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  • Up, down, right arrow keys and delete key not working

    - by user210780
    I have already read Delete and arrow keys not working and tried what is written there. I have also tried restarting my computer. I have also searched elsewhere for answers, but I haven't found any solution. I am using Ubuntu 12.04, and there were not problems yesterday, but for the last hour, I've had the following problem. When I press the up or the right arrow, nothing happens. When I press the down arrow, it doesn't make anything go down, but something appears in the upper right corner of my screen: http://i.imgur.com/pmnFOCD.png When I press the delete key, nothing gets deleted, but something appears in the upper right corner of my screen: http://i.imgur.com/Wu9czel.png The left arrow still works. Can anybody help me get my three arrow keys and delete key back?

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  • How will the launcher/button work on a touch panel?

    - by burli
    I'm not sure if Unity has a design problem. If the Launcher is hidden you can bring it to front by moving the mouse over the home button or hit the Super Key. So far, so good. But what is on Tablet Devices with touch panel? Intuitively I would "click" in the corner to show the launcher, but a click will open the Dash. How should that work on a touch device? Do I have to "drag" my finger into the corner? Will touch devices have a "menu button"? Will there be a gesture to show the launcher?

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  • Windows Phone 8 Launch Event Summary

    - by Tim Murphy
    Today was the official coming out party for Windows Phone 8.  Below is a summary of the launch event.  There is a lot here to stay with me. They started with a commercial staring Joe Belfiore show how his Windows Phone 8 was personal too him which highlights something I think Microsoft has done well over the last couple of event: spotlight how Windows Phone is a different experience from other smartphones.  Joe actually called iPhone and Android “tired old metaphors" and explained that the idea around Windows Phone was to “reinvent the smartphone around you” as “the most personal smartphone operating system”.  The is the message that they need to drive home in their adds. The only real technical aspect we found out was that they have optimized the operating system around the dual core Qualcomm Snapdragon chip set.  It seems like all of the other hardware goodies had already been announced.  The remainder of the event was centered around new features of the OS and app announcements. So what are we getting?  The integrated features included lock screen live tile, Data Sense, Rooms and Kids corner.  There wasn’t a lot of information about it, but Joe also talked about apps not just having live tiles, but being live apps that could integrate with wallet and the hub. The lock screen will now be able to be personalized with live tile data or even a photo slide show.  This gives the lock screen an even better ability to give you the information you want to know before you even unlock the phone. The Kids Corner allows you as a parent to setup an area on your phone that you kids can go into an use it without disturbing your apps.  They can play games or use apps that you have designated and will only see those apps.  It even has a special lock screen gesture just for the kids corner. Rooms allow you to organize your phone around the groups of people in your life.  You get a shared calendar, a room wall as well as shared notes beyond just being able to send messages to a group.  You can also invite people not on the Windows Phone platform to access an online version of the room. Data Sense is a new feature that gives you better control and understanding of your data plan usage.  You can see which applications are using data and it can automatically adjust they way your phone behaves as you get close to your data limit. Add to these features the fact that the entire Windows ecosystem is integrated with SkyDrive and you have an available anywhere experience that is unequaled by any other platform.  Your document, photos and music are available on your Windows Phone, Window 8 device and Xbox.  SkyDrive also doesn’t limit how long you can keep files like the competing cloud platforms and give more free storage. It was interesting the way they made the launch event more personal.  First Joe brought out his own kids to demo the Kids Corner.  They followed this up by bringing out Jessica Alba to discuss her experience on the Windows Phone 8.  They need to keep putting a face on the product instead of just showing features as a cold list. Then we get to apps.  We knew that the new Skype was coming, but we found out that it was created in such a way that it can receive calls without running consistently in the background which would eat up battery.  This announcement was follow by the coming Facebook app that is optimized for Windows Phone 8.  As a matter of fact they indicated that just after launch the marketplace would have 46 out of the top 50 apps used by all smartphone platforms.  In a rational world this tide with over 120,000 apps currently in the marketplace there should be no more argument about the Windows Phone ecosystem. For those of us who develop for Windows Phone and weren’t on the early adoption program will finally get access to the SDK tomorrow after an announcement at Build (more waiting).  Perhaps we will get a few new features then. In the end I wouldn’t say there were any huge surprises, but I am really excited about getting my hands on the devices next month and starting to develop.  Stay tuned. del.icio.us Tags: Windows Phone,Windows Phone 8,Winodws Phone 8 Launch,Joe Belfiore,Jessica Alba

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  • Isometric tile range aquisition

    - by Steve
    I'm putting together an isometric engine and need to cull the tiles that aren't in the camera's current view. My tile coordinates go from left to right on the X and top to bottom on the Y with (0,0) being the top left corner. If I have access to say the top left, top right, bot left and bot right corner coordinates, is there a formula or something I could use to determine which tiles fall in range? I've linked a picture of the layout of the tiles for reference. If there isn't one, or there's a better way to determine which tiles are on screen and which to cull, I'm all ears and am grateful for any ideas. I've got a few other methods I may be able to try such as checking the position of the tile against a rectangle. I pretty much just need something quick. Thanks for giving this a read =)

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  • How to determine which cells in a grid intersect with a given triangle?

    - by Ray Dey
    I'm currently writing a 2D AI simulation, but I'm not completely certain how to check whether the position of an agent is within the field of view of another. Currently, my world partitioning is simple cell-space partitioning (a grid). I want to use a triangle to represent the field of view, but how can I calculate the cells that intersect with the triangle? Similar to this picture: The red areas are the cells I want to calculate, by checking whether the triangle intersects those cells. Thanks in advance. EDIT: Just to add to the confusion (or perhaps even make it easier). Each cell has a min and max vector where the min is the bottom left corner and the max is the top right corner.

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  • How can I always show the close, minimise and maximise buttons on their windows and keep global menus?

    - by sup
    First, this is not a duplicate of How can I always show the close, minimise & maximise buttons into their own windows? - I would like to preserve global menus. Is there a way to only always show the close, minimise and maximise buttons on every application? The use case is as follows: I have a maximized application in the background, over it is a not-maximized application that has got focus. I want to close the maximized application. I move the pointer to upper left corner. The buttons do not show, since the background application does not have focus. I have to go back, click on it and then go back to the corner to close it. I do that several times a day :-( .

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  • Determine how to display a tile based on surrounding tiles

    - by Jsmith
    I have a game engine which generates maps randomly, set on a 2d grid which is composed of 34px square graphical tiles. These tiles can be displayed in any of three ways, wall, corner, and floor(exists in 2 states, passable and impassible), and four directions, north, south, west and east. What I need to do is, based on the tiles around each individual tile, determine which state to display the tile in, e.g. north wall, northeast corner, floor so that when a player alters the map, the tiles around the affected tile adjust themselves to suit(i.e. tunneling). In case it becomes important, all gameobjects are inherited from the same class, whether they be players, NPC's, walls, or items.

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  • How to configure screens in console or create screen configuration profiles?

    - by uncle Lem
    I have two monitors and integrated GPU (Intel® HD Graphics 4600). It works fine for work or movies, but if I launch games in fullscreen mode - I get artifacts, glitches and so on. Temporary disabling second monitor solve this problem, but then I have to enable it back, and set its properties manually (by default, additional screen attaches its left-top corner to main monitor's right-top corner, but I need it to be left-bottom and right-bottom corners). So I need some kind of automatization here. Best option - tool to create and swap between some kind of config profiles. Or, maybe, some console manipulations which I can put into script files would be fine too. (Ubuntu 13.04, if it matters)

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  • Missing Firefox app icon

    - by frozenkoi
    I'm using Ubuntu 11.04 (upgraded from LTS 10.04) and Firefox (version 11) doesn't show it's icon in the Window List panel, in the Firefox window top left corner (system menu) nor when using ALT+TAB to switch applications. I'm using unity 2D since I'm running ubuntu as a guest in a VMWare virtual machine (Host is windows 7) Instead of the Firefox icon I get what appears to be a generic icon that looks like an app window in the window list and a black rectangle with a curl in the bottom right corner in the ALT+TAB window. How do I fix this so that the proper Firefox icon gets displayed? EDIT: Depending on the icon set chosen in the Appearence settings window sometimes I get the icon, sometimes I don't. When using Ubuntu classic none of the icon sets provide the icon for Firefox.

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  • "Beveled" Shapes in Quartz 2D

    - by Shaggy Frog
    I'm familiar with some of the basics of Quartz 2D drawing, like drawing basic shapes and gradients and so on, but I'm not sure how to draw a shape with a "beveled" look, like this: Essentially we've got a shine on one corner, and maybe some shading in the opposite corner. I think -- I didn't make this image, although I'd like to be able to approximate it. Any ideas? This is on the iPhone, and I'd like to use built-in frameworks and avoid any external libraries if at all possible.

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  • jQueryMobile: how to work with slider events?

    - by balexandre
    I'm testing the slider events in jQueryMobile and I must been missing something. page code is: <div data-role="fieldcontain"> <label for="slider">Input slider:</label> <input type="range" name="slider" id="slider" value="0" min="0" max="100" /> </div> and if I do: $("#slider").data("events"); I get blur, focus, keyup, remove What I want to do is to get the value once user release the slider handle and having a hook to the keyup event as $("#slider").bind("keyup", function() { alert('here'); } ); does absolutely nothing :( I must say that I wrongly assumed that jQueryMobile used jQueryUI controls as it was my first thought, but now working deep in the events I can see this is not the case, only in terms of CSS Design. What can I do? jQuery Mobile Slider source code can be found on Git if it helps anyone as well a test page can be found at JSBin As I understand, the #slider is the textbox with the value, so I would need to hook into the slider handle as the generated code for this slider is: <div data-role="fieldcontain" class="ui-field-contain ui-body ui-br"> <label for="slider" class="ui-input-text ui-slider" id="slider-label">Input slider:</label> <input data-type="range" max="100" min="0" value="0" id="slider" name="slider" class="ui-input-text ui-body-null ui-corner-all ui-shadow-inset ui-body-c ui-slider-input" /> <div role="application" class="ui-slider ui-btn-down-c ui-btn-corner-all"> <a class="ui-slider-handle ui-btn ui-btn-corner-all ui-shadow ui-btn-up-c" href="#" data-theme="c" role="slider" aria-valuemin="0" aria-valuemax="100" aria-valuenow="54" aria-valuetext="54" title="54" aria-labelledby="slider-label" style="left: 54%;"> <span class="ui-btn-inner ui-btn-corner-all"> <span class="ui-btn-text"></span> </span> </a> </div> </div> and checking the events in the handler anchor I get only the click event $("#slider").next().find("a").data("events");

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  • Jquery UI: How to define different CSS styles for Tabs and Slider on the same page

    - by Kelvin
    Hello all, I have two elements on the same page that are using the same stylesheet: Jquery Tabs and Jquery Slider. I cannot redefine classes of slider since change of css will affect both elements. Tabs using these classes: ui-tabs ui-widget ui-widget-content ui-corner-all And these are used in Slider: ui-slider ui-slider-horizontal ui-widget ui-widget-content ui-corner-all How can I modify slider css without modifying one for tabs? Thanks

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  • How do I use jQueryUI's ui-states with JSF2's h:messages?

    - by Andrew
    It seems like it should be very simple to specify that the h:messages generated by JSF should be styled using jQueryUI's nice ui-states. But sadly I can't make it fit. It seems that the jQueryUI states require several elements (div,div,p,span) in order to make it work. So taking inspiration directly from the jQueryUI theme demo page: <!-- Highlight / Error --> <h2 class="demoHeaders">Highlight / Error</h2> <div class="ui-widget"> <div class="ui-state-highlight ui-corner-all" style="margin-top: 20px; padding: 0 .7em;"> <p><span class="ui-icon ui-icon-info" style="float: left; margin-right: .3em;"></span> <strong>Hey!</strong> Sample ui-state-highlight style.</p> </div> </div> <br/> <div class="ui-widget"> <div class="ui-state-error ui-corner-all" style="padding: 0 .7em;"> <p><span class="ui-icon ui-icon-alert" style="float: left; margin-right: .3em;"></span> <strong>Alert:</strong> Sample ui-state-error style.</p> </div> </div> and trying to jam the css class details into my h:message as best I can: <div class="ui-widget"> <h:messages globalOnly="true" errorClass="ui-state-error ui-corner-all ui-icon-alert" infoClass="ui-state-highlight ui-corner-all ui-icon-info"/> </div> I don't get the icon or sufficient padding etc but the colours make it through. So, the styles are being applied but they aren't working as intended. Any idea how I can make this work?

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  • bearing in iphone

    - by Jaimin
    i want to make a compass bearing in iphone. like there will be a circle in the corner and it will have 'v' shape drawn inside. so when i start my camera and move than i shlould see the markers... but my first question is a) how to make that circle in the corner whose center will be my current location. so now if i find any point at particular lat long than it should appear as dot in the quadrant.

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  • Redirect Old urls to new urls via htaccess

    - by Thorpe Obazee
    I currently have a bunch of urls to redirect to their new urls: I basically have to remove 'blog' from the start and add the 'uri' in there: redirect 301 /blog/posts/view/follow-twitter http://domain.net/posts/view/uri/follow-twitter redirect 301 /blog/posts/view/around-the-corner http://domain.net/posts/view/uri/around-the-corner This is the rest of the .htaccess I have: Options +FollowSymLinks IndexIgnore */* RewriteEngine on # if a directory or a file exists, use it directly RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d # otherwise forward it to index.php RewriteRule . index.php

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  • Space in DIV ??

    - by alex
    Hello all, Is it possible to avoid the spaces X & Y (see image)? There is no padding in CSS! <html> <head> <title>Prova WIDGET</title> <link rel="stylesheet" href="jquery-ui-1.8.1.custom/css/ui-lightness/jquery-ui-1.8.1.custom.css" type="text/css"> <script src="jquery-ui-1.8.1.custom/development-bundle/jquery-1.4.2.js" type="text/javascript"></script> <script src="jquery-ui-1.8.1.custom/js/jquery-ui-1.8.1.custom.min.js" type="text/javascript"></script> <script type="text/javascript"> $(themify); function themify(){ $("#pulsante").addClass("ui-button ui-button-text-only ui-widget ui-state-default ui-corner-all"); //ui-button-text } </script> <style>#test{display:none}</style> <script type="text/javascript"> function rendiVisibile(){ if(document.getElementById("test").style.display = "none"){ $("#test").css({"width":"100px","float":"right","text-align":"center"}); $("#test").show("slide",{},1000); } } </script> </head> <body> <h2 class="ui-widget-header">Tentativo widget con DIV</h2> <form action=""> <input type="button" value="Submit" id="pulsante" onclick="rendiVisibile()";><br/></br> <div id="test" class="ui-widget ui-widget-content ui-corner-all"> <h3 class="ui-widget-header ui-corner-all">CIAO</h3> <p class="ui-widget-content ui-corner-all">Un saluto</p> </div> </form> </body> </html>

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  • cvWarpPerspective, having transformation matrix, how to extract the quad points?

    - by Stevecao
    I have the 3x3 transformation matrix that goes through the cvWarpPerspective, I would like to extract the four corner coordinates value. CvMat* M; M = xxxxxxxxxxx ;// Matrix was generated by a certain process cvWarpPerspective( img, transformed, M, CV_INTER_LINEAR + CV_WARP_FILL_OUTLIERS, cvScalarAll( 0 ) ); // this creates a complete black new image transformed, from this image i would like to know the 4 corner coordinates

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  • Kubuntu - Can't move/max/min windows [closed]

    - by GregH
    All of a sudden it seems when ever I open a window on my Kubuntu (9.10) system, the windows dock in the upper left corner and can't be moved. There is nor border on the windows, no min/max/close buttons in the upper right corner of the windows. I tried opening a term window but it seems I can't type in the window. Any ideas what might be causing this?

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  • jQuery + Dialog Form Validation

    - by Panther24
    Hi, I have a jQuery Dialog form and on submit I'm trying to validate the fields. I'm using http://docs.jquery.com/Plugins/Validation to validate. In this I'm facing an issue, the validate function is not being called. I'm posting some snippet of my code $("#register-dialog-form").dialog({ autoOpen: false, height: 350, width: 450, modal: true, buttons: { 'Register': function() { $("#registerFrm").validate({ rules: { accountid: "required", name: { required: true, minlength: 5 }, username: { required: true, minlength: 5 }, password: { required: true, minlength: 5 } }, messages: { firstname: "Please enter your firstname", accountid: "Please enter the lastname", name: "Please enter a user friendly name", username: { required: "Please enter a username", minlength: jQuery.format("Enter at least {0} characters") }, password: { required: "Please provide a password", minlength: jQuery.format("Password must be at least {0} characters long") } } }); //****************** //TODO: Need to submit my form here //****************** $(this).dialog('close'); }, Cancel: function() { $(this).dialog('close'); } }, close: function() { //$('registerFrm').clearForm(); } }); Can someone please tell me what I'm doing wrong here. I've also tried to put the validation into $(document).ready(function() {}, but with no success. Here is the html code <div id="register-dialog-form" title="Register Account - Master" align="center" style="display: none"> <s:form name="registerFrm" id="registerFrm" action="registermaster" method="POST"> <table width="90%" border="0" class="ui-widget"> <tr> <td> <s:textfield label="Account Id" name="accountid" id="accountid" cssClass="text ui-widget-content ui-corner-all" /> </td> </tr> <tr> <td> <s:textfield label="Name" name="name" id="name" cssClass="text ui-widget-content ui-corner-all" /> </td> </tr> <tr> <td> <s:textfield label="Username" name="username" id="username" cssClass="text ui-widget-content ui-corner-all" /> </td> </tr> <tr> <td> <s:password label="Password" name="password" id="password" cssClass="text ui-widget-content ui-corner-all" /> </td> </tr> </table> </s:form> </div><!--End of RegisterAcc form-->

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  • Retrieving the Selected value dynamically in JQuery

    - by Chakradhar
    i have this html, this is generated dynamically based on question number <fieldset id="selectfield"> <label class="select">What ur is Profession? </label> <br> <div class="ui-select"><a href="#" role="button" id="72+_select-button" aria-haspopup="true" aria-owns="72+_select-menu" data-theme="c" class="ui-btn ui-btn-icon-right ui-btn-corner-all ui-shadow ui-btn-hover-c ui-btn-up-c"><span class="ui-btn-inner ui-btn-corner-all" aria-hidden="true"><span class="ui-btn-text">Business</span><span class="ui-icon ui-icon-arrow-d ui-icon-shadow"></span></span></a> <select name="selectedObjects" id="72+_select" data-native-menu="false" tabindex="-1"> <option value="-1">--Select--</option> <option value="769">Salaried</option> <option selected="selected" value="770">Business</option> <option value="771">Self Emp</option> </select></div> </fieldset> click button is <div data-theme="c" class="ui-btn ui-btn-corner-all ui-shadow ui-btn-hover-c ui-btn-up-c" aria-disabled="false"><span class="ui-btn-inner ui-btn-corner-all" aria-hidden="true"><span class="ui-btn-text">Next</span></span> <input type="submit" id="72+_b" onclick="return SaveDropDown(this);" value="Next" class="ui-btn-hidden" aria-disabled="false"> </div> i have written this JS in SaveDropDown(this) function SaveDropDown(button) { var fieldsetName = getQuestionName(button.id)+'+_select'; var select = $(fieldsetName +"option:selected").val(); return false; } the questionname function is function getQuestionName(buttonid) { var splitstr = buttonid.split('+'); var fieldsetName = '#' + splitstr[0]; return fieldsetName; } but its returning the undefined how do i retrieve the select value dynamically. any help is appreciated.

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  • C# Random generation

    - by Betamoo
    I have just passed this article online: C# Corner and C# Corner and his article (a software developer with over 13 years of experience) recommended using System.Random as follows: private int RandomNumber(int min, int max) { Random random = new Random(); return random.Next(min, max); } Isn't that would give him the same number every time ?? Edit: So my question will become: How does Random choose its seed? a constant or current time value? Thanks

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  • Does pngfix only affect images in the markup vs in the css?

    - by Peter
    I have a sprite that I'm using for rounded corners. The left corner sits on top of a gradient background, but the right corner sits on a white background. I don't want to have to put the images on the page as I'd rather have them in a sprite and just move the placement through the background property. Will something like pngfix not work if the png is not in the markup?

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  • How do you get the pageYOffset of from the bottom of the window and not the top ( Javascript )?

    - by user782860
    I need to get the pageYOffset of the bottom of the viewable area, whether the user is zoomed in on the webpage or not, on Mobile Safari ( iPhone ). However pageYOffset returns the offset from the upper left corner of the window. Spec: "pageYOffset properties returns the pixels the current document has been scrolled from the upper left corner of the window" How do you get the page y offset from the bottom of the viewable area, (zoomed in or not) on the iPhone via Javascript?

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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