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  • onmouseover with django / imagekit

    - by Michael Moreno
    I'm using Imagekit. View.py includes: def pics(request): p = Photo.objects.all() return render_to_response('Shots.html', {'p': p}) The following simple code in the template will generate associated images: {% for p in p %} <img src = "{{ p.display.url }}"> <img src = "{{ p.thumbnail_image.url }}"> {% endfor %} I'm attempting to generate a series of thumbnails {{ p.thumbnail_image.url }} which, when mouseover'd, will generate the slightly larger version of the image, {{ p.display.url }} via Javascript. The following code in the template attempts to do so: <html> <head> <HEAD> <script language="Javascript"> { image1 = new Image image2 = new Image image1.src = {{ p.thumbnail_image.url }} image2.src = {{ p.display.url }} </script> </head> <body> {% for p in p %} <a href="" onMouseOver="document.rollover.src= image2.src onMouseOut="document.rollover.src= image1.src"> <img src="{{ p.thumbnail_image.url }}" border=0 name="rollover"></a> {% endfor %} </body> </html> This will display the series of thumbnails, but the larger image will not display when mouseover'd. I believe it has to do with how I'm specifying the variable {{ p.display.url }}.

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  • onmouseover problems with JavaScript (rendered using django and django-imagekit)

    - by Michael Moreno
    I'm using Imagekit. View.py includes: def pics(request): p = Photo.objects.all() return render_to_response('Shots.html', {'p': p}) The following simple code in the template will generate associated images: {% for p in p %} <img src = "{{ p.display.url }}"> <img src = "{{ p.thumbnail_image.url }}"> {% endfor %} I'm attempting to generate a series of thumbnails {{ p.thumbnail_image.url }} which, when mouseover'd, will generate the slightly larger version of the image, {{ p.display.url }} via Javascript. The following code in the template attempts to do so: <html> <head> <HEAD> <script language="Javascript"> { image1 = new Image image2 = new Image image1.src = {{ p.thumbnail_image.url }} image2.src = {{ p.display.url }} </script> </head> <body> {% for p in p %} <a href="" onMouseOver="document.rollover.src= image2.src onMouseOut="document.rollover.src= image1.src"> <img src="{{ p.thumbnail_image.url }}" border=0 name="rollover"></a> {% endfor %} </body> </html> This will display the series of thumbnails, but the larger image will not display when mouseover'd. I believe it has to do with how I'm specifying the variable {{ p.display.url }}.

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  • Plymouth and GRUB do not show at all

    - by WarriorIng64
    I am using Ubuntu 11.04 64-bit as my only OS on my desktop computer, which used to only run Ubuntu 10.04 LTS until I had the time to upgrade it with a fresh install. It uses integrated NVIDIA graphics (listed as a GeForce 6150SE nForce 430 by the NVIDIA X Server Settings utility) with the current proprietary driver as provided by the Additional Drivers utility, and has a VGA connection to a 1680x1050 Acer monitor. I used to get the (ugly-looking version of) Plymouth graphical boot screen while under 10.04. It didn't look that great, but I was fine with it. Now, it doesn't show on 11.04 at all during boot (I just get an error message in a moving gray box from the monitor saying "Input Not Supported"), and only rarely it will show on shutdown, all garbled up. I could not get GRUB to show during boot while holding down Shift, either (same error message), but pressing Enter while it should be up starts the system normally. A picture of the error message I was getting: Once fully booted, the system still shows the login screen and desktop just fine. Any information on how to troubleshoot this would be appreciated. If there's any hardware-specific stuff I forgot to include here, let me know the relevant commands to run in a comment below. Things that I've tried: Running plymouth in a framebuffer: no effect Booting with nomodeset as my grub boot: option no effect Booting with nomodeset and plymouth in a framebuffer: no effect other than Plymouth showing during shutdown only Following the Softpedia instructions for fixing Plymouth's resolution: Problem mostly solved, except logo does not show in Plymouth during boot, and both grub and Plymouth are slightly off-center #4 above, but with nomodeset removed as a grub boot option: same effect as #4 #5 above, but with vt.handoff=7 added as a grub boot option: same effect as #4 I have added the current contents of /etc/default/grub as requested in the comments: # If you change this file, run 'update-grub' afterwards to update # /boot/grub/grub.cfg. # For full documentation of the options in this file, see: # info -f grub -n 'Simple configuration' GRUB_DEFAULT=0 GRUB_HIDDEN_TIMEOUT=0 GRUB_HIDDEN_TIMEOUT_QUIET=true GRUB_TIMEOUT=10 GRUB_DISTRIBUTOR=`lsb_release -i -s 2> /dev/null || echo Debian` GRUB_CMDLINE_LINUX_DEFAULT="quiet splash video=uvesafb:mode_option=1280x1024-24,mtrr=3,scroll=ywrap" GRUB_CMDLINE_LINUX="" # Uncomment to enable BadRAM filtering, modify to suit your needs # This works with Linux (no patch required) and with any kernel that obtains # the memory map information from GRUB (GNU Mach, kernel of FreeBSD ...) #GRUB_BADRAM="0x01234567,0xfefefefe,0x89abcdef,0xefefefef" # Uncomment to disable graphical terminal (grub-pc only) #GRUB_TERMINAL=console # The resolution used on graphical terminal # note that you can use only modes which your graphic card supports via VBE # you can see them in real GRUB with the command `vbeinfo' GRUB_GFXMODE=1280x1024 # Uncomment if you don't want GRUB to pass "root=UUID=xxx" parameter to Linux #GRUB_DISABLE_LINUX_UUID=true # Uncomment to disable generation of recovery mode menu entries #GRUB_DISABLE_RECOVERY="true" # Uncomment to get a beep at grub start #GRUB_INIT_TUNE="480 440 1" CURRENT STATUS: I forgot to uncomment one line as per "things that I've tried" #4, so I took care of that. I can now see GRUB during startup when I hold Shift and a normal-looking Plymouth during shutdown...but Plymouth during boot is now just a solid purple screen. In each case, it's displayed a little off-center to the left, with a thin black bar running down the right side of the monitor. The error pictured above no longer shows. I'd say this problem is about 2/3 solved now. UPDATE: After Natty started freezing up on me, I decided to dual-boot with Oneiric, which unfortunately shows the same problems. Rather than trying all these workarounds though, I decided to do what I should have done from the start and file a pair of bug reports. LAST UPDATE: Bug 850908 has been confirmed as a legitimate nouveaufb bug. I have overwritten my 11.04 partition with 12.04 LTS, and I can confirm at this time that the issue is present there, as well. I will now flag this question to be closed, yet I hope it was helpful for anyone who experienced similar issues; if you are still having the same problem as me, please go there and mark yourself as affected. Thanks!

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  • xna orbit camera troubles

    - by user17753
    I have a Model named cube to which I load in LoadContent(): cube = Content.Load<Model>("untitled");. In the Draw Method I call DrawModel: private void DrawModel(Model m, Matrix world) { foreach (ModelMesh mesh in m.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.View = camera.View; effect.Projection = camera.Projection; effect.World = world; } mesh.Draw(); } } camera is of the Camera type, a class I've setup. Right now it is instantiated in the initialization section with the graphics aspect ratio and the translation (world) vector of the model, and the Draw loop calls the camera.UpdateCamera(); before drawing the models. class Camera { #region Fields private Matrix view; // View Matrix for Camera private Matrix projection; // Projection Matrix for Camera private Vector3 position; // Position of Camera private Vector3 target; // Point camera is "aimed" at private float aspectRatio; //Aspect Ratio for projection private float speed; //Speed of camera private Vector3 camup = Vector3.Up; #endregion #region Accessors /// <summary> /// View Matrix of the Camera -- Read Only /// </summary> public Matrix View { get { return view; } } /// <summary> /// Projection Matrix of the Camera -- Read Only /// </summary> public Matrix Projection { get { return projection; } } #endregion /// <summary> /// Creates a new Camera. /// </summary> /// <param name="AspectRatio">Aspect Ratio to use for the projection.</param> /// <param name="Position">Target coord to aim camera at.</param> public Camera(float AspectRatio, Vector3 Target) { target = Target; aspectRatio = AspectRatio; ResetCamera(); } private void Rotate(Vector3 Axis, float Amount) { position = Vector3.Transform(position - target, Matrix.CreateFromAxisAngle(Axis, Amount)) + target; } /// <summary> /// Resets Default Values of the Camera /// </summary> private void ResetCamera() { speed = 0.05f; position = target + new Vector3(0f, 20f, 20f); projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspectRatio, 0.5f, 100f); CalculateViewMatrix(); } /// <summary> /// Updates the Camera. Should be first thing done in Draw loop /// </summary> public void UpdateCamera() { Rotate(Vector3.Right, speed); CalculateViewMatrix(); } /// <summary> /// Calculates the View Matrix for the camera /// </summary> private void CalculateViewMatrix() { view = Matrix.CreateLookAt(position,target, camup); } I'm trying to create the camera so that it can orbit the center of the model. For a test I am calling Rotate(Vector3.Right, speed); but it rotates almost right but gets to a point where it "flips." If I rotate along a different axis Rotate(Vector3.Up, speed); everything seems OK in that direction. So I guess, can someone tell me what I'm not accounting for in the above code I wrote? Or point me to an example of an orbiting camera that can be fixed on an arbitrary point?

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  • How to convert pitch and yaw to x, y, z rotations?

    - by Aaron Anodide
    I'm a beginner using XNA to try and make a 3D Asteroids game. I'm really close to having my space ship drive around as if it had thrusters for pitch and yaw. The problem is I can't quite figure out how to translate the rotations, for instance, when I pitch forward 45 degrees and then start to turn - in this case there should be rotation being applied to all three directions to get the "diagonal yaw" - right? I thought I had it right with the calculations below, but they cause a partly pitched forward ship to wobble instead of turn.... :( So my quesiton is: how do you calculate the X, Y, and Z rotations for an object in terms of pitch and yaw? Here's current (almost working) calculations for the Rotation acceleration: float accel = .75f; // Thrust +Y / Forward if (currentKeyboardState.IsKeyDown(Keys.I)) { this.ship.AccelerationY += (float)Math.Cos(this.ship.RotationZ) * accel; this.ship.AccelerationX += (float)Math.Sin(this.ship.RotationZ) * -accel; this.ship.AccelerationZ += (float)Math.Sin(this.ship.RotationX) * accel; } // Rotation +Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.J)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * accel; } // Rotation -Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.K)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * -accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * -accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * -accel; } // Rotation +X / Pitch if (currentKeyboardState.IsKeyDown(Keys.F)) { this.ship.RotationAccelerationX += accel; } // Rotation -X / Pitch if (currentKeyboardState.IsKeyDown(Keys.D)) { this.ship.RotationAccelerationX -= accel; } I'm combining that with drawing code that does a rotation to the model: public void Draw(Matrix world, Matrix view, Matrix projection, TimeSpan elsapsedTime) { float seconds = (float)elsapsedTime.TotalSeconds; // update velocity based on acceleration this.VelocityX += this.AccelerationX * seconds; this.VelocityY += this.AccelerationY * seconds; this.VelocityZ += this.AccelerationZ * seconds; // update position based on velocity this.PositionX += this.VelocityX * seconds; this.PositionY += this.VelocityY * seconds; this.PositionZ += this.VelocityZ * seconds; // update rotational velocity based on rotational acceleration this.RotationVelocityX += this.RotationAccelerationX * seconds; this.RotationVelocityY += this.RotationAccelerationY * seconds; this.RotationVelocityZ += this.RotationAccelerationZ * seconds; // update rotation based on rotational velocity this.RotationX += this.RotationVelocityX * seconds; this.RotationY += this.RotationVelocityY * seconds; this.RotationZ += this.RotationVelocityZ * seconds; Matrix translation = Matrix.CreateTranslation(PositionX, PositionY, PositionZ); Matrix rotation = Matrix.CreateRotationX(RotationX) * Matrix.CreateRotationY(RotationY) * Matrix.CreateRotationZ(RotationZ); model.Root.Transform = rotation * translation * world; model.CopyAbsoluteBoneTransformsTo(boneTransforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } }

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  • WPF drop shadow

    - by Petezah
    Currently I'm making something in WPF that has a border that contains a grid and other controls. The problem I'm facing is that whenever I set the Border.Effect property to a drop shadow effect every control contained in the border now has a drop shadow. Is there a way to set the shadow just to the border and not every control contained in the border? Here is a short example of my code: <Grid> <Border Margin="68,67,60,67" BorderBrush="Black" BorderThickness="1" CornerRadius="10"> <Border.Effect> <DropShadowEffect/> </Border.Effect> <Rectangle Fill="White" Stroke="Black" Margin="37,89,118,98" /> </Border> </Grid>

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  • Horizontal SlideUp SlideDown with Scriptaculous

    - by Yako
    Hello ! You may know the scriptaculous SlideUp effect. Well, It slides up a div vertically as a closing effect. I would like to make it work horizontal. There is an option for this : scaleX:true, scaleY:false But it doesn't work fine : the div jumps down before closing... Does anyone know how to use the slideUp effect for horizontal sliding ? Thanks

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  • Apply an Animation on a Drawable in Android

    - by Casebash
    I am adding a glow animation effect to a logo. So far, I have managed to get the glow image behind the logo, using a LayeredDrawable, but I can't figure out how to animate it. I have found that AlphaAnimation would achieve the desired effect, but unfortunately I can only apply it on Views, not Drawables. How can I achieve this effect?

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  • gif file animation is not working outside the Cycle plugin control

    - by Geetha
    Hi All, I am creating application using jquery in asp.net. I am displaying images(664 x 428) with (eg.) fade effect using cycle plugin and also a gif file outside the control. Problem: The gif file animation is working only if i pause the cycle effect the gif file animation is working. (Whatever effect it may be) Coding: $('#mainBanner').cycle({ fx: 'fade', continuous: true, speed: 7500, timeout: 55000, pause: 1, sync: 1 });

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  • How to colorize section headings in LaTeX like this?

    - by Nazgulled
    Hi, Accidently I created this nice colored effect on my LaTeX TOC: http://i43.tinypic.com/o5aptl.png Which I like and want to keep, I created this effect like this: \definecolor{Section1}{rgb}{0.09,0.21,0.36} \section{\color{Section1}Introdução} However, as you can see on the TOC sidebar, there was a nasty side effect. I tried to fix it like this: \section[Introdução]{\color{Section1}Introdução} But didn't work, the sidebar TOC was fixed but on the TOC list, the blue color was gone and was now red instead (default for clickable TOC heading links) I also tried: {\color{Section1}\section{Introdução}} But the effect was the same, fixed TOC but no color on the TOC list. Any suggestions?

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  • Jquery and Prototype Conflict

    - by patrick
    I am having trouble running two javascript files on the same page. I used JQuery.noConflict() (http://api.jquery.com/jQuery.noConflict/) but no luck. <script src="http://www.google.com/jsapi"></script> <script> google.load("prototype", "1.6.0.3",{uncompressed:false}); google.load("scriptaculous", "1.8.1",{uncompressed:false}); </script> <script src="js/jquery.tools.min.js"></script> <script type="text/javascript"> $jQuery.noConflict(); jQuery(document).ready(function($) { $("#download_now").tooltip({ effect: 'slide'}); }); function show_text() { new Ajax.Request('./new.php', { method: 'post', parameters: { userid: $('userid').value }, onSuccess: function(r) { $('update').update(r.responseText) } }); } document.observe("dom:loaded", function() { $('loading').hide(); Ajax.Responders.register({ onCreate: function() { new Effect.Opacity('loading',{ from: 1.0, to: 0.3, duration: 0.7 }); new Effect.toggle('loading', 'appear'); }, onComplete: function() { new Effect.Opacity('loading', { from: 0.3, to: 1, duration: 0.7 }); new Effect.toggle('loading', 'appear'); } }); }); </script>

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  • Event not triggering

    - by the Hampster
    I have no idea where to start on this one. I have a that does not appear until a button is clicked. This function call works: onclick="highlight('mod_sup_div', true);" function highlight(aDiv,show) { if (show) { Effect.Appear('Overlay',{duration: 0.5, to: .80}); Effect.Appear(aDiv,{duration: 0.5}) } else { Effect.Fade('Overlay',{duration: 0.5, to: .80}); Effect.Fade(aDiv,{duration: 0.5}) } } In the <div> I have a button to close the window. <p class="closer"><span onclick="highlight('mod_sup_div',false)">X</span></p> This does not work. The function is not even called, as I made a alert() the first line of the function at it does nothing. What is odd, is that onclick="Effect.Fade(aDiv,{duration: 0.5})" does work. Other simple javascript functions in the onclick="" work, except for the function call. Any help as to why this is happening would be very appreciated. Thanks, Dave

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  • Basics to learn Adobe aftereffect

    - by Kader-timon
    I am new to adobe after effect. i want to design a film detail in adobe after effect...give some tutorial websites and example ebook. i just begin to learn adobe after effects. i have more interest in directing a film. i want to use adobe after effect for my film title and for others. For this i have to learn more about after effect. i already tried reading ae tutsplus. if you know other tutorial websites and books.. kindly refer to me

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  • JQuery: How to perform a "push" slide, not a slide up?

    - by Tedy
    I using the following JQuery: $("#pushSlideDiv").slideDown("fast"); However, this creates a "slide" effect. Meaning, if I do a slidedown, this makes the underlining DIV reveal it's self from a top-to-bottom reveal. I want a "push" effect, where the slidedown instead reveals as though the div is being pushed onto the page ... where you first see the bottom of the div. How can I do this with JQuery? UPDATE: This isn't a great example, but it does show a push effect that I'm trying to accomplish vs a "slide" effect.

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  • Javascript Conflict on PHP page

    - by patrick
    I am having trouble running two javascript files on the same page. I used JQuery.noConflict() (http://api.jquery.com/jQuery.noConflict/) but no luck. <script src="http://www.google.com/jsapi"></script> <script> google.load("prototype", "1.6.0.3",{uncompressed:false}); google.load("scriptaculous", "1.8.1",{uncompressed:false}); </script> <script src="js/jquery.tools.min.js"></script> <script type="text/javascript"> $jQuery.noConflict(); jQuery(document).ready(function($) { $("#download_now").tooltip({ effect: 'slide'}); }); function show_text() { new Ajax.Request('./new.php', { method: 'post', parameters: { userid: $('userid').value }, onSuccess: function(r) { $('update').update(r.responseText) } }); } document.observe("dom:loaded", function() { $('loading').hide(); Ajax.Responders.register({ onCreate: function() { new Effect.Opacity('loading',{ from: 1.0, to: 0.3, duration: 0.7 }); new Effect.toggle('loading', 'appear'); }, onComplete: function() { new Effect.Opacity('loading', { from: 0.3, to: 1, duration: 0.7 }); new Effect.toggle('loading', 'appear'); } }); }); </script>

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  • CodePlex Daily Summary for Wednesday, April 07, 2010

    CodePlex Daily Summary for Wednesday, April 07, 2010New ProjectsAStar.net: AStar.net is a project for compute the A* path finding algorithm. It expose classes and interface that can be used for all purpose with multi-threa...Auto Complete for MOSS 2007: Auto Complete for MOSS 2007 (WSS 3.0) makes it easier for all user to fill list of nessesary string in the field. AutoPoco: AutoPoco is a framework with the purpose of fluently building test data from Plain Old CLR ObjectsBlueProject: BlueProjectColor Picker for MOSS 2007: Color picker for MOSS 2007 (WSS 3.0) makes it easier for some user to choose color in the field. ComBrowser2: ComBrowser2DCommunication: Communication Components and Software By Delphi On Windows.DirST: Allows one to replicate a DIRectory STructure without copying files. Written in C#.Discussion column for MOSS 2007: Discussion column for MOSS 2007/ (WSS 3.0) is a field column for different type lists such as Custom List, Document Library, Issue Tracking, not on...Effect Custom Tool for Visual Studio: Effect Custom Tool for Visual Studio is a visual studio 2008 extension that helps you generate c# classes from effect (*.fx) files for use with Xna...Energon: Energon is a framework to create and run software energy consumption tests. Requires a couple of PC with a TCP connections, a phidgets ammeter and ...Fiansa: Proyecto FiansaFirstSpark: FirstSpark is a sample Spark View Engine projectISOM: Internetowy System Obsługi Magisterek La Carta Mas Alta: La Carta Mas Alta is an open source card game totally written in PHP and HTML. This cross-platform and cross-browser game was tested under BeOS, Li...Near forums - ASP.NET MVC forum engine: Open source SEO friendly ASP.NET MVC forum engine. Features: Navigation in forums, topics and tags; login with Facebook Connect and Single sign-on;...PEC: Still editingPowershell Zip Export/Import Cmdlet Module: Powershellzip is a powershell module with a set of Cmdlets for zip file export, import and processingProgress bar for MOSS 2007: Progress bar for MOSS 2007 (WSS 3.0) makes it easier for some user to display progress in the field in percent (0-100%). SharePoint Accelerators: This project delivers a number of SharePoint accelerators that make your every-day SharePoint life easier.Shweet: SharePoint 2010 Team Messaging built with Pex: Shweet is a simple SharePoint Foundation 2010 application that allows teams to do messaging and subscriptions in the style similar to twitter. De...SilverlightEncoder: Video and audio encoder for Silverlight 4 Out-of-BrowserStarMath: Static Array Math Library: While there are already countless math libraries for performing common matrix/array functions, StarMath is distinguished by its simplicity and flex...StringToNumber: StringToNumber is a .NET library for parsing numbers in their written form into their numeric equivalent. It's developed in C#. It was created to...SubstitutionITIS: <project name="Substitution" language="c-sharp" to="myschool" whatdo="manageSubstitutionTeachers" />TamTam.SharePoint2010.LinkedIn: SP2010 and LinkedIn working togetherThink And Explore: Think my own wayusenet-o-matic: small mobile optimised webscript to search various NZB sources like newzbin and NZBmatrix and send donwloads to your SABnzbd server. Valid HTML5 Templates for VisualStudio: This project will host valid HTML templates for Visual Studio. The primary focus however will be on the newer standard HTML5 and Visual Studio 2010XSS Attack: This tool will simulate an attack on your database and update up to 5000 rows in every table and replace your strings in your database with random ...Yazgelistir Beta: Yazgelistir'in beta sitesiNew ReleasesAStar.net: AStar.net 1.0 downloads: AStar.net 1.0 downloadsAvalaible downloads:Astar.net dll - Runtime library ready to be included in a project. Astar.net source project - The Visu...AutoPoco: 0.1 - Initial Release: This is the initial release, changes pending, lots left to do, check it out though!Bag of Tricks: Bag of Tricks - WPF - Libraries and Sample App: Here is a drop of the Bag of Tricks. It targets the 3.5 Client Profile.Boxee Launcher: Boxee Launcher 1.0.1.4: Taskbar will now be hiddenDesignit Umbraco Newsletter Package: ver 1.0.0 beta1: Please remember this is a beta version. If you have any problems or issues, don't hesitate to use the issue tracker and/or forum on this site. Ple...Effect Custom Tool for Visual Studio: Effect Custom Tool for Visual Studio 2008: Effect Custom Tool for Visual Studio is a visual studio 2008 extension that helps you generate c# classes from effect (*.fx) files for use with Xna...Fluent Ribbon Control Suite: Fluent Ribbon Control Suite 1.1: Fluent Ribbon Control Suite 1.1 Includes: Fluent.dll (with .pdb and .xml) Showcase Application Samples Foundation (Tabs, Groups, Contextual Tab...GsGrid: gsgrid 1.6.5: gsgrid 1.6.5Home Access Plus+: v3.2.5.2: v3.2.5.1 Release Change Log: Attempt to fix Domain Admin Lookup box File Changes: ~/bin/CHS Extranet.dll ~/bin/CHS Extranet.pdbHulu Launcher: Hulu Launcher 1.0.1.4: Will now hide taskbar.Icarus Scene Engine: Icarus Professional 2 Alpha 2a v 1.10.404.936: Alpha release 2 of Icarus Professional. This release includes: IcarusX: The ActiveX-based browser control for rendering IPX projects online. Icaru...kdar: KDAR 0.0.19: KDAR - Kernel Debugger Anti Rootkit - thread start notifier routine check added - registry callback сheck added - NDIS6 checks added - some bug i...Mobile Device Browser File: Mobile Device Browser File (2010-04-07): The Mobile Browser Definition File contains definitions for individual mobile devices and browsers. At run time, ASP.NET uses the information in th...MvcContrib: a Codeplex Foundation project: Portable Area Template: Use this Visual Studio 2008 Project template to create new portable areas. Drop this file in your Documents\Visual Studio 2008\Templates\ProjectTe...Office Apps: 0.8.8: new ui for Document.Viewer bug fix'sProtoforma | Tactica Adversa: Skilful 0.3.4.477: RC1ROOT Builder: ROOT Builder 1.41: Simplifies building of ROOT on the windows platform by generating a Visual Studio C make project that will build and run (and debug ROOT). See Inst...SharePoint Accelerators: Search AutoComplete for SharePoint Lists: Search AutoComplete for SharePoint List is a Web Part that allows you to search contents of a SharePoint. Search is interactive and offers you resu...SharePoint Labs: SPLab4002A-FRA-Level100: SPLab4002A-FRA-Level100 This SharePoint Lab will teach you the 2nd best practice you should apply when writing code with the SharePoint API. Lab La...SharePoint Labs: SPLab4003A-FRA-Level100: SPLab4003A-FRA-Level100 This SharePoint Lab will teach you the 3rd best practice you should apply when writing code with the SharePoint API. Lab La...SQL Compact data and schema script utility: Version 3.0: This release contains 4 downloadable files: - SSMS 2008 scripting add-in - SQL Server 2005/2008 command line utility to generate a script with sch...StarMath: Static Array Math Library: StarMath Source Files: The source file package includes the main library StarMath.dll (and it's source files), and an example exe project to invoke commands from StarMath.stefvanhooijdonk.com: Powershell Solution Install Script: Powershell Example script to install a SP2010 Solution, which actually waits for the Retraction and Deployment jobs.TamTam.SharePoint2010.LinkedIn: 0.0.0.1: How to use/install Small instruction to use this code/solution step 1 Add the Farm Solution to your SP2010 installation step 2 Go to the MySite H...usenet-o-matic: V 0.2: supports Newzbin and NZBmatrix as index sources and SABnzbd as download serverVCC: Latest build, v2.1.30406.0: Automatic drop of latest buildVisual Studio DSite: E-Z Image To PDF Converter Beta: This simple little program can convert all common image formats into pdfs and can even encrypt the pdf with an encrpytion key.Web and Load Test Plugins for Visual Studio Team Test: Release 2.0: Release 2.0 is targeted at VS 2010. VS 2010 exposes major new extensibility points: 1) Recorder plugins enable you to do custom correlations and o...Wicked Compression ASP.NET HTTP Module: WickedCompressionModule 4.0 Alpha: New Features, New Enhancements! - Visual Studio 2010 Projects! - Support for ASP.NET 2.0, 3.5, and 4.0 - AJAX Support for ASP.NET 3.5 and 4.0 - Bu...x5s - test encodings and character transformations to find XSS hotspots: x5s v1.0.0 beta: This is the v1.0 beta release of x5s. All feedback welcome in planning for the next release. Make sure Fiddler is installed prior to running th...xvanneste: Silverlight SharePoint: Fichiers du webcast sur silverlight: Silverlight OM Silverlight Webpart Silverlight Embedded ressource Silverlight List ViewYet Another Web App Monitoring Tool (YAWAMT): yawamt v0.5: A new release has seen the light :-) I've lowered the release to version 0.5 but changed some major things: - deletion of URLS works - settings can...Zinc Launcher: Zinc Launcher 1.0.1.1: Taskbar will now be hidden Delay to show Zinc was reduced to improve responsiveness.Most Popular ProjectsRawrWBFS ManagerMicrosoft SQL Server Product Samples: DatabaseASP.NET Ajax LibrarySilverlight ToolkitAJAX Control ToolkitWindows Presentation Foundation (WPF)ASP.NETMicrosoft SQL Server Community & SamplesFacebook Developer ToolkitMost Active ProjectsGraffiti CMSnopCommerce. Open Source online shop e-commerce solution.RawrFacebook Developer ToolkitShweet: SharePoint 2010 Team Messaging built with Pexpatterns & practices – Enterprise LibraryNcqrs Framework - The CQRS framework for .NETjQuery Library for SharePoint Web ServicesIonics Isapi Rewrite FilterAcadsys

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  • Mirrored servers in data centers nationwide -- how?

    - by Sysadmin Evstar
    I flubbed my IT interview with Google by getting this question wrong. I thought that in the various metropolitan areas, an "http://google.com" request went to a local DNS server in a geographically nearby datacenter, which then returned an IP address for just one of several nearby http servers, which then rollover'd to the next local server, and I could not explain how or where the nationwide DNS kept its table of the available local servers cached, or how such a rollover happened. Or how they could manually take some server out of rotation, from anywhere. Fail. So, which Wikipedia page should I be looking at now so I can ace this question next time? And, what daemons run on these machines 24/7 to keep the mirrored database disks synchronized?

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  • How bad is opening and closing a SQL connection for several times? What is the exact effect?

    - by Eren
    For example, I need to fill lots of DataTables with SQLDataAdapter's Fill() method: DataAdapter1.Fill(DataTable1); DataAdapter2.Fill(DataTable2); DataAdapter3.Fill(DataTable3); DataAdapter4.Fill(DataTable4); DataAdapter5.Fill(DataTable5); .... .... Even all the dataadapter objects use the same SQLConnection, each Fill method will open and close the connection unless the connection state is already open before the method call. What I want to know is how does unnecessarily opening and closing SQLConnections affect the performance of the application. How much does it need to scale to see the bad effects of this problem (100,000s of concurrent users?). In a mid-size website (daily 50000 users) does it worth bothering and searching for all the Fill() calls, keeping them together in the code and opening the connection before any Fill() call and closing afterwards?

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  • How do I get my blacked out ttys back?

    - by con-f-use
    Original Question: After I replaced my Ubuntu 10.10 with 11.04 all I get when I Strg+Alt+F1-6 into a tty is a black screen. Also when I boot there's a while of black screen after grub2 menu is displayed. Then until just before gnome starts it stays black. I have an Nvida Geforce Quadro FX 770M on my HP EliteBook 8530w. How do I get my ttys (aka 'virtual terminals') to work again? My effords in chronological order: So grub and gfx-payload seems to be the problem, I figured. I went along with this guide for higher tty resolution. Which led to the grub2 menu displaying in my native resolution rather than 800x600. The black screen problem remains. I googlehit some bugreports on other nvidia crads having that problem. I tried uninstalling the nvidia driver. No effect. Also tried different resolutions With an older version of the kernel it works. Though not perfectly. The ttys are usable, black screen between grub2 menu and gnome start remains. Not really a solution. Tried so much, that I lost track. Reinstalled grub2 and linux-image-2.6.38-8-generic. Then did this to my /etc/default/grub in accordance with the aforementioned guide (/etc/grub.d/00_header edited as well): GRUB_DEFAULT=0 GRUB_HIDDEN_TIMEOUT=0 #GRUB_HIDDEN_TIMEOUT_QUIET=true GRUB_TIMEOUT=3 GRUB_DISTRIBUTOR=`lsb_release -i -s 2> /dev/null || echo Debian` #GRUB_CMDLINE_LINUX_DEFAULT="quiet splash" GRUB_CMDLINE_LINUX="" GRUB_GFXMODE=1680x1050x32 To my surprise I can now use my ttys in native resolution. Black screen between grub2 menu and gnome login screen is still there though. That is annoying since I also use an encrypted disk thus having to enter my passphrase in total dark... Still looking for a solution but urgency is low. Downloaded and installed a later version of nvidia driver. No difference to last edit. Tried GRUB_CMDLINE_LINUX="vga="-parameter. No effect. nomodeset has no effect. not even in combination with vga=... Tried echo FRAMEBUFFER=y > /etc/initramfs-tools/conf.d/splash no effect (see comment) On the verge of resignation... Bounty period soon to end.

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  • SSAO Distortion

    - by Robert Xu
    I'm currently (attempting) to add SSAO to my engine, except it's...not really work, to say the least. I use a deferred renderer to render my scene. I have four render targets: Albedo, Light, Normal, and Depth. Here are the parameters for all of them (Surface Format, Depth Format): Albedo: 32-bit ARGB, Depth24Stencil8 Light: 32-bit ARGB, None Normal: 32-bit ARGB, None Depth: 8-bit R (Single), Depth24Stencil8 To generate my random noise map for the SSAO, I do the following for each pixel in the noise map: Vector3 v3 = Vector3.Zero; double z = rand.NextDouble() * 2.0 - 1.0; double r = Math.Sqrt(1.0 - z * z); double angle = rand.NextDouble() * MathHelper.TwoPi; v3.X = (float)(r * Math.Cos(angle)); v3.Y = (float)(r * Math.Sin(angle)); v3.Z = (float)z; v3 += offset; v3 *= 0.5f; result[i] = new Color(v3); This is my GBuffer rendering effect: PixelInput RenderGBufferColorVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = mul(input.Position, WorldViewProjection); pi.Normal = mul(input.Normal, WorldInverseTranspose); pi.Color = input.Color; pi.TPosition = pi.Position; pi.WPosition = input.Position; return pi; } GBufferTarget RenderGBufferColorPixelShader(PixelInput input) { GBufferTarget output = ( GBufferTarget ) 0; float3 position = input.TPosition.xyz / input.TPosition.w; output.Albedo = lerp(float4(1.0f, 1.0f, 1.0f, 1.0f), input.Color, ColorFactor); output.Normal = EncodeNormal(input.Normal); output.Depth = position.z; return output; } And here is the SSAO effect: float4 EncodeNormal(float3 normal) { return float4((normal.xyz * 0.5f) + 0.5f, 0.0f); } float3 DecodeNormal(float4 encoded) { return encoded * 2.0 - 1.0f; } float Intensity; float Size; float2 NoiseOffset; float4x4 ViewProjection; float4x4 ViewProjectionInverse; texture DepthMap; texture NormalMap; texture RandomMap; const float3 samples[16] = { float3(0.01537562, 0.01389096, 0.02276565), float3(-0.0332658, -0.2151698, -0.0660736), float3(-0.06420016, -0.1919067, 0.5329634), float3(-0.05896204, -0.04509097, -0.03611697), float3(-0.1302175, 0.01034653, 0.01543675), float3(0.3168565, -0.182557, -0.01421785), float3(-0.02134448, -0.1056605, 0.00576055), float3(-0.3502164, 0.281433, -0.2245609), float3(-0.00123525, 0.00151868, 0.02614773), float3(0.1814744, 0.05798516, -0.02362876), float3(0.07945167, -0.08302628, 0.4423518), float3(0.321987, -0.05670302, -0.05418307), float3(-0.00165138, -0.00410309, 0.00537362), float3(0.01687791, 0.03189049, -0.04060405), float3(-0.04335613, -0.00530749, 0.06443053), float3(0.8474263, -0.3590308, -0.02318038), }; sampler DepthSampler = sampler_state { Texture = DepthMap; MipFilter = Point; MinFilter = Point; MagFilter = Point; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler NormalSampler = sampler_state { Texture = NormalMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler RandomSampler = sampler_state { Texture = RandomMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; }; struct VertexInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; struct PixelInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; PixelInput SSAOVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = input.Position; pi.TextureCoordinates = input.TextureCoordinates; return pi; } float3 GetXYZ(float2 uv) { float depth = tex2D(DepthSampler, uv); float2 xy = uv * 2.0f - 1.0f; xy.y *= -1; float4 p = float4(xy, depth, 1); float4 q = mul(p, ViewProjectionInverse); return q.xyz / q.w; } float3 GetNormal(float2 uv) { return DecodeNormal(tex2D(NormalSampler, uv)); } float4 SSAOPixelShader(PixelInput input) : COLOR0 { float depth = tex2D(DepthSampler, input.TextureCoordinates); float3 position = GetXYZ(input.TextureCoordinates); float3 normal = GetNormal(input.TextureCoordinates); float occlusion = 1.0f; float3 reflectionRay = DecodeNormal(tex2D(RandomSampler, input.TextureCoordinates + NoiseOffset)); for (int i = 0; i < 16; i++) { float3 sampleXYZ = position + reflect(samples[i], reflectionRay) * Size; float4 screenXYZW = mul(float4(sampleXYZ, 1.0f), ViewProjection); float3 screenXYZ = screenXYZW.xyz / screenXYZW.w; float2 sampleUV = float2(screenXYZ.x * 0.5f + 0.5f, 1.0f - (screenXYZ.y * 0.5f + 0.5f)); float frontMostDepthAtSample = tex2D(DepthSampler, sampleUV); if (frontMostDepthAtSample < screenXYZ.z) { occlusion -= 1.0f / 16.0f; } } return float4(occlusion * Intensity * float3(1.0, 1.0, 1.0), 1.0); } technique SSAO { pass Pass0 { VertexShader = compile vs_3_0 SSAOVertexShader(); PixelShader = compile ps_3_0 SSAOPixelShader(); } } However, when I use the effect, I get some pretty bad distortion: Here's the light map that goes with it -- is the static-like effect supposed to be like that? I've noticed that even if I'm looking at nothing, I still get the static-like effect. (you can see it in the screenshot; the top half doesn't have any geometry yet it still has the static-like effect) Also, does anyone have any advice on how to effectively debug shaders?

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  • A Quick HLSL Question (How to modify some HLSL code)

    - by electroflame
    Thanks for wanting to help! I'm trying to create a circular, repeating ring (that moves outward) on a texture. I've achieved this, to a degree, with the following code: float distance = length(inTex - in_ShipCenter); float time = in_Time; ///* Simple distance/time combination */ float2 colorIndex = float2(distance - time, .3); float4 shipColor = tex2D(BaseTexture, inTex); float4 ringColor = tex2D(ringTexture, colorIndex); float4 finalColor; finalColor.rgb = (shipColor.rgb) + (ringColor.rgb); finalColor.a = shipColor.a; // Use the base texture's alpha (transparency). return finalColor; This works, and works how I want it to. The ring moves outward from the center of the texture at a steady rate, and is constrained to the edges of the base texture (i.e. it won't continue past an edge). However, there are a few issues with it that I would like some help on, though. They are: By combining the color additively (when I set finalColor.rgb), it makes the resulting ring color much lighter than I want (which, is pretty much the definition of additive blending, but I don't really want additive blending in this case). I would really like to be able to pass in the color that I want the ring to be. Currently, I have to pass in a texture that contains the color of the ring, but I think that doing it that way is kind of wasteful and overly-cumbersome. I know that I'm probably being an idiot over this, so I greatly appreciate the help. Some other (possibly relevant) information: I'm using XNA. I'm applying this by providing it to a SpriteBatch (as an Effect). The SpriteBatch is using BlendState.NonPremultiplied. Thanks in advance! EDIT: Thanks for the answers thus far, as they've helped me get a better grasp of the color issue. However, I'm still unsure of how to pass a color in and not use a texture. i.e. Can I create a tex2D by using a float4 instead of a texture? Or can I make a texture from a float4 and pass the texture in to the tex2D? DOUBLE EDIT: Here's some example pictures: With the effect off: With the effect on: With the effect on, but with the color weighting set to full: As you can see, the color weighting makes the base texture completely black (The background is black, so it looks transparent). You can also see the red it's supposed to be, and then the white-ish it really is when blended additively.

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  • How can I implement 2D cel shading in XNA?

    - by Artii
    So I was just wondering on how to give a scene I am rendering a hand drawn look (like say Crayon Physics). I don't really want to preprocess the sprites and was thinking of using a shader. Cel shading supplies the effect I want to achieve, but I am only aware of the 3D instances for it. So I wanted to ask if anyone knew a way to get this effect in 2D, or if cel shading would work just as fine on 2D scenes?

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