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  • Who would be the most efficacious Patron Saint of Programmers? [closed]

    - by Peter Turner
    The purpose of this question is to find someone out there to intercede for us and help our coding (not to magically align the bytes), to inspire our daily grind of software development by their lives of heroic virtue, to unite us under a common patron and to keep us on the straight and narrow path (i.e. don't be evil). In days of yore, the professional guilds had a patron saint. Regardless of whether we have a higher tendency to be atheists or not, who would you choose as the patron saint of programmers and what would be your criteria? Some people have chosen St. Isidore of Seville, but he's more like the patron saint of Wikipedia. If you're not Catholic please don't hesitate to nominate someone, just say what your criteria is. At the very least they should be dead and have lived a life of heroic virtue - or have died trying. It's a very pragmatic and noble custom which I heartily encourage. But if you find the practice off-putting, please don't be offended. I only mean to ask this question to other like minded programmers, which I have reason to believe exist. If you add a picture and a maybe make up a prayer that'd be excellent. It doesn't have to be gilded, illuminated and rhyme, although that would be sweet.

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  • How can I better implement A star algorithm with a very large set of nodes?

    - by Stephen
    I'm making a game with nodejs in which many enemies must converge on the player as the player moves around a relatively open space (right now it is an open field with few obstacles, but eventually there may be some small buildings in the field with 1 or 2 rooms). It's a multiplayer game using websockets, so the server needs to keep track of enemies and players. I found this javascript A* library which I've modified to be used on the server as a nodejs module. The library utilizes a Binary Heap to track the nodes for the algorithm, so it should be pretty fast (and indeed, with a small grid, say 100x100 it is lightning fast). The problem is that my game is not really tile-based. As the player moves around the map, he is moving on a more or less 1-to-1 per-pixel coordinate system (the player can move in 8 directions, 1 or 2 pixels at a time). In preliminary tests, on an 800x600 field, the path-finding can take anywhere from 400 to 1000 ms. Multiply that by 10 enemies and the game starts to get pretty choppy. I have already set it up so that each enemy will only do a path-finding call once per second or even as slow as once every 2 seconds (they have to keep updating their path because the players can move freely). But even with this long interval, there are noticeable lag spikes or chops every couple of seconds as the enemies update their paths. I'm willing to approach the problem of path-finding differently, if there's another option. I'm assuming that the real problem is the enormous grid (800x600). It also occurs to me that maybe the large arrays are to blame, as I've read that V8 has trouble with large arrays.

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  • Convert mkv to mp4 with ffmpeg

    - by JohnS
    When I try converting mkv to mp4 using ffmpeg, the following error occurs: [ipod @ 0x16fa0a0] Application provided invalid, non monotonically increasing dts to muxer in stream 0: -2 = -2 av_interleaved_write_frame(): Invalid argument I used this command to convert the file: ffmpeg -i input.mkv -vcodec copy -acodec copy -absf aac_adtstoasc output.m4v The input file has the following characteristics: mediainfo input.mkv General Unique ID : 200459305952356554213392832683163418790 (0x96CF0ED8DB5914CBB9E18163689280A6) Complete name : input.mkv Format : Matroska Format version : Version 2 File size : 1.46 GiB Duration : 1h 5mn Overall bit rate : 3 168 Kbps Encoded date : UTC 2010-09-26 21:44:02 Writing application : mkvmerge v2.9.5 ('Tu es le seul') built on Jun 17 2009 16:28:30 Writing library : libebml v0.7.8 + libmatroska v0.8.1 Video ID : 1 Format : AVC Format/Info : Advanced Video Codec Format profile : [email protected] Format settings, CABAC : Yes Format settings, ReFrames : 4 frames Codec ID : V_MPEG4/ISO/AVC Duration : 1h 5mn Bit rate : 2 910 Kbps Width : 1 280 pixels Height : 720 pixels Display aspect ratio : 16:9 Frame rate : 25.000 fps Color space : YUV Chroma subsampling : 4:2:0 Bit depth : 8 bits Scan type : Progressive Bits/(Pixel*Frame) : 0.126 Stream size : 1.31 GiB (90%) Writing library : x264 core 105 r1724 b02df7b Encoding settings : cabac=1 / ref=3 / deblock=1:0:0 / analyse=0x3:0x113 / me=hex / subme=6 / psy=1 / psy_rd=1.00:0.00 / mixed_ref=0 / me_range=16 / chroma_me=1 / trellis=1 / 8x8dct=1 / cqm=0 / deadzone=21,11 / fast_pskip=0 / chroma_qp_offset=-2 / threads=18 / sliced_threads=0 / nr=0 / decimate=1 / interlaced=0 / constrained_intra=0 / bframes=3 / b_pyramid=2 / b_adapt=1 / b_bias=0 / direct=3 / weightb=1 / open_gop=0 / weightp=0 / keyint=250 / keyint_min=25 / scenecut=40 / intra_refresh=0 / rc=2pass / mbtree=0 / bitrate=2910 / ratetol=1.0 / qcomp=0.60 / qpmin=10 / qpmax=51 / qpstep=4 / cplxblur=20.0 / qblur=0.5 / ip_ratio=1.40 / pb_ratio=1.30 / aq=1:1.00 Default : Yes Forced : No Audio ID : 2 Format : AC-3 Format/Info : Audio Coding 3 Mode extension : CM (complete main) Codec ID : A_AC3 Duration : 1h 5mn Bit rate mode : Constant Bit rate : 256 Kbps Channel(s) : 2 channels Channel positions : Front: L R Sampling rate : 48.0 KHz Bit depth : 16 bits Compression mode : Lossy Stream size : 121 MiB (8%) Language : English Default : Yes Forced : No Being new to ffmpeg, I'm not sure what the error means or how to correct it. Thanks!

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  • Resolution Independence in libGDX

    - by ashes999
    How do I make my libGDX game resolution/density independent? Is there a way to specify image sizes as "absolute" regardless of the underlying density? I'm making a very simple kids game; just a bunch of sprites displayed on-screen, and some text for menus (options menu primarily). What I want to know is: how do I make my sprites/fonts resolution independent? (I have wrapped them in my own classes to make things easier.) Since it's a simple kids game, I don't need to worry about the "playable area" of the game; I want to use as much of the screen space as possible. What I'm doing right now, which seems super incorrect, is to simply create images suitable for large resolutions, and then scale down (or rarely, up) to fit the screen size. This seems to work okay (in the desktop version), even with linear mapping on my textures, but the smaller resolutions look ugly. Also, this seems to fly in the face of Android's "device independent pixels" (DPs). Or maybe I'm missing something and libGDX already takes care of this somehow? What's the best way to tackle this? I found this link; is this a good way of solving the problem?: http://www.dandeliongamestudio.com/2011/09/12/android-fragmentation-density-independent-pixel-dip/ It mentions how to control the images, but it doesn't mention how to specify font/image sizes regardless of density.

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  • Brand new battery is 100% charged but at 0% capacity

    - by Chris Conway
    I just bought a brand new battery to replace one that had seemingly died. I followed the instructions that came with the battery and charged it overnight, then ran my computer on battery until it was in a critical state and charged it overnight again. Now the battery appears to be 100% charged and at the same time at 0% capacity—when it's plugged in it doesn't charge and when it's unplugged the computer immediately goes into low power mode. I've taken the battery out and checked the contacts. I've rebooted the system with and without the battery. Nothing seems to help. I'm not sure if I should blame the battery, the laptop, the charger, or the power management software for this state of affairs. The obvious answer would be the battery but I bought this battery because another year-old battery exhibited similar behavior—I assumed it was dead and a Dell tech came to the same conclusion. I'm loathe to order another new battery without first exploring other explanations. What can I do to diagnose this problem? Here's the /proc info: $ cat /proc/acpi/battery/BAT0/state present: yes capacity state: critical charging state: charged present rate: 1 mA remaining capacity: 0 mAh present voltage: 9754 mV $ cat /proc/acpi/battery/BAT0/info present: yes design capacity: 6600 mAh last full capacity: 6789 mAh battery technology: rechargeable design voltage: 11100 mV design capacity warning: 660 mAh design capacity low: 200 mAh cycle count: 0 capacity granularity 1: 66 mAh capacity granularity 2: 66 mAh model number: DELL WK serial number: 4043 battery type: LION OEM info: SMP

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  • The Raspberry Pi Now Has Its Own App Store

    - by Jason Fitzpatrick
    Raspberry Pi, the credit-card sized computer with an ARM processor, now has its own appstore where Raspberry Pi hobbyists and developers can share their creations in a one-stop location accessible to all Raspberry Pi users. In today’s press release about the store, the Raspberry Pi Foundation writes: We’ve been amazed by the variety of software that people have written for, or ported to, the Raspberry Pi. Today, together with our friends at IndieCity and Velocix, we’re launching the Pi Store to make it easier for developers of all ages to share their games, applications, tools and tutorials with the rest of the community. The Pi Store will, we hope, become a one-stop shop for all your Raspberry Pi needs; it’s also an easier way into the Raspberry Pi experience for total beginners, who will find everything they need to get going in one place, for free. The store runs as an X application under Raspbian, and allows users to download content, and to upload their own content for moderation and release. At launch, we have 23 free titles in the store, ranging from utilities like LibreOffice and Asterisk to classic games like Freeciv and OpenTTD and Raspberry Pi exclusive Iridium Rising. We also have one piece of commercial content: the excellent Storm in a Teacup from Cobra Mobile. For more information about the store, including how to install the app store on your Pi, check out the full press release here. To get started browsing the store, hit up the link below. 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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  • Resolution independence - resize on the fly or ship all sizes?

    - by RecursiveCall
    My game relies heavily on textures of various sizes with some being full-screen. The game is targeted for multiple resolutions. I found that resizing textures (downsizing) works quite well for this game’s art type (it’s not Pixel Art or anything like that). I asked my artist to ensure that all textures at the edges of the screen to be created in such a way that they can safely “overflow” off screen; this means that aspect ratio is not an issue. So with no aspect ratio issues, I figured that I would simply ask my artist to create assets in very high resolution, and then resize them down to the appropriate screen resolution. The question is, when and how do I do that? Do I pre-resize everything to common resolutions in Photoshop and package all assets in the final product (increasing the size download that the user has to deal with) and then select the appropriate asset based on the detected resolution? Or do I ship with the largest set of Textures, detect the resolution on load, set a render target and draw all downsized assets to it and use that? Or for the latter, do I use some sort of a CPU-sided algorithm to resize on game load?

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  • Bad style programming, am I pretending too much?

    - by Luca
    I realized to work in an office with a quite bad code base. The base library implemented in years and years is quite limited, and most of that code is, honestly, horrible. Projects developed in the office are very large. Fine. I could define me a "perfectionist" (but often I'm not), and I thought to refactor an application (really a portion), which need a new (complex) feature. But, today, I really realized that it's not possible to refactor that application modules with a reasonable time (say, 24/26 hours, respect the avaialable time for the task, which is 160 hours). I'm talking about (I am a bit ashamed to say) name collisions, large and frequent cut & paste code, horrible and misleading naming, makefiles without dependencies (!), application login is spread randomly across many different sources, dead code, variable aliasing, no assertion, no documentation, very long source files, bad/incomplete include file definition, (this is emblematic!) very frequent extern declaration of variables and functions, ... I'm sure to continue ... buffer overflows because sprintf, indentation (!), spacing, non existent const modifier usage. I would say that every source line was written quite randomly when needed, without keeping in mind some design (at least, the obvious one). (Am I in hell?) The problem arises when the application is developed by a colleague of mine. I felt very frustrated. So, I decided to expose the "situation" to my colleague; at the end, that was a bad idea. He is justified in saying that "the application was developed in haste, so it is natural that it is written vaguely; you are wasting time to think and implement an elegant implementation" .... I'm asking too much from my colleague to write readable code, which is managed and documented? I expect too much in not having to read thousands of lines of code to understand how a particular logic?

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  • Why Freezing when sending email?

    - by Outlaw Lemur
    So i have a kinect program which when it detects a human, it saves images of them and sends your email a notification email, the thing is that when it sends the email, it freezes and stops running, Why does it do this? Email Notification Code: void SendNotificationEmail() { string email = textBox1.Text; string message = "Someone has been detected in your house!\n Go to www.kinected.webs.com to view your photos now!!!!"; System.Net.Mail.MailMessage emailsend = new System.Net.Mail.MailMessage(); emailsend.To.Add(email); emailsend.Subject = "There is an Intruder In Your Home!"; emailsend.From = new System.Net.Mail.MailAddress("[email protected]"); emailsend.Body = message; System.Net.Mail.SmtpClient smtp = new System.Net.Mail.SmtpClient("smtp.mail.yahoo.com."); smtp.Send(emailsend); } When its supposed to fire: void nui_ColorFrameReady2(object sender, ImageFrameReadyEventArgs e) { // 32-bit per pixel, RGBA image xxx PlanarImage Image = e.ImageFrame.Image; //int deltaFrames = totalFrames - lastFrameWithMotion; //if (totalFrames2 <= stopFrameNumber & deltaFrames > 300) { ++totalFrames2; string bb1 = Convert.ToString(totalFrames2); // string file_name_3 = "C:\\Research\\Kinect\\Proposal\\Depth_Img" + bb1 + ".jpg"; xxx string file_name_4 = "C:\\temp\\Kinect1_Img" + bb1 + ".jpg"; video.Source = BitmapSource.Create( Image.Width, Image.Height, 96, 96, PixelFormats.Bgr32, null, Image.Bits, Image.Width * Image.BytesPerPixel); BitmapSource image4 = BitmapSource.Create( Image.Width, Image.Height, 96, 96, PixelFormats.Bgr32, null, Image.Bits, Image.Width * Image.BytesPerPixel); if (PersonDetected == 1) { if (totalFrames2 % 10 == 0) { image4.Save(file_name_4, Coding4Fun.Kinect.Wpf.ImageFormat.Jpeg); SendNotificationEmail(); PersonDetected = 0; // lastFrameWithMotion = totalFrames; // topFrameNumber += 100; } } } } Thanks for any help!

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  • XNA Masking Mayhem

    - by TropicalFlesh
    I'd like to start by mentioning that I'm just an amateur programmer of the past 2 years with no formal training and know very little about maximizing the potential of graphics hardware. I can write shaders and manipulate a multi-layered drawing environment, but I've basically stuck to minimalist pixel shaders. I'm working on putting dynamic point light shadows in my 2d sidescroller, and have had it working to a reasonable degree. Just chucking it in without working on serious optimizations outside of basic culling, I can get 50 lights or so onscreen at once and still hover around 100 fps. The only issue is that I'm on a very high end machine and would like to target the game at as many platforms I can, low and high end. The way I'm doing shadows involves a lot of masking before I can finally draw the light to my light layer. Basically, my technique to achieveing such shadows is as follows. See pics in this album http://imgur.com/a/m2fWw#0 The dark gray represents the background tiles, the light gray represents the foreground tiles, and the yellow represents the shadow-emitting foreground tile. I'll draw the light using a radial gradient and a color of choice I'll then exclude light from the mask by drawing some geometry extending through the tile from my point light. I actually don't mask the light yet at this point, but I'm just illustrating the technique in this image Finally, I'll re-include the foreground layer in my mask, as I only want shadows to collect on the background layer and finally multiply the light with it's mask to the light layer My question is simple - How can I go about reducing the amount of render target switches I need to do to achieve the following: a. Draw mask to exclude shadows from the foreground to it's own target once per frame b. For each light that emits shadows, -Begin light mask as full white -Render shadow geometry as transparent with an opaque blendmode to eliminate shadowed areas from the mask -Render foreground mask back over the light mask to reintroduce light to the foreground c. Multiply light texture with it's individual mask to the main light layer.

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  • How do I create a 2.5d parallax effect?

    - by Nikolay Dyankov
    I have a decent background in 3D graphics and programming, but I'm new to game development. I'm currently exploring different possibilities and I really want to make an RPG game. I was thinking about classic 2D isometric view, but I really love how Diablo 2 looks and feels to play. My question is - how can I achieve Diablo 2's parallax effect? Everything looks hand drawn with baked lights and shadows and looks awesome, but when you move around you notice some perspective. For example, let's say that I drew a big hall with columns in Photoshop with an orthographic perspective (classic pixel art style, just parallel lines). How would I give parallax effect to this scene when the character moves around? If I use camera-facing sprites for everything it would probably look OK in the distance, but it would be really fake when a character comes close to a column (cylinder) for example. Any suggestions? How did Blizzard make the parallax effect in Diablo 2? See this screenshot: http://guidesmedia.ign.com/guides/10629/images/act2tombs.jpg

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  • Top 10 Posts in 2010

    - by dwahlin
    Blogging’s a lot of fun and a great way to share what you’ve learned. It’s also a great way to learn based upon comments people leave that help you see things in an entirely new way in some cases.  Since we’ve now moved on to 2011 (Happy New Year’s!) I wanted to list the Top 10 posts from my blog during 2010 based on individual views.  Thanks to everyone who follows my blog and adds comments from time to time. Here’s wishing everyone a great 2011!   1. Reducing Code by Using jQuery Templates 2. Integrating HTML into Silverlight Applications 3. Silverlight is Dead, the Moon is Made of Cheese, and HTML 5 is Ready for Prime Time 4. Understanding the Role of Commanding in Silverlight 4 Applications 5. New Article – Getting Started with WCF RIA Services 6. Simplify Your Code with LINQ 7. My Favorite iPad Apps….So Far 8. Final Release of Silverlight Tools for Visual Studio 2010 Released 9. Handling WCF Service Paths in Silverlight 4 – Relative Path Support 10. Tales from the Trenches – Building a Real-World Silverlight Line of Business Application   Getting Started with the MVVM Pattern in Silverlight Applications – Posted late 2009 so I’m giving it honorable mention status since it’s still one of the most popular posts.

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  • Why I don't use SSIS checkpoint files

    - by jamiet
    In a recent discussion in regard to general ETL best practises the subject of checkpoint files as a means for package restartability came up and I stated that I was dead against using them. For anyone that may care, here is why: Configuring them is distinctly unintuitive (that's a matter of opinion but if you follow the link I'll wager that you will agree) they don't make any allowance for loop iterations they cannot store variables of type Object they are limited in ability. There are many scenarios where you may want to execute certain containers regardless of whether the package is started from a checkpoint file but the current usage model does not allow for this. they are ignored by eventhandlers, which wouldn't be so bad if there were a way to toggle this behaviour in certain scenarios they dont work properly I'll expand on the last bullet point. I have encountered situations where the behaviour for tasks executing concurrently is unpredictable. That is, sometimes the completion of a task that executes concurrently with a failed/failing task will make it into the checkpoint file and sometimes it won't. This is near-impossible to reproduce but it does happen as my good friend John Welch will hopefully concur (if he is reading). Is anyone out there making successful use of checkpoint files within SSIS? I would be interested in knowing about that if so. @Jamiet

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  • Correct level of abstraction for a 3d rendering component?

    - by JohnB
    I've seen lots of questions around this area but not this exact question so apologies if this is a duplicate. I'm making a small 3d game. Well to be honest, it's just a little hobby project and likely won't turn out to be an actual game, I'll be happy to make a nice graphics demo and learn about 3d rendering and c++ design. My intent is to use direct3d9 for rendering as I have some little experience of it, and it seems to meet my requirements. However if I've learned one thing as a programmer it's to ask "is there any conceivable reason that this component might be replaced by a different implmentation" and if the answer is yes then I need to design a proper abstraction and interface to that component. So even though I intend to implment d3d9 I need to design a 3d interface that could be implemented for d3d11, opengl... My question then is what level is it best to do this at? I'm thinking that an interface capable of creating and later drawing Vertex buffers and index buffers Textures Vertex and Pixel "shaders" Some representation of drawing state (blending modes etc...) In other words a fairly low level interface where my code to draw for example an animated model would use the interface to obtain abstract vertex buffers etc. I worry though that it's too low level to abstract out all the functionallity I need efficiently. The alternative is to do this at a higher level where the interface can draw objects, animations, landscapes etc, and implement them for each system. This seems like more work, but it more flexible I guess. So that's my question really, when abstracting out the drawing system, what level of interface works best?

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  • C#/XNA get hardware mouse position

    - by Sunder
    I'm using C# and trying to get hardware mouse position. First thing I tryed was simple XNA functionality that is simple to use Vector2 position = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); After that i do the drawing of mouse as well, and comparing to windows hardware mouse, this new mouse with xna provided coordinates is "slacking off". By that i mean, that it is behind by few frames. For example if game is runing at 600 fps, of curse it will be responsive, but at 60 fps software mouse delay is no longer acceptable. Therefore I tried using what I thought was a hardware mouse, [DllImport("user32.dll")] [return: MarshalAs(UnmanagedType.Bool)] public static extern bool GetCursorPos(out POINT lpPoint); but the result was exactly the same. I also tried geting Windows form cursor, and that was a dead end as well - worked, but with the same delay. Messing around with xna functionality: GraphicsDeviceManager.SynchronizeWithVerticalRetrace = true/false Game.IsFixedTimeStep = true/fale did change the delay time for somewhat obvious reasons, but the bottom line is that regardless it still was behind default Windows mouse. I'v seen in some games, that they provide option for hardware acelerated mouse, and in others(I think) it is already by default. Can anyone give some lead on how to achieve that.

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  • A lot has happened since last post!!!!!!!!!

    - by Ratman21
    And I mean a lot! First off had two interviews (one was selling insurance) and other installing cable. I have more hope for the cable one. Getting more emails from my job search engines (having problems with going through them and applying for those jobs, I know I can do). It seems the more I apply to, the more job emails pop up in my in box. But at the same time I am fighting feelings of worthlessness (18 months and no job). It is putting a strain on my marriage (We had had blow out over a broken drinking glass since I last posted).     But, at the same time, I am fighting mad about (a figure of speech, really) not having a job. Look just because I am over 55 and have gray hair. It does not mean, my brain is dead or I can not longer trouble shoot a router or circuit or LAN issue. Or that I can do “IT” work at all. And I could prove this if; some one would give me at job. Come on try me for 90 days at min. wage.   I know you will end up keeping me (hope fully at normal pay) around. Is any one hearing me…come on take up the challenge!

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  • Silverlight Cream for May 25, 2010 -- #869

    - by Dave Campbell
    In this Issue: Miroslav Miroslavov, Victor Gaudioso, Phil Middlemiss, Jonathan van de Veen, Lee, and Domagoj Pavlešic. From SilverlightCream.com: Book Folding effect using Pixel Shader On the new CompleteIT site, did you know the page-folding was done using PixelShaders? I hadn't put much thought into it, but that's pretty cool, and Miroslav Miroslavov has a blog post up discussing it, and the code behind it. New Silverlight Video Tutorial: How to create a Slider with a ToolTip that shows the Value of the Slider This is pretty cool... Victor Gaudioso's latest video tutorial shows how to put the slider position in the slider tooltip... code and video tutorial included. Backlighting a ListBox Put this in the cool category as well... Phil Middlemiss worked out a ListBox styling that makes the selected item be 'backlit' ... check out the screenshot on the post... and then grab the code :) Adventures while building a Silverlight Enterprise application part #33 Jonathan van de Veen is discussing changes to his project/team and how that has affected development. Read about what they did right and some of their struggles. RIA Services and Storedprocedures Lee's discussing Stored Procs and RIA Services ... he begins with one that just works, then moves on to demonstrate the kernel of the problem he's attacking and the solution of it. DoubleClick in Silverlight Domagoj Pavlešic got inspiration from one of Mike Snow's Tips of the Day and took off on the double-click idea... project source included. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Video Of Uncontacted Tribe In Brazilian Forest

    - by Gopinath
    The dense forest of Amazon is not only the land of rare species and trees but also a home of many tribal communities who were never contacted by civilized humans. Recently BBC along with Survival International Group (a tribal advocacy group) scanned the dense Brazilian jungle and discovered an uncontacted tribal group believed to be Panoa Indians. They live in resource rich areas which are primary targets of mining & logging industries. In order to unearth the resources, often these tribes shot dead or chased away to new lands. The video footage and photographs of the tribes are released to bring awareness about these tribes and also urge governments to take necessary steps to protect them. Tess Thackara, Survival International’s U.S. coordinator says We’re trying to bring awareness to uncontacted tribes, because they are so vulnerable. Governments often deny that they exist, We’re releasing these images because we need evidence to prove they’re there.   via wired & bbc This article titled,Video Of Uncontacted Tribe In Brazilian Forest, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Join the Geek+ Community on Google+ and Share Your Random Geekery

    - by The Geek
    It turns out that Google+ recently added a new feature that allows you to create your own community inside of Google+, where anybody that’s a member can post images, links, or start a discussion. We’ve created the Geek+ Community, so stop by and join in the fun. You’ll notice that there’s only a few members right now, but we’re hoping that we can get every How-To Geek reader to participate in the geeky discussion. You’re welcome to: Post random geeky stuff that you find. Yell at us for articles that you don’t like, or tell us how we can do things better. Participate in discussions with other HTG readers. Post up your own Geek Trivia. We might even publish it over here on How-To Geek. Ask others for advice. Just read everything that the other readers post. Lots of other things we can’t think of right now. Note: If you want tech support, you should post on our regular forum. 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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  • How-To Backup, Swap, and Update Your Wii Game Saves

    - by Jason Fitzpatrick
    Whether you want to backup your game saves because you’ve worked so hard on them or you want to import game saves precisely so you don’t have to work so hard, we’ve got you covered. Image adapted from icon set by GasClown. There are a multitude of reasons you might want to export and import game saves from your Wii including: saving the progress on your favorite games before sending in your Wii for service, copying the progress to a friend’s or your secondary Wii, and importing saved games from the web or your friend’s Wii so that you don’t have to bust your ass to unlock all the specialty items yourself. (Here’s looking at you Mario Kart and House of the Dead: Overkill.) Latest Features How-To Geek ETC How To Create Your Own Custom ASCII Art from Any Image How To Process Camera Raw Without Paying for Adobe Photoshop How Do You Block Annoying Text Message (SMS) Spam? How to Use and Master the Notoriously Difficult Pen Tool in Photoshop HTG Explains: What Are the Differences Between All Those Audio Formats? How To Use Layer Masks and Vector Masks to Remove Complex Backgrounds in Photoshop Bring Summer Back to Your Desktop with the LandscapeTheme for Chrome and Iron The Prospector – Home Dash Extension Creates a Whole New Browsing Experience in Firefox KinEmote Links Kinect to Windows Why Nobody Reads Web Site Privacy Policies [Infographic] Asian Temple in the Snow Wallpaper 10 Weird Gaming Records from the Guinness Book

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  • Web to Print system - which client side technology should I use

    - by mr null
    I'm getting started to develop Web to Print system. My main concern is which client-side techology should I use: jQuery/CSS Flex/ActionScript or something else? For now, idea is that user/customer choose Product eg: Business card Attributes: Dimensions,Paper type, ... etc Template or blank Adjust product (editor) Preview & order Output should be PDF 300dpi. My main issue is: adding/adjusting text in editor. (font size, font family...). Because application should be cross browser. And I think that 10px Arial can't be the same in Firefox 5 and IE 8. It must be pixel perfect in every browser. If somebody order $100 of business cards, and text is different that he/she saw when ordering - that is a big problem. So, Flash platform should be the answer. But, as I see it's dying technology, 2012 is here - HTML5 is replacing Flash rapidly. I hope that you understand me, so every guideline or few smart words would be very appreciating.

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  • Chrome Time Track Is a Simple Task Time Tracker

    - by ETC
    If you don’t need advanced project tracking but still want to track how long it takes you to finish certain tasks or projects, Chrome Time Tracker is a free Chrome extension with a dead simple interface. Install the extension and a Time Track icon appears in your toolbar. Click it to create new tasks, delete old tasks, and start, stop, and reset your task timers. When the timer is running the icon changes to indicate you’re on the clock; pause the timer and it toggles back to the default icon. Hit up the link below to grab a copy. Chrome Time Track is free and works wherever Google Chrome does. Chrome Time Track [Google Chrome Extensions] Latest Features How-To Geek ETC How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware The Citroen GT – An Awesome Video Game Car Brought to Life [Video] Final Man vs. Machine Round of Jeopardy Unfolds; Watson Dominates Give Chromium-Based Browser Desktop Notifications a Native System Look in Ubuntu Chrome Time Track Is a Simple Task Time Tracker Google Sky Map Turns Your Android Phone into a Digital Telescope Walking Through a Seaside Village Wallpaper

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  • Demonstrate bad code to client?

    - by jtiger
    I have a new client that has asked me to do a redesign of their website, an ASP.NET Webforms application that was developed by another consultant. It seemed straight-forward (it never is) but I took a look at the code to make sure I knew what I was in for. This application was not written well. At all. It is extremely vulnerable to SQL Injection attacks, business logic is spread throughout the entire application, a lot of duplication, and dead end code that does nothing. On top of that, it keeps throwing exceptions that are being smothered, so it all appears to be running smoothly. My job is to simply update the html and css, but much of the html is being generated in business logic and would be a nightmare for me to sort everything out. My estimates on the redesign were longer than the client was aiming for, and they are asking why so long. How can I explain to my client just how bad this code is? In their mind, the application is running great and the redesign should be a quick one-off. It's my word against the previous consultant, so how can I actually give simple, concrete examples that a non-technical client would understand?

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  • What are some good examples of exuberant in-game instructions for telling the player to repeatedly smash a button?

    - by Michael
    What are some good examples of exuberant in-game instructions for telling the player to repeatedly and quickly press a button or perform an action? I'm especially interested in examples in retro games (e.g., from the NES, SNES, and 1980-90s arcade eras), and I would love to see examples with text, graphics, or both. To illustrate, here are a few examples of the type of instructions that I'm thinking of: Smash the A button to lift something heavy! Toggle the joystick back and forth to break free! Quickly press the button to build power in a meter! I'm working on a 2D iOS game with retro-style pixel art, and there's a point where I want the player to quickly tap on a sprite to complete an action. I have a serviceable starting point -- the word "TAP" flashing with an arrow repeatedly moving downward beneath it: But it still doesn't feel quite right. I would love to see some actual examples from the golden days of 2D gaming to use as reference material. I know examples abound, but I'm just struggling to think of any concrete ones at the moment. Can you think of any examples of this type of thing in old games?

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  • Regarding sprite design and resolution for tablets and phones

    - by Dimitris P.
    I am about to start working on a game for android devices, in my spare time, to get familiar with android development. I'm more interested in using the best practices possible than getting a quick result, and that is why I need some guidance regarding graphics. I think the game is going to be fully sprite based. Everything is going to be in .bmp form, or something similar, and my question is: Should I design the sprites in a small resolution (ie for phone screens) and scale them up to fit into larger screens (tablet screens), should I do it vice-versa or should I consider a completely different approach? Would designing a different set of sprites for each of the most used resolution settings be worth it or are there simpler solutions to the problem with fewer drawbacks than the ones I mentioned above? (If I follow the first approach, for example, the larger the screen the worse the graphics will get, since every pixel of the original drawing will cover several pixels on the screen). Is there a standard approach for dealing with this kind of problems? If you need me to be more detailed or more clear about something I mentioned (or forgot to) please don't hesitate to ask. Also, excuse me for any inaccurate use of the English language. Thank you in advance for your input.

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