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  • Getting keyboard size from user info in Swift

    - by user3746428
    I have been trying to add some code to move my view up when the keyboard appears, however I am having issues trying to translate the Objective C examples into Swift. I have made some progress but I am stuck on one particular line. These are the two tutorials/questions I have been following: How to move content of UIViewController upwards as Keypad appears using Swift http://www.ioscreator.com/tutorials/move-view-when-keyboard-appears Here is the code I currently have: override func viewWillAppear(animated: Bool) { NSNotificationCenter.defaultCenter().addObserver(self, selector: "keyboardWillShow:", name: UIKeyboardWillShowNotification, object: nil) NSNotificationCenter.defaultCenter().addObserver(self, selector: "keyboardWillHide:", name: UIKeyboardWillHideNotification, object: nil) } override func viewWillDisappear(animated: Bool) { NSNotificationCenter.defaultCenter().removeObserver(self) } func keyboardWillShow(notification: NSNotification) { var keyboardSize = notification.userInfo(valueForKey(UIKeyboardFrameBeginUserInfoKey)) UIEdgeInsets(top: 0, left: 0, bottom: keyboardSize.height, right: 0) let frame = self.budgetEntryView.frame frame.origin.y = frame.origin.y - keyboardSize self.budgetEntryView.frame = frame } func keyboardWillHide(notification: NSNotification) { // } At the moment I am getting an error on this line: var keyboardSize = notification.userInfo(valueForKey(UIKeyboardFrameBeginUserInfoKey)) If someone could let me know what this line of code should be, I should manage to figure out the rest myself.

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  • NSScrollView jumping to bottom on scroll

    - by Nick Locking
    I have an NSScrollView containing an NSImageView, which resizes based on various factors. When it resizes I have generally changed the image, so I scroll the NSScrollView to the top. This works fine. However, when I start to scroll the NSScrollView again, it moves a few pixels and then (most of the time) jumps to the bottom of the scroll. After it jumps once, it works as normal until I move the scroller to the top again. This is driving me insane. All I'm really doing is this: [_imageView setImage: anNSImage]; NSRect frame; NSSize imageSize = [anNSImage] size]; frame.size = imageSize; frame.origin = NSZeroPoint; [_imageView setFrame: frame]; [[_mainScrollview contentView] scrollToPoint: NSMakePoint(0, [_imageView frame].size.height - [_mainScrollview frame].size.height)];

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  • Tkinter button bind

    - by rejinacm
    Hello, Help urgently.. This is my code: import Tkinter from Tkconstants import * tk = Tkinter.Tk() class MyApp: def __init__(self,parent): self.frame = Tkinter.Frame(tk,relief=RIDGE,borderwidth=2) self.frame.pack() self.message = Tkinter.Message(tk,text="Symbol Disolay") label=Tkinter.Label(self.frame,text="Is Symbol Displayed") label.pack() self.button1=Tkinter.Button(self.frame,text="YES") self.button1.pack(side=BOTTOM) self.button1.bind("<Button-1>", self.button1Click) self.button2=Tkinter.Button(self.frame,text="NO") self.button2.pack() self.button2.bind("<Button-1>", self.button2Click) def button1Click(self, event): "pressed yes" def button2Click(self, event): "pressed no" myapp = MyApp(tk) tk.mainloop() What shall i do in button1Click() and button2Click() so that they return "YES" or "NO" to my program in string format ???

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  • How to set a key binding to make Emacs as transparent/opaque as I want?

    - by Vivi
    I want to have a command in Emacs to make it as opaque/transparent as I want (refer to the fabulous question that pointed out that transparency is possible in Emacs, and the EmacsWiki page linked there which has the code I am using below). The EmacsWiki code sets "C-c t" to toggle the previously set transparency on and off: ;;(set-frame-parameter (selected-frame) 'alpha '(<active> [<inactive>])) (set-frame-parameter (selected-frame) 'alpha '(85 50)) (add-to-list 'default-frame-alist '(alpha 85 50)) enter code here(eval-when-compile (require 'cl)) (defun toggle-transparency () (interactive) (if (/= (cadr (find 'alpha (frame-parameters nil) :key #'car)) 100) (set-frame-parameter nil 'alpha '(100 100)) (set-frame-parameter nil 'alpha '(85 60)))) (global-set-key (kbd "C-c t") 'toggle-transparency) What I would like to do is to be able to choose the % transparency when I am in Emacs. If possible, I would like a command where I type for example "C-c t N" (where N is the % opaqueness) for the active frame, and then "M-c t N" for the inactive window. If that can't be done like that, then maybe a command where if I type "C-c t" it asks me for the number which gives the opaqueness of the active window (and the same for the inactive window using "M-c t"). Thanks in advance for your time :) Below are just some comments that are not important to answer the question if you are not interested: I really want this because when I told my supervisor I was learning Emacs he said TexShop is much better and that I am using software from the 80's. I told him about the wonders of Emacs and he said TexShop has all of it and more. I matched everything he showed me except for the transparency (though he couldn't match the preview inside Emacs from preview-latex). I found the transparency thing by chance, and now I want to show him Emacs rules! I imagine this will be a piece of cake for some of you, and even though I could get it done if I spent enough time trying to learn lisp or reading around, I am not a programmer and I have only been using Emacs and a mac for a week. I am lost already as it is! So thanks in advance for your time and help - I will learn lisp eventually!

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  • Reading Metadata property of GifBitmapDecoder...why is it null?

    - by David
    How can I read the delay, left and top offset data for each frame of a gif? I've gotten this far. Load the Gif var myGif = new GifBitmapDecoder(uri, BitmapCreateOptions.PreservePixelFormat, BitmapCacheOption.OnLoad); Get a frame var frame = myGif.Frames[i]; From MSDN: Native Image Format Metadata Queries read (ushort)Metadata.GetQuery("/grctlext/Delay"), (ushort)Metadata.GetQuery("/imgdesc/Left"), (ushort)Metadata.GetQuery("/imgdesc/Top") But two things don't work. First the Metadata property of both the gif and the frame are always null, even if I try different animated gif files. Second, the Metadata property of the frame doesn't seem to have a GetQuery method. How do I run these queries, what did I miss? Edit: Here is sample code that gives me null metadata. Using a fresh install of VS2010 Premium, on a fresh WPF application. The image file is the one in the comments. using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Imaging; using System.Windows.Navigation; using System.Windows.Shapes; namespace WpfApplication1 { /// <summary> /// Interaction logic for MainWindow.xaml /// </summary> public partial class MainWindow : Window { public MainWindow() { InitializeComponent(); var uri = new Uri(@"c:\b-414328-animated_gif_.gif"); var myGif = new GifBitmapDecoder(uri, BitmapCreateOptions.PreservePixelFormat, BitmapCacheOption.OnLoad); var frame = myGif.Frames[0]; Title = ""; Title += "Global Metadata is null: " + (myGif.Metadata == null).ToString(); Title += "; Frame Metadata is null: " + (frame.Metadata == null).ToString(); // Crash due to null metadata //var frameData = (BitmapMetadata)frame.Metadata; //var rate = (ushort)frameData.GetQuery("/grctlext/Delay"); } } }

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  • How to set the size of a wx.aui.AuiManager Pane that is centered?

    - by aF
    Hello, I have three panes with the InfoPane center option. I want to know how to set their size. Using this code: import wx import wx.aui class MyFrame(wx.Frame): def __init__(self, parent, id=-1, title='wx.aui Test', pos=wx.DefaultPosition, size=(800, 600), style=wx.DEFAULT_FRAME_STYLE): wx.Frame.__init__(self, parent, id, title, pos, size, style) self._mgr = wx.aui.AuiManager(self) # create several text controls text1 = wx.TextCtrl(self, -1, 'Pane 1 - sample text', wx.DefaultPosition, wx.Size(200,150), wx.NO_BORDER | wx.TE_MULTILINE) text2 = wx.TextCtrl(self, -1, 'Pane 2 - sample text', wx.DefaultPosition, wx.Size(200,150), wx.NO_BORDER | wx.TE_MULTILINE) text3 = wx.TextCtrl(self, -1, 'Main content window', wx.DefaultPosition, wx.Size(200,150), wx.NO_BORDER | wx.TE_MULTILINE) # add the panes to the manager self._mgr.AddPane(text1, wx.CENTER) self._mgr.AddPane(text2, wx.CENTER) self._mgr.AddPane(text3, wx.CENTER) # tell the manager to 'commit' all the changes just made self._mgr.Update() self.Bind(wx.EVT_CLOSE, self.OnClose) def OnClose(self, event): # deinitialize the frame manager self._mgr.UnInit() # delete the frame self.Destroy() app = wx.App() frame = MyFrame(None) frame.Show() app.MainLoop() I want to know what is called when we change the size of the panes. If you tell me that, I can do the rest by myself :)

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  • Restore previously serialized JFrame-object, how?

    - by elementz
    Hi all. I have managed to serialize my very basic GUI-object containing a JTextArea and a few buttons to a file 'test.ser'. Now, I would like to completely restore the previously saved state from 'test.ser', but seem to have a misconception of how to properly deserialize an objects state. The class MyFrame creates the JFrame and serializes it. public class MyFrame extends JFrame implements ActionListener { // Fields JTextArea textArea; String title; static MyFrame gui = new MyFrame(); private static final long serialVersionUID = 1125762532137824262L; /** * @param args */ public static void main(String[] args) { // TODO Auto-generated method stub gui.run(); } // parameterless default contructor public MyFrame() { } // constructor with title public MyFrame(String title) { } // creates Frame and its Layout public void run() { JFrame frame = new JFrame(title); JPanel panel_01 = new JPanel(); JPanel panel_02 = new JPanel(); JTextArea textArea = new JTextArea(20, 22); textArea.setLineWrap(true); JScrollPane scrollPane = new JScrollPane(textArea); scrollPane.setVerticalScrollBarPolicy(ScrollPaneConstants.VERTICAL_SCROLLBAR_AS_NEEDED); panel_01.add(scrollPane); // Buttons JButton saveButton = new JButton("Save"); saveButton.addActionListener(this); JButton loadButton = new JButton("Load"); loadButton.addActionListener(this); panel_02.add(loadButton); panel_02.add(saveButton); // Layout frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.getContentPane().add(BorderLayout.CENTER, panel_01); frame.getContentPane().add(BorderLayout.SOUTH, panel_02); frame.setSize(300, 400); frame.setVisible(true); } /* * */ public void serialize() { try { ObjectOutputStream oos = new ObjectOutputStream(new FileOutputStream("test.ser")); oos.writeObject(gui); oos.close(); } catch (Exception e) { // TODO: handle exception e.printStackTrace(); } } public void actionPerformed(ActionEvent ev) { System.out.println("Action received!"); gui.serialize(); } } Here I try to do the deserialization: public class Deserialize { static Deserialize ds; static MyFrame frame; public static void main(String[] args) { try { ObjectInputStream ois = new ObjectInputStream(new FileInputStream("test.ser")); frame = (MyFrame) ois.readObject(); ois.close(); } catch (FileNotFoundException e) { // TODO Auto-generated catch block e.printStackTrace(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } catch (ClassNotFoundException e) { // TODO Auto-generated catch block e.printStackTrace(); } } Maybe somebody could point me into the direction where my misconception is? Thx in advance!

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  • IOS How to make the view cover keyboard

    - by regrecall
    I encounter the a problem: I have a view controller like this. TO make tool bar up when the keyboard appear, I move the self.view to up. [self.view setFrame:CGRectMake(self.view.frame.origin.x, self.view.frame.origin.y + keyboardFrame.size.height * (up ? -1 : 1), self.view.frame.size.width, self.view.frame.size.height)]; Now I want to click the left button in the tool bar, and appear the view that frame is same as the this keyboard. But where can I add this view? if add the subview to the self.view, it will move up with the self.view on the top of the keyboard, not cover. I'm a beginner about IOS, I have no idea about it, and have searched, but got nothing about this. another question, IF when the toolbar at the bottom, I aslo want to click the left button on it to show the view(the animation and frame both are the same as the keyboard), how can I do ? Can you help me? Thanks

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  • java graphics display help

    - by java
    I know that i am not calling the graphics paint command in the mainframe in order to display it. but i'm not sure how. thanks in advance import java.awt.*; import javax.swing.*; public class MainFrame extends JFrame { private static Panel panel = new Panel(); public MainFrame() { panel.setBackground(Color.white); Container c = getContentPane(); c.add(panel); } public void paint(Graphics g) { g.drawString("abc", 20, 20); } public static void main(String[] args) { MainFrame frame = new MainFrame(); frame.setVisible(true); frame.setSize(600, 400); frame.setResizable(false); frame.setLocationRelativeTo(null); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); } }

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  • Is there away to load a page only once with AJAX?

    - by digitup
    I have an AJAX call to load a function once the page is loaded, the function opens a lightbox a like frame with some data. The issue is that if I click on close (lightbox frame), the page loads again and again loading the frame so the use never reaches the page under the layer of frame since the frame load on infinite loop. The Ajax is repeating calling the function I guess but I would like to load the frame once and when the user clicks X (close) he may return to the original page. $(document).ready(function(){ var city = $('#citycode').html(); $.ajax({ //when page is loaded, fire the following function success: function(){ //the function to be fired located in the page in seperate file openX(city + //some other parameters); }}); }); Any tips?

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  • Issue when rotating a UIScrollView

    - by leachianus.gecko
    I am having issues trying to get the pageControl sample code to work with rotation. I managed to get it to rotate but it does not visually load correctly until I start to scroll (then it works fine). Any Idea on how I can fix this problem? Here is a link to the project if you want to see it in action. This code is based off the PageControl example apple has provided. here is the code: #import "ScrollingViewController.h" #import "MyViewController.h" @interface ScrollingViewController (PrivateMethods) - (void)loadScrollViewWithPage:(int)page; @end @implementation ScrollingViewController @synthesize scrollView; @synthesize viewControllers; - (void)viewDidLoad { amount = 5; [super viewDidLoad]; [self setupPage]; } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; } - (void)viewDidUnload { [scrollView release]; } - (void)dealloc { [super dealloc]; } - (void)setupPage { NSMutableArray *controllers = [[NSMutableArray alloc] init]; for (unsigned i = 0; i < amount; i++) { [controllers addObject:[NSNull null]]; } self.viewControllers = controllers; [controllers release]; // a page is the width of the scroll view scrollView.pagingEnabled = YES; scrollView.contentSize = CGSizeMake(scrollView.frame.size.width * amount, 200); scrollView.showsHorizontalScrollIndicator = NO; scrollView.showsVerticalScrollIndicator = NO; scrollView.scrollsToTop = NO; scrollView.delegate = self; [self loadScrollViewWithPage:0]; [self loadScrollViewWithPage:1]; } #pragma mark - #pragma mark UIScrollViewDelegate stuff - (void)scrollViewDidScroll:(UIScrollView *)_scrollView { if (pageControlIsChangingPage) { return; } /* * We switch page at 50% across */ CGFloat pageWidth = _scrollView.frame.size.width; int dog = floor((_scrollView.contentOffset.x - pageWidth / 2) / pageWidth) + 1; // pageControl.currentPage = page; [self loadScrollViewWithPage:dog - 1]; [self loadScrollViewWithPage:dog]; [self loadScrollViewWithPage:dog + 1]; } - (void)loadScrollViewWithPage:(int)page { if (page < 0) return; if (page >= amount) return; MyViewController *controller = [viewControllers objectAtIndex:page]; if ((NSNull *)controller == [NSNull null]) { controller = [[MyViewController alloc] initWithPageNumber:page]; [viewControllers replaceObjectAtIndex:page withObject:controller]; [controller release]; } if (nil == controller.view.superview) { CGRect frame = scrollView.frame; frame.origin.x = frame.size.width * page; frame.origin.y = 0; controller.view.frame = frame; [scrollView addSubview:controller.view]; } } - (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation { [self setupPage]; } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { // Return YES for supported orientations return YES; } @end

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  • set the width of a UIText view based on the content size property

    - by Mrwolfy
    TextView.contentSize.width does not work to set the UITextView's .frame.size.width. [TextView setFrame:CGRectMake(TextView.frame.origin.x, TextView.frame.origin.y, TextView.contentSize.width, TextView.contentSize.height)]; Setting the UITextView's frame height to the contentSize.height property works to make the view's frame scale to the proper size for the current vertical size of the content. For some reason, the width of the view's frame does not respond in the same way. It just remains the same size regardless of the amount of text input. When I log the contentsize of the UITextView dynamically, as I am typing in text to the view, the height property chnges, while the width does not. Makes me wonder what the width property is doing, what's it for.

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  • routing specific IP to ppp0 tunnel

    - by gompertz
    Hi All, I feel I've struggled with this long enough and need some help. I have a pptp tunnel and am trying to route destination traffic from 208.85.40.20 to the pptp tunnel (ppp0). (Keen observers may recognize the ip as being that of pandora.com). I am doing all this configuration on a router... and I know it's not working successfully as traceroute yields nothing but astericks. I've pasted relevant outputs below: (with some "security" editing to the addresses) root@OpenWrt:~# ifconfig br0 Link encap:Ethernet HWaddr 00:1A:92:BC:XX:XX inet addr:192.168.1.1 Bcast:192.168.1.255 Mask:255.255.255.0 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:28185 errors:0 dropped:0 overruns:0 frame:0 TX packets:24936 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:4894242 (4.6 MiB) TX bytes:5941902 (5.6 MiB) eth0 Link encap:Ethernet HWaddr 00:1A:92:BC:XX:XX UP BROADCAST RUNNING PROMISC MULTICAST MTU:1500 Metric:1 RX packets:51829 errors:0 dropped:0 overruns:0 frame:0 TX packets:56824 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:11490288 (10.9 MiB) TX bytes:11857913 (11.3 MiB) Interrupt:4 eth2 Link encap:Ethernet HWaddr 00:1A:92:BC:XX:XX UP BROADCAST RUNNING ALLMULTI MULTICAST MTU:1500 Metric:1 RX packets:4 errors:0 dropped:0 overruns:0 frame:15426 TX packets:9529 errors:21 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:423 (423.0 B) TX bytes:596036 (582.0 KiB) Interrupt:2 Base address:0x2000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:30 errors:0 dropped:0 overruns:0 frame:0 TX packets:30 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:2300 (2.2 KiB) TX bytes:2300 (2.2 KiB) ppp0 Link encap:Point-Point Protocol inet addr:68.68.39.250 P-t-P:172.16.20.1 Mask:255.255.255.255 UP POINTOPOINT RUNNING NOARP MULTICAST MTU:1400 Metric:1 RX packets:165 errors:2 dropped:0 overruns:0 frame:0 TX packets:68 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:3 RX bytes:7006 (6.8 KiB) TX bytes:3462 (3.3 KiB) vlan0 Link encap:Ethernet HWaddr 00:1A:92:BC:XX:XX UP BROADCAST RUNNING ALLMULTI MULTICAST MTU:1500 Metric:1 RX packets:28182 errors:0 dropped:0 overruns:0 frame:0 TX packets:33813 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:5006544 (4.7 MiB) TX bytes:6609774 (6.3 MiB) vlan1 Link encap:Ethernet HWaddr 00:1A:92:BC:XX:XX inet addr:173.183.111.3 Bcast:173.183.111.255 Mask:255.255.224.0 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:23653 errors:0 dropped:0 overruns:0 frame:0 TX packets:23012 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:5522012 (5.2 MiB) TX bytes:4982944 (4.7 MiB) wds0.4915 Link encap:Ethernet HWaddr 00:1A:92:BC:XX:XX UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) wds0.4915 Link encap:Ethernet HWaddr 00:1A:92:BC:XX:XX UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) root@OpenWrt:~# cat /etc/ppp/ip-up iptables -A FORWARD -t filter -i br0 -m state --state NEW,ESTABLISHED,RELATED -j ACCEPT iptables -A FORWARD -t filter -i ppp0 -m state --state ESTABLISHED,RELATED -j ACCEPT iptables -t nat -A POSTROUTING -o ppp0 -s 192.168.1.1/24 -d 0/0 -j MASQUERADE iptables -A forwarding_rule -o ppp0 -j ACCEPT iptables -A forwarding_rule -i ppp0 -j ACCEPT iptables -t nat -A postrouting_rule -o ppp0 -j MASQUERADE root@OpenWrt:~# route Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 172.16.20.1 * 255.255.255.255 UH 0 0 0 ppp0 208.85.40.20 * 255.255.255.255 UH 0 0 0 ppp0 192.168.1.0 * 255.255.255.0 U 0 0 0 br0 173.183.192.0 * 255.255.224.0 U 0 0 0 vlan1 default d173-183-192-1. 0.0.0.0 UG 0 0 0 vlan1 default 192.168.1.1 0.0.0.0 UG 0 0 0 br0 Any advice is greatly appreciated, I'm not too great with network but am pretty astute at learning ;-)

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  • Why my laptop sends ARP request to itself ?

    - by user58859
    I have just started to learn about protocols. While studying the packets in wireshark, I came across a ARP request sent by my machine to my own IP. Here is the details of the packet : No. Time Source Destination Protocol Info 15 1.463563 IntelCor_aa:aa:aa Broadcast ARP Who has 192.168.1.34? Tell 0.0.0.0 Frame 15: 42 bytes on wire (336 bits), 42 bytes captured (336 bits) Arrival Time: Jan 7, 2011 18:51:43.886089000 India Standard Time Epoch Time: 1294406503.886089000 seconds [Time delta from previous captured frame: 0.123389000 seconds] [Time delta from previous displayed frame: 0.123389000 seconds] [Time since reference or first frame: 1.463563000 seconds] Frame Number: 15 Frame Length: 42 bytes (336 bits) Capture Length: 42 bytes (336 bits) [Frame is marked: False] [Frame is ignored: False] [Protocols in frame: eth:arp] [Coloring Rule Name: ARP] [Coloring Rule String: arp] Ethernet II, Src: IntelCor_aa:aa:aa (aa:aa:aa:aa:aa:aa), Dst: Broadcast (ff:ff:ff:ff:ff:ff) Destination: Broadcast (ff:ff:ff:ff:ff:ff) Address: Broadcast (ff:ff:ff:ff:ff:ff) .... ...1 .... .... .... .... = IG bit: Group address (multicast/broadcast) .... ..1. .... .... .... .... = LG bit: Locally administered address (this is NOT the factory default) Source: IntelCor_aa:aa:aa (aa:aa:aa:aa:aa:aa) Address: IntelCor_aa:aa:aa (aa:aa:aa:aa:aa:aa) .... ...0 .... .... .... .... = IG bit: Individual address (unicast) .... ..0. .... .... .... .... = LG bit: Globally unique address (factory default) Type: ARP (0x0806) Address Resolution Protocol (request) Hardware type: Ethernet (0x0001) Protocol type: IP (0x0800) Hardware size: 6 Protocol size: 4 Opcode: request (0x0001) [Is gratuitous: False] Sender MAC address: IntelCor_aa:aa:aa (aa:aa:aa:aa:aa:aa) Sender IP address: 0.0.0.0 (0.0.0.0) Target MAC address: 00:00:00_00:00:00 (00:00:00:00:00:00) Target IP address: 192.168.1.34 (192.168.1.34) Here the sender's mac address is mine(Here I have hiden my mac address). target IP is mine. Why my machine is sending ARP request to itself? I found 3 packets of this type. There was no ARP reply for these packets. Can anybody explain me why it is? (My operating system is windows-7. I am directly connected to a wifi modem. I got these packets as soon as I started my connection.) I want one suggestion also. many places I read that RFC's are enough for study about protocols. I studied the RFC 826 on ARP. I personally feel that is not enough at all. Any suggestion regarding this? Is there more then 1 RFC for a protocol? I want to study about the protocols in very detail. Can anybody guide me for this? Thanks in advance.

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  • Getting Started Building Windows 8 Store Apps with XAML/C#

    - by dwahlin
    Technology is fun isn’t it? As soon as you think you’ve figured out where things are heading a new technology comes onto the scene, changes things up, and offers new opportunities. One of the new technologies I’ve been spending quite a bit of time with lately is Windows 8 store applications. I posted my thoughts about Windows 8 during the BUILD conference in 2011 and still feel excited about the opportunity there. Time will tell how well it ends up being accepted by consumers but I’m hopeful that it’ll take off. I currently have two Windows 8 store application concepts I’m working on with one being built in XAML/C# and another in HTML/JavaScript. I really like that Microsoft supports both options since it caters to a variety of developers and makes it easy to get started regardless if you’re a desktop developer or Web developer. Here’s a quick look at how the technologies are organized in Windows 8: In this post I’ll focus on the basics of Windows 8 store XAML/C# apps by looking at features, files, and code provided by Visual Studio projects. To get started building these types of apps you’ll definitely need to have some knowledge of XAML and C#. Let’s get started by looking at the Windows 8 store project types available in Visual Studio 2012.   Windows 8 Store XAML/C# Project Types When you open Visual Studio 2012 you’ll see a new entry under C# named Windows Store. It includes 6 different project types as shown next.   The Blank App project provides initial starter code and a single page whereas the Grid App and Split App templates provide quite a bit more code as well as multiple pages for your application. The other projects available can be be used to create a class library project that runs in Windows 8 store apps, a WinRT component such as a custom control, and a unit test library project respectively. If you’re building an application that displays data in groups using the “tile” concept then the Grid App or Split App project templates are a good place to start. An example of the initial screens generated by each project is shown next: Grid App Split View App   When a user clicks a tile in a Grid App they can view details about the tile data. With a Split View app groups/categories are shown and when the user clicks on a group they can see a list of all the different items and then drill-down into them:   For the remainder of this post I’ll focus on functionality provided by the Blank App project since it provides a simple way to get started learning the fundamentals of building Windows 8 store apps.   Blank App Project Walkthrough The Blank App project is a great place to start since it’s simple and lets you focus on the basics. In this post I’ll focus on what it provides you out of the box and cover additional details in future posts. Once you have the basics down you can move to the other project types if you need the functionality they provide. The Blank App project template does exactly what it says – you get an empty project with a few starter files added to help get you going. This is a good option if you’ll be building an app that doesn’t fit into the grid layout view that you see a lot of Windows 8 store apps following (such as on the Windows 8 start screen). I ended up starting with the Blank App project template for the app I’m currently working on since I’m not displaying data/image tiles (something the Grid App project does well) or drilling down into lists of data (functionality that the Split App project provides). The Blank App project provides images for the tiles and splash screen (you’ll definitely want to change these), a StandardStyles.xaml resource dictionary that includes a lot of helpful styles such as buttons for the AppBar (a special type of menu in Windows 8 store apps), an App.xaml file, and the app’s main page which is named MainPage.xaml. It also adds a Package.appxmanifest that is used to define functionality that your app requires, app information used in the store, plus more. The App.xaml, App.xaml.cs and StandardStyles.xaml Files The App.xaml file handles loading a resource dictionary named StandardStyles.xaml which has several key styles used throughout the application: <Application x:Class="BlankApp.App" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="using:BlankApp"> <Application.Resources> <ResourceDictionary> <ResourceDictionary.MergedDictionaries> <!-- Styles that define common aspects of the platform look and feel Required by Visual Studio project and item templates --> <ResourceDictionary Source="Common/StandardStyles.xaml"/> </ResourceDictionary.MergedDictionaries> </ResourceDictionary> </Application.Resources> </Application>   StandardStyles.xaml has style definitions for different text styles and AppBar buttons. If you scroll down toward the middle of the file you’ll see that many AppBar button styles are included such as one for an edit icon. Button styles like this can be used to quickly and easily add icons/buttons into your application without having to be an expert in design. <Style x:Key="EditAppBarButtonStyle" TargetType="ButtonBase" BasedOn="{StaticResource AppBarButtonStyle}"> <Setter Property="AutomationProperties.AutomationId" Value="EditAppBarButton"/> <Setter Property="AutomationProperties.Name" Value="Edit"/> <Setter Property="Content" Value="&#xE104;"/> </Style> Switching over to App.xaml.cs, it includes some code to help get you started. An OnLaunched() method is added to handle creating a Frame that child pages such as MainPage.xaml can be loaded into. The Frame has the same overall purpose as the one found in WPF and Silverlight applications - it’s used to navigate between pages in an application. /// <summary> /// Invoked when the application is launched normally by the end user. Other entry points /// will be used when the application is launched to open a specific file, to display /// search results, and so forth. /// </summary> /// <param name="args">Details about the launch request and process.</param> protected override void OnLaunched(LaunchActivatedEventArgs args) { Frame rootFrame = Window.Current.Content as Frame; // Do not repeat app initialization when the Window already has content, // just ensure that the window is active if (rootFrame == null) { // Create a Frame to act as the navigation context and navigate to the first page rootFrame = new Frame(); if (args.PreviousExecutionState == ApplicationExecutionState.Terminated) { //TODO: Load state from previously suspended application } // Place the frame in the current Window Window.Current.Content = rootFrame; } if (rootFrame.Content == null) { // When the navigation stack isn't restored navigate to the first page, // configuring the new page by passing required information as a navigation // parameter if (!rootFrame.Navigate(typeof(MainPage), args.Arguments)) { throw new Exception("Failed to create initial page"); } } // Ensure the current window is active Window.Current.Activate(); }   Notice that in addition to creating a Frame the code also checks to see if the app was previously terminated so that you can load any state/data that the user may need when the app is launched again. If you’re new to the lifecycle of Windows 8 store apps the following image shows how an app can be running, suspended, and terminated.   If the user switches from an app they’re running the app will be suspended in memory. The app may stay suspended or may be terminated depending on how much memory the OS thinks it needs so it’s important to save state in case the application is ultimately terminated and has to be started fresh. Although I won’t cover saving application state here, additional information can be found at http://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh465099.aspx. Another method in App.xaml.cs named OnSuspending() is also included in App.xaml.cs that can be used to store state as the user switches to another application:   /// <summary> /// Invoked when application execution is being suspended. Application state is saved /// without knowing whether the application will be terminated or resumed with the contents /// of memory still intact. /// </summary> /// <param name="sender">The source of the suspend request.</param> /// <param name="e">Details about the suspend request.</param> private void OnSuspending(object sender, SuspendingEventArgs e) { var deferral = e.SuspendingOperation.GetDeferral(); //TODO: Save application state and stop any background activity deferral.Complete(); } The MainPage.xaml and MainPage.xaml.cs Files The Blank App project adds a file named MainPage.xaml that acts as the initial screen for the application. It doesn’t include anything aside from an empty <Grid> XAML element in it. The code-behind class named MainPage.xaml.cs includes a constructor as well as a method named OnNavigatedTo() that is called once the page is displayed in the frame.   /// <summary> /// An empty page that can be used on its own or navigated to within a Frame. /// </summary> public sealed partial class MainPage : Page { public MainPage() { this.InitializeComponent(); } /// <summary> /// Invoked when this page is about to be displayed in a Frame. /// </summary> /// <param name="e">Event data that describes how this page was reached. The Parameter /// property is typically used to configure the page.</param> protected override void OnNavigatedTo(NavigationEventArgs e) { } }   If you’re experienced with XAML you can switch to Design mode and start dragging and dropping XAML controls from the ToolBox in Visual Studio. If you prefer to type XAML you can do that as well in the XAML editor or while in split mode. Many of the controls available in WPF and Silverlight are included such as Canvas, Grid, StackPanel, and Border for layout. Standard input controls are also included such as TextBox, CheckBox, PasswordBox, RadioButton, ComboBox, ListBox, and more. MediaElement is available for rendering video or playing audio files. Some of the “common” XAML controls included out of the box are shown next:   Although XAML/C# Windows 8 store apps don’t include all of the functionality available in Silverlight 5, the core functionality required to build store apps is there with additional functionality available in open source projects such as Callisto (started by Microsoft’s Tim Heuer), Q42.WinRT, and others. Standard XAML data binding can be used to bind C# objects to controls, converters can be used to manipulate data during the data binding process, and custom styles and templates can be applied to controls to modify them. Although Visual Studio 2012 doesn’t support visually creating styles or templates, Expression Blend 5 handles that very well. To get started building the initial screen of a Windows 8 app you can start adding controls as mentioned earlier. Simply place them inside of the <Grid> element that’s included. You can arrange controls in a stacked manner using the StackPanel control, add a border around controls using the Border control, arrange controls in columns and rows using the Grid control, or absolutely position controls using the Canvas control. One of the controls that may be new to you is the AppBar. It can be used to add menu/toolbar functionality into a store app and keep the app clean and focused. You can place an AppBar at the top or bottom of the screen. A user on a touch device can swipe up to display the bottom AppBar or right-click when using a mouse. An example of defining an AppBar that contains an Edit button is shown next. The EditAppBarButtonStyle is available in the StandardStyles.xaml file mentioned earlier. <Page.BottomAppBar> <AppBar x:Name="ApplicationAppBar" Padding="10,0,10,0" AutomationProperties.Name="Bottom App Bar"> <Grid> <StackPanel x:Name="RightPanel" Orientation="Horizontal" Grid.Column="1" HorizontalAlignment="Right"> <Button x:Name="Edit" Style="{StaticResource EditAppBarButtonStyle}" Tag="Edit" /> </StackPanel> </Grid> </AppBar> </Page.BottomAppBar> Like standard XAML controls, the <Button> control in the AppBar can be wired to an event handler method in the MainPage.Xaml.cs file or even bound to a ViewModel object using “commanding” if your app follows the Model-View-ViewModel (MVVM) pattern (check out the MVVM Light package available through NuGet if you’re using MVVM with Windows 8 store apps). The AppBar can be used to navigate to different screens, show and hide controls, display dialogs, show settings screens, and more.   The Package.appxmanifest File The Package.appxmanifest file contains configuration details about your Windows 8 store app. By double-clicking it in Visual Studio you can define the splash screen image, small and wide logo images used for tiles on the start screen, orientation information, and more. You can also define what capabilities the app has such as if it uses the Internet, supports geolocation functionality, requires a microphone or webcam, etc. App declarations such as background processes, file picker functionality, and sharing can also be defined Finally, information about how the app is packaged for deployment to the store can also be defined. Summary If you already have some experience working with XAML technologies you’ll find that getting started building Windows 8 applications is pretty straightforward. Many of the controls available in Silverlight and WPF are available making it easy to get started without having to relearn a lot of new technologies. In the next post in this series I’ll discuss additional features that can be used in your Windows 8 store apps.

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  • Help with entity frame work error. Error 0194: All artifacts loaded....

    - by Steve
    This is a c#/asp.net project. The full error message I get is:Error 0194: All artifacts loaded into the item collection must have the same version. Multiple versions were encountered. This project was started as a 3.5 and upgraded to 4.0. When I try to test any of the methods I get the error that I posted in the subject line. I am going to include the actual lines that it throws the exception on. If there is anything in people need to see to try to help let me know and I post it as well. Any help will be appreciated, I am having no luck with this. /// /// Initializes a new SFBExternalPaymentsEntities object using the connection string found in the 'SFBExternalPaymentsEntities' section of the application configuration file. /// public SFBExternalPaymentsEntities() : base("name=SFBExternalPaymentsEntities", "SFBExternalPaymentsEntities") { this.ContextOptions.LazyLoadingEnabled = false; OnContextCreated(); } /// /// Initialize a new SFBExternalPaymentsEntities object. /// public SFBExternalPaymentsEntities(string connectionString) : base(connectionString, "SFBExternalPaymentsEntities") { this.ContextOptions.LazyLoadingEnabled = false; OnContextCreated(); } /// /// Initialize a new SFBExternalPaymentsEntities object. /// public SFBExternalPaymentsEntities(EntityConnection connection) : base(connection, "SFBExternalPaymentsEntities") { this.ContextOptions.LazyLoadingEnabled = false; OnContextCreated(); } endregion

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  • Custom Buttons in Android: How to get border/edge/frame when I read the background from xml?

    - by Anna
    Hi, Using Android Shapes in xml I have defined a gradient which I use as the background for a button. This all works nice, but there's no edge surrounding the button. I would like it to look similar to the normal Android button but I need more flexibility to control the color and look. The shape is defined as follows: I would expect the border to be set in the xml. Why doesn't "stroke" fix it? Stroke doesn't seem to do anything. I checked the Android Developer spec, but couldn't find the answer there: http://developer.android.com/guide/topics/resources/drawable-resource.html I have also looked through all the properties of the Android Button, but as expected there's no such parameter, probably since it's built into the normal Android button. Btw, I checked ImageButton properties too. Can someone please help? I know there's the alternative to make an image with proper edges and use an ImageButton, but there really should be a way to fix this programmatically. Thanks! Anna

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  • Framed Office Web Apps SharePoint 2010

    - by webbes
    Unfortunately the X-Frame header, that is added by the Office Web Apps service, prevents Internet Explorer to render office documents in an I-Frame! To solve this we've create a very simple HttpModule that checks for the header and changes the value from "DENY" to "SAMEORIGIN". This post simply shows the code for such a module that enables previewing of documents with Office Web Apps inside an I-Frame....(read more)

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  • Making a full-screen animation on Android? Should I use OPENGL?

    - by Roger Travis
    Say I need to make several full-screen animation that would consist of about 500+ frames each, similar to the TalkingTom app ( https://play.google.com/store/apps/details?id=com.outfit7.talkingtom2free ). Animation should be playing at a reasonable speed - supposedly not less, then 20fps - and pictures should be of a reasonable quality, not overly compressed. What method do you think should I use? So far I tried: storing each frame as a compressed JPEG before animation starts, loading each frame into a byteArray as the animation plays, decode corresponding byteArray into a bitmap and draw it on a surface view. Problem - speed is too low, usually about 5-10 FPS. I have thought of two other options. turning all animations into one movie file... but I guess there might be problems with starting, pausing and seeking to the exactly right frame... what do you think? another option I thought about was using OPENGL ( while I never worked with it before ), to play animation frame by frame. What do you think, would opengl be able to handle it? Thanks!

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  • 256 Windows Azure Worker Roles, Windows Kinect and a 90's Text-Based Ray-Tracer

    - by Alan Smith
    For a couple of years I have been demoing a simple render farm hosted in Windows Azure using worker roles and the Azure Storage service. At the start of the presentation I deploy an Azure application that uses 16 worker roles to render a 1,500 frame 3D ray-traced animation. At the end of the presentation, when the animation was complete, I would play the animation delete the Azure deployment. The standing joke with the audience was that it was that it was a “$2 demo”, as the compute charges for running the 16 instances for an hour was $1.92, factor in the bandwidth charges and it’s a couple of dollars. The point of the demo is that it highlights one of the great benefits of cloud computing, you pay for what you use, and if you need massive compute power for a short period of time using Windows Azure can work out very cost effective. The “$2 demo” was great for presenting at user groups and conferences in that it could be deployed to Azure, used to render an animation, and then removed in a one hour session. I have always had the idea of doing something a bit more impressive with the demo, and scaling it from a “$2 demo” to a “$30 demo”. The challenge was to create a visually appealing animation in high definition format and keep the demo time down to one hour.  This article will take a run through how I achieved this. Ray Tracing Ray tracing, a technique for generating high quality photorealistic images, gained popularity in the 90’s with companies like Pixar creating feature length computer animations, and also the emergence of shareware text-based ray tracers that could run on a home PC. In order to render a ray traced image, the ray of light that would pass from the view point must be tracked until it intersects with an object. At the intersection, the color, reflectiveness, transparency, and refractive index of the object are used to calculate if the ray will be reflected or refracted. Each pixel may require thousands of calculations to determine what color it will be in the rendered image. Pin-Board Toys Having very little artistic talent and a basic understanding of maths I decided to focus on an animation that could be modeled fairly easily and would look visually impressive. I’ve always liked the pin-board desktop toys that become popular in the 80’s and when I was working as a 3D animator back in the 90’s I always had the idea of creating a 3D ray-traced animation of a pin-board, but never found the energy to do it. Even if I had a go at it, the render time to produce an animation that would look respectable on a 486 would have been measured in months. PolyRay Back in 1995 I landed my first real job, after spending three years being a beach-ski-climbing-paragliding-bum, and was employed to create 3D ray-traced animations for a CD-ROM that school kids would use to learn physics. I had got into the strange and wonderful world of text-based ray tracing, and was using a shareware ray-tracer called PolyRay. PolyRay takes a text file describing a scene as input and, after a few hours processing on a 486, produced a high quality ray-traced image. The following is an example of a basic PolyRay scene file. background Midnight_Blue   static define matte surface { ambient 0.1 diffuse 0.7 } define matte_white texture { matte { color white } } define matte_black texture { matte { color dark_slate_gray } } define position_cylindrical 3 define lookup_sawtooth 1 define light_wood <0.6, 0.24, 0.1> define median_wood <0.3, 0.12, 0.03> define dark_wood <0.05, 0.01, 0.005>     define wooden texture { noise surface { ambient 0.2  diffuse 0.7  specular white, 0.5 microfacet Reitz 10 position_fn position_cylindrical position_scale 1  lookup_fn lookup_sawtooth octaves 1 turbulence 1 color_map( [0.0, 0.2, light_wood, light_wood] [0.2, 0.3, light_wood, median_wood] [0.3, 0.4, median_wood, light_wood] [0.4, 0.7, light_wood, light_wood] [0.7, 0.8, light_wood, median_wood] [0.8, 0.9, median_wood, light_wood] [0.9, 1.0, light_wood, dark_wood]) } } define glass texture { surface { ambient 0 diffuse 0 specular 0.2 reflection white, 0.1 transmission white, 1, 1.5 }} define shiny surface { ambient 0.1 diffuse 0.6 specular white, 0.6 microfacet Phong 7  } define steely_blue texture { shiny { color black } } define chrome texture { surface { color white ambient 0.0 diffuse 0.2 specular 0.4 microfacet Phong 10 reflection 0.8 } }   viewpoint {     from <4.000, -1.000, 1.000> at <0.000, 0.000, 0.000> up <0, 1, 0> angle 60     resolution 640, 480 aspect 1.6 image_format 0 }       light <-10, 30, 20> light <-10, 30, -20>   object { disc <0, -2, 0>, <0, 1, 0>, 30 wooden }   object { sphere <0.000, 0.000, 0.000>, 1.00 chrome } object { cylinder <0.000, 0.000, 0.000>, <0.000, 0.000, -4.000>, 0.50 chrome }   After setting up the background and defining colors and textures, the viewpoint is specified. The “camera” is located at a point in 3D space, and it looks towards another point. The angle, image resolution, and aspect ratio are specified. Two lights are present in the image at defined coordinates. The three objects in the image are a wooden disc to represent a table top, and a sphere and cylinder that intersect to form a pin that will be used for the pin board toy in the final animation. When the image is rendered, the following image is produced. The pins are modeled with a chrome surface, so they reflect the environment around them. Note that the scale of the pin shaft is not correct, this will be fixed later. Modeling the Pin Board The frame of the pin-board is made up of three boxes, and six cylinders, the front box is modeled using a clear, slightly reflective solid, with the same refractive index of glass. The other shapes are modeled as metal. object { box <-5.5, -1.5, 1>, <5.5, 5.5, 1.2> glass } object { box <-5.5, -1.5, -0.04>, <5.5, 5.5, -0.09> steely_blue } object { box <-5.5, -1.5, -0.52>, <5.5, 5.5, -0.59> steely_blue } object { cylinder <-5.2, -1.2, 1.4>, <-5.2, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <5.2, -1.2, 1.4>, <5.2, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <-5.2, 5.2, 1.4>, <-5.2, 5.2, -0.74>, 0.2 steely_blue } object { cylinder <5.2, 5.2, 1.4>, <5.2, 5.2, -0.74>, 0.2 steely_blue } object { cylinder <0, -1.2, 1.4>, <0, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <0, 5.2, 1.4>, <0, 5.2, -0.74>, 0.2 steely_blue }   In order to create the matrix of pins that make up the pin board I used a basic console application with a few nested loops to create two intersecting matrixes of pins, which models the layout used in the pin boards. The resulting image is shown below. The pin board contains 11,481 pins, with the scene file containing 23,709 lines of code. For the complete animation 2,000 scene files will be created, which is over 47 million lines of code. Each pin in the pin-board will slide out a specific distance when an object is pressed into the back of the board. This is easily modeled by setting the Z coordinate of the pin to a specific value. In order to set all of the pins in the pin-board to the correct position, a bitmap image can be used. The position of the pin can be set based on the color of the pixel at the appropriate position in the image. When the Windows Azure logo is used to set the Z coordinate of the pins, the following image is generated. The challenge now was to make a cool animation. The Azure Logo is fine, but it is static. Using a normal video to animate the pins would not work; the colors in the video would not be the same as the depth of the objects from the camera. In order to simulate the pin board accurately a series of frames from a depth camera could be used. Windows Kinect The Kenect controllers for the X-Box 360 and Windows feature a depth camera. The Kinect SDK for Windows provides a programming interface for Kenect, providing easy access for .NET developers to the Kinect sensors. The Kinect Explorer provided with the Kinect SDK is a great starting point for exploring Kinect from a developers perspective. Both the X-Box 360 Kinect and the Windows Kinect will work with the Kinect SDK, the Windows Kinect is required for commercial applications, but the X-Box Kinect can be used for hobby projects. The Windows Kinect has the advantage of providing a mode to allow depth capture with objects closer to the camera, which makes for a more accurate depth image for setting the pin positions. Creating a Depth Field Animation The depth field animation used to set the positions of the pin in the pin board was created using a modified version of the Kinect Explorer sample application. In order to simulate the pin board accurately, a small section of the depth range from the depth sensor will be used. Any part of the object in front of the depth range will result in a white pixel; anything behind the depth range will be black. Within the depth range the pixels in the image will be set to RGB values from 0,0,0 to 255,255,255. A screen shot of the modified Kinect Explorer application is shown below. The Kinect Explorer sample application was modified to include slider controls that are used to set the depth range that forms the image from the depth stream. This allows the fine tuning of the depth image that is required for simulating the position of the pins in the pin board. The Kinect Explorer was also modified to record a series of images from the depth camera and save them as a sequence JPEG files that will be used to animate the pins in the animation the Start and Stop buttons are used to start and stop the image recording. En example of one of the depth images is shown below. Once a series of 2,000 depth images has been captured, the task of creating the animation can begin. Rendering a Test Frame In order to test the creation of frames and get an approximation of the time required to render each frame a test frame was rendered on-premise using PolyRay. The output of the rendering process is shown below. The test frame contained 23,629 primitive shapes, most of which are the spheres and cylinders that are used for the 11,800 or so pins in the pin board. The 1280x720 image contains 921,600 pixels, but as anti-aliasing was used the number of rays that were calculated was 4,235,777, with 3,478,754,073 object boundaries checked. The test frame of the pin board with the depth field image applied is shown below. The tracing time for the test frame was 4 minutes 27 seconds, which means rendering the2,000 frames in the animation would take over 148 hours, or a little over 6 days. Although this is much faster that an old 486, waiting almost a week to see the results of an animation would make it challenging for animators to create, view, and refine their animations. It would be much better if the animation could be rendered in less than one hour. Windows Azure Worker Roles The cost of creating an on-premise render farm to render animations increases in proportion to the number of servers. The table below shows the cost of servers for creating a render farm, assuming a cost of $500 per server. Number of Servers Cost 1 $500 16 $8,000 256 $128,000   As well as the cost of the servers, there would be additional costs for networking, racks etc. Hosting an environment of 256 servers on-premise would require a server room with cooling, and some pretty hefty power cabling. The Windows Azure compute services provide worker roles, which are ideal for performing processor intensive compute tasks. With the scalability available in Windows Azure a job that takes 256 hours to complete could be perfumed using different numbers of worker roles. The time and cost of using 1, 16 or 256 worker roles is shown below. Number of Worker Roles Render Time Cost 1 256 hours $30.72 16 16 hours $30.72 256 1 hour $30.72   Using worker roles in Windows Azure provides the same cost for the 256 hour job, irrespective of the number of worker roles used. Provided the compute task can be broken down into many small units, and the worker role compute power can be used effectively, it makes sense to scale the application so that the task is completed quickly, making the results available in a timely fashion. The task of rendering 2,000 frames in an animation is one that can easily be broken down into 2,000 individual pieces, which can be performed by a number of worker roles. Creating a Render Farm in Windows Azure The architecture of the render farm is shown in the following diagram. The render farm is a hybrid application with the following components: ·         On-Premise o   Windows Kinect – Used combined with the Kinect Explorer to create a stream of depth images. o   Animation Creator – This application uses the depth images from the Kinect sensor to create scene description files for PolyRay. These files are then uploaded to the jobs blob container, and job messages added to the jobs queue. o   Process Monitor – This application queries the role instance lifecycle table and displays statistics about the render farm environment and render process. o   Image Downloader – This application polls the image queue and downloads the rendered animation files once they are complete. ·         Windows Azure o   Azure Storage – Queues and blobs are used for the scene description files and completed frames. A table is used to store the statistics about the rendering environment.   The architecture of each worker role is shown below.   The worker role is configured to use local storage, which provides file storage on the worker role instance that can be use by the applications to render the image and transform the format of the image. The service definition for the worker role with the local storage configuration highlighted is shown below. <?xml version="1.0" encoding="utf-8"?> <ServiceDefinition name="CloudRay" >   <WorkerRole name="CloudRayWorkerRole" vmsize="Small">     <Imports>     </Imports>     <ConfigurationSettings>       <Setting name="DataConnectionString" />     </ConfigurationSettings>     <LocalResources>       <LocalStorage name="RayFolder" cleanOnRoleRecycle="true" />     </LocalResources>   </WorkerRole> </ServiceDefinition>     The two executable programs, PolyRay.exe and DTA.exe are included in the Azure project, with Copy Always set as the property. PolyRay will take the scene description file and render it to a Truevision TGA file. As the TGA format has not seen much use since the mid 90’s it is converted to a JPG image using Dave's Targa Animator, another shareware application from the 90’s. Each worker roll will use the following process to render the animation frames. 1.       The worker process polls the job queue, if a job is available the scene description file is downloaded from blob storage to local storage. 2.       PolyRay.exe is started in a process with the appropriate command line arguments to render the image as a TGA file. 3.       DTA.exe is started in a process with the appropriate command line arguments convert the TGA file to a JPG file. 4.       The JPG file is uploaded from local storage to the images blob container. 5.       A message is placed on the images queue to indicate a new image is available for download. 6.       The job message is deleted from the job queue. 7.       The role instance lifecycle table is updated with statistics on the number of frames rendered by the worker role instance, and the CPU time used. The code for this is shown below. public override void Run() {     // Set environment variables     string polyRayPath = Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), PolyRayLocation);     string dtaPath = Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), DTALocation);       LocalResource rayStorage = RoleEnvironment.GetLocalResource("RayFolder");     string localStorageRootPath = rayStorage.RootPath;       JobQueue jobQueue = new JobQueue("renderjobs");     JobQueue downloadQueue = new JobQueue("renderimagedownloadjobs");     CloudRayBlob sceneBlob = new CloudRayBlob("scenes");     CloudRayBlob imageBlob = new CloudRayBlob("images");     RoleLifecycleDataSource roleLifecycleDataSource = new RoleLifecycleDataSource();       Frames = 0;       while (true)     {         // Get the render job from the queue         CloudQueueMessage jobMsg = jobQueue.Get();           if (jobMsg != null)         {             // Get the file details             string sceneFile = jobMsg.AsString;             string tgaFile = sceneFile.Replace(".pi", ".tga");             string jpgFile = sceneFile.Replace(".pi", ".jpg");               string sceneFilePath = Path.Combine(localStorageRootPath, sceneFile);             string tgaFilePath = Path.Combine(localStorageRootPath, tgaFile);             string jpgFilePath = Path.Combine(localStorageRootPath, jpgFile);               // Copy the scene file to local storage             sceneBlob.DownloadFile(sceneFilePath);               // Run the ray tracer.             string polyrayArguments =                 string.Format("\"{0}\" -o \"{1}\" -a 2", sceneFilePath, tgaFilePath);             Process polyRayProcess = new Process();             polyRayProcess.StartInfo.FileName =                 Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), polyRayPath);             polyRayProcess.StartInfo.Arguments = polyrayArguments;             polyRayProcess.Start();             polyRayProcess.WaitForExit();               // Convert the image             string dtaArguments =                 string.Format(" {0} /FJ /P{1}", tgaFilePath, Path.GetDirectoryName (jpgFilePath));             Process dtaProcess = new Process();             dtaProcess.StartInfo.FileName =                 Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), dtaPath);             dtaProcess.StartInfo.Arguments = dtaArguments;             dtaProcess.Start();             dtaProcess.WaitForExit();               // Upload the image to blob storage             imageBlob.UploadFile(jpgFilePath);               // Add a download job.             downloadQueue.Add(jpgFile);               // Delete the render job message             jobQueue.Delete(jobMsg);               Frames++;         }         else         {             Thread.Sleep(1000);         }           // Log the worker role activity.         roleLifecycleDataSource.Alive             ("CloudRayWorker", RoleLifecycleDataSource.RoleLifecycleId, Frames);     } }     Monitoring Worker Role Instance Lifecycle In order to get more accurate statistics about the lifecycle of the worker role instances used to render the animation data was tracked in an Azure storage table. The following class was used to track the worker role lifecycles in Azure storage.   public class RoleLifecycle : TableServiceEntity {     public string ServerName { get; set; }     public string Status { get; set; }     public DateTime StartTime { get; set; }     public DateTime EndTime { get; set; }     public long SecondsRunning { get; set; }     public DateTime LastActiveTime { get; set; }     public int Frames { get; set; }     public string Comment { get; set; }       public RoleLifecycle()     {     }       public RoleLifecycle(string roleName)     {         PartitionKey = roleName;         RowKey = Utils.GetAscendingRowKey();         Status = "Started";         StartTime = DateTime.UtcNow;         LastActiveTime = StartTime;         EndTime = StartTime;         SecondsRunning = 0;         Frames = 0;     } }     A new instance of this class is created and added to the storage table when the role starts. It is then updated each time the worker renders a frame to record the total number of frames rendered and the total processing time. These statistics are used be the monitoring application to determine the effectiveness of use of resources in the render farm. Rendering the Animation The Azure solution was deployed to Windows Azure with the service configuration set to 16 worker role instances. This allows for the application to be tested in the cloud environment, and the performance of the application determined. When I demo the application at conferences and user groups I often start with 16 instances, and then scale up the application to the full 256 instances. The configuration to run 16 instances is shown below. <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="CloudRay" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="1" osVersion="*">   <Role name="CloudRayWorkerRole">     <Instances count="16" />     <ConfigurationSettings>       <Setting name="DataConnectionString"         value="DefaultEndpointsProtocol=https;AccountName=cloudraydata;AccountKey=..." />     </ConfigurationSettings>   </Role> </ServiceConfiguration>     About six minutes after deploying the application the first worker roles become active and start to render the first frames of the animation. The CloudRay Monitor application displays an icon for each worker role instance, with a number indicating the number of frames that the worker role has rendered. The statistics on the left show the number of active worker roles and statistics about the render process. The render time is the time since the first worker role became active; the CPU time is the total amount of processing time used by all worker role instances to render the frames.   Five minutes after the first worker role became active the last of the 16 worker roles activated. By this time the first seven worker roles had each rendered one frame of the animation.   With 16 worker roles u and running it can be seen that one hour and 45 minutes CPU time has been used to render 32 frames with a render time of just under 10 minutes.     At this rate it would take over 10 hours to render the 2,000 frames of the full animation. In order to complete the animation in under an hour more processing power will be required. Scaling the render farm from 16 instances to 256 instances is easy using the new management portal. The slider is set to 256 instances, and the configuration saved. We do not need to re-deploy the application, and the 16 instances that are up and running will not be affected. Alternatively, the configuration file for the Azure service could be modified to specify 256 instances.   <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="CloudRay" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="1" osVersion="*">   <Role name="CloudRayWorkerRole">     <Instances count="256" />     <ConfigurationSettings>       <Setting name="DataConnectionString"         value="DefaultEndpointsProtocol=https;AccountName=cloudraydata;AccountKey=..." />     </ConfigurationSettings>   </Role> </ServiceConfiguration>     Six minutes after the new configuration has been applied 75 new worker roles have activated and are processing their first frames.   Five minutes later the full configuration of 256 worker roles is up and running. We can see that the average rate of frame rendering has increased from 3 to 12 frames per minute, and that over 17 hours of CPU time has been utilized in 23 minutes. In this test the time to provision 140 worker roles was about 11 minutes, which works out at about one every five seconds.   We are now half way through the rendering, with 1,000 frames complete. This has utilized just under three days of CPU time in a little over 35 minutes.   The animation is now complete, with 2,000 frames rendered in a little over 52 minutes. The CPU time used by the 256 worker roles is 6 days, 7 hours and 22 minutes with an average frame rate of 38 frames per minute. The rendering of the last 1,000 frames took 16 minutes 27 seconds, which works out at a rendering rate of 60 frames per minute. The frame counts in the server instances indicate that the use of a queue to distribute the workload has been very effective in distributing the load across the 256 worker role instances. The first 16 instances that were deployed first have rendered between 11 and 13 frames each, whilst the 240 instances that were added when the application was scaled have rendered between 6 and 9 frames each.   Completed Animation I’ve uploaded the completed animation to YouTube, a low resolution preview is shown below. Pin Board Animation Created using Windows Kinect and 256 Windows Azure Worker Roles   The animation can be viewed in 1280x720 resolution at the following link: http://www.youtube.com/watch?v=n5jy6bvSxWc Effective Use of Resources According to the CloudRay monitor statistics the animation took 6 days, 7 hours and 22 minutes CPU to render, this works out at 152 hours of compute time, rounded up to the nearest hour. As the usage for the worker role instances are billed for the full hour, it may have been possible to render the animation using fewer than 256 worker roles. When deciding the optimal usage of resources, the time required to provision and start the worker roles must also be considered. In the demo I started with 16 worker roles, and then scaled the application to 256 worker roles. It would have been more optimal to start the application with maybe 200 worker roles, and utilized the full hour that I was being billed for. This would, however, have prevented showing the ease of scalability of the application. The new management portal displays the CPU usage across the worker roles in the deployment. The average CPU usage across all instances is 93.27%, with over 99% used when all the instances are up and running. This shows that the worker role resources are being used very effectively. Grid Computing Scenarios Although I am using this scenario for a hobby project, there are many scenarios where a large amount of compute power is required for a short period of time. Windows Azure provides a great platform for developing these types of grid computing applications, and can work out very cost effective. ·         Windows Azure can provide massive compute power, on demand, in a matter of minutes. ·         The use of queues to manage the load balancing of jobs between role instances is a simple and effective solution. ·         Using a cloud-computing platform like Windows Azure allows proof-of-concept scenarios to be tested and evaluated on a very low budget. ·         No charges for inbound data transfer makes the uploading of large data sets to Windows Azure Storage services cost effective. (Transaction charges still apply.) Tips for using Windows Azure for Grid Computing Scenarios I found the implementation of a render farm using Windows Azure a fairly simple scenario to implement. I was impressed by ease of scalability that Azure provides, and by the short time that the application took to scale from 16 to 256 worker role instances. In this case it was around 13 minutes, in other tests it took between 10 and 20 minutes. The following tips may be useful when implementing a grid computing project in Windows Azure. ·         Using an Azure Storage queue to load-balance the units of work across multiple worker roles is simple and very effective. The design I have used in this scenario could easily scale to many thousands of worker role instances. ·         Windows Azure accounts are typically limited to 20 cores. If you need to use more than this, a call to support and a credit card check will be required. ·         Be aware of how the billing model works. You will be charged for worker role instances for the full clock our in which the instance is deployed. Schedule the workload to start just after the clock hour has started. ·         Monitor the utilization of the resources you are provisioning, ensure that you are not paying for worker roles that are idle. ·         If you are deploying third party applications to worker roles, you may well run into licensing issues. Purchasing software licenses on a per-processor basis when using hundreds of processors for a short time period would not be cost effective. ·         Third party software may also require installation onto the worker roles, which can be accomplished using start-up tasks. Bear in mind that adding a startup task and possible re-boot will add to the time required for the worker role instance to start and activate. An alternative may be to use a prepared VM and use VM roles. ·         Consider using the Windows Azure Autoscaling Application Block (WASABi) to autoscale the worker roles in your application. When using a large number of worker roles, the utilization must be carefully monitored, if the scaling algorithms are not optimal it could get very expensive!

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  • A good way in .NET Winforms to have user entered time frame?

    - by Ben
    Hi, Does anyone know of a good way to have a user enter an amount of time (hours and minutes) using winforms controls? At the moment I have two numeric up downs, one for time and one for minutes that I then parse to create a timespan. The only other idea I have is a text box that a user can enter a "00:00" time in, and validate the input. Both of these ways seem a bit bad (in UI terms) though. Any ideas? Thanks

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  • Exporting the frames in a Flash CS5.5 animation and possibly creating the spritesheet

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    Some time ago, I asked a question here to know what would be the best way to create animations when making an Android game and I got great answers. I did what people told me there by exporting each frame from a Flash animation manually and creating the spritesheet also manually and it was very tedious. Now, I changed project and this one is going to contain a lot more animations and I feel like there has to be a better way to to export each frame individually and possibly create my spritesheets in an automated manner. My designer is using Flash CS5.5 and I was wondering if all of this was possible, as I can't find an option or code examples on how to save each frame individually. If this is not possible using Flash, please recommend me another program that can be used to create animations without having to create each frame on its own. I'd rather keep Flash as my designer knows how to use it and it's giving great results.

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  • How do I get Emacs to evaluate a file when a frame is raised?

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    Basically I have my Emacs set up so it has a GUI specific elisp, but when starting it in daemon mode this doesn't evaluate. The code is something like: ;; gui.el (when window-system (progn ;; do stuff here )) I'd like this file (or at least the code within it—perhaps a funtion) to be re-evaluated when I run emacsclient -c on the command line, as I miss out on all my font-lock and color-theme goodness (as I have that stuff set to runonly when a GUI exists).

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  • In C, do braces act as a stack frame?

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    If I create a variable within a new set of curly braces, is that variable popped off the stack on the closing brace, or does it hang out until the end of the function? For example: void foo() { int c[100]; { int d[200]; } //code that takes a while return; } Will d be taking up memory during the code that takes a while section?

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  • A good way in Visual Studio to have user entered time frame?

    - by Ben
    Hi, Does anyone know of a good way to have a user enter an amount of time (hours and minutes) using visual studio controls? At the moment i have two numeric up downs, one for time and one for minutes that i then parse to create a timespan. The only other idea i have is a text box that a user can enter a "00:00" time in, and validate the input. Both of these ways seem a bit bad (in UI terms) though. Any ideas? Thanks

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