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  • April 30th Links: ASP.NET, ASP.NET MVC, Visual Studio 2010

    - by ScottGu
    Here is the latest in my link-listing series. [In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu] ASP.NET Data Web Control Enhancements in ASP.NET 4.0: Scott Mitchell has a good article that summarizes some of the nice improvements coming to the ASP.NET 4 data controls. Refreshing an ASP.NET AJAX UpdatePanel with JavaScript: Scott Mitchell has another nice article in his series on using ASP.NET AJAX that demonstrates how to programmatically trigger an UpdatePanel refresh using JavaScript on the client. ASP.NET MVC ASP.NET MVC 2: Basics and Introduction: Scott Hanselman delivers an awesome introductory talk on ASP.NET MVC.  Great for people looking to understand and learn ASP.NET MVC. ASP.NET MVC 2: Ninja Black Belt Tips: Another great talk by Scott Hanselman about how to make the most of several features of ASP.NET MVC 2. ASP.NET MVC 2 Html.Editor/Display Templates: A great blog post detailing the new Html.EditorFor() and Html.DisplayFor() helpers within ASP.NET MVC 2. MVCContrib Grid: Jeremy Skinner’s video presentation about the new Html.Grid() helper component within the (most awesome) MvcContrib project for ASP.NET MVC. Code Snippets for ASP.NET MVC 2 in VS 2010: Raj Kaimal documents some of the new code snippets for ASP.NET MVC 2 that are now built-into Visual Studio 2010.  Read this article to learn how to do common scenarios with fewer keystrokes. Turn on Compile-time View Checking for ASP.NET MVC Projects in TFS 2010 Build: Jim Lamb has a nice post that describes how to enable compile-time view checking as part of automated builds done with a TFS Build Server.  This will ensure any errors in your view templates raise build-errors (allowing you to catch them at build-time instead of runtime). Visual Studio 2010 VS 2010 Keyboard Shortcut Posters for VB, C#, F# and C++: Keyboard shortcut posters that you can download and then printout. Ideal to provide a quick reference on your desk for common keystroke actions inside VS 2010. My Favorite New Features in VS 2010: Scott Mitchell has a nice article that summarizes some of his favorite new features in VS 2010.  Check out my VS 2010 and .NET 4 blog series for more details on some of them. 6 Cool VS 2010 Quick Tips and Features: Anoop has a nice blog post describing 6 cool features of VS 2010 that you can take advantage of. SharePoint Development with VS 2010: Beth Massi links to a bunch of nice “How do I?” videos that that demonstrate how to use the SharePoint development support built-into VS 2010. How to Pin a Project to the Recent Projects List in VS 2010: A useful tip/trick that demonstrates how to “pin” a project to always show up on the “Recent Projects” list within Visual Studio 2010. Using the WPF Tree Visualizer in VS 2010: Zain blogs about the new WPF Tree Visualizer supported by the VS 2010 debugger.  This makes it easier to visualize WPF control hierarchies within the debugger. TFS 2010 Power Tools Released: Brian Harry blogs about the cool new TFS 2010 extensions released with this week’s TFS 2010 Power Tools release. What is New with T4 in VS 2010: T4 is the name of Visual Studio’s template-based code generation technology.  Lots of scenarios within VS 2010 now use T4 for code generation customization. Two examples are ASP.NET MVC Views and EF4 Model Generation.  This post describes some of the many T4 infrastructure improvements in VS 2010. Hope this helps, Scott P.S. If you haven’t already, check out this month’s "Find a Hoster” page on the www.asp.net website to learn about great (and very inexpensive) ASP.NET hosting offers.

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  • Adding Fake Build Information in TFS 2010

    - by Jakob Ehn
    We have been using TFS 2010 build for distributing a build in parallel on several agents, but where the actual compilation is done by a bunch of external tools and compilers, e.g. no MSBuild involved. We are using the ParallelTemplate.xaml template that Jim Lamb blogged about previously, which distributes each configuration to a different agent. We developed custom activities for running these external compilers and collecting the information and errors by reading standard out/error and pushing it back to the build log. But since we aren’t using MSBuild we don’t the get nice configuration summary section on the build summary page that we are used to. We would like to show the result of each configuration with any errors/warnings as usual, together with a link to the log file. TFS 2010 API to the rescue! What we need to do is adding information to the InformationNode structure that is associated with every TFS build. The log that you normally see in the Log view is built up as a tree structure of IBuildInformationNode objects. This structure can we accessed by using the InformationNodeConverters class. This class also contain some helper methods for creating BuildProjectNode, which contain the information about each project that was build, for example which configuration, number of errors and warnings and link to the log file. Here is a code snippet that first creates a “fake” build from scratch and the add two BuildProjectNodes, one for Debug|x86 and one for Release|x86 with some release information:   TfsTeamProjectCollection collection = TfsTeamProjectCollectionFactory.GetTeamProjectCollection(new Uri("http://lt-jakob2010:8080/tfs")); IBuildServer buildServer = collection.GetService<IBuildServer>(); var buildDef = buildServer.GetBuildDefinition("TeamProject", "BuildDefinition"); //Create fake build with random build number var detail = buildDef.CreateManualBuild(new Random().Next().ToString()); // Create Debug|x86 project summary IBuildProjectNode buildProjectNode = detail.Information.AddBuildProjectNode(DateTime.Now, "Debug", "MySolution.sln", "x86", "$/project/MySolution.sln", DateTime.Now, "Default"); buildProjectNode.CompilationErrors = 1; buildProjectNode.CompilationWarnings = 1; buildProjectNode.Node.Children.AddBuildError("Compilation", "File1.cs", 12, 5, "", "Syntax error", DateTime.Now); buildProjectNode.Node.Children.AddBuildWarning("File2.cs", 3, 1, "", "Some warning", DateTime.Now, "Compilation"); buildProjectNode.Node.Children.AddExternalLink("Log File", new Uri(@"\\server\share\logfiledebug.txt")); buildProjectNode.Save(); // Create Releaes|x86 project summary buildProjectNode = detail.Information.AddBuildProjectNode(DateTime.Now, "Release", "MySolution.sln", "x86", "$/project/MySolution.sln", DateTime.Now, "Default"); buildProjectNode.CompilationErrors = 0; buildProjectNode.CompilationWarnings = 0; buildProjectNode.Node.Children.AddExternalLink("Log File", new Uri(@"\\server\share\logfilerelease.txt")); buildProjectNode.Save(); detail.Information.Save(); detail.FinalizeStatus(BuildStatus.Failed); When running this code, it will a create a build that looks like this: As you can see, it created two configurations with error and warning information and a link to a log file. Just like a regular MSBuild would have done. This is very useful when using TFS 2010 Build in heterogeneous environments. It would also be possible to do this when running compilations completely outside TFS build, but then push the results of the into TFS for easy access. You can push all information, including the compilation summary, drop location, test results etc using the API.

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  • Programmatically use a server as the Build Server for multiple Project Collections

    Important: With this post you create an unsupported scenario by Microsoft. It will break your support for this server with Microsoft. So handle with care. I am the administrator an a TFS environment with a lot of Project Collections. In the supported configuration of Microsoft 2010 you need one Build Controller per Project Collection, and it is not supported to have multiple Build Controllers installed. Jim Lamb created a post how you can modify your system to change this behaviour. But since I have so many Project Collections, I automated this with the API of TFS. When you install a new build server via the UI, you do the following steps Register the build service (with this you hook the windows server into the build server environment) Add a new build controller Add a new build agent So in pseudo code, the code would look like foreach (projectCollection in GetAllProjectCollections) {       CreateNewWindowsService();       RegisterService();       AddNewController();       AddNewAgent(); } The following code fragements show you the most important parts of the method implementations. Attached is the full project. CreateNewWindowsService We create a new windows service with the SC command via the Diagnostics.Process class:             var pi = new ProcessStartInfo("sc.exe")                         {                             Arguments =                                 string.Format(                                     "create \"{0}\" start= auto binpath= \"C:\\Program Files\\Microsoft Team Foundation Server 2010\\Tools\\TfsBuildServiceHost.exe              /NamedInstance:{0}\" DisplayName= \"Visual Studio Team Foundation Build Service Host ({1})\"",                                     serviceHostName, tpcName)                         };            Process.Start(pi);             pi.Arguments = string.Format("failure {0} reset= 86400 actions= restart/60000", serviceHostName);            Process.Start(pi); RegisterService The trick in this method is that we set the NamedInstance static property. This property is Internal, so we need to set it through reflection. To get information on these you need nice Microsoft friends and the .Net reflector .             // Indicate which build service host instance we are using            typeof(BuildServiceHostUtilities).Assembly.GetType("Microsoft.TeamFoundation.Build.Config.BuildServiceHostProcess").InvokeMember("NamedInstance",              System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.SetProperty | System.Reflection.BindingFlags.Static, null, null, new object[] { serviceName });             // Create the build service host            serviceHost = buildServer.CreateBuildServiceHost(serviceName, endPoint);            serviceHost.Save();             // Register the build service host            BuildServiceHostUtilities.Register(serviceHost, user, password); AddNewController and AddNewAgent Once you have the BuildServerHost, the rest is pretty straightforward. There are methods on the BuildServerHost to modify the controllers and the agents                 controller = serviceHost.CreateBuildController(controllerName);                 agent = controller.ServiceHost.CreateBuildAgent(agentName, buildDirectory, controller);                controller.AddBuildAgent(agent); You have now seen the highlights of the application. If you need it and want to have sample information when you work in this area, download the app TFS2010_RegisterBuildServerToTPCs

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  • Bullet physics debug drawing not working

    - by Krishnabhadra
    Background I am following on from this question, which isn't answered yet. Basically I have a cube and a UVSphere in my scene, with UVSphere on the top of the cube without touching the cube. Both exported from blender. When I run the app The UVSphere does circle around the cube for 3 or 4 times and jump out of the scene. What I actually expect was the sphere to fall on top of the cube. What this question about From the comment to the linked question, I got to know about bullet debug drawing, which helps in debugging by drawing outline of physics bodies which are normally invisible. I did some research on that and came up with the code given below. From whatever I have read, below code should work, but it doesn't. My Code My bullet initialization code. -(void) initializeScene { /*Setup physics world*/ _physicsWorld = [[CC3PhysicsWorld alloc] init]; [_physicsWorld setGravity:0 y:-9.8 z:0]; /*Setting up debug draw*/ MyDebugDraw *draw = new MyDebugDraw; draw->setDebugMode(draw->getDebugMode() | btIDebugDraw::DBG_DrawWireframe ); _physicsWorld._discreteDynamicsWorld->setDebugDrawer(draw); /*Setup camera and lamb*/ ………….. //This simpleCube.pod contains the cube [self addContentFromPODFile: @"simpleCube.pod"]; //This file contains sphere [self addContentFromPODFile: @"SimpleSphere.pod"]; [self createGLBuffers]; CC3MeshNode* cubeNode = (CC3MeshNode*)[self getNodeNamed:@"Cube"]; CC3MeshNode* sphereNode = (CC3MeshNode*)[self getNodeNamed:@"Sphere"]; // both cubeNode and sphereNode are not nil from this point float *cVertexData = (float*)((CC3VertexArrayMesh*)cubeNode.mesh) .vertexLocations.vertices; int cVertexCount = ((CC3VertexArrayMesh*)cubeNode.mesh) .vertexLocations.vertexCount; btTriangleMesh* cTriangleMesh = new btTriangleMesh(); int offset = 0; for (int i = 0; i < (cVertexCount / 3); i++) { unsigned int index1 = offset; unsigned int index2 = offset+6; unsigned int index3 = offset+12; cTriangleMesh->addTriangle( btVector3(cVertexData[index1], cVertexData[index1+1], cVertexData[index1+2]), btVector3(cVertexData[index2], cVertexData[index2+1], cVertexData[index2+2]), btVector3(cVertexData[index3], cVertexData[index3+1], cVertexData[index3+2])); offset += 18; } [self releaseRedundantData]; /*Create a triangle mesh from the vertices*/ btBvhTriangleMeshShape* cTriMeshShape = new btBvhTriangleMeshShape(cTriangleMesh,true); btCollisionShape *sphereShape = new btSphereShape(1); gTriMeshObject = [_physicsWorld createPhysicsObjectTrimesh:cubeNode shape:cTriMeshShape mass:0 restitution:1.0 position:cubeNode.location]; sphereObject = [_physicsWorld createPhysicsObject:sphereNode shape:sphereShape mass:1 restitution:0.1 position:sphereNode.location]; sphereObject.rigidBody->setDamping(0.1,0.8); /*Enable debug drawing*/ _physicsWorld._discreteDynamicsWorld->debugDrawWorld(); } And My btIDebugDraw implementation (MyDebugDraw.h) //MyDebugDraw.h class MyDebugDraw: public btIDebugDraw{ int m_debugMode; public: virtual void drawLine(const btVector3& from,const btVector3& to ,const btVector3& color); virtual void drawContactPoint(const btVector3& PointOnB ,const btVector3& normalOnB,btScalar distance ,int lifeTime,const btVector3& color); virtual void reportErrorWarning(const char* warningString); virtual void draw3dText(const btVector3& location ,const char* textString); virtual void setDebugMode(int debugMode); virtual int getDebugMode() const; }; void MyDebugDraw::drawLine(const btVector3& from,const btVector3& to ,const btVector3& color){ LogInfo(@"Works!!"); glPushMatrix(); glColor4f(color.getX(), color.getY(), color.getZ(), 1.0); const GLfloat line[] = { from.getX()*1, from.getY()*1, from.getZ()*1, //point A to.getX()*1, to.getY()*1,to.getZ()*1 //point B }; glVertexPointer( 3, GL_FLOAT, 0, &line ); glPointSize( 5.0f ); glDrawArrays( GL_POINTS, 0, 2 ); glDrawArrays( GL_LINES, 0, 2 ); glPopMatrix(); } void MyDebugDraw::drawContactPoint(const btVector3 &PointOnB ,const btVector3 &normalOnB, btScalar distance ,int lifeTime, const btVector3 &color){ } void MyDebugDraw::reportErrorWarning(const char *warningString){ } void MyDebugDraw::draw3dText(const btVector3 &location , const char *textString){ } void MyDebugDraw::setDebugMode(int debugMode){ } int MyDebugDraw::getDebugMode() const{ return DBG_DrawWireframe; } My Problem The drawLine method is getting called. I can see the cube and sphere in place. Sphere again does some circling around the cube before jumping off. No debug lines are getting drawn.

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  • string s; &s+1; Legal? UB?

    - by John Dibling
    Consider the following code: #include <cstdlib> #include <iostream> #include <string> #include <vector> #include <algorithm> using namespace std; int main() { string myAry[] = { "Mary", "had", "a", "Little", "Lamb" }; const size_t numStrs = sizeof(myStr)/sizeof(myAry[0]); vector<string> myVec(&myAry[0], &myAry[numStrs]); copy( myVec.begin(), myVec.end(), ostream_iterator<string>(cout, " ")); return 0; } Of interest here is &myAry[numStrs]: numStrs is equal to 5, so &myAry[numStrs] points to something that doesn't exist; the sixth element in the array. There is another example of this in the above code: myVec.end(), which points to one-past-the-end of the vector myVec. It's perfecly legal to take the address of this element that doesn't exist. We know the size of string, so we know where the address of the 6th element of a C-style array of strings must point to. So long as we only evaluate this pointer and never dereference it, we're fine. We can even compare it to other pointers for equality. The STL does this all the time in algorithms that act on a range of iterators. The end() iterator points past the end, and the loops keep looping while a counter != end(). So now consider this: #include <cstdlib> #include <iostream> #include <string> #include <vector> #include <algorithm> using namespace std; int main() { string myStr = "Mary"; string* myPtr = &myStr; vector<string> myVec2(myPtr, &myPtr[1]); copy( myVec2.begin(), myVec2.end(), ostream_iterator<string>(cout, " ")); return 0; } Is this code legal and well-defined? It is legal and well-defined to take the address of an array element past the end, as in &myAry[numStrs], so should it be legal and well-defined to pretend that myPtr is also an array?

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  • Pet Peeves with the Windows Phone 7 Marketplace

    - by Bil Simser
    Have you ever noticed how something things just gnaw at your very being. This is the case with the WP7 marketplace, the Zune software, and the things that drive me batshit crazy with a side of fries. To go. I wanted to share. XBox Live is Not the Centre of the Universe Okay, it’s fine that the Zune software has an XBox live tag for games so can see them clearly but do we really need to have it shoved down our throats. On every click? Click on Games in the marketplace: The first thing that it defaults to on the filters on the right is XBox Live: Okay. Fine. However if you change it (say to Paid) then click onto a title when you come back from that title is the filter still set to Paid? No. It’s back to XBox Live again. Really? Give us a break. If you change to any filter on any other genre then click on the selected title, it doesn’t revert back to anything. It stays on the selection you picked. Let’s be fair here. The Games genre should behave just like every other one. If I pick Paid then when I come back to the list please remember that. Double Dipping On the subject of XBox Live titles, Microsoft (and developers who have an agreement with Microsoft to produce Live titles, which generally rules out indie game developers) is double dipping with regards to exposure of their titles. Here’s the Puzzle and Trivia Game section on the Marketplace for XBox Live titles: And here’s the same category filtered on Paid titles: See the problem? Two indie titles while the rest are XBox Live ones. So while XBL has it’s filter, they also get to showcase their wares in the Paid and Free filters as well. If you’re going to have an XBox Live filter then use it and stop pushing down indie titles until they’re off the screen (on some genres this is already the case). Free and Paid titles should be just that and not include XBox Live ones. If you’re really stoked that people can’t find the Free XBox Live titles vs. the paid ones, then create a Free XBox Live filter and a Paid XBox Live filter. I don’t think we would mind much. Whose Trial is it Anyways? You might notice apps in the marketplace with titles like “My Fart App Professional Lite” or “Silicon Lamb Spleen Builder Free”. When you submit and app to the marketplace it can either be free or paid. If it’s a paid app you also have the option to submit it with Trial capabilities. It’s up to you to decide what you offer in the trial version but trial versions can be purchased from within the app so after someone trys out your app (for free) and wants to unlock the Super Secret Obama Spy Ring Level, they can just go to the marketplace from your app (if you built that functionality in) and upgrade to the paid version. However it creates a rift of sorts when it comes to visibility. Some developers go the route of the paid app with a trial version, others decide to submit *two* apps instead of one. One app is the “Free” or “Lite” verions and the other is the paid version. Why go to the hassle of submitting two apps when you can just create a trial version in the same app? Again, visibility. There’s no way to tell Paid apps with Trial versions and ones without (it’s an option, you don’t have to provide trial versions, although I think it’s a good idea). However there is a way to see the Free apps from the Paid ones so some submit the two apps and have the Free version have links to buy the paid one (again through the Marketplace tasks in the API). What we as developers need for visibility is a new filter. Trial. That’s it. It would simply filter on Paid apps that have trial capabilities and surface up those apps just like the free ones. If Microsoft added this filter to the marketplace, it would eliminate the need for people to submit their “Free” and “Lite” versions and make it easier for the developer not to have to maintain two systems. I mean, is it really that hard? Can’t be any more difficult than the XBox Live Filter that’s already there. Location is Everything The last thing on my bucket list is about location. When I launch Zune I’m running in my native location setting, Canada. What’s great is that I navigate to the Travel Tools section where I have one of my apps and behold the splendour that I see: There are my apps in the number 1 and number 4 slot for top selling in that category. I show it to my wife to make up for the sleepless nights writing this stuff and we dance around and celebrate. Then I change my location on my operation system to United States and re-launch Zune. WTF? My flight app has slipped to the 10th spot (I’m only showing 4 across here out of the 7 in Zune) and my border check app that was #1 is now in the 32nd spot! End of celebration. Not only is relevance being looked at here, I value the comments people make on may apps as do most developers. I want to respond to them and show them that I’m listening. The next version of my border app will provide multiple camera angles. However when I’m running in my native Canada location, I only see two reviews. Changing over to United States I see fourteen! While there are tools out there to provide with you a unified view, I shouldn’t have to rely on them. My own Zune desktop software should allow me to see everything. I realize that some developers will submit an app and only target it for some locations and that’s their choice. However I shouldn’t have to jump through hoops to see what apps are ahead of mine, or see people comments and ratings. Another proposal. Either unify the marketplace (i.e. when I’m looking at it show me everything combined) or let me choose a filter. I think the first option might be difficult as you’re trying to average out top selling apps across all markets and have to deal with some apps that have been omitted from some markets. Although I think you could come up with a set of use cases that would handle that, maybe that’s too much work. At the very least, let us developers view the markets in a drop down or something from within the Zune desktop. Having to shut down Zune, change our location, and re-launch Zune to see other perspectives is just too onerous. A Call to Action These are just one mans opinion. Do you agree? Disagree? Feel hungry for a bacon sandwich? Let everyone know via the comments below. Perhaps someone from Microsoft will be reading and take some of these ideas under advisement. Maybe not, but at least let’s get the word out that we really want to see some change. Egypt can do it, why not WP7 developers!

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  • Problems with sticky footer html css

    - by CJava
    I'm having trouble making a sticky footer, whatever I do the code completely messes up and re-arranged positioning of other elements. I'm using multiple div elements. I have tried pretty much most tutorials on stickying footers online like http://www.cssstickyfooter.com/using-sticky-footer-code.html Help would be much appreciated. Thanks a lot! html: <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <meta name="generator" content="HTML Tidy for Linux (vers 25 March 2009), see www.w3.org"> <title>Southend-on-Sea Independant Tourist Guide</title> <!--Attached CSS to keep constant throughout site--> <link rel="stylesheet" type="text/css" href="style.css"> <meta http-equiv="content-type" content="text/html; charset=utf-8"> <meta name="description" content="An independant tourist guide on Southend-on-Sea"> <meta name="keywords" content="southend, southend-on-sea, tourist guide, tourist, independant"> <meta name="author" content="Callum Stevens"> <link rel="shortcut icon" type="image/x-icon" href="/favicon.ico"><!--[if !IE 7]> <style type="text/css"> #wrap {display:table;height:100%} </style> <![endif]--> <link rel="stylesheet" type="text/css" href="style.css"> <link rel="stylesheet" type="text/css" href="navigation.css"> </head> <body> <div id="container"> <div id="content"> <div id="header"> <table width="200" border="0" align="center" cellpadding="0" cellspacing="0"> <tr> <td><img src="southendpiersept2006edit.jpg" width="700" height="389" alt="southend pier site logo"></td> </tr> </table> </div> <div id="navigation"> <ul> <li class="home"><a href="index.htm">Home</a></li> <li class="places"><a href="places.htm">Places to go</a></li> <li class="things"><a href="things.htm">Things to do</a></li> <li class="where"><a href="where.htm">Where to stay</a></li> <li class="getting"><a href="getting.htm">Getting&lt; here/a&gt;</a></li> <li class="about"><a href="getting.htm"></a><a href="getting.htm"></a><a href="about.htm">About the town</a></li> <li class="contact"><a href="contact.htm">Contact us</a></li> </ul> <table width="700" border="0" align="center" cellpadding="0" cellspacing="0"> <tr> <td></td> </tr> </table> </div> <br> <br> <h1>Southend-On-Sea</h1> <br> <h2>Welcome to Southend-On-Sea Tourist Information Site. You're #1 stop for finding out about Southend!</h2> <br> <h3>This site aims to help you in getting here, finding accomodation, and letting you know whats going on.</h3> <p>paragraph</p> <p id="p2">paragraph2</p> </div> </div> <div id="footer"></div> </body> </html> style.css: html, body { margin: 0px; padding: 0px; text-align:center } body{ background: url(bg.jpg) repeat-x;} #content { text-align:center width:67%; } h2 { text-transform: capitalize;} navigation.css #navigation ul { width: 700px; height: 50px; position: absolute; /** Places image at the top of the page **/ top: 389px; /** Determines the height from the top of the page **/ left: 15.3%; /** Determines the width from the left of the page **/ background: url(menu.jpg) no-repeat 0 0; list-style: none; margin: 0; padding: 0; } #navigation li { display: inline; } #navigation li a:link, #navigation li a:visited { border: none; width: 100px; height: 50px; display: block; position: absolute; top: 0; text-indent: -7000px; outline: none; } #navigation li.home a:link, #navigation li.home a:visited { left: 0; } #navigation li.places a:link, #navigation li.places a:visited { left: 100px } #navigation li.things a:link, #navigation li.things a:visited { left: 200px } #navigation li.where a:link, #navigation li.where a:visited { left: 300px } #navigation li.getting a:link, #navigation li.getting a:visited { left: 400px } #navigation li.about a:link, #navigation li.about a:visited { left: 500px } #navigation li.contact a:link, #navigation li.contact a:visited { left: 600px } #navigation li.home a:hover { background: url(menu.jpg) no-repeat 0 -50px; } #navigation li.places a:hover { background: url(menu.jpg) no-repeat -100px -50px; } #navigation li.things a:hover { background: url(menu.jpg) no-repeat -200px -50px; } #navigation li.where a:hover { background: url(menu.jpg) no-repeat -300px -50px; } #navigation li.getting a:hover { background: url(menu.jpg) no-repeat -400px -50px; } #navigation li.about a:hover { background: url(menu.jpg) no-repeat -500px -50px; } #navigation li.contact a:hover { background: url(menu.jpg) no-repeat -600px -50px; }

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