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  • URL Multiple Query Parameters Encoded with HTML Entities

    - by BRADINO
    I came across a situation where a URL with multiple query parameters was encoded using htmlentities() and PHP was not recognizing the query parameters using $_GET. A common case for encoding urls using htmlentities() is to use them inside XML documents. So a url with multiple query parameters, encoded using htmlentities() would look like this: http://www.bradino.com/?color=white&amp;size=medium&amp;quantity=3 and when that url is accessed the second and third query parameters are not recognized because instead of separating the subsequent variables with an & that character gets converted into &amp;. I could not find a good way to resolve this, so basically I just encoded the query string back to normal using html_entity_decode() and then slammed the parameters back into the $_GET array using parse_str(). $query = html_entity_decode($_SERVER['QUERY_STRING']); parse_str($query,$_GET); There must be a better way! Anyone come across this before?

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  • Attend free workshop on 3/16: Architecture Analysis Patterns

    On Tuesday, 3/16/2010, Headspring is offering another free monthly workshop.  This month, I am leading the workshop, and the topic is: Architecture Analysis Patterns: How to reason about the structure of an application Layering, a fundamental concept of software architecture: Layer helps to separate dependencies and to decouple concerns. Most of the industry does layering in name only. It's lip service. In 23 slides and accompanying commentary, we will explore the fundamental concept of separating...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Swept AABB vs Line Segment 2D

    - by Larolaro
    I've really exhausted as much as Google has to give, I've spent a solid week googling every combination of words for an "AABBvsLine sweep", downloaded countless collision demos, dissected SAT intersection examples and an AABBvsAABB sweep trying to figure out how to approach this. I've not found a single thing covering this specific pairing. Can anyone shed any light on how to get the hit time of a swept AABB vs a Line segment in 2D? I'm still getting familiar with the SAT but I do know how to implement it to a degree, I'm just not sure how to extract the hit time from the velocity in the non axis aligned separating axes for the sweep. I really would appreciate anything at the moment, some code or even some helpful links, I'm at my wits end!

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  • Keep it Professional &ndash; Multiple Environments

    - by AjarnMark
    I have certainly been reading blogs a whole lot more than writing them the last several weeks, and it’s about time I got back to writing.  I have been collecting several topics and references for blog posts…some of which will probably just never get written as the timeliness of the topics fade over time.  Nonetheless, I’m back, and I think it is time to revive my Doing Business Right series, this time coming from the slant of managing a development team rather than the previous angle of being self-employed.  First up: separating Dev, Test, and Prod. A few months ago, Colin Stasiuk (@BenchmarkIT) wrote a great post about separating your Dev, Test/UAT, and Prod environments.  This post covers all the important points such as removing Developer access from both PROD and UAT, and the importance of proper deployment (a.k.a. promotion) procedures.  I won’t repeat it all here, go read the original!  But what I do want to address is what I believe to be the #1 excuse people use for not having separate environments:  Money.  I discussed this briefly in my comment on Colin’s post at the time, but let me repeat it here and expand on it a bit. Don’t let the size of your company or the size of its budget dictate whether you do things professionally or not.  I am convinced that most developers and development teams would agree that it is a best practice to have separate environments for development, testing, and production (a.k.a. Live).  So why don’t they?  Because they think that it means separate servers which means more money.  While having separate physical servers for the different environments would be ideal, it is not an absolute requirement in order to make this work.  Here are a few ideas: Use multiple instances of SQL Server and multiple Web Sites with Headers or Ports.  For no additional fees* you can install multiple instances of SQL Server on the same machine.  This gives you a nice separation, allowing you to even use the same database names as will appear in PROD, yet isolating the data and security access.  And in IIS, you can create multiple Web Sites on the same server just by using Host Headers or different port numbers to separate them.  This approach does still pose the risk of non-Prod environments impacting performance on Prod, but when your application is busy enough for that to be a concern, you can probably afford one of the other options. Use desktop PCs instead of servers.  Instead of investing in full server-grade hardware, you can mimic the separate environments on old desktop PCs and at least get functional equivalency, if not performance matching.  The last I checked, Microsoft did not require separate licensing for SQL Server if that installation was used exclusively for dev or test purposes*.  There may be some version or performance differences between this approach and what you have in Prod, but you have isolated test from impacting Prod resources this way. Virtualization.  This is of course one of the hot topics of the day, and I would be remiss if I did not suggest this.  It is quite easy these days to setup virtual machines so that, again, your environments are fairly isolated from one another, and you retain all the security and procedural benefits of having separate environments. So the point is, keep your high professional standards intact.  You don’t need to compromise on using proper procedure just because you work in a small company with a small budget.  Keep doing things the right way! By the way, where I work, our DEV environment is not on a server.  All development is done on the developer’s individual workstation where it can be isolated from other developers’ work for the duration of writing the code, but also where the developers have to reconcile (merge) differences in code under concurrent development.  This usually means that each change is executed multiple times (once per developer to update their environments with the latest changes from others) giving us an extra, informal. test deployment before even going to the Test/UAT server.  It also means that if the network goes down, the developers can continue to hum along because they are not dependent on networked resources.  In fact, they will likely be even more productive because they aren’t being interrupted by email…but that’s another post I need to write. * I am not a lawyer, nor a licensing specialist, but it appeared to be so the last time I checked.  When in doubt, consult an expert on the topic.

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  • Powder games: how do they work?

    - by Marc Müller
    Hey guys, I recently found these two gems: http://powdertoy.co.uk/ http://dan-ball.jp/en/javagame/dust/ My question is: How are the physics with so many elements efficiently handled? Am I just severely underestimating modern computing power or is it possible to 'just' have a two-dimensional array, each cell of which describes what is placed at the according position and simulate each cell in every step. Or are there more complex things being done like summarising large areas of the same kind into a single data set and separating said set as needed? Are there any open-source games like this I could look at?

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  • How can I remove gradients from Elementary theme?

    - by John
    I really don't like the gradients in the Elementary theme and I was wondering if there is a way to remove them from applications like Nautilus-Elementary, Postler, Dexter, etc. I've tried commenting out the Apps/[Application].rc in /usr/share/themes/elementary/gtk-2.0/gtkrc but it doesn't work. It still leaves the gradients in their place. I'm a big fan of the other controls in the theme: the scroll bar, the way it borders gedit and the buttons, and I'd like to keep these features, but I don't like the way it styles its windows. EDIT: The gradients I'm talking about are the ones at the top of the window. Some examples: Nautilus-Elementary: Postler: Rhythmbbox: Transmission: I'd like to create a sort of matte look, similar to this, which was done using Orta: Nautilus-Elementary: Postler: Rhythmbox: Transmission: I'd like a flat color, preferably without the line separating the top part of the application with the bottom.

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  • Synchronization between game logic thread and rendering thread

    - by user782220
    How does one separate game logic and rendering? I know there seem to already be questions on here asking exactly that but the answers are not satisfactory to me. From what I understand so far the point of separating them into different threads is so that game logic can start running for the next tick immediately instead of waiting for the next vsync where rendering finally returns from the swapbuffer call its been blocking on. But specifically what data structures are used to prevent race conditions between the game logic thread and the rendering thread. Presumably the rendering thread needs access to various variables to figure out what to draw, but game logic could be updating these same variables. Is there a de facto standard technique for handling this problem. Maybe like copy the data needed by the rendering thread after every execution of the game logic. Whatever the solution is will the overhead of synchronization or whatever be less than just running everything single threaded?

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  • Asciidoctor / NetBeans

    - by Geertjan
    With Jason Lee's NetBake plugin (https://bitbucket.org/jdlee/netbake), when you've installed JRuby and then the Asciidoctor gem, you're good to go to use Asciidoctor with NetBeans IDE. New Asciidoc files can be created, which have a Source view... ...and a Visual view. The current content of the text editor is parsed by the Asciidoctor gem and the resulting HTML is displayed in a JEditorPane: Awestruct support is also part of the NetBake plugin, with a new project type and other related features. An Options window is included for configuring the plugin: I've been in touch with Jason and we're discussing separating the Asciidoctor parts from the Awestruct parts and then putting them seperately as plugins on the NetBeans Plugin Portal.

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  • Internal and external API architecture

    - by Tacomanator
    The company I work for maintains a successful SaaS product that grew "organically" over the years. We are planning to expand the line with a suite of new products that will share data with the existing product. To support this, we are looking to consolidate business logic into a single place: a web service layer. The WS layer will be used by: The web applications A tool to import data A tool to integrate with other client software (not an API per se) We also want to create an API that can be used by our customers that are capable of using it to create their own integrations. We are struggling with the following question: Should the internal API (aka the WS layer) and the external API be one in the same, with security and permission settings to control what can be done by who, or should they be two separate applications where the external API just calls the internal API like any other application? So far in our debate it seems that separating them may be more secure, but will add overhead. What have others done in a similar situation?

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  • Modular enterprise architecture using MVC and Orchard CMS

    - by MrJD
    I'm making a large scale MVC application using Orchard. And I'm going to be separating my logic into modules. I'm also trying to heavily decouple the application for maximum extensibility and testability. I have a rudimentary understanding of IoC, Repository Pattern, Unit of Work pattern and Service Layer pattern. I've made myself a diagram. I'm wondering if it is correct and if there is anything I have missed regarding an extensible application. Note that each module is a separate project. Update So I have many UI modules that use the db module, that's why they've been split up. There are other services the UI modules will use. The UI modules have been split up because they will be made over time, independent of each other.

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  • RequestContextHolder.currentRequestAttributes() and accessing HTTP Session

    - by Umesh Awasthi
    Need to access HTTP session for fetching as well storing some information.I am using Spring-MVC for my application and i have 2 options here. User Request/ Session in my Controller method and do my work Use RequestContextHolde to access Session information. I am separating some calculation logic from Controller and want to access Session information in this new layer and for that i have 2 options Pass session or Request object to other method in other layer and perform my work. use RequestContextHolder.currentRequestAttributes() to access request/ session and perform my work. I am not sure which is right way to go? with second approach, i can see that method calling will be more clean and i need not to pass request/ session each time.

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  • Internal and external API architecture

    - by Tacomanator
    The company I work for maintains a successful SaaS product that grew "organically" over the years. We are planning to expand the line with a suite of new products that will share data with the existing product. To support this, we are looking to consolidate business logic into a single place: a web service layer. The WS layer will be used by: The web applications A tool to import data A tool to integrate with other client software (not an API per se) We also want to create an API that can be used by our customers that are capable of using it to create their own integrations. We are struggling with the following question: Should the internal API (aka the WS layer) and the external API be one in the same, with security and permission settings to control what can be done by who, or should they be two separate applications where the external API just calls the internal API like any other application? So far in our debate it seems that separating them may be more secure, but will add overhead. What have others done in a similar situation?

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  • What has the most efficient intersection test against an AABB tree - OBB, Cylinder or Capsule?

    - by identitycrisisuk
    I'm currently trying to find collisions in 3D between a tighter volume than an AABB and a tree of AABB volumes. I just need to know whether they are intersecting, no closest distance or collision response. An OBB, Cylinder or Capsule would all roughly fit these purposes but Cylinder and Capsule were the first thing I thought of, which I have found little information about detecting intersections online. Am I right in thinking that they would always be more complex to perform Separating Axis Tests on even though they might seem like simpler shapes? I figure by the time I get my head around SAT for curved shapes I could have done the thing with OBBs but I wanted to find out for sure.

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  • The Ultimate Nexus 7 Troubleshooting Guide: 6 Potential Problems and How to Fix Them

    - by Chris Hoffman
    Have you had any issues with your Nexus 7? We’ve run into quite a few problems and fixed them all – from bad performance and touch-screen responsiveness issues to tablets that won’t power on and separating screens. Some of these problems may not be common – or may be fixed with newer hardware or software updates — but they’re all problems we’ve run into. We’ve collected the solutions here so you don’t have to dig through forum posts. Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • How Uranium Refinement Works [Video]

    - by Jason Fitzpatrick
    While building a nuclear weapon is a complex task in and of itself, the most difficult part is refining uranium. In this informative video, Bill Hammack explains. Weapons and power plants require uranium that contains a greater amount of the isotope uranium-235 than found in natural uranium, which is mostly uranium-238. He outlines the key difficulty in separating the two isotope: They have nearly identical properties. He explains the two key methods for separation: Gas diffusion and centrifuges. What Keeps Nuclear Weapons from Proliferating HTG Explains: What Is Two-Factor Authentication and Should I Be Using It? HTG Explains: What Is Windows RT and What Does It Mean To Me? HTG Explains: How Windows 8′s Secure Boot Feature Works & What It Means for Linux

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  • Split Texture2D Across Line

    - by Simie
    Background I'm using a texture as a damage map represented by an array of floats for displaying damage effects on a space ship in a process. An upside of this is being able to 'slice' ships in half, using an input damage map with a line down the middle, as shown in the diagram below. Question However, I'm encountering problems separating this split ship into two different entities. I would like to be able to split the image down the 'damage line', in a process similar to this: I don't have much idea where to start detecting the red line above. Any advice would be welcome.

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  • Two HTML elements with same id attribute: How bad is it really?

    - by danludwig
    Just browsing the google maps source code. In their header, they have 2 divs with id="search" one contains the other, and also has jstrack="1" attribute. There is a form separating them like so: <div id="search" jstrack="1"> <form action="/maps" id="...rest isn't important"> ... <div id="search">... Since this is google, I'm assuming it's not a mistake. So how bad can it really be to violate this rule? As long as you are careful in your css and dom selection, why not reuse id's like classes? Does anyone do this on purpose, and if so, why?

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  • CodePlex Daily Summary for Monday, November 22, 2010

    CodePlex Daily Summary for Monday, November 22, 2010Popular ReleasesSQL Monitor: SQLMon 1.1: changes: 1.added sql job monitoring; 2.added settings save/loadASP.NET MVC Project Awesome (jQuery Ajax helpers): 1.3.1 and demos: A rich set of helpers (controls) that you can use to build highly responsive and interactive Ajax-enabled Web applications. These helpers include Autocomplete, AjaxDropdown, Lookup, Confirm Dialog, Popup Form and Pager tested on mozilla, safari, chrome, opera, ie 9b/8/7/6DotSpatial: DotSpatial 11-21-2010: This release introduces the following Fixed bugs related to dispose, which caused issues when reordering layers in the legend Fixed bugs related to assigning categories where NULL values are in the fields New fast-acting resize using a bitmap "prediction" of what the final resize content will look like. ImageData.ReadBlock, ImageData.WriteBlock These allow direct file access for reading or writing a rectangular window. Bitmaps are used for holding the values. Removed the need to stor...Minemapper - dynamic mapping for Windows: Minemapper v0.1.0: Pan by: dragging the mouse using the buttons Zoom by: scrolling the mouse wheel using the buttons using the slider Night support Biome support Skylight support Direction support: East West Height slicingMDownloader: MDownloader-0.15.24.6966: Fixed Updater; Fixed minor bugs;WPF Application Framework (WAF): WPF Application Framework (WAF) 2.0.0.1: Version: 2.0.0.1 (Milestone 1): This release contains the source code of the WPF Application Framework (WAF) and the sample applications. Requirements .NET Framework 4.0 (The package contains a solution file for Visual Studio 2010) The unit test projects require Visual Studio 2010 Professional Remark The sample applications are using Microsoft’s IoC container MEF. However, the WPF Application Framework (WAF) doesn’t force you to use the same IoC container in your application. You can use ...Smith Html Editor: Smith Html Editor V0.75: The first public release.MiniTwitter: 1.59: MiniTwitter 1.59 ???? ?? User Streams ????????????????? ?? ?????????????? ???????? ?????????????.NET Extensions - Extension Methods Library for C# and VB.NET: Release 2011.01: Added new extensions for - object.CountLoopsToNull Added new extensions for DateTime: - DateTime.IsWeekend - DateTime.AddWeeks Added new extensions for string: - string.Repeat - string.IsNumeric - string.ExtractDigits - string.ConcatWith - string.ToGuid - string.ToGuidSave Added new extensions for Exception: - Exception.GetOriginalException Added new extensions for Stream: - Stream.Write (overload) And other new methods ... Release as of dotnetpro 01/2011Code Sample from Microsoft: Visual Studio 2010 Code Samples 2010-11-19: Code samples for Visual Studio 2010Prism Training Kit: Prism Training Kit 4.0: Release NotesThis is an updated version of the Prism training Kit that targets Prism 4.0 and added labs for some of the new features of Prism 4.0. This release consists of a Training Kit with Labs on the following topics Modularity Dependency Injection Bootstrapper UI Composition Communication MEF Navigation Note: Take into account that this is a Beta version. If you find any bugs please report them in the Issue Tracker PrerequisitesVisual Studio 2010 Microsoft Word 2...Free language translator and file converter: Free Language Translator 2.2: Starting with version 2.0, the translator encountered a major redesign that uses MEF based plugins and .net 4.0. I've also fixed some bugs and added support for translating subtitles that can show up in video media players. Version 2.1 shows the context menu 'Translate' in Windows Explorer on right click. Version 2.2 has links to start the media file with its associated subtitle. Download the zip file and expand it in a temporary location on your local disk. At a minimum , you should uninstal...Free Silverlight & WPF Chart Control - Visifire: Visifire SL and WPF Charts v3.6.4 Released: Hi, Today we are releasing Visifire 3.6.4 with few bug fixes: * Multi-line Labels were getting clipped while exploding last DataPoint in Funnel and Pyramid chart. * ClosestPlotDistance property in Axis was not behaving as expected. * In DateTime Axis, Chart threw exception on mouse click over PlotArea if there were no DataPoints present in Chart. * ToolTip was not disappearing while changing the DataSource property of the DataSeries at real-time. * Chart threw exception ...Microsoft SQL Server Product Samples: Database: AdventureWorks 2008R2 SR1: Sample Databases for Microsoft SQL Server 2008R2 (SR1)This release is dedicated to the sample databases that ship for Microsoft SQL Server 2008R2. See Database Prerequisites for SQL Server 2008R2 for feature configurations required for installing the sample databases. See Installing SQL Server 2008R2 Databases for step by step installation instructions. The SR1 release contains minor bug fixes to the installer used to create the sample databases. There are no changes to the databases them...VidCoder: 0.7.2: Fixed duplicated subtitles when running multiple encodes off of the same title.Craig's Utility Library: Craig's Utility Library Code 2.0: This update contains a number of changes, added functionality, and bug fixes: Added transaction support to SQLHelper. Added linked/embedded resource ability to EmailSender. Updated List to take into account new functions. Added better support for MAC address in WMI classes. Fixed Parsing in Reflection class when dealing with sub classes. Fixed bug in SQLHelper when replacing the Command that is a select after doing a select. Fixed issue in SQL Server helper with regard to generati...MFCMAPI: November 2010 Release: Build: 6.0.0.1023 Full release notes at SGriffin's blog. If you just want to run the tool, get the executable. If you want to debug it, get the symbol file and the source. The 64 bit build will only work on a machine with Outlook 2010 64 bit installed. All other machines should use the 32 bit build, regardless of the operating system. Facebook BadgeDotNetNuke® Community Edition: 05.06.00: Major HighlightsAdded automatic portal alias creation for single portal installs Updated the file manager upload page to allow user to upload multiple files without returning to the file manager page. Fixed issue with Event Log Email Notifications. Fixed issue where Telerik HTML Editor was unable to upload files to secure or database folder. Fixed issue where registration page is not set correctly during an upgrade. Fixed issue where Sendmail stripped HTML and Links from emails...mVu Mobile Viewer: mVu Mobile Viewer 0.7.10.0: Tube8 fix.EPPlus-Create advanced Excel 2007 spreadsheets on the server: EPPlus 2.8.0.1: EPPlus-Create advanced Excel 2007 spreadsheets on the serverNew Features Improved chart support Different chart-types series on the same chart Support for secondary axis and a lot of new properties Better styling Encryption and Workbook protection Table support Import csv files Array formulas ...and a lot of bugfixesNew Projects.NET 4 Workflow Activities for Citrix: .NET 4 based workflow activities targeting the Citrix infrastructure.Age calculator: It calculates the age of a person in days on specification of date of birth.Another Azure Demo Project: An Azure demo project - based on the one we (Johan Danforth and Dag König) showed on the Swedish Azure Summit.ASP.NET Layered Web Application: N-Layered Web Applications with ASP.NET based on the article by Imar Spaanjaars.Binzlog: Donet ????。Build Solution: Buid Visual Studio applications with .Net code.CondominioOnline: Projeto para o desenvolvimento colaborativo dos diagramas de desenvolvimento.Create Dynamic UI with WPF: Create Dynamic UI with WPFDNN Fanbox: dot net nuke plugin facebook fanboxDNN Tweet: DNN Tweet is a twitter plugin for DotnetNuke DotNetNuke Notes: dnnNotes allows you to create simple notes that are stored on your DotNetNuke site.Easy Login PHP Script: Give your site a professional looking Members Area with this completely FREE and easy-to-use PHP script! Developed in PHP and uses MySQL as a database backend. Go on, click here, you know you want to! :DFind Nigerian Traditional Fashion Styles: NaijaTradStyles is a social network for Nigerians all over the world to promote the Nigerian economy, designs and cultures, fashion designers and individuals. This site allows users to share fashion ideas, activities, events, and interests within their individual networks. The GreenArrow: Just a simple mark-locate-click automation tool by comparing graphic pieces. GreenArrow makes it easier for automation script writer to handle UI elements which cannot be located by normal methods, like keyword or classid. Libero API for Fusion Charts in ASP.Net: Libero.FusionChartsAPI is made for Asp.Net (Webforms and MVC) developers to make easier to implement Fusion Charts in their projects. It is developed in framework .Net 4 (but supports framework 3.5) to target ASP.Net projects. Minemapper - dynamic mapping for Windows: Minemapper is an interactive, dynamic mapper for Minecraft. It uses mcmap to generate small map image tiles, then lets you pan and zoom around, quickly generating new tiles as needed.MoodleAzure: Enable Moodle 1.9.9 to run on Windows Azure and SQL AzureOpalis Active Directory Extension: A Opalis Integration Pack Project for Active Directory Integration. Done with C# Directory Services.Quick Finger SDK: Quick Finger SDK helps you to build a wide range of applications to use fingerprint recognition. Quick Finger SDK makes it easier for developers to integrate fingerprint recognition into their software. It's developed in Visual C++. Regex Batch Replacer (Multi-File): Regex Batch Replacer uses regular expression to find and replace text in multiple files.RiverRaid X: A clone of the classic Atari 2600 arcade game, River Raid. Uses XNA 4.0 and Neat game engine (http://neat.codeplex.com)SharePoint Commander: SharePoint 2010 administrative tool for developers and administrators.StreamerMatch: A tool for streamers, focused at Starcraft II at the moment.Tab Web Part: This solution is used to present the WebParts in a tab like user interface. It is tested on a SharePoint 2010 sandboxed solution. With this solution, all the WebParts added in a particular zone will appear in a tab kind of interface in the design mode. The javascript transformsTomato: XNA-based rendering middleware.UnicornObjects: todoVina: VinaWPF Photo/Image Manager: A WPF playground for many projects, including an image viewer, filters, image modification, photo organization, etc.WXQCW: wxqcw news platformYobbo Guitar: Yobbo guitar is a web application developed in ASP.NET that allows users to share guitar songs and chord progressions.

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  • Applications: The mathematics of movement, Part 1

    - by TechTwaddle
    Before you continue reading this post, a suggestion; if you haven’t read “Programming Windows Phone 7 Series” by Charles Petzold, go read it. Now. If you find 150+ pages a little too long, at least go through Chapter 5, Principles of Movement, especially the section “A Brief Review of Vectors”. This post is largely inspired from this chapter. At this point I assume you know what vectors are, how they are represented using the pair (x, y), what a unit vector is, and given a vector how you would normalize the vector to get a unit vector. Our task in this post is simple, a marble is drawn at a point on the screen, the user clicks at a random point on the device, say (destX, destY), and our program makes the marble move towards that point and stop when it is reached. The tricky part of this task is the word “towards”, it adds a direction to our problem. Making a marble bounce around the screen is simple, all you have to do is keep incrementing the X and Y co-ordinates by a certain amount and handle the boundary conditions. Here, however, we need to find out exactly how to increment the X and Y values, so that the marble appears to move towards the point where the user clicked. And this is where vectors can be so helpful. The code I’ll show you here is not ideal, we’ll be working with C# on Windows Mobile 6.x, so there is no built-in vector class that I can use, though I could have written one and done all the math inside the class. I think it is trivial to the actual problem that we are trying to solve and can be done pretty easily once you know what’s going on behind the scenes. In other words, this is an excuse for me being lazy. The first approach, uses the function Atan2() to solve the “towards” part of the problem. Atan2() takes a point (x, y) as input, Atan2(y, x), note that y goes first, and then it returns an angle in radians. What angle you ask. Imagine a line from the origin (0, 0), to the point (x, y). The angle which Atan2 returns is the angle the positive X-axis makes with that line, measured clockwise. The figure below makes it clear, wiki has good details about Atan2(), give it a read. The pair (x, y) also denotes a vector. A vector whose magnitude is the length of that line, which is Sqrt(x*x + y*y), and a direction ?, as measured from positive X axis clockwise. If you’ve read that chapter from Charles Petzold’s book, this much should be clear. Now Sine and Cosine of the angle ? are special. Cosine(?) divides x by the vectors length (adjacent by hypotenuse), thus giving us a unit vector along the X direction. And Sine(?) divides y by the vectors length (opposite by hypotenuse), thus giving us a unit vector along the Y direction. Therefore the vector represented by the pair (cos(?), sin(?)), is the unit vector (or normalization) of the vector (x, y). This unit vector has a length of 1 (remember sin2(?) + cos2(?) = 1 ?), and a direction which is the same as vector (x, y). Now if I multiply this unit vector by some amount, then I will always get a point which is a certain distance away from the origin, but, more importantly, the point will always be on that line. For example, if I multiply the unit vector with the length of the line, I get the point (x, y). Thus, all we have to do to move the marble towards our destination point, is to multiply the unit vector by a certain amount each time and draw the marble, and the marble will magically move towards the click point. Now time for some code. The application, uses a timer based frame draw method to draw the marble on the screen. The timer is disabled initially and whenever the user clicks on the screen, the timer is enabled. The callback function for the timer follows the standard Update and Draw cycle. private double totLenToTravelSqrd = 0; private double startPosX = 0, startPosY = 0; private double destX = 0, destY = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     destX = e.X;     destY = e.Y;     double x = marble1.x - destX;     double y = marble1.y - destY;     //calculate the total length to be travelled     totLenToTravelSqrd = x * x + y * y;     //store the start position of the marble     startPosX = marble1.x;     startPosY = marble1.y;     timer1.Enabled = true; } private void timer1_Tick(object sender, EventArgs e) {     UpdatePosition();     DrawMarble(); } Form1_MouseUp() method is called when ever the user touches and releases the screen. In this function we save the click point in destX and destY, this is the destination point for the marble and we also enable the timer. We store a few more values which we will use in the UpdatePosition() method to detect when the marble has reached the destination and stop the timer. So we store the start position of the marble and the square of the total length to be travelled. I’ll leave out the term ‘sqrd’ when speaking of lengths from now on. The time out interval of the timer is set to 40ms, thus giving us a frame rate of about ~25fps. In the timer callback, we update the marble position and draw the marble. We know what DrawMarble() does, so here, we’ll only look at how UpdatePosition() is implemented; private void UpdatePosition() {     //the vector (x, y)     double x = destX - marble1.x;     double y = destY - marble1.y;     double incrX=0, incrY=0;     double distanceSqrd=0;     double speed = 6;     //distance between destination and current position, before updating marble position     distanceSqrd = x * x + y * y;     double angle = Math.Atan2(y, x);     //Cos and Sin give us the unit vector, 6 is the value we use to magnify the unit vector along the same direction     incrX = speed * Math.Cos(angle);     incrY = speed * Math.Sin(angle);     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;     }     //distance between destination and current point, after updating marble position     x = destX - marble1.x;     y = destY - marble1.y;     double newDistanceSqrd = x * x + y * y;     //length from start point to current marble position     x = startPosX - (marble1.x);     y = startPosY - (marble1.y);     double lenTraveledSqrd = x * x + y * y;     //check for end conditions     if ((int)lenTraveledSqrd >= (int)totLenToTravelSqrd)     {         System.Console.WriteLine("Stopping because destination reached");         timer1.Enabled = false;     }     else if (Math.Abs((int)distanceSqrd - (int)newDistanceSqrd) < 4)     {         System.Console.WriteLine("Stopping because no change in Old and New position");         timer1.Enabled = false;     } } Ok, so in this function, first we subtract the current marble position from the destination point to give us a vector. The first three lines of the function construct this vector (x, y). The vector (x, y) has the same length as the line from (marble1.x, marble1.y) to (destX, destY) and is in the direction pointing from (marble1.x, marble1.y) to (destX, destY). Note that marble1.x and marble1.y denote the center point of the marble. Then we use Atan2() to get the angle which this vector makes with the positive X axis and use Cosine() and Sine() of that angle to get the unit vector along that same direction. We multiply this unit vector with 6, to get the values which the position of the marble should be incremented by. This variable, speed, can be experimented with and determines how fast the marble moves towards the destination. After this, we check for bounds to make sure that the marble stays within the screen limits and finally we check for the end condition and stop the timer. The end condition has two parts to it. The first case is the normal case, where the user clicks well inside the screen. Here, we stop when the total length travelled by the marble is greater than or equal to the total length to be travelled. Simple enough. The second case is when the user clicks on the very corners of the screen. Like I said before, the values marble1.x and marble1.y denote the center point of the marble. When the user clicks on the corner, the marble moves towards the point, and after some time tries to go outside of the screen, this is when the bounds checking comes into play and corrects the marble position so that the marble stays inside the screen. In this case the marble will never travel a distance of totLenToTravelSqrd, because of the correction is its position. So here we detect the end condition when there is not much change in marbles position. I use the value 4 in the second condition above. After experimenting with a few values, 4 seemed to work okay. There is a small thing missing in the code above. In the normal case, case 1, when the update method runs for the last time, marble position over shoots the destination point. This happens because the position is incremented in steps (which are not small enough), so in this case too, we should have corrected the marble position, so that the center point of the marble sits exactly on top of the destination point. I’ll add this later and update the post. This has been a pretty long post already, so I’ll leave you with a video of how this program looks while running. Notice in the video that the marble moves like a bot, without any grace what so ever. And that is because the speed of the marble is fixed at 6. In the next post we will see how to make the marble move a little more elegantly. And also, if Atan2(), Sine() and Cosine() are a little too much to digest, we’ll see how to achieve the same effect without using them, in the next to next post maybe. Ciao!

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  • Need some help deciphering a line of assembler code, from .NET JITted code

    - by Lasse V. Karlsen
    In a C# constructor, that ends up with a call to this(...), the actual call gets translated to this: 0000003d call dword ptr ds:[199B88E8h] What is the DS register contents here? I know it's the data-segment, but is this call through a VMT-table or similar? I doubt it though, since this(...) wouldn't be a call to a virtual method, just another constructor. I ask because the value at that location seems to be bad in some way, if I hit F11, trace into (Visual Studio 2008), on that call-instruction, the program crashes with an access violation. The code is deep inside a 3rd party control library, where, though I have the source code, I don't have the assemblies compiled with enough debug information that I can trace it through C# code, only through the disassembler, and then I have to match that back to the actual code. The C# code in question is this: public AxisRangeData(AxisRange range) : this(range, range.Axis) { } Reflector shows me this IL code: .maxstack 8 L_0000: ldarg.0 L_0001: ldarg.1 L_0002: ldarg.1 L_0003: callvirt instance class DevExpress.XtraCharts.AxisBase DevExpress.XtraCharts.AxisRange::get_Axis() L_0008: call instance void DevExpress.XtraCharts.Native.AxisRangeData::.ctor(class DevExpress.XtraCharts.ChartElement, class DevExpress.XtraCharts.AxisBase) L_000d: ret It's that last call there, to the other constructor of the same class, that fails. The debugger never surfaces inside the other method, it just crashes. The disassembly for the method after JITting is this: 00000000 push ebp 00000001 mov ebp,esp 00000003 sub esp,14h 00000006 mov dword ptr [ebp-4],ecx 00000009 mov dword ptr [ebp-8],edx 0000000c cmp dword ptr ds:[18890E24h],0 00000013 je 0000001A 00000015 call 61843511 0000001a mov eax,dword ptr [ebp-4] 0000001d mov dword ptr [ebp-0Ch],eax 00000020 mov eax,dword ptr [ebp-8] 00000023 mov dword ptr [ebp-10h],eax 00000026 mov ecx,dword ptr [ebp-8] 00000029 cmp dword ptr [ecx],ecx 0000002b call dword ptr ds:[1889D0DCh] // range.Axis 00000031 mov dword ptr [ebp-14h],eax 00000034 push dword ptr [ebp-14h] 00000037 mov edx,dword ptr [ebp-10h] 0000003a mov ecx,dword ptr [ebp-0Ch] 0000003d call dword ptr ds:[199B88E8h] // this(range, range.Axis)? 00000043 nop 00000044 mov esp,ebp 00000046 pop ebp 00000047 ret Basically what I'm asking is this: What the purpose of the ds:[ADDR] indirection here? VMT-table is only for virtual isn't it? and this is constructor Could the constructor have yet to be JITted, which could mean that the call would actually call through a JIT shim? I'm afraid I'm in deep water here, so anything might and could help. Edit: Well, the problem just got worse, or better, or whatever. We are developing the .NET feature in a C# project in a Visual Studio 2008 solution, and debugging and developing through Visual Studio. However, in the end, this code will be loaded into a .NET runtime hosted by a Win32 Delphi application. In order to facilitate easy experimentation of such features, we can also configure the Visual Studio project/solution/debugger to copy the produced dll's to the Delphi app's directory, and then execute the Delphi app, through the Visual Studio debugger. Turns out, the problem goes away if I run the program outside of the debugger, but during debugging, it crops up, every time. Not sure that helps, but since the code isn't slated for production release for another 6 months or so, then it takes some of the pressure off of it for the test release that we have soon. I'll dive into the memory parts later, but probably not until over the weekend, and post a followup.

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  • jquery-ui .draggable is not a function error

    - by niczoom
    I am getting the following error (using Firefox 3.5.9): $("#dragMe_" + myCount).draggable is not a function $("#dragMe_"+myCount).draggable({ containment: 'parent', axis: 'y' }); Line 231 http://www.liamharding.com/pgi/pgi.php Link to page in question : http://www.liamharding.com/pgi/pgi.php For example, click the 2 checkbox's 'R25 + R50 Random Walk' then click Show/Refresh Graphs. Two graphs should be displayed, both with draggable thin horizontal red lines. Re-open the options panel and de-select R50 Random Walk, now click Show/Refresh Graphs again, 1 graph is removed and the other updated; now re-select R50 Random Walk and click Show/Refresh, you will find the still checked R25 graph gets updated ok the above error occurs and i cant figure out why. Initially, when displaying the first 2 graphs it uses the same code and it works just fine. The error occurs on this line: //********* ERROR OCCURS HERE ********** $("#dragMe_"+myCount).draggable({ containment: 'parent', axis: 'y' }); Here is the code for the Show/Refresh Graphs.click() event: $("#btnShowGraphs").click(function(){ // Hide 'Options' panel (only if open AND an index is checked) if (IsOptionsPanelOpen && ($("#indexCheck:checked").length != 0)) {$('#optionImgDiv').click();}; var myCount = 0; var divIsNew = false; var gif_loader_small = '<div id="gif_loader_small"></div>'; var gif_loader_big = '<div id="gif_loader_big"></div>'; $("input:checkbox[id=indexCheck]").each(function() { if (this.checked) { // check for an existing wrapper div for the current forex item, using the current checkbox value (foxex name) if ( $("#"+this.value).length == 0 ) { console.log("New 'graphContainer' div : "+this.value); divIsNew = true; // Create new divs for graph image, drag bar and heading var $structure = " \ <li id=\""+this.value+"\" class=\"graphContainer\"> \ <div id=\"dragMe_"+myCount+"\" class=\"dragMe\"></div> \ <div id=\"image_"+myCount+"\" class=\"image\"></div> \ <div id=\"heading_"+myCount+"\" class=\"heading\"></div> \ </li> \ "; $('#graphResults').append($structure); // Hide dragMe DIV $('#dragMe_'+myCount).hide(); // Make 'dragMe' draggable div //********* ERROR OCCURS HERE ********** $("#dragMe_"+myCount).draggable({ containment: 'parent', axis: 'y' }); } // Display small loading gif $(gif_loader_small).clone().appendTo( $(this).parent() ); // Display large circular loading gif var $loader = $(gif_loader_big); // add temporary css attributes onto existing graph divs as they need to be displayed diffrently if(!divIsNew){ console.log("Reposition existing 'gif_loader_big' div"); $loader = $(gif_loader_big).css({ "position" : "absolute", "top" : "35%", "opacity" : ".85"}); } // add newly styled big-loader-gif to index div $loader.clone().prependTo( $("#"+this.value) ); // Call function to fetch image using ajax get_graph(this, myCount, divIsNew); } else { // REMOVE 'graphContainer' DIVS NOT CHECKED // check for div existance if ( $("#"+this.value).length != 0 ) { console.log("DESTROY: #dragMe_"+myCount+", REMOVE: #"+this.value); // DESTROY draggable //$("#dragMe_"+myCount).draggable("destroy"); // remove div $("#"+this.value).remove(); } } // reset counters and other variables myCount++; divIsNew = false; console.log("Complete: "+this.value+", NEXT index"); }); });

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  • Live wallpaper settings not applying

    - by Steve
    I have added settings to my live wallpaper but they are not being applied when changed. I would greatly appreciate it if someone could tell me why my settings are not being applied when changed. Here is my code: settings.xml <PreferenceCategory android:title="@string/more"> <PreferenceScreen android:title="@string/more"> <intent android:action="android.intent.action.VIEW" android:data="market://search?q=pub:PSP Demo Center" /> </PreferenceScreen> <ListPreference android:persistent="true" android:enabled="true" android:entries="@array/settings_light_number_options" android:title="@string/settings_light_number" android:key="light_power" android:summary="@string/settings_light_number_summary" android:defaultValue="3" android:entryValues="@array/settings_light_number_optionvalues" /> <ListPreference android:persistent="true" android:enabled="false" android:entries="@array/settings_speed_number_options" android:title="@string/settings_speed_number" android:key="speed" android:summary="@string/settings_speed_number_summary" android:defaultValue="10" android:entryValues="@array/settings_speed_number_optionvalues" /> <ListPreference android:persistent="true" android:enabled="false" android:entries="@array/settings_rotate_number_options" android:title="@string/settings_rotate_number" android:key="rotate" android:summary="@string/settings_rotate_number_summary" android:defaultValue="8000" android:entryValues="@array/settings_rotate_number_optionvalues" /> </PreferenceCategory> </PreferenceScreen> Settings.java public class GraffitiLWPSettings extends PreferenceActivity implements SharedPreferences .OnSharedPreferenceChangeListener { public static final String SHARED_PREFS_NAME = "wallpaper_settings"; protected void onCreate(Bundle icicle) { super.onCreate(icicle); getPreferenceManager(). setSharedPreferencesName(GraffitiLWP.SHARED_PREFS_NAME); addPreferencesFromResource(R.xml.settings); getPreferenceManager().getSharedPreferences(). registerOnSharedPreferenceChangeListener(this); } protected void onResume() { super.onResume(); } protected void onDestroy() { getPreferenceManager().getSharedPreferences() .unregisterOnSharedPreferenceChangeListener(this); super.onDestroy(); } public void onSharedPreferenceChanged(SharedPreferences sharedPreferences, String key) { } } wallpaper.java public class GraffitiLWP extends Wallpaper { private GraffitiLWPRenderer mRenderer; public static final String SHARED_PREFS_NAME = "wallpaper_settings"; public Engine onCreateEngine() { mRenderer = new GraffitiLWPRenderer(this); return new WallpaperEngine( this.getSharedPreferences(SHARED_PREFS_NAME, Context.MODE_PRIVATE), getBaseContext(), mRenderer); } } renderer.java public class GraffitiLWPRenderer extends RajawaliRenderer { private Animation3D mAnim; private BaseObject3D mCan; private SettingsUpdater settingsUpdater; //private SharedPreferences preferences; public GraffitiLWPRenderer(Context context) { super(context); setFrameRate(20); } public class SettingsUpdater implements SharedPreferences .OnSharedPreferenceChangeListener { private GraffitiLWPRenderer renderer; public SettingsUpdater(GraffitiLWPRenderer renderer) { this.renderer = renderer; } public void onSharedPreferenceChanged( SharedPreferences sharedPreferences, String key) { preferences.getInt("wallpaper_settings", 0); renderer.setSharedPreferences(preferences); } } public void initScene() { System.gc(); ALight light = new DirectionalLight(); light.setPower(this.preferences.getLong("light_power", 3)); light.setPosition(0, 0, -10); mCamera.setPosition(0, -1, -7); mCamera.setLookAt(0, 2, 0); mCamera.setFarPlane(1000); ObjParser parser = new ObjParser(mContext .getResources(), mTextureManager, R.raw.spraycan_obj); parser.parse(); mCan = parser.getParsedObject(); mCan.addLight(light); mCan.setScale(1.2f); addChild(mCan); Number3D axis = new Number3D(0, this.preferences.getLong("speed", 10), 0); axis.normalize(); mAnim = new RotateAnimation3D(axis, 360); mAnim.setDuration(this.preferences.getLong("rotate", 8000)); mAnim.setRepeatCount(Animation3D.INFINITE); mAnim.setInterpolator(new AccelerateDecelerateInterpolator()); mAnim.setTransformable3D(mCan); setSkybox(R.drawable.posz, R.drawable.posx, R.drawable.negz, R.drawable.negx, R.drawable.posy, R.drawable.negy); } public void onSurfaceCreated(GL10 gl, EGLConfig config) { settingsUpdater = new SettingsUpdater(this); this.preferences.registerOnSharedPreferenceChangeListener( settingsUpdater); settingsUpdater.onSharedPreferenceChanged(preferences, null); super.onSurfaceCreated(gl, config); mAnim.start(); } public void onDrawFrame(GL10 glUnused) { super.onDrawFrame(glUnused); mSkybox.setRotY(mSkybox.getRotY() + .5f); } } I know the code is long but I would greatly appreciate any help that someone could give me. Thank you.

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  • Updating D3 column chart with different values and different data sizes

    - by mbeasley
    Background I am attempting to create a reusable chart object with D3.js. I have setup a chart() function that will produce a column chart. On a click event on any of the columns, the chart will update with a new random data array that will contain a random number of data points (i.e. the original chart could have 8 columns, but upon update, could have 20 columns or 4 columns). Problem Say I have 8 data points (and thus 8 columns) in my original dataset. When I update the chart with random data, the columns appropriately adjust their height to the new values - but new bars aren't added. Additionally, while the width of the columns appropriately adjust to accommodate the width of the container and the new number of data points, if that number of data points is less than the original set, then some of those columns from the original dataset will linger until the number of data points is greater than or equal than the original. My end goal is to have new data dynamically added or old data outside of the range of the new data count dynamically removed. I've created a jsfiddle of the behavior. You may have to click the columns a couple of times to see the behavior I'm describing. Additionally, I've pasted my code below. Thanks in advance! function chart(config) { // set default options var defaultOptions = { selector: '#chartZone', class: 'chart', id: null, data: [1,2,6,4, 2, 6, 7, 2], type: 'column', width: 200, height: 200, callback: null, interpolate: 'monotone' }; // fill in unspecified settings in the config with the defaults var settings = $.extend(defaultOptions, config); function my() { // generate chart with this function var w = settings.width, h = settings.height, barPadding = 3, scale = 10, max = d3.max(settings.data); var svg = d3.select(settings.selector) // create the main svg container .append("svg") .attr("width",w) .attr("height",h); var y = d3.scale.linear().range([h, 0]), yAxis = d3.svg.axis().scale(y).ticks(5).orient("left"), x = d3.scale.linear().range([w, 0]); y.domain([0, max]).nice(); x.domain([0, settings.data.length - 1]).nice(); var rect = svg.selectAll("rect") .data(settings.data) .enter() .append("rect") .attr("x", function(d,i) { return i * (w / settings.data.length); }) .attr("y", function(d) { return h - h * (d / max); }) .attr("width", w / settings.data.length - barPadding) .attr("height", function(d) { return h * (d / max); }) .attr("fill", "rgb(90,90,90)"); svg.append("svg:g") .attr("class", "y axis") .attr("transform", "translate(-4,0)") .call(yAxis); svg.on("click", function() { var newData = [], maxCap = Math.round(Math.random() * 100); for (var i = 0; i < Math.round(Math.random()*100); i++) { var newNumber = Math.random() * maxCap; newData.push(Math.round(newNumber)); } newMax = d3.max(newData); y.domain([0, newMax]).nice(); var t = svg.transition().duration(750); t.select(".y.axis").call(yAxis); rect.data(newData) .transition().duration(750) .attr("height", function(d) { return h * (d / newMax); }) .attr("x", function(d,i) { return i * (w / newData.length); }) .attr("width", w / newData.length - barPadding) .attr("y", function(d) { return h - h * (d / newMax); }); }); } my(); return my; } var myChart = chart();

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  • Excel - Referring to a certain cell based off of data in another

    - by Ethan Brouwer
    I have a spreadsheet where there is one table with the headings: Coordinate, Lat, Long Another with headings Triangle, Coordinate 1, Coordinate 2, Coordinate 3, Area What this is for, is taking the triangles formed by the specified three coordinates' area based off of Girard's theorem, as they are all spherical triangles. I need to take the specific latitude and longitude values from the first table based on the coordinate numbers underneath the three coordinate headings in the second table. I hope this makes sense. Here are pictures detailing what the two tables look like: Table 1 Table 2 Thanks in advance. And I really do hope this makes sense.

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  • default xna 4.0 gametime don´t works well for 2D physics

    - by EusKoder
    I am developing a game using Visual Studio 2010 and XNA 4.0, after advancing to some extent with the project (a platform based 2d platformer msdn starter kit) I got to test it on different computers with different hardware (CPU, graphics, etc.) and I found that the speed of movement object of the game is quite different, I implemented the PSK physics msdn that are based on time, /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= GroundDragFactor; //velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity *elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(gameTime); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) { velocity.Y = 0; jumpTime = 0.0f; } } tested eg with a PC (PC1) 2.13GHz Intel Core 2 6400 / ATI Radeon HD 4670 and another one: (pc2) 3.00GHz Intel Pentium D / Intel 82945G Express Chipset Family by displacement difference (moving x axis at supossed (position = velocity * gametime.ElapsedGameTime.TotalSeconds) constant velocity, for example) is 3 seconds in a total of 20 (example: moving pc1 player sprite 6000 pixels in the x-axis at 20 seconds and pc 2 runs the same distance in 17 ). Tested on a 3rd PC: i72700k / Gigabyte GTX 560 TI the results are even worse, after some time after starting the game gets like 3 times slower and showing the number of pixels in each frame moved in a debug window in the game (counting updatespersecond with counter variable for updates cuantity and gametime for counting a second show 63fps), it appears as if the number is always constant ( refreshments lose the Update method?). In this pc if I put the game in fullscreen during the course of the game, the effect of "go slow" is immediate and restore window mode sometimes yield returns to "normal" and sometimes not. Eventually I began to try a new project to test whether the movement is constant in different pc loading only one sprite and its position value in screen printing. Occur The same. I even tried moving a constant amount of pixels explicitly (position + = 5) and different speeds in different pc quantities of pixels moved in x time. I have the game loop as the default (fixedTimeStep=true;SynchronizeWithVerticalRetrace=true;). I've also tried turning off and creating another timestep as discussed in different post (eg http://gafferongames.com/game-physics/fix-your-timestep/ but i can´t achieve the desired result, move the same number of pixels in X seconds on different computers with windows. All pc used for tests use windows 7 enterprise pc1 == x86 the others are x64. The weirdest thing is that I find information about people describing the same problem and that I wear long nights of searches. Thanks for your help.

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