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  • WF4 &ndash; Guess the number game!

    - by MarkPearl
    I posted yesterday how really good WF4 was looking. Today I thought I would show some real basics that I was able to figure out. This will be a simple example, I am going to make a flowchart workflow – which will prompt the user to guess the number until they guess the right number. Lets begin… Make a new project and make it a Workflow console Application. Then select the Workflow file and drag a FlowChart (2) to point 3. This will now show a green start circle in the designer form. We are going to work with primitives to start with. We are now going to drag a few objects onto the Workflow, We drag the WriteLine, Assign & Decision items onto the designer. Once they are dragged onto the designer we will want to link them up. The order that they are linked is critical since this will determine the order of the solution. In this case, we want the system to first ask “Guess a number”, then to wait for the user to input some code, and then to display “You got it” if they got it right, and “Try again” if they got it wrong. So we now link the arrows to the objects. This is done by moving the mouse pointer over the start objects and clicking on one of the toggles and then dragging it to the next object and releasing the button over one of the toggles. This will place an arrow from the source object to the target object. Okay… pretty simple stuff – now we just need these primitive objects to do stuff. Lets start with the WriteLine primitive. We place the text in inverted commas in the Text field. Because this field accepts any valid VB expression we could have put variables etc. in there if we wanted to. The next thing we want to do is allow the user to input a number. This brings up an interesting problem, if a user were to type in a number, there would need to be someway to declare a variable to hold that value for the life of the workflow. We can achieve this by declaring a variable. To declare a variable, move your cursor over the variables tab at the bottom of the workflow, and then type the name of the new variable in the “Create Variable” field and set it as shown in the image above. Now that we have a variable, we want to call the Console.Readline method and assign the inputted value from the Console to that variable. The code that cannot be seen is actually this – Convert.ToInt32(Console.ReadLine()) We now have a workflow that first prompts the user for a number, then allows the user to type in a number. We are almost done, we just need to make the system react to the value inputted. There are a few ways we could do this, I am going to use the Decision item. So select the Decision object on the designer and then view its properties (F4 for me), and in the condition field place a condition. For simplicity sake I have decided that if the user guesses 10, they will have guessed the number. This is now the completed workflow. Its really easy to understand and shows some really powerful principles for Business applications. You can run the application and see what it does. Imagine writing business solutions that do not worry about the exact flow of objects, but simply allows a business analyst or someone to configure the solution to work exactly as the business rules would dictate. And if the rules changed six months later all they would need to do is re-drag some of the flows. Now I do not know if WF4 will allow for this, but it feels like it is a step in the right direct.

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  • The World of SQL Database Deployment

    - by GGBlogger
    In my early development days, I used Microsoft Access for building databases. It made things easy since I only needed to package the database with the installation package so my clients would have access to it. When we began the development of a new package in Visual Studio .NET I decided to use SQL Server Express. It was free and provided good tools - also free. I thought it was a tremendous idea until it came time to distribute our new software! What a surprise. The nightmare Ah, the choices! Detach the database and have the client reattach it to a newly installed – oh wait. FIRST my new client needs to download and install SQL Server Express with SQL Server Management Studio. That’s not a great thing, but it is one more nightmare step for users who may have other versions of SQL installed. Then the question became – do we detach and reattach or do we do a backup. It was too late (bad planning) to revert to Microsoft Access but we badly needed a simple way to package and distribute both the database AND sample contents. Red Gate to the rescue It took me a while to find an answer but I did find it in a package called SQL Packager sold by a relatively unpublicized company in England called Red Gate. They call their products “ingeniously simple” and I must agree with that description. With SQL Packager you point to the database (more in a minute) you want to distribute. A few mouse clicks and dialogs and you have an executable file that you can ship virtually anywhere and virtually any way which, when run, installs the database on your destination SQL Server instance! It really is that simple. Easier to show than tell Let’s explore a hypothetical case. Let’s say you have a local SQL database of customers and you have decided you want to share it with your subsidiaries or partners. Here is the underlying screen you will see on starting SQL Packager. There are a bunch of possibilities here but I’m going to keep this relatively simple. At this point I simply want to illustrate the simplicity of generating an executable to deliver your database. You will notice that you can set up a new package, edit an existing package or change a bunch of options. Start SQL packager And the following is the default dialog you get on startup. In the next dialog, I’ve selected the Server and Database. I’ve also selected Windows Authentication. Pressing Next causes SQL Packager to run a number of checks and produce a report. Now you’re given a comprehensive list of what is going to be packaged and you’re allowed to change it if you desire. I’ve never made any changes here so I can’t really make any suggestions. The just illustrates the comprehensive nature of so many Red Gate products including this one. Clicking Next gives you still further options. SQL Packager then works its magic and shows you a dialog with the results. Packager then gives you a dialog of the scripts it has generated. The capture above only shows 1 of 4 tabs. Finally pressing Next gives you the option to generate a .NET executable of a C# project. I’ve only generated an executable so I’m not in a position to tell you what the C# project looks like. That may be the subject of further discussions. You can rename the package and tell SQL Packager where to save it. I’ve skipped a lot but this will serve to illustrate the comprehensive (and ingenious) things Red Gate does. All in all, it’s a superb way to distribute populated SQL databases. Oh – we’ll save running the resulting executable for later also but believe me it’s insanely simple.

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  • Bowing to User Experience

    As a consumer of geeky news it is hard to check my Google Reader without running into two or three posts about Apples iPad and in particular the changes to the developer guidelines which seemingly restrict developers to using Apples Xcode tool and Objective-C language for iPad apps. One of the alternatives to Objective-C affected, is MonoTouch, an option with some appeal to me as it is based on the Mono implementation of C#. Seemingly restricted is the key word here, as far as I can tell, no official announcement has been made about its fate. For more details around MonoTouch for iPhone OS, check out Miguel de Icazas post: http://tirania.org/blog/archive/2010/Apr-28.html. These restrictions have provoked some outrage as the perception is that Apple is arrogantly restricting developers freedom to create applications as they choose and perhaps unwittingly shortchanging iPhone/iPad users who wont benefit from these now never-to-be-made great applications. Apples response has mostly been to say they are concentrating on providing a certain user experience to their customers, and to do this, they insist everyone uses the tools they approve. Which isnt a surprising line of reasoning given Apple restricts the hardware used and content of the apps already. The vogue term for this approach is curated, as in a benevolent museum director selecting only the finest artifacts for display or a wise gardener arranging the plants in a garden just so. If this is what a curated experience is like it is hard to argue that consumers are not responding. My iPhone is probably the most satisfying piece of technology I own. Coming from the Razr, it really was an revolution in how the form factor, interface and user experience all tied together. While the curated approach reinvented the smart phone genre, it is easy to forget that this is not a new approach for Apple. Macbooks and Macs are Apple hardware that run Apple software. And theyve been successful, but not quite in the same way as the iPhone or iPad (based on early indications). Why not? Well a curated approach can only be wildly successful if the curator a) makes the right choices and b) offers choices that no one else has. Although its advantages are eroding, the iPhone was different from other phones, a unique, focused, touch-centric experience. The iPad is an attempt to define another category of computing. Macs and Macbooks are great devices, but are not fundamentally a different user experience than a PC, you still have windows, file folders, mouse and keyboard, and similar applications. So the big question for Apple is can they hold on to their market advantage, continuing innovating in user experience and stay on top? Or are they going be like Xerox, and the rest of the world says thank you for the windows metaphor, now let me implement that better? It will be exciting to watch, with Android already a viable competitor and Microsoft readying Windows Phone 7. And to close the loop back to the restrictions on developing for iPhone OS. At this point the main target appears to be Adobe and Adobe Flash. Apples calculation is that a) they dont need those developers or b) the developers they want will learn Apples stuff anyway. My guess is that they are correct; that as much as I like the idea of developers having more options, I am not going to buy a competitors product to spite Apple unless that product is just as usable. For a non-technical consumer, I dont know that this conversation even factors into the buying decision. If it did, wed be talking about how Microsoft is trying to retake a slice of market share from the behemoth that is Linux.Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Gnome-shell fails to load on 12.10

    - by Githlar
    I'm usually the one answering questions, but in this I'm throughly stumped! My Setup: Ubuntu 12.10 (Dist upgrade form 12.04) ATI M96 [Mobility Radeon HD 4650] Upon the first installation of 12.10 I had all kinds of issues getting the Legacy ATI drivers to install (I guess the source for the drivers isn't kosher with kernel 3.5). So, I added the repository ppa:makson96/fglrx - which has a version of the ATI source patched to work with kernel 3.5. After installation of fglrx-legacy from that PPA, gnome-shell and all my graphics work fine... until today. The Problem I unsuspended my computer today and the screen was black (not off, the black from the gnome lock screen). I'd move my mouse/hit a key and the background would flash and then it'd go back to black. Restarted via VT1 Logged into Gnome (gnome-shell) session, but no gnome-shell! Investigation: First, I went to VT1 and tried export DISPLAY=:0;gnome-shell --replace. It appeared to work fine, switch back to X and nothing. Went back to VT1 and saw this error message: JS ERROR: !!! Exception was: TypeError: Object 0x7fc748129c30 is not a subclass of (null), it's a xO JS ERROR: !!! message = '"Object 0x7fc748129c30 is not a subclass of (null), it's a xO"' JS ERROR: !!! fileName = '"/usr/share/gnome-shell/js/ui/tweener.js"' JS ERROR: !!! lineNumber = '218' JS ERROR: !!! stack = '"()@/usr/share/gnome-shell/js/ui/tweener.js:218 wrapper()@/usr/share/gjs-1.0/lang.js:204 ()@/usr/share/gjs-1.0/lang.js:145 ()@/usr/share/gjs-1.0/lang.js:239 init()@/usr/share/gnome-shell/js/ui/tweener.js:49 init()@/usr/share/gnome-shell/js/ui/environment.js:96 @<main>:1 "' Window manager warning: Log level 32: Execution of main.js threw exception: TypeError: Object 0x7fc748129c30 is not a subclass of (null), it's a xO Note: Everywhere it says "it's a xO", xO is actually garbled and changes every time (I'm thinking memory corruption?) This error is thrown by line 96 of /usr/share/gnome-shell/js/ui/environment.js: tweener.Init() Did a purge of fglrx-legacy, reboot, reinstall fglrx-legacy, reboot... same thing. Did a ppa-purge of ppa:gnome3-team/gnome3, and reinstalled gnome-shell and ubuntu-desktop from the standard repositores... same thing. I'm really at a loss here. I love gnome-shell and after using it for nearly a year now gnome classic just seems so archaic. Additional Information Apt log from the day I first suspended my machine (these are upgrades from the gnome3-team/gnome3 ppa and ubuntu-wine/ppa ppa): Start-Date: 2012-11-24 17:30:28 Commandline: aptdaemon role='role-commit-packages' sender=':1.618' Install: gkbd-capplet:amd64 (3.6.0-0ubuntu1), gnome-control-center-unity:amd64 (1.0-0ubuntu1~ubuntu12.10.1) Upgrade: nautilus:amd64 (3.6.2-0ubuntu0.1~quantal1, 3.6.3-0ubuntu2~ubuntu12.10.1), libgnome-control-center1:amd64 (3.4.2-0ubuntu19, 3.6.3-0ubuntu6~ubuntu12.10.1), wine1.5-i386:i386 (1.5.17-0ubuntu4, 1.5.18-0ubuntu1), wine1.5:amd64 (1.5.17-0ubuntu4, 1.5.18-0ubuntu1), gnome-settings-daemon:amd64 (3.4.2-0ubuntu14, 3.6.3-0ubuntu1~ubuntu12.10.1), gnome-control-center-data:amd64 (3.4.2-0ubuntu19, 3.6.3-0ubuntu6~ubuntu12.10.1), gnome-accessibility-themes:amd64 (3.6.0.2-0ubuntu1, 3.6.2-0ubuntu2~ubuntu12.10.1), gnome-themes-standard:amd64 (3.6.0.2-0ubuntu1, 3.6.2-0ubuntu2~ubuntu12.10.1), wine1.5-amd64:amd64 (1.5.17-0ubuntu4, 1.5.18-0ubuntu1), nautilus-data:amd64 (3.6.2-0ubuntu0.1~quantal1, 3.6.3-0ubuntu2~ubuntu12.10.1), gnome-control-center:amd64 (3.4.2-0ubuntu19, 3.6.3-0ubuntu6~ubuntu12.10.1), libnautilus-extension1a:amd64 (3.6.2-0ubuntu0.1~quantal1, 3.6.3-0ubuntu2~ubuntu12.10.1) End-Date: 2012-11-24 17:31:32 fglrxinfo (driver appears to be working): display: :0 screen: 0 OpenGL vendor string: Advanced Micro Devices, Inc. OpenGL renderer string: ATI Mobility Radeon HD 4650 OpenGL version string: 3.3.11653 Compatibility Profile Context Does anybody have any further ideas?

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  • Problem with sprite direction and rotation

    - by user2236165
    I have a sprite called Tool that moves with a speed represented as a float and in a direction represented as a Vector2. When I click the mouse on the screen the sprite change its direction and starts to move towards the mouseclick. In addition to that I rotate the sprite so that it is facing in the direction it is heading. However, when I add a camera that is suppose to follow the sprite so that the sprite is always centered on the screen, the sprite won't move in the given direction and the rotation isn't accurate anymore. This only happens when I add the Camera.View in the spriteBatch.Begin(). I was hoping anyone could maybe shed a light on what I am missing in my code, that would be highly appreciated. Here is the camera class i use: public class Camera { private const float zoomUpperLimit = 1.5f; private const float zoomLowerLimit = 0.1f; private float _zoom; private Vector2 _pos; private int ViewportWidth, ViewportHeight; #region Properties public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < zoomLowerLimit) _zoom = zoomLowerLimit; if (_zoom > zoomUpperLimit) _zoom = zoomUpperLimit; } } public Rectangle Viewport { get { int width = (int)((ViewportWidth / _zoom)); int height = (int)((ViewportHeight / _zoom)); return new Rectangle((int)(_pos.X - width / 2), (int)(_pos.Y - height / 2), width, height); } } public void Move(Vector2 amount) { _pos += amount; } public Vector2 Position { get { return _pos; } set { _pos = value; } } public Matrix View { get { return Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(ViewportWidth * 0.5f, ViewportHeight * 0.5f, 0)); } } #endregion public Camera(Viewport viewport, float initialZoom) { _zoom = initialZoom; _pos = Vector2.Zero; ViewportWidth = viewport.Width; ViewportHeight = viewport.Height; } } And here is my Update and Draw-method: protected override void Update (GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; TouchCollection touchCollection = TouchPanel.GetState (); foreach (TouchLocation tl in touchCollection) { if (tl.State == TouchLocationState.Pressed || tl.State == TouchLocationState.Moved) { //direction the tool shall move towards direction = touchCollection [0].Position - toolPos; if (direction != Vector2.Zero) { direction.Normalize (); } //change the direction the tool is moving and find the rotationangle the texture must rotate to point in given direction toolPos += (direction * speed * elapsed); RotationAngle = (float)Math.Atan2 (direction.Y, direction.X); } } if (direction != Vector2.Zero) { direction.Normalize (); } //move tool in given direction toolPos += (direction * speed * elapsed); //change cameracentre to the tools position Camera.Position = toolPos; base.Update (gameTime); } protected override void Draw (GameTime gameTime) { graphics.GraphicsDevice.Clear (Color.Blue); spriteBatch.Begin (SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, Camera.View); spriteBatch.Draw (tool, new Vector2 (toolPos.X, toolPos.Y), null, Color.White, RotationAngle, originOfToolTexture, 1, SpriteEffects.None, 1); spriteBatch.End (); base.Draw (gameTime); }

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  • Software and/(x)or Hardware Projects for Pre-School Kids

    - by haylem
    I offered to participate at my kid's pre-school for various activities (yes, I'm crazy like that), and one of them is to help them discover extra-curricular (big word for a pre-school, but by lack of a better one... :)) hobbies, which may or may not relate to a professional activity. At first I thought that it wouldn't be really easy to have pre-schoolers relate to programming or the internal workings of a computer system in general (and I'm more used to teaching middle-school to university-level students), but then I thought there must be a way. So I'm trying to figure out ways to introduce very young kids (3yo) to computer systems in a fun and preferably educational way. Of course, I don't expect them to start smashing the stack for fun and profit right away (or at least not voluntarily, though I could use the occasion for some toddler tests...), but I'm confident there must be ways to get them interested in both: using the systems, becoming curious about understanding what they do, interacting with the systems to modify them. I guess this setting is not really relevant after all, it's pretty much the same as if you were aiming to achieve the same for your own kids at home. Ideas Considering we're talking 3yo pre-schoolers here, and that at this age some kids are already quite confident using a mouse (some even a keyboard, if not for typing, at least to press some buttons they've come to associate with actions) while others have not yet had any interaction with computers of any kind, it needs to be: rather basic, demonstrated and played with in less then 5 or 10 minutes, doable in in groups or alone, scalable and extendable in complexity to accommodate their varying abilities. The obvious options are: basic smallish games to play with, interactive systems like LOGO, Kojo, Squeak and clones (possibly even simpler than that), or thngs like Lego Systems. I guess it can be a thing to reflect on both at the software and the hardware levels: it could be done with a desktop or laptop machine, a tablet, a smartphone (or a crap-phone, for that matter, as long as you can modify it), or even get down to building something from scratch (Raspberry Pi and Arduino being popular options at the moment). I can probably be in the form of games, funny visualizations (which are pretty much games) w/ Prototype, virtual worlds to explore. I also thought on the moment (and I hope this won't offend anyone) that some approaches to teaching pets could work (reward systems, haptic feedback and such things could quickly point a kid in the right direction to understanding how things work, in a similar fashion - I'm not suggesting to shock the kids!). Hmm, Is There an Actual Question in There? What type of systems do you think might be a good fit, both in terms of hardware and software? Do you have seen such systems, or have anything in mind to work on? Are you aware of some research in this domain, with tangible results? Any input is welcome. It's not that I don't see options: there are tons, but I have a harder time pinpointing a more concrete and definite type of project/activity, so I figure some have valuable ideas or existing ones. Note: I am not advocating that every kid should learn to program, be interested in computer systems, or that all of them in a class would even care enough to follow such an introduction with more than a blank stare. I don't buy into the "everybody would benefit from learning to program" thing. Wouldn't hurt, but not necessary in any way. But if I can walk out of there with a few of them having smiled using the thing (or heck, cried because others took them away from them), that'd be good enough. Related Questions I've seen and that seem to complement what I'm looking for, but not exactly for the same age groups or with the same goals: Teaching Programming to Kids Recommendations for teaching kids math concepts & skills for programming?

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  • 12.10 unable to install or even run from Live CD with nVidia GTX 580

    - by user99056
    I've used Ubuntu in the past (set up as web server, etc over in Iraq), so I'm not a 100% Linux Noob, however, I'm running into a brick wall here. I've got a machine I built when I got back to the US earlier this year, running Windows 7 Ultimate on it, and I've now got some free time and would like to transition over to Ubuntu full time. I've searched around in the forums, and there seems to be an issue with the nVidia graphics cards, so I've tried going to the EVGA site to see if I could find a new BIOS update for it and had no luck, so I'm back searching the forums here again and decided to just go ahead and post my question. My apologies if this is covered in another post and I was just unable to find it. I've found a few 'similar' posts, but nothing as bad as my issue. With the history aside, here is the actual detailed issue: I purchased a new SSD (Intel 520 SSD), arrived today, and I disconnect my old Windows 7 SSD. I had pre downloaded the ubuntu-12.10-desktop-amd64 earlier today and burned it to DVD. Upon inserting the Live CD into the computer and booting up, everything was fine up to the 'Run From Live CD' or 'Install Ubuntu Now' buttons. As I was sure I wanted to go ahead and make the switch, I selected the 'Install Now' from the right hand side. CD Spins up, black window pops up, and then the errors started: date/time GPU Lockup date/time Failed to idle channel 1 date/time PFIFO - playlist update failed date/time Failed to idle channel 2 date/time PFIFO - playlist update failed Thinking it might correct itself, I let it run and it would swap over to a GUI Screen that was locked up with major blurring/etc, then back to the command line with the errors. Eventually it said something along the lines of 'unknown status' and switched back to the GUI and froze. So, that's when I tried to see if I could find a BIOS upgrade for the nVidia GTX580 cards, and had no luck. So I thought, why not try to just run it from the Live CD and see if I can at least get a look at it, maybe if I could get it running try to do some sort of install from there and fix the driver issue. I rebooted, brought up the Live CD, and this time chose the left option / run from the CD. It brought me all the way in to the desktop, I saw my drives, the other icons, could move the mouse, etc for about 30 seconds and then it locked up completely. I've tried this a couple of times and get the same results every time. Hardware: Intel i7-3930K CPU @ 3.2GHz (12 CPUs) / MSI MS-7760 Motherboard / 32GB RAM / 2 x EVGA (nVidia) GeForce GTX 580 (4GB Ram each) So the question is: Is there any way to install 12.10 if you can't even get the Live CD to run (for more than 30 seconds)? My current hardware configuration is both of the GTX 580 cards have an SLI jumper on them, and I have 2 monitors on each card. (Ubuntu info obviously only shows on the main monitor from the failed installation and the attempt at running the Live CD). Perhaps opening the machine back up and removing the SLI Jumper and removing the other 3 monitors (so it only would have 1 video card with one monitor on it) would actually allow me to get 12.10 installed, then I could work on an nVidia Video Driver fix for the GTX 580, and then possibly hook up the other video card and monitors? Or is this something that they are currently aware of and may update with a future release in the next few days/weeks? Any thoughts or suggestions would be greatly appreciated, as I can't even try to fix the issue (assuming it is the nVidia drivers) if I can't even get it to install at all.

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  • WPF blinking textblock

    - by Tan
    Hi iam trying to make an Wpf TextBlock to blink. I want like when im clicking on an button then the textblock blink. How can i achive this. I have tryid the fallowing. <TextBlock Name="txtBlockScannerText" Margin="10,0,0,0" Style="{StaticResource TextBlockNormal}" Text="Skanna Inleverans listan"> <TextBlock.Triggers> <EventTrigger RoutedEvent="TextBlock.MouseEnter"> <EventTrigger.Actions> <BeginStoryboard> <Storyboard BeginTime="00:00:00" RepeatBehavior="Forever" Storyboard.TargetName="txtBlockScannerText" Storyboard.TargetProperty="(Foreground).(SolidColorBrush.Color)"> <ColorAnimation From="Black" To="Red" Duration="0:0:1"/> </Storyboard> </BeginStoryboard> </EventTrigger.Actions> </EventTrigger> </TextBlock.Triggers> </TextBlock> But with this code it only blinks when my mouse enter it. How can i trigger the blink in an button click event. Or how do i call the event to blink. Thanks for help

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  • Using MVVM, how to pass SelectedItems of a XamDataGrid as parameter to the Command raised by the Co

    - by saddaypally
    Hi, I'm trying to pass the item on XamDataGrid on which I do a mouse right click to open a ContextMenu, which raises a Command in my ViewModel. Somehow the method that the Command calls is not reachable in debug mode. This is the snipped from the view <ig:XamDataGrid DataSource="{Binding DrdResults}" Height="700" Width="600"> <ig:XamDataGrid.ContextMenu> <ContextMenu DataContext="{Binding RelativeSource={RelativeSource Mode=Self}, Path=PlacementTarget.DataContext}" AllowDrop="True" Name="cmAudit"> <MenuItem Header="View History" Command="{Binding ViewTradeHistory}" CommandParameter="{Binding Path=SelectedItems}"> </MenuItem> </ContextMenu> </ig:XamDataGrid.ContextMenu> <ig:XamDataGrid.FieldSettings> <ig:FieldSettings AllowFixing="NearOrFar" AllowEdit="False" Width="auto" Height="auto" /> </ig:XamDataGrid.FieldSettings> </ig:XamDataGrid> My code in the corresponding ViewModel for this View is as follows public WPF.ICommand ViewTradeHistory { get { if (_viewTradeHistory == null) { _viewTradeHistory = new DelegateCommand( (object SelectedItems) = { this.OpenTradeHistory(SelectedItems); }); } return _viewTradeHistory; } } And lastly the actual method that gets called by the Command is as below private void OpenTradeHistory(object records) { DataPresenterBase.SelectedItemHolder auditRecords = (DataPresenterBase.SelectedItemHolder)records; // Do something with the auditRecords now. } I'm not sure what am I doing incorrectly here. Any help will be very much appreciated. Thanks, Shravan

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  • What is a good alternative to the WPF WebBrowser Control?

    - by VoidDweller
    I have an MDI WPF app that I need to add web content to. At first, great it looks like I have 2 options built into the framework the Frame control and the WebBrowser control. Given that this is an MDI app it doesn't take long to discover that neither of these will work. The WPF WebBrowser control wraps up the IE WebBrowser ActiveX Control which uses the Win32 graphics pipeline. The "Airspace" issue pretty much sums this up as "Sorry, the layouts will not play nice together". Yes, I have thought about taking snapshots of the web content rendering these and mapping the mouse and keyboard events back to the browser control, but I can't afford the performance penalty and I really don't have time to write and thoroughly test it. I have looked for third party controls, but so far I have only found Chris Cavanagh's WPF Chromium Web Browser control. Which wraps up Awesomium 1.5. Together these are very cool, they play nice with the WPF layouts. But they do not meet my performance requirements. They are VERY HEAVY on memory consumption and not to friendly with CPU usage either. Not to mention still quite buggy. I'll elaborate if you are interested. So, do any of you know of a stable performant WPF web browser control? Thanks.

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  • Is it possible for a WPF control to have an ActualWidth and ActualHeight if it has never been render

    - by DanM
    I need a Viewport3D for the sole purpose of doing geometric calculations using Petzold.Media3D.ViewportInfo. I do now want to place it in a Window. I'm creating a Viewport3D using the following code: private Viewport3D CreateViewport(MainSettings settings) { var cameraPosition = new Point3D(0, 0, settings.CameraHeight); var cameraLookDirection = new Vector3D(0, 0, -1); var cameraUpDirection = new Vector3D(0, 1, 0); var camera = new PerspectiveCamera { Position = cameraPosition, LookDirection = cameraLookDirection, UpDirection = cameraUpDirection }; var viewport = new Viewport3D { Camera = camera, Width = settings.ViewportWidth, Height = settings.ViewportHeight }; return viewport; } Later, I'm attempting to use this viewport to convert the mouse location to a 3D location using this method: public Point3D? Point2dToPoint3d(Point point) { var range = new LineRange(); var isValid = ViewportInfo.Point2DtoPoint3D(_viewport, point, out range); if (isValid) return range.PointFromZ(0); else return null; } Unfortunately, it's not working. I think the reason is that the ActualWidth and ActualHeight of the viewport and both zero (and these are read-only properties, so I can't set them manually). (I have tested the exact same with an actual rendered Viewport3D, so I know the issue is not with my converter method.) Any idea how I can get WPF to assign the ActualWidth and ActualHeight based on my Width and Height settings? I tried setting the HorizontalAlignment and VerticalAlignment to Left and Top, respectively, and I also messed with the MinWidth and MinHeight, but none of these properties had any effect on the ActualWidth or ActualHeight.

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  • WPF - LayoutUpdated event firing repeatedly

    - by Drew Noakes
    I've been adding a bit of animation to my WPF application. Thanks to Dan Crevier's unique solution to animating the children of a panel combined with the awesome WPF Penner animations it turned out to be fairly straightforward to make one of my controls look great and have its children move about with some nice animation. Unfortunately this all comes with a performance overhead. I'm happy to have the performance hit when items are added/removed or the control is resized, but it seems that this perf hit occurs consistently throughout the application's lifetime, even when items are completely static. The PanelLayoutAnimator class uses an attached property to hook the UIElement.LayoutUpdated.aspx) event. When this event fires, render transforms are animated to cause the children to glide to their new positions. Unfortunately it seems that the LayoutUpdated event fires every second or so, even when nothing is happening in the application (at least I don't think my code's doing anything -- the app doesn't have focus and the mouse is steady.) As the reason for the event is not immediately apparent to the event handler, all children of the control have to be reevaluated. This event is being called about once a second when idle. The frequency increases when actually using the app. So my question is, how can I improve the performance here? Any answer that assists would be appreciated, but I'm currently stuck on these sub-questions: What causes the LayoutUpdated event to fire so frequently? Is this supposed to happen, and if not, how can I find out why it's firing and curtail it? Is there a more convenient way within the handler to know whether something has happened that might have moved children? If so, I could bail out early and avoid the overhead of looping each child. For now I will work around this issue by disabling animation when there are more than N children in the panel.

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • WPF draw Border on MouseOver

    - by tcables
    Hello, I have a WPF Application where I am trying to make a close button like image. I am trying to draw a border or have a border show up on mouse over... But I cannot seem to make it work. I have tried like 6 different methods of doing so...Images, borders with images, brushes, ect. I am using the following code at the moment: <Canvas Name="cMin" Height="16" Width="16" Grid.Column="1" Grid.Row="1"> <Canvas.Background> <ImageBrush ImageSource="_.png" Stretch="None" /> </Canvas.Background> <Border BorderBrush="Transparent" BorderThickness="1" Background="Transparent" CornerRadius="0" Height="18" Width="18"> <Border.Style> <Style TargetType="Border"> <Style.Triggers> <Trigger Property="IsMouseOver" Value="True"> <Setter Property="BorderBrush" Value="LightBlue" /> </Trigger> <Trigger Property="IsMouseOver" Value="False"> <Setter Property="BorderBrush" Value="Transparent" /> </Trigger> </Style.Triggers> </Style> </Border.Style> </Border> </Canvas> Any help would be appreciated, Thanks!

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  • ExtJS: Combobox in EditorGridPanel not selecting the desired item (with test case)

    - by TomH
    I'm using ExtJS to create an EditorGridPanel with a combobox for an editor in a cell. The combobox in my EditorGridPanel that is not working as I'd expect it to. When the user types the first letter of an item in the drop down list, the combobox seems to ignore it and select the first item in the list. I can reproduce the error consistently and have put together a test case here: http://cluebucket.com/dev/testcase/testcase.html Load the page and reproduce the behavior by the following -- note that this is all done using the keyboard, no mouse clicks: Click 'Add Record' (A new row is added to the grid) enter text in the text field. TAB to the Priority field without selecting anything (None will remain selected) TAB out of the Priority field. (A new row is added to the grid) enter text and TAB to the Priority field TYPE v (Very High is selected) TAB out of the priority field (A new row is added to the grid) enter text and TAB to the Priority field Type v (None is selected, but Very High should have been) TAB out of the priority field Enter text and TAB to the priority field Type l ('el') (Low is selected) TAB out, enter text, TAB to priority Type l (None is selected) It appears that whenever the user attempts to select the same value that was selected in the previous row, the combobox selects None. Any ideas? The code is available at cluebucket.com/dev/testcase/js/testcase.js Thoughts/Pointers/Corrections are appreciated!! thanks tom

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  • WPF Button Storyboard with an image for MouseOver

    - by Vinjamuri
    I have the following xaml for changing the image for WPF button when mouse is on the button. It give below error. Any help is appreciated... 'System.Windows.Media.Animation.DoubleAnimation' animation object cannot be used to animate property 'Source' because it is of incompatible type 'System.Windows.Media.ImageSource'. <Style TargetType="{x:Type local:ButtonControl}"> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type local:ButtonControl}"> <Grid> <VisualStateManager.VisualStateGroups> <VisualStateGroup x:Name="CommonStates"> <VisualState x:Name="MouseOver"> <Storyboard> <DoubleAnimation Storyboard.TargetName="img" Storyboard.TargetProperty="Source" To="{Binding RelativeSource={RelativeSource TemplatedParent}, Path=MouseOverImage}" /> </Storyboard> </VisualStateGroup> </VisualStateManager.VisualStateGroups> <Border> <Image x:Name="img" Source="pack://application:,,,/Recipe_06_13;component/Resources/normal.bmp" /> </Border> </Grid> </ControlTemplate> </Setter.Value> </Setter> </Style>

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  • WPF ICommand over a button

    - by toni
    Hi, I have implemented a custom IComand class for one of my buttons. The button is placed in a page 'MyPage.xaml' but its custom ICommand class is placed in another class, not in the MyPage code behind. Then from XAML I want to bind the button with its custom command class and then I do: MyPage.xaml: <Page ...> <Page.CommandBindings> <CommandBinding Command="RemoveAllCommand" CanExecute="CanExecute" Executed="Execute" /> </Page.CommandBindings> <Page.InputBindings> <MouseBinding Command="RemoveAllCommand" MouseAction="LeftClick" /> </Page.InputBindings> <...> <Button x:Name="MyButton" Command="RemoveAllCommand" .../> <...> </Page> and the custom command button class: // Here I derive from MyPage class because I want to access some objects from // Execute method public class RemoveAllCommand : MyPage, ICommand { public void Execute(Object parameter) { <...> } public bool CanExecute(Object parameter) { <...> } public event EventHandler CanExecuteChanged { add { CommandManager.RequerySuggested += value; } remove { CommandManager.RequerySuggested -= value; } } } My problem is how to say MyPage.xaml that Execute and CanExecute methods for the button is in another class and not the code behind where is placed the button. How to say these methods are in RemoveAllCommand Class in XAML page. Also I want to fire this command when click mouse event is produced in the button so I do an input binding, is it correct? Thanks

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  • WPF - Binding an ObservableCollection Dependency Property within a UserControl

    - by John
    I have a control class DragGrid : Grid { ... } which inherits from the original grid and enables dragging and resizing its child elements. I need to bind a custom DP named WorkItemsProperty to an observable collection of type WorkItem (implements INotifyPropertyChanged). Each element in the grid is bound to a collection item. Whenever the user adds a new item dynamically at runtime (the items cannot be declared in XAML!), or deletes an item from that collection, the WorkItems DP on the DragGrid should be updated, and the children in the grid (where each child represents a WorkItem collection item). My question is how does the DP notify the control about which child element in the grid must be removed, changed ('change' means user dragged an element, or resized it with the mouse) or added, and how would I identify which one of the existing children is the one that needs to be deleted or changed. I understand that this is where the DependencyPropertyChangedCallback comes in. But that only gets called when the DP property is set anew, not when something inside the collection changes (like add, remove item). So in the end, does the DragGrid control somehow need to subscribe to the CollectionChanged event? At what point would I hook up the event handler for that?

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  • QGraphicsView scrolling and image scaling/cropping

    - by boohoo
    I would like to have a background image in my QGraphicsView that is always scaled (and cropped if necessary) to the size of the viewport, without scrollbars and without scrolling with the keyboard and mouse. The example below is what I am doing to scale and crop an image in the viewport, but I am using random values for the cropping that are pulled out of the aether. I would like a logical solution? MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent), ui(new Ui::MainWindow) { ui->setupUi(this); scene = new QGraphicsScene(this); ui->graphicsView->resize(800, 427); // MainWindow is 800x480, GraphicsView is 800x427. I want an image that // is the size of the graphicsView. ui->graphicsView->setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff); ui->graphicsView->setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOff); // the graphicsView still scrolls if the image is too large, but // displays no scrollbars. I would like it not to scroll (I want to // add a scrolling widget into the QGraphicsScene later, on top of // the background image.) QPixmap *backgroundPixmap = new QPixmap(":/Valentino_Bar_Prague.jpg"); QPixmap sized = backgroundPixmap->scaled( QSize(ui->graphicsView->width(), ui->graphicsView->height()), Qt::KeepAspectRatioByExpanding); // This scales the image too tall QImage sizedImage = QImage(sized.toImage()); QImage sizedCroppedImage = QImage(sizedImage.copy(0,0, (ui->graphicsView->width() - 1.5), (ui->graphicsView->height() + 19))); // so I try to crop using copy(), and I have to use these values // and I am unsure why. QGraphicsPixmapItem *sizedBackground = scene->addPixmap( QPixmap::fromImage(sizedCroppedImage)); sizedBackground->setZValue(1); ui->graphicsView->setScene(this->scene); } I would like to know a way to scale and crop an image to the size of the QGraphicsView that will work even when I resize the QGraphicsView. Where are the 1.5 and 19 coming from?

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  • ExtJS GridPanel Scrollbar does not appear in IE7 but it does in Firefox, etc

    - by Snowright
    Setup I have an accordion layout containing a "properties" panel that nests two inner panels. The first inner panel holds a Ext.DataView, while the second panel is the Ext.grid.GridPanel in question. In the screenshot below, the white space containing the folder icon is the dataview, and below that is the gridpanel. Problem In Firefox, Chrome, and Opera, there is a scrollbar that appears when my gridpanel has an overflow of properties. It is only in Internet Explorer that it does not appear. I am, however, able to scroll using my mouse scroll button in all browsers, including IE. I've also tried removing our custom css file in case it was affecting it somehow, but there was no change in doing so. I'm not sure exactly what code I should show as I don't know where the exact problem is coming from but here is the code for the mainpanel and gridpanel. var mainPanel = new Ext.Panel({ id : 'main-property-panel', title : 'Properties', height : 350, autoWidth : true, tbar : [comboPropertyActions], items : [panel1] //panel1 holds the DataView }); var propertiesGrid = new Ext.grid.GridPanel({ stripeRows : true, height : mainPanel.getSize().height-iconDataView.getSize().height-mainPanel.getFrameHeight(), autoWidth : true, store : propertiesStore, cm : propertiesColumnModel }) //Add gridpanel to mainPanel mainPanel.add(propertiesGrid); mainPanel.doLayout(); Any help into the right direction would be greatly appreciated. Thank you.

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  • Scrollbar problem with jquery ui dialog in Chrome and Safari

    - by alexis.kennedy
    I'm using the jquery ui dialog with modal=true. In Chrome and Safari, this disables scrolling via the scroll bar and cursor keys (scrolling with the mouse wheel and page up/down still works). This is a problem if the dialog is too tall to fit on one page - users on a laptop get frustrated. Someone raised this three months ago on the jquery bug tracker - http://dev.jqueryui.com/ticket/4671 - it doesn't look like fixing it is a priority. :) So does anyone (i) have a fix for this? (ii) have a suggested workaround that would give a decent usability experience? I'm experimenting with mouseover / scrollto on bits of the form, but it's not a great solution :( EDIT: props to Rowan Beentje (who's not on SO afaict) for finding a solution to this. jQueryUI prevents scrolling by capturing the mouseup / mousedown events. So this: $("dialogId").dialog({ open: function(event, ui) { window.setTimeout(function() { jQuery(document) .unbind('mousedown.dialog-overlay') .unbind('mouseup.dialog-overlay') ; }, 100); }, modal: true}); seems to fix it. Use at own risk, I don't know what other unmodal behaviour unbinding this stuff might allow.

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  • iPhone: Software Development And Distribution

    - by xsl
    I have a few quick questions about the iPhone software development. I did some research about the topic, but there are a few specific things I would like to ask here, because I will have to estimate the cost of the required hardware and software, before I am allowed to buy anything. I never did any Mac development nor have I ever owned an iPhone, so needless to say this is quite hard for me. I will buy an iMac mini with 2 GB RAM for iPhone development. I will have to use it at the same time as my regular PC, but the majority of the time I won't use the Mac at all. Do I have to buy an additional monitor, a mouse and a keyboard or is there a better solution? I will have to port a C library to the iPhone platform and develop an iPhone application that uses the ported library. Do I need anything else than the iPhone SDK to do this? If I use an external library (see above), can I test the application with the integrated emulator, or is it recommend to buy the device? In a later phase of the project I will have to buy an iPhone, but I will have to wait until the iPhone 4 is released here in Europe, because the application requires a camera. In addition to this I will have to send data to a remote webservice. Aside from these two things I don't require any other features. Can I just buy the iPhone online from another country (the iPhones here are sim locked), or should I buy one with a contract? When the application is ready, it will be installed on a few iPhones owned by our customer. Because of security reasons it is crucial that there is no third party involved in this process (i.e. the application should not be distributed on the app store). Is this possible?

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  • WPF DataGrid window resize does not resize DataGridColumns

    - by skylap
    I have a WPF DataGrid (from the WPFToolkit package) like the following in my application. <Controls:DataGrid> <Controls:DataGrid.Columns> <Controls:DataGridTextColumn Width="1*" Binding="{Binding Path=Column1}" Header="Column 1" /> <Controls:DataGridTextColumn Width="1*" Binding="{Binding Path=Column2}" Header="Column 2" /> <Controls:DataGridTextColumn Width="1*" Binding="{Binding Path=Column3}" Header="Column 3" /> </Controls:DataGrid.Columns> </Controls:DataGrid> The column width should be automatically adjusted such that all three columns fill the width of the grid, so I set Width="1*" on every column. I encountered two problems with this approach. When the ItemsSource of the DataGrid is null or an empty List, the columns won't size to fit the width of the grid but have a fixed width of about 20 pixel. Please see the following picture: http://img169.imageshack.us/img169/3139/initialcolumnwidth.png When I maximize the application window, the columns won't adapt their size but keep their initial size. See the following picture: http://img88.imageshack.us/img88/9362/columnwidthaftermaximiz.png When I resize the application window with the mouse, the columns won't resize. I was able to solve problem #3 by deriving a sub class from DataGrid and override the DataGrid's OnRenderSizeChanged method as follows. protected override void OnRenderSizeChanged(SizeChangedInfo sizeInfo) { base.OnRenderSizeChanged(sizeInfo); foreach (var column in Columns) { var tmp = column.GetValue(DataGridColumn.WidthProperty); column.ClearValue(DataGridColumn.WidthProperty); column.SetValue(DataGridColumn.WidthProperty, tmp); } } Unfortunately this does not solve problems #1 and #2. How can I get rid of them?

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  • WPF unwanted grid splitter behaviour

    - by SaphuA
    Hello, I have a simple grid with 3 columns (one of which contains a grid splitter). When resizing the grid and the left column reaches its minimum width, instead of doing nothing it increases the width of the right column. Could anyone help me stop this? I can't set the max width of the right column, because the grid itself also resizes. Here's some sample code that shows the problem. While resizing, move the mouse over the red area: XAML: <Grid DockPanel.Dock="Top" Height="200"> <Grid.ColumnDefinitions> <ColumnDefinition MinWidth="200" Width="*" /> <ColumnDefinition Width="3" /> <ColumnDefinition MinWidth="120" Width="240" /> </Grid.ColumnDefinitions> <Grid.RowDefinitions> <RowDefinition Height="*" /> </Grid.RowDefinitions> <Rectangle Fill="Red" Grid.Row="0" Grid.Column="0" /> <DockPanel LastChildFill="True" Grid.Row="0" Grid.Column="2" > <Rectangle DockPanel.Dock="Right" Width="20" Fill="Blue" /> <Rectangle Fill="Green" /> </DockPanel> <GridSplitter Background="LightGray" Grid.Row="0" Grid.Column="1" Height="Auto" Width="Auto" HorizontalAlignment="Stretch" VerticalAlignment="Stretch" /> </Grid>

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  • Display Simple Web Page In My Application Using Blackberry BrowserField

    - by ankit
    Hello All, What I am trying to do is display a simple web page in my application (no javascript,cookies or any scripting and not trying to detect any events such as mouse click etc.). I am using the code below and right now all I get is empty screen .. I know that the application is accessing the internet (the data transfer arrow flashes in the top right corner) but not sure why its not rendering. The code I am using is : HttpConnectionFactory factory = new HttpConnectionFactory("www.google.ca",HttpConnectionFactory.TRANSPORT_WIFI | HttpConnectionFactory.TRANSPORT_WAP2 | HttpConnectionFactory.TRANSPORT_DIRECT_TCP); while(true) { try { HttpConnection connection = factory.getNextConnection(); try { BrowserContent bc = RenderingSession.getNewInstance().getBrowserContent(connection,null,0); Field f = bc.getDisplayableContent(); add(f); } catch(RenderingException e) { //Log the error or store it for displaying to //the end user if no transports succeed System.out.println("error with rendering page"); } } catch(NoMoreTransportsException e) { //There are no more transports to attempt //Dialog.alert( "Unable to perform request" ); //Note you should never //attempt network activity on the event thread System.out.println("no more transport"); break; } } Some points to note: Im using the http-connection-factory class from www.versatilemonkey.com only becuase they have impelemented the abstract httpConnection class. If someone can also point me on how to implement my own that would be great. I am using '0' for the flags for getBrowserContent function. I looked through the rimn documentation and could not find an explanation for them. Any help would be greatly appreciated. Thanks, ankit

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