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  • What UI Library(widgets) are you using in your Spring MVC or Spring Web Flow Project [closed]

    - by techsjs2012
    What UI Library(widgets) are you using in your Spring MVC or Spring Web Flow Project I am working on a number of projects with Spring MVC and Spring Web Flow and we started to use Dojo(dijit) widgets for the UI Library. I would like to hear from other projects if anyone knows of anything better or what are you using?? My screens looks like the one below.. the layouts are easy but I need hightlighting, tooltips and more...

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  • Why does not my laptop detect my LCD television when I use a cable VGA?

    - by user48221
    Sometimes I want to see a movie or some video one, and to be able to see it better want to connect my laptop to my LCD television using an exit VGA, but when I put him where he says screens, it does not detect the LCD screen to me and arrives at the left side there goes out a little that "stranger" says, I select the option that he says " to detect monitors " but nothing happens. I use ubuntu 11.10

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  • MMO Web game mouse vs wasd

    - by LazyProgrammer
    If considering to develop a web browser based game with multiple people and it's an RPG, click to move would probably be the only choice in movement right? Because if you were to use WASD and then ajax to the server every second that a player held on to the WASD key, that'd be pretty resource intensive if the server had to calculate the position and return the map image, assuming the next few screens are already buffered right? or is there a way to implement a WASD style and still have server side do all the calculations. (server side calculations to avoid cheating)

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  • On the fly Code Generation with Evolutility

    A generic Web User Interface for CRUD applications generating all screens at run-time based on external metadata. It comes with sample applications for address book, memo pad, to do list, restaurants list, wine cellar, and database structure documentation that are easily customizable.

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  • What does 1024x768X24 mean?

    - by emersonhsieh
    I was planning to change the Plymouth screen resolution(Blame Fglrx!). When I went to GRUB-Customizer(info for that), the screen resolution menu shows (as usual) 800x600, 1024x678, 600x400, and a bunch of other things. But after I scrolled down, I saw weird screen resolutions like 1024x768 x8, 1024x768 x16, 1024x768 x24, etc. Computer screens shape like a rectangle, not a cube, so what does those extra numbers mean? Or is there a secret dimension in every computer screen that I ignored?

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  • Using Dynamic SQL in Stored Procedures

    Dynamic SQL allows stored procedures to “write” or dynamically generate their SQL statements. The most common use case for dynamic SQL is stored procedures with optional parameters in the WHERE clause. These are typically called from reports or screens that have multiple, optional search criteria. This article describes how to write these types of stored procedures so they execute well and resist SQL injection attacks.

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  • What version(s) of Android should I be targeting?

    - by Bill Osuch
    If you're wondering about what screen sizes and flavors of Android are currently out in the wild, the Android Developers site has a handy little chart of both (each image below is hyperlinked to the page): So, as far as platforms go, there aren't many people still out there running less than 2.X... and you'd probably be safe not worrying about Small or Low Density screens. I'd be curious to know if any of the other app stores (Amazon, Archos, etc.) offer similar stats...

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  • Get on Local Search - Get Your Business Found

    The most recent critical change to how Google displays search results is the improvement and increased use of "local map" displays for search. Adding the map and phone book style results changes how much real estate is available for SEO's to compete. Getting a "Top 10" is no longer good enough, most screens can only show two or three organic entries after the new and improved map.

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  • Cant get to install menu, liveCD

    - by user204979
    When I tried to run the Ubuntu install disc i get a purple screen with some little images down the bottom, then a flashing cursor for a second and then the screen goes black like there is no in I have tried changing BIOS settings that supposedly interfere, different disk drives and trying to access the advanced menu all to no avail! All the answers for black screens require you to be able to get the menu which i cant! Help would be much appreciated!

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  • KVM recommendations

    - by alex
    I recently tried out a cheaper KVM solution, a dual monitor one with a USB hub and audio/mic support. It seemed the perfect KVM. However, these are my experiences. When using my keyboard via the PS/2 connection, none of my multimedia keys work (useful, because it has a volume control and my speakers do not, only on a wireless remote control.) I plugged the keyboard in via the USB port - and it seemed to work. However, I believe to switch the hub from PC to Mac, you need to use a keyboard combo, which is only supported when the keyboard is plugged in via PS/2 Sometimes the middle mouse button doesn't work when connected via PS/2. The multi monitor is VGA - I just found out by the looks of things my Mac Mini outputs DVI Digital only (though this is my fault!). Mac works with 2 screens, but switching and switching back can cause it not to display on the 2nd screen unless I go detect displays again. My question is - is there a KVM out there that supports these features? USB keyboard and mouse inputs will full multimedia keys support Dual monitor DVI connections Hotkey to change PCs and physical button USB hub Emulate screens attached when switching to a different computer Works with PC and Mac Audio / Microphone support Does one exist, that won't cost the world? So far the only one that seems to support all this (that I can tell) is this one. UPDATE I ended up buying the Aten CS1642. It's expensive, but it seems to work great!

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  • How to multiseat with HW 3d accel on CentOS 6.3 Final?

    - by user35070
    I would like to setup a multiseat configuration on CentOS 6.3 (two video cards, two keyboards, two mice, two monitors) and have hardware accelerated 3D on both monitors. 3D HW acceleration rules out Xephyr. I saw somewhere that recent versions of GDM (3.3 and newer?) don't support multiseat, so do I have to install KDM to make this work? If I just create a duplicate section with new device identifiers in my xorg.conf file, will this 'just work'? Using different ports on the same video card and separate keyboards, mice, and displays, the result was a desktop which spanned both monitors with both keyboards and mice acting as the same input in the GUI. I will power down and put in the new video card and report on the results soon. Both video cards are nvidia. UPDATE after putting in another NVIDIA video card, default behavior (before changing xorg.conf) is that one screen works normally, and both mice and keyboards are connected to it. Changing xorg.conf and the display manager to KDM and following the directions here https://help.ubuntu.com/community/MultiseatX#Ubuntu_10.04_.28Lucid.29 , I have 2 mirrored screens connected to separate video cards, DRI enabled, and 2 mice both connected to the same pointer. Keyboards don't do anything, however, I probably just need to fix a setting in xorg.conf I would still like to get multiseat functionality, eg. separate screens with separate input devices I have verified that the separate X processes are running (see page above) using 'ps aux | grepX [01]'

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  • Login to OS X Server User Account from Local Computer

    - by Brod Wilkinson
    I have OS X Server installed on a mac mini. I've created several User accounts, one of which is Account Name: Bob Password: abc123 From the Mac Mini's login screen I can choose "Server" (main account) "Bob" (Bobs account) and "Other..." OS X Server Accounts, from "Other..." if I input Bobs credentials it will log me in. I also have a macbook air, I would like to be able to select from the Login Screen "Other..." input Bobs credentials and have it login to Bobs account, or any other User Account for that matter. My Server is setup as private with the server address: server.network.private Following some googled instructions as well as apples very own instructions I have: Setup an Open Directory with Username: diradmin Password: abc123 Then on the macbook air gone into System Preferences > Users & Groups > Login Options and clicked Join next to Network Account Server, input my server (server.network.private) with diradmin credentials and its connected. Great. I've also ticked Allow Network Users to Login and Login Window and selected All Users. I was assuming this would allow my macbook air to login to the "Bob" account by selecting "Other..." from the login window although there is no "Other..." option. I then setup a VPN, basic credentials, logged into it on the macbook air and still not much has changed. I am able to share screens with the "Bob" account form my macbook air by logging in by clicking Share Screen... from the Finder under Shared > Network Server and then clicking Login In but this obviously requires the macbook air to already be logged into an account before it can share screens which is not suitable. Is there any way to simply login to the OS X Server User Account from the macbook air's login screen via the "Other..." like it does on the mac mini's login screen? Thanks in advance. Operating System: OS X 10.9 Mavericks OS X Server: Version 3

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  • Triple-monitor set-up (2 unique, 1 cloned): Can a VGA splitter be used on one output of a dual-head

    - by stakx
    Background: I'm currently researching hardware components for some kind of information terminal we're building. This application of ours makes use of three output screens: (1) A touch screen where all user input is made; (2) A regular LCD monitor where the requested information is being displayed; and (3) A projector which displays exactly the same signal as screen (2) does. (All screens will run at the same resolution of 1024x768 btw.) Now I figured that using a dual-head video card would be sufficient, let's say a Matrox P690 low-profile PCI card. This would involve having a Y cable connected to the graphics card itself, then two DVI-to-VGA adapters at each end of the Y cable, and then having a VGA splitter on one of the VGA outputs. The following shows the setup in question: 0--1---------2-> VGA (DSUB-15) \ \ ----2-3---------> VGA (DSUB-15) \ \ -----------------> VGA (DSUB-15) 0: graphics card (LFH60 jack) 1: LFH60 to DVI-I dual monitor Y cable 2: DVI-to-VGA adapters 3: VGA splitter cable Question(s): Will this work? I'm particularly concerned about the following points: Can a low-profile PCI video card output a signal which is strong enough for three monitors (even if it's a dual-head card)? Does the combination of so many adapters and splitter cables work? (The LFH-to-DVI cable comes with the video card) Will the VGA splitter cable degrade the signal on the output screen & projector significantly? (If so, would a USB-powered splitter cable remedy this problem?) I can't possibly expect anyone to answer all those questions, but any input is appreciated.

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  • Windows: How to make programs think they're not running in a terminal server session?

    - by sinni800
    I am using the program "SoftXPand 2011 Duo" by Miniframe on my Windows 7 PC. It makes two workstations out of one computer. It uses the terminal services built into Windows to create the additional session. I use two screens, two keyboards and two mice to create this "illusion" of two computers. It works quite well and I can even play two different 3D games on the two screens attached to this single machine (using a Radeon HD5770 and a Core i5 2500k with 8 Gbytes RAM). There are a few downsides to this. I just found about one that is hidden on the first look. The sessions you are in (even on the first workstation) will identify as a terminal server session! Now some programs will run with limited effects (graphical), and some won't run at all. This also resulted in some games not running at all. They just say "Cannot be run in a terminal server session" and exit. I have already proven that top modern games (DirectX 10, 11) run just as good as on the same machine without SoftXPand, so this is a pretty artificial limitation! So, can I somehow hack my current session so it doesn't look like a terminal server session anymore? I. E. #include <windows.h> #pragma comment(lib, "user32.lib") BOOL IsRemoteSession(void) { return GetSystemMetrics( SM_REMOTESESSION ); } Will return FALSE? (Not a programming question! Just an example how programs detect if they're in a terminal server session!)

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  • using a second computer as a mere screen/monitor in X (VNC?)

    - by lara michaels
    Hello My goal is to use three monitors with my Linux system. It is a laptop, so adding another video card is not the easiest solution. (I have investigated a number of such options: getting a docking station with a PCI slot, USB/Cardbus vga adapters, etc, and for the time being don't want to go that way.) I am wondering if using an older desktop+screen I have lying around as the third "monitor" might be the easiest solution, if only there is a way to get it to work as a seamless, integrated desktop. I was wondering if I can use VNC or perhaps X itself (?) to achieve the following: computer A is my main computer; it has all my files, etc. computer B is used just to display on an additional screen keyboard+mouse are connected to computer A use VNC or X to connect the two so that computer B shows a X screen that is just as if it was a third physical screen connected to computer A. I don't know if the last point is clear, but what I mean is that I would like to be able to: be able to have my window manager assign/move around virtual desktops on all three screens move windows back and forth between the screens attached to computer A and the screen of computer B be able to copy something in an app being shown on a screen of computer A and paste it into an app being shown on the screen attached to computer B access the filesystem on my main computer (A) when using applications that are being shown on the screen attached to computer B Basically, I would like X to treat computer B just like it was nothing but a third physical screen... Is this doable? : ) ~lara

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  • How to get Synergy working on Ubuntu 11.10 and Windows 7?

    - by Linda
    I'm using Ubuntu 11.10 32-bit and Windows 7 64-bit, however, Synergy only works when a window (application or folder) is open and touching the edge of the screen where the mouse should "jump". In other words, if a window is open and maximized, Synergy works normally. Without any windows, the mouse does not jump to the other screen. My steps: (Ubuntu) apt-get install -y quicksynergy (Windows) Install Synergy (I've tried both 1.3.8 and 1.4.8 and both 32 and 64-bit) On Ubuntu 11.10 32-bit (Synergy Server config): ~/.quicksynergy/synergy.conf section: screens myubuntu: mywin7: end section: links myubuntu: right = mywin7 mywin7: left = myubuntu end On Ubuntu 11.10 32-bit: $ /usr/bin/synergys -f --config .quicksynergy/synergy.conf ... 2012-04-25T14:04:12 NOTE: client "mywin7" has connected /build/buildd/synergy-1.3.6/lib/server/CServer.cpp,287 (output hangs here) On Windows 7 64-bit: Synergy 1.3.8 Client on Microsoft Windows 7 x86 (WOW64) started client connecting to 'myubuntu': ###.###.###.###:24800 connected to server (output hangs here) At this point, things should work, but my mouse still can't change screens unless a window is maximized on my Ubuntu machine. Everything is running on port 24800. No firewall on Ubuntu. Firewall port 24800 open on Windows 7. This was previously working on Ubuntu 10.10 and Windows 7 (so only Ubuntu has been upgraded). I'm open to using either 32 or 64-bit on either server or client side, but I just want to get it working on Ubuntu 11.10 and Windows 7! I'm also using Ubuntu Classic (no effects), and not Unity.

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  • Move a screen session back to its original PID

    - by cron410
    Installed McMyAdmin (minecraft manager) on Ubuntu 12.04 32 bit. Wrote my own service to start McMyAdmin (.net app running in Mono) in its own screen session, and be able to inject proper McMyAdmin commands into that session with the init.d script. Its been running great! Today, I decided to start installing a Source dedicated server (counterstrike pro mod) I determine its going to be a long download process so I quit the process and fire up a fresh screen session called "source". I paste the command in, but it has a space at the begining and bash complains of ignoring semaphores or some such. I detach and reattach the session. Its sliding like butter. I ctrl+a-d out of the session and start exploring the new folder structure and figure out where I need to place a symbolic link. I go to resume that screen and this is what I see: $screen -r source There are several suitable screens on 20091.source (12/02/12 22:59:53) (Detached) 19972.source (12/02/12 22:57:31) (Detached) 917.minecraft (11/30/12 15:30:37) (Attached) It appears I am connected to the minecraft screen?!?!?! So I attach to the other screens one at a time. minecraft is running in 19972.source and sourceds is running in 20091.source So how the hell did I move the minecraft process to another session called source and my main terminal is now "attached" to the minecraft screen? more: I just used exit to quit the putty session, then logged back in, its still the same. did that 3 more times and now the minecraft screen is gone and everything is acting as it should except, of course, for the session name and start time of the "new" minecraft screen. Should I just submit this as a bug for GNU screen?

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  • Day 2 - Game Design Documentation

    - by dapostolov
    So yesterday I didn't cut any code for my game but I was able to do a tiny bit of research on the XNA Game Development Technology and the communities out there and do you know what? I feel I'm a bit closer to my goal. The bad news is today I didn't cut code either. However, not all is lost because I wanted to get my ideas on paper and today I just did that.  Today, I began to jot down notes about the game and how I felt the visual elements would interact with each other. Unlike my workplace, my personal level of documentation is nothing more than a task list or a mind map of my ideas; it helps me streamline my solutions quiet effectively and circumvent the long process of articulating each thought to the n-th degree. I truly dislike documentation (because I have an extremely hard time articulating my thought and solutions); however, because I tend to do a really good job with documentation I tend to get stuck writing the buggers. But as a generalist remark: 'No Developer likes documentation.' For now let's stick with my basic notes and call this post a living document. Here are my notes, fresh, from after watching the new first episode of Merlin second season! Actually, a quick recommendation to anyone who is reading this (if anyone is): I truly recommend you envelope yourself in the medium or task you're trying to tackle. Be one with moment and feel it! For instance: Are you writing a fantasy script / game? What would the music of the genre sound like? For me the Conan the Barbarian soundtrack by Basil Poledouris is frackin awesome. There are many other good CD's out there, which I listen to (some who even use medival instruments, but Conan I keep returning to. It's a creative trigger for me. Ask yourself what would the imagery look like? Time to surf google for artist renditions of fantasy! What would the game feel like? Start playing some of your favorite games that inspire you, be wary though, have some self control and don't let it absorb your time. Anyhow, onto the documentation... Screens, Scenes, and Sprites. Oh My! (groan...) The first thing that came to mind were the screens, I thought the following would suffice: Menu Screen Character Customisation Screen Loading Screen? Battle Ground The Menu Screen Ok. So, the thought here is when the game loads a huge title is displayed: Wizard Wars. The player is prompted with 3 menu items: 1 Player Game, 2 Player Game, and Exit. Since I'm targetting the PC platform, as a non-networked game to start, I picture myself running my mouse over each menu option and the visual element of the menu item changes, along with a sound to indicate that I am over a curent menu item. And as I move my mouse away, it changes back, and possibly an exit mouse sound. Maybe on the screen somewhere is a brazier alit with a magical tome open right beside it, OR, maybe the tome is the menu! I hear the menu music as mellow, not obtrusive or piercing. On a menu item select, a confirmation sound bellows to indicate the players selection. The Esc key will always return me to the previous screens or desktop. The menu screen must feel...dark, like a really important ritual is about to happen and thus the music should build up. 1 Player Game - > Customize Character(s) 2 Player Game - > Customize Character(s) Exit - > Back to Windows Notes: So the first thing I pick up here are a couple things: First and foremost, my artistic abilities suck crap, so I may have to hire an artist (now that i've said that, lets get techy) graphical objects will be positioned within a scene on each screen / window. Menu items will be represented grapically, possibly animated, and have sound / animation effects triggered by user input or a time line. I have an animated scene involving a brazier or fire on a stick IF I was to move this game to the xbox, I'd have to track which menu item is currently selected (unless I do a mouse pointer type thing.) WindowObject has a scene A Scene has many GameObjects GameObject has a position graphic or animation MenuObject is a GameObject which has a mouse in, mouse out, and click event which either does something graphically (animation), does something with sound, or moves to another screen.  Character Customisation Screen With either the 1 or 2 player option selected, both selections will come to this screen; a wizard requires a name, powers, and vestements of course! Player one will configure his character first and then player two. I considered a split screen for PC but to have two people fighting over a keyboard would probably suck. For XBox, a split screen could work; maybe when I get into the networking portion (phase 2 blog?) of this game I will remove the 2 player option for PC and provide only multiplayer and I will leave 2 player for xbox...hmm... Anyhow...I picture the creation process as follows: Name: (textbox / keyboard entry) - for xbox, this would have to be different. Robe Color: (color box, or something) Stats: Speed, Oomph, and Health. (as sliders) 1 as minimum and 10 as maximum. Ok, Back, and Cancel buttons / options. Each stat has a benefit which are listed below. The idea is the player decides if he wants his wizard to run fast, be a tank and ... hit with a purse.Regardless, the player will have a pool of 12 points to use. Ideally, A balanced wizard will have 5 in each attribute. Spells? The only spell of choice is a ball of fire which comes without question. The music and screen should still feel like a ritual. The Character Speed Basically, how fast your character moves and casts. Oomph (Best Monster Truck Voice): PURE POWAH!!! The damage output of your fireball. Health How much damage you can take. Notes: I realise the game dynamics may sound uninteresting at the moment; but I think after a couple releases, we could have some other grand ideas such as: saved profiles, gold to upgrade arsenal of spells, talents, etc...but for now...a vanilla fireball thrower mage will suffice for this experiment. OK. So... a MenuObject  may need to be loosely coupled to allow future items such as networking? may be a button? a CharacterObject has a name speed oomph health and a funky robe color. cap on the three stats (1-10) an arsenal of 1 spell (possibly could expand this) The Loading Screen As is. The Battleground Screen For now, I'm keeping the screen as max resolution for the PC. The screen isn't going to move or even be a split screen. I'm not aiming high here because I want to see what level of change is involved when new features / concepts are added to game content. I'm interested to find out if we could apply techniques such as MVC or MVVM to this type of development or is it too tightly coupled? This reminds me when when my best friend and I were brainstorming our game idea (this is going back a while...1994, 6?) and he cringed at the thought of bringing business technology into games, especially when I suggested a database to store character information and COM / DCOM as the medium, but it seems I wasn't far off (reflecting); just like his implementation of a xml "config file" for dynamic direct-x menus back before .net in 1999...anyhow...i digress... The Battle One screen, two characters lobing balls of fire at each other...It doesn't get better than that. Every so often a scroll appears...and the fireballs bounce off walls, or the wizard has rapid fire, or even scrolls of healing! The scroll options are endless. Two bars at the top, each the color of the wizard (with their name beside the bar) indicate how much health they have. Possibly the appearance of the scrolls means the battle is taking too long? I'm thinking 1 player controls: up, down, left, right and space to fire the button. Or even possibly, mouse click and shift - mouse button to fire a spell in the direction they are facing. Two player controls: a, s, d, f and space AND arrows (up, down, left, right) and Del key or Crtl. The game ends when a player has 0 health and a dialog box appears asking for a rematch / reconfigure / exit. Health goes down when a fireball (friendly or not), connects with a wizard. When a wizard connects with a scroll, a countdown clock / icon appears near the health bar and the wizard begins to glow. For the most part, a wizard can have only scroll 1 effect on him at a time. Notes: Ok, there's alot to cover here. a CharacterObject is a GameObject it travels at a set velocity it travels in a direction it has sounds (walking, running, casting, impact, dying, laughing, whistling, other?) it has animations (walking, running, casting, impact, dying, laughing, idle, other?) it has a lifespan (determined by health) it is alive or dead it has a position a ScrollObject is a GameObject it carries a transferance of points "damage" (or healing, bad scroll effect?) (determinde by caster) it carries a transferance of "other" it is stationary it has a sound on impact it has a stationary animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by game) it is alive or dead it has a position a WallObject is a GameObject it has a sound on fireball impact? it is a still image / stationary it has an impact animation / or transfers an impact animation it is dead it has a position A FireBall is a GameObject it carries a transferance of poinst "damage" (or healing, bad scroll effect?) (determinde by caster) it travels at a set velocity it travels in a direction it has a sound it has a travel animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by caster) it is alive or dead it has a position As I look at this, I can see some common attributes in each object that I can carry up to the GameObject. I think I'm going to end the documentation here, it's taken me a bit of time to type this all out, tomorrow. I'll load up my IDE and my paint studio to get some good old fashioned cowboy hacking going!   D.

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  • Day 6 - Game Menuing Woes and Future Screen Sneak Peeks

    - by dapostolov
    So, after my last post on Day 5 I dabbled with my game class design. I took the approach where each game objects is tightly coupled with a graphic. The good news is I got the menu working but not without some hard knocks and game growing pains. I'll explain later, but for now...here is a class diagram of my first stab at my class structure and some code...   Ok, there are few mistakes, however, I'm going to leave it as is for now... As you can see I created an inital abstract base class called GameSprite. This class when inherited will provide a simple virtual default draw method:        public virtual void DrawSprite(SpriteBatch spriteBatch)         {             spriteBatch.Draw(Sprite, Position, Color.White);         } The benefits of coding it this way allows me to inherit the class and utilise the method in the screen draw method...So regardless of what the graphic object type is it will now have the ability to render a static image on the screen. Example: public class MyStaticTreasureChest : GameSprite {} If you remember the window draw method from Day 3's post, we could use the above code as follows...         protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             foreach(var gameSprite in ListOfGameObjects)            {                 gameSprite.DrawSprite(spriteBatch);            }             spriteBatch.End();             base.Draw(gameTime);         } I have to admit the GameSprite object is pretty plain as with its DrawSprite method... But ... we now have the ability to render 3 static menu items on the screen ... BORING! I want those menu items to do something exciting, which of course involves animation... So, let's have a peek at AnimatedGameSprite in the above game diagram. The idea with the AnimatedGameSprite is that it has an image to animate...such as ... characters, fireballs, and... menus! So after inheriting from GameSprite class, I added a few more options such as UpdateSprite...         public virtual void UpdateSprite(float elapsed)         {             _totalElapsed += elapsed;             if (_totalElapsed > _timePerFrame)             {                 _frame++;                 _frame = _frame % _framecount;                 _totalElapsed -= _timePerFrame;             }         }  And an overidden DrawSprite...         public override void DrawSprite(SpriteBatch spriteBatch)         {             int FrameWidth = Sprite.Width / _framecount;             Rectangle sourcerect = new Rectangle(FrameWidth * _frame, 0, FrameWidth, Sprite.Height);             spriteBatch.Draw(Sprite, Position, sourcerect, Color.White, _rotation, _origin, _scale, SpriteEffects.None, _depth);         } With these two methods...I can animate and image, all I had to do was add a few more lines to the screens Update Method (From Day 3), like such:             float elapsed = (float) gameTime.ElapsedGameTime.TotalSeconds;             foreach (var item in ListOfAnimatedGameObjects)             {                 item.UpdateSprite(elapsed);             } And voila! My images begin to animate in one spot, on the screen... Hmm, but how do I interact with the menu items using a mouse...well the mouse cursor was easy enough... this.IsMouseVisible = true; But, to have it "interact" with an image was a bit more tricky...I had to perform collision detection!             mouseStateCurrent = Mouse.GetState();             var uiEnabledSprites = (from s in menuItems                                    where s.IsEnabled                                    select s).ToList();             foreach (var item in uiEnabledSprites)             {                 var r = new Rectangle((int)item.Position.X, (int)item.Position.Y, item.Sprite.Width, item.Sprite.Height);                 item.MenuState = MenuState.Normal;                 if (r.Intersects(new Rectangle(mouseStateCurrent.X, mouseStateCurrent.Y, 0, 0)))                 {                     item.MenuState = MenuState.Hover;                     if (mouseStatePrevious.LeftButton == ButtonState.Pressed                         && mouseStateCurrent.LeftButton == ButtonState.Released)                     {                         item.MenuState = MenuState.Pressed;                     }                 }             }             mouseStatePrevious = mouseStateCurrent; So, basically, what it is doing above is iterating through all my interactive objects and detecting a rectangle collision and the object , plays the state animation (or static image).  Lessons Learned, Time Burned... So, I think I did well to start, but after I hammered out my prototype...well...things got sloppy and I began to realise some design flaws... At the time: I couldn't seem to figure out how to open another window, such as the character creation screen Input was not event based and it was bugging me My menu design relied heavily on mouse input and I couldn't use keyboard. Mouse input, is tightly bound with graphic rendering / positioning, so its logic will have to be in each scene. Menu animations would stop mid frame, then continue when the action occured again. This is bad, because...what if I had a sword sliding onthe screen? Then it would slide a quarter of the way, then stop due to another action, then render again mid-slide... it just looked sloppy. Menu, Solved!? To solve the above problems I did a little research and I found some great code in the XNA forums. The one worth mentioning was the GameStateManagementSample. With this sample, you can create a basic "text based" menu system which allows you to swap screens, popup screens, play the game, and quit....basic game state management... In my next post I'm going to dwelve a bit more into this code and adapt it with my code from this prototype. Text based menus just won't cut it for me, for now...however, I'm still going to stick with my animated menu item idea. A sneak peek using the Game State Management Sample...with no changes made... Cool Things to Mention: At work ... I tend to break out in random conversations every-so-often and I get talking about some of my challenges with this game (or some stupid observation about something... stupid) During one conversation I was discussing how I should animate my images; I explained that I knew I had to use the Update method provided, but I didn't know how (at the time) to render an image at an appropriate "pace" and how many frames to use, etc.. I also got thinking that if a machine rendered my images faster / slower, that was surely going to f-up my animations. To which a friend, Sheldon,  answered, surely the Draw method is like a camera taking a snapshot of a scene in time. Then it clicked...I understood the big picture of the game engine... After some research I discovered that the Draw method attempts to keep a framerate of 60 fps. From what I understand, the game engine will even leave out a few calls to the draw method if it begins to slow down. This is why we want to put our sprite updates in the update method. Then using a game timer (provided by the engine), we want to render the scene based on real time passed, not framerate. So even the engine renders at 20 fps, the animations will still animate at the same real time speed! Which brings up another point. Why 60 fps? I'm speculating that Microsoft capped it because LCD's dont' refresh faster than 60 fps? On another note, If the game engine knows its falling behind in rendering...then surely we can harness this to speed up our games. Maybe I can find some flag which tell me if the game is lagging, and what the current framerate is, etc...(instead of coding it like I did last time) Sheldon, suggested maybe I can render like WoW does, in prioritised layers...I think he's onto something, however I don't think I'll have that many graphics to worry about such a problem of graphic latency. We'll see. People to Mention: Well,as you are aware I hadn't posted in a couple days and I was surprised to see a few emails and messenger queries about my game progress (and some concern as to why I stopped). I want to thank everyone for their kind words of support and put everyone at ease by stating that I do intend on completing this project. Granted I only have a few hours each night, but, I'll do it. Thank you to Garth for mailing in my next screen! That was a nice surprise! The Sneek Peek you've been waiting for... Garth has also volunteered to render me some wizard images. He was a bit shocked when I asked for them in 2D animated strips. He said I was going backward (and that I have really bad Game Development Lingo). But, I advised Garth that I will use 3D images later...for now...2D images. Garth also had some great game design ideas to add on. I advised him that I will save his ideas and include them in the future design document (for the 3d version?). Lastly, my best friend Alek, is going to join me in developing this game. This was a project we started eons ago but never completed because of our careers. Now, priorities change and we have some spare time on our hands. Let's see what trouble Alek and I can get into! Tonight I'll be uploading my prototypes and base game to a source control for both of us to work off of. D.

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  • Increasing touch surface (#wp7dev)

    - by Laurent Bugnion
    When you design for Windows Phone 7 (or for any touch device, for that matter, and most especially small screens), you need to be very careful to give enough surface to your users’ fingers. It is easy to miss a touch on such small screens, and that can be horrifyingly frustrating. This is especially true when people are on the move, and trying to hit the control while walking and holding their device in one hand, or when the device is mounted in a car and vibrating with the engine. In my experience, a touch surface should be ideally minimum 60x60 pixels to be easy to activate on the Windows Phone 7 screen (which is, as we know, 800 pixels x 480 pixels). Ideally, I try to make my touch surfaces 80x80 pixels minimum. This causes a few design challenges of course. Using transparent backgrounds However, one thing is helping us tremendously: some surfaces can be made transparent, and yet react to touch. The secret is the following: If you have a panel that has a Null background (i.e. the Background is not set at all), then the empty surface does not react to touch. If however the Background is set to the Transparent color (or any color where the Alpha channel is set to 0), then it will react to touch. Setting a transparent background is easy. For example: <Grid Background="#00000000"> </Grid> or <Grid Background="Transparent"> </Grid> In C#: var grid = new Grid { Background = new SolidColorBrush( Colors.Transparent) }; Using negative margins Having a transparent background reactive to touch is a good start, but in addition, you must make sure that the surface is big enough for my clumsy fingers. One way to achieve that is to increase the transparent, touch-reactive surface, and reposition the element using negative margins. For example, consider the following UI. I changed the transparent background of the HyperlinkButton to Red, in order to visualize the touch surface. In this figure, the Settings HyperlinkButton is 105 pixels x 31 pixels. This is wide enough, but really small in height and easy to miss. To improve this, we can use negative margins, for instance: <HyperlinkButton Content="Settings" HorizontalAlignment="Right" VerticalAlignment="Bottom" Height="60" Margin="0,0,0,-15" /> Notice the usage of negative bottom margin to bring the HyperlinkButton back at the bottom of the main Grid’s first row, where it belongs. And the result is: Notice how the touch surface is much bigger than before. This makes the HyperlinkButton easier to reach, and improves the user experience. With the background set back to normal, the UI looks exactly the same, as it should: In summary: Remember to maximize the touch surface for your controls. Plan your design in consequence by reserving enough room around each control to allow their hit surface to be expanded as shown in this article. Do not cram too many controls in one page. If REALLY needed, use an additional page (or even better: use a Pivot control with multiple pivot items) for the controls that don’t fit on the first one. This should ensure a smoother user experience and improved touch behavior. Happy coding! Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • Ubuntu 12.04 lightdm dumps to tty. Cannot start GUI interface when booting off harddrive, but can when booting off usb

    - by user72681
    When booting, lightdm dumps to tty. No GUI interface works- this is after a fresh install of Ubuntu 12.04 where the GUI interface works when running off the USB. I have an NVIDIA Corporation G98 [Quadro NVS 420] graphics card. After I call startx from the terminal it still doesn't work. I get the following in the Xorg.0.log: [ 327.718] (--) NVIDIA(0): Memory: 262144 kBytes [ 327.718] (--) NVIDIA(0): VideoBIOS: 62.98.6f.00.07 [ 327.718] (II) NVIDIA(0): Detected PCI Express Link width: 16X [ 327.718] (--) NVIDIA(0): Interlaced video modes are supported on this GPU [ 327.756] (--) NVIDIA(0): Connected display device(s) on Quadro NVS 420 at PCI:3:0:0 [ 327.756] (--) NVIDIA(0): none [ 327.756] (EE) NVIDIA(0): No display devices found for this X screen. [ 328.010] (II) UnloadModule: "nvidia" [ 328.010] (II) Unloading nvidia [ 328.010] (II) UnloadModule: "wfb" [ 328.010] (II) Unloading wfb [ 328.010] (II) UnloadModule: "fb" [ 328.010] (II) Unloading fb [ 328.011] (EE) Screen(s) found, but none have a usable configuration. [ 328.011] Fatal server error: [ 328.011] no screens found /var/log/lightdm/lightdm.log [+0.00s] DEBUG: Starting local X display [+0.00s] DEBUG: X server :0 will replace Plymouth [+0.02s] DEBUG: Using VT 7 [+0.02s] DEBUG: Activating VT 7 [+0.02s] DEBUG: Logging to /var/log/lightdm/x-0.log [+0.02s] DEBUG: Writing X server authority to /var/run/lightdm/root/:0 [+0.02s] DEBUG: Launching X Server [+0.02s] DEBUG: Launching process 1074: /usr/bin/X :0 -auth /var/run/lightdm/root/:0 -nolisten tcp vt7 -novtswitch -background none [+0.02s] DEBUG: Waiting for ready signal from X server :0 [+0.02s] DEBUG: Acquired bus name org.freedesktop.DisplayManager [+0.02s] DEBUG: Registering seat with bus path /org/freedesktop/DisplayManager/Seat0 [+1.38s] DEBUG: Process 1074 exited with return value 1 [+1.38s] DEBUG: X server stopped [+1.38s] DEBUG: Removing X server authority /var/run/lightdm/root/:0 [+1.38s] DEBUG: Releasing VT 7 [+1.38s] DEBUG: Stopping Plymouth, X server failed to start [+1.39s] DEBUG: Display server stopped [+1.39s] DEBUG: Stopping display [+1.39s] DEBUG: Display stopped [+1.39s] DEBUG: Stopping X local seat, failed to start a display [+1.39s] DEBUG: Stopping seat [+1.39s] DEBUG: Seat stopped [+1.39s] DEBUG: Required seat has stopped [+1.39s] DEBUG: Stopping display manager [+1.39s] DEBUG: Display manager stopped [+1.39s] DEBUG: Stopping daemon [+1.39s] DEBUG: Exiting with return value 1 /var/log/lightdm/x-0.log X Protocol Version 11, Revision 0 Build Operating System: Linux 2.6.24-31-server x86_64 Ubuntu Current Operating System: Linux oorn 3.2.0-23-generic #36-Ubuntu SMP Tue Apr 10 20:39:51 UTC 2012 x86_64 Kernel command line: BOOT_IMAGE=/boot/vmlinuz-3.2.0-23-generic root=UUID=b25ab072-077d-40f1-95a4-c7fd66acd2f0 ro reboot=pci quiet splash vt.handoff=7 Build Date: 07 May 2012 11:43:21PM xorg-server 2:1.11.4-0ubuntu10.2 (For technical support please see http://www.ubuntu.com/support) Current version of pixman: 0.24.4 Before reporting problems, check http://wiki.x.org to make sure that you have the latest version. Markers: (--) probed, (**) from config file, (==) default setting, (++) from command line, (!!) notice, (II) informational, (WW) warning, (EE) error, (NI) not implemented, (??) unknown. (==) Log file: "/var/log/Xorg.0.log", Time: Wed Jun 27 12:51:45 2012 (==) Using config file: "/etc/X11/xorg.conf" (==) Using system config directory "/usr/share/X11/xorg.conf.d" (EE) NVIDIA(0): No display devices found for this X screen. (EE) Screen(s) found, but none have a usable configuration. Fatal server error: no screens found Please consult the The X.Org Foundation support at http://wiki.x.org for help. Please also check the log file at "/var/log/Xorg.0.log" for additional information. ddxSigGiveUp: Closing log Server terminated with error (1). Closing log file.

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  • How to Speed Up Any Android Phone By Disabling Animations

    - by Chris Hoffman
    Android phones — and tablets, too — display animations when moving between apps and screens. These animations look very slick, but they waste time — especially on fast phones, which could switch between apps instantly if not for the animations. Disabling these animations will speed up navigating between different apps and interface screens on your phone, saving you time. You can also speed up the animations if you’d rather see them. Access the Developer Options Menu First, we’ll need to access the Developer Options menu. It’s hidden by default so Android users won’t stumble across it unless they’re actually looking for it. To access the Developer Options menu, open the Settings screen, scroll down to the bottom of the list, and tap the About phone or About tablet option. Scroll down to the Build number field and tap it repeatedly. Eventually, you’ll see a message appear saying “You are now a developer!”. The Developer options submenu now appears on the Settings screen. You’ll find it near the bottom of the list, just above the About phone or About tablet option. Disable Interface Animations Open the Developer Options screen and slide the switch at the top of the screen to On. This allows you to change the hidden options on this screen. If you ever want to re-enable the animations and revert your changes, all you have to do is slide the Developer Options switch back to Off. Scroll down to the Drawing section. You’ll find the three options we want here — Window animation scale, Transition animation scale, and Animator duration scale. Tap each option and set it to Animation off to disable the associated animations. If you’d like to speed up the animations without disabling them entirely, select the Animation .5x option instead. If you’re feeling really crazy, you can even select longer animation durations. You can make the animations take as much as ten times longer with the Animation 10x setting. The Animator duration scale option applies to the transition animation that appears when you tap the app drawer button on your home screen.  Your change here won’t take effect immediately — you’ll have to restart Android’s launcher after changing the Animator duration scale setting. To restart Android’s launcher, open the Settings screen, tap Apps, swipe over to the All category, scroll down, and tap the Launcher app. Tap the Force stop button to forcibly close the launcher, then tap your device’s home button to re-launch the launcher. Your app drawer will now open immediately, too. Now whenever you open an app or transition to a new screen, it will pop up as quickly as possible — no waiting for animations and wasting processing power rendering them. How much of a speed improvement you’ll see here depends on your Android device and how fast it is. On our Nexus 4, this change makes many apps appear and become usable instantly if they’re running in the background. If you have a slower device, you may have to wait a moment for apps to be usable. That’s one of the big reasons why Android and other operating systems use animations. Animations help paper over delays that can occur while the operating system loads the app.     

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  • It happens only at Devoxx ...

    - by arungupta
    After attending several Java conferences world wide, this was my very first time at Devoxx. Here are some items I found that happens only at Devoxx ... Pioneers of theater-style seating - This not only provides comfortable seating for each attendee but the screens are very clearly visible to everybody in the room. Intellectual level of attendees is very high - Read more explanation on the Java EE 6 lab blog. In short, a lab, 1/3 of the content delivered at Devoxx 2011, could not be completed at other developer days in more than 1/3 the time. Snack box for lunches - Even though this suits well to the healthy lifestyle of multiple-snacks-during-a-day style but leaves attendees hungry sooner in the day. The longer breaks before the next snack in the evening does not help at all. Fortunately, Azure cupcakes and Android ice creams turned out to be handy. I finally carried my own apple :-) Wrist band instead of lanyard - The good part about this is that once tied to your hand then you are less likely to forget in your room. But OTOH you are a pretty much a branded conference attendee all through out the city. It was cost effective as it costed 20c as opposed to 1 euro for the lanyard. Live streaming from theater #8 (the biggest room) on parleys.com All talks recorded and released on parleys.com over next year. This allows attendees to not to miss any session and watch replay at their own leisure. Stephan promised to start sharing the sessions by mid December this year. No need to pre-register for a session - This is true for most of the conferences but bigger rooms (+ overflow room for key sessions) provide sufficient space for all those who want to attend the session. And of course all sessions are available on parleys.com anyway! Community votes on whiteboard - Devoxx attendees gets a chance to vote on topics ranging from their favorite non-Java language, operating system, or love from Oracle. Captured pictures at the end of Day 2 are shown below. Movie on the last but one night - This year it was The Adventures of Tintin and was lots of fun. Fries with mayo - This is a typical Belgian thing. Guys going in ladies room to avoid the long queues ... wow! Tweet wall everywhere and I mean literally everywhere, in rooms, hallways, front desk, and other places. The tweet picking algorithm was not very clear as I never saw my tweet appear on the wall ;-) You can also watch it at wall.devoxx.com. Cozy speaker dinner with great food and wine List of parallel and upcoming sessions displayed on the screen - This makes the information more explicit with the attendees. REST API with multiple mobile clients - This API is also used by some other conferences as well. And there always is iphone.devoxx.com. Steering committee members were recognized multiple times. The committee members were clearly identifiable wearing red hoodies. The wireless SSID was intuitive "Devoxx" but hidden to avoid some crap from Microsoft Windows. All of 9000 addresses were used up most of the times with each attendee having multiple devices. A 1 GB fibre optic cable was stretched to Metropolis to support the required network bandwidth. Stephan is already planning to upgrade the equipment and have a better infrastructure next year. Free water, soda, juice in a cooler Kinect connected to TV screens so that attendees can use their hands to browse through the list of sesssions. #devoxxblog, #devoxxwomen, #devoxxfrance, #devoxxgreat, #devoxxsuggestions And Devoxx attendees are called Devoxxians ... how cool is that ? :-) What other things do you think happen only at Devoxx ? And now the pictures from the community whiteboard: And a more complete album (including bigger pics of community votes) is available below:

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  • The Future of Air Travel: Intelligence and Automation

    - by BobEvans
    Remember those white-knuckle flights through stormy weather where unexpected plunges in altitude result in near-permanent relocations of major internal organs? Perhaps there’s a better way, according to a recent Wall Street Journal article: “Pilots of a Honeywell International Inc. test plane stayed on their initial flight path, relying on the company's latest onboard radar technology to steer through the worst of the weather. The specially outfitted Boeing 757 barely shuddered as it gingerly skirted some of the most ferocious storm cells over Fort Walton Beach and then climbed above the rest in zero visibility.” Or how about the multifaceted check-in process, which might not wreak havoc on liver location but nevertheless makes you wonder if you’ve been trapped in some sort of covert psychological-stress test? Another WSJ article, called “The Self-Service Airport,” says there’s reason for hope there as well: “Airlines are laying the groundwork for the next big step in the airport experience: a trip from the curb to the plane without interacting with a single airline employee. At the airport of the near future, ‘your first interaction could be with a flight attendant,’ said Ben Minicucci, chief operating officer of Alaska Airlines, a unit of Alaska Air Group Inc.” And in the topsy-turvy world of air travel, it’s not just the passengers who’ve been experiencing bumpy rides: the airlines themselves are grappling with a range of challenges—some beyond their control, some not—that make profitability increasingly elusive in spite of heavy demand for their services. A recent piece in The Economist illustrates one of the mega-challenges confronting the airline industry via a striking set of contrasting and very large numbers: while the airlines pay $7 billion per year to third-party computerized reservation services, the airlines themselves earn a collective profit of only $3 billion per year. In that context, the anecdotes above point unmistakably to the future that airlines must pursue if they hope to be able to manage some of the factors outside of their control (e.g., weather) as well as all of those within their control (operating expenses, end-to-end visibility, safety, load optimization, etc.): more intelligence, more automation, more interconnectedness, and more real-time awareness of every facet of their operations. Those moves will benefit both passengers and the air carriers, says the WSJ piece on The Self-Service Airport: “Airlines say the advanced technology will quicken the airport experience for seasoned travelers—shaving a minute or two from the checked-baggage process alone—while freeing airline employees to focus on fliers with questions. ‘It's more about throughput with the resources you have than getting rid of humans,’ said Andrew O'Connor, director of airport solutions at Geneva-based airline IT provider SITA.” Oracle’s attempting to help airlines gain control over these challenges by blending together a range of its technologies into a solution called the Oracle Airline Data Model, which suggests the following steps: • To retain and grow their customer base, airlines need to focus on the customer experience. • To personalize and differentiate the customer experience, airlines need to effectively manage their passenger data. • The Oracle Airline Data Model can help airlines jump-start their customer-experience initiatives by consolidating passenger data into a customer data hub that drives realtime business intelligence and strategic customer insight. • Oracle’s Airline Data Model brings together multiple types of data that can jumpstart your data-warehousing project with rich out-of-the-box functionality. • Oracle’s Intelligent Warehouse for Airlines brings together the powerful capabilities of Oracle Exadata and the Oracle Airline Data Model to give you real-time strategic insights into passenger demand, revenues, sales channels and your flight network. The airline industry aside, the bullet points above offer a broad strategic outline for just about any industry because the customer experience is becoming pre-eminent in each and there is simply no way to deliver world-class customer experiences unless a company can capture, manage, and analyze all of the relevant data in real-time. I’ll leave you with two thoughts from the WSJ article about the new in-flight radar system from Honeywell: first, studies show that a single episode of serious turbulence can wrack up $150,000 in additional costs for an airline—so, it certainly behooves the carriers to gain the intelligence to avoid turbulence as much as possible. And second, it’s back to that top-priority customer-experience thing and the value that ever-increasing levels of intelligence can deliver. As the article says: “In the cabin, reporters watched screens showing the most intense parts of the nearly 10-mile wide storm, which churned some 7,000 feet below, in vibrant red and other colors. The screens also were filled with tiny symbols depicting likely locations of lightning and hail, which can damage planes and wreak havoc on the nerves of white-knuckle flyers.”  (Bob Evans is senior vice-president, communications, for Oracle.)  

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