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  • Java how to load modules

    - by gerardorn
    heres my problem: im building a server that loads modules. each module is a .jar file. inside the jar theres all the classes that the module need. the server needs to read the jar, find the main class (it doesnt have the main method on it is just the class that makes the module work but not as a different program), build an object of that class and store it in a vector of modules so that it can acces to a specific module depending on the job to be done. how can i do that? as far as the server, it is listening and reciving request, but thes no modules to delegate the job to, since my vector of modules is empty

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  • node.js simply does not run

    - by user309641
    I installed and ran node.js just fine on my mac, but even if I do this on windows chdir c:\testfolder node example.js then I get this error: node.js:201 throw e; // process.nextTick error, or 'error' event on first tick Error: Cannot find module 'c:\testfolder\example.js' at Function._resolveFilename <module.js:322:11> at Function._load <module.js:299:25> at Array.0 <module.js:499:10> at EventEmitter._tickCallback <node.js:192:40> I'm only even trying to run the example code on the nodejs website: var http = require('http'); http.createServer(function (req, res) { res.writeHead(200, {'Content-Type': 'text/plain'}); res.end('Hello World\n'); }).listen(1337, '127.0.0.1'); console.log('Server running at http://127.0.0.1:1337/');

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  • DLL Load Failed: %1 is not a valid win32 application

    - by glittershark
    So I have a situation where I need to make binary patches and then be able to apply them from within python. I found bsdiff which looks like a great algorithm and has a python extension module, but that extension module doesn't have a windows installer past Python 2.5 Alright, so having never even written C seriously, let alone attempted a python extension module, I set out to compile it myself. After a few hours of bashing my head against a DLL load error with MinGW32, I managed to get it compiled and built using the setup.py provided in the source of the project. However, upon importing the resulting bsdiff module, I get: ImportError: DLL load failed: %1 is not a valid Win32 application. Any advice?

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  • Memory interleaving

    - by Tim Green
    Hello, I have this question that has me rather confused. Suppose that a 1G x 32-bit main memory is built using 256M x 4-bit RAM chips and that this memory is byte-addressable. I have deduced that one would require 4*1G = 2^2*2*30 = 2^32 - so 32 bits to address the full memory. My problem now comes with, say, if you had memory (byte) address "14", determine which memory module this would go into. (There would have to be 8 chips per module to make the 32-bit wide memory, and 4 modules overall giving 32 chips in total. Modules are numbered from 0). In high-order interleave, it appears trivial that it's the first (0) memory module given a lot of the first few bits are 0. However, low-order interleave has me stumped. I can't figure out (for sure) how many bits are used to determine a memory module (possibly 2, given there are 4 in total?). The given solution is Module 3. This is not homework in the same sense so I will not be tagging it as such.

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  • setfsuid() and python 2.5.4

    - by user331398
    Hi, I'm trying to use setfsuid() with python 2.5.4 and RHEL 5.4. Since it's not included in the os module, I wrapped it in a C module of my own and installed it as a python extension module using distutils. However when I try to use it I don't get the expected result. setfsuid() returns value indicating success (changing from a superuser), but I can't access files to which only the newly set user should have user access (using open()), indicating that fsuid was not truely changed. I tried to verify setfsuid() worked, by running it consecutively twice with the same user input The result was as if nothing had changed, and on every call the returned value was of old user id different from the new one. I also called getpid() from the module, and from the python script, both returned the same id. so this is not the problem. Just in case it's significant, I should note that I'm doing all of this from within an Apache daemon process (WSGI). Anyone can provide an explanation to that? Thank you

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  • MEF C# Service - DLL Updating

    - by connerb
    Currently, I have a C# service that runs off of many .dll's and has modules/plugins that it imports at startup. I would like to create an update system that basically stops the service, deletes any files it is told to delete (old versions), downloads new versions from a server, and starts the service. I believe I have coded this right except for the delete part, because as long as I am not overwriting anything, the file will download. If I try to overwrite something, it won't work, which is why I am trying to delete it before hand. However, when I do File.Delete() to the path that I want to do, it gives me access to the path is denied. Here is my code: new Thread(new ThreadStart(() => { ServiceController controller = new ServiceController("client"); controller.Stop(); controller.WaitForStatus(ServiceControllerStatus.Stopped); try { if (um.FilesUpdated != null) { foreach (FilesUpdated file in um.FilesUpdated) { if (file.OldFile != null) { File.Delete(Path.Combine(Utility.AssemblyDirectory, file.OldFile)); } if (file.NewFile != null) { wc.DownloadFile(cs.UpdateUrl + "/updates/client/" + file.NewFile, Path.Combine(Utility.AssemblyDirectory, file.NewFile)); } } } if (um.ModulesUpdated != null) { foreach (ModulesUpdated module in um.ModulesUpdated) { if (module.OldModule != null) { File.Delete(Path.Combine(cs.ModulePath, module.OldModule)); } if (module.NewModule != null) { wc.DownloadFile(cs.UpdateUrl + "/updates/client/modules/" + module.NewModule, Path.Combine(cs.ModulePath, module.NewModule)); } } } } catch (Exception ex) { Logger.log(ex); } controller.Start(); })).Start(); I believe it is because the files are in use, but I can't seem to unload them. I though stopping the service would work, but apparently not. I have also checked the files and they are not read-only (but the folder is, which is located in Program Files, however I couldn't seem to get it to not be read-only programmatically or manually). The service is also being run as an administrator (NT AUTHORITY\SYSTEM). I've read about unloading the AppDomain but AppDomain.Unload(AppDomain.CurrentDomain); returned an exception as well. Not too sure even if this is a problem with MEF or my program just not having the correct permissions...I would assume that it's mainly because the file is in use.

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  • Endless terrain in jMonkey using TerrainGrid fails to render

    - by nightcrawler23
    I have started to learn game development using jMonkey engine. I am able to create single tile of terrain using TerrainQuad but as the next step I'm stuck at making it infinite. I have gone through the wiki and want to use the TerrainGrid class but my code does not seem to work. I have looked around on the web and searched other forums but cannot find any other code example to help. I believe in the below code, ImageTileLoader returns an image which is the heightmap for that tile. I have modified it to return the same image every time. But all I see is a black window. The Namer method is not even called. terrain = new TerrainGrid("terrain", patchSize, 513, new ImageTileLoader(assetManager, new Namer() { public String getName(int x, int y) { //return "Scenes/TerrainMountains/terrain_" + x + "_" + y + ".png"; System.out.println("X = " + x + ", Y = " + y); return "Textures/heightmap.png"; } })); These are my sources: jMonkeyEngine 3 Tutorial (10) - Hello Terrain TerrainGridTest.java ImageTileLoader This is the result when i use TerrainQuad: , My full code: // Sample 10 - How to create fast-rendering terrains from heightmaps, and how to // use texture splatting to make the terrain look good. public class HelloTerrain extends SimpleApplication { private TerrainQuad terrain; Material mat_terrain; private float grassScale = 64; private float dirtScale = 32; private float rockScale = 64; public static void main(String[] args) { HelloTerrain app = new HelloTerrain(); app.start(); } private FractalSum base; private PerturbFilter perturb; private OptimizedErode therm; private SmoothFilter smooth; private IterativeFilter iterate; @Override public void simpleInitApp() { flyCam.setMoveSpeed(200); initMaterial(); AbstractHeightMap heightmap = null; Texture heightMapImage = assetManager.loadTexture("Textures/heightmap.png"); heightmap = new ImageBasedHeightMap(heightMapImage.getImage()); heightmap.load(); int patchSize = 65; //terrain = new TerrainQuad("my terrain", patchSize, 513, heightmap.getHeightMap()); // * This Works but below doesnt work* terrain = new TerrainGrid("terrain", patchSize, 513, new ImageTileLoader(assetManager, new Namer() { public String getName(int x, int y) { //return "Scenes/TerrainMountains/terrain_" + x + "_" + y + ".png"; System.out.println("X = " + x + ", Y = " + y); return "Textures/heightmap.png"; // set to return the sme hieghtmap image. } })); terrain.setMaterial(mat_terrain); terrain.setLocalTranslation(0,-100, 0); terrain.setLocalScale(2f, 1f, 2f); rootNode.attachChild(terrain); TerrainLodControl control = new TerrainLodControl(terrain, getCamera()); terrain.addControl(control); } public void initMaterial() { // TERRAIN TEXTURE material this.mat_terrain = new Material(this.assetManager, "Common/MatDefs/Terrain/HeightBasedTerrain.j3md"); // GRASS texture Texture grass = this.assetManager.loadTexture("Textures/white.png"); grass.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("region1ColorMap", grass); this.mat_terrain.setVector3("region1", new Vector3f(-10, 0, this.grassScale)); // DIRT texture Texture dirt = this.assetManager.loadTexture("Textures/white.png"); dirt.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("region2ColorMap", dirt); this.mat_terrain.setVector3("region2", new Vector3f(0, 900, this.dirtScale)); Texture building = this.assetManager.loadTexture("Textures/building.png"); building.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("slopeColorMap", building); this.mat_terrain.setFloat("slopeTileFactor", 32); this.mat_terrain.setFloat("terrainSize", 513); } }

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  • How to mix textures in DirectX?

    - by tobsen
    I am new to DirectX development and I am wondering if I am taking the wrong route to achieve the following: I would like to mix three textures which contain transparent areas and some solid areas (Red, Blue, Green). The three textures should blend like shown in this example: How can I achieve that in DirectX (preferably in directx9)? A link or example code would be nice. Update: My rendering method looks like this and I still think I am doing it wrong, because the sprite only shows the last texture (nothing is rendered transparent or blended): void D3DTester::render() { d3ddevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0); d3ddevice->BeginScene(); d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); LPD3DXSPRITE sprite=NULL; HRESULT hres = D3DXCreateSprite(d3ddevice, &sprite); if(hres != S_OK) { throw std::exception(); } sprite->Begin(D3DXSPRITE_ALPHABLEND); std::vector<LPDIRECT3DTEXTURE9>::iterator it; for ( it=textures.begin() ; it < textures.end(); it++ ) { sprite->Draw(*it, NULL, NULL, NULL, 0xFFFFFFFF); } sprite->End(); d3ddevice->EndScene(); d3ddevice->Present(NULL, NULL, NULL, NULL); } The resulting image looks like this: But I need it to look like this instead: Update2: I figured out that I have to SetRenderState after I use sprite->Begin(D3DXSPRITE_ALPHABLEND); thanks to the hint by Josh Petrie. However, by using this: sprite->Begin(D3DXSPRITE_ALPHABLEND); d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); std::vector<LPDIRECT3DTEXTURE9>::iterator it; for ( it=textures.begin() ; it < textures.end(); it++ ) { sprite->Draw(*it, NULL, NULL, NULL, 0xFFFFFFFF); } sprite->End(); The sprites colors are becoming transparent towards the background scene e.g.: if I use d3ddevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,100,21), 1.0f, 0); the result looks like: Is there any way to avoid that? I would like the sprites be transparent to each other but to be still solid to the background. Update3: After having sombody explained to me, how to do what @LaurentCouvidou and @JoshPetrie suggested, I have a working solution and therfore accept the answer: d3ddevice->BeginScene(); D3DCOLOR white = D3DCOLOR_RGBA((UINT)255, (UINT)255, (UINT)255, 255); D3DCOLOR black = D3DCOLOR_RGBA((UINT)0, (UINT)0, (UINT)0, 255); sprite->Begin(D3DXSPRITE_ALPHABLEND); sprite->Draw(pTextureRed, NULL, NULL, NULL, black); sprite->Draw(pTextureGreen, NULL, NULL, NULL, black); sprite->Draw(pTextureBlue, NULL, NULL, NULL, black); sprite->End(); sprite->Begin(D3DXSPRITE_ALPHABLEND); d3ddevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE); d3ddevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); sprite->Draw(pTextureRed, NULL, NULL, NULL, white); sprite->Draw(pTextureGreen, NULL, NULL, NULL, white); sprite->Draw(pTextureBlue, NULL, NULL, NULL, white); sprite->End(); d3ddevice->EndScene(); d3ddevice->Present(NULL, NULL, NULL, NULL);

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  • Building LMMS: "Configuring incomplete, errors occurred!"

    - by fridojet
    I tried to build Linux MultiMedia studio from the source of the SourceForge git:// repository under Ubuntu 12.04 LTS 32b: git clone git://lmms.git.sourceforge.net/gitroot/lmms/lmms cd lmms git checkout First I tried to install all the required libraries and then I cmaked. - That's what happened on cmake (errors occurred!): [DIR]lmms/build$ cmake .. -- The C compiler identification is GNU -- The CXX compiler identification is GNU -- Check for working C compiler: /usr/bin/gcc -- Check for working C compiler: /usr/bin/gcc -- works -- Detecting C compiler ABI info -- Detecting C compiler ABI info - done -- Check for working CXX compiler: /usr/bin/c++ -- Check for working CXX compiler: /usr/bin/c++ -- works -- Detecting CXX compiler ABI info -- Detecting CXX compiler ABI info - done PROCESSOR: i686 Machine: i686-linux-gnu -- Target host is 32 bit -- Looking for include files LMMS_HAVE_STDINT_H -- Looking for include files LMMS_HAVE_STDINT_H - found -- Looking for include files LMMS_HAVE_STDBOOL_H -- Looking for include files LMMS_HAVE_STDBOOL_H - found -- Looking for include files LMMS_HAVE_STDLIB_H -- Looking for include files LMMS_HAVE_STDLIB_H - found -- Looking for include files LMMS_HAVE_PTHREAD_H -- Looking for include files LMMS_HAVE_PTHREAD_H - found -- Looking for include files LMMS_HAVE_SEMAPHORE_H -- Looking for include files LMMS_HAVE_SEMAPHORE_H - found -- Looking for include files LMMS_HAVE_UNISTD_H -- Looking for include files LMMS_HAVE_UNISTD_H - found -- Looking for include files LMMS_HAVE_SYS_TYPES_H -- Looking for include files LMMS_HAVE_SYS_TYPES_H - found -- Looking for include files LMMS_HAVE_SYS_IPC_H -- Looking for include files LMMS_HAVE_SYS_IPC_H - found -- Looking for include files LMMS_HAVE_SYS_SHM_H -- Looking for include files LMMS_HAVE_SYS_SHM_H - found -- Looking for include files LMMS_HAVE_SYS_TIME_H -- Looking for include files LMMS_HAVE_SYS_TIME_H - found -- Looking for include files LMMS_HAVE_SYS_WAIT_H -- Looking for include files LMMS_HAVE_SYS_WAIT_H - found -- Looking for include files LMMS_HAVE_SYS_SELECT_H -- Looking for include files LMMS_HAVE_SYS_SELECT_H - found -- Looking for include files LMMS_HAVE_STDARG_H -- Looking for include files LMMS_HAVE_STDARG_H - found -- Looking for include files LMMS_HAVE_SIGNAL_H -- Looking for include files LMMS_HAVE_SIGNAL_H - found -- Looking for include files LMMS_HAVE_SCHED_H -- Looking for include files LMMS_HAVE_SCHED_H - found -- Looking for include files LMMS_HAVE_SYS_SOUNDCARD_H -- Looking for include files LMMS_HAVE_SYS_SOUNDCARD_H - found -- Looking for include files LMMS_HAVE_SOUNDCARD_H -- Looking for include files LMMS_HAVE_SOUNDCARD_H - not found. -- Looking for include files LMMS_HAVE_FCNTL_H -- Looking for include files LMMS_HAVE_FCNTL_H - found -- Looking for include files LMMS_HAVE_SYS_IOCTL_H -- Looking for include files LMMS_HAVE_SYS_IOCTL_H - found -- Looking for include files LMMS_HAVE_CTYPE_H -- Looking for include files LMMS_HAVE_CTYPE_H - found -- Looking for include files LMMS_HAVE_STRING_H -- Looking for include files LMMS_HAVE_STRING_H - found -- Looking for include files LMMS_HAVE_PROCESS_H -- Looking for include files LMMS_HAVE_PROCESS_H - not found. -- Looking for include files LMMS_HAVE_LOCALE_H -- Looking for include files LMMS_HAVE_LOCALE_H - found -- Looking for Q_WS_X11 -- Looking for Q_WS_X11 - found -- Looking for Q_WS_WIN -- Looking for Q_WS_WIN - not found. -- Looking for Q_WS_QWS -- Looking for Q_WS_QWS - not found. -- Looking for Q_WS_MAC -- Looking for Q_WS_MAC - not found. -- Found Qt4: /usr/bin/qmake (found suitable version "4.8.1", required is "4.6.0;COMPONENTS;QtCore;QtGui;QtXml;QtNetwork") -- Found Qt translations in /usr/share/qt4/translations -- checking for module 'sndfile>=1.0.11' -- found sndfile, version 1.0.25 -- Looking for include files CMAKE_HAVE_PTHREAD_H -- Looking for include files CMAKE_HAVE_PTHREAD_H - found -- Looking for pthread_create in pthreads -- Looking for pthread_create in pthreads - not found -- Looking for pthread_create in pthread -- Looking for pthread_create in pthread - found -- Found Threads: TRUE -- Found libzip: /usr/lib/libzip.so -- Found libflac++: /usr/lib/i386-linux-gnu/libFLAC.so;/usr/lib/i386-linux-gnu/libFLAC++.so -- Found STK: /usr/lib/i386-linux-gnu/libstk.so -- checking for module 'portaudio-2.0' -- found portaudio-2.0, version 19 -- Found Portaudio: portaudio;asound;m;pthread -- checking for module 'libpulse' -- found libpulse, version 1.1 -- Found PulseAudio Simple: /usr/lib/i386-linux-gnu/libpulse.so -- Looking for vorbis_bitrate_addblock in vorbis -- Looking for vorbis_bitrate_addblock in vorbis - found -- Found OggVorbis: /usr/lib/i386-linux-gnu/libogg.so;/usr/lib/i386-linux-gnu/libvorbis.so;/usr/lib/i386-linux-gnu/libvorbisfile.so;/usr/lib/i386-linux-gnu/libvorbisenc.so -- Looking for snd_seq_create_simple_port in asound -- Looking for snd_seq_create_simple_port in asound - found -- Found ALSA: /usr/lib/i386-linux-gnu/libasound.so -- Looking for include files LMMS_HAVE_MACHINE_SOUNDCARD_H -- Looking for include files LMMS_HAVE_MACHINE_SOUNDCARD_H - not found. -- Looking for include files LMMS_HAVE_LINUX_AWE_VOICE_H -- Looking for include files LMMS_HAVE_LINUX_AWE_VOICE_H - not found. -- Looking for include files LMMS_HAVE_AWE_VOICE_H -- Looking for include files LMMS_HAVE_AWE_VOICE_H - not found. -- Looking for include files LMMS_HAVE__USR_SRC_SYS_I386_ISA_SOUND_AWE_VOICE_H -- Looking for include files LMMS_HAVE__USR_SRC_SYS_I386_ISA_SOUND_AWE_VOICE_H - not found. -- Looking for include files LMMS_HAVE__USR_SRC_SYS_GNU_I386_ISA_SOUND_AWE_VOICE_H -- Looking for include files LMMS_HAVE__USR_SRC_SYS_GNU_I386_ISA_SOUND_AWE_VOICE_H - not found. -- Looking for C++ include sys/asoundlib.h -- Looking for C++ include sys/asoundlib.h - found -- Looking for C++ include alsa/asoundlib.h -- Looking for C++ include alsa/asoundlib.h - found -- Looking for snd_pcm_resume in asound -- Looking for snd_pcm_resume in asound - found -- checking for module 'jack>=0.77' -- found jack, version 0.121.2 -- checking for module 'fftw3f>=3.0.0' -- package 'fftw3f>=3.0.0' not found CMake Error at /usr/share/cmake-2.8/Modules/FindPkgConfig.cmake:266 (message): A required package was not found Call Stack (most recent call first): /usr/share/cmake-2.8/Modules/FindPkgConfig.cmake:320 (_pkg_check_modules_internal) CMakeLists.txt:309 (PKG_CHECK_MODULES) -- checking for module 'fluidsynth>=1.0.7' -- found fluidsynth, version 1.1.5 -- Looking for include files LMMS_HAVE_LV2CORE -- Looking for include files LMMS_HAVE_LV2CORE - found -- Looking for include files LMMS_HAVE_SLV2_SCALEPOINTS_H -- Looking for include files LMMS_HAVE_SLV2_SCALEPOINTS_H - not found. -- Looking for slv2_world_new in slv2 -- Looking for slv2_world_new in slv2 - found -- Looking for librdf_new_world in rdf -- Looking for librdf_new_world in rdf - found -- Looking for wine_init in wine -- Looking for wine_init in wine - found -- Looking for C++ include windows.h -- Looking for C++ include windows.h - found -- checking for module 'samplerate>=0.1.7' -- package 'samplerate>=0.1.7' not found -- Performing Test HAVE_LRINT -- Performing Test HAVE_LRINT - Success -- Performing Test HAVE_LRINTF -- Performing Test HAVE_LRINTF - Success -- Performing Test CPU_CLIPS_POSITIVE -- Performing Test CPU_CLIPS_POSITIVE - Failed -- Performing Test CPU_CLIPS_NEGATIVE -- Performing Test CPU_CLIPS_NEGATIVE - Success -- Looking for XOpenDisplay in /usr/lib/i386-linux-gnu/libX11.so;/usr/lib/i386-linux-gnu/libXext.so -- Looking for XOpenDisplay in /usr/lib/i386-linux-gnu/libX11.so;/usr/lib/i386-linux-gnu/libXext.so - found -- Looking for gethostbyname -- Looking for gethostbyname - found -- Looking for connect -- Looking for connect - found -- Looking for remove -- Looking for remove - found -- Looking for shmat -- Looking for shmat - found -- Looking for IceConnectionNumber in ICE -- Looking for IceConnectionNumber in ICE - found -- Found X11: /usr/lib/i386-linux-gnu/libX11.so -- Found Freetype: /usr/lib/i386-linux-gnu/libfreetype.so Installation Summary -------------------- * Install Directory : /usr/local * Use system's libsamplerate : Supported audio interfaces -------------------------- * ALSA : OK * JACK : OK * OSS : OK * PortAudio : OK * PulseAudio : OK * SDL : OK Supported MIDI interfaces ------------------------- * ALSA : OK * OSS : OK * WinMM : <not supported on this platform> Supported file formats for project export ----------------------------------------- * WAVE : OK * OGG/VORBIS : OK * FLAC : OK Optional plugins ---------------- * SoundFont2 player : OK * Stk Mallets : OK * VST-instrument hoster : OK * VST-effect hoster : OK * LV2 hoster : OK * CALF LADSPA plugins : OK * CAPS LADSPA plugins : OK * CMT LADSPA plugins : OK * TAP LADSPA plugins : OK * SWH LADSPA plugins : OK * FL .zip import : OK ----------------------------------------------------------------- IMPORTANT: after installing missing packages, remove CMakeCache.txt before running cmake again! ----------------------------------------------------------------- -- Configuring incomplete, errors occurred! Here are some parts the contents of my lmms/build/CMakeCache.txt file: # This is the CMakeCache file. # For build in directory: /home/jk/Downloads/lmms-git/lmms/build # It was generated by CMake: /usr/bin/cmake # You can edit this file to change values found and used by cmake. # If you do not want to change any of the values, simply exit the editor. # If you do want to change a value, simply edit, save, and exit the editor. # The syntax for the file is as follows: # KEY:TYPE=VALUE # KEY is the name of a variable in the cache. # TYPE is a hint to GUI's for the type of VALUE, DO NOT EDIT TYPE!. # VALUE is the current value for the KEY. ######################## # EXTERNAL cache entries ######################## //Path to a file. ALSA_INCLUDES:PATH=/usr/include //Path to a library. ASOUND_LIBRARY:FILEPATH=/usr/lib/i386-linux-gnu/libasound.so //Path to a program. CMAKE_AR:FILEPATH=/usr/bin/ar //Choose the type of build, options are: None(CMAKE_CXX_FLAGS or // CMAKE_C_FLAGS used) Debug Release RelWithDebInfo MinSizeRel. CMAKE_BUILD_TYPE:STRING= //Enable/Disable color output during build. CMAKE_COLOR_MAKEFILE:BOOL=ON //CXX compiler. CMAKE_CXX_COMPILER:FILEPATH=/usr/bin/c++ //Flags used by the compiler during all build types. CMAKE_CXX_FLAGS:STRING= //Flags used by the compiler during debug builds. CMAKE_CXX_FLAGS_DEBUG:STRING=-g //Flags used by the compiler during release minsize builds. CMAKE_CXX_FLAGS_MINSIZEREL:STRING=-Os -DNDEBUG //Flags used by the compiler during release builds (/MD /Ob1 /Oi // /Ot /Oy /Gs will produce slightly less optimized but smaller // files). CMAKE_CXX_FLAGS_RELEASE:STRING=-O3 -DNDEBUG //Flags used by the compiler during Release with Debug Info builds. CMAKE_CXX_FLAGS_RELWITHDEBINFO:STRING=-O2 -g //C compiler. CMAKE_C_COMPILER:FILEPATH=/usr/bin/gcc //Flags used by the compiler during all build types. CMAKE_C_FLAGS:STRING= //Flags used by the compiler during debug builds. CMAKE_C_FLAGS_DEBUG:STRING=-g //Flags used by the compiler during release minsize builds. CMAKE_C_FLAGS_MINSIZEREL:STRING=-Os -DNDEBUG //Flags used by the compiler during release builds (/MD /Ob1 /Oi // /Ot /Oy /Gs will produce slightly less optimized but smaller // files). CMAKE_C_FLAGS_RELEASE:STRING=-O3 -DNDEBUG //Flags used by the compiler during Release with Debug Info builds. CMAKE_C_FLAGS_RELWITHDEBINFO:STRING=-O2 -g //Flags used by the linker. CMAKE_EXE_LINKER_FLAGS:STRING=' ' //Flags used by the linker during debug builds. CMAKE_EXE_LINKER_FLAGS_DEBUG:STRING= //Flags used by the linker during release minsize builds. CMAKE_EXE_LINKER_FLAGS_MINSIZEREL:STRING= //Flags used by the linker during release builds. CMAKE_EXE_LINKER_FLAGS_RELEASE:STRING= //Flags used by the linker during Release with Debug Info builds. CMAKE_EXE_LINKER_FLAGS_RELWITHDEBINFO:STRING= //Enable/Disable output of compile commands during generation. CMAKE_EXPORT_COMPILE_COMMANDS:BOOL=OFF //Install path prefix, prepended onto install directories. CMAKE_INSTALL_PREFIX:PATH=/usr/local //Path to a program. CMAKE_LINKER:FILEPATH=/usr/bin/ld //Path to a program. CMAKE_MAKE_PROGRAM:FILEPATH=/usr/bin/make //Flags used by the linker during the creation of modules. CMAKE_MODULE_LINKER_FLAGS:STRING=' ' //Flags used by the linker during debug builds. CMAKE_MODULE_LINKER_FLAGS_DEBUG:STRING= //Flags used by the linker during release minsize builds. CMAKE_MODULE_LINKER_FLAGS_MINSIZEREL:STRING= //Flags used by the linker during release builds. CMAKE_MODULE_LINKER_FLAGS_RELEASE:STRING= //Flags used by the linker during Release with Debug Info builds. CMAKE_MODULE_LINKER_FLAGS_RELWITHDEBINFO:STRING= ==[...]== That's a list of the contents of my lmms/build folder: [DIR]lmms/build$ dir CMakeCache.txt CPackSourceConfig.cmake lmmsconfig.h plugins CMakeFiles data lmms.rc CPackConfig.cmake include lmmsversion.h My Question: It just tells me that that "errors" occurred, but I can't see any error message. It seems like everything went fine. - So: Any idea what the problem could be? - Thanks.

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  • Help me get my 3D camera to look like the ones in RTS

    - by rFactor
    I am a newbie in 3D game development and I am trying to make a real-time strategy game. I am struggling with the camera currently as I am unable to make it look like they do in RTS games. Here is my Camera.cs class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; namespace BB { public class Camera : Microsoft.Xna.Framework.GameComponent { public Matrix view; public Matrix projection; protected Game game; KeyboardState currentKeyboardState; Vector3 cameraPosition = new Vector3(600.0f, 0.0f, 600.0f); Vector3 cameraForward = new Vector3(0, -0.4472136f, -0.8944272f); BoundingFrustum cameraFrustum = new BoundingFrustum(Matrix.Identity); // Light direction Vector3 lightDir = new Vector3(-0.3333333f, 0.6666667f, 0.6666667f); public Camera(Game game) : base(game) { this.game = game; } public override void Initialize() { this.view = Matrix.CreateLookAt(this.cameraPosition, this.cameraPosition + this.cameraForward, Vector3.Up); this.projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, this.game.renderer.aspectRatio, 1, 10000); base.Initialize(); } /* Handles the user input * @ param GameTime gameTime */ private void HandleInput(GameTime gameTime) { float time = (float)gameTime.ElapsedGameTime.TotalMilliseconds; currentKeyboardState = Keyboard.GetState(); } void UpdateCamera(GameTime gameTime) { float time = (float)gameTime.ElapsedGameTime.TotalMilliseconds; // Check for input to rotate the camera. float pitch = 0.0f; float turn = 0.0f; if (currentKeyboardState.IsKeyDown(Keys.Up)) pitch += time * 0.001f; if (currentKeyboardState.IsKeyDown(Keys.Down)) pitch -= time * 0.001f; if (currentKeyboardState.IsKeyDown(Keys.Left)) turn += time * 0.001f; if (currentKeyboardState.IsKeyDown(Keys.Right)) turn -= time * 0.001f; Vector3 cameraRight = Vector3.Cross(Vector3.Up, cameraForward); Vector3 flatFront = Vector3.Cross(cameraRight, Vector3.Up); Matrix pitchMatrix = Matrix.CreateFromAxisAngle(cameraRight, pitch); Matrix turnMatrix = Matrix.CreateFromAxisAngle(Vector3.Up, turn); Vector3 tiltedFront = Vector3.TransformNormal(cameraForward, pitchMatrix * turnMatrix); // Check angle so we cant flip over if (Vector3.Dot(tiltedFront, flatFront) > 0.001f) { cameraForward = Vector3.Normalize(tiltedFront); } // Check for input to move the camera around. if (currentKeyboardState.IsKeyDown(Keys.W)) cameraPosition += cameraForward * time * 0.4f; if (currentKeyboardState.IsKeyDown(Keys.S)) cameraPosition -= cameraForward * time * 0.4f; if (currentKeyboardState.IsKeyDown(Keys.A)) cameraPosition += cameraRight * time * 0.4f; if (currentKeyboardState.IsKeyDown(Keys.D)) cameraPosition -= cameraRight * time * 0.4f; if (currentKeyboardState.IsKeyDown(Keys.R)) { cameraPosition = new Vector3(0, 50, 50); cameraForward = new Vector3(0, 0, -1); } cameraForward.Normalize(); // Create the new view matrix view = Matrix.CreateLookAt(cameraPosition, cameraPosition + cameraForward, Vector3.Up); // Set the new frustum value cameraFrustum.Matrix = view * projection; } public override void Update(Microsoft.Xna.Framework.GameTime gameTime) { HandleInput(gameTime); UpdateCamera(gameTime); } } } The problem is that the initial view is looking in a horizontal direction. I would like to have an RTS like top down view (but with a slight pitch). Can you help me out?

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  • Abstracting entity caching in XNA

    - by Grofit
    I am in a situation where I am writing a framework in XNA and there will be quite a lot of static (ish) content which wont render that often. Now I am trying to take the same sort of approach I would use when doing non game development, where I don't even think about caching until I have finished my application and realise there is a performance problem and then implement a layer of caching over whatever needs it, but wrap it up so nothing is aware its happening. However in XNA the way we would usually cache would be drawing our objects to a texture and invalidating after a change occurs. So if you assume an interface like so: public interface IGameComponent { void Update(TimeSpan elapsedTime); void Render(GraphicsDevice graphicsDevice); } public class ContainerComponent : IGameComponent { public IList<IGameComponent> ChildComponents { get; private set; } // Assume constructor public void Update(TimeSpan elapsedTime) { // Update anything that needs it } public void Render(GraphicsDevice graphicsDevice) { foreach(var component in ChildComponents) { // draw every component } } } Then I was under the assumption that we just draw everything directly to the screen, then when performance becomes an issue we just add a new implementation of the above like so: public class CacheableContainerComponent : IGameComponent { private Texture2D cachedOutput; private bool hasChanged; public IList<IGameComponent> ChildComponents { get; private set; } // Assume constructor public void Update(TimeSpan elapsedTime) { // Update anything that needs it // set hasChanged to true if required } public void Render(GraphicsDevice graphicsDevice) { if(hasChanged) { CacheComponents(graphicsDevice); } // Draw cached output } private void CacheComponents(GraphicsDevice graphicsDevice) { // Clean up existing cache if needed var cachedOutput = new RenderTarget2D(...); graphicsDevice.SetRenderTarget(renderTarget); foreach(var component in ChildComponents) { // draw every component } graphicsDevice.SetRenderTarget(null); } } Now in this example you could inherit, but your Update may become a bit tricky then without changing your base class to alert you if you had changed, but it is up to each scenario to choose if its inheritance/implementation or composition. Also the above implementation will re-cache within the rendering cycle, which may cause performance stutters but its just an example of the scenario... Ignoring those facts as you can see that in this example you could use a cache-able component or a non cache-able one, the rest of the framework needs not know. The problem here is that if lets say this component is drawn mid way through the game rendering, other items will already be within the default drawing buffer, so me doing this would discard them, unless I set it to be persisted, which I hear is a big no no on the Xbox. So is there a way to have my cake and eat it here? One simple solution to this is make an ICacheable interface which exposes a cache method, but then to make any use of this interface you would need the rest of the framework to be cache aware, and check if it can cache, and to then do so. Which then means you are polluting and changing your main implementations to account for and deal with this cache... I am also employing Dependency Injection for alot of high level components so these new cache-able objects would be spat out from that, meaning no where in the actual game would they know they are caching... if that makes sense. Just incase anyone asked how I expected to keep it cache aware when I would need to new up a cachable entity.

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  • CodePlex Daily Summary for Tuesday, August 12, 2014

    CodePlex Daily Summary for Tuesday, August 12, 2014Popular ReleasesAD4 Application Designer for flow based .NET applications: AD4.AppDesigner.23.26: AD4.Iteration.23.26(Advanced Rendering Features) DesignAttribute to format wire caption of pin (Custom Position): RaiseAlarmFlow of AlarmClockSample.10 extended to test the new attribute RenderWiresCaptions improved to handle LabelPosition parameter Next tutorial finished: Synchronizer Pattern (Version V6) (AD4.AlarmClockSample.V6.Sourcecode) ToDo: Some tutorials are unfinished but coming soon ... Refacturing (I'm not satisfied with the caption rendering steps) Note: The gluing code of...EWSEditor: EwsEditor 1.10 Release: • Export and import of items as a full fidelity steam works - without proxy classes! - I used raw EWS POSTs. • Turned off word wrap for EWS request field in EWS POST windows. • Several windows with scrolling texts boxes were limiting content to 32k - I removed this restriction. • Split server timezone info off to separate menu item from the timezone info windows so that the timezone info window could be used without logging into a mailbox. • Lots of updates to the TimeZone window. • UserAgen...Python Tools for Visual Studio: 2.1 RC: Release notes for PTVS 2.1 RC We’re pleased to announce the release candidate for Python Tools for Visual Studio 2.1. Python Tools for Visual Studio (PTVS) is an open-source plug-in for Visual Studio which supports programming with the Python language. PTVS supports a broad range of features including CPython/IronPython, editing, IntelliSense, interactive debugging, profiling, Microsoft Azure, IPython, and cross-platform debugging support. PTVS 2.1 RC is available for: Visual Studio Expre...Aspose for Apache POI: Missing Features of Apache POI SS - v 1.2: Release contain the Missing Features in Apache POI SS SDK in comparison with Aspose.Cells What's New ? Following Examples: Create Pivot Charts Detect Merged Cells Sort Data Printing Workbooks Feedback and Suggestions Many more examples are available at Aspose Docs. Raise your queries and suggest more examples via Aspose Forums or via this social coding site.Touchmote: Touchmote 1.0 beta 13: Changes Less GPU usage Works together with other Xbox 360 controls Bug fixesPublic Key Infrastructure PowerShell module: PowerShell PKI Module v3.0: Important: I would like to hear more about what you are thinking about the project? I appreciate that you like it (2000 downloads over past 6 months), but may be you have to say something? What do you dislike in the module? Maybe you would love to see some new functionality? Tell, what you think! Installation guide:Use default installation path to install this module for current user only. To install this module for all users — enable "Install for all users" check-box in installation UI ...Modern UI for WPF: Modern UI 1.0.6: The ModernUI assembly including a demo app demonstrating the various features of Modern UI for WPF. BREAKING CHANGE LinkGroup.GroupName renamed to GroupKey NEW FEATURES Improved rendering on high DPI screens, including support for per-monitor DPI awareness available in Windows 8.1 (see also Per-monitor DPI awareness) New ModernProgressRing control with 8 builtin styles New LinkCommands.NavigateLink routed command New Visual Studio project templates 'Modern UI WPF App' and 'Modern UI W...ClosedXML - The easy way to OpenXML: ClosedXML 0.74.0: Multiple thread safe improvements including AdjustToContents XLHelper XLColor_Static IntergerExtensions.ToStringLookup Exception now thrown when saving a workbook with no sheets, instead of creating a corrupt workbook Fix for hyperlinks with non-ASCII Characters Added basic workbook protection Fix for error thrown, when a spreadsheet contained comments and images Fix to Trim function Fix Invalid operation Exception thrown when the formula functions MAX, MIN, and AVG referenc...SEToolbox: SEToolbox 01.042.019 Release 1: Added RadioAntenna broadcast name to ship name detail. Added two additional columns for Asteroid material generation for Asteroid Fields. Added Mass and Block number columns to main display. Added Ellipsis to some columns on main display to reduce name confusion. Added correct SE version number in file when saving. Re-added in reattaching Motor when drag/dropping or importing ships (KeenSH have added RotorEntityId back in after removing it months ago). Added option to export and r...jQuery List DragSort: jQuery List DragSort 0.5.2: Fixed scrollContainer removing deprecated use of $.browser so should now work with latest version of jQuery. Added the ability to return false in dragEnd to revert sort order Project changes Added nuget package for dragsort https://www.nuget.org/packages/dragsort Converted repository from SVN to MercurialBraintree Client Library: Braintree 2.32.0: Allow credit card verification options to be passed outside of the nonce for PaymentMethod.create Allow billingaddress parameters and billingaddress_id to be passed outside of the nonce for PaymentMethod.create Add Subscriptions to paypal accounts Add PaymentMethod.update Add failonduplicatepaymentmethod option to PaymentMethod.create Add support for dispute webhooksThe Mario Kart 8 App: V1.0.2.1: First Codeplex release. WINDOWS INSTALLER ONLYAspose Java for Docx4j: Aspose.Words vs Docx4j - v 1.0: Release contain the Code Comparison for Features in Docx4j SDK and Aspose.Words What's New ?Following Examples: Accessing Document Properties Add Bookmarks Convert to Formats Delete Bookmarks Working with Comments Feedback and Suggestions Many more examples are available at Aspose Docs. Raise your queries and suggest more examples via Aspose Forums or via this social coding site.File System Security PowerShell Module: NTFSSecurity 2.4.1: Add-Access and Remove-Access now take multiple accoutsYourSqlDba: YourSqlDba 5.2.1.: This version improves alert message that comes a while after script installation to check for a newer version. Also, it says now to get it from YourSqlDba.CodePlex.com If you don't want to update now, just-rerun the script from your installed version. To get info on actual version running, just run stored procedure YourSqlDba.install.PrintVersionInfo. . You can go to source code / history and click on change set 72957 to see changes in the script.Manipulator: Manipulator: manipulatorXNB filetype plugin for Paint.NET: Paint.NET XNB plugin v0.4.0.0: CHANGELOG Reverted old incomplete changes. Updated library for compatibility with Paint .NET 4. Updated project to NET 4.5. Updated version to 0.4.0.0. INSTALLATION INSTRUCTIONS Extract the ZIP file to your Paint.NET\FileTypes folder.EdiFabric: Release 4.1: Changed MessageContextWix# (WixSharp) - managed interface for WiX: Release 1.0.0.0: Release 1.0.0.0 Custom UI Custom MSI Dialog Custom CLR Dialog External UIMath.NET Numerics: Math.NET Numerics v3.2.0: Linear Algebra: Vector.Map2 (map2 in F#), storage-optimized Linear Algebra: fix RemoveColumn/Row early index bound check (was not strict enough) Statistics: Entropy ~Jeff Mastry Interpolation: use Array.BinarySearch instead of local implementation ~Candy Chiu Resources: fix a corrupted exception message string Portable Build: support .Net 4.0 as well by using profile 328 instead of 344. .Net 3.5: F# extensions now support .Net 3.5 as well .Net 3.5: NuGet package now contains pro...New ProjectsAll Pony Radio - The next generation: This is a third-party mobile application for accessing the Ponyville Live! radio streams. That's all I can think of right now. More later!AngularGo (SPA Project Template): AngularGo is a Visual Studio 2013 Web Project Template for creating SPA web project by integrating ASP.NET MVC + WebApi and AngularJS framework.BasketballRoster app: The BasketballRoster app from the Head First C# book.Code Bank: Code BankDeepSearch: Tool to search for text in multiple files Also searches inside archives recursivelyIIS AutoDeploy Tool: Tool that automates the deployment of IIS sites on machines that are inaccessible to MSBUILD, TFS etc. Includes web.config diff, dependency deploy and much moreIsaachomeEn: infomation of my websiteMWO User Code: User code for working with data for the game - MechWarriror: OnlineNFC First Steps: Work in progress!OpenWebERP.NET: Open Web ERP project created for users to use web based open source ERPPerrypheral Framework : M-V-VM ++: General Purpose C# and WPF / M-V-VM class libraries IOC inside!Sem.BrickPi: C# library to interact with the hardware module BrickPi from mono.Sharepoint geolocation field: Sharepoint geolocation fieldSSRS Deployment Center: The SSRS Deployment Center was created to ease SSRS report and data source deployments.Xaml Development Project's Repository: Colección de todo el código fuente de los distintos Cursos de xamldevelopment.blogspot.com.

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  • CodePlex Daily Summary for Sunday, June 16, 2013

    CodePlex Daily Summary for Sunday, June 16, 2013Popular ReleasesEmployee Info Starter Kit: v6.0 - ASP.NET MVC Edition: Release Home - Getting Started - Hands on Coding Walkthrough – Technology Stack - Design & Architecture EISK v6.0 – ASP.NET MVC edition bundles most of the greatest and successful platforms, frameworks and technologies together, to enable web developers to learn and build manageable and high performance web applications with rich user experience effectively and quickly. User End SpecificationsCreating a new employee record Read existing employee records Update an existing employee reco...OLAP PivotTable Extensions: Release 0.8.1: Use the 32-bit download for... Excel 2007 Excel 2010 32-bit (even Excel 2010 32-bit on a 64-bit operating system) Excel 2013 32-bit (even Excel 2013 32-bit on a 64-bit operating system) Use the 64-bit download for... Excel 2010 64-bit Excel 2013 64-bit Just download and run the EXE. There is no need to uninstall the previous release. If you have problems getting the add-in to work, see the Troubleshooting Installation wiki page. The new features in this release are: View #VALUE! Err...VidCoder: 1.4.22: New in 1.4.22 Added Xbox 360 preset, thanks to Relhak. Added Spanish translation, thanks to fantasmanegro. Added Basque translation, thanks to azpidatziak. Fixed behavior of custom anamorphic auto display width and max width/height. Fixed double-logging on local encodes. Fixed remote encoder not using libdvdnav even when enabled, which had caused some problems with multi-angle DVDs. New in 1.4 Updated HandBrake core to 0.9.9 Blu-ray subtitle (PGS) support Additional framerates: 30...WPF Application Framework (WAF): WPF Application Framework (WAF) 3.0.0.440: Version: 3.0.0.440 (Release Candidate): This release contains the source code of the WPF Application Framework (WAF) and the sample applications. Please build the whole solution before you start one of the sample applications. Requirements .NET Framework 4.5 (The package contains a solution file for Visual Studio 2012) Changelog Legend: [B] Breaking change; [O] Marked member as obsolete Samples: Use ValueConverters via StaticResource instead of x:Static. Other Downloads Downloads OverviewSFDL.NET: SFDL.NET v1.1.0.5: Changelog: Implemeted SFDL Container v4 (AES Encryption, Set Character Set) Added Stopwatch (download time) Many Bugfixes and ImprovementsBlackJumboDog: Ver5.9.1: 2013.06.13 Ver5.9.1 (1) Web??????SSI?#include???、CGI?????????????????????? (2) ???????????????????????????Lakana - WPF Framework: Lakana V2.1 RTM: - Dynamic text localization - A new application wide message busFree language translator and file converter: Free Language Translator 3.3: some bug fixes and a new link to video tutorials on Youtube.Pokemon Battle Online: ETV: ETV???2012?12??????,????,???????$/PBO/branches/PrivateBeta??。 ???????bug???????。 ???? Server??????,?????。 ?????????,?????????????,?????????。 ????????,????,?????????,???????????(??)??。 ???? ????????????。 ???????。 ???PP????,????????????????????PP????,??3。 ?????????????,??????????。 ???????? ??? ?? ???? ??? ???? ?? ?????????? ?? ??? ??? ??? ???????? ???? ???? ???????????????、???????????,??“???????”??。 ???bug ???Modern UI for WPF: Modern UI 1.0.4: The ModernUI assembly including a demo app demonstrating the various features of Modern UI for WPF. Related downloads NuGet ModernUI for WPF is also available as NuGet package in the NuGet gallery, id: ModernUI.WPF Download Modern UI for WPF Templates A Visual Studio 2012 extension containing a collection of project and item templates for Modern UI for WPF. The extension includes the ModernUI.WPF NuGet package. DownloadToolbox for Dynamics CRM 2011: XrmToolBox (v1.2013.6.11): XrmToolbox improvement Add exception handling when loading plugins Updated information panel for displaying two lines of text Tools improvementMetadata Document Generator (v1.2013.6.10)New tool Web Resources Manager (v1.2013.6.11)Retrieve list of unused web resources Retrieve web resources from a solution All tools listAccess Checker (v1.2013.2.5) Attribute Bulk Updater (v1.2013.1.17) FetchXml Tester (v1.2013.3.4) Iconator (v1.2013.1.17) Metadata Document Generator (v1.2013.6.10) Privilege...Document.Editor: 2013.23: What's new for Document.Editor 2013.23: New Insert Emoticon support Improved Format support Minor Bug Fix's, improvements and speed upsChristoc's DotNetNuke Module Development Template: DotNetNuke 7 Project Templates V2.4 for VS2012: V2.4 - Release Date 6/10/2013 Items addressed in this 2.4 release Updated MSBuild Community Tasks reference to 1.4.0.61 Setting up your DotNetNuke Module Development Environment Installing Christoc's DotNetNuke Module Development Templates Customizing the latest DotNetNuke Module Development Project TemplatesLayered Architecture Sample for .NET: Leave Sample - June 2013 (for .NET 4.5): Thank You for downloading Layered Architecture Sample. Please read the accompanying README.txt file for setup and installation instructions. This is the first set of a series of revised samples that will be released to illustrate the layered architecture design pattern. This version is only supported on Visual Studio 2012. This set contains 2 samples that illustrates the use of: ASP.NET Web Forms, ASP.NET Model Binding, Windows Communications Foundation (WCF), Windows Workflow Foundation (W...Papercut: Papercut 2013-6-10: Feature: Shows From, To, Date and Subject of Email. Feature: Async UI and loading spinner. Enhancement: Improved speed when loading large attachments. Enhancement: Decoupled SMTP server into secondary assembly. Enhancement: Upgraded to .NET v4. Fix: Messages lost when received very fast. Fix: Email encoding issues on display/Automatically detect message Encoding Installation Note:Installation is copy and paste. Incoming messages are written to the start-up directory of Papercut. If you do n...Supporting Guidance and Whitepapers: v1.BETA Unit test Generator Documentation: Welcome to the Unit Test Generator Once you’ve moved to Visual Studio 2012, what’s a dev to do without the Create Unit Tests feature? Based on the high demand on User Voice for this feature to be restored, the Visual Studio ALM Rangers have introduced the Unit Test Generator Visual Studio Extension. The extension adds the “create unit test” feature back, with a focus on automating project creation, adding references and generating stubs, extensibility, and targeting of multiple test framewor...MapWindow 4: MapWindow GIS v4.8.8 - Release Candidate - 32Bit: Download the release notes here: http://svn.mapwindow.org/svnroot/MapWindow4Dev/Bin/MapWindowNotes.rtfLINQ to Twitter: LINQ to Twitter v2.1.06: Supports .NET 3.5, .NET 4.0, .NET 4.5, Silverlight 4.0, Windows Phone 7.1, Windows Phone 8, Client Profile, Windows 8, and Windows Azure. 100% Twitter API coverage. Also supports Twitter API v1.1! Also on NuGet.VR Player: VR Player 0.3.1 ALPHA: New plugin system with individual folders TrackIR support Maya and 3ds max formats support Dual screen support Mono layouts (left and right) Cylinder height parameter Barel effect factor parameter Razer hydra filter parameter VRPN bug fixes UI improvements Performances improvements Stabilization and logging with Log4Net New default values base on users feedback CTRL key to open menuSimCityPak: SimCityPak 0.1.0.8: SimCityPak 0.1.0.8 New features: Import BMP color palettes for vehicles Import RASTER file (uncompressed 8.8.8.8 DDS files) View different channels of RASTER files or preview of all layers combined Find text in javascripts TGA viewer Ground textures added to lot editor Many additional identified instances and propertiesNew ProjectsADJD-S311-CR99 Colour Sensor Arduino: Integrating the Avago ADJD-s311-CR999 with ArduinoBerkeley Algorithm: student project for DS course Berkeley Algorithm C#Code Kata - HarryPotter Win8: HarryPotter Series discount programming excerciseHad CMS: Had CMSjean0615mercurialmm: ddjet.version.Incrementor: It's a console tool parse AssemblyInfo.cs files in given directory and set AssemblyVersion and AssemblyFileVersion attribtes to given version. It can be easilyLogger - logging for your .NET project using file, mail, debug output: A light weight yet competent logger for .NET with configurable output modules, such as log file, e-mail and debug log. Easy to add your own output module if needed.MatUtils: Um projecto onde se incluem algumas ferramentas matemáticas.MoGo Mobile: The first makings of an open source Mobile Game!myFirstHTML5: Project was to create a mobile responsive websiteNeTools: This Tool Allows You To Know & Monitor Your Network Better. You'l Be Able To Hijack The Network's Traffic, Poison The Network, Kick Devices From It & Many More.Prism Photo Browser: This is a functioning photo browser written in C# for a WPF platform implementing the Model View View-Model (MVVM) design pattern and PrismQuesTime: This is a quiz projectSM130 Arduino Integration: A project to integrate an SM130 RFID module with Arduino.SQL Server Analysis Services Cube Status Web Part for SharePoint: The Cube Status project provides a SharePoint Web Part that connects to a SQL Server Analysis Services instance and shows the status of a specific cubeSQLite Sync for Windows Phone 8: Project Description This project is the Windows Phone 8 implementation of the Sync Framework Toolkit to enable synchronization with Windows Phone 8 and SQLite.Test Project: testTool To Recover or Restore Windows 7 Files: Impossible Is Nothing!: Get easy to use Windows 2007 Recovery software which is fully helpful application that can easily recover or restore Windows 2007 files with full of quality.Vitus Localization: An Orchard module containing a collection of features useful for localized or multilingual Orchard websites.Wedn.Net: Blog ????: ????? ??? ?????? ????? ???? ??? ????? ???? ??? ?? ??? ???????

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  • How would I handle input with a Game Component?

    - by Aufziehvogel
    I am currently having problems from finding my way into the component-oriented XNA design. I read an overview over the general design pattern and googled a lot of XNA examples. However, they seem to be right on the opposite site. In the general design pattern, an object (my current player) is passed to InputComponent::update(Player). This means the class will know what to do and how this will affect the game (e.g. move person vs. scroll text in a menu). Yet, in XNA GameComponent::update(GameTime) is called automatically without a reference to the current player. The only XNA examples I found built some sort of higher-level Keyboard engine into the game component like this: class InputComponent: GameComponent { public void keyReleased(Keys); public void keyPressed(Keys); public bool keyDown(Keys); public void override update(GameTime gameTime) { // compare previous state with current state and // determine if released, pressed, down or nothing } } Some others went a bit further making it possible to use a Service Locator by a design like this: interface IInputComponent { public void downwardsMovement(Keys); public void upwardsMovement(Keys); public bool pausedGame(Keys); // determine which keys pressed and what that means // can be done for different inputs in different implementations public void override update(GameTime); } Yet, then I am wondering if it is possible to design an input class to resolve all possible situations. Like in a menu a mouse click can mean "click that button", but in game play it can mean "shoot that weapon". So if I am using such a modular design with game components for input, how much logic is to be put into the InputComponent / KeyboardComponent / GamepadComponent and where is the rest handled? What I had in mind, when I heard about Game Components and Service Locator in XNA was something like this: use Game Components to run the InputHandler automatically in the loop use Service Locator to be able to switch input at runtime (i.e. let player choose if he wants to use a gamepad or a keyboard; or which shall be player 1 and which player 2). However, now I cannot see how this can be done. First code example does not seem flexible enough, as on a game pad you could require some combination of buttons for something that is possible on keyboard with only one button or with the mouse) The second code example seems really hard to implement, because the InputComponent has to know in which context we are currently. Moreover, you could imagine your application to be multi-layered and let the key-stroke go through all layers to the bottom-layer which requires a different behaviour than the InputComponent would have guessed from the top-layer. The general design pattern with passing the Player to update() does not have a representation in XNA and I also cannot see how and where to decide which class should be passed to update(). At most time of course the player, but sometimes there could be menu items you have to or can click I see that the question in general is already dealt with here, but probably from a more elobate point-of-view. At least, I am not smart enough in game development to understand it. I am searching for a rather code-based example directly for XNA. And the answer there leaves (a noob like) me still alone in how the object that should receive the detected event is chosen. Like if I have a key-up event, should it go to the text box or to the player?

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  • Detect multitouch (two fingers touch) on a sprite to apply pinch zoom behaviour

    - by Tahreem
    I am using andengine, want to move, zoom and rotate multiple sprites individually on a scene. I have achieved "move" but for pinch zoom i am unable to get the event to two fingers' touch. Below is the code: public class Main extends SimpleBaseGameActivity { private Camera camera; private BitmapTextureAtlas mBitmapTextureAtlas; private ITextureRegion mFaceTextureRegion; private ITextureRegion mFaceTextureRegion2; Sprite face2; private static final int CAMERA_WIDTH = 800; private static final int CAMERA_HEIGHT = 480; @Override public EngineOptions onCreateEngineOptions() { camera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT); EngineOptions engineOptions = new EngineOptions(true, ScreenOrientation.LANDSCAPE_FIXED, new RatioResolutionPolicy( CAMERA_WIDTH, CAMERA_HEIGHT), camera); return engineOptions; } @Override protected void onCreateResources() { BitmapTextureAtlasTextureRegionFactory.setAssetBasePath("gfx/"); this.mBitmapTextureAtlas = new BitmapTextureAtlas( this.getTextureManager(), 1024, 1600, TextureOptions.NEAREST); BitmapTextureAtlasTextureRegionFactory.createTiledFromAsset(this.mBitmapTextureAtlas, // this, "ui_ball_1.png", 0, 0, 1, 1), // this.getVertexBufferObjectManager()); this.mFaceTextureRegion = BitmapTextureAtlasTextureRegionFactory .createFromAsset(this.mBitmapTextureAtlas, this, "ui_ball_1.png", 0, 0); this.mFaceTextureRegion2 = BitmapTextureAtlasTextureRegionFactory .createFromAsset(this.mBitmapTextureAtlas, this, "ui_ball_1.png", 0, 0); this.mBitmapTextureAtlas.load(); this.mEngine.getTextureManager().loadTexture(this.mBitmapTextureAtlas); } @Override protected Scene onCreateScene() { this.mEngine.registerUpdateHandler(new FPSLogger()); final Scene scene = new Scene(); scene.setBackground(new Background(0.09804f, 0.6274f, 0.8784f)); final float centerX = (CAMERA_WIDTH - this.mFaceTextureRegion .getWidth()) / 2; final float centerY = (CAMERA_HEIGHT - this.mFaceTextureRegion .getHeight()) / 2; final Sprite face = new Sprite(centerX, centerY, this.mFaceTextureRegion, this.getVertexBufferObjectManager()) { @Override public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { this.setPosition(pSceneTouchEvent.getX() - this.getWidth() / 2, pSceneTouchEvent.getY() - this.getHeight() / 2); return true; } }; face.setScale(2); scene.attachChild(face); scene.registerTouchArea(face); face2 = new Sprite(200, 200, this.mFaceTextureRegion2, this.getVertexBufferObjectManager()) { @Override public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { switch(pSceneTouchEvent.getAction()){ case TouchEvent.ACTION_DOWN: int count = pSceneTouchEvent.getMotionEvent().getPointerCount() ; for(int i= 0; i <count; i++) { int id = pSceneTouchEvent.getMotionEvent().getPointerId(i); } break; case TouchEvent.ACTION_MOVE: this.setPosition(pSceneTouchEvent.getX() -this.getWidth() / 2, pSceneTouchEvent.getY()-this.getHeight() / 2); break; case TouchEvent.ACTION_UP: break; } return true; } }; face2.setScale(2); scene.attachChild(face2); scene.registerTouchArea(face2); scene.setTouchAreaBindingOnActionDownEnabled(true); return scene; } } This line int count = pSceneTouchEvent.getMotionEvent().getPointerCount() ; should set 2 to the count variable if i touch the sprite with to fingers, then i can apply zooming functionality (setScale method) on the sprite by getting the distance between the coordinates of two fingers. Can anyone help me? why it does not detect two fingers? and without this how can i zoom the sprite on pinch of two fingers? I am very new to game development, any help would be appreciated. Thanks in advance.

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  • My 2D collision code does not work as expected. How do I fix it?

    - by farmdve
    I have a simple 2D game with a tile-based map. I am new to game development, I followed the LazyFoo tutorials on SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). The game is simple, but the code is a lot so I can only post snippets. // Player moved out of the map if((player.box.x < 0)) player.box.x += GetVelocity(player, 0); if((player.box.y < 0)) player.box.y += GetVelocity(player, 1); if((player.box.x > (LEVEL_WIDTH - DOT_WIDTH))) player.box.x -= GetVelocity(player, 0); if((player.box.y > (LEVEL_HEIGHT - DOT_HEIGHT))) player.box.y -= GetVelocity(player, 1); // Now that we are here, we check for collisions if(touches_wall(player.box)) { if(player.box.x < player.prev_x) { player.box.x += GetVelocity(player, 0); } if(player.box.x > player.prev_x) { player.box.x -= GetVelocity(player, 0); } if(player.box.y < player.prev_y) { player.box.y += GetVelocity(player, 1); } if(player.box.y > player.prev_y) { player.box.y -= GetVelocity(player, 1); } } player.prev_x = player.box.x; player.prev_y = player.box.y; Let me explain, player is a structure with the following contents typedef struct { Rectangle box; //Player position on a map(tile or whatever). int prev_x, prev_y; // Previous positions int key_press[3]; // Stores which key was pressed/released. Limited to three keys. E.g Left,right and perhaps jump if possible in 2D int velX, velY; // Velocity for X and Y coordinate. //Health int health; bool main_character; uint32_t jump_ticks; } Player; And Rectangle is just a typedef of SDL_Rect. GetVelocity is a function that according to the second argument, returns the velocity for the X or Y axis. This code I have basically works, however inside the if(touches_wall(player.box)) if statement, I have 4 more. These 4 if statements are responsible for detecting collision on all 4 sides(up,down,left,right). However, they also act as a block for any other movement. Example: I move down the object and collide with the wall, as I continue to move down and still collide with the wall, I wish to move left or right, which is indeed possible(not to mention in 3D games), but remember the 4 if statements? They are preventing me from moving anywhere. The original code on the LazyFoo Productions website has no problems, but it was written in C++, so I had to rewrite most of it to work, which is probably where the problem comes from. I also use a different method of moving, than the one in the examples. Of course, that was just an example. I wish to be able to move no matter at which wall I collide. Before this bit of code, I had another one that had more logic in there, but it was flawed.

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  • Best approach to depth streaming via existing codec

    - by Kevin
    I'm working on a development system (and game) intended for games set mostly in static third-person views. We produce our scenery by CG and photographic techniques. Our background art is rendered off-line by a production-grade renderer. To allow the runtime imagery to properly interact with the background art, I wrote a program to convert from depth output by Mental Ray into a texture, and a pixel shader to draw a quad such that the Z data comes from the texture. This technique is working out very well, but now we've decided that some of the camera angle changes between scenes should be animated. The animation itself is straightforward to produce from our CG models. We intend to encode it to some HD video codec such as H.264. The problem is that in order to maintain our runtime imagery on the screen, the depth buffer will need to be loaded for each video frame. Due to the bandwidth, the video's depth data will need to be compressed efficiently. I've looked into methods for performing temporal compression of depth info and found an interesting research paper here: http://web4.cs.ucl.ac.uk/staff/j.kautz/publications/depth-streaming.pdf The method establishes a mapping between 16-bit depth values and YCbCr values. The mapping is tuned to the properties of existing video codecs in order to maximize precision of the decoded depths after the YCbCr has undergone video compression. It allows an existing, unmodified video codec to be used on the backend. I'm looking at how to pull this off with the least possible work. (This design change was unplanned.) Our game engine itself is native C++, presently for Win32 and DirectX, although we've worked hard to keep platform dependence segregated because we intend other ports. We don't have motion video facilities in the engine yet but will ultimately need that anyway for cinematics. I was planning on using some off-the-shelf motion video solution we can plug into our engine, and haven't chosen one yet. This new added requirement makes selecting one harder since, among other things, we'll now need to bypass colourspace conversion on one of the streams, and also will need to be playing two streams simultaneously in lockstep, on top of in some cases audio on one of them (for the cinematics). I'm also wondering if it's possible (or even useful) to do the conversion from YCbCr to depth in a pixel shader, or if it's better to just do it in CPU and separately load the resulting depth values into a locked tex. The conversion unfortunately does involve branching logic per-pixel. (There are more naive mappings that don't need branching, but they produce inferior results.) It could be reduced to a table lookup but the table would be 32MB. Programming is second-nature to me but I'm not that experienced with pix shaders and have zero knowledge of off-the-shelf video solutions. I'd therefore be interested in advice from others who may have dealt more with depth streaming, pixel shaders, and/or off-the-shelf codecs, regarding how feasible the proposed application is and what off-the-shelf video systems out there would best get along with this usage case.

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  • Seeking advice on tools and technology for my new game [closed]

    - by k.k. slider
    I'm a C# developer who has been programming a game in my spare time using XNA and Visual Studio. The game's logic is mostly done and I've completed a prototype that has most of the functionality of (what I envision to be) the final game. However, having heard about the uncertain future and (possibly) limited audience for XNA games, I'm looking to switch platforms... but I don't know what technology would best suit my needs. Below are some specifics about my game and what exactly I'm looking for, if you're interested: The game is a 2D turn-based tactical RPG (strategy game) for two players. It is a basic sprite and tile based game with animations and sound. 3D capabilities are not necessary. I'd like to allow players to compete with others online, and have a basic ranking/matchmaking system. I will probably need something that can interact with a server and a database (the game is turn-based and has no RNG, so cheating would be easy to detect even if most computation is done client-side and minimal data is sent to the server). Ideally, I would be able to release an early version of the game and have people give feedback as I develop additional features (similar to Minecraft). I'd prefer to have a way to release periodic updates to the game instead of releasing an absolute final product. To reach the widest possible audience, I'd prefer technology that allows me to release on PC, Android, iOS, and (maybe) Mac. This is a game with simple mouse inputs which can fit on a mobile touch screen. The game should be monetizable. If I find success with this game, then I may consider becoming a full-time indie game developer. I have several other game ideas and have learned quite a bit from my first attempt at game development. My first thought was an F2P/microtransaction model, but I'm open to other suggestions. Language isn't a primary concern of mine, since I have a decent amount of experience using several languages to program large projects. I'm willing to spend money (e.g. on a developer's license), but the more expensive it gets, the more hesitant I am to use it. I've looked into the following solutions... there are a LOT of tools out there... if anyone has experience with any of these and would like to recommend/reject any of them, it would be helpful. C#/.NET (XNA/MonoGame/SDL/SlimDX/Xamarin/ExEn/ANX?) HTML5/JS (AppMobi/PhoneGap/Marmalade/FlashCanvas/Cordova/libRocket?) Python (Pyglet/Pygame/Kivy?) Java (JavaFX/libGDX?) Unity/Construct 2/Cocos2D/NME/Corona/other game creation software? I'd like something that can do 2D and isn't limited by being too high-level. Other languages (Lua/LOVE? Moai?) Thanks for answering this rather long and tedious question...

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  • CodePlex Daily Summary for Wednesday, August 13, 2014

    CodePlex Daily Summary for Wednesday, August 13, 2014Popular ReleasesLozzi's SharePoint 2013 Scripts: Lozzi.Fields (without Site Col Admin): This file is the same as the primary download, however I've removed the override allowing Site Collection Administrators access regardless of groups. This applies to the disableWithAllowance and hideWithAllowance functions.bitboxx bbcontact: 01.00.00: Release Notes bitboxx bbcontact 01.00.00bbcontact 01.00.00 will work for any DNN version 6.1.0 and up. - Initial releaseAD4 Application Designer for flow based .NET applications: AD4.AppDesigner.23.27: AD4.Iteration.23.27(Advanced Rendering Features) Refacturing: RenderStepPinsCaptions simplified by extending FlowChartStepPinDecoratorExtensions RenderFlowChartPinsCaptions simplified by FlowChartFlowPinDecoratorExtensions RenderWiresCaptions simplified by FlowChartWireDecoratorExtensions Design of tutorial samples updated Next tutorial finished: ThreadAsynchronizer Pattern (Version V7) ToDo: Some tutorials are unfinished but coming soon ... Note: The gluing code of the AD4.AppDesig...OooPlayer: 1.1: Added: Support for speex, TAK and OptimFrog files Added: An option to not to load cover art Added: Smaller package size Fixed: Unable to drag&drop audio files to playlist Updated: FLAC, WacPack and Opus playback libraries Updated: ID3v1 and ID3v2 tag librariesEWSEditor: EwsEditor 1.10 Release: • Export and import of items as a full fidelity steam works - without proxy classes! - I used raw EWS POSTs. • Turned off word wrap for EWS request field in EWS POST windows. • Several windows with scrolling texts boxes were limiting content to 32k - I removed this restriction. • Split server timezone info off to separate menu item from the timezone info windows so that the timezone info window could be used without logging into a mailbox. • Lots of updates to the TimeZone window. • UserAgen...Python Tools for Visual Studio: 2.1 RC: Release notes for PTVS 2.1 RC We’re pleased to announce the release candidate for Python Tools for Visual Studio 2.1. Python Tools for Visual Studio (PTVS) is an open-source plug-in for Visual Studio which supports programming with the Python language. PTVS supports a broad range of features including CPython/IronPython, editing, IntelliSense, interactive debugging, profiling, Microsoft Azure, IPython, and cross-platform debugging support. PTVS 2.1 RC is available for: Visual Studio Expre...Aspose for Apache POI: Missing Features of Apache POI SS - v 1.2: Release contain the Missing Features in Apache POI SS SDK in comparison with Aspose.Cells What's New ? Following Examples: Create Pivot Charts Detect Merged Cells Sort Data Printing Workbooks Feedback and Suggestions Many more examples are available at Aspose Docs. Raise your queries and suggest more examples via Aspose Forums or via this social coding site.AngularGo (SPA Project Template): AngularGo.VS2013.vsix: First ReleaseDaphne 2014 - application for playing Czech Draughts: Daphne 2014 verze 0.9.0.21: Daphne 2014 verze 0.9.0.21MFCBDAINF: MFCBDAINF: Added recognition of TBS, Hauppauge, DVBWorld and FireDTV proprietary GUID'sFluffy: Fluffy 0.3.35.4: Change log: Text editorSKGL - Serial Key Generating Library: SKGL Extension Methods 4 (1.0.5.1): This library contains methods for: Time change check (make sure the time has not been changed on the client computer) Key Validation (this will use http://serialkeymanager.com/ to validate keys against the database) Key Activation (this will, depending on the settings, activate a key with a specific machine code) Key Activation Trial (allows you to update a key if it is a trial key) Get Machine Code (calculates a machine code given any hash function) Get Eight Byte Hash (returns an...Touchmote: Touchmote 1.0 beta 13: Changes Less GPU usage Works together with other Xbox 360 controls Bug fixesPublic Key Infrastructure PowerShell module: PowerShell PKI Module v3.0: Important: I would like to hear more about what you are thinking about the project? I appreciate that you like it (2000 downloads over past 6 months), but may be you have to say something? What do you dislike in the module? Maybe you would love to see some new functionality? Tell, what you think! Installation guide:Use default installation path to install this module for current user only. To install this module for all users — enable "Install for all users" check-box in installation UI ...Modern UI for WPF: Modern UI 1.0.6: The ModernUI assembly including a demo app demonstrating the various features of Modern UI for WPF. BREAKING CHANGE LinkGroup.GroupName renamed to GroupKey NEW FEATURES Improved rendering on high DPI screens, including support for per-monitor DPI awareness available in Windows 8.1 (see also Per-monitor DPI awareness) New ModernProgressRing control with 8 builtin styles New LinkCommands.NavigateLink routed command New Visual Studio project templates 'Modern UI WPF App' and 'Modern UI W...Roll20 Custom Power Card Macro Generator: R20CPCMG 0.2.0.0 Public Beta: This is the beta release for version 0.2.0.0. Its still very much a work in progress, but I'd rather get this out now before another lapse in updates so we can solicit feedback from the community. The two main updates for this version is that you can now import macros and you can customize the tag buttons and group them by game system. The Import Macro function turns the raw text, like the following, into something you can easily edit inside the program. !power --name|Whirling Assault --us...Utility Database: UtilityDB.2.0: Release Notes: Version 2.0 This is the second release of the UtilityDB, it builds on top of and includes the Version 1.8 of code. This release focus on performance metrics in particular Disk I/O. The deployment scripts have been rewritten to utilize transactions to insure completeness of script execution. This project releases the source code as a SQL Server 2012 project file. The intended way to deliver the scripts to the database is through the execution of the @BuildScript.sql in the ...ClosedXML - The easy way to OpenXML: ClosedXML 0.74.0: Multiple thread safe improvements including AdjustToContents XLHelper XLColor_Static IntergerExtensions.ToStringLookup Exception now thrown when saving a workbook with no sheets, instead of creating a corrupt workbook Fix for hyperlinks with non-ASCII Characters Added basic workbook protection Fix for error thrown, when a spreadsheet contained comments and images Fix to Trim function Fix Invalid operation Exception thrown when the formula functions MAX, MIN, and AVG referenc...SEToolbox: SEToolbox 01.042.019 Release 1: Added RadioAntenna broadcast name to ship name detail. Added two additional columns for Asteroid material generation for Asteroid Fields. Added Mass and Block number columns to main display. Added Ellipsis to some columns on main display to reduce name confusion. Added correct SE version number in file when saving. Re-added in reattaching Motor when drag/dropping or importing ships (KeenSH have added RotorEntityId back in after removing it months ago). Added option to export and r...jQuery List DragSort: jQuery List DragSort 0.5.2: Fixed scrollContainer removing deprecated use of $.browser so should now work with latest version of jQuery. Added the ability to return false in dragEnd to revert sort order Project changes Added nuget package for dragsort https://www.nuget.org/packages/dragsort Converted repository from SVN to MercurialNew Projectsangle.works: Sample AngularJS projectArtezio spTree for SharePoint 2013: spTree is a jQuery plugin to display SharePoint websites and lists in a tree view. It uses jsTree plugin to display data, expand and complement its settings.DigitalProject: no project ,no project ,no project ,no project ,no project ,no project ,no project ,no project ,no project ,no project ,no project ,no project ,no project ,no popenelecmedicrec: its an open source emrPetriFlow: A new solution for workflow using Petri NetReflexive .Net: Stream transformation over durable and transient channelsrunner-prototype: Small game prototype for self-practicing, likely no use at all for anyone else.Spizzi PowerShell Module: This project provides different PowerShell CmdLet's combined into one module to extend the built-in PowerShell Modules.Testill: Test Web Fabricator: A highly composable web fabricwingate log parser: wingate log parser

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  • Are you cashing in on the MVP complimentary subscriptions ?

    - by Tarun Arora
    The two most asked questions in the Microsoft technology communities around the Microsoft MVP program are, 1. How do I become a Microsoft MVP? 2. What benefits do I get as an MVP? The answer to the first question has been well answered here. In this blog post, I’ll try and answer the second question.           Please find a comprehensive list of Not for Resale personal subscriptions of various products that Microsoft MVP’s are eligible for Product Description Details JetBrains Resharper, dotTrace, dotCover & WebStorm  https://www.jetbrains.com/resharper/buy/mvp.html RedGate Sql server development, database administration, .net development, azure development (merged with Cerebrata), mySQL development, Oracle development http://www.red-gate.com/community/mvp-program Pluralsight Pluralsight on demand training http://blog.pluralsight.com/2011/02/28/pluralsight-for-mvp/ Cerebrata Cloud storage studio and Azure Diagnostic Manager (part of redgate now) https://www.cerebrata.com/Offers/mvp.aspx Telerik Telerik Ultimate collection & Telerik TeamPulse http://blogs.telerik.com/blogs/posts/11-03-01/telerik-gift-for-microsoft-mvps.aspx Developer Express DevEx controls http://www.devexpress.com/Home/Community/mvp.xml InnerWorking 600 hours of .net training catalogue http://www.innerworkings.com/mvp Typemock Typemock Isolator, Typemock Isolator for Sharepoint developers, Typemock Isolator for web developers, TestDriven.NET http://www.typemock.com/mvp SpeakFlow A suite of tools for creating, managing, and delivering non-linear presentations http://www.speakflow.com/ TechSmith Camtasia Studio, SnagIt, screen cast http://www.techsmith.com/camtasia.html Altova Altova XML spy http://www.altova.com/xml-editor/ Visual SVN VisualSVN Subversion integration plug-in for Visual Studio http://www.visualsvn.com/visualsvn/purchase/mvp/ PreEmptive Solution Professional PreEmptive Analytics, Dotfuscator http://www.preemptive.com/landing/mvp Armadillo Armadillo Adaptive Bug Prevention http://www.armadilloverdrive.com/ IS Decisions NFR license to Userlock, RemoteExec, FileAudit & WinReporter http://www.isdecisions.com/download/mvp-mct-program.htm Idera SQL tools http://www.idera.com/Content/Home.aspx West Wind Help Builder Help builder solution http://www.west-wind.com/weblog/posts/2005/Mar/09/Are-you-a-Microsoft-MVP-Get-a-FREE-copy-of-West-Wind-Html-Help-Builder Bamboo Sharepoint tools http://community.bamboosolutions.com/blogs/partner-advantage-program/archive/2008/08/01/partner-advantage-program-mvp.aspx Nitriq Nitriq code analysis http://blog.nitriq.com/FreeLicensesForMicrosoftMVPs.aspx ByteScout Components, Libraries and Developer Tools http://bytescout.com/buy/purchase_nfr_for_mvp.html YourKit Java and .net Profiler http://yourkit.com/.net/profiler/index.jsp Aspose .NET components http://www.aspose.com/corporate/community/2012_05_08_nfr-licenses-for-community-leaders.aspx Apart from google bing fu; stackoverflow and breathtech were a great help in compiling the above list. If you know of any other benefits, offers or complimentary subscriptions on offer for MVPs not cover in the list above, please add to the comment thread and I’ll have it updated in the list. Enjoy

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  • Scrum for Team Foundation Server 2010

    - by Martin Hinshelwood
    I will be presenting a session on “Scrum for TFS2010” not once, but twice! If you are going to be at the Aberdeen Partner Group meeting on 27th April, or DDD Scotland on 8th May then you may be able to catch my session. Credit: I want to give special thanks to Aaron Bjork from Microsoft who provided me with most of my material He is a Scrum and Power Point genius. Scrum for Team Foundation Server 2010 Synopsis Visual Studio ALM (formerly Visual Studio Team System (VSTS)) and Team Foundation Server (TFS) are the cornerstones of development on the Microsoft .NET platform. These are the best tools for a team to have successful projects and for the developers to have a focused and smooth software development process. For TFS 2010 Microsoft is heavily investing in Scrum and has already started moving some teams across to using it. Martin will not be going in depth with Scrum but you can find out more about Scrum by reading the Scrum Guide and you can even asses your Scrum knowledge by having a go at the Scrum Open Assessment. Come and see Martin Hinshelwood, Visual Studio ALM MVP and Solution Architect from SSW show you: How to successfully gather requirements with User stories How to plan a project using TFS 2010 and Scrum How to work with a product backlog in TFS 2010 The right way to plan a sprint with TFS 2010 Tracking your progress The right way to use work items What you can use from the built in reporting as well as the Project portals available on from the SharePoint dashboard The important reports to give your Product Owner / Project Manager Walk away knowing how to see the project health and progress. Visual Studio ALM is designed to help address many of these traditional problems faced by teams. It does so by providing a set of integrated tools to help teams improve their software development activities and to help managers better support the software development processes. During this session we will cover the lifecycle of creating work items and how this fits into Scrum using Visual Studio ALM and Team Foundation Server. If you want to know more about how to do Scrum with TFS then there is a new course that has been created in collaboration with Microsoft and Scrum.org that is going to be the official course for working with TFS 2010. SSW has Professional Scrum Developer Trainers who specialise in training your developers in implementing Scrum with Microsoft's Visual Studio ALM tools. Ken Schwaber and and Sam Guckenheimer: Professional Scrum Development Technorati Tags: Scrum,VS ALM,VS 2010,TFS 2010

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  • Scrum for Team Foundation Server 2010

    - by Martin Hinshelwood
    I will be presenting a session on “Scrum for TFS2010” not once, but twice! If you are going to be at the Aberdeen Partner Group meeting on 27th April, or DDD Scotland on 8th May then you may be able to catch my session. Credit: I want to give special thanks to Aaron Bjork from Microsoft who provided me with most of my material He is a Scrum and Power Point genius. Updated 9th May 2010 – I have now presented at both of these sessions  and posted about it. Scrum for Team Foundation Server 2010 Synopsis Visual Studio ALM (formerly Visual Studio Team System (VSTS)) and Team Foundation Server (TFS) are the cornerstones of development on the Microsoft .NET platform. These are the best tools for a team to have successful projects and for the developers to have a focused and smooth software development process. For TFS 2010 Microsoft is heavily investing in Scrum and has already started moving some teams across to using it. Martin will not be going in depth with Scrum but you can find out more about Scrum by reading the Scrum Guide and you can even asses your Scrum knowledge by having a go at the Scrum Open Assessment. You can also read SSW’s Rules to Better Scrum using TFS which have been developed during our own Scrum implementations. Come and see Martin Hinshelwood, Visual Studio ALM MVP and Solution Architect from SSW show you: How to successfully gather requirements with User stories How to plan a project using TFS 2010 and Scrum How to work with a product backlog in TFS 2010 The right way to plan a sprint with TFS 2010 Tracking your progress The right way to use work items What you can use from the built in reporting as well as the Project portals available on from the SharePoint dashboard The important reports to give your Product Owner / Project Manager Walk away knowing how to see the project health and progress. Visual Studio ALM is designed to help address many of these traditional problems faced by teams. It does so by providing a set of integrated tools to help teams improve their software development activities and to help managers better support the software development processes. During this session we will cover the lifecycle of creating work items and how this fits into Scrum using Visual Studio ALM and Team Foundation Server. If you want to know more about how to do Scrum with TFS then there is a new course that has been created in collaboration with Microsoft and Scrum.org that is going to be the official course for working with TFS 2010. SSW has Professional Scrum Developer Trainers who specialise in training your developers in implementing Scrum with Microsoft's Visual Studio ALM tools. Ken Schwaber and and Sam Guckenheimer: Professional Scrum Development Technorati Tags: Scrum,VS ALM,VS 2010,TFS 2010

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  • The Incremental Architect&acute;s Napkin &ndash; #3 &ndash; Make Evolvability inevitable

    - by Ralf Westphal
    Originally posted on: http://geekswithblogs.net/theArchitectsNapkin/archive/2014/06/04/the-incremental-architectacutes-napkin-ndash-3-ndash-make-evolvability-inevitable.aspxThe easier something to measure the more likely it will be produced. Deviations between what is and what should be can be readily detected. That´s what automated acceptance tests are for. That´s what sprint reviews in Scrum are for. It´s no small wonder our software looks like it looks. It has all the traits whose conformance with requirements can easily be measured. And it´s lacking traits which cannot easily be measured. Evolvability (or Changeability) is such a trait. If an operation is correct, if an operation if fast enough, that can be checked very easily. But whether Evolvability is high or low, that cannot be checked by taking a measure or two. Evolvability might correlate with certain traits, e.g. number of lines of code (LOC) per function or Cyclomatic Complexity or test coverage. But there is no threshold value signalling “evolvability too low”; also Evolvability is hardly tangible for the customer. Nevertheless Evolvability is of great importance - at least in the long run. You can get away without much of it for a short time. Eventually, though, it´s needed like any other requirement. Or even more. Because without Evolvability no other requirement can be implemented. Evolvability is the foundation on which all else is build. Such fundamental importance is in stark contrast with its immeasurability. To compensate this, Evolvability must be put at the very center of software development. It must become the hub around everything else revolves. Since we cannot measure Evolvability, though, we cannot start watching it more. Instead we need to establish practices to keep it high (enough) at all times. Chefs have known that for long. That´s why everybody in a restaurant kitchen is constantly seeing after cleanliness. Hygiene is important as is to have clean tools at standardized locations. Only then the health of the patrons can be guaranteed and production efficiency is constantly high. Still a kitchen´s level of cleanliness is easier to measure than software Evolvability. That´s why important practices like reviews, pair programming, or TDD are not enough, I guess. What we need to keep Evolvability in focus and high is… to continually evolve. Change must not be something to avoid but too embrace. To me that means the whole change cycle from requirement analysis to delivery needs to be gone through more often. Scrum´s sprints of 4, 2 even 1 week are too long. Kanban´s flow of user stories across is too unreliable; it takes as long as it takes. Instead we should fix the cycle time at 2 days max. I call that Spinning. No increment must take longer than from this morning until tomorrow evening to finish. Then it should be acceptance checked by the customer (or his/her representative, e.g. a Product Owner). For me there are several resasons for such a fixed and short cycle time for each increment: Clear expectations Absolute estimates (“This will take X days to complete.”) are near impossible in software development as explained previously. Too much unplanned research and engineering work lurk in every feature. And then pervasive interruptions of work by peers and management. However, the smaller the scope the better our absolute estimates become. That´s because we understand better what really are the requirements and what the solution should look like. But maybe more importantly the shorter the timespan the more we can control how we use our time. So much can happen over the course of a week and longer timespans. But if push comes to shove I can block out all distractions and interruptions for a day or possibly two. That´s why I believe we can give rough absolute estimates on 3 levels: Noon Tonight Tomorrow Think of a meeting with a Product Owner at 8:30 in the morning. If she asks you, how long it will take you to implement a user story or bug fix, you can say, “It´ll be fixed by noon.”, or you can say, “I can manage to implement it until tonight before I leave.”, or you can say, “You´ll get it by tomorrow night at latest.” Yes, I believe all else would be naive. If you´re not confident to get something done by tomorrow night (some 34h from now) you just cannot reliably commit to any timeframe. That means you should not promise anything, you should not even start working on the issue. So when estimating use these four categories: Noon, Tonight, Tomorrow, NoClue - with NoClue meaning the requirement needs to be broken down further so each aspect can be assigned to one of the first three categories. If you like absolute estimates, here you go. But don´t do deep estimates. Don´t estimate dozens of issues; don´t think ahead (“Issue A is a Tonight, then B will be a Tomorrow, after that it´s C as a Noon, finally D is a Tonight - that´s what I´ll do this week.”). Just estimate so Work-in-Progress (WIP) is 1 for everybody - plus a small number of buffer issues. To be blunt: Yes, this makes promises impossible as to what a team will deliver in terms of scope at a certain date in the future. But it will give a Product Owner a clear picture of what to pull for acceptance feedback tonight and tomorrow. Trust through reliability Our trade is lacking trust. Customers don´t trust software companies/departments much. Managers don´t trust developers much. I find that perfectly understandable in the light of what we´re trying to accomplish: delivering software in the face of uncertainty by means of material good production. Customers as well as managers still expect software development to be close to production of houses or cars. But that´s a fundamental misunderstanding. Software development ist development. It´s basically research. As software developers we´re constantly executing experiments to find out what really provides value to users. We don´t know what they need, we just have mediated hypothesises. That´s why we cannot reliably deliver on preposterous demands. So trust is out of the window in no time. If we switch to delivering in short cycles, though, we can regain trust. Because estimates - explicit or implicit - up to 32 hours at most can be satisfied. I´d say: reliability over scope. It´s more important to reliably deliver what was promised then to cover a lot of requirement area. So when in doubt promise less - but deliver without delay. Deliver on scope (Functionality and Quality); but also deliver on Evolvability, i.e. on inner quality according to accepted principles. Always. Trust will be the reward. Less complexity of communication will follow. More goodwill buffer will follow. So don´t wait for some Kanban board to show you, that flow can be improved by scheduling smaller stories. You don´t need to learn that the hard way. Just start with small batch sizes of three different sizes. Fast feedback What has been finished can be checked for acceptance. Why wait for a sprint of several weeks to end? Why let the mental model of the issue and its solution dissipate? If you get final feedback after one or two weeks, you hardly remember what you did and why you did it. Resoning becomes hard. But more importantly youo probably are not in the mood anymore to go back to something you deemed done a long time ago. It´s boring, it´s frustrating to open up that mental box again. Learning is harder the longer it takes from event to feedback. Effort can be wasted between event (finishing an issue) and feedback, because other work might go in the wrong direction based on false premises. Checking finished issues for acceptance is the most important task of a Product Owner. It´s even more important than planning new issues. Because as long as work started is not released (accepted) it´s potential waste. So before starting new work better make sure work already done has value. By putting the emphasis on acceptance rather than planning true pull is established. As long as planning and starting work is more important, it´s a push process. Accept a Noon issue on the same day before leaving. Accept a Tonight issue before leaving today or first thing tomorrow morning. Accept a Tomorrow issue tomorrow night before leaving or early the day after tomorrow. After acceptance the developer(s) can start working on the next issue. Flexibility As if reliability/trust and fast feedback for less waste weren´t enough economic incentive, there is flexibility. After each issue the Product Owner can change course. If on Monday morning feature slices A, B, C, D, E were important and A, B, C were scheduled for acceptance by Monday evening and Tuesday evening, the Product Owner can change her mind at any time. Maybe after A got accepted she asks for continuation with D. But maybe, just maybe, she has gotten a completely different idea by then. Maybe she wants work to continue on F. And after B it´s neither D nor E, but G. And after G it´s D. With Spinning every 32 hours at latest priorities can be changed. And nothing is lost. Because what got accepted is of value. It provides an incremental value to the customer/user. Or it provides internal value to the Product Owner as increased knowledge/decreased uncertainty. I find such reactivity over commitment economically very benefical. Why commit a team to some workload for several weeks? It´s unnecessary at beast, and inflexible and wasteful at worst. If we cannot promise delivery of a certain scope on a certain date - which is what customers/management usually want -, we can at least provide them with unpredecented flexibility in the face of high uncertainty. Where the path is not clear, cannot be clear, make small steps so you´re able to change your course at any time. Premature completion Customers/management are used to premeditating budgets. They want to know exactly how much to pay for a certain amount of requirements. That´s understandable. But it does not match with the nature of software development. We should know that by now. Maybe there´s somewhere in the world some team who can consistently deliver on scope, quality, and time, and budget. Great! Congratulations! I, however, haven´t seen such a team yet. Which does not mean it´s impossible, but I think it´s nothing I can recommend to strive for. Rather I´d say: Don´t try this at home. It might hurt you one way or the other. However, what we can do, is allow customers/management stop work on features at any moment. With spinning every 32 hours a feature can be declared as finished - even though it might not be completed according to initial definition. I think, progress over completion is an important offer software development can make. Why think in terms of completion beyond a promise for the next 32 hours? Isn´t it more important to constantly move forward? Step by step. We´re not running sprints, we´re not running marathons, not even ultra-marathons. We´re in the sport of running forever. That makes it futile to stare at the finishing line. The very concept of a burn-down chart is misleading (in most cases). Whoever can only think in terms of completed requirements shuts out the chance for saving money. The requirements for a features mostly are uncertain. So how does a Product Owner know in the first place, how much is needed. Maybe more than specified is needed - which gets uncovered step by step with each finished increment. Maybe less than specified is needed. After each 4–32 hour increment the Product Owner can do an experient (or invite users to an experiment) if a particular trait of the software system is already good enough. And if so, she can switch the attention to a different aspect. In the end, requirements A, B, C then could be finished just 70%, 80%, and 50%. What the heck? It´s good enough - for now. 33% money saved. Wouldn´t that be splendid? Isn´t that a stunning argument for any budget-sensitive customer? You can save money and still get what you need? Pull on practices So far, in addition to more trust, more flexibility, less money spent, Spinning led to “doing less” which also means less code which of course means higher Evolvability per se. Last but not least, though, I think Spinning´s short acceptance cycles have one more effect. They excert pull-power on all sorts of practices known for increasing Evolvability. If, for example, you believe high automated test coverage helps Evolvability by lowering the fear of inadverted damage to a code base, why isn´t 90% of the developer community practicing automated tests consistently? I think, the answer is simple: Because they can do without. Somehow they manage to do enough manual checks before their rare releases/acceptance checks to ensure good enough correctness - at least in the short term. The same goes for other practices like component orientation, continuous build/integration, code reviews etc. None of that is compelling, urgent, imperative. Something else always seems more important. So Evolvability principles and practices fall through the cracks most of the time - until a project hits a wall. Then everybody becomes desperate; but by then (re)gaining Evolvability has become as very, very difficult and tedious undertaking. Sometimes up to the point where the existence of a project/company is in danger. With Spinning that´s different. If you´re practicing Spinning you cannot avoid all those practices. With Spinning you very quickly realize you cannot deliver reliably even on your 32 hour promises. Spinning thus is pulling on developers to adopt principles and practices for Evolvability. They will start actively looking for ways to keep their delivery rate high. And if not, management will soon tell them to do that. Because first the Product Owner then management will notice an increasing difficulty to deliver value within 32 hours. There, finally there emerges a way to measure Evolvability: The more frequent developers tell the Product Owner there is no way to deliver anything worth of feedback until tomorrow night, the poorer Evolvability is. Don´t count the “WTF!”, count the “No way!” utterances. In closing For sustainable software development we need to put Evolvability first. Functionality and Quality must not rule software development but be implemented within a framework ensuring (enough) Evolvability. Since Evolvability cannot be measured easily, I think we need to put software development “under pressure”. Software needs to be changed more often, in smaller increments. Each increment being relevant to the customer/user in some way. That does not mean each increment is worthy of shipment. It´s sufficient to gain further insight from it. Increments primarily serve the reduction of uncertainty, not sales. Sales even needs to be decoupled from this incremental progress. No more promises to sales. No more delivery au point. Rather sales should look at a stream of accepted increments (or incremental releases) and scoup from that whatever they find valuable. Sales and marketing need to realize they should work on what´s there, not what might be possible in the future. But I digress… In my view a Spinning cycle - which is not easy to reach, which requires practice - is the core practice to compensate the immeasurability of Evolvability. From start to finish of each issue in 32 hours max - that´s the challenge we need to accept if we´re serious increasing Evolvability. Fortunately higher Evolvability is not the only outcome of Spinning. Customer/management will like the increased flexibility and “getting more bang for the buck”.

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  • Inside Red Gate - Divisions

    - by Simon Cooper
    When I joined Red Gate back in 2007, there were around 80 people in the company. Now, around 3 years later, it's grown to more than 200. It's a constant battle against Dunbar's number; the maximum number of people you can keep track of in a social group, to try and maintain that 'small company' feel that attracted myself and so many others to apply in the first place. There are several strategies the company's developed over the years to try and mitigate the effects of Dunbar's number. One of the main ones has been divisionalisation. Divisions The first division, .NET, appeared around the same time that I started in 2007. This combined the development, sales, marketing and management of the .NET tools (then, ANTS Profiler v3) into a separate section of the office. The idea was to increase the cohesion and communication between the different people involved in the entire lifecycle of the tools; from initial product development, through to marketing, then to customer support, who would feed back to the development team. This was such a success that the other development teams were re-worked around this model in 2009. Nowadays there are 4 divisions - SQL Tools, DBA, .NET, and New Business. Along the way there have been various tweaks to the details - the sales teams have been merged into the divisions, marketing and product support have been (mostly) centralised - but the same basic model remains. So, how has this helped? As Red Gate has continued to grow over the years, divisionalisation has turned Red Gate from a monolithic software company into what one person described as a 'federation of small businesses'. Each division is free to structure itself as it sees fit, it's free to decide what to concentrate development work on, organise its own newsletters and webinars, decide its own release schedule. Each division is its own small business. In terms of numbers, the size of each division varies from 20 people (.NET) to 52 (SQL Tools); well below Dunbar's number. From a developer's perspective, this means organisational structure is very flat & wide - there's only 2 layers between myself and the CEOs (not that it matters much; everyone can go and have a chat to Neil or Simon, or anyone else inbetween, whenever they want. Provided you can catch them at their desk!). As Red Gate grows, and expands into new areas, new divisions will be created as needed, old ones merged or disbanded, but the division structure will help to maintain that small-company feel that keeps Red Gate working as it does.

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  • JavaFX 2.0 at Devoxx 2011

    - by Janice J. Heiss
    JavaFX Sessions Abound JavaFX had a big presence at Devoxx 2011 as witnessed by the number of sessions this year given by leading JavaFX movers and shakers.     “JavaFX 2.0 -- A Java Developer's Guide” by Java Champions Stephen Chin and Peter Pilgrim     “JavaFX 2.0 Hands On” by Jasper Potts and Richard Bair     “Animation Bringing your User Interfaces to Life” by Michael Heinrichs and John Yoong (JavaFX development team)     “Complete Guide to Writing Custom Bindings in JavaFX 2.0” by Michael Heinrichs (JavaFX development team)     “Java Rich Clients with JavaFX 2.0” by Jasper Potts and Richard Bair     “JavaFX Properties & Bindings for Experts” (and those who want to become experts) by Michael Heinrichs (JavaFX development team)     “JavaFX Under the Hood” by Richard Bair     “JavaFX Open Mic” with Jasper Potts and Richard Bair With the release of JavaFX 2.0 and Oracle’s move towards an open development model with an open bug database already created, it’s a great time for developers to take the JavaFX plunge. One Devoxx attendee, Mark Stephens, a developer at IDRsolutions blogged about a problem he was having setting up JavaFX on NetBeans to work on his Mac. He wrote: “I’ve tried desperate measures (I even read and reread the instructions) but it did not help. Luckily, I am at Devoxx at the moment and there seem to be a lot of JavaFX gurus here (and it is running on all their Macs). So I asked them… It turns out that sometimes the software does not automatically pickup the settings like it should do if you give it the JavaFX SDK path. The solution is actually really simple (isn’t it always once you know). Enter these values manually and it will work.” He simply entered certain values and his problem was solved. He thanked Java Champion Stephen Chin, “for a great talk at Devoxx and putting me out of my misery.” JavaFX in Java Magazine Over in the November/December 2011 issue of Java Magazine, Oracle’s Simon Ritter, well known for his creative Java inventions at JavaOne, has an article up titled “JavaFX and Swing Integration” in which he shows developers how to use the power of JavaFX to migrate Swing interfaces to JavaFX. The consensus among JavaFX experts is that JavaFX is the next step in the evolution of Java as a rich client platform. In the same issue Java Champion and JavaFX maven James Weaver has an article, “Using Transitions for Animation in JavaFX 2.0”. In addition, Oracle’s Vice President of Java Client Development, Nandini Ramani, provides the keys to unlock the mysteries of JavaFX 2.0 in her Java Magazine interview. Look for the JavaFX community to grow and flourish in coming years.

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