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  • Simple time profiling - strange times

    - by Gacek
    I'm trying to profile my code to check how long it takes to execute some parts of my code. I've wrapped my most time-consuming part of the code in something like that: DateTime start = DateTime.Now; ... ... // Here comes the time-consuming part ... Console.WriteLine((DateTime.Now - start).Miliseconds); The program is executing this part of code for couple of seconds (about 20 s) but in console I get the result of something about 800 miliseconds. Why is that so? What am I doing wrong?

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  • Subversion: Ignore a Directory in the Repo on Commit

    - by Charles
    I have all the boost header files in this repository and when I do a check in it takes a really long time to scan all those files that will never change. Because I want users that checkout the project to be able to compile without installing boost I am in a pickle. I want to checkout everything, and then ignore updates (there will never be any) on a directory. Tortoise svn has a ignore-on-commit change list, but I cannot find anyway to add an entire directory to this list, and I do not fancy the idea of 'modifying' all the boost files so I can add them to this change list. Is there a simple solution?

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  • Negative logical shift

    - by user320862
    In Java, why does -32 -1 = 1 ? It's not specific to just -32. It works for all negative numbers as long as they're not too big. I've found that x -1 = 1 x -2 = 3 x -3 = 7 x -4 = 15 given 0 x some large negative number Isn't -1 the same as << 1? But -32 << 1 = -64. I've read up on two's complements, but still don't understand the reasoning.

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  • Iphone sdk - please help , 1 view takes me 45 minutes to do :(

    - by Dave
    Hey, I've been working on a Cook Book App but each view ( or recipie page) takes about 45 minutes to complete so as you can imagine its taking forever. The problem is that I have to manually: Set up a gradient image for the back ground (Somtimes I have to add a few image backgrounds to fit the view as I often use a scroll view, not sure how this could be automated?) Put an image behind the titles "Recipe name" , "Time needed" and an image to go behind the recipie instructions ( again I might need a few of these depending on how long the description is. Creating view controllers for main sections such as "Breakfast" and "Lunch" and then I need to manually create view controllers to go in these sections. Theres got to be a way to set up a template for this? Thanks for reading all of this.

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  • Database query optimization

    - by hdx
    Ok my Giant friends once again I seek a little space in your shoulders :P Here is the issue, I have a python script that is fixing some database issues but it is taking way too long, the main update statement is this: cursor.execute("UPDATE jiveuser SET username = '%s' WHERE userid = %d" % (newName,userId)) That is getting called about 9500 times with different newName and userid pairs... Any suggestions on how to speed up the process? Maybe somehow a way where I can do all updates with just one query? Any help will be much appreciated! PS: Postgres is the db being used.

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  • MySQL Insert not working with Date column

    - by Ian McCullough
    Hello All, I am having an issue with a simple insert query into a table. I have this PHP Code $T_MEMBER = "INSERT INTO T_MEMBER (MEMBER_IDENTIFIER,LAST_NAME,FIRST_NAME,BIRTH_DATE) VALUES ('$memberID','$last','$first','$birthdate')"; mysql_query($T_MEMBER) or die(mysql_error()); Here are a few examples of what the query looks like if i echo it: INSERT INTO T_MEMBER (MEMBER_IDENTIFIER,LAST_NAME,FIRST_NAME,BIRTH_DATE) VALUES ('2007','Hayes','Karin','1958-30-10') INSERT INTO T_MEMBER (MEMBER_IDENTIFIER,LAST_NAME,FIRST_NAME,BIRTH_DATE) VALUES ('2020','Long','Peggy','1968-29-5') INSERT INTO T_MEMBER (MEMBER_IDENTIFIER,LAST_NAME,FIRST_NAME,BIRTH_DATE) VALUES ('2021','Torres','Diane','1968-30-8') BIRTH_DATE is a date type column. The problem is, after i do any of these queries, the date shows up as 000-00-00!!!! I have been wracking my brain and i cannot seem to find the issue. Thanks, Ian

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  • How to parse a binary file using Javascript and Ajax

    - by Alex Jeffery
    I am trying to use JQuery to pull a binary file from a webserver, parse it in Javascript and display the contents. I can get the file ok and parse some of the file correctly. How ever I am running into trouble with one byte not coming out as expected. I am parsing the file a byte at a time, it is correct until I get to the hex value B6 where I am getting FD instead of B6. Function to read a byte data.charCodeAt(0) & 0xff; File As Hex: 02 00 00 00 55 4C 04 00 B6 00 00 00 The format I want to parse the file out into. short: 0002 short: 0000 string: UL short: 0004 long: 0000B6 Any hints as to why the last value is incorrect?

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  • Content-Length header not returned from Pylons response

    - by Evgeny
    I'm still struggling to Stream a file to the HTTP response in Pylons. In addition to the original problem, I'm finding that I cannot return the Content-Length header, so that for large files the client cannot estimate how long the download will take. I've tried response.content_length = 12345 and I've tried response.headers['Content-Length'] = 12345 In both cases the HTTP response (viewed in Fiddler) simply does not contain the Content-Length header. How do I get Pylons to return this header? (Oh, and if you have any ideas on making it stream the file please reply to the original question - I'm all out of ideas there.)

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  • Python - Things I shouldn't be doing?

    - by cornjuliox
    I've got a few questions about best practices in Python. Not too long ago I would do something like this with my code: ... junk_block = "".join(open("foo.txt","rb").read().split()) ... I don't do this anymore because I can see that it makes code harder to read, but would the code run slower if I split the statements up like so: f_obj = open("foo.txt", "rb") f_data = f_obj.read() f_data_list = f_data.split() junk_block = "".join(f_data_list) I also noticed that there's nothing keeping you from doing an 'import' within a function block, is there any reason why I should do that?

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  • Line numbering in Visual Studio

    - by Cyclone
    Why doesn't VS have any sort of line numbering? Is there any way to enable it, or a plugin for it? I know, the number of lines of code in a program doesn't matter, but sometimes it is nice to know how long a program is, or what line number something is for reference. I can't seem to find that as an option anywhere, to my surprise. Thanks for the help! This is Visual Studio 2010 Ultimate. (if you have read my older questions, I've been using 2008 Express until now.)

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  • Socket ping-pong performance

    - by Kamil_H
    I have written two simple programs (tried it in C++ and C#). This is pseudo code: -------- Client --------------- for(int i = 0; i < 200.000; i++) { socket_send("ping") socket_receive(buff) } --------- Server ------------- while(1) { socket_receive(buff) socket_send("pong") } I tried it on Windows. Execution time of client is about 45 seconds. Can somebody explain me why this takes so long? I understand that if there were real network connection between client and server the time of one 'ping-pong' would be: generate_ping + send_via_network + generate_pong + send_via_network but here everything is done in 'local' mode. Is there any way to make this inter process ping-pong faster using network sockets (I'm not asking about shared memory for example :) )

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  • Visual Studio 2008 Automatic line breaks in comments

    - by Pete Michaud
    When I write a comment, it's often a paragraph or a few lines that explains clearly what a bit of code is doing and why it's doing that. What I'd like is if I could start a comment, and have the editor automatically insert a line break and continue the comment to the nest line when I reach, say, 80 characters long. So I'd type: // Lorem ipsum dolor sit amet, consectetur adipiscing elit. < here the editor breaks automatically and continues onto the next line: // Etiam congue quam eget leo dignissim tincidunt.

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  • Static Website - Converting to Dynamic, need to import information from database on different host

    - by gvernold
    This seems really complicated to ask about so I hope someone can help: We have a long time running static website held with a hosting company that provide PHP, Ruby-on-Rails and Drupal/Joomla support. A little limited I know but we got reasonably decent search engine rankings and didn't want them to drop. We have two much more recently created sites on another host written in Python/Django. The original site is now too big to handle statically and we want to create a more dynamic site in its place without changing servers/webhosts. The data we want to provide the 'new' dynamic site is from the same database providing the Django sites. What is the best solution to build the new site with? Is it better to create PHP pages that connect to the database on the other host? Ruby-on-rails seems like a very fast development environment not too dissimilar to Django, would we be able to fetch data from the existing databases into a rails site and use similar urls to our old static pages?

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  • "Ant all" not working for me

    - by bobjink
    I have got involved in a project. This project uses ant which is not something I am comfortable with. I have checked out the source code and tried running ant on the most outer directory. Running 'ant' in commando prompt takes 1 sec and I get a BUILD SUCCESFULL message. If I run 'ant all' I get a BUILD FAILED. Java.io.IOExceptio: Cannot run program "ant": CreateProcess=2, the system cannot find the file specified and then a long stacktrace. Most of the people on the project runs OS-X while I use Windows XP. Any help or information is appreciated :)

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  • Moderating computer-addiction through programming

    - by every_answer_gets_a_point
    i have an addiction to be on the computer all the time. it doesn't matter what i am doing as long as i am in front of it. i feel like the whole world is here and this is all that matters. i found that through some intellectual stimulation, like writing algorithms, it has helped me to be more satisfied with the time on the computer and i dont need it as much. if any of you have had experience with reliving your computer anxiety through writing code, can you tell me exactly what you wrote, and what you may recommend i work on? thank you for your programming advice

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  • Basic question about request queues in IIS / ASP.Net

    - by larryq
    I have an ASP.Net application running under IIS 6. A simple page has two radio buttons and a submit button. If I select radio button "A" and submit the page, a lengthy PDF file is generated, which takes about a minute to build. If I select radio button "B", a small PDF is generated. (In both cases the PDF is written out to the Response object and it opens in my browser.) If I select radio button "A" and submit, then hit the red X in my browser to stop the current request, then select radio button "B" and resubmit, the page still takes a long time to process my request. No doubt my first request is still being processed on the server, but I was wondering how IIS and/or ASP.Net are queuing my requests so that fair server use is guaranteed among all users. Am I roughly correct in assuming something like this happens, and if so, how is it done?

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  • Constraining enum value in method parameter

    - by fearofawhackplanet
    enum Fruit { Banana, Orange, Strawberry ... ... // etc, very long enum } PeelFruit(Fruit.Orange); PeelFruit(Fruit.Banana); PeelFruit(Fruit.Strawberry); // huh? can't peel strawberries! Sorry for the lame example, but hopefully you get the idea. Is there a way to constrain the enum values that PeelFruit will accept? Obvisouly I could check them in the method with a switch or something, but it would be cool if there was a way to do it that is a) a bit more compact, and b) would cause a compile time error, not a run time error. [Fruit = Orange,Bannana] void PeelFruit(Fruit fruit) { ... }

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  • LINQ2SQL DataLayer / Repository Suggestion

    - by MindlessProgrammer
    My current respository is as follows , please suggest , i am currently using LINQ2SQL Data context per insert/delele/update namespace Lib.Repository { public class MotorRenewalDataRepository { public MotorRenewalDataRepository() { } public MotorRenewalData GetByID(long id) { using(var _context=DatabaseFactory.Create(false)) { return _context.MotorRenewalDatas.Where(p => p.MotorRenewalDataID == id).FirstOrDefault(); } } public MotorRenewalData Insert(MotorRenewalData entity) { using (var _context = DatabaseFactory.Create(false)) { _context.MotorRenewalDatas.InsertOnSubmit(entity); _context.SubmitChanges(); return entity; } } public void Update(MotorRenewalData entity) { using (var _context = DatabaseFactory.Create(true)) { var dbEntity = _context.MotorRenewalDatas.Where(p => p.MotorRenewalDataID == entity.MotorRenewalDataID) .FirstOrDefault(); Common.CopyObject<MotorRenewalData>(entity, dbEntity); _context.SubmitChanges(); } } } }

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  • Who is preventing the release of Java 1.7

    - by Shawn
    I recently attended a talk by a Sun engineer Charlie Hunt regarding performance. The talk was interesting enough but one question was regarding release date of 1.7. He said it's delayed as there are parties who are refusing to sign off JSRs they own and thus preventing the 1.7 release. It apparently has something to do with the cost of determining your Sun compliance. I would be interested to know the full story if anyone knows or can point me in the right direction. What triggered my question was the amazing long release notes for 6u18. Thanks

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  • How to correctly load 32-bit DLL dependencies when running a program from a batch file

    - by neilwhitaker1
    I have written a tool that references Microsoft.TeamFoundation.VersionControl.Client.dll, which is a 32-bit DLL. When I build my tool on 64-bit Windows, I set Visual Studio to specifically target X86 in order to force it to a 32-bit build. Targetting X86 instead of All-CPU's prevents me from getting a BadImageFormatException, as long as I invoke the tool directly (e.g. by typing "myTool.exe" on the command line). However, if I run a batch file that invokes the tool, I still get the exception. This happens even if the batch file runs in a 32-bit command prompt (%WINDIR%\SysWOW64\cmd.exe). What else can I do to make this work?

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  • How do I keep the width of a table constant when it has dynamic content?

    - by Lincoln Bergeson
    How do I keep the width of a table constant, even when the content of that table is interactively changing? Old Post: How do I insert a variable length tab in HTML? I want certain dynamic fields in my table to line up but they're changing width constantly. EDIT: What I mean is this: in any text editor I can press tab to align certain bits of text, and not care about how many spaces there are. In fact, the number of spaces there needs to be for the leftmost part of the text can change, and I still won't care, as long as the text lines up. How do I do this is in HTML?

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  • I have Person.Surname field implemented as a string if I change the implementation of the field to a

    - by AndyM
    This is me going right back to basics with TDD for learning purposes. I originally implemented Person.Surname as field of type object (the simplest possible way of passing the test. I then added a test setting Person.Surname stating that the return value should be a string and set Person.Surname=20. I 'fixed' the test by changing the implementation to use string rather than object. The test now long compiles due to static type checking, so I commented it out. So I'm left with no way of leaving my intention in the test. Is there a way of having a failing test in this circumstance?

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  • How to visually represent file size

    - by Keith Williams
    This will be a bit subjective, I'm afraid, but I'd value the advice of the Collective. Our web application lists documents that users can download; standard file navigator stuff: Type Name Created Size ----------------------------------- PDF Doc 1 01/04/2010 15 KB PDF Doc 2 01/04/2010 15 MB Currently we list the file size as text, but I'd like to improve this by having some way of showing visually whether the file is tiny, normal or huge. The reason for this is so that users can scan the list quickly and spot files that are likely to take a long time downloading. My options currently are: Bigger font sizes for bigger files (drawback: the layout can become untidy) Icons (like a wi-fi signal strength indicator; drawback: harder to scan) Keep all sizes in KB so the number of zeroes indicates size (drawback: users have to calculate the "friendly" size in their heads) I know this is quite a minor thing, but I'd appreciate anyone's thoughts on the matter!

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • Is there any sense in performing binary AND with a number where all bits are set to 1

    - by n535
    Greetings everybody. I have seen examples of such operations for so many times that I begin to think that I am getting something wrong with binary arithmetic. Is there any sense to perform the following: byte value = someAnotherByteValue & 0xFF; I don't really understand this, because it does not change anything anyway. Thanks for help. P.S. I was trying to search for information both elsewhere and here, but unsuccessfully. EDIT: Well, off course i assume that someAnotherByteValue is 8 bits long, the problem is that i don't get why so many people ( i mean professionals ) use such things in their code. For example in Jon Skeet's MiscUtil there is: uint s1 = (uint)(initial & 0xffff); where initial is int.

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