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  • How to use another classes member variables in c++?

    - by Stephen
    Hi there I'm currently programming a Yahtzee game, and I'm having trouble with some of my classes I have two classes, Player, and Scorecard. class Player { private: string name; Scorecard scorecard; }; class Scorecard { public: void display() { //... } }; (All the classes have the appropriate getters and setters) I'd like the scorecard class to be able to display the name of the player to the user. Is there any way that can be done?

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  • Problem with "not declared in this scope" error

    - by lego69
    I've got: error a1 was not declared in this scope Can somebody please explain why this code causes that? quiz.h #ifndef QUIZ_H_ #define QUIZ_H_ #include "quiz.cpp" class A { private: int player; public: A(int initPlayer); ~A(); void foo(); }; #endif /* QUIZ_H_ */ quiz.cpp #include "quiz.h" #include <iostream> using std::cout; using std::endl; A::A(int initPlayer = 0){ player = initPlayer; } A::~A(){ } void A::foo(){ cout << player; } main function #include "quiz.h" int main() { quiz(7); return 0; } quiz function #include "quiz.h" void quiz(int i) { A a1(i); a1.foo(); }

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  • Insert a row and avoiding race condition (PHP/MySQL)

    - by justkevin
    I'm working on a multiplayer game which has a lobby-like area where players select "sectors" to enter. The lobby gateway is powered by PHP, while actual gameplay is handled by one or more Java servers. The datastore is MySQL. The happy path: A player chooses a sector and tells the lobby he'd like to enter. The lobby checks whether this is okay, including checking whether there are too many players in the sector (compares the entry count in sector assignments for that sector against the sector's max_players value). The player is added to the sector_assignments table pairing him with the sector. The player client receives a passkey that will let him connect to the appropriate game server. The race condition: If two players request access to the same sector at close to same time, I can envision a case where they are both added because there was one space free when their check was started and max players gets exceeded. Is the best solution LOCK TABLE on sector_assignments? Is there another option?

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  • c++ possible errors

    - by lego69
    hello I've got error a1 was not declared in this scope, can somebody please explain me my fault my header: #ifndef QUIZ_H_ #define QUIZ_H_ #include "quiz.cpp" class A { private: int player; public: A(int initPlayer); ~A(); void foo(); }; #endif /* QUIZ_H_ */ implementation of class functions: #include "quiz.h" #include <iostream> using std::cout; using std::endl; A::A(int initPlayer = 0){ player = initPlayer; } A::~A(){ } void A::foo(){ cout << player; } my main #include "quiz.h" int main() { quiz(7); return 0; } function quiz: #include "quiz.h" void quiz(int i) { A a1(i); a1.foo(); }

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  • Sphere entering in to the cube.unity

    - by Parthi
    I am trying Roll a Ball unity tutorial.Everything is fine,but when I roll the ball it is moving through the cube instead of picking it. my player class is using UnityEngine; using System.Collections; public class player : MonoBehaviour { public float speed; // Use this for initialization // Update is called once per frame void Update () { float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); Vector3 move = new Vector3(h,0,v); rigidbody.AddForce(move * speed * Time.deltaTime); } void OnTriggerEnter(Collider other) { if(other.gameObject.tag == "Pick up") { other.gameObject.SetActive(false); } } }

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  • Raycasting "fisheye effect" question

    - by mattboy
    Continuing my exploration of raycasting, I am very confused about how the correction of the fisheye effect works. Looking at the screenshot below from the tutorial at permadi.com, the way I understand the cause of the fisheye effect is that the rays that are cast are distances from the player, rather than the distances perpendicular to the screen (or camera plane) which is what really needs to be displayed. The distance perpendicular to the screen then, in my world, should simply be the distance of Y coordinates (Py - Dy) assuming that the player is facing straight upwards. Continuing the tutorial, this is exactly how it seems to be according to the below screenshot. From my point of view, the "distorted distance" below is the same as the distance PD calculated above, and what's labelled the "correct distance" below should be the same as Py - Dy. Yet, this clearly isn't the case according to the tutorial. My question is, WHY is this not the same? How could it not be? What am I understanding and visualizing wrong here?

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  • Complete Guide to Networking Windows 7 with XP and Vista

    - by Mysticgeek
    Since there are three versions of Windows out in the field these days, chances are you need to share data between them. Today we show how to get each version to be share files and printers with one another. In a perfect world, getting your computers with different Microsoft operating systems to network would be as easy as clicking a button. With the Windows 7 Homegroup feature, it’s almost that easy. However, getting all three of them to communicate with each other can be a bit of a challenge. Today we’ve put together a guide that will help you share files and printers in whatever scenario of the three versions you might encounter on your home network. Sharing Between Windows 7 and XP The most common scenario you’re probably going to run into is sharing between Windows 7 and XP.  Essentially you’ll want to make sure both machines are part of the same workgroup, set up the correct sharing settings, and making sure network discovery is enabled on Windows 7. The biggest problem you may run into is finding the correct printer drivers for both versions of Windows. Share Files and Printers Between Windows 7 & XP  Map a Network Drive Another method of sharing data between XP and Windows 7 is mapping a network drive. If you don’t need to share a printer and only want to share a drive, then you can just map an XP drive to Windows 7. Although it might sound complicated, the process is not bad. The trickiest part is making sure you add the appropriate local user. This will allow you to share the contents of an XP drive to your Windows 7 computer. Map a Network Drive from XP to Windows 7 Sharing between Vista and Windows 7 Another scenario you might run into is having to share files and printers between a Vista and Windows 7 machine. The process is a bit easier than sharing between XP and Windows 7, but takes a bit of work. The Homegroup feature isn’t compatible with Vista, so we need to go through a few different steps. Depending on what your printer is, sharing it should be easier as Vista and Windows 7 do a much better job of automatically locating the drivers. How to Share Files and Printers Between Windows 7 and Vista Sharing between Vista and XP When Windows Vista came out, hardware requirements were intensive, drivers weren’t ready, and sharing between them was complicated due to the new Vista structure. The sharing process is pretty straight-forward if you’re not using password protection…as you just need to drop what you want to share into the Vista Public folder. On the other hand, sharing with password protection becomes a bit more difficult. Basically you need to add a user and set up sharing on the XP machine. But once again, we have a complete tutorial for that situation. Share Files and Folders Between Vista and XP Machines Sharing Between Windows 7 with Homegroup If you have one or more Windows 7 machine, sharing files and devices becomes extremely easy with the Homegroup feature. It’s as simple as creating a Homegroup on on machine then joining the other to it. It allows you to stream media, control what data is shared, and can also be password protected. If you don’t want to make your Windows 7 machines part of the same Homegroup, you can still share files through the Public Folder, and setup a printer to be shared as well.   Use the Homegroup Feature in Windows 7 to Share Printers and Files Create a Homegroup & Join a New Computer To It Change which Files are Shared in a Homegroup Windows Home Server If you want an ultimate setup that creates a centralized location to share files between all systems on your home network, regardless of the operating system, then set up a Windows Home Server. It allows you to centralize your important documents and digital media files on one box and provides easy access to data and the ability to stream media to other machines on your network. Not only that, but it provides easy backup of all your machines to the server, in case disaster strikes. How to Install and Setup Windows Home Server How to Manage Shared Folders on Windows Home Server Conclusion The biggest annoyance is dealing with printers that have a different set of drivers for each OS. There is no real easy way to solve this problem. Our best advice is to try to connect it to one machine, and if the drivers won’t work, hook it up to the other computer and see if that works. Each printer manufacturer is different, and Windows doesn’t always automatically install the correct drivers for the device. We hope this guide helps you share your data between whichever Microsoft OS scenario you might run into! Here are some other articles that will help you accomplish your home networking needs: Share a Printer on a Home Network from Vista or XP to Windows 7 How to Share a Folder the XP Way in Windows Vista Similar Articles Productive Geek Tips Delete Wrong AutoComplete Entries in Windows Vista MailSvchost Viewer Shows Exactly What Each svchost.exe Instance is DoingFixing "BOOTMGR is missing" Error While Trying to Boot Windows VistaShow Hidden Files and Folders in Windows 7 or VistaAdd Color Coding to Windows 7 Media Center Program Guide TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Icelandic Volcano Webcams Open Multiple Links At One Go NachoFoto Searches Images in Real-time Office 2010 Product Guides Google Maps Place marks – Pizza, Guns or Strip Clubs Monitor Applications With Kiwi

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  • How to Upgrade Ubuntu 12.04.2 to Ubuntu 12.04.3

    - by Saurav Kumar
    I am currently using Ubuntu 12.04.2 32bit. I installed it using LiveCD. Tomorrow, 23rd August 2013,Ubuntu 12.04.3 is released. I want to upgrade from Ubuntu 12.04.2 to Ubuntu 12.04.3 without using any LiveCD. Is it possible? If so please suggest me how can I do. Actually while using Ubuntu 12.04.2 I have troubled with graphics. My graphics card is Intel i845G 64 MB. When Ubuntu starts it works fine and smooth without any lagging, but after sometime it hangs for few seconds (1 or 2 seconds) with a garbage screen and becomes sluggish. All windows and browsers start lagging and also it is not possible to play any video in any player (VLC, Movie Player, Xnoise, SMPlayer etc..). I think Upgrading to Ubuntu 12.04.3 could fix my problem. Any help will be greatly appreciated..

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  • How to eliminate screen jitter in Flash game?

    - by Huang F. Lei
    We made a flash game with a big screen size(1000x600), and the terrain graphic will jitter while the screen scrolling(that's, camera moving with player) continuously. What's the root cause? Or if you know how to eliminate this problem, please tell me. Any help is appreciated. UPDATE: The map's size is more bigger than screen, e.g 6000x1200. And the map has more than one layer, generally it has 3 layers. Terrain is composed by tiles. And FPS is 24. If the FPS is set to 60, things will be better. But any way, it should work well at 24 FPS. I'm not sure if it is a natural problem of flash player, because some times a terrain object(e.g a house) look like a little bit distorted.

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  • Multiplayer card game using PHP/Ajax and mysql

    - by Alireza Seifi
    I am designing a map game, using PHP and MYSQL. I don't know how to make the players who sign-in to the website to see other players who are also connected to the site and be able to chat with one another. I want to design the game in such a way that 2 players can play with each other and be able to send messages during the game while others groups are playing at the same time. I have designed the map game successfully, but the problem is making the player 1 who log-in to site to see the player 2 who will also log-in and both can get connected to play each other. http://i.stack.imgur.com/YyCPG.png I will appreciate your responses.

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  • Silverlight TV 22: Tim Heuer on Extending the SMF

    In this episode of Silverlight TV, Tim Heuer demonstrates how to use the Silverlight Media Framework (SMF) to create a nice media experience akin to what has been demonstrated through the 2010 Winter Olympics and Sunday Night Football players. He also demonstrates how to encode smooth streaming video using Expression Encoder and play the video using SMF. Tim also shows how he extended the SMF implementation and created a player to suit his specific needs (including not using DVR, among other features)....Did 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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  • How to Use An Antivirus Boot Disc or USB Drive to Ensure Your Computer is Clean

    - by Chris Hoffman
    If your computer is infected with malware, running an antivirus within Windows may not be enough to remove it. If your computer has a rootkit, the malware may be able to hide itself from your antivirus software. This is where bootable antivirus solutions come in. They can clean malware from outside the infected Windows system, so the malware won’t be running and interfering with the clean-up process. The Problem With Cleaning Up Malware From Within Windows Standard antivirus software runs within Windows. If your computer is infected with malware, the antivirus software will have to do battle with the malware. Antivirus software will try to stop the malware and remove it, while the malware will attempt to defend itself and shut down the antivirus. For really nasty malware, your antivirus software may not be able to fully remove it from within Windows. Rootkits, a type of malware that hides itself, can be even trickier. A rootkit could load at boot time before other Windows components and prevent Windows from seeing it, hide its processes from the task manager, and even trick antivirus applications into believing that the rootkit isn’t running. The problem here is that the malware and antivirus are both running on the computer at the same time. The antivirus is attempting to fight the malware on its home turf — the malware can put up a fight. Why You Should Use an Antivirus Boot Disc Antivirus boot discs deal with this by approaching the malware from outside Windows. You boot your computer from a CD or USB drive containing the antivirus and it loads a specialized operating system from the disc. Even if your Windows installation is completely infected with malware, the special operating system won’t have any malware running within it. This means the antivirus program can work on the Windows installation from outside it. The malware won’t be running while the antivirus tries to remove it, so the antivirus can methodically locate and remove the harmful software without it interfering. Any rootkits won’t be able to set up the tricks they use at Windows boot time to hide themselves from the rest o the operating system. The antivirus will be able to see the rootkits and remove them. These tools are often referred to as “rescue disks.” They’re meant to be used when you need to rescue a hopelessly infected system. Bootable Antivirus Options As with any type of antivirus software, you have quite a few options. Many antivirus companies offer bootable antivirus systems based on their antivirus software. These tools are generally free, even when they’re offered by companies that specialized in paid antivirus solutions. Here are a few good options: avast! Rescue Disk – We like avast! for offering a capable free antivirus with good detection rates in independent tests. avast! now offers the ability to create an antivirus boot disc or USB drive. Just navigate to the Tools -> Rescue Disk option in the avast! desktop application to create bootable media. BitDefender Rescue CD – BitDefender always seems to receive good scores in independent tests, and the BitDefender Rescue CD offers the same antivirus engine in the form of a bootable disc. Kaspersky Rescue Disk – Kaspersky also receives good scores in independent tests and offers its own antivirus boot disc. These are just a handful of options. If you prefer another antivirus for some reason — Comodo, Norton, Avira, ESET, or almost any other antivirus product — you’ll probably find that it offers its own system rescue disk. How to Use an Antivirus Boot Disc Using an antivirus boot disc or USB drive is actually pretty simple. You’ll just need to find the antivirus boot disc you want to use and burn it to disc or install it on a USB drive. You can do this part on any computer, so you can create antivirus boot media on a clean computer and then take it to an infected computer. Insert the boot media into the infected computer and then reboot. The computer should boot from the removable media and load the secure antivirus environment. (If it doesn’t, you may need to change the boot order in your BIOS or UEFI firmware.) You can then follow the instructions on your screen to scan your Windows system for malware and remove it. No malware will be running in the background while you do this. Antivirus boot discs are useful because they allow you to detect and clean malware infections from outside an infected operating system. If the operating system is severely infected, it may not be possible to remove — or even detect — all the malware from within it. Image Credit: aussiegall on Flickr     

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  • game inventory/bag system javascript html5 game

    - by Tom Burman
    im building an RPG game using html5's canvas and javascript. Its tile based and im using an array to created my game map. I would like the player to have a bag/inventory so when they select or land on a tile that has an item on it, they can click on it and store it in their bag/inventory. I was thinking of using a 2d array to store the value of the item tile, a bit like my map is doing, so when the player lands on, lets say a rope tile which is tileID 4, the value 4 is pushed into the next array position available, then reloop through the array and reprint it to the screen. For an example of what im trying to achieve visually, would be like runescapes inventory, but dumbed down a bit. I appreciate any views and answers. Im not great at javascript coding so please be patient Thanks Tom

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  • CodePlex Daily Summary for Wednesday, May 12, 2010

    CodePlex Daily Summary for Wednesday, May 12, 2010New ProjectsAMP (Adamo Media Player): AMP is a custom media player that specializes in large media collections! Change the way you manage your media!BoogiePartners: BoogiePartners provides a loose collection of utilities or extensions for Boogie and SpecSharp developers.C# Developer Utility Library: Collection of helpful code functions including zero-config rolling file logging, parameter validation, reflection & object construction, I18N count...Commerce Server 2009 Orders using Pipelines in a Console Application: Using Commerce Server 2009 outside of a Web Application this project show how to create dummy Orders using Pipelines in a NON WEB CONTEXT, an examp...CRM Queue Manager C#: CRM 4 Queue Manager written in C#. Based on the original VB.Net CRM Queue Manager with some changes, additions and feature changes. Converts emai...DbBuilder: This is a tool indended for creation of MS SQL database from scratch, incremental updates, management of redeployable objects, etc. using scripted ...DbNetData: A collection of cross vendor database interface classes for .NET written in C# providing a consistent and simplified way of accessing SQL Server,Or...Deploy Workflow Manager: Kick off a workflow associated with a SharePoint List on all list items at once. SharePoint Designer Workflows will also be included. This projec...DigiLini - digital on screen ruler: Handy desktop tool for everyone who does ever do something graphical on his computer. There is an sizable horizontal and vertial ruler. You can pos...Dynamic Grid Data Type for Umbraco: The Dynamic Grid Data Type for Umbraco is a custom ASCX/C# control that was created to store tabular data as an Umbraco "Data Type". There's an abi...FlashPlus: An extension for Google Chrome and a bookmarklet for Internet Explorer and Firefox, this project makes media content on browsers more usable. This...Flat Database: Simple project making it really quick and easy, to implement a simple flat-file database for an application.Flood Watch Spam Control: Flood watch is a C# based application meant to help prevent site black listings. This application monitors outbound smtp streams, if a stream excee...Gamebox: gameboxKill Bill: Kill Bill covers the areas of customers, suppliers, products, sales and administration divided into modules which together form the system for the ...KND Decoder: Der KND Decoder konvertiert die lästigen Zahlenwerte, in den Java Dateien vom Knuddels Applet, zu lesbaren Strings. Die neue dekodier Methode wurde...Moonbeam: D3D11 FrameworkSite Defender: Add-on for blogs or anywhere else there could be people spamming your website.sMODfix: -Stringzilla: A string formatting classes designed for .NET 4 to enable named string formatting and conditional string formatting options based upon bound data c...The CQRS Kitchen: The CQRS Kitchen is an example application build with Silverlight 4 that demonstrates how to implement a CQRS / Event Sourcing application with the...XELF Framework for XNA / .NET: XELF Framework for XNA / .NET  XNA Game Studioおよび.NET Framework用のライブラリ・フレームワークとしてXELFが開発したC#ソースコードを含むプロジェクトです。  現在は、「XELF.Framework」のWindows用XNA G...xxxxxxxxx: xxxxxxxNew ReleasesASP.NET MVC 2 - CommonLibrary.CMS: CommonLibrary CMS - Alpha: CommonLibrary CMSA simple yet powerful CMS system in ASP.NET MVC 2 using C# 3.5. ActiveRecord based support for Blogs, Widgets, Pages, Parts, Ev...ASP.NET MVC Extensions: v1.0 RTM: v1.0 RTMAWS SimpleDB Browser: Release 2: Miscellaneous fixes from the Alpha release. Built to work with the released version of the .Net Framework 4.0.BIDS Helper: 1.4.3.0: This release addresses the following issues: For some people the BIDS Helper extensions to the Project Properties page for the SSIS Deploy plugin w...Bojinx: Bojinx Core V4.5.13: Fixes / Enhancements: Sequencer now accepts Commands directly without using events. Command queue now accepts both events and commands EventBu...CF-Soft: TestCases_DROP1: TestCases_DROP1CodePlex Runtime Intelligence Integration: PreEmptive.Attributes distributable: Contains a signed redistributable version of the PreEmptive.Attributes.dll library that non .NET 4 applications can use support in-code instrumenta...Convection Game Engine (Basic Edition): Convection Basic (44772): Compiled version of Convection Basic change set 44772.CRM Queue Manager C#: Initial release: Initial release of the CRM Queue Manager in C#. Release includes both the installer as well as the latest source code in zippped format. Running...DbNetData: DbNetData.1.0: Initial releaseDigiLini - digital on screen ruler: DigiLini 1.0: First stable version.Facturator - Create invoices easy and fast: Facturator.zip: current stable versionFlat Database: Initial Release: This is the working initial release of FlatDBKharaPOS: MSDN Magazine Sample: This is the release that supports the MSDN magazine article "Enterprise Patterns with WCF RIA Services. Some of the project was affected by the upg...Let's Up: 1.1 (Build 100511): - Add short and long break feature.Mesopotamia Experiment: Mesopotamia 1.2.88: Primarly bug fixes... Bug Fixes - fixed bug in synapse mutating whereby new ones were of one side only eg, source or target - fixed bug in screen ...NodeXL: Network Overview, Discovery and Exploration for Excel: NodeXL Class Libraries, version 1.0.1.123: The NodeXL class libraries can be used to display network graphs in .NET applications. To include a NodeXL network graph in a WPF desktop or Windo...NodeXL: Network Overview, Discovery and Exploration for Excel: NodeXL Excel 2007 Template, version 1.0.1.123: The NodeXL Excel 2007 template displays a network graph using edge and vertex lists stored in an Excel 2007 workbook. What's NewThis version makes...Over Store: OverStore 1.18.0.0: Version number is increased. New callback events added: Persisting and Persisted, which are raised on actually writing object data into the stora...Reusable Library: V1.0.7: A collection of reusable abstractions for enterprise application developerReusable Library Demo: V1.0.5: A demonstration of reusable abstractions for enterprise application developerRuntime Intelligence Endpoint Starter Kit: Runtime Intelligence Endpoint Starter Kit 20100511: Added crossdomain policy files so Silverlight applications can send usage data from anywhere.Scorm2CC: SCORM2CC Release 0.12.0.58711 net-2.0 Alpha: SCORM2CC Release 0.12.0.58711 net-2.0 AlphaShake - C# Make: Shake v0.1.14: Updated API to match with the current documentation.SharePoint LogViewer: SharePoint Log Viewer 2.6: This is a maintenance release. It has bug several fixes.Site Directory for SharePoint 2010 (from Microsoft Consulting Services, UK): v1.4: As 1.3 with the following changes Addition of a 'Site Data' webpart Site Directory can now be a site collection root or sub-site Scan job now ...sMODfix: sMODfix v1.0: Basic Versionsmtp4dev: smtp4dev 2.0: Smtp4dev 2.0 is powered by a completely re-written server component and now offers SSL/TLS and AUTH support.SocialScapes: SocialScapes Sidebar 1.0: The SocialScapes Sidebar is the first release of the new SocialScapes suite. There will be more modules to come along with a complete data aggrega...SSIS Multiple Hash: Multiple Hash V1.2: This is version 1.2 of the Multiple Hash SSIS Component. It supports SQL 2005 and SQL 2008, although you have to download the correct install pack...Surfium: Beta build: Somehow testedTerminals: Terminals 1.9a - RDP6 Support: The major change in this release is that Terminals has been upgraded to require RDP Client 6 to be installed for creating RDP connections. Backward...TFS Compare: Release 3.0: This release provides a new feature - the ability to navigate back and forth between document differences. Also, this release provides support for...VCC: Latest build, v2.1.30511.0: Automatic drop of latest buildyoutubeFisher: youtubeFisher v2.0: What's new new method of youtube parameters capturing HD 720p video support full-HD 1080p video support add Cancel option to stop file downl...Most Popular ProjectsWBFS ManagerRawrAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryMicrosoft SQL Server Community & SamplesPHPExcelASP.NETMost Active Projectspatterns & practices – Enterprise LibraryMirror Testing SystemRawrThe Information Literacy Education Learning Environment (ILE)Caliburn: An Application Framework for WPF and SilverlightwhiteBlogEngine.NETPHPExceljQuery Library for SharePoint Web ServicesTweetSharp

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  • Guest Post: Christian Finn: Is Facebook About to Become a Victim of its Own Success?

    - by Michael Snow
    12.00 Print 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Cambria","serif"; mso-ascii-font-family:Cambria; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:Cambria; mso-fareast-theme-font:minor-latin; mso-hansi-font-family:Cambria; mso-hansi-theme-font:minor-latin;}  Since we have a number of new members of the WebCenter Evangelist team - I thought it would be appropriate to close the week with the newest hire and leader of the global WebCenter Evangelists, Christian Finn, who has just joined the Red team after many years with the small technology company up in Redmond, WA. He gave an intro to himself in an earlier post this morning but his post below is a great example of how customer engagement takes on a life of its own in our global online connected and social digital ecosystem. Is Facebook About to Become a Victim of its Own Success? What if I told you that your brand could advertise so successfully, you wouldn’t have to pay for the ads? A recent campaign by Ford Motor Company for the Ford Focus featuring Doug the spokespuppet (I am not making this up) did just that—and it raises some interesting issues for marketers and social media alike in the brave new world of customer engagement that is the Social Web. Allow me to elaborate. An article in the Wall Street Journal last week—“Big Brands Like Facebook, But They Don’t Like to Pay” tells the story of Ford’s recently concluded online campaign for the 2012 Ford Focus. (Ford, by the way, under the leadership of people such as Scott Monty, has been a pioneer of effective social campaigns.) The centerpiece of the campaign was the aforementioned Doug, who appeared as a character on Facebook in videos and via chat. (If you are not familiar with Doug, you can see him in action here, and read the WSJ story here.) You may be thinking puppet ads are a sign of Internet Bubble 2.0 and want to stop now, but bear with me. The Journal reported that Ford spent about $95M on its overall Ford Focus campaign, with TV accounting for over $60M of that spend. The Internet buy for the campaign was just over $10M, which included ad buys to drive traffic to Facebook for people to meet and ‘Like’ Doug and some amount on Facebook ads, too, to promote Doug and by extension, the Ford Focus. So far, a fairly straightforward consumer marketing story in the Internet Era. Yet here’s the curious thing: once Doug reached 10,000 fans on Facebook, Ford stopped paying for Facebook ads. Doug had gone viral with people sharing his videos with one another; once critical mass was reached there was no need to buy more ads on Facebook. Doug went on to be Liked by over 43,000 people, and 61% of his fans said they would be more likely to consider buying a Focus. According to the article, Ford says Focus sales are up this year—and increasing sales is every marketer’s goal. And so in effect, Ford found its Facebook campaign so successful that it could stop paying for it, instead letting its target consumers communicate its messages for fun—and for free. Not only did they get a 3X increase in fans beyond their paid campaign, they had thousands of customers sharing their messages in video form for months. Since free advertising is the Holy Grail of marketing both old and new-- and it appears social networks have an advantage in generating that buzz—it seems reasonable to ask: what would happen to brands’ advertising strategies—and the media they use to engage customers, if this success were repeated at scale? It seems logical to conclude that, at least initially, more ad dollars would be spent with social networks like Facebook as brands attempt to replicate Ford’s success. Certainly Facebook ad revenues are on the rise—eMarketer expects Facebook’s ad revenues to quintuple by 2012 compared with 2009 levels, to nearly 2.9B. That’s bad news for TV and the already battered print media and good news for Facebook. But perhaps not so over the longer run. With TV buys, you have to keep paying to generate impressions. If Doug the spokespuppet is any guide, however, that may not be true for social media campaigns. After an initial outlay, if a social campaign takes off, the audience will generate more impressions on its own. Thus a social medium like Facebook could be the victim of its own success when it comes to ad revenue. It may be there is an inherent limiting factor in the ad spend they can capture, as exemplified by Ford’s experience with Dough and the Focus. And brands may spend much less overall on advertising, with as good or better results, than they ever have in the past. How will these trends evolve? Can brands create social campaigns that repeat Ford’s formula for the Focus with effective results? Can social networks find ways to capture more spend and overcome their potential tendency to make further spend unnecessary? And will consumers become tired and insulated from social campaigns, much as they have to traditional advertising channels? These are the questions CMOs and Facebook execs alike will be asking themselves in the brave new world of customer engagement. As always, your thoughts and comments are most welcome.

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  • Silverlight Cream for June 13, 2010 -- #881

    - by Dave Campbell
    In this Issue: Mark Monster. Shoutouts: Adam Kinney has moved his blog, and his first post there is to announce New tutorials on .toolbox on PathListBox and Fluid UI Awesome graphics for the MEF'ed Video Player by Alan Beasley: New MEF Video Player Controls (1st Draft – Article to follow…) It must be a slow relaxing summer weekend, because I only found one post... and Mark submitted this one to me :) From SilverlightCream.com: How to improve the Windows Phone 7 Licensing development experience? Mark Monster is ahead of all of us if he's already programming his WP7 apps for 'trial versions'... but maybe it's time to start learning how to do that stuff :) Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Vizio costar mediatomb video loads but does not play

    - by jeremyjjbrown
    I setup MediaTomb on 12.04 to stream videos using these inst The Vizio costar I am using as the player sees the server, and starts to load the MP4 video. The video however does not play, the player just exits after a few seconds. There is no mention of errors in the media tomb log. Update- I installed VLC to test the server and it works fine. Perhaps I need a different video server for the costar. I also tested the video by playing it via usb thumbdrive.

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  • What You Said: What’s on Your Geeky Christmas List

    - by Jason Fitzpatrick
    Earlier this week we asked you to share what’s on your geeky Christmas list; you responded and we’re back to share your longed for tech goodies. The most requested item was this year’s hot introduction to the project board market: the Raspberry Pi. Dave writes: A Rapsberry Pi to tinker with, especially to see if I can get it up and running with OpenElec/Raspbmc and a torrent client for a low power media centre/htpc We just finished setting up a batch of new 512MB Raspberry Pi systems running the newest release of Rasbmbc and can’t recommend it enough–new refinements in Raspbmc and the extra 256MB of RAM really improve the media center experience. All John wants is a real keyboard so he can escape the torture of using a touch screen: How to Factory Reset Your Android Phone or Tablet When It Won’t Boot Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode

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  • Box2D body rotation with setTransform

    - by thobens
    I' having a problem rotating a body with setTransform(), The body has multiple sensors that should rotate with the player. The rotation works but it rotates around the bodys local 0,0 position instead of the center. Note that the game is in a top-down perspective and the player can go in four different directions, thus I need to rotate him immediately (in one tick) in 90 degrees steps. Up: Down: I can't find a way to set the rotation center. Here's the code I use to rotate it: float angle = direction * 90 * MathUtils.degRad; // direction is an int value from 0 to 3 body.setTransform(body.getPosition(), angle); I also tried body.getLocalCenter().set() and bc.body.getMassData().center.set() but it didn't seem to have any effect. How can I rotate the body around its center?

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • Big Data – What is Big Data – 3 Vs of Big Data – Volume, Velocity and Variety – Day 2 of 21

    - by Pinal Dave
    Data is forever. Think about it – it is indeed true. Are you using any application as it is which was built 10 years ago? Are you using any piece of hardware which was built 10 years ago? The answer is most certainly No. However, if I ask you – are you using any data which were captured 50 years ago, the answer is most certainly Yes. For example, look at the history of our nation. I am from India and we have documented history which goes back as over 1000s of year. Well, just look at our birthday data – atleast we are using it till today. Data never gets old and it is going to stay there forever.  Application which interprets and analysis data got changed but the data remained in its purest format in most cases. As organizations have grown the data associated with them also grew exponentially and today there are lots of complexity to their data. Most of the big organizations have data in multiple applications and in different formats. The data is also spread out so much that it is hard to categorize with a single algorithm or logic. The mobile revolution which we are experimenting right now has completely changed how we capture the data and build intelligent systems.  Big organizations are indeed facing challenges to keep all the data on a platform which give them a  single consistent view of their data. This unique challenge to make sense of all the data coming in from different sources and deriving the useful actionable information out of is the revolution Big Data world is facing. Defining Big Data The 3Vs that define Big Data are Variety, Velocity and Volume. Volume We currently see the exponential growth in the data storage as the data is now more than text data. We can find data in the format of videos, musics and large images on our social media channels. It is very common to have Terabytes and Petabytes of the storage system for enterprises. As the database grows the applications and architecture built to support the data needs to be reevaluated quite often. Sometimes the same data is re-evaluated with multiple angles and even though the original data is the same the new found intelligence creates explosion of the data. The big volume indeed represents Big Data. Velocity The data growth and social media explosion have changed how we look at the data. There was a time when we used to believe that data of yesterday is recent. The matter of the fact newspapers is still following that logic. However, news channels and radios have changed how fast we receive the news. Today, people reply on social media to update them with the latest happening. On social media sometimes a few seconds old messages (a tweet, status updates etc.) is not something interests users. They often discard old messages and pay attention to recent updates. The data movement is now almost real time and the update window has reduced to fractions of the seconds. This high velocity data represent Big Data. Variety Data can be stored in multiple format. For example database, excel, csv, access or for the matter of the fact, it can be stored in a simple text file. Sometimes the data is not even in the traditional format as we assume, it may be in the form of video, SMS, pdf or something we might have not thought about it. It is the need of the organization to arrange it and make it meaningful. It will be easy to do so if we have data in the same format, however it is not the case most of the time. The real world have data in many different formats and that is the challenge we need to overcome with the Big Data. This variety of the data represent  represent Big Data. Big Data in Simple Words Big Data is not just about lots of data, it is actually a concept providing an opportunity to find new insight into your existing data as well guidelines to capture and analysis your future data. It makes any business more agile and robust so it can adapt and overcome business challenges. Tomorrow In tomorrow’s blog post we will try to answer discuss Evolution of Big Data. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Big Data, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

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  • Adding additional users to Ubuntu server and configuring Samba

    - by Ben
    I have installed Ubuntu Server 12.10 and during the install created a user for myself ben, I now wish to add a second user bill. I have an external drive that I have mounted to /media/storage and created a shared folder called Share, the owner of the folder is ben:ben, how do I grant bill access to the folder? I don't want to put him in the group ben. Once setup, I need to configure Samba & NFS, here is my Samba configuration [Share] path = /media/storage/Share read only = no public = yes writeable = yes force user = ben How do I give both bill and ben access to the share via Samba? Thank you.

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  • Web Deployment Made Awesome: If You're Using XCopy, You're Doing It Wrong

    - by The Official Microsoft IIS Site
    I did three talks at Mix 10 this year, and I'm going to do blog posts for each one, sharing what I talked about and some code if it's useful. I did a talk on Deployment called " Web Deployment Made Awesome: If You're Using XCopy, You're Doing It Wrong ." You can download the talk here, or watch it online : VIDEO Download: MP4 Video , Windows Media Video , Windows Media Video (High) I always try to sneak cooler titles into conferences if I can. It's better than "...(read more)

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  • Android stream to Wowza

    - by Curtis Kiu
    I feel very confused about Android streaming to wowza. I am doing a video conference using rtmp cross-platform, but Android doesn't eat RTMP. Therefore I need to find another way to do it. Upstreaming I found a new open-source app called spydroid-ipcamera. It is using rtp, sending udp packets to computer, and opens it in vlc using the following sdp v=0 s=Unnamed m=video 5006 RTP/AVP 96 a=rtpmap:96 H264/90000 a=fmtp:96 packetization-mode=1;profile-level-id=420016;sprop-parameter-sets=Z0IAFukBQHsg,aM4BDyA=; But it can't work. Then I follow wowza tutorial and stream to it and then play again in VLC. That works! I wrote it in http://code.google.com/p/spydroid-ipcamera/issues/detail?id=2 However when I want to add audio in the packet, it fails to work. I change to code in http://code.google.com/p/spydroid-ipcamera/source/browse/trunk/src/net/mkp/spydroid/CameraStreamer.java mr.setAudioSource(MediaRecorder.AudioSource.MIC); mr.setVideoSource(MediaRecorder.VideoSource.CAMERA); mr.setOutputFormat(MediaRecorder.OutputFormat.MPEG_4); mr.setVideoFrameRate(20); mr.setVideoSize(640, 480); mr.setAudioEncoder(MediaRecorder.AudioEncoder.AAC); mr.setVideoEncoder(MediaRecorder.VideoEncoder.H264); mr.setPreviewDisplay(holder.getSurface()); Then I thought that the problem should be in sdp, but I don't know how to due with sdp. I am streaming H.264/AAC with Mp4 Second I don't understand sdp. So how can I make video conference upstreaming part using this apps. Android ----(UDP Port:5006)----> PC (SDP file) and then Wowza read the SDP file ------> VLC I think in this way the system cannot handle more than 1 client. sdp can only hold 1 port, any idea or actually it wont' work? Also Wowza need to set the stream before we stream it, so does it mean that I should not follow this way to do it? Sorry my English is poor, I hope you guys understand.

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  • Adding UCM as a search source in Windows Explorer

    - by kyle.hatlestad
    A customer recently pointed out to me that Windows 7 supports federated search within Windows Explorer. This means you can perform searches to external sources such as Google, Flickr, YouTube, etc right from within Explorer. While we do have the Desktop Integration Suite which offers searching within Explorer, I thought it would be interesting to look into this method which would not require any client software to implement. Basically, federated searching hooks up in Windows Explorer through the OpenSearch protocol. A Search Connector Descriptor file is run and it installs the search provider. The file is a .osdx file which is an OpenSearch Description document. It describes the search provider you are hooking up to along with the URL for the query. If those results can come back as an RSS or ATOM feed, then you're all set. So the first step is to install the RSS Feeds component from the UCM Samples page on OTN. If you're on 11g, I've found the RSS Feeds works just fine on that version too. Next, you want to perform a Quick Search with a particular search term and then copy the RSS link address for that search result. Here is what an example URL might looks like: http://server:16200/cs/idcplg?IdcService=GET_SCS_FEED&feedName=search_results&QueryText=%28+%3cqsch%3eoracle%3c%2fqsch %3e+%29&SortField=dInDate&SortOrder=Desc&ResultCount=20&SearchQueryFormat= Universal&SearchProviders=server& Now you want to create a new text file and start out with this information: <?xml version="1.0" encoding="UTF-8"?><OpenSearchDescription xmlns:ms-ose="http://schemas.microsoft.com/opensearchext/2009/"> <ShortName></ShortName> <Description></Description> <Url type="application/rss+xml" template=""/> <Url type="text/html" template=""/> </OpenSearchDescription> Enter a ShortName and Description. The ShortName will be the value used when displaying the search provider in Explorer. In the template attribute for the first Url element, enter the URL copied previously. You will then need to convert the ampersand symbols to '&' to make them XML compliant. Finally, you'll want to switch out the search term with '{searchTerms}'. For the second Url element, you can do the same thing except you want to copy the UCM search results URL from the page of results. That URL will look something like: http://server:16200/cs/idcplg?IdcService=GET_SEARCH_RESULTS&SortField=dInDate&SortOrder=Desc&ResultCount=20&QueryText=%3Cqsch%3Eoracle%3C%2Fqsch%3E&listTemplateId= &ftx=1&SearchQueryFormat=Universal&TargetedQuickSearchSelection= &MiniSearchText=oracle Again, convert the ampersand symbols and replace the search term with '{searchTerms}'. When complete, save the file with the .osdx extension. The completed file should look like: <?xml version="1.0" encoding="UTF-8"?> <OpenSearchDescription xmlns="http://a9.com/-/spec/opensearch/1.1/" xmlns:ms-ose="http://schemas.microsoft.com/opensearchext/2009/"> <ShortName>Universal Content Management</ShortName> <Description>OpenSearch for UCM via Windows 7 Search Federation.</Description> <Url type="application/rss+xml" template="http://server:16200/cs/idcplg?IdcService=GET_SCS_FEED&amp;feedName=search_results&amp;QueryText=%28+%3Cqsch%3E{searchTerms}%3C%2fqsch%3E+%29&amp;SortField=dInDate&amp;SortOrder=Desc&amp;ResultCount=200&amp;SearchQueryFormat=Universal"/> <Url type="text/html" template="http://server:16200/cs/idcplg?IdcService=GET_SEARCH_RESULTS&amp;SortField=dInDate&amp;SortOrder=Desc&amp;ResultCount=20&amp;QueryText=%3Cqsch%3E{searchTerms}%3C%2Fqsch%3E&amp;listTemplateId=&amp;ftx=1&amp;SearchQueryFormat=Universal&amp;TargetedQuickSearchSelection=&amp;MiniSearchText={searchTerms}"/> </OpenSearchDescription> After you save the file, simply double-click it to create the provider. It will ask if you want to add the search connector to Windows. Click Add and it will add it to the Searches folder in your user folder as well as your Favorites. Now just click on the search icon and in the upper right search box, enter your term. As you are typing, it begins executing searches and the results will come back in Explorer. Now when you double-click on an item, it will try and download the web viewable for viewing. You also have the ability to save the search, just as you would in UCM. And there is a link to Search On Website which will launch your browser and go directly to the search results page there. And with some tweaks to the RSS component, you can make the results a bit more interesting. It supports the Media RSS standard, so you can pass along the thumbnail of the documents in the results. To enable this, edit the rss_resources.htm file in the RSS Feeds component. In the std_rss_feed_begin resource include, add the namespace 'xmlns:media="http://search.yahoo.com/mrss/' to the rss definition: <rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/" xmlns:media="http://search.yahoo.com/mrss/"> Next, in the rss_channel_item_with_thumb include, below the closing image element, add this element: </images> <media:thumbnail url="<$if strIndexOf(thumbnailUrl, "@t") > 0 or strIndexOf(thumbnailUrl, "@g") > 0 or strIndexOf(thumbnailUrl, "@p") > 0$><$rssHttpHost$><$thumbnailUrl$><$elseif dGif$><$HttpWebRoot$>images/docgifs/<$dGif$><$endif$>" /> <description> This and lots of other tweaks can be done to the RSS component to help extend it for optimum use in Explorer. Hopefully this can get you started. *Note: This post also applies to Universal Records Management (URM).

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