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  • Should I avoid or embrace asking questions of other developers on the job?

    - by T.K.
    As a CS undergraduate, the people around me are either learning or are paid to teach me, but as a software developer, the people around me have tasks of their own. They aren't paid to teach me, and conversely, I am paid to contribute. When I first started working as a software developer co-op, I was introduced to a huge code base written in a language I had never used before. I had plenty of questions, but didn't want to bother my co-workers with all of them - it wasted their time and hurt my pride. Instead, I spent a lot of time bouncing between IDE and browser, trying to make sense of what had already been written and differentiate between expected behavior and symptoms of bugs. I'd ask my co-workers when I felt that the root of my lack of understanding was an in-house concept that I wouldn't find on the internet, but aside from that, I tried to confine my questions to lunch hours. Naturally, there were occasions where I wasted time trying to understand something in code on the internet that had, at its heart, an in-house concept, but overall, I felt I was productive enough during my first semester, contributing about as much as one could expect and gaining a pretty decent understanding of large parts of the product. I was wondering what senior developers felt about that mindset. Should new developers ask more questions to get to speed faster, or should they do their own research for themselves? I see benefits to both mindsets, and anticipate a large variety of responses, but I figure new developers might appreciate your answers without thinking to ask this question.

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  • JavaFX: Use a Screen with your Scene!

    - by user12610255
    Here's a handy tip for sizing your application. You can use the javafx.stage.Screen class to obtain the width and height of the user's screen, and then use those same dimensions when sizing your scene. The following code modifies default "Hello World" application that appears when you create a new JavaFX project in NetBeans. package screendemo; import javafx.application.Application; import javafx.event.ActionEvent; import javafx.event.EventHandler; import javafx.scene.Group; import javafx.scene.Scene; import javafx.scene.control.Button; import javafx.stage.Stage; import javafx.stage.Screen; import javafx.geometry.Rectangle2D; public class ScreenDemo extends Application { public static void main(String[] args) { Application.launch(args); } @Override public void start(Stage primaryStage) { primaryStage.setTitle("Hello World"); Group root = new Group(); Rectangle2D screenBounds = Screen.getPrimary().getVisualBounds(); Scene scene = new Scene(root, screenBounds.getWidth(), screenBounds.getHeight()); Button btn = new Button(); btn.setLayoutX(100); btn.setLayoutY(80); btn.setText("Hello World"); btn.setOnAction(new EventHandler() { public void handle(ActionEvent event) { System.out.println("Hello World"); } }); root.getChildren().add(btn); primaryStage.setScene(scene); primaryStage.show(); } } Running this program will set the Stage boundaries to visible bounds of the main screen. -- Scott Hommel

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  • Split up a screen into regions

    - by nexen
    My task: I want to split up a screen into 3 regions for buffs-bar (with picked items), score-info and a game-map. It doesn't matter are regions intersect with each other or not. For example: I have a screen with width=1; height=1 and the origin of coordinates (0;0) is the left bottom point. I have 3 functions: draw items, draw info, draw map. If I use it without any matrix transformations, it draws fullscreen, because it's vertex coordinates are from 0;0 to 1;1. (pseudo-code) drawItems(); drawInfo(); drawMap(); And after that I see only map onto info onto items. My goal: I have some matrixes for transformation vertexes with 0;0-1;1 coordinates to strict regions. There is only one thing, what I need to do - set matrix before drawing. So my call of drawItems-function is like: (pseudo-code) adjustViewMatrixes_andSomethingElse(items.position_of_the_region_there_it_should_be_drawn, items.sizes_of_region_to_draw); setItemsMatrix(); drawItems(); //the same function with vertex coordinates 0;0->1;1, //but it draws in other coordinates, //because I have just set the matrix for region I know only some people will understand me, so there is a picture with regions which I need to make. Every region has 0;0 - 1;1 inner coordinates.

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  • Ubuntu installer shows three small screens

    - by Sylan
    I'm trying to install Ubuntu (or Kubuntu, which I tried first) 13.04 on a new laptop. I need the install in UEFI mode in order to properly dual boot with Windows 8. I've managed to overcome most of the UEFI issues up to the installer, which appeared as a black screen until I used nomodeset. Now the installer will appear, however it does fit my screen size. Instead, it appears as three small identical screens across the top of the monitor. I thought the problem could be solved by changing the display resolution in GRUB via changing the vga number, but this simply expanded the width of the three screens. While I could install it at this point, the identical screens are too small for me to be able to read the installer. As well, the "Try Ubuntu" option simply gets stuck at a black screen. I'm afraid these problems may persist through the installation if I attempted to continue. Additional information: The laptop is a Lenovo Ideapad Y580 with an i7 3630qm processor, and a GeForce GTX 660m graphics card which works alongside an Intel HD 4000 integrated card via Optimus.

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  • which technology or strategy a new / inexperienced freelancer should use to earn profit? [closed]

    - by w3softdev
    this question has re-posted by me in the following group if you find suitable to answer this question then please click on the link attached here or copy paste this in your browser.. http://answers.onstartups.com/questions/32767/which-technology-or-strategy-a-new-inexperienced-freelancer-should-use-to-earn Well it is my very first Question in this section and i really don't know whether my query relate to this section or not. anyway i have some awkward query. (however, it is like a bit story but i guess it is necessary to know some background knowledge of me.) Actually I m fresh recent grad who has just started his freelancing work. In due course i have got a project to develop website for a middle scale business (travel agent). As I don't trust on my client whether he will pay to me in full or not after the completion of website, i want to use cheaper and efficient technology so that how much he would pay I could got at least few units of % of profit. As i have learnt ASP.NET and when I inquired about the expense in Hosting of my website i got the recommendation to develop my web app using the combination PHP and MYSQL instead the asp.net + ms sql. And the problem is I don't know PHP. should I learn PHP and or work in what i m comfortable with and should try to cover whole deserved money. (as it is my first project so i m also advised that i may got some loss in starting but contrary to this i don't want to go in loss and want to earn appropriate profit)

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  • Actionscript - Dropping Multiple Objects Using an Array? [closed]

    - by Eratosthenes
    Possible Duplicate: Actionscript - Dropping Multiple Objects Using an Array? I'm trying to get these fireBalls to drop more often, im not sure if im using Math.random correctly also, for some reason I'm getting a null reference because I think the fireBalls array waits for one to leave the stage before dropping another one? this is the relevant code: var sun:Sun=new Sun var fireBalls:Array=new Array() var left:Boolean; function onEnterFrame(event:Event){ if (left) { sun.x = sun.x - 15; }else{ sun.x = sun.x + 15; } if (fireBalls.length>0&&fireBalls[0].y>stage.stageHeight){ // Fireballs exit stage removeChild(fireBalls[0]); fireBalls.shift(); } for (var j:int=0; j<fireBalls.length; j++){ fireBalls[j].y=fireBalls[j].y+15; if (fireBalls[j].y>stage.stageHeight-fireBall.width/2){ } } if (Math.random()<.2){ // Fireballs shooting from Sun var fireBall:FireBall=new FireBall; fireBall.x=sun.x; addChild(fireBall); fireBalls.push(fireBall); } }

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  • Create a Texture2D from larger image

    - by Dialock
    I am having trouble with the basic logic of this solution: Xna: Splitting one large texture into an array of smaller textures in respect to my specific problem (specifically, I'm looking at the second answer.) How can I use my source rectangle that I already use for drawing to create a new Texture2D? spriteBatch.Draw(CurrentMap.CollisionSet, currentMap.CellScreenRectangle(x, y), CurrentMap.TileSourceRectangle(currentMap.MapCells[x, y].TileDepths[4]), Color.FromNonPremultiplied(0,0,0, 45), 0.0f, Vector2.Zero, SpriteEffects.None, 0.91f); I know I want a method that I started so: //In Update Method of say the player's character. Texture2D CollisionTexture = ExtractTexture(MapManager.CurrentMap.CollisionSet, MapManager.TileWidth, MapManager.TileHeight); // In MapManager Class who knows everything about tiles that make up a level. public Texture2D ExtractTexture(Texture2D original, int partWidth, int partheight, MapTile mapCell) { var dataPerPart = partWidth * partheight; Color[] originalPixelData = new Color[original.Width * original.Height]; original.GetData<Color>(originalPixelData); Color[] newTextureData = new Color[dataPerPart]; original.GetData<Color>(0, CurrentMap.TileSourceRectangle(mapCell.TileDepths[4]), originalPixelData, 0, originalPixelData.Count()); Texture2D outTexture = new Texture2D(original.GraphicsDevice, partWidth, partheight); } I think the problem is I'm just not understanding the overload of Texture2D.GetData< Part of my concern is creating an array of the whole texture in the first place. Can I target the original texture and create an array of colors for copying based on what I already get from the method TileSourceRecatangle(int)?

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  • Basic SDL2 Code which "Stop working" when calling SDL_Quit() [migrated]

    - by Rivten
    So I got into SDL2 with C++ quite recently and I did this very simple code : int main(int argc, char** argv) { SDL_Event *event; bool done = false; if(SDL_Init(SDL_INIT_VIDEO) != 0) { std::cerr << "Problèmes pour initialiser la SDL : " << SDL_GetError() << std::endl; return 1; } SDL_Window *window = 0; window = SDL_CreateWindow("Mopion", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WIDTH, HEIGHT, SDL_WINDOW_SHOWN); if(window == 0) { done = true; } while(!done) { while(SDL_PollEvent(event)) { switch(event->type) { case SDL_QUIT: done = true; break; case SDL_KEYUP: if(event->key.keysym.sym == SDLK_q) { done = true; } break; default: break; } } } SDL_DestroyWindow(window); SDL_Quit(); return 0; } While that code executes at first quite well, when I hit the "Q" key, the window closes but I got a Windows Error Window saying that "My program stopped working." which is not very convenient. Using the debugger, I found that everything is fine until SDL_Quit() is called. Anyone has any idea why this is going on ? Thanks a lot !

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  • Extended service set help [closed]

    - by Cygnus X
    Sorry, this is going to be long and rambly. So, at home my network is set up as such: I have a "master router" that handles DHCP, from there I have a basic 5 port switch, and coming off that, I have a second router that I put in access point mode so that I could have better wireless coverage in my house. I cant seem to access it through a web browser since the master router kicked in and assigned it an ip address. But, i told you all that story, so that i could tell you this story. At the company I work for, they are trying to set up wireless cameras, according to the manual for these, in order to connect these cameras to our network, we need to get into the wireless router and associate the router with the cameras, but the problem is, the network is setup like my home network. Theres a "master router" which is a windows 2003 server, and then a wireless router in AP mode dishing out wireless access. I cant get into the router (by the way I'm not the system admin for the company, nor do i know jack squat about windows server , nor can I easily get in contact with the system admin. (quite the cluster f*k, eh?)) I've tried using wireshark to find the routers ip, dug through arp tables, tried plugging straight into the router, but I cant seem to get into the damn thing. Any ideas/suggestions would be greatly appreciated.

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  • CentOS drive mapping? [on hold]

    - by DroidOS
    This is the first time I am posting on this particular StackExchange forum and I hope that I am using the right one for the present question. Briefly, this is what I need to do I am running a web service where users can, amongst other things, upload and store files on the server. What I want to do is to hive off user file storage to a different location so my server (CentOS 64 bit) can concentrate on what it does best - server side scripting and database management. As things stand all user files go into subdirectories in a folder called stash that lies above DOC_ROOT. What I would like to do is Transparently detect all attempts to read/write to stash/sub_folder and get/set file data on a remote server - ideally the latter would be one which replicates files like a CDN so they can be delivered from the closest/fastest location based on where the user's location. Even nicer would be if for all read accesses I could provide a URL that allows the user's browser to fetch the relevant file directly without having to funnel them via my server. I am a relative newbie when it comes to this sort of thing so I hope that I have phrased this question adequately well. From the little searching I done I gathered that WebDAV can be used to map drives to a different location on the web so perhaps that is a starting point. But if that will work I need to Establish how to get WebDAV up and running on my CentOS 64 bit server. Ideally, identify a service that allows this kind of file storage and provides an API I can use in my own scripting. I'd much appreciate any help with this.

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  • What is the correct way to code incoming links for SEO?

    - by DC01
    Our site is giving out 'badges' to our authors. They can post these on their personal blogs and they will serve as incoming links to our site. We want to give out the best possible code for SEO without doing anything that would get us flagged. I would like to know what you're thoughts are on the following snippet of code and if anyone has any DEFINITE advice on dos and donts with it. Also, let me know if any of it is redundant or not worth it for SEO purposes. I've kept the css inline since some of the writers would not have access to add link to external CSS. I've changed the real values, but title, alt etc would be descriptive keywords similar to our page titles etc (no overloading keywords or any of that) <div id="writer" style="width:100px;height:50px;> <h1><strong style="float:left;text-indent:-9999px;overflow:hidden;margin:0;padding:0;">articles on x,y,z</strong> <a href="http://www.site.com/link-to-author" title="site description"> <img style="border:none" src="http://www.site.com/images/badge.png" alt="description of articles" title="View my published work on site.com"/> </a> </h1></div>

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  • remove "items 1-9 of X" from google result

    - by OSdave
    the results of my Magento based website's categories includes "items 1 - 9 of X" before the actual description of the category. How can I get rid of this? In this snapshot, what I want to delete is the red rectangle edits: @Su, these are the reason: Having text like (Items 1 - 9 of 144 –) appear in a Google listing uses up the 25 word limit that Google allows us. More importantly, the first few words of the description can persuade or dissuade someone from visiting my site. This text will not positively influence people to visit my site. @DisgruntledGoat this information shows up in the source code of that page, like this: <table class="toolbar" border="0"> <tr> <td class="pager" style="width: 414px;"> <table class="pager" cellspacing="0"> <tr> <td>Items 1 to 9 of 144 total</td> </tr> </table> </td> </tr> </table>

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  • Release Notes for 6/7/2012

    Here are the notes for this week’s release: Pull Requests We added diff previews to the pull request creation page so that you have more context in the pull request that you’re creating. Bug Fixes Fixed an issue that prevented users from downloading files if they were using an ad blocker browser plug-in. Fixed an issue that caused harmless error messages to appear when pushing changes using Git. Fixed an issue where visiting the project openings search results would result in a non-functional search box. Fixed an issue where projects would break if users attempted to publish the project with an empty description. Known Issues The formatting of tabs on pull requests has disappeared. We’ll fix this issue early next week with another deployment. Have ideas on how to improve CodePlex? Visit our ideas page! Vote for your favorite ideas or submit a new one. Got Twitter? Follow us and keep apprised of the latest releases and service status at @codeplex.

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  • Ubuntu is unresponsive and scrolling is very jerky

    - by peterpipe
    I'm new to Ubuntu. I've been using 12.04LTS for over a week now. For 3 days it was great but now I'm having a number of problems. I'm using an Acer Aspire one D255 it has a 250GB HDD and a 1GB Memory. My browser is Firefox. Pages freeze occasionally and I wait for over 10 minutes and have to use the computer's 'off' button. Pages crash. On facebook some pictures don't load and I have to close down and restart a couple of times. Scrolling can sometimes be very jerky. Downloading software has become a problem and I have a 'no entry' sign in the top taskbar. I've looked at this page for some help but the words used and the explanations are not helpful to someone like me who has little knowledge of this. Please - 'Ubuntu for dummies'. I'd like to continue using Ubuntu but am close to giving up.

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  • In facebook pictures bdon't always load properly and scrolling is very jerky

    - by peterpipe
    I'm new to Ubuntu. I've been using 12.04LTS for over a week now. For 3 days it was great but now I'm having a number of problems. I'm using an Acer Aspire one D255 it has a 250GB HDD and a 1GB Memory. My browser is Firefox. Pages freeze occasionally and I wait for over 10 minutes and have to use the computer's 'off' button. Pages crash. On facebook some pictures don't load and I have to close down and restart a couple of times. Scrolling can sometimes be very jerky. Downloading software has become a problem and I have a 'no entry' sign in the top taskbar. I've looked at this page for some help but the words used and the explanations are not helpful to someone like me who has little knowledge of this. Please - 'Ubuntu for dummies'. I'd like to continue using Ubuntu but am close to giving up.

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  • Why is the camera not following the player? [on hold]

    - by Homer_Simpson
    I use the following code to create Parallax Scrolling: http://www.david-gouveia.com/portfolio/2d-camera-with-parallax-scrolling-in-xna/ Parallax Scrolling is working but I don't know how to focus the camera on the player. If the player moves, then the camera doesn't follow the player. The player leaves the screen when I'm moving it. I use the following code(as described in the tutorial), but it's not working: // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); What can I do so that the player is always in the center of the screen/camera? My player class: public class Player { Texture2D Playertex; public Vector2 Playerposition = new Vector2(400, 240); private Game1 game1; public Player(Game1 game) { game1 = game; } public void Load(ContentManager content) { Playertex = content.Load<Texture2D>("8bitmario"); TouchPanel.EnabledGestures = GestureType.HorizontalDrag; } public void Update(GameTime gameTime) { while (TouchPanel.IsGestureAvailable) { GestureSample gs = TouchPanel.ReadGesture(); switch (gs.GestureType) { case GestureType.HorizontalDrag: Playerposition.X += 3f; break; } } } public void Render(SpriteBatch batch) { batch.Draw(Playertex, new Vector2(Playerposition.X - Playertex.Width / 2, Playerposition.Y - Playertex.Height / 2), Color.White); } } In Game1, I update the player and camera class: protected override void Update(GameTime gameTime) { // Updates my character's position player.Update(gameTime); // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); foreach (Layer layer in _layers) layer.Draw(spriteBatch); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, _camera.GetViewMatrix(new Vector2(0.0f, 0.0f))); player.Render(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }

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  • Positioned element adding to total div height [migrated]

    - by Max
    I have a 800 x 600 rotatable image with forward and back buttons repositioned to the sides. The height of the div is suppose to be 600px, but the actual height of the div was pushed to 690, including the height of the button image. And the div was blocking a row of clickable menu on top. So I made the div height to 518px and moved top -75px to get the real dimension I want. But I feel dirty doing this... Is there a correct way to do this? Or is this workaround more or less correct? Below is the code. Thanks! <div class="Content Wide" id="LayoutColumn1"> <div style=" width: 980px; height: 518px; display: block; position: relative; float: left;"> <a href="#" onClick="prev();"><img src="/template/img/next_button.png" style="position: relative; top: 200px; left: 5px; z-index: 2;"></a> <a href="/chef-special/" id="mainLink"><img src="/template/img/chef_special_large.png" id="main" style="margin: 0 0 0 50px; position: relative; float: left; top: -75px; z-index: 1;"></a> <a href="#" onClick="next();"><img src="/template/img/next_button.png" style="position: relative; top: 200px; left: 787px; z-index: 2;"></a> </div> </div>

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  • error CS0177: The out parameter 'Wx' must be assigned to before control leaves the current method

    - by sonny5
    using System; using System.Drawing; using System.Drawing.Drawing2D; using System.Collections; using System.ComponentModel; using System.Windows.Forms; using System.Data; public class Form1 : System.Windows.Forms.Form { public static float WXmin; public static float WYmin; public static float WXmax; public static float WYmax; public static int VXmin; public static int VYmin; public static int VXmax; public static int VYmax; public static float Vx; public static float Vy; public Form1() { InitializeComponent(); } private void InitializeComponent() { //this.AutoScaleBaseSize = new System.Drawing.Size(5, 13); this.ClientSize = new System.Drawing.Size(400, 300); this.Text="Pass Args"; this.Paint += new System.Windows.Forms.PaintEventHandler(this.doLine); } static void Main() { Application.Run(new Form1()); } private void doLine(object sender, System.Windows.Forms.PaintEventArgs e) { Graphics g = e.Graphics; g.FillRectangle(Brushes.White, this.ClientRectangle); Pen p = new Pen(Color.Black); g.DrawLine(p, 0, 0, 100, 100); p.Dispose(); } private void eachCornerPix (object sender, PaintEventArgs e, out float Wx, out float Wy, out float Vx, out float Vy) { Graphics g = this.CreateGraphics(); Pen penBlu = new Pen(Color.Blue, 2); SolidBrush redBrush = new SolidBrush(Color.Red); int width = 2; // 1 pixel wide in x int height = 2; float [] Wxc = {0.100f, 5.900f, 5.900f, 0.100f}; float [] Wyc = {0.100f, 0.100f, 3.900f, 3.900f}; for (int i = 0; i<3; i++) { Wx = Wxc[i]; Wy = Wyc[i]; Vx = ((Wx - WXmin)*((VXmax-VXmin)+VXmin)/(WXmax-WXmin)); Vy = ((Wy - WYmin)*(VYmax-VYmin)/(WYmax-WYmin)+VYmin); Console.WriteLine("eachCornerPix Vx= {0}", Vx); Console.WriteLine("eachCornerPix Vy= {0}", Vy); g.FillRectangle(redBrush, Vx, Vy, width, height); g.Dispose(); } // Desired effect: Use the array values (Wxc, Wyc) and re-assign them to Wx and Wy. Then use // Wx and Wy as components to calculate Vx and Vy. // My end goal...once compile issues are resolved, is to pass each array value listed // using this method. This should allow 4 xy point pairs to be plotted. // Errors: // pass1.cs(51,18): error CS0177: The out parameter 'Wx' must be assigned to before // control leaves the current method // pass1.cs(51,18): error CS0177: The out parameter 'Wy' must be assigned to before // control leaves the current method // pass1.cs(51,18): error CS0177: The out parameter 'Vx' must be assigned to before // control leaves the current method // pass1.cs(51,18): error CS0177: The out parameter 'Vy' must be assigned to before // control leaves the current method } }

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  • TemplateBinding with Converter - what is wrong?

    - by MartyIX
    I'm creating a game desk. I wanted to specify field size (one field is a square) as a attached property and with this data set value of ViewPort which would draw 2x2 matrix (and tile mode would do the rest of game desk). I'm quite at loss what is wrong because the binding doesn't work. Testing line in XAML for the behaviour I would like to have: <DrawingBrush Viewport="0,0,100,100" ViewportUnits="Absolute" TileMode="None"> The game desk is based on this sample of DrawingPaint: http://msdn.microsoft.com/en-us/library/aa970904.aspx (an image is here) XAML: <Window x:Class="Sokoban.Window1" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:Sokoban" Title="Window1" Height="559" Width="419"> <Window.Resources> <local:FieldSizeToRectConverter x:Key="fieldSizeConverter" /> <Style x:Key="GameDesk" TargetType="{x:Type Rectangle}"> <Setter Property="local:GameDeskProperties.FieldSize" Value="50" /> <Setter Property="Fill"> <Setter.Value> <!--<DrawingBrush Viewport="0,0,100,100" ViewportUnits="Absolute" TileMode="None">--> <DrawingBrush Viewport="{TemplateBinding local:GameDeskProperties.FieldSize, Converter={StaticResource fieldSizeConverter}}" ViewportUnits="Absolute" TileMode="None"> <DrawingBrush.Drawing> <DrawingGroup> <GeometryDrawing Brush="CornflowerBlue"> <GeometryDrawing.Geometry> <RectangleGeometry Rect="0,0,100,100" /> </GeometryDrawing.Geometry> </GeometryDrawing> <GeometryDrawing Brush="Azure"> <GeometryDrawing.Geometry> <GeometryGroup> <RectangleGeometry Rect="0,0,50,50" /> <RectangleGeometry Rect="50,50,50,50" /> </GeometryGroup> </GeometryDrawing.Geometry> </GeometryDrawing> </DrawingGroup> </DrawingBrush.Drawing> </DrawingBrush> </Setter.Value> </Setter> </Style> </Window.Resources> <StackPanel> <Rectangle Style="{StaticResource GameDesk}" Width="300" Height="150" /> </StackPanel> </Window> Converter and property definition: using System; using System.Collections.Generic; using System.Text; using System.Windows.Controls; using System.Windows; using System.Diagnostics; using System.Windows.Data; namespace Sokoban { public class GameDeskProperties : Panel { public static readonly DependencyProperty FieldSizeProperty; static GameDeskProperties() { PropertyChangedCallback fieldSizeChanged = new PropertyChangedCallback(OnFieldSizeChanged); PropertyMetadata fieldSizeMetadata = new PropertyMetadata(50, fieldSizeChanged); FieldSizeProperty = DependencyProperty.RegisterAttached("FieldSize", typeof(int), typeof(GameDeskProperties), fieldSizeMetadata); } public static int GetFieldSize(DependencyObject target) { return (int)target.GetValue(FieldSizeProperty); } public static void SetFieldSize(DependencyObject target, int value) { target.SetValue(FieldSizeProperty, value); } static void OnFieldSizeChanged(DependencyObject target, DependencyPropertyChangedEventArgs e) { Debug.WriteLine("FieldSize just changed: " + e.NewValue); } } [ValueConversion(/* sourceType */ typeof(int), /* targetType */ typeof(Rect))] public class FieldSizeToRectConverter : IValueConverter { public object Convert(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) { Debug.Assert(targetType == typeof(int)); int fieldSize = int.Parse(value.ToString()); return new Rect(0, 0, 2 * fieldSize, 2 * fieldSize); } public object ConvertBack(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) { // should not be called in our example throw new NotImplementedException(); } } }

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  • mouse to Three.js world coordinates during TrackballControls

    - by PanChan
    I know there are a lot of answers how to translate the mouse coordinates to the Three.js world coordinates (I prefere this one). But I have troubles on calculating when using TrackballControls. First what I expect to do: I want to add a zoom function to my scene. Not by the mouse wheel, the user should be able to draw a rectangular and by lifting the mouse button, the camera is zooming on this rectangular. I've implemented all and it works, but only when the user didn't rotate/zoom/pan with TrackballControls! If the camera was manipulated, I get wrong coordinates for my drawn rectangular. I really can't figure out why... I only know that it's an issue with TrackballControls, because without them, it works. Does anyone see my mistake? I'm sitting here for two days now and can't find it.... :( var onZoomPlaneMouseDown = function(event){ event.preventDefault(); var plane = document.getElementById("zoomPlane"); var innerPlane = document.getElementById("innerZoomPlane"); var mouseButton = event.keyCode || event.which; mouse.x = ( event.clientX / WIDTH ) * 2 - 1; mouse.y = - ( event.clientY / HEIGHT ) * 2 + 1; if(mouseButton === 1){ var vector = new THREE.Vector3( mouse.x, mouse.y, 0.5 ); projector.unprojectVector( vector, camera ); var dir = vector.sub( camera.position ).normalize(); var distance = - camera.position.z / dir.z; zoomPlaneUpperCorner = camera.position.clone().add( dir.multiplyScalar( distance ) ); innerPlane.style.display = "block"; innerPlane.style.top = event.clientY + "px"; innerPlane.style.left = event.clientX + "px"; } if(mouseButton === 3){ plane.style.display = "none"; innerPlane.style.display = "none"; } }; var onZoomPlaneMouseUp = function(event){ event.preventDefault(); var plane = document.getElementById("zoomPlane"); var innerPlane = document.getElementById("innerZoomPlane"); var mouseButton = event.keyCode || event.which; mouse.x = ( event.clientX / WIDTH ) * 2 - 1; mouse.y = - ( event.clientY / HEIGHT ) * 2 + 1; var vector = new THREE.Vector3( mouse.x, mouse.y, 0.5 ); projector.unprojectVector( vector, camera ); var dir = vector.sub( camera.position ).normalize(); var distance = - camera.position.z / dir.z; zoomPlaneLowerCorner = camera.position.clone().add( dir.multiplyScalar( distance ) ); if(mouseButton === 1){ plane.style.display = "none"; innerPlane.style.display = "none"; var center = new THREE.Vector3(); center.subVectors(zoomPlaneLowerCorner, zoomPlaneUpperCorner); center.multiplyScalar( 0.5 ); center.add(zoomPlaneUpperCorner); var rayDir = new THREE.Vector3(); rayDir.subVectors(center, camera.position ).normalize(); controls.target = center; var height = zoomPlaneUpperCorner.y - zoomPlaneLowerCorner.y; var distanceToCenter = camera.position.distanceTo(center); var minDist = (height / 2) / (Math.tan((camera.fov/2)*Math.PI/180)); camera.translateOnAxis(rayDir, (distanceToCenter - minDist)); } };

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  • How to read from path in wpf comboboxitem and write into path of binding

    - by Chrik
    Hi, I tried to make up an example to show my problem. My combobox has a list of objects as itemssource. In my example it's a list of Persons. In the combobox i want to show the first name and the last name of the person. But i want to save the last name of the person in the "owner" property of the house-object. My guess was that i bind the SelectedValue to my property and the SelectedValuePath to the name of the property in the comboboxitem. I already googled and tried a view other versions but nothing worked. If i use SelectedItem instead of SelectedValue with the same binding at least the value of the "tostring" function get's written in the property. Sadly that solution doesn't fit in the Rest of my Program because i don't want to override "ToString". The Xaml: <Window x:Class="MultiColumnCombobox.Window1" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="Window1" Height="300" Width="300" x:Name="window"> <Grid> <ComboBox Height="23" Margin="72,12,86,0" Name="ComboBox1" VerticalAlignment="Top" SelectedValue="{Binding CurrentHouse.Owner, ElementName=window, Mode=TwoWay}" SelectedValuePath="LastName" ItemsSource="{Binding PersonList, ElementName=window, Mode=Default}"> <ComboBox.ItemTemplate> <DataTemplate> <WrapPanel Orientation="Horizontal"> <TextBlock Text="{Binding Path=FirstName}" Padding="10,0,0,0" /> <TextBlock Text="{Binding Path=LastName}" Padding="10,0,0,0" /> </WrapPanel> </DataTemplate> </ComboBox.ItemTemplate> </ComboBox> <Button Height="23" Click="PrintButton_Click" HorizontalAlignment="Left" Margin="12,0,0,9" Name="PrintButton" VerticalAlignment="Bottom" Width="75">Print</Button> </Grid> The C# using System.Collections.Generic; using System.Windows; using System; namespace MultiColumnCombobox { public partial class Window1 : Window { private List _PersonList = new List(); public List PersonList { get { return _PersonList; } set { _PersonList = value; } } private House _CurrentHouse = new House { Owner = "Green", Number = "11" }; public House CurrentHouse { get { return _CurrentHouse; } } public Window1() { InitializeComponent(); PersonList.Add(new Person {FirstName = "Peter", LastName = "Smith"}); PersonList.Add(new Person {FirstName = "John", LastName = "Meyer"}); PersonList.Add(new Person {FirstName = "Fritz", LastName = "Green"}); } private void PrintButton_Click(object sender, RoutedEventArgs e) { MessageBox.Show(CurrentHouse.Owner + ":" + CurrentHouse.Number); } } public class House { public string Owner { get; set; } public string Number { get; set; } } public class Person { public string FirstName { get; set; } public string LastName { get; set; } } } Maybe someone has an idea, Christian

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  • Loading PNGs into OpenGL performance issues - Java & JOGL much slower than C# & Tao.OpenGL

    - by Edward Cresswell
    I am noticing a large performance difference between Java & JOGL and C# & Tao.OpenGL when both loading PNGs from storage into memory, and when loading that BufferedImage (java) or Bitmap (C# - both are PNGs on hard drive) 'into' OpenGL. This difference is quite large, so I assumed I was doing something wrong, however after quite a lot of searching and trying different loading techniques I've been unable to reduce this difference. With Java I get an image loaded in 248ms and loaded into OpenGL in 728ms The same on C# takes 54ms to load the image, and 34ms to load/create texture. The image in question above is a PNG containing transparency, sized 7200x255, used for a 2D animated sprite. I realise the size is really quite ridiculous and am considering cutting up the sprite, however the large difference is still there (and confusing). On the Java side the code looks like this: BufferedImage image = ImageIO.read(new File(fileName)); texture = TextureIO.newTexture(image, false); texture.setTexParameteri(GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR); texture.setTexParameteri(GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR); The C# code uses: Bitmap t = new Bitmap(fileName); t.RotateFlip(RotateFlipType.RotateNoneFlipY); Rectangle r = new Rectangle(0, 0, t.Width, t.Height); BitmapData bd = t.LockBits(r, ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb); Gl.glBindTexture(Gl.GL_TEXTURE_2D, tID); Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGBA, t.Width, t.Height, 0, Gl.GL_BGRA, Gl.GL_UNSIGNED_BYTE, bd.Scan0); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_LINEAR); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_LINEAR); t.UnlockBits(bd); t.Dispose(); After quite a lot of testing I can only come to the conclusion that Java/JOGL is just slower here - PNG reading might not be as quick, or that I'm still doing something wrong. Thanks. Edit2: I have found that creating a new BufferedImage with format TYPE_INT_ARGB_PRE decreases OpenGL texture load time by almost half - this includes having to create the new BufferedImage, getting the Graphics2D from it and then rendering the previously loaded image to it. Edit3: Benchmark results for 5 variations. I wrote a small benchmarking tool, the following results come from loading a set of 33 pngs, most are very wide, 5 times. testStart: ImageIO.read(file) -> TextureIO.newTexture(image) result: avg = 10250ms, total = 51251 testStart: ImageIO.read(bis) -> TextureIO.newTexture(image) result: avg = 10029ms, total = 50147 testStart: ImageIO.read(file) -> TextureIO.newTexture(argbImage) result: avg = 5343ms, total = 26717 testStart: ImageIO.read(bis) -> TextureIO.newTexture(argbImage) result: avg = 5534ms, total = 27673 testStart: TextureIO.newTexture(file) result: avg = 10395ms, total = 51979 ImageIO.read(bis) refers to the technique described in James Branigan's answer below. argbImage refers to the technique described in my previous edit: img = ImageIO.read(file); argbImg = new BufferedImage(img.getWidth(), img.getHeight(), TYPE_INT_ARGB_PRE); g = argbImg.createGraphics(); g.drawImage(img, 0, 0, null); texture = TextureIO.newTexture(argbImg, false); Any more methods of loading (either images from file, or images to OpenGL) would be appreciated, I will update these benchmarks.

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  • I created a custom (WPF) DataGridBoundColumn and get unexpected behaviour, what am I missing?

    - by aspic
    Hi, I am using a DataGrid (from Microsoft.Windows.Controls.DataGrid) to display items on and on this DataGrid I use a custom Column which extends DataGridBoundColumn. I have bound an ObservableCollection to the ItemSource of the DataGrid. Conversation is one of my own custom datatypes which a (among other things) has a boolean called active. I bound this boolean to the DataGrid as follows: DataGridActiveImageColumn test = new DataGridActiveImageColumn(); test.Header = "Active"; Binding binding1 = new Binding("Active"); test.Binding = binding1; ConversationsDataGrid.Columns.Add(test); My custom DataGridBoundColumn DataGridActiveImageColumn overrides the GenerateElement method to let it return an Image depending on whether the conversation it is called for is active or not. The code for this is: namespace Microsoft.Windows.Controls { class DataGridActiveImageColumn : DataGridBoundColumn { protected override FrameworkElement GenerateElement(DataGridCell cell, object dataItem) { // Create Image Element Image myImage = new Image(); myImage.Width = 10; bool active=false; if (dataItem is Conversation) { Conversation c = (Conversation)dataItem; active = c.Active; } BitmapImage myBitmapImage = new BitmapImage(); // BitmapImage.UriSource must be in a BeginInit/EndInit block myBitmapImage.BeginInit(); if (active) { myBitmapImage.UriSource = new Uri(@"images\active.png", UriKind.Relative); } else { myBitmapImage.UriSource = new Uri(@"images\inactive.png", UriKind.Relative); } // To save significant application memory, set the DecodePixelWidth or // DecodePixelHeight of the BitmapImage value of the image source to the desired // height or width of the rendered image. If you don't do this, the application will // cache the image as though it were rendered as its normal size rather then just // the size that is displayed. // Note: In order to preserve aspect ratio, set DecodePixelWidth // or DecodePixelHeight but not both. myBitmapImage.DecodePixelWidth = 10; myBitmapImage.EndInit(); myImage.Source = myBitmapImage; return myImage; } protected override FrameworkElement GenerateEditingElement(DataGridCell cell, object dataItem) { throw new NotImplementedException(); } } } All this works as expected, and when during the running of the program the active boolean of conversations changes, this is automatically updated in the DataGrid. However: When there are more entries on the DataGrid then fit at any one time (and vertical scrollbars are added) the behavior with respect to the column for all the conversations is strange. The conversations that are initially loaded are correct, but when I use the scrollbar of the DataGrid conversations that enter the view seems to have a random status (although more inactive than active ones, which corresponds to the actual ratio). When I scroll back up, the active images of the Conversations initially shown (before scrolling) are not correct anymore as well. When I replace my custom DataGridBoundColumn class with (for instance) DataGridCheckBoxColumn it works as intended so my extension of the DataGridBoundColumn class must be incomplete. Personally I think it has something to do with the following: From the MSDN page on the GenerateElement method (http://msdn.microsoft.com/en-us/library/system.windows.controls.datagridcolumn.generateelement%28VS.95%29.aspx): Return Value Type: System.Windows. FrameworkElement A new, read-only element that is bound to the column's Binding property value. I do return a new element (the image) but it is not bound to anything. I am not quite sure what I should do. Should I bind the Image to something? To what exactly? And why? (I have been experimenting, but was unsuccessful thus far, hence this post) Thanks in advance.

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  • IE / Facebook Issue : Why Facebook Like box not display in Internet Explorer6 - IE8 ?

    - by Vaibhav Bhalke
    Now My final Application.html file contains are < !DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/DTD/strict.dtd" < html xmlns="http://www.w3.org/1999/xhtml" xmlns:fb="http://www.facebook.com/2008/fbml" < head < meta http-equiv="X-UA-Compatible" content="IE=EmulateIE7" / < /head < body < script type="text/javascript" language="javascript" src="http://static.ak.connect.facebook.com/js/api_lib/v0.4/FeatureLoader.js.php" < /script < script type="text/javascript" FB_RequireFeatures(["Connect"], function(){ var x=1; } ); < /script < script src="http://static.ak.connect.facebook.com/connect.php/en_US" type="text/javascript" < /script < /body < /html My Java code for LIke Box is as follows FBPageFanWidget.java class FBPageFanWidget extends Composite { public FBPageFanWidget() { VerticalPanel mainPanel = new VerticalPanel(); mainPanel .getElement() .setInnerHTML( "< script type='text/javascript' src='http://static.ak.connect.facebook.com/js/api_lib/v0.4/FeatureLoader.js.php/en_US'< /script< script type='text/javascript'FB.init('');< /script< fb:fan profile_id=\"113106068709539\" stream=\"0\" connections=\"10\" logobar=\"0\" width=\"244\" height=\"240\" css='http://127.0.01:8080/webapplicationname/facebook.css?1'< /fb:fan"); initWidget(mainPanel); } } We used proper facebook API_KEY & PAGE_ID It's very important for us to Show Facebook like Box in Our web application Because we have more IE users. If we add FBPageFanWidget.java in our web applicaton then Our Home page is not display in IE because we add Facebook LikeBox so we made changes in Our FBPageFanWidget.java class FBPageFanWidget extends Composite { public FBPageFanWidget() { VerticalPanel mainPanel = new VerticalPanel(); if (!isIE()) { mainPanel.getElement() .setInnerHTML("<script type='text/javascript' src='http://static.ak.connect.facebook.com/js/api_lib/v0.4/FeatureLoader.js.php/en_US'></script><script type='text/javascript'>FB.init('');</script><fb:fan profile_id=\"113106068709539\" stream=\"0\" connections=\"10\" logobar=\"0\" width=\"244\" height=\"240\" css='http://127.0.01:8080/webapplicationname/facebook.css?1'></fb:fan>"); } initWidget(mainPanel); } public native String getUserAgent() /-{ return navigator.userAgent; }-/; private boolean isIE() { return (getUserAgent().indexOf("MSIE") > -1); } } when we did this changes Then Facebook Like Box display in every browser excluding IE6 - IE8 :( and also display Our Home page in IE8 excludeing Facebook Like Box. It means There is probelm in IE ? or what changes i need to do in my html file or java file to show facebook like Box properly with displaying our home page It's very important for us to Show Facebook like Box in Our web application Because we have more IE users. Please Reply ASAP. Hope-for Best Co-operation from your side !!!!

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  • IE6 iframe anchor links moves iframe up

    - by WastedSpace
    Hi, Having a real head scratching moment... I have a site where there is a footer div that always sits at the bottom of the screen (26px high), and above that I have an iFrame which sizes to 100% of the remaining height. This works well. Even clicking on anchor links inside the iframe works as it should in all browsers (apart from IE6). Unfortunately I still have to support IE6. What is happening in IE6 is that the footer jumps up the page with the iframe still above it when I click on an anchor link. The top part of the iframe is cut off. Even the iframe's scroll bars disappear under the top of the browser. I have created some screen shots to show you what I mean. I have blurred out the actual data for now. How it should look (and does look) in other browsers: http://img100.imageshack.us/i/screen1om.jpg/ How it looks in IE6 before clicking on an anchor link: http://img532.imageshack.us/i/screen2e.jpg/ (I had to make the iframe's height 95%, because if I set it to 100% height weirdly it wouldn't show anything...) How it looks in IE6 after clicking on an anchor link: http://img214.imageshack.us/i/screen3g.jpg/ It's hard for me to show the fool code I am using, as there are lots of other things going on (of which I'm confident doesn't affect the layout), so will try to summarise: The html code (simplified): <div id="ifra"><iframe src="home.php" frameborder="0" name="content_pane" id="content_pane" marginheight="10" marginwidth="10"></iframe></div> <h1 class="toolbar"><a id="footerlink">Site Name</a></h1> The CSS (simplified): html, body { overflow: hidden; } html, body, iframe { height: 100%; } body { padding: 0; margin: 0; } #ifra, iframe { position: absolute; width: 100%; left: 0; } #ifra { top: 0px; bottom: 26px; } iframe { border: 0 none; } .toolbar { height: 26px; background-color: #C2C7C9; position: fixed; bottom: 0; width: 100%; background-image: url(bg.png); background-repeat: repeat-x; background-position: left top; } IE8 specific CSS: #ifra, .toolbar { position: fixed; } IE7 specific CSS: html { padding: 0px; } #ifra, iframe { position: absolute; } #ifra { top: 0px; bottom: 26px; } * html body { padding /**/: 100px 0 50px 0; overflow-y /**/: hidden; } IE6 specific CSS: .toolbar { position: fixed; } * html { overflow-y: hidden; } * html body { overflow-y: auto; height: 100%; } * html .toolbar { position: absolute; } iframe { height: 95%; } #ifra { height: 100%; } I know it's not ideal not seeing the full code, but just wondering if there is anything jumping out at anyone from these lines of code? By the way I did consider dropping the div surrounding the iframe, but for some reason the scroll bars would disappear under the footer in all browsers... Thanks for looking! Ali.

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