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  • Embed Powerpoint slides in Word document

    - by flybywire
    I want to embed a powerpoint slide in a word document. I don't want to export it as JPG and insert the picture into my word document. I want it to be "dynamically linked", i.e. whenever I edit/change/update my slide the word document gets changed too. Is that possible? How?

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  • Microsoft Word Image Flattening?

    - by CaMiX
    I'm trying to find a way to flatten images in a MS Word 2007 document. I want the images that have text/labels placed/layered on top of them to be merged into a single image. Are there any tools or AddIns for Word that can do this? With a 100+ page document I'm trying to avoid a manual process... I can't believe Word doesn't have a feature or option hidden somewhere that can do this out of the box.

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  • Document Map in MS Word 2007 going bonkers

    - by rzlines
    I'm working on a large project report in Microsoft Word 2007 and have been using the document map to generate the index. I have been carefully selecting the headers that need to be added to the document map but I saved the document and opened it up today to work on it - the document map has added whatever it pleases there. This is a temporary fix from a post that I found after extensive searching that works, but when I save and close the document and open it up again I face the same dilemma: I have noticed that when Word stuffs up the document map after opening the file, I can undo this by using the UNDO button. Word calls it ’Autoformat’. I have also fixed a file that has had the document map screwed permanently (i.e saved with it) by selecting all (CTRL+A),selecting the PARAGRAPH drop down menu in the HOME TAB and in the OUTLINE drop down box, selecting ’Body Text’. This removed all the problems and did not seem to affect my outline level paragraph headings. This is also another temporary fix but I have to be on my toes not to let Word auto format at the start of the document. I also can't afford to entirely turn off auto format as I need it. I’ve solved this problem for me. When you open the file, a progress bar at the bottom first says Opening (ESC to Cancel) and then it says Word is formatting the document (ESC to Cancel). If I cancel the second process, TOC fine. No cancelling, TOC screwed. Can anyone work out how to switch off the autoformatting? This is the post in which i found for the temporary fix

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  • Handout export to word from PowerPoint are too big :(

    - by nickjohn
    EDITED i am using power point lectures. i want to mail merge speaker data into the respective lecture. now thats not possible with ppt as far i know, so i have to convert these lectures to handout by using power point option "publishMS word handouts" and use word mail merger. this is good since it will keep the comments/notes added in slides in handouts aswell. but these exported handouts in word remain actual slides and retain link to original ppt rather than simply get exported as images. so the file size gets verrry big 10mb ppt = 212mb doc=88mb docx Is there any option to convert handouts exported from power point to word as images? i simply cant save them as pngs from powerpoint since that will not include the comments data. Thanks

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  • Microsoft Word "Random" Crashes

    - by Bent Rasmussen
    Word seemingly randomly crashes in an application setting where it is first being used to programmatically databind (bookmarks) and then directly afterwards opened on the user machine for further user input. The error message is quite precise but the workaround has eluded me. Word crashes a moment or two after it has been opened on the user machine with the below exception details. Problem signature: Problem Event Name: APPCRASH Application Name: WINWORD.EXE Application Version: 14.0.6129.5000 Application Timestamp: 5082f354 Fault Module Name: wwlib.dll Fault Module Version: 14.0.6129.5000 Fault Module Timestamp: 5082f3dc Exception Code: c0000005 Exception Offset: 000eed32 OS Version: 6.1.7601.2.1.0.16.7 Locale ID: 1030 Additional information about the problem: LCID: 1030 skulcid: 1030 Sometimes one can run the exact same scenario 50 times before experiencing a crash, other times only a few times. We have tried using different versions of the Word format as well as renaming the databound file after saving so that the file being opened on the user machine is different. Principally Word should never crash but perhaps there is some workaround that can make Word not crash. Googling for a solution there appears to be multiple things that can trigger this bug.

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  • How to copy web page text and images to MS Word

    - by Les
    From time to time I want to copy and paste a portion of a web document (viewed in both IE Explorer 7 and 8) into MS Word 2007. The selected text copies and pastes fine, but I am left with only place holders for the images (png). Right clicking the image and clicking copy, then pasting into MS Word doesn't work either. If I paste the image into MS Paint and copy it from there, I can paste it into the Word document. What gives?

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  • Is there a way to permanently remove highlighting from editable areas within a protected word docume

    - by CT
    Is there a way to permanently remove highlighting from editable areas within a protected word document? This is in relation to a previous question I had on locking portions of a Word Document located here: http://superuser.com/questions/143860/can-i-lock-or-make-uneditable-portions-of-a-word-document Using this solution, any editable area is highlighted. You can uncheck the Highlight editable area box within the Protect Document bar but if you save and reopen the area is highlighted again. The document is on a network drive. If another user were to open the document it would also be highlighted. Is there anyway to permanently turn this highlighting off so that when a user accesses the document from the network they do not see this highlighting? Using Word 2007.

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  • Make words look like keystrokes in Microsoft Word

    - by techturtle
    Is there an easy way in Microsoft Word 2010 to make words appear like keystrokes the way we can here in Superuser? Something like this: Ctrl + V I know that <kbd> is an HTML tag, but in normal HTML that just switches to a fixed-width font. In fact, that's how Word treats it if you paste something from SU into a Word doc: If there's not a standard way to do this in Word, is there a free font that might accomplish the same thing? I thought I'd seen some before but couldn't find any at the regular places I find fonts (dafont.com, fontspace.com).

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  • Flatten Word document

    - by user126389
    I have a document with some precise formatting, created in Word. This doc was converted to PDF for distribution. Now the original is lost, and reconverting to Word using a PDF to word add-on from Microsoft results in many text boxes in the new DOC file. How can I 'flatten' this to remove the text boxes and retain most of the formatting in order to update the contents? Recreating the original formatting would take a long time.

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  • Problem rendering VBO

    - by Onno
    I'm developing a game engine using OpenTK. I'm trying to get to grips with the use of VBO's. I've run into some trouble because somehow it doesn't render correctly. Thus far I've used immediate mode to render a test object, a test cube with a texture. namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class ImmediateFaceBasedCube : IMesh { private IList<Face> faces = new List<Face>(); public ImmediateFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: move vertex normal and texture data to datastructure //todo: VBO based rendering //top face //1 IList<VertexData> verticesT1 = new List<VertexData>(); VertexData T1a = new VertexData(); T1a.Normal = normals[0]; T1a.TexCoord = textureCoordinates[5]; T1a.Position = allVertices[3]; verticesT1.Add(T1a); VertexData T1b = new VertexData(); T1b.Normal = normals[0]; T1b.TexCoord = textureCoordinates[9]; T1b.Position = allVertices[0]; verticesT1.Add(T1b); VertexData T1c = new VertexData(); T1c.Normal = normals[0]; T1c.TexCoord = textureCoordinates[10]; T1c.Position = allVertices[1]; verticesT1.Add(T1c); Face F1 = new Face(verticesT1); faces.Add(F1); //2 IList<VertexData> verticesT2 = new List<VertexData>(); VertexData T2a = new VertexData(); T2a.Normal = normals[0]; T2a.TexCoord = textureCoordinates[10]; T2a.Position = allVertices[1]; verticesT2.Add(T2a); VertexData T2b = new VertexData(); T2b.Normal = normals[0]; T2b.TexCoord = textureCoordinates[6]; T2b.Position = allVertices[2]; verticesT2.Add(T2b); VertexData T2c = new VertexData(); T2c.Normal = normals[0]; T2c.TexCoord = textureCoordinates[5]; T2c.Position = allVertices[3]; verticesT2.Add(T2c); Face F2 = new Face(verticesT2); faces.Add(F2); //front face //3 IList<VertexData> verticesT3 = new List<VertexData>(); VertexData T3a = new VertexData(); T3a.Normal = normals[1]; T3a.TexCoord = textureCoordinates[1]; T3a.Position = allVertices[3]; verticesT3.Add(T3a); VertexData T3b = new VertexData(); T3b.Normal = normals[1]; T3b.TexCoord = textureCoordinates[0]; T3b.Position = allVertices[7]; verticesT3.Add(T3b); VertexData T3c = new VertexData(); T3c.Normal = normals[1]; T3c.TexCoord = textureCoordinates[5]; T3c.Position = allVertices[0]; verticesT3.Add(T3c); Face F3 = new Face(verticesT3); faces.Add(F3); //4 IList<VertexData> verticesT4 = new List<VertexData>(); VertexData T4a = new VertexData(); T4a.Normal = normals[1]; T4a.TexCoord = textureCoordinates[5]; T4a.Position = allVertices[0]; verticesT4.Add(T4a); VertexData T4b = new VertexData(); T4b.Normal = normals[1]; T4b.TexCoord = textureCoordinates[0]; T4b.Position = allVertices[7]; verticesT4.Add(T4b); VertexData T4c = new VertexData(); T4c.Normal = normals[1]; T4c.TexCoord = textureCoordinates[4]; T4c.Position = allVertices[4]; verticesT4.Add(T4c); Face F4 = new Face(verticesT4); faces.Add(F4); //right face //5 IList<VertexData> verticesT5 = new List<VertexData>(); VertexData T5a = new VertexData(); T5a.Normal = normals[2]; T5a.TexCoord = textureCoordinates[2]; T5a.Position = allVertices[0]; verticesT5.Add(T5a); VertexData T5b = new VertexData(); T5b.Normal = normals[2]; T5b.TexCoord = textureCoordinates[1]; T5b.Position = allVertices[4]; verticesT5.Add(T5b); VertexData T5c = new VertexData(); T5c.Normal = normals[2]; T5c.TexCoord = textureCoordinates[6]; T5c.Position = allVertices[1]; verticesT5.Add(T5c); Face F5 = new Face(verticesT5); faces.Add(F5); //6 IList<VertexData> verticesT6 = new List<VertexData>(); VertexData T6a = new VertexData(); T6a.Normal = normals[2]; T6a.TexCoord = textureCoordinates[1]; T6a.Position = allVertices[4]; verticesT6.Add(T6a); VertexData T6b = new VertexData(); T6b.Normal = normals[2]; T6b.TexCoord = textureCoordinates[5]; T6b.Position = allVertices[5]; verticesT6.Add(T6b); VertexData T6c = new VertexData(); T6c.Normal = normals[2]; T6c.TexCoord = textureCoordinates[6]; T6c.Position = allVertices[1]; verticesT6.Add(T6c); Face F6 = new Face(verticesT6); faces.Add(F6); //back face //7 IList<VertexData> verticesT7 = new List<VertexData>(); VertexData T7a = new VertexData(); T7a.Normal = normals[3]; T7a.TexCoord = textureCoordinates[4]; T7a.Position = allVertices[5]; verticesT7.Add(T7a); VertexData T7b = new VertexData(); T7b.Normal = normals[3]; T7b.TexCoord = textureCoordinates[9]; T7b.Position = allVertices[2]; verticesT7.Add(T7b); VertexData T7c = new VertexData(); T7c.Normal = normals[3]; T7c.TexCoord = textureCoordinates[5]; T7c.Position = allVertices[1]; verticesT7.Add(T7c); Face F7 = new Face(verticesT7); faces.Add(F7); //8 IList<VertexData> verticesT8 = new List<VertexData>(); VertexData T8a = new VertexData(); T8a.Normal = normals[3]; T8a.TexCoord = textureCoordinates[9]; T8a.Position = allVertices[2]; verticesT8.Add(T8a); VertexData T8b = new VertexData(); T8b.Normal = normals[3]; T8b.TexCoord = textureCoordinates[4]; T8b.Position = allVertices[5]; verticesT8.Add(T8b); VertexData T8c = new VertexData(); T8c.Normal = normals[3]; T8c.TexCoord = textureCoordinates[8]; T8c.Position = allVertices[6]; verticesT8.Add(T8c); Face F8 = new Face(verticesT8); faces.Add(F8); //left face //9 IList<VertexData> verticesT9 = new List<VertexData>(); VertexData T9a = new VertexData(); T9a.Normal = normals[4]; T9a.TexCoord = textureCoordinates[8]; T9a.Position = allVertices[6]; verticesT9.Add(T9a); VertexData T9b = new VertexData(); T9b.Normal = normals[4]; T9b.TexCoord = textureCoordinates[13]; T9b.Position = allVertices[3]; verticesT9.Add(T9b); VertexData T9c = new VertexData(); T9c.Normal = normals[4]; T9c.TexCoord = textureCoordinates[9]; T9c.Position = allVertices[2]; verticesT9.Add(T9c); Face F9 = new Face(verticesT9); faces.Add(F9); //10 IList<VertexData> verticesT10 = new List<VertexData>(); VertexData T10a = new VertexData(); T10a.Normal = normals[4]; T10a.TexCoord = textureCoordinates[8]; T10a.Position = allVertices[6]; verticesT10.Add(T10a); VertexData T10b = new VertexData(); T10b.Normal = normals[4]; T10b.TexCoord = textureCoordinates[12]; T10b.Position = allVertices[7]; verticesT10.Add(T10b); VertexData T10c = new VertexData(); T10c.Normal = normals[4]; T10c.TexCoord = textureCoordinates[13]; T10c.Position = allVertices[3]; verticesT10.Add(T10c); Face F10 = new Face(verticesT10); faces.Add(F10); //bottom face //11 IList<VertexData> verticesT11 = new List<VertexData>(); VertexData T11a = new VertexData(); T11a.Normal = normals[5]; T11a.TexCoord = textureCoordinates[10]; T11a.Position = allVertices[7]; verticesT11.Add(T11a); VertexData T11b = new VertexData(); T11b.Normal = normals[5]; T11b.TexCoord = textureCoordinates[9]; T11b.Position = allVertices[6]; verticesT11.Add(T11b); VertexData T11c = new VertexData(); T11c.Normal = normals[5]; T11c.TexCoord = textureCoordinates[14]; T11c.Position = allVertices[4]; verticesT11.Add(T11c); Face F11 = new Face(verticesT11); faces.Add(F11); //12 IList<VertexData> verticesT12 = new List<VertexData>(); VertexData T12a = new VertexData(); T12a.Normal = normals[5]; T12a.TexCoord = textureCoordinates[13]; T12a.Position = allVertices[5]; verticesT12.Add(T12a); VertexData T12b = new VertexData(); T12b.Normal = normals[5]; T12b.TexCoord = textureCoordinates[14]; T12b.Position = allVertices[4]; verticesT12.Add(T12b); VertexData T12c = new VertexData(); T12c.Normal = normals[5]; T12c.TexCoord = textureCoordinates[9]; T12c.Position = allVertices[6]; verticesT12.Add(T12c); Face F12 = new Face(verticesT12); faces.Add(F12); } public void draw() { GL.Begin(BeginMode.Triangles); foreach (Face face in faces) { foreach (VertexData datapoint in face.verticesWithTexCoords) { GL.Normal3(datapoint.Normal); GL.TexCoord2(datapoint.TexCoord); GL.Vertex3(datapoint.Position); } } GL.End(); } } } Gets me this very nice picture: The immediate mode cube renders nicely and taught me a bit on how to use OpenGL, but VBO's are the way to go. Since I read on the OpenTK forums that OpenTK has problems doing VA's or DL's, I decided to skip using those. Now, I've tried to change this cube to a VBO by using the same vertex, normal and tc collections, and making float arrays from them by using the coordinates in combination with uint arrays which contain the index numbers from the immediate cube. (see the private functions at end of the code sample) Somehow this only renders two triangles namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class VBOFaceBasedCube : IMesh { private int VerticesVBOID; private int VerticesVBOStride; private int VertexCount; private int ELementBufferObjectID; private int textureCoordinateVBOID; private int textureCoordinateVBOStride; //private int textureCoordinateArraySize; private int normalVBOID; private int normalVBOStride; public VBOFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: VBO based rendering uint[] vertexElements = { 3,0,1, //01 1,2,3, //02 3,7,0, //03 0,7,4, //04 0,4,1, //05 4,5,1, //06 5,2,1, //07 2,5,6, //08 6,3,2, //09 6,7,5, //10 7,6,4, //11 5,4,6 //12 }; VertexCount = vertexElements.Length; IList<uint> vertexElementList = new List<uint>(vertexElements); uint[] normalElements = { 0,0,0, 0,0,0, 1,1,1, 1,1,1, 2,2,2, 2,2,2, 3,3,3, 3,3,3, 4,4,4, 4,4,4, 5,5,5, 5,5,5 }; IList<uint> normalElementList = new List<uint>(normalElements); uint[] textureIndexArray = { 5,9,10, 10,6,5, 1,0,5, 5,0,4, 2,1,6, 1,5,6, 4,9,5, 9,4,8, 8,13,9, 8,12,13, 10,9,14, 13,14,9 }; //textureCoordinateArraySize = textureIndexArray.Length; IList<uint> textureIndexList = new List<uint>(textureIndexArray); LoadVBO(allVertices, normals, textureCoordinates, vertexElements, normalElementList, textureIndexList); } public void draw() { //bind vertices //bind elements //bind normals //bind texture coordinates GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.NormalArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); GL.VertexPointer(3, VertexPointerType.Float, VerticesVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); GL.NormalPointer(NormalPointerType.Float, normalVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); GL.TexCoordPointer(2, TexCoordPointerType.Float, textureCoordinateVBOStride, 0); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.DrawElements(BeginMode.Polygon, VertexCount, DrawElementsType.UnsignedShort, 0); } //loads a static VBO void LoadVBO(IList<Vector3> vertices, IList<Vector3> normals, IList<Vector2> texcoords, uint[] elements, IList<uint> normalIndices, IList<uint> texCoordIndices) { int size; //todo // To create a VBO: // 1) Generate the buffer handles for the vertex and element buffers. // 2) Bind the vertex buffer handle and upload your vertex data. Check that the buffer was uploaded correctly. // 3) Bind the element buffer handle and upload your element data. Check that the buffer was uploaded correctly. float[] verticesArray = convertVector3fListToFloatArray(vertices); float[] normalsArray = createFloatArrayFromListOfVector3ElementsAndIndices(normals, normalIndices); float[] textureCoordinateArray = createFloatArrayFromListOfVector2ElementsAndIndices(texcoords, texCoordIndices); GL.GenBuffers(1, out VerticesVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); Console.WriteLine("load 1 - vertices"); VerticesVBOStride = BlittableValueType.StrideOf(verticesArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verticesArray.Length * sizeof(float)), verticesArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (verticesArray.Length * BlittableValueType.StrideOf(verticesArray) != size) { throw new ApplicationException("Vertex data not uploaded correctly"); } else { Console.WriteLine("load 1 finished ok"); size = 0; } Console.WriteLine("load 2 - elements"); GL.GenBuffers(1, out ELementBufferObjectID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(elements.Length * sizeof(uint)), elements, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size); if (elements.Length * sizeof(uint) != size) { throw new ApplicationException("Element data not uploaded correctly"); } else { size = 0; Console.WriteLine("load 2 finished ok"); } GL.GenBuffers(1, out normalVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); Console.WriteLine("load 3 - normals"); normalVBOStride = BlittableValueType.StrideOf(normalsArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(normalsArray.Length * sizeof(float)), normalsArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); Console.WriteLine("load 3 - pre check"); if (normalsArray.Length * BlittableValueType.StrideOf(normalsArray) != size) { throw new ApplicationException("Normal data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } GL.GenBuffers(1, out textureCoordinateVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); Console.WriteLine("load 4- texture coordinates"); textureCoordinateVBOStride = BlittableValueType.StrideOf(textureCoordinateArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(textureCoordinateArray.Length * textureCoordinateVBOStride), textureCoordinateArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (textureCoordinateArray.Length * BlittableValueType.StrideOf(textureCoordinateArray) != size) { throw new ApplicationException("texture coordinate data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } } //used to convert vertex arrayss for use with VBO's private float[] convertVector3fListToFloatArray(IList<Vector3> input) { int arrayElementCount = input.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector3 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; output[fillCount + 2] = v.Z; fillCount += 3; } return output; } //used for converting texture coordinate arrays for use with VBO's private float[] convertVector2List_to_floatArray(IList<Vector2> input) { int arrayElementCount = input.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector2 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; fillCount += 2; } return output; } //used to create an array of floats from private float[] createFloatArrayFromListOfVector3ElementsAndIndices(IList<Vector3> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; output[fillCount + 2] = inputVectors[i].Z; fillCount += 3; } return output; } private float[] createFloatArrayFromListOfVector2ElementsAndIndices(IList<Vector2> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; fillCount += 2; } return output; } } } This code will only render two triangles and they're nothing like I had in mind: I've done some searching. In some other questions I read that, if I did something wrong, I'd get no rendering at all. Clearly, something gets sent to the GFX card, but it might be that I'm not sending the right data. I've tried altering the sequence in which the triangles are rendered by swapping some of the index numbers in the vert, tc and normal index arrays, but this doesn't seem to be of any effect. I'm slightly lost here. What am I doing wrong here?

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  • 10 Quick Tips to Get the Most from Microsoft Office

    - by Lori Kaufman
    We have published some useful tips and tricks for getting the most out of Office 2010 and 2007. This article compiles 10 of the best tips and tricks we have covered. How to See What Web Sites Your Computer is Secretly Connecting To HTG Explains: When Do You Need to Update Your Drivers? How to Make the Kindle Fire Silk Browser *Actually* Fast!

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  • Add ability to add tabs to the end of a line in Windows PowerShell ISE

    - by deadlydog
    Originally posted on: http://geekswithblogs.net/deadlydog/archive/2013/06/24/add-ability-to-add-tabs-to-the-end-of-a.aspxIn the preamble of an earlier post I mentioned that one of the little things that bugs me about Windows PowerShell ISE is that you can add tabs to the start of a line, but not to the end of a line.  This is likely because it would interfere with the tab-completion feature.  I still like to be able to put tabs on the end of my code lines though so that I can easily line up my comments.  Here is how we can achieve this functionality in PowerShell ISE. Read more at http://blog.danskingdom.com/add-ability-to-add-tabs-to-the-end-of-a-line-in-windows-powershell-ise/

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  • word game ???? help please

    - by lolo
    Implement the “Word Decoder” game. This game will present the player with a series of scrambled words (up to 20 words) and challenge him/her to attempt to unscramble them. Each time a new word is displayed, and a text input is provided for the user to write the unscrambled word. Once the player thinks the word has been properly decoded, he clicks on the “Check answer” button. If the player’s answer is correct, his score is increased by one. If his answer is not correct, he is notified and he is then given a different word. For example: The word “tac” is displayed. The user inputs “cat”. The answer is correct, and the user’s score is 1. The word “niol” is then displayed. The user inputs “oinl”. The answer is not correct, the user is alerted, and the score stays the same. The game then displays the next word and so on. After the last word, the final score is given to the player. can you help me please???

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  • Visual Studio: Add Item / Add as link rather than just Add

    - by Pete d'Oronzio
    I'm new to visual studio, coming from Delphi. I have a directory tree full of .cs files (root is \Common). I also have a directory tree full of Applications (root is \Applications) Finally, I've got a tree full of Assemblies (root is \Assemblies) I'd like to keep my .cs files in the Common tree and all the environment voodoo (solutions, projects, settings, metadata, debug data, bin, etc.) in the Assmblies tree. So, for a simple example, I've got an assembly called PdMagic.Common.Math.dll. The Solution and project is located in \Assemblies\Common\Math. All of its source (.cs) files are in \Common\Math. (matrix.cs, trig.cs, mathtypes.cs, mathfuncs.cs, stats.cs, etc.) When I use Add Existing Item to add matrix.cs to my project, a copy of it is added to the \Assemblies\Common\Math folder. I just want to reference it. I don't want multiple copies laying around. I've tried Add Existing Item, and used the drop down to "Add link" rather than just "Add", and that seems to do what I want. Question: What is the "best practice" for this sort of thing? Do most people just put those .cs files all in the same folder as the project? Why isn't "Add link" the default? Thanks!

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  • Enhance Internet Explorer 9 with Add-Ons

    - by Lori Kaufman
    If you’re one of those who still use that “other” browser (Internet Explorer or IE), you’ll be glad to know that there are ways to extend the functionality of IE just like you can in Firefox or Chrome. There are not as many add-ons for Internet Explorer as there are for Firefox and Chrome, but you can explore the official Internet Explorer Gallery to see if there are any that peek your interest. In this article, we show you how to install add-ons in Internet Explorer 9. To begin, activate the Command bar, if it’s not already available. Right-click on an empty area of the tab bar and select Command bar from the popup menu. HTG Explains: Why Linux Doesn’t Need Defragmenting How to Convert News Feeds to Ebooks with Calibre How To Customize Your Wallpaper with Google Image Searches, RSS Feeds, and More

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  • I cant add PPA repositories!

    - by Karthik Krishna
    For example, after running this command : sudo add-apt-repository ppa:tualatrix/ppa I get the following output : Traceback (most recent call last): File "/usr/bin/add-apt-repository", line 125, in <module> ppa_info = get_ppa_info_from_lp(user, ppa_name) File "/usr/lib/python2.7/dist-packages/softwareproperties/ppa.py", line 80, in get_ppa_info_from_lp curl.perform() pycurl.error: (6, "Couldn't resolve host 'launchpad.net'") Why is it so. I just installed Ubuntu 12.04 LTS. And it works fine. I have updated and installed the system. I have even installed all required packages. But the thing is as soon as I want to install more packages, Like PPA and sort I am not able to. Till now I have not been able to install any PPA. I am working behind a proxy.

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  • When developing a Microsoft Office Add-In (for Word), is it possible to store hidden metadata inform

    - by leftend
    I am trying to store metadata (basically a unique id) along with each cell of a table in a Word document. Currently, for the add-in I'm developing, I am querying the database, and building a table inside the Word document using the data that is retrieved. I want to be able to save any of the user's edits to the document, and persist it back to the database. My initial thought was to store a unique id along with each cell in the table so that I would be able to tell which records to update. I would also like to store some sort of "isChanged" flag within each cell so that I could tell which cells were changed. I found that I could add the needed information into the "ID" property of the cell - however, that information was not retained if the user saved the document, closed it, and re-opened it. I then tried storing the data by adding a data to the "Fields" collection - but that did not work and threw a runtime error. Here is the code that I tried: object t1 = Word.WdFieldType.wdFieldEmpty; object val = "myValue: " + counter; object preserveFormatting = true; tbl.Cell(i, j).Range.Fields.Add(tbl.Cell(i, j).Range, ref t1, ref val, ref preserveFormatting); This compiles fine, but throws this runtime error "This command is not available". So, is this possible at all? Or am I headed in the wrong direction? Thanks in advance.

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  • How to open Microsoft Word by function call?

    - by Mobin
    I want to open a word document through my program in C# and document path to read or write to. 2.To change the formatting of text in the word document as if i wanted the word window to give me the text in RTF format or plain text or docx (supported formats) 3.If i can retrieve the text in my given format such as RTF from the word window as the user closes the word window

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  • Using COM to open Word

    - by chupinette
    Hello! I am actually trying some codes i found from http://php.net/manual/en/class.com.php <?php // starting word $word = new COM("word.application") or die("Unable to instantiate Word"); echo "Loaded Word, version {$word->Version}\n"; //bring it to front $word->Visible = 1; //open an empty document $word->Documents->Add(); //do some weird stuff $word->Selection->TypeText("This is a test..."); $word->Documents[1]->SaveAs("Useless test.doc"); //closing word $word->Quit(); //free the object $word = null; ?> But this does not seem to work. I am using Word 2007 and i get the following: Loaded Word, version 12.0 Fatal error: Call to undefined method variant::SaveAs() in C:\xampp\htdocs\final\testq.php on line 14 Can anyone solve this problem? Is it because i am using Word 2007?

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  • Visual Studio Add in to Add Tracing

    - by Eric Brown - Cal
    I was looking to write/get a visual studio addin. I want to be able to write descriptive log calls at the top and bottom of a function. like this log.debug("TheClass.TheMethod(string TheStringParam ="+TheStringParam+") - in"); log.debug("TheClass.TheMethod(string TheStringParam ="+TheStringParam+") - out"); Is there an adin that does this? Is there source anywhere for an add in like Ghost Doc that does reflection(or whatever) to parse the parameters and such?

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  • Change the Default Date setting in Word 2010

    - by Chris
    I am using Word 2010 and Windows 7. You know how when you start typing a date in Word it will automatically suggest what it thinks you want? Like if I start typing “6/29”, a little grey bubble will display “6/29/13 (Press ENTER to Insert)”. How do I get it so the bubble will display the year in a 4 digit format, such as "6/29/2013 (Press Enter to Insert)"? The below picture is how it looks when typing a date into Word. I have already gone to the Date & Time option under the Insert menu and the date format that I want is already selected. I think this is only for using quickparts anyway, so the date automatically updates when you open a document. The Region and Language settings under the Control Panel are correct as well. I thought at one point I found it somewhere under options, but I am sure I looked through everything many times and I can’t find it. I posted this exact question at the Microsoft website and someone replied: Go to the Windows Control Panel and click on Clock, Language and Region and then on Change the date, time, or number format and then modify the Short date format so that it is what you want to be used. So please don't suggest this again, because in my question I did say that I already tried this and it doesn't work, at least not for Word, in this situation. Thanks.

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  • Css absolute position don't work in MS WORD

    - by Tim
    Hello! This is a sample: <html> <head> <title>word test</title> </head> <body> <div style='position: absolute; width: 30px; height: 50px; top: 100px; left: 20px; border-color: black; border-width: 1px; border-style: solid;'> <p>Hello!</p> </div> </body> </html> Save it as "word.doc" and open in MS WORD. Absolute position don't work! Div is rendered on the top of document and with 100% width. Why? I can't use a html tables. Version on ms word: 2003

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  • Word 2010 creates multiple processes... sometimes

    - by Bill Sambrone
    I've run into a strange behavior when I migrated our users from Office 2007 / Vista to Office 2010 / Windows 7 (all 32-bit). They use a web based document management system called NetDocuments which stores all their .doc/.docx files. Generally, when they click on a doc from the browser window it fires up Word and opens the doc. Word has an add-in in it from NetDocs as well so it can upload the changed document directly back to the NetDocs server. I get a phone call when Word crashes, and every single time it has crashed I have witnessed multiple winword.exe processes running in task manager. I used process explorer to see what created the process, and it is all Internet Explorer. So far I have rolled them back to IE8 and the problem happens less frequently, but it still happens. When I try to duplicate the problem, I can make it happen sometimes if I open multiple documents very quickly. Using lightning fast alt-tab reflexes, I DO see that a 2nd WinWord process is created when a user clicks on a document, then it closes once the document is open. I think what is happening is that the secondary WinWord process that does some sort of NetDocs voodoo is getting stuck open. This behavior is new to Word 2010 / Windows 7 and google searching isn't coming up with much. I have seen a few posts that this is a known issue in certain circumstances and there is no "fix", but I thought it would good to ask others on this. Thanks!

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  • Block protect (Keep last line of paragraph with next paragraph)

    - by Ed Cottrell
    Is there a way to force Microsoft Word 2010 to keep the last line of a paragraph with the next paragraph? An example of when this is relevant is when starting a block quote; it doesn't look good to have the block quote start at the top of a new page, particularly when it's introduced by a partial sentence, like this: "Lorem ipsum" is sample text widely used in the publishing industry, as the text has spacing roughly similar to that of English and therefore looks "normal" but unintelligible to an English reader's eye, allowing the reader to focus on design elements. It begins, Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nam rhoncus laoreet risus, quis congue leo viverra congue. Suspendisse magna massa, viverra imperdiet est eu, ultrices volutpat lectus. Sed pulvinar est id risus lobortis venenatis. There shouldn't be a page break after "begins," because it looks like the sentence ends abruptly. "Keep lines together" won't work, because by definition we're talking about two paragraphs. "Keep with next" won't work if the first paragraph is larger than a couple of lines, because then you get an awkwardly large space at the bottom of a page. Manual line breaks obviously work, but only when the document is final, which is often less certain than it seems. I know WordPerfect has a feature called "block protect" that does this, but I have not found even an acceptable substitute in Word. I have played with style separators and hidden paragraph breaks, but to no avail. I would love a special character, kind of like the nonbreaking space or zero width optional space, that tells Word to move to the next page if the next paragraph would otherwise start the page. A macro would also be great, but I haven't been able to find a starting point (like how to detect where non-manual page breaks fall). Edit: It looks like "Keep with next" works this way in Word 2013, but I specifically need a fix that works in Word 2010.

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