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  • SQL Bits VII

    - by Tomaz.tsql
    I was very happy to dive in into SQL Bits VII. Several interesting presentations, interesting concepts, advices and most of all interesting people. Some things actually disturb me. 1. the outlook of all presentations. I would recommend to have standardized outlook of all presentations for each of the presenter. Meaning, to have a general rules of PPT design (fonts, views, etc.), general diagrams, pictures that can be used by everyone (something like techEd introduced as well as SQL PASS). 2. access...(read more)

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  • eSeminar ISV Partner Update: High Quality Reporting for Your Applications

    - by Mike.Hallett(at)Oracle-BI&EPM
    Play eSeminar Duration: 18 Minutes         Description: This webinar presents to ISV Partners Oracle’s latest release of BI Publisher, and describes how this tool can make their applications more competitive and appealing to their customers by providing High Quality Reporting and Business Intelligence embedded into their solution. • BI Publisher can Provide All Reports… at Lower Cost • Easier, with Better Developer Productivity • Better Managed : Better Performance, Less Administration • Highest Quality : Pixel Perfect and Interactive Reporting. Play eSeminar (Only accessible to Oracle Partners).

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  • How do I plot individual pixels using the XNA APIs?

    - by izb
    If I wanted to fill my game screen with individually coloured pixels, how would I do this? For example, if I wanted to write a 'game of life'-type game where each pixel was a cell, how would I achieve this using XNA? I've tried just calling SetData() on a Texture2D object using a screen-sized array of Color values, but it complains with: You may not call SetData on a resource while it is actively set on the GraphicsDevice. Unset it from the device before calling SetData. How do I do as it asks? Or better still... is there an alternative, better, efficient way to fill a screen with arbitrary pixels?

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  • Gnome 3 - Old fashioned buttons and menus

    - by vigs1990
    I've upgraded to Gnome 3 and the problem I'm facing is that when I restart, sometimes the menus and buttons look old-fashioned like this: whereas sometimes, it looks modern and neat like this: Notice the differences between the two: here are a few differences: The menu bar (notice the difference in fonts, dark grey color of Snapshot1 vs the light grey color in Snapshot2 in the background) The file navigation bar bellow the menu bar (notice the 'Home' button there and also the left arrow button) The left-hand side navigation bar (font, background color and color of selected folder) The old style look effects the GTK aspects of the interface, such as the menu, buttons, mouse pointer etc. Another observation is that changing the GTK themes does using gnome-tweak-tool when the old style look is loaded does NOT work. However, this works when the regular look is loaded. How can I ensure that the old-fashioned look does not load on boot?

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  • ATI graphics card, with gnome shell, screen flickers

    - by bioShark
    After installing gnome shell, without any problem, after log in the fonts are missing and it looks like crap...nothing is readable. Don't want to make it a double post, because my issue is similar to the one from this question but for me the problems have not been solved properly. After running the commands from that post, and installing the latest AMD 11.10 driver, the Gnome shell display issues have been solved. But each time I move the mouse in the upper left corner, to bring up the applications...my entire screen flickers. Without the applications been displayed, everything looks fine. Hardware: ATI HD4870, Intel Q6600.

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  • How can I make a 32 bit render target with a 16 bit alpha channel in DirectX?

    - by J Junker
    I want to create a render target that is 32-bit, with 16 bits each for alpha and luminance. The closest surface formats I can find in the DirectX SDK are: D3DFMT_A8L8 // 16-bit using 8 bits each for alpha and luminance. D3DFMT_G16R16F // 32-bit float format using 16 bits for the red channel and 16 bits for the green channel. But I don't think either of these will work, since D3DFMT_A8L8 doesn't have the precision and D3DFMT_G16R16F doesn't have an alpha channel (I need a separate blend state for alpha). How can I create a render target that allows a separate blend state for luminance and alpha, with 16 bit precision on each channel, that doesn't exceed 32 bits per pixel?

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  • DirectX 9.0c and C++ GUI

    - by SullY
    Well, I'm trying to code a gui for my engine, but I've got some problems. I know how to make a UI overlay but buttons are still black magic for me. Anything I tried was to compilcated ( if it goes big ). To Example I tried to look if the mouse position is the same as the Pixel that is showing the button. But If I use some bigger areas it's getting to complicated. Now I'm searching for a Tutorial how to implement your own gui. I'm really confused about it. Well I hope you have/ know some good tutorials. By the way, I took a look at the DXUTSample, but it's to big to get overview.

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  • Why does Unity in 2d mode employ scaling and the default othographic size the way it does?

    - by Neophyte
    I previously used SFML, XNA, Monogame, etc to create 2d games, where if I display a 100px sprite on the screen, it will take up 100px. If I use 128px tiles to create a background, the first tile will be at (0,0) while the second will be at (129,0). Unity on the other hand, has its own odd unit system, scaling on all transforms, pixel-to-units, othographic size, etc etc. So my question is two-fold, namely: Why does Unity have this system by default for 2d? Is it for mobile dev? Is there a big benefit I'm not seeing? How can I setup my environment, so that if I have a 128x128 sprite in Photoshop, it displays as a 128x128 sprite in Unity when I run my game? Note that I am targeting desktop exclusively.

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  • Sidestep Automatically Secures Your Mac’s Connection on Unsecure Networks

    - by Jason Fitzpatrick
    If you’re wary of browsing on wide open public Wi-Fi networks (and you should be), Sidestep is a free Mac application that routes your connection on an unsecure network through a secure proxy. Sidestep automatically detects when you are on an unprotected wireless network and forms an encrypted tunnel to the proxy you specified during setup. Anytime you login a wide open Wi-Fi node (such as at a coffee shop, airport, or other public area) you won’t be broadcasting your login credentials and other personal information in what amounts to plain text into the air around you. Anyone snooping on you or the network in general will simply see your stream of encrypted data going to the proxy. Hit up the link below to grab a copy and read additional information about setting up the program and finding/configuring a proxy server. Sidestep is freeware, Mac OS X only. Sidestep [via Gina Trapani] How to Create an Easy Pixel Art Avatar in Photoshop or GIMPInternet Explorer 9 Released: Here’s What You Need To KnowHTG Explains: How Does Email Work?

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  • krunner unreadable black text on black background. File a bug? Where?

    - by user52784
    I'm running Kubuntu 12.04 beta2 (up to date). Already tried to create a user from the scratch but the problem can still be replicated. I'll make it simple: with any of the available themes (air, air 4 netbooks, oxygen) whenever I disable desktop effects, KRunner instantly becomes black (with black fonts) rendering itself useless because of its unreadable text. Here is a screenshot I took: http://i42.tinypic.com/348sz7n.jpg The weird thing is that with effects enabled KRunner is "light gray" and perfectly functional. What can I do? Should I file a bug? If yes: where? On the KDE bug tracker or the Kubuntu one? Thanks in advance!

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  • Best practices on separating Update and Draw on game loop

    - by Galvanize
    I've been working on my first HTML5 prototype and I found a good model that uses the regular Update and Draw loop we see in game dev. My question is, where does one end and the other begins? The question popped when I wanted to rotate and draw an Image, and I kept wondering if the work of changing the tranformation matrix (that I presume would be a bit expensive since it works on the whole pixel array of an image) and calculating the right position do draw it would characterize drawing work, or maybe not, since after that I may need to check for collision or something similar. Thinkig of it, seems like a silly question, but I would like some advice from more experienced developers. Where does does update ends and draw starts? Thanks in advance.

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  • What is the right approach to use adsense with responsive web design?

    - by Sisir
    Recently I was studying responsive design a lot and designed couple of sites. But i was wondering how would I use google adsense (which is pixel based) ads on my responsive design? Very typical example is suppose I have a 728x90 ads on header. Or if i do a mobile first approach i would need different versions of ad sizes for different view posts but google doesn't allow more than three ad unit per page (as far as i know). So, Question: What is the right approach/best practice of using google adsense on a responsive site design?

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  • what is the easiest way to make a hitbox that rotates with it's texture

    - by Matthew Optional Meehan
    In xna when you have a sprite that doesnt rotate it's very easy to get the four corner of a sprite to make a hitbox, but when you do a rotation the points get moved and I assume there is some kind of math that I can use to aquire them. I am using the four points to draw a rectangle that visually represents the hitboxes. I have seen some per-pixel collission examples but I can forsee they would be hard to draw a box/'convex hull' around. I have also seen physics like farseer but I'm not sure if there is a quick tutorial to do what I want. What do you guys think is the best approach becuase I am looking to complete this work by the end of the week.

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  • How Does Windows Confirm Wi-Fi Access and Whether Hot Spot Authentication Is Necessary?

    - by Jason Fitzpatrick
    Windows is quite adept at telling you if you have a properly functioning Internet connection, but how exactly does it do so? Digging into how Windows handles the problem offers insight into Windows connectivity messages. Today’s Question & Answer session comes to us courtesy of SuperUser—a subdivision of Stack Exchange, a community-drive grouping of Q&A web sites. How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot Our Geek Trivia App for Windows 8 is Now Available Everywhere

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  • Google60 Emulates Search Engine Querying with 1960s Technology

    - by Jason Fitzpatrick
    Google60 is a novel little project that mimics the interface of a 1960s-era computer and mashes it up with modern Google search queries. Take it for a spin; you’ll never appreciate the speed of even the slowest modern browser more. While playing with the actual project is enjoyable, make sure to check out the project notes below the interface for an interesting look at design choices and emulating an old machine. Google60 [via Unpluggd] Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • XNA content.load Dependancy

    - by Richard
    Quick question, My project i'm building for test purposes is working fine but i have dependencies flying around everywhere due to the XNA framework. In Update i have gametime passed everywhere... this is okay. In Draw i have gametime & spritebatch passed everywhere... this is okay. My issue is in the content.load textures/sounds/fonts. I have them as public variables ie Texture1 = Content.load(of texture2d)("Texture1") I'm passing a 'Game1' pointer into the constructor of every new class being instantiated to gain access to these variables. Am i missing an OOP trick to prevent me having to pass a pointer to 'game1' to every New class?

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  • Reader Poll: Are You Switching to Internet Explorer 9?

    - by Jason Fitzpatrick
    The recent release of Internet Explorer 9 polished up the IE line with a new interface, hardware acceleration, and more. Is enough to convince you to switch? Yesterday we gave you a full run down of the Internet Explorer 9 release and highlighted the major improvements including: a totally new interface that’s even more streamlined than that of Google Chrome, direct access to your video card for super fast acceleration, customizable menus for pinned sites, HTML 5 support, and a combined address and search bar, among other improvements. Is it enough to sway you? Cast your vote in the poll below and then sound off in the comments. How-To Geek Polls require Javascript. Please Click Here to View the Poll. How to Create an Easy Pixel Art Avatar in Photoshop or GIMPInternet Explorer 9 Released: Here’s What You Need To KnowHTG Explains: How Does Email Work?

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  • Is it better to cut and store all sprites needed from a spritesheet in memory, or cut them out just-in-time?

    - by xLite
    I'm not sure what's best practice here as I have little experience with this. Essentially what I am asking is... if it's better to get your single PNG with all your different sprites on it for use in-game, cut out every sprite on startup and store them in memory, then access the already-cut-out sprite from memory quickly or Only have the single PNG with all the different sprites residing in memory, and when you need, for example, a tree. You cut out the tree from the PNG and then continue to use it as normal. I imagine the former is more CPU friendly than the latter but less memory friendly, vice versa for the latter. I want to know what the norm is for game dev. This is a pixel based game using 2D art. Each PNG is actually an avatar's sprite sheet with each body part separated and then later joined to form the full body of the avatar.

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  • KC Java Users Group Presentation

    - by rodelljr
    Originally posted on: http://geekswithblogs.net/rodelljr/archive/2014/08/22/kc-java-users-group-presentation.aspxI would like to thank the KC Java Users Group for allowing me to do my presentation; Supporting Multiple Devices Part 2. In this talk, I discussed a Master/Detail application that runs on Android 2.2 devices and forward. I used the Actionbar compat Android library to allow the older devices to have an actionbar. I also used a SQLite database for my data. And just to add one last thing, I also incorporated the use of custom fonts. If you are interesting in looking at this sample application, I have uploaded it to my GitHub account here. I also have a Power Point presentation which you can get here.

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  • PhoneGap Build 1.0 : Adobe relance son outil de conversion d'applications mobiles multiplateforme et enrichit son offre Cloud

    PhoneGap Build 1.0 : Adobe relance l'outil de conversion d'applications mobiles multiplateforme Et enrichit son offre Cloud avec 5 autres services Dans le cadre de sa conférence Create theWeb, Adobe a dévoilé hier une palette d'outils et de services pour les designers et les développeurs. Des outils très orientés HTML5, CSS3 et JavaScript. Leur but : « créer plus facilement des sites web, des contenus numériques et des applications mobiles ». La liste est assez longue. On y trouve PhoneGap Build 1.0 et une gamme Edge qui se compose à présent de Edge Animate 1.0, EdgeInspect 1.0 (ex-Shadow), Edge Web Fonts, Edge Code et en avant-première Edge Reflow.

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  • HTML5 - check if font has loaded

    - by espais
    At present I load my font for my game in with @font-face For instance: @font-face { font-family: 'Orbitron'; src: url('res/orbitron-medium.ttf'); } and then reference it throughout my JS implementation as such: ctx.font = "12pt Orbitron"; where ctx is my 2d context from the canvas. However, I notice a certain lag time while the font is downloaded to the user. Is there a way I can use a default font until it is loaded in? Edit - I'll expand the question, because I hadn't taken the first comment into account. What would the proper method of handling this be in the case that a user has disabled custom fonts?

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  • How can I support scrolling when using batched rendering for my tiles?

    - by dardanel
    I have tiled map 100*75 and tiles are 32*32 pixel.I want to use batching for performance .I don't figure it out , because of my game needs scrolling and every frame i draw 22*16 tiles (my screen is 20*16 tile) .I thought that batching tiles for every frame .Is it good or any suggestion? edit :to more clarify I want to use occlusion culling and batching at the same time.I thought that drawing only visible areas and batching them together .But there is a something i couldn't figure out .When scrolling screen with translate matrix , if one row become invisible , I bind new row and batch them again.Every batched objects needs to buffer again.So I batch tiles and buffer to VBO every time when one row become invisible .I don't know these way is efficient or not .This is my question .And i am open to any suggestions.

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  • Detecting pixels in a rotated Texture2D in XNA?

    - by PugWrath
    I know things similar to this have been posted, but I'm still trying to find a good solution... I'm drawing Texture2D objects on the ground in my game, and for Mouse-Over or targeting methods, I'm detecting whether or not the pixel in that Texture at the mouse position is Color.Transparent. This works perfectly when I do not rotate the texture, but I'd like to be able to rotate textures to add realism/variety. However, I either need to create a new Texture2D that is rotated at the correct angle so that I can detect its pixels, or I need to find some other method of detection... Any thoughts?

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  • Black frame around screen after HDMI connection failure

    - by Wolter Hellmund
    I was trying to watch a movie in my computer through the TV, so I connected both with an HDMI cable. I was unable to have a successful setup (the colors were all weird on the TV and the screen size, incorrect), I tried many resolutions using the nvidia-settings application and somehow my screen got framed by a black border and after that I have been unable to remove it, even after restarting the computer and not being connected to the HDMI cable anymore. I am using Ubuntu 11.10 amd64, my GPU is an nVidia GeForce 8600M GT and I am using the propietary driver version 280. The problem is due to some setting with my account only. I logged in to the guest session and the resolution is right there. Also, my desktop "thinks" the resolution is right (i.e. 1280x800), but it must be right in another scale because there is pixel area occupied by the black frame.

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  • How are vertex shader outs sent as inputs to the fragment shader?

    - by Jeffrey
    I'm learning some OpenGL 3.2 way of doing things and I think it's quite great, I'm actually understanding more of shaders and non-fixed pipeline in 1 week rather than those 2 years I tried to learn OpenGL fixed pipeline functions. But here's my question: From what I think I've understood the vertex shader is run for each vertexes in the VBO. But the fragments shader is run per each pixel (is that right?) which is a huge number compared to let's say 3 vertexes of a triangle. Now it seems that in the vertex shader the out variables (like colors and stuff) are passed 1 to 1 to the fragment shader. But let's say that I pass to the fragment shader the position of the vertex in the vertex shader. How is all executed? What vertex (A, B or C of the hipothetical triangle) is passed per each fragment and why?

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