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  • List of Commonly Used Value Types in XNA Games

    - by Michael B. McLaughlin
    Most XNA programmers are concerned about generating garbage. More specifically about allocating GC-managed memory (GC stands for “garbage collector” and is both the name of the class that provides access to the garbage collector and an acronym for the garbage collector (as a concept) itself). Two of the major target platforms for XNA (Windows Phone 7 and Xbox 360) use variants of the .NET Compact Framework. On both variants, the GC runs under various circumstances (Windows Phone 7 and Xbox 360). Of concern to XNA programmers is the fact that it runs automatically after a fixed amount of GC-managed memory has been allocated (currently 1MB on both systems). Many beginning XNA programmers are unaware of what constitutes GC-managed memory, though. So here’s a quick overview. In .NET, there are two different “types” of types: value types and reference types. Only reference types are managed by the garbage collector. Value types are not managed by the garbage collector and are instead managed in other ways that are implementation dependent. For purposes of XNA programming, the important point is that they are not managed by the GC and thus do not, by themselves, increment that internal 1 MB allocation counter. (n.b. Structs are value types. If you have a struct that has a reference type as a member, then that reference type, when instantiated, will still be allocated in the GC-managed memory and will thus count against the 1 MB allocation counter. Putting it in a struct doesn’t change the fact that it gets allocated on the GC heap, but the struct itself is created outside of the GC’s purview). Both value types and reference types use the keyword ‘new’ to allocate a new instance of them. Sometimes this keyword is hidden by a method which creates new instances for you, e.g. XmlReader.Create. But the important thing to determine is whether or not you are dealing with a value types or a reference type. If it’s a value type, you can use the ‘new’ keyword to allocate new instances of that type without incrementing the GC allocation counter (except as above where it’s a struct with a reference type in it that is allocated by the constructor, but there are no .NET Framework or XNA Framework value types that do this so it would have to be a struct you created or that was in some third-party library you were using for that to even become an issue). The following is a list of most all of value types you are likely to use in a generic XNA game: AudioCategory (used with XACT; not available on WP7) AvatarExpression (Xbox 360 only, but exposed on Windows to ease Xbox development) bool BoundingBox BoundingSphere byte char Color DateTime decimal double any enum (System.Enum itself is a class, but all enums are value types such that there are no GC allocations for enums) float GamePadButtons GamePadCapabilities GamePadDPad GamePadState GamePadThumbSticks GamePadTriggers GestureSample int IntPtr (rarely but occasionally used in XNA) KeyboardState long Matrix MouseState nullable structs (anytime you see, e.g. int? something, that ‘?’ denotes a nullable struct, also called a nullable type) Plane Point Quaternion Ray Rectangle RenderTargetBinding sbyte (though I’ve never seen it used since most people would just use a short) short TimeSpan TouchCollection TouchLocation TouchPanelCapabilities uint ulong ushort Vector2 Vector3 Vector4 VertexBufferBinding VertexElement VertexPositionColor VertexPositionColorTexture VertexPositionNormalTexture VertexPositionTexture Viewport So there you have it. That’s not quite a complete list, mind you. For example: There are various structs in the .NET framework you might make use of. I left out everything from the Microsoft.Xna.Framework.Graphics.PackedVector namespace, since everything in there ventures into the realm of advanced XNA programming anyway (n.b. every single instantiable thing in that namespace is a struct and thus a value type; there are also two interfaces but interfaces cannot be instantiated at all and thus don’t figure in to this discussion). There are so many enums you’re likely to use (PlayerIndex, SpriteSortMode, SpriteEffects, SurfaceFormat, etc.) that including them would’ve flooded the list and reduced its utility. So I went with “any enum” and trust that you can figure out what the enums are (and it’s rare to use ‘new’ with an enum anyway). That list also doesn’t include any of the pre-defined static instances of some of the classes (e.g. BlendState.AlphaBlend, BlendState.Opaque, etc.) which are already allocated such that using them doesn’t cause any new allocations and therefore doesn’t increase that 1 MB counter. That list also has a few misleading things. VertexElement, VertexPositionColor, and all the other vertex types are structs. But you’re only likely to ever use them as an array (for use with VertexBuffer or DynamicVertexBuffer), and all arrays are reference types (even arrays of value types such as VertexPositionColor[ ] or int[ ]). * So that’s it for now. The note below may be a bit confusing (it deals with how the GC works and how arrays are managed in .NET). If so, you can probably safely ignore it for now but feel free to ask any questions regardless. * Arrays of value types (where the value type doesn’t contain any reference type members) are much faster for the GC to examine than arrays of reference types, so there is a definite benefit to using arrays of value types where it makes sense. But creating arrays of value types does cause the GC’s allocation counter to increase. Indeed, allocating a large array of a value type is one of the quickest ways to increment the allocation counter since a .NET array is a sequential block of memory. An array of reference types is just a sequential block of references (typically 4 bytes each) while an array of value types is a sequential block of instances of that type. So for an array of Vector3s it would be 12 bytes each since each float is 4 bytes and there are 3 in a Vector3; for an array of VertexPositionNormalTexture structs it would typically be 32 bytes each since it has two Vector3s and a Vector2. (Note that there are a few additional bytes taken up in the creation of an array, typically 12 but sometimes 16 or possibly even more, which depend on the implementation details of the array type on the particular platform the code is running on).

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  • Searching for the Perfect Developer&rsquo;s Laptop.

    - by mbcrump
    I have been in the market for a new computer for several months. I set out with a budget of around $1200. I knew up front that the machine would be used for developing applications and maybe some light gaming. I kept switching between buying a laptop or a desktop but the laptop won because: With a Laptop, I can carry it everywhere and with a desktop I can’t. I searched for about 2 weeks and narrowed it down to a list of must-have’s : i7 Processor (I wasn’t going to settle for an i5 or AMD. I wanted a true Quad-core machine, not 2 dual-core fused together). 15.6” monitor SSD 128GB or Larger. – It’s almost 2011 and I don’t want an old standard HDD in this machine. 8GB of DDR3 Ram. – The more the better, right? 1GB Video Card (Prefer NVidia) – I might want to play games with this. HDMI Port – Almost a standard on new Machines. This would be used when I am on the road and want to stream Netflix to the HDTV in the Hotel room. Webcam Built-in – This would be to video chat with the wife and kids if I am on the road. 6-Cell Battery. – I’ve read that an i7 in a laptop really kills the battery. A 6-cell or 9-cell is even better. That is a pretty long list for a budget of around $1200. I searched around the internet and could not buy this machine prebuilt for under $1200. That was even with coupons and my company’s 10% Dell discount. The only way that I would get a machine like this was to buy a prebuilt and replace parts. I chose the  Lenovo Y560 on Newegg to start as my base. Below is a top-down picture of it.   Part 1: The Hardware The Specs for this machine: Color :  GrayOperating System : Windows 7 Home Premium 64-bitCPU Type : Intel Core i7-740QM(1.73GHz)Screen : 15.6" WXGAMemory Size : 4GB DDR3Hard Disk : 500GBOptical Drive : DVD±R/RWGraphics Card : ATI Mobility Radeon HD 5730Video Memory : 1GBCommunication : Gigabit LAN and WLANCard slot : 1 x Express Card/34Battery Life : Up to 3.5 hoursDimensions : 15.20" x 10.00" x 0.80" - 1.30"Weight : 5.95 lbs. This computer met most of the requirements above except that it didn’t come with an SSD or have 8GB of DDR3 Memory. So, I needed to start shopping except this time for an SSD. I asked around on twitter and other hardware forums and everyone pointed me to the Crucial C300 SSD. After checking prices of the drive, it was going to cost an extra $275 bucks and I was going from a spacious 500GB drive to 128GB. After watching some of the SSD videos on YouTube I started feeling better. Below is a pic of the Crucial C300 SSD. The second thing that I needed to upgrade was the RAM. It came with 4GB of DDR3 RAM, but it was slow. I decided to buy the Crucial 8GB (4GB x 2) Kit from Newegg. This RAM cost an extra $120 and had a CAS Latency of 7. In the end this machine delivered everything that I wanted and it cost around $1300. You are probably saying, well your budget was $1200. I have spare parts that I’m planning on selling on eBay or Anandtech.  =) If you are interested then shoot me an email and I will give you a great deal mbcrump[at]gmail[dot]com. 500GB Laptop 7200RPM HDD 4GB of DDR3 RAM (2GB x 2) faceVision HD 720p Camera – Unopened In the end my Windows Experience Rating of the SSD was 7.7 and the CPU 7.1. The max that you can get is a 7.9. Part 2: The Software I’m very lucky that I get a lot of software for free. When choosing a laptop, the OS really doesn’t matter because I would never keep the bloatware pre-installed or Windows 7 Home Premium on my main development machine. Matter of fact, as soon as I got the laptop, I immediately took out the old HDD without booting into it. After I got the SSD into the machine, I installed Windows 7 Ultimate 64-Bit. The BIOS was out of date, so I updated that to the latest version and started downloading drivers off of Lenovo’s site. I had to download the Wireless Networking Drivers to a USB-Key before I could get my machine on my wireless network. I also discovered that if the date on your computer is off then you cannot join the Windows 7 Homegroup until you fix it. I’m aware that most people like peeking into what programs other software developers use and I went ahead and listed my “essentials” of a fresh build. I am a big Silverlight guy, so naturally some of the software listed below is specific to Silverlight. You should also check out my master list of Tools and Utilities for the .NET Developer. See a killer app that I’m missing? Feel free to leave it in the comments below. My Software Essential List. CPU-Z Dropbox Everything Search Tool Expression Encoder Update Expression Studio 4 Ultimate Foxit Reader Google Chrome Infragistics NetAdvantage Ultimate Edition Keepass Microsoft Office Professional Plus 2010 Microsoft Security Essentials 2  Mindscape Silverlight Elements Notepad 2 (with shell extension) Precode Code Snippet Manager RealVNC Reflector ReSharper v5.1.1753.4 Silverlight 4 Toolkit Silverlight Spy Snagit 10 SyncFusion Reporting Controls for Silverlight Telerik Silverlight RadControls TweetDeck Virtual Clone Drive Visual Studio 2010 Feature Pack 2 Visual Studio 2010 Ultimate VS KB2403277 Update to get Feature Pack 2 to work. Windows 7 Ultimate 64-Bit Windows Live Essentials 2011 Windows Live Writer Backup. Windows Phone Development Tools That is pretty much it, I have a new laptop and am happy with the purchase. If you have any questions then feel free to leave a comment below.  Subscribe to my feed

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  • MySQL for Excel 1.1.0 GA has been released

    - by Javier Treviño
    The MySQL Windows Experience Team is proud to announce the release of MySQL for Excel version 1.1.0 GA, one of our newest products contained in the MySQL Installer suite. You can download it from our official Downloads page at http://dev.mysql.com/downloads/installer/. The 1.1.0 release of MySQL for Excel introduces the following features: Edit MySQL Data. Edit MySQL Data This may be the coolest feature so far; users will be able to edit the data in a MySQL table using MS Excel in a very friendly and intuitive way.  Edit Data supports inserting new rows, deleting existing rows and updating existing data as easy as playing with data in an Excel’s spreadsheet and pushing changes back to the server.  Also this version contains the following bug fixes: Enabled the following checkboxes in the Append Data's Advanced Options dialog and added code in the Append Data dialog to use the checkboxes as follows: Automatically store the column mapping for the given table     If checked the current mapping will be stored automatically after clicking the Append button if the append operation is successful and there is no mapping for the current connection.schema.table already; the new mapping is stored with a proposed name of Mapping. Reload stored column mapping for the selected table automatically     If checked the first Stored Mapping found where all column names in the source grid match all column names in the target grid is automatically selected and applied when the Append Data dialog is loaded. Fixed code in Append Data that applies a stored column mapping to skip target columns where the associated mapping is empty (saved as a -1). Enclosed the Add-In's startup code in a try-catch block in order to log any possible error thrown during startup; and added information messages to the log at the beginning of the Add-In's startup code and at the end of the shutdown code.  Also changed the wrapper method that calls the MySQLUtility to write messages to the log to make logging easier, thus changed the log call throughout all the code that contains a try-catch block. Added code to the main wix configuration file to check if a newer version is already installed and if so abort the installation Fixed code to refresh the Import Procedure Form's preview grid's data source to repaint its contents every time the Call button is pressed. Added code to re-pull connections after connections are migrated from Excel to Workbench. Fixed code so when the Append Data's Automatic Mapping is performed any subsequent change on a mapping resets the mapping to a Manual Mapping. Added code to the InfoDialog class to set the button text to "Show Details" or "Hide Details" depending on the status of the Details text container. Fixed a GUID in the main wix configuration file so now previous versions are uninstalled during a new installation. Added an option to the Export Data's Advanced Options dialog to remove columns with no data, by default the Export Dialog will only flag those columns as Excluded. Added code to display a warning and paint a column red if the column name in the Export Data dialog is not set, display a warning if the table name is not set, and stack warnings but not display them if a column is Excluded, warnings are displayed normally for columns if they are not Excluded anymore.  Added code to prevent the Append and Export of Data if more than 1 selection is made (selecting more than 1 area holding the Ctrl key while selecting Excel cells). Fixed problem that prevented MySQL for Excel from loading when Display settings in Windows 7 is set to Adjust to Best Performance (Oracle bug 14521405 - UNHANDLED EXCEPTION IS THROWN WHEN LOADING MYSQL FOR EXCEL). Fixed code that renames the auto-generated Primary Key column when the Table name changes since it was not detecting if a column with the same name already existed in the table. The column duplication was not actually happening, it looked that way because the automatically generated PK column was not detecting a column had that same name. Fixed code in Export Data dialog to always set an empty string instead of null to the MySQLDataColumn properties that stores MySQL data types (MySQLDataType, RowsFrom1stDataType and RowsFrom2ndDataType). Added code to display a warning and color red a column which Data Type has not been set by the user or has been manually cleared. Added code to output to the application log exception messages consistently in all places where exceptions are catched. A series of blog posts explaining the new Edit MySQL Data feature and the other existing features are coming in this blog. You can access the MySQL for Excel documentation at http://dev.mysql.com/doc/refman/5.5/en/mysql-for-excel.html You can also post questions on our MySQL for Excel forum found at http://forums.mysql.com/. You can also post questions on our MySQL for Excel forum found at http://forums.mysql.com/. Enjoy and thanks for the support!

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  • The standards that fail us and the intellectual bubble

    - by Jeff
    There has been a great deal of noise in the techie community about standards, and a sudden and unexplainable hate for Flash. This noise isn't coming from consumers... the countless soccer moms, teens and your weird uncle Bob, it's coming from the people who build (or at least claim to build) the stuff those consumers consume. If you could survey the position of consumers on the topic, they'd likely tell you that they just want stuff on the Web to work.The noise goes something like this: Web standards are the correct and right thing to use across the Intertubes, and anything not a part of those standards (Flash) is bad. Furthermore, the more recent noise is centered around the idea that HTML 5, along with Javascript, is the right thing to use. The arguments against Flash are, well, the truth is I haven't seen a good argument. I see anecdotal nonsense about high CPU usage and things I'd never think to check when I'm watching Piano Cat on YouTube, but these aren't arguments to me. Sure, I've seen it crash a browser a few times, but it's totally rare.But let's go back to standards. Yes, standards have played an important role in establishing the ubiquity of the Web. The protocols themselves, TCP/IP and HTTP, have been critical. HTML, which has served us well for a very long time, established an incredible foundation. Javascript did an OK job, and thanks to clever programmers writing great frameworks like JQuery, is becoming more and more useful. CSS is awful (there, I said it, I feel SO much better), and I'll never understand why it's so disconnected and different from anything else. It doesn't help that it's so widely misinterpreted by different browsers. Still, there's no question that standards are a good thing, and they've been good for the Web, consumers and publishers alike.HTML 4 has been with us for more than a decade. In Web years, that might as well be 80. HTML 5, contrary to popular belief, is not a standard, and likely won't be for many years to come. In fact, the Web hasn't really evolved at all in terms of its standards. The tools that generate the standard markup and script have, but at the end of the day, we're still living with standards that are more than ten years old. The "official" standards process has failed us.The Web evolved anyway, and did not wait for standards bodies to decide what to do next. It evolved in part because Macromedia, then Adobe, kept evolving Flash. In the earlier days, it mostly just did obnoxious splash pages, but then it started doing animation, and then rich apps as they added form input. Eventually it found its killer app: video. Now more than 95% of browsers have Flash installed. Consumers are better for it.But I'll do it one better... I'll go out on a limb and say that Flash is a standard. If it's that pervasive, I don't care what you tell me, it's a standard. Just because a company owns it doesn't mean that it's evil or not a standard. And hey, it pains me to say that as a developer, because I think the dev tools are the suck (more on that in a minute). But again, consumers don't care. They don't even pay for Flash. The bottom line is that if I put something Flash based on the Internet, it's likely that my audience will see it.And what about the speed of standards owned by a company? Look no further than Silverlight. Silverlight 2 (which I consider the "real" start to the story) came out about a year and a half ago. Now version 4 is out, and it has come a very long way in its capabilities. If you believe Riastats.com, more than half of browsers have it now. It didn't have to wait for standards bodies and nerds drafting documents, it's out today. At this rate, Silverlight will be on version 6 or 7 by the time HTML 5 is a ratified standard.Back to the noise, one of the things that has continually disappointed me about this profession is the number of people who get stuck in an intellectual bubble, color it with dogmatic principles, and completely ignore the actual marketplace where this stuff all has to live. We aren't machines; Binary thinking that forces us to choose between "open standards" and "proprietary lock-in" (the most loaded b.s. FUD term evar) isn't smart at all. The truth is that the <object> tag has allowed us to build incredible stuff on top of the old standards, and consumers have benefitted greatly. Consumer desire, capitalism, and yes, standards ratified by nerds who think about this stuff for years have all played a role in the broad adoption of the Interwebs.We could all do without the noise. At the end of the day, I'm going to build stuff for the Web that's good for my users, and I'm not going to base my decisions on a techie bubble religion. Imagine what the brilliant minds behind the noise could do for the Web if they joined me in that pursuit.

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  • Why is my Ubuntu system not using the correct kernel?

    - by Brooks Moses
    We're having a bit of confusion on a Ubuntu remote system -- /boot/grub/menu.lst suggests the system should boot into kernel 2.6.35-30-generic, but it is actually running kernel 2.6.32-27-generic. Where should I look to start figuring out why this is happening and how to fix it? Specifically, /boot/grub/menu.lst has default 0 and the first entry is title Ubuntu 10.10, kernel 2.6.35-30-generic uuid 67717ee3-cbf9-45d2-ae97-820256f4c4fd kernel /boot/vmlinuz-2.6.35-30-generic root=UUID=67717ee3-cbf9-45d2- ae97-820256f4c4fd ro quiet splash initrd /boot/initrd.img-2.6.35-30-generic Further, I've confirmed that /boot/vmlinuz-2.6.35-30-generic and /boot/initrd.img-2.6.35-30-generic exist and have appropriate permissions. Meanwhile, uname -a returns: $ uname -a Linux cuda2 2.6.32-27-generic #49-Ubuntu SMP Thu Dec 2 00:51:09 UTC 2010 x86_64 GNU/Linux Edit: I've also tried re-running update-grub, and rebooting; no luck. Here's the full menu.lst, as requested by a commenter: # menu.lst - See: grub(8), info grub, update-grub(8) # grub-install(8), grub-floppy(8), # grub-md5-crypt, /usr/share/doc/grub # and /usr/share/doc/grub-legacy-doc/. ## default num # Set the default entry to the entry number NUM. Numbering starts from 0, and # the entry number 0 is the default if the command is not used. # # You can specify 'saved' instead of a number. In this case, the default entry # is the entry saved with the command 'savedefault'. # WARNING: If you are using dmraid do not use 'savedefault' or your # array will desync and will not let you boot your system. default 0 ## timeout sec # Set a timeout, in SEC seconds, before automatically booting the default entry # (normally the first entry defined). timeout 3 ## hiddenmenu # Hides the menu by default (press ESC to see the menu) hiddenmenu # Pretty colours #color cyan/blue white/blue ## password ['--md5'] passwd # If used in the first section of a menu file, disable all interactive editing # control (menu entry editor and command-line) and entries protected by the # command 'lock' # e.g. password topsecret # password --md5 $1$gLhU0/$aW78kHK1QfV3P2b2znUoe/ # password topsecret # # examples # # title Windows 95/98/NT/2000 # root (hd0,0) # makeactive # chainloader +1 # # title Linux # root (hd0,1) # kernel /vmlinuz root=/dev/hda2 ro # # # Put static boot stanzas before and/or after AUTOMAGIC KERNEL LIST ### BEGIN AUTOMAGIC KERNELS LIST ## lines between the AUTOMAGIC KERNELS LIST markers will be modified ## by the debian update-grub script except for the default options below ## DO NOT UNCOMMENT THEM, Just edit them to your needs ## ## Start Default Options ## ## default kernel options ## default kernel options for automagic boot options ## If you want special options for specific kernels use kopt_x_y_z ## where x.y.z is kernel version. Minor versions can be omitted. ## e.g. kopt=root=/dev/hda1 ro ## kopt_2_6_8=root=/dev/hdc1 ro ## kopt_2_6_8_2_686=root=/dev/hdc2 ro # kopt=root=UUID=67717ee3-cbf9-45d2-ae97-820256f4c4fd ro ## default grub root device ## e.g. groot=(hd0,0) # groot=67717ee3-cbf9-45d2-ae97-820256f4c4fd ## should update-grub create alternative automagic boot options ## e.g. alternative=true ## alternative=false # alternative=true ## should update-grub lock alternative automagic boot options ## e.g. lockalternative=true ## lockalternative=false # lockalternative=false ## additional options to use with the default boot option, but not with the ## alternatives ## e.g. defoptions=vga=791 resume=/dev/hda5 # defoptions=quiet splash ## should update-grub lock old automagic boot options ## e.g. lockold=false ## lockold=true # lockold=false ## Xen hypervisor options to use with the default Xen boot option # xenhopt= ## Xen Linux kernel options to use with the default Xen boot option # xenkopt=console=tty0 ## altoption boot targets option ## multiple altoptions lines are allowed ## e.g. altoptions=(extra menu suffix) extra boot options ## altoptions=(recovery) single # altoptions=(recovery mode) single ## controls how many kernels should be put into the menu.lst ## only counts the first occurence of a kernel, not the ## alternative kernel options ## e.g. howmany=all ## howmany=7 # howmany=all ## specify if running in Xen domU or have grub detect automatically ## update-grub will ignore non-xen kernels when running in domU and vice versa ## e.g. indomU=detect ## indomU=true ## indomU=false # indomU=detect ## should update-grub create memtest86 boot option ## e.g. memtest86=true ## memtest86=false # memtest86=true ## should update-grub adjust the value of the default booted system ## can be true or false # updatedefaultentry=false ## should update-grub add savedefault to the default options ## can be true or false # savedefault=false ## ## End Default Options ## title Ubuntu 10.10, kernel 2.6.35-30-generic uuid 67717ee3-cbf9-45d2-ae97-820256f4c4fd kernel /boot/vmlinuz-2.6.35-30-generic root=UUID=67717ee3-cbf9-45d2-ae97-820256f4c4fd ro quiet splash initrd /boot/initrd.img-2.6.35-30-generic title Ubuntu 10.10, kernel 2.6.35-30-generic (recovery mode) uuid 67717ee3-cbf9-45d2-ae97-820256f4c4fd kernel /boot/vmlinuz-2.6.35-30-generic root=UUID=67717ee3-cbf9-45d2-ae97-820256f4c4fd ro single initrd /boot/initrd.img-2.6.35-30-generic title Ubuntu 10.10, kernel 2.6.32-32-server uuid 67717ee3-cbf9-45d2-ae97-820256f4c4fd kernel /boot/vmlinuz-2.6.32-32-server root=UUID=67717ee3-cbf9-45d2-ae97-820256f4c4fd ro quiet splash initrd /boot/initrd.img-2.6.32-32-server title Ubuntu 10.10, kernel 2.6.32-32-server (recovery mode) uuid 67717ee3-cbf9-45d2-ae97-820256f4c4fd kernel /boot/vmlinuz-2.6.32-32-server root=UUID=67717ee3-cbf9-45d2-ae97-820256f4c4fd ro single initrd /boot/initrd.img-2.6.32-32-server title Ubuntu 10.10, kernel 2.6.32-27-generic uuid 67717ee3-cbf9-45d2-ae97-820256f4c4fd kernel /boot/vmlinuz-2.6.32-27-generic root=UUID=67717ee3-cbf9-45d2-ae97-820256f4c4fd ro quiet splash initrd /boot/initrd.img-2.6.32-27-generic title Ubuntu 10.10, kernel 2.6.32-27-generic (recovery mode) uuid 67717ee3-cbf9-45d2-ae97-820256f4c4fd kernel /boot/vmlinuz-2.6.32-27-generic root=UUID=67717ee3-cbf9-45d2-ae97-820256f4c4fd ro single initrd /boot/initrd.img-2.6.32-27-generic title Chainload into GRUB 2 root 67717ee3-cbf9-45d2-ae97-820256f4c4fd kernel /boot/grub/core.img title Ubuntu 10.10, memtest86+ uuid 67717ee3-cbf9-45d2-ae97-820256f4c4fd kernel /boot/memtest86+.bin ### END DEBIAN AUTOMAGIC KERNELS LIST To add complication and joy to my life, this is a desktop machine in a remote datacenter; we don't have either local access or serial-console access. Suggestions?

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  • IE9 not rendering box-shadow Elements inside of Table Cells

    - by Rick Strahl
    Ran into an annoying problem today with IE 9. Slowly updating some older sites with CSS 3 tags and for the most part IE9 does a reasonably decent job of working with the new CSS 3 features. Not all by a long shot but at least some of the more useful ones like border-radius and box-shadow are supported. Until today I was happy to see that IE supported box-shadow just fine, but I ran into a problem with some old markup that uses tables for its main layout sections. I found that inside of a table cell IE fails to render a box-shadow. Below are images from Chrome (left) and IE 9 (right) of the same content: The download and purchase images are rendered with: <a href="download.asp" style="display:block;margin: 10px;"><img src="../images/download.gif" class="boxshadow roundbox" /></a> where the .boxshadow and .roundbox styles look like this:.boxshadow { -moz-box-shadow: 3px 3px 5px #535353; -webkit-box-shadow: 3px 3px 5px #535353; box-shadow: 3px 3px 5px #535353; } .roundbox { -moz-border-radius: 6px 6px 6px 6px; -webkit-border-radius: 6px; border-radius: 6px 6px 6px 6px; } And the Problem is… collapsed Table Borders Now normally these two styles work just fine in IE 9 when applied to elements. But the box-shadow doesn't work inside of this markup - because the parent container is a table cell.<td class="sidebar" style="border-collapse: collapse"> … <a href="download.asp" style="display:block;margin: 10px;"><img src="../images/download.gif" class="boxshadow roundbox" /></a> …</td> This HTML causes the image to not show a shadow. In actuality I'm not styling inline, but as part of my browser Reset I have the following in my master .css file:table { border-collapse: collapse; border-spacing: 0; } which has the same effect as the inline style. border-collapse by default inherits from the parent and so the TD inherits from table and tr - so TD tags are effectively collapsed. You can check out a test document that demonstrates this behavior here in this CodePaste.net snippet or run it here. How to work around this Issue To get IE9 to render the shadows inside of the TD tag correctly, I can just change the style explicitly NOT to use border-collapse:<td class="sidebar" style="border-collapse: separate; border-width: 0;"> Or better yet (thanks to David's comment below), you can add the border-collapse: separate to the .boxshadow style like this:.boxshadow { -moz-box-shadow: 3px 3px 5px #535353; -webkit-box-shadow: 3px 3px 5px #535353; box-shadow: 3px 3px 5px #535353; border-collapse: separate; } With either of these approaches IE renders the shadows correctly. Do you really need border-collapse? Should you bother with border-collapse? I think so! Collapsed borders render flat as a single fat line if a border-width and border-color are assigned, while separated borders render a thin line with a bunch of weird white space around it or worse render a old skool 3D raised border which is terribly ugly as well. So as a matter of course in any app my browser Reset includes the above code to make sure all tables with borders render the same flat borders. As you probably know, IE has all sorts of rendering issues in tables and on backgrounds (opacity backgrounds or image backgrounds) most of which is caused by the way that IE internally uses ActiveX filters to apply these effects. Apparently collapsed borders are yet one more item that causes problems with rendering. There you have it. Another crappy failure in IE we have to check for now, just one more reason to hate Internet Explorer. Luckily this one has a reasonably easy workaround. I hope this helps out somebody and saves them the hour I spent trying to figure out what caused this problem in the first place. Resources Sample HTML document that demonstrates the behavior Run the Sample© Rick Strahl, West Wind Technologies, 2005-2012Posted in HTML  Internet Explorer   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • LA SPÉCIALISATION POUR SE DIFFÉRENCIER ET ÊTRE VALORISÉ

    - by michaela.seika(at)oracle.com
    Software. Hardware. Complete. inside the Click Here The order you must follow to make the colored link appear in browsers. If not the default window link will appear 1. Select the word you want to use for the link 2. Select the desired color, Red, Black, etc 3. Select bold if necessary ___________________________________________________________________________________________________________________ Templates use two sizes of fonts and the sans-serif font tag for the email. All Fonts should be (Arial, Helvetica, sans-serif) tags Normal size reading body fonts should be set to the size of 2. Small font sizes should be set to 1 !!!!!!!DO NOT USE ANY OTHER SIZE FONT FOR THE EMAILS!!!!!!!! ___________________________________________________________________________________________________________________ --     LA SPÉCIALISATION  POUR SE DIFFÉRENCIER ET ÊTRE VALORISÉ       Le marché nous demande de plus en plus de solutions et d’engagements. Pour bâtir ces solutions nous nous appuyons sur vous, Partenaires Oracle. En matière d’engagements, Oracle se doit de communiquer auprès du marché quant à la spécialisation de ses partenaires, sur leurs compétences en fonction des projets que les clients nous demandent d’adresser. Plus de 50 spécialisations sont à ce jour disponibles pour les partenaires Gold, Platinum et Diamond : • Sur les produits Technologiques tels que la Base de Données, les options de la Base, la SOA, la Business Intelligence, … • Sur les produits Applicatifs, tels que l’ERP, le CRM, … • Sur les produits Hardware, les Systèmes d’exploitation. Afin de vous aider à vous spécialiser et donc à vous certifier, nos 2 distributeurs à valeur ajoutée, Altimate et Arrow ECS, vous assistent dans cette démarche. ALTIMATE vous propose de participer Lunch & Spécialisation tour Profitez de ces dispositifs qui sont mis en place pour vous afin de vous spécialiser et profiter de tous les bénéfices auxquels vous donne accès la spécialisation. ARROW ECS vous propose de participer : L'Ecole de la spécialisation Oracle by Arrow Profitez de ces dispositifs qui sont mis en place pour vous afin de vous spécialiser et profiter de tous les bénéfices auxquels vous donne accès la spécialisation. Oracle Solutions Tour Découvrez la solution Oracle lors de ce tour de France. Au programme :  roadmaps, ateliers produits et solutions, certifications     BÉNÉFICES en savoir + • l’engagement d’Oracle aux côtés des partenaires pour adresser les grands dossiers • la visibilité auprès des clients pour être identifié comme Expert sur une offre, reconnu et validé par Oracle • le support (accès support gratuit), Oracle University (vouchers pour certifier gratuitement vos équipes de Consultants Implementation) • les budgets Marketing (lead generation, création de campagnes Marketing, être sponsor d’événements clients)   Différenciez-vous en vous spécialisant sur votre domaine d’expertise et accélérez votre succès ! Oracle et ses Distributeurs à Valeur Ajoutée     Eric Fontaine Directeur Alliances & Channel Technologie Europe du Sud vous présente en vidéo la spécialisation et ses avantages.                                         CONTACTS : ORACLE Jean-Jacques PanissiéOracle Partner Development A&C Technology +33 157 60 28 52 ALTIMATE Sophie Daval +33 1 34 58 47 68 ARROW [email protected] +33 1 49 97 59 63          

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  • Wildcards!

    - by Tim Dexter
    Yes, its been a while, Im sorry, mumble, mumble ... no excuses. Well other than its been, as my son would say 'hecka busy.' On a brighter note I see Kan has been posting some cool stuff in my absence, long may he continue! I received a question today asking about using a wildcard in a template, something like: <?if:INVOICE = 'MLP*'?> where * is the wildcard Well that particular try does not work but you can do it without building your own wildcard function. XSL, the underpinning language of the RTF templates, has some useful string functions - you can find them listed here. I used the starts-with function to achieve a simple wildcard scenario but the contains can be used in conjunction with some of the others to build something more sophisticated. Assume I have a a list of friends and the amounts of money they owe me ... Im very generous and my interest rates a pretty competitive :0) <ROWSET> <ROW> <NAME>Andy</NAME> <AMT>100</AMT> </ROW> <ROW> <NAME>Andrew</NAME> <AMT>60</AMT> </ROW> <ROW> <NAME>Aaron</NAME> <AMT>50</AMT> </ROW> <ROW> <NAME>Alice</NAME> <AMT>40</AMT> </ROW> <ROW> <NAME>Bob</NAME> <AMT>10</AMT> </ROW> <ROW> <NAME>Bill</NAME> <AMT>100</AMT> </ROW> Now, listing my friends is easy enough <for-each:ROW> <NAME> <AMT> <end for-each> but lets say I just want to see all my friends beginning with 'A'. To do that I can use an XPATH expression to filter the data and tack it on to the for-each expression. This is more efficient that using an 'if' statement just inside the for-each. <?for-each:ROW[starts-with(NAME,'A')]?> will find me all the A's. The square braces denote the start of the XPATH expression. starts-with is the function Im calling and Im passing the value I want to check i.e. NAME and the string Im looking for. Just substitute in the characters you are looking for. You can of course use the function in a if statement too. <?if:starts-with(NAME,'A')?><?attribute@incontext:color;'red'?><?end if?> Notice I removed the square braces, this will highlight text red if the name begins with an 'A' You can even use the function to do conditional calculations: <?sum (AMT[starts-with(../NAME,'A')])?> Sum only the amounts where the name begins with an 'A' Notice the square braces are back, its a function we want to apply to the AMT field. Also notice that we need to use ../NAME. The AMT and NAME elements are at the same level in the tree, so when we are at the AMT level we need the ../ to go up a level to then come back down to test the NAME value. I have built out the above functions in a sample template here. Huge prizes for the first person to come up with a 'true' wildcard solution i.e. if NAME like '*im*exter* demand cash now!

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  • Windows Phone 7 Review &ndash; Part 1: LG Quantum

    - by Nikita Polyakov
    As many of my fellow geeks, I ran out and got a retail windows Phone 7 on the first day. Just had to have it :) I’ve had the developer prototypes in my hands for previous 3 months on and off, so I finally wanted to have one I call my own. I’ve rushed the Launch   I’ve checked out both AT&T and T-Mobile offerings on day 1 and decided on a Samsung Focus. Great screen, super light and thin. If you don’t believe me that this phone can compete with the best of the non-Phone 7 offerings - get it in your hand to compare for yourself. I have to say that even though the on-screen keyboard on Windows Phone 7 is one of the best, the amount of text I write on my phone and my expectation of how long that takes for a short reply are very high. Also the phone being so slick and sexy did not feel solid or confident in my hand or pocket. As the dust settled   Arrives the LG Quantum – now on AT&T and worldwide. First impression of the softer plastic, the back battery cover is solid metal - the entire phone feels solid and indestructible! Phone fits just right in my hand, it’s almost too good. It does not feel like it will crack in your jeans. I feel safe holding it and don’t feel like if I or someone were to bump into me walking it’d fly out of my hand. I’ve dropped and had thrown the Focus a few times on accident as it’s weight is negligible. I won’t even dream of lying the first day adjusting to a 3.5’ LCD screen from the Samsung’s blistering bright and poppy AMOLED 4’ was hard. But the colors and sharpness are still very good. I find it almost easier on the eyes actually for day to day use.  I had a chance to lay the phone down in the line with the prototypes and final versions of other phones that had LCD screens – LG makes HTC looks like a budget LCD compared to a high end LCD in the home theatre department. I am consistently complemented by friends that have the HD7 or Surround on how much better my screen looks. The screen just looks like the most color correct phone out of the line up. Even next to Samsung it makes it look oversaturated, but can’t match the true blacks compensating with true white.   Day to Day Usability   What I also noticed that is a huge difference is how much I am not accidently hitting the soft keys at the bottom. I real pain on Focus since holding it in am average size hand already would accidently touch the controls at the bottom. QWERTY keyboard on this phone is great. It’s like the mission for LG is “make it solid!”. Keyboard has a very durable feel.   LG’s has a secret wild card though is the DLNA support. If you seen an ad for it, you should. Imagine this – playing a song from your phone straight to your network connected A/V receiver. Done. Pictures to TV. Done. Video. Done. DLNA works with components that advertise to as well as Windows 7, XBOX 360 and other consoles.  I will write an extensive review of that experience in near future. LG Exclusive apps – from panorama photo taker to voice to text translator and even look-n-type app that works like a backup inverse camera, there is quite a bit there that won’t be found on the other phones. I’ll review those in more detail in another segment. Conclusion So for a quick comparison: If you want a phone that is super thin, light and is core reference of a Windows Phone 7 – Samsung Focus it is. If you want a great phone with solid secure feel, real keyboard, media features - the hands down winner is LG Quantum.   You can pick up the LG Quantum at AT&T in US and worldwide as LG Optimus 7Q.   Final thought: I have not had SmartPhone that I felt was a reliable trusty primary communication device since Samsung BlackJack II, this time the LG got the crown.   [ Disclosure: Phone was provided to me free of charge. That has been the case for all of my phones for years, nothing new - I get them all. ]

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  • Beginner Guide to User Styles for Firefox

    - by Asian Angel
    While the default styles for most websites are nice there may be times when you would love to tweak how things look. See how easy it can be to change how websites look with the Stylish Extension for Firefox. Note: Scripts from Userstyles.org can also be added to Greasemonkey if you have it installed. Getting Started After installing the extension you will be presented with a first run page. You may want to keep it open so that you can browse directly to the Userstyles.org website using the link in the upper left corner. In the lower right corner you will have a new Status Bar Icon. If you have used Greasemonkey before this icon works a little differently. It will be faded out due to no user style scripts being active at the moment. You can use either a left or right click to access the Context Menu. The user style script management section is also added into your Add-ons Management Window instead of being separate. When you reach the user style scripts homepage you can choose to either learn more about the extension & scripts or… Start hunting for lots of user style script goodness. There will be three convenient categories to get you jump-started if you wish. You could also conduct a search if you have something specific in mind. Here is some information directly from the website provided for your benefit. Notice the reference to using these scripts with Greasemonkey… This section shows you how the scripts have been categorized and can give you a better idea of how to search for something more specific. Finding & Installing Scripts For our example we decided to look at the Updated Styles Section”first. Based on the page number listing at the bottom there are a lot of scripts available to look through. Time to refine our search a little bit… Using the drop-down menu we selected site styles and entered Yahoo in the search blank. Needless to say 5 pages was a lot easier to look through than 828. We decided to install the Yahoo! Result Number Script. When you do find a script (or scripts) that you like simply click on the Install with Stylish Button. A small window will pop up giving you the opportunity to preview, proceed with the installation, edit the code, or cancel the process. Note: In our example the Preview Function did not work but it may be something particular to the script or our browser’s settings. If you decide to do some quick editing the window shown above will switch over to this one. To return to the previous window and install the user style script click on the Switch to Install Button. After installing the user style the green section in the script’s webpage will actually change to this message… Opening up the Add-ons Manager Window shows our new script ready to go. The script worked perfectly when we conducted a search at Yahoo…the Status Bar Icon also changed from faded out to full color (another indicator that everything is running nicely). Conclusion If you prefer a custom look for your favorite websites then you can have a lot of fun experimenting with different user style scripts. Note: See our article here for specialized How-To Geek User Style Scripts that can be added to your browser. Links Download the Stylish Extension (Mozilla Add-ons) Visit the Userstyles.org Website Install the Yahoo! Result Number User Style Similar Articles Productive Geek Tips Spice Up that Boring about:blank Page in FirefoxExpand the Add Bookmark Dialog in Firefox by DefaultEnjoy How-To Geek User Style Script GoodnessAuto-Hide Your Cluttered Firefox Status Bar ItemsBeginner Geek: Delete User Accounts in Windows 7 TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips VMware Workstation 7 Acronis Online Backup DVDFab 6 Revo Uninstaller Pro Bypass Waiting Time On Customer Service Calls With Lucyphone MELTUP – "The Beginning Of US Currency Crisis And Hyperinflation" Enable or Disable the Task Manager Using TaskMgrED Explorer++ is a Worthy Windows Explorer Alternative Error Goblin Explains Windows Error Codes Twelve must-have Google Chrome plugins

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  • Mobile Apps for Oracle E-Business Suite

    - by Steven Chan (Oracle Development)
    Many things have changed in the mobile space over the last few years. Here's an update on our strategy for mobile apps for the E-Business Suite. Mobile app strategy We're building our family of mobile apps for the E-Business Suite using Oracle Mobile Application Framework.  This framework allows us to write a single application that can be run on Apple iOS and Google Android platforms. Mobile apps for the E-Business Suite will share a common look-and-feel. The E-Business Suite is a suite of over 200 product modules spanning Financials, Supply Chain, Human Resources, and many other areas. Our mobile app strategy is to release standalone apps for specific product modules.  Our Oracle Timecards app, which allows users to create and submit timecards, is an example of a standalone app. Some common functions that span multiple product areas will have dedicated apps, too. An example of this is our Oracle Approvals app, which allows users to review and approve requests for expenses, requisitions, purchase orders, recruitment vacancies and offers, and more. You can read more about our Oracle Mobile Approvals app here: Now Available: Oracle Mobile Approvals for iOS Our goal is to support smaller screen (e.g. smartphones) as well as larger screens (e.g. tablets), with the smaller screen versions generally delivered first.  Where possible, we will deliver these as universal apps.  An example is our Oracle Mobile Field Service app, which allows field service technicians to remotely access customer, product, service request, and task-related information.  This app can run on a smartphone, while providing a richer experience for tablets. Deploying EBS mobile apps The mobile apps, themselves (i.e. client-side components) can be downloaded by end-users from the Apple iTunes today.  Android versions will be available from Google play. You can monitor this blog for Android-related updates. Where possible, our mobile apps should be deployable with a minimum of server-side changes.  These changes will generally involve a consolidated server-side patch for technology-stack components, and possibly a server-side patch for the functional product module. Updates to existing mobile apps may require new server-side components to enable all of the latest mobile functionality. All EBS product modules are certified for internal intranet deployments (i.e. used by employees within an organization's firewall).  Only a subset of EBS products such as iRecruitment are certified to be deployed externally (i.e. used by non-employees outside of an organization's firewall).  Today, many organizations running the E-Business Suite do not expose their EBS environment externally and all of the mobile apps that we're building are intended for internal employee use.  Recognizing this, our mobile apps are currently designed for users who are connected to the organization's intranet via VPN.  We expect that this may change in future updates to our mobile apps. Mobile apps and internationalization The initial releases of our mobile apps will be in English.  Later updates will include translations for all left-to-right languages supported by the E-Business Suite.  Right-to-left languages will not be translated. Customizing apps for enterprise deployments The current generation of mobile apps for Oracle E-Business Suite cannot be customized. We are evaluating options for limited customizations, including corporate branding with logos, corporate color schemes, and others. This is a potentially-complex area with many tricky implications for deployment and maintenance.  We would be interested in hearing your requirements for customizations in enterprise deployments.Prerequisites Apple iOS 7 and higher Android 4.1 (API level 16) and higher, with minimum CPU/memory configurations listed here EBS 12.1: EBS 12.1.3 Family Packs for the related product module EBS 12.2.3 References Oracle E-Business Suite Mobile Apps, Release 12.1 and 12.2 Documentation (Note 1641772.1) Oracle E-Business Suite Mobile Apps Administrator's Guide, Release 12.1 and 12.2 (Note 1642431.1) Related Articles Using Mobile Devices with Oracle E-Business Suite Apple iPads Certified with Oracle E-Business Suite 12.1 Now Available: Oracle Mobile Approvals for iOS The preceding is intended to outline our general product direction.  It is intended for information purposes only, and may not be incorporated into any contract.   It is not a commitment to deliver any material, code, or functionality, and should not be relied upon in making purchasing decision.  The development, release, and timing of any features or functionality described for Oracle’s products remains at the sole discretion of Oracle.

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  • HP Pavilion tx2000 - Wifi adapter no longer works after moving from 12.04 to a 12.10 clean install

    - by Marek L.
    I have a HP Pavilion tx2000 that I have been running Ubuntu 12.04 on for a couple of months without any problems (wifi worked great) until yesterday when my hard drive failed. I replaced the hard drive and decided to install Ubuntu 12.10. Unlike 12.04, the wifi did not work after the installation finished and all the updates where installed (over Ethernet). The network drop down in the top right didn't even show a wireless option. I Googled about for a bit and found some solutions that seemed like they might work. Unfortunately they did not. Here is what I tried: sudo apt-get remove bcmwl-kernel-source sudo apt-get install b43-fwcutter sudo apt-get install firmware-b43-lpphy-installer Restart the computer. And the wifi still didn't work. At which point I panicked a bit and tried to undo the previous commands by running: sudo apt-get remove b43-fwcutter firmware-b43-lpphy-installer sudo apt-get install bcmwl-kernel-source Restart the computer. The wifi still doesn't work. This is where I stopped because I have no idea what I am doing and don't want to mess something up. The network drop down still doesn't show a wireless option and the hardware wifi switch on the laptop is amber (it turns blue when the wifi is on). Using the hardware switch does not change the color. Output from: sudo lspci ... 08:00.0 Network controller: Broadcom Corporation BCM4322 802.11a/b/g/n Wireless LAN Controller (rev 01) ... Output from: sudo lshw -class network *-network UNCLAIMED description: Network controller product: BCM4322 802.11a/b/g/n Wireless LAN Controller vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:08:00.0 version: 01 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list configuration: latency=0 resources: memory:d1100000-d1103fff ... Output from: sudo rfkill list all 0: hp-wifi: Wireless LAN Soft blocked: no Hard blocked: yes UPDATE: After writing up this question tried the following command: sudo rfkill unblock all At first it didn't do anything but after running it about four times, sudo rfkill list all now returns: 0: hp-wifi: Wireless LAN Soft blocked: no Hard blocked: no But the network menu still does not have a wireless option and the hardware switch still glows amber. Pushing the hardware switch turns the hard block back on and I have to run sudo rfkill unblock all multiple times again to turn it off. Any help is appreciated! Update 2: Full output from sudo lspci -nn: 00:00.0 Host bridge [0600]: Advanced Micro Devices [AMD] RS780 Host Bridge [1022:9600] 00:01.0 PCI bridge [0604]: Advanced Micro Devices [AMD] RS780/RS880 PCI to PCI bridge (int gfx) [1022:9602] 00:04.0 PCI bridge [0604]: Advanced Micro Devices [AMD] RS780/RS880 PCI to PCI bridge (PCIE port 0) [1022:9604] 00:05.0 PCI bridge [0604]: Advanced Micro Devices [AMD] RS780/RS880 PCI to PCI bridge (PCIE port 1) [1022:9605] 00:06.0 PCI bridge [0604]: Advanced Micro Devices [AMD] RS780 PCI to PCI bridge (PCIE port 2) [1022:9606] 00:11.0 SATA controller [0106]: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 SATA Controller [AHCI mode] [1002:4391] 00:12.0 USB controller [0c03]: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB OHCI0 Controller [1002:4397] 00:12.1 USB controller [0c03]: Advanced Micro Devices [AMD] nee ATI SB7x0 USB OHCI1 Controller [1002:4398] 00:12.2 USB controller [0c03]: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB EHCI Controller [1002:4396] 00:13.0 USB controller [0c03]: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB OHCI0 Controller [1002:4397] 00:13.1 USB controller [0c03]: Advanced Micro Devices [AMD] nee ATI SB7x0 USB OHCI1 Controller [1002:4398] 00:13.2 USB controller [0c03]: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB EHCI Controller [1002:4396] 00:14.0 SMBus [0c05]: Advanced Micro Devices [AMD] nee ATI SBx00 SMBus Controller [1002:4385] (rev 3a) 00:14.1 IDE interface [0101]: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 IDE Controller [1002:439c] 00:14.2 Audio device [0403]: Advanced Micro Devices [AMD] nee ATI SBx00 Azalia (Intel HDA) [1002:4383] 00:14.3 ISA bridge [0601]: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 LPC host controller [1002:439d] 00:14.4 PCI bridge [0604]: Advanced Micro Devices [AMD] nee ATI SBx00 PCI to PCI Bridge [1002:4384] 00:14.5 USB controller [0c03]: Advanced Micro Devices [AMD] nee ATI SB7x0/SB8x0/SB9x0 USB OHCI2 Controller [1002:4399] 00:18.0 Host bridge [0600]: Advanced Micro Devices [AMD] Family 11h Processor HyperTransport Configuration [1022:1300] (rev 40) 00:18.1 Host bridge [0600]: Advanced Micro Devices [AMD] Family 11h Processor Address Map [1022:1301] 00:18.2 Host bridge [0600]: Advanced Micro Devices [AMD] Family 11h Processor DRAM Controller [1022:1302] 00:18.3 Host bridge [0600]: Advanced Micro Devices [AMD] Family 11h Processor Miscellaneous Control [1022:1303] 00:18.4 Host bridge [0600]: Advanced Micro Devices [AMD] Family 11h Processor Link Control [1022:1304] 01:05.0 VGA compatible controller [0300]: Advanced Micro Devices [AMD] nee ATI RS780M/RS780MN [Mobility Radeon HD 3200 Graphics] [1002:9612] 08:00.0 Network controller [0280]: Broadcom Corporation BCM4322 802.11a/b/g/n Wireless LAN Controller [14e4:432b] (rev 01) 09:00.0 Ethernet controller [0200]: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller [10ec:8168] (rev 02)

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  • FAQ: Highlight GridView Row on Click and Retain Selected Row on Postback

    - by Vincent Maverick Durano
    A couple of months ago I’ve written a simple demo about “Highlighting GridView Row on MouseOver”. I’ve noticed many members in the forums (http://forums.asp.net) are asking how to highlight row in GridView and retain the selected row across postbacks. So I’ve decided to write this post to demonstrate how to implement it as reference to others who might need it. In this demo I going to use a combination of plain JavaScript and jQuery to do the client-side manipulation. I presumed that you already know how to bind the grid with data because I will not include the codes for populating the GridView here. For binding the gridview you can refer this post: Binding GridView with Data the ADO.Net way or this one: GridView Custom Paging with LINQ. To get started let’s implement the highlighting of GridView row on row click and retain the selected row on postback.  For simplicity I set up the page like this: <asp:Content ID="Content2" ContentPlaceHolderID="MainContent" runat="server"> <h2>You have selected Row: (<asp:Label ID="Label1" runat="server" />)</h2> <asp:HiddenField ID="hfCurrentRowIndex" runat="server"></asp:HiddenField> <asp:HiddenField ID="hfParentContainer" runat="server"></asp:HiddenField> <asp:Button ID="Button1" runat="server" onclick="Button1_Click" Text="Trigger Postback" /> <asp:GridView ID="grdCustomer" runat="server" AutoGenerateColumns="false" onrowdatabound="grdCustomer_RowDataBound"> <Columns> <asp:BoundField DataField="Company" HeaderText="Company" /> <asp:BoundField DataField="Name" HeaderText="Name" /> <asp:BoundField DataField="Title" HeaderText="Title" /> <asp:BoundField DataField="Address" HeaderText="Address" /> </Columns> </asp:GridView> </asp:Content>   Note: Since the action is done at the client-side, when we do a postback like (clicking on a button) the page will be re-created and you will lose the highlighted row. This is normal because the the server doesn't know anything about the client/browser not unless if you do something to notify the server that something has changed. To persist the settings we will use some HiddenFields control to store the data so that when it postback we can reference the value from there. Now here’s the JavaScript functions below: <asp:content id="Content1" runat="server" contentplaceholderid="HeadContent"> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.4/jquery.min.js" type="text/javascript"></script> <script type="text/javascript">       var prevRowIndex;       function ChangeRowColor(row, rowIndex) {           var parent = document.getElementById(row);           var currentRowIndex = parseInt(rowIndex) + 1;                 if (prevRowIndex == currentRowIndex) {               return;           }           else if (prevRowIndex != null) {               parent.rows[prevRowIndex].style.backgroundColor = "#FFFFFF";           }                 parent.rows[currentRowIndex].style.backgroundColor = "#FFFFD6";                 prevRowIndex = currentRowIndex;                 $('#<%= Label1.ClientID %>').text(currentRowIndex);                 $('#<%= hfParentContainer.ClientID %>').val(row);           $('#<%= hfCurrentRowIndex.ClientID %>').val(rowIndex);       }             $(function () {           RetainSelectedRow();       });             function RetainSelectedRow() {           var parent = $('#<%= hfParentContainer.ClientID %>').val();           var currentIndex = $('#<%= hfCurrentRowIndex.ClientID %>').val();           if (parent != null) {               ChangeRowColor(parent, currentIndex);           }       }          </script> </asp:content>   The ChangeRowColor() is the function that sets the background color of the selected row. It is also where we set the previous row and rowIndex values in HiddenFields.  The $(function(){}); is a short-hand for the jQuery document.ready event. This event will be fired once the page is posted back to the server that’s why we call the function RetainSelectedRow(). The RetainSelectedRow() function is where we referenced the current selected values stored from the HiddenFields and pass these values to the ChangeRowColor() function to retain the highlighted row. Finally, here’s the code behind part: protected void grdCustomer_RowDataBound(object sender, GridViewRowEventArgs e) { if (e.Row.RowType == DataControlRowType.DataRow) { e.Row.Attributes.Add("onclick", string.Format("ChangeRowColor('{0}','{1}');", e.Row.ClientID, e.Row.RowIndex)); } } The code above is responsible for attaching the javascript onclick event for each row and call the ChangeRowColor() function and passing the e.Row.ClientID and e.Row.RowIndex to the function. Here’s the sample output below:   That’s it! I hope someone find this post useful! Technorati Tags: jQuery,GridView,JavaScript,TipTricks

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  • Nothing drawing on screen OpenGL with GLSL

    - by codemonkey
    I hate to be asking this kind of question here, but I am at a complete loss as to what is going wrong, so please bear with me. I am trying to render a single cube (voxel) in the center of the screen, through OpenGL with GLSL on Mac I begin by setting up everything using glut glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA|GLUT_ALPHA|GLUT_DOUBLE|GLUT_DEPTH); glutInitWindowSize(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); glutCreateWindow("Cubez-OSX"); glutReshapeFunc(reshape); glutDisplayFunc(render); glutIdleFunc(idle); _electricSheepEngine=new ElectricSheepEngine(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); _electricSheepEngine->initWorld(); glutMainLoop(); Then inside the engine init camera & projection matrices: cameraPosition=glm::vec3(2,2,2); cameraTarget=glm::vec3(0,0,0); cameraUp=glm::vec3(0,0,1); glm::vec3 cameraDirection=glm::normalize(cameraPosition-cameraTarget); cameraRight=glm::cross(cameraDirection, cameraUp); cameraRight.z=0; view=glm::lookAt(cameraPosition, cameraTarget, cameraUp); lensAngle=45.0f; aspectRatio=1.0*(windowWidth/windowHeight); nearClippingPlane=0.1f; farClippingPlane=100.0f; projection=glm::perspective(lensAngle, aspectRatio, nearClippingPlane, farClippingPlane); then init shaders and check compilation and bound attributes & uniforms to be correctly bound (my previous question) These are my two shaders, vertex: #version 120 attribute vec3 position; attribute vec3 inColor; uniform mat4 mvp; varying vec3 fragColor; void main(void){ fragColor = inColor; gl_Position = mvp * vec4(position, 1.0); } and fragment: #version 120 varying vec3 fragColor; void main(void) { gl_FragColor = vec4(fragColor,1.0); } init the cube: setPosition(glm::vec3(0,0,0)); struct voxelData data[]={ //front face {{-1.0, -1.0, 1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, 1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, 1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, 1.0}, {0.0, 1.0, 1.0}}, //back face {{-1.0, -1.0, -1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, -1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, -1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, -1.0}, {0.0, 1.0, 1.0}} }; glGenBuffers(1, &modelVerticesBufferObject); glBindBuffer(GL_ARRAY_BUFFER, modelVerticesBufferObject); glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); const GLubyte indices[] = { // Front 0, 1, 2, 2, 3, 0, // Back 4, 6, 5, 4, 7, 6, // Left 2, 7, 3, 7, 6, 2, // Right 0, 4, 1, 4, 1, 5, // Top 6, 2, 1, 1, 6, 5, // Bottom 0, 3, 7, 0, 7, 4 }; glGenBuffers(1, &modelFacesBufferObject); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelFacesBufferObject); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); and then the render call: glClearColor(0.52, 0.8, 0.97, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); //use the shader glUseProgram(shaderProgram); //enable attributes in program glEnableVertexAttribArray(shaderAttribute_position); glEnableVertexAttribArray(shaderAttribute_color); //model matrix using model position vector glm::mat4 mvp=projection*view*voxel->getModelMatrix(); glUniformMatrix4fv(shaderAttribute_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_position, // attribute 3, // number of elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements 0 // offset of first element ); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_color, // attribute 3, // number of colour elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements (GLvoid *)(offsetof(struct voxelData, color3D)) // offset of colour data ); //draw the model by going through its elements array glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, voxel->modelFacesBufferObject); int bufferSize; glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &bufferSize); glDrawElements(GL_TRIANGLES, bufferSize/sizeof(GLushort), GL_UNSIGNED_SHORT, 0); //close up the attribute in program, no more need glDisableVertexAttribArray(shaderAttribute_position); glDisableVertexAttribArray(shaderAttribute_color); but on screen all I get is the clear color :$ I generate my model matrix using: modelMatrix=glm::translate(glm::mat4(1.0), position); which in debug turns out to be for the position of (0,0,0): |1, 0, 0, 0| |0, 1, 0, 0| |0, 0, 1, 0| |0, 0, 0, 1| Sorry for such a question, I know it is annoying to look at someone's code, but I promise I have tried to debug around and figure it out as much as I can, and can't come to a solution Help a noob please? EDIT: Full source here, if anyone wants

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  • How to draw textures on a model

    - by marc wellman
    The following code is a complete XNA 3.1 program almost unaltered to that code skeleton Visual Studio is creating when creating a new project. The only things I have changed are imported a .x model to the content folder of the VS solution. (the model is a simple square with a texture spanning over it - made in Google Sketchup and exported with several .x exporters) in the Load() method I am loading the .x model into the game. The Draw() method uses a BasicEffect to render the model. Except these three things I haven't added any code. Why does the model does not show the texture ? What can I do to make the texture visible ? This is the texture file (a standard SketchUp texture from the palette): And this is what my program looks like - as you can see: No texture! Find below the complete source code of the program AND the complete .x file: namespace WindowsGame1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } Model newModel; /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: usse this.Content to load your game content here newModel = Content.Load<Model>(@"aau3d"); foreach (ModelMesh mesh in newModel.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { meshPart.Effect = new BasicEffect(this.GraphicsDevice, null); } } } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { if (newModel != null) { GraphicsDevice.Clear(Color.CornflowerBlue); Matrix[] transforms = new Matrix[newModel.Bones.Count]; newModel.CopyAbsoluteBoneTransformsTo(transforms); foreach (ModelMesh mesh in newModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.TextureEnabled = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(new Vector3(0, 0, 0)); effect.View = Matrix.CreateLookAt(new Vector3(200, 1000, 200), Vector3.Zero, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), 0.75f, 1.0f, 10000.0f); } mesh.Draw(); } } base.Draw(gameTime); } } } This is the model I am using (.x): xof 0303txt 0032 // SketchUp 6 -> DirectX (c)2008 edecadoudal, supports: faces, normals and textures Material Default_Material{ 1.0;1.0;1.0;1.0;; 3.2; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; } Material _Groundcover_RiverRock_4inch_{ 0.568627450980392;0.494117647058824;0.427450980392157;1.0;; 3.2; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; TextureFilename { "aau3d.xGroundcover_RiverRock_4inch.jpg"; } } Mesh mesh_0{ 4; -81.6535;0.0000;74.8031;, -0.0000;0.0000;0.0000;, -81.6535;0.0000;0.0000;, -0.0000;0.0000;74.8031;; 2; 3;0,1,2, 3;1,0,3;; MeshMaterialList { 2; 2; 1, 1; { Default_Material } { _Groundcover_RiverRock_4inch_ } } MeshTextureCoords { 4; -2.1168,-3.4022; 1.0000,-0.0000; 1.0000,-3.4022; -2.1168,-0.0000;; } MeshNormals { 4; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000;; 2; 3;0,1,2; 3;1,0,3;; } }

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  • Which of these algorithms is best for my goal?

    - by JonathonG
    I have created a program that restricts the mouse to a certain region based on a black/white bitmap. The program is 100% functional as-is, but uses an inaccurate, albeit fast, algorithm for repositioning the mouse when it strays outside the area. Currently, when the mouse moves outside the area, basically what happens is this: A line is drawn between a pre-defined static point inside the region and the mouse's new position. The point where that line intersects the edge of the allowed area is found. The mouse is moved to that point. This works, but only works perfectly for a perfect circle with the pre-defined point set in the exact center. Unfortunately, this will never be the case. The application will be used with a variety of rectangles and irregular, amorphous shapes. On such shapes, the point where the line drawn intersects the edge will usually not be the closest point on the shape to the mouse. I need to create a new algorithm that finds the closest point to the mouse's new position on the edge of the allowed area. I have several ideas about this, but I am not sure of their validity, in that they may have far too much overhead. While I am not asking for code, it might help to know that I am using Objective C / Cocoa, developing for OS X, as I feel the language being used might affect the efficiency of potential methods. My ideas are: Using a bit of trigonometry to project lines would work, but that would require some kind of intense algorithm to test every point on every line until it found the edge of the region... That seems too resource intensive since there could be something like 200 lines that would have each have to have as many as 200 pixels checked for black/white.... Using something like an A* pathing algorithm to find the shortest path to a black pixel; however, A* seems resource intensive, even though I could probably restrict it to only checking roughly in one direction. It also seems like it will take more time and effort than I have available to spend on this small portion of the much larger project I am working on, correct me if I am wrong and it would not be a significant amount of code (100 lines or around there). Mapping the border of the region before the application begins running the event tap loop. I think I could accomplish this by using my current line-based algorithm to find an edge point and then initiating an algorithm that checks all 8 pixels around that pixel, finds the next border pixel in one direction, and continues to do this until it comes back to the starting pixel. I could then store that data in an array to be used for the entire duration of the program, and have the mouse re-positioning method check the array for the closest pixel on the border to the mouse target position. That last method would presumably execute it's initial border mapping fairly quickly. (It would only have to map between 2,000 and 8,000 pixels, which means 8,000 to 64,000 checked, and I could even permanently store the data to make launching faster.) However, I am uncertain as to how much overhead it would take to scan through that array for the shortest distance for every single mouse move event... I suppose there could be a shortcut to restrict the number of elements in the array that will be checked to a variable number starting with the intersecting point on the line (from my original algorithm), and raise/lower that number to experiment with the overhead/accuracy tradeoff. Please let me know if I am over thinking this and there is an easier way that will work just fine, or which of these methods would be able to execute something like 30 times per second to keep mouse movement smooth, or if you have a better/faster method. I've posted relevant parts of my code below for reference, and included an example of what the area might look like. (I check for color value against a loaded bitmap that is black/white.) // // This part of my code runs every single time the mouse moves. // CGPoint point = CGEventGetLocation(event); float tX = point.x; float tY = point.y; if( is_in_area(tX,tY, mouse_mask)){ // target is inside O.K. area, do nothing }else{ CGPoint target; //point inside restricted region: float iX = 600; // inside x float iY = 500; // inside y // delta to midpoint between iX,iY and tX,tY float dX; float dY; float accuracy = .5; //accuracy to loop until reached do { dX = (tX-iX)/2; dY = (tY-iY)/2; if(is_in_area((tX-dX),(tY-dY),mouse_mask)){ iX += dX; iY += dY; } else { tX -= dX; tY -= dY; } } while (abs(dX)>accuracy || abs(dY)>accuracy); target = CGPointMake(roundf(tX), roundf(tY)); CGDisplayMoveCursorToPoint(CGMainDisplayID(),target); } Here is "is_in_area(int x, int y)" : bool is_in_area(NSInteger x, NSInteger y, NSBitmapImageRep *mouse_mask){ NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; NSUInteger pixel[4]; [mouse_mask getPixel:pixel atX:x y:y]; if(pixel[0]!= 0){ [pool release]; return false; } [pool release]; return true; }

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  • FAQ&ndash;Highlight GridView Row on Click and Retain Selected Row on Postback

    - by Vincent Maverick Durano
    A couple of months ago I’ve written a simple demo about “Highlighting GridView Row on MouseOver”. I’ve noticed many members in the forums (http://forums.asp.net) are asking how to highlight row in GridView and retain the selected row across postbacks. So I’ve decided to write this post to demonstrate how to implement it as reference to others who might need it. In this demo I going to use a combination of plain JavaScript and jQuery to do the client-side manipulation. I presumed that you already know how to bind the grid with data because I will not include the codes for populating the GridView here. For binding the gridview you can refer this post: Binding GridView with Data the ADO.Net way or this one: GridView Custom Paging with LINQ. To get started let’s implement the highlighting of GridView row on row click and retain the selected row on postback.  For simplicity I set up the page like this: <asp:Content ID="Content2" ContentPlaceHolderID="MainContent" runat="server"> <h2>You have selected Row: (<asp:Label ID="Label1" runat="server" />)</h2> <asp:HiddenField ID="hfCurrentRowIndex" runat="server"></asp:HiddenField> <asp:HiddenField ID="hfParentContainer" runat="server"></asp:HiddenField> <asp:Button ID="Button1" runat="server" onclick="Button1_Click" Text="Trigger Postback" /> <asp:GridView ID="grdCustomer" runat="server" AutoGenerateColumns="false" onrowdatabound="grdCustomer_RowDataBound"> <Columns> <asp:BoundField DataField="Company" HeaderText="Company" /> <asp:BoundField DataField="Name" HeaderText="Name" /> <asp:BoundField DataField="Title" HeaderText="Title" /> <asp:BoundField DataField="Address" HeaderText="Address" /> </Columns> </asp:GridView> </asp:Content>   Note: Since the action is done at the client-side, when we do a postback like (clicking on a button) the page will be re-created and you will lose the highlighted row. This is normal because the the server doesn't know anything about the client/browser not unless if you do something to notify the server that something has changed. To persist the settings we will use some HiddenFields control to store the data so that when it postback we can reference the value from there. Now here’s the JavaScript functions below: <asp:content id="Content1" runat="server" contentplaceholderid="HeadContent"> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.4/jquery.min.js" type="text/javascript"></script> <script type="text/javascript">       var prevRowIndex;       function ChangeRowColor(row, rowIndex) {           var parent = document.getElementById(row);           var currentRowIndex = parseInt(rowIndex) + 1;                 if (prevRowIndex == currentRowIndex) {               return;           }           else if (prevRowIndex != null) {               parent.rows[prevRowIndex].style.backgroundColor = "#FFFFFF";           }                 parent.rows[currentRowIndex].style.backgroundColor = "#FFFFD6";                 prevRowIndex = currentRowIndex;                 $('#<%= Label1.ClientID %>').text(currentRowIndex);                 $('#<%= hfParentContainer.ClientID %>').val(row);           $('#<%= hfCurrentRowIndex.ClientID %>').val(rowIndex);       }             $(function () {           RetainSelectedRow();       });             function RetainSelectedRow() {           var parent = $('#<%= hfParentContainer.ClientID %>').val();           var currentIndex = $('#<%= hfCurrentRowIndex.ClientID %>').val();           if (parent != null) {               ChangeRowColor(parent, currentIndex);           }       }          </script> </asp:content>   The ChangeRowColor() is the function that sets the background color of the selected row. It is also where we set the previous row and rowIndex values in HiddenFields.  The $(function(){}); is a short-hand for the jQuery document.ready function. This function will be fired once the page is posted back to the server that’s why we call the function RetainSelectedRow(). The RetainSelectedRow() function is where we referenced the current selected values stored from the HiddenFields and pass these values to the ChangeRowColor) function to retain the highlighted row. Finally, here’s the code behind part: protected void grdCustomer_RowDataBound(object sender, GridViewRowEventArgs e) { if (e.Row.RowType == DataControlRowType.DataRow) { e.Row.Attributes.Add("onclick", string.Format("ChangeRowColor('{0}','{1}');", e.Row.ClientID, e.Row.RowIndex)); } } The code above is responsible for attaching the javascript onclick event for each row and call the ChangeRowColor() function and passing the e.Row.ClientID and e.Row.RowIndex to the function. Here’s the sample output below:   That’s it! I hope someone find this post useful! Technorati Tags: jQuery,GridView,JavaScript,TipTricks

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  • Mobile Apps for Oracle E-Business Suite

    - by Carlos Chang
    Crosspost from the mobile apps blog.  TL;DR Oracle E-Business Suite is now building mobile apps with Oracle Mobile Application Framework (MAF). Believe it! Build iOS and Android apps with once code base and get it done! By Steven Chan (Oracle Development)  Many things have changed in the mobile space over the last few years. Here's an update on our strategy for mobile apps for the E-Business Suite. Mobile app strategy We're building our family of mobile apps for the E-Business Suite using Oracle Mobile Application Framework.  This framework allows us to write a single application that can be run on Apple iOS and Google Android platforms. Mobile apps for the E-Business Suite will share a common look-and-feel. The E-Business Suite is a suite of over 200 product modules spanning Financials, Supply Chain, Human Resources, and many other areas. Our mobile app strategy is to release standalone apps for specific product modules.  Our Oracle Timecards app, which allows users to create and submit timecards, is an example of a standalone app. Some common functions that span multiple product areas will have dedicated apps, too. An example of this is ourOracle Approvals app, which allows users to review and approve requests for expenses, requisitions, purchase orders, recruitment vacancies and offers, and more. You can read more about our Oracle Mobile Approvals app here: Now Available: Oracle Mobile Approvals for iOS Our goal is to support smaller screen (e.g. smartphones) as well as larger screens (e.g. tablets), with the smaller screen versions generally delivered first.  Where possible, we will deliver these as universal apps.  An example is our Oracle Mobile Field Service app, which allows field service technicians to remotely access customer, product, service request, and task-related information.  This app can run on a smartphone, while providing a richer experience for tablets. Deploying EBS mobile apps The mobile apps, themselves (i.e. client-side components) can be downloaded by end-users from the Apple iTunes today.  Android versions will be available from Google play. You can monitor this blog for Android-related updates. Where possible, our mobile apps should be deployable with a minimum of server-side changes.  These changes will generally involve a consolidated server-side patch for technology-stack components, and possibly a server-side patch for the functional product module. Updates to existing mobile apps may require new server-side components to enable all of the latest mobile functionality. All EBS product modules are certified for internal intranet deployments (i.e. used by employees within an organization's firewall).  Only a subset of EBS products such as iRecruitment are certified to be deployed externally (i.e. used by non-employees outside of an organization's firewall).  Today, many organizations running the E-Business Suite do not expose their EBS environment externally and all of the mobile apps that we're building are intended for internal employee use.  Recognizing this, our mobile apps are currently designed for users who are connected to the organization's intranet via VPN.  We expect that this may change in future updates to our mobile apps. Mobile apps and internationalization The initial releases of our mobile apps will be in English.  Later updates will include translations for all left-to-right languages supported by the E-Business Suite.  Right-to-left languages will not be translated. Customizing apps for enterprise deployments The current generation of mobile apps for Oracle E-Business Suite cannot be customized. We are evaluating options for limited customizations, including corporate branding with logos, corporate color schemes, and others. This is a potentially-complex area with many tricky implications for deployment and maintenance.  We would be interested in hearing your requirements for customizations in enterprise deployments.Prerequisites Apple iOS 7 and higher Android 4.1 (API level 16) and higher, with minimum CPU/memory configurations listed here EBS 12.1: EBS 12.1.3 Family Packs for the related product module EBS 12.2.3 References Oracle E-Business Suite Mobile Apps, Release 12.1 and 12.2 Documentation (Note 1641772.1) Oracle E-Business Suite Mobile Apps Administrator's Guide, Release 12.1 and 12.2 (Note 1642431.1) Follow @OracleMobile on Twitter Oracle Mobile Blog is here. 

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  • How is the gimbal locked problem solved using accumulative matrix transformations

    - by Luke San Antonio
    I am reading the online "Learning Modern 3D Graphics Programming" book by Jason L. McKesson As of now, I am up to the gimbal lock problem and how to solve it using quaternions. However right here, at the Quaternions page. Part of the problem is that we are trying to store an orientation as a series of 3 accumulated axial rotations. Orientations are orientations, not rotations. And orientations are certainly not a series of rotations. So we need to treat the orientation of the ship as an orientation, as a specific quantity. I guess this is the first spot I start to get confused, the reason is because I don't see the dramatic difference between orientations and rotations. I also don't understand why an orientation cannot be represented by a series of rotations... Also: The first thought towards this end would be to keep the orientation as a matrix. When the time comes to modify the orientation, we simply apply a transformation to this matrix, storing the result as the new current orientation. This means that every yaw, pitch, and roll applied to the current orientation will be relative to that current orientation. Which is precisely what we need. If the user applies a positive yaw, you want that yaw to rotate them relative to where they are current pointing, not relative to some fixed coordinate system. The concept, I understand, however I don't understand how if accumulating matrix transformations is a solution to this problem, how the code given in the previous page isn't just that. Here's the code: void display() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glutil::MatrixStack currMatrix; currMatrix.Translate(glm::vec3(0.0f, 0.0f, -200.0f)); currMatrix.RotateX(g_angles.fAngleX); DrawGimbal(currMatrix, GIMBAL_X_AXIS, glm::vec4(0.4f, 0.4f, 1.0f, 1.0f)); currMatrix.RotateY(g_angles.fAngleY); DrawGimbal(currMatrix, GIMBAL_Y_AXIS, glm::vec4(0.0f, 1.0f, 0.0f, 1.0f)); currMatrix.RotateZ(g_angles.fAngleZ); DrawGimbal(currMatrix, GIMBAL_Z_AXIS, glm::vec4(1.0f, 0.3f, 0.3f, 1.0f)); glUseProgram(theProgram); currMatrix.Scale(3.0, 3.0, 3.0); currMatrix.RotateX(-90); //Set the base color for this object. glUniform4f(baseColorUnif, 1.0, 1.0, 1.0, 1.0); glUniformMatrix4fv(modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(currMatrix.Top())); g_pObject->Render("tint"); glUseProgram(0); glutSwapBuffers(); } To my understanding, isn't what he is doing (modifying a matrix on a stack) considered accumulating matrices, since the author combined all the individual rotation transformations into one matrix which is being stored on the top of the stack. My understanding of a matrix is that they are used to take a point which is relative to an origin (let's say... the model), and make it relative to another origin (the camera). I'm pretty sure this is a safe definition, however I feel like there is something missing which is blocking me from understanding this gimbal lock problem. One thing that doesn't make sense to me is: If a matrix determines the difference relative between two "spaces," how come a rotation around the Y axis for, let's say, roll, doesn't put the point in "roll space" which can then be transformed once again in relation to this roll... In other words shouldn't any further transformations to this point be in relation to this new "roll space" and therefore not have the rotation be relative to the previous "model space" which is causing the gimbal lock. That's why gimbal lock occurs right? It's because we are rotating the object around set X, Y, and Z axes rather than rotating the object around it's own, relative axes. Or am I wrong? Since apparently this code I linked in isn't an accumulation of matrix transformations can you please give an example of a solution using this method. So in summary: What is the difference between a rotation and an orientation? Why is the code linked in not an example of accumulation of matrix transformations? What is the real, specific purpose of a matrix, if I had it wrong? How could a solution to the gimbal lock problem be implemented using accumulation of matrix transformations? Also, as a bonus: Why are the transformations after the rotation still relative to "model space?" Another bonus: Am I wrong in the assumption that after a transformation, further transformations will occur relative to the current? Also, if it wasn't implied, I am using OpenGL, GLSL, C++, and GLM, so examples and explanations in terms of these are greatly appreciated, if not necessary. The more the detail the better! Thanks in advance...

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  • Cocos2d: Moving background on update: offsett issue

    - by mm24
    working with Objective C, iOS and Cocos2d I am developing a vertical scrolling shooter game for iPhone (retina display models with 640 width x 960 height pixel resolution). My basic algorithm works as following: I create two instances of an image that has exactly 640 width x 960 height pixel of resolution, which we will call imageA and imageB I then set the two imags with exactly 480.0f of offset from each other, as the screenSize of a CCScene is set by default to 480.0f. At each update method call I move the two images by the same value. I make sure that their offsett stays to 480.0f However when running the game I see a 1 pixel height line between the two images. This literally bugs me and would like to adjust this. What am I doing wrong? This is a zoom in on the background when the "offsett line" is visible. The white line you can see divides the two background images and is not meant to exist as both images are completely black :): If I change the yPositionOfSecondElement value to 479.0f until the first loop the two images overlap correctly, but as soon as the loop starts the two images starts having an offsett of -1.0f. Here is the initialization code: -(void) init { //... screenHeight = 480.0f; yPositionOfSecondElement= screenHeight;//I tried subtracting an offsett of -1 but eventually the image would go wrong again yPositionOfFirstElement = 0.0f; loopedBackgroundImageInstanceA = [BackgroundLoopedImage loopImageForLevel:levelName]; loopedBackgroundImageInstanceA.anchorPoint = CGPointMake(0.5f, 0.0f); loopedBackgroundImageInstanceA.position = CGPointMake(160.0f, yPositionOfFirstElement); [node addChild:loopedBackgroundImageInstanceA z:zLevelBackground]; //loopedBackgroundImageInstanceA.color= ccRED; loopedBackgroundImageInstanceB = [BackgroundLoopedImage loopImageForLevel:levelName]; loopedBackgroundImageInstanceB.anchorPoint = CGPointMake(0.5f, 0.0f); loopedBackgroundImageInstanceB.position = CGPointMake(160.0f, yPositionOfSecondElement); [node addChild:loopedBackgroundImageInstanceB z:zLevelBackground]; //.... } And here is the move code called at each update: -(void) moveBackgroundSprites:(BackgroundLoopedImage*)imageA :(BackgroundLoopedImage*)imageB :(ccTime)delta { isEligibleToMove=false; //This is done to avoid rounding errors float yStep = delta * [GameController sharedGameController].currentBackgroundSpeed; NSString* formattedNumber = [NSString stringWithFormat:@"%.02f", yStep]; yStep = atof([formattedNumber UTF8String]); //First should adjust position of images [self adjustPosition:imageA :imageB]; //The can get the actual image position CGPoint posA = imageA.position; CGPoint posB = imageB.position; //Here could verify if the checksum is equal to the required difference (should be 479.0f) if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply A"); } //At this stage can compute the hypotetical new position CGPoint newPosA = CGPointMake(posA.x, posA.y - yStep); CGPoint newPosB = CGPointMake(posB.x, posB.y - yStep); // Reposition stripes when they're out of bounds if (newPosA.y <= -yPositionOfSecondElement) { newPosA.y = yPositionOfSecondElement; [imageA shuffle]; if (timeElapsed>=endTime && hasReachedEndLevel==FALSE) { hasReachedEndLevel=TRUE; shouldMoveImageEnd=TRUE; } } else if (newPosB.y <= -yPositionOfSecondElement) { newPosB.y = yPositionOfSecondElement; [imageB shuffle]; if (timeElapsed>=endTime && hasReachedEndLevel==FALSE) { hasReachedEndLevel=TRUE; shouldMoveImageEnd=TRUE; } } //Here should verify that the check sum is equal to 479.0f if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply B"); } imageA.position = newPosA; imageB.position = newPosB; //Here could verify that the check sum is equal to 479.0f if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply C"); } isEligibleToMove=true; } -(BOOL) verifyCheckSum:(CGPoint)posA :(CGPoint)posB { BOOL comply = false; float sum = 0.0f; if (posA.y > posB.y) { sum = posA.y - posB.y; } else if (posB.y > posA.y){ sum = posB.y - posA.y; } else{ return false; } if (sum!=yPositionOfSecondElement) { comply= false; } else{ comply=true; } return comply; } And here is what happens on the update: if(shouldMoveImageA && shouldMoveImageB) { if (isEligibleToMove) { [self moveBackgroundSprites:loopedBackgroundImageInstanceA :loopedBackgroundImageInstanceB :delta]; } Forget about shouldMoveImageA and shouldMoveImageB, this is just for when the background reaches the end of level, this works.

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  • Objects won't render when Texture Compression + Mipmapping is Enabled

    - by felipedrl
    I'm optimizing my game and I've just implemented compressed (DXTn) texture loading in OpenGL. I've worked my way removing bugs but I can't figure out this one: objects w/ DXTn + mipmapped textures are not being rendered. It's not like they are appearing with a flat color, they just don't appear at all. DXTn textured objs render and mipmapped non-compressed textures render just fine. The texture in question is 256x256 I generate the mips all the way down 4x4, i.e 1 block. I've checked on gDebugger and it display all the levels (7) just fine. I'm using GL_LINEAR_MIPMAP_NEAREST for min filter and GL_LINEAR for mag one. The texture is being compressed and mipmaps being created offline with Paint.NET tool using super sampling method. (I also tried bilinear just in case) Source follow: [SNIPPET 1: Loading DDS into sys memory + Initializing Object] // Read header DDSHeader header; file.read(reinterpret_cast<char*>(&header), sizeof(DDSHeader)); uint pos = static_cast<uint>(file.tellg()); file.seekg(0, std::ios_base::end); uint dataSizeInBytes = static_cast<uint>(file.tellg()) - pos; file.seekg(pos, std::ios_base::beg); // Read file data mData = new unsigned char[dataSizeInBytes]; file.read(reinterpret_cast<char*>(mData), dataSizeInBytes); file.close(); mMipmapCount = header.mipmapcount; mHeight = header.height; mWidth = header.width; mCompressionType = header.pf.fourCC; // Only support files divisible by 4 (for compression blocks algorithms) massert(mWidth % 4 == 0 && mHeight % 4 == 0); massert(mCompressionType == NO_COMPRESSION || mCompressionType == COMPRESSION_DXT1 || mCompressionType == COMPRESSION_DXT3 || mCompressionType == COMPRESSION_DXT5); // Allow textures up to 65536x65536 massert(header.mipmapcount <= MAX_MIPMAP_LEVELS); mTextureFilter = TextureFilter::LINEAR; if (mMipmapCount > 0) { mMipmapFilter = MipmapFilter::NEAREST; } else { mMipmapFilter = MipmapFilter::NO_MIPMAP; } mBitsPerPixel = header.pf.bitcount; if (mCompressionType == NO_COMPRESSION) { if (header.pf.flags & DDPF_ALPHAPIXELS) { // The only format supported w/ alpha is A8R8G8B8 massert(header.pf.amask == 0xFF000000 && header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGBA8; mFormat = GL_BGRA; mDataType = GL_UNSIGNED_BYTE; } else { massert(header.pf.rmask == 0xFF0000 && header.pf.gmask == 0xFF00 && header.pf.bmask == 0xFF); mInternalFormat = GL_RGB8; mFormat = GL_BGR; mDataType = GL_UNSIGNED_BYTE; } } else { uint blockSizeInBytes = 16; switch (mCompressionType) { case COMPRESSION_DXT1: blockSizeInBytes = 8; if (header.pf.flags & DDPF_ALPHAPIXELS) { mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; } else { mInternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; } break; case COMPRESSION_DXT3: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; case COMPRESSION_DXT5: mInternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; default: // Not Supported (DXT2, DXT4 or any compression format) massert(false); } } [SNIPPET 2: Uploading into video memory] massert(mData != NULL); glGenTextures(1, &mHandle); massert(mHandle!=0); glBindTexture(GL_TEXTURE_2D, mHandle); commitFiltering(); uint offset = 0; Renderer* renderer = Renderer::getInstance(); switch (mInternalFormat) { case GL_RGB: case GL_RGBA: case GL_RGB8: case GL_RGBA8: for (uint i = 0; i < mMipmapCount + 1; ++i) { uint width = std::max(1U, mWidth >> i); uint height = std::max(1U, mHeight >> i); glTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, mFormat, mDataType, &mData[offset]); offset += width * height * (mBitsPerPixel / 8); } break; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: { uint blockSize = 16; if (mInternalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT || mInternalFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) { blockSize = 8; } uint width = mWidth; uint height = mHeight; for (uint i = 0; i < mMipmapCount + 1; ++i) { uint nBlocks = ((width + 3) / 4) * ((height + 3) / 4); // Only POT textures allowed for mipmapping massert(width % 4 == 0 && height % 4 == 0); glCompressedTexImage2D(GL_TEXTURE_2D, i, mInternalFormat, width, height, mHasBorder, nBlocks * blockSize, &mData[offset]); offset += nBlocks * blockSize; if (width <= 4 && height <= 4) { break; } width = std::max(4U, width / 2); height = std::max(4U, height / 2); } break; } default: // Not Supported massert(false); } Also I don't understand the "+3" in the block size computation but looking for a solution for my problema I've encountered people defining it as that. I guess it won't make a differente for POT textures but I put just in case. Thanks.

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  • 2D Particle Explosion

    - by TheBroodian
    I'm developing a 2D action game, and in said game I've given my primary character an ability he can use to throw a fireball. I'm trying to design an effect so that when said fireball collides (be it with terrain or with an enemy) that the fireball will explode. For the explosion effect I've created a particle that once placed into game space will follow random, yet autonomic behavior based on random variables. Here is my question: When I generate my explosion (essentially 90 of these particles) I get one of two behaviors, 1) They are all generated with the same random variables, and don't resemble an explosion at all, more like a large mass of clumped sprites that all follow the same randomly generated path. 2) If I assign each particle a unique seed to its random number generator, they are a little bit -more- spread out, yet clumping is still visible (they seem to fork out into 3 different directions) Does anybody have any tips for producing particle-based 2D explosions? I'll include the code for my particle and the event I'm generating them in. Fire particle class: public FireParticle(xTile.Dimensions.Location StartLocation, ContentManager content) { worldLocation = StartLocation; fireParticleAnimation = new FireParticleAnimation(content); random = new Random(); int rightorleft = random.Next(0, 3); int upordown = random.Next(1, 3); int xVelocity = random.Next(0, 101); int yVelocity = random.Next(0, 101); Vector2 tempVector2 = new Vector2(0,0); if (rightorleft == 1) { tempVector2 = new Vector2(xVelocity, tempVector2.Y); } else if (rightorleft == 2) { tempVector2 = new Vector2(-xVelocity, tempVector2.Y); } if (upordown == 1) { tempVector2 = new Vector2(tempVector2.X, -yVelocity); } else if (upordown == 2) { tempVector2 = new Vector2(tempVector2.X, yVelocity); } velocity = tempVector2; scale = random.Next(1, 11); upwardForce = -10; dead = false; } public FireParticle(xTile.Dimensions.Location StartLocation, ContentManager content, int seed) { worldLocation = StartLocation; fireParticleAnimation = new FireParticleAnimation(content); random = new Random(seed); int rightorleft = random.Next(0, 3); int upordown = random.Next(1, 3); int xVelocity = random.Next(0, 101); int yVelocity = random.Next(0, 101); Vector2 tempVector2 = new Vector2(0, 0); if (rightorleft == 1) { tempVector2 = new Vector2(xVelocity, tempVector2.Y); } else if (rightorleft == 2) { tempVector2 = new Vector2(-xVelocity, tempVector2.Y); } if (upordown == 1) { tempVector2 = new Vector2(tempVector2.X, -yVelocity); } else if (upordown == 2) { tempVector2 = new Vector2(tempVector2.X, yVelocity); } velocity = tempVector2; scale = random.Next(1, 11); upwardForce = -10; dead = false; } #endregion #region Update and Draw public void Update(GameTime gameTime) { elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; fireParticleAnimation.Update(gameTime); Vector2 moveAmount = velocity * elapsed; xTile.Dimensions.Location newPosition = new xTile.Dimensions.Location(worldLocation.X + (int)moveAmount.X, worldLocation.Y + (int)moveAmount.Y); worldLocation = newPosition; velocity.Y += upwardForce; if (fireParticleAnimation.finishedPlaying) { dead = true; } } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw( fireParticleAnimation.image.Image, new Rectangle((int)drawLocation.X, (int)drawLocation.Y, scale, scale), fireParticleAnimation.image.SizeAndsource, Color.White * fireParticleAnimation.image.Alpha); } Fireball explosion event: public override void Update(GameTime gameTime) { if (enabled) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; foreach (Heart_of_Fire.World_Objects.Particles.FireParticle particle in explosionParticles.ToList()) { particle.Update(gameTime); if (particle.Dead) { explosionParticles.Remove(particle); } } collisionRectangle = new Microsoft.Xna.Framework.Rectangle((int)wrldPstn.X, (int)wrldPstn.Y, 5, 5); explosionCheck = exploded; if (!exploded) { coreGraphic.Update(gameTime); tailGraphic.Update(gameTime); Vector2 moveAmount = velocity * elapsed; moveAmount = horizontalCollision(moveAmount, layer); moveAmount = verticalCollision(moveAmount, layer); Vector2 newPosition = new Vector2(wrldPstn.X + moveAmount.X, wrldPstn.Y + moveAmount.Y); if (hasCollidedHorizontally || hasCollidedVertically) { exploded = true; } wrldPstn = newPosition; worldLocation = new xTile.Dimensions.Location((int)wrldPstn.X, (int)wrldPstn.Y); } if (explosionCheck != exploded) { for (int i = 0; i < 90; i++) { explosionParticles.Add(new World_Objects.Particles.FireParticle( new Location( collisionRectangle.X + random.Next(0, 6), collisionRectangle.Y + random.Next(0, 6)), contentMgr)); } } if (exploded && explosionParticles.Count() == 0) { //enabled = false; } } }

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  • Windows Phone 8 Announcement

    - by Tim Murphy
    As if the Surface announcement on Monday wasn’t exciting enough, today Microsoft announce that Windows Phone 8 will be coming this fall.  That itself is great news, but the features coming were like confetti flying in all different directions.  Given this speed I couldn’t capture every feature they covered.  A summary of what I did capture is listed below starting with their eight main features. Common Core The first thing that they covered is that Windows Phone 8 will share a core OS with Windows 8.  It will also run natively on multiple cores.  They mentioned that they have run it on up to 64 cores to this point.  The phones as you might expect will at least start as dual core.  If you remember there were metrics saying that Windows Phone 7 performed operations faster on a single core than other platforms did with dual cores.  The metrics they showed here indicate that Windows Phone 8 runs faster on comparable dual core hardware than other platforms. New Screen Resolutions Screen resolution has never been an issue for me, but it has been a criticism of Windows Phone 7 in the media.  Windows Phone 8 will supports three screen resolutions: WVGA 800 x 480, WXGA 1280 x 768, and 720 1280x720.  Hopefully this makes pixel counters a little happier. MicroSD Support This was one of my pet peeves when I got my Samsung Focus. With Windows Phone 8 the operating system will support adding MicroSD cards after initial setup.  Of course this is dependent on the hardware company on implementing it, but I think we have seen that even feature phone manufacturers have not had a problem supporting this in the past. NFC NFC has been an anticipated feature for some time.  What Microsoft showed today included the fact that they didn’t just want it to be for the phone.  There is cross platform NFC functionality between Windows Phone 8 and Windows 8.  The demos , while possibly a bit fanciful, showed would could be achieved even in a retail environment.  We are getting closer and closer to a Minority Report world with these technologies. Wallet Windows Phone 8 isn’t the first platform to have a wallet concept.  What they have done to differentiate themselves is to make it sot that it is not dependent on a SIM type chip like other platforms.  They have also expanded the concept beyond just banks to other types of credits such as airline miles. Nokia Mapping People have been envious of the Lumia phones having the Nokia mapping software.  Now all Windows Phone 8 devices will use NavTeq data and will have the capability to run in an offline fashion.  This is a major step forward from the Bing “touch for the next turn” maps. IT Administration The lack of features for enterprise administration and deployment was a complaint even before the Windows Phone 7 was released.  With the Windows Phone 8 release such features as Bitlocker and Secure boot will be baked into the OS. We will also have the ability to privately sign and distribute applications. Changing Start Screen Joe Belfiore made a big deal about this aspect of the new release.  Users will have more color themes available to them and the live tiles will be highly customizable. You will have the ability to resize and organize the tiles in a more dynamic way.  This allows for less important tiles or ones with less information to be made smaller.  And There Is More So what other tidbits came out of the presentation?  Later this summer the API for WP8 will be available.  There will be developer events coming to a city near you.  Another announcement of interest to developers is the ability to write applications at a native code level.  This is a boon for game developers and those who need highly efficient applications. As a topper on the cake there was mention of in app payment. On the consumer side we also found out that all updates will be available over the air.  Along with this came the fact that Microsoft will support all devices with updates for at least 18 month and you will be able to subscribe for early updates.  Update coming for Windows Phone 7.5 customers to WP7.8.  The main enhancement will be the new live tile features.  The big bonus is that the update will bypass the carriers.  I would assume though that you will be brought up to date with all previous patches that your carrier may not have released. There is so much more, but that is enough for one post.  Needless to say, EXCITING! del.icio.us Tags: Windows Phone 8,WP8,Windows Phone 7,WP7,Announcements,Microsoft

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  • Optimizing drawing of cubes

    - by Christian Frantz
    After googling for hours I've come to a few conclusions, I need to either rewrite my whole cube class, or figure out how to use hardware instancing. I can draw up to 2500 cubes with little lag, but after that my fps drops. Is there a way I can use my class for hardware instancing? Or would I be better off rewriting my class for optimization? public class Cube { public GraphicsDevice device; public VertexBuffer cubeVertexBuffer; public Cube(GraphicsDevice graphicsDevice) { device = graphicsDevice; var vertices = new List<VertexPositionTexture>(); BuildFace(vertices, new Vector3(0, 0, 0), new Vector3(0, 1, 1)); BuildFace(vertices, new Vector3(0, 0, 1), new Vector3(1, 1, 1)); BuildFace(vertices, new Vector3(1, 0, 1), new Vector3(1, 1, 0)); BuildFace(vertices, new Vector3(1, 0, 0), new Vector3(0, 1, 0)); BuildFaceHorizontal(vertices, new Vector3(0, 1, 0), new Vector3(1, 1, 1)); BuildFaceHorizontal(vertices, new Vector3(0, 0, 1), new Vector3(1, 0, 0)); cubeVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly); cubeVertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); } private void BuildFace(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p2.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p2.Z, 0, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 1, 0)); } private void BuildFaceHorizontal(List<VertexPositionTexture> vertices, Vector3 p1, Vector3 p2) { vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p1.Y, p1.Z, 1, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p1.Z, 0, 1)); vertices.Add(BuildVertex(p2.X, p2.Y, p2.Z, 1, 0)); vertices.Add(BuildVertex(p1.X, p1.Y, p2.Z, 0, 0)); } private VertexPositionTexture BuildVertex(float x, float y, float z, float u, float v) { return new VertexPositionTexture(new Vector3(x, y, z), new Vector2(u, v)); } public void Draw(BasicEffect effect) { foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(cubeVertexBuffer); device.DrawPrimitives(PrimitiveType.TriangleList, 0, cubeVertexBuffer.VertexCount / 3); } } } The following class is a list that draws the cubes. public class DrawableList<T> : DrawableGameComponent { private BasicEffect effect; private ThirdPersonCam camera; private class Entity { public Vector3 Position { get; set; } public Matrix Orientation { get; set; } public Texture2D Texture { get; set; } } private Cube cube; private List<Entity> entities = new List<Entity>(); public DrawableList(Game game, ThirdPersonCam camera, BasicEffect effect) : base(game) { this.effect = effect; cube = new Cube(game.GraphicsDevice); this.camera = camera; } public void Add(Vector3 position, Matrix orientation, Texture2D texture) { entities.Add(new Entity() { Position = position, Orientation = orientation, Texture = texture }); } public override void Draw(GameTime gameTime) { foreach (var item in entities) { effect.VertexColorEnabled = false; effect.TextureEnabled = true; effect.Texture = item.Texture; Matrix center = Matrix.CreateTranslation(new Vector3(-0.5f, -0.5f, -0.5f)); Matrix scale = Matrix.CreateScale(1f); Matrix translate = Matrix.CreateTranslation(item.Position); effect.World = center * scale * translate; effect.View = camera.view; effect.Projection = camera.proj; effect.FogEnabled = true; effect.FogColor = Color.CornflowerBlue.ToVector3(); effect.FogStart = 1.0f; effect.FogEnd = 50.0f; cube.Draw(effect); } base.Draw(gameTime); } } } There are probably many reasons that my fps is so slow, but I can't seem to figure out how to fix it. I've looked at techcraft as well, but what I have is too specific to what I want the outcome to be to just rewrite everything from scratch

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  • Styling ASP.NET MVC Error Messages

    - by MightyZot
    Originally posted on: http://geekswithblogs.net/MightyZot/archive/2013/11/11/styling-asp.net-mvc-error-messages.aspxOff the cuff, it may look like you’re stuck with the presentation of your error messages (model errors) in ASP.NET MVC. That’s not the case, though. You actually have quite a number of options with regard to styling those boogers. Like many of the helpers in MVC, the Html.ValidationMessageFor helper has multiple prototypes. One of those prototypes lets you pass a dictionary, or anonymous object, representing attribute values for the resulting markup. @Html.ValidationMessageFor( m => Model.Whatever, null, new { @class = “my-error” }) By passing the htmlAttributes parameter, which is the last parameter in the call to the prototype of Html.ValidationMessageFor shown above, I can style the resulting markup by associating styles to the my-error css class.  When you run your MVC project and view the source, you’ll notice that MVC adds the class field-validation-valid or field-validation-error to a span created by the helper. You could actually just style those classes instead of adding your own…it’s really up to you. Now, what if you wanted to move that error message around? Maybe you want to put that error message in a box or a callout. How do you do that? When I first started using MVC, it didn’t occur to me that the Html.ValidationMessageFor helper just spits out a little bit of markup. I wanted to put the error messages in boxes with white backgrounds, our site originally had a black background, and show a little nib on the side to make them look like callouts or conversation bubbles. Not realizing how much freedom there is in the styling and markup, and after reading someone else’s post, I created my own version of the ValidationMessageFor helper that took out the span and replaced it with divs. I styled the divs to produce the effect of a popup box and had a lot of trouble with sizing and such. That’s a really silly and unnecessary way to solve this problem. If you want to move your error messages around, all you have to do is move the helper. MVC doesn’t appear to care where you put it, which makes total sense when you think about it. Html.ValidationMessageFor is just spitting out a little markup using a little bit of reflection on the name you’re passing it. All you’ve got to do to style it the way you want it is to put it in whatever markup you desire. Take a look at this, for example… <div class=”my-anchor”>@Html.ValidationMessageFor( m => Model.Whatever )</div> @Html.TextBoxFor(m => Model.Whatever) Now, given that bit of HTML, consider the following CSS… <style> .my-anchor { position:relative; } .field-validation-error {    background-color:white;    border-radius:4px;    border: solid 1px #333;    display: block;    position: absolute;    top:0; right:0; left:0;    text-align:right; } </style> The my-anchor class establishes an anchor for the absolutely positioned error message. Now you can move the error message wherever you want it relative to the anchor. Using css3, there are some other tricks. For example, you can use the :not(:empty) selector to select the span and apply styles based upon whether or not the span has text in it. Keep it simple, though. Moving your elements around using absolute positioning may cause you issues on devices with screens smaller than your standard laptop or PC. While looking for something else recently, I saw someone asking how to style the output for Html.ValidationSummary.  Html.ValidationSummery is the helper that will spit out a list of property errors, general model errors, or both. Html.ValidationSummary spits out fairly simple markup as well, so you can use the techniques described above with it also. The resulting markup is a <ul><li></li></ul> unordered list of error messages that carries the class validation-summary-errors In the forum question, the user was asking how to hide the error summary when there are no errors. Their errors were in a red box and they didn’t want to show an empty red box when there aren’t any errors. Obviously, you can use the css3 selectors to apply different styles to the list when it’s empty and when it’s not empty; however, that’s not support in all browsers. Well, it just so happens that the unordered list carries the style validation-summary-valid when the list is empty. While the div rendered by the Html.ValidationSummary helper renders a visible div, containing one invisible listitem, you can always just style the whole div with “display:none” when the validation-summary-valid class is applied and make it visible when the validation-summary-errors class is applied. Or, if you don’t like that solution, which I like quite well, you can also check the model state for errors with something like this… int errors = ViewData.ModelState.Sum(ms => ms.Value.Errors.Count); That’ll give you a count of the errors that have been added to ModelState. You can check that and conditionally include markup in your page if you want to. The choice is yours. Obviously, doing most everything you can with styles increases the flexibility of the presentation of your solution, so I recommend going that route when you can. That picture of the fat guy jumping has nothing to do with the article. That’s just a picture of me on the roof and I thought it was funny. Doesn’t every post need a picture?

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