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  • Announcing the Drive Installation Scope

    Announcing the Drive Installation Scope On September 12, Google Drive released a new feature of great interest to many Drive web app developers: the installation scope. In this session we'll discuss the benefits of the installation scope, walk through the related documentation, and do a brief demo of how it works. From: GoogleDevelopers Views: 0 0 ratings Time: 00:00 More in Science & Technology

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  • My 2011 Professional Development Goals

    - by kerry
    I thought it might be a good idea to post some professional goals for 2011.  Hopefully, I can look at this list at the end of the year and have accomplished most of them. Release an Android app to the marketplace – I figured I would put this first because I have one that I have been working on for a while and it is about ready.  Along with this, I would like to start another one and continue to develop my Android skills. Contribute free software to the community – Again, I have an SMF plugin that will fill this requirement nicely.  Just need to give it some polish and release it.  That’s not all, I would like to add a few more libraries on github, or possibly contribute to an open source project. Regularly attend a user group meetings outside of Java – A great way to meet people and learn new things. Obtain the Oracle Certified Web Developer Certification – I got the SCJP a few years ago and would like to obtain another one.  One step closer to Certified Enterprise Architect. Learn scala – As a language geek, I like to stick to the Pragmatic Programmer’s ‘learn a new language every year’ rule (last year was Ruby).  Scala presents some new concepts all wrapped in a JVM-based OOP language.  Time to dig in. Write an app using JSF – New JEE 6 features are pretty slick.  I want to really leverage them in an app. Present at a user group meeting – Last but not least, I would like to improve my public speaking and skills in presenting.  Also, is a great reason to dig in to some latest and greatest tech. Use git more, and more effectively – Trying to move all my personal projects from Subversion to Git. That’s it.  A little daunting, but I am confident I can at least touch on most of these and it’s a great roadmap to my professional development.

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  • BSEtunes

    BSEtunes is a MySQL based, full manageable, networkable single or multiuser jukebox application

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  • GDL Presents: Internet Freedom and the ITU

    GDL Presents: Internet Freedom and the ITU This week, the world's governments are gathering in Dubai to discuss the future of the Internet. Some governments want to use this meeting to increase censorship and regulate the Internet. Hear from one of the advocacy groups that's been leading efforts in opposition, and what threats may be around the corner in 2013. From: GoogleDevelopers Views: 0 1 ratings Time: 01:00:00 More in Science & Technology

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  • How do you make a bullet ricochet off a vertical wall?

    - by Bagofsheep
    First things first. I am using C# with XNA. My game is top-down and the player can shoot bullets. I've managed to get the bullets to ricochet correctly off horizontal walls. Yet, despite using similar methods (e.g. http://stackoverflow.com/questions/3203952/mirroring-an-angle) and reading other answered questions about this subject I have not been able to get the bullets to ricochet off a vertical wall correctly. Any method I've tried has failed and sometimes made ricocheting off a horizontal wall buggy. Here is the collision code that calls the ricochet method: //Loop through returned tile rectangles from quad tree to test for wall collision. If a collision occurs perform collision logic. for (int r = 0; r < returnObjects.Count; r++) if (Bullets[i].BoundingRectangle.Intersects(returnObjects[r])) Bullets[i].doCollision(returnObjects[r]); Now here is the code for the doCollision method. public void doCollision(Rectangle surface) { if (Ricochet) doRicochet(surface); else Trash = true; } Finally, here is the code for the doRicochet method. public void doRicochet(Rectangle surface) { if (Position.X > surface.Left && Position.X < surface.Right) { //Mirror the bullet's angle. Rotation = -1 * Rotation; //Moves the bullet in the direction of its rotation by given amount. moveFaceDirection(Sprite.Width * BulletScale.X); } else if (Position.Y > surface.Top && Position.Y < surface.Bottom) { } } Since I am only dealing with vertical and horizontal walls at the moment, the if statements simply determine if the object is colliding from the right or left, or from the top or bottom. If the object's X position is within the boundaries of the tile's X boundaries (left and right sides), it must be colliding from the top, and vice verse. As you can see, the else if statement is empty and is where the correct code needs to go.

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  • EXIF Compare Utility using WPF

    The Exif Compare Utility is a WinDiff equivalent for image files that compares the Exif meta-data and displays the differences and similarities. The application is written using WPF and MVVM.

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  • iOS + cocos2d: how to account for sprite's position for the different device dimensions in an universal app?

    - by fuzzlog
    All the questions I've seen regarding iOS universal apps (with or without cocos2d) deal with the "how to add graphics to a universal app". My question is, how does the code need to be written to ensure that the sprites appear appropriately on the screen (given that an iPhone 5's resolution is not proportional to an iPad's resolution)? Is it just a bunch of "if" statements and duplicate code or do iOS/cocos2d provide common function calls that will place the sprites at an appropriate position?

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  • Restructuring a large Chrome Extension/WebApp

    - by A.M.K
    I have a very complex Chrome Extension that has gotten too large to maintain in its current format. I'd like to restructure it, but I'm 15 and this is the first webapp or extension of it's type I've built so I have no idea how to do it. TL;DR: I have a large/complex webapp I'd like to restructure and I don't know how to do it. Should I follow my current restructure plan (below)? Does that sound like a good starting point, or is there a different approach that I'm missing? Should I not do any of the things I listed? While it isn't relevant to the question, the actual code is on Github and the extension is on the webstore. The basic structure is as follows: index.html <html> <head> <link href="css/style.css" rel="stylesheet" /> <!-- This holds the main app styles --> <link href="css/widgets.css" rel="stylesheet" /> <!-- And this one holds widget styles --> </head> <body class="unloaded"> <!-- Low-level base elements are "hardcoded" here, the unloaded class is used for transitions and is removed on load. i.e: --> <div class="tab-container" tabindex="-1"> <!-- Tab nav --> </div> <!-- Templates for all parts of the application and widgets are stored as elements here. I plan on changing these to <script> elements during the restructure since <template>'s need valid HTML. --> <template id="template.toolbar"> <!-- Template content --> </template> <!-- Templates end --> <!-- Plugins --> <script type="text/javascript" src="js/plugins.js"></script> <!-- This contains the code for all widgets, I plan on moving this online and downloading as necessary soon. --> <script type="text/javascript" src="js/widgets.js"></script> <!-- This contains the main application JS. --> <script type="text/javascript" src="js/script.js"></script> </body> </html> widgets.js (initLog || (window.initLog = [])).push([new Date().getTime(), "A log is kept during page load so performance can be analyzed and errors pinpointed"]); // Widgets are stored in an object and extended (with jQuery, but I'll probably switch to underscore if using Backbone) as necessary var Widgets = { 1: { // Widget ID, this is set here so widgets can be retreived by ID id: 1, // Widget ID again, this is used after the widget object is duplicated and detached size: 3, // Default size, medium in this case order: 1, // Order shown in "store" name: "Weather", // Widget name interval: 300000, // Refresh interval nicename: "weather", // HTML and JS safe widget name sizes: ["tiny", "small", "medium"], // Available widget sizes desc: "Short widget description", settings: [ { // Widget setting specifications stored as an array of objects. These are used to dynamically generate widget setting popups. type: "list", nicename: "location", label: "Location(s)", placeholder: "Enter a location and press Enter" } ], config: { // Widget settings as stored in the tabs object (see script.js for storage information) size: "medium", location: ["San Francisco, CA"] }, data: {}, // Cached widget data stored locally, this lets it work offline customFunc: function(cb) {}, // Widgets can optionally define custom functions in any part of their object refresh: function() {}, // This fetches data from the web and caches it locally in data, then calls render. It gets called after the page is loaded for faster loads render: function() {} // This renders the widget only using information from data, it's called on page load. } }; script.js (initLog || (window.initLog = [])).push([new Date().getTime(), "These are also at the end of every file"]); // Plugins, extends and globals go here. i.e. Number.prototype.pad = .... var iChrome = function(refresh) { // The main iChrome init, called with refresh when refreshing to not re-run libs iChrome.Status.log("Starting page generation"); // From now on iChrome.Status.log is defined, it's used in place of the initLog iChrome.CSS(); // Dynamically generate CSS based on settings iChrome.Tabs(); // This takes the tabs stored in the storage (see fetching below) and renders all columns and widgets as necessary iChrome.Status.log("Tabs rendered"); // These will be omitted further along in this excerpt, but they're used everywhere // Checks for justInstalled => show getting started are run here /* The main init runs the bare minimum required to display the page, this sets all non-visible or instantly need things (such as widget dragging) on a timeout */ iChrome.deferredTimeout = setTimeout(function() { iChrome.deferred(refresh); // Pass refresh along, see above }, 200); }; iChrome.deferred = function(refresh) {}; // This calls modules one after the next in the appropriate order to finish rendering the page iChrome.Search = function() {}; // Modules have a base init function and are camel-cased and capitalized iChrome.Search.submit = function(val) {}; // Methods within modules are camel-cased and not capitalized /* Extension storage is async and fetched at the beginning of plugins.js, it's then stored in a variable that iChrome.Storage processes. The fetcher checks to see if processStorage is defined, if it is it gets called, otherwise settings are left in iChromeConfig */ var processStorage = function() { iChrome.Storage(function() { iChrome.Templates(); // Templates are read from their elements and held in a cache iChrome(); // Init is called }); }; if (typeof iChromeConfig == "object") { processStorage(); } Objectives of the restructure Memory usage: Chrome apparently has a memory leak in extensions, they're trying to fix it but memory still keeps on getting increased every time the page is loaded. The app also uses a lot on its own. Code readability: At this point I can't follow what's being called in the code. While rewriting the code I plan on properly commenting everything. Module interdependence: Right now modules call each other a lot, AFAIK that's not good at all since any change you make to one module could affect countless others. Fault tolerance: There's very little fault tolerance or error handling right now. If a widget is causing the rest of the page to stop rendering the user should at least be able to remove it. Speed is currently not an issue and I'd like to keep it that way. How I think I should do it The restructure should be done using Backbone.js and events that call modules (i.e. on storage.loaded = init). Modules should each go in their own file, I'm thinking there should be a set of core files that all modules can rely on and call directly and everything else should be event based. Widget structure should be kept largely the same, but maybe they should also be split into their own files. AFAIK you can't load all templates in a folder, therefore they need to stay inline. Grunt should be used to merge all modules, plugins and widgets into one file. Templates should also all be precompiled. Question: Should I follow my current restructure plan? Does that sound like a good starting point, or is there a different approach that I'm missing? Should I not do any of the things I listed? Do applications written with Backbone tend to be more intensive (memory and speed) than ones written in Vanilla JS? Also, can I expect to improve this with a proper restructure or is my current code about as good as can be expected?

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  • WebSocket Protocol Updated

    WebSocket is "TCP for the Web," a next-generation full-duplex communication technology for web applications being standardized as a part of Web Applications 1.0 . The WebSocket protocol is...

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  • iOS 5 New Features vs Android

    - by kerry
    Browsing through the iOS 5 features list, I can’t help but notice a lot of it is catch up. Having owned both an iPhone and an Android for a considerable amount of time, I figured I would jot down my opinions. Notification Center – Completely ripped off from Android but looks good and is a much needed addition iMessage – This is very interesting as most people who would think it’s cool, probably really wouldn’t understand the significance.  Basically, Apple is adding an IM application to iOS.  Now iPhone / iPad users can sit around messaging each other how cool it is like Crackberry users circa 2003.  I guess the only real improvement over MMS is that you can easily setup groups, see when each other are typing, and don’t incur text messaging charges; at the expense of leaving your non-iOS buddies out (who wants to talk to those losers anyways?). Newstand – An app update and not an OS one (Apple typically doesn’t make distinctions).  It all seems like stuff my current Nook stuff will do.  Note: I did look to compare prices but it seems that information is not available without downloading iTunes.  lame. Reminders – TODO lists are ho hum, but the ability to have reminders when you arrive or leave a position is pretty cool. Twitter integration – The fact that the best Apple can come up with is ‘one at a timing’ online service integration is laughable at best. Camera – Can control it from the lock screen.  Now you’ll have tons of pocket lint photos in your iCloud to go along with the wicked shot of that cheetah that just unexpectedly ran by your apartment. Photos – Speaking of iCloud, all of your devices photos will be synced through it.  That’s cool I guess, not sure if Android will do the same. Safari – What?  You haven’t been reading rss feeds on your device this whole time?  Something tells me you aren’t about to start. PC Free – Finely Apple untethers the iPhone.  What took them so long? Game Center – This should be an interesting service.  Attention Apple fanboys immediately forget how they are blatantly copying Microsoft achievements (at least rename them). Wifi Sync – Just couldn’t cut the cord completely could they?  For what it’s worth, the Zune has been doing this for 5 years now. All in all a pretty big update.  Mostly iCloud.  Mostly keeping up the mobile status quo.  As an Android user, I can’t say there is anything I am envious of.

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  • A tale of two (and more) apps

    Robert Cooper gave a great lightning talk at our recent Atlanta GTUG meetup, where he discussed using a single codebase to target multiple mediums (e.g. Android, Facebook, Wave...

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  • Chrome Apps Office Hours: TextDrive and AngularJS

    Chrome Apps Office Hours: TextDrive and AngularJS Ask and vote for questions: goo.gl In this episode, the AngularJS team joins us to talk about how they used Angular to build TextDrive. TextDrive is an open source text editor application that demonstrates of the power and simplicity of AngularJS and Chrome Apps. It features integration with Google Drive, web intents, and Ace (ace.ajax.org) in a simple and clean interface built upon HTML5 and web standards. To learn more visit github.com From: GoogleDevelopers Views: 0 0 ratings Time: 00:00 More in Science & Technology

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