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  • Using two joysticks in Cocos2D

    - by Blade
    Here is what I am trying to do: With the left joystick the player can steer the figure and with the right joystick it can attack. Problem is that the left joystick seems to get all the input, the right one does not even register anything. I enabled multipletouch after the eagleView and gone thoroughly over the code. But I seem to miss something. I initiliaze both sticks and it shows me both of them in game, but like I said, only the left one works. I initialize them both. From the h. file: SneakyJoystick *joystick; SneakyJoystick *joystickRight; And in m.file I synthesize, deallocate and initialize them. In order to use one for controlling and the other for attacking I put this: -(void)updateStateWithDeltaTime:(ccTime)deltaTime andListOfGameObjects:(CCArray*)listOfGameObjects { if ((self.characterState == kStateIdle) || (self.characterState == kStateWalkingBack) || (self.characterState == kStateWalkingLeft) || (self.characterState == kStateWalkingRight)|| (self.characterState == kStateWalkingFront) || (self.characterState == kStateAttackingFront) || (self.characterState == kStateAttackingBack)|| (self.characterState == kStateAttackingRight)|| (self.characterState == kStateAttackingLeft)) { if (joystick.degrees > 60 && joystick.degrees < 120) { if (self.characterState != kStateWalkingBack) [self changeState:kStateWalkingBack]; }else if (joystick.degrees > 1 && joystick.degrees < 59) { if (self.characterState != kStateWalkingRight) [self changeState:kStateWalkingRight]; } else if (joystick.degrees > 211 && joystick.degrees < 300) { if (self.characterState != kStateWalkingFront) [self changeState:kStateWalkingFront]; } else if (joystick.degrees > 301 && joystick.degrees < 360){ if (self.characterState != kStateWalkingRight) [self changeState:kStateWalkingRight]; } else if (joystick.degrees > 121 && joystick.degrees < 210) { if (self.characterState != kStateWalkingLeft) [self changeState:kStateWalkingLeft]; } if (joystickRight.degrees > 60 && joystickRight.degrees < 120) { if (self.characterState != kStateAttackingBack) [self changeState:kStateAttackingBack]; }else if (joystickRight.degrees > 1 && joystickRight.degrees < 59) { if (self.characterState != kStateAttackingRight) [self changeState:kStateAttackingRight]; } else if (joystickRight.degrees > 211 && joystickRight.degrees < 300) { if (self.characterState != kStateAttackingFront) [self changeState:kStateAttackingFront]; } else if (joystickRight.degrees > 301 && joystickRight.degrees < 360){ if (self.characterState != kStateAttackingRight) [self changeState:kStateAttackingRight]; } else if (joystickRight.degrees > 121 && joystickRight.degrees < 210) { if (self.characterState != kStateAttackingLeft) [self changeState:kStateAttackingLeft]; } [self applyJoystick:joystick forTimeDelta:deltaTime]; [self applyJoystick:joystickRight forTimeDelta:deltaTime]; } Maybe it has something to do with putting them both to time delta? I tried working around it, but it did not work. So I am thankful for any input you guys can give me :)

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  • 3 Incredibly Useful Projects to jump-start your Kinect Development.

    - by mbcrump
    I’ve been playing with the Kinect SDK Beta for the past few days and have noticed a few projects on CodePlex worth checking out. I decided to blog about them to help spread awareness. If you want to learn more about Kinect SDK then you check out my”Busy Developer’s Guide to the Kinect SDK Beta”. Let’s get started:   KinectContrib is a set of VS2010 Templates that will help you get started building a Kinect project very quickly. Once you have it installed you will have the option to select the following Templates: KinectDepth KinectSkeleton KinectVideo Please note that KinectContrib requires the Kinect for Windows SDK beta to be installed. Kinect Templates after installing the Template Pack. The reference to Microsoft.Research.Kinect is added automatically.  Here is a sample of the code for the MainWindow.xaml in the “Video” template: <Window x:Class="KinectVideoApplication1.MainWindow" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="MainWindow" Height="480" Width="640"> <Grid> <Image Name="videoImage"/> </Grid> </Window> and MainWindow.xaml.cs using System; using System.Windows; using System.Windows.Media; using System.Windows.Media.Imaging; using Microsoft.Research.Kinect.Nui; namespace KinectVideoApplication1 { public partial class MainWindow : Window { //Instantiate the Kinect runtime. Required to initialize the device. //IMPORTANT NOTE: You can pass the device ID here, in case more than one Kinect device is connected. Runtime runtime = new Runtime(); public MainWindow() { InitializeComponent(); //Runtime initialization is handled when the window is opened. When the window //is closed, the runtime MUST be unitialized. this.Loaded += new RoutedEventHandler(MainWindow_Loaded); this.Unloaded += new RoutedEventHandler(MainWindow_Unloaded); //Handle the content obtained from the video camera, once received. runtime.VideoFrameReady += new EventHandler<Microsoft.Research.Kinect.Nui.ImageFrameReadyEventArgs>(runtime_VideoFrameReady); } void MainWindow_Unloaded(object sender, RoutedEventArgs e) { runtime.Uninitialize(); } void MainWindow_Loaded(object sender, RoutedEventArgs e) { //Since only a color video stream is needed, RuntimeOptions.UseColor is used. runtime.Initialize(Microsoft.Research.Kinect.Nui.RuntimeOptions.UseColor); //You can adjust the resolution here. runtime.VideoStream.Open(ImageStreamType.Video, 2, ImageResolution.Resolution640x480, ImageType.Color); } void runtime_VideoFrameReady(object sender, Microsoft.Research.Kinect.Nui.ImageFrameReadyEventArgs e) { PlanarImage image = e.ImageFrame.Image; BitmapSource source = BitmapSource.Create(image.Width, image.Height, 96, 96, PixelFormats.Bgr32, null, image.Bits, image.Width * image.BytesPerPixel); videoImage.Source = source; } } } You will find this template pack is very handy especially for those new to Kinect Development.   Next up is The Coding4Fun Kinect Toolkit which contains extension methods and a WPF control to help you develop with the Kinect SDK. After downloading the package simply add a reference to the .dll using either the WPF or WinForms version. Now you will have access to several methods that can help you save an image: (for example) For a full list of extension methods and properties, please visit the site at http://c4fkinect.codeplex.com/. Kinductor – This is a great application for just learning how to use the Kinect SDK. The project uses MVVM Light and is a great start for those looking how to structure their first Kinect Application. Conclusion: Things are already getting easier for those working with the Kinect SDK. I imagine that after a few more months we will see the SDK go out of beta and allow commercial applications to run using it. I am very excited and hope that you continue reading my blog for more Kinect, WPF and Silverlight news.  Subscribe to my feed

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  • XNA 2D Board game - trouble with the cursor

    - by Adorjan
    I just have started making a simple 2D board game using XNA, but I got stuck at the movement of the cursor. This is my problem: I have a 10x10 table on with I should use a cursor to navigate. I simply made that table with the spriteBatch.Draw() function because I couldn't do it on another way. So here is what I did with the cursor: public override void LoadContent() { ... mutato.Position = new Vector2(X, Y); //X=103, Y=107; mutato.Sebesseg = 45; ... mutato.Initialize(content.Load<Texture2D>("cursor"),mutato.Position,mutato.Sebesseg); ... } public override void HandleInput(InputState input) { if (input == null) throw new ArgumentNullException("input"); // Look up inputs for the active player profile. int playerIndex = (int)ControllingPlayer.Value; KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex]; if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected) { ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); } else { // Otherwise move the player position. if (keyboardState.IsKeyDown(Keys.Down)) { Y = (int)mutato.Position.Y + mutato.Move; } if (keyboardState.IsKeyDown(Keys.Up)) { Y = (int)mutato.Position.Y - mutato.Move; } if (keyboardState.IsKeyDown(Keys.Left)) { X = (int)mutato.Position.X - mutato.Move; } if (keyboardState.IsKeyDown(Keys.Right)) { X = (int)mutato.Position.X + mutato.Move; } } } public override void Draw(GameTime gameTime) { mutato.Draw(spriteBatch); } Here's the cursor's (mutato) class: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Battleship.Components { class Cursor { public Texture2D Cursortexture; public Vector2 Position; public int Move; public void Initialize(Texture2D texture, Vector2 position,int move) { Cursortexture = texture; Position = position; Move = move; } public void Update() { } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(Cursortexture, Position, Color.White); } } } And here is a part of the InputState class where I think I should change something: public bool IsNewKeyPress(Keys key, PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { if (controllingPlayer.HasValue) { // Read input from the specified player. playerIndex = controllingPlayer.Value; int i = (int)playerIndex; return (CurrentKeyboardStates[i].IsKeyDown(key) && LastKeyboardStates[i].IsKeyUp(key)); } } If I leave the movement operation like this it doesn't have any sense: X = (int)mutato.Position.X - mutato.Move; However if I modify it to this: X = (int)mutato.Position.X--; it moves smoothly. Instead of this I need to move the cursor by fields (45 pixels), but I don't have any idea how to manage it.

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  • Creating a voxel world with 3D arrays using threads

    - by Sean M.
    I am making a voxel game (a bit like Minecraft) in C++(11), and I've come across an issue with creating a world efficiently. In my program, I have a World class, which holds a 3D array of Region class pointers. When I initialize the world, I give it a width, height, and depth so it knows how large of a world to create. Each Region is split up into a 32x32x32 area of blocks, so as you may guess, it takes a while to initialize the world once the world gets to be above 8x4x8 Regions. In order to alleviate this issue, I thought that using threads to generate different levels of the world concurrently would make it go faster. Having not used threads much before this, and being still relatively new to C++, I'm not entirely sure how to go about implementing one thread per level (level being a xz plane with a height of 1), when there is a variable number of levels. I tried this: for(int i = 0; i < height; i++) { std::thread th(std::bind(&World::load, this, width, height, depth)); th.join(); } Where load() just loads all Regions at height "height". But that executes the threads one at a time (which makes sense, looking back), and that of course takes as long as generating all Regions in one loop. I then tried: std::thread t1(std::bind(&World::load, this, w, h1, h2 - 1, d)); std::thread t2(std::bind(&World::load, this, w, h2, h3 - 1, d)); std::thread t3(std::bind(&World::load, this, w, h3, h4 - 1, d)); std::thread t4(std::bind(&World::load, this, w, h4, h - 1, d)); t1.join(); t2.join(); t3.join(); t4.join(); This works in that the world loads about 3-3.5 times faster, but this forces the height to be a multiple of 4, and it also gives the same exact VAO object to every single Region, which need individual VAOs in order to render properly. The VAO of each Region is set in the constructor, so I'm assuming that somehow the VAO number is not thread safe or something (again, unfamiliar with threads). So basically, my question is two one-part: How to I implement a variable number of threads that all execute at the same time, and force the main thread to wait for them using join() without stopping the other threads? How do I make the VAO objects thread safe, so when a bunch of Regions are being created at the same time across multiple threads, they don't all get the exact same VAO? Turns out it has to do with GL contexts not working across multiple threads. I moved the VAO/VBO creation back to the main thread. Fixed! Here is the code for block.h/.cpp, region.h/.cpp, and CVBObject.h/.cpp which controls VBOs and VAOs, in case you need it. If you need to see anything else just ask. EDIT: Also, I'd prefer not to have answers that are like "you should have used boost". I'm trying to do this without boost to get used to threads before moving onto other libraries.

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  • Difficulties with rotation of a sprite

    - by Andy
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. My dolphin always rests in the same angle while it jumps. But I want that it changes the rotation during the jump, like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation = 45; VelocityY += 40f; } else { rotation = -45; VelocityY += 40f; } } } else { VelocityY += -10f; } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, MathHelper.ToRadians(rotation), new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

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  • How to use QSerialDevice in Qt?

    - by Tobias
    Hello, I am trying to use QSerialDevice in Qt to get a connection to my serial port. I also tried QextSerialPort before (which works on Windows Vista but unfortunately not on Windows XP ..) but I need an API which supports XP, Vista and Win7... I build the library and configured it this way: CONFIG += dll CONFIG += debug I did use the current version from SVN (0.2.0 - 2010-04-05) and the 0.2.0 zip package. After building the library I did copy it to my Qt Libdir (C:\Qt\2009.05\qt\lib) and also to C:\Windows\system32. Now I try to link against the lib in my project file: LIBS += -lqserialdevice I import the needed header (abstractserial.h) and use my own AbstractSerial like this: // Initialize this->serialPort->setDeviceName("COM1"); if (!this->serialPort->open(QIODevice::ReadWrite | QIODevice::Unbuffered)) qWarning() << "Error" << this->serialPort->errorString(); // Configure SerialPort this->serialPort->setBaudRate(AbstractSerial::BaudRate4800); this->serialPort->setDataBits(AbstractSerial::DataBits8); this->serialPort->setFlowControl(AbstractSerial::FlowControlOff); this->serialPort->setParity(AbstractSerial::ParityNone); this->serialPort->setStopBits(AbstractSerial::StopBits1); The problem is, that if I run my application, it crashes immediately with exit code -1073741515 (application failed to initialize properly). This is the same error I got using QextSerialPort under Windows XP (it worked with Windows Vista). If I build the QSerialDevice lib with release config and also my program, it crashes immediately but with exit code -1073741819 Can someone help me with this program or with another solution of getting a serial port to work with Qt (maybe another API or something?) Otherwise I have to use Windows API functions which would mean that my program won't work with UNIX systems.. If you have a solution for the problem with QextSerialPort under WinXP SP3, they are also welcome ;) Best Regards, Tobias

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  • Unable to install SQL 2008 on Windows 7

    - by Axel
    SQL 2008 install hangs on Windows 7 The story: Trying to install SQL2008 on Windows 7 hangs on SqlEngineDBStartconfigAction_install_configrc_Cpu32. What I Tried: Uninstall hangs on validation Manual uninstall using msiinv.exe and msiexec /x works Added SQL service accounts to local admins no help Turn of UAC no help Last lines in setup log: 2010-04-01 16:18:05 SQLEngine: : Checking Engine checkpoint 'GetSqlServerProcessHandle' 2010-04-01 16:18:05 SQLEngine: --SqlServerServiceSCM: Waiting for nt event 'Global\sqlserverRecComplete' to be created 2010-04-01 16:18:07 SQLEngine: --SqlServerServiceSCM: Waiting for nt event 'Global\sqlserverRecComplete' or sql process handle to be signaled 2010-04-01 16:18:07 SQLEngine: : Checking Engine checkpoint 'WaitSqlServerStartEvents' 2010-04-01 16:18:53 Slp: Sco: Attempting to initialize script 2010-04-01 16:18:53 Slp: Sco: Attempting to initialize default connection string 2010-04-01 16:18:53 Slp: Sco: Attempting to set script connection protocol to NotSpecified 2010-04-01 16:18:53 Slp: Sco: Attempting to set script connection protocol to NamedPipes 2010-04-01 16:18:53 SQLEngine: --SqlDatabaseServiceConfig: Connection String: Data Source=\.\pipe\SQLLocal\MSSQLSERVER;Initial Catalog=master;Integrated Security=True;Pooling=False;Network Library=dbnmpntw;Application Name=SqlSetup 2010-04-01 16:18:53 SQLEngine: : Checking Engine checkpoint 'ServiceConfigConnect' 2010-04-01 16:18:53 SQLEngine: --SqlDatabaseServiceConfig: Connecting to SQL.... 2010-04-01 16:18:53 Slp: Sco: Attempting to connect script 2010-04-01 16:18:53 Slp: Connection string: Data Source=\.\pipe\SQLLocal\MSSQLSERVER;Initial Catalog=master;Integrated Security=True;Pooling=False;Network Library=dbnmpntw;Application Name=SqlSetup And now comes the fun part: When I open conf mgr I can see the service running, I enabled named pipes and TCP/IP, restarted the service I'm able to connect to the server using an OLE DB connection but not with the Native Client. And what I find suspicious is the following error in my app log: .NET Runtime Optimization Service (clr_optimization_v2.0.50727_32) - Failed to compile: C:\Program Files\Microsoft SQL Server\100\Tools\Binn\VSShell\Common7\Tools\VDT\DataProjects.dll . Error code = 0x8007000b In MS connect this is reported as a bug but MS is unable to reproduce the problem altough when you search the fora I'm not the only one with this problem. So any help is appreciated.

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • NHibernate.Bytecode.UnableToLoadProxyFactoryFactoryException

    - by Shane
    I have the following code set up in my Startup IDictionary properties = new Dictionary(); properties.Add("connection.driver_class", "NHibernate.Driver.SqlClientDriver"); properties.Add("dialect", "NHibernate.Dialect.MsSql2005Dialect"); properties.Add("proxyfactory.factory_class", "NNHibernate.ByteCode.Castle.ProxyFactoryFactory, NHibernate.ByteCode.Castle"); properties.Add("connection.provider", "NHibernate.Connection.DriverConnectionProvider"); properties.Add("connection.connection_string", "Data Source=ZEUS;Initial Catalog=mydb;Persist Security Info=True;User ID=sa;Password=xxxxxxxx"); InPlaceConfigurationSource source = new InPlaceConfigurationSource(); source.Add(typeof(ActiveRecordBase), (IDictionary<string, string>) properties); Assembly asm = Assembly.Load("Repository"); Castle.ActiveRecord.ActiveRecordStarter.Initialize(asm, source); I am getting the following error: failed: NHibernate.Bytecode.UnableToLoadProxyFactoryFactoryException : Unable to load type 'NNHibernate.ByteCode.Castle.ProxyFactoryFactory, NHibernate.ByteCode.Castle' during configuration of proxy factory class. Possible causes are: - The NHibernate.Bytecode provider assembly was not deployed. - The typeName used to initialize the 'proxyfactory.factory_class' property of the session-factory section is not well formed. I have read and read I am referecning the All the assemblies listed and I am at a total loss as what to try next. Castle.ActiveRecord.dll Castle.DynamicProxy2.dll Iesi.Collections.dll log4net.dll NHibernate.dll NHibernate.ByteCode.Castle.dll I am 100% sure the assembly is in the bin. Anyone have any ideas?

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  • Help with entity frame work error. Error 0194: All artifacts loaded....

    - by Steve
    This is a c#/asp.net project. The full error message I get is:Error 0194: All artifacts loaded into the item collection must have the same version. Multiple versions were encountered. This project was started as a 3.5 and upgraded to 4.0. When I try to test any of the methods I get the error that I posted in the subject line. I am going to include the actual lines that it throws the exception on. If there is anything in people need to see to try to help let me know and I post it as well. Any help will be appreciated, I am having no luck with this. /// /// Initializes a new SFBExternalPaymentsEntities object using the connection string found in the 'SFBExternalPaymentsEntities' section of the application configuration file. /// public SFBExternalPaymentsEntities() : base("name=SFBExternalPaymentsEntities", "SFBExternalPaymentsEntities") { this.ContextOptions.LazyLoadingEnabled = false; OnContextCreated(); } /// /// Initialize a new SFBExternalPaymentsEntities object. /// public SFBExternalPaymentsEntities(string connectionString) : base(connectionString, "SFBExternalPaymentsEntities") { this.ContextOptions.LazyLoadingEnabled = false; OnContextCreated(); } /// /// Initialize a new SFBExternalPaymentsEntities object. /// public SFBExternalPaymentsEntities(EntityConnection connection) : base(connection, "SFBExternalPaymentsEntities") { this.ContextOptions.LazyLoadingEnabled = false; OnContextCreated(); } endregion

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  • Ruby - Feedzirra and updates

    - by mplacona
    Hi, trying to get my head around Feedzirra here. I have it all setup and everything, and can even get results and updates, but something odd is going on. I came up with the following code: def initialize(feed_url) @feed_url = feed_url @rssObject = Feedzirra::Feed.fetch_and_parse(@feed_url) end def update_from_feed_continuously() @rssObject = Feedzirra::Feed.update(@rssObject) if @rssObject.updated? puts @rssObject.new_entries.count else puts "nil" end end Right, what I'm doing above, is starting with the big feed, and then only getting updates. I'm sure I must be doing something stupid, as even though I'm able to get the updates, and store them on the same instance variable, after the first time, I'm never able to get those again. Obviously this happens because I'm overwriting my instance variable with only updates, and lose the full feed object. I then thought about changing my code to this: def update_from_feed_continuously() feed = Feedzirra::Feed.update(@rssObject) if feed.updated? puts feed.new_entries.count else puts "nil" end end Well, I'm not overwriting anything and that should be the way to go right? WRONG, this means I'm doomed to always try to get updates to the same static feed object, as although I get the updates on a variable, I'm never actually updating my "static feed object", and newly added items will be appended to my "feed.new_entries" as they in theory are new. I'm sure I;m missing a step here, but I'd really appreciate if someone could shed me a light on it. I've been going through this code for hours, and can't get to grips with it. Obviously it should work fine, if I did something like: if feed.updated? puts feed.new_entries.count @rssObject = initialize(@feed_url) else Because that would reinitialize my instance variable with a brand new feed object, and the updates would come again. But that also means that any new update added on that exact moment would be lost, as well as massive overkill, as I'd have to load the thing again. Thanks in advance!

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  • [Ruby] [gem] A GEM error shown during run the commend: gem update --system

    - by Alex
    I’m a freshman on Ruby and now trying to install ruby on my machine according to the Tutorial on http://wiki.openqa.org/display/WTR/Tutorial However, after I installed the ruby186-26, and run the command “gem update --system”, the following error occurred: C:\Documents and Settings\e482090\Desktopgem update --system c:/ruby/lib/ruby/site_ruby/1.8/rubygems/config_file.rb:51:in initialize': Inval id argument - <Not Set>/.gemrc (Errno::EINVAL) from c:/ruby/lib/ruby/site_ruby/1.8/rubygems/config_file.rb:51:inopen' from c:/ruby/lib/ruby/site_ruby/1.8/rubygems/config_file.rb:51:in initi alize' from c:/ruby/lib/ruby/site_ruby/1.8/rubygems/gem_runner.rb:36:innew' from c:/ruby/lib/ruby/site_ruby/1.8/rubygems/gem_runner.rb:36:in do_con figuration' from c:/ruby/lib/ruby/site_ruby/1.8/rubygems/gem_runner.rb:25:inrun' from c:/ruby/bin/gem:23 C:\Documents and Settings\e482090\Desktopgem install watir c:/ruby/lib/ruby/site_ruby/1.8/rubygems/config_file.rb:51:in initialize': Inval id argument - <Not Set>/.gemrc (Errno::EINVAL) from c:/ruby/lib/ruby/site_ruby/1.8/rubygems/config_file.rb:51:inopen' from c:/ruby/lib/ruby/site_ruby/1.8/rubygems/config_file.rb:51:in initi alize' from c:/ruby/lib/ruby/site_ruby/1.8/rubygems/gem_runner.rb:36:innew' from c:/ruby/lib/ruby/site_ruby/1.8/rubygems/gem_runner.rb:36:in do_con figuration' from c:/ruby/lib/ruby/site_ruby/1.8/rubygems/gem_runner.rb:25:inrun' from c:/ruby/bin/gem:23 Meanwhile, we have tried this on other machines and the result turned out ok. Thus, my question is why the error happened on my pc? Have you met this kind of error before?

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  • Has anyone installed NServiceBus onto a Microsoft clustered server?

    - by David
    I am trying to install NServiceBus onto a clustered win2k3 host. The configuration utility provided (runner.exe) throw some errors that I did not catch, and it now runs correctly. When running NServiceBus.Host.exe i am get this error repeatedly: System.Transactions.TransactionAbortedException: The transaction has aborted. --- System.Transactions.TransactionManagerCommunicationException: Communication with the underlying transaction manager has failed. --- System.Runtime.InteropServices.COMException (0x8004D01B): The Transaction Manager is not available. (Exception from HRESULT: 0x8004D01B) at System.Transactions.Oletx.IDtcProxyShimFactory.ConnectToProxy(String nodeName, Guid resourceManagerIdentifier, IntPtr managedIdentifier, Boolean& nodeNameMatches, UInt32& whereaboutsSize, CoTaskMemHandle& whereaboutsBuffer, IResourceManagerShim& resourceManagerShim) at System.Transactions.Oletx.DtcTransactionManager.Initialize() --- End of inner exception stack trace --- at System.Transactions.Oletx.OletxTransactionManager.ProxyException(COMException comException) at System.Transactions.Oletx.DtcTransactionManager.Initialize() at System.Transactions.Oletx.DtcTransactionManager.get_ProxyShimFactory() at System.Transactions.Oletx.OletxTransactionManager.CreateTransaction(TransactionOptions properties) at System.Transactions.TransactionStatePromoted.EnterState(InternalTransaction tx) --- End of inner exception stack trace --- at System.Transactions.TransactionStateAborted.CheckForFinishedTransaction(InternalTransaction tx) at System.Transactions.EnlistableStates.Promote(InternalTransaction tx) at System.Transactions.Transaction.Promote() at System.Transactions.TransactionInterop.ConvertToOletxTransaction(Transaction transaction) at System.Transactions.TransactionInterop.GetDtcTransaction(Transaction transaction) at System.Messaging.MessageQueue.StaleSafeReceiveMessage(UInt32 timeout, Int32 action, MQPROPS properties, NativeOverlapped* overlapped, ReceiveCallback receiveCallback, CursorHandle cursorHandle, IntPtr transaction) at System.Messaging.MessageQueue.ReceiveCurrent(TimeSpan timeout, Int32 action, CursorHandle cursor, MessagePropertyFilter filter, MessageQueueTransaction internalTransaction, MessageQueueTransactionType transactionType) at System.Messaging.MessageQueue.Receive(TimeSpan timeout, MessageQueueTransactionType transactionType) at NServiceBus.Unicast.Transport.Msmq.MsmqTransport.ReceiveMessageFromQueueAfterPeekWasSuccessful() in d:\BuildAgent-02\work\672d81652eaca4e1\src\impl\unicast\NServiceBus.Unicast.Msmq\MsmqTransport.cs:line 551 Has anyone successfully put NServiceBus onto a clustered server, if so, how did you get it working?

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  • HTTPWebResponse returning no content

    - by Richard Yale
    Our company works with another company called iMatrix and they have an API for creating our own forms. They have confirmed that our request is hitting their servers but a response is supposed to come back in 1 of a few ways determined by a parameter. I'm getting a 200 OK response back but no content and a content-length of 0 in the response header. here is the url: https://secure4.office2office.com/designcenter/api/imx_api_call.asp I'm using this class: namespace WebSumit { public enum MethodType { POST = 0, GET = 1 } public class WebSumitter { public WebSumitter() { } public string Submit(string URL, Dictionary<string, string> Parameters, MethodType Method) { StringBuilder _Content = new StringBuilder(); string _ParametersString = ""; // Prepare Parameters String foreach (KeyValuePair<string, string> _Parameter in Parameters) { _ParametersString = _ParametersString + (_ParametersString != "" ? "&" : "") + string.Format("{0}={1}", _Parameter.Key, _Parameter.Value); } // Initialize Web Request HttpWebRequest _Request = (HttpWebRequest)WebRequest.Create(URL); // Request Method _Request.Method = Method == MethodType.POST ? "POST" : (Method == MethodType.GET ? "GET" : ""); _Request.UserAgent = "Mozilla/4.0 (compatible; MSIE 6.0; Win32)"; // Send Request using (StreamWriter _Writer = new StreamWriter(_Request.GetRequestStream(), Encoding.UTF8)) { _Writer.Write(_ParametersString); } // Initialize Web Response HttpWebResponse _Response = (HttpWebResponse)_Request.GetResponse(); // Get Response using (StreamReader _Reader = new StreamReader(_Response.GetResponseStream(), Encoding.UTF8)) { _Content.Append(_Reader.ReadToEnd()); } return _Content.ToString(); } } } I cannot post the actual parameters because they are to the live system, but can you look at this code and see if there is anything that is missing? Thanks!

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  • Eclipse Error On Startup

    - by GuyNoir
    Eclipse was running fine last night, but this morning I tried starting it up and I came upon this error: Here's the log !SESSION 2010-04-07 17:58:37.208 ----------------------------------------------- eclipse.buildId=I20080617-2000 java.version=1.6.0_13 java.vendor=Sun Microsystems Inc. BootLoader constants: OS=win32, ARCH=x86, WS=win32, NL=en_US Command-line arguments: -os win32 -ws win32 -arch x86 !ENTRY org.eclipse.osgi 4 0 2010-04-07 17:58:37.457 !MESSAGE Startup error !STACK 1 java.lang.NumberFormatException: For input string: "" at java.lang.NumberFormatException.forInputString(Unknown Source) at java.lang.Integer.parseInt(Unknown Source) at java.lang.Integer.parseInt(Unknown Source) at org.eclipse.osgi.storagemanager.StorageManager.updateTable(StorageManager.java:512) at org.eclipse.osgi.storagemanager.StorageManager.open(StorageManager.java:694) at org.eclipse.osgi.internal.baseadaptor.BaseStorage.initFileManager(BaseStorage.java:208) at org.eclipse.osgi.internal.baseadaptor.BaseStorage.initialize(BaseStorage.java:142) at org.eclipse.osgi.baseadaptor.BaseAdaptor.initializeStorage(BaseAdaptor.java:124) at org.eclipse.osgi.framework.internal.core.Framework.initialize(Framework.java:180) at org.eclipse.osgi.framework.internal.core.Framework.<init>(Framework.java:152) at org.eclipse.osgi.framework.internal.core.OSGi.createFramework(OSGi.java:90) at org.eclipse.osgi.framework.internal.core.OSGi.<init>(OSGi.java:31) at org.eclipse.core.runtime.adaptor.EclipseStarter.startup(EclipseStarter.java:286) at org.eclipse.core.runtime.adaptor.EclipseStarter.run(EclipseStarter.java:175) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.eclipse.equinox.launcher.Main.invokeFramework(Main.java:549) at org.eclipse.equinox.launcher.Main.basicRun(Main.java:504) at org.eclipse.equinox.launcher.Main.run(Main.java:1236) Any help? I really need this up and running, and reinstalling and resetting all of my plugins and settings just isn't an option at the moment.

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  • How to access Actionscript from Javascript in Adobe AIR

    - by David Robinson
    I have an AIR application written in html/javascript and I want to use the Actionscript print functions but I have no experience in Actionscript for AIR. Where do I put the Actionscript code ? Does it go into an mxml file or does it need to be compiled into a Flash application. Where do I put it and how do I include it into the html document ? Finally, how do I call the AS function from Javascript ? =====update===== I know I have to compile either an .mxml or .as file into .swf using mxmlc and I have the following in my .as file: package { import mx.controls.Alert; public class HelloWorld { public function HelloWorld():void { trace("Hello, world!"); } } } Or alternately, this in a .mxml file: <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml"> <mx:Script> <![CDATA[ import mx.controls.Alert; public function HelloWorld():void { Alert.show("hello world!"); trace("Hello, world!"); } ]]> </mx:Script> </mx:Application> This compiles OK, but when I include it in a html file with: <script src="actionscript.swf" type="application/x-shockwave-flash"></script> I get the following error: TypeError: Error #1009: Cannot access a property or method of a null object reference. at mx.managers::FocusManager/activate() at mx.managers::SystemManager/activateForm() at mx.managers::SystemManager/activate() at mx.core::Application/initManagers() at mx.core::Application/initialize() at actionscript/initialize() at mx.managers::SystemManager/http://www.adobe.com/2006/flex/mx/internal::childAdded() at mx.managers::SystemManager/initializeTopLevelWindow() at mx.managers::SystemManager/http://www.adobe.com/2006/flex/mx/internal::docFrameHandler() at mx.managers::SystemManager/docFrameListener() Any ideas what that means ?

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  • Google Maps API DirectionsRendererOptions not working?

    - by YWE
    I am trying to use DirectionsRenderer to display a DirectionsResult without the route list. According to the API version 3 documentation, there is a "hideRouteList" property of the DirectionsRendererOptions object that when set to true should hide the route list. I cannot get it to work. Is this a bug or am I just not coding this correctly? Following is my code. <html> <head> <title>Driving Directions</title> <script type="text/javascript" src="http://maps.google.com/maps/api/js?sensor=false"> </script> <script type="text/javascript"> <!-- function initialize() { var dirService = new google.maps.DirectionsService(); var dirRequest = { origin: "350 5th Ave, New York, NY, 10118", destination: "1 Wall St, New York, NY", travelMode: google.maps.DirectionsTravelMode.DRIVING, unitSystem: google.maps.DirectionsUnitSystem.IMPERIAL, provideTripAlternatives: true }; dirService.route(dirRequest, showDirections); } function showDirections(dirResult, dirStatus) { if (dirStatus != google.maps.DirectionsStatus.OK) { alert('Directions failed: ' + dirStatus); return; } var rendererOptions = { hideRouteList: true }; var dirRenderer = new google.maps.DirectionsRenderer(rendererOptions); dirRenderer.setPanel(document.getElementById('dir-container')); dirRenderer.setDirections(dirResult); } --> </script> </head> <body onLoad="initialize();"> <div id="dir-container"></div> </body> </html>

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  • Can't find compiled resource bundles

    - by user351032
    I am using Adobe Flash Builder 4. I've run into this issue with my latest project, but I was able to re-create it with an almost empty project. Here is what I've done. Created a new Flex Project Created a locale/en_US folder within this project. Added a class that extends SparkDownloadProgressBar. All this class does is attempt to create a Label. When I try to debug this application, I get the following error. Error: Could not find compiled resource bundle 'components' for locale 'en_US'. at mx.resources::ResourceManagerImpl/installCompiledResourceBundle()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\resources\ResourceManagerImpl.as:340] at mx.resources::ResourceManagerImpl/installCompiledResourceBundles()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\resources\ResourceManagerImpl.as:269] at mx.resources::ResourceManagerImpl/processInfo()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\resources\ResourceManagerImpl.as:387] at mx.resources::ResourceManagerImpl()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\resources\ResourceManagerImpl.as:122] at mx.resources::ResourceManager$/getInstance()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\resources\ResourceManager.as:111] at mx.core::UIComponent()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\core\UIComponent.as:3728] at spark.components.supportClasses::TextBase()[E:\dev\4.0.0\frameworks\projects\spark\src\spark\components\supportClasses\TextBase.as:154] at spark.components::Label()[E:\dev\4.0.0\frameworks\projects\spark\src\spark\components\Label.as:384] at Preloader()[C:\SVN\Games\Social\Test\src\Preloader.as:21] at mx.preloaders::Preloader/initialize()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\preloaders\Preloader.as:253] at mx.managers::SystemManager/http://www.adobe.com/2006/flex/mx/internal::initialize()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\managers\SystemManager.as:1925] at mx.managers::SystemManager/initHandler()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\managers\SystemManager.as:2419] The Flex Compiler/Additional Compiler Arguments section does contain "-locale en_US", but I do not want to just remove this as I am planning to have this load different property files based on the localization region at run-time and how I understand it, I will need to add each locale that I am planning to use on the compile argument line. I am at a loss as to how to attack this problem. If you need anymore information from me to help with this, I will be more than happy to provide it. Thanks ahead of time for the help!

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  • Will IOC solve our problems?

    - by user127954
    Just trying to implement unit testing into a brownfield type system. Be aware i'm relatively new into the unit testing world. Its going to be a gradual migration of course because there are just so many areas of pain. The current problem i'm trying to solve is we followed a lot of bad practices from our VB6 days and in the conversion of our app to .Net. We have LOT AN LOTS of shared/static functions which call other shared functions and those call others and so on. Sometimes depedencies are passed in as parameters and sometimes they are just newed up within the calling function. I've already instructed our developers to stop creating shared functions and instead create instance members and only use those instance members off of interfaces but that doesn't alleviate the current situation. So you must recursively pass in each and every dependency at the top layer for each function in your code path and method signatures are turning into a mess. I'm hoping this is something that IOC will fix. Currently we are using NUnit/Moq and i'm starting to investigate StructureMap. So far i understand that you pretty much tell StructureMap for x interface i want to default to the concrete class y: ObjectFactory.Initialize(x=>{x.ForRequestType<IInterface>().TheDefaultIsConcreteType<MyClass>()}); Then to runtime: var mytype = ObjectFactory.GetInstance<IInterface>(); the IOC container will initialize the correct type for you. Not sure yet how to swap a fake in for the concrete type but hopefully thats simple. Again will IOC solve the problems i was talking about above? Is there a specific IOC framework that will do it better than StructureMap or can they all handle this situation. Any help would be much appreciated.

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  • How to avoid OCIError in rails application?

    - by qichunren
    OCIError (ORA-12541: TNS:no listener): oci8.c:270:in oci8lib.so /usr/local/ruby-1.8.7-p248/lib/ruby/gems/1.8/gems/activerecord-oracle_enhanced-adapter-1.2.4/lib/active_record/connection_adapters/oracle_enhanced_oci_connection.rb:223:in new' /usr/local/ruby-1.8.7-p248/lib/ruby/gems/1.8/gems/activerecord-oracle_enhanced-adapter-1.2.4/lib/active_record/connection_adapters/oracle_enhanced_oci_connection.rb:223:innew_connection' /usr/local/ruby-1.8.7-p248/lib/ruby/gems/1.8/gems/activerecord-oracle_enhanced-adapter-1.2.4/lib/active_record/connection_adapters/oracle_enhanced_oci_connection.rb:328:in initialize' /usr/local/ruby-1.8.7-p248/lib/ruby/gems/1.8/gems/activerecord-oracle_enhanced-adapter-1.2.4/lib/active_record/connection_adapters/oracle_enhanced_oci_connection.rb:24:innew' /usr/local/ruby-1.8.7-p248/lib/ruby/gems/1.8/gems/activerecord-oracle_enhanced-adapter-1.2.4/lib/active_record/connection_adapters/oracle_enhanced_oci_connection.rb:24:in initialize' /usr/local/ruby-1.8.7-p248/lib/ruby/gems/1.8/gems/activerecord-oracle_enhanced-adapter-1.2.4/lib/active_record/connection_adapters/oracle_enhanced_connection.rb:9:innew' /usr/local/ruby-1.8.7-p248/lib/ruby/gems/1.8/gems/activerecord-oracle_enhanced-adapter-1.2.4/lib/active_record/connection_adapters/oracle_enhanced_connection.rb:9:in create' /usr/local/ruby-1.8.7-p248/lib/ruby/gems/1.8/gems/activerecord-oracle_enhanced-adapter-1.2.4/lib/active_record/connection_adapters/oracle_enhanced_adapter.rb:50:inoracle_enhanced_connection' /usr/local/ruby-1.8.7-p248/lib/ruby/gems/1.8/gems/activerecord-2.0.2/lib/active_record/connection_adapters/abstract/connection_specification.rb:291:in send' /usr/local/ruby-1.8.7-p248/lib/ruby/gems/1.8/gems/activerecord-2.0.2/lib/active_record/connection_adapters/abstract/connection_specification.rb:291:inconnection=' /usr/local/ruby-1.8.7-p248/lib/ruby/gems/1.8/gems/activerecord-2.0.2/lib/active_record/connection_adapters/abstract/connection_specification.rb:259:in retrieve_connection' /usr/local/ruby-1.8.7-p248/lib/ruby/gems/1.8/gems/activerecord-2.0.2/lib/active_record/connection_adapters/abstract/connection_specification.rb:78:inconnection' /usr/local/ruby-1.8.7-p248/lib/ruby/gems/1.8/gems/activerecord-2.0.2/lib/active_record/base.rb:1063:in table_exists?' /usr/local/ruby-1.8.7-p248/lib/ruby/gems/1.8/gems/activerecord-2.0.2/lib/active_record/base.rb:1153:ininspect' /usr/local/ruby-1.8.7-p248/lib/ruby/gems/1.8/gems/activesupport-2.0.2/lib/active_support/core_ext/class/inheritable_attributes.rb:131:in to_proc' /usr/local/ruby-1.8.7-p248/lib/ruby/gems/1.8/gems/activesupport-2.0.2/lib/active_support/dependencies.rb:426:incollect' It seems that rails app lost oracle connection,how to avoid this in application controller: def rescue_action_in_public(exception) I use def rescue_action_in_public(exception) case exception.class.to_s when "OCIError" # my solution end It still throw me 500.html

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  • Error when creating JFrame from JFrame

    - by Aly
    Hi, I have an application that is works fine and the JFrame for it is launched in the constructor of a GameInitializer class which takes in some config parameters. I have tried to create a GUI in which allows the user to specify these config parameters and then click submit. When the user clicks submit a new GameInitializer object is created. The error I am getting is: Exception in thread "AWT-EventQueue-0" java.lang.Error: Cannot call invokeAndWait from the event dispatcher thread at java.awt.EventQueue.invokeAndWait(Unknown Source) at javax.swing.SwingUtilities.invokeAndWait(Unknown Source) at game.player.humanplayer.view.HumanView.update(HumanView.java:43) once submit is called this code is executed: values assigned to parames... new GameInitializer(userName, player, Constants.BLIND_STRUCTURE_FILES.get(blindStructure), handState); Then code in the GameInitializer constructor is: public GameInitializer(String playerName, AbstractPlayer opponent, String blindStructureConfig, AbstractHandState handState){ beginGame(playerName, opponent, blindStructureConfig, handState); } public static void beginGame(String playerName, AbstractPlayer opponent, String blindStructureConfig, AbstractHandState handState){ AbstractDealer dealer; BlindStructure.initialize(blindStructureConfig); AbstractPlayer humanPlayer = new HumanPlayer(playerName, handState); AbstractPlayer[] players = new AbstractPlayer[2]; players[0] = humanPlayer; players[1] = opponent; handState.setTableLayout(players); for(AbstractPlayer player : players){ player.initialize(); } dealer = new Dealer(players, handState); dealer.beginGame(); } It basically cascades down and eventually calls this piece of code in the HumanView class: public void update(final Event event, final ReadableHandState handState, final AbstractPlayer player) { try { SwingUtilities.invokeAndWait(new Runnable() { public void run() { gamePanel.update(event, handState, player); validate(); } }); } catch (InterruptedException e) { e.printStackTrace(); } catch (InvocationTargetException e) { e.printStackTrace(); } if(event.equals(Event.HAND_ENDING)){ try { if(handState.wonByShowdown() || handState.isSplitPot()){ Thread.sleep(3500); } else{ Thread.sleep(1000); } } catch (InterruptedException e) { e.printStackTrace(); } } } Do you have any idea why?

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  • NoRM MongoConfiguration

    - by user365836
    Something is wrong with my MongoConfiguration I think, I read the following on NoRM's google group: On Mar 22, 3:14 am, Andrew Theken wrote: It can easily live in the object: public class POCO{ //implicitly runs one time. static POCO(){   MongoConfiguration.Initialize(cfg= cfg.For<POCO>(f=     {        f.ForProperty(p=p.ALongProperty).UseAlias("A");        f.ForProperty(p=p.AnotherLongProperty).UseAlias("B");        //etc.     }    }    public string ALongProperty {get;set;}    public int AnotherLongProperty{get;set;} } ;-) //Andrew Theken In my class I have public class Item { static Item() { MongoConfiguration.Initialize( cfg=> cfg.For<Item>( c => { c.ForProperty(i => i.Name).UseAlias("N"); c.ForProperty(i => i.Description).UseAlias("D"); }) ); } public String Name { get; set; } public String Description { get; set; } } After I save them there are items in DB with short key namse, the problem is when I try to read up all previously created items on start I get no items back.

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  • NoSuchMethodError: com/sun/istack/logging/Logger.getLogger

    - by pandi-sus
    I developed a webservice and deployed it to websphere 7.0 and developed a dynamic dispatch client using JAX-WS APIs which also runs on same application server. I get error at the following line: Dispatch dispatch = service.createDispatch(portName, SOAPMessage.class, Service.Mode.MESSAGE); Error: Caused by: java.lang.NoSuchMethodError: com/sun/istack/logging/Logger.getLogger(Ljava/lang/Class;)Lcom/sun/istack/logging/Logger; at com.sun.xml.ws.api.config.management.policy.ManagementAssertion.(ManagementAssertion.java:87) at java.lang.J9VMInternals.initializeImpl(Native Method) at java.lang.J9VMInternals.initialize(J9VMInternals.java:200) at java.lang.J9VMInternals.initialize(J9VMInternals.java:167) at com.sun.xml.ws.server.MonitorBase.createManagedObjectManager(MonitorBase.java:177) at com.sun.xml.ws.client.Stub.(Stub.java:196) at com.sun.xml.ws.client.Stub.(Stub.java:174) at com.sun.xml.ws.client.dispatch.DispatchImpl.(DispatchImpl.java:129) at com.sun.xml.ws.client.dispatch.SOAPMessageDispatch.(SOAPMessageDispatch.java:77) at com.sun.xml.ws.api.pipe.Stubs.createSAAJDispatch(Stubs.java:143) at com.sun.xml.ws.api.pipe.Stubs.createDispatch(Stubs.java:264) at com.sun.xml.ws.client.WSServiceDelegate.createDispatch(WSServiceDelegate.java:390) at com.sun.xml.ws.client.WSServiceDelegate.createDispatch(WSServiceDelegate.java:401) at com.sun.xml.ws.client.WSServiceDelegate.createDispatch(WSServiceDelegate.java:383) at javax.xml.ws.Service.createDispatch(Service.java:336) I included the following dependency. javax.xml.ws jaxws-api 2.1 I also tried adding policy dependency (versions - 2.2 and 2.2.1) com.sun.xml.ws policy 2.2.1 Any ideas on what more dependencies I need to add?

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  • A problem happened during install the ruby

    - by Alex
    I’m a freshman on Ruby and now trying to install ruby on my machine according to the Tutorial on http://wiki.openqa.org/display/WTR/Tutorial However, after I installed the ruby186-26, and run the command “gem update --system”, the following error occurred: C:\Documents and Settings\e482090\Desktopgem update --system c:/ruby/lib/ruby/site_ruby/1.8/rubygems/config_file.rb:51:in initialize': Inval id argument - <Not Set>/.gemrc (Errno::EINVAL) from c:/ruby/lib/ruby/site_ruby/1.8/rubygems/config_file.rb:51:inopen' from c:/ruby/lib/ruby/site_ruby/1.8/rubygems/config_file.rb:51:in initi alize' from c:/ruby/lib/ruby/site_ruby/1.8/rubygems/gem_runner.rb:36:innew' from c:/ruby/lib/ruby/site_ruby/1.8/rubygems/gem_runner.rb:36:in do_con figuration' from c:/ruby/lib/ruby/site_ruby/1.8/rubygems/gem_runner.rb:25:inrun' from c:/ruby/bin/gem:23 C:\Documents and Settings\e482090\Desktopgem install watir c:/ruby/lib/ruby/site_ruby/1.8/rubygems/config_file.rb:51:in initialize': Inval id argument - <Not Set>/.gemrc (Errno::EINVAL) from c:/ruby/lib/ruby/site_ruby/1.8/rubygems/config_file.rb:51:inopen' from c:/ruby/lib/ruby/site_ruby/1.8/rubygems/config_file.rb:51:in initi alize' from c:/ruby/lib/ruby/site_ruby/1.8/rubygems/gem_runner.rb:36:innew' from c:/ruby/lib/ruby/site_ruby/1.8/rubygems/gem_runner.rb:36:in do_con figuration' from c:/ruby/lib/ruby/site_ruby/1.8/rubygems/gem_runner.rb:25:inrun' from c:/ruby/bin/gem:23 Meanwhile, we have tried this on other machines and the result turned out ok. Thus, my question is why the error happened on my pc? Have you met this kind of error before?

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  • How can I handle events within my custom control?

    - by highone
    I am not looking to create new events. I need to create a canvas control that optionally fades in or out depending on whether or not the mouse is over it. The code below probably explains what I want to do better than I can. private Storyboard fadeInStoryboard; private Storyboard fadeOutStoryboard; public FadingOptionPanel() { InitializeComponent(); } public static readonly DependencyProperty FadeEnabledProperty = DependencyProperty.Register("IsFadeEnabled", typeof(bool), typeof(FadingOptionPanel), new FrameworkPropertyMetadata(true, OnFadeEnabledPropertyChanged, OnCoerceFadeEnabledProperty)); public bool IsFadeEnabled { get { return (bool)GetValue(FadeEnabledProperty); } set { SetValue(FadeEnabledProperty, value); } } private static void OnFadeEnabledPropertyChanged(DependencyObject source, DependencyPropertyChangedEventArgs e) { } private static object OnCoerceFadeEnabledProperty(DependencyObject sender, object data) { if (data.GetType() != typeof(bool)) { data = true; } return data; } private void FadingOptionPanel_MouseEnter(object sender, MouseEventArgs e) { if (IsFadeEnabled) { fadeInStoryboard.Begin(this); } } private void FadingOptionPanel_MouseLeave(object sender, MouseEventArgs e) { if (IsFadeEnabled) { fadeOutStoryboard.Begin(this); } } private void FadingOptionsPanel_Loaded(object sender, RoutedEventArgs e) { //Initialize Fade In Animation DoubleAnimation fadeInDoubleAnimation = new DoubleAnimation(); fadeInDoubleAnimation.From = 0; fadeInDoubleAnimation.To = 1; fadeInDoubleAnimation.Duration = new Duration(TimeSpan.FromSeconds(.5)); fadeInStoryboard = new Storyboard(); fadeInStoryboard.Children.Add(fadeInDoubleAnimation); Storyboard.SetTargetName(fadeInDoubleAnimation, this.Name); Storyboard.SetTargetProperty(fadeInDoubleAnimation, new PropertyPath(Canvas.OpacityProperty)); //Initialize Fade Out Animation DoubleAnimation fadeOutDoubleAnimation = new DoubleAnimation(); fadeOutDoubleAnimation.From = 1; fadeOutDoubleAnimation.To = 0; fadeOutDoubleAnimation.Duration = new Duration(TimeSpan.FromSeconds(.2)); fadeOutStoryboard = new Storyboard(); fadeOutStoryboard.Children.Add(fadeOutDoubleAnimation); Storyboard.SetTargetName(fadeOutDoubleAnimation, this.Name); Storyboard.SetTargetProperty(fadeOutDoubleAnimation, new PropertyPath(Canvas.OpacityProperty)); } I originally was using this code inside a usercontrol instead of a custom control before I found out that usercontrols don't support content.

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