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  • GetBytes Issue in Loading External Flash

    - by henry
    I'm trying to debug a gallery section within a site of mine. Currently the section display a number of thumbnails which visitor select one to view. Once selected, the main flash loads in an external swf. To make the process smoother, I have a preloader for this process using normal getbytes codes. However for some reasons, the flash works fine in IE but not in Firefox or Chrome. In these browsers, as soon as you click the thumbnail, the preloader animated away to reveal the holder of the external swf. However as it is still loading, the holder is a blank area. Would appreciate if anyone can shed some light on why this is so.

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  • Java: How to check if a date Object equals yesterday?

    - by tzippy
    Right now I am using this code Calendar cal = Calendar.getInstance(); SimpleDateFormat sdf = new SimpleDateFormat("yyyy-MM-dd"); cal.set(cal.get(Calendar.YEAR), cal.get(Calendar.MONTH), cal.get(Calendar.DATE) - 1, 12, 0, 0); //Sets Calendar to "yeserday, 12am" if(sdf.format(getDateFromLine(line)).equals(sdf.format(cal.getTime()))) //getDateFromLine() returns a Date Object that is always at 12pm {...CODE There's got to be a smoother way to check if the date returned by getdateFromLine() is yesterday's date. Only the date matters, not the time. That's why I used SimpleDateFormat. Thanks for your help in advance!

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  • In Flash Actionscript 3.0 how do I create smooth keyboard controls for player movement?

    - by Reid
    I am a beginner in Flash Actionscript 3.0 programming. I am trying to create smooth keyboard controls for player movement in a game. I'm currently using addEventListener(KeyboardEvent.KEY_DOWN) listening for a keyboard key press and then within the handler function moving a graphic by adding a number to its .x or .y property. This creates a slow, sluggish jerk at the beginning. I know there's a smoother, more responsive way to do this but have no idea where to begin. Any help would be appreciated!

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  • CRMIT Solution´s CRM++ Asterisk Telephony Connector Achieves Oracle Validated Integration with Oracle Sales Cloud

    - by Richard Lefebvre
    To achieve Oracle Validated Integration, Oracle partners are required to meet a stringent set of requirements that are based on the needs and priorities of the customers. Based on a Telephony Application Programming Interface (TAPI) framework the CRM++ Asterisk Telephony Connector integrates the Asterisk telephony solutions with Oracle® Sales Cloud. "The CRM++ Asterisk Telephony Connector for Oracle® Sales Cloud showcases CRMIT Solutions focus and commitment to extend the Customer Experience (CX) expertise to our existing and potential customers," said Vinod Reddy, Founder & CEO, CRMIT Solutions. "Oracle® Validated Integration applies a rigorous technical review and test process," said Kevin O’Brien, senior director, ISV and SaaS Strategy, Oracle®. "Achieving Oracle® Validated Integration through Oracle® PartnerNetwork gives our customers confidence that the CRM++ Asterisk Telephony Connector for Oracle® Sales Cloud has been validated and that the products work together as designed. This helps reduce deployment risk and improves the user experience for our joint customers." CRM++ is a suite of native Customer Experience solutions for Oracle® CRM On Demand, Oracle® Sales Cloud and Oracle® RightNow Cloud Service. With over 3000+ users the CRM++ framework helps extend the Customer Experience (CX) and the power of Customer Relations Management features including Email WorkBench, Self Service Portal, Mobile CRM, Social CRM and Computer Telephony Integration.. About CRMIT Solutions CRMIT Solutions is a pioneer in delivering SaaS-based customer experience (CX) consulting and solutions. With more than 200 certified customer relationship management (CRM) consultants and more than 175 successful CRM deployments globally, CRMIT Solutions offers a range of CRM++ applications for accelerated deployments including various rapid implementation and migration utilities for Oracle® Sales Cloud, Oracle® CRM On Demand, Oracle® Eloqua, Oracle® Social Relationship Management and Oracle® RightNow Cloud Service. About Oracle Validated Integration Oracle Validated Integration, available through the Oracle PartnerNetwork (OPN), gives customers confidence that the integration of complementary partner software products with Oracle Applications and specific Oracle Fusion Middleware solutions have been validated, and the products work together as designed. This can help customers reduce risk, improve system implementation cycles, and provide for smoother upgrades and simpler maintenance. Oracle Validated Integration applies a rigorous technical process to review partner integrations. Partners who have successfully completed the program are authorized to use the “Oracle Validated Integration” logo. For more information, please visit Oracle.com at http://www.oracle.com/us/partnerships/solutions/index.html.

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  • How can I convert a 2D bitmap (Used for terrain) to a 2D polygon mesh for collision?

    - by Megadanxzero
    So I'm making an artillery type game, sort of similar to Worms with all the usual stuff like destructible terrain etc... and while I could use per-pixel collision that doesn't give me collision normals or anything like that. Converting it all to a mesh would also mean I could use an existing physics library, which would be better than anything I can make by myself. I've seen people mention doing this by using Marching Squares to get contours in the bitmap, but I can't find anything which mentions how to turn these into a mesh (Unless it refers to a 3D mesh with contour lines defining different heights, which is NOT what I want). At the moment I can get a basic Marching Squares contour which looks something like this (Where the grid-like lines in the background would be the Marching Squares 'cells'): That needs to be interpolated to get a smoother, more accurate result but that's the general idea. I had a couple ideas for how to turn this into a mesh, but many of them wouldn't work in certain cases, and the one which I thought would work perfectly has turned out to be very slow and I've not even finished it yet! Ideally I'd like whatever I end up using to be fast enough to do every frame for cases such as rapidly-firing weapons, or digging tools. I'm thinking there must be some kind of existing algorithm/technique for turning something like this into a mesh, but I can't seem to find anything. I've looked at some things like Delaunay Triangulation, but as far as I can tell that won't correctly handle concave shapes like the above example, and also wouldn't account for holes within the terrain. I'll go through the technique I came up with for comparison and I guess I'll see if anyone has a better idea. First of all interpolate the Marching Squares contour lines, creating vertices from the line ends, and getting vertices where lines cross cell edges (Important). Then, for each cell containing vertices create polygons by using 2 vertices, and a cell corner as the 3rd vertex (Probably the closest corner). Do this for each cell and I think you should have a mesh which accurately represents the original bitmap (Though there will only be polygons at the edges of the bitmap, and large filled in areas in between will be empty). The only problem with this is that it involves lopping through every pixel once for the initial Marching Squares, then looping through every cell (image height + 1 x image width + 1) at least twice, which ends up being really slow for any decently sized image...

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  • Creating smooth lighting transitions using tiles in HTML5/JavaScript game

    - by user12098
    I am trying to implement a lighting effect in an HTML5/JavaScript game using tile replacement. What I have now is kind of working, but the transitions do not look smooth/natural enough as the light source moves around. Here's where I am now: Right now I have a background map that has a light/shadow spectrum PNG tilesheet applied to it - going from darkest tile to completely transparent. By default the darkest tile is drawn across the entire level on launch, covering all other layers etc. I am using my predetermined tile sizes (40 x 40px) to calculate the position of each tile and store its x and y coordinates in an array. I am then spawning a transparent 40 x 40px "grid block" entity at each position in the array The engine I'm using (ImpactJS) then allows me to calculate the distance from my light source entity to every instance of this grid block entity. I can then replace the tile underneath each of those grid block tiles with a tile of the appropriate transparency. Currently I'm doing the calculation like this in each instance of the grid block entity that is spawned on the map: var dist = this.distanceTo( ig.game.player ); var percentage = 100 * dist / 960; if (percentage < 2) { // Spawns tile 64 of the shadow spectrum tilesheet at the specified position ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 64 ); } else if (percentage < 4) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 63 ); } else if (percentage < 6) { ig.game.backgroundMaps[2].setTile( this.pos.x, this.pos.y, 62 ); } // etc... (sorry about the weird spacing, I still haven't gotten the hang of pasting code in here properly) The problem is that like I said, this type of calculation does not make the light source look very natural. Tile switching looks too sharp whereas ideally they would fade in and out smoothly using the spectrum tilesheet (I copied the tilesheet from another game that manages to do this, so I know it's not a problem with the tile shades. I'm just not sure how the other game is doing it). I'm thinking that perhaps my method of using percentages to switch out tiles could be replaced with a better/more dynamic proximity forumla of some sort that would allow for smoother transitions? Might anyone have any ideas for what I can do to improve the visuals here, or a better way of calculating proximity with the information I'm collecting about each tile? (PS: I'm reposting this from Stack Overflow at someone's suggestion, sorry about the duplicate!)

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  • OpenGL ES 2 jittery camera movement

    - by user16547
    First of all, I am aware that there's no camera in OpenGL (ES 2), but from my understanding proper manipulation of the projection matrix can simulate the concept of a camera. What I'm trying to do is make my camera follow my character. My game is 2D, btw. I think the principle is the following (take Super Mario Bros or Doodle Jump as reference - actually I'm trying to replicate the mechanics of the latter): when the caracter goes beyond the center of the screen (in the positive axis/direction), update the camera to be centred on the character. Else keep the camera still. I did accomplish that, however the camera movement is noticeably jittery and I ran out of ideas how to make it smoother. First of all, my game loop (following this article): private int TICKS_PER_SECOND = 30; private int SKIP_TICKS = 1000 / TICKS_PER_SECOND; private int MAX_FRAMESKIP = 5; @Override public void run() { loops = 0; if(firstLoop) { nextGameTick = SystemClock.elapsedRealtime(); firstLoop = false; } while(SystemClock.elapsedRealtime() > nextGameTick && loops < MAX_FRAMESKIP) { step(); nextGameTick += SKIP_TICKS; loops++; } interpolation = ( SystemClock.elapsedRealtime() + SKIP_TICKS - nextGameTick ) / (float)SKIP_TICKS; draw(); } And the following code deals with moving the camera. I was unsure whether to place it in step() or draw(), but it doesn't make a difference to my problem at the moment, as I tried both and neither seemed to fix it. center just represents the y coordinate of the centre of the screen at any time. Initially it is 0. The camera object is my own custom "camera" which basically is a class that just manipulates the view and projection matrices. if(character.getVerticalSpeed() >= 0) { //only update camera if going up float[] projectionMatrix = camera.getProjectionMatrix(); if( character.getY() > center) { center += character.getVerticalSpeed(); cameraBottom = center + camera.getBottom(); cameraTop = center + camera.getTop(); Matrix.orthoM(projectionMatrix, 0, camera.getLeft(), camera.getRight(), center + camera.getBottom(), center + camera.getTop(), camera.getNear(), camera.getFar()); } } Any thought about what I should try or what I am doing wrong? Update 1: I think I updated every value you can see on screen to check whether the jittery movement is affected by that, but nothing changed, so something must be fundamentally flawed with my approach/calculations.

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  • PASS Summit 2011: Save Money Now

    - by Bill Graziano
    Register by March 31st and save $200.  On April 1st we increase the price.  On July 1st we increase it again.  We have regular price bumps all the way through to the Summit.  You can save yourself $200 if you register by Thursday. In two years of marketing for PASS and a year of finance I’ve learned a fair bit about our pricing, why we do this and how you react to it.  Let me help you save some money! Price bumps drive registrations.  We see big spikes in the two weeks prior to a price increase.  Having a deadline with a cost attached is a great motivator to get people to take action. Registering early helps you and it helps PASS.  You get the exact same Summit at a cheaper rate.  PASS gets smoother cash flow and a better idea of how many people to expect.  We also get people that are already registered that will tell their friends about the conference. This tiered pricing lets us serve those that are very price conscious.  They can register early and take advantage of these discounts.  I know there are people that pay for this conference out of their own pockets.  This is a great way for those people to reduce the cost of the conference.  (And remember for next year that our cheapest pricing starts right after the Summit and usually goes up around the first of the year.) We also get big price bumps after we announce the program and the pre-conference sessions.  If you wrote down the 50 or so best known speakers in the SQL Server community I’m guessing we’ll have nearly all of them at the conference.  We did last year.  I expect we will this year too.  We’re going to have good sessions.  Why wait?  Register today. If you want to attend a pre-conference session you can always add it to your registration later.  Pre-con prices don’t change.  It’s very easy to update your registration and add a pre-conference session later. I want as many people as possible to attend the Summit.  It’s been a great experience for me and I hope it will be for you.  And if you are going to go, do yourself a favor and save some money.  Register today!

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  • How to upgrade Apache 2 from 2.2 to 2.4

    - by Nina
    I was in the process of doing a test upgrade from Apache 2.2 to 2.4.3. I'm using Ubuntu 10.04. I would have upgraded to 12.04 for this to see if the upgrade would go a lot smoother. Unfortunately, I was told it wasn't an option...so I'm stuck using 10.04. The process I did this was: Before attempting this, I have managed to upgrade APR from 1.3 to 1.4 as well since apache told me it was a requirement beforehand: http://apr.apache.org/download.cgi First remove all traces of the current apache: sudo apt-get --purge remove apache2 sudo apt-get remove apache2-common apache2-utils apache2.2-bin apache2-common sudo apt-get autoremove whereis apache2 sudo rm -Rf /etc/apache2 /usr/lib/apache2 /usr/include/apache2 Afterwards, I did the following: sudo apt-get install build-essential sudo apt-get build-dep apache2 Then install apache 2.4 with the following: wget http://apache.mirrors.tds.net//httpd/httpd-2.4.3.tar.gz tar -xzvf httpd-2.4.3.tar.gz && cd httpd-2.4.3 sudo ./configure --prefix=/usr/local/apache2 --with-apr=/usr/local/apr --enable-mods-shared=all --enable-deflate --enable-proxy --enable-proxy-balancer --enable-proxy-http --with-mpm=prefork sudo make sudo make install After the make install, I ended up getting a series of errors that prevented it from installing correctly: exports.c:2513: error: redefinition of 'ap_hack_apr_uid_current' exports.c:1838: note: previous definition of 'ap_hack_apr_uid_current' was here exports.c:2514: error: redefinition of 'ap_hack_apr_uid_name_get' exports.c:1839: note: previous definition of 'ap_hack_apr_uid_name_get' was here exports.c:2515: error: redefinition of 'ap_hack_apr_uid_get' exports.c:1840: note: previous definition of 'ap_hack_apr_uid_get' was here exports.c:2516: error: redefinition of 'ap_hack_apr_uid_homepath_get' Looking for exports.c only leads me back to the httpd-2.4.3 folder. So I'm not sure what these errors mean... Thanks in advance for any help you have to offer!

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  • HTTP Upload Problems

    - by jfoster
    We are running a marketplace on ColdFusion8 and IIS with a widely geographically distributed user base and have been receiving complaints of issues with some HTTP uploads. Most of the complaints are coming from geographically distant locations from our main datacenter on the US east coast. I've attempted to upload the same 70MB file from a US West coast test server to both our main site and a backup running the same code on a different network route and I saw the same issues fairly consistently in both places, so I've ruled out the code, route, and internal network errors. I've also tested uploads using both the native cf upload tag and a third party tool called SaFileUp. I saw the same issues with both upload tools, so I also don't think this is necessarily a ColdFusion problem. I don't have any problems uploading the test file from the East coast to other east coast servers, so I'm beginning to think that the distance between our users and our equipment is a factor. I've also found that smaller files are more likely to succeed than large ones (< 10MB) I tried the test upload with both IE and FF and did notice a difference in the way that the browsers seemed to handle packet errors. IE seemed to have a tough time continuing an upload after dropped / bad packets, whereas FF seemed to have the ability to gracefully resume an upload after experiencing packet problems. Has anyone experienced similar issues? Is there anything we can do on our side to make uploads more forgiving to packet loss or resumable after an error? A different upload tool etc… Do we need upload servers in more than one location to shorten the network routes between clients and servers? Does anyone think that switching uploads to SSL will help (no layer7 packet sniffing may lead to a smoother upload). Thanks.

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  • Improve speed of "start menu" in Linux Mint 10 - Ubuntu 10.10 derivative

    - by Gabriel L. Oliveira
    I have a global menu (including application, administration and system tabs) that is taking too much time (for me) to load (about 2.5 seconds). Of course, this time is taken only during first start. After it have loaded, next times are better ( less than 0.2 miliseconds) The menu was taking more time before (about 5 seconds), and I found that was because of the 'Other' part of the menu, that included many applications installed with Wine, so I removed all of them (I didn't need them at all). I have a "normal" knowledge of programming, and I think that the process of starting the menu for the first time has some kind of "cache function", that tries to find which apps are present that need to be placed under menu to be shown to user. But didn't found this function so that I could analyze in details what he is doing (if searching for files under "~/.local/share/applications" or anything else). Also, I found that hitting "Alt-F2" also fires this "cache function", because after waiting it to load, the process of opening the menu took less than 0.2 miliseconds. So, could anyone help me in order to reduce this time? I found on internet that some user could reduce the time by resizing the icons of applications. But found here that most of my icons are already at 25x25 size. Any other idead? Maybe a multiprocess to load it, or include it under startup... don't know. Ps: Sorry if this is an awkward question, but I just do not like waiting for things to happen, and think that this process should be smoother than it's now. Also, thanks in advance!

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  • With no password expire notification at logon in Windows 7, how are you configuring password expire

    - by J. L.
    To my understanding, Windows 7 users do not receive password expiration notification during the logon process - it occurs strictly from the system tray. We currently have tray balloon notifications disabled to lessen user distraction, and I expect the password change process is a smoother one during the logon process rather than in an existing session. As a result, users will get prompted to change their passwords at expiration. The users also connect to Terminal Services boxes, but receive the advanced notification for password expiration there. So, Windows 7 is not notifying, but TS/RDS and XP boxes are. Any guidance on configuring this? Personally, I would turn off all expiration notices, but I understand most users would prefer to see the notification. Thoughts? Any GPO or other settings I might be overlooking? The interactive logon setting below is already enabled for our Win7 workstation GPO. My thought is balloon notifications will get turned back on for Windows 7, but I wanted to see if anyone was aware of alternatives. Thanks. Computer Configuration\Windows Settings\Security Settings\Local Policies - Security Options Interactive logon: Prompt user to change password before expiration

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  • Visual Studio 2010 Beta 2, built-in font smoothing

    - by L. Shaydariv
    I've just installed Visual Studio 2010 Beta 2 onto my Windows XP to evaluate it and check whether it meets my preferences the way it did before. Okay, I've temporary defeated an urgent bug with a strange workaround (I could not open any file from the Solution Explorer), and it left bad memories to me. But however, it's okay. The first thing I've seen just opening the code editor was ClearType font rendering. Wow, so unexpectedly. I must note that I do not use standard Windows rendering techniques, but I still prefer GDI++, a font renderer developed by Japanese developers. (GDI++ allows to render the fonts in Mac/Win-Safari style over entire Windows.) Personally for me, GDI++ reaches the great font-rendering results allowing me to use the Dejavu Sans Mono font with really nice smoothing in Visual Studio 2008 (VS 2005 too, though VS 2005 crashes in this case). But GDI++ cannot affect Visual Studio 2010 Beta 2 text editor - it uses ClearType (right?), and it does not care about the system font smoothing settings. It could be an editor based on WPF, right? So as far as I can see, I can't use GDI++ anymore because it uses Windows GDI(+) but no WPF? So I've got several questions: Is it possible to disable VS 2010 b2 built-in ClearType or override it with another font smoother? Is it possible to install a Safari-like font renderer for Visual Studio 2010 [betas]? Thanks a lot.

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  • why does mysql have so many more open and fragmented tables than tables in the DB?

    - by kswift
    I've been working making our database run a little smoother and had good results over the past week. But there are still some things I dont understand. For one thing, the database has 25 tables. But mysql status shows 512 are open: mysqladmin status Uptime: 212854 Threads: 1 Questions: 43041 Slow queries: 7 Opens: 2605 Flush tables: 1 Open tables: 512 Queries per second avg: 0.202 I've read that isam opens extra file descriptors and a few other reasons why the number of open tables might be higher than 25, but I am guessing that 512 is not a good thing. Any suggestions on why this might be or what I should be looking into? I've also been using mysqltuner and its been helpful. But it has consistently listed the number of fragmented tables at 207. In phpmyadmin I've selected all the tables and optimized them several times. It hasn't reduced the number of fragmented tables that mysqltuner reports. I think I am missing some important concept about how this all works. Does anyone have any suggestions to point me in the right direction or narrow down google searches or just generally help me be less clueless? Thanks!

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  • How to play 24 fps video smoothly on a 60Hz display?

    - by netvope
    I use mpc-hc to play videos on Win7 x64. With the default settings (#1), video playback is great most of the time. But for panning shots, playback is not smooth. I stepped through the video frame by frame and found that the panning movement is smooth (e.g. each frame shifts horizontally by 10 pixels), so the problem is how the 23.976 fps video is interpolated to 60Hz. The judder looks like what would be caused by a "2:3 pulldown", where the frames are played unevenly like: frame 1, 1, 2, 2, 2, 3, 3, 4, 4, 4, etc (#2) Using "optimal renderer settings" (#3) instead of the default disables the Aero theme and causes tearing. Setting my LCD display to 50Hz may have improved the judder slightly (but I can't really tell). My display does not support 24Hz or 48Hz, and forcing them in the Nvidia control panel gives blurry screen. I've tried other video players (VLC and KMPlayer), the ReClock Directshow Filter, video files from different sources (#4), turning on/off DXVA, and a computer with a different GPU, but the judder in the playback is similar. None of them solved the problem. So, how can I play 23.976 or 24 fps video smoothly on a 60Hz display? I think a video player could make the video smoother by doing linear interpolation, such as: 1. 100% frame 1 2. 60% frame 1 + 40% frame 2 3. 20% frame 1 + 80% frame 2 4. 80% frame 2 + 20% frame 3 5. 40% frame 2 + 60% frame 3 6. 100% frame 3 7. 60% frame 3 + 40% frame 4 .. etc Can any existing video player do this? Footnotes: (#1) Video renderer: EVR Custom Pres. (#2) This example converts a 24 fps video into 30 fps (#3) View Renderer settings Reset Reset to optimal renderer settings (#4) The files I have are all H.264 mkv files, but I don't think the file format/encoding matters.

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  • How to play 24 fps video smoothly on a 60Hz display? (or which player supports frame interpolation?)

    - by netvope
    I use mpc-hc to play videos on Win7 x64. With the default settings (#1), video playback is great most of the time. But for panning shots, playback is not smooth. I stepped through the video frame by frame and found that the panning movement is smooth (e.g. each frame shifts horizontally by 10 pixels), so the problem is how the 23.976 fps video is interpolated to 60Hz. The judder looks like what would be caused by a "2:3 pulldown", where the frames are played unevenly like: frame 1, 1, 2, 2, 2, 3, 3, 4, 4, 4, etc (#2) Using "optimal renderer settings" (#3) instead of the default disables the Aero theme and causes tearing. Setting my LCD display to 50Hz may have improved the judder slightly (but I can't really tell). My display does not support 24Hz or 48Hz, and forcing them in the Nvidia control panel gives blurry screen. I've tried other video players (VLC and KMPlayer), the ReClock Directshow Filter, video files from different sources (#4), turning on/off DXVA, and a computer with a different GPU, but the judder in the playback is similar. None of them solved the problem. So, how can I play 23.976 or 24 fps video smoothly on a 60Hz display? I think a video player could make the video smoother by doing linear interpolation, such as: 1. 100% frame 1 2. 60% frame 1 + 40% frame 2 3. 20% frame 1 + 80% frame 2 4. 80% frame 2 + 20% frame 3 5. 40% frame 2 + 60% frame 3 6. 100% frame 3 7. 60% frame 3 + 40% frame 4 .. etc Can any existing video player do this? Footnotes: (#1) Video renderer: EVR Custom Pres. (#2) This example converts a 24 fps video into 30 fps (#3) View Renderer settings Reset Reset to optimal renderer settings (#4) The files I have are all H.264 mkv files, but I don't think the file format/encoding matters.

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  • Games on windows 8 in bootcamp lag even on lowest graphics

    - by Jackson Gariety
    I've been playing Crysis 2 and Skyrim on my Retina MacBookPro (10,1) for months now. The two games used to run super smoothly even on nearly maxed out settings. This laptop has an Nvidia GeForce GT 650M graphics card inside, it runs great. But I recently replaced my Windows 8 consumer preview with the retail copy, and since then, 3D games lag in this odd way, no matter what the graphics settings. Every second Skyrim and Crysis alternates between running smoothly and lagging. It's a cyclical lag that comes and goes like clockwork. I can turn the graphics down to 800x600 with no antialiasing and low texture quality, and it runs much smoother on the "up" motion of the cycle, but every second it moves back into this lag spike. I've tried installing beta graphics drivers, re installing the operating system, re installing the bootcamp support software, and freeing up space (I have about 20 GB free). I can't figure out what suddenly caused this other than some obscure difference between the consumer preview and the retail version. What can I try? Is my video card failing? Are there some other drivers I can install? This isn't normal lag from maxing out the card, it

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  • Adobe Photoshop CS5 vs Photoshop CS5 extended

    - by Edward
    Adobe Photoshop has been an industry standard for most web designers & photographers worldwide. Photoshop CS5 has made photography editing much more refined and the composition process has become much easier than ever before.  To study the advantage of Photoshop CS5 extended over Photoshop CS5 we have written this comparison article, with both a Designer’s & Photographer’s perspective. Hopefully it shall help you in your buying/upgrade decision. Photoshop CS5 Photoshop CS5 has refining feature with powerful photography tools. It made editing process easy as fewer steps are involved to remove noise, add grain, create vignettes, correct lens distortions, sharpen, and create HDR images. It has quick image correction and color and tone control for professional purpose. Intelligent image editing and enhancement , extraordinary advanced compositing has made it a better tool than earlier versions for photographers. It allows users to accelerate workflow with fast performance on 64-bit Windows® and Mac hardware systems and smoother interactions due to more GPU-accelerated features. It also boasts of a state-of-the-art processing with Adobe Photoshop Camera Raw 6 and helps to maximize creative impact. It provides for tremendous precision and freedom. It allows user to easily select intricate image elements, such as hair and create realistic painting effects. It also allows to remove any image element and see the space fill in almost magically. It has easy access to core editing and streamlined work flow and flexible work ambience. It has creative tools and contents. Photoshop CS5 Extended Photoshop CS5 extended is quite innovative and has incorporated 3D elements to 2D artwork directly within digital imaging application, which enables user to do an easy on-ramp to 3D image creation. It also provides for 3D editing. It has intelligent image editing and enhancement. It offers advance composing and has extraordinary painting and drawing toolset. It provides for video and animation designing. It helps to work with specialized images for architecture, manufacturing, engineering, science, and medicine. Where CS5 extended scores over CS5 CS5 extended has many features, which were not included in CS5. These features make it score more over CS5. These features are: Technology for creating 3D extrusion 3D material library and picker Field depth for 3D 3D merging and scene composition improvements 3D workflow improvement Customization of 3D features Image based light source Shadow catcher for shadow creation Enhanced ray tracer Context sensitive widgets, which allows easy control of objects, lights and cameras. Overlays for materials and mesh boundaries Photoshop CS5 extended is far better than CS5 as it incorporates all the features of CS5 and have more advanced features. It allows 3D creation and editing and has other advanced tools to make it better. Redefining the Image-Editing Experience  : A Photographer’s point of View Photoshop CS5 delivers amazing features and creative options so even new users can perform advanced image manipulations and compositions. Breath taking image intelligence behind Content-Aware Fill magically removes any image detail or object, examines the surroundings and seamlessly fills in the space left behind. Lighting, tone and noise of the surrounding area can be matched. New Refine Edge makes nearly-impossible image selections possible. Masking was never easier, the toughest types of edges, such as hair and foliage seem easier to fix. To sum up following are few advantages of CS5 extended over previous versions 64-bit processing Content Aware Fill Refine Edge, “makes nearly-impossible image selections impossible” HDR Pro, including ghost artifact removal and HDR toning, which gives the look of HDR with a single exposure New brush options Improved image management with enhanced Adobe Bridge Lens corrections Improved black-and-white conversions Puppet Warp: Precisely reposition or warp any image element Adobe Camera Raw 6 Upgrade Buy Online Pricing and Availability Adobe Photoshop CS5 and CS5 Extended are available through Adobe Authorized Resellers & the Adobe Store. Estimated street price for Adobe Photoshop CS5 is US$699 and US$999 for Photoshop CS5 Extended. Upgrade pricing and volume licensing are also available. Related posts:10 Free Alternatives for Adobe Photoshop Software Web based Alternatives to Photoshop 15 Useful Adobe Illustrator Tutorials For Designers

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  • Increasing touch surface (#wp7dev)

    - by Laurent Bugnion
    When you design for Windows Phone 7 (or for any touch device, for that matter, and most especially small screens), you need to be very careful to give enough surface to your users’ fingers. It is easy to miss a touch on such small screens, and that can be horrifyingly frustrating. This is especially true when people are on the move, and trying to hit the control while walking and holding their device in one hand, or when the device is mounted in a car and vibrating with the engine. In my experience, a touch surface should be ideally minimum 60x60 pixels to be easy to activate on the Windows Phone 7 screen (which is, as we know, 800 pixels x 480 pixels). Ideally, I try to make my touch surfaces 80x80 pixels minimum. This causes a few design challenges of course. Using transparent backgrounds However, one thing is helping us tremendously: some surfaces can be made transparent, and yet react to touch. The secret is the following: If you have a panel that has a Null background (i.e. the Background is not set at all), then the empty surface does not react to touch. If however the Background is set to the Transparent color (or any color where the Alpha channel is set to 0), then it will react to touch. Setting a transparent background is easy. For example: <Grid Background="#00000000"> </Grid> or <Grid Background="Transparent"> </Grid> In C#: var grid = new Grid { Background = new SolidColorBrush( Colors.Transparent) }; Using negative margins Having a transparent background reactive to touch is a good start, but in addition, you must make sure that the surface is big enough for my clumsy fingers. One way to achieve that is to increase the transparent, touch-reactive surface, and reposition the element using negative margins. For example, consider the following UI. I changed the transparent background of the HyperlinkButton to Red, in order to visualize the touch surface. In this figure, the Settings HyperlinkButton is 105 pixels x 31 pixels. This is wide enough, but really small in height and easy to miss. To improve this, we can use negative margins, for instance: <HyperlinkButton Content="Settings" HorizontalAlignment="Right" VerticalAlignment="Bottom" Height="60" Margin="0,0,0,-15" /> Notice the usage of negative bottom margin to bring the HyperlinkButton back at the bottom of the main Grid’s first row, where it belongs. And the result is: Notice how the touch surface is much bigger than before. This makes the HyperlinkButton easier to reach, and improves the user experience. With the background set back to normal, the UI looks exactly the same, as it should: In summary: Remember to maximize the touch surface for your controls. Plan your design in consequence by reserving enough room around each control to allow their hit surface to be expanded as shown in this article. Do not cram too many controls in one page. If REALLY needed, use an additional page (or even better: use a Pivot control with multiple pivot items) for the controls that don’t fit on the first one. This should ensure a smoother user experience and improved touch behavior. Happy coding! Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • Bad Spot to Be In: Playing Catch-up with Mobile Advertising

    - by Mike Stiles
    You probably noticed, there’s a mass migration going on from online desktop/laptop usage to smartphone/tablet usage.  It’s an indicator of how we live our lives in the modern world: always on the go, with no intention of being disconnected while out there. Consequently, paid as it relates to mobile advertising is taking the social spotlight. eMarketer estimated that in 2013, US adults would spend about 2 hours, 21 minutes a day on mobile, not counting talking time. More people in the world own smartphones than own toothbrushes (bad news I suppose if you’re marketing toothpaste). They’re using those mobile devices to access social networks, consuming at least 17% of their mobile time on them. Frankly, you don’t need a deep dive into mobile usage stats to know what’s going on. Just look around you in any store, venue or coffee shop. It’s really obvious…our mobile devices are now where we “are,” so that’s where marketers can increasingly reach us. And it’s a smart place for them to do just that. Mobile devices can be viewed more and more as shopping facilitators. Usually when someone is on mobile, they are not in passive research mode. They are likely standing near a store or in front of a product, using their mobile to seek reassurance that buying that product is the right move. They are the hottest of hot prospects. Consider that 4 out of 5 consumers use smartphones to shop, 52% of Americans use mobile devices for in-store for research, 70% of mobile searches lead to online action inside of an hour, and people that find you on mobile convert at almost 3x the rate as those that find you on desktop or laptop. But what are marketers doing? Enter statistics from Mary Meeker’s latest State of the Internet report. Common sense says you buy advertising where people are spending their eyeball time, right? But while mobile is 20% of media use and rising, the ad spend there is 4%. Conversely, while print usage is at 5% and falling, ad spend there is 19%. We all love nostalgia, but come on. There are reasons marketing dollar migration to mobile has not matched user migration, including the availability of mobile ad products and the ability to measure user response to mobile ads. But interesting things are happening now. First came Facebook’s mobile ad, which let app developers pay to get potential downloads. Then their mobile ad network was announced at F8, allowing marketers to target users across non-Facebook apps while leveraging the wealth of diverse data Facebook has on those users, a big deal since Nielsen has pointed out mobile apps make up 89% of the media time spent on mobile. Twitter has a similar play in motion with their MoPub acquisition. And now mobile deeplinks have arrived, which can take users straight to sub-pages of mobile apps for a faster, more direct shopper/researcher user experience. The sooner the gratification, the smoother and faster the conversion. To be clear, growth in mobile ad spending is well underway. After posting $13.1 billion in 2013, Gartner expects global mobile ad spending to reach $18 billion this year, then go to $41.9 billion by 2017. Cheap smartphones and data plans are spreading worldwide, further fueling the shift to mobile. Mobile usage in India alone should grow 400% by 2018. And, of course, there’s the famous statistic that mobile should overtake desktop Internet usage this year. How can we as marketers mess up this opportunity? Two ways. We could position ourselves in perpetual “catch-up” mode and keep spending ad dollars where the public used to be. And we could annoy mobile users with horrid old-school marketing practices. Two-thirds of users told Forrester they think interruptive in-app ads are more annoying than TV ads. Make sure your brand’s social marketing technology platform is delivering a crystal clear picture of your social connections so the mobile touch point is highly relevant, mobile optimized, and delivering real value and satisfying experiences. Otherwise, all we’ve done is find a new way to be unwanted. @mikestiles @oraclesocialPhoto: Kate Mallatratt, freeimages.com

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  • Performing an upgrade from TFS 2008 to TFS 2010

    - by Enrique Lima
    I recently had to go through the process of migrating a TFS 2008 SP1 to a TFS 2010 environment. I will go into the details of the tasks that I went through, but first I want to explain why I define it as a migration and not an upgrade. When this environment was setup, based on support and limitations for TFS 2008, we used a 32 bit platform for the TFS Application Tier and Build Servers.  The Data Tier, since we were installing SP1 for TFS 2008, was done as a 64 bit installation.  We knew at that point that TFS 2010 was in the picture so that served as further motivation to make that a 64bit install of SQL Server.  The SQL Server at that point was a single instance (Default) installation too.  We had a pretty good strategy in place for backups of the databases supporting the environment (and this made the migration so much smoother), so we were pretty familiar with the databases and the purpose they serve. I am sure many of you that have gone through a TFS 2008 installation have encountered challenges and trials.  And likely even more so if you, like me, needed to configure your deployment for SSL.  So, frankly I was a little concerned about the process of migrating.  They say practice makes perfect, and this environment I worked on is in some way my brain child, so I was not ready nor willing for this to be a failure or something that would impact my client’s work. Prior to going through the migration process, we did the install of the environment.  The Data Tier was the same, with a new Named instance in place to host the 2010 install.  The Application Tier was in place too, and we did the DefaultCollection configuration to test and validate all components were in place as they should. Anyway, on to the tasks for the migration (thanks to Martin Hinselwood for his very thorough documentation): Close access to TFS 2008, you want to make sure all code is checked in and ready to go.  We stated a difference of 8 hours between code lock and the start of migration to give time for any unexpected delay.  How do we close access?  Stop IIS. Backup your databases.  Which ones? TfsActivityLogging TfsBuild TfsIntegration TfsVersionControl TfsWorkItemTracking TfsWorkItemTrackingAttachments Restore the databases to the new Named Instance (make sure you keep the same names) Now comes the fun part! The actual import/migration of the databases.  A couple of things happen here. The TfsIntegration database will be scanned, the other databases will be checked to validate they exist.  Those databases will go through a process of data being extracted and transferred to the TfsVersionControl database to then be renamed to Tfs_<Collection>. You will be using a tool called tfsconfig and the option import. This tool is located in the TFS 2010 installation path (C:\Program Files\Microsoft Team Foundation Server 2010\Tools),  the command to use is as follows:    tfsconfig import /sqlinstance:<instance> /collectionName:<name> /confirmed Where <instance> is going to be the SQL Server instance where you restored the databases to.  <name> is the name you will give the collection. And to explain /confirmed, well this means you have done a backup of the databases, why?  well remember you are going to merge the databases you restored when you execute the tfsconfig import command. The process will go through about 200 tasks, once it completes go to Team Foundation Server Administration Console and validate your imported databases and contents. We’ll keep this manageable, so the next post is about how to complete that implementation with the SSL configuration.

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  • Ipad MPMovieplayerController video loads but automatically pauses when played

    - by slayerIQ
    Hello I am trying to get the MPMovieplayerController to work. I load a video everything goes wel i even see the first frame but then it automatically pauses, if i press play it pauses again. In the simulator it works perfectly but on the ipad device it gives the problem. I can even seek through the video and i see the frame i seeked to but nothing plays. This is some output from the console: 2010-06-08 22:16:13.145 app[3089:207] Using two-stage rotation animation. To use the smoother single-stage animation, this application must remove two-stage method implementations. [Switching to thread 12803] warning: Unable to read symbols for "/Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.2 (7B367)/Symbols/System/Library/VideoDecoders/VCH263.videodecoder" (file not found). warning: Unable to read symbols for "/Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.2 (7B367)/Symbols/System/Library/VideoDecoders/H264H2.videodecoder" (file not found). warning: Unable to read symbols for "/Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.2 (7B367)/Symbols/System/Library/VideoDecoders/MP4VH2.videodecoder" (file not found). warning: Unable to read symbols for "/Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.2 (7B367)/Symbols/System/Library/VideoDecoders/JPEGH1.videodecoder" (file not found). 2010-06-08 22:16:15.145 app[3089:207] setting file:///private/var/mobile/Applications/46CE5456-6338-4BBF-A560-DCEFF700ACE0/tmp/MediaCache/ I dont get those warning when using the simulator BTW. Does anyone know how to fix this ?

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  • Trend analysis using iterative value increments

    - by Dave Jarvis
    We have configured iReport to generate the following graph: The real data points are in blue, the trend line is green. The problems include: Too many data points for the trend line Trend line does not follow a Bezier curve (spline) The source of the problem is with the incrementer class. The incrementer is provided with the data points iteratively. There does not appear to be a way to get the set of data. The code that calculates the trend line looks as follows: import java.math.BigDecimal; import net.sf.jasperreports.engine.fill.*; /** * Used by an iReport variable to increment its average. */ public class MovingAverageIncrementer implements JRIncrementer { private BigDecimal average; private int incr = 0; /** * Instantiated by the MovingAverageIncrementerFactory class. */ public MovingAverageIncrementer() { } /** * Returns the newly incremented value, which is calculated by averaging * the previous value from the previous call to this method. * * @param jrFillVariable Unused. * @param object New data point to average. * @param abstractValueProvider Unused. * @return The newly incremented value. */ public Object increment( JRFillVariable jrFillVariable, Object object, AbstractValueProvider abstractValueProvider ) { BigDecimal value = new BigDecimal( ( ( Number )object ).doubleValue() ); // Average every 10 data points // if( incr % 10 == 0 ) { setAverage( ( value.add( getAverage() ).doubleValue() / 2.0 ) ); } incr++; return getAverage(); } /** * Changes the value that is the moving average. * @param average The new moving average value. */ private void setAverage( BigDecimal average ) { this.average = average; } /** * Returns the current moving average average. * @return Value used for plotting on a report. */ protected BigDecimal getAverage() { if( this.average == null ) { this.average = new BigDecimal( 0 ); } return this.average; } /** Helper method. */ private void setAverage( double d ) { setAverage( new BigDecimal( d ) ); } } How would you create a smoother and more accurate representation of the trend line?

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  • jquery slideToggle() and unknown height?

    - by GaVrA
    Hello! Im using jquery 1.3.2 and this is the code: <script type="text/javascript"> //<![CDATA[ jQuery(function(){ jQuery('.news_bullet a.show_preview').click(function() { jQuery(this).siblings('div').slideToggle('slow'); return false; }).toggle( function() { jQuery(this).css({ 'background-position' : '0 -18px' }); }, function() { jQuery(this).css({ 'background-position' : '0 0' }); }); }); //]]> </script> If you see here i have bunch of small green + which when you click some text is revealed and background-position is changed for that link so then it shows the other part of image, red -. So the problem i am having is that i dont know the height for those hidden elements, because it depends on how much text there is, so when i click on + and show them, animation is 'jumping'. One workaround that i found is to put fixed height and overflow:hidden to those hidden elements. You can see how much smoother animation is running in top left block(the one with 'Vesti iz sveta crtanog filma' at the top). All other blocks dont have fixed height, and animation there is 'jumping'. Atm that fixed height in top left block is 30px, but ofc some elements require more height and some require less, so that is not a good solution... :) So how to stop this animation from 'jumping' when there is no fixed height?

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  • Curve fitting: Find the smoothest function that satisfies a list of constraints.

    - by dreeves
    Consider the set of non-decreasing surjective (onto) functions from (-inf,inf) to [0,1]. (Typical CDFs satisfy this property.) In other words, for any real number x, 0 <= f(x) <= 1. The logistic function is perhaps the most well-known example. We are now given some constraints in the form of a list of x-values and for each x-value, a pair of y-values that the function must lie between. We can represent that as a list of {x,ymin,ymax} triples such as constraints = {{0, 0, 0}, {1, 0.00311936, 0.00416369}, {2, 0.0847077, 0.109064}, {3, 0.272142, 0.354692}, {4, 0.53198, 0.646113}, {5, 0.623413, 0.743102}, {6, 0.744714, 0.905966}} Graphically that looks like this: We now seek a curve that respects those constraints. For example: Let's first try a simple interpolation through the midpoints of the constraints: mids = ({#1, Mean[{#2,#3}]}&) @@@ constraints f = Interpolation[mids, InterpolationOrder->0] Plotted, f looks like this: That function is not surjective. Also, we'd like it to be smoother. We can increase the interpolation order but now it violates the constraint that its range is [0,1]: The goal, then, is to find the smoothest function that satisfies the constraints: Non-decreasing. Tends to 0 as x approaches negative infinity and tends to 1 as x approaches infinity. Passes through a given list of y-error-bars. The first example I plotted above seems to be a good candidate but I did that with Mathematica's FindFit function assuming a lognormal CDF. That works well in this specific example but in general there need not be a lognormal CDF that satisfies the constraints.

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