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  • Make Text and Images Easier to Read with the Windows 7 Magnifier

    - by DigitalGeekery
    Do you have impaired vision or find it difficult to read small print on your computer screen? Today, we’ll take a closer look at how to magnify that hard to read content with the Magnifier in Windows 7. Magnifier was available in previous versions of Windows, but the Windows 7 version comes with some notable improvements. There are now three screen modes in Magnifier. Full Screen and Lens mode, however, require Windows Aero to be enabled. If your computer doesn’t support Aero, or if you’re not using am Aero theme, Magnifier will only work in Docked mode. Using Magnifier in Windows 7 You can find the Magnifier by going to Start > All Programs > Accessories > Ease of Access > Magnifier.   Alternately, you can type magnifier into the Search box in the Start Menu and hit Enter. On the Magnifier toolbar, choose your View mode by clicking Views and choosing from the available options. Clicking the plus (+) and minus (-) buttons will zoom in or zoom out. You can change the zoom in/out percentage by adjusting the slider bar. You can also enable color inversion and select tracking options. Click OK when finished to save your settings.   After a brief period, the Magnifier Toolbar will switch to a magnifying glass icon. Simply click the magnifying glass to display the Magnifier Toolbar again.   Docked Mode In Docked mode, a portion of the screen is magnified and docked at the top of the screen. The rest of your desktop will remain in it’s normal state. You can then control which area of the screen is magnified by moving your mouse.   Full Screen Mode This magnifies your entire screen and follows your mouse as you move it around. If you loose track of where you are on the screen, use the Ctrl + Alt + Spacebar shortcut to preview where your mouse pointer is on the screen.   Lens Mode The Lens screen mode is similar to holding a magnifying glass up to your screen. Full screen mode magnifies the area around the mouse. The magnified area moves around the screen with your mouse.    Shortcut Keys Windows key + (+) to zoom in Windows key + (-) to zoom out Windows key + ESC to exit Ctrl + Alt + F – Full screen mode Ctrl + Alt + L – Lens mode Ctrl + Alt + D – Dock mode Ctrl + Alt + R – Resize the lens Ctrl + Alt + Spacebar – Preview full screen Conclusion Windows Magnifier is a nice little tool if you have impaired vision or just need to make items on the screen easier to read. Similar Articles Productive Geek Tips New Features in WordPad and Paint in Windows 7How-To Geek on Lifehacker: How to Make Windows Vista Less AnnoyingUsing Comments in Word 2007 DocumentsMake Your PC Look Like Windows Phone 7Use Image Placeholders to Display Documents Faster in Word TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Windows Media Player Plus! – Cool WMP Enhancer Get Your Team’s World Cup Schedule In Google Calendar Backup Drivers With Driver Magician TubeSort: YouTube Playlist Organizer XPS file format & XPS Viewer Explained Microsoft Office Web Apps Guide

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  • What's upcoming in the GlassFish Webinar Series

    - by pieter.humphrey
    2011 is kicking off with the return of the GF Webinar series as you've never seen it before.  It's going to be packed with information about Java EE6 and how simplicity, testability and convention-over-configuration is winning the hearts and minds of enterprise Java developers.  Don't miss these industry leading speakers and topics reviewing the cutting edge of Java EE6 implementations, tools, and much more.   Note:  future dates are subject to change. Jan 20th: GlassFish & Netbeans Jan 27th: Building a Simple Web Application with Java EE Feb 15th: Java EE Developer Tools 'shootout' with GlassFish Feb 24th: What's New in GlassFish 3.1 Clustering & HA Admin Console Coherence Web Integration Security Microkernel Architecture March 15th: GlassFish 3.1 - clustering deep dive March 29th: GlassFish 3.1 - Admin Console & Productivity Features April 5th: GlassFish 3.1 - Coherence Web Integration deep dive Possible "Tech cast live" event: April (date TBC): Special Guest Adam Bien April 19th: GlassFish 3.1 - Security deep dive with Byron Nevins & TBD May 3rd: GlassFish 3.1 - Microkernel Architecture deep dive Possible "Tech cast live" event: May 17th: "Upgrading to 3.1 from existing GlassFish installations" May 31st: Embedded GlassFish del.icio.us Tags: glassfish,development,java,java ee,java ee6,OTN,NetBeans,JDeveloper,enterprise Pack for Eclipse Technorati Tags: glassfish,development,java,java ee,java ee6,OTN,NetBeans,JDeveloper,enterprise Pack for Eclipse

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  • Big level objects collision system for 2d game

    - by Aristarhys
    I read many variants today and get some knowledge in general, so here is a steps of mine thoughts in pictures (horrible paint.net ones). We need to develop grid system, so we check only thing near, perform simple check to cut out deep check, and at - last deep check like per-pixel collision check. Step 1 - Let p1, p2 are some sprites lets first just check with circle collision - because large distance between p1, p2 this fails and of course so we don't need test more deeply. But if we have not 2, but 20 objects, why we need to even circle test something so far outside of our view. Step 2 - Add basic column system, now we don't bother with p2 if it's in a column far from p1 column, so we even don't do circle test. But p3 is in the same col, so let do circle test, which of course will fail. Step 3 - Lets improve column system to the grid system with grid cell size just like p1, p2, p3 collision boxes, so we cut out things much top or below p1. And this is all great until comes BIG OBJs which is some kind of platforms. They are much bigger then grid cell. Circle test for will be successful, but deep check for whole big obj will fail And that the part I can't get. How do I store the grid position of big object? Like 4 grid coords for big object vertexes? And if one of them close to p1 do circle check for centre of big object then a deep one if succeed? Am I do it wrong? My possible solution:

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  • WPF / C#: Transforming coordinates from an image control to the image source

    - by Gabriel
    I'm trying to learn WPF, so here's a simple question, I hope: I have a window that contains an Image element bound to a separate data object with user-configurable Stretch property <Image Name="imageCtrl" Source="{Binding MyImage}" Stretch="{Binding ImageStretch}" /> When the user moves the mouse over the image, I would like to determine the coordinates of the mouse with respect to the original image (before stretching/cropping that occurs when it is displayed in the control), and then do something with those coordinates (update the image). I know I can add an event-handler to the MouseMove event over the Image control, but I'm not sure how best to transform the coordinates: void imageCtrl_MouseMove(object sender, MouseEventArgs e) { Point locationInControl = e.GetPosition(imageCtrl); Point locationInImage = ??? updateImage(locationInImage); } Now I know I could compare the size of Source to the ActualSize of the control, and then switch on imageCtrl.Stretch to compute the scalars and offsets on X and Y, and do the transform myself. But WPF has all the information already, and this seems like functionality that might be built-in to the WPF libraries somewhere. So I'm wondering: is there a short and sweet solution? Or do I need to write this myself? EDIT I'm appending my current, not-so-short-and-sweet solution. Its not that bad, but I'd be somewhat suprised if WPF didn't provide this functionality automatically: Point ImgControlCoordsToPixelCoords(Point locInCtrl, double imgCtrlActualWidth, double imgCtrlActualHeight) { if (ImageStretch == Stretch.None) return locInCtrl; Size renderSize = new Size(imgCtrlActualWidth, imgCtrlActualHeight); Size sourceSize = bitmap.Size; double xZoom = renderSize.Width / sourceSize.Width; double yZoom = renderSize.Height / sourceSize.Height; if (ImageStretch == Stretch.Fill) return new Point(locInCtrl.X / xZoom, locInCtrl.Y / yZoom); double zoom; if (ImageStretch == Stretch.Uniform) zoom = Math.Min(xZoom, yZoom); else // (imageCtrl.Stretch == Stretch.UniformToFill) zoom = Math.Max(xZoom, yZoom); return new Point(locInCtrl.X / zoom, locInCtrl.Y / zoom); }

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  • Transforming coordinates from an image control to the image source in WPF

    - by Gabriel
    I'm trying to learn WPF, so here's a simple question, I hope: I have a window that contains an Image element bound to a separate data object with user-configurable Stretch property <Image Name="imageCtrl" Source="{Binding MyImage}" Stretch="{Binding ImageStretch}" /> When the user moves the mouse over the image, I would like to determine the coordinates of the mouse with respect to the original image (before stretching/cropping that occurs when it is displayed in the control), and then do something with those coordinates (update the image). I know I can add an event-handler to the MouseMove event over the Image control, but I'm not sure how best to transform the coordinates: void imageCtrl_MouseMove(object sender, MouseEventArgs e) { Point locationInControl = e.GetPosition(imageCtrl); Point locationInImage = ??? updateImage(locationInImage); } Now I know I could compare the size of Source to the ActualSize of the control, and then switch on imageCtrl.Stretch to compute the scalars and offsets on X and Y, and do the transform myself. But WPF has all the information already, and this seems like functionality that might be built-in to the WPF libraries somewhere. So I'm wondering: is there a short and sweet solution? Or do I need to write this myself? EDIT I'm appending my current, not-so-short-and-sweet solution. Its not that bad, but I'd be somewhat suprised if WPF didn't provide this functionality automatically: Point ImgControlCoordsToPixelCoords(Point locInCtrl, double imgCtrlActualWidth, double imgCtrlActualHeight) { if (ImageStretch == Stretch.None) return locInCtrl; Size renderSize = new Size(imgCtrlActualWidth, imgCtrlActualHeight); Size sourceSize = bitmap.Size; double xZoom = renderSize.Width / sourceSize.Width; double yZoom = renderSize.Height / sourceSize.Height; if (ImageStretch == Stretch.Fill) return new Point(locInCtrl.X / xZoom, locInCtrl.Y / yZoom); double zoom; if (ImageStretch == Stretch.Uniform) zoom = Math.Min(xZoom, yZoom); else // (imageCtrl.Stretch == Stretch.UniformToFill) zoom = Math.Max(xZoom, yZoom); return new Point(locInCtrl.X / zoom, locInCtrl.Y / zoom); }

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  • how to use 3D map Actionscript class in mxml file for display map.

    - by nemade-vipin
    hello friends, I have created the application in which I have to use 3D map Action Script class in mxml file to display a map in form. that is in tab navigator last tab. My ActionScript 3D map class is(FlyingDirections):- package src.SBTSCoreObject { import src.SBTSCoreObject.JSONDecoder; import com.google.maps.InfoWindowOptions; import com.google.maps.LatLng; import com.google.maps.LatLngBounds; import com.google.maps.Map3D; import com.google.maps.MapEvent; import com.google.maps.MapOptions; import com.google.maps.MapType; import com.google.maps.MapUtil; import com.google.maps.View; import com.google.maps.controls.NavigationControl; import com.google.maps.geom.Attitude; import com.google.maps.interfaces.IPolyline; import com.google.maps.overlays.Marker; import com.google.maps.overlays.MarkerOptions; import com.google.maps.services.Directions; import com.google.maps.services.DirectionsEvent; import com.google.maps.services.Route; import flash.display.Bitmap; import flash.display.DisplayObject; import flash.display.DisplayObjectContainer; import flash.display.Loader; import flash.display.LoaderInfo; import flash.display.Sprite; import flash.events.Event; import flash.events.IOErrorEvent; import flash.events.MouseEvent; import flash.events.TimerEvent; import flash.filters.DropShadowFilter; import flash.geom.Point; import flash.net.URLLoader; import flash.net.URLRequest; import flash.net.navigateToURL; import flash.text.TextField; import flash.text.TextFieldAutoSize; import flash.text.TextFormat; import flash.utils.Timer; import flash.utils.getTimer; public class FlyingDirections extends Map3D { /** * Panoramio home page. */ private static const PANORAMIO_HOME:String = "http://www.panoramio.com/"; /** * The icon for the car. */ [Embed("assets/car-icon-24px.png")] private static const Car:Class; /** * The Panoramio icon. */ [Embed("assets/iw_panoramio.png")] private static const PanoramioIcon:Class; /** * We animate a zoom in to the start the route before the car starts * to move. This constant sets the time in seconds over which this * zoom occurs. */ private static const LEAD_IN_DURATION:Number = 3; /** * Duration of the trip in seconds. */ private static const TRIP_DURATION:Number = 40; /** * Constants that define the geometry of the Panoramio image markers. */ private static const BORDER_T:Number = 3; private static const BORDER_L:Number = 10; private static const BORDER_R:Number = 10; private static const BORDER_B:Number = 3; private static const GAP_T:Number = 2; private static const GAP_B:Number = 1; private static const IMAGE_SCALE:Number = 1; /** * Trajectory that the camera follows over time. Each element is an object * containing properties used to generate parameter values for flyTo(..). * fraction = 0 corresponds to the start of the trip; fraction = 1 * correspondsto the end of the trip. */ private var FLY_TRAJECTORY:Array = [ { fraction: 0, zoom: 6, attitude: new Attitude(0, 0, 0) }, { fraction: 0.2, zoom: 8.5, attitude: new Attitude(30, 30, 0) }, { fraction: 0.5, zoom: 9, attitude: new Attitude(30, 40, 0) }, { fraction: 1, zoom: 8, attitude: new Attitude(50, 50, 0) }, { fraction: 1.1, zoom: 8, attitude: new Attitude(130, 50, 0) }, { fraction: 1.2, zoom: 8, attitude: new Attitude(220, 50, 0) }, ]; /** * Number of panaramio photos for which we load data. We&apos;ll select a * subset of these approximately evenly spaced along the route. */ private static const NUM_GEOTAGGED_PHOTOS:int = 50; /** * Number of panaramio photos that we actually show. */ private static const NUM_SHOWN_PHOTOS:int = 7; /** * Scaling between real trip time and animation time. */ private static const SCALE_TIME:Number = 0.001; /** * getTimer() value at the instant that we start the trip. If this is 0 then * we have not yet started the car moving. */ private var startTimer:int = 0; /** * The current route. */ private var route:Route; /** * The polyline for the route. */ private var polyline:IPolyline; /** * The car marker. */ private var marker:Marker; /** * The cumulative duration in seconds over each step in the route. * cumulativeStepDuration[0] is 0; cumulativeStepDuration[1] adds the * duration of step 0; cumulativeStepDuration[2] adds the duration * of step 1; etc. */ private var cumulativeStepDuration:/*Number*/Array = []; /** * The cumulative distance in metres over each vertex in the route polyline. * cumulativeVertexDistance[0] is 0; cumulativeVertexDistance[1] adds the * distance to vertex 1; cumulativeVertexDistance[2] adds the distance to * vertex 2; etc. */ private var cumulativeVertexDistance:Array; /** * Array of photos loaded from Panoramio. This array has the same format as * the &apos;photos&apos; property within the JSON returned by the Panoramio API * (see http://www.panoramio.com/api/), with additional properties added to * individual photo elements to hold the loader structures that fetch * the actual images. */ private var photos:Array = []; /** * Array of polyline vertices, where each element is in world coordinates. * Several computations can be faster if we can use world coordinates * instead of LatLng coordinates. */ private var worldPoly:/*Point*/Array; /** * Whether the start button has been pressed. */ private var startButtonPressed:Boolean = false; /** * Saved event from onDirectionsSuccess call. */ private var directionsSuccessEvent:DirectionsEvent = null; /** * Start button. */ private var startButton:Sprite; /** * Alpha value used for the Panoramio image markers. */ private var markerAlpha:Number = 0; /** * Index of the current driving direction step. Used to update the * info window content each time we progress to a new step. */ private var currentStepIndex:int = -1; /** * The fly directions map constructor. * * @constructor */ public function FlyingDirections() { key="ABQIAAAA7QUChpcnvnmXxsjC7s1fCxQGj0PqsCtxKvarsoS-iqLdqZSKfxTd7Xf-2rEc_PC9o8IsJde80Wnj4g"; super(); addEventListener(MapEvent.MAP_PREINITIALIZE, onMapPreinitialize); addEventListener(MapEvent.MAP_READY, onMapReady); } /** * Handles map preintialize. Initializes the map center and zoom level. * * @param event The map event. */ private function onMapPreinitialize(event:MapEvent):void { setInitOptions(new MapOptions({ center: new LatLng(-26.1, 135.1), zoom: 4, viewMode: View.VIEWMODE_PERSPECTIVE, mapType:MapType.PHYSICAL_MAP_TYPE })); } /** * Handles map ready and looks up directions. * * @param event The map event. */ private function onMapReady(event:MapEvent):void { enableScrollWheelZoom(); enableContinuousZoom(); addControl(new NavigationControl()); // The driving animation will be updated on every frame. addEventListener(Event.ENTER_FRAME, enterFrame); addStartButton(); // We start the directions loading now, so that we&apos;re ready to go when // the user hits the start button. var directions:Directions = new Directions(); directions.addEventListener( DirectionsEvent.DIRECTIONS_SUCCESS, onDirectionsSuccess); directions.addEventListener( DirectionsEvent.DIRECTIONS_FAILURE, onDirectionsFailure); directions.load("48 Pirrama Rd, Pyrmont, NSW to Byron Bay, NSW"); } /** * Adds a big blue start button. */ private function addStartButton():void { startButton = new Sprite(); startButton.buttonMode = true; startButton.addEventListener(MouseEvent.CLICK, onStartClick); startButton.graphics.beginFill(0x1871ce); startButton.graphics.drawRoundRect(0, 0, 150, 100, 10, 10); startButton.graphics.endFill(); var startField:TextField = new TextField(); startField.autoSize = TextFieldAutoSize.LEFT; startField.defaultTextFormat = new TextFormat("_sans", 20, 0xffffff, true); startField.text = "Start!"; startButton.addChild(startField); startField.x = 0.5 * (startButton.width - startField.width); startField.y = 0.5 * (startButton.height - startField.height); startButton.filters = [ new DropShadowFilter() ]; var container:DisplayObjectContainer = getDisplayObject() as DisplayObjectContainer; container.addChild(startButton); startButton.x = 0.5 * (container.width - startButton.width); startButton.y = 0.5 * (container.height - startButton.height); var panoField:TextField = new TextField(); panoField.autoSize = TextFieldAutoSize.LEFT; panoField.defaultTextFormat = new TextFormat("_sans", 11, 0x000000, true); panoField.text = "Photos provided by Panoramio are under the copyright of their owners."; container.addChild(panoField); panoField.x = container.width - panoField.width - 5; panoField.y = 5; } /** * Handles directions success. Starts flying the route if everything * is ready. * * @param event The directions event. */ private function onDirectionsSuccess(event:DirectionsEvent):void { directionsSuccessEvent = event; flyRouteIfReady(); } /** * Handles click on the start button. Starts flying the route if everything * is ready. */ private function onStartClick(event:MouseEvent):void { startButton.removeEventListener(MouseEvent.CLICK, onStartClick); var container:DisplayObjectContainer = getDisplayObject() as DisplayObjectContainer; container.removeChild(startButton); startButtonPressed = true; flyRouteIfReady(); } /** * If we have loaded the directions and the start button has been pressed * start flying the directions route. */ private function flyRouteIfReady():void { if (!directionsSuccessEvent || !startButtonPressed) { return; } var directions:Directions = directionsSuccessEvent.directions; // Extract the route. route = directions.getRoute(0); // Draws the polyline showing the route. polyline = directions.createPolyline(); addOverlay(directions.createPolyline()); // Creates a car marker that is moved along the route. var car:DisplayObject = new Car(); marker = new Marker(route.startGeocode.point, new MarkerOptions({ icon: car, iconOffset: new Point(-car.width / 2, -car.height) })); addOverlay(marker); transformPolyToWorld(); createCumulativeArrays(); // Load Panoramio data for the region covered by the route. loadPanoramioData(directions.bounds); var duration:Number = route.duration; // Start a timer that will trigger the car moving after the lead in time. var leadInTimer:Timer = new Timer(LEAD_IN_DURATION * 1000, 1); leadInTimer.addEventListener(TimerEvent.TIMER, onLeadInDone); leadInTimer.start(); var flyTime:Number = -LEAD_IN_DURATION; // Set up the camera flight trajectory. for each (var flyStep:Object in FLY_TRAJECTORY) { var time:Number = flyStep.fraction * duration; var center:LatLng = latLngAt(time); var scaledTime:Number = time * SCALE_TIME; var zoom:Number = flyStep.zoom; var attitude:Attitude = flyStep.attitude; var elapsed:Number = scaledTime - flyTime; flyTime = scaledTime; flyTo(center, zoom, attitude, elapsed); } } /** * Loads Panoramio data for the route bounds. We load data about more photos * than we need, then select a subset lying along the route. * @param bounds Bounds within which to fetch images. */ private function loadPanoramioData(bounds:LatLngBounds):void { var params:Object = { order: "popularity", set: "full", from: "0", to: NUM_GEOTAGGED_PHOTOS.toString(10), size: "small", minx: bounds.getWest(), miny: bounds.getSouth(), maxx: bounds.getEast(), maxy: bounds.getNorth() }; var loader:URLLoader = new URLLoader(); var request:URLRequest = new URLRequest( "http://www.panoramio.com/map/get_panoramas.php?" + paramsToString(params)); loader.addEventListener(Event.COMPLETE, onPanoramioDataLoaded); loader.addEventListener(IOErrorEvent.IO_ERROR, onPanoramioDataFailed); loader.load(request); } /** * Transforms the route polyline to world coordinates. */ private function transformPolyToWorld():void { var numVertices:int = polyline.getVertexCount(); worldPoly = new Array(numVertices); for (var i:int = 0; i < numVertices; ++i) { var vertex:LatLng = polyline.getVertex(i); worldPoly[i] = fromLatLngToPoint(vertex, 0); } } /** * Returns the time at which the route approaches closest to the * given point. * @param world Point in world coordinates. * @return Route time at which the closest approach occurs. */ private function getTimeOfClosestApproach(world:Point):Number { var minDistSqr:Number = Number.MAX_VALUE; var numVertices:int = worldPoly.length; var x:Number = world.x; var y:Number = world.y; var minVertex:int = 0; for (var i:int = 0; i < numVertices; ++i) { var dx:Number = worldPoly[i].x - x; var dy:Number = worldPoly[i].y - y; var distSqr:Number = dx * dx + dy * dy; if (distSqr < minDistSqr) { minDistSqr = distSqr; minVertex = i; } } return cumulativeVertexDistance[minVertex]; } /** * Returns the array index of the first element that compares greater than * the given value. * @param ordered Ordered array of elements. * @param value Value to use for comparison. * @return Array index of the first element that compares greater than * the given value. */ private function upperBound(ordered:Array, value:Number, first:int=0, last:int=-1):int { if (last < 0) { last = ordered.length; } var count:int = last - first; var index:int; while (count > 0) { var step:int = count >> 1; index = first + step; if (value >= ordered[index]) { first = index + 1; count -= step - 1; } else { count = step; } } return first; } /** * Selects up to a given number of photos approximately evenly spaced along * the route. * @param ordered Array of photos, each of which is an object with * a property &apos;closestTime&apos;. * @param number Number of photos to select. */ private function selectEvenlySpacedPhotos(ordered:Array, number:int):Array { var start:Number = cumulativeVertexDistance[0]; var end:Number = cumulativeVertexDistance[cumulativeVertexDistance.length - 2]; var closestTimes:Array = []; for each (var photo:Object in ordered) { closestTimes.push(photo.closestTime); } var selectedPhotos:Array = []; for (var i:int = 0; i < number; ++i) { var idealTime:Number = start + ((end - start) * (i + 0.5) / number); var index:int = upperBound(closestTimes, idealTime); if (index < 1) { index = 0; } else if (index >= ordered.length) { index = ordered.length - 1; } else { var errorToPrev:Number = Math.abs(idealTime - closestTimes[index - 1]); var errorToNext:Number = Math.abs(idealTime - closestTimes[index]); if (errorToPrev < errorToNext) { --index; } } selectedPhotos.push(ordered[index]); } return selectedPhotos; } /** * Handles completion of loading the Panoramio index data. Selects from the * returned photo indices a subset of those that lie along the route and * initiates load of each of these. * @param event Load completion event. */ private function onPanoramioDataLoaded(event:Event):void { var loader:URLLoader = event.target as URLLoader; var decoder:JSONDecoder = new JSONDecoder(loader.data as String); var allPhotos:Array = decoder.getValue().photos; for each (var photo:Object in allPhotos) { var latLng:LatLng = new LatLng(photo.latitude, photo.longitude); photo.closestTime = getTimeOfClosestApproach(fromLatLngToPoint(latLng, 0)); } allPhotos.sortOn("closestTime", Array.NUMERIC); photos = selectEvenlySpacedPhotos(allPhotos, NUM_SHOWN_PHOTOS); for each (photo in photos) { var photoLoader:Loader = new Loader(); // The images aren&apos;t on panoramio.com: we can&apos;t acquire pixel access // using "new LoaderContext(true)". photoLoader.load( new URLRequest(photo.photo_file_url)); photo.loader = photoLoader; // Save the loader info: we use this to find the original element when // the load completes. photo.loaderInfo = photoLoader.contentLoaderInfo; photoLoader.contentLoaderInfo.addEventListener( Event.COMPLETE, onPhotoLoaded); } } /** * Creates a MouseEvent listener function that will navigate to the given * URL in a new window. * @param url URL to which to navigate. */ private function createOnClickUrlOpener(url:String):Function { return function(event:MouseEvent):void { navigateToURL(new URLRequest(url)); }; } /** * Handles completion of loading an individual Panoramio image. * Adds a custom marker that displays the image. Initially this is made * invisible so that it can be faded in as needed. * @param event Load completion event. */ private function onPhotoLoaded(event:Event):void { var loaderInfo:LoaderInfo = event.target as LoaderInfo; // We need to find which photo element this image corresponds to. for each (var photo:Object in photos) { if (loaderInfo == photo.loaderInfo) { var imageMarker:Sprite = createImageMarker(photo.loader, photo.owner_name, photo.owner_url); var options:MarkerOptions = new MarkerOptions({ icon: imageMarker, hasShadow: true, iconAlignment: MarkerOptions.ALIGN_BOTTOM | MarkerOptions.ALIGN_LEFT }); var latLng:LatLng = new LatLng(photo.latitude, photo.longitude); var marker:Marker = new Marker(latLng, options); photo.marker = marker; addOverlay(marker); // A hack: we add the actual image after the overlay has been added, // which creates the shadow, so that the shadow is valid even if we // don&apos;t have security privileges to generate the shadow from the // image. marker.foreground.visible = false; marker.shadow.alpha = 0; var imageHolder:Sprite = new Sprite(); imageHolder.addChild(photo.loader); imageHolder.buttonMode = true; imageHolder.addEventListener( MouseEvent.CLICK, createOnClickUrlOpener(photo.photo_url)); imageMarker.addChild(imageHolder); return; } } trace("An image was loaded which could not be found in the photo array."); } /** * Creates a custom marker showing an image. */ private function createImageMarker(child:DisplayObject, ownerName:String, ownerUrl:String):Sprite { var content:Sprite = new Sprite(); var panoramioIcon:Bitmap = new PanoramioIcon(); var iconHolder:Sprite = new Sprite(); iconHolder.addChild(panoramioIcon); iconHolder.buttonMode = true; iconHolder.addEventListener(MouseEvent.CLICK, onPanoramioIconClick); panoramioIcon.x = BORDER_L; panoramioIcon.y = BORDER_T; content.addChild(iconHolder); // NOTE: we add the image as a child only after we&apos;ve added the marker // to the map. Currently the API requires this if it&apos;s to generate the // shadow for unprivileged content. // Shrink the image, so that it doesn&apos;t obcure too much screen space. // Ideally, we&apos;d subsample, but we don&apos;t have pixel level access. child.scaleX = IMAGE_SCALE; child.scaleY = IMAGE_SCALE; var imageW:Number = child.width; var imageH:Number = child.height; child.x = BORDER_L + 30; child.y = BORDER_T + iconHolder.height + GAP_T; var authorField:TextField = new TextField(); authorField.autoSize = TextFieldAutoSize.LEFT; authorField.defaultTextFormat = new TextFormat("_sans", 12); authorField.text = "author:"; content.addChild(authorField); authorField.x = BORDER_L; authorField.y = BORDER_T + iconHolder.height + GAP_T + imageH + GAP_B; var ownerField:TextField = new TextField(); ownerField.autoSize = TextFieldAutoSize.LEFT; var textFormat:TextFormat = new TextFormat("_sans", 14, 0x0e5f9a); ownerField.defaultTextFormat = textFormat; ownerField.htmlText = "<a href=\"" + ownerUrl + "\" target=\"_blank\">" + ownerName + "</a>"; content.addChild(ownerField); ownerField.x = BORDER_L + authorField.width; ownerField.y = BORDER_T + iconHolder.height + GAP_T + imageH + GAP_B; var totalW:Number = BORDER_L + Math.max(imageW, ownerField.width + authorField.width) + BORDER_R; var totalH:Number = BORDER_T + iconHolder.height + GAP_T + imageH + GAP_B + ownerField.height + BORDER_B; content.graphics.beginFill(0xffffff); content.graphics.drawRoundRect(0, 0, totalW, totalH, 10, 10); content.graphics.endFill(); var marker:Sprite = new Sprite(); marker.addChild(content); content.x = 30; content.y = 0; marker.graphics.lineStyle(); marker.graphics.beginFill(0xff0000); marker.graphics.drawCircle(0, totalH + 30, 3); marker.graphics.endFill(); marker.graphics.lineStyle(2, 0xffffff); marker.graphics.moveTo(30 + 10, totalH - 10); marker.graphics.lineTo(0, totalH + 30); return marker; } /** * Handles click on the Panoramio icon. */ private function onPanoramioIconClick(event:MouseEvent):void { navigateToURL(new URLRequest(PANORAMIO_HOME)); } /** * Handles failure of a Panoramio image load. */ private function onPanoramioDataFailed(event:IOErrorEvent):void { trace("Load of image failed: " + event); } /** * Returns a string containing cgi query parameters. * @param Associative array mapping query parameter key to value. * @return String containing cgi query parameters. */ private static function paramsToString(params:Object):String { var result:String = ""; var separator:String = ""; for (var key:String in params) { result += separator + encodeURIComponent(key) + "=" + encodeURIComponent(params[key]); separator = "&"; } return result; } /** * Called once the lead-in flight is done. Starts the car driving along * the route and starts a timer to begin fade in of the Panoramio * images in 1.5 seconds. */ private function onLeadInDone(event:Event):void { // Set startTimer non-zero so that the car starts to move. startTimer = getTimer(); // Start a timer that will fade in the Panoramio images. var fadeInTimer:Timer = new Timer(1500, 1); fadeInTimer.addEventListener(TimerEvent.TIMER, onFadeInTimer); fadeInTimer.start(); } /** * Handles the fade in timer&apos;s TIMER event. Sets markerAlpha above zero * which causes the frame enter handler to fade in the markers. */ private function onFadeInTimer(event:Event):void { markerAlpha = 0.01; } /** * The end time of the flight. */ private function get endTime():Number { if (!cumulativeStepDuration || cumulativeStepDuration.length == 0) { return startTimer; } return startTimer + cumulativeStepDuration[cumulativeStepDuration.length - 1]; } /** * Creates the cumulative arrays, cumulativeStepDuration and * cumulativeVertexDistance. */ private function createCumulativeArrays():void { cumulativeStepDuration = new Array(route.numSteps + 1); cumulativeVertexDistance = new Array(polyline.getVertexCount() + 1); var polylineTotal:Number = 0; var total:Number = 0; var numVertices:int = polyline.getVertexCount(); for (var stepIndex:int = 0; stepIndex < route.numSteps; ++stepIndex) { cumulativeStepDuration[stepIndex] = total; total += route.getStep(stepIndex).duration; var startVertex:int = stepIndex >= 0 ? route.getStep(stepIndex).polylineIndex : 0; var endVertex:int = stepIndex < (route.numSteps - 1) ? route.getStep(stepIndex + 1).polylineIndex : numVertices; var duration:Number = route.getStep(stepIndex).duration; var stepVertices:int = endVertex - startVertex; var latLng:LatLng = polyline.getVertex(startVertex); for (var vertex:int = startVertex; vertex < endVertex; ++vertex) { cumulativeVertexDistance[vertex] = polylineTotal; if (vertex < numVertices - 1) { var nextLatLng:LatLng = polyline.getVertex(vertex + 1); polylineTotal += nextLatLng.distanceFrom(latLng); } latLng = nextLatLng; } } cumulativeStepDuration[stepIndex] = total; } /** * Opens the info window above the car icon that details the given * step of the driving directions. * @param stepIndex Index of the current step. */ private function openInfoForStep(stepIndex:int):void { // Sets the content of the info window. var content:String; if (stepIndex >= route.numSteps) { content = "<b>" + route.endGeocode.address + "</b>" + "<br /><br />" + route.summaryHtml; } else { content = "<b>" + stepIndex + ".</b> " + route.getStep(stepIndex).descriptionHtml; } marker.openInfoWindow(new InfoWindowOptions({ contentHTML: content })); } /** * Displays the driving directions step appropriate for the given time. * Opens the info window showing the step instructions each time we * progress to a new step. * @param time Time for which to display the step. */ private function displayStepAt(time:Number):void { var stepIndex:int = upperBound(cumulativeStepDuration, time) - 1; var minStepIndex:int = 0; var maxStepIndex:int = route.numSteps - 1; if (stepIndex >= 0 && stepIndex <= maxStepIndex && currentStepIndex != stepIndex) { openInfoForStep(stepIndex); currentStepIndex = stepIndex; } } /** * Returns the LatLng at which the car should be positioned at the given * time. * @param time Time for which LatLng should be found. * @return LatLng. */ private function latLngAt(time:Number):LatLng { var stepIndex:int = upperBound(cumulativeStepDuration, time) - 1; var minStepIndex:int = 0; var maxStepIndex:int = route.numSteps - 1; if (stepIndex < minStepIndex) { return route.startGeocode.point; } else if (stepIndex > maxStepIndex) { return route.endGeocode.point; } var stepStart:Number = cumulativeStepDuration[stepIndex]; var stepEnd:Number = cumulativeStepDuration[stepIndex + 1]; var stepFraction:Number = (time - stepStart) / (stepEnd - stepStart); var startVertex:int = route.getStep(stepIndex).polylineIndex; var endVertex:int = (stepIndex + 1) < route.numSteps ? route.getStep(stepIndex + 1).polylineIndex : polyline.getVertexCount(); var stepVertices:int = endVertex - startVertex; var stepLeng

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  • Zooming to UIView and it's sub-views

    - by leon
    Hi, I have a UIView which I can zoom to (as it is set as a subview of UIScrollView). UIView has UILabel, UITextField, etc. If I just zoom to the UIView, then of course label and text field get fuzzy (the same effect if you are zooming to the image file without changing image resolution). To solve the problem I need to increase the font size and sizes of the UILable and UITextField in according to the scale used to zoom in (scale is passed as a param by the UIScrollView). This is where I am getting confused. Changing frame (by increasing it width and height by zooming scale) I get all my elements (sub-views) repositions (because changing frame effects center and bounds) Question: 1. What would I need to do to zoom in to the sub-views and just increase the sub-view sizes while keeping them in the exactly the same position? thanks

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  • CF - How to "lose" focus from a control

    - by no9
    Hello. I have a control with two buttons (zoom in, zoom out). Both buttons have onClick event that handle the zoom. When any of the button is pressed, the button gets focus and bolds its border and text. Is there a way to disable/remove focus? Actually the solution im looking for would be that on mouseDown the button would receive focus and would lose it on mouseUp. thanx !

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  • Two way binding when setter is overriden

    - by Nicolas Goy
    I have an NSTextField bound to some object "zoom" property. In this object's class implementation, I have the following - (void)setZoom:(CGFloat)zoom { _zoom = MAX(0, MIN(10, zoom)); } If I write "-5" in the textfield, setZoom: will be called with "-5" as argument and _zoom will be set to 0. Then problem is that the textfield is not updating itself and it shows "-5" instead of re-reading the property value it has just set. If I do myObject.zoom = -5; in code, the text field will display 0 correctly. I tried to wrap _zoom =... inside willChangeValueForKey/didChangeValueForKey calls but it didn't change anything.

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  • Camera for 2.5D Game

    - by me--
    I'm hoping someone can explain this to me like I'm 5, because I've been struggling with this for hours and simply cannot understand what I'm doing wrong. I've written a Camera class for my 2.5D game. The intention is to support world and screen spaces like this: The camera is the black thing on the right. The +Z axis is upwards in that image, with -Z heading downwards. As you can see, both world space and screen space have (0, 0) at their top-left. I started writing some unit tests to prove that my camera was working as expected, and that's where things started getting...strange. My tests plot coordinates in world, view, and screen spaces. Eventually I will use image comparison to assert that they are correct, but for now my test just displays the result. The render logic uses Camera.ViewMatrix to transform world space to view space, and Camera.WorldPointToScreen to transform world space to screen space. Here is an example test: [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render(camera, out worldRender, out viewRender, out screenRender, new Vector3(30, 0, 0), new Vector3(30, 40, 0)); this.ShowRenders(camera, worldRender, viewRender, screenRender); } And here's what pops up when I run this test: World space looks OK, although I suspect the z axis is going into the screen instead of towards the viewer. View space has me completely baffled. I was expecting the camera to be sitting above (0, 0) and looking towards the center of the scene. Instead, the z axis seems to be the wrong way around, and the camera is positioned in the opposite corner to what I expect! I suspect screen space will be another thing altogether, but can anyone explain what I'm doing wrong in my Camera class? UPDATE I made some progress in terms of getting things to look visually as I expect, but only through intuition: not an actual understanding of what I'm doing. Any enlightenment would be greatly appreciated. I realized that my view space was flipped both vertically and horizontally compared to what I expected, so I changed my view matrix to scale accordingly: this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom, this.zoom, 1) * Matrix.CreateScale(-1, -1, 1); I could combine the two CreateScale calls, but have left them separate for clarity. Again, I have no idea why this is necessary, but it fixed my view space: But now my screen space needs to be flipped vertically, so I modified my projection matrix accordingly: this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); And this results in what I was expecting from my first attempt: I have also just tried using Camera to render sprites via a SpriteBatch to make sure everything works there too, and it does. But the question remains: why do I need to do all this flipping of axes to get the space coordinates the way I expect? UPDATE 2 I've since improved my rendering logic in my test suite so that it supports geometries and so that lines get lighter the further away they are from the camera. I wanted to do this to avoid optical illusions and to further prove to myself that I'm looking at what I think I am. Here is an example: In this case, I have 3 geometries: a cube, a sphere, and a polyline on the top face of the cube. Notice how the darkening and lightening of the lines correctly identifies those portions of the geometries closer to the camera. If I remove the negative scaling I had to put in, I see: So you can see I'm still in the same boat - I still need those vertical and horizontal flips in my matrices to get things to appear correctly. In the interests of giving people a repro to play with, here is the complete code needed to generate the above. If you want to run via the test harness, just install the xunit package: Camera.cs: using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Diagnostics; public sealed class Camera { private readonly Viewport viewport; private readonly Matrix projectionMatrix; private Matrix? viewMatrix; private Vector3 location; private Vector3 target; private Vector3 up; private float zoom; public Camera(Viewport viewport) { this.viewport = viewport; // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); // defaults this.location = new Vector3(this.viewport.Width / 2, this.viewport.Height, 100); this.target = new Vector3(this.viewport.Width / 2, this.viewport.Height / 2, 0); this.up = new Vector3(0, 0, 1); this.zoom = 1; } public Viewport Viewport { get { return this.viewport; } } public Vector3 Location { get { return this.location; } set { this.location = value; this.viewMatrix = null; } } public Vector3 Target { get { return this.target; } set { this.target = value; this.viewMatrix = null; } } public Vector3 Up { get { return this.up; } set { this.up = value; this.viewMatrix = null; } } public float Zoom { get { return this.zoom; } set { this.zoom = value; this.viewMatrix = null; } } public Matrix ProjectionMatrix { get { return this.projectionMatrix; } } public Matrix ViewMatrix { get { if (this.viewMatrix == null) { // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom) * Matrix.CreateScale(-1, -1, 1); } return this.viewMatrix.Value; } } public Vector2 WorldPointToScreen(Vector3 point) { var result = viewport.Project(point, this.ProjectionMatrix, this.ViewMatrix, Matrix.Identity); return new Vector2(result.X, result.Y); } public void WorldPointsToScreen(Vector3[] points, Vector2[] destination) { Debug.Assert(points != null); Debug.Assert(destination != null); Debug.Assert(points.Length == destination.Length); for (var i = 0; i < points.Length; ++i) { destination[i] = this.WorldPointToScreen(points[i]); } } } CameraFixture.cs: using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Media; using Xunit; using XNA = Microsoft.Xna.Framework; public sealed class CameraFixture { [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render( camera, out worldRender, out viewRender, out screenRender, new Sphere(30, 15) { WorldMatrix = XNA.Matrix.CreateTranslation(155, 50, 0) }, new Cube(30) { WorldMatrix = XNA.Matrix.CreateTranslation(75, 60, 15) }, new PolyLine(new XNA.Vector3(0, 0, 0), new XNA.Vector3(10, 10, 0), new XNA.Vector3(20, 0, 0), new XNA.Vector3(0, 0, 0)) { WorldMatrix = XNA.Matrix.CreateTranslation(65, 55, 30) }); this.ShowRenders(worldRender, viewRender, screenRender); } #region Supporting Fields private static readonly Pen xAxisPen = new Pen(Brushes.Red, 2); private static readonly Pen yAxisPen = new Pen(Brushes.Green, 2); private static readonly Pen zAxisPen = new Pen(Brushes.Blue, 2); private static readonly Pen viewportPen = new Pen(Brushes.Gray, 1); private static readonly Pen nonScreenSpacePen = new Pen(Brushes.Black, 0.5); private static readonly Color geometryBaseColor = Colors.Black; #endregion #region Supporting Methods private void Render(Camera camera, out DrawingVisual worldRender, out DrawingVisual viewRender, out DrawingVisual screenRender, params Geometry[] geometries) { var worldDrawingVisual = new DrawingVisual(); var viewDrawingVisual = new DrawingVisual(); var screenDrawingVisual = new DrawingVisual(); const int axisLength = 15; using (var worldDrawingContext = worldDrawingVisual.RenderOpen()) using (var viewDrawingContext = viewDrawingVisual.RenderOpen()) using (var screenDrawingContext = screenDrawingVisual.RenderOpen()) { // draw lines around the camera's viewport var viewportBounds = camera.Viewport.Bounds; var viewportLines = new Tuple<int, int, int, int>[] { Tuple.Create(viewportBounds.Left, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Top), Tuple.Create(viewportBounds.Left, viewportBounds.Top, viewportBounds.Right, viewportBounds.Top), Tuple.Create(viewportBounds.Right, viewportBounds.Top, viewportBounds.Right, viewportBounds.Bottom), Tuple.Create(viewportBounds.Right, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Bottom) }; foreach (var viewportLine in viewportLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0)); worldDrawingContext.DrawLine(viewportPen, new Point(viewportLine.Item1, viewportLine.Item2), new Point(viewportLine.Item3, viewportLine.Item4)); viewDrawingContext.DrawLine(viewportPen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(viewportPen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // draw axes var axisLines = new Tuple<int, int, int, int, int, int, Pen>[] { Tuple.Create(0, 0, 0, axisLength, 0, 0, xAxisPen), Tuple.Create(0, 0, 0, 0, axisLength, 0, yAxisPen), Tuple.Create(0, 0, 0, 0, 0, axisLength, zAxisPen) }; foreach (var axisLine in axisLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6)); worldDrawingContext.DrawLine(axisLine.Item7, new Point(axisLine.Item1, axisLine.Item2), new Point(axisLine.Item4, axisLine.Item5)); viewDrawingContext.DrawLine(axisLine.Item7, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(axisLine.Item7, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // for all points in all geometries to be rendered, find the closest and furthest away from the camera so we can lighten lines that are further away var distancesToAllGeometrySections = from geometry in geometries let geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix from section in geometry.Sections from point in new XNA.Vector3[] { section.Item1, section.Item2 } let viewPoint = XNA.Vector3.Transform(point, geometryViewMatrix) select viewPoint.Length(); var furthestDistance = distancesToAllGeometrySections.Max(); var closestDistance = distancesToAllGeometrySections.Min(); var deltaDistance = Math.Max(0.000001f, furthestDistance - closestDistance); // draw each geometry for (var i = 0; i < geometries.Length; ++i) { var geometry = geometries[i]; // there's probably a more correct name for this, but basically this gets the geometry relative to the camera so we can check how far away each point is from the camera var geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix; // we order roughly by those sections furthest from the camera to those closest, so that the closer ones "overwrite" the ones further away var orderedSections = from section in geometry.Sections let startPointRelativeToCamera = XNA.Vector3.Transform(section.Item1, geometryViewMatrix) let endPointRelativeToCamera = XNA.Vector3.Transform(section.Item2, geometryViewMatrix) let startPointDistance = startPointRelativeToCamera.Length() let endPointDistance = endPointRelativeToCamera.Length() orderby (startPointDistance + endPointDistance) descending select new { Section = section, DistanceToStart = startPointDistance, DistanceToEnd = endPointDistance }; foreach (var orderedSection in orderedSections) { var start = XNA.Vector3.Transform(orderedSection.Section.Item1, geometry.WorldMatrix); var end = XNA.Vector3.Transform(orderedSection.Section.Item2, geometry.WorldMatrix); var viewStart = XNA.Vector3.Transform(start, camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(end, camera.ViewMatrix); worldDrawingContext.DrawLine(nonScreenSpacePen, new Point(start.X, start.Y), new Point(end.X, end.Y)); viewDrawingContext.DrawLine(nonScreenSpacePen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); // screen rendering is more complicated purely because I wanted geometry to fade the further away it is from the camera // otherwise, it's very hard to tell whether the rendering is actually correct or not var startDistanceRatio = (orderedSection.DistanceToStart - closestDistance) / deltaDistance; var endDistanceRatio = (orderedSection.DistanceToEnd - closestDistance) / deltaDistance; // lerp towards white based on distance from camera, but only to a maximum of 90% var startColor = Lerp(geometryBaseColor, Colors.White, startDistanceRatio * 0.9f); var endColor = Lerp(geometryBaseColor, Colors.White, endDistanceRatio * 0.9f); var screenStart = camera.WorldPointToScreen(start); var screenEnd = camera.WorldPointToScreen(end); var brush = new LinearGradientBrush { StartPoint = new Point(screenStart.X, screenStart.Y), EndPoint = new Point(screenEnd.X, screenEnd.Y), MappingMode = BrushMappingMode.Absolute }; brush.GradientStops.Add(new GradientStop(startColor, 0)); brush.GradientStops.Add(new GradientStop(endColor, 1)); var pen = new Pen(brush, 1); brush.Freeze(); pen.Freeze(); screenDrawingContext.DrawLine(pen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } } } worldRender = worldDrawingVisual; viewRender = viewDrawingVisual; screenRender = screenDrawingVisual; } private static float Lerp(float start, float end, float amount) { var difference = end - start; var adjusted = difference * amount; return start + adjusted; } private static Color Lerp(Color color, Color to, float amount) { var sr = color.R; var sg = color.G; var sb = color.B; var er = to.R; var eg = to.G; var eb = to.B; var r = (byte)Lerp(sr, er, amount); var g = (byte)Lerp(sg, eg, amount); var b = (byte)Lerp(sb, eb, amount); return Color.FromArgb(255, r, g, b); } private void ShowRenders(DrawingVisual worldRender, DrawingVisual viewRender, DrawingVisual screenRender) { var itemsControl = new ItemsControl(); itemsControl.Items.Add(new HeaderedContentControl { Header = "World", Content = new DrawingVisualHost(worldRender)}); itemsControl.Items.Add(new HeaderedContentControl { Header = "View", Content = new DrawingVisualHost(viewRender) }); itemsControl.Items.Add(new HeaderedContentControl { Header = "Screen", Content = new DrawingVisualHost(screenRender) }); var window = new Window { Title = "Renders", Content = itemsControl, ShowInTaskbar = true, SizeToContent = SizeToContent.WidthAndHeight }; window.ShowDialog(); } #endregion #region Supporting Types // stupidly simple 3D geometry class, consisting of a series of sections that will be connected by lines private abstract class Geometry { public abstract IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get; } public XNA.Matrix WorldMatrix { get; set; } } private sealed class Line : Geometry { private readonly XNA.Vector3 magnitude; public Line(XNA.Vector3 magnitude) { this.magnitude = magnitude; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { yield return Tuple.Create(XNA.Vector3.Zero, this.magnitude); } } } private sealed class PolyLine : Geometry { private readonly XNA.Vector3[] points; public PolyLine(params XNA.Vector3[] points) { this.points = points; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { if (this.points.Length < 2) { yield break; } var end = this.points[0]; for (var i = 1; i < this.points.Length; ++i) { var start = end; end = this.points[i]; yield return Tuple.Create(start, end); } } } } private sealed class Cube : Geometry { private readonly float size; public Cube(float size) { this.size = size; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var halfSize = this.size / 2; var frontBottomLeft = new XNA.Vector3(-halfSize, halfSize, -halfSize); var frontBottomRight = new XNA.Vector3(halfSize, halfSize, -halfSize); var frontTopLeft = new XNA.Vector3(-halfSize, halfSize, halfSize); var frontTopRight = new XNA.Vector3(halfSize, halfSize, halfSize); var backBottomLeft = new XNA.Vector3(-halfSize, -halfSize, -halfSize); var backBottomRight = new XNA.Vector3(halfSize, -halfSize, -halfSize); var backTopLeft = new XNA.Vector3(-halfSize, -halfSize, halfSize); var backTopRight = new XNA.Vector3(halfSize, -halfSize, halfSize); // front face yield return Tuple.Create(frontBottomLeft, frontBottomRight); yield return Tuple.Create(frontBottomLeft, frontTopLeft); yield return Tuple.Create(frontTopLeft, frontTopRight); yield return Tuple.Create(frontTopRight, frontBottomRight); // left face yield return Tuple.Create(frontTopLeft, backTopLeft); yield return Tuple.Create(backTopLeft, backBottomLeft); yield return Tuple.Create(backBottomLeft, frontBottomLeft); // right face yield return Tuple.Create(frontTopRight, backTopRight); yield return Tuple.Create(backTopRight, backBottomRight); yield return Tuple.Create(backBottomRight, frontBottomRight); // back face yield return Tuple.Create(backBottomLeft, backBottomRight); yield return Tuple.Create(backTopLeft, backTopRight); } } } private sealed class Sphere : Geometry { private readonly float radius; private readonly int subsections; public Sphere(float radius, int subsections) { this.radius = radius; this.subsections = subsections; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var latitudeLines = this.subsections; var longitudeLines = this.subsections; // see http://stackoverflow.com/a/4082020/5380 var results = from latitudeLine in Enumerable.Range(0, latitudeLines) from longitudeLine in Enumerable.Range(0, longitudeLines) let latitudeRatio = latitudeLine / (float)latitudeLines let longitudeRatio = longitudeLine / (float)longitudeLines let nextLatitudeRatio = (latitudeLine + 1) / (float)latitudeLines let nextLongitudeRatio = (longitudeLine + 1) / (float)longitudeLines let z1 = Math.Cos(Math.PI * latitudeRatio) let z2 = Math.Cos(Math.PI * nextLatitudeRatio) let x1 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y1 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x3 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * nextLongitudeRatio) let y3 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * nextLongitudeRatio) let start = new XNA.Vector3((float)x1 * radius, (float)y1 * radius, (float)z1 * radius) let firstEnd = new XNA.Vector3((float)x2 * radius, (float)y2 * radius, (float)z2 * radius) let secondEnd = new XNA.Vector3((float)x3 * radius, (float)y3 * radius, (float)z1 * radius) select new { First = Tuple.Create(start, firstEnd), Second = Tuple.Create(start, secondEnd) }; foreach (var result in results) { yield return result.First; yield return result.Second; } } } } #endregion }

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  • Easily use google maps, openstreet maps etc offline.

    - by samkea
    I did it and i am going to explain step by step. The explanatination may appear long but its simple if you follow. Note: All the softwares i have used are the latest and i have packaged them and provided them in the link below. I use Nokia N96 1) RootSign smartComGPS and install it on your phone(i havent provided the signer so that u wuld do some little work. i used Secman' rootsign). 2) Install Universal Maps Downloader, SmartCom OGF2 converter and OziExplorer 3.95.4s on my PC. a) UMD is used to download map tiles from any map source like googlemaps,opensourcemaps etc... and also combine the tiles into an image file like png,jpg,bmp etc... b) SmartCom OGF2 converter is used to convert the image file into a format usable on your mobile phone. c) OziExplorer will help you to calibrate the usable map file so that it can be used with GPS on your mobile phone without the use of internet. 3) Go to google maps or where u pick your maps and pan to the area of your interest. Zoom the map to at least 15 or 16 zoom level where you can see your area clearly and the streets. 4) copy this script in a notepad file and save it on your desktop: javascript:void(prompt('',gApplication.getMap().ge tCenter())); 5) Open the universal maps downloader. You will notice that you are required to add the: left longitude, right longitude,top latitude, bottom latitude. 6) On your map in google maps, doubleclick on the your prefered to most middle point. you will notice that the map will center in that area. 7) copy the script and paste it in the address bar then press enter. You will notice that a dialog with your (top latitude) and longitude respectively pops up. 8) copy the top latitude ONLY and paste it in the corresponding textbox in the UMD. 9) repeat steps 6-7 for the botton latitude. 10)repeat steps 6-7 for left longitude and right longitude too, but u have to copy the longitudes here. (***BTW record these points in the text file as they may be needed later in calibration) 11) Give the zoom level to the same zoom level that you prefered in google maps. 12) Dont forget to choose a path to save your files and under options set the proxy connection settings in UMD if you are using so. 13) Click on start and bingo! there you have your image tiles and a file with an extension .umd will be saved in the same folder. 14) On the UMD, go to tools, click on MapViewer and choose the .umd file. you will now see your map in one piece....and you will smile! 15) Still go to tools and click on map combiner. A dialog will popup for you to choose the .umd file and to enter the IMAGE file name. u can use another extension for the image file like png, jpg etc...i usually use png. 16) Combine.....bingo! there u go! u have an IMAGE file for your map. *I SUGGEST THAT CREATE A .BMP FILE and A .PNG file* 17) Close UMD and open SmartCom OGF2 converter. 18) Choose your .png image and create an ogf2 file. 19) Connect your phone to your PC in Mass Memory mode and transfer the file to the smartComGPS\Maps folder. 20) Now disconnect your phone and load smartComGPS. it will load the map and propt you to add a calibration point. Go ahead and add one calibration point with dummy coordinates. You will notice that it will add another file with extension .map in the smartComGPS\Maps folder. 21) Connect yiur ohone and copy that file and paste it in your working folder on your PC. Delete that .map file from the phone too because you are going to edit it from your PC and put it back. 22) Now Open the OziExplorer, go to file-->Load and Calibrate Map Image. 23) Choose the .bmp image and bingo! it will load with your map in the same zoom level. 24) Now you are going to calibrate. Use the MapView window and take the small box locater to all the 4 cornners of the map. You will notice that the map in the back ground moves to that area too. 25)On the right side, select the Point1 tab. Now you are in calibration mode. Now move the red box in mapview in the left upper corner to calibrate point1. 26) out of mapview go to the the left upper corner of the background map and choose poit (0,0) and your 1st calibration point. You will notice that these X,Y cordinated will be reflected in the Point1 image cordinates. 27) now go back to the text file where you saved your coordibates and enter the top latitude and the left longitude in the corresponding places. 28) Repeat steps 25-27 for point2,point3,point4 and click on save. Thats it, you have calibrated your image and you are about to finish. 29) Go to save and a dilaog which prompts you to save a .map file will poop up. Do save the map file in your working folder. 30) Right click that .map file and edit the filename in the .map file to remove the pc's directory structure. Eg. Change C\OziExplorer\data\Kampala.bmp to Kampala.ogf2. 31) Save the .map file in the smartComGPS\Maps folder on your phone. 32) now open smartComGPS on your phone and bingo! there is your map with GPS capability and in the same zoom level. 33) In smartComGPS options, choose connect and simulate. By now you should be smiling. Whoa! Hope i was of help. i case you get a problem, please inform me Below is the link to the software. regards. http://rapidshare.com/files/230296037/Utilities_Used.rar.html Ok, the Rapidshare files i posted are gone, so you will have to download as described in the solution. If you need more help, go here: http://www.dotsis.com/mobile_phone/sitemap/t-160491.html Some months later, someone else gave almost the same kind of solution here. http://www.dotsis.com/mobile_phone/sitemap/t-180123.html Note: the solutions were mean't to help view maps on Symbian phones, but i think now they ca even do for Windows Phones, iphones and others so read, extract what you want and use it. Hope it helps. Sam Kea

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  • Open GL stars are not rendering

    - by Darestium
    I doing Nehe's Open GL Lesson 9. I'm using SFML for windowing, the strange thing is no stars are rendering. #include <SFML/System.hpp> #include <SFML/Window.hpp> #include <SFML/Graphics.hpp> #include <iostream> void processEvents(sf::Window *app); void processInput(sf::Window *app); void renderGlScene(sf::Window *app); void init(); int loadResources(); const int NUM_OF_STARS = 50; float triRot = 0.0f; float quadRot = 0.0f; bool twinkle = false; bool tKey = false; float zoom = 15.0f; float tilt = 90.0f; float spin = 0.0f; unsigned int loop; unsigned int texture_handle[1]; typedef struct { int r, g, b; float distance; float angle; } stars; stars star[NUM_OF_STARS]; int main() { sf::Window app(sf::VideoMode(800, 600, 32), "Nehe Lesson 9"); app.UseVerticalSync(false); init(); if (loadResources() == -1) { return EXIT_FAILURE; } while (app.IsOpened()) { processEvents(&app); processInput(&app); renderGlScene(&app); app.Display(); } return EXIT_SUCCESS; } int loadResources() { sf::Image img_data; // Load Texture if (!img_data.LoadFromFile("data/images/star.bmp")) { std::cout << "Could not load data/images/star.bmp"; return -1; } // Generate 1 texture glGenTextures(1, &texture_handle[0]); // Linear filtering glBindTexture(GL_TEXTURE_2D, texture_handle[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img_data.GetWidth(), img_data.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data.GetPixelsPtr()); return 0; } void processInput(sf::Window *app) { const sf::Input& input = app->GetInput(); if (input.IsKeyDown(sf::Key::T) && !tKey) { tKey = true; twinkle = !twinkle; } if (!input.IsKeyDown(sf::Key::T)) { tKey = false; } if (input.IsKeyDown(sf::Key::Up)) { tilt -= 0.05f; } if (input.IsKeyDown(sf::Key::Down)) { tilt += 0.05f; } if (input.IsKeyDown(sf::Key::PageUp)) { zoom -= 0.02f; } if (input.IsKeyDown(sf::Key::Up)) { zoom += 0.02f; } } void init() { glClearDepth(1.f); glClearColor(0.f, 0.f, 0.f, 0.f); // Enable texturing glEnable(GL_TEXTURE_2D); //glDepthMask(GL_TRUE); // Setup a perpective projection glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.f, 1.f, 1.f, 500.f); glShadeModel(GL_SMOOTH); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glEnable(GL_BLEND); for (loop = 0; loop < NUM_OF_STARS; loop++) { star[loop].distance = (float)loop / NUM_OF_STARS * 5.0f; // Calculate distance from the centre // Give stars random rgb value star[loop].r = rand() % 256; star[loop].g = rand() % 256; star[loop].b = rand() % 256; } } void processEvents(sf::Window *app) { sf::Event event; while (app->GetEvent(event)) { if (event.Type == sf::Event::Closed) { app->Close(); } if (event.Type == sf::Event::KeyPressed && event.Key.Code == sf::Key::Escape) { app->Close(); } } } void renderGlScene(sf::Window *app) { app->SetActive(); // Clear color depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Apply some transformations glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Select texture glBindTexture(GL_TEXTURE_2D, texture_handle[0]); for (loop = 0; loop < NUM_OF_STARS; loop++) { glLoadIdentity(); // Reset The View Before We Draw Each Star glTranslatef(0.0f, 0.0f, zoom); // Zoom Into The Screen (Using The Value In 'zoom') glRotatef(tilt, 1.0f, 0.0f, 0.0f); // Tilt The View (Using The Value In 'tilt') glRotatef(star[loop].angle, 0.0f, 1.0f, 0.0f); // Rotate To The Current Stars Angle glTranslatef(star[loop].distance, 0.0f, 0.0f); // Move Forward On The X Plane glRotatef(-star[loop].angle,0.0f,1.0f,0.0f); // Cancel The Current Stars Angle glRotatef(-tilt,1.0f,0.0f,0.0f); // Cancel The Screen Tilt if (twinkle) { glColor4ub(star[(NUM_OF_STARS - loop) - 1].r, star[(NUM_OF_STARS - loop)-1].g, star[(NUM_OF_STARS - loop) - 1].b, 255); glBegin(GL_QUADS); // Begin Drawing The Textured Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); // Done Drawing The Textured Quad } glRotatef(spin,0.0f,0.0f,1.0f); // Rotate The Star On The Z Axis // Assign A Color Using Bytes glColor4ub(star[loop].r, star[loop].g, star[loop].b, 255); glBegin(GL_QUADS); // Begin Drawing The Textured Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); // Done Drawing The Textured Quad spin += 0.01f; // Used To Spin The Stars star[loop].angle += (float)loop / NUM_OF_STARS; // Changes The Angle Of A Star star[loop].distance -= 0.01f; // Changes The Distance Of A Star if (star[loop].distance < 0.0f) { star[loop].distance += 5.0f; // Move The Star 5 Units From The Center star[loop].r = rand() % 256; // Give It A New Red Value star[loop].g = rand() % 256; // Give It A New Green Value star[loop].b = rand() % 256; // Give It A New Blue Value } } } I've looked over the code atleast 10 times now and I can't figure out the problem. Any help would be much appreciated.

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  • Dojo Datagrid Filtering Issue

    - by Zoom Pat
    I am having hard time filtering a datagrid. Please help! This is how I draw a grid. var jsonStore = new dojo.data.ItemFileWriteStore({data:columnValues}); gridInfo = { store: jsonStore, queryOptions: {ignoreCase: true}, structure: layout }; grid = new dojox.grid.DataGrid(gridInfo, "gridNode"); grid.startup(); Now if i try something like this, it works fine and gives me the rows which has the column (AGE_FROM) value equal to 63. grid.filter({AGE_FROM:63}); but I need all kinds of filtering and not just 'equal to' So how do I try to obtain all the rows which have AGE_FROM 63, and < 63 and <= 63 and =63. because grid.filter({AGE_FROM:<63}); does not work Also One other way I was thingking was to use the following filteredStore = new dojox.jsonPath.query(filterData,"[?(@.AGE_FROM = 63]"); and then draw the grid with the filteredStore, but the above is not working for a != operator. Once I figure a good way to filter grid I need to see a way to filter out dates. I am trying to find a good example for filtering dataGrid but most of the examples are just filtering based on the 'equal to' criteria. Any help is highly appreciated.

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  • once more: .htaccess - RewriteRules working, but browser address bar displaying full (unfriendly) URL

    - by audio.zoom
    Hi, I can't seem to find my problem with this really simple .htaccess file: Options -Indexes Options +FollowSymLinks RewriteEngine on RewriteBase /d/ #drupal style url rewriting RewriteRule ^([^.]*)$ index.php?path=$1 [L] It works as intended for everything except the root url with no slash. So it rewrites and passes the hidden get querystring to my pages for localhost/d/x/y/z as ?path=x/y/z and localhost/d/ as ?path= (blank) but... localhost/d works, but now appears in the address bar as this ugly monster: http://localhost/d/?path=/Users/audiozoom/Documents/webroot/d What could be the problem?

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  • Jquery date in a adropdown with interval

    - by Zoom Pat
    I am trying to use Jquery to display dates in a dropdown with interval of half month... so the first value would be the coming month's 1st, then second will be the coming month's 15th and third value would be next to next month's first and so on... If today date is less than 15th then the first value would be the 15th of current month. What will be the best or a cleaner way to do this... (want to display in the dropdown) Thanks

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  • Jquery date in a dropdown with interval

    - by Zoom Pat
    I am trying to use Jquery to display dates in a dropdown with interval of half month... so the first value would be the coming month's 1st, then second will be the coming month's 15th and third value would be next to next month's first and so on... If today date is less than 15th then the first value would be the 15th of current month. What will be the best or a cleaner way to do this... (want to display in the dropdown) Thanks

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  • Convert from Procedural to Object Oriented Code

    - by Anthony
    I have been reading Working Effectively with Legacy Code and Clean Code with the goal of learning strategies on how to begin cleaning up the existing code-base of a large ASP.NET webforms application. This system has been around since 2005 and since then has undergone a number of enhancements. Originally the code was structured as follows (and is still largely structured this way): ASP.NET (aspx/ascx) Code-behind (c#) Business Logic Layer (c#) Data Access Layer (c#) Database (Oracle) The main issue is that the code is procedural masquerading as object-oriented. It virtually violates all of the guidelines described in both books. This is an example of a typical class in the Business Logic Layer: public class AddressBO { public TransferObject GetAddress(string addressID) { if (StringUtils.IsNull(addressID)) { throw new ValidationException("Address ID must be entered"); } AddressDAO addressDAO = new AddressDAO(); return addressDAO.GetAddress(addressID); } public TransferObject Insert(TransferObject addressDetails) { if (StringUtils.IsNull(addressDetails.GetString("EVENT_ID")) || StringUtils.IsNull(addressDetails.GetString("LOCALITY")) || StringUtils.IsNull(addressDetails.GetString("ADDRESS_TARGET")) || StringUtils.IsNull(addressDetails.GetString("ADDRESS_TYPE_CODE")) || StringUtils.IsNull(addressDetails.GetString("CREATED_BY"))) { throw new ValidationException( "You must enter an Event ID, Locality, Address Target, Address Type Code and Created By."); } string addressID = Sequence.GetNextValue("ADDRESS_ID_SEQ"); addressDetails.SetValue("ADDRESS_ID", addressID); string syncID = Sequence.GetNextValue("SYNC_ID_SEQ"); addressDetails.SetValue("SYNC_ADDRESS_ID", syncID); TransferObject syncDetails = new TransferObject(); Transaction transaction = new Transaction(); try { AddressDAO addressDAO = new AddressDAO(); addressDAO.Insert(addressDetails, transaction); // insert the record for the target TransferObject addressTargetDetails = new TransferObject(); switch (addressDetails.GetString("ADDRESS_TARGET")) { case "PARTY_ADDRESSES": { addressTargetDetails.SetValue("ADDRESS_ID", addressID); addressTargetDetails.SetValue("ADDRESS_TYPE_CODE", addressDetails.GetString("ADDRESS_TYPE_CODE")); addressTargetDetails.SetValue("PARTY_ID", addressDetails.GetString("PARTY_ID")); addressTargetDetails.SetValue("EVENT_ID", addressDetails.GetString("EVENT_ID")); addressTargetDetails.SetValue("CREATED_BY", addressDetails.GetString("CREATED_BY")); addressDAO.InsertPartyAddress(addressTargetDetails, transaction); break; } case "PARTY_CONTACT_ADDRESSES": { addressTargetDetails.SetValue("ADDRESS_ID", addressID); addressTargetDetails.SetValue("ADDRESS_TYPE_CODE", addressDetails.GetString("ADDRESS_TYPE_CODE")); addressTargetDetails.SetValue("PUBLIC_RELEASE_FLAG", addressDetails.GetString("PUBLIC_RELEASE_FLAG")); addressTargetDetails.SetValue("CONTACT_ID", addressDetails.GetString("CONTACT_ID")); addressTargetDetails.SetValue("EVENT_ID", addressDetails.GetString("EVENT_ID")); addressTargetDetails.SetValue("CREATED_BY", addressDetails.GetString("CREATED_BY")); addressDAO.InsertContactAddress(addressTargetDetails, transaction); break; } << many more cases here >> default: { break; } } // synchronise SynchronisationBO synchronisationBO = new SynchronisationBO(); syncDetails = synchronisationBO.Synchronise("I", transaction, "ADDRESSES", addressDetails.GetString("ADDRESS_TARGET"), addressDetails, addressTargetDetails); // commit transaction.Commit(); } catch (Exception) { transaction.Rollback(); throw; } return new TransferObject("ADDRESS_ID", addressID, "SYNC_DETAILS", syncDetails); } << many more methods are here >> } It has a lot of duplication, the class has a number of responsibilities, etc, etc - it is just generally 'un-clean' code. All of the code throughout the system is dependent on concrete implementations. This is an example of a typical class in the Data Access Layer: public class AddressDAO : GenericDAO { public static readonly string BASE_SQL_ADDRESSES = "SELECT " + " a.address_id, " + " a.event_id, " + " a.flat_unit_type_code, " + " fut.description as flat_unit_description, " + " a.flat_unit_num, " + " a.floor_level_code, " + " fl.description as floor_level_description, " + " a.floor_level_num, " + " a.building_name, " + " a.lot_number, " + " a.street_number, " + " a.street_name, " + " a.street_type_code, " + " st.description as street_type_description, " + " a.street_suffix_code, " + " ss.description as street_suffix_description, " + " a.postal_delivery_type_code, " + " pdt.description as postal_delivery_description, " + " a.postal_delivery_num, " + " a.locality, " + " a.state_code, " + " s.description as state_description, " + " a.postcode, " + " a.country, " + " a.lock_num, " + " a.created_by, " + " TO_CHAR(a.created_datetime, '" + SQL_DATETIME_FORMAT + "') as created_datetime, " + " a.last_updated_by, " + " TO_CHAR(a.last_updated_datetime, '" + SQL_DATETIME_FORMAT + "') as last_updated_datetime, " + " a.sync_address_id, " + " a.lat," + " a.lon, " + " a.validation_confidence, " + " a.validation_quality, " + " a.validation_status " + "FROM ADDRESSES a, FLAT_UNIT_TYPES fut, FLOOR_LEVELS fl, STREET_TYPES st, " + " STREET_SUFFIXES ss, POSTAL_DELIVERY_TYPES pdt, STATES s " + "WHERE a.flat_unit_type_code = fut.flat_unit_type_code(+) " + "AND a.floor_level_code = fl.floor_level_code(+) " + "AND a.street_type_code = st.street_type_code(+) " + "AND a.street_suffix_code = ss.street_suffix_code(+) " + "AND a.postal_delivery_type_code = pdt.postal_delivery_type_code(+) " + "AND a.state_code = s.state_code(+) "; public TransferObject GetAddress(string addressID) { //Build the SELECT Statement StringBuilder selectStatement = new StringBuilder(BASE_SQL_ADDRESSES); //Add WHERE condition selectStatement.Append(" AND a.address_id = :addressID"); ArrayList parameters = new ArrayList{DBUtils.CreateOracleParameter("addressID", OracleDbType.Decimal, addressID)}; // Execute the SELECT statement Query query = new Query(); DataSet results = query.Execute(selectStatement.ToString(), parameters); // Check if 0 or more than one rows returned if (results.Tables[0].Rows.Count == 0) { throw new NoDataFoundException(); } if (results.Tables[0].Rows.Count > 1) { throw new TooManyRowsException(); } // Return a TransferObject containing the values return new TransferObject(results); } public void Insert(TransferObject insertValues, Transaction transaction) { // Store Values string addressID = insertValues.GetString("ADDRESS_ID"); string syncAddressID = insertValues.GetString("SYNC_ADDRESS_ID"); string eventID = insertValues.GetString("EVENT_ID"); string createdBy = insertValues.GetString("CREATED_BY"); // postal delivery string postalDeliveryTypeCode = insertValues.GetString("POSTAL_DELIVERY_TYPE_CODE"); string postalDeliveryNum = insertValues.GetString("POSTAL_DELIVERY_NUM"); // unit/building string flatUnitTypeCode = insertValues.GetString("FLAT_UNIT_TYPE_CODE"); string flatUnitNum = insertValues.GetString("FLAT_UNIT_NUM"); string floorLevelCode = insertValues.GetString("FLOOR_LEVEL_CODE"); string floorLevelNum = insertValues.GetString("FLOOR_LEVEL_NUM"); string buildingName = insertValues.GetString("BUILDING_NAME"); // street string lotNumber = insertValues.GetString("LOT_NUMBER"); string streetNumber = insertValues.GetString("STREET_NUMBER"); string streetName = insertValues.GetString("STREET_NAME"); string streetTypeCode = insertValues.GetString("STREET_TYPE_CODE"); string streetSuffixCode = insertValues.GetString("STREET_SUFFIX_CODE"); // locality/state/postcode/country string locality = insertValues.GetString("LOCALITY"); string stateCode = insertValues.GetString("STATE_CODE"); string postcode = insertValues.GetString("POSTCODE"); string country = insertValues.GetString("COUNTRY"); // esms address string esmsAddress = insertValues.GetString("ESMS_ADDRESS"); //address/GPS string lat = insertValues.GetString("LAT"); string lon = insertValues.GetString("LON"); string zoom = insertValues.GetString("ZOOM"); //string validateDate = insertValues.GetString("VALIDATED_DATE"); string validatedBy = insertValues.GetString("VALIDATED_BY"); string confidence = insertValues.GetString("VALIDATION_CONFIDENCE"); string status = insertValues.GetString("VALIDATION_STATUS"); string quality = insertValues.GetString("VALIDATION_QUALITY"); // the insert statement StringBuilder insertStatement = new StringBuilder("INSERT INTO ADDRESSES ("); StringBuilder valuesStatement = new StringBuilder("VALUES ("); ArrayList parameters = new ArrayList(); // build the insert statement insertStatement.Append("ADDRESS_ID, EVENT_ID, CREATED_BY, CREATED_DATETIME, LOCK_NUM "); valuesStatement.Append(":addressID, :eventID, :createdBy, SYSDATE, 1 "); parameters.Add(DBUtils.CreateOracleParameter("addressID", OracleDbType.Decimal, addressID)); parameters.Add(DBUtils.CreateOracleParameter("eventID", OracleDbType.Decimal, eventID)); parameters.Add(DBUtils.CreateOracleParameter("createdBy", OracleDbType.Varchar2, createdBy)); // build the insert statement if (!StringUtils.IsNull(syncAddressID)) { insertStatement.Append(", SYNC_ADDRESS_ID"); valuesStatement.Append(", :syncAddressID"); parameters.Add(DBUtils.CreateOracleParameter("syncAddressID", OracleDbType.Decimal, syncAddressID)); } if (!StringUtils.IsNull(postalDeliveryTypeCode)) { insertStatement.Append(", POSTAL_DELIVERY_TYPE_CODE"); valuesStatement.Append(", :postalDeliveryTypeCode "); parameters.Add(DBUtils.CreateOracleParameter("postalDeliveryTypeCode", OracleDbType.Varchar2, postalDeliveryTypeCode)); } if (!StringUtils.IsNull(postalDeliveryNum)) { insertStatement.Append(", POSTAL_DELIVERY_NUM"); valuesStatement.Append(", :postalDeliveryNum "); parameters.Add(DBUtils.CreateOracleParameter("postalDeliveryNum", OracleDbType.Varchar2, postalDeliveryNum)); } if (!StringUtils.IsNull(flatUnitTypeCode)) { insertStatement.Append(", FLAT_UNIT_TYPE_CODE"); valuesStatement.Append(", :flatUnitTypeCode "); parameters.Add(DBUtils.CreateOracleParameter("flatUnitTypeCode", OracleDbType.Varchar2, flatUnitTypeCode)); } if (!StringUtils.IsNull(lat)) { insertStatement.Append(", LAT"); valuesStatement.Append(", :lat "); parameters.Add(DBUtils.CreateOracleParameter("lat", OracleDbType.Decimal, lat)); } if (!StringUtils.IsNull(lon)) { insertStatement.Append(", LON"); valuesStatement.Append(", :lon "); parameters.Add(DBUtils.CreateOracleParameter("lon", OracleDbType.Decimal, lon)); } if (!StringUtils.IsNull(zoom)) { insertStatement.Append(", ZOOM"); valuesStatement.Append(", :zoom "); parameters.Add(DBUtils.CreateOracleParameter("zoom", OracleDbType.Decimal, zoom)); } if (!StringUtils.IsNull(flatUnitNum)) { insertStatement.Append(", FLAT_UNIT_NUM"); valuesStatement.Append(", :flatUnitNum "); parameters.Add(DBUtils.CreateOracleParameter("flatUnitNum", OracleDbType.Varchar2, flatUnitNum)); } if (!StringUtils.IsNull(floorLevelCode)) { insertStatement.Append(", FLOOR_LEVEL_CODE"); valuesStatement.Append(", :floorLevelCode "); parameters.Add(DBUtils.CreateOracleParameter("floorLevelCode", OracleDbType.Varchar2, floorLevelCode)); } if (!StringUtils.IsNull(floorLevelNum)) { insertStatement.Append(", FLOOR_LEVEL_NUM"); valuesStatement.Append(", :floorLevelNum "); parameters.Add(DBUtils.CreateOracleParameter("floorLevelNum", OracleDbType.Varchar2, floorLevelNum)); } if (!StringUtils.IsNull(buildingName)) { insertStatement.Append(", BUILDING_NAME"); valuesStatement.Append(", :buildingName "); parameters.Add(DBUtils.CreateOracleParameter("buildingName", OracleDbType.Varchar2, buildingName)); } if (!StringUtils.IsNull(lotNumber)) { insertStatement.Append(", LOT_NUMBER"); valuesStatement.Append(", :lotNumber "); parameters.Add(DBUtils.CreateOracleParameter("lotNumber", OracleDbType.Varchar2, lotNumber)); } if (!StringUtils.IsNull(streetNumber)) { insertStatement.Append(", STREET_NUMBER"); valuesStatement.Append(", :streetNumber "); parameters.Add(DBUtils.CreateOracleParameter("streetNumber", OracleDbType.Varchar2, streetNumber)); } if (!StringUtils.IsNull(streetName)) { insertStatement.Append(", STREET_NAME"); valuesStatement.Append(", :streetName "); parameters.Add(DBUtils.CreateOracleParameter("streetName", OracleDbType.Varchar2, streetName)); } if (!StringUtils.IsNull(streetTypeCode)) { insertStatement.Append(", STREET_TYPE_CODE"); valuesStatement.Append(", :streetTypeCode "); parameters.Add(DBUtils.CreateOracleParameter("streetTypeCode", OracleDbType.Varchar2, streetTypeCode)); } if (!StringUtils.IsNull(streetSuffixCode)) { insertStatement.Append(", STREET_SUFFIX_CODE"); valuesStatement.Append(", :streetSuffixCode "); parameters.Add(DBUtils.CreateOracleParameter("streetSuffixCode", OracleDbType.Varchar2, streetSuffixCode)); } if (!StringUtils.IsNull(locality)) { insertStatement.Append(", LOCALITY"); valuesStatement.Append(", :locality"); parameters.Add(DBUtils.CreateOracleParameter("locality", OracleDbType.Varchar2, locality)); } if (!StringUtils.IsNull(stateCode)) { insertStatement.Append(", STATE_CODE"); valuesStatement.Append(", :stateCode"); parameters.Add(DBUtils.CreateOracleParameter("stateCode", OracleDbType.Varchar2, stateCode)); } if (!StringUtils.IsNull(postcode)) { insertStatement.Append(", POSTCODE"); valuesStatement.Append(", :postcode "); parameters.Add(DBUtils.CreateOracleParameter("postcode", OracleDbType.Varchar2, postcode)); } if (!StringUtils.IsNull(country)) { insertStatement.Append(", COUNTRY"); valuesStatement.Append(", :country "); parameters.Add(DBUtils.CreateOracleParameter("country", OracleDbType.Varchar2, country)); } if (!StringUtils.IsNull(esmsAddress)) { insertStatement.Append(", ESMS_ADDRESS"); valuesStatement.Append(", :esmsAddress "); parameters.Add(DBUtils.CreateOracleParameter("esmsAddress", OracleDbType.Varchar2, esmsAddress)); } if (!StringUtils.IsNull(validatedBy)) { insertStatement.Append(", VALIDATED_DATE"); valuesStatement.Append(", SYSDATE "); insertStatement.Append(", VALIDATED_BY"); valuesStatement.Append(", :validatedBy "); parameters.Add(DBUtils.CreateOracleParameter("validatedBy", OracleDbType.Varchar2, validatedBy)); } if (!StringUtils.IsNull(confidence)) { insertStatement.Append(", VALIDATION_CONFIDENCE"); valuesStatement.Append(", :confidence "); parameters.Add(DBUtils.CreateOracleParameter("confidence", OracleDbType.Decimal, confidence)); } if (!StringUtils.IsNull(status)) { insertStatement.Append(", VALIDATION_STATUS"); valuesStatement.Append(", :status "); parameters.Add(DBUtils.CreateOracleParameter("status", OracleDbType.Varchar2, status)); } if (!StringUtils.IsNull(quality)) { insertStatement.Append(", VALIDATION_QUALITY"); valuesStatement.Append(", :quality "); parameters.Add(DBUtils.CreateOracleParameter("quality", OracleDbType.Decimal, quality)); } // finish off the statement insertStatement.Append(") "); valuesStatement.Append(")"); // build the insert statement string sql = insertStatement + valuesStatement.ToString(); // Execute the INSERT Statement Dml dmlDAO = new Dml(); int rowsAffected = dmlDAO.Execute(sql, transaction, parameters); if (rowsAffected == 0) { throw new NoRowsAffectedException(); } } << many more methods go here >> } This system was developed by me and a small team back in 2005 after a 1 week .NET course. Before than my experience was in client-server applications. Over the past 5 years I've come to recognise the benefits of automated unit testing, automated integration testing and automated acceptance testing (using Selenium or equivalent) but the current code-base seems impossible to introduce these concepts. We are now starting to work on a major enhancement project with tight time-frames. The team consists of 5 .NET developers - 2 developers with a few years of .NET experience and 3 others with little or no .NET experience. None of the team (including myself) has experience in using .NET unit testing or mocking frameworks. What strategy would you use to make this code cleaner, more object-oriented, testable and maintainable?

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  • how would you debug this javascript problem?

    - by pedalpete
    I've been travelling and developing for the past few weeks. The site I'm developing was running well. Then, the other day, i connected to a network and the page 'looked' fine, but it turns out the javascript wasn't running. I checked firebug, and there were no errors, as I was suspecting that maybe a script didn't load (I'm using the google api for jQuery and jQuery UI, as well as loading google maps api and fbconnect). I would suspect that if the issue was with one of these pages not loading I would get an error, and yet there was nothing. Thinking maybe i didn't connect properly or something, i reconnected to the network and even restarted my computer, as well as trying to run the local version. I got nothing. The local version not running also hinted to me that it was the loading of an external javascript which caused the problem. I let it pass as something strange with that one network. Unfortunately now I'm 100s of miles away. Today my brother sent me an e-mail that the network he was on at the airport wouldn't load my page. Same issue. Everything is laid out properly, and part of the layout is set in Javascript, so clearly javascript is running. he too got no errors. Of course, he got on his plane, and now he is no longer at the airport. Now the site works on his computer (and i haven't changed anything). How on earth would you go about figuring out what happened in this situation? That is two of maybe 12 or so networks. But I have no idea how i would find a network that doesn't work (and living in a small town, it could be difficult for me to find a network that doesn't work). Any ideas? The site is still in Dev, so I'd rather not post a link just yet (but could in a few days). What I can see not working is the javascript functions which are called on load, and on click. So i do think it is a javascript issue, but no errors. This wouldn't be as HUGE an issue if I could find and sit on one of these networks, but I can't. So what would you do? EDIT ---------------------------------------------------------- the first function(s - their linked) that doesn't get called is below. I've cut the code of at the .ajax call as the call wasn't being made. function getResultsFromForm(){ jQuery('form#filterList input.button').hide(); var searchAddress=jQuery('form#filterList input#searchTxt').val(); if(searchAddress=='' || searchAddress=='<?php echo $searchLocation; ?>'){ mapShow(20, -40, 0, 'areaMap', 2); jQuery('form#filterList input.button').show(); return; } if (GBrowserIsCompatible()) { var geo = new GClientGeocoder(); geo.setBaseCountryCode(cl.address.country); geo.getLocations(searchAddress, function (result) { if(!result.Placemark && searchAddress!='<?php echo $searchLocation; ?>'){ jQuery('span#addressNotFound').text('<?php echo $addressNotFound; ?>').slideDown('slow'); jQuery('form#filterList input.button').show(); } else { jQuery('span#addressNotFound').slideUp('slow').empty(); jQuery('span#headerLocal').text(searchAddress); var date = new Date(); date.setTime(date.getTime() + (8 * 24 * 60 * 60 * 1000)); jQuery.cookie('address', searchAddress, { expires: date}); var accuracy= result.Placemark[0].AddressDetails.Accuracy; var lat = result.Placemark[0].Point.coordinates[1]; var long = result.Placemark[0].Point.coordinates[0]; lat=parseFloat(lat); long=parseFloat(long); var getTab=jQuery('div#tabs div#active').attr('class'); jQuery('div#tabs').show(); loadForecast(lat, long, getTab, 'true', 0); var zoom=zoomLevel(); mapShow(lat, long, accuracy, 'areaMap', zoom ); } }); } } function zoomLevel(){ var zoomarray= new Array(); zoomarray=jQuery('span.viewDist').attr('id'); zoomarray=zoomarray.split("-"); var zoom=zoomarray[1]; if(zoom==''){ zoom=5; } zoom=parseFloat(zoom); return(zoom); } function loadForecast(lat, long, type, loadForecast, page){ jQuery('div#holdForecast').empty(); var date = new Date(); var d = date.getDate(); var day = (d < 10) ? '0' + d : d; var m = date.getMonth() + 1; var month = (m < 10) ? '0' + m : m; var year='2009'; toDate=year+'-'+month+'-'+day; var genre=jQuery('span.genreblock span#updateGenre').html(); var numDays=''; var numResults=''; var range=jQuery('span.viewDist').attr('id'); var dateRange = jQuery('.updateDate').attr('id'); jQuery('div#holdShows ul.showList').html('<li class="show"><div class="showData"><center><img src="../hwImages/loading.gif"/></center></div></li>'); jQuery('div#holdShows ul.'+type+'List').livequery(function(){ jQuery.ajax({ type: "GET", url: "processes/formatShows.php", data: "output=&genre="+genre+"&numResults="+numResults+"&date="+toDate+"&dateRange="+dateRange+"&range="+range+"&lat="+lat+"&long="+long+'&page='+page, success: function(response){ EDIT 2 ----------------------------------------------------------------------------- Please keep in mind that the problem is not that I can't load the site, the site works fine on most connections, but there are times when the site doesn't work, and no errors are thrown, and nothing changes. My brother couldn't run it earlier today while I had no problems, so it was something to do with his location/network. HOWEVER, the page loads, he had a connection, it was his first time visiting the site, so nothing could have been cashed. Same with when I had the issue a few days before. I didn't change anything, and I got to a different network and everything worked fine.

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  • Ubuntu wired network disconnected

    - by Deep
    I am not able to establish a wired network connection between two computers on which I just installed Ubuntu 10.04. I am new to this environment. Unlike in the Windows environment, where it happens by just connecting them with a cable, Ubuntu keeps flashing a notification saying "Wired network disconnected". Am I missing a driver or something? I am able to connect to the wi-fi router without issue. The wired connection is just not working.

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  • Common Mercator Projection formulas for Google Maps not working correctly

    - by Tom Halladay
    I am building a Tile Overlay server for Google maps in C#, and have found a few different code examples for calculating Y from Latitude. After getting them to work in general, I started to notice certain cases where the overlays were not lining up properly. To test this, I made a test harness to compare Google Map's Mercator LatToY conversion against the formulas I found online. As you can see below, they do not match in certain cases. Case #1 Zoomed Out: The problem is most evident when zoomed out. Up close, the problem is barely visible. Case #2 Point Proximity to Top & Bottom of viewing bounds: The problem is worse in the middle of the viewing bounds, and gets better towards the edges. This behavior can negate the behavior of Case #1 The Test: I created a google maps page to display red lines using the Google Map API's built in Mercator conversion, and overlay this with an image using the reference code for doing Mercator conversion. These conversions are represented as black lines. Compare the difference. The Results: Check out the top-most and bottom-most lines: The problem gets visually larger but numerically smaller as you zoom in: And it all but disappears at closer zoom levels, regardless of screen orientation. The Code: Google Maps Client Side Code: var lat = 0; for (lat = -80; lat <= 80; lat += 5) { map.addOverlay(new GPolyline([new GLatLng(lat, -180), new GLatLng(lat, 0)], "#FF0033", 2)); map.addOverlay(new GPolyline([new GLatLng(lat, 0), new GLatLng(lat, 180)], "#FF0033", 2)); } Server Side Code: Tile Cutter : http://mapki.com/wiki/Tile_Cutter OpenStreetMap Wiki : http://wiki.openstreetmap.org/wiki/Mercator protected override void ImageOverlay_ComposeImage(ref Bitmap ZipCodeBitMap) { Graphics LinesGraphic = Graphics.FromImage(ZipCodeBitMap); Int32 MapWidth = Convert.ToInt32(Math.Pow(2, zoom) * 255); Point Offset = Cartographer.Mercator2.toZoomedPixelCoords(North, West, zoom); TrimPoint(ref Offset, MapWidth); for (Double lat = -80; lat <= 80; lat += 5) { Point StartPoint = Cartographer.Mercator2.toZoomedPixelCoords(lat, -179, zoom); Point EndPoint = Cartographer.Mercator2.toZoomedPixelCoords(lat, -1, zoom); TrimPoint(ref StartPoint, MapWidth); TrimPoint(ref EndPoint, MapWidth); StartPoint.X = StartPoint.X - Offset.X; EndPoint.X = EndPoint.X - Offset.X; StartPoint.Y = StartPoint.Y - Offset.Y; EndPoint.Y = EndPoint.Y - Offset.Y; LinesGraphic.DrawLine(new Pen(Color.Black, 2), StartPoint.X, StartPoint.Y, EndPoint.X, EndPoint.Y); LinesGraphic.DrawString( lat.ToString(), new Font("Verdana", 10), new SolidBrush(Color.Black), new Point( Convert.ToInt32((width / 3.0) * 2.0), StartPoint.Y)); } } protected void TrimPoint(ref Point point, Int32 MapWidth) { point.X = Math.Max(point.X, 0); point.X = Math.Min(point.X, MapWidth - 1); point.Y = Math.Max(point.Y, 0); point.Y = Math.Min(point.Y, MapWidth - 1); } So, Anyone ever experienced this? Dare I ask, resolved this? Or simply have a better C# implementation of Mercator Project coordinate conversion? Thanks!

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  • Making a non-trivial Image and Video Gallery with a really nice interface

    - by Cawas
    Short part: I'm starting to build an Image and Video Gallery for our intranet. It's pretty much like an image gallery with video thumbnails that play on click. It's just good to keep that in mind because caching and streaming happen in very different ways there. It will serve to browse our reference database, which will also contain searching, tagging and voting. There are 3 features that I need to begin with: Quick preview of thumbnails from each Gallery Fast zoom in / out Animated scrolling Now to the long part, since I can't seem to reduce this: I hope this question belongs here. Maybe people can read this through and identify with it, specially since I expect answers to be pretty specific. The first plan was getting Apple's mobile me gallery as base, because it just so happens to have all those 3 features. If you've never seem it, you should check it out. Move the mouse over each collection and you'll get a nice preview "per pixel". Carousel got a really good scrolling, not just because of the pretty effect. I like it much more than cooliris, but it would be nice to have it in several rows, maybe without the magnifying effect... Then it could be all in the same place with the zoom. The more the features blend-in together, the better. Zooming out with the mouse, scrolling by dragging, once the zoom is really out it becomes a browsing through galleries, with the quick-show preview of each, all properly cached and fast. That'd be perfect. A very compelling interface will be important in this project. Well, my point here is just describing what I need and hope to hear from people with more experience in all that stuff of what's already done and what I'd have to do myself. And how (i.e. which framework to use) to do it. To begin with, I've found a gallery demo and its source code (I think it was from here, but the link seems broken now). I guess it was made in SproutCore, which is what mobileme was based upon. Definitely with JQuery (which already seems a little slow). But I'm still missing two features there: the carousel and the fast zoom (it's just not as slow as the zoom in this demo with cappuccino). Then I've found a supposedly better one with a pretty good and similar zoom, that I'm not sure if it's using any framework and is already in php. Right now it'd be better having just the HTML, no server-side, since I'm building interface first. So, can anyone point directions? There are way too many options! Should I look for another solution closer to what I need, or try and tweak this one? I'm not familiar with any framework at all. Sorry for bringing this question that I will have to answer myself anyway sooner or later and sorry that I couldn't make this smaller. Thanks.

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  • Turn Photos and Home Videos into Movies with Windows Live Movie Maker

    - by DigitalGeekery
    Are you looking for an easy way to take your digital photos and videos and turn them into a movie or slideshow? Today we’ll take a detailed look at how to do use Windows Live Movie Maker. Installation Windows Live Movie Maker comes bundled as part of the Windows Live Essentials suite (link below). However, you don’t have to install any of the programs you may not want. Take notice of the You’re almost done screen. Before clicking Continue, be sure to uncheck the boxes to set your search provider and homepage. Adding Pictures and Videos Open Windows Live Movie Maker. You can add videos or photos by simply dragging and dropping them onto the storyboard area. You can also click on the storyboard area or on the Add videos and photos button on the Home tab to browse for videos and photos. Windows Live Movie Maker supports most video, image, and audio file types. Select your files and add click Open to add them to Windows Live Movie Maker. By default WLMM doesn’t allow you to add files from network locations…so check out our article on how to add network support to Windows Live MovieMaker if the files you want to add are on a network drive. Layout All of your added clips will appear in the storyboard area on the right, while the currently selected clip will appear in the preview window on the left. You can adjust the size of the two areas by clicking and dragging the dividing line in the middle.    Make the clips on the storyboard bigger or smaller by clicking on the thumbnail size icon. The slider at the lower right adjusts the zoom time scale.   Previewing your Movie At any time, you can playback your movie and preview how it will look in the Preview window by clicking the space bar, or by pushing the play button under the preview window. You can also manually move the preview bar slider across the storyboard to view the clips as the video progresses. Adjusting Clips on the Storyboard You can click and drag clips on the storyboard to change the order in which the photos and videos appear.   Adding Music Nothing brings a movie to life quite like music. Selecting Add music will add your music to the beginning of the movie. Select Add music at the current point to include it in the movie to the current location of your preview bar slider, then browse for your music clip. WLMM supports many common audio files such as WAV, MP3, M4A, WMA, AIFF, and ASF. The music clip will appear above the video / photos clips on the storyboard.   You can change the location of music clips by clicking and dragging them to a different location on the storyboard. Add Titles, Captions, and Credits To add a Title screen to your movie, click the Title button on the Home tab. Type your title directly into the text box on the preview screen. The title will be placed at the location of the preview slider on the storyboard. However, you can change the location by clicking and dragging title to other areas of the storyboard. On the Format tab, there are a handful of text settings. You can change the font, color, size, alignment,  and transparency. The Adjust group allows you to change the background color, edit the text, and set the length of time the Title will appear in the movie.   The Effects group on the Format tab allows you to select an effect for your title screen. By hovering your cursor over each option, you will get a live preview of how each effect will appear in the preview window. Click to apply any of the effects. For captions, select where you want your caption to appear with the preview slider on the storyboard, then click the captions button on the Home tab. Just like the title, you type your caption directly into the text box on the preview screen, and you can make any adjustments by using the Font and Paragraph, Adjust, and Effects groups above. Credits are done the same as titles and captions, except they are automatically placed at the end of the movie.   Transitions Go to the Animation tab on the ribbon to apply transitions. Select a clip from the storyboard and hover over one of the transition to see it in the preview window. Click on the transition to apply it to the clip. You can apply transitions separately to clips or hold down Ctrl button while clicking to select multiple clips to which to apply the same transition. Pan and zoom effects are also located on the Animations tab, but can be applied to photos only. Like transition, you can apply them individually to a clip or hold down Ctrl button while clicking to select multiple clips to which to apply the same pan and zoom effect. Once applied, you can adjust the duration of the transitions and pan and zoom effects. You can also click the dropdown for additional transitions or effects. Visual Effects Similar to Pan and Zoom and Transitions, you can apply a variety of Visual Effects to individual or multiple clips. Editing Video and Music Note: This does not actually edit the original video you imported into your Windows Live Movie Maker project, only how it appears in your WLMM project. There are some very basic editing tools located on the Home tab. The Rotate left and Rotate right button will adjust any clip that may be oriented incorrectly. The Fit to music button will automatically adjust the duration of the photos (if you have any in your project) to fit the length of the music in your movie. Audio mix allows you to change the volume level   You can also do some slightly more advanced editing from the Edit tab. Select the video clip on the storyboard and click the Trim tool to edit or remove portions of a video clip. Next, click and drag the sliders in the preview windows to select the are you wish to keep. For example, the area outside the sliders is the area trimmed from the movie. The area inside is the section that is kept in the movie. You can also adjust the Start and End points manually on the ribbon.   When you are finished, click Save trim. You can also split your video clips. Move the preview slider to the location in the video clip where you’d like to split it, and select Split. Your video will be split into separate sections. Now you can apply different effects or move them to different locations on the storyboard. Editing Music Clips Select the music clip on the storyboard and then the Options tab on the ribbon. You can adjust the music volume by moving the slider right and left.   You can also choose to have your music clip fade in or out at the beginning and end of your movie. From the Fade in and Fade out dropdowns, select None, Slow, Medium, or Fast. To adjust the sound of your audio clips, click on the Edit tab, select the Video volume button, and adjust the slider. Move it all the way to the left to mute any background noise in your video clips.   AutoMovie As you have seen, Windows Live Movie Maker allows you to add effects, transitions, titles, and more. If you don’t want to do any of that stuff yourself, AutoMovie will automatically add title, credits, cross fade transitions between items, pan and zoom effects to photos, and fit your project to the music. Just select the AutoMovie button on the Home tab. You can go from zero to movie in literally a couple minutes.   Uploading to YouTube You can share your video on YouTube directly from Windows Live Movie Maker. Click on the YouTube icon in the Sharing group on the Home tab. You’ll be prompted for your YouTube username and password. Fill in the details about your movie and click Publish. The movie will be converted to WMV before being uploaded to YouTube. As soon as the YouTube conversion is complete, you’re new movie is live and ready to be viewed. Saving your Movie as a Video File Select the icon at the top left, then select Save movie. As you hover your mouse over each of the options, you will see the output display size, aspect ratio, and estimated file size per minute of video. All of these settings will output your movie as a WMV file. (Unfortunately, the only option is to save a movie as a WMV file.) The only difference is how they are encoded based on preset common settings. The Burn to DVD option also outputs a WMV file, but then opens Windows DVD Maker and walks you through the process of creating and burning a DVD.   If you choose the Burn to DVD option, close this window when the WMV file conversion is complete and the Windows DVD Maker will prompt you to begin. When your movie is finished, it’s time to relax and enjoy.   Conclusion Windows Live Movie Maker makes it easy for the average person to quickly churn out nice looking movies and slideshows from there own pictures and videos. However, long time users of previous editions (formerly called Windows Movie Maker) will likely be disappointed by some features missing in Windows Live Movie Maker that existed in earlier editions. Looking for details on burning your new project to DVD, check out our article on how to create and author DVDs with Windows DVD Maker. Download Windows Live Movie Maker Similar Articles Productive Geek Tips Family Fun: Share Photos with Photo Gallery and Windows Live SpacesCreate and Author DVDs in Windows 7Rotate a Video 90 degrees with VLC or Windows Live Movie MakerInstall Windows Live Essentials In Windows 7How to Make/Edit a movie with Windows Movie Maker in Windows Vista TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 VMware Workstation 7 Acronis Online Backup Windows Firewall with Advanced Security – How To Guides Sculptris 1.0, 3D Drawing app AceStock, a Tiny Desktop Quote Monitor Gmail Button Addon (Firefox) Hyperwords addon (Firefox) Backup Outlook 2010

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  • Fun Visual Studio 2010 Wallpapers

    - by ScottGu
    Two weeks ago I blogged about a cool new site that allows you to download and customize the Visual Studio code editor background and text colors (for both VS 2008 and VS 2010 version). The site also allows you to submit and share your own Visual Studio color schemes with others. Another new community site has recently launched that allows you to download Visual Studio 2010 themed images that you can use for your Windows desktop background.  You can visit the site here: http://vs2010wallpapers.com/  In addition to browsing and downloading Visual Studio themed wallpapers, you can also submit your own into the gallery to share with others. [In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu] Browsing Wallpaper Images The site has dozens of wallpaper images that you can browse through and choose from.  They range from the cool and abstract: To the fun and silly: Enabling the Wallpaper Images as your Windows Desktop You can zoom in on any image (hover over the image and then click the “zoom” button that appears over it) and then download it to be your Windows desktop image.  If you visit the site using Internet Explorer, you can also zoom in on the image, then right click on the image and choose the “Set as Background” context menu item to enable it as your Windows desktop. Note: you want to make sure you download the zoomed-in/high resolution version of the wallpaper to make sure it looks good as the wallpaper on your desktop. Hope this helps, Scott

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  • Why does my terrain turn white when I get close to it?

    - by Starkers
    When I zoom in on my terrain it goes white: The further in I zoom, the greater the whiteness becomes. Is this normal? Is this to speed up rendering or something? Can I turn it off? I'm also getting these error messages in the console over and over again: rc.right != m_GfxWindow-GetWidth() || rc.bottom != m_GfxWindow-GetHeight() and GUI Window tries to begin rendering while something else has not finished rendering! Either you have a recursive OnGUI rendering, or previous OnGUI did not clean up properly. Does this bear any correlation on the issue? Update I create virtual desktops to flit between using the program Deskpot. Turning this program off and restarting has stopped the above errors appearing in the console. However, I still get white terrain when I zoom in. Not a single error message. I've restarted my computer to no avail. I have an Asus NVidia GeForce GTX 760 2GB DDR5 Direct CU II OC Edition Graphics Card. Any known issues? Update I don't think it's fog...

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