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  • SmoothLife Is a Super Smooth Version of Conway’s Game of Life [Video]

    - by Jason Fitzpatrick
    What happens if you change cellular automaton program Game of Life to use floating point values instead of integers? You end up with SmoothLife, a fluid and organic growth simulator. SmoothLife is a family of rules created by Stephan Rafler. It was designed as a continuous version of Conway’s Game of Life – using floating point values instead of integers. This rule is SmoothLifeL which supports many interesting phenomena such as gliders that can travel in any direction, rotating pairs of gliders, wickstretchers and the appearance of elastic tension in the ‘cords’ that join the blobs. You can check out the paper outlining how SmoothLife works here and then grab the source code to run your own simulation here. [via Boing Boing] HTG Explains: What is the Windows Page File and Should You Disable It? How To Get a Better Wireless Signal and Reduce Wireless Network Interference How To Troubleshoot Internet Connection Problems

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  • Digital Storage for Airline Entertainment

    - by Bill Evjen
    by Thomas Coughlin Common flash memory cards The most common flash memory products currently in use are SD cards and derivative products (e.g. mini and micro-SD cards) Some compact flash used for professional applications (such as DSLR cameras) Evolution of leading flash formats Standardization –> market expansion Market expansion –> volume iNAND –> focus is on enabling embedded X3 iSSD –> ideal for thin form factor devices Flash memory applications Phones are the #1 user of flash memory Flash memory is used as embedded and removable storage in many mobile applications Flash memory is being used in computers as USB sticks and SSDs Possible use of flash memory in computer combined with HDDs (hybrid HDDs and paired or dual storage computers) It can be a removable card or an embedded card These devices can only handle a specific number of writes Flash memory reads considerably quicker than hard drives Hybrid and dual storage in computers SSDs can provide fast performance but they are expensive HDDs can provide cheap storage but they are relatively slow Combining some flash memory with a HDD can provide costs close to those of HDDs and performance close to flash memory Seagate Momentus XT hybrid HDD Various dual storage offerings putting flash memory with HDDs Other common flash memory devices USB sticks All forms and colors Used for moving files around Some sold with content on them (Sony Movies on USB sticks) Solid State Drives (SSDs) Floating Gate Flash Memory Cell When a bit is programmed, electrons are stored upon the floating gate This has the effect of offsetting the charge on the control gate of the transistor If there is no charge upon the floating gate, then the control gate’s charge determines whether or not a current flows through the channel A strong charge on the control gate assumes that no current flows. A weak charge will allow a strong current to flow through. Similar to HDDs, flash memory must provide: Bit error correction Bad block management NAND and NOR memories are treated differently when it comes to managing wear In many NOR-based systems no management is used at all, since the NOR is simply used to store code, and data is stored in other devices. In this case, it would take a near-infinite amount of time for wear to become an issue since the only time the chip would see an erase/write cycle is when the code in the system is being upgraded, which rarely if ever happens over the life of a typical system. NAND is usually found in very different application than is NOR Flash memory wears out This is expected to get worse over time Retention: Disappearing data Bits fade away Retention decreases with increasing read/writes Bits may change when adjacent bits are read Time and traffic are concerns Controllers typically groom read disturb errors Like DRAM refresh Increases erase/write frequency Application characteristics Music – reads high / writes very low Video – r high / writes very low Internet Cache – r high / writes low On airplanes Many consumers now have their own content viewing devices – do they need the airlines? Is there a way to offer more to consumers, especially with their own viewers Additional special content tie into airplane network access to electrical power, internet Should there be fixed embedded or removable storage for on-board airline entertainment? Is there a way to leverage personal and airline viewers and content in new and entertaining ways?

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  • Is there a way to group 2 or 3 gui windows so that they don't get lost behind other open windows?

    - by Gonzalo
    For instance floating panels and main window in Gimp are independent windows. If I change focus to a full window (e.g. Firefox by doing Alt-Shift) and go back to the main Gimp window I don't get back the floating panels also (I have to change to them as well in order to see them). It would be great if the 3 windows can be "tied" (or linked) together in order that they don't get lost behind other open windows when I change back to (make active window) any of them? I think this configuration (if it exists) should show itself more obviously in the gnome environment. This question seems to address the same problem but it doesn't seem to be accurately answered.

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  • Compiling for T4

    - by Darryl Gove
    I've recently had quite a few queries about compiling for T4 based systems. So it's probably a good time to review what I consider to be the best practices. Always use the latest compiler. Being in the compiler team, this is bound to be something I'd recommend But the serious points are that (a) Every release the tools get better and better, so you are going to be much more effective using the latest release (b) Every release we improve the generated code, so you will see things get better (c) Old releases cannot know about new hardware. Always use optimisation. You should use at least -O to get some amount of optimisation. -xO4 is typically even better as this will add within-file inlining. Always generate debug information, using -g. This allows the tools to attribute information to lines of source. This is particularly important when profiling an application. The default target of -xtarget=generic is often sufficient. This setting is designed to produce a binary that runs well across all supported platforms. If the binary is going to be deployed on only a subset of architectures, then it is possible to produce a binary that only uses the instructions supported on these architectures, which may lead to some performance gains. I've previously discussed which chips support which architectures, and I'd recommend that you take a look at the chart that goes with the discussion. Crossfile optimisation (-xipo) can be very useful - particularly when the hot source code is distributed across multiple source files. If you're allowed to have something as geeky as favourite compiler optimisations, then this is mine! Profile feedback (-xprofile=[collect: | use:]) will help the compiler make the best code layout decisions, and is particularly effective with crossfile optimisations. But what makes this optimisation really useful is that codes that are dominated by branch instructions don't typically improve much with "traditional" compiler optimisation, but often do respond well to being built with profile feedback. The macro flag -fast aims to provide a one-stop "give me a fast application" flag. This usually gives a best performing binary, but with a few caveats. It assumes the build platform is also the deployment platform, it enables floating point optimisations, and it makes some relatively weak assumptions about pointer aliasing. It's worth investigating. SPARC64 processor, T3, and T4 implement floating point multiply accumulate instructions. These can substantially improve floating point performance. To generate them the compiler needs the flag -fma=fused and also needs an architecture that supports the instruction (at least -xarch=sparcfmaf). The most critical advise is that anyone doing performance work should profile their application. I cannot overstate how important it is to look at where the time is going in order to determine what can be done to improve it. I also presented at Oracle OpenWorld on this topic, so it might be helpful to review those slides.

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  • Implement Fast Inverse Square Root in Javascript?

    - by BBz
    The Fast Inverse Square Root from Quake III seems to use a floating-point trick. As I understand, floating-point representation can have some different implementations. So is it possible to implement the Fast Inverse Square Root in Javascript? Would it return the same result? float Q_rsqrt(float number) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; i = 0x5f3759df - ( i >> 1 ); y = * ( float * ) &i; y = y * ( threehalfs - ( x2 * y * y ) ); return y; }

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  • Overriding LINQ extension methods

    - by Ruben Vermeersch
    Is there a way to override extension methods (provide a better implementation), without explicitly having to cast to them? I'm implementing a data type that is able to handle certain operations more efficiently than the default extension methods, but I'd like to keep the generality of IEnumerable. That way any IEnumerable can be passed, but when my class is passed in, it should be more efficient. As a toy example, consider the following: // Compile: dmcs -out:test.exe test.cs using System; namespace Test { public interface IBoat { void Float (); } public class NiceBoat : IBoat { public void Float () { Console.WriteLine ("NiceBoat floating!"); } } public class NicerBoat : IBoat { public void Float () { Console.WriteLine ("NicerBoat floating!"); } public void BlowHorn () { Console.WriteLine ("NicerBoat: TOOOOOT!"); } } public static class BoatExtensions { public static void BlowHorn (this IBoat boat) { Console.WriteLine ("Patched on horn for {0}: TWEET", boat.GetType().Name); } } public class TestApp { static void Main (string [] args) { IBoat niceboat = new NiceBoat (); IBoat nicerboat = new NicerBoat (); Console.WriteLine ("## Both should float:"); niceboat.Float (); nicerboat.Float (); // Output: // NiceBoat floating! // NicerBoat floating! Console.WriteLine (); Console.WriteLine ("## One has an awesome horn:"); niceboat.BlowHorn (); nicerboat.BlowHorn (); // Output: // Patched on horn for NiceBoat: TWEET // Patched on horn for NicerBoat: TWEET Console.WriteLine (); Console.WriteLine ("## That didn't work, but it does when we cast:"); (niceboat as NiceBoat).BlowHorn (); (nicerboat as NicerBoat).BlowHorn (); // Output: // Patched on horn for NiceBoat: TWEET // NicerBoat: TOOOOOT! Console.WriteLine (); Console.WriteLine ("## Problem is: I don't always know the type of the objects."); Console.WriteLine ("## How can I make it use the class objects when the are"); Console.WriteLine ("## implemented and extension methods when they are not,"); Console.WriteLine ("## without having to explicitely cast?"); } } } Is there a way to get the behavior from the second case, without explict casting? Can this problem be avoided?

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  • Floats in CSS - Gap/space left on top when floated to the right?

    - by bobthabuilda
    This is a little difficult to describe, but basically there is undesired space left by a floated div on my page. Here are pictures describing the problem. The black boxes are divs. Before floating: After floating: Desired effect: And I'm not sure if it makes a difference, but I also have an empty div with "clear: both" placed immediately after the floated div. How can I achieve this?

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  • Visual Studio 2008 - Why do my windows keep rearranging themselves?

    - by nailitdown
    Every so often (at least a couple of times a day), my VS2008 windows are rearranging themselves. Team/Solution/Server Explorer - They jump from the right sidebar down to the bottom, or suddenly become free-floating. Same with Errors/Pending Changes/etc. free-floating or suddenly gone, as if they've been closed. It is very strange behaviour. Has anyone else experienced it? Am I doing something silly that would account for this?

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  • Python: convert 2 ints to 32 float

    - by bugspy.net
    How can I combine 2 ints to a single 32bit IEEE floating point ? (each of the 2 ints represent 16 bit) And in the opposite direction: How can I transform a python float into 2 16 bit ints? (I need this because of modbus protocol - where 2x16 bit registers are treated as single 32 floating point number)

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  • Float addition promoted to double?

    - by Andreas Brinck
    I had a small WTF moment this morning. Ths WTF can be summarized with this: float x = 0.2f; float y = 0.1f; float z = x + y; assert(z == x + y); //This assert is triggered! (Atleast with visual studio 2008) The reason seems to be that the expression x + y is promoted to double and compared with the truncated version in z. (If i change z to double the assert isn't triggered). I can see that for precision reasons it would make sense to perform all floating point arithmetics in double precision before converting the result to single precision. I found the following paragraph in the standard (which I guess I sort of already knew, but not in this context): 4.6.1. "An rvalue of type float can be converted to an rvalue of type double. The value is unchanged" My question is, is x + y guaranteed to be promoted to double or is at the compiler's discretion? UPDATE: Since many people has claimed that one shouldn't use == for floating point, I just wanted to state that in the specific case I'm working with, an exact comparison is justified. Floating point comparision is tricky, here's an interesting link on the subject which I think hasn't been mentioned.

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  • TSQL - make a literal float value

    - by David B
    I understand the host of issues in comparing floats, and lament their use in this case - but I'm not the table author and have only a small hurdle to climb... Someone has decided to use floats as you'd expect GUIDs to be used. I need to retrieve all the records with a specific float value. sp_help MyTable -- Column_name Type Computed Length Prec -- RandomGrouping float no 8 53 Here's my naive attempt: --yields no results SELECT RandomGrouping FROM MyTable WHERE RandomGrouping = 0.867153569942739 And here's an approximately working attempt: --yields 2 records SELECT RandomGrouping FROM MyTable WHERE RandomGrouping BETWEEN 0.867153569942739 - 0.00000001 AND 0.867153569942739 + 0.00000001 -- 0.867153569942739 -- 0.867153569942739 In my naive attempt, is that literal a floating point literal? Or is it really a decimal literal that gets converted later? If my literal is not a floating point literal, what is the syntax for making a floating point literal? EDIT: Another possibility has occurred to me... it may be that a more precise number than is displayed is stored in this column. It may be impossible to create a literal that represents this number. I will accept answers that demonstrate that this is the case. EDIT: response to DVK. TSQL is MSSQLServer's dialect of SQL. This script works, and so equality can be performed deterministically between float types: DECLARE @X float SELECT top 1 @X = RandomGrouping FROM MyTable WHERE RandomGrouping BETWEEN 0.839110948199148 - 0.000000000001 AND 0.839110948199148 + 0.000000000001 --yields two records SELECT * FROM MyTable WHERE RandomGrouping = @X I said "approximately" because that method tests for a range. With that method I could get values that are not equal to my intended value. The linked article doesn't apply because I'm not (intentionally) trying to straddle the world boundaries between decimal and float. I'm trying to work with only floats. This isn't about the non-convertibility of decimals to floats.

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  • Fixed div once page is scrolled is flickering

    - by jasondavis
    I am trying to have an advertisement block/div that will be hald way down the page, once you scroll do the page to this point it will stick to the top. Here is a demo of what I am trying to do and the code I am using to do it with... http://jsfiddle.net/jasondavis/6vpA7/3/embedded/result/ In the demo it works perfectly how I am wanting it to be, however when I implement it on my live site, http://goo.gl/zuaZx it works but when you scroll down the div flickers in and out of view on each scroll or down key press. On my site to see the problem live it is the blokc on the right sidebar that says "Recommended Books" Here is the code I am using... $(document).ready( function() { $(window).scroll( function() { if ($(window).scrollTop() > $('#social-container').offset().top) $('#social').addClass('floating'); else $('#social').removeClass('floating'); } ); } );? css #social.floating { position: fixed; top: 0; }? My demo jsfiddle where it works correctly http://jsfiddle.net/jasondavis/6vpA7/3/ The only thing different on my live site is the div/id name is different. As you can see it is somewhat working on my live site except the flickering in and out of view as you scroll down the page. Anyone have any ideas why this would happen on my live site and not on my jsfiddle demo?

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  • Top Down RPG Movement w/ Correction?

    - by Corey Ogburn
    I would hope that we have all played Zelda: A Link to the Past, please correct me if I'm wrong, but I want to emulate that kind of 2D, top-down character movement with a touch of correction. It has been done in other games, but I feel this reference would be the easiest to relate to. More specifically the kind of movement and correction I'm talking about is: Floating movement not restricted to tile based movement like Pokemon and other games where one tap of the movement pad moves you one square in that cardinal direction. This floating movement should be able to achieve diagonal motion. If you're walking West and you come to a wall that is diagonal in a North East/South West fashion, you are corrected into a South West movement even if you continue holding left (West) on the controller. This should work for both diagonals correcting in both directions. If you're a few pixels off from walking squarely into a door or hallway, you are corrected into walking through the hall or down the hallway, i.e. bumping into the corner causes you to be pushed into the hall/door. I've hunted for efficient ways to achieve this and have had no luck. To be clear I'm talking about the human character's movement, not an NPC's movement. Are their resources available on this kind of movement? Equations or algorithms explained on a wiki or something? I'm using the XNA Framework, is there anything in it to help with this?

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  • Using JuJu with private Openstack cloud deployment?

    - by user76054
    I'm seeing a number of problems trying to use JuJu with our internally deployed Openstack cloud. Most of this appears to be centered around DNS host resolution as well as the need to deal with our company's internal HTTP proxies. Our Openstack deployment relies upon an unroutable 172.16.0.0/12 block of addresses for VLAN allocation to each project (tenant) hosted on our internal cloud. User's have the option of assigning one or more floating addresses to instances, allocated from a block of routable addresses on our internal companies LAN. Currently, Openstack doesn't register instance names with anything other than the DNSMASQ service running on the cloud controller. As such, there's no way to resolve this address through our internal DNS hierarchy (this issue has already been reported as Bug #945505). As such, even though I can bootstrap my JuJu server node, I can't connect to it with the JuJu client, since it can't resolve the local (private) network name. I am able to ssh to the node, once I've assigned it an internally routable (i.e. floating) address. Which leads to the next issue. Next, to install software on an instance running in our cloud, it must have our internal proxy address defined - either in the apt.conf file or via environment variables. Unfortunately, when bootstrapping the server node, there's no provision to pass this info into a instance via JuJu environment.yaml file (if this is even the best way to handle this issue). As a result, the bootstrap node is unable to install the required packages. I'm assuming (dangerous, I know) that the way that I've deployed Openstack in our internal environment is probably not unique. Has anyone else encountered these issues? And more importantly, are work arounds available? Regards, Ross

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  • Server 2003 - Default installation of SharePoint throws javascript error 'undefined' is null or not an object

    - by Chris
    I have been handed a server that has a fresh installation of small business server 2003. SharePoint has been installed, and it is a completely fresh copy (no changes made) I know for a fact that everything was paid for so this isn't some dodgy copy. When I try to click any option in any of the floating menu's in IE 8, the browser asks me if I want to debug .. Error: 'undefined' is null or not an object for example, I got to Projects - and click on the sample project, then click delete on the floating menu that pops up and the error appears. This is brand new, I cannot believe I am having this problem! Has anyone come across this, is it an old problem with easy fix? All windows updates installed - see no updates for sharepoint? EDIT: This is WSS2 so I am going to upgrade to WSS3... http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=14117 http://www.techrepublic.com/article/installing-windows-sharepoint-services-30-on-windows-server-2003/6176833 Hopefully this will resolve the problem

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  • Modded Portal Gun Levitates a Companion Cube [Video]

    - by Jason Fitzpatrick
    This cleverly designed Portal gun prop levitates a model Companion Cube; the whole setup just begs to be paired with a Halloween costume. Courtesy of Caleb over at Hack A Day: I was out to lunch with a couple friends, brainstorming ideas for fun projects when one of them says “Wouldn’t it be cool if we could build a working gravity gun?”. We all immediately concurred that while it would in fact be cool, it is also a silly proposition. However, only a few seconds later, I realized we could do a display piece that emulated this concept very easily. Floating magnetic globes have been around for quite some time. I determined I would tear the guts out of a stock floating globe and mount it on a portal gun, since they’re easier to find than a gravity gun. I would also build a custom companion cube to be the correct size and weight necessary. Watch the video above and then check out the link below for more information on the build. HTG Explains: What is the Windows Page File and Should You Disable It? How To Get a Better Wireless Signal and Reduce Wireless Network Interference How To Troubleshoot Internet Connection Problems

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  • OpenGL ES 2.0 texture distortion on large geometry

    - by Spruce
    OpenGL ES 2.0 has serious precision issues with texture sampling - I've seen topics with a similar problem, but I haven't seen a real solution to this "distorted OpenGL ES 2.0 texture" problem yet. This is not related to the texture's image format or OpenGL color buffers, it seems like it's a precision error. I don't know what specifically causes the precision to fail - it doesn't seem like it's just the size of geometry that causes this distortion, because simply scaling vertex position passed to the the vertex shader does not solve the issue. Here are some examples of the texture distortion: Distorted Texture (on OpenGL ES 2.0): http://i47.tinypic.com/3322h6d.png What the texture normally looks like (also on OpenGL ES 2.0): http://i49.tinypic.com/b4jc6c.png The texture issue is limited to small scale geometry on OpenGL ES 2.0, otherwise the texture sampling appears normal, but the grainy effect gradually worsens the further the vertex data is from the origin of XYZ(0,0,0) These texture issues do not occur on desktop OpenGL (works fine under Windows XP, Windows 7, and Mac OS X) I've only seen the problem occur on Android, iPhone, or WebGL(which is similar to OpenGL ES 2.0) All textures are power of 2 but the problem still occurs Scaling the vertex data - The values of a vertex's X Y Z location are in the range of: -65536 to +65536 floating point I realized this was large, so I tried dividing the vertex positions by 1024 to shrink the geometry and hopefully get more accurate floating point precision, but this didn't fix or lessen the texture distortion issue Scaling the modelview or scaling the projection matrix does not help Changing texture filtering options does not help Disabling mipmapping, or using GL_NEAREST/GL_LINEAR does nothing Enabling/disabling anisotropic does nothing The banding effect still occurs even when using GL_CLAMP Dividing the texture coords passed to the vertex shader and then multiplying them back to the correct values in the fragment shader, also does not work precision highp sampler2D, highp float, highp int - in the fragment or the vertex shader didn't change anything (lowp/mediump did not work either) I'm thinking this problem has to have been solved at one point - Seeing that OpenGL ES 2.0 -based games have been able to render large-scale, highly detailed geometry

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  • One-way platform collision

    - by TheBroodian
    I hate asking questions that are specific to my own code like this, but I've run into a pesky roadblock and could use some help getting around it. I'm coding floating platforms into my game that will allow a player to jump onto them from underneath, but then will not allow players to fall through them once they are on top, which require some custom collision detection code. The code I have written so far isn't working, the character passes through it on the way up, and on the way down, stops for a moment on the platform, and then falls right through it. Here is the code to handle collisions with floating platforms: protected void HandleFloatingPlatforms(Vector2 moveAmount) { //if character is traveling downward. if (moveAmount.Y > 0) { Rectangle afterMoveRect = collisionRectangle; afterMoveRect.Offset((int)moveAmount.X, (int)moveAmount.Y); foreach (World_Objects.GameObject platform in gameplayScreen.Entities) { if (platform is World_Objects.Inanimate_Objects.FloatingPlatform) { //wideProximityArea is just a rectangle surrounding the collision //box of an entity to check for nearby entities. if (wideProximityArea.Intersects(platform.CollisionRectangle) || wideProximityArea.Contains(platform.CollisionRectangle)) { if (afterMoveRect.Intersects(platform.CollisionRectangle)) { //This, in my mind would denote that after the character is moved, its feet have fallen below the top of the platform, but before he had moved its feet were above it... if (collisionRectangle.Bottom <= platform.CollisionRectangle.Top) { if (afterMoveRect.Bottom > platform.CollisionRectangle.Top) { //And then after detecting that he has fallen through the platform, reposition him on top of it... worldLocation.Y = platform.CollisionRectangle.Y - frameHeight; hasCollidedVertically = true; } } } } } } } } In case you are curious, the parameter moveAmount is found through this code: elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; float totalX = 0; float totalY = 0; foreach (Vector2 vector in velocities) { totalX += vector.X; totalY += vector.Y; } velocities.Clear(); velocity.X = totalX; velocity.Y = totalY; velocity.Y = Math.Min(velocity.Y, 1000); Vector2 moveAmount = velocity * elapsed;

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  • Boundary conditions for testing

    - by Loggie
    Ok so in a programming test I was given the following question. Question 1 (1 mark) Spot the potential bug in this section of code: void Class::Update( float dt ) { totalTime += dt; if( totalTime == 3.0f ) { // Do state change m_State++; } } The multiple choice answers for this question were. a) It has a constant floating point number where it should have a named constant variable b) It may not change state with only an equality test c) You don't know what state you are changing to d) The class is named poorly I wrongly answered this with answer C. I eventually received feedback on the answers and the feedback for this question was Correct answer is a. This is about understanding correct boundary conditions for tests. The other answers are arguably valid points, but do not indicate a potential bug in the code. My question here is, what does this have to do with boundary conditions? My understanding of boundary conditions is checking that a value is within a certain range, which isn't the case here. Upon looking over the question, in my opinion, B should be the correct answer when considering the accuracy issues of using floating point values.

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  • jQuery Cycle plugin z-index float problem

    - by Antony Carthy
    When I try to place an element on top of my jQuery Cycle element, it doesn't work. The element is always behind the jQuery cycle element. I use float: right; to position the element, and set its z-index to 100000, to no avail. Firebug sees the Cycle element and its children as having low z-indexes, and shows the floating element to be in the right place. The element never shows above the Cycling images. <!-- the cycling set --> <div id='headerimages'> <img src='images/header1.jpg' alt='' style='' /> <img src='images/header2.jpg' alt='' style='' /> <img src='images/header3.jpg' alt='' style='' /> </div> <!-- the floating element --> <img src='images/logotransparent.png' alt='' id='logo' />

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  • WPF assign Z-Order of owned windows without changing focus.

    - by Kamiikoneko
    Hi, Due to OpenGL airspace issues I have several windows that are owned by the main window but look and act like controls. I also have some data readout/sort windows that show real-time data and need to be normal floating windows, also owned by the main window so that they remain floating above the main window even while operations are performed in the main window. The issue: I open a data readout window (normal window) and am watching data change. Then I click on a text box to enter a value in one of the windows that acts as a control due to airspace issues, and it becomes activated, covering up my data readout window. This is bad because the airspace window is supposed to act like it is part of the main window. I tried some tricks with Activation and Deactivation, and it looks ok but then editing the airspace window at all is impossible because WPF only lets me edit the activated window. How can I ask that normal data readout window to please stay above all other windows owned by the main window, but still let other windows receive focus?

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