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  • Perl CGI that sends a temporary loading page to client then later sends the actual results page

    - by Kurt W. Leucht
    I've wasted at least a half day of my company's time searching the Internet for an answer and I'm getting wrapped around the axle here. I can't figure out the difference between all the different technology choices (long polling, ajax streaming, comet, XMPP, etc.) and I can't get a simple hello world example working on my PC. I am running Apache 2.2 and ActivePerl 5.10.0. JavaScript is completely acceptable for this solution. All I want to do is write a simple Perl CGI script that when accessed, it immediately returns some HTML that tells the user to wait or maybe sends an animated GIF. Then without any user intervention (no mouse clicks or anything) I want the CGI script to at some time later replace the wait message or the animated GIF with the actual HTML results from their query. I know this is simple stuff and websites do it all the time, but I can't find a single working example that I can cut and paste onto my machine that will work. Here is my simple Hello World example that I've compiled from various Internet sources, but it doesn't seem to work. When I refresh this CGI URL in my web browser it prints nothing for 5 seconds, then it prints the PLEASE BE PATIENT web page, but not the results web page. What am I doing wrong? #!C:\Perl\bin\perl.exe use CGI; use CGI::Carp qw/fatalsToBrowser warningsToBrowser/; sub Create_HTML { my $html = <<EOHTML; <html> <head> <meta http-equiv="pragma" content="no-cache" /> <meta http-equiv="expires" content="-1" /> <script type="text/javascript" > var xmlhttp=false; /*@cc_on @*/ /*@if (@_jscript_version >= 5) // JScript gives us Conditional compilation, we can cope with old IE versions. // and security blocked creation of the objects. try { xmlhttp = new ActiveXObject("Msxml2.XMLHTTP"); } catch (e) { try { xmlhttp = new ActiveXObject("Microsoft.XMLHTTP"); } catch (E) { xmlhttp = false; } } @end @*/ if (!xmlhttp && typeof XMLHttpRequest!='undefined') { try { xmlhttp = new XMLHttpRequest(); } catch (e) { xmlhttp=false; } } if (!xmlhttp && window.createRequest) { try { xmlhttp = window.createRequest(); } catch (e) { xmlhttp=false; } } </script> <title>Ajax Streaming Connection Demo</title> </head> <body> Some header text. <p> <div id="response">PLEASE BE PATIENT</div> <p> Some footer text. </body> </html> EOHTML return $html; } my $cgi = new CGI; print $cgi->header; print Create_HTML(); sleep(5); print "<script type=\"text/javascript\">\n"; print "\$('response').innerHTML = 'Here are your results!';\n"; print "</script>\n";

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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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  • I am getting the error Wrong type argument to unary minus and Expected ';' before ':' token

    - by James B.
    I am getting the error Wrong type argument to unary minus and Expected ';' before ':' token The error occurs at the - (NSIndexPath *).... line I am really New at this, so if there is anymore info needed, please ask, if you need to see the entire app, please e-mail me @ james at sevenotwo dot com. the app isn't really complicated. it is based on the sample code on Apple's website for the iphonedatacorerecipes code. #pragma mark - #pragma mark Editing rows - (NSIndexPath *)tableView:(UITableView *)tableView willSelectRowAtIndexPath:(NSIndexPath *)indexPath { NSIndexPath *rowToSelect = indexPath; NSInteger section = indexPath.section; BOOL isEditing = self.editing; // If editing, don't allow notes to be selected // Not editing: Only allow notes to be selected if ((isEditing && section == NOTES_SECTION) || (!isEditing && section != NOTES_SECTION)) { [tableView deselectRowAtIndexPath:indexPath animated:YES]; rowToSelect = nil; } return rowToSelect; } - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { NSInteger section = indexPath.section; UIViewController *nextViewController = nil; /* What to do on selection depends on what section the row is in. For Type, Notes, and Instruments, create and push a new view controller of the type appropriate for the next screen. */ switch (section) { case TYPE_SECTION: nextViewController = [[TypeSelectionViewController alloc] initWithStyle:UITableViewStyleGrouped]; ((TypeSelectionViewController *)nextViewController).doctor = doctor; break; case NOTES_SECTION: nextViewController = [[NotesViewController alloc] initWithNibName:@"NotesView" bundle:nil]; ((NotesViewController *)nextViewController).doctor = doctor; break; case INSTRUMENTS_SECTION: nextViewController = [[InstrumentDetailViewController alloc] initWithStyle:UITableViewStyleGrouped]; ((InstrumentDetailViewController *)nextViewController).doctor = doctor; if (indexPath.row < [doctor.instruments count]) { Instrument *instrument = [instruments objectAtIndex:indexPath.row]; ((InstrumentDetailViewController *)nextViewController).instrument = instrument; } break; default: break; } // If we got a new view controller, push it . if (nextViewController) { [self.navigationController pushViewController:nextViewController animated:YES]; [nextViewController release]; } } - (UITableViewCellEditingStyle)tableView:(UITableView *)tableView editingStyleForRowAtIndexPath:(NSIndexPath *)indexPath { UITableViewCellEditingStyle style = UITableViewCellEditingStyleNone; // Only allow editing in the instruments section. // In the instruments section, the last row (row number equal to the count of instruments) is added automatically (see tableView:cellForRowAtIndexPath:) to provide an insertion cell, so configure that cell for insertion; the other cells are configured for deletion. if (indexPath.section == INSTRUMENTS_SECTION) { // If this is the last item, it's the insertion row. if (indexPath.row == [doctor.instruments count]) { style = UITableViewCellEditingStyleInsert; } else { style = UITableViewCellEditingStyleDelete; } } return style; } - (void)tableView:(UITableView *)tableView commitEditingStyle:(UITableViewCellEditingStyle)editingStyle forRowAtIndexPath:(NSIndexPath *)indexPath { // Only allow deletion, and only in the instruments section if ((editingStyle == UITableViewCellEditingStyleDelete) && (indexPath.section == INSTRUMENTS_SECTION)) { // Remove the corresponding instrument object from the doctor's instrument list and delete the appropriate table view cell. Instrument *instrument = [instruments objectAtIndex:indexPath.row]; [doctor removeInstrumentsObject:instrument]; [instruments removeObject:instrument]; NSManagedObjectContext *context = instrument.managedObjectContext; [context deleteObject:instrument]; [self.tableView deleteRowsAtIndexPaths:[NSArray arrayWithObject:indexPath] withRowAnimation:UITableViewRowAnimationTop]; } }

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  • uiscrollview not switching image subviews

    - by nickthedude
    I'm building a comic viewer app, that consists of two view controllers, the root viewcontroller basically displays a view where a user decides what comic they want to read by pressing a button. The second viewController actually displays the comic as a uiscrollview with a toolbar and a title at the top. So the problem I am having is that the comic image panels themselves are not changing from whatever the first comic you go to if you select another comic after viewing the first one. The way I set it up, and I admit it's not exactly mvc, so please don't hate, anyway the way I set it up is each comic uiscrollview consists of x number of jpg images where each comic set's image names have a common prefix and then a number like 'funny1.jpg', 'funny2.jpg', 'funny3.jpg' and 'soda1.jpg', 'soda2.jpg', 'soda3.jpg', etc... so when a user selects a comic to view in the root controller it makes a call to the delegate and sets ivars on instances of the comicviewcontroller that belongs to the delegate (mainDelegate.comicViewController.property) I set the number of panels in that comic, the comic name for the title label, and the image prefix. The number of images changes(or at least the number that you can scroll through), and the title changes but for some reason the images are the same ones as whatever comic you clicked on initially. I'm basing this whole app off of the 'scrolling' code sample from apple. I thought if I added a viewWillAppear:(BOOL) animated call to the comicViewController everytime the user clicked the button that would fix it but it didn't, after all that is where the scrollview is laid out. Anyway here is some code from each of the two controllers: RootController: -(IBAction) launchComic2{ AppDelegate *mainDelegate = [(AppDelegate *) [UIApplication sharedApplication] delegate]; mainDelegate.myViewController.comicPageCount = 3; mainDelegate.myViewController.comicTitle.text = @"\"Death by ETOH\""; mainDelegate.myViewController.comicImagePrefix = @"etoh"; [mainDelegate.myViewController viewWillAppear:YES]; [mainDelegate.window addSubview: mainDelegate.myViewController.view]; comicViewController: -(void) viewWillAppear:(BOOL)animated { self.view.backgroundColor = [UIColor viewFlipsideBackgroundColor]; // 1. setup the scrollview for multiple images and add it to the view controller // // note: the following can be done in Interface Builder, but we show this in code for clarity [scrollView1 setBackgroundColor:[UIColor whiteColor]]; [scrollView1 setCanCancelContentTouches:NO]; scrollView1.indicatorStyle = UIScrollViewIndicatorStyleWhite; scrollView1.clipsToBounds = YES; // default is NO, we want to restrict drawing within our scrollview scrollView1.scrollEnabled = YES; // pagingEnabled property default is NO, if set the scroller will stop or snap at each photo // if you want free-flowing scroll, don't set this property. scrollView1.pagingEnabled = YES; // load all the images from our bundle and add them to the scroll view NSUInteger i; for (i = 1; i <= self.comicPageCount; i++) { NSString *imageName = [NSString stringWithFormat:@"%@%d.jpg", self.comicImagePrefix, i]; NSLog(@"%@%d.jpg", self.comicImagePrefix, i); UIImage *image = [UIImage imageNamed:imageName]; UIImageView *imageView = [[UIImageView alloc] initWithImage:image]; // setup each frame to a default height and width, it will be properly placed when we call "updateScrollList" CGRect rect = imageView.frame; rect.size.height = kScrollObjHeight; rect.size.width = kScrollObjWidth; imageView.frame = rect; imageView.tag = i; // tag our images for later use when we place them in serial fashion [scrollView1 addSubview:imageView]; [imageView release]; } [self layoutScrollImages]; // now place the photos in serial layout within the scrollview } - (void)layoutScrollImages { UIImageView *view = nil; NSArray *subviews = [scrollView1 subviews]; // reposition all image subviews in a horizontal serial fashion CGFloat curXLoc = 0; for (view in subviews) { if ([view isKindOfClass:[UIImageView class]] && view.tag 0) { CGRect frame = view.frame; frame.origin = CGPointMake(curXLoc, 0); view.frame = frame; curXLoc += (kScrollObjWidth); } } // set the content size so it can be scrollable [scrollView1 setContentSize:CGSizeMake((self.comicPageCount * kScrollObjWidth), [scrollView1 bounds].size.height)]; } Any help would be appreciated on this. Nick

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  • How we should load the MFMailViewController in cocos2d ?

    - by srikanth rongali
    I am writing an app in using cocos2d. This method I have written for the selector goToFirstScreen: . The view is in landscape mode. I need to send an email. So, I need to launch the MFMailComposeViewController. I need it in portrait mode. But, the control is not entering in to viewDidLoad of the mailMe class. The problem is in goToScreen: method. But, I do not get where I am wrong ? -(void)goToFirstScreen:(id)sender { NSLog(@"goToFirstScreen: "); CCScene *Scene = [CCScene node]; CCLayer *Layer = [mailME node]; [Scene addChild:Layer]; [[CCDirector sharedDirector] setAnimationInterval:1.0/60]; [[CCDirector sharedDirector] pushScene: Scene]; } This is my mailMe class to launch mail controller #import <UIKit/UIKit.h> #import <MessageUI/MessageUI.h> #import <MessageUI/MFMailComposeViewController.h> #import "cocos2d.h" @interface mailME : CCLayer <MFMailComposeViewControllerDelegate> { UIViewController *mailComposer; } -(void)displayComposerSheet; -(void)launchMailAppOnDevice; @end #import "mailME.h" @implementation mailME -(void)viewDidLoad { NSLog(@"Enetrd in to mail"); Class mailClass = (NSClassFromString(@"MFMailComposeViewController")); if (mailClass != nil) { if ([mailClass canSendMail]) { [self displayComposerSheet]; } else { [self launchMailAppOnDevice]; } } else { [self launchMailAppOnDevice]; } } -(void)displayComposerSheet { CCDirector *director = [CCDirector sharedDirector]; [director pause]; [director stopAnimation]; [director.openGLView setUserInteractionEnabled:NO]; mailComposer = [[UIViewController alloc] init]; [mailComposer setView:[[CCDirector sharedDirector]openGLView]]; [mailComposer setModalTransitionStyle:UIModalTransitionStyleCoverVertical]; MFMailComposeViewController *picker = [[MFMailComposeViewController alloc] init]; picker.mailComposeDelegate = self; [picker setSubject:@"Hello!"]; NSArray *toRecipients = [NSArray arrayWithObject:@"[email protected]"]; [picker setToRecipients:toRecipients]; NSString *emailBody = @"It is not working!"; [picker setMessageBody:emailBody isHTML:YES]; [mailComposer presentModalViewController:picker animated:NO]; [picker release]; } - (void)mailComposeController:(MFMailComposeViewController*)controller didFinishWithResult:(MFMailComposeResult)result error:(NSError*)error { switch (result) { case MFMailComposeResultCancelled: break; case MFMailComposeResultSaved: break; case MFMailComposeResultSent: break; case MFMailComposeResultFailed: break; default: break; } [mailComposer dismissModalViewControllerAnimated:NO]; [[UIApplication sharedApplication] setStatusBarOrientation:CCDeviceOrientationLandscapeLeft animated:NO]; CCDirector *director = [CCDirector sharedDirector]; [director.openGLView setUserInteractionEnabled:YES]; [director startAnimation]; [director resume]; [mailComposer.view.superview removeFromSuperview]; } -(void)launchMailAppOnDevice { NSString *recipients = @"mailto:[email protected]?&subject=Hello!"; NSString *body = @"&body=It is not working"; NSString *email = [NSString stringWithFormat:@"%@%@", recipients, body]; email = [email stringByAddingPercentEscapesUsingEncoding:NSUTF8StringEncoding]; [[UIApplication sharedApplication] openURL:[NSURL URLWithString:email]]; } - (void)dealloc { [super dealloc]; } @end

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  • How to send web browser a loading page, then some time later a results page

    - by Kurt W. Leucht
    I've wasted at least a half day of my company's time searching the Internet for an answer and I'm getting wrapped around the axle here. I can't figure out the difference between all the different technology choices (long polling, ajax streaming, comet, XMPP, etc.) and I can't get a simple hello world example working on my PC. I am running Apache 2.2 and ActivePerl 5.10.0. JavaScript is completely acceptable for this solution. All I want to do is write a simple Perl CGI script that when accessed, it immediately returns some HTML that tells the user to wait or maybe sends an animated GIF. Then without any user intervention (no mouse clicks or anything) I want the CGI script to at some time later replace the wait message or the animated GIF with the actual results from their query. I know this is simple stuff and websites do it all the time using JavaScript, but I can't find a single working example that I can cut and paste onto my machine that will work in Perl. Here is my simple Hello World example that I've compiled from various Internet sources, but it doesn't seem to work. When I refresh this Perl CGI script in my web browser it prints nothing for 5 seconds, then it prints the PLEASE BE PATIENT web page, but not the results web page. So the Ajax XMLHttpRequest stuff obviously isn't working right. What am I doing wrong? #!C:\Perl\bin\perl.exe use CGI; use CGI::Carp qw/fatalsToBrowser warningsToBrowser/; sub Create_HTML { my $html = <<EOHTML; <html> <head> <meta http-equiv="pragma" content="no-cache" /> <meta http-equiv="expires" content="-1" /> <script type="text/javascript" > var xmlhttp=false; /*@cc_on @*/ /*@if (@_jscript_version >= 5) // JScript gives us Conditional compilation, we can cope with old IE versions. // and security blocked creation of the objects. try { xmlhttp = new ActiveXObject("Msxml2.XMLHTTP"); } catch (e) { try { xmlhttp = new ActiveXObject("Microsoft.XMLHTTP"); } catch (E) { xmlhttp = false; } } @end @*/ if (!xmlhttp && typeof XMLHttpRequest!='undefined') { try { xmlhttp = new XMLHttpRequest(); } catch (e) { xmlhttp=false; } } if (!xmlhttp && window.createRequest) { try { xmlhttp = window.createRequest(); } catch (e) { xmlhttp=false; } } </script> <title>Ajax Streaming Connection Demo</title> </head> <body> Some header text. <p> <div id="response">PLEASE BE PATIENT</div> <p> Some footer text. </body> </html> EOHTML return $html; } my $cgi = new CGI; print $cgi->header; print Create_HTML(); sleep(5); print "<script type=\"text/javascript\">\n"; print "\$('response').innerHTML = 'Here are your results!';\n"; print "</script>\n";

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  • Zooming out to fit all annotations in MapKit

    - by Krismutt
    Hey everybody!! I wanna zoom out so that all my annotations(my location and one more annotation) fit to the screen...what do I do wrong?? I get the following warning: "'getDistanceFrom:' is deprecated".... -(void)viewDidLoad { [super viewDidLoad]; mapView = [[MKMapView alloc] initWithFrame:self.view.bounds]; mapView.showsUserLocation = TRUE; mapView.delegate = self; mapView.mapType = MKMapTypeStandard; mapView.zoomEnabled = YES; mapView.scrollEnabled = YES; mapView.userInteractionEnabled = YES; [mapView.userLocation setTitle:@"Nuvarande plats"]; [mapView.userLocation setSubtitle:@"Du är här"]; [self.view insertSubview:mapView atIndex:0]; self.locationManager = [[[CLLocationManager alloc] init] autorelease]; locationManager.delegate = self; locationManager.desiredAccuracy = kCLLocationAccuracyBest; [locationManager startUpdatingLocation]; [mapView release]; } -(void) locationManager: (CLLocationManager *)manager didUpdateToLocation:(CLLocation *)newLocation fromLocation:(CLLocation *)oldLocation{ NSLog (@"Position uppdateras" ); location = newLocation.coordinate; if (friZoom) { MKCoordinateRegion region; region.center.latitude = location.latitude; region.center.longitude= location.longitude; MKCoordinateSpan span; span.latitudeDelta = 0.01; span.longitudeDelta = 0.01; region.span = span; [mapView setRegion:region animated:TRUE];} } - (MKAnnotationView *)mapView:(MKMapView *)mapview viewForAnnotation:(id <MKAnnotation>)knappnal { if ([knappnal isKindOfClass:MKUserLocation.class]) { return nil; } MKPinAnnotationView *knappnalView = (MKPinAnnotationView*)[mapview dequeueReusableAnnotationViewWithIdentifier:@"annot"]; if (!knappnalView) { knappnalView = [[[MKPinAnnotationView alloc] initWithAnnotation:knappnal reuseIdentifier:@"annot"] autorelease]; knappnalView.pinColor = MKPinAnnotationColorRed; knappnalView.animatesDrop = YES; knappnalView.canShowCallout = YES; } else { knappnalView.annotation = knappnal; } return knappnalView; } - (IBAction)storeLocationInfo:(id) sender{ SparaPosition *position=[[SparaPosition alloc] initWithCoordinate:location]; [mapView addAnnotation:position]; savedPosition = location; } - (IBAction)visaPosition:(id)sender{ CLLocationCoordinate2D southWest =location; CLLocationCoordinate2D northEast =savedPosition; southWest.latitude = MIN(southWest.latitude, location.latitude); southWest.longitude = MIN(southWest.longitude, location.longitude); northEast.latitude = MAX(northEast.latitude, savedPosition.latitude); northEast.longitude = MAX(northEast.longitude, savedPosition.longitude); CLLocation *locSouthWest = [[CLLocation alloc] initWithLatitude:southWest.latitude longitude:southWest.longitude]; CLLocation *locNorthEast = [[CLLocation alloc] initWithLatitude:northEast.latitude longitude:northEast.longitude]; CLLocationDistance meters = [locSouthWest getDistanceFrom:locNorthEast]; MKCoordinateRegion region; region.center.latitude = (southWest.latitude + northEast.latitude) / 2.0; region.center.longitude = (southWest.longitude + northEast.longitude) / 2.0; region.span.latitudeDelta = meters / 111319.5; region.span.longitudeDelta = 0.0; region = [mapView regionThatFits:region]; [mapView setRegion:region animated:YES]; [locSouthWest release]; [locNorthEast release]; } Would really appreciate an answer!

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  • NSUserDefaults loses 3 rows each time it's called

    - by Jeff Decker
    Hello Everyone! Brand new programmer here, so off-topic help/constructive criticism welcome. I am saving a default state (such as "New York") in a UIPickerView which is in a FlipSideView. It certainly saves for the first and second time I check to make sure it's the same state (I am clicking "done" and then "info" repeatedly), but on the third check the picker has moved up three states (to "New Hampshire") and then every time I check the picker progresses three more states. Here's the .h and .m files of the FlipSideViewController: #import <UIKit/UIKit.h> import "Calculator.h" @protocol FlipsideViewControllerDelegate; @interface FlipsideViewController : UIViewController { id delegate; UIPickerView *myPickerView; NSArray *pickerViewArray; } @property (nonatomic, assign) id delegate; @property (nonatomic, retain) UIPickerView *myPickerView; @property (nonatomic, retain) NSArray *pickerViewArray; (IBAction)done; @end @protocol FlipsideViewControllerDelegate - (void)flipsideViewControllerDidFinish:(FlipsideViewController *)controller; @end import "FlipsideViewController.h" @implementation FlipsideViewController @synthesize delegate; @synthesize myPickerView, pickerViewArray; -(CGRect)pickerFrameWithSize:(CGSize)size;{ CGRect screenRect = [[UIScreen mainScreen] applicationFrame]; CGRect pickerRect = CGRectMake( 0.0, screenRect.size.height - size.height, size.width, size.height); return pickerRect; } (void)viewDidLoad { [super viewDidLoad]; self.view.backgroundColor = [UIColor viewFlipsideBackgroundColor]; [self createPicker]; } -(void)viewWillAppear:(BOOL)animated;{ [super viewWillAppear:NO]; NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults]; [myPickerView selectRow:[defaults integerForKey:@"pickerRow"] inComponent:0 animated:NO]; } -(void)createPicker;{ pickerViewArray = [[NSArray arrayWithObjects: @"Alabama",@"Alaska", @"Arizona",@"Arkansas",@"California",@"Colorado",@"Connecticut",@"Delaware", @"District of Columbia",@"Florida",@"Georgia",@"Hawaii",@"Idaho",@"Illinois",@"Indiana",@"Iowa", @"Kansas",@"Kentucky",@"Louisiana",@"Maine",@"Maryland",@"Massachusetts",@"Michigan", @"Minnesota",@"Mississippi",@"Missouri",@"Montana",@"Nebraska",@"Nevada",@"New Hampshire",@"New Jersey", @"New Mexico",@"New York",@"North Carolina",@"North Dakota",@"Ohio",@"Oklahoma", @"Oregon",@"Pennsylvania",@"Rhode Island",@"South Carolina",@"South Dakota",@"Tennessee", @"Texas",@"Utah",@"Vermont",@"Virginia",@"Washington",@"West Virginia",@"Wisconsin",@"Wyoming", nil] retain]; myPickerView = [[UIPickerView alloc] initWithFrame:CGRectZero]; CGSize pickerSize = [myPickerView sizeThatFits:CGSizeZero]; myPickerView.frame = [self pickerFrameWithSize:pickerSize]; myPickerView.autoresizingMask = UIViewAutoresizingFlexibleWidth; myPickerView.showsSelectionIndicator = YES; myPickerView.delegate = self; myPickerView.dataSource = self; [self.view addSubview:myPickerView]; } (IBAction)done { [self.delegate flipsideViewControllerDidFinish:self]; } pragma mark - pragma mark UIPickerViewDataSource (NSString *)pickerView:(UIPickerView *)pickerView titleForRow:(NSInteger)row forComponent:(NSInteger)component { NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults]; [defaults setInteger:row forKey:@"pickerRow"]; [defaults setObject:[pickerViewArray objectAtIndex:row] forKey:@"pickerString"]; return [pickerViewArray objectAtIndex:row]; } (void)pickerView:(UIPickerView *)pickerView didSelectRow:(NSInteger)row inComponent:(NSInteger)component { NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults]; [defaults setInteger:row forKey:@"pickerRow"]; [defaults setObject:[pickerViewArray objectAtIndex:row] forKey:@"pickerString"]; } (CGFloat)pickerView:(UIPickerView *)pickerView widthForComponent:(NSInteger)component { return 240.0; } (CGFloat)pickerView:(UIPickerView *)pickerView rowHeightForComponent:(NSInteger)component { return 40.0; } (NSInteger)pickerView:(UIPickerView *)pickerView numberOfRowsInComponent:(NSInteger)component { return [pickerViewArray count]; } (NSInteger)numberOfComponentsInPickerView:(UIPickerView *)pickerView { return 1; } call me mystified! Thanks for any help. Please let me know if I can make myself more clear...

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  • UIView, UIScrollView and UITextFields problem calling Method

    - by Jeff Groby
    I have a view with several embedded UITextFields, this UIView is subordinated to a UIScrollView in IB. Each text field is supposed to invoke a method called updateText defined in the viewcontroller implementation file when the user is done editing the field. For some reason, the method updateText never gets invoked. Anyone have any ideas how to go about fixing this? The method fired off just fine when the UIScrollView was not present in the project but the keyboard would cover the text fields during input, which was annoying. Now my textfields move up above the keyboard when it appears, but won't fire off the method when done editing. Here is my implementation file: #import "MileMarkerViewController.h" @implementation MileMarkerViewController @synthesize scrollView,milemarkerLogDate,milemarkerDesc,milemarkerOdobeg,milemarkerOdoend,milemarkerBusiness,milemarkerPersonal,milemarker; - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { if (self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]) { // Initialization code } return self; } - (BOOL) textFieldShouldReturn: (UITextField*) theTextField { return [theTextField resignFirstResponder]; } - (void)viewDidLoad { [super viewDidLoad]; [[NSNotificationCenter defaultCenter] addObserver: self selector: @selector(keyboardWasShown:) name: UIKeyboardDidShowNotification object: nil]; [[NSNotificationCenter defaultCenter] addObserver: self selector: @selector(keyboardWasHidden:) name: UIKeyboardDidHideNotification object: nil]; keyboardShown = NO; // 1 [scrollView setContentSize: CGSizeMake( 320, 480)]; // 2 } - (void)keyboardWasShown:(NSNotification*)aNotification { if (keyboardShown) return; NSDictionary* info = [aNotification userInfo]; // Get the size of the keyboard. NSValue* aValue = [info objectForKey:UIKeyboardBoundsUserInfoKey]; CGSize keyboardSize = [aValue CGRectValue].size; // Resize the scroll view (which is the root view of the window) CGRect viewFrame = [scrollView frame]; viewFrame.size.height -= keyboardSize.height; scrollView.frame = viewFrame; // Scroll the active text field into view. CGRect textFieldRect = [activeField frame]; [scrollView scrollRectToVisible:textFieldRect animated:YES]; keyboardShown = YES; } - (void)keyboardWasHidden:(NSNotification*)aNotification { NSDictionary* info = [aNotification userInfo]; // Get the size of the keyboard. NSValue* aValue = [info objectForKey:UIKeyboardBoundsUserInfoKey]; CGSize keyboardSize = [aValue CGRectValue].size; // Reset the height of the scroll view to its original value CGRect viewFrame = [scrollView frame]; viewFrame.size.height += keyboardSize.height; [scrollView scrollRectToVisible:CGRectMake(0, 0, 1, 1) animated:YES]; scrollView.frame = viewFrame; keyboardShown = NO; } - (void)textFieldDidBeginEditing:(UITextField *)textField { activeField = textField; } - (void)textFieldDidEndEditing:(UITextField *)textField { activeField = nil; } - (IBAction)updateText:(id) sender { NSLog(@"You just entered: %@",self.milemarkerLogDate.text); self.milemarker.logdate = self.milemarkerLogDate.text; self.milemarker.desc = self.milemarkerDesc.text; self.milemarker.odobeg = self.milemarkerOdobeg.text; self.milemarker.odoend = self.milemarkerOdoend.text; self.milemarker.business = self.milemarkerBusiness.text; self.milemarker.personal = self.milemarkerPersonal.text; NSLog(@"Original textfield is set to: %@",self.milemarker.logdate); [self.milemarker updateText]; } - (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; // Release any cached data, images, etc that aren't in use. } - (void)dealloc { [super dealloc]; } @end

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  • Need help with memory leaks in RSS Reader

    - by Stilton
    I'm trying to write a simple RSS reader for the iPhone, and it appeared to be working fine, until I started working with Instruments, and discovered my App is leaking massive amounts of memory. I'm using the NSXMLParser class to parse an RSS feed. My memory leaks appear to be originating from the overridden delegate methods: - (void)parser:(NSXMLParser *)parser foundCharacters:(NSString *)string and - (void)parser:(NSXMLParser *)parser didEndElement:(NSString *)elementName namespaceURI:(NSString *)namespaceURI qualifiedName:(NSString *)qName I'm also suspicious of the code that populates the cells from my parsed data, I've included the code from those methods and a few other key ones, any insights would be greatly appreciated. - (void)parser:(NSXMLParser *)parser foundCharacters:(NSString *)string { if ([self.currentElement isEqualToString:@"title"]) { [self.currentTitle appendString:string]; } else if ([self.currentElement isEqualToString:@"link"]) { [self.currentURL appendString:string]; } else if ([self.currentElement isEqualToString:@"description"]) { [self.currentSummary appendString:string]; } } - (void)parser:(NSXMLParser *)parser didEndElement:(NSString *)elementName namespaceURI:(NSString *)namespaceURI qualifiedName:(NSString *)qName { if ([elementName isEqualToString:@"item"]) { //asdf NSMutableDictionary *item = [[NSMutableDictionary alloc] init]; [item setObject:currentTitle forKey:@"title"]; [item setObject:currentURL forKey:@"URL"]; [item setObject:currentSummary forKey:@"summary"]; [self.currentTitle release]; [self.currentURL release]; [self.currentSummary release]; [self.stories addObject:item]; [item release]; } } // Customize the appearance of table view cells. - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; } // Configure the cell. // Set up the cell int index = [indexPath indexAtPosition: [indexPath length] - 1]; CGRect contentRect = CGRectMake(8.0, 4.0, 260, 20); UILabel *textLabel = [[UILabel alloc] initWithFrame:contentRect]; if (self.currentLevel == 0) { textLabel.text = [self.categories objectAtIndex: index]; } else { textLabel.text = [[self.stories objectAtIndex: index] objectForKey:@"title"]; } textLabel.textColor = [UIColor blackColor]; textLabel.font = [UIFont boldSystemFontOfSize:14]; [[cell contentView] addSubview: textLabel]; //[cell setText:[[stories objectAtIndex: storyIndex] objectForKey: @"title"]]; [textLabel autorelease]; return cell; } - (void)parser:(NSXMLParser *)parser didStartElement:(NSString *)elementName namespaceURI:(NSString *)namespaceURI qualifiedName:(NSString *)qName attributes:(NSDictionary *)attributeDict { if ([elementName isEqualToString:@"item"]) { self.currentTitle = [[NSMutableString alloc] init]; self.currentURL = [[NSMutableString alloc] init]; self.currentSummary = [[NSMutableString alloc] init]; } if (currentElement != nil) { [self.currentElement release]; } self.currentElement = [elementName copy]; } - (void)dealloc { [currentElement release]; [currentTitle release]; [currentURL release]; [currentSummary release]; [currentDate release]; [stories release]; [rssParser release]; [storyTable release]; [super dealloc]; } // Override to support row selection in the table view. - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { // Navigation logic may go here -- for example, create and push another view controller. // AnotherViewController *anotherViewController = [[AnotherViewController alloc] initWithNibName:@"AnotherView" bundle:nil]; int index = [indexPath indexAtPosition: [indexPath length] - 1]; if (currentLevel == 1) { StoryViewController *storyViewController = [[StoryViewController alloc] initWithURL:[[stories objectAtIndex: index] objectForKey:@"URL"] nibName:@"StoryViewController" bundle:nil]; [self.navigationController pushViewController:storyViewController animated:YES]; [storyViewController release]; } else { RootViewController *rvController = [[RootViewController alloc] initWithNibName:@"RootViewController" bundle:nil]; rvController.currentLevel = currentLevel + 1; rvController.rssIndex = index; [self.navigationController pushViewController:rvController animated:YES]; [rvController release]; } }

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  • objective-c Novice - Needs help with global variables and setter method

    - by user544006
    I am creating a quiz app which has 2 views, MMAppViewController and a subview Level1View. I have declared NSInteger property "theScore" in the MMAppViewController view and have synthesised it. In my Level1View when they answer a correct question the "theScore" int will increase by one. The score has to be a global variable because when you reach so many points it will unlock the next level. For some reason in my switch statement it only lets me use the setTheScore method once. I am getting errors for every other set method in the switch statement. Error: "Duplicate label setTheScore". The statement is in the pushButtonAnswer method: setTheScore: theScore++; Here is my code: #import "Level1View.h" #import "MMAppViewController.h" @implementation Level1View @synthesize answer; @synthesize question; @synthesize userAnswer; @synthesize theScore; @synthesize score; int questionNum=0; NSInteger score=0; NSInteger theScore; BOOL start=FALSE; BOOL optionNum=FALSE; -(IBAction)pushBack{ [self dismissModalViewControllerAnimated:YES]; } -(IBAction)pushButton1{ optionNum=TRUE; labelAnswer.textColor=[UIColor blackColor]; userAnswer=@"1"; [labelAnswer setText:(@"You chose 'A'")]; } -(IBAction)pushButton2{ optionNum=TRUE; labelAnswer.textColor=[UIColor blackColor]; userAnswer=@"2"; [labelAnswer setText:(@"You chose 'B'")]; } -(IBAction)pushButton3{ optionNum=TRUE; labelAnswer.textColor=[UIColor blackColor]; userAnswer=@"3"; [labelAnswer setText:(@"You chose 'C'")]; } -(IBAction)pushButtonAnswer{ labelAnswer.textColor=[UIColor blackColor]; switch (questionNum){ case 1: if(answer==userAnswer && optionNum==TRUE){ labelAnswer.textColor=[UIColor greenColor]; [labelAnswer setText:(@"correct")]; [self hideButtons]; score++; [self setTheScore: theScore++]; } else if(optionNum==FALSE){ [labelAnswer setText:(@"Please choose an answer below:")];} else{ labelAnswer.textColor=[UIColor redColor]; [labelAnswer setText:(@"wrong")];} [self hideButtons]; break; case 2: if(answer==userAnswer && optionNum==TRUE){ labelAnswer.textColor=[UIColor greenColor]; [labelAnswer setText:(@"correct")]; [self hideButtons]; score++; [self setTheScore: theScore++]; } else if(optionNum==FALSE){ [labelAnswer setText:(@"Please choose an answer below:")];} else{ labelAnswer.textColor=[UIColor redColor]; [labelAnswer setText:(@"wrong")]; [self hideButtons];} break; case 3: if(answer==userAnswer && optionNum==TRUE){ labelAnswer.textColor=[UIColor greenColor]; .... And #import "MMAppViewController.h" #import "Level1View.h" @implementation MMAppViewController @synthesize theScore; NSInteger score; -(IBAction)pushLevel1{ Level1View *level1View = [[Level1View alloc] initWithNibName:nil bundle:nil]; [self presentModalViewController:level1View animated:YES]; theScore++; } -(IBAction)pushLevel2{ //Level1View *level1View = [[Level1View alloc] initWithNibName:nil bundle:nil]; //[self presentModalViewController:level1View animated:YES]; NSInteger *temp = Level1View.score; //int theScore=2; [labelChoose setText:[NSString stringWithFormat:@"You scored %i", theScore]]; } Does anyone know why i am getting these errors and if I am coding this correctly?

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  • UILabels NOT Updating

    - by Chris Calleja Urry
    i have a UITableView that is being populated by core data , now , when i click on a cell , it pushes me to another view where i can edit the data that is in that particular index , when i return , the system either crashes or else doesnt load the changes onto the labels , any ideas ? code below -(void)viewWillAppear:(BOOL)animated { searchCriteria = [[NSMutableString alloc] initWithString:@"clientName"]; NSFetchRequest *fetchRequest = [[NSFetchRequest alloc] init]; NSSortDescriptor *sortDescriptor = [[NSSortDescriptor alloc] initWithKey:@"clientName" ascending:YES]; NSArray *sortDescriptors = [[NSArray alloc] initWithObjects:sortDescriptor, nil]; [fetchRequest setSortDescriptors:sortDescriptors]; NSEntityDescription *entity = [NSEntityDescription entityForName:@"Client" inManagedObjectContext:managedObjectContext]; [fetchRequest setEntity:entity]; fetchedResultsController = [[NSFetchedResultsController alloc] initWithFetchRequest:fetchRequest managedObjectContext:managedObjectContext sectionNameKeyPath:nil cacheName:@"Root"]; [self.clientTableView reloadData]; [super viewWillAppear:animated]; } and -(UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier]; } Client * client = [self.fetchedResultsController objectAtIndexPath:indexPath]; clientNameLabel = [[UILabel alloc] initWithFrame:CGRectMake(0.0, 0.0, 250.00, 30.0)]; clientNameLabel.tag = 1; clientNameLabel.backgroundColor = [UIColor clearColor]; clientNameLabel.textColor = [UIColor whiteColor]; clientNameLabel.font = [UIFont boldSystemFontOfSize:13]; clientNameLabel.text = client.clientName; [cell.contentView addSubview:clientNameLabel]; clientAccountNumberLabel = [[UILabel alloc] initWithFrame:CGRectMake(15.0, 35.0, 250.00, 30.00)]; clientAccountNumberLabel.tag = 2; clientAccountNumberLabel.textColor = [UIColor whiteColor]; clientAccountNumberLabel.backgroundColor = [UIColor clearColor]; clientAccountNumberLabel.font = [UIFont boldSystemFontOfSize:13]; clientAccountNumberLabel.text = client.clientAccountNumber; [cell.contentView addSubview:clientAccountNumberLabel]; clientTelephoneNumberLabel = [[UILabel alloc] initWithFrame:CGRectMake(300.0, 0.0, 250, 30.00)]; clientTelephoneNumberLabel.tag = 3; clientTelephoneNumberLabel.textColor = [UIColor whiteColor]; clientTelephoneNumberLabel.backgroundColor = [UIColor clearColor]; clientTelephoneNumberLabel.font = [UIFont boldSystemFontOfSize:13]; [cell.contentView addSubview:clientTelephoneNumberLabel]; addressLine1Label = [[UILabel alloc] initWithFrame:CGRectMake(315.0, 35.0, 250, 30.00)]; addressLine1Label.tag = 4; addressLine1Label.textColor = [UIColor whiteColor]; addressLine1Label.backgroundColor = [UIColor clearColor]; addressLine1Label.font = [UIFont boldSystemFontOfSize:13]; addressLine1Label.text = client.addressLine1; [cell.contentView addSubview:addressLine1Label]; addressLine2Label = [[UILabel alloc] initWithFrame:CGRectMake(315.0, 35.0, 250, 30.00)]; addressLine2Label.tag = 5; addressLine2Label.textColor = [UIColor whiteColor]; addressLine2Label.backgroundColor = [UIColor clearColor]; addressLine2Label.text = client.addressLine2; addressLine2Label.font = [UIFont boldSystemFontOfSize:13]; [cell.contentView addSubview:addressLine2Label]; addressLine3Label = [[UILabel alloc] initWithFrame:CGRectMake(315.0, 35.0, 250, 30.00)]; addressLine3Label.tag = 6; addressLine3Label.textColor = [UIColor whiteColor]; addressLine3Label.backgroundColor = [UIColor clearColor]; addressLine3Label.font = [UIFont boldSystemFontOfSize:13]; addressLine3Label.text = client.addressLine3; [cell.contentView addSubview:addressLine3Label]; addressLine4Label = [[UILabel alloc] initWithFrame:CGRectMake(315.0, 35.0, 250, 30.00)]; addressLine4Label.tag = 7; addressLine4Label.textColor = [UIColor whiteColor]; addressLine4Label.backgroundColor = [UIColor clearColor]; addressLine4Label.font = [UIFont boldSystemFontOfSize:13]; addressLine4Label.text = client.addressLine4; [cell.contentView addSubview:addressLine4Label]; return cell; } The Crash Logs are as follows : 2012-06-23 17:08:05.541 iSalesForce[11773:15803] no object at index 1 in section at index 0 And some other code you might find useful are : - (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView { return 1; } - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { return [fetchedObjects count]; } - (float)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath { return 70.0; }

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  • UIScrollView message handler

    - by cs221313
    Hi, all, I want to create a scroll view and put thumbnail view in that scroll view. but I can not get the touchBegan message in my program. My source code is like following. - (void)viewDidLoad { [super viewDidLoad]; NSError* error; NSString *bundleRoot = [[NSBundle mainBundle] bundlePath]; dirContents = [[[NSFileManager defaultManager] contentsOfDirectoryAtPath:bundleRoot error: &error] copy]; scrollView = [[UIScrollView alloc] initWithFrame:[[self view] bounds]]; scrollView.pagingEnabled = YES; scrollView.showsHorizontalScrollIndicator = NO; scrollView.userInteractionEnabled = YES; scrollView.clipsToBounds = YES; // default is NO, we want to restrict drawing within our scrollview scrollView.scrollEnabled = YES; [scrollView setDelegate:self]; [[self view] addSubview:scrollView]; DLog(@"scroll frame top = %d, left = %d, width = %d, height = %d", scrollView.frame.origin.x, scrollView.frame.origin.y, scrollView.frame.size.width, scrollView.frame.size.height); int i, j; UIView* onePageView = [[UIView alloc] init]; int pageNumber = 0; int iconNumber = 0; for (NSString *tString in dirContents) { if ([tString hasSuffix:@"_chess.png"]) { if(iconNumber == 9) { onePageView.tag = pageNumber + 1; [scrollView addSubview: onePageView]; onePageView = [[UIView alloc] init]; pageNumber++; iconNumber = 0; } j = iconNumber % 3; i = iconNumber / 3; const float WIDTH = 150.0; const float HEIGHT = 150.0; CGRect imageRect = CGRectMake(j * 200 + 50.0, i * 200 + 50.0, WIDTH, HEIGHT); //remove the charactors of "_chess.png". NSString* sgfName = [tString substringToIndex: tString.length - 10]; sgfName = [sgfName stringByAppendingString: @".sgf"]; ThumbnailView *thumbnailImage = [[ThumbnailView alloc] initWithFilename: sgfName frame: imageRect]; thumbnailImage.delegate = self; [thumbnailImage setImage:[UIImage imageNamed: tString]]; thumbnailImage.opaque = YES; // explicitly opaque for performance //[self.view addSubview:thumbnailImage]; [onePageView addSubview:thumbnailImage]; [thumbnailImage release]; iconNumber++; } } pageControl.numberOfPages = pageNumber + 1; pageControl.currentPage = 0; onePageView.tag = pageNumber + 1; [scrollView addSubview: onePageView]; [self layoutScrollPages]; } ThumbnailView class is like following. // // ThumbnailView.m // go // // Created by David Li on 2/18/11. // Copyright 2011 __MyCompanyName__. All rights reserved. // #import "common.h" #import "ThumbnailView.h" #import "ipad_goViewController.h" @implementation ThumbnailView @synthesize delegate; @synthesize sgfName; -(id) initWithFilename: (NSString*)filename frame: (CGRect)frame { sgfName = [[NSString alloc] initWithString: filename]; return [self initWithFrame: frame]; } - (id)initWithFrame:(CGRect)frame { self = [super initWithFrame:frame]; if (self) { // Initialization code. self.userInteractionEnabled = YES; } return self; } - (void)viewDidAppear:(BOOL)animated { [super viewDidAppear:animated]; [self becomeFirstResponder]; } /* refer to http://stackoverflow.com/questions/855095/how-can-i-detect-the-touch-event-of-an-uiimageview */ -(BOOL)canBecomeFirstResponder { return YES; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { DLog(@"touched"); [[self delegate] loadGame: sgfName]; } /* // Only override drawRect: if you perform custom drawing. // An empty implementation adversely affects performance during animation. - (void)drawRect:(CGRect)rect { // Drawing code. } */ - (void)dealloc { [super dealloc]; } @end I can not catch the touchesBegan message in my program. Can anyone help me? I stucked by this problem by couple days. Thanks so much.

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  • May 2011 Release of the Ajax Control Toolkit

    - by Stephen Walther
    I’m happy to announce that the Superexpert team has published the May 2011 release of the Ajax Control Toolkit at CodePlex. You can download the new release at the following URL: http://ajaxcontroltoolkit.codeplex.com/releases/view/65800 This release focused on improving the ModalPopup and AsyncFileUpload controls. Our team closed a total of 34 bugs related to the ModalPopup and AsyncFileUpload controls. Enhanced ModalPopup Control You can take advantage of the Ajax Control Toolkit ModalPopup control to easily create popup dialogs in your ASP.NET Web Forms applications. When the dialog appears, you cannot interact with any page content which appears behind the modal dialog. For example, the following page contains a standard ASP.NET Button and Panel. When you click the Button, the Panel appears as a popup dialog: <%@ Page Language="vb" AutoEventWireup="false" CodeBehind="Simple.aspx.vb" Inherits="ACTSamples.Simple" %> <%@ Register TagPrefix="act" Namespace="AjaxControlToolkit" Assembly="AjaxControlToolkit" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head runat="server"> <title>Simple Modal Popup Sample</title> <style type="text/css"> html { background-color: blue; } #dialog { border: 2px solid black; width: 500px; background-color: White; } #dialogContents { padding: 10px; } .modalBackground { background-color:Gray; filter:alpha(opacity=70); opacity:0.7; } </style> </head> <body> <form id="form1" runat="server"> <div> <act:ToolkitScriptManager ID="tsm" runat="server" /> <asp:Panel ID="dialog" runat="server"> <div id="dialogContents"> Here are the contents of the dialog. <br /> <asp:Button ID="btnOK" Text="OK" runat="server" /> </div> </asp:Panel> <asp:Button ID="btnShow" Text="Open Dialog" runat="server" /> <act:ModalPopupExtender TargetControlID="btnShow" PopupControlID="dialog" OkControlID="btnOK" DropShadow="true" BackgroundCssClass="modalBackground" runat="server" /> </div> </form> </body> </html>     Notice that the page includes two controls from the Ajax Control Toolkit: the ToolkitScriptManager and the ModalPopupExtender control. Any page which uses any of the controls from the Ajax Control Toolkit must include a ToolkitScriptManager. The ModalPopupExtender is used to create the popup. The following properties are set: · TargetControlID – This is the ID of the Button or LinkButton control which causes the modal popup to be displayed. · PopupControlID – This is the ID of the Panel control which contains the content displayed in the modal popup. · OKControlID – This is the ID of a Button or LinkButton which causes the modal popup to close. · DropShadow – Displays a drop shadow behind the modal popup. · BackgroundCSSClass – The name of a Cascading Style Sheet class which is used to gray out the background of the page when the modal popup is displayed. The ModalPopup is completely cross-browser compatible. For example, the following screenshots show the same page displayed in Firefox 4, Internet Explorer 9, and Chrome 11: The ModalPopup control has lots of nice properties. For example, you can make the ModalPopup draggable. You also can programmatically hide and show a modal popup from either server-side or client-side code. To learn more about the properties of the ModalPopup control, see the following website: http://www.asp.net/ajax/ajaxcontroltoolkit/Samples/ModalPopup/ModalPopup.aspx Animated ModalPopup Control In the May 2011 release of the Ajax Control Toolkit, we enhanced the Modal Popup control so that it supports animations. We made this modification in response to a feature request posted at CodePlex which got 65 votes (plenty of people wanted this feature): http://ajaxcontroltoolkit.codeplex.com/workitem/6944 I want to thank Dani Kenan for posting a patch to this issue which we used as the basis for adding animation support for the modal popup. Thanks Dani! The enhanced ModalPopup in the May 2011 release of the Ajax Control Toolkit supports the following animations: OnShowing – Called before the modal popup is shown. OnShown – Called after the modal popup is shown. OnHiding – Called before the modal popup is hidden. OnHidden – Called after the modal popup is hidden. You can use these animations, for example, to fade-in a modal popup when it is displayed and fade-out the popup when it is hidden. Here’s the code: <act:ModalPopupExtender ID="ModalPopupExtender1" TargetControlID="btnShow" PopupControlID="dialog" OkControlID="btnOK" DropShadow="true" BackgroundCssClass="modalBackground" runat="server"> <Animations> <OnShown> <Fadein /> </OnShown> <OnHiding> <Fadeout /> </OnHiding> </Animations> </act:ModalPopupExtender>     So that you can experience the full joy of this animated modal popup, I recorded the following video: Of course, you can use any of the animations supported by the Ajax Control Toolkit with the modal popup. The animation reference is located here: http://www.asp.net/ajax/ajaxcontroltoolkit/Samples/Walkthrough/AnimationReference.aspx Fixes to the AsyncFileUpload In the May 2011 release, we also focused our energies on performing bug fixes for the AsyncFileUpload control. We fixed several major issues with the AsyncFileUpload including: It did not work in master pages It did not work when ClientIDMode=”Static” It did not work with Firefox 4 It did not work when multiple AsyncFileUploads were included in the same page It generated markup which was not HTML5 compatible The AsyncFileUpload control is a super useful control. It enables you to upload files in a form without performing a postback. Here’s some sample code which demonstrates how you can use the AsyncFileUpload: <%@ Page Language="vb" AutoEventWireup="false" CodeBehind="Simple.aspx.vb" Inherits="ACTSamples.Simple1" %> <%@ Register TagPrefix="act" Namespace="AjaxControlToolkit" Assembly="AjaxControlToolkit" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head id="Head1" runat="server"> <title>Simple AsyncFileUpload</title> </head> <body> <form id="form1" runat="server"> <div> <act:ToolkitScriptManager ID="tsm" runat="server" /> User Name: <br /> <asp:TextBox ID="txtUserName" runat="server" /> <asp:RequiredFieldValidator EnableClientScript="false" ErrorMessage="Required" ControlToValidate="txtUserName" runat="server" /> <br /><br /> Avatar: <act:AsyncFileUpload ID="async1" ThrobberID="throbber" UploadingBackColor="yellow" ErrorBackColor="red" CompleteBackColor="green" UploaderStyle="Modern" PersistFile="true" runat="server" /> <asp:Image ID="throbber" ImageUrl="uploading.gif" style="display:none" runat="server" /> <br /><br /> <asp:Button ID="btnSubmit" Text="Submit" runat="server" /> </div> </form> </body> </html> And here’s the code-behind for the page above: Public Class Simple1 Inherits System.Web.UI.Page Private Sub btnSubmit_Click(ByVal sender As Object, ByVal e As System.EventArgs) Handles btnSubmit.Click If Page.IsValid Then ' Get Form Fields Dim userName As String Dim file As Byte() userName = txtUserName.Text If async1.HasFile Then file = async1.FileBytes End If ' Save userName, file to database ' Redirect to success page Response.Redirect("SimpleDone.aspx") End If End Sub End Class   The form above contains an AsyncFileUpload which has values for the following properties: ThrobberID – The ID of an element in the page to display while a file is being uploaded. UploadingBackColor – The color to display in the upload field while a file is being uploaded. ErrorBackColor – The color to display in the upload field when there is an error uploading a file. CompleteBackColor – The color to display in the upload field when the upload is complete. UploaderStyle – The user interface style: Traditional or Modern. PersistFile – When true, the uploaded file is persisted in Session state. The last property PersistFile, causes the uploaded file to be stored in Session state. That way, if completing a form requires multiple postbacks, then the user needs to upload the file only once. For example, if there is a server validation error, then the user is not required to re-upload the file after fixing the validation issue. In the sample code above, this condition is simulated by disabling client-side validation for the RequiredFieldValidator control. The RequiredFieldValidator EnableClientScript property has the value false. The following video demonstrates how the AsyncFileUpload control works: You can learn more about the properties and methods of the AsyncFileUpload control by visiting the following page: http://www.asp.net/ajax/ajaxcontroltoolkit/Samples/AsyncFileUpload/AsyncFileUpload.aspx Conclusion In the May 2011 release of the Ajax Control Toolkit, we addressed over 30 bugs related to the ModalPopup and AsyncFileUpload controls. Furthermore, by building on code submitted by the community, we enhanced the ModalPopup control so that it supports animation (Thanks Dani). In our next sprint for the June release of the Ajax Control Toolkit, we plan to focus on the HTML Editor control. Subscribe to this blog to keep updated.

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  • Day 2 - Game Design Documentation

    - by dapostolov
    So yesterday I didn't cut any code for my game but I was able to do a tiny bit of research on the XNA Game Development Technology and the communities out there and do you know what? I feel I'm a bit closer to my goal. The bad news is today I didn't cut code either. However, not all is lost because I wanted to get my ideas on paper and today I just did that.  Today, I began to jot down notes about the game and how I felt the visual elements would interact with each other. Unlike my workplace, my personal level of documentation is nothing more than a task list or a mind map of my ideas; it helps me streamline my solutions quiet effectively and circumvent the long process of articulating each thought to the n-th degree. I truly dislike documentation (because I have an extremely hard time articulating my thought and solutions); however, because I tend to do a really good job with documentation I tend to get stuck writing the buggers. But as a generalist remark: 'No Developer likes documentation.' For now let's stick with my basic notes and call this post a living document. Here are my notes, fresh, from after watching the new first episode of Merlin second season! Actually, a quick recommendation to anyone who is reading this (if anyone is): I truly recommend you envelope yourself in the medium or task you're trying to tackle. Be one with moment and feel it! For instance: Are you writing a fantasy script / game? What would the music of the genre sound like? For me the Conan the Barbarian soundtrack by Basil Poledouris is frackin awesome. There are many other good CD's out there, which I listen to (some who even use medival instruments, but Conan I keep returning to. It's a creative trigger for me. Ask yourself what would the imagery look like? Time to surf google for artist renditions of fantasy! What would the game feel like? Start playing some of your favorite games that inspire you, be wary though, have some self control and don't let it absorb your time. Anyhow, onto the documentation... Screens, Scenes, and Sprites. Oh My! (groan...) The first thing that came to mind were the screens, I thought the following would suffice: Menu Screen Character Customisation Screen Loading Screen? Battle Ground The Menu Screen Ok. So, the thought here is when the game loads a huge title is displayed: Wizard Wars. The player is prompted with 3 menu items: 1 Player Game, 2 Player Game, and Exit. Since I'm targetting the PC platform, as a non-networked game to start, I picture myself running my mouse over each menu option and the visual element of the menu item changes, along with a sound to indicate that I am over a curent menu item. And as I move my mouse away, it changes back, and possibly an exit mouse sound. Maybe on the screen somewhere is a brazier alit with a magical tome open right beside it, OR, maybe the tome is the menu! I hear the menu music as mellow, not obtrusive or piercing. On a menu item select, a confirmation sound bellows to indicate the players selection. The Esc key will always return me to the previous screens or desktop. The menu screen must feel...dark, like a really important ritual is about to happen and thus the music should build up. 1 Player Game - > Customize Character(s) 2 Player Game - > Customize Character(s) Exit - > Back to Windows Notes: So the first thing I pick up here are a couple things: First and foremost, my artistic abilities suck crap, so I may have to hire an artist (now that i've said that, lets get techy) graphical objects will be positioned within a scene on each screen / window. Menu items will be represented grapically, possibly animated, and have sound / animation effects triggered by user input or a time line. I have an animated scene involving a brazier or fire on a stick IF I was to move this game to the xbox, I'd have to track which menu item is currently selected (unless I do a mouse pointer type thing.) WindowObject has a scene A Scene has many GameObjects GameObject has a position graphic or animation MenuObject is a GameObject which has a mouse in, mouse out, and click event which either does something graphically (animation), does something with sound, or moves to another screen.  Character Customisation Screen With either the 1 or 2 player option selected, both selections will come to this screen; a wizard requires a name, powers, and vestements of course! Player one will configure his character first and then player two. I considered a split screen for PC but to have two people fighting over a keyboard would probably suck. For XBox, a split screen could work; maybe when I get into the networking portion (phase 2 blog?) of this game I will remove the 2 player option for PC and provide only multiplayer and I will leave 2 player for xbox...hmm... Anyhow...I picture the creation process as follows: Name: (textbox / keyboard entry) - for xbox, this would have to be different. Robe Color: (color box, or something) Stats: Speed, Oomph, and Health. (as sliders) 1 as minimum and 10 as maximum. Ok, Back, and Cancel buttons / options. Each stat has a benefit which are listed below. The idea is the player decides if he wants his wizard to run fast, be a tank and ... hit with a purse.Regardless, the player will have a pool of 12 points to use. Ideally, A balanced wizard will have 5 in each attribute. Spells? The only spell of choice is a ball of fire which comes without question. The music and screen should still feel like a ritual. The Character Speed Basically, how fast your character moves and casts. Oomph (Best Monster Truck Voice): PURE POWAH!!! The damage output of your fireball. Health How much damage you can take. Notes: I realise the game dynamics may sound uninteresting at the moment; but I think after a couple releases, we could have some other grand ideas such as: saved profiles, gold to upgrade arsenal of spells, talents, etc...but for now...a vanilla fireball thrower mage will suffice for this experiment. OK. So... a MenuObject  may need to be loosely coupled to allow future items such as networking? may be a button? a CharacterObject has a name speed oomph health and a funky robe color. cap on the three stats (1-10) an arsenal of 1 spell (possibly could expand this) The Loading Screen As is. The Battleground Screen For now, I'm keeping the screen as max resolution for the PC. The screen isn't going to move or even be a split screen. I'm not aiming high here because I want to see what level of change is involved when new features / concepts are added to game content. I'm interested to find out if we could apply techniques such as MVC or MVVM to this type of development or is it too tightly coupled? This reminds me when when my best friend and I were brainstorming our game idea (this is going back a while...1994, 6?) and he cringed at the thought of bringing business technology into games, especially when I suggested a database to store character information and COM / DCOM as the medium, but it seems I wasn't far off (reflecting); just like his implementation of a xml "config file" for dynamic direct-x menus back before .net in 1999...anyhow...i digress... The Battle One screen, two characters lobing balls of fire at each other...It doesn't get better than that. Every so often a scroll appears...and the fireballs bounce off walls, or the wizard has rapid fire, or even scrolls of healing! The scroll options are endless. Two bars at the top, each the color of the wizard (with their name beside the bar) indicate how much health they have. Possibly the appearance of the scrolls means the battle is taking too long? I'm thinking 1 player controls: up, down, left, right and space to fire the button. Or even possibly, mouse click and shift - mouse button to fire a spell in the direction they are facing. Two player controls: a, s, d, f and space AND arrows (up, down, left, right) and Del key or Crtl. The game ends when a player has 0 health and a dialog box appears asking for a rematch / reconfigure / exit. Health goes down when a fireball (friendly or not), connects with a wizard. When a wizard connects with a scroll, a countdown clock / icon appears near the health bar and the wizard begins to glow. For the most part, a wizard can have only scroll 1 effect on him at a time. Notes: Ok, there's alot to cover here. a CharacterObject is a GameObject it travels at a set velocity it travels in a direction it has sounds (walking, running, casting, impact, dying, laughing, whistling, other?) it has animations (walking, running, casting, impact, dying, laughing, idle, other?) it has a lifespan (determined by health) it is alive or dead it has a position a ScrollObject is a GameObject it carries a transferance of points "damage" (or healing, bad scroll effect?) (determinde by caster) it carries a transferance of "other" it is stationary it has a sound on impact it has a stationary animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by game) it is alive or dead it has a position a WallObject is a GameObject it has a sound on fireball impact? it is a still image / stationary it has an impact animation / or transfers an impact animation it is dead it has a position A FireBall is a GameObject it carries a transferance of poinst "damage" (or healing, bad scroll effect?) (determinde by caster) it travels at a set velocity it travels in a direction it has a sound it has a travel animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by caster) it is alive or dead it has a position As I look at this, I can see some common attributes in each object that I can carry up to the GameObject. I think I'm going to end the documentation here, it's taken me a bit of time to type this all out, tomorrow. I'll load up my IDE and my paint studio to get some good old fashioned cowboy hacking going!   D.

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  • Holiday 2010 Personas Themes for Firefox

    - by Asian Angel
    Does your Firefox browser need a touch of holiday spirit to brighten it up? Then sit back and enjoy looking through these 20 wonderful holiday Personas themes that we have collected together for you. Note: The names and links for the themes are located above each image. Snoopy Christmas Tribute A Charlie Brown Christmas Celebration Winnie and Tigger Topping the Tree mickey & minnie – happy christmas Foxkeh as Rudolph the Red Nosed Rein-fox Santa and Frosty Ski Fun Santas Sleigh Ride Envol du traineau – christmas Adorable Santa Santas Hat 3 Frosty the Snowmans Christmas Eve Snowmans Village Warm For Christmas Believe – Snow Christmas in the Forest Christmas Aurora Violet Xmas Homestead Christmas ANIMATED Christmas Window Christmas Tree Lights More Holiday Personas Themes Fun Brighten Up Firefox for the Holidays *Our Holiday 2009 Personas Themes Collection Winter Time Christmas Personas Theme for Firefox Snowy Christmas House Personas Theme for Firefox Latest Features How-To Geek ETC The Complete List of iPad Tips, Tricks, and Tutorials The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor Deathwing the Destroyer – WoW Cataclysm Dragon Wallpaper Drag2Up Lets You Drag and Drop Files to the Web With Ease The Spam Police Parts 1 and 2 – Goodbye Spammers [Videos] Snow Angels Theme for Windows 7 Exploring the Jungle Ruins Wallpaper Protect Your Privacy When Browsing with Chrome and Iron Browser

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  • CodePlex Daily Summary for Monday, June 10, 2013

    CodePlex Daily Summary for Monday, June 10, 2013Popular ReleasesNexusCamera: NexusCamera: Nexus Camera is a control for Windows Phone 7 & 8, which can be used as a menu on the Camera. The idea in making this control when we use a camera nexus. Thanks for Nexus. Need Windows Phone Toolkit https://phone.codeplex.com/ View Sample Camera http://tctechcrunch2011.files.wordpress.com/2012/11/nexus4-camera.jpgVR Player: VR Player 0.3 ALPHA: New plugin system with individual folders TrackIR support Maya and 3ds max formats support Dual screen support Mono layouts (left and right) Cylinder height parameter Barel effect factor parameter Razer hydra filter parameter VRPN bug fixes UI improvements Performances improvements Stabilization and logging with Log4Net New default values base on users feedback CTRL key to open menuZXMAK2: Version 2.7.5.4: - add hayes modem device (thanks to Eltaron) - add host joystick selection - fix joystick bits (swapped in previous version)SimCityPak: SimCityPak 0.1.0.8: SimCityPak 0.1.0.8 New features: Import BMP color palettes for vehicles Import RASTER file (uncompressed 8.8.8.8 DDS files) View different channels of RASTER files or preview of all layers combined Find text in javascripts TGA viewer Ground textures added to lot editor Many additional identified instances and propertiesWsus Package Publisher: Release v1.2.1306.09: Add more verifications on certificate validation. WPP will not let user to try publishing an update until the certificate is valid. Add certificate expiration date on the 'About' form. Filter Approbation to avoid a user to try to approve an update for uninstallation when the update do not support uninstallation. Add the server and console version on the 'About' form. WPP will not let user to publish an update until the server and console are not at the same level. WPP do not let user ...AJAX Control Toolkit: June 2013 Release: AJAX Control Toolkit Release Notes - June 2013 Release Version 7.0607June 2013 release of the AJAX Control Toolkit. AJAX Control Toolkit .NET 4.5 – AJAX Control Toolkit for .NET 4.5 and sample site (Recommended). AJAX Control Toolkit .NET 4 – AJAX Control Toolkit for .NET 4 and sample site (Recommended). AJAX Control Toolkit .NET 3.5 – AJAX Control Toolkit for .NET 3.5 and sample site (Recommended). Notes: - Instructions for using the AJAX Control Toolkit with ASP.NET 4.5 can be found at...Rawr: Rawr 5.2.1: This is the Downloadable WPF version of Rawr!For web-based version see http://elitistjerks.com/rawr.php You can find the version notes at: http://rawr.codeplex.com/wikipage?title=VersionNotes Rawr Addon (NOT UPDATED YET FOR MOP)We now have a Rawr Official Addon for in-game exporting and importing of character data hosted on Curse. The Addon does not perform calculations like Rawr, it simply shows your exported Rawr data in wow tooltips and lets you export your character to Rawr (including ba...VG-Ripper & PG-Ripper: PG-Ripper 1.4.13: changes NEW: Added Support for "ImageJumbo.com" links FIXED: Ripping of Threads with multiple pagesXomega Framework: Xomega.Framework 1.4: Adding support for Visual Studio 2012 and .Net framework 4.5. Minor bug fixes and enhancements.sb0t v.5: sb0t 5.14: Stability fix in script engine. Avatar.exists property fixed in scripting. cb0t custom font protocol re-added and updated to support new Ares.ASP.NET MVC Forum: MVCForum v1.3.5: This is a bug release version, with a couple of small usability features and UI changes. All the small amount of bugs reported in v1.3 have been fixed, no upgrade needed just overwrite the files and everything should just work.Json.NET: Json.NET 5.0 Release 6: New feature - Added serialized/deserialized JSON to verbose tracing New feature - Added support for using type name handling with ISerializable content Fix - Fixed not using default serializer settings with primitive values and JToken.ToObject Fix - Fixed error writing BigIntegers with JsonWriter.WriteToken Fix - Fixed serializing and deserializing flag enums with EnumMember attribute Fix - Fixed error deserializing interfaces with a valid type converter Fix - Fixed error deser...Christoc's DotNetNuke Module Development Template: DotNetNuke 7 Project Templates V2.3 for VS2012: V2.3 - Release Date 6/5/2013 Items addressed in this 2.3 release Fixed bad namespace for BusinessController in one of the C# templates. Updated documentation in all templates. Setting up your DotNetNuke Module Development Environment Installing Christoc's DotNetNuke Module Development Templates Customizing the latest DotNetNuke Module Development Project TemplatesPulse: Pulse 0.6.7.0: A number of small bug fixes to stabilize the previous Beta. Sorry about the never ending "New Version" bug!QlikView Extension - Animated Scatter Chart: Animated Scatter Chart - v1.0: Version 1.0 including Source Code qar File Example QlikView application Tested With: Browser Firefox 20 (x64) Google Chrome 27 (x64) Internet Explorer 9 QlikView QlikView Desktop 11 - SR2 (x64) QlikView Desktop 11.2 - SR1 (x64) QlikView Ajax Client 11.2 - SR2 (based on x64)BarbaTunnel: BarbaTunnel 7.2: Warning: HTTP Tunnel is not compatible with version 6.x and prior, HTTP packet format has been changed. Check Version History for more information about this release.SuperWebSocket, a .NET WebSocket Server: SuperWebSocket 0.8: This release includes these changes below: Upgrade SuperSocket to 1.5.3 which is much more stable Added handshake request validating api (WebSocketServer.ValidateHandshake(TWebSocketSession session, string origin)) Fixed a bug that the m_Filters in the SubCommandBase can be null if the command's method LoadSubCommandFilters(IEnumerable<SubCommandFilterAttribute> globalFilters) is not invoked Fixed the compatibility issue on Origin getting in the different version protocols Marked ISub...BlackJumboDog: Ver5.9.0: 2013.06.04 Ver5.9.0 (1) ?????????????????????????????????($Remote.ini Tmp.ini) (2) ThreadBaseTest?? (3) ????POP3??????SMTP???????????????? (4) Web???????、?????????URL??????????????? (5) Ftp???????、LIST?????????????? (6) ?????????????????????Media Companion: Media Companion MC3.569b: New* Movies - Autoscrape/Batch Rescrape extra fanart and or extra thumbs. * Movies - Alternative editor can add manually actors. * TV - Batch Rescraper, AutoScrape extrafanart, if option enabled. Fixed* Movies - Slow performance switching to movie tab by adding option 'Disable "Not Matching Rename Pattern"' to Movie Preferences - General. * Movies - Fixed only actors with images were scraped and added to nfo * Movies - Fixed filter reset if selected tab was above Home Movies. * Updated Medi...Nearforums - ASP.NET MVC forum engine: Nearforums v9.0: Version 9.0 of Nearforums with great new features for users and developers: SQL Azure support Admin UI for Forum Categories Avoid html validation for certain roles Improve profile picture moderation and support Warn, suspend, and ban users Web administration of site settings Extensions support Visit the Roadmap for more details. Webdeploy package sha1 checksum: 9.0.0.0: e687ee0438cd2b1df1d3e95ecb9d66e7c538293b New ProjectsASP.NET MVC 4 and RequireJS: ASP.NET MVC 4 application with Areas and RequireJSBaseX - Base converter and calculator: Dealing with numbers of any base in .NET.C# Exercises: C# ExercisesClassfinder: ClassfinderCreative OS ALPHA: This is a OS!!!!CSS Exercises: CSS ExercisesCustom Workflow Action: Project showing how to create and use Custom Workflow Action for SharePoint Designer 2013.Devshed Tools: Provides easy to use and compile-time-support solution for various type of projects on the .NET framework. Currently Devshed.Web is in development.Envar Editor: Edit environment variables easily on windowsExcel To Sql: A simplified tool for importing Excel data into SQL.HTML Exercises: HTML ExercisesKnockout.js with ASP.NET MVC: This project implements a system which maps .NET ViewModels to javascript ViewModels for use with knockout.js, using Razor markup syntax.LogoBids: LOGO??????,ORM??OpenAccess ORMManagistics: Management Logistics Application (including: Warehouse, Sale, Purchase, ...)Matrix Switch Preset Utility: A small utility for managing the inputs and outputs from a matrix switch via RS-232. Developed in WPF (VB9) and running on the .Net3.5SP1 framework.MvcSystemsCommander: An ASP.NET C# MVC4 webapp to help systems administrators consolidate common systems administration tasksNewspaperAgent: My small projectOutlook Recovery Software - Efficiently Repair Damaged PST File: This project tells you the easiest way to recover PST file of Outlook. Complete information has been given here to help users.Pattern: Testprocedure: a new procedural programming framework based on .net, by using lambda expression, it can handle async io friendly and provide a full lock-free solutionSharePoint 2013 custom field samples: SharePoint 2013 custom field samples is a research project aims to provide samples for developing custom fields in SharePoint 2013.SharePoint 2013 List Forms: This small framework allows you to manage custom list forms using rendering templates and controls stored in a SharePoint library.The Coconut Cranium Decision Engine: The Coconut Cranium Decision Engine is a boolean decision engine using the most mind-bendingly worse way of working.TxtToSeq: Command line utility to convert Commodore SEQ files to TXT files and vice-versa.ultgw: ult gw

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  • Into Orbit (OBIEE 11g Launch)

    - by Darryn.Hinett
    After much anticipation, it appears that OBIEE 11g is about to hit the streets. Join Charles Phillips, President, and Thomas Kurian, Executive Vice President, Product Development, for the launch of the latest release of Oracle's business intelligence software. Be the first to hear about Oracle Business Intelligence Enterprise Edition 11g, the new, industry-leading technology platform for business intelligence, which offers: A powerful end-user experience with rich visualisation, search, and actionable collaboration Advancements in analytics, OLAP, and enterprise reporting, with unmatched performance and scalability Simplified system configuration, life-cycle management, and performance optimisation As well as the keynote and technical general session, break out sessions will cover the following topics: Business Intelligence: From Insight to Action In this session, you will learn about an exciting, industry-first innovation that connects business intelligence directly to your business processes. You can spot an opportunity or issue, and immediately initiate appropriate action directly from your dashboard. Oracle Business Intelligence Enterprise Edition 11g Systems Management and Deployment Learn how you can streamline the process of configuring your system, provisioning users, and monitoring and optimising query performance. Attend this session to hear how new integration with Oracle Enterprise Manager provides unique systems management, superior scalability, and high availability and security benefits, while making upgrades effortless. Extending Business Intelligence Analytics with Online Analytical Processing (OLAP) Learn how you can enhance the analytical power and business value of your BI solution with a unified environment for navigating and querying both OLAP and relational data sources. This session will focus on how Oracle Business Intelligence Enterprise Edition 11g, used with Oracle Essbase, can deliver insight at the speed of thought. Integrated Performance Management If your organisation is using or considering performance management applications such as Oracle's Hyperion Planning and Hyperion Financial Management, you will not want to miss this session. See how you can leverage Oracle's BI solution for accessing performance management applications and performing extended financial reporting and analysis. Visualisation and End-user Experience The latest release of Oracle Business Intelligence provides an unrivaled end user experience, including rich interactive dashboards, a vast range of animated charting options, integrated search, and more. This session will also include a close look at how you can leverage location data to visualise geo-spatial information.

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  • YouTube's API and The News

    YouTube's API and The News On July 20, 2011, YouTube and Link TV hosted a Hacks/Hackers meetup in San Francisco for a first-person look at innovative news projects using YouTube's API. YouTube, Link TV and four developer partners demoed new web applications built using the YouTube API. The presentations started with YouTube API overview, followed by the demos of: * YouTube Direct (www.youtube.com is an open source user generated content video submission and moderation platform * Storyful (www.storyful.com was founded by journalists to discover the smartest conversations about world events and raise up the authentic voices on the big stories. * Storify (www.storify.com lets users make stories using social media. With Storify you can drag and drop tweets, YouTube videos, Flickr images, Facebook updates, ... and add your own narrative to tell a story. * Shortform (www.shortform.com is a new social entertainment medium, delivering continuous channels of the best videos from anywhere on the web, curated by our community of video DJs (VJs) * GoAnimate (www.goanimate.com was founded to provide an outlet for everyone's creative ideas. In just 10 minutes, one can make fun animated videos without having to draw. * Link TV (linktv.org recently launched Link News (news.linktv.org), an international news website that sifts through YouTube's library of news content to deliver breaking news and hidden stories to a wider audience. The beta site uses powerful new tools, like YouTube's API, to link visitors to <b>...</b> From: GoogleDevelopers Views: 5285 23 ratings Time: 01:10:18 More in Science & Technology

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  • eBay Leads Mobile Commerce

    - by David Dorf
    For the first time, more smartphones where shipped than PCs. This important milestone helps reinforce that retailers need a strong mobile commerce strategy. IDC reported that for the 4th quarter of 2010, manufacturers shipped 100.9 million devices versus 92.1 million PCs shipped. One early adopter for the retail industry is eBay, the popular online auction and shopping site. In July 2008 they released their first mobile app and have increased investments ever since. In 2002 they bought PayPal for use with its online channel, but its becoming a force in the mobile world as well. In June 2010 they acquired RedLaser, the popular barcode scanning mobile app. Both pieces of technology enhance the mobile experience, and are available to other retailers as well. More recently, in December 2010 they acquired Critical Path Software, the developer of their eBay, StubHub, and Shopping.com mobile applications. Taking their mobile development in-house was a clear signal that mobile commerce is important to their strategy. Pop on over the eBay Inc's mobile commerce stats page to see just how well they are doing. You can use the animated map to see where people are using the app on any given day, and you can compare sales of the different categories. eBay's hottest category is Cars & Trucks, garnering 16.5% of the total $2B (yes, billion) in mobile sales in 2010. To understand why that category is so large, let's look at the top 10 most expensive cars sold on eBay mobile in 2010: $240,001 Mercedes-Benz: SLR McLaren $209,888 Lamborghini: Gallardo $208,500 Ferrari: 430 $199,900 Lamborghini: Gallardo $189,000 Lamborghini: Murcielago $185,000 Ferrari: 430 $175,000 Porsche: 911 $170,000 Ferrari: 550 $160,000 Bentley: Continental, GT $159,900 Lamborghini: Gallardo eBay claims they sell 3-4 Ferraris on their mobile app each month. Yes, mobile commerce is not limited to small items. While I would wait to get home and fire up the PC, the current generation that has grown up with mobile phones has no issue satisfying their impulses. Dave Sikora of Digby told me he's seen people buy furniture sets, mattresses, and diamonds via their mobile phones. I guess mobile commerce is rapidly becoming the norm.

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  • How to create art assets for a 3d avatar editor

    - by Andrew Garrison
    I am currently prototyping an idea for an iPhone game. I'd like to create an avatar editor inside the game so that the player can create a 3d avatar face and modify certain features (using slider controls), such as nose shape, eye color, mouth size, etc. This has been done in several games, but what I'm looking to do would be fairly cartoon-ish/caricature-ish, similar to the Mii editor on the Nintendo Wii (http://www.myavatareditor.com/). I'd also like the final result to have the ability to use some canned animations, such as simple speech animations, smiling, frowning, etc. I am not an artist, so I would be unable to create these assets, but what kind of effort is required for an artist to create the 3d models necessary for this type of game? Also what mechanism would be required to tweak the face's characteristics? Would you use bones or morph targets? How would the final result be animated? Would facial animation use bones or morph targets? I've seen several tools that do this sort of thing too, such as FacialStudio. Are there any facial generation tools out there you'd recommend for generating some base content for this game, or should I just hire an artist to do this type of work. Thanks!

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  • Tips on combining the right Art Assets with a 2D Skeleton and making it flexible

    - by DevilWithin
    I am on my first attempt to build a skeletal animation system for 2D side-scrollers, so I don't really have experience of what may appear in later stages. So i ask advice from anyone that been there and done that! My approach: I built a Tree structure, the root node is like the center-of-mass of the skeleton, allowing to apply global transformations to the skeleton. Then, i make the hierarchy of the bones, so when moving a leg, the foot also moves. (I also make a Joint, which connects two bones, for utility). I load animations to it from a simple key frame lerp, so it does smooth movement. I map the animation hierarchy to the skeleton, or a part of it, to see if the structure is alike, otherwise the animation doesnt start. I think this is pretty much a standard implementation for such a thing, even if i want to convert it to a Rag Doll on the fly.. Now to my question: Imagine a game like prototype, there is a skeleton animation of the main character, which can animate all meshes in the game that are rigged the same way.. That way the character can transform into anything without any extra code. That is pretty much what i want to do for a side-scroller, in theory it sounds easy, but I want to know if that will work well. If the different people will be decently animated when using the same skeleton-animation pair. I can see this working well with a Stickman, but what about actual humans? Will the perspective look right, or i will need to dynamically change the sprites attached to bones? What do you recommend for such a system?

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  • Day 6 - Game Menuing Woes and Future Screen Sneak Peeks

    - by dapostolov
    So, after my last post on Day 5 I dabbled with my game class design. I took the approach where each game objects is tightly coupled with a graphic. The good news is I got the menu working but not without some hard knocks and game growing pains. I'll explain later, but for now...here is a class diagram of my first stab at my class structure and some code...   Ok, there are few mistakes, however, I'm going to leave it as is for now... As you can see I created an inital abstract base class called GameSprite. This class when inherited will provide a simple virtual default draw method:        public virtual void DrawSprite(SpriteBatch spriteBatch)         {             spriteBatch.Draw(Sprite, Position, Color.White);         } The benefits of coding it this way allows me to inherit the class and utilise the method in the screen draw method...So regardless of what the graphic object type is it will now have the ability to render a static image on the screen. Example: public class MyStaticTreasureChest : GameSprite {} If you remember the window draw method from Day 3's post, we could use the above code as follows...         protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             foreach(var gameSprite in ListOfGameObjects)            {                 gameSprite.DrawSprite(spriteBatch);            }             spriteBatch.End();             base.Draw(gameTime);         } I have to admit the GameSprite object is pretty plain as with its DrawSprite method... But ... we now have the ability to render 3 static menu items on the screen ... BORING! I want those menu items to do something exciting, which of course involves animation... So, let's have a peek at AnimatedGameSprite in the above game diagram. The idea with the AnimatedGameSprite is that it has an image to animate...such as ... characters, fireballs, and... menus! So after inheriting from GameSprite class, I added a few more options such as UpdateSprite...         public virtual void UpdateSprite(float elapsed)         {             _totalElapsed += elapsed;             if (_totalElapsed > _timePerFrame)             {                 _frame++;                 _frame = _frame % _framecount;                 _totalElapsed -= _timePerFrame;             }         }  And an overidden DrawSprite...         public override void DrawSprite(SpriteBatch spriteBatch)         {             int FrameWidth = Sprite.Width / _framecount;             Rectangle sourcerect = new Rectangle(FrameWidth * _frame, 0, FrameWidth, Sprite.Height);             spriteBatch.Draw(Sprite, Position, sourcerect, Color.White, _rotation, _origin, _scale, SpriteEffects.None, _depth);         } With these two methods...I can animate and image, all I had to do was add a few more lines to the screens Update Method (From Day 3), like such:             float elapsed = (float) gameTime.ElapsedGameTime.TotalSeconds;             foreach (var item in ListOfAnimatedGameObjects)             {                 item.UpdateSprite(elapsed);             } And voila! My images begin to animate in one spot, on the screen... Hmm, but how do I interact with the menu items using a mouse...well the mouse cursor was easy enough... this.IsMouseVisible = true; But, to have it "interact" with an image was a bit more tricky...I had to perform collision detection!             mouseStateCurrent = Mouse.GetState();             var uiEnabledSprites = (from s in menuItems                                    where s.IsEnabled                                    select s).ToList();             foreach (var item in uiEnabledSprites)             {                 var r = new Rectangle((int)item.Position.X, (int)item.Position.Y, item.Sprite.Width, item.Sprite.Height);                 item.MenuState = MenuState.Normal;                 if (r.Intersects(new Rectangle(mouseStateCurrent.X, mouseStateCurrent.Y, 0, 0)))                 {                     item.MenuState = MenuState.Hover;                     if (mouseStatePrevious.LeftButton == ButtonState.Pressed                         && mouseStateCurrent.LeftButton == ButtonState.Released)                     {                         item.MenuState = MenuState.Pressed;                     }                 }             }             mouseStatePrevious = mouseStateCurrent; So, basically, what it is doing above is iterating through all my interactive objects and detecting a rectangle collision and the object , plays the state animation (or static image).  Lessons Learned, Time Burned... So, I think I did well to start, but after I hammered out my prototype...well...things got sloppy and I began to realise some design flaws... At the time: I couldn't seem to figure out how to open another window, such as the character creation screen Input was not event based and it was bugging me My menu design relied heavily on mouse input and I couldn't use keyboard. Mouse input, is tightly bound with graphic rendering / positioning, so its logic will have to be in each scene. Menu animations would stop mid frame, then continue when the action occured again. This is bad, because...what if I had a sword sliding onthe screen? Then it would slide a quarter of the way, then stop due to another action, then render again mid-slide... it just looked sloppy. Menu, Solved!? To solve the above problems I did a little research and I found some great code in the XNA forums. The one worth mentioning was the GameStateManagementSample. With this sample, you can create a basic "text based" menu system which allows you to swap screens, popup screens, play the game, and quit....basic game state management... In my next post I'm going to dwelve a bit more into this code and adapt it with my code from this prototype. Text based menus just won't cut it for me, for now...however, I'm still going to stick with my animated menu item idea. A sneak peek using the Game State Management Sample...with no changes made... Cool Things to Mention: At work ... I tend to break out in random conversations every-so-often and I get talking about some of my challenges with this game (or some stupid observation about something... stupid) During one conversation I was discussing how I should animate my images; I explained that I knew I had to use the Update method provided, but I didn't know how (at the time) to render an image at an appropriate "pace" and how many frames to use, etc.. I also got thinking that if a machine rendered my images faster / slower, that was surely going to f-up my animations. To which a friend, Sheldon,  answered, surely the Draw method is like a camera taking a snapshot of a scene in time. Then it clicked...I understood the big picture of the game engine... After some research I discovered that the Draw method attempts to keep a framerate of 60 fps. From what I understand, the game engine will even leave out a few calls to the draw method if it begins to slow down. This is why we want to put our sprite updates in the update method. Then using a game timer (provided by the engine), we want to render the scene based on real time passed, not framerate. So even the engine renders at 20 fps, the animations will still animate at the same real time speed! Which brings up another point. Why 60 fps? I'm speculating that Microsoft capped it because LCD's dont' refresh faster than 60 fps? On another note, If the game engine knows its falling behind in rendering...then surely we can harness this to speed up our games. Maybe I can find some flag which tell me if the game is lagging, and what the current framerate is, etc...(instead of coding it like I did last time) Sheldon, suggested maybe I can render like WoW does, in prioritised layers...I think he's onto something, however I don't think I'll have that many graphics to worry about such a problem of graphic latency. We'll see. People to Mention: Well,as you are aware I hadn't posted in a couple days and I was surprised to see a few emails and messenger queries about my game progress (and some concern as to why I stopped). I want to thank everyone for their kind words of support and put everyone at ease by stating that I do intend on completing this project. Granted I only have a few hours each night, but, I'll do it. Thank you to Garth for mailing in my next screen! That was a nice surprise! The Sneek Peek you've been waiting for... Garth has also volunteered to render me some wizard images. He was a bit shocked when I asked for them in 2D animated strips. He said I was going backward (and that I have really bad Game Development Lingo). But, I advised Garth that I will use 3D images later...for now...2D images. Garth also had some great game design ideas to add on. I advised him that I will save his ideas and include them in the future design document (for the 3d version?). Lastly, my best friend Alek, is going to join me in developing this game. This was a project we started eons ago but never completed because of our careers. Now, priorities change and we have some spare time on our hands. Let's see what trouble Alek and I can get into! Tonight I'll be uploading my prototypes and base game to a source control for both of us to work off of. D.

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  • CodePlex Daily Summary for Saturday, June 08, 2013

    CodePlex Daily Summary for Saturday, June 08, 2013Popular ReleasesXomega Framework: Xomega.Framework 1.4: Adding support for Visual Studio 2012 and .Net framework 4.5. Minor bug fixes and enhancements.sb0t v.5: sb0t 5.14: Stability fix in script engine. Avatar.exists property fixed in scripting. cb0t custom font protocol re-added and updated to support new Ares.ASP.NET MVC Forum: MVCForum v1.3.5: This is a bug release version, with a couple of small usability features and UI changes. All the small amount of bugs reported in v1.3 have been fixed, no upgrade needed just overwrite the files and everything should just work.Json.NET: Json.NET 5.0 Release 6: New feature - Added serialized/deserialized JSON to verbose tracing New feature - Added support for using type name handling with ISerializable content Fix - Fixed not using default serializer settings with primitive values and JToken.ToObject Fix - Fixed error writing BigIntegers with JsonWriter.WriteToken Fix - Fixed serializing and deserializing flag enums with EnumMember attribute Fix - Fixed error deserializing interfaces with a valid type converter Fix - Fixed error deser...IIS Express GUI: IISExpressGUI Version 1.0 beta: This is a beta version Tested on Windows Xp (IISExpress 7.5) and Windows 8 (IISExpress 8.0) Works with default installation path for IISExpress Manages only web sites configured in IIS Express applicationhost.config Works with default path for applicationhost.config Application expects that applicationhost.config existsDNN Extension Url Providers: Latest Release: Latest Release of all Extension Url ProvidersChristoc's DotNetNuke Module Development Template: DotNetNuke 7 Project Templates V2.3 for VS2012: V2.3 - Release Date 6/5/2013 Items addressed in this 2.3 release Fixed bad namespace for BusinessController in one of the C# templates. Updated documentation in all templates. Setting up your DotNetNuke Module Development Environment Installing Christoc's DotNetNuke Module Development Templates Customizing the latest DotNetNuke Module Development Project TemplatesPulse: Pulse 0.6.7.0: A number of small bug fixes to stabilize the previous Beta. Sorry about the never ending "New Version" bug!QlikView Extension - Animated Scatter Chart: Animated Scatter Chart - v1.0: Version 1.0 including Source Code qar File Example QlikView application Tested With: Browser Firefox 20 (x64) Google Chrome 27 (x64) Internet Explorer 9 QlikView QlikView Desktop 11 - SR2 (x64) QlikView Desktop 11.2 - SR1 (x64) QlikView Ajax Client 11.2 - SR2 (based on x64)BarbaTunnel: BarbaTunnel 7.2: Warning: HTTP Tunnel is not compatible with version 6.x and prior, HTTP packet format has been changed. Check Version History for more information about this release.SuperWebSocket, a .NET WebSocket Server: SuperWebSocket 0.8: This release includes these changes below: Upgrade SuperSocket to 1.5.3 which is much more stable Added handshake request validating api (WebSocketServer.ValidateHandshake(TWebSocketSession session, string origin)) Fixed a bug that the m_Filters in the SubCommandBase can be null if the command's method LoadSubCommandFilters(IEnumerable<SubCommandFilterAttribute> globalFilters) is not invoked Fixed the compatibility issue on Origin getting in the different version protocols Marked ISub...BlackJumboDog: Ver5.9.0: 2013.06.04 Ver5.9.0 (1) ?????????????????????????????????($Remote.ini Tmp.ini) (2) ThreadBaseTest?? (3) ????POP3??????SMTP???????????????? (4) Web???????、?????????URL??????????????? (5) Ftp???????、LIST?????????????? (6) ?????????????????????Media Companion: Media Companion MC3.569b: New* Movies - Autoscrape/Batch Rescrape extra fanart and or extra thumbs. * Movies - Alternative editor can add manually actors. * TV - Batch Rescraper, AutoScrape extrafanart, if option enabled. Fixed* Movies - Slow performance switching to movie tab by adding option 'Disable "Not Matching Rename Pattern"' to Movie Preferences - General. * Movies - Fixed only actors with images were scraped and added to nfo * Movies - Fixed filter reset if selected tab was above Home Movies. * Updated Medi...Nearforums - ASP.NET MVC forum engine: Nearforums v9.0: Version 9.0 of Nearforums with great new features for users and developers: SQL Azure support Admin UI for Forum Categories Avoid html validation for certain roles Improve profile picture moderation and support Warn, suspend, and ban users Web administration of site settings Extensions support Visit the Roadmap for more details. Webdeploy package sha1 checksum: 9.0.0.0: e687ee0438cd2b1df1d3e95ecb9d66e7c538293b Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.93: Added -esc:BOOL switch (CodeSettings.AlwaysEscapeNonAscii property) to always force non-ASCII character (ch > 0x7f) to be escaped as the JavaScript \uXXXX sequence. This switch should be used if creating a Symbol Map and outputting the result to the a text encoding other than UTF-8 or UTF-16 (ASCII, for instance). Fixed a bug where a complex comma operation is the operand of a return statement, and it was looking at the wrong variable for possible optimization of = to just .VG-Ripper & PG-Ripper: VG-Ripper 2.9.42: changes NEW: Added Support for "GatASexyCity.com" links NEW: Added Support for "ImgCloud.co" links NEW: Added Support for "ImGirl.info" links NEW: Added Support for "SexyImg.com" links FIXED: "ImageBam.com" linksDocument.Editor: 2013.22: What's new for Document.Editor 2013.22: Improved Bullet List support Improved Number List support Minor Bug Fix's, improvements and speed upsCarrotCake, an ASP.Net WebForms CMS: Binaries and PDFs - Zip Archive (v. 4.3 20130528): Features include a content management system and a robust featured blogging engine. This includes configurable date based blog post URLs, blog post content association with categories and tags, assignment/customization of category and tag URL patterns, simple blog post feedback collection and review, blog post pagination/indexes, designation of default blog page (required to make search, category links, or tag links function), URL date formatting patterns, RSS feed support for posts and pages...PHPExcel: PHPExcel 1.7.9: See Change Log for details of the new features and bugfixes included in this release, and methods that are now deprecated.Droid Explorer: Droid Explorer 0.8.8.10 Beta: Fixed issue with some people having a folder called "android-4.2.2" in their build-tools path. - 16223 New ProjectsActiveRoad: IRoad browser settings library Configuration for authentication and data validation iRoad system.AeroHockey: -ASP.NET Web Form Survey: Survey Management, virtual project for ASP.NET Web Form group members.BattleFury: BattleFury is a Game where multiple players can log into a server and fight against each other. The twist is that you can use the given libraries to create codeDomino to Exchange Migration: A Multifunctional server migration tool Mail Migration Wizard is a batch conversion method that flawlessly accomplishes bulk NSF to PST migration or Lotus NotesEAV Manager: Allows users add entities and manager entitiesGet country name from IP: This is an API that outputs two letter country name for a given IP address. This api gives accurate name of the country for a given IPv4 address.Gpx File Cleaner: The GPX file cleaner is a small geocaching tool to remove vendor specific XML elements from a GPX file and reduces the information to the baseline GPX 1.0.HIPC: Party Time!Kunlun: ????????,???? ?? ?????????????,???????C/S????New-NuGetPackage PowerShell Script: New-NuGetPackage.ps1 is a PowerShell script to make creating and publishing NuGet packages quick and easy, whether packing from a .nuspec or project file.ProXR Library: The Pro XR library is a native C# library for communicating to a Pro XR relay controller over TCP/IP or serial port communications. Sarcasm: Fuck yeahSE_Agency_Project: ????? ?? ????? ???? ????? ?????????SharpDevelop Version Selector: This is a replacement for the Visual Studio Version Selector that allows the user to open SLN files based off of user defined rules.SPBusiness: Business Classes to support SharePoint DevelopmentStepsManager: An all in one library to implement a step management in your application in few lines of code.Switchboard: A simple message broker that receives messages from a queue and passes them to plug-in handlers loaded at run time.TasteKidSharp: C# TasteKid API wrapper (www.tastekid.com) ThriveFast SharePoint Utilities: A collection of useful utilities for SharePoint 2010 & 2013 brought to you by ThriveFast. TopBoss: TestingWCSF Contrib Modular Sitemap / Nav Graph (Example): This is NOT an attempt to fork the great WCSF contrib probject. I wrote some stuff to try to extend the idea of using modules to modularizing the sitemap and using it help provide views for the navigation graphs used by the xml pageflow library. I'm posting the code here so I can get some community feedback related to the validity of ideas, the implementation and possible suggestions on improvement with respect to keeping modules at loosely coupled as possible. Cheers PeteWindows 8 Loopback Exemption Manager: GUI to enable Loopback Exemptions for Windows 8 Modern UI Apps Windows Store App Calendar Control: Windows Store App Calendar Control (XAML)

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  • Developing a feature which sole purpose to be taken out?

    - by adib
    What is the name of the pattern in which individual contributors (programmers/designers) developed an artifact for the sole purpose is to serve as a diversion so that management can remove that feature in the final product? This is a folklore I heard from an ex-colleague who used to work at a large game development company. At that company, it is well known that middle management is pressurized to "give inputs" and "make changes" to the product otherwise they risk being seen as not contributing to the project. This situation have delayed many projects because of these superfluous "management inputs". In one project at the above company, the artists and developers created a supernumerary animated character that appears in every cutscene and sticks out like a sore thumb. They designed it in such a way that it can be easily removed before the game is shipped (this was when games were still sold in physical media and not a downloadable product). Obviously the management then voted to remove the animation. On the positive side, management didn't introduced any unnecessary changes that would have delayed the project because they have shown that they provided constructive inputs to the product. This process pattern has a name among game programmers that work in corporates, but I forgot what was the actual name. I believe it's duck-something. Anybody can help pointing out the name and perhaps some rather credible reference to how the pattern develops?.

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