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  • How to (un)dock IBM Thinkpad X41 from X4 Dock(ing station) successfully?

    - by nutty about natty
    I'd like to start using my docking station again; however, it still doesn't work as it should, see the following bug descriptions (with special focus on Thinkpad X41 & the X4 Dock). Given that it still doesn't work (effective April 2012), my hope is fading that it will start working all of a sudden with Precise Pangolin at the end of the month. This issue is VERY important to me and I would be MOST grateful to anyone being able to sieve through the following links (some of which are actually quite recent) and translate their meaning into reliable and concrete simple (?) steps. I've read briefly about hal and udev, and can imagine that they are somewhat related to this, see links below. I don't want to fire at random. I don't want to tinker around with bash scripts if avoidable... Problem description (more or less ;-) Pressing the undock button on a "ThinkPad X4 Dock" with a ThinkPad X40 does not cause any udev events. And the lights on the dock never change to indicate it is safe to undock. and IBM Thinkpad X41 & docking station no joy :-( ... when pressing the blue undock button on the docking station: - The screen goes blank (with backlight remaining on), - with some SSD/HDD activity; - ctrl alt del causes a shut down after ... seconds, indicating that the system itself hasn't "crashed" but is still (somewhat ?) responsive. and With recent distributions, docking and undocking should function out of the box. You can monitor this by running # udevadm monitor and when you dock or press the undock button you should see a flurry of events. There are some issues though: No event on undock. - In some cases you may not get any events on undock. This is due to the ACPI dock drivers only registering the first logical Dock port they encounter and in some rare cases there may be more then one, such as on a ThinkPad X40 with ThinkPad X4 Dock. Patches are available, and are merged in 2.6.34. Now, if patches are available and merged into 2.6.34 - why isn't (un)docking simply working / fully supported in the latest version of Natty (which to my humble understanding has surpassed kernel version 2.6.34 a while ago)? More relevant links: ThinkPad X41 Docking Station issues and [HOWTO] Run scripts for laptop lid open/close and dock/undock events and finally Symptoms corrected by the latest BIOS Update - ThinkPad X41 - (Fix) USB devices connected to UltraBase X4 or ThinkPad X4 Dock may not be recognized in Boot Menu by pressing F12 during POST. Thanks!!

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  • Wine right click open is different to terminal "wine appname"

    - by Sman789
    I have an application (Star Trek Bridge Commander) which runs fine on Wine when I navigate to its directory and 'open with - Wine Windows Program Loader' from the right click menu. Unfortunately, it quits with a runtime error if I try to use 'wine (path)' or 'wine start (path)' in the terminal. This is a problem because I am trying to make a custom shortcut (.desktop file) to open it. Thankyou for any assistance :)

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  • How Assassin’s Creed Should Have Ended [Video]

    - by Asian Angel
    Altair is on the run yet again from Italy’s finest and keeps managing to hide in plain sight. But will his luck hold out or will his final attempt to escape end in tragedy? How It Should Have Ended: Video…: Assassin’s Creed [via Dorkly Bits] How To Properly Scan a Photograph (And Get An Even Better Image) The HTG Guide to Hiding Your Data in a TrueCrypt Hidden Volume Make Your Own Windows 8 Start Button with Zero Memory Usage

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  • Apparmor not starting with kernel LSM error

    - by Roberto Aloi
    Starting apparmor on a Ubuntu Lucid Lynx gives the following: user@host:~$ sudo /etc/init.d/apparmor start * Starting AppArmor profiles * AppArmor not available as kernel LSM. ...fail! Googling a bit, I found the following bug report - marked as fixed -: https://bugs.launchpad.net/ubuntu/+source/linux/+bug/375422 Which seems to be my exact case. My kernel is 2.6.32-21-generic. Any idea on how to solve the issue?

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  • SQL SERVER – Automation Process Good or Ugly

    - by pinaldave
    This blog post is written in response to T-SQL Tuesday hosted by SQL Server Insane Asylum. The idea of this post really caught my attention. Automation – something getting itself done after the initial programming, is my understanding of the subject. The very next thought was – is it good or evil? The reality is there is no right answer. However, what if we quickly note a few things, then I would like to request your help to complete this post. We will start with the positive parts in SQL Server where automation happens. The Good If I start thinking of SQL Server and Automation the very first thing that comes to my mind is SQL Agent, which runs various jobs. Once I configure any task or job, it runs fine (till something goes wrong!). Well, automation has its own advantages. We all have used SQL Agent for so many things – backup, various validation jobs, maintenance jobs and numerous other things. What other kinds of automation tasks do you run in your database server? The Ugly This part is very interesting, because it can get really ugly(!). During my career I have found so many bad automation agent jobs. Client had an agent job where he was dropping the clean buffers every hour Client using database mail to send regular emails instead of necessary alert related emails The best one – A client used new Missing Index and Unused Index scripts in SQL Agent Job to follow suggestions 100%. Believe me, I have never seen such a badly performing and hard to optimize database. (I ended up dropping all non-clustered indexes on the development server and ran production workload on the development server again, then configured with optimal indexes). Shrinking database is performance killer. It should never be automated. SQL SERVER – Shrinking Database is Bad – Increases Fragmentation – Reduces Performance The one I hate the most is AutoShrink Database. It has given me hard time in my career quite a few times. SQL SERVER – SHRINKDATABASE For Every Database in the SQL Server Automation is necessary but common sense is a must when creating automation. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, SQLServer, T SQL, Technology

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  • SQLPeople Interviews Wrap Up January 2011 with Matt Velic

    - by andyleonard
    Introduction Late last year I announced an exciting new endeavor called SQLPeople . At the end of 2010 I announced the 2010 SQLPeople Person of the Year . Check out this interview with Matt Velic! SQLPeople is off to a great start. Thanks to all who have our first month awesome - those willing to share and respond to interview requests and those who are enjoying the interviews! Here's a wrap up of January 2011: January 2011 Interviews Matt Velic Cindy Gross Steve Fibich Tim Mitchell Jeremiah Peschka...(read more)

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  • Speech Recognition

    - by DesigningCode
    Today I was asked to write a wee application for someone so that they could turn pages on their ebooks without having to reach for their keyboard or mouse… that way they could do craft or knit or whatever they are doing while they are reading. I vaguely remember that windows has something built in, but have never really played with it before.   I have in the past turned on the screen reader and impressed my kids by making the computer saying “amusing” phrases along the lines of “Zac has a smelly bum”. So instead of firing up Visual Studio and getting stuck into the juciy task of writing a speech recognition program…. I typed “speech recognition” into the start menu of my windows 7 computer.   And wow!  I’ve been playing with it for the last 40 minutes or so and have been most impressed.   Dictation wise it certainly misses stuff or gets the wrong words, but I did the training and it certainly improved. But what I’m enjoying is controlling windows. for instance, to start this blog entry  I said “Open Writer”  and it worked no problem.    In fact after I muddled my way through getting going with speech recognition I enjoyed saying “Open notepad” … “close”  over and over again. It allows you to click anywhere on the screen, just say “mousegrid”   and a 1-9 numbered grid comes up,  say a number and it puts a smaller 1-9 numbered grid, and you hone in, till the middle square is on a place you want to click, then you say “click” or “double click”.  if you want to enter a key, say “Press Tab”  for example.   inside programs it understands menu entries.  In fact, while writing this I just said “File”  “Save” and it happily saved. I think I will play around with this for a while more and try it out in visual studio.   Might be quite good for being able to do menu entries instead of grabbing for my mouse…. can keep my hands on the keyboard. ok, wasn’t the first post I wanted to do on geeks with blogs! but hey…   will do some techy posts soon.

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  • Pourquoi réinventer la roue quand il y a Runnable ? La startup ambitionne de devenir le « YouTube du Code »

    Pourquoi réinventer la roue quand il y a Runnable ? La startup ambitionne de devenir le « YouTube du Code » Runnable, qui a récemment été lancé par une startup du même nom basée à Palo Alto avec pour objectif la facilitation de la découverte et de la réutilisation de portions de code, a annoncé qu'elle a soulevé une levée de fonds de 2 millions de dollars grâce à la participation de Sierra Ventures, Resolute VC, AngelPad et 500 startups.Yash Kumar Directeur Général et co-fondateur de la start-up...

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  • XNA Screen Manager problem with transitions

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

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  • Getting Started With nServiceBus on VAN Mar 31

    - by van
    Topic: nServiceBus is mature and powerful open source framework that enables to design robust, scalable, message-based, service-oriented architectures. Latest improvements in the configuration API enables developers to quickly get started and build a working simple system that uses messaging infrastructure. The goal of this session is to give a jump start with the framework, introduce basic concepts such as message handlers, Sagas, Pub/Sub, Generic Host and also create a working demo application that uses publish/subscribe messaging. The content of the session is addressed to developers that are interested in learning how to get started using nServiceBus in order to design and build distributed systems. Bio: Bernard Kowalski is currently a Software Developer at Microdesk, one of Autodesk's leading partners in providing variety of Geospatial and Computer-Aided Design solutions. Bernard has experience developing .NET framework-based applications utilizing Windows Forms, Windows Services, ASP.NET MVC, and Web services. In a recent project, Bernard architected and implemented a distributed system based on SOA principles using an open source implementation of an Enterprise Service Bus. Bernard develops software with Agile patterns and practices using Domain Driven Design combined with TDD (Test Driven Development). He is familiar with all of the following APIs: Autodesk Vault/Product Stream API, AutoCAD ActiveX/VBA/.NET API, AutoCAD Mechanical API, Autodesk Inventor API, Autodesk MapGuide Enterprise. Prior to joining Microdesk, Bernard worked as a researcher and teacher at the University of Science and Technology in Krakow, Poland where he was awarded with a PhD in Computer Methods in Materials Science. He also participated in research projects where he developed applications for analysis of hot compression test results using advanced optimization techniques. He also developed Finite Element Method-based programs for thermal and stress analysis using C++ and FORTRAN. Bernard is a member of the Domain Driven Design and ALT.NET user groups in NYC. Virtual ALT.NET (VAN) is the online gathering place of the ALT.NET community. Through conversations, presentations, pair programming and dojos, we strive to improve, explore, and challenge the way we create software. Using net conferencing technology such as Skype and LiveMeeting, we hold regular meetings, open to anyone, usually taking the form of a presentation or an Open Space Technology-style conversation. Please see the Calendar(http://www.virtualaltnet.com/Home/Calendar) to find a VAN group that meets at a time convenient to you, and feel welcome to join a meeting. Past sessions can be found on the Recording page. To stay informed about VAN activities, you can subscribe to the Virtual ALT.NET Google Group and follow the Virtual ALT.NET blog. Times below are Central Standard Time Start Time: Wed, Mar 31, 2010 8:00 PM UTC/GMT -5 hours End Time: Wed, Mar 31, 2010 10:00 PM UTC/GMT -5 hours Attendee URL: http://www.virtualaltnet.com/van Zach Young http://www.virtualaltnet.com

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  • How can a code editor effectively hint at code nesting level - without using indentation?

    - by pgfearo
    I've written an XML text editor that provides 2 view options for the same XML text, one indented (virtually), the other left-justified. The motivation for the left-justified view is to help users 'see' the whitespace characters they're using for indentation of plain-text or XPath code without interference from indentation that is an automated side-effect of the XML context. I want to provide visual clues (in the non-editable part of the editor) for the left-justified mode that will help the user, but without getting too elaborate. I tried just using connecting lines, but that seemed too busy. The best I've come up with so far is shown in a mocked up screenshot of the editor below, but I'm seeking better/simpler alternatives (that don't require too much code). [Edit] Taking the heatmap idea (from: @jimp) I get this and 3 alternatives - labelled a, b and c: The following section describes the accepted answer as a proposal, bringing together ideas from a number of other answers and comments. As this question is now community wiki, please feel free to update this. NestView The name for this idea which provides a visual method to improve the readability of nested code without using indentation. Contour Lines The name for the differently shaded lines within the NestView The image above shows the NestView used to help visualise an XML snippet. Though XML is used for this illustration, any other code syntax that uses nesting could have been used for this illustration. An Overview: The contour lines are shaded (as in a heatmap) to convey nesting level The contour lines are angled to show when a nesting level is being either opened or closed. A contour line links the start of a nesting level to the corresponding end. The combined width of contour lines give a visual impression of nesting level, in addition to the heatmap. The width of the NestView may be manually resizable, but should not change as the code changes. Contour lines can either be compressed or truncated to keep acheive this. Blank lines are sometimes used code to break up text into more digestable chunks. Such lines could trigger special behaviour in the NestView. For example the heatmap could be reset or a background color contour line used, or both. One or more contour lines associated with the currently selected code can be highlighted. The contour line associated with the selected code level would be emphasized the most, but other contour lines could also 'light up' in addition to help highlight the containing nested group Different behaviors (such as code folding or code selection) can be associated with clicking/double-clicking on a Contour Line. Different parts of a contour line (leading, middle or trailing edge) may have different dynamic behaviors associated. Tooltips can be shown on a mouse hover event over a contour line The NestView is updated continously as the code is edited. Where nesting is not well-balanced assumptions can be made where the nesting level should end, but the associated temporary contour lines must be highlighted in some way as a warning. Drag and drop behaviors of Contour Lines can be supported. Behaviour may vary according to the part of the contour line being dragged. Features commonly found in the left margin such as line numbering and colour highlighting for errors and change state could overlay the NestView. Additional Functionality The proposal addresses a range of additional issues - many are outside the scope of the original question, but a useful side-effect. Visually linking the start and end of a nested region The contour lines connect the start and end of each nested level Highlighting the context of the currently selected line As code is selected, the associated nest-level in the NestView can be highlighted Differentiating between code regions at the same nesting level In the case of XML different hues could be used for different namespaces. Programming languages (such as c#) support named regions that could be used in a similar way. Dividing areas within a nesting area into different visual blocks Extra lines are often inserted into code to aid readability. Such empty lines could be used to reset the saturation level of the NestView's contour lines. Multi-Column Code View Code without indentation makes the use of a multi-column view more effective because word-wrap or horizontal scrolling is less likely to be required. In this view, once code has reach the bottom of one column, it flows into the next one: Usage beyond merely providing a visual aid As proposed in the overview, the NestView could provide a range of editing and selection features which would be broadly in line with what is expected from a TreeView control. The key difference is that a typical TreeView node has 2 parts: an expander and the node icon. A NestView contour line can have as many as 3 parts: an opener (sloping), a connector (vertical) and a close (sloping). On Indentation The NestView presented alongside non-indented code complements, but is unlikely to replace, the conventional indented code view. It's likely that any solutions adopting a NestView, will provide a method to switch seamlessly between indented and non-indented code views without affecting any of the code text itself - including whitespace characters. One technique for the indented view would be 'Virtual Formatting' - where a dynamic left-margin is used in lieu of tab or space characters. The same nesting-level data used to dynamically render the NestView could also used for the more conventional-looking indented view. Printing Indentation will be important for the readability of printed code. Here, the absence of tab/space characters and a dynamic left-margin means that the text can wrap at the right-margin and still maintain the integrity of the indented view. Line numbers can be used as visual markers that indicate where code is word-wrapped and also the exact position of indentation: Screen Real-Estate: Flat Vs Indented Addressing the question of whether the NestView uses up valuable screen real-estate: Contour lines work well with a width the same as the code editor's character width. A NestView width of 12 character widths can therefore accommodate 12 levels of nesting before contour lines are truncated/compressed. If an indented view uses 3 character-widths for each nesting level then space is saved until nesting reaches 4 levels of nesting, after this nesting level the flat view has a space-saving advantage that increases with each nesting level. Note: A minimum indentation of 4 character widths is often recommended for code, however XML often manages with less. Also, Virtual Formatting permits less indentation to be used because there's no risk of alignment issues A comparison of the 2 views is shown below: Based on the above, its probably fair to conclude that view style choice will be based on factors other than screen real-estate. The one exception is where screen space is at a premium, for example on a Netbook/Tablet or when multiple code windows are open. In these cases, the resizable NestView would seem to be a clear winner. Use Cases Examples of real-world examples where NestView may be a useful option: Where screen real-estate is at a premium a. On devices such as tablets, notepads and smartphones b. When showing code on websites c. When multiple code windows need to be visible on the desktop simultaneously Where consistent whitespace indentation of text within code is a priority For reviewing deeply nested code. For example where sub-languages (e.g. Linq in C# or XPath in XSLT) might cause high levels of nesting. Accessibility Resizing and color options must be provided to aid those with visual impairments, and also to suit environmental conditions and personal preferences: Compatability of edited code with other systems A solution incorporating a NestView option should ideally be capable of stripping leading tab and space characters (identified as only having a formatting role) from imported code. Then, once stripped, the code could be rendered neatly in both the left-justified and indented views without change. For many users relying on systems such as merging and diff tools that are not whitespace-aware this will be a major concern (if not a complete show-stopper). Other Works: Visualisation of Overlapping Markup Published research by Wendell Piez, dated from 2004, addresses the issue of the visualisation of overlapping markup, specifically LMNL. This includes SVG graphics with significant similarities to the NestView proposal, as such, they are acknowledged here. The visual differences are clear in the images (below), the key functional distinction is that NestView is intended only for well-nested XML or code, whereas Wendell Piez's graphics are designed to represent overlapped nesting. The graphics above were reproduced - with kind permission - from http://www.piez.org Sources: Towards Hermenutic Markup Half-steps toward LMNL

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  • Acer Aspire blank screen

    - by Gerep
    I'm using Ubuntu 11.04 Natty and when I installed it I had a problem with blank screen on startup and found a solution but I have the same problem when it is inactive and goes blank screen, it won't come back, so I have to restart. Any ideas? Thanks in advance for any help. This is what solved my first problem: When you start editing the /etc/rc.local and add before exit 0: setpci -s 00:02.0 F4.B=00 Edit /etc/default/grub, edit the line GRUB_CMDLINE_LINUX_DEFAULT: GRUB_CMDLINE_LINUX_DEFAULT = "quiet splash acpi_osi = Linux" Update grub with: sudo update-grub2

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  • Learning resources for working with POCO entities in EF 4.0

    - by boghydan
    Here are some links that can help you start working with POCO entities in EF 4.0: ADO.NET Team blog: - Working with POCO objects: http://blogs.msdn.com/adonet/archive/2009/05/21/poco-in-the-entity-framework-part-1-the-experience.aspx - Proxy objects for POCO entities: http://blogs.msdn.com/adonet/archive/2009/12/22/poco-proxies-part-1.aspx MSDN Library: - Working with POCO  http://msdn.microsoft.com/en-us/library/dd456853.aspx - T4 editor for POCO generator can be downloaded from here: http://visualstudiogallery.msdn.microsoft.com/en-us/60297607-5fd4-4da4-97e1-3715e90c1a23

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  • What's the recommended way to configure a Synaptics touchpad device?

    - by htorque
    I want to increase the scroll area by moving the so-called RightEdge a bit towards the middle. Right now I'm doing this via a one-liner that's called at session start (added via gnome-session-properties): xinput --set-prop --type=int --format=32 11 252 1781 5125 1646 4582 This works fine, but feels like a hack. What's the recommended way to edit/set touchpad device properties like this one? Few years ago I'd have put that into the xorg.conf, but this seems to be discouraged nowadays.

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  • Control Panel display as a menu does not work upon initial install of a Windows 2008 R2 server

    - by Kevin Shyr
    I've seen this a couple of times now.  Upon initial installation of a Microsoft Windows Server 2008 R2, the control panel is a button.  But if you go to the task bar property >> Start Menu tab >> Customize, you will see the option is "Display as a menu".  Click "Display as a link" and press OK, then come back to the same area and select "Display as a menu" will solve the problem.

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  • Week in Geek: Internet Service Providers to Implement New Anti-Piracy Monitoring in July

    - by Asian Angel
    Our latest edition of WIG is filled with news link goodness such as Google’s plans for a Metro version of Chrome, Microsoft’s seeking of a patent for TV-viewing tolls, Encyclopaedia Britannica’s switch to a digital only format, and more. Screenshot by Asian Angel. Make Your Own Windows 8 Start Button with Zero Memory Usage Reader Request: How To Repair Blurry Photos HTG Explains: What Can You Find in an Email Header?

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  • Garbled UI with vnc, chicken-of-the-vnc, gridengine, qmon

    - by bmargulies
    Ubuntu 11.04 gridengine version 6.2u5-1ubuntu1 I start a desktop with the vncserver command. My ~/.vnc/xstartup ends with 'gnome-session'. I connect to it using chicken-of-the-VNC on my MacOSX Lion system. I run 'qmon'. Much of qmon works, but several critical tasks show hopelessly garbled grid layouts. I have filed a bug report, but I suspect that there is something I am missing that would render (ahem) them legible.

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  • New regular expression features in PCRE 8.34 and 8.35

    - by Jan Goyvaerts
    PCRE 8.34 adds some new regex features and changes the behavior of a few to make it better compatible with the latest versions of Perl. There are no changes to the regex syntax in PCRE 8.35. \o{377} is now an octal escape just like \377. This syntax was first introduced in Perl 5.12. It avoids any confusion between octal escapes and backreferences. It also allows octal numbers beyond 377 to be used. E.g. \o{400} is the same as \x{100}. If you have any reason to use octal escapes instead of hexadecimal escapes then you should definitely use the new syntax. Because of this change, \o is now an error when it doesn’t form a valid octal escape. Previously \o was a literal o and \o{377} was a sequence of 337 o‘s. In free-spacing mode, whitespace between a quantifier and the ? that makes it lazy or the + that makes it possessive is now ignored. In Perl this has always been the case. In PCRE 8.33 and prior, whitespace ended a quantifier and any following ? or + was seen as a second quantifier and thus an error. The shorthand \s now matches the vertical tab character in addition to the other whitespace characters it previously matched. Perl 5.18 made the same change. Many other regex flavors have always included the vertical tab in \s, just like POSIX has always included it in [[:space:]]. Names of capturing groups are no longer allowed to start with a digit. This has always been the case in Perl since named groups were added to Perl 5.10. PCRE 8.33 and prior even allowed group names to consist entirely of digits. [[:<:]] and [[::]] are now treated as POSIX-style word boundaries. They match at the start and the end of a word. Though they use similar syntax, these have nothing to do with POSIX character classes and cannot be used inside character classes. Perl does not support POSIX word boundaries. The same changes affect PHP 5.5.10 (and later) and R 3.0.3 (and later) as they have been updated to use PCRE 8.34. RegexBuddy and RegexMagic have been updated to support the latest versions of PCRE, PHP, and R. Older versions that were previously supported are still supported, so you can compare or convert your regular expressions between the latest versions of PCRE, PHP, and R and whichever version you were using previously.

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  • Set App Windows to Always be on Top

    - by Asian Angel
    Sometimes you have a small app or other software that you want to keep topmost but how do you keep it on top without a lot of hassle? If this sounds like your situation then you might want to have a look at OnTop. Before For our example we had four individual apps open…any of the four could easily be on top at the moment. OnTop in Action The exe file for the app comes in a zip file. Simply unzip the file, place it in the Program Files Folder, create a shortcut and you are ready to go. Once you start OnTop you will see a new System Tray Icon…right click to access the Context Menu with a list of currently open apps. We decided to set Winamp to be always topmost first. Note: OnTop detected all three individual sections of our Winamp Player along with the individual monitors running in our Taskbar. Clicking on Paint.NET brought it forward over Firefox and Microsoft Word but Winamp was still sitting on top. Clicking on Microsoft Word next still did not affect Winamp’s topmost status. Nice. As soon as we switched the topmost status to Microsoft Word you can see that it immediately came to the front. One thing that we did note in our tests…the best method for switching topmost status is either to choose a different app or close the app that was topmost. Conclusion OnTop might be considered niche software but if you have an app window that you need to keep on top of other windows then you might want to give this small app a try. Links Download OnTop at Softpedia Similar Articles Productive Geek Tips Use the Windows Key for the "Start" Menu in Ubuntu LinuxIncrease the Cached Logon Count for Windows Computers on a DomainUsing Windows 7 or Vista Compatibility ModeQuick Tip: Change the Registered Owner in WindowsMake Safari Stop Crashing Every 20 Seconds on Windows Vista TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 2010 World Cup Schedule Boot Snooze – Reboot and then Standby or Hibernate Customize Everything Related to Dates, Times, Currency and Measurement in Windows 7 Google Earth replacement Icon (Icons we like) Build Great Charts in Excel with Chart Advisor tinysong gives a shortened URL for you to post on Twitter (or anywhere)

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  • Having problems booting xubuntu after installation

    - by lagaffenewbe
    I'm newbie with ubuntu, I tried to install ubuntu, at the beginning xubuntu work for the first upgrade to xubuntu 12.04, but after the reboot, no winxp media center ether Xubuntu won't start and I have a screen Ctrl+Alt+Del nothing else. I read a little about, maybe the sata enabled on the bios. What is the problem and can it be fixed or do I have to remove xubuntu. Partition is : 100gb xubuntu 220gb winxp I have an external drive 1 tb Thanks for the help.

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  • Subterranean IL: Filter exception handlers

    - by Simon Cooper
    Filter handlers are the second type of exception handler that aren't accessible from C#. Unlike the other handler types, which have defined conditions for when the handlers execute, filter lets you use custom logic to determine whether the handler should be run. However, similar to a catch block, the filter block does not get run if control flow exits the block without throwing an exception. Introducing filter blocks An example of a filter block in IL is the following: .try { // try block } filter { // filter block endfilter }{ // filter handler } or, in v1 syntax, TryStart: // try block TryEnd: FilterStart: // filter block HandlerStart: // filter handler HandlerEnd: .try TryStart to TryEnd filter FilterStart handler HandlerStart to HandlerEnd In the v1 syntax there is no end label specified for the filter block. This is because the filter block must come immediately before the filter handler; the end of the filter block is the start of the filter handler. The filter block indicates to the CLR whether the filter handler should be executed using a boolean value on the stack when the endfilter instruction is run; true/non-zero if it is to be executed, false/zero if it isn't. At the start of the filter block, and the corresponding filter handler, a reference to the exception thrown is pushed onto the stack as a raw object (you have to manually cast to System.Exception). The allowed IL inside a filter block is tightly controlled; you aren't allowed branches outside the block, rethrow instructions, and other exception handling clauses. You can, however, use call and callvirt instructions to call other methods. Filter block logic To demonstrate filter block logic, in this example I'm filtering on whether there's a particular key in the Data dictionary of the thrown exception: .try { // try block } filter { // Filter starts with exception object on stack // C# code: ((Exception)e).Data.Contains("MyExceptionDataKey") // only execute handler if Contains returns true castclass [mscorlib]System.Exception callvirt instance class [mscorlib]System.Collections.IDictionary [mscorlib]System.Exception::get_Data() ldstr "MyExceptionDataKey" callvirt instance bool [mscorlib]System.Collections.IDictionary::Contains(object) endfilter }{ // filter handler // Also starts off with exception object on stack callvirt instance string [mscorlib]System.Object::ToString() call void [mscorlib]System.Console::WriteLine(string) } Conclusion Filter exception handlers are another exception handler type that isn't accessible from C#, however, just like fault handlers, the behaviour can be replicated using a normal catch block: try { // try block } catch (Exception e) { if (!FilterLogic(e)) throw; // handler logic } So, it's not that great a loss, but it's still annoying that this functionality isn't directly accessible. Well, every feature starts off with minus 100 points, so it's understandable why something like this didn't make it into the C# compiler ahead of a different feature.

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  • Desktop Fun: Dragons Wallpaper Collection Series 2

    - by Asian Angel
    Whether they are flying through the sky, hunting for food, or defending their lairs dragons are truly inspirational creatures that easily stir our imaginations. Let your desktop take flight with the second in our series of Dragons Wallpaper collections. What Is the Purpose of the “Do Not Cover This Hole” Hole on Hard Drives? How To Log Into The Desktop, Add a Start Menu, and Disable Hot Corners in Windows 8 HTG Explains: Why You Shouldn’t Use a Task Killer On Android

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  • BOX2D and AS3: Mouse Event not working

    - by Gabriel Meono
    Background: Trying to make a simple "drop the ball" game. The code is located inside the first frame of the timeline. Nothing more is on the stage. Issue: Using QuickBox2D I made a simple If statement that drops and object acording the Mouse-x position: if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); I imported the MouseEvent library: import flash.events.MouseEvent; Nothing happens if I click, no output errors either. See it in action: http://gabrielmeono.com/download/Lucky_Hit_Alpha.swf http://gabrielmeono.com/download/Lucky_Hit_Alpha.fla Full Code: [SWF(width = 350, height = 600, frameRate = 60)] import com.actionsnippet.qbox.*; import flash.events.MouseEvent; var sim:QuickBox2D = new QuickBox2D(this); sim.createStageWalls(); //var ball:sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); // // make a heavy circle sim.addCircle({x:3, y:1, radius:0.25, density:5}); sim.addCircle({x:2, y:1, radius:0.25, density:5}); sim.addCircle({x:4, y:1, radius:0.25, density:5}); sim.addCircle({x:5, y:1, radius:0.25, density:5}); sim.addCircle({x:6, y:1, radius:0.25, density:5}); // create a few platforms sim.addBox({x:3, y:2, width:4, height:0.2, density:0, angle:0.1}); // make 26 dominoes for (var i:int = 0; i<7; i++){ //End sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid end sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); //Middle Start sim.addCircle({x:0 + i * 1.5, y:09, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:08, radius:0.1, density:0}); sim.addCircle({x:0 + i * 1.5, y:07, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:06, radius:0.1, density:0}); } if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); sim.start(); /*sim.mouseDrag();*/ }

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