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  • Programming Windows 8 Apps with HTML, CSS, and JavaScript - All you need in one title

    It took me a while to work through the 800+ pages of this title. And yes, I really mean working not reading... Since the release of Windows 8 it should be obvious to any Windows software developer that there are new ways to develop, deploy and market applications for a broader audience. Interestingly, Microsoft started to narrow the technological gap between the various platforms - desktop, web, smartphone and XBox - and development of modern apps with HTML, CSS and JavaScript couldn't be easier. Kraig covers all facets of modern Windows 8 apps from the basic building blocks and project templates in Visual Studio 2012 over to the thoughtful use of specific APIs to finally proper deployment in the App Store and potential monetization. The organisation of the book is lied out like step by step instructions or a tutorial. Kraig literally takes the reader by the hand and explains in detail in his examples about the reasons, the pros, and the cons of a certain way of implementation. Thanks to cross-references to other chapters he leaves the choice to the reader to dig deeper right now or to catch up at some time later. Personally, I have to admit that I really enjoyed the relaxed writing style. App development is not dust-dry rocket science and it should be joyful to learn about new technologies. And thanks to the richness of the various chapters and samples you could easily adapt and transfer the knowledge gained in this title to other platforms like Windows Phone 8. And last but not least: The ebook is freely available at Amazon, Microsoft Press and O'Reilly. Don't think about it, just get the book. Now. Update: I already mentioned this title in other blog entries which are related to Microsoft certification. Feel free to read on and to discover more online resources: Learning content for MCSDs: Web Applications and Windows Store Apps using HTML5 More content for MCSDs: Web Applications and Windows Store Apps using HTML5 O'Reilly offers free webcasts on their site, too. And in case that you would like to know more about Kraig's book and his experience with various development teams, please checkout this one: Zero to App in Two Weeks: Programming Windows 8 Apps in HTML, CSS, and JavaScript. The recording should be available soon.

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  • Silverlight Cream for November 17, 2011 -- #1168

    - by Dave Campbell
    In this Issue: Colin Eberhardt, Lazar Nikolov, WindowsPhoneGeek, Jesse Liberty, Peter Kuhn, Derik Whittaker, Chris Koenig, and Jeff Blankenburg(-2-). Above the Fold: Silverlight: "Facebook Graph API and Silverlight Part 2 – Publishing data" Lazar Nikolov WP7: "Suppressing Zoom and Scroll interactions in the Windows Phone 7 WebBrowser Control" Colin Eberhardt Metro/WinRT/W8: "Tip/Trick when working with the Application Bar in WinRT/Metro (C#)" Derik Whittaker Shoutouts: Michael Palermo's latest Desert Mountain Developers is up Michael Washington's latest Visual Studio #LightSwitch Daily is up Pete Brown announced the completion of his book: It’s a wrap! I’ve completed writing Silverlight 5 in Action From SilverlightCream.com: Suppressing Zoom and Scroll interactions in the Windows Phone 7 WebBrowser Control Colin Eberhardt's latest post is all about a helper class he wrote to suppress scrolling and pinch zoom of the WP7 browser control, which you might want to do if the browser is placed inside another control. Facebook Graph API and Silverlight Part 2 – Publishing data In this part 2 of his Facebook and Silverlight series, Lazar Nikolov shows how to post data to your profile or your friends' profiles Localizing a Windows Phone app Step by Step WindowsPhoneGeek's latest post is on Localizing a WP7 app .. another great tutorial with plenty of discussion, pictures, and a project to load up and follow Background Audio Part II: Copying Audio Files To Isolated Storage Continuing his WP7 series, Jesse Liberty has Part 2 of a mini-series on Background Audio up... in this episode he's using local audio and to do so, it must be in ISO Silverlight: Bugs in the multicast client In a Q/A session, Peter Kuhn was presented a nasty bug in the multicast client that he has verified exists in not only Silverlight 4 but also Silverlight 5 Beta, including a link to his entry on Connect. Tip/Trick when working with the Application Bar in WinRT/Metro (C#) Derik Whittaker offers up some good information about the Metro Application Bar and how to keep it where you want it New! Windows Phone Starter Kit for Podcasts Chris Koenig announced the release of a new starter kit for WP7... a starter kit for podcasts. Check out the links on Chris' site and the other two starter kits that are available 31 Days of Mango | Day #4: Compass Jeff Blankenburg continues with Day 4 of his Mango series with this post on the Compass and a cool app to demonstrate it 31 Days of Mango | Day #5: Gyroscope In Day 5, Jeff Blankenburg is talking about and discussing the gyroscope, of course if you have a phone as old as mine, you won't have a gyroscope and it's not on the emulator Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Simple heart container script for 2D game (Unity)?

    - by N1ghtshade3
    I'm attempting to create a simple mobile game (C#) that involves a simple three-heart life system. After searching for hours online, many of the solutions use OnGUI (which is apparently horrible for performance) and the rest are too complicated for me to understand and add to my code. The other solutions involve using a single texture and just hiding part of it when damage is taken. In my game, however, the player should be able to go over three hearts (for example, every 100 points). Sebastian Lague's Zelda-Style Health is what I'm looking for, but even though it's a tutorial there is way too much going on that I don't need or can't customize to fit in mine. What I have so far is a script called HealthScript.cs which contains a variable lives. I have another script, PlayerPhysics.cs which calls HealthScript and subtracts a life when an enemy is hit. The part I don't get is actually drawing the hearts. I think I understand what needs to happen, I just am not experienced enough with Unity to know how. The Start function should draw three (or whatever lives is set to) hearts in the top right corner. Since the game should be resolution-independent to accommodate the various sizes of Android devices, I'd rather use scaling rather than PixelInset. When the player hits an enemy as detected by PlayerPhysics.cs, it should subtract from lives. I think that I have this working using this.GetComponent<HealthScript>().lives -= 1 but I'm not sure if it actually works. This should trigger a redraw of the hearts so that there are now two hearts. The same principle would apply for adding hearts when a score is reached, except when lives > maxHeartsPerRow, the new hearts should be drawn below the old ones. I realise I don't have much code to show but believe me; I've tried for quite some time to figure this out and have little to show for it. Any help at all would be welcome; it seems like it shouldn't take that much code to put an image on the screen for each life there is, but I haven't found anything yet. Thanks!

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  • XNA: Networking gone totally out of sync

    - by MesserChups
    I'm creating a multiplayer interface for a game in 2D some of my friends made, and I'm stuck with a huge latency or sync problem. I started by adapting my game to the msdn xna network tutorial and right now when I join a SystemLink network session (1 host on PC and 1 client on Xbox) I can move two players, everything is ok, but few minutes later the two machines start being totally out of synchronization. When I move one player it takes 10 or 20 seconds (increasing with TIME) to take effect on the second machine. I've tried to : Create a thread which calls NetworkSession.Update() continuously as suggested on this forum, didn't worked. Call the Send() method one frame on 10, and the receive() method at each frame, didn't worked either. I've cleaned my code, flushed all buffers at each call and switched the host and client but the problem still remain... I hope you have a solution because I'm running out of ideas... Thanks SendPackets() code : protected override void SendPackets() { if ((NetworkSessionState)m_networkSession.SessionState == NetworkSessionState.Playing) //Only while playing { //Write in the packet manager m_packetWriter.Write(m_packetManager.PacketToSend.ToArray(), 0, (int)m_packetManager.PacketToSend.Position); m_packetManager.ResetPacket(); //flush //Sends the packets to all remote gamers foreach (NetworkGamer l_netGamer in m_networkSession.RemoteGamers) { if (m_packetWriter.Length != 0) { FirstLocalNetGamer.SendData(m_packetWriter, SendDataOptions.None, l_netGamer); } } m_packetWriter.Flush();//m m_packetWriter.Seek(0, 0); } } ReceivePackets() code : public override void ReceivePackets() { base.ReceivePackets(); if ((NetworkSessionState)m_networkSession.SessionState == NetworkSessionState.Playing) //Only while playing { if (m_networkSession.LocalGamers.Count > 0) //Verify that there's at least one local gamer { foreach (LocalNetworkGamer l_localGamer in m_networkSession.LocalGamers) { //every LocalNetworkGamer must read to flush their stream // Keep reading while packets are available. NetworkGamer l_oldSender = null; while (l_localGamer.IsDataAvailable) { // Read a single packet, even if we are the host, we must read to clear the queue NetworkGamer l_newSender; l_localGamer.ReceiveData(m_packetReader, out l_newSender); if (l_newSender != l_oldSender) { if ((!l_newSender.IsLocal) && (l_localGamer == FirstLocalNetGamer)) { //Parsing PacketReader to MemoryStream m_packetManager.Receive(new MemoryStream(m_packetReader.ReadBytes(m_packetReader.Length))); } } l_oldSender = l_newSender; m_packetReader.BaseStream.Flush(); m_packetReader.BaseStream.Seek(0, SeekOrigin.Begin); } } m_packetManager.ParsePackets(); } } }

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  • Collision detection when pathfinding with pathnodes, UDK

    - by Dave Voyles
    I'm trying to create a class that allows my AIController to path find using pathnodes (NOT NavMeshes). It's doing a swell job of going from point to point in a set order (although I would like for it to be a random patrol at some point), but it gets caught up on collision from time to time. I.E. He'll walk the same set path, and when he runs into the blocks in the middle of the map he continues to rub against them until they finish, and continues on his merry way to the next path node. How can I prevent this from happening, or at least have him move from the wall if he does a trace and detects that it is there? It looks like I need to use MoveToward() instead of MoveTo(), as MoveToward allows the pawn to adjust its course during movement. I'm just not sure of how to use those paramters. Mougli has a decent tutorial on it[/URL], but I can't seem to get it to work correctly with my pathnode array. class PathfindingAIController extends UDKBot; var array Waypoints; var int _PathNode; //declare it at the start so you can use it throughout the script var int CloseEnough; simulated function PostBeginPlay() { local PathNode Current; super.PostBeginPlay(); //add the pathnodes to the array foreach WorldInfo.AllActors(class'Pathnode',Current) { Waypoints.AddItem( Current ); } } simulated function Tick(float DeltaTime) { local int Distance; local Rotator DesiredRotation; super.Tick(DeltaTime); if (Pawn != None) { // Smoothly rotate the pawn towards the focal point DesiredRotation = Rotator(GetFocalPoint() - Pawn.Location); Pawn.FaceRotation(RLerp(Pawn.Rotation, DesiredRotation, 3.125f * DeltaTime, true), DeltaTime); } Distance = VSize2D(Pawn.Location - Waypoints[_PathNode].Location); if (Distance <= CloseEnough) { _PathNode++; } if (_PathNode >= Waypoints.Length) { _PathNode = 0; } GoToState('Pathfinding'); } auto state Pathfinding { Begin: if (Waypoints[_PathNode] != None) // make sure there is a pathnode to move to { MoveTo(Waypoints[_PathNode].Location); //move to it `log("STATE: Pathfinding"); } } DefaultProperties { CloseEnough=400 bIsplayer = True }

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  • Unrated Easy iOS 6.1.4/6.1.3 Unlock/Jailbreak iPhone 5/4S/4/3GS Untehtered System

    - by user171772
    Popular jailbreak tool Unlock-Jailbreak.net – compiled by the iPhone Team – has just been updated with full support for Unlock/Jailbreak iPhone 5/4S/4/3GS iOS 6.1.4 and 6.1.3/6.0.1 Untethered. You may have caught our tutorial, which detailed how one could jailbreak their device tethered using Redsn0w, although since it was a pre-iOS 6.1.1 release, users needed to "point" the tool to the older firmware. Team Unlock-Jailbreak was established few years ago, combines some of the jailbreak and unlock community’s most talented developers all known for producing reliable jailbreaks in the past. This team was assembled in order to develop a reliable untethered jailbreak and unlock iphone 5,4S,4 iOS 6.1 for post-A5 devices, including the iPhone 5, the iPad mini and the latest-generation iPad. This has now been achieved with the just-released userland jailbreak tool, known as Unlock-Jailbreak.net. To Jailbreak and Unlock your iPhone 5/4/4S/3GS iOS 6.1.4 and 6.1.3 visit the official website http://www.Unlock-Jailbreak.net http://www.Unlock-Jailbreak.net was formed in mid 2008 and have successfully jailbroken over 250,000 iPhones worldwide. This is unparalleled by any other service in the industry. They have achieved this by combining a very simple solution with a fantastic customer service department that is available 24/7 through many forms of contact, including telephone. Unlock-Jailbreak from Unlock-Jailbreak.nethas been downloaded by over 250,000 customers located in over 145 countries. To further ensure customers of its products usability, Unlock-Jailbreak offers a 100% full money back guarantee on all orders. Customers dissatisfied with the company’s product will be given a full refund, no questions asked. One good advantage of the software is that the jailbreaking and unlocking process is coampletely reversible and there will be no evidence that the iPhone has been jailbroken and unlocked . iOS 6.1/6.1.4 and 6.1.3 comes with many new features and updates for multitasking and storage. By unlocking and jailbreaking the iPhone,Unlock/Jailbreak iPhone 5/4S/4/3GS iOS 6.1/6.1.4 and 6.1.3/6.0.1 Untethered unleash unlimited possibilities to improve this already fantastic experience and the iPhone FULL potential. Before going through any jailbreak process with Unlock-Jailbreak it is always good housekeeping to perform a full backup of all information on the device. It is unlikely that anything will go wrong during the process but when undertaking any process that modifies the internals of a file system it is always prudent to err on the side of caution.

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  • Create Shortcuts for Your Favorite or Most Used Folders in Ubuntu

    - by Asian Angel
    Do you have certain folders that you access often each day but are only available through the Places Menu or Nautilus? See how easy it is to create shortcuts for your desktop and taskbar with our quick tutorial. To get started open Nautilus and locate the folders that you want to make new shortcuts for. For our example we chose Ubuntu One. Right click on the chosen folder and select Make Link. Your new shortcut will appear with the text Link to “Folder Name” and an Arrow Shortcut Marker attached. If you are happy with your new shortcut as is, then drag it to your desktop or taskbar as desired. We created the shortcut twice in our example…once for the desktop and once for the taskbar. For our example we decided to customize the taskbar shortcut a bit. To customize your shortcut right click on the shortcut and select Properties. Note: The desktop shortcut is limited on the amount you can customize it (name change and addition of up to four emblems to the folder). From here you can rename the shortcut and change the icon as desired. A quick name change and new icon made a huge improvement in how our taskbar shortcut looked. Note: The link for the icon we used is shown below. A little touch-up to our desktop shortcut and both are looking good. Download the Ubuntu Cloud Icon *Icon is 128*128 pixels and comes in .png format. Latest Features How-To Geek ETC Macs Don’t Make You Creative! So Why Do Artists Really Love Apple? MacX DVD Ripper Pro is Free for How-To Geek Readers (Time Limited!) HTG Explains: What’s a Solid State Drive and What Do I Need to Know? How to Get Amazing Color from Photos in Photoshop, GIMP, and Paint.NET Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Create Shortcuts for Your Favorite or Most Used Folders in Ubuntu Create Custom Sized Thumbnail Images with Simple Image Resizer [Cross-Platform] Etch a Circuit Board using a Simple Homemade Mixture Sync Blocker Stops iTunes from Automatically Syncing The Journey to the Mystical Forest [Wallpaper] Trace Your Browser’s Roots on the Browser Family Tree [Infographic]

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  • Silverlight Cream for December 08, 2010 -- #1005

    - by Dave Campbell
    In this Issue: Peter Kuhn, David Anson, Jesse Liberty, Mike Taulty(-2-, -3-), Kunal Chowdhury, Jeremy Likness, Martin Krüger, Beth Massi(-2-, -3-)/ Above the Fold: Silverlight: "Rebuilding the PDC 2010 Silverlight Application (Part 1)" Mike Taulty WP7: "WP7: Glossy text block custom control" Martin Krüger Lightswitch: "How to Create a Screen with Multiple Search Parameters in LightSwitch" Beth Massi From SilverlightCream.com: Requirements of and pitfalls in Windows Phone 7 serialization Peter Kuhn discusses Data Contract Serializer issuses on WP7 and how to work around them. Managed implementation of CRC32 and MD5 algorithms updated; new release of ComputeFileHashes for Silverlight, WPF, and the command-line! David Anson ties up some loose ends from a prior post on hash functions, and updates his CRC32 and MD5 algorithms. Windows Phone From Scratch #9 – Visual State Jesse Liberty's latest Windows Phone from Scratch tutorial up... and is on the Visual State... he extends a Button and codes up the State Transitions. Rebuilding the PDC 2010 Silverlight Application (Part 1) Mike Taulty has taken the time to rebuild the PDC2010 Silverlight App that folks wanted the source for... and he's taking multiple posts to explain the heck out of it. This first one is mostly infrastructure. Rebuilding the PDC 2010 Silverlight Application (Part 2) In the 2nd post of the series, Mike Taulty is handling the In/Out of Browser business because he eventually is going to be going OOB. Rebuilding the PDC 2010 Silverlight Application (Part 3) Part 3 finds Mike Taulty delving into WCF Data Services and getting some data on the screen. Paginating Records in Silverlight DataGrid using PagedCollectionView Kunal Chowdhury continues with his investigation of the PagedCollectionView with this post on Pagination of your data. Old School Silverlight Effects If you haven't seen Jeremy Likness' 'Old School' Effects page yet, go just for the entertainment... you'll find yourself hanging around for the code :) WP7: Glossy text block custom control Martin Krüger's latest post is a very cool custom control for WP7 that displays Glossy text... it ain't Metro, but it looks pretty nice... some of it almost like etched text. How to Create a Screen with Multiple Search Parameters in LightSwitch Looks like Beth Massi got a few Lightswitch posts in while I wasn't looking. First up is this one on a multiple-parameter search screen. Adding Static Images and Logos to LightSwitch Applications In the 2nd post, Beth Massi shows how to add your own static images and logos to Lightswitch apps... in response to reader questions. Getting the Most out of LightSwitch Summary Properties In her latest post, Beth Massi explains what Summary Properties are in Lightswitch and how to use them to get the best results for your users. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Ajaxy

    - by Chris Skardon
    Today is the big day, the day I attempt to use Ajax in the app… I’ve never done this (well, tell a lie, I’ve done it in a ‘tutorial’ site, but that was a while ago now), so it’s going to be interesting.. OK, basics first, let’s start with the @Ajax.ActionLink Right, first stab: @Ajax.ActionLink("Click to get latest", "LatestEntry", new AjaxOptions { UpdateTargetId = "ajaxEntrant", InsertionMode = InsertionMode.Replace, HttpMethod = "GET" }) As far as I’m aware, I’m asking to get the ‘LatestEntry’ from the current controller, and in doing so, I will replace the #ajaxEntrant DOM bit with the result. So. I guess I’d better get the result working… To the controller! public PartialResult LatestEntry() { var entrant =_db.Entrants.OrderByDescending(e => e.Id).Single(); return PartialView("_Entrant", entrant); } Pretty simple, just returns the last entry in a PartialView… but! I have yet to make my partial view, so onto that! @model Webby.Entrant <div class="entrant"> <h4>@Model.Name</h4> </div> Again, super simple, (I’m really just testing at this point)… All the code is now there (as far as I know), so F5 and in… And once again, in the traditionally disappointing way of the norm, it doesn’t work, sure… it opens the right view, but it doesn’t replace the #ajaxEntry DOM element, rather it replaces the whole page… The source code (again, as far as I know) looks ok: <a data-ajax="true" data-ajax-method="GET" data-ajax-mode="replace" data-ajax-update="#ajaxEntrants" href="/Entrants/LatestEntrant">Click to get latest</a> Changing the InsertionMode to any of the other modes has the same effect.. It’s not the DOM name either, changing that has the same effect.. i.e. none. It’s not the partial view either, just making that a <p> has (again) no effect… Ahhhhh --- what a schoolboy error… I had neglected (ahem) to actually put the script bit into the calling page (another save from stackoverflow): <script src="@Url.Content("~/Scripts/jquery.unobtrusive-ajax.js")" type="text/javascript"></script> I’ve now stuck that into the _Layout.cshtml view temporarily to aid the development process… :) Onwards and upwards! Chris

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  • Configure Jenkins and Tomcat using Puppet on Vagrant

    - by ex3v
    I'm playing with setting up my first Spring + jenkins + Tomcat CI dev environment. For now it's just a test/fun phase, but in the near future I'll be starting new project with my coworkers. That's the reason that I want development environment virtualized and exactly te same on every development machine, as well as on production server. I choosen to use Vagrant and to try to write puppet scripts that not only install everything, but also configure everything so each of us will have the same jenkins plugins, same jenkins and tomcat login and password, and literally after calling vagrant up we are ready to work. What I managed to do so far is installation of stuff needed and port forwarding. My vagrantfile looks like this (comments stripped): VAGRANTFILE_API_VERSION = "2" Vagrant.configure(VAGRANTFILE_API_VERSION) do |config| config.vm.box = "precise32" config.vm.box_url = "http://files.vagrantup.com/precise32.box" config.vm.network :forwarded_port, guest: 80, host: 8090 config.vm.network :forwarded_port, guest: 8080, host: 8091 config.vm.network :private_network, ip: "192.168.33.10" config.vm.provision :puppet do |puppet| puppet.manifests_path = "puppet/" puppet.manifest_file = "default.pp" puppet.options = ['--verbose'] end end And this is my puppet file: Exec { path => [ "/bin/", "/sbin/" , "/usr/bin/", "/usr/sbin/" ] } class system-update { exec { 'apt-get update': command => 'apt-get update', } $sysPackages = [ "build-essential" ] package { $sysPackages: ensure => "installed", require => Exec['apt-get update'], } } class tomcat { package { "tomcat": ensure => present, require => Class["system-update"], } service { "tomcat": ensure => "running", require => Package["tomcat"], } } class jenkins { package { "jenkins": ensure => present, require => Class["system-update"], } service { "jenkins": ensure => "running", require => Package["jenkins"], } } include system-update include tomcat include jenkins Now, when I hit vagrant provision and go to http://localhost:8091/ I can see jenkins running, so above script works good. Next step is configurating jenkins and tomcat by extending above puppet scripts. I'm pretty green when it comes to CI. After wandering around web I've found few tutorials about jenkins configuration (here's one of them). I really want to move configuration presented in this tutorial to puppet file, so when I spread my vagrantfile and puppet file between my coworkers, I will be sure that everyone has exactly te same setup. Unfortunately I'm also green about using puppet, I don't know how to do this. Any help will be apreciated.

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  • Java EE 7 turns one today!

    - by delabassee
    "Tell me and I forget. Teach me and I remember. Involve me and I learn." (Benjamin Franklin) Today marks the first year anniversary of Java EE 7. The JSR 342 specification was finalised on May 28, 2013 with the official launch taking place on June 12, 2013 (original press release). As of today, there are already 3 Java EE 7 compatible Application Servers, coming from different 'vendors' (Oracle, TmaxSoft and Red Hat). Two of those Java EE 7 Application Servers are free and open source. We expect the list of Java EE 7 compatible Application Servers to grow over the coming months. Source: RebelLabs - 'Java Tools and Technologies Landscape for 2014' According to a recent independent survey, one third of the Java EE users who participated in that survey is already using Java EE 7. This is a good sign but it also means that a lot of people are not yet on Java EE 7. So if you haven't yet embarked on Java EE 7, now is really the time to do so! There are various ways to learn Java EE 7, in no particular order ... Continue to read The Aquarium. Through this blog, we are relaying Java EE news but we are also doing our best to highlight relevant technical contents such as articles, community tutorials, etc. Watch the GlassFish YouTube channel. Amongst others, it contains the different videos of the Java EE 7 launch, those videos will give you good technical update on Java EE and its different components specifications (JMS 2.0, JAX-RS 2.0, EJB 3.2, etc.) Take a formal training. Oracle University is starting to roll-out Java EE 7 trainings like the 'Java EE 7: New Features' class.  Attend conferences and JUGs sessions. On that note, we have spent a lot of time to create a strong JavaOne 'Server-Side Java' track. It's still possible to benefit from the early bird JavaOne pricing but don't wait too much! Read books. There are more than 25 (!) books related to Java EE 7 or to one of the Java EE 7 component specification.  There are many more ways to learn Java EE but if I have to suggest one and only one way, I would recommend the Java EE 7 Tutorial. It's exhaustive and clear, it's free and it continues to evolve. And finally as the introductory quote suggest, participation is key to learning. Participate in JUGs,  participate in Adopt-a-JSR, get involved in the different open source communities evolving around Java EE, participate in the JCP... in one word, participate!

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  • ALSA samples capture: cannot open device

    - by Randagio
    I'm quite new to Linux (Lubuntu 12.04 for sake of precision) and ALSA programming at all. I'm trying to write a C program to capture audio from internal PC microphone for processing it. So as first step I google a bit and I found this article for capturing audio samples A tutorial on using the ALSA Audio API but when I compile it and execute it with: ./capture "default" or ./capture "hw:0,0" and all the possible variants on theme it always raises the error: cannot open device hw:0,0 (no such file or directory). So the issue is: what is the name of the mic audio device to pass as parameter to record the audio from mic ? The mic is working ok because the Sound Recorder program records sounds perfectly and I can playback them. The output of the aplay -l is the following : **** List of PLAYBACK Hardware Devices **** card 0: I82801DBICH4 [Intel 82801DB-ICH4], device 0: Intel ICH [Intel 82801DB-ICH4] Subdevices: 1/1 Subdevice #0: subdevice #0 card 0: I82801DBICH4 [Intel 82801DB-ICH4], device 4: Intel ICH - IEC958 [Intel 82801DB-ICH4 - IEC958] Subdevices: 1/1 Subdevice #0: subdevice #0 and this is the amixer output (cut) Simple mixer control 'Master',0 Capabilities: pvolume pswitch penum Playback channels: Front Left - Front Right Limits: Playback 0 - 31 Mono: Front Left: Playback 31 [100%] [0.00dB] [on] Front Right: Playback 31 [100%] [0.00dB] [on] Simple mixer control 'Master Mono',0 Capabilities: pvolume pvolume-joined pswitch pswitch-joined penum Playback channels: Mono Limits: Playback 0 - 31 Mono: Playback 4 [13%] [-40.50dB] [on] Simple mixer control 'PCM',0 Capabilities: pvolume pswitch penum Playback channels: Front Left - Front Right Limits: Playback 0 - 31 Mono: Front Left: Playback 31 [100%] [12.00dB] [on] Front Right: Playback 31 [100%] [12.00dB] [on] Simple mixer control 'CD',0 Capabilities: pvolume pswitch cswitch cswitch-exclusive penum Capture exclusive group: 0 Playback channels: Front Left - Front Right Capture channels: Front Left - Front Right Limits: Playback 0 - 31 Front Left: Playback 0 [0%] [-34.50dB] [off] Capture [off] Front Right: Playback 0 [0%] [-34.50dB] [off] Capture [off] Simple mixer control 'Mic',0 Capabilities: pvolume pvolume-joined pswitch pswitch-joined cswitch cswitch-exclusive penum Capture exclusive group: 0 Playback channels: Mono Capture channels: Front Left - Front Right Limits: Playback 0 - 31 Mono: Playback 22 [71%] [-1.50dB] [on] Front Left: Capture [on] Front Right: Capture [on] Simple mixer control 'Mic Boost (+20dB)',0 Capabilities: pswitch pswitch-joined penum Playback channels: Mono Mono: Playback [off] Simple mixer control 'Mic Select',0 Capabilities: enum Items: 'Mic1' 'Mic2' Item0: 'Mic1' Simple mixer control 'Stereo Mic',0 Capabilities: pswitch pswitch-joined penum Playback channels: Mono Mono: Playback [off] so for aplay it seems I have no recording device, but for amixer I've got the mic, a mic boost and mic stereo as well with all those gorgeous stuffs on their place !!. If so, how could my Sound Recorder record the audio without any problem at all ?!?! For sure I'm giving the wrong device name to the command line for capturing audio but I'm loosing the hope for finding the correct one ! Please help....before I tear my hair out !!!

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  • links for 2011-03-17

    - by Bob Rhubart
    Siba Prasad: Oracle Database on Amazon RDSg Siba Prasad share an analysis of the pros and cons. (tags: oracle database cloud amazon) LIVE WEBCAST March 24 2pm PT- Why Switch from Red Hat and SUSE Linux to Oracle Linux? (Oracle's Linux Blog) Featuring Oracle's Monica Kumar, Sr.Director of Linux, Oracle VM and MySQL and Avi Miller, Principal Sales Consultant, Linux and Virtualization. (tags: oracle linux) Webcast: IBM SOA vs. Oracle SOA, March 24, 1pm ET / 10am PT Maneesh Joshi and Bruce Tierney guide you to a solid understanding of the differences between the Oracle and IBM approach to comprehensive SOA. (tags: oracle soa bpm) Finding the Right Solution to Source and Manage Your Contractors (PeopleSoft Apps Strategy) "Talent has become a primary competitive advantage for most organizations. Contingent labor offers talent on flexible terms; it offers the ability to scale up operations, close skill gaps, and manage risk in the process of delivering services." - Mark Rosenberg (tags: oracle peoplesoft enterprisearchitecture) Oracle Business Intelligence Customers: Have Your Voice Heard in the "2011Wisdom of the Crowds Business Intelligence Market Survey" (BI & Analytics Pulse) "The Wisdom of the Crowds survey combines social media, crowd sourcing, and good old fashioned market research to provide vendors and customers alike an unvarnished and insightful snap shot of what's top of mind with business intelligence professionals." (tags: oracle businessintelligence) Martin Bach: Troubleshooting Grid Infrastructure startup Martin Bach hunts down the problem that caused one of his blades to reboot after an EXT3 journal error. (tags: oracle grid rac) Oracle WebCenter: Social Networking & Collaboration (Oracle Enterprise 2.0 Blog) Kelley Ruppel with information on "how the new release of Oracle WebCenter provides unprecedented Social Networking and Collaboration." (tags: oracle webcenter enterprise2.0 collaboration) VirtaThon: 100% Virtual Java/Oracle/MySQL Conference! | Bex Huff "The goal is simple," says Oracle ACE Director Bex Huff. "Because it's all online, the conference is very cheap. Pricing is not yet announced... but it should be around $300. Also, unlike other conferences, every speaker gets paid a small fee depending on the popularity of his or her session." (tags: oracle oracleace java mysqql) Griffiths Waite Blog: BPM 11g PS3 GW's Ian Heathcock shares a link to "a most interesting article on Oracle's recent release discussing the new features and how PS3 adds value  to the whole SOA message." (tags: oracle soa) The Buttso Blathers: Tutorial: JSF 2.0 and JPA 2.0 with WebLogic Server using NetBeans Should you take application architecture advice from a man named Buttso? In this case, yes. (tags: oracle jsf jpa weblogic) Setting-up a High Available Tuned SOA Environment Middleware Magic (tags: ping.fm) How to Configure Weblogic Messaging Bridge with JBoss Middleware Magic (tags: ping.fm Weblogic JBoss) Richard Veryard on Architecture: Emergent Architecture (tags: ping.fm entarch emergence)

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  • Strange rendering in XNA/Monogame

    - by Gerhman
    I am trying to render G-Code generated for a 3d-printer as the printed product by reading the file as line segments and the drawing cylinders with the diameter of the filament around the segment. I think I have managed to do this part right because the vertex I am sending to the graphics device appear to have been processed correctly. My problem I think lies somewhere in the rendering. What basically happens is that when I start rotating my model in the X or Y axis then it renders perfectly for half of the rotation but then for the other half it has this weird effect where you start seeing through the outer filament into some of the shapes inside. This effect is the strongest with X rotations though. Here is a picture of the part of the rotation that looks correct: And here is one that looks horrible: I am still quite new to XNA and/Monogame and 3d programming as a whole. I have no idea what could possibly be causing this and even less of an idea of what this type of behavior is called. I am guessing this has something to do with rendering so have added the code for that part: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); basicEffect.World = world; basicEffect.View = view; basicEffect.Projection = projection; basicEffect.VertexColorEnabled = true; basicEffect.EnableDefaultLighting(); GraphicsDevice.SetVertexBuffer(vertexBuffer); RasterizerState rasterizerState = new RasterizerState(); rasterizerState.CullMode = CullMode.CullClockwiseFace; rasterizerState.ScissorTestEnable = true; GraphicsDevice.RasterizerState = rasterizerState; foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, vertexBuffer.VertexCount); } base.Draw(gameTime); } I don't know if it could be because I am shading something that does not really have a texture. I am using this custom vertex declaration I found on some tutorial that allows me to store a vertex with a position, color and normal: public struct VertexPositionColorNormal { public Vector3 Position; public Color Color; public Vector3 Normal; public readonly static VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(sizeof(float) * 3, VertexElementFormat.Color, VertexElementUsage.Color, 0), new VertexElement(sizeof(float) * 3 + 4, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0) ); } If any of you have ever seen this type of thing please help. Also, if you think that the problem might lay somewhere else in my code then please just request what part you would like to see in the comments section.

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  • Referencing a picture in another DLL in Silverlight and Windows Phone 7

    - by Laurent Bugnion
    This one has burned me a few times, so here is how it works for future reference: Usually, when I add an Image control into a Silverlight application, and the picture it shows is local (as opposed to loaded from the web), I set the picture’s Build Action to Content, and the Copy to Output Directory to Copy if Newer. What the compiler does then is to copy the picture to the bin\Debug folder, and then to pack it into the XAP file. In XAML, the syntax to refer to this local picture is: <Image Source="/Images/mypicture.jpg" Width="100" Height="100" /> And in C#: return new BitmapImage(new Uri( "/Images/mypicture.jpg", UriKind.Relative)); One of the features of Silverlight is to allow referencing content (pictures, resource dictionaries, sound files, movies etc…) located in a DLL directly. This is very handy because just by using the right syntax in the URI, you can do this in XAML directly, for example with: <Image Source="/MyApplication;component/Images/mypicture.jpg" Width="100" Height="100" /> In C#, this becomes: return new BitmapImage(new Uri( "/MyApplication;component/Images/mypicture.jpg", UriKind.Relative)); Side note: This kind of URI is called a pack URI and they have been around since the early days of WPF. There is a good tutorial about pack URIs on MSDN. Even though it refers to WPF, it also applies to Silverlight Side note 2: With the Build Action set to Content, you can rename the XAP file to ZIP, extract all the files, change the picture (but keep the same name), rezip the whole thing and rename again to XAP. This is not possible if the picture is embedded in an assembly! So what’s the catch? Well the catch is that this does not work if you set the Build Action to Content. It’s actually pretty simple to explain: The pack URI above tells the Silverlight runtime to look within an assembly named MyOtherAssembly for a file named MyPicture.jpg in the Images folder. If the file is included as Content, however, it is not in the assembly. Silverlight does not find it, and silently returns nothing. The image is not displayed. And the fix? The fix, for class libraries, is to set the Build Action to Resource. With this, the picture will gets packed into the DLL itself. Of course, this will increase the size of the DLL, and any change to the picture will require recompiling the class library, which is not ideal. But in the cases where you want to distribute pictures (icons etc) together with a plug-in assembly, well, this is a good way to have everything in the same place Happy coding, Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • Map and fill texture using PBO (OpenGL 3.3)

    - by NtscCobalt
    I'm learning OpenGL 3.3 trying to do the following (as it is done in D3D)... Create Texture of Width, Height, Pixel Format Map texture memory Loop write pixels Unmap texture memory Set Texture Render Right now though it renders as if the entire texture is black. I can't find a reliable source for information on how to do this though. Almost every tutorial I've found just uses glTexSubImage2D and passes a pointer to memory. Here is basically what my code does... (In this case it is generating an 1-byte Alpha Only texture but it is rendering it as the red channel for debugging) GLuint pixelBufferID; glGenBuffers(1, &pixelBufferID); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixelBufferID); glBufferData(GL_PIXEL_UNPACK_BUFFER, 512 * 512 * 1, nullptr, GL_STREAM_DRAW); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); GLuint textureID; glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 512, 512, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr); glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, textureID); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixelBufferID); void *Memory = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY); // Memory copied here, I know this is valid because it is the same loop as in my working D3D version glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); And then here is the render loop. // This chunk left in for completeness glUseProgram(glProgramId); glBindVertexArray(glVertexArrayId); glBindBuffer(GL_ARRAY_BUFFER, glVertexBufferId); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 20, 0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 20, 12); GLuint transformLocationID = glGetUniformLocation(3, 'transform'); glUniformMatrix4fv(transformLocationID , 1, true, somematrix) // Not sure if this is all I need to do glBindTexture(GL_TEXTURE_2D, pTex->glTextureId); GLuint textureLocationID = glGetUniformLocation(glProgramId, "texture"); glUniform1i(textureLocationID, 0); glDrawArrays(GL_TRIANGLES, Offset*3, Triangles*3); Vertex Shader #version 330 core in vec3 Position; in vec2 TexCoords; out vec2 TexOut; uniform mat4 transform; void main() { TexOut = TexCoords; gl_Position = vec4(Position, 1.0) * transform; } Pixel Shader #version 330 core uniform sampler2D texture; in vec2 TexCoords; out vec4 fragColor; void main() { // Output color fragColor.r = texture2D(texture, TexCoords).r; fragColor.g = 0.0f; fragColor.b = 0.0f; fragColor.a = 1.0; }

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  • JavaOne: Parleys.com, Spring Vs. Java EE and HTML5 tooling

    - by delabassee
    Parleys.com, a 2012 Duke's Choice Award winner, is an E-Learning platform that host content from different sources (conferences, JUGs meetings, etc.). There is a lot of technical content available for online but also offline consumption, including many sessions on Java EE. Parleys has just released, for free, all the Devoxx 2011 sessions (video and slides sync'ed!). From a technical point of view, Parleys.com is interesting as they have switched from Spring to Java EE 6 to avoid being locked in a proprietary framework. During the GlassFish Community BoF, Stephan Janssen (Parleys.com and Devoxx founder) also presented how GlassFish is used to support 2000 concurrent Parleys users over a cluster of 2 GlassFish instances. Talking about Java EE and/or Spring, Harshad Oak has posted an update on the 'Spring Vs. Java EE' panel discussion that took place on Tuesday. As Arun said standards such as Java EE does not necessarily refrain innovation: "JBoss Forge & Arquillian from RedHat are great examples of innovation in the JavaEE community. Standardization is important but innovation does continue even within that framework." Simplicity, productivity along with HTML5 are the driving themes of Java EE 7. In terms of simplicity and productivity, the developer experience can also be improved by the tooling. Every NetBeans release comes with a large set of improvements, the just released NetBeans 7.3 beta is no exception. The goal of ‘NB 7.3’s Project Easel’ is to improve HTML5 development, something that will be handy for Java EE 7 developers. Project Easel can, for example, communicate directly to Chrome's WebKit engine, this feature was shown during Sunday's Technical Keynote at the end of the Java EE section. In this beta release, Chrome and the embedded JavaFX browser are the only supported browsers but the NetBeans team plan to add support, over time, for other WebKit based browsers. NetBans 7.3 beta NetBeans 7.3 screenscasts Today (i.e. Wednesday 3rd) is also the final exhibition day, so make sure to visit the Java EE and the GlassFish pods on the Java DEMOgrounds (Hilton Grand Ballroom, 9:30 am - 5:00 pm). Finally, here are some Java EE and GlassFish related activities worth attending today if you are at JavaOne : Wednesday October 3rd Time Title Location 8:30-9:30am What's New in Servlet 3.1: An Overview Parc 55 Mission 8:30-9:30am Bean Validation 1.1: What's New Under the Hood Parc 55Cyril Magnin II/III 10:00-11:00am JSR 353: Java API for JSON Processing Parc 55 Mission 10:00-12:00pm Tutorial : Integrating Your Service into the GlassFish PaaS Platform Parc 55 Devisidero 11:30-12:30pm What's New in JSF: A Complete Tour of JSF 2.2 Parc 55Cyril Magnin I 11:30-12:30pm Best of Both Worlds: Java Persistence with NoSQL and SQL Parc 55 Mission 1:00-2:00pm Sharding Middleware to Achieve Elasticity and High Availability in the Cloud Parc 55Market Street 1:00-2:00pm Pimp My RESTful Java Applications Parc 55Cyril Magnin I 3:00-4:00pm Migrating Spring to Java EE Parc 55Cyril Magnin II/III 4:30-5:30pm JavaEE.Next(): Java EE 7, 8, and Beyond Parc 55Cyril Magnin II/III 4:30-5:30pm HTML5 WebSocket and Java Parc 55Cyril Magnin I 4:30-5:30pm Easy Middleware for Your Embedded Device Nikko Ballroom II/III

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  • Samba fails to install

    - by jschoen
    I am running XBMC, which is built around Ubuntu 10.04. It does not come with samba pre-installed, and I need to share some media with a couple other boxes. I followed the Think Geek directions found here. I had it all set up a couple days ago, and thought I was in the clear. I rebooted this evening and when it came back up Samba was not started. I determined this by trying access the samba shares, and it would return there was an connecting to the server. I can ssh into it, so I know it is connected. In my inifinite wisdom, I figured I just messed something up and would just uninstall and reinstall. So I did: sudo apt-get purge samba and sudo apt-get purge smbfs. Then tried to follow the tutorial above again. The what I get after running sudo apt-get install samba smbfs is Reading package lists... Done Building dependency tree Reading state information... Done Suggested packages: openbsd-inetd inet-superserver smbldap-tools ldb-tools ufw smbclient The following NEW packages will be installed: samba smbfs 0 upgraded, 2 newly installed, 0 to remove and 5 not upgraded. Need to get 0B/8,131kB of archives. After this operation, 22.6MB of additional disk space will be used. Preconfiguring packages ... Selecting previously deselected package samba. (Reading database ... 57098 files and directories currently installed.) Unpacking samba (from .../samba_2%3a3.4.7~dfsg-1ubuntu3.2_i386.deb)... Selecting previously deselected package smbfs. Unpacking smbfs (from .../smbfs_2%3a3.4.7~dfsg-1ubuntu3.2_i386.deb) ... Processing triggers for ureadahead ... Setting up samba (2:3.4.7~dfsg-1ubuntu3.2) ... Generating /etc/default/samba... update-alternatives: using /usr/bin/smbstatus.samba3 to provide /usr/bin/smbstatus (smbstatus) in auto mode. smbd start/running, process 2963 **start: Job failed to start** Setting up smbfs (2:3.4.7~dfsg-1ubuntu3.2) ... The bold is my own emphasis. So I am not sure what I messed up here, or how to get back to where it was. Though I am pretty sure I made it worse than it is. I found where the logs are located, /var/logs, and found this line that seems to be the culprit. Jan 29 11:59:34 XBMCLive smbd[2806]: error opening config file So it seems to not create the configuration files. Is there a way to get samba to try to recreate them again?

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  • Introducing Windows Azure Mobile Services

    - by Clint Edmonson
    Today I’m excited to share that the Windows Azure Mobile Services public preview is now available. This preview provides a turnkey backend cloud solution designed to accelerate connected client app development. These services streamline the development process by enabling you to leverage the cloud for common mobile application scenarios such as structured storage, user authentication and push notifications. If you’re building a Windows 8 app and want a fast and easy path to creating backend cloud services, this preview provides the capabilities you need. You to take advantage of the cloud to build and deploy modern apps for Windows 8 devices in anticipation of general availability on October 26th. Subsequent preview releases will extend support to iOS, Android, and Windows Phone. Features The preview makes it fast and easy to create cloud services for Windows 8 applications within minutes. Here are the key benefits:  Rapid development: configure a straightforward and secure backend in less than five minutes. Create modern mobile apps: common Windows Azure plus Windows 8 scenarios that Windows Azure Mobile Services preview will support include:  Automated Service API generation providing CRUD functionality and dynamic schematization on top of Structured Storage Structured Storage with powerful query support so a Windows 8 app can seamlessly connect to a Windows Azure SQL database Integrated Authentication so developers can configure user authentication via Windows Live Push Notifications to bring your Windows 8 apps to life with up to date and relevant information Access structured data: connect to a Windows Azure SQL database for simple data management and dynamically created tables. Easy to set and manage permissions. Pricing One of the key things that we’ve consistently heard from developers about using Windows Azure with mobile applications is the need for a low cost and simple offer. The simplest way to describe the pricing for Windows Azure Mobile Services at preview is that it is the same as Windows Azure Websites during preview. What’s FREE? Run up to 10 Mobile Services for free in a multitenant environment Free with valid Windows Azure Free Trial 1GB SQL Database Unlimited ingress 165MB/day egress  What do I pay for? Scaling up to dedicated VMs Once Windows Azure Free Trial expires - SQL Database and egress     Getting Started To start using Mobile Services, you will need to sign up for a Windows Azure free trial, if you have not done so already.  If you already have a Windows Azure account, you will need to request to enroll in this preview feature. Once you’ve enrolled, this getting started tutorial will walk you through building your first Windows 8 application using the preview’s services. The developer center contains more resources to teach you how to: Validate and authorize access to data using easy scripts that execute securely, on the server Easily authenticate your users via Windows Live Send toast notifications and update live tiles in just a few lines of code Our pricing calculator has also been updated for calculate costs for these new mobile services. Questions? Ask in the Windows Azure Forums. Feedback? Send it to [email protected].

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  • What is the correct way to use g_signal_connect() in C++ for dynamic unity quicklists?

    - by hakermania
    I want to make my application use dynamic unity quicklists. For building my application I am using C++ and the QtCreator IDE. When a menu action is triggered I want to be able to have access to a non-static function of my MainWindow class so as to be able to update the Graphical User Interface which can be accessed from inside 'normal' MainWindow's functions. So, I am building up my quicklist like this (mainwindow.cpp): void MainWindow::enable_unity_quicklist(){ Unity_Menu = dbusmenu_menuitem_new(); dbusmenu_menuitem_property_set_bool (Unity_Menu, DBUSMENU_MENUITEM_PROP_VISIBLE, FALSE); Unity_Stop = dbusmenu_menuitem_new(); dbusmenu_menuitem_property_set(Unity_Stop, DBUSMENU_MENUITEM_PROP_LABEL, "Stop"); dbusmenu_menuitem_child_append (Unity_Menu, Unity_Stop); g_signal_connect (Unity_Stop, DBUSMENU_MENUITEM_SIGNAL_ITEM_ACTIVATED, G_CALLBACK(&fake_callback), (gpointer)this); if(!unity_entry) unity_entry = unity_launcher_entry_get_for_desktop_id("myapp.desktop"); unity_launcher_entry_set_quicklist(unity_entry, Unity_Menu); dbusmenu_menuitem_property_set_bool(Unity_Menu, DBUSMENU_MENUITEM_PROP_VISIBLE, true); dbusmenu_menuitem_property_set_bool(Unity_Stop, DBUSMENU_MENUITEM_PROP_VISIBLE, true); } void MainWindow::fake_callback(gpointer data){ MainWindow* m = (MainWindow*)data; m->on_stopButton_clicked(); } void MainWindow::on_stopButton_clicked(){ //stopping the process... } mainwindow.h: private slots: void enable_unity_quicklist(); void on_stopButton_clicked(); public slots: static void fake_callback(gpointer data); This suggestion was taken from http://old.nabble.com/Using-g_signal_connect-in-class-td18461823.html The program crashes immediately after I choose the 'Stop' action from the Unity Quicklist. Debugging the program shows that I am not able to access anything MainWindow related inside the on_stopButton_clicked() without crashing. For example, it crashes when doing this check (which is the first 2 lines of code inside this function): if (!ui->stopButton->isEnabled()) return; I have also tested lots of other things that I found at the internet, but nothing of them worked. One interesting solution would be to use gtkmm (http://developer.gnome.org/gtkmm-tutorial/stable/sec-connecting-signal-handlers.html.en) but I am not used at all working on GTK applications (I work solely in Qt) and I don't know if this even suits to my occasion. A compilable example indicating what the problem is can be found at: http://ubuntuone.com/7iKA3wnPmWVp8YNNDLlVQI (3.2Kb) If you are not familiar with the QtCreator IDE, you can compile with the following commands, as long as you have all the needed libraries: cd dynamic_unity_quicklists_test; qmake -project; qmake; make

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  • Particle System in XNA - cannot draw particle

    - by Dave Voyles
    I'm trying to implement a simple particle system in my XNA project. I'm going by RB Whitaker's tutorial, and it seems simple enough. I'm trying to draw particles within my menu screen. Below I've included the code which I think is applicable. I'm coming up with one error in my build, and it is stating that I need to create a new instance of the EmitterLocation from the particleEngine. When I hover over particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); it states that particleEngine is returning a null value. What could be causing this? /// <summary> /// Base class for screens that contain a menu of options. The user can /// move up and down to select an entry, or cancel to back out of the screen. /// </summary> abstract class MenuScreen : GameScreen ParticleEngine particleEngine; public void LoadContent(ContentManager content) { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } base.LoadContent(); List<Texture2D> textures = new List<Texture2D>(); textures.Add(content.Load<Texture2D>(@"gfx/circle")); textures.Add(content.Load<Texture2D>(@"gfx/star")); textures.Add(content.Load<Texture2D>(@"gfx/diamond")); particleEngine = new ParticleEngine(textures, new Vector2(400, 240)); } public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); // Update each nested MenuEntry object. for (int i = 0; i < menuEntries.Count; i++) { bool isSelected = IsActive && (i == selectedEntry); menuEntries[i].Update(this, isSelected, gameTime); } particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); particleEngine.Update(); } public override void Draw(GameTime gameTime) { // make sure our entries are in the right place before we draw them UpdateMenuEntryLocations(); GraphicsDevice graphics = ScreenManager.GraphicsDevice; SpriteBatch spriteBatch = ScreenManager.SpriteBatch; SpriteFont font = ScreenManager.Font; spriteBatch.Begin(); // Draw stuff logic spriteBatch.End(); particleEngine.Draw(spriteBatch); }

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  • What does the Spring framework do? Should I use it? Why or why not?

    - by sangfroid
    So, I'm starting a brand-new project in Java, and am considering using Spring. Why am I considering Spring? Because lots of people tell me I should use Spring! Seriously, any time I've tried to get people to explain what exactly Spring is or what it does, they can never give me a straight answer. I've checked the intros on the SpringSource site, and they're either really complicated or really tutorial-focused, and none of them give me a good idea of why I should be using it, or how it will make my life easier. Sometimes people throw around the term "dependency injection", which just confuses me even more, because I think I have a different understanding of what that term means. Anyway, here's a little about my background and my app : Been developing in Java for a while, doing back-end web development. Yes, I do a ton of unit testing. To facilitate this, I typically make (at least) two versions of a method : one that uses instance variables, and one that only uses variables that are passed in to the method. The one that uses instance variables calls the other one, supplying the instance variables. When it comes time to unit test, I use Mockito to mock up the objects and then make calls to the method that doesn't use instance variables. This is what I've always understood "dependency injection" to be. My app is pretty simple, from a CS perspective. Small project, 1-2 developers to start with. Mostly CRUD-type operations with a a bunch of search thrown in. Basically a bunch of RESTful web services, plus a web front-end and then eventually some mobile clients. I'm thinking of doing the front-end in straight HTML/CSS/JS/JQuery, so no real plans to use JSP. Using Hibernate as an ORM, and Jersey to implement the webservices. I've already started coding, and am really eager to get a demo out there that I can shop around and see if anyone wants to invest. So obviously time is of the essence. I understand Spring has quite the learning curve, plus it looks like it necessitates a whole bunch of XML configuration, which I typically try to avoid like the plague. But if it can make my life easier and (especially) if make it can make development and testing faster, I'm willing to bite the bullet and learn Spring. So please. Educate me. Should I use Spring? Why or why not?

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  • Why won't my vertex buffer render in GLFW3?

    - by sm81095
    I have started to try to learn OpenGL, and I decided to use GLFW to assist in window creation. The problem is, since GLFW3 is so new, there are no tutorials on it or how to use it with modern OpenGL (3.3, specifically). Using the GLFW3 tutorial found on the website, which uses older OpenGL rendering (glBegin(GL_TRIANGLES), glVertex3f(), and such), I can get a triangle to render to the screen. The problem is, using new OpenGL, I can't get the same triangle to render to the screen. I am new to OpenGL, and GLFW3 is new to most people, so I may be completely missing something obvious, but here is my code: static const GLuint g_vertex_buffer_data[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; int main(void) { GLFWwindow* window; if(!glfwInit()) { fprintf(stderr, "Failed to initialize GLFW."); return -1; } glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); window = glfwCreateWindow(800, 600, "Test Window", NULL, NULL); if(!window) { glfwTerminate(); fprintf(stderr, "Failed to create a GLFW window"); return -1; } glfwMakeContextCurrent(window); glewExperimental = GL_TRUE; GLenum err = glewInit(); if(err != GLEW_OK) { glfwTerminate(); fprintf(stderr, "Failed to initialize GLEW"); fprintf(stderr, (char*)glewGetErrorString(err)); return -1; } GLuint VertexArrayID; glGenVertexArrays(1, &VertexArrayID); glBindVertexArray(VertexArrayID); GLuint programID = LoadShaders("SimpleVertexShader.glsl", "SimpleFragmentShader.glsl"); GLuint vertexBuffer; glGenBuffers(1, &vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW); while(!glfwWindowShouldClose(window)) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(programID); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(0); glfwSwapBuffers(window); glfwPollEvents(); } glDeleteBuffers(1, &vertexBuffer); glDeleteProgram(programID); glfwDestroyWindow(window); glfwTerminate(); exit(EXIT_SUCCESS); } I know it is not my shaders, they are super simple and I've checked them against GLFW 2.7 so I know that they work. I'm assuming that I've missed something crucial to using the OpenGL context with GLFW3, so any help locating the problem would be greatly appreciated.

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  • 2D game - Missile shooting problem on Android

    - by Niksa
    Hello, I have to make a tank that sits still but moves his turret and shoots missiles. As this is my first Android application ever and I haven't done any game development either, I've come across a few problems... Now, I did the tank and the moving turret once I read the Android tutorial for the LunarLander sample code. So this code is based on the LunarLander code. But I'm having trouble doing the missile firing then SPACE button is being pressed. private void doDraw(Canvas canvas) { canvas.drawBitmap(backgroundImage, 0, 0, null); // draws the tank canvas.drawBitmap(tank, x_tank, y_tank, new Paint()); // draws and rotates the tank turret canvas.rotate((float) mHeading, (float) x_turret + mTurretWidth, y_turret); canvas.drawBitmap(turret, x_turret, y_turret, new Paint()); // draws the grenade that is a regular circle from ShapeDrawable class bullet.setBounds(x_bullet, y_bullet, x_bullet + width, y_bullet + height); bullet.draw(canvas); } UPDATE GAME method private void updateGame() throws InterruptedException { long now = System.currentTimeMillis(); if (mLastTime > now) return; double elapsed = (now - mLastTime) / 1000.0; mLastTime = now; // dUP and dDown, rotates the turret from 0 to 75 degrees. if (dUp) mHeading += 1 * (PHYS_SLEW_SEC * elapsed); if (mHeading >= 75) mHeading = 75; if (dDown) mHeading += (-1) * (PHYS_SLEW_SEC * elapsed); if (mHeading < 0) mHeading = 0; if (dSpace){ // missile Logic, a straight trajectorie for now x_bullet -= 1; y_bullet -= 1; //doesn't work, has to be updated every pixel or what? } boolean doKeyDown(int keyCode, KeyEvent msg) { boolean handled = false; synchronized (mSurfaceHolder) { if (keyCode == KeyEvent.KEYCODE_SPACE){ dSpace = true; handled = true; } if (keyCode == KeyEvent.KEYCODE_DPAD_UP){ dUp = true; handled = true; } if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN){ dDown = true; handled = true; } return handled; } } } a method run that runs the game... public void run() { while (mRun) { Canvas c = null; try { c = mSurfaceHolder.lockCanvas(null); synchronized (mSurfaceHolder) { if (mMode == STATE_RUNNING) updateGame(); doDraw(c); } } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } } } So the question would be, how do I make that the bullet is fired on a single SPACE key press from the turret to the end of the screen? Could you help me out here, I seem to be in the dark here... Thanks, Niksa

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  • OpenGL VertexBuffer won'e render in GLFW3

    - by sm81095
    So I have started to try to learn OpenGL, and I decided to use GLFW to assist in window creation. The problem is, since GLFW3 is so new, there are no tutorials on it yet and how to use it with modern OpenGL (3.3, specifically). Using the GLFW3 tutorial found on the website, which uses older OpenGL rendering (glBegin(GL_TRIANGLES), glVertex3f()), and such, I can get a triangle to render to the screen. The problem is, using new OpenGL, I can't get the same triangle to render to the screen. I am new to OpenGL, and GLFW3 is new to most people, so I may be completely missing something obvious, but here is my code: static const GLuint g_vertex_buffer_data[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; int main(void) { GLFWwindow* window; if(!glfwInit()) { fprintf(stderr, "Failed to initialize GLFW."); return -1; } glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); window = glfwCreateWindow(800, 600, "Test Window", NULL, NULL); if(!window) { glfwTerminate(); fprintf(stderr, "Failed to create a GLFW window"); return -1; } glfwMakeContextCurrent(window); glewExperimental = GL_TRUE; GLenum err = glewInit(); if(err != GLEW_OK) { glfwTerminate(); fprintf(stderr, "Failed to initialize GLEW"); fprintf(stderr, (char*)glewGetErrorString(err)); return -1; } GLuint VertexArrayID; glGenVertexArrays(1, &VertexArrayID); glBindVertexArray(VertexArrayID); GLuint programID = LoadShaders("SimpleVertexShader.glsl", "SimpleFragmentShader.glsl"); GLuint vertexBuffer; glGenBuffers(1, &vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW); while(!glfwWindowShouldClose(window)) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(programID); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(0); glfwSwapBuffers(window); glfwPollEvents(); } glDeleteBuffers(1, &vertexBuffer); glDeleteProgram(programID); glfwDestroyWindow(window); glfwTerminate(); exit(EXIT_SUCCESS); } I know it is not my shaders, they are super simple and I've checked them against GLFW 2.7 so I know that they work. I'm assuming that I've missed something crucial to using the OpenGL context with GLFW3, so any help locating the problem would be greatly appreciated.

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