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  • How to Create Auto Playlists in Windows Media Player 12

    - by DigitalGeekery
    Are you getting tired of the same old playlists in Windows Media Player? Today we’ll show you how to create dynamic auto playlists based on criteria you choose in WMP 12 in Windows 7. Auto Playlists In Library view, click on Create playlist dropdown arrow and select Create auto playlist. On the New Auto Playlist window type in a name for the playlist in the text box. Now we need to choose our criteria by which to filter your playlist. Select Click here to add criteria. For our example, we will create a playlist of songs that were added to the library in the last week from the Alternative genre. So, we will first select Date Added from the dropdown list. Many criteria will have addition options to configure. In the example below you will see that we have a few options to fine tune.   We will filter all the songs added to the library in the last 7 days. We will select Is After from the first dropdown list. Then select Last 7 Days from the second dropdown list. You can add multiple criteria to further filter your playlist. If you can’t find the criteria you are looking for, select “More” at the bottom of the dropdown list.   This will pull up a filter window with all the criteria. Select a filter and then click OK when finished.   From the Genre dropdown, we will select Alternative. If you’d like to add Pictures, Videos, or TV Shows to your auto playlists you can do so by selecting them from the dropdown list under And also include. You will then be able to select criteria for your pictures, videos, or TV shows from the dropdown list.   Finally, you can also add restrictions to your music such as the number of items, duration, or total size. We will limit the duration of our playlist to one hour by selecting Limit Total Duration To… Then type in 1 hour…Click OK.   Our library is automatically filtered and a playlist is created based on the criteria we selected. When additional songs are added to the Windows Media Player library, any of new songs that fit the criteria will automatically be added to the New Songs playlist. You can also save a copy of an auto playlist as a regular playlist. Switch to Playlists view by clicking Playlists from either the top menu or the navigation bar. Select the Play tab and then click Clear list to remove any tracks from the list pane.   Right-click on the playlist you want to save, select Add to, and then Play list. The songs from your auto playlist will appear as an Unsaved list on the list pane. Click Save list. Type in a name for your playlist. Your auto playlist will continue to change as you add or remove items from your Media Player library that meet the criteria you established. The new saved playlist we just created will stay as it is currently. Editing a Auto playlist is easy. Right-click on the playlist and select Edit. Now you are ready to enjoy your playlist. Conclusion Auto playlists are great way to keep your playlists fresh in Windows Media Player 12. Users can get creative and experiment with the wide variety of criteria to customize their listening experience. If you are new to playlists in Windows Media Player, you may want to check our our previous post on how to create custom playlists in Windows Media Player 12. Are you looking to get better sound from WMP 12? Take a look at how to improve playback using enhancements in Windows Media Player 12. Similar Articles Productive Geek Tips Create Custom Playlists in Windows Media Player 12Fixing When Windows Media Player Library Won’t Let You Add FilesInstall and Use the VLC Media Player on Ubuntu LinuxMake Windows Media Player Automatically Open in Mini Player ModeMake VLC Player Look like Windows Media Player 10 TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips VMware Workstation 7 Acronis Online Backup DVDFab 6 Revo Uninstaller Pro Error Goblin Explains Windows Error Codes Twelve must-have Google Chrome plugins Cool Looking Skins for Windows Media Player 12 Move the Mouse Pointer With Your Face Movement Using eViacam Boot Windows Faster With Boot Performance Diagnostics Create Ringtones For Your Android Phone With RingDroid

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  • Ask How-To Geek: Dropbox in the Start Menu, Understanding Symlinks, and Ripping TV Series DVDs

    - by Jason Fitzpatrick
    This week we take a look at how to incorporate Dropbox into your Windows Start Menu, understanding and using symbolic links, and how to rip your TV series DVDs right to unique and high-quality episode files. Once a week we dip into our reader mailbag and help readers solve their problems, sharing the useful solutions with you in the process. Read on to see our fixes for this week’s reader dilemmas. Add Drobox to Your Start Menu Dear How-To Geek, I use Dropbox all the time and would like to add it right onto my start menu along side the other major shortcuts like Documents, Pictures, etc. It seems like adding Dropbox into the menu should be part of the Dropbox installation package! Sincerely, Dropboxing in Des Moines Dear Dropboxing, We agree, it would be a nice installation option. As it stands you’re going to have to do a little simple hacking to get Dropbox nestled neatly into your start menu. The hack isn’t super elegant but when you’re done you’ll have the link you want and it’ll look like it was there all along. Check out this step-by-step guide here in order to take an existing Library shortcut and rework it to be a Dropbox link. Understanding and Using Symbolic Links Dear How-To Geek, I was talking to a coworker the other day about an issue I’d been having with a media center application I’m running. He suggested using symbolic links to better organize my media and make it easier for the application to access my collection. I had no idea what he was talking about and never got a chance to bug him about it later. Can you clear up this whole symbolic links business for me? I’ve been using computers for years and I’ve never even heard of it! Sincerely, Symbolic Who? Dear Symbolic, Symbolic links aren’t commonly used by many Windows users which is why you likely haven’t run into the concept. Symbolic links are essentially supercharged shortcuts—the newly introduced Windows library system is really just a type of symbolic link system. You can use symbolic links to do all sorts of neat stuff like link folders to your Dropbox folder, organize media, and more. The concept of symbolic links is pretty simple but the execution can be really tricky. We’d suggest reading over our guide to creating symbolic links in Windows 7, Windows XP, and Ubunutu to get a clearer idea what you’re getting into. Rip Your TV DVDs into Handy Episode Files Dear How-To Geek, My wife got me an iPod for Christmas and I still haven’t got around to filling it up. I have tons of entire TV show seasons on DVD and would like to get them on the iPod but I have absolutely no idea where to start. How do I get the shows off the discs? I thought it would be as easy to import the TV shows into iTunes as it is to import tracks off a CD but I was totally wrong. I tried downloading some applications to rip them but those didn’t work at all. Very frustrating! Surely there is an easy and/or automated way to do this, right? Sincerely, Free My DVDs Dear DVDs, Oh man is this a frustration we can relate to. It’s inordinately difficult to get movies and TV shows off physical media and into digital (and portable media player-friendly) formats. There are a multitude of ways to rip DVDs and quite a few applications out there (some good, some mediocre, and some outright malware). We’d recommend a two-part punch to solve your ripping woes. You’ll need a copy of DVDFab to strip away the protections on the discs and rip the disc and Handbrake to load the disc image and convert the files. It’s not quite as smooth as the CD-to-iTunes workflow but it’s still pretty easy. Check out all the steps and settings you’ll want to toggle here. Have a question you want to put before the How-To Geek staff? Shoot us an email at [email protected] and then keep an eye out for a solution in the Ask How-To Geek column. Latest Features How-To Geek ETC Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The How-To Geek Valentine’s Day Gift Guide Inspire Geek Love with These Hilarious Geek Valentines Google’s New Personal Blocklist Extension Kills Search Engine Spam KeyCounter Tracks Your Keystrokes and Mouse Clicks Add Custom LED Ambient Lighting to Your PC or Media Center The Trackor Monitors Amazon Prices; Integrates with Chrome, Firefox, and Safari Four Awesome TRON Legacy Themes for Chrome and Iron Anger is Illogical – Old School Style Instructional Video [Star Trek Mashup]

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  • XNA Notes 006

    - by George Clingerman
    If you used to think the XNA community was small and inactive, hopefully these XNA Notes are opening your eyes. And I honestly feel like I’m still only catching the tail end of everything that’s going on. It’s a large and active community and you can be so mired down in one part of it you miss all sorts of cool stuff another part is doing. XNA is many things to a lot of people and that makes for a lot of really awesome things going on. So here’s what I saw going on this last week! Time Critical XNA New: XNA Team - Peer Review now closes for XNA 3.1 games http://blogs.msdn.com/b/xna/archive/2011/02/08/peer-review-pipeline-closed-for-new-xna-gs-3-1-games-or-updates-on-app-hub.aspx http://twitter.com/XNACommunity/statuses/34649816529256448 The XNA Team posts about a meet up with Microsoft for Creator’s going to be at GDC, March 3rd at the Lobby Bar http://on.fb.me/fZungJ XNA Team: @mklucher is busying playing the the bubblegum on WP7 made by a member of the XNA team (although reportedly made in Silverlight? Crazy! ;) ) http://twitter.com/mklucher/statuses/34645662737895426 http://bubblegum.me Shawn Hargreaves posts multiple posts (is this a sign that something new is coming from the XNA team? Usually when Shawn has time to post, something has just wrapped up…) Random Shuffle http://blogs.msdn.com/b/shawnhar/archive/2011/02/09/random-shuffle.aspx Doing the right thing: resume, rewind or skip ahead http://blogs.msdn.com/b/shawnhar/archive/2011/02/10/doing-the-right-thing-resume-rewind-or-skip-ahead.aspx XNA Developers: Andrew Russel was on .NET Rocks recently talking with Carl and Richard about developing games for Xbox, iPhone and Android http://www.dotnetrocks.com/default.aspx?ShowNum=635 Eric W. releases the Fishing Girl source code into the wild http://ericw.ca/blog/posts/fishing-girl-now-open-source/ http://forums.create.msdn.com/forums/p/74642/454512.aspx#454512 BinaryTweedDeej reminds that XNA community that Indie City wants you involved http://twitter.com/BinaryTweedDeej/statuses/34596114028044288 http://www.indiecity.com Mike McLaughlin (@mikebmcl) releases his first two XNA articles on the TechNet wiki http://social.technet.microsoft.com/wiki/contents/articles/xna-framework-overview.aspx http://social.technet.microsoft.com/wiki/contents/articles/content-pipeline-overview.aspx John Watte plays around with the Content Pipeline and Music Visualization exploring just what can be done. http://www.enchantedage.com/xna-content-pipeline-fft-song-analysis http://www.enchantedage.com/fft-in-xna-content-pipeline-for-beat-detection-for-the-win Simon Stevens writes up his talk on Vector Collision Physics http://www.simonpstevens.com/News/VectorCollisionPhysics @domipheus puts together an XNA Task Manager http://www.flickr.com/photos/domipheus/5405603197/ MadNinjaSkillz releases his fork of Nick's Easy Storage component on CodePlex http://twitter.com/MadNinjaSkillz/statuses/34739039068229634 http://ezstorage.codeplex.com @ActiveNick was interviewed by Rob Cameron and discusses Windows Phone 7, Bing Maps and XNA http://twitter.com/ActiveNick/statuses/35348548526546944 http://msdn.microsoft.com/en-us/cc537546 Radiangames (Luke Schneider) posts about converting his games from XNA to Unity http://radiangames.com/?p=592 UberMonkey (@ElementCy) posts about a new project in the works, CubeTest a Minecraft style terrain http://www.ubergamermonkey.com/personal-projects/new-project-in-the-works/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+Ubergamermonkey+%28UberGamerMonkey%29 Xbox LIVE Indie Games (XBLIG): VideoGamer Rob review Bonded Realities http://videogamerrob.wordpress.com/2011/02/05/xblig-review-bonded-realities/ XBLIG Round Up on Gamergeddon http://www.gamergeddon.com/2011/02/06/xbox-indie-game-round-up-february-6th/ Are gamers still rating Indie Games after the Xbox Dashboard update? http://www.gamemarx.com/news/2011/02/06/are-gamers-still-rating-indie-games-after-the-xbox-dashboard-update.aspx Joystiq - Xbox Live Indie Gems: Corrupted http://www.joystiq.com/2011/02/04/xbox-live-indie-gems-corrupted/ Raymond Matthews of DarkStarMatryx reviews (Almost) Total Mayhem and Aban Hawkins & the 1000 Spikes http://www.darkstarmatryx.com/?p=225 http://www.darkstarmatryx.com/?p=229 8 Bit Horse reviews Aban Hawkins & the 1000 spikes http://8bithorse.blogspot.com/2011/01/aban-hawkins-1000-spikes-xbl-indie.html 2010 wrap-up for FunInfused Games http://www.krissteele.net/blogdetails.aspx?id=245 NeoGaf roundup of January's XBLIGs http://www.neogaf.com/forum/showthread.php?t=420528 Armless Ocotopus interviews Michael Ventnor creator of Bonded Realities http://www.armlessoctopus.com/2011/02/07/interview-michael-ventnor-of-red-crest-studios/ @recharge_media posts about the new city music for Woodvale in Sin Rising http://rechargemedia.com/2011/02/08/new-city-theme-woodvale/ @DrMisty posts some footage of YoYoYo in action http://www.mstargames.co.uk/mistryblogmain/54-yoyoyoblogs/184-video-update.html Xona Games - Decimation X3 on Reviews on the Run http://video.citytv.com/video/detail/782443063001.000000/reviews-on-the-run--february-8-2011/g4/ @benkane gives an early peek at his action RPG coming to XBLIG http://www.youtube.com/watch?v=bDF_PrvtwU8 Rock, Paper Shotgun talks to Zeboyd games about bringing Cthulhu Saves the World to PC http://www.rockpapershotgun.com/2011/02/11/summoning-cthulhu-natter-with-zeboyd/ Xbox LIVE Indieverse interviews the creator of Bonded Realities http://xbl-indieverse.blogspot.com/2011/02/xbl-indieverse-interview-red-crest.html XNA Game Development: Dream-In-Code posts about an upcoming XNA Challenge/Coding contest http://www.dreamincode.net/forums/blog/1385/entry-3192-xna-challengecontest/ Sgt.Conker covers Fishing Girl and IndieFreaks Game Framework release http://www.sgtconker.com/2011/02/fishing-girl-did-not-sell-a-single-copy/ http://www.sgtconker.com/2011/02/indiefreaks-game-framework-v0-2-0-0/ @slyprid releases Transmute v0.40a with lots of new features and fixes http://twitter.com/slyprid/statuses/34125423067533312 http://twitter.com/slyprid/statuses/35326876243337216 http://forgottenstarstudios.com/ Jeff Brown writes an XNA 4.0 tutorial on Saving/Loading on the Xbox 360 http://www.robotfootgames.com/xna-tutorials/92-xna-tutorial-savingloading-on-xbox-360-40 XNA for Silverlight Developers: Part 3- Animation http://www.silverlightshow.net/items/XNA-for-Silverlight-developers-Part-3-Animation-transforms.aspx?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+xna-connection-twitter-specific-stream+%28XNA+Connection%27s+Twitter+specific+stream%29 The news from Nokia is definitely something XNA developers will want to keep their eye on http://blogs.forum.nokia.com/blog/nokia-developer-news/2011/02/11/letter-to-developers?sf1066337=1

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  • An Introduction to Meteor

    - by Stephen.Walther
    The goal of this blog post is to give you a brief introduction to Meteor which is a framework for building Single Page Apps. In this blog entry, I provide a walkthrough of building a simple Movie database app. What is special about Meteor? Meteor has two jaw-dropping features: Live HTML – If you make any changes to the HTML, CSS, JavaScript, or data on the server then every client shows the changes automatically without a browser refresh. For example, if you change the background color of a page to yellow then every open browser will show the new yellow background color without a refresh. Or, if you add a new movie to a collection of movies, then every open browser will display the new movie automatically. With Live HTML, users no longer need a refresh button. Changes to an application happen everywhere automatically without any effort. The Meteor framework handles all of the messy details of keeping all of the clients in sync with the server for you. Latency Compensation – When you modify data on the client, these modifications appear as if they happened on the server without any delay. For example, if you create a new movie then the movie appears instantly. However, that is all an illusion. In the background, Meteor updates the database with the new movie. If, for whatever reason, the movie cannot be added to the database then Meteor removes the movie from the client automatically. Latency compensation is extremely important for creating a responsive web application. You want the user to be able to make instant modifications in the browser and the framework to handle the details of updating the database without slowing down the user. Installing Meteor Meteor is licensed under the open-source MIT license and you can start building production apps with the framework right now. Be warned that Meteor is still in the “early preview” stage. It has not reached a 1.0 release. According to the Meteor FAQ, Meteor will reach version 1.0 in “More than a month, less than a year.” Don’t be scared away by that. You should be aware that, unlike most open source projects, Meteor has financial backing. The Meteor project received an $11.2 million round of financing from Andreessen Horowitz. So, it would be a good bet that this project will reach the 1.0 mark. And, if it doesn’t, the framework as it exists right now is still very powerful. Meteor runs on top of Node.js. You write Meteor apps by writing JavaScript which runs both on the client and on the server. You can build Meteor apps on Windows, Mac, or Linux (Although the support for Windows is still officially unofficial). If you want to install Meteor on Windows then download the MSI from the following URL: http://win.meteor.com/ If you want to install Meteor on Mac/Linux then run the following CURL command from your terminal: curl https://install.meteor.com | /bin/sh Meteor will install all of its dependencies automatically including Node.js. However, I recommend that you install Node.js before installing Meteor by installing Node.js from the following address: http://nodejs.org/ If you let Meteor install Node.js then Meteor won’t install NPM which is the standard package manager for Node.js. If you install Node.js and then you install Meteor then you get NPM automatically. Creating a New Meteor App To get a sense of how Meteor works, I am going to walk through the steps required to create a simple Movie database app. Our app will display a list of movies and contain a form for creating a new movie. The first thing that we need to do is create our new Meteor app. Open a command prompt/terminal window and execute the following command: Meteor create MovieApp After you execute this command, you should see something like the following: Follow the instructions: execute cd MovieApp to change to your MovieApp directory, and run the meteor command. Executing the meteor command starts Meteor on port 3000. Open up your favorite web browser and navigate to http://localhost:3000 and you should see the default Meteor Hello World page: Open up your favorite development environment to see what the Meteor app looks like. Open the MovieApp folder which we just created. Here’s what the MovieApp looks like in Visual Studio 2012: Notice that our MovieApp contains three files named MovieApp.css, MovieApp.html, and MovieApp.js. In other words, it contains a Cascading Style Sheet file, an HTML file, and a JavaScript file. Just for fun, let’s see how the Live HTML feature works. Open up multiple browsers and point each browser at http://localhost:3000. Now, open the MovieApp.html page and modify the text “Hello World!” to “Hello Cruel World!” and save the change. The text in all of the browsers should update automatically without a browser refresh. Pretty amazing, right? Controlling Where JavaScript Executes You write a Meteor app using JavaScript. Some of the JavaScript executes on the client (the browser) and some of the JavaScript executes on the server and some of the JavaScript executes in both places. For a super simple app, you can use the Meteor.isServer and Meteor.isClient properties to control where your JavaScript code executes. For example, the following JavaScript contains a section of code which executes on the server and a section of code which executes in the browser: if (Meteor.isClient) { console.log("Hello Browser!"); } if (Meteor.isServer) { console.log("Hello Server!"); } console.log("Hello Browser and Server!"); When you run the app, the message “Hello Browser!” is written to the browser JavaScript console. The message “Hello Server!” is written to the command/terminal window where you ran Meteor. Finally, the message “Hello Browser and Server!” is execute on both the browser and server and the message appears in both places. For simple apps, using Meteor.isClient and Meteor.isServer to control where JavaScript executes is fine. For more complex apps, you should create separate folders for your server and client code. Here are the folders which you can use in a Meteor app: · client – This folder contains any JavaScript which executes only on the client. · server – This folder contains any JavaScript which executes only on the server. · common – This folder contains any JavaScript code which executes on both the client and server. · lib – This folder contains any JavaScript files which you want to execute before any other JavaScript files. · public – This folder contains static application assets such as images. For the Movie App, we need the client, server, and common folders. Delete the existing MovieApp.js, MovieApp.html, and MovieApp.css files. We will create new files in the right locations later in this walkthrough. Combining HTML, CSS, and JavaScript Files Meteor combines all of your JavaScript files, and all of your Cascading Style Sheet files, and all of your HTML files automatically. If you want to create one humongous JavaScript file which contains all of the code for your app then that is your business. However, if you want to build a more maintainable application, then you should break your JavaScript files into many separate JavaScript files and let Meteor combine them for you. Meteor also combines all of your HTML files into a single file. HTML files are allowed to have the following top-level elements: <head> — All <head> files are combined into a single <head> and served with the initial page load. <body> — All <body> files are combined into a single <body> and served with the initial page load. <template> — All <template> files are compiled into JavaScript templates. Because you are creating a single page app, a Meteor app typically will contain a single HTML file for the <head> and <body> content. However, a Meteor app typically will contain several template files. In other words, all of the interesting stuff happens within the <template> files. Displaying a List of Movies Let me start building the Movie App by displaying a list of movies. In order to display a list of movies, we need to create the following four files: · client\movies.html – Contains the HTML for the <head> and <body> of the page for the Movie app. · client\moviesTemplate.html – Contains the HTML template for displaying the list of movies. · client\movies.js – Contains the JavaScript for supplying data to the moviesTemplate. · server\movies.js – Contains the JavaScript for seeding the database with movies. After you create these files, your folder structure should looks like this: Here’s what the client\movies.html file looks like: <head> <title>My Movie App</title> </head> <body> <h1>Movies</h1> {{> moviesTemplate }} </body>   Notice that it contains <head> and <body> top-level elements. The <body> element includes the moviesTemplate with the syntax {{> moviesTemplate }}. The moviesTemplate is defined in the client/moviesTemplate.html file: <template name="moviesTemplate"> <ul> {{#each movies}} <li> {{title}} </li> {{/each}} </ul> </template> By default, Meteor uses the Handlebars templating library. In the moviesTemplate above, Handlebars is used to loop through each of the movies using {{#each}}…{{/each}} and display the title for each movie using {{title}}. The client\movies.js JavaScript file is used to bind the moviesTemplate to the Movies collection on the client. Here’s what this JavaScript file looks like: // Declare client Movies collection Movies = new Meteor.Collection("movies"); // Bind moviesTemplate to Movies collection Template.moviesTemplate.movies = function () { return Movies.find(); }; The Movies collection is a client-side proxy for the server-side Movies database collection. Whenever you want to interact with the collection of Movies stored in the database, you use the Movies collection instead of communicating back to the server. The moviesTemplate is bound to the Movies collection by assigning a function to the Template.moviesTemplate.movies property. The function simply returns all of the movies from the Movies collection. The final file which we need is the server-side server\movies.js file: // Declare server Movies collection Movies = new Meteor.Collection("movies"); // Seed the movie database with a few movies Meteor.startup(function () { if (Movies.find().count() == 0) { Movies.insert({ title: "Star Wars", director: "Lucas" }); Movies.insert({ title: "Memento", director: "Nolan" }); Movies.insert({ title: "King Kong", director: "Jackson" }); } }); The server\movies.js file does two things. First, it declares the server-side Meteor Movies collection. When you declare a server-side Meteor collection, a collection is created in the MongoDB database associated with your Meteor app automatically (Meteor uses MongoDB as its database automatically). Second, the server\movies.js file seeds the Movies collection (MongoDB collection) with three movies. Seeding the database gives us some movies to look at when we open the Movies app in a browser. Creating New Movies Let me modify the Movies Database App so that we can add new movies to the database of movies. First, I need to create a new template file – named client\movieForm.html – which contains an HTML form for creating a new movie: <template name="movieForm"> <fieldset> <legend>Add New Movie</legend> <form> <div> <label> Title: <input id="title" /> </label> </div> <div> <label> Director: <input id="director" /> </label> </div> <div> <input type="submit" value="Add Movie" /> </div> </form> </fieldset> </template> In order for the new form to show up, I need to modify the client\movies.html file to include the movieForm.html template. Notice that I added {{> movieForm }} to the client\movies.html file: <head> <title>My Movie App</title> </head> <body> <h1>Movies</h1> {{> moviesTemplate }} {{> movieForm }} </body> After I make these modifications, our Movie app will display the form: The next step is to handle the submit event for the movie form. Below, I’ve modified the client\movies.js file so that it contains a handler for the submit event raised when you submit the form contained in the movieForm.html template: // Declare client Movies collection Movies = new Meteor.Collection("movies"); // Bind moviesTemplate to Movies collection Template.moviesTemplate.movies = function () { return Movies.find(); }; // Handle movieForm events Template.movieForm.events = { 'submit': function (e, tmpl) { // Don't postback e.preventDefault(); // create the new movie var newMovie = { title: tmpl.find("#title").value, director: tmpl.find("#director").value }; // add the movie to the db Movies.insert(newMovie); } }; The Template.movieForm.events property contains an event map which maps event names to handlers. In this case, I am mapping the form submit event to an anonymous function which handles the event. In the event handler, I am first preventing a postback by calling e.preventDefault(). This is a single page app, no postbacks are allowed! Next, I am grabbing the new movie from the HTML form. I’m taking advantage of the template find() method to retrieve the form field values. Finally, I am calling Movies.insert() to insert the new movie into the Movies collection. Here, I am explicitly inserting the new movie into the client-side Movies collection. Meteor inserts the new movie into the server-side Movies collection behind the scenes. When Meteor inserts the movie into the server-side collection, the new movie is added to the MongoDB database associated with the Movies app automatically. If server-side insertion fails for whatever reasons – for example, your internet connection is lost – then Meteor will remove the movie from the client-side Movies collection automatically. In other words, Meteor takes care of keeping the client Movies collection and the server Movies collection in sync. If you open multiple browsers, and add movies, then you should notice that all of the movies appear on all of the open browser automatically. You don’t need to refresh individual browsers to update the client-side Movies collection. Meteor keeps everything synchronized between the browsers and server for you. Removing the Insecure Module To make it easier to develop and debug a new Meteor app, by default, you can modify the database directly from the client. For example, you can delete all of the data in the database by opening up your browser console window and executing multiple Movies.remove() commands. Obviously, enabling anyone to modify your database from the browser is not a good idea in a production application. Before you make a Meteor app public, you should first run the meteor remove insecure command from a command/terminal window: Running meteor remove insecure removes the insecure package from the Movie app. Unfortunately, it also breaks our Movie app. We’ll get an “Access denied” error in our browser console whenever we try to insert a new movie. No worries. I’ll fix this issue in the next section. Creating Meteor Methods By taking advantage of Meteor Methods, you can create methods which can be invoked on both the client and the server. By taking advantage of Meteor Methods you can: 1. Perform form validation on both the client and the server. For example, even if an evil hacker bypasses your client code, you can still prevent the hacker from submitting an invalid value for a form field by enforcing validation on the server. 2. Simulate database operations on the client but actually perform the operations on the server. Let me show you how we can modify our Movie app so it uses Meteor Methods to insert a new movie. First, we need to create a new file named common\methods.js which contains the definition of our Meteor Methods: Meteor.methods({ addMovie: function (newMovie) { // Perform form validation if (newMovie.title == "") { throw new Meteor.Error(413, "Missing title!"); } if (newMovie.director == "") { throw new Meteor.Error(413, "Missing director!"); } // Insert movie (simulate on client, do it on server) return Movies.insert(newMovie); } }); The addMovie() method is called from both the client and the server. This method does two things. First, it performs some basic validation. If you don’t enter a title or you don’t enter a director then an error is thrown. Second, the addMovie() method inserts the new movie into the Movies collection. When called on the client, inserting the new movie into the Movies collection just updates the collection. When called on the server, inserting the new movie into the Movies collection causes the database (MongoDB) to be updated with the new movie. You must add the common\methods.js file to the common folder so it will get executed on both the client and the server. Our folder structure now looks like this: We actually call the addMovie() method within our client code in the client\movies.js file. Here’s what the updated file looks like: // Declare client Movies collection Movies = new Meteor.Collection("movies"); // Bind moviesTemplate to Movies collection Template.moviesTemplate.movies = function () { return Movies.find(); }; // Handle movieForm events Template.movieForm.events = { 'submit': function (e, tmpl) { // Don't postback e.preventDefault(); // create the new movie var newMovie = { title: tmpl.find("#title").value, director: tmpl.find("#director").value }; // add the movie to the db Meteor.call( "addMovie", newMovie, function (err, result) { if (err) { alert("Could not add movie " + err.reason); } } ); } }; The addMovie() method is called – on both the client and the server – by calling the Meteor.call() method. This method accepts the following parameters: · The string name of the method to call. · The data to pass to the method (You can actually pass multiple params for the data if you like). · A callback function to invoke after the method completes. In the JavaScript code above, the addMovie() method is called with the new movie retrieved from the HTML form. The callback checks for an error. If there is an error then the error reason is displayed in an alert (please don’t use alerts for validation errors in a production app because they are ugly!). Summary The goal of this blog post was to provide you with a brief walk through of a simple Meteor app. I showed you how you can create a simple Movie Database app which enables you to display a list of movies and create new movies. I also explained why it is important to remove the Meteor insecure package from a production app. I showed you how to use Meteor Methods to insert data into the database instead of doing it directly from the client. I’m very impressed with the Meteor framework. The support for Live HTML and Latency Compensation are required features for many real world Single Page Apps but implementing these features by hand is not easy. Meteor makes it easy.

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  • Mobile HCM: It’s not the future, it is right now

    - by Natalia Rachelson
    Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-family:"Calibri","sans-serif"; mso-ascii- mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi- mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} A guest post by Steve Boese, Director Product Strategy, Oracle I’ll bet you reached for your iPhone or Android or BlackBerry and took a quick look at email or Facebook or last night’s text messages before you even got out of bed this morning. Come on, admit it, it’s ok, you are among friends here. See, feel better now? But seriously, the incredible growth and near-ubiquity of increasingly powerful, capable, and for many of us, essential in our daily lives mobile devices has profoundly changed the way we communicate, consume information, socialize, and more and more, conduct business and get our work done. And if you doubt that profound change has happened, just think for a moment about the last time you misplaced your iPhone.  The shivers, the cold sweats, the panic... We have all been there. And indeed your personal experiences with mobile technology echoes throughout the world - here are a few data points to consider: Market research firm IDC estimates 1.8 billion mobile phones will be shipped in 2012. A recent Pew study reports 46% of Americans own a smartphone of some kind. And finally in the USA, ownership of tablets like the iPad has doubled from 10% to 19% in the last year. So truly for the Human Resources leader, the question is no longer, ‘Should HR explore ways to exploit mobile devices and their always-on nature to better support and empower the modern workforce?’, but rather ‘How can HR best take advantage of smartphone and tablet capability to provide information, enable transactions, and enhance decision making?’. Because even though moving HCM applications to mobile devices seems inherently logical given today’s fast-moving and mobile workforces, and its promise to deliver incredible value to the organization, HR leaders also have to consider many factors before devising their Mobile HCM strategy and embarking on mobile HR technology projects. Here are just some of the important considerations for HR leaders as you build your strategies and evaluate mobile HCM solutions: Does your organization provide mobile devices to the workforce today, and if so, will the current set of deployed devices have the necessary capability and ecosystems to support your mobile HCM initiatives? Will you allow workers to use or bring their own mobile devices, (commonly abbreviated as ‘BYOD’), and if so are your IT and Security organizations in agreement and capable of supporting that strategy? Do you know which workers need access to mobile HCM applications? Often mobile HCM capability flows down in an organization, with executives and other ‘road-warrior’ types having the most immediate needs, followed by field sales staff, project managers, and even potential job candidates. But just as an organization will have to spend time understanding ‘who’ should have access to mobile HCM technology, the ‘what’ of the way the solutions should be deployed to these groups will also vary. What works and makes sense for the executive, (company-wide dashboards and analytics on an iPad), might not be as relevant for a retail store manager, (employee schedules, location-level sales and inventory data, transaction approvals, etc.). With Oracle Fusion HCM, we are taking an approach to mobile HR that encompasses not just the mobile solution needs for the various types of worker, but also incorporates the fundamental attributes of great mobile applications - the ability to support end-to-end transactions, apps that respond with lightning-fast speed, with functions that are embedded in a worker’s daily activities, and features that can be mashed-up easily with other business areas like Finance and CRM. Finally, and perhaps most importantly for the Oracle Fusion HCM team, delivering mobile experiences that truly enhance, enable, and empower the mobile workforce, and deliver on the design mantras of the best-in-class consumer applications, continues to shape and drive design decisions. Mobile is no longer the future, it is right now, and the cutting-edge HR leader of today will need to consider how mobile fits her HCM technology strategy from here on out. You can learn more about our ideas and plans for Oracle Fusion HCM mobile solutions at https://fusiontap.oracle.com/.

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  • No, iCloud Isn’t Backing Them All Up: How to Manage Photos on Your iPhone or iPad

    - by Chris Hoffman
    Are the photos you take with your iPhone or iPad backed up in case you lose your device? If you’re just relying on iCloud to manage your important memories, your photos may not be backed up at all. Apple’s iCloud has a photo-syncing feature in the form of “Photo Stream,” but Photo Stream doesn’t actually perform any long-term backups of your photos. iCloud’s Photo Backup Limitations Assuming you’ve set up iCloud on your iPhone or iPad, your device is using a feature called “Photo Stream” to automatically upload the photos you take to your iCloud storage and sync them across your devices. Unfortunately, there are some big limitations here. 1000 Photos: Photo Stream only backs up the latest 1000 photos. Do you have 1500 photos in your Camera Roll folder on your phone? If so, only the latest 1000 photos are stored in your iCloud account online. If you don’t have those photos backed up elsewhere, you’ll lose them when you lose your phone. If you have 1000 photos and take one more, the oldest photo will be removed from your iCloud Photo Stream. 30 Days: Apple also states that photos in your Photo Stream will be automatically deleted after 30 days “to give your devices plenty of time to connect and download them.” Some people report photos aren’t deleted after 30 days, but it’s clear you shouldn’t rely on iCloud for more than 30 days of storage. iCloud Storage Limits: Apple only gives you 5 GB of iCloud storage space for free, and this is shared between backups, documents, and all other iCloud data. This 5 GB can fill up pretty quickly. If your iCloud storage is full and you haven’t purchased any more storage more from Apple, your photos aren’t being backed up. Videos Aren’t Included: Photo Stream doesn’t include videos, so any videos you take aren’t automatically backed up. It’s clear that iCloud’s Photo Stream isn’t designed as a long-term way to store your photos, just a convenient way to access recent photos on all your devices before you back them up for real. iCloud’s Photo Stream is Designed for Desktop Backups If you have a Mac, you can launch iPhoto and enable the Automatic Import option under Photo Stream in its preferences pane. Assuming your Mac is on and connected to the Internet, iPhoto will automatically download photos from your photo stream and make local backups of them on your hard drive. You’ll then have to back up your photos manually so you don’t lose them if your Mac’s hard drive ever fails. If you have a Windows PC, you can install the iCloud Control Panel, which will create a Photo Stream folder on your PC. Your photos will be automatically downloaded to this folder and stored in it. You’ll want to back up your photos so you don’t lose them if your PC’s hard drive ever fails. Photo Stream is clearly designed to be used along with a desktop application. Photo Stream temporarily backs up your photos to iCloud so iPhoto or iCloud Control Panel can download them to your Mac or PC and make a local backup before they’re deleted. You could also use iTunes to sync your photos from your device to your PC or Mac, but we don’t really recommend it — you should never have to use iTunes. How to Actually Back Up All Your Photos Online So Photo Stream is actually pretty inconvenient — or, at least, it’s just a way to temporarily sync photos between your devices without storing them long-term. But what if you actually want to automatically back up your photos online without them being deleted automatically? The solution here is a third-party app that does this for you, offering the automatic photo uploads with long-term storage. There are several good services with apps in the App Store: Dropbox: Dropbox’s Camera Upload feature allows you to automatically upload the photos — and videos — you take to your Dropbox account. They’ll be easily accessible anywhere there’s a Dropbox app and you can get much more free Dropbox storage than you can iCloud storage. Dropbox will never automatically delete your old photos. Google+: Google+ offers photo and video backups with its Auto Upload feature, too. Photos will be stored in your Google+ Photos — formerly Picasa Web Albums — and will be marked as private by default so no one else can view them. Full-size photos will count against your free 15 GB of Google account storage space, but you can also choose to upload an unlimited amount of photos at a smaller resolution. Flickr: The Flickr app is no longer a mess. Flickr offers an Auto Upload feature for uploading full-size photos you take and free Flickr accounts offer a massive 1 TB of storage for you to store your photos. The massive amount of free storage alone makes Flickr worth a look. Use any of these services and you’ll get an online, automatic photo backup solution you can rely on. You’ll get a good chunk of free space, your photos will never be automatically deleted, and you can easily access them from any device. You won’t have to worry about storing local copies of your photos and backing them up manually. Apple should fix this mess and offer a better solution for long-term photo backup, especially considering the limitations aren’t immediately obvious to users. Until they do, third-party apps are ready to step in and take their place. You can also automatically back up your photos to the web on Android with Google+’s Auto Upload or Dropbox’s Camera Upload. Image Credit: Simon Yeo on Flickr     

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  • XNA Notes 011

    - by George Clingerman
    Even with a lot of the XNA community working on Dream Build Play entries ( I swear I’m going to finish mine this year!) people are still finding time to do side projects and be amazingly active in the XNA and XBLIG community. With my one eye on my code and one eye on the community, here’s what I noticed these over achievers doing this past week! Time Critical XNA News: Xbox LIVE Indie Games sales data will be delayed March 17-20th due to some schedule maintenance http://create.msdn.com/en-us/news/indie_games_data_delay_march2011 GameMarx is releasing a series of videos to help raise donations for victims of the earthquakes and tsunami in Japan. Help out if you can! http://www.gamemarx.com/video/special/29/help-japan-sushido.aspx XNA MVPs: Catalin Zima shares his thoughts on the MVP summit and my book! http://www.catalinzima.com/2011/03/mvp-summit-2011/ Glenn Wilson (@mykre) helps the XNA team announce some new educational content that you don’t want to miss if you’re porting your app or game to Windows Phone 7 http://www.virtualrealm.com.au/Blog/tabid/62/EntryId/653/Porting-your-App-or-Game-to-Windows-Phone-7.aspx and Windows Phone 7 from scratch http://www.virtualrealm.com.au/Blog/tabid/62/EntryId/654/Windows-Phone-from-Scratch.aspx and shares a link to some free architectural models and textures http://twitter.com/#!/Mykre/status/46410160784158720 George (that’s me!) shares his MVP Summit 2011 summary and XBLIG thoughts http://geekswithblogs.net/clingermangw/archive/2011/03/15/144366.aspx XNA Developers: @SmallCaveGames shares a Code of Ethics for Xbox LIVE Indie Game Developers http://smallcavegames.blogspot.com/2011/03/unofficial-xblig-developers-code-of.html Derek S adds more Xbox LIVE Indie Game studios to his master list of XBLIG links http://twitter.com/#!/Mr_Deeke/status/46140996056125440 http://xbl-indieverse.blogspot.com/p/xblig-links.html Making games and want to help kids? Then share your story with GameFace: America! http://gameitupinitiative.com/about-the-initiative/programs/gameface-america/ Xbox LIVE Indie Games (XBLIG): XonaGames shares some video footage of their booth from GDC 2011 Video 1: http://youtu.be/lxIV9nk3Gq4 Video 2: http://youtu.be/GgfrjqkxR_o Video 3: http://youtu.be/yVcpXrTX7SQ Joystiq on Mommy’s Best Games Serious Sam Double D http://www.joystiq.com/2011/03/16/the-most-important-thing-about-serious-sam-double-d/ And The Escapist recommends that gamers start learning to avoid cleavage now http://www.escapistmagazine.com/news/view/108543-Boobie-Bomber-Makes-First-Appearance-in-Serious-Sam-Double-D Magiko Gaming started a blog on the XBLIG dashboard daily Top 10 games in the US. Good way to go back in time and look at the history of which games were in the the Top 10. http://dailytop10indiegames.wordpress.com/ Where are they going now? XBLIG developers at a crossroads.. http://www.gamesetwatch.com/2011/03/where_are_they_going_now_xblig.php http://www.gamasutra.com/view/news/33527/InDepth_Where_Are_They_Going_Now_XBLIG_Developers_At_A_Crossroads_.php BinaryTweed’s Clover: A Curious Tail is Xbox LIVE’s Deal of the Week! http://www.armlessoctopus.com/2011/03/15/what-luck-clover-a-curious-tale-is-half-price-this-week/ Looking for an Xbox LIVE Indie Game to buy? Writings of Mass Deduction has over 125 suggestions at this point! http://writingsofmassdeduction.com/ SkaStudios shares Vampire Smile Achievements AND their PAX East 2011 Both Setup video http://www.ska-studios.com/2011/03/14/vampire-smile-achievement/ http://www.ska-studios.com/2011/03/15/pax-booth-setup-time-lapse/ MasterBlud and VVGTV starts a new community for XBLIG developers and gamers to join http://vvgtv.forumotion.com/ Raymond Matthews (@DrakstarMatryx) covers Mommy’s Best Games getting Serious http://www.darkstarmatryx.com/?p=286 XNA Development: Dave Henry (@mort8088) posts the 4th tutorial in his series XNA 4.0 SpriteBatch extended http://mort8088.com/2011/03/11/xna-4-0-tutorial-4-spritebatch-extended/ Tutorial 5 - Creating a manual blank texture http://mort8088.com/2011/03/13/xna-4-tutorial-5-manual-blank-texture/ XNA 4.0 Tutorial 6 - Spritesheet Object http://mort8088.com/2011/03/18/xna-4-0-tutorial-6-spritesheet-object/ Jason Mitchell shares a tutorial on setting the alpha value for spritebatch in XNA 4.0 http://www.jason-mitchell.com/index.php/2011/03/13/setting-alpha-value-for-spritebatch-draw-in-xna-4/ XNA for Silverlight Developers: Part 7 - Collision Detection http://www.silverlightshow.net/items/XNA-for-Silverlight-developers-Part-7-Collision-detection.aspx Markus Ewald (@Cygon4) shares the full Ninject 2.0 binding for XNA and Sunburn http://twitter.com/#!/Cygon4/status/48330203826622464 Michael B. McLaughlin shares an AccelerometerInput XNA GameComponent he created (which I’m probably going to snag for a game I’m working on...) http://geekswithblogs.net/mikebmcl/archive/2011/03/17/accelerometerinput-xna-gamecomponent.aspx Extra Credit tackles the building of a good tutorial. Must watch for all Indie game devs (thanks for pointing it out Evan Johnson!) http://twitter.com/#!/johnsonevan/status/48452115680604160 http://www.escapistmagazine.com/videos/view/extra-credits/2921-Tutorials-101 ExEn is fully funded at this point so definitely something for XBLIG developers to keep an eye on as they consider releasing their games on other platforms http://rockethub.com/projects/752-exen-xna-for-iphone-android-and-silverlight Channel 9 and Greg Duncan post Mixing the Game State Management and Platformer XNA Recipes http://channel9.msdn.com/coding4fun/blog/Mixing-the-Game-State-Management-and-Platformer-XNA-Recipes Sgt. Conker has noticed Mike McLaughlin has been crazy productive and has done a recap of his recent posts http://www.sgtconker.com/2011/03/recap-of-mikebmcls-posts/

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  • 2010 Collaboration Summit Impressions

    - by Elena Zannoni
    It's a bit late, but there you have it anyway. April 14 to 16 I attended the Linux Foundation Collaboration Summit in SFO. I was running two tracks, one on tracing and one on tools. You can see the tracks and the slides here: http://events.linuxfoundation.org/events/collaboration-summit/slides I was pretty busy both days, Thursday with a whole day tracing track, Friday with a half day toolchain track. The sessions were well attended, the rooms were full, with people spilling in the hallways. Some new things were presented, like Kernelshark, by Steve Rostedt, a GUI (yes, believe it or not, a GUI) written in GTK. It is very nice, showing a timeline for traced kernel events, and you can zoom in and filter at will. It works on the latest kernels, and it requires some new things/fixes in GTK. I don't recall exactly what version of GTK though. Dominique Toupin from Ericsson presented something about user requirements for tracing. Mostly though about who's who in the embedded world, and eclipse. Masami and Mathieu presented an update on their work. See their slides. The interesting thing to me was of course the new version of uprobes w/o underlying utrace presented by Jim Keniston. At the end of the session we had a discussion about the future of utrace. Roland wasn't there, butTom Tromey (also from RedHat) collected the feedback. Basically we are at a standstill now that utrace has been rejected yet again. There wasn't much advise that anybody could give, except jokingly, we decided that the only way in is to make it a part of perf events. There needs to be another refactoring, but most of all, this "killer app" that would be enabled because of utrace hasn't materialized yet. We think that having a good debugging story on Linux is enough of a killer app, for instance allowing multiple tracers, and not relying on SIGCHLD etc. I think this wasn't completely clear to the kernel community. Trying to achieve debugging via a gdb stub inside the kernel interfacing to utrace and that is controlled via the gdb remote protocol also lost its appeal (thankfully, since the gdb remote protocol is archaic). Somebody would have to be creative in how to submit utrace. It doesn't have to be called utrace (it was really a random choice, for lack of a letter that was not already used in front of the word "trace"). So basically, I think the ideas behind utrace are sound, and the necessity of a new interface is acknowledged. But I believe the integration/submission process with the kernel folks has to restart from scratch, clean slate. We'll see. There are many conferences and meetings coming up in the near future where things can be discussed further. On the second day, Friday, we had the tools talks. It was interesting to observe the more "kernel" oriented people's behavior towards the gcc etc community. The first talk was by Mark Mitchell, about Gcc and its new plugin architecture. After that, Paolo talked about the new C++1x standard, which will be finalized in 2011. Many features are already implemented in the libstdc++ library and gcc and usable today. We had a few minutes (really, the half day track was quite short) where Bradley Kuhn from the Software Freedom Law Center explained the GPLv3 exception for gcc (due to the new gcc plugin architecture and the availability of the intermediate results from the compilation, which is a new thing). I will not try to explain, but basically you cannot take the result of the preprocessing and then use that in your own proprietary compiler. After, we had a talk by Ian Taylor about the new Gold linker. One good thing in that area is that they are trying to make gold the new default linker (for instance Fedora will use gold as the distro linker). However gold is very different from binutils' old linker. It doesn't use a linker script, for instance. The kernel has been linked with gold many times as an exercise (the ground work was done by Kris Van Hees), but this needs to be constantly tested/monitored because the kernel linker script is very complex, and uses esoteric features (Wenji is now monitoring that each kernel RC can be built with gold). It was positive that people are now aware of gold and the need for it to be ported to more architectures. It seems that the porting is very easy, with little arch dependent code. Finally Tom Tromey presented about gdb and the archer project. Archer is a development branch of gdb mostly done by RedHat, where they are focusing on better c++ printing, c++ expression parsing, and plugins. The archer work is merged regularly in the gdb mainline. In general it was a good conference. I did miss most of the first day, because that's when I flew in. But I caught a couple of talks. Nothing earth shattering, except for Google giving each person registered a free Android phone. Yey.

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • doubleTwist is an iTunes Alternative that Supports Several Devices

    - by Mysticgeek
    There are a lot of iTunes users out there, but unfortunately you can’t use it with all of your portable devices. Today we take a look at doubleTwist, which allows you to sync your media with a multitude of portable devices and easily share it as well. Note: You can run doubleTwist on Windows or Mac, and here we take a look at the Windows version. Install & Setup doubleTwist Download and install doubleTwist using the defaults in the wizard… Installation takes several moments and you’ll see the progress while it finishes up. After installation is complete, sign up for an account if you don’t already have one. If you do have an account you can login right away. Enter in your username, email address, and password then click Sign Up.   You’ll get an confirmation email and need to activate the account before you can sign in. Once you’re all signed up, launch doubleTwist and you’ll be ready to start using it. doubleTwist Music The default music store is Amazon MP3 store which might appeal to those of you who are tired of the iTunes music store. A lot of times the music is cheaper and available at higher bit rates. You can start searching for music in the Amazon Music Store and previewing songs. To purchase anything though you will need to sign into your Amazon account.   Under Playlists it allows you to import your playlists from iTunes and Windows Media Player, which is a handy feature if you don’t want to set them up again. Of course you can play your songs through the music player on your desktop. Devices One of the coolest things about doubleTwist is that it supports a lot of different portable media devices including iPod, BlackBerry, Windows Mobile, Android, PSP, Smartphones, and much more. Unfortunately for Zune users…there isn’t any support for the Zune of Zune HD yet. Here we have a Creative Zen attached and can sync songs, pictures, and podcasts. An HTC-S620 Smartphone running Windows Mobile… Even a simple USB drive will be recognized and you can transfer your media to it as well.   Podcasts Finding your favorite audio and video podcasts is easy with the search feature. You can easily manage and subscribe to podcasts in the subscriptions section.   You can watch the video podcasts directly in doubleTwist. Sharing Media Also you can share digital media with your friends or add it to Flickr and YouTube. You can send any pictures, videos, or music in your library to other people by dragging it over. You can email users individually… Or access contacts from your Gmail and Yahoo accounts. There is a limit to how much you can send of video podcasts… only the first 10 minutes. The person you send it to will get a link in their email that points to your My Feed page on the doubleTwist site.   There they can access the media you sent…in this example it’s a video podcast but you can share any media. Other Features Under My Profile you can change your avatar and personal information.   In Preferences you can choose where media is stored, its startup actions, podcast subscriptions, and manage device syncing. Conclusion It’s still in beta stage so expect some bugs, but overall doubleTwist is a solid media player that is easy to use with a clean interface. It’s simple and doesn’t try to do too much so is fairly easy on system resources. The main annoyance is it tries to catalog all of your media out of the box. Which may be alright for some users with smaller media collections, but very irritating to advanced users with large collections. Also there is currently no support for the Zune, but according to their forums, it’s on the way. At the time of this writing it’s in public beta and can be downloaded for XP, Vista, Windows 7 (32 & 64 bit), and Mac OSX. If you’re looking for an iTunes alternative that works with several different portable devices, you might want to give DoubleTwist a try. Download DoubleTwist Public Beta See If Your Media Device is Supported by doubleTwist Similar Articles Productive Geek Tips MusicBee is a Fast and Powerful Music ManagerAvoid the Apple QuickTime Bloat with QT LiteBeginner Geek: Set Default Programs in Windows 7 and VistaBeginner Geeks: OpenOffice is a Free Cross Platform Alternative to MS OfficeManage Devices the Easy Way with Device Stage in Windows 7 TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Play Music in Chrome by Simply Dragging a File 15 Great Illustrations by Chow Hon Lam Easily Sync Files & Folders with Friends & Family Amazon Free Kindle for PC Download Stretch popurls.com with a Stylish Script (Firefox) OldTvShows.org – Find episodes of Hitchcock, Soaps, Game Shows and more

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  • Weekend With #iPad

    - by andrewbrust
    Saturday morning, I got up, got dressed and took a 7-minute walk up to the Apple Store in New York’s Meatpacking District to pick up my reserved iPad.  This precinct, which borders Greenwich Village (where I live and grew up) was, when I was a kid, a very industrial and smelly neighborhood during the day  and a rough neighborhood at night.  So imagine my sense of irony as I walked up Hudson Street towards 14th Street, to go wait in line with a bunch of hipsters to buy an iPad on launch day. Numerous blue T-shirt-clad Apple store workers were on hand to check people in to the line specifically identified for people who had reserved an iPad.  Others workers passed out water and all of them, I kid you not, applauded people as they got their chance to go into the store and buy their devices.  They also cheered people and yelled “congratulations” as they left.  The event had all the charm of a mass wedding officiated by Reverend Sung Myung Moon.  Once inside, a nice dude named Trey, with lots of tattoos on his calves, helped me and I acquired my device in short order.  Another guy helped me activate the device, which was comical, because that has to be done through iTunes, which I hadn’t logged into in a while. Turns out my user id was my email address from the company I sold 5 1/2 years ago.  Who knew?  Regardless, I go the device working, packed up and left the store, shuddering as I was cheered and congratulated.  By this time (about 10:30am) the line for reserved units and even walk-ins, was gone.  The iPhone launch this was not. As much as I detested the Apple Store experience, I must say the device is really nice.  the screen is bright, the colors are bold, and the experience is ultra-smooth.  I quickly tested Safari, YouTube, Google Maps, and then installed a few apps, including the New York Times Editors’ Choice and a couple of Twitter clients. Some initial raves: Google Maps and Street View on the iPad is just amazing.  The screen is full-size like a PC or Mac, but it’s right in front of you and responding to taps and flicks and pinches and it’s really engulfing.  Video and photos are really nice on this device, despite the fact that 16:9 and anamorphic aspect ration content is letter boxed.  It still looks amazing.  And apps that are designed especially for the iPad, including The Weather Channel and Gilt and Kayak just look stunning.  The richness, the friendly layout, the finger-friendly UIs, and the satisfaction of not having a keyboard between you and the information you’re managing, while you sit on a couch or an easy chair, is just really a beautiful thing.  The mere experience of seeing these apps’ splash screens causes a shiver and Goosebumps.  Truly.  The iPad is not a desktop machine, and it’s not pocket device.  That doesn’t mean it’s useless though.  It’s the perfect “couchtop” computer. Now some downsides: the WiFi radio seems a bit flakey.  More than a few times, I have had to toggle the WiFi off and back on to get it to connect properly.  Worse yet, the iPad is totally bamboozled by the fact that I have four WiFi access points in my house, each with the same SSID.  My laptops are smart enough to roam from one to the other, but the iPad seems to maintain an affinity for the downstairs access point, even if I’m turning it on two flights up.  Telling the iPad to “forget” my WiFi network and then re-associate with it doesn’t help. More downers: as you might expect, there are far more applications developed for the iPhone than the iPad.  And although iPhone apps run on the iPad, that provides about the same experience as watching standard def on a big HD flat panel, complete with the lousy choice of thick black borders or zooming the picture in to fill the screen.  And speaking of iPhone Apps, I can’t get the Sonos one to work.  Ideally, they’d have a dedicated iPad app and it would work on the first try.  And the iPad is just as bad as any netbook when it comes to being a magnet for fingerprints.  The lack of multi-tasking is quite painful too – truly, I don’t mind if only one app can be active at once, but the lack of ability to switch between apps, and the requirement to return to the home screen and re-launch a previous app to switch back, is already old and I’ve had the thing less than 48 hours. These are just initial impressions.  I’ll have a fuller analysis soon, after I’ve had some more break-in time with my new toy.  I’ll be thinking not just about the iPad and iPhone but also about Android, the 2.1 update for which was pushed to my Droid today, and Windows Phone 7, whose “hub” concept I now understand the value of.  This has been a great year for alternative computing devices, and I see no net downside for Apple, Google or Microsoft.  Exciting times.

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  • Cloud Computing Architecture Patterns: Don’t Focus on the Client

    - by BuckWoody
    Normally I try to put topics in the positive in other words "Do this" not "Don't do that". Sometimes its clearer to focus on what *not* to do. Popular development processes often start with screen mockups, or user input descriptions. In a scale-out pattern like Cloud Computing on Windows Azure, that's the wrong place to start. Start with the Data    Instead, I recommend that you start with the data that a process requires. That data might be temporary or persisted, but starting with the data and its requirements helps to define not only the storage engine you need but also drives everything from security to the integrity of the application. For instance, assume the requirements show that the user must enter their phone number, and that this datum is used in a contact management system further down the application chain. For that datum, you can determine what data type you need (U.S. only or International?) the security requirements, whether it needs ACID compliance, how it will be searched, indexed and so on. From one small data point you can extrapolate out your options for storing and processing the data. Here's the interesting part, which begins to break the patterns that we've used for decades: all of the data doesn't have the same requirements. The phone number might be best suited for a list, or an element, or a string, with either BASE or ACID requirements, based on how it is used. That means we don't have to dump everything into XML, an RDBMS, a NoSQL engine, or a flat file exclusively. In fact, one record might use all of those depending on the use-case requirements. Next Is Data Management  With the data defined, we can move on to how to store the data. Again, the requirements now dictate whether we need a full relational calculus or set-based operations, or we can choose another method based on the requirements for the data. And breaking another pattern its OK to store in more than once, in more than one location. We do this all the time for reporting systems and Business Intelligence systems, so this is a pattern we need to think about even for OLTP data. Move to Data Transport How does the data get around? We can use a connection-based method, sending the data along a transport to the storage engine, but in some cases we may want to use a cache, a queue, the Service Bus, or Complex Event Processing. Finally, Data Processing Most RDBMS engines, NoSQL, and certainly Big Data engines not only store data, but can process and manipulate it as well. Its doubtful that you'll calculate that phone number right? Well, if you're the phone company, you most certainly will. And so we see that even once we've chosen the data type, storage and engine, the same element can have different computing requirements based on how it is used. Sure, We Need A Front-End At Some Point Not all data is entered by human hands in fact most data isn't. We don't really need a Graphical User Interface (GUI) we need some way for a GUI to get data into and out of the systems listed earlier.   But when we do need to allow users to enter or examine data, that should be left to the GUI that best fits the device the user has. Ever tried to use an application designed for a web browser on a phone? Or one designed for a tablet on a phone? Its usually quite painful. The siren song of "We'll just write one interface for all devices" is strong, and has beguiled many an unsuspecting architect. But they just don't work out.   Instead, focus on the data, its transport and processing. Create API calls or a message system that allows for resilient transport to the device or interface, and let it do what it does best. References Microsoft Architecture Journal:   http://msdn.microsoft.com/en-us/architecture/bb410935.aspx Patterns and Practices:   http://msdn.microsoft.com/en-us/library/ff921345.aspx Windows Azure iOS, Android, Windows 8 Mobile Devices SDK: http://www.windowsazure.com/en-us/develop/mobile/tutorials/get-started-ios/ Windows Azure Facebook SDK: http://ntotten.com/2013/03/14/using-windows-azure-mobile-services-with-the-facebook-sdk-for-windows-phone/

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  • Surface and the Uphill Battle to Win Over iPad Users (Namely: Me)

    - by D'Arcy Lussier
    I went away this past weekend and decided to bring along the Windows 8 tablet from the Build conference last year – y’know, to give Windows 8 a try in a typical scenario. I also brought our iPad 2 along since I figured my wife would want to use that. I’d love to tell you how I found using my Windows 8 tablet but I can’t – I used the iPad exclusively the entire weekend. It was during this that I realized what Microsoft needs to do to win me over as an iPad user. As you’ll see, I’m left wondering what it is that Surface is meant to compete with: iPad and other tablets, or thin laptops like the MacBook Air or Ultrabooks. Device Size I really like the size of the iPad compared with the Build tablet. It’s not as long and the thinness/weight of the device makes it feel more like you’re holding a magazine than a computer. I’m pleased that Microsoft will be matching the thinness of the iPad with Surface, but I’m suspect as to what that actually means. The iPad’s edges slant inwards where the Surface has a thicker boxish look (similar to the iPhone 4S). So while they may have the same depth at the deepest part of both devices, I bet the iPad will come off feeling thinner. However, its not lost on me the number of external port options the Surface’s design provides over the iPad (Usb, etc.). With that said, I haven’t missed having a USB slot on my iPad. I’m not a fan of lengthening the Surface screen size to almost a full inch over the iPad, mainly because… Vertical Orientation Experience Did you notice at the announce event, in the images of the devices that have been released, and in any marketing for it, that the surface is always displayed in horizontal orientation. This is a huge beef I have with my Build tablet and why I prefer the iPad. Yes the iPad can do the wide-screenish mode, but the iPad is oriented to be vertical by nature. Don’t agree? Look at the button and camera placement – both on the shorter sides of the device. Compare that with the Surface, where the orientation for the button and camera is on the longer sides. To be fair, Blackberry and the horde of Android tablets out there haven’t gotten this either – since most monitors are widescreen nowadays tablets should be too right? Wrong. Widescreen is great for certain things, but tasks such as reading is not one of them – hence why monitor companies like Dell provide stands that allow you to flip your widescreen monitor to a vertical orientation. That Microsoft has chosen a horizontal orientation by default for Windows 8 is disappointing – hopefully hardware manufacturers will be given the option of a default vertical orientation. Fast Startup Time I like that I can turn off/turn on the iPad very quickly. Even from a true “off” mode and not just sleeping, the iPad boots up very quickly. Windows RT needs to have that same quick response. If I start finding that I’m waiting for the device to boot up for more than 30 seconds that could be a show stopper. No Heat I really hate that the Build tablet has fans that kick in to cool the procs, but its basically a slate computer and I get its part of that prototype build. For Surface, it needs to be the same type of experience as the iPad – no heat! I know Surface doesn’t have fans and uses some cool new vent system or something like that, but even then – I want to sit and read a book on my Surface without having to feel any heat coming from the device, which is the experience I have with the iPad now. What About Apps?! I am definitely not the target client when it comes to app stores. On my iPad I use: Safari Kindle Reader Twitter App Settlers of Catan TSN’s App And that’s it. So really, while its nice that some version of Office might be available, I’m not planning on utilizing a Surface for creating a PowerPoint or working on a Word document – that’s what my laptop is for. I want my tablet to be for information snacking or as an e-reader and occasionally an entertainment device. Surface vs iPad or Surface vs Air? The more that I read up on Surface, the more I wonder if it won’t be a touch-enabled MacBook Air competitor more than an iPad one. Also, I really question if Microsoft gets tablets – when one of your main selling features is a built-in physical keyboard it speaks more to a traditional laptop experience than a tablet one that’s entirely reliant on touch. Still, I really love the Windows Phone interface – way more than iOS – so I’m still very optimistic that the Metro experience on the tablet will be fantastic. I just worry that Microsoft has interpreted a tablet as a computer with a removable keyboard and a touch screen, and that’s not what tablet computing is about at all.

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  • Top Reasons You Need A User Engagement Platform

    - by Michael Snow
    Guest post by: Amit Sircar, Senior Sales Consultant, Oracle Deliver complex enterprise functionality through a simple intuitive and unified User Interface (UI) The modern enterprise contains a wide range of applications that are used to manage the business and drive competitive advantages. Organizations respond by creating a complex structure that results in a functional and management grouping of users. Each of these groups of users requires access to multiple applications and information sources in order to perform their job functions. This leads to the lack of a unified view of enterprise information, inconsistent user interfaces and disjointed security. To be effective, portals must be designed from the end-user perspective, enabling the user to accomplish as many tasks as possible while visiting the fewest number of portals. This requires rethinking the way that portals are built, moving from a functional business unit perspective to a user-focused, process-oriented point of view. Oracle WebCenter provides the Common User Experience Architecture that allows organizations to seamlessly present a unified view of enterprise information tailored to a particular user’s role and preferences. This architecture provides the best practices, design patterns and delivery mechanism for myriad services, applications, and data sources.  In order to serve as a primary system of access, Oracle WebCenter also provides access to unstructured content and to other users via integrated search, service-oriented artifacts, content management, and collaboration tools. Provide a modern and engaging experience without modifying the core business application Web 2.0 technologies such as blogs, wikis, forums or social media sites are having a profound impact in the public internet.  These technologies can be leveraged by enterprises to add significant value to the business. Organizations need to integrate these technologies directly into their business applications while continuing to meet their security and governance needs. To deliver richer connections and become a more agile and intelligent business, WebCenter provides an enterprise portal platform that contains pre-integrated, standards-based Enterprise 2.0 services. These Enterprise 2.0 services can be easily accessed, integrated and utilized by users. By giving users the ability to use and integrate Enterprise 2.0 services such as tags, links, wikis, activities, blogs or social networking directly with their portals and applications, they are empowered to make richer connections, optimize their productivity, and ultimately increase the value of their applications. Foster a collaborative experience The organizational workplace has undergone a major change in the last decade. With increasing globalization and a distributed workforce, project teams may be physically separated by large distances. Online collaboration technologies are becoming a critical resource to enable virtual teams to share information and work together effectively. Oracle WebCenter delivers dynamic business communities with rich Services to empower teams to quickly and efficiently manage their information, applications, projects, and people without requiring IT assistance. It brings together the latest technology around Enterprise 2.0 and social computing, communities, personal productivity, and ad-hoc team interactions without any development effort. It enables the sharing and collaboration on team content, focusing an organization’s valuable resources on solving business problems, tapping into new ideas, and reducing time-to-market. Mobile Support The traditional workplace dynamics that required employees to access their work applications from their desktops have undergone a fundamental shift. Employees were used to primarily working from company offices and utilized an IT-issued computer for performing their job functions. With the introduction of flexible work hours and the growth of remote workers, more and more employees need the ability to remain productive even when they do not have access to a computer via the use of tablets and smartphones.  In addition, customers and citizens have come to expect 24x7 access to resources and websites from wherever they are located. Tablets and smartphones have empowered everyone to quickly access services they need anytime and from any place.  WebCenter provides out of the box capabilities to deliver the mobile experience in a seamless manner. Seeded device profiles and toolkits within WebCenter can be used to render the same web pages into multiple target devices such iPads, iPhones and android devices. Web designers can preview the portal using the built in simulator, make necessary updates and then deploy their UI design for the targeted device. Conclusion The competitive economy and resource constraints facing organizations today require them to find ways to make their applications, portals and Web sites more agile and intelligent and their knowledge workers more productive no matter where they are located. Organizations need to provide faster access to relevant information and resources, enhance existing applications and business processes with rich Enterprise 2.0 services, and seamlessly deliver content to mobile platforms. Oracle WebCenter successfully meets these challenges by providing the modern user experience platform for the enterprise and the Web.

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  • Nagging As A Strategy For Better Linking: -z guidance

    - by user9154181
    The link-editor (ld) in Solaris 11 has a new feature that we call guidance that is intended to help you build better objects. The basic idea behind guidance is that if (and only if) you request it, the link-editor will issue messages suggesting better options and other changes you might make to your ld command to get better results. You can choose to take the advice, or you can disable specific types of guidance while acting on others. In some ways, this works like an experienced friend leaning over your shoulder and giving you advice — you're free to take it or leave it as you see fit, but you get nudged to do a better job than you might have otherwise. We use guidance to build the core Solaris OS, and it has proven to be useful, both in improving our objects, and in making sure that regressions don't creep back in later. In this article, I'm going to describe the evolution in thinking and design that led to the implementation of the -z guidance option, as well as give a brief description of how it works. The guidance feature issues non-fatal warnings. However, experience shows that once developers get used to ignoring warnings, it is inevitable that real problems will be lost in the noise and ignored or missed. This is why we have a zero tolerance policy against build noise in the core Solaris OS. In order to get maximum benefit from -z guidance while maintaining this policy, I added the -z fatal-warnings option at the same time. Much of the material presented here is adapted from the arc case: PSARC 2010/312 Link-editor guidance The History Of Unfortunate Link-Editor Defaults The Solaris link-editor is one of the oldest Unix commands. It stands to reason that this would be true — in order to write an operating system, you need the ability to compile and link code. The original link-editor (ld) had defaults that made sense at the time. As new features were needed, command line option switches were added to let the user use them, while maintaining backward compatibility for those who didn't. Backward compatibility is always a concern in system design, but is particularly important in the case of the tool chain (compilers, linker, and related tools), since it is a basic building block for the entire system. Over the years, applications have grown in size and complexity. Important concepts like dynamic linking that didn't exist in the original Unix system were invented. Object file formats changed. In the case of System V Release 4 Unix derivatives like Solaris, the ELF (Extensible Linking Format) was adopted. Since then, the ELF system has evolved to provide tools needed to manage today's larger and more complex environments. Features such as lazy loading, and direct bindings have been added. In an ideal world, many of these options would be defaults, with rarely used options that allow the user to turn them off. However, the reality is exactly the reverse: For backward compatibility, these features are all options that must be explicitly turned on by the user. This has led to a situation in which most applications do not take advantage of the many improvements that have been made in linking over the last 20 years. If their code seems to link and run without issue, what motivation does a developer have to read a complex manpage, absorb the information provided, choose the features that matter for their application, and apply them? Experience shows that only the most motivated and diligent programmers will make that effort. We know that most programs would be improved if we could just get you to use the various whizzy features that we provide, but the defaults conspire against us. We have long wanted to do something to make it easier for our users to use the linkers more effectively. There have been many conversations over the years regarding this issue, and how to address it. They always break down along the following lines: Change ld Defaults Since the world would be a better place the newer ld features were the defaults, why not change things to make it so? This idea is simple, elegant, and impossible. Doing so would break a large number of existing applications, including those of ISVs, big customers, and a plethora of existing open source packages. In each case, the owner of that code may choose to follow our lead and fix their code, or they may view it as an invitation to reconsider their commitment to our platform. Backward compatibility, and our installed base of working software, is one of our greatest assets, and not something to be lightly put at risk. Breaking backward compatibility at this level of the system is likely to do more harm than good. But, it sure is tempting. New Link-Editor One might create a new linker command, not called 'ld', leaving the old command as it is. The new one could use the same code as ld, but would offer only modern options, with the proper defaults for features such as direct binding. The resulting link-editor would be a pleasure to use. However, the approach is doomed to niche status. There is a vast pile of exiting code in the world built around the existing ld command, that reaches back to the 1970's. ld use is embedded in large and unknown numbers of makefiles, and is used by name by compilers that execute it. A Unix link-editor that is not named ld will not find a majority audience no matter how good it might be. Finally, a new linker command will eventually cease to be new, and will accumulate its own burden of backward compatibility issues. An Option To Make ld Do The Right Things Automatically This line of reasoning is best summarized by a CR filed in 2005, entitled 6239804 make it easier for ld(1) to do what's best The idea is to have a '-z best' option that unchains ld from its backward compatibility commitment, and allows it to turn on the "best" set of features, as determined by the authors of ld. The specific set of features enabled by -z best would be subject to change over time, as requirements change. This idea is more realistic than the other two, but was never implemented because it has some important issues that we could never answer to our satisfaction: The -z best proposal assumes that the user can turn it on, and trust it to select good options without the user needing to be aware of the options being applied. This is a fallacy. Features such as direct bindings require the user to do some analysis to ensure that the resulting program will still operate properly. A user who is willing to do the work to verify that what -z best does will be OK for their application is capable of turning on those features directly, and therefore gains little added benefit from -z best. The intent is that when a user opts into -z best, that they understand that z best is subject to sometimes incompatible evolution. Experience teaches us that this won't work. People will use this feature, the meaning of -z best will change, code that used to build will fail, and then there will be complaints and demands to retract the change. When (not if) this occurs, we will of course defend our actions, and point at the disclaimer. We'll win some of those debates, and lose others. Ultimately, we'll end up with -z best2 (-z better), or other compromises, and our goal of simplifying the world will have failed. The -z best idea rolls up a set of features that may or may not be related to each other into a unit that must be taken wholesale, or not at all. It could be that only a subset of what it does is compatible with a given application, in which case the user is expected to abandon -z best and instead set the options that apply to their application directly. In doing so, they lose one of the benefits of -z best, that if you use it, future versions of ld may choose a different set of options, and automatically improve the object through the act of rebuilding it. I drew two conclusions from the above history: For a link-editor, backward compatibility is vital. If a given command line linked your application 10 years ago, you have every reason to expect that it will link today, assuming that the libraries you're linking against are still available and compatible with their previous interfaces. For an application of any size or complexity, there is no substitute for the work involved in examining the code and determining which linker options apply and which do not. These options are largely orthogonal to each other, and it can be reasonable not to use any or all of them, depending on the situation, even in modern applications. It is a mistake to tie them together. The idea for -z guidance came from consideration of these points. By decoupling the advice from the act of taking the advice, we can retain the good aspects of -z best while avoiding its pitfalls: -z guidance gives advice, but the decision to take that advice remains with the user who must evaluate its merit and make a decision to take it or not. As such, we are free to change the specific guidance given in future releases of ld, without breaking existing applications. The only fallout from this will be some new warnings in the build output, which can be ignored or dealt with at the user's convenience. It does not couple the various features given into a single "take it or leave it" option, meaning that there will never be a need to offer "-zguidance2", or other such variants as things change over time. Guidance has the potential to be our final word on this subject. The user is given the flexibility to disable specific categories of guidance without losing the benefit of others, including those that might be added to future versions of the system. Although -z fatal-warnings stands on its own as a useful feature, it is of particular interest in combination with -z guidance. Used together, the guidance turns from advice to hard requirement: The user must either make the suggested change, or explicitly reject the advice by specifying a guidance exception token, in order to get a build. This is valuable in environments with high coding standards. ld Command Line Options The guidance effort resulted in new link-editor options for guidance and for turning warnings into fatal errors. Before I reproduce that text here, I'd like to highlight the strategic decisions embedded in the guidance feature: In order to get guidance, you have to opt in. We hope you will opt in, and believe you'll get better objects if you do, but our default mode of operation will continue as it always has, with full backward compatibility, and without judgement. Guidance suggestions always offers specific advice, and not vague generalizations. You can disable some guidance without turning off the entire feature. When you get guidance warnings, you can choose to take the advice, or you can specify a keyword to disable guidance for just that category. This allows you to get guidance for things that are useful to you, without being bothered about things that you've already considered and dismissed. As the world changes, we will add new guidance to steer you in the right direction. All such new guidance will come with a keyword that let's you turn it off. In order to facilitate building your code on different versions of Solaris, we quietly ignore any guidance keywords we don't recognize, assuming that they are intended for newer versions of the link-editor. If you want to see what guidance tokens ld does and does not recognize on your system, you can use the ld debugging feature as follows: % ld -Dargs -z guidance=foo,nodefs debug: debug: Solaris Linkers: 5.11-1.2275 debug: debug: arg[1] option=-D: option-argument: args debug: arg[2] option=-z: option-argument: guidance=foo,nodefs debug: warning: unrecognized -z guidance item: foo The -z fatal-warning option is straightforward, and generally useful in environments with strict coding standards. Note that the GNU ld already had this feature, and we accept their option names as synonyms: -z fatal-warnings | nofatal-warnings --fatal-warnings | --no-fatal-warnings The -z fatal-warnings and the --fatal-warnings option cause the link-editor to treat warnings as fatal errors. The -z nofatal-warnings and the --no-fatal-warnings option cause the link-editor to treat warnings as non-fatal. This is the default behavior. The -z guidance option is defined as follows: -z guidance[=item1,item2,...] Provide guidance messages to suggest ld options that can improve the quality of the resulting object, or which are otherwise considered to be beneficial. The specific guidance offered is subject to change over time as the system evolves. Obsolete guidance offered by older versions of ld may be dropped in new versions. Similarly, new guidance may be added to new versions of ld. Guidance therefore always represents current best practices. It is possible to enable guidance, while preventing specific guidance messages, by providing a list of item tokens, representing the class of guidance to be suppressed. In this way, unwanted advice can be suppressed without losing the benefit of other guidance. Unrecognized item tokens are quietly ignored by ld, allowing a given ld command line to be executed on a variety of older or newer versions of Solaris. The guidance offered by the current version of ld, and the item tokens used to disable these messages, are as follows. Specify Required Dependencies Dynamic executables and shared objects should explicitly define all of the dependencies they require. Guidance recommends the use of the -z defs option, should any symbol references remain unsatisfied when building dynamic objects. This guidance can be disabled with -z guidance=nodefs. Do Not Specify Non-Required Dependencies Dynamic executables and shared objects should not define any dependencies that do not satisfy the symbol references made by the dynamic object. Guidance recommends that unused dependencies be removed. This guidance can be disabled with -z guidance=nounused. Lazy Loading Dependencies should be identified for lazy loading. Guidance recommends the use of the -z lazyload option should any dependency be processed before either a -z lazyload or -z nolazyload option is encountered. This guidance can be disabled with -z guidance=nolazyload. Direct Bindings Dependencies should be referenced with direct bindings. Guidance recommends the use of the -B direct, or -z direct options should any dependency be processed before either of these options, or the -z nodirect option is encountered. This guidance can be disabled with -z guidance=nodirect. Pure Text Segment Dynamic objects should not contain relocations to non-writable, allocable sections. Guidance recommends compiling objects with Position Independent Code (PIC) should any relocations against the text segment remain, and neither the -z textwarn or -z textoff options are encountered. This guidance can be disabled with -z guidance=notext. Mapfile Syntax All mapfiles should use the version 2 mapfile syntax. Guidance recommends the use of the version 2 syntax should any mapfiles be encountered that use the version 1 syntax. This guidance can be disabled with -z guidance=nomapfile. Library Search Path Inappropriate dependencies that are encountered by ld are quietly ignored. For example, a 32-bit dependency that is encountered when generating a 64-bit object is ignored. These dependencies can result from incorrect search path settings, such as supplying an incorrect -L option. Although benign, this dependency processing is wasteful, and might hide a build problem that should be solved. Guidance recommends the removal of any inappropriate dependencies. This guidance can be disabled with -z guidance=nolibpath. In addition, -z guidance=noall can be used to entirely disable the guidance feature. See Chapter 7, Link-Editor Quick Reference, in the Linker and Libraries Guide for more information on guidance and advice for building better objects. Example The following example demonstrates how the guidance feature is intended to work. We will build a shared object that has a variety of shortcomings: Does not specify all it's dependencies Specifies dependencies it does not use Does not use direct bindings Uses a version 1 mapfile Contains relocations to the readonly allocable text (not PIC) This scenario is sadly very common — many shared objects have one or more of these issues. % cat hello.c #include <stdio.h> #include <unistd.h> void hello(void) { printf("hello user %d\n", getpid()); } % cat mapfile.v1 # This version 1 mapfile will trigger a guidance message % cc hello.c -o hello.so -G -M mapfile.v1 -lelf As you can see, the operation completes without error, resulting in a usable object. However, turning on guidance reveals a number of things that could be better: % cc hello.c -o hello.so -G -M mapfile.v1 -lelf -zguidance ld: guidance: version 2 mapfile syntax recommended: mapfile.v1 ld: guidance: -z lazyload option recommended before first dependency ld: guidance: -B direct or -z direct option recommended before first dependency Undefined first referenced symbol in file getpid hello.o (symbol belongs to implicit dependency /lib/libc.so.1) printf hello.o (symbol belongs to implicit dependency /lib/libc.so.1) ld: warning: symbol referencing errors ld: guidance: -z defs option recommended for shared objects ld: guidance: removal of unused dependency recommended: libelf.so.1 warning: Text relocation remains referenced against symbol offset in file .rodata1 (section) 0xa hello.o getpid 0x4 hello.o printf 0xf hello.o ld: guidance: position independent (PIC) code recommended for shared objects ld: guidance: see ld(1) -z guidance for more information Given the explicit advice in the above guidance messages, it is relatively easy to modify the example to do the right things: % cat mapfile.v2 # This version 2 mapfile will not trigger a guidance message $mapfile_version 2 % cc hello.c -o hello.so -Kpic -G -Bdirect -M mapfile.v2 -lc -zguidance There are situations in which the guidance does not fit the object being built. For instance, you want to build an object without direct bindings: % cc -Kpic hello.c -o hello.so -G -M mapfile.v2 -lc -zguidance ld: guidance: -B direct or -z direct option recommended before first dependency ld: guidance: see ld(1) -z guidance for more information It is easy to disable that specific guidance warning without losing the overall benefit from allowing the remainder of the guidance feature to operate: % cc -Kpic hello.c -o hello.so -G -M mapfile.v2 -lc -zguidance=nodirect Conclusions The linking guidelines enforced by the ld guidance feature correspond rather directly to our standards for building the core Solaris OS. I'm sure that comes as no surprise. It only makes sense that we would want to build our own product as well as we know how. Solaris is usually the first significant test for any new linker feature. We now enable guidance by default for all builds, and the effect has been very positive. Guidance helps us find suboptimal objects more quickly. Programmers get concrete advice for what to change instead of vague generalities. Even in the cases where we override the guidance, the makefile rules to do so serve as documentation of the fact. Deciding to use guidance is likely to cause some up front work for most code, as it forces you to consider using new features such as direct bindings. Such investigation is worthwhile, but does not come for free. However, the guidance suggestions offer a structured and straightforward way to tackle modernizing your objects, and once that work is done, for keeping them that way. The investment is often worth it, and will replay you in terms of better performance and fewer problems. I hope that you find guidance to be as useful as we have.

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  • Azure Mobile Services: available modules

    - by svdoever
    Azure Mobile Services has documented a set of objects available in your Azure Mobile Services server side scripts at their documentation page Mobile Services server script reference. Although the documented list is a nice list of objects for the common things you want to do, it will be sooner than later that you will look for more functionality to be included in your script, especially with the new provided feature that you can now create your custom API’s. If you use GIT it is now possible to add any NPM module (node package manager module, say the NuGet of the node world), but why include a module if it is already available out of the box. And you can only use GIT with Azure Mobile Services if you are an administrator on your Azure Mobile Service, not if you are a co-administrator (will be solved in the future). Until now I did some trial and error experimentation to test if a certain module was available. This is easiest to do as follows:   Create a custom API, for example named experiment. In this API use the following code: exports.get = function (request, response) { var module = "nonexistingmodule"; var m = require(module); response.send(200, "Module '%s' found.", module); }; You can now test your service with the following request in your browser: https://yourservice.azure-mobile.net/api/experiment If you get the result: {"code":500,"error":"Error: Internal Server Error"} you know that the module does not exist. In your logs you will find the following error: Error in script '/api/experiment.json'. Error: Cannot find module 'nonexistingmodule' [external code] atC:\DWASFiles\Sites\yourservice\VirtualDirectory0\site\wwwroot\App_Data\config\scripts\api\experiment.js:3:13[external code] If you require an existing (undocumented) module like the OAuth module in the following code, you will get success as a result: exports.get = function (request, response) { var module = "oauth"; var m = require(module); response.send(200, "Module '" + module + "' found."); }; If we look at the standard node.js documentation we see an extensive list of modules that can be used from your code. If we look at the list of files available in the Azure Mobile Services platform as documented in the blog post Azure Mobile Services: what files does it consist of? we see a folder node_modules with many more modules are used to build the Azure Mobile Services functionality on, but that can also be utilized from your server side node script code: apn - An interface to the Apple Push Notification service for Node.js. dpush - Send push notifications to Android devices using GCM. mpns - A Node.js interface to the Microsoft Push Notification Service (MPNS) for Windows Phone. wns - Send push notifications to Windows 8 devices using WNS. pusher - Node library for the Pusher server API (see also: http://pusher.com/) azure - Windows Azure Client Library for node. express - Sinatra inspired web development framework. oauth - Library for interacting with OAuth 1.0, 1.0A, 2 and Echo. Provides simplified client access and allows for construction of more complex apis and OAuth providers. request - Simplified HTTP request client. sax - An evented streaming XML parser in JavaScript sendgrid - A NodeJS implementation of the SendGrid Api. sqlserver – In node repository known as msnodesql - Microsoft Driver for Node.js for SQL Server. tripwire - Break out from scripts blocking node.js event loop. underscore - JavaScript's functional programming helper library. underscore.string - String manipulation extensions for Underscore.js javascript library. xml2js - Simple XML to JavaScript object converter. xmlbuilder - An XML builder for node.js. As stated before, many of these modules are used to provide the functionality of Azure Mobile Services platform, and in general should not be used directly. On the other hand, I needed OAuth badly to authenticate to the new v1.1 services of Twitter, and was very happy that a require('oauth') and a few lines of code did the job. Based on the above modules and a lot of code in the other javascript files in the Azure Mobile Services platform a set of global objects is provided that can be used from your server side node.js script code. In future blog posts I will go into more details with respect to how this code is built-up, all starting at the node.js express entry point app.js.

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  • useFastClick in JQuery Mobile

    - by Yousef_Jadallah
      Normal 0 false false false EN-US X-NONE AR-SA /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:Arial; mso-bidi-theme-font:minor-bidi;} For who want to convert the application from JQM Alpha to JQM Beta 1, needs to bind  click  events to the new vclick one. Click event is working in general browsers butt that is needed for iOS and Android, useFastClick  is (touch + mouse click). Moreover if you have this event alot in your project you can turn useFastClick off in mobileinit event: $(document).bind("mobileinit", function () {             $.mobile.useFastClick = false; });   vclick event is needed to support touch events to make the page changes to happen faster, and to perform the URL hiding. So you need to change something like this  $('btnShow').live("click", function (evt) {   To :  $('btnShow').live("vclick", function (evt) {     For more information : http://jquerymobile.com/test/docs/api/globalconfig.html   Here you can find full example in this case : <!DOCTYPE ><html xmlns="http://www.w3.org/1999/xhtml"><head>    <link rel="stylesheet" href="http://code.jquery.com/mobile/1.0b1/jquery.mobile-1.0b1.min.css" />    <script src="http://code.jquery.com/jquery-1.6.1.min.js"></script>    <script src="http://code.jquery.com/mobile/1.0b1/jquery.mobile-1.0b1.min.js"></script>    <script type="text/javascript">     //Here you need to use vclick instead of click event         $('ul[id="MylistView"] a').live("vclick", function (evt) {            alert('list click');        });      </script>    <title></title></head><body>    <div id="FirstPage" data-role="page" data-theme="b">        <div data-role="header">            <h1>                Page Title</h1>        </div>        <div data-role="content">            <ul id="MylistView" data-role="listview" data-theme="g">                <li><a href="#SecondPage">Acura</a></li>                <li><a href="#SecondPage">Audi</a></li>                <li><a href="#SecondPage">BMW</a></li>            </ul>        </div>        <div data-role="footer">            <h4>                Page Footer</h4>        </div>    </div>    <div id="SecondPage" data-role="page" data-theme="b"   >        <div data-role="header" >            <h1>                Page Title</h1>        </div>        Second Page        <div data-role="footer">            <h4>                Page Footer</h4>        </div>    </div></body></html>     Hope that helps.

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  • Seizing the Moment with Mobility

    - by Divya Malik
    Empowering people to work where they want to work is becoming more critical now with the consumerisation of technology. Employees are bringing their own devices to the workplace and expecting to be productive wherever they are. Sales people welcome the ability to run their critical business applications where they can be most effective which is typically on the road and when they are still with the customer. Oracle has invested many years of research in understanding customer's Mobile requirements. “The keys to building the best user experience were building in a lot of flexibility in ways to support sales, and being useful,” said Arin Bhowmick, Director, CRM, for the Applications UX team. “We did that by talking to and analyzing the needs of a lot of people in different roles.” The team studied real-life sales teams. “We wanted to study salespeople in context with their work,” Bhowmick said. “We studied all user types in the CRM world because we wanted to build a user interface and user experience that would cater to sales representatives, marketing managers, sales managers, and more. Not only did we do studies in our labs, but also we did studies in the field and in mobile environments because salespeople are always on the go.” Here is a recent post from Hernan Capdevila, Vice President, Oracle Fusion Apps which was featured on the Oracle Applications Blog.  Mobile devices are forcing a paradigm shift in the workplace – they’re changing the way businesses can do business and the type of cultures they can nurture. As our customers talk about their mobile needs, we hear them saying they want instant-on access to enterprise data so workers can be more effective at their jobs anywhere, anytime. They also are interested in being more cost effective from an IT point of view. The mobile revolution – with the idea of BYOD (bring your own device) – has added an interesting dynamic because previously IT was driving the employee device strategy and ecosystem. That's been turned on its head with the consumerization of IT. Now employees are figuring out how to use their personal devices for work purposes and IT has to figure out how to adapt. Blurring the Lines between Work and Personal Life My vision of where businesses will be five years from now is that our work lives and personal lives will be more interwoven together. In turn, enterprises will have to determine how to make employees’ work lives fit more into the fabric of their personal lives. And personal devices like smartphones are going to drive significant business value because they let us accomplish things very incrementally. I can be sitting on a train or in a taxi and be productive. At the end of any meeting, I can capture ideas and tasks or follow up with people in real time. Mobile devices enable this notion of seizing the moment – capitalizing on opportunities that might otherwise have slipped away because we're not connected. For the industry shapers out there, this is game changing. The lean and agile workforce is definitely the future. This notion of the board sitting down with the executive team to lay out strategic objectives for a three- to five-year plan, bringing in HR to determine how they're going to staff the strategic activities, kicking off the execution, and then revisiting the plan in three to five years to create another three- to five-year plan is yesterday's model. Businesses that continue to approach innovating in that way are in the dinosaur age. Today it's about incremental planning and incremental execution, which requires a lot of cohesion and synthesis within the workforce. There needs to be this interweaving notion within the workforce about how ideas cascade down, how people engage, how they stay connected, and how insights are shared. How to Survive and Thrive in Today’s Marketplace The notion of Facebook isn’t new. We lived it pre-Internet days with America Online and Prodigy – Facebook is just the renaissance of these services in a more viral and pervasive way. And given the trajectory of the consumerization of IT with people bringing their personal tooling to work, the enterprise has no option but to adapt. The sooner that businesses realize this from a top-down point of view the sooner that they will be able to really drive significant innovation and adapt to the marketplace. There are a small number of companies right now (I think it's closer to 20% rather than 80%, but the number is expanding) that are able to really innovate in this incremental marketplace. So from a competitive point of view, there's no choice but to be social and stay connected. By far the majority of users on Facebook and LinkedIn are mobile users – people on iPhones, smartphones, Android phones, and tablets. It's not the couch people, right? It's the on-the-go people – those people at the coffee shops. Usually when you're sitting at your desk on a big desktop computer, typically you have better things to do than to be on Facebook. This is a topic I'm extremely passionate about because I think mobile devices are game changing. Mobility delivers significant value to businesses – it also brings dramatic simplification from a functional point of view and transforms our work life experience. Hernan Capdevila Vice President, Oracle Applications Development

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  • Web Services Example - Part 2: Programmatic

    - by Denis T
    In this edition of the ADF Mobile blog we'll tackle part 2 of our Web Service examples.  In this posting we'll take a look at using a SOAP Web Service but calling it programmatically in code and parsing the return into a bean. Getting the sample code: Just click here to download a zip of the entire project.  You can unzip it and load it into JDeveloper and deploy it either to iOS or Android.  Please follow the previous blog posts if you need help getting JDeveloper or ADF Mobile installed.  Note: This is a different workspace than WS-Part1 Defining our Web Service: Just like our first installment, we are using the same public weather forecast web service provided free by CDYNE Corporation.  Sometimes this service goes down so please ensure you know it's up before reporting this example isn't working. We're going to concentrate on the same two web service methods, GetCityForecastByZIP and GetWeatherInformation. Defing the Application: The application setup is identical to the Weather1 version.  There are some improvements to the data that is displayed as part of this example though.  Now we are able to show the associated image along with each forecast line when using the Forecast By Zip feature.  We've also added the temperature Hi/Low values into the UI. Summary of Fundamental Changes In This Application The most fundamental change is that we're binding the UI to the Bean Data Controls instead of directly to the Web Service Data Controls.  This gives us much more flexibility to control the shape of the data and allows us to do caching of the data outside of the Web Service.  This way if your application is, say offline, your bean could still populate with data from a local cache and still show you some UI as opposed to completely failing because you don't have any connectivity. In general we promote this type of programming technique with ADF Mobile to insulate your application from any issues with network connectivity. What's different with this example? We have setup the Web Service DC the same way but now we have managed beans to process the data.  The following classes define the "Model" of our application:  CityInformation-CityForecast-Forecast, WeatherInformation-WeatherDescription.  We use WeatherBean for UI interaction to the model layer.  If you look through this example, we don't really do that much with the java code except use it to grab the image URL from the weather description.  In a more realistic example, you might be using some JDBC classes to persist the data to a local database. To have a good architecture it is always good to keep your model and UI layers separate.  This gets muddied if you start to use bindings on a page invoked from Java code and this java code starts to become your "model" layer.  Since bindings are page specific, your model layer starts to become entwined with your UI.  Not good!  To help with this, we've added some utility functions that let you invoke DC methods without having a binding and thus execute methods from your "model" layer without requiring a binding in your page definition.  We do this with the invokeDataControlMethod of the AdfmfJavaUtilities class.  An example of this method call is available in line 95 of WeatherInformation.java and line 93 of CityInformation.Java. What's a GenericType? Because Web Service Data Controls (and also URL Data Controls AKA REST) use generic name/value pairs to define their structure and don't have strongly typed objects, these are actually stored internally as GenericType objects.  The GenericType class is simply a property map of name/value pairs that can be hierarchical.  There are methods like getAttribute where you supply the index of the attribute or it's string property name.  Why is this important to know?  Because invokeDataControlMethod returns GenericType objects and developers either need to parse these GenericType objects themselves or use one of our helper functions. GenericTypeBeanSerializationHelper This class does exactly what it's name implies.  It's a helper class for developers to aid in serialization of GenericTypes to/from java objects.  This is extremely handy if you have a large GenericType object with many attributes (or you're just lazy like me!) and you just want to parse it out into a real java object you can use more easily.  Here you would use the fromGenericType method.  This method takes the class of the Java object you wish to return and the GenericType as parameters.  The method then parses through each attribute in the GenericType and uses reflection to set that same attribute in the Java class.  Then the method returns that new object of the class you specified.  This is obviously very handy to avoid a lot of shuffling code between GenericType and your own Java classes.  The reverse method, toGenericType is also available when you want to go the other way.  In this case you supply the string that represents the package location in the DataControl definition (Example: "MyDC.myParams.MyCollection") and then pass in the Java object you have that holds the data and a GenericType is returned to you.  Again, it will use reflection to calculate the attributes that match between the java class and the GenericType and call the getters/setters on those. Issues and Possible Improvements: In the next installment we'll show you how to make your web service calls asynchronously so your UI will fill dynamically when the service call returns but in the meantime you show the data you have locally in your bean fed from some local cache.  This gives your users instant delivery of some data while you fetch other data in the background.

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  • Why bother writing an Windows 8 app?

    - by Dennis Vroegop
    So you want to know more about development for Window 8. Great! There are lots of reasons you should be excited about this. Since I don’t know why YOU are interested in this, I’ll make a list of reasons people can choose from. (as a side note: whenever I talk about Win8 development I am referring to the Metro Style / WinRt side of things. Apps for the ‘classic’ desktop side of Win8 on Intel are business as usual…) So… Why would you care about making an app for Windows 8? 1. It’s cool. Let’s not beat around the bush: if you like development for a hobby then you’ll love to work on this new platform. You can create apps in a relative short time (short time as in compared to writing a new CRM system) and that makes it great for a hobby product. 2. You’ll stand out. Hey, we all need an ego boost every now and then. We all need to feel special. So if you can manage to be one of the first to have you app in the Store then you’ll likely to be noticed. Just close your eyes for a moment and image you standing in a bar. It’s crowded, and then you casually say “Oh yeah, I just had my app certified and it’s in the Win8 store now”. People will stop talking, will offer you drinks and beautiful women / gorgeous man / furry creatures from Alpha Centauri (whatever your preferences are) will propose. Or maybe not. Anyway…. 3. Make some cash! IDC predicts there will be about 350,000,000 Windows 8 licenses sold in the next year. Think about that number. 350,000,000. And they all have access to the Store. Where you’re app will be. With one little click they can select it, download and somehow magically $1.00 or $2.00 from their bank account is transferred to yours. Now, I am not saying that all of those people will download and buy your app but what if only 1% of them did? Remember: there aren’t that many apps available yet….. 4. Learn. Creating new small apps is a great way to learn new stuff. Yes, you could read about it (on this blog for instance) but the only way to learn something is to do it. So be prepared for the future and learn something new by doing it.Write an app! Now! 5. The biggie (for me at least): it’s fun. Even if you remove the points above it’s still fun to write for these devices and this platform. Now some of you will say : “But why not write a great app for IOS or Android?” I think this is a valid question. Of course the novelty of the platform wears out and points 2 and 3 from above list will not be as relevant as it is today. But still 1 4 and 5 remain. And don’t forget: if you already work on the Microsoft platform it’s not that hard to learn this new Win8 stuff. If you have done some XAML development (be it WPF or Silverlight) you are almost there in becoming a good Win8 developer. So you’ll be more productive much sooner than when you have to learn Objective C or Java. Even if you’re a HTML / Javascript developer (I say developer here, not designer) you’ll be up to speed on Win8 development pretty soon. Yes, you, that funky Web Developer who lives and breathes HTML5, CSS3 and JavaScript / Node.Js / JQuery: you too can be a Win8 developer. A first class Win8 developer! So.. Download the stuff you need from http://dev.windows.com install Windows 8 and Visual Studio 12 and by the time you’re ready I’ll be working on the next article: how to do all this? Happy coding!

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  • Synergy - easy share of keyboard and mouse between multiple computers

    Did you ever have the urge to share one set of keyboard and mouse between multiple machines? If so, please read on... Using multiple machines Honestly, as a software craftsman it is my daily business to run multiple machines - either physical or virtual - to be able to solve my customers' requirements. Recent hardware equipment allows this very easily. For laptops it's a no-brainer to attach a second or even a third screen in order to extend your native display. This works quite handy and in my case I used to attached two additional screens - one via HD15 connector, the other via HDMI. But... as it's a laptop and therefore a mobile unit there are slight restrictions. Detaching and re-attaching all cables when changing locations is one of them but hardware limitations, too. After all, it's a laptop and not a workstation. I guess, that anyone working in IT (or ICT) has more than one machine at their workplace or their home office and at least I find it quite annoying to have multiple sets of keyboard and mouse conquering my remaining space on my desk. Despite the ugly looks of all those cables and whatsoever 'chaos of distraction' I prefer a more clean solution and working environment. This allows me to actually focus on my work and tasks to do rather than to worry about choosing the right combination of keyboard/mouse. My current workplace is a patch work of various pieces of hardware (approx. 2-3 years): DIY desktop on Ubuntu 12.04 64-bit, Core2 Duo (E7400, 2.8GHz), 4GB RAM, 2x 250GB HDD, nVidia GPU 512MB Dell Inspiron 1525 on Windows 8 64-bit, 4GB RAM, 200GB HDD HP Compaq 6720s on Windows Vista 32-bit, Core2 Duo (T5670, 1.8GHz), 2GB RAM, 160GB HDD Mac mini on Mac OS X 10.7, Core i5 (2.3 GHz), 2GB RAM, 500GB HDD I know... Not the latest and greatest but a decent combination to work with. New system(s) is/are already on the shopping list but I live in the 'wrong' country to buy computer hardware. So, the next trip abroad will provide me with some new stuff. Using multiple operating systems The list of hardware above already names different operating systems, and actually I have only one preference: Linux. But still my job as a software craftsman for Visual FoxPro and .NET development requires other OSes, too. Not a big deal, it's just like this. Additionally to those physical machines, there are a bunch of virtual machines around. Most of them running either Windows XP or Windows 7. Since years I have the practice that each development for one customer is isolated into its own virtual machine and environment. This keeps it clean and version-safe. But as you can easily imagine with that setup there are a couple of constraints referring to keyboard and mouse. Usually, those systems require their own pieces of hardware attached. As stated, I don't like clutter on my desk's surface, so a cross-platform solution has to come in here. In the past, I tried it with various applications, hardware or network protocols like X11, RDP, NX, TeamViewer, RAdmin, KVM switch, etc. but the problem in this case is that they either allow you to remotely connect to the other system or exclusively 'bind' your peripherals to the active system. Not optimal after all. Synergy to the rescue Quote from their website: "Synergy lets you easily share your mouse and keyboard between multiple computers on your desk, and it's Free and Open Source. Just move your mouse off the edge of one computer's screen on to another. You can even share all of your clipboards. All you need is a network connection. Synergy is cross-platform (works on Windows, Mac OS X and Linux)." Yep, that's it! All I need for my setup here... Actually, I couldn't believe it myself that I didn't stumble over synergy earlier but 'Get over it' and there we go. And despite the fact that it is Open Source, no, it's also for free. Donations for the developers are very welcome and recently they introduced Synergy Premium. A possibility to buy so-called premium votes that can be used to put more weight / importance on specific issues or bugs that you would like the developers to look into. Installation and configuration Simply download the installation packages for your systems of choice, run the installer and enter some minor information about your network setup. I chose my desktop machine for the role of the Synergy server and configured my screen setup as follows: The screen setup allows you currently to build or connect up to 15 machines. The number of screens can be higher as those machine might have multiple screens physically attached. Synergy takes this into the overall calculations and simply works as expected. I tried it for fun with a second monitor each connected to both laptops to have a total number of 6 active screens. No flaws after all - stunning! All the other machines are configured as clients like so: Side note: The screenshot was taken on Windows 8 and pasted via clipboard into Gimp running on Ubuntu. Resume Synergy is now definitely in my box of tools for my daily work, and amongst the first pieces of software I install after the operating system. It just simplifies my life and cleans my desk. Never again without Synergy!Now, only waiting for an Android version to integrate my Galaxy Tab 10.1, too. ;-) Please, check out that superb product and enjoy sharing one keyboard, one mouse and one clipboard between your various machines and operating systems.

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  • Windows Phone 8 Launch Event Summary

    - by Tim Murphy
    Today was the official coming out party for Windows Phone 8.  Below is a summary of the launch event.  There is a lot here to stay with me. They started with a commercial staring Joe Belfiore show how his Windows Phone 8 was personal too him which highlights something I think Microsoft has done well over the last couple of event: spotlight how Windows Phone is a different experience from other smartphones.  Joe actually called iPhone and Android “tired old metaphors" and explained that the idea around Windows Phone was to “reinvent the smartphone around you” as “the most personal smartphone operating system”.  The is the message that they need to drive home in their adds. The only real technical aspect we found out was that they have optimized the operating system around the dual core Qualcomm Snapdragon chip set.  It seems like all of the other hardware goodies had already been announced.  The remainder of the event was centered around new features of the OS and app announcements. So what are we getting?  The integrated features included lock screen live tile, Data Sense, Rooms and Kids corner.  There wasn’t a lot of information about it, but Joe also talked about apps not just having live tiles, but being live apps that could integrate with wallet and the hub. The lock screen will now be able to be personalized with live tile data or even a photo slide show.  This gives the lock screen an even better ability to give you the information you want to know before you even unlock the phone. The Kids Corner allows you as a parent to setup an area on your phone that you kids can go into an use it without disturbing your apps.  They can play games or use apps that you have designated and will only see those apps.  It even has a special lock screen gesture just for the kids corner. Rooms allow you to organize your phone around the groups of people in your life.  You get a shared calendar, a room wall as well as shared notes beyond just being able to send messages to a group.  You can also invite people not on the Windows Phone platform to access an online version of the room. Data Sense is a new feature that gives you better control and understanding of your data plan usage.  You can see which applications are using data and it can automatically adjust they way your phone behaves as you get close to your data limit. Add to these features the fact that the entire Windows ecosystem is integrated with SkyDrive and you have an available anywhere experience that is unequaled by any other platform.  Your document, photos and music are available on your Windows Phone, Window 8 device and Xbox.  SkyDrive also doesn’t limit how long you can keep files like the competing cloud platforms and give more free storage. It was interesting the way they made the launch event more personal.  First Joe brought out his own kids to demo the Kids Corner.  They followed this up by bringing out Jessica Alba to discuss her experience on the Windows Phone 8.  They need to keep putting a face on the product instead of just showing features as a cold list. Then we get to apps.  We knew that the new Skype was coming, but we found out that it was created in such a way that it can receive calls without running consistently in the background which would eat up battery.  This announcement was follow by the coming Facebook app that is optimized for Windows Phone 8.  As a matter of fact they indicated that just after launch the marketplace would have 46 out of the top 50 apps used by all smartphone platforms.  In a rational world this tide with over 120,000 apps currently in the marketplace there should be no more argument about the Windows Phone ecosystem. For those of us who develop for Windows Phone and weren’t on the early adoption program will finally get access to the SDK tomorrow after an announcement at Build (more waiting).  Perhaps we will get a few new features then. In the end I wouldn’t say there were any huge surprises, but I am really excited about getting my hands on the devices next month and starting to develop.  Stay tuned. del.icio.us Tags: Windows Phone,Windows Phone 8,Winodws Phone 8 Launch,Joe Belfiore,Jessica Alba

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  • Error 2013: Lost connection to MySQL server during query when executing CHECK TABLE FOR UPGRADE

    - by Dean Richardson
    I just upgraded Ubuntu from 11.10 to 12.04. My rails app now returns the (passenger) error "Can't connect to local MySQL server through socket '/var/run/mysqld/mysqld.sock' (111) (Mysql2::Error)". I get a similar error when I try to access mysql at the command line on my Ubuntu server using mysql -u root -p. I have mysql-server 5.5 installed. I've checked and mysql is not running. When I try to restart it, it fails. Here are some key lines from the tail of /var/log/syslog after an attempted restart: dean@dgwjasonfried:/etc/mysql$ tail -f /var/log/syslog Mar 7 08:55:27 dgwjasonfried /etc/mysql/debian-start[5107]: Looking for 'mysqlcheck' as: /usr/bin/mysqlcheck Mar 7 08:55:27 dgwjasonfried /etc/mysql/debian-start[5107]: Running 'mysqlcheck' with connection arguments: '--port=3306' '--socket=/var/run/mysqld/mysqld.sock' '--host=localhost' '--socket=/var/run/mysqld/mysqld.sock' '--host=localhost' '--socket=/var/run/mysqld/mysqld.sock' Mar 7 08:55:27 dgwjasonfried /etc/mysql/debian-start[5107]: Running 'mysqlcheck' with connection arguments: '--port=3306' '--socket=/var/run/mysqld/mysqld.sock' '--host=localhost' '--socket=/var/run/mysqld/mysqld.sock' '--host=localhost' '--socket=/var/run/mysqld/mysqld.sock' Mar 7 08:55:27 dgwjasonfried /etc/mysql/debian-start[5107]: /usr/bin/mysqlcheck: Got error: 2013: Lost connection to MySQL server during query when executing 'CHECK TABLE ... FOR UPGRADE' Mar 7 08:55:27 dgwjasonfried /etc/mysql/debian-start[5107]: FATAL ERROR: Upgrade failed Mar 7 08:55:27 dgwjasonfried /etc/mysql/debian-start[5107]: molex_app_development.assets OK Mar 7 08:55:27 dgwjasonfried /etc/mysql/debian-start[5107]: molex_app_development.ecd_types OK Mar 7 08:55:27 dgwjasonfried /etc/mysql/debian-start[5124]: Checking for insecure root accounts. Mar 7 08:55:27 dgwjasonfried kernel: [ 7551.769657] init: mysql main process (5064) terminated with status 1 Mar 7 08:55:27 dgwjasonfried kernel: [ 7551.769697] init: mysql respawning too fast, stopped Here is most of /etc/mysql/my.cnf: Remember to edit /etc/mysql/debian.cnf when changing the socket location. [client] port = 3306 socket = /var/run/mysqld/mysqld.sock Here is entries for some specific programs The following values assume you have at least 32M ram This was formally known as [safe_mysqld]. Both versions are currently parsed. [mysqld_safe] socket = /var/run/mysqld/mysqld.sock nice = 0 [mysqld] Basic Settings user = mysql pid-file = /var/run/mysqld/mysqld.pid socket = /var/run/mysqld/mysqld.sock port = 3306 basedir = /usr datadir = /var/lib/mysql tmpdir = /tmp lc-messages-dir = /usr/share/mysql skip-external-locking Instead of skip-networking the default is now to listen only on localhost which is more compatible and is not less secure. bind-address = 127.0.0.1 And here are permissions for var/run/mysqld/mysqld.sock: srwxrwxrwx 1 mysql mysql 0 Mar 7 09:18 mysqld.sock I'd be grateful for any suggestions the community might have. I reviewed the related questions here and attempted some of the fixes offered but to no avail. Thanks! Dean Richardson Update: Thanks to quanta's suggestion, I looked at the /var/log/mysql/error.log file. I found error messages relating to pointers, fatal signals, and more stuff that I really couldn't make much sense of. I also found mysql man page references, however. One suggested that I try starting mysqld with the --innodb_force_recovery=# option, then attempt to dump (or drop) the offending/corrupted database or table. I worked through the escalating option levels one-by-one (innodb_force_recovery=1, innodb_force_recovery=2, etc.) This allowed me to successfully run mysql -u root -p from the command line and execute several commands. I was able to run queries on my production database, but any attempt to query, dump, or even drop my development database raised an error and led to me losing the connection to mysql. So I've made progress, but until I'm somehow able to drop or repair my development db I'm still unable to get my app to load. Any further advice or suggestions? Thanks! Dean Update: Right after running sudo mysqld --innodb_force_recover=1 from the command line, the error.log contains this: Right after retrying sudo mysqld --innodb_force_recover=1, The error.log file shows this: 130308 4:55:39 [Note] Plugin 'FEDERATED' is disabled. 130308 4:55:39 InnoDB: The InnoDB memory heap is disabled 130308 4:55:39 InnoDB: Mutexes and rw_locks use GCC atomic builtins 130308 4:55:39 InnoDB: Compressed tables use zlib 1.2.3.4 130308 4:55:39 InnoDB: Initializing buffer pool, size = 128.0M 130308 4:55:39 InnoDB: Completed initialization of buffer pool 130308 4:55:39 InnoDB: highest supported file format is Barracuda. InnoDB: The log sequence number in ibdata files does not match InnoDB: the log sequence number in the ib_logfiles! 130308 4:55:39 InnoDB: Database was not shut down normally! InnoDB: Starting crash recovery. InnoDB: Reading tablespace information from the .ibd files... InnoDB: Restoring possible half-written data pages from the doublewrite InnoDB: buffer... 130308 4:55:40 InnoDB: Waiting for the background threads to start 130308 4:55:41 InnoDB: 1.1.8 started; log sequence number 10259220 130308 4:55:41 InnoDB: !!! innodb_force_recovery is set to 1 !!! 130308 4:55:41 [Note] Server hostname (bind-address): '127.0.0.1'; port: 3306 130308 4:55:41 [Note] - '127.0.0.1' resolves to '127.0.0.1'; 130308 4:55:41 [Note] Server socket created on IP: '127.0.0.1'. 130308 4:55:41 [Note] Event Scheduler: Loaded 0 events 130308 4:55:41 [Note] mysqld: ready for connections. Version: '5.5.29-0ubuntu0.12.04.2' socket: '/var/run/mysqld/mysqld.sock' port: 3306 (Ubuntu) Then after mysql -u root -p and mysql> drop database molex_app_development; ERROR 2013 (HY000): Lost connection to MySQL server during query mysql> the error.log contains: dean@dgwjasonfried:/var/log/mysql$ tail -f error.log /lib/x86_64-linux-gnu/libc.so.6(clone+0x6d)[0x7f6a3ff9ecbd] Trying to get some variables. Some pointers may be invalid and cause the dump to abort. Query (7f6a1c004bd8): is an invalid pointer Connection ID (thread ID): 1 Status: NOT_KILLED The manual page at http://dev.mysql.com/doc/mysql/en/crashing.html contains information that should help you find out what is causing the crash. 130308 4:55:39 [Note] Plugin 'FEDERATED' is disabled. 130308 4:55:39 InnoDB: The InnoDB memory heap is disabled 130308 4:55:39 InnoDB: Mutexes and rw_locks use GCC atomic builtins 130308 4:55:39 InnoDB: Compressed tables use zlib 1.2.3.4 130308 4:55:39 InnoDB: Initializing buffer pool, size = 128.0M 130308 4:55:39 InnoDB: Completed initialization of buffer pool 130308 4:55:39 InnoDB: highest supported file format is Barracuda. InnoDB: The log sequence number in ibdata files does not match InnoDB: the log sequence number in the ib_logfiles! 130308 4:55:39 InnoDB: Database was not shut down normally! InnoDB: Starting crash recovery. InnoDB: Reading tablespace information from the .ibd files... InnoDB: Restoring possible half-written data pages from the doublewrite InnoDB: buffer... 130308 4:55:40 InnoDB: Waiting for the background threads to start 130308 4:55:41 InnoDB: 1.1.8 started; log sequence number 10259220 130308 4:55:41 InnoDB: !!! innodb_force_recovery is set to 1 !!! 130308 4:55:41 [Note] Server hostname (bind-address): '127.0.0.1'; port: 3306 130308 4:55:41 [Note] - '127.0.0.1' resolves to '127.0.0.1'; 130308 4:55:41 [Note] Server socket created on IP: '127.0.0.1'. 130308 4:55:41 [Note] Event Scheduler: Loaded 0 events 130308 4:55:41 [Note] mysqld: ready for connections. Version: '5.5.29-0ubuntu0.12.04.2' socket: '/var/run/mysqld/mysqld.sock' port: 3306 (Ubuntu) 130308 4:58:23 [ERROR] Incorrect definition of table mysql.proc: expected column 'comment' at position 15 to have type text, found type char(64). 130308 4:58:23 InnoDB: Assertion failure in thread 140168992810752 in file fsp0fsp.c line 3639 InnoDB: We intentionally generate a memory trap. InnoDB: Submit a detailed bug report to http://bugs.mysql.com. InnoDB: If you get repeated assertion failures or crashes, even InnoDB: immediately after the mysqld startup, there may be InnoDB: corruption in the InnoDB tablespace. Please refer to InnoDB: http://dev.mysql.com/doc/refman/5.5/en/forcing-innodb-recovery.html InnoDB: about forcing recovery. 10:58:23 UTC - mysqld got signal 6 ; This could be because you hit a bug. It is also possible that this binary or one of the libraries it was linked against is corrupt, improperly built, or misconfigured. This error can also be caused by malfunctioning hardware. We will try our best to scrape up some info that will hopefully help diagnose the problem, but since we have already crashed, something is definitely wrong and this may fail. key_buffer_size=16777216 read_buffer_size=131072 max_used_connections=1 max_threads=151 thread_count=1 connection_count=1 It is possible that mysqld could use up to key_buffer_size + (read_buffer_size + sort_buffer_size)*max_threads = 346681 K bytes of memory Hope that's ok; if not, decrease some variables in the equation. Thread pointer: 0x7f7ba4f6c2f0 Attempting backtrace. You can use the following information to find out where mysqld died. If you see no messages after this, something went terribly wrong... stack_bottom = 7f7ba3065e60 thread_stack 0x30000 mysqld(my_print_stacktrace+0x29)[0x7f7ba3609039] mysqld(handle_fatal_signal+0x483)[0x7f7ba34cf9c3] /lib/x86_64-linux-gnu/libpthread.so.0(+0xfcb0)[0x7f7ba2220cb0] /lib/x86_64-linux-gnu/libc.so.6(gsignal+0x35)[0x7f7ba188c425] /lib/x86_64-linux-gnu/libc.so.6(abort+0x17b)[0x7f7ba188fb8b] mysqld(+0x65e0fc)[0x7f7ba37160fc] mysqld(+0x602be6)[0x7f7ba36babe6] mysqld(+0x635006)[0x7f7ba36ed006] mysqld(+0x5d7072)[0x7f7ba368f072] mysqld(+0x5d7b9c)[0x7f7ba368fb9c] mysqld(+0x6a3348)[0x7f7ba375b348] mysqld(+0x6a3887)[0x7f7ba375b887] mysqld(+0x5c6a86)[0x7f7ba367ea86] mysqld(+0x5ae3a7)[0x7f7ba36663a7] mysqld(_Z15ha_delete_tableP3THDP10handlertonPKcS4_S4_b+0x16d)[0x7f7ba34d3ffd] mysqld(_Z23mysql_rm_table_no_locksP3THDP10TABLE_LISTbbbb+0x568)[0x7f7ba3417f78] mysqld(_Z11mysql_rm_dbP3THDPcbb+0x8aa)[0x7f7ba339780a] mysqld(_Z21mysql_execute_commandP3THD+0x394c)[0x7f7ba33b886c] mysqld(_Z11mysql_parseP3THDPcjP12Parser_state+0x10f)[0x7f7ba33bb28f] mysqld(_Z16dispatch_command19enum_server_commandP3THDPcj+0x1380)[0x7f7ba33bc6e0] mysqld(_Z24do_handle_one_connectionP3THD+0x1bd)[0x7f7ba346119d] mysqld(handle_one_connection+0x50)[0x7f7ba3461200] /lib/x86_64-linux-gnu/libpthread.so.0(+0x7e9a)[0x7f7ba2218e9a] /lib/x86_64-linux-gnu/libc.so.6(clone+0x6d)[0x7f7ba1949cbd] Trying to get some variables. Some pointers may be invalid and cause the dump to abort. Query (7f7b7c004b60): is an invalid pointer Connection ID (thread ID): 1 Status: NOT_KILLED The manual page at http://dev.mysql.com/doc/mysql/en/crashing.html contains information that should help you find out what is causing the crash. --Dean

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  • How to use Ninject with XNA?

    - by Rosarch
    I'm having difficulty integrating Ninject with XNA. static class Program { /** * The main entry point for the application. */ static void Main(string[] args) { IKernel kernel = new StandardKernel(NinjectModuleManager.GetModules()); CachedContentLoader content = kernel.Get<CachedContentLoader>(); // stack overflow here MasterEngine game = kernel.Get<MasterEngine>(); game.Run(); } } // constructor for the game public MasterEngine(IKernel kernel) : base(kernel) { this.inputReader = kernel.Get<IInputReader>(); graphicsDeviceManager = kernel.Get<GraphicsDeviceManager>(); Components.Add(kernel.Get<GamerServicesComponent>()); // Tell the loader to look for all files relative to the "Content" directory. Assets = kernel.Get<CachedContentLoader>(); //Sets dimensions of the game window graphicsDeviceManager.PreferredBackBufferWidth = 800; graphicsDeviceManager.PreferredBackBufferHeight = 600; graphicsDeviceManager.ApplyChanges(); IsMouseVisible = false; } Ninject.cs: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Ninject.Modules; using HWAlphaRelease.Controller; using Microsoft.Xna.Framework; using Nuclex.DependencyInjection.Demo.Scaffolding; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace HWAlphaRelease { public static class NinjectModuleManager { public static NinjectModule[] GetModules() { return new NinjectModule[1] { new GameModule() }; } /// <summary>Dependency injection rules for the main game instance</summary> public class GameModule : NinjectModule { #region class ServiceProviderAdapter /// <summary>Delegates to the game's built-in service provider</summary> /// <remarks> /// <para> /// When a class' constructor requires an IServiceProvider, the dependency /// injector cannot just construct a new one and wouldn't know that it has /// to create an instance of the Game class (or take it from the existing /// Game instance). /// </para> /// <para> /// The solution, then, is this small adapter that takes a Game instance /// and acts as if it was a freely constructable IServiceProvider implementation /// while in reality, it delegates all lookups to the Game's service container. /// </para> /// </remarks> private class ServiceProviderAdapter : IServiceProvider { /// <summary>Initializes a new service provider adapter for the game</summary> /// <param name="game">Game the service provider will be taken from</param> public ServiceProviderAdapter(Game game) { this.gameServices = game.Services; } /// <summary>Retrieves a service from the game service container</summary> /// <param name="serviceType">Type of the service that will be retrieved</param> /// <returns>The service that has been requested</returns> public object GetService(Type serviceType) { return this.gameServices; } /// <summary>Game services container of the Game instance</summary> private GameServiceContainer gameServices; } #endregion // class ServiceProviderAdapter #region class ContentManagerAdapter /// <summary>Delegates to the game's built-in ContentManager</summary> /// <remarks> /// This provides shared access to the game's ContentManager. A dependency /// injected class only needs to require the ISharedContentService in its /// constructor and the dependency injector will automatically resolve it /// to this adapter, which delegates to the Game's built-in content manager. /// </remarks> private class ContentManagerAdapter : ISharedContentService { /// <summary>Initializes a new shared content manager adapter</summary> /// <param name="game">Game the content manager will be taken from</param> public ContentManagerAdapter(Game game) { this.contentManager = game.Content; } /// <summary>Loads or accesses shared game content</summary> /// <typeparam name="AssetType">Type of the asset to be loaded or accessed</typeparam> /// <param name="assetName">Path and name of the requested asset</param> /// <returns>The requested asset from the the shared game content store</returns> public AssetType Load<AssetType>(string assetName) { return this.contentManager.Load<AssetType>(assetName); } /// <summary>The content manager this instance delegates to</summary> private ContentManager contentManager; } #endregion // class ContentManagerAdapter /// <summary>Initializes the dependency configuration</summary> public override void Load() { // Allows access to the game class for any components with a dependency // on the 'Game' or 'DependencyInjectionGame' classes. Bind<MasterEngine>().ToSelf().InSingletonScope(); Bind<NinjectGame>().To<MasterEngine>().InSingletonScope(); Bind<Game>().To<MasterEngine>().InSingletonScope(); // Let the dependency injector construct a graphics device manager for // all components depending on the IGraphicsDeviceService and // IGraphicsDeviceManager interfaces Bind<GraphicsDeviceManager>().ToSelf().InSingletonScope(); Bind<IGraphicsDeviceService>().To<GraphicsDeviceManager>().InSingletonScope(); Bind<IGraphicsDeviceManager>().To<GraphicsDeviceManager>().InSingletonScope(); // Some clever adapters that hand out the Game's IServiceProvider and allow // access to its built-in ContentManager Bind<IServiceProvider>().To<ServiceProviderAdapter>().InSingletonScope(); Bind<ISharedContentService>().To<ContentManagerAdapter>().InSingletonScope(); Bind<IInputReader>().To<UserInputReader>().InSingletonScope().WithConstructorArgument("keyMapping", Constants.DEFAULT_KEY_MAPPING); Bind<CachedContentLoader>().ToSelf().InSingletonScope().WithConstructorArgument("rootDir", "Content"); } } } } NinjectGame.cs /// <summary>Base class for Games making use of Ninject</summary> public class NinjectGame : Game { /// <summary>Initializes a new Ninject game instance</summary> /// <param name="kernel">Kernel the game has been created by</param> public NinjectGame(IKernel kernel) { Type ownType = this.GetType(); if(ownType != typeof(Game)) { kernel.Bind<NinjectGame>().To<MasterEngine>().InSingletonScope(); } kernel.Bind<Game>().To<NinjectGame>().InSingletonScope(); } } } // namespace Nuclex.DependencyInjection.Demo.Scaffolding When I try to get the CachedContentLoader, I get a stack overflow exception. I'm basing this off of this tutorial, but I really have no idea what I'm doing. Help?

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  • JNI loses reference to native methods

    - by lhw
    As an example for later use in Android I wrote a simple callback interface. While doing so i ran into the following error or bug or whatever. In C the two commented lines are supposed to be executed resulting in calling the C callback onChange. But instead i get an UnsatisfiedLinkError. Calling the native Method directly in Java works just fine. Calling it directly from C as presented here in the example also produces the UnsatisfiedLinkError. I'm open for any advice concerning this issue or work arounds and so on. The Java Part: import java.util.LinkedList; import java.util.Random; interface Listener { public void onChange(float f); } class Provider { LinkedList<Listener> all; public Provider() { all = new LinkedList<Listener>(); } public void registerChange(Listener lst) { all.add(lst); } public void sendMsg() { Random rnd = new Random(); for(Listener l : all) { try { l.onChange(rnd.nextFloat()); } catch(Exception e) { System.out.println(e); } } } } class Inheritance implements Listener { static public void main(String[] args) { System.load(System.getProperty("user.dir") + "/libinheritance.so"); } public native void onChange(float f); } The C Part: #include "inheritance.h" jint JNI_OnLoad(JavaVM *jvm, void *reserved) { JNIEnv *env; (*jvm)->GetEnv(jvm, (void**)&env, JNI_VERSION_1_4); inheritance = (*env)->FindClass(env, "Inheritance"); o_inheritance = (*env)->NewObject(env, inheritance, (*env)->GetMethodID(env, inheritance, "<init>", "()V")); provider = (*env)->FindClass(env, "Provider"); o_provider = (*env)->NewObject(env, provider, (*env)->GetMethodID(env, provider, "<init>", "()V")); (*env)->CallVoidMethod(env, o_inheritance, (*env)->GetMethodID(env, inheritance, "onChange", "(F)V"), 1.0); //(*env)->CallVoidMethod(env, o_provider, (*env)->GetMethodID(env, provider, "registerChange", "(LListener;)V"), o_inheritance); //(*env)->CallVoidMethod(env, o_provider, (*env)->GetMethodID(env, provider, "sendMsg", "()V")); (*env)->DeleteLocalRef(env, o_inheritance); (*env)->DeleteLocalRef(env, o_provider); return JNI_VERSION_1_4; } JNIEXPORT void JNICALL Java_Inheritance_onChange(JNIEnv *env, jobject self, jfloat f) { printf("[C] %f\n", f); } The header file: #include <jni.h> /* Header for class Inheritance */ #ifndef _Included_Inheritance #define _Included_Inheritance #ifdef __cplusplus extern "C" { #endif jclass inheritance, provider; jobject o_inheritance, o_provider; /* * Class: Inheritance * Method: onChange * Signature: (F)V */ JNIEXPORT void JNICALL Java_Inheritance_onChange(JNIEnv *, jobject, jfloat); jint JNI_OnLoad(JavaVM *, void *); #ifdef __cplusplus } #endif #endif Compilation: gcc -c -fPIC -I /usr/lib/jvm/java-6-openjdk/include -I /usr/lib/jvm/java-6-openjdk/include/linux/inheritance.c inheritance.h gcc -g -o -shared libinheritance.so -shared -Wl,-soname,libinheritance.so -lc inheritance.o

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