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  • MetroTwit is a Sleek Native Twitter Client for Your Windows System

    - by Asian Angel
    Do you love the new Metro design and need a native Twitter desktop client for your Windows system too? Then you may want to have a look at MetroTwit. When you kick-start the MetroTwit exe file it will download the necessary .NET Framework components if you do not already have them installed. Once that is finished it will then download the MetroTwit installation files to ensure that you have the latest release. MetroTwit will automatically start once the setup process has finished. From there you can quickly modify the layout (i.e. visible columns, etc.), theme, and other UI features to make MetroTwit right at home on your system. UI features visible in the screenshot above: Top: Access the Settings in the center at the top of the window Bottom: Add Column, Lists, Refresh, Tweet Window, Search Twitter, User Profile, and Twitter Trends As you can see here the Settings are laid out nicely and very easy to navigate through. Features of MetroTwit: Drag and drop image support TwitLonger support for longer tweets Tweet breadcrumbs Infinite scrolling Auto-complete for user names and hashtags Themes and accents Resizable and reorderable columns What The Trend access URL shortening and previews Windows 7 Taskbar integration Quick-glance notifications Flawless high DPI support Note: Requires .NET Framework 4.0. Download MetroTwit [via DownloadSquad] Latest Features How-To Geek ETC What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop MetroTwit is a Sleek Native Twitter Client for Your Windows System Make Efficient Use of Tab Bar Space by Customizing Tab Width in Firefox See the Geeky Work Done Behind the Scenes to Add Sounds to Movies [Video] Use a Crayon to Enhance Engraved Lettering on Electronics Adult Swim Brings Their Programming Lineup to iOS Devices Feel the Chill of the South Atlantic with the Antarctica Theme for Windows 7

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  • Formating Columns in Excel created by af:exportCollectionActionListener

    - by Duncan Mills
    The af:exportCollectionActionListener behavior in ADF Faces Rich client provides a very simple way of quickly dumping out the contents or selected rows in a table or treeTable to Excel. However, that simplicity comes at a price as it pretty much left up to Excel how to format the data. A common use case where you have a problem is that of ID columns which are often long numerics. You probably want to represent this data as a string, Excel however will probably have other ideas and render it as an exponent  - not what you intended. In earlier releases of the framework you could sort of work around this by taking advantage of a bug which would allow you to surround the outputText in question with invisible outputText components which provided formatting hints to Excel. Something like this: <af:column headertext="Some wide label">  <af:panelgrouplayout layout="horizontal">     <af:outputtext value="=TEXT(" visible="false">     <af:outputtext value="#{row.bigNumberValue}" rendered="true"/>    <af:outputtext value=",0)" visible="false">   </af:panelgrouplayout> </af:column> However, this bug was fixed and so it can no longer be used as a trick, the export now ignores invisible columns. So, if you really need control over the formatting there are several alternatives: First the more powerful ADF Desktop Integration (ADFdi) package which allows you to build fully transactional spreadsheets that "pull" the data and can update it. This gives you all the control that might need on formatting but it does need specific Excel Add-ins on the client to work. For more information about ADFdi have a look at this tutorial on OTN. Or you can of course look at BI Publisher or Apache POI if you're happy with output only spreadsheets

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  • Node.js MMO - process and/or map division

    - by Gipsy King
    I am in the phase of designing a mmo browser based game (certainly not massive, but all connected players are in the same universe), and I am struggling with finding a good solution to the problem of distributing players across processes. I'm using node.js with socket.io. I have read this helpful article, but I would like some advice since I am also concerned with different processes. Solution 1: Tie a process to a map location (like a map-cell), connect players to the process corresponding to their location. When a player performs an action, transmit it to all other players in this process. When a player moves away, he will eventually have to connect to another process (automatically). Pros: Easier to implement Cons: Must divide map into zones Player reconnection when moving into a different zone is probably annoying If one zone/process is always busy (has players in it), it doesn't really load-balance, unless I split the zone which may not be always viable There shouldn't be any visible borders Solution 1b: Same as 1, but connect processes of bordering cells, so that players on the other side of the border are visible and such. Maybe even let them interact. Solution 2: Spawn processes on demand, unrelated to a location. Have one special process to keep track of all connected player handles, their location, and the process they're connected to. Then when a player performs an action, the process finds all other nearby players (from the special player-process-location tracking node), and instructs their matching processes to relay the action. Pros: Easy load balancing: spawn more processes Avoids player reconnecting / borders between zones Cons: Harder to implement and test Additional steps of finding players, and relaying event/action to another process If the player-location-process tracking process fails, all other fail too I would like to hear if I'm missing something, or completely off track.

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  • Important Tips to make a user friendly Homepage

    - by Aditi
    We have done a lot of redesign work lately for many online businesses.. There are some basic things we want to stress into any web design which make it usable! Unfortunately most designers care about the graphic elements, clean code & navigation only. Most designers do not realize that a design they did could be a masterpiece to them but for a layman it could be tough to use. It is so very important to understand usability & call to action for any business and then implemented on their website Homepage. Showcase Offering The sole purpose of their websites needs to be mentioned on the homepage, what they are offering, why should one do business with them and why they are better than other competitors. Include a tag line under your logo that explicitly summarizes what the site or company does. Ease of Navigation Make it easier for your user to find what they are looking for, some archives, articles, services etc. A visible and easy to use Navigation allows just that. You may also want to feature some of the most visited content on the homepage itself. Search Form Let your users take advantage of a search form from your homepage, keep it visible enough so if they have trouble locating certain content using your navigation. The Search Bar will come handy in such situation. Especially if you have thousands and thousands of web pages. Liquid Layout There was a time when people used standard resolution, not any more. People have different screen sizes and most people now browse on handhelds. Try keeping liquid width so people can adjust as per their choice. First impression is last impression, leaving one through your perfect homepage can do wonders for your business.

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  • Developing a long pannable, sprite-animated Windows Store app

    - by Groo
    I am creating my first Windows Store app in XAML, and I cannot seem to find a proper example for the requirements I have (I have spent a couple of days fiddling around, so I apologize if I missed something obvious). Basic idea of the app is to have a large scrollable canvas which would lazily start animating visible parts of the view as soon as user stops panning over a certain content (with some audio played also): My original idea was to use a StackPanel to add a bunch of custom controls, each of which would then animate itself once visible (with a short delay), but I have a couple of concerns: If the entire canvas is ~50 screen widths wide, is it feasible to load all content at the beginning, or do I need to plan doing some lazy loading during scrolling? For example, when I select a certain region in the Bing Travel app, it seems to lazily load tiles as I scroll it towards the end. Since content is stretched 100% vertically, and these animations are vectorized to be resolution independent, I am not sure if XAML (CompositionTarget) will be able to handle this, or I have to go for DirectX (MonoGame or C++) to get rid of flicker. Even better, is there an example for Windows 8 which uses a 100% vertically sized GridView with custom animated controls inside?

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  • Move the Status Bar Web Address Display to the Address Bar

    - by Asian Angel
    Is the ability to see the addresses for weblinks the only reason that you keep the Status Bar visible? Now you can hide the Status Bar and move that address display to the Address Bar in Firefox. Before Here is the normal “Status Bar” address display for the weblink we were hovering the mouse over in our browser. That is nice but if you really prefer to keep the “Status Bar” hidden what do you do? Move that display to a better (and definitely more convenient) location. After Once you have the extension installed that is all there is to it…you are ready to go. Notice the address display in “Address Bar”. That is definitely looking nice. Just for fun we temporarily left the “Status Bar” visible as a demonstration while hovering over the link. And then with the “Status Bar” totally disabled…more screen real-estate is always a good thing. Note: The Status Address Bar extension does not show the original address behind shortened URLs. Conclusion If you are looking for an alternate way to see the address behind weblinks and acquire more screen real-estate, then the Status Bar extension will be a wonderful addition to your Firefox Browser. Links Download the Status Address Bar extension (Mozilla Add-ons) Similar Articles Productive Geek Tips Clear the Auto-Complete Email Address Cache in OutlookFind Out a Website’s Actual Location with FlagfoxView Website Domain Names Clearly with Locationbar2Switch MySQL to listen on TCPSave 15 Keystrokes – Use Ctrl+Enter to Complete URL 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 DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Awe inspiring, inter-galactic theme (Win 7) Case Study – How to Optimize Popular Wordpress Sites Restore Hidden Updates in Windows 7 & Vista Iceland an Insurance Job? Find Downloads and Add-ins for Outlook Recycle !

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  • I can't scroll my tilemap ... HELP!

    - by Sri Harsha Chilakapati
    Hello and I'm trying to make my own game engine in Java. I have completed all the necessary ones but I can't figure it out with the TileGame class. It just can't scroll. Also there are no exceptions. Here I'm listing the code. TileGame.java @Override public void draw(Graphics2D g) { if (back!=null){ back.render(g); } if (follower!=null){ follower.render(g); follower.draw(g); } for (int i=0; i<actors.size(); i++){ Actor actor = actors.get(i); if (actor!=follower&&getVisibleRect().intersects(actor.getBounds())){ g.drawImage(actor.getAnimation().getFrameImage(), actor.x - OffSetX, actor.y - OffSetY, null); actor.draw(g); } } } /** * This method returns the visible rectangle * @return The visible rectangle */ public Rectangle getVisibleRect(){ return new Rectangle(OffSetX, OffSetY, global.WIDTH, global.HEIGHT); } @Override public void update(){ if (follower!=null){ if (scrollHorizontally){ OffSetX = global.WIDTH/2 - Math.round((float)follower.x) - tileSize; OffSetX = Math.min(OffSetX, 0); OffSetX = Math.max(OffSetX, global.WIDTH - mapWidth); } if (scrollVertically){ OffSetY = global.HEIGHT/2 - Math.round((float)follower.y) - tileSize; OffSetY = Math.min(OffSetY, 0); OffSetY = Math.max(OffSetY, global.HEIGHT - mapHeight); } } for (int i=0; i<actors.size(); i++){ Actor actor1 = actors.get(i); if (getVisibleRect().contains(actor1.x, actor1.y)){ actor1.update(); for (int j=0; j<actors.size(); j++){ Actor actor2 = actors.get(j); if (actor1.isCollidingWith(actor2)){ actor1.collision(actor2); actor2.collision(actor1); } } } } } but the problem is that all the actors are working, but it just won't scroll. Help Please.. Thanks in Advance.

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  • Camera field of view: 3D projections & trigonometry

    - by Thomas O
    Okay, here goes. I have a camera at (Xc, Yc, Zc.) The Xc and Yc coordinates are latitude/longitude, and the Zc coordinate is an altitude in metres. I have a point at (Xp, Yp, Zp) and a field of view on the camera (Th1, Th2) - where Th1 is horizontal FOV and Th2 is vertical FOV. Given this information, I'd like to: test if the point is visible (i.e. in the camera's FOV) project the point as the camera would see it I've figured out already that the camera's horizontal view at any given distance is tan(Th1) * distance, but I don't know how to test if the point is visible. Accuracy is not critical. I would prefer a simple solution over a complicated solution, if it works well enough. The computations will be performed by a small microcontroller, which isn't very fast at things like trig functions. P.S. this is not homework, I'm doing this for some game development. It will be integrated with the real world, hence the latitude/longitude/altitude. It involves flying real RC planes through virtual hoops (or chasing virtual targets), so I have to project the positions of these hoops on a display.

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  • Problems with icons and shutting down Ubuntu 12.04

    - by Anders
    I recently upgraded from 11-10 to 12.04 as a dual boot (Windows 7) and am having problems with shutting down. I installed from a CD that I burned from the iso file, and to get it to boot from the CD, I needed to install the special help program from Windows that would then recognize the CD as the system booted.The installation gave me my own user account as well as a guest account. For the User account there is no "gear" icon (in the upper RH side) from which to access the shut down menu. Interestingly the icons for the Home folder, the Ubuntu One folder, and the System Settings folder are missing, although there are blank places shows these names if the mouse cursor is positioned over these areas. They will even launch with the press of a key - but no icons are visible. For the Guest account, all of these icons are visible and usable. The problem that occurs in shutting down is that I need to leave the User account, move to the Guest account (so that I can access the top right "gear" icon that has the shut down menu item) and press the shut down button. The problem here is that when the shut own menu appears and I press the confirmation that I wish to shut down the computer, the page blanks (as one might hope in the process of closing down), and then pops up with the log in menu, giving the option of logging in as a User or as a Guest. So the questions are: 1) how do you reinstate the far right top icon from which you can access the shut down drop down menu in the User account page. 2) how do you get the icons to display properly on the Left hand side (Home, Ubuntu One, System Settings, and Workspace Switcher) 3) how do you get the system to turn of when you press the shut down button! Boy oh boy! Thanks a bunch for any help!

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  • What's the best algorithm for... [closed]

    - by Paska
    Hi programmers! Today come out a little problem. I have an array of coordinates (latitude and longitude) maded in this way: [0] = "45.01234,9.12345" [1] = "46.11111,9.12345" [2] = "47.22222,9.98765" [...] etc In a loop, convert these coordinates in meters (UTM northing / UTM easting) and after that i convert these coords in pixel (X / Y) on screen (the output device is an iphone) to draw a route line on a custom map. [0] = "512335.00000,502333.666666" [...] etc The returning pixel are passed to a method that draw a line on screen (simulating a route calculation). [0] = "20,30" [1] = "21,31" [2] = "25,40" [...] etc As coordinate (lat/lon) are too many, i need to truncate lat/lon array eliminating the values that doesn't fill in the map bound (the visible part of map on screen). Map bounds are 2 couple of coords lat/lon, upper left and lower right. Now, what is the best way to loop on this array (NOT SORTED) and check if a value is or not in bound and after remove the value that is outside? To return a clean array that contains only the coords visible on screen? Note: the coords array is a very big array. 4000/5000 couple of items. This is a method that should be looped every drag or zoom. Anyone have an idea to optimize search and controls in this array? many thanks, A

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  • Changing the material on an object on click in unity

    - by user1509674
    Iam working on unity2d.I have six game object Object1,Object1,Object1,(these are images) ObjectImage1,ObjectImage2,ObjectImage3(these are images). I have arranged the object in the scene as a list one below another Object1 Object2 Object3 When I click the Object1 --- should change to ObjectImage1 Object2 ----should change to ObjectImage2, but the above image of object1(objectImage1) at present should change to Object1 Object3 ----? should change to ObjectImage3,but the above image on object2(objectImage2) should change to Object2 These is similar to selection.I have coded Like when I click of Object2 its changing to ObjectIamge2 but the first object is not changing to object1 from objectImage1.Can anybody help me coding it out. Edit: public GameObject newSprite; private Vector3 currentSpritePosition; void Start() { newSprite.renderer.enabled = false; currentSpritePosition = transform.position; //then make it invisible renderer.enabled = false; //give the new sprite the position of the latter newSprite.transform.position = currentSpritePosition; //then make it visible newSprite.renderer.enabled = true; } void OnMouseExit(){ //just the reverse process renderer.enabled = true; newSprite.renderer.enabled = false; } This is the code used to change the material: public GameObject newSprite; private Vector3 currentSpritePosition; void Start(){ newSprite.renderer.enabled = false; } void OnMouseEnter(){ //getting the current position of the current sprite if ever it can move; currentSpritePosition = transform.position; //then make it invisible renderer.enabled = false; //give the new sprite the position of the latter newSprite.transform.position = currentSpritePosition; //then make it visible newSprite.renderer.enabled = true; } void OnMouseExit(){ //just the reverse process renderer.enabled = true; newSprite.renderer.enabled = false; }

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  • computer shows up twice, connection unknown

    - by Thomas G. Seroogy
    added two computers to Ubuntu One. One machine is windows. The windows version seems to work fine, and I started syncing a folder by placing it into the Ubuntu One folder. All files and folders are visible when I go to my account online. On Ubuntu machine. I selected to sync the Download folder. Shortly thereafter, I realized that one folder exceeded my storage max. I tried to un-sync the folder, but Ubuntu One and the Stop Syncing This Folder were not visible in the menu. Per Ubuntu instructions, I removed my Ubuntu computer from the list of syncing computers. Per Ubuntu instructions, I re-added the Ubuntu computer. However, I find that two computers by the same name are added on both the desktop app and on the web. Plus, I the connection is "unknown." I have removed and re-added the computer several times with the same results. In all cases, I remove the computers using the Ubuntu One desktop app, then removing them from my account on the web, removing the Ubuntu One password, and restart the Ubuntu One app. Problem remains. Thanks in advance for any replies and help.

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  • Ubuntu boot problem/unity failure

    - by Kenny
    So here I am sitting in a big pile of muck...over the last 2 days things have just been going from bad to worse with version of Ubuntu 12.10. So 2 days ago I was fiddling around with kismet and airmon-ng. I had added a bunch of libraries, I remember adding GTK+, Glib, Pango, etc. After restarting the other day my desktop opened fine but my background was changed to the default and none of my files on the desktop were visible and the top bar and side bar were not visible or functioning. The window managers were still working. I then tried reinstalling my nvidia drivers to see if that would change anything, it did not. Then after doing some searching online I found something that suggested I try deleting the file "libgtk-3.so.0". I deleted this and tried to restart the computer. Upon restart, I was greeted by a black screen with some writing saying something about -starting clamAV [OK] -problem with Apache Server could not verify correct...something... - checking battery state [ok]. After it gets to battery state it just stops and sits there indefinitely. So to sum, I cannot login to ubuntu because it just sits at this black screeen. If anyone has any idea as to what is going on and how to fix it please let me know. Thanks!

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  • Force startx to run X in a specific resolution and refresh Rate

    - by Z9iT
    From my past experience (using Win-Xp), this particular monitor works only on 60Hz , Best resolution being 1024x768. I have "installed and configured" Ubuntu 12.04 Minimal (on USB stick) so that most of the time terminal is used, however, whenever there is a need to enter GUI, I may issue startx command to go into gnome. However the problem is that on this particular system, issuing this command poses problem because its default refresh rate won't synchronize with the monitor. The display keep on flickering and utterly unreadable. It is visible that gnome has been loaded and default wallpaper and desktop items are visible. But the problem is due to refresh rate different than 60Hz. I am looking for a command attribute to startx command which will force the refresh rate to 60Hz and resolution preferably to 1204x768 I can open terminals with Ctrl+Alt+T and enter commands. Key combinations like Ctrl+Alt+NumPlus works flawlessly in distributions like solaris, but it's not working for me. Also the commands like xrandr -r 60 60 being refresh rate wont work. The same problem is faced even when I boot from a live CD

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  • Basic Mouse Features in Silverlight

    - by Sayre Collado
    Hi Guys, I have basic sample on how to use some features of mouse events in Silverlight. The picture. The Mouse Activity Log is to record the all activity done on the projects. My simple snippets on how to add on the textbox is:         protected void MessageLog(string msg)         {             txtMouseLog.Text += msg;         }   For the Mouse Wheel sample this is the snippets:         private void chkMouseWheel_Checked(object sender, RoutedEventArgs e)         {             image1.MouseWheel += new MouseWheelEventHandler(image1_MouseWheel);         }           void image1_MouseWheel(object sender, MouseWheelEventArgs e)         {             ImgScale.ScaleX = e.Delta > 0 ? ImgScale.ScaleX * 1.5 : ImgScale.ScaleX * 0.8;             ImgScale.ScaleY = e.Delta > 0 ? ImgScale.ScaleY * 1.5 : ImgScale.ScaleY * 0.8;               e.Handled = true;         }    And the XAML:        <Image Height="139" Name="image1" Stretch="Fill" Width="178" Source="/GBLOgs1;component/Images/Sunset.jpg">            <Image.RenderTransform>                 <ScaleTransform x:Name="ImgScale"></ScaleTransform>            </Image.RenderTransform>        </Image     I have also the showing of mouse position:           private void Mouse_MouseMove(object sender, MouseEventArgs e)         {             Point point = e.GetPosition(this);             lblMouseLocation.Content = "X: " + point.X + "and Y: " + point.Y;         }           private void checkBox1_Checked(object sender, RoutedEventArgs e)         {             lblMouseLocation.Visibility = Visibility.Visible;             MessageLog("Mouse Location Visible\n");         }           private void checkBox1_Unchecked(object sender, RoutedEventArgs e)         {             lblMouseLocation.Visibility = Visibility.Collapsed;             MessageLog("Mouse Location Collapsed\n");            And even the counting of clicked event:           int clicked = 0;         private void LayoutRoot_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)         {             Point point = e.GetPosition(this);             clicked++;               string msg = "Mouse Clicked " + clicked.ToString() + " time(s) " +                                     "Mouse Location X and Y: " + point.X + " " + point.Y + "\n";               MessageLog(msg);         }     And now the result of above snippets. Happy Programming.

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  • Coordinate and positioning problem on iOS with cocos2d-x

    - by Vexille
    I'm using cocos2d-x alongside with Marmalade and running some tests and tutorials before starting an actual project with them. So far things are working reasonably well on the windows simulator, Android and even on Blackberry's Playbook, but on iOS devices (iPhone and iPad) the positioning seems to be off. To make things clearer, I put together a scene that just draws an image in the middle of the screen. It worked as expected on everything else, but this is the result I got on an iPhone: To get the coordinates for the center of the screen I'm using the VisibleRect class from the TestCpp sample. It just uses sharedOpenGLView to get the visible size and visible origin, and calculate the center from that. CCSprite* test = CCSprite::create("Ball.png", CCRectMake(0, 0, 80, 80) ); test->setPosition( ccp(VisibleRect::center().x, VisibleRect::center().y) ); this->addChild(test); Also I have a noBorder policy set on AppDelegate: CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionNoBorder); One funny thing is that I tried to deploy the TestCpp sample project to some iOS devices and it worked reasonably well on the iPhone, but on the iPad the application was only being drawn on a small portion of the screen - just like what happened on the iPhone when I tried using the ShowAll policy.

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  • List<T>.AddRange is causing a brief Update/Draw delay

    - by Justin Skiles
    I have a list of entities which implement an ICollidable interface. This interface is used to resolve collisions between entities. My entities are thus: Players Enemies Projectiles Items Tiles On each game update (about 60 t/s), I am clearing the list and adding the current entities based on the game state. I am accomplishing this via: collidableEntities.Clear(); collidableEntities.AddRange(players); collidableEntities.AddRange(enemies); collidableEntities.AddRange(projectiles); collidableEntities.AddRange(items); collidableEntities.AddRange(camera.VisibleTiles); Everything works fine until I add the visible tiles to the list. The first ~1-2 seconds of running the game loop causes a visible hiccup that delays drawing (so I can see a jitter in the rendering). I can literally remove/add the line that adds the tiles and see the jitter occur and not occur, so I have narrowed it down to that line. My question is, why? The list of VisibleTiles is about 450-500 tiles, so it's really not that much data. Each tile contains a Texture2D (image) and a Vector2 (position) to determine what is rendered and where. I'm going to keep looking, but from the top of my head, I can't understand why only the first 1-2 seconds hiccups but is then smooth from there on out. Any advice is appreciated.

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  • How do I create an efficient long, pannable, sprite-animated scene in a Windows Store game?

    - by Groo
    I am creating my first Windows Store application in XAML, and I cannot seem to find a proper example for the requirements I have. The basic idea of the app is to have a large scrollable canvas which would lazily start animating visible parts of the view as soon as user stops panning over a certain content (with some audio played also): My original idea was to use a StackPanel to add a bunch of custom controls, each of which would then animate itself once visible (with a short delay), but I have a couple of concerns: If the entire canvas is ~50 screen widths wide, is it feasible to load all content at the beginning, or do I need to plan doing some lazy loading during scrolling? For example, when I select a certain region in the Bing Travel app, it seems to lazily load tiles as I scroll it towards the end. Since content is stretched 100% vertically, and these animations are vectorized to be resolution independent, I am not sure if XAML (CompositionTarget) will be able to handle this, or I have to go for DirectX (MonoGame or C++) to get rid of flicker. Even better, is there an example for Windows 8 which uses a 100% vertically sized GridView with custom animated controls inside?

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  • One sentence descriptions of the various common software licenses?

    - by Rich
    Instead of having to read entire documentation and sift through all the legalese, can someone outline the more common licenses in language that is short and sweet and gets right to the point? Specifically, I'm using a 3rd party control that uses the Apache 2.0 license. My intention is to use this in a proprietary application that I am building for a corporation's use (not resold, but I'm being paid for my work). Does this mean I can or cannot use this control? Does it mean that I must maintain copyright/license information in my code? Does it mean that I must mention copyright/license information in a clearly visible location in the app? EDIT In response to an answer below with a link to an article by Jeff Atwood, the Apache license is described as follows: Apache License Open Permissive 9 Requires derivative works to provide notification of any licensed or proprietary code in a common location. Does this notification need to be in a "common location" in my source code or a common location visible within the app? What if this were a non GUI app (I'm assuming that could very well be my answer)? Thanks for the responses!!!

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  • RTS Voxel Engine using LWJGL - Textures glitching

    - by Dieter Hubau
    I'm currently working on an RTS game engine using voxels. I have implemented a basic chunk manager using an Octree of Octrees which contains my voxels (simple square blocks, as in Minecraft). I'm using a Voronoi-based terrain generation to get a simplistic yet relatively realistic heightmap. I have no problem showing a 256*256*256 grid of voxels with a decent framerate (250), because of frustum culling, face culling and only rendering visible blocks. For example, in a random voxel grid of 256*256*256 I generally only render 100k-120k faces, not counting frustum culling. Frustum culling is only called every 100ms, since calling it every frame seemed a bit overkill. Now I have reached the stage of texturing and I'm experiencing some problems: Some experienced people might already see the problem, but if we zoom in, you can see the glitches more clearly: All the seams between my blocks are glitching and kind of 'overlapping' or something. It's much more visible when you're moving around. I'm using a single, simple texture map to draw on my cubes, where each texture is 16*16 pixels big: I have added black edges around the textures to get a kind of cellshaded look, I think it's cool. The texture map has 256 textures of each 16*16 pixels, meaning the total size of my texture map is 256*256 pixels. The code to update the ChunkManager: public void update(ChunkManager chunkManager) { for (Octree<Cube> chunk : chunks) { if (chunk.getId() < 0) { // generate an id for the chunk to be able to call it later chunk.setId(glGenLists(1)); } glNewList(chunk.getId(), GL_COMPILE); glBegin(GL_QUADS); faces += renderChunk(chunk); glEnd(); glEndList(); } } Where my renderChunk method is: private int renderChunk(Octree<Cube> node) { // keep track of the number of visible faces in this chunk int faces = 0; if (!node.isEmpty()) { if (node.isLeaf()) { faces += renderItem(node); } List<Octree<Cube>> children = node.getChildren(); if (children != null && !children.isEmpty()) { for (Octree<Cube> child : children) { faces += renderChunk(child); } } return faces; } Where my renderItem method is the following: private int renderItem(Octree<Cube> node) { Cube cube = node.getItem(-1, -1, -1); int faces = 0; float x = node.getPosition().x; float y = node.getPosition().y; float z = node.getPosition().z; float size = cube.getSize(); Vector3f point1 = new Vector3f(-size + x, -size + y, size + z); Vector3f point2 = new Vector3f(-size + x, size + y, size + z); Vector3f point3 = new Vector3f(size + x, size + y, size + z); Vector3f point4 = new Vector3f(size + x, -size + y, size + z); Vector3f point5 = new Vector3f(-size + x, -size + y, -size + z); Vector3f point6 = new Vector3f(-size + x, size + y, -size + z); Vector3f point7 = new Vector3f(size + x, size + y, -size + z); Vector3f point8 = new Vector3f(size + x, -size + y, -size + z); TextureCoordinates tc = textureManager.getTextureCoordinates(cube.getCubeType()); // front face if (cube.isVisible(CubeSide.FRONT)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point1.x, point1.y, point1.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point4.x, point4.y, point4.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point3.x, point3.y, point3.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point2.x, point2.y, point2.z); } // back face if (cube.isVisible(CubeSide.BACK)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point5.x, point5.y, point5.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point6.x, point6.y, point6.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point7.x, point7.y, point7.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point8.x, point8.y, point8.z); } // left face if (cube.isVisible(CubeSide.SIDE_LEFT)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point5.x, point5.y, point5.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point1.x, point1.y, point1.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point2.x, point2.y, point2.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point6.x, point6.y, point6.z); } // ETC ETC return faces; } When all this is done, I simply render my lists every frame, like this: public void render(ChunkManager chunkManager) { glBindTexture(GL_TEXTURE_2D, textureManager.getCubeTextureId()); // load all chunks from the tree List<Octree<Cube>> chunks = chunkManager.getTree().getAllItems(); for (Octree<Cube> chunk : chunks) { if (frustum.cubeInFrustum(chunk.getPosition(), chunk.getSize() / 2)) { glCallList(chunk.getId()); } } } I don't know if anyone is willing to go through all of this code or maybe you can spot the problem right away, but that is basically the problem, and I can't find a solution :-) Thanks for reading and any help is appreciated!

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  • Using Windows Previous Versions to access ZFS Snapshots (July 14, 2009)

    - by user12612012
    The Previous Versions tab on the Windows desktop provides a straightforward, intuitive way for users to view or recover files from ZFS snapshots.  ZFS snapshots are read-only, point-in-time instances of a ZFS dataset, based on the same copy-on-write transactional model used throughout ZFS.  ZFS snapshots can be used to recover deleted files or previous versions of files and they are space efficient because unchanged data is shared between the file system and its snapshots.  Snapshots are available locally via the .zfs/snapshot directory and remotely via Previous Versions on the Windows desktop. Shadow Copies for Shared Folders was introduced with Windows Server 2003 but subsequently renamed to Previous Versions with the release of Windows Vista and Windows Server 2008.  Windows shadow copies, or snapshots, are based on the Volume Snapshot Service (VSS) and, as the [Shared Folders part of the] name implies, are accessible to clients via SMB shares, which is good news when using the Solaris CIFS Service.  And the nice thing is that no additional configuration is required - it "just works". On Windows clients, snapshots are accessible via the Previous Versions tab in Windows Explorer using the Shadow Copy client, which is available by default on Windows XP SP2 and later.  For Windows 2000 and pre-SP2 Windows XP, the client software is available for download from Microsoft: Shadow Copies for Shared Folders Client. Assuming that we already have a shared ZFS dataset, we can create ZFS snapshots and view them from a Windows client. zfs snapshot tank/home/administrator@snap101zfs snapshot tank/home/administrator@snap102 To view the snapshots on Windows, map the dataset on the client then right click on a folder or file and select Previous Versions.  Note that Windows will only display previous versions of objects that differ from the originals.  So you may have to modify files after creating a snapshot in order to see previous versions of those files. The screenshot above shows various snapshots in the Previous Versions window, created at different times.  On the left panel, the .zfs folder is visible, illustrating that this is a ZFS share.  The .zfs setting can be toggled as desired, it makes no difference when using previous versions.  To make the .zfs folder visible: zfs set snapdir=visible tank/home/administrator To hide the .zfs folder: zfs set snapdir=hidden tank/home/administrator The following screenshot shows the Previous Versions panel when a file has been selected.  In this case the user is prompted to view, copy or restore the file from one of the available snapshots. As can be seen from the screenshots above, the Previous Versions window doesn't display snapshot names: snapshots are listed by snapshot creation time, sorted in time order from most recent to oldest.  There's nothing we can do about this, it's the way that the interface works.  Perhaps one point of note, to avoid confusion, is that the ZFS snapshot creation time isnot the same as the root directory creation timestamp. In ZFS, all object attributes in the original dataset are preserved when a snapshot is taken, including the creation time of the root directory.  Thus the root directory creation timestamp is the time that the directory was created in the original dataset. # ls -d% all /home/administrator         timestamp: atime         Mar 19 15:40:23 2009         timestamp: ctime         Mar 19 15:40:58 2009         timestamp: mtime         Mar 19 15:40:58 2009         timestamp: crtime         Mar 19 15:18:34 2009 # ls -d% all /home/administrator/.zfs/snapshot/snap101         timestamp: atime         Mar 19 15:40:23 2009         timestamp: ctime         Mar 19 15:40:58 2009         timestamp: mtime         Mar 19 15:40:58 2009         timestamp: crtime         Mar 19 15:18:34 2009 The snapshot creation time can be obtained using the zfs command as shown below. # zfs get all tank/home/administrator@snap101NAME                             PROPERTY  VALUEtank/home/administrator@snap101  type      snapshottank/home/administrator@snap101  creation  Mon Mar 23 18:21 2009 In this example, the dataset was created on March 19th and the snapshot was created on March 23rd. In conclusion, Shadow Copies for Shared Folders provides a straightforward way for users to view or recover files from ZFS snapshots.  The Windows desktop provides an easy to use, intuitive GUI and no configuration is required to use or access previous versions of files or folders. REFERENCES FOR MORE INFORMATION ZFS ZFS Learning Center Introduction to Shadow Copies of Shared Folders Shadow Copies for Shared Folders Client

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  • Annoying flickering of vertices and edges (possible z-fighting)

    - by Belgin
    I'm trying to make a software z-buffer implementation, however, after I generate the z-buffer and proceed with the vertex culling, I get pretty severe discrepancies between the vertex depth and the depth of the buffer at their projected coordinates on the screen (i.e. zbuffer[v.xp][v.yp] != v.z, where xp and yp are the projected x and y coordinates of the vertex v), sometimes by a small fraction of a unit and sometimes by 2 or 3 units. Here's what I think is happening: Each triangle's data structure holds the plane's (that is defined by the triangle) coefficients (a, b, c, d) computed from its three vertices from their normal: void computeNormal(Vertex *v1, Vertex *v2, Vertex *v3, double *a, double *b, double *c) { double a1 = v1 -> x - v2 -> x; double a2 = v1 -> y - v2 -> y; double a3 = v1 -> z - v2 -> z; double b1 = v3 -> x - v2 -> x; double b2 = v3 -> y - v2 -> y; double b3 = v3 -> z - v2 -> z; *a = a2*b3 - a3*b2; *b = -(a1*b3 - a3*b1); *c = a1*b2 - a2*b1; } void computePlane(Poly *p) { double x = p -> verts[0] -> x; double y = p -> verts[0] -> y; double z = p -> verts[0] -> z; computeNormal(p -> verts[0], p -> verts[1], p -> verts[2], &p -> a, &p -> b, &p -> c); p -> d = p -> a * x + p -> b * y + p -> c * z; } The z-buffer just holds the smallest depth at the respective xy coordinate by somewhat casting rays to the polygon (I haven't quite got interpolation right yet so I'm using this slower method until I do) and determining the z coordinate from the reversed perspective projection formulas (which I got from here: double z = -(b*Ez*y + a*Ez*x - d*Ez)/(b*y + a*x + c*Ez - b*Ey - a*Ex); Where x and y are the pixel's coordinates on the screen; a, b, c, and d are the planes coefficients; Ex, Ey, and Ez are the eye's (camera's) coordinates. This last formula does not accurately give the exact vertices' z coordinate at their projected x and y coordinates on the screen, probably because of some floating point inaccuracy (i.e. I've seen it return something like 3.001 when the vertex's z-coordinate was actually 2.998). Here is the portion of code that hides the vertices that shouldn't be visible: for(i = 0; i < shape.nverts; ++i) { double dist = shape.verts[i].z; if(z_buffer[shape.verts[i].yp][shape.verts[i].xp].z < dist) shape.verts[i].visible = 0; else shape.verts[i].visible = 1; } How do I solve this issue? EDIT I've implemented the near and far planes of the frustum, with 24 bit accuracy, and now I have some questions: Is this what I have to do this in order to resolve the flickering? When I compare the z value of the vertex with the z value in the buffer, do I have to convert the z value of the vertex to z' using the formula, or do I convert the value in the buffer back to the original z, and how do I do that? What are some decent values for near and far? Thanks in advance.

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  • More Animation - Self Dismissing Dialogs

    - by Duncan Mills
    In my earlier articles on animation, I discussed various slide, grow and  flip transitions for items and containers.  In this article I want to discuss a fade animation and specifically the use of fades and auto-dismissal for informational dialogs.  If you use a Mac, you may be familiar with Growl as a notification system, and the nice way that messages that are informational just fade out after a few seconds. So in this blog entry I wanted to discuss how we could make an ADF popup behave in the same way. This can be an effective way of communicating information to the user without "getting in the way" with modal alerts. This of course, has been done before, but everything I've seen previously requires something like JQuery to be in the mix when we don't really need it to be.  The solution I've put together is nice and generic and will work with either <af:panelWindow> or <af:dialog> as a the child of the popup. In terms of usage it's pretty simple to use we  just need to ensure that the popup itself has clientComponent is set to true and includes the animation JavaScript (animateFadingPopup) on a popupOpened event: <af:popup id="pop1" clientComponent="true">   <af:panelWindow title="A Fading Message...">    ...  </af:panelWindow>   <af:clientListener method="animateFadingPopup" type="popupOpened"/> </af:popup>   The popup can be invoked in the normal way using showPopupBehavior or JavaScript, no special code is required there. As a further twist you can include an additional clientAttribute called preFadeDelay to define a delay before the fade itself starts (the default is 5 seconds) . To set the delay to just 2 seconds for example: <af:popup ...>   ...   <af:clientAttribute name="preFadeDelay" value="2"/>   <af:clientListener method="animateFadingPopup" type="popupOpened"/>  </af:popup> The Animation Styles  As before, we have a couple of CSS Styles which define the animation, I've put these into the skin in my case, and, as in the other articles, I've only defined the transitions for WebKit browsers (Chrome, Safari) at the moment. In this case, the fade is timed at 5 seconds in duration. .popupFadeReset {   opacity: 1; } .popupFadeAnimate {   opacity: 0;   -webkit-transition: opacity 5s ease-in-out; } As you can see here, we are achieving the fade by simply setting the CSS opacity property. The JavaScript The final part of the puzzle is, of course, the JavaScript, there are four functions, these are generic (apart from the Style names which, if you've changed above, you'll need to reflect here): The initial function invoked from the popupOpened event,  animateFadingPopup which starts a timer and provides the initial delay before we start to fade the popup. The function that applies the fade animation to the popup - initiatePopupFade. The callback function - closeFadedPopup used to reset the style class and correctly hide the popup so that it can be invoked again and again.   A utility function - findFadeContainer, which is responsible for locating the correct child component of the popup to actually apply the style to. Function - animateFadingPopup This function, as stated is the one hooked up to the popupOpened event via a clientListener. Because of when the code is called it does not actually matter how you launch the popup, or if the popup is re-used from multiple places. All usages will get the fade behavior. /**  * Client listener which will kick off the animation to fade the dialog and register  * a callback to correctly reset the popup once the animation is complete  * @param event  */ function animateFadingPopup(event) { var fadePopup = event.getSource();   var fadeCandidate = false;   //Ensure that the popup is initially Opaque   //This handles the situation where the user has dismissed   //the popup whilst it was in the process of fading   var fadeContainer = findFadeContainer(fadePopup);   if (fadeContainer != null) {     fadeCandidate = true;     fadeContainer.setStyleClass("popupFadeReset");   }   //Only continue if we can actually fade this popup   if (fadeCandidate) {   //See if a delay has been specified     var waitTimeSeconds = event.getSource().getProperty('preFadeDelay');     //Default to 5 seconds if not supplied     if (waitTimeSeconds == undefined) {     waitTimeSeconds = 5;     }     // Now call the fade after the specified time     var fadeFunction = function () {     initiatePopupFade(fadePopup);     };     var fadeDelayTimer = setTimeout(fadeFunction, (waitTimeSeconds * 1000));   } } The things to note about this function is the initial check that we have to do to ensure that the container is currently visible and reset it's style to ensure that it is.  This is to handle the situation where the popup has begun the fade, and yet the user has still explicitly dismissed the popup before it's complete and in doing so has prevented the callback function (described later) from executing. In this particular situation the initial display of the dialog will be (apparently) missing it's normal animation but at least it becomes visible to the user (and most users will probably not notice this difference in any case). You'll notice that the style that we apply to reset the  opacity - popupFadeReset, is not applied to the popup component itself but rather the dialog or panelWindow within it. More about that in the description of the next function findFadeContainer(). Finally, assuming that we have a suitable candidate for fading, a JavaScript  timer is started using the specified preFadeDelay wait time (or 5 seconds if that was not supplied). When this timer expires then the main animation styleclass will be applied using the initiatePopupFade() function Function - findFadeContainer As a component, the <af:popup> does not support styleClass attribute, so we can't apply the animation style directly.  Instead we have to look for the container within the popup which defines the window object that can have a style attached.  This is achieved by the following code: /**  * The thing we actually fade will be the only child  * of the popup assuming that this is a dialog or window  * @param popup  * @return the component, or null if this is not valid for fading  */ function findFadeContainer(popup) { var children = popup.getDescendantComponents();   var fadeContainer = children[0];   if (fadeContainer != undefined) {   var compType = fadeContainer.getComponentType();     if (compType == "oracle.adf.RichPanelWindow" || compType == "oracle.adf.RichDialog") {     return fadeContainer;     }   }   return null; }  So what we do here is to grab the first child component of the popup and check its type. Here I decided to limit the fade behaviour to only <af:dialog> and <af:panelWindow>. This was deliberate.  If  we apply the fade to say an <af:noteWindow> you would see the text inside the balloon fade, but the balloon itself would hang around until the fade animation was over and then hide.  It would of course be possible to make the code smarter to walk up the DOM tree to find the correct <div> to apply the style to in order to hide the whole balloon, however, that means that this JavaScript would then need to have knowledge of the generated DOM structure, something which may change from release to release, and certainly something to avoid. So, all in all, I think that this is an OK restriction and frankly it's windows and dialogs that I wanted to fade anyway, not balloons and menus. You could of course extend this technique and handle the other types should you really want to. One thing to note here is the selection of the first (children[0]) child of the popup. It does not matter if there are non-visible children such as clientListener before the <af:dialog> or <af:panelWindow> within the popup, they are not included in this array, so picking the first element in this way seems to be fine, no matter what the underlying ordering is within the JSF source.  If you wanted a super-robust version of the code you might want to iterate through the children array of the popup to check for the right type, again it's up to you.  Function -  initiatePopupFade  On to the actual fading. This is actually very simple and at it's heart, just the application of the popupFadeAnimate style to the correct component and then registering a callback to execute once the fade is done. /**  * Function which will kick off the animation to fade the dialog and register  * a callback to correctly reset the popup once the animation is complete  * @param popup the popup we are animating  */ function initiatePopupFade(popup) { //Only continue if the popup has not already been dismissed    if (popup.isPopupVisible()) {   //The skin styles that define the animation      var fadeoutAnimationStyle = "popupFadeAnimate";     var fadeAnimationResetStyle = "popupFadeReset";     var fadeContainer = findFadeContainer(popup);     if (fadeContainer != null) {     var fadeContainerReal = AdfAgent.AGENT.getElementById(fadeContainer.getClientId());       //Define the callback this will correctly reset the popup once it's disappeared       var fadeCallbackFunction = function (event) {       closeFadedPopup(popup, fadeContainer, fadeAnimationResetStyle);         event.target.removeEventListener("webkitTransitionEnd", fadeCallbackFunction);       };       //Initiate the fade       fadeContainer.setStyleClass(fadeoutAnimationStyle);       //Register the callback to execute once fade is done       fadeContainerReal.addEventListener("webkitTransitionEnd", fadeCallbackFunction, false);     }   } } I've added some extra checks here though. First of all we only start the whole process if the popup is still visible. It may be that the user has closed the popup before the delay timer has finished so there is no need to start animating in that case. Again we use the findFadeContainer() function to locate the correct component to apply the style to, and additionally we grab the DOM id that represents that container.  This physical ID is required for the registration of the callback function. The closeFadedPopup() call is then registered on the callback so as to correctly close the now transparent (but still there) popup. Function -  closeFadedPopup The final function just cleans things up: /**  * Callback function to correctly cancel and reset the style in the popup  * @param popup id of the popup so we can close it properly  * @param contatiner the window / dialog within the popup to actually style  * @param resetStyle the syle that sets the opacity back to solid  */ function closeFadedPopup(popup, container, resetStyle) { container.setStyleClass(resetStyle);   popup.cancel(); }  First of all we reset the style to make the popup contents opaque again and then we cancel the popup.  This will ensure that any of your user code that is waiting for a popup cancelled event will actually get the event, additionally if you have done this as a modal window / dialog it will ensure that the glasspane is dismissed and you can interact with the UI again.  What's Next? There are several ways in which this technique could be used, I've been working on a popup here, but you could apply the same approach to in-line messages. As this code (in the popup case) is generic it will make s pretty nice declarative component and maybe, if I get time, I'll look at constructing a formal Growl component using a combination of this technique, and active data push. Also, I'm sure the above code can be improved a little too.  Specifically things like registering a popup cancelled listener to handle the style reset so that we don't loose the subtle animation that takes place when the popup is opened in that situation where the user has closed the in-fade dialog.

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  • An offscreen MKMapView behaves differently in 3.2, 4.0

    - by Duane Fields
    In 3.1 I've been using an "offscreen" MKMapView to create map images that I can rotate, crop and so forth before presenting them the user. In 3.2 and 4.0 this technique no longer works quite right. Here's some code that illustrates the problem, followed by my theory. // create map view _mapView = [[MKMapView alloc] initWithFrame:CGRectMake(0, 0, MAP_FRAME_SIZE, MAP_FRAME_SIZE)]; _mapView.zoomEnabled = NO; _mapView.scrollEnabled = NO; _mapView.delegate = self; _mapView.mapType = MKMapTypeSatellite; // zoom in to something enough to fill the screen MKCoordinateRegion region; CLLocationCoordinate2D center = {30.267222, -97.763889}; region.center = center; MKCoordinateSpan span = {0.1, 0.1 }; region.span = span; _mapView.region = region; // set scrollview content size to full the imageView _scrollView.contentSize = _imageView.frame.size; // force it to load #ifndef __IPHONE_3_2 // in 3.1 we can render to an offscreen context to force a load UIGraphicsBeginImageContext(_mapView.frame.size); [_mapView.layer renderInContext:UIGraphicsGetCurrentContext()]; UIGraphicsEndImageContext(); #else // in 3.2 and above, the renderInContext trick doesn't work... // this at least causes the map to render, but it's clipped to what appears to be // the viewPort size, plus some padding [self.view addSubview:_mapView]; #endif when the map is done loading, I snap picture of it and stuff it in my scrollview - (void)mapViewDidFinishLoadingMap:(MKMapView *)mapView { NSLog(@"[MapBuilder] mapViewDidFinishLoadingMap"); // render the map to a UIImage UIGraphicsBeginImageContext(mapView.bounds.size); // the first sub layer is just the map, the second is the google layer, this sublayer structure might change of course [[[mapView.layer sublayers] objectAtIndex:0] renderInContext:UIGraphicsGetCurrentContext()]; // we are done with the mapView at this point, we need its ram! _mapView.delegate = nil; [_mapView release]; [_mapView removeFromSuperview]; _mapView = nil; UIImage* mapImage = [UIGraphicsGetImageFromCurrentImageContext() retain]; UIGraphicsEndImageContext(); _imageView.image = mapImage; [mapImage release], mapImage = nil; } The first problem is that in 3.1 rendering to a context would trigger the map to begin loading. This no longer works in 3.2, 4.0. The only thing I have found would trigger the load is to temporarily add the map to the view (i.e. make it visible). The problem being that the map only renders to the visible area of the screen, plus a little padding. The frame/bounds are fine, but it appears to be "helpfully" optimizes the loading to limit the tiles to those visible on the screen or close to it. Any ideas how to force the map to load at full size? Anyone else have this issue?

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  • ASPxGridView Find control (Checkbox) and Check if it is checked or not

    - by Jorge
    I have a checkbox (you can see below) nested in detailed grid. How can I find it on updating click and check if checked or not? I'm using DevExpress GridView <dxwgv:GridViewDataCheckColumn Visible="false" VisibleIndex="14"> <EditFormSettings Visible="True" /> <EditItemTemplate> <dxe:ASPxCheckBox ID="ASPxCheckBox1" Text="" runat="server"> </dxe:ASPxCheckBox> </EditItemTemplate> </dxwgv:GridViewDataCheckColumn>

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