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  • Jupiter in Ubuntu 13.10 (Laptop Overheating)

    - by Daniel Pacheco
    I was wondering if Jupiter (Interface for display, power and device control) will work in Ubuntu 13.10, because my laptop (Toshiba Satellite C855D, AMD A6-4400M with Radeon HD Graphics running Ubuntu 13.04 x64) keeps overheating, I tried some other tools, like laptop-mode-tools or TLP, none of those work, not at all. Jupiter was the only option and it's supposedly discontinued, the version I'm using is being maintained by JoliCloud team, but they told me they're not sure if it will work with 13.10... If it doesn't work, I'm definitely not upgrading, since overheating is a major issue for me... Thanks in advance!

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  • Jerome has written a nice article on integrating SceneBuilder with several IDEs

    - by daniel
    My colleague Jerome Cambon has written a very nice article about how to get SceneBuilder working with several IDEs. The JavaFX SceneBuilder is at the root a stand-alone tool - but there are various tweaks and tricks that you can use to make its use in conjunction with your favorite IDE a more enjoyable experience. In his article - Jerome shows how this can be done with NetBeans (7.3), Eclipse, with Tom's excellent e(fx)clipse plugin, and IntelliJ IDEA. Good work Jerome!

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  • Keep Your Eye on the Ball

    - by [email protected]
    With the FIFA World Cup 2010 in South Africa almost a week underway, the soccer fans all around the World are talking about at least 2 things. That typical vuvuzela sound and the new Jabulani ball, saying it moves unpredictably, is difficult to handle and somehow the altitude of the World Cup stadiums also seem to be a contributing factor.(Picture taken from http://www.flickr.com/photos/warrenski/4143923059/ under a Creative Commons license)Although the FIFA states that it hasn't received any official complaints, the end users don't seem to be very happy with this new ball. This brings me to a comparison with IT management and testing. When you're in a situation where you're introducing a new product, in IT terms, introducing a new application, you would like to test all possible scenarios that your end users could be using and experiencing. However, that's a very time and resource intensive process to do for every application change or update.  It's like getting ready for the big game but you have no game plan.That's why a new approach has been developed. One that's based on the 80/20 rule. Testing 80% of the application will cost about 20% of the efforts. The remaining 20% of your application will not be tested before deployment, but monitored with a real user monitoring solution immediately after deployment. These tools track all user experiences, including error messages and the performance and availability metrics from an end user perspective. Should any anomaly occur, you would be able to repair it quickly so you and your end users can get back into the game.These real user sessions can be easily converted into testing scripts, so the 80% of the application testing can be complimented with the remaining 20%.Oracle Enterprise Manager 11g group of products offers both the real user monitoring solution with Oracle Real User Experience Insight, as well as the required testing solution with Oracle Application Testing Suite. Visit our Oracle Enterprise Manager 11g resource center and find out how it's Business-Driven IT Management approach will help you keep your eye on your business ball.Happy World Cup.

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  • Hide collision layer in libgdx with TiledMap?

    - by Daniel Jonsson
    I'm making a 2D game with libgdx, and I'm using its TileMapRenderer to render my map which I have made in the map editor Tiled. In Tiled I have a dedicated collision layer. However, I can't figure out how I'm supposed to hide it and its tiles in the game. This is how a map is loaded: TiledMap map = TiledLoader.createMap(Gdx.files.internal("maps/map.tmx")); TileAtlas atlas = new TileAtlas(map, Gdx.files.internal("maps")); tileMapRenderer = new TileMapRenderer(map, atlas, 32, 32); Currently the collision tiles are rendered on top of everything else, as I see them in the map editor.

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  • How to use T4 templates in WP7, Silverlight, Desktop or even MonoDroid apps

    - by Daniel Cazzulino
    In other words, how to use T4 templates without ANY runtime dependencies? Yes, it is possible, and quite simple and elegant actually. In a desktop project, just open the Add New Item dialog, and search for "text template": From the two available templates, the one that gives you a zero-dependency runtime-usable template is the first one: Preprocessed Text Template. Once unfolded, you get the .tt file, but also a dependent .cs file automatically generated. Note the Custom Tool associated with the file: If you open up the .cs file, you will see that it doesn't contain the rendered "Hello World!!!" I added in the .tt, but rather a full class named after the template file itself: namespace ConsoleApplication1 { using System; #line 1 "C:\Temp\ConsoleApplication1\ConsoleApplication1\PreTextTemplate1.tt" [System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.TextTemplating", "10.0.0.0")] public partial class PreTextTemplate1 : PreTextTemplate1Base { public virtual string TransformText() { this.GenerationEnvironment = null; this.Write("Hello World!!!"); return this.GenerationEnvironment.ToString(); } } #region Base class ... #endregion } ... Read full article

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  • mpirun -np N, what if N is larger than my core number?

    - by Daniel
    Say I have a 4-core workstation, what would linux (Ubuntu) do if I execute mpirun -np 9 XXX Q1. Will 9 run immediately together, or they will run 4 after 4? Q2. I suppose that using 9 is not good, because the remainder 1, it will make the computer confused, (I don't know is it going to be confused at all, or the "head" of the computer will decide which core among the 4 cores will be used?) Or it will be randomly picked. Who decide which one core to call? Q3. If I feel my cpu is not bad and my ram is okay and large enough, and my case is not very big. Is it a good idea in order to fully use my cpu and ram, that I do mpirun -np 8 XXX, or even mpirun -np 12 XXX. Q4. Who decides all of these effciency optimization, Ubuntu, or linux, or motherboard or cpu? Your enlightenment would be really appreciated.

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  • Geographically limited / gradual release process

    - by daniel.sedlacek
    I am looking for more information on a gradual release process - that is when you release new version of a software only to certain set of end users, mostly geographically limited (or limited by a reach of particular server). Google seems to be blind to this term - that indicates that's not how it's called. What's the name then? EDIT: An example of what I mean is when Facebook rolled out new image galleries they were first visible to certain users only, then to whole US and then to the rest of the world.

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  • Why are two indicator-network versions being worked on?

    - by Daniel Rodrigues
    Some months ago, on the road to Ubuntu Maverick, a new system indicator, network (with connman as a backend), started to be developed. The plan was to get it into UNE and release it with no notifcation area. Unfortunately it didn't make it into the final version. However, continued efforts are still being made to improve it, and I'm getting regular updates. From a blueprint from the last UDS, I read that the plan was to ship no notification area and only indicators. For that, it was defined that nm-applet (backend: NetworkManager) should be ported to the appindicator library. Today I discovered that those efforts are going on and a initial version is available for testing, available from Matt Trudel PPA (Natty only). So, my questions is, to whoever has the necessary info: wouldn't it be easier to join efforts and concentrate the work in just one version (probably NetworkManager backend, as that's the official plan), instead of breaking those efforts apart and hampering both testing and developing? Both indicators are being developed by Canonical engineers, and that really doesn't make much sense. So, any Canonical engineer willing to clarify this?

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  • Implementation details of database synchronisation API

    - by Daniel
    I want to achieve a database synchronisation between my server database and a client application. The server would run MySQL and the applications may run different database technologies, their implementation isn't important. I have a MySQL database online and web accessible via an API I wrote in PHP (just a detail). My client application ships with a copy of the online data. As time passes my goal is to check for any changes in the online database and make these updates available to the client app via an API call, by sending a date to an API endpoint corresponding to the last date the app was updated, the response would be a JSON filled with all new objects and updated objects, and delete IDs, this makes possible to update the local store appropriately. Essentially I want to do this: http://dbconvert.com/synchronization.php My question is about the implementation details. Would I need to add a column to my database tables with a "last modified" date? Since the client app could be very out of date if it's been offline for a long time, does that also mean I shouldn't delete data from the online database but instead have another column called "delete" set to 1 and a modified date updated appropriately? Would my SQL query simply check for all data with a modified date superior then the date passed into the API request by the client? I feel like there's a lot more to it then having a ton of dates everywhere. And also, worry that I will need to persist a lot of old data in order to ensure that old versions of the client app always have the opportunity to delete parts of their data when they are able to sync.

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  • rewrite rule if iphone?

    - by daniel Crabbe
    hello there. just need one url on my site to check if its a mobile device and then rerite the url accordingly. want to rewrite; /play-reel/miranda-bowen/playpeaches-and-cream to /mobile/play-reel/miranda-bowen/playpeaches-and-cream RewriteCond %{HTTP_USER_AGENT} ^.*iPhone.*$ [NC] RewriteRule ^play-reel(.*)\$ mobile/play-reel$1 [R=302,NC] RewriteRule ^mobile/play-reel/([a-zA-Z0-9\-]+)/([a-zA-Z0-9\-]+)$ play-reel-new-html5-02.php?director=$1&video=$2 [L] # the 3rd line works but cant get the url to change for it to be picked up can anyone see what's wrong? There's no erro best, Dan

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  • When does a game idea cross the line between homage/parody to ripoff?

    - by Daniel T.
    I'm not sure where this question belongs, but as it pertains to the development of a game idea, I figured I'd try to post it here. Recently I've been inspired to create a game based on another game I've played. However, the idea that I have is very similar to the original game. I was wondering, when does a game idea cross from being a homage or parody into the realm of being a ripoff? Are there any hard or fast rules or does this cross into a gray area?

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  • Color schemes generation - theory and algorithms

    - by daniel.sedlacek
    Hi I will be generating charts and diagrams and I am looking for some theory on color schemes and algorithm examples. Example questions: How to generate complementary or analogous colors? How to generate pastel, cold and warm colors? How to generate any number of random but distinct colors? How to translate all that to the hex triplet (web color)? My implementation will be in AS3 but any examples in metacode are welcome.

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  • Installation of Ubuntu 12.04 LTS is Crashing from Live CD

    - by Daniel Evans
    Hardware: Dell Inspiron 1545 Steps are as follows: Insert Ubuntu 12.04 disc Boot computer Output is as follows error: unexpectedly disconnected from boot status daemon Generating locales... en_US.UTF-8... done Generation complete. ***MEMORY-ERROR***: glib-compile-schemas[569]: GSlice: assertion failed: aligned_memory == (gpointer) addr Aborted pwconv: failed to change the mode of /etc/passwd- to 0600 ***MEMORY-ERROR***: [996]: GSlice: assertion failed: aligned_memory == (gpointer) addr ***MEMORY-ERROR***: glib-compile-scehmas[1034]: GSlice: assertion failed: aligned_memory == gpointer) addr Aborted /usr/lib/python2.7/dist-packages/LanguageSelector/LocaleInfo.py:256: UserWarning: Failed to connect to socket /var/run/dbus/system_bus_socket: No such file or directory warnings.warn(msg.args[0].encode('UTF-8')) Using CD-ROM mount point /cdrom ... etc etc... End up at a prompt line ubuntu@ubuntu:~$ The computer's self tests have given the following three errors (so far): Error Code OFOO:O65D Msg DISK-DST Self-test read error SATA Disk S/N=.... Confidence Test Fail Error Code 0F00:1332 Msg: DISK- Block 418047942: Interrupt Request (IRQ) Error Code: 0142 HD0 self test unsuccessful Status 79

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  • OpenGL Performance Questions

    - by Daniel
    This subject, as with any optimisation problem, gets hit on a lot, but I just couldn't find what I (think) I want. A lot of tutorials, and even SO questions have similar tips; generally covering: Use GL face culling (the OpenGL function, not the scene logic) Only send 1 matrix to the GPU (projectionModelView combination), therefore decreasing the MVP calculations from per vertex to once per model (as it should be). Use interleaved Vertices Minimize as many GL calls as possible, batch where appropriate And possibly a few/many others. I am (for curiosity reasons) rendering 28 million triangles in my application using several vertex buffers. I have tried all the above techniques (to the best of my knowledge), and received almost no performance change. Whilst I am receiving around 40FPS in my implementation, which is by no means problematic, I am still curious as to where these optimisation 'tips' actually come into use? My CPU is idling around 20-50% during rendering, therefore I assume I am GPU bound for increasing performance. Note: I am looking into gDEBugger at the moment Cross posted at StackOverflow

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  • Crazy Linq: performing System.ComponentModel.DataAnnotations validation in a single statement

    - by Daniel Cazzulino
    public static IEnumerable&lt;ValidationResult&gt; Validate(object component) { return from descriptor in TypeDescriptor.GetProperties(component).Cast&lt;PropertyDescriptor&gt;() from validation in descriptor.Attributes.OfType&lt;System.ComponentModel.DataAnnotations.ValidationAttribute&gt;() where !validation.IsValid(descriptor.GetValue(component)) select new ValidationResult( validation.ErrorMessage ?? string.Format(CultureInfo.CurrentUICulture, "{0} validation failed.", validation.GetType().Name), new[] { descriptor.Name }); } ...Read full article

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  • XNA 3D model collision is inaccurate

    - by Daniel Lopez
    I am creating a classic game in 3d that deals with asteriods and you have to shoot them and avoid being hit from them. I can generate the asteroids just fine and the ship can shoot bullets just fine. But the asteroids always hit the ship even it doesn't look they are even close. I know 2D collision very well but not 3D so can someone please shed some light to my problem. Thanks in advance. Code For ModelRenderer: 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 _3D_Asteroids { class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; private bool isalive; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { isalive = true; model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public float RadiusOfSphere { get { return model.Meshes[0].BoundingSphere.Radius; } } public BoundingBox BoxBounds { get { return BoundingBox.CreateFromSphere(model.Meshes[0].BoundingSphere); } } public BoundingSphere SphereBounds { get { return model.Meshes[0].BoundingSphere; } } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public bool IsAlive { get { return isalive; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public Matrix RotationY { set { rotationy = value; } get { return rotationy; } } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Kill() { isalive = false; } public void Draw(float scale) { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } public void Draw() { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } } Code For Game1: 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 _3D_Asteroids { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; int score = 0, lives = 5; SpriteBatch spriteBatch; GameState gstate = GameState.OnMenuScreen; Menu menu = new Menu(Color.Yellow, Color.White); SpriteFont font; Texture2D background; ModelRenderer ship; Model b, a; List<ModelRenderer> bullets = new List<ModelRenderer>(); List<ModelRenderer> asteriods = new List<ModelRenderer>(); float time = 0.0f; int framecount = 0; SoundEffect effect; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 796; graphics.ApplyChanges(); 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); font = Content.Load<SpriteFont>("Fonts\\Lucida Console"); background = Content.Load<Texture2D>("Textures\\B1_stars"); Model p1 = Content.Load<Model>("Models\\p1_wedge"); b = Content.Load<Model>("Models\\pea_proj"); a = Content.Load<Model>("Models\\asteroid1"); effect = Content.Load<SoundEffect>("Audio\\tx0_fire1"); ship = new ModelRenderer(p1, GraphicsDevice.Viewport.AspectRatio, new Vector3(0, 0, 0), new Vector3(0, 0, 9000)); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { } /// <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) { KeyboardState state = Keyboard.GetState(PlayerIndex.One); switch (gstate) { case GameState.OnMenuScreen: { if (state.IsKeyDown(Keys.Enter)) { switch (menu.SelectedChoice) { case MenuChoices.Play: { gstate = GameState.GameStarted; break; } case MenuChoices.Exit: { this.Exit(); break; } } } if (state.IsKeyDown(Keys.Down)) { menu.MoveSelectedMenuChoiceDown(gameTime); } else if(state.IsKeyDown(Keys.Up)) { menu.MoveSelectedMenuChoiceUp(gameTime); } else { menu.KeysReleased(); } break; } case GameState.GameStarted: { foreach (ModelRenderer bullet in bullets) { if (bullet.ModelPosition.X < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.Z < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.X > (ship.ModelPosition.Z - 4000) && bullet.ModelPosition.Z > (ship.ModelPosition.Z - 4000)) { bullet.ModelPosition += (bullet.RotationY.Forward * 120); } else if (collidedwithasteriod(bullet)) { bullet.Kill(); } else { bullet.Kill(); } } foreach (ModelRenderer asteroid in asteriods) { if (ship.SphereBounds.Intersects(asteroid.BoxBounds)) { lives -= 1; asteroid.Kill(); // This always hits no matter where the ship goes. } else { asteroid.ModelPosition -= (asteroid.RotationY.Forward * 50); } } for (int index = 0; index < asteriods.Count; index++) { if (asteriods[index].IsAlive == false) { asteriods.RemoveAt(index); } } for (int index = 0; index < bullets.Count; index++) { if (bullets[index].IsAlive == false) { bullets.RemoveAt(index); } } if (state.IsKeyDown(Keys.Left)) { ship.RotateY(0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Right)) { ship.RotateY(-0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Up)) { ship.ModelPosition += (ship.RotationY.Forward * 50); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Space)) { time += gameTime.ElapsedGameTime.Milliseconds; if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0.0f; } if ((framecount % 60) == 0) { createasteroid(); framecount = 0; } framecount++; break; } } base.Update(gameTime); } void firebullet() { if (bullets.Count < 3) { ModelRenderer bullet = new ModelRenderer(b, GraphicsDevice.Viewport.AspectRatio, ship.ModelPosition, new Vector3(0, 0, 9000)); bullet.RotationY = ship.RotationY; bullets.Add(bullet); } } void createasteroid() { if (asteriods.Count < 2) { Random random = new Random(); float z = random.Next(-13000, -11000); float x = random.Next(-9000, -8000); Random random2 = new Random(); int degrees = random.Next(0, 45); float radians = MathHelper.ToRadians(degrees); ModelRenderer asteroid = new ModelRenderer(a, GraphicsDevice.Viewport.AspectRatio, new Vector3(x, 0, z), new Vector3(0,0, 9000)); asteroid.RotateY(radians); asteriods.Add(asteroid); } } /// <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); switch (gstate) { case GameState.OnMenuScreen: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); menu.DrawMenu(ref spriteBatch, font, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - new Vector2(50f), 100f); spriteBatch.End(); break; } case GameState.GameStarted: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.DrawString(font, "Score: " + score.ToString() + "\nLives: " + lives.ToString(), Vector2.Zero, Color.White); spriteBatch.End(); ship.Draw(); foreach (ModelRenderer bullet in bullets) { bullet.Draw(); } foreach (ModelRenderer asteroid in asteriods) { asteroid.Draw(0.1f); } break; } } base.Draw(gameTime); } bool collidedwithasteriod(ModelRenderer bullet) { foreach (ModelRenderer asteroid in asteriods) { if (bullet.SphereBounds.Intersects(asteroid.BoxBounds)) { score += 10; asteroid.Kill(); return true; } } return false; } } } }

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  • Check your Embed Interop Types flag when doing Visual Studio extensibility work

    - by Daniel Cazzulino
    In case you didn’t notice, VS2010 adds a new property to assembly references in the properties window: Embed Interop Types: This property was introduced as a way to overcome the pain of deploying Primary Interop Assemblies. Read that blog post, it will help understand why you DON’T need it when doing VS extensibility (VSX) work. It's generally advisable when doing VSX development NOT to use Embed Interop Types, which is a feature intended mostly for office PIA scenarios where the PIA assemblies are HUGE and had to be shipped with your app. This is NEVER the case with VSX authoring. All interop assemblies you reference (EnvDTE, VS.Shell, etc.) are ALWAYS already there in the users' machine, and you NEVER need to distribute them. So embedding those types only increases your assembly size without a single benefit to you (the extension developer/author).... Read full article

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  • Where is the Flash in Chrome?

    - by Daniel
    I installed Google Chrome. This is the first thing I did after installing Ubuntu. I went into firefox, and went to chrome.google.com, and hit the button. I don't like package managers, and avoid the command line like the pox. Then, I started using Google Chrome. I went to Kongregate, and clicked on a game. It told me I didn't have flash. A few different websites told me the same. I assumed that they must have been wrong. I hit the link to Adobe, to install Flash, and it reassured me; of course, Google Chrome includes Flash. I checked my version - Chrome 5.0.375.126. Of course, I just downloaded it. I scoured the internet for solutions. None worked. Many seemed to involve re-enabling Flash, or something like that. But insofar as I can tell, there is no Flash anywhere in my Chrome. I feel like I bought a Reese's cup, and found solid chocolate. I checked in the Chrome plugin manager, and everything. A few solutions told me to copy some garbage into my command line and hit enter (as almost all solutions to problems on linux entail). I did it, reluctantly, and it did nothing. I thought Flash was supposed to come with Chrome. But it didn't. Sooooo... What gives? Google Chrome version: Google Chrome 5.0.375.126 (Official Build 53802) WebKit 533.4 V8 2.1.10.15 User Agent Mozilla/5.0 (X11; U; Linux x86_64; en-US) AppleWebKit/533.4 (KHTML, like Gecko) Chrome/5.0.375.126 Safari/533.4 Command Line /opt/google/chrome/google-chrome Operating System: Ubuntu 10.4 64 bit.

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  • Creating Hosting Accounts in WHM on a Single IP

    - by Daniel Hanly
    I've just purchased a VPS with the hope of transferring multiple shared hosting accounts onto it. The problem is that I've only got 2 IP addresses with my VPS. I can create an account and assign it an IP address, but once I've done this once, I can't do it again. (1 IP address is my main root WHM IP, the other is my new hosting account IP). Can I create multiple hosting accounts and use the same IP? How would I manage multiple hosting accounts in this way? The domain for this hosting account has been purchased by the client, and they hold it (can't transfer for 60 days), so I need to adjust the DNS settings to redirect to my newly created hosting area - how can I do this without a dedicated IP address?

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  • A really simple ViewModel base class with strongly-typed INotifyPropertyChanged

    - by Daniel Cazzulino
    I have already written about other alternative ways of implementing INotifyPropertyChanged, as well as augment your view models with a bit of automatic code generation for the same purpose. But for some co-workers, either one seemed a bit too much :o). So, back on the drawing board, we came up with the following view model authoring experience:public class MyViewModel : ViewModel, IExplicitInterface { private int value; public int Value { get { return value; } set { this.value = value; RaiseChanged(() =&gt; this.Value); } } double IExplicitInterface.DoubleValue { get { return value; } set { this.value = (int)value; RaiseChanged(() =&gt; ((IExplicitInterface)this).DoubleValue); } } } ...Read full article

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  • Attempting to change Keyboard Backlight levels changes theme

    - by Daniel Lounsbery
    I'm using an Asus G74SX on Ubuntu 12.04. When I try to change my Keyboard Backlight levels my theme seems to change or crash to a backup. P.S. My Screen Brightness won't change if I use the keys or even going into display settings manually. P.S.S I'll be able to post a screen shot when my reputation gets up to 10 It changes to this: From This ( note: the normal theme is the window surrounding the picture ):

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  • How important is responsive web design?

    - by Daniel
    I've heard many different opinions regarding the pros and cons of responsive web design recently and was wondering whether it was necessary for small businesses that target small geographical areas to implement it? Some sub-questions I have relating to this include: Is it better to use responsive web design as opposed to having separate code utilized for different dimensions/devices? Can it affect SEO (positively or negatively)? What are the main problems I could run into when optimizing a website for a business using this design method?

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  • WCF Data Service Pipeline

    - by Daniel Cazzulino
    For documentation purposes, I just draw the following UML sequence diagrams for the “Astoria” pipeline, using Visual Studio 2010 Ultimate: For a single-entity (or non-batched) request, this is the sequence: For a batch request, this is the sequence instead: DataService component is your own DataService<T>-derived class, and DataService.ProcessingPipeline refers to its ProcessingPipeline property pipeline events.   /kzu

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  • How to Use RDA to Generate WLS Thread Dumps At Specified Intervals?

    - by Daniel Mortimer
    Introduction There are many ways to generate a thread dump of a WebLogic Managed Server. For example, take a look at: Taking Thread Dumps - [an excellent blog post on the Middleware Magic site]or  Different ways to take thread dumps in WebLogic Server (Document 1098691.1) There is another method - use Remote Diagnostic Agent! The solution described below is not documented, but it is relatively straightforward to execute. One advantage of using RDA to collect the thread dumps is RDA will also collect configuration, log files, network, system, performance information at the same time. Instructions 1. Not familiar with Remote Diagnostic Agent? Take a look at my previous blog "Resolve SRs Faster Using RDA - Find the Right Profile" 2. Choose a profile, which includes the WebLogic Server data collection modules (for example the profile "WebLogicServer"). At RDA setup time you should see the prompt below: ------------------------------------------------------------------------------- S301WLS: Collects Oracle WebLogic Server Information ------------------------------------------------------------------------------- Enter the location of the directory where the domains to analyze are located (For example in UNIX, <BEA Home>/user_projects/domains or <Middleware Home>/user_projects/domains) Hit 'Return' to accept the default (/oracle/11AS/Middleware/user_projects/domains) > For a successful WLS connection, ensure that the domain Admin Server is up and running. Data Collection Type:   1  Collect for a single server (offline mode)   2  Collect for a single server (using WLS connection)   3  Collect for multiple servers (using WLS connection) Enter the item number Hit 'Return' to accept the default (1) > 2 Choose option 2 or 3. Note: Collect for a single server or multiple servers using WLS connection means that RDA will attempt to connect to execute online WLST commands against the targeted server(s). The thread dumps are collected using the WLST function - "threadDumps()". If WLST cannot connect to the managed server, RDA will proceed to collect other data and ignore the request to collect thread dumps. If in the final output you see no Thread Dump menu item, then it's likely that the managed server is in a state which prevents new connections to it. If faced with this scenario, you would have to employ alternative methods for collecting thread dumps. 3. The RDA setup will create a setup.cfg file in the RDA_HOME directory. Open this file in an editor. You will find the following parameters which govern the number of thread dumps and thread dump interval. #N.Number of thread dumps to capture WREQ_THREAD_DUMP=10 #N.Thread dump interval WREQ_THREAD_DUMP_INTERVAL=5000 The example lines above show the default settings. In other words, RDA will collect 10 thread dumps at 5000 millisecond (5 second) intervals. You may want to change this to something like: #N.Number of thread dumps to capture WREQ_THREAD_DUMP=10 #N.Thread dump interval WREQ_THREAD_DUMP_INTERVAL=30000 However, bear in mind, that such change will increase the total amount of time it takes for RDA to complete its run. 4. Once you are happy with the setup.cfg, run RDA. RDA will collect, render, generate and package all files in the output directory. 5. For ease of viewing, open up the RDA Start html file - "xxxx__start.htm". The thread dumps can be found under the WLST Collections for the target managed server(s). See screenshots belowScreenshot 1:RDA Start Page - Main Index Screenshot 2: Managed Server Sub Index Screenshot 3: WLST Collections Screenshot 4: Thread Dump Page - List of dump file links Screenshot 5: Thread Dump Dat File Link Additional Comment: A) You can view the thread dump files within the RDA Start Page framework, but most likely you will want to download the dat files for in-depth analysis via thread dump analysis tools such as: Thread Dump Analyzer -  Samurai - a GUI based tail , thread dump analysis tool If you are new to thread dump analysis - take a look at this recorded Support Advisor Webcast  Oracle WebLogic Server: Diagnosing Performance Issues through Java Thread Dumps[Slidedeck from webcast in PDF format]B) I have logged a couple of enhancement requests for the RDA Development Team to consider: Add timestamp to dump file links, dat filename and at the top of the body of the dat file Package the individual thread dumps in a zip so all dump files can be conveniently downloaded in one go.

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  • What is the correct term for - server/client database sync via API?

    - by Daniel
    Forgive the vague question title. I've been programming mobile apps for 3 years now, and I've got a little too far from the web services and server side code then I probably should have. Anyway, I'm doing a personal project now and I want to create an web API for it. One of my requirements is to check for updates from my app, so I would send a timestamp to the API. I've used many APIs that my clients prepared for me and only now am I appreciating their work ! What is the term or technique used to create an API backed by a database which tracks changes via dates/timestamps, basically an effective way for me to query changes occurring since a timestamp. Simply put, I want that my app can call my API in order to sync new data and changed data from the server, to the app. The app would only have a timestamp of the last time it synced with the server. Would I have a log table for each data table in my database which adds a record for each change? Then I could query all changes with a timestamp superior to the one passed to the API. Can anyone point me in the right direction on this?

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