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  • Best WordPress Video Themes for a Video Blog

    - by Matt
    WordPress has made blogging so easy & fun, there are plenty of video blog themes that you can pick from. However there is always rarity in quality. We at JustSkins have gathered some high quality, tested, tried video themes list. We tried to find some WordPress themes for vloggers, we knew all along that there are very few yet some of them are just brilliant premium wordpress themes. More on that later, let’s find out some themes which you can install on your vlog right now. On Demand 2.0 A fully featured video WordPress premium theme from Press75. Includes  theme options panel for personal customization and content management options, post thumbnails, drop down navigation menu, custom widgets and lots more. Demo | Price: $75 | DOWNLOAD VideoZoom An outstanding premium WordPress video theme from WPZoom featuring standard video integration plus additionally it lets you play any video from all the popular video websites. VideoZoom theme also includes a featured video slider on the homepage, multiple post layout options, theme options panel, WordPress 3.0 menus, backgrounds etc. Demo | Price Single: $69, Developer: $149 | DOWNLOAD Vidley Press75′s easy to use premium WordPress video theme. This theme is full of great features, it can be a perfect choice if you intend to make it a portal someday..it is scalable to shape like a news portal or portfolios. The Theme is widget ready. It has ability to place Featured Content and Featured Category section on homepage. The drop down menus on this theme are nifty! Demo | Price $75 |  DOWNLOAD Live A video premium WordPress theme designed for streaming video, and live event broadcasting. You can embed live video broadcasts from third party services like Ustream etc, and features a prominent timer counting down to the next broadcast, rotating bumper images, Facebook and twitter integration for viewer interaction, theme admin options panel and more make this theme one of its kind. Demo | Price: $99, Support License: $149| DOWNLOAD Groovy Video Woo Themes is pioneer in making beautiful wordpress themes,  One such theme that is built by keeping the video blogger in mind. The Groovy Theme is very colourful video blog premium WordPress theme. Creating video posts is quick and easy with just a copy / paste of the video’s embed code. The theme enables automatic video resizing, plenty of widgets. Also allows you to pick color of your choice. Price: Single Use $70, Developer Price : $150 | DOWNLOAD Video Flick Another exciting Video blogging theme by Press75 is the Video Flick theme. Video Flick is compatible with any video service that provides embed code, or if you want to host your own videos, Video Flick is also compatible with FLV (Flash Video) and Quicktime formats. This theme allows you to either keep standard Blog and/or have Video posts. You can pick a light or dark color option. Demo | Price : $75 | DOWNLOAD Woo Tube An excellent video premium WordPress theme from Woothemes, the WooTube theme is a very easy video blog platform, as it comes with  automatic video resizing, a completely widgetised sidebar and 7 different colour schemes to choose from. The theme  has the ability to be used as a normal blog or a gallery. A very wise choice! Price: Single Use $70, Developer Price : $150 | DOWNLOAD eVid Theme One of the nicest WordPress theme designed specifically for the video bloggers. Simple to integrate videos from video hosts such as Youtube, Vimeo, Veoh, MetaCafe etc. Demo | Price: $19 | DOWNLOAD Tubular A video premium WordPress theme from StudioPress which can also be used as a used a simple website or a blog. The theme is also available in a light color version. Demo | Price: $59.95 | DOWNLOAD Video Elements 2.0 Another beautiful video premium WordPress theme from Press75. Video Elements 2.0 has been re-designed to include the features you need to easily run and maintain a video blog on WordPress. Demo | Price: $75 | DOWNLOAD TV Elements 3.0 The theme includes a featured video carousel on the homepage which can display any number of videos, a featured category section which displays up to 12 channels, creates automatic thumbnails and a lots more… Demo | Price: $75 | DOWNLOAD Wave A beautiful premium video wordpress theme, Flexible & Super cool looking. The Design has very earthy feel to it. The theme has featured video area & latest listing on the homepage. All in all a simple design no fancy features. Demo | Price: $35 | Download

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  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking. EDIT: I got the angle and am rotating the sprite around in the correct angle however it rotates on the wrong spot. My sprite is one giant bitmap that gets cut into four pieces and only one shown at a time to animate walking. here is the code I am using to rotate him right now. ` public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed //m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); setRotation = false; // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); } ` And then the draw method // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null);

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  • Deduping your redundancies

    - by nospam(at)example.com (Joerg Moellenkamp)
    Robin Harris of Storagemojo pointed to an interesting article about about deduplication and it's impact to the resiliency of your data against data corruption on ACM Queue. The problem in short: A considerable number of filesystems store important metadata at multiple locations. For example the ZFS rootblock is copied to three locations. Other filesystems have similar provisions to protect their metadata. However you can easily proof, that the rootblock pointer in the uberblock of ZFS for example is pointing to blocks with absolutely equal content in all three locatition (with zdb -uu and zdb -r). It has to be that way, because they are protected by the same checksum. A number of devices offer block level dedup, either as an option or as part of their inner workings. However when you store three identical blocks on them and the devices does block level dedup internally, the device may just deduplicated your redundant metadata to a block stored just once that is stored on the non-voilatile storage. When this block is corrupted, you have essentially three corrupted copies. Three hit with one bullet. This is indeed an interesting problem: A device doing deduplication doesn't know if a block is important or just a datablock. This is the reason why I like deduplication like it's done in ZFS. It's an integrated part and so important parts don't get deduplicated away. A disk accessed by a block level interface doesn't know anything about the importance of a block. A metadata block is nothing different to it's inner mechanism than a normal data block because there is no way to tell that this is important and that those redundancies aren't allowed to fall prey to some clever deduplication mechanism. Robin talks about this in regard of the Sandforce disk controllers who use a kind of dedup to reduce some of the nasty effects of writing data to flash, but the problem is much broader. However this is relevant whenever you are using a device with block level deduplication. It's just the point that you have to activate it for most implementation by command, whereas certain devices do this by default or by design and you don't know about it. However I'm not perfectly sure about that ? given that storage administration and server administration are often different groups with different business objectives I would ask your storage guys if they have activated dedup without telling somebody elase on their boxes in order to speak less often with the storage sales rep. The problem is even more interesting with ZFS. You may use ditto blocks to protect important data to store multiple copies of data in the pool to increase redundancy, even when your pool just consists out of one disk or just a striped set of disk. However when your device is doing dedup internally it may remove your redundancy before it hits the nonvolatile storage. You've won nothing. Just spend your disk quota on the the LUNs in the SAN and you make your disk admin happy because of the good dedup ratio However you can just fall in this specific "deduped ditto block"trap when your pool just consists out of a single device, because ZFS writes ditto blocks on different disks, when there is more than just one disk. Yet another reason why you should spend some extra-thought when putting your zpool on a single LUN, especially when the LUN is sliced and dices out of a large heap of storage devices by a storage controller. However I have one problem with the articles and their specific mention of ZFS: You can just hit by this problem when you are using the deduplicating device for the pool. However in the specifically mentioned case of SSD this isn't the usecase. Most implementations of SSD in conjunction with ZFS are hybrid storage pools and so rotating rust disk is used as pool and SSD are used as L2ARC/sZIL. And there it simply doesn't matter: When you really have to resort to the sZIL (your system went down, it doesn't matter of one block or several blocks are corrupt, you have to fail back to the last known good transaction group the device. On the other side, when a block in L2ARC is corrupt, you simply read it from the pool and in HSP implementations this is the already mentioned rust. In conjunction with ZFS this is more interesting when using a storage array, that is capable to do dedup and where you use LUNs for your pool. However as mentioned before, on those devices it's a user made decision to do so, and so it's less probable that you deduplicating your redundancies. Other filesystems lacking acapability similar to hybrid storage pools are more "haunted" by this problem of SSD using dedup-like mechanisms internally, because those filesystem really store the data on the the SSD instead of using it just as accelerating devices. However at the end Robin is correct: It's jet another point why protecting your data by creating redundancies by dispersing it several disks (by mirror or parity RAIDs) is really important. No dedup mechanism inside a device can dedup away your redundancy when you write it to a totally different and indepenent device.

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  • PostgreSQL to Data-Warehouse: Best approach for near-real-time ETL / extraction of data

    - by belvoir
    Background: I have a PostgreSQL (v8.3) database that is heavily optimized for OLTP. I need to extract data from it on a semi real-time basis (some-one is bound to ask what semi real-time means and the answer is as frequently as I reasonably can but I will be pragmatic, as a benchmark lets say we are hoping for every 15min) and feed it into a data-warehouse. How much data? At peak times we are talking approx 80-100k rows per min hitting the OLTP side, off-peak this will drop significantly to 15-20k. The most frequently updated rows are ~64 bytes each but there are various tables etc so the data is quite diverse and can range up to 4000 bytes per row. The OLTP is active 24x5.5. Best Solution? From what I can piece together the most practical solution is as follows: Create a TRIGGER to write all DML activity to a rotating CSV log file Perform whatever transformations are required Use the native DW data pump tool to efficiently pump the transformed CSV into the DW Why this approach? TRIGGERS allow selective tables to be targeted rather than being system wide + output is configurable (i.e. into a CSV) and are relatively easy to write and deploy. SLONY uses similar approach and overhead is acceptable CSV easy and fast to transform Easy to pump CSV into the DW Alternatives considered .... Using native logging (http://www.postgresql.org/docs/8.3/static/runtime-config-logging.html). Problem with this is it looked very verbose relative to what I needed and was a little trickier to parse and transform. However it could be faster as I presume there is less overhead compared to a TRIGGER. Certainly it would make the admin easier as it is system wide but again, I don't need some of the tables (some are used for persistent storage of JMS messages which I do not want to log) Querying the data directly via an ETL tool such as Talend and pumping it into the DW ... problem is the OLTP schema would need tweaked to support this and that has many negative side-effects Using a tweaked/hacked SLONY - SLONY does a good job of logging and migrating changes to a slave so the conceptual framework is there but the proposed solution just seems easier and cleaner Using the WAL Has anyone done this before? Want to share your thoughts?

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  • iPhone Title and Subtitle in Navigation Bar

    - by Reuven
    Hi there, In my application, I'd like to have the navigation bar display a title and subtitle. To that extent, I added the following code to my view controller: // Replace titleView CGRect headerTitleSubtitleFrame = CGRectMake(0, 0, 200, 44); UIView* _headerTitleSubtitleView = [[[UILabel alloc] initWithFrame:headerTitleSubtitleFrame] autorelease]; _headerTitleSubtitleView.backgroundColor = [UIColor clearColor]; _headerTitleSubtitleView.autoresizesSubviews = YES; CGRect titleFrame = CGRectMake(0, 2, 200, 24); UILabel *titleView = [[[UILabel alloc] initWithFrame:titleFrame] autorelease]; titleView.backgroundColor = [UIColor clearColor]; titleView.font = [UIFont boldSystemFontOfSize:20]; titleView.textAlignment = UITextAlignmentCenter; titleView.textColor = [UIColor whiteColor]; titleView.shadowColor = [UIColor darkGrayColor]; titleView.shadowOffset = CGSizeMake(0, -1); titleView.text = @""; titleView.adjustsFontSizeToFitWidth = YES; [_headerTitleSubtitleView addSubview:titleView]; CGRect subtitleFrame = CGRectMake(0, 24, 200, 44-24); UILabel *subtitleView = [[[UILabel alloc] initWithFrame:subtitleFrame] autorelease]; subtitleView.backgroundColor = [UIColor clearColor]; subtitleView.font = [UIFont boldSystemFontOfSize:13]; subtitleView.textAlignment = UITextAlignmentCenter; subtitleView.textColor = [UIColor whiteColor]; subtitleView.shadowColor = [UIColor darkGrayColor]; subtitleView.shadowOffset = CGSizeMake(0, -1); subtitleView.text = @""; subtitleView.adjustsFontSizeToFitWidth = YES; [_headerTitleSubtitleView addSubview:subtitleView]; _headerTitleSubtitleView.autoresizingMask = (UIViewAutoresizingFlexibleLeftMargin | UIViewAutoresizingFlexibleRightMargin | UIViewAutoresizingFlexibleTopMargin | UIViewAutoresizingFlexibleBottomMargin); self.navigationItem.titleView = _headerTitleSubtitleView; And also implemented a method: -(void) setHeaderTitle:(NSString*)headerTitle andSubtitle:(NSString*)headerSubtitle { assert(self.navigationItem.titleView != nil); UIView* headerTitleSubtitleView = self.navigationItem.titleView; UILabel* titleView = [headerTitleSubtitleView.subviews objectAtIndex:0]; UILabel* subtitleView = [headerTitleSubtitleView.subviews objectAtIndex:1]; assert((titleView != nil) && (subtitleView != nil) && ([titleView isKindOfClass:[UILabel class]]) && ([subtitleView isKindOfClass:[UILabel class]])); titleView.text = headerTitle; subtitleView.text = headerSubtitle; } Things work beautifully, thanks. Except that when rotating the iPhone to Landscape, the title+subtitle don't downsize in an automatic manner like the default title of the navigation item. Any pointers? Thanks!

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  • JBOSS 7.1 started hanging after 6 months of deployment

    - by PVR
    My application is been live from 6 months. The application is host on jboss 7.1 server. From last few days I am finding numerous problem of hanging of jboss server. Though I restart the jboss server again, it does not invoke. I need to restart the server machine itself. Can anyone please let me know what could be the cause of these problems and the workable resolutions or any suggestion ? Kindly dont degrade the question as I am facing a lot problems due to this hanging issue. Also for the information, the application is based on Java, GWT, Hibernate 3. Please find the standalone.xml file in case if it helps. <extensions> <extension module="org.jboss.as.clustering.infinispan"/> <extension module="org.jboss.as.configadmin"/> <extension module="org.jboss.as.connector"/> <extension module="org.jboss.as.deployment-scanner"/> <extension module="org.jboss.as.ee"/> <extension module="org.jboss.as.ejb3"/> <extension module="org.jboss.as.jaxrs"/> <extension module="org.jboss.as.jdr"/> <extension module="org.jboss.as.jmx"/> <extension module="org.jboss.as.jpa"/> <extension module="org.jboss.as.logging"/> <extension module="org.jboss.as.mail"/> <extension module="org.jboss.as.naming"/> <extension module="org.jboss.as.osgi"/> <extension module="org.jboss.as.pojo"/> <extension module="org.jboss.as.remoting"/> <extension module="org.jboss.as.sar"/> <extension module="org.jboss.as.security"/> <extension module="org.jboss.as.threads"/> <extension module="org.jboss.as.transactions"/> <extension module="org.jboss.as.web"/> <extension module="org.jboss.as.webservices"/> <extension module="org.jboss.as.weld"/> </extensions> <system-properties> <property name="org.apache.coyote.http11.Http11Protocol.COMPRESSION" value="on"/> <property name="org.apache.coyote.http11.Http11Protocol.COMPRESSION_MIME_TYPES" value="text/javascript,text/css,text/html,text/xml,text/json"/> </system-properties> <management> <security-realms> <security-realm name="ManagementRealm"> <authentication> <properties path="mgmt-users.properties" relative-to="jboss.server.config.dir"/> </authentication> </security-realm> <security-realm name="ApplicationRealm"> <authentication> <properties path="application-users.properties" relative-to="jboss.server.config.dir"/> </authentication> </security-realm> </security-realms> <management-interfaces> <native-interface security-realm="ManagementRealm"> <socket-binding native="management-native"/> </native-interface> <http-interface security-realm="ManagementRealm"> <socket-binding http="management-http"/> </http-interface> </management-interfaces> </management> <profile> <subsystem xmlns="urn:jboss:domain:logging:1.1"> <console-handler name="CONSOLE"> <level name="INFO"/> <formatter> <pattern-formatter pattern="%d{HH:mm:ss,SSS} %-5p [%c] (%t) %s%E%n"/> </formatter> </console-handler> <periodic-rotating-file-handler name="FILE"> <formatter> <pattern-formatter pattern="%d{HH:mm:ss,SSS} %-5p [%c] (%t) %s%E%n"/> </formatter> <file relative-to="jboss.server.log.dir" path="server.log"/> <suffix value=".yyyy-MM-dd"/> <append value="true"/> </periodic-rotating-file-handler> <logger category="com.arjuna"> <level name="WARN"/> </logger> <logger category="org.apache.tomcat.util.modeler"> <level name="WARN"/> </logger> <logger category="sun.rmi"> <level name="WARN"/> </logger> <logger category="jacorb"> <level name="WARN"/> </logger> <logger category="jacorb.config"> <level name="ERROR"/> </logger> <root-logger> <level name="INFO"/> <handlers> <handler name="CONSOLE"/> <handler name="FILE"/> </handlers> </root-logger> </subsystem> <subsystem xmlns="urn:jboss:domain:configadmin:1.0"/> <subsystem xmlns="urn:jboss:domain:datasources:1.0"> <datasources> <datasource jndi-name="java:jboss/datasources/ExampleDS" pool-name="ExampleDS" enabled="true" use-java-context="true"> <connection-url>jdbc:h2:mem:test;DB_CLOSE_DELAY=-1</connection-url> <driver>h2</driver> <security> <user-name>sa</user-name> <password>sa</password> </security> </datasource> <drivers> <driver name="h2" module="com.h2database.h2"> <xa-datasource-class>org.h2.jdbcx.JdbcDataSource</xa-datasource-class> </driver> </drivers> </datasources> </subsystem> <subsystem xmlns="urn:jboss:domain:deployment-scanner:1.1"> <deployment-scanner path="deployments" relative-to="jboss.server.base.dir" scan-interval="5000"/> </subsystem> <subsystem xmlns="urn:jboss:domain:ee:1.0"/> <subsystem xmlns="urn:jboss:domain:ejb3:1.2"> <session-bean> <stateless> <bean-instance-pool-ref pool-name="slsb-strict-max-pool"/> </stateless> <stateful default-access-timeout="5000" cache-ref="simple"/> <singleton default-access-timeout="5000"/> </session-bean> <pools> <bean-instance-pools> <strict-max-pool name="slsb-strict-max-pool" max-pool-size="20" instance-acquisition-timeout="5" instance-acquisition-timeout-unit="MINUTES"/> <strict-max-pool name="mdb-strict-max-pool" max-pool-size="20" instance-acquisition-timeout="5" instance-acquisition-timeout-unit="MINUTES"/> </bean-instance-pools> </pools> <caches> <cache name="simple" aliases="NoPassivationCache"/> <cache name="passivating" passivation-store-ref="file" aliases="SimpleStatefulCache"/> </caches> <passivation-stores> <file-passivation-store name="file"/> </passivation-stores> <async thread-pool-name="default"/> <timer-service thread-pool-name="default"> <data-store path="timer-service-data" relative-to="jboss.server.data.dir"/> </timer-service> <remote connector-ref="remoting-connector" thread-pool-name="default"/> <thread-pools> <thread-pool name="default"> <max-threads count="10"/> <keepalive-time time="100" unit="milliseconds"/> </thread-pool> </thread-pools> </subsystem> <subsystem xmlns="urn:jboss:domain:infinispan:1.2" default-cache-container="hibernate"> <cache-container name="hibernate" default-cache="local-query"> <local-cache name="entity"> <transaction mode="NON_XA"/> <eviction strategy="LRU" max-entries="10000"/> <expiration max-idle="100000"/> </local-cache> <local-cache name="local-query"> <transaction mode="NONE"/> <eviction strategy="LRU" max-entries="10000"/> <expiration max-idle="100000"/> </local-cache> <local-cache name="timestamps"> <transaction mode="NONE"/> <eviction strategy="NONE"/> </local-cache> </cache-container> </subsystem> <subsystem xmlns="urn:jboss:domain:jaxrs:1.0"/> <subsystem xmlns="urn:jboss:domain:jca:1.1"> <archive-validation enabled="true" fail-on-error="true" fail-on-warn="false"/> <bean-validation enabled="true"/> <default-workmanager> <short-running-threads> <core-threads count="50"/> <queue-length count="50"/> <max-threads count="50"/> <keepalive-time time="10" unit="seconds"/> </short-running-threads> <long-running-threads> <core-threads count="50"/> <queue-length count="50"/> <max-threads count="50"/> <keepalive-time time="100" unit="seconds"/> </long-running-threads> </default-workmanager> <cached-connection-manager/> </subsystem> <subsystem xmlns="urn:jboss:domain:jdr:1.0"/> <subsystem xmlns="urn:jboss:domain:jmx:1.1"> <show-model value="true"/> <remoting-connector/> </subsystem> <subsystem xmlns="urn:jboss:domain:jpa:1.0"> <jpa default-datasource=""/> </subsystem> <subsystem xmlns="urn:jboss:domain:mail:1.0"> <mail-session jndi-name="java:jboss/mail/Default"> <smtp-server outbound-socket-binding-ref="mail-smtp"/> </mail-session> </subsystem> <subsystem xmlns="urn:jboss:domain:naming:1.1"/> <subsystem xmlns="urn:jboss:domain:osgi:1.2" activation="lazy"> <properties> <property name="org.osgi.framework.startlevel.beginning"> 1 </property> </properties> <capabilities> <capability name="javax.servlet.api:v25"/> <capability name="javax.transaction.api"/> <capability name="org.apache.felix.log" startlevel="1"/> <capability name="org.jboss.osgi.logging" startlevel="1"/> <capability name="org.apache.felix.configadmin" startlevel="1"/> <capability name="org.jboss.as.osgi.configadmin" startlevel="1"/> </capabilities> </subsystem> <subsystem xmlns="urn:jboss:domain:pojo:1.0"/> <subsystem xmlns="urn:jboss:domain:remoting:1.1"> <connector name="remoting-connector" socket-binding="remoting" security-realm="ApplicationRealm"/> </subsystem> <subsystem xmlns="urn:jboss:domain:resource-adapters:1.0"/> <subsystem xmlns="urn:jboss:domain:sar:1.0"/> <subsystem xmlns="urn:jboss:domain:security:1.1"> <security-domains> <security-domain name="other" cache-type="default"> <authentication> <login-module code="Remoting" flag="optional"> <module-option name="password-stacking" value="useFirstPass"/> </login-module> <login-module code="RealmUsersRoles" flag="required"> <module-option name="usersProperties" value="${jboss.server.config.dir}/application-users.properties"/> <module-option name="rolesProperties" value="${jboss.server.config.dir}/application-roles.properties"/> <module-option name="realm" value="ApplicationRealm"/> <module-option name="password-stacking" value="useFirstPass"/> </login-module> </authentication> </security-domain> <security-domain name="jboss-web-policy" cache-type="default"> <authorization> <policy-module code="Delegating" flag="required"/> </authorization> </security-domain> <security-domain name="jboss-ejb-policy" cache-type="default"> <authorization> <policy-module code="Delegating" flag="required"/> </authorization> </security-domain> </security-domains> </subsystem> <subsystem xmlns="urn:jboss:domain:threads:1.1"/> <subsystem xmlns="urn:jboss:domain:transactions:1.1"> <core-environment> <process-id> <uuid/> </process-id> </core-environment> <recovery-environment socket-binding="txn-recovery-environment" status-socket-binding="txn-status-manager"/> <coordinator-environment default-timeout="300"/> </subsystem> <subsystem xmlns="urn:jboss:domain:web:1.1" default-virtual-server="default-host" native="false"> <connector name="http" protocol="HTTP/1.1" scheme="http" socket-binding="http"/> <virtual-server name="default-host" enable-welcome-root="false"> <alias name="localhost"/> <alias name="nextenders.com"/> </virtual-server> </subsystem> <subsystem xmlns="urn:jboss:domain:webservices:1.1"> <modify-wsdl-address>true</modify-wsdl-address> <wsdl-host>${jboss.bind.address:127.0.0.1}</wsdl-host> <endpoint-config name="Standard-Endpoint-Config"/> <endpoint-config name="Recording-Endpoint-Config"> <pre-handler-chain name="recording-handlers" protocol-bindings="##SOAP11_HTTP ##SOAP11_HTTP_MTOM ##SOAP12_HTTP ##SOAP12_HTTP_MTOM"> <handler name="RecordingHandler" class="org.jboss.ws.common.invocation.RecordingServerHandler"/> </pre-handler-chain> </endpoint-config> </subsystem> <subsystem xmlns="urn:jboss:domain:weld:1.0"/> </profile> <interfaces> <interface name="management"> <inet-address value="${jboss.bind.address.management:127.0.0.1}"/> </interface> <interface name="public"> <inet-address value="${jboss.bind.address:127.0.0.1}"/> </interface> <interface name="unsecure"> <inet-address value="${jboss.bind.address.unsecure:127.0.0.1}"/> </interface> </interfaces> <socket-binding-group name="standard-sockets" default-interface="public" port-offset="${jboss.socket.binding.port-offset:0}"> <socket-binding name="management-native" interface="management" port="${jboss.management.native.port:9999}"/> <socket-binding name="management-http" interface="management" port="${jboss.management.http.port:9990}"/> <socket-binding name="management-https" interface="management" port="${jboss.management.https.port:9443}"/> <socket-binding name="ajp" port="8009"/> <socket-binding name="http" port="80"/> <socket-binding name="https" port="443"/> <socket-binding name="osgi-http" interface="management" port="8090"/> <socket-binding name="remoting" port="4447"/> <socket-binding name="txn-recovery-environment" port="4712"/> <socket-binding name="txn-status-manager" port="4713"/> <outbound-socket-binding name="mail-smtp"> <remote-destination host="localhost" port="25"/> </outbound-socket-binding> </socket-binding-group>

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  • c# Xna keydown with a delay of 1 sec

    - by bld
    Hi!. im writing a tetris in xna. i have a class with a method rotateBlocks. When i press the "Up" arrow key. i wanna have that when i hold the button down for 1 sec or more that it executes the arguments in the first else if(rotating the blocks fast) right now nothing is happening. i have declared oldState globally in the class. if i remove the gametime check in first the else if the block will rotate fast imedietley. if i try to step through the code with linebreaks the resolution get f****d up public void RotateBlocks(loadBlock lb, KeyboardState newState, GameTime gameTime) { _elapsedSeconds2 += (float)gameTime.ElapsedGameTime.TotalSeconds; if (lb._name.Equals("block1")) { if (newState.IsKeyDown(Keys.Up) && !oldState.IsKeyDown(Keys.Up)) { // the player just pressed Up if (_rotated) { lb._position[0].X -= 16; lb._position[0].Y -= 16; lb._position[2].X += 16; lb._position[2].Y += 16; lb._position[3].X += 32; lb._position[3].Y += 32; _rotated = false; } else if (!_rotated) { lb._position[0].X += 16; lb._position[0].Y += 16; lb._position[2].X -= 16; lb._position[2].Y -= 16; lb._position[3].X -= 32; lb._position[3].Y -= 32; _rotated = true; } } if (newState.IsKeyDown(Keys.Up) && oldState.IsKeyDown(Keys.Up)) { // the player is holding the key down if (gameTime.ElapsedGameTime.TotalSeconds >=1) { if (_rotated) { lb._position[0].X -= 16; lb._position[0].Y -= 16; lb._position[2].X += 16; lb._position[2].Y += 16; lb._position[3].X += 32; lb._position[3].Y += 32; _rotated = false; } else if (!_rotated) { lb._position[0].X += 16; lb._position[0].Y += 16; lb._position[2].X -= 16; lb._position[2].Y -= 16; lb._position[3].X -= 32; lb._position[3].Y -= 32; _rotated = true; } _elapsedSeconds2 = 0; } }

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  • Animating gradient displays line artifacts in ActionScript

    - by TheDarkIn1978
    i've programatically created a simple gradient (blue to red) sprite rect using my own basic class called GradientRect, but moving or animation the sprite exhibits line artifacts. when the sprite is rotating, it kind of resembles bad reception of an old television set. i'm almost certain the cause is because each line slice of the gradient is vector so there are gaps between the lines - this is visible when the sprite is zoomed in. var colorPickerRect:GradientRect = new GradientRect(200, 200, 0x0000FF, 0xFF0000); addChild(colorPickerRect); colorPickerRect.cacheAsBitmap = true; colorPickerRect.x = colorPickerRect.y = 100; colorPickerRect.addEventListener(Event.ENTER_FRAME, rotate); function rotate(evt:Event):void { evt.target.rotation += 1; } ________________________ //CLASS PACKAGE package { import flash.display.CapsStyle; import flash.display.GradientType; import flash.display.LineScaleMode; import flash.display.Sprite; import flash.geom.Matrix; public class GradientRect extends Sprite { public function GradientRect(gradientRectWidth:Number, gradientRectHeight:Number, ...leftToRightColors) { init(gradientRectWidth, gradientRectHeight, leftToRightColors); } private function init(gradientRectWidth:Number, gradientRectHeight:Number, leftToRightColors:Array):void { var leftToRightAlphas:Array = new Array(); var leftToRightRatios:Array = new Array(); var leftToRightPartition:Number = 255 / (leftToRightColors.length - 1); var pixelColor:Number; var i:int; //Push arrays for (i = 0; i < leftToRightColors.length; i++) { leftToRightAlphas.push(1); leftToRightRatios.push(i * leftToRightPartition); } //Graphics matrix and lineStyle var leftToRightColorsMatrix:Matrix = new Matrix(); leftToRightColorsMatrix.createGradientBox(gradientRectWidth, 1); graphics.lineStyle(1, 0, 1, false, LineScaleMode.NONE, CapsStyle.NONE); for (i = 0; i < gradientRectWidth; i++) { graphics.lineGradientStyle(GradientType.LINEAR, leftToRightColors, leftToRightAlphas, leftToRightRatios, leftToRightColorsMatrix); graphics.moveTo(i, 0); graphics.lineTo(i, gradientRectHeight); } } } } how can i solve this problem?

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  • Performance Optimization for Matrix Rotation

    - by Summer_More_More_Tea
    Hello everyone: I'm now trapped by a performance optimization lab in the book "Computer System from a Programmer's Perspective" described as following: In a N*N matrix M, where N is multiple of 32, the rotate operation can be represented as: Transpose: interchange elements M(i,j) and M(j,i) Exchange rows: Row i is exchanged with row N-1-i A example for matrix rotation(N is 3 instead of 32 for simplicity): ------- ------- |1|2|3| |3|6|9| ------- ------- |4|5|6| after rotate is |2|5|8| ------- ------- |7|8|9| |1|4|7| ------- ------- A naive implementation is: #define RIDX(i,j,n) ((i)*(n)+(j)) void naive_rotate(int dim, pixel *src, pixel *dst) { int i, j; for (i = 0; i < dim; i++) for (j = 0; j < dim; j++) dst[RIDX(dim-1-j, i, dim)] = src[RIDX(i, j, dim)]; } I come up with an idea by inner-loop-unroll. The result is: Code Version Speed Up original 1x unrolled by 2 1.33x unrolled by 4 1.33x unrolled by 8 1.55x unrolled by 16 1.67x unrolled by 32 1.61x I also get a code snippet from pastebin.com that seems can solve this problem: void rotate(int dim, pixel *src, pixel *dst) { int stride = 32; int count = dim >> 5; src += dim - 1; int a1 = count; do { int a2 = dim; do { int a3 = stride; do { *dst++ = *src; src += dim; } while(--a3); src -= dim * stride + 1; dst += dim - stride; } while(--a2); src += dim * (stride + 1); dst -= dim * dim - stride; } while(--a1); } After carefully read the code, I think main idea of this solution is treat 32 rows as a data zone, and perform the rotating operation respectively. Speed up of this version is 1.85x, overwhelming all the loop-unroll version. Here are the questions: In the inner-loop-unroll version, why does increment slow down if the unrolling factor increase, especially change the unrolling factor from 8 to 16, which does not effect the same when switch from 4 to 8? Does the result have some relationship with depth of the CPU pipeline? If the answer is yes, could the degrade of increment reflect pipeline length? What is the probable reason for the optimization of data-zone version? It seems that there is no too much essential difference from the original naive version. EDIT: My test environment is Intel Centrino Duo processor and the verion of gcc is 4.4 Any advice will be highly appreciated! Kind regards!

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  • Why is cell phone software still so primitive?

    - by Tomislav Nakic-Alfirevic
    I don't do mobile development, but it strikes me as odd that features like this aren't available by default on most phones: full text search: searches all address book contents, messages, anything else being a plus better call management: e.g. a rotating audio call log, meaning you always have the last N calls recorded for your listening pleasure later (your little girl just said her first "da-da" while you were on a business trip, you had a telephone job interview, you received complex instructions to do something etc.) bluetooth remote control (like e.g. anyRemote, but available by default on a bluetooth phone) no multitasking capabilities worth mentioning and in general no e.g. weekly software updates, making the phone much more usable (even if it had to be done over USB, rather than over the network). I'm sure I was dumbfounded by the lack or design of other features as well, but they don't come to mind right now. To clarify, I'm not talking about smartphones here: my plain, 2-year old phone has a CPU an order of magnitude faster than my first PC, about as much storage space and it's ridiculous how bad (slow, unwieldy) the software is and it's not one phone or one manufacturer. What keeps the (to me) obvious software functionality vacuum on a capable hardware platform from being filled up? Edit: I believe a clarification on the multitasking point might be beneficial. I'll use my phone as an example, although the point is much more general. The phone can multitask and in fact does: you can listen to music and do something else at the same time. On the other hand, the way the software has been designed makes multitasking next to useless. (Ditto with the external touch screen: it can take touch commands, but only one application makes use of it, and only with 3 commands.) To take the multitasking example to the extreme, if I plug my phone into my laptop and it registers as an external disk, it doesn't allow any kind of operation: messages, calling, calendar, everything out of reach, although I can receive a call. No "battery life" issue there: it's charging while connected. BTW, another example of design below the current state of the art: I don't see a phone on the horizon which will remember where in an audio or video file you were when you stopped listening/watching it last time (podcasts are a good use case). Simplistic rewind/fast forward functionality only aggravates the problem.

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  • Issue accessing remote Infinispan mbeans

    - by user1960172
    I am able to access the Mbeans by local Jconsole but not able to access the MBEANS from a remote Host. My COnfiguration: <?xml version='1.0' encoding='UTF-8'?> <server xmlns="urn:jboss:domain:1.4"> <extensions> <extension module="org.infinispan.server.endpoint"/> <extension module="org.jboss.as.clustering.infinispan"/> <extension module="org.jboss.as.clustering.jgroups"/> <extension module="org.jboss.as.connector"/> <extension module="org.jboss.as.jdr"/> <extension module="org.jboss.as.jmx"/> <extension module="org.jboss.as.logging"/> <extension module="org.jboss.as.modcluster"/> <extension module="org.jboss.as.naming"/> <extension module="org.jboss.as.remoting"/> <extension module="org.jboss.as.security"/> <extension module="org.jboss.as.threads"/> <extension module="org.jboss.as.transactions"/> <extension module="org.jboss.as.web"/> </extensions> <management> <security-realms> <security-realm name="ManagementRealm"> <authentication> <local default-user="$local"/> <properties path="mgmt-users.properties" relative-to="jboss.server.config.dir"/> </authentication> </security-realm> <security-realm name="ApplicationRealm"> <authentication> <local default-user="$local" allowed-users="*"/> <properties path="application-users.properties" relative-to="jboss.server.config.dir"/> </authentication> </security-realm> </security-realms> <management-interfaces> <native-interface security-realm="ManagementRealm"> <socket-binding native="management-native"/> </native-interface> <http-interface security-realm="ManagementRealm"> <socket-binding http="management-http"/> </http-interface> </management-interfaces> </management> <profile> <subsystem xmlns="urn:jboss:domain:logging:1.2"> <console-handler name="CONSOLE"> <level name="INFO"/> <formatter> <pattern-formatter pattern="%K{level}%d{HH:mm:ss,SSS} %-5p [%c] (%t) %s%E%n"/> </formatter> </console-handler> <periodic-rotating-file-handler name="FILE" autoflush="true"> <formatter> <pattern-formatter pattern="%d{HH:mm:ss,SSS} %-5p [%c] (%t) %s%E%n"/> </formatter> <file relative-to="jboss.server.log.dir" path="server.log"/> <suffix value=".yyyy-MM-dd"/> <append value="true"/> </periodic-rotating-file-handler> <logger category="com.arjuna"> <level name="WARN"/> </logger> <logger category="org.apache.tomcat.util.modeler"> <level name="WARN"/> </logger> <logger category="org.jboss.as.config"> <level name="DEBUG"/> </logger> <logger category="sun.rmi"> <level name="WARN"/> </logger> <logger category="jacorb"> <level name="WARN"/> </logger> <logger category="jacorb.config"> <level name="ERROR"/> </logger> <root-logger> <level name="INFO"/> <handlers> <handler name="CONSOLE"/> <handler name="FILE"/> </handlers> </root-logger> </subsystem> <subsystem xmlns="urn:infinispan:server:endpoint:6.0"> <hotrod-connector socket-binding="hotrod" cache-container="clustered"> <topology-state-transfer lazy-retrieval="false" lock-timeout="1000" replication-timeout="5000"/> </hotrod-connector> <memcached-connector socket-binding="memcached" cache-container="clustered"/> <!--<rest-connector virtual-server="default-host" cache-container="clustered" security-domain="other" auth-method="BASIC"/> --> <rest-connector virtual-server="default-host" cache-container="clustered" /> <websocket-connector socket-binding="websocket" cache-container="clustered"/> </subsystem> <subsystem xmlns="urn:jboss:domain:datasources:1.1"> <datasources/> </subsystem> <subsystem xmlns="urn:infinispan:server:core:5.3" default-cache-container="clustered"> <cache-container name="clustered" default-cache="default"> <transport executor="infinispan-transport" lock-timeout="60000"/> <distributed-cache name="default" mode="SYNC" segments="20" owners="2" remote-timeout="30000" start="EAGER"> <locking isolation="READ_COMMITTED" acquire-timeout="30000" concurrency-level="1000" striping="false"/> <transaction mode="NONE"/> </distributed-cache> <distributed-cache name="memcachedCache" mode="SYNC" segments="20" owners="2" remote-timeout="30000" start="EAGER"> <locking isolation="READ_COMMITTED" acquire-timeout="30000" concurrency-level="1000" striping="false"/> <transaction mode="NONE"/> </distributed-cache> <distributed-cache name="namedCache" mode="SYNC" start="EAGER"/> </cache-container> <cache-container name="security"/> </subsystem> <subsystem xmlns="urn:jboss:domain:jca:1.1"> <archive-validation enabled="true" fail-on-error="true" fail-on-warn="false"/> <bean-validation enabled="true"/> <default-workmanager> <short-running-threads> <core-threads count="50"/> <queue-length count="50"/> <max-threads count="50"/> <keepalive-time time="10" unit="seconds"/> </short-running-threads> <long-running-threads> <core-threads count="50"/> <queue-length count="50"/> <max-threads count="50"/> <keepalive-time time="10" unit="seconds"/> </long-running-threads> </default-workmanager> <cached-connection-manager/> </subsystem> <subsystem xmlns="urn:jboss:domain:jdr:1.0"/> <subsystem xmlns="urn:jboss:domain:jgroups:1.2" default-stack="${jboss.default.jgroups.stack:udp}"> <stack name="udp"> <transport type="UDP" socket-binding="jgroups-udp"/> <protocol type="PING"/> <protocol type="MERGE2"/> <protocol type="FD_SOCK" socket-binding="jgroups-udp-fd"/> <protocol type="FD_ALL"/> <protocol type="pbcast.NAKACK"/> <protocol type="UNICAST2"/> <protocol type="pbcast.STABLE"/> <protocol type="pbcast.GMS"/> <protocol type="UFC"/> <protocol type="MFC"/> <protocol type="FRAG2"/> <protocol type="RSVP"/> </stack> <stack name="tcp"> <transport type="TCP" socket-binding="jgroups-tcp"/> <!--<protocol type="MPING" socket-binding="jgroups-mping"/>--> <protocol type="TCPPING"> <property name="initial_hosts">10.32.50.53[7600],10.32.50.64[7600]</property> </protocol> <protocol type="MERGE2"/> <protocol type="FD_SOCK" socket-binding="jgroups-tcp-fd"/> <protocol type="FD"/> <protocol type="VERIFY_SUSPECT"/> <protocol type="pbcast.NAKACK"> <property name="use_mcast_xmit">false</property> </protocol> <protocol type="UNICAST2"/> <protocol type="pbcast.STABLE"/> <protocol type="pbcast.GMS"/> <protocol type="UFC"/> <protocol type="MFC"/> <protocol type="FRAG2"/> <protocol type="RSVP"/> </stack> </subsystem> <subsystem xmlns="urn:jboss:domain:jmx:1.1"> <show-model value="true"/> <remoting-connector use-management-endpoint="false"/> </subsystem> <subsystem xmlns="urn:jboss:domain:modcluster:1.1"> <mod-cluster-config advertise-socket="modcluster" connector="ajp" excluded-contexts="console"> <dynamic-load-provider> <load-metric type="busyness"/> </dynamic-load-provider> </mod-cluster-config> </subsystem> <subsystem xmlns="urn:jboss:domain:naming:1.2"/> <subsystem xmlns="urn:jboss:domain:remoting:1.1"> <connector name="remoting-connector" socket-binding="remoting" security-realm="ApplicationRealm"/> </subsystem> <subsystem xmlns="urn:jboss:domain:security:1.2"> <security-domains> <security-domain name="other" cache-type="infinispan"> <authentication> <login-module code="Remoting" flag="optional"> <module-option name="password-stacking" value="useFirstPass"/> </login-module> <login-module code="RealmUsersRoles" flag="required"> <module-option name="usersProperties" value="${jboss.server.config.dir}/application-users.properties"/> <module-option name="rolesProperties" value="${jboss.server.config.dir}/application-roles.properties"/> <module-option name="realm" value="ApplicationRealm"/> <module-option name="password-stacking" value="useFirstPass"/> </login-module> </authentication> </security-domain> <security-domain name="jboss-web-policy" cache-type="infinispan"> <authorization> <policy-module code="Delegating" flag="required"/> </authorization> </security-domain> </security-domains> </subsystem> <subsystem xmlns="urn:jboss:domain:threads:1.1"> <thread-factory name="infinispan-factory" group-name="infinispan" priority="5"/> <unbounded-queue-thread-pool name="infinispan-transport"> <max-threads count="25"/> <keepalive-time time="0" unit="milliseconds"/> <thread-factory name="infinispan-factory"/> </unbounded-queue-thread-pool> </subsystem> <subsystem xmlns="urn:jboss:domain:transactions:1.2"> <core-environment> <process-id> <uuid/> </process-id> </core-environment> <recovery-environment socket-binding="txn-recovery-environment" status-socket-binding="txn-status-manager"/> <coordinator-environment default-timeout="300"/> </subsystem> <subsystem xmlns="urn:jboss:domain:web:1.1" default-virtual-server="default-host" native="false"> <connector name="http" protocol="HTTP/1.1" scheme="http" socket-binding="http"/> <connector name="ajp" protocol="AJP/1.3" scheme="http" socket-binding="ajp"/> <virtual-server name="default-host" enable-welcome-root="false"> <alias name="localhost"/> <alias name="example.com"/> </virtual-server> </subsystem> </profile> <interfaces> <interface name="management"> <inet-address value="${jboss.bind.address.management:10.32.222.111}"/> </interface> <interface name="public"> <inet-address value="${jboss.bind.address:10.32.222.111}"/> </interface> </interfaces> <socket-binding-group name="standard-sockets" default-interface="public" port-offset="${jboss.socket.binding.port-offset:0}"> <socket-binding name="management-native" interface="management" port="${jboss.management.native.port:9999}"/> <socket-binding name="management-http" interface="management" port="${jboss.management.http.port:9990}"/> <socket-binding name="management-https" interface="management" port="${jboss.management.https.port:9443}"/> <socket-binding name="ajp" port="8089"/> <socket-binding name="hotrod" port="11222"/> <socket-binding name="http" port="8080"/> <socket-binding name="https" port="8443"/> <socket-binding name="jgroups-mping" port="0" multicast-address="${jboss.default.multicast.address:234.99.54.14}" multicast-port="45700"/> <socket-binding name="jgroups-tcp" port="7600"/> <socket-binding name="jgroups-tcp-fd" port="57600"/> <socket-binding name="jgroups-udp" port="55200" multicast-address="${jboss.default.multicast.address:234.99.54.14}" multicast-port="45688"/> <socket-binding name="jgroups-udp-fd" port="54200"/> <socket-binding name="memcached" port="11211"/> <socket-binding name="modcluster" port="0" multicast-address="224.0.1.115" multicast-port="23364"/> <socket-binding name="remoting" port="4447"/> <socket-binding name="txn-recovery-environment" port="4712"/> <socket-binding name="txn-status-manager" port="4713"/> <socket-binding name="websocket" port="8181"/> </socket-binding-group> </server> Remote Process: service:jmx:remoting-jmx://10.32.222.111:4447 I added user to both management and application realm admin=2a0923285184943425d1f53ddd58ec7a test=2b1be81e1da41d4ea647bd82fc8c2bc9 But when i try to connect its says's: Connection failed: Retry When i use Remote process as:10.32.222.111:4447 on the sever it prompts a warning : 16:29:48,084 ERROR [org.jboss.remoting.remote.connection] (Remoting "djd7w4r1" read-1) JBREM000200: Remote connection failed: java.io.IOException: Received an invali d message length of -2140864253 Also disabled Remote authentication: -Dcom.sun.management.jmxremote -Dcom.sun.management.jmxremote.ssl=false -Dcom.sun.management.jmxremote.authenticate=false -Dcom.sun.management.jmxremote.port=12345 Still not able to connect. Any help will be highly appreciated . Thanks

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  • How can I create a Base64-Encoded string from an GDI+ Image in C++?

    - by Schnapple
    I asked a question recently, How can I create an Image in GDI+ from a Base64-Encoded string in C++?, which got a response that led me to the answer. Now I need to do the opposite - I have an Image in GDI+ whose image data I need to turn into a Base64-Encoded string. Due to its nature, it's not straightforward. The crux of the issue is that an Image in GDI+ can save out its data to either a file or an IStream*. I don't want to save to a file, so I need to use the resulting stream. Problem is, this is where my knowledge breaks down. This first part is what I figured out in the other question // Initialize GDI+. GdiplusStartupInput gdiplusStartupInput; ULONG_PTR gdiplusToken; GdiplusStartup(&gdiplusToken, &gdiplusStartupInput, NULL); // I have this decode function from elsewhere std::string decodedImage = base64_decode(Base64EncodedImage); // Allocate the space for the stream DWORD imageSize = decodedImage.length(); HGLOBAL hMem = ::GlobalAlloc(GMEM_MOVEABLE, imageSize); LPVOID pImage = ::GlobalLock(hMem); memcpy(pImage, decodedImage.c_str(), imageSize); // Create the stream IStream* pStream = NULL; ::CreateStreamOnHGlobal(hMem, FALSE, &pStream); // Create the image from the stream Image image(pStream); // Cleanup pStream->Release(); GlobalUnlock(hMem); GlobalFree(hMem); (Base64 code) And now I'm going to perform an operation on the resulting image, in this case rotating it, and now I want the Base64-equivalent string when I'm done. // Perform operation (rotate) image.RotateFlip(Gdiplus::Rotate180FlipNone); IStream* oStream = NULL; CLSID tiffClsid; GetEncoderClsid(L"image/tiff", &tiffClsid); // Function defined elsewhere image.Save(oStream, &tiffClsid); // And here's where I'm stumped. (GetEncoderClsid) So what I wind up with at the end is an IStream* object. But here's where both my knowledge and Google break down for me. IStream shouldn't be an object itself, it's an interface for other types of streams. I'd go down the road from getting string-Image in reverse, but I don't know how to determine the size of the stream, which appears to be key to that route. How can I go from an IStream* to a string (which I will then Base64-Encode)? Or is there a much better way to go from a GDI+ Image to a string?

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  • Calculating rotation and translation matrices between two odometry positions for monocular linear triangulation

    - by user1298891
    Recently I've been trying to implement a system to identify and triangulate the 3D position of an object in a robotic system. The general outline of the process goes as follows: Identify the object using SURF matching, from a set of "training" images to the actual live feed from the camera Move/rotate the robot a certain amount Identify the object using SURF again in this new view Now I have: a set of corresponding 2D points (same object from the two different views), two odometry locations (position + orientation), and camera intrinsics (focal length, principal point, etc.) since it's been calibrated beforehand, so I should be able to create the 2 projection matrices and triangulate using a basic linear triangulation method as in Hartley & Zissermann's book Multiple View Geometry, pg. 312. Solve the AX = 0 equation for each of the corresponding 2D points, then take the average In practice, the triangulation only works when there's almost no change in rotation; if the robot even rotates a slight bit while moving (due to e.g. wheel slippage) then the estimate is way off. This also applies for simulation. Since I can only post two hyperlinks, here's a link to a page with images from the simulation (on the map, the red square is simulated robot position and orientation, and the yellow square is estimated position of the object using linear triangulation.) So you can see that the estimate is thrown way off even by a little rotation, as in Position 2 on that page (that was 15 degrees; if I rotate it any more then the estimate is completely off the map), even in a simulated environment where a perfect calibration matrix is known. In a real environment when I actually move around with the robot, it's worse. There aren't any problems with obtaining point correspondences, nor with actually solving the AX = 0 equation once I compute the A matrix, so I figure it probably has to do with how I'm setting up the two camera projection matrices, specifically how I'm calculating the translation and rotation matrices from the position/orientation info I have relative to the world frame. How I'm doing that right now is: Rotation matrix is composed by creating a 1x3 matrix [0, (change in orientation angle), 0] and then converting that to a 3x3 one using OpenCV's Rodrigues function Translation matrix is composed by rotating the two points (start angle) degrees and then subtracting the final position from the initial position, in order to get the robot's straight and lateral movement relative to its starting orientation Which results in the first projection matrix being K [I | 0] and the second being K [R | T], with R and T calculated as described above. Is there anything I'm doing really wrong here? Or could it possibly be some other problem? Any help would be greatly appreciated.

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  • WPF PathGeometry/RotateTransform optimization

    - by devinb
    I am having performance issues when rendering/rotating WPF triangles If I had a WPF triangle being displayed and it will be rotated to some degree around a centrepoint, I can do it one of two ways: Programatically determine the points and their offset in the backend, use XAML to simply place them on the canvas where they belong, it would look like this: <Path Stroke="Black"> <Path.Data> <PathGeometry> <PathFigure StartPoint ="{Binding CalculatedPointA, Mode=OneWay}"> <LineSegment Point="{Binding CalculatedPointB, Mode=OneWay}" /> <LineSegment Point="{Binding CalculatedPointC, Mode=OneWay}" /> <LineSegment Point="{Binding CalculatedPointA, Mode=OneWay}" /> </PathFigure> </PathGeometry> </Path.Data> </Path> Generate the 'same' triangle every time, and then use a RenderTransform (Rotate) to put it where it belongs. In this case, the rotation calculations are being obfuscated, because I don't have any access to how they are being done. <Path Stroke="Black"> <Path.Data> <PathGeometry> <PathFigure StartPoint ="{Binding TriPointA, Mode=OneWay}"> <LineSegment Point="{Binding TriPointB, Mode=OneWay}" /> <LineSegment Point="{Binding TriPointC, Mode=OneWay}" /> <LineSegment Point="{Binding TriPointA, Mode=OneWay}" /> </PathFigure> </PathGeometry> </Path.Data> <Path.RenderTransform> <RotateTransform CenterX="{Binding Centre.X, Mode=OneWay}" CenterY="{Binding Centre.Y, Mode=OneWay}" Angle="{Binding Orientation, Mode=OneWay}" /> </Path.RenderTransform> </Path> My question is which one is faster? I know I should test it myself but how do I measure the render time of objects with such granularity. I would need to be able to time how long the actual rendering time is for the form, but since I'm not the one that's kicking off the redraw, I don't know how to capture the start time.

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  • Writing OpenGL enabled GUI

    - by Jaen
    I am exploring a possibility to write a kind of a notebook analogue that would reproduce the look and feel of using a traditional notebook, but with the added benefit of customizing the page in ways you can't do on paper - ask the program to lay ruled paper here, grid paper there, paste an image, insert a recording from the built-in camera, try to do handwriting recognition on the tablet input, insert some latex for neat formulas and so on. I'm pretty interested in developing it just to see if writing notes on computer can come anywhere close to the comfort plain paper + pencil offer (hard to do IMO) and can always turn it in as a university C++ project, so double gain there. Coming from the type of project there are certain requirements for the user interface: the user will be able to zoom, move and rotate the notebook as he wishes and I think it's pretty sensible delegate it to OpenGL, so the prospective GUI needs to work well with OGL (preferably being rendered in it) the interface should be navigable with as little of keyboard input as user wishes (incorporating some sort of gestures maybe) up to limiting the keyboard keys as modifiers to the pen movements and taps; this includes tablet and possible multitouch support the interface should keep out of the way where not needed and come up where needed and be easily layerable the notebook sheet itself will be a container for objects representing the notebook blurbs, so it would be nice if the GUI would be able to overlay some frames over the exact parts of the OpenGL-drawn sheet to signify what can be done with given part (like moving, rotating, deleting, copying, editing etc.) and it's extents In terms of interface it's probably going to end up similar to Alias' Sketch Book Pro: [picture][http://1.bp.blogspot.com/_GGxlzvZW-CY/SeKYA_oBdSI/AAAAAAAAErE/J6A0kyXiuqA/s400/Autodesk_Alias_SketchBook_Pro_2.jpg] As far as toolkits go I'm considering Qt and nui, but I'm not really aware how well would they match up the requirements and how well would they handle such an application. As far as I know you can somehow coerce Qt into doing widget drawing with OpenGL, but on the other hand I heard voices it's slot-signal framework isn't exactly optimal and requires it's own preprocessor and I don't know how hard would be to do all the custom widgets I would need (say color-wheel, ruler, blurb frames, blurb selection, tablet-targeted pop-up menu etc.) in the constraints of Qt. Also quite a few Qt programs I've had on my machine seemed really sluggish, but it may be attributed to me having old PC or programmers using Qt suboptimally rather to the framework itself. As for [nui][http://www.libnui.net/] I know it's also cross-platform and all of the basic things you would require of a GUI toolkit and what is the biggest plus it is OpenGL-enabled from the start, but I don't know how it is with custom widgets and other facets and it certainly has smaller userbase and less elaborate documentation than Qt. The question goes as this: Does any of these toolkits fulfill (preferably all of) the requirements or there is a well fitting toolkit I haven't come across or maybe I should just roll up my sleeves, get SFML (or maybe Clutter would be more suited to this?) and something like FastDelegates or libsigc++ and program the GUI framework from the ground up myself? I would be very glad if anyone had experience with a similar GUI project and can offer some comments on how well these toolkits hold up or is it worthwhile to pursue own GUI toolkit in this case. Sorry for longwindedness, duh.

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  • Computer makes hissing noise, turns off after few seconds

    - by Kaustubh P
    I have a problem similar to the questions posted here and here. This is my config: Asus M3N78-EM, with AMD Phenom X3 720 2800 Black Edition, 4GB Transcend DDR2 RAM, Nvidia 9400GT. HD is a 160 GB IDE, and a LG IDE DVD-ROM. The power button is a bit off, I have removed the cover of the switch, and the only way it turns on is just giving the "stick" under the cover a gentle press. It turns on sometimes, and at other times, I have to cut-off the power from the PSU, and try again. I will describe my problem in as detail as possible, please bear with me: The problem has started in the last week, a few months after I changed the to the powerswitch arrangement as described above. The PC makes a hissing noise, and I wasn't able to pin-point the noise source, because of the various other fans. At first, removing the HD, rebooting w/o the HD, turning it off, reconnecting and booting made the problem go away. But of late, it doesn't happen. As suggested in the other questions, I tried reducing the load by disconnecting both the IDE drives, and the problem (noise + turn-off) still occurs. I also connected another 80G IDE HD,today morning, adn it still made that noise, and turned off. I also opened up the PSU, but I couldn't see any fault in that, I tried rotating the fan by blowing into the blades, and with my fingers, but the hissing noise didn't come from there. Or maybe the speed wasn't enough to evoke that noise. A few weeks ago: I had cleaned the Cabinet and had repasted the processor and its fan using some thermal paste. Could that be at fault? I also used a vacuum to blow the dust out of the PSU, could the power have been too much, to maybe offset the fan or something? A label on the PSU says it uses a ball-bearing fan. That only leaves me with the Processor fan and the processor itself. I didn't try removing the processor fan and processor from the motherboard, and then turning the PC on, fearing damage. Will doing so cause any damage? What can I do to localize and pin-point the problem? Also, after a few tries, the Computer starts up. Sometimes it turns of within 2 seconds, sometimes after the POST. Once it turned off at the grub. Another time it booted completely and then turned off. The only way to ensure that the PC wont turn off, is if the hissing noise stops. EDIT: I suspect it to be the Processor/Processor fan, owing to the source of noise. All the config, except for the Cabinet, is just over a year old. EDIT2: I also just remembered, that I had set the "On-power resume" to turn on, i.e. If I supply he PC with power, it will turn itself on, w/o me needing to press the switch. I had done that to workaround the faulty power-switch, as noted above. EDIT3: I calculated the power my system needs, from the antec site, and I just arrived at 292W

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  • NUMA-aware placement of communication variables

    - by Dave
    For classic NUMA-aware programming I'm typically most concerned about simple cold, capacity and compulsory misses and whether we can satisfy the miss by locally connected memory or whether we have to pull the line from its home node over the coherent interconnect -- we'd like to minimize channel contention and conserve interconnect bandwidth. That is, for this style of programming we're quite aware of where memory is homed relative to the threads that will be accessing it. Ideally, a page is collocated on the node with the thread that's expected to most frequently access the page, as simple misses on the page can be satisfied without resorting to transferring the line over the interconnect. The default "first touch" NUMA page placement policy tends to work reasonable well in this regard. When a virtual page is first accessed, the operating system will attempt to provision and map that virtual page to a physical page allocated from the node where the accessing thread is running. It's worth noting that the node-level memory interleaving granularity is usually a multiple of the page size, so we can say that a given page P resides on some node N. That is, the memory underlying a page resides on just one node. But when thinking about accesses to heavily-written communication variables we normally consider what caches the lines underlying such variables might be resident in, and in what states. We want to minimize coherence misses and cache probe activity and interconnect traffic in general. I don't usually give much thought to the location of the home NUMA node underlying such highly shared variables. On a SPARC T5440, for instance, which consists of 4 T2+ processors connected by a central coherence hub, the home node and placement of heavily accessed communication variables has very little impact on performance. The variables are frequently accessed so likely in M-state in some cache, and the location of the home node is of little consequence because a requester can use cache-to-cache transfers to get the line. Or at least that's what I thought. Recently, though, I was exploring a simple shared memory point-to-point communication model where a client writes a request into a request mailbox and then busy-waits on a response variable. It's a simple example of delegation based on message passing. The server polls the request mailbox, and having fetched a new request value, performs some operation and then writes a reply value into the response variable. As noted above, on a T5440 performance is insensitive to the placement of the communication variables -- the request and response mailbox words. But on a Sun/Oracle X4800 I noticed that was not the case and that NUMA placement of the communication variables was actually quite important. For background an X4800 system consists of 8 Intel X7560 Xeons . Each package (socket) has 8 cores with 2 contexts per core, so the system is 8x8x2. Each package is also a NUMA node and has locally attached memory. Every package has 3 point-to-point QPI links for cache coherence, and the system is configured with a twisted ladder "mobius" topology. The cache coherence fabric is glueless -- there's not central arbiter or coherence hub. The maximum distance between any two nodes is just 2 hops over the QPI links. For any given node, 3 other nodes are 1 hop distant and the remaining 4 nodes are 2 hops distant. Using a single request (client) thread and a single response (server) thread, a benchmark harness explored all permutations of NUMA placement for the two threads and the two communication variables, measuring the average round-trip-time and throughput rate between the client and server. In this benchmark the server simply acts as a simple transponder, writing the request value plus 1 back into the reply field, so there's no particular computation phase and we're only measuring communication overheads. In addition to varying the placement of communication variables over pairs of nodes, we also explored variations where both variables were placed on one page (and thus on one node) -- either on the same cache line or different cache lines -- while varying the node where the variables reside along with the placement of the threads. The key observation was that if the client and server threads were on different nodes, then the best placement of variables was to have the request variable (written by the client and read by the server) reside on the same node as the client thread, and to place the response variable (written by the server and read by the client) on the same node as the server. That is, if you have a variable that's to be written by one thread and read by another, it should be homed with the writer thread. For our simple client-server model that means using split request and response communication variables with unidirectional message flow on a given page. This can yield up to twice the throughput of less favorable placement strategies. Our X4800 uses the QPI 1.0 protocol with source-based snooping. Briefly, when node A needs to probe a cache line it fires off snoop requests to all the nodes in the system. Those recipients then forward their response not to the original requester, but to the home node H of the cache line. H waits for and collects the responses, adjudicates and resolves conflicts and ensures memory-model ordering, and then sends a definitive reply back to the original requester A. If some node B needed to transfer the line to A, it will do so by cache-to-cache transfer and let H know about the disposition of the cache line. A needs to wait for the authoritative response from H. So if a thread on node A wants to write a value to be read by a thread on node B, the latency is dependent on the distances between A, B, and H. We observe the best performance when the written-to variable is co-homed with the writer A. That is, we want H and A to be the same node, as the writer doesn't need the home to respond over the QPI link, as the writer and the home reside on the very same node. With architecturally informed placement of communication variables we eliminate at least one QPI hop from the critical path. Newer Intel processors use the QPI 1.1 coherence protocol with home-based snooping. As noted above, under source-snooping a requester broadcasts snoop requests to all nodes. Those nodes send their response to the home node of the location, which provides memory ordering, reconciles conflicts, etc., and then posts a definitive reply to the requester. In home-based snooping the snoop probe goes directly to the home node and are not broadcast. The home node can consult snoop filters -- if present -- and send out requests to retrieve the line if necessary. The 3rd party owner of the line, if any, can respond either to the home or the original requester (or even to both) according to the protocol policies. There are myriad variations that have been implemented, and unfortunately vendor terminology doesn't always agree between vendors or with the academic taxonomy papers. The key is that home-snooping enables the use of a snoop filter to reduce interconnect traffic. And while home-snooping might have a longer critical path (latency) than source-based snooping, it also may require fewer messages and less overall bandwidth. It'll be interesting to reprise these experiments on a platform with home-based snooping. While collecting data I also noticed that there are placement concerns even in the seemingly trivial case when both threads and both variables reside on a single node. Internally, the cores on each X7560 package are connected by an internal ring. (Actually there are multiple contra-rotating rings). And the last-level on-chip cache (LLC) is partitioned in banks or slices, which with each slice being associated with a core on the ring topology. A hardware hash function associates each physical address with a specific home bank. Thus we face distance and topology concerns even for intra-package communications, although the latencies are not nearly the magnitude we see inter-package. I've not seen such communication distance artifacts on the T2+, where the cache banks are connected to the cores via a high-speed crossbar instead of a ring -- communication latencies seem more regular.

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  • (Unity)Getting a mirrored mesh from my data structure

    - by Steve
    Here's the background: I'm in the beginning stages of an RTS game in Unity. I have a procedurally generated terrain with a perlin-noise height map, as well as a function to generate a river. The problem is that the graphical creation of the map is taking the data structure of the map and rotating it by 180 degrees. I noticed this problem when i was creating my rivers. I would set the River's height to flat, and noticed that the actual tiles that were flat in the graphical representation were flipped and mirrored. Here's 3 screenshots of the map from different angles: http://imgur.com/a/VLHHq As you can see, if you flipped (graphically) the river by 180 degrees on the z axis, it would fit where the terrain is flattened. I have a suspicion it is being caused by a misunderstanding on my part of how vertices work. Alas, here is a snippet of the code that is used: This code here creates a new array of Tile objects, which hold the information for each tile, including its type, coordinate, height, and it's 4 vertices public DTileMap (int size_x, int size_y) { this.size_x = size_x; this.size_y = size_y; //Initialize Map_Data Array of Tile Objects map_data = new Tile[size_x, size_y]; for (int j = 0; j < size_y; j++) { for (int i = 0; i < size_x; i++) { map_data [i, j] = new Tile (); map_data[i,j].coordinate.x = (int)i; map_data[i,j].coordinate.y = (int)j; map_data[i,j].vertices[0] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -j * GTileMap.TileMap.tileSize); map_data[i,j].vertices[1] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[2] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[3] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); } } This code sets the river tiles to height 0 foreach (Tile t in map_data) { if (t.realType == "Water") { t.vertices[0].y = 0f; t.vertices[1].y = 0f; t.vertices[2].y = 0f; t.vertices[3].y = 0f; } } And below is the code to generate the actual graphics from the data: public void BuildMesh () { DTileMap.DTileMap map = new DTileMap.DTileMap (size_x, size_z); int numTiles = size_x * size_z; int numTris = numTiles * 2; int vsize_x = size_x + 1; int vsize_z = size_z + 1; int numVerts = vsize_x * vsize_z; // Generate the mesh data Vector3[] vertices = new Vector3[ numVerts ]; Vector3[] normals = new Vector3[numVerts]; Vector2[] uv = new Vector2[numVerts]; int[] triangles = new int[ numTris * 3 ]; int x, z; for (z=0; z < vsize_z; z++) { for (x=0; x < vsize_x; x++) { normals [z * vsize_x + x] = Vector3.up; uv [z * vsize_x + x] = new Vector2 ((float)x / size_x, 1f - (float)z / size_z); } } for (z=0; z < vsize_z; z+=1) { for (x=0; x < vsize_x; x+=1) { if (x == vsize_x - 1 && z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z - 1].vertices [3]; } else if (z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z - 1].vertices [2]; } else if (x == vsize_x - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z].vertices [1]; } else { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [0]; vertices [z * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [1]; vertices [(z+1) * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [2]; vertices [(z+1) * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [3]; } } } } for (z=0; z < size_z; z++) { for (x=0; x < size_x; x++) { int squareIndex = z * size_x + x; int triOffset = squareIndex * 6; triangles [triOffset + 0] = z * vsize_x + x + 0; triangles [triOffset + 2] = z * vsize_x + x + vsize_x + 0; triangles [triOffset + 1] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 3] = z * vsize_x + x + 0; triangles [triOffset + 5] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 4] = z * vsize_x + x + 1; } } // Create a new Mesh and populate with the data Mesh mesh = new Mesh (); mesh.vertices = vertices; mesh.triangles = triangles; mesh.normals = normals; mesh.uv = uv; // Assign our mesh to our filter/renderer/collider MeshFilter mesh_filter = GetComponent<MeshFilter> (); MeshCollider mesh_collider = GetComponent<MeshCollider> (); mesh_filter.mesh = mesh; mesh_collider.sharedMesh = mesh; calculateMeshTangents (mesh); BuildTexture (map); } If this looks familiar to you, its because i got most of it from Quill18. I've been slowly adapting it for my uses. And please include any suggestions you have for my code. I'm still in the very early prototyping stage.

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  • Adventures in Windows 8: Working around the navigation animation issues in LayoutAwarePage

    - by Laurent Bugnion
    LayoutAwarePage is a pretty cool add-on to Windows 8 apps, which facilitates greatly the implementation of orientation-aware (portrait, landscape) as well as state-aware (snapped, filled, fullscreen) apps. It has however a few issues that are obvious when you use transformed elements on your page. Adding a LayoutAwarePage to your application If you start with a blank app, the MainPage is a vanilla Page, with no such feature. In order to have a LayoutAwarePage into your app, you need to add this class (and a few helpers) with the following operation: Right click on the Solution and select Add, New Item from the context menu. From the dialog, select a Basic Page (not a Blank Page, which is another vanilla page). If you prefer, you can also use Split Page, Items Page, Item Detail Page, Grouped Items Page or Group Detail Page which are all LayoutAwarePages. Personally I like to start with a Basic Page, which gives me more creative freedom. Adding this new page will cause Visual Studio to show a prompt asking you for permission to add additional helper files to the Common folder. One of these helpers in the LayoutAwarePage class, which is where the magic happens. LayoutAwarePage offers some help for the detection of orientation and state (which makes it a pleasure to design for all these scenarios in Blend, by the way) as well as storage for the navigation state (more about that in a future article). Issue with LayoutAwarePage When you use UI elements such as a background picture, a watermark label, logos, etc, it is quite common to do a few things with those: Making them partially transparent (this is especially true for background pictures; for instance I really like a black Page background with a half transparent picture placed on top of it). Transforming them, for instance rotating them a bit, scaling them, etc. Here is an example with a picture of my two beautiful daughters in the Bird Park in Kuala Lumpur, as well as a transformed TextBlock. The image has an opacity of 40% and the TextBlock a simple RotateTransform. If I create an application with a MainPage that navigates to this LayoutAwarePage, however, I will have a very annoying effect: The background picture appears with an Opacity of 100%. The TextBlock is not rotated. This lasts only for less than a second (during the navigation animation) before the elements “snap into place” and get their desired effect. Here is the XAML that cause the annoying effect: <common:LayoutAwarePage x:Name="pageRoot" x:Class="App13.BasicPage1" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:common="using:App13.Common" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" mc:Ignorable="d"> <Grid Style="{StaticResource LayoutRootStyle}"> <Grid.RowDefinitions> <RowDefinition Height="140" /> <RowDefinition Height="*" /> </Grid.RowDefinitions> <Image Source="Assets/el20120812025.jpg" Stretch="UniformToFill" Opacity="0.4" Grid.RowSpan="2" /> <Grid> <Grid.ColumnDefinitions> <ColumnDefinition Width="Auto" /> <ColumnDefinition Width="*" /> </Grid.ColumnDefinitions> <Button x:Name="backButton" Click="GoBack" IsEnabled="{Binding Frame.CanGoBack, ElementName=pageRoot}" Style="{StaticResource BackButtonStyle}" /> <TextBlock x:Name="pageTitle" Grid.Column="1" Text="Welcome" Style="{StaticResource PageHeaderTextStyle}" /> </Grid> <TextBlock HorizontalAlignment="Center" TextWrapping="Wrap" Text="Welcome to my Windows 8 Application" Grid.Row="1" VerticalAlignment="Bottom" FontFamily="Segoe UI Light" FontSize="70" FontWeight="Light" TextAlignment="Center" Foreground="#FFFFA200" RenderTransformOrigin="0.5,0.5" UseLayoutRounding="False" d:LayoutRounding="Auto" Margin="0,0,0,153"> <TextBlock.RenderTransform> <CompositeTransform Rotation="-6.545" /> </TextBlock.RenderTransform> </TextBlock> <VisualStateManager.VisualStateGroups> [...] </VisualStateManager.VisualStateGroups> </Grid> </common:LayoutAwarePage> Solving the issue In order to solve this “snapping” issue, the solution is to wrap the elements that are transformed into an empty Grid. Honestly, to me it sounds like a bug in the LayoutAwarePage navigation animation, but thankfully the workaround is not that difficult: Simple change the main Grid as follows: <Grid Style="{StaticResource LayoutRootStyle}"> <Grid.RowDefinitions> <RowDefinition Height="140" /> <RowDefinition Height="*" /> </Grid.RowDefinitions> <Grid Grid.RowSpan="2"> <Image Source="Assets/el20120812025.jpg" Stretch="UniformToFill" Opacity="0.4" /> </Grid> <Grid> <Grid.ColumnDefinitions> <ColumnDefinition Width="Auto" /> <ColumnDefinition Width="*" /> </Grid.ColumnDefinitions> <Button x:Name="backButton" Click="GoBack" IsEnabled="{Binding Frame.CanGoBack, ElementName=pageRoot}" Style="{StaticResource BackButtonStyle}" /> <TextBlock x:Name="pageTitle" Grid.Column="1" Text="Welcome" Style="{StaticResource PageHeaderTextStyle}" /> </Grid> <Grid Grid.Row="1"> <TextBlock HorizontalAlignment="Center" TextWrapping="Wrap" Text="Welcome to my Windows 8 Application" VerticalAlignment="Bottom" FontFamily="Segoe UI Light" FontSize="70" FontWeight="Light" TextAlignment="Center" Foreground="#FFFFA200" RenderTransformOrigin="0.5,0.5" UseLayoutRounding="False" d:LayoutRounding="Auto" Margin="0,0,0,153"> <TextBlock.RenderTransform> <CompositeTransform Rotation="-6.545" /> </TextBlock.RenderTransform> </TextBlock> </Grid> <VisualStateManager.VisualStateGroups> [...] </Grid> Hopefully this will help a few people, I banged my head on the wall for a while before someone at Microsoft pointed me to the solution ;) Happy coding, Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • Getting a mirrored mesh from my data structure

    - by Steve
    Here's the background: I'm in the beginning stages of an RTS game in Unity. I have a procedurally generated terrain with a perlin-noise height map, as well as a function to generate a river. The problem is that the graphical creation of the map is taking the data structure of the map and rotating it by 180 degrees. I noticed this problem when I was creating my rivers. I would set the River's height to flat, and noticed that the actual tiles that were flat in the graphical representation were flipped and mirrored. Here's 3 screenshots of the map from different angles: http://imgur.com/a/VLHHq As you can see, if you flipped (graphically) the river by 180 degrees on the z axis, it would fit where the terrain is flattened. I have a suspicion it is being caused by a misunderstanding on my part of how vertices work. Alas, here is a snippet of the code that is used: This code here creates a new array of Tile objects, which hold the information for each tile, including its type, coordinate, height, and it's 4 vertices public DTileMap (int size_x, int size_y) { this.size_x = size_x; this.size_y = size_y; //Initialize Map_Data Array of Tile Objects map_data = new Tile[size_x, size_y]; for (int j = 0; j < size_y; j++) { for (int i = 0; i < size_x; i++) { map_data [i, j] = new Tile (); map_data[i,j].coordinate.x = (int)i; map_data[i,j].coordinate.y = (int)j; map_data[i,j].vertices[0] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -j * GTileMap.TileMap.tileSize); map_data[i,j].vertices[1] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[2] = new Vector3 (i * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); map_data[i,j].vertices[3] = new Vector3 ((i+1) * GTileMap.TileMap.tileSize, map_data[i,j].Height, -(j-1) * GTileMap.TileMap.tileSize); } } This code sets the river tiles to height 0 foreach (Tile t in map_data) { if (t.realType == "Water") { t.vertices[0].y = 0f; t.vertices[1].y = 0f; t.vertices[2].y = 0f; t.vertices[3].y = 0f; } } And below is the code to generate the actual graphics from the data: public void BuildMesh () { DTileMap.DTileMap map = new DTileMap.DTileMap (size_x, size_z); int numTiles = size_x * size_z; int numTris = numTiles * 2; int vsize_x = size_x + 1; int vsize_z = size_z + 1; int numVerts = vsize_x * vsize_z; // Generate the mesh data Vector3[] vertices = new Vector3[ numVerts ]; Vector3[] normals = new Vector3[numVerts]; Vector2[] uv = new Vector2[numVerts]; int[] triangles = new int[ numTris * 3 ]; int x, z; for (z=0; z < vsize_z; z++) { for (x=0; x < vsize_x; x++) { normals [z * vsize_x + x] = Vector3.up; uv [z * vsize_x + x] = new Vector2 ((float)x / size_x, 1f - (float)z / size_z); } } for (z=0; z < vsize_z; z+=1) { for (x=0; x < vsize_x; x+=1) { if (x == vsize_x - 1 && z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z - 1].vertices [3]; } else if (z == vsize_z - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z - 1].vertices [2]; } else if (x == vsize_x - 1) { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x - 1, z].vertices [1]; } else { vertices [z * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [0]; vertices [z * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [1]; vertices [(z+1) * vsize_x + x] = DTileMap.DTileMap.map_data [x, z].vertices [2]; vertices [(z+1) * vsize_x + x+1] = DTileMap.DTileMap.map_data [x, z].vertices [3]; } } } } for (z=0; z < size_z; z++) { for (x=0; x < size_x; x++) { int squareIndex = z * size_x + x; int triOffset = squareIndex * 6; triangles [triOffset + 0] = z * vsize_x + x + 0; triangles [triOffset + 2] = z * vsize_x + x + vsize_x + 0; triangles [triOffset + 1] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 3] = z * vsize_x + x + 0; triangles [triOffset + 5] = z * vsize_x + x + vsize_x + 1; triangles [triOffset + 4] = z * vsize_x + x + 1; } } // Create a new Mesh and populate with the data Mesh mesh = new Mesh (); mesh.vertices = vertices; mesh.triangles = triangles; mesh.normals = normals; mesh.uv = uv; // Assign our mesh to our filter/renderer/collider MeshFilter mesh_filter = GetComponent<MeshFilter> (); MeshCollider mesh_collider = GetComponent<MeshCollider> (); mesh_filter.mesh = mesh; mesh_collider.sharedMesh = mesh; calculateMeshTangents (mesh); BuildTexture (map); } If this looks familiar to you, its because i got most of it from Quill18. I've been slowly adapting it for my uses. And please include any suggestions you have for my code. I'm still in the very early prototyping stage.

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  • Silverlight for Windows Embedded tutorial (step 6)

    - by Valter Minute
    In this tutorial step we will develop a very simple clock application that may be used as a screensaver on our devices and will allow us to discover a new feature of Silverlight for Windows Embedded (transforms) and how to use an “old” feature of Windows CE (timers) inside a Silverlight for Windows Embedded application. Let’s start with some XAML, as usual: <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Width="640" Height="480" FontSize="18" x:Name="Clock">   <Canvas x:Name="LayoutRoot" Background="#FF000000"> <Grid Height="24" Width="150" Canvas.Left="320" Canvas.Top="234" x:Name="SecondsHand" Background="#FFFF0000"> <TextBlock Text="Seconds" TextWrapping="Wrap" Width="50" HorizontalAlignment="Right" VerticalAlignment="Center" x:Name="SecondsText" Foreground="#FFFFFFFF" TextAlignment="Right" Margin="2,2,2,2"/> </Grid> <Grid Height="24" x:Name="MinutesHand" Width="100" Background="#FF00FF00" Canvas.Left="320" Canvas.Top="234"> <TextBlock HorizontalAlignment="Right" x:Name="MinutesText" VerticalAlignment="Center" Width="50" Text="Minutes" TextWrapping="Wrap" Foreground="#FFFFFFFF" TextAlignment="Right" Margin="2,2,2,2"/> </Grid> <Grid Height="24" x:Name="HoursHand" Width="50" Background="#FF0000FF" Canvas.Left="320" Canvas.Top="234"> <TextBlock HorizontalAlignment="Right" x:Name="HoursText" VerticalAlignment="Center" Width="50" Text="Hours" TextWrapping="Wrap" Foreground="#FFFFFFFF" TextAlignment="Right" Margin="2,2,2,2"/> </Grid> </Canvas> </UserControl> This XAML file defines three grid panels, one for each hand of our clock (we are implementing an analog clock using one of the most advanced technologies of the digital world… how cool is that?). Inside each hand we put a TextBlock that will be used to display the current hour, minute, second inside the dial (you can’t do that on plain old analog clocks, but it looks nice). As usual we use XAML2CPP to generate the boring part of our code. We declare a class named “Clock” and derives from the TClock template that XAML2CPP has declared for us. class Clock : public TClock<Clock> { ... }; Our WinMain function is more or less the same we used in all the previous samples. It initializes the XAML runtime, create an instance of our class, initialize it and shows it as a dialog: int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow) { if (!XamlRuntimeInitialize()) return -1;   HRESULT retcode;   IXRApplicationPtr app; if (FAILED(retcode=GetXRApplicationInstance(&app))) return -1; Clock clock;   if (FAILED(clock.Init(hInstance,app))) return -1;     UINT exitcode;   if (FAILED(clock.GetVisualHost()->StartDialog(&exitcode))) return -1;   return exitcode; } Silverlight for Windows Embedded provides a lot of features to implement our UI, but it does not provide timers. How we can update our clock if we don’t have a timer feature? We just use plain old Windows timers, as we do in “regular” Windows CE applications! To use a timer in WinCE we should declare an id for it: #define IDT_CLOCKUPDATE 0x12341234 We also need an HWND that will be used to receive WM_TIMER messages. Our Silverlight for Windows Embedded page is “hosted” inside a GWES Window and we can retrieve its handle using the GetContainerHWND function of our VisualHost object. Let’s see how this is implemented inside our Clock class’ Init method: HRESULT Init(HINSTANCE hInstance,IXRApplication* app) { HRESULT retcode;   if (FAILED(retcode=TClock<Clock>::Init(hInstance,app))) return retcode;   // create the timer user to update the clock HWND clockhwnd;   if (FAILED(GetVisualHost()->GetContainerHWND(&clockhwnd))) return -1;   timer=SetTimer(clockhwnd,IDT_CLOCKUPDATE,1000,NULL); return 0; } We use SetTimer to create a new timer and GWES will send a WM_TIMER to our window every second, giving us a chance to update our clock. That sounds great… but how could we handle the WM_TIMER message if we didn’t implement a window procedure for our window? We have to move a step back and look how a visual host is created. This code is generated by XAML2CPP and is inside xaml2cppbase.h: virtual HRESULT CreateHost(HINSTANCE hInstance,IXRApplication* app) { HRESULT retcode; XRWindowCreateParams wp;   ZeroMemory(&wp, sizeof(XRWindowCreateParams)); InitWindowParms(&wp);   XRXamlSource xamlsrc;   SetXAMLSource(hInstance,&xamlsrc); if (FAILED(retcode=app->CreateHostFromXaml(&xamlsrc, &wp, &vhost))) return retcode;   if (FAILED(retcode=vhost->GetRootElement(&root))) return retcode; return S_OK; } As you can see the CreateHostFromXaml function of IXRApplication accepts a structure named XRWindowCreateParams that control how the “plain old” GWES Window is created by the runtime. This structure is initialized inside the InitWindowParm method: // Initializes Windows parameters, can be overridden in the user class to change its appearance virtual void InitWindowParms(XRWindowCreateParams* wp) { wp->Style = WS_OVERLAPPED; wp->pTitle = windowtitle; wp->Left = 0; wp->Top = 0; } This method set up the window style, title and position. But the XRWindowCreateParams contains also other fields and, since the function is declared as virtual, we could initialize them inside our version of InitWindowParms: // add hook procedure to the standard windows creation parms virtual void InitWindowParms(XRWindowCreateParams* wp) { TClock<Clock>::InitWindowParms(wp);   wp->pHookProc=StaticHostHookProc; wp->pvUserParam=this; } This method calls the base class implementation (useful to not having to re-write some code, did I told you that I’m quite lazy?) and then initializes the pHookProc and pvUserParam members of the XRWindowsCreateParams structure. Those members will allow us to install a “hook” procedure that will be called each time the GWES window “hosting” our Silverlight for Windows Embedded UI receives a message. We can declare a hook procedure inside our Clock class: // static hook procedure static BOOL CALLBACK StaticHostHookProc(VOID* pv,HWND hwnd,UINT Msg,WPARAM wParam,LPARAM lParam,LRESULT* pRetVal) { ... } You should notice two things here. First that the function is declared as static. This is required because a non-static function has a “hidden” parameters, that is the “this” pointer of our object. Having an extra parameter is not allowed for the type defined for the pHookProc member of the XRWindowsCreateParams struct and so we should implement our hook procedure as static. But in a static procedure we will not have a this pointer. How could we access the data member of our class? Here’s the second thing to notice. We initialized also the pvUserParam of the XRWindowsCreateParams struct. We set it to our this pointer. This value will be passed as the first parameter of the hook procedure. In this way we can retrieve our this pointer and use it to call a non-static version of our hook procedure: // static hook procedure static BOOL CALLBACK StaticHostHookProc(VOID* pv,HWND hwnd,UINT Msg,WPARAM wParam,LPARAM lParam,LRESULT* pRetVal) { return ((Clock*)pv)->HostHookProc(hwnd,Msg,wParam,lParam,pRetVal); } Inside our non-static hook procedure we will have access to our this pointer and we will be able to update our clock: // hook procedure (handles timers) BOOL HostHookProc(HWND hwnd,UINT Msg,WPARAM wParam,LPARAM lParam,LRESULT* pRetVal) { switch (Msg) { case WM_TIMER: if (wParam==IDT_CLOCKUPDATE) UpdateClock(); *pRetVal=0; return TRUE; } return FALSE; } The UpdateClock member function will update the text inside our TextBlocks and rotate the hands to reflect current time: // udates Hands positions and labels HRESULT UpdateClock() { SYSTEMTIME time; HRESULT retcode;   GetLocalTime(&time);   //updates the text fields TCHAR timebuffer[32];   _itow(time.wSecond,timebuffer,10);   SecondsText->SetText(timebuffer);   _itow(time.wMinute,timebuffer,10);   MinutesText->SetText(timebuffer);   _itow(time.wHour,timebuffer,10);   HoursText->SetText(timebuffer);   if (FAILED(retcode=RotateHand(((float)time.wSecond)*6-90,SecondsHand))) return retcode;   if (FAILED(retcode=RotateHand(((float)time.wMinute)*6-90,MinutesHand))) return retcode;   if (FAILED(retcode=RotateHand(((float)(time.wHour%12))*30-90,HoursHand))) return retcode;   return S_OK; } The function retrieves current time, convert hours, minutes and seconds to strings and display those strings inside the three TextBlocks that we put inside our clock hands. Then it rotates the hands to position them at the right angle (angles are in degrees and we have to subtract 90 degrees because 0 degrees means horizontal on Silverlight for Windows Embedded and usually a clock 0 is in the top position of the dial. The code of the RotateHand function uses transforms to rotate our clock hands on the screen: // rotates a Hand HRESULT RotateHand(float angle,IXRFrameworkElement* Hand) { HRESULT retcode; IXRRotateTransformPtr rotatetransform; IXRApplicationPtr app;   if (FAILED(retcode=GetXRApplicationInstance(&app))) return retcode;   if (FAILED(retcode=app->CreateObject(IID_IXRRotateTransform,&rotatetransform))) return retcode;     if (FAILED(retcode=rotatetransform->SetAngle(angle))) return retcode;   if (FAILED(retcode=rotatetransform->SetCenterX(0.0))) return retcode;   float height;   if (FAILED(retcode==Hand->GetActualHeight(&height))) return retcode;   if (FAILED(retcode=rotatetransform->SetCenterY(height/2))) return retcode; if (FAILED(retcode=Hand->SetRenderTransform(rotatetransform))) return retcode;   return S_OK; } It creates a IXRotateTransform object, set its rotation angle and origin (the default origin is at the top-left corner of our Grid panel, we move it in the vertical center to keep the hand rotating around a single point in a more “clock like” way. Then we can apply the transform to our UI object using SetRenderTransform. Every UI element (derived from IXRFrameworkElement) can be rotated! And using different subclasses of IXRTransform also moved, scaled, skewed and distorted in many ways. You can also concatenate multiple transforms and apply them at once suing a IXRTransformGroup object. The XAML engine uses vector graphics and object will not look “pixelated” when they are rotated or scaled. As usual you can download the code here: http://cid-9b7b0aefe3514dc5.skydrive.live.com/self.aspx/.Public/Clock.zip If you read up to (down to?) this point you seem to be interested in Silverlight for Windows Embedded. If you want me to discuss some specific topic, please feel free to point it out in the comments! Technorati Tags: Silverlight for Windows Embedded,Windows CE

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  • CodePlex Daily Summary for Sunday, April 11, 2010

    CodePlex Daily Summary for Sunday, April 11, 2010New ProjectsArkzia: This Silverlight game.CodePlex Wiki Editor: CodePlex Wiki Editor makes it easier for CodePlex users to create their wiki documentations. This project offer a rich interface for the edition...Evaluate: Evaluate & Comet DWR like .NET library with powerfull Evaluate and Ajax Comet support. Also, you may use Evaluate library in your own .Net applicat...FamAccountor: 家庭记账薄Horadric: This is common tools freamwork!K8061.Managed: This is a solution to use the Velleman Extended K8061 USB Interface board with .net and to have a nice wrapper handling most of the overhead for us...Latent semantic analysis: all you need is to use!: Baggr is feed aggregator with web interface, user rating and LSA filter. Enjoy it!LIF7 ==> RISK : TOWER DEFENSE: Université Lyon 1, L2 MATH-INFO 2009-2010 Semestre de printemps Projet RISK : TOWER DEFENSE Membres : Jessica El Melhem, Vincent Sébille, et Jonat...Managed ESL Suite: Managed ESL Suite using C# for FreeSWITCH Omni-Tool - A program version concept of the tool used in Mass Effect.: A program version concept of the tool used in Mass Effect. It will support little apps (plugins) that run inside the UI. Its talor mainly at develo...PdxCodeCamp: Web application for Portland Code CampProjeto Vírus: Desenvolvimento do Jogo Virus em XNAsilverlight control - stars with rounded corners: Draw stars and cogs including rounded cornersSilverlight MathParser: Implementation of mathematical expressions parser to compute and functions.turing machine simulator: Project for JCE in course SW engeenering. Turing Machine simulator with GUI.WpD - Wallpapers Downloader: You can easy download wallpapers to your computer without any advertising or registration. On 5 minutes you can download so many wallpapers!New ReleasesAJAX Control Framework: v1.0.0.0: New AJAX project that helps you create AJAX enabled controls. Make use of control level AJAX methods, a Script Manager that works like you'd expect...AutoFixture: Version 1.1: This is version 1.1 of AutoFixture. This release contains no known bugs. Compared to Release Candidate 1 for version 1.1, there are no changes. Ho...AutoPoco: AutoPoco 0.3: Method Invocation in configuration Custom type providers during configuration Method invocation for generationBacicworx (Basic Services Framework): 3.0.10.410 (Beta): Major update, winnowing, and recode of the library. Removed redundant classses and methods which have similar functionality to those available in ...Bluetooth Radar: Version 1.5: Mostly UI and Animation Changes.BUtil: BUtil 4.9: 1. Icons of kneo are almost removed 2. Deployment was moved to codeplex.com 3. Adding of storages was unavailable when any of storages are used FIXEDcrudwork library: crudwork 2.2.0.3: few bug fixes new object viewer - allow the user to view and change an object through the property grid and/or the simple XML editor pivot table ...EnhSim: Release v1.9.8.5: Release v1.9.8.5Removed the debugging output from the Armor Penetration change.EnhSim: Release v1.9.8.6: Release v1.9.8.6Updated release to include the correct version of EnhSimGUIEvaluate: Evaluate Library: This file contains Evaluate library source code under Visual Studio project. Also, there is a sample project to see the use.ExcelDna: ExcelDna Version 0.25: This is an important bugfix release, with the following changes: Fix case where unpacked .config temp file might not be deleted. Fix compiler pro...FamAccountor: 家庭账薄 预览版v0.0.1: 家庭账薄 预览版v0.0.1 该版本提供基本功能,还有待扩展! Feature: 实现基本添加、编辑、删除功能。FamAccountor: 家庭账薄 预览版v0.0.2: 家庭账薄 预览版v0.0.2 该版本提供基本功能,还有待扩展! Feature: 添加账户管理功能。Folder Bookmarks: Folder Bookmarks 1.4.2: This is the latest version of Folder Bookmarks (1.4.2), with general improvements. It has an installer - it will create a directory 'CPascoe' in My...GKO Libraries: GKO Libraries 0.3 Beta: Added Silverlight support for Gko.Utils Added ExtensionsHash Calculator: HashCalculator 1.2: HashCalculator 1.2HD-Trailers.NET Downloader: Version: TrailersOnly if set to 'true' only titles with 'trailer' in the title will be download MinTrailerSize Added a minimum trailer size, this avoids t...Home Access Plus+: v3.2.6.0: v3.2.5.1 Release Change Log: Add lesson naming Fixed a bug in the help desk which was rendering the wrong URL for tickets Planning has started ...HTML Ruby: 6.20.0: All new concept, all new code. Because this release does not support complex ruby annotations, "Furigana Injector" is not supported by this release...HTML Ruby: 6.20.1: Fixed problem where ruby with closed tags but no rb tag will result in empty page Added support for complex ruby annotation (limited single ruby)...K8061.Managed: K8061.Managed: This is a pre-compilled K8061.Managed.DLL file release 1.0.Kooboo CMS: Kooboo CMS 2.1.0.0: Users of Kooboo CMS 2.0, please use the "Check updates" feature under System to upgrade New featuresWebDav support You can now use tools like w...Kooboo forum: Kooboo Forum Module for 2.1.0.0: Compatible with Kooboo cms 2.1.0.0 Upgrade to MVC 2Kooboo GoogleAnalytics: Kooboo GoogleAnalytics Module for 2.1.0.0: Compatible with Kooboo cms 2.1.0.0 Upgrade to MVC 2Kooboo wiki: Kooboo CMS Wiki module for 2.1.0.0: Compatible with Kooboo cms 2.1.0.0 Upgrade to MVC 2Mavention: Mavention Simple SiteMapPath: Mavention Simple SiteMapPath is a custom control that renders breadcrumbs as an unordered list what makes it a perfect solution for breadcrumbs on ...MetaSharp: MetaSharp v0.3: MetaSharp v0.3 Roadmap: Oslo Independence Custom Grammar library Improved build environment dogfooding Project structure simplificationsRoTwee: RoTwee (10.0.0.7): New feature of this version is support for mouse wheel. You can rotate tweets rotating mouse wheel.silverlight control - stars with rounded corners: first step: These are the first examples.Silverlight MathParser: Silverlight MathParser 1.0: Implementation of mathematical expressions parser to compute and functions.SimpleGeo.NET: SimpleGeo.NET example website project: ConfigurationYou must change these three configuration values in AppSettings.config: Google Maps API key: for the maps on the test site. Get one he...StickyTweets: 0.6.0: Version 0.6.0 Code - PERFORMANCE Hook into Async WinInet to perform async requests without adding an additional thread Code - Verify that async r...System.Html: Version 1.3; fixed bugs and improved performance: This release incorporates bug fixes, a new normalize method proposed by RudolfHenning of Codeplex.VCC: Latest build, v2.1.30410.0: Automatic drop of latest buildVFPX: FoxTabs 0.9.2: The following issues were addressed: 26744 24954 24767Visual Studio DSite: Advanced Guessing Number Game (Visual C++ 2008): A guessing number game made in visual c 2008.WpD - Wallpapers Downloader: WpD v0.1: My first release, I hope you enjoyMost Popular ProjectsWBFS ManagerRawrASP.NET Ajax LibraryMicrosoft SQL Server Product Samples: DatabaseAJAX Control ToolkitSilverlight ToolkitWindows Presentation Foundation (WPF)ASP.NETMicrosoft SQL Server Community & SamplesFacebook Developer ToolkitMost Active ProjectsRawrnopCommerce. Open Source online shop e-commerce solution.AutoPocopatterns & practices – Enterprise LibraryShweet: SharePoint 2010 Team Messaging built with PexFarseer Physics EngineNB_Store - Free DotNetNuke Ecommerce Catalog ModuleIonics Isapi Rewrite FilterBlogEngine.NETBeanProxy

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  • Guest Post: Using IronRuby and .NET to produce the &lsquo;Hello World of WPF&rsquo;

    - by Eric Nelson
    [You might want to also read other GuestPosts on my blog – or contribute one?] On the 26th and 27th of March (2010) myself and Edd Morgan of Microsoft will be popping along to the Scottish Ruby Conference. I dabble with Ruby and I am a huge fan whilst Edd is a “proper Ruby developer”. Hence I asked Edd if he was interested in creating a guest post or two for my blog on IronRuby. This is the second of those posts. If you should stumble across this post and happen to be attending the Scottish Ruby Conference, then please do keep a look out for myself and Edd. We would both love to chat about all things Ruby and IronRuby. And… we should have (if Amazon is kind) a few books on IronRuby with us at the conference which will need to find a good home. This is me and Edd and … the book: Order on Amazon: http://bit.ly/ironrubyunleashed Using IronRuby and .NET to produce the ‘Hello World of WPF’ In my previous post I introduced, to a minor extent, IronRuby. I expanded a little on the basics of by getting a Rails app up-and-running on this .NET implementation of the Ruby language — but there wasn't much to it! So now I would like to go from simply running a pre-existing project under IronRuby to developing a whole new application demonstrating the seamless interoperability between IronRuby and .NET. In particular, we'll be using WPF (Windows Presentation Foundation) — the component of the .NET Framework stack used to create rich media and graphical interfaces. Foundations of WPF To reiterate, WPF is the engine in the .NET Framework responsible for rendering rich user interfaces and other media. It's not the only collection of libraries in the framework with the power to do this — Windows Forms does the trick, too — but it is the most powerful and flexible. Put simply, WPF really excels when you need to employ eye candy. It's all about creating impact. Whether you're presenting a document, video, a data entry form, some kind of data visualisation (which I am most hopeful for, especially in terms of IronRuby - more on that later) or chaining all of the above with some flashy animations, you're likely to find that WPF gives you the most power when developing any of these for a Windows target. Let's demonstrate this with an example. I give you what I like to consider the 'hello, world' of WPF applications: the analogue clock. Today, over my lunch break, I created a WPF-based analogue clock using IronRuby... Any normal person would have just looked at their watch. - Twitter The Sample Application: Click here to see this sample in full on GitHub. Using Windows Presentation Foundation from IronRuby to create a Clock class Invoking the Clock class   Gives you The above is by no means perfect (it was a lunch break), but I think it does the job of illustrating IronRuby's interoperability with WPF using a familiar data visualisation. I'm sure you'll want to dissect the code yourself, but allow me to step through the important bits. (By the way, feel free to run this through ir first to see what actually happens). Now we're using IronRuby - unlike my previous post where we took pure Ruby code and ran it through ir, the IronRuby interpreter, to demonstrate compatibility. The main thing of note is the very distinct parallels between .NET namespaces and Ruby modules, .NET classes and Ruby classes. I guess there's not much to say about it other than at this point, you may as well be working with a purely Ruby graphics-drawing library. You're instantiating .NET objects, but you're doing it with the standard Ruby .new method you know from Ruby as Object#new — although, the root object of all your IronRuby objects isn't actually Object, it's System.Object. You're calling methods on these objects (and classes, for example in the call to System.Windows.Controls.Canvas.SetZIndex()) using the underscored, lowercase convention established for the Ruby language. The integration is so seamless. The fact that you're using a dynamic language on top of .NET's CLR is completely abstracted from you, allowing you to just build your software. A Brief Note on Events Events are a big part of developing client applications in .NET as well as under every other environment I can think of. In case you aren't aware, event-driven programming is essentially the practice of telling your code to call a particular method, or other chunk of code (a delegate) when something happens at an unpredictable time. You can never predict when a user is going to click a button, move their mouse or perform any other kind of input, so the advent of the GUI is what necessitated event-driven programming. This is where one of my favourite aspects of the Ruby language, blocks, can really help us. In traditional C#, for instance, you may subscribe to an event (assign a block of code to execute when an event occurs) in one of two ways: by passing a reference to a named method, or by providing an anonymous code block. You'd be right for seeing the parallel here with Ruby's concept of blocks, Procs and lambdas. As demonstrated at the very end of this rather basic script, we are using .NET's System.Timers.Timer to (attempt to) update the clock every second (I know it's probably not the best way of doing this, but for example's sake). Note: Diverting a little from what I said above, the ticking of a clock is very predictable, yet we still use the event our Timer throws to do this updating as one of many ways to perform that task outside of the main thread. You'll see that all that's needed to assign a block of code to be triggered on an event is to provide that block to the method of the name of the event as it is known to the CLR. This drawback to this is that it only allows the delegation of one code block to each event. You may use the add method to subscribe multiple handlers to that event - pushing that to the end of a queue. Like so: def tick puts "tick tock" end timer.elapsed.add method(:tick) timer.elapsed.add proc { puts "tick tock" } tick_handler = lambda { puts "tick tock" } timer.elapsed.add(tick_handler)   The ability to just provide a block of code as an event handler helps IronRuby towards that very important term I keep throwing around; low ceremony. Anonymous methods are, of course, available in other more conventional .NET languages such as C# and VB but, as usual, feel ever so much more elegant and natural in IronRuby. Note: Whether it's a named method or an anonymous chunk o' code, the block you delegate to the handling of an event can take arguments - commonly, a sender object and some args. Another Brief Note on Verbosity Personally, I don't mind verbose chaining of references in my code as long as it doesn't interfere with performance - as evidenced in the example above. While I love clean code, there's a certain feeling of safety that comes with the terse explicitness of long-winded addressing and the describing of objects as opposed to ambiguity (not unlike this sentence). However, when working with IronRuby, even I grow tired of typing System::Whatever::Something. Some people enjoy simply assuming namespaces and forgetting about them, regardless of the language they're using. Don't worry, IronRuby has you covered. It is completely possible to, with a call to include, bring the contents of a .NET-converted module into context of your IronRuby code - just as you would if you wanted to bring in an 'organic' Ruby module. To refactor the style of the above example, I could place the following at the top of my Clock class: class Clock include System::Windows::Shape include System::Windows::Media include System::Windows::Threading # and so on...   And by doing so, reduce calls to System::Windows::Shapes::Ellipse.new to simply Ellipse.new or references to System::Windows::Threading::DispatcherPriority.Render to a friendlier DispatcherPriority.Render. Conclusion I hope by now you can understand better how IronRuby interoperates with .NET and how you can harness the power of the .NET framework with the dynamic nature and elegant idioms of the Ruby language. The manner and parlance of Ruby that makes it a joy to work with sets of data is, of course, present in IronRuby — couple that with WPF's capability to produce great graphics quickly and easily, and I hope you can visualise the possibilities of data visualisation using these two things. Using IronRuby and WPF together to create visual representations of data and infographics is very exciting to me. Although today, with this project, we're only presenting one simple piece of information - the time - the potential is much grander. My day-to-day job is centred around software development and UI design, specifically in the realm of healthcare, and if you were to pay a visit to our office you would behold, directly above my desk, a large plasma TV with a constantly rotating, animated slideshow of charts and infographics to help members of our team do their jobs. It's an app powered by WPF which never fails to spark some conversation with visitors whose gaze has been hooked. If only it was written in IronRuby, the pleasantly low ceremony and reduced pre-processing time for my brain would have helped greatly. Edd Morgan blog Related Links: Getting PhP and Ruby working on Windows Azure and SQL Azure

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  • How to make a player stay within bounds of world with 2D Camera

    - by Craig
    Im creating a simple top down survival game. At the moment, i have the sprite which is a ship and moves by rotating left or right then going forward in that direction. I have implemented a 2D camera, its always centered on the player. However, when i move towards the bounds of the world that the sprite is in it just keeps on going :( How to i sort it that it stops at the edge of the world and cant go beyond it? Cheers :) Below is the main game class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; //tried world bounds here if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } } my 2d camera class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace GamesCoursework_1 { public class Camera2d { protected float _zoom; // Camera Zoom public Matrix _transform; // Matrix Transform public Vector2 _pos; // Camera Position protected float _rotation; // Camera Rotation public int _viewportWidth, _viewportHeight; // viewport size public Camera2d(int ViewportWidth, int ViewportHeight) { _zoom = 1.0f; _rotation = 0.0f; _pos = Vector2.Zero; _viewportWidth = ViewportWidth; _viewportHeight = ViewportHeight; } // Sets and gets zoom public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < 0.1f) _zoom = 0.1f; } // Negative zoom will flip image } public float Rotation { get { return _rotation; } set { _rotation = value; } } // Auxiliary function to move the camera public void Move(Vector2 amount) { _pos += amount; } // Get set position public Vector2 Pos { get { return _pos; } set { _pos = value; } } public Matrix get_transformation(GraphicsDevice graphicsDevice) { _transform = // Thanks to o KB o for this solution Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } } }

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  • A rocket following the tracks height. Not Homing Missile.

    - by confusedEj
    What I am trying to create is a rocket that will hug the track in a straight direction. ie) The rocket travels in a straight direction and can orientate based on its local x axis. This is so it can go up/down ramps and never hit the ground. Currently I am using PhysX opengl and C++. This is the method I'm trying right now: 1. Ray cast from ahead of the missile (ray casting downwards) 2. If the ray cast is less then the expected ray cast length, then I have to orientate up. 3. If the ray cast is more then the expected ray cast length, then I have to orientate down. Now the problem, I am having is that my missile is orientating at an arbitary angle (I'm giving it 1 degrees.) Though I think this is a bad approach because the amount of frames in the game is not as much as I would think there would be. So the rocket would run into a ramp. My main question is: is there a better way of approaching this and how? NxVec3 frontRayLoc = m_rocketConfig->getValueForKey<NxVec3>("r_frontRayCastLocation"); float threshhold = m_rocketConfig->getValueForKey<float>("r_angleThreshhold"); float predRayCastHeight = m_rocketConfig->getValueForKey<float>("r_predRayCastHeight"); NxVec3 rayGlobalPos_1 = m_actor->getGlobalPosition() + m_actor->getGlobalOrientation() * frontRayLoc; NxVec3 dir = m_actor->getGlobalOrientation() * NxVec3(0,-1.0,0); NxReal dist1 = castRay(rayGlobalPos_1, dir); // Get the percentage difference float actualFrontHeight = abs(1 - (dist1/predRayCastHeight)); // See if the percentage difference is greater then threshold // Also check if we are being shot off track if ((actualFrontHeight > threshhold) && (dist1 != m_rayMaxDist)){ // Dip Down if (dist1 > predRayCastHeight){ printf("DOWN - Distance 1: %f\n", dist1); // Get axis of rotation NxVec3 newAxis = m_actor->getGlobalOrientation() * NxVec3(1.0,0,0.0); // Rotate based on that axis m_orientateAngle = -1.0 * m_orientateAngle; // For rotating clockwise NxQuat newOrientation(m_orientateAngle, newAxis); NxMat33 orientation(newOrientation); m_orientation = m_orientation * orientation; // Orientate the linear velocity to keep speed of rocket and direct away from road NxVec3 linVel = m_actor->getLinearVelocity(); m_actor->setLinearVelocity(m_orientation * linVel); } // Go Up else if (dist1 < predRayCastHeight){ printf("UP - Distance 1: %f\n", dist1); // Get axis of rotation NxVec3 newAxis = m_actor->getGlobalOrientation() * NxVec3(1.0,0,0.0); // Rotate around axis NxQuat newOrientation(m_orientateAngle, newAxis); m_actor->setGlobalOrientationQuat(newOrientation); NxMat33 orientation(newOrientation); m_orientation = m_orientation * orientation; // Orientate the linear velocity to keep speed of rocket and direct away from road NxVec3 linVel = m_actor->getLinearVelocity(); m_actor->setLinearVelocity(m_orientation*linVel); } m_actor->setGlobalOrientation(m_orientation); } Thanks for the support :)

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