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  • jQuery.remove() - Is there a way to get the object back after you remove it?

    - by Jack Marchetti
    I basically have the same problem in this questions: Flash Video still playing in hidden div I've used the .remove jquery call and this works. However, I have previous/next buttons when a user scrolls through hidden/non-hidden divs. What I need to know is, once I remove the flash object, is there a way to get it back other than refreshing the page? Basically, can this be handled client side or am I going to need to implement some server side handling. detach() won't work because the flash video continues to play. I can't just hide it because the video continues to play as well.

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  • c++ possible errors

    - by lego69
    hello I've got error a1 was not declared in this scope, can somebody please explain me my fault my header: #ifndef QUIZ_H_ #define QUIZ_H_ #include "quiz.cpp" class A { private: int player; public: A(int initPlayer); ~A(); void foo(); }; #endif /* QUIZ_H_ */ implementation of class functions: #include "quiz.h" #include <iostream> using std::cout; using std::endl; A::A(int initPlayer = 0){ player = initPlayer; } A::~A(){ } void A::foo(){ cout << player; } my main #include "quiz.h" int main() { quiz(7); return 0; } function quiz: #include "quiz.h" void quiz(int i) { A a1(i); a1.foo(); }

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  • Sphere entering in to the cube.unity

    - by Parthi
    I am trying Roll a Ball unity tutorial.Everything is fine,but when I roll the ball it is moving through the cube instead of picking it. my player class is using UnityEngine; using System.Collections; public class player : MonoBehaviour { public float speed; // Use this for initialization // Update is called once per frame void Update () { float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); Vector3 move = new Vector3(h,0,v); rigidbody.AddForce(move * speed * Time.deltaTime); } void OnTriggerEnter(Collider other) { if(other.gameObject.tag == "Pick up") { other.gameObject.SetActive(false); } } }

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  • AGENT: The World's Smartest Watch

    - by Rob Chartier
    AGENT: The World's Smartest Watch by Secret Labs + House of Horology Disclaimer: Most if not all of this content has been gleaned from the comments on the Kickstarter project page and comments section. Any discrepancies between this post and any documentation on agentwatches.com, kickstarter.com, etc.., those official sites take precedence. Overview The next generation smartwatch with brand-new technology. World-class developer tools, unparalleled battery life, Qi wireless charging. Kickstarter Page, Comments Funding period : May 21, 2013 - Jun 20, 2013 MSRP : $249 Other Urls http://www.agentwatches.com/ https://www.facebook.com/agentwatches http://twitter.com/agentwatches http://pinterest.com/agentwatches/ http://paper.li/robchartier/1371234640 Developer Story The first official launch of the preview SDK and emulator will happen on 20-Jun-2013.  All development will be done in Visual Studio 2012, using the .NET Micro Framework SDK 2.3.  The SDK will ship with the first round of the expected API for developers along with an emulator. With that said, there is no need to wait for the SDK.  You can download the tooling now and get started with Apps and Faces immediately.  The only thing that you will not be able to work with is the API; but for example, watch faces, you can start building the basic face rendering with the Bitmap graphics drawing in the .NET Micro Framework.   Does it look good? Before we dig into any more of the gory details, here are a few photos of the current available prototype models.   The watch on the tiny QI Charter   If you wander too far away from your phone, your watch will let you know with a vibration and a message, all but one button will dismiss the message.   An app showing the premium weather data!   Nice stitching on the straps, leather and silicon will be available, along with a few lengths to choose from (short, regular, long lengths). On to those gory details…. Hardware Specs Processor 120MHz ARM Cortex-M4 processor (ATSAM4SD32) with secondary AVR co-processor Flash & RAM 2MB of onboard flash and 160KB of RAM 1/4 of the onboard flash will be used by the OS The flash is permanent (non-volatile) storage. Bluetooth Bluetooth 4.0 BD/EDR + LE Bluetooth 4.0 is backwards compatible with Bluetooth 2.1, so classic Bluetooth functions (BD/EDR, SPP/AVRCP/PBAP/etc.) will work fine. Sensors 3D Accelerometer (Motion) ST LSM303DLHC Ambient Light Sensor Hardware power metering Vibration Motor (You can pulse it to create vibration patterns, not sure about the vibration strength - driven with PWM) No piezo/speaker or microphone. Other QI Wireless Charging, no NFC, no wall adapter included Custom LED Backlight No GPS in the watch. It uses the GPS in your phone. AGENT watch apps are deployed and debugged wirelessly from your PC via Bluetooth. RoHS, Pb-free Battery Expected to use a CR2430-sized rechargeable battery – replaceable (Mouser, Amazon) Estimated charging time from empty is 2 hours with provided charger 7 Days typical with Bluetooth on, 30 days with Bluetooth off (watch-face only mode) The battery should last at least 2 years, with 100s of charge cycles. Physical dimensions Roughly 38mm top-to-bottom on the front face 35mm left-to-right on the front face and around 12mm in depth 22mm strap Two ~1/16" hex screws to attach the watch pin The top watchcase material candidates are PVD stainless steel, brushed matte ceramic, and high-quality polycarbonate (TBD). The glass lens is mineral glass, Anti-glare glass lens Strap options Leather and silicon straps will be available Expected to have three sizes Display 1.28" Sharp Memory Display The display stays on 100% of the time. Dimensions: 128x128 pixels Buttons Custom "Pusher" buttons, they will not make noise like a mouse click, and are very durable. The top-left button activates the backlight; bottom-left changes apps; three buttons on the right are up/select/down and can be used for custom purposes by apps. Backup reset procedure is currently activated by holding the home/menu button and the top-right user button for about ten seconds Device Support Android 2.3 or newer iPhone 4S or newer Windows Phone 8 or newer Heart Rate monitors - Bluetooth SPP or Bluetooth LE (GATT) is what you'll want the heart monitor to support. Almost limitless Bluetooth device support! Internationalization & Localization Full UTF8 Support from the ground up. AGENT's user interface is in English. Your content (caller ID, music tracks, notifications) will be in your native language. We have a plan to cover most major character sets, with Latin characters pre-loaded on the watch. Simplified Chinese will be available Feature overview Phone lost alert Caller ID Music Control (possible volume control) Wireless Charging Timer Stopwatch Vibrating Alarm (possibly custom vibrations for caller id) A few default watch faces Airplane mode (by demand or low power) Can be turned off completely Customizable 3rd party watch faces, applications which can be loaded over bluetooth. Sample apps that maybe installed Weather Sample Apps not installed Exercise App Other Possible Skype integration over Bluetooth. They will provide an AGENT app for your smartphone (iPhone, Android, Windows Phone). You'll be able to use it to load apps onto the watch.. You will be able to cancel phone calls. With compatible phones you can also answer, end, etc. They are adopting the standard hands-free profile to provide these features and caller ID.

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  • Raycasting "fisheye effect" question

    - by mattboy
    Continuing my exploration of raycasting, I am very confused about how the correction of the fisheye effect works. Looking at the screenshot below from the tutorial at permadi.com, the way I understand the cause of the fisheye effect is that the rays that are cast are distances from the player, rather than the distances perpendicular to the screen (or camera plane) which is what really needs to be displayed. The distance perpendicular to the screen then, in my world, should simply be the distance of Y coordinates (Py - Dy) assuming that the player is facing straight upwards. Continuing the tutorial, this is exactly how it seems to be according to the below screenshot. From my point of view, the "distorted distance" below is the same as the distance PD calculated above, and what's labelled the "correct distance" below should be the same as Py - Dy. Yet, this clearly isn't the case according to the tutorial. My question is, WHY is this not the same? How could it not be? What am I understanding and visualizing wrong here?

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  • How to Upgrade Ubuntu 12.04.2 to Ubuntu 12.04.3

    - by Saurav Kumar
    I am currently using Ubuntu 12.04.2 32bit. I installed it using LiveCD. Tomorrow, 23rd August 2013,Ubuntu 12.04.3 is released. I want to upgrade from Ubuntu 12.04.2 to Ubuntu 12.04.3 without using any LiveCD. Is it possible? If so please suggest me how can I do. Actually while using Ubuntu 12.04.2 I have troubled with graphics. My graphics card is Intel i845G 64 MB. When Ubuntu starts it works fine and smooth without any lagging, but after sometime it hangs for few seconds (1 or 2 seconds) with a garbage screen and becomes sluggish. All windows and browsers start lagging and also it is not possible to play any video in any player (VLC, Movie Player, Xnoise, SMPlayer etc..). I think Upgrading to Ubuntu 12.04.3 could fix my problem. Any help will be greatly appreciated..

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  • CodePlex Daily Summary for Tuesday, March 09, 2010

    CodePlex Daily Summary for Tuesday, March 09, 2010New Projects.NET Excel Wrapper - Read, Write, Edit & Automate Excel Files in .NET with ease: .NET Excel Wrapper encapsulates the complexity of working with multiple Excel objects giving you one central point to do all your processing. It h...Advancement Voyage: Advancement Voyage is a high quality RPG experience that provides all the advancement and voyaging that a player could hope for.ASP.Net Routing configuration: ASP.NET routing configuration enables you to configure the routes in the web.config bbinjest: bbinjestBuildUp: BuildUp is a build number increment tool for C# .net projects. It is run as a post build step in Visual Studio.Controlled Vocabulary: This project is devoted to creating tools to assist with Controlling Vocabulary in communication. The initial delivery is an Outlook 2010 Add-in w...CycleList: A replacement for the WPF ListBox Control. Displays only a single item and allows the user to change the selected item by clicking on it once. Very...Forensic Suite: A suite of security softwareFREE DNN Chat Module for 123 Flash Chat -- Embed FREE Chat Room!: 123 Flash Chat is a live chat solution and its DotNetNuke Chat Module helps to embed a live chat room into website with DotNetNuke(DNN) integrated ...HouseFly experimental controls: Experimental controls for use in HouseFly.ICatalogAll: junkMidiStylus: MidiStylus allows you to control MIDI-enabled hardware or software using your pressure-sensitive pen tablet. The program maps the X position, Y po...myTunes: Search for your favorite artistsNColony - Pluggable Socialism?: NColony will maximize the use of MEF to create flexible application architectures through a suite of plug-in solutions. If MEF is an outlet for plu...Network Monitor Decryption Expert: NmDecrypt is a Network Monitor Expert which when given a trace with encrypted frames, a security certificate, and a passkey will create a new trace...occulo: occulo is a free steganography program, meant to embed files within images with optional encrytion. Open Ant: A implementation of a Open Source Ant which is created to show what is possible in the serious game AntMe! The First implementation of that ProjectProgramming Patterns by example: Design patterns provide solutions to common software design problems. This project will contain samples, written in c# and ruby, of each design pat...project4k: Developing bulk mail system storing email informationQuail - Selenium Remote Control Made Easy: Quail makes it easy for Quality Assurance departments write automated tests against web applications. Both HTML and Silverlight applications can b...RedBulb for XNA Framework: RedBulb is a collection of utility functions and classes that make writing games with XNA a lot easier. Key features: Console,GUI (Labels, Buttons,...RegExpress: RegExpress is a WPF application that combines interactive demos of regular expressions with slide content. This was designed for a user group prese...RemoveFolder: Small utility program to remove empty foldersScrumTFS: ScrumTFSSharePoint - Open internal link in new window list definition: A simple SharePoint list definition to render SharePoint internal links with the option to open them in a new window.SqlSiteMap4MVC: SqlSiteMapProvider for ASP.Net MVC.T Sina .NET Client: t.sina.com.cn api 新浪微博APITest-Lint-Extensions: Test Lint is a free Typemock VS 2010 Extension that finds common problems in your unit tests as you type them. this project will host extensions ...ThinkGearNET: ThinkGearNET is a library for easy usage of the Neurosky Mindset headset from .NET .Wiki to Maml: This project enables you to write wiki syntax and have it converted into MAML syntax for Sandcastle documentation projects.WPF Undo/Redo Framework: This project attempts to solve the age-old programmer problem of supporting unlimited undo/redo in an application, in an easily reusable manner. Th...WPFValidators: WPF Validators Validações de campos para WPFWSP Listener: The WSP listener is a windows service application which waits for new WSC and WSP files in a specific folder. If a new WSC and WSP file are added, ...New Releases.NET Excel Wrapper - Read, Write, Edit & Automate Excel Files in .NET with ease: First Release: This is the first release which includes the main library release..NET Excel Wrapper - Read, Write, Edit & Automate Excel Files in .NET with ease: Updated Version: New Features:SetRangeValue using multidimensional array Print current worksheet Print all worksheets Format ranges background, color, alig...ArkSwitch: ArkSwitch v1.1.2: This release removes all memory reporting information, and is focused on stability.BattLineSvc: V2.1: - Fixed a bug where on system start-up, it would pop up a notification box to let you know the service started. Annoying! And fixed! - Fixed the ...BuildUp: BuildUp 1.0 Alpha 1: Use at your own risk!Not yet feature complete. Basic build incrementing and attribute overriding works. Still working on cascading build incremen...Controlled Vocabulary: 1.0.0.1: Initial Alpha Release. System Requirements Outlook 2010 .Net Framework 3.5 Installation 1. Close Outlook (Use Task Manager to ensure no running i...CycleList: CycleList: The binaries contain the .NET 3.5 DLL ONLY. Please download source for usage examples.FluentNHibernate.Search: 0.3 Beta: 0.3 Beta take the following changes : Mappings : - Field Mapping without specifying "Name" - Id Mapping without specifiying "Field" - Builtin Anal...FREE DNN Chat Module for 123 Flash Chat -- Embed FREE Chat Room!: 123 Flash Chat DNN Chat Module: With FREE DotNetNuke Chat Module of 123 Flash Chat, webmaster will be assist to add a chat room into DotNetNuke instantly and help to attract more ...GameStore League Manager: League Manager 1.0 release 3: This release includes a full installer so that you can get your league running faster and generate interest quicker.iExporter - iTunes playlist exporting: iExporter gui v2.3.1.0 - console v1.2.1.0: Paypal donate! Solved a big bug for iExporter ( Gui & Console ) When a track isn't located under the main iTunes library, iExporter would crash! ...jQuery.cssLess: jQuery.cssLess 0.3: New - Removed the dependency from XRegExp - Added comment support (both CSS style and C style) - Optimised it for speed - Added speed test TOD...jQuery.cssLess: jQuery.cssLess 0.4: NEW - @import directive - preserving of comments in the resulting CSS - code refactoring - more class oriented approach TODO - implement operation...MapWindow GIS: MapWindow 6.0 msi (March 8): Rewrote the shapefile saving code in the indexed case so that it uses the shape indices rather than trying to create features. This should allow s...MidiStylus: MidiStylus 0.5.1: MidiStylus Beta 0.5.1 This release contains basic functionality for transmitting MIDI data based on X position, Y position, and pressure value rea...MiniTwitter: 1.09.1: MiniTwitter 1.09.1 更新内容 修正 URL に & が含まれている時に短縮 URL がおかしくなるバグを修正Mosaictor: first executable: .exe file of the app in its current state. Mind you that this will likely be highly unstable due to heaps of uncaught errors.MvcContrib a Codeplex Foundation project: T4MVC: T4MVC is a T4 template that generates strongly typed helpers for ASP.NET MVC. You can download it below, and check out the documention here.N2 CMS: 2.0 beta: Major Changes ASP.NET MVC 2 templates Refreshed management UI LINQ support Performance improvements Auto image resize Upgrade Make a comp...NotesForGallery: ASP.NET AJAX Photo Gallery Control: NotesForGallery 2.0: PresentationNotesForGallery is an open source control on top of the Microsoft ASP.NET AJAX framework for easy displaying image galleries in the as...occulo: occulo 0.1 binaries: Windows binaries. Tested on Windows XP SP2.occulo: occulo 0.1 source: Initial source release.Open NFe: DANFE 1.9.5: Ajuste de layout e correção dos campos de ISS.patterns & practices Web Client Developer Guidance: Web Application Guidance -- March 8th Drop: This iteration we focused on documentation and bug fixes.PoshConsole: PoshConsole 2.0 Beta: With this release, I am refocusing PoshConsole... It will be a PowerShell 2 host, without support for PowerShell 1.0 I have used some of the new P...Quick Performance Monitor: QPerfmon 1.1: Now you can specify different updating frequencies.RedBulb for XNA Framework: Cipher Puzzle (Sample) Creators Club Package: RedBulb Sample Game: Cipher Puzzle http://bayimg.com/image/galgfaacb.jpgRedBulb for XNA Framework: RedBulbStarter (Base Code): This is the code you need to start with. Quick Start Guide: Download the latest version of RedBulb: http://redbulb.codeplex.com/releases/view/415...RoTwee: RoTwee 7.0.0.0 (Alpha): Now this version is under improvement of code structure and may be buggy. However movement of rotation is quite good in this version thanks to clea...SCSI Interface for Multimedia and Block Devices: Release 9 - Improvements and Bug Fixes: Changes I have made in this version: Fixed INQUIRY command timeout problem Lowered ISOBurn's memory usage significantly by not explicitly setting...SharePoint - Open internal link in new window list definition: Open link in new window list definition: First release, with english and italian localization supportSharePoint Outlook Connector: Version 1.2.3.2: Few bug fixing and some ui enhancementsSysI: sysi, release build: Better than ever -- now allows for escalation to adminThe Silverlight Hyper Video Player [http://slhvp.com]: Beta 1: Beta (1.1) The code is ready for intensive testing. I will update the code at least every second day until we are ready to freeze for V1, which wi...Truecrafting: Truecrafting 0.52: fixed several trinkets that broke just before i released 0.51, sorry fixed water elemental not doing anything while summoned if not using glyph o...Truecrafting: Truecrafting 0.53: fixed mp5 calculations when gear contained mp5 and made the formulas more efficient no need to rebuild profiles with this release if placed in th...umbracoSamplePackageCreator (beta): Working Beta: For Visual Studio 2008 creating packages for Umbraco 4.0.3.VCC: Latest build, v2.1.30307.0: Automatic drop of latest buildVCC: Latest build, v2.1.30308.0: Automatic drop of latest buildVOB2MKV: vob2mkv-1.0.3: This is a maintenance update of the VOB2MKV utility. The MKVMUX filter now describes the cluster locations using a separate SeekHead element at th...WPFValidators: WPFValidators 1.0 Beta: Primeira versão do componente ainda em Beta, pode ser utilizada em produção pois esta funcionando bem e as futuras alterações não sofreram muito im...WSDLGenerator: WSDLGenerator 0.0.06: - Added option to generate SharePoint compatible *disco.aspx file. - Changed commandline optionsWSP Listener: WSP Listener version 1.0.0.0: First version of the WSP Listener includes: Easy cop[y paste installation of WSP solutions Extended logging E-mail when installation is finish...Yet another pali text reader: Pali Text Reader App v1.1: new features/updates + search history is now a tab + format codes in dictionary + add/edit terms in the dictionary + pali keyboard inserts symbols...Most Popular ProjectsMetaSharpi4o - Indexed LINQResExBraintree Client LibraryGeek's LibrarySharepoint Feature ManagerConfiguration ManagementOragon Architecture SqlBuilderTerrain Independant Navigating Automaton v2.0WBFS ManagerMost Active ProjectsUmbraco CMSRawrSDS: Scientific DataSet library and toolsBlogEngine.NETjQuery Library for SharePoint Web ServicesFasterflect - A Fast and Simple Reflection APIFarseer Physics Enginepatterns & practices – Enterprise LibraryTeam FTW - Software ProjectIonics Isapi Rewrite Filter

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  • Multiplayer card game using PHP/Ajax and mysql

    - by Alireza Seifi
    I am designing a map game, using PHP and MYSQL. I don't know how to make the players who sign-in to the website to see other players who are also connected to the site and be able to chat with one another. I want to design the game in such a way that 2 players can play with each other and be able to send messages during the game while others groups are playing at the same time. I have designed the map game successfully, but the problem is making the player 1 who log-in to site to see the player 2 who will also log-in and both can get connected to play each other. http://i.stack.imgur.com/YyCPG.png I will appreciate your responses.

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  • HTC Legend get’s 2.2 Froyo update – India

    - by Boonei
    HTC Legend started to received 2.2 Froyo update from yesterday night. If you did not receive an automatic update prompt, please check the same manually in your phone, I am pretty sure you will get it now. Ok, lets get into business Good news Update went off smooth – over Wi-Fi App’s like, Flash light, App sharing, easy adding of attachments in sms, etc are part of update Google Maps 5.0 [But no 3D view] Much awaited Good voice with full integration with the phone!!!! Flash 10 Now for really bad news Phone seems to slow down a lot, that’s not something that we really want New browser with the Froyo update does not seems be all that good as the one installed already Since phone is little sluggish, the really smooth touch effects seem to be bad! This article titled,HTC Legend get’s 2.2 Froyo update – India, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Using amCharts in Ruby on Rails

    - by Dexter
    I have followed this tutorial in order to use amChart and it worked with no problems , now I am trying to generate a chart with amCharts to show each user and the sign in count but i cant make it work because it not getting the data correctly, what i am missing here ? how can i show user email and sign_in_count ? Users_controller.rb class UsersController < ApplicationController load_and_authorize_resource def index @users = User.all respond_to do |format| format.html # index.html.erb format.json { render :json => @users } end end def show @user = User.find(params[:id]) end def new @user = User.new end def create @user = User.new(params[:user]) if @user.save flash[:notice] = 'A new user created successfully.' redirect_to users_path else flash[:error] = 'An error occurred please try again!' redirect_to users_path end end def edit @user = User.find(params[:id]) end def update @user = User.find(params[:id]) if @user.update_attributes(params[:user]) flash[:notice] = 'Profile updated' redirect_to users_path else render 'edit' end end def destroy @user = User.find(params[:id]) if current_user == (@user) flash[:error] = "Admin suicide warning: Can't delete yourself." else @user.destroy flash[:notice] = 'User deleted' redirect_to users_path end end def checkname if User.where('user_name = ?', params[:user]).count == 0 render :nothing => true, :status => 200 else render :nothing => true, :status => 409 end return end end Users_helper.rb module UsersHelper def convert_to_amcharts_json(data_array) data_array.to_json.gsub(/\"text\"/, "text").html_safe end end index.html.erb <div id="chartdiv" style="width: 100%; height: 400px;"></div> <script type="text/javascript"> var chart; var chartData = <%= convert_to_amcharts_json(@users) %>; AmCharts.ready(function () { // SERIAL CHART chart = new AmCharts.AmSerialChart(); chart.dataProvider = chartData; chart.categoryField = "email"; // the following two lines makes chart 3D chart.depth3D = 20; chart.angle = 30; // AXES // category var categoryAxis = chart.categoryAxis; categoryAxis.labelRotation = 90; categoryAxis.dashLength = 5; categoryAxis.gridPosition = "start"; // value var valueAxis = new AmCharts.ValueAxis(); valueAxis.title = "Most Active users"; valueAxis.dashLength = 5; chart.addValueAxis(valueAxis); // GRAPH var graph = new AmCharts.AmGraph(); graph.valueField = "sign_in_count"; graph.colorField = "color"; graph.balloonText = "<span style='font-size:14px'>[[category]]: <b>[[value]]</b></span>"; graph.type = "column"; graph.lineAlpha = 0; graph.fillAlphas = 1; chart.addGraph(graph); // CURSOR var chartCursor = new AmCharts.ChartCursor(); chartCursor.cursorAlpha = 0; chartCursor.zoomable = false; chartCursor.categoryBalloonEnabled = false; chart.addChartCursor(chartCursor); // WRITE chart.write("chartdiv"); }); </script>

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  • game inventory/bag system javascript html5 game

    - by Tom Burman
    im building an RPG game using html5's canvas and javascript. Its tile based and im using an array to created my game map. I would like the player to have a bag/inventory so when they select or land on a tile that has an item on it, they can click on it and store it in their bag/inventory. I was thinking of using a 2d array to store the value of the item tile, a bit like my map is doing, so when the player lands on, lets say a rope tile which is tileID 4, the value 4 is pushed into the next array position available, then reloop through the array and reprint it to the screen. For an example of what im trying to achieve visually, would be like runescapes inventory, but dumbed down a bit. I appreciate any views and answers. Im not great at javascript coding so please be patient Thanks Tom

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  • Silverlight Cream for June 13, 2010 -- #881

    - by Dave Campbell
    In this Issue: Mark Monster. Shoutouts: Adam Kinney has moved his blog, and his first post there is to announce New tutorials on .toolbox on PathListBox and Fluid UI Awesome graphics for the MEF'ed Video Player by Alan Beasley: New MEF Video Player Controls (1st Draft – Article to follow…) It must be a slow relaxing summer weekend, because I only found one post... and Mark submitted this one to me :) From SilverlightCream.com: How to improve the Windows Phone 7 Licensing development experience? Mark Monster is ahead of all of us if he's already programming his WP7 apps for 'trial versions'... but maybe it's time to start learning how to do that stuff :) Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Vizio costar mediatomb video loads but does not play

    - by jeremyjjbrown
    I setup MediaTomb on 12.04 to stream videos using these inst The Vizio costar I am using as the player sees the server, and starts to load the MP4 video. The video however does not play, the player just exits after a few seconds. There is no mention of errors in the media tomb log. Update- I installed VLC to test the server and it works fine. Perhaps I need a different video server for the costar. I also tested the video by playing it via usb thumbdrive.

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  • Le PDG de Netgear s'en prend à Apple et à « l'égo » de Steve Job et trouve que Windows Phone 7 est « Game Over »

    Le PDG de Netgear s'en prend à Apple et à « l'égo » de Steve Job Et trouve que Windows Phone 7 n'a aucune chance Apple, dont l'écosystème fermé suscite les critiques de cetains, s'est vu très vertement critiqué par Patrick Lo, le PDG de Netgear, qui s'en est également pris à la personnalité de Steve Jobs et à Microsoft. Interrogé par le Sidney Morning Herald, Lo a ainsi critiqué la décision de Steve Jobs dans l'affaire Flash - iOS « Quelle raison a-t-il de s'en prendre à Flash ? ». Un point de vue qui est partagé par d'autres. Mais Lo a sa propre explication : « Il n'y a aucune autre raison que son égo ». Lo trouve aussi critiquable la décision d'Apple de cent...

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  • Box2D body rotation with setTransform

    - by thobens
    I' having a problem rotating a body with setTransform(), The body has multiple sensors that should rotate with the player. The rotation works but it rotates around the bodys local 0,0 position instead of the center. Note that the game is in a top-down perspective and the player can go in four different directions, thus I need to rotate him immediately (in one tick) in 90 degrees steps. Up: Down: I can't find a way to set the rotation center. Here's the code I use to rotate it: float angle = direction * 90 * MathUtils.degRad; // direction is an int value from 0 to 3 body.setTransform(body.getPosition(), angle); I also tried body.getLocalCenter().set() and bc.body.getMassData().center.set() but it didn't seem to have any effect. How can I rotate the body around its center?

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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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  • How to detect 2D line on line collision?

    - by Vish
    I'm a flash actionscript game developer who is a bit backward with mathematics, though I find physics both interesting and cool. For reference this is a similar game to the one I'm making: Untangled flash game I have made an untangled game almost to full completion of logic. But, when two lines intersect, I need those intersected or 'tangled' lines to show a different color; red. It would be really kind of you people if you could suggest an algorithm with/without math for detecting line segment collisions. I'm basically a person who likes to think 'visually' than 'arithmetically' :) P.S I'm trying to make a function as private function isIntersecting(A:Point, B:Point, C:Point, D:Point):Boolean Thanks in advance.

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  • Detect line line collision in an Untangled game

    - by Vish
    Pardon me if this is a repeat question,but I've been searching google for vain since the past few days, I'm a flash actionscript game developer who is a bit backward with mathematics, though I find physics both interesting and cool. Similiar game : Untangled flash game I have made an untangled game almost to full completion of logic. But, when two lines intersect , I need those intersected or 'tangled' lines to show a different color; red. It would be really kind of you people if you could suggest an algorithm with / without math for detecting line segment collisions. I'm basically a person who likes to think 'visually' than 'arithmetically' :) P.S I'm trying to make a function as private function isIntersecting(A:Point, B:Point, C:Point, D:Point):Boolean Thanks in advance. Vishnu Ajit

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  • Ubuntu 11 and 12 initially fast but later bogs down, CPU pegged

    - by uos??
    I started with Ubuntu 11 a few weeks ago. It's on a DELL M4300 with a OCZ SSD. Default setup, except that I've installed the proprietary NVIDIA graphics and BROADCOM wireless drivers. Dual boot with Windows. If I cold boot into Ubuntu, it is very fast, just like the Windows experience that I'm used to. But SOMETHING happens, and I haven't yet determined what, but the system gets incredibly slow and stays that way. At first I thought it had to do with Adobe Flash because it seemed to be triggered by sites with Flash. But then I removed Flash and the problem remains. I thought it was just an overheating problem, but I've now upgraded to 12.04 which supposedly fixes the overheating problems I've read about. Perhaps the heat situation was brought on by Flash in my early cases? So I installed Jupiter for CPU management, but the thermometer reports a familiar Windows-side temperature of 53 degrees Celsius. Switching Jupiter to lower performance doesn't help. When I check the System Monitor application, sorting by CPU usage, there are no obvious problem processes. However, in the graphs tab, both CPU cores are pegged at 100%! I notice that the slowness seems to be similar to the extremely bad performance I got prior to installing the NVIDIA drivers. I'm not sure if that helps. This is the strangest part to me - although the temperature seems OK, even after rebooting, the system remains slow - starting with GRUB2 which is very noticeably delayed, all the way through to either Ubuntu or Windows! That's right, even the Windows side suffers effects and takes several minutes to complete booting whereas normally (with my SSD) it's ready to use in 15 seconds. The only way to fix it is to shutdown and let the parts cool down. Or maybe it just needs to completely power off and boot rather than a soft reboot, temperature has nothing to do with it? - is that possible? But know that I have never had this problem in Windows, even if Windows gets very hot (135 F) a reboot would be enough time for it to recover. For this reason, I don't think it's a heat thing, but I can't imagine what else could be surviving the reboot. I'm entirely updated - there are no pending updates. I have the Post-Release updates of NVIDIA too, btw. If this sounds CLOSE to something you know about, but one of the details doesn't line up exactly, it might be a mistake in my perception. Are there tests you can suggest to rule something out? Thanks! processor : 0 vendor_id : GenuineIntel cpu family : 6 model : 23 model name : Intel(R) Core(TM)2 Duo CPU T9500 @ 2.60GHz stepping : 6 microcode : 0x60c cpu MHz : 800.000 cache size : 6144 KB physical id : 0 siblings : 2 core id : 0 cpu cores : 2 apicid : 0 initial apicid : 0 fpu : yes fpu_exception : yes cpuid level : 10 wp : yes flags : fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe syscall nx lm constant_tsc arch_perfmon pebs bts rep_good nopl aperfmperf pni dtes64 monitor ds_cpl vmx est tm2 ssse3 cx16 xtpr pdcm sse4_1 lahf_lm ida dts tpr_shadow vnmi flexpriority bogomips : 5187.00 clflush size : 64 cache_alignment : 64 address sizes : 36 bits physical, 48 bits virtual power management: processor : 1 vendor_id : GenuineIntel cpu family : 6 model : 23 model name : Intel(R) Core(TM)2 Duo CPU T9500 @ 2.60GHz stepping : 6 microcode : 0x60c cpu MHz : 800.000 cache size : 6144 KB physical id : 0 siblings : 2 core id : 1 cpu cores : 2 apicid : 1 initial apicid : 1 fpu : yes fpu_exception : yes cpuid level : 10 wp : yes flags : fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe syscall nx lm constant_tsc arch_perfmon pebs bts rep_good nopl aperfmperf pni dtes64 monitor ds_cpl vmx est tm2 ssse3 cx16 xtpr pdcm sse4_1 lahf_lm ida dts tpr_shadow vnmi flexpriority bogomips : 5186.94 clflush size : 64 cache_alignment : 64 address sizes : 36 bits physical, 48 bits virtual power management: (Redundant figures removed. You can view them in the edits if they are still relevant) ps: %CPU PID USER COMMAND 9.4 2399 jason gnome-terminal 6.2 2408 jason bash 17.3 1117 root /usr/bin/X :0 -auth /var/run/lightdm/root/:0 -nolisten tcp vt7 -novtswitch -background none 13.7 1667 jason compiz 1.3 1960 jason /usr/lib/unity/unity-panel-service 1.3 1697 jason python /usr/bin/jupiter 0.9 1964 jason /usr/lib/indicator-appmenu/hud-service 0.6 1689 jason nautilus -n 0.4 1458 jason //bin/dbus-daemon --fork --print-pid 5 --print-address 7 --session I should highlight specifically that GRUB2 can also be very slow. I don't know the relationship of which scenarios GRUB2 is also slow, but WHEN it is slow, it is slow both before the menu appears and after the selection is made - although for the diagnosis of GRUB2 it is harder for me to tell what the normal speeds should be. With SSD, I would expect that GRUB2 could load instantly, and that the GRUB2 purple would disappear instantly after the selection. The only delay to be expected is the change in graphics modes (though I couldn't guess why that ever requires any noticeable time)

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  • Fade Out an <ul> and Fade In Info From DB

    - by NessDan
    On my portfolio page I have this setup: <div id="portfolio"> <ul id="sites"> <li> <h3><a href="#">MotorSomethin</a></h3> <img src="http://dummyimage.com/265x100/000/fff" /> <p> We tried going for a very dark but flashy look for this website. Hence the reason we used flash. </p> </li> <li> <h3><a href="#">MotorSomethin</a></h3> <img src="http://dummyimage.com/265x100/000/fff" /> <p> We tried going for a very dark but flashy look for this website. Hence the reason we used flash. </p> </li> <li> <h3><a href="#">MotorSomethin</a></h3> <img src="http://dummyimage.com/265x100/000/fff" /> <p> We tried going for a very dark but flashy look for this website. Hence the reason we used flash. </p> </li> <li> <h3><a href="#">MotorSomethin</a></h3> <img src="http://dummyimage.com/265x100/000/fff" /> <p> We tried going for a very dark but flashy look for this website. Hence the reason we used flash. </p> </li> <li> <h3><a href="#">MotorSomethin</a></h3> <img src="http://dummyimage.com/265x100/000/fff" /> <p> We tried going for a very dark but flashy look for this website. Hence the reason we used flash. </p> </li> </ul> </div> So imagine a grid, 2 sites per line. I want to use jQuery so that when I click the H3, the image, or the paragraph inside the LIE(which are all information about a certain site), it would fade out the entire UL, then grab info about that site from our database. I think this requires AJAX but I don't have much experience with it. I'm also confused on how to use jQuery to write the new HTML after the information is grabbed.

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  • Silverlight Cream for June 28, 2011 -- #1112

    - by Dave Campbell
    In this Issue: WindowsPhoneGeek, John Papa, Mike Taulty, Erno de Weerd, Stephen Price, Chris Rouw, Peter Kuhn, Damian Schenkelman, Michael Washington, and Manas Patnaik. Above the Fold: Silverlight: "Binding to View Model properties in Data Templates. The RootBinding Markup Extension" Damian Schenkelman WP7: "Storing Files in SQL Server using WCF RIA Services and Silverlight – Part 3" Chris Rouw LightSwitch: "Saving Files To File System With LightSwitch (Uploading Files)" Michael Washington Shoutouts: Steve Wortham announced a change to his XilverlightXAP.com site... they're now accepting XAML illustrations: Introducing XAML Illustrations, Increased Payouts to Contributors, and More Amid all the discussions that I've tried to avoid, Michael Washinton is Betting The House On LightSwitch From SilverlightCream.com: Dynamically updating a data bound LongListSelector in Windows Phone WindowsPhoneGeek's latest is on using the LongListSelector from the Toolkit and dynamically updating it with data... detailed guidelines and plenty of pictures and code as always. Silverlight TV 77: Exploring 3D with Aaron Oneal John Papa has Silverlight TV number 77 up and is chatting with Aaron Oneal, program manager of the Silverlight 3D efforts... too cool. Silverlight WebBrowser Control for Offline Apps (Part 2) Mike Taulty wrote this post in Silverlight 5 Beta, but says it should be fine in 4... a continuation of his HTML Content display using the WebBrowser control while offline Windows Phone 7: Databinding and the Pivot Control Erno de Weerd discusses the Pivot control in WP7 based on his attempts to use it in an app. Required Attribute on an Entity Stephen Price has a new post at XAML Source... first is this one on setting the required attribute and the troubles you can get into if it's not set correctly Storing Files in SQL Server using WCF RIA Services and Silverlight – Part 3 Chris Rouw has Part 3 of his series on Storing files in SQL Server using FILESTREAM Storage in SQL Server 2008 and Silverlight... this time he's viewing files stored in the FILESTREAM from the LOB app. Getting ready for the Windows Phone 7 Exam 70-599 (Part 4) Peter Kuhn has Part 4 of his series on getting ready for the WP7 exam up at SilverlightShow... the date is coming up soon... are you ready? Binding to View Model properties in Data Templates. The RootBinding Markup Extension Damian Schenkelman has a Silverlight 5 Beta post up... digging into the XAML Markup Extensions and popping out a RootBindingExtensionthat helps bind to a property in a view model from a DataTemplate. Saving Files To File System With LightSwitch (Uploading Files) Michael Washington has a cool tutorial up on his new LightSwitch Help Website... File Upload to a server file system using LightSwitch, plus a project to download... good stuff! Microsoft Media Platform (MMPPF): Player Framework for Silverlight Manas Patnaik's latest post is about the Media Player Project... some of the history of media with Silvelight and how to go about using the Media Player Project bits Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • CodePlex Daily Summary for Saturday, October 12, 2013

    CodePlex Daily Summary for Saturday, October 12, 2013Popular ReleasesTerrariViewer: TerrariViewer v7 [Terraria Inventory Editor]: This is a complete overhaul but has the same core style. I hope you enjoy it. This version is compatible with 1.2.0.3 Please send issues to my Twitter or https://github.com/TJChap2840WDTVHubGen - Adds Metadata, thumbnails and subtitles to WDTV Live Hubs: WDTVHubGen.v2.1.6.maint: I think this covers all of the issues. new additions: fixed the thumbnail problem for backgrounds. general clean up and error checking. need to get this put through the wringer and all feedback is welcome.Free language translator and file converter: Free Language Translator 3.4: fixe for new version look up.MoreTerra (Terraria World Viewer): MoreTerra 1.11.3: =========== =New Features= =========== New Markers added for Plantera's Bulb, Heart Fruits and Gold Cache. Markers now correctly display for the gems found in rock debris on the floor. =========== =Compatibility= =========== Fixed header changes found in Terraria 1.0.3.1C# Intellisense for Notepad++: Release v1.0.8.0: - fixed document formatting artifacts To avoid the DLLs getting locked by OS use MSI file for the installation.CS-Script for Notepad++ (C# intellisense and code execution): Release v1.0.8.0: - fixed document formatting artifacts To avoid the DLLs getting locked by OS use MSI file for the installation.Generic Unit of Work and Repositories Framework: v2.0: Async methods for Repostiories - Ivan (@ifarkas) OData Async - Ivan (@ifarkas) Glimpse MVC4 workig with MVC5 Glimpse EF6 Northwind.Repostiory Project (layer) best practices for extending the Repositories Northwind.Services Project (layer), best practices for implementing business facade Live Demo: http://longle.azurewebsites.net/Spa/Product#/list Documentation: http://blog.longle.net/2013/10/09/upgrading-to-async-with-entity-framework-mvc-odata-asyncentitysetcontroller-kendo-ui-gli...Media Companion: Media Companion MC3.581b: Fix in place for TVDB xml issue. New* Movie - General Preferences, allow saving of ignored 'The' or 'A' to end of movie title, stored in sorttitle field. * Movie - New Way for Cropping Posters. Fixed* Movie - Rename of folders/filename. caught error message. * Movie - Fixed Bug in Save Cropped image, only saving in Pre-Frodo format if Both model selected. * Movie - Fixed Cropped image didn't take zoomed ratio into effect. * Movie - Separated Folder Renaming and File Renaming fuctions durin...Ghostscript.NET: Ghostscript.NET v.1.1.1.: v.1.1.1. fixed problem in GhostscriptRasterizer and GhostscriptViewer when MediaBox contains negative llx or lly values. (problem reported by "Prasenjit Das"). added GhostscriptPngDevice, a friendly output device class with all png devices related switches. (GhostscriptPngDevice supports: png16m, pngalpha, pnggray, png256, png16, pngmono, pngmonod). added GhostscriptJpegDevice, a friendly output device class with all jpeg devices related switches. (GhostscriptJpegDevice supports: jpeg, jp...(Party) DJ Player: DJP.124.12: 124.12 (Feature implementation completed): Changed datatype of HistoryDateInfo from string to DateTime New: HistoryDateInfoConverter for the listbox Improved: HistoryDateInfoDeleter, HistoryDateInfoLoader, HistoryDateInfoAsynchronizer, HistoryItemLoader, HistoryItemsToHistoryDateInfoConverterSmartStore.NET - Free ASP.NET MVC Ecommerce Shopping Cart Solution: SmartStore.NET 1.2.0: HighlightsMulti-store support "Trusted Shops" plugins Highly improved SmartStore.biz Importer plugin Add custom HTML content to pages Performance optimization New FeaturesMulti-store-support: now multiple stores can be managed within a single application instance (e.g. for building different catalogs, brands, landing pages etc.) Added 3 new Trusted Shops plugins: Seal, Buyer Protection, Store Reviews Added Display as HTML Widget to CMS Topics (store owner now can add arbitrary HT...Fast YouTube Downloader: Youtube Downloader 2.1: Youtube Downloader 2.1NuGet: NuGet 2.7.1: Released October 07, 2013. Release notes: http://docs.nuget.org/docs/release-notes/nuget-2.7.1 Important note: After downloading the signed build of NuGet.exe, if you perform an update using the "nuget.exe update -self" command, it will revert back to the unsigned build.Mugen MVVM Toolkit: Mugen MVVM Toolkit 2.0: IntroductionMugen MVVM Toolkit makes it easier to develop Silverlight, WPF, WinRT and WP applications using the Model-View-ViewModel design pattern. The purpose of the toolkit is to provide a simple framework and set of tools for getting up to speed quickly with applications based on the MVVM design pattern. The core of Toolkit contains a navigation system, windows management system, models, validation, etc. Mugen MVVM Toolkit contains all the MVVM classes such as ViewModelBase, RelayCommand,...Office Ribbon Project (under active development): Ribbon (07. Oct. 2013): Fixed Scrollbar Bug if DropDown Button is bigger than screen Added Office 2013 Theme Fixed closing the Ribbon caused a null reference exception in the RibbonButton.Dispose if the DropDown was not created yet Fixed Memory leak fix (unhooked events after Dispose) Fixed ToolStrip Selected Text 2013 and 2007 for Blue and Standard themesGhostscript Studio: Ghostscript.Studio v.1.0.2: Ghostscript Studio is easy to use Ghostscript IDE, a tool that facilitates the use of the Ghostscript interpreter by providing you with a graphical interface for postscript editing and file conversions. Ghostscript Studio allows you to preview postscript files, edit the code and execute them in order to convert PDF documents and other formats. The program allows you to convert between PDF, Postscript, EPS, TIFF, JPG and PNG by using the Ghostscript.NET Processor. v.1.0.2. added custom -c s...Squiggle - A free open source LAN Messenger: Squiggle 3.3 Alpha: Allow using environment variables in configuration file (history db connection string, download folder location, display name, group and message) Fix for history viewer to show the correct history entries History saved with UTC timestamp This is alpha release and not recommended for use in productionVidCoder: 1.5.7 Beta: Updated HandBrake core to SVN 5819. About dialog now pulls down HandBrake version from the DLL. Added a confirmation dialog to Stop if the encode has been going on for more than 5 minutes. Fixed handling of unicode characters for input and output filenames. We now encode to UTF-8 before passing to HandBrake. Fixed a crash in the queue multiple titles dialog. Added code to rescue tool windows which get placed outside of the visible screen area.Vodigi Open Source Interactive Digital Signage: Vodigi Release 6.0: Please note that we have removed the Kinect support in the Vodigi Player for Version 6.0. We are in the process of building a separate Kinect-enabled Player that will support the next generation Kinect sensor. If you are currently using Kinect with the Vodigi Player, you should not upgrade to Version 6.0. The following enhancements and fixes are included in Vodigi 6.0. Vodigi Administrator - New Interface - Timelines that allow you play video and images on the Main Screen Vodigi Player -...Wsus Package Publisher: Release v1.3.1310.05: Enhance the "Reboot Remote Computers", by adding a timer before the reboot occure. So that remote users can save their documents and close applications. You can also add a message to be display. In 'Tools'->'Settings'-> Misc Tab, you can set a default message. Enhance the "Compare Computers against AD", by choosing OUs to include in the comparison.New Projects555984402e86: 555984402e86DropBoxClient: DropBoxClient is a .NET library for interacting with the DropBox Core API. EDB to PST Converter-Fastest Method for Exchange Data conversion: Enstella EDB to PST converter software-smart and valuable solution for instant and safe recovery and conversion of EDB file into PST file.How to build an autodialer with PHP using your MySQL database: As the title says we create an autodialer application, which can call multiple phones simultaneously, in the time we set up.HungNm Test: HungNm TestIBANTools: Strumento da riga di comando per il calcolo massivo dell'IBAN a partire da ABI, CAB, nazione e conto.KGitSvn: This is only a project I set up to test git-svn functionality. It will be deleted when my testing is complete.MailboxLogParser: MailboxLogParser works with Exchange ActiveSync mailbox logs to help support engineers debug issue.MiniScrum: MiniScrum is a small MVC based website to collect notes of what the team members have been up to since our last meeting. pescar2013-shop-purecss: Pescar shop, library PureCssSharePoint User Permission Check: A SP2010 webpart for any site of any site collection. Gives info on permissions of a user for: all folders in all docs, every item in all folders of the librarySocksOverHttp: Welcome free internet, kick away HTTP proxy filter.TypeScript component based framework for enterprise web application.: TypeScript component based framework for enterprise web application.ugsf migration (2007/2010/2013): UGSF ( UserGroup SharePoint France) Documentation and Ressources for SharePoint Migration ( 2007/2010/2013)weiqk's project: only test Windows Imaging Component(WIC) Demo App on WEC2013: A sample application to Demo the Windows Imaging Component(WIC) on WEC2013.WPTrakt: wptrakt

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