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  • Google Analytics - Unable to get GA Tracking

    - by Pure.Krome
    We've been using GA for a few years with no probs. About 2-3 weeks ago we tried to clean up some of our tracking and on one of our profiles, it's not working anymore (since oct 10.) First, some context then some GA Debugging code. 1. Context. We have the following setup: different root domains AND different sub-domains on one of the root domains. www.website.com www.website.com.au www.anotherWebsite.com foo.website.com baa.website.com So what we're doing is the following: each root domain and each sub-domain get their own tracking code. This way we can allow separate people (from outside our company) to access only their own data. Eg. a manager for foo.website.com can only see data related to that domain .. and see data on the other domains. Have a last account which is the SUM of all the domains. this is for us. so we can see total numbers. So to do this, we have two trackers that fire off, on the page. the individual accounts all work fine - they seem to be tracking data ok. the 'global' account is not working and this gives us the = Tracking Not Installed error. This has been going on since oct 10. So the wait 24/48/72 hours thing is waaaaay over. 2. GA Debug code. Installing GA Debug chrome extension gives the following output. I've tried to hide anything that could be considered secret. UA-XXXXX34-1 == Global account (which isn't working any more). UA-XXXXX34-11 == Specific account for www.website.com _gaq.push processing "_setAccount" for args: "[UA-XXXXX34-1]": ga_debug.js:18 _gaq.push processing "_setDomainName" for args: "[website.com]": ga_debug.js:18 _gaq.push processing "_setAllowLinker" for args: "[true]": ga_debug.js:18 _gaq.push processing "_trackPageview" for args: "[]": ga_debug.js:18 Track Pageview ga_debug.js:18 Tracking beacon sent! utmwv=--snipped-- Account ID : UA-XXXX234-1 Page Title : Some page title Host Name : www.website.com Page : / Referring URL : - Hit ID : 1923583969 Visitor ID : 785310647 Session Count : 51 Session Time - First : Thu Aug 23 2012 15:20:17 GMT 1000 (AUS Eastern Standard Time) Session Time - Last : Mon Oct 29 2012 11:41:46 GMT 1100 (AUS Eastern Summer Time) Session Time - Current : Mon Oct 29 2012 12:19:23 GMT 1100 (AUS Eastern Summer Time) Campaign Time : Thu Aug 23 2012 15:20:17 GMT 1000 (AUS Eastern Standard Time) Campaign Session : 1 Campaign Count : 1 Campaign Source : (direct) Campaign Medium : (none); Campaign Name : (direct) Language : en-gb Encoding : UTF-8 Flash Version : 11.4 r31 Java Enabled : true Screen Resolution : 1050x1680 Browser Size : 1033x861 Color Depth : 32-bit Ga.js Version : 5.3.7d Cachebuster : 1846514973 ga_debug.js:18 _gaq.push processing "_setAccount" for args: "[UA-XXXX234-11]": ga_debug.js:18 _gaq.push processing "_setDomainName" for args: "[website.com]": ga_debug.js:18 _gaq.push processing "_setAllowLinker" for args: "[true]": ga_debug.js:18 _gaq.push processing "_trackPageview" for args: "[]": ga_debug.js:18 Track Pageview ga_debug.js:18 Tracking beacon sent! utmwv=--snipped-- Account ID : UA-XXXX234-11 Page Title : SomePageTitle Host Name : www.website.com Page : / Referring URL : - Hit ID : 1923583969 Visitor ID : 785310647 Session Count : 51 Session Time - First : Thu Aug 23 2012 15:20:17 GMT 1000 (AUS Eastern Standard Time) Session Time - Last : Mon Oct 29 2012 11:41:46 GMT 1100 (AUS Eastern Summer Time) Session Time - Current : Mon Oct 29 2012 12:19:23 GMT 1100 (AUS Eastern Summer Time) Campaign Time : Thu Aug 23 2012 15:20:17 GMT 1000 (AUS Eastern Standard Time) Campaign Session : 1 Campaign Count : 1 Campaign Source : (direct) Campaign Medium : (none); Campaign Name : (direct) Language : en-gb Encoding : UTF-8 Flash Version : 11.4 r31 Java Enabled : true Screen Resolution : 1050x1680 Browser Size : 1033x861 Color Depth : 32-bit Ga.js Version : 5.3.7d Cachebuster : 1580443754 and this is the js code he have. BTW, it is inside a <head></head> <script type="text/javascript"> var _gaq = _gaq || []; _gaq.push( ['_setAccount', 'UA-XXXX234-1'], ['_setDomainName', 'website.com'], ['_setAllowLinker', true], ['_trackPageview'] ,['b._setAccount','UA-XXXX234-11'], ['b._setDomainName','website.com'], ['b._setAllowLinker',true], ['b._trackPageview'] ); (function () { var ga = document.createElement('script'); ga.type = 'text/javascript'; ga.async = true; ga.src = ('https:' == document.location.protocol ? 'https://ssl' : 'http://www') + '.google-analytics.com/ga.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(ga, s); })(); </script> Finally, I've triple checked that the UA is the correct text. and yes, the global account is -1 and the specific domain is -11. Anyone have any suggestions to help?

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  • How do I do JavaScript Array Animation

    - by Henry
    I'm making a game but don't know how to do Array Animation with the png Array and game Surface that I made below. I'm trying to make it so that when the Right arrow key is pressed, the character animates as if it is walking to the right and when the Left arrow key is pressed it animates as if it is walking to the left (kind of like Mario). I put everything on a surface instead of the canvas. Everything is explained in the code below. I couldn't find help on this anywhere. I hope what I got below makes sense. I'm basically a beginner with JavaScript. I'll be back if more is needed: <!doctype html5> <html> <head></head> <script src="graphics.js"></script> <script src="object.js"></script> <body onkeydown ="keyDown(event)" onkeyup ="keyUp(event)" ></body> <script> //"Surface" is where I want to display my animation. It's like the HTML // canvas but it's not that. It's just the surface to where everything in the //game and the game itself will be displayed. var Surface = new Graphics(600, 400, "skyblue"); //here's the array that I want to use for animation var player = new Array("StandsRight.png", "WalksRight.png", "StandsLeft.png","WalksLeft.png" ); //Here is the X coordinate, Y coordinate, the beginning png for the animation, //and the object's name "player." I also turned the array into an object (but //I don't know if I was supposed to do that or not). var player = new Object(50, 100, 40, 115, "StandsRight.png","player"); //When doing animation I know that it requires a "loop", but I don't // know how to connect it so that it works with the arrays so that //it could animate. var loop = 0; //this actually puts "player" on screen. It makes player visible and //it is where I would like the animation to occur. Surface.drawObject(player); //this would be the key that makes "player" animation in the righward direction function keyDown(e) { if (e.keyCode == 39); } //this would be the key that makes "player" animation in the leftward direction function keyUp(e){ if (e.keyCode == 39); } //this is the Mainloop where the game will function MainLoop(); //the mainloop functionized function MainLoop(){ //this is how fast or slow I could want the entire game to go setTimeout(MainLoop, 10); } </script> </html> From here, are the "graphic.js" and the "object.js" files below. In this section is the graphics.js file. This graphics.js part below is linked to the: script src="graphics.js" html script section that I wrote above. Basically, below is a seperate file that I used for Graphics, and to run the code above, make this graphics.js code that I post below here, a separate filed called: graphics.js function Graphics(w,h,c) { document.body.innerHTML += "<table style='position:absolute;font- size:0;top:0;left:0;border-spacing:0;border- width:0;width:"+w+";height:"+h+";background-color:"+c+";' border=1><tr><td> </table>\n"; this.drawRectangle = function(x,y,w,h,c,n) { document.body.innerHTML += "<div style='position:absolute;font-size:0;left:" + x + ";top:" + y + ";width:" + w + ";height:" + h + ";background-color:" + c + ";' id='" + n + "'></div>\n"; } this.drawTexture = function(x,y,w,h,t,n) { document.body.innerHTML += "<img style='position:absolute;font-size:0;left:" + x + ";top:" + y + ";width:" + w + ";height:" + h + ";' id='" + n + "' src='" + t + "'> </img>\n"; } this.drawObject = function(o) { document.body.innerHTML += "<img style='position:absolute;font-size:0;left:" + o.X + ";top:" + o.Y + ";width:" + o.Width + ";height:" + o.Height + ";' id='" + o.Name + "' src='" + o.Sprite + "'></img>\n"; } this.moveGraphic = function(x,y,n) { document.getElementById(n).style.left = x; document.getElementById(n).style.top = y; } this.removeGraphic = function(n){ document.getElementById(n).parentNode.removeChild(document.getElementById(n)); } } Finally, is the object.js file linked to the script src="object.js"" in the html game file above the graphics.js part I just wrote. Basically, this is a separate file too, so thus, in order to run or test the html game code in the very first section I wrote, a person has to also make this code below a separate file called: object.js I hope this helps: function Object(x,y,w,h,t,n) { this.X = x; this.Y = y; this.Velocity_X = 0; this.Velocity_Y = 0; this.Previous_X = 0; this.Previous_Y = 0; this.Width = w; this.Height = h; this.Sprite = t; this.Name = n; this.Exists = true; } In all, this game is made based on a tutorial on youtube at: http://www.youtube.com/watch?v=t2kUzgFM4lY&feature=relmfu I'm just trying to learn how to add animations with it now. I hope the above helps. If not, let me know. Thanks

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  • Is there something better than a StringBuilder for big blocks of SQL in the code

    - by Eduardo Molteni
    I'm just tired of making a big SQL statement, test it, and then paste the SQL into the code and adding all the sqlstmt.append(" at the beginning and the ") at the end. It's 2011, isn't there a better way the handle a big chunk of strings inside code? Please: don't suggest stored procedures or ORMs. edit Found the answer using XML literals and CData. Thanks to all the people that actually tried to answer the question without questioning me for not using ORM, SPs and using VB edit 2 the question leave me thinking that languages could try to make a better effort for using inline SQL with color syntax, etc. It will be cheaper that developing Linq2SQL. Just something like: dim sql = <sql> SELECT * ... </sql>

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  • About Alpha blending sprites in Direct3D9

    - by ambrozija
    I have a Direct3D9 application that is rendering ID3DXSprites. The problem I am experiencing is best described in this situation: I have a texture that is totally opaque. On top of it I draw a rectangle filled with solid color and alpha of 128. On top of the rectangle I have a text that is totally opaque. I draw all of this and get the resulting image through GetRenderTarget call. The problem is that on the resulting image, on the area where the transparent rectangle is, I have semi transparent pixels. It is not a problem that the rectangle is transparent, the problem is that the resulting image is. The question is how to setup the blending so in this situation I don't get the transparent pixels in the resulting image? I use the sprite with D3DXSPRITE_ALPHABLEND which sets the device state to D3DBLEND_SRCALPHA and D3DBLEND_INVSRCALPHA. I tried couple of combinations of SetRenderState, like D3DBLEND_SRCALPHA, D3DBLEND_DESTALPHA etc., but couldn't make it work. Thanks.

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  • Terminal line glitches

    - by foxy
    I installed Ubuntu 11.10 mini + LXDE and wanted to make my command line different in terminal (than just plain white), so I added blue color to path line (everything until $ sign) and it works fine but I have two strange glitches now: When i write a line which is longer than terminal window, instead of starting at next line it starts at the same one, overwriting everything which was in there. Sometimes while navigating over previous commands (up/down arrow keys) some part of command gets stuck and is treated as part of prompt (the blue text), but it is white and is non-deletable and is not taken as part of command when i press enter. What could I mess up? The bad thing is that I don't remember what exactly did I change, but i'm sure I changed only one line in bashrc

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  • windows7 magnifier for ubuntu12.04

    - by Behnam
    Salam(Persian). I need a magnifier like windows 7 magnifier. But I tried "kmag", It is not full_screen, doesn't color inversion, uses part of my desktop and bothers me. I tried "compiz config settings manager" too, I active magnifier and zoom and set the shortcuts of them, But did not work. I tried mouse wheel+ctrl+windows keys but ... . Help me pleas I need win7 magnifier in Ubuntu 12.04. Allah helps you insha'Allah.

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  • Issue with Mapping Textures to Models in Blender

    - by Passage
    I've been trying to texture a model using Blender, but when I draw on the UV Editor it doesn't show up on the model, and I can't draw on the model itself. I've tried saving the image and the 3D View is set to Texture. Everything seems to be in order and I've followed several tutorials, but none of them seem to work with the version I'm using (2.64-- update was necessary for import plugin) and I'm absolutely stumped. How can I draw textures to the model? If not within Blender itself, how do I export/import the textures? EDIT: Vertex Paint works, though it is insufficient for my purposes. In addition, moving to the rendered view produces a solid-color model with none of the applied textures.

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  • Tempescope Displays Weather by Recreating It

    - by Jason Fitzpatrick
    Yesterday we showed you an umbrella stand that signals raining/clear skies by color, today we have something even more interesting: an ambient desktop weather station that recreates the outside weather. The Tempescope pulls down the current weather report from Weather Underground’s API and feeds it to an Arduino board which in turn controls the device. When it’s raining, it pumps water down to simulate rain in the chamber. When there is lightening, LEDs flash. When there is cloud cover, an ultrasonic generator creates a fine mist inside the cylinder. Finally, on sunny days the entire thing glows warmly. To say that we want one would be an understatement. Hit up the link below to read more about the project, the display modes, and to peek inside the device. Prototyping “Tempescope”, An Ambient Weather Display [via Hack A Day] How To Delete, Move, or Rename Locked Files in Windows HTG Explains: Why Screen Savers Are No Longer Necessary 6 Ways Windows 8 Is More Secure Than Windows 7

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  • Is there any text editor for windows which can save files with code highlight for viewing

    - by user1713836
    I want some software for Windows where I can save code snippets and other daily usable commands in one file. Everyday I find some small code snippets which I want to save in a single file. Just like we have code snippet savers online, I want something offline on Windows, basically with all the features Microsoft Word has, but with code highlight. It should be lightweight like Notepad++. I mean if I select the code and then press some button, it should change the color according to the language. Currently I use Notepad++, but in it, I can't select small code snippets on one page. It either highlights the entire file or nothing.

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  • How to use American English spelling dictionary in Firefox?

    - by mmr
    My Firefox spellchecker was complaining this morning that I spelled 'neighbor' in the American English style, not the British English style ('neighbour'). Same is true for color (colour), analyze (analyse), etc. I've checked in the edit-preferences-content-language tab, and en-us is selected. I also found this link here: http://ubuntuforums.org/showthread.php?t=1013043 Suggesting that there's some kind of system panel I can use to ensure that I've got the right language, but I can't see where that is (I guess that's for an older Ubuntu that let people get to system settings). So either the dictionary for Firefox for en-us is corrupted, just a copy of the British English dictionary, or somehow the setting isn't propagated properly. How can I get the American dictionary back?

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  • custom facebook connect image - Is it facebook's policy violation?

    - by Viruthagiri
    I was going to change facebook's default login button with my custom image like mashable I mean like this But I found a article which state its against facebook's policies Is it really a violation? If it is how come mashable using custom image? Can someone answer me? Update This is the exact image i would like to use. Facebook mentioned like this in this page. While you may scale the size to suit your needs, you may not modify the “f” logo in any other way (such as by changing the design or color). If you are unable to use the correct colour due to technical limitations, you may revert to black and white. So my sign in with facebook image violating facebook policy in anyway?

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  • Drawing simple geometric figures with DrawUserPrimitives?

    - by Navy Seal
    I'm trying to draw a simple triangle based on an array of vertex. I've been searching for a tutorial and I found a simple example on riemers but I couldn't get it to work. I think it was made for XNA 3 and it seems there were some changes to XNA 4? Using this example: http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series1/The_first_triangle.php I get this error: Additional information: The current vertex declaration does not include all the elements required by the current vertex shader. TextureCoordinate0 is missing. I'm not english so I'm having some trouble to understand everything. For what I understand error is confusing because I'm trying to draw a triangle color based and not texture based and it shouldn't need a texture. Also I saw some articles about dynamic shadows and lights and I would like to know if this is the kind of code used to do it with some tweaks like culling because I'm wondering if its heavy code for performance in real time.

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  • For Programmers familiar with ACM API? Drawing Initials [closed]

    - by user71992
    Possible Duplicate: For Programmers familiar with ACM API? Drawing Initials I came across an exercise (in the book "The Art and Science of Java" by Eric Roberts) that requires using only GArc and GLine classes to create a lettering library which draws your initials on the canvas. This should be made independent of the GLabel class. I'd like to know the correct approach to use in solving this problem. I'm not sure what I have so far is good enough (I'm thinking it's too long). The questions requires that I use a good Top-Down approach. Here's my code so far: //Passes letters to GLetter objects and draws them on the canvas package artScienceJavaExercises.chapter8; import acm.program.*; //import acm.graphics.*; public class DrawInitials extends GraphicsProgram{ public void init(){ resize(400,400); } public void run(){ //String let = readLine("Letter?: "); letter = new GLetter("l"); add(letter, (getWidth()-letter.getWidth()*2)/2, (getHeight()-letter.getHeight())/2); add(new GLetter("o"), (letter.getX()+letter.getWidth()), letter.getY()); } private GLetter letter; } //GLetter Class package artScienceJavaExercises.chapter8; import acm.graphics.*; import java.awt.*; public class GLetter extends GCompound{ private static final int ONE_THIRD = 30; private static final int ROW_2_HEIGHT = 40; private GArc[] arc = new GArc[4]; private GLine[] line = new GLine[24]; public GLetter(String s){ line[0] = new GLine(0,0, ONE_THIRD, 0); line[1] = new GLine(ONE_THIRD,0, ONE_THIRD*2, 0); line[2] = new GLine(ONE_THIRD*2,0, ONE_THIRD*3, 0); line[3] = new GLine(0,0, 0,ONE_THIRD); line[4] = new GLine(ONE_THIRD,0, ONE_THIRD, ONE_THIRD); line[5] = new GLine(ONE_THIRD*2,0, ONE_THIRD*2, ONE_THIRD); line[6] = new GLine(ONE_THIRD*3,0, ONE_THIRD*3, ONE_THIRD); line[7] = new GLine(0,ONE_THIRD, ONE_THIRD*2, ONE_THIRD); line[8] = new GLine(ONE_THIRD,ONE_THIRD, ONE_THIRD*2, ONE_THIRD); line[9] = new GLine(ONE_THIRD*2,ONE_THIRD, ONE_THIRD*3, ONE_THIRD); line[10] = new GLine(0,ONE_THIRD, 0, ONE_THIRD+ROW_2_HEIGHT); line[11] = new GLine(ONE_THIRD, ONE_THIRD, ONE_THIRD, ONE_THIRD+ROW_2_HEIGHT); line[12] = new GLine(ONE_THIRD*2,ONE_THIRD, ONE_THIRD*2, ONE_THIRD+ROW_2_HEIGHT); line[13] = new GLine(ONE_THIRD*3,ONE_THIRD, ONE_THIRD*3, ONE_THIRD+ROW_2_HEIGHT); line[14] = new GLine(0, ONE_THIRD+ROW_2_HEIGHT, ONE_THIRD, ONE_THIRD+ROW_2_HEIGHT); line[15] = new GLine(ONE_THIRD, ONE_THIRD+ROW_2_HEIGHT, ONE_THIRD*2, ONE_THIRD+ROW_2_HEIGHT); line[16] = new GLine(ONE_THIRD*2, ONE_THIRD+ROW_2_HEIGHT, ONE_THIRD*3, ONE_THIRD+ROW_2_HEIGHT); line[17] = new GLine(0, ONE_THIRD+ROW_2_HEIGHT, 0, ONE_THIRD*2+ROW_2_HEIGHT); line[18] = new GLine(ONE_THIRD, ONE_THIRD+ROW_2_HEIGHT, ONE_THIRD, ONE_THIRD*2+ROW_2_HEIGHT); line[19] = new GLine(ONE_THIRD*2, ONE_THIRD+ROW_2_HEIGHT, ONE_THIRD*2, ONE_THIRD*2+ROW_2_HEIGHT); line[20] = new GLine(ONE_THIRD*3, ONE_THIRD+ROW_2_HEIGHT, ONE_THIRD*3, ONE_THIRD*2+ROW_2_HEIGHT); line[21] = new GLine(0,ONE_THIRD*2+ROW_2_HEIGHT, ONE_THIRD, ONE_THIRD*2+ROW_2_HEIGHT); line[22] = new GLine(ONE_THIRD, ONE_THIRD*2+ROW_2_HEIGHT, ONE_THIRD*2, ONE_THIRD*2+ROW_2_HEIGHT); line[23] = new GLine(ONE_THIRD*2,ONE_THIRD*2+ROW_2_HEIGHT, ONE_THIRD*3, ONE_THIRD*2+ROW_2_HEIGHT); for(int i = 0; i<line.length; i++){ add(line[i]); line[i].setColor(Color.BLACK); line[i].setVisible(false); } arc[0] = new GArc(getWidth(), getHeight(), 106.699, 49.341); arc[1] = new GArc(getWidth(), getHeight(), 23.96, 49.341); arc[2] = new GArc(getWidth(), getHeight(), -23.96, -49.341); arc[3] = new GArc(0,0,getWidth(), getHeight(), -106.699, -49.341); for(int i = 0; i<arc.length; i++){ add(arc[i],0,0); arc[i].setColor(Color.BLACK); arc[i].setVisible(false); } paintLetter(s); } private void paintLetter(String s){ if (s.equalsIgnoreCase("l")){ turnOn(line[3]); turnOn(line[10]); turnOn(line[17]); turnOn(line[21]); turnOn(line[22]); turnOn(line[23]); } else if(s.equalsIgnoreCase("o")){ for(int i = 0; i<4; ++i){ turnOn(arc[i]); } turnOn(line[1]); turnOn(line[10]); turnOn(line[13]); turnOn(line[22]); } } private void turnOn(GObject g){ g.setVisible(true); } } I created a class (GLetter.java) with arrays for GArc and GLine objects. They are positioned in certain ways thereby turning certain Glines and/or GArcs on or off (changing visiblity) would create a pattern for a letter. This Gletter uses the if/else statements to determine which pattern to create - this makes me feel my code is too long. There is another class (DrawInitials.java) that simulates a GraphicsProgram and allows the user to pass certain letters as arguments to the GLetter object. I've used 'L' and 'O' as examples. However, I posted this because I'm not sure I'm using the right approach. That's why I need your help. I feel MY CODE IS TOO LONG! The code above is not the complete project...it only draws letters 'L' and 'O' for now.

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  • VS 2010: New Add Reference dialog, tab layout and options

    Microsoft has just published a new free extension for Visual Studio 2010 that provides an improved Add Reference dialog, an improved tab bar, and much more.The new Add Reference dialog comes with a long-awaited feature: it's now searchable!The tab bar allows you to display the close button at the end of the bar and not on each tab. It can also sort tabs by project and alphabetically. Tab color can vary by project or according to regular expressions.I'll let you discover about the other features by...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • VS 2010: New Add Reference dialog, tab layout and options

    - by Fabrice Marguerie
    Microsoft has just published a new free extension for Visual Studio 2010 that provides an improved Add Reference dialog, an improved tab bar, and much more.The new Add Reference dialog comes with a long-awaited feature: it's now searchable!The tab bar allows you to display the close button at the end of the bar and not on each tab. It can also sort tabs by project and alphabetically. Tab color can vary by project or according to regular expressions.I'll let you discover about the other features by yourself (HTML Copy, Triple Click, Current Line Highlighting, etc.).The name of the extension is Visual Studio Pro Power Tools. I believe it's main features will come out-of-the-box with the next version of Visual Studio.

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  • Fast pixelshader 2D raytracing

    - by heishe
    I'd like to do a simple 2D shadow calculation algorithm by rendering my environment into a texture, and then use raytracing to determine what pixels of the texture are not visible to the point light (simply handed to the shader as a vec2 position) . A simple brute force algorithm per pixel would looks like this: line_segment = line segment between current pixel of texture and light source For each pixel in the texture: { if pixel is not just empty space && pixel is on line_segment output = black else output = normal color of the pixel } This is, of course, probably not the fastest way to do it. Question is: What are faster ways to do it or what are some optimizations that can be applied to this technique?

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  • Name of web design technique with vertically contiguous but separate screen-sized blocks?

    - by Chad Schultz
    I don't know the proper name for this, which makes it hard to Google it or describe this. On a site like http://p2theme.com/ as you scroll down you see that content is arranged into screen-sized chunks, each with its own chunk of content, each with a different background color, making them visually distinctive. I've seen this used more and more frequently on websites, but don't know what it's called. People have tried telling me "responsive design" or "flat UI" or "infinite scroll" or "parallax" -- but those are completely different things. What do you call this technique?

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  • How to make background image black-and-white?

    - by Dmitri
    Are there any filters that would make background image to be displayed as black-and-white? What I mean, is this: i have a background image set via css using background: url(/image.png); But now I need to apply a filter so that an image is shown as black-white only. Ideally, I would like to also apply opacity to it. The effect I really trying to achieve is to have background image black/white and on hover over that span element the filter would be removed, revealing the color version. And of cause it has to work in FF, Chrome, IE Can someone help me?

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  • How to Fix a Stuck Pixel on an LCD Monitor

    - by Chris Hoffman
    Have you ever noticed that a pixel – a little dot on your computer’s LCD monitor – is staying a single color all of the time? You have a stuck pixel. Luckily, stuck pixels aren’t always permanent. Stuck and dead pixels are hardware problems. They’re often caused by manufacturing flaws – pixels aren’t supposed to get stuck or die over time. Image Credit: Alexi Kostibas on Flickr How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot Our Geek Trivia App for Windows 8 is Now Available Everywhere

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  • Variable declaration versus assignment syntax

    - by rwallace
    Working on a statically typed language with type inference and streamlined syntax, and need to make final decision about syntax for variable declaration versus assignment. Specifically I'm trying to choose between: // Option 1. Create new local variable with :=, assign with = foo := 1 foo = 2 // Option 2. Create new local variable with =, assign with := foo = 1 foo := 2 Creating functions will use = regardless: // Indentation delimits blocks square x = x * x And assignment to compound objects will do likewise: sky.color = blue a[i] = 0 Which of options 1 or 2 would people find most convenient/least surprising/otherwise best?

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  • How would I be able to get a game over screen using the pause function?

    - by Joachim Velzel
    I am having problems with my snake game, when the snake collides with itself it draws a "game over" image in the background, but only while it's colliding with itself. I want it to behave like the pause function, so that as soon as the snake collides with itself it draws an image on the screen and stops the game play. And then how would you be able to restart or to quit the game? I just have this for the detection at the moment: if (snakeHeadRectangle.Intersects(snakeBodyRectangleArray[bodyNumber])) { spriteBatch.Draw(textureGameOver, gameOverPosition, Color.White); } Thanks

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  • The Sound of Two Toilets Flushing: Constructive Criticism for Virgin Atlantic Complaints Department

    - by Geertjan
    I recently had the experience of flying from London to Johannesburg and back with Virgin Atlantic. The good news was that it was the cheapest flight available and that the take off and landing were absolutely perfect. Hence I really have no reason to complain. Instead, I'd like to offer some constructive criticism which hopefully Richard Branson will find sometime while googling his name. Or maybe someone from the Virgin Atlantic Complaints Department will find it, whatever, just want to put this information out there. Arrangement of restroom facilities. Maybe next time you design an airplane, consider not putting your toilets at a right angle right next to your rows of seats. Being able to reach, without even needing to stretch your arm, from your seat to close, yet again, a toilet door that someone, someone obviously sitting very far from the toilets, carelessly forgot to close is not an indicator of quality interior design. Have you noticed how all other airplanes have their toilets in a cubicle separated from the rows of seats? On those airplanes, people sitting in the seats near the toilets are not constantly being woken up throughout the night whenever someone enters/exits the toilet, whenever the light in the toilet is suddenly switched on, and whenever one of the toilets flushes. Bonus points for Virgin Atlantic passengers in the seats adjoining the toilets is when multiple toilets are flushed simultaneously and multiple passengers enter/exit them at the same time, a bit like an unasked for low budget musical of suddenly illuminated grumpy people in crumpled clothes. What joy that brings at 3 AM is hard to describe. Seats with extra leg room. You know how other airplanes have the seats with the extra leg room? You know what those seats tend to have? Extra leg room. It's really interesting how Virgin Atlantic's seats with extra leg room actually have no extra leg room at all. It should have been a give away, the fact that these special seats are found in the same rows as the standard seats, rather than on the cusp of real glory which is where most airlines put their extra leg room seats, with the only actual difference being that they have a slightly different color. Had you called them "seats with a different color" (i.e., almost not quite green, rather than something vaguely hinting at blue), at least I'd have known what I was getting. Picture the joy at 3 AM, rudely awakened from nightmarish slumber, partly grateful to have been released from a grayish dream of faceless zombies resembling one or two of those in a recent toilet line, by multiple adjoining toilets flushing simultaneously, while you're sitting in a seat with extra leg room that has exactly as much leg room as the seats in neighboring rows. You then have a choice of things to be sincerely annoyed about. Food from the '80's. In the '80's, airplane food came in soggy containers and even breakfast, the most important meal of the day, was a sad heap of vaguely gray colors. The culinary highlight tended to be a squashed tomato, which must have been mashed to a pulp with a brick prior to being regurgitated by a small furry animal, and there was also always a piece of immensely horrid pumpkin, as well as a slice of spongy something you'd never seen before. Sausages and mash at 6 AM on an airplane was always a heavy lump of horribleness. Thankfully, all airlines throughout the world changed from this puke inducing strategy around 1987 sometime. Not Virgin Atlantic, of course. The fatty sausages and mash are still there, bringing you flashbacks to Duran Duran, which is what you were listening to (on your walkman) the last time you saw it in an airplane. Even the golden oldie "squashed tomato attached by slime to three wet peas" is on the menu. How wonderful to have all this in a cramped seat with a long row of early morning bleariness lined up for the toilets, right at your side, bumping into your elbow, groggily, one by one, one after another, more and more, fumble-open-door-silence-flush-fumble-open-door, and on and on, while you tentatively push your fork through a soggy pile of colorless mush, fighting the urge to throw up on the stinky socks of whatever nightmarish zombie is bumping into your elbow at the time. But, then again, the plane landed without a hitch, in fact, extremely smoothly, so I'm certainly not blaming the pilots.

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  • Texture and Lighting Issue in 3D world

    - by noah
    Im using OpenGL ES 1.1 for iPhone. I'm attempting to implement a skybox in my 3d world and started out by following one of Jeff Lamarches tutorials on creating textures. Heres the tutorial: iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html Ive successfully added the image to my 3d world but am not sure why the lighting on the other shapes has changed so much. I want the shapes to be the original color and have the image in the background. Before: https://www.dropbox.com/s/ojmb8793vj514h0/Screen%20Shot%202012-10-01%20at%205.34.44%20PM.png After: https://www.dropbox.com/s/8v6yvur8amgudia/Screen%20Shot%202012-10-01%20at%205.35.31%20PM.png Heres the init OpenGL: - (void)initOpenGLES1 { glShadeModel(GL_SMOOTH); // Enable lighting glEnable(GL_LIGHTING); // Turn the first light on glEnable(GL_LIGHT0); const GLfloat lightAmbient[] = {0.2, 0.2, 0.2, 1.0}; const GLfloat lightDiffuse[] = {0.8, 0.8, 0.8, 1.0}; const GLfloat matAmbient[] = {0.3, 0.3, 0.3, 0.5}; const GLfloat matDiffuse[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat matSpecular[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat lightPosition[] = {0.0, 0.0, 1.0, 0.0}; const GLfloat lightShininess = 100.0; //Configure OpenGL lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); // Define a cutoff angle glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 40.0); // Set the clear color glClearColor(0, 0, 0, 1.0f); // Projection Matrix config glMatrixMode(GL_PROJECTION); glLoadIdentity(); CGSize layerSize = self.view.layer.frame.size; // Swapped height and width for landscape mode gluPerspective(45.0f, (GLfloat)layerSize.height / (GLfloat)layerSize.width, 0.1f, 750.0f); [self initSkyBox]; // Modelview Matrix config glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // This next line is not really needed as it is the default for OpenGL ES glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); } Heres the drawSkybox that gets called in the drawFrame method: -(void)drawSkyBox { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); static const SSVertex3D vertices[] = { {-1.0, 1.0, -0.0}, { 1.0, 1.0, -0.0}, {-1.0, -1.0, -0.0}, { 1.0, -1.0, -0.0} }; static const SSVertex3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0} }; static const GLfloat texCoords[] = { 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 0.5, 0.0 }; glLoadIdentity(); glTranslatef(0.0, 0.0, -3.0); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } Heres the init Skybox: -(void)initSkyBox { // Turn necessary features on glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_SRC_COLOR); // Bind the number of textures we need, in this case one. glGenTextures(1, &texture[0]); // create a texture obj, give unique ID glBindTexture(GL_TEXTURE_2D, texture[0]); // load our new texture name into the current texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); NSString *path = [[NSBundle mainBundle] pathForResource:@"space" ofType:@"jpg"]; NSData *texData = [[NSData alloc] initWithContentsOfFile:path]; UIImage *image = [[UIImage alloc] initWithData:texData]; GLuint width = CGImageGetWidth(image.CGImage); GLuint height = CGImageGetHeight(image.CGImage); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); void *imageData = malloc( height * width * 4 ); // times 4 because will write one byte for rgb and alpha CGContextRef cgContext = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big ); // Flip the Y-axis CGContextTranslateCTM (cgContext, 0, height); CGContextScaleCTM (cgContext, 1.0, -1.0); CGColorSpaceRelease( colorSpace ); CGContextClearRect( cgContext, CGRectMake( 0, 0, width, height ) ); CGContextDrawImage( cgContext, CGRectMake( 0, 0, width, height ), image.CGImage ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); CGContextRelease(cgContext); free(imageData); [image release]; [texData release]; } Any help is greatly appreciated.

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  • Bitmap to Texture2D problem with colors

    - by xnaNewbie89
    I have a small problem with converting a bitmap to a Texture2D. The resulted image of the conversion has the red channel switched with the blue channel :/ I don't know why, because the pixel formats are the same. If someone can help me I will be very happy :) System.Drawing.Image image = System.Drawing.Bitmap.FromFile(ImageFileLoader.filename); System.Drawing.Bitmap bitmap = new System.Drawing.Bitmap(image); Texture2D mapTexture = new Texture2D(Screen.Game.GraphicsDevice, bitmap.Width, bitmap.Height,false,SurfaceFormat.Color); System.Drawing.Imaging.BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle( 0, 0, bitmap.Width, bitmap.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly,System.Drawing.Imaging.PixelFormat.Format32bppArgb); byte[] bytes = new byte[data.Height * data.Width*4]; System.Runtime.InteropServices.Marshal.Copy(data.Scan0, bytes, 0, bytes.Length); mapTexture.SetData<byte>(bytes, 0, data.Height * data.Width * 4); bitmap.UnlockBits(data); bitmap.Dispose(); image.Dispose();

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  • Kinect office demo ideas

    - by Tedd Hansen
    I'm thinking of placing a Kinect (connected to a PC) in the office and have something fun on it. Just a small thing people can interact with. Basically I get a depthmap (image) and a color image from the Kinect which I can analyze and do stuff with. My limited imagination came up with: Count people passing by. Measure average width of people passing by. Some ball with physics people can play with. Audible alert when someone is walking too fast. Anyone have any good ideas? :)

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