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  • Split user.config into different files for faster saving (at runtime)

    - by HorstWalter
    In my c# Windows Forms application (.net 3.5 / VS 2008) I have 3 settings files resulting in one user.config file. One setting file consists of larger data, but is rarely changed. The frequently changed data are very few. However, since the saving of the settings is always writing the whole (XML) file it is always "slow". SettingsSmall.Default.Save(); // slow, even if SettingsSmall consists of little data Could I configure the settings somehow to result in two files, resulting in: SettingsSmall.Default.Save(); // should be fast SettingsBig.Default.Save(); // could be slow, is seldom saved I have seen that I can use the SecionInformation class for further customizing, however what would be the easiest approach for me? Is this possible by just changing the app.config (config.sections)? --- added information about App.config The reason why I get one file might be the configSections in the App.config. This is how it looks: <configSections <sectionGroup name="userSettings" type="System.Configuration.UserSettingsGroup, System, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" <section name="XY.A.Properties.Settings2Class" type="System.Configuration.ClientSettingsSection, System, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" allowExeDefinition="MachineToLocalUser" requirePermission="false" / <section name="XY.A.Properties.Settings3Class" type="System.Configuration.ClientSettingsSection, System, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" allowExeDefinition="MachineToLocalUser" requirePermission="false" / </sectionGroup </configSections I got the sections when I've added the 2nd and 3rd settings file. I have not paid any attention to this, so it was somehow the default of VS 2008. The single user.config has these 3 sections, it is absolutely transparent. Only I do not know how to tell the App.config to create three independent files instead of one. I have "played around" with the app.config above, but e.g. when I remove the config sections my applications terminates with an exception.

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  • Creating New Scripts Dynamically in Lua

    - by bazola
    Right now this is just a crazy idea that I had, but I was able to implement the code and get it working properly. I am not entirely sure of what the use cases would be just yet. What this code does is create a new Lua script file in the project directory. The ScriptWriter takes as arguments the file name, a table containing any arguments that the script should take when created, and a table containing any instance variables to create by default. My plan is to extend this code to create new functions based on inputs sent in during its creation as well. What makes this cool is that the new file is both generated and loaded dynamically on the fly. Theoretically you could get this code to generate and load any script imaginable. One use case I can think of is an AI that creates scripts to map out it's functions, and creates new scripts for new situations or environments. At this point, this is all theoretical, though. Here is the test code that is creating the new script and then immediately loading it and calling functions from it: function Card:doScriptWriterThing() local scriptName = "ScriptIAmMaking" local scripter = scriptWriter:new(scriptName, {"argumentName"}, {name = "'test'", one = 1}) scripter:makeFileForLoadedSettings() local loadedScript = require (scriptName) local scriptInstance = loadedScript:new("sayThis") print(scriptInstance:get_name()) --will print test print(scriptInstance:get_one()) -- will print 1 scriptInstance:set_one(10000) print(scriptInstance:get_one()) -- will print 10000 print(scriptInstance:get_argumentName()) -- will print sayThis scriptInstance:set_argumentName("saySomethingElse") print(scriptInstance:get_argumentName()) --will print saySomethingElse end Here is ScriptWriter.lua local ScriptWriter = {} local twoSpaceIndent = " " local equalsWithSpaces = " = " local newLine = "\n" --scriptNameToCreate must be a string --argumentsForNew and instanceVariablesToCreate must be tables and not nil function ScriptWriter:new(scriptNameToCreate, argumentsForNew, instanceVariablesToCreate) local instance = setmetatable({}, { __index = self }) instance.name = scriptNameToCreate instance.newArguments = argumentsForNew instance.instanceVariables = instanceVariablesToCreate instance.stringList = {} return instance end function ScriptWriter:makeFileForLoadedSettings() self:buildInstanceMetatable() self:buildInstanceCreationMethod() self:buildSettersAndGetters() self:buildReturn() self:writeStringsToFile() end --very first line of any script that will have instances function ScriptWriter:buildInstanceMetatable() table.insert(self.stringList, "local " .. self.name .. " = {}" .. newLine) table.insert(self.stringList, newLine) end --every script made this way needs a new method to create its instances function ScriptWriter:buildInstanceCreationMethod() --new() function declaration table.insert(self.stringList, ("function " .. self.name .. ":new(")) self:buildNewArguments() table.insert(self.stringList, ")" .. newLine) --first line inside :new() function table.insert(self.stringList, twoSpaceIndent .. "local instance = setmetatable({}, { __index = self })" .. newLine) --add designated arguments inside :new() self:buildNewArgumentVariables() --create the instance variables with the loaded values for key,value in pairs(self.instanceVariables) do table.insert(self.stringList, twoSpaceIndent .. "instance." .. key .. equalsWithSpaces .. value .. newLine) end --close the :new() function table.insert(self.stringList, twoSpaceIndent .. "return instance" .. newLine) table.insert(self.stringList, "end" .. newLine) table.insert(self.stringList, newLine) end function ScriptWriter:buildNewArguments() --if there are arguments for :new(), add them for key,value in ipairs(self.newArguments) do table.insert(self.stringList, value) table.insert(self.stringList, ", ") end if next(self.newArguments) ~= nil then --makes sure the table is not empty first table.remove(self.stringList) --remove the very last element, which will be the extra ", " end end function ScriptWriter:buildNewArgumentVariables() --add the designated arguments to :new() for key, value in ipairs(self.newArguments) do table.insert(self.stringList, twoSpaceIndent .. "instance." .. value .. equalsWithSpaces .. value .. newLine) end end --the instance variables need separate code because their names have to be the key and not the argument name function ScriptWriter:buildSettersAndGetters() for key,value in ipairs(self.newArguments) do self:buildArgumentSetter(value) self:buildArgumentGetter(value) table.insert(self.stringList, newLine) end for key,value in pairs(self.instanceVariables) do self:buildInstanceVariableSetter(key, value) self:buildInstanceVariableGetter(key, value) table.insert(self.stringList, newLine) end end --code for arguments passed in function ScriptWriter:buildArgumentSetter(variable) table.insert(self.stringList, "function " .. self.name .. ":set_" .. variable .. "(newValue)" .. newLine) table.insert(self.stringList, twoSpaceIndent .. "self." .. variable .. equalsWithSpaces .. "newValue" .. newLine) table.insert(self.stringList, "end" .. newLine) end function ScriptWriter:buildArgumentGetter(variable) table.insert(self.stringList, "function " .. self.name .. ":get_" .. variable .. "()" .. newLine) table.insert(self.stringList, twoSpaceIndent .. "return " .. "self." .. variable .. newLine) table.insert(self.stringList, "end" .. newLine) end --code for instance variable values passed in function ScriptWriter:buildInstanceVariableSetter(key, variable) table.insert(self.stringList, "function " .. self.name .. ":set_" .. key .. "(newValue)" .. newLine) table.insert(self.stringList, twoSpaceIndent .. "self." .. key .. equalsWithSpaces .. "newValue" .. newLine) table.insert(self.stringList, "end" .. newLine) end function ScriptWriter:buildInstanceVariableGetter(key, variable) table.insert(self.stringList, "function " .. self.name .. ":get_" .. key .. "()" .. newLine) table.insert(self.stringList, twoSpaceIndent .. "return " .. "self." .. key .. newLine) table.insert(self.stringList, "end" .. newLine) end --last line of any script that will have instances function ScriptWriter:buildReturn() table.insert(self.stringList, "return " .. self.name) end function ScriptWriter:writeStringsToFile() local fileName = (self.name .. ".lua") file = io.open(fileName, 'w') for key,value in ipairs(self.stringList) do file:write(value) end file:close() end return ScriptWriter And here is what the code provided will generate: local ScriptIAmMaking = {} function ScriptIAmMaking:new(argumentName) local instance = setmetatable({}, { __index = self }) instance.argumentName = argumentName instance.name = 'test' instance.one = 1 return instance end function ScriptIAmMaking:set_argumentName(newValue) self.argumentName = newValue end function ScriptIAmMaking:get_argumentName() return self.argumentName end function ScriptIAmMaking:set_name(newValue) self.name = newValue end function ScriptIAmMaking:get_name() return self.name end function ScriptIAmMaking:set_one(newValue) self.one = newValue end function ScriptIAmMaking:get_one() return self.one end return ScriptIAmMaking All of this is generated with these calls: local scripter = scriptWriter:new(scriptName, {"argumentName"}, {name = "'test'", one = 1}) scripter:makeFileForLoadedSettings() I am not sure if I am correct that this could be useful in certain situations. What I am looking for is feedback on the readability of the code, and following Lua best practices. I would also love to hear whether this approach is a valid one, and whether the way that I have done things will be extensible.

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  • user disallowed geolocation - notify user second time

    - by Dror
    When trying to get geolocation on iPhone the first time - I declined. Every other time I want to get the location (before another reload of the page) I get no response (no error and no success): navigator.geolocation.getCurrentPosition( function (location) { ig_location.lat = location.coords.latitude; ig_location.lng = location.coords.longitude; alert('got it!'); }, function(PositionError) { alert('failed!' + PositionError.message); } ); Is there a way to notify the user every time I fail to get the location? (I do not need to use watchPosition...)

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  • Admin user always prehend initial user

    - by StepH
    Using an InnoSetup script (that seems to work fine under XP/Vista), i've a strange behavior under Seven RC: here is the [Files] section: [Files] Source: *.ico; DestDir: {app}\bin; Flags: ignoreversion Source: dist\*.*; DestDir: {app}\bin; Flags: ignoreversion Source: catalog\*.*; DestDir: {userappdata}\JetWorksheet\catalog; Flags: recursesubdirs createallsubdirs onlyifdoesntexist uninsneveruninstall Source: wizards\*.*; DestDir: {userappdata}\JetWorksheet\wizards; Flags: recursesubdirs createallsubdirs onlyifdoesntexist uninsneveruninstall Source: images\*.*; DestDir: {userdocs}\JetWorksheet\images; Flags: recursesubdirs createallsubdirs Source: wordlists\*.*; DestDir: {userdocs}\JetWorksheet\wordlists; Flags: recursesubdirs createallsubdirs The problem is: In place of using the {userappdata} of the user that started the setup, all the data goes to the "Admin" directories... I'm surely missing somethings...

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  • Name of the concept of designing an interface to allow expert users to become more efficient?

    - by Grundlefleck
    I'm searching for sources and further information on a particular concept in user experience design. It's not a particularly complicated concept, just that when designing user interfaces, you should both make it intuitive and simple for new users, but also provide way for users to become more efficient as they become more familiar with the application. An example could be including a prominent button for a common action for new users, but also providing a keyboard shortcut / mnemonic for expert users. However, that's just an example, another example could be providing full functionality through a GUI, but allow expert users to script the same actions. The point is it's more difficult to learn, but it makes them more efficient. I'm pretty sure there's a name for that which I can't recall, and I'm having trouble searching for sources and references on it. Name of the concept of designing an interface to allow expert users to become more efficient?

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  • jQuery - Trigger click event on links with spacebar?

    - by Herb Caudill
    It looks like in most browsers, an <input type="submit"> treats both [spacebar] and [enter] as a click, but an <a> link only treats [enter] as a click. My app uses a number of links formatted to simulate buttons, so a user that is accustomed to tabbing to a button and pressing [spacebar] will be frustrated. This bit of jQuery solves the problem: $("a.Button").die("keypress").live("keypress", function(e) { if (e.which == 32) { $(this).trigger("click"); e.preventDefault(); } }); My question: Is this a reason not to do this? I'm a little reluctant to override the browser's default behavior on something as basic as this, but since I'm already abusing the link tag to make it look like a button, at least this way I'm not violating the user's expectations any further.

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  • Consing lists with user-defined type in Haskell

    - by user1319603
    I have this type I defined myself: data Item = Book String String String Int -- Title, Author, Year, Qty | Movie String String String Int -- Title, Director, Year, Qty | CD String String String Int deriving Show -- Title, Artist, Year, Qty I've created an empty list all_Items = [] With the following function I am trying to insert a new book of type Item (Book) into the all_Items addBook all_Items = do putStrLn "Enter the title of the book" tit <- getLine putStrLn "Enter the author of the book" aut <- getLine putStrLn "Enter the year this book was published" yr <- getLine putStrLn "Enter quantity of copies for this item in the inventory" qty <- getLine Book tit aut yr (read qty::Int):all_Items return(all_Items) I however am receiving this error: Couldn't match expected type `IO a0' with actual type `[a1]' The error points to the line where I am using the consing operator to add the new book to the list. I can gather that it is a type error but I can't figure out what it is that I am doing wrong and how to fix it. Thanks in Advance!

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  • DotNetNuke create new portal didnt create new portal

    - by Jonesy
    hi folks, I've installed dotnetnuke today for the first time, I've created a new portal via host/portals. It says its created it but just doesn't find it. I just don't know how/why? The portal ID is 4. and there is a directory in dotnetnuke/Portals/4 But the url localhost/bmd (name of the portal) doesn't resolve to anything/ Anyone know a solution to this? maybe it happened to you too? Cheers

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  • Reporting sanitized user input to the user via AJAX

    - by JimBo
    I am writing some code to give live feedback to the user on the validation of a form using AJAX. I have got it checking length and if the field is empty. Now I want it to sanitize the users input and if the sanatized input differs from the users original input then tell them which characters are not allowed. The code I have written so far works except some characters most notably a '£' symbol result in no response. I think it relates to json_encode and its encoding. Here is the code: $user_input = 'asdfsfs£'; $strip_array = str_split(strip($user_input)); $orig_array = str_split($user_input); $diff_array = array_diff($orig_array,$strip_array); $diff_str = implode(', ',$diff_array); $final = json_encode($diff_str); function strip($input){return htmlentities(strip_tags($input),ENT_QUOTES);} Hope someone can figure out a solution.

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  • globally get any field value in user table of logged in user

    - by Jugga
    Im making a gaming community and i wanna be able to grab any info of the user on any page without so instead of having much of queries on all pages i made this function. Is it better to do this? Will this slow down the site? /** * ??????? ???????? ?? ????? ??????? authed ?????????????. */ function UserData($f) { global $_SESSION; return mysql_result(mysql_query("SELECT `$f` FROM `users` WHERE `id` = ".intval($_SESSION['id'])), 0, $f); }

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  • Camera for 2.5D Game

    - by me--
    I'm hoping someone can explain this to me like I'm 5, because I've been struggling with this for hours and simply cannot understand what I'm doing wrong. I've written a Camera class for my 2.5D game. The intention is to support world and screen spaces like this: The camera is the black thing on the right. The +Z axis is upwards in that image, with -Z heading downwards. As you can see, both world space and screen space have (0, 0) at their top-left. I started writing some unit tests to prove that my camera was working as expected, and that's where things started getting...strange. My tests plot coordinates in world, view, and screen spaces. Eventually I will use image comparison to assert that they are correct, but for now my test just displays the result. The render logic uses Camera.ViewMatrix to transform world space to view space, and Camera.WorldPointToScreen to transform world space to screen space. Here is an example test: [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render(camera, out worldRender, out viewRender, out screenRender, new Vector3(30, 0, 0), new Vector3(30, 40, 0)); this.ShowRenders(camera, worldRender, viewRender, screenRender); } And here's what pops up when I run this test: World space looks OK, although I suspect the z axis is going into the screen instead of towards the viewer. View space has me completely baffled. I was expecting the camera to be sitting above (0, 0) and looking towards the center of the scene. Instead, the z axis seems to be the wrong way around, and the camera is positioned in the opposite corner to what I expect! I suspect screen space will be another thing altogether, but can anyone explain what I'm doing wrong in my Camera class? UPDATE I made some progress in terms of getting things to look visually as I expect, but only through intuition: not an actual understanding of what I'm doing. Any enlightenment would be greatly appreciated. I realized that my view space was flipped both vertically and horizontally compared to what I expected, so I changed my view matrix to scale accordingly: this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom, this.zoom, 1) * Matrix.CreateScale(-1, -1, 1); I could combine the two CreateScale calls, but have left them separate for clarity. Again, I have no idea why this is necessary, but it fixed my view space: But now my screen space needs to be flipped vertically, so I modified my projection matrix accordingly: this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); And this results in what I was expecting from my first attempt: I have also just tried using Camera to render sprites via a SpriteBatch to make sure everything works there too, and it does. But the question remains: why do I need to do all this flipping of axes to get the space coordinates the way I expect? UPDATE 2 I've since improved my rendering logic in my test suite so that it supports geometries and so that lines get lighter the further away they are from the camera. I wanted to do this to avoid optical illusions and to further prove to myself that I'm looking at what I think I am. Here is an example: In this case, I have 3 geometries: a cube, a sphere, and a polyline on the top face of the cube. Notice how the darkening and lightening of the lines correctly identifies those portions of the geometries closer to the camera. If I remove the negative scaling I had to put in, I see: So you can see I'm still in the same boat - I still need those vertical and horizontal flips in my matrices to get things to appear correctly. In the interests of giving people a repro to play with, here is the complete code needed to generate the above. If you want to run via the test harness, just install the xunit package: Camera.cs: using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Diagnostics; public sealed class Camera { private readonly Viewport viewport; private readonly Matrix projectionMatrix; private Matrix? viewMatrix; private Vector3 location; private Vector3 target; private Vector3 up; private float zoom; public Camera(Viewport viewport) { this.viewport = viewport; // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); // defaults this.location = new Vector3(this.viewport.Width / 2, this.viewport.Height, 100); this.target = new Vector3(this.viewport.Width / 2, this.viewport.Height / 2, 0); this.up = new Vector3(0, 0, 1); this.zoom = 1; } public Viewport Viewport { get { return this.viewport; } } public Vector3 Location { get { return this.location; } set { this.location = value; this.viewMatrix = null; } } public Vector3 Target { get { return this.target; } set { this.target = value; this.viewMatrix = null; } } public Vector3 Up { get { return this.up; } set { this.up = value; this.viewMatrix = null; } } public float Zoom { get { return this.zoom; } set { this.zoom = value; this.viewMatrix = null; } } public Matrix ProjectionMatrix { get { return this.projectionMatrix; } } public Matrix ViewMatrix { get { if (this.viewMatrix == null) { // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom) * Matrix.CreateScale(-1, -1, 1); } return this.viewMatrix.Value; } } public Vector2 WorldPointToScreen(Vector3 point) { var result = viewport.Project(point, this.ProjectionMatrix, this.ViewMatrix, Matrix.Identity); return new Vector2(result.X, result.Y); } public void WorldPointsToScreen(Vector3[] points, Vector2[] destination) { Debug.Assert(points != null); Debug.Assert(destination != null); Debug.Assert(points.Length == destination.Length); for (var i = 0; i < points.Length; ++i) { destination[i] = this.WorldPointToScreen(points[i]); } } } CameraFixture.cs: using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Media; using Xunit; using XNA = Microsoft.Xna.Framework; public sealed class CameraFixture { [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render( camera, out worldRender, out viewRender, out screenRender, new Sphere(30, 15) { WorldMatrix = XNA.Matrix.CreateTranslation(155, 50, 0) }, new Cube(30) { WorldMatrix = XNA.Matrix.CreateTranslation(75, 60, 15) }, new PolyLine(new XNA.Vector3(0, 0, 0), new XNA.Vector3(10, 10, 0), new XNA.Vector3(20, 0, 0), new XNA.Vector3(0, 0, 0)) { WorldMatrix = XNA.Matrix.CreateTranslation(65, 55, 30) }); this.ShowRenders(worldRender, viewRender, screenRender); } #region Supporting Fields private static readonly Pen xAxisPen = new Pen(Brushes.Red, 2); private static readonly Pen yAxisPen = new Pen(Brushes.Green, 2); private static readonly Pen zAxisPen = new Pen(Brushes.Blue, 2); private static readonly Pen viewportPen = new Pen(Brushes.Gray, 1); private static readonly Pen nonScreenSpacePen = new Pen(Brushes.Black, 0.5); private static readonly Color geometryBaseColor = Colors.Black; #endregion #region Supporting Methods private void Render(Camera camera, out DrawingVisual worldRender, out DrawingVisual viewRender, out DrawingVisual screenRender, params Geometry[] geometries) { var worldDrawingVisual = new DrawingVisual(); var viewDrawingVisual = new DrawingVisual(); var screenDrawingVisual = new DrawingVisual(); const int axisLength = 15; using (var worldDrawingContext = worldDrawingVisual.RenderOpen()) using (var viewDrawingContext = viewDrawingVisual.RenderOpen()) using (var screenDrawingContext = screenDrawingVisual.RenderOpen()) { // draw lines around the camera's viewport var viewportBounds = camera.Viewport.Bounds; var viewportLines = new Tuple<int, int, int, int>[] { Tuple.Create(viewportBounds.Left, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Top), Tuple.Create(viewportBounds.Left, viewportBounds.Top, viewportBounds.Right, viewportBounds.Top), Tuple.Create(viewportBounds.Right, viewportBounds.Top, viewportBounds.Right, viewportBounds.Bottom), Tuple.Create(viewportBounds.Right, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Bottom) }; foreach (var viewportLine in viewportLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0)); worldDrawingContext.DrawLine(viewportPen, new Point(viewportLine.Item1, viewportLine.Item2), new Point(viewportLine.Item3, viewportLine.Item4)); viewDrawingContext.DrawLine(viewportPen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(viewportPen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // draw axes var axisLines = new Tuple<int, int, int, int, int, int, Pen>[] { Tuple.Create(0, 0, 0, axisLength, 0, 0, xAxisPen), Tuple.Create(0, 0, 0, 0, axisLength, 0, yAxisPen), Tuple.Create(0, 0, 0, 0, 0, axisLength, zAxisPen) }; foreach (var axisLine in axisLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6)); worldDrawingContext.DrawLine(axisLine.Item7, new Point(axisLine.Item1, axisLine.Item2), new Point(axisLine.Item4, axisLine.Item5)); viewDrawingContext.DrawLine(axisLine.Item7, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(axisLine.Item7, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // for all points in all geometries to be rendered, find the closest and furthest away from the camera so we can lighten lines that are further away var distancesToAllGeometrySections = from geometry in geometries let geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix from section in geometry.Sections from point in new XNA.Vector3[] { section.Item1, section.Item2 } let viewPoint = XNA.Vector3.Transform(point, geometryViewMatrix) select viewPoint.Length(); var furthestDistance = distancesToAllGeometrySections.Max(); var closestDistance = distancesToAllGeometrySections.Min(); var deltaDistance = Math.Max(0.000001f, furthestDistance - closestDistance); // draw each geometry for (var i = 0; i < geometries.Length; ++i) { var geometry = geometries[i]; // there's probably a more correct name for this, but basically this gets the geometry relative to the camera so we can check how far away each point is from the camera var geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix; // we order roughly by those sections furthest from the camera to those closest, so that the closer ones "overwrite" the ones further away var orderedSections = from section in geometry.Sections let startPointRelativeToCamera = XNA.Vector3.Transform(section.Item1, geometryViewMatrix) let endPointRelativeToCamera = XNA.Vector3.Transform(section.Item2, geometryViewMatrix) let startPointDistance = startPointRelativeToCamera.Length() let endPointDistance = endPointRelativeToCamera.Length() orderby (startPointDistance + endPointDistance) descending select new { Section = section, DistanceToStart = startPointDistance, DistanceToEnd = endPointDistance }; foreach (var orderedSection in orderedSections) { var start = XNA.Vector3.Transform(orderedSection.Section.Item1, geometry.WorldMatrix); var end = XNA.Vector3.Transform(orderedSection.Section.Item2, geometry.WorldMatrix); var viewStart = XNA.Vector3.Transform(start, camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(end, camera.ViewMatrix); worldDrawingContext.DrawLine(nonScreenSpacePen, new Point(start.X, start.Y), new Point(end.X, end.Y)); viewDrawingContext.DrawLine(nonScreenSpacePen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); // screen rendering is more complicated purely because I wanted geometry to fade the further away it is from the camera // otherwise, it's very hard to tell whether the rendering is actually correct or not var startDistanceRatio = (orderedSection.DistanceToStart - closestDistance) / deltaDistance; var endDistanceRatio = (orderedSection.DistanceToEnd - closestDistance) / deltaDistance; // lerp towards white based on distance from camera, but only to a maximum of 90% var startColor = Lerp(geometryBaseColor, Colors.White, startDistanceRatio * 0.9f); var endColor = Lerp(geometryBaseColor, Colors.White, endDistanceRatio * 0.9f); var screenStart = camera.WorldPointToScreen(start); var screenEnd = camera.WorldPointToScreen(end); var brush = new LinearGradientBrush { StartPoint = new Point(screenStart.X, screenStart.Y), EndPoint = new Point(screenEnd.X, screenEnd.Y), MappingMode = BrushMappingMode.Absolute }; brush.GradientStops.Add(new GradientStop(startColor, 0)); brush.GradientStops.Add(new GradientStop(endColor, 1)); var pen = new Pen(brush, 1); brush.Freeze(); pen.Freeze(); screenDrawingContext.DrawLine(pen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } } } worldRender = worldDrawingVisual; viewRender = viewDrawingVisual; screenRender = screenDrawingVisual; } private static float Lerp(float start, float end, float amount) { var difference = end - start; var adjusted = difference * amount; return start + adjusted; } private static Color Lerp(Color color, Color to, float amount) { var sr = color.R; var sg = color.G; var sb = color.B; var er = to.R; var eg = to.G; var eb = to.B; var r = (byte)Lerp(sr, er, amount); var g = (byte)Lerp(sg, eg, amount); var b = (byte)Lerp(sb, eb, amount); return Color.FromArgb(255, r, g, b); } private void ShowRenders(DrawingVisual worldRender, DrawingVisual viewRender, DrawingVisual screenRender) { var itemsControl = new ItemsControl(); itemsControl.Items.Add(new HeaderedContentControl { Header = "World", Content = new DrawingVisualHost(worldRender)}); itemsControl.Items.Add(new HeaderedContentControl { Header = "View", Content = new DrawingVisualHost(viewRender) }); itemsControl.Items.Add(new HeaderedContentControl { Header = "Screen", Content = new DrawingVisualHost(screenRender) }); var window = new Window { Title = "Renders", Content = itemsControl, ShowInTaskbar = true, SizeToContent = SizeToContent.WidthAndHeight }; window.ShowDialog(); } #endregion #region Supporting Types // stupidly simple 3D geometry class, consisting of a series of sections that will be connected by lines private abstract class Geometry { public abstract IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get; } public XNA.Matrix WorldMatrix { get; set; } } private sealed class Line : Geometry { private readonly XNA.Vector3 magnitude; public Line(XNA.Vector3 magnitude) { this.magnitude = magnitude; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { yield return Tuple.Create(XNA.Vector3.Zero, this.magnitude); } } } private sealed class PolyLine : Geometry { private readonly XNA.Vector3[] points; public PolyLine(params XNA.Vector3[] points) { this.points = points; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { if (this.points.Length < 2) { yield break; } var end = this.points[0]; for (var i = 1; i < this.points.Length; ++i) { var start = end; end = this.points[i]; yield return Tuple.Create(start, end); } } } } private sealed class Cube : Geometry { private readonly float size; public Cube(float size) { this.size = size; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var halfSize = this.size / 2; var frontBottomLeft = new XNA.Vector3(-halfSize, halfSize, -halfSize); var frontBottomRight = new XNA.Vector3(halfSize, halfSize, -halfSize); var frontTopLeft = new XNA.Vector3(-halfSize, halfSize, halfSize); var frontTopRight = new XNA.Vector3(halfSize, halfSize, halfSize); var backBottomLeft = new XNA.Vector3(-halfSize, -halfSize, -halfSize); var backBottomRight = new XNA.Vector3(halfSize, -halfSize, -halfSize); var backTopLeft = new XNA.Vector3(-halfSize, -halfSize, halfSize); var backTopRight = new XNA.Vector3(halfSize, -halfSize, halfSize); // front face yield return Tuple.Create(frontBottomLeft, frontBottomRight); yield return Tuple.Create(frontBottomLeft, frontTopLeft); yield return Tuple.Create(frontTopLeft, frontTopRight); yield return Tuple.Create(frontTopRight, frontBottomRight); // left face yield return Tuple.Create(frontTopLeft, backTopLeft); yield return Tuple.Create(backTopLeft, backBottomLeft); yield return Tuple.Create(backBottomLeft, frontBottomLeft); // right face yield return Tuple.Create(frontTopRight, backTopRight); yield return Tuple.Create(backTopRight, backBottomRight); yield return Tuple.Create(backBottomRight, frontBottomRight); // back face yield return Tuple.Create(backBottomLeft, backBottomRight); yield return Tuple.Create(backTopLeft, backTopRight); } } } private sealed class Sphere : Geometry { private readonly float radius; private readonly int subsections; public Sphere(float radius, int subsections) { this.radius = radius; this.subsections = subsections; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var latitudeLines = this.subsections; var longitudeLines = this.subsections; // see http://stackoverflow.com/a/4082020/5380 var results = from latitudeLine in Enumerable.Range(0, latitudeLines) from longitudeLine in Enumerable.Range(0, longitudeLines) let latitudeRatio = latitudeLine / (float)latitudeLines let longitudeRatio = longitudeLine / (float)longitudeLines let nextLatitudeRatio = (latitudeLine + 1) / (float)latitudeLines let nextLongitudeRatio = (longitudeLine + 1) / (float)longitudeLines let z1 = Math.Cos(Math.PI * latitudeRatio) let z2 = Math.Cos(Math.PI * nextLatitudeRatio) let x1 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y1 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x3 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * nextLongitudeRatio) let y3 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * nextLongitudeRatio) let start = new XNA.Vector3((float)x1 * radius, (float)y1 * radius, (float)z1 * radius) let firstEnd = new XNA.Vector3((float)x2 * radius, (float)y2 * radius, (float)z2 * radius) let secondEnd = new XNA.Vector3((float)x3 * radius, (float)y3 * radius, (float)z1 * radius) select new { First = Tuple.Create(start, firstEnd), Second = Tuple.Create(start, secondEnd) }; foreach (var result in results) { yield return result.First; yield return result.Second; } } } } #endregion }

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  • The Beginner’s Guide to Greasemonkey User Scripts in Firefox

    - by Asian Angel
    Everybody knows that Firefox has add-ons for virtually everything, but if you don’t want to bloat your installation you’ve always got the option of Greasemonkey scripts instead. Here’s a quick primer on how to use them. Getting Started with User Scripts Once you have Greasemonkey installed, managing the extension is really easy. Left click on the status bar icon to turn the extension on/off and right click to access the context menu shown here. Whether you use the Options button in the Add-ons Manager Window or the context menu shown above, both will bring up the Manage User Scripts dialog. At the moment you have a nice clean slate to work with… time to get some scripts added in. The majority of user scripts can be found at two different sites, the first being appropriately named userscripts.org, and you can either browse by tag or search for a script. As you can see here your search for a particular type of script can be quickly narrowed down based on category. There is definitely a lot to choose from. For our example we focused on the “textarea” tag. There were 62 scripts available but we quickly found what we were looking for on the first page. Installing, Managing, & Using Your Scripts When you find a script that you want to install visit the script’s homepage and click on the “Install” button. Note: Link for this script provided below. Once you have clicked on the Install button, Greasemonkey will open up the following installation window. You will be able to view: A summary of what the script does A list of websites that the script is supposed to function on (our example is set for all) View the script source if desired Make a final decision on whether to install the script or cancel the process Right-clicking on our status bar icon shows our new script listed and active. Reopening the Manage User Scripts window shows: Our new script listed in the column on the left The websites/pages included An option to disable the script (can also be done in the context menu) The ability to edit the script The ability to uninstall the script If you choose to edit the script you will be asked to browse for and select a default text editor of your choice (first time only). Once you have selected a text editor you can make any changes desired to the script. We decided to test our new user script on the site. Going to the comment box at the bottom we could easily resize the window as desired. The Comment box definitely got a lot bigger. Conclusion If you prefer to keep the number of extensions to a minimum in your Firefox installation then Greasemonkey and the Userscripts website can easily provide that extra functionality without the bloat. For added auto website script detection goodness see our article on Greasefire. Note: See our article here for specialized How-To Geek User Style Scripts that can be added to Greasemonkey. Links Download the Greasemonkey Extension (Mozilla Add-ons) Install the Textarea & Input Resize User Script Visit the Userscripts.org Website Visit the Userstyles.org Website Similar Articles Productive Geek Tips Enjoy How-To Geek User Style Script GoodnessEnable Multi-Column Google Searches with a User ScriptSearch Alternative Search Engines from within Bing’s Search PageFind User Scripts for Your Favorite Websites the Easy WaySet Up User Scripts in Opera Browser 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 Office 2010 reviewed in depth by Ed Bott FoxClocks adds World Times in your Statusbar (Firefox) Have Fun Editing Photo Editing with Citrify Outlook Connector Upgrade Error Gadfly is a cool Twitter/Silverlight app Enable DreamScene in Windows 7

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  • How do I add new users to PostgreSQL 9.1 on Mac OS X 10.6?

    - by Cheng
    I am unable to run psql with my normal Mac user account in Terminal session, although I can do it using the postgres service account). When I enter the command psql mydb and type my password, I get the following message: WARNING: password file "/Users/beh/.pgpass" has group or world access; permissions should be u=rw (0600) or less But I cannot find .pgpass. How do I set up and add users to my PostgreSQL 9.1 database on Mac OS X 10.6.8?

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  • Administrator can run a application but produces error while a administrator previllaged user can run without error

    - by tough
    I have an application which can run as admin prevailed user without error but while administrator runs it it produces error. The input string was not in correct format-application error. I tried to figure it out but not possible, since most of the people are looking for admin privilege to run it, me looking why can't a admin run the program without errors? The program is related to mssql-2008 r2. The SQL log-in settings are same for both the users.

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  • User Experience Highlights in PeopleSoft and PeopleTools: Direct from Jeff Robbins

    - by mvaughan
    By Kathy Miedema, Oracle Applications User Experience  This is the fifth in a series of blog posts on the user experience (UX) highlights in various Oracle product families. The last posted interview was with Nadia Bendjedou, Senior Director, Product Strategy on upcoming Oracle E-Business Suite user experience highlights. You’ll see themes around productivity and efficiency, and get an early look at the latest mobile offerings coming through these product lines. Today’s post is on the user experience in PeopleSoft and PeopleTools. To learn more about what’s ahead, attend PeopleSoft or PeopleTools OpenWorld presentations.This interview is with Jeff Robbins, Senior Director, PeopleSoft Development. Jeff Robbins Q: How would you describe the vision you have for the user experience of PeopleSoft?A: Intuitive – Specifically, customers use PeopleSoft to help their employees do their day-to-day work, and the UI (user interface) has been helpful and assistive in that effort. If it’s not obvious what they need to do a task, then the UI isn’t working. So the application needs to make it simple for users to find information they need, complete a task, do all the things they are responsible for, and it really helps when the UI just makes sense. Productive – PeopleSoft is a tool used to support people to do their work, and a lot of users are measured by how much work they’re able to get done per hour, per day, etc. The UI needs to help them be as productive as possible, and can’t make them waste time or energy. The UI needs to reflect the type of work necessary for a task -- if it's data entry, the UI needs to assist the user to get information into the system. For analysts, the UI needs help users assess or analyze information in a particular way. Innovative – The concept of the UI being innovative is something we’ve been working on for years. It’s not just that we want to be seen as innovative, the fact is that companies are asking their employees to do more than they’ve ever asked before. More often companies want to roll out processes as employee or manager self-service, where an employee is responsible to review and maintain their own data. So we’ve had to reinvent, and ask,  “How can we modify the ways an employee interacts with our applications so that they can be more productive and efficient – even with tasks that are entirely unfamiliar?”  Our focus on innovation has forced us to design new ways for users to interact with the entire application.Q: How are the UX features you have delivered so far resonating with customers?  A: Resonating very well. We’re hearing tremendous responses from users, managers, decision-makers -- who are very happy with the improved user experience. Many of the individual features resonate well. Some have really hit home, others are better than they used to be but show us that there’s still room for improvement.A couple innovations really stand out; features that have a significant effect on how users interact with PeopleSoft.First, the deployment of PeopleSoft in a way that’s more like a consumer website with the PeopleSoft Home page and Dashboards.  This new approach is very web-centric, where users feel they’re coming to a website rather than logging into an enterprise application.  There’s lots of information from all around the organization collected in a way that feels very familiar to users. In order to do your job, you can come to this web site rather than having to learn how to log into an application and figure out a complicated menu. Companies can host these really rich web sites for employees that are home pages for accessing critical tasks and information. The UI elements of incorporating search into the whole navigation process is another hit. Rather than having to log in and choose a task from a menu, users come to the web site and begin a task by simply searching for data: themselves, another employee, a customer record, whatever.  The search results include the data along with a set of actions the user might take, completely eliminating the need to hunt through a complicated system menu. Search-centric navigation is really sitting well with customers who are trying to deploy an intuitive set of systems. Q: Are any UX highlights more popular than you expected them to be?  A: We introduced a feature called Pivot Grid in the last release, which is a combination of an interactive grid, like an Excel Pivot Table, along with a dynamic visual chart that automatically graphs the data. I wasn’t certain at first how extensively this would be used. It looked like an innovative tool, but it wasn’t clear how it would be incorporated in business process applications. The fact is that everyone who sees Pivot Grids is thrilled with that kind of interactivity.  It reflects the amount of analytical thinking customers are asking employees to do. Employees can’t just enter data any more. They must interact with it, analyze it, and make decisions. Pivot Grids fit into this way of working. Q: What can you tell us about PeopleSoft’s mobile offerings?A: A lot of customers are finding that mobile is the chief priority in their organization.  They tell us they want their employees to be able to access company information from their mobile devices.  Of course, not everyone has the same requirements, so we’re working to make sure we can help our customers accomplish what they’re trying to do.  We’ve already delivered a number of mobile features.  For instance, PeopleSoft home pages, dashboards and workcenters all work well on an iPad, straight out of the box.  We’ve delivered a number of key functions and tasks for mobile workers – those who are responsible for using a mobile device to manage inventory, for example.  Customers tell us they also need a holistic strategy, one that allows their employees to access nearly every task from a mobile device.  While we don’t expect users to do extensive data entry from their smartphone, it makes sense that they have access to company information and systems while away from their desk.  That’s where our strategy is going now.  We plan to unveil a number of new mobile offerings at OpenWorld.  Some will be available then, some shortly after. Q: What else are you working on now that you think is going to be exciting to customers at Oracle OpenWorld?A: Our next release -- the big thing is PeopleSoft 9.2, and we’ll be talking about the huge amount of work that’s gone into the next versions. A new toolset, 8.53, will be coming, and there’s a lot to talk about there, and the next generation of PeopleSoft 9.2.  We have a ton of new stuff coming.Q: What do you want PeopleSoft customers to know? A: We have been focusing on the user experience in PeopleSoft as a very high priority for the last 4 years, and it’s had interesting effects. One thing is that the application is better, more usable.  We’ve made visible improvements. Another aspect is that in customers’ minds, the PeopleSoft brand is being reinvigorated. Customers invested in PeopleSoft years ago, and then they weren’t sure where PeopleSoft was going.  This investment in the UI and overall user experience keeps PeopleSoft current, innovative and fresh.  Customers  are able to take advantage of a lot of new features, even on the older applications, simply by upgrading their PeopleTools. The interest in that ability has been tremendous. Knowing they have a lot of these features available -- right now, that’s pretty huge. There’s been a tremendous amount of positive response, just on the fact that we’re focusing on the user experience. Editor’s note: For more on PeopleSoft and PeopleTools user experience highlights, visit the Usable Apps web site.To find out more about these enhancements at Openworld, be sure to check out these sessions: GEN8928     General Session: PeopleSoft Update and Product RoadmapCON9183     PeopleSoft PeopleTools Technology Roadmap CON8932     New Functional PeopleSoft PeopleTools Capabilities for the Line-of-Business UserCON9196     PeopleSoft PeopleTools Roadmap: Mobile ApplicationsCON9186     Case Study: Delivering a Groundbreaking User Interface with PeopleSoft PeopleTools

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  • User Agent in http client Android

    - by Sephy
    Hi everybody, I building an Https Client to send some data to a server, but I don't know what to pass in User-Agent. Should I use the webkit one's or do I have to build one explicitely for my App? I'm using this handy post Thanks for any help

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  • SQL Server "User-Schema Separation" and Entity Framework issues

    - by Ryan
    I have been fooling around with EF with a database that has implemented user-schema separation with a twist, there are multiple tables with the same name but are separated via the schema. So like: admin.tasks staff.tasks contractor.tasks When I created my EF model I noticed that there were 3 tasks tables: tasks tasks1 tasks2 Is this by design? Also is there a way to tell EF to add the schema to the name of the entity or am I SOL and doing it myself?

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  • Looking for a PHP based user management system

    - by dade
    I am presently looking for a user management system in PHP which can easily be integrated and built on. I have googled for it and i have two or three already on the list to try out, but then again i want the benefit of personal recommendation based on usage and experience with a solution. So if you know of any that has worked for you in time past, i would really appreciate if you can recommend. Thanks!

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  • User agent string of Opera Mini on iPhone

    - by nickf
    So hell froze over and Apple accepted Opera Mini into the app store. Does anyone know what the user agent string will be? The documentation says that Opera's template is like this: Opera/9.80 (J2ME/MIDP; Opera Mini/$CLIENT_VERSION/$SERVER_VERSION; U; $LANGUAGE) Presto/$PRESTO_VERSION

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  • How to Build a User Friendly Filter

    - by Changeling
    Our application displays tons of valuable information to our users in a table. We have a filtering capablity that is based on boolean/logic searches. Even after coaching, users still tend to not understand how to use filters because AND OR = etc are foreign to them. This filter is easy for programmers since it is easily translated into code. Any examples on how this can be made more user-friendly and less prone to error?

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  • call user defined function in jquery

    - by pritisolanki
    Hi, I am trying to call user defined function in jquery. $(document).ready(function() { $('#btnSun').click(function(){ myFunction(); }); $.fn.myFunction = function() { alert('hi'); } }); I tried following as well function myFunction() { alert('hi'); } but it doesn't seems to work !! Any idea where I am wrong? Regards, Priti

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  • End user browser and OS configuration

    - by Joshua
    Sometimes in case of a bug in our code, we usually ask the end user to provide the browser configuration and OS configuration to isolate the issue. How can we get this information in case of a problem while the end users are accessing a web application.

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