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  • Compiz cube configuration

    - by Keynesian
    Sorry for the stupid question but I am new with Linux (I am using Gnome classic with Ubuntu 12.04) and I cannot set compiz in order to obtain the rotating cube. I have already installed compizconfig-setting-manager and also the extra (and fusion) plugins but: even if I disable the desktop wall and enable cube and rotating cube, nothing happens; even if I change into general settings the number of vertical and horizontal virtual size nothing happens. What I need is (possibly) a step by step answer. Thank you

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  • Labeling algorithm for points

    - by Qwertie
    I need an algorithm to place horizontal text labels for multiple series of points on the screen (basically I need to show timestamps and other information for a history of moving objects on a map; in general there are multiple data points per object). The text labels should appear close to their points--above, below, or on the right side--but should not overlap other points or text labels. Does anyone know an algorithm/heuristic for this?

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  • DirectX works for 64-bit but not 32-bit

    - by dtbarne
    I'm trying to play a game (Civilization 5) which was previously working but no longer. I believe I've narrowed it down to a DirectX issue because I get an error running dxdiag.exe in 32 bit mode. My goal (at least I believe) is to get Direct3D Acceleration "Enabled" in dxdiag (as it is in 64 bit dxdiag). A very similar issue is here: http://answers.microsoft.com/en-us/windows/forum/windows_7-gaming/direct3d-acceleration-is-not-available-in-windows/4c345e6e-dc68-e011-8dfc-68b599b31bf5?page=1 The proposed answer, which looks very promising, doesn't seem to work for me. Like other users in that thread, HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Direct3D\Drivers does not have a SoftwareOnly key to change. I even tried manually adding it as a string and dword, to no avail. I have a NVIDIA GeForce GT 525M, and before you ask, yes I've tried updating (also uninstalling, reinstalling) my drivers. I've also tried doing the same with DirectX (and Civilization 5 for that matter). Been debugging for some 4+ hours now after a full day of work and I've run out of ideas. I'm hoping somebody knows the solution here! :) Here's what I see when I open dxdiag: DxDiag has detected that there mgiht have been a problem accessing Direct3D the last time this program was used. Would you like to bypass Direct3D this time? No - Crash Yes - Works, but in Display tab: DirectDraw Acceleration: Disabled Direct3D Acceleration: Not Available AGP Texture Acceleration: Not Available If I click "Run 64-bit DxDiag", all three are "Enabled". I should also note that I've tried the following steps as Microsoft suggests, but I'm not able to do so as the "Change Settings" button is disabled. Some programs run very slowly—or not at all—unless Microsoft DirectDraw or Direct3D hardware acceleration is turned on. To determine this, click the Display tab, and then under DirectX Features, check to see whether DirectDraw, Direct3D, and AGP Texture Acceleration appear as Enabled. If not, try turning on hardware acceleration. Click to open Screen Resolution. Click Advanced settings. Click the Troubleshoot tab, and then click Change settings. If you're prompted for an administrator password or confirmation, type the password or provide confirmation. Move the Hardware Acceleration slider to Full. Full dxdiag dump: ------------------ System Information ------------------ Time of this report: 11/8/2012, 23:13:24 Machine name: DTBARNE Operating System: Windows 7 Professional 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.120830-0333) Language: English (Regional Setting: English) System Manufacturer: Dell Inc. System Model: Dell System XPS L502X BIOS: Default System BIOS Processor: Intel(R) Core(TM) i5-2450M CPU @ 2.50GHz (4 CPUs), ~2.5GHz Memory: 8192MB RAM Available OS Memory: 8086MB RAM Page File: 2466MB used, 13704MB available Windows Dir: C:\Windows DirectX Version: DirectX 11 DX Setup Parameters: Not found User DPI Setting: Using System DPI System DPI Setting: 96 DPI (100 percent) DWM DPI Scaling: Disabled DxDiag Version: 6.01.7601.17514 32bit Unicode DxDiag Previously: Crashed in Direct3D (stage 2). Re-running DxDiag with "dontskip" command line parameter or choosing not to bypass information gathering when prompted might result in DxDiag successfully obtaining this information ------------ DxDiag Notes ------------ Display Tab 1: No problems found. Sound Tab 1: No problems found. Sound Tab 2: No problems found. Input Tab: No problems found. -------------------- DirectX Debug Levels -------------------- Direct3D: 0/4 (retail) DirectDraw: 0/4 (retail) DirectInput: 0/5 (retail) DirectMusic: 0/5 (retail) DirectPlay: 0/9 (retail) DirectSound: 0/5 (retail) DirectShow: 0/6 (retail) --------------- Display Devices --------------- Card name: Intel(R) HD Graphics 3000 Manufacturer: Chip type: DAC type: Device Key: Enum\PCI\VEN_8086&DEV_0126&SUBSYS_04B61028&REV_09 Display Memory: Dedicated Memory: n/a Shared Memory: n/a Current Mode: 1920 x 1080 (32 bit) (60Hz) Monitor Name: Generic PnP Monitor Monitor Model: Monitor Id: Native Mode: Output Type: Driver Name: Driver File Version: () Driver Version: DDI Version: Driver Model: WDDM 1.1 Driver Attributes: Final Retail Driver Date/Size: , 0 bytes WHQL Logo'd: n/a WHQL Date Stamp: n/a Device Identifier: Vendor ID: Device ID: SubSys ID: Revision ID: Driver Strong Name: oem11.inf:IntelGfx.NTamd64.6.0:iSNBM0:8.15.10.2696:pci\ven_8086&dev_0126&subsys_04b61028 Rank Of Driver: 00E60001 Video Accel: Deinterlace Caps: n/a D3D9 Overlay: DXVA-HD: DDraw Status: Disabled D3D Status: Not Available AGP Status: Not Available ------------- Sound Devices ------------- Description: Speakers (High Definition Audio Device) Default Sound Playback: Yes Default Voice Playback: Yes Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0665&SUBSYS_102804B6&REV_1000 Manufacturer ID: 1 Product ID: 65535 Type: WDM Driver Name: HdAudio.sys Driver Version: 6.01.7601.17514 (English) Driver Attributes: Final Retail WHQL Logo'd: Yes Date and Size: 11/20/2010 22:23:47, 350208 bytes Other Files: Driver Provider: Microsoft HW Accel Level: Basic Cap Flags: 0xF1F Min/Max Sample Rate: 100, 200000 Static/Strm HW Mix Bufs: 1, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX(tm) 2.0 Listen/Src: No, No I3DL2(tm) Listen/Src: No, No Sensaura(tm) ZoomFX(tm): No Description: Digital Audio (S/PDIF) (High Definition Audio Device) Default Sound Playback: No Default Voice Playback: No Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0665&SUBSYS_102804B6&REV_1000 Manufacturer ID: 1 Product ID: 65535 Type: WDM Driver Name: HdAudio.sys Driver Version: 6.01.7601.17514 (English) Driver Attributes: Final Retail WHQL Logo'd: Yes Date and Size: 11/20/2010 22:23:47, 350208 bytes Other Files: Driver Provider: Microsoft HW Accel Level: Basic Cap Flags: 0xF1F Min/Max Sample Rate: 100, 200000 Static/Strm HW Mix Bufs: 1, 0 Static/Strm HW 3D Bufs: 0, 0 HW Memory: 0 Voice Management: No EAX(tm) 2.0 Listen/Src: No, No I3DL2(tm) Listen/Src: No, No Sensaura(tm) ZoomFX(tm): No --------------------- Sound Capture Devices --------------------- Description: Microphone (High Definition Audio Device) Default Sound Capture: Yes Default Voice Capture: Yes Driver Name: HdAudio.sys Driver Version: 6.01.7601.17514 (English) Driver Attributes: Final Retail Date and Size: 11/20/2010 22:23:47, 350208 bytes Cap Flags: 0x1 Format Flags: 0xFFFFF ------------------- DirectInput Devices ------------------- Device Name: Mouse Attached: 1 Controller ID: n/a Vendor/Product ID: n/a FF Driver: n/a Device Name: Keyboard Attached: 1 Controller ID: n/a Vendor/Product ID: n/a FF Driver: n/a Poll w/ Interrupt: No ----------- USB Devices ----------- + USB Root Hub | Vendor/Product ID: 0x8086, 0x1C26 | Matching Device ID: usb\root_hub20 | Service: usbhub | +-+ Generic USB Hub | | Vendor/Product ID: 0x8087, 0x0024 | | Location: Port_#0001.Hub_#0002 | | Matching Device ID: usb\class_09 | | Service: usbhub ---------------- Gameport Devices ---------------- ------------ PS/2 Devices ------------ + Standard PS/2 Keyboard | Matching Device ID: *pnp0303 | Service: i8042prt | + Terminal Server Keyboard Driver | Matching Device ID: root\rdp_kbd | Upper Filters: kbdclass | Service: TermDD | + Synaptics PS/2 Port TouchPad | Matching Device ID: *dll04b6 | Upper Filters: SynTP | Service: i8042prt | + Terminal Server Mouse Driver | Matching Device ID: root\rdp_mou | Upper Filters: mouclass | Service: TermDD ------------------------ Disk & DVD/CD-ROM Drives ------------------------ Drive: C: Free Space: 26.2 GB Total Space: 122.0 GB File System: NTFS Model: M4-CT128M4SSD2 ATA Device Drive: D: Model: Optiarc DVDRWBD BC-5540H ATA Device Driver: c:\windows\system32\drivers\cdrom.sys, 6.01.7601.17514 (English), , 0 bytes -------------- System Devices -------------- Name: High Definition Audio Controller Device ID: PCI\VEN_8086&DEV_1C20&SUBSYS_04B61028&REV_05\3&11583659&0&D8 Driver: n/a Name: PCI standard host CPU bridge Device ID: PCI\VEN_8086&DEV_0104&SUBSYS_04B61028&REV_09\3&11583659&0&00 Driver: n/a Name: PCI standard PCI-to-PCI bridge Device ID: PCI\VEN_8086&DEV_1C1A&SUBSYS_04B61028&REV_B5\3&11583659&0&E5 Driver: n/a Name: PCI standard PCI-to-PCI bridge Device ID: PCI\VEN_8086&DEV_0101&SUBSYS_20108086&REV_09\3&11583659&0&08 Driver: n/a Name: PCI standard PCI-to-PCI bridge Device ID: PCI\VEN_8086&DEV_1C18&SUBSYS_04B61028&REV_B5\3&11583659&0&E4 Driver: n/a Name: Intel(R) Centrino(R) Advanced-N 6230 Device ID: PCI\VEN_8086&DEV_0091&SUBSYS_52218086&REV_34\4&2634DE8D&0&00E1 Driver: n/a Name: PCI standard ISA bridge Device ID: PCI\VEN_8086&DEV_1C4B&SUBSYS_04B61028&REV_05\3&11583659&0&F8 Driver: n/a Name: PCI standard PCI-to-PCI bridge Device ID: PCI\VEN_8086&DEV_1C16&SUBSYS_04B61028&REV_B5\3&11583659&0&E3 Driver: n/a Name: Realtek PCIe GBE Family Controller Device ID: PCI\VEN_10EC&DEV_8168&SUBSYS_04B61028&REV_06\4&109EAB2F&0&00E5 Driver: n/a Name: Intel(R) Management Engine Interface Device ID: PCI\VEN_8086&DEV_1C3A&SUBSYS_04B61028&REV_04\3&11583659&0&B0 Driver: n/a Name: PCI standard PCI-to-PCI bridge Device ID: PCI\VEN_8086&DEV_1C12&SUBSYS_04B61028&REV_B5\3&11583659&0&E1 Driver: n/a Name: NVIDIA GeForce GT 525M Device ID: PCI\VEN_10DE&DEV_0DF5&SUBSYS_04B61028&REV_A1\4&4DCA75F&0&0008 Driver: n/a Name: Standard Enhanced PCI to USB Host Controller Device ID: PCI\VEN_8086&DEV_1C2D&SUBSYS_04B61028&REV_05\3&11583659&0&D0 Driver: n/a Name: PCI standard PCI-to-PCI bridge Device ID: PCI\VEN_8086&DEV_1C10&SUBSYS_04B61028&REV_B5\3&11583659&0&E0 Driver: n/a Name: Standard Enhanced PCI to USB Host Controller Device ID: PCI\VEN_8086&DEV_1C26&SUBSYS_04B61028&REV_05\3&11583659&0&E8 Driver: n/a Name: Standard AHCI 1.0 Serial ATA Controller Device ID: PCI\VEN_8086&DEV_1C03&SUBSYS_04B61028&REV_05\3&11583659&0&FA Driver: n/a Name: SM Bus Controller Device ID: PCI\VEN_8086&DEV_1C22&SUBSYS_04B61028&REV_05\3&11583659&0&FB Driver: n/a Name: Intel(R) HD Graphics 3000 Device ID: PCI\VEN_8086&DEV_0126&SUBSYS_04B61028&REV_09\3&11583659&0&10 Driver: n/a Name: Renesas Electronics USB 3.0 Host Controller Device ID: PCI\VEN_1033&DEV_0194&SUBSYS_04B61028&REV_04\4&3494AC3A&0&00E3 Driver: n/a ------------------ DirectShow Filters ------------------ DirectShow Filters: WMAudio Decoder DMO,0x00800800,1,1,WMADMOD.DLL,6.01.7601.17514 WMAPro over S/PDIF DMO,0x00600800,1,1,WMADMOD.DLL,6.01.7601.17514 WMSpeech Decoder DMO,0x00600800,1,1,WMSPDMOD.DLL,6.01.7601.17514 MP3 Decoder DMO,0x00600800,1,1,mp3dmod.dll,6.01.7600.16385 Mpeg4s Decoder DMO,0x00800001,1,1,mp4sdecd.dll,6.01.7600.16385 WMV Screen decoder DMO,0x00600800,1,1,wmvsdecd.dll,6.01.7601.17514 WMVideo Decoder DMO,0x00800001,1,1,wmvdecod.dll,6.01.7601.17514 Mpeg43 Decoder DMO,0x00800001,1,1,mp43decd.dll,6.01.7600.16385 Mpeg4 Decoder DMO,0x00800001,1,1,mpg4decd.dll,6.01.7600.16385 DV Muxer,0x00400000,0,0,qdv.dll,6.06.7601.17514 Color Space Converter,0x00400001,1,1,quartz.dll,6.06.7601.17713 WM ASF Reader,0x00400000,0,0,qasf.dll,12.00.7601.17514 Screen Capture filter,0x00200000,0,1,wmpsrcwp.dll,12.00.7601.17514 AVI Splitter,0x00600000,1,1,quartz.dll,6.06.7601.17713 VGA 16 Color Ditherer,0x00400000,1,1,quartz.dll,6.06.7601.17713 SBE2MediaTypeProfile,0x00200000,0,0,sbe.dll,6.06.7601.17528 Microsoft DTV-DVD Video Decoder,0x005fffff,2,4,msmpeg2vdec.dll,6.01.7140.0000 AC3 Parser Filter,0x00600000,1,1,mpg2splt.ax,6.06.7601.17528 StreamBufferSink,0x00200000,0,0,sbe.dll,6.06.7601.17528 MJPEG Decompressor,0x00600000,1,1,quartz.dll,6.06.7601.17713 MPEG-I Stream Splitter,0x00600000,1,2,quartz.dll,6.06.7601.17713 SAMI (CC) Parser,0x00400000,1,1,quartz.dll,6.06.7601.17713 VBI Codec,0x00600000,1,4,VBICodec.ax,6.06.7601.17514 MPEG-2 Splitter,0x005fffff,1,0,mpg2splt.ax,6.06.7601.17528 Closed Captions Analysis Filter,0x00200000,2,5,cca.dll,6.06.7601.17514 SBE2FileScan,0x00200000,0,0,sbe.dll,6.06.7601.17528 Microsoft MPEG-2 Video Encoder,0x00200000,1,1,msmpeg2enc.dll,6.01.7601.17514 Internal Script Command Renderer,0x00800001,1,0,quartz.dll,6.06.7601.17713 MPEG Audio Decoder,0x03680001,1,1,quartz.dll,6.06.7601.17713 DV Splitter,0x00600000,1,2,qdv.dll,6.06.7601.17514 Video Mixing Renderer 9,0x00200000,1,0,quartz.dll,6.06.7601.17713 Microsoft MPEG-2 Encoder,0x00200000,2,1,msmpeg2enc.dll,6.01.7601.17514 ACM Wrapper,0x00600000,1,1,quartz.dll,6.06.7601.17713 Video Renderer,0x00800001,1,0,quartz.dll,6.06.7601.17713 MPEG-2 Video Stream Analyzer,0x00200000,0,0,sbe.dll,6.06.7601.17528 Line 21 Decoder,0x00600000,1,1,qdvd.dll,6.06.7601.17835 Video Port Manager,0x00600000,2,1,quartz.dll,6.06.7601.17713 Video Renderer,0x00400000,1,0,quartz.dll,6.06.7601.17713 VPS Decoder,0x00200000,0,0,WSTPager.ax,6.06.7601.17514 WM ASF Writer,0x00400000,0,0,qasf.dll,12.00.7601.17514 VBI Surface Allocator,0x00600000,1,1,vbisurf.ax,6.01.7601.17514 File writer,0x00200000,1,0,qcap.dll,6.06.7601.17514 iTV Data Sink,0x00600000,1,0,itvdata.dll,6.06.7601.17514 iTV Data Capture filter,0x00600000,1,1,itvdata.dll,6.06.7601.17514 DVD Navigator,0x00200000,0,3,qdvd.dll,6.06.7601.17835 Overlay Mixer2,0x00200000,1,1,qdvd.dll,6.06.7601.17835 AVI Draw,0x00600064,9,1,quartz.dll,6.06.7601.17713 RDP DShow Redirection Filter,0xffffffff,1,0,DShowRdpFilter.dll, Microsoft MPEG-2 Audio Encoder,0x00200000,1,1,msmpeg2enc.dll,6.01.7601.17514 WST Pager,0x00200000,1,1,WSTPager.ax,6.06.7601.17514 MPEG-2 Demultiplexer,0x00600000,1,1,mpg2splt.ax,6.06.7601.17528 DV Video Decoder,0x00800000,1,1,qdv.dll,6.06.7601.17514 SampleGrabber,0x00200000,1,1,qedit.dll,6.06.7601.17514 Null Renderer,0x00200000,1,0,qedit.dll,6.06.7601.17514 MPEG-2 Sections and Tables,0x005fffff,1,0,Mpeg2Data.ax,6.06.7601.17514 Microsoft AC3 Encoder,0x00200000,1,1,msac3enc.dll,6.01.7601.17514 StreamBufferSource,0x00200000,0,0,sbe.dll,6.06.7601.17528 Smart Tee,0x00200000,1,2,qcap.dll,6.06.7601.17514 Overlay Mixer,0x00200000,0,0,qdvd.dll,6.06.7601.17835 AVI Decompressor,0x00600000,1,1,quartz.dll,6.06.7601.17713 AVI/WAV File Source,0x00400000,0,2,quartz.dll,6.06.7601.17713 Wave Parser,0x00400000,1,1,quartz.dll,6.06.7601.17713 MIDI Parser,0x00400000,1,1,quartz.dll,6.06.7601.17713 Multi-file Parser,0x00400000,1,1,quartz.dll,6.06.7601.17713 File stream renderer,0x00400000,1,1,quartz.dll,6.06.7601.17713 Microsoft DTV-DVD Audio Decoder,0x005fffff,1,1,msmpeg2adec.dll,6.01.7140.0000 StreamBufferSink2,0x00200000,0,0,sbe.dll,6.06.7601.17528 AVI Mux,0x00200000,1,0,qcap.dll,6.06.7601.17514 Line 21 Decoder 2,0x00600002,1,1,quartz.dll,6.06.7601.17713 File Source (Async.),0x00400000,0,1,quartz.dll,6.06.7601.17713 File Source (URL),0x00400000,0,1,quartz.dll,6.06.7601.17713 Infinite Pin Tee Filter,0x00200000,1,1,qcap.dll,6.06.7601.17514 Enhanced Video Renderer,0x00200000,1,0,evr.dll,6.01.7601.17514 BDA MPEG2 Transport Information Filter,0x00200000,2,0,psisrndr.ax,6.06.7601.17669 MPEG Video Decoder,0x40000001,1,1,quartz.dll,6.06.7601.17713 WDM Streaming Tee/Splitter Devices: Tee/Sink-to-Sink Converter,0x00200000,1,1,ksproxy.ax,6.01.7601.17514 Video Compressors: WMVideo8 Encoder DMO,0x00600800,1,1,wmvxencd.dll,6.01.7600.16385 WMVideo9 Encoder DMO,0x00600800,1,1,wmvencod.dll,6.01.7600.16385 MSScreen 9 encoder DMO,0x00600800,1,1,wmvsencd.dll,6.01.7600.16385 DV Video Encoder,0x00200000,0,0,qdv.dll,6.06.7601.17514 MJPEG Compressor,0x00200000,0,0,quartz.dll,6.06.7601.17713 Cinepak Codec by Radius,0x00200000,1,1,qcap.dll,6.06.7601.17514 Intel IYUV codec,0x00200000,1,1,qcap.dll,6.06.7601.17514 Intel IYUV codec,0x00200000,1,1,qcap.dll,6.06.7601.17514 Microsoft RLE,0x00200000,1,1,qcap.dll,6.06.7601.17514 Microsoft Video 1,0x00200000,1,1,qcap.dll,6.06.7601.17514 Audio Compressors: WM Speech Encoder DMO,0x00600800,1,1,WMSPDMOE.DLL,6.01.7600.16385 WMAudio Encoder DMO,0x00600800,1,1,WMADMOE.DLL,6.01.7600.16385 IMA ADPCM,0x00200000,1,1,quartz.dll,6.06.7601.17713 PCM,0x00200000,1,1,quartz.dll,6.06.7601.17713 Microsoft ADPCM,0x00200000,1,1,quartz.dll,6.06.7601.17713 GSM 6.10,0x00200000,1,1,quartz.dll,6.06.7601.17713 CCITT A-Law,0x00200000,1,1,quartz.dll,6.06.7601.17713 CCITT u-Law,0x00200000,1,1,quartz.dll,6.06.7601.17713 MPEG Layer-3,0x00200000,1,1,quartz.dll,6.06.7601.17713 Audio Capture Sources: Microphone (High Definition Aud,0x00200000,0,0,qcap.dll,6.06.7601.17514 PBDA CP Filters: PBDA DTFilter,0x00600000,1,1,CPFilters.dll,6.06.7601.17528 PBDA ETFilter,0x00200000,0,0,CPFilters.dll,6.06.7601.17528 PBDA PTFilter,0x00200000,0,0,CPFilters.dll,6.06.7601.17528 Midi Renderers: Default MidiOut Device,0x00800000,1,0,quartz.dll,6.06.7601.17713 Microsoft GS Wavetable Synth,0x00200000,1,0,quartz.dll,6.06.7601.17713 WDM Streaming Capture Devices: HD Audio Microphone 2,0x00200000,1,1,ksproxy.ax,6.01.7601.17514 Integrated Webcam,0x00200000,1,2,ksproxy.ax,6.01.7601.17514 WDM Streaming Rendering Devices: HD Audio Headphone/Speakers,0x00200000,1,1,ksproxy.ax,6.01.7601.17514 HD Audio SPDIF out,0x00200000,1,1,ksproxy.ax,6.01.7601.17514 BDA Network Providers: Microsoft ATSC Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514 Microsoft DVBC Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514 Microsoft DVBS Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514 Microsoft DVBT Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.7601.17514 Microsoft Network Provider,0x00200000,0,1,MSNP.ax,6.06.7601.17514 Video Capture Sources: Integrated Webcam,0x00200000,1,2,ksproxy.ax,6.01.7601.17514 Multi-Instance Capable VBI Codecs: VBI Codec,0x00600000,1,4,VBICodec.ax,6.06.7601.17514 BDA Transport Information Renderers: BDA MPEG2 Transport Information Filter,0x00600000,2,0,psisrndr.ax,6.06.7601.17669 MPEG-2 Sections and Tables,0x00600000,1,0,Mpeg2Data.ax,6.06.7601.17514 BDA CP/CA Filters: Decrypt/Tag,0x00600000,1,1,EncDec.dll,6.06.7601.17708 Encrypt/Tag,0x00200000,0,0,EncDec.dll,6.06.7601.17708 PTFilter,0x00200000,0,0,EncDec.dll,6.06.7601.17708 XDS Codec,0x00200000,0,0,EncDec.dll,6.06.7601.17708 WDM Streaming Communication Transforms: Tee/Sink-to-Sink Converter,0x00200000,1,1,ksproxy.ax,6.01.7601.17514 Audio Renderers: Speakers (High Definition Audio,0x00200000,1,0,quartz.dll,6.06.7601.17713 Default DirectSound Device,0x00800000,1,0,quartz.dll,6.06.7601.17713 Default WaveOut Device,0x00200000,1,0,quartz.dll,6.06.7601.17713 Digital Audio (S/PDIF) (High De,0x00200000,1,0,quartz.dll,6.06.7601.17713 DirectSound: Digital Audio (S/PDIF) (High Definition Audio Device),0x00200000,1,0,quartz.dll,6.06.7601.17713 DirectSound: Speakers (High Definition Audio Device),0x00200000,1,0,quartz.dll,6.06.7601.17713 --------------- EVR Power Information --------------- Current Setting: {651288E5-A7ED-4076-A96B-6CC62D848FE1} (Balanced) Quality Flags: 2576 Enabled: Force throttling Allow half deinterlace Allow scaling Decode Power Usage: 100 Balanced Flags: 1424 Enabled: Force throttling Allow batching Force half deinterlace Force scaling Decode Power Usage: 50 PowerFlags: 1424 Enabled: Force throttling Allow batching Force half deinterlace Force scaling Decode Power Usage: 0

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  • Calculix Data Visualiser using QT

    - by Ann
    I am doing a project on CalculiX data visualizor,using Qt.I 've to draw the structure and after giving force the displacement should be shawn as variation in color.I chose HSV coloring,but while executing I got an error message:"QColor::from Hsv:HSV parameters out of range".The code is: DataViz1::DataViz1(QWidget *parent) : QWidget(parent), ui(new Ui::DataViz1) { DArea = new QGLScreen(this); DArea-setGeometry(QRect(10,10,700,600)); //TODO This values are feeded by user dfile="/home/41407/color.txt";//input file with displacement mfile="/home/41407/mesh21.txt";//input file nodeId="*NODE"; elId="*ELEMENT"; DataId="displ"; parseMfile(); parseDfile(); DArea->Nodes=Nodes; DArea->Elements=Elements; DArea->Data=Data; DArea->fillColorArray(); //printf("Colr is %d",DArea->pickColor(-11.02,0));fflush(stdout); ui->setupUi(this); } DataViz1::~DataViz1() { delete ui; } void DataViz1::parseMfile() { QFile file(mfile); if (!file.open(QIODevice::ReadOnly | QIODevice::Text)) return; int node_end=0; QTextStream in(&file); in.skipWhiteSpace(); while (!in.atEnd()) { QString line = in.readLine(); if(line.startsWith(nodeId))//Node block in Mfile { while(1) { line = in.readLine(); if(line.startsWith(elId)) { break; } Nodes< while(1) { line = in.readLine(); Elements<<line; //printf("Element is %s\n",line.toLocal8Bit().constData());fflush(stdout); if(in.atEnd()) break; } } } } void DataViz1::parseDfile() { QFile file(dfile); if (!file.open(QIODevice::ReadOnly | QIODevice::Text)) return; int node_end=0; QTextStream in(&file); in.skipWhiteSpace(); while (!in.atEnd()) { QString line = in.readLine(); if(line.startsWith(DataId)) { continue; } line = in.readLine(); Data< } /......................................................................../ include "qglscreen.h" include GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f }; GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f }; GLfloat LightPosition[]= { 0.0f, 0.0f, 2.0f, 1.0f }; QGLScreen::QGLScreen(QWidget *parent):QGLWidget(QGLFormat(QGL::SampleBuffers), parent) { clearColor = Qt::black; xRot = 0; yRot = 0; zRot = 0; ifdef QT_OPENGL_ES_2 program = 0; endif //TODO user input ElType="HE8"; DType="SolidFrame"; axis="X"; } QGLScreen::~QGLScreen() { } QSize QGLScreen::minimumSizeHint() const { return QSize(50, 50); } QSize QGLScreen::sizeHint() const { return QSize(200, 200); } void QGLScreen::setClearColor(const QColor &color) { clearColor = color; updateGL(); } void QGLScreen::initializeGL() { xRot=0; yRot=0; zRot=0; scaling = 1.0; /* select clearing (background) color */ glClearColor (0.0, 0.0, 0.0, 0.0); glMatrixMode(GL_PROJECTION); glLoadIdentity(); // glViewport(0,0,10,10); glOrtho(-10.0, +10.0, -10.0, +10.0, -10.0,+10.0); glEnable (GL_LINE_SMOOTH); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); } void QGLScreen::wheel1() { scaling1 += .0025; count2++; update(); } void QGLScreen::wheel2() { if(count2-14) { scaling1 -= .0025; count2--; update(); } } void QGLScreen::drawModel(int x1,int y1,int x2,int y2) { makeCurrent(); QStringList Cnode,Celement; for (int i = 0; i < Elements.size(); ++i) { Celement=Elements.at(i).split(","); // printf("Element is %s",Celement.at(0).toLocal8Bit().constData());fflush(stdout); //printf("Node at el is %s\n",(findNode(Celement.at(1).toInt())).at(1).toLocal8Bit().constData()); fflush(stdout); if(ElType=="HE8") { //First four nodes float ENX1=(findNode(Celement.at(1).toInt())).at(1).toDouble(); float ENX2=(findNode(Celement.at(2).toInt())).at(1).toDouble(); float ENX3=(findNode(Celement.at(3).toInt())).at(1).toDouble(); float ENX4=(findNode(Celement.at(4).toInt())).at(1).toDouble(); float ENY1=(findNode(Celement.at(1).toInt())).at(2).toDouble(); float ENY2=(findNode(Celement.at(2).toInt())).at(2).toDouble(); float ENY3=(findNode(Celement.at(3).toInt())).at(2).toDouble(); float ENY4=(findNode(Celement.at(4).toInt())).at(2).toDouble(); float ENZ1=(findNode(Celement.at(1).toInt())).at(3).toDouble(); float ENZ2=(findNode(Celement.at(2).toInt())).at(3).toDouble(); float ENZ3=(findNode(Celement.at(3).toInt())).at(3).toDouble(); float ENZ4=(findNode(Celement.at(4).toInt())).at(3).toDouble(); //Second four Nodes float ENX5=(findNode(Celement.at(5).toInt())).at(1).toDouble(); float ENX6=(findNode(Celement.at(6).toInt())).at(1).toDouble(); float ENX7=(findNode(Celement.at(7).toInt())).at(1).toDouble(); float ENX8=(findNode(Celement.at(8).toInt())).at(1).toDouble(); float ENY5=(findNode(Celement.at(5).toInt())).at(2).toDouble(); float ENY6=(findNode(Celement.at(6).toInt())).at(2).toDouble(); float ENY7=(findNode(Celement.at(7).toInt())).at(2).toDouble(); float ENY8=(findNode(Celement.at(8).toInt())).at(2).toDouble(); float ENZ5=(findNode(Celement.at(5).toInt())).at(3).toDouble(); float ENZ6=(findNode(Celement.at(6).toInt())).at(3).toDouble(); float ENZ7=(findNode(Celement.at(7).toInt())).at(3).toDouble(); float ENZ8=(findNode(Celement.at(8).toInt())).at(3).toDouble(); //Identify Colors GLfloat ENC[8][3]; for(int k=1;k<8;k++) { int hsv=pickColor(findData(Celement.at(k).toInt()).toDouble(),0); //printf("hsv is %d=",hsv);fflush(stdout); getRGB(hsv); //printf("%d*%d*%d\n",red,green,blue); //ENC[k]={red,green,blue}; ENC[k][0]=red; ENC[k][1]=green; ENC[k][2]=blue; } //Plot the first four direct loop if(DType=="WireFrame"){ glBegin(GL_LINE_LOOP); glColor3f(255,0,0); glVertex3f(ENX1,ENY1,ENZ1); glColor3f(255,0,0); glVertex3f(ENX2,ENY2,ENZ2); glColor3f(255,0,0); glVertex3f(ENX3,ENY3,ENZ3); glColor3f(255,0,0); glVertex3f(ENX4,ENY4,ENZ4); glEnd(); //Plot the second four direct loop glBegin(GL_LINE_LOOP); glColor3f(0,0,255); glVertex3f(ENX5,ENY5,ENZ5); glColor3f(0,0,255); glVertex3f(ENX6,ENY6,ENZ6); glColor3f(0,0,255); glVertex3f(ENX7,ENY7,ENZ7); glColor3f(0,0,255); glVertex3f(ENX8,ENY8,ENZ8); glEnd(); //Plot the interconnections glBegin(GL_LINE); glColor3f(150,150,150); glVertex3f(ENX1,ENY1,ENZ1); glVertex3f(ENX5,ENY5,ENZ5); glEnd(); glBegin(GL_LINE); glColor3f(150,150,150); glVertex3f(ENX2,ENY2,ENZ2); glVertex3f(ENX6,ENY6,ENZ6); glEnd(); glBegin(GL_LINE); glColor3f(150,150,150); glVertex3f(ENX3,ENY3,ENZ3); glVertex3f(ENX7,ENY7,ENZ7); glEnd(); glBegin(GL_LINE); glColor3f(150,150,150); glVertex3f(ENX4,ENY4,ENZ4); glVertex3f(ENX8,ENY8,ENZ8); glEnd(); } if(DType=="SolidFrame") { glBegin(GL_QUADS); glColor3fv(ENC[1]); glVertex3f(ENX1,ENY1,ENZ1); glColor3fv(ENC[2]); glVertex3f(ENX2,ENY2,ENZ2); glColor3fv(ENC[3]); glVertex3f(ENX3,ENY3,ENZ3); glColor3fv(ENC[4]); glVertex3f(ENX4,ENY4,ENZ4); glEnd(); //break; glBegin(GL_QUADS); glColor3fv(ENC[5]); glVertex3f(ENX5,ENY5,ENZ5); glColor3fv(ENC[6]); glVertex3f(ENX6,ENY6,ENZ6); glColor3fv(ENC[7]); glVertex3f(ENX7,ENY7,ENZ7); glColor3fv(ENC[8]); glVertex3f(ENX8,ENY8,ENZ8); glEnd(); glBegin(GL_QUAD_STRIP); glColor3fv(ENC[1]); glVertex3f(ENX1,ENY1,ENZ1); glColor3fv(ENC[5]); glVertex3f(ENX5,ENY5,ENZ5); glColor3fv(ENC[2]); glVertex3f(ENX2,ENY2,ENZ2); glColor3fv(ENC[6]); glVertex3f(ENX6,ENY6,ENZ6); glEnd(); glBegin(GL_QUAD_STRIP); glColor3fv(ENC[3]); glVertex3f(ENX3,ENY3,ENZ3); glColor3fv(ENC[7]); glVertex3f(ENX7,ENY7,ENZ7); glColor3fv(ENC[4]); glVertex3f(ENX4,ENY4,ENZ4); glColor3fv(ENC[8]); glVertex3f(ENX8,ENY8,ENZ8); glEnd(); glBegin(GL_QUAD_STRIP); glColor3fv(ENC[2]); glVertex3f(ENX2,ENY2,ENZ2); glColor3fv(ENC[6]); glVertex3f(ENX6,ENY6,ENZ6); glColor3fv(ENC[3]); glVertex3f(ENX3,ENY3,ENZ3); glColor3fv(ENC[7]); glVertex3f(ENX7,ENY7,ENZ7); glEnd(); glBegin(GL_QUAD_STRIP); glColor3fv(ENC[1]); glVertex3f(ENX1,ENY1,ENZ1); glColor3fv(ENC[5]); glVertex3f(ENX5,ENY5,ENZ5); glColor3fv(ENC[4]); glVertex3f(ENX4,ENY4,ENZ4); glColor3fv(ENC[8]); glVertex3f(ENX8,ENY8,ENZ8); glEnd(); } } } } QStringList QGLScreen::findNode(int element) { QStringList Temp; for (int i = 0; i < Nodes.size(); ++i) { Temp=Nodes.at(i).split(","); if(Temp.at(0).toInt()==element) { break; } } return Temp; } QString QGLScreen::findData(int Node) { QString Temp; QRegExp sep("\s+"); for (int i = 0; i < Data.size(); ++i) { if((Data.at(i).split("\t")).at(0).section(sep,1,1).toInt()==Node) { if(axis=="X") { Temp=Data.at(i).split("\t").at(0).section(sep,2,2); } if(axis=="Y") { Temp=Data.at(i).split("\t").at(0).section(sep,3,3); } if(axis=="Z") { Temp=Data.at(i).split("\t").at(0).section(sep,4,4); } break; } } return Temp; } void QGLScreen::fillColorArray() { QString Temp1,Temp2,Temp3; double d1s=0,d2s=0,d3s=0,d1l=0,d2l=0,d3l=0,diff=0; QRegExp sep("\\s+"); for (int i = 0; i < Data.size(); ++i) { Temp1=(Data.at(i).split("\t")).at(0).section(sep,2,2); if(d1s>Temp1.toDouble()) { d1s=Temp1.toDouble(); } if(d1l<Temp1.toDouble()) { d1l=Temp1.toDouble(); } Temp2=(Data.at(i).split("\t")).at(0).section(sep,3,3); if(d2s>Temp2.toDouble()) { d2s=Temp2.toDouble(); } if(d2l<Temp2.toDouble()) { d2l=Temp2.toDouble(); } Temp3=(Data.at(i).split("\t")).at(0).section(sep,4,4); if(d3s>Temp3.toDouble()) { d3s=Temp3.toDouble(); } if(d3l<Temp3.toDouble()) { d3l=Temp3.toDouble(); } // printf("data is %s",Temp.toLocal8Bit().constData());fflush(stdout); } color[0][0]=d1l; for(int i=1;i<360;i++) { //printf("Large is%f small is %f",d1l,d1s); diff=d1l-d1s; if(d1l==0&&d1s<0) color[0][i]=color[0][i-1]-diff/360; else if(d1l>0&&d1s==0) color[0][i]=color[0][i-1]+diff/360; else if(d1l>0&&d1s<0) color[0][i]=color[0][i-1]-diff/360; diff=d2l-d2s; if(d2l==0&&d2s<0) color[1][i]=color[1][i-1]-diff/360; else if(d2l>0&&d2s==0) color[1][i]=color[1][i-1]+diff/360; else if(d2l>0&&d2s<0) color[1][i]=color[1][i-1]-diff/360; diff=d3l-d3s; if(d3l==0&&d3s<0) color[2][i]=color[2][i-1]-diff/360; else if(d3l>0&&d3s==0) color[2][i]=color[2][i-1]+diff/360; else if(d3l>0&&d3s<0) color[2][i]=color[2][i-1]-diff/360; } //for(int i=0;i<360;i++) printf("%d %f %f %f\n",i,color[0][i],color[1][i],color[2][i]); } int QGLScreen::pickColor(double data,int Did) { int i,pos; if(axis=="X")Did=0; if(axis=="Y")Did=1; if(axis=="Z")Did=2; //printf("%f data is",data);fflush(stdout); for(int i=0;i<360;i++) { if(color[Did][i]<data && data>color[Did][i+1]) { //printf("Orginal dat is %f Data found is %f and pos %d\n",data,color[Did][i],i);fflush(stdout); pos=i; break; } } return pos; } void QGLScreen::getRGB(int hsv) { QColor c; c.setHsv(hsv,255,255,255); QColor r=QColor::fromHsv(hsv,255,255); red=r.red(); green=r.green(); blue=r.blue(); } void QGLScreen::paintGL() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushAttrib(GL_ALL_ATTRIB_BITS); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); GLfloat x = 3.0 * GLfloat(width()) / height(); glOrtho(-x, +x, -3.0, +3.0, 4.0, 15.0); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glTranslatef(0.0, 0.0, -10.0); glScalef(scaling, scaling, scaling); glRotatef(xRot, 1.0, 0.0, 0.0); glRotatef(yRot, 0.0, 1.0, 0.0); glRotatef(zRot, 0.0, 0.0, 1.0); drawModel(0,0,1,1); /* don't wait! * start processing buffered OpenGL routines */ glFlush (); } /void QGLScreen::zoom1() { scaling+=.05; update(); }/ void QGLScreen::resizeGL(int width, int height) { int side = qMin(width, height); glViewport((width - side) / 2, (height - side) / 2, side, side); #if !defined(QT_OPENGL_ES_2) glMatrixMode(GL_PROJECTION); glLoadIdentity(); #ifndef QT_OPENGL_ES glOrtho(-0.5, +0.5, +0.5, -0.5, 4.0, 15.0); #else glOrthof(-0.5, +0.5, +0.5, -0.5, 4.0, 15.0); #endif glMatrixMode(GL_MODELVIEW); #endif } void QGLScreen::mousePressEvent(QMouseEvent *event) { lastPos = event-pos(); } void QGLScreen::mouseMoveEvent(QMouseEvent *event) { GLfloat dx = GLfloat(event->x() - lastPos.x()) / width(); GLfloat dy = GLfloat(event->y() - lastPos.y()) / height(); if (event->buttons() & Qt::LeftButton) { xRot+= 180 * dy; yRot += 180 * dx; update(); } else if (event->buttons() & Qt::RightButton) { xRot += 180 * dy; yRot += 180 * dx; update(); } lastPos = event->pos(); } void QGLScreen::mouseReleaseEvent(QMouseEvent * /* event */) { emit clicked(); }

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  • Why do moving lines become fuzzy on my monitor?

    - by CodeInChaos
    I recently got a new notebook. With moving images there are some graphical issues, and I'd like to know what causes them. None of my earlier monitors exhibited similar issues. Moving high contrast lines become jagged, similar to interleaved videos. When moving a horizontal line vertically those artifacts are colored, when moving a vertical line horizontally they aren't colored. The effect isn't observable in static images. And when moving faster the zone in which it occurs becomes wider. The effect is very visible if I move a window around on the borders of the window and wherever high contrast lines appear. But it appears when watching videos too. The vertical line in that image moves to the right, the horizontal line upwards. The effect is most likely related to the fact that each real pixel consists of different sub-pixels for the different color channels. But how are these causing the observed effect? Is the change at which the different colors change to the destination brightness different? The optical impression is that every second pixel in a chess board like arrangement is adapting slower than it's neighbors. But that doesn't make much sense.

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  • Notebook display problem (multiplication)

    - by SubniC
    Hi, I'm having some troubles with the display of a LG E500 notebook. The thing is that without any known reason the display starts to show the screen divided in eigth parts and each part show the display image as if I had a matrix of eigth displays :) I thought it could be some kind of refresh rate problem or driver related, but it is happening at boot-up as well and the BIOS. I got the computer completely unassambled yesterday and I check all the wires and connectors looking for something broken or unconected, but without luck... You can see a picture here of the problem (sorry for the low quality, but I think it illustrate the problem. EDIT 1: I uploaded a new pictrue, here you cans ee the problem better :) There are three horizontal lines that you can see just between the windows. You can see the grey line at the first moment you turn on the computer and the after the duplicated screens show up just like if they where arranged over a grid (over the horizontal lines...) I hope it makes any sense. Do you know what could be happening? or can you tell me what would you do? Thank you very much for your help.

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  • How do I ensure that a JPanel Shrinks when the parent frame is resized?

    - by dah
    I have a basic notes panel that I'm looking to shrink the width of when the parent jframe is resized but it isn't happening. I'm using nested gridbaglayouts. package com.protocase.notes.views; import com.protocase.notes.controller.NotesController; import com.protocase.notes.model.Subject; import com.protocase.notes.model.Note; import com.protocase.notes.model.database.PMSNotesAdapter; import java.awt.Color; import java.awt.GridBagConstraints; import java.awt.GridBagLayout; import javax.swing.BorderFactory; import javax.swing.JButton; import javax.swing.JLabel; import javax.swing.JPanel; import javax.swing.JScrollPane; /** * @author DavidH */ public class NotesViewer extends JPanel { // <editor-fold defaultstate="collapsed" desc="Attributes"> private Subject subject; private NotesController controller; //</editor-fold> // <editor-fold defaultstate="collapsed" desc="Getters N' Setters"> /** * Gets back the current subject. * @return */ public Subject getSubject() { return subject; } public NotesController getController() { return controller; } public void setController(NotesController controller) { this.controller = controller; } /** * Should clear the panel of the current subject and load the details for * the other object. * @param subject */ public void setSubject(Subject subject) { this.subject = subject; } //</editor-fold> // <editor-fold defaultstate="collapsed" desc="Constructor"> /** * -- Sets up a note viewer with a subject and a controller. Likely this * would be the constructor used if you were passing off from another * NoteViewer or something else that used a notes adapter or controller. * @param subject * @param controller */ public NotesViewer(Subject subject, NotesController controller) { this.subject = subject; this.controller = controller; initComponents(); } /** * -- Sets up a note view with a subject and creates a new controller. This * would be the constructor typically chosen if choosing notes was * infrequent and only one or two notes needs to be displayed. * @param subject */ public NotesViewer(Subject subject) { this(subject, new NotesController(new PMSNotesAdapter())); } /** * -- Sets up a note view without a subject and creates a new controller. * This would be for a note viewer without any notes, perhaps populating * as you choose values in another form. * @param subject */ public NotesViewer() { this(null); } //</editor-fold> // <editor-fold defaultstate="collapsed" desc="initComponents()"> /** * Sets up the view for the NotesViewer */ private void initComponents() { // -- Make a new panel for the header JPanel panel = new JPanel(); panel.setLayout(new GridBagLayout()); GridBagConstraints c = new GridBagConstraints(); c.gridx = 0; c.fill = GridBagConstraints.HORIZONTAL; c.gridy = 0; c.weightx = .5; //c.anchor = GridBagConstraints.NORTHWEST; JLabel label = new JLabel("Viewing Notes for [Subject]"); label.setAlignmentX(JLabel.LEFT_ALIGNMENT); label.setBorder(BorderFactory.createLineBorder(Color.YELLOW)); panel.add(label); JButton newNoteButton = new JButton("New"); c = new GridBagConstraints(); // c.fill = GridBagConstraints.HORIZONTAL; c.gridx = 1; c.gridy = 0; c.weightx = .5; c.anchor = GridBagConstraints.EAST; panel.add(newNoteButton, c); // -- NotePanels c = new GridBagConstraints(); c.fill = GridBagConstraints.HORIZONTAL; c.weightx = 1; c.weighty = 1; c.gridx = 0; c.gridwidth = 2; int y = 1; for (Note n : subject.getNotes()) { c.gridy = y++; panel.add(new NotesPanel(n, controller), c); } this.setLayout(new GridBagLayout()); GridBagConstraints pc = new GridBagConstraints(); pc.gridx = 0; pc.gridy = 0; pc.weightx = 1; pc.weighty = 1; pc.fill = GridBagConstraints.BOTH; panel.setBackground(Color.blue); JScrollPane scroll = new JScrollPane(); scroll.setViewportView(panel); //scroll.setHorizontalScrollBarPolicy(JScrollPane.HORIZONTAL_SCROLLBAR_NEVER); this.add(scroll, pc); //this.add(panel, pc); // -- Add it all to the layout } //</editor-fold> // <editor-fold defaultstate="collapsed" desc="private methods"> //</editor-fold> } package com.protocase.notes.views; import com.protocase.notes.controller.NotesController; import com.protocase.notes.model.Note; import java.awt.CardLayout; import java.awt.Color; import java.awt.Component; import java.awt.Dimension; import java.awt.GridBagConstraints; import java.awt.GridBagLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.text.DateFormat; import java.text.SimpleDateFormat; import javax.swing.BorderFactory; import javax.swing.JButton; import javax.swing.JLabel; import javax.swing.JPanel; import javax.swing.JScrollPane; import javax.swing.JTextArea; import javax.swing.JTextField; import javax.swing.border.BevelBorder; import javax.swing.border.Border; import javax.swing.border.MatteBorder; /** * @author dah01 */ public class NotesPanel extends JPanel { // <editor-fold defaultstate="collapsed" desc="Attributes"> private Note note; private NotesController controller; private CardLayout cardLayout; private JTextArea viewTextArea; private JTextArea editTextArea; //</editor-fold> // <editor-fold defaultstate="collapsed" desc="Getters N' Setters"> public NotesController getController() { return controller; } public void setController(NotesController controller) { this.controller = controller; } public Note getNote() { return note; } public void setNote(Note note) { this.note = note; } //</editor-fold> // <editor-fold defaultstate="collapsed" desc="Constructor"> /** * Sets up a note panel that shows everything about the note. * @param note */ public NotesPanel(Note note, NotesController controller) { this.note = note; cardLayout = new CardLayout(); this.setLayout(cardLayout); // -- Setup the layout manager. this.setBackground(new Color(199, 187, 192)); this.setBorder(new BevelBorder(BevelBorder.RAISED)); // -- ViewPanel this.add("ViewPanel", initViewPanel()); this.add("EditPanel", initEditPanel()); } //</editor-fold> // <editor-fold defaultstate="collapsed" desc="EditPanel"> private JPanel initEditPanel() { JPanel editPanel = new JPanel(); editPanel.setLayout(new GridBagLayout()); GridBagConstraints c = new GridBagConstraints(); c.fill = GridBagConstraints.HORIZONTAL; c.gridy = 0; c.weightx = 1; c.weighty = 0.3; editPanel.add(initCreatorLabel(), c); c.gridy++; editPanel.add(initEditTextScroll(), c); c.gridy++; c.anchor = GridBagConstraints.WEST; c.fill = GridBagConstraints.NONE; editPanel.add(initEditorLabel(), c); c.gridx++; c.anchor = GridBagConstraints.EAST; editPanel.add(initSaveButton(), c); return editPanel; } private JScrollPane initEditTextScroll() { this.editTextArea = new JTextArea(note.getContents()); editTextArea.setLineWrap(true); editTextArea.setWrapStyleWord(true); JScrollPane scrollPane = new JScrollPane(editTextArea); scrollPane.setAlignmentX(JScrollPane.LEFT_ALIGNMENT); Border b = scrollPane.getViewportBorder(); MatteBorder mb = BorderFactory.createMatteBorder(2, 2, 2, 2, Color.BLUE); scrollPane.setBorder(mb); return scrollPane; } private JButton initSaveButton() { final CardLayout l = this.cardLayout; final JPanel p = this; final NotesController c = this.controller; final Note n = this.note; final JTextArea noteText = this.viewTextArea; final JTextArea textToSubmit = this.editTextArea; ActionListener al = new ActionListener() { @Override public void actionPerformed(ActionEvent e) { //controller.saveNote(n); noteText.setText(textToSubmit.getText()); l.next(p); } }; JButton saveButton = new JButton("Save"); saveButton.addActionListener(al); saveButton.setPreferredSize(new Dimension(62, 26)); return saveButton; } //</editor-fold> // <editor-fold defaultstate="collapsed" desc="ViewPanel"> private JPanel initViewPanel() { JPanel viewPanel = new JPanel(); viewPanel.setLayout(new GridBagLayout()); GridBagConstraints c = new GridBagConstraints(); c.fill = GridBagConstraints.HORIZONTAL ; c.gridy = 0; c.weightx = 1; c.weighty = 0.3; viewPanel.add(initCreatorLabel(), c); c.gridy++; viewPanel.add(this.initNoteTextArea(), c); c.fill = GridBagConstraints.NONE; c.anchor = GridBagConstraints.WEST; c.gridy++; viewPanel.add(initEditorLabel(), c); c.gridx++; c.anchor = GridBagConstraints.EAST; viewPanel.add(initEditButton(), c); return viewPanel; } private JLabel initCreatorLabel() { DateFormat formatter = new SimpleDateFormat("yyyy-MM-dd"); if (note != null) { String noteBy = "Note by " + note.getCreator(); String noteCreated = formatter.format(note.getDateCreated()); JLabel creatorLabel = new JLabel(noteBy + " @ " + noteCreated); creatorLabel.setAlignmentX(JLabel.LEFT_ALIGNMENT); return creatorLabel; } else { System.out.println("NOTE IS NULL"); return null; } } private JScrollPane initNoteTextArea() { // -- Setup the notes area. this.viewTextArea = new JTextArea(note.getContents()); viewTextArea.setEditable(false); viewTextArea.setLineWrap(true); viewTextArea.setWrapStyleWord(true); JScrollPane scrollPane = new JScrollPane(viewTextArea); scrollPane.setAlignmentX(JScrollPane.LEFT_ALIGNMENT); return scrollPane; } private JLabel initEditorLabel() { // -- Setup the edited by label. JLabel editorLabel = new JLabel(" -- Last edited by " + note.getLastEdited() + " at " + note.getDateModified()); editorLabel.setAlignmentX(Component.LEFT_ALIGNMENT); return editorLabel; } private JButton initEditButton() { final CardLayout l = this.cardLayout; final JPanel p = this; ActionListener ar = new ActionListener() { @Override public void actionPerformed(ActionEvent e) { l.next(p); } }; JButton editButton = new JButton("Edit"); editButton.setPreferredSize(new Dimension(62,26)); editButton.addActionListener(ar); return editButton; } //</editor-fold> // <editor-fold defaultstate="collapsed" desc="Grow Width When Resized"> @Override public Dimension getPreferredSize() { int fw = this.getParent().getSize().width; int fh = super.getPreferredSize().height; return new Dimension(fw,fh); } //</editor-fold> }

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  • MySQL Connect 8 Days Away - Replication Sessions

    - by Mat Keep
    Following on from my post about MySQL Cluster sessions at the forthcoming Connect conference, its now the turn of MySQL Replication - another technology at the heart of scaling and high availability for MySQL. Unless you've only just returned from a 6-month alien abduction, you will know that MySQL 5.6 includes the largest set of replication enhancements ever packaged into a single new release: - Global Transaction IDs + HA utilities for self-healing cluster..(yes both automatic failover and manual switchover available!) - Crash-safe slaves and binlog - Binlog Group Commit and Multi-Threaded Slaves for high performance - Replication Event Checksums and Time-Delayed replication - and many more There are a number of sessions dedicated to learn more about these important new enhancements, delivered by the same engineers who developed them. Here is a summary Saturday 29th, 13.00 Replication Tips and Tricks, Mats Kindahl In this session, the developers of MySQL Replication present a bag of useful tips and tricks related to the MySQL 5.5 GA and MySQL 5.6 development milestone releases, including multisource replication, using logs for auditing, handling filtering, examining the binary log, using relay slaves, splitting the replication stream, and handling failover. Saturday 29th, 17.30 Enabling the New Generation of Web and Cloud Services with MySQL 5.6 Replication, Lars Thalmann This session showcases the new replication features, including • High performance (group commit, multithreaded slave) • High availability (crash-safe slaves, failover utilities) • Flexibility and usability (global transaction identifiers, annotated row-based replication [RBR]) • Data integrity (event checksums) Saturday 29th, 1900 MySQL Replication Birds of a Feather In this session, the MySQL Replication engineers discuss all the goodies, including global transaction identifiers (GTIDs) with autofailover; multithreaded, crash-safe slaves; checksums; and more. The team discusses the design behind these enhancements and how to get started with them. You will get the opportunity to present your feedback on how these can be further enhanced and can share any additional replication requirements you have to further scale your critical MySQL-based workloads. Sunday 30th, 10.15 Hands-On Lab, MySQL Replication, Luis Soares and Sven Sandberg But how do you get started, how does it work, and what are the best practices and tools? During this hands-on lab, you will learn how to get started with replication, how it works, architecture, replication prerequisites, setting up a simple topology, and advanced replication configurations. The session also covers some of the new features in the MySQL 5.6 development milestone releases. Sunday 30th, 13.15 Hands-On Lab, MySQL Utilities, Chuck Bell Would you like to learn how to more effectively manage a host of MySQL servers and manage high-availability features such as replication? This hands-on lab addresses these areas and more. Participants will get familiar with all of the MySQL utilities, using each of them with a variety of options to configure and manage MySQL servers. Sunday 30th, 14.45 Eliminating Downtime with MySQL Replication, Luis Soares The presentation takes a deep dive into new replication features such as global transaction identifiers and crash-safe slaves. It also showcases a range of Python utilities that, combined with the Release 5.6 feature set, results in a self-healing data infrastructure. By the end of the session, attendees will be familiar with the new high-availability features in the whole MySQL 5.6 release and how to make use of them to protect and grow their business. Sunday 30th, 17.45 Scaling for the Web and the Cloud with MySQL Replication, Luis Soares In a Replication topology, high performance directly translates into improving read consistency from slaves and reducing the risk of data loss if a master fails. MySQL 5.6 introduces several new replication features to enhance performance. In this session, you will learn about these new features, how they work, and how you can leverage them in your applications. In addition, you will learn about some other best practices that can be used to improve performance. So how can you make sure you don't miss out - the good news is that registration is still open ;-) And just to whet your appetite, listen to the On-Demand webinar that presents an overview of MySQL 5.6 Replication.  

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  • How can I change mouse keymapping

    - by zuberuber
    I have Razer DeathAdder(left handed edition) and A4Tech wireless mouse. My problem is I don't know how to change wireless mouse keymapping(swaping left/right click). Can somebody guide me how to do such thing? List of my devices: ? Virtual core pointer id=2 [master pointer (3)] ? ? Virtual core XTEST pointer id=4 [slave pointer (2)] ? ? Logitech Unifying Device. Wireless PID:4004 id=8 [slave pointer (2)] ? ? Razer Razer DeathAdder id=11 [slave pointer (2)] ? ? A4TECH USB Device id=12 [slave pointer (2)] ? ? A4TECH USB Device id=13 [slave pointer (2)] ? Virtual core keyboard id=3 [master keyboard (2)] ? Virtual core XTEST keyboard id=5 [slave keyboard (3)] ? Power Button id=6 [slave keyboard (3)] ? Power Button id=7 [slave keyboard (3)] ? Logitech USB Keyboard id=9 [slave keyboard (3)] ? Logitech USB Keyboard id=10 [slave keyboard (3)] This is my Razer xinput: Device 'Razer Razer DeathAdder': Device Enabled (121): 1 Coordinate Transformation Matrix (123): 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 Device Accel Profile (246): 0 Device Accel Constant Deceleration (247): 5.000000 Device Accel Adaptive Deceleration (248): 1.000000 Device Accel Velocity Scaling (249): 10.000000 Device Product ID (240): 5426, 22 Device Node (241): "/dev/input/event4" Evdev Axis Inversion (250): 0, 0 Evdev Axes Swap (252): 0 Axis Labels (253): "Rel X" (131), "Rel Y" (132), "Rel Vert Wheel" (274) Button Labels (254): "Button Left" (124), "Button Middle" (125), "Button Right" (126), "Button Wheel Up" (127), "Button Wheel Down" (128), "Button Horiz Wheel Left" (129), "Button Horiz Wheel Right" (130), "Button Side" (269), "Button Extra" (270), "Button Forward" (271), "Button Back" (272), "Button Task" (273), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243) Evdev Middle Button Emulation (255): 0 Evdev Middle Button Timeout (256): 50 Evdev Third Button Emulation (257): 0 Evdev Third Button Emulation Timeout (258): 1000 Evdev Third Button Emulation Button (259): 3 Evdev Third Button Emulation Threshold (260): 20 Evdev Wheel Emulation (261): 0 Evdev Wheel Emulation Axes (262): 0, 0, 4, 5 Evdev Wheel Emulation Inertia (263): 10 Evdev Wheel Emulation Timeout (264): 200 Evdev Wheel Emulation Button (265): 4 Evdev Drag Lock Buttons (266): 0 And this is my wireless mouse xinput: Device 'A4TECH USB Device': Device Enabled (121): 1 Coordinate Transformation Matrix (123): 1.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 1.000000 Device Accel Profile (246): 0 Device Accel Constant Deceleration (247): 1.000000 Device Accel Adaptive Deceleration (248): 1.000000 Device Accel Velocity Scaling (249): 10.000000 Device Product ID (240): 2522, 1359 Device Node (241): "/dev/input/event16" Evdev Axis Inversion (250): 0, 0 Evdev Axes Swap (252): 0 Axis Labels (253): "Rel X" (131), "Rel Y" (132), "Rel Horiz Wheel" (245), "Rel Vert Wheel" (274) Button Labels (254): "Button Left" (124), "Button Middle" (125), "Button Right" (126), "Button Wheel Up" (127), "Button Wheel Down" (128), "Button Horiz Wheel Left" (129), "Button Horiz Wheel Right" (130), "Button Side" (269), "Button Extra" (270), "Button Forward" (271), "Button Back" (272), "Button Task" (273), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243), "Button Unknown" (243) Evdev Middle Button Emulation (255): 0 Evdev Middle Button Timeout (256): 50 Evdev Third Button Emulation (257): 0 Evdev Third Button Emulation Timeout (258): 1000 Evdev Third Button Emulation Button (259): 3 Evdev Third Button Emulation Threshold (260): 20 Evdev Wheel Emulation (261): 0 Evdev Wheel Emulation Axes (262): 0, 0, 4, 5 Evdev Wheel Emulation Inertia (263): 10 Evdev Wheel Emulation Timeout (264): 200 Evdev Wheel Emulation Button (265): 4 Evdev Drag Lock Buttons (266): 0

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  • Silverlight Cream for May 08, 2010 -- #858

    - by Dave Campbell
    In this Issue: Phil Middlemiss, Jaime Rodriguez, Senthil Kumar, Mike Snow, DaveDev, Gergely Orosz, Kirupa, Cheryl Simmons, András Velvárt, Dan Wahlin, Michael D. Brown, and Ben Rush. Shoutouts: Erik Mork and crew have their latest up: This Week In Silverlight – Where’s the Tablet? Chris Rouw has a good link post and instructions on WCF RIA services: Deploying and Configuring Silverlight 4 and WCF RIA Services From SilverlightCream.com: Quick and Easy Sscalable Rounded Bevels Phil Middlemiss duplicates some bevel-edged rectangles in Blend, and they look great. Now you don't have to import all the other PhotoShop bits to get those things looking the way you want! A transparent Windows PHONE FAQ Jaime Rodriguez combined a bunch of information into a WP7 FAQ that he's going to keep up to date, so bookmark the page. He also has links to the Training Kit, on and offline versions. Windows Phone Developer Training Kit April Refresh is now available for Download Thanks to Senthil Kumar, I found out there is an April refresh of the WP7 Training kit at Channel 9 -- go get yours now --- I'll still be here when you get back! Silverlight Tip of the Day #16 – Working with IgnoreImageCache Mike Snow's Tip of the day #16 covers IgnoreImageCache and like many other things in life, until you read Mike's post you may be surprised at how it works. DoodlePad – A fun, free, sketching application for Windows Phone 7 DaveDev has a new WP7 App up that lets you or your kids 'Doodle' on the phone... could be a note, or could be a drawing... good post with all the links you need to get this cranked up on the emulator. Printing in Silverlight: Printing Charts and Auto Scaling Gergely Orosz's latest post is a very useful one on auto-scaling charts to fit a printed page and then getting them to print. Smoothly Scrolling a ListBox Check out the smooth scrolling Kirupa has on the ListBox near the top of his post... all good stuff... you wanna know how to do that! Plus... it's dead simple and all in Blend :) http://www.sparklingclient.com/wheres-the-silverlight-tablet/ Cheryl Simmons has a great tip up at the SilverlightSDK if you haven't burned through to figure it out yet ... changing the watermark on a DatePicker control... looks great! The story of a wicked bug András Velvárt tells a story of a bug that just defied logic or being found. Read how he tracked it down and what it actually was... could save you some time. Story learned: if I have a problem that bad, I'm calling András :) Text Trimming in Silverlight 4 Dan Wahlin gives a quick run-through of what TextBox trimming is, and then by a good real example... check it out and start using it in your projects. Enterprise Patterns with WCF RIA Services Michael D. Brown has an article in MSDN Magazine on RIA Services. Great information and link-packed article, with all the source avialable for download. Building Custom Players with the Silverlight Media Framework Ben Rush has a nice long tutorial on the Silverlight Media Framework up on the MSDN Magazine site ... lots of information in there. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Silverlight - Adding Text to Pushpin in Bing Maps via C#

    - by Morano88
    I was able to make my silverlight Bing map accepts Mousclicks and converts them to Pushpins in C#. Now I want to show a text next to the PushPin as a description that appears when the mouse goes over the pin , I have no clue how to do that. What are the methods that enable me to do this thing? This is the C# code : public partial class MainPage : UserControl { private MapLayer m_PushpinLayer; public MainPage() { InitializeComponent(); base.Loaded += OnLoaded; } private void OnLoaded(object sender, RoutedEventArgs e) { base.Loaded -= OnLoaded; m_PushpinLayer = new MapLayer(); x_Map.Children.Add(m_PushpinLayer); x_Map.MouseClick += OnMouseClick; } private void AddPushpin(double latitude, double longitude) { Pushpin pushpin = new Pushpin(); pushpin.MouseEnter += OnMouseEnter; pushpin.MouseLeave += OnMouseLeave; m_PushpinLayer.AddChild(pushpin, new Location(latitude, longitude), PositionOrigin.BottomCenter); } private void OnMouseClick(object sender, MapMouseEventArgs e) { Point clickLocation = e.ViewportPoint; Location location = x_Map.ViewportPointToLocation(clickLocation); AddPushpin(location.Latitude, location.Longitude); } private void OnMouseLeave(object sender, MouseEventArgs e) { Pushpin pushpin = sender as Pushpin; // remove the pushpin transform when mouse leaves pushpin.RenderTransform = null; } private void OnMouseEnter(object sender, MouseEventArgs e) { Pushpin pushpin = sender as Pushpin; // scaling will shrink (less than 1) or enlarge (greater than 1) source element ScaleTransform st = new ScaleTransform(); st.ScaleX = 1.4; st.ScaleY = 1.4; // set center of scaling to center of pushpin st.CenterX = (pushpin as FrameworkElement).Height / 2; st.CenterY = (pushpin as FrameworkElement).Height / 2; pushpin.RenderTransform = st; } }

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  • Thrift,.NET,Cassandra - Is this is right combination?

    - by Vadi
    I've been evaluating technology stack for developing a social network based application. Below are the stack I think could well suitable for this application type of application: GUI -- ASP.NET MVC, Flash (Flex) Business Services -- Thrift based services One of the advantage of using Thrift is to solve scaling problems that will come in future when the user base increases rapidly. All the business logic can be exposed as a services using REST,JSON etc., This also allows us to go with C++ or Erlang based services when situation demands. Database -- mySQL, CasSandara mySQL can be used for storing the data which needs to be persisted. Cassandara will be used for storing global identifiers to the persisted data. Since Cassandara is also very good at scaling by introducing more nodes this will leverage Thrift based services as well. And also there is native support between Cassandara and Thrift Cache Server -- Memcached Any requests from Business Services will only talk to Memcached if any non-dirty data is required, otherwise there will be some background jobs that will invalidate the cache from database. The question is: Is the Thrift which is open-sourced one is production-ready? Is it the right stack for services layer to choose when the application (GUI) is primarily gets developed in ASP.NET and DB is mysql? Is there any other caveats that anyone here experienced? One of the main objective behind this stack is to easily scale up with more nodes and also this helps us to use Linux boxes, it will reduce our cost significantly Thoughts please ..

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  • How to keep relative position of WPF elements on background image

    - by Masterfu
    Hi folks, I am new to WPF, so the answer to the following question might be obvious, however it isn't to me. I need to display an image where users can set markers on (As an example: You might want to mark a person's face on a photograph with a rectangle), however the markers need to keep their relative position when scaling the image. Currently I am doing this by using a Canvas and setting an ImageBrush as Background. This displays the image and I can add elements like a Label (as replacement for a rectangle) on top of the image. But when I set a label like this, it's position is absolute and so when the underlying picture is scaled (because the user drags the window larger) the Label stays at it's absolute position (say, 100,100) instead of moving to the new position that keeps it "in sync" with the underlying image. To cut the matter short: When I set a marker on a person's eye, it shouldn't be on the person's ear after scaling the window. Any suggestions on how to do that in WPF? Maybe Canvas is the wrong approach in the first place? I could keep a collection of markers in code and recalculate their position every time the window gets resized, but I hope there is a way to let WPF do that work for me :-) I am interested in hearing your opinions on this. Thanks

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  • Resizing image algorithm in python

    - by hippocampus
    So, I'm learning my self python by this tutorial and I'm stuck with exercise number 13 which says: Write a function to uniformly shrink or enlarge an image. Your function should take an image along with a scaling factor. To shrink the image the scale factor should be between 0 and 1 to enlarge the image the scaling factor should be greater than 1. This is not meant as a question about PIL, but to ask which algorithm to use so I can code it myself. I've found some similar questions like this, but I dunno how to translate this into python. Any help would be appreciated. I've come to this: import image win = image.ImageWin() img = image.Image("cy.png") factor = 2 W = img.getWidth() H = img.getHeight() newW = int(W*factor) newH = int(H*factor) newImage = image.EmptyImage(newW, newH) for col in range(newW): for row in range(newH): p = img.getPixel(col,row) newImage.setPixel(col*factor,row*factor,p) newImage.draw(win) win.exitonclick() I should do this in a function, but this doesn't matter right now. Arguments for function would be (image, factor). You can try it on OP tutorial in ActiveCode. It makes a stretched image with empty columns :.

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  • When anyDensity=false why does getDrawingCache(true) return null?

    - by Robert Nekic
    First off, my application currently defines anyDensity=false in the manifest file. Elsewhere in the app, I'm trying to capture and display a View's DrawingCache but I'm not able to get a clear Bitmap without scaling artifacts. The code below yields a Bitmap but it has scaling artifacts and is generally fuzzy. myView.setDrawingCacheEnabled(true); Bitmap myBitmap = Bitmap.Create(myView.getDrawingCache()); myImageView.setImageBitmap(myBitmap); As I read it, the documentation for getDrawingCache says this is to be expected and to use getDrawingCache(true). Yet, both code examples below throw NullPointer exceptions because the Bitmap returned by getDrawingCache(true) is always null. myView.setDrawingCacheEnabled(true); Bitmap myBitmap = Bitmap.Create(myView.getDrawingCache(true)); myImageView.setImageBitmap(myBitmap); OR myView.buildDrawingCache(true); Bitmap myBitmap = Bitmap.Create(myView.getDrawingCache(true)); myImageView.setImageBitmap(myBitmap); myView.destroyDrawingCache(); Does anyone know how to properly capture and render the drawingCache when anyDensity=false?

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  • Java 2D Resize

    - by jon077
    I have some old Java 2D code I want to reuse, but was wondering, is this the best way to get the highest quality images? public static BufferedImage getScaled(BufferedImage imgSrc, Dimension dim) { // This code ensures that all the pixels in the image are loaded. Image scaled = imgSrc.getScaledInstance( dim.width, dim.height, Image.SCALE_SMOOTH); // This code ensures that all the pixels in the image are loaded. Image temp = new ImageIcon(scaled).getImage(); // Create the buffered image. BufferedImage bufferedImage = new BufferedImage(temp.getWidth(null), temp.getHeight(null), BufferedImage.TYPE_INT_RGB); // Copy image to buffered image. Graphics g = bufferedImage.createGraphics(); // Clear background and paint the image. g.setColor(Color.white); g.fillRect(0, 0, temp.getWidth(null),temp.getHeight(null)); g.drawImage(temp, 0, 0, null); g.dispose(); // j2d's image scaling quality is rather poor, especially when // scaling down an image to a much smaller size. We'll post filter // our images using a trick found at // http://blogs.cocoondev.org/mpo/archives/003584.html // to increase the perceived quality.... float origArea = imgSrc.getWidth() * imgSrc.getHeight(); float newArea = dim.width * dim.height; if (newArea <= (origArea / 2.)) { bufferedImage = blurImg(bufferedImage); } return bufferedImage; } public static BufferedImage blurImg(BufferedImage src) { // soften factor - increase to increase blur strength float softenFactor = 0.010f; // convolution kernel (blur) float[] softenArray = { 0, softenFactor, 0, softenFactor, 1-(softenFactor*4), softenFactor, 0, softenFactor, 0}; Kernel kernel = new Kernel(3, 3, softenArray); ConvolveOp cOp = new ConvolveOp(kernel, ConvolveOp.EDGE_NO_OP, null); return cOp.filter(src, null); }

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  • .NET Graphics.ScaleTransform converts print job to bitmap. Any other way to scale text?

    - by Philip Dunaway
    I'm using Graphics.ScaleTransform to stretch lines of text so they fit the width of the page, and then printing that page. However, this converts the print job to a bitmap - for a print with many pages this causes the size of the print job to rise to obscene proportions, and slows down printing immensely. If I don't scale like this, the print job remains very small as it is just sending text print commands to the printer. My question is, is there any way other than using Graphics.ScaleTransform to stretch the width of the text? Sample code to demonstrate this is below (would be called with Print.Test(True) and Print.Test(False) to show the effects of scaling on print job): Imports System.Drawing Imports System.Drawing.Printing Imports System.Drawing.Imaging Public Class Print Dim FixedFont As Font Dim Area As RectangleF Dim CharHeight As Double Dim CharWidth As Double Dim Scale As Boolean Const CharsAcross = 80 Const CharsDown = 66 Const TestString = "!""#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~" Private Sub PagePrinter(ByVal sender As Object, ByVal e As PrintPageEventArgs) Dim G As Graphics = e.Graphics If Scale Then Dim ws = Area.Width / G.MeasureString(Space(CharsAcross).Replace(" ", "X"), FixedFont).Width G.ScaleTransform(ws, 1) End If For CurrentLine = 1 To CharsDown G.DrawString(Mid(TestString & TestString & TestString, CurrentLine, CharsAcross), FixedFont, Brushes.Black, 0, Convert.ToSingle(CharHeight * (CurrentLine - 1))) Next e.HasMorePages = False End Sub Public Shared Sub Test(ByVal Scale As Boolean) Dim OutputDocument As New PrintDocument With OutputDocument Dim DP As New Print .PrintController = New StandardPrintController .DefaultPageSettings.Landscape = False DP.Area = .DefaultPageSettings.PrintableArea DP.CharHeight = DP.Area.Height / CharsDown DP.CharWidth = DP.Area.Width / CharsAcross DP.Scale = Scale DP.FixedFont = New Font("Courier New", DP.CharHeight / 100, FontStyle.Regular, GraphicsUnit.Inch) .DocumentName = "Test print (with" & IIf(Scale, "", "out") & " scaling)" AddHandler .PrintPage, AddressOf DP.PagePrinter .Print() End With End Sub End Class

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  • How do I control the direction of the scroll on my coda slider?

    - by lightingwrist
    Hello, I have a coda slider and am unable to determine the direction of the scroll. I have 3 panels that I want to scroll left to right. Sometimes it scrolls left to right, sometimes up and down, and sometimes horizontally. How do I lock it down to go the direction I want? Here is the HTML: <body> <div id="slider_home" class="round_10px"> <ul class="navigation_home"> <li><a href="#scroll_Parents" class="round_10px">Information For Parents</a></li> <li><a href="#scroll_Materials" class="round_10px">Print Materials</a></li> <li><a href="#scroll_Resources" class="round_10px">Online Resources</a></li> </ul> <div id="scroll_bg_home"> <div class="scroll_home"> <div class="scrollContainer_home"> <div class="panel_home" id="scroll_Parents"> content </div> <div class="panel_home" id="scroll_Materials"> content </div> <div class="panel_home" id="scroll_Resources"> content </div> </div> </div> </div> </div> </body> Here is the CSS: #wrapper {width:550px;margin:0px auto;} #intro {padding-bottom:10px;} h2 {margin:0;margin-bottom:14px;padding:0;} #slider {width:631px;margin:10px auto 0px auto;position:relative;} #scroll_bg{height:360px;width:590px;overflow:hidden;position:relative;clear:left;background:#FFFFFF url(images/) no-repeat; margin:0px auto 0px auto} .scroll{ background:transparent; width:550px; height:370px; padding:0px; margin:0px auto; overflow:hidden; } .scrollContainer div.panel {padding:20px 0px;height:330px; width:550px;margin:0px;float:left;} #shade {background:#EDEDEC url(images/shade.jpg) no-repeat 0 0;height:50px;} ul.navigation {list-style:none;margin:0px 0px 0px 23px;padding:0px;padding-bottom:0px;} ul.navigation li {display:inline; margin-right:5px;} ul.navigation li a { background:#FFFFFF;font-family:Arial, Helvetica, sans-serif; font-size:16px; font-weight:bold; color:#CCCCCC;padding:5px 5px 5px 5px;border:1px #F4F4F4 solid;text-decoration: none;} ul.navigation a:hover { color:#EDEDEC;border:1px #E6E6E6 solid;} ul.navigation a.selected {color:#333333;} ul.navigation a:focus {outline:none;} .scrollButtons {position:absolute;top:150px;cursor:pointer;} .scrollButtons.left {left:-37px;top:20px} .scrollButtons.right {right:-32px;top:20px;} .hide {display:none;} And here is the Jquery includes file: // when the DOM is ready... $(document).ready(function () { var $panels = $('#slider_home .scrollContainer_home > div.panel_home'); var $container = $('#slider_home .scrollContainer_home'); // if true, we'll float all the panels left and fix the width // of the container var horizontal = true; // float the panels left if we're going horizontal if (horizontal) { $panels.css({ 'float' : 'left', 'position' : 'relative' // IE fix to ensure overflow is hidden }); // calculate a new width for the container (so it holds all panels) $container.css('width', $panels[0].offsetWidth * $panels.length); } // collect the scroll object, at the same time apply the hidden overflow // to remove the default scrollbars that will appear var $scroll_bg = $('#scroll_bg_home'); var $scroll = $('#slider_home .scroll_home').css('overflow', 'hidden'); // apply our left + right buttons $scroll_bg .before('<img class="scrollButtons_home left" src="styles/images/BackFlip.jpg" />') .after('<img class="scrollButtons_home right" src="styles/images/flipForward.jpg" />'); // handle nav selection function selectNav() { $(this) .parents('ul:first') .find('a') .removeClass('selected') .end() .end() .addClass('selected'); } $('.navigation_home').find('a').click(selectNav); // go find the navigation link that has this target and select the nav function trigger(data) { var el = $('.navigation_home').find('a[href$="' + data.id + '"]').get(0); selectNav.call(el); } if (window.location.hash) { trigger({ id : window.location.hash.substr(1) }); } else { $('.navigation_home a:first').click(); } // offset is used to move to *exactly* the right place, since I'm using // padding on my example, I need to subtract the amount of padding to // the offset. Try removing this to get a good idea of the effect var offset = parseInt((horizontal ? $container.css('paddingTop') : $container.css('paddingLeft')) || 0) * -1; var scrollOptions = { target: $scroll, // the element that has the overflow // can be a selector which will be relative to the target items: $panels, navigation: '.navigation_home a', // selectors are NOT relative to document, i.e. make sure they're unique prev: 'img.left', next: 'img.right', // allow the scroll effect to run both directions axis: 'xy', onAfter: trigger, // our final callback offset: offset, // duration of the sliding effect duration: 500, // easing - can be used with the easing plugin: // http://gsgd.co.uk/sandbox/jquery/easing/ easing: 'swing' }; // apply serialScroll to the slider - we chose this plugin because it // supports// the indexed next and previous scroll along with hooking // in to our navigation. $('#slider_home').serialScroll(scrollOptions); // now apply localScroll to hook any other arbitrary links to trigger // the effect $.localScroll(scrollOptions); // finally, if the URL has a hash, move the slider in to position, // setting the duration to 1 because I don't want it to scroll in the // very first page load. We don't always need this, but it ensures // the positioning is absolutely spot on when the pages loads. scrollOptions.duration = 1; $.localScroll.hash(scrollOptions); });

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  • Jquery resizing image

    - by michele
    I'd like to start a discussion about the image resizing using jQuery. That's my contribution: But I think I'm far away from the solution. What about the cropping? Who can help me? $(document).ready(function() { $('.story-small img').each(function() { var maxWidth = 100; // Max width for the image var maxHeight = 100; // Max height for the image var ratio = 0; // Used for aspect ratio var width = $(this).width(); // Current image width var height = $(this).height(); // Current image height // Check if the current width is larger than the max if(width > maxWidth){ ratio = maxWidth / width; // get ratio for scaling image $(this).css("width", maxWidth); // Set new width $(this).css("height", height * ratio); // Scale height based on ratio height = height * ratio; // Reset height to match scaled image } // Check if current height is larger than max if(height > maxHeight){ ratio = maxHeight / height; // get ratio for scaling image $(this).css("height", maxHeight); // Set new height $(this).css("width", width * ratio); // Scale width based on ratio width = width * ratio; // Reset width to match scaled image } }); });

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  • How to draw shadows that don't suck?

    - by mystify
    A CAShapeLayer uses a CGPathRef to draw it's stuff. So I have a star path, and I want a smooth drop shadow with a radius of about 15 units. Probably there is some nice functionality in some new iPhone OS versions, but I need to do it myself for a old aged version of 3.0 (which most people still use). I tried to do some REALLY nasty stuff: I created a for-loop and sequentially created like 15 of those paths, transform-scaling them step by step to become bigger. Then assigning them to a new created CAShapeLayer and decreasing it's alpha a little bit on every iteration. Not only that this scaling is mathematically incorrect and sucks (it should happen relative to the outline!), the shadow is not rounded and looks really ugly. That's why nice soft shadows have a radius. The tips of a star shouldn't appear totally sharp after a shadow size of 15 units. They should be soft like cream. But in my ugly solution they're just as s harp as the star itself, since all I do is scale the star 15 times and decrease it's alpha 15 times. Ugly. I wonder how the big guys do it? If you had an arbitrary path, and that path must throw a shadow, how does the algorithm to do that work? Probably the path would have to be expanded like 30 times, point-by-point relative to the tangent of the outline away from the filled part, and just by 0.5 units to have a nice blending. Before I re-invent the wheel, maybe someone has a handy example or link?

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  • Get Highest Res Favicon

    - by Jeremy
    I'm making a website that needs to dynamically obtain the favicon of sites upon request. I've found a few api's that can accomplish this fairly well, and so far I'm liking http://www.fvicon.com/. The final image for my website will be 64x64px, and some websites such as Google and Wordpress have nice images of this size that are easily retrieved via this api. Though, of course, most websites only have a 16x16 favicon image and scaling that image to 64x64 has very bad quality loss. Examples: (high res) http://a.fvicon.com/wordpress.com?format=png&width=64&height=64 (low res) http://a.fvicon.com/yahoo.com?format=png&width=64&height=64 Keeping this in mind, I'm planning on somehow determining whether a high-res image is available and, if so, the website will use this image. If not, I want to use a pre-made 64x64 icon with the smaller icon layered over it. What I'm having trouble with is determining if there is a high res favicon available or not. Also, I'm curious if there's a better approach to this situation. I'd rather not use smaller images (64x64 works out really well for this project). The lowest res I'm willing to drop to is 48x48 but even then there will be a significant quality loss for scaling up 16x16 favicons. Any ideas? If you need any more information I will gladly provide it. Thank you!

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  • Create nice animation on your ASP.NET Menu control using jQuery

    - by hajan
    In this blog post, I will show how you can apply some nice animation effects on your ASP.NET Menu control. ASP.NET Menu control offers many possibilities, but together with jQuery, you can make very rich, interactive menu accompanied with animations and effects. Lets start with an example: - Create new ASP.NET Web Application and give it a name - Open your Default.aspx page (or any other .aspx page where you will create the menu) - Our page ASPX code is: <form id="form1" runat="server"> <div id="menu">     <asp:Menu ID="Menu1" runat="server" Orientation="Horizontal" RenderingMode="List">                     <Items>             <asp:MenuItem NavigateUrl="~/Default.aspx" ImageUrl="~/Images/Home.png" Text="Home" Value="Home"  />             <asp:MenuItem NavigateUrl="~/About.aspx" ImageUrl="~/Images/Friends.png" Text="About Us" Value="AboutUs" />             <asp:MenuItem NavigateUrl="~/Products.aspx" ImageUrl="~/Images/Box.png" Text="Products" Value="Products" />             <asp:MenuItem NavigateUrl="~/Contact.aspx" ImageUrl="~/Images/Chat.png" Text="Contact Us" Value="ContactUs" />         </Items>     </asp:Menu> </div> </form> As you can see, we have ASP.NET Menu with Horizontal orientation and RenderMode=”List”. It has four Menu Items where for each I have specified NavigateUrl, ImageUrl, Text and Value properties. All images are in Images folder in the root directory of this web application. The images I’m using for this demo are from Free Web Icons. - Next, lets create CSS for the LI and A tags (place this code inside head tag) <style type="text/css">     li     {         border:1px solid black;         padding:20px 20px 20px 20px;         width:110px;         background-color:Gray;         color:White;         cursor:pointer;     }     a { color:White; font-family:Tahoma; } </style> This is nothing very important and you can change the style as you want. - Now, lets reference the jQuery core library directly from Microsoft CDN. <script type="text/javascript" src="http://ajax.aspnetcdn.com/ajax/jQuery/jquery-1.4.4.min.js"></script> - And we get to the most interesting part, applying the animations with jQuery Before we move on writing jQuery code, lets see what is the HTML code that our ASP.NET Menu control generates in the client browser.   <ul class="level1">     <li><a class="level1" href="Default.aspx"><img src="Images/Home.png" alt="" title="" class="icon" />Home</a></li>     <li><a class="level1" href="About.aspx"><img src="Images/Friends.png" alt="" title="" class="icon" />About Us</a></li>     <li><a class="level1" href="Products.aspx"><img src="Images/Box.png" alt="" title="" class="icon" />Products</a></li>     <li><a class="level1" href="Contact.aspx"><img src="Images/Chat.png" alt="" title="" class="icon" />Contact Us</a></li> </ul>   So, it generates unordered list which has class level1 and for each item creates li element with an anchor with image + menu text inside it. If we want to access the list element only from our menu (not other list element sin the page), we need to use the following jQuery selector: “ul.level1 li”, which will find all li elements which have parent element ul with class level1. Hence, the jQuery code is:   <script type="text/javascript">     $(function () {         $("ul.level1 li").hover(function () {             $(this).stop().animate({ opacity: 0.7, width: "170px" }, "slow");         }, function () {             $(this).stop().animate({ opacity: 1, width: "110px" }, "slow");         });     }); </script>   I’m using hover, so that the animation will occur once we go over the menu item. The two different functions are one for the over, the other for the out effect. The following line $(this).stop().animate({ opacity: 0.7, width: "170px" }, "slow");     does the real job. So, this will first stop any previous animations (if any) that are in progress and will animate the menu item by giving to it opacity of 0.7 and changing the width to 170px (the default width is 110px as in the defined CSS style for li tag). This happens on mouse over. The second function on mouse out reverts the opacity and width properties to the default ones. The last parameter “slow” is the speed of the animation. The end result is:   The complete ASPX code: <html xmlns="http://www.w3.org/1999/xhtml"> <head runat="server">     <title>ASP.NET Menu + jQuery</title>     <style type="text/css">         li         {             border:1px solid black;             padding:20px 20px 20px 20px;             width:110px;             background-color:Gray;             color:White;             cursor:pointer;         }         a { color:White; font-family:Tahoma; }     </style>     <script type="text/javascript" src="http://ajax.aspnetcdn.com/ajax/jQuery/jquery-1.4.4.min.js"></script>     <script type="text/javascript">         $(function () {             $("ul.level1 li").hover(function () {                 $(this).stop().animate({ opacity: 0.7, width: "170px" }, "slow");             }, function () {                 $(this).stop().animate({ opacity: 1, width: "110px" }, "slow");             });         });     </script> </head> <body>     <form id="form1" runat="server">     <div id="menu">         <asp:Menu ID="Menu1" runat="server" Orientation="Horizontal" RenderingMode="List">                         <Items>                 <asp:MenuItem NavigateUrl="~/Default.aspx" ImageUrl="~/Images/Home.png" Text="Home" Value="Home"  />                 <asp:MenuItem NavigateUrl="~/About.aspx" ImageUrl="~/Images/Friends.png" Text="About Us" Value="AboutUs" />                 <asp:MenuItem NavigateUrl="~/Products.aspx" ImageUrl="~/Images/Box.png" Text="Products" Value="Products" />                 <asp:MenuItem NavigateUrl="~/Contact.aspx" ImageUrl="~/Images/Chat.png" Text="Contact Us" Value="ContactUs" />             </Items>         </asp:Menu>     </div>     </form> </body> </html> Hope this was useful. Regards, Hajan

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • Templates and inheritance

    - by mariusz
    Hello, I have a big problem. I use additional controls for Wpf. One of them is Telerik RadWindow This control is already templated. Now I want to create custom Window with will inherit from RadWindow, and make custom template, eg. One base window will contains grid and two buttons, second base window will contain two grids (master - detail). The problem is that templates do not support inheritance. Perhaps is another way to template only the content of Winodow? My code, that doesn't work (empty window appears, so template doesn't apply) <Style TargetType="{x:Type local:TBaseRjWindow}"> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type local:TBaseRjContent}"> <Border Background="{TemplateBinding Background}" BorderBrush="{TemplateBinding BorderBrush}" BorderThickness="{TemplateBinding BorderThickness}"> <Grid Name="mGrid"> <Grid.ColumnDefinitions> <ColumnDefinition /> </Grid.ColumnDefinitions> <Grid.RowDefinitions> <RowDefinition /> <RowDefinition MaxHeight="40" MinHeight="30" /> <RowDefinition MaxHeight="40" MinHeight="30" /> <RowDefinition Height="Auto" /> <RowDefinition MaxHeight="40" MinHeight="30" /> </Grid.RowDefinitions> <telerik:RadGridView Margin="10,10,10,10" Name="grid" Grid.Row="0" Grid.Column="0" VerticalAlignment="Stretch" HorizontalAlignment="Stretch" ScrollMode="Deferred" AutoGenerateColumns="False" Width="Auto" > </telerik:RadGridView> <telerik:RadDataPager Grid.Row="1" Grid.Column="0" x:Name="radDataPager" PageSize="50" AutoEllipsisMode="None" DisplayMode="First, Previous, Next, Text" Margin="10,0,10,0"/> <StackPanel Grid.Row="1" Grid.Column="0" Margin="5 5 5 5" HorizontalAlignment="Left" Orientation="Horizontal" Height="20" Width="Auto" VerticalAlignment="Center" > <telerik:RadButton x:Name="btAdd" Margin="5 0 5 0" Content="Dodaj" /> <telerik:RadButton x:Name="btEdit" Margin="5 0 5 0" Content="Edytuj" /> <telerik:RadButton x:Name="btDelete" Margin="5 0 5 0" Content="Usun" /> </StackPanel> <StackPanel Name="addFields" Background="LightGray" Visibility="Collapsed" VerticalAlignment="Top" Grid.Row="2" Grid.Column="0" Width="Auto" Height="Auto" Orientation="Horizontal"> <GroupBox Header="Szczegoly" Margin="2 2 2 2" > <Grid VerticalAlignment="Top" DataContext="{Binding SelectedItem, ElementName=grid}" Name="_gAddFields" Margin="0 0 0 0" Width="Auto" Height="Auto" > </Grid> </GroupBox> </StackPanel> <StackPanel Grid.Row="3" Grid.Column="0" Margin="5 5 5 5" HorizontalAlignment="Right" Orientation="Horizontal" Height="25" Width="Auto" VerticalAlignment="Center" > <telerik:RadButton x:Name="btSave" IsDefault="True" Width="60" Margin="5 0 5 0" Content="Zapisz" /> <telerik:RadButton x:Name="btOK" IsDefault="True" Width="60" Margin="5 0 5 0" Content="Akceptuj" /> <telerik:RadButton x:Name="btCancel" IsCancel="True" Width="60" Margin="5 0 5 0" Content="Anuluj" /> </StackPanel> </Grid> </Border> </ControlTemplate> </Setter.Value> </Setter> </Style> Please help

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  • XmlNode.RemoveChild() recursive

    - by Lord Vader
    Hi, my problem is the following: How can I remove selected ChildNodes from XmlNode recursively? My XML-file looks like... ..<element type="TextBox" id="xslFilePath"> <parameters> <parameter id="description"> <value><![CDATA[Pfad zur XSL]]></value> <value lang="en"><![CDATA[XSL-file's path]]></value> </parameter> <parameter id="tooltip"> <value><![CDATA[Pfad zur XSL]]></value> <value lang="en"><![CDATA[XSL-file's path]]></value> </parameter> </parameters> <values> <value><![CDATA[/include/extensions/languageReferences/xsl/default.xsl]]></value> </values> </element> <element type="DropDownList" id="imageOrientation"> <parameters> <parameter id="description"> <value><![CDATA[Anordnung]]></value> <value lang="en"><![CDATA[Orientation]]></value> </parameter> <parameter id="tooltip"> <value><![CDATA[Anordnung]]></value> <value lang="en"><![CDATA[Orientation]]></value> </parameter> </parameters> <items> <item id="" selected="true"> <parameters> <parameter id="value"> <value><![CDATA[vertical]]></value> </parameter> <parameter id="description"> <value><![CDATA[senkrecht]]></value> <value lang="en"><![CDATA[vertical]]></value> </parameter> </parameters> </item> <item id="" selected="false"> <parameters> <parameter id="value"> <value><![CDATA[horizontal]]></value> </parameter> <parameter id="description"> <value><![CDATA[waagerecht]]></value> <value lang="en"><![CDATA[horizontal]]></value> </parameter> </parameters> </item> </items> <values> <value><![CDATA[horizontal]]></value> </values> </element>... I would like to remove all nodes (type of value) where the parentNode is type of parameter with id="description" but not value-notes as children of values or parameter with id="value" In XSLT I would say e.g.: //value[parent::parameter[@id='description'] and @lang='en']The problem is: I have the language code: e.g. "de" and now I would like to remove all sibling value nodes if an value with lang="de" exists and remove all sibling nodes excluding the value without any lang-attribute if lang="de" not exists (as fallback) I hope, you can help me to write an c# Code to replace recursively all undesired value-nodes.

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