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  • Collide with rotation of the object

    - by Lahiru
    I'm developing a mirror for lazer beam(Ball sprite). There I'm trying to redirect the laze beam according to the ration degree of the mirror(Rectangle). How can I collide the ball to the correct angle if the colliding object is with some angle(45 deg) rather than colliding back. here is an screen shot of my work here is my code using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace collision { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D ballTexture; Rectangle ballBounds; Vector2 ballPosition; Vector2 ballVelocity; float ballSpeed = 30f; Texture2D blockTexture; Rectangle blockBounds; Vector2 blockPosition; private Vector2 origin; KeyboardState keyboardState; //Font SpriteFont Font1; Vector2 FontPos; private String displayText; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here ballPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height * 0.25f); blockPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height /2); ballVelocity = new Vector2(0, 1); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); ballTexture = Content.Load<Texture2D>("ball"); blockTexture = Content.Load<Texture2D>("mirror"); //create rectangles based off the size of the textures ballBounds = new Rectangle((int)(ballPosition.X - ballTexture.Width / 2), (int)(ballPosition.Y - ballTexture.Height / 2), ballTexture.Width, ballTexture.Height); blockBounds = new Rectangle((int)(blockPosition.X - blockTexture.Width / 2), (int)(blockPosition.Y - blockTexture.Height / 2), blockTexture.Width, blockTexture.Height); origin.X = blockTexture.Width / 2; origin.Y = blockTexture.Height / 2; // TODO: use this.Content to load your game content here Font1 = Content.Load<SpriteFont>("SpriteFont1"); FontPos = new Vector2(graphics.GraphicsDevice.Viewport.Width - 100, 20); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> /// private float RotationAngle; float circle = MathHelper.Pi * 2; float angle; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here //check for collision between the ball and the block, or if the ball is outside the bounds of the screen if (ballBounds.Intersects(blockBounds) || !GraphicsDevice.Viewport.Bounds.Contains(ballBounds)) { //we have a simple collision! //if it has hit, swap the direction of the ball, and update it's position ballVelocity = -ballVelocity; ballPosition += ballVelocity * ballSpeed; } else { //move the ball a bit ballPosition += ballVelocity * ballSpeed; } //update bounding boxes ballBounds.X = (int)ballPosition.X; ballBounds.Y = (int)ballPosition.Y; blockBounds.X = (int)blockPosition.X; blockBounds.Y = (int)blockPosition.Y; keyboardState = Keyboard.GetState(); float val = 1.568017f/90; if (keyboardState.IsKeyDown(Keys.Space)) RotationAngle = RotationAngle + (float)Math.PI; if (keyboardState.IsKeyDown(Keys.Left)) RotationAngle = RotationAngle - val; angle = (float)Math.PI / 4.0f; // 90 degrees RotationAngle = angle; // RotationAngle = RotationAngle % circle; displayText = RotationAngle.ToString(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); // Find the center of the string Vector2 FontOrigin = Font1.MeasureString(displayText) / 2; spriteBatch.DrawString(Font1, displayText, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f); spriteBatch.Draw(ballTexture, ballPosition, Color.White); spriteBatch.Draw(blockTexture, blockPosition,null, Color.White, RotationAngle,origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } } }

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  • SpriteFont Exception, no such character?

    - by Michal Bozydar Pawlowski
    I have such spriteFont: <?xml version="1.0" encoding="utf-8"?> <!-- This file contains an xml description of a font, and will be read by the XNA Framework Content Pipeline. Follow the comments to customize the appearance of the font in your game, and to change the characters which are available to draw with. --> <XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics"> <Asset Type="Graphics:FontDescription"> <!-- Modify this string to change the font that will be imported. --> <FontName>Segoe UI</FontName> <!-- Size is a float value, measured in points. Modify this value to change the size of the font. --> <Size>20</Size> <!-- Spacing is a float value, measured in pixels. Modify this value to change the amount of spacing in between characters. --> <Spacing>0</Spacing> <!-- UseKerning controls the layout of the font. If this value is true, kerning information will be used when placing characters. --> <UseKerning>true</UseKerning> <!-- Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic", and "Bold, Italic", and are case sensitive. --> <Style>Regular</Style> <!-- If you uncomment this line, the default character will be substituted if you draw or measure text that contains characters which were not included in the font. --> <!-- <DefaultCharacter>*</DefaultCharacter> --> <!-- CharacterRegions control what letters are available in the font. Every character from Start to End will be built and made available for drawing. The default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin character set. The characters are ordered according to the Unicode standard. See the documentation for more information. --> <CharacterRegions> <CharacterRegion> <Start>&#09;</Start> <End>&#09;</End> </CharacterRegion> <CharacterRegion> <Start>&#32;</Start> <End>&#1200;</End> </CharacterRegion> </CharacterRegions> </Asset> </XnaContent> It has the character regions (32-1200) And I get this exception: A first chance exception of type 'System.ArgumentException' occurred in Microsoft.Xna.Framework.Graphics.ni.dll The character '?' (0x0441) is not available in this SpriteFont. If applicable, adjust the font's start and end CharacterRegions to include this character. Parameter name: character Why? I'm drawing the string like this: spriteBatch.DrawString(font24, zasadyText, zasadyTextPos, kolorCzcionki1, -0.05f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.5f) I even changed the spriteFont to cyrillic: <CharacterRegions> <CharacterRegion> <Start>&#09;</Start> <End>&#09;</End> </CharacterRegion> <CharacterRegion> <Start>&#0032;</Start> <End>&#0383;</End> </CharacterRegion> <CharacterRegion> <Start>&#1040;</Start> <End>&#1111;</End> </CharacterRegion> </CharacterRegions> </Asset> </XnaContent> and it still doesn't work. I got the (0x441 = char) exception -- EDIT -- Ok, I got the solution. It was a letter mistake in language. I had this: if (jezyk == "ru_RU") { font14 = Content.Load<SpriteFont>("ru_font14"); font24 = Content.Load<SpriteFont>("ru_font24"); font12 = Content.Load<SpriteFont>("ru_czcionkaFloty"); font10 = Content.Load<SpriteFont>("ru_font10"); font28 = Content.Load<SpriteFont>("ru_font28"); font20 = Content.Load<SpriteFont>("ru_font20"); } else { font14 = Content.Load<SpriteFont>("font14"); font24 = Content.Load<SpriteFont>("font24"); font12 = Content.Load<SpriteFont>("czcionkaFloty"); font10 = Content.Load<SpriteFont>("font10"); font28 = Content.Load<SpriteFont>("font28"); font20 = Content.Load<SpriteFont>("font20"); } and there should be not "ru_RU" but "ru-RU" I have no idea. I changed the spriteFont to cyrillic: <CharacterRegions> <CharacterRegion> <Start>&#09;</Start> <End>&#09;</End> </CharacterRegion> <CharacterRegion> <Start>&#0032;</Start> <End>&#0383;</End> </CharacterRegion> <CharacterRegion> <Start>&#1040;</Start> <End>&#1111;</End> </CharacterRegion> </CharacterRegions> </Asset> </XnaContent> and it still doesn't work. I got the (0x441 = char) exception

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  • Keypress detection wont work after seemingly unrelated code change

    - by LukeZaz
    I'm trying to have the Enter key cause a new 'map' to generate for my game, but for whatever reason after implementing full-screen in it the input check won't work anymore. I tried removing the new code and only pressing one key at a time, but it still won't work. Here's the check code and the method it uses, along with the newMap method: public class Game1 : Microsoft.Xna.Framework.Game { // ... protected override void Update(GameTime gameTime) { // ... // Check if Enter was pressed - if so, generate a new map if (CheckInput(Keys.Enter, 1)) { blocks = newMap(map, blocks, console); } // ... } // Method: Checks if a key is/was pressed public bool CheckInput(Keys key, int checkType) { // Get current keyboard state KeyboardState newState = Keyboard.GetState(); bool retType = false; // Return type if (checkType == 0) { // Check Type: Is key currently down? if (newState.IsKeyDown(key)) { retType = true; } else { retType = false; } } else if (checkType == 1) { // Check Type: Was the key pressed? if (newState.IsKeyDown(key)) { if (!oldState.IsKeyDown(key)) { // Key was just pressed retType = true; } else { // Key was already pressed, return false retType = false; } } } // Save keyboard state oldState = newState; // Return result if (retType == true) { return true; } else { return false; } } // Method: Generate a new map public List<Block> newMap(Map map, List<Block> blockList, Console console) { // Create new map block coordinates List<Vector2> positions = new List<Vector2>(); positions = map.generateMap(console); // Clear list and reallocate memory previously used up by it blockList.Clear(); blockList.TrimExcess(); // Add new blocks to the list using positions created by generateMap() foreach (Vector2 pos in positions) { blockList.Add(new Block() { Position = pos, Texture = dirtTex }); } // Return modified list return blockList; } // ... } and the generateMap code: // Generate a list of Vector2 positions for blocks public List<Vector2> generateMap(Console console, int method = 0) { ScreenTileWidth = gDevice.Viewport.Width / 16; ScreenTileHeight = gDevice.Viewport.Height / 16; maxHeight = gDevice.Viewport.Height; List<Vector2> blockLocations = new List<Vector2>(); if (useScreenSize == true) { Width = ScreenTileWidth; Height = ScreenTileHeight; } else { maxHeight = Height; } int startHeight = -500; // For debugging purposes, the startHeight is set to an // hopefully-unreachable value - if it returns this, something is wrong // Methods of land generation /// <summary> /// Third version land generation /// Generates a base land height as the second version does /// but also generates a 'max change' value which determines how much /// the land can raise or lower by which it now does by a random amount /// during generation /// </summary> if (method == 0) { // Get the land height startHeight = rnd.Next(1, maxHeight); int maxChange = rnd.Next(1, 5); // Amount ground will raise/lower by int curHeight = startHeight; for (int w = 0; w < Width; w++) { // Run a chance to lower/raise ground level int changeBy = rnd.Next(1, maxChange); int doChange = rnd.Next(0, 3); if (doChange == 1 && !(curHeight <= (1 + maxChange))) { curHeight = curHeight - changeBy; } else if (doChange == 2 && !(curHeight >= (29 - maxChange))) { curHeight = curHeight + changeBy; } for (int h = curHeight; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; blockLocations.Add(new Vector2(x, y)); } } console.newMsg("[INFO] Cur, height change maximum: " + maxChange.ToString()); } /// <summary> /// Second version land generator /// Generates a solid mass of land starting at a random height /// derived from either screen height or provided height value /// </summary> else if (method == 1) { // Get the land height startHeight = rnd.Next(0, 30); for (int w = 0; w < Width; w++) { for (int h = startHeight; h < ScreenTileHeight; h++) { // Location variables float x = w * 16; float y = h * 16; // Add a tile at set location blockLocations.Add(new Vector2(x, y)); } } } /// <summary> /// First version land generator /// Generates land completely randomly either across screen or /// in a box set by Width and Height values /// </summary> else { // For each tile in the map... for (int w = 0; w < Width; w++) { for (int h = 0; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; // ...decide whether or not to place a tile... if (rnd.Next(0, 2) == 1) { // ...and if so, add a tile at that location. blockLocations.Add(new Vector2(x, y)); } } } } console.newMsg("[INFO] Cur, base height: " + startHeight.ToString()); return blockLocations; } I never touched any of the above code for this when it broke - changing keys won't seem to fix it. Despite this, I have camera movement set inside another Game1 method that uses WASD and works perfectly. All I did was add a few lines of code here: private int BackBufferWidth = 1280; // Added these variables private int BackBufferHeight = 800; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = BackBufferWidth; // and this graphics.PreferredBackBufferHeight = BackBufferHeight; // this Content.RootDirectory = "Content"; this.graphics.IsFullScreen = true; // and this } When I try adding a console line to be printed in the event the key is pressed, it seems that the If is never even triggered despite the correct key being pressed.

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  • How do I remove the time from printpreview dialog?

    - by Albo Best
    Here is my code: Imports System.Data.OleDb Imports System.Drawing.Printing Namespace Print Public Class Form1 Inherits System.Windows.Forms.Form Dim PrintC As PrinterClass Dim conn As OleDb.OleDbConnection Dim connectionString As String = "Provider=Microsoft.Jet.OLEDB.4.0;Data Source=..\\db1.mdb" Dim sql As String = String.Empty Dim ds As DataSet Private Sub Form1_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load FillDataGrid() '//create printerclass object PrintC = New PrinterClass(PrintDocument1, dataGrid) End Sub Private Sub FillDataGrid() Try Dim dt As New DataTable Dim ds As New DataSet ds.Tables.Add(dt) Dim da As New OleDbDataAdapter con.Open() da = New OleDbDataAdapter("SELECT * from klient ", con) da.Fill(dt) con.Close() dataGrid.DataSource = dt.DefaultView Dim dTable As DataTable For Each dTable In ds.Tables Dim dgStyle As DataGridTableStyle = New DataGridTableStyle dgStyle.MappingName = dTable.TableName dataGrid.TableStyles.Add(dgStyle) Next ' DataGrid settings dataGrid.CaptionText = "TE GJITHE KLIENTET" dataGrid.HeaderFont = New Font("Verdana", 12) dataGrid.TableStyles(0).GridColumnStyles(0).Width = 60 dataGrid.TableStyles(0).GridColumnStyles(1).Width = 140 dataGrid.TableStyles(0).GridColumnStyles(2).Width = 140 dataGrid.TableStyles(0).GridColumnStyles(3).Width = 140 dataGrid.TableStyles(0).GridColumnStyles(4).Width = 140 dataGrid.TableStyles(0).GridColumnStyles(5).HeaderText = "" dataGrid.TableStyles(0).GridColumnStyles(5).Width = -1 Catch ex As Exception MessageBox.Show(ex.Message) End Try End Sub Private Sub btnPrint_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles btnPrint.Click 'create printerclass object PrintC = New PrinterClass(PrintDocument1, dataGrid) PrintDocument1.Print() End Sub Private Sub btnPreview_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles btnPreview.Click 'create printerclass object PrintC = New PrinterClass(PrintDocument1, dataGrid) ''preview Dim ps As New PaperSize("A4", 840, 1150) ps.PaperName = PaperKind.A4 PrintDocument1.DefaultPageSettings.PaperSize = ps PrintPreviewDialog1.WindowState = FormWindowState.Normal PrintPreviewDialog1.StartPosition = FormStartPosition.CenterScreen PrintPreviewDialog1.ClientSize = New Size(600, 600) PrintPreviewDialog1.ShowDialog() End Sub Private Sub PrintDocument1_PrintPage(ByVal sender As System.Object, ByVal e As System.Drawing.Printing.PrintPageEventArgs) Handles PrintDocument1.PrintPage 'print grid Dim morepages As Boolean = PrintC.Print(e.Graphics) If (morepages) Then e.HasMorePages = True End If End Sub End Class End Namespace This is how data looks in DataGrid (that's perfect)... and here is how it looks when I click PrintPreview. (I don't want the time to appear there, the "12:00:00" part. in database the date is stored as Short Date (10-Dec-12) Can somebody suggest a way around that? Imports System Imports System.Windows.Forms Imports System.Drawing Imports System.Drawing.Printing Imports System.Collections Imports System.Data Namespace Print Public Class PrinterClass '//clone of Datagrid Dim PrintGrid As Grid '//printdocument for initial printer settings Private PrintDoc As PrintDocument '//defines whether the grid is ordered right to left Private bRightToLeft As Boolean '//Current Top Private CurrentY As Single = 0 '//Current Left Private CurrentX As Single = 0 '//CurrentRow to print Private CurrentRow As Integer = 0 '//Page Counter Public PageCounter As Integer = 0 '/// <summary> '/// Constructor Class '/// </summary> '/// <param name="pdocument"></param> '/// <param name="dgrid"></param> Public Sub New(ByVal pdocument As PrintDocument, ByVal dgrid As DataGrid) 'MyBase.new() PrintGrid = New Grid(dgrid) PrintDoc = pdocument '//The grid columns are right to left bRightToLeft = dgrid.RightToLeft = RightToLeft.Yes '//init CurrentX and CurrentY CurrentY = pdocument.DefaultPageSettings.Margins.Top CurrentX = pdocument.DefaultPageSettings.Margins.Left End Sub Public Function Print(ByVal g As Graphics, ByRef currentX As Single, ByRef currentY As Single) As Boolean '//use predefined area currentX = currentX currentY = currentY PrintHeaders(g) Dim Morepages As Boolean = PrintDataGrid(g) currentY = currentY currentX = currentX Return Morepages End Function Public Function Print(ByVal g As Graphics) As Boolean CurrentX = PrintDoc.DefaultPageSettings.Margins.Left CurrentY = PrintDoc.DefaultPageSettings.Margins.Top PrintHeaders(g) Return PrintDataGrid(g) End Function '/// <summary> '/// Print the Grid Headers '/// </summary> '/// <param name="g"></param> Private Sub PrintHeaders(ByVal g As Graphics) Dim sf As StringFormat = New StringFormat '//if we want to print the grid right to left If (bRightToLeft) Then CurrentX = PrintDoc.DefaultPageSettings.PaperSize.Width - PrintDoc.DefaultPageSettings.Margins.Right sf.FormatFlags = StringFormatFlags.DirectionRightToLeft Else CurrentX = PrintDoc.DefaultPageSettings.Margins.Left End If Dim i As Integer For i = 0 To PrintGrid.Columns - 1 '//set header alignment Select Case (CType(PrintGrid.Headers.GetValue(i), Header).Alignment) Case HorizontalAlignment.Left 'left sf.Alignment = StringAlignment.Near Case HorizontalAlignment.Center sf.Alignment = StringAlignment.Center Case HorizontalAlignment.Right sf.Alignment = StringAlignment.Far End Select '//advance X according to order If (bRightToLeft) Then '//draw the cell bounds (lines) and back color g.FillRectangle(New SolidBrush(PrintGrid.HeaderBackColor), CurrentX - PrintGrid.Headers(i).Width, CurrentY, PrintGrid.Headers(i).Width, PrintGrid.Headers(i).Height) g.DrawRectangle(New Pen(PrintGrid.LineColor), CurrentX - PrintGrid.Headers(i).Width, CurrentY, PrintGrid.Headers(i).Width, PrintGrid.Headers(i).Height) '//draw the cell text g.DrawString(PrintGrid.Headers(i).CText, PrintGrid.Headers(i).Font, New SolidBrush(PrintGrid.HeaderForeColor), New RectangleF(CurrentX - PrintGrid.Headers(i).Width, CurrentY, PrintGrid.Headers(i).Width, PrintGrid.Headers(i).Height), sf) '//next cell CurrentX -= PrintGrid.Headers(i).Width Else '//draw the cell bounds (lines) and back color g.FillRectangle(New SolidBrush(PrintGrid.HeaderBackColor), CurrentX, CurrentY, PrintGrid.Headers(i).Width, PrintGrid.Headers(i).Height) g.DrawRectangle(New Pen(PrintGrid.LineColor), CurrentX, CurrentY, PrintGrid.Headers(i).Width, PrintGrid.Headers(i).Height) '//draw the cell text g.DrawString(PrintGrid.Headers(i).CText, PrintGrid.Headers(i).Font, New SolidBrush(PrintGrid.HeaderForeColor), New RectangleF(CurrentX, CurrentY, PrintGrid.Headers(i).Width, PrintGrid.Headers(i).Height), sf) '//next cell CurrentX += PrintGrid.Headers(i).Width End If Next '//reset to beginning If (bRightToLeft) Then '//right align CurrentX = PrintDoc.DefaultPageSettings.PaperSize.Width - PrintDoc.DefaultPageSettings.Margins.Right Else '//left align CurrentX = PrintDoc.DefaultPageSettings.Margins.Left End If '//advance to next row CurrentY = CurrentY + CType(PrintGrid.Headers.GetValue(0), Header).Height End Sub Private Function PrintDataGrid(ByVal g As Graphics) As Boolean Dim sf As StringFormat = New StringFormat PageCounter = PageCounter + 1 '//if we want to print the grid right to left If (bRightToLeft) Then CurrentX = PrintDoc.DefaultPageSettings.PaperSize.Width - PrintDoc.DefaultPageSettings.Margins.Right sf.FormatFlags = StringFormatFlags.DirectionRightToLeft Else CurrentX = PrintDoc.DefaultPageSettings.Margins.Left End If Dim i As Integer For i = CurrentRow To PrintGrid.Rows - 1 Dim j As Integer For j = 0 To PrintGrid.Columns - 1 '//set cell alignment Select Case (PrintGrid.Cell(i, j).Alignment) '//left Case HorizontalAlignment.Left sf.Alignment = StringAlignment.Near Case HorizontalAlignment.Center sf.Alignment = StringAlignment.Center '//right Case HorizontalAlignment.Right sf.Alignment = StringAlignment.Far End Select '//advance X according to order If (bRightToLeft) Then '//draw the cell bounds (lines) and back color g.FillRectangle(New SolidBrush(PrintGrid.BackColor), CurrentX - PrintGrid.Cell(i, j).Width, CurrentY, PrintGrid.Cell(i, j).Width, PrintGrid.Cell(i, j).Height) g.DrawRectangle(New Pen(PrintGrid.LineColor), CurrentX - PrintGrid.Cell(i, j).Width, CurrentY, PrintGrid.Cell(i, j).Width, PrintGrid.Cell(i, j).Height) '//draw the cell text g.DrawString(PrintGrid.Cell(i, j).CText, PrintGrid.Cell(i, j).Font, New SolidBrush(PrintGrid.ForeColor), New RectangleF(CurrentX - PrintGrid.Cell(i, j).Width, CurrentY, PrintGrid.Cell(i, j).Width, PrintGrid.Cell(i, j).Height), sf) '//next cell CurrentX -= PrintGrid.Cell(i, j).Width Else '//draw the cell bounds (lines) and back color g.FillRectangle(New SolidBrush(PrintGrid.BackColor), CurrentX, CurrentY, PrintGrid.Cell(i, j).Width, PrintGrid.Cell(i, j).Height) g.DrawRectangle(New Pen(PrintGrid.LineColor), CurrentX, CurrentY, PrintGrid.Cell(i, j).Width, PrintGrid.Cell(i, j).Height) '//draw the cell text '//Draw text by alignment g.DrawString(PrintGrid.Cell(i, j).CText, PrintGrid.Cell(i, j).Font, New SolidBrush(PrintGrid.ForeColor), New RectangleF(CurrentX, CurrentY, PrintGrid.Cell(i, j).Width, PrintGrid.Cell(i, j).Height), sf) '//next cell CurrentX += PrintGrid.Cell(i, j).Width End If Next '//reset to beginning If (bRightToLeft) Then '//right align CurrentX = PrintDoc.DefaultPageSettings.PaperSize.Width - PrintDoc.DefaultPageSettings.Margins.Right Else '//left align CurrentX = PrintDoc.DefaultPageSettings.Margins.Left End If '//advance to next row CurrentY += PrintGrid.Cell(i, 0).Height CurrentRow += 1 '//if we are beyond the page margin (bottom) then we need another page, '//return true If (CurrentY > PrintDoc.DefaultPageSettings.PaperSize.Height - PrintDoc.DefaultPageSettings.Margins.Bottom) Then Return True End If Next Return False End Function End Class End Namespace

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  • TextField breaking MOUSE_OVER in as3: only after moving it!

    - by Franz
    I'm having a really weird problem with the MOUSE_OVER event. I'm building dynamic tabs representing mp3 songs containing textfields with info and a dynamic image for the cover art. I am trying to get a simple MOUSE_OVER working over the whole tab, such that you can select the next song to play. I am using a Sprite with alpha 0 that overlays my whole tab (incl. the textFields) as a Listener for MOUSE_OVER and _OUT... I've checked by setting the alpha to something visible and it indeed covers my tab and follows it around as I move it (just making sure I'm not moving the tab without moving the hotspot). Also, I only create it once my cover art is loaded, ensuring that it will cover that too. Now, when the tab is in the top position, everything is dandy. As soon as I move the tab to make space for the next tab, the textFields break my roll behaviour... just like that noob mistake of overlaying a sprite over the one that you're listening for MouseEvents on. But... the roll area is still on top of the field, I've set selectable and mouseEnabled to false on the textFields... nothing. It is as if the mere fact of moving the whole tab now puts the textField on top of everything in my tab (whereas visually, it's still in its expected layer). I'm using pixel fonts but tried it with system fonts, same thing... at my wits end here. public function Tab(tune:Tune) { _tune = tune; mainSprite = new Sprite(); addChild(mainSprite); drawBorder(); createFormat(); placeArtist(); placeTitle(); placeAlbum(); coverArt(); } private function placeButton():void { _button = new Sprite(); _button.graphics.beginFill(0xFF000,0); _button.graphics.drawRect(0,0,229,40); _button.graphics.endFill(); _button.addEventListener(MouseEvent.MOUSE_OVER, mouseListener); _button.addEventListener(MouseEvent.MOUSE_OUT, mouseListener); _button.buttonMode = true; mainSprite.addChild(_button); } private function mouseListener(event:MouseEvent):void { switch(event.type){ case MouseEvent.MOUSE_OVER : hilite(true); break; case MouseEvent.MOUSE_OUT : hilite(false); break; } } private function createFormat():void { _format = new TextFormat(); _format.font = "FFF Neostandard"; _format.size = 8; _format.color = 0xFFFFFF; } private function placeArtist():void { var artist : TextField = new TextField(); artist.selectable = false; artist.defaultTextFormat = _format; artist.x = 41; artist.y = 3; artist.width = 135; artist.text = _tune.artist; artist.mouseEnabled = false; mainSprite.addChild(artist); } private function placeTitle():void { var title : TextField = new TextField(); title.selectable = false; title.defaultTextFormat = _format; title.x = 41; title.y = 14; title.width = 135; title.text = _tune.title; title.mouseEnabled = false; mainSprite.addChild(title); } private function placeAlbum():void { var album : TextField = new TextField(); album.selectable = false; album.defaultTextFormat = _format; album.x = 41; album.y = 25; album.width = 135; album.text = _tune.album; album.mouseEnabled = false; mainSprite.addChild(album); } private function drawBorder():void { _border = new Sprite(); _border.graphics.lineStyle(1, 0x545454); _border.graphics.drawRect (0,0,229,40); mainSprite.addChild(_border); } private function coverArt():void { _image = new Sprite(); var imageLoader : Loader = new Loader(); _loaderInfo = imageLoader.contentLoaderInfo; _loaderInfo.addEventListener(Event.COMPLETE, coverLoaded) var image:URLRequest = new URLRequest(_tune.coverArt); imageLoader.load(image); _image.x = 1.5; _image.y = 2; _image.addChild(imageLoader); } private function coverLoaded(event:Event):void { _loaderInfo.removeEventListener(Event.COMPLETE, coverLoaded); var scaling : Number = IMAGE_SIZE / _image.width; _image.scaleX = scaling; _image.scaleY = scaling; mainSprite.addChild (_image); placeButton(); } public function hilite(state:Boolean):void{ var col : ColorTransform = new ColorTransform(); if(state){ col.color = 0xFFFFFF; } else { col.color = 0x545454; } _border.transform.colorTransform = col; }

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  • C# 2D Camera Max Zoom

    - by Craig
    I have a simple ship sprite moving around the screen along with a 2D Camera. I have zooming in and out working, however when I zoom out it goes past the world bounds and has the cornflower blue background showing. How do I sort it that I can only zoom out as far as showing the entire world (which is a picture of OZ) and thats it? I dont want any of the cornflower blue showing. Cheers! namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } }

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  • Working for Bluetooth MultiPlayer game in Unity for windows Phone 8

    - by Seven 007
    I created a small racing game and i try to implement bluetooth multiplayer in to the game, By using multiplayer plugins for Android I completed for Android Platform. I don't even find any plugins for windows phone 8. So, I tried to do it on myself. msdn Example: Bluetooth App to App Communication But, that's not much useful. If anyone did the bluetooth multiplayer game for windows phone. Just guide me to achive the target. or else give some brief explanation/ links to do the bluetooth multiplayer games for windows phone 8 that may be helpful. Thanks, Seven 007

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  • LEGO Lord of the Rings Cut Scenes Spliced into a Full Length Movie [Video]

    - by Jason Fitzpatrick
    If you take all the cut scenes from the LEGO Lord of the Rings video game and splice them end-to-end, the result is an hour and a half LEGO Lord of the Rings movie. Check out the full video here. Courtesy of SpaceTopGames, this mega splice includes every cut scene from the video game, weighs in at one hour and thirty one minutes, and actually works really well as a movie when strung all together. LEGO Lord of the Rings – All Cutscenes [via Freeware Genius] HTG Explains: Does Your Android Phone Need an Antivirus? How To Use USB Drives With the Nexus 7 and Other Android Devices Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder?

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  • Preparing for Those ‘Requests for Tech Help’ Ahead of Time Can Pay Off [Humorous Image]

    - by Asian Angel
    We have all been there…waiting for the inevitable ‘repeat request’ for help, but ‘sometimes’ you can save the day ahead of time with a little bit of preparation! Then there are the times when it is just best to admit defeat… Found this today while working on a clients completely hosed PC… [Reddit IIIIIIITTTTTTTTTTTT] [via Fail Desk] How To Use USB Drives With the Nexus 7 and Other Android Devices Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It

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  • Microsoft silverlight 5.0 features for developers

    - by Jalpesh P. Vadgama
    Recently on Silverlight 5.0 firestarter event ScottGu has announced road map for Silverlight 5.0. There will be lots of features that will be there in silverlight 5.0 but here are few glimpses of Silverlight 5.0 Features. Improved Data binding support and Better support for MVVM: One of the greatest strength of Silverlight is its data binding. Microsoft is going to enhanced data binding by providing more ability to debug it. Developer will able to debug the binding expression and other stuff in Siverlight 5.0. Its also going to provide Ancestor Relative source binding which will allow property to bind with container control. MVVM pattern support will also be enhanced. Performance and Speed Enhancement: Now silverlight 5.0 will have support for 64bit browser support. So now you can use that silverlight application on 64 bit platform also. There is no need to take extra care for it.It will also have faster startup time and greater support for hardware acceleration. It will also provide end to end support for hard acceleration features of IE 9. More support for Out Of Browser Application: With Siverlight 4.0 Microsoft has announced new features called out of browser application and it has amazed lots of developer because now possibilities are unlimited with it. Now in silverlight 5.0 Out Of Browser application will have ability to Create Manage child windows just like windows forms or WPF Application. So you can fill power of desktop application with your out of browser application. Testing Support with Visual Studio 2010: Microsoft is going to add automated UI Testing support with Visual Studio 2010 with silverlight 5.0. So now we can test UI of Silverlight much faster. Better Support for RIA Services: RIA Services allows us to create N-tier application with silverlight via creating proxy classes on client and server both side. Now it will more features like complex type support, Custom type support for MVVM(Model View View Model) pattern. WCF Enhancements: There are lots of enhancement with WCF but key enhancement will WSTrust support. Text and Printing Support: Silverlight 5.0 will support vector base graphics. It will also support multicolumn text flow and linked text containers. It will full open type support,Postscript vector enhancement. Improved Power Enhancement: This will prevent screensaver from activating while you are watching videos on silverlight. Silverlight 5.0 is going add that smartness so it can determine while you are going to watch video and while you are not going watch videos. Better support for graphics: Silverlight 5.0 will provide in-depth support for 3D API. Now 3D rendering support is more enhancement in silverlight and 3D graphics can be rendered easily. You can find more details on following links and also don’t forgot to view silverlight firestarter keynot video of scottgu. http://www.silverlight.net/news/events/firestarter-labs/ http://blogs.msdn.com/b/katriend/archive/2010/12/06/silverlight-5-features-firestarter-keynote-and-sessions-resources.aspx http://weblogs.asp.net/scottgu/archive/2010/12/02/announcing-silverlight-5.aspx http://www.silverlight.net/news/events/firestarter/ http://www.microsoft.com/silverlight/future/ Hope this will help you. Stay tuned!!!.

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  • Quickly and Easily Create Folders in Windows By Dragging and Dropping Files

    - by Lori Kaufman
    If you use iOS or Android devices, you’re familiar with the drag-and-drop method of creating folders. If you like that method of grouping files, you can get the same functionality on your Windows PC using a free utility, called Smart Folders. Smart Folders helps you quickly organize your files, such as images, documents, and audio files, without having to create separate folders before you move the files. Simply drag one file on top of another file to create a new folder. To use Smart Folders to easily create folders, double-click on the .exe file you downloaded (see the link at the end of this article). Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It How To Delete, Move, or Rename Locked Files in Windows

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  • Does Email Address Obfuscation Actually Prevent Spam?

    - by Jason Fitzpatrick
    Many people obfuscate their email addresses–typing out someguy (at) somedomain (dot) com, for example–to project themselves from SPAM bots. Do such obfuscation techniques actually work? Today’s Question & Answer session comes to us courtesy of SuperUser—a subdivision of Stack Exchange, a community-drive grouping of Q&A web sites. HTG Explains: Does Your Android Phone Need an Antivirus? How To Use USB Drives With the Nexus 7 and Other Android Devices Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder?

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  • How to Make Your Computer Press a Key Every X Seconds

    - by The Geek
    Have you ever needed to press a key every couple of seconds, or every few minutes? Perhaps you’re playing a video game and you’re waiting for an item, or you’ve got some other reason. Either way, here’s how to make your PC do it automatically. You’ll need to start by downloading and installing AutoHotkey, which is a simple scripting language that allows you to create easy scripts. Once you do that, right-click anywhere and choose New –> AutoHotkey Script. Once you’ve done that, paste the following into the script: #PersistentSetTimer, PressTheKey, 1800000Return HTG Explains: How Hackers Take Over Web Sites with SQL Injection / DDoS Use Your Android Phone to Comparison Shop: 4 Scanner Apps Reviewed How to Run Android Apps on Your Desktop the Easy Way

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  • How to Setup Gmail for Custom Domains on the Kindle Fire’s Email App

    - by The Geek
    If you’ve just opened your shiny new Kindle Fire and tried to connect it to Gmail using your own custom (not @gmail.com) email address, you might be in for a surprise: the email account wizard has no idea how to handle this scenario, even if you pick Gmail at the beginning. Here’s how to fix it. Note: we’re in the middle of doing a thorough test of the Kindle Fire, and we’ll post our in-depth review in the next few days. So far: it’s a great tablet for the price. Use Your Android Phone to Comparison Shop: 4 Scanner Apps Reviewed How to Run Android Apps on Your Desktop the Easy Way HTG Explains: Do You Really Need to Defrag Your PC?

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  • What You Said: What’s on Your Geeky Christmas List

    - by Jason Fitzpatrick
    Earlier this week we asked you to share what’s on your geeky Christmas list; you responded and we’re back to share your longed for tech goodies. The most requested item was this year’s hot introduction to the project board market: the Raspberry Pi. Dave writes: A Rapsberry Pi to tinker with, especially to see if I can get it up and running with OpenElec/Raspbmc and a torrent client for a low power media centre/htpc We just finished setting up a batch of new 512MB Raspberry Pi systems running the newest release of Rasbmbc and can’t recommend it enough–new refinements in Raspbmc and the extra 256MB of RAM really improve the media center experience. All John wants is a real keyboard so he can escape the torture of using a touch screen: How to Factory Reset Your Android Phone or Tablet When It Won’t Boot Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode

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  • Play ‘Dune II – The Building of a Dynasty’ Online for Free [Classic Game]

    - by Asian Angel
    Are you a fan of retro sci-fi classic Dune and old-school gaming? Then get the best of both in one package with this free online version of ‘Dune II – The Building of a Dynasty’! When you arrive at the site you will need to choose your house. Once you have made your selection the next part of the game will take a moment or two to load up. From there you will see a short introduction to your chosen house (screenshot above)… Once you have gotten through the introduction to your house, then you can move on to some awesome retro gaming fun! Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode HTG Explains: Does Your Android Phone Need an Antivirus?

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  • Beginner Geek: How To Change the Boot Order in Your Computer’s BIOS

    - by Chris Hoffman
    The boot order in your computer’s BIOS controls which device it loads the operating system from. Modify your boot order to force your computer to boot from a USB drive, CD or DVD drive, or another hard drive. You may need to change this setting when booting from another device, whether you’re running an operating system from a live USB drive or installing a new operating system from a disc. Note: This process will look different on each computer. The instructions here will guide you through the process, but the screenshots won’t look exactly the same. How To Use USB Drives With the Nexus 7 and Other Android Devices Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It

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  • DIY Sunrise Alarm Clock Sports a Polished Build and Perfect Time Keeping

    - by Jason Fitzpatrick
    We’ve seen our fair share of sunrise simulators, but by far this one is the most polished build–everything from the atomic clock circuit to the LEDs are all packed cleanly in a frosted acrylic case. Renaud Schleck, the tinker behind the build, describes the guts: This is an alarm clock simulating the sunrise, which means that a few minutes before the alarm goes off, it shines some light whose brightness increases over time. The alarm clock is built around a MSP430G2553 microcontroller compatible with the MSP430 Launchpad from Texas Instrument. It features a DCF77 module which sets the clock automatically through radio waves. How to Factory Reset Your Android Phone or Tablet When It Won’t Boot Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode

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  • Pancake.io Is a Dead Simple Way to Host a Web Site from Your Dropbox Account

    - by Jason Fitzpatrick
    Pancake.io is a web-based app that makes it dead simple to use your Dropbox account as as simple web host. Signup for an account and Pancake.io creates a folder in your Dropbox. You can modify the page in one of two ways: you can simply put files into the folder and use the simple template provided by Pancake.io to share them or you can edit the template (located in the Pancake.io folder) to customize the page. Hit up the link below to read more about Pancake.io and take it for a test drive. Pancake.io [via ReadWriteWeb] HTG Explains: How Hackers Take Over Web Sites with SQL Injection / DDoS Use Your Android Phone to Comparison Shop: 4 Scanner Apps Reviewed How to Run Android Apps on Your Desktop the Easy Way

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  • How Many People Are In Space Right Now Tells You Just That

    - by Jason Fitzpatrick
    How Many People Are In Space Right Now is a web site with a very focused mission: to keep you abreast of just how many humans are currently exploring space. Like similar single-function sites–such as Is It Raining Now–How Many People Are In Space Right Now serves up the information with a simple interface, just the number and a link to which mission or program the space explorers are deployed under. We don’t know about you, but we’d certainly like to see the ratio of humans in space versus humans on Earth improve from the current one space explorer to several billion humans ratio. How Many People Are In Space Right Now [via Boing Boing] How to Factory Reset Your Android Phone or Tablet When It Won’t Boot Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode

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  • Nebula Filled Skies Above a City Wallpaper

    - by Asian Angel
    Note: To view and download other color variations of this wallpaper vist welshdragon’s gallery. Nebula Skies 5 [deviantART] Latest Features How-To Geek ETC How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? 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 Comix is an Awesome Comics Archive Viewer for Linux Get the MakeUseOf eBook Guide to Speeding Up Windows for Free Need Tech Support? Call the Star Wars Help Desk! [Video Classic] Reclaim Vertical UI Space by Adding a Toolbar to the Left or Right Side of Firefox Androidify Turns You into an Android-style Avatar Reader for Android Updates; Now with Feed Widgets and More

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  • Songs bought from the Ubuntu One Music store showing Unknown Album/Artist in streaming app

    - by rotard
    I've been using Ubuntu one for several years and have purchased several albums from the Ubuntu One music store. All was well while I was playing them from Rhythmbox or Banshee. However, I recently started using the U.O. streaming android app and streaming section of the one.ubuntu.com website and most of my music appears to be untagged. What is going on? Before this question is dismissed as a duplicate, let me reiterate the crucial differences: ALL of the music in my U.O. account was bought in the Ubuntu One music store. This is NOT music that I ripped or bought elsewhere The mp3s that end up on my hard drive DO appear to be tagged correctly The issue affects the U.O. Streaming Music Android app AND the website (viewed in Chrome on my Win7 work PC) Is this some problem with the streaming service? Is there anything I can do?

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  • Ask the Readers: What’s on Your Geeky Christmas List?

    - by Jason Fitzpatrick
    From tablets to replicas of Tattoine, visions of geeky and technology-loaded gifts surely dance in many of your heads. This week’s question is all about you and the loot you’d love to find in your stocking this year. Whether you’re dreaming of tech goodies like a new ultrabook or ebook reader, or of more geeky pursuits like a Star Trek themed chess set or a tour of Africa to visit abandoned Star Wars sets, we want to hear all about it. Don’t be bashful, hop into the comments and let loose with your wish list; check back on Friday for a What You Said roundup highlighting wishes from the endearing to the extravagant. Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode HTG Explains: Does Your Android Phone Need an Antivirus?

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