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  • Observable Collections

    - by SGWellens
    I didn't think it was possible, but .NET surprised me yet again with a cool feature I never knew existed: The ObservableCollection. This became available in .NET 3.0. In essence, an ObservableCollection is a collection with an event you can connect to. The event fires when the collection changes. As usual, working with the .NET classes is so ridiculously easy, it feels like cheating. The following is small test program to illustrate how the ObservableCollection works. To start, create an ObservableCollection and then store it in the Session object so it will persist between page post backs. I also added the code to pull it out of Session state when there is a page post back:   public partial class _Default : System.Web.UI.Page{    public ObservableCollection<int> MyInts;     // ---- Page_Load ------------------------------     protected void Page_Load(object sender, EventArgs e)    {        if (IsPostBack == false)        {            MyInts = new ObservableCollection<int>();            MyInts.CollectionChanged += CollectionChangedHandler;             Session["MyInts"] = MyInts;  // store for use between postbacks        }        else        {            MyInts = Session["MyInts"] as ObservableCollection<int>;        }    } Here's the event handler I hooked up to the ObservableCollection, it writes status strings to a ListBox. Note: The event handler fires in a different thread than the IIS process thread.     // ---- CollectionChangedHandler -----------------------------------    //    // Something changed in the Observable collection     public void CollectionChangedHandler(object sender, NotifyCollectionChangedEventArgs e)    {        // need to dig around to get the current page and control to write to:        // (because this is in a separate thread)        Page CurrentPage = System.Web.HttpContext.Current.Handler as Page;        ListBox LB = CurrentPage.FindControl("ListBoxHistory") as ListBox;         switch (e.Action)        {            case NotifyCollectionChangedAction.Add:                LB.Items.Add("Add: " + e.NewItems[0]);                               break;             case NotifyCollectionChangedAction.Remove:                LB.Items.Add("Remove: " + e.OldItems[0]);                break;             case NotifyCollectionChangedAction.Reset:                LB.Items.Add("Reset: ");                break;             default:                LB.Items.Add(e.Action.ToString());                break;                     }    }  Next, add some buttons and code to exercise the ObservableCollection:     <br />    <asp:Button ID="ButtonAdd" runat="server" Text="Add" OnClick="ButtonAdd_Click" />    <asp:Button ID="ButtonRemove" runat="server" Text="Remove" OnClick="ButtonRemove_Click" />    <asp:Button ID="ButtonReset" runat="server" Text="Reset" OnClick="ButtonReset_Click" />    <asp:Button ID="ButtonList" runat="server" Text="List" OnClick="ButtonList_Click" />    <br />    <asp:TextBox ID="TextBoxInt" runat="server" Width="51px"></asp:TextBox>    <br />    <asp:ListBox ID="ListBoxHistory" runat="server" Height="255px" Width="195px">    </asp:ListBox>    // ---- Add Button --------------------------------------     protected void ButtonAdd_Click(object sender, EventArgs e)    {        int Temp;        if (int.TryParse(TextBoxInt.Text, out Temp) == true)            MyInts.Add(Temp);    }     // ---- Remove Button --------------------------------------     protected void ButtonRemove_Click(object sender, EventArgs e)    {        int Temp;        if (int.TryParse(TextBoxInt.Text, out Temp) == true)            MyInts.Remove(Temp);    }     // ---- Button Reset -----------------------------------     protected void ButtonReset_Click(object sender, EventArgs e)    {        MyInts.Clear();    }     // ---- Button List --------------------------------------     protected void ButtonList_Click(object sender, EventArgs e)    {        ListBoxHistory.Items.Add("MyInts:");        foreach (int i in MyInts)        {            // a bit of tweaking to get the text to be indented            ListItem LI = new ListItem("&nbsp;&nbsp;" + i.ToString());            LI.Text = Server.HtmlDecode(LI.Text);            ListBoxHistory.Items.Add(LI);        }    } Here's what it looks like after entering some numbers and clicking some buttons: An interesting note is that I had to use: System.Web.HttpContext.Current.Response to write to a control on the page. As mentioned earlier, this implies that the notification event is in a thread separate from the IIS thread. Another interesting note: From the online help: Any public static (Shared in Visual Basic) members of this type are thread safe. Any instance members are not guaranteed to be thread safe What does that mean to Asp.Net developers? If you are going to share an ObservableCollection among different sessions, you'd better make it a static object. I hope someone finds this useful. Steve Wellens

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  • Including Overestimates in MSF Agile Burndown Report

    After using the MSF Agile Burndown report for a few weeks in our new TFS 2010 environment, I have to say I am a huge fan.  I especially find the assignment of Work (hours) portion to be very useful in motivating the team to keep their tasks up to date every day.  Here is a view of the report that you get out of the box. However, I have one problem.  Id like the top line to have some more meaning.  Specifically, when it is changing is that an indication of scope creep, mis-estimation or a combination of the two.  So, today I decided to try to build in a view that would show overestimated time.  This would give me a more consistent top line.  My idea was to add another visual area on top of the graph whenever my originally estimated time was greater than the sum of completed and remaining.  This will effectively show me at least when the top line goes down whether it was scope change or over-estimation. Here is the final result. How did I do it?  Step 1: Add Cumulative_Original_Estimate field to the dsBurndown My approach was to follow the pattern where the completed time is included in the burndown chart and add my Overestimated hours.  First I added a field to the dsBurndown to hold the estimated time.         <Field Name="Cumulative_Original_Estimate">           <DataField><?xml version="1.0" encoding="utf-8"?><Field xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xsi:type="Measure" UniqueName="[Measures].[Microsoft_VSTS_Scheduling_OriginalEstimate]" /></DataField>           <rd:TypeName>System.Int32</rd:TypeName>         </Field> Step 2: Add a column to the query SELECT {     [Measures].[DateValue],     [Measures].[Work Item Count],     [Measures].[Microsoft_VSTS_Scheduling_RemainingWork],     [Measures].[Microsoft_VSTS_Scheduling_CompletedWork],     [Measures].[Microsoft_VSTS_Scheduling_OriginalEstimate],     [Measures].[RemainingWorkLine],     [Measures].[CountLine] Step 3: Add a new Item to the QueryDefinition <Item> <ID xsi:type="Measure"> <MeasureName>Microsoft_VSTS_Scheduling_OriginalEstimate</MeasureName> <UniqueName>[Measures].[Microsoft_VSTS_Scheduling_OriginalEstimate]</UniqueName> </ID> <ItemCaption>Cumulative Original Estimate</ItemCaption> <FormattedValue>true</FormattedValue> </Item> Step 4: Add a new ChartMember to DundasChartControl1 The burndown chart is called DundasChartControl1.  I need to add a ChartMember for the estimated time. <ChartMember>   <Label>Cumulative Original Estimate</Label> </ChartMember> Step 5: Add a ChartSeries to show the Overestimated Time <ChartSeries Name="OriginalEstimate">   <Hidden>=IIF(Parameters!YAxis.Value="count",True,False)</Hidden>   <ChartDataPoints>     <ChartDataPoint>       <ChartDataPointValues>         <Y>=IIF(Parameters!YAxis.Value = "hours", IIF(SUM(Fields!Cumulative_Original_Estimate.Value)>SUM(Fields!Cumulative_Completed_Work.Value+Fields!Cumulative_Remaining_Work.Value), SUM(Fields!Cumulative_Original_Estimate.Value-(Fields!Cumulative_Completed_Work.Value+Fields!Cumulative_Remaining_Work.Value)),Nothing),Nothing)</Y>       </ChartDataPointValues>       <ChartDataLabel>         <Style>           <FontFamily>Microsoft Sans Serif</FontFamily>           <FontSize>8pt</FontSize>         </Style>       </ChartDataLabel>       <Style>         <Border>           <Color>#9bdb00</Color>           <Width>0.75pt</Width>         </Border>         <Color>#666666</Color>         <BackgroundGradientEndColor>#666666</BackgroundGradientEndColor>       </Style>       <ChartMarker>         <Style />       </ChartMarker>       <CustomProperties>         <CustomProperty>           <Name>LabelStyle</Name>           <Value>Top</Value>         </CustomProperty>       </CustomProperties>     </ChartDataPoint>   </ChartDataPoints>   <Type>Area</Type>   <Subtype>Stacked</Subtype>   <Style />   <ChartEmptyPoints>     <Style>       <Color>#00ffffff</Color>     </Style>     <ChartMarker>       <Style />     </ChartMarker>     <ChartDataLabel>       <Style />     </ChartDataLabel>   </ChartEmptyPoints>   <LegendName>Default</LegendName>   <ChartItemInLegend>     <LegendText>Overestimated Hours</LegendText>   </ChartItemInLegend>   <ChartAreaName>Default</ChartAreaName>   <ValueAxisName>Primary</ValueAxisName>   <CategoryAxisName>Primary</CategoryAxisName>   <ChartSmartLabel>     <Disabled>true</Disabled>     <MaxMovingDistance>22.5pt</MaxMovingDistance>   </ChartSmartLabel> </ChartSeries> Thats it.  I find the improved report to add some value over the out of the box version.  You can download the updated rdl for the report here.  Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • A Look at the GridView's New Sorting Styles in ASP.NET 4.0

    Like every Web control in the ASP.NET toolbox, the GridView includes a variety of style-related properties, including CssClass, Font, ForeColor, BackColor, Width, Height, and so on. The GridView also includes style properties that apply to certain classes of rows in the grid, such as RowStyle, AlternatingRowStyle, HeaderStyle, and PagerStyle. Each of these meta-style properties offer the standard style properties (CssClass, Font, etc.) as subproperties. In ASP.NET 4.0, Microsoft added four new style properties to the GridView control: SortedAscendingHeaderStyle, SortedAscendingCellStyle, SortedDescendingHeaderStyle, and SortedDescendingCellStyle. These four properties are meta-style properties like RowStyle and HeaderStyle, but apply to column of cells rather than a row. These properties only apply when the GridView is sorted - if the grid's data is sorted in ascending order then the SortedAscendingHeaderStyle and SortedAscendingCellStyle properties define the styles for the column the data is sorted by. The SortedDescendingHeaderStyle and SortedDescendingCellStyle properties apply to the sorted column when the results are sorted in descending order. These four new properties make it easier to customize the appearance of the column by which the data is sorted. Using these properties along with a touch of Cascading Style Sheets (CSS) it is possible to add up and down arrows to the sorted column's header to indicate whether the data is sorted in ascending or descending order. Likewise, these properties can be used to shade the sorted column or make its text bold. This article shows how to use these four new properties to style the sorted column. Read on to learn more! Read More >

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  • AS3: StageWidth for BOX2D?

    - by Gabriel Meono
    I know BOX2D uses meters, and AS3 uses pixels. I'm trying to create objects which are limited to the stageWidth. If I do this variable: for (var i:int = 0; i<(stage.stageWidth); i++){...} The animation will freeze, and this output appears: TypeError: Error #1009: Cannot access a property or method of a null object reference. at Box2D.Collision::b2BroadPhase/CreateProxy() at Box2D.Collision.Shapes::b2Shape/CreateProxy() at Box2D.Dynamics::b2Body/CreateShape() at com.actionsnippet.qbox.objects::CircleObject/build() at com.actionsnippet.qbox::QuickObject/init() at com.actionsnippet.qbox::QuickObject() at com.actionsnippet.qbox.objects::CircleObject() at com.actionsnippet.qbox::QuickBox2D/create() at com.actionsnippet.qbox::QuickBox2D/addCircle() at BOX2D_Test_Tutorial_fla::MainTimeline/frame1() Does anyone know how to fix this? Full Code: [SWF(width = 350, height = 600, frameRate = 60)] import com.actionsnippet.qbox.*; var sim:QuickBox2D = new QuickBox2D(this); sim.createStageWalls(); // make a heavy circle sim.addCircle({x:3, y:3, radius:0.4, density:1}); // create a few platforms // make pins for (var i:int = 0; i<(stage.stageWidth); i++){ //End sim.addCircle({x:1 + i * 1.5, y:18, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:17, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid end sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); } sim.start(); sim.mouseDrag();

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  • JavaCV IplImage to LWJGL Texture

    - by rendrag
    As a side project I've been attempting to make a dynamic display (for example a screen within a game) that shows images from my webcam. I've been messing around with JavaCV and LWJGL for the past few months and have a basic understanding of how they both work. I found this after scouring google, but I get an error that the ByteBuffer isn't big enough. IplImage img = cam.getFrame(); ByteBuffer buffer = img.asByteBuffer(); int textureID = glGenTextures(); //Generate texture ID glBindTexture(GL_TEXTURE_2D, textureID); //Bind texture ID //I don't know how much of the following is necessary //Setup wrap mode glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE); //Setup texture scaling filtering glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //Send texture data to OpenGL - this is the line that actually does stuff and that OpenGL has a problem with glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL12.GL_BGR, GL_UNSIGNED_BYTE, buffer); That last line throws this- Exception in thread "Thread-0" java.lang.IllegalArgumentException: Number of remaining buffer elements is 144, must be at least 921600. Because at most 921600 elements can be returned, a buffer with at least 921600 elements is required, regardless of actual returned element count at org.lwjgl.BufferChecks.throwBufferSizeException(BufferChecks.java:162) at org.lwjgl.BufferChecks.checkBufferSize(BufferChecks.java:189) at org.lwjgl.BufferChecks.checkBuffer(BufferChecks.java:230) at org.lwjgl.opengl.GL11.glTexImage2D(GL11.java:2845) at tests.TextureTest.getTexture(TextureTest.java:78) at tests.TextureTest.update(TextureTest.java:43) at lib.game.AbstractGame$1.run(AbstractGame.java:52) at java.lang.Thread.run(Thread.java:679)

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  • A Closable jQuery Plug-in

    - by Rick Strahl
    In my client side development I deal a lot with content that pops over the main page. Be it data entry ‘windows’ or dialogs or simple pop up notes. In most cases this behavior goes with draggable windows, but sometimes it’s also useful to have closable behavior on static page content that the user can choose to hide or otherwise make invisible or fade out. Here’s a small jQuery plug-in that provides .closable() behavior to most elements by using either an image that is provided or – more appropriately by using a CSS class to define the picture box layout. /* * * Closable * * Makes selected DOM elements closable by making them * invisible when close icon is clicked * * Version 1.01 * @requires jQuery v1.3 or later * * Copyright (c) 2007-2010 Rick Strahl * http://www.west-wind.com/ * * Licensed under the MIT license: * http://www.opensource.org/licenses/mit-license.php Support CSS: .closebox { position: absolute; right: 4px; top: 4px; background-image: url(images/close.gif); background-repeat: no-repeat; width: 14px; height: 14px; cursor: pointer; opacity: 0.60; filter: alpha(opacity="80"); } .closebox:hover { opacity: 0.95; filter: alpha(opacity="100"); } Options: * handle Element to place closebox into (like say a header). Use if main element and closebox container are two different elements. * closeHandler Function called when the close box is clicked. Return true to close the box return false to keep it visible. * cssClass The CSS class to apply to the close box DIV or IMG tag. * imageUrl Allows you to specify an explicit IMG url that displays the close icon. If used bypasses CSS image styling. * fadeOut Optional provide fadeOut speed. Default no fade out occurs */ (function ($) { $.fn.closable = function (options) { var opt = { handle: null, closeHandler: null, cssClass: "closebox", imageUrl: null, fadeOut: null }; $.extend(opt, options); return this.each(function (i) { var el = $(this); var pos = el.css("position"); if (!pos || pos == "static") el.css("position", "relative"); var h = opt.handle ? $(opt.handle).css({ position: "relative" }) : el; var div = opt.imageUrl ? $("<img>").attr("src", opt.imageUrl).css("cursor", "pointer") : $("<div>"); div.addClass(opt.cssClass) .click(function (e) { if (opt.closeHandler) if (!opt.closeHandler.call(this, e)) return; if (opt.fadeOut) $(el).fadeOut(opt.fadeOut); else $(el).hide(); }); if (opt.imageUrl) div.css("background-image", "none"); h.append(div); }); } })(jQuery); The plugin can be applied against any selector that is a container (typically a div tag). The close image or close box is provided typically by way of a CssClass - .closebox by default – which supplies the image as part of the CSS styling. The default styling for the box looks something like this: .closebox { position: absolute; right: 4px; top: 4px; background-image: url(images/close.gif); background-repeat: no-repeat; width: 14px; height: 14px; cursor: pointer; opacity: 0.60; filter: alpha(opacity="80"); } .closebox:hover { opacity: 0.95; filter: alpha(opacity="100"); } Alternately you can also supply an image URL which overrides the background image in the style sheet. I use this plug-in mostly on pop up windows that can be closed, but it’s also quite handy for remove/delete behavior in list displays like this: you can find this sample here to look to play along: http://www.west-wind.com/WestwindWebToolkit/Samples/Ajax/AmazonBooks/BooksAdmin.aspx For closable windows it’s nice to have something reusable because in my client framework there are lots of different kinds of windows that can be created: Draggables, Modal Dialogs, HoverPanels etc. and they all use the client .closable plug-in to provide the closable operation in the same way with a few options. Plug-ins are great for this sort of thing because they can also be aggregated and so different components can pick and choose the behavior they want. The window here is a draggable, that’s closable and has shadow behavior and the server control can simply generate the appropriate plug-ins to apply to the main <div> tag: $().ready(function() { $('#ctl00_MainContent_panEditBook') .closable({ handle: $('#divEditBook_Header') }) .draggable({ dragDelay: 100, handle: '#divEditBook_Header' }) .shadow({ opacity: 0.25, offset: 6 }); }) The window is using the default .closebox style and has its handle set to the header bar (Book Information). The window is just closable to go away so no event handler is applied. Actually I cheated – the actual page’s .closable is a bit more ugly in the sample as it uses an image from a resources file: .closable({ imageUrl: '/WestWindWebToolkit/Samples/WebResource.axd?d=TooLongAndNastyToPrint', handle: $('#divEditBook_Header')}) so you can see how to apply a custom image, which in this case is generated by the server control wrapping the client DragPanel. More interesting maybe is to apply the .closable behavior to list scenarios. For example, each of the individual items in the list display also are .closable using this plug-in. Rather than having to define each item with Html for an image, event handler and link, when the client template is rendered the closable behavior is attached to the list. Here I’m using client-templating and the code that this is done with looks like this: function loadBooks() { showProgress(); // Clear the content $("#divBookListWrapper").empty(); var filter = $("#" + scriptVars.lstFiltersId).val(); Proxy.GetBooks(filter, function(books) { $(books).each(function(i) { updateBook(this); showProgress(true); }); }, onPageError); } function updateBook(book,highlight) { // try to retrieve the single item in the list by tag attribute id var item = $(".bookitem[tag=" +book.Pk +"]"); // grab and evaluate the template var html = parseTemplate(template, book); var newItem = $(html) .attr("tag", book.Pk.toString()) .click(function() { var pk = $(this).attr("tag"); editBook(this, parseInt(pk)); }) .closable({ closeHandler: function(e) { removeBook(this, e); }, imageUrl: "../../images/remove.gif" }); if (item.length > 0) item.after(newItem).remove(); else newItem.appendTo($("#divBookListWrapper")); if (highlight) { newItem .addClass("pulse") .effect("bounce", { distance: 15, times: 3 }, 400); setTimeout(function() { newItem.removeClass("pulse"); }, 1200); } } Here the closable behavior is applied to each of the items along with an event handler, which is nice and easy compared to having to embed the right HTML and click handling into each item in the list individually via markup. Ideally though (and these posts make me realize this often a little late) I probably should set up a custom cssClass to handle the rendering – maybe a CSS class called .removebox that only changes the image from the default box image. This example also hooks up an event handler that is fired in response to the close. In the list I need to know when the remove button is clicked so I can fire of a service call to the server to actually remove the item from the database. The handler code can also return false; to indicate that the window should not be closed optionally. Returning true will close the window. You can find more information about the .closable class behavior and options here: .closable Documentation Plug-ins make Server Control JavaScript much easier I find this plug-in immensely useful especial as part of server control code, because it simplifies the code that has to be generated server side tremendously. This is true of plug-ins in general which make it so much easier to create simple server code that only generates plug-in options, rather than full blocks of JavaScript code.  For example, here’s the relevant code from the DragPanel server control which generates the .closable() behavior: if (this.Closable && !string.IsNullOrEmpty(DragHandleID) ) { string imageUrl = this.CloseBoxImage; if (imageUrl == "WebResource" ) imageUrl = ScriptProxy.GetWebResourceUrl(this, this.GetType(), ControlResources.CLOSE_ICON_RESOURCE); StringBuilder closableOptions = new StringBuilder("imageUrl: '" + imageUrl + "'"); if (!string.IsNullOrEmpty(this.DragHandleID)) closableOptions.Append(",handle: $('#" + this.DragHandleID + "')"); if (!string.IsNullOrEmpty(this.ClientDialogHandler)) closableOptions.Append(",handler: " + this.ClientDialogHandler); if (this.FadeOnClose) closableOptions.Append(",fadeOut: 'slow'"); startupScript.Append(@" .closable({ " + closableOptions + "})"); } The same sort of block is then used for .draggable and .shadow which simply sets options. Compared to the code I used to have in pre-jQuery versions of my JavaScript toolkit this is a walk in the park. In those days there was a bunch of JS generation which was ugly to say the least. I know a lot of folks frown on using server controls, especially the UI is client centric as the example is. However, I do feel that server controls can greatly simplify the process of getting the right behavior attached more easily and with the help of IntelliSense. Often the script markup is easier is especially if you are dealing with complex, multiple plug-in associations that often express more easily with property values on a control. Regardless of whether server controls are your thing or not this plug-in can be useful in many scenarios. Even in simple client-only scenarios using a plug-in with a few simple parameters is nicer and more consistent than creating the HTML markup over and over again. I hope some of you find this even a small bit as useful as I have. Related Links Download jquery.closable West Wind Web Toolkit jQuery Plug-ins © Rick Strahl, West Wind Technologies, 2005-2010Posted in jQuery   ASP.NET  JavaScript  

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  • How can I reduce draw calls when using glBufferSubData and DYNAMIC_DRAW?

    - by Kronos
    At first I had the problem where I had about 150 rectangles rendered every tick. I only used STATIC_DRAW and glBufferData. I added support for DYNAMIC_DRAW and glBufferSubData and now I have a very good result... but the number of draw calls (glDrawArrays) is the same. Best practices from Mozilla Dev website said it should be reduced, but how? Every rectangle has a method render() in which I do following (shortend): _gl.bindBuffer(WebGL.ARRAY_BUFFER, vertexBuffer); _gl.enableVertexAttribArray(a_position); _gl.vertexAttribPointer(a_position, 2, WebGL.FLOAT, false, 0, 0); _gl.bufferSubData(WebGL.ARRAY_BUFFER, 0, vertices); _gl.bindBuffer(WebGL.ARRAY_BUFFER, texCoordBuffer); _gl.enableVertexAttribArray(a_texCoordLocation); _gl.vertexAttribPointer(a_texCoordLocation, 2, WebGL.FLOAT, false, 0, 0); _gl.bufferSubData(WebGL.ARRAY_BUFFER, 0, texVertices); _gl.uniform2fv(_utranslation, _translation); _gl.uniform2fv(_urotation, _rotation); _gl.uniform2f(_location, Dart2D.WIDTH, Dart2D.HEIGHT); _gl.drawArrays(WebGL.TRIANGLES, 0, 6); So every rectangle calls drawArrays in every frame...

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  • 45° Slopes in a Tile based 2D platformer

    - by xNidhogg
    I want to have simple 45° slopes in my tile based platformer, however I just cant seem to get the algorithm down. Please take a look at the code and video, maybe I'm missing the obvious? //collisionRectangle is the collision rectangle of the player with //origin at the top left and width and height //wantedPosition is the new position the player will be set to. //this is determined elsewhere by checking the bottom center point of the players rect if(_leftSlope || _rightSlope) { //Test bottom center point var calculationPoint = new Vector2(collisionRectangle.Center.X, collisionRectangle.Bottom); //Get the collision rectangle of the tile, origin is top-left Rectangle cellRect = _tileMap.CellWorldRectangle( _tileMap.GetCellByPixel(calculationPoint)); //Calculate the new Y coordinate depending on if its a left or right slope //CellSize = 8 float newY = _leftSlope ? (calculationPoint.X % CellSize) + cellRect.Y : (-1 * (calculationPoint.X % CellSize) - CellSize) + cellRect.Y; //reset variables so we dont jump in here next frame _leftSlope = false; _rightSlope = false; //now change the players Y according to the difference of our calculation wantedPosition.Y += newY - calculationPoint.Y; } Video of what it looks like: http://youtu.be/EKOWgD2muoc

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  • A DirectoryCatalog class for Silverlight MEF (Managed Extensibility Framework)

    - by Dixin
    In the MEF (Managed Extension Framework) for .NET, there are useful ComposablePartCatalog implementations in System.ComponentModel.Composition.dll, like: System.ComponentModel.Composition.Hosting.AggregateCatalog System.ComponentModel.Composition.Hosting.AssemblyCatalog System.ComponentModel.Composition.Hosting.DirectoryCatalog System.ComponentModel.Composition.Hosting.TypeCatalog While in Silverlight, there is a extra System.ComponentModel.Composition.Hosting.DeploymentCatalog. As a wrapper of AssemblyCatalog, it can load all assemblies in a XAP file in the web server side. Unfortunately, in silverlight there is no DirectoryCatalog to load a folder. Background There are scenarios that Silverlight application may need to load all XAP files in a folder in the web server side, for example: If the Silverlight application is extensible and supports plug-ins, there would be a /ClinetBin/Plugins/ folder in the web server, and each pluin would be an individual XAP file in the folder. In this scenario, after the application is loaded and started up, it would like to load all XAP files in /ClinetBin/Plugins/ folder. If the aplication supports themes, there would be a /ClinetBin/Themes/ folder, and each theme would be an individual XAP file too. The application would qalso need to load all XAP files in /ClinetBin/Themes/. It is useful if we have a DirectoryCatalog: DirectoryCatalog catalog = new DirectoryCatalog("/Plugins"); catalog.DownloadCompleted += (sender, e) => { }; catalog.DownloadAsync(); Obviously, the implementation of DirectoryCatalog is easy. It is just a collection of DeploymentCatalog class. Retrieve file list from a directory Of course, to retrieve file list from a web folder, the folder’s “Directory Browsing” feature must be enabled: So when the folder is requested, it responses a list of its files and folders: This is nothing but a simple HTML page: <html> <head> <title>localhost - /Folder/</title> </head> <body> <h1>localhost - /Folder/</h1> <hr> <pre> <a href="/">[To Parent Directory]</a><br> <br> 1/3/2011 7:22 PM 185 <a href="/Folder/File.txt">File.txt</a><br> 1/3/2011 7:22 PM &lt;dir&gt; <a href="/Folder/Folder/">Folder</a><br> </pre> <hr> </body> </html> For the ASP.NET Deployment Server of Visual Studio, directory browsing is enabled by default: The HTML <Body> is almost the same: <body bgcolor="white"> <h2><i>Directory Listing -- /ClientBin/</i></h2> <hr width="100%" size="1" color="silver"> <pre> <a href="/">[To Parent Directory]</a> Thursday, January 27, 2011 11:51 PM 282,538 <a href="Test.xap">Test.xap</a> Tuesday, January 04, 2011 02:06 AM &lt;dir&gt; <a href="TestFolder/">TestFolder</a> </pre> <hr width="100%" size="1" color="silver"> <b>Version Information:</b>&nbsp;ASP.NET Development Server 10.0.0.0 </body> The only difference is, IIS’s links start with slash, but here the links do not. Here one way to get the file list is read the href attributes of the links: [Pure] private IEnumerable<Uri> GetFilesFromDirectory(string html) { Contract.Requires(html != null); Contract.Ensures(Contract.Result<IEnumerable<Uri>>() != null); return new Regex( "<a href=\"(?<uriRelative>[^\"]*)\">[^<]*</a>", RegexOptions.IgnoreCase | RegexOptions.CultureInvariant) .Matches(html) .OfType<Match>() .Where(match => match.Success) .Select(match => match.Groups["uriRelative"].Value) .Where(uriRelative => uriRelative.EndsWith(".xap", StringComparison.Ordinal)) .Select(uriRelative => { Uri baseUri = this.Uri.IsAbsoluteUri ? this.Uri : new Uri(Application.Current.Host.Source, this.Uri); uriRelative = uriRelative.StartsWith("/", StringComparison.Ordinal) ? uriRelative : (baseUri.LocalPath.EndsWith("/", StringComparison.Ordinal) ? baseUri.LocalPath + uriRelative : baseUri.LocalPath + "/" + uriRelative); return new Uri(baseUri, uriRelative); }); } Please notice the folders’ links end with a slash. They are filtered by the second Where() query. The above method can find files’ URIs from the specified IIS folder, or ASP.NET Deployment Server folder while debugging. To support other formats of file list, a constructor is needed to pass into a customized method: /// <summary> /// Initializes a new instance of the <see cref="T:System.ComponentModel.Composition.Hosting.DirectoryCatalog" /> class with <see cref="T:System.ComponentModel.Composition.Primitives.ComposablePartDefinition" /> objects based on all the XAP files in the specified directory URI. /// </summary> /// <param name="uri"> /// URI to the directory to scan for XAPs to add to the catalog. /// The URI must be absolute, or relative to <see cref="P:System.Windows.Interop.SilverlightHost.Source" />. /// </param> /// <param name="getFilesFromDirectory"> /// The method to find files' URIs in the specified directory. /// </param> public DirectoryCatalog(Uri uri, Func<string, IEnumerable<Uri>> getFilesFromDirectory) { Contract.Requires(uri != null); this._uri = uri; this._getFilesFromDirectory = getFilesFromDirectory ?? this.GetFilesFromDirectory; this._webClient = new Lazy<WebClient>(() => new WebClient()); // Initializes other members. } When the getFilesFromDirectory parameter is null, the above GetFilesFromDirectory() method will be used as default. Download the directory’s XAP file list Now a public method can be created to start the downloading: /// <summary> /// Begins downloading the XAP files in the directory. /// </summary> public void DownloadAsync() { this.ThrowIfDisposed(); if (Interlocked.CompareExchange(ref this._state, State.DownloadStarted, State.Created) == 0) { this._webClient.Value.OpenReadCompleted += this.HandleOpenReadCompleted; this._webClient.Value.OpenReadAsync(this.Uri, this); } else { this.MutateStateOrThrow(State.DownloadCompleted, State.Initialized); this.OnDownloadCompleted(new AsyncCompletedEventArgs(null, false, this)); } } Here the HandleOpenReadCompleted() method is invoked when the file list HTML is downloaded. Download all XAP files After retrieving all files’ URIs, the next thing becomes even easier. HandleOpenReadCompleted() just uses built in DeploymentCatalog to download the XAPs, and aggregate them into one AggregateCatalog: private void HandleOpenReadCompleted(object sender, OpenReadCompletedEventArgs e) { Exception error = e.Error; bool cancelled = e.Cancelled; if (Interlocked.CompareExchange(ref this._state, State.DownloadCompleted, State.DownloadStarted) != State.DownloadStarted) { cancelled = true; } if (error == null && !cancelled) { try { using (StreamReader reader = new StreamReader(e.Result)) { string html = reader.ReadToEnd(); IEnumerable<Uri> uris = this._getFilesFromDirectory(html); Contract.Assume(uris != null); IEnumerable<DeploymentCatalog> deploymentCatalogs = uris.Select(uri => new DeploymentCatalog(uri)); deploymentCatalogs.ForEach( deploymentCatalog => { this._aggregateCatalog.Catalogs.Add(deploymentCatalog); deploymentCatalog.DownloadCompleted += this.HandleDownloadCompleted; }); deploymentCatalogs.ForEach(deploymentCatalog => deploymentCatalog.DownloadAsync()); } } catch (Exception exception) { error = new InvalidOperationException(Resources.InvalidOperationException_ErrorReadingDirectory, exception); } } // Exception handling. } In HandleDownloadCompleted(), if all XAPs are downloaded without exception, OnDownloadCompleted() callback method will be invoked. private void HandleDownloadCompleted(object sender, AsyncCompletedEventArgs e) { if (Interlocked.Increment(ref this._downloaded) == this._aggregateCatalog.Catalogs.Count) { this.OnDownloadCompleted(e); } } Exception handling Whether this DirectoryCatelog can work only if the directory browsing feature is enabled. It is important to inform caller when directory cannot be browsed for XAP downloading. private void HandleOpenReadCompleted(object sender, OpenReadCompletedEventArgs e) { Exception error = e.Error; bool cancelled = e.Cancelled; if (Interlocked.CompareExchange(ref this._state, State.DownloadCompleted, State.DownloadStarted) != State.DownloadStarted) { cancelled = true; } if (error == null && !cancelled) { try { // No exception thrown when browsing directory. Downloads the listed XAPs. } catch (Exception exception) { error = new InvalidOperationException(Resources.InvalidOperationException_ErrorReadingDirectory, exception); } } WebException webException = error as WebException; if (webException != null) { HttpWebResponse webResponse = webException.Response as HttpWebResponse; if (webResponse != null) { // Internally, WebClient uses WebRequest.Create() to create the WebRequest object. Here does the same thing. WebRequest request = WebRequest.Create(Application.Current.Host.Source); Contract.Assume(request != null); if (request.CreatorInstance == WebRequestCreator.ClientHttp && // Silverlight is in client HTTP handling, all HTTP status codes are supported. webResponse.StatusCode == HttpStatusCode.Forbidden) { // When directory browsing is disabled, the HTTP status code is 403 (forbidden). error = new InvalidOperationException( Resources.InvalidOperationException_ErrorListingDirectory_ClientHttp, webException); } else if (request.CreatorInstance == WebRequestCreator.BrowserHttp && // Silverlight is in browser HTTP handling, only 200 and 404 are supported. webResponse.StatusCode == HttpStatusCode.NotFound) { // When directory browsing is disabled, the HTTP status code is 404 (not found). error = new InvalidOperationException( Resources.InvalidOperationException_ErrorListingDirectory_BrowserHttp, webException); } } } this.OnDownloadCompleted(new AsyncCompletedEventArgs(error, cancelled, this)); } Please notice Silverlight 3+ application can work either in client HTTP handling, or browser HTTP handling. One difference is: In browser HTTP handling, only HTTP status code 200 (OK) and 404 (not OK, including 500, 403, etc.) are supported In client HTTP handling, all HTTP status code are supported So in above code, exceptions in 2 modes are handled differently. Conclusion Here is the whole DirectoryCatelog’s looking: Please click here to download the source code, a simple unit test is included. This is a rough implementation. And, for convenience, some design and coding are just following the built in AggregateCatalog class and Deployment class. Please feel free to modify the code, and please kindly tell me if any issue is found.

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  • Passwords in WP7

    - by Richard Jones
    I’ve been trying to protect password entry boxes in Windows Phone 7 (on the emulator) SilverLight supports inputscopes to achieve just this. Peter Foot blogged about this too.  http://mobileworld.appamundi.com/blogs/peterfoot/archive/2010/03/22/windows-phone-7-input.aspx?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+PeterFoot+%28Peter+Foot%29 It seems that password inputscope doesn’t quite work yet, please don’t pull your hair out like I just did..   This is the code I was using. <TextBox Height="31" HorizontalAlignment="Left" Margin="240,99,0,0" Name="tbuser" Text="" VerticalAlignment="Top" Width="181" TabIndex="1" >                <TextBox.InputScope>                    <InputScope>                        <InputScope.Names>                            <InputScopeName NameValue="TelephoneNumber"/>                        </InputScope.Names>                    </InputScope>                </TextBox.InputScope>            </TextBox>   Other inputscopes like Telephonenumber work great.  Thought I would blog this to save you from a small bit of pain.

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  • Inverted textures

    - by brainydexter
    I'm trying to draw textures aligned with this physics body whose coordinate system's origin is at the center of the screen. (XNA)Spritebatch has its default origin set to top-left corner. I got the textures to be positioned correctly, but I noticed my textures are vertically inverted. That is, an arrow texture pointing Up , when rendered points down. I'm not sure where I am going wrong with the math. My approach is to convert everything in physic's meter units and draw accordingly. Matrix proj = Matrix.CreateOrthographic(scale * graphics.GraphicsDevice.Viewport.AspectRatio, scale, 0, 1); Matrix view = Matrix.Identity; effect.World = Matrix.Identity; effect.View = view; effect.Projection = proj; effect.TextureEnabled = true; effect.VertexColorEnabled = true; effect.Techniques[0].Passes[0].Apply(); SpriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, DepthStencilState.Default, RasterizerState.CullNone, effect); m_Paddles[1].Draw(gameTime); SpriteBatch.End(); where Paddle::Draw looks like: SpriteBatch.Draw(paddleTexture, mBody.Position, null, Color.White, 0f, new Vector2(16f, 16f), // origin of the texture 0.1875f, SpriteEffects.None, // width of box is 3*2 = 6 meters. texture is 32 pixels wide. to make it 6 meters wide in world space: 6/32 = 0.1875f 0); The orthographic projection matrix seem fine to me, but I am obviously doing something wrong somewhere! Can someone please help me figure out what am i doing wrong here ? Thanks

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  • Win32 strange exception

    - by Christian Frantz
    When creating 2500 objects, I get a strange windows exception. It says the operation copmleted successfully at my constructor line. The program doesn't run or anything. I'm assuming it has something to do with memory. Each object has 32 indices and 8 vertices, so that 640,000 bytes or whatever vertices and indices are stored as. Any idea on how to fix this? Creating 25 objects works fine\ System.ComponentModel.Win32Exception was unhandled Message=The operation completed successfully Source=System.Drawing ErrorCode=-2147467259 NativeErrorCode=0 StackTrace: at System.Drawing.Icon.Initialize(Int32 width, Int32 height) at System.Drawing.Icon..ctor(Type type, String resource) at Microsoft.Xna.Framework.WindowsGameWindow.GetDefaultIcon() at Microsoft.Xna.Framework.WindowsGameWindow..ctor() at Microsoft.Xna.Framework.WindowsGameHost..ctor(Game game) at Microsoft.Xna.Framework.Game.EnsureHost() at Microsoft.Xna.Framework.Game..ctor() at Cube_Chaser.Cube..ctor(GraphicsDevice graphicsDevice, Vector3 Position, Color Color) in C:\Users\daj\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Cube.cs:line 31 at Cube_Chaser.Cube.CreateMap() in C:\Users\user\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Cube.cs:line 247 at Cube_Chaser.Game1.LoadContent() in C:\Users\daj\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Game1.cs:line 86 at Microsoft.Xna.Framework.Game.Initialize() at Cube_Chaser.Game1.Initialize() in C:\Users\daj\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Game1.cs:line 77 at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun) at Microsoft.Xna.Framework.Game.Run() at Cube_Chaser.Program.Main(String[] args) in C:\Users\user\Desktop\Cube Chaser after removal of cubedrawable - Copy\Cube Chaser\Cube Chaser\Program.cs:line 15 InnerException:

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  • Reading from a staging 2D texture array in DirectX10

    - by Don Reba
    I have a DX10 program, where I create an array of 3 16x16 textures, then map, read, and unmap each subresource in turn. I use a single mip level, set resource usage to staging and CPU access to read. Now, here is the problem: Subresource 0 contains 1024 bytes, pitch 64, as expected. Subresource 1 contains 512 bytes, pitch 64. Subresource 2 contains 256 bytes, pitch 64. I expect all three to be the same size. Debugging output is enabled, but not reporting any warnings or errors. Am I missing something, or might this be some sort of driver issue? Here is the code. The language is Nemerle, but C# and C++ would look almost the same. I have looked through the generated code, and am fairly confident the problem is not language-related. def cpuTexture = Texture2D ( device , Texture2DDescription() <- { Width = 16; Height = 16; MipLevels = 1; ArraySize = 3; Format = Format.R32_Float; Usage = ResourceUsage.Staging; CpuAccessFlags = CpuAccessFlags.Read; SampleDescription = SampleDescription(count = 1, quality = 0); } ); foreach (subresource in [0 .. 2]) { def data = cpuTexture.Map(subresource, MapMode.Read, MapFlags.None); Console.WriteLine($"subresource $subresource"); Console.WriteLine($"length = $(data.Data.Length)"); Console.WriteLine($"pitch = $(data.Pitch)"); cpuTexture.Unmap(subresource); }

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  • Calculating Screen Resolutions Using WPF

    - by Jeff Ferguson
    WPF measures all elements in device independent pixels (DIPs). These DIPs equate to device pixels if the current display monitor is set to the default of 96 DPI. However, for monitors set to a DPI setting that is different than 96 DPI, then WPF DIPs will not correspond directly to monitor pixels. Consider, for example, the WPF properties SystemParameters.PrimaryScreenHeight and SystemParameters.PrimaryScreenWidth. If your monitor resolution is set to 1024 pixels wide by 768 pixels high, and your monitor is set to 96 DPI, then WPF will report the value of SystemParameters.PrimaryScreenHeight as 768 and the value of SystemParameters.PrimaryScreenWidth as 1024. No problem. This aligns nicely because the WPF device independent pixel value (96) matches your monitor's DPI setting (96). However, if your monitor is not set to display pixels at 96 DPI, then SystemParameters.PrimaryScreenHeight and SystemParameters.PrimaryScreenWidth will not return what you expect. The values returned by these properties may be greater than or less than what you expect, depending on whether or not your monitor's DPI value is less than or greater than 96. Since the SystemParameters.PrimaryScreenHeight and SystemParameters.PrimaryScreenWidth properties are WPF properties, their values are measured in WPF DIPs, rather than taking monitor DPI into effect. Once again: WPF measures all elements in device independent pixels (DIPs). To combat this issue, you must take your monitor's DPI settings into effect if you're looking for the monitor's width and height using the monitor's DPI settings. The handy code block below will help you calculate these values regardless of the DPI setting on your monitor: Window MainWindow = Application.Current.MainWindow; PresentationSource MainWindowPresentationSource = PresentationSource.FromVisual(MainWindow); Matrix m = MainWindowPresentationSource.CompositionTarget.TransformToDevice; DpiWidthFactor = m.M11; DpiHeightFactor = m.M22; double ScreenHeight = SystemParameters.PrimaryScreenHeight * DpiHeightFactor; double ScreenWidth = SystemParameters.PrimaryScreenWidth * DpiWidthFactor; The values of ScreenHeight and ScreenWidth should, after this code is executed, match the resolution that you see in the display's Properties window.

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  • Libgdx - 2D Mesh rendering overlap glitch

    - by user46858
    I am trying to render a 2D circle segment mesh (quarter circle)using Libgdx/Opengl ES 2.0 but I seem to be getting an overlapping issue as seen in the picture attached. I cant seem to find the cause of the problem but the overlapping disappears/reappears if I drag and resize the window to random sizes. The problem occurs on both pc and android. The strange thing is the first two segments atleast dont seem to be causing any overlapping only the third and/or forth segment.......even though they are all rendered using the same mesh object..... I have spent ages trying to find the cause of the problem before posting here for help so ANY help/advice in finding the cause of this problem would be really appreciated. public class MyGdxGame extends Game { private SpriteBatch batch; private Texture texture; private OrthographicCamera myCamera; private float w; private float h; private ShaderProgram circleSegShader; private Mesh circleScaleSegMesh; private Stage stage; private float TotalSegments; Vector3 virtualres; @Override public void create() { w = Gdx.graphics.getWidth(); h = Gdx.graphics.getHeight(); batch = new SpriteBatch(); ViewPortsize = new Vector2(); TotalSegments = 4.0f; virtualres = new Vector3(1280.0f, 720.0f, 0.0f); myCamera = new OrthographicCamera(); myCamera.setToOrtho(false, w, h); texture = new Texture(Gdx.files.internal("data/libgdx.png")); texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); circleScaleSegMesh = createCircleMesh_V3(0.0f,0.0f,200.0f, 30.0f,3, (360.0f /TotalSegments) ); circleSegShader = loadShaderFromFile(new String("circleseg.vert"), new String("circleseg.frag")); shaderProgram.pedantic = false; stage = new Stage(); stage.setViewport(new ExtendViewport(w, h)); Gdx.input.setInputProcessor(stage); } @Override public void render() { .... //render renderInit(); renderCircleScaledSegment(); } @Override public void resize(int width, int height) { stage.getViewport().update(width, height, true); myCamera.position.set( virtualres.x/2.0f, virtualres.y/2.0f, 0.0f); myCamera.update(); } public void renderInit(){ Gdx.gl20.glClearColor(1.0f, 1.0f, 1.0f, 0.0f); Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); batch.setShader(null); batch.setProjectionMatrix(myCamera.combined); } public void renderCircleScaledSegment(){ Gdx.gl20.glEnable(GL20.GL_DEPTH_TEST); Gdx.gl20.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); Gdx.gl20.glEnable(GL20.GL_BLEND); batch.begin(); circleSegShader.begin(); Matrix4 modelMatrix = new Matrix4(); Matrix4 cameraMatrix = new Matrix4(); Matrix4 cameraMatrix2 = new Matrix4(); Matrix4 cameraMatrix3 = new Matrix4(); Matrix4 cameraMatrix4 = new Matrix4(); cameraMatrix = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f), 0.0f - ((360.0f /TotalSegments)/ 2.0f)).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix.mul(modelMatrix); cameraMatrix2 = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f), 0.0f - ((360.0f /TotalSegments)/ 2.0f) +(360.0f /TotalSegments) ).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix2.mul(modelMatrix); cameraMatrix3 = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f), 0.0f - ((360.0f /TotalSegments)/ 2.0f) +(2*(360.0f /TotalSegments))).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix3.mul(modelMatrix); cameraMatrix4 = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f),0.0f - ((360.0f /TotalSegments)/ 2.0f) +(3*(360.0f /TotalSegments)) ).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix4.mul(modelMatrix); Vector3 box2dpos = new Vector3(0.0f, 0.0f, 0.0f); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix2); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix3); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix4); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.end(); batch.flush(); batch.end(); Gdx.gl20.glDisable(GL20.GL_DEPTH_TEST); Gdx.gl20.glDisable(GL20.GL_BLEND); } public Mesh createCircleMesh_V3(float cx, float cy, float r_out, float r_in, int num_segments, float segmentSizeDegrees){ float theta = (float) (2.0f * MathUtils.PI / (num_segments * (360.0f / segmentSizeDegrees))); float c = MathUtils.cos(theta);//precalculate the sine and cosine float s = MathUtils.sin(theta); float t,t2; float x = r_out;//we start at angle = 0 float y = 0; float x2 = r_in;//we start at angle = 0 float y2 = 0; float[] meshCoords = new float[num_segments *2 *3 *7]; int arrayIndex = 0; //array for triangles without indices for(int ii = 0; ii < num_segments; ii++) { meshCoords[arrayIndex] = x2+cx; meshCoords[arrayIndex +1] = y2+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; meshCoords[arrayIndex] = x+cx; meshCoords[arrayIndex +1] = y+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; t = x; x = c * x - s * y; y = s * t + c * y; meshCoords[arrayIndex] = x+cx; meshCoords[arrayIndex +1] = y+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; meshCoords[arrayIndex] = x2+cx; meshCoords[arrayIndex +1] = y2+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; meshCoords[arrayIndex] = x+cx; meshCoords[arrayIndex +1] = y+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; t2 = x2; x2 = c * x2 - s * y2; y2 = s * t2 + c * y2; meshCoords[arrayIndex] = x2+cx; meshCoords[arrayIndex +1] = y2+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; } Mesh myMesh = new Mesh(VertexDataType.VertexArray, false, meshCoords.length, 0, new VertexAttribute(VertexAttributes.Usage.Position, 3, "a_position"), new VertexAttribute(VertexAttributes.Usage.Color, 4, "a_color")); myMesh.setVertices(meshCoords); return myMesh; } }

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  • Wireless with WEP extremely slow on an Acer Timeline 4810T with a Centrino Wireless-N 1000

    - by noq38
    I've upgraded an Acer Timeline 4810T to Ubuntu 11.10. Everything works fine except for the darn wireless interface (network manager). I just tested the wireless interface over a non-encrypted signal and it works beautifully. The issue is definitely related to WEP. Unfortunately, some of the networks I need to connect to are WEP encrypted, therefore this is a serious issue for me that is preventing me from using Ubuntu on my laptop. This was no problem in 11.04 and prior. Is there a simple solution for this? Any suggestions? Here's more hardware information. Hopefully this helps to debug the network issue: sudo lshw -class network *-network description: Wireless interface product: Centrino Wireless-N 1000 vendor: Intel Corporation physical id: 0 bus info: pci@0000:02:00.0 logical name: wlan0 version: 00 serial: 00:1e:64:3c:5e:e0 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=iwlagn driverversion=3.0.0-13-generic-pae firmware=39.31.5.1 build 35138 latency=0 link=no multicast=yes wireless=IEEE 802.11bgn resources: irq:43 memory:d2400000-d2401fff lspci 02:00.0 Network controller: Intel Corporation Centrino Wireless-N 1000 rfkill list 0: phy0: Wireless LAN Soft blocked: no Hard blocked: no 1: acer-wireless: Wireless LAN Soft blocked: no Hard blocked: no Many thanks for your help! I just tested the wireless interface over a non-encrypted signal and it works beautifully. The issue is definitely related to WEP. Unfortunately, some of the networks I need to connect to are WEP encrypted, therefore this is a serious issue for me that is preventing me from using Ubuntu on my laptop. Any suggestions?

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  • Important Tips to make a user friendly Homepage

    - by Aditi
    We have done a lot of redesign work lately for many online businesses.. There are some basic things we want to stress into any web design which make it usable! Unfortunately most designers care about the graphic elements, clean code & navigation only. Most designers do not realize that a design they did could be a masterpiece to them but for a layman it could be tough to use. It is so very important to understand usability & call to action for any business and then implemented on their website Homepage. Showcase Offering The sole purpose of their websites needs to be mentioned on the homepage, what they are offering, why should one do business with them and why they are better than other competitors. Include a tag line under your logo that explicitly summarizes what the site or company does. Ease of Navigation Make it easier for your user to find what they are looking for, some archives, articles, services etc. A visible and easy to use Navigation allows just that. You may also want to feature some of the most visited content on the homepage itself. Search Form Let your users take advantage of a search form from your homepage, keep it visible enough so if they have trouble locating certain content using your navigation. The Search Bar will come handy in such situation. Especially if you have thousands and thousands of web pages. Liquid Layout There was a time when people used standard resolution, not any more. People have different screen sizes and most people now browse on handhelds. Try keeping liquid width so people can adjust as per their choice. First impression is last impression, leaving one through your perfect homepage can do wonders for your business.

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  • Help find correct alsa model for onboard sound (alc887?) that will work with jack and have correct mixer setup

    - by Jazz
    I have a Gigabyte GA-MA74GMT-S2 motherboard. I am using Jack for sound - connected to ALSA. I am running Ubuntu 12.04. aplay -l reports card 0: SB [HDA ATI SB], device 0: ALC887 Analog [ALC887 Analog] The problem is that the default setup, that alsa decides to use, causes stuttering and xruns no matter how generous I set the frames/period or periods/buffer etc. Also, Jack works fine if I plug in an external USB sound system and use that. My processor is an AMD phenom x4 945, and I have 8GB ram, and Video card is Geforce GTX550 Ti, all of which should be quite capable enough. I also tried Pulseaudio and that works fine, but I need to use Jack At first I thought it might be an interrupt conflict, but I have found that adding "options snd-hda-intel model=generic" to /etc/modprobe.d/alsa-base.conf causes it to play correctly, but the limited mixer setup lacks controls I need - so this setup isn't good enough. Still, it seems to prove it isn't a hardware conflict. I have tried many other models, such as 3stack, 6stack, auto and even basic, and they all suffer from the stuttering. I eventually found "options snd-hda-intel model=3stack-6ch-intel" works without stuttering, and mixer is much closer to what it needs to be. Can anyone help on how to get a correct and accurate model for ALSA to use? More info on the hardware that might help... *-multimedia description: Audio device product: SBx00 Azalia (Intel HDA) vendor: Hynix Semiconductor (Hyundai Electronics) physical id: 14.2 bus info: pci@0000:00:14.2 version: 00 width: 64 bits clock: 33MHz capabilities: pm bus_master cap_list configuration: driver=snd_hda_intel latency=32 resources: irq:16 memory:fe024000-fe027fff

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  • How do I animate a spritesheet in cocos2d Android

    - by user729053
    I'm trying to animate a sprite in a spritesheet, the goal is to make the character walk from left to right. I subclassed CCSprite: CharacterSprite. this is my code: CCSpriteFrameCache.sharedSpriteFrameCache().addSpriteFrames("WalkAnimation.plist"); CCSpriteSheet spriteSheet = CCSpriteSheet.spriteSheet("WalkAnimation.png"); w.addChild(spriteSheet); ArrayList<CCSpriteFrame> walkSprites = new ArrayList<CCSpriteFrame>(); for(int i = 1; i<=8;++i) { walkSprites.add(CCSpriteFrameCache.sharedSpriteFrameCache().spriteFrameByName("walk"+ i +".png")); } //float randomFactor = (float)Math.random()*10; CCAnimation walkAnimation = CCAnimation.animation("walk", 0.1f, walkSprites); Log.v("addEnemy", "Show"); this.character = CCSprite.sprite(walkSprites.get(0)); Log.v("addEnemy", "Don't Show"); this.walkAction = CCRepeatForever.action(CCAnimate.action(walkAnimation, false)); character.runAction(walkAction); for(int k =0; k<amount; k++) { float randomFactor = (float)Math.random()*10; character.setPosition(CGPoint.ccp(-randomFactor * character.getContentSize().width/2, winSize.height / 6.0f)); spriteSheet.addChild(character); } This code is in my 2nd scene. And whenever I press on Start Game, nothing happens. But the code is executed till: character = CharacterSprite.sprite("walk1.png"); Can someone provide me of a snippet of animation using a spritesheet?

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  • Stencil mask with AlphaTestEffect

    - by Brendan Wanlass
    I am trying to pull off the following effect in XNA 4.0: http://eng.utah.edu/~brendanw/question.jpg The purple area has 50% opacity. I have gotten pretty close with the following code: public static DepthStencilState AlwaysStencilState = new DepthStencilState() { StencilEnable = true, StencilFunction = CompareFunction.Always, StencilPass = StencilOperation.Replace, ReferenceStencil = 1, DepthBufferEnable = false, }; public static DepthStencilState EqualStencilState = new DepthStencilState() { StencilEnable = true, StencilFunction = CompareFunction.Equal, StencilPass = StencilOperation.Keep, ReferenceStencil = 1, DepthBufferEnable = false, }; ... if (_alphaEffect == null) { _alphaEffect = new AlphaTestEffect(_spriteBatch.GraphicsDevice); _alphaEffect.AlphaFunction = CompareFunction.LessEqual; _alphaEffect.ReferenceAlpha = 129; Matrix projection = Matrix.CreateOrthographicOffCenter(0, _spriteBatch.GraphicsDevice.PresentationParameters.BackBufferWidth, _spriteBatch.GraphicsDevice.PresentationParameters.BackBufferHeight, 0, 0, 1); _alphaEffect.Projection = world.SystemManager.GetSystem<RenderSystem>().Camera.View * projection; } _mask = new RenderTarget2D(_spriteBatch.GraphicsDevice, _spriteBatch.GraphicsDevice.PresentationParameters.BackBufferWidth, _spriteBatch.GraphicsDevice.PresentationParameters.BackBufferHeight, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8); _spriteBatch.GraphicsDevice.SetRenderTarget(_mask); _spriteBatch.GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.Stencil, Color.Transparent, 0, 0); _spriteBatch.Begin(SpriteSortMode.Immediate, null, null, AlwaysStencilState, null, _alphaEffect); _spriteBatch.Draw(sprite.Texture, position, sprite.SourceRectangle,Color.White, 0f, sprite.Origin, 1f, SpriteEffects.None, 0); _spriteBatch.End(); _spriteBatch.Begin(SpriteSortMode.Immediate, null, null, EqualStencilState, null, null); _spriteBatch.Draw(_maskTex, new Vector2(x * _maskTex.Width, y * _maskTex.Height), null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0); _spriteBatch.End(); _spriteBatch.GraphicsDevice.SetRenderTarget(null); _spriteBatch.GraphicsDevice.Clear(Color.Black); _spriteBatch.Begin(); _spriteBatch.Draw((Texture2D)_mask, Vector2.Zero, null, Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, layer/max_layer); _spriteBatch.End(); My problem is, I can't get the AlphaTestEffect to behave. I can either mask over the semi-transparent purple junk and fill it in with the green design, or I can draw over the completely opaque grassy texture. How can I specify the exact opacity that needs to be replace with the green design?

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  • links for 2010-03-31

    - by Bob Rhubart
    Andy Mulholland: Rethinking the narrow and deep expertise model "We increasingly realise that we have to read requirements in a more open way to decide what techniques can be used, what business experience can be added, etc, so the whole idea of encouraging ‘cross’ discipline understanding seems to look increasingly necessary as we look at how technology touches every part of business, and/or any other aspect of life. It is time to rethink the narrow and deep expertise model and consider T-shaped approaches where the depth is complimented by the width to understand how it might be used and how it fits with other capabilities and disciplines too." -- Andy Mulholland (tags: enterprisearchitecture) @vambenepe: Smoothing a discrete world "For the short term (until we sell one) there are three cars in my household. A manual transmission, an automatic and a CVT (continuous variable transmission). This makes me uniquely qualified to write about Cloud Computing." -- William Vambenepe (tags: otn oracle cloud) @fteter: The Price of Progress "I wonder about the price of progress on the business world. Do some of us get attached to old business models or software applications? Do we resist change for the better for emotional reasons? Are we sometimes impediments to progress just because we don't want things to change?" -- Oracle ACE Director Floyd Teter (tags: otn oracle oracleace progress innovation) Pat Shepherd: Enterprise Architecture should not be Arbitrary "If done properly the Business, Application and Information architectures are nailed down BEFORE any technological direction (SOA or otherwise) is set. Those 3 layers and Governance (people and processes), IMHO, are layers that should not vary much as they have everything to do with understanding the business -- from which technological conclusions can later be drawn." - Pat Shepherd, responding to a post by Jordan Braunstein. (tags: oracle otn enterprisearchitecture soa)

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  • Sprite and Physics components or sub-components?

    - by ashes999
    I'm taking my first dive into creating a very simple entity framework. The key concepts (classes) are: Entity (has 0+ components, can return components by type) SpriteEntity (everything you need to draw on screen, including lighting info) PhysicsEntity (velocity, acceleration, collision detection) I started out with physics notions in my sprite component, and then later removed them to a sub-component. The separation of concerns makes sense; a sprite is enough information to draw anything (X, Y, width, height, lighting, etc.) and physics piggybacks (uses the parent sprite to get X/Y/W/H) while adding physics notions of velocity and collisions. The problem is that I would like collisions to be on an entity level -- meaning "no matter what your representation is (be it sprites, text, or something else), collide against this entity." So I refactored and redirected collision handling from entities to sprite.physics, while mapping and returning the right entity on physics collisions. The problem is that writing code like this.GetComponent<SpriteComponent>().physics is a violation of abstraction. Which made me think (this is the TLDR): should I keep physics as a separate component from sprites, or a sub-component, or something else? How should I share data and separate concerns?

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  • Hot to get website/product reviews reflected in Google's search results using review-aggregate format

    - by BasP
    I am managing a website called Rent A Boat Amsterdam. We have a system that gathers reviews from people that have used our services and that publishes these customer reviews making them available for all website visitors. When these customer reviews are published we have placed them within the appropriate tags according to the guidelines set by Google, which you can find here. An example looks like this: <li class="" style="clear:both;"> <div class="hreview"> <div class="item" style="display:none;"><span class="fn">Boatname</span></div> <div style="border:1px solid #DEDEDE; background-color:#D9FFD4; margin:0 10px 10px 0; float:left; text-align:center; padding:10px; height:50px; width:70px;"><h1><span class="rating">10</span></h1>9-Jun-2010</div> <div> <div class="description"><p>Great canal Cruise!</p></div> <p class="reviewer vcard"><strong><span class="fn">First name Last name</span></strong></p> </div> </div> We have implemented these tags a couple of months ago, but there are no visible results in the Google SERP's. This whilst I had expected to find the reviews / ratings displayed similar to: Is anyone familiar with this topic and able to help me find the answer to the question why the review-aggregate format doesn't seem to have the desired effect?

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  • Designing javascript chart library

    - by coolscitist
    I started coding a chart library on top of d3js: My chart library. I read Javascript API reusability and Towards reusable charts. However, I am NOT really following the suggestions because I am not really convinced about them. This is how my library can be used to create a bubble chart: var chart = new XYBubbleChart(); chart.data = [{"xValue":200,"yValue":300},{"xValue":400,"yValue":200},{"xValue":100,"yValue":310}]; //set data chart.dataKey.x = "xValue"; chart.dataKey.y = "yValue"; chart.elementId = "#chart"; chart.createChart(); Here are my questions: It does not use chaining. Is it a big issue? Every property and function is exposed publicly. (Example: width, height are exposed in Chart.js). OOP is all about abstraction and hiding, but I don't really see the point right now. I think exposing everything gives flexibility to change property and functionality inside subclasses and objects without writing a lot of code. What could be pitfalls of such exposure? I have implemented functions like: zooming, "showing info boxes when data point is clicked" as "abilities". (example: XYZoomingAbility.js). Basically, such "abilities" accept "chart" object, play around with public variables of "chart" to add functionality. What this allows me to do is to add an ability by writing: activateZoomAbility(chartObject); My goal is to separate "visualization" from "interactivity". I want "interactivity" like: zooming to be plugged into the chart rather than built inside the chart. Like, I don't want my bubble chart to know anything about "zooming". However, I do want zoomable bubble chart. What is the best way to do this? How to test and what to test? I have written mixed tests: jasmine and actual html files so that I can test manually on browser.

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  • Responsive website VS mobile website

    - by Saif Bechan
    I am creating a new blog. Nowadays, especially for a blog, it's important that the websites are accessible for all devices. Now I have to make a choice on what to do. I have seen 2 options. Option 1 is to go with a normal fixed website, for example 960px wide (grid960). And for mobile users have a mobile version. This takes some more time, but then there are 2 good versions of the website. Option 2 I haven't seen a lot yet, creating a adaptive website, or also called responsive website. I am now looking into the LESS framework, where the website automatically switches to to required width. Only downside is that when the normal browser is re-sized, everything re-sizes. Another problem I found is that pinch-to-zoom on devices does not work. Now the question is, which one would you prefer for a blog. One that constantly changes layout when you move your device, or one where you have the choice to view mobile and normal. If there are any other options, please let me know.

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