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  • How important is Programming for a Level Designer?

    - by WryGrin
    I'm currently attending school in a Level Design program, and I was wondering how important programming really is in being a Level Designer? I'm apparently incapable of learning programming (despite my best efforts), and tend to do very well in all other courses 3D modelling, story/character design, narrative and dialogue writing, environmental and conceptual design etc. I'm wondering if my strengths in the other areas are enough (with practice) to let me become a Level Designer, or I'm wasting my time if I can't program? I really want to be a Designer, but I just can't seem to wrap my head around the "language" of programming in general (Java kicks my teeth in even with tutoring and additional work on my own).

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  • 3 Day Level 400 SQL Tuning Workshop 15 March in London, early bird and referral offer

    - by sqlworkshops
    I want to inform you that we have organized the "3 Day Level 400 Microsoft SQL Server 2008 and SQL Server 2005 Performance Monitoring & Tuning Hands-on Workshop" in London, United Kingdom during March 15-17, 2011.This is a truly level 400 hands-on workshop and you can find the Agenda, Prerequisite, Goal of the Workshop and Registration information at www.sqlworkshops.com/ruk. Charges are GBP 1800 (VAT excl.). Early bird discount of GBP 125 until 18 February. We are also introducing a new referral plan. If you refer someone who participates in the workshop you will receive an Amazon gift voucher for GBP 125.Feedback from one of the participants who attended our November London workshop:Andrew, Senior SQL Server DBA from UBS, UK, www.ubs.com, November 26, 2010:Rating: In a scale of 1 to 5 please rate each item below (1=Poor & 5=Excellent) Overall I was satisfied with the workshop 5 Instructor maintained the focus of the course 5 Mix of theory and practice was appropriate 5 Instructor answered the questions asked 5 The training facility met the requirement 5 How confident are you with SQL Server 2008 performance tuning 5 Additional comments from Andrew: The course was expertly delivered and backed up with practical examples. At the end of the course I felt my knowledge of SQL Server had been greatly enhanced and was eager to share with my colleagues. I felt there was one prerequisite missing from the course description, an open mind since the course changed some of my core product beliefs. For Additional workshop feedbacks refer to: www.sqlworkshops.com/feedbacks.I will be delivering the Level 300-400 1 Day Microsoft SQL Server 2008 Performance Monitoring and Tuning Seminar at Istanbul and Ankara, Turkey during March. This event is organized by Microsoft Turkey, let me know if you are in Turkey and would like to attend.During September 2010 I delivered this Level 300-400 1 Day Microsoft SQL Server 2008 Performance Monitoring and Tuning Seminar in Zurich, Switzerland organized by Microsoft Switzerland and the feedback was 4.85 out of 5, there were about 100 participants. During November 2010 when I delivered seminar in Lisbon, Portugal organized by Microsoft Portugal, the feedback was 8.30 out of 9, there were 130 participants.Our Mission: Empower customers to fully realize the Performance potential of Microsoft SQL Server without increasing the total cost of ownership (TCO) and achieve high customer satisfaction in every consulting engagement and workshop delivery.Our Business Plan: Provide useful content in webcasts, articles and seminars to get visibility for consulting engagements and workshop delivery opportunity. Help us by forwarding this email to your SQL Server friends and colleagues.Looking forwardR Meyyappan & Team @ www.SQLWorkshops.comLinkedIn: http://at.linkedin.com/in/rmeyyappan

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  • Demystifying "chunked level of detail"

    - by Caius Eugene
    Just recently trying to make sense of implementing a chunked level of detail system in Unity. I'm going to be generating four mesh planes, each with a height map but I guess that isn't too important at the moment. I have a lot of questions after reading up about this technique, I hope this isn't too much to ask all in one go, but I would be extremely grateful for someone to help me make sense of this technique. 1 : I can't understand at which point down the Chunked LOD pipeline that the mesh gets split into chunks. Is this during the initial mesh generation, or is there a separate algorithm which does this. 2 : I understand that a Quadtree data structure is used to store the Chunked LOD data, I think i'm missing the point a bit, but Is the quadtree storing vertex and triangles data for each subdivision level? 3a : How is the camera distance usually calculated. When reading up about quadtree's, Axis-aligned bounding box's are mentioned a lot. In this case would each chunk have a collision bounding box to detect the camera or player is nearby? or is there a better way of doing this? (raycast maybe?) 3b : Do the chunks calculate the camera distance themselves? 4 : Does each chunk have the same "resolution". for example at top level the mesh will be 32x32, will each subdivided node also be 32x32. Example below:

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  • Low level programming - what's in it for me?

    - by back2dos
    For years I have considered digging into what I consider "low level" languages. For me this means C and assembly. However I had no time for this yet, nor has it EVER been neccessary. Now because I don't see any neccessity arising, I feel like I should either just schedule some point in time when I will study the subject or drop the plan forever. My Position For the past 4 years I have focused on "web technologies", which may change, and I am an application developer, which is unlikely to change. In application development, I think usability is the most important thing. You write applications to be "consumed" by users. The more usable those applications are, the more value you have produced. In order to achieve good usability, I believe the following things are viable Good design: Well-thought-out features accessible through a well-thought-out user interface. Correctness: The best design isn't worth anything, if not implemented correctly. Flexibility: An application A should constantly evolve, so that its users need not switch to a different application B, that has new features, that A could implement. Applications addressing the same problem should not differ in features but in philosophy. Performance: Performance contributes to a good user experience. An application is ideally always responsive and performs its tasks reasonably fast (based on their frequency). The value of performance optimization beyond the point where it is noticeable by the user is questionable. I think low level programming is not going to help me with that, except for performance. But writing a whole app in a low level language for the sake of performance is premature optimization to me. My Question What could low level programming teach me, what other languages wouldn't teach me? Am I missing something, or is it just a skill, that is of very little use for application development? Please understand, that I am not questioning the value of C and assembly. It's just that in my everyday life, I am quite happy that all the intricacies of that world are abstracted away and managed for me (mostly by layers written in C/C++ and assembly themselves). I just don't see any concepts, that could be new to me, only details I would have to stuff my head with. So what's in it for me? My Conclusion Thanks to everyone for their answers. I must say, nobody really surprised me, but at least now I am quite sure I will drop this area of interest until any need for it arises. To my understanding, writing assembly these days for processors as they are in use in today's CPUs is not only unneccesarily complicated, but risks to result in poorer runtime performance than a C counterpart. Optimizing by hand is nearly impossible due to OOE, while you do not get all kinds of optimizations a compiler can do automatically. Also, the code is either portable, because it uses a small subset of available commands, or it is optimized, but then it probably works on one architecture only. Writing C is not nearly as neccessary anymore, as it was in the past. If I were to write an application in C, I would just as much use tested and established libraries and frameworks, that would spare me implementing string copy routines, sorting algorithms and other kind of stuff serving as exercise at university. My own code would execute faster at the cost of type safety. I am neither keen on reeinventing the wheel in the course of normal app development, nor trying to debug by looking at core dumps :D I am currently experimenting with languages and interpreters, so if there is anything I would like to publish, I suppose I'd port a working concept to C, although C++ might just as well do the trick. Again, thanks to everyone for your answers and your insight.

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  • What kinds of low level knowledge matter?

    - by Peter Smith
    I realize that this question is similar to Low level programming - what's in it for me, but the answers didn't really address my question well. Part from just an understanding, how exactly does your low level knowledge translate into faster and better programs? There's the obvious lack of garbage collection, but what else is an advantage? Do you really outperform your optimizing compiler? Do you pack your data structures in as tight as possible and be concerned about alignment? There's extra freedom naturally, but does that really translate into a faster program?

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  • Open source level editor for HTML5 platform game?

    - by Lai Yu-Hsuan
    A natty GUI editor is very helpful to create level map. I want to use some open-source choices rather than build my own from scratch. I found Tiled Map Editor but it doesn't work for what I want. Though I'm building HTML5 game, I don't have to use a HTML5 level editor as long as it can output well-formatted map files which my javascript can read. Edit: Sorry for the confusion. Tiled does not work for me because to make the player perform a 'tricky' jump, sometimes I want to set the distance between two platforms to, say, 7/3 or 8/3 tiles. But in Tiled I get only 2 or 3. If Tiled can do this, please teach me.

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  • creating a pre-menu level select screen

    - by Ephiras
    Hi I am working on creating a tower Defence java applet game and have come to a road block about implementing a title screen that i can select the level and difficulty of the rest of the game. my title screen class is called Menu. from this menu class i need to pass in many different variables into my Main class. i have used different classes before and know how to run them and such. but if both classes extend applet and each has its individual graphics method how can i run things from Main even though it was created in Menu. what i essentially want to do is run the Menu class withits action listeners and graphics until a Difficulty button has been selected, run the main class (which 100% works without having to have the Menu class) and pretty much terminate Menu so that i cannot go back to it, do not see its buttons or graphics menus. can i run one applet annd when i choose a button close that one and launch the other one? IF you would like to download the full project you can find it here, i had to comment out all the code that wasn't working my Menu class import java.awt.*; import java.awt.event.*; import java.applet.*; public class Menu extends Applet implements ActionListener{ Button bEasy,bMed,bHard; Main m; public void init(){ bEasy= new Button("Easy"); bEasy.setBounds(140,200,100,50); add(bEasy); bMed = new Button("Medium");bMed.setBounds(280,200,100,50); add(bMed); bHard= new Button("Hard");bHard.setBounds(420,200,100,50); add(bHard); setLayout(null); } public void actionPerformed(ActionEvent e){ Main m = new Main(20,10,3000,mapMed);//break; switch (e.getSource()){ case bEasy: Main m = new Main(6000,20,"levels/levelEasy.png");break;//enimies tower money world case bMed: Main m = new Main(4000,15,"levels/levelMed.png");break; case bHard: Main m = new Main(2000,10,"levels/levelEasy.png");break; default: break; } } public void paint(){ //m.draw(g) } } and here is my main class initialising code. import java.awt.*; import java.awt.event.*; import java.applet.*; import java.io.IOException; public class Main extends Applet implements Runnable, MouseListener, MouseMotionListener, ActionListener{ Button startButton, UpgRange, UpgDamage; //set up the buttons Color roadCol,startCol,finCol,selGrass,selRoad; //set up the colors Enemy e[][]; Tower t[]; Image towerpic,backpic,roadpic,levelPic; private Image i; private Graphics doubleG; //here is the world 0=grass 1=road 2=start 3=end int world[][],eStartX,eStartY; boolean drawMouse,gameEnd; static boolean start=false; static int gridLength=15; static int round=0; int Mx,My,timer=1500; static int sqrSize=31; int towers=0,towerSelected=-10; static int castleHealth=2000; String levelPath; //choose the level Easy Med or Hard int maxEnemy[] = {5,7,12,20,30,15,50,30,40,60};//number of enimies per round int maxTowers=15;//maximum number of towers allowed static int money =2000,damPrice=600,ranPrice=350,towerPrice=700; //money = the intial ammount of money you start of with //damPrice is the price to increase the damage of a tower //ranPrice is the price to increase the range of a tower public void main(int cH,int mT,int mo,int dP,int rP,int tP,String path,int[] mE)//constructor 1 castleHealth=cH; maxTowers=mT; money=mo; damPrice=dP; ranPrice=rP; towerPrice=tP; String levelPath=path; maxEnemy = mE; buildLevel(); } public void main(int cH,int mT,String path)//basic constructor castleHealth=cH; maxTowers=mT; String levelPath=path; maxEnemy = mE; buildLevel(); } public void init(){ setSize(sqrSize*15+200,sqrSize*15);//set the size of the screen roadCol = new Color(255,216,0);//set the colors for the different objects startCol = new Color(0,38,255); finCol = new Color(255,0,0); selRoad = new Color(242,204,155);//selColor is the color of something when your mouse hovers over it selGrass = new Color(0,190,0); roadpic = getImage(getDocumentBase(),"images/road.jpg"); towerpic = getImage(getDocumentBase(),"images/tower.png"); backpic = getImage(getDocumentBase(),"images/grass.jpg"); levelPic = getImage(getDocumentBase(),"images/level.jpg"); e= new Enemy[maxEnemy.length][];//activates all of the enimies for (int r=0;r<e.length;r++) e[r] = new Enemy[maxEnemy[r]]; t= new Tower[maxTowers]; for (int i=0;i<t.length;i++) t[i]= new Tower();//activates all the towers for (int i=0;i<e.length; i++)//sets all of the enimies starting co ordinates for (int j=0;j<e[i].length;j++) e[i][j] = new Enemy(eStartX,eStartY,world); initButtons();//initialise all the buttons addMouseMotionListener(this); addMouseListener(this); }

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  • Drawing large 2D sidescroller level terrain

    - by Yar
    I'm a relatively good programmer but now that it comes to add some basic levels to my 2D game I'm kinda stuck. What I want to do: An acceptable, large (8000 * 1000 pixels) "green hills" test level for my game. What is the best way for me to do this? It doesn't have to look great, it just shouldn't look like it was made in MS paint with the line and paint bucket tool. Basically it should just mud with grass on top of it, shaped in some form of hills. But how should I draw it, I can't just take out the pencil tool and start drawing it pixel per pixel, can I?

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  • Creating a level editor event system

    - by Vaughan Hilts
    I'm designing a level editor for game, and I'm trying to create sort of an 'event' system so I can chain together things. If anyone has used RPG Maker, I'm trying to do similar to their system. Right now, I have an 'EventTemplate' class and a bunch of sub-classed 'EventNodes' which basically just contain properties of their data. Orginally, the IAction and IExecute interface performed logic but it was moved into a DLL to share between the two projects. Question: How can I abstract logic from data in this case? Is my model wrong? Isn't cast typing expensive to parse these actions all the time? Should I write a 'Processor' class to execute these all? But then these actions that can do all sorts of things need to interact with all sorts of sub-systems.

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  • Random/Procedural vs. Previously Made Level Generation

    - by PythonInProgress
    I am making a game (called "Glory") that is a top-down explorer game, and am wondering what the advantages/disadvantages of using random/procedural generation vs. pre-made levels are. There seems to be few that i can think of, other than the fact that items may be a problem to distribute in randomly generated terrain, and that the generated terrain may look weird. The downside to previously made levels is that I would need to make a level editor, though. I cannot decide what is better to use.

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  • Level Representation in a 2D Game

    - by meszar.imola
    I would like to create a 2D game, where a character should move on a stage/level. My stage would be static, constructed some little cubes, similar to the well-known Mario game: some of the elements should represent an element of the way where the character can step, but if the element is missing, the character should fall. My problem is, how to represent this programmatically? My first thought was to represent the stage with a vector, which should contain boolean elements, depending on the state of the element on the stage - if it's missing or not. But this means, I have to verify at my character's x or y position change if it has a stage element under or not (if not, to simulate the falling of the character) - I think it is not the best practice, it's not the beautiful solution. Can you help me with some advice, how to represent the stage?

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  • Problem with XLSX file on Office 2003 with Compatibility Pack

    - by MadBoy
    I've this machine which has Office 2003 installed with Compatibility Pack. User received one file which she has to work with in XLSX format (file has to stay in that format so options to save it as XLS can be skipped). When she opens the file from Desktop or any other location it gives an error like "Cannot find the file in following location" and in the background it starts Converting XLSX file to XLS. In the end Excel is opened up with some random file name X000008.xls (Read Only) which is just 1 to 1 conversion of the XLSX document. However if I go directly to Excel and use File / Open and try to open the XLSX file no error or conversion is done. The file is writable and can be saved in XLSX format. The file name is simple like This_file something.XLSX, I've even tried to remove all spaces but it gave no better results. Anyone has any recommendations? So far I have done: 1. Uninstalled Compatibility Pack and installed it again. Tried opening it without any other updates and the error still pops out. In progress: I am now running all possible updates of office (like 5 of them) which i suppos won't fix anything (as they were applied when I've uninstalled compatibility pack). Next in run will be (not yet done) installing Windows XP SP3. What other things I can do?

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  • Level of detail algorithm not functioning correctly

    - by Darestium
    I have been working on this problem for months; I have been creating Planet Generator of sorts, after more than 6 months of work I am no closer to finishing it then I was 4 months ago. My problem; The terrain does not subdivide in the correct locations properly, it almost seems as if there is a ghost camera next to me, and the quads subdivide based on the position of this "ghost camera". Here is a video of the broken program: http://www.youtube.com/watch?v=NF_pHeMOju8 The best example of the problem occurs around 0:36. For detail limiting, I am going for a chunked LOD approach, which subdivides the terrain based on how far you are away from it. I use a "depth table" to determine how many subdivisions should take place. void PQuad::construct_depth_table(float distance) { tree[0] = -1; for (int i = 1; i < MAX_DEPTH; i++) { tree[i] = distance; distance /= 2.0f; } } The chuncked LOD relies on the child/parent structure of quads, the depth is determined by a constant e.g: if the constant is 6, there are six levels of detail. The quads which should be drawn go through a distance test from the player to the centre of the quad. void PQuad::get_recursive(glm::vec3 player_pos, std::vector<PQuad*>& out_children) { for (size_t i = 0; i < children.size(); i++) { children[i].get_recursive(player_pos, out_children); } if (this->should_draw(player_pos) || this->depth == 0) { out_children.emplace_back(this); } } bool PQuad::should_draw(glm::vec3 player_position) { float distance = distance3(player_position, centre); if (distance < tree[depth]) { return true; } return false; } The root quad has four children which could be visualized like the following: [] [] [] [] Where each [] is a child. Each child has the same amount of children up until the detail limit, the quads which have are 6 iterations deep are leaf nodes, these nodes have no children. Each node has a corresponding Mesh, each Mesh structure has 16x16 Quad-shapes, each Mesh's Quad-shapes halves in size each detail level deeper - creating more detail. void PQuad::construct_children() { // Calculate the position of the Quad based on the parent's location calculate_position(); if (depth < (int)MAX_DEPTH) { children.reserve((int)NUM_OF_CHILDREN); for (int i = 0; i < (int)NUM_OF_CHILDREN; i++) { children.emplace_back(PQuad(this->face_direction, this->radius)); PQuad *child = &children.back(); child->set_depth(depth + 1); child->set_child_index(i); child->set_parent(this); child->construct_children(); } } else { leaf = true; } } The following function creates the vertices for each quad, I feel that it may play a role in the problem - I just can't determine what is causing the problem. void PQuad::construct_vertices(std::vector<glm::vec3> *vertices, std::vector<Color3> *colors) { vertices->reserve(quad_width * quad_height); for (int y = 0; y < quad_height; y++) { for (int x = 0; x < quad_width; x++) { switch (face_direction) { case YIncreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, quad_height - 1.0f, -(position.y + y * element_width))); break; case YDecreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, 0.0f, -(position.y + y * element_width))); break; case XIncreasing: vertices->emplace_back(glm::vec3(quad_width - 1.0f, position.y + y * element_width, -(position.x + x * element_width))); break; case XDecreasing: vertices->emplace_back(glm::vec3(0.0f, position.y + y * element_width, -(position.x + x * element_width))); break; case ZIncreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, position.y + y * element_width, 0.0f)); break; case ZDecreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, position.y + y * element_width, -(quad_width - 1.0f))); break; } // Position the bottom, right, front vertex of the cube from being (0,0,0) to (-16, -16, 16) (*vertices)[vertices->size() - 1] -= glm::vec3(quad_width / 2.0f, quad_width / 2.0f, -(quad_width / 2.0f)); colors->emplace_back(Color3(255.0f, 255.0f, 255.0f, false)); } } switch (face_direction) { case YIncreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, quad_height - 1.0f, -(position.y + quad_height / 2.0f)); break; case YDecreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, 0.0f, -(position.y + quad_height / 2.0f)); break; case XIncreasing: this->centre = glm::vec3(quad_width - 1.0f, position.y + quad_height / 2.0f, -(position.x + quad_width / 2.0f)); break; case XDecreasing: this->centre = glm::vec3(0.0f, position.y + quad_height / 2.0f, -(position.x + quad_width / 2.0f)); break; case ZIncreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, position.y + quad_height / 2.0f, 0.0f); break; case ZDecreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, position.y + quad_height / 2.0f, -(quad_height - 1.0f)); break; } this->centre -= glm::vec3(quad_width / 2.0f, quad_width / 2.0f, -(quad_width / 2.0f)); } Any help in discovering what is causing this "subdivding in the wrong place" would be greatly appreciated.

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  • IE8 Compatibility View issues

    - by 08Hawkeye
    I have the IE7 emulater tag in a jsp layout. But when I bring up the page, it defaults to the IE8 view until the user clicks the Compatibility View button. I don't want the user to have to click the button to launch compatibility mode. Is there a way to force IE7 Emulation on pageLoad? I'd even like to disable the button (or any potential to toggle between IE8 standard mode/IE7 view). Thanks! //sw Update: Now the button seems to have disappeared entirely, but still defaults to IE8 standards. Where did it go?! The toolbar context menu has it as selected, but the tools dropdown menu has it grayed out. For my purposes, it is unacceptable for the user to have to use the developer tools or even click the button to trigger emulation, but I don't know why the button disappeared anyway...

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  • Run a program in compatibility mode without Administrator privileges

    - by a_m0d
    I have a PC which is mostly used for playing games. The PC is a few years old, running XP, and most likely won't ever be upgraded to Windows 7. However, there are a few games that need to be run in compatibility mode for some reason, and this currently requires them to be run as the administrator. Unfortunately, I haven't found any way around this - although I have the administrator password, I don't want to reveal it to the others who use the PC, and this means that I have to be present every time to start the program for them (using Run as ... - Administrator). Is there any way I can allow these programs to be run in compatibility mode without requiring elevated user privileges? I have already made the standard user a Power User, but this hasn't helped at all. Any advice would be appreciated.

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  • The best tile based level design [on hold]

    - by ReallyGoodPie
    My current method for tile based levels is to put everything in an array like the following: grass = g sky = s house = h ... """ ["SSSSSSSSSSSSSSSSSSSSSSSSSSSSSS"], ["SSSSSSSSSSSSSSSSSSSSSSSSSSSSSS"], ["HHHHHHHHHHHHHHSSSSSSSSSSSSSSSS"], ["GGGGGGGGGGGGGGGGGGGGGGGGGGGGGG"], """ I would then run a for loop to pass these on to a sprite class, bliting the images to the screen. This is what I'd generally do in pygame when I am creating levels for a tile based RPG's. However, as I've gone on, I have added allot more sprites and image and it is seriously becoming more and more confusing to work with this and allot of mistakes are being made. What is the best alternative or other methods for doing this?

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  • powerpoint compatibility

    - by John
    Imagine you work in Office 2007 or 2010, you create a far-fetched presentation and save it as 'ppt'. Office 2007/2010 warns you that some effects will be lost, but you save it. Question: If you open that ppt file in the office version you're working with(2007/2010) will it run like on '97 or '03 with the lack of effects, no other problems? I'm asking so I know whether I have to install an older office so I can check compatibility.I use 2010. Thanks in advance

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  • IE 8 Compatibility Mode Causes Form Submit Button to Wrap

    - by Robert
    The below code does what I want in browsers I check with except IE when using compatibility mode. In compatibility mode the submit (Remove) button wraps to the next line. Can anyone help? It should look like it does in Firefox or IE when not using compatibility mode. Can't use float:left/right because I cannot specify length beforehand. Thanks for any help. Name: Test Name That is Longer Than The Other Qty: 1 Name: Short Test Name Qty: 1

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  • PHP5 without PHP4 compatibility

    - by Serty Oan
    This is the opposite question of this one. My purpose is that there is no need when you write only PHP5 code to have PHP4 compatibility. It is not helpful at all and due to differences between object models in those two version, it must be penalizing on interpreter performances (or am I wrong ?). So my questions are : is it possible to recompile PHP5 without retrocompatibility with PHP4 or to disable it in any other way to gain performances ? if it is not possible, is there a project somewhere which aim that goal ?

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  • Quad channel memory and compatibility

    - by balteo
    My motherboard has quad channel memory compatibility. There are 8 memory slots in all: 4 slots are black the other 4 slots are white. I currently have 4 memory modules of 1 GB each in the 4 white slots. That leaves me with 4 free memory slots. My question is: can I put 4 memory modules of 2 GB each in the 4 remaining slots or do I have to use modules of 1 GB all over? FYI here is the output of lshw: alpha description: Ordinateur Tour produit: Precision WorkStation 690 *-cpu:0 description: CPU produit: Intel(R) Xeon(R) CPU X5355 @ 2.66GHz *-memory description: Mémoire Système identifiant matériel: 1000 emplacement: Carte mère taille: 4GiB *-bank:0 description: FB-DIMM DDR2 FB-DIMM Synchrone 667 MHz (1,5 ns) produit: HYMP512F72CP8N3-Y5 fabriquant: Hynix Semiconductor (Hyundai Electronics) identifiant matériel: 0 numéro de série: 56737501 emplacement: DIMM 1 taille: 1GiB bits: 64 bits horloge: 667MHz (1.5ns) *-bank:1 description: FB-DIMM DDR2 FB-DIMM Synchrone 667 MHz (1,5 ns) produit: HYMP512F72CP8N3-Y5 fabriquant: Hynix Semiconductor (Hyundai Electronics) identifiant matériel: 1 numéro de série: 48115124 emplacement: DIMM 2 taille: 1GiB bits: 64 bits horloge: 667MHz (1.5ns) *-bank:2 description: FB-DIMM DDR2 FB-DIMM Synchrone 667 MHz (1,5 ns) produit: HYMP512F72CP8N3-Y5 fabriquant: Hynix Semiconductor (Hyundai Electronics) identifiant matériel: 2 numéro de série: 48115523 emplacement: DIMM 3 taille: 1GiB bits: 64 bits horloge: 667MHz (1.5ns) *-bank:3 description: FB-DIMM DDR2 FB-DIMM Synchrone 667 MHz (1,5 ns) produit: HYMP512F72CP8N3-Y5 fabriquant: Hynix Semiconductor (Hyundai Electronics) identifiant matériel: 3 numéro de série: 48115424 emplacement: DIMM 4 taille: 1GiB bits: 64 bits horloge: 667MHz (1.5ns) *-bank:4 description: FB-DIMM DDR2 FB-DIMM Synchrone 667 MHz (1,5 ns) [vide] fabriquant: FFFFFFFFFFFF identifiant matériel: 4 numéro de série: FFFFFFFF emplacement: DIMM 5 bits: 64 bits horloge: 667MHz (1.5ns) *-bank:5 description: FB-DIMM DDR2 FB-DIMM Synchrone 667 MHz (1,5 ns) [vide] fabriquant: FFFFFFFFFFFF identifiant matériel: 5 numéro de série: FFFFFFFF emplacement: DIMM 6 bits: 64 bits horloge: 667MHz (1.5ns) *-bank:6 description: FB-DIMM DDR2 FB-DIMM Synchrone 667 MHz (1,5 ns) [vide] fabriquant: FFFFFFFFFFFF identifiant matériel: 6 numéro de série: FFFFFFFF emplacement: DIMM 7 bits: 64 bits horloge: 667MHz (1.5ns) *-bank:7 description: FB-DIMM DDR2 FB-DIMM Synchrone 667 MHz (1,5 ns) [vide] fabriquant: FFFFFFFFFFFF identifiant matériel: 7 numéro de série: FFFFFFFF emplacement: DIMM 8 bits: 64 bits horloge: 667MHz (1.5ns) *-pci:0 description: Host bridge produit: 5000X Chipset Memory Controller Hub fabriquant: Intel Corporation identifiant matériel: 100 information bus: pci@0000:00:00.0 version: 12 bits: 32 bits horloge: 33MHz

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  • C#/.net features to cut off assuming no backward compatibility needed?

    - by Gulshan
    Any product or framework evolves. Mainly it's done to catch up the needs of it's users, leverage new computing powers and simply make it better. Sometimes the primary design goal also changes with the product. C# or .net framework is no exception. As we see, the present day 4th version is very much different comparing with the first one. But thing comes as a barricade to this evolution- backward compatibility. In most of frameworks/products there are features would have been cut off if there was no need to support backward compatibility. According to you, what are these features in C#/.net? Please mention one feature per answer.

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  • C# or .Net features to cut off assuming no backward compatibility needed?

    - by Gulshan
    Any product or framework evolves. Mainly it's done to catch up the needs of it's users, leverage new computing powers and simply make it better. Sometimes the primary design goal also changes with the product. C# or .net framework is no exception. As we see, the present day 4th version is very much different comparing with the first one. But thing comes as a barricade to this evolution- backward compatibility. In most of frameworks/products there are features would have been cut off if there was no need to support backward compatibility. According to you, what are these features in C#/.net? Please mention one feature per answer.

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  • How do I prevent programmatically the "Program Compatibility Assistant" in Vista (and Windows 7) fro

    - by Asaf
    I develop a C++ program which might use adobe flash, although it is not essential. I use CoCreateInstance to create the flash object, and if it fails, I know flash is not installed so I don't use it. However, in Vista (and I think Windows 7 as well), when flash is not installed, after leaving the application, the "Program Compatibility Assistant" pops up a message saying that "This program requires a missing Windows component" specifying the flash.ocx. Is there a way to prevent this message from appearing? I don't want to force any user to install flash (especially since it's the IE ActiveX, and FireFox users might not have it installed), and my application can operate well without the flash. Plus this message is really annoying when it appears after every run. I don't mean of course disabling the PCA on the user's machine, but programmatically disable this specific appearance on all machines. Any thoughts? Thanks [EDIT:] I followed Shay's lead (thanks), and did some more digging of my own. I added the following XML to the application's manifest: <trustInfo xmlns="urn:schemas-microsoft-com:asm.v2"> <security> <requestedPrivileges> <requestedExecutionLevel level="asInvoker" uiAccess="false"> </requestedExecutionLevel> </requestedPrivileges> </security> </trustInfo> (see also: msdn.microsoft.com/en-us/library/bb756929.aspx) This solved the problem on Vista 64. To solve the same problem on Windows 7, I added the following: <compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1"> <application> <!--The ID below indicates application support for Windows Vista --> <supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}"/> <!--The ID below indicates application support for Windows 7 --> <supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}"/> </application> </compatibility> (See also: blogs.msdn.com/yvesdolc/archive/2009/09/22/the-new-compatibility-section-in-the-application-manifest.aspx) Solved Windows 7. But for some reason, it still happens in Vista 32... I also tried editing the manifest of the specific DLL which causes the problem, but it had no effect. Only the executable's manifest itself affected the problem. So... Vista 32?

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  • Website only displays correctly in IE using compatibility mode?

    - by user21318
    As the resident "IT Whiz" at work (ie: I know how to use a computer) I've been asked to develop a website for our small business. I've altered a wordpress theme for the time being and the company is very happy with the results. The only problem I am having with it at the moment is that for some reason the website does not display correctly and Internet Explorer unless I run it in Compatibility Mode. The main problem that I have is that my menu "slider" (it rotates pictures with links to articles etc) does not display at all, neither does the top menu they are just blink text based links. Even with Compatibility Mode enabled the slider and menus come back but the page is not centered unlike on both Firefox and Chrome. My googling has suggested the most common cause of this is old code but I'm not sure where to be looking. Is it likely in the css file or the actual php? Also any ideas on how to trouble shoot the cause of this? As in is there some dev tools or debugger I can use that would highlight "broken" code for me?

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