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  • How to Calibrate HP Laptop Battery

    - by batteryfast
    Calibrating the HP Laptop Battery This document pertains to HP Notebook PCs with Windows 7 and Vista. Calibrating the laptop battery Calibrating the battery means recharging the battery to its maximum capacity and resetting the battery gauge to display the level of charge accurately. The Windows system tray battery meter may not correctly display the battery charge level when a notebook is new or has not been used for a long period of time. If the battery gauge becomes inaccurate, use one of the methods below to calibrate the battery gauge reading. Calibrate the battery while PC is in use A calibration cycle requires that the battery be completely charged and then completely discharged. During the calibration cycle, the power management properties must be disabled to allow the battery to completely discharge.

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  • What's a good open source java project for students to hack on?

    - by Evan Grim
    I'm working with a professor to develop a course teaching practical software development tools and methodology. We're looking for a sample code base that we can use for hands-on experience in each of the topics and as the basis for a semester-long project where students will work in a team to implement a feature or fix bugs. Here are some basic guidelines for the project that we'd like to come close to meeting: java based, ~50K SLOC, uses ant, depends upon some external library, has a test suite (preferably jUnit), friendly for development within eclipse, actively developed with a substantial history available within a version control system (such as subversion), the more "coolness" factor the better (to motivate the students), and preferably with some kind of user interface (e.g.: not just a library).

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  • Tiny DSLR Intervalometer Snaps Pics On User-Defined Schedule

    - by Jason Fitzpatrick
    If you’re interested in time-lapse photography but underwhelmed by the in-camera options (or lack there of) or don’t want to shell out money for an expensive commercial intervalometer, this DIY option is pretty slick solution. Achim Sack, a fan of hardware hacking and time lapse photography, created a super tiny interval timer that works with Nikon, Canon, and Pentax DSLRs. Plug it in, snap a shot between 0.4 seconds and 18 minutes to set the interval and then leave it be. As long as you have space on the memory card and power left in the battery the camera will keep snapping pictures. Hit up the link below to see his schematics, parts list, and more photos of the build. Interval Timer v2 [via Hack A Day] How To Encrypt Your Cloud-Based Drive with BoxcryptorHTG Explains: Photography with Film-Based CamerasHow to Clean Your Dirty Smartphone (Without Breaking Something)

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  • Panduit Delivers on the Digital Business Promise

    - by Kellsey Ruppel
    How a 60-Year-Old Company Transformed into a Modern Digital BusinessConnecting with audiences through a robust online experience across multiple channels and devices is a nonnegotiable requirement in today’s digital world. Companies need a digital platform that helps them create, manage, and integrate processes, content, analytics, and more.Panduit, a company founded nearly 60 years ago, needed to simplify and modernize its enterprise application and infrastructure to position itself for long-term growth. Learn how it transformed into a digital business using Oracle WebCenter and Oracle Business Process Management. Join this webcast for an in-depth look at how these Oracle technologies helped Panduit: Increase self-service activity on their portal by 75% Improve number and quality of sales leads through increased customer interactions and registration over the web and mobile Create multichannel self-service interactions and content-enabled business processes Register now for this webcast. Register Now Presented by:Andy KershawSenior Director, Oracle WebCenter, Oracle BPM and Oracle Social Network Product Management, OracleVidya IyerIT Delivery Manager, PanduitPatrick GarciaIT Solutions Architect, Panduit Copyright © 2014, Oracle Corporation and/or its affiliates.All rights reserved. Contact Us | Legal Notices and Terms of Use | Privacy Statement

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  • Visual Studio 2010 Professional special launch offer!

    - by Etienne Tremblay
    Hello everyone, long time no blog… I’ll try to get back in the game soon but with 2 customer and user group and life in general let’s just say I’m busy.  In the meantime I’m passing along this great offer. Microsoft Visual Studio 2010 Professional will launch on April 12 but you can beat the rush and secure your copy today by pre-ordering at the affordable estimated retail price of $549, a saving of $250. If you use a previous version of Visual Studio or any other development tool then you are eligible for this upgrade. Along with all the great new features in Visual Studio 2010 (see www.microsoft.com/visualstudio) Visual Studio 2010 Professional includes a 12-month MSDN Essentials subscription which gives you access to core Microsoft platforms: Windows 7 Ultimate, Windows Server 2008 R2 Enterprise, and Microsoft SQL Server 2008 R2 Datacenter. So visit http://www.microsoft.com/visualstudio/en-us/pre-order-visual-studio-2010 to check out all the new features and sign up for this great offer.   Cheers, ET Technorati Tags: VS2010

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  • Tellago 2011: Dwight, Chris and Don are MVPs

    - by gsusx
    It’s been a great start of 2011. Tellago’s Dwight Goins has been awarded as a Microsoft BizTalk Server MVP for 2011. I’ve always said that Dwight should have been an MVP a long time ago. His contributions to the BizTalk Server community are nothing but remarkable. In addition to Dwight, my colleagues Don Demsak and Chris Love also renewed their respective MVP award. A few other of us are up for renewal later in the year. As a recognition to Dwight’s award, we have made him the designated doorman...(read more)

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  • 'cannot find -lboost_iostreams' while trying to install Deluge 1.3.3

    - by Muhammad
    While trying to install deluge 1.3.3 (I need this specific version) I get an error. I install all the needed packages through sudo apt-get install g++ make python-all-dev python-all python-dbus \ python-gtk2 python-notify librsvg2-common python-xdg python-support \ subversion libboost-dev libboost-python-dev \ libboost-thread-dev libboost-date-time-dev libboost-filesystem-dev \ libssl-dev zlib1g-dev python-setuptools \ python-mako python-twisted-web python-chardet python-simplejson I then build it $ python setup.py build and $ sudo python setup.py install then I get a long list at the end of which there is the error /usr/bin/ld: cannot find -lboost_iostreams collect2: ld returned 1 exit status error: command 'gcc' failed with exit status 1 Can you help me out with this?

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  • Will TSQL become useless because of new ORMs? [closed]

    - by Saeed Neamati
    By introducing LINQ to SQL, I found myself and my .NET developer colleagues gradually moving from TSQL to C# to create queries on the database. Entity Framework made that shift almost permanent. Now it's nearly 2 years that I use LINQ to SQL and LINQ to Entities and haven't used TSQL that much. Yesterday, a colleague encountered a problem (he had to create a SP) and we went to help him. But we all found that our TSQL knowledge was diminished for sure, and a simple SP that seemed trivial to us 2 or 3 years ago, was a challenge to be solved yesterday. Thus it came to my mind that while TSQL's life is attached to SQL Server, and logically as long as SQL Server lives and doesn't change it's SQL language, TSQL would also live, practically it might die, and soon very few people might know it. Am I right? Do existence of ORMs like Entity Framework threaten TSQL's life and usability?

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  • Road Trip with Carl Franklin and Richard Campbell

    I was lucky enough to got invited to join Carl and Richard on their road trip from Redlands to Phoenix. You can be the lucky one on their next stop. What an experience to share 5 hours on a RV with them, there isnt anywhere to hide in a RV, they pretty much gracefully answered all my questions. No many times you are given the chance to borrow brilliant minds. I can listen to them all day long talking about technology and what the industry changes during the year, I enjoyed the laid down from...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Would a cut and paste coder ever get past a job interview?

    - by bigdave
    As a long time cut and paste coder I never committed much of the syntax of a language to memory. Even worse, I now use google to solve many of the coding problems which are of the type typically used in job interviews. This has greatly increased my productivity, the quality of the end result and stops me perpetuating the same bugs across all my code. However it means I don't actually remember the detail of the solution. For some reason in a job interview "I would look that up on google" does not seem to be the right answer. Am I better off in the interview to pass no comment on my coding style and simply pull out an iPad and produce the solution?

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  • How to submit sitemap when your website has partial https? - Error: "Not in Domain"

    - by Ralph N
    My website is an ecommerce that is set up to do http for the item browsing portion, but https for things like shopping cart, contact us, etc.. (anything that has forms on it). I've submitted my website a long time ago to google webmaster tools as http://www.mywebsite.com. I also submitted a sitemap with about 40 links - 8 of them are https. I've noticed that for the longest time, google webmaster tools was reporting that 32 out of the 40 links have been crawled. I tested all the links against my robots.txt and realized that my robots text was blocking the https links. Google says those links are "Not In Domain". Is there a way i'm supposed to get around this so that I can have a hybrid-ssl site? I understand the concept that one site is mywebsite.com:80 and the other is mywebsite.com:443, but i'd like to avoid submitting and maintaining 2 seperate websites on google webmaster tools.

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  • Dash music lens doesn't play music files

    - by scofandr
    After installing 12.10 music lens in Dash worked not for a long time. After a little while buttons "Open in directory" and "Play" (or whatever there was) just dissapeared. The only thing I can notice is that I have immediately removed Rhythmbox (as I used to do) and installed Banshee from quantal main. Besides, track length is not being displayed correctly any more. Something like 4838:32 is shown. The situation is the same for both single tracks or albums. But music files from main menu (for example, recent files) in dash have all features working: "E-mail", "Open" and "Play". Is there any way to solve all this? Hope there's no need to reinstall Rhythmbox...

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  • Programming languages, positional languages and natural languages

    - by Vitalij Zadneprovskij
    Some programming languages are modeled on machine code, like assembly languages. Other languages are modeled on a natural language, the English language. Others are not modeled on either machine code or natural language. Languages such as PROLOG, for example, don't follow either model. I came across this Perl module Lingua::Romana::Perligata, that allows to write programs using a syntax that is very similar to Latin. Are there programming languages that have less positional syntax? Are there other languages or modules that allow you to write in syntaxes inspired by other natural languages, like French, Hebrew or Farsi? There is a very long list on Wikipedia, but most of those projects are dead. There is a related question on StackOverflow. The answer that was accepted is "Use Google".

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  • I&rsquo;m speaking at Software Architect 2010 in October

    - by Eric Nelson
    I’m very pleased to report I have managed to slip past the quality police and get to speak for the third year in a row at the excellent Software Architect conference in London. Which makes it the only “long running” conference that I have a 100% record on speaking at year on year which gives it an extra special significance. How much longer before I am found out :) This conference attracts some great speakers including the likes of Kevlin Henney, Neal Ford and Tim Ewald (oh – and me). If you are a software/solution architect then I would definitely recommend you check out whether the sessions this year are something that would help you grow and make great technology/architecture choices in your organisation. I am delivering a brand new session - which means I need to create it :-) 10 things every architect needs to know about Windows Azure In this session we will look at the 10 most architecturally significant features of the Windows Azure platform which directly impact how you architect solutions if you plan to deploy in the Cloud. Maybe see you there…

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  • Working with Backing Beans in JDeveloper - The Right Way

    - by shay.shmeltzer
    One nice feature that was in JDeveloper for a long time is the ability to automatically expose every component on your JSF page in a backing bean. While this is a nice "work saving" feature, you shouldn't be using this one in most cases. The reason is that it will create objects in your backing bean code for a lot of items you don't actually need to manipulate, making your code bigger and more complex to maintain. The right way of working is to expose only components you need in your backing bean - and JDeveloper makes this just as easy through the binding property in the property inspector and the edit option it has. Here is a quick video showing you how to do that:

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  • I’m 99% confident that where you are matters

    - by ktegels
    It really has been a long time since I posted anything ofvalue here. Yes, a lot of that is by my own choice and some of you might bewondering if I’ve given up on SQL Server. No, haven’t, it remains a vital toolfor me. But I have become more of user of the product in last couple of yearsrather than somebody who is “internals guru.” To be frank, going from technicaltrainer to University professor has had a lot to do with that. I tend to caremuch less now about squeezing cycles out of execution times...(read more)

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  • What is the best database design and/or software to model a thesaurus?

    - by Miles O'Keefe
    I would like to design a web app that functions as a simple thesaurus : a long list of words with attributes, all of which are linked to each other. Wikipedia defines it as: In Information Science, Library Science, and Information Technology, specialized thesauri are designed for information retrieval. They are a type of controlled vocabulary, for indexing or tagging purposes. Such a thesaurus can be used as the basis of an index for online material. The Art and Architecture Thesaurus, for example, is used to index the Canadian Information retrieval thesauri are formally organized so that existing relationships between concepts are made explicit. What database software, design or model would best fit this? Are PHP and MySQL good technologies to handle it?

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  • How do I disable unwanted iPXE boot attempt in Libvirt/qemu-kvm?

    - by gertvdijk
    Somehow after upgrading to 12.04, my virtual machines always boot with an attempt to boot from the network first. See this: while I don't have any PXE configuration set: I've tried: to disable SPICE, by changing the emulator to /usr/bin/kvm from /usr/bin/kvm-spice by editing the XML. Ctrl+B to configure the iPXE, but it doesn't let disable this as a boot option. setting another type of NIC - not an option, I need virtio for performance reasons. However, e1000e doesn't work either. removing the NIC: works. However, I need network. Googling around. Hard. Lots of result is about failing configured PXE boots. Not a big issue, but it increases boot times by 50-100% here (booting from SSD), so it's relatively long and annoys me. How can I disable this and boot from virtual hard disk directly?

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  • Software development books are useful, but when to find the time to read them?

    - by user5396
    I have 5 books in my "read-wish-list". When do I read them? I mean I could force myself to use 1 hour during working hours, but this will last for 2 days then someone will ask me to do more "high priority things". One option can be reading at night, but also this has limits, even because I prefer to spend time with kids. Could you please share your experiences? A long term plan is needed of course, it makes no sense to read 5 books in a week, but to continuously read something. For this reason it must not be a stressful thing. It should be easy. It must not be a struggle to find time to read, but it should be done on a continuous regular basis. Somehow this question can be similar to THIS ONE but I want to ask about books. How many if you read books at work for self improvement, not to tackle a specific task?

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  • Learning resource for 3d modeling

    - by Maik Klein
    I want to start learning 3d modeling. I already have experience with maya and 3dsmax but I made a long pause (2 years) Now I have free access to maya, 3dsmax and blender (I am a student). I know that all tools are very powerful so I thought I just pick the one with the best learning materials. The best site that I found is http://www.digitaltutors.com/11/index.php and it has over 7600 videos for maya. Maybe you can recommend me some other learning sites that are as good as digitaltutors?

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • Domino Dump Turns Into Van Gogh Painting [Video]

    - by Jason Fitzpatrick
    We’ve seen a lot of domino projects in our day, but this is the first one we’ve seen that turns into a piece of classic art when it’s done. Courtesy of domino enthusiast FlippyCat: I recreated Vincent van Gogh’s “Starry Night” from just over 7,000 dominos. The second attempt took about 11 hours total to build. The first attempt failed, when I dropped a screw from the camera rig onto it. I was able to improve the swirling clouds better in the second attempt as a result though. I do not know how long the first attempt took, but I did not have any accidents building like I did in the second attempt! Next up, Edvard Munch’s The Scream? How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8 How to Banish Duplicate Photos with VisiPic

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  • What is the most efficient way to convert to binary and back in C#?

    - by Saad Imran.
    I'm trying to write a general purpose socket server for a game I'm working on. I know I could very well use already built servers like SmartFox and Photon, but I wan't to go through the pain of creating one myself for learning purposes. I've come up with a BSON inspired protocol to convert the the basic data types, their arrays, and a special GSObject to binary and arrange them in a way so that it can be put back together into object form on the client end. At the core, the conversion methods utilize the .Net BitConverter class to convert the basic data types to binary. Anyways, the problem is performance, if I loop 50,000 times and convert my GSObject to binary each time it takes about 5500ms (the resulting byte[] is just 192 bytes per conversion). I think think this would be way too slow for an MMO that sends 5-10 position updates per second with a 1000 concurrent users. Yes, I know it's unlikely that a game will have a 1000 users on at the same time, but like I said earlier this is supposed to be a learning process for me, I want to go out of my way and build something that scales well and can handle at least a few thousand users. So yea, if anyone's aware of other conversion techniques or sees where I'm loosing performance I would appreciate the help. GSBitConverter.cs This is the main conversion class, it adds extension methods to main datatypes to convert to the binary format. It uses the BitConverter class to convert the base types. I've shown only the code to convert integer and integer arrays, but the rest of the method are pretty much replicas of those two, they just overload the type. public static class GSBitConverter { public static byte[] ToGSBinary(this short value) { return BitConverter.GetBytes(value); } public static byte[] ToGSBinary(this IEnumerable<short> value) { List<byte> bytes = new List<byte>(); short length = (short)value.Count(); bytes.AddRange(length.ToGSBinary()); for (int i = 0; i < length; i++) bytes.AddRange(value.ElementAt(i).ToGSBinary()); return bytes.ToArray(); } public static byte[] ToGSBinary(this bool value); public static byte[] ToGSBinary(this IEnumerable<bool> value); public static byte[] ToGSBinary(this IEnumerable<byte> value); public static byte[] ToGSBinary(this int value); public static byte[] ToGSBinary(this IEnumerable<int> value); public static byte[] ToGSBinary(this long value); public static byte[] ToGSBinary(this IEnumerable<long> value); public static byte[] ToGSBinary(this float value); public static byte[] ToGSBinary(this IEnumerable<float> value); public static byte[] ToGSBinary(this double value); public static byte[] ToGSBinary(this IEnumerable<double> value); public static byte[] ToGSBinary(this string value); public static byte[] ToGSBinary(this IEnumerable<string> value); public static string GetHexDump(this IEnumerable<byte> value); } Program.cs Here's the the object that I'm converting to binary in a loop. class Program { static void Main(string[] args) { GSObject obj = new GSObject(); obj.AttachShort("smallInt", 15); obj.AttachInt("medInt", 120700); obj.AttachLong("bigInt", 10900800700); obj.AttachDouble("doubleVal", Math.PI); obj.AttachStringArray("muppetNames", new string[] { "Kermit", "Fozzy", "Piggy", "Animal", "Gonzo" }); GSObject apple = new GSObject(); apple.AttachString("name", "Apple"); apple.AttachString("color", "red"); apple.AttachBool("inStock", true); apple.AttachFloat("price", (float)1.5); GSObject lemon = new GSObject(); apple.AttachString("name", "Lemon"); apple.AttachString("color", "yellow"); apple.AttachBool("inStock", false); apple.AttachFloat("price", (float)0.8); GSObject apricoat = new GSObject(); apple.AttachString("name", "Apricoat"); apple.AttachString("color", "orange"); apple.AttachBool("inStock", true); apple.AttachFloat("price", (float)1.9); GSObject kiwi = new GSObject(); apple.AttachString("name", "Kiwi"); apple.AttachString("color", "green"); apple.AttachBool("inStock", true); apple.AttachFloat("price", (float)2.3); GSArray fruits = new GSArray(); fruits.AddGSObject(apple); fruits.AddGSObject(lemon); fruits.AddGSObject(apricoat); fruits.AddGSObject(kiwi); obj.AttachGSArray("fruits", fruits); Stopwatch w1 = Stopwatch.StartNew(); for (int i = 0; i < 50000; i++) { byte[] b = obj.ToGSBinary(); } w1.Stop(); Console.WriteLine(BitConverter.IsLittleEndian ? "Little Endian" : "Big Endian"); Console.WriteLine(w1.ElapsedMilliseconds + "ms"); } Here's the code for some of my other classes that are used in the code above. Most of it is repetitive. GSObject GSArray GSWrappedObject

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  • Fastest way to document software architecture and design

    - by Karsten
    We are a small team of 5 developers and I'm looking for some great advices about how to document the software architecture and design. I'm going for the sweet spot, where the time invested pays off. I don't want to use more time documenting than necessary. I'll quickly give you my thoughts. What are the diagrams I should made? I'm thinking an overall diagram showing the various applications and services. And then some sequence diagrams showing the most important or complicated processes. About the code it self, I really don't see much value in describing or making diagrams for the code outside the .cs files them self. About text documents, I'm a bit uncertain about when to put down on paper. Most developers don't like to either write or read long documents.

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  • Derek Brink shares "Worst Practices in IT Security"

    - by Darin Pendergraft
    Derek Brink is Vice President and Research Fellow in IT Security for the Aberdeen Group.  He has established himself as an IT Security Expert having a long and impressive career with companies and organizations ranging from RSA, Sun, HP, the PKI Forum and the Central Intelligence Agency.  So shouldn't he be talking about "Best Practices in IT Security?" In his latest blog he talks about the thought processes that drive the wrong behavior, and very cleverly shows how that incorrect thinking exposes weaknesses in our IT environments. Check out his latest blog post titled: "The Screwtape CISO: Memo #1 (silos, stovepipes and point solutions)"

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