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  • CSS - Why am I not able to set height and width of <a href> elements?

    - by Kenny Bones
    Hi, I'm trying to create css buttons by using the following html markup: <a href="access.php" class="css_button_red">Forgot password</a> But it ends up being not bigger than the text in the middle. Even though I've set the class's height and width. You can preview the problem here btw, www.matkalenderen.no Notice the first button, that's a form button and it's using it's own class. At first I tried to use the same class on the css button as well and the same problem appeared, so I tried to separate them into their own classes. In case there was some kind of crash. But it didn't matter anyway. What am I missing here?

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  • JavaScript - Is it possible to get height from div in separate page?

    - by Kenny Bones
    Hi, I'm wondering, is it possible to collect the height of a specific div container from a separate page with JavaScript? I'm using jQuery btw and I'm in need of comparing heights of div containers. Edit: To clarify a bit more, I load content from a specific div in a separate page using jQuery. This content is faded into a different container with dynamic height. But in the small fraction of time before the content arrives, it shrinks down to it's min-height. What I've done so far is collecting the height of the container before and after the load. But it only works after I've loaded content once. Because I don't have the height before it's been loaded the first time.

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  • jQuery - Can someone help stitching jQuery code with .ajaxComplete()?

    - by Kenny Bones
    Hi, so I've got this content loader that replaces content within a div with content from a separate page. But the content that arrives contains a menu that uses jQuery and this is not working. Someone told me I need to reinitialize the code. But how do I do that? I've looked into .ajaxComplete(), but I don't really get how I'm supposed to stitch that together with my existing code? $('.dynload').live('click', function(){ var toLoad = $(this).attr('href')+' #content'; $('#content').fadeOut('fast',loadContent); $('#ajaxloader').fadeIn('normal'); function loadContent() { $('#content').load(toLoad,'',showNewContent()) } function showNewContent() { $('#content').fadeIn('fast',hideLoader()); //Cufon.replace('h1, h2, h3, h4, .menuwrapper', { fontFamily: 'advent'}); } function hideLoader() { $('#ajaxloader').fadeOut('normal'); } return false; }); This is the code I'm using for the jQuery menu: $().ready(function() { $('#kontrollpanel .slidepanels').kwicks({ min : 42, spacing : 3, isVertical : true, sticky : true, event : 'click' }); }); Also, notice how I try to call Cufon as well within the first function? That doesn't really work either, could that be reinitialized as well? Would really appreciate any help at all..

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  • How do I create a no-javascript url hash handler for my website?

    - by Kenny Bones
    Ok, I'm not sure how this is normally done. But I've got a script that basically empties a div of content and then loads content from a div from a separate webpage, without reloading the current page. This works great. It's taken from this example actually, from net tuts (great site btw) http://nettuts.s3.amazonaws.com/011_jQuerySite/sample/index.html And the guy who wrote this even though about handling the url's since the url don't change when using his method. So he wrote a javascript snippet that looks up the url and loads the content accoringly. Which is not working btw. But I was thinking about people who don't have javascript enabled, or iPhone and iPad users ;) Copying URLs and sending to a friend won't work at all. So how is this typically done? And can it be done without javascript? Possibly by php?

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  • How many results were returned?

    - by Pastor Bones
    I'm performing a query on a worksheet. I want to update the row if it exists or insert it if it doesn't. How can you check if a result was returned or not? $query = new Zend_Gdata_Spreadsheets_ListQuery(); $query->setSpreadsheetKey($this->currKey); $query->setWorksheetId($this->currWkshtId); $query->setSpreadsheetQuery('cid = ' . $data['cid']); $listFeed = $this->gdClient->getListFeed($query); // This does not work! if(empty($listFeed)){ echo 'No results found!'; }

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  • exporting bind and keyframe bone poses from blender to use in OpenGL

    - by SaldaVonSchwartz
    I'm having a hard time trying to understand how exactly Blender's concept of bone transforms maps to the usual math of skinning (which I'm implementing in an OpenGL-based engine of sorts). Or I'm missing out something in the math.. It's gonna be long, but here's as much background as I can think of. First, a few notes and assumptions: I'm using column-major order and multiply from right to left. So for instance, vertex v transformed by matrix A and then further transformed by matrix B would be: v' = BAv. This also means whenever I export a matrix from blender through python, I export it (in text format) in 4 lines, each representing a column. This is so I can then I can read them back into my engine like this: if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[0], &skeleton.joints[currentJointIndex].inverseBindTransform.m[1], &skeleton.joints[currentJointIndex].inverseBindTransform.m[2], &skeleton.joints[currentJointIndex].inverseBindTransform.m[3])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[4], &skeleton.joints[currentJointIndex].inverseBindTransform.m[5], &skeleton.joints[currentJointIndex].inverseBindTransform.m[6], &skeleton.joints[currentJointIndex].inverseBindTransform.m[7])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[8], &skeleton.joints[currentJointIndex].inverseBindTransform.m[9], &skeleton.joints[currentJointIndex].inverseBindTransform.m[10], &skeleton.joints[currentJointIndex].inverseBindTransform.m[11])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[12], &skeleton.joints[currentJointIndex].inverseBindTransform.m[13], &skeleton.joints[currentJointIndex].inverseBindTransform.m[14], &skeleton.joints[currentJointIndex].inverseBindTransform.m[15])) { I'm simplifying the code I show because otherwise it would make things unnecessarily harder (in the context of my question) to explain / follow. Please refrain from making remarks related to optimizations. This is not final code. Having said that, if I understand correctly, the basic idea of skinning/animation is: I have a a mesh made up of vertices I have the mesh model-world transform W I have my joints, which are really just transforms from each joint's space to its parent's space. I'll call these transforms Bj meaning matrix which takes from joint j's bind pose to joint j-1's bind pose. For each of these, I actually import their inverse to the engine, Bj^-1. I have keyframes each containing a set of current poses Cj for each joint J. These are initially imported to my engine in TQS format but after (S)LERPING them I compose them into Cj matrices which are equivalent to the Bjs (not the Bj^-1 ones) only that for the current spacial configurations of each joint at that frame. Given the above, the "skeletal animation algorithm is" On each frame: check how much time has elpased and compute the resulting current time in the animation, from 0 meaning frame 0 to 1, meaning the end of the animation. (Oh and I'm looping forever so the time is mod(total duration)) for each joint: 1 -calculate its world inverse bind pose, that is Bj_w^-1 = Bj^-1 Bj-1^-1 ... B0^-1 2 -use the current animation time to LERP the componets of the TQS and come up with an interpolated current pose matrix Cj which should transform from the joints current configuration space to world space. Similar to what I did to get the world version of the inverse bind poses, I come up with the joint's world current pose, Cj_w = C0 C1 ... Cj 3 -now that I have world versions of Bj and Cj, I store this joint's world- skinning matrix K_wj = Cj_w Bj_w^-1. The above is roughly implemented like so: - (void)update:(NSTimeInterval)elapsedTime { static double time = 0; time = fmod((time + elapsedTime),1.); uint16_t LERPKeyframeNumber = 60 * time; uint16_t lkeyframeNumber = 0; uint16_t lkeyframeIndex = 0; uint16_t rkeyframeNumber = 0; uint16_t rkeyframeIndex = 0; for (int i = 0; i < aClip.keyframesCount; i++) { uint16_t keyframeNumber = aClip.keyframes[i].number; if (keyframeNumber <= LERPKeyframeNumber) { lkeyframeIndex = i; lkeyframeNumber = keyframeNumber; } else { rkeyframeIndex = i; rkeyframeNumber = keyframeNumber; break; } } double lTime = lkeyframeNumber / 60.; double rTime = rkeyframeNumber / 60.; double blendFactor = (time - lTime) / (rTime - lTime); GLKMatrix4 bindPosePalette[aSkeleton.jointsCount]; GLKMatrix4 currentPosePalette[aSkeleton.jointsCount]; for (int i = 0; i < aSkeleton.jointsCount; i++) { F3DETQSType& lPose = aClip.keyframes[lkeyframeIndex].skeletonPose.jointPoses[i]; F3DETQSType& rPose = aClip.keyframes[rkeyframeIndex].skeletonPose.jointPoses[i]; GLKVector3 LERPTranslation = GLKVector3Lerp(lPose.t, rPose.t, blendFactor); GLKQuaternion SLERPRotation = GLKQuaternionSlerp(lPose.q, rPose.q, blendFactor); GLKVector3 LERPScaling = GLKVector3Lerp(lPose.s, rPose.s, blendFactor); GLKMatrix4 currentTransform = GLKMatrix4MakeWithQuaternion(SLERPRotation); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeTranslation(LERPTranslation.x, LERPTranslation.y, LERPTranslation.z)); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeScale(LERPScaling.x, LERPScaling.y, LERPScaling.z)); if (aSkeleton.joints[i].parentIndex == -1) { bindPosePalette[i] = aSkeleton.joints[i].inverseBindTransform; currentPosePalette[i] = currentTransform; } else { bindPosePalette[i] = GLKMatrix4Multiply(aSkeleton.joints[i].inverseBindTransform, bindPosePalette[aSkeleton.joints[i].parentIndex]); currentPosePalette[i] = GLKMatrix4Multiply(currentPosePalette[aSkeleton.joints[i].parentIndex], currentTransform); } aSkeleton.skinningPalette[i] = GLKMatrix4Multiply(currentPosePalette[i], bindPosePalette[i]); } } At this point, I should have my skinning palette. So on each frame in my vertex shader, I do: uniform mat4 modelMatrix; uniform mat4 projectionMatrix; uniform mat3 normalMatrix; uniform mat4 skinningPalette[6]; attribute vec4 position; attribute vec3 normal; attribute vec2 tCoordinates; attribute vec4 jointsWeights; attribute vec4 jointsIndices; varying highp vec2 tCoordinatesVarying; varying highp float lIntensity; void main() { vec3 eyeNormal = normalize(normalMatrix * normal); vec3 lightPosition = vec3(0., 0., 2.); lIntensity = max(0.0, dot(eyeNormal, normalize(lightPosition))); tCoordinatesVarying = tCoordinates; vec4 skinnedVertexPosition = vec4(0.); for (int i = 0; i < 4; i++) { skinnedVertexPosition += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * position; } gl_Position = projectionMatrix * modelMatrix * skinnedVertexPosition; } The result: The mesh parts that are supposed to animate do animate and follow the expected motion, however, the rotations are messed up in terms of orientations. That is, the mesh is not translated somewhere else or scaled in any way, but the orientations of rotations seem to be off. So a few observations: In the above shader notice I actually did not multiply the vertices by the mesh modelMatrix (the one which would take them to model or world or global space, whichever you prefer, since there is no parent to the mesh itself other than "the world") until after skinning. This is contrary to what I implied in the theory: if my skinning matrix takes vertices from model to joint and back to model space, I'd think the vertices should already be premultiplied by the mesh transform. But if I do so, I just get a black screen. As far as exporting the joints from Blender, my python script exports for each armature bone in bind pose, it's matrix in this way: def DFSJointTraversal(file, skeleton, jointList): for joint in jointList: poseJoint = skeleton.pose.bones[joint.name] jointTransform = poseJoint.matrix.inverted() file.write('Joint ' + joint.name + ' Transform {\n') for col in jointTransform.col: file.write('{:9f} {:9f} {:9f} {:9f}\n'.format(col[0], col[1], col[2], col[3])) DFSJointTraversal(file, skeleton, joint.children) file.write('}\n') And for current / keyframe poses (assuming I'm in the right keyframe): def exportAnimations(filepath): # Only one skeleton per scene objList = [object for object in bpy.context.scene.objects if object.type == 'ARMATURE'] if len(objList) == 0: return elif len(objList) > 1: return #raise exception? dialog box? skeleton = objList[0] jointNames = [bone.name for bone in skeleton.data.bones] for action in bpy.data.actions: # One animation clip per action in Blender, named as the action animationClipFilePath = filepath[0 : filepath.rindex('/') + 1] + action.name + ".aClip" file = open(animationClipFilePath, 'w') file.write('target skeleton: ' + skeleton.name + '\n') file.write('joints count: {:d}'.format(len(jointNames)) + '\n') skeleton.animation_data.action = action keyframeNum = max([len(fcurve.keyframe_points) for fcurve in action.fcurves]) keyframes = [] for fcurve in action.fcurves: for keyframe in fcurve.keyframe_points: keyframes.append(keyframe.co[0]) keyframes = set(keyframes) keyframes = [kf for kf in keyframes] keyframes.sort() file.write('keyframes count: {:d}'.format(len(keyframes)) + '\n') for kfIndex in keyframes: bpy.context.scene.frame_set(kfIndex) file.write('keyframe: {:d}\n'.format(int(kfIndex))) for i in range(0, len(skeleton.data.bones)): file.write('joint: {:d}\n'.format(i)) joint = skeleton.pose.bones[i] jointCurrentPoseTransform = joint.matrix translationV = jointCurrentPoseTransform.to_translation() rotationQ = jointCurrentPoseTransform.to_3x3().to_quaternion() scaleV = jointCurrentPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) file.write('\n') file.close() Which I believe follow the theory explained at the beginning of my question. But then I checked out Blender's directX .x exporter for reference.. and what threw me off was that in the .x script they are exporting bind poses like so (transcribed using the same variable names I used so you can compare): if joint.parent: jointTransform = poseJoint.parent.matrix.inverted() else: jointTransform = Matrix() jointTransform *= poseJoint.matrix and exporting current keyframe poses like this: if joint.parent: jointCurrentPoseTransform = joint.parent.matrix.inverted() else: jointCurrentPoseTransform = Matrix() jointCurrentPoseTransform *= joint.matrix why are they using the parent's transform instead of the joint in question's? isn't the join transform assumed to exist in the context of a parent transform since after all it transforms from this joint's space to its parent's? Why are they concatenating in the same order for both bind poses and keyframe poses? If these two are then supposed to be concatenated with each other to cancel out the change of basis? Anyway, any ideas are appreciated.

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  • How to create art assets for a 3d avatar editor

    - by Andrew Garrison
    I am currently prototyping an idea for an iPhone game. I'd like to create an avatar editor inside the game so that the player can create a 3d avatar face and modify certain features (using slider controls), such as nose shape, eye color, mouth size, etc. This has been done in several games, but what I'm looking to do would be fairly cartoon-ish/caricature-ish, similar to the Mii editor on the Nintendo Wii (http://www.myavatareditor.com/). I'd also like the final result to have the ability to use some canned animations, such as simple speech animations, smiling, frowning, etc. I am not an artist, so I would be unable to create these assets, but what kind of effort is required for an artist to create the 3d models necessary for this type of game? Also what mechanism would be required to tweak the face's characteristics? Would you use bones or morph targets? How would the final result be animated? Would facial animation use bones or morph targets? I've seen several tools that do this sort of thing too, such as FacialStudio. Are there any facial generation tools out there you'd recommend for generating some base content for this game, or should I just hire an artist to do this type of work. Thanks!

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  • Bone creation in XNA Content Pipeline

    - by cod3monk3y
    I'm trying to manually create a ModelContent instance that includes custom Bone data in a custom ContentProcessor in the XNA Content Pipeline. I can't seem to create or assign manually created bone data due to either private constructors or read-only collections (at every turn). The code I have right now that creates a single triangle ModelContent that I'd like to create a bone for is: MeshContent mc = new MeshContent(); mc.Positions.Add(new Vector3(-10, 0, 0)); mc.Positions.Add(new Vector3(0, 10, 0)); mc.Positions.Add(new Vector3(10, 0, 0)); GeometryContent gc = new GeometryContent(); gc.Indices.AddRange(new int[] { 0, 1, 2 }); gc.Vertices.AddRange(new int[] { 0, 1, 2 }); mc.Geometry.Add(gc); // Create normals MeshHelper.CalculateNormals(mc, true); // finally, convert it to a model ModelContent model = context.Convert<MeshContent, ModelContent>(mc, "ModelProcessor"); The documentation on XNA is amazingly sparse. I've been referencing the class diagrams created by DigitalRune and Sean Hargreaves blog, but I haven't found anything on creating bone content. Once the ModelContent is created, it's not possible to add bones because the Bones collection is read-only. And it seems the only way to create the ModelContent instance is to call the standard ModelProcessor via ContentProcessorContext.Convert. So it's a bit of a catch-22. The BoneContent class has a constructor but no methods except those inherited from NodeContent... though now (true to form) maybe I've realized the solution by asking the question. Should I create a root NodeContent with two children: one MeshContent and one BoneContent as the root of my skeleton; then pass the root NodeContent to ContentProcessorContext.Convert? Off to try that now...

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  • Updating physics for animated models

    - by Mathias Hölzl
    For a new game we have do set up a scene with a minimum of 30 bone animated models.(shooter) The problem is that the update process for the animated models takes too long. Thats what I do: Each character has ~30 bones and for every update tick the animation gets calculated and every bone fires a event with the new matrix. The physics receives the event with the new matrix and updates the collision shape for that bone. The time that it takes to build the animation isn't that bad (0.2ms for 30 Bones - 6ms for 30 models). But the main problem is that the physic engine (Bullet) uses a diffrent matrix for transformation and so its necessary to convert it. Code for matrix conversion: (~0.005ms) btTransform CLEAR_PHYSICS_API Mat_to_btTransform( Mat mat ) { btMatrix3x3 bulletRotation; btVector3 bulletPosition; XMFLOAT4X4 matData = mat.GetStorage(); // copy rotation matrix for ( int row=0; row<3; ++row ) for ( int column=0; column<3; ++column ) bulletRotation[row][column] = matData.m[column][row]; for ( int column=0; column<3; ++column ) bulletPosition[column] = matData.m[3][column]; return btTransform( bulletRotation, bulletPosition ); } The function for updating the transform(Physic): void CLEAR_PHYSICS_API BulletPhysics::VKinematicMove(Mat mat, ActorId aid) { if ( btRigidBody * const body = FindActorBody( aid ) ) { btTransform tmp = Mat_to_btTransform( mat ); body->setWorldTransform( tmp ); } } The real problem is the function FindActorBody(id): ActorIDToBulletActorMap::const_iterator found = m_actorBodies.find( id ); if ( found != m_actorBodies.end() ) return found->second; All physic actors are stored in m_actorBodies and thats why the updating process takes to long. But I have no idea how I could avoid this. Friendly greedings, Mathias

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  • Unable to use Maya animation with scripts when imported to Unity

    - by keshk
    I am testing to import Maya animation over to Unity. I set up a simple cylinder with 2 bones and an IK handle. Made a simple animation where the cylinder bends and goes back to straight position over 24 frames. Following that, I selected everything and baked, all bones,ik,(animation by selecting all at the graph editor) and even the cylinder. I saved the scene and then select all and export as FBX with animation and bake checked. In unity imported it and at the preview able to see the animation. When I load the model into scene and play (after assigning the controller), able to see animation too. But now when I try to script it and control the animation, nothing happens. Even to test, I tried the following under the Update method. if(animation.isPlaying) Debug.Log("Animation Works"); else Debug.Log("Animation not working"); The bool doesn't even return true nor false. My animation is called "bend", thus just for try I did the following and nothing happens. animation.Play("bend"); Can please advice based on my steps, am I missing something. Do I need to add the controller or is that an unnecessary step? Did I screw up on the Maya part or the Unity part. Thanks for help.

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  • Business Intelligence (BI) Defined

    CIO.com defines Business Intelligence (BI) as a generic reference to a collection of applications that are used to analyze raw organizational data. Typical BI activities include data mining, online analytical processing, querying and reporting. They further explain that the primary reason why a company would utilize BI is to make their more data accessible. The more accessible data is to the users the faster they can identify ways to reduce business cost, discover new business opportunities, and react quickly to adjust prices based on current supply and demand. One area in which a hospital system could use BI derived from a data warehouse can be seen in the Emergency Room (ER) in regards to the number of doctors and nurse they have working during a full moon for each ER location. In order determine this BI needs to determine a trend in the number of patients seen on a full moon, further more they also need to determine the optimal number of staff members working during a full moon be determining the number of employees to patients ration needed to meet standard patient times and also be the most cost effective for the hospital.  This will allow the hospital system to estimate the number of potential patients they will have on the next full moon and adjust their staff schedules accordingly to ensure that patient care is not affected in any way do the influx or lack of influx of patients during this time while also ensuring that they are only working the minimum number of employees to ensure that they still making a profit. Another area where a hospital system could use BI data regards their orders paced to drug and medical supply companies. BI could define trends in prescriptions given to patients, this information could be used for ordering new supplies and forecasting the amount of medicine each hospital needs to keep on site at a given time. For example, a hospital might want to stock up on materials need to set bones in a cast prior to the summer because their BI indicates that a majority of broken bones occur during the summer due to children being out of school and they have more free time.

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  • Google I/O 2011: Map your business, inside and out

    Google I/O 2011: Map your business, inside and out Brendan Kenny, Chris Broadfoot Your map doesn't have to end at the front door of the building! In this session we will discuss approaches to mapping all of your business locations, and not just on the outside. We'll show how to build a sensational storefinder, and then add floorplans, indoor Street View, and resource search. From: GoogleDevelopers Views: 4896 28 ratings Time: 51:31 More in Science & Technology

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  • Silverlight Cream for June 10, 2010 -- #879

    - by Dave Campbell
    In this Issue: Emiel Jongerius, Nokola, Christian Schormann, Tim Heuer, David Poll, Mike Snow(-2-), John Papa, and Charles Petzold. Shoutout: Viktor Larsson has a frank look at WP7 based on information from MIX10 and what was said this week in his post: Licking Windows Phone 7... yeah licking, not liking :) .. my guess is even that didn't allow him to keep it! If you haven't already noticed, the CodeProject reader's choice awards are out this week and Telerik won for their RadColorPicker and RadCalendar for Silverlight Telerik also needs congratulations for winning Telerik wins “Best of TechEd” award in the “Components and Middleware” category... check out that trophy... Steven Forte has a picture up of the Telerikers after getting the award. Koen Zwikstra has a new release of Silverlight Spy up that supports the latest release: Silverlight Spy 3.0.0.12 From SilverlightCream.com: Localization of XAML files in Silverlight Emiel Jongerius is back with another post, this time discussing Localizing XAM files... external links and source included. Coolest Silverlight Sound Library for Games I've Seen Yet Nokola talks up a Sound Library for Silverlight 4 Games ... and has links to a great demo, plus the source. SketchFlow: Firing Actions when a Storyboard is Complete Christian Schormann responded to some Twitter questions and demonstrates using the StoryboardCompleted trigger with a Navigate action. Hosting cross-domain Silverlight applications (XAP) Tim Heuer responds to a question from a reader and demonstrates how to host a XAP from a domain other than the one you're working on. Taking Microsoft Silverlight 4 Applications Beyond the Browser (TechEd WEB313) David Poll has all his material up from his TechEd presentation earlier this week on Silverlight OOB... and he covered some pretty extensive material ... check it out! Silverlight Tip of the Day #29 – Configuring Service Reference to Back to LocalHost Mike Snow has a couple new tips up... this first one is quick, but very useful... how to switch your service reference back to localhost without pulling out your hair. Silverlight Tip of the Day #30 – Sending Email from Silverlight In Mike Snow's latest tip, he shows how to send email from your Silverlight app... using a WCF service... and a step-by-step set of instructions. Creating Rich Interactions Using Blend 4: Transition Effects, Fluid Layout and Layout States (Silverlight TV #32) John Papa has Silverlight TV #32 up, and he's talking with Kenny Young of the Expression Blend team while Kenny uses some built-om effects and also creates some impressive examples from scratch -- code included. Simulating Touch Inertia on Windows Phone 7 Charles Petzold has a post up on simulating inertia on WP7... demos in WPF and then moves into WP7... math, source, and external links. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Google I/O 2012 - Spatial Data Visualization

    Google I/O 2012 - Spatial Data Visualization Brendan Kenny, Enoch Lau Maps were among the first data visualizations, but they can also provide the backdrop for visualizing your own spatial data. In this session, we'll take a voyage through the world of map based data visualization, arming you with the tools you need to most effectively bring your data to life on a map using the Maps API v3. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 1053 26 ratings Time: 01:00:17 More in Science & Technology

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  • Experiments in Big Data Visualization on Maps

    Experiments in Big Data Visualization on Maps Brendan Kenny and Mano Marks continue their series on using the CanvasLayer library and HTML5 APIs to visualize large amounts of data on top of Google maps. This week they look at loading Shapefiles and KML directly in the browser and using WebGL to render their content over a map. From: GoogleDevelopers Views: 0 1 ratings Time: 00:00 More in Science & Technology

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  • IE7 not digesting JSON: "parse error" [resolved]

    - by Kenny Leu
    While trying to GET a JSON, my callback function is NOT firing. $.ajax({ type:"GET", dataType:'json', url: myLocalURL, data: myData, success: function(returned_data){alert('success');} }); The strangest part of this is that my JSON(s) validates on JSONlint this ONLY fails on IE7...it works in Safari, Chrome, and all versions of Firefox, (EDIT: and even in IE8). If I use 'error', then it reports "parseError"...even though it validates! Is there anything that I'm missing? Does IE7 not process certain characters, data structures (my data doesn't have anything non-alphanumeric, but it DOES have nested JSONs)? I have used tons of other AJAX calls that all work (even in IE7), but with the exception of THIS call. An example data return (EDIT: This is a structurally-complete example, meaning it is only missing a few second-tier fields, but follows this exact hierarchy)here is: {"question":{ "question_id":"19", "question_text":"testing", "other_crap":"none" }, "timestamp":{ "response":"answer", "response_text":"the text here" } } I am completely at a loss. Hopefully someone has some insight into what's going on...thank you! EDIT Here's a copy of the SIMPLEST case of dummy data that I'm using...it still doesn't work in IE7. { "question":{ "question_id":"20", "question_text":"testing :", "adverse_party":"none", "juris":"California", "recipients":"Carl Chan" } } EDIT 2 I am starting to doubt that it is a JSON issue...but I have NO idea what else it could be. Here are some other resources that I've found that could be the cause, but they don't seem to work either: http://firelitdesign.blogspot.com/2009/07/jquerys-getjson.html (Django uses Unicode by default, so I don't think this is causing it) Anybody have any other ideas? ANSWER I finally managed to figure it out...mostly via tedious trial-and-error. I want to thank everyone for their suggestions...as soon as I have 15 rep, I'll upvote you, I promise. :) There was basically no way that you guys could have figured it out, because the issue turned out to be a strange bug between IE7 and Django (my research didn't bring up any similar issues). We were basically using Django template language to generate our JSON...and in the midst of this particular JSON, we were using custom template tags: {% load customfilter %} { "question":{ "question_id":"{{question.id}}", "question_text":"{{question.question_text|customfilterhere}}" } } As soon as I deleted anything related to the customfilter, IE7 was able to parse the JSON perfectly! We still don't have a workaround yet, but at least we now know what's causing it. Has anyone seen any similar issues? Once again, thank you everyone for your contributions.

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  • Error using eclipse for Android - No resource found that matches the given name.

    - by Kenny
    Common problem I'm sure, but I can't figure it out. In my AndroidManifest.xml and main.xml I'm getting the no resource found that matches the given name. I've double checked for typos and it used to work, but now I'm popping up with all these errors saying it can't find my strings in my strings.xml. These are the ones I'm getting errors for in my main.xml. <TextView android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_marginTop="10dip" android:text="@string/instructions" /> <TextView android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_marginTop="10dip" android:text="@string/level_prompt" /> <Spinner android:id="@+id/spinner" android:layout_width="fill_parent" android:layout_height="wrap_content" android:prompt="@string/level_array" /> These are the ones I'm getting for my androidmanifest.xml. <application android:icon="@drawable/icon" android:label="@string/app_name"> <activity android:name=".HelloFormStuff" android:label="@string/title"> This is what my strings.xml looks like. <string name="title">Title</string> <string name="app_name">Application name</string> <string name="instructions">Enter instructions here.</string> <string name="level_prompt">Choose an item</string> <string-array name="level_array"> <item>Item One</item> <item>Item Two</item> <item>Item Three</item> <item>Item Four</item> </string-array> Any ideas? Any help would be appreciated!!

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  • MVC 2 JScript Runtime Error: FormContext is null

    - by Kenny
    When loading a page in my MVC project, I am getting a JScript runtime error that origininates in the MicrosoftMvcValidation.js file saying that Sys.Mvc.FormContext is null or not an object. The page includes a standard "Add" form and a partial view that shows a list of data items. I have the references to the js files in the master page as follows. What could be causing this and how might I be able to fix it?

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  • android DES decrypt file : pad block corrupted

    - by Kenny Chang
    public class TestDES { Key key; public TestDES(String str) { getKey(str); } public void getKey(String strKey) { try { KeyGenerator _generator = KeyGenerator.getInstance("DES"); _generator.init(new SecureRandom(strKey.getBytes())); this.key = _generator.generateKey(); _generator = null; } catch (Exception e) { throw new RuntimeException("Error initializing SqlMap class. Cause: " + e); } } public void decrypt(String file, String dest) throws Exception { Cipher cipher = Cipher.getInstance("DES"); cipher.init(Cipher.DECRYPT_MODE, this.key); InputStream is = new FileInputStream(file); OutputStream out = new FileOutputStream(dest); CipherOutputStream cos = new CipherOutputStream(out, cipher); byte[] buffer = new byte[1024 * 1024 * 6]; int r; while ((r = is.read(buffer)) >= 0) { cos.write(buffer, 0, r); } cos.close();a out.close(); is.close(); } } The code works well on PC JAVA Program, but not on android.The error "pad block corrupted" happended at 'cos.close();' LogCat shows:" 03-10 07:43:04.431: WARN/System.err(23765): java.io.IOException: pad block corrupted 03-10 07:43:04.460: WARN/System.err(23765): at javax.crypto.CipherOutputStream.close(CipherOutputStream.java:157) "

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  • RubyGems installation errors both when using 'sudo' and not using sudo

    - by Kenny Peng
    I have a machine that is running Ubuntu Hardy, which provides its own RubyGems package. Unfortunately that version of RubyGems (1.1.1) is too old to do anything useful with, so I decided to manually update RubyGems to the current version (1.3.6). That part went smoothly, and if I do gem -v, I get 1.3.6 which is expected. The problem is when I try to do: sudo gem install rack, it returns this error: ERROR: While executing gem ... (Errno::EACCES) Permission denied - /home/username/.gem Usually when I install gems as root, it knows to install it into /usr/lib/ruby/gems, so why is it checking my home directory at all? Another quirk is when I do gem install rack (not as root), it says: ERROR: While executing gem ... (Gem::FilePermissionError) You don't have write permissions into the /usr/lib/ruby/gems/1.8 directory. which is where I want it to go. I've already tried clearing source_caches, trying different versions of RubyGems (1.3.5), forcing installation into /usr/lib with -i to no avail. Any ideas on why RubyGems is so insistent on checking my /home directory when installing as root?

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  • Memory management, and async operations: when does an object become nil?

    - by Kenny Winker
    I have a view that will be displaying downloaded images and text. I'd like to handle all the downloading asynchronously using ASIHTTPRequest, but I'm not sure how to go about notifying the view when downloads are finished... If I pass my view controller as the delegate of the ASIHTTPRequest, and then my view is destroyed (user navigates away) will it fail gracefully when it tries to message my view controller because the delegate is now nil? i.e. if i do this: UIViewController *myvc = [[UIViewController alloc] init]; request.delegate = myvc; [myvc release]; Do myvc, and request.delegate now == a pointer to nil? This is the problem with being self-taught... I'm kinda fuzzy on some basic concepts. Other ideas of how to handle this are welcome.

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  • Thin, Sinatra, and intercepting static file request to do CAS authentication

    - by Kenny Peng
    I'm using the casrack-the-authenticator gem for CAS authentication. My server is running Thin on top of Sinatra. I've gotten the CAS authentication bit working, but I'm not sure how to tell Rack to intercept "/index.html" requests to confirm the CAS login, and if the user is not allowed to view the page, return a HTTP 403 response instead of serving the actual page. Does anyone have experience with this? Thanks. My app: class Foo < Sinatra::Base enable :sessions set :public, "public" use CasrackTheAuthenticator::Simple, :cas_server => "https://my.cas_server.com" use CasrackTheAuthenticator::RequireCAS end My rackup file: require 'foo' use Rack::CommonLogger use Rack::Lint run Foo

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  • RubyGems installation errors when using 'sudo' or not

    - by Kenny Peng
    I have a machine that is running Ubuntu Hardy, which provides its own RubyGems package. Unfortunately that version of RubyGems (1.1.1) is too old to do anything useful with, so I decided to manually update RubyGems to the current version (1.3.6). That part went smoothly, and if I do gem -v, I get 1.3.6 which is expected. The problem is when I try to do: sudo gem install rack, it returns this error: ERROR: While executing gem ... (Errno::EACCES) Permission denied - /home/username/.gem Usually when I install gems as root, it knows to install it into /usr/lib/ruby/gems, so why is it checking my home directory at all? Another quirk is when I do gem install rack (not as root), it says: ERROR: While executing gem ... (Gem::FilePermissionError) You don't have write permissions into the /usr/lib/ruby/gems/1.8 directory. which is where I want it to go. I've already tried clearing source_caches, trying different versions of RubyGems (1.3.5), forcing installation into /usr/lib with -i to no avail. Any ideas on why RubyGems is so insistent on checking my /home directory when installing as root?

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  • Avoiding EXC_BAD_ACCESS when using the delegate pattern

    - by Kenny Winker
    A have a view controller, and it creates a "downloader" object, which has a reference to the view controller (as a delegate). The downloader calls back the view controller if it successfully downloads the item. This works fine as long as you stay on the view, but if you navigate away before the download is complete I get EXC_BAD_ACCESS. I understand why this is happening, but is there any way to check if an object is still allocated? I tried to test using delegate != nil, and [delegate respondsToSelector:], but it chokes. if (!self.delegate || ![self.delegate respondsToSelector:@selector(downloadComplete:)]) { // delegate is gone, go away quietly [self autorelease]; return; } else { // delegate is still around [self.delegate downloadComplete:result]; } I know I could, a) have the downloader objects retain the view controller b) keep an array of downloaders in the view controller, and set their delegate values to nil when I deallocate the view controller. But I wonder if there is an easier way, where I just test if the delegate address contains a valid object?

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