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  • REST, HTTP DELETE and parameters

    - by Chris McCauley
    Is there anything non-RESTful about providing parameters to a HTTP DELETE request? My scenario is that I'm modeling the "Are you sure you want to delete that?" scenario and eventually I end up having to pass a parameter to the delete request with "?force_delete=true" e.g. DELETE http://server/resource/id?force_delete=true If the user does not specify force_delete then I'm returning 409 Conflict - is that correct?

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  • Recommend a Semantic Web book?

    - by Logomachist
    I've looked around but most books seem to fall into one of two categories: Either the book talks about SW technologies but doesn't teach you how to use them Or the book is geared for very complex data modeling and ontology creation. Worse, many of those books are outdated. I'm looking for an up-to-date book that teaches technologies like RDF, SPARQL, RDFS, and GDDRL- and frameworks to make use of them. Any recommendations?

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  • Extended Django base-class with multiple instances

    - by Gijs
    I'm modeling a simple movie database using Django. models.py defines a base model Person. I extend Person into Actor and Director, which works as I imagined. Persons must be unique. When (in the Admin) I create an instance of Actor, and this person is also a Director, it won't save because of the unique = True. Any ideas how to solve this problem? (generic foreign keys?) Thx

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  • Sparxsystems Enterprise Architect and issuses/tasks tracking system?

    - by peperg
    We (developement team 4 upto 7 people) use Sparxsystems EA for requirement analysis, modeling etc. Do you know any well-working methods to use EA and some task/issue tracking system like Redmine/Mantis/Trac ? The problem is not to duplicate functionality (there are issues/tasks/changes in Redmine and EA) but to have some user friendly interface (preffered web) to manage tasks and issues. By user-friendly I mean "my tasks" page add effort / time tracking easy "add issue" by everyone (simple bug tracking system) mail notifications

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  • Good Domain Driven Design samples

    - by jlembke
    I'm learning about DDD and enjoying every minute of it. However, there are some practical issues that are confusing to me that I think seeing some good samples might clear up. So being at peace with those issues, does anyone know of some good working code samples that do a good job of modeling basic DDD concepts? Particularly interested in An illustrative Domain Model Repositories Use of Domain/Application Services Value Objects Aggregate Roots I know I'm probably asking for too much, but anything close will help.

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  • Data Mining project ideas?

    - by Andriyev
    Hi I am looking for project ideas in the field of data mining. I expect to complete it in a quarter and intend to use C++, Linux as the environment. The course I'm taking aims to build the basics of data mining and covers topics like Classification, Regression-Modeling, Clustering and Association learning. Please point me to some good ideas which I can chew on. cheers

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  • Best way to model Installation logic/flow

    - by Ian
    Hi All, We are currently working on designing the installer for our product. We are currently on the design phase and I'm wondering what is the best diagram (UML or not) to use when modeling installation logic or flow? Currently, we are using the good'ol flowchart. Thanks!

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  • Correct way to model recursive relationship in Django

    - by Yuval A
    My application has two node types: a parent node which can hold recursive child nodes. Think of it like the post-comment system in SO, but comments can be recursive: parent_1 child_11 child_12 child_121 child_3 parent_2 child_21 child_211 child_2111 Important to note that the parent nodes have different attributes and behavior than the child nodes. What is the correct (and presumably most efficient) way of modeling this relationship in Django?

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  • JMS Topic message size

    - by jjoshi
    Our application uses a topic to push message to a small set of subscribers. what sort of things should i look for when modeling a jms message with respect to the size of the actual message to be pushed. Are there any known limits or is application server specific? Any best practices or suggestions on this topic (pun unintended)?

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  • Storing GenericForeignKey content_type in another model?

    - by slypete
    I have a typical definition/instance situation in my data modeling. I'm trying to store the content_type of a GenericForeignKey in another model (the definition model) like so: class IndicatorFieldInstance(models.Model): definition = models.ForeignKey(IndicatorField) object_id = models.PositiveIntegerField() content_object = generic.GenericForeignKey(definition.content_type, 'object_id') indicator_instance = models.ForeignKey(IndicatorInstance) I've also tried it like this: content_object = generic.GenericForeignKey('definition__content_type', 'object_id') Neither of these methods seem to work. Is it possible to achieve this? For reference, here's the definition model: class IndicatorField(models.Model): name = models.CharField(max_length='255') content_type = models.ForeignKey(ContentType) indicator = models.ForeignKey(Indicator) Thanks, Pete

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  • Would ViewModels fit in the Model View Presenter pattern?

    - by Jonn
    Having used ViewModels in MVC, I was wondering if applying the same to the MVP pattern is practical. I only have a few considerations, one being that MVP is already fairly hard to implement (with all the additional coding, not much on the seeming complexity) or that ViewModels already have a slightly similar way of modeling data or entities. Would adding another layer in the form of ViewModels be redundant or is it a logical abstraction that I, as one implementing the MVP pattern, should adhere to?

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  • Graphviz for documentation.

    - by Marcin
    I noticed that doxygen uses the graphviz library for creating diagrams. Have you ever used graphviz for generating documentation? Is it worth learning the graphviz for documentation purposes outside the scope of doxygen? Or am I better off to sticking with a standard data modeling package like Visio? I understand the merits of it as a graphing library, but for trying to represent more complex UML (or similar) is it still worth looking into?

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  • How do I link ASP.NET membership/role users to tables in db?

    - by SnapConfig.com
    I am going to use forms authentication but I want to be able to link the asp.net users to some tables in the db for example If I have a class and students (as roles) I'll have a class students table. I'm planning to put in a Users table containing a simple int userid and ASP.NET username in there and put userid wherever I want to link the users. Does that sound good? any other options of modeling this? it does sound a bit convoluted?

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  • how to save related models with non-null foreign key

    - by Fortress
    I have a model called user which has_one email. I put the foreign key (NOT NULL) inside users table. Now I'm trying to save it in the following way: @email = Email.new(params[:email]) @email.user = User.new(params[:user]) @email.save This raises a db exception, because the foreign key constraint is not met (NULL is inserted into email_id). How can I elegantly solve this or is my data modeling wrong?

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  • How value objects are saving and loading?

    - by yeraycaballero
    Since there isn't respositories for value objects. How can I load all value objects? Suppose we are modeling a blog application and we have this classes: Post (Entity) Comment (Value object) Tag (Value object) PostsRespository (Respository) I Know that when I save a new post, its tags are saving with it in the same table. But how could I load all tags of all posts. Has PostsRespository got a method to load all tags? I usually do it, but I want to know others opinions

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  • Malthusian Growth Model in Ruby

    - by GregDean
    Hello. I am interested in modeling a Malthusian growth model in Ruby. Does anyone have any ideas, or are there any interesting libraries that cover this? Any help is appreciated. http://en.wikipedia.org/wiki/Malthusian_growth_model

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  • DDD and avoiding CRUD

    - by g_b
    It seems that on most articles I read, CRUD is to be avoided in DDD as we are dealing with modeling business process and not data. However, I find it hard to see not to have CRUD operations on certain entities. For example, in a school grading system, before teachers can grade students, a SchoolYear has to be present or perhaps a GradingPeriod. I can't see how we can manage GradingPeriods without CRUD. Could someone enlighten me on this?

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  • List of Upcoming Appearances

    - by Chris Gardner
    Greetings. I know I have been in work sponsored hiding lately. We are working furiously on a beta project to secure a contract, and I can't really talk about it yet. Hopefully, the contracts will be soon signed. Not only will we then have money, but I can talk about all this really cool tech with which I have been playing. However, since the contract is not signed, I need to bring you people up to date with where I will be during the summer. Let's face it, you can't be a speaker / blogger without pandering to shameless self-promotion. First, I will, once again, be staffing the Hands-on-Labs at TechEd North America. Unfortunately, TechEd North America is already sold out for this year. However, if you're already going, drop by the labs and say Hi. Also, keep an eye on Twitter to track me throughout the event. Also, look for a post in a few hours with my specific picks for what content I'm looking forward to seeing this year. Immediately following TechEd North America, I will be flying into Knoxville to speak at CodeStock. I will be presenting my introduction and intermediate Xbox 360 development talks. There are a TON of great content at CodeStock this year, but there are only about 50 tickets left. After that whirlwind of work, things settle for awhile. That means I'm available to speak at your User Group, luncheon, bowling league, birthday party, anniversary, or bat mitzvah. Mid August brings us to That Conference. This one is going to be a blast. If you haven't heard of That Conference yet, you should really check it out. This will also be my introduction and intermediate Xbox 360 development talks. This is a new conference, and it looks like it will be a great one. Finally, we will turn our attention to DevLink. DevLink has the distinction of picking up my newest talk, Creating Stereoscopic 3D Graphics in XNA. On top of that, I'm giving an general Xbox 360 and Windows Phone 7 talk. DevLink has added an new "XNA and Kinect" track, so there will me a ton of great game content. That should bring us through the summer. As I solidify the Stereoscopic talk, look for some content on that to creep up on here. I will say it's the first topic I've played around with that is easier in 3D than 2D. Also, the organizers of Alabama Code Camp are still trying to reschedule the event. When that happens, I'll get that information out. Also, we are looking to expand our development team. If you are interested in working for / with me, keep an eye on the T & W Operations website. I know we're immediately looking for a junior level developer, but I think a few higher level position may come up soon. You MUST apply through the website, but drop me a personal line if you do apply. I'll keep an eye out for the application.

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  • Unreal Tournament 3 vs UDK: What Should I Choose?

    - by Matt Christian
    Many people in the mod community were very excited to see the release of the Unreal Developer Kit (UDK) a few months ago.  Along with generating excitement into a very dedicated community, it also introduced many new modders into a flourishing area of indie-development.  However, since UDK is free, most beginners jump right into UDK, which is OK though you might just benefit more from purchasing a shelf-copy of Unreal Tournament 3. UDK UDK is a free full version of UnrealEd (the editor environment used to create games like Gears of War 1/2, Bioshock 1/2, and of course Unreal Tournament 3).  The editor gives you all the features of the editor from the shelf-copy of the game plus some refinements in many of the tools.  (One of the first things you'll find about UnrealEd is that it's a collection of tools grouped into the same editor so it really isn't a single 'tool') Interestingly enough, Epic is allowing you to sell any game made in UDK with a few catches.  First off, you must purchase a liscense for your game (which, I THINK is aproximately $99 starting).  Secondly, you must pay 25% of all profits for the first $5,000 of your game revenue to them (about $1250).  Finally, you cannot use any of the 'media' provided in UDK for your game.  UDK provides sample meshes, textures, materials, sounds, and other sample pieces of media pulled (mostly) from Unreal Tournament 3. The final point here will really determine whether you should use UDK.  There is a very small amount of media provided in UDK for someone to go in and begin creating levels without first developing your own meshes, textures, and other media.  Sure, you can slap together a few unique levels, though you will end up finding yourself restriced to the same items over and over and over.  This is absolutely how professional game development is; you are 'given' (typically liscensed or built in-house) an engine/editor and you begin creating all the content for the game and placing it.  UDK is aimed toward those who really want to build their game content from scratch with a currently existing engine.  It is not suited for someone who would like to simply build levels and quick mods without learning external 3D programs and image editing software. Unreal Tournament 3 Unless you have a serious grudge against FPS's, Epic, or your computer sucks, there really is no reason not to own this game for PC.  You can pick it up on Steam or Amazon for around $20 brand new.  Not only are you provided with a full single-player and multiplayer game, but you are given the entire UnrealEd 3.0 including all of the content used to build UT3.  If you want to start building levels and mods quickly for UT3, you should absolutely pick up a shelf-copy. However, as off-the-shelf UT3 is a few years old now, the tools have not been updated for quite a while.  Compared to UDK, the menus are more difficult to navigate through and take more time getting used to.  Since UDK is updated almost every month, there are new inclusions to the editor that may not be in UT3 (including the future addition of 3D!).  I haven't worked enough with shelf UT3 to see if there are more features in UDK or if they both feature the same stuff in different forms, however you should remember that the Unreal Engine 3.0 has undergone numerous upgrades between it's launch and Gears of War 2 (in fact, Epic had a conference to show off what changed just between the Gears of Wars games). Since UT3 has much more core content, someone who wants to focus on level editing or modding the core UT3 game may find their needs better suited with an off-the-shelf copy of UT3.  If that level designer has a team that is generating custom assets, they may be better off with UDK. The choice is now yours...

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  • 2D Rendering with OpenGL ES 2.0 on Android (matrices not working)

    - by TranquilMarmot
    So I'm trying to render two moving quads, each at different locations. My shaders are as simple as possible (vertices are only transformed by the modelview-projection matrix, there's only one color). Whenever I try and render something, I only end up with slivers of color! I've only done work with 3D rendering in OpenGL before so I'm having issues with 2D stuff. Here's my basic rendering loop, simplified a bit (I'm using the Matrix manipulation methods provided by android.opengl.Matrix and program is a custom class I created that just calls GLES20.glUniformMatrix4fv()): Matrix.orthoM(projection, 0, 0, windowWidth, 0, windowHeight, -1, 1); program.setUniformMatrix4f("Projection", projection); At this point, I render the quads (this is repeated for each quad): Matrix.setIdentityM(modelview, 0); Matrix.translateM(modelview, 0, quadX, quadY, 0); program.setUniformMatrix4f("ModelView", modelview); quad.render(); // calls glDrawArrays and all I see is a sliver of the color each quad is! I'm at my wits end here, I've tried everything I can think of and I'm at the point where I'm screaming at my computer and tossing phones across the room. Anybody got any pointers? Am I using ortho wrong? I'm 100% sure I'm rendering everything at a Z value of 0. I tried using frustumM instead of orthoM, which made it so that I could see the quads but they would get totally skewed whenever they got moved, which makes sense if I correctly understand the way frustum works (it's more for 3D rendering, anyway). If it makes any difference, I defined my viewport with GLES20.glViewport(0, 0, windowWidth, windowHeight); Where windowWidth and windowHeight are the same values that are pased to orthoM It might be worth noting that the android.opengl.Matrix methods take in an offset as the second parameter so that multiple matrices can be shoved into one array, so that'w what the first 0 is for For reference, here's my vertex shader code: uniform mat4 ModelView; uniform mat4 Projection; attribute vec4 vPosition; void main() { mat4 mvp = Projection * ModelView; gl_Position = vPosition * mvp; } I tried swapping Projection * ModelView with ModelView * Projection but now I just get some really funky looking shapes... EDIT Okay, I finally figured it out! (Note: Since I'm new here (longtime lurker!) I can't answer my own question for a few hours, so as soon as I can I'll move this into an actual answer to the question) I changed Matrix.orthoM(projection, 0, 0, windowWidth, 0, windowHeight, -1, 1); to float ratio = windowWwidth / windowHeight; Matrix.orthoM(projection, 0, 0, ratio, 0, 1, -1, 1); I then had to scale my projection matrix to make it a lot smaller with Matrix.scaleM(projection, 0, 0.05f, 0.05f, 1.0f);. I then added an offset to the modelview translations to simulate a camera so that I could center on my action (so Matrix.translateM(modelview, 0, quadX, quadY, 0); was changed to Matrix.translateM(modelview, 0, quadX + camX, quadY + camY, 0);) Thanks for the help, all!

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  • Skewed: a rotating camera in a simple CPU-based voxel raycaster/raytracer

    - by voxelizr
    TL;DR -- in my first simple software voxel raycaster, I cannot get camera rotations to work, seemingly correct matrices notwithstanding. The result is skewed: like a flat rendering, correctly rotated, however distorted and without depth. (While axis-aligned ie. unrotated, depth and parallax are as expected.) I'm trying to write a simple voxel raycaster as a learning exercise. This is purely CPU based for now until I figure out how things work exactly -- fow now, OpenGL is just (ab)used to blit the generated bitmap to the screen as often as possible. Now I have gotten to the point where a perspective-projection camera can move through the world and I can render (mostly, minus some artifacts that need investigation) perspective-correct 3-dimensional views of the "world", which is basically empty but contains a voxel cube of the Stanford Bunny. So I have a camera that I can move up and down, strafe left and right and "walk forward/backward" -- all axis-aligned so far, no camera rotations. Herein lies my problem. Screenshot #1: correct depth when the camera is still strictly axis-aligned, ie. un-rotated. Now I have for a few days been trying to get rotation to work. The basic logic and theory behind matrices and 3D rotations, in theory, is very clear to me. Yet I have only ever achieved a "2.5 rendering" when the camera rotates... fish-eyey, bit like in Google Streetview: even though I have a volumetric world representation, it seems --no matter what I try-- like I would first create a rendering from the "front view", then rotate that flat rendering according to camera rotation. Needless to say, I'm by now aware that rotating rays is not particularly necessary and error-prone. Still, in my most recent setup, with the most simplified raycast ray-position-and-direction algorithm possible, my rotation still produces the same fish-eyey flat-render-rotated style looks: Screenshot #2: camera "rotated to the right by 39 degrees" -- note how the blue-shaded left-hand side of the cube from screen #2 is not visible in this rotation, yet by now "it really should"! Now of course I'm aware of this: in a simple axis-aligned-no-rotation-setup like I had in the beginning, the ray simply traverses in small steps the positive z-direction, diverging to the left or right and top or bottom only depending on pixel position and projection matrix. As I "rotate the camera to the right or left" -- ie I rotate it around the Y-axis -- those very steps should be simply transformed by the proper rotation matrix, right? So for forward-traversal the Z-step gets a bit smaller the more the cam rotates, offset by an "increase" in the X-step. Yet for the pixel-position-based horizontal+vertical-divergence, increasing fractions of the x-step need to be "added" to the z-step. Somehow, none of my many matrices that I experimented with, nor my experiments with matrix-less hardcoded verbose sin/cos calculations really get this part right. Here's my basic per-ray pre-traversal algorithm -- syntax in Go, but take it as pseudocode: fx and fy: pixel positions x and y rayPos: vec3 for the ray starting position in world-space (calculated as below) rayDir: vec3 for the xyz-steps to be added to rayPos in each step during ray traversal rayStep: a temporary vec3 camPos: vec3 for the camera position in world space camRad: vec3 for camera rotation in radians pmat: typical perspective projection matrix The algorithm / pseudocode: // 1: rayPos is for now "this pixel, as a vector on the view plane in 3d, at The Origin" rayPos.X, rayPos.Y, rayPos.Z = ((fx / width) - 0.5), ((fy / height) - 0.5), 0 // 2: rotate around Y axis depending on cam rotation. No prob since view plane still at Origin 0,0,0 rayPos.MultMat(num.NewDmat4RotationY(camRad.Y)) // 3: a temp vec3. planeDist is -0.15 or some such -- fov-based dist of view plane from eye and also the non-normalized, "in axis-aligned world" traversal step size "forward into the screen" rayStep.X, rayStep.Y, rayStep.Z = 0, 0, planeDist // 4: rotate this too -- 0,zstep should become some meaningful xzstep,xzstep rayStep.MultMat(num.NewDmat4RotationY(CamRad.Y)) // set up direction vector from still-origin-based-ray-position-off-rotated-view-plane plus rotated-zstep-vector rayDir.X, rayDir.Y, rayDir.Z = -rayPos.X - me.rayStep.X, -rayPos.Y, rayPos.Z + rayStep.Z // perspective projection rayDir.Normalize() rayDir.MultMat(pmat) // before traversal, the ray starting position has to be transformed from origin-relative to campos-relative rayPos.Add(camPos) I'm skipping the traversal and sampling parts -- as per screens #1 through #3, those are "basically mostly correct" (though not pretty) -- when axis-aligned / unrotated.

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  • Create bullet physics rigid body along the vertices of a blender model

    - by Krishnabhadra
    I am working on my first 3D game, for iphone, and I am using Blender to create models, Cocos3D game engine and Bullet for physics simulation. I am trying to learn the use of physics engine. What I have done I have created a small model in blender which contains a Cube (default blender cube) at the origin and a UVSphere hovering exactly on top of this cube (without touching the cube) I saved the file to get MyModel.blend. Then I used File -> Export -> PVRGeoPOD (.pod/.h/.cpp) in Blender to export the model to .pod format to use along with Cocos3D. In the coding side, I added necessary bullet files to my Cocos3D template project in XCode. I am also using a bullet objective C wrapper. -(void) initializeScene { _physicsWorld = [[CC3PhysicsWorld alloc] init]; [_physicsWorld setGravity:0 y:-9.8 z:0]; /*Setup camera, lamp etc.*/ .......... ........... /*Add models created in blender to scene*/ [self addContentFromPODFile: @"MyModel.pod"]; /*Create OpenGL ES buffers*/ [self createGLBuffers]; /*get models*/ CC3MeshNode* cubeNode = (CC3MeshNode*)[self getNodeNamed:@"Cube"]; CC3MeshNode* sphereNode = (CC3MeshNode*)[self getNodeNamed:@"Sphere"]; /*Those boring grey colors..*/ [cubeNode setColor:ccc3(255, 255, 0)]; [sphereNode setColor:ccc3(255, 0, 0)]; float *cVertexData = (float*)((CC3VertexArrayMesh*)cubeNode.mesh).vertexLocations.vertices; int cVertexCount = (CC3VertexArrayMesh*)cubeNode.mesh).vertexLocations.vertexCount; btTriangleMesh* cTriangleMesh = new btTriangleMesh(); // for (int i = 0; i < cVertexCount * 3; i+=3) { // printf("\n%f", cVertexData[i]); // printf("\n%f", cVertexData[i+1]); // printf("\n%f", cVertexData[i+2]); // } /*Trying to create a triangle mesh that curresponds the cube in 3D space.*/ int offset = 0; for (int i = 0; i < (cVertexCount / 3); i++){ unsigned int index1 = offset; unsigned int index2 = offset+6; unsigned int index3 = offset+12; cTriangleMesh->addTriangle( btVector3(cVertexData[index1], cVertexData[index1+1], cVertexData[index1+2] ), btVector3(cVertexData[index2], cVertexData[index2+1], cVertexData[index2+2] ), btVector3(cVertexData[index3], cVertexData[index3+1], cVertexData[index3+2] )); offset += 18; } [self releaseRedundantData]; /*Create a collision shape from triangle mesh*/ btBvhTriangleMeshShape* cTriMeshShape = new btBvhTriangleMeshShape(cTriangleMesh,true); btCollisionShape *sphereShape = new btSphereShape(1); /*Create physics objects*/ gTriMeshObject = [_physicsWorld createPhysicsObjectTrimesh:cubeNode shape:cTriMeshShape mass:0 restitution:1.0 position:cubeNode.location]; sphereObject = [_physicsWorld createPhysicsObject:sphereNode shape:sphereShape mass:1 restitution:0.1 position:sphereNode.location]; sphereObject.rigidBody->setDamping(0.1,0.8); } When I run the sphere and cube shows up fine. I expect the sphere object to fall directly on top of the cube, since I have given it a mass of 1 and the physics world gravity is given as -9.8 in y direction. But What is happening the spere rotates around cube three or times and then just jumps out of the scene. Then I know I have some basic misunderstanding about the whole process. So my question is, how can I create a physics collision shape which corresponds to the shape of a particular mesh model. I may need complex shapes than cube and sphere, but before going into them I want to understand the concepts.

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  • Silverlight Cream for June 01, 2010 -- #874

    - by Dave Campbell
    In this Issue: Michael Washington, Alan Beasley and Michael Washington, Miroslav Miroslavov, Max Paulousky, Teresa and Ronald Burger, Laurent Duveau, Tim Heuer, Jeff Brand, Mike Snow, and John Papa. Shoutouts: To pay homage to the Advanced Options button in Expression Blend, Adam Kinney posted: Expression Blend Advanced Options square wallpaper SilverLaw stood his drag and drop ripple on it's head for this one: Silver Soccer - A Case Study for the Flexible Surface Effect (Silverlight 4) From SilverlightCream.com: Expression Blend DataStore - A Powerful Tool For Designers Michael Washington dug into the documentation and with some Microsoft assistance has figured out how to use the SetDataStoreAction in SketchFlow... good tutorial and a game to demonstrate it's use. Windows Phone 7 View Model Style Video Player Alan Beasley and Michael Washington teamed up again to produce a ViewModel-Style Video Player for WP7 ... very nice interface I might add... very detailed tutorial and all the code... oh, and did you notice it uses MVVMLight... on WP7? ... just thought I'd mention that :) Navigation in 3D world of 2D objects In part 7 of the CompleteIT code explenation, Miroslav Miroslavov is discussing some of the very cool animation they did... 3D, moving camera... cool stuff! Search Engine Optimization (SEO) for Silverlight Applications. Part 2 Max Paulousky has part 2 of his Silverlight 4 and SEO series up. In part 2 he's discussing sitemaps and html content providing. He also has good links showing where to submit your sitemaps and information. Mousin’ down the PathListBox Teresa and Ronald Burger (not sure which) has a post up about the PathListBox and how they drew the path that they ended up using, and the code used to enable animation. Dynamically apply and change Theme with the Silverlight Toolkit We've all had fun playing with themes, but Laurent Duveau has an example up of letting your users change the theme at run-time. Microsoft Translator client library for Silverlight Tim Heuer has been playing with the Microsoft Translator for Silverlight and he has a "Works on My Machine" license on what he's making available .. but considering his access to resources... I'd say go for it :) Custom Per-Page Transitions in Windows Phone 7 Jeff Brand has a follow-on to his other WP7 post about page transitions and is now discussing per-page transitions Silverlight Tip of the Day #26 – Changing the Startup Class Mike Snow's latest 'tip' is a little more involved than a tip ... changing the startup class and actually removing (in his example), the page and app classes... code and xaml! I've seen this before but never explained as clean... fun stuff. Behaviors in Blend 4 (Silverlight TV #30) Episode 30 of Silverlight TV (now a tag at Silverlight Cream) finds John Papa talking to Adam Kinney about Behaviors in Blend 4... not only using them but creating a custom one. 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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