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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • Our winners- and some BBQ for everyone

    - by Steve Tunstall
    Congrats to our two winners for the first two comments on my last entry. Steve from Australia and John Lemon. Steve won since he was the first person over the International Date Line to see the post I made so late after a workday on Friday. So not only does he get to live in a country with the 2nd most beautiful women in the world, but now he gets some cool Oracle Swag, too. (Yes, I live on the beach in southern California, so you can guess where 1st place is for that other contest…Now if Steve happens to live in Manly, we may actually have a tie going…) OK, ok, for everyone else, you can be winners, too. How you ask? I will make you the envy of every guy and gal in your neighborhood or campsite. What follows is the way to smoke the best ribs you or anyone you know have ever tasted. Follow my instructions and give it a try. People at your party/cookout/campsite will tell you that they’re the best ribs they’ve ever had, and I will let you take all the credit. Yes, I fully realize this post is going to be longer than any post I’ve done yet. But let’s get serious here. Smoking meat is much more important, agreed? J In all honesty, this is a repeat of another blog I did, so I’m just copying and pasting. Step 1. Get some ribs. I actually really like Costco’s pack. They have both St. Louis and Baby Back. (They are the same ribs, but cut in half down the sides. St. Louis style is the ‘front’ of the ribs closest to the stomach, and ‘Baby back’ is the part of the ribs where is connects to the backbone). I like them both, so here you see I got one pack of each. About 4 racks to a pack. So these two packs for $25 each will feed about 16-20 of my guests. So around 3 bucks a person is a pretty good deal for the best ribs you’ll ever have. Step 2. Prep the ribs the night before you’re going to smoke. You need to trim them to fit your smoker racks, and also take off the membrane and add your rub. Then cover and set in fridge overnight. Here’s how to take off the membrane, which will not break down with heat and smoke like the rest of the meat, so must be removed. Use a butter knife to work in a ways between the membrane and the white bone. Just enough to make room for your finger. Try really hard not to poke through the membrane, you want to keep it whole. See how my gloved fingers can now start to lift up and pull off the membrane? This is what you are trying to do. It’s awesome when the whole thing can come off at once. This one is going great, maybe the best one I’ve ever done. Sometime, it falls apart and doesn't come off in one nice piece. I hate when that happens. Now, add your rub and pat it down once into the meat with your other hand. My rub is not secret. I got it from my mentor, a BBQ competitive chef who is currently ranked #1 in California and #3 in the nation on the BBQ circuit. He does full-day classes in southern California if anyone is interested in taking his class. Go to www.slapyodaddybbq.com to check him out. I tweaked his run recipe a tad and made my own. It’s one part Lawry’s, one part sugar, one part Montreal Steak Seasoning, one part garlic powder, one-half part red chili powder, one-half part paprika, and then 1/20th part cayenne. You can adjust that last ingredient, or leave it out. Real cheap stuff you can get at Costco. This lets you make enough rub to last about a year or two. Don’t make it all at once, make a shaker’s worth and use it up before you make more. Place it all in a bowl, mix well, and then add to a shaker like you see here. You can get a shaker with medium sized holes on it at any restaurant supply store or Smart & Final. The kind you see at pizza places for their red pepper flakes works best. Now cover and place in fridge overnight. Step 3. The next day. Ok, I’m ready to go. Get your stuff together. You will need your smoker, some good foil, a can of peach nectar, a bottle of Agave syrup, and a package of brown sugar. You will need this stuff later. I also use a clean spray bottle, and apple juice. Step 4. Make your fire, or turn on your electric smoker. In this example I’m using my portable charcoal smoker. I got this for only $40. I then modified it to be useful. Once modified, these guys actually work very well. Trust me, your food DOES NOT KNOW how expensive your smoker is. Someone who tells you that you need to spend a bunch of money on a smoker is an idiot. I also have an electric smoker that stays in my backyard. It’s cleaner and larger so I can smoke more food. But this little $40 one works great for going camping. Here is what my fire-bowl looks like. I leave a space in the middle open, and place cold charcoal and wood chucks in a circle going outwards. This makes it so when I dump the hot coals down the middle, they will slowly burn outwards, hitting different wood chucks at different times, allowing me to go 4-5 hours without having to even touch my fire. For ribs, I use apple and pecan wood. Pecan works for anything. Apple or any fruit wood is excellent for pork. So now I make my hot charcoal with a chimney only about half-full. I found a great use for that side-burner on my grill that I never use. It makes a fantastic chimney starter. You never use fluids of any kind, nor ever use that stupid charcoal that has lighter fluid built into it. Never, ever, ever. Step 5. Smoke. Add your ribs in the racks and stack them up in your smoker. I have a digital thermometer on a probe that I use to keep track of the temp in the smoker. I just lay the probe on the top rack and shut the lid. This cheap guy is a little harder to maintain the right temperature of around 225 F, so I do have to keep my eye on it more than my electric one or a more expensive charcoal one with the cool gadgets that regulate your temp for you. Every hour, spray apple juice all over your ribs using that spray bottle. After about 3 hours, you should have a very good crust (called the Bark) on your ribs. Once you have the Bark where you want it, carefully remove your ribs and place them in a tray. We are now ready for a very important part to make the flavor. Get a large piece of foil and place one rib section on it. Splash some of the peach nectar on it, and then a drizzle of the Agave syrup. Then, use your gloved hand to pack on some brown sugar. Do this on BOTH sides, and then completely wrap it up TIGHT in the foil. Do this for each rib section, and then place all the wrapped sections back into the smoker for another 4 to 6 hours. This is where the meat will get tender and flavorful. The first three hours is only to make the smoke bark. You don’t need smoke anymore, since the ribs are wrapped, you only need to keep the heat around 225 for the next 4-6 hours. Obviously you don’t spray anymore. Just time and slow heat. Be patient. It’s actually really hard to overdo it. You can let them go longer, and all that will happen is they will get even MORE tender!!! If you take them out too soon, they will be tough. How do you know? Take out one package (use long tongs) and open it up. If you grab a bone with your tongs and it just falls apart and breaks away from the rest of the meat, you are done!!! Enjoy!!! Step 6. Eat. It pulls apart like this when it’s done. By the way, smoking tri-tip is way easier. Just rub it with the same rub, and put in your smoker for about 2.5 hours at 250 F. That’s it. Low-maintenance. It comes out like this, with a fantastic smoke ring and amazing flavor. Thanks, and I will put up another good tip, about the ZFSSA, around the end of November. Steve 

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  • How can I get FreeNAS to respond to libvirt shutdown requests

    - by ptomli
    I have a KVM VM of FreeNAS 0.7.1 Shere (revision 5127) running on Ubuntu Server 10.04 and I'm unable to convince the VM to shutdown from the host virsh shutdown freenas I would expect this to send some ACPI? trigger to the VM and FreeNAS then do what it's told. I'm not a FreeBSD fundi so I don't really know what packages or processes to poke to get this running. I have tried to convince powerd to run, but the VM cpus don't have the required freq entry Sysctl HW $ sysctl hw hw.machine: amd64 hw.model: QEMU Virtual CPU version 0.12.3 hw.ncpu: 1 hw.byteorder: 1234 hw.physmem: 523116544 hw.usermem: 463806464 hw.pagesize: 4096 hw.floatingpoint: 1 hw.machine_arch: amd64 hw.realmem: 536850432 hw.aac.iosize_max: 65536 hw.amr.force_sg32: 0 hw.an.an_cache_iponly: 1 hw.an.an_cache_mcastonly: 0 hw.an.an_cache_mode: dbm hw.an.an_dump: off hw.ata.to: 15 hw.ata.wc: 1 hw.ata.atapi_dma: 1 hw.ata.ata_dma_check_80pin: 1 hw.ata.ata_dma: 1 hw.ath.txbuf: 200 hw.ath.rxbuf: 40 hw.ath.regdomain: 0 hw.ath.countrycode: 0 hw.ath.xchanmode: 1 hw.ath.outdoor: 1 hw.ath.calibrate: 30 hw.ath.hal.swba_backoff: 0 hw.ath.hal.sw_brt: 10 hw.ath.hal.dma_brt: 2 hw.bce.msi_enable: 1 hw.bce.tso_enable: 1 hw.bge.allow_asf: 0 hw.cardbus.cis_debug: 0 hw.cardbus.debug: 0 hw.cs.recv_delay: 570 hw.cs.ignore_checksum_failure: 0 hw.cs.debug: 0 hw.cxgb.snd_queue_len: 50 hw.cxgb.use_16k_clusters: 1 hw.cxgb.force_fw_update: 0 hw.cxgb.singleq: 0 hw.cxgb.ofld_disable: 0 hw.cxgb.msi_allowed: 2 hw.cxgb.txq_mr_size: 1024 hw.cxgb.sleep_ticks: 1 hw.cxgb.tx_coalesce: 0 hw.firewire.hold_count: 3 hw.firewire.try_bmr: 1 hw.firewire.fwmem.speed: 2 hw.firewire.fwmem.eui64_lo: 0 hw.firewire.fwmem.eui64_hi: 0 hw.firewire.phydma_enable: 1 hw.firewire.nocyclemaster: 0 hw.firewire.fwe.rx_queue_len: 128 hw.firewire.fwe.tx_speed: 2 hw.firewire.fwe.stream_ch: 1 hw.firewire.fwip.rx_queue_len: 128 hw.firewire.sbp.tags: 0 hw.firewire.sbp.use_doorbell: 0 hw.firewire.sbp.scan_delay: 500 hw.firewire.sbp.login_delay: 1000 hw.firewire.sbp.exclusive_login: 1 hw.firewire.sbp.max_speed: -1 hw.firewire.sbp.auto_login: 1 hw.mfi.max_cmds: 128 hw.mfi.event_class: 0 hw.mfi.event_locale: 65535 hw.pccard.cis_debug: 0 hw.pccard.debug: 0 hw.cbb.debug: 0 hw.cbb.start_32_io: 4096 hw.cbb.start_16_io: 256 hw.cbb.start_memory: 2281701376 hw.pcic.pd6722_vsense: 1 hw.pcic.intr_mask: 57016 hw.pci.honor_msi_blacklist: 1 hw.pci.enable_msix: 1 hw.pci.enable_msi: 1 hw.pci.do_power_resume: 1 hw.pci.do_power_nodriver: 0 hw.pci.enable_io_modes: 1 hw.pci.host_mem_start: 2147483648 hw.syscons.kbd_debug: 1 hw.syscons.kbd_reboot: 1 hw.syscons.bell: 1 hw.syscons.saver.keybonly: 1 hw.syscons.sc_no_suspend_vtswitch: 0 hw.usb.uplcom.interval: 100 hw.usb.uvscom.interval: 100 hw.usb.uvscom.opktsize: 8 hw.wi.debug: 0 hw.wi.txerate: 0 hw.xe.debug: 0 hw.intr_storm_threshold: 1000 hw.availpages: 127714 hw.bus.devctl_disable: 0 hw.ste.rxsyncs: 0 hw.busdma.total_bpages: 32 hw.busdma.zone0.total_bpages: 32 hw.busdma.zone0.free_bpages: 32 hw.busdma.zone0.reserved_bpages: 0 hw.busdma.zone0.active_bpages: 0 hw.busdma.zone0.total_bounced: 0 hw.busdma.zone0.total_deferred: 0 hw.busdma.zone0.lowaddr: 0xffffffff hw.busdma.zone0.alignment: 2 hw.busdma.zone0.boundary: 65536 hw.clockrate: 2808 hw.instruction_sse: 1 hw.apic.enable_extint: 0 hw.kbd.keymap_restrict_change: 0 hw.acpi.supported_sleep_state: S3 S4 S5 hw.acpi.power_button_state: S5 hw.acpi.sleep_button_state: S3 hw.acpi.lid_switch_state: NONE hw.acpi.standby_state: S1 hw.acpi.suspend_state: S3 hw.acpi.sleep_delay: 1 hw.acpi.s4bios: 0 hw.acpi.verbose: 0 hw.acpi.disable_on_reboot: 0 hw.acpi.handle_reboot: 0 hw.acpi.cpu.cx_lowest: C1 Processes $ ps ax PID TT STAT TIME COMMAND 0 ?? DLs 0:00.00 [swapper] 1 ?? ILs 0:00.00 /sbin/init -- 2 ?? DL 0:00.08 [g_event] 3 ?? DL 0:00.29 [g_up] 4 ?? DL 0:00.33 [g_down] 5 ?? DL 0:00.00 [crypto] 6 ?? DL 0:00.00 [crypto returns] 7 ?? DL 0:00.00 [xpt_thrd] 8 ?? DL 0:00.00 [kqueue taskq] 9 ?? DL 0:00.00 [acpi_task_0] 10 ?? RL 34:12.42 [idle: cpu0] 11 ?? WL 0:01.13 [swi4: clock sio] 12 ?? WL 0:00.00 [swi3: vm] 13 ?? WL 0:00.00 [swi1: net] 14 ?? DL 0:00.04 [yarrow] 15 ?? WL 0:00.00 [swi6: task queue] 16 ?? WL 0:00.00 [swi2: cambio] 17 ?? DL 0:00.00 [acpi_task_1] 18 ?? DL 0:00.00 [acpi_task_2] 19 ?? WL 0:00.00 [swi5: +] 20 ?? DL 0:00.01 [thread taskq] 21 ?? WL 0:00.00 [swi6: Giant taskq] 22 ?? WL 0:00.00 [irq9: acpi0] 23 ?? WL 0:00.09 [irq14: ata0] 24 ?? WL 0:00.11 [irq15: ata1] 25 ?? WL 0:00.57 [irq11: ed0 uhci0] 26 ?? DL 0:00.00 [usb0] 27 ?? DL 0:00.00 [usbtask-hc] 28 ?? DL 0:00.00 [usbtask-dr] 29 ?? WL 0:00.01 [irq1: atkbd0] 30 ?? WL 0:00.00 [swi0: sio] 31 ?? DL 0:00.00 [sctp_iterator] 32 ?? DL 0:00.00 [pagedaemon] 33 ?? DL 0:00.00 [vmdaemon] 34 ?? DL 0:00.00 [idlepoll] 35 ?? DL 0:00.00 [pagezero] 36 ?? DL 0:00.01 [bufdaemon] 37 ?? DL 0:00.00 [vnlru] 38 ?? DL 0:00.14 [syncer] 39 ?? DL 0:00.01 [softdepflush] 1221 ?? Is 0:00.00 /sbin/devd 1289 ?? Is 0:00.01 /usr/sbin/syslogd -ss -f /var/etc/syslog.conf 1608 ?? Is 0:00.00 /usr/sbin/cron -s 1692 ?? Ss 0:00.03 /usr/local/sbin/mDNSResponderPosix -b -f /var/etc/mdn 1730 ?? S 0:00.43 /usr/local/sbin/lighttpd -f /var/etc/lighttpd.conf -m 1882 ?? DL 0:00.00 [system_taskq] 1883 ?? DL 0:00.00 [arc_reclaim_thread] 4139 ?? S 0:00.03 /usr/local/bin/php /usr/local/www/exec.php 4144 ?? S 0:00.00 sh -c ps ax 4145 ?? R 0:00.00 ps ax 1816 v0 Is 0:00.01 login [pam] (login) 1818 v0 I+ 0:00.03 -tcsh (csh) 1817 v1 Is+ 0:00.00 /usr/libexec/getty Pc ttyv1 1402 con- I 0:00.00 /usr/local/sbin/afpd -F /var/etc/afpd.conf 1404 con- S 0:00.00 /usr/local/sbin/cnid_metad 1682 con- I 0:02.78 /usr/local/sbin/mt-daapd -m -c /var/etc/mt-daapd.conf 1789 con- S 0:00.18 /usr/local/bin/fuppesd --config-dir /var/etc --config Libvert snippet <domain type='kvm'> <name>freenas</name> <uuid>********-****-****-****-************</uuid> <memory>524288</memory> <currentMemory>524288</currentMemory> <vcpu>1</vcpu> <os> <type arch='x86_64' machine='pc-0.12'>hvm</type> <boot dev='hd'/> </os> <features> <acpi/> <apic/> <pae/> </features> <clock offset='utc'/> <on_poweroff>destroy</on_poweroff> <on_reboot>restart</on_reboot> <on_crash>restart</on_crash> <devices> <emulator>/usr/bin/kvm</emulator> Is this possible? Ideally I'd like to be able to stop the host without having to manually deal with shutting down the VM.

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  • Cannot use WCF service from windows mobile 5: no endpoint found.

    - by sweeney
    Hi All, I'm trying to figure out how to call a WCF service from a windows smart phone. I have a very simple smartphone console app, which does nothing but launch and make 1 call to the service. The service simply returns a string. I am able to instantiate the proxy class but when i call the method it throws an exception: There was no endpoint listening at http://mypcname/Service1.svc/basic that could accept the message. This is often caused by an incorrect address or SOAP action. See InnerException, if present, for more details. The inner exception: Could not establish connection to network. I've tried to follow this tutorial on setting up services with windows mobile. I've used the NetCFSvcUtil to create the proxy classes. I have the service running on IIS on my machine and had the Util consume the wsdl from that location. I've created a basic http binding as suggested in the article and i think i've pointed the proxy at the correct uri. Here some sections of relevant code in case it's helpful to see. If anyone has any suggestions, i'd really appreciate it. I'm not sure what else i can poke at to get this thing to work. Thanks! Client, (Program.cs): using System; using System.Linq; using System.Collections.Generic; using System.Text; namespace WcfPoC { class Program { static void Main(string[] args) { try { Service1Client proxy = new Service1Client(); string test = proxy.GetData(5); } catch (Exception e) { Console.WriteLine(e.Message); Console.WriteLine(e.InnerException.Message); Console.WriteLine(e.StackTrace); } } } } Client Proxy excerpt (Service1.cs): [System.Diagnostics.DebuggerStepThroughAttribute()] [System.CodeDom.Compiler.GeneratedCodeAttribute("System.ServiceModel", "3.0.0.0")] public partial class Service1Client : Microsoft.Tools.ServiceModel.CFClientBase<IService1>, IService1 { //modified according to the walk thru linked above... public static System.ServiceModel.EndpointAddress EndpointAddress = new System.ServiceModel.EndpointAddress("http://boston7/Service1.svc/basic"); /* *a bunch of code create by the svc util - left unmodified */ } The Service (Service1.svc.cs): using System; using System.Collections.Generic; using System.Linq; using System.Runtime.Serialization; using System.ServiceModel; using System.Text; namespace WcfService1 { // NOTE: If you change the class name "Service1" here, you must also update the reference to "Service1" in Web.config and in the associated .svc file. public class Service1 : IService1 { public string GetData(int value) //i'm calling this one... { return string.Format("You entered: {0}", value); } public CompositeType GetDataUsingDataContract(CompositeType composite) { if (composite.BoolValue) { composite.StringValue += "Suffix"; } return composite; } } } Service Interface (IService1.cs): using System; using System.Collections.Generic; using System.Linq; using System.Runtime.Serialization; using System.ServiceModel; using System.Text; namespace WcfService1 { // NOTE: If you change the interface name "IService1" here, you must also update the reference to "IService1" in Web.config. [ServiceContract] public interface IService1 { [OperationContract] string GetData(int value); //this is the call im using... [OperationContract] CompositeType GetDataUsingDataContract(CompositeType composite); // TODO: Add your service operations here } // Use a data contract as illustrated in the sample below to add composite types to service operations. [DataContract] public class CompositeType { /* * ommitted - not using this type anyway... */ } } Web.config excerpt: <services> <service name="WcfService1.Service1" behaviorConfiguration="WcfService1.Service1Behavior"> <!-- Service Endpoints --> <endpoint address="" binding="basicHttpBinding" contract="WcfService1.IService1"/> <endpoint address="mex" binding="mexHttpBinding" contract="IMetadataExchange"/> <host> <baseAddresses> <add baseAddress="http://boston7/" /> </baseAddresses> </host> </service> </services>

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  • Designing for the future

    - by Dennis Vroegop
    User interfaces and user experience design is a fast moving field. It’s something that changes pretty quick: what feels fresh today will look outdated tomorrow. I remember the day I first got a beta version of Windows 95 and I felt swept away by the user interface of the OS. It felt so modern! If I look back now, it feels old. Well, it should: the design is 17 years old which is an eternity in our field. Of course, this is not limited to UI. Same goes for many industries. I want you to think back of the cars that amazed you when you were in your teens (if you are in your teens then this may not apply to you). Didn’t they feel like part of the future? Didn’t you think that this was the ultimate in designs? And aren’t those designs hopelessly outdated today (again, depending on your age, it may just be me)? Let’s review the Win95 design: And let’s compare that to Windows 7: There are so many differences here, I wouldn’t even know where to start explaining them. The general feeling however is one of more usability: studies have shown Windows 7 is much easier to understand for new users than the older versions of Windows did. Of course, experienced Windows users didn’t like it: people are usually afraid of changes and like to stick to what they know. But for new users this was a huge improvement. And that is what UX design is all about: make a product easier to use, with less training required and make users feel more productive. Still, there are areas where this doesn’t hold up. There are plenty examples of designs from the past that are still fresh today. But if you look closely at them, you’ll notice some subtle differences. This differences are what keep the designs fresh. A good example is the signs you’ll find on the road. They haven’t changed much over the years (otherwise people wouldn’t recognize them anymore) but they have been changing gradually to reflect changes in traffic. The same goes for computer interfaces. With each new product or version of a product, the UI and UX is changed gradually. Every now and then however, a bigger change is needed. Just think about the introduction of the Ribbon in Microsoft Office 2007: the whole UI was redesigned. A lot of old users (not in age, but in times of using older versions) didn’t like it a bit, but new users or casual users seem to be more efficient using the product. Which, of course, is exactly the reason behind the changes. I believe that a big engine behind the changes in User Experience design has been the web. In the old days (i.e. before the explosion of the internet) user interface design in Windows applications was limited to choosing the margins between your battleship gray buttons. When the web came along, and especially the web 2.0 where the browsers started to act more and more as application platforms, designers stepped in and made a huge impact. In the browser, they could do whatever they wanted. In the beginning this was limited to the darn blink tag but gradually people really started to think about UX. Even more so: the design of the UI and the whole experience was taken away from the developers and put into the hands of people who knew what they were doing: UX designers. This caused some problems. Everyone who has done a web project in the early 2000’s must have had the same experience: the designers give you a set of Photoshop files and tell you to translate it to HTML. Which, of course, is very hard to do. However, with new tooling and new standards this became much easier. The latest version of HTML and CSS has taken the responsibility for the design away from the developers and placed them in the capable hands of the designers. And that’s where that responsibility belongs, after all, I don’t want a designer to muck around in my c# code just as much as he or she doesn’t want me to poke in the sites style definitions. This change in responsibilities resulted in good looking but more important: better thought out user interfaces in websites. And when websites became more and more interactive, people started to expect the same sort of look and feel from their desktop applications. But that didn’t really happen. Most business applications still have that battleship gray look and feel. Ok, they may use a different color but we’re not talking colors here but usability. Now, you may not be able to read the Dutch captions, but even if you did you wouldn’t understand what was going on. At least, not when you first see it. You have to scan the screen, read all the labels, see how they are related to the other elements on the screen and then figure out what they do. If you’re an experienced user of this application however, this might be a good thing: you know what to do and you get all the information you need in one single screen. But for most applications this isn’t the case. A lot of people only use their computer for a limited time a day (a weird concept for me, but it happens) and need it to get something done and then get on with their lives. For them, a user interface experience like the above isn’t working. (disclaimer: I just picked a screenshot, I am not saying this is bad software but it is an example of about 95% of the Windows applications out there). For the knowledge worker, this isn’t a problem. They use one or two systems and they know exactly what they need to do to achieve their goal. They don’t want any clutter on their screen that distracts them from their task, they just want to be as efficient as possible. When they know the systems they are very productive. The point is, how long does it take to become productive? And: could they be even more productive if the UX was better? Are there things missing that they don’t know about? Are there better ways to achieve what they want to achieve? Also: could a system be designed in such a way that it is not only much more easy to work with but also less tiring? in the example above you need to switch between the keyboard and mouse a lot, something that we now know can be very tiring. The goal of most applications (being client apps or websites on any kind of device) is to provide information. Information is data that when given to the right people, on the right time, in the right place and when it is correct adds value for that person (please, remember that definition: I still hear the statement “the information was wrong” which doesn’t make sense: data can be wrong, information cannot be). So if a system provides data, how can we make sure the chances of becoming information is as high as possible? A good example of a well thought-out system that attempts this is the Zune client. It is a very good application, and I think the UX is much better than it’s main competitor iTunes. Have a look at both: On the left you see the iTunes screenshot, on the right the Zune. As you notice, the Zune screen has more images but less chrome (chrome being visuals not part of the data you want to show, i.e. edges around buttons). The whole thing is text oriented or image oriented, where that text or image is part of the information you need. What is important is big, what’s less important is smaller. Yet, everything you need to know at that point is present and your attention is drawn immediately to what you’re trying to achieve: information about music. You can easily switch between the content on your machine and content on your Zune player but clicking on the image of the player. But if you didn’t know that, you’d find out soon enough: the whole UX is designed in such a way that it invites you to play around. So sooner or later (probably sooner) you’d click on that image and you would see what it does. In the iTunes version it’s harder to find: the discoverability is a lot lower. For inexperienced people the Zune player feels much more natural than the iTunes player, and they get up to speed a lot faster. How does this all work? Why is this UX better? The answer lies in a project from Microsoft with the codename (it seems to be becoming the official name though) “Metro”. Metro is a design language, based on certain principles. When they thought about UX they took a good long look around them and went out in search of metaphors. And they found them. The team noticed that signage in streets, airports, roads, buildings and so on are usually very clear and very precise. These signs give you the information you need and nothing more. It’s simple, clearly understood and fast to understand. A good example are airport signs. Airports can be intimidating places, especially for the non-experienced traveler. In the early 1990’s Amsterdam Airport Schiphol decided to redesign all the signage to make the traveller feel less disoriented. They developed a set of guidelines for signs and implemented those. Soon, most airports around the world adopted these ideas and you see variations of the Dutch signs everywhere on the globe. The signs are text-oriented. Yes, there are icons explaining what it all means for the people who can’t read or don’t understand the language, but the basic sign language is text. It’s clear, it’s high-contrast and it’s easy to understand. One look at the sign and you know where to go. The only thing I don’t like is the green sign pointing to the emergency exit, but since this is the default style for emergency exits I understand why they did this. If you look at the Zune UI again, you’ll notice the similarities. Text oriented, little or no icons, clear usage of fonts and all the information you need. This design language has a set of principles: Clean, light, open and fast Content, not chrome Soulful and alive These are just a couple of the principles, you can read the whole philosophy behind Metro for Windows Phone 7 here. These ideas seem to work. I love my Windows Phone 7. It’s easy to use, it’s clear, there’s no clutter that I do not need. It works for me. And I noticed it works for a lot of other people as well, especially people who aren’t as proficient with computers as I am. You see these ideas in a lot other places. Corning, a manufacturer of glass, has made a video of possible usages of their products. It’s their glimpse into the future. You’ll notice that a lot of the UI in the screens look a lot like what Microsoft is doing with Metro (not coincidentally Corning is the supplier for the Gorilla glass display surface on the new SUR40 device (or Surface v2.0 as a lot of people call it)). The idea behind this vision is that data should be available everywhere where you it. Systems should be available at all times and data is presented in a clear and light manner so that you can turn that data into information. You don’t need a lot of fancy animations that only distract from the data. You want the data and you want it fast. Have a look at this truly inspiring video that made: This is what I believe the future will look like. Of course, not everything is possible, or even desirable. But it is a nice way to think about the future . I feel very strongly about designing applications in such a way that they add value to the user. Designing applications that turn data into information. Applications that make the user feel happy to use them. So… when are you going to drop the battleship-gray designs? Tags van Technorati: surface,design,windows phone 7,wp7,metro

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  • Rounded Corners and Shadows &ndash; Dialogs with CSS

    - by Rick Strahl
    Well, it looks like we’ve finally arrived at a place where at least all of the latest versions of main stream browsers support rounded corners and box shadows. The two CSS properties that make this possible are box-shadow and box-radius. Both of these CSS Properties now supported in all the major browsers as shown in this chart from QuirksMode: In it’s simplest form you can use box-shadow and border radius like this: .boxshadow { -moz-box-shadow: 3px 3px 5px #535353; -webkit-box-shadow: 3px 3px 5px #535353; box-shadow: 3px 3px 5px #535353; } .roundbox { -moz-border-radius: 6px 6px 6px 6px; -webkit-border-radius: 6px; border-radius: 6px 6px 6px 6px; } box-shadow: horizontal-shadow-pixels vertical-shadow-pixels blur-distance shadow-color box-shadow attributes specify the the horizontal and vertical offset of the shadow, the blur distance (to give the shadow a smooth soft look) and a shadow color. The spec also supports multiple shadows separated by commas using the attributes above but we’re not using that functionality here. box-radius: top-left-radius top-right-radius bottom-right-radius bottom-left-radius border-radius takes a pixel size for the radius for each corner going clockwise. CSS 3 also specifies each of the individual corner elements such as border-top-left-radius, but support for these is much less prevalent so I would recommend not using them for now until support improves. Instead use the single box-radius to specify all corners. Browser specific Support in older Browsers Notice that there are two variations: The actual CSS 3 properties (box-shadow and box-radius) and the browser specific ones (-moz, –webkit prefixes for FireFox and Chrome/Safari respectively) which work in slightly older versions of modern browsers before official CSS 3 support was added. The goal is to spread support as widely as possible and the prefix versions extend the range slightly more to those browsers that provided early support for these features. Notice that box-shadow and border-radius are used after the browser specific versions to ensure that the latter versions get precedence if the browser supports both (last assignment wins). Use the .boxshadow and .roundbox Styles in HTML To use these two styles create a simple rounded box with a shadow you can use HTML like this: <!-- Simple Box with rounded corners and shadow --> <div class="roundbox boxshadow" style="width: 550px; border: solid 2px steelblue"> <div class="boxcontenttext"> Simple Rounded Corner Box. </div> </div> which looks like this in the browser: This works across browsers and it’s pretty sweet and simple. Watch out for nested Elements! There are a couple of things to be aware of however when using rounded corners. Specifically, you need to be careful when you nest other non-transparent content into the rounded box. For example check out what happens when I change the inside <div> to have a colored background: <!-- Simple Box with rounded corners and shadow --> <div class="roundbox boxshadow" style="width: 550px; border: solid 2px steelblue"> <div class="boxcontenttext" style="background: khaki;"> Simple Rounded Corner Box. </div> </div> which renders like this:   If you look closely you’ll find that the inside <div>’s corners are not rounded and so ‘poke out’ slightly over the rounded corners. It looks like the rounded corners are ‘broken’ up instead of a solid rounded line around the corner, which his pretty ugly. The bigger the radius the more drastic this effect becomes . To fix this issue the inner <div> also has have rounded corners at the same or slightly smaller radius than the outer <div>. The simple fix for this is to simply also apply the roundbox style to the inner <div> in addition to the boxcontenttext style already applied: <div class="boxcontenttext roundbox" style="background: khaki;"> The fixed display now looks proper: Separate Top and Bottom Elements This gets even a little more tricky if you have an element at the top or bottom only of the rounded box. What if you need to add something like a header or footer <div> that have non-transparent backgrounds which is a pretty common scenario? In those cases you want only the top or bottom corners rounded and not both. To make this work a couple of additional styles to round only the top and bottom corners can be created: .roundbox-top { -moz-border-radius: 4px 4px 0 0; -webkit-border-radius: 4px 4px 0 0; border-radius: 4px 4px 0 0; } .roundbox-bottom { -moz-border-radius: 0 0 4px 4px; -webkit-border-radius: 0 0 4px 4px; border-radius: 0 0 4px 4px; } Notice that radius used for the ‘inside’ rounding is smaller (4px) than the outside radius (6px). This is so the inner radius fills into the outer border – if you use the same size you may have some white space showing between inner and out rounded corners. Experiment with values to see what works – in my experimenting the behavior across browsers here is consistent (thankfully). These styles can be applied in addition to other styles to make only the top or bottom portions of an element rounded. For example imagine I have styles like this: .gridheader, .gridheaderbig, .gridheaderleft, .gridheaderright { padding: 4px 4px 4px 4px; background: #003399 url(images/vertgradient.png) repeat-x; text-align: center; font-weight: bold; text-decoration: none; color: khaki; } .gridheaderleft { text-align: left; } .gridheaderright { text-align: right; } .gridheaderbig { font-size: 135%; } If I just apply say gridheader by itself in HTML like this: <div class="roundbox boxshadow" style="width: 550px; border: solid 2px steelblue"> <div class="gridheaderleft">Box with a Header</div> <div class="boxcontenttext" style="background: khaki;"> Simple Rounded Corner Box. </div> </div> This results in a pretty funky display – again due to the fact that the inner elements render square rather than rounded corners: If you look close again you can see that both the header and the main content have square edges which jumps out at the eye. To fix this you can now apply the roundbox-top and roundbox-bottom to the header and content respectively: <div class="roundbox boxshadow" style="width: 550px; border: solid 2px steelblue"> <div class="gridheaderleft roundbox-top">Box with a Header</div> <div class="boxcontenttext roundbox-bottom" style="background: khaki;"> Simple Rounded Corner Box. </div> </div> Which now gives the proper display with rounded corners both on the top and bottom: All of this is sweet to be supported – at least by the newest browser – without having to resort to images and nasty JavaScripts solutions. While this is still not a mainstream feature yet for the majority of actually installed browsers, the majority of browser users are very likely to have this support as most browsers other than IE are actively pushing users to upgrade to newer versions. Since this is a ‘visual display only feature it degrades reasonably well in non-supporting browsers: You get an uninteresting square and non-shadowed browser box, but the display is still overall functional. The main sticking point – as always is Internet Explorer versions 8.0 and down as well as older versions of other browsers. With those browsers you get a functional view that is a little less interesting to look at obviously: but at least it’s still functional. Maybe that’s just one more incentive for people using older browsers to upgrade to a  more modern browser :-) Creating Dialog Related Styles In a lot of my AJAX based applications I use pop up windows which effectively work like dialogs. Using the simple CSS behaviors above, it’s really easy to create some fairly nice looking overlaid windows with nothing but CSS. Here’s what a typical ‘dialog’ I use looks like: The beauty of this is that it’s plain CSS – no plug-ins or images (other than the gradients which are optional) required. Add jQuery-ui draggable (or ww.jquery.js as shown below) and you have a nice simple inline implementation of a dialog represented by a simple <div> tag. Here’s the HTML for this dialog: <div id="divDialog" class="dialog boxshadow" style="width: 450px;"> <div class="dialog-header"> <div class="closebox"></div> User Sign-in </div> <div class="dialog-content"> <label>Username:</label> <input type="text" name="txtUsername" value=" " /> <label>Password</label> <input type="text" name="txtPassword" value=" " /> <hr /> <input type="button" id="btnLogin" value="Login" /> </div> <div class="dialog-statusbar">Ready</div> </div> Most of this behavior is driven by the ‘dialog’ styles which are fairly basic and easy to understand. They do use a few support images for the gradients which are provided in the sample I’ve provided. Here’s what the CSS looks like: .dialog { background: White; overflow: hidden; border: solid 1px steelblue; -moz-border-radius: 6px 6px 4px 4px; -webkit-border-radius: 6px 6px 4px 4px; border-radius: 6px 6px 3px 3px; } .dialog-header { background-image: url(images/dialogheader.png); background-repeat: repeat-x; text-align: left; color: cornsilk; padding: 5px; padding-left: 10px; font-size: 1.02em; font-weight: bold; position: relative; -moz-border-radius: 4px 4px 0px 0px; -webkit-border-radius: 4px 4px 0px 0px; border-radius: 4px 4px 0px 0px; } .dialog-top { -moz-border-radius: 4px 4px 0px 0px; -webkit-border-radius: 4px 4px 0px 0px; border-radius: 4px 4px 0px 0px; } .dialog-bottom { -moz-border-radius: 0 0 3px 3px; -webkit-border-radius: 0 0 3px 3px; border-radius: 0 0 3px 3px; } .dialog-content { padding: 15px; } .dialog-statusbar, .dialog-toolbar { background: #eeeeee; background-image: url(images/dialogstrip.png); background-repeat: repeat-x; padding: 5px; padding-left: 10px; border-top: solid 1px silver; border-bottom: solid 1px silver; font-size: 0.8em; } .dialog-statusbar { -moz-border-radius: 0 0 3px 3px; -webkit-border-radius: 0 0 3px 3px; border-radius: 0 0 3px 3px; padding-right: 10px; } .closebox { position: absolute; right: 2px; top: 2px; background-image: url(images/close.gif); background-repeat: no-repeat; width: 14px; height: 14px; cursor: pointer; opacity: 0.60; filter: alpha(opacity="80"); } .closebox:hover { opacity: 1; filter: alpha(opacity="100"); } The main style is the dialog class which is the outer box. It has the rounded border that serves as the outline. Note that I didn’t add the box-shadow to this style because in some situations I just want the rounded box in an inline display that doesn’t have a shadow so it’s still applied separately. dialog-header, then has the rounded top corners and displays a typical dialog heading format. dialog-bottom and dialog-top then provide the same functionality as roundbox-top and roundbox-bottom described earlier but are provided mainly in the stylesheet for consistency to match the dialog’s round edges and making it easier to  remember and find in Intellisense as it shows up in the same dialog- group. dialog-statusbar and dialog-toolbar are two elements I use a lot for floating windows – the toolbar serves for buttons and options and filters typically, while the status bar provides information specific to the floating window. Since the the status bar is always on the bottom of the dialog it automatically handles the rounding of the bottom corners. Finally there’s  closebox style which is to be applied to an empty <div> tag in the header typically. What this does is render a close image that is by default low-lighted with a low opacity value, and then highlights when hovered over. All you’d have to do handle the close operation is handle the onclick of the <div>. Note that the <div> right aligns so typically you should specify it before any other content in the header. Speaking of closable – some time ago I created a closable jQuery plug-in that basically automates this process and can be applied against ANY element in a page, automatically removing or closing the element with some simple script code. Using this you can leave out the <div> tag for closable and just do the following: To make the above dialog closable (and draggable) which makes it effectively and overlay window, you’d add jQuery.js and ww.jquery.js to the page: <script type="text/javascript" src="../../scripts/jquery.min.js"></script> <script type="text/javascript" src="../../scripts/ww.jquery.min.js"></script> and then simply call: <script type="text/javascript"> $(document).ready(function () { $("#divDialog") .draggable({ handle: ".dialog-header" }) .closable({ handle: ".dialog-header", closeHandler: function () { alert("Window about to be closed."); return true; // true closes - false leaves open } }); }); </script> * ww.jquery.js emulates base features in jQuery-ui’s draggable. If jQuery-ui is loaded its draggable version will be used instead and voila you have now have a draggable and closable window – here in mid-drag:   The dragging and closable behaviors are of course optional, but it’s the final touch that provides dialog like window behavior. Relief for older Internet Explorer Versions with CSS Pie If you want to get these features to work with older versions of Internet Explorer all the way back to version 6 you can check out CSS Pie. CSS Pie provides an Internet Explorer behavior file that attaches to specific CSS rules and simulates these behavior using script code in IE (mostly by implementing filters). You can simply add the behavior to each CSS style that uses box-shadow and border-radius like this: .boxshadow {     -moz-box-shadow: 3px 3px 5px #535353;     -webkit-box-shadow: 3px 3px 5px #535353;           box-shadow: 3px 3px 5px #535353;     behavior: url(scripts/PIE.htc);           } .roundbox {      -moz-border-radius: 6px 6px 6px 6px;     -webkit-border-radius: 6px;      border-radius: 6px 6px 6px 6px;     behavior: url(scripts/PIE.htc); } CSS Pie requires the PIE.htc on your server and referenced from each CSS style that needs it. Note that the url() for IE behaviors is NOT CSS file relative as other CSS resources, but rather PAGE relative , so if you have more than one folder you probably need to reference the HTC file with a fixed path like this: behavior: url(/MyApp/scripts/PIE.htc); in the style. Small price to pay, but a royal pain if you have a common CSS file you use in many applications. Once the PIE.htc file has been copied and you have applied the behavior to each style that uses these new features Internet Explorer will render rounded corners and box shadows! Yay! Hurray for box-shadow and border-radius All of this functionality is very welcome natively in the browser. If you think this is all frivolous visual candy, you might be right :-), but if you take a look on the Web and search for rounded corner solutions that predate these CSS attributes you’ll find a boatload of stuff from image files, to custom drawn content to Javascript solutions that play tricks with a few images. It’s sooooo much easier to have this functionality built in and I for one am glad to see that’s it’s finally becoming standard in the box. Still remember that when you use these new CSS features, they are not universal, and are not going to be really soon. Legacy browsers, especially old versions of Internet Explorer that can’t be updated will continue to be around and won’t work with this shiny new stuff. I say screw ‘em: Let them get a decent recent browser or see a degraded and ugly UI. We have the luxury with this functionality in that it doesn’t typically affect usability – it just doesn’t look as nice. Resources Download the Sample The sample includes the styles and images and sample page as well as ww.jquery.js for the draggable/closable example. Online Sample Check out the sample described in this post online. Closable and Draggable Documentation Documentation for the closeable and draggable plug-ins in ww.jquery.js. You can also check out the full documentation for all the plug-ins contained in ww.jquery.js here. © Rick Strahl, West Wind Technologies, 2005-2011Posted in HTML  CSS  

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  • Using Flot's Bar Graph in an Android WebView with Highlighting

    - by Nicholi
    The issue is unhighlighting bars which are no longer selected in a bar graph plotted by flot in a WebView on Android. Got no other issues drawing the actual graphs (which look beautiful for something so simple btw). I am not extremely knowledgeable in terms of javascript and web design/development but it seems little should have been needed, if it would just work!! :( I believe I'm following the Flot API correctly, if not someone please scream and yell at me. It seems to work just fine in a non-mobile browser at least. Hoping someone has done this before, but if not I've got the minimal necessary code to poke at your droids if inquiring minds would like to test. I've tested on two Nexus Ones (both 2.2.1), and have tried targeting with Andriod 1.5 and 2.2 SDKs (my intention is to target 1.5 if possible). I've been attempting to hack away at this for far too long on my own now. What happens: 1. Graph loads fine with bars. All bars unhighlighted. 2. Select a bar in graph, gets highlighted fine (and a tooltip is placed). 3. Select a different bar in graph, old bar is unhighlighted, old tooltip removed, new bar highlighted and tooltip placed (still no problems). 4. Click in the vast darkness of the graph which should then unhighlight the last bar... but it doesn't. I've tried disabling flot's autohighlight and manually doing it as well to no avail. Looking into flot itself and only getting down to drawOverlay() where the issue seems to begin... An even more disturbing bug(?) appears if the fill bar option is enabled in the graph, but I'd rather just forget about that for now. Also grabbed the latest version of flot from their svn (r290), but made no different from last public release (v0.6). As a complete guess I'm thinking it's an issue with WebKit's javascript implementation (or something specific to Nexus Ones, which wouldn't be so bad), but if there is any ugly hack to just get it to work I'm all ears. I've thrown the graph data directly into the html/js, rather than deal with showing all the code involved in the Java-javascript handler and callbacks. The simple html placed in 'assets/flot/test/' with jquery.js and jquery.flot.js: <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <script src="jquery.js"></script> <script src="jquery.flot.js"></script> <script id="source" language="javascript" type="text/javascript"> var lastItem = null; var plot = null; $(document).ready(function () { //window.testhandler.loadGraph(); // bind plotclick here $("#graphHolder").bind("plotclick", function (event, pos, item) { if (item) { var lastPoint = null; if (lastItem != null) lastPoint = lastItem.datapoint; if (!pointEquals(lastPoint, item.datapoint)) { //if (lastItem != null) // plot.unhighlight(lastItem.series, lastItem.datapoint); lastItem = item; $("#tooltip").remove(); //plot.highlight(item.series, item.datapoint); showTooltip(item.pageX, item.pageY, item.datapoint[1]); } } else if (lastItem != null) { plot.unhighlight(lastItem.series, lastItem.datapoint); // not unhighlighting anything //plot.unhighlight(); // doesn't work either, supposed to unhighlight everything lastItem = null; $("#tooltip").remove(); } }); GotGraph(); }); /** * Show a tooltip above bar in graph * @param {int} x Left coordinate of div * @param {int} y Top coordinate of div * @param {String} contents text to place in div */ function showTooltip(x, y, contents) { $('<div id="tooltip">' + contents + '</div>').css( { position: 'absolute', display: 'none', top: y, left: x, border: '1px solid #fdd', padding: '2px', 'background-color': '#fee', opacity: 0.80 }).appendTo("body").fadeIn(200); } /** * Draw the graph. This is a callback which will be called by Java * * @param {Object} seriesData * @param {Object} seriesOptions */ function GotGraph() { //seriesData, seriesOptions) { var seriesData = [{ "bars":{"lineWidth":2,"show":true,"barWidth":86400000,"align":"center","fill":false}, "data":[[1288569600000,10],[1288656000000,5],[1288742400000,12],[1288828800000,20],[1288915200000,14],[1289001600000,3],[1289174400000,22],[1289260800000,20],[1289347200000,10],[1289433600000,5],[1289520000000,12],[1289606400000,20],[1289692800000,14],[1289779200000,35]]}]; var seriesOptions = { "xaxis":{"twelveHourClock":false,"minTickSize":[1,"day"],"tickSize":[1,"day"],"timeformat":"%d","mode":"time"}, "yaxis":{"min":0}, "grid":{"clickable":true,"autoHighlight":true,"hoverable":false}}; plot = $.plot($("#graphHolder"), seriesData, seriesOptions); } function pointEquals(point1, point2) { if (point1 != null && point2 != null && typeof(point1) == typeof(point2) && point1.length == point2.length) { var i; for (i=0;i<point1.length;i++) { if (point1[i] != point2[i]) { return false; } } return true; } return false; } </script> </head> <body> <div id="graphHolder" STYLE="height:200px;width:400px"></div> </body> </html> The minimal amount of code necessary in onCreate in startup activity: @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); WebView mytestView = new WebView(this); mytestView.setLayoutParams(new LayoutParams(LayoutParams.FILL_PARENT, LayoutParams.FILL_PARENT)); setContentView(mytestView); mytestView.setBackgroundColor(0); mytestView.getSettings().setJavaScriptEnabled(true); mytestView.setClickable(true); mytestView.setFocusable(false); mytestView.setFocusableInTouchMode(false); mytestView.loadUrl("file:///android_asset/flot/test/stats_graph.html"); }

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