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  • Launch 7:Windows Phone 7 Style Live Tiles On Android Mobiles

    - by Gopinath
    Android is a great mobile OS but one thought that lingers in the mind of few Android owners is: Am I using a cheap iPhone? This is valid thought for many low end Android users as their phones runs sluggish and the user interface of Android looks like an imitation of iOS. When it comes to Windows Phone 7 users, even though their operating system features are not as great as iPhone/Android but it has its unique user interface; Windows Phone 7 user interface is a very intuitive and fresh, it’s constantly updating Live Tiles show all the required information on the home screen. Android has best mobile operating system features except UI and Windows Phone 7 has excellent user interface. How about porting Windows Phone 7 Tiles interface on an Android? That should be great. Launch 7 app brings the best of Windows Phone 7 look and feel to Android OS. Once the Launcher 7 app is installed and activated, it brings Live Tiles or constantly updating controls that show information on Android home screen. Apart from simple and smooth tiles, there are handful of customization options provided. Users can change colour of the tiles, add new tiles, enable/disable transitions. The reviews on Android Market are on the positive side with 4.4 stars by 10,000 + reviewers. Here are few user reviews 1. Does what it says. only issue for me is that the app drawer doesn’t rotate. And I would like the UI to rotate when my KB is opened. HTC desire z – Jonathan 2. Works great on atrix.Kudos to developers. Awesome. Though needs: Better notification bar More stock images of tiles Better fitting of widgets on tiles – Manny 3. Looks really good like it much more than I thought I would runs real smooth running royal ginger 2.1 – Jay 4. Omg amazing i am definetly keeping it as my default best of android and windows – Devon 5. Man! An update every week! Very very responsive developer! – Andrew You can read more reviews on Android Market here.  There is no doubt that this application is receiving rave reviews. After scanning a while through the reviews, few complaints throw light on the negative side: Battery drains a bit faster & Low end mobile run a bit sluggish. The application is available in two versions – an ad supported free version and $1.41 ad free version. Download Launcher 7 from Android Market This article titled,Launch 7:Windows Phone 7 Style Live Tiles On Android Mobiles, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • GLSL Shader Texture Performance

    - by Austin
    I currently have a project that renders OpenGL video using a vertex and fragment shader. The shaders work fine as-is, but in trying to add in texturing, I am running into performance issues and can't figure out why. Before adding texturing, my program ran just fine and loaded my CPU between 0%-4%. When adding texturing (specifically textures AND color -- noted by comment below), my CPU is 100% loaded. The only code I have added is the relevant texturing code to the shader, and the "glBindTexture()" calls to the rendering code. Here are my shaders and relevant rending code. Vertex Shader: #version 150 uniform mat4 mvMatrix; uniform mat4 mvpMatrix; uniform mat3 normalMatrix; uniform vec4 lightPosition; uniform float diffuseValue; layout(location = 0) in vec3 vertex; layout(location = 1) in vec3 color; layout(location = 2) in vec3 normal; layout(location = 3) in vec2 texCoord; smooth out VertData { vec3 color; vec3 normal; vec3 toLight; float diffuseValue; vec2 texCoord; } VertOut; void main(void) { gl_Position = mvpMatrix * vec4(vertex, 1.0); VertOut.normal = normalize(normalMatrix * normal); VertOut.toLight = normalize(vec3(mvMatrix * lightPosition - gl_Position)); VertOut.color = color; VertOut.diffuseValue = diffuseValue; VertOut.texCoord = texCoord; } Fragment Shader: #version 150 smooth in VertData { vec3 color; vec3 normal; vec3 toLight; float diffuseValue; vec2 texCoord; } VertIn; uniform sampler2D tex; layout(location = 0) out vec3 colorOut; void main(void) { float diffuseComp = max( dot(normalize(VertIn.normal), normalize(VertIn.toLight)) ), 0.0); vec4 color = texture2D(tex, VertIn.texCoord); colorOut = color.rgb * diffuseComp * VertIn.diffuseValue + color.rgb * (1 - VertIn.diffuseValue); // FOLLOWING LINE CAUSES PERFORMANCE ISSUES colorOut *= VertIn.color; } Relevant Rendering Code: // 3 textures have been successfully pre-loaded, and can be used // texture[0] is a 1x1 white texture to effectively turn off texturing glUseProgram(program); // Draw squares glBindTexture(GL_TEXTURE_2D, texture[1]); // Set attributes, uniforms, etc glDrawArrays(GL_QUADS, 0, 6*4); // Draw triangles glBindTexture(GL_TEXTURE_2D, texture[0]); // Set attributes, uniforms, etc glDrawArrays(GL_TRIANGLES, 0, 3*4); // Draw reference planes glBindTexture(GL_TEXTURE_2D, texture[0]); // Set attributes, uniforms, etc glDrawArrays(GL_LINES, 0, 4*81*2); // Draw terrain glBindTexture(GL_TEXTURE_2D, texture[2]); // Set attributes, uniforms, etc glDrawArrays(GL_TRIANGLES, 0, 501*501*6); // Release glBindTexture(GL_TEXTURE_2D, 0); glUseProgram(0); Any help is greatly appreciated!

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  • Texture errors in CubeMap

    - by shade4159
    I am trying to apply this texture as a cubemap. This is my result: Clearly I am doing something with my texture coordinates, but I cannot for the life of me figure out what. I don't even see a pattern to the texture fragments. They just seem like a jumble of different faces. Can anyone shed some light on this? Vertex shader: #version 400 in vec4 vPosition; in vec3 inTexCoord; smooth out vec3 texCoord; uniform mat4 projMatrix; void main() { texCoord = inTexCoord; gl_Position = projMatrix * vPosition; } My fragment shader: #version 400 smooth in vec3 texCoord; out vec4 fColor; uniform samplerCube textures void main() { fColor = texture(textures,texCoord); } Vertices of cube: point4 worldVerts[8] = { vec4( 15, 15, 15, 1 ), vec4( -15, 15, 15, 1 ), vec4( -15, 15, -15, 1 ), vec4( 15, 15, -15, 1 ), vec4( -15, -15, 15, 1 ), vec4( 15, -15, 15, 1 ), vec4( 15, -15, -15, 1 ), vec4( -15, -15, -15, 1 ) }; Cube rendering: void worldCube(point4* verts, int& Index, point4* points, vec3* texVerts) { quadInv( verts[0], verts[1], verts[2], verts[3], 1, Index, points, texVerts); quadInv( verts[6], verts[3], verts[2], verts[7], 2, Index, points, texVerts); quadInv( verts[4], verts[5], verts[6], verts[7], 3, Index, points, texVerts); quadInv( verts[4], verts[1], verts[0], verts[5], 4, Index, points, texVerts); quadInv( verts[5], verts[0], verts[3], verts[6], 5, Index, points, texVerts); quadInv( verts[4], verts[7], verts[2], verts[1], 6, Index, points, texVerts); } Backface function (since this is the inside of the cube): void quadInv( const point4& a, const point4& b, const point4& c, const point4& d , int& Index, point4* points, vec3* texVerts) { quad( a, d, c, b, Index, points, texVerts, a.to_3(), b.to_3(), c.to_3(), d.to_3()); } And the quad drawing function: void quad( const point4& a, const point4& b, const point4& c, const point4& d, int& Index, point4* points, vec3* texVerts, const vec3& tex_a, const vec3& tex_b, const vec3& tex_c, const vec3& tex_d) { texVerts[Index] = tex_a.normalized(); points[Index] = a; Index++; texVerts[Index] = tex_b.normalized(); points[Index] = b; Index++; texVerts[Index] = tex_c.normalized(); points[Index] = c; Index++; texVerts[Index] = tex_a.normalized(); points[Index] = a; Index++; texVerts[Index] = tex_c.normalized(); points[Index] = c; Index++; texVerts[Index] = tex_d.normalized(); points[Index] = d; Index++; } Edit: I forgot to mention, in the image, the camera is pointed directly at the back face of the cube. You can kind of see the diagonals leading out of the corners, if you squint.

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  • Extrapolation breaks collision detection

    - by user22241
    Before applying extrapolation to my sprite's movement, my collision worked perfectly. However, after applying extrapolation to my sprite's movement (to smooth things out), the collision no longer works. This is how things worked before extrapolation: However, after I implement my extrapolation, the collision routine breaks. I am assuming this is because it is acting upon the new coordinate that has been produced by the extrapolation routine (which is situated in my render call ). After I apply my extrapolation How to correct this behaviour? I've tried puting an extra collision check just after extrapolation - this does seem to clear up a lot of the problems but I've ruled this out because putting logic into my rendering is out of the question. I've also tried making a copy of the spritesX position, extrapolating that and drawing using that rather than the original, thus leaving the original intact for the logic to pick up on - this seems a better option, but it still produces some weird effects when colliding with walls. I'm pretty sure this also isn't the correct way to deal with this. I've found a couple of similar questions on here but the answers haven't helped me. This is my extrapolation code: public void onDrawFrame(GL10 gl) { //Set/Re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ SceneManager.getInstance().getCurrentScene().updateLogic(); nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; loops++; tics++; } extrapolation = (float)(System.currentTimeMillis() + skipTicks - nextGameTick) / (float)skipTicks; render(extrapolation); } Applying extrapolation render(float extrapolation){ //This example shows extrapolation for X axis only. Y position (spriteScreenY is assumed to be valid) extrapolatedPosX = spriteGridX+(SpriteXVelocity*dt)*extrapolation; spriteScreenPosX = extrapolationPosX * screenWidth; drawSprite(spriteScreenX, spriteScreenY); } Edit As I mentioned above, I have tried making a copy of the sprite's coordinates specifically to draw with.... this has it's own problems. Firstly, regardless of the copying, when the sprite is moving, it's super-smooth, when it stops, it's wobbling slightly left/right - as it's still extrapolating it's position based on the time. Is this normal behavior and can we 'turn it off' when the sprite stops? I've tried having flags for left / right and only extrapolating if either of these is enabled. I've also tried copying the last and current positions to see if there is any difference. However, as far as collision goes, these don't help. If the user is pressing say, the right button and the sprite is moving right, when it hits a wall, if the user continues to hold the right button down, the sprite will keep animating to the right, while being stopped by the wall (therefore not actually moving), however because the right flag is still set and also because the collision routine is constantly moving the sprite out of the wall, it still appear to the code (not the player) that the sprite is still moving, and therefore extrapolation continues. So what the player would see, is the sprite 'static' (yes, it's animating, but it's not actually moving across the screen), and every now and then it shakes violently as the extrapolation attempts to do it's thing....... Hope this help

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  • "Safely remove hardware"...doesn't.

    - by Kev
    I have an external USB harddisk that I have scripted to safely shut down after a backup, so the backup operator can unplug it, and knows not to if the lights are still on for some reason. It's always worked fine using the DevEject command-line utility. This week it failed for some reason: DevEject 1.0 2003 c't/Matthias Withopf Ejecting 'USB Mass Storage Device' [USB\VID_0411&PID_002A\00000704C8D2]...FAILED (23,5) Error ejecting device USB Mass Storage Device, vetoed (15,5)! Worse yet, using the SRH tray icon, I click Stop, click OK, it pauses about 5 seconds with OK and Cancel greyed out, closes the sub-window, and then the main window with the Stop button still shows the device, and Stop is still available. I can keep doing that and it never gets rid of the device. I can still access it in Explorer. LockHunter reports that nothing is locking the drive. I've made no changes to the backup configuration or anything to do with the drive this week. Why the sudden flake-out? Short of a restart, which I can't do today before the backup operator goes home, how do I fix it?

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  • ipmi - can't ping or remotely connect

    - by Fidel
    I've tried configuring the IPMI controller to accept remote connections, but I can't even ping it. Here is it status: #/usr/local/bin/ipmitool lan print 2 Set in Progress : Set Complete Auth Type Support : NONE PASSWORD Auth Type Enable : Callback : : User : NONE PASSWORD : Operator : PASSWORD : Admin : PASSWORD : OEM : IP Address Source : Static Address IP Address : 192.168.1.112 Subnet Mask : 255.255.255.0 MAC Address : 00:a0:a5:67:45:25 IP Header : TTL=0x40 Flags=0x40 Precedence=0x00 TOS=0x10 BMC ARP Control : ARP Responses Enabled, Gratuitous ARP Enabled Gratituous ARP Intrvl : 8.0 seconds Default Gateway IP : 192.168.1.1 Default Gateway MAC : 00:00:00:00:00:00 802.1q VLAN ID : Disabled 802.1q VLAN Priority : 0 RMCP+ Cipher Suites : 0,1,2,3 Cipher Suite Priv Max : uaaaXXXXXXXXXXX : X=Cipher Suite Unused : c=CALLBACK : u=USER : o=OPERATOR : a=ADMIN : O=OEM # /usr/local/bin/ipmitool user list 2 ID Name Enabled Callin Link Auth IPMI Msg Channel Priv Limit 1 true false true true USER 2 admin true false true true ADMINISTRATOR # /usr/local/bin/ipmitool channel getaccess 2 2 Maximum User IDs : 5 Enabled User IDs : 2 User ID : 2 User Name : admin Fixed Name : No Access Available : callback Link Authentication : enabled IPMI Messaging : enabled Privilege Level : ADMINISTRATOR # /usr/local/bin/ipmitool channel info 2 Channel 0x2 info: Channel Medium Type : 802.3 LAN Channel Protocol Type : IPMB-1.0 Session Support : multi-session Active Session Count : 0 Protocol Vendor ID : 7154 Volatile(active) Settings Alerting : disabled Per-message Auth : disabled User Level Auth : disabled Access Mode : always available Non-Volatile Settings Alerting : disabled Per-message Auth : disabled User Level Auth : disabled Access Mode : always available # /usr/local/bin/ipmitool chassis status System Power : on Power Overload : false Power Interlock : inactive Main Power Fault : false Power Control Fault : false Power Restore Policy : unknown Last Power Event : Chassis Intrusion : inactive Front-Panel Lockout : inactive Drive Fault : false Cooling/Fan Fault : false # arp Address HWtype HWaddress Flags Mask Iface 192.168.1.112 ether 00:A0:A5:67:45:25 C bond0 # /usr/local/bin/ipmitool -I lan -H 192.168.1.112 -U admin -P admin chassis power status Error: Unable to establish LAN session Unable to get Chassis Power Status In summary. It exists on the ARP list so arp's are being broadcast. I can't ping it and can't connect to it. Can anyone spot any glaring mistakes in the configuration? Many thanks, Fidel

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  • /etc/hosts: What is loghost? (fresh install of Solaris 10 update 9)

    - by cjavapro
    # # Internet host table # ::1 localhost 127.0.0.1 localhost XX.XX.XX.XX myserver loghost What is the purpose of loghost? If it was not for having loghost in there, all the /etc/hosts files on all the servers in this particular network could be identical. Edit: I looked at /etc/syslog.conf #ident "@(#)syslog.conf 1.5 98/12/14 SMI" /* SunOS 5.0 */ # # Copyright (c) 1991-1998 by Sun Microsystems, Inc. # All rights reserved. # # syslog configuration file. # # This file is processed by m4 so be careful to quote (`') names # that match m4 reserved words. Also, within ifdef's, arguments # containing commas must be quoted. # *.err;kern.notice;auth.notice /dev/sysmsg *.err;kern.debug;daemon.notice;mail.crit /var/adm/messages *.alert;kern.err;daemon.err operator *.alert root *.emerg * # if a non-loghost machine chooses to have authentication messages # sent to the loghost machine, un-comment out the following line: #auth.notice ifdef(`LOGHOST', /var/log/authlog, @loghost) mail.debug ifdef(`LOGHOST', /var/log/syslog, @loghost) # # non-loghost machines will use the following lines to cause "user" # log messages to be logged locally. # ifdef(`LOGHOST', , user.err /dev/sysmsg user.err /var/adm/messages user.alert `root, operator' user.emerg * ) Very interesting. when shutting down,, alerts go to all users probably through *.emerg * Looking at ifdef, it seems that the first parameter checks to see if current machine is a loghost, second parameter is what to do if it is and third parameter is what to do if it is not. Edit: If you want to test a logging rule you can use svcadm restart system-log to restart the logging service and then logger -p notice "test" to send a test log message where notice can be replaced with any type such as user.err, auth.notice, etc.

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  • Samba/Winbind issues joing to Active directory domain

    - by Frap
    I'm currently in the process of setting up winbind/samba and getting a few issues. I can test connectivity with wbinfo fine: [root@buildmirror ~]# wbinfo -u hostname username administrator guest krbtgt username [root@buildmirror ~]# wbinfo -a username%password plaintext password authentication succeeded challenge/response password authentication succeeded however when I do a getent I don't get any AD accounts returned [root@buildmirror ~]# getent passwd root:x:0:0:root:/root:/bin/bash bin:x:1:1:bin:/bin:/sbin/nologin daemon:x:2:2:daemon:/sbin:/sbin/nologin adm:x:3:4:adm:/var/adm:/sbin/nologin lp:x:4:7:lp:/var/spool/lpd:/sbin/nologin sync:x:5:0:sync:/sbin:/bin/sync shutdown:x:6:0:shutdown:/sbin:/sbin/shutdown halt:x:7:0:halt:/sbin:/sbin/halt mail:x:8:12:mail:/var/spool/mail:/sbin/nologin uucp:x:10:14:uucp:/var/spool/uucp:/sbin/nologin operator:x:11:0:operator:/root:/sbin/nologin puppet:x:52:52:Puppet:/var/lib/puppet:/sbin/nologin my nsswitch looks like this: passwd: files winbind shadow: files winbind group: files winbind #hosts: db files nisplus nis dns hosts: files dns and I'm definitely joined to the domain: [root@buildmirror ~]# net ads info LDAP server: 192.168.4.4 LDAP server name: pdc.domain.local Realm: domain.local Bind Path: dc=DOMAIN,dc=LOCAL LDAP port: 389 Server time: Sun, 05 Aug 2012 17:11:27 BST KDC server: 192.168.4.4 Server time offset: -1 So what am I missing?

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  • C++/boost generator module, feedback/critic please

    - by aaa
    hello. I wrote this generator, and I think to submit to boost people. Can you give me some feedback about it it basically allows to collapse multidimensional loops to flat multi-index queue. Loop can be boost lambda expressions. Main reason for doing this is to make parallel loops easier and separate algorithm from controlling structure (my fieldwork is computational chemistry where deep loops are common) 1 #ifndef _GENERATOR_HPP_ 2 #define _GENERATOR_HPP_ 3 4 #include <boost/array.hpp> 5 #include <boost/lambda/lambda.hpp> 6 #include <boost/noncopyable.hpp> 7 8 #include <boost/mpl/bool.hpp> 9 #include <boost/mpl/int.hpp> 10 #include <boost/mpl/for_each.hpp> 11 #include <boost/mpl/range_c.hpp> 12 #include <boost/mpl/vector.hpp> 13 #include <boost/mpl/transform.hpp> 14 #include <boost/mpl/erase.hpp> 15 16 #include <boost/fusion/include/vector.hpp> 17 #include <boost/fusion/include/for_each.hpp> 18 #include <boost/fusion/include/at_c.hpp> 19 #include <boost/fusion/mpl.hpp> 20 #include <boost/fusion/include/as_vector.hpp> 21 22 #include <memory> 23 24 /** 25 for loop generator which can use lambda expressions. 26 27 For example: 28 @code 29 using namespace generator; 30 using namespace boost::lambda; 31 make_for(N, N, range(bind(std::max<int>, _1, _2), N), range(_2, _3+1)); 32 // equivalent to pseudocode 33 // for l=0,N: for k=0,N: for j=max(l,k),N: for i=k,j 34 @endcode 35 36 If range is given as upper bound only, 37 lower bound is assumed to be default constructed 38 Lambda placeholders may only reference first three indices. 39 */ 40 41 namespace generator { 42 namespace detail { 43 44 using boost::lambda::constant_type; 45 using boost::lambda::constant; 46 47 /// lambda expression identity 48 template<class E, class enable = void> 49 struct lambda { 50 typedef E type; 51 }; 52 53 /// transform/construct constant lambda expression from non-lambda 54 template<class E> 55 struct lambda<E, typename boost::disable_if< 56 boost::lambda::is_lambda_functor<E> >::type> 57 { 58 struct constant : boost::lambda::constant_type<E>::type { 59 typedef typename boost::lambda::constant_type<E>::type base_type; 60 constant() : base_type(boost::lambda::constant(E())) {} 61 constant(const E &e) : base_type(boost::lambda::constant(e)) {} 62 }; 63 typedef constant type; 64 }; 65 66 /// range functor 67 template<class L, class U> 68 struct range_ { 69 typedef boost::array<int,4> index_type; 70 range_(U upper) : bounds_(typename lambda<L>::type(), upper) {} 71 range_(L lower, U upper) : bounds_(lower, upper) {} 72 73 template< typename T, size_t N> 74 T lower(const boost::array<T,N> &index) { 75 return bound<0>(index); 76 } 77 78 template< typename T, size_t N> 79 T upper(const boost::array<T,N> &index) { 80 return bound<1>(index); 81 } 82 83 private: 84 template<bool b, typename T> 85 T bound(const boost::array<T,1> &index) { 86 return (boost::fusion::at_c<b>(bounds_))(index[0]); 87 } 88 89 template<bool b, typename T> 90 T bound(const boost::array<T,2> &index) { 91 return (boost::fusion::at_c<b>(bounds_))(index[0], index[1]); 92 } 93 94 template<bool b, typename T, size_t N> 95 T bound(const boost::array<T,N> &index) { 96 using boost::fusion::at_c; 97 return (at_c<b>(bounds_))(index[0], index[1], index[2]); 98 } 99 100 boost::fusion::vector<typename lambda<L>::type, 101 typename lambda<U>::type> bounds_; 102 }; 103 104 template<typename T, size_t N> 105 struct for_base { 106 typedef boost::array<T,N> value_type; 107 virtual ~for_base() {} 108 virtual value_type next() = 0; 109 }; 110 111 /// N-index generator 112 template<typename T, size_t N, class R, class I> 113 struct for_ : for_base<T,N> { 114 typedef typename for_base<T,N>::value_type value_type; 115 typedef R range_tuple; 116 for_(const range_tuple &r) : r_(r), state_(true) { 117 boost::fusion::for_each(r_, initialize(index)); 118 } 119 /// @return new generator 120 for_* new_() { return new for_(r_); } 121 /// @return next index value and increment 122 value_type next() { 123 value_type next; 124 using namespace boost::lambda; 125 typename value_type::iterator n = next.begin(); 126 typename value_type::iterator i = index.begin(); 127 boost::mpl::for_each<I>(*(var(n))++ = var(i)[_1]); 128 129 state_ = advance<N>(r_, index); 130 return next; 131 } 132 /// @return false if out of bounds, true otherwise 133 operator bool() { return state_; } 134 135 private: 136 /// initialize indices 137 struct initialize { 138 value_type &index_; 139 mutable size_t i_; 140 initialize(value_type &index) : index_(index), i_(0) {} 141 template<class R_> void operator()(R_& r) const { 142 index_[i_++] = r.lower(index_); 143 } 144 }; 145 146 /// advance index[0:M) 147 template<size_t M> 148 struct advance { 149 /// stop recursion 150 struct stop { 151 stop(R r, value_type &index) {} 152 }; 153 /// advance index 154 /// @param r range tuple 155 /// @param index index array 156 advance(R &r, value_type &index) : index_(index), i_(0) { 157 namespace fusion = boost::fusion; 158 index[M-1] += 1; // increment index 159 fusion::for_each(r, *this); // update indices 160 state_ = index[M-1] >= fusion::at_c<M-1>(r).upper(index); 161 if (state_) { // out of bounds 162 typename boost::mpl::if_c<(M > 1), 163 advance<M-1>, stop>::type(r, index); 164 } 165 } 166 /// apply lower bound of range to index 167 template<typename R_> void operator()(R_& r) const { 168 if (i_ >= M) index_[i_] = r.lower(index_); 169 ++i_; 170 } 171 /// @return false if out of bounds, true otherwise 172 operator bool() { return state_; } 173 private: 174 value_type &index_; ///< index array reference 175 mutable size_t i_; ///< running index 176 bool state_; ///< out of bounds state 177 }; 178 179 value_type index; 180 range_tuple r_; 181 bool state_; 182 }; 183 184 185 /// polymorphic generator template base 186 template<typename T,size_t N> 187 struct For : boost::noncopyable { 188 typedef boost::array<T,N> value_type; 189 /// @return next index value and increment 190 value_type next() { return for_->next(); } 191 /// @return false if out of bounds, true otherwise 192 operator bool() const { return for_; } 193 protected: 194 /// reset smart pointer 195 void reset(for_base<T,N> *f) { for_.reset(f); } 196 std::auto_ptr<for_base<T,N> > for_; 197 }; 198 199 /// range [T,R) type 200 template<typename T, typename R> 201 struct range_type { 202 typedef range_<T,R> type; 203 }; 204 205 /// range identity specialization 206 template<typename T, class L, class U> 207 struct range_type<T, range_<L,U> > { 208 typedef range_<L,U> type; 209 }; 210 211 namespace fusion = boost::fusion; 212 namespace mpl = boost::mpl; 213 214 template<typename T, size_t N, class R1, class R2, class R3, class R4> 215 struct range_tuple { 216 // full range vector 217 typedef typename mpl::vector<R1,R2,R3,R4> v; 218 typedef typename mpl::end<v>::type end; 219 typedef typename mpl::advance_c<typename mpl::begin<v>::type, N>::type pos; 220 // [0:N) range vector 221 typedef typename mpl::erase<v, pos, end>::type t; 222 // transform into proper range fusion::vector 223 typedef typename fusion::result_of::as_vector< 224 typename mpl::transform<t,range_type<T, mpl::_1> >::type 225 >::type type; 226 }; 227 228 229 template<typename T, size_t N, 230 class R1, class R2, class R3, class R4, 231 class O> 232 struct for_type { 233 typedef typename range_tuple<T,N,R1,R2,R3,R4>::type range_tuple; 234 typedef for_<T, N, range_tuple, O> type; 235 }; 236 237 } // namespace detail 238 239 240 /// default index order, [0:N) 241 template<size_t N> 242 struct order { 243 typedef boost::mpl::range_c<size_t,0, N> type; 244 }; 245 246 /// N-loop generator, 0 < N <= 5 247 /// @tparam T index type 248 /// @tparam N number of indices/loops 249 /// @tparam R1,... range types 250 /// @tparam O index order 251 template<typename T, size_t N, 252 class R1, class R2 = void, class R3 = void, class R4 = void, 253 class O = typename order<N>::type> 254 struct for_ : detail::for_type<T, N, R1, R2, R3, R4, O>::type { 255 typedef typename detail::for_type<T, N, R1, R2, R3, R4, O>::type base_type; 256 typedef typename base_type::range_tuple range_tuple; 257 for_(const range_tuple &range) : base_type(range) {} 258 }; 259 260 /// loop range [L:U) 261 /// @tparam L lower bound type 262 /// @tparam U upper bound type 263 /// @return range 264 template<class L, class U> 265 detail::range_<L,U> range(L lower, U upper) { 266 return detail::range_<L,U>(lower, upper); 267 } 268 269 /// make 4-loop generator with specified index ordering 270 template<typename T, class R1, class R2, class R3, class R4, class O> 271 for_<T, 4, R1, R2, R3, R4, O> 272 make_for(R1 r1, R2 r2, R3 r3, R4 r4, const O&) { 273 typedef for_<T, 4, R1, R2, R3, R4, O> F; 274 return F(F::range_tuple(r1, r2, r3, r4)); 275 } 276 277 /// polymorphic generator template forward declaration 278 template<typename T,size_t N> 279 struct For; 280 281 /// polymorphic 4-loop generator 282 template<typename T> 283 struct For<T,4> : detail::For<T,4> { 284 /// generator with default index ordering 285 template<class R1, class R2, class R3, class R4> 286 For(R1 r1, R2 r2, R3 r3, R4 r4) { 287 this->reset(make_for<T>(r1, r2, r3, r4).new_()); 288 } 289 /// generator with specified index ordering 290 template<class R1, class R2, class R3, class R4, class O> 291 For(R1 r1, R2 r2, R3 r3, R4 r4, O o) { 292 this->reset(make_for<T>(r1, r2, r3, r4, o).new_()); 293 } 294 }; 295 296 } 297 298 299 #endif /* _GENERATOR_HPP_ */

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  • jerky animation using Core Animation

    - by Paul from Boston
    In my iPhone app, I am trying to get some red and white stripes that are scrolling across the screen to animate smoothly when the speed of the stripes gets high. In my app the user starts the animation and changes the scrolling speed by a finger swipe and changes the width of the stripes by a two finger pinch. Animation is stopped in response to a double tap. If the speed gets high or the stripes get narrow the animation is no longer smooth to the eye. The edges of the stripes seem to jump around. The animation is simple. I draw the stripes in a layer that's a bit larger than the screen. I then set up an animation that moves the layer position by exactly the distance from one red stripe to the next. The duration is set by the speed of the finger swipe and the repeat count is 1. When the animation stops the delegate checks a flag to see if the user wants to stop the scrolling. If not, the animation is restarted again for one cycle. Are there better ways of doing this so that the animation is smooth at high speeds or with narrow stripes? Thanks--

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  • Should I use OpenGL for chess with animations?

    - by fhucho
    At the moment I am experimenting with SurfaceView for my chess game with animations. I am getting only about 8 FPS in the emulator. I draw a chess board and 32 chess pieces and rotate everything (to see how smooth it is), I am using antialiasing. On the Droid I'm getting about 20FPS, so it's not very smooth. Is it possible to implement a game with very scarce and simple animations without having to use OpenGL? This is what I do every frame: // scale and rotate matrix.setScale(scale, scale); rotation += 3; matrix.postRotate(rotation, 152, 152); canvas = surfaceHolder.lockCanvas(); canvas.setDrawFilter(new PaintFlagsDrawFilter(0, Paint.FILTER_BITMAP_FLAG)); canvas.setMatrix(matrix); canvas.drawARGB(255, 255, 255, 255); // fill the canvas with white for (int i = 0; i < sprites.size(); i++) { sprites.get(i).draw(canvas); // draws chessboard and chess pieces }

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  • Best way to pan & scan images with jquery

    - by guy
    Hello, I am trying to make an image pan & scan system. I have a slider that zooms the image (that can be dragged) and also a small map in the corner of the image (that can also be dragged). You can see a rough example here (sorry, I am not allowed to use the design, so it's not formatted): http://lighe.madetokill.com/test/test.html My problem is that although it works great in firefox and opera, it stutters in chrome, safari and IE (it doesn't currently work in IE) at any zoom level except 100% (at 100% it's butter smooth). What is the reason for webkit's poor performance? Am I implementing this wrong? I am basically changing the margin-left and margin-top properties of the image. I know this is fast enough since at 100% it's perfectly smooth. Would I be better off using canvas? I am trying to avoid flash (or any other plugins) if possible. Also please note this is work in progress, there are other bugs except this, so do not bother with those :) Thanks in advance!

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  • AndEngine VS Android's Canvas VS OpenGLES - For rendering a 2D indoor vector map

    - by Orchestrator
    This is a big issue for me I'm trying to figure out for a long time already. I'm working on an application that should include a 2D vector indoor map in it. The map will be drawn out from an .svg file that will specify all the data of the lines, curved lines (path) and rectangles that should be drawn. My main requirement from the map are Support touch events to detect where exactly the finger is touching. Great image quality especially when considering the drawings of curved and diagonal lines (anti-aliasing) Optional but very nice to have - Built in ability to zoom, pan and rotate. So far I tried AndEngine and Android's canvas. With AndEngine I had troubles with implementing anti-aliasing for rendering smooth diagonal lines or drawing curved lines, and as far as I understand, this is not an easy thing to implement in AndEngine. Though I have to mention that AndEngine's ability to zoom in and pan with the camera instead of modifying the objects on the screen was really nice to have. I also had some little experience with the built in Android's Canvas, mainly with viewing simple bitmaps, but I'm not sure if it supports all of these things, and especially if it would provide smooth results. Last but no least, there's the option of just plain OpenGLES 1 or 2, that as far as I understand, with enough work should be able to support all the features I require. However it seems like something that would be hard to implement. And I've never programmed in OpenGL or anything like it, but I'm willing very much to learn. To sum it all up, I need a platform that would provide me with the ability to do the 3 things I mentioned before, but also very important - To allow me to implement this feature as fast as possible. Any kind of answer or suggestion would be very much welcomed as I'm very eager to solve this problem! Thanks!

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  • CAShapeLayer slowing down interface rotation

    - by MrMage
    Hi, I am trying to move some custom drawing code from a view into a CAShapeLayer, which then get added as a sublayer to the original view's CALayer. This also works well, but when rotating the device, the animation starts to stutter, e.g. you just see the frame in the original orientation and then the final orientation, with at most one frame in between - not smooth at all. Slide-in and slide-out animations of the corresponding UIViewController are a bit jerky, too (but not that much). All the CAShapeLayer has in its path is one CGPathAddRect, it is set to be opaque, its opacity is 1.0f and the fillColor is set to opaque blue. When drawing the path directly in the views drawRect method, however, the animation is smooth. So I suppose it has something to do with the CAShapeLayer being animated during the rotation. Could you tell me how to either get rid of those jerkiness or just hide the CAShapeLayer when animating? Getting back to just draw CGPaths directly is not an option to me because I rely on the ability of CAShapeLayer to animate its path (it is not animated in my tries with rotating the view). /update: this also happens when the rotating UIViewControllers view contains a view with a subclass of CAGradientLayer as its layerClass (e.g. a view with a gradient layer as background). Cheers MrMage

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  • SeriesInterpolate - removing data at start of array

    - by Allan Jardine
    Hello all, I've been experimenting with Flex Charts (in Flash Builder 4) recently, but have run into one area which didn't quite work as I was expecting. Specifically, when adding and removing a data point from an array, with SeriesInterpolate set. I've put up three examples, as I expect these will make a lot more sense than me trying to explain it with words only!: http://sprymedia.co.uk/media/misc/flex/linechart/LineChart-Add.swf - Clicking the button in the top right adds a new data point to the end of the data array, and the chart is smoothly updated (almost smoothly there is a 1px shift when animating which is odd...) http://sprymedia.co.uk/media/misc/flex/linechart/LineChart-Delete.swf - Clicking the button (which is now labelled incorrectly) will remove the item at the start of the data array - but the chart draws this as if it were removing the end element. http://sprymedia.co.uk/media/misc/flex/linechart/LineChart-AddDelete.swf - This is sort of what I'm eventually aiming for - a smooth side scroll chart, where new data is added at the end and the old data is sifted off the front. However the delete behaviour makes this look a bit odd. Does anyone know if there is a way to get the smooth transition I'm looking with SeriesInterpolate? Or is it possible to implement a custom transition? Many thanks, Allan

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  • Does Firefox on OS X Lion make use of Full Page Zoom for the touchpad? How to customize behavior?

    - by Steven Lu
    I really like the smooth pinch-zoom of Safari using the touchpad, but the two-finger scroll on Firefox is so much better than the scrolling performance in Safari. So I really like to use Firefox, but then I miss out on two-finger-double-tap to zoom to paragraph width, and the smooth pinch gesture zoom. What I'm wondering is if it is possible to write a Firefox Extension to improve the update rate of the full-page zoom in Firefox that is already functioning via the touchpad pinch gesture. I feel like it is specifically programmed to zoom at certain zoom levels: 100%, 120%, 150% (these are guesses of mine) but I think it would be great if I can get some more control there to make it work more like the zoom functionality in Safari. Also the two-finger-double-tap on a paragraph or element to zoom to it would be really awesome as well. https://developer.mozilla.org/en/Full_page_zoom This seems to indicate (if "full page zoom" is what I think it is) that an extension has the ability to zoom to an arbitrary scale factor, but what remains is to find out if it is possible to obtain or hook the touchpad pinch gesture. Update: I have updated the toolkit.zoomManager.zoomValues option in about:config to include more zoom levels: .3,.5,.67,.8,.9,1,1.01,1.02,1.03,1.04,1.05,1.06,1.07,1.08,1.09,1.1,1.2,1.33,1.5,1.7,2,2.4,3 Notice how I inserted a bunch of entries between 1 and 1.1. But it isn't switching between them any faster (why would it?) so it's less usable than before because of waiting for it to respond fast enough. It's clear that re-rendering the page at a different zoom level requires time and in order for the zoom to be dynamic, some kind of screen capture and scale effect must be performed (which is what Safari does). I guess such a thing is probably doable but I don't think I could pull it off. :-/

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  • moving a sprite causes jerky movement

    - by mac_55
    I've got some jerky movement of my sprite. Basically, when the user touches a point on the screen, the sprite should move to that point. This is working mostly fine... it's even taking into account a delta - because frame rate may not be consistant. However, I notice that the y movement usually finishes before the x movement (even when the distances to travel are the same), so it appears like the sprite is moving in an 'L' shape rather than a smooth diagonal line. Vertical and horizontal velocity (vx, vy) are both set to 300. Any ideas what's wrong? How can I go about getting my sprite to move in a smooth diagonal line? - (void)update:(ccTime)dt { int x = self.position.x; int y = self.position.y; //if ball is to the left of target point if (x<targetx) { //if movement of the ball won't take it to it's target position if (x+(vx *dt) < targetx) { x += vx * dt; } else { x = targetx; } } else if (x>targetx) //same with x being too far to the right { if (x-(vx *dt) > targetx) { x -= vx * dt; } else { x = targetx; } } if (y<targety) { if (y+(vy*dt)<targety) { y += vy * dt; } else { y = targety; } } else if (y>targety) { if (y-(vy*dt)>targety) { y -= vy * dt; } else { y = targety; } } self.position = ccp(x,y); }

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  • Log 2 N generic comparison tree

    - by Morano88
    Hey! I'm working on an algorithm for Redundant Binary Representation (RBR) where every two bits represent a digit. I designed the comparator that takes 4 bits and gives out 2 bits. I want to make the comparison in log 2 n so If I have X and Y .. I compare every 2 bits of X with every 2 bits of Y. This is smooth if the number of bits of X or Y equals n where (n = 2^X) i.e n = 2,4,8,16,32,... etc. Like this : However, If my input let us say is 6 or 10 .. then it becomes not smooth and I have to take into account some odd situations like this : I have a shallow experience in algorithms .. is there a generic way to do it .. so at the end I get only 2 bits no matter what the input is ? I just need hints or pseudo-code. If my question is not appropriate here .. so feel free to flag it or tell me to remove it. I'm using VHDL by the way!

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  • Been asked a dozen times, but no luck from what I've read. Prevent Anchor Jumping on page load

    - by jasenmp
    I'm currently working with WP theme that can be found here: sanjay.dmediastudios.com I'm currently using 'smooth scroll' on my page, I'm attempting to have the page smoothly scroll to the requested section when coming from an external link (for instance coming from the blog page takes you to sanjay.dmediastudios.com/#portfolio) from there I want the page to start at the top and THEN scroll to the portfolio section. What's happening is it briefly displays the 'portfolio section' (anchor jump) and THEN resets to the top and scrolls down. It's driving me nuts :(. Here is the code I'm using: Click function for smooth scroll: $(function() { $('.menu li a').click(function() { if (location.pathname.replace(/^\//, '') == this.pathname.replace(/^\//, '') && location.hostname == this.hostname) { var target = $(this.hash); target = target.length ? target : $('[name=' + this.hash.slice(1) + ']'); if (target.length) { $root.animate({ scrollTop: target.offset().top - 75 }, 800, 'swing'); return false; } } }); //end of click function }); The page load function: $(window).on("load", function() { if (location.hash) { // do the test straight away window.scrollTo(0, 0); // execute it straight away setTimeout(function() { window.scrollTo(0, 0); // run it a bit later also for browser compatibility }, 1); } var urlHash = window.location.href.split("#")[1]; if (urlHash && $('#' + urlHash).length) $('html,body').animate({ scrollTop: $('#' + urlHash).offset().top - 75 }, 800, 'swing'); }); Any help would be MUCH appreciated.

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  • iOS OpenGL ES 1.1 jerky animation using CADisplayLink (reboot fixes for a while)

    - by timthecoder
    I'm using OpenGL ES 1.1 and CADisplayLink to animate a 3d scene. If the iOS device has been rebooted fairly recently, the animation is smooth and the time delta between two displayLink.timestamp calls is fairly even. But after a few hours or days of the iOS device being used and my app is sometimes run a few times, the animation becomes jerky and the time deltas ramp up and then reset to a lower value only to ramp up again. Like this: 2012-09-01 23:42:58.770 [2678:707] dt= 0.021139 2012-09-01 23:42:58.787 [2678:707] dt= 0.022183 2012-09-01 23:42:58.804 [2678:707] dt= 0.023223 2012-09-01 23:42:58.820 [2678:707] dt= 0.024270 2012-09-01 23:42:58.837 [2678:707] dt= 0.009679 2012-09-01 23:42:58.853 [2678:707] dt= 0.010750 2012-09-01 23:42:58.870 [2678:707] dt= 0.011766 2012-09-01 23:42:58.887 [2678:707] dt= 0.012806 2012-09-01 23:42:58.903 [2678:707] dt= 0.013847 2012-09-01 23:42:58.920 [2678:707] dt= 0.014890 2012-09-01 23:42:58.937 [2678:707] dt= 0.015933 2012-09-01 23:42:58.953 [2678:707] dt= 0.016976 2012-09-01 23:42:58.970 [2678:707] dt= 0.018011 2012-09-01 23:42:58.987 [2678:707] dt= 0.019055 2012-09-01 23:42:59.003 [2678:707] dt= 0.020097 2012-09-01 23:42:59.020 [2678:707] dt= 0.021143 2012-09-01 23:42:59.037 [2678:707] dt= 0.022181 2012-09-01 23:42:59.054 [2678:707] dt= 0.023222 2012-09-01 23:42:59.071 [2678:707] dt= 0.024288 2012-09-01 23:42:59.087 [2678:707] dt= 0.009624 2012-09-01 23:42:59.103 [2678:707] dt= 0.010728 2012-09-01 23:42:59.121 [2678:707] dt= 0.011763 2012-09-01 23:42:59.137 [2678:707] dt= 0.012808 2012-09-01 23:42:59.153 [2678:707] dt= 0.013847 2012-09-01 23:42:59.170 [2678:707] dt= 0.014891 2012-09-01 23:42:59.187 [2678:707] dt= 0.016002 2012-09-01 23:42:59.203 [2678:707] dt= 0.016979 2012-09-01 23:42:59.220 [2678:707] dt= 0.018016 2012-09-01 23:42:59.237 [2678:707] dt= 0.019042 2012-09-01 23:42:59.253 [2678:707] dt= 0.020099 2012-09-01 23:42:59.270 [2678:707] dt= 0.021138 2012-09-01 23:42:59.287 [2678:707] dt= 0.022185 2012-09-01 23:42:59.304 [2678:707] dt= 0.023222 2012-09-01 23:42:59.320 [2678:707] dt= 0.024265 2012-09-01 23:42:59.337 [2678:707] dt= 0.009681 2012-09-01 23:42:59.354 [2678:707] dt= 0.010736 And then if the iOS device is rebooted the animation is smooth again. The problem even occurs on my menu screen when almost no game related calculations are going on in the UpdateAnimation() function. I don't understand what is going on and why a fresh reboot will always fix this problem for a while.

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  • Color banding only on Android 4.0+

    - by threeshinyapples
    On emulators running Android 4.0 or 4.0.3, I am seeing horrible colour banding which I can't seem to get rid of. On every other Android version I have tested, gradients look smooth. I have a SurfaceView which is configured as RGBX_8888, and the banding is not present in the rendered canvas. If I manually dither the image by overlaying a noise pattern at the end of rendering I can make the gradients smooth again, though obviously at a cost to performance which I'd rather avoid. So the banding is being introduced later. I can only assume that, on 4.0+, my SurfaceView is being quantized to a lower bit-depth at some point between it being drawn and being displayed, and I can see from a screen capture that gradients are stepping 8 values at a time in each channel, suggesting a quantization to 555 (not 565). I added the following to my Activity onCreate function, but it made no difference. getWindow().setFormat(PixelFormat.RGBA_8888); getWindow().addFlags(WindowManager.LayoutParams.FLAG_DITHER); I also tried putting the above in onAttachedToWindow() instead, but there was still no change. (I believe that RGBA_8888 is the default window format anyway for 2.2 and above, so it's little surprise that explicitly setting that format has no effect on 4.0+.) Which leaves the question, if the source is 8888 and the destination is 8888, what is introducing the quantization/banding and why does it only appear on 4.0+? Very puzzling. I wonder if anyone can shed some light?

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  • How can I get the following compiled on UVA?

    - by Michael Tsang
    Note the comment below. It cannot compiled on UVA because of a bug in GCC. #include <cstdio> #include <cstring> #include <cctype> #include <map> #include <stdexcept> class Board { public: bool read(FILE *); enum Colour {none, white, black}; Colour check() const; private: struct Index { size_t x; size_t y; Index &operator+=(const Index &) throw(std::range_error); Index operator+(const Index &) const throw(std::range_error); }; const static std::size_t size = 8; char data[size][size]; // Cannot be compiled on GCC 4.1.2 due to GCC bug 29993 // http://gcc.gnu.org/bugzilla/show_bug.cgi?id=29993 typedef bool CheckFunction(Colour, const Index &) const; CheckFunction pawn, knight, bishop, king, rook; bool queen(const Colour c, const Index &location) const { return rook(c, location) || bishop(c, location); } static char get_king(Colour c) { return c == white ? 'k' : 'K'; } template<std::size_t n> bool check_consecutive(Colour c, const Index &location, const Index (&offsets)[n]) const { for(const Index *p = offsets; p != (&offsets)[1]; ++p) { try { Index target = location + *p; for(; data[target.x][target.y] == '.'; target += *p) { } if(data[target.x][target.y] == get_king(c)) return true; } catch(std::range_error &) { } } return false; } template<std::size_t n> bool check_distinct(Colour c, const Index &location, const Index (&offsets)[n]) const { for(const Index *p = offsets; p != (&offsets)[1]; ++p) { try { Index target = location + *p; if(data[target.x][target.y] == get_king(c)) return true; } catch(std::range_error &) { } } return false; } }; int main() { Board board; for(int d = 1; board.read(stdin); ++d) { Board::Colour c = board.check(); const char *sp; switch(c) { case Board::black: sp = "white"; break; case Board::white: sp = "black"; break; case Board::none: sp = "no"; break; } std::printf("Game #%d: %s king is in check.\n", d, sp); std::getchar(); // discard empty line } } bool Board::read(FILE *f) { static const char empty[] = "........" "........" "........" "........" "........" "........" "........" "........"; // 64 dots for(char (*p)[size] = data; p != (&data)[1]; ++p) { std::fread(*p, size, 1, f); std::fgetc(f); // discard new-line } return std::memcmp(empty, data, sizeof data); } Board::Colour Board::check() const { std::map<char, CheckFunction Board::*> fp; fp['P'] = &Board::pawn; fp['N'] = &Board::knight; fp['B'] = &Board::bishop; fp['Q'] = &Board::queen; fp['K'] = &Board::king; fp['R'] = &Board::rook; for(std::size_t i = 0; i != size; ++i) { for(std::size_t j = 0; j != size; ++j) { CheckFunction Board::* p = fp[std::toupper(data[i][j])]; if(p) { Colour ret; if(std::isupper(data[i][j])) ret = white; else ret = black; if((this->*p)(ret, (Index){i, j}/* C99 extension */)) return ret; } } } return none; } bool Board::pawn(const Colour c, const Index &location) const { const std::ptrdiff_t sh = c == white ? -1 : 1; const Index offsets[] = { {sh, 1}, {sh, -1} }; return check_distinct(c, location, offsets); } bool Board::knight(const Colour c, const Index &location) const { static const Index offsets[] = { {1, 2}, {2, 1}, {2, -1}, {1, -2}, {-1, -2}, {-2, -1}, {-2, 1}, {-1, 2} }; return check_distinct(c, location, offsets); } bool Board::bishop(const Colour c, const Index &location) const { static const Index offsets[] = { {1, 1}, {1, -1}, {-1, -1}, {-1, 1} }; return check_consecutive(c, location, offsets); } bool Board::rook(const Colour c, const Index &location) const { static const Index offsets[] = { {1, 0}, {0, -1}, {0, 1}, {-1, 0} }; return check_consecutive(c, location, offsets); } bool Board::king(const Colour c, const Index &location) const { static const Index offsets[] = { {-1, -1}, {-1, 0}, {-1, 1}, {0, 1}, {1, 1}, {1, 0}, {1, -1}, {0, -1} }; return check_distinct(c, location, offsets); } Board::Index &Board::Index::operator+=(const Index &rhs) throw(std::range_error) { if(x + rhs.x >= size || y + rhs.y >= size) throw std::range_error("result is larger than size"); x += rhs.x; y += rhs.y; return *this; } Board::Index Board::Index::operator+(const Index &rhs) const throw(std::range_error) { Index ret = *this; return ret += rhs; }

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  • C++ scoping error

    - by Pat Murray
    I have the following code: #include "Student.h" #include "SortedList.h" using namespace std; int main() { // points to the sorted list object SortedList *list = new SortedList; //This is line 17 // array to hold 100 student objects Student create[100]; int num = 100000; // holds different ID numbers // fills an array with 100 students of various ID numbers for (Student &x : create) { x = new Student(num); num += 100; } // insert all students into the sorted list for (Student &x : create) list->insert(&x); delete list; return 0; } And I keep getting the compile time error: main.cpp: In function ‘int main()’: main.cpp:17: error: ‘SortedList’ was not declared in this scope main.cpp:17: error: ‘list’ was not declared in this scope main.cpp:17: error: expected type-specifier before ‘SortedList’ main.cpp:17: error: expected `;' before ‘SortedList’ main.cpp:20: error: ‘Student’ was not declared in this scope main.cpp:20: error: expected primary-expression before ‘]’ token main.cpp:20: error: expected `;' before ‘create’ main.cpp:25: error: expected `;' before ‘x’ main.cpp:31: error: expected primary-expression before ‘for’ main.cpp:31: error: expected `;' before ‘for’ main.cpp:31: error: expected primary-expression before ‘for’ main.cpp:31: error: expected `)' before ‘for’ main.cpp:31: error: expected `;' before ‘x’ main.cpp:34: error: type ‘<type error>’ argument given to ‘delete’, expected pointer main.cpp:35: error: expected primary-expression before ‘return’ main.cpp:35: error: expected `)' before ‘return’ My Student.cpp and SortedList.cpp files compile just fine. They both also include .h files. I just do not understand why I get an error on that line. It seems to be a small issue though. Any insight would be appreciated. UPDATE1: I originally had .h files included, but i changed it when trying to figure out the cause of the error. The error remains with the .h files included though. UPDATE2: SortedList.h #ifndef SORTEDLIST_H #define SORTEDLIST_H #include "Student.h" /* * SortedList class * * A SortedList is an ordered collection of Students. The Students are ordered * from lowest numbered student ID to highest numbered student ID. */ class SortedList { public: SortedList(); // Constructs an empty list. SortedList(const SortedList & l); // Constructs a copy of the given student object ~SortedList(); // Destructs the sorted list object const SortedList & operator=(const SortedList & l); // Defines the assignment operator between two sorted list objects bool insert(Student *s); // If a student with the same ID is not already in the list, inserts // the given student into the list in the appropriate place and returns // true. If there is already a student in the list with the same ID // then the list is not changed and false is returned. Student *find(int studentID); // Searches the list for a student with the given student ID. If the // student is found, it is returned; if it is not found, NULL is returned. Student *remove(int studentID); // Searches the list for a student with the given student ID. If the // student is found, the student is removed from the list and returned; // if no student is found with the given ID, NULL is returned. // Note that the Student is NOT deleted - it is returned - however, // the removed list node should be deleted. void print() const; // Prints out the list of students to standard output. The students are // printed in order of student ID (from smallest to largest), one per line private: // Since Listnodes will only be used within the SortedList class, // we make it private. struct Listnode { Student *student; Listnode *next; }; Listnode *head; // pointer to first node in the list static void freeList(Listnode *L); // Traverses throught the linked list and deallocates each node static Listnode *copyList(Listnode *L); // Returns a pointer to the first node within a particular list }; #endif #ifndef STUDENT_H #define STUDENT_H Student.h #ifndef STUDENT_H #define STUDENT_H /* * Student class * * A Student object contains a student ID, the number of credits, and an * overall GPA. */ class Student { public: Student(); // Constructs a default student with an ID of 0, 0 credits, and 0.0 GPA. Student(int ID); // Constructs a student with the given ID, 0 credits, and 0.0 GPA. Student(int ID, int cr, double grPtAv); // Constructs a student with the given ID, number of credits, and GPA.\ Student(const Student & s); // Constructs a copy of another student object ~Student(); // Destructs a student object const Student & operator=(const Student & rhs); // Defines the assignment operator between two student objects // Accessors int getID() const; // returns the student ID int getCredits() const; // returns the number of credits double getGPA() const; // returns the GPA // Other methods void update(char grade, int cr); // Updates the total credits and overall GPA to take into account the // additions of the given letter grade in a course with the given number // of credits. The update is done by first converting the letter grade // into a numeric value (A = 4.0, B = 3.0, etc.). The new GPA is // calculated using the formula: // // (oldGPA * old_total_credits) + (numeric_grade * cr) // newGPA = --------------------------------------------------- // old_total_credits + cr // // Finally, the total credits is updated (to old_total_credits + cr) void print() const; // Prints out the student to standard output in the format: // ID,credits,GPA // Note: the end-of-line is NOT printed after the student information private: int studentID; int credits; double GPA; }; #endif

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  • CodePlex Daily Summary for Tuesday, February 08, 2011

    CodePlex Daily Summary for Tuesday, February 08, 2011Popular ReleasesyoutubeFisher: youtubeFisher 3.0 [beta]: What's new: Supports YouTube's new layout Complete internal refactoringNearforums - ASP.NET MVC forum engine: Nearforums v5.0: Version 5.0 of the ASP.NET MVC Forum Engine, containing the following improvements: .NET 4.0 as target framework using ASP.NET MVC 3. All views migrated to Razor for cleaner markup. Alternate template (Layout file) for mobile devices 4 Bug Fixes since Version 4.1 Visit the project Roadmap for more details.fuv: 1.0 release, codename Chopper Joe: features: search/replace :o to open file :s to save file :q to quitASP.NET MVC Project Awesome, jQuery Ajax helpers (controls): 1.7: A rich set of helpers (controls) that you can use to build highly responsive and interactive Ajax-enabled Web applications. These helpers include Autocomplete, AjaxDropdown, Lookup, Confirm Dialog, Popup Form, Popup and Pager html generation optimized new features for the lookup (add additional search data ) live demo went aeroEnhSim: EnhSim 2.3.6 BETA: 2.3.6 BETAThis release supports WoW patch 4.06 at level 85 To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 Changes since 2.3.0 ...TestApi - a library of Test APIs: TestApi v0.6: TestApi v0.6 comes with the following changes: TestApi code development has been moved to Codeplex: Moved TestApi soluton to VS 2010; Moved all source code to Codeplex. All development work is done there now. Fault Injection API: Integrated the unmanaged FaultInjectionEngine.dll COM component in the build; Cleaned up FaultInjectionEngine.dll to build at warning level 4; Implemented “FaultScope” which allows for in-process fault injection; Added automation scripts & sample program; ...AutoLoL: AutoLoL v1.5.5: AutoChat now allows up to 6 items. Items with nr. 7-0 will be removed! News page url's are now opened in the default browser Added a context menu to the system tray icon (thanks to Alex Banagos) AutoChat now allows configuring the Chat Keys and the Modifier Key The recent files list now supports compact and full mode Fix: Swapped mouse buttons are now properly detected Fix: Sometimes the Play button was pressed while still greyed out Champion: Karma Note: You can also run the u...mojoPortal: 2.3.6.2: see release notes on mojoportal.com http://www.mojoportal.com/mojoportal-2362-released.aspx Note that we have separate deployment packages for .NET 3.5 and .NET 4.0 The deployment package downloads on this page are pre-compiled and ready for production deployment, they contain no C# source code. To download the source code see the Source Code Tab I recommend getting the latest source code using TortoiseHG, you can get the source code corresponding to this release here.Rawr: Rawr 4.0.19 Beta: Rawr is now web-based. The link to use Rawr4 is: http://elitistjerks.com/rawr.phpThis is the Cataclysm Beta Release. More details can be found at the following link http://rawr.codeplex.com/Thread/View.aspx?ThreadId=237262 As of the 4.0.16 release, you can now also begin using the new Downloadable WPF version of Rawr!This is a pre-alpha release of the WPF version, there are likely to be a lot of issues. If you have a problem, please follow the Posting Guidelines and put it into the Issue Trac...IronRuby: 1.1.2: IronRuby 1.1.2 is a servicing release that keeps on improving compatibility with Ruby 1.9.2 and includes IronRuby integration to Visual Studio 2010. We decided to drop 1.8.6 compatibility mode in all post-1.0 releases. We recommend using IronRuby 1.0 if you need 1.8.6 compatibility. In this release we fixed several major issues: - problems that blocked Gem installation in certain cases - regex syntax: the parser was replaced with a new one that is much more compatible with Ruby 1.9.2 - cras...Pyxis 2: Production Release: Pyxis 2.0.0.13 - Full Production Release This release of Pyxis 2 offers you a wide range of features: Launch Applications in their own threads & domains Render alpha-blended icons on the desktop Support for SD & USB drives Online App Store Dynamic & Static IP support Menus & Modals Over a dozen GUI controls File selection dialogs Folder selection dialog Application, Bootloader, and Firmware Updating Update Release Notes Much More!Microsoft All-In-One Code Framework: Sample Browser v2 (CTP Release): Sample Browser v2 (CTP Release) http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=1code&DownloadId=205917MVVM Light Toolkit: MVVM Light Toolkit V3 SP1 (4): There was a small issue with the previous release that caused errors when installing the templates in VS10 Express. This release corrects the error. Only use this if you encountered issues when installing the previous release. No changes in the binaries.Finestra Virtual Desktops: 1.0: Finally the version 1.0 release! Sorry for the long delay since the last release, but I think that you'll find this release to be really smooth, really stable, and a really great enhancement to Windows. New features include: Windows 7 taskbar integration Major performance and usability improvements Redesigned look and feel New name: Finestra Better automatic updating Much faster full-screen switcher Fixes Windows 7 hotkey collisions by default Updated installerFacebook C# SDK: 5.0.2 (BETA): PLEASE TAKE A FEW MINUTES TO GIVE US SOME FEEDBACK: Facebook C# SDK Survey This is third BETA release of the version 5 branch of the Facebook C# SDK. Remember this is a BETA build. Some things may change or not work exactly as planned. We are absolutely looking for feedback on this release to help us improve the final 5.X.X release. This release contains some breaking changes. Particularly with authentication. After spending time reviewing the trouble areas that people are having using th...ASP.NET MVC SiteMap provider: MvcSiteMapProvider 3.0.0 for MVC3: Using NuGet?MvcSiteMapProvider is also listed in the NuGet feed. Learn more... Like the project? Consider a donation!Donate via PayPal via PayPal. ChangelogTargeting ASP.NET MVC 3 and .NET 4.0 Additional UpdatePriority options for generating XML sitemaps Allow to specify target on SiteMapTitleAttribute One action with multiple routes and breadcrumbs Medium Trust optimizations Create SiteMapTitleAttribute for setting parent title IntelliSense for your sitemap with MvcSiteMapSchem...patterns & practices SharePoint Guidance: SharePoint Guidance 2010 Hands On Lab: SharePoint Guidance 2010 Hands On Lab consists of six labs: one for logging, one for service location, and four for application setting manager. Each lab takes about 20 minutes to walk through. Each lab consists of a PDF document. You can go through the steps in the doc to create solution and then build/deploy the solution and run the lab. For those of you who wants to save the time, we included the final solution so you can just build/deploy the solution and run the lab.Value Injecter - object(s) to -> object mapper: 2.3: it lets you define your own convention-based matching algorithms (ValueInjections) in order to match up (inject) source values to destination values. inject from multiple sources in one InjectFrom added ConventionInjectionMobile Device Detection and Redirection: 0.1.11.11: Improvements to Beta Release The following changes have been made in version 0.1.11.11: BlackBerry Version 6 devices (such as the 9800 Torch) are now correctly identified with a dedicated handler. Android powered devices are now correctly identified. Minor change to Provider.cs to improve performance and optimise data sent to 51Degrees.mobi if the option is enabled. GC.collect is no longer called at any point. All garbage collection now happens automatically IMPORTANT CHANGES This rele...TweetSharp: TweetSharp v2.0.0.0 - Preview 10: Documentation for this release may be found at http://tweetsharp.codeplex.com/wikipage?title=UserGuide&referringTitle=Documentation. Note: This code is currently preview quality. Preview 9 ChangesAdded support for trends Added support for Silverlight 4 Elevated WP7 fixes Third Party Library VersionsHammock v1.1.7: http://hammock.codeplex.com Json.NET 4.0 Release 1: http://json.codeplex.comNew Projectsbisolu_sendus: bisolu smsBlack & Scholes: Black & Scholes OptionsCosLabs: CosLabs makes it easy to see the full capabilities of the Cosmos operating system toolkit. CosLabs has a number of experiments to find new and unique uses for Cosmos. It's developed in C#.DeployToAzure: DeployToAzure allows automating deployment of Windows Azure project and making it a part of TFS 2010 build process without using PowerShell and Azure Management CmdLets. Digital: Educational purposesDiscogsNet: DiscogsNet is a .NET library to query the Discogs.com API and parse the Discogs XML data dump files. It's developed in C# and usable from any .NET language. The API of the library is focused on ease of use and intuitiveness.DJME - The jQuery extensions for ASP.NET MVC: DJME - The jQuery extensions for ASP.NET MVC is a lightweight framework which helps you build rich user interfaces for ASP.NET MVC while enjoying great developer productivity. DokuDB: Visio AddIn to document different versions of a databaseDtsConfig Explorer: This project is a windows froms application that helps explore a SSIS dtsconfig file with an easy wayEveryDNS Service: Windows service to automatically send your current IP address to everydns.net for dynamic domains. Automatically monitors and sends IP address changes without having to be logged in. The project is built in C# targeting the .NET 4.0 framework.EvoSim - Evolution Simulation: EvoSim is a pet project to learn aspects of MVVM, WPF/Silverlight, and Parallel Processing features of .NET 4. The goal is to simulate a world filled with creatures that move, eat, reproduce, and die according to Darwinian evolutionary principles. It is tile and turn based.EZStorage: A storage library for XNA based on EasyStorage but abstracting in an XML based file list for each folder, allowing file listings on all folders and details like file creation dates which are no longer possible in XNA 4.0ForeverBell's Snake: A snake game written in VB.NET.Glauca Browser: This is a browser with a webkit core inside.Grauers SharePoint 2010 Custom MasterPage Feature: This is a SharePoint 2010 Custom MastePage feature. Custom Master and custom CSS Blog post about the project: http://www.grauers.net/archive/2011/02/07/build-a-sharepoint-2010-custom-mastepage-with-visual-studio-2010.aspxHamming Code Sample: HamCode demonstrate how the hamming code work, result of coded and decoded data. Shows the benefits of hamming method/codeHydroDesktop Mercurial Test: This is a trial version of the HydroDesktop project (hydrodesktop.codeplex.com) running on Mercurial source code repository. We first want to test whether the data update/download is happening fine before switching the official HydroDesktop website to the new system.LateBindingApi: Creates .Net Proxy Components from COM Type Libraries.Middlesex County College Library Wireless Auto Login: The Middlesex County College Library Wireless Auto Login automatically logs a computer in to the Middlesex County College (Edison, NJ) Library's WifiMobility: Mobility is a small program that reads from a text file. The text file includes everything about the program, right down to that cute little bunny on your desktop! Try Mobility today!OpenMFC: OpenMFC is opensource version of MFC for using with C/C++ compiler without MFC.Orchard Content Sharing: This Orchard module adds content sharing functionality via integration with AddThis.com sharing service.Orchard Wunder Weather Widget: This project is used to maintain the source code for the Wunder Weather widget in the Orchard gallery.Professional Audio Recorder: Professional Audio Recorder is a Audio Recorder for Windows Phone 7Python Node Info for Umbraco: Designed to assist Umbraco macro authors who are writing their macros in Python. Provides a helper macro that, when inserted into a page, will enable the display of an info panel showing the page node properties as represented in Python.Softina.Graphs: Softina.Graphs is a graph managment and algorithm utility. It includes a set of libraries to work with graph processing. It is written using .net framework with c# language and MS Visual Studio 2008. Client applications is created using devexpress components.spangesharp: Application to help people learn c#Visual Studio Private Extension Gallery: Add a new tab in the Visual Studio extension manager to manage private extensions.WCF Home Framework: Home Framework is a service-oriented framework able to facilitate deploy and management of wcf services in a mid-size scenario project.Windows Phone 7 Video Player: This project contains all the source of an application for Windows Phone 7 to consume an RSS Media exposed by our Smooth Streaming Video Player plugin for WordPress (http://smooth.codeplex.com).WOL Shopping List: This is a shoppingList version of WOL's NearMeWP7RSSReader: Updated RSSReader project for Windows Phone 7 using the RTM tools with the October 2010 update.Xen (XNA Extended) Framework: The Xen Framework is a set of libraries that provides and extends XNA 4.0 functionality to make game development easier and faster while producing clean, maintainable code. Xen frees you up to spend more time building your game.

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  • CodePlex Daily Summary for Wednesday, June 13, 2012

    CodePlex Daily Summary for Wednesday, June 13, 2012Popular ReleasesPublic Key Infrastructure PowerShell module: PowerShell PKI Module v1.8: Installation guide: Use default installation path to install this module for current user only. To install this module for all users — enable "Install for all users" check-box in installation UI Note: if previous module installations are detected, they are removed during upgrade. Note: PowerShell 3.0 RC is now supported. Note: Windows Server 2012 is partially supported (output formatting is not working for me). Release notes for version 1.8.0: Version 1.8 introduces a set of new .NET clas...Metodología General Ajustada - MGA: 02.07.02: Cambios Parmenio: Corrección para que se generen los objetivos en el formato PRO_F03. Se debe ejcutar el script en la BD. Cambios John: Soporte técnico telefónico y por correo electrónico. Integración de código fuente. Se ajustan los siguientes formatos para que no dupliquen los anexos al hacer clic dos veces en Actualizar: FORMATO ID 03 - ANALISIS DE PARTICIPANTES, FORMATO ID 05 - OBJETIVOS.Generación de instaladores: Conectado y Desconectado.BlackJumboDog: Ver5.6.4: 2012.06.13 Ver5.6.4  (1) Web???????、???POST??????????????????Yahoo! UI Library: YUI Compressor for .Net: Version 2.0.0.0 - Ferret: - Merging both 3.5 and 2.0 codebases to a single .NET 2.0 assembly. - MSBuild Task. - NAnt Task.ExcelFileEditor: .CS File: nothingBizTalk Scheduled Task Adapter: Release 4.0: Works with BizTalk Server 2010. Compiled in .NET Framework 4.0. In this new version are available small improvements compared to the current version (3.0). We can highlight the following improvements or changes: 24 hours support in “start time” property. Previous versions had an issue with setting the start time, as it shown 12 hours watch but no AM/PM. Daily scheduler review. Solved a small bug on Daily Properties: unable to switch between “Every day” and “on these days” Installation e...Weapsy - ASP.NET MVC CMS: 1.0.0 RC: - Upgrade to Entity Framework 4.3.1 - Added AutoMapper custom version (by nopCommerce Team) - Added missed model properties and localization resources of Plugin Definitions - Minor changes - Fixed some bugsQTP FT Uninstaller: QTP FT Uninstaller v3: - KnowledgeInbox has made this tool open source - Converted to C# - Better scanning & cleaning mechanismWebSocket4Net: WebSocket4Net 0.7: Changes included in this release: updated ClientEngine added proper exception handling code added state support for callback added property AllowUnstrustedCertificate for JsonWebSocket added properties for sending ping automatically improved JsBridge fixed a uri compatibility issueXenta Framework - extensible enterprise n-tier application framework: Xenta Framework 1.8.0 Beta: Catalog and Publication reviews and ratings Store language packs in data base Improve reporting system Improve Import/Export system A lot of WebAdmin app UI improvements Initial implementation of the WebForum app DB indexes Improve and simplify architecture Less abstractions Modernize architecture Improve, simplify and unify API Simplify and improve testing A lot of new unit tests Codebase refactoring and ReSharpering Utilize Castle Windsor Utilize NHibernate ORM ...Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.55: Properly handle IE extension to CSS3 grammar that allows for multiple parameters to functional pseudo-class selectors. add new switch -braces:(new|same) that affects where opening braces are placed in multi-line output. The default, "new" puts them on their own new line; "same" outputs them at the end of the previous line. add new optional values to the -inline switch: -inline:(force|noforce), which can be combined with the existing boolean value via comma-separators; value "force" (which...Microsoft Media Platform: Player Framework: MMP Player Framework 2.7 (Silverlight and WP7): Additional DownloadsSMFv2.7 Full Installer (MSI) - This will install everything you need in order to develop your own SMF player application, including the IIS Smooth Streaming Client. It only includes the assemblies. If you want the source code please follow the link above. Smooth Streaming Sample Player - This is a pre-built player that includes support for IIS Smooth Streaming. You can configure the player to playback your content by simplying editing a configuration file - no need to co...Liberty: v3.2.1.0 Release 10th June 2012: Change Log -Added -Liberty is now digitally signed! If the certificate on Liberty.exe is missing, invalid, or does not state that it was developed by "Xbox Chaos, Open Source Developer," your copy of Liberty may have been altered in some (possibly malicious) way. -Reach Mass biped max health and shield changer -Fixed -H3/ODST Fixed all of the glitches that users kept reporting (also reverted the changes made in 3.2.0.2) -Reach Made some tag names clearer and more consistent between m...AutoUpdaterdotNET : Autoupdate for VB.NET and C# Developer: AutoUpdater.NET 1.0: Everything seems perfect if you find any problem you can report to http://www.rbsoft.org/contact.htmlMedia Companion: Media Companion 3.503b: It has been a while, so it's about time we release another build! Major effort has been for fixing trailer downloads, plus a little bit of work for episode guide tag in TV show NFOs.Microsoft SQL Server Product Samples: Database: AdventureWorks Sample Reports 2008 R2: AdventureWorks Sample Reports 2008 R2.zip contains several reports include Sales Reason Comparisons SQL2008R2.rdl which uses Adventure Works DW 2008R2 as a data source reference. For more information, go to Sales Reason Comparisons report.Json.NET: Json.NET 4.5 Release 7: Fix - Fixed Metro build to pass Windows Application Certification Kit on Windows 8 Release Preview Fix - Fixed Metro build error caused by an anonymous type Fix - Fixed ItemConverter not being used when serializing dictionaries Fix - Fixed an incorrect object being passed to the Error event when serializing dictionaries Fix - Fixed decimal properties not being correctly ignored with DefaultValueHandlingLINQ Extensions Library: 1.0.3.0: New to release 1.0.3.0:Combinatronics: Combinations (unique) Combinations (with repetition) Permutations (unique) Permutations (with repetition) Convert jagged arrays to fixed multidimensional arrays Convert fixed multidimensional arrays to jagged arrays ElementAtMax ElementAtMin ElementAtAverage New set of array extension (1.0.2.8):Rotate Flip Resize (maintaing data) Split Fuse Replace Append and Prepend extensions (1.0.2.7) IndexOf extensions (1.0.2.7) Ne...????????API for .Net SDK: SDK for .Net ??? Release 1: 6?12????? ??? - ?????.net2.0?.net4.0????Winform?Web???????。 NET2 - .net 2.0?Winform?Web???? NET4 - .net 4.0?Winform?Web???? Libs - SDK ???,??2.0?4.0?SDK??? 6?11????? ??? - ?Entities???????????EntityBase,???ToString()???????json???,??????4.0???????。2.0?3.5???! ??? - Request????????AccessToken??????source=appkey?????。????,????????,???????public_timeline?????????。 ?? - ???ClinetLogin??????????RefreshToken???????false???。 ?? - ???RepostTimeline????Statuses???null???。 ?? - Utility?Bui...Audio Pitch & Shift: Audio Pitch And Shift 4.5.0: Added Instruments tab for modules Open folder content feature Some bug fixesNew Projects4SQ - Foursquare for WP7: This is a public Foursquare App, designed for the COMMUNITY for WP7.Alert Management Web Part: Business Problem: In a Project management site, When new project sites created, Project Manager creates alerts for all team members in multiple Lists/Libraries. Pain point is: He need to manually create alerts by going to each and every list/library >> Alert Me >> and then adding users to keep them informed. Yes, Its a pain for them to add users one by one in all of the lists and libraries, Solution: we started creating Custom Alert Management web part which will solve this problem. K...An Un-sql SQL Database Installer: D.E.M.O.N SQL Database Installer is an Un-SQL(SQL means boring here) Database server installer for many types of Database :MySQL, SQLite and others.Aqzgf: android for qzgfbaoming: ????????????,???dbentry.net 4.2??????。Comdaybe 2012_knockoutjs examples: This is a visual studio 2012 project containing all the demo's of #comdaybe 2012. more information on: http://www.communityday.be/ETExplorer: This application is a replacement for the standard windows explorer. When I began working with Windows 7 I noticed that some of the features I liked from XP were missing. After trying many freeware replacements and not finding any of them having all the features I needed, I decided to develop my own explorer replacement.ExamAnalysis: Exam Analysis Website (building...)FizzBuzz: FizzBuzzImproved Dnn Event Log Email Notification provider: The email notifications for log events in Dnn are poor. This project aims to improve them through a new logging provider. The initial work uses the existing logging provider and just overrides the SendLogNotifications method. Over time hopefully this will be improved to enhance the email sending capabilities of Dnn.InfoMap: a framework for mapsiTextSharp MPL for Silverlight & Windows Phone: This is a port of the iText Sharp (4.2) that was the last version published under the Mozilla Public License for Silverlight and Windows Phone. You can use this version in a commercial application and it does not require your app to be released as open source. You do not need any kind of license from anyone to use this unless you want to change the publishing information (where it sets iText as the publisher)ModifyMimeTypes: In Exchange 2007 and 2010, the Content-Type encoding for MIME attachments is determined by a list which is stored in the Exchange Organization container in Active Directory within the msExchMimeTypes property. The list can be easily viewed in the Exchange Management Shell using: •(Get-OrganizationConfig).MimeTypes The list is order specific. So if two entries exist for the same attachment type, the one earlier in the list will be the one that is used. One example of this is the encod...Monitor Reporting Services with PowerPivot: PowerPivot workbook with a connection to Reporting Service log. Several built in reports are already created in the workbook. You will need to connect to the execution log 2 view in your report server database. Typically the report server Database is named ReportServer. The view to query is named is ExecutionLog2. You may need to add a where clause to the query in the workbook to limit the data you want to see. I already have a where cluase that limits it to only rendered reports. The Date...QCats: QCats put hearts into socail relationship.Rad sa bazom: Ovo je samo proba, brsem brzoREJS: An easy to use, easy to implement Razor preparser for CSS and JS with support for caching, external data, LESS and much more.RexSharp: RexSharp is a relatively new web framework, that can easily be integrated with ASP.NET. It is based largely on the Websharper framework, written in F# - but with significant additions and optimizations. Like Websharper, RexSharp aims to make web and mobile app development a lot more fun, with F#. This is a preliminary release - detailed instructions for using the framework will be made available in a short while. ShareDev.Webparts: Coming soon...SharePoint Common Framework: SharepointCommon is a framework for Microsoft SharePoint 2010© Server and Foundation. It allows to map list items to simple hand-writen POCO classes and perform actions by manipulate with entities.Solution Extender for Microsoft Dynamics CRM 2011: Solution Extender makes it easier for Dynamics CRM 2011 integrators to export/import components that can't be included in solutions. You will be able to export/import Duplicate detection rules, Saved views and more to come It's developed in C#.System Center 2012 - Orchestrator Integration Packs and Utilities: System Center 2012 - Orchestrator Integration Packs and UtilitiesTalkBack: A small library to enable decoupled communication between different components.Tomson Scattering for GDT: Tomson is a software used on Gas Dynamic Trap setup in Institute of Nuclear Physics of Russian Academy of Sciences for electron temperature calculation in plasma based on tomson scattering method measurements.tony first project: first projectVirtual Card Table: This is a classroom project for explaining TDD.WellFound Yachts: WellFound Yachts

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