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  • Fun Visual Studio 2010 Wallpapers

    Two weeks ago I blogged about a cool new site that allows you to download and customize the Visual Studio code editor background and text colors (for both VS 2008 and VS 2010 version). The site also allows you to submit and share your own Visual Studio color schemes with others. Another new community site has recently launched that allows you to download Visual Studio 2010 themed images that you can use for your Windows desktop background.  You can visit the site here: http://vs2010wallpapers.com/ ...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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  • Surface development: it&rsquo;s just like software development

    - by Dennis Vroegop
    Surface is magic. Everyone using it seems to think that way. And I have to be honest, after working for almost 2 years with the platform I still get that special feeling the moment I turn on the unit to do some more work. The whole user experience, the rich environment of the SDK, the touch, even the look and feel of the Surface environment is so much different from the stuff I’ve been working on all my career that I am still bewildered by it. But… and this is a big but.. in the end we’re still talking about a computer and that needs software to become useful. Deep down the magic of the Surface unit there is a PC somewhere, running Windows Vista and the .net framework 3.5. When you write that magic software that makes the platform come alive you’re still working with .net, WPF/XNA, C#, VB.Net and all those other tools and technologies you know so well. Sure, the whole user experience is different from what you’ve known. And the way of thinking about users, their interaction and the positioning of screen elements requires a whole new paradigm. And that takes time. It took me about half a year before I had the feeling I got it nailed down. But when that moment came (about 18 months ago…) I realized that everything I had learned so far on software development still is true when it comes to Surface. The last 6 months I have been working with some people with a different background to start a new company. The idea was that the new company would be focussing on Surface and Surface only. These people come from a marketing background and had some good ideas for some applications. And I have to admit: their ideas were good. Very good. Where it all fell down of course is that these ideas need to be implemented in a piece of software. And creating great software takes skilled developers and a lot of time and money. That’s where things went wrong: the marketing guys didn’t realize and didn’t want to realize that software development is a job that takes skill. You can’t just hire a bunch of developers and expect them to deliver the best sort of software, especially not when it comes to Surface. I tried to explain that yes, their User Interface in Photoshop looked great, but no: I couldn’t develop an application like that in a weeks time. Even worse: the while backend of the software (WCF for communications, SQL Server for the database, etc) would take a lot more time than the frontend. They didn’t understand. It took them a couple of days to drawn the UI in Photoshop so in Blend I should be able to build the software in about the same amount of time. Well, you and I know that it doesn’t work that way. Software is hard to write, and even harder to write well, and it takes skill and dedication. It’s not something you can do as fast as you can draw a mock up for a Surface application in Photohop. The same holds true for web applications of course. A lot of designers there fail to appreciate the hard work that goes into writing the plumbing for a good web app that can handle thousands of users. Although the UI is very important, it’s not all there is to it. And in Surface development this is the same. The UI should create the feeling of magic, but the software behind it is what makes it come alive. And that takes time. A lot of time. So brush of you skills and don’t throw them away if you start developing for Surface. Because projects (and colaborations) can fail there as hard as they can in any other area of software development. On a side note: we decided to stop the colaboration (something the other parties involved didn’t appreciate and were very angry about) and decided to hire a designer for the Surface projects. The focus is back where it belongs: on the software development we know so well and have been doing very well for 13 years. UI is just a part of the whole project and not the end product. So my company Detrio is still going strong when it comes to develivering Surface solutions but once again from a technological background, not a marketing background.

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  • HTG Explains: Why You Shouldn’t Use a Task Killer On Android

    - by Chris Hoffman
    Some people think that task killers are important on Android. By closing apps running in the background, you’ll get improved performance and battery life – that’s the idea, anyway. In reality, task killers can reduce your performance and battery life. Task killers can force apps running in the background to quit, removing them from memory. Some task killers do this automatically. However, Android can intelligently manage processes on its own – it doesn’t need a task killer. How Hackers Can Disguise Malicious Programs With Fake File Extensions Can Dust Actually Damage My Computer? What To Do If You Get a Virus on Your Computer

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  • Building the Elusive Windows Phone Panorama Control

    When the Windows Phone 7 Developer SDK was released a couple of weeks ago at MIX10 many people noticed the SDK doesnt include a template for a Panorama control.   Here at Clarity we decided to build our own Panorama control for use in some of our prototypes and I figured I would share what we came up with. There have been a couple of implementations of the Panorama control making their way through the interwebs, but I didnt think any of them really nailed the experience that is shown in the simulation videos.   One of the key design principals in the UX Guide for Windows Phone 7 is the use of motion.  The WP7 OS is fairly stripped of extraneous design elements and makes heavy use of typography and motion to give users the necessary visual cues.  Subtle animations and wide layouts help give the user a sense of fluidity and consistency across the phone experience.  When building the panorama control I was fairly meticulous in recreating the motion as shown in the videos.  The effect that is shown in the application hubs of the phone is known as a Parallax Scrolling effect.  This this pseudo-3D technique has been around in the computer graphics world for quite some time. In essence, the background images move slower than foreground images, creating an illusion of depth in 2D.  Here is an example of the traditional use: http://www.mauriciostudio.com/.  One of the animation gems I've learned while building interactive software is the follow animation.  The premise is straightforward: instead of translating content 1:1 with the interaction point, let the content catch up to the mouse or finger.  The difference is subtle, but the impact on the smoothness of the interaction is huge.  That said, it became the foundation of how I achieved the effect shown below.   Source Code Available HERE Before I briefly describe the approach I took in creating this control..and Ill add some **asterisks ** to the code below as my coding skills arent up to snuff with the rest of my colleagues.  This code is meant to be an interpretation of the WP7 panorama control and is not intended to be used in a production application.  1.  Layout the XAML The UI consists of three main components :  The background image, the Title, and the Content.  You can imagine each  these UI Elements existing on their own plane with a corresponding Translate Transform to create the Parallax effect.  2.  Storyboards + Procedural Animations = Sexy As I mentioned above, creating a fluid experience was at the top of my priorities while building this control.  To recreate the smooth scroll effect shown in the video we need to add some place holder storyboards that we can manipulate in code to simulate the inertia and snapping.  Using the easing functions built into Silverlight helps create a very pleasant interaction.    3.  Handle the Manipulation Events With Silverlight 3 we have some new touch event handlers.  The new Manipulation events makes handling the interactivity pretty straight forward.  There are two event handlers that need to be hooked up to enable the dragging and motion effects: the ManipulationDelta event :  (the most relevant code is highlighted in pink) Here we are doing some simple math with the Manipulation Deltas and setting the TO values of the animations appropriately. Modifying the storyboards dynamically in code helps to create a natural feel.something that cant easily be done with storyboards alone.   And secondly, the ManipulationCompleted event:  Here we take the Final Velocities from the Manipulation Completed Event and apply them to the Storyboards to create the snapping and scrolling effects.  Most of this code is determining what the next position of the viewport will be.  The interesting part (shown in pink) is determining the duration of the animation based on the calculated velocity of the flick gesture.  By using velocity as a variable in determining the duration of the animation we can produce a slow animation for a soft flick and a fast animation for a strong flick. Challenges to the Reader There are a couple of things I didnt have time to implement into this control.  And I would love to see other WPF/Silverlight approaches.  1.  A good mechanism for deciphering when the user is manipulating the content within the panorama control and the panorama itself.   In other words, being able to accurately determine what is a flick and what is click. 2.  Dynamically Sizing the panorama control based on the width of its content.  Right now each control panel is 400px, ideally the Panel items would be measured and then panorama control would update its size accordingly.  3.  Background and content wrapping.  The WP7 UX guidelines specify that the content and background should wrap at the end of the list.  In my code I restrict the drag at the ends of the list (like the iPhone).  It would be interesting to see how this would effect the scroll experience.     Well, Its been fun building this control and if you use it Id love to know what you think.  You can download the Source HERE or from the Expression Gallery  Erik Klimczak  | [email protected] | twitter.com/eklimczDid 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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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • Review quality of code

    - by magol
    I have been asked to quality review two code bases. I've never done anything like that, and need advice on how to perform it and report it. Background There are two providers of code, one in VB and one in C (ISO 9899:1999 (C99)). These two programs do not work so well together, and of course, the two suppliers blames each other. I will therefore as a independent person review both codes, on a comprehensive level review the quality of the codes to find out where it is most likely that the problem lies. I will not try to find problems, but simply review the quality and how simple it is to manage and understand the code. Edit: I have yet not received much information about what the problem consists of. I've just been told that I will examine the code in terms of quality. Not so much more. I do not know the background to why they took this decision.

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  • Qml and QfileSystemModel interaction problem

    - by user136432
    I'm having some problem in realizing an interaction between QML and C++ to obtain a very basic file browser that is shown within a ListView. I tried to use as model for my data the QT class QFileSystemModel, but it did't work as I expected, probably I didn't fully understand the QT class documentation about the use of this model or the example I found on the internet. Here is the code that I am using: File main.cpp #include <QModelIndex> #include <QFileSystemModel> #include <QQmlContext> #include <QApplication> #include "qtquick2applicationviewer.h" int main(int argc, char *argv[]) { QApplication app(argc, argv); QFileSystemModel* model = new QFileSystemModel; model->setRootPath("C:/"); model->setFilter(QDir::Files | QDir::AllDirs); QtQuick2ApplicationViewer viewer; // Make QFileSystemModel* available for QML use. viewer.rootContext()->setContextProperty("myFileModel", model); viewer.setMainQmlFile(QStringLiteral("qml/ProvaQML/main.qml")); viewer.showExpanded(); return app.exec(); } File main.qml Rectangle { id: main width: 800 height: 600 ListView { id: view property string root_path: "C:/Users" x: 40 y: 20 width: parent.width - (2*x) height: parent.height - (2*y) VisualDataModel { id: myVisualModel model: myFileModel // Get the model QFileSystemModel exposed from C++ delegate { Rectangle { width: 210; height: 20; radius: 5; border.width: 2; border.color: "orange"; color: "yellow"; Text { text: fileName; x: parent.x + 10; } MouseArea { anchors.fill: parent onDoubleClicked: { myVisualModel.rootIndex = myVisualModel.modelIndex(index) } } } } } highlight: Rectangle { color: "lightsteelblue"; radius: 5 } focus: true } } The first problem with this code is that first elements that I can see within my list are my PC logical drives even if I set a specific path. Then when I first double click on drive "C:\" it shows the list of files and directories on that path, but when I double click on a directory a second time the screen flickers for one moment and then it shows again the PC logical drives. Can anyone tell me how should I use the QFileSystemModel class with a ListView QML object? Thanks in advance! Carlo

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  • Display date/time in Ubuntu lock screen (cinnamon-like)

    - by 3l4ng
    I was using Ubuntu 13.04 till a few days ago. I had installed Nemo and I guess cinnamon got installed too (I was still using Unity nonetheless). One of the good things about that was the lock screen somehow changed to mimick cinnamon's (with the background as a darkened version of desktop background and date/time displayed), something like this: I have no idea how this happened, but it looked great. It does not seem to work on Ubuntu 13.10. Anyone has any ideas to get a similar lock screen? I just need to display the date/time on one side with the bg as a darkened version of my desktop wallpaper

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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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  • Building the Elusive Windows Phone Panorama Control

    When the Windows Phone 7 Developer SDK was released a couple of weeks ago at MIX10 many people noticed the SDK doesnt include a template for a Panorama control.   Here at Clarity we decided to build our own Panorama control for use in some of our prototypes and I figured I would share what we came up with. There have been a couple of implementations of the Panorama control making their way through the interwebs, but I didnt think any of them really nailed the experience that is shown in the simulation videos.   One of the key design principals in the UX Guide for Windows Phone 7 is the use of motion.  The WP7 OS is fairly stripped of extraneous design elements and makes heavy use of typography and motion to give users the necessary visual cues.  Subtle animations and wide layouts help give the user a sense of fluidity and consistency across the phone experience.  When building the panorama control I was fairly meticulous in recreating the motion as shown in the videos.  The effect that is shown in the application hubs of the phone is known as a Parallax Scrolling effect.  This this pseudo-3D technique has been around in the computer graphics world for quite some time. In essence, the background images move slower than foreground images, creating an illusion of depth in 2D.  Here is an example of the traditional use: http://www.mauriciostudio.com/.  One of the animation gems I've learned while building interactive software is the follow animation.  The premise is straightforward: instead of translating content 1:1 with the interaction point, let the content catch up to the mouse or finger.  The difference is subtle, but the impact on the smoothness of the interaction is huge.  That said, it became the foundation of how I achieved the effect shown below.   Source Code Available HERE Before I briefly describe the approach I took in creating this control..and Ill add some **asterisks ** to the code below as my coding skills arent up to snuff with the rest of my colleagues.  This code is meant to be an interpretation of the WP7 panorama control and is not intended to be used in a production application.  1.  Layout the XAML The UI consists of three main components :  The background image, the Title, and the Content.  You can imagine each  these UI Elements existing on their own plane with a corresponding Translate Transform to create the Parallax effect.  2.  Storyboards + Procedural Animations = Sexy As I mentioned above, creating a fluid experience was at the top of my priorities while building this control.  To recreate the smooth scroll effect shown in the video we need to add some place holder storyboards that we can manipulate in code to simulate the inertia and snapping.  Using the easing functions built into Silverlight helps create a very pleasant interaction.    3.  Handle the Manipulation Events With Silverlight 3 we have some new touch event handlers.  The new Manipulation events makes handling the interactivity pretty straight forward.  There are two event handlers that need to be hooked up to enable the dragging and motion effects: the ManipulationDelta event :  (the most relevant code is highlighted in pink) Here we are doing some simple math with the Manipulation Deltas and setting the TO values of the animations appropriately. Modifying the storyboards dynamically in code helps to create a natural feel.something that cant easily be done with storyboards alone.   And secondly, the ManipulationCompleted event:  Here we take the Final Velocities from the Manipulation Completed Event and apply them to the Storyboards to create the snapping and scrolling effects.  Most of this code is determining what the next position of the viewport will be.  The interesting part (shown in pink) is determining the duration of the animation based on the calculated velocity of the flick gesture.  By using velocity as a variable in determining the duration of the animation we can produce a slow animation for a soft flick and a fast animation for a strong flick. Challenges to the Reader There are a couple of things I didnt have time to implement into this control.  And I would love to see other WPF/Silverlight approaches.  1.  A good mechanism for deciphering when the user is manipulating the content within the panorama control and the panorama itself.   In other words, being able to accurately determine what is a flick and what is click. 2.  Dynamically Sizing the panorama control based on the width of its content.  Right now each control panel is 400px, ideally the Panel items would be measured and then panorama control would update its size accordingly.  3.  Background and content wrapping.  The WP7 UX guidelines specify that the content and background should wrap at the end of the list.  In my code I restrict the drag at the ends of the list (like the iPhone).  It would be interesting to see how this would effect the scroll experience.     Well, Its been fun building this control and if you use it Id love to know what you think.  You can download the Source HERE or from the Expression Gallery  Erik Klimczak  | [email protected] | twitter.com/eklimczDid 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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  • Best practices for team workflow with RoR/Github for designer + coder?

    - by Josh
    My friend and I have started to try to collaborate on some projects. For background, I come from a PHP/Wordpress/Drupal coding background, but recently I've become more experienced with the RoR framework, while he is more experienced as an HTML/CSS designer, working with PHP and WordPress. We're both relatively new to RoR I think, and so we're trying to figure out our collaborative workflow, but we have no idea where to start. For instance, we were trying to figure out how he could do some minor edits to the CSS file without having to do a full RoR deploy on his box. We still haven't figured out a solution, so I think it's best if we start to set some sort of workflow based on best practices. I was wondering if you guys have any insight or links to articles/case studies regarding this topic?

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  • Pixel Perfect Collision Detection in Cocos2dx

    - by Happybirthday
    I am trying to port the pixel perfect collision detection in Cocos2d-x the original version was made for Cocos2D and can be found here: http://www.cocos2d-iphone.org/forums/topic/pixel-perfect-collision-detection-using-color-blending/ Here is my code for the Cocos2d-x version bool CollisionDetection::areTheSpritesColliding(cocos2d::CCSprite *spr1, cocos2d::CCSprite *spr2, bool pp, CCRenderTexture* _rt) { bool isColliding = false; CCRect intersection; CCRect r1 = spr1-boundingBox(); CCRect r2 = spr2-boundingBox(); intersection = CCRectMake(fmax(r1.getMinX(),r2.getMinX()), fmax( r1.getMinY(), r2.getMinY()) ,0,0); intersection.size.width = fmin(r1.getMaxX(), r2.getMaxX() - intersection.getMinX()); intersection.size.height = fmin(r1.getMaxY(), r2.getMaxY() - intersection.getMinY()); // Look for simple bounding box collision if ( (intersection.size.width0) && (intersection.size.height0) ) { // If we're not checking for pixel perfect collisions, return true if (!pp) { return true; } unsigned int x = intersection.origin.x; unsigned int y = intersection.origin.y; unsigned int w = intersection.size.width; unsigned int h = intersection.size.height; unsigned int numPixels = w * h; //CCLog("Intersection X and Y %d, %d", x, y); //CCLog("Number of pixels %d", numPixels); // Draw into the RenderTexture _rt-beginWithClear( 0, 0, 0, 0); // Render both sprites: first one in RED and second one in GREEN glColorMask(1, 0, 0, 1); spr1-visit(); glColorMask(0, 1, 0, 1); spr2-visit(); glColorMask(1, 1, 1, 1); // Get color values of intersection area ccColor4B *buffer = (ccColor4B *)malloc( sizeof(ccColor4B) * numPixels ); glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, buffer); _rt-end(); // Read buffer unsigned int step = 1; for(unsigned int i=0; i 0 && color.g 0) { isColliding = true; break; } } // Free buffer memory free(buffer); } return isColliding; } My code is working perfectly if I send the "pp" parameter as false. That is if I do only a bounding box collision but I am not able to get it working correctly for the case when I need Pixel Perfect collision. I think the opengl masking code is not working as I intended. Here is the code for "_rt" _rt = CCRenderTexture::create(visibleSize.width, visibleSize.height); _rt-setPosition(ccp(origin.x + visibleSize.width * 0.5f, origin.y + visibleSize.height * 0.5f)); this-addChild(_rt, 1000000); _rt-setVisible(true); //For testing I think I am making a mistake with the implementation of this CCRenderTexture Can anyone guide me with what I am doing wrong ? Thank you for your time :)

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  • SharePoint 2010 Hosting :: How to Customize SharePoint 2010 Global Navigation

    - by mbridge
    Requirements - SharePoint Foundation or SharePoint Server 2010 site - SharePoint Designer 2010 Steps 1. The first step in my process was to download from codeplex a starter masterpage http://startermasterpages.codeplex.com/ . 2. Once you downloaded the starter master page, open up your SharePoint site in SharePoint Designer 2010 and on the left in the “Site Objects “ area click on the folder “All Files” and drill down to catalogs >> masterpages . Once you are in the Masterpage folder copy and paste the _starter.master into this folder. 3. The first step in the customization process is to create your custom style sheet. To create your custom style sheet, click on the “all Files” folder and click on “Style Library.” Right click in the style library section and choose Style sheet. Once the style sheet is created, rename it style.css. Now open the style sheet you created in SharePoint Designer. 4. In this next step you will copy and paste the SharePoint core styles for the global navigation into your custom style sheet. Copy and paste the css below into the style sheet and save file .s4-tn{ padding:0px; margin:0px; } .s4-tn ul.static{ white-space:nowrap; } .s4-tn li.static > .menu-item{ /* [ReplaceColor(themeColor:"Dark2")] */ color:#3b4f65; white-space:nowrap; border:1px solid transparent; padding:4px 10px; display:inline-block; height:15px; vertical-align:middle; } .s4-tn ul.dynamic{ /* [ReplaceColor(themeColor:"Light2")] */ background-color:white; /* [ReplaceColor(themeColor:"Dark2-Lighter")] */ border:1px solid #D9D9D9; } .s4-tn li.dynamic > .menu-item{ display:block; padding:3px 10px; white-space:nowrap; font-weight:normal; } .s4-tn li.dynamic > a:hover{ font-weight:normal; /* [ReplaceColor(themeColor:"Light2-Lighter")] */ background-color:#D9D9D9; } .s4-tn li.static > a:hover { /* [ReplaceColor(themeColor:"Accent1")] */ color:#44aff6; text-decoration:underline; } 5. Once you created the style sheet, go back to the masterpage folder and open the _starter.master file and in the Customization category click edit file. 6. Next, when the edit file opens make sure you view it in split view. Now you are going to search for the reference to our custom masterpage in the code. Make sure you are scrolled to the top in the code section and press “ctrl f” on the key board. This will pop up the find and replace tool. In the” find what field”, copy and paste and then click find next. 7. Now, in the code replace You have now referenced your custom style sheet in your masterpage. 8. The next step is to locate your Global Navigation control, make sure you are scrolled to the top in the code section and press “ctrl f” on the key board. This will pop up the find and replace tool. In the” find what field”, copy and paste ID="TopNavigationMenuV4” and then click find next. Once you find ID="TopNavigationMenuV4” , you should see the following block of code which is the global navigation control: ID="TopNavigationMenuV4" Runat="server" EnableViewState="false" DataSourceID="topSiteMap" AccessKey="" UseSimpleRendering="true" UseSeparateCss="false" Orientation="Horizontal" StaticDisplayLevels="1" MaximumDynamicDisplayLevels="1" SkipLinkText="" CssClass="s4-tn" 9. In the global navigation code above you should see CssClass="s4-tn" . As an additional step you can replace "s4-tn" your own custom name like CssClass="MyNav" . If you can the name of the CSS class make sure you update your custom style sheet with the new name, example below: .MyNav{ padding:0px; margin:0px; } .MyNav ul.static{ white-space:nowrap; } 10. At this point you are ready to brand your global navigation. The next step is to modify your style.css with your customizations to the default SharePoint styles. Have fun styling and make sure you save your work often. Hope it helps!!

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  • Favorite Visual Studio 2010 Extensions, Update

    - by Scott Dorman
    With the release of the Visual Studio Pro Power Tools (and many other new extensions having been released), my list of favorite Visual Studio extensions has changed. All of these extensions are available in the Visual Studio Gallery. Here is the list of extensions that I currently have installed and find useful: Bing Start Page CodeCompare Collapse Selection In Solution Explorer Collapse Solution Color Picker Completion Extension Analyzer Find Results Highlighter Find Results Tweak (Available from CodePlex) Format Document HelpViewerKeywordIndex HighlightMultiWord Image Insertion Indentation Matcher Extension ItalicComments MoveToRegionVSX Numbered Bookmarks PowerCommands for Visual Studio 2010 Regular Expressions Margin Search Work Items for TFS 2010 Source Outliner Spell Checker Structure Adornment This also installs the following extensions: BlockTagger BlockTaggerImpl SettingsStore SettingsStoreImpl StyleCop Team Founder Server Power Tools TFS Auto Shelve Visual Studio Color Theme Editor Visual Studio Pro Power Tools VS10x Code Map VS10x Code Marker VS10x Collapse All Projects VS10x Editor View Enhancer VS10x Insert Debug Names VS10x Selection Popup VS10x Super Copy Paste VSCommands 2010 Word Wrap with Auto-Indent   Technorati Tags: Visual Studio,Extensions

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  • Upgrading to Gnome Shell 3.4 in Ubuntu 11.10 broke both Unity and Gnome shell

    - by mac
    I have upgraded my gnome shell to 3.4 in Ubuntu 11.10 through sudo add-apt-repository ppa:ricotz/testing sudo add-apt-repository ppa:gnome3-team/gnome3 sudo apt-get update && sudo apt-get dist-upgrade sudo apt-get install gnome-shell But it broke my system. Gnome shell is completely broken - When I login it just shows desktop wallpaper and nothing else. And importantly Unity is also broken. Attaching the screenshot Some main issues 1)Two menus are appearing now - Global menu as well as application menu 2)Icons on top-right panel are appearing weirdly 3)My Default Ambiance Theme also got screwed. Instead of black color menus, I am seeing white color menus. How do I fix them? Or Do I have an option to revert back to original settings or will reinstalling Unity/Gnome Shell helps ? Thanks

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  • Should I use non-standard tags in a HTML page for highlighting words?

    - by rcs20
    I would like to know if it's a good practice or legal to use non-standard tags in an HTML page for certain custom purposes. For example: Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam consequat, felis sit amet suscipit laoreet, nisi arcu accumsan arcu, vel pulvinar odio magna suscipit mi. I want to highlight "consectetur adipiscing elit" as important and "nisi arcu accumsan arcu" as highlighted. So in the HTML I would put: Lorem ipsum dolor sit amet, <important>consectetur adipiscing elit</important>. Nullam consequat, felis sit amet suscipit laoreet, <highlighted>nisi arcu accumsan arcu</highlighted>, vel pulvinar odio magna suscipit mi. and in the CSS: important { background: red color: white; } highlighted { background: yellow; color: black; } However, since these are not valid HTML tags, is this ok?

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  • Customize Your WordPress Blog & Build an Audience

    - by Matthew Guay
    Want to quickly give your blog a fresh coat of paint and make it stand out from the pack?  Here’s how you can customize your WordPress blog and make it uniquely yours. WordPress offers many features that help you make your blog the best it can be.  Although it doesn’t offer as many customization features as full WordPress running on your own server, it still makes it easy to make your free blog as professional or cute as you like.  Here we’ll look at how you can customize features in your blog and build an audience. Personalize Your Blog WordPress make it easy to personalize your blog.  Most of the personalization options are available under the Appearance menu on the left.  Here we’ll look at how you can use most of these. Add New Theme WordPress is popular for the wide range of themes available for it.  While you cannot upload your own theme to your blog, you can choose from over 90 free themes currently available with more added all the time.  To change your theme, select the Themes page under Appearance. The Themes page will show random themes, but you can choose to view them in alphabetical order, by popularity, or how recently they were added.  Or, you can search for a theme by name or features. One neat way to find a theme that suites your needs is the Feature Filter.  Click the link on the right of the search button, and then select the options you want to make sure your theme has.  Click Apply Filters and WordPress will streamline your choices to themes that contain these features. Once you find a theme you like, click Preview under its name to see how your blog will look. This will open a popup that shows your blog with the new theme.  Click the Activate link in the top right corner of the popup if you want to keep this theme; otherwise, click the x in the top left corner to close the preview and continue your search for one you want.   Edit Current Theme Many of the themes on WordPress have customization options so you can make your blog stand out from others using the same theme.  The default theme Twenty Ten lets you customize both the header and background image, and many themes have similar options. To choose a new header image, select the Header page under Appearance.  Select one of the pre-installed images and click Save Changes, or upload your own image. If you upload an image larger than the size for the header, WordPress will let you crop it directly in the web interface.  Click Crop Header when you’ve selected the portion you want for the header of your blog. You can also customize your blog’s background from the Background page under Appearance.  You can upload an image for the background, or can enter a hex value of a color for a solid background.  If you’d rather visually choose a color, click Select a Color to open a color wheel that makes it easy to choose a nice color.  Click Save Changes when you’re done. Note: that all themes may not contain these customization options, but many are flexible.  You cannot edit the actual CSS of your theme on free WordPress blogs, but you you can purchase the Custom CSS Upgrade for $14.97/year to add this ability. Add Widgets With Extra Content Widgets are small addons for your blog, similar to Desktop Gadgets in Windows 7 or Dashboard widgets in Mac OS X.  You can add widgets to your blog to show recent Tweets, favorite Flickr pictures, popular articles, and more.  To add widgets to your blog, open the Widgets page under Appearance. You’ll see a variety of widgets available in the main white box.  Select one you want to add, and drag it to the widget area of your choice.  Different themes may offer different areas to place Widgets, such as the sidebar or footer. Most of the widgets offer configuration options.  Click the down arrow beside its name to edit it.  Set them up as you wish, and click Save on the bottom of the widget. Now we’ve got some nice dynamic content on our blog that’s automatically updated from the net. Choose Blog Extras By default, WordPress shows previews of websites when visitors hover over links on your blog, uses a special mobile theme when people visit from a mobile device, and shows related links to other blogs on the WordPress network at the end of your posts.  If you don’t like these features, you can disable them on the Extras page under Appearance. Build Your Audience Now that your blog is looking nice, we can make sure others will discover it.  WordPress makes it easy for you to make your site discoverable on search engines or social network, and even gives you the option to keep your site private if you’d prefer.  Open the Privacy page under Tools to change your site’s visibility.  By default, it will be indexed by search engines and be viewable to everyone.  You can also choose to leave your blog public but block search engines, or you can make it fully private. If you choose to make your blog private, you can enter up to 35 usernames of people you want to be able to see it.  Each private visitor must have a WordPress.com account so they can login.  If you need more than 35 private members, you can upgrade to allow unlimited private members for $29.97/year. Then, if you do want your site visible from search engines, one of the best ways to make sure your content is discovered by search engines is to register with their webmaster tools.  Once registered, you need to add your key to your site so the search engine will find and index it.  On the bottom of the Tools page, WordPress lets you enter your key from Google, Bing, and Yahoo! to make sure your site is discovered.  If you haven’t signed up with these tools yet, you can signup via the links on this page as well. Post Blog Updates to Social Networks Many people discover the sites they visit from friends and others via social networks.  WordPress makes it easy to automatically share links to your content on popular social networks.  To activate this feature, open the My Blogs page under Dashboard. Now, select the services you want to activate under the Publicize section.  This will automatically update Yahoo!, Twitter, and/or Facebook every time you publish a new post. You’ll have to authorize your connection with the social network.  With Twitter and Yahoo!, you can authorize them with only two clicks, but integrating with Facebook will take several steps.   If you’d rather share links yourself on social networks, you can get shortened URLs to your posts.  When you write a new post or edit an existing one, click the Get Shortlink button located underneath the post’s title. This will give you a small URL, usually 20 characters or less, that you can use to post on social networks such as Twitter.   This should help build your traffic, and if you want to see how many people are checking out your site, check out the stats on your Dashboard.  This shows a graph of how many people are visiting, and popular posts.  Click View All if you’d like more detailed stats including search engine terms that lead people to your blog. Conclusion Whether you’re looking to make a private blog for your group or publish a blog that’s read by millions around the world, WordPress is a great way to do it for free.  And with all of the personalization options, you can make your it memorable and exciting for your visitors. If you don’t have a blog, you can always signup for a free one from WordPress.com.  Also make sure to check out our article on how to Start Your Own Blog with WordPress. Similar Articles Productive Geek Tips Manage Your WordPress Blog Comments from Your Windows DesktopAdd Social Bookmarking (Digg This!) Links to your Wordpress BlogHow-To Geek SoftwareMake a Backup Copy of your Production Wordpress Blog on UbuntuOops! Sorry About the Feed Errors TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 VMware Workstation 7 Acronis Online Backup Windows Firewall with Advanced Security – How To Guides Sculptris 1.0, 3D Drawing app AceStock, a Tiny Desktop Quote Monitor Gmail Button Addon (Firefox) Hyperwords addon (Firefox) Backup Outlook 2010

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  • View and Flip Between Firefox Tabs in 3D

    - by Asian Angel
    Are you tired of the default tab switching style in Firefox? Then get ready to enjoy a more visually pleasing 3D experience with the FoxTab extension. Using FoxTab As soon as you have the extension installed, you will see a new toolbar button available beside the address bar. Before going further you may want to look through the viewing styles available in the lower right corner. Note: You can choose to have the FoxTab button appear in the status bar if preferred or use the keyboard (i.e. F12) by itself to launch FoxTab. The grid view with an angled 3D setting. The page flow view with a more frontal look. If the default background color is not to your liking then you can easily change to a new color or insert a background image. After choosing a new background color, making a few adjustments in the options, and opening more tabs things look very nice using the grid viewing style. Followed by the carousel viewing style. And finally the wall viewing style. You can also set up a top sites page using your favorite viewing style. To add a page to the top sites group right click within the webpage and select Add To Top Sites. Just like that your new selection is added in. Keep in mind that we were not able to move/switch positions in the grid during our tests. Options The extension has plenty of options and settings to help you customize FoxTab to your liking. Conclusion FoxTab adds visually pleasing 3D tab switching to Firefox for anyone who loves eye candy and a touch of fun while browsing. Links Download the FoxTab extension (Mozilla Add-ons) Visit the FoxTab Homepage Similar Articles Productive Geek Tips You Really Want to Completely Disable Tabs in Firefox?Quick Hits: 11 Firefox Tab How-TosQuick Tip: Save Windows and Tabs When Restarting FirefoxMake Firefox Use Multiple Rows of TabsQuick Tip: Use Tab Characters in Textarea Boxes in Firefox TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 2010 World Cup Schedule Boot Snooze – Reboot and then Standby or Hibernate Customize Everything Related to Dates, Times, Currency and Measurement in Windows 7 Google Earth replacement Icon (Icons we like) Build Great Charts in Excel with Chart Advisor tinysong gives a shortened URL for you to post on Twitter (or anywhere)

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  • Does it make sense to use ORM in Android development?

    - by Heinzi
    Does it make sense to use an ORM in Android development or is the framework optimized for a tighter coupling between the UI and the DB layer? Background: I've just started with Android development, and my first instinct (coming from a .net background) was to look for a small object-relational mapper and other tools that help reduce boilerplate clode (e.g. POJOs + OrmLite + Lombok). However, while developing my first toy application I stumbled upon a UI class that explicitly requires a database cursor: AlphabetIndexer. That made me wonder if maybe the Android library is not suited for a strict decoupling of UI and DB layer and that I will miss out on a lot of useful, time-saving features if I try to use POJOs everywhere (instead of direct database access). Clarification: I'm quite aware of the advantages of using ORM in general, I'm specifically interested in how well the Android class library plays along with it.

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  • A WPF Image Button

    - by psheriff
    Instead of a normal button with words, sometimes you want a button that is just graphical. Yes, you can put an Image control in the Content of a normal Button control, but you still have the button outline, and trying to change the style can be rather difficult. Instead I like creating a user control that simulates a button, but just accepts an image. Figure 1 shows an example of three of these custom user controls to represent minimize, maximize and close buttons for a borderless window. Notice the highlighted image button has a gray rectangle around it. You will learn how to highlight using the VisualStateManager in this blog post.Figure 1: Creating a custom user control for things like image buttons gives you complete control over the look and feel.I would suggest you read my previous blog post on creating a custom Button user control as that is a good primer for what I am going to expand upon in this blog post. You can find this blog post at http://weblogs.asp.net/psheriff/archive/2012/08/10/create-your-own-wpf-button-user-controls.aspx.The User ControlThe XAML for this image button user control contains just a few controls, plus a Visual State Manager. The basic outline of the user control is shown below:<Border Grid.Row="0"        Name="borMain"        Style="{StaticResource pdsaButtonImageBorderStyle}"        MouseEnter="borMain_MouseEnter"        MouseLeave="borMain_MouseLeave"        MouseLeftButtonDown="borMain_MouseLeftButtonDown">  <VisualStateManager.VisualStateGroups>  ... MORE XAML HERE ...  </VisualStateManager.VisualStateGroups>  <Image Style="{StaticResource pdsaButtonImageImageStyle}"         Visibility="{Binding Path=Visibility}"         Source="{Binding Path=ImageUri}"         ToolTip="{Binding Path=ToolTip}" /></Border>There is a Border control named borMain and a single Image control in this user control. That is all that is needed to display the buttons shown in Figure 1. The definition for this user control is in a DLL named PDSA.WPF. The Style definitions for both the Border and the Image controls are contained in a resource dictionary names PDSAButtonStyles.xaml. Using a resource dictionary allows you to create a few different resource dictionaries, each with a different theme for the buttons.The Visual State ManagerTo display the highlight around the button as your mouse moves over the control, you will need to add a Visual State Manager group. Two different states are needed; MouseEnter and MouseLeave. In the MouseEnter you create a ColorAnimation to modify the BorderBrush color of the Border control. You specify the color to animate as “DarkGray”. You set the duration to less than a second. The TargetName of this storyboard is the name of the Border control “borMain” and since we are specifying a single color, you need to set the TargetProperty to “BorderBrush.Color”. You do not need any storyboard for the MouseLeave state. Leaving this VisualState empty tells the Visual State Manager to put everything back the way it was before the MouseEnter event.<VisualStateManager.VisualStateGroups>  <VisualStateGroup Name="MouseStates">    <VisualState Name="MouseEnter">      <Storyboard>        <ColorAnimation             To="DarkGray"            Duration="0:0:00.1"            Storyboard.TargetName="borMain"            Storyboard.TargetProperty="BorderBrush.Color" />      </Storyboard>    </VisualState>    <VisualState Name="MouseLeave" />  </VisualStateGroup></VisualStateManager.VisualStateGroups>Writing the Mouse EventsTo trigger the Visual State Manager to run its storyboard in response to the specified event, you need to respond to the MouseEnter event on the Border control. In the code behind for this event call the GoToElementState() method of the VisualStateManager class exposed by the user control. To this method you will pass in the target element (“borMain”) and the state (“MouseEnter”). The VisualStateManager will then run the storyboard contained within the defined state in the XAML.private void borMain_MouseEnter(object sender,  MouseEventArgs e){  VisualStateManager.GoToElementState(borMain,    "MouseEnter", true);}You also need to respond to the MouseLeave event. In this event you call the VisualStateManager as well, but specify “MouseLeave” as the state to go to.private void borMain_MouseLeave(object sender, MouseEventArgs e){  VisualStateManager.GoToElementState(borMain,     "MouseLeave", true);}The Resource DictionaryBelow is the definition of the PDSAButtonStyles.xaml resource dictionary file contained in the PDSA.WPF DLL. This dictionary can be used as the default look and feel for any image button control you add to a window. <ResourceDictionary  ... >  <!-- ************************* -->  <!-- ** Image Button Styles ** -->  <!-- ************************* -->  <!-- Image/Text Button Border -->  <Style TargetType="Border"         x:Key="pdsaButtonImageBorderStyle">    <Setter Property="Margin"            Value="4" />    <Setter Property="Padding"            Value="2" />    <Setter Property="BorderBrush"            Value="Transparent" />    <Setter Property="BorderThickness"            Value="1" />    <Setter Property="VerticalAlignment"            Value="Top" />    <Setter Property="HorizontalAlignment"            Value="Left" />    <Setter Property="Background"            Value="Transparent" />  </Style>  <!-- Image Button -->  <Style TargetType="Image"         x:Key="pdsaButtonImageImageStyle">    <Setter Property="Width"            Value="40" />    <Setter Property="Margin"            Value="6" />    <Setter Property="VerticalAlignment"            Value="Top" />    <Setter Property="HorizontalAlignment"            Value="Left" />  </Style></ResourceDictionary>Using the Button ControlOnce you make a reference to the PDSA.WPF DLL from your WPF application you will see the “PDSAucButtonImage” control appear in your Toolbox. Drag and drop the button onto a Window or User Control in your application. I have not referenced the PDSAButtonStyles.xaml file within the control itself so you do need to add a reference to this resource dictionary somewhere in your application such as in the App.xaml.<Application.Resources>  <ResourceDictionary>    <ResourceDictionary.MergedDictionaries>      <ResourceDictionary         Source="/PDSA.WPF;component/PDSAButtonStyles.xaml" />    </ResourceDictionary.MergedDictionaries>  </ResourceDictionary></Application.Resources>This will give your buttons a default look and feel unless you override that dictionary on a specific Window or User Control or on an individual button. After you have given a global style to your application and you drag your image button onto a window, the following will appear in your XAML window.<my:PDSAucButtonImage ... />There will be some other attributes set on the above XAML, but you simply need to set the x:Name, the ToolTip and ImageUri properties. You will also want to respond to the Click event procedure in order to associate an action with clicking on this button. In the sample code you download for this blog post you will find the declaration of the Minimize button to be the following:<my:PDSAucButtonImage       x:Name="btnMinimize"       Click="btnMinimize_Click"       ToolTip="Minimize Application"       ImageUri="/PDSA.WPF;component/Images/Minus.png" />The ImageUri property is a dependency property in the PDSAucButtonImage user control. The x:Name and the ToolTip we get for free. You have to create the Click event procedure yourself. This is also created in the PDSAucButtonImage user control as follows:private void borMain_MouseLeftButtonDown(object sender,  MouseButtonEventArgs e){  RaiseClick(e);}public delegate void ClickEventHandler(object sender,  RoutedEventArgs e);public event ClickEventHandler Click;protected void RaiseClick(RoutedEventArgs e){  if (null != Click)    Click(this, e);}Since a Border control does not have a Click event you will create one by using the MouseLeftButtonDown on the border to fire an event you create called “Click”.SummaryCreating your own image button control can be done in a variety of ways. In this blog post I showed you how to create a custom user control and simulate a button using a Border and Image control. With just a little bit of code to respond to the MouseLeftButtonDown event on the border you can raise your own Click event. Dependency properties, such as ImageUri, allow you to set attributes on your custom user control. Feel free to expand on this button by adding additional dependency properties, change the resource dictionary, and even the animation to make this button look and act like you want.NOTE: You can download the sample code for this article by visiting my website at http://www.pdsa.com/downloads. Select “Tips & Tricks”, then select “A WPF Image  Button” from the drop down list.

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  • Converting 2D Physics to 3D.

    - by static void main
    I'm new to game physics and I am trying to adapt a simple 2D ball simulation for a 3D simulation with the Java3D library. I have this problem: Two things: 1) I noted down the values generated by the engine: X/Y are too high and minX/minY/maxY/maxX values are causing trouble. Sometimes the balls are drawing but not moving Sometimes they are going out of the panel Sometimes they're moving on little area Sometimes they just stick at one place... 2) I'm unable to select/define/set the default correct/suitable values considering the 3D graphics scaling/resolution while they are set with respect to 2D screen coordinates, that is my only problem. Please help. This is the code: public class Ball extends GameObject { private float x, y; // Ball's center (x, y) private float speedX, speedY; // Ball's speed per step in x and y private float radius; // Ball's radius // Collision detected by collision detection and response algorithm? boolean collisionDetected = false; // If collision detected, the next state of the ball. // Otherwise, meaningless. private float nextX, nextY; private float nextSpeedX, nextSpeedY; private static final float BOX_WIDTH = 640; private static final float BOX_HEIGHT = 480; /** * Constructor The velocity is specified in polar coordinates of speed and * moveAngle (for user friendliness), in Graphics coordinates with an * inverted y-axis. */ public Ball(String name1,float x, float y, float radius, float speed, float angleInDegree, Color color) { this.x = x; this.y = y; // Convert velocity from polar to rectangular x and y. this.speedX = speed * (float) Math.cos(Math.toRadians(angleInDegree)); this.speedY = speed * (float) Math.sin(Math.toRadians(angleInDegree)); this.radius = radius; } public void move() { if (collisionDetected) { // Collision detected, use the values computed. x = nextX; y = nextY; speedX = nextSpeedX; speedY = nextSpeedY; } else { // No collision, move one step and no change in speed. x += speedX; y += speedY; } collisionDetected = false; // Clear the flag for the next step } public void collideWith() { // Get the ball's bounds, offset by the radius of the ball float minX = 0.0f + radius; float minY = 0.0f + radius; float maxX = 0.0f + BOX_WIDTH - 1.0f - radius; float maxY = 0.0f + BOX_HEIGHT - 1.0f - radius; double gravAmount = 0.9811111f; double gravDir = (90 / 57.2960285258); // Try moving one full step nextX = x + speedX; nextY = y + speedY; System.out.println("In serializedBall in collision."); // If collision detected. Reflect on the x or/and y axis // and place the ball at the point of impact. if (speedX != 0) { if (nextX > maxX) { // Check maximum-X bound collisionDetected = true; nextSpeedX = -speedX; // Reflect nextSpeedY = speedY; // Same nextX = maxX; nextY = (maxX - x) * speedY / speedX + y; // speedX non-zero } else if (nextX < minX) { // Check minimum-X bound collisionDetected = true; nextSpeedX = -speedX; // Reflect nextSpeedY = speedY; // Same nextX = minX; nextY = (minX - x) * speedY / speedX + y; // speedX non-zero } } // In case the ball runs over both the borders. if (speedY != 0) { if (nextY > maxY) { // Check maximum-Y bound collisionDetected = true; nextSpeedX = speedX; // Same nextSpeedY = -speedY; // Reflect nextY = maxY; nextX = (maxY - y) * speedX / speedY + x; // speedY non-zero } else if (nextY < minY) { // Check minimum-Y bound collisionDetected = true; nextSpeedX = speedX; // Same nextSpeedY = -speedY; // Reflect nextY = minY; nextX = (minY - y) * speedX / speedY + x; // speedY non-zero } } speedX += Math.cos(gravDir) * gravAmount; speedY += Math.sin(gravDir) * gravAmount; } public float getSpeed() { return (float) Math.sqrt(speedX * speedX + speedY * speedY); } public float getMoveAngle() { return (float) Math.toDegrees(Math.atan2(speedY, speedX)); } public float getRadius() { return radius; } public float getX() { return x; } public float getY() { return y; } public void setX(float f) { x = f; } public void setY(float f) { y = f; } } Here's how I'm drawing the balls: public class 3DMovingBodies extends Applet implements Runnable { private static final int BOX_WIDTH = 800; private static final int BOX_HEIGHT = 600; private int currentNumBalls = 1; // number currently active private volatile boolean playing; private long mFrameDelay; private JFrame frame; private int currentFrameRate; private Ball[] ball = new Ball[currentNumBalls]; private Random rand; private Sphere[] sphere = new Sphere[currentNumBalls]; private Transform3D[] trans = new Transform3D[currentNumBalls]; private TransformGroup[] objTrans = new TransformGroup[currentNumBalls]; public 3DMovingBodies() { rand = new Random(); float angleInDegree = rand.nextInt(360); setLayout(new BorderLayout()); GraphicsConfiguration config = SimpleUniverse .getPreferredConfiguration(); Canvas3D c = new Canvas3D(config); add("Center", c); ball[0] = new Ball(0.5f, 0.0f, 0.5f, 0.4f, angleInDegree, Color.yellow); // ball[1] = new Ball(1.0f, 0.0f, 0.25f, 0.8f, angleInDegree, // Color.yellow); // ball[2] = new Ball(0.0f, 1.0f, 0.15f, 0.11f, angleInDegree, // Color.yellow); trans[0] = new Transform3D(); // trans[1] = new Transform3D(); // trans[2] = new Transform3D(); sphere[0] = new Sphere(0.5f); // sphere[1] = new Sphere(0.25f); // sphere[2] = new Sphere(0.15f); // Create a simple scene and attach it to the virtual universe BranchGroup scene = createSceneGraph(); SimpleUniverse u = new SimpleUniverse(c); u.getViewingPlatform().setNominalViewingTransform(); u.addBranchGraph(scene); startSimulation(); } public BranchGroup createSceneGraph() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); for (int i = 0; i < currentNumBalls; i++) { // Create a simple shape leaf node, add it to the scene graph. objTrans[i] = new TransformGroup(); objTrans[i].setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); Transform3D pos1 = new Transform3D(); pos1.setTranslation(randomPos()); objTrans[i].setTransform(pos1); objTrans[i].addChild(sphere[i]); objRoot.addChild(objTrans[i]); } BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); Color3f light1Color = new Color3f(1.0f, 0.0f, 0.2f); Vector3f light1Direction = new Vector3f(4.0f, -7.0f, -12.0f); DirectionalLight light1 = new DirectionalLight(light1Color, light1Direction); light1.setInfluencingBounds(bounds); objRoot.addChild(light1); // Set up the ambient light Color3f ambientColor = new Color3f(1.0f, 1.0f, 1.0f); AmbientLight ambientLightNode = new AmbientLight(ambientColor); ambientLightNode.setInfluencingBounds(bounds); objRoot.addChild(ambientLightNode); return objRoot; } public void startSimulation() { playing = true; Thread t = new Thread(this); t.start(); } public void stop() { playing = false; } public void run() { long previousTime = System.currentTimeMillis(); long currentTime = previousTime; long elapsedTime; long totalElapsedTime = 0; int frameCount = 0; while (true) { currentTime = System.currentTimeMillis(); elapsedTime = (currentTime - previousTime); // elapsed time in // seconds totalElapsedTime += elapsedTime; if (totalElapsedTime > 1000) { currentFrameRate = frameCount; frameCount = 0; totalElapsedTime = 0; } for (int i = 0; i < currentNumBalls; i++) { ball[i].move(); ball[i].collideWith(); drawworld(); } try { Thread.sleep(88); } catch (Exception e) { e.printStackTrace(); } previousTime = currentTime; frameCount++; } } public void drawworld() { for (int i = 0; i < currentNumBalls; i++) { printTG(objTrans[i], "SteerTG"); trans[i].setTranslation(new Vector3f(ball[i].getX(), ball[i].getY(), 0.0f)); objTrans[i].setTransform(trans[i]); } } private Vector3f randomPos() /* * Return a random position vector. The numbers are hardwired to be within * the confines of the box. */ { Vector3f pos = new Vector3f(); pos.x = rand.nextFloat() * 5.0f - 2.5f; // -2.5 to 2.5 pos.y = rand.nextFloat() * 2.0f + 0.5f; // 0.5 to 2.5 pos.z = rand.nextFloat() * 5.0f - 2.5f; // -2.5 to 2.5 return pos; } // end of randomPos() public static void main(String[] args) { System.out.println("Program Started"); 3DMovingBodiesbb = new 3DMovingBodies(); bb.addKeyListener(bb); MainFrame mf = new MainFrame(bb, 600, 400); } }

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  • ASP.Net 4.5 Garbage Collection Improvement

    - by Aligned
    Originally posted on: http://geekswithblogs.net/Aligned/archive/2013/06/24/asp.net-4.5-garbage-collection-improvement.aspxI just read Five Great .NET Framework 4.5 Features on CodeProject by Shivprasad koirala. Feature 5 in his article mentions the GC background cleanup and has a good explanation of the work the GC has to do for ASP.Net on the server. “Garbage collector is one real heavy task in a .NET application. And it becomes heavier when it is an ASP.NET application. ASP.NET applications run on the server and a lot of clients send requests to the server thus creating loads of objects, making the GC really work hard for cleaning up unwanted objects.” “To overcome the above problem, server GC was introduced. In server GC there is one more thread created which runs in the background. This thread works in the background and keeps cleaning…objects thus minimizing the load on the main GC thread. Due to double GC threads running, the main application threads are less suspended, thus increasing application throughput. To enable server GC, we need to use the gcServer XML tag and enable it to true.” <configuration> <runtime> <gcServer enabled="true"/> </runtime> </configuration> This is not done by default. The MSDN information page says “There are only two garbage collection options, workstation or server. For single-processor computers, the default workstation garbage collection should be the fastest option. Either workstation or server can be used for two-processor computers. Server garbage collection should be the fastest option for more than two processors. Use the GCSettingsIsServerGC property to determine if server garbage collection is enabled.” “In the .NET Framework 4 and earlier versions, concurrent garbage collection is not available when server garbage collection is enabled. Starting with the .NET Framework 4.5, server garbage collection is concurrent. To use non-concurrent server garbage collection, set the <gcServer> element to true and the <gcConcurrent> element to false. “ So if you’re using ASP.Net 4.5 and have a multi-core server, you should try turning on the Server Garbage Collection and do some profiling to see if it improves the performance of your site.

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  • Differences between fish and bash to pass commandline arguments to alias functions?

    - by NES
    From the answers to my other question here i learned about the possibility to pass commandline arguments to a alias function in Bash. In Fish i can edit an alias by editing the file config.fish in ~/.config/fish directory and adding a line like this alias lsp='ls -ah --color=always | less -R;' and it works perfectly. This should be the equivalent to editing ~/.bash_aliases in bash But when i try to setup an alias function to pass arguments like this alias lsp='_(){ ls -ah --color=always $* | less -R; }; _' it doesn't work for fish? Are there any differences between fish and bash in the way to setup an alias to pass commandline arguments that prevent this second alias from working with fish instead of bash?

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