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  • What program can I use to open .mld (recorded webcam) files?

    - by mike
    I am looking for a program to open video files with the extension .mld (This is a file from a video recording software I had a long time ago). Does anybody know any programs in Ubuntu that can open such files? Zoals de titel luidt: ik ben op zoek naar een programma dat videobestanden met de extensie .mld kan openen. Dit is een bestand van een wecbamrecorder die ik vroeger had op Windows. Alvast heel erg bedankt.

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  • Engineered Systems Production Tour

    - by Javier Puerta
    Oracle's Engineered Systems are shipped fully assembled and tested, and ready to be simply wheeled into the datacenter, plugged in and turned on. If you are curious to know how Oracle manufactures the Engineered Systems, watch this short video from our manufacturing plant.The video covers the assembly, test, packing and shipping of these systems and shows the extensive quality assurance steps that are taken:     Engineered Systems Production Tour from Cameron O'Rourke on Vimeo.

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  • Continuous Deployment to Azure powered by Git

    Today Scott Guthrie announced several updated capabilities for Azure Web Sites. Announcing: Great Improvements to Windows Azure Web Sites I recommend you checkout the full post there are some really cool improvements. My favorite is the ability to enable Continuous Deployment from your CodePlex project into Azure. David Ebbo has a great video walk-through: (Please visit the site to view this video)

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  • WebM and VP8 land in Chromium

    A developer preview of WebM , a high-quality, open, freely implementable, and web-optimized video format was announced today. Initial support for WebM, including its video codec VP8 will...

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  • Cisco annonce un codec H.264 open source, Mozilla compte adopter cette offre pour Firefox

    Cisco annonce un codec H.264 open source, Mozilla compte adopter cette offre pour Firefox Le WebRTC permet de diffuser audio et vidéo en streaming sur le web, sans utiliser de greffon au sein des navigateurs. Une technologie prometteuse, mais limitée par les formats de compression vidéo en lice : le plus populaire d'entre eux est le H.264, une variante de la norme MPEG4 protégée par de nombreux brevets détenus par différentes sociétés, notamment Cisco, Microsoft ou encore Motorola. Son utilisation...

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  • Iterator

    Imagine that you are game developer. Your game is war stategy. Army has complicated structure: it consists with Hero and three Groups. When King gives decree to treat all soldiers (Hero is also soldier) you want to iterate through all soldiers and call treat() method on each soldier instance. How ca

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  • New Items in ReSharper 7!

    - by TATWORTH
    At http://tv.jetbrains.net/videocontent/webinar-whats-new-in-resharper-7 there is an excellent video on a selection of the new items in ReSharper 7.As I have said before, if you develop in C# or VB.NET, you should use ReSharper. Now it has been extended to allow unit testing of JavaScript. The above video mentions a possible extension to ReSharper for F#.There are more videos on ReSharper at http://tv.jetbrains.net/channel/resharper

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  • Low FPS in some games, but hardware not fully used

    - by Mario De Schaepmeester
    I just did a little funny experiment in the game/sim "Train Simulator 2013". I normally have good FPS in it (around 30) at full settings. What I did was make a really, really long train so that the calculations the sim needed to make were enormous (the sim is quite realistic, it takes all things into account like speed/acceleration, G-forces, comfort levels, possible wheel slip and many more, and most of those things on each carriage seperately). This resulted in only 14FPS as reported by the game, but it felt more like 8FPS or so. I have a Logitech G15 keyboard which has an LCD, and it allows me to monitor CPU/RAM and video card load on it. The strange thing is, all CPU cores were busy, but the total load was only about 60% maximum at all times. The video card was only on 30% load (possibly an important note, the memory was full, which is however not unusual for the game in question). The RAM had plenty of room and there weren't many operations as it didn't grow or shrink much. I just have the feeling that the game would run smoother if it used more of my hardware power. Why is it not doing so? I had the same in another game, The Elder Scrolls: Morrowind when using more than 100 mods (that all use scripting) and a few high res texture mods, + a full-on graphics improvement program. The engine is very old (2003), and so I thought this might be the cause (not being optimised for multithreading). I had thought of possible causes, like: The operating system doesn't let the games use all the resources. It doesn't make use of multi-threading appropriately. To eliminate the former, I tried a CPU stress tool and that got 100% CPU juice as I let it run, so the OS is not the problem. I gave its thread the "higher" priority though. My actual question In both games, I did things the engine was not really built to do or support. Can those games' framerate be limited cause of their own engine not being able to cope? What is the real reason and more importantly, can I help it? And in any case, could something actually be wrong with my hardware? It's all reasonably new, a couple of months, and I (almost) never experience any other trouble. Modern and much more demanding games work absolutely fine. Specs CPU: AMD Phenom II 965 X4 @ 3.4gHz RAM: 8GB of DDR3 RAM Video: MSI GTX560 (nVidia chip) with 1GB of GDDR5 memory OS: Windows 7 Ultimate 64 bit Nothing overclocked.

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  • How to stretch the image from one screen to two screens

    - by wxiiir
    I want to be able to stretch the image from one monitor to a second monitor even if i have to use some software to do it. For example i want the top half of the image that is now shown on my first monitor to occupy the whole second monitor and i want the bottom half to occupy the whole first monitor, or the other way around i don't really care as long as it works. I would be cool to know how to do the same stuff but to the left half and right half. I know that image pixels would have twice the lenght or height this way but i don't really care about it as long as it works so basically i want the stuff to show on both monitors but with the same pixels as before. I have a hd4870 and windows7 and hd4000 family doesnt support having two monitors behaving like a large one, only hd5000 upwards, this would solve my problems without any of the drawbacks but it just can't be done (or maybe it can via software but i'm just too tired of searching). A solution to make almost any graphic card have two monitors behaving like a large one is matrox dualhead2go but that's just as expensive as a good hd5000 card so it's not worth it. thanks in advance EDIT I guess that nobody so far was able to fully comprehend my problem that was very explicitly written but i will elaborate some more. My hd4870 can have 2 monitors working with it but some stuff like games won't run on both monitors, which sucks. There are some ways to circumvent this problem and two of them are perfect or almost perfect but expensive and the third would be a software solution that would make it possible. The first one is to have and hd5000 family video card which will work just fine with both monitors. The second is to have a matrox dualhead2go that will make my hd4870 detect my two monitors as a large monitor. The third is to have a software that makes my two displays be detected as a large display and then captures the output of the video card, splits the images and renders them as 2d images to both monitors OR a simpler one but that would make outputted pixels double the width or height would be to capture the output of the graphics card to one screen, split it in two and enlarge it to fit both monitors and then output it to the monitors. p.s. By capturing the output of the video card i mean just make the video card process the stuff in a certain way. Making the video card detect two monitors as a large one via software may be a bit impossible or impracticable but stretching the output as a 2d image from one to both monitors for some coders should be a walk in the park so it would be likely that such program would exist or that some widespread softwares for dual monitor would have such function in them.

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  • How do I prevent Ubuntu gradually slowing down to a stop?

    - by user29165
    I really do not know what is causing the problem of my desktop environment (D.E.) gradually slowing down. It seems to happen in Gnome 3.2, LXDE, XFCE, and KDE. I am running Ubuntu 11.10 and this problem started happening from a fresh install. I have noticed that if I restart Gnome or otherwise re-log-in with any of the D.E.s the speed resets to normal. I don't seem to have and memory leaks that account for it and there are not any processes that are using excessive CPU cycles. Due to the symptoms I am guessing that there is an underlying package that interacts with all D.E.s that is the source of the problem. Just to clarify, in extreme situations, if I let the slowdown continue without a restart of the D.E. my system will finally get to a point where everything, even my clock, freezes. The time over which Gnome slows down (noticeably after 17 hrs) is much less than LXDE, or XFCE but eventually they freeze as well. I didn't mention Unity since I haven't used it enough to verify the problem, but I don't see why it should be different. Just in case this is relevant, I Suspend my computer rather than turn it off. I do this because of the greatly reduced load time and the 17 hrs I stated above is actual up-time, not time where the D.E. is actually active. However, the slow down does not seem to be affected by how long the computer has been in suspend mode. I know that it is possible that this problem is due to an interaction between two or more of the applications that I use and as such it may not be able to be duplicated by others. In the end I am just wondering (a) are other people experiencing this issue and (b) does anyone have some advice on where to start looking for a solution if one is not already known. I am even open to the idea of switching to the beta release of 12.04 if anyone thinks it will solve the problem. Edit: I took a video of my latest freeze that you can watch at http://youtu.be/flKUqUzCmdE, sorry about the audio. Edit: Since that video I checked my memory for errors and tried installing the proprietary video drivers. No memory errors were found and the proprietary video drivers made the display unusable so I had to uninstall them. Any thoughts?

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  • What do each of the TTYs do?

    - by david25
    I know that alt+ctrl+F(1-6) take me to available command lines, and that F1 command line is used for debugging, and F8 is the GUI desktop, that what i know but today i noticed there in F7 that does nothing, it only displays some sort of log in message, and there is F(9-12) that just display black screen with blinking under scroll . can anyone enlighten me what those consoles do, are they for trouble shooting maybe? i use ubuntu netbook 10.10.

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  • Help with DB Structure, vOD site

    - by Chud37
    I have a video on demand style site that hosts series of videos under different modules. However with the way I have designed the database it is proving to be very slow. I have asked this question before and someone suggested indexing, but i cannot seem to get my head around it. But I would like someone to help with the structure of the database here to see if it can be improved. The core table is Videos: ID bigint(20) (primary key, auto-increment) pID text airdate text title text subject mediumtext url mediumtext mID int(11) vID int(11) sID int(11) pID is a unique 5 digit string to each video that is a shorthand identifier. Airdate is the TS, (stored in text format, right there maybe I should change that to TIMESTAMP AUTO UPDATE), title is self explanatory, subject is self explanatory, url is the hard link on the site to the video, mID is joined to another table for the module title, vID is joined to another table for the language of the video, (english, russian, etc) and sID is the summary for the module, a paragraph stored in an external database. The slowest part of the website is the logging part of it. I store the data in another table called 'Hits': id mediumint(10) (primary key, auto-increment) progID text ts int(10) Again, here (this was all made a while ago) but my Timestamp (ts) is an INT instead of ON UPDATE CURRENT TIMESTAMP, which I guess it should be. However This table is now 47,492 rows long and the script that I wrote to process it is very very slow, so slow in fact that it times out. A row is added to this table each time a user clicks 'Play' on the website and then so the progID is the same as the pID, and it logs the php time() timestamp in ts. Basically I load the entire database of 'Hits' into an array and count the hits in each day using the TS column. I am guessing (i'm quite slow at all this, but I had no idea this would happen when I built the thing) that this is possibly the worst way to go about this. So my questions are as follows: Is there a better way of structuring the 'Videos' table, is so, what do you suggest? Is there a better way of structuring 'hits', if so, please help/tell me! Or is it the fact that my tables are fine and the PHP coding is crappy?

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  • ubuntu 12.10 amd drivers

    - by user70901
    I installed ubuntu 12.10 the entire HDD Fresh, and everything is ok, but i noticed additonal drivers circle with green--[Advanced Mirco Device [AMD] nee at:cedar PRO [Radeon HD 5450/6350] the device is using the recommended driver. [checked] using X.Org x server - AMD/ATI display driver wrapper from xserver-xorg-video-ati (open source, tested) [uncheck] using video driver for the amd graphic accelerators from fglrx propertery [uncheck] same the above and fglrx-updates is ok with Checked? i wants to know, thanks

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  • Why do programs take more than 2 seconds to load on my Ubuntu 12.04?

    - by Gaige
    Here's a description of my build (simple) Processor: AMD Phenom II x6 1090t Ram: 16gb 1333 mhz Board: TA990FXE Video Card : HD 6870 HDD Ubuntu is installed on: 320gb caviar blue 7200rpm That should be sufficient enough to diagnose this. Yes I did install the AMD video drivers recommended by Ubuntu. Programs take 2+ seconds to load, and I really don't tolerate that...Windows 7 loads programs as fast as my hdd allows Unless this is how Ubuntu is meant to work...then I'll just go back to Debian command-line.

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  • Series On Embedded Development (Part 2) - Build-Time Optionality

    - by user12612705
    In this entry on embedded development, I'm going to discuss build-time optionality (BTO). BTO is the ability to subset your software at build-time so you only use what is needed. BTO typically pertains more to software providers rather then developers of final products. For example, software providers ship source products, frameworks or platforms which are used by developers to build other products. If you provide a source product, you probably don't have to do anything to support BTO as the developers using your source will only use the source they need to build their product. If you provide a framework, then there are some things you can do to support BTO. Say you provide a Java framework which supports audio and video. If you provide this framework in a single JAR, then developers who only want audio are forced to ship their product with the video portion of your framework even though they aren't using it. In this case, support providing the framework in separate JARs...break the framework into an audio JAR and a video JAR and let the users of your framework decide which JARs to include in their product. Sometimes this is as simple as packaging, but if, for example, the video functionality is dependent on the audio functionality, it may require coding work to cleanly separate the two. BTO can also work at install-time, and this is sometimes overlooked. Let's say your building a phone application which can use Near Field Communications (NFC) if it's available on the phone, but it doesn't require NFC to work. Typically you'd write one app for all phones (saving you time)...both those that have NFC and those that don't, and just use NFC if it's there. However, for better efficiency, you can detect at install-time if the phone supports NFC and not install the NFC portion of your app if the phone doesn't support NFC. This requires that you write the app so it can run without the optional NFC code and that you write your install app so it can detect NFC and do the right thing at install-time. Supporting install-time optionality will save persistent footprint on the phone, something your customers will appreciate, your app "neighbors" will appreciate, and that you'll appreciate when they save static footprint for you. In the next article, I'll talk about runtime optionality.

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  • Update linux kernel image, How can I do it in safe? (how to revert)?

    - by Kit Ho
    based on this post , i am trying to update my kernel from 2.6.32 to 2.6.35 as my intel video card doesn't work. However, I am very afraid that my update would cause my computer crash and lost all the thing.(does not function , esp for video) I am using ubuntu 10.04, currently version is 2.6.32-40-generic. Does anyone try to update to 2.6.35-32??? If in case it make crash? how can i revert back to 2.6.32??? Thanks Kit

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  • Drive Traffic With Online Videos

    With so much websites that are up on the World Wide Web, watching videos has the most number of doers. YouTube is one of most popular or should I say the most popular video sharing website at the moment. Online video can be used to achieve and reach possible customers and clients, according to Google.

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  • so disappointed at ubuntu 12.04 [closed]

    - by Min
    it's been almost a month I've installed ubuntu I can't afford windows cd anymore it is my fault that I didn't dual boot it but, it doesn't make sense in that I can't use my own graphic card in my own computer because certain company doesn't support the driver card for the OS it is seemingly ridiculous that I can't even run a simple 2d game or not even a flash game with this OS a video of 480 and up doesn't run for closely a month I've tried my best to run everything my computer spec provides, but nothing works. not even sound quality

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  • Iframe scrolls over the fixed header in IE 11 , how to make it scroll under/behind the header?

    - by Ram
    In my html page, I have a header and its position is fixed. In the contant or body of the page I have an Iframe to display a youtube video and other DIV tabs. In other browsers like chrome, Morzilla etc all the contants schrolls behind the header and works fine!!. But In IE (IE 11), only the youtube video in Iframe scrolls over/aboves the header. How can I make it to scroll behind the header in IE. Thank in advance

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  • Join the Cloud - Just Like Lending Club

    - by Di Seghposs
    See why Lending Club, the leading platform for investing in and obtaining personal loans, selected Oracle Fusion Financials to help improve decision-making and workflow, implement robust reporting, and take advantage of the scalability and cost savings provided by the cloud. Watch the Lending Club video. Additional Resources: Oracle ERP Cloud Service Video Oracle ERP Cloud Service Executive Strategy Brief Oracle Fusion Financials Quick Tour of Oracle Fusion Financials

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  • Problem rendering VBO

    - by Onno
    I'm developing a game engine using OpenTK. I'm trying to get to grips with the use of VBO's. I've run into some trouble because somehow it doesn't render correctly. Thus far I've used immediate mode to render a test object, a test cube with a texture. namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class ImmediateFaceBasedCube : IMesh { private IList<Face> faces = new List<Face>(); public ImmediateFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: move vertex normal and texture data to datastructure //todo: VBO based rendering //top face //1 IList<VertexData> verticesT1 = new List<VertexData>(); VertexData T1a = new VertexData(); T1a.Normal = normals[0]; T1a.TexCoord = textureCoordinates[5]; T1a.Position = allVertices[3]; verticesT1.Add(T1a); VertexData T1b = new VertexData(); T1b.Normal = normals[0]; T1b.TexCoord = textureCoordinates[9]; T1b.Position = allVertices[0]; verticesT1.Add(T1b); VertexData T1c = new VertexData(); T1c.Normal = normals[0]; T1c.TexCoord = textureCoordinates[10]; T1c.Position = allVertices[1]; verticesT1.Add(T1c); Face F1 = new Face(verticesT1); faces.Add(F1); //2 IList<VertexData> verticesT2 = new List<VertexData>(); VertexData T2a = new VertexData(); T2a.Normal = normals[0]; T2a.TexCoord = textureCoordinates[10]; T2a.Position = allVertices[1]; verticesT2.Add(T2a); VertexData T2b = new VertexData(); T2b.Normal = normals[0]; T2b.TexCoord = textureCoordinates[6]; T2b.Position = allVertices[2]; verticesT2.Add(T2b); VertexData T2c = new VertexData(); T2c.Normal = normals[0]; T2c.TexCoord = textureCoordinates[5]; T2c.Position = allVertices[3]; verticesT2.Add(T2c); Face F2 = new Face(verticesT2); faces.Add(F2); //front face //3 IList<VertexData> verticesT3 = new List<VertexData>(); VertexData T3a = new VertexData(); T3a.Normal = normals[1]; T3a.TexCoord = textureCoordinates[1]; T3a.Position = allVertices[3]; verticesT3.Add(T3a); VertexData T3b = new VertexData(); T3b.Normal = normals[1]; T3b.TexCoord = textureCoordinates[0]; T3b.Position = allVertices[7]; verticesT3.Add(T3b); VertexData T3c = new VertexData(); T3c.Normal = normals[1]; T3c.TexCoord = textureCoordinates[5]; T3c.Position = allVertices[0]; verticesT3.Add(T3c); Face F3 = new Face(verticesT3); faces.Add(F3); //4 IList<VertexData> verticesT4 = new List<VertexData>(); VertexData T4a = new VertexData(); T4a.Normal = normals[1]; T4a.TexCoord = textureCoordinates[5]; T4a.Position = allVertices[0]; verticesT4.Add(T4a); VertexData T4b = new VertexData(); T4b.Normal = normals[1]; T4b.TexCoord = textureCoordinates[0]; T4b.Position = allVertices[7]; verticesT4.Add(T4b); VertexData T4c = new VertexData(); T4c.Normal = normals[1]; T4c.TexCoord = textureCoordinates[4]; T4c.Position = allVertices[4]; verticesT4.Add(T4c); Face F4 = new Face(verticesT4); faces.Add(F4); //right face //5 IList<VertexData> verticesT5 = new List<VertexData>(); VertexData T5a = new VertexData(); T5a.Normal = normals[2]; T5a.TexCoord = textureCoordinates[2]; T5a.Position = allVertices[0]; verticesT5.Add(T5a); VertexData T5b = new VertexData(); T5b.Normal = normals[2]; T5b.TexCoord = textureCoordinates[1]; T5b.Position = allVertices[4]; verticesT5.Add(T5b); VertexData T5c = new VertexData(); T5c.Normal = normals[2]; T5c.TexCoord = textureCoordinates[6]; T5c.Position = allVertices[1]; verticesT5.Add(T5c); Face F5 = new Face(verticesT5); faces.Add(F5); //6 IList<VertexData> verticesT6 = new List<VertexData>(); VertexData T6a = new VertexData(); T6a.Normal = normals[2]; T6a.TexCoord = textureCoordinates[1]; T6a.Position = allVertices[4]; verticesT6.Add(T6a); VertexData T6b = new VertexData(); T6b.Normal = normals[2]; T6b.TexCoord = textureCoordinates[5]; T6b.Position = allVertices[5]; verticesT6.Add(T6b); VertexData T6c = new VertexData(); T6c.Normal = normals[2]; T6c.TexCoord = textureCoordinates[6]; T6c.Position = allVertices[1]; verticesT6.Add(T6c); Face F6 = new Face(verticesT6); faces.Add(F6); //back face //7 IList<VertexData> verticesT7 = new List<VertexData>(); VertexData T7a = new VertexData(); T7a.Normal = normals[3]; T7a.TexCoord = textureCoordinates[4]; T7a.Position = allVertices[5]; verticesT7.Add(T7a); VertexData T7b = new VertexData(); T7b.Normal = normals[3]; T7b.TexCoord = textureCoordinates[9]; T7b.Position = allVertices[2]; verticesT7.Add(T7b); VertexData T7c = new VertexData(); T7c.Normal = normals[3]; T7c.TexCoord = textureCoordinates[5]; T7c.Position = allVertices[1]; verticesT7.Add(T7c); Face F7 = new Face(verticesT7); faces.Add(F7); //8 IList<VertexData> verticesT8 = new List<VertexData>(); VertexData T8a = new VertexData(); T8a.Normal = normals[3]; T8a.TexCoord = textureCoordinates[9]; T8a.Position = allVertices[2]; verticesT8.Add(T8a); VertexData T8b = new VertexData(); T8b.Normal = normals[3]; T8b.TexCoord = textureCoordinates[4]; T8b.Position = allVertices[5]; verticesT8.Add(T8b); VertexData T8c = new VertexData(); T8c.Normal = normals[3]; T8c.TexCoord = textureCoordinates[8]; T8c.Position = allVertices[6]; verticesT8.Add(T8c); Face F8 = new Face(verticesT8); faces.Add(F8); //left face //9 IList<VertexData> verticesT9 = new List<VertexData>(); VertexData T9a = new VertexData(); T9a.Normal = normals[4]; T9a.TexCoord = textureCoordinates[8]; T9a.Position = allVertices[6]; verticesT9.Add(T9a); VertexData T9b = new VertexData(); T9b.Normal = normals[4]; T9b.TexCoord = textureCoordinates[13]; T9b.Position = allVertices[3]; verticesT9.Add(T9b); VertexData T9c = new VertexData(); T9c.Normal = normals[4]; T9c.TexCoord = textureCoordinates[9]; T9c.Position = allVertices[2]; verticesT9.Add(T9c); Face F9 = new Face(verticesT9); faces.Add(F9); //10 IList<VertexData> verticesT10 = new List<VertexData>(); VertexData T10a = new VertexData(); T10a.Normal = normals[4]; T10a.TexCoord = textureCoordinates[8]; T10a.Position = allVertices[6]; verticesT10.Add(T10a); VertexData T10b = new VertexData(); T10b.Normal = normals[4]; T10b.TexCoord = textureCoordinates[12]; T10b.Position = allVertices[7]; verticesT10.Add(T10b); VertexData T10c = new VertexData(); T10c.Normal = normals[4]; T10c.TexCoord = textureCoordinates[13]; T10c.Position = allVertices[3]; verticesT10.Add(T10c); Face F10 = new Face(verticesT10); faces.Add(F10); //bottom face //11 IList<VertexData> verticesT11 = new List<VertexData>(); VertexData T11a = new VertexData(); T11a.Normal = normals[5]; T11a.TexCoord = textureCoordinates[10]; T11a.Position = allVertices[7]; verticesT11.Add(T11a); VertexData T11b = new VertexData(); T11b.Normal = normals[5]; T11b.TexCoord = textureCoordinates[9]; T11b.Position = allVertices[6]; verticesT11.Add(T11b); VertexData T11c = new VertexData(); T11c.Normal = normals[5]; T11c.TexCoord = textureCoordinates[14]; T11c.Position = allVertices[4]; verticesT11.Add(T11c); Face F11 = new Face(verticesT11); faces.Add(F11); //12 IList<VertexData> verticesT12 = new List<VertexData>(); VertexData T12a = new VertexData(); T12a.Normal = normals[5]; T12a.TexCoord = textureCoordinates[13]; T12a.Position = allVertices[5]; verticesT12.Add(T12a); VertexData T12b = new VertexData(); T12b.Normal = normals[5]; T12b.TexCoord = textureCoordinates[14]; T12b.Position = allVertices[4]; verticesT12.Add(T12b); VertexData T12c = new VertexData(); T12c.Normal = normals[5]; T12c.TexCoord = textureCoordinates[9]; T12c.Position = allVertices[6]; verticesT12.Add(T12c); Face F12 = new Face(verticesT12); faces.Add(F12); } public void draw() { GL.Begin(BeginMode.Triangles); foreach (Face face in faces) { foreach (VertexData datapoint in face.verticesWithTexCoords) { GL.Normal3(datapoint.Normal); GL.TexCoord2(datapoint.TexCoord); GL.Vertex3(datapoint.Position); } } GL.End(); } } } Gets me this very nice picture: The immediate mode cube renders nicely and taught me a bit on how to use OpenGL, but VBO's are the way to go. Since I read on the OpenTK forums that OpenTK has problems doing VA's or DL's, I decided to skip using those. Now, I've tried to change this cube to a VBO by using the same vertex, normal and tc collections, and making float arrays from them by using the coordinates in combination with uint arrays which contain the index numbers from the immediate cube. (see the private functions at end of the code sample) Somehow this only renders two triangles namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class VBOFaceBasedCube : IMesh { private int VerticesVBOID; private int VerticesVBOStride; private int VertexCount; private int ELementBufferObjectID; private int textureCoordinateVBOID; private int textureCoordinateVBOStride; //private int textureCoordinateArraySize; private int normalVBOID; private int normalVBOStride; public VBOFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: VBO based rendering uint[] vertexElements = { 3,0,1, //01 1,2,3, //02 3,7,0, //03 0,7,4, //04 0,4,1, //05 4,5,1, //06 5,2,1, //07 2,5,6, //08 6,3,2, //09 6,7,5, //10 7,6,4, //11 5,4,6 //12 }; VertexCount = vertexElements.Length; IList<uint> vertexElementList = new List<uint>(vertexElements); uint[] normalElements = { 0,0,0, 0,0,0, 1,1,1, 1,1,1, 2,2,2, 2,2,2, 3,3,3, 3,3,3, 4,4,4, 4,4,4, 5,5,5, 5,5,5 }; IList<uint> normalElementList = new List<uint>(normalElements); uint[] textureIndexArray = { 5,9,10, 10,6,5, 1,0,5, 5,0,4, 2,1,6, 1,5,6, 4,9,5, 9,4,8, 8,13,9, 8,12,13, 10,9,14, 13,14,9 }; //textureCoordinateArraySize = textureIndexArray.Length; IList<uint> textureIndexList = new List<uint>(textureIndexArray); LoadVBO(allVertices, normals, textureCoordinates, vertexElements, normalElementList, textureIndexList); } public void draw() { //bind vertices //bind elements //bind normals //bind texture coordinates GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.NormalArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); GL.VertexPointer(3, VertexPointerType.Float, VerticesVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); GL.NormalPointer(NormalPointerType.Float, normalVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); GL.TexCoordPointer(2, TexCoordPointerType.Float, textureCoordinateVBOStride, 0); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.DrawElements(BeginMode.Polygon, VertexCount, DrawElementsType.UnsignedShort, 0); } //loads a static VBO void LoadVBO(IList<Vector3> vertices, IList<Vector3> normals, IList<Vector2> texcoords, uint[] elements, IList<uint> normalIndices, IList<uint> texCoordIndices) { int size; //todo // To create a VBO: // 1) Generate the buffer handles for the vertex and element buffers. // 2) Bind the vertex buffer handle and upload your vertex data. Check that the buffer was uploaded correctly. // 3) Bind the element buffer handle and upload your element data. Check that the buffer was uploaded correctly. float[] verticesArray = convertVector3fListToFloatArray(vertices); float[] normalsArray = createFloatArrayFromListOfVector3ElementsAndIndices(normals, normalIndices); float[] textureCoordinateArray = createFloatArrayFromListOfVector2ElementsAndIndices(texcoords, texCoordIndices); GL.GenBuffers(1, out VerticesVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); Console.WriteLine("load 1 - vertices"); VerticesVBOStride = BlittableValueType.StrideOf(verticesArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verticesArray.Length * sizeof(float)), verticesArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (verticesArray.Length * BlittableValueType.StrideOf(verticesArray) != size) { throw new ApplicationException("Vertex data not uploaded correctly"); } else { Console.WriteLine("load 1 finished ok"); size = 0; } Console.WriteLine("load 2 - elements"); GL.GenBuffers(1, out ELementBufferObjectID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(elements.Length * sizeof(uint)), elements, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size); if (elements.Length * sizeof(uint) != size) { throw new ApplicationException("Element data not uploaded correctly"); } else { size = 0; Console.WriteLine("load 2 finished ok"); } GL.GenBuffers(1, out normalVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); Console.WriteLine("load 3 - normals"); normalVBOStride = BlittableValueType.StrideOf(normalsArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(normalsArray.Length * sizeof(float)), normalsArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); Console.WriteLine("load 3 - pre check"); if (normalsArray.Length * BlittableValueType.StrideOf(normalsArray) != size) { throw new ApplicationException("Normal data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } GL.GenBuffers(1, out textureCoordinateVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); Console.WriteLine("load 4- texture coordinates"); textureCoordinateVBOStride = BlittableValueType.StrideOf(textureCoordinateArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(textureCoordinateArray.Length * textureCoordinateVBOStride), textureCoordinateArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (textureCoordinateArray.Length * BlittableValueType.StrideOf(textureCoordinateArray) != size) { throw new ApplicationException("texture coordinate data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } } //used to convert vertex arrayss for use with VBO's private float[] convertVector3fListToFloatArray(IList<Vector3> input) { int arrayElementCount = input.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector3 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; output[fillCount + 2] = v.Z; fillCount += 3; } return output; } //used for converting texture coordinate arrays for use with VBO's private float[] convertVector2List_to_floatArray(IList<Vector2> input) { int arrayElementCount = input.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector2 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; fillCount += 2; } return output; } //used to create an array of floats from private float[] createFloatArrayFromListOfVector3ElementsAndIndices(IList<Vector3> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; output[fillCount + 2] = inputVectors[i].Z; fillCount += 3; } return output; } private float[] createFloatArrayFromListOfVector2ElementsAndIndices(IList<Vector2> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; fillCount += 2; } return output; } } } This code will only render two triangles and they're nothing like I had in mind: I've done some searching. In some other questions I read that, if I did something wrong, I'd get no rendering at all. Clearly, something gets sent to the GFX card, but it might be that I'm not sending the right data. I've tried altering the sequence in which the triangles are rendered by swapping some of the index numbers in the vert, tc and normal index arrays, but this doesn't seem to be of any effect. I'm slightly lost here. What am I doing wrong here?

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  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

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  • CodePlex Daily Summary for Monday, December 13, 2010

    CodePlex Daily Summary for Monday, December 13, 2010Popular ReleasesRequest Tracker Data Access: 1.0.0.0: First releaseMicrosoft All-In-One Code Framework: All-In-One Code Framework 2010-12-13: Improved and Newly Added Examples:For an up-to-date code sample index, please refer to All-In-One Code Framework Sample Catalog. NEW Samples for ASP.NET Name Description Owner CSASPNETCMD Run batch/cmd from ASP.NET (C#) YiXiang VBASPNETCMD Run batch/cmd from ASP.NET (VB) YiXiang VBASPNETAJAXWebChat Ajax web chat application (VB) JerryWeng CSASPNETAJAXWebChat Ajax web chat application (C#) JerryWeng CSASPNETCurrentOnlineUserList Get current online u...Wii Backup Fusion: Wii Backup Fusion 0.9 Beta: - Aqua or brushed metal style for Mac OS X - Shows selection count beside ID - Game list selection mode via settings - Compare Files <-> WBFS game lists - Verify game images/DVD/WBFS - WIT command line for log (via settings) - Cancel possibility for loading games process - Progress infos while loading games - Localization for dates - UTF-8 support - Shortcuts added - View game infos in browser - Transfer infos for log - All transfer routines rewritten - Extract image from image/WBFS - Support....NETTER Code Starter Pack: v1.0.beta: '.NETTER Code Starter Pack ' contains a gallery of Visual Studio 2010 solutions leveraging latest and new technologies and frameworks based on Microsoft .NET Framework. Each Visual Studio solution included here is focused to provide a very simple starting point for cutting edge development technologies and framework, using well known Northwind database (for database driven scenarios). The current release of this project includes starter samples for the following technologies: ASP.NET Dynamic...WPF Multiple Document Interface (MDI): Beta Release v1.1: WPF.MDI is a library to imitate the traditional Windows Forms Multiple Document Interface (MDI) features in WPF. This is Beta release, means there's still work to do. Please provide feedback, so next release will be better. Features: Position dependency property MdiLayout dependency property Menu dependency property Ctrl + F4, Ctrl + Tab shortcuts should work Behavior: don’t allow negative values for MdiChild position minimized windows: remember position, tile multiple windows, ...SQL Server PowerShell Extensions: 2.3.1 Production: Release 2.3.1 implements SQLPSX as PowersShell version 2.0 modules. SQLPSX consists of 12 modules with 155 advanced functions, 2 cmdlets and 7 scripts for working with ADO.NET, SMO, Agent, RMO, SSIS, SQL script files, PBM, Performance Counters, SQLProfiler and using Powershell ISE as a SQL and Oracle query tool. In addition optional backend databases and SQL Server Reporting Services 2008 reports are provided with SQLServer and PBM modules. See readme file for details.EnhSim: EnhSim 2.2.1 ALPHA: 2.2.1 ALPHAThis release adds in the changes for 4.03a. at level 85 To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 - Updated th...NuGet (formerly NuPack): NuGet 1.0 Release Candidate: NuGet is a free, open source developer focused package management system for the .NET platform intent on simplifying the process of incorporating third party libraries into a .NET application during development. This release is a Visual Studio 2010 extension and contains the the Package Manager Console and the Add Package Dialog. This new build targets the newer feed (http://go.microsoft.com/fwlink/?LinkID=206669) and package format. See http://nupack.codeplex.com/documentation?title=Nuspe...Free Silverlight & WPF Chart Control - Visifire: Visifire Silverlight, WPF Charts v3.6.5 Released: Hi, Today we are releasing final version of Visifire, v3.6.5 with the following new feature: * New property AutoFitToPlotArea has been introduced in DataSeries. AutoFitToPlotArea will bring bubbles inside the PlotArea in order to avoid clipping of bubbles in bubble chart. You can visit Visifire documentation to know more. http://www.visifire.com/visifirechartsdocumentation.php Also this release includes few bug fixes: * Chart threw exception while adding new Axis in Chart using Vi...PHPExcel: PHPExcel 1.7.5 Production: DonationsDonate via PayPal via PayPal. If you want to, we can also add your name / company on our Donation Acknowledgements page. PEAR channelWe now also have a full PEAR channel! Here's how to use it: New installation: pear channel-discover pear.pearplex.net pear install pearplex/PHPExcel Or if you've already installed PHPExcel before: pear upgrade pearplex/PHPExcel The official page can be found at http://pearplex.net. Want to contribute?Please refer the Contribute page.??????????: All-In-One Code Framework ??? 2010-12-10: ?????All-In-One Code Framework(??) 2010?12??????!!http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=1code&DownloadId=128165 ?????release?,???????ASP.NET, WinForm, Silverlight????12?Sample Code。???,??????????sample code。 ?????:http://blog.csdn.net/sjb5201/archive/2010/12/13/6072675.aspx ??,??????MSDN????????????。 http://social.msdn.microsoft.com/Forums/zh-CN/codezhchs/threads ?????????????????,??Email ????DNN Simple Article: DNNSimpleArticle Module V00.00.03: The initial release of the DNNSimpleArticle module (labelled V00.00.03) There are C# and VB versions of this module for this initial release. No promises that going forward there will be packages for both languages provided for future releases. This module provides the following functionality Create and display articles Display a paged list of articles Articles get created as DNN ContentItems Categorization provided through DNN Taxonomy SEO functionality for article display providi...UOB & ME: UOB_ME 2.5: latest versionAutoLoL: AutoLoL v1.4.3: AutoLoL now supports importing the build pages from Mobafire.com as well! Just insert the url to the build and voila. (For example: http://www.mobafire.com/league-of-legends/build/unforgivens-guide-how-to-build-a-successful-mordekaiser-24061) Stable release of AutoChat (It is still recommended to use with caution and to read the documentation) It is now possible to associate *.lolm files with AutoLoL to quickly open them The selected spells are now displayed in the masteries tab for qu...PHP Manager for IIS: PHP Manager 1.1 for IIS 7: This is a final stable release of PHP Manager 1.1 for IIS 7. This is a minor incremental release that contains all the functionality available in 53121 plus additional features listed below: Improved detection logic for existing PHP installations. Now PHP Manager detects the location to php.ini file in accordance to the PHP specifications Configuring date.timezone. PHP Manager can automatically set the date.timezone directive which is required to be set starting from PHP 5.3 Ability to ...Algorithmia: Algorithmia 1.1: Algorithmia v1.1, released on December 8th, 2010.My Web Pages Starter Kit: 1.3.1 Production Release (Security HOTFIX): Due to a critical security issue, it's strongly advised to update the My Web Pages Starter Kit to this version. Possible attackers could misuse the image upload to transmit any type of file to the website. If you already have a running version of My Web Pages Starter Kit 1.3.0, you can just replace the ftb.imagegallery.aspx file in the root directory with the one attached to this release.ASP.NET MVC Project Awesome (jQuery Ajax helpers): 1.4: A rich set of helpers (controls) that you can use to build highly responsive and interactive Ajax-enabled Web applications. These helpers include Autocomplete, AjaxDropdown, Lookup, Confirm Dialog, Popup Form, Popup and Pager new stuff: popup WhiteSpaceFilterAttribute tested on mozilla, safari, chrome, opera, ie 9b/8/7/6nopCommerce. ASP.NET open source shopping cart: nopCommerce 1.90: To see the full list of fixes and changes please visit the release notes page (http://www.nopCommerce.com/releasenotes.aspx).TweetSharp: TweetSharp v2.0.0.0 - Preview 4: Documentation for this release may be found at http://tweetsharp.codeplex.com/wikipage?title=UserGuide&referringTitle=Documentation. Note: This code is currently preview quality. Preview 4 ChangesReintroduced fluent interface support via satellite assembly Added entities support, entity segmentation, and ITweetable/ITweeter interfaces for client development Numerous fixes reported by preview users Preview 3 ChangesNumerous fixes and improvements to core engine Twitter API coverage: a...New Projects.NET Tips Repository: This project is the source code repository for all the projects, samples, and tutorials posted at vahidnasiri.blogspot.com. Its main focus is on .NET programming.a hash implement by basic array and link list: a hash implement by basic array and link listApplication Essentials for WPF, Silverlight, and Windows Phone 7: Application essentials is a simplified, small footprint redux of the Structured MVVM and Color Blending projects and is used to build WPF, Silverlight, and Windows Phone 7 applications with an MVVM architecture.Bit.ly Button: Bit.ly Button lets you use the power of Bit.ly bookmarklet to shorten any webpage (especially on sites like Facebook and Twitter). It's like a sharing button, except it will shorten the link before you share on Facebook or Twitter.Check Dependency: Check Dependency is designed to identify the dependency problems in assemblies. It is a valuable assistant to a project hat has complex dependency in many assemblies.Circo: A product oriented towards the need of having a powerful tool improving the construction process of applications. User interface for creating Entity Dictionary, generating .Net classes and also SQL model. It provides a strong productivity oriented.CoralCubeDB: This is the db for coralcube.Dotnet.Samples: Microsoft® .NET™ sample projects Created by Nano Taboada under a MIT License All projects have been coded using Microsoft(R) Visual Studio(R) 2010 mostly targeting framework version 4.0 Get a free copy of Visual C# 2010 Express at http://tinyurl.com/visualstudio2010expressElasticity: An library implementation of the Scheduler-Agent-Supervisor pattern. http://vasters.com/clemensv/2010/09/28/Cloud+Architecture+The+SchedulerAgentSupervisor+Pattern.aspxFacebook Graph Toolkit: get Graph API in ASP.NET.Grabbers: An object relational library and code generator designed to assist agile development teams generate data aware objects. InSimSniffer: InSimSniffer is a InSim packet sniffer for the racing simulator Live for Speed. It allows programmers to view and debug packets sent by the game.Irrlicht Wrapper for D: A D wrapper for the Irrlicht game engine generated by SWIG.Linq to LDAP: Linq provider built on top of System.DirectoryServices.Protocols for querying LDAP servers.ME Video Player: ME Video Player makes it easier for web developers to present medis on web pages. It's developed in C# and Silverlight by Mahyar Esteki.Mladi.com.hr: CMS system for croatian youth portalMouse Practise: A small project that creates a game to train a beginner to use mouse. Developer's Blog : http://shekhar-pro.blogspot.com Follow on Twitter : http://twitter.com/samajshekharMVVMKit: MVVMKit makes it easier to create WPF applications using the MVVM pattern.mygully-searcher: MyGully-Searcher makes it easier for Mygully-Forum-Users to search the forums for downloads. You'll no longer have to click to all forums. It's developed in VB.Net.NBooks Accounting: A simple clone to Quickbooks.Projeto Teste do curso de Pós graduação em Engenharia de Software.: Projeto teste do curso de pós graduação em Engenharia de Software. Códigos exemplos em Javascript e outros. Nayanne Araújo Bonifácio.Razor Reports - a Visualizer for the DotNetNuke Reports Module: Razor Reports is a Visualizer for the DotNetNuke Reports ModuleSiteGrabber: Groepsopdracht 2Supermarket: Hat: tTheSharePage: Project contains the core library for use in my website that i am developing for my NIIT project work. (The website will integrate facebook and twitter in a single website) The library features full custom developed facebook and twitter sdk library that can even be reused.Tip Of Day SharePoint WebPart: Tip Of Day webpartTranslit Hebrew to Russian: Application, which can translit Hebrew text into Russian.WP7 Thai Text Input: WP7 Thai text input makes it possible to enter Thai characters in WP7. It's developed in C# and were used in some of the CoreSharp's WP7 apps.

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  • CodePlex Daily Summary for Saturday, November 12, 2011

    CodePlex Daily Summary for Saturday, November 12, 2011Popular ReleasesDynamic PagedCollection (Silverlight / WPF Pagination): PagedCollection: All classes which facilitate your dynamic pagination in Silverlight or WPF !Media Companion: MC 3.422b Weekly: Ensure .NET 4.0 Full Framework is installed. (Available from http://www.microsoft.com/download/en/details.aspx?id=17718) Ensure the NFO ID fix is applied when transitioning from versions prior to 3.416b. (Details here) TV Show Resolutions... Made the TV Shows folder list sorted. Re-visibled 'Manually Add Path' in Root Folders. Sorted list to process during new tv episode search Rebuild Movies now processes thru folders alphabetically Fix for issue #208 - Display Missing Episodes is not popu...DotSpatial: DotSpatial Release Candidate 1 (1.0.823): Supports loading extensions using System.ComponentModel.Composition. DemoMap compiled as x86 so that GDAL runs on x64 machines. How to: Use an Assembly from the WebBe aware that your browser may add an identifier to downloaded files which results in "blocked" dll files. You can follow the following link to learn how to "Unblock" files. Right click on the zip file before unzipping, choose properties, go to the general tab and click the unblock button. http://msdn.microsoft.com/en-us/library...XPath Visualizer: XPathVisualizer v1.3 Latest: This is v1.3.0.6 of XpathVisualizer. This is an update release for v1.3. These workitems have been fixed since v1.3.0.5: 7429 7432 7427MSBuild Extension Pack: November 2011: Release Blog Post The MSBuild Extension Pack November 2011 release provides a collection of over 415 MSBuild tasks. A high level summary of what the tasks currently cover includes the following: System Items: Active Directory, Certificates, COM+, Console, Date and Time, Drives, Environment Variables, Event Logs, Files and Folders, FTP, GAC, Network, Performance Counters, Registry, Services, Sound Code: Assemblies, AsyncExec, CAB Files, Code Signing, DynamicExecute, File Detokenisation, GU...Quick Performance Monitor: Version 1.8.0: Now you can add multiple counters/instances at once! Yes, I know its overdue...CODE Framework: 4.0.11110.0: Various minor fixes and tweaks.Extensions for Reactive Extensions (Rxx): Rxx 1.2: What's NewRelated Work Items Please read the latest release notes for details about what's new. Content SummaryRxx provides the following features. See the Documentation for details. Many IObservable<T> extension methods and IEnumerable<T> extension methods. Many useful types such as ViewModel, CommandSubject, ListSubject, DictionarySubject, ObservableDynamicObject, Either<TLeft, TRight>, Maybe<T> and others. Various interactive labs that illustrate the runtime behavior of the extensio...Player Framework by Microsoft: HTML5 Player Framework 1.0: Additional DownloadsHTML5 Player Framework Examples - This is a set of examples showing how to setup and initialize the HTML5 Player Framework. This includes examples of how to use the Player Framework with both the HTML5 video tag and Silverlight player. Note: Be sure to unblock the zip file before using. Note: In order to test Silverlight fallback in the included sample app, you need to run the html and xap files over http (e.g. over localhost). Silverlight Players - Visit the Silverlig...MapWindow 4: MapWindow GIS v4.8.6 - Final release - 64Bit: What’s New in 4.8.6 (Final release)A few minor issues have been fixed What’s New in 4.8.5 (Beta release)Assign projection tool. (Sergei Leschinsky) Projection dialects. (Sergei Leschinsky) Projections database converted to SQLite format. (Sergei Leschinsky) Basic code for database support - will be developed further (ShapefileDataClient class, IDataProvider interface). (Sergei Leschinsky) 'Export shapefile to database' tool. (Sergei Leschinsky) Made the GEOS library static. geos.dl...NewLife XCode ??????: XCode v8.2.2011.1107、XCoder v4.5.2011.1108: v8.2.2011.1107 ?IEntityOperate.Create?Entity.CreateInstance??????forEdit,????????(FindByKeyForEdit)???,???false ??????Entity.CreateInstance,????forEdit,???????????????????? v8.2.2011.1103 ??MS????,??MaxMin??(????????)、NotIn??(????)、?Top??(??NotIn)、RowNumber??(?????) v8.2.2011.1101 SqlServer?????????DataPath,?????????????????????? Oracle?????????DllPath,????OCI??,???????????ORACLE_HOME?? Oracle?????XCode.Oracle.IsUseOwner,???????????Ow...Facebook C# SDK: v5.3.2: This is a RTW release which adds new features and bug fixes to v5.2.1. Query/QueryAsync methods uses graph api instead of legacy rest api. removed dependency from Code Contracts enabled Task Parallel Support in .NET 4.0+ (experimental) added support for early preview for .NET 4.5 (binaries not distributed in codeplex nor nuget.org, will need to manually build from Facebook-Net45.sln) added additional method overloads for .NET 4.5 to support IProgress<T> for upload progress added ne...Delete Inactive TS Ports: List and delete the Inactive TS Ports: UPDATEAdded support for windows 2003 servers and removed some null reference errors when the registry key was not present List and delete the Inactive TS Ports - The InactiveTSPortList.EXE accepts command line arguments The InactiveTSPortList.Standalone.WithoutPrompt.exe runs as a standalone exe without the need for any command line arguments.Ribbon Editor for Microsoft Dynamics CRM 2011: Ribbon Editor (0.1.2207.267): BUG FIXES: - Cannot add multiple JavaScript and Url under Actions - Cannot add <Or> node under <OrGroup> - Adding a rule under <Or> node put the new rule node at the wrong placeWF Designer Express: WF Designer Express v0.6: ?????(???????????) Multi Language(Now, Japanese and English)ClosedXML - The easy way to OpenXML: ClosedXML 0.60.0: Added almost full support for auto filters (missing custom date filters). See examples Filter Values, Custom Filters Fixed issues 7016, 7391, 7388, 7389, 7198, 7196, 7194, 7186, 7067, 7115, 7144Microsoft Research Boogie: Nightly builds: This download category contains automatically released nightly builds, reflecting the current state of Boogie's development. We try to make sure each nightly build passes the test suite. If you suspect that was not the case, please try the previous nightly build to see if that really is the problem. Also, please see the installation instructions.GoogleMap Control: GoogleMap Control 6.0: Major design changes to the control in order to achieve better scalability and extensibility for the new features comming with GoogleMaps API. GoogleMap control switched to GoogleMaps API v3 and .NET 4.0. GoogleMap control is 100% ScriptControl now, it requires ScriptManager to be registered on the pages where and before it is used. Markers, polylines, polygons and directions were implemented as ExtenderControl, instead of being inner properties of GoogleMap control. Better perfomance. Better...WDTVHubGen - Adds Metadata, thumbnails and subtitles to WDTV Live Hubs: V2.1: Version 2.1 (click on the right) this uses V4.0 of .net Version 2.1 adds the following features: (apologize if I forget some, added a lot of little things) Manual Lookup with TV or Movie (finally huh!), you can look up a movie or TV episode directly, you can right click on anythign, and choose manual lookup, then will allow you to type anything you want to look up and it will assign it to the file you right clicked. No Rename: a very popular request, this is an option you can set so that t...SubExtractor: Release 1020: Feature: added "baseline double quotes" character to selector box Feature: added option to save SRT files as ANSI (instead of previous UTF-8 only) Feature: made "Save Sup files to Source directory" apply to both Sup and Idx source files. Fix: removed SDH text (...) or [...] that is split over 2 lines Fix: better decision-making in when to prefix a line with a '-' because SDH was removedNew Projects- Gemini - code branch: the branch for all Hzj_jie's code(MPLF) MediaPortal LoveFilm Plugin: MediaPortal LoveFilm (Love Film) Plugin. Browse films, add/remove from lists, streams etc._: _Batalha Naval em C#: Jogo de batalha naval para a disciplina de C#BusyHoliday - Making Outlook's Calendar Busy for Holidays: When users add holidays to their Outlook calendar these are added as an all day event. However, these are added as free time. With users in other countries, if they were to invite a user in a country with a public holiday, they won't be able to see that the user is on a public holiday or busy. BusyHoliday will update existing holidays as busy time. This may improve users ability to collaborate efficiently across geographical boundries. C# and MCU: C# and MCU and webCampo Minado C Sharp: C sharp source code of the game minefield.CP2011test: CP2011 TestDynamic PagedCollection (Silverlight / WPF Pagination): PagedCollection helps a developer to easily control the pagination of their collection. This collection doesnt need all datas in memory, it can be attached to RIA/SQL/XML data ... and load needed data one after the other. The PagedCollection can be used with Silverlight or WPF.Fast MVVM: The faster way to build your MVVM (Model, View, ViewModel) applications. It's a basic and educational way to learn and work with MVVM. We have more than just a pack of classes or templates. We have a new concept that turn it a little easier.Habitat: Core game services, frameworks and templates for desktop, mobile and web game developers.Historical Data Repository: Repository stores serializable timestamped data items in compressed files structured in a way that allows to quickly find data by time, quickly read and write data items in chronological order. Key features: - all data is stored under a single root folder; like file system, repository can contain a tree of folders each of which contains its own data stream; when reading, multiple streams can be combined into a single output stream maintaining chronological order; the tree structure can b...Immunity Buster: This game is for HIV. We will be making a virus which will help to spread the knowledge about the virus and have Fun among the peers.JoeCo Blog Application: JoeCo Blog Application for ECE 574jweis sso user center: jweis is a user center,distination is to use in a contry ,ssoKinect Shape Game Connect with Windows Phone: The classic Shape Game for Microsoft Kinect extended to allow players to join in the game and deploy shapes from their windows phone. Uses TCP sockets. For educational purposes. Free to download and distribute.Liekhus Behavior Driven DevExpress XAF: Using the BDD (Behavior Driven Development) techniques of SpecFlow and the EasyTest scriptability of DevExpress XAF (eXpress Application Framework), you can leverage test first style of application development in a speed never though imaginable.Linq to BBYOpen: C# Linq Provider to access the REST based BBYOpen services from BestBuy.Mi clima: This is the source code for the application "Mi clima" published in the Windows Phone Marketplace. MySqlQueryToolkit: This project bundles all of the common performance tests into a single handy user interface. Simply drop your query in and use the tools to make your query faster. Includes index suggestion, column data type and length suggestion and common profiling options.OData Validation Framework: Project to show how to validate data using client and server side OData/WCF Data ServicesOMR Table Data Syncronizer - Only Data: This tools compare and syncronize table data. No schema syncronizing included on this project. Data comparition is fastest! 1,000,000 data compare time is: ~200 ms.OrchardPo: This is the po file management module that is used on http://orchardproject.netResistance Calculator: A calculator for parallel and/or series resistanceSMS Team 5: h? th?ng g?i SMS t? d?ngSportsStore: Prueba en tfs de sports storeUDP Transport: This is an attempt at implementation of WCF UDP transport compliant with soa.udp OASIS Standard WebUtils: Biblioteca com funções genéricas úteis para uso com ASP NET MVC??a??e?a - Greek Government Open Data Program - Windows Mobile Client: ? efa?µ??? Open Government sa? d??e? ?µes? p??sßas? ap? t? ????t? sa? se ????? t??? ??µ???, ??e? t?? ap?f?se?? ?a? ??e? t?? dap??e? t?? ????????? ???t??? ?a? ???? t?? ?p??es??? t?? ????????? ??µ?s??? µ?s? t?? ??ße???t???? p?????µµat?? ??a??e?a.

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