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  • What's the best way to refactor this Rails controller?

    - by Robert DiNicolas
    I'd like some advice on how to best refactor this controller. The controller builds a page of zones and modules. Page has_many zones, zone has_many modules. So zones are just a cluster of modules wrapped in a container. The problem I'm having is that some modules may have some specific queries that I don't want executed on every page, so I've had to add conditions. The conditions just test if the module is on the page, if it is the query is executed. One of the problems with this is if I add a hundred special module queries, the controller has to iterate through each one. I think I would like to see these module condition moved out of the controller as well as all the additional custom actions. I can keep everything in this one controller, but I plan to have many apps using this controller so it could get messy. class PagesController < ApplicationController # GET /pages/1 # GET /pages/1.xml # Show is the main page rendering action, page routes are aliased in routes.rb def show #-+-+-+-+-Core Page Queries-+-+-+-+- @page = Page.find(params[:id]) @zones = @page.zones.find(:all, :order => 'zones.list_order ASC') @mods = @page.mods.find(:all) @columns = Page.columns # restful params to influence page rendering, see routes.rb @fragment = params[:fragment] # render single module @cluster = params[:cluster] # render single zone @head = params[:head] # render html, body and head #-+-+-+-+-Page Level Json Conversions-+-+-+-+- @metas = @page.metas ? ActiveSupport::JSON.decode(@page.metas) : nil @javascripts = @page.javascripts ? ActiveSupport::JSON.decode(@page.javascripts) : nil #-+-+-+-+-Module Specific Queries-+-+-+-+- # would like to refactor this process @mods.each do |mod| # Reps Module Custom Queries if mod.name == "reps" @reps = User.find(:all, :joins => :roles, :conditions => { :roles => { :name => 'rep' } }) end # Listing-poc Module Custom Queries if mod.name == "listing-poc" limit = params[:limit].to_i < 1 ? 10 : params[:limit] PropertyEntry.update_from_listing(mod.service_url) @properties = PropertyEntry.all(:limit => limit, :order => "city desc") end # Talents-index Module Custom Queries if mod.name == "talents-index" @talent = params[:type] @reps = User.find(:all, :joins => :talents, :conditions => { :talents => { :name => @talent } }) end end respond_to do |format| format.html # show.html.erb format.xml { render :xml => @page.to_xml( :include => { :zones => { :include => :mods } } ) } format.json { render :json => @page.to_json } format.css # show.css.erb, CSS dependency manager template end end # for property listing ajax request def update_properties limit = params[:limit].to_i < 1 ? 10 : params[:limit] offset = params[:offset] @properties = PropertyEntry.all(:limit => limit, :offset => offset, :order => "city desc") #render :nothing => true end end So imagine a site with a hundred modules and scores of additional controller actions. I think most would agree that it would be much cleaner if I could move that code out and refactor it to behave more like a configuration.

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  • What are the principles of developing web-applications with action-based java frameworks?

    - by Roman
    Background I'm going to develop a new web-application with java. It's not very big or very complex and I have enough time until it'll "officially" start. I have some JSF/Facelets development background (about half a year). And I also have some expirience with JSP+JSTL. In self-educational purpose (and also in order to find the best solution) I want to prototype the new project with one of action-based frameworks. Actually, I will choose between Spring MVC and Stripes. Problem In order to get correct impression about action-based frameworks (in comparison with JSF) I want to be sure that I use them correctly (in bigger or lesser extent). So, here I list some most-frequent tasks (at least for me) and describe how I solve them with JSF. I want to know how they should be solved with action-based framework (or separately with Spring MVC and Stripes if there is any difference for concrete task). Rendering content: I can apply ready-to-use component from standard jsf libraries (core and html) or from 3rd-party libs (like RichFaces). I can combine simple components and I can easily create my own components which are based on standard components. Rendering data (primitive or reference types) in the correct format: Each component allow to specify a converter for transforming data in both ways (to render and to send to the server). Converter is, as usual, a simple class with 2 small methods. Site navigation: I specify a set of navigation-cases in faces-config.xml. Then I specify action-attribute of a link (or a button) which should match one or more of navigation cases. The best match is choosen by JSF. Implementing flow (multiform wizards for example): I'm using JSF 1.2 so I use Apache Orchestra for the flow (conversation) scope. Form processing: I have a pretty standard java-bean (backing bean in JSF terms) with some scope. I 'map' form fields on this bean properties. If everything goes well (no exceptions and validation is passed) then all these properties are set with values from the form fields. Then I can call one method (specified in button's action attribute) to execute some logic and return string which should much one of my navigation cases to go to the next screen. Forms validation: I can create custom validator (or choose from existing) and add it to almost each component. 3rd-party libraries have sets of custom ajax-validators. Standard validators work only after page is submitted. Actually, I don't like how validation in JSF works. Too much magic there. Many standard components (or maybe all of them) have predefined validation and it's impossible to disable it (Maybe not always, but I met many problems with it). Ajax support: many 3rd-party libraries (MyFaces, IceFaces, OpenFaces, AnotherPrefixFaces...) have strong ajax support and it works pretty well. Until you meet a problem. Too much magic there as well. It's very difficult to make it work if it doesn't work but you've done right as it's described in the manual. User-friendly URLs: people say that there are some libraries for that exist. And it can be done with filters as well. But I've never tried. It seems too complex for the first look. Thanks in advance for explaning how these items (or some of them) can be done with action-based framework.

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  • Are all <canvas> tag dimensions in pixels?

    - by Simon Omega
    Are all tag dimensions in pixels? I am asking because I understood them to be. But my math is broken or I am just not grasping something here. I have been doing python mostly and just jumped back into Java Scripting. If I am just doing something stupid let me know. For a game I am writing, I wanted to have a blocky gradient. I have the following: HTML <canvas id="heir"></canvas> CSS @media screen { body { font-size: 12pt } /* Game Rendering Space */ canvas { width: 640px; height: 480px; border-style: solid; border-width: 1px; } } JavaScript (Shortened) function testDraw ( thecontext ) { var myblue = 255; thecontext.save(); // Save All Settings (Before this Function was called) for (var i = 0; i < 480; i = i + 10 ) { if (myblue.toString(16).length == 1) { thecontext.fillStyle = "#00000" + myblue.toString(16); } else { thecontext.fillStyle = "#0000" + myblue.toString(16); } thecontext.fillRect(0, i, 640, 10); myblue = myblue - 2; }; thecontext.restore(); // Restore Settings to Save Point (Removing Styles, etc...) } function main () { var targetcontext = document.getElementById(“main”).getContext("2d"); testDraw(targetcontext); } To me this should produce a series of 640w by 10h pixel bars. In Google Chrome and Fire Fox I get 15 bars. To me that means ( 480 / 15 ) is 32 pixel high bars. So I change the code to: function testDraw ( thecontext ) { var myblue = 255; thecontext.save(); // Save All Settings (Before this Function was called) for (var i = 0; i < 16; i++ ) { if (myblue.toString(16).length == 1) { thecontext.fillStyle = "#00000" + myblue.toString(16); } else { thecontext.fillStyle = "#0000" + myblue.toString(16); } thecontext.fillRect(0, (i * 10), 640, 10); myblue = myblue - 10; }; thecontext.restore(); // Restore Settings to Save Point (Removing Styles, etc...) } And get a true 32 pixel height result for comparison. Other than the fact that the first code snippet has shades of blue rendering in non-visible portions of the they are measuring 32 pixels. Now back to the Original Java Code... If I inspect the tag in Chrome it reports 640 x 480. If I inspect it in Fire Fox it reports 640 x 480. BUT! Fire Fox exports the original code to png at 300 x 150 (which is 15 rows of 10). Is it some how being resized to 640 x 480 by the CSS instead of being set to a true 640 x 480? Why, how, what? O_o I confused...

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  • Programatically add UserControl with events

    - by schaermu
    Hi everybody I need to add multiple user controls to a panel for further editing of the contained data. My user control contains some panels, dropdown lists and input elements, which are populated in the user control's Page_Load event. protected void Page_Load(object sender, EventArgs e) { // populate comparer ddl from enum string[] enumNames = Enum.GetNames(typeof (SearchComparision)); var al = new ArrayList(); for (int i = 0; i < enumNames.Length; i++) al.Add(new {Value = i, Name = enumNames[i]}); scOperatorSelection.DataValueField = "Value"; scOperatorSelection.DataTextField = "Name"; ... The data to be displayed is added to the user control as a Field, defined above Page_Load. The signature of the events is the following: public delegate void ControlStateChanged(object sender, SearchCriteriaEventArgs eventArgs); public event ControlStateChanged ItemUpdated; public event ControlStateChanged ItemRemoved; public event ControlStateChanged ItemAdded; The update button on the user control triggers the following method: protected void UpdateCriteria(object sender, EventArgs e) { var searchCritCtl = (SearchCriteria) sender; var scEArgs = new SearchCriteriaEventArgs { TargetCriteria = searchCritCtl.CurrentCriteria.CriteriaId, SearchComparision = ParseCurrentComparer(searchCritCtl.scOperatorSelection.SelectedValue), SearchField = searchCritCtl.scFieldSelection.SelectedValue, SearchValue = searchCritCtl.scFilterValue.Text, ClickTarget = SearchCriteriaClickTarget.Update }; if (ItemUpdated != null) ItemUpdated(this, scEArgs); } The rendering page fetches the data objects from a storage backend and displays it in it's Page_Load event. This is the point where it starts getting tricky: i connect to the custom events! int idIt = 0; foreach (var item in _currentSearch.Items) { SearchCriteria sc = (SearchCriteria)LoadControl("~/content/controls/SearchCriteria.ascx"); sc.ID = "scDispCtl_" + idIt; sc.ControlMode = SearchCriteriaMode.Display; sc.CurrentCriteria = item; sc.ItemUpdated += CriteriaUpdated; sc.ItemRemoved += CriteriaRemoved; pnlDisplayCrit.Controls.Add(sc); idIt++; } When first rendering the page, everything is displayed fine, i get all my data. When i trigger an update event, the user control event is fired correctly, but all fields and controls of the user control are NULL. After a bit of research, i had to come to the conclusion that the event is fired before the controls are initialized... Is there any way to prevent such behavior / to override the page lifecycle somehow? I cannot initialize the user controls in the page's Init-event, because i have to access the Session-Store (not initialized in Page_Init). Any advice is welcome... EDIT: Since we hold all criteria informations in the storage backend (including the count of criteria) and that store uses the userid from the session, we cannot use Page_Init... just for clarification EDIT #2: I managed to get past some of the problems. Since i'm now using simple types, im able to bind all the data declaratively (using a repeater with a simple ItemTemplate). It is bound to the control, they are rendered in correct fashion. On Postback, all the data is rebound to the user control, data is available in the OnDataBinding and OnLoad events, everything looks fine. But as soon it enters the real event (bound to the button control of the user control), all field values are lost somehow... Does anybody know, how the page lifecycle continues to process the request after Databinding/Loading ? I'm going crazy about this issue...

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  • SharpDX: Render to bitmap using Direct2D 1.1

    - by mwhouser
    I have a command line application that I am currently using SharpDX (Direct2D 1.0) to render to PNG files. This is a window-less application. It's currently creating a SharpDX.WIC.WicBitmap, a WicRenderTarget, then rendering to that. I then save the WicBitmap to the PNG file. For various reasons, I need to migrate to Direct2D 1.1 to take advantage of some of the effects available in 1.1. I'm trying to get a SharpDX.Direct2D1.Bitmap that I can save as PNG. I cannot use FromWicBitmap because that copies the bitmap, it does not share it. I see CreateSharedBitmap in the Direct2D1 API that takes a IWICBitmapLock. However, I do not see this implemented as a constructor of SharpDX.Direct2D.Bitmap. This is what I'm trying to do: // Bunch of setup var d2dDevice = new SharpDX.Direct2D1.Device(dxgiDevice); var d2dDeviceContext = new SharpDX.Direct2D1.DeviceContext(d2dDevice, SharpDX.Direct2D1.DeviceContextOptions.None); using (var wicFactory = new SharpDX.WIC.ImagingFactory()) { using (SharpDX.WIC.Bitmap wicBitmap = new SharpDX.WIC.Bitmap(wicFactory, 500, 500, SharpDX.WIC.PixelFormat.Format32bppPBGRA, SharpDX.WIC.BitmapCreateCacheOption.CacheOnDemand)) { var wicLock = wicBitmap.Lock(SharpDX.WIC.BitmapLockFlags.Write); var props = new SharpDX.Direct2D1.BitmapProperties1(); props.BitmapOptions = SharpDX.Direct2D1.BitmapOptions.Target; var bitmap = new SharpDX.Direct2D1.Bitmap1(d2dDeviceContext, wicLock, props); // This is not available d2dDeviceContext.Target = bitmap; // Do the drawing // Save the PNG } } Is there a way to do what I'm trying to accomplish?

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  • Real Excel Templates I

    - by Tim Dexter
    As promised, I'm starting to document the new Excel templates that I teased you all with a few weeks back. Leslie is buried in 11g documentation and will not get to officially documenting the templates for a while. I'll do my best to be professional and not ramble on about this and that, although the weather here has finally turned and its 'scorchio' here in Colorado today. Maybe our stand of Aspen will finally come into leaf ... but I digress. Preamble These templates are not actually that new, I helped in a small way to develop them a few years back with Excel 'meistress' Shirley for a company that was trying to use the Report Manager(RR) Excel FSG outputs under EBS 12. The functionality they needed was just not there in the RR FSG templates, the templates are actually XSL that is created from the the RR Excel template builder and fed to BIP for processing. Think of Excel from our RTF templates and you'll be there ie not really Excel but HTML masquerading as Excel. Although still under controlled release in EBS they have now made their way to the standlone release and are willing to share their Excel goodness. You get everything you have with hte Excel Analyzer Excel templates plus so much more. Therein lies a question, what will happen to the Analyzer templates? My understanding is that both will come together into a single Excel template format some time in the post-11g release world. The new XLSX format for Exce 2007/10 is also in the mix too so watch this space. What more do these templates offer? Well, you can structure data in the Excel output. Similar to RTF templates you can create sheets of data that have master-detail n relationships. Although the analyzer templates can do this, you have to get into macros whereas BIP will do this all for you. You can also use native XSL functions in your data to manipulate it prior to rendering. BP functions are not currently supported. The most impressive, for me at least, is the sheet 'bursting'. You can split your hierarchical data across multiple sheets and dynamically name those sheets. Finally, you of course, still get all the native Excel functionality. Pre-reqs You must be on 10.1.3.4.1 plus the latest rollup patch, 9546699. You can patch upa BIP instance running with OBIEE, no problem You need Excel 2000 or above to build the templates Some patience - there is no Excel template builder for these new templates. So its all going to have to be done by hand. Its not that tough but can get a little 'fiddly'. You can not test the template from Excel , it has to be deployed and then run. Limitations The new templates are definitely superior to the Analyzer templates but there are a few limitations. Re-grouping is not supported. You can only follow a data hierarchy not bend it to your will unless you want to get into macros. No support for BIP functions. The templates support native XSL functions only. No template builder Getting Started The templates make the use of named cells and groups of cells to allow BIP to find the insertion point for data points. It also uses a hidden sheet to store calculation mappings from named cells to XML data elements. To start with, in the great BIP tradition, we need some sample XML data. Becasue I wanted to show the master-detail output we need some hierarchical data. If you have not yet gotten into the data templates, now is a good time, I wrote a post a while back starting from the simple to more complex. They generate ideal data sets for these templates. Im working with the following data set: <EMPLOYEES> <LIST_G_DEPT> <G_DEPT> <DEPARTMENT_ID>10</DEPARTMENT_ID> <DEPARTMENT_NAME>Administration</DEPARTMENT_NAME> <LIST_G_EMP> <G_EMP> <EMPLOYEE_ID>200</EMPLOYEE_ID> <EMP_NAME>Jennifer Whalen</EMP_NAME> <EMAIL>JWHALEN</EMAIL> <PHONE_NUMBER>515.123.4444</PHONE_NUMBER> <HIRE_DATE>1987-09-17T00:00:00.000-06:00</HIRE_DATE> <SALARY>4400</SALARY> </G_EMP> </LIST_G_EMP> <TOTAL_EMPS>1</TOTAL_EMPS> <TOTAL_SALARY>4400</TOTAL_SALARY> <AVG_SALARY>4400</AVG_SALARY> <MAX_SALARY>4400</MAX_SALARY> <MIN_SALARY>4400</MIN_SALARY> </G_DEPT> ... <LIST_G_DEPT> <EMPLOYEES> Simple enough to follow and bread and butter stuff for an RTF template. Building the Template For an Excel template we need to start by thinking about how we want to render the data. Come up with a sample output in Excel. Its all dummy data, nothing marked up yet with one row of data for each level. I have the department name and then a repeating row for the employees. You can apply Excel formatting to the layout. The total is going to be derived from a data element. We'll get to Excel functions later. Marking Up Cells Next we need to start marking up the cells with custom names to map them to data elements. The cell names need to follow a specific format: For data grouping, XDO_GROUP_?group_name? For data elements, XDO_?element_name? Notice the question mark delimter, the group_name and element_name are case sensitive. The next step is to find how to name cells; the easiest method is to highlight the cell and then type in the name. You can also find the Name Manager dialog. I use 2007 and its available on the ribbon under the Formulas section Go thorugh the process of naming all the cells for the element values you have. Using my data set from above.You should end up with something like this in your 'Name Manager' dialog. You can update any mistakes you might have made through this dialog. Creating Groups In the image above you can see there are a couple of named group cells. To create these its a simple case of highlighting the cells that make up the group and then naming them. For the EMP group, highlight the employee row and then type in the name, XDO_GROUP?G_EMP? Notice the 10,000 total is outside of the G_EMP group. Its actually named, XDO_?TOTAL_SALARY?, a query calculated value. For the department group, we need to include the department name cell and the sub EMP grouping and name it, XDO_GROUP?G_DEPT? Notice, the 10,000 total is included in the G_DEPT group. This will ensure it repeats at the department level. Lastly, we do need to include a special sheet in the workbook. We will not have anything meaningful in there for now, but it needs to be present. Create a new sheet and name it XDO_METADATA. The name is important as the BIP rendering engine will looking for it. For our current example we do not need anything other than the required stuff in our XDO_METADATA sheet but, it must be present. Easy enough to hide it. Here's what I have: The only cell that is important is the 'Data Constraints:' cell. The rest is optional. To save curious users getting distracted, hide the metadata sheet. Deploying & Running Templates We should now have a usable Excel template. Loading it into a report is easy enough using the browser UI, just like an RTF template. Set the template type to Excel. You will now be able to run the report and hopefully get something like this. You will not get the red highlighting, thats just some conditional formatting I added to the template using Excel functionality. Your dates are probably going to look raw too. I got around this for now using an Excel function on the cell: =--REPLACE(SUBSTITUTE(E8,"T"," "),LEN(E8)-6,6,"") Google to the rescue on that one. Try some other stuff out. To avoid constantly loading the template through the UI. If you have BIP running locally or you can access the reports repository, once you have loaded the template the first time. Just save the template directly into the report folder. I have put together a sample report using a sample data set, available here. Just drop the xml data file, EmpbyDeptExcelData.xml into 'demo files' folder and you should be good to go. Thats the basics, next we'll start using some XSL functions in the template and move onto the 'bursting' across sheets.

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  • Sharing a texture resource from DX11 to DX9 to WPF, need to wait for DeviceContext.Flush() to finish

    - by Rei Miyasaka
    I'm following these instructions on TheCodeProject for rendering from DirectX to WPF using D3DImage. The trouble is that now that I have no swap chain to call Present() on -- which according to the article shouldn't be a problem, but it definitely wasn't copying my back buffer. An additional step that I have to take before I can copy the texture to WPF is to share it with a second D3D9Ex device, since D3DImage only works with DX9 (which is understandable, as WPF is built on DX9). To that end, I've modified some SlimDX code to work with DirectX 11. I tried calling DeviceContext.Flush() (the Immediate one) at the end of each render cycle, which kind of works -- most of the time it'll show my renderings, but maybe for maybe 3 or 4 out of 60 frames each second, it'll draw my clear color instead. This makes sense -- Flush() is non-blocking; it doesn't wait for the GPU to do its thing the way SwapChain.Present does. Any idea what the proper solution is? I have a feeling it has something to do with my texture parameters for the back buffer, but I don't know.

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  • Microsoft launches IE9 preview – No support for XP

    - by samsudeen
    Microsoft launched the developer preview version of Internet Explorer 9 (IE9) at MIX 10 web conference yesterday.This release is aimed getting the feedback from website designers , developers and other community to make IE9 development better from its previous versions. Microsoft will update the developer preview every eight weeks and the next update is expected on mid of march.So what is new and interesting  about IE9 Chakra Chakra (The new scripting engine of IE9) renders the Java script much faster compared to IE8 and other browsers thus improving the performance significantly.According to Microsoft Chakra renders the java script in background with a separate thread parallel to the main engine which is complete new way of rendering from the current browser technologies Standards Microsoft is desperate to make ( surprisingly!!!) IE9 compliance to  web standards by supporting the open standards such as Accelerated support for HTML5 video support for new web technologies such as CSS3 and SVG2. ACID3 Test IE9 scores (55/100) in its latest ACID3 test which is much better compared to the IE8 score (22/100) but not even  nearer to their rivals Chrome, Opera, and Safari which scores 100/100 in ACID3 testing I am little disappointed over not able to download the  developer preview on my XP machine. The early comments looks much positive for IE9.If you want to explore IE9,check the Microsoft Test drive site  at Microsoft IE9 Test-drive You can also download the IE9 developer preview at Download Preview Join us on Facebook to read all our stories right inside your Facebook news feed.

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  • Physics in my game confused after restructuring the Game loop

    - by Julian Assange
    Hello! I'm on my way with making a game in Java. Now I have some trouble with an interpolation based game loop in my calculations. Before I used that system the calculation of a falling object was like this: Delta based system private static final float SPEED_OF_GRAVITY = 500.0f; @Override public void update(float timeDeltaSeconds, Object parentObject) { parentObject.y = parentObject.y + (parentObject.yVelocity * timeDeltaSeconds); parentObject.yVelocity -= SPEED_OF_GRAVITY * timeDeltaSeconds; ...... What you see here is that I used that delta value from previous frame to the current frame to calculate the physics. Now I switched and implement a interpolation based system and I actually left the current system where I used delta to calculate my physics. However, with the interpolation system the delta time is removed - but now are my calculations screwed up and I've tried the whole day to solve this: Interpolation based system private static final float SPEED_OF_GRAVITY = 500.0f; @Override public void update(Object parentObject) { parentObject.y = parentObject.y + (parentObject.yVelocity); parentObject.yVelocity -= SPEED_OF_GRAVITY; ...... I'm totally clueless - how should this be solved? The rendering part is solved with a simple prediction method. With the delta system I could see my object be smoothly rendered to the screen, but with this interpolation/prediction method the object just appear sticky for one second and then it's gone. The core of this game loop is actually from here deWiTTERS Game Loop, where I trying to implement the last solution he describes. Shortly - my physics are in a mess and this need to be solved. Any ideas? Thanks in advance!

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  • Bastion - Indie Humble Bundle

    - by user68008
    I have downloaded Bastion for Ubuntu and installed in the home folder normally. When executing "Games Bastion" nothing happens. Running Bastion directly from the installation folder results in the error below Unhandled Exception: System.EntryPointNotFoundException: glProgramParameteri at (wrapper managed-to-native) OpenTK.Graphics.OpenGL.GL/Core:ProgramParameteri (uint,OpenTK.Graphics.OpenGL.AssemblyProgramParameterArb,int) at OpenTK.Graphics.OpenGL.GL.ProgramParameter (Int32 program, AssemblyProgramParameterArb pname, Int32 value) [0x00000] in <filename unknown>:0 at Microsoft.Xna.Framework.Graphics.EffectPass.ApplyPass () [0x00000] in <filename unknown>:0 at Microsoft.Xna.Framework.Graphics.Effect.DefineTechnique (System.String techniqueName, System.String passName, Int32 vertexIndex, Int32 fragmentIndex) [0x00000] in <filename unknown>:0 at Microsoft.Xna.Framework.Graphics.SpriteEffect..ctor (Microsoft.Xna.Framework.Graphics.GraphicsDevice graphicsDevice) [0x00000] in <filename unknown>:0 at Microsoft.Xna.Framework.Graphics.SpriteBatch..ctor (Microsoft.Xna.Framework.Graphics.GraphicsDevice graphicsDevice) [0x00000] in <filename unknown>:0 at GSGE.ExceptionGame.LoadContent () [0x00000] in <filename unknown>:0 <snip> I have tried some solutions on the internet, like adding OpenTK.dll.config the line below: <dllmap os="linux" dll="libXi" target="libXi.so.6"/> This didn't help. Also tried running as sudo and that didn't help. Some posts said that this might be a problem with Ubuntu noveau drivers. But I'm using the NVIDIA proprietary drivers. DISTRIB_ID=Ubuntu DISTRIB_RELEASE=10.04 DISTRIB_CODENAME=lucid DISTRIB_DESCRIPTION="Ubuntu 10.04.4 LTS" OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce 9400 GT/PCI/SSE2 OpenGL version string: 3.2.0 NVIDIA 195.36.24 direct rendering: Yes

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  • Simulating the effects of wind

    - by jernej
    I am developing a mobile game for Android. It is a 3D jumping game (like ski jump) where wind plays a important role so i need to simulate it. How could I achieve this? The game uses libgdx for rendering and a port of Bullet physics engine for physics. To simulate the jump I have 2 spheres which are placed at the start and at the end of the player and gravity is applied to them (they role down the hill and jump at the end). I use them to calculate the angle and the position of the player. If a button is pressed some extra y speed is applied to them (to simulate the jump before the end of the jumping ramp). But now I have to add wind to it. How is this usually done? Which collision box/method should I use? The way I understand it I only have to apply some force with direction to the player while in mid air. How can I do this in Bullet?

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  • Work Item Visualizer for TFS 2010 - New Extension

    - by MikeParks
    I released another new extension to the Visual Studio Gallery again today called Work Item Visualizer for TFS 2010. I've only heard positive things about it so far, hopefully it stays that way :) Basically, it creates a diagram of all work items linked to a work item ID which the user specifies in a search box. This extension was coded using DGML (the same graph rendering language used for the Visual Studio 2010 Architecture Tools). It was pretty cool getting a chance to create something using some of the newest technology out there. Well, I just wanted to throw a blog up to get the word out on it a little more. If you're using Visual Studio 2010 with Team Foundation Server 2010, feel free to check it out! Thanks everyone. Download Link: http://visualstudiogallery.msdn.microsoft.com/en-us/a35b6010-750b-47f6-a7a5-41f0fa7294d2   What it does: ·         Creates a DGML graph to visualize linked TFS Work Items by entering a Work Item ID in the toolbar search box   How it benefits you: ·         Allows you to easily analyze the hierarchy of your TFS Work Items ·         Gain the ability to perform basic risk/impact analysis when creating or editing Work Items ·         Great for meetings in the case that you need to discuss the entire scope of linked Work Items ·         Easier project planning ·         Eliminates the need to create TFS queries or reports to view tree of Work Items ·         Easily lets you see the entire tree of work items linked to the one you’re working on   Navigation Tips: ·         Use Ctrl + Mouse Wheel Scroll to zoom in and out ·         Use Ctrl + Left Mouse click (and hold) to move document around ·         Right click on DGML area for more options (Like copy image or viewing in groups) ·         Clicking on each node highlights that node and the links connected to it ·         Colors in the legend can be changed ·         When work item nodes are deleted, the view is automatically updated ·         Double clicking on work item node will open up the Work Items URL   Try it out on work items that have several of links and let us know what you think. A big thanks goes out to everyone working on the http://visualization.codeplex.com/ project for publishing the source code on CodePlex which really helped me learn how DGML (Directed Graph Markup Language - New to Visual Studio 2010 Architecture Tools) works!    - Mike

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  • New Release: ImageGlue 7.0 .NET

    When it comes to manipulating images dynamically there are few toolkits that can compete with ImageGlue 6 in terms of versatility and performance. With extensive support for a huge range of graphic formats including JPEG2000, Very Large TIFF Support™, and fully multi-threaded processing, ImageGlue has proved a popular choice for use in ASP and ASP.NET server environments. Now ImageGlue 7 has arrived, introducing support for 64-bit systems, improved PostScript handling, and many other enhancements. We've also used the opportunity to revise the API, to make it more friendly and familiar to .NET coders. But don't worry about rewriting legacy code - you'll find the 'string parameter' interface is still available through the WebSupergoo.ImageGlue6 namespace. So what's new in ImageGlue 7.0? Support for 64-bit systems. ImageGlue now incorporates the PostScript rendering engine as used by ABCpdf, our PDF component, which has proven to be fast, robust and accurate. This greatly improves support for importing and exporting PS, EPS, and PDF files, and also enables you to make use of powerful PostScript drawing operations for drawing to canvas. Leveraging ABCpdf's powerful vector graphics import and export functionality also makes it possible to interoperate with XPS and MS Office documents. An improved API with new classes, methods and properties, more in keeping with normal .NET development. Plus of course the usual range of bug fixes and minor enhancements. span.fullpost {display:none;}

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  • HTML5Rocks Live, Episode 1

    HTML5Rocks Live, Episode 1 In this episode of HTML5Rocks Live, Boris, Eric and Paul join us to show some great new libraries and performance tips. Please leave your comments on our plus page at goo.gl In the first chapter, Paul shows how to use some of Chrome's new developer tools to understand how things are rendering and get improved performance. In the second chapter (21:25), Boris shows off his new device.js library to help make development of mobile web applications and sites easier. Eric closes the hangout (40:00) and talks about his new file system API polyfill that uses indexed db as it's back end. 02:15 Scroll Effects Demo goo.gl 23:04 - Media Queries Site goo.gl 24:15 - WURFL goo.gl 26:40 - Boris' Device Library goo.gl 29:28 - Device.js Demo goo.gl 33:25 - Bug to add touch-enabled media query to Chrome, please star goo.gl 35:00 - Chrome's DevTools for Mobile Development 38:56 - Paul Irish's Touch Demos goo.gl 40:43 - File System API Book goo.gl 43:10 - Eric's idb.filesystem.js goo.gl 44:27 - idb.filesystem HTML5 File System Demo goo.gl 47:33 - HTML5 Filesystem Playground goo.gl From: GoogleDevelopers Views: 12239 221 ratings Time: 52:29 More in Science & Technology

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  • gl_PointCoord always zero

    - by Jonathan
    I am trying to draw point sprites in OpenGL with a shader but gl_PointCoord is always zero. Here is my code Setup: //Shader creation..(includes glBindAttribLocation(program, ATTRIB_P, "p");) glEnableVertexAttribArray(ATTRIB_P); In the rendering loop: glUseProgram(shader_particles); float vertices[]={0.0f,0.0f,0.0f}; glEnable(GL_TEXTURE_2D); glEnable(GL_POINT_SPRITE); glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); //glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);(tried with this on/off, doesn't work) glVertexAttribPointer(ATTRIB_P, 3, GL_FLOAT, GL_FALSE, 0, vertices); glDrawArrays(GL_POINTS, 0, 1); Vertex Shader: attribute highp vec4 p; void main() { gl_PointSize = 40.0f; gl_Position = p; } Fragment Shader: void main() { gl_FragColor = vec4(gl_PointCoord.st, 0, 1);//if the coords range from 0-1, this should draw a square with black,red,green,yellow corners } But this only draws a black square with a size of 40. What am I doing wrong? Edit: Point sprites work when i use the fixed function, but I need to use shaders because in the end the code will be for opengl es 2.0 glUseProgram(0); glEnable(GL_TEXTURE_2D); glEnable(GL_POINT_SPRITE); glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE); glPointSize(40); glBegin(GL_POINTS); glVertex3f(0.0f,0.0f,0.0f); glEnd(); Is anyone able to get point sprites working with shader? If so, please share some code.

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  • 2.5D game development

    - by ne5tebiu
    2.5D ("two-and-a-half-dimensional"), 3/4 perspective and pseudo-3D are terms used to describe either: graphical projections and techniques which cause a series of images or scenes to fake or appear to be three-dimensional (3D) when in fact they are not, or gameplay in an otherwise three-dimensional video game that is restricted to a two-dimensional plane. (Information taken from Wikipedia.org) I have a question based on 2.5D game development. As stated before, 2.5D uses graphical projections and techniques to make fake 3d or a gameplay restricted to a two-dimensional plane. A good example is a TQ Digital made game: Zero Online (screenshot) the whole map is made of 2d images and only NPCs and players are 3d. The maps were drawn manually by hand without any 3d software rendering. As I'm playing the game I feel like I'm going from a lower part of the map (ground) to a higher one (some metal platform) and it feels like I'm moving in 3 dimensions. But when I look closely, I see that the player size didn't change and the shadow too but I'm still feeling like I'm somehow higher then before (I had rendered a simple map myself that I made in 3dmax but it didn't quite give the result I wanted). How to accomplish such an effect?

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  • OpenGL ES 2 shaders for drawing buildings and roads like Google Maps does

    - by Pris
    I'm trying to create a shader that'll give me an effect similar to what buildings and roads look like on 3D Google Maps. You can see the effect interactively if you enable WebGL at maps.google.com, and I also found a couple of screenshots that illustrate what I'm trying to achieve: Thing I noticed: There's some kind of transparency thing going on with the roads/ground and the buildings, but not between the buildings themselves. It might be that they're rendering the ground and roads after the buildings with the right blend functions to achieve that effect. If you look closely, you'll see parts of the building profiles have an outline. The roads also have nice clean outlines. There are a lot of techniques for outlining things with shaders... but I'm curious to find out what might have been used in this case considering mobile hardware and a large number of entities with outlines (roads and buildings) I'm assuming that for the lighting, some sort of simple diffuse per-vertex shader is being used for the buildings though I could be wrong. I'm especially curious about the 'look' they achieved with buildings (clean, precise outlines/shading). It reminds me a little of what you'd see when designing stuff with CAD applications like SolidWorks: I'd appreciate any advice on achieving this kind of look with ES 2 shaders.

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  • Reflections based on distance from plane

    - by Andrea Benedetti
    Let's consider, for example, a surface like the volleyball court, we can see that legs and shoes of the players are reflected, with a blur effect, but body and stadium don't (as each object not near to the court). I've already made a reflection effect, but it works as a specular reflection, and I need to achieve an effect like the photo above. So, I would like to make a reflection that is based on the distance between the object and the plane, in this manner a close object would reflect more than an object that is positioned far away from the plane. What is the best way to achieve this effect? My first idea was to use the depth value (taken from the reflected camera), and use that value to blend between reflection and court. But I don't know if it's a correct way. Edit: as rendering engine I use Ogre that already provides a reflections system: reflecting the camera through a plane (obviously I can select the models to draw from the reflected camera). After a render to texture pass I can blend the reflected texture with the original plane. So, if possible, I'm looking for a way that best suits my system.

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  • CodePlex Daily Summary for Monday, May 24, 2010

    CodePlex Daily Summary for Monday, May 24, 2010New Projects(SocketCoder) Full Silverlight Web Video/Voice Conference: Is an open source project to develop full Silverlight Web Video/Voice Conference System in C# .NETabc123: Prueba Archetype Programming Language: See http://dvanderboom.wordpress.comBusiness Process Automation (BPA): BPA is a project initiative to develop an ERP which will integrate with work flow of an organization. It is build on the concept that all business ...Content Rendering: Content Rendering is a .NET 3.5 string template engine. The program uses reflection, an extensibility API and a template document, which has a cust...DTA Output Renamer: The DTA Output Renamer takes recommendations from the SQL Server Database Tuning Advisor (DTA) and updates the names of the indexes/statistics to b...Flexible Editing Toolkit: The Flexible Editing Toolkit aims to enable users who have coding experience in .Net to write own editors/tools using an easy-to-use framework and ...Fluent NHibernate, MVC 2: Projeto ultra simples desenvolvido em Asp.Net MVC 2 com Fluent NHibernate. Foram utilizadas camadas baseadas no DDD. Sample project to test DDD arc...GravityGame: Proyecto del capítulo del IGDA en el Tec de Monterrey Campus Sonora Norte. El objetivo es la creación de un primer juego para conocer cuales son l...Partner Relationship Management (PRM) Accelerator for Microsoft Dynamics CRM: R2 of the PRM accelerator for Microsoft Dynamics CRM.Posh-Hg: Mercurial integration for Windows PowershellSuiteMap: selfSvenska till Rövarspråket: Översätter svenska till rövarspråketTV4Home: This projects extends MediaPortal TV Server with a solution for MediaCenter clients, a Web-Interface and a WHS Add-In.User Profile WebPart: Use this webpart to display SharePoint User Profile information. VolumeMasterCmd: Command line application that will set the wave volume level. Usage: VolumeMaster | VolumeMaster [0-100] Display or set the wave volume level ...wawa cloud store service: 盖茨描述了云计算和云存储之间的区别。“人们老是会搞混。云存储是把你的文件存储到其他地方,进行备份,这和云计算是不同的。这两者都很了不起,都是很好的技术。” 他表示,“云存储的效能没有折扣,因此富于理性的存储经理将会考虑使用云存储技术。” 相反,他表示云计算则会有一些问题,延迟和带宽都可能会...XNA Collision Detection: A collision library which extracts the triangles from a given model, and tests for collision using multiple methods on all existing triangles. Thi...You Private Social Network: YourPrivateNet is for all people who are unsatisfied with how social networking giants, namely facebook, are dealing with privacy and the users dat...New ReleasesArchetype Programming Language: C Sharp 4.0 Grammar in M: This is a C# 4.0 grammar that I am using to learn about parsers and the process of generating ASTs, in preparation for doing the same for the Arche...CassiniDev - Cassini 3.5/4.0 Developers Edition: CassiniDev 3.5.1.4 and 4.0.1.4 beta3: Binary release includes: .net 3.5sp1 and 4.0 builds of Gui app, Console app, Library assembly and Visual Studio development server replacements f...ClosedXML - The easy way to OpenXML: ClosedXML 0.10: The current build has the following capabilities: Can create new workbooks Add worksheets Access cells using R1C1, A1, and mixed notations. A...CRM Web Service Toolkit: MSCRM4 Web Service Toolkit for JavaScript v2.0: MSCRM Web Service Toolkit for JavaScript v2.0. The release contains: CrmServiceToolkit.js (The uncompressed code) CrmServiceToolkit.min.js (The ...DBFramework: Kenly.DBFramework4.6.5.2: Kenly.DBFramework4.6.5.2eComic: eComic 2010.0.0.1: With the release of .NET 4.0 the system was upgraded. This upgrade involved starting the project over from scratch, so the installation package wil...Exchange 2010 RBAC Editor (RBAC GUI) - updated on 5/24/2010: RBAC Editor 0.9.3.1: Some bugs fixed, support added for unscopedtoplevel roles (still in progress), added logging capabilities Please use email address in About menu o...Hammock for REST: Hammock v1.0.4: v1.0.4 ChangesAdded handling for special characters in OAuth signatures (\r\n\t\b) Corrected an inconsistency in OAuth GET vs. POST when encoding...HKGolden Express: HKGoldenExpress (Build 201005231730): New features: (None) Bug fix: Fixed problem of unable to start new thread. Fixed problem of unable to show user icons due to incorrect path. ...Kurumsal Ofis Paketi: Kurumsal Ofis Paketi Sürüm 1.0: Kurumsal Ofis Paketi Sürüm 1.0MDownloader: MDownloader-0.15.15.59175: Fixed FileFactory implementation (FileFactory team doesn't give up); Fixed minor bugs.Munq: Tools for ASP.NET MVC: Munq IocContainer Version 2.0: The latest and greatest.NLog - Advanced .NET Logging: Nightly Build 2010.05.23.001: Changes since the last build:2010-05-23 00:01:19 Jarek Kowalski Made contition on <when /> required. Added unit tests. 2010-05-22 20:06:16 Jarek K...NUnit for Team Build: Version 2.0 Alpha 1: This version has experimental TFS 2010 support. I have been using it successfully with TFS 2010 for a few weeks now with no problems. It should be ...Partner Relationship Management (PRM) Accelerator for Microsoft Dynamics CRM: PRM Accelerator (R2) for Dynamics CRM 4.0: The Partner Relationship Management (PRM) Accelerator allows businesses to use Microsoft Dynamics CRM to distribute sales leads and centrally manag...Percussion Toolkit: Command line Note Detector 1.0: A command line tool for detecting note onsets in WAV files. Note: Currently only supports 32-bit float encoded Microsoft WAV files with a sample ...Percussion Toolkit: Reference Input Data Set (A): This release contains a set of input WAV files for testing note onset detection accuracy and effectiveness. The archive contains computer-generate...Percussion Toolkit: Rhythm Friend: Rhythm Friend is an interactive tool for practicing drum rudiments. It provides a simple metronome coupled with rhythm coach features.SharePoint List Field Manager: SharePoint List Field Manager: This is Version 2 of the SharePoint List Field Manager. First created for CorasWorks customers, we have decided to make it publically available to ...Silverlight 4.0 Popup Menu: Context Menu for Silverlight 4.0 v1.2 Beta: - Added delay on hover events for both parent and child menus. - Parent menus now close automatically when child menu is clicked. - Updated referen...Software Is Hardwork: Sw. Is Hw. Lib. 3.0.0.x+03: Sw. Is Hw. Lib. 3.0.0.x+03 UNSUPPORTED, UNTESTED ALPHA RELEASE Code may disappear. This is just a preview of code that was in progress. Code is s...The Fastcopy Helper: The Fastcopy Helper 2.0: The Fastcopy Helper 2.0 This is a new method to run for it . Fastcopy同步辅助器 方案二 这个方案二,是使用了全新的方法进行磁盘文件扫描,和比较。速度飙升到最快!同时优化了很多细节的内容,使得性能大幅度提升。User Profile WebPart: UserProfileWebPart 1.0: Inititial release.VCC: Latest build, v2.1.30523.0: Automatic drop of latest buildVolumeMasterCmd: VolumeMaster 1.0: First release.XNA Collision Detection: XNA Static Collider: Provides collision detection between a Model and BoundingSphere, or a Model and Ray. An example of how to initialize a collision object: Collidee...xxfd1r4w96: 20100523: Приложението има следната функционалност: 1. Добавяне на сайта https://online.bulbank.bg в trusted sites. 2. Инсталиране на Bulbank Root Certificat...Yet another developer blog - Examples: Asynchronous Form in ASP.NET MVC: This sample application shows how to use jQuery Validation plugin for creating an asynchronous form in ASP.NET MVC 1 with client side validation. T...Most Popular ProjectsRawrWBFS ManagerAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryPHPExcelMicrosoft SQL Server Community & SamplesASP.NETMost Active ProjectsRawrpatterns & practices – Enterprise LibrarySqlServerExtensionsGMap.NET - Great Maps for Windows Forms & PresentationCaliburn: An Application Framework for WPF and Silverlightpatterns & practices: Windows Azure Security GuidanceCassiniDev - Cassini 3.5/4.0 Developers EditionNB_Store - Free DotNetNuke Ecommerce Catalog ModuleCodeReviewBlogEngine.NET

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  • Teaching high school kids ASP.NET programming

    - by dotneteer
    During the 2011 Microsoft MVP Global Summit, I have been talking to people about teaching kids ASP.NET programming. I want to work with volunteer organizations to provide kids volunteer opportunities while learning technical skills that can be applied elsewhere. The goal is to teach motivated kids enough skill to be productive with no more than 6 hours of instruction. Based on my prior teaching experience of college extension courses and involvement with high school math and science competitions, I think this is quite doable with classic ASP but a challenge with ASP.NET. I don’t want to use ASP because it does not provide a good path into the future. After some considerations, I think this is possible with ASP.NET and here are my thoughts: · Create a framework within ASP.NET for kids programming. · Use existing editor. No extra compiler and intelligence work needed. · Using a subset of C# like a scripting language. Teaches data type, expression, statements, if/for/while/switch blocks and functions. Use existing classes but no class creation and OOP. · Linear rendering model. No complicated life cycle. · Bare-metal html with some MVC style helpers for widget creation; ASP.NET control is optional. I want to teach kids to understand something and avoid black boxes as much as possible. · Use SQL for CRUD with a helper class. Again, I want to teach understanding rather than black boxes. · Provide a template to encourage clean separation of concern. · Provide a conversion utility to convert the code that uses template to ASP.NET MVC. This will allow kids with AP Computer Science knowledge to step up to ASP.NET MVC. Let me know if you have thoughts or can help.

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  • CodePlex Daily Summary for Tuesday, October 15, 2013

    CodePlex Daily Summary for Tuesday, October 15, 2013Popular ReleasesFFXIV Crafting Simulator: Crafting Simulator 2.4.1: -Fixed the offset for the new patch (Auto Loading function)iBoxDB.EX - Fast Transactional NoSQL Database Resources: iBoxDB.net fast transactional nosql database 1.5.2: Easily process objects and documents, zero configuration. fast embeddable transactional nosql document database, includes CURD, QueryLanguage, Master-Master-Slave Replication, MVCC, etc. supports .net2, .net4, windows phone, mono, unity3d, node.js , copy and run. http://download-codeplex.sec.s-msft.com/Download?ProjectName=iboxdb&DownloadId=737783 Benchmark with MongoDB Compatibility more platforms for java versionneurogoody: slicebox: this is the slice box jsEvent-Based Components AppBuilder: AB3.AppDesigner.55: Iteration 55 (Feature): Moving of TargetEdge (simple wires only) by mouse.Sandcastle Help File Builder: SHFB v1.9.8.0 with Visual Studio Package: General InformationIMPORTANT: On some systems, the content of the ZIP file is blocked and the installer may fail to run. Before extracting it, right click on the ZIP file, select Properties, and click on the Unblock button if it is present in the lower right corner of the General tab in the properties dialog. This new release contains bug fixes and feature enhancements. There are some potential breaking changes in this release as some features of the Help File Builder have been moved into...SharpConfig: SharpConfig 1.2: Implemented comment parsing. Comments are now part of settings and setting categories. New properties: Setting: Comment PreComments SettingCategory: Comment PreCommentsC++ REST SDK (codename "Casablanca"): C++ REST SDK 1.3.0: This release fixes multiple customer reported issues as well as the following: Full support for Dev12 binaries and project files Full support for Windows XP New sample highlighting the Client and Server APIs : BlackJack Expose underlying native handle to set custom options on http_client Improvements to Listener Library Note: Dev10 binaries have been dropped as of this release, however the Dev10 project files are still available in the Source CodeAD ACL Scanner: 1.3.2: Minor bug fixed: Powershell 4.0 will report: Select—Object: Parameter cannot be processed because the parameter name p is ambiguous.Json.NET: Json.NET 5.0 Release 7: New feature - Added support for Immutable Collections New feature - Added WriteData and ReadData settings to DataExtensionAttribute New feature - Added reference and type name handling support to extension data New feature - Added default value and required support to constructor deserialization Change - Extension data is now written when serializing Fix - Added missing casts to JToken Fix - Fixed parsing large floating point numbers Fix - Fixed not parsing some ISO date ...RESX Manager: ResxManager 0.2.1: FIXED: Many critical bugs have been fixed. New Features Error logging for improved exception handling New toolbar Improvements of user interfaceFast YouTube Downloader: YouTube Downloader 2.2.0: YouTube Downloader 2.2.0VidCoder: 1.5.8 Beta: Added hardware acceleration options: Bicubic OpenCL scaling algorithm, QSV decoding/encoding and DXVA decoding. Updated HandBrake core to SVN 5834. Updated VidCoder setup icon. Fixed crash when choosing the mp4v2 container on x86 and opening on x64. Warning: the hardware acceleration features require specific hardware or file types to work correctly: QSV: Need an Intel processor that supports Quick Sync Video encoding, with a monitor hooked up to the Intel HD Graphics output and the lat...ASP.net MVC Awesome - jQuery Ajax Helpers: 3.5.2: version 3.5.2 - fix for setting single value to multivalue controls - datepicker min max date offset fix - html encoding for keys fix - enable Column.ClientFormatFunc to be a function call that will return a function version 3.5.1 - fixed html attributes rendering - fixed loading animation rendering - css improvements version 3.5 ========================== - autosize for all popups ( can be turned off by calling in js awe.autoSize = false ) - added Parent, Paremeter extensions ...Wsus Package Publisher: Release v1.3.1310.12: Allow the Update Creation Wizard to be set in full screen mode. Fix a bug which prevent WPP to Reset Remote Sus Client ID. Change the behavior of links in the Update Detail Viewer. Left-Click to open, Right-Click to copy to the Clipboard.TerrariViewer: TerrariViewer v7 [Terraria Inventory Editor]: This is a complete overhaul but has the same core style. I hope you enjoy it. This version is compatible with 1.2.0.3 Please send issues to my Twitter or https://github.com/TJChap2840WDTVHubGen - Adds Metadata, thumbnails and subtitles to WDTV Live Hubs: WDTVHubGen.v2.1.6.maint: I think this covers all of the issues. new additions: fixed the thumbnail problem for backgrounds. general clean up and error checking. need to get this put through the wringer and all feedback is welcome.BIDS Helper: BIDS Helper 1.6.4: This BIDS Helper release brings the following new features and fixes: New Features: A new Bus Matrix style report option when you run the Printer Friendly Dimension Usage report for an SSAS cube. The Biml engine is now fully in sync with the supported subset of Varigence Mist 3.4. This includes a large number of language enhancements, bugfixes, and project deployment support. Fixed Issues: Fixed Biml execution for project connections fixing a bug with Tabular Translations Editor not a...MoreTerra (Terraria World Viewer): MoreTerra 1.11.3: =========== =New Features= =========== New Markers added for Plantera's Bulb, Heart Fruits and Gold Cache. Markers now correctly display for the gems found in rock debris on the floor. =========== =Compatibility= =========== Fixed header changes found in Terraria 1.0.3.1Media Companion: Media Companion MC3.581b: Fix in place for TVDB xml issue. New* Movie - General Preferences, allow saving of ignored 'The' or 'A' to end of movie title, stored in sorttitle field. * Movie - New Way for Cropping Posters. Fixed* Movie - Rename of folders/filename. caught error message. * Movie - Fixed Bug in Save Cropped image, only saving in Pre-Frodo format if Both model selected. * Movie - Fixed Cropped image didn't take zoomed ratio into effect. * Movie - Separated Folder Renaming and File Renaming fuctions durin...SmartStore.NET - Free ASP.NET MVC Ecommerce Shopping Cart Solution: SmartStore.NET 1.2.0: HighlightsMulti-store support "Trusted Shops" plugins Highly improved SmartStore.biz Importer plugin Add custom HTML content to pages Performance optimization New FeaturesMulti-store-support: now multiple stores can be managed within a single application instance (e.g. for building different catalogs, brands, landing pages etc.) Added 3 new Trusted Shops plugins: Seal, Buyer Protection, Store Reviews Added Display as HTML Widget to CMS Topics (store owner now can add arbitrary HT...New ProjectsArtezio SharePoint 2013 Workflow Activities: SharePoint Workflow 2013 doesn’t provide activities to work with permissions, we've fixed it using HttpSend activity that makes REST API calls.Dependency.Injection: An attempt to write a really simple dependency injection framework. Does property-based and recursive dependency injection. Handles singletons. Yay!DHGMS SUO Killer: SUO Killer is a Visual Studio extension to deal with the removal of SUO file to mitigate SUO related issues in Visual Studio. This project is written in C#.dynamicsheet: dynamicsheetExcel Comparator: Excel Comparator is an add-in for Microsoft Excel that allows the user to compare a range between two sheets. FetchAIP: FetchAIP is a utility to download the various sections of the Aeronautical Information Publication (AIP) for New Zealand.Fluent Method and Type Builder: Still working on the summary.getboost: NuGet package for Boost framework.Goldstone Forum: WebForms Forum - TelerikAcademy Team ProjectGroupMe Software Development Kit: .NET Software Development Kit for http://groupme.com/ chat service.GSLMS: ----Import Excel Files Into SQL Server: Load Excel files into SQL Database without schema changes.Inaction: ?????????? jBegin: Learning ASP.net MVC from beginning, then here will be the source code for jbegin.comKDG's Statistical Quality Control Solver: This tool will include methods that can solve sample standard deviation, sample variance, median, mode, moving average, percentiles, margin of error, etc.kpi: Key Performance Indicator (KPI)????; visual studio 2010 with .NET 4.0 runtimeLECO Remote Control Client Application: Sample code and binaries are provided to demonstrate the remote control capability of a LECO Cornerstone instrument.LinkPad: My first Windows Store app intended for student to sketch up thoughts and concepts in quick diagrams.Modler.NET - Automating Graphical Data Model Co-Evolution: Modler.NET was the tool created for a Master's thesis project, which automates the co-evolution of graphical data models and the database that they represent.MyFileManager1: SummaryNever Lotto: Korean 465 Lotto Analyzer and Simulator. The real purpose of this project is to show that this kind of lotto things are just shit.NHibernate: The purpose of this project is to demo CRUD operations using NHibernate with Mono in Visual Studio 2012 using C# language. OAuth2 Authorizer: OAuth2 Authorizer helps you get the access code for a standard OAuth2 REST service that implements 3-legged authentication.Regular Expression for Excel: Regular Expression For Excel is an Excel Plugin. It provides a regular expressions EXCEL support. We can use it in the EXCEL function.Service Tester: Service Tester is an Azure Cloud based load testing application targeted at Soap Web Services which allows you to invoke your Web Service by random parameters.Simple TypeScript and C# Class Generator: Simple GUI application to generate compatible class source code for C# and TypeScript for communications between C# and TypeScript. Soccer team management: ---Spanner: No more stringly-typed web development! Build statically typed single page web applications in C#, automatically generating all HTML, JavaScript, and Knockout.

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  • printable PHP manual - 'all but the Function Reference section'

    - by JW01
    My Motivation I find it easier to learn things by reading 'offline'. I'd like to lean back and read the narrative part of a paper version of the official php manual. My Scuppered Plan My plan was to download the manual, print all but the Function Reference section and then read it. I have downloaded the "Single HTML file" version of the manual from the php.net download page. (That version did not contain any images, so I patched-in the ones from the Many HTML files version with no problem.) My plan was to open that "Single HTML file" in an HTML editor, delete the Function Reference section then print it out. Unfortunately, although I have tried three different editors, I have not been able to successfully load-up that massive html file to be able to edit it. Its about (~40MB). I started to look into the phpdoc framework with a view to rendering my own html docs from the source...but that's a steep learning curve for a newby..and is a last resort. I would use a file splitter, but they tend to split files crudely with no regard for html/xml/xhtml sematics. So the question is... Does anyone know know where you can download the php manual in a version that is a kind of half-way house between the 'Single HTML file' and the 'Many HTML files'? Ideally with the docs split into 3 parts: File 1 - stuff before the function reference File 2 - function reference File 3 - stuff after the function reference Or Can you suggest any editors/tools will enable me to split up this file myself?

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  • How can I run the pixel shader effect?

    - by Yashwinder
    Stated below is the code for my pixel shader which I am rendering after the vertex shader. I have set the wordViewProjection matrix in my program but I don't know to set the progress variable i.e in my pixel shader file which will make the image displayed by the help of a quad to give out transition effect. Here is the code for my pixel shader program::: As my pixel shader is giving a static effect and now I want to use it to give some effect. So for this I have to add a progress variable in my pixel shader and initialize to the Constant table function i.e constantTable.SetValue(D3DDevice,"progress",progress ); I am having the problem in using this function for progress in my program. Anybody know how to set this variable in my program. And my new pixel shader code is float progress : register(C0); sampler2D implicitInput : register(s0); sampler2D oldInput : register(s1); struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 UV : TEXCOORD 0; }; float4 Blinds(float2 uv) { if(frac(uv.y * 5) < progress) { return tex2D(implicitInput, uv); } else { return tex2D(oldInput, uv); } } // Pixel Shader { return Blinds(input.UV); }

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  • Understanding DeviceContext and Shaders in Direct3D/SlimDX

    - by Carson Myers
    I've been working through this tutorial about drawing triangles with SlimDX, and while it works, I've been trying to structure my program differently than in the tutorial. The tutorial just has everything in the main method, I'm trying to separate components into their own classes. But I'm not sure where certain components belong: namely, contexts and shaders. The tutorial (as it's just rendering one triangle) has one device, one swapchain, one device context and one set of shaders. intuition says that there is only one device/swapchain for one game, but with contexts I don't know. I made a Triangle class and put the vertex stuff in there. Should it also create a context? Should it load its own shaders? Or should I pass some global context and shaders to the triangle class when it is constructed? Or pass the shaders and construct a new context? I'm just getting started with 3D programming, so in addition to answering this question, if anyone knows of a tutorial or article or something about the larger-scale structure of a game, I'd be interested in seeing that as well.

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  • How to deal with OpenGL and Fullscreen on OS X

    - by Armin Ronacher
    I do most of my development on OS X and for my current game project this is my target environment. However when I play games I play on Windows. As a windows gamer I am used to Alt+Tab switching from within the game to the last application that was open. On OS X I currently can't find either a game that supports that nor can I find a way to make it possible. My current project is based on SDL 1.3 and I can see that cmd+tab is a sequence that is sent directly to my application and not intercepted by the operating system. Now my first attempt was to hide the rendering window on cmd+tab which certainly works, but has the disadvantage that a hidden OpenGL window in SDL cannot be restored when the user tabs back to the application. First of all, there is no event fired for that or I can't find it, secondly the core problem is that when that application window is hidden, my game is still the active application, just that the window disappeared. That is incredible annoying. Any ideas how to approximate the windows / linux behavior for alt+tab?

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