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  • Connecting my XBOX 360 to home network

    - by patrick
    I am trying to set up my XBOX 360 as a Windows Media Center Extender. I input the code as shown on the XBOX screen, but I get the error message: "Cannot Set Up Extender." This means that the Extender was found (there's a separate error msg for extender not found), however it can't be set up. Windows points me to this page which tells me to change my router settings to enable multicast and UPnP. My router doesn't have those specific settings but I did open all ports for the XBOX. What is odd about this problem is that it did work, then I restarted my computer and didn't change any settings, and now it doesn't work. I guess something did change, but I can't figure out anything else to try after opening all ports. I'm running Windows 7 and the router is fairly recent (I bought it about six months ago) so it should be able to handle this. The router firmware is up to date.

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  • Rotating a full 360 degrees in WPF 3D

    - by sklitzz
    Hi, I have a ModelVisual3D of a cube and I want to animate it to rotate around its axis for 360 degrees. I make a RoationTransform3D which I tell to rotate 360 but it doesn't rotate at all, also if you say 270 degrees it rotates only 90 degrees but in the opposite direction. I guess he computer calculates the "shortest path" of the rotation. The best solution I have come up with is to make one animation turn 180 and after it finishes call another 180 to complete the full rotation. Is there a way to do it in one animation? RotateTransform3D rotateTransform = new RotateTransform3D(); myCube.Model.Transform = rotateTransform; AxisAngleRotation3D rotateAxis = new AxisAngleRotation3D(new Vector3D(0, 1, 0), 180/*or 360*/); Rotation3DAnimation rotateAnimation = new Rotation3DAnimation(rotateAxis, TimeSpan.FromSeconds(2)); rotateTransform.BeginAnimation(RotateTransform3D.RotationProperty, rotateAnimation);

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  • Tversity DNLA services with Xbox 360

    - by NoCarrier
    I'm hosting a Tversity instance on my Windows 2008 server and sharing some media. My PS3 detects this as a DNLA device and can play back the media just fine. Tversity shows up on my Xbox 360, but when i click on it, it just loads and loads and after a minute it times out and tells me it can't connect. Has anyone successfully gotten this working?

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  • Learning XNA/Xbox Development [closed]

    - by CJ Sculti
    Possible Duplicate: How should I go about learning XNA? so I would like to get into Xbox game development (indie games.) The problem is I cant find ANY documentation or place to get started online. I was hoping someone here could point me in the right direction (tutorials or documentation.) I was also hoping someone could direct me to some kind of online course? (Paid or free.) I appreciate your time, thanks.

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  • Why Is Vertical Resolution Monitor Resolution so Often a Multiple of 360?

    - by Jason Fitzpatrick
    Stare at a list of monitor resolutions long enough and you might notice a pattern: many of the vertical resolutions, especially those of gaming or multimedia displays, are multiples of 360 (720, 1080, 1440, etc.) But why exactly is this the case? Is it arbitrary or is there something more at work? Today’s Question & Answer session comes to us courtesy of SuperUser—a subdivision of Stack Exchange, a community-driven grouping of Q&A web sites. The Question SuperUser reader Trojandestroy recently noticed something about his display interface and needs answers: YouTube recently added 1440p functionality, and for the first time I realized that all (most?) vertical resolutions are multiples of 360. Is this just because the smallest common resolution is 480×360, and it’s convenient to use multiples? (Not doubting that multiples are convenient.) And/or was that the first viewable/conveniently sized resolution, so hardware (TVs, monitors, etc) grew with 360 in mind? Taking it further, why not have a square resolution? Or something else unusual? (Assuming it’s usual enough that it’s viewable). Is it merely a pleasing-the-eye situation? So why have the display be a multiple of 360? The Answer SuperUser contributor User26129 offers us not just an answer as to why the numerical pattern exists but a history of screen design in the process: Alright, there are a couple of questions and a lot of factors here. Resolutions are a really interesting field of psychooptics meeting marketing. First of all, why are the vertical resolutions on youtube multiples of 360. This is of course just arbitrary, there is no real reason this is the case. The reason is that resolution here is not the limiting factor for Youtube videos – bandwidth is. Youtube has to re-encode every video that is uploaded a couple of times, and tries to use as little re-encoding formats/bitrates/resolutions as possible to cover all the different use cases. For low-res mobile devices they have 360×240, for higher res mobile there’s 480p, and for the computer crowd there is 360p for 2xISDN/multiuser landlines, 720p for DSL and 1080p for higher speed internet. For a while there were some other codecs than h.264, but these are slowly being phased out with h.264 having essentially ‘won’ the format war and all computers being outfitted with hardware codecs for this. Now, there is some interesting psychooptics going on as well. As I said: resolution isn’t everything. 720p with really strong compression can and will look worse than 240p at a very high bitrate. But on the other side of the spectrum: throwing more bits at a certain resolution doesn’t magically make it better beyond some point. There is an optimum here, which of course depends on both resolution and codec. In general: the optimal bitrate is actually proportional to the resolution. So the next question is: what kind of resolution steps make sense? Apparently, people need about a 2x increase in resolution to really see (and prefer) a marked difference. Anything less than that and many people will simply not bother with the higher bitrates, they’d rather use their bandwidth for other stuff. This has been researched quite a long time ago and is the big reason why we went from 720×576 (415kpix) to 1280×720 (922kpix), and then again from 1280×720 to 1920×1080 (2MP). Stuff in between is not a viable optimization target. And again, 1440P is about 3.7MP, another ~2x increase over HD. You will see a difference there. 4K is the next step after that. Next up is that magical number of 360 vertical pixels. Actually, the magic number is 120 or 128. All resolutions are some kind of multiple of 120 pixels nowadays, back in the day they used to be multiples of 128. This is something that just grew out of LCD panel industry. LCD panels use what are called line drivers, little chips that sit on the sides of your LCD screen that control how bright each subpixel is. Because historically, for reasons I don’t really know for sure, probably memory constraints, these multiple-of-128 or multiple-of-120 resolutions already existed, the industry standard line drivers became drivers with 360 line outputs (1 per subpixel). If you would tear down your 1920×1080 screen, I would be putting money on there being 16 line drivers on the top/bottom and 9 on one of the sides. Oh hey, that’s 16:9. Guess how obvious that resolution choice was back when 16:9 was ‘invented’. Then there’s the issue of aspect ratio. This is really a completely different field of psychology, but it boils down to: historically, people have believed and measured that we have a sort of wide-screen view of the world. Naturally, people believed that the most natural representation of data on a screen would be in a wide-screen view, and this is where the great anamorphic revolution of the ’60s came from when films were shot in ever wider aspect ratios. Since then, this kind of knowledge has been refined and mostly debunked. Yes, we do have a wide-angle view, but the area where we can actually see sharply – the center of our vision – is fairly round. Slightly elliptical and squashed, but not really more than about 4:3 or 3:2. So for detailed viewing, for instance for reading text on a screen, you can utilize most of your detail vision by employing an almost-square screen, a bit like the screens up to the mid-2000s. However, again this is not how marketing took it. Computers in ye olden days were used mostly for productivity and detailed work, but as they commoditized and as the computer as media consumption device evolved, people didn’t necessarily use their computer for work most of the time. They used it to watch media content: movies, television series and photos. And for that kind of viewing, you get the most ‘immersion factor’ if the screen fills as much of your vision (including your peripheral vision) as possible. Which means widescreen. But there’s more marketing still. When detail work was still an important factor, people cared about resolution. As many pixels as possible on the screen. SGI was selling almost-4K CRTs! The most optimal way to get the maximum amount of pixels out of a glass substrate is to cut it as square as possible. 1:1 or 4:3 screens have the most pixels per diagonal inch. But with displays becoming more consumery, inch-size became more important, not amount of pixels. And this is a completely different optimization target. To get the most diagonal inches out of a substrate, you want to make the screen as wide as possible. First we got 16:10, then 16:9 and there have been moderately successful panel manufacturers making 22:9 and 2:1 screens (like Philips). Even though pixel density and absolute resolution went down for a couple of years, inch-sizes went up and that’s what sold. Why buy a 19″ 1280×1024 when you can buy a 21″ 1366×768? Eh… I think that about covers all the major aspects here. There’s more of course; bandwidth limits of HDMI, DVI, DP and of course VGA played a role, and if you go back to the pre-2000s, graphics memory, in-computer bandwdith and simply the limits of commercially available RAMDACs played an important role. But for today’s considerations, this is about all you need to know. Have something to add to the explanation? Sound off in the the comments. Want to read more answers from other tech-savvy Stack Exchange users? Check out the full discussion thread here.     

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  • Mac Mini's internet very slow, every other device fine (PC, iPhone, Xbox 360)

    - by alex
    I recently haven't used my Mac Mini for about 5 days (however it was left on). I seem to be able to connect and get great download / upload speeds through my PC, Xbox 360, iPhone and parents' laptop. However, my Mac Mini is very slow. OS X's Mail.app is downloading mail at 0.4kbps and then dropping to 0. Skype file transfers are doing the same. Browsing the net is a terrible experience. It is taking 30 seconds or more to download basic pages. All of my devices connect wirelessly to a Netgear router / modem. I have tried giving the Mac Mini a manual IP, and renew DHCP lease, as well as flush DNS in Terminal. I have also rebooted the router / modem twice, and the Mac Mini twice. Do you know what could be causing this? Thanks

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  • Using Xbox 360 controller with Mac OS X (specifically turning it off)

    - by Bob King
    So I've been using this driver for a few months with the Xbox 360 Wireless Controller For Windows with my Mac Mini. Here's an article about the driver on Gizmodo. The driver works really well for actually using the controller, but there doesn't seem to be a way to power off the controller without pulling the batteries. Does anyone know of a replacement driver that includes power-off capabilities, or know of some other undocumented way to turn the controller off? Note: I've been having problems getting to the site, but it could be our corporate filtering.

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  • My new Xbox 360 drive doesn't show up

    - by RobbieGee
    I bought an Xbox 360 Arcade version a while ago and today I got a 120GB drive from a shop that had a closedown sale. I put the drive on the side as per the picture on the back side of the drive. When I go to settings and look at memory, it only finds the built in memory chip, not the harddrive. Am I doing it correct? I have almost never used my Xbox so I'm not sure if there's anything more to it. I don't think I fitted the drive wrong either, it seems pretty much impossible to do it wrong. The box came with only the drive, it doesn't have any transfer kit or the likes.

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  • Do not play previews of songs in Xbox Music

    - by flooooo
    I am currently using the trial of Xbox Music Pass on Windows 8 and discovered to following problem: A band's album has one or more songs that are not available to be played via Xbox music pass but for purchase on the Xbox Music store. When I choose the option "Play album" it plays the songs available for Xbox music pass streaming completely and for the songs only available for purchase just the preview of 30 seconds. Is there an option to deactivate this by a setting that I just not found or is it currently simply not possible?

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  • Mac Mini's internet very slow, every other device fine (PC, iPhone, Xbox 360)

    - by alex
    I recently haven't used my Mac Mini for about 5 days (however it was left on). I seem to be able to connect and get great download / upload speeds through my PC, Xbox 360, iPhone and parents' laptop. However, my Mac Mini is very slow. OS X's Mail.app is downloading mail at 0.4kbps and then dropping to 0. Skype file transfers are doing the same. Browsing the net is a terrible experience. It is taking 30 seconds or more to download basic pages. All of my devices connect wirelessly to a Netgear router / modem. I have tried giving the Mac Mini a manual IP, and renew DHCP lease, as well as flush DNS in Terminal. I have also rebooted the router / modem twice, and the Mac Mini twice. Do you know what could be causing this? Thanks Update This is very weird. It is also very slow accessing localhost (setup through MAMP) and also slow to access the Netgear router config pages.

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  • XBox 360 Dashboard Plugins

    - by ChoccyButton
    Is it possible to create plug ins for the Xbox 360 dashboard? I was looking to turn the 360 into the hub for the family. So you could for example turn the xbox on, and there on the dashboard see all the families calendars merged, todo lists, grocery lists, birthdays etc. I can't see anybody talking about plugins for the dashboard around the net so I'm guessing you can't, but thought I'd check. Next option will be something like a net top running in the family room, but that means 2 devices then, one for gaming and one for the family functions

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  • Sirius Satellite Radio Streaming via XBOX 360

    - by Kyle B.
    Anyone have any luck with this? I've found a number of articles which point to an application uSirius which is apparently discontinued (bought out by Apple or something it looks like) but it is nowhere I have found. Basically I know media center has some baked in functionality for XM radio streaming, but nothing for Sirius radio. Anyone have any luck with this? Thanks, Kyle

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  • OpenSteer on Xbox 360?

    - by Rosarch
    I want to use OpenSteer for my game that I want to be compatible with the Xbox 360. I have heard that since it is a wrapper for a C++ library, it will work in XNA on a PC, but not on the Xbox. Is there no way to make it compatible?

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  • La console Xbox 360 s'ouvre au Web, la mise à jour de la Xbox Live introduit Internet Explorer 10

    La console Xbox 360 s'ouvre au Web, la mise à jour de la Xbox Live introduit Internet Explorer 10 Microsoft apporte le Web sur les téléviseurs avec la mise à jour de la Xbox Live. L'éditeur a commencé le déploiement de la nouvelle version du tableau de bord de la console de jeux aux abonnés Xbox Live Gold dans le monde entier. La nouveauté phare de cette mise à jour est l'introduction du navigateur Internet Explorer 10. IE sur Xbox permettra aux utilisateurs de naviguer sur le Web depuis leur téléviseur, épingler leurs favoris et regarder des vidéos HTML5. Grâce à la nouvelle application Xbox Smart Glass qui sortira au même moment que Windows 8 le 26 octobre prochai...

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  • Linux router: ping doesn't route back

    - by El Barto
    I have a Debian box which I'm trying to set up as a router and an Ubuntu box which I'm using as a client. My problem is that when the Ubuntu client tries to ping a server on the Internet, all the packets are lost (though, as you can see below, they seem to go to the server and back without problem). I'm doing this in the Ubuntu Box: # ping -I eth1 my.remote-server.com PING my.remote-server.com (X.X.X.X) from 10.1.1.12 eth1: 56(84) bytes of data. ^C --- my.remote-server.com ping statistics --- 13 packets transmitted, 0 received, 100% packet loss, time 12094ms (I changed the name and IP of the remote server for privacy). From the Debian Router I see this: # tcpdump -i eth1 -qtln icmp tcpdump: verbose output suppressed, use -v or -vv for full protocol decode listening on eth1, link-type EN10MB (Ethernet), capture size 65535 bytes IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 305, seq 7, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 305, seq 8, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 305, seq 8, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 305, seq 9, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 305, seq 9, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 305, seq 10, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 305, seq 10, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 305, seq 11, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 305, seq 11, length 64 ^C 9 packets captured 9 packets received by filter 0 packets dropped by kernel # tcpdump -i eth2 -qtln icmp tcpdump: verbose output suppressed, use -v or -vv for full protocol decode listening on eth2, link-type EN10MB (Ethernet), capture size 65535 bytes IP 192.168.1.10 > X.X.X.X: ICMP echo request, id 360, seq 213, length 64 IP X.X.X.X > 192.168.1.10: ICMP echo reply, id 360, seq 213, length 64 IP 192.168.1.10 > X.X.X.X: ICMP echo request, id 360, seq 214, length 64 IP X.X.X.X > 192.168.1.10: ICMP echo reply, id 360, seq 214, length 64 IP 192.168.1.10 > X.X.X.X: ICMP echo request, id 360, seq 215, length 64 IP X.X.X.X > 192.168.1.10: ICMP echo reply, id 360, seq 215, length 64 IP 192.168.1.10 > X.X.X.X: ICMP echo request, id 360, seq 216, length 64 IP X.X.X.X > 192.168.1.10: ICMP echo reply, id 360, seq 216, length 64 IP 192.168.1.10 > X.X.X.X: ICMP echo request, id 360, seq 217, length 64 IP X.X.X.X > 192.168.1.10: ICMP echo reply, id 360, seq 217, length 64 ^C 10 packets captured 10 packets received by filter 0 packets dropped by kernel And at the remote server I see this: # tcpdump -i eth0 -qtln icmp tcpdump: verbose output suppressed, use -v or -vv for full protocol decode listening on eth0, link-type EN10MB (Ethernet), capture size 96 bytes IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 1, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 1, length 64 IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 2, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 2, length 64 IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 3, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 3, length 64 IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 4, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 4, length 64 IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 5, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 5, length 64 IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 6, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 6, length 64 IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 7, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 7, length 64 IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 8, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 8, length 64 IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 9, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 9, length 64 18 packets captured 228 packets received by filter 92 packets dropped by kernel Here "X.X.X.X" is my remote server's IP and "Y.Y.Y.Y" is my local network's public IP. So, what I understand is that the ping packets are coming out of the Ubuntu box (10.1.1.12), to the router (10.1.1.1), from there to the next router (192.168.1.1) and reaching the remote server (X.X.X.X). Then they come back all the way to the Debian router, but they never reach the Ubuntu box back. What am I missing? Here's the Debian router setup: # ifconfig eth1 Link encap:Ethernet HWaddr 94:0c:6d:82:0d:98 inet addr:10.1.1.1 Bcast:10.1.1.255 Mask:255.255.255.0 inet6 addr: fe80::960c:6dff:fe82:d98/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:105761 errors:0 dropped:0 overruns:0 frame:0 TX packets:48944 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:40298768 (38.4 MiB) TX bytes:44831595 (42.7 MiB) Interrupt:19 Base address:0x6000 eth2 Link encap:Ethernet HWaddr 6c:f0:49:a4:47:38 inet addr:192.168.1.10 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::6ef0:49ff:fea4:4738/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:38335992 errors:0 dropped:0 overruns:0 frame:0 TX packets:37097705 errors:0 dropped:0 overruns:0 carrier:1 collisions:0 txqueuelen:1000 RX bytes:4260680226 (3.9 GiB) TX bytes:3759806551 (3.5 GiB) Interrupt:27 eth3 Link encap:Ethernet HWaddr 94:0c:6d:82:c8:72 UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) Interrupt:20 Base address:0x2000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:3408 errors:0 dropped:0 overruns:0 frame:0 TX packets:3408 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:358445 (350.0 KiB) TX bytes:358445 (350.0 KiB) tun0 Link encap:UNSPEC HWaddr 00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00 inet addr:10.8.0.1 P-t-P:10.8.0.2 Mask:255.255.255.255 UP POINTOPOINT RUNNING NOARP MULTICAST MTU:1500 Metric:1 RX packets:2767779 errors:0 dropped:0 overruns:0 frame:0 TX packets:1569477 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:100 RX bytes:3609469393 (3.3 GiB) TX bytes:96113978 (91.6 MiB) # route -n Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 10.8.0.2 0.0.0.0 255.255.255.255 UH 0 0 0 tun0 127.0.0.1 0.0.0.0 255.255.255.255 UH 0 0 0 lo 10.8.0.0 10.8.0.2 255.255.255.0 UG 0 0 0 tun0 192.168.1.0 0.0.0.0 255.255.255.0 U 1 0 0 eth2 10.1.1.0 0.0.0.0 255.255.255.0 U 0 0 0 eth1 0.0.0.0 192.168.1.1 0.0.0.0 UG 0 0 0 eth2 # arp -n # Note: Here I have changed all the different MACs except the ones corresponding to the Ubuntu box (on 10.1.1.12 and 192.168.1.12) Address HWtype HWaddress Flags Mask Iface 192.168.1.118 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.72 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.94 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.102 ether NN:NN:NN:NN:NN:NN C eth2 10.1.1.12 ether 00:1e:67:15:2b:f0 C eth1 192.168.1.86 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.2 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.61 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.64 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.116 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.91 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.52 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.93 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.87 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.92 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.100 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.40 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.53 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.1 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.83 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.89 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.12 ether 00:1e:67:15:2b:f1 C eth2 192.168.1.77 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.66 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.90 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.65 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.41 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.78 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.123 ether NN:NN:NN:NN:NN:NN C eth2 # iptables -L -n Chain INPUT (policy ACCEPT) target prot opt source destination Chain FORWARD (policy ACCEPT) target prot opt source destination Chain OUTPUT (policy ACCEPT) target prot opt source destination # iptables -L -n -t nat Chain PREROUTING (policy ACCEPT) target prot opt source destination Chain POSTROUTING (policy ACCEPT) target prot opt source destination MASQUERADE all -- 10.1.1.0/24 !10.1.1.0/24 MASQUERADE all -- !10.1.1.0/24 10.1.1.0/24 Chain OUTPUT (policy ACCEPT) target prot opt source destination And here's the Ubuntu box: # ifconfig eth0 Link encap:Ethernet HWaddr 00:1e:67:15:2b:f1 inet addr:192.168.1.12 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::21e:67ff:fe15:2bf1/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:28785139 errors:0 dropped:0 overruns:0 frame:0 TX packets:19050735 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:32068182803 (32.0 GB) TX bytes:6061333280 (6.0 GB) Interrupt:16 Memory:b1a00000-b1a20000 eth1 Link encap:Ethernet HWaddr 00:1e:67:15:2b:f0 inet addr:10.1.1.12 Bcast:10.1.1.255 Mask:255.255.255.0 inet6 addr: fe80::21e:67ff:fe15:2bf0/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:285086 errors:0 dropped:0 overruns:0 frame:0 TX packets:12719 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:30817249 (30.8 MB) TX bytes:2153228 (2.1 MB) Interrupt:16 Memory:b1900000-b1920000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:86048 errors:0 dropped:0 overruns:0 frame:0 TX packets:86048 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:11426538 (11.4 MB) TX bytes:11426538 (11.4 MB) # route -n Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 0.0.0.0 192.168.1.1 0.0.0.0 UG 0 0 0 eth0 0.0.0.0 10.1.1.1 0.0.0.0 UG 100 0 0 eth1 10.1.1.0 0.0.0.0 255.255.255.0 U 0 0 0 eth1 10.8.0.0 192.168.1.10 255.255.255.0 UG 0 0 0 eth0 169.254.0.0 0.0.0.0 255.255.0.0 U 1000 0 0 eth0 192.168.1.0 0.0.0.0 255.255.255.0 U 1 0 0 eth0 # arp -n # Note: Here I have changed all the different MACs except the ones corresponding to the Debian box (on 10.1.1.1 and 192.168.1.10) Address HWtype HWaddress Flags Mask Iface 192.168.1.70 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.90 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.97 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.103 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.13 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.120 (incomplete) eth0 192.168.1.111 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.118 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.51 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.102 (incomplete) eth0 192.168.1.64 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.52 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.74 (incomplete) eth0 192.168.1.94 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.121 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.72 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.87 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.91 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.71 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.78 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.83 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.88 (incomplete) eth0 192.168.1.82 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.98 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.100 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.93 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.73 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.11 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.85 (incomplete) eth0 192.168.1.112 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.89 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.65 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.81 ether NN:NN:NN:NN:NN:NN C eth0 10.1.1.1 ether 94:0c:6d:82:0d:98 C eth1 192.168.1.53 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.116 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.61 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.10 ether 6c:f0:49:a4:47:38 C eth0 192.168.1.86 (incomplete) eth0 192.168.1.119 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.66 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.1 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.1 ether NN:NN:NN:NN:NN:NN C eth1 192.168.1.92 ether NN:NN:NN:NN:NN:NN C eth0 # iptables -L -n Chain INPUT (policy ACCEPT) target prot opt source destination Chain FORWARD (policy ACCEPT) target prot opt source destination Chain OUTPUT (policy ACCEPT) target prot opt source destination # iptables -L -n -t nat Chain PREROUTING (policy ACCEPT) target prot opt source destination Chain INPUT (policy ACCEPT) target prot opt source destination Chain OUTPUT (policy ACCEPT) target prot opt source destination Chain POSTROUTING (policy ACCEPT) target prot opt source destination Edit: Following Patrick's suggestion, I did a tcpdump con the Ubuntu box and I see this: # tcpdump -i eth1 -qtln icmp tcpdump: verbose output suppressed, use -v or -vv for full protocol decode listening on eth1, link-type EN10MB (Ethernet), capture size 65535 bytes IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 21967, seq 1, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 21967, seq 1, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 21967, seq 2, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 21967, seq 2, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 21967, seq 3, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 21967, seq 3, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 21967, seq 4, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 21967, seq 4, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 21967, seq 5, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 21967, seq 5, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 21967, seq 6, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 21967, seq 6, length 64 ^C 12 packets captured 12 packets received by filter 0 packets dropped by kernel So the question is: if all packets seem to be coming and going, why does ping report 100% packet loss?

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  • Moving Character in C# XNA Not working

    - by Matthew Stenquist
    I'm having trouble trying to get my character to move for a game I'm making in my sparetime for the Xbox. However, I can't seem to figure out what I'm doing wrong , and I'm not even sure if I'm doing it right. I've tried googling tutorials on this but I haven't found any helpful ones. Mainly, ones on 3d rotation on the XNA creators club website. My question is : How can I get the character to walk towards the right in the MoveInput() function? What am I doing wrong? Did I code it wrong? The problem is : The player isn't moving. I think the MoveInput() class isn't working. Here's my code from my character class : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace Jumping { class Character { Texture2D texture; Vector2 position; Vector2 velocity; int velocityXspeed = 2; bool jumping; public Character(Texture2D newTexture, Vector2 newPosition) { texture = newTexture; position = newPosition; jumping = true; } public void Update(GameTime gameTime) { JumpInput(); MoveInput(); } private void MoveInput() { //Move Character right GamePadState gamePad1 = GamePad.GetState(PlayerIndex.One); velocity.X = velocity.X + (velocityXspeed * gamePad1.ThumbSticks.Right.X); } private void JumpInput() { position += velocity; if (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed && jumping == false) { position.Y -= 1f; velocity.Y = -5f; jumping = true; } if (jumping == true) { float i = 1.6f; velocity.Y += 0.15f * i; } if (position.Y + texture.Height >= 1000) jumping = false; if (jumping == false) velocity.Y = 0f; } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(texture, position, Color.White); } } }

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  • XNA Xbox 360 Content Manager Thread freezing Draw Thread

    - by Alikar
    I currently have a game that takes in large images, easily bigger than 1MB, to serve as backgrounds. I know exactly when this transition is supposed to take place, so I made a loader class to handle loading these large images in the background, but when I load the images it still freezes the main thread where the drawing takes place. Since this code runs on the 360 I move the thread to the 4th hardware thread, but that doesn't seem to help. Below is the class I am using. Any thoughts as to why my new content manager which should be in its own thread is interrupting the draw in my main thread would be appreciated. namespace FileSystem { /// <summary> /// This is used to reference how many objects reference this texture. /// Everytime someone references a texture we increase the iNumberOfReferences. /// When a class calls remove on a specific texture we check to see if anything /// else is referencing the class, if it is we don't remove it. If there isn't /// anything referencing the texture its safe to dispose of. /// </summary> class TextureContainer { public uint uiNumberOfReferences = 0; public Texture2D texture; } /// <summary> /// This class loads all the files from the Content. /// </summary> static class FileManager { static Microsoft.Xna.Framework.Content.ContentManager Content; static EventWaitHandle wh = new AutoResetEvent(false); static Dictionary<string, TextureContainer> Texture2DResourceDictionary; static List<Texture2D> TexturesToDispose; static List<String> TexturesToLoad; static int iProcessor = 4; private static object threadMutex = new object(); private static object Texture2DMutex = new object(); private static object loadingMutex = new object(); private static bool bLoadingTextures = false; /// <summary> /// Returns if we are loading textures or not. /// </summary> public static bool LoadingTexture { get { lock (loadingMutex) { return bLoadingTextures; } } } /// <summary> /// Since this is an static class. This is the constructor for the file loadeder. This is the version /// for the Xbox 360. /// </summary> /// <param name="_Content"></param> public static void Initalize(IServiceProvider serviceProvider, string rootDirectory, int _iProcessor ) { Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory); Texture2DResourceDictionary = new Dictionary<string, TextureContainer>(); TexturesToDispose = new List<Texture2D>(); iProcessor = _iProcessor; CreateThread(); } /// <summary> /// Since this is an static class. This is the constructor for the file loadeder. /// </summary> /// <param name="_Content"></param> public static void Initalize(IServiceProvider serviceProvider, string rootDirectory) { Content = new Microsoft.Xna.Framework.Content.ContentManager(serviceProvider, rootDirectory); Texture2DResourceDictionary = new Dictionary<string, TextureContainer>(); TexturesToDispose = new List<Texture2D>(); CreateThread(); } /// <summary> /// Creates the thread incase we wanted to set up some parameters /// Outside of the constructor. /// </summary> static public void CreateThread() { Thread t = new Thread(new ThreadStart(StartThread)); t.Start(); } // This is the function that we thread. static public void StartThread() { //BBSThreadClass BBSTC = (BBSThreadClass)_oData; FileManager.Execute(); } /// <summary> /// This thread shouldn't be called by the outside world. /// It allows the File Manager to loop. /// </summary> static private void Execute() { // Make sure our thread is on the correct processor on the XBox 360. #if WINDOWS #else Thread.CurrentThread.SetProcessorAffinity(new int[] { iProcessor }); Thread.CurrentThread.IsBackground = true; #endif // This loop will load textures into ram for us away from the main thread. while (true) { wh.WaitOne(); // Locking down our data while we process it. lock (threadMutex) { lock (loadingMutex) { bLoadingTextures = true; } bool bContainsKey = false; for (int con = 0; con < TexturesToLoad.Count; con++) { // If we have already loaded the texture into memory reference // the one in the dictionary. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]); } if (bContainsKey) { // Do nothing } // Otherwise load it into the dictionary and then reference the // copy in the dictionary else { TextureContainer TC = new TextureContainer(); TC.uiNumberOfReferences = 1; // We start out with 1 referece. // Loading the texture into memory. try { TC.texture = Content.Load<Texture2D>(TexturesToLoad[con]); // This is passed into the dictionary, thus there is only one copy of // the texture in memory. // There is an issue with Sprite Batch and disposing textures. // This will have to wait until its figured out. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(TexturesToLoad[con]); Texture2DResourceDictionary.Add(TexturesToLoad[con], TC); } // We don't have the find the reference to the container since we // already have it. } // Occasionally our texture will already by loaded by another thread while // this thread is operating. This mainly happens on the first level. catch (Exception e) { // If this happens we don't worry about it since this thread only loads // texture data and if its already there we don't need to load it. } } Thread.Sleep(100); } } lock (loadingMutex) { bLoadingTextures = false; } } } static public void LoadTextureList(List<string> _textureList) { // Ensuring that we can't creating threading problems. lock (threadMutex) { TexturesToLoad = _textureList; } wh.Set(); } /// <summary> /// This loads a 2D texture which represents a 2D grid of Texels. /// </summary> /// <param name="_textureName">The name of the picture you wish to load.</param> /// <returns>Holds the image data.</returns> public static Texture2D LoadTexture2D( string _textureName ) { TextureContainer temp; lock (Texture2DMutex) { bool bContainsKey = false; // If we have already loaded the texture into memory reference // the one in the dictionary. lock (Texture2DMutex) { bContainsKey = Texture2DResourceDictionary.ContainsKey(_textureName); if (bContainsKey) { temp = Texture2DResourceDictionary[_textureName]; temp.uiNumberOfReferences++; // Incrementing the number of references } // Otherwise load it into the dictionary and then reference the // copy in the dictionary else { TextureContainer TC = new TextureContainer(); TC.uiNumberOfReferences = 1; // We start out with 1 referece. // Loading the texture into memory. try { TC.texture = Content.Load<Texture2D>(_textureName); // This is passed into the dictionary, thus there is only one copy of // the texture in memory. } // Occasionally our texture will already by loaded by another thread while // this thread is operating. This mainly happens on the first level. catch(Exception e) { temp = Texture2DResourceDictionary[_textureName]; temp.uiNumberOfReferences++; // Incrementing the number of references } // There is an issue with Sprite Batch and disposing textures. // This will have to wait until its figured out. Texture2DResourceDictionary.Add(_textureName, TC); // We don't have the find the reference to the container since we // already have it. temp = TC; } } } // Return a reference to the texture return temp.texture; } /// <summary> /// Go through our dictionary and remove any references to the /// texture passed in. /// </summary> /// <param name="texture">Texture to remove from texture dictionary.</param> public static void RemoveTexture2D(Texture2D texture) { foreach (KeyValuePair<string, TextureContainer> pair in Texture2DResourceDictionary) { // Do our references match? if (pair.Value.texture == texture) { // Only one object or less holds a reference to the // texture. Logically it should be safe to remove. if (pair.Value.uiNumberOfReferences <= 1) { // Grabing referenc to texture TexturesToDispose.Add(pair.Value.texture); // We are about to release the memory of the texture, // thus we make sure no one else can call this member // in the dictionary. Texture2DResourceDictionary.Remove(pair.Key); // Once we have removed the texture we don't want to create an exception. // So we will stop looking in the list since it has changed. break; } // More than one Object has a reference to this texture. // So we will not be removing it from memory and instead // simply marking down the number of references by 1. else { pair.Value.uiNumberOfReferences--; } } } } /*public static void DisposeTextures() { int Count = TexturesToDispose.Count; // If there are any textures to dispose of. if (Count > 0) { for (int con = 0; con < TexturesToDispose.Count; con++) { // =!THIS REMOVES THE TEXTURE FROM MEMORY!= // This is not like a normal dispose. This will actually // remove the object from memory. Texture2D is inherited // from GraphicsResource which removes it self from // memory on dispose. Very nice for game efficency, // but "dangerous" in managed land. Texture2D Temp = TexturesToDispose[con]; Temp.Dispose(); } // Remove textures we've already disposed of. TexturesToDispose.Clear(); } }*/ /// <summary> /// This loads a 2D texture which represnets a font. /// </summary> /// <param name="_textureName">The name of the font you wish to load.</param> /// <returns>Holds the font data.</returns> public static SpriteFont LoadFont( string _fontName ) { SpriteFont temp = Content.Load<SpriteFont>( _fontName ); return temp; } /// <summary> /// This loads an XML document. /// </summary> /// <param name="_textureName">The name of the XML document you wish to load.</param> /// <returns>Holds the XML data.</returns> public static XmlDocument LoadXML( string _fileName ) { XmlDocument temp = Content.Load<XmlDocument>( _fileName ); return temp; } /// <summary> /// This loads a sound file. /// </summary> /// <param name="_fileName"></param> /// <returns></returns> public static SoundEffect LoadSound( string _fileName ) { SoundEffect temp = Content.Load<SoundEffect>(_fileName); return temp; } } }

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  • Monitoring Windows Azure Service Bus Endpoint with BizTalk 360?

    - by Michael Stephenson
    I'm currently working with a customer who is undergoing an initiative to expose some of their line of business applications to external partners and SAAS applications and as part of this we have been looking at using the Windows Azure Service Bus. For the first part of the project we were focused on some synchronous request response scenarios where an external application would use the Service Bus relay functionality to get data from some internal applications. When we were looking at the operational monitoring side of the solution it was obvious that although most of the normal server monitoring capabilities would be required for the on premise components we would have to look at new approaches to validate that the operation of the service from outside of the organization was working as expected. A number of months ago one of my colleagues Elton Stoneman wrote about an approach I have introduced with a number of clients in the past where we implement a diagnostics service in each service component we build. This service would allow us to make a call which would flex some of the working parts of the system to prove it was working within any SLA. This approach is discussed on the following article: http://geekswithblogs.net/EltonStoneman/archive/2011/12/12/the-value-of-a-diagnostics-service.aspx In our solution we wanted to take the same approach but we had to consider that the service clients were external to the service. We also had to consider that by going through Windows Azure Service Bus it's not that easy to make most of your standard monitoring solutions just give you an easy way to do this. In a previous article I have described how you can use BizTalk 360 to monitor things using a custom extension to the Web Endpoint Manager and I felt that we could use this approach to provide an excellent way to monitor our service bus endpoint. The previous article is available on the following link: http://geekswithblogs.net/michaelstephenson/archive/2012/09/12/150696.aspx   The Monitoring Solution BizTalk 360 currently has an easy way to hook up the endpoint manager to a url which it will then call and if a successful response is returned it then considers the endpoint to be in a healthy state. We would take advantage of this by creating an ASP.net web page which would be called by BizTalk 360 and behind this page we would implement the functionality to call the diagnostics service on our Service Bus endpoint. The ASP.net page could include logic to work out how to handle the response from the diagnostics service. For example if the overall result of the diagnostics service was successful but the call to the diagnostics service was longer than a certain amount of time then we could return an error and indicate the service is taking too long. The following diagram illustrates the monitoring pattern.   The diagnostics service which is hosted in the line of business application allows us to ping a simple message through the Azure Service Bus relay to the WCF services in the LOB application and we they get a response back indicating that the service is working fine. To implement this I used the exact same approach I described in my previous post to create a custom web page which calls the diagnostics service and then it would return an HTTP response code which would depend on the error condition returned or a 200 if it was successful. One of the limitations of this approach is that the competing consumer pattern for listening to messages from service bus means that you cannot guarantee which server would process your diagnostics check message but with BizTalk 360 you could simply add multiple endpoint checks so that it could access the individual on-premise web servers directly to ensure that each server is working fine and then check that messages can also be processed through the cloud. Conclusion It took me about 15 minutes to get a proof of concept of this up and running which was able to monitor our web services which had been exposed via Windows Azure Service Bus. I was then able to inherit all of the monitoring benefits of BizTalk 360 to provide an enterprise class monitoring solution for our cloud enabled API.

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  • Android drawCircle's are not always 360 degrees

    - by user329999
    When I call drawCircle (ex. canvas.drawCircle(x, y, r, mPaint);) and I use Paint Style STROKE to initialize param #4 mPaint, the result doesn't quite make a full 360 degree (2*PI radian) circle in all cases. Sometimes you get a full circle (as I would expect) and sometimes only an arc. Does someone have an idea what would cause this to happen? I don't know what cases work and which don't (yet). I've noticed the ones that don't work seem to be the larger circles I'm drawing (100.0 radius). Could be size related. I am using floating point for x, y and r. I could try rounding to the nearest int when in the drawing code.

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  • How do I run my XBOX XNA game without a network connection?

    - by Hugh
    I need to demo my XBOX XNA game in college. The college doesn't allow this type of device to connect to the network. I deployed my game to the Xbox and it is sitting in the games list along with my other games. It runs fine with a network connection but when its offline it comes up with an error message saying its needs a connection to run the game. This makes no sense, the game is deployed on the Xbox memory, it must be some security policy or something! Is there any way around this? The demo is on monday!

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  • Xbox Music ignores Asus FN media keys in Desktop Mode

    - by Ruud Lenders
    I have an Asus PRO64JQ laptop, and I recently upgraded to Windows 8. The FN keys stopped working, so I tried to install default drivers using the CD that came with my laptop. Unfortunately, the CD does not support Windows 8. Asus Support does not help me either. It seems that Asus does not support Windows 8 on my model, since I can't find it in their list of Windows 8 upgradable models. Also, the support page of my laptop does not allow me to select Windows 8 as OS. That's why I'm asking my question here. I fixed (most of) the FN keys by installing the ATKPackage, and I was happy to find out that the media keys (play/pauze, next, previous) works with the Xbox Music app. But the keys only work in the Metro UI. In Desktop Mode, pressing FN+? (play/pause) starts up Windows Media Player. Disabling Windows Media Player through the control panel stops it from popping up, but Xbox Music still only responds to them in the Metro UI. I remember that I had similar problems when I tried to make these media keys to work with iTunes on Windows 7. The fix there was a small iTunes plug-in. So tell me, do you know how to fix my problem? Thanks.

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  • round slider select

    - by mmcgrail
    I am in need of a jquery based 360 rotational slider I want the user to be able to grab the end and rotate it 360 degrees anyone know of anything like that I can't seem to find one

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