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  • CodePlex Daily Summary for Thursday, May 08, 2014

    CodePlex Daily Summary for Thursday, May 08, 2014Popular ReleasesOneNote Tagging Kit: OneNoteTaggingKit Add-In v2.3.5241.24721: Bugfix Release First time add-in registration problem fixed (issue 973 ). Was introduced by changing installer technology. Page tags retrieved from page meta element rather than outline to avoid round-trip encoding issues and avoid tags getting out of sync if someone edits the tags in the outline. Fixed issue with popup which showed an incorrect message for a short timeAST - a tool for exploring windows kernel: Ast-0.1-win8.1x86: Ast-0.1-win8.1x86Ghostscript.NET: Ghostscript.NET v.1.1.8.: 1.1.8. fixed incompatibility problem with 'gsapisetarg_encoding' function in Ghostscript releases prior to 9.10. (this function was introduced in 9.10 release) fixed older versions incompatibility problem with '-dMaxBitmap=1g' switch bugfix which in some cases turns on text antialiasing for Ghostscript 9.14 added better initialization checking 1.1.7. implemented Ghostscript native library verification with a friendly error message that will clear out the confusion when used native Ghosts...SimCityPak: SimCityPak 0.3.0.0: Contains several bugfixes, newly identified properties and some UI improvements. Main new features UI overhaul for the main index list: Icons for each different index, including icons for different property files Tooltips for all relevant fields Removed clutter Identified hundreds of additional properties (thanks to MaxisGuillaume) - this should make modding gameplay easierSeal Report: Seal Report 1.4: New Features: Report Designer: New option to convert a Report Source into a Repository Source. Report Designer: New contextual helper menus to select, remove, copy, prompt elements in a model. Web Server: New option to expand sub-folders displayed in the tree view. Web Server: Web Folder Description File can be a .cshtml file to display a MVC View. Views: additional CSS parameters for some DIVs. NVD3 Chart: Some default configuration values have been changed. Issues Addressed:16 ...Magick.NET: Magick.NET 6.8.9.002: Magick.NET linked with ImageMagick 6.8.9.0.VidCoder: 1.5.22 Beta: Added ability to burn SRT subtitles. Updated to HandBrake SVN 6169. Added checks to prevent VidCoder from running with a database version newer than it expects. Tooltips in the Advanced Video panel now trigger on the field labels as well as the fields themselves. Fixed updating preset/profile/tune/level settings on changing video encoder. This should resolve some problems with QSV encoding. Fixed tunes and profiles getting set to blank when switching between x264 and x265. Fixed co...NuGet: NuGet 2.8.2: We will be releasing a 2.8.2 version of our own NuGet packages and the NuGet.exe command-line tool. The 2.8.2 release will not include updated VS or WebMatrix extensions. NuGet.Server.Extensions.dll needs to be used alongside NuGet-Signed.exe to provide the NuGet.exe mirror functionality.SmartStore.NET - Free ASP.NET MVC Ecommerce Shopping Cart Solution: SmartStore.NET 2.0.2: SmartStore.NET 2.0.2 is primarily a maintenance release for version 2.0.0, which has been released on April 04 2014. It contains several improvements & important fixes. BugfixesIMPORTANT FIX: Memory leak leads to OutOfMemoryException in application after a while Installation fix: some varchar(MAX) columns get created as varchar(4000). Added a migration to fix the column specs. Installation fix: Setup fails with exception Value cannot be null. Parameter name: stream Bugfix for stock iss...Channel9's Absolute Beginner Series: Windows Phone 8.1: Entire source code for Windows Phone 8.1 Absolute Beginner Series.BIDS Helper: BIDS Helper 1.6.6: This BIDS Helper beta release brings support for SQL Server 2014 and SSDTBI for Visual Studio 2013. (Note that SSDTBI for Visual Studio 2013 is currently unavailable to download from Microsoft. We are releasing BIDS Helper support to help those who downloaded it before it became unavailable, and we will recheck BIDS Helper 2014 is compatible after SSDTBI becomes available to download again.) BIDS Helper 2014 Beta Limitations: SQL Server 2014 support for Biml is still in progress, so this bet...Windows Phone IsoStoreSpy (a cool WP8.1 + WP8 Isolated Storage Explorer): IsoStoreSpy WP8.1 3.0.0.0 (Win8 only): 3.0.0.0 + WP8.1 & WP8 device allowed + Local, Roaming or Temp directory Selector for WindowsRuntime apps + Version number in the title :)CS-Script for Notepad++ (C# intellisense and code execution): Release v1.0.24.0: ShortcutMapping panel now allows direct modification of the shortcuts. Custom updater dropped support for MSI installation but it still allows downloading of MSI http://www.csscript.net/npp/codeplex/non_msi_update.pngProDinner - ASP.NET MVC Sample (EF5, N-Tier, jQuery): 8.2: upgrade to mvc 5 upgrade to ASP.net MVC Awesome 4.0, EF 6.1, latest jcrop, Windsor Castle etc. ability to show/hide the dog using tinymce for the feedback page mobile friendly uiASP.net MVC Awesome - jQuery Ajax Helpers: 4.0: version 4.0 ========================== - added InitPopup, InitPopupForm helpers, open initialized popups using awe.open(name, params) - added Tag or Tags for all helpers, usable in mod code - added popup aweclose, aweresize events - popups have api accessible via .data('api'), with methods open, close and destroy - all popups have .awe-popup class - popups can be grouped using .Group(string), only 1 popup in the same group can exist at the same time - added awebeginload event for...SEToolbox: SEToolbox 01.028.008 Release 2: Fixes for drag-drop copying. Added ship joiner, to rejoin a broken ship! Installation of this version will replace older version.ScreenToGif: Release 1.0: What's new: • Small UI tweaks everywhere. • You can add Text, Subtitles and Title Frames. • Processing the gif now takes less time. • Languages: Spanish, Italian and Tamil added. • Single .exe multi language. • Takes less time to apply blur and pixelated efect. • Restart button. • Language picker. (If the user wants to select a diferent language than the system's) • "Encoding Finished" page with a link to open the file. • GreenScreen unchanged pixels to save kilobytes. • "Check for Updates" t...Touchmote: Touchmote 1.0 beta 11: Changes Support for multiple monitor setup Additional settings for analog sticks More reliable pairing Bug fixes and improvementsMicrosoft Script Analyzer: Microsoft Script Analyzer 1.1: The Script Analyzer scans your current PowerShell script code against some PowerShell best practice rules, and provide suggestions to improve the script quality and readability. By double-clicking the checking result, the relevant script code will be highlighted in the code editor. Script Analyzer result You can configure the Script Analyzer rules in the Settings window of Script Analyzer. Script Analyzer settings The current release includes 5 PowerShell best practice rules. Invoke-...Microsoft Script Browser: Script Browser 1.1: Script Browser for Windows PowerShell ISE was designed and developed in response to many IT Pros’ and MVPs’ feedback during the MVP Global Summit. It puts nearly 10K script examples at IT Pros fingertips when they write scripts to automate their IT tasks. Users can search, learn, download and manage scripts from within their scripting environment - PowerShell ISE - with just a few button clicks. It saves the time of switching back and forth between webpages and scripting environment, and also...New ProjectsAgenda do Estudante: Aplicativo para auxiliar estudantes no gerenciamento do tempo, disponível na WEB, buscando possuir ampla acessibilidade. Code Analysis Rule Collection: Contains a set of diagnostics, code fixes and refactorings built on the Microsoft .NET Compiler Platform "Roslyn".CRM User Diagnostics Tool: DiagnosticsDbWord: this tools use xml.sql generate daily report and weekly report from word. EasyWork: ADO.NET Entity Framework Common Service Locator Unity Unity Interception Extension MEF ASP.NET MVC jQWidgetsEjerciciosFer: Ultimate Summary re LocoGestionEvenement: ASP .NET applicationINNOVA: Sistema web-movil para disponiblidad...,.Internal: This is an internal project for personal usageLearnserve CORE - SCORM LMS: Learnserve CORE LMS is a comprehensive .NET SCORM LMS Module designed to extend DNN into a CMS/LMS that can deliver any online training.M2B Gestion Entretiens: Gestion des entretiensModern DevOps Tools: Modern DevOps Tools is based around building an tools that uses recommended practices that will work inside of your continuous delivery cycle.Monopoly NOHI: Monopoly for the NOHIORT MAY 2014 HOTELUCHO C# MVC3 EF5: Academic web project using MVC 3, Entity Framework 5. Hotel reservations management. User registration and room reservations.ProfSteeve: ProfSteeve is a teaching tool.Project issue resolution lists: wenti Registry Settings Export Library: The main purpose of this project is to enable the creation of .reg files from registry keys.Scroll++: Enables scrolling ui-elements without focusing them. SIGCBI: Sistema para Gestión de las áreas de Almacén, Administración y Ventas del Complejo Turístico Baños del Inca.SISPERRHH - WEB: Sistema de Gestión de RRHH.Trabajo Practico Laboratorio V: Trabajo Practico Laboratorio VTraining_MEF_MVC: Training MEF MVCTraining_MEF_SimpleCalculator: Simple Calculator MEFTraining_MVC_ExploringMVCParts: Training Exploring MVC PartsTres Punto Cinco: Tres Punto CincoUI Exception Handler: UI Exception Handler is a simple library that provides error windows for unexpected .Net application exceptions.Widjet_jQueryUI_CustomLineSelector: Custom line selector

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  • Why i cannot get the frame of a UIView in order to move it? The view is defined.

    - by Jann
    I am creating a nav-based app with a view that floats at the bottom of the screen (Alpha .7 most of the time). I create it like this... // stuff to create the tabbar/nav bar. // THIS ALL WORKS... // then add it to subview. [window addSubview:tabBarController.view]; // need this last line to display the window (and tab bar controller) [window makeKeyAndVisible]; // Okay, here is the code i am using to create a grey-ish strip exactly `zlocationAccuracyHeight` pixels high at `zlocationAccuracyVerticalStartPoint` starting point vertically. CGRect locationManagerAccuracyUIViewFrame = CGRectMake(0,zlocationAccuracyVerticalStartPoint,[[UIScreen mainScreen] bounds].size.width,zlocationAccuracyHeight); self.locationManagerAccuracyUIView = [[UIView alloc] initWithFrame:locationManagerAccuracyUIViewFrame]; self.locationManagerAccuracyUIView.autoresizingMask = (UIViewAutoresizingFlexibleWidth); self.locationManagerAccuracyUIView.backgroundColor = [UIColor darkGrayColor]; [self.locationManagerAccuracyUIView setAlpha:0]; CGRect locationManagerAccuracyLabelFrame = CGRectMake(0, 0,[[UIScreen mainScreen] bounds].size.width,zlocationAccuracyHeight); locationManagerAccuracyLabel = [[UILabel alloc] initWithFrame:locationManagerAccuracyLabelFrame]; if ([myGizmoClass useLocationServices] == 0) { locationManagerAccuracyLabel.text = @"GPS Accuracy: Using Manual Location"; } else { locationManagerAccuracyLabel.text = @"GPS Accuracy: One Moment Please..."; } locationManagerAccuracyLabel.font = [UIFont boldSystemFontOfSize:12]; locationManagerAccuracyLabel.textAlignment = UITextAlignmentCenter; locationManagerAccuracyLabel.textColor = [UIColor whiteColor]; locationManagerAccuracyLabel.backgroundColor = [UIColor clearColor]; [locationManagerAccuracyLabel setAlpha:0]; [self.locationManagerAccuracyUIView addSubview: locationManagerAccuracyLabel]; [window addSubview: self.locationManagerAccuracyUIView]; this all works (i am not sure about the order i create the uiview in ... meaning i am creating the frame, the view, creating the "accuracy text" and adding that to the view, then adding the uiview as a subview of the window . It works and seems correct in my logic. So, here is the tough part. I have a timer that i am testing with. I am trying to float the uiview up by 30 pix. here is that code: [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.3]; CGRect rect = [ self.locationManagerAccuracyUIView frame]; NSLog(@"ORIGIN: %d x %d (%@)\n",rect.origin.x,rect.origin.y,rect); rect.origin.y -= 30; [UIView commitAnimations]; The problem? rect is nill, rect.origin.x and rect.origin.y are both zero. Can anyone tell me why? Here is how i set up self.locationManagerAccuracyUIView in my files: Delegate.h UIView *locationManagerAccuracyUIView; UILabel *locationManagerAccuracyLabel; ... @property (nonatomic, retain) IBOutlet UIView *locationManagerAccuracyUIView; @property (nonatomic, retain) IBOutlet UILabel *locationManagerAccuracyLabel; Delegate.m ... @synthesize locationManagerAccuracyUIView; @synthesize locationManagerAccuracyLabel; ... BTW: Other places in another timer i DO set the alpha to fade in and out and THAT works! So locationManagerAccuracyUIView is valid and defined as a view... For instance: [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.5]; [locationManagerAccuracyLabel setAlpha:1]; [UIView commitAnimations]; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.5]; [self.locationManagerAccuracyUIView setAlpha:.7]; [UIView commitAnimations]; ...and it DOES work. Can anyone help me? As an aside: I know, when typing this I used self.locationManagerAccuracyUIView and locationManagerAccuracyUIView interchangeably to see if for some reason that was the issue. It is not. :) Thx

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  • Test whether pixel is inside the blobs for ofxOpenCV

    - by mia
    I am doing an application of the concept of the dodgeball and need to test of the pixel of the ball is in the blobs capture(which is the image of the player) I am stucked and ran out of idea of how to implement it. I manage to do a little progress which have the blobs but I not sure how to test it. Please help. I am a newbie who in a desperate condition. Thank you. This is some of my code. void testApp::setup(){ #ifdef _USE_LIVE_VIDEO vidGrabber.setVerbose(true); vidGrabber.initGrabber(widthS,heightS); #else vidPlayer.loadMovie("fingers.mov"); vidPlayer.play(); #endif widthS = 320; heightS = 240; colorImg.allocate(widthS,heightS); grayImage.allocate(widthS,heightS); grayBg.allocate(widthS,heightS); grayDiff.allocate(widthS,heightS); ////<---what I want bLearnBakground = true; threshold = 80; //////////circle////////////// counter = 0; radius = 0; circlePosX = 100; circlePosY=200; } void testApp::update(){ ofBackground(100,100,100); bool bNewFrame = false; #ifdef _USE_LIVE_VIDEO vidGrabber.grabFrame(); bNewFrame = vidGrabber.isFrameNew(); #else vidPlayer.idleMovie(); bNewFrame = vidPlayer.isFrameNew(); #endif if (bNewFrame){ if (bLearnBakground == true){ grayBg = grayImage; // the = sign copys the pixels from grayImage into grayBg (operator overloading) bLearnBakground = false; } #ifdef _USE_LIVE_VIDEO colorImg.setFromPixels(vidGrabber.getPixels(),widthS,heightS); #else colorImg.setFromPixels(vidPlayer.getPixels(),widthS,heightS); #endif grayImage = colorImg; grayDiff.absDiff(grayBg, grayImage); grayDiff.threshold(threshold); contourFinder.findContours(grayDiff, 20, (340*240)/3, 10, true); // find holes } ////////////circle//////////////////// counter = counter + 0.05f; if(radius>=50){ circlePosX = ofRandom(10,300); circlePosY = ofRandom(10,230); } radius = 5 + 3*(counter); } void testApp::draw(){ // draw the incoming, the grayscale, the bg and the thresholded difference ofSetColor(0xffffff); //white colour grayDiff.draw(10,10);// draw start from point (0,0); // we could draw the whole contour finder // or, instead we can draw each blob individually, // this is how to get access to them: for (int i = 0; i < contourFinder.nBlobs; i++){ contourFinder.blobs[i].draw(10,10); } ///////////////circle////////////////////////// //let's draw a circle: ofSetColor(0,0,255); char buffer[255]; float a = radius; sprintf(buffer,"radius = %i",a); ofDrawBitmapString(buffer, 120, 300); if(radius>=50) { ofSetColor(255,255,255); counter = 0; } else{ ofSetColor(255,0,0); } ofFill(); ofCircle(circlePosX,circlePosY,radius); }

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  • Text misaligns in IE

    - by kingrichard2005
    I have a ASP.net web page I'm working with, I didn't create it myself, with the following HTML code: <DIV style="POSITION: absolute; TEXT-ALIGN: center; WIDTH: 1400px; TOP: 60px; LEFT: 125px"> <SPAN style="TEXT-ALIGN: center; FONT-SIZE: xx-large" id=labelInstructions>Some Text: <BR><BR></SPAN> <TABLE style="WIDTH: 1200px" border=1 align=center> <TBODY> <TR> <TD><LABEL style="FONT-SIZE: x-large" for=FileUpload1>ENTER Path: </LABEL><INPUT id=FileUpload1 size=70 type=file name=FileUpload1></TD> </TR> <TR> <TD><SPAN style="COLOR: red; FONT-SIZE: medium" id=fileUploadError><BR><BR></SPAN></TD> </TR> <TR> <TD> <TABLE style="WIDTH: 1200px" border=1> <TBODY> <TR> <TD style="WIDTH: 400px; FONT-SIZE: x-large" vAlign=top align=right>FILE CONTENT INSTRUCTIONS:</TD> <TD style="WIDTH: 850px; FONT-SIZE: x-large" vAlign=top align=left>INSTRUCTION 1<BR>INSTRUCTION 2<BR></TD></TR> <TR><TD></TD></TR> <TR> <TD style="WIDTH: 400px; FONT-SIZE: x-large" vAlign=top align=right>FILE CONTENT EXAMPLE:</TD> <TD style="WIDTH: 850px; FONT-SIZE: x-large" vAlign=top align=left>EXAMPLE 1<BR>EXAMPLE 2<BR><BR></TD> </TR> </TBODY> </TABLE> </TD> </TR> </TBODY> </TABLE> </DIV> When this html is displayed in IE, I notice that the alignment of the text in the cells in the inner table, i.e. the table that is in the third cell of the outer table, is distorted when zooming in and out on it. I have a fixed table setting in pixels instead of percentages, so I don't understand why this is an issue. I want the text in the cells to stay in the same position when zooming. The code must be manipulated from the code behind, so I cannot create a separate CSS file. Any help is appreciated. Here are two examples to illustrate what I'm talking about: Normal zoom at 100%: Zoom at 75%: Notice in the second image the two table cells at the bottom are slightly offset to the left. UPDATE: Yes, I understand, we will be implementing a new system in the near future. Obviously this is old and very non-standard, this was dropped in my lap when I started working with it. And we're coming up with plans for a new system to replace it, in the meantime, this is what I have to deal with.

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  • OpenGL texture misaligned on quad

    - by user308226
    I've been having trouble with this for a while now, and I haven't gotten any solutions that work yet. Here is the problem, and the specifics: I am loading a 256x256 uncompressed TGA into a simple OpenGL program that draws a quad on the screen, but when it shows up, it is shifted about two pixels to the left, with the cropped part appearing on the right side. It has been baffling me for the longest time, people have suggested clamping and such, but somehow I think my problem is probably something really simple, but I just can't figure out what it is! Here is a screenshot comparing the TGA (left) and how it appears running in the program (right) for clarity. Also take note that there's a tiny black pixel on the upper right corner, I'm hoping that's related to the same problem. Here's the code for the loader, I'm convinced that my problem lies in the way that I'm loading the texture. Thanks in advance to anyone who can fix my problem. bool TGA::LoadUncompressedTGA(char *filename,ifstream &texturestream) { cout << "G position status:" << texturestream.tellg() << endl; texturestream.read((char*)header, sizeof(header)); //read 6 bytes into the file to get the tga header width = (GLuint)header[1] * 256 + (GLuint)header[0]; //read and calculate width and save height = (GLuint)header[3] * 256 + (GLuint)header[2]; //read and calculate height and save bpp = (GLuint)header[4]; //read bpp and save cout << bpp << endl; if((width <= 0) || (height <= 0) || ((bpp != 24) && (bpp !=32))) //check to make sure the height, width, and bpp are valid { return false; } if(bpp == 24) { type = GL_RGB; } else { type = GL_RGBA; } imagesize = ((bpp/8) * width * height); //determine size in bytes of the image cout << imagesize << endl; imagedata = new GLubyte[imagesize]; //allocate memory for our imagedata variable texturestream.read((char*)imagedata,imagesize); //read according the the size of the image and save into imagedata for(GLuint cswap = 0; cswap < (GLuint)imagesize; cswap += (bpp/8)) //loop through and reverse the tga's BGR format to RGB { imagedata[cswap] ^= imagedata[cswap+2] ^= //1st Byte XOR 3rd Byte XOR 1st Byte XOR 3rd Byte imagedata[cswap] ^= imagedata[cswap+2]; } texturestream.close(); //close ifstream because we're done with it cout << "image loaded" << endl; glGenTextures(1, &texID); // Generate OpenGL texture IDs glBindTexture(GL_TEXTURE_2D, texID); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexImage2D(GL_TEXTURE_2D, 0, type, width, height, 0, type, GL_UNSIGNED_BYTE, imagedata); delete imagedata; return true; } //Public loading function for TGA images. Opens TGA file and determines //its type, if any, then loads it and calls the appropriate function. //Returns: TRUE on success, FALSE on failure bool TGA::loadTGA(char *filename) { cout << width << endl; ifstream texturestream; texturestream.open(filename,ios::binary); texturestream.read((char*)header,sizeof(header)); //read 6 bytes into the file, its the header. //if it matches the uncompressed header's first 6 bytes, load it as uncompressed LoadUncompressedTGA(filename,texturestream); return true; }

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  • Fastest way to read data from a lot of ASCII files

    - by Alsenes
    Hi guys, for a college exercise that I've already submitted I needed to read a .txt file wich contained a lot of names of images(1 in each line). Then I needed to open each image as an ascii file, and read their data(images where in ppm format), and do a series of things with them. The things is, I noticed my program was taking 70% of the time in the reading the data from the file part, instead of in the other calculations that I was doing (finding number of repetitions of each pixel with a hash table, finding diferents pixels beetween 2 images etc..), which I found quite odd to say the least. This is how the ppm format looks like: P3 //This value can be ignored when reading the file, because all image will be correctly formatted 4 4 255 //This value can be also ignored, will be always 255. 0 0 0 0 0 0 0 0 0 15 0 15 0 0 0 0 15 7 0 0 0 0 0 0 0 0 0 0 0 0 0 15 7 0 0 0 15 0 15 0 0 0 0 0 0 0 0 0 This is how I was reading the data from the files: ifstream fdatos; fdatos.open(argv[1]); //Open file with the name of all the images const int size = 128; char file[size]; //Where I'll get the image name Image *img; while (fdatos >> file) { //While there's still images anmes left, continue ifstream fimagen; fimagen.open(file); //Open image file img = new Image(fimagen); //Create new image object with it's data file ……… //Rest of the calculations whith that image ……… delete img; //Delete image object after done fimagen.close(); //Close image file after done } fdatos.close(); And inside the image object read the data like this: const int tallafirma = 100; char firma[tallafirma]; fich_in >> std::setw(100) >> firma; // Read the P3 part, can be ignored int maxvalue, numpixels; fich_in >> height >> width >> maxvalue; // Read the next three values numpixels = height*width; datos = new Pixel[numpixels]; int r,g,b; //Don't need to be ints, max value is 256, so an unsigned char would be ok. for (int i=0; i<numpixels; i++) { fich_in >> r >> g >> b; datos[i] = Pixel( r, g ,b); } //This last part is the slow one, //I thing I should be able to read all this data in one single read //to buffer or something which would be stored in an array of unsigned chars, //and then I'd only need to to do: //buffer[0] -> //Pixel 1 - Red data //buffer[1] -> //Pixel 1 - Green data //buffer[2] -> //Pixel 1 - Blue data So, any Ideas? I think I can improve it quite a bit reading all to an array in one single call, I just don't know how that is done. Also, is it posible to know how many images will be in the "index file"? Is it posiible to know the number of lines a file has?(because there's one file name per line..) Thanks!!

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  • C# slowdown while creating a bitmap - calculating distances from a large List of places for each pixel

    - by user576849
    I'm creating a graphic of the glow of lights above a geographic location based upon Walkers Law: Skyglow=0.01*Population*DistanceFromCenter^-2.5 I have a CSV file of places with 66,000 records using 5 fields (id,name,population,latitude,longitude), parsed on the FormLoad event and stored it in: List<string[]> placeDataList Then I set up nested loops to fill in a bitmap using SetPixel. For each pixel on the bitmap, which represents a coordinate on a map (latitude and longitude), the program loops through placeDataList – calculating the distance from that coordinate (pixel) to each place record. The distance (along with population) is used in a calculation to find how much cumulative sky glow is contributed to the coordinate from each place record. So, for every pixel, 66,000 distance calculations must be made. The problem is, this is predictably EXTREMELY slow – on the order of one line of pixels per 30 seconds or so on a 320 pixel wide image. This is unrelated to SetPixel, which I know is also slow, because the speed is similarly slow when adding the distance calculation results to an array. I don’t actually need to test all 66,000 records for every pixel, only the records within 150 miles (i.e. no skyglow is contributed to a coordinate from a small town 3000 miles away). But to find which records are within 150 miles of my coordinate I would still need to loop through all the records for each pixel. I can't use a smaller number of records because all 66,000 places contribute to skyglow for SOME coordinate in my map as it loops. This seems like a Catch-22, so I know there must be a better method out there. Like I mentioned, the slowdown is related to how many calculations I’m making per pixel, not anything to do with the bitmap. Any suggestions? private void fillPixels(int width) { Color pixelColor; int pixel_w = width; int pixel_h = (int)Math.Floor((width * 0.424088664)); Bitmap bmp = new Bitmap(pixel_w, pixel_h); for (int i = 0; i < pixel_h; i++) for (int j = 0; j < pixel_w; j++) { pixelColor = getPixelColor(i, j); bmp.SetPixel(j, i, pixelColor); } bmp.Save("Nightfall", System.Drawing.Imaging.ImageFormat.Jpeg); pictureBox1.Image = bmp; MessageBox.Show("Done"); } private Color getPixelColor(int height, int width) { int c; double glow,d,cityLat,cityLon,cityPop; double testLat, testLon; int size_h = (int)Math.Floor((size_w * 0.424088664)); ; testLat = (height * (24.443136 / size_h)) + 24.548874; testLon = (width * (57.636853 / size_w)) -124.640767; glow = 0; for (int i = 0; i < placeDataList.Count; i++) { cityPop=Convert.ToDouble(placeDataList[i][2]); cityLat=Convert.ToDouble(placeDataList[i][3]); cityLon=Convert.ToDouble(placeDataList[i][4]); d = distance(testLat, testLon, cityLat, cityLon,"M"); if(d<150) glow = glow+(0.01 * cityPop * Math.Pow(d, -2.5)); } if (glow >= 1) glow=1; c = (int)Math.Ceiling(glow * 255); return Color.FromArgb(c, c, c); }

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  • Flash Mouse.hide() cmd+tab(alt+tab) bring the mouse back

    - by DickieBoy
    Having a bit of trouble with Mouse.show() and losing focus of the swf This isn't my demo: but its showing the same bug http://www.foundation-flash.com/tutorials/as3customcursors/ What i do to recreate it is: mouse over the swf, hit cmd+tab to highlight another window, result is that the mouse is not brought back and is still invisible, (to get it back go to the window bar at the top of the screen and click something). I have an area in which movement is detected and an image Things I have tried package { import flash.display.Sprite; import flash.display.MovieClip; import com.greensock.*; import flash.events.*; import flash.utils.Timer; import flash.events.TimerEvent; import flash.utils.*; import flash.ui.Mouse; public class mousey_movey extends MovieClip { public var middle_of_the_flash; //pixels per second public var speeds = [0,1,3,5,10]; public var speed; public var percentage_the_mouse_is_across_the_screen; public var mouse_over_scrollable_area:Boolean; public var image_move_interval; public function mousey_movey() { middle_of_the_flash = stage.stageWidth/2; hot_area_for_movement.addEventListener(MouseEvent.MOUSE_OVER, mouseEnter); hot_area_for_movement.addEventListener(MouseEvent.MOUSE_OUT, mouseLeave); hot_area_for_movement.addEventListener(MouseEvent.MOUSE_MOVE, mouseMove); stage.addEventListener(Event.MOUSE_LEAVE, show_mouse); stage.addEventListener(MouseEvent.MOUSE_OUT, show_mouse); stage.addEventListener(Event.DEACTIVATE,show_mouse); hot_area_for_movement.alpha=0; hot_area_for_movement.x=0; hot_area_for_movement.y=34; } public function show_mouse(e) { trace(e.type) trace('show_mouse') Mouse.show(); } public function onActivate(e) { trace('activate'); Mouse.show(); } public function onDeactivate(e) { trace('deactivate'); } public function get_speed(percantage_from_middle):int { if(percantage_from_middle > 80) { return speeds[4] } else { if(percantage_from_middle > 60) { return speeds[3] } else { if(percantage_from_middle > 40) { return speeds[2] } else { if(percantage_from_middle > 20) { return speeds[1] } else { return 0; } } } } } public function mouseLeave(e:Event):void{ Mouse.show(); clearInterval(image_move_interval); } public function mouseEnter(e:Event):void{ Mouse.hide(); image_move_interval = setInterval(moveImage,1); } public function mouseMove(e:Event):void { percentage_the_mouse_is_across_the_screen = Math.round(((middle_of_the_flash-stage.mouseX)/middle_of_the_flash)*100); speed = get_speed(Math.abs(percentage_the_mouse_is_across_the_screen)); airplane_icon.x = stage.mouseX; airplane_icon.y = stage.mouseY; } public function stageMouseMove(e:Event):void{ Mouse.show(); } public function moveImage():void { if(percentage_the_mouse_is_across_the_screen > 0) { moving_image.x+=speed; airplane_icon.scaleX = -1; } else { moving_image.x-=speed; airplane_icon.scaleX = 1; } } } } Nothing too fancy, im just scrolling an image left of right at a speed which is generated by how far you are from the middle of the stage, and making an airplane moveclip follow the mouse. The events: stage.addEventListener(Event.MOUSE_LEAVE, show_mouse); stage.addEventListener(MouseEvent.MOUSE_OUT, show_mouse); stage.addEventListener(Event.DEACTIVATE,show_mouse); All fire and work correctly when in the browser, seem a little buggy when running a test through flash, was expecting this as ive experienced it before. The deactivate call even runs when testing and cmd+tabbing but shows no mouse. Any help on the matter is appreciated Thanks, Dickie

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  • onDraw() triggered but results don't show

    - by Don
    I have the following routine in a subclass of view: It calculates an array of points that make up a line, then erases the previous lines, then draws the new lines (impact refers to the width in pixels drawn with multiple lines). The line is your basic bell curve, squeezed or stretched by variance and x-factor. Unfortunately, nothing shows on the screen. A previous version with drawPoint() and no array worked, and I've verified the array contents are being loaded correctly, and I can see that my onDraw() is being triggered. Any ideas why it might not be drawn? Thanks in advance! protected void drawNewLine( int maxx, int maxy, Canvas canvas, int impact, double variance, double xFactor, int color) { // impact = 2 to 8; xFactor between 4 and 20; variance between 0.2 and 5 double x = 0; double y = 0; int cx = maxx / 2; int cy = maxy / 2; int mu = cx; int index = 0; points[maxx<<1][1] = points[maxx<<1][0]; for (x = 0; x < maxx; x++) { points[index][1] = points[index][0]; points[index][0] = (float) x; Log.i(DEBUG_TAG, "x: " + x); index++; double root = 1.0 / (Math.sqrt(2 * Math.PI * variance)); double exponent = -1.0 * (Math.pow(((x - mu)/maxx*xFactor), 2) / (2 * variance)); double ePow = Math.exp(exponent); y = Math.round(cy * root * ePow); points[index][1] = points[index][0]; points[index][0] = (float) (maxy - y - OFFSET); index++; } points[maxx<<1][0] = (float) impact; for (int line = 0; line < points[maxx<<1][1]; line++) { for (int pt = 0; pt < (maxx<<1); pt++) { pointsToPaint[pt] = points[pt][1]; } for (int skip = 1; skip < (maxx<<1); skip = skip + 2) pointsToPaint[skip] = pointsToPaint[skip] + line; myLinePaint.setColor(Color.BLACK); canvas.drawLines(pointsToPaint, bLinePaint); // draw over old lines w/blk } for (int line = 0; line < points[maxx<<1][0]; line++) { for (int pt = 0; pt < maxx<<1; pt++) { pointsToPaint[pt] = points[pt][0]; } for (int skip = 1; skip < maxx<<1; skip = skip + 2) pointsToPaint[skip] = pointsToPaint[skip] + line; myLinePaint.setColor(color); canvas.drawLines(pointsToPaint, myLinePaint); / new color } } update: Replaced the drawLines() with drawPoint() in loop, still no joy for (int p = 0; p<pointsToPaint.length; p = p + 2) { Log.i(DEBUG_TAG, "x " + pointsToPaint[p] + " y " + pointsToPaint[p+1]); canvas.drawPoint(pointsToPaint[p], pointsToPaint[p+1], myLinePaint); } /// canvas.drawLines(pointsToPaint, myLinePaint);

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  • Javascript/Jquery Super Scrollorama Navigation Issues

    - by Rosencruez
    On a Wordpress site I am currently working on, my client wanted the different sections of the front page to slide up from the bottom and cover up the previous section, like a wipe or slide transition. Using super scrollorama found here: http://johnpolacek.github.com/superscrollorama/, I managed to achieve the desired result. Next, I needed to create a navigation menu on the front page only. I did so, and set anchors at various different points on the pages. I also used the scrollTo library for scolling animations when I click the nav menu links. However, there are a number of problems I have encountered: When at the top and I click "showcase", it brings me down to the showcase section, but the products section (the div right after it) is overlapping it. Other divs seems to have the same problem of the following divs overlapping the current one I can only navigate forwards. When I try to go backwards, it won't (except for "Home") I thought it might have something to do with the CSS "top" property of the divs, so I tried resetting them every time the click function kicked in, but it didn't work. So I removed it for the time being. Currently set the javascript to prevent the default action of scrolling to the anchors and instead setting it to scroll to the actual divs themselves. However, I'm still having the same issues. Here is the site I am currently working on: http://breathe.simalam.ca/ Here is the javascript for the scrolling: $(document).ready(function() { jQuery('.home-link').click(function(e){ e.preventDefault(); jQuery(window).scrollTo(0, 1000, {queue:true}); }); jQuery('.showcase-link').click(function(e){ e.preventDefault(); jQuery(window).scrollTo('#showcase_content', 1000, {queue:true}); }); jQuery('.products-link').click(function(e){ e.preventDefault(); jQuery(window).scrollTo('#products_content', 1000, {queue:true}); }); jQuery('.about-link').click(function(e){ e.preventDefault(); jQuery(window).scrollTo('#about_content', 1000, {queue:true}); }); jQuery('.locator-link').click(function(e){ e.preventDefault(); jQuery(window).scrollTo('#locator_content', 1000, {queue:true}); }); jQuery('.contact-link').click(function(e){ e.preventDefault(); jQuery(window).scrollTo('#contact_content', 1000, {queue:true}); }); }); scrollorama code: $(document).ready(function() { $('#wrapper').css('display','block'); var controller = $.superscrollorama(); var pinDur = 4000; /* set duration of pin scroll in pixels */ // create animation timeline for pinned element var pinAnimations = new TimelineLite(); pinAnimations .append([ TweenMax.to($('#showcase'), .5, {css:{top:0}}) ], .5) .append([ TweenMax.to($('#products'), .5, {css:{top:0}}) ], .5) .append([ TweenMax.to($('#about'), .5, {css:{top:0}}) ], .5) .append([ TweenMax.to($('#locator'), .5, {css:{top:0}}) ], .5) .append([ TweenMax.to($('#contact'), .5, {css:{top:0}}) ], .5) .append(TweenMax.to($('#pin-frame-unpin'), .5, {css:{top:'100px'}})); controller.pin($('#examples-pin'), pinDur, { anim:pinAnimations, onPin: function() { $('#examples-pin').css('height','100%'); }, onUnpin: function() { $('#examples-pin').css('height','2000px'); } }); }); All of the section divs are inside a parent div. The section divs all have a height, width, and top of 100%. The parent div containing all of these section divs are as follows: #examples-pin { position: relative; /* relative positioning for transitions to work? */ width: 101%; /* max width */ height: 2000px; /* height of 2000px for now */ overflow: hidden; /* hide the overflow for transitions to work */ margin-bottom: -200px; /* negative bottom margin */ }

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  • not able to show the file from the array...

    - by sjl
    Hi, i'm trying to do an image gallery. i was not able to display the thumbnails stored in the array. instead it keep showing the same thumbnails. anyone can help? very much appreciated.. // Arrays that store the filenames of the text, images and thumbnails var thumbnails:Array = [ "images/image1_thumb.jpg", "images/image2_thumb.jpg", "images/image3_thumb.jpg", "images/image4_thumb.jpg", "images/image5_thumb.jpg", "images/image6_thumb.jpg", "images/image7_thumb.jpg" ]; var images:Array = [ "images/image1.jpg", "images/image2.jpg", "images/image3.jpg", "images/image4.jpg", "images/image5.jpg", "images/image6.jpg", "images/image7.jpg" ]; var textFiles:Array = [ "text/picture1.txt", "text/picture2.txt", "text/picture3.txt", "text/picture4.txt", "text/picture5.txt", "text/picture6.txt", "text/picture7.txt" ]; // NOTE: thumbnail images are 60 x 43 pixels in size // loop through the array and create the thumbnails and position them vertically for (var i:int = 0; i <7; i++) { // create an instance of MyUIThumbnail var thumbs:MyUIThumbnail = new MyUIThumbnail(); // position the thumbnails on the left vertically thumbs.y = 43 * i;/*** FILL IN THE BLANK HERE ***/ // store the corresponding full size image name in the thumbnail // use the "images" array thumbs.image = "images/image1.jpg"; thumbs.image = "images/image2.jpg"; thumbs.image = "images/image3.jpg"; thumbs.image = "images/image4.jpg"; thumbs.image = "images/image5.jpg"; thumbs.image = "images/image6.jpg"; thumbs.image = "images/image7.jpg"; // store the corresponding text file name in the thumbnail // use the "textFiles" array thumbs.textFile = "text/picture1.txt"; thumbs.textFile = "text/picture2.txt"; thumbs.textFile = "text/picture3.txt"; thumbs.textFile = "text/picture4.txt"; thumbs.textFile = "text/picture5.txt"; thumbs.textFile = "text/picture6.txt"; thumbs.textFile = "text/picture7.txt"; thumbs.imageFullSize = full_image_mc ; // store the reference to the textfield in the thumbnail thumbs.infoText = info; // load and display the thumbnails // use the "thumbnails" array thumbs.loadThumbnail("images/image1_thumb.jpg"); thumbs.loadThumbnail("images/image2_thumb.jpg"); thumbs.loadThumbnail("images/image3_thumb.jpg"); thumbs.loadThumbnail("images/image4_thumb.jpg"); thumbs.loadThumbnail("images/image5_thumb.jpg"); thumbs.loadThumbnail("images/image6_thumb.jpg"); thumbs.loadThumbnail("images/image7_thumb.jpg"); addChild(thumbs); } below is my thumbanail. as package{ import fl.containers.; import flash.events.; import flash.text.; import flash.net.; import flash.display.*; public class MyUIThumbnail extends MovieClip { public var image:String = ""; public var textFile:String = ""; var loader:UILoader = new UILoader(); public var imageFullSize:MyFullSizeImage; // reference to loader to show the full size image public var infoText:TextField; // reference to textfield that displays image infoText var txtLoader:URLLoader = new URLLoader(); // loader to load the text file public function MyUIThumbnail() { buttonMode = true; addChild(loader); this.addEventListener(MouseEvent.CLICK, myClick); txtLoader.addEventListener(Event.COMPLETE, displayText); loader.addEventListener(Event.COMPLETE, thumbnailLoaded); } public function loadThumbnail(filename:String):void { loader.source = filename; preloader.trackLoading(loader); } function myClick(e:MouseEvent):void { // load and display the full size image imageFullSize.loadImage("my_full_mc"); // load and display the text textLoad("info"); } function textLoad(file:String) { // load the text description from the text file loader.load(new URLRequest(textFile)); } function displayText(e:Event) { //display the text when loading is completed addChild(infoText); } function thumbnailLoaded(e:Event) { loader.width = 60; loader.height = 43; } } }

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  • HMTL5 Anti Aliasing Browser Disable

    - by Tappa Tappa
    I am forced to consider writing a library to handle the fundamental basics of drawing lines, thick lines, circles, squares etc. of an HTML5 canvas because I can't disable a feature embedded in the browser rendering of the core canvas algorithms. Am I forced to build the HTML5 Canvas rendering process from the ground up? If I am, who's in with me to do this? Who wants to change the world? Imagine a simple drawing application written in HTML5... you draw a shape... a closed shape like a rudimentary circle, free hand, more like an onion than a circle (well, that's what mine would look like!)... then imagine selecting a paint bucket icon and clicking inside that shape you drew and expecting it to be filled with a color of your choice. Imagine your surprise as you selected "Paint Bucket" and clicked in the middle of your shape and it filled your shape with color... BUT, not quite... HANG ON... this isn't right!!! On the inside of the edge of the shape you drew is a blur between the background color and your fill color and the edge color... the fill seems to be flawed. You wanted a straight forward "Paint Bucket" / "Fill"... you wanted to draw a shape and then fill it with a color... no fuss.... fill the whole damned inside of your shape with the color you choose. Your web browser has decided that when you draw the lines to define your shape they will be anti-aliased. If you draw a black line for your shape... well, the browser will draw grey pixels along the edges, in places... to make it look like a "better" line. Yeah, a "better" line that **s up the paint / flood fill process. How much does is cost to pay off the browser developers to expose a property to disable their anti-aliasing rendering? Disabling would save milliseconds for their rendering engine, surely! Bah, I really don't want to have to build my own canvas rendering engine using Bresenham line rendering algorithm... WHAT CAN BE DONE... HOW CAN THIS BE CHANGED!!!??? Do I need to start a petition aimed at the WC3???? Will you include your name if you are interested??? UPDATED function DrawLine(objContext, FromX, FromY, ToX, ToY) { var dx = Math.abs(ToX - FromX); var dy = Math.abs(ToY - FromY); var sx = (FromX < ToX) ? 1 : -1; var sy = (FromY < ToY) ? 1 : -1; var err = dx - dy; var CurX, CurY; CurX = FromX; CurY = FromY; while (true) { objContext.fillRect(CurX, CurY, objContext.lineWidth, objContext.lineWidth); if ((CurX == ToX) && (CurY == ToY)) break; var e2 = 2 * err; if (e2 > -dy) { err -= dy; CurX += sx; } if (e2 < dx) { err += dx; CurY += sy; } } }

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  • CodePlex Daily Summary for Wednesday, June 19, 2013

    CodePlex Daily Summary for Wednesday, June 19, 2013Popular ReleasesSQL Compact Query Analyzer: 1.0.1.25676: Beta build of SQL Compact Query Analyzer Bug fixes: - Resolved issue where the application crashes when loading a database that contains tables without a primary key Features: - Displays database information (database version, filename, size, creation date) - Displays schema summary (number of tables, columns, primary keys, identity fields, nullable fields) - Displays the information schema views - Displays column information (database type, clr type, max length, allows null, etc) - Support...xFunc: xFunc (2.2.2.0): Added: hex, bin, oct numbers; gcd (greatest common factor) and lcm (least common multiple); Fixed: the "undef" function;Prism Model Factory Extensions: 1.0.0.0: Initial releaseCODE Framework: 4.0.30618.0: See change notes in the documentation section for details on what's new. Note: If you download the class reference help file with, you have to right-click the file, pick "Properties", and then unblock the file, as many browsers flag the file as blocked during download (for security reasons) and thus hides all content.Toolbox for Dynamics CRM 2011: XrmToolBox (v1.2013.6.18): XrmToolbox improvement Use new connection controls (use of Microsoft.Xrm.Client.dll) New display capabilities for tools (size, image and colors) Added prerequisites check Added Most Used Tools feature Tools improvementNew toolSolution Transfer Tool (v1.0.0.0) developed by DamSim Updated toolView Layout Replicator (v1.2013.6.17) Double click on source view to display its layoutXml All tools list Access Checker (v1.2013.6.17) Attribute Bulk Updater (v1.2013.6.18) FetchXml Tester (v1.2013.6.1...Media Companion: Media Companion MC3.570b: New* Movie - using XBMC TMDB - now renames movies if option selected. * Movie - using Xbmc Tmdb - Actor images saved from TMDb if option selected. Fixed* Movie - Checks for poster.jpg against missing poster filter * Movie - Fixed continual scraping of vob movie file (not DVD structure) * Both - Correctly display audio channels * Both - Correctly populate audio info in nfo's if multiple audio tracks. * Both - added icons and checked for DTS ES and Dolby TrueHD audio tracks. * Both - Stream d...LINQ Extensions Library: 1.0.4.2: New to release 1.0.4.2 Custom sorting extensions that perform up to 50% better than LINQ OrderBy, ThenBy extensions... Extensions allow for fine tuning of the sort by controlling the algorithm each sort uses.ExtJS based ASP.NET Controls: FineUI v3.3.0: ??FineUI ?? ExtJS ??? ASP.NET ???。 FineUI??? ?? No JavaScript,No CSS,No UpdatePanel,No ViewState,No WebServices ???????。 ?????? IE 7.0、Firefox 3.6、Chrome 3.0、Opera 10.5、Safari 3.0+ ???? Apache License v2.0 ?:ExtJS ?? GPL v3 ?????(http://www.sencha.com/license)。 ???? ??:http://fineui.com/bbs/ ??:http://fineui.com/demo/ ??:http://fineui.com/doc/ ??:http://fineui.codeplex.com/ FineUI???? ExtJS ?????????,???? ExtJS ?。 ????? FineUI ? ExtJS ?:http://fineui.com/bbs/forum.php?mod=viewthrea...CMake Tools for Visual Studio: CMake Tools for Visual Studio 1.0 RC2: This is the second release candidate of CMake Tools for Visual Studio 1.0, which contains the following bug fixes and enhancements: The CMake Editor is now available for file extension mapping and in the Open With dialog box. A bug that caused CMake IntelliSense to appear when editing ordinary text files has been fixed. Commenting characters are now properly placed for large blocks of code. Smart indentation now behaves correctly when the cursor is not at the end of the line. Function...BarbaTunnel: BarbaTunnel 8.0: Check Version History for more information about this release.ExpressProfiler: ExpressProfiler v1.5: [+] added Start time, End time event columns [+] added SP:StmtStarting, SP:StmtCompleted events [*] fixed bug with Audit:Logout eventpatterns & practices: Data Access Guidance: Data Access Guidance Drop4 2013.06.17: Drop 4Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.94: add dstLine and dstCol attributes to the -Analyze output in XML mode. un-combine leftover comma-separates expression statements after optimizations are complete so downstream tools don't stack-overflow on really deep comma trees. add support for using a single source map generator instance with multiple runs of MinifyJavaScript, assuming that the results are concatenated to the same output file.Kooboo CMS: Kooboo CMS 4.1.1: The stable release of Kooboo CMS 4.1.0 with fixed the following issues: https://github.com/Kooboo/CMS/issues/1 https://github.com/Kooboo/CMS/issues/11 https://github.com/Kooboo/CMS/issues/13 https://github.com/Kooboo/CMS/issues/15 https://github.com/Kooboo/CMS/issues/19 https://github.com/Kooboo/CMS/issues/20 https://github.com/Kooboo/CMS/issues/24 https://github.com/Kooboo/CMS/issues/43 https://github.com/Kooboo/CMS/issues/45 https://github.com/Kooboo/CMS/issues/46 https://github....VidCoder: 1.5.0 Beta: The betas have started up again! If you were previously on the beta track you will need to install this to get back on it. That's because you can now run both the Beta and Stable version of VidCoder side-by-side! Note that the OpenCL and Intel QuickSync changes being tested by HandBrake are not in the betas yet. They will appear when HandBrake integrates them into the main branch. Updated HandBrake core to SVN 5590. This adds a new FDK AAC encoder. The FAAC encoder has been removed and now...Employee Info Starter Kit: v6.0 - ASP.NET MVC Edition: Release Home - Getting Started - Hands on Coding Walkthrough – Technology Stack - Design & Architecture EISK v6.0 – ASP.NET MVC edition bundles most of the greatest and successful platforms, frameworks and technologies together, to enable web developers to learn and build manageable and high performance web applications with rich user experience effectively and quickly. User End SpecificationsCreating a new employee record Read existing employee records Update an existing employee reco...OLAP PivotTable Extensions: Release 0.8.1: Use the 32-bit download for... Excel 2007 Excel 2010 32-bit (even Excel 2010 32-bit on a 64-bit operating system) Excel 2013 32-bit (even Excel 2013 32-bit on a 64-bit operating system) Use the 64-bit download for... Excel 2010 64-bit Excel 2013 64-bit Just download and run the EXE. There is no need to uninstall the previous release. If you have problems getting the add-in to work, see the Troubleshooting Installation wiki page. The new features in this release are: View #VALUE! Err...WPF Application Framework (WAF): WPF Application Framework (WAF) 3.0.0.440: Version: 3.0.0.440 (Release Candidate): This release contains the source code of the WPF Application Framework (WAF) and the sample applications. Please build the whole solution before you start one of the sample applications. Requirements .NET Framework 4.5 (The package contains a solution file for Visual Studio 2012) Changelog Legend: [B] Breaking change; [O] Marked member as obsolete Samples: Use ValueConverters via StaticResource instead of x:Static. Other Downloads Downloads OverviewBlackJumboDog: Ver5.9.1: 2013.06.13 Ver5.9.1 (1) Web??????SSI?#include???、CGI?????????????????????? (2) ???????????????????????????Free language translator and file converter: Free Language Translator 3.3: some bug fixes and a new link to video tutorials on Youtube.New ProjectsA model oriented programming language and IDE for model driven development: Mo+ Solution Builder is a model oriented programming language and integrated development environment for effective model driven development.ActiveWindowsStoreAppFromWin32: This is a dome of how to active Windows Store App From MFC and pass value to itAjax Jquery ASP.NET Control Toolkit: User Controls to facilitate ASP.NET integration to Ajax and JQuery components.Animations: empresaAricie - Distributed Caching Provider: Aricie - Distributed Caching Provider is a DotNetNuke module and a DNN caching provider, which leverages distributed caching technologies (AppFabric, Memcached)Background Action Pool<TParam, TReturn> (.Net Task Pool): Provides a generic typed Pool for running Tasks/Funcs in an extra thread with return value and various parameters for every task Bordecal.ImportsSorter: Visual Studio add-in for sorting imports/using blocksCodagenic Bootstrap Theme: Codagenic Ecommerce 3 ThemeeBook: eBook is an engine designed to perform text mining on TEI based document.Microsoft CRM 2011 RESTful Grid: MIcrosoft CRM 2011 RESTful Grid CRUD (Create, Read, Update, Destroy) data operations.MyHandsCursor 1.0: MyHandsCursor is a demo application that uses the Kinect for Windows SDK 1.7 .mylib2: mylib2nodejs chat server: nodejs websocket jquery chat serverPiGraph: Ph?n m?n h? tr? kh?o sát hàm s? - Pixels Ð?i H?c Khoa H?c T? Nhiên TP.HCM - Khoa Công Ngh? Thông TinPurpleKnife: The Swiss Army Knife for Extreme Networks XOS switches.PVMapper Desktop: PVMapper Open Source TeamSSQForecast: TESTStored Procedure Pager: Stored Procedure Pager is an open source asp.net/mvc user pager control.The most important feature is support for Stored Procedure.Tetris Online: A 2-player Tetris game you play against another person on the internet.ubdblib: A library providing multipolar model parameterization of electron density using ubdb aspherical atom data bank.Umbraco Multi User Picker: Multi User Picker is an Umbraco datatype for selecting one or more users.UnLinkAlbumTracks: Unlinks tracks in Windows Media Player, allowing them to have their album info updated independently.Vis på Google Maps hvor medlemmerne bor: This project is only relevant for people living in Denmark Ud fra en CSV-fil genererer dette lille program en KML fil indeholdende et koordinatsæt for hvor adresse i CSV-filen. Dette kan f.eks. bruges til at vise hvor medlemmerne af en forening bor.

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  • CodePlex Daily Summary for Friday, November 18, 2011

    CodePlex Daily Summary for Friday, November 18, 2011Popular ReleasesDelta Engine: Delta Engine Beta Preview v0.9.1: v0.9.1 beta release with lots of refactoring, fixes, new samples and support for iOS, Android and WP7 (you need a Marketplace account however). If you want a binary release for the games (like v0.9.0), just say so in the Forum or here and we will quickly prepare one. It is just not much different from v0.9.0, so I left it out this time. See http://DeltaEngine.net/Wiki.Roadmap for details.Scrum Task Board Card Creator: TaskCardCreator 2.5.1.0: What's New: Fix of Work Item 484 Fix of Work Item 480 Fix of Work Item 478 Supported Templates: Microsoft Visual Studio Scrum 1.0 Product Backlog Item, Task, Impediment, and Bug MSF for Agile Software Development v5.0 User Story, Task, and BugAllNewsManager.NET: AllNewsManager.NET 1.5: AllNewsManager.NET 1.5. This new version provide several new features, minor/major improvements and bug fixes. Some new features: Comment Report. CkFinder integration with CkEditor. If you are upgrading or making a new installation, please take a look here.ASP.net Awesome Samples (Web-Forms): 1.0 samples: Full Demo VS2008 Very Simple Demo VS2010 (demos for the ASP.net Awesome jQuery Ajax Controls)SharpMap - Geospatial Application Framework for the CLR: SharpMap-0.9-AnyCPU-Trunk-2011.11.17: This is a build of SharpMap from the 0.9 development trunk as per 2011-11-17 For most applications the AnyCPU release is the recommended, but in case you need an x86 build that is included to. For some dataproviders (GDAL/OGR, SqLite, PostGis) you need to also referense the SharpMap.Extensions assembly For SqlServer Spatial you need to reference the SharpMap.SqlServerSpatial assemblySQL Monitor - tracking sql server activities: SQLMon 4.1 alpha 5: 1. added basic schema support 2. added server instance name and process id 3. fixed problem with object search index out of range 4. improved version comparison with previous/next difference navigation 5. remeber main window spliter and object explorer spliter positionAJAX Control Toolkit: November 2011 Release: AJAX Control Toolkit Release Notes - November 2011 Release Version 51116November 2011 release of the AJAX Control Toolkit. AJAX Control Toolkit .NET 4 - Binary – AJAX Control Toolkit for .NET 4 and sample site (Recommended). AJAX Control Toolkit .NET 3.5 - Binary – AJAX Control Toolkit for .NET 3.5 and sample site (Recommended). Notes: - The current version of the AJAX Control Toolkit is not compatible with ASP.NET 2.0. The latest version that is compatible with ASP.NET 2.0 can be found h...MVC Controls Toolkit: Mvc Controls Toolkit 1.5.5: Added: Now the DateRanteAttribute accepts complex expressions containing "Now" and "Today" as static minimum and maximum. Menu, MenuFor helpers capable of handling a "currently selected element". The developer can choose between using a standard nested menu based on a standard SimpleMenuItem class or specifying an item template based on a custom class. Added also helpers to build the tree structure containing all data items the menu takes infos from. Improved the pager. Now the developer ...SharpCompress - a fully native C# library for RAR, 7Zip, Zip, Tar, GZip, BZip2: SharpCompress 0.7: Reworked API to be more consistent. See Supported formats table. Added some more helper methods - e.g. OpenEntryStream (RarArchive/RarReader does not support this) Fixed up testsSilverlight Toolkit: Windows Phone Toolkit - Nov 2011 (7.1 SDK): This release is coming soon! What's new ListPicker once again works in a ScrollViewer LongListSelector bug fixes around OutOfRange exceptions, wrong ordering of items, grouping issues, and scrolling events. ItemTuple is now refactored to be the public type LongListSelectorItem to provide users better access to the values in selection changed handlers. PerformanceProgressBar binding fix for IsIndeterminate (item 9767 and others) There is no longer a GestureListener dependency with the C...DotNetNuke® Community Edition: 06.01.01: Major Highlights Fixed problem with the core skin object rendering CSS above the other framework inserted files, which caused problems when using core style skin objects Fixed issue with iFrames getting removed when content is saved Fixed issue with the HTML module removing styling and scripts from the content Fixed issue with inserting the link to jquery after the header of the page Security Fixesnone Updated Modules/Providers ModulesHTML version 6.1.0 ProvidersnoneDotNetNuke Performance Settings: 01.00.00: First release of DotNetNuke SQL update queries to set the DNN installation for optimimal performance. Please review and rate this release... (stars are welcome)SCCM Client Actions Tool: SCCM Client Actions Tool v0.8: SCCM Client Actions Tool v0.8 is currently the latest version. It comes with following changes since last version: Added "Wake On LAN" action. WOL.EXE is now included. Added new action "Get all active advertisements" to list all machine based advertisements on remote computers. Added new action "Get all active user advertisements" to list all user based advertisements for logged on users on remote computers. Added config.ini setting "enablePingTest" to control whether ping test is ru...QuickGraph, Graph Data Structures And Algorithms for .Net: 3.6.61116.0: Portable library build that allows to use QuickGraph in any .NET environment: .net 4.0, silverlight 4.0, WP7, Win8 Metro apps.Devpad: 4.7: Whats new for Devpad 4.7: New export to Rich Text New export to FlowDocument Minor Bug Fix's, improvements and speed upsC.B.R. : Comic Book Reader: CBR 0.3: New featuresAdd magnifier size and scale New file info view in the backstage Add dynamic properties on book and settings Sorting and grouping in the explorer with new design Rework on conversion : Images, PDF, Cbr/rar, Cbz/zip, Xps to the destination formats Images, Cbz and XPS ImprovmentsSuppress MainViewModel and ExplorerViewModel dependencies Add view notifications and Messages from MVVM Light for ViewModel=>View notifications Make thread better on open catalog, no more ihm freeze, less t...Desktop Google Reader: 1.4.2: This release remove the like and the broadcast buttons as Google Reader stopped supporting them (no, we don't like this decission...) Additionally and to have at least a small plus: the login window now automaitcally logs you in if you stored username and passwort (no more extra click needed) Finally added WebKit .NET to the about window and removed Awesomium MD5-Hash: 5fccf25a2fb4fecc1dc77ebabc8d3897 SHA-Hash: d44ff788b123bd33596ad1a75f3b9fa74a862fdbFluent Validation for .NET: 3.2: Changes since 3.1: Fixed issue #7084 (NotEmptyValidator does not work with EntityCollection<T>) Fixed issue #7087 (AbstractValidator.Custom ignores RuleSets and always runs) Removed support for WP7 for now as it doesn't support co/contravariance without crashing.Rawr: Rawr 4.2.7: This is the Downloadable WPF version of Rawr!For web-based version see http://elitistjerks.com/rawr.php You can find the version notes at: http://rawr.codeplex.com/wikipage?title=VersionNotes Rawr AddonWe now have a Rawr Official Addon for in-game exporting and importing of character data hosted on Curse. The Addon does not perform calculations like Rawr, it simply shows your exported Rawr data in wow tooltips and lets you export your character to Rawr (including bag and bank items) like Char...VidCoder: 1.2.2: Updated Handbrake core to svn 4344. Fixed the 6-channel discrete mixdown option not appearing for AAC encoders. Added handling for possible exceptions when copying to the clipboard, added retries and message when it fails. Fixed issue with audio bitrate UI not appearing sometimes when switching audio encoders. Added extra checks to protect against reported crashes. Added code to upgrade encoding profiles on old queued items.New Projects3D Image Analysis: This is a technology development project. Obective is to create a intelligent Machine Vision system. This will be making use of Microsoft Kinect and PCL. ASP.net Awesome Samples (Web-Forms): samples for ASP.net Awesome jQuery Ajax Controls ( www.aspnetawesome.com ) Demonstrating the following controls: AjaxDropdown, Lookup, MultiLookup, AjaxRadioList, AjaxCheckboxList and AjaxRadioListCocoon: Cocoon is a framework to support the development of .Net Windows 8 Metro-style applications, in particular those that link to web services. It simplifies accessing, displaying and editing data using standard Metro controls, and allows easy application of the MVVM pattern.Dagens: Windows Phone 7.5 application that locates places where you can get a good lunch at A fixed price. The product will be localised for Swedish, Danish and Norwegian traditional lunchtime market. DataSift: DataSift API This is the official C# library for accessing the DataSift API. See the example projects for some simple example usage. See https://github.com/datasift/datasift-csharp for the most up to date revision DynaCache: A small C# library that allows you to autmatically cache the output from functions. No longer will you have to write boilerplate code to retrieve or store results!Forgotten Runes - A community based, motion controlled fantasy RPG: It's a motion controlled 3D fantasy RPG, powered by CryEngine 3 FreeSDK. PS Move is used for motion control, but Kinect support might be included later. It's community based, everybody can join and help us. The smallest ideas are welcome too! ;)FujiyBlog: A simple Open Source Blog using ASP.NET MVC 3, jQuery, Entity Framework Code First and SQL CE 4 or SQL Server 2008. Features: -Multi-author support -Widgets -Themes -Comments (with moderation) -BlogML import -Tags -Categories -WebFarm Support (using SQL Server) -Multi-Language support The main motivation for creating this blog is to analyze the latest technologies.Gemcraft Labyrinth Summon Helper: Gemcraft Labyrinth Summon Helper is a calculator created to help GemCraft Labyrinth players to choose the best gem grade (ie: the one with the maximum mana profit) to throw at a wave stone to summon monsters.gkom: GKOMLoA: PL: Podstawa gry bez tekstur, modeli, map i skryptów. EN: Base game without textures, models, maps and scripts.Mickey: A project to explore building Domain objects for certain industriesNAVI - Navigational Aids for the Visually Impaired: NAVI is a navigational aid for visually impaired based on Microsoft's Kinect.Office 2007 Multiple windows: A simple application to allow Office 2007 applications to appear in multiple windows.Picture Organizer: This project will focus on a nice, clean and fast interface to organize albums and pictures on Facebook. Upload pictures on facebook, create new facebook albums, resize pictures before sending them to facebook. Project will be based on the Caliburn.Micro framework in c#.NET WPF!PixelGuess: Guess the pixels-game.Service Validation Libraries Orchard module: Contains libraries that can be used by other modules to help validation in service classesWP7 Demos: Wp7 Demos is a small project where many Windows Phone 7 features are combined in an easy to browse application. Newcomers can see many of the great features of WP7 in one place. Coded in XAML / C#. You can also download the source code directly from petestockley.com/wp7demosYet Another System Monitor: Distributed (agent based) system monitoring system with a web (MVC3) based dashboard. Includes: - Performance (CPU / RAM / Disk Space) monitors - URL Monitoring from any node - Service Monitoring????: ?????????,???????????、?????,???????????。 ??????????,????????。 ???????,???????,?????,?????。

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  • CodePlex Daily Summary for Saturday, November 05, 2011

    CodePlex Daily Summary for Saturday, November 05, 2011Popular ReleasesAcDown????? - Anime&Comic Downloader: AcDown????? v3.6.1: ?? ● AcDown??????????、??????,??????????????????????,???????Acfun、Bilibili、???、???、???、Tucao.cc、SF???、?????80????,???????????、?????????。 ● AcDown???????????????????????????,???,???????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7 ????????????? ??:????????Windows XP???,?????????.NET Framework 2.0???(x86)?.NET Framework 2.0???(x64),?????"?????????"??? ??????????????,??????????: ??"AcDown?????"????????? ?? v3.6.1?? ??.hlv...Track Folder Changes: Track Folder Changes 1.1: Fixed exception when right-clicking the root nodeKinect Toolbox: Kinect Toolbox v1.1.0.2: This version adds support for the Kinect for Windows SDK beta 2.MapWindow 4: MapWindow GIS v4.8.6 - Final release - 32Bit: This is the final release of MapWindow v4.8. It has 4.8.6 as version number. This version has been thoroughly tested. If you do get an exception send the exception to us. Don't forget to include your e-mail address. Use the forums at http://www.mapwindow.org/phorum/ for questions. Please consider donating a small portion of the money you have saved by having free GIS tools: http://www.mapwindow.org/pages/donate.php What’s New in 4.8.6 (Final release) · A few minor issues have been fixed Wha...Kinect Mouse Cursor: Kinect Mouse Cursor 1.1: Updated for Kinect for Windows SDK v1.0 Beta 2!Coding4Fun Kinect Toolkit: Coding4Fun Kinect Toolkit 1.1: Updated for Kinect for Windows SDK v1.0 Beta 2!Async Executor: 1.0: Source code of the AsyncExecutorMedia Companion: MC 3.421b Weekly: Ensure .NET 4.0 Full Framework is installed. (Available from http://www.microsoft.com/download/en/details.aspx?id=17718) Ensure the NFO ID fix is applied when transitioning from versions prior to 3.416b. (Details here) TV Show Resolutions... Fix to show the season-specials.tbn when selecting an episode from season 00. Before, MC would try & load season00.tbn Fix for issue #197 - new show added by 'Manually Add Path' not being picked up. Also made non-visible the same thing in Root Folders...FlagConsole: 1.0.1: BUGFIXES: - Fixed a bug, which caused the label not to draw a word, if it had the same length as the label's length.Nearforums - ASP.NET MVC forum engine: Nearforums v7.0: Version 7.0 of Nearforums, the ASP.NET MVC Forum Engine, containing new features: UI: Flexible layout to handle both list and table-like template layouts. Theming - Visual choice of themes: Deliver some templates on installation, export/import functionality, preview. Allow site owners to choose default list sort order for the forums. Forum latest activity. Visit the project Roadmap for more details. Webdeploy packages sha1 checksum: e6bb913e591543ab292a753d1a16cdb779488c10?????????? - ????????: All-In-One Code Framework ??? 2011-11-02: http://download.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=1codechs&DownloadId=216140 ??????,11??,?????20????Microsoft OneCode Sample,????6?Program Language Sample,2?Windows Base Sample,2?GDI+ Sample,4?Internet Explorer Sample?6?ASP.NET Sample。?????????????。 ????,?????。http://i3.codeplex.com/Project/Download/FileDownload.aspx?ProjectName=1code&DownloadId=128165 Program Language CSImageFullScreenSlideShow VBImageFullScreenSlideShow CSDynamicallyBuildLambdaExpressionWithFie...Python Tools for Visual Studio: 1.1 Alpha: We’re pleased to announce the release of Python Tools for Visual Studio 1.1 Alpha. Python Tools for Visual Studio (PTVS) is an open-source plug-in for Visual Studio which supports programming with the Python programming language. This release includes new core IDE features, a couple of new sample libraries for interacting with Kinect and Excel, and many bug fixes for issues reported since the release of 1.0. For the core IDE features we’ve added many new features which improve the basic edit...BExplorer (Better Explorer): Better Explorer 2.0.0.631 Alpha: Changelog: Added: Some new functions in ribbon Added: Possibility to choose displayed columns Added: Basic Search Fixed: Some bugs after navigation Fixed: Attempt to fix slow navigation and slow start Known issues: - BreadcrumbBar fails on some situations - Basic search not work quite well in some situations Please if anyone find bugs be kind and report them at the Issue Tracker! Thanks!DotNetNuke® Community Edition: 05.06.04: Major Highlights Fixed issue with upgrades on systems that had upgraded the Telerik library to 6.0.0 Fixed issue with Razor Host upgrade to 5.6.3 The logic for module administration checks contains incorrect logic in 1 place, opening the possibility of a user with edit permissions gaining access to functionality they should not have through a particularly crafted url Security FixesBrowsers support the ability to remember common strings such as usernames/addresses etc. Code was adde...Terminals: Version 2.0 - Beta 3 Release: Beta 3 Refresh Dont forget to backup your config files BEFORE upgrading! The team has finally put the nail into the official release date for version 2.0. As bugs are winding down on the 2.0 Roadmap we decided to push out another build - the first 2.0 Beta build. Please take time to use and abuse this release. We left logging in place, and this is a debug build so be sure to submit your logs on each bug reported, and please do report all bugs! Check the source code page on the site, th...iTuner - The iTunes Companion: iTuner 1.4.4322: Added German (unverified, apologies if incorrect) Properly source invariant resources with correct resIDs Replaced obsolete lyric providers with working providers Fix Pseudolater to correctly morph every third char Fix null reference in CatalogBaseBoxWorld: BoxWorld_2011.10.30: BoxWorld - 8.0.1110.30 This is the initial release of BoxWorld. I'd recommend downloading the installer as it contains the compiled code and everything all nicely contained. By default, you end up with this directory structure: C:\Program Files\ViperWorks\BoxWorld C:\Program Files\ViperWorks\BoxWorld\Data C:\Program Files\ViperWorks\BoxWorld\Interface C:\Program Files\ViperWorks\BoxWorld\Source In the root you have the compiled EXE files, one for the main release, one for the LITE release ...VidCoder: 1.2.1: Fixed a couple regressions: video encoder was blank in queue and crashes with the High Profile preset when opening the Settings window. Fixed problem with auto-update introduced in 1.2.0. If you have 1.2.0 you will need to update manually to get this.AssaultCube Reloaded: Release 2.3: THE RELEASE YOU'VE ALL BEEN WAITING FOR! IT CAN NOW BE CONSIDERED STABLE Linux has Debian 64-bit precompiled binaries, but you can compile your own as it also contains the source. If you are using Mac or other operating systems, download the Linux package. The server pack is ready for both Windows and Linux, but you might need to compile your own for linux (source included) If you are using Windows and require the source code, download the source package!A Microblog API (SINA weibo.com open API in C#, .Net???????API): AMicroblogAPI v1.0: AMicroBlogAPI is a C# implementation, a strong-typed deep encapsulation, a easy-to-use .net wrapper of SINA microblog API v1.0. App developers no longer need to parse various HTTP responses -- all responses are parsed into strong types; No longer need to construt the request query strings -- just simply gives the values of parameters; No longer need to implement the OAuth -- a single call could logs the user on. In this release (AMicroblogAPI v1.0), all basic data APIs are implemented. For ...New Projects:: Projeto Social Portal caridArte: Criação do Portal CaridArte.Async Executor: The Mantra "Never block the UI thread!" results in cumbersome helpers like the Backgroundworker with worker and callback delegates. There are other asynchronous patterns which are actually also all a bit cumbersome. The AsyncExecutor offers an alternative: It allows to switch between UI and worker thread in a single method! I.e. no cumbersome callback etc. This works similar to the async keyword available with .Net 4.5. Cake@Home: Cake@Home est un outils de gestion des commandes pour un service de restauration rapide. Cake@Home distribue des Gateaux aux chocolats sur la rue Colbert à Lille.Chainmail: avtex r&dCourier Contrib: Community Powered project, adding new functionality, tools and extensions for the Umbraco Deployment Tool, Courier 2eSyllabus: eSyllabus is designed to be a server-based syllabus distribution, assignment tracking and course scheduling tool. Currently it is undergoing initial development, including database IO design, and expected outcome of this project is a functional demo of the eSyllabus that operates on a local SQL database. We are aiming at making syllabus distribution as easy as possible and let students be able to track their classes, assignments and upcoming quizzes/exams in real time. Features like announ...Gestion de Proyectos: Gestion de ProyectosLync Christmas Tree Lights: An open-source Lync Christmas Tree Lights project using the Lync 2010 Client API, a FEZ Mini, and Adafruit 12mm Diffused Digital RGB LED Pixels. Currently Alpha release with only the first 5 lights configured to work.NopCommerce Milti Store Support: NopCommerce multi store supportnteditor: A custom user control to read and edit word documents like doc, rtf, etc. Attempts are being made to read and write or maybe simple convert DOCX and other documents. But current focus is upon word documents specially RTF which has a different version for different softwares.ReflectiveOrm: Simple ORM Application.SharePoint Audit (2007 & 2010): Powershell audit script to create an XML blueprint of any SharePoint 2007 or 2010 Farm. Taak-ondernemersaward-TI3A: Project is created for an award for businesses region Aalst, Belgium. Develeped in C#TheIncident2010: TheIncident2010 is a tech heavy Halloween event in Minnesota. The code hosted here is primarily XAML. http://www.TheIncident2010.comTrialsTower: TrialsTowerUmbraco 5 Contrib: Umbraco 5 is a community-driven, MIT-licensed free CMS and application framework based on .NET 4. This contrib project is for anyone wishing to develop plugins, Hive providers, future features or just to take a look at samples to get started with add-on development.VRE Sharepoint Entity Manager: Manage Sharepoint entities in a single list using search to locate data.Yahoo! Messenger (YMSG) for .NET: Library support YMSG protocol. It's based on libyahoo2.Your Last About Dialog: Are you tired of recreating the same about dialog logic and content for each Windows Phone app every time? "Your Last About Dialog" is a robust and generic, highly configurable implementation you can easily pull into your own app and set up for your needs. It is able to pull most data from your application automatically, supports fetching both text and Xaml content from remote sources (with fallback local content), and allows easy localization of the complete dialog content to all of the lang...

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  • CodePlex Daily Summary for Friday, May 09, 2014

    CodePlex Daily Summary for Friday, May 09, 2014Popular ReleasesQuickMon: Version 3.9: First official release of the PowerShell script Collector. Corrective script can now also be PowerShell scripts! There are a couple of internal bugfixes to the core components as well. e.g. Overriding remote host setting now applies to ALL child collectors Main UI app now indicates (in Window title) if there are changes that needs to be saved. Polling frequency can be adjusted by 'slide bar' Note: If you have issues with the new PowerShell script collector please see my post about issu...51Degrees.mobi - Mobile Device Detection and Redirection: 2.1.21.4: One Click Install from NuGet Changes to Version 2.1.21.4The ReadStrings method of the binary reader will now convert strings straight from ASCII as they’re now being written in the data file as ASCII only. The ReadCollection method of the binary reader will now return arrays of integers rather than generic lists to reduce memory consumption. This change has required some public methods to use IList rather the List types. 3rd party source code that accesses the library via these methods may...Media Companion: Media Companion MC3.597b: Thank you for being patient, againThere are a number of fixes in place with this release. and some new features added. Most are self explanatory, so check out the options in Preferences. Couple of new Features:* Movie - Allow save Title and Sort Title in Title Case format. * Movie - Allow save fanart.jpg if movie in folder. * TV - display episode source. Get episode source from episode filename. Fixed:* Movie - Added Fill Tags from plot keywords to Batch Rescraper. * Movie - Fixed TMDB s...SimCityPak: SimCityPak 0.3.0.0: Contains several bugfixes, newly identified properties and some UI improvements. Main new features UI overhaul for the main index list: Icons for each different index, including icons for different property files Tooltips for all relevant fields Removed clutter Identified hundreds of additional properties (thanks to MaxisGuillaume) - this should make modding gameplay easierSeal Report: Seal Report 1.4: New Features: Report Designer: New option to convert a Report Source into a Repository Source. Report Designer: New contextual helper menus to select, remove, copy, prompt elements in a model. Web Server: New option to expand sub-folders displayed in the tree view. Web Server: Web Folder Description File can be a .cshtml file to display a MVC View. Views: additional CSS parameters for some DIVs. NVD3 Chart: Some default configuration values have been changed. Issues Addressed:16 ...Magick.NET: Magick.NET 6.8.9.002: Magick.NET linked with ImageMagick 6.8.9.0.VidCoder: 1.5.22 Beta: Added ability to burn SRT subtitles. Updated to HandBrake SVN 6169. Added checks to prevent VidCoder from running with a database version newer than it expects. Tooltips in the Advanced Video panel now trigger on the field labels as well as the fields themselves. Fixed updating preset/profile/tune/level settings on changing video encoder. This should resolve some problems with QSV encoding. Fixed tunes and profiles getting set to blank when switching between x264 and x265. Fixed co...NuGet: NuGet 2.8.2: We will be releasing a 2.8.2 version of our own NuGet packages and the NuGet.exe command-line tool. The 2.8.2 release will not include updated VS or WebMatrix extensions. NuGet.Server.Extensions.dll needs to be used alongside NuGet-Signed.exe to provide the NuGet.exe mirror functionality.babelua: 1.5.3: V1.5.3 - 2014.5.6Stability improvement: support relative path when debugging lua files; improve variable view function in debugger; fix a bug that when a file is loaded at runtime , its breakpoints would not take effect; some other bug fix; New feature: improve tool windows color scheme to look better with different vs themes; comment/uncomment code block easily; some other improve;SmartStore.NET - Free ASP.NET MVC Ecommerce Shopping Cart Solution: SmartStore.NET 2.0.2: SmartStore.NET 2.0.2 is primarily a maintenance release for version 2.0.0, which has been released on April 04 2014. It contains several improvements & important fixes. BugfixesIMPORTANT FIX: Memory leak leads to OutOfMemoryException in application after a while Installation fix: some varchar(MAX) columns get created as varchar(4000). Added a migration to fix the column specs. Installation fix: Setup fails with exception Value cannot be null. Parameter name: stream Bugfix for stock iss...Channel9's Absolute Beginner Series: Windows Phone 8.1: Entire source code for Windows Phone 8.1 Absolute Beginner Series.BIDS Helper: BIDS Helper 1.6.6: This BIDS Helper beta release brings support for SQL Server 2014 and SSDTBI for Visual Studio 2013. (Note that SSDTBI for Visual Studio 2013 is currently unavailable to download from Microsoft. We are releasing BIDS Helper support to help those who downloaded it before it became unavailable, and we will recheck BIDS Helper 2014 is compatible after SSDTBI becomes available to download again.) BIDS Helper 2014 Beta Limitations: SQL Server 2014 support for Biml is still in progress, so this bet...Windows Phone IsoStoreSpy (a cool WP8.1 + WP8 Isolated Storage Explorer): IsoStoreSpy WP8.1 3.0.0.0 (Win8 only): 3.0.0.0 + WP8.1 & WP8 device allowed + Local, Roaming or Temp directory Selector for WindowsRuntime apps + Version number in the title :)CS-Script for Notepad++ (C# intellisense and code execution): Release v1.0.24.0: ShortcutMapping panel now allows direct modification of the shortcuts. Custom updater dropped support for MSI installation but it still allows downloading of MSI http://www.csscript.net/npp/codeplex/non_msi_update.pngProDinner - ASP.NET MVC Sample (EF5, N-Tier, jQuery): 8.2: upgrade to mvc 5 upgrade to ASP.net MVC Awesome 4.0, EF 6.1, latest jcrop, Windsor Castle etc. ability to show/hide the dog using tinymce for the feedback page mobile friendly uiASP.net MVC Awesome - jQuery Ajax Helpers: 4.0: version 4.0 ========================== - added InitPopup, InitPopupForm helpers, open initialized popups using awe.open(name, params) - added Tag or Tags for all helpers, usable in mod code - added popup aweclose, aweresize events - popups have api accessible via .data('api'), with methods open, close and destroy - all popups have .awe-popup class - popups can be grouped using .Group(string), only 1 popup in the same group can exist at the same time - added awebeginload event for...SEToolbox: SEToolbox 01.028.008 Release 2: Fixes for drag-drop copying. Added ship joiner, to rejoin a broken ship! Installation of this version will replace older version.ScreenToGif: Release 1.0: What's new: • Small UI tweaks everywhere. • You can add Text, Subtitles and Title Frames. • Processing the gif now takes less time. • Languages: Spanish, Italian and Tamil added. • Single .exe multi language. • Takes less time to apply blur and pixelated efect. • Restart button. • Language picker. (If the user wants to select a diferent language than the system's) • "Encoding Finished" page with a link to open the file. • GreenScreen unchanged pixels to save kilobytes. • "Check for Updates" t...Touchmote: Touchmote 1.0 beta 11: Changes Support for multiple monitor setup Additional settings for analog sticks More reliable pairing Bug fixes and improvementsPowerShell App Deployment Toolkit: PowerShell App Deployment Toolkit v3.1.2: Added Get-IniValue / Set-IniValue functions. Replaces Get-IniContent / Set-IniContent which were a bit unwieldy. The new functions are much easier to use. Added -Value parameter to Get-RegistryKey so that a specific registry value can be retrieved instead of the entire Key as an object Fixed Test-Battery to work with machines that can have multiple batteries Fixed issue where BlockExecution would fail if a Custom Temp Path was specified in the config file Updated examples with latest ...New ProjectsAgriComer: Este proyecto es creado con el objetivo inicial de ofrecer una herramienta integral para el comercio agrícola.AST - a tool for exploring windows kernel: A project for exploring windows kernel. It is consist of a Winform for presentation(by C#), and a windows driver(by C). VS2013 + WDK8.1 are required.CondimarSW: Sistema de ventasDeco Pattern: This project shows how the deco design pattern works.Geïntegreerd Project GH5: Geïntegreerd project .NET voor groep GH5Groep_EF4: PXL Groep EF4HttpRequestor: HttpRequestor is a nifty little tool for web developers, developed using Windows Forms, to make different types of HTTP requests to a web endpoint. IBehaviorPortable: This project has a single goal: to make it possible to write behaviors in a PCLKalkulator: Unit Test dan Coded UI TestLorenOS: LorenOS, an operating system based on MikeOSModernUI Extend: ModernUI ExtendPetite Scheme auto-execute pipeline: This program was originally created to avoid the steep learning curve of Emacs, and allow any editor to be used with ease for Chez Petite Scheme.projectgroep3.net: .net project for schoolReadable Athens (Hold-Cold Interactive Map): Demo application for Readable Athens art project Pins JPGs on map (using GPS EXIF info), shows at pin hover, louder noise closer to more text (*.jpg.txt OCRed)Training_Network_Messenger: Training network messengerTsLinq: This is a linq like implementation for typescript. Because typescript gets compiled into javascript, you can use this library for common javascript too.TSQL Smells SSDT: TSQL 'smells' finders TSQL Code can smell, it may work just fine but there can be hidden dangers held within. ??????-??????【??】????????: ?????????????????????????????,??????????,????,????,?????????、??????,??????。??????-??????【??】????????: ????????????????,?????????????? ??。????????、????、????、?????????? ???????。????-????【??】??????: ??????,??????:?????,?????,??????,??????????,????????。????????!?????-?????【??】???????: ?????????????????????????,????,????,??????????。???????????????,??,??,??????????,??????...?????-?????【??】?????????: ??????????????????????:????、????、??????????????,????????。????????!???????-???????【??】?????????: ???????????????????,???????????,??????????????,??????????,??????????????!???????-???????????: ????????????????,???????????????。???????????,??????:????、????、???????!?????-?????【??】???????: ??????????????????,?????????????,????,??????????,?????????????,?????,?????!??????-??????【??】??????????: ??????????????、????、????、??????、????、????????,????????、?????????,?????。??????-??????【??】??????????: ?????????????????,??????????????、???????、???????、???????、?????!??????-??????【??】??????????: ?????????????????,?????????????。?????????????????,???????,???????,?????,?????。????-????【??】??????: ???? ???? ???? ???? ???? ???? ???? ??????? ?????,????????????????.????-????【??】????????: ????????????????????????,???????????,????????,?????????????????????。??????-??????【??】????????: ????????????????,????,????,??????,????“????、????、????、????”????????,??????.??????-??????【??】??????????: ??????????????????????,????“???????,???????”?????,????????????!?????-?????【??】???????: ????????????,?????,???????????,???????,????,????,????,?????。?????-?????【??】?????????: ???????????????????,????????:??、??、???,?????????????????????!?????-?????【??】???????: ???????????????????,????????????????,????????????????,??????!??????-??????【??】????????: ????????????????????,??????????,????????、????,??????????,??????????。??????-??????【??】??????????: ????????????????、????,??100%????,??????,????????????,???????????!??????-??????【??】??????????: ????????????????6?,???????????????????????????,??????????????,?????????!????-????【??】????????: ??????????、???、??、??????????????????????????????,????????????????! ????-????【??】????????: ???????????????????????????、????、????、???????????,????,????!?????-?????【??】???????: ???????????,????,??????????? ???? ???? ?????????,???,??,?????!

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  • CodePlex Daily Summary for Saturday, May 10, 2014

    CodePlex Daily Summary for Saturday, May 10, 2014Popular ReleasesTerraMap (Terraria World Map Viewer): TerraMap 1.0.3.14652: Added support for the new Terraria v1.2.4 update. New items, walls, and tiles The setup file will make sure .NET 4 is installed, install TerraMap, create desktop and start menu shortcuts, add a .wld file association, and launch TerraMap. If you prefer the zip file, make sure you have .NET Framework v4.5 installed, then just download and extract the ZIP file, and run TerraMap.exe.R.NET: R.NET 1.5.12: R.NET 1.5.12 is a beta release towards R.NET 1.6. You are encouraged to use 1.5.12 now and give feedback. See the documentation for setup and usage instructions. Main changes for R.NET 1.5.12: The C stack limit was not disabled on Windows. For reasons possibly peculiar to R, this means that non-concurrent access to R from multiple threads was not stable. This is now fixed, with the fix validated with a unit test. Thanks to Odugen, skyguy94, and previously others (evolvedmicrobe, tomasp) fo...CTI Text Encryption: CTI Text Encryption 5.2: Change log: 5.2 - Remove Cut button. - Fixed Reset All button does not reset encrypted text column. - Switch button location between Copy and Paste. - Enable users to use local fonts to display characters of their language correctly. (A font settings file will be saved at the same folder of this program.) 5.1 - Improve encryption process. - Minor UI update. - Version 5.1 is not compatible with older version. 5.0 - Improve encryption algorithm. - Simply inner non-encryption related mec...SEToolbox: SEToolbox 01.029.006 Release 1: Fix to allow keyboard search on load dialog. (type the first few letters of your save) Fixed check for new release. Changed the way ship details are loaded to alleviate load time for worlds with very large ships (100,000+ blocks). Fixed Image importer, was incorrectly listing 'Asteroid' as import option. Minor changes to menus (text and appearance) for clarity and OS consistency. Added in reading of world palette for color dialog editor. WIP on subsystem editor. Can now multiselec...Media Companion: Media Companion MC3.597b: Thank you for being patient, againThere are a number of fixes in place with this release. and some new features added. Most are self explanatory, so check out the options in Preferences. Couple of new Features:* Movie - Allow save Title and Sort Title in Title Case format. * Movie - Allow save fanart.jpg if movie in folder. * TV - display episode source. Get episode source from episode filename. Fixed:* Movie - Added Fill Tags from plot keywords to Batch Rescraper. * Movie - Fixed TMDB s...SimCityPak: SimCityPak 0.3.0.0: Contains several bugfixes, newly identified properties and some UI improvements. Main new features UI overhaul for the main index list: Icons for each different index, including icons for different property files Tooltips for all relevant fields Removed clutter Identified hundreds of additional properties (thanks to MaxisGuillaume) - this should make modding gameplay easierSeal Report: Seal Report 1.4: New Features: Report Designer: New option to convert a Report Source into a Repository Source. Report Designer: New contextual helper menus to select, remove, copy, prompt elements in a model. Web Server: New option to expand sub-folders displayed in the tree view. Web Server: Web Folder Description File can be a .cshtml file to display a MVC View. Views: additional CSS parameters for some DIVs. NVD3 Chart: Some default configuration values have been changed. Issues Addressed:16 ...Magick.NET: Magick.NET 6.8.9.002: Magick.NET linked with ImageMagick 6.8.9.0.VidCoder: 1.5.22 Beta: Added ability to burn SRT subtitles. Updated to HandBrake SVN 6169. Added checks to prevent VidCoder from running with a database version newer than it expects. Tooltips in the Advanced Video panel now trigger on the field labels as well as the fields themselves. Fixed updating preset/profile/tune/level settings on changing video encoder. This should resolve some problems with QSV encoding. Fixed tunes and profiles getting set to blank when switching between x264 and x265. Fixed co...NuGet: NuGet 2.8.2: We will be releasing a 2.8.2 version of our own NuGet packages and the NuGet.exe command-line tool. The 2.8.2 release will not include updated VS or WebMatrix extensions. NuGet.Server.Extensions.dll needs to be used alongside NuGet-Signed.exe to provide the NuGet.exe mirror functionality.DNN CMS Platform: 07.03.00 BETA (Not For Production Use): DNN 7.3 release is focused on performance and we have made a variety of changes to improve the run-time characteristics of the platform. End users will notice faster page response time and administrators will appreciate a more responsive user experience, especially on larger scale web sites. This is a BETA release and is NOT recommended for production use. There is no upgrade path offered from this release to the final DNN 7.3 release. Known Issues - The Telerik RAD Controls for ASP.NET AJA...SmartStore.NET - Free ASP.NET MVC Ecommerce Shopping Cart Solution: SmartStore.NET 2.0.2: SmartStore.NET 2.0.2 is primarily a maintenance release for version 2.0.0, which has been released on April 04 2014. It contains several improvements & important fixes. BugfixesIMPORTANT FIX: Memory leak leads to OutOfMemoryException in application after a while Installation fix: some varchar(MAX) columns get created as varchar(4000). Added a migration to fix the column specs. Installation fix: Setup fails with exception Value cannot be null. Parameter name: stream Bugfix for stock iss...Channel9's Absolute Beginner Series: Windows Phone 8.1: Entire source code for Windows Phone 8.1 Absolute Beginner Series.BIDS Helper: BIDS Helper 1.6.6: This BIDS Helper beta release brings support for SQL Server 2014 and SSDTBI for Visual Studio 2013. (Note that SSDTBI for Visual Studio 2013 is currently unavailable to download from Microsoft. We are releasing BIDS Helper support to help those who downloaded it before it became unavailable, and we will recheck BIDS Helper 2014 is compatible after SSDTBI becomes available to download again.) BIDS Helper 2014 Beta Limitations: SQL Server 2014 support for Biml is still in progress, so this bet...Windows Phone IsoStoreSpy (a cool WP8.1 + WP8 Isolated Storage Explorer): IsoStoreSpy WP8.1 3.0.0.0 (Win8 only): 3.0.0.0 + WP8.1 & WP8 device allowed + Local, Roaming or Temp directory Selector for WindowsRuntime apps + Version number in the title :)CS-Script for Notepad++ (C# intellisense and code execution): Release v1.0.24.0: ShortcutMapping panel now allows direct modification of the shortcuts. Custom updater dropped support for MSI installation but it still allows downloading of MSI http://www.csscript.net/npp/codeplex/non_msi_update.pngProDinner - ASP.NET MVC Sample (EF5, N-Tier, jQuery): 8.2: upgrade to mvc 5 upgrade to ASP.net MVC Awesome 4.0, EF 6.1, latest jcrop, Windsor Castle etc. ability to show/hide the dog using tinymce for the feedback page mobile friendly uiASP.net MVC Awesome - jQuery Ajax Helpers: 4.0: version 4.0 ========================== - added InitPopup, InitPopupForm helpers, open initialized popups using awe.open(name, params) - added Tag or Tags for all helpers, usable in mod code - added popup aweclose, aweresize events - popups have api accessible via .data('api'), with methods open, close and destroy - all popups have .awe-popup class - popups can be grouped using .Group(string), only 1 popup in the same group can exist at the same time - added awebeginload event for...ScreenToGif: Release 1.0: What's new: • Small UI tweaks everywhere. • You can add Text, Subtitles and Title Frames. • Processing the gif now takes less time. • Languages: Spanish, Italian and Tamil added. • Single .exe multi language. • Takes less time to apply blur and pixelated efect. • Restart button. • Language picker. (If the user wants to select a diferent language than the system's) • "Encoding Finished" page with a link to open the file. • GreenScreen unchanged pixels to save kilobytes. • "Check for Updates" t...Touchmote: Touchmote 1.0 beta 11: Changes Support for multiple monitor setup Additional settings for analog sticks More reliable pairing Bug fixes and improvementsNew ProjectsADO: copy rightAntilop: Antilop is a professionnal C# business and data access framework.Bit Consulting Business Information Technology Blog: Espacio creado para todos los interesados en intercambiar información, opinar, preguntar todo lo relacionado con los productos ofrecidos por BIT CONSULTING.Black Desert C# emulator(Necroz Project): Development Black Desert emulatorDSLK: bai tap ctdl&gtFreelancerWebSecurity: FreelancerWebSecurityGlobal Machine Access: The project provides an intuitive interface computer control via the command line window. Features: - Login, logout, change password. - Execute commands inHeadTS: An alternative to the HeadJS script loader that provides a more focused, robust, promise-based script management system.How to develop an autodialer / predictive dialer in C#: This project demonstrates how to build a VoIP autodialer in C# in order to be able to make a huge amount of simultaneous calls automatically.html5demo: demo web app.NetPipe: A new piece of software in python that will allow programs to be executed on other computers / servers over a network.Observer Pattern: This project shows how the observer design pattern works.Our wedding: Ruben y Sarahi wedding 19-09-2014SpreadsheetComputations: Good stuffSpurnUI: jQuery based professional ASP.NET Controls for moblieStrategy Pattern: This project shows how the strategy design pattern works.TagIt-MP3: TagIt-MP3 is a free audio file data tagging ID3 format editor, support ID3 tag version, this audio tool can read and write metadata tags for MP3 audio files.TeamProjectDaNang: Ðà N?ng nhóm l?p trình :DThaumcraft4 Research: A small application to help players of Minecraft / Thaumcraft 4 complete their research projects.Visualize and Analyze Demand for Coding Skills, Using WPF: Use data visualization app to figure-out which job skills are most in demand. WPlayer: This project using ffmpeg library, based on Media Foundation. Yammer API SDK: A C# Yammer API SDK?????-?????【??】???????: ????????????????、?????????,??????、??????????????????,???????.??????????,????????。 ??????-??????【??】??????????: ??????????????????,???????、????、????、??????、???????,??????,???????????。?????-?????【??】???????: ??????????1992?,????????????????。??????????????????????。????????????,????,????????! ?????-?????【??】?????????: ???????????????,???????、???????????,????????,????,?????????,??????,??????! ?????-?????【??】?????????: ???????,??????,?????????????????????,???????????????????????。?????-?????【??】???????: ???????????:?????,??????!???????????????,???????、?????、??????“??”????,????,????!?????-?????【??】???????: ???????????????????,???,??????????、???????????????????。??????,????、????,??????! ?????-?????【??】???????: ???????????????,????,?????、???、?????,???????,?????,???????????100%。??????! ?????-?????【??】????? ??: ?????????????????????????,???????????,??????,??????????????...????????。??????!??????-??????【??】??????????: ??????????????????,??:??????,????,????,????,?????,??????????????.??????-??????【??】??????????: ????????????????????,?????????????,???????????.????????????,????????????! ?????-?????【??】???????: ?????????????????????????,???????????,??????,??????????????...????????。??????!????-????【??】????????: ????????????????、?????、?????、????、?????,??????????。????????????????!?????-?????【??】?????????: ??????,??,????????。 ... ??????????????????、??????????????????...?????-?????【??】?????????: ?????????????:????,????,????,???????,????????,??????:????????,?????!??????-??????【??】????????: ?????????????????????、????、????、??????、???????,??????、??????。??????-??????【??】??????????: ????????,??????,?????????????????????,???????????????????????。 ?????-?????【??】???????: ??????????????????????????,??????,???????????,????????????????,????????.??????. ????-????【??】????????: ??????????????,???????、???????????,????????,????,?????????,??????,??????!?????-?????【??】?????: ?????????????????,???????、????、????、??????、???????,??????,???????????。?????-?????【??】???????: ????????????、????、????、??????、????、???????,?????,?????????!?????-?????【??】?????????: ???????????????????????、??????,????、?????、????, ?????????,?????????????! ??????-??????【??】??????????: ?????????????????????、????、????、??????、???????,??????、??????。?????-??????【??】???????: ?????????,???????????,??????????,????:??,????,???????? ??????????,????????。??????!?????-?????【??】?????????: ???????????????????????、??????,????、?????、????, ?????????,?????????????!?????-?????【??】?????????: ??????????????、????、????、??????、????、???????,?????,?????????!??????-??????【??】??????????: ?????????????????"????,????"???,????????????????????????,??????????????。 ?????-?????【??】???????: ????????????????、?????????,??????、??????????????????,???????.??????????,????????。 ????-????【??】????????: ????????????????????????,???????????????,????????????????! ?????-?????【??】?????????: ?????,?????????,?????????????。?????????????,?????????,???????。??????-??????【??】??????????: ????????????????,????:????,????,????,??????,?????,???????????????!?????-?????【??】???????: ???????????:?????,??????!???????????????,???????、?????、??????“??”????,????,????! ?????-?????【??】?????????: ?????????????????????????、??????????????,??????????????。?????-?????【??】?????????: ???????????????,????????????,?????????????????,??????,????????!?????-?????【??】?????????: ??????????????????????,????????????,?????、??、????,?????,??????! ?????-?????【??】???????: ????????????????????????,????,????“???、???、???”?????,?????,?????????????????。??????! ??????-??????【??】????????: ??????????????????????????、??????????????,??????????????。??????-??????【??】??????????: ?????????????????"????,????"???,????????????????????????,??????????????。????-????【??】????????: ????,?????????,?????????????。?????????????,?????????,???????。 ?????-?????【??】???????: ?????????????????、????、??????、????????,????????????,???????????!?????-?????【??】???????: ???????????????,????????????,?????????????????,??????,????????!?????-?????【??】?????????: ???????????????,????:????,????,????,??????,?????,???????????????! ??????-??????【??】????: ???????????????:?????? ???? ??????,???????,??????,???????。??????-??????【??】????????: ??????????????????、????、??????、????????,????????????,???????????!?????-?????【??】???????: ???????????????????,????????????,????????,???,???????????,????,????。?????,??????.????-????【??】??????: ?????????????????????????,???????????????????????,???????。?????-?????【??】???????: ???????????,????,??????????? ???? ???? ?????????,???,??,?????!

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  • Spritebatch drawing sprite with jagged borders

    - by Mutoh
    Alright, I've been on the making of a sprite class and a sprite sheet manager, but have come across this problem. Pretty much, the project is acting like so; for example: Let's take this .png image, with a transparent background. Note how it has alpha-transparent pixels around it in the lineart. Now, in the latter link's image, in the left (with CornflowerBlue background) it is shown the image drawn in another project (let's call it "Project1") with a simpler sprite class - there, it works. The right (with Purple background for differentiating) shows it drawn with a different class in "Project2" - where the problem manifests itself. This is the Sprite class of Project1: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace WindowsGame2 { class Sprite { Vector2 pos = new Vector2(0, 0); Texture2D image; Rectangle size; float scale = 1.0f; // --- public float X { get { return pos.X; } set { pos.X = value; } } public float Y { get { return pos.Y; } set { pos.Y = value; } } public float Width { get { return size.Width; } } public float Height { get { return size.Height; } } public float Scale { get { return scale; } set { if (value < 0) value = 0; scale = value; if (image != null) { size.Width = (int)(image.Width * scale); size.Height = (int)(image.Height * scale); } } } // --- public void Load(ContentManager Man, string filename) { image = Man.Load<Texture2D>(filename); size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Become(Texture2D frame) { image = frame; size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Draw(SpriteBatch Desenhista) { // Desenhista.Draw(image, pos, Color.White); Desenhista.Draw( image, pos, new Rectangle( 0, 0, image.Width, image.Height ), Color.White, 0.0f, Vector2.Zero, scale, SpriteEffects.None, 0 ); } } } And this is the code in Project2, a rewritten, pretty much, version of the previous class. In this one I added sprite sheet managing and, in particular, removed Load and Become, to allow for static resources and only actual Sprites to be instantiated. using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { // Actually, I might desconsider this, and instead use static AnimationLocation[] and instanciated ID and Frame; // For determining the starting frame of an animation in a sheet and being able to iterate through // the Rectangles vector of the Sheet; class AnimationLocation { public int Location; public int FrameCount; // --- public AnimationLocation(int StartingRow, int StartingColumn, int SheetWidth, int NumberOfFrames) { Location = (StartingRow * SheetWidth) + StartingColumn; FrameCount = NumberOfFrames; } public AnimationLocation(int PositionInSheet, int NumberOfFrames) { Location = PositionInSheet; FrameCount = NumberOfFrames; } public static int CalculatePosition(int StartingRow, int StartingColumn, SheetManager Sheet) { return ((StartingRow * Sheet.Width) + StartingColumn); } } class Sprite { // The general stuff; protected SheetManager Sheet; protected Vector2 Position; public Vector2 Axis; protected Color _Tint; public float Angle; public float Scale; protected SpriteEffects _Effect; // --- // protected AnimationManager Animation; // For managing the animations; protected AnimationLocation[] Animation; public int AnimationID; protected int Frame; // --- // Properties for easy accessing of the position of the sprite; public float X { get { return Position.X; } set { Position.X = Axis.X + value; } } public float Y { get { return Position.Y; } set { Position.Y = Axis.Y + value; } } // --- // Properties for knowing the size of the sprite's frames public float Width { get { return Sheet.FrameWidth * Scale; } } public float Height { get { return Sheet.FrameHeight * Scale; } } // --- // Properties for more stuff; public Color Tint { set { _Tint = value; } } public SpriteEffects Effect { set { _Effect = value; } } public int FrameID { get { return Frame; } set { if (value >= (Animation[AnimationID].FrameCount)) value = 0; Frame = value; } } // --- // The only things that will be constantly modified will be AnimationID and FrameID, anything else only // occasionally; public Sprite(SheetManager SpriteSheet, AnimationLocation[] Animations, Vector2 Location, Nullable<Vector2> Origin = null) { // Assign the sprite's sprite sheet; // (Passed by reference! To allow STATIC sheets!) Sheet = SpriteSheet; // Define the animations that the sprite has available; // (Passed by reference! To allow STATIC animation boundaries!) Animation = Animations; // Defaulting some numerical values; Angle = 0.0f; Scale = 1.0f; _Tint = Color.White; _Effect = SpriteEffects.None; // If the user wants a default Axis, it is set in the middle of the frame; if (Origin != null) Axis = Origin.Value; else Axis = new Vector2( Sheet.FrameWidth / 2, Sheet.FrameHeight / 2 ); // Now that we have the axis, we can set the position with no worries; X = Location.X; Y = Location.Y; } // Simply put, draw the sprite with all its characteristics; public void Draw(SpriteBatch Drafter) { Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f ); } } } And, in any case, this is the SheetManager class found in the previous code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { class SheetManager { protected Texture2D SpriteSheet; // For storing the sprite sheet; // Number of rows and frames in each row in the SpriteSheet; protected int NumberOfRows; protected int NumberOfColumns; // Size of a single frame; protected int _FrameWidth; protected int _FrameHeight; public Rectangle[] Rectangles; // For storing each frame; // --- public int Width { get { return NumberOfColumns; } } public int Height { get { return NumberOfRows; } } // --- public int FrameWidth { get { return _FrameWidth; } } public int FrameHeight { get { return _FrameHeight; } } // --- public Texture2D Texture { get { return SpriteSheet; } } // --- public SheetManager (Texture2D Texture, int Rows, int FramesInEachRow) { // Normal assigning SpriteSheet = Texture; NumberOfRows = Rows; NumberOfColumns = FramesInEachRow; _FrameHeight = Texture.Height / NumberOfRows; _FrameWidth = Texture.Width / NumberOfColumns; // Framing everything Rectangles = new Rectangle[NumberOfRows * NumberOfColumns]; int ID = 0; for (int i = 0; i < NumberOfRows; i++) { for (int j = 0; j < NumberOfColumns; j++) { Rectangles[ID] = new Rectangle ( _FrameWidth * j, _FrameHeight * i, _FrameWidth, _FrameHeight ); ID++; } } } public SheetManager (Texture2D Texture, int NumberOfFrames): this(Texture, 1, NumberOfFrames) { } } } For even more comprehending, if needed, here is how the main code looks like (it's just messing with the class' capacities, nothing actually; the result is a disembodied feet walking in place animation on the top-left of the screen and a static axe nearby): using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using System.Threading; namespace Mobby_s_Adventure { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; static List<Sprite> ToDraw; static Texture2D AxeSheet; static Texture2D FeetSheet; static SheetManager Axe; static Sprite Jojora; static AnimationLocation[] Hack = new AnimationLocation[1]; static SheetManager Feet; static Sprite Mutoh; static AnimationLocation[] FeetAnimations = new AnimationLocation[2]; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.TargetElapsedTime = TimeSpan.FromMilliseconds(100); this.IsFixedTimeStep = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Loading logic ToDraw = new List<Sprite>(); AxeSheet = Content.Load<Texture2D>("Sheet"); FeetSheet = Content.Load<Texture2D>("Feet Sheet"); Axe = new SheetManager(AxeSheet, 1); Hack[0] = new AnimationLocation(0, 1); Jojora = new Sprite(Axe, Hack, new Vector2(100, 100), new Vector2(5, 55)); Jojora.AnimationID = 0; Jojora.FrameID = 0; Feet = new SheetManager(FeetSheet, 8); FeetAnimations[0] = new AnimationLocation(1, 7); FeetAnimations[1] = new AnimationLocation(0, 1); Mutoh = new Sprite(Feet, FeetAnimations, new Vector2(0, 0)); Mutoh.AnimationID = 0; Mutoh.FrameID = 0; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // Update logic Mutoh.FrameID++; ToDraw.Add(Mutoh); ToDraw.Add(Jojora); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } spriteBatch.Draw(Content.Load<Texture2D>("Sheet"), new Rectangle(50, 50, 55, 60), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Please help me find out what I'm overlooking! One thing that I have noticed and could aid is that, if inserted the equivalent of this code spriteBatch.Draw( Content.Load<Texture2D>("Image Location"), new Rectangle(X, Y, images width, height), Color.White ); in Project2's Draw(GameTime) of the main loop, it works. EDIT Ok, even if the matter remains unsolved, I have made some more progress! As you see, I managed to get the two kinds of rendering in the same project (the aforementioned Project2, with the more complex Sprite class). This was achieved by adding the following code to Draw(GameTime): protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } // Starting here spriteBatch.Draw( Axe.Texture, new Vector2(65, 100), new Rectangle ( 0, 0, Axe.FrameWidth, Axe.FrameHeight ), Color.White, 0.0f, new Vector2(0, 0), 1.0f, SpriteEffects.None, 0.0f ); // Ending here spriteBatch.End(); base.Draw(gameTime); } (Supposing that Axe is the SheetManager containing the texture, sorry if the "jargons" of my code confuse you :s) Thus, I have noticed that the problem is within the Sprite class. But I only get more clueless, because even after modifying its Draw function to this: public void Draw(SpriteBatch Drafter) { /*Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f );*/ Drafter.Draw( Sheet.Texture, Position, new Rectangle( 0, 0, Sheet.FrameWidth, Sheet.FrameHeight ), Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0 ); } to make it as simple as the patch of code that works, it still draws the sprite jaggedly!

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • Box2d Cocos2d circle crash on contact with ground

    - by Oliver Cooper
    this is my first question here so sorry if I do something wrong or this is too long. I have been reading this tutorial by Ray Wenderlich, I have modified it so it is flatter and gradually goes down hill. Basically I have a ball roll down a bumpy hill, but at the moment the ball only drops from about 100 pixels above. When ever the touch the app crashes (the app is a Mac Cocos2d Box2d app). The ball code is this: CGSize winSize = [CCDirector sharedDirector].winSize; self.oeva = [CCSprite spriteWithTexture:[[CCTextureCache sharedTextureCache] addImage:@"Ball.png"]rect:CGRectMake(0, 0, 64, 64)]; _oeva.position = CGPointMake(68, winSize.height/2); [self addChild:_oeva z:1]; b2BodyDef oevaBodyDef; oevaBodyDef.type = b2_dynamicBody; oevaBodyDef.position.Set(68/PTM_RATIO, (winSize.height/2)/PTM_RATIO); // oevaBodyDef.userData = _oeva; _oevaBody = world->CreateBody(&oevaBodyDef); b2BodyDef bodyDef; bodyDef.type = b2_dynamicBody; bodyDef.position.Set(60/PTM_RATIO, 400/PTM_RATIO); bodyDef.userData = _oeva; b2Body *body = world->CreateBody(&bodyDef); // Define another box shape for our dynamic body. b2CircleShape dynamicBox; dynamicBox.m_radius = 70/PTM_RATIO;//These are mid points for our 1m box // Define the dynamic body fixture. b2FixtureDef fixtureDef; fixtureDef.shape = &dynamicBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.3f; body->CreateFixture(&fixtureDef); That works fine. This is the terrain code, this also works fine: -(void)generateTerrainWithWorld: (b2World *) inputWorld: (int) hillSize;{ b2BodyDef bd; bd.position.Set(0, 0); body = inputWorld->CreateBody(&bd); b2PolygonShape shape; b2FixtureDef fixtureDef; currentSlope = 0; CGSize winSize = [CCDirector sharedDirector].winSize; float xf = 0; float yf = (arc4random() % 10)+winSize.height/3; int x = 200; for(int i = 0; i < maxHillPoints; ++i) { hillPoints[i] = CGPointMake(xf, yf); xf = xf+ (arc4random() % x/2)+x/2; yf = ((arc4random() % 30)+winSize.height/3)-currentSlope; currentSlope +=10; } int hSegments; for (int i=0; i<maxHillPoints-1; i++) { CGPoint p0 = hillPoints[i-1]; CGPoint p1 = hillPoints[i]; hSegments = floorf((p1.x-p0.x)/cosineSegmentWidth); float dx = (p1.x - p0.x) / hSegments; float da = M_PI / hSegments; float ymid = (p0.y + p1.y) / 2; float ampl = (p0.y - p1.y) / 2; CGPoint pt0, pt1; pt0 = p0; for (int j = 0; j < hSegments+1; ++j) { pt1.x = p0.x + j*dx; pt1.y = ymid + ampl * cosf(da*j); fullHillPoints[fullHillPointsCount++] = pt1; pt0 = pt1; } } b2Vec2 p1v, p2v; for (int i=0; i<fullHillPointsCount-1; i++) { p1v = b2Vec2(fullHillPoints[i].x/PTM_RATIO,fullHillPoints[i].y/PTM_RATIO); p2v = b2Vec2(fullHillPoints[i+1].x/PTM_RATIO,fullHillPoints[i+1].y/PTM_RATIO); shape.SetAsEdge(p1v, p2v); body->CreateFixture(&shape, 0); } } However when ever the two collide the app crashes. The crash error is: Thread 6 CVDisplayLink: Program received signal: "SIGABRT" The error occurs on line 96 of b2ContactSolver.cpp: b2Assert(kNormal > b2_epsilon); The error log is: Assertion failed: (kNormal 1.19209290e-7F), function b2ContactSolver, file /Users/coooli01/Documents/Xcode Projects/Cocos2d/Hill Slide/Hill Slide/libs/Box2D/Dynamics/Contacts/b2ContactSolver.cpp, line 96. Sorry if I rambled on for too long, i've been stuck on this for ages.

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  • C# WPF application is using too much memory while GC.GetTotalMemory() is low

    - by Dmitry
    I wrote little WPF application with 2 threads - main thread is GUI thread and another thread is worker. App has one WPF form with some controls. There is a button, allowing to select directory. After selecting directory, application scans for .jpg files in that directory and checks if their thumbnails are in hashtable. if they are, it does nothing. else it's adding their full filenames to queue for worker. Worker is taking filenames from this queue, loading JPEG images (using WPF's JpegBitmapDecoder and BitmapFrame), making thumbnails of them (using WPF's TransformedBitmap) and adding them to hashtable. Everything works fine, except memory consumption by this application when making thumbnails for big images (like 5000x5000 pixels). I've added textboxes on my form to show memory consumption (GC.GetTotalMemory() and Process.GetCurrentProcess().PrivateMemorySize64) and was very surprised, cuz GC.GetTotalMemory() stays close to 1-2 Mbytes, while private memory size constantly grows, especially when loading new image (~ +100Mb per image). Even after loading all images, making thumbnails of them and freeing original images, private memory size stays at ~700-800Mbytes. My VirtualBox is limited to 512Mb of physical memory and Windows in VirtualBox starts to swap alot to handle this huge memory consumption. I guess I'm doing something wrong, but I don't know how to investigate this problem, cuz according to GC, allocated memory size is very low. Attaching code of thumbnail loader class: class ThumbnailLoader { Hashtable thumbnails; Queue<string> taskqueue; EventWaitHandle wh; Thread[] workers; bool stop; object locker; int width, height, processed, added; public ThumbnailLoader() { int workercount,i; wh = new AutoResetEvent(false); thumbnails = new Hashtable(); taskqueue = new Queue<string>(); stop = false; locker = new object(); width = height = 64; processed = added = 0; workercount = Environment.ProcessorCount; workers=new Thread[workercount]; for (i = 0; i < workercount; i++) { workers[i] = new Thread(Worker); workers[i].IsBackground = true; workers[i].Priority = ThreadPriority.Highest; workers[i].Start(); } } public void SetThumbnailSize(int twidth, int theight) { width = twidth; height = theight; if (thumbnails.Count!=0) AddTask("#resethash"); } public void GetProgress(out int Added, out int Processed) { Added = added; Processed = processed; } private void AddTask(string filename) { lock(locker) { taskqueue.Enqueue(filename); wh.Set(); added++; } } private string NextTask() { lock(locker) { if (taskqueue.Count == 0) return null; else { processed++; return taskqueue.Dequeue(); } } } public static string FileNameToHash(string s) { return FormsAuthentication.HashPasswordForStoringInConfigFile(s, "MD5"); } public bool GetThumbnail(string filename,out BitmapFrame thumbnail) { string hash; hash = FileNameToHash(filename); if (thumbnails.ContainsKey(hash)) { thumbnail=(BitmapFrame)thumbnails[hash]; return true; } AddTask(filename); thumbnail = null; return false; } private BitmapFrame LoadThumbnail(string filename) { FileStream fs; JpegBitmapDecoder bd; BitmapFrame oldbf, bf; TransformedBitmap tb; double scale, dx, dy; fs = new FileStream(filename, FileMode.Open); bd = new JpegBitmapDecoder(fs, BitmapCreateOptions.None, BitmapCacheOption.OnLoad); oldbf = bd.Frames[0]; dx = (double)oldbf.Width / width; dy = (double)oldbf.Height / height; if (dx > dy) scale = 1 / dx; else scale = 1 / dy; tb = new TransformedBitmap(oldbf, new ScaleTransform(scale, scale)); bf = BitmapFrame.Create(tb); fs.Close(); oldbf = null; bd = null; GC.Collect(); return bf; } public void Dispose() { lock(locker) { stop = true; } AddTask(null); foreach (Thread worker in workers) { worker.Join(); } wh.Close(); } private void Worker() { string curtask,hash; while (!stop) { curtask = NextTask(); if (curtask == null) wh.WaitOne(); else { if (curtask == "#resethash") thumbnails.Clear(); else { hash = FileNameToHash(curtask); try { thumbnails[hash] = LoadThumbnail(curtask); } catch { thumbnails[hash] = null; } } } } } }

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  • Silverlight with using of DependencyProperty and ControlTemplate

    - by Taras
    Hello everyone, I'm starting to study Silverlight 3 and Visual Studio 2008. I've been trying to create Windows sidebar gadget with button controls that look like circles (I have couple of "roundish" png images). The behavior, I want, is the following: when the mouse hovers over the image it gets larger a bit. When we click on it, then it goes down and up. When we leave the button's image it becomes normal sized again. Cause I'm going to have couple of such controls I decided to implement custom control: like a button but with image and no content text. My problem is that I'm not able to set my custom properties in my template and style. What am I doing wrong? My teamplate control with three additional properties: namespace SilverlightGadgetDocked { public class ActionButton : Button { /// <summary> /// Gets or sets the image source of the button. /// </summary> public String ImageSource { get { return (String)GetValue(ImageSourceProperty); } set { SetValue(ImageSourceProperty, value); } } /// <summary> /// Gets or sets the ratio that is applied to the button's size /// when the mouse control is over the control. /// </summary> public Double ActiveRatio { get { return (Double)GetValue(ActiveRatioProperty); } set { SetValue(ActiveRatioProperty, value); } } /// <summary> /// Gets or sets the offset - the amount of pixels the button /// is shifted when the the mouse control is over the control. /// </summary> public Double ActiveOffset { get { return (Double)GetValue(ActiveOffsetProperty); } set { SetValue(ActiveOffsetProperty, value); } } public static readonly DependencyProperty ImageSourceProperty = DependencyProperty.Register("ImageSource", typeof(String), typeof(ActionButton), new PropertyMetadata(String.Empty)); public static readonly DependencyProperty ActiveRatioProperty = DependencyProperty.Register("ActiveRatio", typeof(Double), typeof(ActionButton), new PropertyMetadata(1.0)); public static readonly DependencyProperty ActiveOffsetProperty = DependencyProperty.Register("ActiveOffset", typeof(Double), typeof(ActionButton), new PropertyMetadata(0)); public ActionButton() { this.DefaultStyleKey = typeof(ActionButton); } } } And XAML with styles: <UserControl x:Class="SilverlightGadgetDocked.Page" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:SilverlightGadgetDocked="clr-namespace:SilverlightGadgetDocked" Width="130" Height="150" SizeChanged="UserControl_SizeChanged" MouseEnter="UserControl_MouseEnter" MouseLeave="UserControl_MouseLeave"> <Canvas> <Canvas.Resources> <Style x:Name="ActionButtonStyle" TargetType="SilverlightGadgetDocked:ActionButton"> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="SilverlightGadgetDocked:ActionButton"> <Grid> <Image Source="{TemplateBinding ImageSource}" Width="{TemplateBinding Width}" Height="{TemplateBinding Height}"/> </Grid> </ControlTemplate> </Setter.Value> </Setter> </Style> <Style x:Key="DockedActionButtonStyle" TargetType="SilverlightGadgetDocked:ActionButton" BasedOn="{StaticResource ActionButtonStyle}"> <Setter Property="Canvas.ZIndex" Value="2"/> <Setter Property="Canvas.Top" Value="10"/> <Setter Property="Width" Value="30"/> <Setter Property="Height" Value="30"/> <Setter Property="ActiveRatio" Value="1.15"/> <Setter Property="ActiveOffset" Value="5"/> </Style> <Style x:Key="InfoActionButtonStyle" TargetType="SilverlightGadgetDocked:ActionButton" BasedOn="{StaticResource DockedActionButtonStyle}"> <Setter Property="ImageSource" Value="images/action_button_info.png"/> </Style> <Style x:Key="ReadActionButtonStyle" TargetType="SilverlightGadgetDocked:ActionButton" BasedOn="{StaticResource DockedActionButtonStyle}"> <Setter Property="ImageSource" Value="images/action_button_read.png"/> </Style> <Style x:Key="WriteActionButtonStyle" TargetType="SilverlightGadgetDocked:ActionButton" BasedOn="{StaticResource DockedActionButtonStyle}"> <Setter Property="ImageSource" Value="images/action_button_write.png"/> </Style> </Canvas.Resources> <StackPanel> <Image Source="images/background_docked.png" Stretch="None"/> <TextBlock Foreground="White" MaxWidth="130" HorizontalAlignment="Right" VerticalAlignment="Top" Padding="0,0,5,0" Text="Name" FontSize="13"/> </StackPanel> <SilverlightGadgetDocked:ActionButton Canvas.Left="15" Style="{StaticResource InfoActionButtonStyle}" MouseLeftButtonDown="imgActionInfo_MouseLeftButtonDown"/> <SilverlightGadgetDocked:ActionButton Canvas.Left="45" Style="{StaticResource ReadActionButtonStyle}" MouseLeftButtonDown="imgActionRead_MouseLeftButtonDown"/> <SilverlightGadgetDocked:ActionButton Canvas.Left="75" Style="{StaticResource WriteAtionButtonStyle}" MouseLeftButtonDown="imgActionWrite_MouseLeftButtonDown"/> </Canvas> </UserControl> And Visual Studio reports that "Invalid attribute value ActiveRatio for property Property" in line 27 <Setter Property="ActiveRatio" Value="1.15"/> VERY BIG THANKS!!!

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  • Please help me correct the small bugs in this image editor

    - by Alex
    Hi, I'm working on a website that will sell hand made jewelry and I'm finishing the image editor, but it's not behaving quite right. Basically, the user uploads an image which will be saved as a source and then it will be resized to fit the user's screen and saved as a temp. The user will then go to a screen that will allow them to crop the image and then save it to it's final versions. All of that works fine, except, the final versions have 3 bugs. First is some black horizontal line on the very bottom of the image. Second is an outline of sorts that follows the edges. I thought it was because I was reducing the quality, but even at 100% it still shows up... And lastly, I've noticed that the cropped image is always a couple of pixels lower than what I'm specifying... Anyway, I'm hoping someone whose got experience in editing images with C# can maybe take a look at the code and see where I might be going off the right path. Oh, by the way, this in an ASP.NET MVC application. Here's the code: using System; using System.Drawing; using System.Drawing.Drawing2D; using System.Drawing.Imaging; using System.IO; using System.Linq; using System.Web; namespace Website.Models.Providers { public class ImageProvider { private readonly ProductProvider ProductProvider = null; private readonly EncoderParameters HighQualityEncoder = new EncoderParameters(); private readonly ImageCodecInfo JpegCodecInfo = ImageCodecInfo.GetImageEncoders().Single( c => (c.MimeType == "image/jpeg")); private readonly string Path = HttpContext.Current.Server.MapPath("~/Resources/Images/Products"); private readonly short[][] Dimensions = new short[3][] { new short[2] { 640, 480 }, new short[2] { 240, 0 }, new short[2] { 80, 60 } }; ////////////////////////////////////////////////////////// // Constructor ////////////////////////////////////////// ////////////////////////////////////////////////////////// public ImageProvider( ProductProvider ProductProvider) { this.ProductProvider = ProductProvider; HighQualityEncoder.Param[0] = new EncoderParameter(Encoder.Quality, 100L); } ////////////////////////////////////////////////////////// // Crop ////////////////////////////////////////////// ////////////////////////////////////////////////////////// public void Crop( string FileName, Image Image, Crop Crop) { using (Bitmap Source = new Bitmap(Image)) { using (Bitmap Target = new Bitmap(Crop.Width, Crop.Height)) { using (Graphics Graphics = Graphics.FromImage(Target)) { Graphics.InterpolationMode = InterpolationMode.HighQualityBicubic; Graphics.SmoothingMode = SmoothingMode.HighQuality; Graphics.PixelOffsetMode = PixelOffsetMode.HighQuality; Graphics.CompositingQuality = CompositingQuality.HighQuality; Graphics.DrawImage(Source, new Rectangle(0, 0, Target.Width, Target.Height), new Rectangle(Crop.Left, Crop.Top, Crop.Width, Crop.Height), GraphicsUnit.Pixel); }; Target.Save(FileName, JpegCodecInfo, HighQualityEncoder); }; }; } ////////////////////////////////////////////////////////// // Crop & Resize ////////////////////////////////////// ////////////////////////////////////////////////////////// public void CropAndResize( Product Product, Crop Crop) { using (Image Source = Image.FromFile(String.Format("{0}/{1}.source", Path, Product.ProductId))) { using (Image Temp = Image.FromFile(String.Format("{0}/{1}.temp", Path, Product.ProductId))) { float Percent = ((float)Source.Width / (float)Temp.Width); short Width = (short)(Temp.Width * Percent); short Height = (short)(Temp.Height * Percent); Crop.Height = (short)(Crop.Height * Percent); Crop.Left = (short)(Crop.Left * Percent); Crop.Top = (short)(Crop.Top * Percent); Crop.Width = (short)(Crop.Width * Percent); Img Img = new Img(); this.ProductProvider.AddImageAndSave(Product, Img); this.Crop(String.Format("{0}/{1}.cropped", Path, Img.ImageId), Source, Crop); using (Image Cropped = Image.FromFile(String.Format("{0}/{1}.cropped", Path, Img.ImageId))) { this.Resize(this.Dimensions[0], String.Format("{0}/{1}-L.jpg", Path, Img.ImageId), Cropped, HighQualityEncoder); this.Resize(this.Dimensions[1], String.Format("{0}/{1}-T.jpg", Path, Img.ImageId), Cropped, HighQualityEncoder); this.Resize(this.Dimensions[2], String.Format("{0}/{1}-S.jpg", Path, Img.ImageId), Cropped, HighQualityEncoder); }; }; }; this.Purge(Product); } ////////////////////////////////////////////////////////// // Queue ////////////////////////////////////////////// ////////////////////////////////////////////////////////// public void QueueFor( Product Product, HttpPostedFileBase PostedFile) { using (Image Image = Image.FromStream(PostedFile.InputStream)) { this.Resize(new short[2] { 1152, 0 }, String.Format("{0}/{1}.temp", Path, Product.ProductId), Image, HighQualityEncoder); }; PostedFile.SaveAs(String.Format("{0}/{1}.source", Path, Product.ProductId)); } ////////////////////////////////////////////////////////// // Purge ////////////////////////////////////////////// ////////////////////////////////////////////////////////// private void Purge( Product Product) { string Source = String.Format("{0}/{1}.source", Path, Product.ProductId); string Temp = String.Format("{0}/{1}.temp", Path, Product.ProductId); if (File.Exists(Source)) { File.Delete(Source); }; if (File.Exists(Temp)) { File.Delete(Temp); }; foreach (Img Img in Product.Imgs) { string Cropped = String.Format("{0}/{1}.cropped", Path, Img.ImageId); if (File.Exists(Cropped)) { File.Delete(Cropped); }; }; } ////////////////////////////////////////////////////////// // Resize ////////////////////////////////////////////// ////////////////////////////////////////////////////////// public void Resize( short[] Dimensions, string FileName, Image Image, EncoderParameters EncoderParameters) { if (Dimensions[1] == 0) { Dimensions[1] = (short)(Image.Height / ((float)Image.Width / (float)Dimensions[0])); }; using (Bitmap Bitmap = new Bitmap(Dimensions[0], Dimensions[1])) { using (Graphics Graphics = Graphics.FromImage(Bitmap)) { Graphics.InterpolationMode = InterpolationMode.HighQualityBicubic; Graphics.SmoothingMode = SmoothingMode.HighQuality; Graphics.PixelOffsetMode = PixelOffsetMode.HighQuality; Graphics.CompositingQuality = CompositingQuality.HighQuality; Graphics.DrawImage(Image, 0, 0, Dimensions[0], Dimensions[1]); }; Bitmap.Save(FileName, JpegCodecInfo, EncoderParameters); }; } } } Here's one of the images this produces:

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  • Fast block placement algorithm, advice needed?

    - by James Morris
    I need to emulate the window placement strategy of the Fluxbox window manager. As a rough guide, visualize randomly sized windows filling up the screen one at a time, where the rough size of each results in an average of 80 windows on screen without any window overlapping another. It is important to note that windows will close and the space that closed windows previously occupied becomes available once more for the placement of new windows. The window placement strategy has three binary options: Windows build horizontal rows or vertical columns (potentially) Windows are placed from left to right or right to left Windows are placed from top to bottom or bottom to top Why is the algorithm a problem? It needs to operate to the deadlines of a real time thread in an audio application. At this moment I am only concerned with getting a fast algorithm, don't concern yourself over the implications of real time threads and all the hurdles in programming that that brings. So far I have two choices which I have built loose prototypes for: 1) A port of the Fluxbox placement algorithm into my code. The problem with this is, the client (my program) gets kicked out of the audio server (JACK) when I try placing the worst case scenario of 256 blocks using the algorithm. This algorithm performs over 14000 full (linear) scans of the list of blocks already placed when placing the 256th window. 2) My alternative approach. Only partially implemented, this approach uses a data structure for each area of rectangular free unused space (the list of windows can be entirely separate, and is not required for testing of this algorithm). The data structure acts as a node in a doubly linked list (with sorted insertion), as well as containing the coordinates of the top-left corner, and the width and height. Furthermore, each block data structure also contains four links which connect to each immediately adjacent (touching) block on each of the four sides. IMPORTANT RULE: Each block may only touch with one block per side. The problem with this approach is, it's very complex. I have implemented the straightforward cases where 1) space is removed from one corner of a block, 2) splitting neighbouring blocks so that the IMPORTANT RULE is adhered to. The less straightforward case, where the space to be removed can only be found within a column or row of boxes, is only partially implemented - if one of the blocks to be removed is an exact fit for width (ie column) or height (ie row) then problems occur. And don't even mention the fact this only checks columns one box wide, and rows one box tall. I've implemented this algorithm in C - the language I am using for this project (I've not used C++ for a few years and am uncomfortable using it after having focused all my attention to C development, it's a hobby). The implementation is 700+ lines of code (including plenty of blank lines, brace lines, comments etc). The implementation only works for the horizontal-rows + left-right + top-bottom placement strategy. So I've either got to add some way of making this +700 lines of code work for the other 7 placement strategy options, or I'm going to have to duplicate those +700 lines of code for the other seven options. Neither of these is attractive, the first, because the existing code is complex enough, the second, because of bloat. The algorithm is not even at a stage where I can use it in the real time worst case scenario, because of missing functionality, so I still don't know if it actually performs better or worse than the first approach. What else is there? I've skimmed over and discounted: Bin Packing algorithms: their emphasis on optimal fit does not match the requirements of this algorithm. Recursive Bisection Placement algorithms: sounds promising, but these are for circuit design. Their emphasis is optimal wire length. Both of these, especially the latter, all elements to be placed/packs are known before the algorithm begins. I need an algorithm which works accumulatively with what it is given to do when it is told to do it. What are your thoughts on this? How would you approach it? What other algorithms should I look at? Or even what concepts should I research seeing as I've not studied computer science/software engineering? Please ask questions in comments if further information is needed. [edit] If it makes any difference, the units for the coordinates will not be pixels. The units are unimportant, but the grid where windows/blocks/whatever can be placed will be 127 x 127 units.

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  • Possible memory leak problem

    - by MaiTiano
    I write two pieces of c programs like following, during memcheck process using Valgrind, a lot of mem leak information is given. int GetMemory(int framewidth, int frameheight, int SR/*, int blocksize*//*,int ALL_REF_NUM*/) { //int i,j; int memory_size = 0; //int refnum = ALL_REF_NUM; int input_search_range = SR; memory_size += get_mem2D(&curFrameY, frameheight, framewidth); memory_size += get_mem2D(&curFrameU, frameheight>>1, framewidth>>1); memory_size += get_mem2D(&curFrameV, frameheight>>1, framewidth>>1); memory_size += get_mem3D(&prevFrameY, refnum, frameheight, framewidth);// to allocate reference frame buffer accoding to the reference frame number memory_size += get_mem3D(&prevFrameU, refnum, frameheight>>1, framewidth>>1); memory_size += get_mem3D(&prevFrameV, refnum, frameheight>>1, framewidth>>1); memory_size += get_mem2D(&mpFrameY, frameheight, framewidth); memory_size += get_mem2D(&mpFrameU, frameheight>>1, framewidth>>1); memory_size += get_mem2D(&mpFrameV, frameheight>>1, framewidth>>1); memory_size += get_mem2D(&searchwindow, input_search_range*2 + blocksize, input_search_range*2 + blocksize);// to allocate search window according to the searchrange /*memory_size +=*/ get_mem1D(/*&SAD_cost, height, width*/); // memory_size += get_mem2D(&searchwindow, 80, 80);// if searchrange is 32, then only 32+1+32+15 pixels is needed in each row and col, therefore the range of // search window is enough to be set to 80 ! memory_size += get_mem2Dint(&all_mv, height/blocksize, width/blocksize); return 0; } void FreeMemory(int refno) { free_mem2D(curFrameY); free_mem2D(curFrameU); free_mem2D(curFrameV); free_mem3D(prevFrameY,refno); free_mem3D(prevFrameU,refno); free_mem3D(prevFrameV,refno); free_mem2D(mpFrameY); free_mem2D(mpFrameU); free_mem2D(mpFrameV); free_mem2D(searchwindow); free_mem1D(); free_mem2Dint(all_mv); } void free_mem1D() { free(SAD_cost); } Now I hope to make sure where are the possible problems in my program? Here I may post some valgrind information to let you know about the actual error information. ==29105== by 0x804A906: main (me_search.c:1480) ==29105== ==29105== ==29105== HEAP SUMMARY: ==29105== in use at exit: 124,088 bytes in 18 blocks ==29105== total heap usage: 37 allocs, 21 frees, 749,276 bytes allocated ==29105== ==29105== 272 bytes in 1 blocks are still reachable in loss record 1 of 18 ==29105== at 0x402425F: calloc (vg_replace_malloc.c:467) ==29105== by 0x804A296: get_mem2D (me_search.c:1315) ==29105== by 0x804885E: GetMemory (me_search.c:117) ==29105== by 0x804A757: main (me_search.c:1456) ==29105== ==29105== 352 bytes in 1 blocks are still reachable in loss record 2 of 18 ==29105== at 0x4024F20: malloc (vg_replace_malloc.c:236) ==29105== by 0x409537E: __fopen_internal (iofopen.c:76) ==29105== by 0x409544B: fopen@@GLIBC_2.1 (iofopen.c:107) ==29105== by 0x804A660: main (me_search.c:1439) ==29105== ==29105== 584 bytes in 1 blocks are still reachable in loss record 3 of 18 ==29105== at 0x402425F: calloc (vg_replace_malloc.c:467) ==29105== by 0x804A296: get_mem2D (me_search.c:1315) ==29105== by 0x8048724: GetMemory (me_search.c:106) ==29105== by 0x804A757: main (me_search.c:1456) ==29105== ==29105== 584 bytes in 1 blocks are still reachable in loss record 4 of 18 ==29105== at 0x402425F: calloc (vg_replace_malloc.c:467) ==29105== by 0x804A296: get_mem2D (me_search.c:1315) ==29105== by 0x8048747: GetMemory (me_search.c:107) ==29105== by 0x804A757: main (me_search.c:1456) ==29105== ==29105== 584 bytes in 1 blocks are still reachable in loss record 5 of 18 ==29105== at 0x402425F: calloc (vg_replace_malloc.c:467) ==29105== by 0x804A296: get_mem2D (me_search.c:1315) ==29105== by 0x8048809: GetMemory (me_search.c:114) ==29105== by 0x804A757: main (me_search.c:1456) ==29105== ==29105== 584 bytes in 1 blocks are still reachable in loss record 6 of 18 ==29105== at 0x402425F: calloc (vg_replace_malloc.c:467) ==29105== by 0x804A296: get_mem2D (me_search.c:1315) ==29105== by 0x804882C: GetMemory (me_search.c:115) ==29105== by 0x804A757: main (me_search.c:1456) ==29105== ==29105== 584 bytes in 1 blocks are definitely lost in loss record 7 of 18 ==29105== at 0x402425F: calloc (vg_replace_malloc.c:467) ==29105== by 0x804A296: get_mem2D (me_search.c:1315) ==29105== by 0x804A4F8: get_mem3D (me_search.c:1393) ==29105== by 0x804879B: GetMemory (me_search.c:110) ==29105== by 0x804A757: main (me_search.c:1456) ==29105== ==29105== 584 bytes in 1 blocks are definitely lost in loss record 8 of 18 ==29105== at 0x402425F: calloc (vg_replace_malloc.c:467) ==29105== by 0x804A296: get_mem2D (me_search.c:1315) ==29105== by 0x804A4F8: get_mem3D (me_search.c:1393) ==29105== by 0x80487C9: GetMemory (me_search.c:111) ==29105== by 0x804A757: main (me_search.c:1456) ==29105== ==29105== 1,168 bytes in 1 blocks are still reachable in loss record 9 of 18 ==29105== at 0x402425F: calloc (vg_replace_malloc.c:467) ==29105== by 0x804A296: get_mem2D (me_search.c:1315) ==29105== by 0x8048701: GetMemory (me_search.c:105) ==29105== by 0x804A757: main (me_search.c:1456) ==29105== ==29105== 1,168 bytes in 1 blocks are still reachable in loss record 10 of 18 ==29105== at 0x402425F: calloc (vg_replace_malloc.c:467) ==29105== by 0x804A296: get_mem2D (me_search.c:1315) ==29105== by 0x80487E6: GetMemory (me_search.c:113) ==29105== by 0x804A757: main (me_search.c:1456) ==29105== ==29105== 1,168 bytes in 1 blocks are definitely lost in loss record 11 of 18 ==29105== at 0x402425F: calloc (vg_replace_malloc.c:467) ==29105== by 0x804A296: get_mem2D (me_search.c:1315) ==29105== by 0x804A4F8: get_mem3D (me_search.c:1393) ==29105== by 0x804876D: GetMemory (me_search.c:109) ==29105== by 0x804A757: main (me_search.c:1456) ==29105== ==29105== 6,336 bytes in 1 blocks are definitely lost in loss record 12 of 18 ==29105== at 0x4024F20: malloc (vg_replace_malloc.c:236) ==29105== by 0x804A25C: get_mem1D (me_search.c:1295) ==29105== by 0x8048866: GetMemory (me_search.c:119) ==29105== by 0x804A757: main (me_search.c:1456)

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