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  • Design pattern: static function call with input/output containers?

    - by Pavlo Dyban
    I work for a company in software research department. We use algorithms from our real software and wrap them so that we can use them for prototyping. Every time an algorithm interface changes, we need to adapt our wrappers respectively. Recently all algorithms have been refactored in such a manner that instead of accepting many different inputs and returning outputs via referenced parameters, they now accept one input data container and one output data container (the latter is passed by reference). Algorithm interface is limited to a static function call like that: class MyAlgorithm{ static bool calculate(MyAlgorithmInput input, MyAlgorithmOutput &output); } This is actually a very powerful design, though I have never seen it in a C++ programming environment before. Changes in the number of parameters and their data types are now encapsulated and they don't change the algorithm callback. In the latest algorithm which I have developed I used the same scheme. Now I want to know if this is a popular design pattern and what it is called.

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  • Is there any guarantee about the graphical output of different GPUs in DirectX?

    - by cloudraven
    Let's say that I run the same game in two different computers with different GPUs. If for example they are both certified for DirectX 10. Is there a guarantee that the output for a given program (game) is going to be the same regardless the manufacturer or model of the GPU? I am assuming the configurable settings are exactly the same in both cases. I heard that it is not the case for DirectX 9 and older, but that it is true for DirectX 10. If someone could provide a source confirming or denying it, it would be great. Also what is the guarantee offered. Will the output be exactly the same or just perceptually the same to the human eye?

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  • Is it possible to programmatically prevent a game from pausing when its window loses focus?

    - by user836045
    I'm playing Skyrim in windowed mode and I am trying to create a bot for this game for personal use. I would like to have the bot play the game in the background, while I do other things, the only problem is that the game window pauses when it loses focus. Is there a way to make the Skyrim process think that it still has the focus, so it continues to run while I do something else on another window? I'm not a windows programming expert but would this be possible if I could somehow intercept the message that says unfocused or minimized to the process, and thus let the process think its still focused? I think Skyrim uses directx, so is it possible to come up with a solution from that end?

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  • how to create setup of database

    - by Manisha
    how to create setup of database. I have windows application in c#.net i am able to create setup of my application in vs2008 but i want to create my MySql database server setup for multiple clients of my application. Please help me...

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  • Second click on a launcher icon with more than one window open doesn't do a scale of that application

    - by Eastsun
    In unity, if I click an icon in the launcher with multiple windows open it doesn't show me all open windows for that application. However, this works in unity2d. I known there have a same question asked before: here! But I think my condition is not as same as the previous question. ubuntu 12.04 64-bit unity 5.16.0 kernel linux 3.2.0-33-generic gnome 3.4.2 Edit I just find a interest thing: There are four workspace, label it as A, B, C, D. If I firstly open two windows of firefox in A, as I mentioned above, second click on the firefox icon does nothing. But after I open a window of firefox in B, the second click on the firefox icon in workspace A magically works!! And then, I open two terminal in workspace C, second click doesnot work until I open another terminal window in D. So, it seems that the second click only work if the application be opened more than one workspace.

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  • system-wide hook for 64-bit operating systems

    - by strDisplayName
    Hey everybody I want to perform a system-wide hook (using SetWindowHook) on a 64bit operating system. I know that 64bit processes (= proc64) can load only 64bit dlls (= dll64) and 32bit processes (= proc32) can load only 32bit dlls (= dll32). Currently I am planning to call SetWindowHook twice, once with dll32 and once with dll64, expecting that proc64s will load dll64 and proc32s will load dll32 (while dll32 for proc64s and dll64 for proc32s will fail). Is that the correct way to do that, or is there a "more correct" way to do that? Thanks! :-)

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  • Can I set command line executed games to open in a window instead of fullscreen?

    - by ajwhitaker822
    I really enjoy some of the free Linux games and just downloaded Cave Story, one of my all-time favorites. However, I can only play the game in full screen, 800X600 Resolution. I was wondering if I could run this program in a window instead of full screen. Is there a command or Unity plugin to do this? Also, would the same work to run SuperTux in a window as well? I'm running 12.04 if that makes any difference. Thanks for your help.

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  • What is the easiest and fastest way to display an SDL_Surface in a window with SDL2?

    - by Semmu
    I would like to have an SDL_Surface representing the contents of the window, just like in the old days with SDL1.2. What is the best and fastest way to do it in SDL2? What I found is that I need an SDL_Window, an SDL_Renderer for that window, an SDL_Texture to render, and an SDL_Surface to create a texture from. This seems a bit too much to me, since I just want to display a single image on the screen. Not to mention the impact on the performance. On my machine (Lenovo Y510p laptop) this whole procedure takes 9ms, without any memory allocation, only using pre-allocated variables and totally black SDL_Surface. Is there a way I could speed up things?

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  • How to create animated sliding windows/tabs menu?

    - by Forte
    I have created navigation menu in YUI 2.8 as below : I have also animated tabs using CSS transitions. CSS transitions are not widely supported by browsers and my animations are not working in Opera, IE etc. Since i'm already using YUI 2.8 on that page, can somebody tell me how do i animate those tabs? When i click on any tab, it should expand in vertical dimension smoothly (animated). Below are the properties of tabs which are going to change when i select any tab (Below properties of tabs should be animated) : Paddings Margins Background-Color Borders Please note in above image : There is little space left on right side in case #1 when 1st tab is selected. In case #2 and case #3 there is space left on left as well as right side. In case #4, there is some space left on left side when last tab is selected.

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • How to get the output of a php script executed by a piped mail?

    - by xun2
    I've configured an email address to pipe (forward) all emails to /path/to/script.php I thought I'll receive the output of the script as an email reply but it doesn't work. How can I get the output of the script and send a reply email with the output as the email content? (*) I know I can use mail() inside the script but I don't have permissions to edit the script, and I can't copy the script because it's being updated from time to time.

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  • Why does newline come before space in the output of hexdump?

    - by ??????? ???????????
    Printing these characters in the "Canonical" format gives the output that I expect, while the default format throws me off. $ echo " " |hexdump # Reversed? 0000000 0a20 0000002 $ echo -n " " |hexdump # Ok, fair enough. 0000000 0020 $ echo " " |hexdump -C # Canonical 00000000 20 0a | .| 00000002 With a different string, such as "123" the output is even more confusing: $ echo "123" |hexdump 0000000 3231 0a33 0000004 The output here does not seem "reversed", but rather shuffled. Would anyone care to explain (briefly) what is going on here?

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  • How can I configure firefox to open links in the same window, but requests from external application

    - by Mnementh
    I hate it, when sites decide for me, which links should open in a new window, and which in the same. The back-button doesn't work. Good thing is, firefox has the option browser.link.open_newwindow. If I set this to 1, all links with target=blank open in the same window, as it should be. But now also clicks in external programs (like the email-client or newsreader) on links open this in the same window, destroying the already opened website. How can I configure firefox to open links in a website always in the same window, but in external programs opened URLs always in a new one?

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  • How can I both pipe and display output in Windows' command line?

    - by Bob
    I have a process I need to run within a batch file. This process produces some output. I need to both display this output to the screen and send (pipe) it to another program. The bash method uses tee: echo 'ee' | tee /dev/tty | foo Is there an equivalent for Windows? I am happy to use PowerShell if necessary. There are tee ports for Windows, but there does not appear to be an equivalent for /dev/tty, which complicates matters. The specific use-case here: I have a program (launch4j) that I need to run, displaying output to the user. At the same time, I need to be able to detect success or failure in the script. Unfortunately, this program does not set an exit code, and I cannot force it to do so. My current workaround involves piping to find, to search the output (launch4j config.xml | find "Successfully created") - however, that swallows the output I need to display. Therefore, I need some way to both display to the screen and send the ouput to a command - and this command should be able to set ERRORLEVEL (it cannot run asynchronously).

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  • How can I get black window borders in Windows 8?

    - by sean e
    In Windows 8, when I go into Control Panel\Appearance and Personalization\Personalization\Window Color and Appearance the amount of control over window colors is greatly reduced as compared to Windows 7. The color controls do not allow you to make Window borders display in black. Is there some other way to set the window border color in Windows 8? Edit 1: Clearly the standard way does not work in Windows 8. The question is, is there another way? Perhaps through the registry for example? Edit 2: I tried copying the values in HKEY_CURRENT_USER\Software\Microsoft\Windows\DWM from my Win7 system to the Win8 system without success (killing the 2 DWM processes after each change - they are automatically restarted and do use the new values).

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  • Windows 7: How to disable auto-maximize/resize window (aero-snap) when near screen edge?

    - by glenneroo
    Whenever I drag or resize a window near any edge or corner of either monitor, Windows wants to maximize or resize the window for me in several different ways: dragging a window near a corner offers resize to full-screen dragging directly to the corner offers half-screen maximize resizing to top or bottom edges offers a vertical maximize (one long strip from top to bottom) Actually, now that I think about it the 3rd one isn't so bad, its just the full and half-screen maximize features that drives me mad. Is there a registry hack to disable these settings, preferably independently?

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  • Why doesn't the Windows command prompt window maximize to the full screen size?

    - by Antoni
    Anyone know why doesn't the Windows command prompt window maximize to the full screen size? To the best of my knowledge, even in the new Windows 7 the command prompt window(cmd.exe) doesn't maximize to the full screen size like all other windows. This behavior is quite annoying for me, and I'm sure to many others as well. Note: The size of the command prompt window can be changed, but the size remains fixed regardless of the screen size.

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  • Win 7: How can I resize a window to make it much bigger than my screen?

    - by RexE
    I have a window that I'd like to make much bigger than my physical screen (explanation of why below). I hit Alt+Space, M, and then press the Up arrow to move the title bar above the physical top of my screen. However, when I press Enter to set it, the title bar snaps back to the top of my screen. How can I prevent this from happening? Background: I want to get a hi-res image of a neighborhood map so that it can be printed to a poster. Google Earth has a "Save as JPG" feature, which will save the map in the window to a file. The bigger the window, the bigger the JPG; so, I'm trying to make the window as big as I can. Alternate suggestions welcome.

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  • How to perform actions on current window in keybindings?

    - by user905686
    In the ManageHook I can define what should happen to windows that have specific xprops etc. For example, I can call doShift or doFloat. How can I do the same to the currently focused window with a key binding? The section looks like this: `additionalKeys` ( [ -- Key bindings -- -- Minimize window ((myModMask .|. shiftMask, xK_m ), withFocused minimizeWindow) As you can see, I can call the minimizedWindow function (which takes a Window as parameter) on the current window when pressing a combination of keys, but doFloat etc. do not work like this.

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  • How do I change the default Windows behavior of double-clicking on the top of an app's window?

    - by Mike C.
    I recently got a Mac for use at home and really like the feature whereby an app is minimized when you double-click the top of the window. I've gotten so hooked on this behavior that, without thinking about it, I expect it to work on Windows (only to be quickly reminded that it doesn't). Is there a way to change the way Windows handles the double-clicking of the top of an app's window so that the app window will be minimized to the task bar rather than maximized?

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  • Is there a keyboard shortcut to close windows from the Windows 7 taskbar window selector?

    - by Richard Szalay
    If, for example, Windows Explorer is in the first position of the taskbar and there are multiple explorer windows open, holding START and pressing 1 will cycle through the available windows and display an x on the top-right of the selected item that can be clicked to close the window. Is there a keyboard shortcut to close the selected window while still keeping the window list around (moving to the next item)?

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  • Force Chrome to open new pages in new window, not tab? (when opened from a program)

    - by John Isaacks
    Whenever I click a link from something like outlook or a program opens a web page (not when I click a link from within chrome). It opens up in Chrome since it is my default browser but if I already have a page open it will open in a new tab on that same window. I can't tell you how many times I forget about this and close the window out, accidentally losing the other tab too. Ofcourse, I can open a new chrome window and find it under recently closed tabs but I would really just prefer if they opened in their own window so I can prevent this.

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