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  • Visual Studio 2010 Data Compare Automation

    - by MicMit
    I noticed in premium edition Data menu with Data Compare option which does everything I need. Just wondering whether there is a way to automate what's done in GUI from my application. Ideally I'd like to get collections of different/left/right rows

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  • Visual Studio 2005- 2008 IDE Editor Tools

    - by GutierrezDev
    Hi everyone. I'm looking for some Vs 2005-2008 Editor Tools like those one in NetBeans or Eclipse that auto insert a close bracket '}' or auto insert a line after an opening bracket '{'. In general a tool that enhance the Editor. I know that resharper does some of the tricks but it is expensive for me.

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  • c# error: Use of unassigned local variable (context visual studio T4 ENGINE)

    - by user310291
    In C# (within the context of T4 template see http://www.olegsych.com/2008/03/how-to-generate-multiple-outputs-from-single-t4-template/) I want to do this <# String myTemplateVar; #> <# if (string.IsNullOrEmpty(myTemplateVar)) { myTemplateVar= "name"; }; #> I want to give a value to myTemplateVar if myTemplateVar has not already been setup by an external call from T4 engine in another template which would have this instruction: CallContext.SetData("myTemplate.myTemplateVar", ExternalTemplateVar); But I cannot even compile in C# why ? How to fix this ?

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  • Visual C++ CreateThread Parameter Problem

    - by Vanwaril
    I have a class that contains a function that calls create thread, and needs to pass itself (this) as a parameter: DWORD threadId; HANDLE h = CreateThread( NULL, 0, runThread, this, 0, &threadId); My runThread definition is as follows: DWORD WINAPI runThread(LPVOID args) { Obj *t = (Obj*)args; t->funct(); return 0; } Unfortunately, the object t that I get in runThread() gets garbage. My Obj class has a function pointer attribute. Could that be the problem? class Obj{ void(*funct)(); and in the constructor: Obj(void(*f)()) { funct = f; } where is my mistake? The function pointer, the createThread itself, or type-casting? I tried whatever I could think of.

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  • Visual Basic Display Square

    - by user1724157
    Alright I'm currently lost on a particular assignment I have for a class. I've seen many examples of this app but none of them see to help my problem is as follows: Write a Sub procedure "DisplaySquare" to display the solid square. The size should be specified by the integer parameter "size". The character that fills the square should be specified by the string parameter "fillCharacter. Use a For...Next statement nested within another For...Next statement to create the square. The outer For...Next specifies what row is currently being displayed. The inner For...Next appends all the characters that form the row to a display string. So it should come out like as follows: if a user enters "8" and "#" ######## ######## ######## ######## ######## ######## ######## ######## Any help would be appreciated.

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  • Storing SQL Tables for use in visual studio

    - by Raven Dreamer
    Greetings. I'm trying to create a windows form application that manipulates data from several tables stored on a SQL server. 1) What's the best way to store the data locally, while the application is running? I had a previous program that only modified one table, and that was set up to use a datagridview. However, as I don't necessarily want to view all the tables, I am looking for another way to store the data retrieved by the SELECT * FROM ... query. 2) Is it better to load the tables, make changes within the C# application, and then update the modified tables at the end, or simply perform all operations on the database, remotely (retrieving the tables each time they are needed)? Thank you.

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  • Visual Basic 2013 String Replacement

    - by user3707612
    I found this code that replaces a string in a text file. But, I am trying to make it so that it replaces several strings in a text file. My.Computer.FileSystem.WriteAllText("C:\windows\PrinterList2.txt", My.Computer.FileSystem.ReadAllText("C:\windows\PrinterList.txt").Replace("IT", "ADM-IT"), False) For example, I need it to replace "IT" with "ADM-IT" and "AR" with "ADM-AR" and possibly a hundred or so more. How can I get it to loop to do them all? Running this line of code over and over just overwrites the file with the last item for replacement. Thanks in advance.

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  • Texture will not apply to my 3d Cube directX

    - by numerical25
    I am trying to apply a texture onto my 3d cube but it is not showing up correctly. I believe that it might some what be working because the cube is all brown which is almost the same complexion as the texture. And I did not originally make the cube brown. These are the steps I've done to add the texture I first declared 2 new varibles ID3D10EffectShaderResourceVariable* pTextureSR; ID3D10ShaderResourceView* textureSRV; I also added a variable and a struct to my shader .fx file Texture2D tex2D; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; I then grabbed the image from my local hard drive from within the .cpp file. I believe this was successful, I checked all varibles for errors, everything has a memory address. Plus I pulled resources before and never had a problem. D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); I grabbed the tex2d varible from my fx file and placed into my resource varible pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); And added the resource to the varible pTextureSR->SetResource(textureSRV); I also added the extra property to my vertex layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; as well as my struct struct VertexPos { D3DXVECTOR3 pos; D3DXVECTOR4 color; D3DXVECTOR3 normal; D3DXVECTOR2 texCoord; }; Then I created a new pixel shader that adds the texture to it. Below is the code in its entirety matrix Projection; matrix WorldMatrix; Texture2D tex2D; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; float2 Tex : TEXCOORD; }; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL, float2 Tex : TEXCOORD) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Normal = Normal; psInput.Tex = Tex; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } float4 textured( PS_INPUT psInput ) : SV_Target { return tex2D.Sample( linearSampler, psInput.Tex ); } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, textured() ) ); } } Below is my CPU code. It maybe a little sloppy. But I am just adding code anywhere cause I am just experimenting and playing around. You should find most of the texture code at the bottom createObject #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; ID3D10EffectMatrixVariable* pWorldMatrixVarible = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; ID3D10EffectShaderResourceVariable* pTextureSR; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); //mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; D3DXMatrixIdentity(&rotationXMatrix); D3DXMatrixIdentity(&rotationYMatrix); // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); rotationAngleY += (float)D3DX_PI * 0.0008f; rotationAngleX += (float)D3DX_PI * 0.0005f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); pWorldMatrixVarible->SetMatrix((float*)&WorldMatrix); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; ModelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer); if(FAILED(hr)) return false;*/ ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pWorldMatrixVarible = modelObject.pEffect->GetVariableByName("WorldMatrix")->AsMatrix(); pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); ID3D10ShaderResourceView* textureSRV; D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(1.0f, 1.0f, 1.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; pTextureSR->SetResource(textureSRV); //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; } And here is my cube coordinates. I actually only added coordinates to one side. And that is the front side. To double check I flipped the cube in all directions just to make sure i didnt accidentally place the text on the incorrect side //Create vectors and put in vertices // Create vertex buffer VertexPos vertices[] = { // BACK SIDES { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 2 FRONT SIDE { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f) , D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,2.0)}, // 3 { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 4 { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 5 { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 6 {D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, };

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  • How to install Visual Python in Ubuntu 10.04?

    - by Glen
    I am trying to do a Physics problem in python. I need to install visual python because I get the error that it can't find the visual library when I type import visual from * The documentation on the Visual Python site is totally useless. I have gone into synaptic package manger and installed python-visual. But I still get the same error. Can someone please help?

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  • Visual Studio 2010 Beta 2 Startup Failures

    - by Rick Strahl
    I’ve been working with VS 2010 Beta 2 for a while now and while it works Ok most of the time it seems the environment is very, very fragile when it comes to crashes and installed packages. Specifically I’ve been working just fine for days, then when VS 2010 crashes it will not re-start. Instead I get the good old Application cannot start dialog: Other failures I’ve seen bring forth other just as useful dialogs with information overload like Operation cannot be performed which for me specifically happens when trying to compile any project. After a bit of digging around and a post to Microsoft Connect the solution boils down to resetting the VS.NET environment. The Application Cannot Start issue stems from a package load failure of some sort, so the work around for this is typically: c:\program files\Visual Studio 2010\Common7\IDE\devenv.exe /ResetSkipPkgs In most cases that should do the trick. If it doesn’t and the error doesn’t go away the more drastic: c:\program files\Visual Studio 2010\Common7\IDE\devenv.exe /ResetSettings is required which resets all settings in VS to its installation defaults. Between these two I’ve always been able to get VS to startup and run properly. BTW it’s handy to keep a list of command line options for Visual Studio around: http://msdn.microsoft.com/en-us/library/xee0c8y7%28VS.100%29.aspx Note that the /? option in VS 2010 doesn’t display all the options available but rather displays the ‘demo version’ message instead, so the above should be helpful. Also note that unless you install Visual C++ the Visual Studio Command Prompt icon is not automatically installed so you may have to navigate manually to the appropriate folder above. Cannot Build Failures If you get the Cannot compile error dialog, there is another thing that have worked for me: Change your project build target from Debug to Release (or whatever – just change it) and compile again. If that doesn’t work doing the reset steps above will do it for me. It appears this failure comes from some sort of interference of other versions of Visual Studio installed on the system and running another version first. Resetting the build target explicitly seems to reset the build providers to a normalized state so that things work in many cases. But not all. Worst case – resetting settings will do it. The bottom line for working in VS 2010 has been – don’t get too attached to your custom settings as they will get blown away quite a bit. I’ve probably been through 20 or more of these VS resets although I’ve been working with it quite a bit on an internal project. It’s kind of frustrating to see this kind of high level instability in a Beta 2 product which is supposedly the last public beta they will put out. On the other hand this beta has been otherwise rather stable and performance is roughly equivalent to VS 2008. Although I mention the crash above – crashes I’ve seen have been relatively rare and no more frequent than in VS 2008 it seems. Given the drastic UI changes in VS 2010 (using WPF for the shell and editor) I’m actually impressed that the product is as stable as it is at this point. Also I was seriously worried about text quality going to a WPF model, but thankfully WPF 4.0 addresses the blurry text issue with native font rendering to render text on non-cleartype enabled systems crisply. Anyway I hope that these notes are helpful to some of you playing around with the beta and running into problems. Hopefully you won’t need them :-}© Rick Strahl, West Wind Technologies, 2005-2010

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  • SQL SERVER – Top 10 “Ease of Use” Features of expressor Studio

    - by pinaldave
    expressor Studio is new data integration platform that is being marketed as the most easy to use tool of its kind.  But “easy to use” can be a relative term – an expert can find a very complex system easy, but a beginner might be stumped.  A recent article online discussed exactly what makes expressor Studio so easy use, and here is my view on this subject. Simple Installation There is one pop-up for one .exe file, and nothing more.  You can’t get much simpler than this.  It is also in the familiar Windows design, so there should be no surprises. No 3rd party software dependency Have you ever tried to download software, only to be slowed down by the need to download a compatible system to run the program, and another to read the user manual, and so on?  expressor Studio was designed specifically to avoid this problem. Microsoft Office Like Ribbon Bar and Menus As mentioned before, everything is in the familiar Windows design, from the pop up windows to the tool bars and menus.  There should be no learning curve for using this program, or even simply trying to navigate around a new system. General Development Design Interface This software has been designed to be simple and straightforward.  Projects can be arranged in a simple “tree” design, that is totally collapsible and can easy be added to or “trimmed” with a click of a button.  It was meant to be logical and easy to follow. Integrated Contextual Help This is a fancy way of saying that you can practically yell “help!” if you do get stuck on something.  Solving a problem is as simple as highlighting and hitting F1 for contextual help. Visual Indicators and Messages Wouldn’t it be nice to know exactly where something has gone wrong before trying to complete a project.  expressor Studio has a built in system to catch mistakes and highlight them in a bright color, flash a warning message, and even disable functions before you can continue – and possibly lose hours of work. Property Inputs and Selectors Every operator will have a list of requirements that need to be filled in.  But don’t worry; you won’t have to make stuff up to fill in the boxes.  Each one will have a drop-down menu with options to choose from – but not too many as to be confusing. Connection Wizards Configuring connections can be the hardest part of a project.  But not with the expressor Studioconnection wizard.  A familiar, Windows-style menu will walk you through connections so quickly you’ll forget what trouble it used to be. Templates With large, complex projects, a majority of your time is often spent simply setting up the files and inputting data.  But expressor Studio allows you to create one file and then save it as a template, saving you hours of boring data input. Extension Manager Let’s say that you need a little more functionality or some new features on your program. A lot of software requires you to download complex plug-ins that need to be decompressed and installed.  However, expressor Studio has extended its system to an Extension Manager, which allows for quick and easy installation of the functionality you need, without the need to download and decompress. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, SQL Utility, T SQL, Technology

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  • TFS API-Process Template currently applied to the Team Project

    - by Tarun Arora
    Download Demo Solution - here In this blog post I’ll show you how to use the TFS API to get the name of the Process Template that is currently applied to the Team Project. You can also download the demo solution attached, I’ve tested this solution against TFS 2010 and TFS 2011.    1. Connecting to TFS Programmatically I have a blog post that shows you from where to download the VS 2010 SP1 SDK and how to connect to TFS programmatically. private TfsTeamProjectCollection _tfs; private string _selectedTeamProject;   TeamProjectPicker tfsPP = new TeamProjectPicker(TeamProjectPickerMode.SingleProject, false); tfsPP.ShowDialog(); this._tfs = tfsPP.SelectedTeamProjectCollection; this._selectedTeamProject = tfsPP.SelectedProjects[0].Name; 2. Programmatically get the Process Template details of the selected Team Project I’ll be making use of the VersionControlServer service to get the Team Project details and the ICommonStructureService to get the Project Properties. private ProjectProperty[] GetProcessTemplateDetailsForTheSelectedProject() { var vcs = _tfs.GetService<VersionControlServer>(); var ics = _tfs.GetService<ICommonStructureService>(); ProjectProperty[] ProjectProperties = null; var p = vcs.GetTeamProject(_selectedTeamProject); string ProjectName = string.Empty; string ProjectState = String.Empty; int templateId = 0; ProjectProperties = null; ics.GetProjectProperties(p.ArtifactUri.AbsoluteUri, out ProjectName, out ProjectState, out templateId, out ProjectProperties); return ProjectProperties; } 3. What’s the catch? The ProjectProperties will contain a property “Process Template” which as a value has the name of the process template. So, you will be able to use the below line of code to get the name of the process template. var processTemplateName = processTemplateDetails.Where(pt => pt.Name == "Process Template").Select(pt => pt.Value).FirstOrDefault();   However, if the process template does not contain the property “Process Template” then you will need to add it. So, the question becomes how do i add the Name property to the Process Template. Download the Process Template from the Process Template Manager on your local        Once you have downloaded the Process Template to your local machine, navigate to the Classification folder with in the template       From the classification folder open Classification.xml        Add a new property <property name=”Process Template” value=”MSF for CMMI Process Improvement v5.0” />           4. Putting it all together… using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using Microsoft.TeamFoundation.Client; using Microsoft.TeamFoundation.VersionControl.Client; using Microsoft.TeamFoundation.Server; using System.Diagnostics; using Microsoft.TeamFoundation.WorkItemTracking.Client; namespace TfsAPIDemoProcessTemplate { public partial class Form1 : Form { public Form1() { InitializeComponent(); } private TfsTeamProjectCollection _tfs; private string _selectedTeamProject; private void btnConnect_Click(object sender, EventArgs e) { TeamProjectPicker tfsPP = new TeamProjectPicker(TeamProjectPickerMode.SingleProject, false); tfsPP.ShowDialog(); this._tfs = tfsPP.SelectedTeamProjectCollection; this._selectedTeamProject = tfsPP.SelectedProjects[0].Name; var processTemplateDetails = GetProcessTemplateDetailsForTheSelectedProject(); listBox1.Items.Clear(); listBox1.Items.Add(String.Format("Team Project Selected => '{0}'", _selectedTeamProject)); listBox1.Items.Add(Environment.NewLine); var processTemplateName = processTemplateDetails.Where(pt => pt.Name == "Process Template") .Select(pt => pt.Value).FirstOrDefault(); if (!string.IsNullOrEmpty(processTemplateName)) { listBox1.Items.Add(Environment.NewLine); listBox1.Items.Add(String.Format("Process Template Name: {0}", processTemplateName)); } else { listBox1.Items.Add(String.Format("The Process Template does not have the 'Name' property set up")); listBox1.Items.Add(String.Format("***TIP: Download the Process Template and in Classification.xml add a new property Name, update the template then you will be able to see the Process Template Name***")); listBox1.Items.Add(String.Format(" - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -")); } } private ProjectProperty[] GetProcessTemplateDetailsForTheSelectedProject() { var vcs = _tfs.GetService<VersionControlServer>(); var ics = _tfs.GetService<ICommonStructureService>(); ProjectProperty[] ProjectProperties = null; var p = vcs.GetTeamProject(_selectedTeamProject); string ProjectName = string.Empty; string ProjectState = String.Empty; int templateId = 0; ProjectProperties = null; ics.GetProjectProperties(p.ArtifactUri.AbsoluteUri, out ProjectName, out ProjectState, out templateId, out ProjectProperties); return ProjectProperties; } } } Thank you for taking the time out and reading this blog post. If you enjoyed the post, remember to subscribe to http://feeds.feedburner.com/TarunArora. Have you come across a better way of doing this, please share your experience here. Questions/Feedback/Suggestions, etc please leave a comment. Thank You! Share this post : CodeProject

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  • Fixing some Visual Studio RC install issues

    - by terje
    The Visual Studio RC has shown some install issues in some cases, particularly for those who upgrades from VS 11 Beta.  I have listed the fixes known now below, and will update if there are more issues.  Note that a repair will not fix the issue, and a Windows restore and subsequent reinstall may not fix it either.  The system seems to remember too much. That was the case for me, at least.  The fixes below however, cures these issues. 1. The Team Explorer Build node doesn’t work You get an error saying System.TypeLoadException like this: To solve this do as follows: 1. Open a command prompt as administrator 2. Go to your program files directory for VS 2012 and down to  the extension folder like:   C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\IDE\CommonExtensions\Microsoft\TeamFoundation\Team Explorer 3. Run “gacutil –if Microsoft.TeamFoundation.Build.Controls.dll     2. The SQL Editor gives loading error When you start up VS 2012 RC you get a loading error message.  The same happens if you try to go from the menu to  SQL/Transact-SQL Editor/New Query.    To solve this do as follows: 1. Open Control Panel/Programs and Features 2. Locate the “Microsoft SQL Server 2012 Data-Tier App Framework     (Note , you might find up to 4 such instances) The ones with version numbers ending in 55 is from the SQL 2012 RC, the ones ending in 60 is from the SQL 2012 RTM.  There are two of each, one for x32 and one for x64.  Which is which no one knows. 3. Right click each of them, and select Repair. (It would be nice if someone with this issue tries only the latest RTM ones, and see if that clears the error, and comment back to this post. I am out of non-functioning VS’s )   3.  Errors referring to some extension You get errors referring to some extension that can’t be loaded, or can’t be found.  Check the activity log (see below), and verify there.  If you see yellow collision warnings there, the fix here should solve those too. To solve these:    1. Open a Visual Studio 2012 command prompt 2.  Run:   devenv /resetsettings     How to check for errors using the log Do as follows to get to the activity log for Visual studio 2012 RC 1. Open a Visual Studio 2012 command prompt 2. Run:   devenv /log This starts up Visual Studio.  3. Go to %appdata%/Microsoft\VisualStudio\11.0 4. Double click the file named ActivityLog.xml.  It will start up in your browser, and be formatted using the xslt in the same directory. 5.  Look for items marked in red.  Example for Issue 1 :

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  • Where to place unit test project

    - by Karsten
    I'm thinking about where to put the unit/integration test project. I follow the 1 test project pr. project convention I can think of 3 ways, that all seems good to me, which make it kind of hard to choose :-) Test project is put under a Tests sub folder to the project it tests. Test project is put next to the project it tests, in a "project".Tests folder. I believe this is what Roy Osherove recommends. Put all test projects in a sub folder in the root. e.g. \Tests\"project".Tests Something else? What you choose and why?

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  • TFS and team project portal question

    - by DotnetDude
    The team explorer for my project looks like this: mytfsserver\mycollection -- Project 1 solution -- Project 2 solution -- Project 3 solution When I right click on one of the solutions and do a "Show Project Portal", I see the following hierarchy: mycollection - WSS site Project 1 site with dashboard (appears to be a MOSS site) Project 2 site with dashboard (appears to be a MOSS site) Project 3 site with dashboard (appears to be a MOSS site) Are the dashboard sites MOSS sites? If I want to create a wiki, do I have to create a subsite with the wiki template under each of the Project sites? Can someone point me to a document/video that talks about the sites that area created by TFS by default?

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  • Building Visual Studio Setup Projects with TFS 2010 Team Build

    - by Jakob Ehn
    One of the most common complaints from people starting to use Team Build is that is doesn’t support building Microsoft’s own Setup and Deployment project (*.vdproj). When creating a default build definition that compiles a solution containing a setup project, you’ll get the following warning: The project file "MyProject.vdproj" is not supported by MSBuild and cannot be built.   This is what the problem is all about. MSBuild, that is used for compiling your projects, does not understand the proprietary vdproj format defined by Microsoft quite some time ago. Unfortunately there is no sign that this will change in the near future, in fact the setup projects has barely changed at all since they were introduced. VS 2010 brings no new features or improvements hen it comes to the setup projects. VS 2010 does include a limited version of InstallShield which promises to be more MSBuild friendly and with more or less the same features as VS setup projects. I hope to get a closer look at this installer project type soon. But, how do we go about to build a Visual Studio setup project and produce an MSI as part of a Team Build process? Well, since only one application known to man understands the vdproj projects, we will have to installa copy of Visual Studio on the build server. Sad but true. After doing this, we use the Visual Studio command line interface (devenv) to perform the build. In this post I will show how to do this by using the InvokeProcess activity directly in a build workflow template. You’ll want to run build your setup projects after you have successfully compiled the projects.   Install Visual Studio 2010 on the build server(s)   Open your build process template /remember to branch or copy the xaml file before modifying it!)   Locate the Try to Compile the Project activity   Drop an instance of the InvokeProcess activity from the toolbox onto the designer, after the Run MSBuild for Project activity   Drop an instance of the WriteBuildMessage activity inside the Handle Standard Output section. Set the Importance property to Microsoft.TeamFoundation.Build.Client.BuildMessageImportance.High (NB: This is necessary if you want the output from devenv to show up in the build log when running the build with the default verbosity) Set the Message property to stdOutput   Drop an instance of the WriteBuildError activity to the Handle Error Output section Set the Message property to errOutput   Select the InvokeProcess activity and set the values of the parameters to:     The finished workflow should look like this:     This will generate the MSI files, but they won’t be copied to the drop location. This is because we are using devenv and not MSBuild, so we have to do this explicitly   Drop a Sequence activity somewhere after the Copy to Drop location activity.   Create a variable in the Sequence activity of type IEnumerable<String> and call it GeneratedInstallers   Drop a FindMatchingFiles activity in the sequence activity and set the properties to:     Drop a ForEach<String> activity after the FindMatchingFiles activity. Set the Value property to GeneratedInstallers   Drop an InvokeProcess activity inside the ForEach activity.  FileName: “xcopy.exe” Arguments: String.Format("""{0}"" ""{1}""", item, BuildDetail.DropLocation) The Sequence activity should look like this:     Save the build process template and check it in.   Run the build and verify that the MSI’s is built and copied to the drop location.   Note 1: One of the drawback of using devenv like this in a team build is that since all the output from the default compilations is placed in the Binaries folder, the outputs is not avaialable when devenv is invoked, which causes the whole solution to rebuild again. In TFS 2008, this was pretty simple to fix by using the CustomizableOutDir property. In TFS 2010, the same feature is not avaialble. Jim Lamb blogged about this recently, have a look at it if you have a problem with this: http://blogs.msdn.com/jimlamb/archive/2010/04/13/customizableoutdir-in-tfs-2010.aspx   Note 2: Although the above solution works, a better approach is to wrap this in a custom activity that you can use in your builds. I will come back to this in a future post.

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  • NuGet – My favorite .Net OSS project of the year 2010

    - by shiju
    NuGet is a free, open source, package management system for the .NET platform.NuGet is a member of the  the Outercurve Foundation. NuGet is very useful tool for .NET developers who are using open source libraries for their applications. NuGet enables .NET developers to easily discover, download, install and update packages into .NET projects. NuGet will also handles dependency management between libraries. Today, the .NET open source community is widely growing and providing huge set of useful libraries. Using NuGet, .NET developers can easily find and update these libraries into their .NET projects. The client-side NuPack tools provides full integration with Visual Studio 2010. You can get NuGet form its project site  http://nuget.codeplex.com. Read the Getting Started page at Codeplex to learn how to use NuGet The below screen shot shows NuGet package window for add library package reference wit hin the Visual Studio 2010.

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  • Some of my favourite Visual Studio 2012 things&ndash;Teams

    - by Aaron Kowall
    Getting the balance right for when and how many team projects to create has always been a bit of a balance.  On large initiatives, there are often teams who work toward a common system.  These teams often have quite a bit of autonomy, but need to roll up to some higher level initiative.  In TFS 2010, people were often tempted to create separate Team Projects for each of the sub-teams and then do some magic with reporting and cross-team queries to get the consolidated view.  My recommendation was always to use Areas as a means of separating work across the team, but that always resulted in a large number of queries that need to be maintained and just seemed confusing.  When doing anything you had to remember to filter the query or view by Area in order to get correct results. Along with the awesome web access portal that comes in TFS 2012 (which I will cover details of in another post) the product group has introduced the concept of Teams.  A team is a sub-group within a TFS 2012 Team Project which allows us to more easily divide work along team boundaries. Technically, a Team is defined by an Area Path and a TFS Group, both of which could be done in TFS 2012.  However, by allowing for creation of a ‘Team’ in TFS 2012, the web portal is able to do a bunch of ‘magic’ for us.  We can view the project site (backlog, taskboard, etc) for the the team, we can assign items to the team and we can view the burndown for the team.  Basically, all the stuff that we had to prepare manually we now get created and managed for us with a nice UI. When you create a Team Project in TFS 2012, a ‘Default’ team is created with the same name as the Team Project.  So, if you only have 1 team working on the project, you are set.  If you want to divide the work into additional teams, you can create teams by using the Team Web Client. Teams are created using the ‘Administer Server’ icon in the top right of the web site.   You can select the team site by using the team chooser: Once you have selected a team, the Product Backlog, TaskBoard, Burndown Charts, etc. are all filtered to that team. NOTE: You always have the ability to choose the ‘Default’ team to see items for the entire project. PS: It’s been a long while since I shared on this blog.  To help with that I’m in a blogging challenge with some other developer and agilist friends.  Please check out their blogs as well: Steve Rogalsky: http://winnipegagilist.blogspot.ca Dylan Smith: http://www.geekswithblogs.net/optikal Tyler Doerkson: http://blog.tylerdoerksen.com David Alpert: http://www.spinthemoose.com Dave White: http://www.agileramblings.com   Technorati Tags: TFS 2012,Agile,Team

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  • Feasibility to take over a JavaMe Project by Coders who have no experience in JavaMe

    - by Stephenmjm
    As the original JavaMe team will leave to do other items. The JavaMe project will be taken over by some guys knowing nothing about JavaMe. Transition period: One month About this JavaMe project: about 3.5 million lines of code (more than 180 java file, SourceCode is 8.5KB in total) using the Polish, Proguard document: The JavaMe project itself have no document. No UML map. Difficulties I guess: familiar with the JavaMe, this should be okay In order to do the further development. We need to Read the sourceCode ---- It's not easy to read 3.5 million lines of code having not enough comment Adaptation work for more than 100 phone These are the questions, thank you! In the case of our guys have no experience in JavaMe, Is one month too hasty? In order to take the job in time . What we should ask the original JavaMe team to do . Considering we hava no experience in JavaMe. The complication we taking the Adaptation work without the original JavaMe team? Any other suggestions?

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  • Android development in Unreal with an existing project

    - by user1238929
    I am currently using an Unreal 3 project that has been targeted for multiple devices. Originally, it was targeted for iOS and now I want to try and build it for Android. The project is capable of doing it and I am in the process of testing it. I think I have everything I need in order to build it and launch it for an android device that I have set up and connected to my PC and is recognized by the Android SDK ABD. I am currently trying to build and launch the game through the Unreal Frontend but when I try, I am getting stuck at getting the Unreal Frontend to find my Android device as a platform to debug, like it would with a PC, Xbox360, or PS3. Right now, I am just trying to launch the game to see if I can get it to simply run on an Android device, I'm going to worry about the packaging later. So I have two questions: Am I on the right track in looking at the Unreal Frontend to cook and launch the project on Android or should I look somewhere else? How do I get Unreal to recognize my Android device as a platform to launch on? I would even settle for recognizing an emulator, but that seems even harder.

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  • Project Corndog: Viva el caliente perro!

    - by Matt Christian
    During one of my last semesters in college we were required to take a class call Computer Graphics which tried (quite unsuccessfully) to teach us a combination of mathematics, OpenGL, and 3D rendering techniques.  The class itself was horrible, but one little gem of an idea came out of it.  See, the final project in the class was to team up and create some kind of demo or game using techniques we learned in class.  My friend Paul and I teamed up and developed a top down shooter that, given the stringent timeline, was much less of a game and much more of 3D objects floating around a screen. The idea itself however I found clever and unique and decided it was time to spend some time developing a proper version of our idea.  Project Corndog as it is tentatively named, pits you as a freshly fried corndog who broke free from the shackles of fair food slavery in a quest to escape the state fair you were born in.  Obviously it's quite a serious game with undertones of racial prejudice, immoral practices, and cheap food sold at high prices. The game itself is a top down shooter in the style of 1942 (NES).  As a delicious corndog you will have to fight through numerous enemies including hungry babies, carnies, and the corndog serial-killer himself the corndog eating champion!  Other more engaging and frighteningly realistic enemies await as the only thing between you and freedom. Project Corndog is being developed in Visual Studio 2008 with XNA Game Studio 3.1.  It is currently being hosted on Google code and will be made available as an open source engine in the coming months.

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