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  • CSS layout changes in Internet explorer

    - by user1784103
    My problem: I just coded a website that is styled just fine in chrome and firefox. However in internet explorer(9) it breaks. the gray header background is supposed to be pushed up to the right of the logo block, and the buttons are supposed to be in the dark grey area. I posted my code. I'm no expert at css, any tips would be greatly appreciated. (the second image is displaying the desired result) the html: Website </head> <body> <div class="wrap_overall"> <div class="header"> <a href="http://localhost"> <img class="logo" src="http://localhost/images/logo.png" width="175" height="24" alt="weblogo" /> </a> </div> <div class="headerbg"></div> <!-- nav top highlight --> <div style="background-color:#6c6c6c;margin:9px0px0px;height:1px;width:1020px;z-index:1;"></div> <!-- nav bar --> <div style="background-color:#5a5a5a;height:53px;width:1020px;z-index:1;"></div> <!-- nav bottom frame --> <div style="background-color:#d4e6b6;height:13px;width:1020px;z-index:1;border-top:4px solid #9de629; margin:0px 0px 10px;"></div> <div class="nav_main"> <ul> <li> <a href="http://localhost/button1"> <img src="http://localhost/images/button1.png" width="63" height="18" alt="button1" /> </a> </li> <li> <a href="http://localhost/index.php?page=button2"> <img src="http://localhost/images/button2.png" width="59" height="18" alt="button2" /> </a> </li> <li> <a href="http://localhost/index.php?page=button3"> <img src="http://localhost/images/button3.png" width="62" height="18" alt="button3" /> </a> </li> <li> <a href="http://localhost/index.php?page=button4"> <img src="http://localhost/images/button4.png" width="41" height="18" alt="button4" /> </a> </li> <li> <a href="http://localhost/index.php?page=button5"> <img src="http://localhost/images/button5.png" width="73" height="18" alt="button5" /> </a> </li> </ul> </div> </div> </body> </html> the css: .logo { padding:60px 20px 50px 20px; } body { background-color:#282828; color:#FFFFFF; font-family: Arial, Helvetica, sans-serif; } body a, img{ border-style:none; color:#9de629; text-decoration:none;} body a:visited {color:#9de629;} body a:hover{ color:#FFFFFF; text-decoration:underline;} .wrap_overall { position:relative; width: 1020px; margin:0px auto; } .header { width:216px; height:148px; margin:0px 0px; padding:0px 0px; background-color:#252525; float:left; display:inline; } .headerbg { margin:0px 0px 0px; padding:0px 0px; width:1020px; height:148px; background-color:#c7c7c7; } .nav_main/*holds the buttons*/ { margin:0px 0px 1px 0px; padding:0px 0px 0px 0px; position:absolute; top:148px; left:363px; z-index:2; overflow: hidden; } .nav_main ul { margin:0px 0px 0px 0px; padding:0px 0px 0px 0px; overflow: hidden; } .nav_main ul li { margin:0px 0px 0px 0px; display: inline; float: left; } .nav_main ul li a { outline: none; border:none; margin:0px 0px 0px 0px; margin-right:-10px; height:54px; width:125px; color:#FFFFFF; background-image:url(../images/button.png); text-align:center; display:table-cell; vertical-align:middle; } .nav_main ul li a:hover { background-image:url(../images/buttonlight.png); }

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  • Basic Android Layout Question

    - by jonhobbs
    Hi, I'm new to android but I've been working my way through the tutoials. Still trying to get my head round layouts in a non-html world and was wondering how to achieve the following.... 1) I'd like to set a tiled background to fill the screen behind the whole activity 2) I'd like to place a graphic and a button underneath it centred in the middle of the screen. 3) When the user clicks the button I'd like to start a new activity and presumably I have to do something to the current activity so the user can use the back button to get back to it. Sorry for the newbie question. Jon

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  • CSS Page Layout w/ Breaks

    - by stevenheidel
    I'm trying to make a webpage where it basically looks like a word document. There would be multiple boxes that would scroll down and the text would flow and page break from one page to the next. Does anyone have any idea where I would even start? Thanks.

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  • Misplaced Layout after "home"-button and/or powersave screen

    - by TiGer
    Hi, I have an app which also includes a service with a Notification. Right now I am experiencing the foillowing problem : I start my app which will work fine after couple of minutes the powersave kicks in and I get a black screen I (or hte user) click the Menu-button to dismiss the black screen and to unlock the screenlock Now my (fullscreen) app will have "moved" like 30-40 pixels downwards, creating an ugly black border or hole. When I move the scrollwheel it will move up and down, and when I press the Menu button (showing my ap''s menu) it will "fix" the view... or I start my app which will work fine I press the Home button exiting the app, my service though will (correctly) keep running when selecting my service from the notification-bar I will get once again : -Now my (fullscreen) app will have "moved" like 30-40 pixels downwards, creating an ugly black border or hole. When I move the scrollwheel it will move up and down, and when I press the Menu button (showing my ap''s menu) it will "fix" the view... Any idea what the problem is ? The app is running on a ADP2 with Android 1.6 Thanks in advance ! Ok, after some testing I noticed that if I don't run the Activity on Fullscreen, but just leave the TtileBar away this won't happen... Still this is no solution to me, I want it to be fullscreen... Noticed siomething else, when I have the View with the black bar, and I press the home button it will "refresh" the View correctly just before actually going to the Home Screen :(

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  • Unable to display google maps in a dojo layout

    - by Jens
    Dear All, I am a real newbie in programming and now I have to combine Google Maps and Dojo. Both alone are fine but when I try to implement a Google Map into a Dojo content pane which is embedded in a border-container it simply does not work. I think there is a problem with the naming of the divs but perhaps there is something else to take care of? Could someone post the simplest possible solution? many thanks

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  • Chrome messes up the website layout, FF and IE is good

    - by Luuk
    I am working on a website: http://www.bbp.nl/luuk-test/wac It displays really well on FF and IE. I went tot test it in chrome and it is totally messed up. Somehow chrome displays all the divs underneath each other. I really dont know where to look since it also validates well in W3C validator. Also googled it, but could not find anything. Does anyone knows the answer? Please help.

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  • Providing unique layout for specific resolution in Android 2.3.3

    - by user1384991
    I need to use specific xml-layouts based on screen resolution, not size. So, the first design is used for resolution <= 480x800, and the second - for resolution = 480x800. How is it done ? update. Possible solution: Display display = ((WindowManager) getSystemService(Context.WINDOW_SERVICE)).getDefaultDisplay(); final int height = display.getHeight(); final int width = display.getWidth();

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  • Android - Help needed with designing a screen with either table layout or list views

    - by A. Cusano
    I am currently developing an android app that is to be a counterpart to its sister iphone prototype. My task is to recreate the screen from a design mockup from the iphone app in android, as shown here (can't display an image as a new user - sorry!): http://img.photobucket.com/albums/v439/thrawn891/iphone.jpg What would be the best layouts / views to use for replicating this screen in an activity? Thanks.

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  • How to export a brochure into PDF with each layout as a page?

    - by nhj
    I have created a 3-fold brochure in Mac iWork - Pages. If I print the brochure then I can 3-fold it and everything is fine. But if I want to export as PDF then I get a 2-A4 size pages, and this distorts the user the order of the pages, I would like to export each layout as a separate page. The 'Layout Break' option is diabled and I don't know how to enable it? Any ideas? Thanks.

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  • Windows 8 Task Manager

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

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  • Project Management, Developer being project managers manager

    - by marabutt
    I am in the planning stages of a project and am looking to hire a project manager. I want be doing some coding and keeping an eye on all parts of the project but feel a project manager will get better results than I could. I can project manage the project and not code and hire another coder or code myself and hire a project manager. I am worried that the project manager will fell impeded by having the project owner as part of the development team. If I run the project, the team might fall apart causing the project to fail. To stick within budget, I have to be involved in one capacity or another. Does anyone have experience with this situation or suggestions?

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  • XNA Screen Manager problem with transitions

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

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  • Oracle Enterprise Manager Ops Center 12c is now available for download at Oracle technology Network

    - by Anand Akela
    Oracle Enterprise Manager Ops Center 12c is available now for download at Oracle Technology Network (OTN ) . Oracle Enterprise Manager Ops Center web page at Oracle Technology Network Join Oracle Launch Webcast : Total Cloud Control for Systems on April 12th at 9 AM PST to learn more about  Oracle Enterprise Manager Ops Center 12c from Oracle Senior Vice President John Fowler, Oracle Vice President of Systems Management Steve Wilson and a panel of Oracle executive. Stay connected with  Oracle Enterprise Manager   :  Twitter | Facebook | YouTube | Linkedin | Newsletter

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  • A new version of Oracle Enterprise Manager Ops Center Doctor (OCDoctor ) Utility released

    - by Anand Akela
    In February,  we posted a blog of Oracle Enterprise Manager Ops Center Doctor aka OCDoctor Utility. This utility assists in various stages of the Ops Center deployment and can be a real life saver. It is updated on a regular basis with additional knowledge (similar to an antivirus subscription) to help you identify and resolve known issues or suggest ways to improve performance.A new version ( Version 4.00 ) of the OCDoctor is now available . This new version adds full support for recently announced Oracle Enterprise Manager Ops Center 12c including prerequisites checks, troubleshoot tests, log collection, tuning and product metadata updates. In addition, it adds several bug fixes and enhancements to OCDoctor Utility.To download OCDoctor for new installations:https://updates.oracle.com/OCDoctor/OCDoctor-latest.zipFor existing installations, simply run:# /var/opt/sun/xvm/OCDoctor/OCDoctor.sh --updateTip : If you have Oracle Enterprise Manager Ops Center12c EC installed, your OCDoctor will automatically update overnight. Join Oracle Launch Webcast : Total Cloud Control for Systems on April 12th at 9 AM PST to learn more about  Oracle Enterprise Manager Ops Center 12c from Oracle Senior Vice President John Fowler, Oracle Vice President of Systems Management Steve Wilson and a panel of Oracle executive. Stay connected with  Oracle Enterprise Manager   :  Twitter | Facebook | YouTube | Linkedin | Newsletter

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  • Oracle UPK and IBM Rational Quality Manager

    - by marc.santosusso
    Did you know that you can import UPK topics into IBM Rational Quality Manager (RQM) as Test Scripts? Attached below is a ZIP of files which contains a customized style (for all supported languages) for creating spreadsheets that are compatible with IBM Rational Quality Manager, a sample IBM Rational Quality Manager mapping file, and a best practice document. UPK_Best_Practices_-_IBM_Rational_Quality_Manager_Integration.zip Extract the files and open the best practice document (PDF file) file to get started. Please note that the IBM Rational Quality Manager publishing style (the ODARC file) include with the above download was created using the customization instructions found within the UPK documentation. That said, it is not currently an "official" feature of the product, but rather an example of what can be created through style customization. Stay tuned for more details. We hope that you find this to be useful and welcome your feedback!

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  • Difference between Admin and Manager role in Tomcat6

    - by Nyxynyx
    What are the roles admin and manager used for in Tomcat6? The manager role appears to give me access to http://domain.com:8080/manager/html. Which page does the admin role give me? In the file, the description for admin role is pretty vague. What is the host manager webapp? <!-- The host manager webapp is restricted to users with role "admin" --> <!--<user name="tomcat" password="password" roles="admin" />--> <!-- The manager webapp is restricted to users with role "manager" --> <!--<user name="tomcat" password="password" roles="manager" />-->

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  • Announcing: Oracle Enterprise Manager 12c Delivers Advanced Self-Service Automation for Oracle Database 12c Multitenant

    - by Scott McNeil
    New Self-Service Driven Provisioning of Pluggable Databases Today Oracle announced new capabilities that support managing the full lifecycle of pluggable database as a service in Oracle Enterprise Manager 12c Release 3 (12.1.0.3). This latest release builds on the existing capabilities to provide advanced automation for deploying database as a service using Oracle Database 12c Multitenant option. It takes it one step further by offering pluggable database as a service through Oracle Enterprise Manager 12c self-service portal providing customers with fast provisioning of database cloud services with minimal time and effort. This is a significant addition to Oracle Enterprise Manager 12c’s existing portfolio of cloud services that includes infrastructure as a service, database as a service, testing as a service, and Java platform as a service. The solution provides a self-service mechanism to provision pluggable databases allowing users to request and access database(s) on-demand. The self-service operations are also enabled through REST APIs allowing customers to integrate with third-party automation systems or their custom enterprise portals. Benefits Self-service provisioning allows rapid access to pluggable database as a service for hosting or certifying applications on Oracle Database 12c Self-service driven migration to pluggable database as a service in order to migrate a pre-Oracle Database 12c database to a pluggable database as a service model and test the consolidation strategy Single service catalog for all approved pluggable database as a service configurations which helps customers achieve standardization while catering to all applications and users in the enterprise Resource guarantee via database resource manager (and IORM on Oracle Exadata) that enables deployment of mixed workloads in a shared environment Quota, role based access, and policy based management that enforces governance and reduces administrative overhead Chargeback or showback which improves metering and accountability for services consumed by each pluggable database Comprehensive REST APIs that support integration with ticketing or change management systems, and or with other self-service portals Minimal administrative and maintenance overhead through self-managing automation that allows for intelligent placement of pluggable databases To understand how pluggable database as a service works, watch this quick demo: Stay Connected: Twitter | Facebook | YouTube | Linkedin | Newsletter Download the Oracle Enterprise Manager Cloud Control12c Mobile app

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  • The Next Generation of Oracle Enterprise Manager Will Arrive in 7 Days!

    - by chung.wu
    Seven more days to go before we launch Oracle Enterprise Manager 11g. We invite you to join us for this exciting announcement. You may attend the event in person if you are going to be in New York City next Thursday (4/22) or over the web via our webcast. We will also be hosting a live simulcast event at the Collaborate conference in Las Vegas. Click the links below to learn more about event agenda and to register. Click here to register for the live event in New York City. Click here to register for the webcast. The simulcast event at Collaborate will be held in Palm B room on Level 3 of Mandalay Bay Convention Center starting at 9:45 a.m. local time.

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  • New White Paper: Advanced Uses of Oracle Enterprise Manager 12c (published AUGUST 2013)

    - by PorusHH_OCM11g10g
    Friends,I am pleased to say a new Oracle white paper of mine has been published on 1st August 2013: White Paper: Advanced Uses of Oracle Enterprise Manager 12c This white paper includes information on EM12c Release 3 (12.1.0.3) and Managing Database 12c with EM12c Release 3.This white paper is also currently visible in the main Oracle Enterprise Manager page:http://www.oracle.com/us/products/enterprise-manager/index.htmlHappy Reading!!Regards,Porus.

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  • Stupid Geek Tricks: 6 Ways to Open Windows Task Manager

    - by Patrick Bisch
    Bringing up Windows Task Manager is not much of a task itself, but when a virus disables Ctrl+Alt+Del and takes it hostage, how else are you going to open task manager? Or maybe you’re just looking for some diversity in your life, so here are 6 different ways to open Windows Task Manager.HTG Explains: Photography with Film-Based CamerasHow to Clean Your Dirty Smartphone (Without Breaking Something)What is a Histogram, and How Can I Use it to Improve My Photos?

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  • Idera Releases SQL Diagnostic Manager v7.1

    Idera recently beefed up its portfolio of SQL Server management and administration tools with the release of SQL diagnostic manager 7.1. Idera has enhanced SQL diagnostic manager's already impressive set of features in version 7.1 with new additions that should appeal to database administrators. The release is another example of Idera's dedication to growing its portfolio of SQL Server solutions that has allowed the Microsoft Managed Partner to expand its client base to over 10,000 customers worldwide. The highlights of SQL diagnostic manager 7.1's new features begin with an impressive Serve...

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