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  • Internal loop only runs once, containing loop runs endlessly

    - by Mark
    noob question I'm afraid. I have a loop that runs and rotates the hand of a clock and an internal loop that checks the angle of the hand if it is 90, 180, 270 and 360. On these 4 angles the corresponding div is displayed and its siblings removed. The hand loops and loops eternally, which is what I want, but the angle check only runs the loop once through the whole 360. As the hand passes through the angles it is correctly displaying and removing divs but is doesn't continue after the first revolution of the clock. I've obviously messed up somewhere and there is bound to be a more efficient way of doing all this. I am using jQueryRotate.js for my rotations. Thanks for your time. jQuery(document).ready(function(){ var angle = 0; setInterval(function(){ jQuery("#hand").rotate(angle); function movehand(){ if (angle == 90) { jQuery("#intervention").fadeIn().css("display","block").siblings().css("display","none"); } else if (angle == 180) { jQuery("#management").fadeIn().css("display","block").siblings().css("display","none"); } else if (angle == 270) { jQuery("#prevention").fadeIn().css("display","block").siblings().css("display","none"); } else if (angle == 360) { jQuery("#reaction").fadeIn().css("display","block").siblings().css("display","none"); } else {movehand;} }; movehand(); angle+=1; },10); });

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  • jQuery class selector oddness

    - by x3sphere
    I'm using jQuery to change the background image of a button depending on the class associated with it on hover. It only works if I put the hover statements in separate functions, however. Why is this? Here's the NON working code, always evaluates to the .submit hover statement, even when that class is removed via the keyup event. $(function() { { $('.submit-getinfo').hover(function () { $(this).css( {backgroundPosition: "right bottom"} ); }, function() { $(this).css( {backgroundPosition: "right top"} ); //$(this).removeClass('submithover'); }); $('.submit').hover(function () { $(this).css( {backgroundPosition: "left bottom"} ); }, function() { $(this).css( {backgroundPosition: "left top"} ); //$(this).removeClass('submithover'); }); }}); Working code: $(function() { { $('.submit').hover(function () { $(this).css( {backgroundPosition: "left bottom"} ); }, function() { $(this).css( {backgroundPosition: "left top"} ); //$(this).removeClass('submithover'); }); }}); $('#test').bind('keyup', function() { if (url == 'devel') { $("#submit").addClass("submit-getinfo").removeClass("submit"); $('.submit-getinfo').hover(function () { $(this).css( {backgroundPosition: "right bottom"} ); }, function() { $(this).css( {backgroundPosition: "right top"} ); //$(this).removeClass('submithover'); }); } } ); I just fail to see why I have to put the hover statements in separate functions, instead of sticking both in the main DOM.

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  • Apache mod_rewrite : How to REWRITE (or whatever) child directories to parent?

    - by ????
    Actually i am trying to make a PHP MVC like application. A basic one. The current milestone i am reaching already includes: Basic RESTful Routing Means, if i type: www.example.com/items/book/8888 .. it properly just stays there as it is and i can already slice out the URL by slashes / and loads the responsible Controllers .... etc from the top single index.php file. I mean, so it is OK for the backend PHP. But the only problem is, it still CAN NOT process the REWRITES properly. For example, the CSS & JS are BROKEN as if i VIEW PAGE SOURCE of the page www.example.com/items/book/8888, the asset files are being called as: www.example.com/items/book/8888/css/main.css www.example.com/items/book/8888/js/jquery.js .. which really are PROBLEMS because in the code is like: <link type="text/css" rel="stylesheet" media="all" href="css/main.css"> <script type="text/javascript" src="js/jquery.js"></script> So the question is: How can i use Apache REWRITE (or whatever approach) to make sure every ASSET FILES to be correctly being called from the DOCROOT. For example, if i am in the URL: www.example.com/items/book/8888 My ASSET FILES should still be called as: www.example.com/css/main.css www.example.com/js/jquery.js Or is there any other methods i need to follow? Please kindly help suggest. Thank you.

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  • Excel on Mac Mini OS X Version 10.7.2 - Create text file named after a cell containing other cell data from other cells

    - by user143041
    I tried using the code below for the Excel program on my `Mac Mini using the OS X Version 10.7.2 and it keeps saying Error due to file name / path: (The Excel fiel I am creating is going to be a template with my formulas and macros installed which will be used over and over). Sub CreateFile() Do While Not IsEmpty(ActiveCell.Offset(0, 1)) MyFile = ActiveCell.Value & ".txt" fnum = FreeFile() Open MyFile For Output As fnum Print #fnum, ActiveCell.Offset(0, 1) & " " & ActiveCell.Offset(0, 2) Close #fnum ActiveCell.Offset(1, 0).Select Loop End Sub What Im trying to do: 1st Objective I would like to have the following data to be used to create a text file. A:A is what I need the name of the file to be. B:2 is the content I need in the text file. So, A2 - "repair-video-game-Glassboro-NJ-08028.txt" is the file name and B2 to be the content in the file. Next, A3 is the file name and B3 is the content for the file, etc. ONCE the content reads what is in cell A16 and B16 (length will vary), the file creation should stop, if not then I can delete the additional files created. This sheet will never change. Is there a way to establish the excel macro to always go to this sheet instead of have to select it with the mouse to identify the starting point? 2nd Objective I would like to have the following data to be used to create a text file. A:1 is what I need the name of the file to be. B:B is the content I want in the file. So, A2 - is the file name "geo-sitemap.xml" and B:B to be the content in the file (ignore the .xml file extension in the photo). ONCE the content cell reads what is in cell "B16" (length will vary), the file creation should stop, if not then I can adjust the cells that have need content (formulated content you see in the image is preset for 500 rows). This sheet will never change. Is there a way to establish the excel macro to always go to this sheet instead of have to select it with the mouse to identify the starting point? I can Provide the content in the cells that are filled in by excel formulas that are not not to be included in the .txt files. It is ok if it is not possible. I can delete the extra cells that are not populated (based on the data sheet). Please let me know if you need any more additional information or clarity and I will be happy to provide it. I really appreciate your help! Thank you

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  • IE Mixed Content Warining when using https URLs and http:443 URLs?

    - by Campbeln
    I'm getting the good ole' "This page contains both secure and nonsecure items." dialog in IE when connecting to an HTTPS site. No big deal... I've just got something coming in over a non-secure connection so that should be an easy fix, right? So I go into "View Web Page Privacy Policy..." to look to see where I've included an HTTP file, and this is what I see... https://blah/path/to/file.htm https://blah/path/to/file.js http://blah:443/path/to/file.css Um... ok... so... there is an HTTP only URL being requested, but it is going over port 443 ("https://blah/" is shorthand for "http://blah:443/") so... What is the deal with this!? IE 7.0.5730.13 can't possibly be THAT stupid, can it? Is there an IIS setting that needs to be tweaked?

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  • How to Add Css style sheet on DevExpress Gridview?

    - by Phsika
    i have big problem about CssFilePath property in ASPXGridView . also used Theme Deployer. i created ASPXGRidView that is goog in 9.3.4 version not problem is occured but i upgrated my system to 2010.2 version (Last version) but GridView CssFilePath not working my GridView looks html table. How can i solve it : i converted my project devexpress 9.3.4 to 2010.2 but My Working gridView look like this:TEST.ASCX has got a DevExpress GridView. <Styles CssFilePath="../../App_Themes/Aqua/GridView/styles.css" CssPostfix="Aqua"></Styles> i see asp.net design mode Aqua mode every thing ok. But press f5 my Gridview look above! how can i see aqua style...

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  • Why does dojo parsing time depend on css and images availability?

    - by Kniganapolke
    I have been profiling javascript on my page that uses dojo widgets. I don't use explicit parsing - the parser runs on page load. What I noticed is that if I clear browser cache before refreshing the page, dojo parsing takes much more time than if all the files are already cached. Note that we build all the required dojo modules into a layer (a single file), so we don't lazy-load any js files. I wonder if dojo parsing process depends on images and css resources, as far as I know it only instantiates widgets and injects dom nodes. Do you have any ideas why dojo parser runs longer (2-3 times longer in my case) when the cache is cleared?

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  • How to set the content of the $script_for_layout in cakephp?

    - by sipiatti
    Hi, I am learning cakephp in an autodidact manner and I am a complete newbie :) I am creating a simple application. Some logic work so now I going to dive into designing views and layouts. I read the docs and the tutorial but I could not find where to set the content of $script_for_layout. Especially I want to set a $html-css to create link in pages to the stylesheet. I found out that I could do it in directly in the layout template but I would like to create the same link in all pages/views/layouts to the stylesheet so I hope there is a simple way, and avoid to do this in all layouts and/or controllers

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  • What is the preferred way to associate css styles with GWT widgets (using UiBinder)?

    - by smallbec
    From the GWT page (http://code.google.com/webtoolkit/doc/latest/DevGuideUiCss.html#cssfiles), it mentions 2 ways (for modern application): Using a CssResource contained within a ClientBundle. Using an inline element in a UiBinder template. Modern GWT applications typically use a combination of CssResource and UiBinder. So my question is, when should I use a css file and create a CssResource for it, and when should I define styles directly in the ui.xml file using <ui:style>? Are there any performance implication (i.e. resource size to download on the client) with either of these ways?

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  • Website content hosted with Google. Good or bad?

    - by user305052
    I recently decided to host my styles.css and various scripts on Google Docs and link them into my website. I also have all my images hosted through Picasa so that they too will load much faster and consistently across users. My site has most of its traffic from Japan, Africa, and South America, so I assume there will be a performance boost for my users since my server is hosted in Hong Kong. I (in Canada) have measured my load times to be half of what they used to be. Basically it's a free CDN for my personal stuff. I'm not too sure about all of this yet, so here's my question: what are the caveats of this setup?

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  • Employer wants direct, no-hack, ie6 support for CSS. Should I talk him out of it?

    - by DavidR
    I'm currently employed by a website Designer, he gets the clients and sends me a mockup in a fireworks file, and I send him the html/css/js. The problem is that he wants direct ie6 compatibility for every site I build. That is, no conditional ie6 hack, no separate style sheets. A lot of my html has suffered because of it. I just started writing html with him last summer, he took me in as an intern and taught me everything about it. Since then I built 4 web pages, but I haven't yet made anything I'm really proud of. Should I be trying harder to create stellar code beside my limitations or should I set him down and explain that his demands are killing the code for modern browsers?

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  • Is it bad practice to assign a css class for the sole purpose of finding it with jQuery?

    - by user187305
    I'm using ASP.NET, not the newest one with that clientIdMode stuff. So, the control ids are generated and funky. There are lots of ways of passing ids around, but lately I've been assigning a 'fake' css class to the control I'm interested in. Then in a js file I use jQuery to find the control. Is this bad practice? It seems a lot like the ajaxControlToolkit's behaviorId to me... Is the behaviorId bad practice as well?

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  • Html + Css: How to create a auto-resizing rotated background?

    - by Sebastian P.R. Gingter
    Hi, image a complete black web page. On this web page is a 100% size white div that fills the whole page. I'd like to rotate this div by -7 degrees (or 7 degrees counter-clock wise). This will result in the black background being visible in triangles on the edges, just like you had placed a piece of paper on a desk and turned it a bit to the left. Actually this can be done with some css and it's working quite well (except for IE). The real problem now is: I'd like to have a normal, non-rotated div element on top of that to display the content in, so that only the background is rotated. Rotating a contained div counterwise doesn't work though, because through the two transformations the text will be blurry in all browsers. How can I realize that? Best would be a solution workiing in current Webkit browsers, FF3.5+ and IE7+. If only IE8+ I could live with that too.

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  • Where should common static resources (images, js, css, etc) go in DotNetNuke?

    - by Joosh21
    Is there a recommended location to store static resources (images, css, js, etc) in a DotNetNuke 5.x installation? There are /images and /js folders as well as a /Resources folder that contains resources. There appears to be some overlap as MicrosoftAjax.js is in multiple locations (but might be different versions?). I also could put resources in a /DesktopModule/ModuleX location. Does anyone know if there is a difference in using any of these folders? I kinda like the idea of all static resources being under a common folder (/Resources) so I could set caching rule headers, permissions, etc on them in one place. Has anyone used a separate image server to serve DotNetNuke static content? http://stackoverflow.com/questions/913208/pros-and-cons-of-a-separate-image-server-e-g-images-mydomain-com

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  • Create text file named after a cell containing other cell data

    - by user143041
    I tried using the code below for the Excel program on my `Mac Mini using the OS X Version 10.7.2 and it keeps saying Error due to file name / path: (The Excel file I am creating is going to be a template with my formulas and macros installed which will be used over and over). Sub CreateFile() Do While Not IsEmpty(ActiveCell.Offset(0, 1)) MyFile = ActiveCell.Value & ".txt" fnum = FreeFile() Open MyFile For Output As fnum Print #fnum, ActiveCell.Offset(0, 1) & " " & ActiveCell.Offset(0, 2) Close #fnum ActiveCell.Offset(1, 0).Select Loop End Sub What Im trying to do: 1st Objective I would like to have the following data to be used to create a text file. A:A is what I need the name of the file to be. B:2 is the content I need in the text file. So, A2 - "repair-video-game-Glassboro-NJ-08028.txt" is the file name and B2 to be the content in the file. Next, A3 is the file name and B3 is the content for the file, etc. ONCE the content reads what is in cell A16 and B16 (length will vary), the file creation should stop, if not then I can delete the additional files created. This sheet will never change. Is there a way to establish the excel macro to always go to this sheet instead of have to select it with the mouse to identify the starting point? 2nd Objective I would like to have the following data to be used to create a text file. A:1 is what I need the name of the file to be. B:B is the content I want in the file. So, A2 - is the file name "geo-sitemap.xml" and B:B to be the content in the file (ignore the .xml file extension in the photo). ONCE the content cell reads what is in cell "B16" (length will vary), the file creation should stop, if not then I can adjust the cells that have need content (formulated content you see in the image is preset for 500 rows). This sheet will never change. Is there a way to establish the excel macro to always go to this sheet instead of have to select it with the mouse to identify the starting point? I can Provide the content in the cells that are filled in by excel formulas that are not not to be included in the .txt files. It is ok if it is not possible. I can delete the extra cells that are not populated (based on the data sheet). Please let me know if you need any more additional information or clarity and I will be happy to provide it.

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  • Drupal, Lightbox2: how can I disable the autoloading of css and javascript on triggering ?

    - by Patrick
    is there any way to disable the tag in the lightbox modal in drupal ? I've just realized it loads again all javascripts and css files of my page, and it is quite annoying, since it is not even an iFrame.. it is modal version.. and I would like to re-use what I've already loaded in my page for it. See pictures: http://dl.dropbox.com/u/72686/lightbox1.png http://dl.dropbox.com/u/72686/lightbox2.png I guess this code is wrong. I should load the node differently: " rel="lightmodal" class="LightLink" style="display:none;" title="" thanks

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  • jQuery selector to target any CSS name (of multiple present) starting with a prefix?

    - by John K
    I'm considering one selection statement that would target one of many css class names in a single class attribute value based on a string prefix. For example, I want any detail- prefixed class names to get targeted from the following sample links. <a href="eg.html" class="detail-1 pinkify another"> <a href="eg.html" class="something detail-55 minded"> <a href="eg.html" class="swing narrow detail-Z"> <a href="eg.html" class="swing narrow detail-Z detail-88 detail-A"> It's reminiscent of how [class|="detail"] prefix selector works on a scalar attribute value, and also of .hasClass(className), but my question needs both concepts applied simultaneously. Note: The detail- prefix won't necessarily be the first class name of the bunch.

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  • Find More Streaming TV Online with Clicker.tv

    - by DigitalGeekery
    Looking for a way to access more of your favorite TV Shows and other online entertainment? Today we’ll take a look at Clicker.tv which offers an awesome way to find tons of TV programs and movies. Clicker.tv Clicker.tv is an HTML5 web application that indexes both free and premium content from sources like Hulu, Netflix, Amazon, iTunes, and more. Some movies or episodes, such as those from Netflix and Amazon.com’s Video on Demand, will require viewers to have a membership, or pay a fee to access content. There is also a Clicker.tv app for Boxee.   Navigation Navigating in Clicker.tv is rather easy with your keyboard. Directional Keys: navigate up, down, left, and right. Enter: make a selection Backspace: return to previous screen Escape: return to the Clicker.tv home screen. Note: You can also navigate through Clicker.tv with your PC remote. Recommended Browsers Firefox 3.6 + Safari 4.0 + Internet Explorer 8 + Google Chrome Note: You’ll need the latest version of Flash installed to play the majority of content. Earlier versions of the above browsers may work, but for full keyboard functionality, stick with the recommendations. Using Clicker.tv The first time you go to Clicker.tv, (link below) you’ll be met with a welcome screen and some helpful hints. Click Enter when finished.   The Home screen feature Headliners, Trending Shows, and Trending Episodes. You can scroll through the different options and category links along the left side.   The Search link pulls up an onscreen keyboard so you can enter search terms with a remote as well as a keyboard. Type in your search terms and matching items are displayed on the screen.   You can also browse by a wide variety of categories. Select TV to browse only available TV programs. Or, browse only Movies in the movie category. There are also links for Web content and Music.   Creating an Account You can access all Clicker.tv content without an account, but a Clicker account allows users to create playlists and subscribe to shows and have them automatically added to their playlist. You’ll need to go to Clicker.com and create an account. You’ll find the link at the upper right of the page. Enter a username, password and email address. There also an option to link with Facebook, or you can simply Skip this step.   Go to Clicker.tv and sign in. You can manually type in your credentials or use the onscreen keyboard with your remote.   Settings If you’d prefer not to display content from premium sites or Netflix, you can remove them through the Settings. Toggle Amazon, iTunes and Netflix on or off.   Watching Episodes To watch an episode, select the image to begin playing from the default source, or select one of the other options. You can see in the example below that you can choose to watch the episode from Fox, Hulu, or Amazon Video on Demand.   Your episode will then launch and begin playing from your chosen source. If you choose a premium content source such as iTunes or Amazon’s VOD, you’ll be taken to the Amazon’s website or iTunes and prompted to purchase the content.   Playlists Once you’ve created an account and signed in, you can begin adding Shows to your playlist. Choose a series and select Add to Playlist.   You’ll see in the example below that Family Guy has been Added and the number 142 is shown next to the playlist icon to indicate that 142 episodes has been added to your playlist. Underneath the listings for each episode in your playlist you can mark as Watched, or Remove individual episodes.   You can also view the playlist or make any changes from the Clicker.com website. Click on “Playlist” on the top right of the Clicker.com site to access your playlists. You can select individual episodes from your playlists, remove them, or mark them as watched or unwatched. Clicker.TV and Boxee Boxee offers a Clicker.TV app that features a limited amount of the Clicker.TV content. You’ll find Clicker.TV located in the Boxee Apps Library. Select the Clicker App and then choose Start. From the Clicker App interface you can search or browse for available content. Select an episode you’d like to view… Then select play in the pop up window. You can also add it to your Boxee queue, share it, or add a shortcut, just as you can from other Boxee apps. When you click play your episode will launch and begin playing in Boxee. Conclusion Clicker.TV is currently still in Beta and has some limitations. Typical remotes won’t work completely in all external websites. So, you’ll still need a keyboard to be able to perform some operations such as switching to full screen mode. The Boxee app offers a more fully remote friendly environment, but unfortunately lacks a good portion of the Clicker.tv content. As with many content sites, availability of certain programming may be limited by your geographic location. Want to add Clicker.TV functionality to Windows Media Center? You can do so through the Boxee Integration for Windows 7 Media Center plug-in. Clicker.tv Clicker.com Similar Articles Productive Geek Tips Share Digital Media With Other Computers on a Home Network with Windows 7Stream Music and Video Over the Internet with Windows Media Player 12Listen to Online Radio with AntennaEnable Media Streaming in Windows Home Server to Windows Media PlayerNorton Internet Security 2010 [Review] TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Nice Websites To Watch TV Shows Online 24 Million Sites Windows Media Player Glass Icons (icons we like) How to Forecast Weather, without Gadgets Outlook Tools, one stop tweaking for any Outlook version Zoofs, find the most popular tweeted YouTube videos

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  • Creating a multi-column rollover image gallery with HTML 5

    - by nikolaosk
    I know it has been a while since I blogged about HTML 5. I have two posts in this blog about HTML 5. You can find them here and here.I am creating a small content website (only text,images and a contact form) for a friend of mine.He wanted to create a rollover gallery.The whole concept is that we have some small thumbnails on a page, the user hovers over them and they appear enlarged on a designated container/placeholder on a page. I am trying not to use Javascript scripts when I am using effects on a web page and this is what I will be doing in this post.  Well some people will say that HTML 5 is not supported in all browsers. That is true but most of the modern browsers support most of its recommendations. For people who still use IE6 some hacks must be devised.Well to be totally honest I cannot understand why anyone at this day and time is using IE 6.0.That really is beyond me.Well, the point of having a web browser is to be able to ENJOY the great experience that the WE? offers today.  Two very nice sites that show you what features and specifications are implemented by various browsers and their versions are http://caniuse.com/ and http://html5test.com/. At this times Chrome seems to support most of HTML 5 specifications.Another excellent way to find out if the browser supports HTML 5 and CSS 3 features is to use the Javascript lightweight library Modernizr.In this hands-on example I will be using Expression Web 4.0.This application is not a free application. You can use any HTML editor you like.You can use Visual Studio 2012 Express edition. You can download it here. In order to be absolutely clear this is not (and could not be ) a detailed tutorial on HTML 5. There are other great resources for that.Navigate to the excellent interactive tutorials of W3School.Another excellent resource is HTML 5 Doctor.For the people who are not convinced yet that they should invest time and resources on becoming experts on HTML 5 I should point out that HTML 5 websites will be ranked higher than others. Search engines will be able to locate better the content of our site and its relevance/importance since it is using semantic tags. Let's move now to the actual hands-on example. In this case (since I am mad Liverpool supporter) I will create a rollover image gallery of Liverpool F.C legends. I create a folder in my desktop. I name it Liverpool Gallery.Then I create two subfolders in it, large-images (I place the large images in there) and thumbs (I place the small images in there).Then I create an empty .html file called LiverpoolLegends.html and an empty .css file called style.css.Please have a look at the HTML Markup that I typed in my fancy editor package below<!doctype html><html lang="en"><head><title>Liverpool Legends Gallery</title><meta charset="utf-8"><link rel="stylesheet" type="text/css" href="style.css"></head><body><header><h1>A page dedicated to Liverpool Legends</h1><h2>Do hover over the images with the mouse to see the full picture</h2></header><ul id="column1"><li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8927200#"><img src="thumbs/john-barnes.jpg" alt=""><img class="large" src="large-images/john-barnes-large.jpg" alt=""></a></li><li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8927200#"><img src="thumbs/ian-rush.jpg" alt=""><img class="large" src="large-images/ian-rush-large.jpg" alt=""></a></li><li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8927200#"><img src="thumbs/graeme-souness.jpg" alt=""><img class="large" src="large-images/graeme-souness-large.jpg" alt=""></a></li></ul><ul id="column2"><li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8927200#"><img src="thumbs/steven-gerrard.jpg" alt=""><img class="large" src="large-images/steven-gerrard-large.jpg" alt=""></a></li><li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8927200#"><img src="thumbs/kenny-dalglish.jpg" alt=""><img class="large" src="large-images/kenny-dalglish-large.jpg" alt=""></a></li><li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8927200#"><img src="thumbs/robbie-fowler.jpg" alt=""><img class="large" src="large-images/robbie-fowler-large.jpg" alt=""></a></li></ul><ul id="column3"><li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8927200#"><img src="thumbs/alan-hansen.jpg" alt=""><img class="large" src="large-images/alan-hansen-large.jpg" alt=""></a></li><li><a href="http://weblogs.asp.net/controlpanel/blogs/posteditor.aspx?SelectedNavItem=Posts§ionid=1153&postid=8927200#"><img src="thumbs/michael-owen.jpg" alt=""><img class="large" src="large-images/michael-owen-large.jpg" alt=""></a></li></ul></body></html> It is very easy to follow the markup. Please have a look at the new doctype and the new semantic tag <header>. I have 3 columns and I place my images in there.There is a class called "large".I will use this class in my CSS code to hide the large image when the mouse is not on (hover) an image Make sure you validate your HTML 5 page in the validator found hereHave a look at the CSS code below that makes it all happen.img { border:none;}#column1 { position: absolute; top: 30; left: 100; }li { margin: 15px; list-style-type:none;}#column1 a img.large {  position: absolute; top: 0; left:700px; visibility: hidden;}#column1 a:hover { background: white;}#column1 a:hover img.large { visibility:visible;}#column2 { position: absolute; top: 30; left: 195px; }li { margin: 5px; list-style-type:none;}#column2 a img.large { position: absolute; top: 0; left:510px; margin-left:0; visibility: hidden;}#column2 a:hover { background: white;}#column2 a:hover img.large { visibility:visible;}#column3 { position: absolute; top: 30; left: 400px; width:108px;}li { margin: 5px; list-style-type:none;}#column3 a img.large { width: 260px; height:260px; position: absolute; top: 0; left:315px; margin-left:0; visibility: hidden;}#column3 a:hover { background: white;}#column3 a:hover img.large { visibility:visible;}?n the first line of the CSS code I set the images to have no border.Then I place the first column in the page and then remove the bullets from the list elements.Then I use the large CSS class to create a position for the large image and hide it.Finally when the hover event takes place I make the image visible.I repeat the process for the next two columns. I have tested the page with IE 10 and the latest versions of Opera,Chrome and Firefox.Feel free to style your HTML 5 gallery any way you want through the magic of CSS.I did not bother adding background colors and borders because that was beyond the scope of this post. Hope it helps!!!!

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • Invitation: WebCenter Implementation Specialist Exam Preparation Webcasts

    - by rituchhibber
    Oracle Partner Network would like to invite you to Refresh Courses for WebCenter Content and WebCenter Portal, to help partners to prepare for the WebCenter Implementation Specialist EXAMS.This is a 3 hours intensive refresher partner-only training session, providing attendees with an overview of WebCenter Content and WebCenter Portal functions and related topics. After the refresher part you will be able to take the relevant Implementation Specialist EXAM depending on your personal focus. NOTE: This is only suitable for experienced WebCenter Content or WebCenter Portal practitioners Who should attend?Partner Consultants who want to become an Oracle WebCenter Content or a WebCenter Portal Certified Implementation Specialist or both, that will help them to differentiate themselves in front of customers and support their Companies to become Specialized. Webcast Details: Date Topic Speaker  Web Call Details  Intercall Details  December 14th WebCenter Content RefreshCourse Markus Neubauer, SilburyWebCenter Content Specialized Partner Join Webcast Dial-in numbers:CC/SP: 1579222/9221 Time: 12:00 -15:00 CET Break around 13:30 Conference ID/Key: 9249533/1412 Date Topic Speaker Web Call Details Intercall Details January 10th                  WebCenter Portal    Refresh Course                   Yannick Ongena, InfoMentumWebCenter Portal Specialized Partner                     Join Webcast Dial-in numbers:CC/SP: 1579222/9221 Time: 12:00 -15:00 CET Break around 13:30 Conference ID/Key: 9249375/1001 Date Topic Speaker Web Call Details Intercall Details February 22nd                WebCenter Content  RefreshCourse Markus Neubauer, SilburyWebCenter Content Specialized Partner    Join Webcast Dial-in numbers:CC/SP: 1579222/9221 Time: 12:00 -15:00 CET Break around13:30 Conference ID/Key: 9249541/2202 Date Topic Speaker Web Call Details Intercall Details  March 13th                WebCenter Portal   Refresh     Course      Yannick Ongena, InfoMentumWebCenter Portal Specialized Partner    Join Webcast Dial-in numbers:CC/SP: 1579222/9221 Time: 12:00 -15:00 CET Break around 13:30 Conference ID/Key: 9249549/1303 Local dial-in numbers can be found here . Next Steps:After the Webcast you will receive the Training material and FREE Vouchers to book and take the: Oracle ECM 11g Certified Implementation Specialist EXAM Oracle WebCenter 11g Essentials EXAM Booking with Voucher can be done on www.pearsonvue.com. Note: FREE Vouchers will be send after attending the webcast.

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  • Oracle WebCenter Sites & Translation – powered by Lingotek

    - by rituchhibber
    You are invited to a special preview of the Lingotek Inside Oracle WebCenter Sites solution which will be showcased at Collaborate in Las Vegas later in April. Register Now! Now it's easy to quickly translate your content directly from Oracle WebCenter Sites using the new Lingotek - Inside for Oracle WebCenter Sites integration. Your users will be able to access translated content, nominate content for translation, and even offer to translate content themselves.

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  • Collide with rotation of the object

    - by Lahiru
    I'm developing a mirror for lazer beam(Ball sprite). There I'm trying to redirect the laze beam according to the ration degree of the mirror(Rectangle). How can I collide the ball to the correct angle if the colliding object is with some angle(45 deg) rather than colliding back. here is an screen shot of my work here is my code using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace collision { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D ballTexture; Rectangle ballBounds; Vector2 ballPosition; Vector2 ballVelocity; float ballSpeed = 30f; Texture2D blockTexture; Rectangle blockBounds; Vector2 blockPosition; private Vector2 origin; KeyboardState keyboardState; //Font SpriteFont Font1; Vector2 FontPos; private String displayText; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here ballPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height * 0.25f); blockPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height /2); ballVelocity = new Vector2(0, 1); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); ballTexture = Content.Load<Texture2D>("ball"); blockTexture = Content.Load<Texture2D>("mirror"); //create rectangles based off the size of the textures ballBounds = new Rectangle((int)(ballPosition.X - ballTexture.Width / 2), (int)(ballPosition.Y - ballTexture.Height / 2), ballTexture.Width, ballTexture.Height); blockBounds = new Rectangle((int)(blockPosition.X - blockTexture.Width / 2), (int)(blockPosition.Y - blockTexture.Height / 2), blockTexture.Width, blockTexture.Height); origin.X = blockTexture.Width / 2; origin.Y = blockTexture.Height / 2; // TODO: use this.Content to load your game content here Font1 = Content.Load<SpriteFont>("SpriteFont1"); FontPos = new Vector2(graphics.GraphicsDevice.Viewport.Width - 100, 20); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> /// private float RotationAngle; float circle = MathHelper.Pi * 2; float angle; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here //check for collision between the ball and the block, or if the ball is outside the bounds of the screen if (ballBounds.Intersects(blockBounds) || !GraphicsDevice.Viewport.Bounds.Contains(ballBounds)) { //we have a simple collision! //if it has hit, swap the direction of the ball, and update it's position ballVelocity = -ballVelocity; ballPosition += ballVelocity * ballSpeed; } else { //move the ball a bit ballPosition += ballVelocity * ballSpeed; } //update bounding boxes ballBounds.X = (int)ballPosition.X; ballBounds.Y = (int)ballPosition.Y; blockBounds.X = (int)blockPosition.X; blockBounds.Y = (int)blockPosition.Y; keyboardState = Keyboard.GetState(); float val = 1.568017f/90; if (keyboardState.IsKeyDown(Keys.Space)) RotationAngle = RotationAngle + (float)Math.PI; if (keyboardState.IsKeyDown(Keys.Left)) RotationAngle = RotationAngle - val; angle = (float)Math.PI / 4.0f; // 90 degrees RotationAngle = angle; // RotationAngle = RotationAngle % circle; displayText = RotationAngle.ToString(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); // Find the center of the string Vector2 FontOrigin = Font1.MeasureString(displayText) / 2; spriteBatch.DrawString(Font1, displayText, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f); spriteBatch.Draw(ballTexture, ballPosition, Color.White); spriteBatch.Draw(blockTexture, blockPosition,null, Color.White, RotationAngle,origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } } }

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  • Full-text Indexing Books Online

    - by Most Valuable Yak (Rob Volk)
    While preparing for a recent SQL Saturday presentation, I was struck by a crazy idea (shocking, I know): Could someone import the content of SQL Server Books Online into a database and apply full-text indexing to it?  The answer is yes, and it's really quite easy to do. The first step is finding the installed help files.  If you have SQL Server 2012, BOL is installed under the Microsoft Help Library.  You can find the install location by opening SQL Server Books Online and clicking the gear icon for the Help Library Manager.  When the new window pops up click the Settings link, you'll get the following: You'll see the path under Library Location. Once you navigate to that path you'll have to drill down a little further, to C:\ProgramData\Microsoft\HelpLibrary\content\Microsoft\store.  This is where the help file content is kept if you downloaded it for offline use. Depending on which products you've downloaded help for, you may see a few hundred files.  Fortunately they're named well and you can easily find the "SQL_Server_Denali_Books_Online_" files.  We are interested in the .MSHC files only, and can skip the Installation and Developer Reference files. Despite the .MHSC extension, these files are compressed with the standard Zip format, so your favorite archive utility (WinZip, 7Zip, WinRar, etc.) can open them.  When you do, you'll see a few thousand files in the archive.  We are only interested in the .htm files, but there's no harm in extracting all of them to a folder.  7zip provides a command-line utility and the following will extract to a D:\SQLHelp folder previously created: 7z e –oD:\SQLHelp "C:\ProgramData\Microsoft\HelpLibrary\content\Microsoft\store\SQL_Server_Denali_Books_Online_B780_SQL_110_en-us_1.2.mshc" *.htm Well that's great Rob, but how do I put all those files into a full-text index? I'll tell you in a second, but first we have to set up a few things on the database side.  I'll be using a database named Explore (you can certainly change that) and the following setup is a fragment of the script I used in my presentation: USE Explore; GO CREATE SCHEMA help AUTHORIZATION dbo; GO -- Create default fulltext catalog for later FT indexes CREATE FULLTEXT CATALOG FTC AS DEFAULT; GO CREATE TABLE help.files(file_id int not null IDENTITY(1,1) CONSTRAINT PK_help_files PRIMARY KEY, path varchar(256) not null CONSTRAINT UNQ_help_files_path UNIQUE, doc_type varchar(6) DEFAULT('.xml'), content varbinary(max) not null); CREATE FULLTEXT INDEX ON help.files(content TYPE COLUMN doc_type LANGUAGE 1033) KEY INDEX PK_help_files; This will give you a table, default full-text catalog, and full-text index on that table for the content you're going to insert.  I'll be using the command line again for this, it's the easiest method I know: for %a in (D:\SQLHelp\*.htm) do sqlcmd -S. -E -d Explore -Q"set nocount on;insert help.files(path,content) select '%a', cast(c as varbinary(max)) from openrowset(bulk '%a', SINGLE_CLOB) as c(c)" You'll need to copy and run that as one line in a command prompt.  I'll explain what this does while you run it and watch several thousand files get imported: The "for" command allows you to loop over a collection of items.  In this case we want all the .htm files in the D:\SQLHelp folder.  For each file it finds, it will assign the full path and file name to the %a variable.  In the "do" clause, we'll specify another command to be run for each iteration of the loop.  I make a call to "sqlcmd" in order to run a SQL statement.  I pass in the name of the server (-S.), where "." represents the local default instance. I specify -d Explore as the database, and -E for trusted connection.  I then use -Q to run a query that I enclose in double quotes. The query uses OPENROWSET(BULK…SINGLE_CLOB) to open the file as a data source, and to treat it as a single character large object.  In order for full-text indexing to work properly, I have to convert the text content to varbinary. I then INSERT these contents along with the full path of the file into the help.files table created earlier.  This process continues for each file in the folder, creating one new row in the table. And that's it! 5 SQL Statements and 2 command line statements to unzip and import SQL Server Books Online!  In case you're wondering why I didn't use FILESTREAM or FILETABLE, it's simply because I haven't learned them…yet. I may return to this blog after I figure that out and update it with the steps to do so.  I believe that will make it even easier. In the spirit of exploration, I'll leave you to work on some fulltext queries of this content.  I also recommend playing around with the sys.dm_fts_xxxx DMVs (I particularly like sys.dm_fts_index_keywords, it's pretty interesting).  There are additional example queries in the download material for my presentation linked above. Many thanks to Kevin Boles (t) for his advice on (re)checking the content of the help files.  Don't let that .htm extension fool you! The 2012 help files are actually XML, and you'd need to specify '.xml' in your document type column in order to extract the full-text keywords.  (You probably noticed this in the default definition for the doc_type column.)  You can query sys.fulltext_document_types to get a complete list of the types that can be full-text indexed. I also need to thank Hilary Cotter for giving me the original idea. I believe he used MSDN content in a full-text index for an article from waaaaaaaaaaay back, that I can't find now, and had forgotten about until just a few days ago.  He is also co-author of Pro Full-Text Search in SQL Server 2008, which I highly recommend.  He also has some FTS articles on Simple Talk: http://www.simple-talk.com/sql/learn-sql-server/sql-server-full-text-search-language-features/ http://www.simple-talk.com/sql/learn-sql-server/sql-server-full-text-search-language-features,-part-2/

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  • Elegance, thy Name is jQuery

    - by SGWellens
    So, I'm browsing though some questions over on the Stack Overflow website and I found a good jQuery question just a few minutes old. Here is a link to it. It was a tough question; I knew that by answering it, I could learn new stuff and reinforce what I already knew: Reading is good, doing is better. Maybe I could help someone in the process too. I cut and pasted the HTML from the question into my Visual Studio IDE and went back to Stack Overflow to reread the question. Dang, someone had already answered it! And it was a great answer. I never even had a chance to start analyzing the issue. Now I know what a one-legged man feels like in an ass-kicking contest. Nevertheless, since the question and answer were so interesting, I decided to dissect them and learn as much as possible. The HTML consisted of some divs separated by h3 headings.  Note the elements are laid out sequentially with no programmatic grouping: <h3 class="heading">Heading 1</h3> <div>Content</div> <div>More content</div> <div>Even more content</div><h3 class="heading">Heading 2</h3> <div>some content</div> <div>some more content</div><h3 class="heading">Heading 3</h3> <div>other content</div></form></body>  The requirement was to wrap a div around each h3 heading and the subsequent divs grouping them into sections. Why? I don't know, I suppose if you screen-scrapped some HTML from another site, you might want to reformat it before displaying it on your own. Anyways… Here is the marvelously, succinct posted answer: $('.heading').each(function(){ $(this).nextUntil('.heading').andSelf().wrapAll('<div class="section">');}); I was familiar with all the parts except for nextUntil and andSelf. But, I'll analyze the whole answer for completeness. I'll do this by rewriting the posted answer in a different style and adding a boat-load of comments: function Test(){ // $Sections is a jQuery object and it will contain three elements var $Sections = $('.heading'); // use each to iterate over each of the three elements $Sections.each(function () { // $this is a jquery object containing the current element // being iterated var $this = $(this); // nextUntil gets the following sibling elements until it reaches // an element with the CSS class 'heading' // andSelf adds in the source element (this) to the collection $this = $this.nextUntil('.heading').andSelf(); // wrap the elements with a div $this.wrapAll('<div class="section" >'); });}  The code here doesn't look nearly as concise and elegant as the original answer. However, unless you and your staff are jQuery masters, during development it really helps to work through algorithms step by step. You can step through this code in the debugger and examine the jQuery objects to make sure one step is working before proceeding on to the next. It's much easier to debug and troubleshoot when each logical coding step is a separate line of code. Note: You may think the original code runs much faster than this version. However, the time difference is trivial: Not enough to worry about: Less than 1 millisecond (tested in IE and FF). Note: You may want to jam everything into one line because it results in less traffic being sent to the client. That is true. However, most Internet servers now compress HTML and JavaScript by stripping out comments and white space (go to Bing or Google and view the source). This feature should be enabled on your server: Let the server compress your code, you don't need to do it. Free Career Advice: Creating maintainable code is Job One—Maximum Priority—The Prime Directive. If you find yourself suddenly transferred to customer support, it may be that the code you are writing is not as readable as it could be and not as readable as it should be. Moving on… I created a CSS class to enhance the results: .section{ background-color: yellow; border: 2px solid black; margin: 5px;} Here is the rendered output before:   …and after the jQuery code runs.   Pretty Cool! But, while playing with this code, the logic of nextUntil began to bother me: What happens in the last section? What stops elements from being collected since there are no more elements with the .heading class? The answer is nothing.  In this case it stopped collecting elements because it was at the end of the page.  But what if there were additional HTML elements? I added an anchor tag and another div to the HTML: <h3 class="heading">Heading 1</h3> <div>Content</div> <div>More content</div> <div>Even more content</div><h3 class="heading">Heading 2</h3> <div>some content</div> <div>some more content</div><h3 class="heading">Heading 3</h3> <div>other content</div><a>this is a link</a><div>unrelated div</div> </form></body> The code as-is will include both the anchor and the unrelated div. This isn't what we want.   My first attempt to correct this used the filter parameter of the nextUntil function: nextUntil('.heading', 'div')  This will only collect div elements. But it merely skipped the anchor tag and it still collected the unrelated div:   The problem is we need a way to tell the nextUntil function when to stop. CSS selectors to the rescue! nextUntil('.heading, a')  This tells nextUntil to stop collecting elements when it gets to an element with a .heading class OR when it gets to an anchor tag. In this case it solved the problem. FYI: The comma operator in a CSS selector allows multiple criteria.   Bingo! One final note, we could have broken the code down even more: We could have replaced the andSelf function here: $this = $this.nextUntil('.heading, a').andSelf(); With this: // get all the following siblings and then add the current item$this = $this.nextUntil('.heading, a');$this.add(this);  But in this case, the andSelf function reads real nice. In my opinion. Here's a link to a jsFiddle if you want to play with it. I hope someone finds this useful Steve Wellens CodeProject

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