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  • Productivity strategies for one developer using many PCs

    - by DeveloperDon
    In a talk about time management, a famous computer scientist said: "One machine in your life is the right number." He recommended a laptop with a docking station. After trying this approach for about a month, I miss my more powerful desktop (i7 quad core hyperthread), but it is not in my technology road map (or budget) to upgrade from my old Intel Core 2 Duo (2006) notebook this year. What strategies can help me use the desktop while at my desk and without much manual effort the notebook when I am on the go?

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  • Vermont IT Jobs: .NET Developer in Downtown Burlington

    Applications Engineer Aurora North Software, Inc. Burlington-based software development & consulting company offers an opportunity to rapidly advance your skillset using the latest MS technologies to develop and implement core systems at some of the countrys most prestigious law firms.  Projects include product integration, workflow processing, business intelligence, and SharePoint development. Requires a minimum 2-5 years experience with full development life cycle, .NET development experience,...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Playing with Windows Phone Developer Tools CTP

    tweetmeme_source = 'alpascual'; Installation tips. If Visual Studio 2010 Professional or higher is already installed on your development computer, an add-in for Visual Studio 2010 Professional is automatically installed as well. The installation took an hour on a Windows 7 with 4 GB of RAM and rebooted the computer once. Something tells me the installer still needs some work.   Lets Write some code Everything installed, lets check if Visual Studio 2008 still works with Silverlight...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Suggestion for a Non-CSE developer

    - by Md.lbrahim
    Due to financial problems, I couldn't go for CSE in my country and had to settle for a BCIS honors degree. Now, after quite some time, when I want to go for a higher position in software development then I get asked about algorithms and basics that I have missed back in uni. This is affecting my chances of getting selected and I cannot afford that any longer. My question would be that what you would suggest smn like me to do in order to cover the 'basics' without any university or educational institute e.g. books,learn C++,etc? Any suggestion (including -ve) is welcomed and appreciated.

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  • Finding the Right PHP Developer

    Web development is an important part of business marketing today. Not only do you need efficient programs and applications to take care of your business operations and management, but there are a huge number of other factors that make developing the right web application an important factor to consider for almost any business.

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  • Easy Method to Change Color on UI Elements

    - by A13X
    This isn't a language-specific thing as far as I'm concerned. I was wondering what may be a quick way to change the COLOR of a certain on-screen element such as a button and its associated text. I would assume there is a trick to making a graphics engine so maybe individuals pixels or groups of sprites can have their colors easily shifted. A lot of game interface buttons and such have this so you know when an event like a click has occurred. Any pseudo code would be helpful and I am working in Android (not XML fluff), but again, this probably is not a very specific question, just an inquiry on how to go about this.

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  • Java Developer Workshop #2 ??!(12/1)

    - by ksky
    12/1??????????????Java?????????????????????????????(?2?:?1????????)??????!?????????????JavaFX/SE/EE/ME???????????????????????"Polyglot Programming on Java VM"??????Scala?JRuby?Groovy????Java VM??????????????????????????????????????????????????????? ???????Client Java Group?Vice President???JavaFX???????????Nandini Ramani???????????????JavaFX 2.0??????????????????????????Nandini?JavaOne???????????????????????????JavaOne??iPad?Windows?Linux?????????JavaFX???????????????????????? ???????????????????????????JavaOne??????????????Java EE/SE/ME???????????????????????????????????SE 8???????????EE????SE?FX???????ME??????????????????? ???Java VM????!???Scala?????????Scala??????????????????????????Scala????????????????????JRuby????????JRuby/CRuby???????????????????JRuby????????????????????????Groovy????????????????GROOVY???????????????Groovy????Java???????????????????? ???????????Java SE 7?JavaFX 2.0?????????????????Java VM?????????????????????????????! ???????????????????????????????????????????????????????????????????!????????????????????ustream?????????????

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  • Per-pixel per-component alpha blending in Windows

    - by Crend King
    I have a 24-bit bitmaps with R, G, B color channels and a 24-bit bitmap with R, G, B alpha channels. I want to alpha blend the first bitmap to a HDC in GDI or RenderTarget in Direct2D with the alpha channels respectively. For example, suppose for one pixel, the bitmap color is (192, 192, 192), the HDC color is (0, 255, 255) and the alpha channels are (30, 40, 50). The final HDC color should be (22, 245, 242). I know I can BitBlt the HDC to a memory HDC first, do alpha blending by manually calculating the color of each pixel and finally BitBlt back. I just want to avoid the additional blitting and leave APIs do their job (faster since they are in kernel space). The first idea comes to my mind is to split the source bitmap into 3 red-only, green-only and blue-only 8-bit bitmaps, do normal alpha blending, then composite the 3 output bitmaps into the HDC. But I don't find a way to do the splitting and composition natively in Windows (would Direct2D layer help?). Also, the splitting and compositing may require many additional copying. The performance overhead would be too high. Or maybe do the alpha blending in 3 passes. Each pass apply the blending for one channel, while maintaining the other 2 unchanged. Thanks for any comment. EDIT: I found this question, and the answer should be good reference to this problem. However, besides AC_SRC_OVER, there is no other blending operation supported. Why don't Microsoft improve their API?

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  • OpenGL Pixel Format Attributes (NSOpenGLPixelFormatAttibutes) explanation?

    - by nacho4d
    Hi, I am not new to OpenGL, but not an expert. Many tutorials teach how to draw, 3D, 2D, projections, orthogonal, etc, but How about setting a the view? (NSOpenGLView in Cocoa, Macs). For example I have this: - (id) initWithFrame: (NSRect) frame { GLuint attribs[] = { //PF: PixelAttibutes NSOpenGLPFANoRecovery, NSOpenGLPFAWindow, NSOpenGLPFAAccelerated, NSOpenGLPFADoubleBuffer, NSOpenGLPFAColorSize, 24, NSOpenGLPFAAlphaSize, 8, NSOpenGLPFADepthSize, 24, NSOpenGLPFAStencilSize, 8, NSOpenGLPFAAccumSize, 0, 0 }; NSOpenGLPixelFormat* fmt = [[NSOpenGLPixelFormat alloc] initWithAttributes: (NSOpenGLPixelFormatAttribute*) attribs]; return self = [super initWithFrame:frame pixelFormat: [fmt autorelease]]; } And I don't understand very well their usage, specially when combining them. For example: If I want my view to be capable of full screen should I write NSOpenGLPFAFullScreen only ? or both? (by capable I mean not always in full screen) Regarding Double Buffer, what is this exactly? (Below: Apple's definition) If present, this attribute indicates that only double-buffered pixel formats are considered. Otherwise, only single-buffered pixel formats are considered Regarding Color: if NSOpenGLPFAColorSize is 24 and NSOpenGLPFAColorSize is 8 then it means that alpha and RGB components are treated differently? what happen if I set the former to 32 and the later to 0? Etc, etc,In general how do I learn to set my view from scratch? Thanks in advance. Ignacio.

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  • Why don't the .net 4.0 charting controls work in Visual Web Developer 2010 Express?

    - by kc
    The .net charting controls are now built into .net 4.0. They work great in Visual Studio 2010. However, they do not work in Visual Web Developer 2010 Express (which is what I have at home.) I get the error, System.Web.HttpException: Error executing child request for ChartImg.axd. That sounds like the message from .net 3.5 if charting wasn't set up correctly. But the bottom of the same page says, "Version Information: Microsoft .NET Framework Version:4.0.30319; ASP.NET Version:4.0.30319.1" Does anyone know why this doesn't work?

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  • Calculate pixels within a polygon

    - by DoomStone
    In an assignment for school do we need to do some image recognizing, where we have to find a path for a robot. So far have we been able to find all the polygons in the image, but now we need to generate a pixel map, that be used for an astar algorithm later. We have found a way to do this, show below, but the problem is that is very slow, as we go though each pixel and test if it is inside the polygon. So my question is, are there a way that we can generate this pixel map faster? We have a list of cordinates for the polygon private List<IntPoint> hull; The fuction "getMap" is called to get the pixel map public Point[] getMap() { List<Point> points = new List<Point>(); lock (hull) { Rectangle rect = getRectangle(); for (int x = rect.X; x <= rect.X + rect.Width; x++) { for (int y = rect.Y; y <= rect.Y + rect.Height; y++) { if (inPoly(x, y)) points.Add(new Point(x, y)); } } } return points.ToArray(); } Get Rectangle is used to limit the search, se we don't have to go thoug the whole image public Rectangle getRectangle() { int x = -1, y = -1, width = -1, height = -1; foreach (IntPoint item in hull) { if (item.X < x || x == -1) x = item.X; if (item.Y < y || y == -1) y = item.Y; if (item.X > width || width == -1) width = item.X; if (item.Y > height || height == -1) height = item.Y; } return new Rectangle(x, y, width-x, height-y); } And atlast this is how we check to see if a pixel is inside the polygon public bool inPoly(int x, int y) { int i, j = hull.Count - 1; bool oddNodes = false; for (i = 0; i < hull.Count; i++) { if (hull[i].Y < y && hull[j].Y >= y || hull[j].Y < y && hull[i].Y >= y) { try { if (hull[i].X + (y - hull[i].X) / (hull[j].X - hull[i].X) * (hull[j].X - hull[i].X) < x) { oddNodes = !oddNodes; } } catch (DivideByZeroException e) { if (0 < x) { oddNodes = !oddNodes; } } } j = i; } return oddNodes; }

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  • How can I resize pixel art in Pyglet without making it blurry?

    - by Renold
    I have a tileset of 8x8 pixel images, and I want to resize them in my game so they'd be double that (16x16 pixels, e.g. turning each pixel into a 2x2 block.) What I'm trying to achieve is a Minecraft-like effect, where you have small pixel images scale to larger blockier pixels. In Pyglet, the sprite's scale property blurs the pixels. Is there some other way? Update: So I changed my code, but I'm still having the same issue (nothing changed.) Of course, the GL commands are kind of mysterious to me: gl.glEnable(gl.GL_TEXTURE_2D) image = resource.image('tileset.png') texture = image.get_texture() gl.glBindTexture(gl.GL_TEXTURE_2D, texture.id) gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST) texture.width = 16 # resize from 8x8 to 16x16 texture.height = 16 image.blit(100, 30) # draw Is there something else I should try?

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  • Pixel d'Avril : le salon Nantais du jeu vidéo se tient ce week-end, conférences, tournois et démos au menu de ce salon bénévole

    Pixel d'Avril : le salon nantais du jeu vidéo se tient ce week-end Conférences, tournois et démos au menu du salon du jeu vidéo Pixel d'Avril est un salon autour des jeux vidéos, du développement et de la culture Geek. Rétro-gaming pour les nostalgiques, concours de machinima (film avec des moteurs de jeux) pour les créatifs, démonstrations et espaces LAN (jeux en réseaux, réservés la nuit pour les tournois sur Halo Reach et sur Age of Empire II), « Pixel d'Avril » est aussi un lieu de rencontre pour les professionnels (studios, éditeurs, etc.). Cette année, les ateliers et les conférences du weekend seront liés au thème du son dans le jeu vidéo.

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  • Pixel d'Avril : le salon Nantais du jeux vidéo se tient ce week-end, conférences, tournois et démos au menu de ce salon bénévole

    Pixel d'Avril : le salon nantais du jeux vidéo se tient ce week-end Conférences, tournois et démos au menu du salon du jeux vidéo Pixel d'Avril est un salon autour des jeux vidéos, du développement et de la culture Geek. Rétro-gaming pour les nostalgiques, concours de machinima (film ave des moteurs de jeux) pour les créatifs, démonstrations et espaces LAN (jeux en réseaux, réservés la nuit pour les tournois sur Halo Reach et sur Age of Empire II), « Pixel d'Avril » est aussi un lieu de rencontre pour les professionnels (studios, éditeurs, etc.). Cette année, les ateliers et les conférences du weekend seront liés au thème du son dans le jeu vidéo.

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  • xcode linker error on iPhone app (Only on simulator)

    - by RexOnRoids
    Im getting this linker error that won't let me compile. It only happens on the simulator. KEY POINTS: - Happens only in simulator - Similar to THIS question, but found no FRAMEWORK_SEARCH_PATHS in my .pbxproj file - Though my OS is 10.6.2, I had to build target 1.5 to avoid other linker errors - libxml2.dylib IS required and is in my Frameworks group - The other cited libraries I have never heard of. - Tried bringing in those other Libs under frameworks, didn't solve. Build SpaceTweet of project SpaceTweet with configuration Debug Ld build/Debug-iphonesimulator/SpaceTweet.app/SpaceTweet normal i386 cd "/Users/Scott/Desktop/iPhone Dev/SpaceTweet(Experimental)" setenv MACOSX_DEPLOYMENT_TARGET 10.5 setenv PATH "/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin" /Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/gcc-4.2 -arch i386 -isysroot /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.3.sdk "-L/Users/Scott/Desktop/iPhone Dev/SpaceTweet(Experimental)/build/Debug-iphonesimulator" -L/Users/Scott/Desktop "-L/Users/Scott/Desktop/iPhone Dev/SpaceTweet(Experimental)/../../libYAJLIPhone-0" -L/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/usr/lib -L/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.3.sdk/usr/lib -L/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.0.sdk/usr/lib "-F/Users/Scott/Desktop/iPhone Dev/SpaceTweet(Experimental)/build/Debug-iphonesimulator" -filelist "/Users/Scott/Desktop/iPhone Dev/SpaceTweet(Experimental)/build/SpaceTweet.build/Debug-iphonesimulator/SpaceTweet.build/Objects-normal/i386/SpaceTweet.LinkFileList" -mmacosx-version-min=10.5 -framework Foundation -framework UIKit -framework CoreGraphics -framework AVFoundation -framework MessageUI -lYAJLIPhone -lxml2 -o "/Users/Scott/Desktop/iPhone Dev/SpaceTweet(Experimental)/build/Debug-iphonesimulator/SpaceTweet.app/SpaceTweet" ld: warning: in /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/usr/lib/libxml2.dylib, missing required architecture i386 in file ld: warning: in /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/usr/lib/libSystem.dylib, missing required architecture i386 in file ld: in /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/usr/lib/libobjc.A.dylib, missing required architecture i386 in file collect2: ld returned 1 exit status Command /Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/gcc-4.2 failed with exit code 1 CLUE: Again, MY question is very similar to THIS SOLVED QUESTION except that in my case I did NOT find a FRAMEWORK_SEARCH_PATHS entry in the .pbxproj file in my project bundle and thus could not solve in the manner in which that question was solved.

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  • iPhone app linker error on Snow Leopard (Only on simulator)

    - by RexOnRoids
    Im getting this linker error that won't let me compile. It only happens on the simulator. NOTE: - OSX 10.6.2 but had to use 10.5 as build target to avoid other linker errors - libxml2.dylib IS required and is in my Frameworks group - The other cited libraries I have never heard of. - Tried bringing in those other Libs under frameworks, didn't solve. Build SpaceTweet of project SpaceTweet with configuration Debug Ld build/Debug-iphonesimulator/SpaceTweet.app/SpaceTweet normal i386 cd "/Users/Scott/Desktop/iPhone Dev/SpaceTweet(Experimental)" setenv MACOSX_DEPLOYMENT_TARGET 10.5 setenv PATH "/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin" /Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/gcc-4.2 -arch i386 -isysroot /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.3.sdk "-L/Users/Scott/Desktop/iPhone Dev/SpaceTweet(Experimental)/build/Debug-iphonesimulator" -L/Users/Scott/Desktop "-L/Users/Scott/Desktop/iPhone Dev/SpaceTweet(Experimental)/../../libYAJLIPhone-0" -L/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/usr/lib -L/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.3.sdk/usr/lib -L/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.0.sdk/usr/lib "-F/Users/Scott/Desktop/iPhone Dev/SpaceTweet(Experimental)/build/Debug-iphonesimulator" -filelist "/Users/Scott/Desktop/iPhone Dev/SpaceTweet(Experimental)/build/SpaceTweet.build/Debug-iphonesimulator/SpaceTweet.build/Objects-normal/i386/SpaceTweet.LinkFileList" -mmacosx-version-min=10.5 -framework Foundation -framework UIKit -framework CoreGraphics -framework AVFoundation -framework MessageUI -lYAJLIPhone -lxml2 -o "/Users/Scott/Desktop/iPhone Dev/SpaceTweet(Experimental)/build/Debug-iphonesimulator/SpaceTweet.app/SpaceTweet" ld: warning: in /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/usr/lib/libxml2.dylib, missing required architecture i386 in file ld: warning: in /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/usr/lib/libSystem.dylib, missing required architecture i386 in file ld: in /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/usr/lib/libobjc.A.dylib, missing required architecture i386 in file collect2: ld returned 1 exit status Command /Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/gcc-4.2 failed with exit code 1

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