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  • Oracle Enterprise Manager 12c R3 introduces advancements in cloud lifecycle and operations management

    - by Anand Akela
    Oracle Enterprise Manager 12c Release 3 (R3) was announced ( Press Release ) earlier today. It is now available for download at  OTN . This latest release features improvements in several areas, including: Improvements to Private Cloud and Engineered Systems Management Expanded Middleware and Application Management Capabilities Efficiency Gains for Enterprise manager Users in EM’s Enterprise-Ready Framework You can learn more about what's new in the Oracle Enterprise Manager 12c R3 in the Enterprise Manager 12c documentation . You will see more blogs and details about the new features during the next few weeks. Please let us what On July 18th, you can join us at a webcast to hear Thomas Kurian, EVP of Product Development on what Oracle Engineering has achieved with Oracle Enterprise Manager 12c Release 3 to address these challenges. Later, during this webcast, Oracle experts will discuss the latest capabilities in Oracle Enterprise Manager 12c Release 3 for cloud lifecycle and operations management. The presentation will be followed by a live Q&A session with Oracle experts. You can also join us online on Twitter to get your specific questions answered. Please use hash tag #em12c to join the conversation. /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";} Register Now for the Webcast! Stay Connected: Twitter |  Face book |  You Tube |  Linked in |  Newsletter

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  • i get error when i try to upload a file?

    - by getaway
    I keep getting an error:Notice: Undefined index: on line 35 line 35: $handle = new Upload($_FILES['my_field']); this is my input field <input type="file" size="32" name="my_field" value="" /> I do not understand this error, thanks!!! EDIT: <form name="upload" id="upload" enctype="multipart/form-data" method="post" action="actions/upload.php" /> <p><input type="file" size="32" name="my_field" value="" /></p> <p class="button"><input type="hidden" name="action" value="image" /> <br> <input style="margin-left:224px;" type="submit" name="submit" value="upload" />

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  • Creando un File Upload

    - by jaullo
    Para iniciar hablaremos un poco sobre el control File Upload, de esta forma daremos una idea general de que es y como trabaja. El File Upload es un control de asp.net que permite que los usuarios seleccionen un archivo de cualquier ubicación en el equipo y lo suban a un directorio predeterminado a traves de una página asp.net. En principio este control esta limitado para no permitir subir archivos de mas de 4 MB. Sin embargo, desde el webconfig de nuestra aplicacón podremos cambiar ese valor, ya sea para aumentarlo o bien para disminuirlo. Nuestro ejemplo, se enfocará en crear un webcontrol que permita seleccionar un archivo y guardarlo, asi que empecemos. Lo primero será agregar a nuestra página un webcontrol que llamaremos Upload.ascx Posteriormente en nuestro webcontrol, agregamos el siguiente código: <table style="width: 100%">         <tr>             <td colspan="3">             <div align="center">                  <asp:Label ID="Label1" runat="server" Text="File Upload"></asp:Label>              </div>             </td>                    </tr>         <tr>             <td style="width: 456px" rowspan="2">                                                             &nbsp;</td>             <td style="width: 386px">                                <div align="center">                         <asp:FileUpload ID="FileUpload1" runat="server" Height="24px" Width="243px" />                         <span id="Span1" runat="server" />                            </div>                      </td>             <td rowspan="2">                                                             </td>         </tr>         <tr>             <td style="width: 386px">                 <div align="center">                      <asp:ImageButton Id="btnupload" runat="server" OnClick="btnupload_Click"                     ImageUrl="~/Styles/img/upload.png" style="text-align: center" />           </div>                  </td>         </tr>         <tr>             <td colspan="3">                 &nbsp;</td>         </tr>     </table>  De esta forma nuestro control deberá verse algo así   Por último en el code behin de nuestro control agregamos el código a nuestro boton, el cual será el encargado de leer el archivo que se encuentra en el File Upload y guardarlo en la ruta especificada.  Protected Sub btnupload_Click(ByVal sender As Object, ByVal e As System.Web.UI.ImageClickEventArgs) Handles btnupload.Click         If FileUpload1.HasFile Then             Dim fileExt As String             fileExt = System.IO.Path.GetExtension(FileUpload1.FileName)             If (fileExt = ".exe") Then                 Label1.Text = "You can´t upload .exe file!"             Else                 Try                     FileUpload1.SaveAs(decrpath & _                        FileUpload1.FileName)                     Label1.Text = "File name: " & _                       FileUpload1.PostedFile.FileName & "<br>" & _                       "File Size: " & _                       FileUpload1.PostedFile.ContentLength & " kb<br>" & _                       "Content type: " & _                       FileUpload1.PostedFile.ContentType                 Catch ex As Exception                     Label1.Text = "ERROR: " & ex.Message.ToString()                 End Try             End If         Else             Label1.Text = "You have not specified a file!"         End If            End Sub   Como vemos en el código anterior tambien hemos agregado otros elementos los cuales nos dirán el nombre del archivo, el tipo de contenido y el tamaño en kb una vez que el archivo ha sido súbido al servidor. Por último deben tomar en cuenta que decrpath es la ruta en donde será subido el archivo, la cual deben variar a su gusto.

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  • php image upload library

    - by Tchalvak
    I'm looking to NOT reinvent the wheel with an image upload system in php. Is there a good standalone library that allows for: Creating the system for uploading, renaming, and perhaps resizing images. Creating the front-end, html and/or javascript for the form upload parts of image upload. I've found a lot of image gallery systems, but no promising standalone system & ui libraries, ready for insertion into custom php.

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  • Virtual Management with Oracle Enterprise Manager

    - by Get_Specialized!
    Whether you have already been working with Oracle VM or considering to use it, there are management capabilities available to you to use as a partner as part of your solution or services. The integration of Oracle VM Server for x86 with Oracle Enterprise Manager Ops Center provides you the platform to manage Oracle VM Manager, Oracle VM Servers, server pools, and the virtual machines through Oracle Enterprise Manager Ops Center UI. If you utilize Oracle Enterprise Manager Ops Center, the following are example management operations available to you for Oracle VM Server for x86 deployments: Discover deployed Oracle VM Managers Provision Oracle VM Servers Discover existing Oracle VM Servers Launch Oracle VM Manager UI Create virtual machines Provision OS on virtual machines Create server pools Connect to Oracle VM Manager console Manage storage repositories of Oracle VM Server for x86 Perform management operations on Oracle VM Servers and virtual machines Learn more about this capability from the reference guide Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Here. For more information about Oracle Enterprise Manager and how it can be used by partners join the Oracle PartnerNetwork KnowledgeZone at http://www.oracle.com/partners/goto/enterprisemanager

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  • How to Implement Complex Form Data?

    - by SoulBeaver
    I'm supposed to implement a relatively complex form that looks like follows, but has at least four more pages requiring the user to fill in all necessary information for the tracks: This data will need to be sent to the server, which is implemented using Dropwizard. I'm looking for best practices on how to upload and send such a complex form with potentially dozens of songs to the server. The simplest available solution I have seen is a simple multipart/form-data request with the following form schema (Source): Client <html> <body> <h1>File Upload with Jersey</h1> <form action="rest/file/upload" method="post" enctype="multipart/form-data"> <p> Select a file : <input type="file" name="file" size="45" /> </p> <input type="submit" value="Upload It" /> </form> </body> </html> Server @POST @Path("/upload") @Consumes(MediaType.MULTIPART_FORM_DATA) public Response uploadTrack(final FormDataMultiPart multiPart) { List<FormDataBodyPart> artists = multiPart.getFields("artist"); StringBuffer output = new StringBuffer(); for (FormDataBodyPart artist : artists) output.append(artist.getValueAs(String.class)); List<FormDataBodyPart> tracks = multiPart.getFields("track"); for (FormDataBodyPart track : tracks) writeToFile(track.getValueAs(InputStream.class), "Foo"); return Response.status(200).entity(output.toString()).build(); } Then I have also read about file uploads via Ajax or Formdata (Mozilla HttpRequest) which allows for Posts in the formats application/x-www-form-urlencoded, multipart/form-data, or text/plain. I don't know which approach, if any, is best. An ideal solution would be to utilize Jackson to convert a json string into my data objects, but I don't get the impression that this is possible with binary data.

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  • Oracle Enterprise Manager Cloud Control 12c Release 3 (12.1.0.3)

    - by Ankit G
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Delighted to announce the GA of EM Cloud Control Release 3 on all supported platforms. This release includes a new 12.1.0.3 version of platform (OMS & Agent), along with revised new versions of several Plug-ins and Metadata plug-ins (including a brand new Metadata plug-in for Oracle Virtual Networking). This release marks yet another major & significant milestone for Enterprise Manager 12c Cloud Control product releases. Following shows the list of new plug-ins versions available along the Oracle Enterprise Manager Cloud Control 12c Release 3 (12.1.0.3). The new plug-ins have dependency on 12.1.0.3 platform, and customer needs to be on minimum 12.1.0.3 platform (OMS/Agent) version of the product before being able to deploy/use these plug-in versions. (In other words, the new plug-in versions cannot be deployed, unless Oracle Enterprise Manager Cloud Control 12c Release 3 (12.1.0.3) is installed or upgraded to). Oracle Enterprise Manager Cloud Control 12c Release 3 (12.1.0.3) release includes tons of new features, along with several stability and performance bug fixes and is available for download for all platforms from OTN:Installation/Upgrade paths: EM Customers can do a fresh installation using "Oracle Enterprise Manager Cloud Control 12c Release 3 (12.1.0.3)", and will get the latest version of the platform, along with all the latest versions of plug-ins and Metadata plug-ins out of the box. EM Customers who are on Release1 (12.1.0.1+BP1) or Release 2 (12.1.0.2), or on older releases 11g and 10.2.0.5, can choose to use Oracle Enterprise Manager Cloud Control 12c Release 3 bits, to upgrade directly to the latest Release 3, and the plug-ins will be automatically upgraded to the latest versions. Enterprise Manager Certification Matrix is also now available on My Oracle Support - here.

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  • how to upload & preview multiple images at single input and store in to php mysql [closed]

    - by Nilesh Sonawane
    This is nilesh , i am newcomer in this field , i need the script for when i click the upload button then uploaded images it should preview and store into db like wise i want to upload 10 images at same page using php mysql . #div { border:3px dashed #CCC; width:500px; min-height:100px; height:auto; text-align:center: } Multi-Images Uploader '.$f.''; } } } ? </div> <br> <font color='#3d3d3d' size='small'>By: Ahmed Hussein</font> this script select multiple images and then uplod , but i need to upload at a time only one image which preview and store into database like wise min 10 image user can upload .......

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  • Upload File From URL

    - by Ryan Naddy
    I have been using Windows for a while, and with it there is a feature when you want to upload a photo (for example) to a website, you click on the "Choose File" in Chrome to upload a photo, a "File Explorer" opens, and instead of selecting a file from the hard drive you can paste a URL into the "File Explorer" and press open and it will download the file from the web to your temporary files, and use it to be uploaded. Is there any way I can do that in Ubuntu 12.10? Here is the windows example:Upload from url via File Explorer

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  • SQL Server Memory Manager Changes in Denali

    - by SQLOS Team
    The next version of SQL Server will contain significant changes to the memory manager component.  The memory manager component has been rewritten for Denali.  In the previous versions of SQL Server there were two distinct memory managers.  There was one memory manager which handled allocation sizes of 8k or less and another for greater than 8k.  For Denali there will be one memory manager for all allocation sizes.   The majority of the changes will be transparent to the end user.  However, some changes will be visible to the user.  These are listed below: ·         The ‘max server memory’ configuration option has new lower limits.  Specifically, 32-bit versions of SQL Server will have a lower limit of 64 MB.  The 64-bit versions will have a lower limit of 128 MB. ·         All memory allocations by SQL Server components will observe the ‘max server memory’ configuration option.  In previous SQL versions only the 8k allocations were limited the ‘max server memory’ configuration option.  Allocations larger than 8k weren’t constrained. ·         DMVs which refer to memory manager internals have been modified.  This includes adding or removing columns and changing column names. ·         The memory manager configuration messages in the error log have minor changes. ·         DBCC memorystatus output has been changed. ·         Address Windowing Extensions (AWE) has been deprecated.   In the next blog post I will discuss the changes to the memory manager DMVs in greater detail.  In future blog posts I will discuss the other changes in greater detail.  

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  • Java Security Manager for JRuby

    - by nijikunai
    I'm allowing user supplied ruby code to run in server(java scripting), and since jruby doesn't support safe-levels as in ruby I'm thinking about using java's security manager. Is this a good decision? Has anyone else implemented this? Are there any good articles/books/resources that introduce me to security manager?

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  • hook up resource manager in windows form

    - by peterchen0303
    In Visual Studio 2008, develop legacy windows form (not wpf), I wrote customized resource manager which fetched data from sql server rather than assembly. In windows form, there is property related to language setting. Once I change language, I want to form being updated automatically. Is there any elegant way to hook up my resource manager?

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  • Can the update manager download only a single package at a time?

    - by SaultDon
    I need the update manager to only download a single package at a time and not try to download multiple packages at once. My slow internet cannot handle multiple connections; slows the download to a crawl and some packages will reset themselves halfway through when they time-out. EDIT When using apt-get update multiple repositories get checked: When using apt-get upgrade multiple packages are downloaded:

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  • How do I upload large (30MB) files via a web interface?

    - by Dan
    Because I'm stumped... The client needs to be able to upload large images to a library but the upload fails after 5-6MB (over my poor connection). It seems to be timing out as the filesize at fail isn't consistent. The setup is a form which is accepted by PHP. I've googled and played with php.ini and everything is set for big uploads and long timeouts. Platform is a dedicated windows server at GoDaddy. What's going wrong?

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  • Virtual Machine Manager Error - Error determing default hypervisor

    - by dallasclark
    I have Fedora 11 and trying to get Xen working (which I think it is already) but the Virtual Machine Manager cannot find the hypervisor. When starting Virtual Machine Manager, I receive the following error Error determining default hypervisor. Could not populate a default connection. Make sure the appropriate virtualization packages are installed (kvm, qemu, etc.) and that libvirtd has been restarted to notice the change. A hypervisor connection can be manually added via File - Add Connection I've restarted libvirtd a few times and tried connecting manually but can't work it out. Some useful information: # lsof | grep xen libvirtd 2962 root mem REG 253,0 19776 13379 /usr/lib/libxenstore.so.3.0.0 # service libvirtd status libvirtd (pid 2962) is running...

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  • "Mem Usage" higher than "VM Size" in WinXP Task Manager

    - by Frederick
    In my Windows XP Task Manager, some processes display a higher value in the Mem Usage column than the VMSize. My Firefox instance, for example shows 111544 K as mem usage and 100576 K as VMSize. According to the help file of Task Manager Mem Usage is the working set of the process and VMSize is the committed memory in the Virtual address space. My question is, if the number of committed pages for a process is A and the number of pages in physical memory for the same process is B, shouldn't it always be B = A? Isn't the number of pages in physical memory per process a subset of the committed pages? Or is this something to do with sharing of memory among processes? Please explain. (Perhaps my definition of 'Working Set' is off the mark). Thanks.

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  • Blackberry custom slideshow-style BitmapField manager

    - by Diego Tori
    Right now, I'm trying to figure out how to implement the following: Suppose I have a custom Manager that has about 10 or so BitmapFields layed out in a horizontal manner (similar to a slideshow contained in a HFM ) . What I want to achieve is to be able to move the image HFM via touchEvent horizontally, where a BitmapField would take focus on the left-hand side of the custom Manager. In other words, will I have to give a value to setHorizontalScroll and if so, is it a matter of just incrementing that value when the user makes a left or right touch event. Also, how can I get the focus of a Field within a given position on the screen (i.e. the left-most Field on the HFM) when the HFM is scrolling sideways via touchEvent?

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  • Caching for a Custom Repositiory Adapter for WebSphere Portal Virtual Member Manager

    - by Spike Williams
    I'm looking at writing a custom repository adapter to interact with Virtual Member Manager on WebSphere Portal 6.1. Basically, its a layer that takes a request in the form of a commonj.sco.DataObject and passes that on to an external web service, to get various information on our logged in users that is not otherwise available in LDAP. I'm concerned about the performance hit of going to a service every time we want to pull some permission from the back end. My question is, can the Virtual Member Manager handle caching of data going in and out of the custom repository adapters, or is that something I'm going to have to build into the adapter myself?

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  • Windows 8 Task Manager

    - by Daniel Moth
    If you are a user of Task Manager (btw, make sure you've read my Task Manager shortcut tips), you must read the blog post on the overhaul coming to Task Manager in Windows 8 – coo stuff! Also, long time readers of my blog will know that back in 2008 I wrote about Windows Vista and Windows 7 number_of_cores support, and in 2009 I shared a widely borrowed screenshot of Task Manager from one of our 128-core machines. So I was excited to just read on the Windows 8 blog that Windows 8 will support up to 640 cores. They shared a screenshot of a 160-core machine, so there goes my record ;-) Comments about this post by Daniel Moth welcome at the original blog.

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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