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  • Free movement in a tile-based isometric game

    - by xtr486
    Is there a reasonable easy way to implement free movement in a tile-based isometric game? Meaning that the player wouldn't just instantly jump from one tile to another or not be "snapped" to the grid (for example, if the movement between tiles were animated but you'd be locked from doing anything before the animation finishes). I'm a really beginner with anything related to game programming, but with the help of this site and some other resources it was quite easy to do the basic stuff, but I haven't been able to find any useful resources for this particular problem. Currently I've improvised something close to this: http://jsfiddle.net/KwW5b/4/ (WASD movement). The idea for the movement was to use the mouse map to detect when the player has moved to a different tile and then flip the offsets, and for the most part it works correctly (each corner makes the player move to wrong location: see http://www.youtube.com/watch?v=0xr15IaOhrI, which is probably because I couldn't get the full mouse map work properly), but I have no illusions that it is even close to a good/sane solution. And anyway, it's mostly just to demonstrate what kind of a thing I'd like to implement.

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  • Using 2d collision with 3d objects

    - by Lyise
    I'm planning to write a fairly basic scrolling shoot 'em up, however, I have run into a query with regards to checking for collision. I plan to have a fixed top down view, where the player and enemies are all 3d objects on a fixed plane, and when the enemy or player fires at the other, their shots will also be along this fixed plane. In order to handle the collision, I have read up a bit on collision detection in 3d, as it is not something I have looked into previously, but I'm not sure what would be ideal for this situation. My options appear to be: Sphere collision, however, this lacks the pixel precision I would like Detection using all vertexes and planes of each object, but this seems overly convoluted for a fixed plane of play Rendering the play screen in black and white (where white is an object, black is empty space), once for enemies and once for the player, and checking for collisions that way (if a pixel is white on both, there is a collision) Which of these would be the best approach, or is there another option that I am missing? I have done this previously using 2d sprites, however I can't use the same thinking here as I don't have the image to refer to.

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  • Provide A Scrolling "Camera" View Over A 2D Game Map

    - by BitCrash
    I'm in the process of attempting to create a 2D MMO type game with Kryonet and some basic sprites, mostly for my own learning. I have the back end set up great (By my standards) and I'm moving on to actually getting some things drawn onto the map. I cannot for the life of me figure out a solid way to have a "Camera" follow a player around a large area. The view pane for the game is 640 x 480 pixels, and each tile is 32x32 pixels (Thats 20 tiles wide and 15 high for the viewpane) I have tried a couple things to do this, but they did not seem to work out so well. I had a JScrollPane with 9 "Viewpane"-sized canvases in it, and tried to have the JScrollPane move in accordance with the player. The issue came when I reached the end of the JScrollPane. I tried to "Flip" canvases, sending the canvas currrently drawing the player to the middle of the 9 and load the corresponding maps onto the other ones. It was slow and worked poorly. I'm looking for any advice or previous experience with this; any ideas? Thank you! Edit and Clarification: I did not mean to mention Kryonet, I was merely providing peripheral information in case there was something that would help which I could not foresee. Instead of having an array of 9 canvases, why not just have one large canvas loading a large map every once in a while? I'm willing to have "load times" where as with the canvas array I would have none (in theory) to give the user a smooth experience. I could just change the size and location of the map with a modified setBounds() call on the canvas in a layered pane (layered because I have hidden swing items, like inventories and stuff) I'll try it out and post here how it goes for people asking the same question.

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  • colliding btRigidBody objects behave strangely when moving slowly

    - by Piku
    I'm trying to use Bullet Physics in my iOS game. The engine appears to be correctly compiled in that the demos work fine. In my game I have the player's ship and some enemy ships. They're defined as btRigidBody objects and btCollisionObjects and I'm using btSphereShapes for collision. At 'fast' speeds, collisions appear to happen sensibly - things collide and nothing goes 'weird'. If the speeds are very slow though and the player's ship touches a non-moving object the collision happens, but then the player's ship moves at incredible speed over the next few frames and appears a long distance from where it collided - completely out of proportion to the speed it was moving before impact. To move the things around I'm using setLinearVelocity() each frame, ticking the physics engine, then using getMotionState() to update the rendering code I have. Part of the issue might be I don't quite understand how to set the correct mass or what the best speeds are to use for anything. I'm mostly sticking numbers in and seeing what happens. Should I be using Bullet in this way, and are there any guidelines for deciding on the mass of objects? (am I right in assuming that in collisions heavier objects will force lighter objects to move more)

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  • Collider2D and Rigidbody2D, how do they work?

    - by user42646
    I have been learning JavaScript and Unity for a week now. I learned how to make Cube as a Ground and another Cube as a player and I used this code to make the Player Cube move forward and backward and jumping var walkspeed: float = 5.0; var jumpheight: float = 250.0; var grounded = false; function Update() { rigidbody.freezeRotation = true; if (Input.GetKey("a")) transform.Translate(Vector3(-1, 0, 0) * Time.deltaTime * walkspeed); if (Input.GetKey("d")) transform.Translate(Vector3(1, 0, 0) * Time.deltaTime * walkspeed); if (Input.GetButton("Jump")) { Jump(); } } function OnCollisionEnter(hit: Collision) { grounded = true; } function Jump() { if (grounded == true) { rigidbody.AddForce(Vector3.up * jumpheight); grounded = false; } } I also learned how to make a character hit box. how to make a sprite and animation. pretty much the basic stuff. Couple of days ago I created simple ground in Photoshop and a simple character and imported them to Unity3D. Whenever I use my code above the character keeps falling from the scene. Like the character has nothing to stand on. After thinking about it it make sense because I really didn't make anything to make the player character understand that he should stand on something so I started reading about this issue and I realized that there is something called Collider2D and Rigidbody2D. Now I'm really stuck here I just don't know what to do. I applied the rigibody2d to my character picture and the Collider2D to the ground picture but whenever I play the project the gravity makes my character falls down. This is my question: How can I make the rigibody2d object realize that it shouldn't fall if there is a Collider2D object under it? So when I jump it's going to jump and the gravity going to bring it back to the ground.

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  • Make exact mp4 (H264) format for uploading to youtube

    - by WHITECOLOR
    With ffmpeg I'm converting video from mp3 and picture to upload it to youtube. After upload, conversion fails. Reasons are unknown. I believe the problem is in format. By the way If I'm uploading file 5 minutes length, it fails if I upload 30 seconds of this file it succeeds. I have donwload mp4 file from youtube. Then I uploaded it, it is done very fast. So a nice solution would be to convert videos to the same format that is done by google. I got the following output by mpeg: ffmpeg version N-44264-g070b0e1 Copyright (c) 2000-2012 the FFmpeg developers built on Sep 7 2012 17:38:57 with gcc 4.7.1 (GCC) configuration: --enable-gpl --enable-version3 --disable-pthreads --enable-runt ime-cpudetect --enable-avisynth --enable-bzlib --enable-frei0r --enable-libass - -enable-libcelt --enable-libopencore-amrnb --enable-libopencore-amrwb --enable-l ibfreetype --enable-libgsm --enable-libmp3lame --enable-libnut --enable-libopenj peg --enable-librtmp --enable-libschroedinger --enable-libspeex --enable-libtheo ra --enable-libutvideo --enable-libvo-aacenc --enable-libvo-amrwbenc --enable-li bvorbis --enable-libvpx --enable-libx264 --enable-libxavs --enable-libxvid --ena ble-zlib libavutil 51. 72.100 / 51. 72.100 libavcodec 54. 55.100 / 54. 55.100 libavformat 54. 25.105 / 54. 25.105 libavdevice 54. 2.100 / 54. 2.100 libavfilter 3. 16.100 / 3. 16.100 libswscale 2. 1.101 / 2. 1.101 libswresample 0. 15.100 / 0. 15.100 libpostproc 52. 0.100 / 52. 0.100 Input #0, mov,mp4,m4a,3gp,3g2,mj2, from 'youtubetrack0.mp4': Metadata: major_brand : mp42 minor_version : 0 compatible_brands: isommp42 creation_time : 2012-10-02 22:58:57 Duration: 00:06:46.66, start: 0.000000, bitrate: 176 kb/s Stream #0:0(und): Video: h264 (Constrained Baseline) (avc1 / 0x31637661), yu v420p, 450x360, 78 kb/s, 6 fps, 6 tbr, 12 tbn, 12 tbc Metadata: creation_time : 1970-01-01 00:00:00 handler_name : VideoHandler Stream #0:1(und): Audio: aac (mp4a / 0x6134706D), 44100 Hz, stereo, s16, 95 kb/s Metadata: creation_time : 2012-10-02 22:58:57 handler_name : IsoMedia File Produced by Google, 5-11-2011 Is it possible to construct ffmpeg parameters so that that would give the same format that google internally does? Is the information above sufficient? I couldn't construct needed params. For example I don't understand how to set tbn and what 95 kb/s mean in "Stream #0:1(und): Audio:". Now I just do: ffmpeg -i videoimage.jpg -i audio.mp3 video.mp4 Info I've got: ffmpeg version N-44998-gdf82454 Copyright (c) 2000-2012 the FFmpeg developers built on Oct 2 2012 23:03:12 with gcc 4.7.1 (GCC) configuration: --disable-static --enable-shared --enable-gpl --enable-version3 --disable-pthreads --enable-runtime-cpudetect --enable-avisynth --enable-bzlib --enable-frei0r --enable-libass --enable-libcelt --enable-libopencore-amrnb --en able-libopencore-amrwb --enable-libfreetype --enable-libgsm --enable-libmp3lame --enable-libnut --enable-libopenjpeg --enable-librtmp --enable-libschroedinger - -enable-libspeex --enable-libtheora --enable-libutvideo --enable-libvo-aacenc -- enable-libvo-amrwbenc --enable-libvorbis --enable-libvpx --enable-libx264 --enab le-libxavs --enable-libxvid --enable-zlib libavutil 51. 73.101 / 51. 73.101 libavcodec 54. 63.100 / 54. 63.100 libavformat 54. 29.105 / 54. 29.105 libavdevice 54. 3.100 / 54. 3.100 libavfilter 3. 19.102 / 3. 19.102 libswscale 2. 1.101 / 2. 1.101 libswresample 0. 16.100 / 0. 16.100 libpostproc 52. 1.100 / 52. 1.100 Input #0, mov,mp4,m4a,3gp,3g2,mj2, from 'video.mp4': Metadata: major_brand : isom minor_version : 512 compatible_brands: isomiso2avc1mp41 encoder : Lavf54.25.105 Duration: 00:06:46.81, start: 0.000000, bitrate: 129 kb/s Stream #0:0(und): Video: h264 (High) (avc1 / 0x31637661), yuvj420p, 450x360, 3392 kb/s, 25 fps, 25 tbr, 25 tbn, 50 tbc Metadata: handler_name : VideoHandler Stream #0:1(und): Audio: aac (mp4a / 0x6134706D), 44100 Hz, stereo, s16, 127 kb/s Metadata: handler_name : SoundHandler This video fails the conversion on youtube. I also tried to use other vcode parmam and extensions of output file (mp4, wmv, avi) but failed too. Would be greatful for help.

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  • EventDispatcher between an as and an fla?

    - by Christopher Richa
    Hi everyone. I am making a fighting game in Flash and while I have everything running, I am missing something: a victory/loss screen. Logically, I know how to do it: if character.hp < 0 { character.dead = true; dispatchevent("death", event) } My problem is that I have no idea as to how to code it. I know I will use two classes and my two .fla files (unless I am wrong). I have two .fla files that are in play here: the Menu.fla file and the Arena.fla file. Menu.fla contains the entire navigation of the game, options, character selection screens, etc. and when it is time for the player to engage in battle, it loads the Arena.fla file, which contains only the backgrounds (depending on the selected stage) and for now is set to a length of one frame only. For Arena.fla, the real action happens in my classes, but logically, I would only need HP.as and Character.as. In Character.as, I have declared the following variable: var isDead:Boolean = false; //is character dead? In HP.as, believe I should have the following: if(currentHp<0) { currentHp = 0; character.isDead = true; //declared as var `character:Object;` EventDispatcher.dispatchEventListener("playerDead", playerDead); } And finally, in Arena.fla, I want to be able to detect the above-mentioned eventlistener and simply move on to a second frame which will display a message in the style of "PLAYER ONE HAS WON" or "PLAYER ONE HAS LOST" with a button that will allow me to go back to the character selection screen. This is the first part in which I am stuck: how do I detect the dispatched event listener in my main .fla file? Secondly, if the player clicks on the "CONTINUE" button, which displays regardless if the player has won or lost, how can my Menu.fla (which loads the Arena.swf) detect this click event, unload the game, and go back to the character selection screen? Thank you in advance for helping me out. I realize this is a lot of text but it's the most descriptive I can be. If you have any questions or need any clarification concerning my question, feel free to speak up. -Christopher

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  • controlling threads flow

    - by owca
    I had a task to write simple game simulating two players picking up 1-3 matches one after another until the pile is gone. I managed to do it for computer choosing random value of matches but now I'd like to go further and allow humans to play the game. Here's what I already have : http://paste.pocoo.org/show/201761/ Class Player is a computer player, and PlayerMan should be human being. Problem is, that thread of PlayerMan should wait until proper value of matches is given but I cannot make it work this way. Logic is as follows: thread runs until matches equals to zero. If player number is correct at the moment function pickMatches() is called. After decreasing number of matches on table, thread should wait and another thread should be notified. I know I must use wait() and notify() but I can't place them right. Class Shared keeps the value of current player, and also amount of matches. public void suspendThread() { suspended = true; } public void resumeThread() { suspended = false; } @Override public void run(){ int matches=1; int which = 0; int tmp=0; Shared data = this.selectData(); String name = this.returnName(); int number = this.getNumber(); while(data.getMatches() != 0){ while(!suspended){ try{ which = data.getCurrent(); if(number == which){ matches = pickMatches(); tmp = data.getMatches() - matches; data.setMatches(tmp, number); if(data.getMatches() == 0){ System.out.println(" "+ name+" takes "+matches+" matches."); System.out.println("Winner is player: "+name); stop(); } System.out.println(" "+ name+" takes "+matches+" matches."); if(number != 0){ data.setCurrent(0); } else{ data.setCurrent(1); } } this.suspendThread(); notifyAll(); wait(); }catch(InterruptedException exc) {} } } } @Override synchronized public int pickMatches(){ Scanner scanner = new Scanner(System.in); int n = 0; Shared data = this.selectData(); System.out.println("Choose amount of matches (from 1 to 3): "); if(data.getMatches() == 1){ System.out.println("There's only 1 match left !"); while(n != 1){ n = scanner.nextInt(); } } else{ do{ n = scanner.nextInt(); } while(n <= 1 && n >= 3); } return n; } }

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  • Is it possible to access variable of subclass using object of superclass in polymorphism

    - by fari
    how can i access state varibale of class keyboard with object of class kalaplayer /** * An abstract class representing a player in Kala. Extend this class * to make your own players (e.g. human players entering moves at the keyboard * or computer players with programmed strategies for making moves). */ public abstract class KalaPlayer { /** * Method by which a player selects a move. * @param gs The current game state * @return A side pit number in the range 1-6 * @throws NoMoveAvailableException if all side pits for the player are empty * (i.e. the game is over) */ public abstract int chooseMove(KalaGameState gs) throws NoMoveAvailableException; } public class KeyBoardPlayer extends KalaPlayer { /** * Method by which a player selects a move. * @param gs The current game state * @return A side pit number in the range 1-6 * @throws NoMoveAvailableException if all side pits for the player are empty * (i.e. the game is over) */ public KalaGameState state; public KeyBoardPlayer() { System.out.println("Enter the number of stones to play with: "); try { BufferedReader br = new BufferedReader(new InputStreamReader(System.in)); int key = Integer.parseInt(br.readLine()); state=new KalaGameState(key); //key=player1.state.turn; } catch(IOException e) { System.out.println(e); } } public int chooseMove(KalaGameState gs) throws NoMoveAvailableException{ return 0; } } import java.io.IOException; import java.io.BufferedReader; import java.io.InputStreamReader; public class KalaGame { KalaPlayer player1,player2; public KalaGame(KeyBoardPlayer Player1,KeyBoardPlayer Player2) { //super(0); player1=new KeyBoardPlayer(); player2 = new KeyBoardPlayer(); //player1=Player1; //player2=Player2; //player1.state ****how can i access the stae variable from Keyboard CLass using object from KalaPlayer key=player1.state.turn; } public void play() { System.out.println("Enter the number of stones to play with: "); try { BufferedReader br = new BufferedReader(new InputStreamReader(System.in)); int key = Integer.parseInt(br.readLine()); System.out.println(key); KalaGameState state=new KalaGameState(key); printGame(); } catch(IOException e) { System.out.println(e); } }

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  • Animation using AniMate with Unity3D doesn't interact with physical objects

    - by Albz
    I'm designing a maze with Unity3D. The maze has a number of bifurcations and the player will stop before each bifurcation and simply choose left or right. Then an automatic animation will move the player through the next bifurcation till the end of the maze (or till a dead end). To animate the player I'm using AniMate and C# in my Unity project. Using AniMate I'm simply creating a point-to-point animation for each bifurcation (e.g. mage below: from the start/red arrow to point 5) My problem is that my animation script (associated to the "First Person Controller") is not working properly since physics is not respected (the player passes through walls). If in the same project I enable the standard character controls in Unity, then I can navigate in the maze with the physical contrains of walls etc... (i.e. I have colliders). This is an example of the code I'm using when I press left to pass from starting point, trough point 1 to point 2: void FixedUpdate () { if (Input.GetKey(KeyCode.LeftArrow)) { //To point 1 Hashtable props = new Hashtable(); props.Add("position", new Vector3(756f,112f,1124f)); props.Add("physics", true); Ani.Mate.To(transform, 2, props); //To point 2 Hashtable props2 = new Hashtable(); props2.Add("position", new Vector3(731f,112f,1124f)); props2.Add("physics", true); Ani.Mate.To(transform, 2, props2); } } What happens practically when I press the left arrow button is that the player moves directly to point 2 using a straight line passing through the wall. I tried to pass to AniMate "Physics = true" but it doesn't seem to help. Any idea on how to solve this issue? Alternatively... any hint on how to have a more optimized code and just use a series of vector3 coordinates (one for each point) to obtain the simple animation I want without having to declare new Hashtable(); etc... every time? I chose AniMate simply because 1. I'm a beginner with Unity 2. I don't need complex animations (e.g. I don't need to use iTween), just fixed animations along straight lines and I need something really simple and quick to implement in a script. However, if someone has an equally simple solution it will be welcome. thank you in advance for your help

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  • PHP - JSON Steam API query

    - by Hunter
    First time using "JSON" and I've just been working away at my dissertation and I'm integrating a few features from the steam API.. now I'm a little bit confused as to how to create arrays. function test_steamAPI() { $api = ('http://api.steampowered.com/ISteamUser/GetPlayerSummaries/v0002/?key='.get_Steam_api().'&steamids=76561197960435530'); $test = decode_url($api); var_dump($test['response']['players'][0]['personaname']['steamid']); } //Function to decode and return the data. function decode_url($url) { $decodeURL = $url; $data = file_get_contents($url); $data_output = json_decode($data, true); return $data_output; } So ea I've wrote a simple method to decode Json as I'll be doing a fair bit.. But just wondering the best way to print out arrays.. I can't for the life of me get it to print more than 1 element without it retunring an error e.g. Warning: Illegal string offset 'steamid' in /opt/lampp/htdocs/lan/lan-includes/scripts/class.steam.php on line 48 string(1) "R" So I can print one element, and if I add another it returns errors. EDIT -- Thanks for help, So this was my solution: function test_steamAPI() { $api = ('http://api.steampowered.com/ISteamUser/GetPlayerSummaries/v0002/?key='.get_Steam_api().'&steamids=76561197960435530,76561197960435530'); $data = decode_url($api); foreach($data ['response']['players'] as $player) { echo "Steam id:" . $player['steamid'] . "\n"; echo "Community visibility :" . $player['communityvisibilitystate'] . "\n"; echo "Player profile" . $player['profileurl'] ."\n"; } } //Function to decode and return the data. function decode_url($url) { $decodeURL = $url; $json = file_get_contents($decodeURL); $data_output = json_decode($json, true); return $data_output; } Worked this out by taking a look at the data.. and a couple json examples, this returns an array based on the Steam API URL (It works for multiple queries.... just FYI) and you can insert loops inside for items etc.. (if anyone searches for this).

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  • How do I handle the Maybe result of at in Control.Lens.Indexed without a Monoid instance

    - by Matthias Hörmann
    I recently discovered the lens package on Hackage and have been trying to make use of it now in a small test project that might turn into a MUD/MUSH server one very distant day if I keep working on it. Here is a minimized version of my code illustrating the problem I am facing right now with the at lenses used to access Key/Value containers (Data.Map.Strict in my case) {-# LANGUAGE OverloadedStrings, GeneralizedNewtypeDeriving, TemplateHaskell #-} module World where import Control.Applicative ((<$>),(<*>), pure) import Control.Lens import Data.Map.Strict (Map) import qualified Data.Map.Strict as DM import Data.Maybe import Data.UUID import Data.Text (Text) import qualified Data.Text as T import System.Random (Random, randomIO) newtype RoomId = RoomId UUID deriving (Eq, Ord, Show, Read, Random) newtype PlayerId = PlayerId UUID deriving (Eq, Ord, Show, Read, Random) data Room = Room { _roomId :: RoomId , _roomName :: Text , _roomDescription :: Text , _roomPlayers :: [PlayerId] } deriving (Eq, Ord, Show, Read) makeLenses ''Room data Player = Player { _playerId :: PlayerId , _playerDisplayName :: Text , _playerLocation :: RoomId } deriving (Eq, Ord, Show, Read) makeLenses ''Player data World = World { _worldRooms :: Map RoomId Room , _worldPlayers :: Map PlayerId Player } deriving (Eq, Ord, Show, Read) makeLenses ''World mkWorld :: IO World mkWorld = do r1 <- Room <$> randomIO <*> (pure "The Singularity") <*> (pure "You are standing in the only place in the whole world") <*> (pure []) p1 <- Player <$> randomIO <*> (pure "testplayer1") <*> (pure $ r1^.roomId) let rooms = at (r1^.roomId) ?~ (set roomPlayers [p1^.playerId] r1) $ DM.empty players = at (p1^.playerId) ?~ p1 $ DM.empty in do return $ World rooms players viewPlayerLocation :: World -> PlayerId -> RoomId viewPlayerLocation world playerId= view (worldPlayers.at playerId.traverse.playerLocation) world Since rooms, players and similar objects are referenced all over the code I store them in my World state type as maps of Ids (newtyped UUIDs) to their data objects. To retrieve those with lenses I need to handle the Maybe returned by the at lens (in case the key is not in the map this is Nothing) somehow. In my last line I tried to do this via traverse which does typecheck as long as the final result is an instance of Monoid but this is not generally the case. Right here it is not because playerLocation returns a RoomId which has no Monoid instance. No instance for (Data.Monoid.Monoid RoomId) arising from a use of `traverse' Possible fix: add an instance declaration for (Data.Monoid.Monoid RoomId) In the first argument of `(.)', namely `traverse' In the second argument of `(.)', namely `traverse . playerLocation' In the second argument of `(.)', namely `at playerId . traverse . playerLocation' Since the Monoid is required by traverse only because traverse generalizes to containers of sizes greater than one I was now wondering if there is a better way to handle this that does not require semantically nonsensical Monoid instances on all types possibly contained in one my objects I want to store in the map. Or maybe I misunderstood the issue here completely and I need to use a completely different bit of the rather large lens package?

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  • What’s new in IIS8, Perf, Indexing Service-Week 49

    - by OWScott
    You can find this week’s video here. After some delays in the publishing process week 49 is finally live.  This week I'm taking Q&A from viewers, starting with what's new in IIS8, a question on enable32BitAppOnWin64, performance settings for asp.net, the ARR Helper, and Indexing Services. Starting this week for the remaining four weeks of the 52 week series I'll be taking questions and answers from the viewers. Already a number of questions have come in. This week we look at five topics. Pre-topic: We take a look at the new features in IIS8. Last week Internet Information Services (IIS) 8 Beta was released to the public. This week's video touches on the upcoming features in the next version of IIS. Here’s a link to the blog post which was mentioned in the video Question 1: In a number of places (http://learn.iis.net/page.aspx/201/32-bit-mode-worker-processes/, http://channel9.msdn.com/Events/MIX/MIX08/T06), I've saw that enable32BitAppOnWin64 is recommended for performance reasons. I'm guessing it has to do with memory usage... but I never could find detailed explanation on why this is recommended (even Microsoft books are vague on this topic - they just say - do it, but provide no reason why it should be done). Do you have any insight into this? (Predrag Tomasevic) Question 2: Do you have any recommendations on modifying aspnet.config and machine.config to deliver better performance when it comes to "high number of concurrent connections"? I've implemented recommendations for modifying machine.config from this article (http://www.codeproject.com/KB/aspnet/10ASPNetPerformance.aspx - ASP.NET Process Configuration Optimization section)... but I would gladly listen to more recommendations if you have them. (Predrag Tomasevic) Question 3: Could you share more of your experience with ARR Helper? I'm specifically interested in configuring ARR Helper (for example - how to only accept only X-Forwards-For from certain IPs (proxies you trust)). (Predrag Tomasevic) Question 4: What is the replacement for indexing service to use in coding web search pages on a Windows 2008R2 server? (Susan Williams) Here’s the link that was mentioned: http://technet.microsoft.com/en-us/library/ee692804.aspx This is now week 49 of a 52 week series for the web pro. You can view past and future weeks here: http://dotnetslackers.com/projects/LearnIIS7/ You can find this week’s video here.

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  • UPK 3.6.1 (is Coming)

    - by marc.santosusso
    In anticipation of the release of UPK 3.6.1, I'd like to briefly describe some of the features that will be available in this new version. Topic Editor in Tabs Topic Editors now open in tabs instead of separate Developer windows. This offers several improvements: First, the bubble editor can be docked and resized in the same way as other editor panes. That's right, you can resize the bubble editor! The second enhancement that this changes brings is an improved undo and redo which allows each action to be undone and redone in the Topic Editor. New Sound Editor The topic and web page editors include a new sound editor with all the bells and whistles necessary to record, edit, import, and export, sound. Sound can be captured during topic recording--which is great for a Subject Matter Expert (SME) to narrate what they're recording--or after the topic has been recorded. Sound can also be added to web pages and played on the concept panes of modules, sections and topics. Turn off bubbles in Topics Authors may opt to hide bubbles either per frame or for an entire topic. When you want to draw a user's attention to the content on the screen instead of the bubble. This feature works extremely well in conjunction with the new sound capabilities. For instance, consider recording conceptual information with narration and no bubbles. Presentation Output UPK content can be published as a Presentation in Microsoft PowerPoint format. Publishing for Presentation will create a presentation for each topic published. The presentation template can be customized Using the same methods offered for the UPK document outputs, allowing your UPK-generated presentations to match your corporate branding. Autosave and Recovery The Developer will automatically save your work as often as you would like. This affords authors the ability to recover these automatically saved documents if their system or UPK were to close unexpectedly. The Developer defaults to save open documents every ten minutes. Package Editor Enhancement Files in packages will now open in the associated application when double-clicked. Authors can also choose to "Open with..." from the context menu (AKA right click menu.) See It! Window See It! mode may now be launched in a non-fullscreen window. This is available from the kp.html file in any Player package. This version of See It! mode offers on-screen navigation controls including previous frame, next frame, pause etc. Firefox Enhancments The UPK Player will now offer both Do It! mode and sound playback when viewed using Firefox web browser. Player Support for Safari The UPK Player is now fully supported on the Safari web browser for both Mac OS and Windows platforms. Keep document checked out Authors may choose to keep a document checked out when performing a check in. This allows an author to have a new version created on the server and continue editing. Close button on individual tabs A close button has been added to the tabs making it easier to close a specific tab. Outline Editor Enhancements Authors will have the option to prevent concepts from immediately displaying in the Developer when an outline item is selected. This makes it faster to move around in the outline editor. Tell us which feature you're most excited to use in the comments.

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  • How To Rip an Audio CD to FLAC with Foobar2000

    - by Mysticgeek
    Foobar2000 is a great audio player that is fully customizable, is light on system resources, and contains a lot of tools and features. Today we show you how to use it to rip an audio CD to FLAC format. Note: For this tutorial we’re going to assume this is the first time you’re ripping a disc with Foobar2000. We’re running it on Windows 7 Ultimate 64-bit. Install Foobar2000 and FLAC First download and install Foobar2000 (link below). The main thing you’ll want to make sure to enable during the install process is Audio CD Support… And the freedb Tagger which are located under Optional Features, then continue through the rest of the install wizard. Next you need to install the latest version of the FLAC codec (link below) following the defaults. Rip Audio CD To rip a CD, place it in your CDROM drive, launch Foobar2000 and click File \ Open Audio CD. Select the appropriate CD drive and click the Rip button. Next you’ll want to lookup the disc information with freedb…or you can manually enter in the track data if it’s a custom disc. Select the proper tag information in the freedb tagger window, then click Update files. The data will be entered in, make sure the radio button next to Go to the Converter Setup dialog is selected, and click the Rip button. In the Converter Setup screen, here you can select the output format, where in our case we’re selecting FLAC. In this window you can choose several other options like the output path, merging the tracks into one or individual files…etc. When you have those settings completed click OK. Next you’ll need to find flac.exe which is located wherever you installed it. On our 64-bit Windows 7 system the default path is C:\Program Files (x86)\FLAC Now wait while your CD is ripped and converted to FLAC. You’ll get a Converter Status Report…after you’ve checked it over you can close out of it. If you set the option to show the output files after conversion you can take a look, make sure all tracks were converted, and play them right away if you want. You can play the tracks in Foobar2000 or any player that supports FLAC. If you want to use WMC or WMP see our article on how to play FLAC files in Windows 7 Media Center or Player. That’s all there is to it! If you’re a fan of Foobar2000 and enjoy your music converted to FLAC format, Foobar2000 does the job quite well. There are a lot of customizations and tools you can use in Foobar2000 that we’ll be taking a look at in future articles. For more information check out our look at this fully customizable music player. Foobar2000 run on XP, Vista, and Windows 7 Links Download Foobar2000 Download FLAC Similar Articles Productive Geek Tips Using Ubuntu: What Package Did This File Come From?Easily Change Audio File Formats with XRECODEFoobar2000 is a Fully Customizable Music PlayerConvert Virtually Any Audio Format with XRECODE IIExtract Audio from a Video File with Pazera Free Audio Extractor TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Download Free MP3s from Amazon Awe inspiring, inter-galactic theme (Win 7) Case Study – How to Optimize Popular Wordpress Sites Restore Hidden Updates in Windows 7 & Vista Iceland an Insurance Job? Find Downloads and Add-ins for Outlook

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  • default xna 4.0 gametime don´t works well for 2D physics

    - by EusKoder
    I am developing a game using Visual Studio 2010 and XNA 4.0, after advancing to some extent with the project (a platform based 2d platformer msdn starter kit) I got to test it on different computers with different hardware (CPU, graphics, etc.) and I found that the speed of movement object of the game is quite different, I implemented the PSK physics msdn that are based on time, /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= GroundDragFactor; //velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity *elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(gameTime); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) { velocity.Y = 0; jumpTime = 0.0f; } } tested eg with a PC (PC1) 2.13GHz Intel Core 2 6400 / ATI Radeon HD 4670 and another one: (pc2) 3.00GHz Intel Pentium D / Intel 82945G Express Chipset Family by displacement difference (moving x axis at supossed (position = velocity * gametime.ElapsedGameTime.TotalSeconds) constant velocity, for example) is 3 seconds in a total of 20 (example: moving pc1 player sprite 6000 pixels in the x-axis at 20 seconds and pc 2 runs the same distance in 17 ). Tested on a 3rd PC: i72700k / Gigabyte GTX 560 TI the results are even worse, after some time after starting the game gets like 3 times slower and showing the number of pixels in each frame moved in a debug window in the game (counting updatespersecond with counter variable for updates cuantity and gametime for counting a second show 63fps), it appears as if the number is always constant ( refreshments lose the Update method?). In this pc if I put the game in fullscreen during the course of the game, the effect of "go slow" is immediate and restore window mode sometimes yield returns to "normal" and sometimes not. Eventually I began to try a new project to test whether the movement is constant in different pc loading only one sprite and its position value in screen printing. Occur The same. I even tried moving a constant amount of pixels explicitly (position + = 5) and different speeds in different pc quantities of pixels moved in x time. I have the game loop as the default (fixedTimeStep=true;SynchronizeWithVerticalRetrace=true;). I've also tried turning off and creating another timestep as discussed in different post (eg http://gafferongames.com/game-physics/fix-your-timestep/ but i can´t achieve the desired result, move the same number of pixels in X seconds on different computers with windows. All pc used for tests use windows 7 enterprise pc1 == x86 the others are x64. The weirdest thing is that I find information about people describing the same problem and that I wear long nights of searches. Thanks for your help.

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  • Oracle Data Integration Solutions and the Oracle EXADATA Database Machine

    - by João Vilanova
    Oracle's data integration solutions provide a complete, open and integrated solution for building, deploying, and managing real-time data-centric architectures in operational and analytical environments. Fully integrated with and optimized for the Oracle Exadata Database Machine, Oracle's data integration solutions take data integration to the next level and delivers extremeperformance and scalability for all the enterprise data movement and transformation needs. Easy-to-use, open and standards-based Oracle's data integration solutions dramatically improve productivity, provide unparalleled efficiency, and lower the cost of ownership.You can watch a video about this subject, after clicking on the link below.DIS for EXADATA Video

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  • Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff

    - by The Geek
    Yesterday Microsoft announced the release candidate of Internet Explorer 9, which is very close to the final product. Here’s a screenshot tour of the most interesting new stuff, as well as answers to your questions. The most important question is should you install this version? And the answer is absolutely yes. Even if you don’t use IE, it’s better to have a newer, more secure version on your PC. What’s New Under the Hood in Release Candidate vs Beta? If you want to see the full list of changes with all the original marketing detail, you can read Microsoft’s Beauty of the Web page, but here’s the highlights that you might be interested in. Improved Performance – they’ve made a lot of changes, and it really feels faster, especially when using more intensive web apps like Gmail. Power Consumption Settings – since the JavaScript engine in any browser uses a lot of CPU power, they’ve now integrated it into the power settings, so if you’re on battery it will use less CPU, and save battery life. This is really a great change. UI Changes – The tab bar can now be moved below the address bar (see below for more), they’ve shaved some pixels off the design to save space, and now you can toggle the Menu bar to be always on. Pinned Sites – now you can pin multiple pages to a single taskbar button. Very useful if you always use a couple web apps together. You can also pin a site in InPrivate mode. FlashBlock and AdBlock are Integrated (sorta) – there’s a new ActiveX filtering that lets you enable plug-ins only for sites you trust. There’s also a tracking protection list that can block certain content (which can obviously be used to block ads). Geolocation – while a lot of privacy conscious people might complain about this, if you use your laptop while traveling, it’s really useful to have geo-located features when using Google Maps, etc. Don’t worry, it won’t leak your privacy by default. WebM Video – Yeah, Google recently removed H.264 from Chrome, but Microsoft has added Google’s WebM video format to Internet Explorer. Keep reading for more about using the new features Latest Features How-To Geek ETC Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The How-To Geek Valentine’s Day Gift Guide Inspire Geek Love with These Hilarious Geek Valentines The 50 Faces of Mario Death [Infographic] Clean Up Google Calendar’s Interface in Chrome and Iron The Rise and Fall of Kramerica? [Seinfeld Video] GNOME Shell 3 Live CDs for OpenSUSE and Fedora Available for Testing Picplz Offers Special FX, Sharing, and Backup of Your Smartphone Pics BUILD! An Epic LEGO Stop Motion Film [VIDEO]

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  • Silverlight Cream for March 05, 2010 -- #807

    - by Dave Campbell
    In this Issue: Phil Middlemiss(-2-, -3-), Pencho Popadiyn, John Papa(-2-, -3-), Jim Lynn, and SilverLaw(-2-). Shoutouts: Walt Ritscher has added more shaders and features: Shazzam 1.2 – Feature Overview I hope you're getting as excited as I am about MIX10. You should be reading MIX10 News and checking out the sessions and the directory of attendees. From SilverlightCream.com: Watermarked TextBox Part I Phil Middlemiss's Orb Radio Button hit number two in the Silverlight Cream Skim page, in 2 days... now Phil has a very nice 3-part tutorial up on creating a Watermarked TextBox with lots of cool features. This is part 1 and starts the series off. Watermarked TextBox Part II In Phil Middlemiss's Part II of the Watermarked TextBox tutorial, he's concentrating on visual elements of the control began in the last episode... you're paying attention, right? ... this is a cool control :) Watermarked Textbox Part III In the final part of Phil Middlemiss's tutorial series, he's wiring all the pieces together in the UserControl. Go grab the control, then leave Phil some love on his blog! Using Reactive Extensions in Silverlight Pencho Popadiyn has a great tutorial up on SilverlightShow about Rx ... if you want to get your arms around this... this tutorial is a good place to begin. Silverlight TV 10: Silverlight Hyper Video Platform with Jesse Liberty Running a little behind here, but check out John Papa and THE Silverlight GeekTM Jesse Liberty discussing Jesse's Hyper Video Platform on Silverlight TV Silverlight TV 11: Dynamically Loading XAPs with MEF In Silverlight TV episode 11, John Papa talks to Glenn Block about MEF and partitioning and dynamically loading XAPs ... good stuff. Silverlight TV 12: The Best Blend 3 Video Ever! And the latest Silverlight TV episode, number 12, has John Papa and Adam Kinney giving "The Best Blend 3 Video ever (or at least on Silverlight TV)"... check out the list of topics and you'll want to watch :) InvalidOperation_EnumFailedVersion when binding data to a Silverlight Chart Read Jim Lynn's post about a problem found while deploying his app, the very confusing (long) error, and the workaround. Leather Stamped Style Series For Silverlight Controls - Part 1 SilverLaw contued after his 'leather stamped' textbox and has added TextBlock, Button and some template bindings... check it out then get it at the Expression Gallery Circular Accordion Style Silverlight 3 SilverLaw also built a Circualar Accordian style... interesting idea and once again it, in the Expression Gallery. He's also looking for feedback. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    MIX10

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  • The SSL Bindings Issue–Web Pro Week 6 of 52

    - by OWScott
    We have a chicken before the egg issue with HTTPS bindings.  This video—week 6 of a 52 week series for the web administrator—covers why HTTPS bindings don’t support host headers the same as HTTP bindings do.  In this video I show the issue and use Wireshark to see it in action. If you haven’t seen the other weeks, you can find past and future videos on the Web Pro Series landing page. The SSL Bindings Issue

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  • Silverlight Cream for March 10, 2010 - 2 -- #811

    - by Dave Campbell
    In this Issue: AfricanGeek, Phil Middlemiss, Damon Payne, David Anson, Jesse Liberty, Jeremy Likness, Jobi Joy(-2-), Fredrik Normén, Bobby Diaz, and Mike Taulty(-2-). Shoutouts: Shawn Wildermuth blogged that they posted My "What's New in Silverlight 3" Video from 0reDev Last Fall Shawn Wildermuth also has a post up for his loyal followers: Where to See Me At MIX10 Jonas Follesø has presentation materials up as well: MVVM presentation from NDC2009 on Vimeo Adam Kinney updated his Favorite Tool and Library Downloads for Silverlight From SilverlightCream.com: Styling Silverlight ListBox with Blend 3 In his latest Video Tutorial, AfricanGeek is animating the ListBox control by way of Expression Blend 3. Animating the Silverlight Opacity Mask Phil Middlemiss has written a Behavior that lets you turn a FrameworkElement into an opacity mask for it's parent container... check out his tutorial and grab the code. AddRange for ObservableCollection in Silverlight 3 Damon Payne has a post up discussing the problem with large amounts of data in an ObservableCollection, and how using AddRange is a performance booster. Easily rotate the axis labels of a Silverlight/WPF Toolkit chart David Anson blogged a solution to rotating the axis labels of a Silverlight and WPF chart. Persisting the Configuration (Updated) Jesse Liberty has a good discussion on the continuation of his HyperVideo Platform talking about what all he is needing from the database in the form of configuration information... including the relationships. Animations and View Models: IAnimationDelegate Check out Jeremy Likness' IAnimationDelegate that lets your ViewModel fire and respond to animations without having to know all about them. Button Style - Silverlight Jobi Joy converted a WPF control template into Silverlight... and you'll want to download the XAML he's got for this :) A Simple Accordion banner using ListBox Jobi Joy also has an Image Accordian created in Expression Blend... and it's a 'drop this XAML in your User Control' kinda thing... again, go grab the XAML :) WCF RIA Services Silverlight Business Application – Using ASP.NET SiteMap for Navigation Fredrik Normén has a code-laden post up on RIA Services and the ASP.NET SiteMap. He is using the Silverlight Business app template that comes with WCF RIA Services. A Simple, Selectable Silverlight TextBlock (sort of)... Bobby Diaz shares with us his solution for a Text control that can be copied from in the same manner 'normal' web controls can be. He also includes a link to another post on the same topic. Silverlight 4 Beta Networking. Part 11 - WCF and TCP Mike Taulty has another pair of video tutorials up in his Networking series. This one is on WCF over TCP Silverlight 4 Beta Networking. Part 12 - WCF and Polling HTTP Mike Taulty's 12th networking video tutorial is on WCF with HTTP polling duplex. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    MIX10

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  • Large File Upload in SharePoint 2010

    - by Sahil Malik
    Ad:: SharePoint 2007 Training in .NET 3.5 technologies (more information). Okay this is a big BIG B-I-G problem. And with SP2010 it’s going to be more prominent, because atleast at the server side, SharePoint can support large files much much better than SharePoint 2007 ever did. The issue with very large files being uploaded through any browser based API are - Reliably transferring gigabyte or bigger files without breakages over a protocol like HTTP, which is better suited for tiny transfers like images and text. Not killing your browser because it has to load all that in memory Not killing your web server because All that you upload through HTTP post, first gets streamed into IIS Memory, w3wp.exe memory before the ENTIRE FILE finishes uploading .. before it is stored. Which means, You cannot show an accurate and live progress bar of the upload, IIS gives you no such accurate metric of an upload. All the counters it gives you are approximate. Your w3wp.exe eats up all server memory – 4GB of it, for a 4GB upload. A thread is kept busy for the entire duration of the upload, thereby greatly limiting your web server’s capability to serve newer requests. Kills effective load balancing. Not killing your content database because, As you are uploading a very large file, that large file gets written sequentially into the DB, and therefore for a very large file very severely impacts the database performance. I had put together another video showing RBS usage in SharePoint 2010. I talked about many practical ramifications of using RBS in SharePoint in that video. Note that enabling large file support will never ever be a point and click job, simply because there are too many questions one needs to ask, and too many things one needs to plan for. However, one part that will remain common across all large file upload scenarios, in SharePoint or outside of SharePoint is to do it efficiently while not killing the web server. In this video, I describe using the Telerik Silverlight Upload control with SharePoint 2010 to enable efficient large file uploads in SharePoint. Presenting .. The video Comment on the article ....

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  • SQL – Building a High Traffic, Profitable Blog – A Unique Gift on Author’s Birthday

    - by Pinal Dave
    Every July 30th, I like to do something new. It is my birthday and I like to give gifts to everyone this day. Last year, at this time I had written an article A Year Older and 3 SQL Server Books and 3 Video Courses – 33. I had written a total of 3 books by that time and had published total of  3 Pluralsight courses. When I look back the year, I feel that I gave my best to last year. Sine Last July 30th, I have written 6 more books and 5 more video courses. The total is now 9 books and 8 video courses. It seems that I have been producing one new book or course every month since last July. Building a High Traffic, Profitable Blog Out of my 8 courses my favorite course is my latest course at Pluralsight. This course is about how to build a high traffic blog and monetize it. I have been blogging for over 7 years and there have been many hurdles and roadblocks but I have never stopped blogging any single day. There have been many instances when I felt I should just hit delete and remove my entire blog from the web but fortunately I had courage to stand by on my decisions. Well at the end, I kept on fighting through the difficult time and kept on blogging. Every day there was a lesson to learn and every day there was an issue to resolve. I never gave up and kept on building new content. Today after 7 years, when I look back there are many stories to tell. It was impossible to write down the stories so I decided to build a course based on my experience. In this course, I share all the best tricks to build a high traffic, profitable blog. When we talk about profit, people often talk about money but the reality is that profit is much bigger word than money. There are many different ways one can profit from their own blog. In this course, I discuss about all different ways about how you can be profitable by building a high traffic blog. I believe this course is for everybody who aspire to build a website or blog which gives them a profit.  Here are the major topics based out of this course. Introduction Techniques to Engage Blog Readers Social Media – Social Sharing and Social Networking Search Engine Optimization (SEO) Monetizing a Blog Frequently Asked Questions Checklists Personally I believe this is the best gift I can give to all of you my friends. Build a successful high traffic blog and monetize it. Here is the list of the all of my video courses and here is the list of all of the books. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: About Me, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL Tagged: Blogging

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  • Cuppa Corner talk "A trip to First Normal Form" available - Domains, Functional Dependencies, Repeat

    - by tonyrogerson
    It's 15 minutes, I talk about Domains, Functional Dependencies, Repeating Groups, Relational Valued Attributes and of course First Normal Form. http://sqlcontent.sqlblogcasts.com/video/cctr20100507dbdesign1nf/cctr20100507dbdesign1nf.html For questions just ask on the http://sqlserverfaq.com chat control or Twitter using #sqlfaq tag. Slides are also availble here: http://sqlcontent.sqlblogcasts.com/video/cctr20100507dbdesign1nf/cc_tr20100507_dbdesign1nf.pptx...(read more)

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  • Silverlight Cream for March 06, 2010 -- #808

    - by Dave Campbell
    In this Issue: András Velvárt, felix corke, Colin Eberhardt, Christopher Bennage, Gergely Orosz, Entity Spaces Team Blog, Mike Taulty(-2-), Jit Ghosh, and Jesse Liberty. Shoutouts: Jeremy Likness expands on the Silverlight Team's post Vancouver Olympics - How'd We Do That? Gavin Wignall has a post up Creating a 360 photograph of an object with Silverlight Photosynth From SilverlightCream.com: Transforming an Ugly Duckling into a Graceful Swan With Expression Blend and Silverlight - Part 2 Intro Animation András Velvárt has part 2 of his Transformation series up at SilverlightShow... he's taking the initro animation to a new length, allowing playback even... cool video tutorial! Free Silverlight 4 beta skin! felix corke has a Silerlight 4 theme up for us all to use. If you like a dark theme like Blend, you'll like this... I like it! Linq to Visual Tree Colin Eberhardt has a great tutorial up for using LINQ to query the WPF or Silverlight Visual Tree while retaining the tree structure. He also has links out to other techniques. XAML Attributes on Separate Lines Christopher Bennage has a post up showing how to easily get all your XAML attributes on separate lines using a VS menu option... I didn't know that! Using built-in, embedded and streamed fonts in Silverlight Gergely Orosz has a post up at ScottLogic going over Fonts in Silverlight -- built-in, embedded, or streamed, and examples with code. EntitySpaces 2010 Two Part Series on Silverlight and WCF Entity Spaces Team Blog has a pair of videos up on Entity Spaces 2010, WCF, and Silverlight. Part 1 is the intro and explanation, part 2 is a full-up app demonstrating it. MEF, Silverlight and the DeploymentCatalog In an attempt to respond fully to a query, Mike Taulty literally pushed the record button and took off on what became a tutorial video on building a real Silverlight app utilizing MEF. Silverlight 4, Experiment with Pluggable Navigation and a WCF Data Service Mike Taulty has an experiment detailed on his blog about pluggable navigation and Silverlight 4. He walks through the history of how we got to this point then takes on in an example... good external links too Enhancing Silverlight Video Experiences with Contextual Data This is a post on the MSDN Magazine site where Jit Ghosh has a great long post about not only Smooth Streaming with Silverlight, but also adding context data to your video. When Is It OK To Hack? Read what all Jesse Liberty gets involved in when he's trying to get something out the door and has to work around a problem. Just about as interesting are the comments ... check it out and leave your own! Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    MIX10

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