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  • Multiple vulnerabilities in Webmin

    - by RitwikGhoshal
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2012-2981 Improper Input Validation vulnerability 6.0 Webmin Solaris 10 SPARC: 145006-04 X86: 145007-04 CVE-2012-2982 Arbitrary code execution vulnerability 6.5 CVE-2012-2983 Improper Authentication vulnerability 5.0 This notification describes vulnerabilities fixed in third-party components that are included in Oracle's product distributions.Information about vulnerabilities affecting Oracle products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • CVE-2011-0216 Denial of Service (DoS) vulnerability in libxml2

    - by chandan
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2011-0216 Numeric Errors vulnerability 9.3 libxml2 Solaris 11 Contact Support Solaris 10 SPARC: 125731-07 X86: 125732-07 Solaris 9 Contact Support This notification describes vulnerabilities fixed in third-party components that are included in Sun's product distribution.Information about vulnerabilities affecting Oracle Sun products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • fatal error C1014: too many include files : depth = 1024

    - by numerical25
    I have no idea what this means. But here is the code that it supposely is happening in. //======================================================================================= // d3dApp.cpp by Frank Luna (C) 2008 All Rights Reserved. //======================================================================================= #include "d3dApp.h" #include <stream> LRESULT CALLBACK MainWndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { static D3DApp* app = 0; switch( msg ) { case WM_CREATE: { // Get the 'this' pointer we passed to CreateWindow via the lpParam parameter. CREATESTRUCT* cs = (CREATESTRUCT*)lParam; app = (D3DApp*)cs->lpCreateParams; return 0; } } // Don't start processing messages until after WM_CREATE. if( app ) return app->msgProc(msg, wParam, lParam); else return DefWindowProc(hwnd, msg, wParam, lParam); } D3DApp::D3DApp(HINSTANCE hInstance) { mhAppInst = hInstance; mhMainWnd = 0; mAppPaused = false; mMinimized = false; mMaximized = false; mResizing = false; mFrameStats = L""; md3dDevice = 0; mSwapChain = 0; mDepthStencilBuffer = 0; mRenderTargetView = 0; mDepthStencilView = 0; mFont = 0; mMainWndCaption = L"D3D10 Application"; md3dDriverType = D3D10_DRIVER_TYPE_HARDWARE; mClearColor = D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f); mClientWidth = 800; mClientHeight = 600; } D3DApp::~D3DApp() { ReleaseCOM(mRenderTargetView); ReleaseCOM(mDepthStencilView); ReleaseCOM(mSwapChain); ReleaseCOM(mDepthStencilBuffer); ReleaseCOM(md3dDevice); ReleaseCOM(mFont); } HINSTANCE D3DApp::getAppInst() { return mhAppInst; } HWND D3DApp::getMainWnd() { return mhMainWnd; } int D3DApp::run() { MSG msg = {0}; mTimer.reset(); while(msg.message != WM_QUIT) { // If there are Window messages then process them. if(PeekMessage( &msg, 0, 0, 0, PM_REMOVE )) { TranslateMessage( &msg ); DispatchMessage( &msg ); } // Otherwise, do animation/game stuff. else { mTimer.tick(); if( !mAppPaused ) updateScene(mTimer.getDeltaTime()); else Sleep(50); drawScene(); } } return (int)msg.wParam; } void D3DApp::initApp() { initMainWindow(); initDirect3D(); D3DX10_FONT_DESC fontDesc; fontDesc.Height = 24; fontDesc.Width = 0; fontDesc.Weight = 0; fontDesc.MipLevels = 1; fontDesc.Italic = false; fontDesc.CharSet = DEFAULT_CHARSET; fontDesc.OutputPrecision = OUT_DEFAULT_PRECIS; fontDesc.Quality = DEFAULT_QUALITY; fontDesc.PitchAndFamily = DEFAULT_PITCH | FF_DONTCARE; wcscpy(fontDesc.FaceName, L"Times New Roman"); D3DX10CreateFontIndirect(md3dDevice, &fontDesc, &mFont); } void D3DApp::onResize() { // Release the old views, as they hold references to the buffers we // will be destroying. Also release the old depth/stencil buffer. ReleaseCOM(mRenderTargetView); ReleaseCOM(mDepthStencilView); ReleaseCOM(mDepthStencilBuffer); // Resize the swap chain and recreate the render target view. HR(mSwapChain->ResizeBuffers(1, mClientWidth, mClientHeight, DXGI_FORMAT_R8G8B8A8_UNORM, 0)); ID3D10Texture2D* backBuffer; HR(mSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), reinterpret_cast<void**>(&backBuffer))); HR(md3dDevice->CreateRenderTargetView(backBuffer, 0, &mRenderTargetView)); ReleaseCOM(backBuffer); // Create the depth/stencil buffer and view. D3D10_TEXTURE2D_DESC depthStencilDesc; depthStencilDesc.Width = mClientWidth; depthStencilDesc.Height = mClientHeight; depthStencilDesc.MipLevels = 1; depthStencilDesc.ArraySize = 1; depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthStencilDesc.SampleDesc.Count = 1; // multisampling must match depthStencilDesc.SampleDesc.Quality = 0; // swap chain values. depthStencilDesc.Usage = D3D10_USAGE_DEFAULT; depthStencilDesc.BindFlags = D3D10_BIND_DEPTH_STENCIL; depthStencilDesc.CPUAccessFlags = 0; depthStencilDesc.MiscFlags = 0; HR(md3dDevice->CreateTexture2D(&depthStencilDesc, 0, &mDepthStencilBuffer)); HR(md3dDevice->CreateDepthStencilView(mDepthStencilBuffer, 0, &mDepthStencilView)); // Bind the render target view and depth/stencil view to the pipeline. md3dDevice->OMSetRenderTargets(1, &mRenderTargetView, mDepthStencilView); // Set the viewport transform. D3D10_VIEWPORT vp; vp.TopLeftX = 0; vp.TopLeftY = 0; vp.Width = mClientWidth; vp.Height = mClientHeight; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; md3dDevice->RSSetViewports(1, &vp); } void D3DApp::updateScene(float dt) { // Code computes the average frames per second, and also the // average time it takes to render one frame. static int frameCnt = 0; static float t_base = 0.0f; frameCnt++; // Compute averages over one second period. if( (mTimer.getGameTime() - t_base) >= 1.0f ) { float fps = (float)frameCnt; // fps = frameCnt / 1 float mspf = 1000.0f / fps; std::wostringstream outs; outs.precision(6); outs << L"FPS: " << fps << L"\n" << "Milliseconds: Per Frame: " << mspf; mFrameStats = outs.str(); // Reset for next average. frameCnt = 0; t_base += 1.0f; } } void D3DApp::drawScene() { md3dDevice->ClearRenderTargetView(mRenderTargetView, mClearColor); md3dDevice->ClearDepthStencilView(mDepthStencilView, D3D10_CLEAR_DEPTH|D3D10_CLEAR_STENCIL, 1.0f, 0); } LRESULT D3DApp::msgProc(UINT msg, WPARAM wParam, LPARAM lParam) { switch( msg ) { // WM_ACTIVATE is sent when the window is activated or deactivated. // We pause the game when the window is deactivated and unpause it // when it becomes active. case WM_ACTIVATE: if( LOWORD(wParam) == WA_INACTIVE ) { mAppPaused = true; mTimer.stop(); } else { mAppPaused = false; mTimer.start(); } return 0; // WM_SIZE is sent when the user resizes the window. case WM_SIZE: // Save the new client area dimensions. mClientWidth = LOWORD(lParam); mClientHeight = HIWORD(lParam); if( md3dDevice ) { if( wParam == SIZE_MINIMIZED ) { mAppPaused = true; mMinimized = true; mMaximized = false; } else if( wParam == SIZE_MAXIMIZED ) { mAppPaused = false; mMinimized = false; mMaximized = true; onResize(); } else if( wParam == SIZE_RESTORED ) { // Restoring from minimized state? if( mMinimized ) { mAppPaused = false; mMinimized = false; onResize(); } // Restoring from maximized state? else if( mMaximized ) { mAppPaused = false; mMaximized = false; onResize(); } else if( mResizing ) { // If user is dragging the resize bars, we do not resize // the buffers here because as the user continuously // drags the resize bars, a stream of WM_SIZE messages are // sent to the window, and it would be pointless (and slow) // to resize for each WM_SIZE message received from dragging // the resize bars. So instead, we reset after the user is // done resizing the window and releases the resize bars, which // sends a WM_EXITSIZEMOVE message. } else // API call such as SetWindowPos or mSwapChain->SetFullscreenState. { onResize(); } } } return 0; // WM_EXITSIZEMOVE is sent when the user grabs the resize bars. case WM_ENTERSIZEMOVE: mAppPaused = true; mResizing = true; mTimer.stop(); return 0; // WM_EXITSIZEMOVE is sent when the user releases the resize bars. // Here we reset everything based on the new window dimensions. case WM_EXITSIZEMOVE: mAppPaused = false; mResizing = false; mTimer.start(); onResize(); return 0; // WM_DESTROY is sent when the window is being destroyed. case WM_DESTROY: PostQuitMessage(0); return 0; // The WM_MENUCHAR message is sent when a menu is active and the user presses // a key that does not correspond to any mnemonic or accelerator key. case WM_MENUCHAR: // Don't beep when we alt-enter. return MAKELRESULT(0, MNC_CLOSE); // Catch this message so to prevent the window from becoming too small. case WM_GETMINMAXINFO: ((MINMAXINFO*)lParam)->ptMinTrackSize.x = 200; ((MINMAXINFO*)lParam)->ptMinTrackSize.y = 200; return 0; } return DefWindowProc(mhMainWnd, msg, wParam, lParam); } void D3DApp::initMainWindow() { WNDCLASS wc; wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = MainWndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = mhAppInst; wc.hIcon = LoadIcon(0, IDI_APPLICATION); wc.hCursor = LoadCursor(0, IDC_ARROW); wc.hbrBackground = (HBRUSH)GetStockObject(NULL_BRUSH); wc.lpszMenuName = 0; wc.lpszClassName = L"D3DWndClassName"; if( !RegisterClass(&wc) ) { MessageBox(0, L"RegisterClass FAILED", 0, 0); PostQuitMessage(0); } // Compute window rectangle dimensions based on requested client area dimensions. RECT R = { 0, 0, mClientWidth, mClientHeight }; AdjustWindowRect(&R, WS_OVERLAPPEDWINDOW, false); int width = R.right - R.left; int height = R.bottom - R.top; mhMainWnd = CreateWindow(L"D3DWndClassName", mMainWndCaption.c_str(), WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, width, height, 0, 0, mhAppInst, this); if( !mhMainWnd ) { MessageBox(0, L"CreateWindow FAILED", 0, 0); PostQuitMessage(0); } ShowWindow(mhMainWnd, SW_SHOW); UpdateWindow(mhMainWnd); } void D3DApp::initDirect3D() { // Fill out a DXGI_SWAP_CHAIN_DESC to describe our swap chain. DXGI_SWAP_CHAIN_DESC sd; sd.BufferDesc.Width = mClientWidth; sd.BufferDesc.Height = mClientHeight; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; // No multisampling. sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.BufferCount = 1; sd.OutputWindow = mhMainWnd; sd.Windowed = true; sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; sd.Flags = 0; // Create the device. UINT createDeviceFlags = 0; #if defined(DEBUG) || defined(_DEBUG) createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG; #endif HR( D3D10CreateDeviceAndSwapChain( 0, //default adapter md3dDriverType, 0, // no software device createDeviceFlags, D3D10_SDK_VERSION, &sd, &mSwapChain, &md3dDevice) ); // The remaining steps that need to be carried out for d3d creation // also need to be executed every time the window is resized. So // just call the onResize method here to avoid code duplication. onResize(); }

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  • ASP.NET Podcast Show #148 - ASP.NET WebForms to build a Mobile Web Application

    - by Wallym
    Check the podcast site for the original url. This is the video and source code for an ASP.NET WebForms app that I wrote that is optimized for the iPhone and mobile environments.  Subscribe to everything. Subscribe to WMV. Subscribe to M4V for iPhone/iPad. Subscribe to MP3. Download WMV. Download M4V for iPhone/iPad. Download MP3. Link to iWebKit. Source Code: <%@ Page Title="MapSplore" Language="C#" MasterPageFile="iPhoneMaster.master" AutoEventWireup="true" CodeFile="Default.aspx.cs" Inherits="AT_iPhone_Default" %> <asp:Content ID="Content1" ContentPlaceHolderID="head" Runat="Server"></asp:Content><asp:Content ID="Content2" ContentPlaceHolderID="Content" Runat="Server" ClientIDMode="Static">    <asp:ScriptManager ID="sm" runat="server"         EnablePartialRendering="true" EnableHistory="false" EnableCdn="true" />    <script type="text/javascript" src="http://maps.google.com/maps/api/js?sensor=true"></script>    <script  language="javascript"  type="text/javascript">    <!--    Sys.WebForms.PageRequestManager.getInstance().add_endRequest(endRequestHandle);    function endRequestHandle(sender, Args) {        setupMapDiv();        setupPlaceIveBeen();    }    function setupPlaceIveBeen() {        var mapPlaceIveBeen = document.getElementById('divPlaceIveBeen');        if (mapPlaceIveBeen != null) {            var PlaceLat = document.getElementById('<%=hdPlaceIveBeenLatitude.ClientID %>').value;            var PlaceLon = document.getElementById('<%=hdPlaceIveBeenLongitude.ClientID %>').value;            var PlaceTitle = document.getElementById('<%=lblPlaceIveBeenName.ClientID %>').innerHTML;            var latlng = new google.maps.LatLng(PlaceLat, PlaceLon);            var myOptions = {                zoom: 14,                center: latlng,                mapTypeId: google.maps.MapTypeId.ROADMAP            };            var map = new google.maps.Map(mapPlaceIveBeen, myOptions);            var marker = new google.maps.Marker({                position: new google.maps.LatLng(PlaceLat, PlaceLon),                map: map,                title: PlaceTitle,                clickable: false            });        }    }    function setupMapDiv() {        var mapdiv = document.getElementById('divImHere');        if (mapdiv != null) {            var PlaceLat = document.getElementById('<%=hdPlaceLat.ClientID %>').value;            var PlaceLon = document.getElementById('<%=hdPlaceLon.ClientID %>').value;            var PlaceTitle = document.getElementById('<%=hdPlaceTitle.ClientID %>').value;            var latlng = new google.maps.LatLng(PlaceLat, PlaceLon);            var myOptions = {                zoom: 14,                center: latlng,                mapTypeId: google.maps.MapTypeId.ROADMAP            };            var map = new google.maps.Map(mapdiv, myOptions);            var marker = new google.maps.Marker({                position: new google.maps.LatLng(PlaceLat, PlaceLon),                map: map,                title: PlaceTitle,                clickable: false            });        }     }    -->    </script>    <asp:HiddenField ID="Latitude" runat="server" />    <asp:HiddenField ID="Longitude" runat="server" />    <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1/jquery.min.js%22%3E%3C/script>    <script language="javascript" type="text/javascript">        $(document).ready(function () {            GetLocation();            setupMapDiv();            setupPlaceIveBeen();        });        function GetLocation() {            if (navigator.geolocation != null) {                navigator.geolocation.getCurrentPosition(getData);            }            else {                var mess = document.getElementById('<%=Message.ClientID %>');                mess.innerHTML = "Sorry, your browser does not support geolocation. " +                    "Try the latest version of Safari on the iPhone, Android browser, or the latest version of FireFox.";            }        }        function UpdateLocation_Click() {            GetLocation();        }        function getData(position) {            var latitude = position.coords.latitude;            var longitude = position.coords.longitude;            var hdLat = document.getElementById('<%=Latitude.ClientID %>');            var hdLon = document.getElementById('<%=Longitude.ClientID %>');            hdLat.value = latitude;            hdLon.value = longitude;        }    </script>    <asp:Label ID="Message" runat="server" />    <asp:UpdatePanel ID="upl" runat="server">        <ContentTemplate>    <asp:Panel ID="pnlStart" runat="server" Visible="true">    <div id="topbar">        <div id="title">MapSplore</div>    </div>    <div id="content">        <ul class="pageitem">            <li class="menu">                <asp:LinkButton ID="lbLocalDeals" runat="server" onclick="lbLocalDeals_Click">                <asp:Image ID="imLocalDeals" runat="server" ImageUrl="~/Images/ArtFavor_Money_Bag_Icon.png" Height="30" />                <span class="name">Local Deals.</span>                <span class="arrow"></span>                </asp:LinkButton>                </li>            <li class="menu">                <asp:LinkButton ID="lbLocalPlaces" runat="server" onclick="lbLocalPlaces_Click">                <asp:Image ID="imLocalPlaces" runat="server" ImageUrl="~/Images/Andy_Houses_on_the_horizon_-_Starburst_remix.png" Height="30" />                <span class="name">Local Places.</span>                <span class="arrow"></span>                </asp:LinkButton>                </li>            <li class="menu">                <asp:LinkButton ID="lbWhereIveBeen" runat="server" onclick="lbWhereIveBeen_Click">                <asp:Image ID="imImHere" runat="server" ImageUrl="~/Images/ryanlerch_flagpole.png" Height="30" />                <span class="name">I've been here.</span>                <span class="arrow"></span>                </asp:LinkButton>                </li>            <li class="menu">                <asp:LinkButton ID="lbMyStats" runat="server">                <asp:Image ID="imMyStats" runat="server" ImageUrl="~/Images/Anonymous_Spreadsheet.png" Height="30" />                <span class="name">My Stats.</span>                <span class="arrow"></span>                </asp:LinkButton>                </li>            <li class="menu">                <asp:LinkButton ID="lbAddAPlace" runat="server" onclick="lbAddAPlace_Click">                <asp:Image ID="imAddAPlace" runat="server" ImageUrl="~/Images/jean_victor_balin_add.png" Height="30" />                <span class="name">Add a Place.</span>                <span class="arrow"></span>                </asp:LinkButton>                </li>            <li class="button">                <input type="button" value="Update Your Current Location" onclick="UpdateLocation_Click()">                </li>        </ul>    </div>    </asp:Panel>    <div>    <asp:Panel ID="pnlCoupons" runat="server" Visible="false">        <div id="topbar">        <div id="title">MapSplore</div>        <div id="leftbutton">            <asp:LinkButton runat="server" Text="Return"                 ID="ReturnFromDeals" OnClick="ReturnFromDeals_Click" /></div></div>    <div class="content">    <asp:ListView ID="lvCoupons" runat="server">        <LayoutTemplate>            <ul class="pageitem" runat="server">                <asp:PlaceHolder ID="itemPlaceholder" runat="server" />            </ul>        </LayoutTemplate>        <ItemTemplate>            <li class="menu">                <asp:LinkButton ID="lbBusiness" runat="server" Text='<%#Eval("Place.Name") %>' OnClick="lbBusiness_Click">                    <span class="comment">                    <asp:Label ID="lblAddress" runat="server" Text='<%#Eval("Place.Address1") %>' />                    <asp:Label ID="lblDis" runat="server" Text='<%# Convert.ToString(Convert.ToInt32(Eval("Place.Distance"))) + " meters" %>' CssClass="smallText" />                    <asp:HiddenField ID="hdPlaceId" runat="server" Value='<%#Eval("PlaceId") %>' />                    <asp:HiddenField ID="hdGeoPromotionId" runat="server" Value='<%#Eval("GeoPromotionId") %>' />                    </span>                    <span class="arrow"></span>                </asp:LinkButton></li></ItemTemplate></asp:ListView><asp:GridView ID="gvCoupons" runat="server" AutoGenerateColumns="false">            <HeaderStyle BackColor="Silver" />            <AlternatingRowStyle BackColor="Wheat" />            <Columns>                <asp:TemplateField AccessibleHeaderText="Business" HeaderText="Business">                    <ItemTemplate>                        <asp:Image ID="imPlaceType" runat="server" Text='<%#Eval("Type") %>' ImageUrl='<%#Eval("Image") %>' />                        <asp:LinkButton ID="lbBusiness" runat="server" Text='<%#Eval("Name") %>' OnClick="lbBusiness_Click" />                        <asp:LinkButton ID="lblAddress" runat="server" Text='<%#Eval("Address1") %>' CssClass="smallText" />                        <asp:Label ID="lblDis" runat="server" Text='<%# Convert.ToString(Convert.ToInt32(Eval("Distance"))) + " meters" %>' CssClass="smallText" />                        <asp:HiddenField ID="hdPlaceId" runat="server" Value='<%#Eval("PlaceId") %>' />                        <asp:HiddenField ID="hdGeoPromotionId" runat="server" Value='<%#Eval("GeoPromotionId") %>' />                        <asp:Label ID="lblInfo" runat="server" Visible="false" />                    </ItemTemplate>                </asp:TemplateField>            </Columns>        </asp:GridView>    </div>    </asp:Panel>    <asp:Panel ID="pnlPlaces" runat="server" Visible="false">    <div id="topbar">        <div id="title">            MapSplore</div><div id="leftbutton">            <asp:LinkButton runat="server" Text="Return"                 ID="ReturnFromPlaces" OnClick="ReturnFromPlaces_Click" /></div></div>        <div id="content">        <asp:ListView ID="lvPlaces" runat="server">            <LayoutTemplate>                <ul id="ulPlaces" class="pageitem" runat="server">                    <asp:PlaceHolder ID="itemPlaceholder" runat="server" />                    <li class="menu">                        <asp:LinkButton ID="lbNotListed" runat="server" CssClass="name"                            OnClick="lbNotListed_Click">                            Place not listed                            <span class="arrow"></span>                            </asp:LinkButton>                    </li>                </ul>            </LayoutTemplate>            <ItemTemplate>            <li class="menu">                <asp:LinkButton ID="lbImHere" runat="server" CssClass="name"                     OnClick="lbImHere_Click">                <%#DisplayName(Eval("Name")) %>&nbsp;                <%# Convert.ToString(Convert.ToInt32(Eval("Distance"))) + " meters" %>                <asp:HiddenField ID="hdPlaceId" runat="server" Value='<%#Eval("PlaceId") %>' />                <span class="arrow"></span>                </asp:LinkButton></li></ItemTemplate></asp:ListView>    </div>    </asp:Panel>    <asp:Panel ID="pnlImHereNow" runat="server" Visible="false">        <div id="topbar">        <div id="title">            MapSplore</div><div id="leftbutton">            <asp:LinkButton runat="server" Text="Places"                 ID="lbImHereNowReturn" OnClick="lbImHereNowReturn_Click" /></div></div>            <div id="rightbutton">            <asp:LinkButton runat="server" Text="Beginning"                ID="lbBackToBeginning" OnClick="lbBackToBeginning_Click" />            </div>        <div id="content">        <ul class="pageitem">        <asp:HiddenField ID="hdPlaceId" runat="server" />        <asp:HiddenField ID="hdPlaceLat" runat="server" />        <asp:HiddenField ID="hdPlaceLon" runat="server" />        <asp:HiddenField ID="hdPlaceTitle" runat="server" />        <asp:Button ID="btnImHereNow" runat="server"             Text="I'm here" OnClick="btnImHereNow_Click" />             <asp:Label ID="lblPlaceTitle" runat="server" /><br />        <asp:TextBox ID="txtWhatsHappening" runat="server" TextMode="MultiLine" Rows="2" style="width:300px" /><br />        <div id="divImHere" style="width:300px; height:300px"></div>        </div>        </ul>    </asp:Panel>    <asp:Panel runat="server" ID="pnlIveBeenHere" Visible="false">        <div id="topbar">        <div id="title">            Where I've been</div><div id="leftbutton">            <asp:LinkButton ID="lbIveBeenHereBack" runat="server" Text="Back" OnClick="lbIveBeenHereBack_Click" /></div></div>        <div id="content">        <asp:ListView ID="lvWhereIveBeen" runat="server">            <LayoutTemplate>                <ul id="ulWhereIveBeen" class="pageitem" runat="server">                    <asp:PlaceHolder ID="itemPlaceholder" runat="server" />                </ul>            </LayoutTemplate>            <ItemTemplate>            <li class="menu" runat="server">                <asp:LinkButton ID="lbPlaceIveBeen" runat="server" OnClick="lbPlaceIveBeen_Click" CssClass="name">                    <asp:Label ID="lblPlace" runat="server" Text='<%#Eval("PlaceName") %>' /> at                    <asp:Label ID="lblTime" runat="server" Text='<%#Eval("ATTime") %>' CssClass="content" />                    <asp:HiddenField ID="hdATID" runat="server" Value='<%#Eval("ATID") %>' />                    <span class="arrow"></span>                </asp:LinkButton>            </li>            </ItemTemplate>        </asp:ListView>        </div>        </asp:Panel>    <asp:Panel runat="server" ID="pnlPlaceIveBeen" Visible="false">        <div id="topbar">        <div id="title">            I've been here        </div>        <div id="leftbutton">            <asp:LinkButton ID="lbPlaceIveBeenBack" runat="server" Text="Back" OnClick="lbPlaceIveBeenBack_Click" />        </div>        <div id="rightbutton">            <asp:LinkButton ID="lbPlaceIveBeenBeginning" runat="server" Text="Beginning" OnClick="lbPlaceIveBeenBeginning_Click" />        </div>        </div>        <div id="content">            <ul class="pageitem">            <li>            <asp:HiddenField ID="hdPlaceIveBeenPlaceId" runat="server" />            <asp:HiddenField ID="hdPlaceIveBeenLatitude" runat="server" />            <asp:HiddenField ID="hdPlaceIveBeenLongitude" runat="server" />            <asp:Label ID="lblPlaceIveBeenName" runat="server" /><br />            <asp:Label ID="lblPlaceIveBeenAddress" runat="server" /><br />            <asp:Label ID="lblPlaceIveBeenCity" runat="server" />,             <asp:Label ID="lblPlaceIveBeenState" runat="server" />            <asp:Label ID="lblPlaceIveBeenZipCode" runat="server" /><br />            <asp:Label ID="lblPlaceIveBeenCountry" runat="server" /><br />            <div id="divPlaceIveBeen" style="width:300px; height:300px"></div>            </li>            </ul>        </div>                </asp:Panel>         <asp:Panel ID="pnlAddPlace" runat="server" Visible="false">                <div id="topbar"><div id="title">MapSplore</div><div id="leftbutton"><asp:LinkButton ID="lbAddPlaceReturn" runat="server" Text="Back" OnClick="lbAddPlaceReturn_Click" /></div><div id="rightnav"></div></div><div id="content">    <ul class="pageitem">        <li id="liPlaceAddMessage" runat="server" visible="false">        <asp:Label ID="PlaceAddMessage" runat="server" />        </li>        <li class="bigfield">        <asp:TextBox ID="txtPlaceName" runat="server" placeholder="Name of Establishment" />        </li>        <li class="bigfield">        <asp:TextBox ID="txtAddress1" runat="server" placeholder="Address 1" />        </li>        <li class="bigfield">        <asp:TextBox ID="txtCity" runat="server" placeholder="City" />        </li>        <li class="select">        <asp:DropDownList ID="ddlProvince" runat="server" placeholder="Select State" />          <span class="arrow"></span>              </li>        <li class="bigfield">        <asp:TextBox ID="txtZipCode" runat="server" placeholder="Zip Code" />        </li>        <li class="select">        <asp:DropDownList ID="ddlCountry" runat="server"             onselectedindexchanged="ddlCountry_SelectedIndexChanged" />        <span class="arrow"></span>        </li>        <li class="bigfield">        <asp:TextBox ID="txtPhoneNumber" runat="server" placeholder="Phone Number" />        </li>        <li class="checkbox">            <span class="name">You Here Now:</span> <asp:CheckBox ID="cbYouHereNow" runat="server" Checked="true" />        </li>        <li class="button">        <asp:Button ID="btnAdd" runat="server" Text="Add Place"             onclick="btnAdd_Click" />        </li>    </ul></div>        </asp:Panel>        <asp:Panel ID="pnlImHere" runat="server" Visible="false">            <asp:TextBox ID="txtImHere" runat="server"                 TextMode="MultiLine" Rows="3" Columns="40" /><br />            <asp:DropDownList ID="ddlPlace" runat="server" /><br />            <asp:Button ID="btnHere" runat="server" Text="Tell Everyone I'm Here"                 onclick="btnHere_Click" /><br />        </asp:Panel>     </div>    </ContentTemplate>    </asp:UpdatePanel> </asp:Content> Code Behind .cs file: using System;using System.Collections.Generic;using System.Linq;using System.Web;using System.Web.Security;using System.Web.UI;using System.Web.UI.HtmlControls;using System.Web.UI.WebControls;using LocationDataModel; public partial class AT_iPhone_Default : ViewStatePage{    private iPhoneDevice ipd;     protected void Page_Load(object sender, EventArgs e)    {        LocationDataEntities lde = new LocationDataEntities();        if (!Page.IsPostBack)        {            var Countries = from c in lde.Countries select c;            foreach (Country co in Countries)            {                ddlCountry.Items.Add(new ListItem(co.Name, co.CountryId.ToString()));            }            ddlCountry_SelectedIndexChanged(ddlCountry, null);            if (AppleIPhone.IsIPad())                ipd = iPhoneDevice.iPad;            if (AppleIPhone.IsIPhone())                ipd = iPhoneDevice.iPhone;            if (AppleIPhone.IsIPodTouch())                ipd = iPhoneDevice.iPodTouch;        }    }    protected void btnPlaces_Click(object sender, EventArgs e)    {    }    protected void btnAdd_Click(object sender, EventArgs e)    {        bool blImHere = cbYouHereNow.Checked;        string Place = txtPlaceName.Text,            Address1 = txtAddress1.Text,            City = txtCity.Text,            ZipCode = txtZipCode.Text,            PhoneNumber = txtPhoneNumber.Text,            ProvinceId = ddlProvince.SelectedItem.Value,            CountryId = ddlCountry.SelectedItem.Value;        int iProvinceId, iCountryId;        double dLatitude, dLongitude;        DataAccess da = new DataAccess();        if ((!String.IsNullOrEmpty(ProvinceId)) &&            (!String.IsNullOrEmpty(CountryId)))        {            iProvinceId = Convert.ToInt32(ProvinceId);            iCountryId = Convert.ToInt32(CountryId);            if (blImHere)            {                dLatitude = Convert.ToDouble(Latitude.Value);                dLongitude = Convert.ToDouble(Longitude.Value);                da.StorePlace(Place, Address1, String.Empty, City,                    iProvinceId, ZipCode, iCountryId, PhoneNumber,                    dLatitude, dLongitude);            }            else            {                da.StorePlace(Place, Address1, String.Empty, City,                    iProvinceId, ZipCode, iCountryId, PhoneNumber);            }            liPlaceAddMessage.Visible = true;            PlaceAddMessage.Text = "Awesome, your place has been added. Add Another!";            txtPlaceName.Text = String.Empty;            txtAddress1.Text = String.Empty;            txtCity.Text = String.Empty;            ddlProvince.SelectedIndex = -1;            txtZipCode.Text = String.Empty;            txtPhoneNumber.Text = String.Empty;        }        else        {            liPlaceAddMessage.Visible = true;            PlaceAddMessage.Text = "Please select a State and a Country.";        }    }    protected void ddlCountry_SelectedIndexChanged(object sender, EventArgs e)    {        string CountryId = ddlCountry.SelectedItem.Value;        if (!String.IsNullOrEmpty(CountryId))        {            int iCountryId = Convert.ToInt32(CountryId);            LocationDataModel.LocationDataEntities lde = new LocationDataModel.LocationDataEntities();            var prov = from p in lde.Provinces where p.CountryId == iCountryId                        orderby p.ProvinceName select p;                        ddlProvince.Items.Add(String.Empty);            foreach (Province pr in prov)            {                ddlProvince.Items.Add(new ListItem(pr.ProvinceName, pr.ProvinceId.ToString()));            }        }        else        {            ddlProvince.Items.Clear();        }    }    protected void btnImHere_Click(object sender, EventArgs e)    {        int i = 0;        DataAccess da = new DataAccess();        double Lat = Convert.ToDouble(Latitude.Value),            Lon = Convert.ToDouble(Longitude.Value);        List<Place> lp = da.NearByLocations(Lat, Lon);        foreach (Place p in lp)        {            ListItem li = new ListItem(p.Name, p.PlaceId.ToString());            if (i == 0)            {                li.Selected = true;            }            ddlPlace.Items.Add(li);            i++;        }        pnlAddPlace.Visible = false;        pnlImHere.Visible = true;    }    protected void lbImHere_Click(object sender, EventArgs e)    {        string UserName = Membership.GetUser().UserName;        ListViewItem lvi = (ListViewItem)(((LinkButton)sender).Parent);        HiddenField hd = (HiddenField)lvi.FindControl("hdPlaceId");        long PlaceId = Convert.ToInt64(hd.Value);        double dLatitude = Convert.ToDouble(Latitude.Value);        double dLongitude = Convert.ToDouble(Longitude.Value);        DataAccess da = new DataAccess();        Place pl = da.GetPlace(PlaceId);        pnlImHereNow.Visible = true;        pnlPlaces.Visible = false;        hdPlaceId.Value = PlaceId.ToString();        hdPlaceLat.Value = pl.Latitude.ToString();        hdPlaceLon.Value = pl.Longitude.ToString();        hdPlaceTitle.Value = pl.Name;        lblPlaceTitle.Text = pl.Name;    }    protected void btnHere_Click(object sender, EventArgs e)    {        string UserName = Membership.GetUser().UserName;        string WhatsH = txtImHere.Text;        long PlaceId = Convert.ToInt64(ddlPlace.SelectedValue);        double dLatitude = Convert.ToDouble(Latitude.Value);        double dLongitude = Convert.ToDouble(Longitude.Value);        DataAccess da = new DataAccess();        da.StoreUserAT(UserName, PlaceId, WhatsH,            dLatitude, dLongitude);    }    protected void btnLocalCoupons_Click(object sender, EventArgs e)    {        double dLatitude = Convert.ToDouble(Latitude.Value);        double dLongitude = Convert.ToDouble(Longitude.Value);        DataAccess da = new DataAccess();     }    protected void lbBusiness_Click(object sender, EventArgs e)    {        string UserName = Membership.GetUser().UserName;        GridViewRow gvr = (GridViewRow)(((LinkButton)sender).Parent.Parent);        HiddenField hd = (HiddenField)gvr.FindControl("hdPlaceId");        string sPlaceId = hd.Value;        Int64 PlaceId;        if (!String.IsNullOrEmpty(sPlaceId))        {            PlaceId = Convert.ToInt64(sPlaceId);        }    }    protected void lbLocalDeals_Click(object sender, EventArgs e)    {        double dLatitude = Convert.ToDouble(Latitude.Value);        double dLongitude = Convert.ToDouble(Longitude.Value);        DataAccess da = new DataAccess();        pnlCoupons.Visible = true;        pnlStart.Visible = false;        List<GeoPromotion> lgp = da.NearByDeals(dLatitude, dLongitude);        lvCoupons.DataSource = lgp;        lvCoupons.DataBind();    }    protected void lbLocalPlaces_Click(object sender, EventArgs e)    {        DataAccess da = new DataAccess();        double Lat = Convert.ToDouble(Latitude.Value);        double Lon = Convert.ToDouble(Longitude.Value);        List<LocationDataModel.Place> places = da.NearByLocations(Lat, Lon);        lvPlaces.DataSource = places;        lvPlaces.SelectedIndex = -1;        lvPlaces.DataBind();        pnlPlaces.Visible = true;        pnlStart.Visible = false;    }    protected void ReturnFromPlaces_Click(object sender, EventArgs e)    {        pnlPlaces.Visible = false;        pnlStart.Visible = true;    }    protected void ReturnFromDeals_Click(object sender, EventArgs e)    {        pnlCoupons.Visible = false;        pnlStart.Visible = true;    }    protected void btnImHereNow_Click(object sender, EventArgs e)    {        long PlaceId = Convert.ToInt32(hdPlaceId.Value);        string UserName = Membership.GetUser().UserName;        string WhatsHappening = txtWhatsHappening.Text;        double UserLat = Convert.ToDouble(Latitude.Value);        double UserLon = Convert.ToDouble(Longitude.Value);        DataAccess da = new DataAccess();        da.StoreUserAT(UserName, PlaceId, WhatsHappening,             UserLat, UserLon);    }    protected void lbImHereNowReturn_Click(object sender, EventArgs e)    {        pnlImHereNow.Visible = false;        pnlPlaces.Visible = true;    }    protected void lbBackToBeginning_Click(object sender, EventArgs e)    {        pnlStart.Visible = true;        pnlImHereNow.Visible = false;    }    protected void lbWhereIveBeen_Click(object sender, EventArgs e)    {        string UserName = Membership.GetUser().UserName;        pnlStart.Visible = false;        pnlIveBeenHere.Visible = true;        DataAccess da = new DataAccess();        lvWhereIveBeen.DataSource = da.UserATs(UserName, 0, 15);        lvWhereIveBeen.DataBind();    }    protected void lbIveBeenHereBack_Click(object sender, EventArgs e)    {        pnlIveBeenHere.Visible = false;        pnlStart.Visible = true;    }     protected void lbPlaceIveBeen_Click(object sender, EventArgs e)    {        LinkButton lb = (LinkButton)sender;        ListViewItem lvi = (ListViewItem)lb.Parent.Parent;        HiddenField hdATID = (HiddenField)lvi.FindControl("hdATID");        Int64 ATID = Convert.ToInt64(hdATID.Value);        DataAccess da = new DataAccess();        pnlIveBeenHere.Visible = false;        pnlPlaceIveBeen.Visible = true;        var plac = da.GetPlaceViaATID(ATID);        hdPlaceIveBeenPlaceId.Value = plac.PlaceId.ToString();        hdPlaceIveBeenLatitude.Value = plac.Latitude.ToString();        hdPlaceIveBeenLongitude.Value = plac.Longitude.ToString();        lblPlaceIveBeenName.Text = plac.Name;        lblPlaceIveBeenAddress.Text = plac.Address1;        lblPlaceIveBeenCity.Text = plac.City;        lblPlaceIveBeenState.Text = plac.Province.ProvinceName;        lblPlaceIveBeenZipCode.Text = plac.ZipCode;        lblPlaceIveBeenCountry.Text = plac.Country.Name;    }     protected void lbNotListed_Click(object sender, EventArgs e)    {        SetupAddPoint();        pnlPlaces.Visible = false;    }     protected void lbAddAPlace_Click(object sender, EventArgs e)    {        SetupAddPoint();    }     private void SetupAddPoint()    {        double lat = Convert.ToDouble(Latitude.Value);        double lon = Convert.ToDouble(Longitude.Value);        DataAccess da = new DataAccess();        var zip = da.WhereAmIAt(lat, lon);        if (zip.Count > 0)        {            var z0 = zip[0];            txtCity.Text = z0.City;            txtZipCode.Text = z0.ZipCode;            ddlProvince.ClearSelection();            if (z0.ProvinceId.HasValue == true)            {                foreach (ListItem li in ddlProvince.Items)                {                    if (li.Value == z0.ProvinceId.Value.ToString())                    {                        li.Selected = true;                        break;                    }                }            }        }        pnlAddPlace.Visible = true;        pnlStart.Visible = false;    }    protected void lbAddPlaceReturn_Click(object sender, EventArgs e)    {        pnlAddPlace.Visible = false;        pnlStart.Visible = true;        liPlaceAddMessage.Visible = false;        PlaceAddMessage.Text = String.Empty;    }    protected void lbPlaceIveBeenBack_Click(object sender, EventArgs e)    {        pnlIveBeenHere.Visible = true;        pnlPlaceIveBeen.Visible = false;            }    protected void lbPlaceIveBeenBeginning_Click(object sender, EventArgs e)    {        pnlPlaceIveBeen.Visible = false;        pnlStart.Visible = true;    }    protected string DisplayName(object val)    {        string strVal = Convert.ToString(val);         if (AppleIPhone.IsIPad())        {            ipd = iPhoneDevice.iPad;        }        if (AppleIPhone.IsIPhone())        {            ipd = iPhoneDevice.iPhone;        }        if (AppleIPhone.IsIPodTouch())        {            ipd = iPhoneDevice.iPodTouch;        }        return (iPhoneHelper.DisplayContentOnMenu(strVal, ipd));    }} iPhoneHelper.cs file: using System;using System.Collections.Generic;using System.Linq;using System.Web; public enum iPhoneDevice{    iPhone, iPodTouch, iPad}/// <summary>/// Summary description for iPhoneHelper/// </summary>/// public class iPhoneHelper{ public iPhoneHelper() {  //  // TODO: Add constructor logic here  // } // This code is stupid in retrospect. Use css to solve this problem      public static string DisplayContentOnMenu(string val, iPhoneDevice ipd)    {        string Return = val;        string Elipsis = "...";        int iPadMaxLength = 30;        int iPhoneMaxLength = 15;        if (ipd == iPhoneDevice.iPad)        {            if (Return.Length > iPadMaxLength)            {                Return = Return.Substring(0, iPadMaxLength - Elipsis.Length) + Elipsis;            }        }        else        {            if (Return.Length > iPhoneMaxLength)            {                Return = Return.Substring(0, iPhoneMaxLength - Elipsis.Length) + Elipsis;            }        }        return (Return);    }}  Source code for the ViewStatePage: using System;using System.Data;using System.Data.SqlClient;using System.Configuration;using System.Web;using System.Web.Security;using System.Web.UI;using System.Web.UI.WebControls;using System.Web.UI.WebControls.WebParts;using System.Web.UI.HtmlControls; /// <summary>/// Summary description for BasePage/// </summary>#region Base class for a page.public class ViewStatePage : System.Web.UI.Page{     PageStatePersisterToDatabase myPageStatePersister;        public ViewStatePage()        : base()    {        myPageStatePersister = new PageStatePersisterToDatabase(this);    }     protected override PageStatePersister PageStatePersister    {        get        {            return myPageStatePersister;        }    } }#endregion #region This class will override the page persistence to store page state in a database.public class PageStatePersisterToDatabase : PageStatePersister{    private string ViewStateKeyField = "__VIEWSTATE_KEY";    private string _exNoConnectionStringFound = "No Database Configuration information is in the web.config.";     public PageStatePersisterToDatabase(Page page)        : base(page)    {    }     public override void Load()    {         // Get the cache key from the web form data        System.Int64 key = Convert.ToInt64(Page.Request.Params[ViewStateKeyField]);         Pair state = this.LoadState(key);         // Abort if cache object is not of type Pair        if (state == null)            throw new ApplicationException("Missing valid " + ViewStateKeyField);         // Set view state and control state        ViewState = state.First;        ControlState = state.Second;    }     public override void Save()    {         // No processing needed if no states available        if (ViewState == null && ControlState != null)            return;         System.Int64 key;        IStateFormatter formatter = this.StateFormatter;        Pair statePair = new Pair(ViewState, ControlState);         // Serialize the statePair object to a string.        string serializedState = formatter.Serialize(statePair);         // Save the ViewState and get a unique identifier back.        key = SaveState(serializedState);         // Register hidden field to store cache key in        // Page.ClientScript does not work properly with Atlas.        //Page.ClientScript.RegisterHiddenField(ViewStateKeyField, key.ToString());        ScriptManager.RegisterHiddenField(this.Page, ViewStateKeyField, key.ToString());    }     private System.Int64 SaveState(string PageState)    {        System.Int64 i64Key = 0;        string strConn = String.Empty,            strProvider = String.Empty;         string strSql = "insert into tblPageState ( SerializedState ) values ( '" + SqlEscape(PageState) + "');select scope_identity();";        SqlConnection sqlCn;        SqlCommand sqlCm;        try        {            GetDBConnectionString(ref strConn, ref strProvider);            sqlCn = new SqlConnection(strConn);            sqlCm = new SqlCommand(strSql, sqlCn);            sqlCn.Open();            i64Key = Convert.ToInt64(sqlCm.ExecuteScalar());            if (sqlCn.State != ConnectionState.Closed)            {                sqlCn.Close();            }            sqlCn.Dispose();            sqlCm.Dispose();        }        finally        {            sqlCn = null;            sqlCm = null;        }        return i64Key;    }     private Pair LoadState(System.Int64 iKey)    {        string strConn = String.Empty,            strProvider = String.Empty,            SerializedState = String.Empty,            strMinutesInPast = GetMinutesInPastToDelete();        Pair PageState;        string strSql = "select SerializedState from tblPageState where tblPageStateID=" + iKey.ToString() + ";" +            "delete from tblPageState where DateUpdated<DateAdd(mi, " + strMinutesInPast + ", getdate());";        SqlConnection sqlCn;        SqlCommand sqlCm;        try        {            GetDBConnectionString(ref strConn, ref strProvider);            sqlCn = new SqlConnection(strConn);            sqlCm = new SqlCommand(strSql, sqlCn);             sqlCn.Open();            SerializedState = Convert.ToString(sqlCm.ExecuteScalar());            IStateFormatter formatter = this.StateFormatter;             if ((null == SerializedState) ||                (String.Empty == SerializedState))            {                throw (new ApplicationException("No ViewState records were returned."));            }             // Deserilize returns the Pair object that is serialized in            // the Save method.            PageState = (Pair)formatter.Deserialize(SerializedState);             if (sqlCn.State != ConnectionState.Closed)            {                sqlCn.Close();            }            sqlCn.Dispose();            sqlCm.Dispose();        }        finally        {            sqlCn = null;            sqlCm = null;        }        return PageState;    }     private string SqlEscape(string Val)    {        string ReturnVal = String.Empty;        if (null != Val)        {            ReturnVal = Val.Replace("'", "''");        }        return (ReturnVal);    }    private void GetDBConnectionString(ref string ConnectionStringValue, ref string ProviderNameValue)    {        if (System.Configuration.ConfigurationManager.ConnectionStrings.Count > 0)        {            ConnectionStringValue = System.Configuration.ConfigurationManager.ConnectionStrings["ApplicationServices"].ConnectionString;            ProviderNameValue = System.Configuration.ConfigurationManager.ConnectionStrings["ApplicationServices"].ProviderName;        }        else        {            throw new ConfigurationErrorsException(_exNoConnectionStringFound);        }    }    private string GetMinutesInPastToDelete()    {        string strReturn = "-60";        if (null != System.Configuration.ConfigurationManager.AppSettings["MinutesInPastToDeletePageState"])        {            strReturn = System.Configuration.ConfigurationManager.AppSettings["MinutesInPastToDeletePageState"].ToString();        }        return (strReturn);    }}#endregion AppleiPhone.cs file: using System;using System.Collections.Generic;using System.Linq;using System.Web; /// <summary>/// Summary description for AppleIPhone/// </summary>public class AppleIPhone{ public AppleIPhone() {  //  // TODO: Add constructor logic here  // }     static public bool IsIPhoneOS()    {        return (IsIPad() || IsIPhone() || IsIPodTouch());    }     static public bool IsIPhone()    {        return IsTest("iPhone");    }     static public bool IsIPodTouch()    {        return IsTest("iPod");    }     static public bool IsIPad()    {        return IsTest("iPad");    }     static private bool IsTest(string Agent)    {        bool bl = false;        string ua = HttpContext.Current.Request.UserAgent.ToLower();        try        {            bl = ua.Contains(Agent.ToLower());        }        catch { }        return (bl);        }} Master page .cs: using System;using System.Collections.Generic;using System.Linq;using System.Web;using System.Web.UI;using System.Web.UI.HtmlControls;using System.Web.UI.WebControls; public partial class MasterPages_iPhoneMaster : System.Web.UI.MasterPage{    protected void Page_Load(object sender, EventArgs e)    {            HtmlHead head = Page.Header;            HtmlMeta meta = new HtmlMeta();            if (AppleIPhone.IsIPad() == true)            {                meta.Content = "width=400,user-scalable=no";                head.Controls.Add(meta);             }            else            {                meta.Content = "width=device-width, user-scalable=no";                meta.Attributes.Add("name", "viewport");            }            meta.Attributes.Add("name", "viewport");            head.Controls.Add(meta);            HtmlLink cssLink = new HtmlLink();            HtmlGenericControl script = new HtmlGenericControl("script");            script.Attributes.Add("type", "text/javascript");            script.Attributes.Add("src", ResolveUrl("~/Scripts/iWebKit/javascript/functions.js"));            head.Controls.Add(script);            cssLink.Attributes.Add("rel", "stylesheet");            cssLink.Attributes.Add("href", ResolveUrl("~/Scripts/iWebKit/css/style.css") );            cssLink.Attributes.Add("type", "text/css");            head.Controls.Add(cssLink);            HtmlGenericControl jsLink = new HtmlGenericControl("script");            //jsLink.Attributes.Add("type", "text/javascript");            //jsLink.Attributes.Add("src", ResolveUrl("~/Scripts/jquery-1.4.1.min.js") );            //head.Controls.Add(jsLink);            HtmlLink appleIcon = new HtmlLink();            appleIcon.Attributes.Add("rel", "apple-touch-icon");            appleIcon.Attributes.Add("href", ResolveUrl("~/apple-touch-icon.png"));            HtmlMeta appleMobileWebAppStatusBarStyle = new HtmlMeta();            appleMobileWebAppStatusBarStyle.Attributes.Add("name", "apple-mobile-web-app-status-bar-style");            appleMobileWebAppStatusBarStyle.Attributes.Add("content", "black");            head.Controls.Add(appleMobileWebAppStatusBarStyle);    }     internal string FindPath(string Location)    {        string Url = Server.MapPath(Location);        return (Url);    }}

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  • Blending the Sketchflow Action

    - by GeekAgilistMercenary
    Started a new Sketchflow Prototype in Expression Blend recently and documented each of the steps.  This blog entry covers some of those steps, which are the basic elements of any prototype.  I will have more information regarding design, prototype creation, and the process of the initial phases for development in the future.  For now, I hope you enjoy this short walk through.  Also, be sure to check out my last quick entry on Sketchflow. I started off with a Sketchflow Project, just like I did in my previous entry (more specifics in that entry about how to manipulate and build out the Sketchflow Map). Once I created the project I setup the following Sketchflow Map. The CoreNavigation is a ComponentScreen setup solely for the page navigation at the top of the screen.  The XAML markup in case you want to create a Component Screen with the same design is included below. <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" mc:Ignorable="d" xmlns:i="clr-namespace:System.Windows.Interactivity;assembly=System.Windows.Interactivity" xmlns:pb="clr-namespace:Microsoft.Expression.Prototyping.Behavior;assembly=Microsoft.Expression.Prototyping.Interactivity" x:Class="RapidPrototypeSketchScreens.CoreNavigation" d:DesignWidth="624" d:DesignHeight="49" Height="49" Width="624">   <Grid x:Name="LayoutRoot"> <TextBlock HorizontalAlignment="Stretch" Margin="307,3,0,0" Style="{StaticResource TitleCenter-Sketch}" Text="Aütøchart Scorecards" TextWrapping="Wrap"> <i:Interaction.Triggers> <i:EventTrigger EventName="MouseLeftButtonDown"> <pb:NavigateToScreenAction TargetScreen="RapidPrototypeSketchScreens.Screen_1"/> </i:EventTrigger> </i:Interaction.Triggers> </TextBlock> <Button HorizontalAlignment="Left" Margin="164,8,0,11" Style="{StaticResource Button-Sketch}" Width="144" Content="Scorecard"> <i:Interaction.Triggers> <i:EventTrigger EventName="Click"> <pb:NavigateToScreenAction TargetScreen="RapidPrototypeSketchScreens.Screen_1_2"/> </i:EventTrigger> </i:Interaction.Triggers> </Button> <Button HorizontalAlignment="Left" Margin="8,8,0,11" Style="{StaticResource Button-Sketch}" Width="152" Content="Standard Reports"> <i:Interaction.Triggers> <i:EventTrigger EventName="Click"> <pb:NavigateToScreenAction TargetScreen="RapidPrototypeSketchScreens.Screen_1_1"/> </i:EventTrigger> </i:Interaction.Triggers> </Button> </Grid> </UserControl> Now that the CoreNavigation Component Screen is done I built out each of the others.  In each of those screens I included the CoreNavigation Screen (all those little green lines in the image) as the top navigation.  In order to do that, as I created each of the pages I would hover over the CoreNavigation Object in the Sketchflow Map.  When the utilities drawer (the small menu that pops down under a node when you hover over it) shows click on the third little icon and drag it onto the page node you want a navigation screen on. Once I created all the screens I setup the navigation by opening up each screen and right clicking on the objects that needed to point to somewhere else in the prototype. Once I was done with the main page, my Home Navigation Page, it looked something like this in the Expression Blend Designer. I fleshed out each of the additional screens.  Once I was done I wanted to try out the deployment package.  The way to deploy a Sketchflow Prototype is to merely click on File –> Package SketchFlow Project and a prompt will appear.  In the prompt enter what you want the package to be called. I like to see the files generated afterwards too, so I checked the box to see that.  When Expression Blend is done generating everything you’ll have a directory like the one shown below, with all the needed files for deployment. Now these files can be copied or moved to any location for viewing.  One can even copy them (such as via FTP) to a server location to share with others.  Once they are deployed and you run the "TestPage.html" the other features of the Sketchflow Package are available. In the image below I have tagged a few sections to show the Sketchflow Player Features.  To the top left is the navigation, which provides a clearly defined area of movement in a list.  To the center right is the actual prototype application.  I have placed lists of things and made edits.  On the left hand side is the highlight feature, which is available in the Feedback section of the lower left.  On the right hand list I underlined the Autochart with an orange marker, and marked out two list items with a red marker. In the lower left hand side in the Feedback section is also an area to type in your feedback.  This can be useful for time based feedback, when you post this somewhere and want people to provide subsequent follow up feedback. Overall lots of great features, that enable some fairly rapid prototyping with customers.  Once one is familiar with the steps and parts of this Sketchflow Prototype Capabilities it is easy to step through an application without even stopping.  It really is that easy.  So get hold of Expression Blend 3 and get ramped up on Sketchflow, it will pay off in the design phases to do so! Original Entry

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  • [Windows 8] Update TextBox’s binding on TextChanged

    - by Benjamin Roux
    Since UpdateSourceTrigger is not available in WinRT we cannot update the text’s binding of a TextBox at will (or at least not easily) especially when using MVVM (I surely don’t want to write behind-code to do that in each of my apps !). Since this kind of demand is frequent (for example to disable of button if the TextBox is empty) I decided to create some attached properties to to simulate this missing behavior. namespace Indeed.Controls { public static class TextBoxEx { public static string GetRealTimeText(TextBox obj) { return (string)obj.GetValue(RealTimeTextProperty); } public static void SetRealTimeText(TextBox obj, string value) { obj.SetValue(RealTimeTextProperty, value); } public static readonly DependencyProperty RealTimeTextProperty = DependencyProperty.RegisterAttached("RealTimeText", typeof(string), typeof(TextBoxEx), null); public static bool GetIsAutoUpdate(TextBox obj) { return (bool)obj.GetValue(IsAutoUpdateProperty); } public static void SetIsAutoUpdate(TextBox obj, bool value) { obj.SetValue(IsAutoUpdateProperty, value); } public static readonly DependencyProperty IsAutoUpdateProperty = DependencyProperty.RegisterAttached("IsAutoUpdate", typeof(bool), typeof(TextBoxEx), new PropertyMetadata(false, OnIsAutoUpdateChanged)); private static void OnIsAutoUpdateChanged(DependencyObject sender, DependencyPropertyChangedEventArgs e) { var value = (bool)e.NewValue; var textbox = (TextBox)sender; if (value) { Observable.FromEventPattern<TextChangedEventHandler, TextChangedEventArgs>( o => textbox.TextChanged += o, o => textbox.TextChanged -= o) .Do(_ => textbox.SetValue(TextBoxEx.RealTimeTextProperty, textbox.Text)) .Subscribe(); } } } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The code is composed of two attached properties. The first one “RealTimeText” reflects the text in real time (updated after each TextChanged event). The second one is only used to enable the functionality. To subscribe to the TextChanged event I used Reactive Extensions (Rx-Metro package in Nuget). If you’re not familiar with this framework just replace the code with a simple: textbox.TextChanged += textbox.SetValue(TextBoxEx.RealTimeTextProperty, textbox.Text); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } To use these attached properties, it’s fairly simple <TextBox Text="{Binding Path=MyProperty, Mode=TwoWay}" ic:TextBoxEx.IsAutoUpdate="True" ic:TextBoxEx.RealTimeText="{Binding Path=MyProperty, Mode=TwoWay}" /> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Just make sure to create a binding (in TwoWay) for both Text and RealTimeText. Hope this helps !

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  • Changing enum in a different class for screen

    - by user2434321
    I'm trying to make a start menu for my game and my code uses Enum's to moniter the screen state. Now i want to change the screenstate declared in the main class, in my Background class Screen screen = new Screen(); is declared in the Game1 class Background(ref screen); This is in the update method for the Background Class KeyboardState keystate = Keyboard.GetState(); switch (screen) { case Screen.Start: if (isPressed && keystate.IsKeyUp(Keys.Up) && keystate.IsKeyUp(Keys.Down) && keystate.IsKeyUp(Keys.Enter)) { isPressed = false; } if (keystate.IsKeyDown(Keys.Down) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Credits; if (menuState == MenuState.Play) menuState = MenuState.Options; isPressed = true; } if (keystate.IsKeyDown(Keys.Up) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Play; if (menuState == MenuState.Credits) menuState = MenuState.Options; isPressed = true; } switch (menuState) { case MenuState.Play: arrowRect.X = 450; arrowRect.Y = 220; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Play; break; case MenuState.Options: arrowRect.X = 419; arrowRect.Y = 340; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Options; break; case MenuState.Credits: arrowRect.X = 425; arrowRect.Y = 460; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Credits; break; } break; } } For some reason when I play this and I hit the enter button the Background class's screen is changed but the main class's screen isn't how can i change this? EDIT 1* class Background { private Texture2D background; private Rectangle backgroundRect; private Texture2D arrow; private Rectangle arrowRect; private Screen screen; private MenuState menuState; private bool isPressed = false; public Screen getScreenState(ref Screen screen) { this.screen = screen; return this.screen; } public Background(ref Screen screen) { this.screen = screen; } public void Update() { KeyboardState keystate = Keyboard.GetState(); switch (screen) { case Screen.Start: if (isPressed && keystate.IsKeyUp(Keys.Up) && keystate.IsKeyUp(Keys.Down) && keystate.IsKeyUp(Keys.Enter)) { isPressed = false; } if (keystate.IsKeyDown(Keys.Down) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Credits; if (menuState == MenuState.Play) menuState = MenuState.Options; isPressed = true; } if (keystate.IsKeyDown(Keys.Up) && isPressed != true) { if (menuState == MenuState.Options) menuState = MenuState.Play; if (menuState == MenuState.Credits) menuState = MenuState.Options; isPressed = true; } switch (menuState) { case MenuState.Play: arrowRect.X = 450; arrowRect.Y = 220; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Play; break; case MenuState.Options: arrowRect.X = 419; arrowRect.Y = 340; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Options; break; case MenuState.Credits: arrowRect.X = 425; arrowRect.Y = 460; if (keystate.IsKeyDown(Keys.Enter) && isPressed != true) screen = Screen.Credits; break; } break; case Screen.Pause: break; case Screen.Over: break; } } public void LoadStartContent(ContentManager Content, GraphicsDeviceManager graphics) { background = Content.Load<Texture2D>("startBackground"); arrow = Content.Load<Texture2D>("arrow"); backgroundRect = new Rectangle(0, 0, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height); arrowRect = new Rectangle(450, 225, arrow.Width, arrow.Height); screen = Screen.Start; } public void LoadPlayContent(ContentManager Content, GraphicsDeviceManager graphics) { background = Content.Load<Texture2D>("Background"); backgroundRect = new Rectangle(0, 0, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height); screen = Screen.Play; } public void LoadOverContent(ContentManager Content, GraphicsDeviceManager graphics) { } public void Draw(SpriteBatch spritebatch) { if (screen == Screen.Start) { spritebatch.Draw(background, backgroundRect, Color.White); spritebatch.Draw(arrow, arrowRect, Color.White); } else spritebatch.Draw(background, backgroundRect, Color.White); } } Thats my background class!

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  • [Windows 8] Application bar popup button

    - by Benjamin Roux
    Here is a small control to create an application bar button which will display a content in a popup when the button is clicked. Visually it gives this So how to create this? First you have to use the AppBarPopupButton control below.   namespace Indeed.Controls { public class AppBarPopupButton : Button { public FrameworkElement PopupContent { get { return (FrameworkElement)GetValue(PopupContentProperty); } set { SetValue(PopupContentProperty, value); } } public static readonly DependencyProperty PopupContentProperty = DependencyProperty.Register("PopupContent", typeof(FrameworkElement), typeof(AppBarPopupButton), new PropertyMetadata(null, (o, e) => (o as AppBarPopupButton).CreatePopup())); private Popup popup; private SerialDisposable sizeChanged = new SerialDisposable(); protected override void OnTapped(Windows.UI.Xaml.Input.TappedRoutedEventArgs e) { base.OnTapped(e); if (popup != null) { var transform = this.TransformToVisual(Window.Current.Content); var offset = transform.TransformPoint(default(Point)); sizeChanged.Disposable = PopupContent.ObserveSizeChanged().Do(_ => popup.VerticalOffset = offset.Y - (PopupContent.ActualHeight + 20)).Subscribe(); popup.HorizontalOffset = offset.X + 24; popup.DataContext = this.DataContext; popup.IsOpen = true; } } private void CreatePopup() { popup = new Popup { IsLightDismissEnabled = true }; popup.Closed += (o, e) => this.GetParentOfType<AppBar>().IsOpen = false; popup.ChildTransitions = new Windows.UI.Xaml.Media.Animation.TransitionCollection(); popup.ChildTransitions.Add(new Windows.UI.Xaml.Media.Animation.PopupThemeTransition()); var container = new Grid(); container.Children.Add(PopupContent); popup.Child = container; } } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The ObserveSizeChanged method is just an extension method which observe the SizeChanged event (using Reactive Extensions - Rx-Metro package in Nuget). If you’re not familiar with Rx, you can replace this line (and the SerialDisposable stuff) by a simple subscription to the SizeChanged event (using +=) but don’t forget to unsubscribe to it ! public static IObservable<Unit> ObserveSizeChanged(this FrameworkElement element) { return Observable.FromEventPattern<SizeChangedEventHandler, SizeChangedEventArgs>( o => element.SizeChanged += o, o => element.SizeChanged -= o) .Select(_ => Unit.Default); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The GetParentOfType extension method just retrieve the first parent of type (it’s a common extension method that every Windows 8 developer should have created !). You can of course tweak to control (for example if you want to center the content to the button or anything else) to fit your needs. How to use this control? It’s very simple, in an AppBar control just add it and define the PopupContent property. <ic:AppBarPopupButton Style="{StaticResource RefreshAppBarButtonStyle}" HorizontalAlignment="Left"> <ic:AppBarPopupButton.PopupContent> <Grid> [...] </Grid> </ic:AppBarPopupButton.PopupContent> </ic:AppBarPopupButton> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } When the button is clicked the popup is displayed. When the popup is closed, the app bar is closed too. I hope this will help you !

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  • Doing unit and integration tests with the Web API HttpClient

    - by cibrax
    One of the nice things about the new HttpClient in System.Net.Http is the support for mocking responses or handling requests in a http server hosted in-memory. While the first option is useful for scenarios in which we want to test our client code in isolation (unit tests for example), the second one enables more complete integration testing scenarios that could include some more components in the stack such as model binders or message handlers for example.   The HttpClient can receive a HttpMessageHandler as argument in one of its constructors. public class HttpClient : HttpMessageInvoker { public HttpClient(); public HttpClient(HttpMessageHandler handler); public HttpClient(HttpMessageHandler handler, bool disposeHandler); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } For the first scenario, you can create a new HttpMessageHandler that fakes the response, which you can use in your unit test. The only requirement is that you somehow inject an HttpClient with this custom handler in the client code. public class FakeHttpMessageHandler : HttpMessageHandler { HttpResponseMessage response; public FakeHttpMessageHandler(HttpResponseMessage response) { this.response = response; } protected override Task<HttpResponseMessage> SendAsync(HttpRequestMessage request, System.Threading.CancellationToken cancellationToken) { var tcs = new TaskCompletionSource<HttpResponseMessage>(); tcs.SetResult(response); return tcs.Task; } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } In an unit test, you can do something like this. var fakeResponse = new HttpResponse(); var fakeHandler = new FakeHttpMessageHandler(fakeResponse); var httpClient = new HttpClient(fakeHandler); var customerService = new CustomerService(httpClient); // Do something // Asserts .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } CustomerService in this case is the class under test, and the one that receives an HttpClient initialized with our fake handler. For the second scenario in integration tests, there is a In-Memory host “System.Web.Http.HttpServer” that also derives from HttpMessageHandler and you can use with a HttpClient instance in your test. This has been discussed already in these two great posts from Pedro and Filip. 

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  • Populate a WCF syndication podcast using MP3 ID3 metadata tags

    - by brian_ritchie
    In the last post, I showed how to create a podcast using WCF syndication.  A podcast is an RSS feed containing a list of audio files to which users can subscribe.  The podcast not only contains links to the audio files, but also metadata about each episode.  A cool approach to building the feed is reading this metadata from the ID3 tags on the MP3 files used for the podcast. One library to do this is TagLib-Sharp.  Here is some sample code: .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: Consolas, "Courier New", Courier, Monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } 1: var taggedFile = TagLib.File.Create(f); 2: var fileInfo = new FileInfo(f); 3: var item = new iTunesPodcastItem() 4: { 5: title = taggedFile.Tag.Title, 6: size = fileInfo.Length, 7: url = feed.baseUrl + fileInfo.Name, 8: duration = taggedFile.Properties.Duration, 9: mediaType = feed.mediaType, 10: summary = taggedFile.Tag.Comment, 11: subTitle = taggedFile.Tag.FirstAlbumArtist, 12: id = fileInfo.Name 13: }; 14: if (!string.IsNullOrEmpty(taggedFile.Tag.Album)) 15: item.publishedDate = DateTimeOffset.Parse(taggedFile.Tag.Album); This reads the ID3 tags into an object for later use in creating the syndication feed.  When the MP3 is created, these tags are set...or they can be set after the fact using the Properties dialog in Windows Explorer.  The only "hack" is that there isn't an easily accessible tag for "subtitle" or "published date" so I used other tags in this example. Feel free to change this to meet your purposes.  You could remove the subtitle & use the file modified data for example. That takes care of the episodes, for the feed level settings we'll load those from an XML file: .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: Consolas, "Courier New", Courier, Monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } 1: <?xml version="1.0" encoding="utf-8" ?> 2: <iTunesPodcastFeed 3: baseUrl ="" 4: title="" 5: subTitle="" 6: description="" 7: copyright="" 8: category="" 9: ownerName="" 10: ownerEmail="" 11: mediaType="audio/mp3" 12: mediaFiles="*.mp3" 13: imageUrl="" 14: link="" 15: /> Here is the full code put together. Read the feed XML file and deserialize it into an iTunesPodcastFeed classLoop over the files in a directory reading the ID3 tags from the audio files .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: Consolas, "Courier New", Courier, Monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } 1: public static iTunesPodcastFeed CreateFeedFromFiles(string podcastDirectory, string podcastFeedFile) 2: { 3: XmlSerializer serializer = new XmlSerializer(typeof(iTunesPodcastFeed)); 4: iTunesPodcastFeed feed; 5: using (var fs = File.OpenRead(Path.Combine(podcastDirectory, podcastFeedFile))) 6: { 7: feed = (iTunesPodcastFeed)serializer.Deserialize(fs); 8: } 9: foreach (var f in Directory.GetFiles(podcastDirectory, feed.mediaFiles)) 10: { 11: try 12: { 13: var taggedFile = TagLib.File.Create(f); 14: var fileInfo = new FileInfo(f); 15: var item = new iTunesPodcastItem() 16: { 17: title = taggedFile.Tag.Title, 18: size = fileInfo.Length, 19: url = feed.baseUrl + fileInfo.Name, 20: duration = taggedFile.Properties.Duration, 21: mediaType = feed.mediaType, 22: summary = taggedFile.Tag.Comment, 23: subTitle = taggedFile.Tag.FirstAlbumArtist, 24: id = fileInfo.Name 25: }; 26: if (!string.IsNullOrEmpty(taggedFile.Tag.Album)) 27: item.publishedDate = DateTimeOffset.Parse(taggedFile.Tag.Album); 28: feed.Items.Add(item); 29: } 30: catch 31: { 32: // ignore files that can't be accessed successfully 33: } 34: } 35: return feed; 36: } Usually putting a "try...catch" like this is bad, but in this case I'm just skipping over files that are locked while they are being uploaded to the web site.Here is the code from the last couple of posts.  

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  • Why do my 512x512 bitmaps look jaggy on Android OpenGL?

    - by Milo Mordaunt
    This is sort of driving me nuts, I've googled and googled and tried everything I can think of, but my sprites still look super blurry and super jaggy. Example: Here: https://docs.google.com/open?id=0Bx9Gbwnv9Hd2TmpiZkFycUNmRTA If you click through to the actual full size image you should see what I mean, it's like it's taking and average of every 5*5 pixels or something, the background looks really blurry and blocky, but the ball is the worst. The clouds look all right for some reason, probably because they're mostly transparent. I know the pngs aren't top notch themselves but hey, I'm no artist! I would imagine it's a problem with either: a. How the pngs are made example sprite (512x512): https://docs.google.com/open?id=0Bx9Gbwnv9Hd2a2RRQlJiQTFJUEE b. How my Matrices work This is the relevant parts of the renderer: public void onDrawFrame(GL10 unused) { if(world != null) { dt = System.currentTimeMillis() - endTime; world.update( (float) dt); // Redraw background color GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); Matrix.setIdentityM(mvMatrix, 0); Matrix.translateM(mvMatrix, 0, 0f, 0f, 0f); world.draw(mvMatrix, mProjMatrix); endTime = System.currentTimeMillis(); } else { Log.d(TAG, "There is no world...."); } } public void onSurfaceChanged(GL10 unused, int width, int height) { GLES20.glViewport(0, 0, width, height); Matrix.orthoM(mProjMatrix, 0, 0, width /2, 0, height /2, -1.f, 1.f); } And this is what each Quad does when draw is called: public void draw(float[] mvMatrix, float[] pMatrix) { Matrix.setIdentityM(mMatrix, 0); Matrix.setIdentityM(mvMatrix, 0); Matrix.translateM(mMatrix, 0, xPos, yPos, 0.f); Matrix.multiplyMM(mvMatrix, 0, mvMatrix, 0, mMatrix, 0); Matrix.scaleM(mvMatrix, 0, scale, scale, 0f); Matrix.rotateM(mvMatrix, 0, angle, 0f, 0f, -1f); GLES20.glUseProgram(mProgram); posAttr = GLES20.glGetAttribLocation(mProgram, "vPosition"); texAttr = GLES20.glGetAttribLocation(mProgram, "aTexCo"); uSampler = GLES20.glGetUniformLocation(mProgram, "uSampler"); int alphaHandle = GLES20.glGetUniformLocation(mProgram, "alpha"); GLES20.glVertexAttribPointer(posAttr, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, 0, vertexBuffer); GLES20.glVertexAttribPointer(texAttr, 2, GLES20.GL_FLOAT, false, 0, texCoBuffer); GLES20.glEnableVertexAttribArray(posAttr); GLES20.glEnableVertexAttribArray(texAttr); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture); GLES20.glUniform1i(uSampler, 0); GLES20.glUniform1f(alphaHandle, alpha); mMVMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVMatrix"); mPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uPMatrix"); GLES20.glUniformMatrix4fv(mMVMatrixHandle, 1, false, mvMatrix, 0); GLES20.glUniformMatrix4fv(mPMatrixHandle, 1, false, pMatrix, 0); GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, 4, GLES20.GL_UNSIGNED_SHORT, indicesBuffer); GLES20.glDisableVertexAttribArray(posAttr); GLES20.glDisableVertexAttribArray(texAttr); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); } c. How my texture loading/blending/shaders setup works Here is the renderer setup: public void onSurfaceCreated(GL10 unused, EGLConfig config) { // Set the background frame color GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); GLES20.glDisable(GLES20.GL_DEPTH_TEST); GLES20.glDepthMask(false); GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA); GLES20.glEnable(GLES20.GL_BLEND); GLES20.glEnable(GLES20.GL_DITHER); } Here is the vertex shader: attribute vec4 vPosition; attribute vec2 aTexCo; varying vec2 vTexCo; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void main() { gl_Position = uPMatrix * uMVMatrix * vPosition; vTexCo = aTexCo; } And here's the fragment shader: precision mediump float; uniform sampler2D uSampler; uniform vec4 vColor; varying vec2 vTexCo; varying float alpha; void main() { vec4 color = texture2D(uSampler, vec2(vTexCo)); gl_FragColor = color; if(gl_FragColor.a == 0.0) { "discard; } } This is how textures are loaded: private int loadTexture(int rescource) { int[] texture = new int[1]; BitmapFactory.Options opts = new BitmapFactory.Options(); opts.inScaled = false; Bitmap temp = BitmapFactory.decodeResource(context.getResources(), rescource, opts); GLES20.glGenTextures(1, texture, 0); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture[0]); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR); GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, temp, 0); GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); temp.recycle(); return texture[0]; } I'm sure I'm doing about 20,000 things wrong, so I'm really sorry if the problem is blindingly obvious... The test device is a Galaxy Note, running a JellyBean custom ROM, if that matters at all. So the screen resolution is 1280x800, which means... The background is 1024x1024, so yeah it might be a little blurry, but shouldn't be made of lego. Thank you so much, any answer at all would be appreciated.

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  • Implementing synchronous MediaTypeFormatters in ASP.NET Web API

    - by cibrax
    One of main characteristics of MediaTypeFormatter’s in ASP.NET Web API is that they leverage the Task Parallel Library (TPL) for reading or writing an model into an stream. When you derive your class from the base class MediaTypeFormatter, you have to either implement the WriteToStreamAsync or ReadFromStreamAsync methods for writing or reading a model from a stream respectively. These two methods return a Task, which internally does all the serialization work, as it is illustrated bellow. public abstract class MediaTypeFormatter { public virtual Task WriteToStreamAsync(Type type, object value, Stream writeStream, HttpContent content, TransportContext transportContext); public virtual Task<object> ReadFromStreamAsync(Type type, Stream readStream, HttpContent content, IFormatterLogger formatterLogger); }   .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } However, most of the times, serialization is a safe operation that can be done synchronously. In fact, many of the serializer classes you will find in the .NET framework only provide sync methods. So the question is, how you can transform that synchronous work into a Task ?. Creating a new task using the method Task.Factory.StartNew for doing all the serialization work would be probably the typical answer. That would work, as a new task is going to be scheduled. However, that might involve some unnecessary context switches, which are out of our control and might be affect performance on server code specially.   If you take a look at the source code of the MediaTypeFormatters shipped as part of the framework, you will notice that they actually using another pattern, which uses a TaskCompletionSource class. public Task WriteToStreamAsync(Type type, object value, Stream writeStream, HttpContent content, TransportContext transportContext) {   var tsc = new TaskCompletionSource<AsyncVoid>(); tsc.SetResult(default(AsyncVoid));   //Do all the serialization work here synchronously   return tsc.Task; }   /// <summary> /// Used as the T in a "conversion" of a Task into a Task{T} /// </summary> private struct AsyncVoid { } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } They are basically doing all the serialization work synchronously and using a TaskCompletionSource for returning a task already done. To conclude this post, this is another approach you might want to consider when using serializers that are not compatible with an async model. Update: Henrik Nielsen from the ASP.NET team pointed out the existence of a built-in media type formatter for writing sync formatters. BufferedMediaTypeFormatter http://t.co/FxOfeI5x

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  • Grid Layouts in ADF Faces using Trinidad

    - by frank.nimphius
    Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} ADF Faces does provide a data table component but none to define grid layouts. Grids are common in web design and developers often try HTML table markup wrapped in an f:verbatim tag or directly added the page to build a desired layout. Usually these attempts fail, showing unpredictable results, However, ADF Faces does not provide a table layout component, but Apache MyFaces Trinidad does. The Trinidad trh:tableLayout component is a thin wrapper around the HTML table element and contains a series of row layout elements, trh:rowLayout. Each trh:rowLayout component may contain one or many trh:cellLayout components to format cells content. <trh:tableLayout id="tl1" halign="left">   <trh:rowLayout id="rl1" valign="top" halign="left">     <trh:cellFormat id="cf1" width="100" header="true">        <af:outputLabel value="Label 1" id="ol1"/>     </trh:cellFormat>     <trh:cellFormat id="cf2" header="true"                               width="300">        <af:outputLabel value="Label 2" id="outputLabel1"/>        </trh:cellFormat>      </trh:rowLayout>      <trh:rowLayout id="rowLayout1" valign="top" halign="left">        <trh:cellFormat id="cellFormat1" width="100" header="false">           <af:outputLabel value="Label 3" id="outputLabel2"/>        </trh:cellFormat>     </trh:rowLayout>        ... </trh:tableLayout> To add the Trinidad tag library to your ADF Faces projects ... Open the Component Palette and right mouse click into it Choose "Edit Tag Libraries" and select the Trinidad components. Move them to the "Selected Libraries" section and Ok the dialog.The first time you drag a Trinidad component to a page, the web.xml file is updated with the required filters Note: The Trinidad tags don't participate in the ADF Faces RC geometry management. However, they are JSF components that are part of the JSF request lifecycle. Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} ADF Faces RC components work well with Trinidad layout components that don't use PPR. The PPR implementation of Trinidad is different from the one in ADF Faces. However, when you mix ADF Faces components with Trinidad components, avoid Trinidad components that have integrated PPR behavior. Only use passive Trinidad components.See:http://myfaces.apache.org/trinidad/trinidad-api/tagdoc/trh_tableLayout.htmlhttp://myfaces.apache.org/trinidad/trinidad-api/tagdoc/trh_rowLayout.htmlhttp://myfaces.apache.org/trinidad/trinidad-api/tagdoc/trh_cellFormat.html .

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  • LIBGDX "parsing error emitter" with 2 or more emitters [on hold]

    - by flow969
    I have a problem with the use of particle effect of LIBGDX with 2 or more emitters. After using ParticleEditor to create my .p file, I use it in my code BUT...when I use only 1 emitter it's fine but with more than 1, not fine ! :( Here is my error code in java console : Exception in thread "LWJGL Application" java.lang.RuntimeException: Error parsing emitter: - Delay - at com.badlogic.gdx.graphics.g2d.ParticleEmitter.load(ParticleEmitter.java:910) at com.badlogic.gdx.graphics.g2d.ParticleEmitter.<init>(ParticleEmitter.java:95) at com.badlogic.gdx.graphics.g2d.ParticleEffect.loadEmitters(ParticleEffect.java:154) at com.badlogic.gdx.graphics.g2d.ParticleEffect.load(ParticleEffect.java:138) at com.fasgame.fishtrip.android.screens.GameScreen.show(GameScreen.java:313) at com.badlogic.gdx.Game.setScreen(Game.java:61) at com.fasgame.fishtrip.android.screens.MainMenuScreen.render(MainMenuScreen.java:71) at com.badlogic.gdx.Game.render(Game.java:46) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:206) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114) Caused by: java.lang.NumberFormatException: For input string: "- Count -" at sun.misc.FloatingDecimal.readJavaFormatString(Unknown Source) at sun.misc.FloatingDecimal.parseFloat(Unknown Source) at java.lang.Float.parseFloat(Unknown Source) at com.badlogic.gdx.graphics.g2d.ParticleEmitter.readFloat(ParticleEmitter.java:929) at com.badlogic.gdx.graphics.g2d.ParticleEmitter$RangedNumericValue.load(ParticleEmitter.java:1062) at com.badlogic.gdx.graphics.g2d.ParticleEmitter.load(ParticleEmitter.java:866) ... 9 more And here is my particle effect .p file : Blanc - Delay - active: false - Duration - lowMin: 3000.0 lowMax: 3000.0 - Count - min: 0 max: 200 - Emission - lowMin: 0.0 lowMax: 0.0 highMin: 250.0 highMax: 250.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Life - lowMin: 500.0 lowMax: 500.0 highMin: 500.0 highMax: 500.0 relative: false scalingCount: 3 scaling0: 1.0 scaling1: 0.47058824 scaling2: 0.0 timelineCount: 3 timeline0: 0.0 timeline1: 0.51369864 timeline2: 1.0 - Life Offset - active: false - X Offset - active: false - Y Offset - active: false - Spawn Shape - shape: point - Spawn Width - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Spawn Height - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Scale - lowMin: 0.0 lowMax: 0.0 highMin: 70.0 highMax: 70.0 relative: true scalingCount: 2 scaling0: 1.0 scaling1: 0.0 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Velocity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 30.0 highMax: 300.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Angle - active: true lowMin: 220.0 lowMax: 320.0 highMin: 220.0 highMax: 320.0 relative: false scalingCount: 2 scaling0: 0.0 scaling1: 0.98039216 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Rotation - active: false - Wind - active: false - Gravity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Tint - colorsCount: 3 colors0: 0.50980395 colors1: 0.7647059 colors2: 0.7921569 timelineCount: 1 timeline0: 0.0 - Transparency - lowMin: 0.0 lowMax: 0.0 highMin: 1.0 highMax: 1.0 relative: false scalingCount: 4 scaling0: 1.0 scaling1: 1.0 scaling2: 1.0 scaling3: 1.0 timelineCount: 4 timeline0: 0.0 timeline1: 0.36301368 timeline2: 0.6164383 timeline3: 1.0 - Options - attached: false continuous: true aligned: false additive: true behind: false premultipliedAlpha: false pre_particle.png Bleu - Delay - active: false - Duration - lowMin: 3000.0 lowMax: 3000.0 - Count - min: 0 max: 200 - Emission - lowMin: 0.0 lowMax: 0.0 highMin: 250.0 highMax: 250.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Life - lowMin: 500.0 lowMax: 500.0 highMin: 500.0 highMax: 500.0 relative: false scalingCount: 3 scaling0: 1.0 scaling1: 0.47058824 scaling2: 0.0 timelineCount: 3 timeline0: 0.0 timeline1: 0.51369864 timeline2: 1.0 - Life Offset - active: false - X Offset - active: false - Y Offset - active: false - Spawn Shape - shape: point - Spawn Width - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Spawn Height - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Scale - lowMin: 0.0 lowMax: 0.0 highMin: 70.0 highMax: 70.0 relative: true scalingCount: 2 scaling0: 1.0 scaling1: 0.0 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Velocity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 30.0 highMax: 300.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Angle - active: true lowMin: 220.0 lowMax: 320.0 highMin: 220.0 highMax: 320.0 relative: false scalingCount: 2 scaling0: 0.0 scaling1: 0.98039216 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Rotation - active: false - Wind - active: false - Gravity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Tint - colorsCount: 3 colors0: 0.0 colors1: 0.7254902 colors2: 0.7921569 timelineCount: 1 timeline0: 0.0 - Transparency - lowMin: 0.0 lowMax: 0.0 highMin: 1.0 highMax: 1.0 relative: false scalingCount: 6 scaling0: 0.0 scaling1: 1.0 scaling2: 1.0 scaling3: 1.0 scaling4: 1.0 scaling5: 0.0 timelineCount: 6 timeline0: 0.0 timeline1: 0.047945205 timeline2: 0.34246576 timeline3: 0.6712329 timeline4: 0.94520545 timeline5: 1.0 - Options - attached: false continuous: true aligned: false additive: true behind: false premultipliedAlpha: false pre_particle.png BleuFonce - Delay - active: false - Duration - lowMin: 3000.0 lowMax: 3000.0 - Count - min: 0 max: 200 - Emission - lowMin: 0.0 lowMax: 0.0 highMin: 250.0 highMax: 250.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Life - lowMin: 500.0 lowMax: 500.0 highMin: 500.0 highMax: 500.0 relative: false scalingCount: 3 scaling0: 1.0 scaling1: 0.47058824 scaling2: 0.0 timelineCount: 3 timeline0: 0.0 timeline1: 0.51369864 timeline2: 1.0 - Life Offset - active: false - X Offset - active: false - Y Offset - active: false - Spawn Shape - shape: point - Spawn Width - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Spawn Height - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Scale - lowMin: 0.0 lowMax: 0.0 highMin: 70.0 highMax: 70.0 relative: true scalingCount: 2 scaling0: 1.0 scaling1: 0.0 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Velocity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 30.0 highMax: 300.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Angle - active: true lowMin: 220.0 lowMax: 320.0 highMin: 220.0 highMax: 320.0 relative: false scalingCount: 2 scaling0: 0.0 scaling1: 0.98039216 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Rotation - active: false - Wind - active: false - Gravity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Tint - colorsCount: 3 colors0: 0.0 colors1: 0.7294118 colors2: 1.0 timelineCount: 1 timeline0: 0.0 - Transparency - lowMin: 0.0 lowMax: 0.0 highMin: 1.0 highMax: 1.0 relative: false scalingCount: 4 scaling0: 1.0 scaling1: 0.0 scaling2: 0.0 scaling3: 1.0 timelineCount: 4 timeline0: 0.0 timeline1: 0.001 timeline2: 0.5753425 timeline3: 0.79452056 - Options - attached: false continuous: true aligned: false additive: true behind: false premultipliedAlpha: false pre_particle.png For the "- Image Path -" missing it's normal if I let them in it doesn't work even with only 1 emitter PS : I've already updated my lib to the last release

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  • Why does calling CreateDXGIFactory prevent my program from exiting?

    - by smoth190
    I'm using CreateDXGIFactory to get the graphics adapters and display modes. When I call it, it works fine and I get all the data. However, when I exit my program, the main Win32 thread exits, but something stays open because it keeps debugging. Does CreateDXGIFactory create an extra thread and I'm not closing it? I don't understand. The only thing I would suspect is that in the documentation it says it doesn't work if it's called from DllMain. It is in a DLL, but it's not called from DllMain. And it doesn't fail, either. I'm using DirectX 11. Here is the function that initializes DirectX. I haven't gotten past retrieving the refresh rate because of this problem. I commented everything out to pinpoint the problem. bool CGraphicsManager::InitDirectX(HWND hWnd, int width, int height) { HRESULT result; IDXGIFactory* factory; IDXGIOutput* output; IDXGIAdapter* adapter; DXGI_MODE_DESC* displayModes; DXGI_ADAPTER_DESC adapterDesc; unsigned int modeCount = 0; unsigned int refreshNum = 0; unsigned int refreshDen = 0; //First, we need to get the monitors refresh rater result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory); //if(FAILED(result)) //{ //MemoryUtil::MessageBoxError(TEXT("InitDirectX"), 0, 0, TEXT("Failed to create DXGI factory\nError:\n%s"), DXGetErrorDescription(result)); //return false; //} /*//Create a graphics card adapter result = factory->EnumAdapters(0, &adapter); if(FAILED(result)) { MemoryUtil::MessageBoxError(TEXT("InitDirectX"), 0, 0, TEXT("Failed to get graphics adapters\nError:\n%s"), DXGetErrorDescription(result)); return false; } //Get the output result = adapter->EnumOutputs(0, &output); if(FAILED(result)) { MemoryUtil::MessageBoxError(TEXT("InitDirectX"), 0, 0, TEXT("Failed to get adapter output\nError:\n%s"), DXGetErrorDescription(result)); return false; } //Get the modes result = output->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &modeCount, 0); if(FAILED(result)) { MemoryUtil::MessageBoxError(TEXT("InitDirectX"), 0, 0, TEXT("Failed to get mode count\nError:\n%s"), DXGetErrorDescription(result)); return false; } displayModes = new DXGI_MODE_DESC[modeCount]; result = output->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &modeCount, displayModes); if(FAILED(result)) { MemoryUtil::MessageBoxError(TEXT("InitDirectX"), 0, 0, TEXT("Failed to get display modes\nError:\n%s"), DXGetErrorDescription(result)); return false; } //Now we need to find one for our screen size for(unsigned int i = 0; i < modeCount; i++) { if(displayModes[i].Width == (unsigned int)width) { if(displayModes[i].Height == (unsigned int)height) { refreshNum = displayModes[i].RefreshRate.Numerator; refreshDen = displayModes[i].RefreshRate.Denominator; break; } } } //Store the video card data result = adapter->GetDesc(&adapterDesc); if(FAILED(result)) { MemoryUtil::MessageBoxError(TEXT("InitDirectX"), 0, 0, TEXT("Failed to get adapter description\nError:\n%s"), DXGetErrorDescription(result)); return false; } m_videoCard = new CVideoCard(); MemoryUtil::CreateGameObject(m_videoCard); m_videoCard->VideoCardMemory = (unsigned int)(adapterDesc.DedicatedVideoMemory); wcstombs_s(0, m_videoCard->VideoCardDescription, 128, adapterDesc.Description, 128);*/ //ReleaseCOM(output); //ReleaseCOM(adapter); ReleaseCOM(factory); //DeletePointerArray(displayModes); return true; } Also, I don't know if this means anything, but this is some of the output log when the function is commented out: //... 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\msvcr100d.dll', Symbols loaded. 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\imm32.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\msctf.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\uxtheme.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Program Files (x86)\Common Files\microsoft shared\ink\tiptsf.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\ole32.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\oleaut32.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\clbcatq.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\oleacc.dll', Cannot find or open the PDB file The program '[6560] LostRock.exe: Native' has exited with code 0 (0x0). And when it isn't commented out... //... 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\cfgmgr32.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\devobj.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\wintrust.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\crypt32.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\msasn1.dll', Cannot find or open the PDB file 'LostRock.exe': Unloaded 'C:\Windows\SysWOW64\setupapi.dll' 'LostRock.exe': Unloaded 'C:\Windows\SysWOW64\devobj.dll' 'LostRock.exe': Unloaded 'C:\Windows\SysWOW64\cfgmgr32.dll' 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\clbcatq.dll', Cannot find or open the PDB file 'LostRock.exe': Loaded 'C:\Windows\SysWOW64\oleacc.dll', Cannot find or open the PDB file The thread 'Win32 Thread' (0xb94) has exited with code 0 (0x0). The program '[8096] LostRock.exe: Native' has exited with code 0 (0x0). //This is called when I click "Stop Debugging" P.S. I know it is CreateDXGIFactory because if I comment it out, the program exits correctly.

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  • Data Binding to Attached Properties

    - by Chris Gardner
    Originally posted on: http://geekswithblogs.net/freestylecoding/archive/2013/06/14/data-binding-to-attached-properties.aspx When I was working on my C#/XAML game framework, I discovered I wanted to try to data bind my sprites to background objects. That way, I could update my objects and the draw functionality would take care of the work for me. After a little experimenting and web searching, it appeared this concept was an impossible dream. Of course, when has that ever stopped me? In my typical way, I started to massively dive down the rabbit hole. I created a sprite on a canvas, and I bound it to a background object. <Canvas Name="GameField" Background="Black"> <Image Name="PlayerStrite" Source="Assets/Ship.png" Width="50" Height="50" Canvas.Left="{Binding X}" Canvas.Top="{Binding Y}"/> </Canvas> Now, we wire the UI item to the background item. public MainPage() { this.InitializeComponent(); this.Loaded += StartGame; }   void StartGame( object sender, RoutedEventArgs e ) { BindingPlayer _Player = new BindingPlayer(); _Player.X = Window.Current.Bounds.Height - PlayerSprite.Height; _Player.X = ( Window.Current.Bounds.Width - PlayerSprite.Width ) / 2.0; } Of course, now we need to actually have our background object. public class BindingPlayer : INotifyPropertyChanged { private double m_X; public double X { get { return m_X; } set { m_X = value; NotifyPropertyChanged(); } }   private double m_Y; public double Y { get { return m_Y; } set { m_Y = value; NotifyPropertyChanged(); } }   public event PropertyChangedEventHandler PropertyChanged; protected void NotifyPropertyChanged( [CallerMemberName] string p_PropertyName = null ) { if( PropertyChanged != null ) PropertyChanged( this, new PropertyChangedEventArgs( p_PropertyName ) ); } } I fired this baby up, and my sprite was correctly positioned on the screen. Maybe the sky wasn't falling after all. Wouldn't it be great if that was the case? I created some code to allow me to move the sprite, but nothing happened. This seems odd. So, I start debugging the application and stepping through code. Everything appears to be working. Time to dig a little deeper. After much profanity was spewed, I stumbled upon a breakthrough. The code only looked like it was working. What was really happening is that there was an exception being thrown in the background thread that I never saw. Apparently, the key call was the one to PropertyChanged. If PropertyChanged is not called on the UI thread, the UI thread ignores the call. Actually, it throws an exception and the background thread silently crashes. Of course, you'll never see this unless you're looking REALLY carefully. This seemed to be a simple problem. I just need to marshal this to the UI thread. Unfortunately, this object has no knowledge of this mythical UI Thread in which we speak. So, I had to pull the UI Thread out of thin air. Let's change our PropertyChanged call to look this. public event PropertyChangedEventHandler PropertyChanged; protected void NotifyPropertyChanged( [CallerMemberName] string p_PropertyName = null ) { if( PropertyChanged != null ) Windows.ApplicationModel.Core.CoreApplication.MainView.CoreWindow.Dispatcher.RunAsync( Windows.UI.Core.CoreDispatcherPriority.Normal, new Windows.UI.Core.DispatchedHandler( () => { PropertyChanged( this, new PropertyChangedEventArgs( p_PropertyName ) ); } ) ); } Now, we raised our notification on the UI thread. Everything is fine, people are happy, and the world moves on. You may have noticed that I didn't await my call to the dispatcher. This was intentional. If I am trying to update a slew of sprites, I don't want thread being hung while I wait my turn. Thus, I send the message and move on. It is worth nothing that this is NOT the most efficient way to do this for game programming. We'll get to that in another blog post. However, it is perfectly acceptable for a business app that is running a background task that would like to notify the UI thread of progress on a periodic basis. It is worth noting that this code was written for a Windows Store App. You can do the same thing with WP8 and WPF. The call to the marshaler changes, but it is the same idea.

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  • XNA - Use Mouse To Rotate & Arrow Keys To Scroll A Linearly Wrapped Texture:

    - by The Thing
    Using XNA I'm working on my first, relatively simple, videogame for the PC. At the moment my game window is 1024 X 768 and I have a 'Starfield' linearly wrapped background texture 1280 X 1280 in size whose origin has been set to its center point (width / 2, height / 2). This texture is drawn onscreen using (graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2) to place the origin in the center of the window. I want to be able to use the horizontal movement of the mouse to rotate my texture left or right and use the arrow keys to scroll the texture in four directions. From my own related coding experiments I have found that once I rotate the texture it no longer scrolls in the direction I want, it's as if somehow the XNA framework's 'sense of direction' has been 'rotated' along with the texture. As an example of what I've described above lets say I rotate the texture 45 degrees to the right, then pressing the up arrow key results in the texture scrolling diagonally from top-right to bottom-left. This is not what I want, regardless of the degree or direction of rotation I want my texture to scroll straight up, straight down, or to the left or right depending on which arrow key was pressed. How do I go about accomplishing this? Any help or guidance is appreciated. To finish up there are two points I'd like to clarify: [1] The reason I'm using linear wrapping on my starfield texture is that it gives a nice impression of an endless starfield. [2] Using a texture at least 1280 X 1280 in conjunction with a game window of 1024 X 768 means that at no point in it's rotation will the edges of the texture become visible. Thanks for reading..... Update # 1 - as requested by RCIX: The code below is what I was referring to earlier when I mentioned 'related coding experiments'. As you can see I am scrolling a linearly wrapped texture in the direction I've moved the mouse relative to the center of the screen. This works perfectly if I don't rotate the texture, but once I do rotate it the direction of the scrolling gets messed up for some reason. public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; int x; int y; float z = 250f; Texture2D Overlay; Texture2D RotatingBackground; Rectangle? sourceRectangle; Color color; float rotation; Vector2 ScreenCenter; Vector2 Origin; Vector2 scale; Vector2 Direction; SpriteEffects effects; float layerDepth; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 768; graphics.ApplyChanges(); Direction = Vector2.Zero; IsMouseVisible = true; ScreenCenter = new Vector2(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2); Mouse.SetPosition((int)graphics.PreferredBackBufferWidth / 2, (int)graphics.PreferredBackBufferHeight / 2); sourceRectangle = null; color = Color.White; rotation = 0.0f; scale = new Vector2(1.0f, 1.0f); effects = SpriteEffects.None; layerDepth = 1.0f; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); Overlay = Content.Load<Texture2D>("Overlay"); RotatingBackground = Content.Load<Texture2D>("Background"); Origin = new Vector2((int)RotatingBackground.Width / 2, (int)RotatingBackground.Height / 2); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { float timePassed = (float)gameTime.ElapsedGameTime.TotalSeconds; MouseState ms = Mouse.GetState(); Vector2 MousePosition = new Vector2(ms.X, ms.Y); Direction = ScreenCenter - MousePosition; if (Direction != Vector2.Zero) { Direction.Normalize(); } x += (int)(Direction.X * z * timePassed); y += (int)(Direction.Y * z * timePassed); //No rotation = texture scrolls as intended, With rotation = texture no longer scrolls in the direction of the mouse. My update method needs to somehow compensate for this. //rotation += 0.01f; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null); spriteBatch.Draw(RotatingBackground, ScreenCenter, new Rectangle(x, y, RotatingBackground.Width, RotatingBackground.Height), color, rotation, Origin, scale, effects, layerDepth); spriteBatch.Draw(Overlay, Vector2.Zero, Color.White); spriteBatch.End(); base.Draw(gameTime); } }

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  • CSS3 - "connecting" 2 classes animation [closed]

    - by Nave Tseva
    I have this CSS +HTML code: <!DOCTYPE HTML> <html> <head> <meta http-equiv="content-type" content="text/html; charset=UTF-8" /> <title>What</title> <style type="text/css"> #page { width: 900px; padding: 0px; margin: 0 auto; direction: rtl; position: relative; } #box1 { position: relative; width: 500px; border: 1px solid black; box-shadow: -3px 8px 34px #808080; border-radius: 20px; box-shadow: -8px 5px 5px #888888; right: 300px; top: 250px; height: 150px; -webkit-transition: all 1s; font-size: large; color: Black; padding: 10px; background: #D0D0D0; opacity: 0; } @-webkit-keyframes myFirst { 0% { right: 300px; top: 150px; background: #D0D0D0; opacity: 0; } 100% { background: #909090; ; right: 300px; top: 200px; opacity: 1; } } #littlebox1 { top: 200px; position: absolute; display: inline-block; } .littlebox1-sentence { font-size: large; padding-bottom: 15px; padding-top: 15px; padding-left: 25px; padding-right: 10px; background: #D0D0D0; border-radius: 10px; -webkit-transition: background .25s ease-in-out; } #littlebox1:hover ~ #box1 { -webkit-transition: all 0s; background: #909090;; right: 300px; top: 200px; -webkit-animation: myFirst 1s; -webkit-animation-fill-mode: initial; opacity: 1; } .littlebox1-sentence:hover { background: #909090; } .littlebox1-sentence:hover + .triangle { border-right: 50px solid #909090; } .triangle { position: relative; width: 0; height: 0; border-right: 50px solid #D0D0D0; border-top: 24px solid transparent; border-bottom: 24px solid transparent; right: 160px; -webkit-transition: border-right .25s ease-in-out; } .triangle:hover { border-right:50px solid #909090; } </style> <script src="//ajax.googleapis.com/ajax/libs/jquery/1.8.3/jquery.min.js"></script> <script> $(function() { $('.littlebox1-sentence').hover(function() { $(this).css('background', '#909090'); $('.triangle').css('border-right', '50px solid #909090'); }); </script> <script> $(function() { $('.triangle').hover(function() { $(this).css('border-right', '50px solid #909090'); $('.littlebox1-sentence').css('background', '#909090'); }); </script> </head> <body dir="rtl"> <div id="page"> <div id="littlebox1" class="littlebox1-sentence">put your mouse here</div><div id="littlebox1" class="triangle"> </div> <div id="box1"> </div> </div> </body> </html> Live example you will find here: http://jsfiddle.net/FLe4g/12/ The problem here that something here wrong in the second jquery code. I want that every time that I put the mouse on the box, or on the triangke they both will change ther color together. when I put the mouse on the box it works fine, but when I put the mouse on the triangle it don't work. Any suggestions how to fix this code?

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  • "LNK2001: unresolved external symbol" when trying to build my program

    - by random
    I get the following error(s) on my program that captures the mouse and then draws a line. Errors: 1>------ Build started: Project: Capture_Mouse_Line, Configuration: Debug Win32 ------ 1> main.cpp 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::yc2" (?yc2@Line@@2PAJA) 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::xc2" (?xc2@Line@@2PAJA) 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::yc1" (?yc1@Line@@2PAJA) 1>main.obj : error LNK2001: unresolved external symbol "public: static long * Line::xc1" (?xc1@Line@@2PAJA) 1>MSVCRTD.lib(crtexe.obj) : error LNK2019: unresolved external symbol _main referenced in function ___tmainCRTStartup 1>D:\Visual C++ Projects\Capture_Mouse_Line\Debug\Capture_Mouse_Line.exe : fatal error LNK1120: 5 unresolved externals ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== Here is my code: #include<allegro5\allegro.h> #include<allegro5\allegro_native_dialog.h> #include<allegro5\allegro_primitives.h> #include<Windows.h> #include<allegro5\allegro_windows.h> #ifndef WIDTH #define WIDTH 1440 #endif #ifndef HEIGHT #define HEIGHT 900 #endif class Line { public: static void ErasePreviousLine(); static void DrawLine(long* x, long* y,long* x2,long* y2); static bool Erasable(); static long* xc1; static long* yc1; static long* xc2; static long* yc2; }; void Line::ErasePreviousLine() { delete xc1; xc1 = NULL; delete yc1; yc1 = NULL; delete xc2; xc2 = NULL; delete yc2; yc2 = NULL; } bool Line::Erasable() { if(xc1 && yc1 && xc2 && yc2 == NULL) { return false; } else { return true; } } void Line::DrawLine(long* x,long* y,long* x2,long* y2) { if(!al_init_primitives_addon()) { al_show_native_message_box(NULL,NULL,NULL,"failed to initialize allegro", NULL,NULL); } xc1 = x; yc1 = y; xc2 = x2; yc2 = y2; al_draw_line((float)*xc1, (float)*yc1, (float)*xc2, (float)*yc2,al_map_rgb(255,0,255), 1); delete x; delete y; delete x2; delete y2; } LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam); int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { MSG msg; ALLEGRO_DISPLAY* display = NULL; if(!al_init()) { al_show_native_message_box(NULL,NULL,NULL,"failed to initialize allegro", NULL,NULL); return -1; } display = al_create_display(WIDTH,HEIGHT); if(!display) { al_show_native_message_box(NULL,NULL,NULL,"failed to initialize display", NULL,NULL); return -1; } HWND hwnd = al_get_win_window_handle(display); if(hwnd == NULL) { MessageBox(NULL, "Window Creation Failed!", "Error!", MB_ICONEXCLAMATION | MB_OK); return 0; } ShowWindow(hwnd, nCmdShow); UpdateWindow(hwnd); while(GetMessage(&msg, NULL, 0, 0) > 0) { TranslateMessage(&msg); DispatchMessage(&msg); } return msg.wParam; } LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { static bool bIsCaptured; static POINTS ptsBegin; static POINTS ptsEnd; switch(msg) { case WM_LBUTTONDOWN: SetCapture(hwnd); bIsCaptured = true; ptsBegin = MAKEPOINTS(lParam); return 0; case WM_MOUSEMOVE: if(wParam & MK_LBUTTON) { if(!Line::Erasable()) { return 0; } Line::ErasePreviousLine(); ptsEnd = MAKEPOINTS(lParam); Line::DrawLine(new long(ptsBegin.x),new long(ptsBegin.y),new long(ptsEnd.x),new long(ptsEnd.y)); } break; case WM_LBUTTONUP: bIsCaptured = false; ReleaseCapture(); break; case WM_ACTIVATEAPP: { if(wParam == TRUE) { if(bIsCaptured){ SetCapture(hwnd);} } } break; } return 0; }

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  • Windows 8 for productivity?

    - by Charles Young
    At long last I’ve started using Windows 8.  I boot from a VHD on which I have installed Office, Visio, Visual Studio, SQL Server, etc.  For a week, now, I’ve been happily writing code and documents and using Visio and PowerPoint.  I am, very much, a ‘productivity’ user rather than a content consumer.   I spend my days flitting between countless windows and browser tabs displayed across dual monitors.  I need to access a lot of different functionality and information in as fluid a fashion as possible. With that in mind, and like so many others, I was worried about Windows 8.  The Metro interface is primarily about content consumption on touch-enabled screens, and not really geared for people like me sitting in front of an 8-core non-touch laptop and an additional Samsung monitor.  I still use a mouse, not my finger.  And I create more than I consume. Clearly, Windows 8 won’t be viable for people like me unless Metro keeps out of my hair when using productivity and development tools.  With this in mind, I had long expected Microsoft to provide some mechanism for switching Metro off.  There was a registry hack in last year’s Developer Preview, but this capability has been removed.   That’s brave.  So, how have things worked out so far? Well, I am really quite surprised.  When I played with the Developer Preview last year, it was clear that Metro was unfinished and didn’t play well enough with the desktop.  Obviously I expected things to improve, but the context switching from desktop to full-screen seemed a heavy burden to place on users.  That sense of abrupt change hasn’t entirely gone away (how could it), but after a few days, I can’t say that I find it burdensome or irritating.   I’ve got used very quickly to ‘gesturing’ with my mouse at the bottom or top right corners of the screen to move between applications, using the Windows key to toggle the Start screen and generally finding my way around.   I am surprised at how effective the Start screen is, given the rather basic grouping features it provides.  Of course, I had to take control of it and sort things the way I want.  If anything, though, the Start screen provides a better navigation and application launcher tool than the old Start menu. What I didn’t expect was the way that Metro enhances the productivity story.  As I write this, I’ve got my desktop open with a maximised Word window.  However, the desktop extends only across about 85% of the width of my screen.  On the left hand side, I have a column that displays the new Metro email client.  This is currently showing me a list of emails for my main work account.  I can flip easily between different accounts and read my email within that same column.  As I work on documents, I want to be able to monitor my inbox with a quick glance. The desktop, of course, has its own snap feature.  I could run the desktop full screen and bring up Outlook and Word side by side.  However, this doesn’t begin to approach the convenience of snapping the Metro email client.  Consider that when I snap a window on the desktop, it initially takes up 50% of the screen.  Outlook doesn’t really know anything about snap, and doesn’t adjust to make effective use of the limited screen estate.  Even at 50% screen width, it is difficult to use, so forget about trying to use it in a Metro fashion. In any case, I am left with the prospect of having to manually adjust everything to view my email effectively alongside Word.  Worse, there is nothing stopping another window from overlapping and obscuring my email.  It becomes a struggle to keep sight of email as it arrives.  Of course, there is always ‘toast’ to notify me when things arrive, but if Outlook is obscured, this just feels intrusive. The beauty of the Metro snap feature is that my email reader now exists outside of my desktop.   The Metro app has been crafted to work well in the fixed width column as well as in full-screen.  It cannot be obscured by overlapping windows.  I still get notifications if I wish.  More importantly, it is clear that careful attention has been given to how things work when moving between applications when ‘snapped’.  If I decide, say to flick over to the Metro newsreader to catch up with current affairs, my desktop, rather than my email client, obligingly makes way for the reader.  With a simple gesture and click, or alternatively by pressing Windows-Tab, my desktop reappears. Another pleasant surprise is the way Windows 8 handles dual monitors.  It’s not just the fact that both screens now display the desktop task bar.  It’s that I can so easily move between Metro and the desktop on either screen.  I can only have Metro on one screen at a time which makes entire sense given the ‘full-screen’ nature of Metro apps.  Using dual monitors feels smoother and easier than previous versions of Windows. Overall then, I’m enjoying the Windows 8 improvements.  Strangely, for all the hype (“Windows reimagined”, etc.), my perception as a ‘productivity’ user is more one of evolution than revolution.  It all feels very familiar, but just better.

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  • In 3D camera math, calculate what Z depth is pixel unity for a given FOV

    - by badweasel
    I am working in iOS and OpenGL ES 2.0. Through trial and error I've figured out a frustum to where at a specific z depth pixels drawn are 1 to 1 with my source textures. So 1 pixel in my texture is 1 pixel on the screen. For 2d games this is good. Of course it means that I also factor in things like the size of the quad and the size of the texture. For example if my sprite is a quad 32x32 pixels. The quad size is 3.2 units wide and tall. And the texcoords are 32 / the size of the texture wide and tall. Then the frustum is: matrixFrustum(-(float)backingWidth/frustumScale,(float)backingWidth/frustumScale, -(float)backingHeight/frustumScale, (float)backingHeight/frustumScale, 40, 1000, mProjection); Where frustumScale is 800 for a retina screen. Then at a distance of 800 from camera the sprite is pixel for pixel the same as photoshop. For 3d games sometimes I still want to be able to do this. But depending on the scene I sometimes need the FOV to be different things. I'm looking for a way to figure out what Z depth will achieve this same pixel unity for a given FOV. For this my mProjection is set using: matrixPerspective(cameraFOV, near, far, (float)backingWidth / (float)backingHeight, mProjection); With testing I found that at an FOV of 45.0 a Z of 38.5 is very close to pixel unity. And at an FOV of 30.0 a Z of 59.5 is about right. But how can I calculate a value that is spot on? Here's my matrixPerspecitve code: void matrixPerspective(float angle, float near, float far, float aspect, mat4 m) { //float size = near * tanf(angle / 360.0 * M_PI); float size = near * tanf(degreesToRadians(angle) / 2.0); float left = -size, right = size, bottom = -size / aspect, top = size / aspect; // Unused values in perspective formula. m[1] = m[2] = m[3] = m[4] = 0; m[6] = m[7] = m[12] = m[13] = m[15] = 0; // Perspective formula. m[0] = 2 * near / (right - left); m[5] = 2 * near / (top - bottom); m[8] = (right + left) / (right - left); m[9] = (top + bottom) / (top - bottom); m[10] = -(far + near) / (far - near); m[11] = -1; m[14] = -(2 * far * near) / (far - near); } And my mView is set using: lookAtMatrix(cameraPos, camLookAt, camUpVector, mView); * UPDATE * I'm going to leave this here in case anyone has a different solution, can explain how they do it, or why this works. This is what I figured out. In my system I use a 10th scale unit to pixels on non-retina displays and a 20th scale on retina displays. The iPhone is 640 pixels wide on retina and 320 pixels wide on non-retina (obsolete). So if I want something to be the full screen width I divide by 20 to get the OpenGL unit width. Then divide that by 2 to get the left and right unit position. Something 32 units wide centered on the screen goes from -16 to +16. Believe it or not I have an excel spreadsheet do all this math for me and output all the vertex data for my sprite sheet. It's an arbitrary thing I made up to do .1 units = 1 non-retina pixel or 2 retina pixels. I could have made it .01 units = 2 pixels and someday I might switch to that. But for now it's the other. So the width of the screen in units is 32.0, and that means the left most pixel is at -16.0 and the right most is at 16.0. After messing a bit I figured out that if I take the [0] value of an identity modelViewProjection matrix and multiply it by 16 I get the depth required to get 1:1 pixels. I don't know why. I don't know if the 16 is related to the screen size or just a lucky guess. But I did a test where I placed a sprite at that calculated depth and varied the FOV through all the valid values and the object stays steady on screen with 1:1 pixels. So now I'm just calculating the unityDepth that way. If someone gives me a better answer I'll checkmark it.

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  • Retrieving recent tweets using LINQ

    - by brian_ritchie
    There are a few different APIs for accessing Twitter from .NET.  In this example, I'll use linq2twitter.  Other APIs can be found on Twitter's development site. First off, we'll use the LINQ provider to pull in the recent tweets. .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: Consolas, "Courier New", Courier, Monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } 1: public static Status[] GetLatestTweets(string screenName, int numTweets) 2: { 3: try 4: { 5: var twitterCtx = new LinqToTwitter.TwitterContext(); 6: var list = from tweet in twitterCtx.Status 7: where tweet.Type == StatusType.User && 8: tweet.ScreenName == screenName 9: orderby tweet.CreatedAt descending 10: select tweet; 11: // using Take() on array because it was failing against the provider 12: var recentTweets = list.ToArray().Take(numTweets).ToArray(); 13: return recentTweets; 14: } 15: catch 16: { 17: return new Status[0]; 18: } 19: } Once they have been retrieved, they would be placed inside an MVC model. Next, the tweets need to be formatted for display. I've defined an extension method to aid with date formatting: .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: Consolas, "Courier New", Courier, Monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } 1: public static class DateTimeExtension 2: { 3: public static string ToAgo(this DateTime date2) 4: { 5: DateTime date1 = DateTime.Now; 6: if (DateTime.Compare(date1, date2) >= 0) 7: { 8: TimeSpan ts = date1.Subtract(date2); 9: if (ts.TotalDays >= 1) 10: return string.Format("{0} days", (int)ts.TotalDays); 11: else if (ts.Hours > 2) 12: return string.Format("{0} hours", ts.Hours); 13: else if (ts.Hours > 0) 14: return string.Format("{0} hours, {1} minutes", 15: ts.Hours, ts.Minutes); 16: else if (ts.Minutes > 5) 17: return string.Format("{0} minutes", ts.Minutes); 18: else if (ts.Minutes > 0) 19: return string.Format("{0} mintutes, {1} seconds", 20: ts.Minutes, ts.Seconds); 21: else 22: return string.Format("{0} seconds", ts.Seconds); 23: } 24: else 25: return "Not valid"; 26: } 27: } Finally, here is the piece of the view used to render the tweets. .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: Consolas, "Courier New", Courier, Monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } 1: <ul class="tweets"> 2: <% 3: foreach (var tweet in Model.Tweets) 4: { 5: %> 6: <li class="tweets"> 7: <span class="tweetTime"><%=tweet.CreatedAt.ToAgo() %> ago</span>: 8: <%=tweet.Text%> 9: </li> 10: <%} %> 11: </ul>  

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  • Xorg server won't start after fresh install of Debian 5.04, screen goes blank (Intel Atom D510(Pinet

    - by Kamil Zadora
    Hello, I have installed Debian 5.04 Lenny on my new Intel D510MO motheboard. I fixed some issues with incorrect drive mapping (for some reason during installation my hdd was on sdb, after a restart it is under sda - fixed in grub), and now I am struggling with getting graphical enviroment up and running, I installed the graphical enviroment using the Debian installer. I am not an linux expert by any means, I assume that I need to edit the xorg.conf file. Any hints appreciated! UPDATE1: No change after dpkg-reconfigure xserver-xorg Here is my current xorg.conf: # xorg.conf (X.Org X Window System server configuration file) # # This file was generated by dexconf, the Debian X Configuration tool, using # values from the debconf database. # # Edit this file with caution, and see the xorg.conf manual page. # (Type "man xorg.conf" at the shell prompt.) # # This file is automatically updated on xserver-xorg package upgrades *only* # if it has not been modified since the last upgrade of the xserver-xorg # package. # # If you have edited this file but would like it to be automatically updated # again, run the following command: # sudo dpkg-reconfigure -phigh xserver-xorg Section "InputDevice" Identifier "Generic Keyboard" Driver "kbd" Option "XkbRules" "xorg" Option "XkbModel" "pc105" Option "XkbLayout" "pl" EndSection Section "InputDevice" Identifier "Configured Mouse" Driver "mouse" EndSection Section "Device" Identifier "Configured Video Device" EndSection Section "Monitor" Identifier "Configured Monitor" EndSection Section "Screen" Identifier "Default Screen" Monitor "Configured Monitor" EndSection UPDATE2: I have installed vnc4server package. I can connect over vnc from my windows 7 laptop and i see empty desktop with terminal window open. Seems that the xserver and gdm are running but they cant talk with my GPU. I am not sure if a can use any gui tool to configure it overthe vnc, as all I see is the terminal window, no taskbars etc. UPDATE3: My current Xorg.0.log http://pastebin.pl/18918 The graphic chipset integrated into the D510 processor is Intel 945GC

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  • DCOM configuration: accounts with same name but different passwords problem

    - by archimed7592
    Hello, everybody! I'm experiencing troubles with DCOM configuration. Here is the case: I'm using some product which supports client-server interaction through DCOM, but the client won't get any access to the server if the attempt is being done from an account with a name which exists at the server as well, but has different password. Basically, if we try to access the server from the Administrator account which obviously present on the server machine, we will fail if client's Administrator password doesn't match server's one. After actively collaborating with the product's developer in attempts to localize the issue, he come across with resolution "can't be fixed" or, if you prefer to call a pikestaff a pikestaff than it's more likely a "don't know how to fix" resolution :). I believe there is a solution for this problem and I'm asking you, IT professionals, to help me out with this one. I do realize that the problem may be caused by the way the developer interact with DCOM and if so it can't be fixed be means of pure system configuration and the question should be asked at SO, but since I've bumped into the same behavior while working with file/printer sharing - Windows tried to simplify everything and used currently impersonated credentials to access the share, I hope the solution lies at system configuration layer. P.S. I believe that the actual software product I'm talking about is entirely irrelevant however my experience tell me that there always would be somebody who will think that it on the contrary is very relevant. Here it is: SpRecord.

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  • problem booting crusty old windows XP

    - by Carson Myers
    I have an acer aspire laptop running Windows XP home. I believe I have some virus on it, I'm not sure--I mostly just run linux in a VM on it so I wasn't too worried. I'm not sure if that virus caused this problem. The laptop wasn't recognizing my USB hard drive for some reason so I decided to restart it. When it started up, it got past the memory test, past the boot screen, (but it paused right here on a blank screen for awhile) and flashed the desktop once (like it does just before the login screen) and then crashed. I got a quick BSOD and then it restarted. Then it tried to boot again, etc etc infinite loop of failure. Well, before trying safe mode, I disabled automatic restart on system crash so I could read the blue screen. There wasn't anything important on it, it said *** STOP: 0x00000000 (0xC0000000 0x,.... ) beginning physical memory dump physical memory dump complete That's not verbatim (obviously) but it didn't help me. so I booted in safe mode, and it stopped on the driver gagp30kx.sys and then restarted (and infinite loop of failure again). I burned a recovery CD and tried that. It loaded it, and I went into repair mode. I ran chkdsk and then disabled the AGP driver. Same thing on booting in safe mode except it stopped at mup.sys instead. I enabled the AGP driver again, and ran chkdsk again from the CD. It said it found problems but didn't say it fixed them. So I ran it a second time, and it said "performing additional checking or recovery" lots of times (I can't tell how many, they went above the screen top). I tried booting again and no luck. Every time I run chkdsk after trying to boot again it says it found and fixed more errors. I think it might be whatever driver is after the AGP driver, but I don't know what it is or how to find out. Can anyone help me fix this?

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