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  • Looking for temporal upsampling / motion interpolation software

    - by timday
    I'm looking for something (prereably FOSS software) which can take an animation with N images as input, and which will output an animation with M frames, where M is in the range 2N to 5N or so. I believe the general technique is called "temporal upsampling" or possibly "inbetweening" (or "'tweening" for short). Note that it does need to make some effort to do motion tracking of things in the scene ("optical flow"); just fading ("dissolve") between keyframes isn't going to cut it. Googling "temporal upsampling" turns up any number of papers on the subject, but I've yet to discover any code/software (a gstreamer plugin would be perfect) I can just use to try the technique out. Any suggestions ? Additional information: "Motion interpolation" seems to be the more widely used name in the TV world for what I'm looking for. See this and the video here too. Interestingly, some cinephiles seem to hate what these technologies do to 24FPS film: e.g a comment "makes Gone With The Wind look like a soap opera shot on video".

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  • Looking for temporal upsampling software

    - by timday
    I'm looking for something (prereably FOSS software) which can take an animation with N images as input, and which will output an animation with M frames, where M is in the range 2N to 5N or so. I believe the general technique is called "temporal upsampling" or possibly "inbetweening" (or "'tweening" for short). Note that it does need to make some effort to do motion tracking of things in the scene ("optical flow"); just fading ("dissolve") between keyframes isn't going to cut it. Googling "temporal upsampling" turns up any number of papers on the subject, but I've yet to discover any code/software I can just use to try the technique out. Any suggestions ?

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  • What is the Best Internet Provider in the Salt Lake Valley for hosting your future online business f

    - by Justin
    This is for people familiar with the ISP scene in Salt Lake. Also, UTOPIA is not available in my neighborhood yet. I'm looking for comparisons between Comcast, Qwest, and especially other providers I'm not aware of. While I will have online backup (of course!), I want to host some things from my own home at the start of my business. Once money starts flowing in, I will move to a hosted provider, but in the meantime I would like a provider which provides fast (1+ mb/s at least) upload speeds (fast download a given), a static IP, and especially a reasonable price.

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  • Weird symbols on Mac

    - by Rich Bradshaw
    Since I've had my mac, I keep seeing this weird symbol. Till today, it had been only in the place of bullet points in OpenOffice.org. The first pictures shows this in a .doc file created on a Windows system. I thought nothing of it - just an annoyance. It appears no matter what the font. Real bullets appear if I delete the text and insert a bulletted list using the toolbar. Then, today I noticed in in iTunes - which seemed strange. Image 3 is a zoom of the character. It says on it: Private Use E000 F8FF. What is it (unicode related?), and how do I get the bullets working properly? Edit: The plot thickens... If I boot in Safe Mode, the symbols look like little snap boards like you'd have at the beginning of filming a scene in a film...

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  • Blender/POV-Ray differences

    - by Magnap
    I am currently following a tutorial for Blender, but came across POV-Ray mentioned as a renderer. After having researched it a bit, i took a look at it's scene description (scripting) language, which kind of fascinated me. But, after even more googling of the topic, i am still wondering: What are the main and key differences between working with 3D in resp. Blender and POV-Ray? PS: I suspect this might not be the best place for a question such as this, but it seems to be the most suitable.

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  • Marrying Core Animation with OpenGL ES

    - by Ole Begemann
    Edit: I suppose instead of the long explanation below I might also ask: Sending -setNeedsDisplay to an instance of CAEAGLLayer does not cause the layer to redraw (i.e., -drawInContext: is not called). Instead, I get this console message: <GLLayer: 0x4d500b0>: calling -display has no effect. Is there a way around this issue? Can I invoke -drawInContext: when -setNeedsDisplay is called? Long explanation below: I have an OpenGL scene that I would like to animate using Core Animation animations. Following the standard approach to animate custom properties in a CALayer, I created a subclass of CAEAGLLayer and defined a property sceneCenterPoint in it whose value should be animated. My layer also holds a reference to the OpenGL renderer: #import <UIKit/UIKit.h> #import <QuartzCore/QuartzCore.h> #import "ES2Renderer.h" @interface GLLayer : CAEAGLLayer { ES2Renderer *renderer; } @property (nonatomic, retain) ES2Renderer *renderer; @property (nonatomic, assign) CGPoint sceneCenterPoint; I then declare the property @dynamic to let CA create the accessors, override +needsDisplayForKey: and implement -drawInContext: to pass the current value of the sceneCenterPoint property to the renderer and ask it to render the scene: #import "GLLayer.h" @implementation GLLayer @synthesize renderer; @dynamic sceneCenterPoint; + (BOOL) needsDisplayForKey:(NSString *)key { if ([key isEqualToString:@"sceneCenterPoint"]) { return YES; } else { return [super needsDisplayForKey:key]; } } - (void) drawInContext:(CGContextRef)ctx { self.renderer.centerPoint = self.sceneCenterPoint; [self.renderer render]; } ... (If you have access to the WWDC 2009 session videos, you can review this technique in session 303 ("Animated Drawing")). Now, when I create an explicit animation for the layer on the keyPath @"sceneCenterPoint", Core Animation should calculate the interpolated values for the custom properties and call -drawInContext: for each step of the animation: - (IBAction)animateButtonTapped:(id)sender { CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"sceneCenterPoint"]; animation.duration = 1.0; animation.fromValue = [NSValue valueWithCGPoint:CGPointZero]; animation.toValue = [NSValue valueWithCGPoint:CGPointMake(1.0f, 1.0f)]; [self.glView.layer addAnimation:animation forKey:nil]; } At least that is what would happen for a normal CALayer subclass. When I subclass CAEAGLLayer, I get this output on the console for each step of the animation: 2010-12-21 13:59:22.180 CoreAnimationOpenGL[7496:207] <GLLayer: 0x4e0be20>: calling -display has no effect. 2010-12-21 13:59:22.198 CoreAnimationOpenGL[7496:207] <GLLayer: 0x4e0be20>: calling -display has no effect. 2010-12-21 13:59:22.216 CoreAnimationOpenGL[7496:207] <GLLayer: 0x4e0be20>: calling -display has no effect. 2010-12-21 13:59:22.233 CoreAnimationOpenGL[7496:207] <GLLayer: 0x4e0be20>: calling -display has no effect. ... So it seems that, possibly for performance reasons, for OpenGL layers, -drawInContext: is not getting called because these layers do not use the standard -display method to draw themselves. Can anybody confirm that? Is there a way around it? Or can I not use the technique I laid out above? This would mean I would have to implement the animations manually in the OpenGL renderer (which is possible but not as elegant IMO).

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  • Clipplanes, vertex shaders and hardware vertex processing in Direct3D 9

    - by Igor
    Hi, I have an issue with clipplanes in my application that I can reproduce in a sample from DirectX SDK (February 2010). I added a clipplane to the HLSLwithoutEffects sample: ... D3DXPLANE g_Plane( 0.0f, 1.0f, 0.0f, 0.0f ); ... void SetupClipPlane(const D3DXMATRIXA16 & view, const D3DXMATRIXA16 & proj) { D3DXMATRIXA16 m = view * proj; D3DXMatrixInverse( &m, NULL, &m ); D3DXMatrixTranspose( &m, &m ); D3DXPLANE plane; D3DXPlaneNormalize( &plane, &g_Plane ); D3DXPLANE clipSpacePlane; D3DXPlaneTransform( &clipSpacePlane, &plane, &m ); DXUTGetD3D9Device()->SetClipPlane( 0, clipSpacePlane ); } void CALLBACK OnFrameMove( double fTime, float fElapsedTime, void* pUserContext ) { // Update the camera's position based on user input g_Camera.FrameMove( fElapsedTime ); // Set up the vertex shader constants D3DXMATRIXA16 mWorldViewProj; D3DXMATRIXA16 mWorld; D3DXMATRIXA16 mView; D3DXMATRIXA16 mProj; mWorld = *g_Camera.GetWorldMatrix(); mView = *g_Camera.GetViewMatrix(); mProj = *g_Camera.GetProjMatrix(); mWorldViewProj = mWorld * mView * mProj; g_pConstantTable->SetMatrix( DXUTGetD3D9Device(), "mWorldViewProj", &mWorldViewProj ); g_pConstantTable->SetFloat( DXUTGetD3D9Device(), "fTime", ( float )fTime ); SetupClipPlane( mView, mProj ); } void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext ) { // If the settings dialog is being shown, then // render it instead of rendering the app's scene if( g_SettingsDlg.IsActive() ) { g_SettingsDlg.OnRender( fElapsedTime ); return; } HRESULT hr; // Clear the render target and the zbuffer V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 45, 50, 170 ), 1.0f, 0 ) ); // Render the scene if( SUCCEEDED( pd3dDevice->BeginScene() ) ) { pd3dDevice->SetVertexDeclaration( g_pVertexDeclaration ); pd3dDevice->SetVertexShader( g_pVertexShader ); pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( D3DXVECTOR2 ) ); pd3dDevice->SetIndices( g_pIB ); pd3dDevice->SetRenderState( D3DRS_CLIPPLANEENABLE, D3DCLIPPLANE0 ); V( pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 0, g_dwNumVertices, 0, g_dwNumIndices / 3 ) ); pd3dDevice->SetRenderState( D3DRS_CLIPPLANEENABLE, 0 ); RenderText(); V( g_HUD.OnRender( fElapsedTime ) ); V( pd3dDevice->EndScene() ); } } When I rotate the camera I have different visual results when using hardware and software vertex processing. In software vertex processing mode or when using the reference device the clipping plane works fine as expected. In hardware mode it seems to rotate with the camera. If I remove the call to RenderText(); from OnFrameRender then hardware rendering also works fine. Further debugging reveals that the problem is in ID3DXFont::DrawText. I have this issue in Windows Vista and Windows 7 but not in Windows XP. I tested the code with the latest NVidia and ATI drivers in all three OSes on different PCs. Is it a DirectX issue? Or incorrect usage of clipplanes? Thanks Igor

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  • Help needed with Flash AS2 to AS3 conversion, having major problems...

    - by Mat
    Hi all, I have a project i need to update form AS2 to AS3 as i need some of the new functions available for vertical centering of text. My current AS2 code on the time line is as follows. var dataField = _root.dataField; var dataType = _root.dataType; var dataPage = _root.dataPage; var dataVar = _root.dataVar; _root.mc.onRelease = function() { getURL("index.php?page="+dataPage+"&num="+dataNum+"&"+dataType+"="+dataVar, "_self"); }; And my external AS file is as follows. import mx.transitions.Tween; /** * * StandardKey is attached to a movieclip in the library. * It handles the basic button behavior of the keyboard keys. * When each button is placed on the stage, it's instance name * will be the unique ID of the key. * */ class StandardKey extends MovieClip { /////////////////////////////////////// //Stage Elements var highlight:MovieClip; //End Stage Elements var highlightTween:Tween; function StandardKey(Void) { //Repaint the key with 0 alpha highlight._alpha = 0; } function onPress(Void):Void { //Do the highlight animation highlightTween.stop(); highlightTween = new Tween(highlight, "_alpha", mx.transitions.easing.Regular.easeInOut, 100, 0, 10, false); } } Here is my attempt at moving timeline and external AS2 to AS3 Timeline i now have : var dataField = this.dataField; var dataType = this.dataType; var dataPage = this.dataPage; var dataVar = this.dataVar; var dataNum = this.dataNum; _root.mc.onRelease = function() { navigateToURL(new URLRequest("index.php?page="+dataPage+"&num="+dataNum+"&"+dataType+"="+dataVar, "_self")); }; External AS3 i have package { import fl.transitions.Tween; import fl.transitions.easing.*; import flash.display.MovieClip; /** * * StandardKey is attached to a movieclip in the library. * It handles the basic button behavior of the keyboard keys. * When each button is placed on the stage, it's instance name * will be the unique ID of the key. * */ public class StandardKey extends MovieClip { /////////////////////////////////////// //Stage Elements var highlight:MovieClip; //End Stage Elements var highlightTween:Tween; public function StandardKey(Void) { //Repaint the key with 0 alpha highlight._alpha = 0; } public function onPress(Void):void { //Do the highlight animation highlightTween.stop(); highlightTween = new Tween(highlight, "_alpha", fl.transitions.easing.Regular.easeInOut, 100, 0, 10, false); } } } The errors i am currently getting are : Scene 1, Layer 'Label', Frame 1, Line 6 1120: Access of undefined property _root. Scene 1, Layer 'Label', Frame 1, Line 7 1137: Incorrect number of arguments. Expected no more than 1. If any one could help me work this out i would appreciate it very much. Kind regards Mat.

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  • Singleton method not getting called in Cocos2d

    - by jini
    I am calling a Singleton method that does not get called when I try doing this. I get no errors or anything, just that I am unable to see the CCLOG message. Under what reasons would a compiler not give you error and not allow you to call a method? [[GameManager sharedGameManager] openSiteWithLinkType:kLinkTypeDeveloperSite]; The method is defined as follows: -(void)openSiteWithLinkType:(LinkTypes)linkTypeToOpen { CCLOG(@"WE ARE IN openSiteWithLinkType"); //I NEVER SEE THIS MESSAGE NSURL *urlToOpen = nil; if (linkTypeToOpen == kLinkTypeDeveloperSite) { urlToOpen = [NSURL URLWithString:@"http://somesite.com"]; } if (![[UIApplication sharedApplication]openURL:urlToOpen]) { CCLOG(@"%@%@",@"Failed to open url:",[urlToOpen description]); [self runSceneWithID:kMainMenuScene]; } } HERE IS THE CODE TO MY SINGLETON: #import "GameManager.h" #import "MainMenuScene.h" @implementation GameManager static GameManager* _sharedGameManager = nil; @synthesize isMusicON; @synthesize isSoundEffectsON; @synthesize hasPlayerDied; +(GameManager*) sharedGameManager { @synchronized([GameManager class]) { if (!_sharedGameManager) { [[self alloc] init]; return _sharedGameManager; } return nil; } } +(id)alloc { @synchronized ([GameManager class]) { NSAssert(_sharedGameManager == nil,@"Attempted to allocate a second instance of the Game Manager singleton"); _sharedGameManager = [super alloc]; return _sharedGameManager; } return nil; } -(id)init { self = [super init]; if (self != nil) { //Game Manager initialized CCLOG(@"Game Manager Singleton, init"); isMusicON = YES; isSoundEffectsON = YES; hasPlayerDied = NO; currentScene = kNoSceneUninitialized; } return self; } -(void) runSceneWithID:(SceneTypes)sceneID { SceneTypes oldScene = currentScene; currentScene = sceneID; id sceneToRun = nil; switch (sceneID) { case kMainMenuScene: sceneToRun = [MainMenuScene node]; break; default: CCLOG(@"Unknown Scene ID, cannot switch scenes"); return; break; } if (sceneToRun == nil) { //Revert back, since no new scene was found currentScene = oldScene; return; } //Menu Scenes have a value of < 100 if (sceneID < 100) { if (UI_USER_INTERFACE_IDIOM() != UIUserInterfaceIdiomPad) { CGSize screenSize = [CCDirector sharedDirector].winSizeInPixels; if (screenSize.width == 960.0f) { //iPhone 4 retina [sceneToRun setScaleX:0.9375f]; [sceneToRun setScaleY:0.8333f]; CCLOG(@"GM: Scaling for iPhone 4 (retina)"); } else { [sceneToRun setScaleX:0.4688f]; [sceneToRun setScaleY:0.4166f]; CCLOG(@"GM: Scaling for iPhone 3G or older (non-retina)"); } } } if ([[CCDirector sharedDirector] runningScene] == nil) { [[CCDirector sharedDirector] runWithScene:sceneToRun]; } else { [[CCDirector sharedDirector] replaceScene:sceneToRun]; } } -(void)openSiteWithLinkType:(LinkTypes)linkTypeToOpen { CCLOG(@"WE ARE IN openSiteWithLinkType"); NSURL *urlToOpen = nil; if (linkTypeToOpen == kLinkTypeDeveloperSite) { urlToOpen = [NSURL URLWithString:@"http://somesite.com"]; } if (![[UIApplication sharedApplication]openURL:urlToOpen]) { CCLOG(@"%@%@",@"Failed to open url:",[urlToOpen description]); [self runSceneWithID:kMainMenuScene]; } } -(void) test { CCLOG(@"this is test"); } @end

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  • How to maintain GridPane's fixed-size after adding elemnts dynamically

    - by Eviatar G.
    I need to create board game that can be dynamically change. Its size can be 5x5, 6x6, 7x7 or 8x8. I am jusing JavaFX with NetBeans and Scene builder for the GUI. When the user choose board size greater than 5x5 this is what happens: This is the template on the scene builder before adding cells dynamically: To every cell in the GridPane I am adding StackPane + label of the cell number: @FXML GridPane boardGame; public void CreateBoard() { int boardSize = m_Engine.GetBoard().GetBoardSize(); int num = boardSize * boardSize; int maxColumns = m_Engine.GetNumOfCols(); int maxRows = m_Engine.GetNumOfRows(); for(int row = 0; row < maxRows ; row++) { for(int col = maxColumns - 1; col >= 0 ; col--) { StackPane stackPane = new StackPane(); stackPane.setPrefSize(150.0, 200.0); stackPane.getChildren().add(new Label(String.valueOf(num))); boardGame.add(stackPane, col, row); num--; } } boardGame.setGridLinesVisible(true); boardGame.autosize(); } The problem is the stack panes's size on the GridPane are getting smaller. I tried to set them equal minimum and maximum size but it didn't help they are still getting smaller. I searched on the web but didn't realy find same problem as mine. The only similar problem to mine was found here: Dynamically add elements to a fixed-size GridPane in JavaFX But his suggestion is to use TilePane and I need to use GridPane because this is a board game and it more easier to use GridPane when I need to do tasks such as getting to cell on row = 1 and column = 2 for example. EDIT: I removed the GridPane from the FXML and created it manually on the Controller but now it print a blank board: @FXML GridPane boardGame; public void CreateBoard() { int boardSize = m_Engine.GetBoard().GetBoardSize(); int num = boardSize * boardSize; int maxColumns = m_Engine.GetNumOfCols(); int maxRows = m_Engine.GetNumOfRows(); boardGame = new GridPane(); boardGame.setAlignment(Pos.CENTER); Collection<StackPane> stackPanes = new ArrayList<StackPane>(); for(int row = 0; row < maxRows ; row++) { for(int col = maxColumns - 1; col >= 0 ; col--) { StackPane stackPane = new StackPane(); stackPane.setPrefSize(150.0, 200.0); stackPane.getChildren().add(new Label(String.valueOf(num))); boardGame.add(stackPane, col, row); stackPanes.add(stackPane); num--; } } this.buildGridPane(boardSize); boardGame.setGridLinesVisible(true); boardGame.autosize(); boardGamePane.getChildren().addAll(stackPanes); } public void buildGridPane(int i_NumOfRowsAndColumns) { RowConstraints rowConstraint; ColumnConstraints columnConstraint; for(int index = 0 ; index < i_NumOfRowsAndColumns; index++) { rowConstraint = new RowConstraints(3, Control.USE_COMPUTED_SIZE, Double.POSITIVE_INFINITY, Priority.ALWAYS, VPos.CENTER, true); boardGame.getRowConstraints().add(rowConstraint); columnConstraint = new ColumnConstraints(3, Control.USE_COMPUTED_SIZE, Double.POSITIVE_INFINITY, Priority.ALWAYS, HPos.CENTER, true); boardGame.getColumnConstraints().add(columnConstraint); } }

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  • Releasing Shrinkr – An ASP.NET MVC Url Shrinking Service

    - by kazimanzurrashid
    Few months back, I started blogging on developing a Url Shrinking Service in ASP.NET MVC, but could not complete it due to my engagement with my professional projects. Recently, I was able to manage some time for this project to complete the remaining features that we planned for the initial release. So I am announcing the official release, the source code is hosted in codeplex, you can also see it live in action over here. The features that we have implemented so far: Public: OpenID Login. Base 36 and 62 based Url generation. 301 and 302 Redirect. Custom Alias. Maintaining Generated Urls of User. Url Thumbnail. Spam Detection through Google Safe Browsing. Preview Page (with google warning). REST based API for URL shrinking (json/xml/text). Control Panel: Application Health monitoring. Marking Url as Spam/Safe. Block/Unblock User. Allow/Disallow User API Access. Manage Banned Domains Manage Banned Ip Address. Manage Reserved Alias. Manage Bad Words. Twitter Notification when spam submitted. Behind the scene it is developed with: Entity Framework 4 (Code Only) ASP.NET MVC 2 AspNetMvcExtensibility Telerik Extensions for ASP.NET MVC (yes you can you use it freely in your open source projects) DotNetOpenAuth Elmah Moq xUnit.net jQuery We will be also be releasing  a minor update in few weeks which will contain some of the popular twitter client plug-ins and samples how to use the REST API, we will also try to include the nHibernate + Spark version in that release. In the next release, not sure about the timeline, we will include the Geo-Coding and some rich reporting for both the User and the Administrators. Enjoy!!!

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  • Java Champion Stephen Chin on New Features and Functionality in JavaFX

    - by janice.heiss(at)oracle.com
    In an Oracle Technology Network interview, Java Champion Stephen Chin, Chief Agile Methodologist for GXS, and one of the most prolific and innovative JavaFX developers, provides an update on the rapidly developing changes in JavaFX.Chin expressed enthusiasm about recent JavaFX developments:"There is a lot to be excited about -- JavaFX has a new API face. All the JavaFX 2.0 APIs will be exposed via Java classes that will make it much easier to integrate Java server and client code. This also opens up some huge possibilities for JVM language integration with JavaFX." Chin also spoke about developments in Visage, the new language project created to fill the gap left by JavaFX Script:"It's a domain-specific language for writing user interfaces, which addresses the needs of UI developers. Visage takes over where JavaFX Script left off, providing a statically typed, declarative language with lots of features to make UI development a pleasure.""My favorite language features from Visage are the object literal syntax for quickly building scene graphs and the bind keyword for connecting your UI to the backend model. However, the language is built for UI development from the top down, including subtle details like null-safe dereferencing for exception-less code."Read the entire article.

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  • CodePlex Daily Summary for Monday, March 08, 2010

    CodePlex Daily Summary for Monday, March 08, 2010New Projects38fj4ncg2: 38fj4ncg2Ac#or: A actor framework written in Mono (C#) Make it easy to make multithreaded programs with the actor model.Aerial Phone Book: It's a ASP app that allow more of one user see a contacts on phone book and add new contacts. This way a group of users can maintain a common phon...AmiBroker Plug-Ins with C#: Plug-ins for AmiBroker built with Microsoft .NET Framework and C#.AxUnit: AxUnit is a Unit Testing framework for Microsoft Dynamics Ax (X++). It's an extension to the SysTest framework provided with DAX4.0 and newer versi...Botola PHP Class: Une class en PHP qui vous permet d'avoir les informations qui concernent les équipes de le championnat Marocain du football.Code examples, utilities and misc from Lars Wilhelmsen [MVP]: Misc. stuff from Lars Wilhelmsen.Codename T: Codename T is in the very basic stages of development. It should be ready for beta testing by the start of April.ComBrowser: combrowserCompact Unity: The Compact Unity is a lightweight dependency injection container with support for constructor and property call injection written in .NET Compact ...FAST for Sharepoint MOSS 2010 Query Tool: Tool to query FAST for Sharepoint and Sharepoint 2010 Enterprise Search. It utilizes the search web services to run your queries so you can test y...Icarus Scene Engine: Icarus Scene Engine is a cross-platform 3D eLearning, games and simulation engine, integrating open source APIs into a cohesive cross-platform solu...jQuery.cssLess: jQuery plugin that interprets and loads LESS css files. (http://lesscss.org).Katara Dental Phase II: Second phase of Kdpl.Lunar Phase Silverlight Gadget: Meet the moon phase, percent of illumination and corresponding zodiac sign from your desktop. Reflection Studio: Reflection Studio is a development tool that encapsulate all my work around reflection, performance and WPF. It allows to inject performance traces...RSNetty: RSNetty is a RuneScape Private Server programmed in the Java programming language.Simple WMV/ASF files muxer/demuxer: Simple WMV files muxer/demuxer implemented in C#/C++. It has simple WPF-based UI and allows copy/replace operations on video, audio and script stre...sm: managerTFS Proxy Monitor: TFS Proxy Monitor. A winform application allow administrator can monitor the TFS Server Proxy statistics remotely.umbracoSamplePackageCreator (beta): This is an early version of a simple package creator for Umbraco as a Visual Studio project. Currently with an Xslt extension and a user control. O...WatchersNET.TagCloud: 3D Flash TagCloud Module for DotNetNukeWriterous: A Plug-in For Windows Live Writer: This plug-in for Live Writer allows the user to create their post in Live Writer and then publish to Posterous.comNew Releases.NET Extensions - Extension Methods Library: Release 2010.05: Added a common set of extension methods for IDataReader, DataRow and DataRowView to access field values in a type safe manner using type dedicated ...AmiBroker Plug-Ins with C#: AmiBroker Plug-Ins v0.0.1: This is just a demo plug-in which shows how you can write plug-ins for AmiBroker with fully managed code.AxUnit: Version 1: AxUnit let's you write Unit Test assertions in Dynamics Ax like this: assert.that(2, is.equalTo2)); Installation instructions (Microsoft Dynamics ...BattLineSvc: V2: - Fixed bug where sometimes the line would not show up, even with the 90 second boot-up delay. This was due to the window being created too early ...Botola PHP Class: Botola API: la classe PHPBugTracker.NET: BugTracker.NET 3.4.0: In screen capture app, "Go to website" now goes to the bug you just created. In screen capture app, fixed where the crosshairs weren't always to...Bulk Project Delete: Version 1.1.1: A minor fix to 1.1: fixes a problem that indicated some projects were not found on the server when they were in fact found. This problem only exist...C# Linear Hash Table: Linear Hash Table b3: Remove functionality added. Now IDictionary Compliant, but most functions not yet tested.Code examples, utilities and misc from Lars Wilhelmsen [MVP]: LarsW.MexEdmxFixer 1.0: A quick hack to fix the Edmx files output by mex.exe (a tool in the SQL Modeling suite - November 2009 CTP) so that they can be opened in the desig...Code Snippet With Syntaxhighlighter Support for Windows Live Writer: Version 5.0.2: Minor update. Added brushes for F#, PowerShell and Erlang. Now a Windows Presentation Framework (WPF) application. ComponentFactory.Krypton.Toolki...Compact Unity: Compact Unity 1.0: Release.Compact Unity: CompactUnity 1.0: Release.FAST for Sharepoint MOSS 2010 Query Tool: Version 0.9: The tool is fully functioning. All of the cases for exceptions may not have been caught yet. I wanted to release a version to allow people to use...Fluent Ribbon Control Suite: Fluent Ribbon Control Suite RC (for .NET 4.0 RC): Build for .NET 4.0 RC. Includes Fluent.dll (with .pdb and .xml) and test application compiled with .NET 4.0 RC. BEAWARE! Fluent for .NET 4.0 RC is...FluentNHibernate.Search: 0.2 Beta: 0.2 Beta Fixed : #7275 - Field Mapping without specifying "Name" Fixed : #7271 - StackOverFlow Exception while Configure Embedded Mappings Fixed :...InfoService: InfoService v1.5 Beta 9: InfoService Beta Release Please note this is a BETA. It should be stable, but i can't guarantee that! So use it on your own risk. Please read Plug...jQuery.cssLess: jQuery.cssLess 0.2: Version supports variables, mixins and nested rules. TODO: lower scope variables and mixins should not delete higher scope variables and mixins ...Lunar Phase Silverlight Gadget: Lunar Phase: First public beta for Lunar Phase Silverlight Gadget. It's a stable release but it hasn't auto update state. That will come with the final release ...MapWindow GIS: MapWindow 6.0 msi (March 7): This is an update that fixes a number of problems with the multi-point features, the M and Z features as well as enabling multi-part creation using...Mews: Mews.Application V0.7: Installation InstuctionsNew Features15390 15085 Fixed Issues16173 16552. This happens when the database maintenance process kicks in during sta...sELedit: sELedit v1.0a: Added: Basic exception handlers (load/save/export) Added: List 57 support (no search and replace) Added: MYEN 1.3.1 Client ->CN 1.3.6 Server export...Sem.Sync: 2010-03-07 - End user client for Xing to Outlook: This client does include the binaries for syncing Xing contacts to Microsoft Outlook. It does contain only the binaries to sync from Xing to Outloo...Sem.Sync: 2010-03-07 - Synchronization Manager: This client does provide a more advanced (and more complex) GUI that allows you to select from two included templates (you can add your own, too) a...SharePoint Outlook Connector: Source Code for Version 1.2.3.2: Source Code for Version 1.2.3.2SharePoint Video Player Web Part & SharePoint Video Library: Version 2.0.0: Release Notes: New The new SharePoint Video Player release includes a SharePoint video template to create your own video library Changes The Shar...SilverSprite: SilverSprite 3.0 Alpha 2: These are the latest binaries for SilverSprite. The major changes for this release are that we are now using the XNA namespaces (no more #Iif SILVE...Simple WMV/ASF files muxer/demuxer: Initial release: Initial releaseStarter Master Pages for SharePoint 2010: Starter Master Pages for SP2010 - RC: Release Candidate release of Starter Master Pages for SharePoint 2010 by Randy Drisgill http://blog.drisgill.com _starter.master - Starter Master ...Text Designer Outline Text Library: 11th minor release: New Feature : Reflection!!ToolSuite.ValidationExpression: 01.00.01.002: second release of the validation class; the assembly file is ready to use, the documentation is complete;Truecrafting: Truecrafting 0.51: overhauled truecrafting code: combined all engines into 1 mage engine, made the engine and artificial intelligence support any spec, and achieved a...WatchersNET.TagCloud: WatchersNET.TagCloud 01.00.00: First ReleaseWCF Contrib: WCF Contrib v2.1 Mar07: This release is the final version of v2.1 Beta that was published on February 10th. Below you will find the changes that were made: Changes from v...WillStrohl.LightboxGallery Module for DotNetNuke: WillStrohl.LightboxGallery v1.02.00: This version of the Lightbox Gallery Module adds the following features: New Lightbox provider: Fancybox Thumbnails generated keeping their aspec...Writerous: A Plug-in For Windows Live Writer: Writerous v1.0: This is the first release of Writerous.WSDLGenerator: WSDLGenerator 0.0.0.5: - Use updated CommandLineParser.dll - Code uses 'ServiceDescriptionReflector' instead of custom code. - Added option to support SharePoint 2007 com...Xpress - ASP.NET MVC 个人博客程序: xpress2.1.0.beta.bin: 原 DsJian1.0的升级版本,名字修改为 xpress 此正式版本YSCommander: Version 1.0.1.0: Fixed bug: 1st start with non-existing data file.Most Popular ProjectsMetaSharpWBFS ManagerRawrAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)ASP.NETMicrosoft SQL Server Community & SamplesImage Resizer Powertoy Clone for WindowsMost Active ProjectsUmbraco CMSRawrSDS: Scientific DataSet library and toolsBlogEngine.NETjQuery Library for SharePoint Web Servicespatterns & practices – Enterprise LibraryIonics Isapi Rewrite FilterFarseer Physics EngineFluent AssertionsFasterflect - A Fast and Simple Reflection API

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  • OpenGL 2 on Android: native window

    - by ThreaderSlash
    According to OGLES specification, we have the following definition: EGLSurface eglCreateWindowSurface(EGLDisplay display, EGLConfig config, NativeWindowType native_window, EGLint const * attrib_list) More details, here: http://www.khronos.org/opengles/documentation/opengles1_0/html/eglCreateWindowSurface.html And also by definition: int32_t ANativeWindow_setBuffersGeometry(ANativeWindow* window, int32_t width, int32_t height, int32_t format); More details, here: http://mobilepearls.com/labs/native-android-api I am running Android Native App on OGLES 2 and debugging it in a Samsung Nexus device. For setting up the 3D scene graph environment, the following variables are defined: struct android_app { ... ANativeWindow* window; }; android_app* mApplication; ... mApplication=&pApplication; And to initialize the App, we run the commands in the code: ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); Funny to say is that, the command ANativeWindow_setBuffersGeometry behaves as expected and works fine according to its definition, accepting all the parameters sent to it. But the eglCreateWindowSurface does no accept the parameter mApplication-window, as it should accept according to its definition. Instead, it looks for the following input: EGLNativeWindowType hWnd; mSurface = eglCreateWindowSurface(mDisplay,lConfig,hWnd,NULL); As an alternative, I considered to use instead: NativeWindowType hWnd=android_createDisplaySurface(); But debugger says: Function 'android_createDisplaySurface' could not be resolved Can someone tell if there is a way to convert mApplication-window? In a way that the data from the android_app get accepted to the window surface?

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  • Java Spotlight Episode 113: John Ceccarelli on Netbeans @JCeccarelli1

    - by Roger Brinkley
    Interview with John Ceccarelli on Netbeans. Right-click or Control-click to download this MP3 file. You can also subscribe to the Java Spotlight Podcast Feed to get the latest podcast automatically. If you use iTunes you can open iTunes and subscribe with this link:  Java Spotlight Podcast in iTunes. Show Notes News JCP Star Spec Leads 2012 Nominations open now until 31 December Java EE 7 Survey Results JavaFX for Tablets Survey JavaFX Scene Builder - Developer Preview Release Oracle JDK 7u10 released with new security features jtreg update, December 2012 Food For Tests: 7u12 Build b05, 8 b68 Preview Builds + Builds with Lambda & Type Annotation Support Developer Preview of Java SE 8 (with JavaFX) for ARM Project Nashorn: The Vote Is In Events Dec 20, 9:30am JCP Spec Lead Call December on Developing a TCK Jan 15-16, JCP EC Face to Face Meeting, West Coast USA Jan 14-17, IOUG, Redwood Shores Jan 29-31, Distributech,  San Diego Feb 2-3 FOSDEM, Brussels Feb 4-6 Jfokus, Sweden Feature Interview John Jullion-Ceccarelli is the head of engineering for the NetBeans open source project and for the VisualVM Java profiler. John started with Sun Microsystems in 2001 as a technical writer and has since held a variety of positions including technical publications manager, engineering manager, and NetBeans IDE 6.9 Release Boss. He recently relocated to the San Francisco Bay Area after 13 years living in Prague, the Czech Republic. What’s Cool Glassfish is 3 years old Arduino/Raspberry-Pi/JavaFX mash-up by Jose Pereda Early Access of Drombler FX for building modular JavaFX applications with OSGi and Maven Eclipse Modeling Framework Support coming for e(fx)clipse 8003562: Provide a command-line tool to find static dependencies Duke’s Choice Awards Winners LAD - includes JCP EC Member TOTVS London Java Community and SouJava jointly win JCP member of the year

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  • July, the 31 Days of SQL Server DMO’s - Intro

    - by Tamarick Hill
    DMO’s burst onto the SQL Server scene in 2005 and when they did they unlocked a wealth of information. I’ve became a major fan of DMO’s as they tend to simplify my troubleshooting as well as provide me with valuable information about what is going on within the SQL Server engine. I would recommend that those of you who are not familiar with DMO’s, take the time to really learn more about them. For those of you who may not be familiar with DMO’s, for the month of July, I will be writing about one DMO per day. Don’t get me wrong, I’m no DMO expert or anything like that, but I’ve worked with them enough to feel that I can give you some good information about DMO’s to help you get started with using them. During these blog sessions, I will not be providing you with any complicated queries to solve all of your SQL Server problems that you may or may not have. I will be simply introducing you to various DMO’s and illustrating what type of information they provide. After you learn more about these individually, then you will be able to join whatever DMO’s you need to pull back the information you are seeking. I hope that you all benefit in some form or fashion from my next 31 DMO postings!!! Enjoy!

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  • "Has Oracle written the script for CRM success?" - Anthony Lye on Customer Experience at BAFTA

    - by Richard Lefebvre
    Anthony Lye showcased Oracle Fusion CRM at a BAFTA gathering, and MyCustomer.com covered the story under the title of "Has Oracle written the script for CRM success?' According to MyCustomer.com, "Oracle's SVP of CRM Anthony Lye set the scene for the event, suggesting products are becoming commoditized, so that the only way to differentiate is through the relationship with the customer. But he warned that "customers are more and more in control of that relationship, so you have to provide great experiences for them." "The quickest win within your organization to create a single view is to connect your marketing organization with your selling organization, align goals, processes, people and technology," Anthony explained.   "And this is a transition that is already happening - "VPs of marketing have started turning up in the same meetings as VPs of sales, we have started to see that they want to work together" - but this convergence needs nurturing." "In Fusion there are capabilities to align the organisation - we enable marketing on the same platform to build campaigns connected to sales stages. It can affect leads and opportunities at the top end of the funnel. And the selling organisation can take advantage of marketing content - the materials that are exclusively within marketing can now be used by sales. Your sales teams have been campaigning forever, but it's usually by email, it isn't aligned with the corporate message and it's being sent to people it shouldn't. By aligning them we can increase output and the quality of that output." Anthony concluded: "Operating in a disconnected fashion having two distinct systems will cost you time and money. So we feel there's a material advantage in a solution like this." Enjoy the full story at http://www.mycustomer.com/topic/marketing/has-oracle-written-script-crm-success/139958

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  • The Legend of Zelda – 1980s High School Style [Video]

    - by Asian Angel
    What happens when you mix the Legend of Zelda with the 80s high school scene? Something fun and cheesy that makes you wish there really was a movie based on this! From YouTube: In this charming critically-acclaimed tale of first love, Link, an eternal optimist and adventurer, seeks to capture the heart of Zelda, an unattainable high school beauty and straight-A student. He surprises just about everyone-including himself-when she returns the sentiment. But the high school’s over-possessive, megalomaniacal Principal Ganondorf doesn’t approve and it’s going to take more than just the power of love to conquer all. The Legend of Zelda (1987) Trailer [via Geeks are Sexy] Latest Features How-To Geek ETC How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The Legend of Zelda – 1980s High School Style [Video] Suspended Sentence is a Free Cross-Platform Point and Click Game Build a Batman-Style Hidden Bust Switch Make Your Clock Creates a Custom Clock for your Android Homescreen Download the Anime Angels Theme for Windows 7 CyanogenMod Updates; Rolls out Android 2.3 to the Less Fortunate

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  • 5.1 sound in Unity3d 3.5

    - by N0xus
    I'm trying to implement 5.1 surround sound in my game. I've set Unity's AudioManager to a default of 5.1 surround and loaded in a 6 channel audio clip that should play a sound in each of the different audio spots. However, when I go to run my game, all I get is flat sound coming out of my front two speakers. Even then, these don't play the sound they should (front speaker should play "front speaker" right should play "right speaker" and so). Both speakers just end up playing the entire sound file. I've tried looking to see if there is a parameter that I have missed, but information on how to set up 5.1 sound in Unity is lacking (or my google skills aren't that good) and I can't get it to work as intended. Could someone please either tell me what I'm missing, or point me in the right direction? My audio source is situated at point (0, 0, 0) with my camera also being in the same point. I've moved about the scene but the same thing happens as I've already described.

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  • Architect Day Artifacts

    - by Bob Rhubart
    In the last eight days the Oracle Technology Network Architect Day tour has stopped in Dallas, Anaheim (Disneyland, to be precise) , and at Oracle HQ in Redwood Shores,  CA. I was on-scene for the Dallas event, where I pulled a TMZ-style ambush on Chris Benedict from the Oracle Enterprise Solutions Group to capture this short video.     The other presenters escaped. But the slide decks from several of the presentations are now available on Slideshare:  IT Optimization: Reduce Data Center Costs and Set the Foundation for Future Growth as presented by Alan Levine, Oracle Enterprise Architect Senior Director Implementing Applications with SOA and Application Integration Architecture as presented by Vish Gaitonde, Director, Ecosystem Strategy, Application Integration Architecture Application Grid: Platform for Virtualization and Consolidation of Your Java Applications as presented by Sam Shah, Director, SOA and Integration, Oracle Enterprise Solutions Group Infrastructure Consolidation and Virtualization as presented by Steve Bennett, also a Director with the Oracle Enterprise Solutions Group Security in a Cloudy Architecture as presented by Geri Born, Security Specialist with the Oracle Enterprise Solutions Group I'll post more Architect Day presentations as soon as I track them down. A special thank you to Oracle ACE Directors Jordan Braunstein, Billy Tong, and Kai Yu, who were on hand in Dallas, and to fellow ACE Directors Basheer Khan and Floyd Teter for their participation in the Anaheim event.  (Floyd and his iPad came through again, allowing me to record the Anaheim panel discussion via Skype while sitting in my home office in Cleveland.) That audio, as well as audio from the panel discussion and a roundtable from the Dallas event, will be available soon as ArchBeat podcast programs. If you attended one of these events, a big thanks. Your active participation, your questions and input, are what these events are all about.  As new cities are added to the tour, we expect more of the same from the OTN architect community. And did I mention that the food is free? So stay tuned... del.icio.us Tags: oracle,otn,enterprise architecture,enterprise architect,archbeat,arch2arch,architect day Technorati Tags: oracle,otn,enterprise architecture,enterprise architect,archbeat,arch2arch,architect day   Cross-posted to the ArchBeat blog

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  • Architect Day Artifacts

    - by Bob Rhubart
    In the last eight days the Oracle Technology Network Architect Day tour has stopped in Dallas,  Anaheim (Disneyland, to be precise) , and at Oracle HQ in Redwood Shores,  CA. I was on-scene for the Dallas event, where I pulled a TMZ-style ambush on Chris Benedict from the Oracle Enterprise Solutions Group to capture this short video.     The other presenters escaped. But the slide decks from several of the presentations are now available on Slideshare:  IT Optimization: Reduce Data Center Costs and Set the Foundation for Future Growth as presented by Alan Levine, Oracle Enterprise Architect Senior Director Implementing Applications with SOA and Application Integration Architecture as presented by Vish Gaitonde, Director, Ecosystem Strategy, Application Integration Architecture Application Grid: Platform for Virtualization and Consolidation of Your Java Applications as presented by Sam Shah, Director, SOA and Integration, Oracle Enterprise Solutions Group Infrastructure Consolidation and Virtualization as presented by Steve Bennett, also a Director with the Oracle Enterprise Solutions Group Security in a Cloudy Architecture as presented by Geri Born, Security Specialist with the Oracle Enterprise Solutions Group I’ll post more Architect Day presentations as soon as I track them down. A special thank you to Oracle ACE Directors Jordan Braunstein, Billy Tong, and Kai Yu, who were on hand in Dallas, and to fellow ACE Directors Basheer Khan and Floyd Teter for their participation in the Anaheim event.  (Floyd and his iPad came through again, allowing me to record the Anaheim panel discussion via Skype while sitting in my home office in Cleveland.) That audio, as well as audio from the panel discussion and a roundtable from the Dallas event, will be available soon as ArchBeat podcast programs. If you attended one of these events, a big thanks. Your active participation, your questions and input, are what these events are all about.  As new cities are added to the tour, we expect more of the same from the OTN architect community. And did I mention that the food is free? So stay tuned… del.icio.us Tags: oracle,otn,enterprise architecture,enterprise architect,archbeat,arch2arch,architect day Technorati Tags: oracle,otn,enterprise architecture,enterprise architect,archbeat,arch2arch,architect day   Cross-posted to the Oracle Technology Network Blog

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  • 3DS Max 2012 OBJ file import missing polygons

    - by Vit
    I started learning OpenGL. I got to a point I want to import some "real" objects. After "Googling" I decided I will go with OBJ file for start, since it is simple to understand, and there are plenty of tutorials on how to read them properly. I have from university access to 3DS Max 2012. So I tried to create very simple model (just deformated cube) and exporting it using OBJ file, just to vertices and triangles for the moment, without textures, so I can examine its structure by myself. But if I imported it right back to 3DS from OBJ file, now it renders somewhat strange, like its smoothen, and with lightsource, even I have none in scene. But the geometry, its wireframe is intact. So I thought maybe it is problem of exporting only vertices and triangles so I downloaded Enterprise-D model from internet, exported with everything on (normals, textures everything), and again imported it. Now, some polygons are missing. So, I want to ask, am I doing something terribly wrong, or is there some incompatibility issue between .max and .obj file ? Even it is only simple textured model without any lightsources, animation etc.? Thanks. Edit: I tried objects with MeshLab, the first, deformated cube was absolutelly OK. But still bothers me that 3DS Max doesen´t render it properly. In Enterprise-D model, there are polygons missing even in MeshLab. I uploaded rar archive with .max model of Enterprise, same .obj model exported from 3DS, and obj model of deformated cube. Download here (2.5 MB, filesonic).

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  • How can a single script attached to multiple enemies provide separate behavior for each enemy?

    - by Syed
    I am making a TD game and now stucked at multiple enemies using same script. All is well with scripts attached with one enemy only. Problem is in running multiple enemies. Here is the overview. I have a Enemy object with which I have attached a 'RunEnemy' script. Flow of this script is: RunEnemy.cs: PathF p; p = gameObject.GetComponent<PathF>(); //PathF is a pathfinding algo which has 'search; function which returns a array of path from starting position PathList = p.search(starting position); //------------------------------- if(PathList != null) { //if a way found! if(moving forward) transform.Translate(someXvalue,0,0); //translates on every frame until next grid point else if(moving back) transform.Translate(0,someXvalue,0); ...and so on.. if(reached on next point) PathList = p.search(from this point) //call again from next grid point so that if user placed a tower enemy will run again on the returned path } Now I have attached this script and "PathF.cs" to a single enemy which works perfect. I have then made one more enemy object and attached both of these script to it as well, which is not working they both are overlapping movements. I can't understand why, I have attached these scripts on two different gameobjects but still their values change when either enemy changes its value. I don't want to go with a separate script for each enemy because there would be 30 enemies in a scene. How can I fix this problem?

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  • HTML5 point and click adventure game code structure with CreateJS

    - by user1612686
    I'm a programming beginner. I made a tiny one scene point and click adventure game to try to understand simple game logic and came up with this: CreateJS features prototypes for creating bitmap images, sprites and sounds objects. I create them and define their properties in a corresponding function (for example images(); spritesheets(), sounds()...). I then create functions for each animation sequence and "game level" functions, which handle user interactions and play the according animations and sounds for a certain event (when the level is complete, the current level function calls the next level function). And I end up with quite the mess. What would be the "standard (if something like that exists)" OOP approach to structure simple game data and interactions like that? I thought about making game.images, game.sprites, game.sounds objects, which contain all the game data with its properties using CreateJS constructors. game.spriteAnimations and game.tweenAnimations objects for sprite animations and tweens and a game.levelN object, which communicates with a game.interaction object, processing user interaction. Does this make any sense? How do you structure your simple game code? Thanks in advance!

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  • How to scroll in the physical world AndEngine?

    - by Esteban Quintero
    I am using andengine to make a game where a sprite (player) is going up across the stage, this is my world. final Rectangle ground = new Rectangle(0, CAMERA_HEIGHT - 2, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle roof = new Rectangle(0, 0, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle left = new Rectangle(0, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final Rectangle right = new Rectangle(CAMERA_WIDTH - 2, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f); PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, wallFixtureDef); /* Create two sprits and add it to the scene. */ this.mScene.setBackground(autoParallaxBackground); this.mScene.attachChild(ground); this.mScene.attachChild(roof); this.mScene.attachChild(left); this.mScene.attachChild(right); this.mScene.registerUpdateHandler(this.mPhysicsWorld); The problem is that if the sprite reaches up and hits the wall, as I scroll here?

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