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  • How do you return a partial view with spark?

    - by runxc1 Bret Ferrier
    I am using the SparkViewEngine and I am calling an action that I want to return a Partial View to update just a section of the page. When I return the view on the action the masterpage and all of its content gets returned. How do you tell a partial in spark to just return the content of the partial view and not put the content inside the application.spark file??

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • Embedded Spark 2010 Summer Challenge

    - by Valter Minute
    If you have a good idea for a cool embedded device based on Windows Embedded 7 and some free time to work on it you can partecipate to the Embedded Spark 2010 Summer Challenge. Just submit a short paper describing your idea and, if your idea is one of the 75 selected by the judges, you’ll receive some hardware to put your idea in practice and a chance to attend ESC Boston for free and win 15.000 dollars. The latest challenge has been won by Marco Bodoira, a fellow Italian embedded developer, so I hope to see many Italian developers (and non developers) presenting their ideas and project for this new challenge! You can find rules, ideas, forums and all the information you need at the challenge web site: http://www.embeddedspark.com/

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  • How to use html.grid control in spark view for asp.net mvc?

    - by Anusha
    class person() { public int Id{get;set;} public string Name{get;set;} } HomeController.cs ActionResult Index() { IList list=new[]{ new person { Id = 1, Name = "Name1" }, new person { Id = 2, Name = "Name2" }, new person { Id = 3, Name = "Name3" } }; ViewData["mygrid"]=list; return view(); } Home\Index.spark !{Html.Grid[[person]]("mygrid", (column=>{ column.For(c=>c.Id); column.For(c=>c.Name); })) Am getting the error Dynamic view compilation failed..error CS1501: No overload for method 'Grid' takes '2' arguments. I have added reference to MvcContrib.dll And added following namespace in the _global.spark file <use namespace="MvcContrib.UI"/> <use namespace="MvcContrib.UI.Grid"/> <use namespace="MvcContrib.UI.Pager"/> <use namespace="MvcContrib.UI.Grid.ActionSyntax"/> <use namespace="Microsoft.Web.Mvc.Controls"/> I want to bind the data to my grid in spark view.Can anybody help.

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  • Multiple volumetric lights

    - by notabene
    I recently read this GPU GEMS 3 article Volumetric Light Scattering as a Post-Process. I like the idea to add volumetric light property to realtime render i'm working on. Question is will it work for multiple lights? Our renderer uses one render pass per light and uses additive blending to sum incoming light. I'm mostly convinced that it have to work nice. Do you agree? Maybe there can be problem where light rays crosses each other.

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  • Omni-directional light shadow mapping with cubemaps in WebGL

    - by Winged
    First of all I must say, that I have read a lot of posts describing an usage of cubemaps, but I'm still confused about how to use them. My goal is to achieve a simple omni-directional (point) light type shading in my WebGL application. I know that there is a lot more techniques (like using Two-Hemispheres or Camera Space Shadow Mapping) which are way more efficient, but for an educational purpose cubemaps are my primary goal. Till now, I have adapted a simple shadow mapping which works with spotlights (with one exception: I don't know how to cut off the glitchy part beyond the reach of a single shadow map texture): glitchy shadow mapping<<< So for now, this is how I understand the usage of cubemaps in shadow mapping: Setup a framebuffer (in case of cubemaps - 6 framebuffers; 6 instead of 1 because every usage of framebufferTexture2D slows down an execution which is nicely described here <<<) and a texture cubemap. Also in WebGL depth components are not well supported, so I need to render it to RGBA first. this.texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.texture); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); for (var face = 0; face < 6; face++) gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.RGBA, this.size, this.size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); this.framebuffer = []; for (face = 0; face < 6; face++) { this.framebuffer[face] = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer[face]); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, this.texture, 0); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.depthbuffer); var e = gl.checkFramebufferStatus(gl.FRAMEBUFFER); // Check for errors if (e !== gl.FRAMEBUFFER_COMPLETE) throw "Cubemap framebuffer object is incomplete: " + e.toString(); } Setup the light and the camera (I'm not sure if should I store all of 6 view matrices and send them to shaders later, or is there a way to do it with just one view matrix). Render the scene 6 times from the light's position, each time in another direction (X, -X, Y, -Y, Z, -Z) for (var face = 0; face < 6; face++) { gl.bindFramebuffer(gl.FRAMEBUFFER, shadow.buffer.framebuffer[face]); gl.viewport(0, 0, shadow.buffer.size, shadow.buffer.size); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); camera.lookAt( light.position.add( cubeMapDirections[face] ) ); scene.draw(shadow.program); } In a second pass, calculate the projection a a current vertex using light's projection and view matrix. Now I don't know If should I calculate 6 of them, because of 6 faces of a cubemap. ScaleMatrix pushes the projected vertex into the 0.0 - 1.0 region. vDepthPosition = ScaleMatrix * uPMatrixFromLight * uVMatrixFromLight * vWorldVertex; In a fragment shader calculate the distance between the current vertex and the light position and check if it's deeper then the depth information read from earlier rendered shadow map. I know how to do it with a 2D Texture, but I have no idea how should I use cubemap texture here. I have read that texture lookups into cubemaps are performed by a normal vector instead of a UV coordinate. What vector should I use? Just a normalized vector pointing to the current vertex? For now, my code for this part looks like this (not working yet): float shadow = 1.0; vec3 depth = vDepthPosition.xyz / vDepthPosition.w; depth.z = length(vWorldVertex.xyz - uLightPosition) * linearDepthConstant; float shadowDepth = unpack(textureCube(uDepthMapSampler, vWorldVertex.xyz)); if (depth.z > shadowDepth) shadow = 0.5; Could you give me some hints or examples (preferably in WebGL code) how I should build it?

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  • Away3D & Directional Light w/ Rotating Meshes

    - by seethru
    This is likely a stupid error but I can't seem to find what I've done wrong. I've got a simple scene with 10 cylinders rotating at a default speed. If I grab one of these cylinders I can rotate it in the opposite direction or at a greater speed. I have a single directional light in the scene. It would appear that the directional light is only calculated at initialization and not on further frames. The shadow created by the light rotates with the cylinder giving the impression that the light is rotating when it isn't. Camera & Light Initialization _view = new View3D(); addChild(_view); _view.antiAlias = 4; _view.backgroundColor = 0xFFFFFF; _view.camera.z = -850; _view.camera.y = 0; _view.camera.x = 0; _view.camera.lookAt(new Vector3D()); _view.camera.lens = new PerspectiveLens(15); _view.mousePicker = PickingType.RAYCAST_BEST_HIT; _light = new DirectionalLight(); _light.z = -850; _light.direction = new Vector3D(1, 1, 1); _light.color = 0xFFFFFF; _light.ambient = 0.1; _light.diffuse = 0.7; _view.scene.addChild(_light); Mesh and Material creation var material:TextureMaterial = new TextureMaterial(createPow2Texture(sprite, _colors[i]) , true, false, true); material.animateUVs = true; material.lightPicker = _lightPicker; cylinder = new Mesh(new CylinderGeometry(radius, radius, 13, 70, 1, true, true), material); cylinder.subMeshes[0].scaleU = spriteWidth / sprite.width; cylinder.y = y; cylinder.mouseEnabled = true; cylinder.pickingCollider = PickingColliderType.AS3_BEST_HIT; cylinder.addEventListener(MouseEvent3D.MOUSE_OVER, onMouseOverMesh); cylinder.addEventListener(MouseEvent3D.MOUSE_MOVE, onMouseOverMesh); cylinder.addEventListener(MouseEvent3D.MOUSE_OUT, onMouseOutMesh); _cylinders.push(cylinder); Frame private function onEnterFrame(event:Event):void { for each (var mesh:Mesh in _cylinders) { if (mesh == _mouseOverMesh) continue; mesh.rotationY += 0.25; } _view.render(); }

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  • GLSL per pixel lighting with custom light type

    - by Justin
    Ok, I am having a big problem here. I just got into GLSL yesterday, so the code will be terrible, I'm sure. Basically, I am attempting to make a light that can be passed into the fragment shader (for learning purposes). I have four input values: one for the position of the light, one for the color, one for the distance it can travel, and one for the intensity. I want to find the distance between the light and the fragment, then calculate the color from there. The code I have gives me a simply gorgeous ring of light that get's twisted and widened as the matrix is modified. I love the results, but it is not even close to what I am after. I want the light to be moved with all of the vertices, so it is always in the same place in relation to the objects. I can easily take it from there, but getting that to work seems to be impossible with my current structure. Can somebody give me a few pointers (pun not intended)? Vertex shader: attribute vec4 position; attribute vec4 color; attribute vec2 textureCoordinates; varying vec4 colorVarying; varying vec2 texturePosition; varying vec4 fposition; varying vec4 lightPosition; varying float lightDistance; varying float lightIntensity; varying vec4 lightColor; void main() { vec4 ECposition = gl_ModelViewMatrix * gl_Vertex; vec3 tnorm = normalize(vec3 (gl_NormalMatrix * gl_Normal)); fposition = ftransform(); gl_Position = fposition; gl_TexCoord[0] = gl_MultiTexCoord0; fposition = ECposition; lightPosition = vec4(0.0, 0.0, 5.0, 0.0) * gl_ModelViewMatrix * gl_Vertex; lightDistance = 5.0; lightIntensity = 1.0; lightColor = vec4(0.2, 0.2, 0.2, 1.0); } Fragment shader: varying vec4 colorVarying; varying vec2 texturePosition; varying vec4 fposition; varying vec4 lightPosition; varying float lightDistance; varying float lightIntensity; varying vec4 lightColor; uniform sampler2D texture; void main() { float l_distance = sqrt((gl_FragCoord.x * lightPosition.x) + (gl_FragCoord.y * lightPosition.y) + (gl_FragCoord.z * lightPosition.z)); float l_value = lightIntensity / (l_distance / lightDistance); vec4 l_color = vec4(l_value * lightColor.r, l_value * lightColor.g, l_value * lightColor.b, l_value * lightColor.a); vec4 color; color = texture2D(texture, gl_TexCoord[0].st); gl_FragColor = l_color * color; //gl_FragColor = fposition; }

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  • Crowdsourcing MVVM Light Toolkit support

    - by Laurent Bugnion
    Considering the number of emails that are sent to me asking for support for MVVM Light toolkit, I find myself unable to answer all of them in sufficient time to make me feel good. In consequence, I started to send the following message in response to support queries, either per email or on the MVVM Light Codeplex discussion page. Hi, I am doing my best to answer all the questions as fast as possible. I receive a lot of them, however, and cannot reply to everyone fast enough to make me happy. Due to this, I would like to encourage you to post your question on StackOverflow, and tag it with the tag mvvm-light. StackOverflow is an awesome site where tons of developers help others with their technical question. http://stackoverflow.com/questions/tagged/mvvm-light I will monitor this tag on the StackOverflow website and do my best to answer questions. The advantage of StackOverflow over the Codeplex discussion is the sheer number of qualified developers able to help you with your questions, the visibility of the question itself, and the whole StackOverflow infrastructure (reputation, up- or down-vote, comments, etc) Thanks! Laurent Bug reports Regarding bug reports, feel free to continue to send them to the Codeplex site (preferred), or to me directly. I hope that this will help all support queries to be answered faster, and with the great quality for which the StackOverflow users are known!   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • MVVM Light V4 preview (BL0014) release notes

    - by Laurent Bugnion
    I just pushed to Codeplex an update to the MVVM Light source code. This is an early preview containing some of the features that I want to release later under the version 4. If you find these features useful for your project, please download the source code and build the assemblies. I will appreciate greatly any issue report. This version is labeled “V4.0.0.0/BL0014”. The “BL” string is an old habit that we used in my days at Siemens Building Technologies, called a “base level”. Somehow I like this way of incrementing the “base level” independently of any other consideration (such as alpha, beta, CTP, RTM etc) and continue to use it to tag my software versions. In Microsoft parlance, you could say that this is an early CTP of MVVM Light V4. Caveat The code is unit tested, but as we all know this does not mean that there are no bugs This code has not yet been used in production. Again, your help in testing this is greatly appreciated, so please report all bugs to me! What’s new? The following features have been implemented: Misc Various “maintenance work”. All WPF assemblies (that is .NET35 and .NET4) now allow partially trusted callers. It means that you can use them in am XBAP in partial trust mode. Testing Various test updates Added Windows Phone 7 unit tests Note: For Windows Phone 7, due to an issue in the unit test framework, not all tests can be executed. I had to isolate those tests for the moment. The error was reported to Microsoft. ViewModelBase The constructor is now public to allow serialization (especially useful on the phone to tombstone the state). ViewModelBase.MessengerInstance now returns Messenger.Default unless it is set explicitly. Previously, MessengerInstance was returning null, which was complicating the code. Two new ways to raise the PropertyChanged event have been added. See below for details. Messenger Updated the IMessenger interface with all public members from the Messenger class. Previously some members were missing. A new Unregister method is now available, allowing to unregister a recipient for a given token. RelayCommand RaiseCanExecuteChanged now acts the same in Windows Presentation Foundation than in Silverlight. In previous versions, I was relying on the CommandManager to raise the CanExecuteChanged event in WPF. However, it was found to be too unreliable, and a more direct way of raising the event was found preferable. See below for details. Raising the PropertyChanged event A very much requested update is now included: the ability to raise the PropertyChanged event in a viewmodel without using “magic strings”. Personally, I don’t see strings as a major issue, thanks to two features of the MVVM Light Toolkit: In the DEBUG configuration, every time that the RaisePropertyChanged method is called, the name of the property is checked against all existing properties of the viewmodel. Should the property name be misspelled (because of a typo or refactoring), an exception is thrown, notifying the developer that something is wrong. To avoid impacting the performance, this check is only made in DEBUG configuration, but that should be enough to warn the developers in case they miss a rename. The property name is defined as a public constant in the “mvvminpc” code snippet. This allows checking the property name from another class (for example if the PropertyChanged event is handled in the view). It also allows changing the property name in one place only. However, these two safeguards didn’t satisfy some of the users, who requested another way to raise the PropertyChanged event. In V4, you can now do the following: Using lambdas private int _myProperty; public int MyProperty { get { return _myProperty; } set { if (_myProperty == value) { return; } _myProperty = value; RaisePropertyChanged(() => MyProperty); } } This raises the property changed event using a lambda expression instead of the property name. Light reflection is used to get the name. This supports Intellisense and can easily be refactored. You can also broadcast a PropertyChangedMessage using the Messenger.Default instance with: private int _myProperty; public int MyProperty { get { return _myProperty; } set { if (_myProperty == value) { return; } var oldValue = _myProperty; _myProperty = value; RaisePropertyChanged(() => MyProperty, oldValue, value, true); } } Using no arguments When the RaisePropertyChanged method is called within a setter, you can also omit the property name altogether. This will fail if executed outside of the setter however. Also, to avoid confusion, there is no way to broadcast the PropertyChangedMessage using this syntax. private int _myProperty; public int MyProperty { get { return _myProperty; } set { if (_myProperty == value) { return; } _myProperty = value; RaisePropertyChanged(); } } The old way Of course the “old” way is still supported, without broadcast: public const string MyPropertyName = "MyProperty"; private int _myProperty; public int MyProperty { get { return _myProperty; } set { if (_myProperty == value) { return; } _myProperty = value; RaisePropertyChanged(MyPropertyName); } } And with broadcast: public const string MyPropertyName = "MyProperty"; private int _myProperty; public int MyProperty { get { return _myProperty; } set { if (_myProperty == value) { return; } var oldValue = _myProperty; _myProperty = value; RaisePropertyChanged(MyPropertyName, oldValue, value, true); } } Performance considerations It is notorious that using reflection takes more time than using a string constant to get the property name. However, after measuring for all platforms, I found the differences to be very small. I will measure more and submit the results to the community for evaluation, because some of the results are actually surprising (for example, using the Messenger to broadcast a PropertyChangedMessage does not significantly increase the time taken to raise the PropertyChanged event and update the bindings). For now, I submit this code to you, and would be delighted to hear about your own results. Raising the CanExecuteChanged event manually In WPF, until now, the CanExecuteChanged event for a RelayCommand was raised automatically. Or rather, it was attempted to be raised, using a feature that is only available in WPF called the CommandManager. This class monitors the UI and when something occurs, it queries the state of the CanExecute delegate for all the commands. However, this proved unreliable for the purpose of MVVM: Since very often the value of the CanExecute delegate changes according to non-UI events (for example something changing in the viewmodel or in the model), raising the CanExecuteChanged event manually is necessary. In Silverlight, the CommandManager does not exist, so we had to raise the event manually from the start. This proved more reliable, and I now changed the WPF implementation of the RaiseCanExecuteChanged method to be the exact same in WPF than in Silverlight. For instance, if a command must be enabled when a string property is set to a value other than null or empty string, you can do: public MainViewModel() { MyTestCommand = new RelayCommand( () => DoSomething(), () => !string.IsNullOrEmpty(MyProperty)); } public const string MyPropertyName = "MyProperty"; private string _myProperty = string.Empty; public string MyProperty { get { return _myProperty; } set { if (_myProperty == value) { return; } _myProperty = value; RaisePropertyChanged(MyPropertyName); MyTestCommand.RaiseCanExecuteChanged(); } } Logo update I made a minor change to the logo: Some people found the lack of the word “light” (as in MVVM Light Toolkit) confusing. I thought it was cool, because the feather suggests the idea of lightness, however I can see the point. So I added the word “light” to the logo. Things should be quite clear now. What’s next? This is only the first of a series of releases that will bring MVVM Light to V4. In the next weeks, I will continue to add some very requested features and correct some issues in the code. I will probably continue this fashion of releasing the changes to the public as source code through Codeplex. I would be very interested to hear what you think of that, and to get feedback about the changes. Cheers, Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • Xbox Live Traffic Light Tells You When It’s Game Time

    - by Jason Fitzpatrick
    Why log on to see if your friends are available for a game of Halo 3 when you can glance at this traffic-light-indicator to see if it’s go time? Courtesy of tinker and gamer AndrewF, this fun little hack combines a small traffic light, an Arduino board, and the Xbox live API to provide a real-time indicator of how many of your friends are online and gaming. When the light is red, nobody is available to play. Yellow and green indicate one and several of your friends are available. Hit up the link below to check out the parts list and project code. Xbox Live Traffic Lights [via Hack A Day] HTG Explains: How Antivirus Software Works HTG Explains: Why Deleted Files Can Be Recovered and How You Can Prevent It HTG Explains: What Are the Sys Rq, Scroll Lock, and Pause/Break Keys on My Keyboard?

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  • Point Light Soft Shadows

    - by notabene
    How to implement soft shadows for omni directional (point) light. We use typical shadow mapping technique. Depth is rendered to texture cube and addresing is pretty simple then. Just using vector from light to fragments world position. It works perfectly. Until you want soft shadows. In our engine we use PCSS technique for spot lights. But for point light there begins troubles. How to sample in 3D? I developed technique when orthonormal basis is created from a direction and upvector (0,1,0). And then multiply sampling vector (something like this (1.0,i/depthMapSize,j/depthMapSize) with this basis. But this (of course :)) looks pretty bad for vectors near (0,1,0) and (0,-1,0). I will appreciate any help on this.

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  • Common light map practices

    - by M. Utku ALTINKAYA
    My scene consists of individual meshes. At the moment each mesh has its associated light map texture, I was able to implement the light mapping using these many small textures. 1) Of course, I want to create an atlas, but how do you split atlases to pages, I mean do you group the lm's of objects that are close to each other, and load light maps on the fly if scene is expected to be big. 2) the 3d authoring software provides automatic uv coordinates for each mesh in the scene, but there are empty areas in the texel space, so if I scale the texture polygons the texel density of each face wil not match other meshes, if I create atlas like that there will be varying lm resolution, how do you solve this, just leave it as it is, or ignore resolution ? Actually these questions also applies to other non tiled maps.

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  • 11gR2 Agent ??

    - by Allen Gao
    ??:????oracle 11gR2 ???(Grid Infrastructure,????GI) ??? agent????,?? agent???,???agent??,??????????????:11.2.0.1??????    ?????10gR2 crs ????????????????10gR2 ??,crsd ??????????????????,crsd ?????racg??,??racg?????????,??racgvip ??????vip?????????,???racg??????????,????????????11gR2 GI??, agent ??????????GI??????????,?????agent ???????????,?????    ??????agent??????????1.????????daemon???agent ??????gipc, gpnp? ?ohasd ???orarootagent???2.Agent?????????,???HA(High Available)??.3.Ohasd ??????agent        cssdagent(??agent????“crsctl stat res –t –init” ????ora.cssd )        orarootagent        oraagent        cssdmonitor    Crsd ??????agent        orarootagent        Oraagent        ??????agent.??:??oracle?grid?????????oraagent??????????? oraagent_grid????ora.asm, oraagent_oracle??ora.<database_name>.db???     ?????agent?????????????,agent ????EP(Entry Point),??????????????       Start:????       Stop:????       Check:???????,???????????,?agent???GI,??????????       Clean:????,????????????????,???????failover?????       Abort:?????    ??????EP????,????????????,????????????????       ONLINE:????????online??       OFFLINE:????????offline?????offline??,?????planed offline ?unplaned offline?Planed offline??GI?????????offline??,??????GI?????(srvctl, crsctl)???????,????,GI?????????offline??,????????????GI???????,??planed offline???,??target????????offline??,????,??????target???offline???GI stacks,?????auto_start?????always,??,??????????(??target??,???auto_start?????,???oracle????Oracle Clusterware Administration and Deployment Guide 11g Release 2)???unplaned offline,?????GI???????,????sqlplus???????,??????,GI???????????offline??,???target?????online,??,???????GI???????,???????auto_start?????never?       UNKNOWN:??,?????unknown?????????,agent?????????check?       PARTIAL:??????,?????intermediate??? ??????agent?????????check,??????????       FAILED:???????????????,??????,agent?????clean EP,?????????????failover?restart???    ??,??????????????agent?????????????? Normal 0 7.8 ? 0 2 false false false EN-US ZH-CN X-NONE MicrosoftInternetExplorer4 DefSemiHidden="true" DefQFormat="false" DefPriority="99" LatentStyleCount="267" UnhideWhenUsed="false" QFormat="true" Name="Normal"/ UnhideWhenUsed="false" QFormat="true" Name="heading 1"/ UnhideWhenUsed="false" QFormat="true" Name="Title"/ UnhideWhenUsed="false" QFormat="true" Name="Subtitle"/ UnhideWhenUsed="false" QFormat="true" Name="Strong"/ UnhideWhenUsed="false" QFormat="true" Name="Emphasis"/ UnhideWhenUsed="false" Name="Table Grid"/ UnhideWhenUsed="false" QFormat="true" Name="No Spacing"/ UnhideWhenUsed="false" Name="Light Shading"/ UnhideWhenUsed="false" Name="Light List"/ UnhideWhenUsed="false" Name="Light Grid"/ UnhideWhenUsed="false" Name="Medium Shading 1"/ UnhideWhenUsed="false" Name="Medium Shading 2"/ UnhideWhenUsed="false" Name="Medium List 1"/ UnhideWhenUsed="false" Name="Medium List 2"/ UnhideWhenUsed="false" Name="Medium Grid 1"/ UnhideWhenUsed="false" Name="Medium Grid 2"/ UnhideWhenUsed="false" Name="Medium Grid 3"/ UnhideWhenUsed="false" Name="Dark List"/ UnhideWhenUsed="false" Name="Colorful Shading"/ UnhideWhenUsed="false" Name="Colorful List"/ UnhideWhenUsed="false" Name="Colorful Grid"/ UnhideWhenUsed="false" Name="Light Shading Accent 1"/ UnhideWhenUsed="false" Name="Light List Accent 1"/ UnhideWhenUsed="false" Name="Light Grid Accent 1"/ UnhideWhenUsed="false" Name="Medium Shading 1 Accent 1"/ UnhideWhenUsed="false" Name="Medium Shading 2 Accent 1"/ UnhideWhenUsed="false" Name="Medium List 1 Accent 1"/ UnhideWhenUsed="false" QFormat="true" Name="List Paragraph"/ UnhideWhenUsed="false" QFormat="true" Name="Quote"/ UnhideWhenUsed="false" QFormat="true" Name="Intense Quote"/ UnhideWhenUsed="false" Name="Medium List 2 Accent 1"/ UnhideWhenUsed="false" Name="Medium Grid 1 Accent 1"/ UnhideWhenUsed="false" Name="Medium Grid 2 Accent 1"/ UnhideWhenUsed="false" Name="Medium Grid 3 Accent 1"/ UnhideWhenUsed="false" Name="Dark List Accent 1"/ UnhideWhenUsed="false" Name="Colorful Shading Accent 1"/ UnhideWhenUsed="false" Name="Colorful List Accent 1"/ UnhideWhenUsed="false" Name="Colorful Grid Accent 1"/ UnhideWhenUsed="false" Name="Light Shading Accent 2"/ UnhideWhenUsed="false" Name="Light List Accent 2"/ UnhideWhenUsed="false" Name="Light Grid Accent 2"/ UnhideWhenUsed="false" Name="Medium Shading 1 Accent 2"/ UnhideWhenUsed="false" Name="Medium Shading 2 Accent 2"/ UnhideWhenUsed="false" Name="Medium List 1 Accent 2"/ UnhideWhenUsed="false" Name="Medium List 2 Accent 2"/ UnhideWhenUsed="false" Name="Medium Grid 1 Accent 2"/ UnhideWhenUsed="false" Name="Medium Grid 2 Accent 2"/ UnhideWhenUsed="false" Name="Medium Grid 3 Accent 2"/ UnhideWhenUsed="false" Name="Dark List Accent 2"/ UnhideWhenUsed="false" Name="Colorful Shading Accent 2"/ UnhideWhenUsed="false" Name="Colorful List Accent 2"/ UnhideWhenUsed="false" Name="Colorful Grid Accent 2"/ UnhideWhenUsed="false" Name="Light Shading Accent 3"/ UnhideWhenUsed="false" Name="Light List Accent 3"/ UnhideWhenUsed="false" Name="Light Grid Accent 3"/ UnhideWhenUsed="false" Name="Medium Shading 1 Accent 3"/ UnhideWhenUsed="false" Name="Medium Shading 2 Accent 3"/ UnhideWhenUsed="false" Name="Medium List 1 Accent 3"/ UnhideWhenUsed="false" Name="Medium List 2 Accent 3"/ UnhideWhenUsed="false" Name="Medium Grid 1 Accent 3"/ UnhideWhenUsed="false" Name="Medium Grid 2 Accent 3"/ UnhideWhenUsed="false" Name="Medium Grid 3 Accent 3"/ UnhideWhenUsed="false" Name="Dark List Accent 3"/ UnhideWhenUsed="false" Name="Colorful Shading Accent 3"/ UnhideWhenUsed="false" Name="Colorful List Accent 3"/ UnhideWhenUsed="false" Name="Colorful Grid Accent 3"/ UnhideWhenUsed="false" Name="Light Shading Accent 4"/ UnhideWhenUsed="false" Name="Light List Accent 4"/ UnhideWhenUsed="false" Name="Light Grid Accent 4"/ UnhideWhenUsed="false" Name="Medium Shading 1 Accent 4"/ UnhideWhenUsed="false" Name="Medium Shading 2 Accent 4"/ UnhideWhenUsed="false" Name="Medium List 1 Accent 4"/ UnhideWhenUsed="false" Name="Medium List 2 Accent 4"/ UnhideWhenUsed="false" Name="Medium Grid 1 Accent 4"/ UnhideWhenUsed="false" Name="Medium Grid 2 Accent 4"/ UnhideWhenUsed="false" Name="Medium Grid 3 Accent 4"/ UnhideWhenUsed="false" Name="Dark List Accent 4"/ UnhideWhenUsed="false" Name="Colorful Shading Accent 4"/ UnhideWhenUsed="false" Name="Colorful List Accent 4"/ UnhideWhenUsed="false" Name="Colorful Grid Accent 4"/ UnhideWhenUsed="false" Name="Light Shading Accent 5"/ UnhideWhenUsed="false" Name="Light List Accent 5"/ UnhideWhenUsed="false" Name="Light Grid Accent 5"/ UnhideWhenUsed="false" Name="Medium Shading 1 Accent 5"/ UnhideWhenUsed="false" Name="Medium Shading 2 Accent 5"/ UnhideWhenUsed="false" Name="Medium List 1 Accent 5"/ UnhideWhenUsed="false" Name="Medium List 2 Accent 5"/ UnhideWhenUsed="false" Name="Medium Grid 1 Accent 5"/ UnhideWhenUsed="false" Name="Medium Grid 2 Accent 5"/ UnhideWhenUsed="false" Name="Medium Grid 3 Accent 5"/ UnhideWhenUsed="false" Name="Dark List Accent 5"/ UnhideWhenUsed="false" Name="Colorful Shading Accent 5"/ UnhideWhenUsed="false" Name="Colorful List Accent 5"/ UnhideWhenUsed="false" Name="Colorful Grid Accent 5"/ UnhideWhenUsed="false" Name="Light Shading Accent 6"/ UnhideWhenUsed="false" Name="Light List Accent 6"/ UnhideWhenUsed="false" Name="Light Grid Accent 6"/ UnhideWhenUsed="false" Name="Medium Shading 1 Accent 6"/ UnhideWhenUsed="false" Name="Medium Shading 2 Accent 6"/ UnhideWhenUsed="false" Name="Medium List 1 Accent 6"/ UnhideWhenUsed="false" Name="Medium List 2 Accent 6"/ UnhideWhenUsed="false" Name="Medium Grid 1 Accent 6"/ UnhideWhenUsed="false" Name="Medium Grid 2 Accent 6"/ UnhideWhenUsed="false" Name="Medium Grid 3 Accent 6"/ UnhideWhenUsed="false" Name="Dark List Accent 6"/ UnhideWhenUsed="false" Name="Colorful Shading Accent 6"/ UnhideWhenUsed="false" Name="Colorful List Accent 6"/ UnhideWhenUsed="false" Name="Colorful Grid Accent 6"/ UnhideWhenUsed="false" QFormat="true" Name="Subtle Emphasis"/ UnhideWhenUsed="false" QFormat="true" Name="Intense Emphasis"/ UnhideWhenUsed="false" QFormat="true" Name="Subtle Reference"/ UnhideWhenUsed="false" QFormat="true" Name="Intense Reference"/ UnhideWhenUsed="false" QFormat="true" Name="Book Title"/ /* Style Definitions */ table.MsoNormalTable {mso-style-name:????; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.5pt; mso-bidi-font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:??; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi; mso-font-kerning:1.0pt;}     ??,???agent???trace????????????,agent?trace ??????GRID_HOME/log/<host>/agent?,???????????            GRID_HOME/log/<host>/agent /ohasd/orarootagent_root  <– ohasd???orarootagent??            GRID_HOME/log/<host>/agent/ohasd/oraagent_grid  <– ohasd???oraagent??            GRID_HOME/log/<host>/agent/ohasd/oracssdagent_root  <– ohasd???cssdagent??            GRID_HOME/log/<host>/agent/ohasd/oracssdmonitor_root  <– ohasd???cssdmonitor??            GRID_HOME/log/<host>/agent/crsd/oraagent_grid  <– crsd???oraagent??,owner?grid            GRID_HOME/log/<host>/agent/crsd/oraagent_oracle  <– crsd???oraagent??,owner?oracle            GRID_HOME/log/<host>/agent/crsd/orarootagent_root  <–crsd???orarootagent??    ??,????????agent???????????            ??alert log(Grid_home/log/<hostname>/alert<hostname>.log)            Grid_home/log/<hostname>/ohasd/ohasd.log            Grid_home/log/<hostname>/crsd/crsd.log     ????agent????????,??,?????????????,??????????????agent???????,??Agent????????,????????????Agent??crash,?????,?????core??(Grid_home/log/<hostname>/agent/{ohasd|crsd}/<agent?>_<???>)????????(Grid_home/log/<hostname>/agent/{ohasd|crsd}/<agent?>_<???>/<agent?>_<???>OUT.log)? v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 7.8 ? 0 2 false false false EN-US ZH-CN X-NONE MicrosoftInternetExplorer4 DefSemiHidden="true" DefQFormat="false" DefPriority="99" LatentStyleCount="267" UnhideWhenUsed="false" QFormat="true" Name="Normal"/ UnhideWhenUsed="false" QFormat="true" Name="heading 1"/ UnhideWhenUsed="false" QFormat="true" Name="Title"/ UnhideWhenUsed="false" QFormat="true" Name="Subtitle"/ UnhideWhenUsed="false" QFormat="true" Name="Strong"/ UnhideWhenUsed="false" QFormat="true" Name="Emphasis"/ UnhideWhenUsed="false" Name="Table Grid"/ UnhideWhenUsed="false" QFormat="true" Name="No Spacing"/ UnhideWhenUsed="false" Name="Light Shading"/ UnhideWhenUsed="false" Name="Light List"/ UnhideWhenUsed="false" Name="Light Grid"/ UnhideWhenUsed="false" Name="Medium Shading 1"/ UnhideWhenUsed="false" Name="Medium Shading 2"/ UnhideWhenUsed="false" Name="Medium List 1"/ UnhideWhenUsed="false" Name="Medium List 2"/ UnhideWhenUsed="false" Name="Medium Grid 1"/ UnhideWhenUsed="false" Name="Medium Grid 2"/ UnhideWhenUsed="false" Name="Medium Grid 3"/ UnhideWhenUsed="false" Name="Dark List"/ UnhideWhenUsed="false" Name="Colorful Shading"/ UnhideWhenUsed="false" Name="Colorful List"/ UnhideWhenUsed="false" Name="Colorful Grid"/ UnhideWhenUsed="false" Name="Light Shading Accent 1"/ UnhideWhenUsed="false" Name="Light List Accent 1"/ UnhideWhenUsed="false" Name="Light Grid Accent 1"/ UnhideWhenUsed="false" Name="Medium Shading 1 Accent 1"/ UnhideWhenUsed="false" Name="Medium Shading 2 Accent 1"/ UnhideWhenUsed="false" Name="Medium List 1 Accent 1"/ UnhideWhenUsed="false" QFormat="true" Name="List Paragraph"/ UnhideWhenUsed="false" QFormat="true" Name="Quote"/ UnhideWhenUsed="false" QFormat="true" Name="Intense Quote"/ UnhideWhenUsed="false" Name="Medium List 2 Accent 1"/ UnhideWhenUsed="false" Name="Medium Grid 1 Accent 1"/ UnhideWhenUsed="false" Name="Medium Grid 2 Accent 1"/ UnhideWhenUsed="false" Name="Medium Grid 3 Accent 1"/ UnhideWhenUsed="false" Name="Dark List Accent 1"/ UnhideWhenUsed="false" Name="Colorful Shading Accent 1"/ UnhideWhenUsed="false" Name="Colorful List Accent 1"/ UnhideWhenUsed="false" Name="Colorful Grid Accent 1"/ UnhideWhenUsed="false" Name="Light Shading Accent 2"/ UnhideWhenUsed="false" Name="Light List Accent 2"/ UnhideWhenUsed="false" Name="Light Grid Accent 2"/ UnhideWhenUsed="false" Name="Medium Shading 1 Accent 2"/ UnhideWhenUsed="false" Name="Medium Shading 2 Accent 2"/ UnhideWhenUsed="false" Name="Medium List 1 Accent 2"/ UnhideWhenUsed="false" Name="Medium List 2 Accent 2"/ UnhideWhenUsed="false" Name="Medium Grid 1 Accent 2"/ UnhideWhenUsed="false" Name="Medium Grid 2 Accent 2"/ UnhideWhenUsed="false" Name="Medium Grid 3 Accent 2"/ UnhideWhenUsed="false" Name="Dark List Accent 2"/ UnhideWhenUsed="false" Name="Colorful Shading Accent 2"/ UnhideWhenUsed="false" Name="Colorful List Accent 2"/ UnhideWhenUsed="false" Name="Colorful Grid Accent 2"/ UnhideWhenUsed="false" Name="Light Shading Accent 3"/ UnhideWhenUsed="false" Name="Light List Accent 3"/ UnhideWhenUsed="false" Name="Light Grid Accent 3"/ UnhideWhenUsed="false" Name="Medium Shading 1 Accent 3"/ UnhideWhenUsed="false" Name="Medium Shading 2 Accent 3"/ UnhideWhenUsed="false" Name="Medium List 1 Accent 3"/ UnhideWhenUsed="false" Name="Medium List 2 Accent 3"/ UnhideWhenUsed="false" Name="Medium Grid 1 Accent 3"/ UnhideWhenUsed="false" Name="Medium Grid 2 Accent 3"/ UnhideWhenUsed="false" Name="Medium Grid 3 Accent 3"/ UnhideWhenUsed="false" Name="Dark List Accent 3"/ UnhideWhenUsed="false" Name="Colorful Shading Accent 3"/ UnhideWhenUsed="false" Name="Colorful List Accent 3"/ UnhideWhenUsed="false" Name="Colorful Grid Accent 3"/ UnhideWhenUsed="false" Name="Light Shading Accent 4"/ UnhideWhenUsed="false" Name="Light List Accent 4"/ UnhideWhenUsed="false" Name="Light Grid Accent 4"/ UnhideWhenUsed="false" Name="Medium Shading 1 Accent 4"/ UnhideWhenUsed="false" Name="Medium Shading 2 Accent 4"/ UnhideWhenUsed="false" Name="Medium List 1 Accent 4"/ UnhideWhenUsed="false" Name="Medium List 2 Accent 4"/ UnhideWhenUsed="false" Name="Medium Grid 1 Accent 4"/ UnhideWhenUsed="false" Name="Medium Grid 2 Accent 4"/ UnhideWhenUsed="false" Name="Medium Grid 3 Accent 4"/ UnhideWhenUsed="false" Name="Dark List Accent 4"/ UnhideWhenUsed="false" Name="Colorful Shading Accent 4"/ UnhideWhenUsed="false" Name="Colorful List Accent 4"/ UnhideWhenUsed="false" Name="Colorful Grid Accent 4"/ UnhideWhenUsed="false" Name="Light Shading Accent 5"/ UnhideWhenUsed="false" Name="Light List Accent 5"/ UnhideWhenUsed="false" Name="Light Grid Accent 5"/ UnhideWhenUsed="false" Name="Medium Shading 1 Accent 5"/ UnhideWhenUsed="false" Name="Medium Shading 2 Accent 5"/ UnhideWhenUsed="false" Name="Medium List 1 Accent 5"/ UnhideWhenUsed="false" Name="Medium List 2 Accent 5"/ UnhideWhenUsed="false" Name="Medium Grid 1 Accent 5"/ UnhideWhenUsed="false" Name="Medium Grid 2 Accent 5"/ UnhideWhenUsed="false" Name="Medium Grid 3 Accent 5"/ UnhideWhenUsed="false" Name="Dark List Accent 5"/ UnhideWhenUsed="false" Name="Colorful Shading Accent 5"/ UnhideWhenUsed="false" Name="Colorful List Accent 5"/ UnhideWhenUsed="false" Name="Colorful Grid Accent 5"/ UnhideWhenUsed="false" Name="Light Shading Accent 6"/ UnhideWhenUsed="false" Name="Light List Accent 6"/ UnhideWhenUsed="false" Name="Light Grid Accent 6"/ UnhideWhenUsed="false" Name="Medium Shading 1 Accent 6"/ UnhideWhenUsed="false" Name="Medium Shading 2 Accent 6"/ UnhideWhenUsed="false" Name="Medium List 1 Accent 6"/ UnhideWhenUsed="false" Name="Medium List 2 Accent 6"/ UnhideWhenUsed="false" Name="Medium Grid 1 Accent 6"/ UnhideWhenUsed="false" Name="Medium Grid 2 Accent 6"/ UnhideWhenUsed="false" Name="Medium Grid 3 Accent 6"/ UnhideWhenUsed="false" Name="Dark List Accent 6"/ UnhideWhenUsed="false" Name="Colorful Shading Accent 6"/ UnhideWhenUsed="false" Name="Colorful List Accent 6"/ UnhideWhenUsed="false" Name="Colorful Grid Accent 6"/ UnhideWhenUsed="false" QFormat="true" Name="Subtle Emphasis"/ UnhideWhenUsed="false" QFormat="true" Name="Intense Emphasis"/ UnhideWhenUsed="false" QFormat="true" Name="Subtle Reference"/ UnhideWhenUsed="false" QFormat="true" Name="Intense Reference"/ UnhideWhenUsed="false" QFormat="true" Name="Book Title"/ /* Style Definitions */ table.MsoNormalTable {mso-style-name:????; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.5pt; mso-bidi-font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:??; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi; mso-font-kerning:1.0pt;}

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  • MVVM Light Toolkit V3 SP1 for Windows Phone 7

    - by Laurent Bugnion
    He he I start to sound like Microsoft… Anyway… I just released a service pack (SP1) for MVVM Light Toolkit V3. Why? Well mostly because I worked a bit more with the Windows Phone 7 tools that were released at MIX0, and I noticed a few things that could be better in the Windows Phone 7 template. Also, I only found out at MIX that you can actually install custom project templates for Visual Studio Express. For some reason I thought it was not possible. The best way to solve these issues is through a service pack, which consists of a few zip files. Simply follow the instructions on the “Installing Manually” page. You can go ahead and overwrite the files that were installed with V3, all the file structure and names are exactly the same. What? So what do you get in this service pack that was not already in V3? (for more info about what’s new in V3, check the What’s New page). Project and Item templates for Visual Studio 10 Express (phone edition). Unzip these files in your “My Documents” folder, and you can now create a new MVVM Light application in the WinPhone7 version of Visual Studio 2010 Express. Signed assemblies: All the assemblies are now signed, which is a requirement in certain build configurations. XML documentation files: Thanks to Matt Casto for pinging me and reminding me that I had forgotten to include them (doh). New and improved Windows Phone 7 assemblies and templates: This one deserves its own section (see below). What was wrong with the old Silverlight 3 assemblies in Windows Phone 7 projects? It was kind of weird. Functionality wise, it was working just right. However, if you noticed, the EventToCommand behavior was not visible in the Assets tab of Expression Blend, under Behaviors, where it should normally have been. The reason was that even though the Windows Phone 7 is using Silverlight 3, the System.Windows.Interactivity that Blend was expecting is the version that is normally used in Silverlight 4. Yeah, I know, it’s weird. This led me to create a specific version of these assemblies for the phone. The assemblies are located into C:\Program Files\Laurent Bugnion (GalaSoft)\Mvvm Light Toolkit\Binaries\WP7. There are 3 DLLs: GalaSoft.MvvmLight.WP7.dll with RelayCommand, Messenger and ViewModelBase GalaSoft.MvvmLight.Extras.WP7.dll with EventToCommand and DispatcherHelper System.Windows.Interactivity.dll which is the same DLL installed in the Blend SDK, and which is needed for the EventToCommand behavior to work. Happy coding! That’s all! Download and install the service pack according to the instructions on the Installation page, and create your first MVVM Light application for the phone (a blog post will follow later with more details).   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • Dark or light theme for Android apps?

    - by Philip Sheard
    My app allows the user to choose between a dark and a light theme, but which should it use as the default? It is a field sales app, a kind of glorified invoicing app for enterprise users. It is much larger than most apps in Google Play, and targets a vertical market. Originally I developed the app with a dark font, which was fairly standard at the time. That is still my personal preference, but most modern apps seem to have a light font.

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  • Ubuntu Light Shuts Out Future Ubuntu Moblin/MeeGo Remixes

    <b>IT World:</b> "When Canonical announced its Ubuntu Light platform for netbooks and platforms Monday morning, a lot of fuss was made about the new Unity interface, the capability of Ubuntu Light to act as an instant-on environment for users of these devices who just want to surf, and the general coolness of the plan."

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  • How do I use a spark variable in an html helper?

    - by Quintin Par
    Can I use a spark variable inside an html helper? Say we have <var url="Url.Action(“get”)" /> !{Html.Image("~/Content/up.png")} Now if I need to use the url inside Html.Image as an attribute(part of the 2nd param) to get <img src="~/Content/up.png" type="~/engine/get" /> how do I go about doing it?

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  • How can I see the parameters in intellisense in a spark file?

    - by kjm
    Hi, I've got spark intellisense working but when I open the parameters () of the method I can not see what is supposed to go in there and several of the methods have overloads so I can't see what options I have. For example !{Html.Hidden()} once I open the () I can not see what parameters I am to pass any ideas?

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  • Small change in MVVM Light Toolkit templates for Blend 4 RC

    - by Laurent Bugnion
    Ah, the joy of new releases… You will find that the MVVM Light Toolkit works fine with Visual Studio 2010 RTM and Blend 4 RC except for a few adjustments: Blend templates The path to the Expression Blend 4 project templates changed. If you start Expression Blend 4 RC now, you will likely not see the MVVM Light templates in the New Project dialog.   New Project dialog with MVVM Light To restore the templates, follow the steps: Open Windows Explorer Navigate to C:\Users\[username]\Documents\Expression (or simply type My Documents in Windows Explorer and then open the Expression folder). Change the name of the “Blend 4 beta” folder into “Blend 4”. That’s it, you should now see the templates in the New Project dialog in Blend 4. Note that since the new name is “Blend 4”, I hope that I won’t need to do the same exercise when Blend 4 RTM is released! Windows Phone 7 templates Since the Windows Phone 7 tools are not ready yet for Visual Studio 2010 RTM and Blend 4 RC, the templates in the Silverlight for Windows Phone folders will not work. You will get an error if you try to create a new such project in the newly released environment. I hesitated to remove these templates from the current packages, but honestly that is a lot of trouble for a very short time before the tools for Windows Phone 7 are released (note: I don’t have any information as to when these tools will be released). In the mean time, just don’t create a WinPhone7 application. Reminder: If you want to write code for Windows Phone 7, you need to keep the Visual Studio 2010 RC as well as Expression Blend 4 beta. Updated package I uploaded an update to the Blend 4 templates. It is available like before on the “Install manually” page and on the Codeplex page.   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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