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  • Silverlight for Everyone!!

    - by subodhnpushpak
    Someone asked me to compare Silverlight / HTML development. I realized that the question can be answered in many ways: Below is the high level comparison between a HTML /JavaScript client and Silverlight client and why silverlight was chosen over HTML / JavaScript client (based on type of users and major functionalities provided): 1. For end users Browser compatibility Silverlight is a plug-in and requires installation first. However, it does provides consistent look and feel across all browsers. For HTML / DHTML, there is a need to tweak JavaScript for each of the browser supported. In fact, tags like <span> and <div> works differently on different browser / version. So, HTML works on most of the systems but also requires lot of efforts coding-wise to adhere to all standards/ browsers / versions. Out of browser support No support in HTML. Third party tools like  Google gears offers some functionalities but there are lots of issues around platform and accessibility. Out of box support for out-of-browser support. provides features like drag and drop onto application surface. Cut and copy paste in HTML HTML is displayed in browser; which, in turn provides facilities for cut copy and paste. Silverlight (specially 4) provides rich features for cut-copy-paste along with full control over what can be cut copy pasted by end users and .advanced features like visual tree printing. Rich user experience HTML can provide some rich experience by use of some JavaScript libraries like JQuery. However, extensive use of JavaScript combined with various versions of browsers and the supported JavaScript makes the solution cumbersome. Silverlight is meant for RIA experience. User data storage on client end In HTML only small amount of data can be stored that too in cookies. In Silverlight large data may be stored, that too in secure way. This increases the response time. Post back In HTML / JavaScript the post back can be stopped by use of AJAX. Extensive use of AJAX can be a bottleneck as browser stack is used for the calls. Both look and feel and data travel over network.                           In Silverlight everything run the client side. Calls are made to server ONLY for data; which also reduces network traffic in long run. 2. For Developers Coding effort HTML / JavaScript can take considerable amount to code if features (requirements) are rich. For AJAX like interfaces; knowledge of third party kits like DOJO / Yahoo UI / JQuery is required which has steep learning curve. ASP .Net coding world revolves mostly along <table> tags for alignments whereas most popular tools provide <div> tags; which requires lots of tweaking. AJAX calls can be a bottlenecks for performance, if the calls are many. In Silverlight; coding is in C#, which is managed code. XAML is also very intuitive and Blend can be used to provide look and feel. Event handling is much clean than in JavaScript. Provides for many clean patterns like MVVM and composable application. Each call to server is asynchronous in silverlight. AJAX is in built into silverlight. Threading can be done at the client side itself to provide for better responsiveness; etc. Debugging Debugging in HTML / JavaScript is difficult. As JavaScript is interpreted; there is NO compile time error handling. Debugging in Silverlight is very helpful. As it is compiled; it provides rich features for both compile time and run time error handling. Multi -targeting browsers HTML / JavaScript have different rendering behaviours in different browsers / and their versions. JavaScript have to be written to sublime the differences in browser behaviours. Silverlight works exactly the same in all browsers and works on almost all popular browser. Multi-targeting desktop No support in HTML / JavaScript Silverlight is very close to WPF. Bot the platform may be easily targeted while maintaining the same source code. Rich toolkit HTML /JavaScript have limited toolkit as controls Silverlight provides a rich set of controls including graphs, audio, video, layout, etc. 3. For Architects Design Patterns Silverlight provides for patterns like MVVM (MVC) and rich (fat)  client architecture. This segregates the "separation of concern" very clearly. Client (silverlight) does what it is expected to do and server does what it is expected of. In HTML / JavaScript world most of the processing is done on the server side. Extensibility Silverlight provides great deal of extensibility as custom controls may be made. Extensibility is NOT restricted by browser but by the plug-in silverlight runs in. HTML / JavaScript works in a certain way and extensibility is generally done on the server side rather than client end. Client side is restricted by the limitations of the browser. Performance Silverlight provides localized storage which may be used for cached data storage. this reduces the response time. As processing can be done on client side itself; there is no need for server round trips. this decreases the round about time. Look and feel of the application is downloaded ONLY initially, afterwards ONLY data is fetched form the server. Security Silverlight is compiled code downloaded as .XAP; As compared to HTML / JavaScript, it provides more secure sandboxed approach. Cross - scripting is inherently prohibited in silverlight by default. If proper guidelines are followed silverlight provides much robust security mechanism as against HTML / JavaScript world. For example; knowing server Address in obfuscated JavaScript is easier than a compressed compiled obfuscated silverlight .XAP file. Some of these like (offline and Canvas support) will be available in HTML5. However, the timelines are not encouraging at all. According to Ian Hickson, editor of the HTML5 specification, the specification to reach the W3C Candidate Recommendation stage during 2012, and W3C Recommendation in the year 2022 or later. see http://en.wikipedia.org/wiki/HTML5 for details. The above is MY opinion. I will love to hear yours; do let me know via comments. Technorati Tags: Silverlight

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  • Oracle Expands Sun Blade Portfolio for Cloud and Highly Virtualized Environments

    - by Ferhat Hatay
    Oracle announced the expansion of Sun Blade Portfolio for cloud and highly virtualized environments that deliver powerful performance and simplified management as tightly integrated systems.  Along with the SPARC T3-1B blade server, Oracle VM blade cluster reference configuration and Oracle's optimized solution for Oracle WebLogic Suite, Oracle introduced the dual-node Sun Blade X6275 M2 server module with some impressive benchmark results.   Benchmarks on the Sun Blade X6275 M2 server module demonstrate the outstanding performance characteristics critical for running varied commercial applications used in cloud and highly virtualized environments.  These include best-in-class SPEC CPU2006 results with the Intel Xeon processor 5600 series, six Fluent world records and 1.8 times the price-performance of the IBM Power 755 running NAMD, a prominent bio-informatics workload.   Benchmarks for Sun Blade X6275 M2 server module  SPEC CPU2006  The Sun Blade X6275 M2 server module demonstrated best in class SPECint_rate2006 results for all published results using the Intel Xeon processor 5600 series, with a result of 679.  This result is 97% better than the HP BL460c G7 blade, 80% better than the IBM HS22V blade, and 79% better than the Dell M710 blade.  This result demonstrates the density advantage of the new Oracle's server module for space-constrained data centers.     Sun Blade X6275M2 (2 Nodes, Intel Xeon X5670 2.93GHz) - 679 SPECint_rate2006; HP ProLiant BL460c G7 (2.93 GHz, Intel Xeon X5670) - 347 SPECint_rate2006; IBM BladeCenter HS22V (Intel Xeon X5680)  - 377 SPECint_rate2006; Dell PowerEdge M710 (Intel Xeon X5680, 3.33 GHz) - 380 SPECint_rate2006.  SPEC, SPECint, SPECfp reg tm of Standard Performance Evaluation Corporation. Results from www.spec.org as of 11/24/2010 and this report.    For more specifics about these results, please go to see http://blogs.sun.com/BestPerf   Fluent The Sun Fire X6275 M2 server module produced world-record results on each of the six standard cases in the current "FLUENT 12" benchmark test suite at 8-, 12-, 24-, 32-, 64- and 96-core configurations. These results beat the most recent QLogic score with IBM DX 360 M series platforms and QLogic "Truescale" interconnects.  Results on sedan_4m test case on the Sun Blade X6275 M2 server module are 23% better than the HP C7000 system, and 20% better than the IBM DX 360 M2; Dell has not posted a result for this test case.  Results can be found at the FLUENT website.   ANSYS's FLUENT software solves fluid flow problems, and is based on a numerical technique called computational fluid dynamics (CFD), which is used in the automotive, aerospace, and consumer products industries. The FLUENT 12 benchmark test suite consists of seven models that are well suited for multi-node clustered environments and representative of modern engineering CFD clusters. Vendors benchmark their systems with the principal objective of providing comparative performance information for FLUENT software that, among other things, depends on compilers, optimization, interconnect, and the performance characteristics of the hardware.   FLUENT application performance is representative of other commercial applications that require memory and CPU resources to be available in a scalable cluster-ready format.  FLUENT benchmark has six conventional test cases (eddy_417k, turbo_500k, aircraft_2m, sedan_4m, truck_14m, truck_poly_14m) at various core counts.   All information on the FLUENT website (http://www.fluent.com) is Copyrighted1995-2010 by ANSYS Inc. Results as of November 24, 2010. For more specifics about these results, please go to see http://blogs.sun.com/BestPerf   NAMD Results on the Sun Blade X6275 M2 server module running NAMD (a parallel molecular dynamics code designed for high-performance simulation of large biomolecular systems) show up to a 1.8X better price/performance than IBM's Power 7-based system.  For space-constrained environments, the ultra-dense Sun Blade X6275 M2 server module provides a 1.7X better price/performance per rack unit than IBM's system.     IBM Power 755 4-way Cluster (16U). Total price for cluster: $324,212. See IBM United States Hardware Announcement 110-008, dated February 9, 2010, pp. 4, 21 and 39-46.  Sun Blade X6275 M2 8-Blade Cluster (10U). Total price for cluster:  $193,939. Price/performance and performance/RU comparisons based on f1ATPase molecule test results. Sun Blade X6275 M2 cluster: $3,568/step/sec, 5.435 step/sec/RU. IBM Power 755 cluster: $6,355/step/sec, 3.189 step/sec/U. See http://www-03.ibm.com/systems/power/hardware/reports/system_perf.html. See http://www.ks.uiuc.edu/Research/namd/performance.html for more information, results as of 11/24/10.   For more specifics about these results, please go to see http://blogs.sun.com/BestPerf   Reverse Time Migration The Reverse Time Migration is heavily used in geophysical imaging and modeling for Oil & Gas Exploration.  The Sun Blade X6275 M2 server module showed up to a 40% performance improvement over the previous generation server module with super-linear scalability to 16 nodes for the 9-Point Stencil used in this Reverse Time Migration computational kernel.  The balanced combination of Oracle's Sun Storage 7410 system with the Sun Blade X6275 M2 server module cluster showed linear scalability for the total application throughput, including the I/O and MPI communication, to produce a final 3-D seismic depth imaged cube for interpretation. The final image write time from the Sun Blade X6275 M2 server module nodes to Oracle's Sun Storage 7410 system achieved 10GbE line speed of 1.25 GBytes/second or better performance. Between subsequent runs, the effects of I/O buffer caching on the Sun Blade X6275 M2 server module nodes and write optimized caching on the Sun Storage 7410 system gave up to 1.8 GBytes/second effective write performance. The performance results and characterization of this Reverse Time Migration benchmark could serve as a useful measure for many other I/O intensive commercial applications. 3D VTI Reverse Time Migration Seismic Depth Imaging, see http://blogs.sun.com/BestPerf/entry/3d_vti_reverse_time_migration for more information, results as of 11/14/2010.                            

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  • Charms and the App Bar

    - by Dennis Vroegop
    Ok. I admit. I made a mistake in the last post about our planespotter app. I have dedicated a full part of the hub to Social. I also had a section called Friends but that made sense since I said that “Friends” is a special group of people that connect to each other through our app and only our app. Social however is sharing our spots with Twitter, Facebook and so on. Now, we could write that functionality in our app in a different section but there is one small problem with that: users don’t expect that. Ok, I admit. The mistake was quite deliberate to give me an excuse to write this part. But still: the mistake is one I see a lot. People are trying to do stuff in their application that they shouldn’t be doing. This always strike me as slightly odd: why do some work when others have already done it for you and you can just use it? After all: good developers are lazy (lazy people will always try to find the easiest way to do something and in development land this usually means the cleanest and best to support way…) So. What is that part that Microsoft has done for us and we don’t have to do ourselves? The answer lies on the right hand of your Win8 screen: This is a screenshot of my tablet (as you can see I am writing this right now….) When I swipe my finger from out of the screen on the right inside the screen (or move the mouse to the upper right corner) this menu will appear. Next to settings and the start menu button we’ll find the Search and the Share charms. These are two ways that your app can share the information it contains with the rest of the world, or at least: the rest of your system. So don’t write a Search feature in your app. Don’t write a Share feature in your app. It’s here already. Users, once they are used to Windows 8, will use that feature and expect it to work. If it doesn’t, they won’t like your app and you can kiss you dreams of everlasting fame goodbye. So use these two. What are they? Well, simply they are parts of a contract. In your app you say somewhere in code that you are supporting Search and Share. So when the user selects Share the system will interrogate the current app in the foreground if it supports this feature. Your app will say “But why, yes, I do!” Then the system will ask the app “Ok then, wisecrack, then share!” and you will have to provide the system with some information about the format. Other applications have subscribed to be at the receiving end of the Share contract. They have told the system that they support Sharing (receiving) and which formats they understand. If one or more of them support the formats you specify, the user will see them. The user clicks / taps on the app of their choice and data is moved from your app to the new one. So if you say you support Facebook and Twitter users can post data from your app to these networks by selecting Share. The same applies to Search. Don’t make a “search” button in your app but use the contract to tell the system that you support search and use that instead. Users will be grateful (remember that bar with men/women/creatures that are waiting for you?) The more and more people get to know Windows 8, the more they will use this. And if you are one of the people who wrote an app that helped them learn the system, well, that’s even better. So. We don’t have a Share or a Search button. We do have other buttons. Most important: we probably need a “New Spot” button. And a “Filter” might be useful. Or someway to open the camera so you can add a picture to the spot. Where will be put those? The answer is the “Appbar” . This is a application / context aware menu that slides up from the bottom of the screen when you move your finger / mouse from below the screen into it. From above downwards works just as well. Here you see an example of the appbar from the People app. (click on it for a larger version). This appears whenever you slide your finger up from below of down from above. This is where you put your commands. Remember, this is context aware so this menu will change when you are in different parts of your app or when you have selected different items. There are a few conventions when you create this appbar. First, the items on the right are “General” items, meaning they have little to do with what is on the screen right now. I think this would be a great place to add our “New Spot” icon. On the far left are items associated with the current selected item or screen. So if you have a spot selected, the button for Add Photo should be visible here and on the left hand side. Not everything is as clear as this, but this is what you should strive for. Group items together. And please note: this is the only place in Metro design where we are allowed to use lines as separators. So when you want to separate a group of icons from another group, add a line. Also note the simplicity of the buttons. No colors, no lights or shadows, no 3D. After a couple of years of fancy almost realistic looking icons people have finally decided that hey, this is a virtual world: it’s ok to look virtual as well. So make things as readable and clear as possible and don’t try to duplicate nature. It’s all about the information, remember? (If you don’t remember I’d like to point you to a older blog post of mine about the what and why of Metro). So.. think about the buttons a bit and think about Share and Search. What will you put there? Remember: this is the way the users interact with your apps and while you shouldn’t judge a book by its covers when it comes to people, this isn’t entirely so when it comes to apps. People DO judge an app by its looks and the way it feels. Take advantage of that. History has learned that a crappy app with a GREAT user interface gets better reviews than a GREAT app with a lousy UI… I know: developers will find this extremely unfair but that’s the world we live in (No, I am not saying you should deliver rubbish apps). Next time: we’ll start by building the darn thing!

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  • How to solve exception_priv _instruction exception while running destop project? [on hold]

    - by Haritha
    While running desktop project im getting exception_priv _instruction how to solve this??? while running this page is coming # # A fatal error has been detected by the Java Runtime Environment: # # EXCEPTION_PRIV_INSTRUCTION (0xc0000096) at pc=0x02f5a92b, pid=3012, tid=3104 # # JRE version: 7.0-b147 # Java VM: Java HotSpot(TM) Client VM (21.0-b17 mixed mode, sharing windows-x86 ) # Problematic frame: # C 0x02f5a92b # # Failed to write core dump. Minidumps are not enabled by default on client versions of Windows # # If you would like to submit a bug report, please visit: # http://bugreport.sun.com/bugreport/crash.jsp # The crash happened outside the Java Virtual Machine in native code. # See problematic frame for where to report the bug. # --------------- T H R E A D --------------- Current thread (0x02f5a800): JavaThread "LWJGL Application" [_thread_in_native, id=3104, stack(0x076f0000,0x07740000)] siginfo: ExceptionCode=0xc0000096 Registers: EAX=0x000df4f0, EBX=0x32afc180, ECX=0x000df4f0, EDX=0x00000020 ESP=0x0773f768, EBP=0x0773f790, ESI=0x32afc180, EDI=0x02f5a800 EIP=0x02f5a92b, EFLAGS=0x00010206 Top of Stack: (sp=0x0773f768) 0x0773f768: 02bd429c 02bd429c 0773f770 32afc180 0x0773f778: 0773f7b8 32b022c8 00000000 32afc180 0x0773f788: 00000000 0773f7a0 0773f7dc 00943187 0x0773f798: 229ec1c0 00948839 69081736 00000000 0x0773f7a8: 089b0048 00000000 00000014 00001406 0x0773f7b8: 00000002 0773f7bc 32afbeb0 0773f7f8 0x0773f7c8: 32b022c8 00000000 32afbf00 0773f7a0 0x0773f7d8: 0773f7f0 0773f81c 00943187 69081736 Instructions: (pc=0x02f5a92b) 0x02f5a90b: 00 43 00 00 00 00 f0 bc 02 e8 00 e9 22 40 f7 73 0x02f5a91b: 07 85 a5 94 00 90 f7 73 07 50 cc a0 6d d8 49 c0 0x02f5a92b: 6d 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 0x02f5a93b: 00 00 00 00 00 00 00 00 00 08 80 3d 37 00 00 00 Register to memory mapping: EAX=0x000df4f0 is an unknown value EBX=0x32afc180 is an oop {method} - klass: {other class} ECX=0x000df4f0 is an unknown value EDX=0x00000020 is an unknown value ESP=0x0773f768 is pointing into the stack for thread: 0x02f5a800 EBP=0x0773f790 is pointing into the stack for thread: 0x02f5a800 ESI=0x32afc180 is an oop {method} - klass: {other class} EDI=0x02f5a800 is a thread Stack: [0x076f0000,0x07740000], sp=0x0773f768, free space=317k Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code) C 0x02f5a92b j org.lwjgl.opengl.GL11.glVertexPointer(IILjava/nio/FloatBuffer;)V+48 j com.badlogic.gdx.backends.lwjgl.LwjglGL10.glVertexPointer(IIILjava/nio/Buffer;)V+53 j com.badlogic.gdx.graphics.glutils.VertexArray.bind()V+149 j com.badlogic.gdx.graphics.Mesh.bind()V+25 j com.badlogic.gdx.graphics.Mesh.render(IIIZ)V+32 j com.badlogic.gdx.graphics.Mesh.render(III)V+8 j com.badlogic.gdx.graphics.g2d.SpriteBatch.flush()V+197 j com.badlogic.gdx.graphics.g2d.SpriteBatch.switchTexture(Lcom/badlogic/gdx/graphics/Texture;)V+1 j com.badlogic.gdx.graphics.g2d.SpriteBatch.draw(Lcom/badlogic/gdx/graphics/Texture;FFFF)V+33 j sevenseas.game.WorldRenderer.drawBob()V+54 j sevenseas.game.WorldRenderer.render()V+12 j sevenseas.game.GameClass.render(F)V+38 j com.badlogic.gdx.Game.render()V+19 j com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop()V+642 j com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run()V+27 v ~StubRoutines::call_stub V [jvm.dll+0x122c7e] V [jvm.dll+0x1c9c0e] V [jvm.dll+0x122e73] V [jvm.dll+0x122ed7] V [jvm.dll+0xccd1f] V [jvm.dll+0x14433f] V [jvm.dll+0x171549] C [msvcr100.dll+0x5c6de] endthreadex+0x3a C [msvcr100.dll+0x5c788] endthreadex+0xe4 C [kernel32.dll+0xb713] GetModuleFileNameA+0x1b4 Java frames: (J=compiled Java code, j=interpreted, Vv=VM code) j org.lwjgl.opengl.GL11.nglVertexPointer(IIIJJ)V+0 j org.lwjgl.opengl.GL11.glVertexPointer(IILjava/nio/FloatBuffer;)V+48 j com.badlogic.gdx.backends.lwjgl.LwjglGL10.glVertexPointer(IIILjava/nio/Buffer;)V+53 j com.badlogic.gdx.graphics.glutils.VertexArray.bind()V+149 j com.badlogic.gdx.graphics.Mesh.bind()V+25 j com.badlogic.gdx.graphics.Mesh.render(IIIZ)V+32 j com.badlogic.gdx.graphics.Mesh.render(III)V+8 j com.badlogic.gdx.graphics.g2d.SpriteBatch.flush()V+197 j com.badlogic.gdx.graphics.g2d.SpriteBatch.switchTexture(Lcom/badlogic/gdx/graphics/Texture;)V+1 j com.badlogic.gdx.graphics.g2d.SpriteBatch.draw(Lcom/badlogic/gdx/graphics/Texture;FFFF)V+33 j sevenseas.game.WorldRenderer.drawBob()V+54 j sevenseas.game.WorldRenderer.render()V+12 j sevenseas.game.GameClass.render(F)V+38 j com.badlogic.gdx.Game.render()V+19 j com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop()V+642 j com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run()V+27 v ~StubRoutines::call_stub --------------- P R O C E S S --------------- Java Threads: ( => current thread ) 0x003d6c00 JavaThread "DestroyJavaVM" [_thread_blocked, id=3240, stack(0x008c0000,0x00910000)] =>0x02f5a800 JavaThread "LWJGL Application" [_thread_in_native, id=3104, stack(0x076f0000,0x07740000)] 0x02bcf000 JavaThread "Service Thread" daemon [_thread_blocked, id=2612, stack(0x02e00000,0x02e50000)] 0x02bc1000 JavaThread "C1 CompilerThread0" daemon [_thread_blocked, id=2776, stack(0x02db0000,0x02e00000)] 0x02bbf400 JavaThread "Attach Listener" daemon [_thread_blocked, id=2448, stack(0x02d60000,0x02db0000)] 0x02bbe000 JavaThread "Signal Dispatcher" daemon [_thread_blocked, id=1764, stack(0x02d10000,0x02d60000)] 0x02bb8000 JavaThread "Finalizer" daemon [_thread_blocked, id=3864, stack(0x02cc0000,0x02d10000)] 0x02bb3400 JavaThread "Reference Handler" daemon [_thread_blocked, id=2424, stack(0x02c70000,0x02cc0000)] Other Threads: 0x02bb1800 VMThread [stack: 0x02c20000,0x02c70000] [id=3076] 0x02bd1000 WatcherThread [stack: 0x02e50000,0x02ea0000] [id=3276] VM state:not at safepoint (normal execution) VM Mutex/Monitor currently owned by a thread: None Heap def new generation total 4928K, used 2571K [0x229c0000, 0x22f10000, 0x27f10000) eden space 4416K, 46% used [0x229c0000, 0x22bc2e38, 0x22e10000) from space 512K, 100% used [0x22e90000, 0x22f10000, 0x22f10000) to space 512K, 0% used [0x22e10000, 0x22e10000, 0x22e90000) tenured generation total 10944K, used 634K [0x27f10000, 0x289c0000, 0x329c0000) the space 10944K, 5% used [0x27f10000, 0x27faea60, 0x27faec00, 0x289c0000) compacting perm gen total 12288K, used 1655K [0x329c0000, 0x335c0000, 0x369c0000) the space 12288K, 13% used [0x329c0000, 0x32b5dc58, 0x32b5de00, 0x335c0000) ro space 10240K, 42% used [0x369c0000, 0x36dfc660, 0x36dfc800, 0x373c0000) rw space 12288K, 53% used [0x373c0000, 0x37a38180, 0x37a38200, 0x37fc0000) Code Cache [0x00940000, 0x009d8000, 0x02940000) total_blobs=305 nmethods=80 adapters=158 free_code_cache=32183Kb largest_free_block=32955904 Dynamic libraries: 0x00400000 - 0x0042f000 C:\Program Files\Java\jre7\bin\javaw.exe 0x7c900000 - 0x7c9af000 C:\WINDOWS\system32\ntdll.dll 0x7c800000 - 0x7c8f6000 C:\WINDOWS\system32\kernel32.dll 0x77dd0000 - 0x77e6b000 C:\WINDOWS\system32\ADVAPI32.dll 0x77e70000 - 0x77f02000 C:\WINDOWS\system32\RPCRT4.dll 0x77fe0000 - 0x77ff1000 C:\WINDOWS\system32\Secur32.dll 0x7e410000 - 0x7e4a1000 C:\WINDOWS\system32\USER32.dll 0x77f10000 - 0x77f59000 C:\WINDOWS\system32\GDI32.dll 0x773d0000 - 0x774d3000 C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.5512_x-ww_35d4ce83\COMCTL32.dll 0x77c10000 - 0x77c68000 C:\WINDOWS\system32\msvcrt.dll 0x77f60000 - 0x77fd6000 C:\WINDOWS\system32\SHLWAPI.dll 0x76390000 - 0x763ad000 C:\WINDOWS\system32\IMM32.DLL 0x629c0000 - 0x629c9000 C:\WINDOWS\system32\LPK.DLL 0x74d90000 - 0x74dfb000 C:\WINDOWS\system32\USP10.dll 0x78aa0000 - 0x78b5e000 C:\Program Files\Java\jre7\bin\msvcr100.dll 0x6d940000 - 0x6dc61000 C:\Program Files\Java\jre7\bin\client\jvm.dll 0x71ad0000 - 0x71ad9000 C:\WINDOWS\system32\WSOCK32.dll 0x71ab0000 - 0x71ac7000 C:\WINDOWS\system32\WS2_32.dll 0x71aa0000 - 0x71aa8000 C:\WINDOWS\system32\WS2HELP.dll 0x76b40000 - 0x76b6d000 C:\WINDOWS\system32\WINMM.dll 0x76bf0000 - 0x76bfb000 C:\WINDOWS\system32\PSAPI.DLL 0x6d8d0000 - 0x6d8dc000 C:\Program Files\Java\jre7\bin\verify.dll 0x6d370000 - 0x6d390000 C:\Program Files\Java\jre7\bin\java.dll 0x6d920000 - 0x6d933000 C:\Program Files\Java\jre7\bin\zip.dll 0x6cec0000 - 0x6cf42000 C:\Documents and Settings\7stl0225\Local Settings\Temp\libgdx7stl0225\37fe1abc\gdx.dll 0x10000000 - 0x1004c000 C:\Documents and Settings\7stl0225\Local Settings\Temp\libgdx7stl0225\52d76f2b\lwjgl.dll 0x5ed00000 - 0x5edcc000 C:\WINDOWS\system32\OPENGL32.dll 0x68b20000 - 0x68b40000 C:\WINDOWS\system32\GLU32.dll 0x73760000 - 0x737ab000 C:\WINDOWS\system32\DDRAW.dll 0x73bc0000 - 0x73bc6000 C:\WINDOWS\system32\DCIMAN32.dll 0x77c00000 - 0x77c08000 C:\WINDOWS\system32\VERSION.dll 0x070b0000 - 0x07115000 C:\DOCUME~1\7stl0225\LOCALS~1\Temp\libgdx7stl0225\52d76f2b\OpenAL32.dll 0x7c9c0000 - 0x7d1d7000 C:\WINDOWS\system32\SHELL32.dll 0x774e0000 - 0x7761d000 C:\WINDOWS\system32\ole32.dll 0x5ad70000 - 0x5ada8000 C:\WINDOWS\system32\uxtheme.dll 0x76fd0000 - 0x7704f000 C:\WINDOWS\system32\CLBCATQ.DLL 0x77050000 - 0x77115000 C:\WINDOWS\system32\COMRes.dll 0x77120000 - 0x771ab000 C:\WINDOWS\system32\OLEAUT32.dll 0x73f10000 - 0x73f6c000 C:\WINDOWS\system32\dsound.dll 0x76c30000 - 0x76c5e000 C:\WINDOWS\system32\WINTRUST.dll 0x77a80000 - 0x77b15000 C:\WINDOWS\system32\CRYPT32.dll 0x77b20000 - 0x77b32000 C:\WINDOWS\system32\MSASN1.dll 0x76c90000 - 0x76cb8000 C:\WINDOWS\system32\IMAGEHLP.dll 0x72d20000 - 0x72d29000 C:\WINDOWS\system32\wdmaud.drv 0x72d10000 - 0x72d18000 C:\WINDOWS\system32\msacm32.drv 0x77be0000 - 0x77bf5000 C:\WINDOWS\system32\MSACM32.dll 0x77bd0000 - 0x77bd7000 C:\WINDOWS\system32\midimap.dll 0x73ee0000 - 0x73ee4000 C:\WINDOWS\system32\KsUser.dll 0x755c0000 - 0x755ee000 C:\WINDOWS\system32\msctfime.ime 0x69000000 - 0x691a9000 C:\WINDOWS\system32\sisgl.dll 0x73b30000 - 0x73b45000 C:\WINDOWS\system32\mscms.dll 0x73000000 - 0x73026000 C:\WINDOWS\system32\WINSPOOL.DRV 0x66e90000 - 0x66ed1000 C:\WINDOWS\system32\icm32.dll 0x07760000 - 0x0778d000 C:\Program Files\WordWeb\WHook.dll 0x74c80000 - 0x74cac000 C:\WINDOWS\system32\OLEACC.dll 0x76080000 - 0x760e5000 C:\WINDOWS\system32\MSVCP60.dll VM Arguments: jvm_args: -Dfile.encoding=Cp1252 java_command: sevenseas.game.MainDesktop Launcher Type: SUN_STANDARD Environment Variables: PATH=C:/Program Files/Java/jre7/bin/client;C:/Program Files/Java/jre7/bin;C:/Program Files/Java/jre7/lib/i386;C:\WINDOWS\system32;C:\WINDOWS;C:\WINDOWS\System32\Wbem;C:\Program Files\Java\jdk1.7.0\bin;C:\eclipse; USERNAME=7stl0225 OS=Windows_NT PROCESSOR_IDENTIFIER=x86 Family 15 Model 4 Stepping 1, GenuineIntel --------------- S Y S T E M --------------- OS: Windows XP Build 2600 Service Pack 3 CPU:total 1 (1 cores per cpu, 1 threads per core) family 15 model 4 stepping 1, cmov, cx8, fxsr, mmx, sse, sse2, sse3 Memory: 4k page, physical 2031088k(939252k free), swap 3969920k(3011396k free) vm_info: Java HotSpot(TM) Client VM (21.0-b17) for windows-x86 JRE (1.7.0-b147), built on Jun 27 2011 02:25:52 by "java_re" with unknown MS VC++:1600 time: Sat Oct 26 12:35:14 2013 elapsed time: 0 seconds

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  • Anatomy of a .NET Assembly - PE Headers

    - by Simon Cooper
    Today, I'll be starting a look at what exactly is inside a .NET assembly - how the metadata and IL is stored, how Windows knows how to load it, and what all those bytes are actually doing. First of all, we need to understand the PE file format. PE files .NET assemblies are built on top of the PE (Portable Executable) file format that is used for all Windows executables and dlls, which itself is built on top of the MSDOS executable file format. The reason for this is that when .NET 1 was released, it wasn't a built-in part of the operating system like it is nowadays. Prior to Windows XP, .NET executables had to load like any other executable, had to execute native code to start the CLR to read & execute the rest of the file. However, starting with Windows XP, the operating system loader knows natively how to deal with .NET assemblies, rendering most of this legacy code & structure unnecessary. It still is part of the spec, and so is part of every .NET assembly. The result of this is that there are a lot of structure values in the assembly that simply aren't meaningful in a .NET assembly, as they refer to features that aren't needed. These are either set to zero or to certain pre-defined values, specified in the CLR spec. There are also several fields that specify the size of other datastructures in the file, which I will generally be glossing over in this initial post. Structure of a PE file Most of a PE file is split up into separate sections; each section stores different types of data. For instance, the .text section stores all the executable code; .rsrc stores unmanaged resources, .debug contains debugging information, and so on. Each section has a section header associated with it; this specifies whether the section is executable, read-only or read/write, whether it can be cached... When an exe or dll is loaded, each section can be mapped into a different location in memory as the OS loader sees fit. In order to reliably address a particular location within a file, most file offsets are specified using a Relative Virtual Address (RVA). This specifies the offset from the start of each section, rather than the offset within the executable file on disk, so the various sections can be moved around in memory without breaking anything. The mapping from RVA to file offset is done using the section headers, which specify the range of RVAs which are valid within that section. For example, if the .rsrc section header specifies that the base RVA is 0x4000, and the section starts at file offset 0xa00, then an RVA of 0x401d (offset 0x1d within the .rsrc section) corresponds to a file offset of 0xa1d. Because each section has its own base RVA, each valid RVA has a one-to-one mapping with a particular file offset. PE headers As I said above, most of the header information isn't relevant to .NET assemblies. To help show what's going on, I've created a diagram identifying all the various parts of the first 512 bytes of a .NET executable assembly. I've highlighted the relevant bytes that I will refer to in this post: Bear in mind that all numbers are stored in the assembly in little-endian format; the hex number 0x0123 will appear as 23 01 in the diagram. The first 64 bytes of every file is the DOS header. This starts with the magic number 'MZ' (0x4D, 0x5A in hex), identifying this file as an executable file of some sort (an .exe or .dll). Most of the rest of this header is zeroed out. The important part of this header is at offset 0x3C - this contains the file offset of the PE signature (0x80). Between the DOS header & PE signature is the DOS stub - this is a stub program that simply prints out 'This program cannot be run in DOS mode.\r\n' to the console. I will be having a closer look at this stub later on. The PE signature starts at offset 0x80, with the magic number 'PE\0\0' (0x50, 0x45, 0x00, 0x00), identifying this file as a PE executable, followed by the PE file header (also known as the COFF header). The relevant field in this header is in the last two bytes, and it specifies whether the file is an executable or a dll; bit 0x2000 is set for a dll. Next up is the PE standard fields, which start with a magic number of 0x010b for x86 and AnyCPU assemblies, and 0x20b for x64 assemblies. Most of the rest of the fields are to do with the CLR loader stub, which I will be covering in a later post. After the PE standard fields comes the NT-specific fields; again, most of these are not relevant for .NET assemblies. The one that is is the highlighted Subsystem field, and specifies if this is a GUI or console app - 0x20 for a GUI app, 0x30 for a console app. Data directories & section headers After the PE and COFF headers come the data directories; each directory specifies the RVA (first 4 bytes) and size (next 4 bytes) of various important parts of the executable. The only relevant ones are the 2nd (Import table), 13th (Import Address table), and 15th (CLI header). The Import and Import Address table are only used by the startup stub, so we will look at those later on. The 15th points to the CLI header, where the CLR-specific metadata begins. After the data directories comes the section headers; one for each section in the file. Each header starts with the section's ASCII name, null-padded to 8 bytes. Again, most of each header is irrelevant, but I've highlighted the base RVA and file offset in each header. In the diagram, you can see the following sections: .text: base RVA 0x2000, file offset 0x200 .rsrc: base RVA 0x4000, file offset 0xa00 .reloc: base RVA 0x6000, file offset 0x1000 The .text section contains all the CLR metadata and code, and so is by far the largest in .NET assemblies. The .rsrc section contains the data you see in the Details page in the right-click file properties page, but is otherwise unused. The .reloc section contains address relocations, which we will look at when we study the CLR startup stub. What about the CLR? As you can see, most of the first 512 bytes of an assembly are largely irrelevant to the CLR, and only a few bytes specify needed things like the bitness (AnyCPU/x86 or x64), whether this is an exe or dll, and the type of app this is. There are some bytes that I haven't covered that affect the layout of the file (eg. the file alignment, which determines where in a file each section can start). These values are pretty much constant in most .NET assemblies, and don't affect the CLR data directly. Conclusion To summarize, the important data in the first 512 bytes of a file is: DOS header. This contains a pointer to the PE signature. DOS stub, which we'll be looking at in a later post. PE signature PE file header (aka COFF header). This specifies whether the file is an exe or a dll. PE standard fields. This specifies whether the file is AnyCPU/32bit or 64bit. PE NT-specific fields. This specifies what type of app this is, if it is an app. Data directories. The 15th entry (at offset 0x168) contains the RVA and size of the CLI header inside the .text section. Section headers. These are used to map between RVA and file offset. The important one is .text, which is where all the CLR data is stored. In my next post, we'll start looking at the metadata used by the CLR directly, which is all inside the .text section.

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  • Oracle's Global Single Schema

    - by david.butler(at)oracle.com
    Maximizing business process efficiencies in a heterogeneous environment is very difficult. The difficulty stems from the fact that the various applications across the Information Technology (IT) landscape employ different integration standards, different message passing strategies, and different workflow engines. Vendors such as Oracle and others are delivering tools to help IT organizations manage the complexities introduced by these differences. But the one remaining intractable problem impacting efficient operations is the fact that these applications have different definitions for the same business data. Business data is your business information codified for computer programs to use. A good data model will represent the way your organization does business. The computer applications your organization deploys to improve operational efficiency are built to operate on the business data organized into this schema.  If the schema does not represent how you do business, the applications on that schema cannot provide the features you need to achieve the desired efficiencies. Business processes span these applications. Data problems break these processes rendering them far less efficient than they need to be to achieve organization goals. Thus, the expected return on the investment in these applications is never realized. The success of all business processes depends on the availability of accurate master data.  Clearly, the solution to this problem is to consolidate all the master data an organization uses to run its business. Then clean it up, augment it, govern it, and connect it back to the applications that need it. Until now, this obvious solution has been difficult to achieve because no one had defined a data model sufficiently broad, deep and flexible enough to support transaction processing on all key business entities and serve as a master superset to all other operational data models deployed in heterogeneous IT environments. Today, the situation has changed. Oracle has created an operational data model (aka schema) that can support accurate and consistent master data across heterogeneous IT systems. This is foundational for providing a way to consolidate and integrate master data without having to replace investments in existing applications. This Global Single Schema (GSS) represents a revolutionary breakthrough that allows for true master data consolidation. Oracle has deep knowledge of applications dating back to the early 1990s.  It developed applications in the areas of Supply Chain Management (SCM), Product Lifecycle Management (PLM), Enterprise Resource Planning (ERP), Customer Relationship Management (CRM), Human Capital Management (HCM), Financials and Manufacturing. In addition, Oracle applications were delivered for key industries such as Communications, Financial Services, Retail, Public Sector, High Tech Manufacturing (HTM) and more. Expertise in all these areas drove requirements for GSS. The following figure illustrates Oracle's unique position that enabled the creation of the Global Single Schema. GSS Requirements Gathering GSS defines all the key business entities and attributes including Customers, Contacts, Suppliers, Accounts, Products, Services, Materials, Employees, Installed Base, Sites, Assets, and Inventory to name just a few. In addition, Oracle delivers GSS pre-integrated with a wide variety of operational applications.  Business Process Automation EBusiness is about maximizing operational efficiency. At the highest level, these 'operations' span all that you do as an organization.  The following figure illustrates some of these high-level business processes. Enterprise Business Processes Supplies are procured. Assets are maintained. Materials are stored. Inventory is accumulated. Products and Services are engineered, produced and sold. Customers are serviced. And across this entire spectrum, Employees do the procuring, supporting, engineering, producing, selling and servicing. Not shown, but not to be overlooked, are the accounting and the financial processes associated with all this procuring, manufacturing, and selling activity. Supporting all these applications is the master data. When this data is fragmented and inconsistent, the business processes fail and inefficiencies multiply. But imagine having all the data under these operational business processes in one place. ·            The same accurate and timely customer data will be provided to all your operational applications from the call center to the point of sale. ·            The same accurate and timely supplier data will be provided to all your operational applications from supply chain planning to procurement. ·            The same accurate and timely product information will be available to all your operational applications from demand chain planning to marketing. You would have a single version of the truth about your assets, financial information, customers, suppliers, employees, products and services to support your business automation processes as they flow across your business applications. All company and partner personnel will access the same exact data entity across all your channels and across all your lines of business. Oracle's Global Single Schema enables this vision of a single version of the truth across the heterogeneous operational applications supporting the entire enterprise. Global Single Schema Oracle's Global Single Schema organizes hundreds of thousands of attributes into 165 major schema objects supporting over 180 business application modules. It is designed for international operations, and extensibility.  The schema is delivered with a full set of public Application Programming Interfaces (APIs) and an Integration Repository with modern Service Oriented Architecture interfaces to make data available as a services (DaaS) to business processes and enable operations in heterogeneous IT environments. ·         Key tables can be extended with unlimited numbers of additional attributes and attribute groups for maximum flexibility.  o    This enables model extensions that reflect business entities unique to your organization's operations. ·         The schema is multi-organization enabled so data manipulation can be controlled along organizational boundaries. ·         It uses variable byte Unicode to support over 31 languages. ·         The schema encodes flexible date and flexible address formats for easy localizations. No matter how complex your business is, Oracle's Global Single Schema can hold your business objects and support your global operations. Oracle's Global Single Schema identifies and defines the business objects an enterprise needs within the context of its business operations. The interrelationships between the business objects are also contained within the GSS data model. Their presence expresses fundamental business rules for the interaction between business entities. The following figure illustrates some of these connections.   Interconnected Business Entities Interconnecte business processes require interconnected business data. No other MDM vendor has this capability. Everyone else has either one entity they can master or separate disconnected models for various business entities. Higher level integrations are made available, but that is a weak architectural alternative to data level integration in this critically important aspect of Master Data Management.    

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  • 14+ WordPress Portfolio Themes

    - by Edward
    There are various portfolio themes for WordPress out there, with this collection we are trying to help you choose the best one. These themes can be used to create any type of personal, photography, art or corporate portfolio. Display 3 in 1 Display 3 in 1 – Business & Portfolio WordPress Theme. Features a fantastic 3D Image slideshow that can be controlled from your backend with a custom tool. The Theme has a huge wordpress custom backend (8 additional Admin Pages) that make customization of the Theme easy for those who dont know much about coding or wordpress. Price: $40 View Demo Download DeepFocus Tempting features such as automatic separation of blog and portfolio content by template, publishing of most important information on homepage, styles to choose from and many more such features. It also provides for page templates for blog, portfolio, blog archive, tags etc. It has the best feature that helps you to manage everything from one place. Price: $39 (Package includes more than 55 themes) View Demo Download SimplePress Simple, yet awesome. One of the best portfolio theme. Price: $39 (Package includes more than 55 themes) View Demo Download Graphix Graphix is one of best word press portfolio themes. It is most suited to aspiring designers, developers, artists and photographers who’d like a framework theme, which has a great-looking portfolio with a feature-rich blog. It has theme option page, 5-color style, SEO option, featured content blocks, drop down multi-level menu, social profile link custom widgets, custom post, custom page template etc. Price: $69 Single & $149 Developer Package View Demo Download Bizznizz It boasts of many features such as custom homepage, custom post types, custom widgets, portfolio templates, alternative styles and many more. View Demo Download Showtime Ultimate WordPress Theme for you to create your web portfolio, It has 3 different styles for you to choose from. Price: $40 View Demo Download Montana WP Horizontal Portfolio Theme Montana Theme – WP Horizontal Portfolio Theme, best suited for creative studios to showcase design, photography, illustration, paintings and art. Price: $30 View Demo Download OverALL OverALL Premium WordPress Blog & Portfolio Theme, is low priced & has amazing tons of features. Price: $17 View Demo Download Habitat Habitat – Blog and Portfolio Theme. Unique Portfolio Sorting/Filtering with a custom jQuery script (each entry supports multiple images or a video) Multiple Featured Images for each post to generate individual Slideshows per Post, or the option to directly embed video content from youtube, vimeo, hulu etc. Price: $35 View Demo Download Fresh Folio Fresh Folio from WooThemes, can be used as both portfolio and a premium WordPress theme. The theme is a remix of the Fresh News Theme and Proud Folio Theme which combines all the best elements of the respective blog and portfolio style themes. View Demo Download Fresh Folio Features: Can be used to create an impressive portfolio. 7 diverse theme styles to choose from (default, blue, red, grunge light, grunge floral, antique, blue creamer, nightlife) The template will automatically (visually) separate your blog & portfolio content, making this an amazing theme for aspiring designers, developers, artists, photographers etc. Unique page templates types for the portfolio, blog, blog archives, tags & search results. Integrated Theme Options (for WordPress) to tweak the layout, colour scheme etc. for the theme Optional Automatic Image Resize, which is used to dynamically create the thumbnails and featured images Includes Widget enabled Sidebars. eGallery eGallery is a theme made to transform your wordpress blog into a fully functional online portfolio. Theme is perfectly designed to emphasize the artwork you choose to showcase. The design has been greatly enhanced using javascript, and is easy to implement. Price: $39 (Package includes more than 55 themes) View Demo Download ProudFolio ProudFolio is a portfolio premium WordPress theme from Woo Themes. The theme is for designers, developers, artists and photographers who would like a showcase theme which would depict as a portfolio and also serves a purpose of blog. ProudFolio puts a strong emphasis on the portfolio pieces, allowing for decent-sized thumbnails, huge fullscreen views via Lightbox, and full details on the single page. The theme file also contains a choice of three different background images and color schemes. Price: $70 Single $150 Developer License View Demo Download Features: The template will automatically (visually) separate your blog & portfolio content. An unique homepage layout, which publishes only the most important information; Unique page templates for the portfolio, blog, blog archives, tags & search results. Integrated Theme Options (for WordPress) to tweak the layout, colour scheme etc. for the theme; Built-in video panel, which you can use to publish any web-based Flash videos; Automatic Image Resize, which is used to dynamically create the thumbnails and featured images; Custom Page Templates for Archives, Sitemap & Image Gallery; Built-in Gravatar Support for Authors & Comments; Integrated Banner Management script to display randomized banner ads of your choice site-wide; Pretty drop down navigation everywhere; and Widget Enabled Sidebars. Porftolio WordPress Theme A FREE wordpress theme designed for web portfolios and (for now) just for web portfolios. It is coming with an Administrative Panel from where you can edit the head quote text, you can edit all theme colors, font families, font sizes and you can fill a curriculum vitae and display it into a special page. Theme demo and download can be found here Viz | Biz Viz | Biz is a premium WordPress photo gallery and portfolio theme designed specifically for photographers, graphic designers and web designers who want to display their creative work online, market their services, as well as have a typical text blog, using the power and flexibility of WordPress. It is priced for $79.95. Theme Features: Premium quality portfolio template Custom logo uploader to replace the standard graphic with your own unique look from the WP Dashboard Integrated blog component (front images are custom fields and thumbnails, but you can also have a typical blog) Four tabbed feature areas (About Me, Services, Recent Posts, and Tags) Two home page feature photos (You choose which photos to feature using a WP category) Manage your online portfolio through the WordPress CMS Crop two sizes of your work: One for the front page thumbnails and another full size version and upload to WP Search engine optimized. Related posts:14 WordPress Photo Blog & Portfolio Themes 6 PhotoBlog Portfolio WordPress Themes Professional WordPress Business Themes

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  • Sliding collision response

    - by dbostream
    I have been reading plenty of tutorials about sliding collision responses yet I am not able to implement it properly in my project. What I want to do is make a puck slide along the rounded corner boards of a hockey rink. In my latest attempt the puck does slide along the boards but there are some strange velocity behaviors. First of all the puck slows down a lot pretty much right away and then it slides for awhile and stops before exiting the corner. Even if I double the speed I get a similar behavior and the puck does not make it out of the corner. I used some ideas from this document http://www.peroxide.dk/papers/collision/collision.pdf. This is what I have: Update method called from the game loop when it is time to update the puck (I removed some irrelevant parts). I use two states (current, previous) which are used to interpolate the position during rendering. public override void Update(double fixedTimeStep) { /* Acceleration is set to 0 for now. */ Acceleration.Zero(); PreviousState = CurrentState; _collisionRecursionDepth = 0; CurrentState.Position = SlidingCollision(CurrentState.Position, CurrentState.Velocity * fixedTimeStep + 0.5 * Acceleration * fixedTimeStep * fixedTimeStep); /* Should not this be affected by a sliding collision? and not only the position. */ CurrentState.Velocity = CurrentState.Velocity + Acceleration * fixedTimeStep; Heading = Vector2.NormalizeRet(CurrentState.Velocity); } private Vector2 SlidingCollision(Vector2 position, Vector2 velocity) { if(_collisionRecursionDepth > 5) return position; bool collisionFound = false; Vector2 futurePosition = position + velocity; Vector2 intersectionPoint = new Vector2(); Vector2 intersectionPointNormal = new Vector2(); /* I did not include the collision detection code, if a collision is detected the intersection point and normal in that point is returned. */ if(!collisionFound) return futurePosition; /* If no collision was detected it is safe to move to the future position. */ /* It is not exactly the intersection point, but slightly before. */ Vector2 newPosition = intersectionPoint; /* oldVelocity is set to the distance from the newPosition(intersection point) to the position it had moved to had it not collided. */ Vector2 oldVelocity = futurePosition - newPosition; /* Project the distance left to move along the intersection normal. */ Vector2 newVelocity = oldVelocity - intersectionPointNormal * oldVelocity.DotProduct(intersectionPointNormal); if(newVelocity.LengthSq() < 0.001) return newPosition; /* If almost no speed, no need to continue. */ _collisionRecursionDepth++; return SlidingCollision(newPosition, newVelocity); } What am I doing wrong with the velocity? I have been staring at this for very long so I have gone blind. I have tried different values of recursion depth but it does not seem to make it better. Let me know if you need more information. I appreciate any help. EDIT: A combination of Patrick Hughes' and teodron's answers solved the velocity problem (I think), thanks a lot! This is the new code: I decided to use a separate recursion method now too since I don't want to recalculate the acceleration in each recursion. public override void Update(double fixedTimeStep) { Acceleration.Zero();// = CalculateAcceleration(fixedTimeStep); PreviousState = new MovingEntityState(CurrentState.Position, CurrentState.Velocity); CurrentState = SlidingCollision(CurrentState, fixedTimeStep); Heading = Vector2.NormalizeRet(CurrentState.Velocity); } private MovingEntityState SlidingCollision(MovingEntityState state, double timeStep) { bool collisionFound = false; /* Calculate the next position given no detected collision. */ Vector2 futurePosition = state.Position + state.Velocity * timeStep; Vector2 intersectionPoint = new Vector2(); Vector2 intersectionPointNormal = new Vector2(); /* I did not include the collision detection code, if a collision is detected the intersection point and normal in that point is returned. */ /* If no collision was detected it is safe to move to the future position. */ if (!collisionFound) return new MovingEntityState(futurePosition, state.Velocity); /* Set new position to the intersection point (slightly before). */ Vector2 newPosition = intersectionPoint; /* Project the new velocity along the intersection normal. */ Vector2 newVelocity = state.Velocity - 1.90 * intersectionPointNormal * state.Velocity.DotProduct(intersectionPointNormal); /* Calculate the time of collision. */ double timeOfCollision = Math.Sqrt((newPosition - state.Position).LengthSq() / (futurePosition - state.Position).LengthSq()); /* Calculate new time step, remaining time of full step after the collision * current time step. */ double newTimeStep = timeStep * (1 - timeOfCollision); return SlidingCollision(new MovingEntityState(newPosition, newVelocity), newTimeStep); } Even though the code above seems to slide the puck correctly please have a look at it. I have a few questions, if I don't multiply by 1.90 in the newVelocity calculation it doesn't work (I get a stack overflow when the puck enters the corner because the timeStep decreases very slowly - a collision is found early in every recursion), why is that? what does 1.90 really do and why 1.90? Also I have a new problem, the puck does not move parallell to the short side after exiting the curve; to be more exact it moves outside the rink (I am not checking for any collisions with the short side at the moment). When I perform the collision detection I first check that the puck is in the correct quadrant. For example bottom-right corner is quadrant four i.e. circleCenter.X < puck.X && circleCenter.Y puck.Y is this a problem? or should the short side of the rink be the one to make the puck go parallell to it and not the last collision in the corner? EDIT2: This is the code I use for collision detection, maybe it has something to do with the fact that I can't make the puck slide (-1.0) but only reflect (-2.0): /* Point is the current position (not the predicted one) and quadrant is 4 for the bottom-right corner for example. */ if (GeometryHelper.PointInCircleQuadrant(circleCenter, circleRadius, state.Position, quadrant)) { /* The line is: from = state.Position, to = futurePosition. So a collision is detected when from is inside the circle and to is outside. */ if (GeometryHelper.LineCircleIntersection2d(state.Position, futurePosition, circleCenter, circleRadius, intersectionPoint, quadrant)) { collisionFound = true; /* Set the intersection point to slightly before the real intersection point (I read somewhere this was good to do because of floting point precision, not sure exactly how much though). */ intersectionPoint = intersectionPoint - Vector2.NormalizeRet(state.Velocity) * 0.001; /* Normal at the intersection point. */ intersectionPointNormal = Vector2.NormalizeRet(circleCenter - intersectionPoint) } } When I set the intersection point, if I for example use 0.1 instead of 0.001 the puck travels further before it gets stuck, but for all values I have tried (including 0 - the real intersection point) it gets stuck somewhere (but I necessarily not get a stack overflow). Can something in this part be the cause of my problem? I can see why I get the stack overflow when using -1.0 when calculating the new velocity vector; but not how to solve it. I traced the time steps used in the recursion (initial time step is always 1/60 ~ 0.01666): Recursion depth Time step next recursive call [Start recursion, time step ~ 0.016666] 0 0,000985806527246773 [No collision, stop recursion] [Start recursion, time step ~ 0.016666] 0 0,0149596704364629 1 0,0144883449376379 2 0,0143155612984837 3 0,014224925727213 4 0,0141673917461608 5 0,0141265435314026 6 0,0140953966184117 7 0,0140704653746625 ...and so on. As you can see the collision is detected early in every recursive call which means the next time step decreases very slowly thus the recursion depth gets very big - stack overflow.

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  • Do I need to store a generic rotation point/radius for rotating around a point other than the origin for object transforms?

    - by Casey
    I'm having trouble implementing a non-origin point rotation. I have a class Transform that stores each component separately in three 3D vectors for position, scale, and rotation. This is fine for local rotations based on the center of the object. The issue is how do I determine/concatenate non-origin rotations in addition to origin rotations. Normally this would be achieved as a Transform-Rotate-Transform for the center rotation followed by a Transform-Rotate-Transform for the non-origin point. The problem is because I am storing the individual components, the final Transform matrix is not calculated until needed by using the individual components to fill an appropriate Matrix. (See GetLocalTransform()) Do I need to store an additional rotation (and radius) for world rotations as well or is there a method of implementation that works while only using the single rotation value? Transform.h #ifndef A2DE_CTRANSFORM_H #define A2DE_CTRANSFORM_H #include "../a2de_vals.h" #include "CMatrix4x4.h" #include "CVector3D.h" #include <vector> A2DE_BEGIN class Transform { public: Transform(); Transform(Transform* parent); Transform(const Transform& other); Transform& operator=(const Transform& rhs); virtual ~Transform(); void SetParent(Transform* parent); void AddChild(Transform* child); void RemoveChild(Transform* child); Transform* FirstChild(); Transform* LastChild(); Transform* NextChild(); Transform* PreviousChild(); Transform* GetChild(std::size_t index); std::size_t GetChildCount() const; std::size_t GetChildCount(); void SetPosition(const a2de::Vector3D& position); const a2de::Vector3D& GetPosition() const; a2de::Vector3D& GetPosition(); void SetRotation(const a2de::Vector3D& rotation); const a2de::Vector3D& GetRotation() const; a2de::Vector3D& GetRotation(); void SetScale(const a2de::Vector3D& scale); const a2de::Vector3D& GetScale() const; a2de::Vector3D& GetScale(); a2de::Matrix4x4 GetLocalTransform() const; a2de::Matrix4x4 GetLocalTransform(); protected: private: a2de::Vector3D _position; a2de::Vector3D _scale; a2de::Vector3D _rotation; std::size_t _curChildIndex; Transform* _parent; std::vector<Transform*> _children; }; A2DE_END #endif Transform.cpp #include "CTransform.h" #include "CVector2D.h" #include "CVector4D.h" A2DE_BEGIN Transform::Transform() : _position(), _scale(1.0, 1.0), _rotation(), _curChildIndex(0), _parent(nullptr), _children() { /* DO NOTHING */ } Transform::Transform(Transform* parent) : _position(), _scale(1.0, 1.0), _rotation(), _curChildIndex(0), _parent(parent), _children() { /* DO NOTHING */ } Transform::Transform(const Transform& other) : _position(other._position), _scale(other._scale), _rotation(other._rotation), _curChildIndex(0), _parent(other._parent), _children(other._children) { /* DO NOTHING */ } Transform& Transform::operator=(const Transform& rhs) { if(this == &rhs) return *this; this->_position = rhs._position; this->_scale = rhs._scale; this->_rotation = rhs._rotation; this->_curChildIndex = 0; this->_parent = rhs._parent; this->_children = rhs._children; return *this; } Transform::~Transform() { _children.clear(); _parent = nullptr; } void Transform::SetParent(Transform* parent) { _parent = parent; } void Transform::AddChild(Transform* child) { if(child == nullptr) return; _children.push_back(child); } void Transform::RemoveChild(Transform* child) { if(_children.empty()) return; _children.erase(std::remove(_children.begin(), _children.end(), child), _children.end()); } Transform* Transform::FirstChild() { if(_children.empty()) return nullptr; return *(_children.begin()); } Transform* Transform::LastChild() { if(_children.empty()) return nullptr; return *(_children.end()); } Transform* Transform::NextChild() { if(_children.empty()) return nullptr; std::size_t s(_children.size()); if(_curChildIndex >= s) { _curChildIndex = s; return nullptr; } return _children[_curChildIndex++]; } Transform* Transform::PreviousChild() { if(_children.empty()) return nullptr; if(_curChildIndex == 0) { return nullptr; } return _children[_curChildIndex--]; } Transform* Transform::GetChild(std::size_t index) { if(_children.empty()) return nullptr; if(index > _children.size()) return nullptr; return _children[index]; } std::size_t Transform::GetChildCount() const { if(_children.empty()) return 0; return _children.size(); } std::size_t Transform::GetChildCount() { return static_cast<const Transform&>(*this).GetChildCount(); } void Transform::SetPosition(const a2de::Vector3D& position) { _position = position; } const a2de::Vector3D& Transform::GetPosition() const { return _position; } a2de::Vector3D& Transform::GetPosition() { return const_cast<a2de::Vector3D&>(static_cast<const Transform&>(*this).GetPosition()); } void Transform::SetRotation(const a2de::Vector3D& rotation) { _rotation = rotation; } const a2de::Vector3D& Transform::GetRotation() const { return _rotation; } a2de::Vector3D& Transform::GetRotation() { return const_cast<a2de::Vector3D&>(static_cast<const Transform&>(*this).GetRotation()); } void Transform::SetScale(const a2de::Vector3D& scale) { _scale = scale; } const a2de::Vector3D& Transform::GetScale() const { return _scale; } a2de::Vector3D& Transform::GetScale() { return const_cast<a2de::Vector3D&>(static_cast<const Transform&>(*this).GetScale()); } a2de::Matrix4x4 Transform::GetLocalTransform() const { Matrix4x4 p((_parent ? _parent->GetLocalTransform() : a2de::Matrix4x4::GetIdentity())); Matrix4x4 t(a2de::Matrix4x4::GetTranslationMatrix(_position)); Matrix4x4 r(a2de::Matrix4x4::GetRotationMatrix(_rotation)); Matrix4x4 s(a2de::Matrix4x4::GetScaleMatrix(_scale)); return (p * t * r * s); } a2de::Matrix4x4 Transform::GetLocalTransform() { return static_cast<const Transform&>(*this).GetLocalTransform(); } A2DE_END

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  • Nashorn, the rhino in the room

    - by costlow
    Nashorn is a new runtime within JDK 8 that allows developers to run code written in JavaScript and call back and forth with Java. One advantage to the Nashorn scripting engine is that is allows for quick prototyping of functionality or basic shell scripts that use Java libraries. The previous JavaScript runtime, named Rhino, was introduced in JDK 6 (released 2006, end of public updates Feb 2013). Keeping tradition amongst the global developer community, "Nashorn" is the German word for rhino. The Java platform and runtime is an intentional home to many languages beyond the Java language itself. OpenJDK’s Da Vinci Machine helps coordinate work amongst language developers and tool designers and has helped different languages by introducing the Invoke Dynamic instruction in Java 7 (2011), which resulted in two major benefits: speeding up execution of dynamic code, and providing the groundwork for Java 8’s lambda executions. Many of these improvements are discussed at the JVM Language Summit, where language and tool designers get together to discuss experiences and issues related to building these complex components. There are a number of benefits to running JavaScript applications on JDK 8’s Nashorn technology beyond writing scripts quickly: Interoperability with Java and JavaScript libraries. Scripts do not need to be compiled. Fast execution and multi-threading of JavaScript running in Java’s JRE. The ability to remotely debug applications using an IDE like NetBeans, Eclipse, or IntelliJ (instructions on the Nashorn blog). Automatic integration with Java monitoring tools, such as performance, health, and SIEM. In the remainder of this blog post, I will explain how to use Nashorn and the benefit from those features. Nashorn execution environment The Nashorn scripting engine is included in all versions of Java SE 8, both the JDK and the JRE. Unlike Java code, scripts written in nashorn are interpreted and do not need to be compiled before execution. Developers and users can access it in two ways: Users running JavaScript applications can call the binary directly:jre8/bin/jjs This mechanism can also be used in shell scripts by specifying a shebang like #!/usr/bin/jjs Developers can use the API and obtain a ScriptEngine through:ScriptEngine engine = new ScriptEngineManager().getEngineByName("nashorn"); When using a ScriptEngine, please understand that they execute code. Avoid running untrusted scripts or passing in untrusted/unvalidated inputs. During compilation, consider isolating access to the ScriptEngine and using Type Annotations to only allow @Untainted String arguments. One noteworthy difference between JavaScript executed in or outside of a web browser is that certain objects will not be available. For example when run outside a browser, there is no access to a document object or DOM tree. Other than that, all syntax, semantics, and capabilities are present. Examples of Java and JavaScript The Nashorn script engine allows developers of all experience levels the ability to write and run code that takes advantage of both languages. The specific dialect is ECMAScript 5.1 as identified by the User Guide and its standards definition through ECMA international. In addition to the example below, Benjamin Winterberg has a very well written Java 8 Nashorn Tutorial that provides a large number of code samples in both languages. Basic Operations A basic Hello World application written to run on Nashorn would look like this: #!/usr/bin/jjs print("Hello World"); The first line is a standard script indication, so that Linux or Unix systems can run the script through Nashorn. On Windows where scripts are not as common, you would run the script like: jjs helloWorld.js. Receiving Arguments In order to receive program arguments your jjs invocation needs to use the -scripting flag and a double-dash to separate which arguments are for jjs and which are for the script itself:jjs -scripting print.js -- "This will print" #!/usr/bin/jjs var whatYouSaid = $ARG.length==0 ? "You did not say anything" : $ARG[0] print(whatYouSaid); Interoperability with Java libraries (including 3rd party dependencies) Another goal of Nashorn was to allow for quick scriptable prototypes, allowing access into Java types and any libraries. Resources operate in the context of the script (either in-line with the script or as separate threads) so if you open network sockets and your script terminates, those sockets will be released and available for your next run. Your code can access Java types the same as regular Java classes. The “import statements” are written somewhat differently to accommodate for language. There is a choice of two styles: For standard classes, just name the class: var ServerSocket = java.net.ServerSocket For arrays or other items, use Java.type: var ByteArray = Java.type("byte[]")You could technically do this for all. The same technique will allow your script to use Java types from any library or 3rd party component and quickly prototype items. Building a user interface One major difference between JavaScript inside and outside of a web browser is the availability of a DOM object for rendering views. When run outside of the browser, JavaScript has full control to construct the entire user interface with pre-fabricated UI controls, charts, or components. The example below is a variation from the Nashorn and JavaFX guide to show how items work together. Nashorn has a -fx flag to make the user interface components available. With the example script below, just specify: jjs -fx -scripting fx.js -- "My title" #!/usr/bin/jjs -fx var Button = javafx.scene.control.Button; var StackPane = javafx.scene.layout.StackPane; var Scene = javafx.scene.Scene; var clickCounter=0; $STAGE.title = $ARG.length>0 ? $ARG[0] : "You didn't provide a title"; var button = new Button(); button.text = "Say 'Hello World'"; button.onAction = myFunctionForButtonClicking; var root = new StackPane(); root.children.add(button); $STAGE.scene = new Scene(root, 300, 250); $STAGE.show(); function myFunctionForButtonClicking(){   var text = "Click Counter: " + clickCounter;   button.setText(text);   clickCounter++;   print(text); } For a more advanced post on using Nashorn to build a high-performing UI, see JavaFX with Nashorn Canvas example. Interoperable with frameworks like Node, Backbone, or Facebook React The major benefit of any language is the interoperability gained by people and systems that can read, write, and use it for interactions. Because Nashorn is built for the ECMAScript specification, developers familiar with JavaScript frameworks can write their code and then have system administrators deploy and monitor the applications the same as any other Java application. A number of projects are also running Node applications on Nashorn through Project Avatar and the supported modules. In addition to the previously mentioned Nashorn tutorial, Benjamin has also written a post about Using Backbone.js with Nashorn. To show the multi-language power of the Java Runtime, there is another interesting example that unites Facebook React and Clojure on JDK 8’s Nashorn. Summary Nashorn provides a simple and fast way of executing JavaScript applications and bridging between the best of each language. By making the full range of Java libraries to JavaScript applications, and the quick prototyping style of JavaScript to Java applications, developers are free to work as they see fit. Software Architects and System Administrators can take advantage of one runtime and leverage any work that they have done to tune, monitor, and certify their systems. Additional information is available within: The Nashorn Users’ Guide Java Magazine’s article "Next Generation JavaScript Engine for the JVM." The Nashorn team’s primary blog or a very helpful collection of Nashorn links.

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  • No GLX on Intel card with multiseat with additional nVidia card

    - by MeanEYE
    I have multiseat configured and my Xorg has 2 server layouts. One is for nVidia card and other is for Intel card. They both work, but display server assigned to Intel card doesn't have hardware acceleration since DRI and GLX module being used is from nVidia driver. So my question is, can I configure layouts somehow to use right DRI and GLX with each card? My Xorg.conf: Section "ServerLayout" Identifier "Default" Screen 0 "Screen0" 0 0 Option "Xinerama" "0" EndSection Section "ServerLayout" Identifier "TV" Screen 0 "Screen1" 0 0 Option "Xinerama" "0" EndSection Section "Monitor" # HorizSync source: edid, VertRefresh source: edid Identifier "Monitor0" VendorName "Unknown" ModelName "DELL E198WFP" HorizSync 30.0 - 83.0 VertRefresh 56.0 - 75.0 Option "DPMS" EndSection Section "Monitor" Identifier "Monitor1" VendorName "Unknown" Option "DPMS" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GT 610" EndSection Section "Device" Identifier "Device1" Driver "intel" BusID "PCI:0:2:0" Option "AccelMethod" "uxa" EndSection Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "Stereo" "0" Option "nvidiaXineramaInfoOrder" "DFP-1" Option "metamodes" "DFP-0: nvidia-auto-select +1440+0, DFP-1: nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen1" Device "Device1" Monitor "Monitor1" DefaultDepth 24 SubSection "Display" Depth 24 EndSubSection EndSection Log file for Intel: [ 18.239] X.Org X Server 1.13.0 Release Date: 2012-09-05 [ 18.239] X Protocol Version 11, Revision 0 [ 18.239] Build Operating System: Linux 2.6.24-32-xen x86_64 Ubuntu [ 18.239] Current Operating System: Linux bytewiper 3.5.0-18-generic #29-Ubuntu SMP Fri Oct 19 10:26:51 UTC 2012 x86_64 [ 18.239] Kernel command line: BOOT_IMAGE=/boot/vmlinuz-3.5.0-18-generic root=UUID=fc0616fd-f212-4846-9241-ba4a492f0513 ro quiet splash [ 18.239] Build Date: 20 September 2012 11:55:20AM [ 18.239] xorg-server 2:1.13.0+git20120920.70e57668-0ubuntu0ricotz (For technical support please see http://www.ubuntu.com/support) [ 18.239] Current version of pixman: 0.26.0 [ 18.239] Before reporting problems, check http://wiki.x.org to make sure that you have the latest version. [ 18.239] Markers: (--) probed, (**) from config file, (==) default setting, (++) from command line, (!!) notice, (II) informational, (WW) warning, (EE) error, (NI) not implemented, (??) unknown. [ 18.239] (==) Log file: "/var/log/Xorg.1.log", Time: Wed Nov 21 18:32:14 2012 [ 18.239] (==) Using config file: "/etc/X11/xorg.conf" [ 18.239] (==) Using system config directory "/usr/share/X11/xorg.conf.d" [ 18.239] (++) ServerLayout "TV" [ 18.239] (**) |-->Screen "Screen1" (0) [ 18.239] (**) | |-->Monitor "Monitor1" [ 18.240] (**) | |-->Device "Device1" [ 18.240] (**) Option "Xinerama" "0" [ 18.240] (==) Automatically adding devices [ 18.240] (==) Automatically enabling devices [ 18.240] (==) Automatically adding GPU devices [ 18.240] (WW) The directory "/usr/share/fonts/X11/cyrillic" does not exist. [ 18.240] Entry deleted from font path. [ 18.240] (WW) The directory "/usr/share/fonts/X11/100dpi/" does not exist. [ 18.240] Entry deleted from font path. [ 18.240] (WW) The directory "/usr/share/fonts/X11/75dpi/" does not exist. [ 18.240] Entry deleted from font path. [ 18.240] (WW) The directory "/usr/share/fonts/X11/100dpi" does not exist. [ 18.240] Entry deleted from font path. [ 18.240] (WW) The directory "/usr/share/fonts/X11/75dpi" does not exist. [ 18.240] Entry deleted from font path. [ 18.240] (WW) The directory "/var/lib/defoma/x-ttcidfont-conf.d/dirs/TrueType" does not exist. [ 18.240] Entry deleted from font path. [ 18.240] (==) FontPath set to: /usr/share/fonts/X11/misc, /usr/share/fonts/X11/Type1, built-ins [ 18.240] (==) ModulePath set to "/usr/lib/x86_64-linux-gnu/xorg/extra-modules,/usr/lib/xorg/extra-modules,/usr/lib/xorg/modules" [ 18.240] (II) The server relies on udev to provide the list of input devices. If no devices become available, reconfigure udev or disable AutoAddDevices. [ 18.240] (II) Loader magic: 0x7f6917944c40 [ 18.240] (II) Module ABI versions: [ 18.240] X.Org ANSI C Emulation: 0.4 [ 18.240] X.Org Video Driver: 13.0 [ 18.240] X.Org XInput driver : 18.0 [ 18.240] X.Org Server Extension : 7.0 [ 18.240] (II) config/udev: Adding drm device (/dev/dri/card0) [ 18.241] (--) PCI: (0:0:2:0) 8086:0152:1043:84ca rev 9, Mem @ 0xf7400000/4194304, 0xd0000000/268435456, I/O @ 0x0000f000/64 [ 18.241] (--) PCI:*(0:1:0:0) 10de:104a:1458:3546 rev 161, Mem @ 0xf6000000/16777216, 0xe0000000/134217728, 0xe8000000/33554432, I/O @ 0x0000e000/128, BIOS @ 0x????????/524288 [ 18.241] (II) Open ACPI successful (/var/run/acpid.socket) [ 18.241] Initializing built-in extension Generic Event Extension [ 18.241] Initializing built-in extension SHAPE [ 18.241] Initializing built-in extension MIT-SHM [ 18.241] Initializing built-in extension XInputExtension [ 18.241] Initializing built-in extension XTEST [ 18.241] Initializing built-in extension BIG-REQUESTS [ 18.241] Initializing built-in extension SYNC [ 18.241] Initializing built-in extension XKEYBOARD [ 18.241] Initializing built-in extension XC-MISC [ 18.241] Initializing built-in extension SECURITY [ 18.241] Initializing built-in extension XINERAMA [ 18.241] Initializing built-in extension XFIXES [ 18.241] Initializing built-in extension RENDER [ 18.241] Initializing built-in extension RANDR [ 18.241] Initializing built-in extension COMPOSITE [ 18.241] Initializing built-in extension DAMAGE [ 18.241] Initializing built-in extension MIT-SCREEN-SAVER [ 18.241] Initializing built-in extension DOUBLE-BUFFER [ 18.241] Initializing built-in extension RECORD [ 18.241] Initializing built-in extension DPMS [ 18.241] Initializing built-in extension X-Resource [ 18.241] Initializing built-in extension XVideo [ 18.241] Initializing built-in extension XVideo-MotionCompensation [ 18.241] Initializing built-in extension XFree86-VidModeExtension [ 18.241] Initializing built-in extension XFree86-DGA [ 18.241] Initializing built-in extension XFree86-DRI [ 18.241] Initializing built-in extension DRI2 [ 18.241] (II) LoadModule: "glx" [ 18.241] (II) Loading /usr/lib/x86_64-linux-gnu/xorg/extra-modules/libglx.so [ 18.247] (II) Module glx: vendor="NVIDIA Corporation" [ 18.247] compiled for 4.0.2, module version = 1.0.0 [ 18.247] Module class: X.Org Server Extension [ 18.247] (II) NVIDIA GLX Module 310.19 Thu Nov 8 01:12:43 PST 2012 [ 18.247] Loading extension GLX [ 18.247] (II) LoadModule: "intel" [ 18.248] (II) Loading /usr/lib/xorg/modules/drivers/intel_drv.so [ 18.248] (II) Module intel: vendor="X.Org Foundation" [ 18.248] compiled for 1.13.0, module version = 2.20.13 [ 18.248] Module class: X.Org Video Driver [ 18.248] ABI class: X.Org Video Driver, version 13.0 [ 18.248] (II) intel: Driver for Intel Integrated Graphics Chipsets: i810, i810-dc100, i810e, i815, i830M, 845G, 854, 852GM/855GM, 865G, 915G, E7221 (i915), 915GM, 945G, 945GM, 945GME, Pineview GM, Pineview G, 965G, G35, 965Q, 946GZ, 965GM, 965GME/GLE, G33, Q35, Q33, GM45, 4 Series, G45/G43, Q45/Q43, G41, B43, B43, Clarkdale, Arrandale, Sandybridge Desktop (GT1), Sandybridge Desktop (GT2), Sandybridge Desktop (GT2+), Sandybridge Mobile (GT1), Sandybridge Mobile (GT2), Sandybridge Mobile (GT2+), Sandybridge Server, Ivybridge Mobile (GT1), Ivybridge Mobile (GT2), Ivybridge Desktop (GT1), Ivybridge Desktop (GT2), Ivybridge Server, Ivybridge Server (GT2), Haswell Desktop (GT1), Haswell Desktop (GT2), Haswell Desktop (GT2+), Haswell Mobile (GT1), Haswell Mobile (GT2), Haswell Mobile (GT2+), Haswell Server (GT1), Haswell Server (GT2), Haswell Server (GT2+), Haswell SDV Desktop (GT1), Haswell SDV Desktop (GT2), Haswell SDV Desktop (GT2+), Haswell SDV Mobile (GT1), Haswell SDV Mobile (GT2), Haswell SDV Mobile (GT2+), Haswell SDV Server (GT1), Haswell SDV Server (GT2), Haswell SDV Server (GT2+), Haswell ULT Desktop (GT1), Haswell ULT Desktop (GT2), Haswell ULT Desktop (GT2+), Haswell ULT Mobile (GT1), Haswell ULT Mobile (GT2), Haswell ULT Mobile (GT2+), Haswell ULT Server (GT1), Haswell ULT Server (GT2), Haswell ULT Server (GT2+), Haswell CRW Desktop (GT1), Haswell CRW Desktop (GT2), Haswell CRW Desktop (GT2+), Haswell CRW Mobile (GT1), Haswell CRW Mobile (GT2), Haswell CRW Mobile (GT2+), Haswell CRW Server (GT1), Haswell CRW Server (GT2), Haswell CRW Server (GT2+), ValleyView PO board [ 18.248] (++) using VT number 8 [ 18.593] (II) intel(0): using device path '/dev/dri/card0' [ 18.593] (**) intel(0): Depth 24, (--) framebuffer bpp 32 [ 18.593] (==) intel(0): RGB weight 888 [ 18.593] (==) intel(0): Default visual is TrueColor [ 18.593] (**) intel(0): Option "AccelMethod" "uxa" [ 18.593] (--) intel(0): Integrated Graphics Chipset: Intel(R) Ivybridge Desktop (GT1) [ 18.593] (**) intel(0): Relaxed fencing enabled [ 18.593] (**) intel(0): Wait on SwapBuffers? enabled [ 18.593] (**) intel(0): Triple buffering? enabled [ 18.593] (**) intel(0): Framebuffer tiled [ 18.593] (**) intel(0): Pixmaps tiled [ 18.593] (**) intel(0): 3D buffers tiled [ 18.593] (**) intel(0): SwapBuffers wait enabled ... [ 20.312] (II) Module fb: vendor="X.Org Foundation" [ 20.312] compiled for 1.13.0, module version = 1.0.0 [ 20.312] ABI class: X.Org ANSI C Emulation, version 0.4 [ 20.312] (II) Loading sub module "dri2" [ 20.312] (II) LoadModule: "dri2" [ 20.312] (II) Module "dri2" already built-in [ 20.312] (==) Depth 24 pixmap format is 32 bpp [ 20.312] (II) intel(0): [DRI2] Setup complete [ 20.312] (II) intel(0): [DRI2] DRI driver: i965 [ 20.312] (II) intel(0): Allocated new frame buffer 1920x1080 stride 7680, tiled [ 20.312] (II) UXA(0): Driver registered support for the following operations: [ 20.312] (II) solid [ 20.312] (II) copy [ 20.312] (II) composite (RENDER acceleration) [ 20.312] (II) put_image [ 20.312] (II) get_image [ 20.312] (==) intel(0): Backing store disabled [ 20.312] (==) intel(0): Silken mouse enabled [ 20.312] (II) intel(0): Initializing HW Cursor [ 20.312] (II) intel(0): RandR 1.2 enabled, ignore the following RandR disabled message. [ 20.313] (**) intel(0): DPMS enabled [ 20.313] (==) intel(0): Intel XvMC decoder enabled [ 20.313] (II) intel(0): Set up textured video [ 20.313] (II) intel(0): [XvMC] xvmc_vld driver initialized. [ 20.313] (II) intel(0): direct rendering: DRI2 Enabled [ 20.313] (==) intel(0): hotplug detection: "enabled" [ 20.332] (--) RandR disabled [ 20.335] (EE) Failed to initialize GLX extension (Compatible NVIDIA X driver not found) [ 20.335] (II) intel(0): Setting screen physical size to 508 x 285 [ 20.338] (II) XKB: reuse xkmfile /var/lib/xkb/server-B20D7FC79C7F597315E3E501AEF10E0D866E8E92.xkm [ 20.340] (II) config/udev: Adding input device Power Button (/dev/input/event1) [ 20.340] (**) Power Button: Applying InputClass "evdev keyboard catchall" [ 20.340] (II) LoadModule: "evdev" [ 20.340] (II) Loading /usr/lib/xorg/modules/input/evdev_drv.so

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  • ASP.NET MVC 3 Hosting :: Error Handling and CustomErrors in ASP.NET MVC 3 Framework

    - by C. Miller
    So, what else is new in MVC 3? MVC 3 now has a GlobalFilterCollection that is automatically populated with a HandleErrorAttribute. This default FilterAttribute brings with it a new way of handling errors in your web applications. In short, you can now handle errors inside of the MVC pipeline. What does that mean? This gives you direct programmatic control over handling your 500 errors in the same way that ASP.NET and CustomErrors give you configurable control of handling your HTTP error codes. How does that work out? Think of it as a routing table specifically for your Exceptions, it's pretty sweet! Global Filters The new Global.asax file now has a RegisterGlobalFilters method that is used to add filters to the new GlobalFilterCollection, statically located at System.Web.Mvc.GlobalFilter.Filters. By default this method adds one filter, the HandleErrorAttribute. public class MvcApplication : System.Web.HttpApplication {     public static void RegisterGlobalFilters(GlobalFilterCollection filters)     {         filters.Add(new HandleErrorAttribute());     } HandleErrorAttributes The HandleErrorAttribute is pretty simple in concept: MVC has already adjusted us to using Filter attributes for our AcceptVerbs and RequiresAuthorization, now we are going to use them for (as the name implies) error handling, and we are going to do so on a (also as the name implies) global scale. The HandleErrorAttribute has properties for ExceptionType, View, and Master. The ExceptionType allows you to specify what exception that attribute should handle. The View allows you to specify which error view (page) you want it to redirect to. Last but not least, the Master allows you to control which master page (or as Razor refers to them, Layout) you want to render with, even if that means overriding the default layout specified in the view itself. public class MvcApplication : System.Web.HttpApplication {     public static void RegisterGlobalFilters(GlobalFilterCollection filters)     {         filters.Add(new HandleErrorAttribute         {             ExceptionType = typeof(DbException),             // DbError.cshtml is a view in the Shared folder.             View = "DbError",             Order = 2         });         filters.Add(new HandleErrorAttribute());     }Error Views All of your views still work like they did in the previous version of MVC (except of course that they can now use the Razor engine). However, a view that is used to render an error can not have a specified model! This is because they already have a model, and that is System.Web.Mvc.HandleErrorInfo @model System.Web.Mvc.HandleErrorInfo           @{     ViewBag.Title = "DbError"; } <h2>A Database Error Has Occurred</h2> @if (Model != null) {     <p>@Model.Exception.GetType().Name<br />     thrown in @Model.ControllerName @Model.ActionName</p> }Errors Outside of the MVC Pipeline The HandleErrorAttribute will only handle errors that happen inside of the MVC pipeline, better known as 500 errors. Errors outside of the MVC pipeline are still handled the way they have always been with ASP.NET. You turn on custom errors, specify error codes and paths to error pages, etc. It is important to remember that these will happen for anything and everything outside of what the HandleErrorAttribute handles. Also, these will happen whenever an error is not handled with the HandleErrorAttribute from inside of the pipeline. <system.web>  <customErrors mode="On" defaultRedirect="~/error">     <error statusCode="404" redirect="~/error/notfound"></error>  </customErrors>Sample Controllers public class ExampleController : Controller {     public ActionResult Exception()     {         throw new ArgumentNullException();     }     public ActionResult Db()     {         // Inherits from DbException         throw new MyDbException();     } } public class ErrorController : Controller {     public ActionResult Index()     {         return View();     }     public ActionResult NotFound()     {         return View();     } } Putting It All Together If we have all the code above included in our MVC 3 project, here is how the following scenario's will play out: 1.       A controller action throws an Exception. You will remain on the current page and the global HandleErrorAttributes will render the Error view. 2.       A controller action throws any type of DbException. You will remain on the current page and the global HandleErrorAttributes will render the DbError view. 3.       Go to a non-existent page. You will be redirect to the Error controller's NotFound action by the CustomErrors configuration for HTTP StatusCode 404. But don't take my word for it, download the sample project and try it yourself. Three Important Lessons Learned For the most part this is all pretty straight forward, but there are a few gotcha's that you should remember to watch out for: 1) Error views have models, but they must be of type HandleErrorInfo. It is confusing at first to think that you can't control the M in an MVC page, but it's for a good reason. Errors can come from any action in any controller, and no redirect is taking place, so the view engine is just going to render an error view with the only data it has: The HandleError Info model. Do not try to set the model on your error page or pass in a different object through a controller action, it will just blow up and cause a second exception after your first exception! 2) When the HandleErrorAttribute renders a page, it does not pass through a controller or an action. The standard web.config CustomErrors literally redirect a failed request to a new page. The HandleErrorAttribute is just rendering a view, so it is not going to pass through a controller action. But that's ok! Remember, a controller's job is to get the model for a view, but an error already has a model ready to give to the view, thus there is no need to pass through a controller. That being said, the normal ASP.NET custom errors still need to route through controllers. So if you want to share an error page between the HandleErrorAttribute and your web.config redirects, you will need to create a controller action and route for it. But then when you render that error view from your action, you can only use the HandlerErrorInfo model or ViewData dictionary to populate your page. 3) The HandleErrorAttribute obeys if CustomErrors are on or off, but does not use their redirects. If you turn CustomErrors off in your web.config, the HandleErrorAttributes will stop handling errors. However, that is the only configuration these two mechanisms share. The HandleErrorAttribute will not use your defaultRedirect property, or any other errors registered with customer errors. In Summary The HandleErrorAttribute is for displaying 500 errors that were caused by exceptions inside of the MVC pipeline. The custom errors are for redirecting from error pages caused by other HTTP codes.

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  • The Faces in the Crowdsourcing

    - by Applications User Experience
    By Jeff Sauro, Principal Usability Engineer, Oracle Imagine having access to a global workforce of hundreds of thousands of people who can perform tasks or provide feedback on a design quickly and almost immediately. Distributing simple tasks not easily done by computers to the masses is called "crowdsourcing" and until recently was an interesting concept, but due to practical constraints wasn't used often. Enter Amazon.com. For five years, Amazon has hosted a service called Mechanical Turk, which provides an easy interface to the crowds. The service has almost half a million registered, global users performing a quarter of a million human intelligence tasks (HITs). HITs are submitted by individuals and companies in the U.S. and pay from $.01 for simple tasks (such as determining if a picture is offensive) to several dollars (for tasks like transcribing audio). What do we know about the people who toil away in this digital crowd? Can we rely on the work done in this anonymous marketplace? A rendering of the actual Mechanical Turk (from Wikipedia) Knowing who is behind Amazon's Mechanical Turk is fitting, considering the history of the actual Mechanical Turk. In the late 1800's, a mechanical chess-playing machine awed crowds as it beat master chess players in what was thought to be a mechanical miracle. It turned out that the creator, Wolfgang von Kempelen, had a small person (also a chess master) hiding inside the machine operating the arms to provide the illusion of automation. The field of human computer interaction (HCI) is quite familiar with gathering user input and incorporating it into all stages of the design process. It makes sense then that Mechanical Turk was a popular discussion topic at the recent Computer Human Interaction usability conference sponsored by the Association for Computing Machinery in Atlanta. It is already being used as a source for input on Web sites (for example, Feedbackarmy.com) and behavioral research studies. Two papers shed some light on the faces in this crowd. One paper tells us about the shifting demographics from mostly stay-at-home moms to young men in India. The second paper discusses the reliability and quality of work from the workers. Just who exactly would spend time doing tasks for pennies? In "Who are the crowdworkers?" University of California researchers Ross, Silberman, Zaldivar and Tomlinson conducted a survey of Mechanical Turk worker demographics and compared it to a similar survey done two years before. The initial survey reported workers consisting largely of young, well-educated women living in the U.S. with annual household incomes above $40,000. The more recent survey reveals a shift in demographics largely driven by an influx of workers from India. Indian workers went from 5% to over 30% of the crowd, and this block is largely male (two-thirds) with a higher average education than U.S. workers, and 64% report an annual income of less than $10,000 (keeping in mind $1 has a lot more purchasing power in India). This shifting demographic certainly has implications as language and culture can play critical roles in the outcome of HITs. Of course, the demographic data came from paying Turkers $.10 to fill out a survey, so there is some question about both a self-selection bias (characteristics which cause Turks to take this survey may be unrepresentative of the larger population), not to mention whether we can really trust the data we get from the crowd. Crowds can perform tasks or provide feedback on a design quickly and almost immediately for usability testing. (Photo attributed to victoriapeckham Flikr While having immediate access to a global workforce is nice, one major problem with Mechanical Turk is the incentive structure. Individuals and companies that deploy HITs want quality responses for a low price. Workers, on the other hand, want to complete the task and get paid as quickly as possible, so that they can get on to the next task. Since many HITs on Mechanical Turk are surveys, how valid and reliable are these results? How do we know whether workers are just rushing through the multiple-choice responses haphazardly answering? In "Are your participants gaming the system?" researchers at Carnegie Mellon (Downs, Holbrook, Sheng and Cranor) set up an experiment to find out what percentage of their workers were just in it for the money. The authors set up a 30-minute HIT (one of the more lengthy ones for Mechanical Turk) and offered a very high $4 to those who qualified and $.20 to those who did not. As part of the HIT, workers were asked to read an email and respond to two questions that determined whether workers were likely rushing through the HIT and not answering conscientiously. One question was simple and took little effort, while the second question required a bit more work to find the answer. Workers were led to believe other factors than these two questions were the qualifying aspect of the HIT. Of the 2000 participants, roughly 1200 (or 61%) answered both questions correctly. Eighty-eight percent answered the easy question correctly, and 64% answered the difficult question correctly. In other words, about 12% of the crowd were gaming the system, not paying enough attention to the question or making careless errors. Up to about 40% won't put in more than a modest effort to get paid for a HIT. Young men and those that considered themselves in the financial industry tended to be the most likely to try to game the system. There wasn't a breakdown by country, but given the demographic information from the first article, we could infer that many of these young men come from India, which makes language and other cultural differences a factor. These articles raise questions about the role of crowdsourcing as a means for getting quick user input at low cost. While compensating users for their time is nothing new, the incentive structure and anonymity of Mechanical Turk raises some interesting questions. How complex of a task can we ask of the crowd, and how much should these workers be paid? Can we rely on the information we get from these professional users, and if so, how can we best incorporate it into designing more usable products? Traditional usability testing will still play a central role in enterprise software. Crowdsourcing doesn't replace testing; instead, it makes certain parts of gathering user feedback easier. One can turn to the crowd for simple tasks that don't require specialized skills and get a lot of data fast. As more studies are conducted on Mechanical Turk, I suspect we will see crowdsourcing playing an increasing role in human computer interaction and enterprise computing. References: Downs, J. S., Holbrook, M. B., Sheng, S., and Cranor, L. F. 2010. Are your participants gaming the system?: screening mechanical turk workers. In Proceedings of the 28th international Conference on Human Factors in Computing Systems (Atlanta, Georgia, USA, April 10 - 15, 2010). CHI '10. ACM, New York, NY, 2399-2402. Link: http://doi.acm.org/10.1145/1753326.1753688 Ross, J., Irani, L., Silberman, M. S., Zaldivar, A., and Tomlinson, B. 2010. Who are the crowdworkers?: shifting demographics in mechanical turk. In Proceedings of the 28th of the international Conference Extended Abstracts on Human Factors in Computing Systems (Atlanta, Georgia, USA, April 10 - 15, 2010). CHI EA '10. ACM, New York, NY, 2863-2872. Link: http://doi.acm.org/10.1145/1753846.1753873

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  • CodePlex Daily Summary for Monday, June 02, 2014

    CodePlex Daily Summary for Monday, June 02, 2014Popular ReleasesPortable Class Library for SQLite: Portable Class Library for SQLite - 3.8.4.4: This pull request from mattleibow addresses an issue with custom function creation (define functions in C# code and invoke them from SQLite as id they where regular SQL functions). Impact: Xamarin iOSTweetinvi a friendly Twitter C# API: Tweetinvi 0.9.3.x: Timelines- Added all the parameters available from the Timeline Endpoints in Tweetinvi. - This is available for HomeTimeline, UserTimeline, MentionsTimeline // Simple query var tweets = Timeline.GetHomeTimeline(); // Create a parameter for queries with specific parameters var timelineParameter = Timeline.GenerateHomeTimelineRequestParameter(); timelineParameter.ExcludeReplies = true; timelineParameter.TrimUser = true; var tweets = Timeline.GetHomeTimeline(timelineParameter); Tweets- Add mis...Sandcastle Help File Builder: Help File Builder and Tools v2014.5.31.0: General InformationIMPORTANT: On some systems, the content of the ZIP file is blocked and the installer may fail to run. Before extracting it, right click on the ZIP file, select Properties, and click on the Unblock button if it is present in the lower right corner of the General tab in the properties dialog. This release completes removal of the branding transformations and implements the new VS2013 presentation style that utilizes the new lightweight website format. Several breaking cha...Tooltip Web Preview: ToolTip Web Preview: Version 1.0Database Helper: Release 1.0.0.0: First Release of Database HelperCoMaSy: CoMaSy1.0.2: !Contact Management SystemImage View Slider: Image View Slider: This is a .NET component. We create this using VB.NET. Here you can use an Image Viewer with several properties to your application form. We wish somebody to improve freely. Try this out! Author : Steven Renaldo Antony Yustinus Arjuna Purnama Putra Andre Wijaya P Martin Lidau PBK GENAP 2014 - TI UKDWAspose for Apache POI: Missing Features of Apache POI WP - v 1.1: Release contain the Missing Features in Apache POI WP SDK in Comparison with Aspose.Words for dealing with Microsoft Word. What's New ?Following Examples: Insert Picture in Word Document Insert Comments Set Page Borders Mail Merge from XML Data Source Moving the Cursor Feedback and Suggestions Many more examples are yet to come here. Keep visiting us. Raise your queries and suggest more examples via Aspose Forums or via this social coding site.SEToolbox: 01.032.014 Release 1: Added fix when loading game Textures for icons causing 'Unable to read beyond the end of the stream'. Added new Resource Report, that displays all in game resources in a concise report. Added in temp directory cleaner, to keep excess files from building up. Fixed use of colors on the windows, to work better with desktop schemes. Adding base support for multilingual resources. This will allow loading of the Space Engineers resources to show localized names, and display localized date a...ClosedXML - The easy way to OpenXML: ClosedXML 0.71.2: More memory and performance improvements. Fixed an issue with pivot table field order.Vi-AIO SearchBar: Vi – AIO Search Bar: Version 1.0Top Verses ( Ayat Emas ): Binary Top Verses: This one is the bin folder of the component. the .dll component is inside.Traditional Calendar Component: Traditional Calender Converter: Duta Wacana Christian University This file containing Traditional Calendar Component and Demo Aplication that using Traditional Calendar Component. This component made with .NET Framework 4 and the programming language is C# .SQLSetupHelper: 1.0.0.0: First Stable Version of SQL SetupComposite Iconote: Composite Iconote: This is a composite has been made by Microsoft Visual Studio 2013. Requirement: To develop this composite or use this component in your application, your computer must have .NET framework 4.5 or newer.Magick.NET: Magick.NET 6.8.9.101: Magick.NET linked with ImageMagick 6.8.9.1. Breaking changes: - Int/short Set methods of WritablePixelCollection are now unsigned. - The Q16 build no longer uses HDRI, switch to the new Q16-HDRI build if you need HDRI.fnr.exe - Find And Replace Tool: 1.7: Bug fixes Refactored logic for encoding text values to command line to handle common edge cases where find/replace operation works in GUI but not in command line Fix for bug where selection in Encoding drop down was different when generating command line in some cases. It was reported in: https://findandreplace.codeplex.com/workitem/34 Fix for "Backslash inserted before dot in replacement text" reported here: https://findandreplace.codeplex.com/discussions/541024 Fix for finding replacing...VG-Ripper & PG-Ripper: VG-Ripper 2.9.59: changes NEW: Added Support for 'GokoImage.com' links NEW: Added Support for 'ViperII.com' links NEW: Added Support for 'PixxxView.com' links NEW: Added Support for 'ImgRex.com' links NEW: Added Support for 'PixLiv.com' links NEW: Added Support for 'imgsee.me' links NEW: Added Support for 'ImgS.it' linksToolbox for Dynamics CRM 2011/2013: XrmToolBox (v1.2014.5.28): XrmToolbox improvement XrmToolBox updates (v1.2014.5.28)Fix connecting to a connection with custom authentication without saved password Tools improvement New tool!Solution Components Mover (v1.2014.5.22) Transfer solution components from one solution to another one Import/Export NN relationships (v1.2014.3.7) Allows you to import and export many to many relationships Tools updatesAttribute Bulk Updater (v1.2014.5.28) Audit Center (v1.2014.5.28) View Layout Replicator (v1.2014.5.28) Scrip...Microsoft Ajax Minifier: Microsoft Ajax Minifier 5.10: Fix for Issue #20875 - echo switch doesn't work for CSS CSS should honor the SASS source-file comments JS should allow multi-line comment directivesNew Projects[ISEN] Rendu de projet Naughty3Dogs - Pong3D: Pong3D est un jeu qui reprend le principe classique du Pong en le portant dans un environnement 3D à l'aide du langage c# et du moteur Unity3DBootstrap for MVC: Bootstrap for MVC.F. A. Q. - Najczesciej zadawane pytania: FAQForuMvc: Technifutur short projecthomework456: no.iStoody: Studies organize solution, available through app for Windows and Windows Phone.liaoliao: ???????????Price Tracker: Allows a user to track prices based on parsed emailsRoslynEval: RoslynRx Hub: Rx Hub provides server side computation which initiate by subscriber requestSharepoint Online AppCache Reset: We are an IT resource company providing Virtual IT services and custom and opensource programs for everyday needs. UnitConversionLib : Smart Unit Conversion Library in C#: Conversion of units, arithmetic operation and parsing quantities with their units on run time. Smart unit converter and conversion lib for physical quantities,

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  • The Sensemaking Spectrum for Business Analytics: Translating from Data to Business Through Analysis

    - by Joe Lamantia
    One of the most compelling outcomes of our strategic research efforts over the past several years is a growing vocabulary that articulates our cumulative understanding of the deep structure of the domains of discovery and business analytics. Modes are one example of the deep structure we’ve found.  After looking at discovery activities across a very wide range of industries, question types, business needs, and problem solving approaches, we've identified distinct and recurring kinds of sensemaking activity, independent of context.  We label these activities Modes: Explore, compare, and comprehend are three of the nine recognizable modes.  Modes describe *how* people go about realizing insights.  (Read more about the programmatic research and formal academic grounding and discussion of the modes here: https://www.researchgate.net/publication/235971352_A_Taxonomy_of_Enterprise_Search_and_Discovery) By analogy to languages, modes are the 'verbs' of discovery activity.  When applied to the practical questions of product strategy and development, the modes of discovery allow one to identify what kinds of analytical activity a product, platform, or solution needs to support across a spread of usage scenarios, and then make concrete and well-informed decisions about every aspect of the solution, from high-level capabilities, to which specific types of information visualizations better enable these scenarios for the types of data users will analyze. The modes are a powerful generative tool for product making, but if you've spent time with young children, or had a really bad hangover (or both at the same time...), you understand the difficult of communicating using only verbs.  So I'm happy to share that we've found traction on another facet of the deep structure of discovery and business analytics.  Continuing the language analogy, we've identified some of the ‘nouns’ in the language of discovery: specifically, the consistently recurring aspects of a business that people are looking for insight into.  We call these discovery Subjects, since they identify *what* people focus on during discovery efforts, rather than *how* they go about discovery as with the Modes. Defining the collection of Subjects people repeatedly focus on allows us to understand and articulate sense making needs and activity in more specific, consistent, and complete fashion.  In combination with the Modes, we can use Subjects to concretely identify and define scenarios that describe people’s analytical needs and goals.  For example, a scenario such as ‘Explore [a Mode] the attrition rates [a Measure, one type of Subject] of our largest customers [Entities, another type of Subject] clearly captures the nature of the activity — exploration of trends vs. deep analysis of underlying factors — and the central focus — attrition rates for customers above a certain set of size criteria — from which follow many of the specifics needed to address this scenario in terms of data, analytical tools, and methods. We can also use Subjects to translate effectively between the different perspectives that shape discovery efforts, reducing ambiguity and increasing impact on both sides the perspective divide.  For example, from the language of business, which often motivates analytical work by asking questions in business terms, to the perspective of analysis.  The question posed to a Data Scientist or analyst may be something like “Why are sales of our new kinds of potato chips to our largest customers fluctuating unexpectedly this year?” or “Where can innovate, by expanding our product portfolio to meet unmet needs?”.  Analysts translate questions and beliefs like these into one or more empirical discovery efforts that more formally and granularly indicate the plan, methods, tools, and desired outcomes of analysis.  From the perspective of analysis this second question might become, “Which customer needs of type ‘A', identified and measured in terms of ‘B’, that are not directly or indirectly addressed by any of our current products, offer 'X' potential for ‘Y' positive return on the investment ‘Z' required to launch a new offering, in time frame ‘W’?  And how do these compare to each other?”.  Translation also happens from the perspective of analysis to the perspective of data; in terms of availability, quality, completeness, format, volume, etc. By implication, we are proposing that most working organizations — small and large, for profit and non-profit, domestic and international, and in the majority of industries — can be described for analytical purposes using this collection of Subjects.  This is a bold claim, but simplified articulation of complexity is one of the primary goals of sensemaking frameworks such as this one.  (And, yes, this is in fact a framework for making sense of sensemaking as a category of activity - but we’re not considering the recursive aspects of this exercise at the moment.) Compellingly, we can place the collection of subjects on a single continuum — we call it the Sensemaking Spectrum — that simply and coherently illustrates some of the most important relationships between the different types of Subjects, and also illuminates several of the fundamental dynamics shaping business analytics as a domain.  As a corollary, the Sensemaking Spectrum also suggests innovation opportunities for products and services related to business analytics. The first illustration below shows Subjects arrayed along the Sensemaking Spectrum; the second illustration presents examples of each kind of Subject.  Subjects appear in colors ranging from blue to reddish-orange, reflecting their place along the Spectrum, which indicates whether a Subject addresses more the viewpoint of systems and data (Data centric and blue), or people (User centric and orange).  This axis is shown explicitly above the Spectrum.  Annotations suggest how Subjects align with the three significant perspectives of Data, Analysis, and Business that shape business analytics activity.  This rendering makes explicit the translation and bridging function of Analysts as a role, and analysis as an activity. Subjects are best understood as fuzzy categories [http://georgelakoff.files.wordpress.com/2011/01/hedges-a-study-in-meaning-criteria-and-the-logic-of-fuzzy-concepts-journal-of-philosophical-logic-2-lakoff-19731.pdf], rather than tightly defined buckets.  For each Subject, we suggest some of the most common examples: Entities may be physical things such as named products, or locations (a building, or a city); they could be Concepts, such as satisfaction; or they could be Relationships between entities, such as the variety of possible connections that define linkage in social networks.  Likewise, Events may indicate a time and place in the dictionary sense; or they may be Transactions involving named entities; or take the form of Signals, such as ‘some Measure had some value at some time’ - what many enterprises understand as alerts.   The central story of the Spectrum is that though consumers of analytical insights (represented here by the Business perspective) need to work in terms of Subjects that are directly meaningful to their perspective — such as Themes, Plans, and Goals — the working realities of data (condition, structure, availability, completeness, cost) and the changing nature of most discovery efforts make direct engagement with source data in this fashion impossible.  Accordingly, business analytics as a domain is structured around the fundamental assumption that sense making depends on analytical transformation of data.  Analytical activity incrementally synthesizes more complex and larger scope Subjects from data in its starting condition, accumulating insight (and value) by moving through a progression of stages in which increasingly meaningful Subjects are iteratively synthesized from the data, and recombined with other Subjects.  The end goal of  ‘laddering’ successive transformations is to enable sense making from the business perspective, rather than the analytical perspective.Synthesis through laddering is typically accomplished by specialized Analysts using dedicated tools and methods. Beginning with some motivating question such as seeking opportunities to increase the efficiency (a Theme) of fulfillment processes to reach some level of profitability by the end of the year (Plan), Analysts will iteratively wrangle and transform source data Records, Values and Attributes into recognizable Entities, such as Products, that can be combined with Measures or other data into the Events (shipment of orders) that indicate the workings of the business.  More complex Subjects (to the right of the Spectrum) are composed of or make reference to less complex Subjects: a business Process such as Fulfillment will include Activities such as confirming, packing, and then shipping orders.  These Activities occur within or are conducted by organizational units such as teams of staff or partner firms (Networks), composed of Entities which are structured via Relationships, such as supplier and buyer.  The fulfillment process will involve other types of Entities, such as the products or services the business provides.  The success of the fulfillment process overall may be judged according to a sophisticated operating efficiency Model, which includes tiered Measures of business activity and health for the transactions and activities included.  All of this may be interpreted through an understanding of the operational domain of the businesses supply chain (a Domain).   We'll discuss the Spectrum in more depth in succeeding posts.

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  • My vertex shader doesn't affect texture coords or diffuse info but works for position

    - by tina nyaa
    I am new to 3D and DirectX - in the past I have only used abstractions for 2D drawing. Over the past month I've been studying really hard and I'm trying to modify and adapt some of the shaders as part of my personal 'study project'. Below I have a shader, modified from one of the Microsoft samples. I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? // // Skinned Mesh Effect file // Copyright (c) 2000-2002 Microsoft Corporation. All rights reserved. // float4 lhtDir = {0.0f, 0.0f, -1.0f, 1.0f}; //light Direction float4 lightDiffuse = {0.6f, 0.6f, 0.6f, 1.0f}; // Light Diffuse float4 MaterialAmbient : MATERIALAMBIENT = {0.1f, 0.1f, 0.1f, 1.0f}; float4 MaterialDiffuse : MATERIALDIFFUSE = {0.8f, 0.8f, 0.8f, 1.0f}; // Matrix Pallette static const int MAX_MATRICES = 100; float4x3 mWorldMatrixArray[MAX_MATRICES] : WORLDMATRIXARRAY; float4x4 mViewProj : VIEWPROJECTION; /////////////////////////////////////////////////////// struct VS_INPUT { float4 Pos : POSITION; float4 BlendWeights : BLENDWEIGHT; float4 BlendIndices : BLENDINDICES; float3 Normal : NORMAL; float3 Tex0 : TEXCOORD0; }; struct VS_OUTPUT { float4 Pos : POSITION; float4 Diffuse : COLOR; float2 Tex0 : TEXCOORD0; }; float3 Diffuse(float3 Normal) { float CosTheta; // N.L Clamped CosTheta = max(0.0f, dot(Normal, lhtDir.xyz)); // propogate scalar result to vector return (CosTheta); } VS_OUTPUT VShade(VS_INPUT i, uniform int NumBones) { VS_OUTPUT o; float3 Pos = 0.0f; float3 Normal = 0.0f; float LastWeight = 0.0f; // Compensate for lack of UBYTE4 on Geforce3 int4 IndexVector = D3DCOLORtoUBYTE4(i.BlendIndices); // cast the vectors to arrays for use in the for loop below float BlendWeightsArray[4] = (float[4])i.BlendWeights; int IndexArray[4] = (int[4])IndexVector; // calculate the pos/normal using the "normal" weights // and accumulate the weights to calculate the last weight for (int iBone = 0; iBone < NumBones-1; iBone++) { LastWeight = LastWeight + BlendWeightsArray[iBone]; Pos += mul(i.Pos, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; Normal += mul(i.Normal, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; } LastWeight = 1.0f - LastWeight; // Now that we have the calculated weight, add in the final influence Pos += (mul(i.Pos, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); Normal += (mul(i.Normal, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); // transform position from world space into view and then projection space //o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Diffuse.x = 0.0f; o.Diffuse.y = 0.0f; o.Diffuse.z = 0.0f; o.Diffuse.w = 0.0f; o.Tex0 = float2(0,0); return o; } technique t0 { pass p0 { VertexShader = compile vs_3_0 VShade(4); } } I am currently using the SlimDX .NET wrapper around DirectX, but the API is extremely similar: public void Draw() { var device = vertexBuffer.Device; device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.White, 1.0f, 0); device.SetRenderState(RenderState.Lighting, true); device.SetRenderState(RenderState.DitherEnable, true); device.SetRenderState(RenderState.ZEnable, true); device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); device.SetRenderState(RenderState.NormalizeNormals, true); device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Anisotropic); device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Anisotropic); device.SetTransform(TransformState.World, Matrix.Identity * Matrix.Translation(0, -50, 0)); device.SetTransform(TransformState.View, Matrix.LookAtLH(new Vector3(-200, 0, 0), Vector3.Zero, Vector3.UnitY)); device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); var material = new Material(); material.Ambient = material.Diffuse = material.Emissive = material.Specular = new Color4(Color.White); material.Power = 1f; device.SetStreamSource(0, vertexBuffer, 0, vertexSize); device.VertexDeclaration = vertexDeclaration; device.Indices = indexBuffer; device.Material = material; device.SetTexture(0, texture); var param = effect.GetParameter(null, "mWorldMatrixArray"); var boneWorldTransforms = bones.OrderedBones.OrderBy(x => x.Id).Select(x => x.CombinedTransformation).ToArray(); effect.SetValue(param, boneWorldTransforms); effect.SetValue(effect.GetParameter(null, "mViewProj"), Matrix.Identity);// Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); effect.SetValue(effect.GetParameter(null, "MaterialDiffuse"), material.Diffuse); effect.SetValue(effect.GetParameter(null, "MaterialAmbient"), material.Ambient); effect.Technique = effect.GetTechnique(0); var passes = effect.Begin(FX.DoNotSaveState); for (var i = 0; i < passes; i++) { effect.BeginPass(i); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, skin.Vertices.Length, 0, skin.Indicies.Length / 3); effect.EndPass(); } effect.End(); } Again, I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? Also, whatever I set in the bone transformation matrices doesn't seem to have an effect on my model. If I set every bone transformation to a zero matrix, the model still shows up as if nothing had happened, but changing the Pos field in shader output makes the model disappear. I don't understand why I'm getting this kind of behaviour. Thank you!

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  • Control-Break Style ADF Table - Comparing Values with Previous Row

    - by Steven Davelaar
    Sometimes you need to display data in an ADF Faces table in a control-break layout style, where rows should be "indented" when the break column has the same value as in the previous row. In the screen shot below, you see how the table breaks on both the RegionId column as well as the CountryId column. To implement this I didn't use fancy SQL statements. The table is based on a straightforward Locations ViewObject that is based on the Locations entity object and the Countries reference entity object, and the join query was automatically created by adding the reference EO. To get the indentation in the ADF Faces table, we simple use two rendered properties on the RegionId and CountryId outputText items:  <af:column sortProperty="RegionId" sortable="false"            headerText="#{bindings.LocationsView1.hints.RegionId.label}"            id="c5">   <af:outputText value="#{row.RegionId}" id="ot2"                  rendered="#{!CompareWithPreviousRowBean['RegionId']}">     <af:convertNumber groupingUsed="false"                       pattern="#{bindings.LocationsView1.hints.RegionId.format}"/>   </af:outputText> </af:column> <af:column sortProperty="CountryId" sortable="false"            headerText="#{bindings.LocationsView1.hints.CountryId.label}"            id="c1">   <af:outputText value="#{row.CountryId}" id="ot5"                  rendered="#{!CompareWithPreviousRowBean['CountryId']}"/> </af:column> The CompareWithPreviousRowBean managed bean is defined in request scope and is a generic bean that can be used for all the tables in your application that needs this layout style. As you can see the bean is a Map-style bean where we pass in the name of the attribute that should be compared with the previous row. The get method in the bean that is called returns boolean false when the attribute has the same value in the same row. Here is the code of the get method:  public Object get(Object key) {   String attrName = (String) key;   boolean isSame = false;   // get the currently processed row, using row expression #{row}   JUCtrlHierNodeBinding row = (JUCtrlHierNodeBinding) resolveExpression(getRowExpression());   JUCtrlHierBinding tableBinding = row.getHierBinding();   int rowRangeIndex = row.getViewObject().getRangeIndexOf(row.getRow());   Object currentAttrValue = row.getRow().getAttribute(attrName);   if (rowRangeIndex > 0)   {     Object previousAttrValue = tableBinding.getAttributeFromRow(rowRangeIndex - 1, attrName);     isSame = currentAttrValue != null && currentAttrValue.equals(previousAttrValue);   }   else if (tableBinding.getRangeStart() > 0)   {     // previous row is in previous range, we create separate rowset iterator,     // so we can change the range start without messing up the table rendering which uses     // the default rowset iterator     int absoluteIndexPreviousRow = tableBinding.getRangeStart() - 1;     RowSetIterator rsi = null;     try     {       rsi = tableBinding.getViewObject().getRowSet().createRowSetIterator(null);       rsi.setRangeStart(absoluteIndexPreviousRow);       Row previousRow = rsi.getRowAtRangeIndex(0);       Object previousAttrValue = previousRow.getAttribute(attrName);       isSame = currentAttrValue != null && currentAttrValue.equals(previousAttrValue);     }     finally     {       rsi.closeRowSetIterator();     }   }   return isSame; } The row expression defaults to #{row} but this can be changed through the rowExpression  managed property of the bean.  You can download the sample application here.

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  • how to define a field of view for the entire map for shadow?

    - by Mehdi Bugnard
    I recently added "Shadow Mapping" in my XNA games to include shadows. I followed the nice and famous tutorial from "Riemers" : http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series3/Shadow_map.php . This code work nice and I can see my source of light and shadow. But the problem is that my light source does not match the field of view that I created. I want the light covers the entire map of my game. I don't know why , but the light only affect 2-3 cubes of my map. ScreenShot: (the emission of light illuminates only 2-3 blocks and not the full map) Here is my code i create the fieldOfView for LightviewProjection Matrix: Vector3 lightDir = new Vector3(10, 52, 10); lightPos = new Vector3(10, 52, 10); Matrix lightsView = Matrix.CreateLookAt(lightPos, new Vector3(105, 50, 105), new Vector3(0, 1, 0)); Matrix lightsProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver2, 1f, 20f, 1000f); lightsViewProjectionMatrix = lightsView * lightsProjection; As you can see , my nearPlane and FarPlane are set to 20f and 100f . So i don't know why the light stop after 2 cubes. it's should be bigger Here is set the value to my custom effect HLSL in the shader file /* SHADOW VALUE */ effectWorld.Parameters["LightDirection"].SetValue(lightDir); effectWorld.Parameters["xLightsWorldViewProjection"].SetValue(Matrix.Identity * .lightsViewProjectionMatrix); effectWorld.Parameters["xWorldViewProjection"].SetValue(Matrix.Identity * arcadia.camera.View * arcadia.camera.Projection); effectWorld.Parameters["xLightPower"].SetValue(1f); effectWorld.Parameters["xAmbient"].SetValue(0.3f); Here is my custom HLSL shader effect file "*.fx" // This sample uses a simple Lambert lighting model. float3 LightDirection = normalize(float3(-1, -1, -1)); float3 DiffuseLight = 1.25; float3 AmbientLight = 0.25; uniform const float3 DiffuseColor = 1; uniform const float Alpha = 1; uniform const float3 EmissiveColor = 0; uniform const float3 SpecularColor = 1; uniform const float SpecularPower = 16; uniform const float3 EyePosition; // FOG attribut uniform const float FogEnabled ; uniform const float FogStart ; uniform const float FogEnd ; uniform const float3 FogColor ; float3 cameraPos : CAMERAPOS; texture Texture; sampler Sampler = sampler_state { Texture = (Texture); magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture xShadowMap; sampler ShadowMapSampler = sampler_state { Texture = <xShadowMap>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = clamp; AddressV = clamp; }; /* *************** */ /* SHADOW MAP CODE */ /* *************** */ struct SMapVertexToPixel { float4 Position : POSITION; float4 Position2D : TEXCOORD0; }; struct SMapPixelToFrame { float4 Color : COLOR0; }; struct SSceneVertexToPixel { float4 Position : POSITION; float4 Pos2DAsSeenByLight : TEXCOORD0; float2 TexCoords : TEXCOORD1; float3 Normal : TEXCOORD2; float4 Position3D : TEXCOORD3; }; struct SScenePixelToFrame { float4 Color : COLOR0; }; float DotProduct(float3 lightPos, float3 pos3D, float3 normal) { float3 lightDir = normalize(pos3D - lightPos); return dot(-lightDir, normal); } SSceneVertexToPixel ShadowedSceneVertexShader(float4 inPos : POSITION, float2 inTexCoords : TEXCOORD0, float3 inNormal : NORMAL) { SSceneVertexToPixel Output = (SSceneVertexToPixel)0; Output.Position = mul(inPos, xWorldViewProjection); Output.Pos2DAsSeenByLight = mul(inPos, xLightsWorldViewProjection); Output.Normal = normalize(mul(inNormal, (float3x3)World)); Output.Position3D = mul(inPos, World); Output.TexCoords = inTexCoords; return Output; } SScenePixelToFrame ShadowedScenePixelShader(SSceneVertexToPixel PSIn) { SScenePixelToFrame Output = (SScenePixelToFrame)0; float2 ProjectedTexCoords; ProjectedTexCoords[0] = PSIn.Pos2DAsSeenByLight.x / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; ProjectedTexCoords[1] = -PSIn.Pos2DAsSeenByLight.y / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; float diffuseLightingFactor = 0; if ((saturate(ProjectedTexCoords).x == ProjectedTexCoords.x) && (saturate(ProjectedTexCoords).y == ProjectedTexCoords.y)) { float depthStoredInShadowMap = tex2D(ShadowMapSampler, ProjectedTexCoords).r; float realDistance = PSIn.Pos2DAsSeenByLight.z / PSIn.Pos2DAsSeenByLight.w; if ((realDistance - 1.0f / 100.0f) <= depthStoredInShadowMap) { diffuseLightingFactor = DotProduct(xLightPos, PSIn.Position3D, PSIn.Normal); diffuseLightingFactor = saturate(diffuseLightingFactor); diffuseLightingFactor *= xLightPower; } } float4 baseColor = tex2D(Sampler, PSIn.TexCoords); Output.Color = baseColor*(diffuseLightingFactor + xAmbient); return Output; } SMapVertexToPixel ShadowMapVertexShader(float4 inPos : POSITION) { SMapVertexToPixel Output = (SMapVertexToPixel)0; Output.Position = mul(inPos, xLightsWorldViewProjection); Output.Position2D = Output.Position; return Output; } SMapPixelToFrame ShadowMapPixelShader(SMapVertexToPixel PSIn) { SMapPixelToFrame Output = (SMapPixelToFrame)0; Output.Color = PSIn.Position2D.z / PSIn.Position2D.w; return Output; } /* ******************* */ /* END SHADOW MAP CODE */ /* ******************* */ / For rendering without instancing. technique ShadowMap { pass Pass0 { VertexShader = compile vs_2_0 ShadowMapVertexShader(); PixelShader = compile ps_2_0 ShadowMapPixelShader(); } } technique ShadowedScene { /* pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } */ pass Pass1 { VertexShader = compile vs_2_0 ShadowedSceneVertexShader(); PixelShader = compile ps_2_0 ShadowedScenePixelShader(); } } technique SimpleFog { pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } } I edited my fx file , for show you only information and functions about the shadow ;-)

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  • CodePlex Daily Summary for Monday, August 11, 2014

    CodePlex Daily Summary for Monday, August 11, 2014Popular ReleasesSpace Engineers Server Manager: SESM V1.15: V1.15 - Updated Quartz library - Correct a bug in the new mod managment - Added a warning if you have backup enabled on a server but no static map configuredAspose for Apache POI: Missing Features of Apache POI SS - v 1.2: Release contain the Missing Features in Apache POI SS SDK in comparison with Aspose.Cells What's New ? Following Examples: Create Pivot Charts Detect Merged Cells Sort Data Printing Workbooks Feedback and Suggestions Many more examples are available at Aspose Docs. Raise your queries and suggest more examples via Aspose Forums or via this social coding site.AngularGo (SPA Project Template): AngularGo.VS2013.vsix: First ReleaseTouchmote: Touchmote 1.0 beta 13: Changes Less GPU usage Works together with other Xbox 360 controls Bug fixesPublic Key Infrastructure PowerShell module: PowerShell PKI Module v3.0: Important: I would like to hear more about what you are thinking about the project? I appreciate that you like it (2000 downloads over past 6 months), but may be you have to say something? What do you dislike in the module? Maybe you would love to see some new functionality? Tell, what you think! Installation guide:Use default installation path to install this module for current user only. To install this module for all users — enable "Install for all users" check-box in installation UI ...Modern UI for WPF: Modern UI 1.0.6: The ModernUI assembly including a demo app demonstrating the various features of Modern UI for WPF. BREAKING CHANGE LinkGroup.GroupName renamed to GroupKey NEW FEATURES Improved rendering on high DPI screens, including support for per-monitor DPI awareness available in Windows 8.1 (see also Per-monitor DPI awareness) New ModernProgressRing control with 8 builtin styles New LinkCommands.NavigateLink routed command New Visual Studio project templates 'Modern UI WPF App' and 'Modern UI W...ClosedXML - The easy way to OpenXML: ClosedXML 0.74.0: Multiple thread safe improvements including AdjustToContents XLHelper XLColor_Static IntergerExtensions.ToStringLookup Exception now thrown when saving a workbook with no sheets, instead of creating a corrupt workbook Fix for hyperlinks with non-ASCII Characters Added basic workbook protection Fix for error thrown, when a spreadsheet contained comments and images Fix to Trim function Fix Invalid operation Exception thrown when the formula functions MAX, MIN, and AVG referenc...SEToolbox: SEToolbox 01.042.019 Release 1: Added RadioAntenna broadcast name to ship name detail. Added two additional columns for Asteroid material generation for Asteroid Fields. Added Mass and Block number columns to main display. Added Ellipsis to some columns on main display to reduce name confusion. Added correct SE version number in file when saving. Re-added in reattaching Motor when drag/dropping or importing ships (KeenSH have added RotorEntityId back in after removing it months ago). Added option to export and r...jQuery List DragSort: jQuery List DragSort 0.5.2: Fixed scrollContainer removing deprecated use of $.browser so should now work with latest version of jQuery. Added the ability to return false in dragEnd to revert sort order Project changes Added nuget package for dragsort https://www.nuget.org/packages/dragsort Converted repository from SVN to MercurialBraintree Client Library: Braintree 2.32.0: Allow credit card verification options to be passed outside of the nonce for PaymentMethod.create Allow billingaddress parameters and billingaddress_id to be passed outside of the nonce for PaymentMethod.create Add Subscriptions to paypal accounts Add PaymentMethod.update Add failonduplicatepaymentmethod option to PaymentMethod.create Add support for dispute webhooksThe Mario Kart 8 App: V1.0.2.1: First Codeplex release. WINDOWS INSTALLER ONLYAspose Java for Docx4j: Aspose.Words vs Docx4j - v 1.0: Release contain the Code Comparison for Features in Docx4j SDK and Aspose.Words What's New ?Following Examples: Accessing Document Properties Add Bookmarks Convert to Formats Delete Bookmarks Working with Comments Feedback and Suggestions Many more examples are available at Aspose Docs. Raise your queries and suggest more examples via Aspose Forums or via this social coding site.File System Security PowerShell Module: NTFSSecurity 2.4.1: Add-Access and Remove-Access now take multiple accoutsYourSqlDba: YourSqlDba 5.2.1.: This version improves alert message that comes a while after you install the script. First it says to get it from YourSqlDba.CodePlex.com If you don't want to update now, just-rerun the script from your installed version. To get actual version running just execute install.PrintVersionInfo. . You can go to source code / history and click on change set 72957 to see changes in the script.Manipulator: Manipulator: manipulatorXNB filetype plugin for Paint.NET: Paint.NET XNB plugin v0.4.0.0: CHANGELOG Reverted old incomplete changes. Updated library for compatibility with Paint .NET 4. Updated project to NET 4.5. Updated version to 0.4.0.0. INSTALLATION INSTRUCTIONS Extract the ZIP file to your Paint.NET\FileTypes folder.EdiFabric: Release 4.1: Changed MessageContextWix# (WixSharp) - managed interface for WiX: Release 1.0.0.0: Release 1.0.0.0 Custom UI Custom MSI Dialog Custom CLR Dialog External UIMath.NET Numerics: Math.NET Numerics v3.2.0: Linear Algebra: Vector.Map2 (map2 in F#), storage-optimized Linear Algebra: fix RemoveColumn/Row early index bound check (was not strict enough) Statistics: Entropy ~Jeff Mastry Interpolation: use Array.BinarySearch instead of local implementation ~Candy Chiu Resources: fix a corrupted exception message string Portable Build: support .Net 4.0 as well by using profile 328 instead of 344. .Net 3.5: F# extensions now support .Net 3.5 as well .Net 3.5: NuGet package now contains pro...babelua: 1.6.5.1: V1.6.5.1 - 2014.8.7New feature: Formatting code; Stability improvement: fix a bug that pop up error "System.Net.WebResponse EndGetResponse";New ProjectsDouDou: a little project.Dynamic MVC: Dynamically generate views from your model objects for a data centric MVC application.EasyDb - Simple Data Access: EasyDb is a simple library for data access that allows you to write less code.ExpressToAbroad: just go!!!!!Full Silverlight Web Video/Voice Conferencing: The Goal of this project is to provide complete Open Source (Voice/Video Chatting Client/Server) Modules Using SilverlightGaia: Gaia is an app for Windows plataform, Gaia is like Siri and Google Now or Betty but Gaia use only text commands.pxctest: pxctestSTACS: Career Management System for MIT by Team "STACS"StrongWorld: StrongWorld.WebSuiteXevas Tools: Xevas is a professional coders group of 'Nimbuzz'. We make all tools for worldwide users of nimbuzz at free of cost.????????: ????????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ????????????????: ????????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ????????????????: ????????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ???????????????: ????????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ????????????????: ????????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ????????????????: ?????????

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  • SDL_BlitSurface segmentation fault (surfaces aren't null)

    - by Trollkemada
    My app is crashing on SDL_BlitSurface() and i can't figure out why. I think it has something to do with my static object. If you read the code you'll why I think so. This happens when the limits of the map are reached, i.e. (iwidth || jheight). This is the code: Map.cpp (this render) Tile const * Map::getTyle(int i, int j) const { if (i >= 0 && j >= 0 && i < width && j < height) { return data[i][j]; } else { return &Tile::ERROR_TYLE; // This makes SDL_BlitSurface (called later) crash //return new Tile(TileType::ERROR); // This works with not problem (but is memory leak, of course) } } void Map::render(int x, int y, int width, int height) const { //DEBUG("(Rendering...) x: "<<x<<", y: "<<y<<", width: "<<width<<", height: "<<height); int firstI = x / TileType::PIXEL_PER_TILE; int firstJ = y / TileType::PIXEL_PER_TILE; int lastI = (x+width) / TileType::PIXEL_PER_TILE; int lastJ = (y+height) / TileType::PIXEL_PER_TILE; // The previous integer division rounds down when dealing with positive values, but it rounds up // negative values. This is a fix for that (We need those values always rounded down) if (firstI < 0) { firstI--; } if (firstJ < 0) { firstJ--; } const int firstX = x; const int firstY = y; SDL_Rect srcRect; SDL_Rect dstRect; for (int i=firstI; i <= lastI; i++) { for (int j=firstJ; j <= lastJ; j++) { if (i*TileType::PIXEL_PER_TILE < x) { srcRect.x = x % TileType::PIXEL_PER_TILE; srcRect.w = TileType::PIXEL_PER_TILE - (x % TileType::PIXEL_PER_TILE); dstRect.x = i*TileType::PIXEL_PER_TILE + (x % TileType::PIXEL_PER_TILE) - firstX; } else if (i*TileType::PIXEL_PER_TILE >= x + width) { srcRect.x = 0; srcRect.w = x % TileType::PIXEL_PER_TILE; dstRect.x = i*TileType::PIXEL_PER_TILE - firstX; } else { srcRect.x = 0; srcRect.w = TileType::PIXEL_PER_TILE; dstRect.x = i*TileType::PIXEL_PER_TILE - firstX; } if (j*TileType::PIXEL_PER_TILE < y) { srcRect.y = 0; srcRect.h = TileType::PIXEL_PER_TILE - (y % TileType::PIXEL_PER_TILE); dstRect.y = j*TileType::PIXEL_PER_TILE + (y % TileType::PIXEL_PER_TILE) - firstY; } else if (j*TileType::PIXEL_PER_TILE >= y + height) { srcRect.y = y % TileType::PIXEL_PER_TILE; srcRect.h = y % TileType::PIXEL_PER_TILE; dstRect.y = j*TileType::PIXEL_PER_TILE - firstY; } else { srcRect.y = 0; srcRect.h = TileType::PIXEL_PER_TILE; dstRect.y = j*TileType::PIXEL_PER_TILE - firstY; } SDL::YtoSDL(dstRect.y, srcRect.h); SDL_BlitSurface(getTyle(i,j)->getType()->getSurface(), &srcRect, SDL::getScreen(), &dstRect); // <-- Crash HERE /*DEBUG("i = "<<i<<", j = "<<j); DEBUG("srcRect.x = "<<srcRect.x<<", srcRect.y = "<<srcRect.y<<", srcRect.w = "<<srcRect.w<<", srcRect.h = "<<srcRect.h); DEBUG("dstRect.x = "<<dstRect.x<<", dstRect.y = "<<dstRect.y);*/ } } } Tile.h #ifndef TILE_H #define TILE_H #include "TileType.h" class Tile { private: TileType const * type; public: static const Tile ERROR_TYLE; Tile(TileType const * t); ~Tile(); TileType const * getType() const; }; #endif Tile.cpp #include "Tile.h" const Tile Tile::ERROR_TYLE(TileType::ERROR); Tile::Tile(TileType const * t) : type(t) {} Tile::~Tile() {} TileType const * Tile::getType() const { return type; } TileType.h #ifndef TILETYPE_H #define TILETYPE_H #include "SDL.h" #include "DEBUG.h" class TileType { protected: TileType(); ~TileType(); public: static const int PIXEL_PER_TILE = 30; static const TileType * ERROR; static const TileType * AIR; static const TileType * SOLID; virtual SDL_Surface * getSurface() const = 0; virtual bool isSolid(int x, int y) const = 0; }; #endif ErrorTyle.h #ifndef ERRORTILE_H #define ERRORTILE_H #include "TileType.h" class ErrorTile : public TileType { friend class TileType; private: ErrorTile(); mutable SDL_Surface * surface; static const char * FILE_PATH; public: SDL_Surface * getSurface() const; bool isSolid(int x, int y) const ; }; #endif ErrorTyle.cpp (The surface can't be loaded when building the object, because it is a static object and SDL_Init() needs to be called first) #include "ErrorTile.h" const char * ErrorTile::FILE_PATH = ("C:\\error.bmp"); ErrorTile::ErrorTile() : TileType(), surface(NULL) {} SDL_Surface * ErrorTile::getSurface() const { if (surface == NULL) { if (SDL::isOn()) { surface = SDL::loadAndOptimice(ErrorTile::FILE_PATH); if (surface->w != TileType::PIXEL_PER_TILE || surface->h != TileType::PIXEL_PER_TILE) { WARNING("Bad tile surface size"); } } else { ERROR("Trying to load a surface, but SDL is not on"); } } if (surface == NULL) { // This if doesn't get called, so surface != NULL ERROR("WTF? Can't load surface :\\"); } return surface; } bool ErrorTile::isSolid(int x, int y) const { return true; }

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  • CodePlex Daily Summary for Sunday, September 29, 2013

    CodePlex Daily Summary for Sunday, September 29, 2013Popular ReleasesAudioWordsDownloader: AudioWordsDownloader 1.1 build 88: New features -------- list of words (mp3 files) is available upon typing when a download path is defined list of download paths is added paths history settings added Bug fixed ----- case mismatch in word search field fixed path not exist bug fixed when history has been used path, when filled from dialog, not stored refresh autocomplete list after path change word sought is deleted when path is changed at the end sought word list is deleted word list not refreshed download end...Activity Viewer 2012: Activity Viewer 2012 V 5.0.0.3: Planning to add new features: 1. Import/Export rules 2. Tabular mode multi servers connections.Tweetinvi a friendly Twitter C# API: Alpha 0.8.3.0: Version 0.8.3.0 emphasis on the FIlteredStream and ease how to manage Exceptions that can occur due to the network or any other issue you might encounter. Will be available through nuget the 29/09/2013. FilteredStream Features provided by the Twitter Stream API - Ability to track specific keywords - Ability to track specific users - Ability to track specific locations Additional features - Detect the reasons the tweet has been retrieved from the Filtered API. You have access to both the ma...AcDown?????: AcDown????? v4.5: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ??v4.5 ???? AcPlay????????v3.5 ????????,???????????30% ?? ???????GoodManga.net???? ?? ?????????? ?? ??Acfun?????????? ??Bilibili??????????? ?????????flvcd???????? ??SfAcg????????????? ???????????? ???????????????? ????32...OfflineBrowser: Release v1.2: This release includes some multi-threading support, a better progress bar, more JavaScript fixes, and a help system. This release is also portable (can run with no issues from a flash drive).CtrlAltStudio Viewer: CtrlAltStudio Viewer 1.0.0.34288 Release: This release of the CtrlAltStudio Viewer includes the following significant features: Stereoscopic 3D display support. Based on Firestorm viewer 4.4.2 codebase. For more details, see the release notes linked to below. Release notes: http://ctrlaltstudio.com/viewer/release-notes/1-0-0-34288-release Support info: http://ctrlaltstudio.com/viewer/support Privacy policy: http://ctrlaltstudio.com/viewer/privacy Disclaimer: This software is not provided or supported by Linden Lab, the makers of ...CrmSvcUtil Generate Attribute Constants: Generate Attribute Constants (1.0.5018.28159): Built against version 5.0.15 of the CRM SDK Fixed issue where constant for primary key attribute was being duplicated in all entity classes Added ability to override base class for entity classesC# Intellisense for Notepad++: Release v1.0.6.0: Added support for classless scripts To avoid the DLLs getting locked by OS use MSI file for the installation.CS-Script for Notepad++: Release v1.0.6.0: Added support for classless scripts To avoid the DLLs getting locked by OS use MSI file for the installation.SimpleExcelReportMaker: Serm 0.02: SourceCode and SampleMagick.NET: Magick.NET 6.8.7.001: Magick.NET linked with ImageMagick 6.8.7.0. Breaking changes: - ToBitmap method of MagickImage returns a png instead of a bmp. - Changed the value for full transparency from 255(Q8)/65535(Q16) to 0. - MagickColor now uses floats instead of Byte/UInt16.Media Companion: Media Companion MC3.578b: With the feedback received over the renaming of Movie Folders, and files, there has been some refinement done. As well as I would like to introduce Blu-Ray movie folder support, for Pre-Frodo and Frodo onwards versions of XBMC. To start with, Context menu option for renaming movies, now has three sub options: Movie & Folder, Movie only & Folder only. The option Manual Movie Rename needs to be selected from Movie Preferences, but the autoscrape boxes do not need to be selected. Blu Ray Fo...WDTVHubGen - Adds Metadata, thumbnails and subtitles to WDTV Live Hubs: WDTVHubGen v2.1.3.api release: This is for the brave at heart, this is the maint release to update to the new movie api. please send feedback on fix requests.FFXIV Crafting Simulator: Crafting Simulator 2.3: - Major refactoring of the code behind. - Added a current durability and a current CP textbox.DNN CMS Platform: 07.01.02: Major HighlightsAdded the ability to manage the Vanity URL prefix Added the ability to filter members in the member directory by role Fixed issue where the user could inadvertently click the login button multiple times Fixed issues where core classes could not be used in out of process cache provider Fixed issue where profile visibility submenu was not displayed correctly Fixed issue where the member directory was broken when Convert URL to lowercase setting was enabled Fixed issu...Rawr: Rawr 5.4.1: This is the Downloadable WPF version of Rawr!For web-based version see http://elitistjerks.com/rawr.php You can find the version notes at: http://rawr.codeplex.com/wikipage?title=VersionNotes Rawr Addon (NOT UPDATED YET FOR MOP)We now have a Rawr Official Addon for in-game exporting and importing of character data hosted on Curse. The Addon does not perform calculations like Rawr, it simply shows your exported Rawr data in wow tooltips and lets you export your character to Rawr (including ba...Sample MVC4 EF Codefirst Architecture: RazMVCWebApp ver 1.1: Signal R sample is added.CODE Framework: 4.0.30923.0: See change notes in the documentation section for details on what's new. Note: If you download the class reference help file with, you have to right-click the file, pick "Properties", and then unblock the file, as many browsers flag the file as blocked during download (for security reasons) and thus hides all content.JayData -The unified data access library for JavaScript: JayData 1.3.2 - Indian Summer Edition: JayData is a unified data access library for JavaScript to CRUD + Query data from different sources like WebAPI, OData, MongoDB, WebSQL, SQLite, HTML5 localStorage, Facebook or YQL. The library can be integrated with KendoUI, Angular.js, Knockout.js or Sencha Touch 2 and can be used on Node.js as well. See it in action in this 6 minutes video KendoUI examples: JayData example site Examples for map integration JayData example site What's new in JayData 1.3.2 - Indian Summer Edition For detai...ZXing.Net: ZXing.Net 0.12.0.0: sync with rev. 2892 of the java version new PDF417 decoder improved Aztec decoder global speed improvements direct Kinect support for ColorImageFrame better Structured Append support many other small bug fixes and improvementsNew ProjectsCACHEDB: CLIENT-DATABASE || CLIENT_CACHEDB-DATABASEClassic WiX Burn Theme: A WiX Burn theme inspired by the classic WiX wizard user interface.CryptStr.Fody: A post-build weaver that encrypts literal strings in your .NET assemblies without breaking ClickOnce.Easy Code: A setting framework.EduSoft: This is a school eg.GameStuff: GameStuff is a library of Physics and Geometrics concepts for video game. Nekora Test Project: Nekora test projectPopCorn Console Game: Simple console gameRadioController: This project started from people installing Tablets in Mustangs. You would typically loose most control of the radio. This projects brings that back!Random searcher i pochodne: Wyszukiwarka plików multimedialnych i czego dusza zapragnie.SporkRandom: A .NET (C#, Visual Basic) interface for the true random number generator service of random.org

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  • JBox2D Polygon Collisions Acting Strange

    - by andy
    I have been playing around with JBox2D and Slick2D and made a little demo with a ground object, a box object, and two different polygons. The problem I am facing is that the collision-detection for the polygons seems to be off (see picture below), but the box's collision works fine. My Code: Main Class package main; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.BodyType; import org.jbox2d.dynamics.World; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; import shapes.Box; import shapes.Polygon; public class State1 extends BasicGameState{ World world; int velocityIterations; int positionIterations; float pixelsPerMeter; int state; Box ground; Box box1; Polygon poly1; Polygon poly2; Renderer renderer; public State1(int state) { this.state = state; } @Override public void init(GameContainer gc, StateBasedGame game) throws SlickException { velocityIterations = 10; positionIterations = 10; pixelsPerMeter = 1f; world = new World(new Vec2(0.f, -9.8f)); renderer = new Renderer(gc, gc.getGraphics(), pixelsPerMeter, world); box1 = new Box(-100f, 200f, 40, 50, BodyType.DYNAMIC, world); ground = new Box(-14, -275, 50, 900, BodyType.STATIC, world); poly1 = new Polygon(50f, 10f, new Vec2[] { new Vec2(-6f, -14f), new Vec2(0f, -20f), new Vec2(6f, -14f), new Vec2(10f, 10f), new Vec2(-10f, 10f) }, BodyType.DYNAMIC, world); poly2 = new Polygon(0f, 10f, new Vec2[] { new Vec2(10f, 0f), new Vec2(20f, 0f), new Vec2(30f, 10f), new Vec2(30f, 20f), new Vec2(20f, 30f), new Vec2(10f, 30f), new Vec2(0f, 20f), new Vec2(0f, 10f) }, BodyType.DYNAMIC, world); } @Override public void update(GameContainer gc, StateBasedGame game, int delta) throws SlickException { world.step((float)delta / 180f, velocityIterations, positionIterations); } @Override public void render(GameContainer gc, StateBasedGame game, Graphics g) throws SlickException { renderer.render(); } @Override public int getID() { return this.state; } } Polygon Class package shapes; import org.jbox2d.collision.shapes.PolygonShape; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.Body; import org.jbox2d.dynamics.BodyDef; import org.jbox2d.dynamics.BodyType; import org.jbox2d.dynamics.FixtureDef; import org.jbox2d.dynamics.World; import org.newdawn.slick.Color; public class Polygon { public float x, y; public Color color; public BodyType bodyType; org.newdawn.slick.geom.Polygon poly; BodyDef def; PolygonShape ps; FixtureDef fd; Body body; World world; Vec2[] verts; public Polygon(float x, float y, Vec2[] verts, BodyType bodyType, World world) { this.verts = verts; this.x = x; this.y = y; this.bodyType = bodyType; this.world = world; init(); } public void init() { def = new BodyDef(); def.type = bodyType; def.position.set(x, y); ps = new PolygonShape(); ps.set(verts, verts.length); fd = new FixtureDef(); fd.shape = ps; fd.density = 2.0f; fd.friction = 0.7f; fd.restitution = 0.5f; body = world.createBody(def); body.createFixture(fd); } } Rendering Class package main; import org.jbox2d.collision.shapes.PolygonShape; import org.jbox2d.collision.shapes.ShapeType; import org.jbox2d.common.MathUtils; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.Body; import org.jbox2d.dynamics.Fixture; import org.jbox2d.dynamics.World; import org.newdawn.slick.Color; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.geom.Polygon; import org.newdawn.slick.geom.Transform; public class Renderer { World world; float pixelsPerMeter; GameContainer gc; Graphics g; public Renderer(GameContainer gc, Graphics g, float ppm, World world) { this.world = world; this.pixelsPerMeter = ppm; this.g = g; this.gc = gc; } public void render() { Body current = world.getBodyList(); Vec2 center = current.getLocalCenter(); while(current != null) { Vec2 pos = current.getPosition(); g.pushTransform(); g.translate(pos.x * pixelsPerMeter + (0.5f * gc.getWidth()), -pos.y * pixelsPerMeter + (0.5f * gc.getHeight())); Fixture f = current.getFixtureList(); while(f != null) { ShapeType type = f.getType(); g.setColor(getColor(current)); switch(type) { case POLYGON: { PolygonShape shape = (PolygonShape)f.getShape(); Vec2[] verts = shape.getVertices(); int count = shape.getVertexCount(); Polygon p = new Polygon(); for(int i = 0; i < count; i++) { p.addPoint(verts[i].x, verts[i].y); } p.setCenterX(center.x); p.setCenterY(center.y); p = (Polygon)p.transform(Transform.createRotateTransform(current.getAngle() + MathUtils.PI, center.x, center.y)); p = (Polygon)p.transform(Transform.createScaleTransform(pixelsPerMeter, pixelsPerMeter)); g.draw(p); break; } case CIRCLE: { f.getShape(); } default: } f = f.getNext(); } g.popTransform(); current = current.getNext(); } } public Color getColor(Body b) { Color c = new Color(1f, 1f, 1f); switch(b.m_type) { case DYNAMIC: if(b.isActive()) { c = new Color(255, 123, 0); } else { c = new Color(99, 99, 99); } break; case KINEMATIC: break; case STATIC: c = new Color(111, 111, 111); break; default: break; } return c; } } Any help with fixing the collisions would be greatly appreciated, and if you need any other code snippets I would be happy to provide them.

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  • Loaded OBJ Model Will Not Display in OpenGL / C++ Project

    - by Drake Summers
    I have been experimenting with new effects in game development. The programs I have written have been using generic shapes for the visuals. I wanted to test the effects on something a bit more complex, and wrote a resource loader for Wavefront OBJ files. I started with a simple cube in blender, exported it to an OBJ file with just vertices and triangulated faces, and used it to test the resource loader. I could not get the mesh to show up in my application. The loader never gave me any errors, so I wrote a snippet to loop through my vertex and index arrays that were returned from the loader. The data is exactly the way it is supposed to be. So I simplified the OBJ file by editing it directly to just show a front facing square. Still, nothing is displayed in the application. And don't worry, I did check to make sure that I decreased the value of each index by one while importing the OBJ. - BEGIN EDIT I also tested using glDrawArrays(GL_TRIANGLES, 0, 3 ); to draw the first triangle and it worked! So the issue could be in the binding of the VBO/IBO items. END EDIT - INDEX/VERTEX ARRAY OUTPUT: GLOBALS AND INITIALIZATION FUNCTION: GLuint program; GLint attrib_coord3d; std::vector<GLfloat> vertices; std::vector<GLushort> indices; GLuint vertexbuffer, indexbuffer; GLint uniform_mvp; int initialize() { if (loadModel("test.obj", vertices, indices)) { GLfloat myverts[vertices.size()]; copy(vertices.begin(), vertices.end(), myverts); GLushort myinds[indices.size()]; copy(indices.begin(), indices.end(), myinds); glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(myverts), myverts, GL_STATIC_DRAW); glGenBuffers(1, &indexbuffer); glBindBuffer(GL_ARRAY_BUFFER, indexbuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(myinds), myinds, GL_STATIC_DRAW); // OUTPUT DATA FROM NEW ARRAYS TO CONSOLE // ERROR HANDLING OMITTED FOR BREVITY } GLint link_result = GL_FALSE; GLuint vert_shader, frag_shader; if ((vert_shader = create_shader("tri.v.glsl", GL_VERTEX_SHADER)) == 0) return 0; if ((frag_shader = create_shader("tri.f.glsl", GL_FRAGMENT_SHADER)) == 0) return 0; program = glCreateProgram(); glAttachShader(program, vert_shader); glAttachShader(program, frag_shader); glLinkProgram(program); glGetProgramiv(program, GL_LINK_STATUS, &link_result); // ERROR HANDLING OMITTED FOR BREVITY const char* attrib_name; attrib_name = "coord3d"; attrib_coord3d = glGetAttribLocation(program, attrib_name); // ERROR HANDLING OMITTED FOR BREVITY const char* uniform_name; uniform_name = "mvp"; uniform_mvp = glGetUniformLocation(program, uniform_name); // ERROR HANDLING OMITTED FOR BREVITY return 1; } RENDERING FUNCTION: glm::mat4 model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0, 0.0, -4.0)); glm::mat4 view = glm::lookAt(glm::vec3(0.0, 0.0, 4.0), glm::vec3(0.0, 0.0, 3.0), glm::vec3(0.0, 1.0, 0.0)); glm::mat4 projection = glm::perspective(45.0f, 1.0f*(screen_width/screen_height), 0.1f, 10.0f); glm::mat4 mvp = projection * view * model; int size; glUseProgram(program); glUniformMatrix4fv(uniform_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); glClearColor(0.5, 0.5, 0.5, 1.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glEnableVertexAttribArray(attrib_coord3d); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glVertexAttribPointer(attrib_coord3d, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexbuffer); glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size); glDrawElements(GL_TRIANGLES, size/sizeof(GLushort), GL_UNSIGNED_SHORT, 0); glDisableVertexAttribArray(attrib_coord3d); VERTEX SHADER: attribute vec3 coord3d; uniform mat4 mvp; void main(void) { gl_Position = mvp * vec4(coord3d, 1.0); } FRAGMENT SHADER: void main(void) { gl_FragColor[0] = 0.0; gl_FragColor[1] = 0.0; gl_FragColor[2] = 1.0; gl_FragColor[3] = 1.0; } OBJ RESOURCE LOADER: bool loadModel(const char * path, std::vector<GLfloat> &out_vertices, std::vector<GLushort> &out_indices) { std::vector<GLfloat> temp_vertices; std::vector<GLushort> vertexIndices; FILE * file = fopen(path, "r"); // ERROR HANDLING OMITTED FOR BREVITY while(1) { char lineHeader[128]; int res = fscanf(file, "%s", lineHeader); if (res == EOF) { break; } if (strcmp(lineHeader, "v") == 0) { float _x, _y, _z; fscanf(file, "%f %f %f\n", &_x, &_y, &_z ); out_vertices.push_back(_x); out_vertices.push_back(_y); out_vertices.push_back(_z); } else if (strcmp(lineHeader, "f") == 0) { unsigned int vertexIndex[3]; int matches = fscanf(file, "%d %d %d\n", &vertexIndex[0], &vertexIndex[1], &vertexIndex[2]); out_indices.push_back(vertexIndex[0] - 1); out_indices.push_back(vertexIndex[1] - 1); out_indices.push_back(vertexIndex[2] - 1); } else { ... } } // ERROR HANDLING OMITTED FOR BREVITY return true; } I can edit the question to provide any further info you may need. I attempted to provide everything of relevance and omit what may have been unnecessary. I'm hoping this isn't some really poor mistake, because I have been at this for a few days now. If anyone has any suggestions or advice on the matter, I look forward to hearing it. As a final note: I added some arrays into the code with manually entered data, and was able to display meshes by using those arrays instead of the generated ones. I do not understand!

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  • Ubuntu 12.04 wireless (wifi) not working, can not upgrade to 12.10, touchpad gestures not working. What to do?

    - by Ritwik
    I installed ubuntu 12.04 LTS 3 days ago and since then wireless feature and touchpad gestures are not working. Tried everything on internet but still unsuccessful. I cant upgrade to ubuntu 12.10. These are the following comments I tried. Please help me. EDIT: just realized usb 3.0 is also not working. COMMAND lsb_release -r OUTPUT ----------------------------------------------------------------- Release: 12.04 ----------------------------------------------------------------- COMMAND lspci OUTPUT ------------------------------------------------------------------ 00:00.0 Host bridge: Intel Corporation Xeon E3-1200 v3/4th Gen Core Processor DRAM Controller (rev 06) 00:01.0 PCI bridge: Intel Corporation Xeon E3-1200 v3/4th Gen Core Processor PCI Express x16 Controller (rev 06) 00:01.1 PCI bridge: Intel Corporation Xeon E3-1200 v3/4th Gen Core Processor PCI Express x8 Controller (rev 06) 00:02.0 VGA compatible controller: Intel Corporation 4th Gen Core Processor Integrated Graphics Controller (rev 06) 00:03.0 Audio device: Intel Corporation Xeon E3-1200 v3/4th Gen Core Processor HD Audio Controller (rev 06) 00:14.0 USB controller: Intel Corporation 8 Series/C220 Series Chipset Family USB xHCI (rev 05) 00:16.0 Communication controller: Intel Corporation 8 Series/C220 Series Chipset Family MEI Controller #1 (rev 04) 00:1a.0 USB controller: Intel Corporation 8 Series/C220 Series Chipset Family USB EHCI #2 (rev 05) 00:1b.0 Audio device: Intel Corporation 8 Series/C220 Series Chipset High Definition Audio Controller (rev 05) 00:1c.0 PCI bridge: Intel Corporation 8 Series/C220 Series Chipset Family PCI Express Root Port #1 (rev d5) 00:1c.1 PCI bridge: Intel Corporation 8 Series/C220 Series Chipset Family PCI Express Root Port #2 (rev d5) 00:1c.2 PCI bridge: Intel Corporation 8 Series/C220 Series Chipset Family PCI Express Root Port #3 (rev d5) 00:1d.0 USB controller: Intel Corporation 8 Series/C220 Series Chipset Family USB EHCI #1 (rev 05) 00:1f.0 ISA bridge: Intel Corporation HM86 Express LPC Controller (rev 05) 00:1f.2 SATA controller: Intel Corporation 8 Series/C220 Series Chipset Family 6-port SATA Controller 1 [AHCI mode] (rev 05) 00:1f.3 SMBus: Intel Corporation 8 Series/C220 Series Chipset Family SMBus Controller (rev 05) 07:00.0 3D controller: NVIDIA Corporation GF117M [GeForce 610M/710M / GT 620M/625M/630M/720M] (rev a1) 08:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8101E/RTL8102E PCI Express Fast Ethernet controller (rev 07) 09:00.0 Unassigned class [ff00]: Realtek Semiconductor Co., Ltd. RTS5229 PCI Express Card Reader (rev 01) 0f:00.0 Network controller: Qualcomm Atheros QCA9565 / AR9565 Wireless Network Adapter (rev 01) ------------------------------------------------------------------ COMMAND sudo apt-get install linux-backports-modules-wireless-lucid-generic OUTPUT ------------------------------------------------------------------- Reading package lists... Done Building dependency tree Reading state information... Done E: Unable to locate package linux-backports-modules-wireless-lucid-generic ------------------------------------------------------------------- COMMAND cat /etc/lsb-release; uname -a OUTPUT ------------------------------------------------------------------- DISTRIB_ID=Ubuntu DISTRIB_RELEASE=12.04 DISTRIB_CODENAME=precise DISTRIB_DESCRIPTION="Ubuntu 12.04.5 LTS" Linux ritwik-PC 3.2.0-67-generic #101-Ubuntu SMP Tue Jul 15 17:46:11 UTC 2014 x86_64 x86_64 x86_64 GNU/Linux ------------------------------------------------------------------- COMMAND lspci -nnk | grep -iA2 net OUTPUT ------------------------------------------------------------------- 08:00.0 Ethernet controller [0200]: Realtek Semiconductor Co., Ltd. RTL8101E/RTL8102E PCI Express Fast Ethernet controller [10ec:8136] (rev 07) Subsystem: Hewlett-Packard Company Device [103c:225d] Kernel driver in use: r8169 -- 0f:00.0 Network controller [0280]: Qualcomm Atheros QCA9565 / AR9565 Wireless Network Adapter [168c:0036] (rev 01) Subsystem: Hewlett-Packard Company Device [103c:217f] ------------------------------------------------------------------- COMMAND lsusb OUTPUT ------------------------------------------------------------------- Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 003 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 004 Device 001: ID 1d6b:0003 Linux Foundation 3.0 root hub Bus 001 Device 002: ID 8087:8008 Intel Corp. Bus 002 Device 002: ID 8087:8000 Intel Corp. ------------------------------------------------------------------- COMMAND iwconfig OUTPUT ------------------------------------------------------------------- lo no wireless extensions. eth0 no wireless extensions. ------------------------------------------------------------------- COMMAND rfkill list all OUTPUT ------------------------------------------------------------------- 0: hp-wifi: Wireless LAN Soft blocked: no Hard blocked: no 1: hp-bluetooth: Bluetooth Soft blocked: no Hard blocked: no ------------------------------------------------------------------- COMMAND lsmod OUTPUT ------------------------------------------------------------------- Module Size Used by snd_hda_codec_realtek 224215 1 bnep 18281 2 rfcomm 47604 0 bluetooth 180113 10 bnep,rfcomm parport_pc 32866 0 ppdev 17113 0 nls_iso8859_1 12713 1 nls_cp437 16991 1 vfat 17585 1 fat 61512 1 vfat snd_hda_intel 33719 3 snd_hda_codec 127706 2 snd_hda_codec_realtek,snd_hda_intel snd_hwdep 17764 1 snd_hda_codec snd_pcm 97275 2 snd_hda_intel,snd_hda_codec snd_seq_midi 13324 0 snd_rawmidi 30748 1 snd_seq_midi snd_seq_midi_event 14899 1 snd_seq_midi snd_seq 61929 2 snd_seq_midi,snd_seq_midi_event nouveau 775039 0 joydev 17693 0 snd_timer 29990 2 snd_pcm,snd_seq snd_seq_device 14540 3 snd_seq_midi,snd_rawmidi,snd_seq ttm 76949 1 nouveau uvcvideo 72627 0 snd 79041 15 snd_hda_codec_realtek,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_pcm,snd_rawmidi,snd_seq,snd_timer,snd_seq_device videodev 98259 1 uvcvideo drm_kms_helper 46978 1 nouveau psmouse 98051 0 drm 241971 3 nouveau,ttm,drm_kms_helper i2c_algo_bit 13423 1 nouveau soundcore 15091 1 snd snd_page_alloc 18529 2 snd_hda_intel,snd_pcm v4l2_compat_ioctl32 17128 1 videodev hp_wmi 18092 0 serio_raw 13211 0 sparse_keymap 13890 1 hp_wmi mxm_wmi 13021 1 nouveau video 19651 1 nouveau wmi 19256 2 hp_wmi,mxm_wmi mac_hid 13253 0 lp 17799 0 parport 46562 3 parport_pc,ppdev,lp r8169 62190 0 ------------------------------------------------------------------- COMMAND sudo su modprobe -v ath9k OUTPUT ------------------------------------------------------------------- insmod /lib/modules/3.2.0-67-generic/kernel/net/wireless/cfg80211.ko insmod /lib/modules/3.2.0-67-generic/kernel/drivers/net/wireless/ath/ath.ko insmod /lib/modules/3.2.0-67-generic/kernel/drivers/net/wireless/ath/ath9k/ath9k_hw.ko insmod /lib/modules/3.2.0-67-generic/kernel/drivers/net/wireless/ath/ath9k/ath9k_common.ko insmod /lib/modules/3.2.0-67-generic/kernel/net/mac80211/mac80211.ko insmod /lib/modules/3.2.0-67-generic/kernel/drivers/net/wireless/ath/ath9k/ath9k.ko ------------------------------------------------------------------- COMMAND do-release-upgrade OUTPUT ------------------------------------------------------------------- Err Upgrade tool signature 404 Not Found [IP: 91.189.88.149 80] Err Upgrade tool 404 Not Found [IP: 91.189.88.149 80] Fetched 0 B in 0s (0 B/s) WARNING:root:file 'quantal.tar.gz.gpg' missing Failed to fetch Fetching the upgrade failed. There may be a network problem. ------------------------------------------------------------------- COMMAND sudo modprobe ath9k dmesg | grep ath9k NO OUTPUT FOR THEM COMMAND dmesg | grep -e ath -e 80211 OUTPUT ------------------------------------------------------------------- [ 13.232372] type=1400 audit(1408867538.399:9): apparmor="STATUS" operation="profile_load" name="/usr/lib/telepathy/mission-control-5" pid=975 comm="apparmor_parser" [ 13.232615] type=1400 audit(1408867538.399:10): apparmor="STATUS" operation="profile_load" name="/usr/lib/telepathy/telepathy-*" pid=975 comm="apparmor_parser" [ 15.186599] ath3k: probe of 3-4:1.0 failed with error -110 [ 15.186635] usbcore: registered new interface driver ath3k [ 88.219329] cfg80211: Calling CRDA to update world regulatory domain [ 88.351665] cfg80211: World regulatory domain updated: [ 88.351667] cfg80211: (start_freq - end_freq @ bandwidth), (max_antenna_gain, max_eirp) [ 88.351670] cfg80211: (2402000 KHz - 2472000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) [ 88.351671] cfg80211: (2457000 KHz - 2482000 KHz @ 20000 KHz), (300 mBi, 2000 mBm) [ 88.351673] cfg80211: (2474000 KHz - 2494000 KHz @ 20000 KHz), (300 mBi, 2000 mBm) [ 88.351674] cfg80211: (5170000 KHz - 5250000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) [ 88.351675] cfg80211: (5735000 KHz - 5835000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) ------------------------------------------------------------------- COMMAND sudo apt-get install touchpad-indicator OUTPUT ------------------------------------------------------------------- Reading package lists... Done Building dependency tree Reading state information... Done The following extra packages will be installed: gir1.2-gconf-2.0 python-pyudev Suggested packages: python-qt4 python-pyside.qtcore The following NEW packages will be installed: gir1.2-gconf-2.0 python-pyudev touchpad-indicator 0 upgraded, 3 newly installed, 0 to remove and 0 not upgraded. Need to get 84.1 kB of archives. After this operation, 1,136 kB of additional disk space will be used. Do you want to continue [Y/n]? Y Get:1 http://ppa.launchpad.net/atareao/atareao/ubuntu/ precise/main touchpad-indicator all 0.9.3.12-1ubuntu1 [46.5 kB] Get:2 http://archive.ubuntu.com/ubuntu/ precise/main gir1.2-gconf-2.0 amd64 3.2.5-0ubuntu2 [7,098 B] Get:3 http://archive.ubuntu.com/ubuntu/ precise/main python-pyudev all 0.13-1 [30.5 kB] Fetched 84.1 kB in 2s (31.6 kB/s) Selecting previously unselected package gir1.2-gconf-2.0. (Reading database ... 169322 files and directories currently installed.) Unpacking gir1.2-gconf-2.0 (from .../gir1.2-gconf-2.0_3.2.5-0ubuntu2_amd64.deb) ... Selecting previously unselected package python-pyudev. Unpacking python-pyudev (from .../python-pyudev_0.13-1_all.deb) ... Selecting previously unselected package touchpad-indicator. Unpacking touchpad-indicator (from .../touchpad-indicator_0.9.3.12-1ubuntu1_all.deb) ... Processing triggers for bamfdaemon ... Rebuilding /usr/share/applications/bamf.index... Processing triggers for desktop-file-utils ... Processing triggers for gnome-menus ... Processing triggers for hicolor-icon-theme ... Processing triggers for software-center ... INFO:softwarecenter.db.update:no translation information in database needed Setting up gir1.2-gconf-2.0 (3.2.5-0ubuntu2) ... Setting up python-pyudev (0.13-1) ... Setting up touchpad-indicator (0.9.3.12-1ubuntu1) ... ------------------------------------------------------------------- Not able to find ( drivers/net/wireless/ath/ath9k/hw.c ) or ( drivers/net/wireless/ath/ath9k/hw.h )

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  • Getting Started with jqChart for ASP.NET Web Forms

    - by jqChart
    Official Site | Samples | Download | Documentation | Forum | Twitter Introduction jqChart takes advantages of HTML5 Canvas to deliver high performance client-side charts and graphs across browsers (IE 6+, Firefox, Chrome, Opera, Safari) and devices, including iOS and Android mobile devices. Some of the key features are: High performance rendering. Animaitons. Scrolling/Zoooming. Support for unlimited number of data series and data points. Support for unlimited number of chart axes. True DateTime Axis. Logarithmic and Reversed axis scale. Large set of chart types - Bar, Column, Pie, Line, Spline, Area, Scatter, Bubble, Radar, Polar. Financial Charts - Stock Chart and Candlestick Chart. The different chart types can be easily combined.  System Requirements Browser Support jqChart supports all major browsers: Internet Explorer - 6+ Firefox Google Chrome Opera Safari jQuery version support jQuery JavaScript framework is required. We recommend using the latest official stable version of the jQuery library. Visual Studio Support jqChart for ASP.NET does not require using Visual Studio. You can use your favourite code editor. Still, the product has been tested with several versions of Visual Studio .NET and you can find the list of supported versions below: Visual Studio 2008 Visual Studio 2010 Visual Studio 2012 ASP.NET Web Forms support Supported version - ASP.NET Web Forms 3.5, 4.0 and 4.5 Installation Download and unzip the contents of the archive to any convenient location. The package contains the following folders: [bin] - Contains the assembly DLLs of the product (JQChart.Web.dll) for WebForms 3.5, 4.0 and 4.5. This is the assembly that you can reference directly in your web project (or better yet, add it to your ToolBox and then drag & drop it from there). [js] - The javascript files of jqChart and jqRangeSlider (and the needed libraries). You need to include them in your ASPX page, in order to gain the client side functionality of the chart. The first file is "jquery-1.5.1.min.js" - this is the official jQuery library. jqChart is built upon jQuery library version 1.4.3. The second file you need is the "excanvas.js" javascript file. It is used from the versions of IE, which dosn't support canvas graphics. The third is the jqChart javascript code itself, located in "jquery.jqChart.min.js". The last one is the jqRangeSlider javascript, located in "jquery.jqRangeSlider.min.js". It is used when the chart zooming is enabled. [css] - Contains the Css files that the jqChart and the jqRangeSlider need. [samples] - Contains some examples that use the jqChart. For full list of samples plese visit - jqChart for ASP.NET Samples. [themes] - Contains the themes shipped with the products. It is used from the jqRangeSlider. Since jqRangeSlider supports jQuery UI Themeroller, any theme compatible with jQuery UI ThemeRoller will work for jqRangeSlider as well. You can download any additional themes directly from jQuery UI's ThemeRoller site available here: http://jqueryui.com/themeroller/ or reference them from Microsoft's / Google's CDN. <link rel="stylesheet" type="text/css" media="screen" href="http://ajax.aspnetcdn.com/ajax/jquery.ui/1.8.21/themes/smoothness/jquery-ui.css" /> The final result you will have in an ASPX page containing jqChart would be something similar to that (assuming you have copied the [js] to the Script folder and [css] to Content folder of your ASP.NET site respectively). <%@ Page Language="C#" AutoEventWireup="true" CodeBehind="Default.aspx.cs" Inherits="samples_cs.Default" %> <%@ Register Assembly="JQChart.Web" Namespace="JQChart.Web.UI.WebControls" TagPrefix="jqChart" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html > <head runat="server"> <title>jqChart ASP.NET Sample</title> <link rel="stylesheet" type="text/css" href="~/Content/jquery.jqChart.css" /> <link rel="stylesheet" type="text/css" href="~/Content/jquery.jqRangeSlider.css" /> <link rel="stylesheet" type="text/css" href="~/Content/themes/smoothness/jquery-ui-1.8.21.css" /> <script src="<% = ResolveUrl("~/Scripts/jquery-1.5.1.min.js") %>" type="text/javascript"></script> <script src="<% = ResolveUrl("~/Scripts/jquery.jqRangeSlider.min.js") %>" type="text/javascript"></script> <script src="<% = ResolveUrl("~/Scripts/jquery.jqChart.min.js") %>" type="text/javascript"></script> <!--[if IE]><script lang="javascript" type="text/javascript" src="<% = ResolveUrl("~/Scripts/excanvas.js") %>"></script><![endif]--> </head> <body> <form id="form1" runat="server"> <asp:ObjectDataSource ID="ObjectDataSource1" runat="server" SelectMethod="GetData" TypeName="SamplesBrowser.Models.ChartData"></asp:ObjectDataSource> <jqChart:Chart ID="Chart1" Width="500px" Height="300px" runat="server" DataSourceID="ObjectDataSource1"> <Title Text="Chart Title"></Title> <Animation Enabled="True" Duration="00:00:01" /> <Axes> <jqChart:CategoryAxis Location="Bottom" ZoomEnabled="true"> </jqChart:CategoryAxis> </Axes> <Series> <jqChart:ColumnSeries XValuesField="Label" YValuesField="Value1" Title="Column"> </jqChart:ColumnSeries> <jqChart:LineSeries XValuesField="Label" YValuesField="Value2" Title="Line"> </jqChart:LineSeries> </Series> </jqChart:Chart> </form> </body> </html>   Official Site | Samples | Download | Documentation | Forum | Twitter

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