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  • LiveCD/USB boot issues with Ubuntu 12.04 on blank drive

    - by Richek
    Not sure how common this issue is, or even how badly I may be missing something simple, but I am a first time usuer having some serious problems. Some background: old HDD running Windows 7 developed too many bad sectors and is bricked. I'm attempting to install Ubuntu 12.04 on a fresh 1TB drive by booting from a liveCD USB flash drive. I've not been able to get past the initial menu screen, however, as the process stalls out shortly after selecting an option (both boot from drive and install to drive). I've tried multiple USB drives as well as CDs, modified the boot order, flashed BIOS, and even tried booting with only the flash drive and the keyboard connected with the same results.Typically what I observe is that the OS begins what I think is compliling, listing drivers and components before freezing on one. When the keyboard is plugged in, its the keyboard driver, before I flashed BIOS, it was a BIOS related item, now its an unknown entry. The computer seems to be reading the drive (idicated by USB light flashing or CD drive reving) for roughly 10 minutes with no progress, followed by the drives going quiet. Some spec info: Motherboard: ASUS P5Q Pro, BIOS version 2102 (latest version), Intel chipset CPU: Intel Core 2 Duo E8400 Wolfdale 3.0GHz help would be appriciated!

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  • How can one-handed work in Ubuntu be eased?

    - by N.N.
    My right hand is temporarily immobilized and I would like to do some minor general work on my computer. Mostly web browsing, mailing and file and directory browsing and editing. For this I currently use Firefox, Thunderbird, Nautilus and the GNOME terminal (I have already asked a specific question about Emacs). Are there ways to ease such, or any other general, one-handed work in Ubuntu? I have found http://stackoverflow.com/questions/2391805/how-can-i-remain-productive-with-one-hand-completely-immobilized but that is not exactly what I am asking for. I want to ease whatever little time spent one-handed in Ubuntu and this is also interesting for situations where there is no injury involved, such as when one hand is occupied. I do realize I should avoid unnecessary strain. The main thing that is much slower one-handed is writing. Since I am only temporarily immobilized it seems to make no sense learn a new keyboard layout. I would be surprised if I managed to learn and become more effective with a new keyboard layout (than one-handed QWERTY) before I can use my other hand again. What I have already found: Sticky keys for making it easier to enter keyboard commands. When writing one-handed there are more cases of where it is useful to paste in phrases rather than to reenter them. It is easier to use Super+S rather than CtrlAlt+arrow keys to switch work space.

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  • Algorithm for procedural city generation?

    - by Zove Games
    I am planning on making a (simple) procedural city generator using Java. I need ideas on whan algorithm to use for the layout, and the actual buildings. The city will mostly have skyscrapers, not really much complex stuff. For the layout I already have a simple algorithm implemented: Create a Map with java.awt.Point keys and Integer values. Fill it with all the points in the city's bounds with the value as -1 (unnassigned) Shuffle the map, and assign the 1st 10 of the keys IDs (from 1-10) Loop until all points have IDs: Loop though all points: Assign points next to an assigned point IDs of the point next to them, if 2 or more points border the point, then randomly choose which ID the point will get. You will end up with 10 random regions. Make roads bordering these regions. Fill the inside of each region with a randomly spaced and randomly rotated grid PROBLEM: This is not the fastest way to do it. What algorithm should I use for the layout. And what should I use to make each building's design? I don't even know how I'm going to do that yet (fractals maybe). I just need some ideas, not actual code.

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  • WPF Focus In Tab Control Content When New Tab is Created

    - by Phil Sandler
    I've done a lot of searching on SO and google around this problem, but can't seem to find anything else to try. I have a MainView (window) that contains a tab control. The tab control binds to an ObservableCollection of ChildViews (user controls). The MainView's ViewModel has a method that allows adding to the collection of ChildViews, which then creates a new tab. When a new tab is created, it becomes the active tab, and this works fine. This method on the MainView is called from another ViewModel (OtherViewModel). What I am trying to do is set the keyboard focus to the first control on the tab (an AutoCompleteBox from WPFToolkit*) when a new tab is created. I also need to set the focus the same way, but WITHOUT creating a new tab (so set the focus on the currently active tab). (*Note that there seem to be some focus problems with the AutoCompleteBox--even if it does have focus you need to send a MoveNext() to it to get the cursor in its window. I have worked around this already). So here's the problem. The focusing works when I don't create a new tab, but it doesn't work when I do create a new tab. Both functions use the same method to set focus, but the create logic first calls the method that creates a new tab and sets it to active. Code that sets the focus (in the ChildView's Codebehind): IInputElement element1 = Keyboard.Focus(autoCompleteBox); //plus code to deal with AutoCompleteBox as noted. In either case, the Keyboard.FocusedElement starts out as the MainView. After a create, calling Keyboard.Focus seems to do nothing (focused element is still the MainView). Calling this without creating a tab correctly sets the keyboard focus to autoCompleteBox. Any ideas? Update: Bender's suggestion half-worked. So now in both cases, the focused element is correctly the AutoCompleteBox. What I then do is MoveNext(), which sets the focus to a TextBox. I have been assuming that this Textbox is internal to the AutoCompleteBox, as the focus was correctly set on screen when this happened. Now I'm not so sure. This is still the behavior I see when this code gets hit when NOT doing a create. After a create, MoveNext() sets the focus to an element back in my MainView. The problem must still be along the lines of Bender's answer, where the state of the controls is not the same depending on whether a new tab was created or not. Any other thoughts?

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  • Lightbox image / link URL

    - by GSTAR
    Basically I have a slightly non-standard implementation of FancyBox. By default you have to include a link to the large version of the image so that the Lightbox can display it. However, in my implementation, the image link URLs point to a script rather than directly to the image file. So for example, instead of: <a href="mysite/images/myimage.jpg" rel="gallery"> I have: <a href="mysite/photos/view/abc123" rel="gallery"> The above URL points to a function: public function actionPhotos($view) { $photo=Photo::model()->find('name=:name', array(':name'=>$view)); if(!empty($photo)) { $this->renderPartial('_photo', array('photo'=>$photo, true)); } } The "$this-renderPartial()" bit simply calls a layout file which includes a standard HTML tag to output. Now when the user clicks on a thumbnail, the above function is called and the large image is displayed in the Lightbox. Now if the user right clicks on the thumbnail and selects "open in new tab/window" then the image is displayed in the browser as per normal, i.e. just the image. I want to change this so that it displays the image within a layout. In the above code I can include the following and put it in an IF statement: $this->render('photos', array('photo'=>$photo)); This will call the layout file "photos" which contains the layout to display the image in. I have a specific limitation for this - the image URL must remain the same, i.e. no additional GET variables in the URL. However if we can pass in a GET variable in the background then that is OK. I will most likely need to change my function above so that it calls a different file for this functionality. EDIT: To demonstrate exactly what I am trying to do, check out the following: http://www.starnow.co.uk/KimberleyMarren Go to the photos tab and hover over a thumbnail - note the URL. Click the thumbnail and it will open up in the Lightbox. Next right click on that same thumbnail and select "open in new tab/new window". You will notice that the image is now displayed in a layout. So that same URL is used for displaying the image in the Lightbox and on its own page. The way StarNow have done this is using some crazy long JavaScript functionality, which I'm not too keen on replicating.

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  • .NET OCRing an Image

    - by Kirschstein
    I'm trying to use MODI to OCR a window's program. It works fine for screenshots I grab programmatically using win32 interop like this: public string SaveScreenShotToFile() { RECT rc; GetWindowRect(_hWnd, out rc); int width = rc.right - rc.left; int height = rc.bottom - rc.top; Bitmap bmp = new Bitmap(width, height); Graphics gfxBmp = Graphics.FromImage(bmp); IntPtr hdcBitmap = gfxBmp.GetHdc(); PrintWindow(_hWnd, hdcBitmap, 0); gfxBmp.ReleaseHdc(hdcBitmap); gfxBmp.Dispose(); string fileName = @"c:\temp\screenshots\" + Guid.NewGuid().ToString() + ".bmp"; bmp.Save(fileName); return fileName; } This image is then saved to a file and ran through MODI like this: private string GetTextFromImage(string fileName) { MODI.Document doc = new MODI.DocumentClass(); doc.Create(fileName); doc.OCR(MODI.MiLANGUAGES.miLANG_ENGLISH, true, true); MODI.Image img = (MODI.Image)doc.Images[0]; MODI.Layout layout = img.Layout; StringBuilder sb = new StringBuilder(); for (int i = 0; i < layout.Words.Count; i++) { MODI.Word word = (MODI.Word)layout.Words[i]; sb.Append(word.Text); sb.Append(" "); } if (sb.Length > 1) sb.Length--; return sb.ToString(); } This part works fine, however, I don't want to OCR the entire screenshot, just portions of it. I try cropping the image programmatically like this: private string SaveToCroppedImage(Bitmap original) { Bitmap result = original.Clone(new Rectangle(0, 0, 250, 250), original.PixelFormat); var fileName = "c:\\" + Guid.NewGuid().ToString() + ".bmp"; result.Save(fileName, original.RawFormat); return fileName; } and then OCRing this smaller image, however MODI throws an exception; 'OCR running error', the error code is -959967087. Why can MODI handle the original bitmap but not the smaller version taken from it?

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  • Redundant margins when adding ImageView to ScrollView in Android.

    - by Shmuel Meymann
    Hi.. I have been trying to use a ScrollView on a single ImageView with a JPG (~770 x 1024) over an AVD that's 600x800. My main.xml is: <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" > <ScrollView android:id="@+id/scroller" android:layout_width="fill_parent" android:layout_height="wrap_content" /> </LinearLayout> Now, I add a single ImageView with setContentView(R.layout.main); ScrollView sv = (ScrollView)findViewById( R.id.scroller ); ImageView iv = new ImageView(this); iv.setImageDrawable( new BitmapDrawable( "/sdcard/770x1024.jpg" ) ); // same happens with ScaleDrawable. iv.setScaleType( ScaleType.CENTER_INSIDE ); sv.addView( sv ); // and it does not go any better if I use Linear Layout between the ScrollView and the ImageView. The result is The image was displayed in a middle of a ScrollView, wrapped with background area on top and bottom as following: ##### ##### image . . . ##### ##### Where ##### stands for background area I tried to set the background of the ImageView red, and it verified that the blank margins were ImageView background. iv.setBackgroundColor( color.Red ); Where I would expect the image to take no more than its size (scaled to the AVD size) and I expect the ScrollView to let me scroll over the remainder (if any). For some reason, I see that the drawable size is 600x1024. Moreover I tried to add a LinearLayout with a dummy text view such as the linear layout is a parent to the ImageView and the TextView, and the ScrollView is a parent to the LinearLayout. LinearLayout dummy = new LinearLayout( this ); dummy.addView(iv); TextView someTextView = new TextView( this ); someTextView.setLayoutParams(new LayoutParams( LayoutParams.FILL_PARENT, LayoutParams.WRAP_CONTENT )); dummy.addView( someTextView ); sv.addView( dummy ); The result was very peculiar: The entire layout was set into the width of a text-less text view (19). It is important for me to avoid stretching the image. What is the recommended way to implement a display of a page that can be potentially scrolled? Do I have to do it manually with a plain layout and scrolling upon OnMove events? Thanks Shmuel

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  • problem in adding image to JFrame

    - by firestruq
    Hi, I'm having problems in adding a picture into JFrame, something is missing probebly or written wrong. here are the classes: main class: public class Tester { public static void main(String args[]) { BorderLayoutFrame borderLayoutFrame = new BorderLayoutFrame(); borderLayoutFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); borderLayoutFrame.setSize(600,600); borderLayoutFrame.setVisible(true); } } public class BorderLayoutFrame extends JFrame implements ActionListener { private JButton buttons[]; // array of buttons to hide portions private final String names[] = { "North", "South", "East", "West", "Center" }; private BorderLayout layout; // borderlayout object private PicPanel picture = new PicPanel(); // set up GUI and event handling public BorderLayoutFrame() { super( "Philosofic Problem" ); layout = new BorderLayout( 5, 5 ); // 5 pixel gaps setLayout( layout ); // set frame layout buttons = new JButton[ names.length ]; // set size of array // create JButtons and register listeners for them for ( int count = 0; count < names.length; count++ ) { buttons[ count ] = new JButton( names[ count ] ); buttons[ count ].addActionListener( this ); } add( buttons[ 0 ], BorderLayout.NORTH ); // add button to north add( buttons[ 1 ], BorderLayout.SOUTH ); // add button to south add( buttons[ 2 ], BorderLayout.EAST ); // add button to east add( buttons[ 3 ], BorderLayout.WEST ); // add button to west add( picture, BorderLayout.CENTER ); // add button to center } // handle button events public void actionPerformed( ActionEvent event ) { } } I'v tried to add the image into the center of layout. here is the image class: public class PicPanel extends JPanel { Image img; private int width = 0; private int height = 0; public PicPanel() { super(); img = Toolkit.getDefaultToolkit().getImage("table.jpg"); } public void paintComponent(Graphics g) { super.paintComponents(g); if ((width <= 0) || (height <= 0)) { width = img.getWidth(this); height = img.getHeight(this); } g.drawImage(img,0,0,width,height,this); } } Please your help, what is the problem? thanks BTW: i'm using eclipse, which directory the image suppose to be in?

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  • Sprite not moving when using a function from another class SFML c++

    - by user2892932
    I have a Game.cpp, and I am calling a update function in my Player class. In my player update Function I have it to check for keyboard input, and it seems to work, but whenever I try to call the .move() function, it seems to not work. I get no errors either. I am new to sfml, and decent with c++. Help is appreciated! #include "Player.h" Player::Player(void): vel(0), maxvel(100) { Load("Assets/sss.png",true); } void Player::Update(sf::Sprite& p) { if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) { moveObject(-3,0, p); } if(sf::Keyboard::isKeyPressed(sf::Keyboard::D)) { moveObject(-3,0, p); } } Player::~Player(void) { } This is the GameObject cpp #include "GameObject.h" #include <iostream> GameObject::GameObject(void) { isLoaded = false; } void GameObject::Load(std::string flname, bool isPlayer) { if(!tex.loadFromFile(flname)) { EXIT_FAILURE; } else { if(isPlayer) { if(!tex.loadFromFile(flname, sf::IntRect(0,0,33,33))) { EXIT_FAILURE; } else { std::cout << "Loading image" << "\n"; filename = flname; spr.setTexture(tex); isLoaded = true; } } else { std::cout << "Loading image" << "\n"; filename = flname; spr.setTexture(tex); isLoaded = true; } } } void GameObject::Draw(sf::RenderWindow & window) { if(isLoaded) { window.draw(spr); window.display(); std::cout << "Sprite drew" << "\n"; } } void GameObject::setPos(float x, float y) { if(isLoaded) { spr.setPosition(x,y); } } sf::Vector2f GameObject::GetObjPos() { return spr.getPosition(); } sf::Sprite& GameObject::getSprite() { return spr; } void GameObject::moveObject(float x, float y, sf::Sprite& sp) { sp.move(x, y); } GameObject::~GameObject(void) { }

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  • to write log files in two different files

    - by Sun
    my application run on customized client framework,the client framework used log4net to log their own log files. we are(our application) has to use the same log4net to log our log files in our own path(say our customized path). currently the our log files are created but log are not writing in that file.it is writting in the client framework log file. searched lot of sites the link http://stackoverflow.com/questions/308436/log4net-programmatcially-specify-multiple-loggers-with-multiple-file-appenders helped me to configure the log4net config programatically, still im log statemets are not written in my log file.the code used as below public class TraceLog { private string message = string.Empty; private static ILog ILogger = null; private static TraceLog instance = new TraceLog(); private TraceLog() { SetLevel("Log4net.MainForm", "ALL"); AddAppender("Log4net.MainForm", CreateFileAppender("FileAppender", "C:\\mylog.log")); } public static TraceLog Instance { get { return instance; } } public void Debug(string logMessage) { message = PrepareLog(logMessage); ILogger.Debug(message); } protected string PrepareLog(string logMessage) { string message = GetFileMethodLineNumberInfo(); message += logMessage; return message; } protected string GetFileMethodLineNumberInfo() { StackTrace stackTrace = new StackTrace(true); // The position 3 is relative to the index of the specified method StackFrame stackFrame = stackTrace.GetFrame(3); return (stackFrame.GetMethod().DeclaringType.Name + "/" + stackFrame.GetMethod().Name + "/" + stackFrame.GetFileLineNumber() + ":"); } private static void SetLevel(string loggerName, string levelName) { ILogger = LogManager.GetLogger(loggerName); log4net.Repository.Hierarchy.Logger l = (log4net.Repository.Hierarchy.Logger)ILogger.Logger; l.Level = l.Hierarchy.LevelMap[levelName]; } private static void AddAppender(string loggerName, IAppender appender) { ILogger = LogManager.GetLogger(loggerName); log4net.Repository.Hierarchy.Logger l = (log4net.Repository.Hierarchy.Logger)ILogger.Logger; l.AddAppender(appender); } private static IAppender CreateFileAppender(string name, string fileName) { FileAppender appender = new FileAppender(); appender.Name = name; appender.File = fileName; appender.AppendToFile = true; //PatternLayout layout = new PatternLayout(); //layout.ConversionPattern = "%d [%t] %-5p %c [%x] - %m%n"; //layout.ActivateOptions(); //appender.Layout = layout; appender.ActivateOptions(); return appender; } } } anyone pls help how to solve this

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  • How to update a TextView on ButtonClick with Spinner(s) values

    - by source.rar
    Hi, I am trying to populate a TextView based on the current selected options in 3 Spinner(s) but cant seem to figure out how to retrieve the selected values from the Spinners to invoke the update function with. Here is my current code (quite messy but I'm just learning Java :)), public class AgeFun extends Activity { private String[] dayNames; private String[] yearArray; private final static int START_YEAR = 1990; private static TextView textDisp; private Button calcButton; private static Spinner spinnerDay, spinnerYear, spinnerMonth; private static ArrayAdapter<?> monthAdapter, dayAdapter, yearAdapter; private int year, month, day; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); year = 2000; month = 1; day = 1; textDisp = (TextView) findViewById(R.id.textView1); calcButton = (Button) findViewById(R.id.button); calcButton.setOnClickListener(new OnClickListener() { public void onClick(View v) { // Perform action on clicks AgeFun.updateAge(year, month, day); } }); // Month spinner spinnerMonth = (Spinner) findViewById(R.id.spinnerFirst); monthAdapter = ArrayAdapter.createFromResource( this, R.array.monthList, android.R.layout.simple_spinner_item); monthAdapter.setDropDownViewResource(android.R.layout.simple_spinner_dropdown_item); spinnerMonth.setAdapter(monthAdapter); // Day spinner dayNames = new String[31]; for(int i =1; i <= 31; ++i) { dayNames[i-1] = Integer.toString(i); } spinnerDay = (Spinner) findViewById(R.id.spinnerSecond); dayAdapter = new ArrayAdapter<CharSequence>(this, android.R.layout.simple_spinner_item, dayNames); spinnerDay.setAdapter(dayAdapter); // Year spinner yearArray = new String[40]; for(int i =0; i < 40; ++i) { yearArray[i] = Integer.toString(START_YEAR+i); } spinnerYear = (Spinner) findViewById(R.id.spinnerThird); yearAdapter = new ArrayAdapter<CharSequence>(this, android.R.layout.simple_spinner_item, yearArray); spinnerYear.setAdapter(yearAdapter); updateAge(2000,1,1); } private static void updateAge(int year, int month, int day) { Date dob = new GregorianCalendar(year, month, day).getTime(); Date currDate = new Date(); long age = (currDate.getTime() - dob.getTime()) / (1000 * 60 * 60 * 24) / 365; textDisp.setText("Your are " + Long.toString(age) + " years old"); } } Any help with this would be great. TIA

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  • Updating table from async task android

    - by CantChooseUsernames
    I'm following this tutorial: http://huuah.com/android-progress-bar-and-thread-updating/ to learn how to make progress bars. I'm trying to show the progress bar on top of my activity and have it update the activity's table view in the background. So I created an async task for the dialog that takes a callback: package com.lib.bookworm; import android.app.ProgressDialog; import android.content.Context; import android.os.AsyncTask; public class UIThreadProgress extends AsyncTask<Void, Void, Void> { private UIThreadCallback callback = null; private ProgressDialog dialog = null; private int maxValue = 100, incAmount = 1; private Context context = null; public UIThreadProgress(Context context, UIThreadCallback callback) { this.context = context; this.callback = callback; } @Override protected Void doInBackground(Void... args) { while(this.callback.condition()) { this.callback.run(); this.publishProgress(); } return null; } @Override protected void onProgressUpdate(Void... values) { super.onProgressUpdate(values); dialog.incrementProgressBy(incAmount); }; @Override protected void onPreExecute() { super.onPreExecute(); dialog = new ProgressDialog(context); dialog.setCancelable(true); dialog.setMessage("Loading..."); dialog.setProgress(0); dialog.setProgressStyle(ProgressDialog.STYLE_HORIZONTAL); dialog.setMax(maxValue); dialog.show(); } @Override protected void onPostExecute(Void result) { super.onPostExecute(result); if (this.dialog.isShowing()) { this.dialog.dismiss(); } this.callback.onThreadFinish(); } } And in my activity, I do: final String page = htmlPage.substring(start, end).trim(); //Create new instance of the AsyncTask.. new UIThreadProgress(this, new UIThreadCallback() { @Override public void run() { row_id = makeTableRow(row_id, layout, params, matcher); //ADD a row to the table layout. } @Override public void onThreadFinish() { System.out.println("FINISHED!!"); } @Override public boolean condition() { return matcher.find(); } }).execute(); So the above creates an async task to run to update a table layout activity while showing the progress bar that displays how much work has been done.. However, I get an error saying that only the thread that started the activity can update its views. I tried doing: MainActivity.this.runOnUiThread(new Runnable() { @Override public void run() { row_id = makeTableRow(row_id, layout, params, matcher); //ADD a row to the table layout. } } But this gives me synchronization errors.. Any ideas how I can display progress and at the same time update my table in the background? Currently my UI looks like:

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  • TestDriven.Net 3.0 – All Systems Go

    - by Jamie Cansdale
    I’m pleased to announce that TestDriven.Net 3.0 is now available. Finally! I know many of you will already be using the Beta and RC versions, but if you look at the release notes you’ll see there’s been many refinements since then, so I highly recommend you install the RTM version. Here is a quick summary of a few new features: Visual Studio 2010 supports targeting multiple versions of the .NET framework (multi-targeting). This means you can easily upgrade your Visual Studio 2005/2008 solutions without necessarily converting them to use .NET 4.0. TestDriven.Net will execute your tests using the .NET version your test project is targeting (see ‘Properties > Application > Target framework’). There is now first class support for MSTest when using Visual Studio 2008 & 2010. Previous versions of TestDriven.Net had support for a limited number of MSTest attributes. This version supports virtually all MSTest unit testing related attributes, including support for deployment item and data driven test attributes. You should also find this test runner is quick. ;) There is a new ‘Go To Test/Code’ command on the code context menu. You can think of this as Ctrl-Tab for test driven developers; it will quickly flip back and forth between your tests and code under test. I recommend assigning a keyboard shortcut to the ‘TestDriven.NET.GoToTestOrCode’ command. NCover can now be used for code coverage on .NET 4.0. This is only officially supported since NCover 3.2 (your mileage may vary if you’re using the 1.5.8 version). Rather than clutter the ‘Output’ window, ignored or skipped tests will be placed on the ‘Task List’. You can double-click on these items to navigate to the offending test (or assign a keyboard shortcut to ‘View.NextTask’). If you’re using a Team, Premium or Ultimate edition of Visual Studio 2005-2010, a new ‘Test With > Performance’ command will be available. This command will perform instrumented performance profiling on your target code. A particular focus of this version has been to make it more keyboard friendly. Here’s a list of commands you will probably want to assign keyboard shortcuts to: Name Default What I use TestDriven.NET.RunTests Run tests in context   Alt + T TestDriven.NET.RerunTests Repeat test run   Alt + R TestDriven.NET.GoToTestOrCode Flip between tests and code   Alt + G TestDriven.NET.Debugger Run tests with debugger   Alt + D View.Output Show the ‘Output’ window Ctrl+ Alt + O   Edit.BreakLine Edit code in stack trace Enter   View.NextError Jump to next failed test Ctrl + Shift + F12   View.NextTask Jump to next skipped test   Alt + S   By default the ‘Output’ window will automatically activate when there is test output or a failed test (this is an option). The cursor will be positioned on the stack trace of the last failed test, ready for you to hit ‘Enter’ to jump to the fail point or ‘Esc’ to return to your source (assuming your ‘Output’ window is set to auto-hide).  If your ‘Output’ window isn’t set to auto-hide, you’ll need to hit ‘Ctrl + Alt + O’ then ‘Enter’. Alternatively you can use ‘Ctrl + Shift + F12’ (View.NextError) to navigate between all failed tests.   For more frequent updates or to give feedback, you can find me on twitter here. I hope you enjoy this version. Let me know how you get on. :)

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  • Surface Review from Canadian Guy Who Didn&rsquo;t Go To Build

    - by D'Arcy Lussier
    I didn’t go to Build last week, opted to stay home and go trick-or-treating with my daughters instead. I had many friends that did go however, and I was able to catch up with James Chambers last night to hear about the conference and play with his Surface RT and Nokia 920 WP8 devices. I’ve been using Windows 8 for a while now, so I’m not going to comment on OS features – lots of posts out there on that already. Let me instead comment on the hardware itself. Size and Weight The size of the tablet was awesome. The Windows 8 tablet I’m using to reference this against is the one from Build 2011 (Samsung model) we received as well as my iPad. The Surface RT was taller and slightly heavier than the iPad, but smaller and lighter than the Samsung Win 8 tablet. I still don’t prefer the default wide-screen format, but the Surface RT is much more usable even when holding it by the long edge than the Samsung. Build Quality No issues with the build quality, it seemed very solid. But…y’know, people have been going on about how the Surface RT materials are so much better than the plastic feeling models Samsung and others put out. I didn’t really notice *that* much difference in that regard with the Surface RT. Interesting feature I didn’t expect – the Windows button on the device is touch-sensitive, not a mechanical one. I didn’t try video or anything, so I can’t comment on the media experience. The kickstand is a great feature, and the way the Surface RT connects to the combo case/keyboard touchcover is very slick while being incredibly simple. What About That Touch Cover Keyboard? So first, kudos to Microsoft on the touch cover! This thing was insanely responsive (including the trackpad) and really delivered on the thinness I was expecting. With that said, and remember this is with very limited use, I would probably go with the Type Cover instead of the Touch Cover. The difference is buttons. The Touch Cover doesn’t actually have “buttons” on the keyboard – hence why its a “touch” cover. You tap on a key to type it. James tells me after a while you get used to it and you can type very fast. For me, I just prefer the tactile feeling of a button being pressed/depressed. But still – typing on the touch case worked very well. Would I Buy One? So after playing with it, did I cry out in envy and rage that I wasn’t able to get one of these machines? Did I curse my decision to collect Halloween candy with my kids instead of being at Build getting hardware? Well – no. Even with the keyboard, the Surface RT is not a business laptop replacement device. While Office does come included, you can’t install any other applications outside of Windows Store Apps. This might be limiting depending on what other applications you need to have available on your computer. Surface RT is a great personal computing device, as long as you’re not already invested in a competing ecosystem. I’ve heard people make statements that they’re going to replace all the iPads in their homes with Surface tablets. In my home, that’s not feasible – my wife and daughters have amassed quite a collection of games via iTunes. We also buy all our music via iTunes as well, so even with the XBox streaming music service now available we’re still tied quite tightly to iTunes. So who is the Surface RT for? In my mind, if you’re looking for a solid, compact device that provides basic business functionality (read: email) or if you have someone that needs a very simple to use computer for email, web browsing, etc., then Surface RT is a great option. For me, I’m waiting on the Samsung Ativ Smart PC Pro and am curious to see what changes the Surface Pro will come with.

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  • Silverlight Cream for March 28, 2010 -- #823

    - by Dave Campbell
    In this Issue: Michael Washington, Andy Beaulieu, Bill Reiss, jocelyn, Shawn Wildermuth, Cameron Albert, Shawn Oster, Alex Yakhnin, ondrejsv, Giorgetti Alessandro, Jeff Handley, SilverLaw, deepm, and Kyle McClellan. Shoutouts: If I've listed this before, it's worth another... Introduction to Prototyping with SketchFlow (twelve video series) and on the same page is Creating a Beehive Game with Behaviors in Blend 3 (ten video series) Shawn Oster announced his Slides + Code + Video from ‘An Introduction to Developing Applications for Microsoft Silverlight’ from MIX10 Tim Heuer announced earlier this week: Silverlight Client for Facebook updated for Silverlight 4 RC Nikhil Kothari announced the availability of his MIX10 Talk - Slides and Code András Velvárt backed up his great MIX09 effort with MIX10.Zoomery.com... everything in one DZ effort... thanks András! Andy Beaulieu posted his material for his Code Camp 13 in Waltham: Windows Phone: Silverlight for Casual Games From SilverlightCream.com: Silverlight MVVM - The Revolution Has Begun Michael Washington did an awesome tutorial on MVVM and Silverlight creating a simple Silverlight File Manager. The post has a link to the tutorial at CodeProject... great tutorial. Windows Phone 7 + Silverlight Performance Andy Beaulieu has a post up we should all bookmark... getting a handle on the graphics performance of our app on WP7. Great examples, and external links. Space Rocks game step 6: Keyboard handling Bill Reiss has a post up about keyboard input for the WP7 game he's building ... this is Episode 6 ... you're working along with him, right? Panoramic Navigation on Windows Phone 7 with No Code! jocelyn at InnovativeSingapore (I found this by way of Shawn's post), has a Panoramic Navigation template out there for WP7 for all of us to grab... great post about it too. My First WP7 Application Shawn Wildermuth has been playing with WP7 development and has his XBOX Game library app up on the emulator... all with source of course Silverlight and Windows Phone 7 Game Cameron Albert built a web-based game called 'Shape Attack' and also did it for WP7 to compare the performance... check it out for yourself, but hey, it's game source for the phone... cool :) Changing the Onscreen Keyboard layout in Silverlight for Windows Phone using InputScope Shawn Oster has a cool post on changing the keyboard on WP7 to go along with what you're expecting the user to type... how cool is that?? Deep Zoom on WP7 Check out the quick work Alex Yakhnin made of putting DeepZoom on WP7... all source included. How to: Create a sketchy Siverlight GroupBox in Blend/SketchFlow ondrejsv has the xaml up to take Tim Greenfield's GroupBox control and insert it into SketchFlow. Silverlight / Castle Windsor – implementing a simple logging framework Giorgetti Alessandro posted about CastleWindsor for Silverlight, and a logging system inherited from LevelFilteredLogger in the absence of Log4Net. DomainDataSource in a ViewModel Jeff Handley responds to a common forum post about using DomainDataSource in a ViewModel. Read his comments on AutoLoad and ElementName Bindins. Digital Jugendstil TextEffect (Art Nouveau) - Silverlight 3 SilverLaw has a cool TagCloud demo and a UserControl he calls Art Nouveau up at the Expression Gallery... not for a business app, I don't think :) Configuring your DomainService for a Windows Phone 7 application deepm discusses RIA Services for WP7 and how to enable a WP7 app to communicate with a DomainService. Writing a Custom Filter or Parameter for DomainDataSource Kyle McClellan by way of Jeff Handley's blog, is discussing how to leverage the custom parameter types you defined in the previous version of RIA Services. 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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  • Silverlight Cream for March 30, 2010 -- #825

    - by Dave Campbell
    In this Issue: Jeremy Likness, Tim Greenfield, Tim Heuer, ondrejsv, XAML Ninja, Nikhil Kothari, Sergey Barskiy, Shawn Oster, smartyP, Christian Schormann(-2-), and John Papa And Glenn Block. Shoutouts: Victor Gaudioso produced a RefCard for DZone: Getting Started with Silverlight and Expression Blend Way to go Victor... it looks great! Gavin Wignall announced Metia launch FourSquare and Bing maps mash up – called Near.me Cheryl Simmons talks about VS2010 and the design surface: Changing Templates with the Silverlight Designer (and seeing the changes immediately) Michael S. Scherotter posted that New York Times Silverlight Kit Updated for Windows Phone 7 Series Jaime Rodriguez posted about 2 free chapters in his new book (with Yochay Kiriaty): A Journey Into Silverlight On Windows Phone -Via Learning WIndows PHone Programming Did you know there was "MSDN Radio"?? Tim Heuer posted follow-up answers to this morning's show: MSDN Radio follow-up answers: Prism for Silverlight, DomainServices and relationships Michael Klucher posted a great set of links for WP7 game development this morning: Great Game Development Tutorials for Windows Phone Zhiming Xue has 3 pages of synopsis and links for everything Windows Phone at MIX. This is the 1st, but at the top of the pages are links to the other two: Windows Phone 7 Content From MIX10 – Part I From SilverlightCream.com: Using WriteableBitmap to Simplify Animations with Clones Jeremy Likness takes a break from his LOB posts to demonstrate a page flip animation using WriteableBitmap to simplify the animation using clones. SAX-like Xml parsing Want some experience or fun with Rx? Tim Greenfield has a post up on building an observable XmlReader. nstalling Silverlight applications without the browser involved Last night I blogged Mike Taulty's take on the "Silent Install" for an OOB app, tonight, I'm posting Tim Heuer's insight on the topic. How to: Create computed/custom properties for sample data in Blend/Sketchflow ondrejsv posted an example of digging into the files that control the sample data for Blend to get what you really want. PathListBox Adventures – radial layout Check out the radial layout XAML Ninja did using the PathListBox ... and all code available. RIA Services and Validation Nikhil Kothari has a great (duh!) post up that follows his Silverlight TV on the same subject: RIA Services and validation... lots of good external links also. Windows Phone 7 Application with OData Sergey Barskiy did an OData to WP7 app by using the feed from MIX10. You can see a list of sessions, and click on one to see details. Getting Blur And DropShadow to work in the Windows Phone Emulator Shawn Oster responds to some forum questions about Blur and DropShadow effects not showing up in the WP7 emulator, and gives the code trick we have to do for now. Metro Icons for Windows Phone 7 We all got the other icon set for WP7 from MSDN, but smartyP pulled the Metro Icons from the PPT deck of the MIX10 presentations... good job! Fonts in SketchFlow Christian Schormann talks about fonts in Sketchflow, where they live on your machine, and how you can use them. Blend 4: About Path Layout, Part III Christian Schormann also has Part III of his epic tutorial up on Path Layout and Blend. This one is on dynamic resizing layouts, and he has links back to the other two if you missed them... or you can find them with a search at SilverlightCream... :) Simple ViewModel Locator for MVVM: The Patients Have Left the Asylum John Papa And Glenn Block teamed up to solve the View First model only without the maintenance involved with the ViewModel locator by using MEF. It only took these guys and hour... sigh... :) 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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  • Craig Mundie's video

    - by GGBlogger
    Timothy recently posted “Microsoft Shows Off Radical New UI, Could Be Used In Windows 8” on Slashdot. I took such grave exception to his post that I found it necessary to my senses to write this blog. We need to go back many years to the days of hand cranked calculators and early main frame computers. These devices had singular purposes – they were “number crunchers” used to make accounting easier. The front facing display in early mainframes was “blinken lights.” The calculators did provide printing – in the form of paper tape and the mainframes used line printers to generate reports as needed. We had other metaphors to work with. The typewriter was/is a mechanical device that substitutes for a type setting machine. The originals go back to 1867 and the keyboard layout has remained much the same to this day. In the earlier years the Morse code telegraphs gave way to Teletype machines. The old ASR33, seen on the left in this photo of one of the first computers I help manufacture, used a keyboard very similar to the keyboards in use today. It also generated punched paper tape that we generated to program this computer in machine language. Everything considered this computer which dates back to the late 1960s has a keyboard for input and a roll of paper as output. So in a very rudimentary fashion little has changed. Oh – we didn’t have a mouse! The entire point of this exercise is to point out that we still use very similar methods to get data into and out of a computer regardless of the operating system involved. The Altair, IMSAI, Apple, Commodore and onward to our modern machines changed the hardware that we interfaced to but changed little in the way we input, view and output the results of our computing effort. The mouse made some changes and the advent of windowed interfaces such as Windows and Apple made things somewhat easier for the user. My 4 year old granddaughter plays here Dora games on our computer. She knows how to start programs, use the mouse, play the game and is quite adept so we have come some distance in making computers useable. One of my chief bitches is the constant harangues leveled at Microsoft. Yup – they are a money making organization. You like Apple? No problem for me. I don’t use Apple mostly because I’m comfortable in the Windows environment but probably more because I don’t like Apple’s “Holier than thou” attitude. Some think they do superior things and that’s also fine with me. Obviously the iPhone has not done badly and other Apple products have fared well. But they are expensive. I just build a new machine with 4 Terabytes of storage, an Intel i7 Core 950 processor and 12 GB of RAMIII. It cost me – with dual monitors – less than 2000 dollars. Now to the chief reason for this blog. I’m going to continue developing software for as long as I’m able. For that reason I don’t see my keyboard, mouse and displays changing much for many years. I also don’t think Microsoft is going to spoil that for me by making radical changes to my developer experience. What Craig Mundie does in his video here:  http://www.ispyce.com/2011/02/microsoft-shows-off-radical-new-ui.html is explore the potential future of computer interfaces for the masses of potential users. Using a computer today requires a person to have rudimentary capabilities with keyboards and the mouse. Wouldn’t it be great if all they needed was hand gestures? Although not mentioned it would also be nice if computers responded intelligently to a user’s voice. There is absolutely no argument with the fact that user interaction with these machines is going to change over time. My personal prediction is that it will take years for much of what Craig discusses to come to a cost effective reality but it is certainly coming. I just don’t believe that what Craig discusses will be the future look of a Window 8.

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  • How do I implement a quaternion based camera?

    - by kudor gyozo
    I looked at several tutorials about this and when I thought I understood I tried to implement a quaternion based camera. The problem is it doesn't work correctly, after rotating for approx. 10 degrees it jumps back to -10 degrees. I have no idea what's wrong. I'm using openTK and it already has a quaternion class. I'm a noob at opengl, I'm doing this just for fun, and don't really understand quaternions, so probably I'm doing something stupid here. Here is some code: (Actually almost all the code except the methods that load and draw a vbo (it is taken from an OpenTK sample that demonstrates vbo-s)) I load a cube into a vbo and initialize the quaternion for the camera protected override void OnLoad(EventArgs e) { base.OnLoad(e); cameraPos = new Vector3(0, 0, 7); cameraRot = Quaternion.FromAxisAngle(new Vector3(0,0,-1), 0); GL.ClearColor(System.Drawing.Color.MidnightBlue); GL.Enable(EnableCap.DepthTest); vbo = LoadVBO(CubeVertices, CubeElements); } I load a perspective projection here. This is loaded at the beginning and every time I resize the window. protected override void OnResize(EventArgs e) { base.OnResize(e); GL.Viewport(0, 0, Width, Height); float aspect_ratio = Width / (float)Height; Matrix4 perpective = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspect_ratio, 1, 64); GL.MatrixMode(MatrixMode.Projection); GL.LoadMatrix(ref perpective); } Here I get the last rotation value and create a new quaternion that represents only the last rotation and multiply it with the camera quaternion. After this I transform this into axis-angle so that opengl can use it. (This is how I understood it from several online quaternion tutorials) protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); double speed = 1; double rx = 0, ry = 0; if (Keyboard[Key.A]) { ry = -speed * e.Time; } if (Keyboard[Key.D]) { ry = +speed * e.Time; } if (Keyboard[Key.W]) { rx = +speed * e.Time; } if (Keyboard[Key.S]) { rx = -speed * e.Time; } Quaternion tmpQuat = Quaternion.FromAxisAngle(new Vector3(0,1,0), (float)ry); cameraRot = tmpQuat * cameraRot; cameraRot.Normalize(); GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); Vector3 axis; float angle; cameraRot.ToAxisAngle(out axis, out angle); GL.Rotate(angle, axis); GL.Translate(-cameraPos); Draw(vbo); SwapBuffers(); } Here are 2 images to explain better: I rotate a while and from this: it jumps into this Any help is appreciated. Update1: I add these to a streamwriter that writes into a file: sw.WriteLine("camerarot: X:{0} Y:{1} Z:{2} W:{3} L:{4}", cameraRot.X, cameraRot.Y, cameraRot.Z, cameraRot.W, cameraRot.Length); sw.WriteLine("ry: {0}", ry); The log is available here: http://www.pasteall.org/26133/text. At line 770 the cube jumps from right to left, when camerarot.Y changes signs. I don't know if this is normal. Update2 Here is the complete project.

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  • Using AdMob with Games that use Open GLES

    - by Vishal Kumar
    Can anyone help me integrating Admob to my game. I've used the badlogic framework by MarioZencher ... and My game is like the SuperJumper. I am unable to use AdMob after a lot of my attempts. I am new to android dev...please help me..I went thru a number of tutorials but not getting adds displayed ... I did the following... get the libraries and placed them properly My main.xml looks like this android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="@string/hello" / My Activity class onCreate method: public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); RelativeLayout layout = new RelativeLayout(this); adView = new AdView(this, AdSize.BANNER, "a1518637fe542a2"); AdRequest request = new AdRequest(); request.addTestDevice(AdRequest.TEST_EMULATOR); request.addTestDevice("D77E32324019F80A2CECEAAAAAAAAA"); adView.loadAd(request); layout.addView(glView); RelativeLayout.LayoutParams adParams = new RelativeLayout.LayoutParams(RelativeLayout.LayoutParams.WRAP_CONTENT, RelativeLayout.LayoutParams.WRAP_CONTENT); adParams.addRule(RelativeLayout.ALIGN_PARENT_BOTTOM); adParams.addRule(RelativeLayout.CENTER_IN_PARENT); layout.addView(adView, adParams); setContentView(layout); requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); glView = new GLSurfaceView(this); glView.setRenderer(this); //setContentView(glView); glGraphics = new GLGraphics(glView); fileIO = new AndroidFileIO(getAssets()); audio = new AndroidAudio(this); input = new AndroidInput(this, glView, 1, 1); PowerManager powerManager = (PowerManager) getSystemService(Context.POWER_SERVICE); wakeLock = powerManager.newWakeLock(PowerManager.FULL_WAKE_LOCK, "GLGame"); } My Manifest file looks like this .... <activity android:name="com.google.ads.AdActivity" android:configChanges="keyboard|keyboardHidden|orientation|smallestScreenSize"/> </application> <uses-permission android:name="android.permission.WAKE_LOCK" /> <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/> <uses-sdk android:minSdkVersion="7" /> When I first decided to use the XML for admob purpose ..it showed no changes..it even didn't log the device id in Logcat... Later when I wrote code in the Main Activity class.. and run ... Application crashed ... with 7 errors evry time ... The android:configChanges value of the com.google.ads.AdActivity must include screenLayout. The android:configChanges value of the com.google.ads.AdActivity must include uiMode. The android:configChanges value of the com.google.ads.AdActivity must include screenSize. The android:configChanges value of the com.google.ads.AdActivity must include smallestScreenSize. You must have AdActivity declared in AndroidManifest.xml with configChanges. You must have INTERNET and ACCESS_NETWORK_STATE permissions in AndroidManifest.xml. Please help me by telling what wrong is there with the code? Can I write code only in xml files without changing the Activity class ... I will be very grateful to anyone providing support.

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  • Rules and advice for logging?

    - by Nick Rosencrantz
    In my organization we've put together some rules / guildelines about logging that I would like to know if you can add to or comment. We use Java but you may comment in general about loggin - rules and advice Use the correct logging level ERROR: Something has gone very wrong and need fixing immediately WARNING: The process can continue without fixing. The application should tolerate this level but the warning should always get investigated. INFO: Information that an important process is finished DEBUG. Is only used during development Make sure that you know what you're logging. Avoid that the logging influences the behavior of the application The function of the logging should be to write messages in the log. Log messages should be descriptive, clear, short and concise. There is not much use of a nonsense message when troubleshooting. Put the right properties in log4j Put in that the right method and class is written automatically. Example: Datedfile -web log4j.rootLogger=ERROR, DATEDFILE log4j.logger.org.springframework=INFO log4j.logger.waffle=ERROR log4j.logger.se.prv=INFO log4j.logger.se.prv.common.mvc=INFO log4j.logger.se.prv.omklassning=DEBUG log4j.appender.DATEDFILE=biz.minaret.log4j.DatedFileAppender log4j.appender.DATEDFILE.layout=org.apache.log4j.PatternLayout log4j.appender.DATEDFILE.layout.ConversionPattern=%d{HH:mm:ss,SSS} %-5p [%C{1}.%M] - %m%n log4j.appender.DATEDFILE.Prefix=omklassning. log4j.appender.DATEDFILE.Suffix=.log log4j.appender.DATEDFILE.Directory=//localhost/WebSphereLog/omklassning/ Log value. Please log values from the application. Log prefix. State which part of the application it is that the logging is written from, preferably with something for the project agreed prefix e.g. PANDORA_DB The amount of text. Be careful so that there is not too much logging text. It can influence the performance of the app. Loggning format: -There are several variants and methods to use with log4j but we would like a uniform use of the following format, when we log at exceptions: logger.error("PANDORA_DB2: Fel vid hämtning av frist i TP210_RAPPORTFRIST", e); In the example above it is assumed that we have set log4j properties so that it automatically write the class and the method. Always use logger and not the following: System.out.println(), System.err.println(), e.printStackTrace() If the web app uses our framework you can get very detailed error information from EJB, if using try-catch in the handler and logging according to the model above: In our project we use this conversion pattern with which method and class names are written out automatically . Here we use two different pattents for console and for datedfileappender: log4j.appender.CONSOLE.layout.ConversionPattern=%d{ABSOLUTE} %5p %c{1}:%L - %m%n log4j.appender.DATEDFILE.layout.ConversionPattern=%d [%t] %-5p %c - %m%n In both the examples above method and class wioll be written out. In the console row number will also be written our. toString() Please have a toString() for every object. EX: @Override public String toString() { StringBuilder sb = new StringBuilder(); sb.append(" DwfInformation [ "); sb.append("cc: ").append(cc); sb.append("pn: ").append(pn); sb.append("kc: ").append(kc); sb.append("numberOfPages: ").append(numberOfPages); sb.append("publicationDate: ").append(publicationDate); sb.append("version: ").append(version); sb.append(" ]"); return sb.toString(); } instead of special method which make these outputs public void printAll() { logger.info("inbet: " + getInbetInput()); logger.info("betdat: " + betdat); logger.info("betid: " + betid); logger.info("send: " + send); logger.info("appr: " + appr); logger.info("rereg: " + rereg); logger.info("NY: " + ny); logger.info("CNT: " + cnt); } So is there anything you can add, comment or find questionable with these ways of using the logging? Feel free to answer or comment even if it is not related to Java, Java and log4j is just an implementation of how this is reasoned.

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  • Use Twitter in Windows Media Center with TwitterMCE

    - by DigitalGeekery
    Are you a Media Center user who just can’t get enough Twitter? If so, you may want to check out the TwitterMCE plugin for Windows Media Center. Download and install TwitterMCE application. (See download link below) When you start Windows Media Center, you’ll find the TwitterMCE icon listed in the Extras. When you open the plug-in you’ll be prompted for a Paypal donation and have to wait out the 15 second timer. Next, you’ll need to log in to your Twitter account. Enter your Twitter account username and password. You can do this with the keyboard or by entering letters and numbers with a Media Center remote. When you are finished, select the Login button.   You’ll be prompted to select Standard or Video Mode. Standard displays items in a more vertical fashion. Video displays them horizontally and one at a time, and also allows you to watch Live TV, a movie, or video at the same time. Reading Your Tweets Clicking on Home allows you to read the latest Twitter messages from your friends. You can access the previous 20 tweets. Scroll up and down to see additional messages in Standard mode, ro right and left in Video mode. Click on the individual Twitter messages to get more information, such as which friend sent the tweet. Create a Tweet To Create a Tweet directly from Media Center, select the Update button. Type out your message using your keyboard or your remote and the on-screen keyboard. When you are finished, select Update to send your Twitter message. A few moments later your new tweet will appear.   To send a tweet while you are watching TV or a video, log in to the TwitterMCE app, choose the Video mode, and select Update.   Enter your tweet with the remote or keyboard. Select Update to send the tweet.   You can also view Mentions, Friends, and Followers selecting the appropriate button.   Scroll through your list of friends to read their latest tweets.   The TwitterMCE plugin works will Windows Vista Premium, Ultimate, and Windows 7. It might not completely replace your favorite Twitter App, but it will allow you to send all the tweets you want without having to take your eyes off your favorite TV programs. Download TwitterMCE Similar Articles Productive Geek Tips Using Netflix Watchnow in Windows Vista Media Center (Gmedia)Schedule Updates for Windows Media CenterIntegrate Hulu Desktop and Windows Media Center in Windows 7Add Color Coding to Windows 7 Media Center Program GuideIntegrate Boxee with Media Center in Windows 7 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 Get Your Delicious Bookmarks In Firefox’s Awesome Bar Manage Photos Across Different Social Sites With Dropico Test Drive Windows 7 Online Download Wallpapers From National Geographic Site Spyware Blaster v4.3 Yes, it’s Patch Tuesday

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  • Old School Wizardry Tip: Batch File Comments

    - by jkauffman
    Johnny, the Endangered Keyboard-Driven Windows User Some of my proudest, obscure Windows tricks are losing their relevance. I know I’m not alone. Keyboard shortcuts are going the way of the dodo. I used to induce fearful awe by slapping Ctrl+Shift+Esc in front of the lowly, pedestrian Windows users. No windows key on the keyboard? No problem: Ctrl+Esc. No menu key on the keyboard: Shift+F10. I am also firmly planted in the habit of closing windows with the Alt+Space menu (Alt+Space, C); and I harbor a brooding, slow=growing list of programs that fail to support this correctly (that means you, Paint.NET). Every time a new version of windows comes out, the support for some of these minor time-saving habits get pared out. Will I complain publicly? Nope, I know my old ways should be axed to conserve precious design energy. In fact, I disapprove of fierce un-intuitiveness for the sake of alleged productivity. Like vim, for example. If you approach a program after being away for 5 years, having to recall encyclopedic knowledge is a flaw. The RTFM disciples have lost. Anyway, some of the items in my arsenal of goofy time-saving tricks are still relevant today. I wanted to draw attention to one that’s stood the test of time. Remember Batch Files? Yes, it’s true, batch files are fading faster than the world of print. But they're not dead yet. I still run into some situations where I opt to use batch files. They are still relevant for build processes, or just various development workflow tools. Sure, there’s powershell, but there’s that stupid Set-ExecutionPolicy speed bump standing in your way; can you really spare the time to A) hunt down that setting on all machines affected and/or B) make futile efforts to convince your coworkers/boss that the hassle was worth it? When possible, I prefer the batch file wild card. And whenever I return to batch files, I end up researching some of the unintuitive aspects such as parameters, quote handling, and ERRORLEVEL. But I never have to remember to use “REM” for comment lines, because there’s a cleaner way to do them! Double Colon For Eye-Friendly Comments Here is a very simple batch file, with pretty much minimal content: @ECHO OFF SETLOCAL REM This is a comment ECHO This batch file doesn’t do much If you code on a daily basis, this may be more suitable to your eyes: @ECHO OFF SETLOCAL :: This is a comment ECHO This batch file doesn’t do much Works great! I imagine I find it preferable due to the similarity to comments in other situations: // or ;  or # I’ve often make visual pseudo-line breaks in my code, and this colon-based syntax works wonders: @ECHO OFF SETLOCAL :: Do stuff ECHO Doing Stuff :::::::::::::::::::::::::::: :: Do more stuff ECHO This batch file doesn’t do much Not only is it more readable, but there’s a slight performance benefit. The batch file engine sees this as an invalid line label and immediately reads the following line. Use that fact to your advantage if this trick leads you into heated nerd debate. Two Pitfalls to Avoid Be aware of that there are a couple situations where this hack will fail you. It most likely won’t be a problem unless you’re getting really sophisticated with your batch files. Pitfall #1: Inline comments @ECHO OFF SETLOCAL IF EXIST C:\SomeFile.txt GOTO END ::This will fail :END Unfortunately, this fails. You can only have whitespace to the left of your comments. Pitfall #2: Code Blocks @ECHO OFF SETLOCAL IF EXIST C:\SomeFile.txt (         :: This will fail         ECHO HELLO ) Code blocks, such as if statements and for loops, cannot contain these comments. This is ultimately due to the fact that entire code blocks are processed as a single line. I originally learned this from Rob van der Woude’s site. He goes into more depth about the behavior of the pitfalls as well, if you are interested in further details. I hope this trick earns you serious geek rep!

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  • Thoughts on my new template language/HTML generator?

    - by Ralph
    I guess I should have pre-faced this with: Yes, I know there is no need for a new templating language, but I want to make a new one anyway, because I'm a fool. That aside, how can I improve my language: Let's start with an example: using "html5" using "extratags" html { head { title "Ordering Notice" jsinclude "jquery.js" } body { h1 "Ordering Notice" p "Dear @name," p "Thanks for placing your order with @company. It's scheduled to ship on {@ship_date|dateformat}." p "Here are the items you've ordered:" table { tr { th "name" th "price" } for(@item in @item_list) { tr { td @item.name td @item.price } } } if(@ordered_warranty) p "Your warranty information will be included in the packaging." p(class="footer") { "Sincerely," br @company } } } The "using" keyword indicates which tags to use. "html5" might include all the html5 standard tags, but your tags names wouldn't have to be based on their HTML counter-parts at all if you didn't want to. The "extratags" library for example might add an extra tag, called "jsinclude" which gets replaced with something like <script type="text/javascript" src="@content"></script> Tags can be optionally be followed by an opening brace. They will automatically be closed at the closing brace. If no brace is used, they will be closed after taking one element. Variables are prefixed with the @ symbol. They may be used inside double-quoted strings. I think I'll use single-quotes to indicate "no variable substitution" like PHP does. Filter functions can be applied to variables like @variable|filter. Arguments can be passed to the filter @variable|filter:@arg1,arg2="y" Attributes can be passed to tags by including them in (), like p(class="classname"). You will also be able to include partial templates like: for(@item in @item_list) include("item_partial", item=@item) Something like that I'm thinking. The first argument will be the name of the template file, and subsequent ones will be named arguments where @item gets the variable name "item" inside that template. I also want to have a collection version like RoR has, so you don't even have to write the loop. Thoughts on this and exact syntax would be helpful :) Some questions: Which symbol should I use to prefix variables? @ (like Razor), $ (like PHP), or something else? Should the @ symbol be necessary in "for" and "if" statements? It's kind of implied that those are variables. Tags and controls (like if,for) presently have the exact same syntax. Should I do something to differentiate the two? If so, what? This would make it more clear that the "tag" isn't behaving like just a normal tag that will get replaced with content, but controls the flow. Also, it would allow name-reuse. Do you like the attribute syntax? (round brackets) How should I do template inheritance/layouts? In Django, the first line of the file has to include the layout file, and then you delimit blocks of code which get stuffed into that layout. In CakePHP, it's kind of backwards, you specify the layout in the controller.view function, the layout gets a special $content_for_layout variable, and then the entire template gets stuffed into that, and you don't need to delimit any blocks of code. I guess Django's is a little more powerful because you can have multiple code blocks, but it makes your templates more verbose... trying to decide what approach to take Filtered variables inside quotes: "xxx {@var|filter} yyy" "xxx @{var|filter} yyy" "xxx @var|filter yyy" i.e, @ inside, @ outside, or no braces at all. I think no-braces might cause problems, especially when you try adding arguments, like @var|filter:arg="x", then the quotes would get confused. But perhaps a braceless version could work for when there are no quotes...? Still, which option for braces, first or second? I think the first one might be better because then we're consistent... the @ is always nudged up against the variable. I'll add more questions in a few minutes, once I get some feedback.

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  • Notes - Part II - Play with JavaFX

    - by Silviu Turuga
    Open the project from last lesson Double click on NotesUI.fmxl, this will open the JavaFX Scene Builder On the left side you have a area called Hierarchy, from there press Del or Shift+Backspace on Mac to delete the Button and the Label. You'll receive a warning, that some components have been assigned an fx:id, click Delete as we don't need them anymore. Resize the AnchorPane to have enough room for our design, eg. 820x550px From the top left pick the Container called Accordion and drag over the AnchorPane design Chose then from Controls a List View and drag inside the Accordion. You'll notice that by default the Accordion has 2 TitledPane, and you can switch between them by clicking on their name. I'll let you the pleasure to do the rest in order to get the following result  Here is the list of objects used Save it and then return to NetBeans Run the application and it should be run without any issue. If you click on buttons they all are functional, but nothing happens as we didn't link them with any action. We'll see this in the next episode. Now, let's play a little bit with the application and try to resize it… Have you notice the behavior? If the form is too small, some objects aren't visible, if it is too large there is too much space . That's for sure something that your users won't like and you as a programmer have to care about this. From NetBeans double click NotesUI.fmxl so to return back to JavaFX Scene Builder Select the TextField from bottom left of Notes, the one where I put the text Category and then from the right part of JavaFX Scene Builder you'll notice a panel called Inspector. Chose Layout and then click on the dotted lines from left and bottom of the square, like you see in the below image This will make the textfield to have always the same distance from left and bottom no matter the size of the form. Save and run the application. Note that whenever the form is changing the Height, the Category TextField has the same distance from the bottom. Select Accordion and do the same steps but also check the top dotted line, because we want the Accordion to have the same height as the main form has. I'll let you the pleasure to do the same for the rest of components. It's very important to design an application that can be resize by user and in the same time, all the buttons are on place. Last step is to make sure our application is not getting smaller then a certain size, as this will hide parts of our layout. So select the AnchorPane and from Inspector go to Layout and note down the Width and Height. Go back to NetBeans and open the file Main.java and add the following code just after stage.setScene(scene); (around line 26) stage.setMinWidth(820); stage.setMinHeight(550); Use your own width and height. This will prevent user to reduce the width or height of your application to a value that will hide parts of your layout. So now you should have done most of the design part and next time we'll see how can we enter some data into our newly created application… Note: in case you miss something, here are the source files of the project till this point. 

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  • Texture will not apply to my 3d Cube directX

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

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