hero runs. when i'm releasing it, he stops. All of this works perfect. On jumping, I'm setting linear velocity to my Hero: (void)jump { b2Vec2 velocity = [controlledObject getBody]->GetLinearVelocity(); velocity.y = velocity.y + [[AppDel cfg] getHeroJumpVlelocity]; [controlledObject getBody]->SetLinearVelocity(velocity); } If I'll run, jump, and release run button, while he is in air, all will work fine. And here is my problem: If I'll run, jump, and continue running on landing (or when he goes from one static body to another: there is small fall, probably), Hero will start move, like he has no friction, but he has! I checked this via beakpoints: he has friction, but I can move left of right, and he will never stop, until i'll jump (or go from one static body to another), with unpressed running button. I allready tried: Set friction to body on every iteration double-check am I setting friction to right fixture. set Linear Damping to Hero: his move slows down on gugged moveing. A little more code: I have a sensor and body fixtures in my hero: (void) addBodyFixture { b2CircleShape dynamicBox; dynamicBox.m_radius = [[AppDel cfg] getHeroRadius]; b2FixtureDef bodyFixtureDef; bodyFixtureDef.shape = &dynamicBox; bodyFixtureDef.density = 1.0f; bodyFixtureDef.friction = [[AppDel cfg] getHeroFriction]; bodyFixtureDef.restitution = [[AppDel cfg] getHeroRestitution]; bodyFixtureDef.filter.categoryBits = 0x0001; bodyFixtureDef.filter.maskBits = 0x0001; bodyFixtureDef.filter.groupIndex = 0; bodyFixtureDef.userData = [NSNumber numberWithInt:FIXTURE_BODY]; [physicalBody addFixture:bodyFixtureDef]; } (void) addSensorFixture { b2CircleShape sensorBox; sensorBox.m_radius = [[AppDel cfg] getHeroRadius] * 0.95; sensorBox.m_p.Set(0, -[[AppDel cfg] getHeroRadius] / 10); b2FixtureDef sensor; sensor.shape = &sensorBox; sensor.filter.categoryBits = 0x0001; sensor.filter.maskBits = 0x0001; sensor.filter.groupIndex = 0; sensor.isSensor = YES; sensor.userData = [NSNumber numberWithInt:FIXTURE_SENSOR]; [physicalBody addFixture:sensor]; } Here I'm tracking is hero in air: void FixtureContactListener::BeginContact(b2Contact* contact) { // We need to copy out the data because the b2Contact passed in // is reused. Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel addContact]; } } void FixtureContactListener::EndContact(b2Contact* contact) { Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel removeContact]; } } here is Hero's logic on contacts: - (void) addContact { if (contactCount == 0) [self landing]; contactCount++; } - (void) removeContact { contactCount--; if (contactCount == 0) [self flying]; if (contactCount <0) contactCount = 0; } - (void)landing { inAir = NO; acceleration = [[AppDel cfg] getHeroRunAcceleration]; [sprite stopAllActions]; (running ? [sprite runAction:[self runAction]] : [sprite runAction:[self standAction]]); } - (void)flying { inAir = YES; acceleration = [[AppDel cfg] getHeroAirAcceleration]; [sprite stopAllActions]; [self flyAction]; } here is Hero's moving logic: - (void)stop { running = NO; if (!inAir) { [sprite stopAllActions]; [sprite runAction:[self standAction]]; } } - (void)left { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = NO; [bodyControls moveToDirection:CGPointMake(-1, 0) onlyHorizontal:YES]; } - (void)right { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = YES; [bodyControls moveToDirection:CGPointMake(1, 0) onlyHorizontal:YES]; } - (void)jump { if (!inAir) { [bodyControls jump]; } } and here is my update method (called on every iteration): - (void)update:(NSMutableDictionary *)buttons { if (!isDead) { [self updateWithButtonName:BUTTON_LEFT inButtons:buttons whenPressed:@selector(left) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_RIGHT inButtons:buttons whenPressed:@selector(right) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_UP inButtons:buttons whenPressed:@selector(jump) whenUnpressed:@selector(nothing)]; [self updateWithButtonName:BUTTON_DOWN inButtons:buttons whenPressed:@selector(nothing) whenUnpressed:@selector(nothing)]; [sprite setFlipX:(moveingDirection)]; } [self checkPosition]; if (!running) [physicalBody setFriction:[[AppDel cfg] getHeroFriction]]; else [physicalBody setFriction:0]; } - (void)updateWithButtonName:(NSString *)buttonName inButtons:(NSDictionary *)buttons whenPressed:(SEL)pressedSelector whenUnpressed:(SEL)unpressedSelector { NSNumber *buttonNumber = [buttons objectForKey:buttonName]; if (buttonNumber == nil) return; if ([buttonNumber boolValue]) [self performSelector:pressedSelector]; else [self performSelector:unpressedSelector]; } - (void)checkPosition { b2Body *body = [self getBody]; b2Vec2 position = body->GetPosition(); CGPoint inWorldPosition = [[AppDel cfg] worldMeterPointFromScreenPixel:CGPointMake(position.x * PTM_RATIO, position.y * PTM_RATIO)]; if (inWorldPosition.x < 0 || inWorldPosition.x > WORLD_WIDGH / PTM_RATIO || inWorldPosition.y <= 0) { [self kill]; } }

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  • fast 3d point -> cuboid volume intersection test

    - by user1130477
    Im trying to test whether a point lies within a 3d volume defined by 8 points. I know I can use the plane equation to check that the signed distance is always -1 for all 6 sides, but does anyone know of a faster way or could point me to some code? Thanks EDIT: I should add that ideally the test would produce 3 linear interpolation parameters which would lie in the range 0..1 to indicate that the point is within the volume for each axis (since I will have to calculate these later if the point is found to be in the volume)

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  • Problem in searching String array [on hold]

    - by user2573607
    I'm working on a bank interface project, where I have to search an array of string when the user types in his username. The array has 10 strings, but only the first string is recognized as a valid username...I'm positive that the syntax of the search technique(Linear Search) is correct, but I cannot seem to find the problem. The code however compiles properly. Any answer will be appreciated, TIA! Aparna

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  • raid md device is not remove from memory, how to overcome this problem

    - by santhosha
    i create raid 10 , i removed two arrays form md11 one by one , after that i going to editing the contents those are mounted ( it will be not responding stage), after i try for remove arrays those are left it is shows device or resource busy ( is not removed from memory). i try to terminate process this is also not work, i absorve from 4 days resync will be 8.0% it can not modifying. cat /proc/mdstat Personalities : [raid1] [raid0] [raid6] [raid5] [raid4] [linear] [raid10] md11 : active raid10 sde1[3] sdj14 286743936 blocks 64K chunks 2 near-copies [4/1] [___U] [1:2:3:0] [=...................] resync = 8.0% (23210368/286743936) finish=289392.6min speed=15K/sec mdadm -D /dev/md11 /dev/md11: Version : 00.90.03 Creation Time : Sun Jan 16 16:20:01 2011 Raid Level : raid10 Array Size : 286743936 (273.46 GiB 293.63 GB) Device Size : 143371968 (136.73 GiB 146.81 GB) Raid Devices : 4 Total Devices : 2 Preferred Minor : 11 Persistence : Superblock is persistent Update Time : Sun Jan 16 16:56:07 2011 State : active, degraded, resyncing Active Devices : 1 Working Devices : 1 Failed Devices : 1 Spare Devices : 0 Layout : near=2, far=1 Chunk Size : 64K Rebuild Status : 8% complete UUID : 5e124ea4:79a01181:dc4110d3:a48576ea Events : 0.23 Number Major Minor RaidDevice State 0 0 0 0 removed 1 0 0 1 removed 4 8 145 2 faulty spare rebuilding /dev/sdj1 3 8 65 3 active sync /dev/sde1 umount /dev/md11 umount: /dev/md11: not mounted mdadm -S /dev/md11 mdadm: fail to stop array /dev/md11: Device or resource busy lsof /dev/md11 COMMAND PID USER FD TYPE DEVICE SIZE NODE NAME mount 2128 root 3r BLK 9,11 4058 /dev/md11 mount 5018 root 3r BLK 9,11 4058 /dev/md11 mdadm 27605 root 3r BLK 9,11 4058 /dev/md11 mount 30562 root 3r BLK 9,11 4058 /dev/md11 badblocks 30591 root 3r BLK 9,11 4058 /dev/md11 kill -9 2128 kill -9 5018 kill -9 27605 kill -9 30562 kill -3 30591 mdadm -S /dev/md11 mdadm: fail to stop array /dev/md11: Device or resource busy lsof /dev/md11 COMMAND PID USER FD TYPE DEVICE SIZE NODE NAME mount 2128 root 3r BLK 9,11 4058 /dev/md11 mount 5018 root 3r BLK 9,11 4058 /dev/md11 mdadm 27605 root 3r BLK 9,11 4058 /dev/md11 mount 30562 root 3r BLK 9,11 4058 /dev/md11 badblocks 30591 root 3r BLK 9,11 4058 /dev/md11 cat /proc/mdstat Personalities : [raid1] [raid0] [raid6] [raid5] [raid4] [linear] [raid10] md11 : active raid10 sde1[3] sdj14 286743936 blocks 64K chunks 2 near-copies [4/1] [___U] [1:2:3:0] [=...................] resync = 8.0% (23210368/286743936) finish=289392.6min speed=15K/sec

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  • CSS gradient not rendering in Windows Phone 8 WebBrowser Control

    - by SRSHawk
    I am facing an issue where, the CSS3 background is not rendered in WebBrowser control in Windows Phone 8. But same HTML when opened in WebBrowser in Windows Phone 8, it renders the gradient The HTML I am using is: <html> <head> <meta name="viewport" content="width=320, user-scalable=no, minimum-scale=1, maximum-scale=1"/> </head> <body style="margin:0px;overflow:hidden;"> <div id="im_c" style="height:48px;width:100%25; background: -ms-linear-gradient( bottom, #432100 30%, #00AAAA 70%);"> <div style="margin:0 auto;width:320px;"> Test </div> </div> <style> body {margin:0px} </style> </body> In Windows Phone 8, I use the HTML as below: WebBroswer WebView = new WebBrowser(); WebView.Height = 100; WebView.Width = 400; WebView.NavigateToString(@"<html><head><meta name=""viewport"" content=""width=320, user-scalable=no, minimum-scale=1, maximum-scale=1""/></head><body style=""margin:0px;overflow:hidden;""> <div id=""im_c"" style=""height:48px;width:100%25; background: -ms-linear-gradient( bottom, #432100 30%, #00AAAA 70%);""> <div style=""margin:0 auto;width:320px;"">Test</div></div> <style> body {margin:0px} </style> </body></html>"); In this case, the CSS gradient is not visible. Am I missing something?

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  • Archive software for big files and fast index

    - by AkiRoss
    I'm currently using tar for archiving some files. Problem is: archives are pretty big, contains many data and tar is very slow when listing and extracting. I often need to extract single files or folders from the archive, but I don't currently have an external index of files. So, is there an alternative for Linux, allowing me to build uncompressed archive files, preserving the file attributes AND having fast access list table? I'm talking about archives of 10 to 100 GB, and it's pretty impractical to wait several minutes to access a single file. Anyway, any trick to solve this problem is welcome (but single archives are non-optional, so no rsync or similar). Thanks in advance! EDIT: I'm not compressing archives, and using tar I think they are too slow. To be precise about "slow", I'd like that: listing archive content should take time linear in files count inside the archive, but with very little constant (e.g. if a list of all the files is included at the head of the archive, it could be very fast). extraction of a target file/directory should (filesystem premitting) take time linear with the target size (e.g. if I'm extracting a 2MB PDF file in a 40GB directory, I'd really like it to take less than few minutes... If not seconds). Of course, this is just my idea and not a requirement. I guess such performances could be achievable if the archive contained an index of all the files with respective offset and such index is well organized (e.g. tree structure).

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  • Is it safe to format this partition?

    - by xanesis4
    On a ubuntu server I own, I am running out of space. When I ran sudo parted /dev/sda -l to find all available drives, I got this: Model: ATA ST31000528AS (scsi) Disk /dev/sda: 1000GB Sector size (logical/physical): 512B/512B Partition Table: msdos Number Start End Size Type File system Flags 1 1049kB 256MB 255MB primary ext2 boot 2 257MB 1000GB 1000GB extended 5 257MB 1000GB 1000GB logical lvm Model: Linux device-mapper (linear) (dm) Disk /dev/mapper/server--vg-swap_1: 2135MB Sector size (logical/physical): 512B/512B Partition Table: loop Number Start End Size File system Flags 1 0.00B 2135MB 2135MB linux-swap(v1) Model: Linux device-mapper (linear) (dm) Disk /dev/mapper/server--vg-root: 998GB Sector size (logical/physical): 512B/512B Partition Table: loop Number Start End Size File system Flags 1 0.00B 998GB 998GB ext4 I understand /dev/mapper/server--vg-root is the filesystem, and /dev/sda1 has some stuff related to GRUB. But, what about /dev/sda2 and /dev/sda5? When I tried to mount /dev/sda2, it said that I needed to specify the file system, which according to the table, is nonexistent. So, is it safe to format this with, say ext4 and mount it? Also, when I tried to mount /dev/sd5, it gave me this error: mount: unknown filesystem type 'LVM2_member' I assume it is NOT save to reformat this. If I'm wrong, then that would be great, because I could save some space. Please let me know either way. Thanks in advance! UPDATE: Here is the result of mount: /dev/mapper/server--vg-root on / type ext4 (rw,errors=remount-ro) proc on /proc type proc (rw,noexec,nosuid,nodev) sysfs on /sys type sysfs (rw,noexec,nosuid,nodev) none on /sys/fs/fuse/connections type fusectl (rw) none on /sys/kernel/debug type debugfs (rw) none on /sys/kernel/security type securityfs (rw) udev on /dev type devtmpfs (rw,mode=0755) devpts on /dev/pts type devpts (rw,noexec,nosuid,gid=5,mode=0620) tmpfs on /run type tmpfs (rw,noexec,nosuid,size=10%,mode=0755) none on /run/lock type tmpfs (rw,noexec,nosuid,nodev,size=5242880) none on /run/shm type tmpfs (rw,nosuid,nodev) /dev/sda1 on /boot type ext2 (rw,acl) /dev/sda1 on /media/hd2 type ext2 (rw)

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  • Logic error for Gauss elimination

    - by iwanttoprogram
    Logic error problem with the Gaussian Elimination code...This code was from my Numerical Methods text in 1990's. The code is typed in from the book- not producing correct output... Sample Run: SOLUTION OF SIMULTANEOUS LINEAR EQUATIONS USING GAUSSIAN ELIMINATION This program uses Gaussian Elimination to solve the system Ax = B, where A is the matrix of known coefficients, B is the vector of known constants and x is the column matrix of the unknowns. Number of equations: 3 Enter elements of matrix [A] A(1,1) = 0 A(1,2) = -6 A(1,3) = 9 A(2,1) = 7 A(2,2) = 0 A(2,3) = -5 A(3,1) = 5 A(3,2) = -8 A(3,3) = 6 Enter elements of [b] vector B(1) = -3 B(2) = 3 B(3) = -4 SOLUTION OF SIMULTANEOUS LINEAR EQUATIONS The solution is x(1) = 0.000000 x(2) = -1.#IND00 x(3) = -1.#IND00 Determinant = -1.#IND00 Press any key to continue . . . The code as copied from the text... //Modified Code from C Numerical Methods Text- June 2009 #include <stdio.h> #include <math.h> #define MAXSIZE 20 //function prototype int gauss (double a[][MAXSIZE], double b[], int n, double *det); int main(void) { double a[MAXSIZE][MAXSIZE], b[MAXSIZE], det; int i, j, n, retval; printf("\n \t SOLUTION OF SIMULTANEOUS LINEAR EQUATIONS"); printf("\n \t USING GAUSSIAN ELIMINATION \n"); printf("\n This program uses Gaussian Elimination to solve the"); printf("\n system Ax = B, where A is the matrix of known"); printf("\n coefficients, B is the vector of known constants"); printf("\n and x is the column matrix of the unknowns."); //get number of equations n = 0; while(n <= 0 || n > MAXSIZE) { printf("\n Number of equations: "); scanf ("%d", &n); } //read matrix A printf("\n Enter elements of matrix [A]\n"); for (i = 0; i < n; i++) for (j = 0; j < n; j++) { printf(" A(%d,%d) = ", i + 1, j + 1); scanf("%lf", &a[i][j]); } //read {B} vector printf("\n Enter elements of [b] vector\n"); for (i = 0; i < n; i++) { printf(" B(%d) = ", i + 1); scanf("%lf", &b[i]); } //call Gauss elimination function retval = gauss(a, b, n, &det); //print results if (retval == 0) { printf("\n\t SOLUTION OF SIMULTANEOUS LINEAR EQUATIONS\n"); printf("\n\t The solution is"); for (i = 0; i < n; i++) printf("\n \t x(%d) = %lf", i + 1, b[i]); printf("\n \t Determinant = %lf \n", det); } else printf("\n \t SINGULAR MATRIX \n"); return 0; } /* Solves the system of equations [A]{x} = {B} using */ /* the Gaussian elimination method with partial pivoting. */ /* Parameters: */ /* n - number of equations */ /* a[n][n] - coefficient matrix */ /* b[n] - right-hand side vector */ /* *det - determinant of [A] */ int gauss (double a[][MAXSIZE], double b[], int n, double *det) { double tol, temp, mult; int npivot, i, j, l, k, flag; //initialization *det = 1.0; tol = 1e-30; //initial tolerance value npivot = 0; //mult = 0; //forward elimination for (k = 0; k < n; k++) { //search for max coefficient in pivot row- a[k][k] pivot element for (i = k + 1; i < n; i++) { if (fabs(a[i][k]) > fabs(a[k][k])) { //interchange row with maxium element with pivot row npivot++; for (l = 0; l < n; l++) { temp = a[i][l]; a[i][l] = a[k][l]; a[k][l] = temp; } temp = b[i]; b[i] = b[k]; b[k] = temp; } } //test for singularity if (fabs(a[k][k]) < tol) { //matrix is singular- terminate flag = 1; return flag; } //compute determinant- the product of the pivot elements *det = *det * a[k][k]; //eliminate the coefficients of X(I) for (i = k; i < n; i++) { mult = a[i][k] / a[k][k]; b[i] = b[i] - b[k] * mult; //compute constants for (j = k; j < n; j++) //compute coefficients a[i][j] = a[i][j] - a[k][j] * mult; } } //adjust the sign of the determinant if(npivot % 2 == 1) *det = *det * (-1.0); //backsubstitution b[n] = b[n] / a[n][n]; for(i = n - 1; i > 1; i--) { for(j = n; j > i + 1; j--) b[i] = b[i] - a[i][j] * b[j]; b[i] = b[i] / a[i - 1][i]; } flag = 0; return flag; } The solution should be: 1.058824, 1.823529, 0.882353 with det as -102.000000 Any insight is appreciated...

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  • CodePlex Daily Summary for Sunday, July 28, 2013

    CodePlex Daily Summary for Sunday, July 28, 2013Popular ReleasesMedia Companion: Media Companion MC3.574b: Some good bug fixes been going on with the new XBMC-Link function. Thanks to all who were able to do testing and gave feedback. New:* Added some adhoc extra General movie filters, one of which is Plot = Outline (see fixes above). To see the filters, add the following line to your config.xml: <ShowExtraMovieFilters>True</ShowExtraMovieFilters>. The others are: Imdb in folder name, Imdb in not folder name & Imdb not in folder name & year mismatch. * Movie - display <tag> list on browser tab ...Outlook 2013 Backup Add-In: Outlook Backup Add-In 1.0: Users who don't care about compiling the sources on his/her own can download the compiled version. Requirements: - .Net Framework 4.5 - Visual Studio 2010 Tools for Office Runtime see: http://www.microsoft.com/en-us/download/details.aspx?id=39290 - Installed Outlook 2013OfflineBrowser: Preview Release with Search: I've added search to this release.Dynamics CRM 2011 EasyPlugins: EasyPlugins-1.2.3.0-managed: v1.2.3.0 - Bug Fix : Twice plugins execution. - New Abort action - Depth Plugin Execution management on each action - Turn On/Off EasyPlugins feature (can be useful in some cases of imports) ----------------------------- v1.2.0.0 Associate / Disassociate actions are now available Import / Export features Better management of Lookups Trigger NamingMemory Teaser Game: Full Release 1.1.0: -> Fixed Memory leak issue. -> Restart game button issue. -> Added Splash screen. -> Changed Release Icon. This is the version 1.1.0.0VG-Ripper & PG-Ripper: VG-Ripper 2.9.46: changes FIXED LoginFIM 2010 GoogleApps MA: GoogleAppsMA1.1.2: Fixed bug during import. - Fixed following bug. - In some condition, 'dn is missing' error occur.Install Verify Tool: Install Verify Tool V 1.0 With Client: Use a windows service to do a remote validation work. QA can use this tool to verify daily build installation.C# Intellisense for Notepad++: 'Namespace resolution' release: Auto-Completion from "empty spot" Add missing "using" statementsOpen Source SAAS Job board: Version X3: Full version of job board, didn't have monies to fund it so it's free.DSeX DragonSpeak eXtended Editor: Version 1.0.116.0726: Cleaned up Wizard Interface Added Functionality for RTF UndoRedo IE Inserting Text from Wizard output to the Tabbed Editor Added Sanity Checks to Search/Replace Dialog to prevent crashes Fixed Template and Paste undoredo Fix Undoredo Blank spots Added New_FileTag Const = "(New FIle)" Added Filename to Modified FileClose queries (Thanks Lothus Marque)Math.NET Numerics: Math.NET Numerics v2.6.0: What's New in Math.NET Numerics 2.6 - Announcement, Explanations and Sample Code. New: Linear Curve Fitting Linear least-squares fitting (regression) to lines, polynomials and linear combinations of arbitrary functions. Multi-dimensional fitting. Also works well in F# with the F# extensions. New: Root Finding Brent's method. ~Candy Chiu, Alexander Täschner Bisection method. ~Scott Stephens, Alexander Täschner Broyden's method, for multi-dimensional functions. ~Alexander Täschner ...AJAX Control Toolkit: July 2013 Release: AJAX Control Toolkit Release Notes - July 2013 Release Version 7.0725July 2013 release of the AJAX Control Toolkit. AJAX Control Toolkit .NET 4.5 – AJAX Control Toolkit for .NET 4.5 and sample site (Recommended). AJAX Control Toolkit .NET 4 – AJAX Control Toolkit for .NET 4 and sample site (Recommended). AJAX Control Toolkit .NET 3.5 – AJAX Control Toolkit for .NET 3.5 and sample site (Recommended). Notes: - Instructions for using the AJAX Control Toolkit with ASP.NET 4.5 can be found at...MJP's DirectX 11 Samples: Specular Antialiasing Sample: Sample code to complement my presentation that's part of the Physically Based Shading in Theory and Practice course at SIGGRAPH 2013, entitled "Crafting a Next-Gen Material Pipeline for The Order: 1886". Demonstrates various methods of preventing aliasing from specular BRDF's when using high-frequency normal maps. The zip file contains source code as well as a pre-compiled x64 binary.Kartris E-commerce: Kartris v2.5003: This fixes an issue where search engines appear to identify as IE and so trigger the noIE page if there is not a non-responsive skin specified.GoAgent GUI: GoAgent GUI 1.3.5 Alpha (20130723): ????????Alpha?,???????????,?????????????。 ??????????GoAgent???(???phus lu?GitHub??????GoAgent??????,??????????????????) ????????????????????????Bug ?????????。??????????????。 ????issue????,????????,????????????????。LogicCircuit: LogicCircuit 2.13.07.22: Logic Circuit - is educational software for designing and simulating logic circuits. Intuitive graphical user interface, allows you to create unrestricted circuit hierarchy with multi bit buses, debug circuits behavior with oscilloscope, and navigate running circuits hierarchy. Changes of this versionYou can make visual elements of the circuit been visible on its symbols. This way you can build composite displays, keyboards and reuse them. Please read about displays for more details http://ww...Microsoft .NET SDK For Hadoop: v 0.9.4951.25594: Bug fixesLINQ to Twitter: LINQ to Twitter v2.1.08: Supports .NET 3.5, .NET 4.0, .NET 4.5, Silverlight 4.0, Windows Phone 7.1, Windows Phone 8, Client Profile, Windows 8, and Windows Azure. 100% Twitter API coverage. Also supports Twitter API v1.1! Also on NuGet.AcDown?????: AcDown????? v4.4.3: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ??v4.4.3 ?? ??Bilibili????????????? ???????????? ????32??64? Windows XP/Vista/7/8 ???? 32??64? ???Linux ????(1)????????Windows XP???,????????.NET Framework 2.0???(x86),?????"?????????"??? (2)???????????Linux???,????????Mono?? ??2.10?...New ProjectsAM2013: Unexpected GameChekad: This is a simple small project.DataBaseSchema: DataBase Schema Management!edirAuth: edirAuth is a .NET library for LDAP authentication to NetIQ (formerly Novell©) eDirectory. If you are a NetIQ Identity Management user you are probably using Gimme Rainbows: This is a simple project that can be used to generate Rainbow table from a given dictionary and given salt file. Hashes of various formats can be generated.Heavy Bomber: Heavy Bomber XNA GameIRIS Toolbox [I Rest, IRIS Solves...]: IRIS is a Matlab toolbox for macroeconomic modeling.OpenZapper: OpenZapper is an open source Zapper project. It is mainly a Frequency generator.Sponge - SharePoint Framework: Sponge is a SharePoint Frameworks that contains centralized logging and configuration, as well as other useful Controls, Web Parts and Application Pages.wangyexin: ?????wupantest: atwelltestYemek Menusu: Yemek Menusu

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  • CodePlex Daily Summary for Monday, July 29, 2013

    CodePlex Daily Summary for Monday, July 29, 2013Popular ReleasesGIS Raster Tile Normalizer for GeoServer: V110 Extended to tile DEMs: 1) Now imports large DEM datasets. They are stored as 3.25 degree tiles in GeoTIFF 32 bit single band tiles ready to be used by GeoServer. Also, parallel colorized hillshade tiles are optionally created for easy visualization in GeoServer. 2) No longer uses FWTools, but the more recent 32 bit Windows 1.9 GDAL installation from Tamas at http://www.gisinternals.com/sdk/. Also required is Python 2.7, the GDAL Python Bindings from Tamas, and the Numpy python libraries. This is because we use th...R.NET: R.NET 1.5: The major changes in v1.5 are: Initialize method must be called before using R. Settings should be passed to the method. EagerEvaluate method renamed to Evaluate (use Defer method when you want old version of Evaluate).TX264: 0.9.7: --0.9.7 -Added: Encoding time will be shown in the log -Added: 64bit FLAC.exe -Added: Tx264 will now write version info file to its own folder -Added: Option to set encoder priorties (thx to XanaMuui&Ruriko) -Fixed: A possible error where source files were deleted -Updated: x264 to rev2345 -Updated: MediaInfo to 0.7.64 -Updated: MkvToolNix to 6.3.0 -Updated: FLAC to 1.3.0 -Updated: AlphaControls to 8.42 Stable -Updated: QAAC to 2.19 -Updated: SoX build with unicode by Lord_MulderMedia Companion: Media Companion MC3.574b: Some good bug fixes been going on with the new XBMC-Link function. Thanks to all who were able to do testing and gave feedback. New:* Added some adhoc extra General movie filters, one of which is Plot = Outline (see fixes above). To see the filters, add the following line to your config.xml: <ShowExtraMovieFilters>True</ShowExtraMovieFilters>. The others are: Imdb in folder name, Imdb in not folder name & Imdb not in folder name & year mismatch. * Movie - display <tag> list on browser tab ...OfflineBrowser: Preview Release with Search: I've added search to this release.VG-Ripper & PG-Ripper: VG-Ripper 2.9.46: changes FIXED LoginMath.NET Numerics: Math.NET Numerics v2.6.0: What's New in Math.NET Numerics 2.6 - Announcement, Explanations and Sample Code. New: Linear Curve Fitting Linear least-squares fitting (regression) to lines, polynomials and linear combinations of arbitrary functions. Multi-dimensional fitting. Also works well in F# with the F# extensions. New: Root Finding Brent's method. ~Candy Chiu, Alexander Täschner Bisection method. ~Scott Stephens, Alexander Täschner Broyden's method, for multi-dimensional functions. ~Alexander Täschner ...AJAX Control Toolkit: July 2013 Release: AJAX Control Toolkit Release Notes - July 2013 Release Version 7.0725July 2013 release of the AJAX Control Toolkit. AJAX Control Toolkit .NET 4.5 – AJAX Control Toolkit for .NET 4.5 and sample site (Recommended). AJAX Control Toolkit .NET 4 – AJAX Control Toolkit for .NET 4 and sample site (Recommended). AJAX Control Toolkit .NET 3.5 – AJAX Control Toolkit for .NET 3.5 and sample site (Recommended). Notes: - Instructions for using the AJAX Control Toolkit with ASP.NET 4.5 can be found at...MJP's DirectX 11 Samples: Specular Antialiasing Sample: Sample code to complement my presentation that's part of the Physically Based Shading in Theory and Practice course at SIGGRAPH 2013, entitled "Crafting a Next-Gen Material Pipeline for The Order: 1886". Demonstrates various methods of preventing aliasing from specular BRDF's when using high-frequency normal maps. The zip file contains source code as well as a pre-compiled x64 binary.English Practice Helper: English Practice Helper Demo v1.1: Fix some bug in sentences compareKartris E-commerce: Kartris v2.5003: This fixes an issue where search engines appear to identify as IE and so trigger the noIE page if there is not a non-responsive skin specified.Blue Mercs Data Gateway: Blue Mercs Data Gateway 2.0: Changes made for major release v2.0 build in support for Microsoft Access Database build in logging support (with optional stopwatch duration) implemented thread DbContext that can be referenced to share context accross layers implented 'having' sql keyword implemented 'top(n)' and 'first' sql keywords implemented 'distinct' sql keyword implemented sql column expressions implemented CTE (common table expressions) joins are refactored allow auto join on keys when using entiti...Wix Test: WIX Test Bootstrapper (Burn): WIX Test Bootstrapper and MSI setup files. Alfa versions.ScriptZilla: ScriptZilla 1.2.5.1: New Programming Languages(C++ too !) and An Better Editor.SSISConnectionBuilder: Alpha 2: Removed SSIS SDK dependencies.VBDownloader: VBDownloader 1.0: VBDownloader v1.0 The open source solution for downloads First releasemysqllib: mysqllib 1.5: La nuova versione 1.5 vede espandersi questa libreria con nuovi metodi e nuove caratteristiche interessanti. Ecco i cambiamenti: (NEW) Aggiunta classe MySqlTable per visualizzare tutti i dettagli della tabella, tra cui una lista di dettagli delle colonne (NEW) Aggiunta classe MySqlColumn per visualizzare tutti i dettagli della colonna, tra cui una lista dei valori della colonna (NEW) Nuovi metodi GetTable(...) e GetColumn(...) per risultati dettagliati di tabelle e colonne (NEW) Nuovi met...GoAgent GUI: GoAgent GUI 1.3.5 Alpha (20130723): ????????Alpha?,???????????,?????????????。 ??????????GoAgent???(???phus lu?GitHub??????GoAgent??????,??????????????????) ????????????????????????Bug ?????????。??????????????。 ????issue????,????????,????????????????。LogicCircuit: LogicCircuit 2.13.07.22: Logic Circuit - is educational software for designing and simulating logic circuits. Intuitive graphical user interface, allows you to create unrestricted circuit hierarchy with multi bit buses, debug circuits behavior with oscilloscope, and navigate running circuits hierarchy. Changes of this versionYou can make visual elements of the circuit been visible on its symbols. This way you can build composite displays, keyboards and reuse them. Please read about displays for more details http://ww...LINQ to Twitter: LINQ to Twitter v2.1.08: Supports .NET 3.5, .NET 4.0, .NET 4.5, Silverlight 4.0, Windows Phone 7.1, Windows Phone 8, Client Profile, Windows 8, and Windows Azure. 100% Twitter API coverage. Also supports Twitter API v1.1! Also on NuGet.New Projects#Zyan Drench, a game for Android: Zyan Drench is a simple yet very entertaining game for Android phones developed using Zyan Communication Framework: http://zyan.com.de Crzy Game Launcher: All in one game launcher and updater. Keep your game up-to-date with this simple to use launcher.Ecobee API: This project is a portable .NET Library wrapping the Ecobee Thermostat API.Fire-Fighting Kinect Game: Fire-Fighting Kinect Game A fire-fighting game that uses Vizard virtual reality software and the Microsoft Kinect to allow the player to put out virtual fires.Fish Atlantis: This is our homework.FreeBee 900 Pro - Open Source XBee® Pro Alternative: https://hg.codeplex.com/freebee900proFuelRex: FuelRex foi feito pra lhe ajudar em seu dia a dia. Facilite seus cálculos e obtenha números reais sobre o gasto de combustíveis, em um aplicativo totalmente.KbdPlayground: A collection of .NET helpers and experimentsMailChimpNET: MailChimpNET provides a .NET PCL based wrapper around the mailchimp.com web API.MVC Generator: Addin for Visual Studio that generates MVC from Entity Framework files. A Rapid Scaffolder with options.One More ENgine project: OMEN projet (One More ENgine) main objective is to provide a simple application container.Orchard Podcasts: The Orchard Podcasting module allows users to create and publish a podcast feed (Yahoo Media RSS) for consumption by users using Orchard v1.6+.Outlook 2013 Backup Add-In: Automatically backups psd-files after closing Outlook. This plugin is compatible with Outlook 2013 32/64 Bit Version. Project Emilie: A little help to make your WinRT XAML projects truly fast and fluid, based on work from two of the top Windows 8 applications.Search WPF: A small utility to browse the WPF classes and interfaces.sGaming: Silverlight 3D EngineTelerik Connect: Simple ASP.NET Project aiming to build a copy of the LinkedIn website functionality.Testing The Unittesting Tools in Visual Studio: This project is a collection of testprograms for verifying the different test adapters available for Visual Studio. TvLinks Torrent Searcher: Easy way to search Torrents for TV Series.xnaGaming: XNA game engine

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  • CodePlex Daily Summary for Saturday, July 27, 2013

    CodePlex Daily Summary for Saturday, July 27, 2013Popular ReleasesSharpCompress - a fully native C# library for RAR, 7Zip, Zip, Tar, GZip, BZip2: SharpCompress 0.10: - Added support for RAR Decryption (thanks to https://github.com/hrasyid) - Embedded some BouncyCastle crypto classes to allow RAR Decryption and Winzip AES Decryption in Portable and Windows Store DLLs - Built in Release (I think)Memory Teaser Game: Full Release 1.1.0: -> Fixed Memory leak issue. -> Restart game button issue. -> Added Splash screen. -> Changed Release Icon. This is the version 1.1.0.0VG-Ripper & PG-Ripper: VG-Ripper 2.9.46: changes FIXED LoginOfflineBrowser: Preview Release: This is a preview release so that others can help me find bugs. This should be pretty stable, but any bugs found should be reported here as an Issue.Home Access Plus+: v9.4.0727: Released to allow you to disable secure LDAP queriesOpen Source Job board: Version X3: Full version of job board, didn't have monies to fund it so it's free.DSeX DragonSpeak eXtended Editor: Version 1.0.116.0726: Cleaned up Wizard Interface Added Functionality for RTF UndoRedo IE Inserting Text from Wizard output to the Tabbed Editor Added Sanity Checks to Search/Replace Dialog to prevent crashes Fixed Template and Paste undoredo Fix Undoredo Blank spots Added New_FileTag Const = "(New FIle)" Added Filename to Modified FileClose queries (Thanks Lothus Marque)Math.NET Numerics: Math.NET Numerics v2.6.0: What's New in Math.NET Numerics 2.6 - Announcement, Explanations and Sample Code. New: Linear Curve Fitting Linear least-squares fitting (regression) to lines, polynomials and linear combinations of arbitrary functions. Multi-dimensional fitting. Also works well in F# with the F# extensions. New: Root Finding Brent's method. ~Candy Chiu, Alexander Täschner Bisection method. ~Scott Stephens, Alexander Täschner Broyden's method, for multi-dimensional functions. ~Alexander Täschner ...Microsoft .NET Gadgeteer: .NET Gadgeteer Core 2.43.800: The .NET Gadgeteer Core installer includes the core libraries and end user project templates for Microsoft .NET Gadgeteer. This is a prerequisite for end users to build and deploy .NET Gadgeteer projects. It includes a project template wizard in the New Project dialog in Visual Studio 2012 or 2010 (or express versions) under the Gadgeteer tab - ".NET Gadgeteer Application". This template uses a graphical designer built for Visual Studio which allows end users to visually configure .NET Gadget...FogBugzPd - Project Dashboard For FogBugz: 1.0: First public release of FogBugzPd. Zip File includes web application. Requires: IIS 7+ Sql Server 2008/2012 or Sql Server Express 2012 .NET 4.5Open Url Rewriter for DotNetNuke: Open Url Rewriter Core 0.4.3 (Beta): bug fix for removing home page New Tab with rules count for each Portal with memory use estimation OpenUrlRewriter_00.04.03_Install.zip : for dnn 6.01 to 7.06 OpenUrlRewriter71_00.04.03_Install.zip : for dnn 7.1KerbalAlarmClock: v2.5.0.0 Release: Version 2.5.0.0 Recompiled it for 0.21 Fixed some issues with Hyperbolic orbits and AN/DN NodesAJAX Control Toolkit: July 2013 Release: AJAX Control Toolkit Release Notes - July 2013 Release Version 7.0725July 2013 release of the AJAX Control Toolkit. AJAX Control Toolkit .NET 4.5 – AJAX Control Toolkit for .NET 4.5 and sample site (Recommended). AJAX Control Toolkit .NET 4 – AJAX Control Toolkit for .NET 4 and sample site (Recommended). AJAX Control Toolkit .NET 3.5 – AJAX Control Toolkit for .NET 3.5 and sample site (Recommended). Notes: - Instructions for using the AJAX Control Toolkit with ASP.NET 4.5 can be found at...MJP's DirectX 11 Samples: Specular Antialiasing Sample: Sample code to complement my presentation that's part of the Physically Based Shading in Theory and Practice course at SIGGRAPH 2013, entitled "Crafting a Next-Gen Material Pipeline for The Order: 1886". Demonstrates various methods of preventing aliasing from specular BRDF's when using high-frequency normal maps. The zip file contains source code as well as a pre-compiled x64 binary.Kartris E-commerce: Kartris v2.5003: This fixes an issue where search engines appear to identify as IE and so trigger the noIE page if there is not a non-responsive skin specified.GoAgent GUI: GoAgent GUI 1.3.5 Alpha (20130723): ????????Alpha?,???????????,?????????????。 ??????????GoAgent???(???phus lu?GitHub??????GoAgent??????,??????????????????) ????????????????????????Bug ?????????。??????????????。 ????issue????,????????,????????????????。LogicCircuit: LogicCircuit 2.13.07.22: Logic Circuit - is educational software for designing and simulating logic circuits. Intuitive graphical user interface, allows you to create unrestricted circuit hierarchy with multi bit buses, debug circuits behavior with oscilloscope, and navigate running circuits hierarchy. Changes of this versionYou can make visual elements of the circuit been visible on its symbols. This way you can build composite displays, keyboards and reuse them. Please read about displays for more details http://ww...LINQ to Twitter: LINQ to Twitter v2.1.08: Supports .NET 3.5, .NET 4.0, .NET 4.5, Silverlight 4.0, Windows Phone 7.1, Windows Phone 8, Client Profile, Windows 8, and Windows Azure. 100% Twitter API coverage. Also supports Twitter API v1.1! Also on NuGet.AcDown?????: AcDown????? v4.4.3: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ??v4.4.3 ?? ??Bilibili????????????? ???????????? ????32??64? Windows XP/Vista/7/8 ???? 32??64? ???Linux ????(1)????????Windows XP???,????????.NET Framework 2.0???(x86),?????"?????????"??? (2)???????????Linux???,????????Mono?? ??2.10?...Magick.NET: Magick.NET 6.8.6.601: Magick.NET linked with ImageMagick 6.8.6.6. These zip files are also available as a NuGet package: https://nuget.org/profiles/dlemstra/New Projectsagree grammar engineering environment: agree is a concurrent parse/generation engine, a .NET implementation of the DELPH-IN joint reference formalism for natural language analysis. AWF's Utility Library: A collection of awf utilities C# chat client with server: Newest chat with client and server.Charming components for Windows Phone: Build Charming apps for Windows Phone. Adds ready-made Search, Share and Settings functionality to Windows Phone. Share more code across platforms.Darkorbit Configuration Manager: config manager dark orbit darkorbit eltepvpers heaven 'Heaven. configuration manager configurationmanagerDarkorbit MultiTool: dark orbit darkorbit multi tool mulitool heaven 'Heaven. elitepvpers awesome skylab bot trade bot techcenter bot multiaccount diabind: Python binding of DIA (Debug Interface Access) SDKDoodle .Net Connector: This library allows an easy access to the Doodle REST API.DssCECB Version 2.0: aaaeCommunity: e-communityEFDemo: This is a demo for Entity frameworkEmployee Directory Webpart in SharePoint 2010: Employee Directory for SharePoint 2010EntityContext: A lightweight wrapper around Entity Framework allowing for accessing some internals of the framework, as well as, some functionality usually required.EwsRelentless: This is a sample application which demonstrates you might place a heavy load of EWS calls against an Exchange server in order to test performance. FogBugzPd - Project Dashboard For FogBugz: This tool helps PMs, Tech Leads and Executives to see actual progress on the projects tracked in FogBugz.HP Battery Health Scan Script: Silently runs HP Battery Check Utility and saves result to an Access DB.I am following: Users can follow nearly everything in SharePoint 2013. This solution provides a list of followed contend where ever you need it in you SharePoint.Image Viewer: Simple image viewer written for academic purposes LIBRERIA PRISA: sistema de ventasLiduv: Facilitate teachers daily work including creating marks and lesson drafts, curricula and calculating marks for written tests etc.Maze Builder Library: A builder for random maze generationPayPal Express Checkout for nopCommerce: nopCommerce plugin to allow for PayPal Express Checkout. Full integration with shipping options.PsTest - UnitTesting for PowerShell: PsTest is a lightweight UnitTesting Module for use in PowerShell. It lets PowerShell users create, discover and run UnitTests in PowerShell.SIGE: sistema integral gestion educativaSql Mass Dumper: Sql Mass Dumper. A simple project to dump all the data in your SQL Server in XML or in JSON format.SSIS Wait Task: A SSIS task which suspends execution for a time period or until a specific time. Additionally a sql statement can be defined that can also delay execution.Tactical Combat - Unity3d Game: A first person shooter! The main character is Billy Hills, need a story plot.The open source customer relation and billing software.: Memtem in a open source customer relation and billing software written in C#.NET.Tridion Gateway Service: WCF Support for the Tridion TOM COM APIWINJS CTK: WinJS Control kit is a set of custom WINJS controls that are not supported by Windows 8.

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  • CodePlex Daily Summary for Tuesday, July 30, 2013

    CodePlex Daily Summary for Tuesday, July 30, 2013Popular ReleasesnopCommerce. Open source shopping cart (ASP.NET MVC): nopCommerce 3.10: Highlight features & improvements: • Performance optimization. • New more user-friendly product/product-variant logic. Now we'll have only products (simple and grouped). • Bundle products support added. • Allow a store owner to associate product image for product variant attribute values. To see the full list of fixes and changes please visit the release notes page (http://www.nopCommerce.com/releasenotes.aspx).Small Tools: Helpers 1.01: Fix params count issue Fix STAThread issue Add support for exe.config filesExtJS based ASP.NET Controls: FineUI v3.3.1: ??FineUI ?? ExtJS ??? ASP.NET ???。 FineUI??? ?? No JavaScript,No CSS,No UpdatePanel,No ViewState,No WebServices ???????。 ?????? IE 7.0、Firefox 3.6、Chrome 3.0、Opera 10.5、Safari 3.0+ ???? Apache License v2.0 ?:ExtJS ?? GPL v3 ?????(http://www.sencha.com/license)。 ???? ??:http://fineui.com/bbs/ ??:http://fineui.com/demo/ ??:http://fineui.com/doc/ ??:http://fineui.codeplex.com/ FineUI ???? ExtJS ????????,???? ExtJS ?,???????????ExtJS?: 1. ????? FineUI ? ExtJS ?:http://fineui.com/bbs/fo...AutoNLayered - Domain Oriented N-Layered .NET 4.5: AutoNLayered v1.0.5: - Fix Dtos. Abstract collections replaced by concrete (correct serialization WCF). - OrderBy in navigation properties. - Unit Test with Fakes. - Map of entities/dto moved to application services. - Libraries updated. Warning using Fakes: http://connect.microsoft.com/VisualStudio/feedback/details/782031/visual-studio-2012-add-fakes-assembly-does-not-add-all-needed-referencesPath Copy Copy: 11.1: Minor release with two new features: Submenu's contextual menu item now has an icon next to it Added reference to JavaScript regular expression format in Settings application Since this release does not have any glaring bug fixes, it is more of an optional update for existing users. It depends on whether you want to be able to spot the Path Copy Copy submenu more easily. I recommend you install it to see if the icon makes sense. As always, please don't hesitate to leave feedback via Discus...CMake Tools for Visual Studio: CMake Tools for Visual Studio 1.0 RC3: This is the third release candidate of CMake Tools for Visual Studio 1.0, which contains the following bug fixes: Opening a CMake file from Windows Explorer while Visual Studio is already open will no start a new instance of Visual Studio. Typing a symbol while the IntelliSense list box is visible and the text typed so far does not match any item in the list will dismiss the list box and insert the symbol typed.R.NET: R.NET 1.5: The major changes in v1.5 are: Initialize method must be called before using R. Settings should be passed to the method. EagerEvaluate method renamed to Evaluate (use Defer method when you want old version of Evaluate).Media Companion: Media Companion MC3.574b: Some good bug fixes been going on with the new XBMC-Link function. Thanks to all who were able to do testing and gave feedback. New:* Added some adhoc extra General movie filters, one of which is Plot = Outline (see fixes above). To see the filters, add the following line to your config.xml: <ShowExtraMovieFilters>True</ShowExtraMovieFilters>. The others are: Imdb in folder name, Imdb in not folder name & Imdb not in folder name & year mismatch. * Movie - display <tag> list on browser tab ...OfflineBrowser: Preview Release with Search: I've added search to this release.VG-Ripper & PG-Ripper: VG-Ripper 2.9.46: changes FIXED LoginMath.NET Numerics: Math.NET Numerics v2.6.0: What's New in Math.NET Numerics 2.6 - Announcement, Explanations and Sample Code. New: Linear Curve Fitting Linear least-squares fitting (regression) to lines, polynomials and linear combinations of arbitrary functions. Multi-dimensional fitting. Also works well in F# with the F# extensions. New: Root Finding Brent's method. ~Candy Chiu, Alexander Täschner Bisection method. ~Scott Stephens, Alexander Täschner Broyden's method, for multi-dimensional functions. ~Alexander Täschner ...AJAX Control Toolkit: July 2013 Release: AJAX Control Toolkit Release Notes - July 2013 Release Version 7.0725July 2013 release of the AJAX Control Toolkit. AJAX Control Toolkit .NET 4.5 – AJAX Control Toolkit for .NET 4.5 and sample site (Recommended). AJAX Control Toolkit .NET 4 – AJAX Control Toolkit for .NET 4 and sample site (Recommended). AJAX Control Toolkit .NET 3.5 – AJAX Control Toolkit for .NET 3.5 and sample site (Recommended). Notes: - Instructions for using the AJAX Control Toolkit with ASP.NET 4.5 can be found at...MJP's DirectX 11 Samples: Specular Antialiasing Sample: Sample code to complement my presentation that's part of the Physically Based Shading in Theory and Practice course at SIGGRAPH 2013, entitled "Crafting a Next-Gen Material Pipeline for The Order: 1886". Demonstrates various methods of preventing aliasing from specular BRDF's when using high-frequency normal maps. The zip file contains source code as well as a pre-compiled x64 binary.EXCEL??、??、????????:DataPie(??MSSQL 2008、ORACLE、ACCESS 2007): DataPieV3.6.1: ????csv????,???sql??,??csv????Qibla Compass for Windows Phone: Qibla Compass for Windows Phone: This release is in open beta version. You can always download and provide your feedback. Since it was just developed to give users an idea of Qibla Direction and its mapping therefore you might not see major releases in future.Event Scavenger: Version 5: I've decided to do a full (recommended) release of version 5. I've been running it myself for months and did not have any issues with it yet. This release just contains the installs. The web site's documentation has not been updated yet and reflects the previous version details. If you have an issue with this version then you can happily switch back to 4.x. Version 5 can run side-by-side with earlier versions (service) as it has a new service and database.wpadk: WPadk_WP8???: ???:V1.1 ??wp???????????????wp8???????StockSharp: StockSharp 4.1.16: ?????? ????????? - http://stocksharp.com/forum/yaf_postsm28239_S--API-4-1.aspx#post28239GeoTransformer: GeoTransformer 4.5: Extensions can now be installed and uninstalled from the application. The extensions update the same way as the application - silently and automatically. Added ability to search for caches by pressing CTRL+F in the table views. (Thanks to JanisU for implementing this request) Added ability to remove edited customizations for multiple caches at once (use SHIFT or CTRL to select multiple lines in the table). A new experimental version for Windows 8 RT (on ARM processor) is also made availa...Kartris E-commerce: Kartris v2.5003: This fixes an issue where search engines appear to identify as IE and so trigger the noIE page if there is not a non-responsive skin specified.New ProjectsBus Booking System: Bus Booking systemC#??????: ????C#??????????????。Cotizav 2.0: Este proyecto es para el soporte de Cotizaciones.DeferredShading: deferred shading rendererIVR Junction: IVR Junction connects an Interactive Voice Response (IVR) system to cloud services such as YouTube, Facebook and other social media.Mac Address Changer: It's a quite and easy tool to change your mac addressmotokraft user control: user control for motokraftSingle Reference JavaScript Pattern: This is very simple pattern. In here you need to only refer one script in a page. I'm sure it is saving your development time as well as maintenance timeSocial_Life_Time: This is social network that people can communicate with each otherThe Ironic Text Based MMORPG: Modern MMORPGs have become highly interactive, complex systems of skills, stats, and action combat. This game introduces a new level of text based immersion!Timeline Year Control: Timeline Year Control An ASP.Net year indicator timeline control.winrtsock: winsock façade for Windows Runtime for porting bsd socket code to Windows RuntimeZker: No summary?????: C#?????

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  • Windows Phone 7 : Dragging and flicking UI controls

    - by TechTwaddle
    Who would want to flick and drag UI controls!? There might not be many use cases but I think some concepts here are worthy of a post. So we will create a simple silverlight application for windows phone 7, containing a canvas element on which we’ll place a button control and an image and then, as the title says, drag and flick the controls. Here’s Mainpage.xaml, <Grid x:Name="LayoutRoot" Background="Transparent">   <Grid.RowDefinitions>     <RowDefinition Height="Auto"/>     <RowDefinition Height="*"/>   </Grid.RowDefinitions>     <!--TitlePanel contains the name of the application and page title-->   <StackPanel x:Name="TitlePanel" Grid.Row="0" Margin="12,17,0,28">     <TextBlock x:Name="ApplicationTitle" Text="KINETICS" Style="{StaticResource PhoneTextNormalStyle}"/>     <TextBlock x:Name="PageTitle" Text="drag and flick" Margin="9,-7,0,0" Style="{StaticResource PhoneTextTitle1Style}"/>   </StackPanel>     <!--ContentPanel - place additional content here-->   <Grid x:Name="ContentPanel" Grid.Row="1" >     <Canvas x:Name="MainCanvas" HorizontalAlignment="Stretch" VerticalAlignment="Stretch">       <Canvas.Background>         <LinearGradientBrush StartPoint="0 0" EndPoint="0 1">           <GradientStop Offset="0" Color="Black"/>           <GradientStop Offset="1.5" Color="BlanchedAlmond"/>         </LinearGradientBrush>       </Canvas.Background>     </Canvas>   </Grid> </Grid> the second row in the main grid contains a canvas element, MainCanvas, with its horizontal and vertical alignment set to stretch so that it occupies the entire grid. The canvas background is a linear gradient brush starting with Black and ending with BlanchedAlmond. We’ll add the button and image control to this canvas at run time. Moving to Mainpage.xaml.cs the Mainpage class contains the following members, public partial class MainPage : PhoneApplicationPage {     Button FlickButton;     Image FlickImage;       FrameworkElement ElemToMove = null;     double ElemVelX, ElemVelY;       const double SPEED_FACTOR = 60;       DispatcherTimer timer; FlickButton and FlickImage are the controls that we’ll add to the canvas. ElemToMove, ElemVelX and ElemVelY will be used by the timer callback to move the ui control. SPEED_FACTOR is used to scale the velocities of ui controls. Here’s the Mainpage constructor, // Constructor public MainPage() {     InitializeComponent();       AddButtonToCanvas();       AddImageToCanvas();       timer = new DispatcherTimer();     timer.Interval = TimeSpan.FromMilliseconds(35);     timer.Tick += new EventHandler(OnTimerTick); } We’ll look at those AddButton and AddImage functions in a moment. The constructor initializes a timer which fires every 35 milliseconds, this timer will be started after the flick gesture completes with some inertia. Back to AddButton and AddImage functions, void AddButtonToCanvas() {     LinearGradientBrush brush;     GradientStop stop1, stop2;       Random rand = new Random(DateTime.Now.Millisecond);       FlickButton = new Button();     FlickButton.Content = "";     FlickButton.Width = 100;     FlickButton.Height = 100;       brush = new LinearGradientBrush();     brush.StartPoint = new Point(0, 0);     brush.EndPoint = new Point(0, 1);       stop1 = new GradientStop();     stop1.Offset = 0;     stop1.Color = Colors.White;       stop2 = new GradientStop();     stop2.Offset = 1;     stop2.Color = (Application.Current.Resources["PhoneAccentBrush"] as SolidColorBrush).Color;       brush.GradientStops.Add(stop1);     brush.GradientStops.Add(stop2);       FlickButton.Background = brush;       Canvas.SetTop(FlickButton, rand.Next(0, 400));     Canvas.SetLeft(FlickButton, rand.Next(0, 200));       MainCanvas.Children.Add(FlickButton);       //subscribe to events     FlickButton.ManipulationDelta += new EventHandler<ManipulationDeltaEventArgs>(OnManipulationDelta);     FlickButton.ManipulationCompleted += new EventHandler<ManipulationCompletedEventArgs>(OnManipulationCompleted); } this function is basically glorifying a simple task. After creating the button and setting its height and width, its background is set to a linear gradient brush. The direction of the gradient is from top towards bottom and notice that the second stop color is the PhoneAccentColor, which changes along with the theme of the device. The line,     stop2.Color = (Application.Current.Resources["PhoneAccentBrush"] as SolidColorBrush).Color; does the magic of extracting the PhoneAccentBrush from application’s resources, getting its color and assigning it to the gradient stop. AddImage function is straight forward in comparison, void AddImageToCanvas() {     Random rand = new Random(DateTime.Now.Millisecond);       FlickImage = new Image();     FlickImage.Source = new BitmapImage(new Uri("/images/Marble.png", UriKind.Relative));       Canvas.SetTop(FlickImage, rand.Next(0, 400));     Canvas.SetLeft(FlickImage, rand.Next(0, 200));       MainCanvas.Children.Add(FlickImage);       //subscribe to events     FlickImage.ManipulationDelta += new EventHandler<ManipulationDeltaEventArgs>(OnManipulationDelta);     FlickImage.ManipulationCompleted += new EventHandler<ManipulationCompletedEventArgs>(OnManipulationCompleted); } The ManipulationDelta and ManipulationCompleted handlers are same for both the button and the image. OnManipulationDelta() should look familiar, a similar implementation was used in the previous post, void OnManipulationDelta(object sender, ManipulationDeltaEventArgs args) {     FrameworkElement Elem = sender as FrameworkElement;       double Left = Canvas.GetLeft(Elem);     double Top = Canvas.GetTop(Elem);       Left += args.DeltaManipulation.Translation.X;     Top += args.DeltaManipulation.Translation.Y;       //check for bounds     if (Left < 0)     {         Left = 0;     }     else if (Left > (MainCanvas.ActualWidth - Elem.ActualWidth))     {         Left = MainCanvas.ActualWidth - Elem.ActualWidth;     }       if (Top < 0)     {         Top = 0;     }     else if (Top > (MainCanvas.ActualHeight - Elem.ActualHeight))     {         Top = MainCanvas.ActualHeight - Elem.ActualHeight;     }       Canvas.SetLeft(Elem, Left);     Canvas.SetTop(Elem, Top); } all it does is calculate the control’s position, check for bounds and then set the top and left of the control. OnManipulationCompleted() is more interesting because here we need to check if the gesture completed with any inertia and if it did, start the timer and continue to move the ui control until it comes to a halt slowly, void OnManipulationCompleted(object sender, ManipulationCompletedEventArgs args) {     FrameworkElement Elem = sender as FrameworkElement;       if (args.IsInertial)     {         ElemToMove = Elem;           Debug.WriteLine("Linear VelX:{0:0.00}  VelY:{1:0.00}", args.FinalVelocities.LinearVelocity.X,             args.FinalVelocities.LinearVelocity.Y);           ElemVelX = args.FinalVelocities.LinearVelocity.X / SPEED_FACTOR;         ElemVelY = args.FinalVelocities.LinearVelocity.Y / SPEED_FACTOR;           timer.Start();     } } ManipulationCompletedEventArgs contains a member, IsInertial, which is set to true if the manipulation was completed with some inertia. args.FinalVelocities.LinearVelocity.X and .Y will contain the velocities along the X and Y axis. We need to scale down these values so they can be used to increment the ui control’s position sensibly. A reference to the ui control is stored in ElemToMove and the velocities are stored as well, these will be used in the timer callback to access the ui control. And finally, we start the timer. The timer callback function is as follows, void OnTimerTick(object sender, EventArgs e) {     if (null != ElemToMove)     {         double Left, Top;         Left = Canvas.GetLeft(ElemToMove);         Top = Canvas.GetTop(ElemToMove);           Left += ElemVelX;         Top += ElemVelY;           //check for bounds         if (Left < 0)         {             Left = 0;             ElemVelX *= -1;         }         else if (Left > (MainCanvas.ActualWidth - ElemToMove.ActualWidth))         {             Left = MainCanvas.ActualWidth - ElemToMove.ActualWidth;             ElemVelX *= -1;         }           if (Top < 0)         {             Top = 0;             ElemVelY *= -1;         }         else if (Top > (MainCanvas.ActualHeight - ElemToMove.ActualHeight))         {             Top = MainCanvas.ActualHeight - ElemToMove.ActualHeight;             ElemVelY *= -1;         }           Canvas.SetLeft(ElemToMove, Left);         Canvas.SetTop(ElemToMove, Top);           //reduce x,y velocities gradually         ElemVelX *= 0.9;         ElemVelY *= 0.9;           //when velocities become too low, break         if (Math.Abs(ElemVelX) < 1.0 && Math.Abs(ElemVelY) < 1.0)         {             timer.Stop();             ElemToMove = null;         }     } } if ElemToMove is not null, we get the top and left values of the control and increment the values with their X and Y velocities. Check for bounds, and if the control goes out of bounds we reverse its velocity. Towards the end, the velocities are reduced by 10% every time the timer callback is called, and if the velocities reach too low values the timer is stopped and ElemToMove is made null. Here’s a short video of the program, the video is a little dodgy because my display driver refuses to run the animations smoothly. The flicks aren’t always recognised but the program should run well on an actual device (or a pc with better configuration), You can download the source code from here: ButtonDragAndFlick.zip

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  • DESIGNING FOR WIN PHONE 7

    Designing applications for the Win Phone 7 is very similar to designing for print. In my opinion, it feels like a cross between a tri-fold brochure and a poster. I based my prototype designs on Microsofts Metro style guide, with typography as the main focus and stunning imagery for support. Its nice to have fixed factors regulating the design, making it a fun and fresh design experience. Microsoft provides a UI Design Guidelines document that outlines layout sizes, background image size, recommended typefaces and spacing. You know what you are designing for and you know how it will look and act on the win phone 7 platform. Although applications are not required to strictly adhere to the Metro style guide I feel it makes the best use of the panorama view  and navigation. With strong examples of this UI concept in place like their Zune-like music + videos hub, I found it fairly easy to put together a few quick app mockups (see below). In addition to design guidelines, using a ready built design templates, or a win phone 7 specific panorama control like the one by Clarity Consulting will make the process of bringing your designs to life much more efficient. Likes, Dislikes, and Challenges I think the idea of the hub is completely intuitive. This concept clearly breaks down info into more manageable pieces, and greatly helps with organization when designing for the phone. I like the chromeless appearance, allowing the core functionality of the application to take precedence over gradients, textures, bevels, drop shadows, and the complicated animations you see on the web. Although I understand the Win Phone 7 guidelines are a work in progress, I found a few contradictions. I also noticed that certain design specifications did not translate well to the phone emulator . If you use their guidelines as suggested best practices and not as fixed definitions you will have more success. Multi-directional vs Linear The main challenge I had was stepping away from familiar navigational examples seen in other mobile phones. I had to keep reminding myself that the content to the right and to the left of what I was working on didnt necessarily have to have a direct link to one another. I started thinking multi-directional as opposed to linear. Win phone 7 vs IPhone The Metro styling of the Win Phone 7 is similar to the Zune HD and the Windows Media Center UI and offers a different interface paradigm than the IPhone. When navigating an application it feels like you are panning a long seamless page of information in contrast to the multiple panels of an IPhone. I think there is less of an opportunity to overdesign your application, which happens often with IPhone applications. While both interfaces are simple and sleek, win phone 7 really gets down to the basics. IPhone sets a high standard for designing for touch, designing for win phone 7 could improve on that user experience with a consistent and strategic use of white space and staying away from a menu and icon heavy UI. Design Examples for Win Phone 7 Applications Here are some concepts for both generic and brand specific applications for Win Phone 7: View Full Album Resources to get you going with your own Win Phone 7 design: Helpful design templates for Win Phone 7  http://www.shazaml.com/archives/windows-phone-7-ui-templates Here is the interaction design guide for Win Phone 7 http://go.microsoft.com/?linkid=9713252 Windows has a project template for Blend 4 and Visual Studio 2010 RC1 http://developer.windowsphone.com/ Clarity Consulting developed a panorama control for Win Phone 7 http://blogs.claritycon.com/blogs/design/archive/2010/03/30/building-the-elusive-windows-phone-panorama-control.aspxDid you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • DESIGNING FOR WIN PHONE 7

    Designing applications for the Win Phone 7 is very similar to designing for print. In my opinion, it feels like a cross between a tri-fold brochure and a poster. I based my prototype designs on Microsofts Metro style guide, with typography as the main focus and stunning imagery for support. Its nice to have fixed factors regulating the design, making it a fun and fresh design experience. Microsoft provides a UI Design Guidelines document that outlines layout sizes, background image size, recommended typefaces and spacing. You know what you are designing for and you know how it will look and act on the win phone 7 platform. Although applications are not required to strictly adhere to the Metro style guide I feel it makes the best use of the panorama view  and navigation. With strong examples of this UI concept in place like their Zune-like music + videos hub, I found it fairly easy to put together a few quick app mockups (see below). In addition to design guidelines, using a ready built design templates, or a win phone 7 specific panorama control like the one by Clarity Consulting will make the process of bringing your designs to life much more efficient. Likes, Dislikes, and Challenges I think the idea of the hub is completely intuitive. This concept clearly breaks down info into more manageable pieces, and greatly helps with organization when designing for the phone. I like the chromeless appearance, allowing the core functionality of the application to take precedence over gradients, textures, bevels, drop shadows, and the complicated animations you see on the web. Although I understand the Win Phone 7 guidelines are a work in progress, I found a few contradictions. I also noticed that certain design specifications did not translate well to the phone emulator . If you use their guidelines as suggested best practices and not as fixed definitions you will have more success. Multi-directional vs Linear The main challenge I had was stepping away from familiar navigational examples seen in other mobile phones. I had to keep reminding myself that the content to the right and to the left of what I was working on didnt necessarily have to have a direct link to one another. I started thinking multi-directional as opposed to linear. Win phone 7 vs IPhone The Metro styling of the Win Phone 7 is similar to the Zune HD and the Windows Media Center UI and offers a different interface paradigm than the IPhone. When navigating an application it feels like you are panning a long seamless page of information in contrast to the multiple panels of an IPhone. I think there is less of an opportunity to overdesign your application, which happens often with IPhone applications. While both interfaces are simple and sleek, win phone 7 really gets down to the basics. IPhone sets a high standard for designing for touch, designing for win phone 7 could improve on that user experience with a consistent and strategic use of white space and staying away from a menu and icon heavy UI. Design Examples for Win Phone 7 Applications Here are some concepts for both generic and brand specific applications for Win Phone 7: View Full Album Resources to get you going with your own Win Phone 7 design: Helpful design templates for Win Phone 7  http://www.shazaml.com/archives/windows-phone-7-ui-templates Here is the interaction design guide for Win Phone 7 http://go.microsoft.com/?linkid=9713252 Windows has a project template for Blend 4 and Visual Studio 2010 RC1 http://developer.windowsphone.com/ Clarity Consulting developed a panorama control for Win Phone 7 http://blogs.claritycon.com/blogs/design/archive/2010/03/30/building-the-elusive-windows-phone-panorama-control.aspxDid you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Error X3650 when compiling shader in XNA

    - by Saikai
    I'm attempting to convert the XBDEV.NET Mosaic Shader for use in my XNA project and having trouble. The compiler errors out because of the half globals. At first I tried replacing the globals and just writing the variables explicitly in the code, but that garbles the Output. Next I tried replacing all the half with float vars, but that still garbles the resulting Image. I call the effect file from SpriteBatch.Begin(). Is there a way to convert this shader to the new pixel shader conventions? Are there any good tutorials for this topic? Here is the shader file for reference: /*****************************************************************************/ /* File: tiles.fx Details: Modified version of the NVIDIA Composer FX Demo Program 2004 Produces a tiled mosaic effect on the output. Requires: Vertex Shader 1.1 Pixel Shader 2.0 Modified by: [email protected] (www.xbdev.net) */ /*****************************************************************************/ float4 ClearColor : DIFFUSE = { 0.0f, 0.0f, 0.0f, 1.0f}; float ClearDepth = 1.0f; /******************************** TWEAKABLES *********************************/ half NumTiles = 40.0; half Threshhold = 0.15; half3 EdgeColor = {0.7f, 0.7f, 0.7f}; /*****************************************************************************/ texture SceneMap : RENDERCOLORTARGET < float2 ViewportRatio = { 1.0f, 1.0f }; int MIPLEVELS = 1; string format = "X8R8G8B8"; string UIWidget = "None"; >; sampler SceneSampler = sampler_state { texture = <SceneMap>; AddressU = CLAMP; AddressV = CLAMP; MIPFILTER = NONE; MINFILTER = LINEAR; MAGFILTER = LINEAR; }; /***************************** DATA STRUCTS **********************************/ struct vertexInput { half3 Position : POSITION; half3 TexCoord : TEXCOORD0; }; /* data passed from vertex shader to pixel shader */ struct vertexOutput { half4 HPosition : POSITION; half2 UV : TEXCOORD0; }; /******************************* Vertex shader *******************************/ vertexOutput VS_Quad( vertexInput IN) { vertexOutput OUT = (vertexOutput)0; OUT.HPosition = half4(IN.Position, 1); OUT.UV = IN.TexCoord.xy; return OUT; } /********************************** pixel shader *****************************/ half4 tilesPS(vertexOutput IN) : COLOR { half size = 1.0/NumTiles; half2 Pbase = IN.UV - fmod(IN.UV,size.xx); half2 PCenter = Pbase + (size/2.0).xx; half2 st = (IN.UV - Pbase)/size; half4 c1 = (half4)0; half4 c2 = (half4)0; half4 invOff = half4((1-EdgeColor),1); if (st.x > st.y) { c1 = invOff; } half threshholdB = 1.0 - Threshhold; if (st.x > threshholdB) { c2 = c1; } if (st.y > threshholdB) { c2 = c1; } half4 cBottom = c2; c1 = (half4)0; c2 = (half4)0; if (st.x > st.y) { c1 = invOff; } if (st.x < Threshhold) { c2 = c1; } if (st.y < Threshhold) { c2 = c1; } half4 cTop = c2; half4 tileColor = tex2D(SceneSampler,PCenter); half4 result = tileColor + cTop - cBottom; return result; } /*****************************************************************************/ technique tiles { pass p0 { VertexShader = compile vs_1_1 VS_Quad(); ZEnable = false; ZWriteEnable = false; CullMode = None; PixelShader = compile ps_2_0 tilesPS(); } }

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  • Omni-directional light shadow mapping with cubemaps in WebGL

    - by Winged
    First of all I must say, that I have read a lot of posts describing an usage of cubemaps, but I'm still confused about how to use them. My goal is to achieve a simple omni-directional (point) light type shading in my WebGL application. I know that there is a lot more techniques (like using Two-Hemispheres or Camera Space Shadow Mapping) which are way more efficient, but for an educational purpose cubemaps are my primary goal. Till now, I have adapted a simple shadow mapping which works with spotlights (with one exception: I don't know how to cut off the glitchy part beyond the reach of a single shadow map texture): glitchy shadow mapping<<< So for now, this is how I understand the usage of cubemaps in shadow mapping: Setup a framebuffer (in case of cubemaps - 6 framebuffers; 6 instead of 1 because every usage of framebufferTexture2D slows down an execution which is nicely described here <<<) and a texture cubemap. Also in WebGL depth components are not well supported, so I need to render it to RGBA first. this.texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.texture); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); for (var face = 0; face < 6; face++) gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.RGBA, this.size, this.size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); this.framebuffer = []; for (face = 0; face < 6; face++) { this.framebuffer[face] = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer[face]); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, this.texture, 0); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.depthbuffer); var e = gl.checkFramebufferStatus(gl.FRAMEBUFFER); // Check for errors if (e !== gl.FRAMEBUFFER_COMPLETE) throw "Cubemap framebuffer object is incomplete: " + e.toString(); } Setup the light and the camera (I'm not sure if should I store all of 6 view matrices and send them to shaders later, or is there a way to do it with just one view matrix). Render the scene 6 times from the light's position, each time in another direction (X, -X, Y, -Y, Z, -Z) for (var face = 0; face < 6; face++) { gl.bindFramebuffer(gl.FRAMEBUFFER, shadow.buffer.framebuffer[face]); gl.viewport(0, 0, shadow.buffer.size, shadow.buffer.size); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); camera.lookAt( light.position.add( cubeMapDirections[face] ) ); scene.draw(shadow.program); } In a second pass, calculate the projection a a current vertex using light's projection and view matrix. Now I don't know If should I calculate 6 of them, because of 6 faces of a cubemap. ScaleMatrix pushes the projected vertex into the 0.0 - 1.0 region. vDepthPosition = ScaleMatrix * uPMatrixFromLight * uVMatrixFromLight * vWorldVertex; In a fragment shader calculate the distance between the current vertex and the light position and check if it's deeper then the depth information read from earlier rendered shadow map. I know how to do it with a 2D Texture, but I have no idea how should I use cubemap texture here. I have read that texture lookups into cubemaps are performed by a normal vector instead of a UV coordinate. What vector should I use? Just a normalized vector pointing to the current vertex? For now, my code for this part looks like this (not working yet): float shadow = 1.0; vec3 depth = vDepthPosition.xyz / vDepthPosition.w; depth.z = length(vWorldVertex.xyz - uLightPosition) * linearDepthConstant; float shadowDepth = unpack(textureCube(uDepthMapSampler, vWorldVertex.xyz)); if (depth.z > shadowDepth) shadow = 0.5; Could you give me some hints or examples (preferably in WebGL code) how I should build it?

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  • Instead of the specified Texture, black circles on a green background are getting rendered. Why?

    - by vinzBad
    I'm trying to render a Texture via OpenGL. But instead of the texture black circles on a green background are rendered. (They scale, depending what the rotation of the texture is) Example: The texture I'm trying to render is the following: This is the code I use to render the texture, it's located in my Sprite-class. public void Render() { Matrix4 matrix = Matrix4.CreateTranslation(-OriginX, -OriginY, 0) * Matrix4.CreateRotationZ(Rotation) * Matrix4.CreateTranslation(X, Y, 0); Vector2[] corners = { new Vector2(0,0), //top left new Vector2(Width ,0),//top right new Vector2(Width,Height),//bottom rigth new Vector2(0,Height)//bottom left }; //copy the corners to the uv coordinates Vector2[] uv = corners.ToArray<Vector2>(); //transform the coordinates for (int i = 0; i < 4; i++) corners[i] = new Vector2(Vector3.Transform(new Vector3(corners[i]), matrix)); //GL.Color3(TintColor); GL.BindTexture(TextureTarget.Texture2D, _ID); GL.Begin(BeginMode.Quads); { for (int i = 0; i < 4; i++) { GL.TexCoord2(uv[i]); GL.Vertex3(corners[i].X, corners[i].Y, _layerDepth); } } GL.End(); if (EnableDebugDraw) { GL.Color3(Color.Violet); GL.PointSize(3); GL.Begin(BeginMode.Points); { for (int i = 0; i < 4; i++) GL.Vertex2(corners[i]); } GL.End(); GL.Color3(Color.Green); GL.Begin(BeginMode.Points); GL.Vertex2(X, Y); GL.End(); } } This is how I setup OpenGL. public static void SetupGL() { GL.Enable(EnableCap.AlphaTest); GL.AlphaFunc(AlphaFunction.Greater, 0.1f); GL.Enable(EnableCap.Texture2D); GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest); } With this function I load the texture: public static uint LoadTexture(string path) { uint id; GL.GenTextures(1, out id); GL.BindTexture(TextureTarget.Texture2D, id); Bitmap bitmap = new Bitmap(path); BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0); bitmap.UnlockBits(data); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); return id; } And here I call Sprite.Render() protected override void OnRenderFrame(FrameEventArgs e) { GL.ClearColor(Color.MidnightBlue); GL.Clear(ClearBufferMask.ColorBufferBit); _sprite.Render(); SwapBuffers(); base.OnRenderFrame(e); } As I stole this code from the Textures-Example from OpenTK, I don't understand why this doesn't work.

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  • Newbie: How to set attribute of the relative layout in my case??

    - by Leem
    I would like to divide my screen into 4 equal areas like ?.Each one of the four area is a linear layout. I tried to use relative layout to hold four linear layout like below: <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent"> <LinearLayout android:id="@+id/up_left_area" android:layout_width="wrap_content" android:layout_height="wrap_content" android:background="#ffff66" > <TextView android:id="@+id/label1" android:layout_width="fill_parent" android:layout_height="fill_parent" android:text="UP LEFT"/> </LinearLayout> <LinearLayout android:id="@+id/up_right_area" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_toRightOf="@id/up_left_area" android:background="#ccffff"> <TextView android:id="@+id/label2" android:layout_width="fill_parent" android:layout_height="fill_parent" android:text="UP RIGHT"/> </LinearLayout> <LinearLayout android:id="@+id/down_left_area" android:layout_width="wrap_content" android:layout_height="fill_parent" android:layout_below="@id/up_left_area" android:background="#66cc33" > <TextView android:id="@+id/label3" android:layout_width="fill_parent" android:layout_height="fill_parent" android:text="DOWN LEFT"/> </LinearLayout> <LinearLayout android:id="@+id/down_right_area" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_below="@id/up_right_area" android:layout_toRightOf="@id/down_left_area" android:background="#cc6600"> <TextView android:id="@+id/label4" android:layout_width="fill_parent" android:layout_height="fill_parent" android:text="DOWN RIGHT"/> </LinearLayout> </RelativeLayout> With the above xml layout code, I do get 4 areas on the screen, but they are not equal sized. How to modify my code to have equal sized 4 areas on the screen like ? ?

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  • Calculating Nearest Match to Mean/Stddev Pair With LibSVM

    - by Chris S
    I'm new to SVMs, and I'm trying to use the Python interface to libsvm to classify a sample containing a mean and stddev. However, I'm getting nonsensical results. Is this task inappropriate for SVMs or is there an error in my use of libsvm? Below is the simple Python script I'm using to test: #!/usr/bin/env python # Simple classifier test. # Adapted from the svm_test.py file included in the standard libsvm distribution. from collections import defaultdict from svm import * # Define our sparse data formatted training and testing sets. labels = [1,2,3,4] train = [ # key: 0=mean, 1=stddev {0:2.5,1:3.5}, {0:5,1:1.2}, {0:7,1:3.3}, {0:10.3,1:0.3}, ] problem = svm_problem(labels, train) test = [ ({0:3, 1:3.11},1), ({0:7.3,1:3.1},3), ({0:7,1:3.3},3), ({0:9.8,1:0.5},4), ] # Test classifiers. kernels = [LINEAR, POLY, RBF] kname = ['linear','polynomial','rbf'] correct = defaultdict(int) for kn,kt in zip(kname,kernels): print kt param = svm_parameter(kernel_type = kt, C=10, probability = 1) model = svm_model(problem, param) for test_sample,correct_label in test: pred_label, pred_probability = model.predict_probability(test_sample) correct[kn] += pred_label == correct_label # Show results. print '-'*80 print 'Accuracy:' for kn,correct_count in correct.iteritems(): print '\t',kn, '%.6f (%i of %i)' % (correct_count/float(len(test)), correct_count, len(test)) The domain seems fairly simple. I'd expect that if it's trained to know a mean of 2.5 means label 1, then when it sees a mean of 2.4, it should return label 1 as the most likely classification. However, each kernel has an accuracy of 0%. Why is this? On a side note, is there a way to hide all the verbose training output dumped by libsvm in the terminal? I've searched libsvm's docs and code, but I can't find any way to turn this off.

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  • Stack and Hash joint

    - by Alexandru
    I'm trying to write a data structure which is a combination of Stack and HashSet with fast push/pop/membership (I'm looking for constant time operations). Think of Python's OrderedDict. I tried a few things and I came up with the following code: HashInt and SetInt. I need to add some documentation to the source, but basically I use a hash with linear probing to store indices in a vector of the keys. Since linear probing always puts the last element at the end of a continuous range of already filled cells, pop() can be implemented very easy without a sophisticated remove operation. I have the following problems: the data structure consumes a lot of memory (some improvement is obvious: stackKeys is larger than needed). some operations are slower than if I have used fastutil (eg: pop(), even push() in some scenarios). I tried rewriting the classes using fastutil and trove4j, but the overall speed of my application halved. What performance improvements would you suggest for my code? What open-source library/code do you know that I can try?

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  • Time complexity for Search and Insert operation in sorted and unsorted arrays that includes duplicat

    - by iecut
    1-)For sorted array I have used Binary Search. We know that the worst case complexity for SEARCH operation in sorted array is O(lg N), if we use Binary Search, where N are the number of items in an array. What is the worst case complexity for the search operation in the array that includes duplicate values, using binary search?? Will it be the be the same O(lg N)?? Please correct me if I am wrong!! Also what is the worst case for INSERT operation in sorted array using binary search?? My guess is O(N).... is that right?? 2-) For unsorted array I have used Linear search. Now we have an unsorted array that also accepts duplicate element/values. What are the best worst case complexity for both SEARCH and INSERT operation. I think that we can use linear search that will give us O(N) worst case time for both search and delete operations. Can we do better than this for unsorted array and does the complexity changes if we accepts duplicates in the array.

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  • Iteration speed of int vs long

    - by jqno
    I have the following two programs: long startTime = System.currentTimeMillis(); for (int i = 0; i < N; i++); long endTime = System.currentTimeMillis(); System.out.println("Elapsed time: " + (endTime - startTime) + " msecs"); and long startTime = System.currentTimeMillis(); for (long i = 0; i < N; i++); long endTime = System.currentTimeMillis(); System.out.println("Elapsed time: " + (endTime - startTime) + " msecs"); Note: the only difference is the type of the loop variable (int and long). When I run this, the first program consistently prints between 0 and 16 msecs, regardless of the value of N. The second takes a lot longer. For N == Integer.MAX_VALUE, it runs in about 1800 msecs on my machine. The run time appears to be more or less linear in N. So why is this? I suppose the JIT-compiler optimizes the int loop to death. And for good reason, because obviously it doesn't do anything. But why doesn't it do so for the long loop as well? A colleague thought we might be measuring the JIT compiler doing its work in the long loop, but since the run time seems to be linear in N, this probably isn't the case.

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  • Get the parent id..

    - by tixrus
    I have a bunch of elements like the following: <div class="droppableP" id="s-NSW" style="width:78px; height:63px; position: absolute; top: 223px; left: 532px;"> </div> They all have class droppableP but different id's obviously and I would like to factor the code in this script I am hacking on. The original script just has a specific selector for each of one of these divs, but the code is all alike except for the id it does things to, which is either the id of the parent or another div with a name that's related to it. Here is the original code specifically for this div: $("#s-NSW > .sensible").droppable( { accept : "#i-NSW", tolerance : 'intersect', activeClass : 'droppable-active', hoverClass : 'droppable-hover', drop : function() { $('#s-NSW').addClass('s-NSW'); $('#s-NSW').addClass('encastrada'); //can't move any more.. $('#i-NSW').remove(); $('#s-NSW').animate( { opacity: 0.25 },200, 'linear'); checkWin(); } }); Here is how I would like to factor so the same code can do all of them and I will eventually do chaining as well and maybe get rid of the inline styles but here is my first go: $(".droppableP > .sensible").droppable( { accept : "#i" + $(this).parent().attr('id').substring(2), tolerance : 'intersect', activeClass : 'droppable-active', hoverClass : 'droppable-hover', drop : function() { $(this).parent().addClass($(this).parent().attr('id')); $(this).parent().addClass('encastrada'); $("#i" + ($this).parent().attr('id').substring(2)).remove(); $(this).parent().animate( { opacity: 0.25 },200, 'linear'); checkWin(); } }); The error I get is $(this).parent().attr("id") is undefined Many thanks. I have browsed related questions the one I understand that's closest to mine, turns out they didn't need parent function at all. I'm kind of a noob so please don't yell at me too hard if this is a stupid question.

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  • CSS gradients in IE7 & IE8 is causing text to become aliased

    - by Cory
    I'm attempting to use a CSS gradient in a div containing some text. With Gecko and Webkit, the text displays fine. In IE7 & IE8 the text appears aliased (jaggy). I came across this blog stating: "we decided to disable ClearType on elements that use any DXTransform". IE Blog: http://blogs.msdn.com/ie/archive/2006/08/31/730887.aspx That was back in 2006; 3.5 years later, I assume this bug would be fixed, but it's not. Is there a way to do this in IE8 without resorting to stuffing a repeating background image in the div? Here's an example of what I mean. <style> div { height: 50px; background: -moz-linear-gradient(top, #fff, #ddd); background: -webkit-gradient(linear, left top, left bottom, from(#fff), to(#ddd)); filter: progid:DXImageTransform.Microsoft.gradient(startColorstr=#ffffffff, endColorstr=#ffdddddd); } </style> <div>Hello World</div> <p>Normal text</p> In IE, the text in the div is aliased (jaggy), and the text in the paragraph is not. Any solution that doesn't involve images would be greatly appreciated.

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