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  • Updating .net 4.0 machine.config seems to have no effect

    - by Jon P
    I'm feeling stupid. I've just created my first ASP.net 4.0 site after working my way though over the years from 1.1 upwards. We have several settings at the machine.config level that I need to migrate to the new 4.0 machine.config. I though I had be adding the required connection strings to the connection string section of the following two files: C:\Windows\Microsoft.NET\Framework64\v4.0.30319\machine.config C:\Windows\Microsoft.NET\Framework\v4.0.30319\machine.config When I created a new website in IIS and assigned it to the ASP.net 4.0 Application pool I only get the default LocalSqlServer connection string. I tried editing the name of this in the two files above to indicate which file it was in, but there was no change. Are there machine.config files in other locations I should be looking at?

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  • Dynamic added elements double effect after page transition

    - by Emil Moe
    I have added dynamic from jQuery in my code, but when I go back one page and return to the page where the 's are added and you press them, they somehow click twice now. I have tried with an alert('something'); when I click: $(document).on('click', '#products a', function() { alert('something'); } And it's shown twice when you return to the page. I have tried $('#products a').remove(); When you click the 'Back' button, because I thought all elements where added twice, but that made no difference. I don't have anything around these lines, maybe I need $(document).ready(); or something with pageinit?

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  • @Unique doesn't have any effect in DataNucleus w/ NeoDatis

    - by David Parks
    Using JDO / DataNucleus / NeoDatis datastore I added @Unique to a field of a persistable object, however I am allowed to create multiple objects which violate the unique constraint. The docs for DataNucleus/NeoDatis suggest that Unique fields are supported. @PersistenceCapable public class User { @Persistent @Unique private String username; //... } If I add multiple objects to the DB with the same username there's no problem doing so. :(

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  • How to use Jquery for sliding effect

    - by vaibhav
    I am new to javascript and jquery. I have written some javascript code for some client validation. document.getElementById(spnError).style.display = 'block'; This is how I am showing a span if there is some validation issues in the form. I want to use Jquery to show this span. I would like to slide it down slowly.

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  • Strange "cache" effect between client and server

    - by mark
    I use a Socket-based connection between Client and server with ObjectOutputStream. The objects serialized and exchanged have this structure: public class RichiestaSalvataggioArticolo implements Serializable { private ArticoloDati articolo; public RichiestaSalvataggioArticolo(ArticoloDati articolo) { this.articolo = articolo; } @Override public void ricevi(GestoreRichieste gestore) throws Exception { gestore.interpreta(this); } public ArticoloDati getArticolo() { return articolo; } } the issue is that when I try to exchange messages between C/S with incapsulated content very similar (ArticoloDati whom differ only in 2 fields out of 10), the Client sends an ArticoloDati, but the Server receives the previous one. Does the ObjectOutputStream implement some kind of cache or memory between the calls, that fails to recognize that my 2 objects are different because they are very similar?

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  • jQuery : how to apply effect on a child element

    - by Tristan
    Hello, instead of re-writting the same function, i want to optimise my code : <div class="header"> <h3>How to use the widget</h3> <span id="idwidget" ></span> </div> <div class="content" id="widget"> the JS : <script type="text/javascript"> $(document).ready(function() { var showText="Show"; var hideText="Hide"; $("#idwidget").before("<a href='#' class='button' id='toggle_link'>"+showText+"</a>"); $('#widget').hide(); $('a#toggle_link').click(function() { if ($('a#toggle_link').text()==showText) { $('a#toggle_link').text(hideText); } else { $('a#toggle_link').text(showText); } $('#widget').toggle('slow'); return false; }); }); This is working just with the div which is called widget and the button called idwidget. But on this page i have also : <div class="header"> <h3>How to eat APPLES</h3> <span id="IDsomethingelse" ></span> </div> <div class="content" id="somethingelse"> And i want it to be compatible with the code. I heard about children attribute, do you have an idea how to do that please ? Thank you

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  • Changing set_timezone does not always take effect

    - by LearneR
    I have two table table-1 id date-time ----------------------- 1 2012-12-13 15:20:13 table-2 id date-time ----------------------- 1 2012-12-13 15:20:13 Now i am selecting the record with mysql set_timezone function Case-1 SET time_zone='+00:00'; SELECT `date-time` FROM `table-1`; // 2012-12-13 09:50:13 Case-2 SET time_zone='+00:00'; SELECT `date-time` FROM `table-2`; // 2012-12-13 15:20:13 ---Not converting to specified timezone In case-1 it's giving converted date-time, but not in Case-2. What would be the issue?

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  • Setting Cursor property has no effect (C#)

    - by Knarf Navillus
    Hello, I have a class that I've derived from System.Windows.Forms.Panel, and my application has a main form with one of these panels. On the whole, the panel works great! The only thing I'm having trouble with is setting the cursor. Whether I'm setting it to one of the static members of the Cursors class (Default, WaitCursor, etc.) or setting it to a custom cursor that I've loaded from a resource, the end result is the same: it does nothing. I still see the default mouse pointer, no matter what. This line of code is inside a method of my panel-derived class: this.Cursor = Cursors.WaitCursor; I can set a break point there, and see that this line is being hit when I expect it to. I've also created an override for the OnCursorChanged method, and set a breakpoint in there just to see if it's being triggered. I can verify that both breakpoints are being hit when I expect them to. However, the cursor just never changes. There must be something that I'm missing. Does anyone have any ideas? P.S. I also did try setting Current.Cursor as well, however that did not help.

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  • change sound effect in asp.net

    - by beaso_88
    in fact i have educational sites for small students , this sites contains hundered of educational MP3 files , our aim is to convert these MP3 files to funny sounds . i have search on the net and i found great example on C#.net . http://channel9.msdn.com/coding4fun/articles/Skype-Voice-Changer but my problem , i want to do that in asp.net not windows form application. who can help me?? assume that i have mp3 file and i want to make some change on it then save these changes to this file.

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  • Performance effect of using print statements in Python script

    - by Sudar
    I have a Python script that process a huge text file (with around 4 millon lines) and writes the data into two separate files. I have added a print statement, which outputs a string for every line for debugging. I want to know how bad it could be from the performance perspective? If it is going to very bad, I can remove the debugging line. Edit It turns out that having a print statement for every line in a file with 4 million lines is increasing the time way too much.

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  • Jquery Text Slide in Effect

    - by user3718016
    I want to make text animation like this slide in from left. There are three text fields Sports Cargo Bag $14 Sale $25 I want these text to be set from jquery and slide in from the left like this link. This is my code JsFiddle html <div id="mainContainer"> <div id="logdo"> <img src="http://i.share.pho.to/7346a9ca_o.gif"/> </div> <div id="images"> <img id="introImg" src="http://i.share.pho.to/9064dfe4_o.jpeg"/></div> <div id="headlineText"> <p id="headline1Txt" ></p> <p id="headline2Txt" ></p> <p id="headline3Txt" ></p> </div> <button class="btn btn-primary" id="ctaBtn" type="button">SHOP NOW</button> </div> css * { margin:0; padding:0; } #mainContainer{ text-align: center; width:160px; height:600px; box-sizing:border-box; -moz-box-sizing:border-box; -webkit-box-sizing:border-box; border:5px solid #BACAE4; overflow: hidden; position: fixed; } #images{ position:absolute; top:200px; left:3px; right:1286px; Width:130px; height:152px; } #introImg{ position:absolute; top:40px; left:7px; right:11px; } #headlineText p { text-align: center; position: absolute; top:60px; left:-120px; Width:120px; height:269px; line-height:1.0; overflow:hidden; } #ctaBtn{ position:absolute; top:540px; left:26px; right:0px; Width:106px; height:28px; }

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  • Feature panel hover changer effect

    - by user1519157
    Haven't seen this before so hopefully someone has a easy solve, I have a 3 feature panel divs side by side, what I want happen is the 1st panel has a "hover" class added so I can change the background etc and then on a timed interval the hover class jumps to the next panel then the next panel then back to the start on a loop. Also on a side note can you keep the code in mind to be able to add more then 3 feature divs so you could have for example 6 or more or less etc.

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  • Where can I get an Adobe Flash Page Curl / Flip / Peel Effect tutorial?

    - by nutman
    I currently work on a brochure in InDesign. I export as an SWF and apply a page curl effect to it when publishing so I can put it online. It's great. However, I now want to take the brochure to the next level and make each page interactive. To do this I export from InDesign as an XFL (flash format). This gets the brochure into Flash, with each page on a separate frame. I can now make the page interactive; this is also great! All I need to do now is create the page flip effect again, because when you export to XFL you cannot embed a page flip effect on it. The trouble is I can't find a tutorial anywhere for creating this effect. Anyone know where I can find one?

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  • Is there a way to export all the images of my tweening effect in Flash?

    - by Paul
    i'm using Flash to create the animation of my character in 2D (i'm just beginning). Is it possible to make a tween effect of a character, and then automatically export all the images/frames? So far, it's a bit fastidious : i create my tweening effect, then i put a keyframe for each frame i want to copy and paste, then i select the movieclips and shapes and copy and paste them into another flash document, i position those clips at the exact same location as the previous image, then i erase the previous image and export the image... For 30 frames! Is there any faster way? Thanks

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  • What is the proper way to create a cross-fade effect? [closed]

    - by Starx
    When creating an image slider, using a cross fade is one of more popular effects. Various sliders use differing techniques to create such an effect. Two techniques I've found so far are: Use an overlay and underlay <div> and fade in and out each other's visibility. Create a <div> matching the exact size of the slider during initialization, play with its z-index property, and then fade each other. Is there a better way to create this effect?

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  • Best way to create neon glow line effect in AS3?

    - by Phil
    What's the best way to create a neon glow line effect in Flash AS3? Say similar to what's going on in the game gravitron360 on the xbox 360? Would it be a good idea to create movieclips with plain lines drawn in them and then apply a glow filter to them? or perhaps just apply the glow filter to the entire movieclip layer the movieclips are on? or just draw them manually and create a glow effect by converting the lines to fills and then softening edges? (wouldn't blend as well but would be the fastest CPU wise?) Thanks for any help

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  • Reasons to disable game save during combat (e.g. Mass Effect 2)

    - by Steve V.
    So I've been playing Mass Effect 2 (PC) and one of the things I've noticed is that you can only save your game when you're not engaged in combat. As soon as the first enemy shows up on your radar, the save button is disabled. Once combat is over, save functionality reappears. It seems reasonable to assume that Mass Effect 2 is a state machine, and therefore, the internal state of the program at any moment can be captured and reloaded later. This is basically a solved problem - games have been designed this way since the Half-Life era. It also seems reasonable to assume that BioWare knew what they were doing when they made the decision not to follow this model - it's a tried and true system; BioWare wouldn't have done it the way they did without some good reason. What reasons are there to disable game save functionality during combat?

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  • What is best way to create a cross fade effect?

    - by Starx
    While creating an Image Slider, cross-fade is one of most popular effects so far. Various slider on the internet use various techniques to create such effect. Major technique I have found so far are two: Some use a overlay and underlay div and fade in and out each others visibility. While others, create a div of exact size of the slider on the slider-initialization and play with its z-index property and then fade each other consequently. Disregarding them, what is a proper way or much better way to create a cross fade effect. P.S: I would love to read answer in form of algorithm.

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  • HLSL/XNA Ambient light texture mixed up with multi pass lighting

    - by Manu-EPITA
    I've been having some troubles lately with lighting. I have found a source on google which is working pretty good on the example. However, when I try to implement it to my current project, I am getting some very weird bugs. The main one is that my textures are "mixed up" when I only activate the ambient light, which means that a model gets the texture of another one . I am using the same effect for every meshes of my models. I guess this could be the problem, but I don't really know how to "reset" an effect for a new model. Is it possible? Here is my shader: float4x4 WVP; float4x4 WVP; float3x3 World; float3 Ke; float3 Ka; float3 Kd; float3 Ks; float specularPower; float3 globalAmbient; float3 lightColor; float3 eyePosition; float3 lightDirection; float3 lightPosition; float spotPower; texture2D Texture; sampler2D texSampler = sampler_state { Texture = <Texture>; MinFilter = anisotropic; MagFilter = anisotropic; MipFilter = linear; MaxAnisotropy = 16; }; struct VertexShaderInput { float4 Position : POSITION0; float2 Texture : TEXCOORD0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Texture : TEXCOORD0; float3 PositionO: TEXCOORD1; float3 Normal : NORMAL0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WVP); output.Normal = input.Normal; output.PositionO = input.Position.xyz; output.Texture = input.Texture; return output; } float4 PSAmbient(VertexShaderOutput input) : COLOR0 { return float4(Ka*globalAmbient + Ke,1) * tex2D(texSampler,input.Texture); } float4 PSDirectionalLight(VertexShaderOutput input) : COLOR0 { //Difuze float3 L = normalize(-lightDirection); float diffuseLight = max(dot(input.Normal,L), 0); float3 diffuse = Kd*lightColor*diffuseLight; //Specular float3 V = normalize(eyePosition - input.PositionO); float3 H = normalize(L + V); float specularLight = pow(max(dot(input.Normal,H),0),specularPower); if(diffuseLight<=0) specularLight=0; float3 specular = Ks * lightColor * specularLight; //sum all light components float3 light = diffuse + specular; return float4(light,1) * tex2D(texSampler,input.Texture); } technique MultiPassLight { pass Ambient { VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PSAmbient(); } pass Directional { PixelShader = compile ps_3_0 PSDirectionalLight(); } } And here is how I actually apply my effects: public void ApplyLights(ModelMesh mesh, Matrix world, Texture2D modelTexture, Camera camera, Effect effect, GraphicsDevice graphicsDevice) { graphicsDevice.BlendState = BlendState.Opaque; effect.CurrentTechnique.Passes["Ambient"].Apply(); foreach (ModelMeshPart part in mesh.MeshParts) { graphicsDevice.SetVertexBuffer(part.VertexBuffer); graphicsDevice.Indices = part.IndexBuffer; // Texturing graphicsDevice.BlendState = BlendState.AlphaBlend; if (modelTexture != null) { effect.Parameters["Texture"].SetValue( modelTexture ); } graphicsDevice.DrawIndexedPrimitives( PrimitiveType.TriangleList, part.VertexOffset, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount ); // Applying our shader to all the mesh parts effect.Parameters["WVP"].SetValue( world * camera.View * camera.Projection ); effect.Parameters["World"].SetValue(world); effect.Parameters["eyePosition"].SetValue( camera.Position ); graphicsDevice.BlendState = BlendState.Additive; // Drawing lights foreach (DirectionalLight light in DirectionalLights) { effect.Parameters["lightColor"].SetValue(light.Color.ToVector3()); effect.Parameters["lightDirection"].SetValue(light.Direction); // Applying changes and drawing them effect.CurrentTechnique.Passes["Directional"].Apply(); graphicsDevice.DrawIndexedPrimitives( PrimitiveType.TriangleList, part.VertexOffset, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount ); } } I am also applying this when loading the effect: effect.Parameters["lightColor"].SetValue(Color.White.ToVector3()); effect.Parameters["globalAmbient"].SetValue(Color.White.ToVector3()); effect.Parameters["Ke"].SetValue(0.0f); effect.Parameters["Ka"].SetValue(0.01f); effect.Parameters["Kd"].SetValue(1.0f); effect.Parameters["Ks"].SetValue(0.3f); effect.Parameters["specularPower"].SetValue(100); Thank you very much UPDATE: I tried to load an effect for each model when drawing, but it doesn't seem to have changed anything. I suppose it is because XNA detects that the effect has already been loaded before and doesn't want to load a new one. Any idea why?

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  • How do I implement SkyBox in xna 4.0 Reach Profile (for Windows Phone 7)?

    - by Biny
    I'm trying to Implement SkyBox in my phone game. Most of the samples in the web are for HiDef profile, and they are using custom effects (that not supported on Windows Phone). I've tried to follow this guide. But for some reason my SkyBox is not rendered. This is my SkyBox class: using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Rocuna.Core; using Rocuna.GameEngine.Graphics; using Rocuna.GameEngine.Graphics.Components; namespace Rocuna.GameEngine.Extension.WP7.Graphics { /// <summary> /// Sky box element for phone games. /// </summary> public class SkyBox : SkyBoxBase { /// <summary> /// Initializes a new instance of the <see cref="SkyBoxBase"/> class. /// </summary> /// <param name="game">The Game that the game component should be attached to.</param> public SkyBox(TextureCube cube, Game game) : base(game) { Cube = cube; CubeFaces = new Texture2D[6]; PositionOffset = new Vector3(20, 20, 20); CreateGraphic(512); StripTexturesFromCube(); InitializeData(Game.GraphicsDevice); } #region Properties /// <summary> /// Gets or sets the position offset. /// </summary> /// <value> /// The position offset. /// </value> public Vector3 PositionOffset { get; set; } /// <summary> /// Gets or sets the position. /// </summary> /// <value> /// The position. /// </value> public Vector3 Position { get; set; } /// <summary> /// Gets or sets the cube. /// </summary> /// <value> /// The cube. /// </value> public TextureCube Cube { get; set; } /// <summary> /// Gets or sets the pixel array. /// </summary> /// <value> /// The pixel array. /// </value> public Color[] PixelArray { get; set; } /// <summary> /// Gets or sets the cube faces. /// </summary> /// <value> /// The cube faces. /// </value> public Texture2D[] CubeFaces { get; set; } /// <summary> /// Gets or sets the vertex buffer. /// </summary> /// <value> /// The vertex buffer. /// </value> public VertexBuffer VertexBuffer { get; set; } /// <summary> /// Gets or sets the index buffer. /// </summary> /// <value> /// The index buffer. /// </value> public IndexBuffer IndexBuffer { get; set; } /// <summary> /// Gets or sets the effect. /// </summary> /// <value> /// The effect. /// </value> public BasicEffect Effect { get; set; } #endregion protected override void LoadContent() { } public override void Update(GameTime gameTime) { var camera = Game.GetService<GraphicManager>().CurrentCamera; this.Position = camera.Position + PositionOffset; base.Update(gameTime); } public override void Draw(GameTime gameTime) { DrawOrder = int.MaxValue; var graphics = Effect.GraphicsDevice; graphics.DepthStencilState = new DepthStencilState() { DepthBufferEnable = false }; graphics.RasterizerState = new RasterizerState() { CullMode = CullMode.None }; graphics.BlendState = new BlendState(); graphics.SamplerStates[0] = SamplerState.AnisotropicClamp; graphics.SetVertexBuffer(VertexBuffer); graphics.Indices = IndexBuffer; Effect.Texture = CubeFaces[0]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 0, 2); Effect.Texture = CubeFaces[1]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 6, 2); Effect.Texture = CubeFaces[2]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 12, 2); Effect.Texture = CubeFaces[3]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 18, 2); Effect.Texture = CubeFaces[4]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 24, 2); Effect.Texture = CubeFaces[5]; Effect.CurrentTechnique.Passes[0].Apply(); graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, _vertices.Count, 30, 2); base.Draw(gameTime); } #region Fields private List<VertexPositionNormalTexture> _vertices = new List<VertexPositionNormalTexture>(); private List<ushort> _indices = new List<ushort>(); #endregion #region Private methods private void InitializeData(GraphicsDevice graphicsDevice) { VertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormalTexture), _vertices.Count, BufferUsage.None); VertexBuffer.SetData<VertexPositionNormalTexture>(_vertices.ToArray()); // Create an index buffer, and copy our index data into it. IndexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), _indices.Count, BufferUsage.None); IndexBuffer.SetData<ushort>(_indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. Effect = new BasicEffect(graphicsDevice); Effect.TextureEnabled = true; Effect.EnableDefaultLighting(); } private void CreateGraphic(float size) { Vector3[] normals = { Vector3.Right, Vector3.Left, Vector3.Up, Vector3.Down, Vector3.Backward, Vector3.Forward, }; Vector2[] textureCoordinates = { Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, Vector2.UnitY, Vector2.Zero, Vector2.UnitX, Vector2.One, }; var index = 0; foreach (var normal in normals) { var side1 = new Vector3(normal.Z, normal.X, normal.Y); var side2 = Vector3.Cross(normal, side1); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 1); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 0); AddIndex(CurrentVertex + 2); AddIndex(CurrentVertex + 3); AddVertex((normal - side1 - side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal - side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 + side2) * size / 2, normal, textureCoordinates[index++]); AddVertex((normal + side1 - side2) * size / 2, normal, textureCoordinates[index++]); } } protected void StripTexturesFromCube() { PixelArray = new Color[Cube.Size * Cube.Size]; for (int s = 0; s < CubeFaces.Length; s++) { CubeFaces[s] = new Texture2D(Game.GraphicsDevice, Cube.Size, Cube.Size, false, SurfaceFormat.Color); switch (s) { case 0: Cube.GetData<Color>(CubeMapFace.PositiveX, PixelArray); CubeFaces[s].SetData<Color>(PixelArray); break; case 1: Cube.GetData(CubeMapFace.NegativeX, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 2: Cube.GetData(CubeMapFace.PositiveY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 3: Cube.GetData(CubeMapFace.NegativeY, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 4: Cube.GetData(CubeMapFace.PositiveZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; case 5: Cube.GetData(CubeMapFace.NegativeZ, PixelArray); CubeFaces[s].SetData(PixelArray); break; } } } protected void AddVertex(Vector3 position, Vector3 normal, Vector2 textureCoordinates) { _vertices.Add(new VertexPositionNormalTexture(position, normal, textureCoordinates)); } protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); _indices.Add((ushort)index); } protected int CurrentVertex { get { return _vertices.Count; } } #endregion } }

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  • Executing a jquery effect on demand. Is it possible?

    - by Chocol8
    I was looking the Highlight effect of Jquery's. That effect is really the one i would like to add in my webpage. By looking at the the source code, i noticed that the effect will be reproduced on user's click of the div. $("div").click(function () { $(this).effect("highlight", {}, 3000); }); In my webpage i have an ImageButton <asp:ImageButton ID="btnFavorite" runat="server" ImageUrl="~/Images/Favorite.png"/> I would love to perform the highlight effect to the div, when the user clicks on the image button. Is it possible? UPDATE: If it is possible, could i use something like "OnClientClick=" of the ImageButton, since the imagebutton controls are added dynamically to the webpage?

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  • How do I stop Python install on Mac OS X from putting things in my home directory?

    - by Rob
    Hi, I'm trying to install Python from source on my Mac. (OS X 10.6.2, Python-2.6.5.tar.bz2) I've done this before and it was easy, but for some reason, this time after ./configure, and make, the sudo make install puts things some things in my home directory instead of in /usr/local/... where I expect. The .py files are okay, but not the .so files... RobsMac Python-2.6.5 $ sudo make install [...] /usr/bin/install -c -m 644 ./Lib/anydbm.py /usr/local/lib/python2.6 /usr/bin/install -c -m 644 ./Lib/ast.py /usr/local/lib/python2.6 /usr/bin/install -c -m 644 ./Lib/asynchat.py /usr/local/lib/python2.6 [...] running build_scripts running install_lib creating /Users/rob/Library/Python creating /Users/rob/Library/Python/2.6 creating /Users/rob/Library/Python/2.6/site-packages copying build/lib.macosx-10.4-x86_64-2.6/_AE.so - /Users/rob/Library/ Python/2.6/site-packages copying build/lib.macosx-10.4-x86_64-2.6/_AH.so - /Users/rob/Library/ Python/2.6/site-packages copying build/lib.macosx-10.4-x86_64-2.6/_App.so - /Users/rob/Library/ Python/2.6/site-packages [...] Later, this causes imports that require those .so files to fail. For example... RobsMac Python-2.6.5 $ python Python 2.6.5 (r265:79063, Apr 28 2010, 13:40:18) [GCC 4.2.1 (Apple Inc. build 5646) (dot 1)] on darwin Type "help", "copyright", "credits" or "license" for more information. >>> import zlib Traceback (most recent call last):     File "", line 1, in ImportError: No module named zlib Any ideas what is wrong? thanks, Rob

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