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  • XNA Notes 008

    - by George Clingerman
    This week has been a rough one. I’ve been sick and then in some kind of slump for my afternoon coding sessions. It could be from the cold, could be I’m still tired from writing that Windows Phone 7 game development book (which is out now!) or it could just be I’m tired of winter and want some sunshine. All I know is that even while I’m stick, the XNA world keeps going along at it’s whirlwind pace. Below are the things I caught in between my coughing fits.. Time Critical XNA News: The 2011 MVP summit is almost here so pass along your feelings and thoughts so the MVPs can take them and share them with the team in person http://forums.create.msdn.com/forums/p/76317/464136.aspx#464136 Dream Build Play - there’s no new announcement yet, but you can’t get much more to the end of February than this! http://www.dreambuildplay.com/Main/Home.aspx XNA Team: Dean Johnson from the XNA team shares an excellent way of handling Guide.IsTrialMode on WP7 http://blogs.msdn.com/b/dejohn/archive/2011/02/21/calling-guide-istrialmode-on-windows-phone-7.aspx Nick Gravelyn tries a new tactic in deciding if there’s enough interest to develop a sequel or not. Don’t YOU want Pixel Man 2 to come out? http://nickgravelyn.com/pixelman2/ XNA MVPs: Andy “The ZMan” Dunn finally shares what he’s been secretly working on these past 4 months http://twitter.com/#!/The_Zman/status/40590269392887808 http://www.youtube.com/watch?v=Rg8Z0ZdYbvg&feature=youtu.be Joel Martinez lets developers around NYC know they should by signing up for Game Hack Day http://twitter.com/joelmartinez/statuses/41118590862102528 http://gamehackday.org/71fdk XNA Developers: Michael McLaughlin shares an XNA RenderTarget2D Sample http://geekswithblogs.net/mikebmcl/archive/2011/02/18/xna-rendertarget2d-sample.aspx Martin Caine starts a new series on Deferred Rendering in XNA 4.0 http://twitter.com/#!/MartinCaine/status/39735221339291648 http://martincaine.com/xna/deferred_rendering_in_xna_4_introduction ElemenyCy posts about his fun time with the IntermediateSerializer http://www.ubergamermonkey.com/xna/holy-bloated-xml-batman/ Ben Kane releases a narrated dev diary video for Project Splice. Let him know if you’d like to see more! (I know I do!) http://twitter.com/#!/benkane/status/39846959498002432 http://www.youtube.com/watch?v=1EmziXZUo08&feature=youtu.be Jason Swearingen (of Novaleaf) posts his part 1 of Spatial Partitioning solutions http://altdevblogaday.org/2011/02/21/spatial-partitioning-part-1-survey-of-spatial-partitioning-solutions/ Brian Lawson of Dark Flow Studios shares what his been up to lately with lots of pretty screenshots and hints of announcements from Microsoft... http://www.darkflowstudios.com/entry/short-and-sweet-part-1 Luke Avery starts a new blog where he plans on making XNA tutorials for beginners (and he’s got a few started already!) http://programmingwithovery.wordpress.com/ Xbox LIVE Indie Games (XBLIG): GameMarx Episode 10 http://www.gamemarx.com/video/the-show/24/ep-10-february-18-2010.aspx Minecraft clone FortressCraft coming to XBLIG http://www.eurogamer.net/articles/2011-02-23-minecraft-clone-fortresscraft-hits-xblig ezMuze+ starts an IndieGoGo fundraiser campaign to help fund their second game and get it onto even more devices! http://www.indiegogo.com/ezmuze Gamergeddon XBLIG round up http://www.gamergeddon.com/2011/02/20/xbox-indie-game-round-up-february-20th/?utm_campaign=twitter&utm_medium=twitter&utm_source=twitter JForce Games loses their Ego http://jforcegames.com/blog/index.php?itemid=121&catid=4 XNA Game Development: @BallerIndustry reminds all XNA developers that the Maths are important ;) http://twitter.com/#!/BallerIndustry/status/39317618280243200 http://www.youtube.com/watch?v=MjV3XDFsjP4&feature=player_embedded#at=106 @suhinini stumbles on an older but extremely useful post on XNA Content Pipeline debugging http://twitter.com/#!/suhinini/status/39270189476352000 http://badcorporatelogo.wordpress.com/2010/10/31/xna-content-pipeline-debugging-4-0/ XNA Game Development Workshops at Singapore Universities http://innovativesingapore.com/2011/02/xna-game-development-workshops-at-singapore-universities/ Indiefreaks announces that IGF v0.3 is out with Xbox 360 support, SunBurn 2.0.12 and it’s now Open Source! http://twitter.com/#!/indiefreaks/status/39391953971982336 @liotral announces a new series on properly designing a game http://twitter.com/#!/liortal53/status/39466905081217024 http://liortalblog.wordpress.com/2011/02/20/hello-cosmos/ Indies and XNA at CodeStock 2011 http://www.gamemarx.com/news/2011/02/20/indies-and-xna-at-codestock-2011.aspx Train Frontier Express posts about XNA Content Hotloading http://trainfrontierexpress.blogspot.com/2011/02/xna-content-hotloading-overview.html Slyprid announces a new character editor in Transmute http://twitter.com/#!/slyprid/status/40146992818696192 http://www.youtube.com/watch?v=OKhFAc78LDs&feature=youtu.be The XNA 2D from the ground up tutorial series http://xna-uk.net/blogs/darkgenesis/archive/2011/02/23/recap-the-xna-2d-from-the-ground-up-tutorial-series.aspx Sgt.Conker posts a “Clingerman” (hey that’s me!) to stay relevant http://www.sgtconker.com/2011/02/posting-a-clingerman-to-stay-relevant/

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  • Silverlight Cream for March 26, 2010 -- #821

    - by Dave Campbell
    In this Issue: Max Paulousky, Christian Schormann, John Papa, Phani Raj, David Anson(-2-, -3-), Brad Abrams(-2-), and Jeff Wilcox(-2-, -3-). Shoutouts: Jeff Wilcox posted his material from mix and some preview TestFramework bits: Unit Testing Silverlight & Windows Phone Applications – talk now online At MIX10, Jeff Wilcox demo'd an app called "Peppermint"... here's the bleeding edge demo: “Peppermint” MIX demo sources Erik Mork and Co. have put out their weekly This Week In Silverlight 3.25.2010 Brad Abrams has all his materials posted for his MIX10 session Mix2010: Search Engine Optimization (SEO) for Microsoft Silverlight... including play-by-play of the demo and all source. Do you use Rooler? Well you should! Watch a video Pete Brown did with Pete Blois on Expression Blend, Windows Phone, Rooler Interested in Silverlight and XNA for WP7? Me too! Michael Klucher has a post outlining the two: Silverlight and XNA Framework Game Development and Compatibility From SilverlightCream.com: Modularity in Silverlight Applications - An Issue With ModuleInitializeException Max Paulousky has a truly ugly error trace listed by way of not having a reference listed, and the obvious simple solution. Next time he'll talk about the difficult situations. Using SketchFlow to Prototype for Windows Phone Christian Schormann has a tutorial up on using Expression Blend to develop for WP7 ... who better than Christian for that task?? Silverlight TV 18: WCF RIA Services Validation John Papa held forth with Nikhil Kothari on WCF RIA Services and validation just prior to MIX10, and was posted yesterday. Building SL3 applications using OData client Library with Vs 2010 RC Phani Raj walks through building an OData consumer in SL3, the first problem you're going to hit, and the easy solution to it. Tip: When creating a DependencyProperty, follow the handy convention of "wrapper+register+static+virtual" David Anson has a couple more of his 'Tips' up... this first is about Dependency Properties again... having a good foundation for all your Dependency Properties is a great way to avoid problems. Tip: Do not assign DependencyProperty values in a constructor; it prevents users from overriding them In the next post, David Anson talks about not assigning Dependency Property values in a constructor and gives one of the two ways to get around doing so. Tip: Set DependencyProperty default values in a class's default style if it's more convenient In his latest post, David Anson gives the second way to avoid setting a Dependency Property value in the constructor. Silverlight 4 + RIA Services - Ready for Business: Search Engine Optimization (SEO) Brad Abrams Abrams adds SEO to the tutorial series he's doing. He begins with his PDC09 session material on the subject and then takes off on a great detailed tutorial all with source. Silverlight 4 + RIA Services - Ready for Business: Localizing Business Application Brad Abrams then discusses localization and Silverlight in another detailed tutorial with all code included. Silverlight Toolkit and the Windows Phone: WrapPanel, and a few others Jeff Wilcox has a few WP7 posts I'm going to push today. This first is from earlier this week and is about using the Toolkit in WP7 and better than that, he includes the bits you need if all you want is the WrapPanel Data binding user settings in Windows Phone applications In the next one from yesterday, Jeff Wilcox demonstrates saving some user info in Isolated Storage to improve the user experience, and shares all the necessary plumbing files, and other external links as well. Displaying 2D QR barcodes in Windows Phone applications In a post from today, Jeff Wilcox ported his Silverlight 2D QR Barcode app from last year into WP7 ... just very cool... get the source and display your Microsoft Tag. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone    MIX10

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  • Rendering Linear Gradients using the HTML5 Canvas

    - by dwahlin
    Related HTML5 Canvas Posts: Getting Started with the HTML5 Canvas Rendering Text with the HTML5 Canvas Creating a Line Chart using the HTML5 Canvas New Pluralsight Course: HTML5 Canvas Fundamentals Gradients are everywhere. They’re used to enhance toolbars or buttons and help add additional flare to a web page when used appropriately. In the past we’ve always had to rely on images to render gradients which works well, but isn’t necessarily the most efficient (although 1 pixel wide images do work well). CSS3 provides a great way to render gradients in modern browsers (see http://www.colorzilla.com/gradient-editor for a nice online gradient generator tool) but it’s not the only option. If you’re working with charts, games, multimedia or other HTML5 Canvas applications you can also use gradients and render them on the client-side without relying on images. In this post I’ll introduce how to use linear gradients and discuss the different functions that can be used to create them.   Creating Linear Gradients Linear gradients can be created using the 2D context’s createLinearGradient function. The function takes the starting x,y coordinates and ending x,y coordinates of the gradient:   createLinearGradient(x1, y1, x2, y2);   By changing the start and end coordinates you can control the direction that the gradient renders. For example, adding the following coordinates causes the gradient to render from left to right since the y value stays at 0 for both points while the x value changes from 0 to 200. var lgrad = ctx.createLinearGradient(0, 0, 200, 0); Here’s an example of how changing the coordinates affects the gradient direction:   Once a linear gradient object has been created you can set color stops using the addColorStop() function. It takes the location where the color should appear in the gradient with 0 being the beginning and 1 being at the end (0.5 would be in the middle) as well as the color to display in the gradient. lgrad.addColorStop(0, 'white'); lgrad.addColorStop(1, 'gray');   An example of combining createLinearGradient() with addColorStop() is shown next:   Using createLinearGradient() var canvas = document.getElementById('myCanvas'); var ctx = canvas.getContext('2d'); var lgrad = ctx.createLinearGradient(0, 0, 200, 0); lgrad.addColorStop(0, 'white'); lgrad.addColorStop(1, 'gray'); ctx.fillStyle = lgrad; ctx.fillRect(0, 0, 200, 200); ctx.strokeRect(0, 0, 200, 200); This code renders a white to gray gradient as shown next: A live example of using createLinearGradient() is shown next. Click the Result tab to see the code in action.   In the next post on the HTML5 Canvas I’ll take a look at radial gradients and how they can be used. In the meantime, if you’re interested in learning more about the HTML5 Canvas and how it can be used in your Web or Windows 8 applications, check out my HTML5 Canvas Fundamentals course from Pluralsight. It has over 4 1/2 hours of canvas goodness packed in it.

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  • upgraded "Compiz' and "Unity", now no Unity 3D on screen

    - by user18432
    Today when I logged in to my Ubuntu 12.04, the update manager told me of some upgrades. Compiz and Unity were in those upgrades. After I installed the upgrades, I can no longer get the Unity panel on the left side of screen or the systray at the top of screen. I now have to run Ubuntu 12.04 with Unity 2D. My laptop is a HP Pavilion dv9000 with Nvidia GeForce Go 7600 video. I tried to run "unity --reset" but it says there are serious issues with compiz. I have cut & pasted the read out from the terminal below. [09:35:02] xxxxxxx@L01U1204:~$ unity --reset unity-panel-service: no process found Checking if settings need to be migrated ...no Checking if internal files need to be migrated ...no Backend : gconf Integration : true Profile : unity Adding plugins Initializing core options...done compiz (core) - Warn: failed to receive ConfigureNotify event on 0x2e00004 compiz (core) - Warn: failed to receive ConfigureNotify event on 0x580005a compiz (core) - Warn: failed to receive ConfigureNotify event on 0x3600006 compiz (core) - Warn: failed to receive ConfigureNotify event on 0x3200255 compiz (core) - Warn: failed to receive ConfigureNotify event on 0x1600002 compiz (core) - Warn: failed to receive ConfigureNotify event on 0x1400002 Initializing composite options...done Initializing opengl options...done Initializing decor options...done Initializing vpswitch options...done Initializing snap options...done Initializing mousepoll options...done Initializing resize options...done Initializing place options...done Initializing move options...done Initializing wall options...done Initializing grid options...done I/O warning : failed to load external entity "/home/brwright/.compiz/session/10afaca1703486b216133648409481824100000130110002" Initializing session options...done Initializing gnomecompat options...done Initializing animation options...done Initializing fade options...done Initializing unitymtgrabhandles options...done Initializing workarounds options...done Initializing scale options...done compiz (expo) - Warn: failed to bind image to texture Initializing expo options...done Initializing ezoom options...done compiz (core) - Error: Couldn't load plugin '/usr/lib/compiz/libunityshell.so' : /usr/lib/compiz/libunityshell.so: undefined symbol: _ZNK5unity4dash10Controller6windowEv compiz (core) - Error: Couldn't load plugin 'unityshell' compiz (core) - Warn: unhandled ConfigureNotify on 0x7000090! compiz (core) - Warn: this should never happen. you should probably file a bug about this. compiz (core) - Warn: unhandled ConfigureNotify on 0x7000093! compiz (core) - Warn: this should never happen. you should probably file a bug about this. compiz (core) - Warn: unhandled ConfigureNotify on 0x7000096! compiz (core) - Warn: this should never happen. you should probably file a bug about this. compiz (core) - Warn: unhandled ConfigureNotify on 0x7000099! compiz (core) - Warn: this should never happen. you should probably file a bug about this. compiz (core) - Warn: unhandled ConfigureNotify on 0x700009c! compiz (core) - Warn: this should never happen. you should probably file a bug about this. compiz (core) - Warn: unhandled ConfigureNotify on 0x700009f! compiz (core) - Warn: this should never happen. you should probably file a bug about this. Initializing annotate options...done Initializing blur options...done Initializing clone options...done Initializing colorfilter options...done Initializing commands options...done Initializing cube options...done Initializing imgjpeg options...done Initializing kdecompat options...done Initializing mag options...done Initializing neg options...done Initializing obs options...done Initializing opacify options...done Initializing put options...done Initializing resizeinfo options...done Initializing ring options...done Initializing rotate options...done Initializing scaleaddon options...done Initializing screenshot options...done Initializing shift options...done Initializing staticswitcher options...done Initializing switcher options...done Initializing thumbnail options...done Initializing unityshell options...done Initializing water options...done Initializing winrules options...done Initializing wobbly options...done Setting Update "main_menu_key" Setting Update "run_key" Starting gtk-window-decorator As you can see the terminal never comes back to the CI prompt. I must do a control C to get to the CI prompt, but then the OS is frozen. I have to reboot and run Unity 2D in able to do anything on my laptop. I hope I have explained this enough and provided some useful info. I am at a loss to understand what the problem is, or what exactly what is causing the problem. Is it Unity or Compiz? Can anyone help?

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  • The Latest Major Release of AutoVue is Now Available!

    - by Pam Petropoulos
    Click here to read the full press release. To learn more about AutoVue 20.2, check out the What's New in AutoVue 20.2 Datasheet AutoVue 20.2 continues to set the standard for enterprise level visualization with Augmented Business Visualization, a new paradigm which reconciles information and business data from multiple sources into a single view, providing rich and actionable visual decision-making environments. The release also includes; capabilities that enhance end-to-end approval workflow; solutions to visually enable the mobile workforce; and support for the latest manufacturing and high tech formats.     New capabilities in release 20.2 include: ·         Enhancements to the Augmented Business Visualization framework o    Creation of 2D hotspots has been extended in 2D drawings, PDF and image files and can now be defined as regional boxes, rather than just text strings o    New 3D Hotspot links in models and drawings. Parts or components of 3D models can be selected to create hotspot links. ·         Enhanced end-to-end approval workflows with digital stamping and batch stamping improvements ·         Solutions that visually enable the mobile workforce and extend enterprise visualization to mobile devices, including iPads through OVDI (Oracle Virtual Desktop Infrastructure) ·         Enhancements to AutoVue enterprise readiness: reliability and performance improvements, as well as security enhancements which adhere to Oracle’s Software Security Assurance standards ·         Timely support for new MCAD, ECAD, and Office formats ·         New 20.2 versions of AutoVue Document Print Services and Integration SDK (iSDK) ·         New Dutch language availability   The press release also contains terrific supporting quotes from AutoVue customers and partners.        “AutoVue’s stamping enhancements will greatly benefit our building permit management processes,” said Ties Kremer, Information Manager, Noordenveld Municipality, Netherlands. “The ability to batch stamp documents will speed up our approval processes, enable us to save time and money, and help us meet our regulatory compliance obligations.”          “AutoVue provides our non-technical teams in marketing and sales with access to customer order requirements and supporting CAD documents and drawings,” said James Lim, Regional Technical Systems Manager at Molex Incorporated. “AutoVue 20.2 has enabled us to refine our quotation process, and reduce order errors.”         “We are excited about our use of AutoVue’s Augmented Business Visualization framework, which will offer Meridian users enhanced access to related technical documentation,” said Edwin van Dijk, Director of Product Management, BlueCielo.  “By including AutoVue’s new regional hotspot capabilities within BlueCielo Meridian Enterprise, the context of engineering information is carried over into the visual representation of complex assets, thereby helping us to improve productivity and operational excellence.”    

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  • Wireless doesn't work on a Broadcom BCM4312

    - by Boderick
    As stated, I've just upgraded to 12.04 and my Dell Inspiron 1545 isn't recognising its wireless card and I was wondering if anybody could help? Edit: Okay, so I found the wireless card by using lspci -vvv and it returned this: 0c:00.0 Network controller: Broadcom Corporation BCM4312 802.11b/g LP-PHY (rev 01) Subsystem: Dell Wireless 1397 WLAN Mini-Card Control: I/O- Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR+ FastB2B- DisINTx- Status: Cap+ 66MHz- UDF- FastB2B- ParErr- DEVSEL=fast TAbort- SERR- Kernel modules: ssb lsmod Module Size Used by dm_crypt 22528 0 joydev 17393 0 dell_wmi 12601 0 sparse_keymap 13658 1 dell_wmi dell_laptop 13671 0 dcdbas 14098 1 dell_laptop psmouse 72919 0 uvcvideo 67203 0 serio_raw 13027 0 videodev 86588 1 uvcvideo snd_hda_codec_idt 60251 1 mac_hid 13077 0 snd_hda_intel 32765 5 snd_hda_codec 109562 2 snd_hda_codec_idt,snd_hda_intel snd_hwdep 13276 1 snd_hda_codec parport_pc 32114 0 rfcomm 38139 0 bnep 17830 2 ppdev 12849 0 snd_pcm 80845 3 snd_hda_intel,snd_hda_codec bluetooth 158438 10 rfcomm,bnep snd_seq_midi 13132 0 snd_rawmidi 25424 1 snd_seq_midi snd_seq_midi_event 14475 1 snd_seq_midi snd_seq 51567 2 snd_seq_midi,snd_seq_midi_event snd_timer 28931 2 snd_pcm,snd_seq snd_seq_device 14172 3 snd_seq_midi,snd_rawmidi,snd_seq binfmt_misc 17292 1 snd 62064 18 snd_hda_codec_idt,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_pcm,snd_rawmidi,snd_seq,snd_timer,snd_seq_device soundcore 14635 1 snd snd_page_alloc 14108 2 snd_hda_intel,snd_pcm lp 17455 0 parport 40930 3 parport_pc,ppdev,lp sky2 53628 0 ums_realtek 17920 0 uas 17699 0 i915 414603 3 wmi 18744 1 dell_wmi drm_kms_helper 45466 1 i915 drm 197692 4 i915,drm_kms_helper i2c_algo_bit 13199 1 i915 video 19068 1 i915 usb_storage 39646 1 ums_realtek ifconfig -a eth0 Link encap:Ethernet HWaddr 00:23:ae:24:71:45 inet addr:192.168.1.158 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::223:aeff:fe24:7145/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:14340 errors:0 dropped:0 overruns:0 frame:0 TX packets:10191 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:15403754 (15.4 MB) TX bytes:1262570 (1.2 MB) Interrupt:18 ham0 Link encap:Ethernet HWaddr 7a:79:05:2d:b0:f7 inet addr:5.45.176.247 Bcast:5.255.255.255 Mask:255.0.0.0 inet6 addr: fe80::7879:5ff:fe2d:b0f7/64 Scope:Link inet6 addr: 2620:9b::52d:b0f7/96 Scope:Global UP BROADCAST RUNNING MULTICAST MTU:1404 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:179 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:500 RX bytes:0 (0.0 B) TX bytes:27480 (27.4 KB) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:433 errors:0 dropped:0 overruns:0 frame:0 TX packets:433 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:60051 (60.0 KB) TX bytes:60051 (60.0 KB) iwconfig lo no wireless extensions. ham0 no wireless extensions. eth0 no wireless extensions. the results for sudo lshw -class network *-network description: Wireless interface product: BCM4312 802.11b/g LP-PHY vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:0c:00.0 logical name: eth1 version: 01 serial: 00:22:5f:77:1f:e6 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=wl0 driverversion=5.100.82.38 latency=0 multicast=yes wireless=IEEE 802.11bg resources: irq:17 memory:f69fc000-f69fffff *-network description: Ethernet interface product: 88E8040 PCI-E Fast Ethernet Controller vendor: Marvell Technology Group Ltd. physical id: 0 bus info: pci@0000:09:00.0 logical name: eth0 version: 13 serial: 00:23:ae:24:71:45 size: 100Mbit/s capacity: 100Mbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=sky2 driverversion=1.30 duplex=full firmware=N/A ip=192.168.1.158 latency=0 link=yes multicast=yes port=twisted pair speed=100Mbit/s resources: irq:45 memory:f68fc000-f68fffff ioport:de00(size=256) *-network description: Ethernet interface physical id: 2 logical name: ham0 serial: 7a:79:05:2d:b0:f7 size: 10Mbit/s capabilities: ethernet physical configuration: autonegotiation=off broadcast=yes driver=tun driverversion=1.6 duplex=full firmware=N/A ip=5.45.176.247 link=yes multicast=yes port=twisted pair speed=10Mbit/s and the results of rfkill list all 0: brcmwl-0: Wireless LAN Soft blocked: yes Hard blocked: yes 1: dell-wifi: Wireless LAN Soft blocked: yes Hard blocked: yes

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  • User password rejected on login screen but accepted on text console login

    - by MadsirR
    I had to force shutdown my Ubuntu 12.04 64-bit, after which I restarted and tried to log in as a normal user, which was rejected several times. I then logged in as guest and tty to my regular account with use of my normal password, which succeeded. (So the password is still valid.) How can I gain access again via the normal login procedure (welcome screen)? Update: When I tried to log on with my new password, it again was denied. When I deliberately tried to log on with a faulty password, an error message came back, saying: Access denied - wrong password. I suppose, the first time the password was not rejected, but the procedure was aborted for some reason. Some additional info after trying to find a solution: I am conviced it is a Compiz-issue. Why? before this happened, all sessions came to a grinding halt, regardless of being logged on in a 2D or 3d environment. I found a link saying that I should remove Compiz and proceed in a 2D environment, which initiall worked without a glitch, until my system went into a state of total obivium. Only after that, the above mentioned troubles appeared. In the meantime I have happened to find a thread with reference 17381, describing exactly what I have experienced. For now, I will try to cure this situation (later this week) and revert with the results, hopefully to close this post. In the meantime I cordially thank you all, even if you didn't kill the problem; you gave me the inspiration to look further and find a possible cure. Update2: After 15 hrs of trial-and-error I callled it quits (When I decided to tackle this problem, I've given myself 12 hrs, to avoid massive loss of time.) I decided to re-install Precise, since the "point 1" version has become availabe. Log-in is back to normal, as is the graphic environment. Response to mouse input is stil appalling, especially when I have a series of screens open as "children"of a "parent" screen. It still completely locks up. I have installed Enlightenment, Gnome classic, Gnome 3, Cinnamon and they all behave in a similar fashion. FOR THOSE WHO NEED A WAY-OUT IN SITUATIONS OF THE LIKE: Open a terminal with [Ctrl+Alt+F2]. Type [sudo killall Firefox] (or whatever application you wish to terminate). Key in your password. Return to your graphical screen with [Ctrl+Alt+F7], and Bob's your uncle. Just re-open Firefox like nothing happened. Next time you are stuck: [Ctrl+Alt+F2], upward arrow till you meet the command of your desire, [Ctrl+Alt+F7], etcetera. Hope this is of help. My next move will be to upgrade the kernel to 3.4 from the repositories for 12.10. However, since this entails a totally new situation, I will start a new thread on this site to avoid topic pollution I will keep you posted. Still.

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  • Seeking advice on tools and technology for my new game [closed]

    - by k.k. slider
    I'm a C# developer who has been programming a game in my spare time using XNA and Visual Studio. The game's logic is mostly done and I've completed a prototype that has most of the functionality of (what I envision to be) the final game. However, having heard about the uncertain future and (possibly) limited audience for XNA games, I'm looking to switch platforms... but I don't know what technology would best suit my needs. Below are some specifics about my game and what exactly I'm looking for, if you're interested: The game is a 2D turn-based tactical RPG (strategy game) for two players. It is a basic sprite and tile based game with animations and sound. 3D capabilities are not necessary. I'd like to allow players to compete with others online, and have a basic ranking/matchmaking system. I will probably need something that can interact with a server and a database (the game is turn-based and has no RNG, so cheating would be easy to detect even if most computation is done client-side and minimal data is sent to the server). Ideally, I would be able to release an early version of the game and have people give feedback as I develop additional features (similar to Minecraft). I'd prefer to have a way to release periodic updates to the game instead of releasing an absolute final product. To reach the widest possible audience, I'd prefer technology that allows me to release on PC, Android, iOS, and (maybe) Mac. This is a game with simple mouse inputs which can fit on a mobile touch screen. The game should be monetizable. If I find success with this game, then I may consider becoming a full-time indie game developer. I have several other game ideas and have learned quite a bit from my first attempt at game development. My first thought was an F2P/microtransaction model, but I'm open to other suggestions. Language isn't a primary concern of mine, since I have a decent amount of experience using several languages to program large projects. I'm willing to spend money (e.g. on a developer's license), but the more expensive it gets, the more hesitant I am to use it. I've looked into the following solutions... there are a LOT of tools out there... if anyone has experience with any of these and would like to recommend/reject any of them, it would be helpful. C#/.NET (XNA/MonoGame/SDL/SlimDX/Xamarin/ExEn/ANX?) HTML5/JS (AppMobi/PhoneGap/Marmalade/FlashCanvas/Cordova/libRocket?) Python (Pyglet/Pygame/Kivy?) Java (JavaFX/libGDX?) Unity/Construct 2/Cocos2D/NME/Corona/other game creation software? I'd like something that can do 2D and isn't limited by being too high-level. Other languages (Lua/LOVE? Moai?) Thanks for answering this rather long and tedious question...

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  • DirectX particle system. ConstantBuffer

    - by Liuka
    I'm new in DirectX and I'm making a 2D game. I want to use a particle system to simulate a 3D starfield, so each star has to set its own constant buffer for the vertexshader es. to set it's world matrix. So if i have 500 stars (that move every frame) i need to call 500 times VSsetconstantbuffer, and map/unmap each buffer. with 500 stars i have an average of 220 fps and that's quite good. My bottelneck is Vs/PsSetconstantbuffer. If i dont call this function i have 400 fps(obliviously nothing is display, since i dont set the position of the stars). So is there a method to speed up the render of the particle system?? Ps. I'm using intel integrate graphic (hd 2000-3000). with a nvidia (or amd) gpu will i have the same bottleneck?? If, for example, i dont call setshaderresource i have 10-20 fps more (for 500 objcets), that is not 180.Why does SetConstantBuffer take so long?? LPVOID VSdataPtr = VSmappedResource.pData; memcpy(VSdataPtr, VSdata, CszVSdata); context->Unmap(VertexBuffer, 0); result = context->Map(PixelBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &PSmappedResource); if (FAILED(result)) { outputResult.OutputErrorMessage(TITLE, L"Cannot map the PixelBuffer", &result, OUTPUT_ERROR_FILE); return; } LPVOID PSdataPtr = PSmappedResource.pData; memcpy(PSdataPtr, PSdata, CszPSdata); context->Unmap(PixelBuffer, 0); context->VSSetConstantBuffers(0, 1, &VertexBuffer); context->PSSetConstantBuffers(0, 1, &PixelBuffer); this update and set the buffer. It's part of the render method of a sprite class that contains a the vertex buffer and the texture to apply to the quads(it's a 2d game) too. I have an array of 500 stars (sprite setup with a star texture). Every frame: clear back buffer; draw the array of stars; present the backbuffer; draw also call the function update( which calculate the position of the sprite on screen based on a "camera class") Ok, create a vertex buffer with the vertices of each quads(stars) seems to be good, since the stars don't change their "virtual" position; so.... In a particle system (where particles move) it's better to have all the object in only one vertices array, rather then an array of different sprite/object in order to update all the vertices' position with a single setbuffer call. In this case i have to use a dynamic vertex buffer with the vertices positions like this: verticesForQuad={{ XMFLOAT3((float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 0.0f) }, { XMFLOAT3((float)halfDImensions.x-1+pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 1.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1.pos.y, 1.0f), XMFLOAT2(0.0f, 0.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1.pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(0.0f, 1.0f) }, ....other quads} where halfDimensions is the halfsize in pixel of a texture and pos the virtual position of a star. than create an array of verticesForQuad and create the vertex buffer ZeroMemory(&vertexDesc, sizeof(vertexDesc)); vertexDesc.Usage = D3D11_USAGE_DEFAULT; vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexDesc.ByteWidth = sizeof(VertexType)* 4*numStars; ZeroMemory(&resourceData, sizeof(resourceData)); resourceData.pSysMem = verticesForQuad; result = device->CreateBuffer(&vertexDesc, &resourceData, &CvertexBuffer); and call each frame Context->IASetVertexBuffers(0, 1, &CvertexBuffer, &stride, &offset); But if i want to add and remove obj i have to recreate the buffer each time, havent i?? There is a faster way? I think i can create a vertex buffer with a max size (es. 10000 objs) and when i update it set only the 250 position (for 250 onjs for example) and pass this number as the vertexCount to the draw function (numObjs*4), or i'm worng

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  • XNA vs SlimDX for offscreen renderer

    - by Groky
    Hello, I realise there are numerous questions on here asking about choosing between XNA and SlimDX, but these all relate to game programming. A little background: I have an application that renders scenes from XML descriptions. Currently I am using WPF 3D and this mostly works, except that WPF has no way to render scenes offscreen (i.e. on a server, without displaying them in a window), and also rendering to a bitmap causes WPF to fallback to software rendering. So I'm faced with having to write my own renderer. Here are the requirements: Mix of 3D and 2D elements. Relatively few elements per scene (tens of meshes, tens of 2D elements). Large scenes (up to 3000px square for print). Only a single frame will be rendered (i.e. FPS is not an issue). Opacity masks. Pixel shaders. Software fallback (servers may or may not have a decent gfx card). Possibility of being rendered offscreen. As you can see it's pretty simple stuff and WPF can manage it quite nicely except for the not-being-able-to-export-the-scene problem. In particular I don't need many of the things usually needed in game development. So bearing that in mind, would you choose XNA or SlimDX? The non-rendering portion of the code is already written in C#, so want to stick with that.

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  • [SOLVED] BitmapFactory.decodeStream returning null when options are set.

    - by Robert Foss
    Hi! I'm having issues with BitmapFactory.decodeStream(inputStream). When using it without options, it will return an image. But when I use it with options as in .decodeStream(inputStream, null, options) it never returns Bitmaps. What I'm trying to do is to downsample a Bitmap before I actually load it to save memory. I've read some good guides, but none using .decodeStream. Here httpIM:NOT//nornalbion.SPAMcom/blog/?p=143 httpIM:NOT//kfb-android.blogspot.SPAMcom/2009/04/image-processing-in-android.html WORKS JUST FINE URL url = new URL(sUrl); HttpURLConnection connection = (HttpURLConnection) url.openConnection(); InputStream is = connection.getInputStream(); Bitmap img = BitmapFactory.decodeStream(is, null, options); DOESNT WORK InputStream is = connection.getInputStream(); Bitmap img = BitmapFactory.decodeStream(is, null, options); InputStream is = connection.getInputStream(); Options options = new BitmapFactory.Options(); options.inJustDecodeBounds = true; BitmapFactory.decodeStream(is, null, options); Boolean scaleByHeight = Math.abs(options.outHeight - TARGET_HEIGHT) >= Math.abs(options.outWidth - TARGET_WIDTH); if(options.outHeight * options.outWidth * 2 >= 200*100*2){ // Load, scaling to smallest power of 2 that'll get it <= desired dimensions double sampleSize = scaleByHeight ? options.outHeight / TARGET_HEIGHT : options.outWidth / TARGET_WIDTH; options.inSampleSize = (int)Math.pow(2d, Math.floor( Math.log(sampleSize)/Math.log(2d))); } // Do the actual decoding options.inJustDecodeBounds = false; Bitmap img = BitmapFactory.decodeStream(is, null, options);

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  • BitmapFactory.decodeStream returning null when options are set.

    - by Robert Foss
    Hi! I'm having issues with BitmapFactory.decodeStream(). When using it without options, it will return an image. But when I use it with options as in .decodeStream(inputStream, null, options) it never returns Bitmaps. What I'm trying to do is to downsample a Bitmap before I actually load it to save memory. I've read some good guides, but none using .decodeStream. Here httpIM:NOT//nornalbion.SPAMcom/blog/?p=143 httpIM:NOT//kfb-android.blogspot.SPAMcom/2009/04/image-processing-in-android.html WORKS JUST FINE InputStream is = connection.getInputStream(); Bitmap img = BitmapFactory.decodeStream(is, null, options); DOESNT WORK InputStream is = connection.getInputStream(); Options options = new BitmapFactory.Options(); options.inJustDecodeBounds = true; BitmapFactory.decodeStream(is, null, options); Boolean scaleByHeight = Math.abs(options.outHeight - TARGET_HEIGHT) >= Math.abs(options.outWidth - TARGET_WIDTH); if(options.outHeight * options.outWidth * 2 >= 200*100*2){ // Load, scaling to smallest power of 2 that'll get it <= desired dimensions double sampleSize = scaleByHeight ? options.outHeight / TARGET_HEIGHT : options.outWidth / TARGET_WIDTH; options.inSampleSize = (int)Math.pow(2d, Math.floor( Math.log(sampleSize)/Math.log(2d))); System.out.println("Samplesize: " + options.inSampleSize); } // Do the actual decoding options.inJustDecodeBounds = false; //options.inTempStorage = new byte[IMG_BUFFER_LEN]; Bitmap img = BitmapFactory.decodeStream(is, null, options);

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  • bug with varargs and overloading?

    - by pstanton
    There seems to be a bug in the Java varargs implementation. Java can't distinguish the appropriate type when a method is overloaded with different types of vararg parameters. It gives me an error The method ... is ambiguous for the type ... Consider the following code: public class Test { public static void main(String[] args) throws Throwable { doit(new int[]{1, 2}); // <- no problem doit(new double[]{1.2, 2.2}); // <- no problem doit(1.2f, 2.2f); // <- no problem doit(1.2d, 2.2d); // <- no problem doit(1, 2); // <- The method doit(double[]) is ambiguous for the type Test } public static void doit(double... ds) { System.out.println("doubles"); } public static void doit(int... is) { System.out.println("ints"); } } the docs say: "Generally speaking, you should not overload a varargs method, or it will be difficult for programmers to figure out which overloading gets called." however they don't mention this error, and it's not the programmers that are finding it difficult, it's the compiler. thoughts?

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  • Resizing and saving an image in WinMobile and .NET CF throws OutOfMemoryException

    - by devguy
    I have a WinMobile app which allows the user the snap a photo with the camera, and then use for for various things. The photo can be snapped at 1600x1200, 800x600 or 640x480, but it must always be resized to 400px for the longest size (the other is proportional of course). Here's the code: private void LoadImage(string path) { Image tmpPhoto = new Bitmap(path); // calculate new bitmap size... double width = ... double height = ... // draw new bitmap Image photo = new Bitmap(width, height, System.Drawing.Imaging.PixelFormat.Format24bppRgb); using (Graphics g = Graphics.FromImage(photo)) { g.FillRectangle(new SolidBrush(Color.White), new Rectangle(0, 0, photo.Width, photo.Height)); int srcX = (int)((double)(tmpPhoto.Width - width) / 2d); int srcY = (int)((double)(tmpPhoto.Height - height) / 2d); g.DrawImage(tmpPhoto, new Rectangle(0, 0, photo.Width, photo.Height), new Rectangle(srcX, srcY, photo.Width, photo.Height), GraphicsUnit.Pixel); } tmpPhoto.Dispose(); // save new image and dispose photo.Save(Path.Combine(config.TempPath, config.TempPhotoFileName), System.Drawing.Imaging.ImageFormat.Jpeg); photo.Dispose(); } Now the problem is that the app breaks in the photo.Save call, with an OutOfMemoryException. And I don't know why, since I dispose the tempPhoto (with the original photo from the camera) as soon as I can, and I also dispose the Graphics obj. Why does this happen? It seems impossible to me that one can't take a photo with the camera and resize/save it without making it crash :( Should I restor t C++ for such a simple thing? Thanks.

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  • Nested dereferencing arrows in Perl: to omit or not to omit?

    - by DVK
    In Perl, when you have a nested data structure, it is permissible to omit de-referencing arrows to 2d and more level of nesting. In other words, the following two syntaxes are identical: my $hash_ref = { 1 => [ 11, 12, 13 ], 3 => [31, 32] }; my $elem1 = $hash_ref->{1}->[1]; my $elem2 = $hash_ref->{1}[1]; # exactly the same as above Now, my question is, is there a good reason to choose one style over the other? It seems to be a popular bone of stylistic contention (Just on SO, I accidentally bumped into this and this in the space of 5 minutes). So far, none of the usual suspects says anything definitive: perldoc merely says "you are free to omit the pointer dereferencing arrow". Conway's "Perl Best Practices" says "whenever possible, dereference with arrows", but it appears to only apply to the context of dereferencing the main reference, not optional arrows on 2d level of nested data structures. "MAstering Perl for Bioinfirmatics" author James Tisdall doesn't give very solid preference either: "The sharp-witted reader may have noticed that we seem to be omitting arrow operators between array subscripts. (After all, these are anonymous arrays of anonymous arrays of anonymous arrays, etc., so shouldn't they be written [$array-[$i]-[$j]-[$k]?) Perl allows this; only the arrow operator between the variable name and the first array subscript is required. It make things easier on the eyes and helps avoid carpal tunnel syndrome. On the other hand, you may prefer to keep the dereferencing arrows in place, to make it clear you are dealing with references. Your choice." Personally, i'm on the side of "always put arrows in, since itg's more readable and obvious tiy're dealing with a reference".

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  • Things one needs to know while writing a game engine

    - by Joe Barr
    I have been dabbling in game development as a hobby for a while now, and I cannot seam to quite get my games to sparkle at least a bit with some graphics. I have decided to write a simple test game engine that only focuses on the representation of graphics - shapes, textures and surfaces. While I have a few very simple game engines designed for my own games under my belt, I want to create a game engine that I can use to display and play with graphics. I'm going to do this in C++. Since this is my first time with a major engine, the engine in not going to focus on 3D graphics, it's going to be a mixture of isometric and 2D graphics. My previous engines have incorporated (been able to draw) or focused on simple flat (almost 2D) non impressive graphic designs and representations of: the player NPCs objects walls and surfaces textures Also, I had some basic AI and sometimes even sound. They also saved and loaded games. They didn't have a map editor or a level editor. Is this going to be a problem in the future? At this time I have to point out that some of my games didn't get finished because I was to lazy to write the few last levels. My question at this point would be: What are some things one should know if one wants write (develope) a better graphical game engine with all it's functions.

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  • Any good tutorials or resources for learning how to design a scalable and "component" based game 'fr

    - by CodeJustin.com
    In short I'm creating a 2D mmorpg and unlike my last "mmo" I started developing I want to make sure that this one will scale well and work well when I want to add new in-game features or modify existing ones. With my last attempt with an avatar chat within the first few thousand lines of code and just getting basic features added into the game I seen my code quality lowering and my ability to add new features or modify old ones was getting lower too as I added more features in. It turned into one big mess that some how ran, lol. This time I really need to buckle down and find a design that will allow me to create a game framework that will be easy to add and remove features (aka things like playing mini-games within my world or a mail system or buddy list or a new public area with interactive items). I'm thinking that maybe a component based approach MIGHT be what I'm looking for but I'm really not sure. I have read documents on mmorpg design and 2d game engine architecture but nothing really explained a way of designing a game framework that will basically let me "plug-in" new features into the main game and use the resources of the main game without changing much within my 'main game code'. Hope someone understands what I mean, any help will is appreciated.

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  • Python, dictionaries, and chi-square contingency table

    - by rohanbk
    I have a file which contains several lines in the following format (word, time that the word occurred in, and frequency of documents containing the given word within the given instance in time): #inputfile <word, time, frequency> apple, 1, 3 banana, 1, 2 apple, 2, 1 banana, 2, 4 orange, 3, 1 I have Python class below that I used to create 2-D dictionaries to store the above file using as the key, and frequency as the value: class Ddict(dict): ''' 2D dictionary class ''' def __init__(self, default=None): self.default = default def __getitem__(self, key): if not self.has_key(key): self[key] = self.default() return dict.__getitem__(self, key) wordtime=Ddict(dict) # Store each inputfile entry with a <word,time> key timeword=Ddict(dict) # Store each inputfile entry with a <time,word> key # Loop over every line of the inputfile for line in open('inputfile'): word,time,count=line.split(',') # If <word,time> already a key, increment count try: wordtime[word][time]+=count # Otherwise, create the key except KeyError: wordtime[word][time]=count # If <time,word> already a key, increment count try: timeword[time][word]+=count # Otherwise, create the key except KeyError: timeword[time][word]=count The question that I have pertains to calculating certain things while iterating over the entries in this 2D dictionary. For each word 'w' at each time 't', calculate: The number of documents with word 'w' within time 't'. (a) The number of documents without word 'w' within time 't'. (b) The number of documents with word 'w' outside time 't'. (c) The number of documents without word 'w' outside time 't'. (d) Each of the items above represents one of the cells of a chi-square contingency table for each word and time. Can all of these be calculated within a single loop or do they need to be done one at a time? Ideally, I would like the output to be what's below, where a,b,c,d are all the items calculated above: print "%s, %s, %s, %s" %(a,b,c,d)

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  • Convert array to CSV/TSV-formated string in Python.

    - by dreeves
    Python provides csv.DictWriter for outputting CSV to a file. What is the simplest way to output CSV to a string or to stdout? For example, given a 2D array like this: [["a b c", "1,2,3"], ["i \"comma-heart\" you", "i \",heart\" u, too"]] return the following string: "a b c, \"1, 2, 3\"\n\"i \"\"comma-heart\"\" you\", \"i \"\",heart\"\" u, too\"" which when printed would look like this: a b c, "1,2,3" "i ""heart"" you", "i "",heart"" u, too" (I'm taking csv.DictWriter's word for it that that is in fact the canonical way to output that array as CSV. Excel does parse it correctly that way, though Mathematica does not. From a quick look at the wikipedia page on CSV it seems Mathematica is wrong.) One way would be to write to a temp file with csv.DictWriter and read it back with csv.DictReader. What's a better way? TSV instead of CSV It also occurs to me that I'm not wedded to CSV. TSV would make a lot of the headaches with delimiters and quotes go away: just replace tabs with spaces in the entries of the 2D array and then just intersperse tabs and newlines and you're done. Let's include solutions for both TSV and CSV in the answers to make this as useful as possible for future searchers.

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  • how to tile 3D mesh with image brush in XAML

    - by MC9000
    I have a 2D square in a ViewPort3D that I want to do a tiling of an image (like a checkerboard or flooring with "tiles" effect). I've created an image brush (the image is 50x50 pixels, the surface 250x550 pixels) and a viewport (trying to follow MS's site - though their example is for 2D), but only 1 of the colors in the "tile" image shows up and no tiling is seen. I can't find a single example on the Internet and MS's site has no info (that I can find) on 3D XAML anywhere, so I'm stumped as how to actually do this. <Viewport3D> <Viewport3D.Camera> <PerspectiveCamera Position="125,790,120" LookDirection="0,-.7,-0.25" UpDirection="0,0,1" /> </Viewport3D.Camera> <ModelVisual3D> <ModelVisual3D.Content> <Model3DGroup> <AmbientLight Color="white" /> <GeometryModel3D> <GeometryModel3D.Geometry> <MeshGeometry3D Positions="0,0,0 250,0,0 250,550,0 0,550,0 " TriangleIndices="0 1 3 1 2 3 "/> </GeometryModel3D.Geometry> <GeometryModel3D.Material> <DiffuseMaterial> <DiffuseMaterial.Brush> <ImageBrush ViewportUnits="Absolute" TileMode="Tile" ImageSource="testsquare.gif" Viewport="0,0,50,50" Stretch="None" ViewboxUnits="Absolute" /> </DiffuseMaterial.Brush> </DiffuseMaterial> </GeometryModel3D.Material> </GeometryModel3D> </Model3DGroup> </ModelVisual3D.Content> </ModelVisual3D> </Viewport3D>

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  • Creating/Maintaining a large project-agnostic code library

    - by bufferz
    In order to reduce repetition and streamline testing/debugging, I'm trying to find the best way to develop a group of libraries that many projects can utilize. I'd like to keep individual executable relatively small, and have shared libraries for math, database, collections, graphics, etc. that were previously scattered among several projects and in many cases duplicated (bad!). This library is to be in an SVN repo and several programmers will be working on it. This library will be in constant development along with the executables that utilize it. For example, I want a code file in ProjectA to look something like the following: using MyCompany.Math.2D; //static 2D math methods using MyCompany.Math.3D; //static #D math methods using MyCompany.Comms.SQL; //static methods for doing simple SQLDB I/O using MyCompany.Graphics.BitmapOperations; //static methods that play with bitmaps So in my ProjectA solution file in VisualStudio, in order to develop/debug the MyCompany library I have to add several projects (Math, Comms, Graphics). Things get pretty cluttered and Solution files get out of date quickly between programmer SVN commits. I'm just looking for a high level approach to maintaining a large, shared code base in an SCN repository. I am fully willing to radically redesign my approach. I'm looking for that warm fuzzy feeling you get when you're design approach is spot on and development is fluid and natural. And ideas? Thanks!!

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  • DSA signature verification input

    - by calccrypto
    What is the data inputted into DSA when PGP signs a message? From RFC4880, i found A Signature packet describes a binding between some public key and some data. The most common signatures are a signature of a file or a block of text, and a signature that is a certification of a User ID. im not sure if it is the entire public key, just the public key packet, or some other derivative of a pgp key packet. whatever it is, i cannot get the DSA signature to verify here is a sample im testing my program on: -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 abcd -----BEGIN PGP SIGNATURE----- Version: BCPG v1.39 iFkEARECABkFAk0z65ESHGFiYyAodGVzdCBrZXkpIDw+AAoJEC3Jkh8+bnkusO0A oKG+HPF2Qrsth2zS9pK+eSCBSypOAKDBgC2Z0vf2EgLiiNMk8Bxpq68NkQ== =gq0e -----END PGP SIGNATURE----- Dumped from pgpdump.net Old: Signature Packet(tag 2)(89 bytes) Ver 4 - new Sig type - Signature of a canonical text document(0x01). Pub alg - DSA Digital Signature Algorithm(pub 17) Hash alg - SHA1(hash 2) Hashed Sub: signature creation time(sub 2)(4 bytes) Time - Mon Jan 17 07:11:13 UTC 2011 Hashed Sub: signer's User ID(sub 28)(17 bytes) User ID - abc (test key) <> Sub: issuer key ID(sub 16)(8 bytes) Key ID - 0x2DC9921F3E6E792E Hash left 2 bytes - b0 ed DSA r(160 bits) - a1 be 1c f1 76 42 bb 2d 87 6c d2 f6 92 be 79 20 81 4b 2a 4e DSA s(160 bits) - c1 80 2d 99 d2 f7 f6 12 02 e2 88 d3 24 f0 1c 69 ab af 0d 91 -> hash(DSA q bits) and the public key for it is: -----BEGIN PGP PUBLIC KEY BLOCK----- Version: BCPG v1.39 mOIETTPqeBECALx+i9PIc4MB2DYXeqsWUav2cUtMU1N0inmFHSF/2x0d9IWEpVzE kRc30PvmEHI1faQit7NepnHkkphrXLAoZukAoNP3PB8NRQ6lRF6/6e8siUgJtmPL Af9IZOv4PI51gg6ICLKzNO9i3bcUx4yeG2vjMOUAvsLkhSTWob0RxWppo6Pn6MOg dMQHIM5sDH0xGN0dOezzt/imAf9St2B0HQXVfAAbveXBeRoO7jj/qcGx6hWmsKUr BVzdQhBk7Sku6C2KlMtkbtzd1fj8DtnrT8XOPKGp7/Y7ASzRtBFhYmMgKHRlc3Qg a2V5KSA8PohGBBMRAgAGBQJNM+p5AAoJEC3Jkh8+bnkuNEoAnj2QnqGtdlTgUXCQ Fyvwk5wiLGPfAJ4jTGTL62nWzsgrCDIMIfEG2shm8bjMBE0z6ngQAgCUlP7AlfO4 XuKGVCs4NvyBpd0KA0m0wjndOHRNSIz44x24vLfTO0GrueWjPMqRRLHO8zLJS/BX O/BHo6ypjN87Af0VPV1hcq20MEW2iujh3hBwthNwBWhtKdPXOndJGZaB7lshLJuW v9z6WyDNXj/SBEiV1gnPm0ELeg8Syhy5pCjMAgCFEc+NkCzcUOJkVpgLpk+VLwrJ /Wi9q+yCihaJ4EEFt/7vzqmrooXWz2vMugD1C+llN6HkCHTnuMH07/E/2dzciEYE GBECAAYFAk0z6nkACgkQLcmSHz5ueS7NTwCdED1P9NhgR2LqwyS+AEyqlQ0d5joA oK9xPUzjg4FlB+1QTHoOhuokxxyN =CTgL -----END PGP PUBLIC KEY BLOCK----- the public key packet of the key is mOIETTPqeBECALx+i9PIc4MB2DYXeqsWUav2cUtMU1N0inmFHSF/2x0d9IWEpVzEkRc30PvmEHI1faQi t7NepnHkkphrXLAoZukAoNP3PB8NRQ6lRF6/6e8siUgJtmPLAf9IZOv4PI51gg6ICLKzNO9i3bcUx4ye G2vjMOUAvsLkhSTWob0RxWppo6Pn6MOgdMQHIM5sDH0xGN0dOezzt/imAf9St2B0HQXVfAAbveXBeRoO 7jj/qcGx6hWmsKUrBVzdQhBk7Sku6C2KlMtkbtzd1fj8DtnrT8XOPKGp7/Y7ASzR in radix 64 i have tried many different combinations of sha1(< some data + 'abcd'),but the calculated value v never equals r, of the signature i know that the pgp implementation i used to create the key and signature is correct. i also know that my DSA implementation and PGP key data extraction program are correct. thus, the only thing left is the data to hash. what is the correct data to be hashed?

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  • Confusion about WPF binding...

    - by Vladislav
    I am trying to bind a 2D array of buttons arranged in stackpanels to a 2D ObservableCollection... Yet, I'm afraid I don't understand something very elementary about binding. My XAML: <Window.Resources> <DataTemplate x:Key="ItemsAsButtons"> <Button Content="{Binding}" Height="100" Width="100"/> </DataTemplate> <DataTemplate x:Key="PanelOfPanels"> <ItemsControl ItemsSource="{Binding Path=DayNumbers}" ItemTemplate=" {DynamicResource ItemsAsButtons}"> <ItemsControl.ItemsPanel> <ItemsPanelTemplate> <StackPanel Orientation="Horizontal"/> </ItemsPanelTemplate> </ItemsControl.ItemsPanel> </ItemsControl> </DataTemplate> </Window.Resources> ... <ItemsControl x:Name="DaysPanel" Grid.ColumnSpan="7" Grid.Row="2" ItemTemplate="{DynamicResource PanelOfPanels}"/> My C# code: The backend: /// <summary> /// Window BE for Calendar.xaml /// </summary> public partial class Calendar : Window { private CalendarViewModel _vm; public Calendar() { InitializeComponent(); _vm = new CalendarViewModel(); this.DataContext = _vm; } } The ViewModel: class CalendarViewModel { CalendarMonth _displayedMonth; EventCalendar _calendar; public CalendarViewModel() { _displayedMonth = new CalendarMonth(); } public ObservableCollection<ObservableCollection<int>> DayNumbers { get { return _displayedMonth.DayNumbers; } } } I'm trying to populate the buttons with values from CalendarViewModel.DayNumbers - yet the buttons do not appear. I'm clearly doing something wrong with my binding.

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  • HTML5 move Canvas object

    - by Mircea
    Hi, I have 2 canvas created on the same canvas. Is it possible to drag the small black one around? I want to make it draggable but I can not find any online tutorial or demo on this. Is it possible? I had looked to Canvas moveTo or transitions but I was unable to make it work. The code is here http://jsfiddle.net/35P9F/2/ var ctx = document.getElementById('canvas').getContext('2d'); var radgrad3 = ctx.createLinearGradient(255,10,0,180,80,190); radgrad3.addColorStop(0, '#00C9FF'); radgrad3.addColorStop(1, 'red'); ctx.fillStyle = radgrad3; ctx.fillRect(0,0,255,255); var ctx4 = document.getElementById('canvas').getContext('2d'); var radgrad4 = ctx4.createLinearGradient(0, 0, 0, 255); radgrad4.addColorStop(0, '#000000'); radgrad4.addColorStop(1, '#ff0000'); ctx4.fillStyle = radgrad4; ctx4.fillRect(0,0,25,25); Thank you.

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  • Can you have multiple clipping regions in an HTML Canvas?

    - by emh
    I have code that loads a bunch of images into hidden img elements and then a Javascript loop which places each image onto the canvas. However, I want to clip each image so that it is a circle when placed on the canvas. My loop looks like this: $$('#avatars img').each(function(avatar) { var canvas = $('canvas'); var context = canvas.getContext('2d'); var x = Math.floor(Math.random() * canvas.width); var y = Math.floor(Math.random() * canvas.height); context.beginPath(); context.arc(x+24, y+24, 20, 0, Math.PI * 2, 1); context.clip(); context.strokeStyle = "black"; context.drawImage(document.getElementById(avatar.id), x, y); context.stroke(); }); Problem is, only the first image is drawn (or is visible). If I remove the clipping logic: $$('#avatars img').each(function(avatar) { var canvas = $('canvas'); var context = canvas.getContext('2d'); var x = Math.floor(Math.random() * canvas.width); var y = Math.floor(Math.random() * canvas.height); context.drawImage(document.getElementById(avatar.id), x, y); }); Then all my images are drawn. Is there a way to get each image individually clipped? I tried resetting the clipping area to be the entire canvas between images but that didn't work.

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