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  • Blend for Visual Studio 2013 Prototyping Applications with SketchFlow

    - by T
    Originally posted on: http://geekswithblogs.net/tburger/archive/2014/08/10/blend-for-visual-studio-2013-prototyping-applications-with-sketchflow.aspxSketchFlow enables rapid creating of dynamic interface mockups very quickly. The SketchFlow workspace is the same as the standard Blend workspace with the inclusion of three panels: the SketchFlow Feedback panel, the SketchFlow Animation panel and the SketchFlow Map panel. By using SketchFlow to prototype, you can get feedback early in the process. It helps to surface possible issues, lower development iterations, and increase stakeholder buy in. SketchFlow prototypes not only provide an initial look but also provide a way to add additional ideas and input and make sure the team is on track prior to investing in complete development. When you have completed the prototyping, you can discard the prototype and just use the lessons learned to design the application from or extract individual elements from your prototype and include them in the application. I don’t recommend trying to transition the entire project into a development project. Objects that you add with the SketchFlow style have a hand-sketched look. The sketch style is used to remind stakeholders that this is a prototype. This encourages them to focus on the flow and functionality without getting distracted by design details. The sketchflow assets are under sketchflow in the asset panel and are identifiable by the postfix “–Sketch”. For example “Button-Sketch”. You can mix sketch and standard controls in your interface, if required. Be creative, if there is a missing control or your interface has a different look and feel than the out of the box one, reuse other sketch controls to mimic the functionality or look and feel. Only use standard controls if it doesn’t distract from the idea that this is a prototype and not a standard application. The SketchFlow Map panel provides information about the structure of your application. To create a new screen in your prototype: Right-click the map surface and choose “Create a Connected Screen”. Name the screens with names that are meaningful to the stakeholders. The start screen is the one that has the green arrow. To change the start screen, right click on any other screen and set to start screen. Only one screen can be the start screen at a time. Rounded screen are component screens to mimic reusable custom controls that will be built into the final application. You can change the colors of all of the boxes and should use colors to create functional groupings. The groupings can be identified in the SketchFlow Project Settings. To add connections between screens in the SketchFlow Map panel. Move the mouse over a screen in the SketchFlow and a menu will appear at the bottom of the screen node. In the menu, click Connect to an existing screen. Drag the arrow to another screen on the Map. You add navigation to your prototype by adding connections on the SketchFlow map or by adding navigation directly to items on your interface. To add navigation from objects on the artboard, right click the item then from the menu, choose “Navigate to”. This will expose a sub-menu with available screens, backward, or forward. When the map has connected screens, the SketchFlow Player displays the connected screens on the Navigate sidebar. All screens show in the SketchFlow Player Map. To see the SketchFlow Player, run your SketchFlow prototype. The Navigation sidebar is meant to show the desired user work flow. The map can be used to view the different screens regardless of suggested navigation in the navigation bar. The map is able to be hidden and shown. As mentioned, a component screen is a shared screen that is used in more than one screen and generally represents what will be a custom object in the application. To create a component screen, you can create a screen, right click on it in the SketchFlow Map and choose “Make into component screen”. You can mouse over a screen and from the menu that appears underneath, choose create and insert component screen. To use an existing screen, select if from the Asset panel under SketchFlow, Components. You can use Storyboards and Visual State animations in your SketchFlow project. However, SketchFlow also offers its own animation technique that is simpler and better suited for prototyping. The SketchFlow Animation panel is above your artboard by default. In SketchFlow animation, you create frames and then position the elements on your interface for each frame. You then specify elapsed time and any effects you want to apply to the transition. The + at the top is what creates new frames. Once you have a new Frame, select it and change the property you want to animate. In the example above, I changed the Text of the result box. You can adjust the time between frames in the lower area between the frames. The easing and effects functions are changed in the center between each frame. You edit the hold time for frames by clicking the clock icon in the lower left and the hold time will appear on each frame and can be edited. The FluidLayout icon (also located in the lower left) will create smooth transitions. Next to the FluidLayout icon is the name of that Animation. You can rename the animation by clicking on it and editing the name. The down arrow chevrons next to the name allow you to view the list of all animations in this prototype and select them for editing. To add the animation to the interface object (such as a button to start the animation), select the PlaySketchFlowAnimationAction from the SketchFlow behaviors in the Assets menu and drag it to an object on your interface. With the PlaySketchFlowAnimationAction that you just added selected in the Objects and Timeline, edit the properties to change the EventName to the event you want and choose the SketchFlowAnimation you want from the drop down list. You may want to add additional information to your screens that isn’t really part of the prototype but is relevant information or a request for clarification or feedback from the reviewer. You do this with annotations or notes. Both appear on the user interface, however, annotations can be switched on or off at design and review time. Notes cannot be switched off. To add an Annotation, chose the Create Annotation from the Tools menu. The annotation appears on the UI where you will add the notes. To display or Hide annotations, click the annotation toggle at the bottom right on the artboard . After to toggle annotations on, the identifier of the person who created them appears on the artboard and you must click that to expand the notes. To add a note to the artboard, simply select the Note-Sketch from Assets ->SketchFlow ->Styles ->Sketch Styles. Drag and drop it to the artboard and place where you want it. When you are ready for users to review the prototype, you have a few options available. Click File -> Export and choose one of the options from the list: Publish to Sharepoint, Package SketchFlowProject, Export to Microsoft Word, or Export as Images. I suggest you play with as many of the options as you can to see what they do. Both the Sharepoint and Packaged SketchFlowProject allow you to collect feedback from one or more users that you can import into the project. The user can make notes on the UI and in the Feedback area in the bottom left corner of the player. When the user is done adding feedback, it is exported from the right most folder icon in the My Feedback panel. Feeback is imported on a panel named SketchFlow Feedback. To get that panel to show up, select Window -> SketchFlow Feedback. Once you have the panel showing, click the + in the upper right of the panel and find the notes you exported. When imported, they will show up in a list and on the artboard. To document your prototype, use the Export to Microsoft Word option from the File menu. That should get you started with prototyping.

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  • no features in bash in new vps?

    - by Paul Lam
    I have 12.04 server minimal running on my VPS. When I ssh into the server, only $ is showing at the prompt for each prompt. There's no typical <directory> <username>$, no autocompletion (bash-completion is installed), and no use of arrow key, etc. I'm suspecting bash.bashrc is not sourced or something? How do I get the standard bash features working? edit: bash.bashrc and profile etc appears to exist in the filesystem

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  • Add a Sleep Timer to Windows 7 Media Center

    - by DigitalGeekery
    Do you make it a habit of falling asleep at night while watching Windows Media Center? Today we are going to take a look at the MC7 Sleep Timer for Windows 7 Media Center. This simple little plugin allows you to schedule an automatic shutdown time in Media Center. Note: At this point MC7 Sleep Timer doesn’t work with extenders. If you’re using ClamAV or Panda it may detect this plugin as a virus, we’ve tested it and this is a false positive for these two antivirus apps. Installation and Usage Download and install MC7 Sleep Timer. (See download below) After the installation is finished, you will find MC7 Sleep Timer located in the Media Center Extras Library. Click on the tile to open the timer and configure your settings. The MC7 Sleep Timer will open in full screen mode. You can choose to shutdown the PC after 30 or 60 minutes, create a custom length shutdown timer at any 5 minute interval, or select the exact time you want the PC to shutdown.  After setting your PC to shutdown, you’ll get an audio confirmation. To set a custom timer length, scroll to the “Custom timer” option and click right or left on your Media Center remote or, the right or left arrow keys, to choose how many minutes before shutdown. To schedule a shutdown for a certain time, browse to the “Shutdown at time” button, and scroll right or left with the arrow keys on the keyboard or remote. When you’ve chosen your time, hit “Enter” on the keyboard or “OK” on the remote.   Clicking the “Monitor Off” button will turn off only the monitor and “Cancel Timer” will cancel your shutdown request. Conclusion If you often find yourself falling asleep every night watching Media Center and then fumbling and stumbling in the middle of the night to shutdown your computer, MC7 Sleep timer might just be a perfect addition to your Media Center setup. Download MC7 Sleep Timer Similar Articles Productive Geek Tips Using Netflix Watchnow in Windows Vista Media Center (Gmedia)Re-Enable Sleep Mode in Windows VistaSchedule Updates for Windows Media CenterIntegrate Hulu Desktop and Windows Media Center in Windows 7Add Color Coding to Windows 7 Media Center Program Guide TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Use My TextTools to Edit and Organize Text Discovery Channel LIFE Theme (Win7) Increase the size of Taskbar Previews (Win 7) Scan your PC for nasties with Panda ActiveScan CleanMem – Memory Cleaner AceStock – The Personal Stock Monitor

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  • Restricting Input in HTML Textboxes to Numeric Values

    - by Rick Strahl
    Ok, here’s a fairly basic one – how to force a textbox to accept only numeric input. Somebody asked me this today on a support call so I did a few quick lookups online and found the solutions listed rather unsatisfying. The main problem with most of the examples I could dig up was that they only include numeric values, but that provides a rather lame user experience. You need to still allow basic operational keys for a textbox – navigation keys, backspace and delete, tab/shift tab and the Enter key - to work or else the textbox will feel very different than a standard text box. Yes there are plug-ins that allow masked input easily enough but most are fixed width which is difficult to do with plain number input. So I took a few minutes to write a small reusable plug-in that handles this scenario. Imagine you have a couple of textboxes on a form like this: <div class="containercontent"> <div class="label">Enter a number:</div> <input type="text" name="txtNumber1" id="txtNumber1" value="" class="numberinput" /> <div class="label">Enter a number:</div> <input type="text" name="txtNumber2" id="txtNumber2" value="" class="numberinput" /> </div> and you want to restrict input to numbers. Here’s a small .forceNumeric() jQuery plug-in that does what I like to see in this case: [Updated thanks to Elijah Manor for a couple of small tweaks for additional keys to check for] <script type="text/javascript"> $(document).ready(function () { $(".numberinput").forceNumeric(); }); // forceNumeric() plug-in implementation jQuery.fn.forceNumeric = function () { return this.each(function () { $(this).keydown(function (e) { var key = e.which || e.keyCode; if (!e.shiftKey && !e.altKey && !e.ctrlKey && // numbers key >= 48 && key <= 57 || // Numeric keypad key >= 96 && key <= 105 || // comma, period and minus key == 190 || key == 188 || key == 109 || // Backspace and Tab and Enter key == 8 || key == 9 || key == 13 || // Home and End key == 35 || key == 36 || // left and right arrows key == 37 || key == 39 || // Del and Ins key == 46 || key == 45) return true; return false; }); }); } </script> With the plug-in in place in your page or an external .js file you can now simply use a selector to apply it: $(".numberinput").forceNumeric(); The plug-in basically goes through each selected element and hooks up a keydown() event handler. When a key is pressed the handler is fired and the keyCode of the event object is sent. Recall that jQuery normalizes the JavaScript Event object between browsers. The code basically white-lists a few key codes and rejects all others. It returns true to indicate the keypress is to go through or false to eat the keystroke and not process it which effectively removes it. Simple and low tech, and it works without too much change of typical text box behavior.© Rick Strahl, West Wind Technologies, 2005-2011Posted in JavaScript  jQuery  HTML  

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  • Atom feed validator keeps showing Self reference doesn't match document location

    - by Dino
    I am creating an atom feed, but when I validate it I keep getting: Self reference doesn't match document location and the specific line that is causing the error is: <link rel="self" type="application/atom+xml" href="http://www.example.com/test.rss"/> Please can anyone advise what the error is? Ps. I noticed an up arrow just at the end of that line. (presumably something to do with that bbut not sure)

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  • bluez 5.19 PS4 controller

    - by Athanase
    I currently have a problem when pairing my computer with a PS4 remote. On my Ubuntu 14.04 I removed everything related with bluez and bluetooth, and I built and installed bluez 5.19. Here are some useful command outputs: jean@system ~ hcitool hcitool - HCI Tool ver 5.19 jean@system ~ hcitool dev Devices: hci0 00:15:83:4C:0C:BB jean@system ~ bluetoothctl [bluetooth]# version Version 5.19 jean@system ~ bluetoothctl [NEW] Controller 00:15:83:4C:0C:BB BlueZ [default] jean@system ~ lsusb Bus 003 Device 012: ID 0a12:0001 Cambridge Silicon Radio, Ltd Bluetooth Dongle (HCI mode) So here is what happens. When I try to hard pair the controller with the computer, by holding the share and ps button for a while, everything works as expected and the pairing is done properly. After a hard pairing if I try the pairing by pressing the ps button only, nothings happen. In order to go it, I first power up the bluetooth dongle: jean@system ~ sudo hciconfig hciX up and then I run the bluetooh deamon bluetoothd: jean@system /usr/libexec/bluetooth ~ ./bluetoothd -d -n bluetoothd[11270]: Bluetooth daemon 5.19 bluetoothd[11270]: src/main.c:parse_config() parsing main.conf bluetoothd[11270]: src/main.c:parse_config() discovto=0 bluetoothd[11270]: src/main.c:parse_config() pairto=0 bluetoothd[11270]: src/main.c:parse_config() auto_to=60 bluetoothd[11270]: src/main.c:parse_config() name=%h-%d bluetoothd[11270]: src/main.c:parse_config() class=0x000100 bluetoothd[11270]: src/main.c:parse_config() Key file does not have key 'DeviceID' bluetoothd[11270]: src/gatt.c:gatt_init() Starting GATT server bluetoothd[11270]: src/adapter.c:adapter_init() sending read version command bluetoothd[11270]: Starting SDP server bluetoothd[11270]: src/sdpd-service.c:register_device_id() Adding device id record for 0002:1d6b:0246:0513 ... bluetoothd[11270]: src/adapter.c:adapter_service_insert() /org/bluez/hci0 bluetoothd[11270]: src/adapter.c:add_uuid() sending add uuid command for index 0 bluetoothd[11270]: profiles/audio/a2dp.c:a2dp_sink_server_probe() path /org/bluez/hci0 bluetoothd[11270]: profiles/audio/a2dp.c:a2dp_source_server_probe() path /org/bluez/hci0 bluetoothd[11270]: src/adapter.c:btd_adapter_unblock_address() hci0 00:00:00:00:00:00 bluetoothd[11270]: src/adapter.c:get_ltk_info() A4:15:66:C1:0D:2A bluetoothd[11270]: src/device.c:device_create_from_storage() address A4:15:66:C1:0D:2A bluetoothd[11270]: src/device.c:device_new() address A4:15:66:C1:0D:2A bluetoothd[11270]: src/device.c:device_new() Creating device /org/bluez/hci0/dev_A4_15_66_C1_0D_2A bluetoothd[11270]: src/device.c:device_set_bonded() bluetoothd[11270]: src/adapter.c:get_ltk_info() A4:15:66:88:5E:9A bluetoothd[11270]: src/device.c:device_create_from_storage() address A4:15:66:88:5E:9A bluetoothd[11270]: src/device.c:device_new() address A4:15:66:88:5E:9A bluetoothd[11270]: src/device.c:device_new() Creating device /org/bluez/hci0/dev_A4_15_66_88_5E_9A bluetoothd[11270]: src/device.c:device_set_bonded() bluetoothd[11270]: src/adapter.c:load_link_keys() hci0 keys 2 debug_keys 0 bluetoothd[11270]: src/adapter.c:load_ltks() hci0 keys 0 bluetoothd[11270]: src/adapter.c:load_connections() sending get connections command for index 0 bluetoothd[11270]: src/adapter.c:adapter_service_insert() /org/bluez/hci0 bluetoothd[11270]: src/adapter.c:add_uuid() sending add uuid command for index 0 bluetoothd[11270]: src/adapter.c:set_did() hci0 source 2 vendor 1d6b product 246 version 513 bluetoothd[11270]: src/adapter.c:adapter_register() Adapter /org/bluez/hci0 registered bluetoothd[11270]: src/adapter.c:set_dev_class() sending set device class command for index 0 bluetoothd[11270]: src/adapter.c:set_name() sending set local name command for index 0 bluetoothd[11270]: src/adapter.c:set_mode() sending set mode command for index 0 bluetoothd[11270]: src/adapter.c:set_mode() sending set mode command for index 0 bluetoothd[11270]: src/adapter.c:adapter_start() adapter /org/bluez/hci0 has been enabled bluetoothd[11270]: src/adapter.c:trigger_passive_scanning() bluetoothd[11270]: plugins/hostname.c:property_changed() static hostname: system bluetoothd[11270]: plugins/hostname.c:property_changed() pretty hostname: bluetoothd[11270]: plugins/hostname.c:update_name() name: system bluetoothd[11270]: src/adapter.c:adapter_set_name() name: system bluetoothd[11270]: plugins/hostname.c:property_changed() chassis: desktop bluetoothd[11270]: plugins/hostname.c:update_class() major: 0x01 minor: 0x01 bluetoothd[11270]: src/adapter.c:load_link_keys_complete() link keys loaded for hci0 bluetoothd[11270]: src/adapter.c:load_ltks_complete() LTKs loaded for hci0 bluetoothd[11270]: src/adapter.c:get_connections_complete() Connection count: 0 And then I press the ps button of the PS4 controller bluetoothd[11270]: src/adapter.c:connected_callback() hci0 device A4:15:66:C1:0D:2A connected eir_len 5 bluetoothd[11270]: profiles/input/server.c:connect_event_cb() Incoming connection from A4:15:66:C1:0D:2A on PSM 17 bluetoothd[11270]: profiles/input/device.c:input_device_set_channel() idev (nil) psm 17 bluetoothd[11270]: Refusing input device connect: No such file or directory (2) bluetoothd[11270]: profiles/input/server.c:confirm_event_cb() bluetoothd[11270]: Refusing connection from A4:15:66:C1:0D:2A: unknown device bluetoothd[11270]: src/adapter.c:dev_disconnected() Device A4:15:66:C1:0D:2A disconnected, reason 3 bluetoothd[11270]: src/adapter.c:adapter_remove_connection() bluetoothd[11270]: plugins/policy.c:disconnect_cb() reason 3 bluetoothd[11270]: src/adapter.c:bonding_attempt_complete() hci0 bdaddr A4:15:66:C1:0D:2A type 0 status 0xe bluetoothd[11270]: src/device.c:device_bonding_complete() bonding (nil) status 0x0e bluetoothd[11270]: src/device.c:device_bonding_failed() status 14 bluetoothd[11270]: src/adapter.c:resume_discovery() So I don't know what is happening here and a bit of help would be appreciated.

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  • MySQL Cluster 7.3: On-Demand Webinar and Q&A Available

    - by Mat Keep
    The on-demand webinar for the MySQL Cluster 7.3 Development Release is now available. You can learn more about the design, implementation and getting started with all of the new MySQL Cluster 7.3 features from the comfort and convenience of your own device, including: - Foreign Key constraints in MySQL Cluster - Node.js NoSQL API  - Auto-installation of higher performance distributed, clusters We received some great questions over the course of the webinar, and I wanted to share those for the benefit of a broader audience. Q. What Foreign Key actions are supported: A. The core referential actions defined in the SQL:2003 standard are implemented: CASCADE RESTRICT NO ACTION SET NULL Q. Where are Foreign Keys implemented, ie data nodes or SQL nodes? A. They are implemented in the data nodes, therefore can be enforced for both the SQL and NoSQL APIs Q. Are they compatible with the InnoDB Foreign Key implementation? A. Yes, with the following exceptions: - InnoDB doesn’t support “No Action” constraints, MySQL Cluster does - You can choose to suspend FK constraint enforcement with InnoDB using the FOREIGN_KEY_CHECKS parameter; at the moment, MySQL Cluster ignores that parameter. - You cannot set up FKs between 2 tables where one is stored using MySQL Cluster and the other InnoDB. - You cannot change primary keys through the NDB API which means that the MySQL Server actually has to simulate such operations by deleting and re-adding the row. If the PK in the parent table has a FK constraint on it then this causes non-ideal behaviour. With Restrict or No Action constraints, the change will result in an error. With Cascaded constraints, you’d want the rows in the child table to be updated with the new FK value but, the implicit delete of the row from the parent table would remove the associated rows from the child table and the subsequent implicit insert into the parent wouldn’t reinstate the child rows. For this reason, an attempt to add an ON UPDATE CASCADE where the parent column is a primary key will be rejected. Q. Does adding or dropping Foreign Keys cause downtime due to a schema change? A. Nope, this is an online operation. MySQL Cluster supports a number of on-line schema changes, ie adding and dropping indexes, adding columns, etc. Q. Where can I see an example of node.js with MySQL Cluster? A. Check out the tutorial and download the code from GitHub Q. Can I use the auto-installer to support remote deployments? How about setting up MySQL Cluster 7.2? A. Yes to both! Q. Can I get a demo Check out the tutorial. You can download the code from http://labs.mysql.com/ Go to Select Build drop-down box Q. What is be minimum internet speen required for Geo distributed cluster with synchronous replication? A. if you're splitting you cluster between sites then we recommend a network latency of 20ms or less. Alternatively, use MySQL asynchronous replication where the latency of your WAN doesn't impact the latency of your reads/writes. Q. Where you can one learn more about the PayPal project with MySQL Cluster? A. Take a look at the following - you'll find press coverage, a video and slides from their keynote presentation  So, if you want to learn more, listen to the new MySQL Cluster 7.3 on-demand webinar  MySQL Cluster 7.3 is still in the development phase, so it would be great to get your feedback on these new features, and things you want to see!

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  • All libGDX input statements are returning TRUE at once

    - by MowDownJoe
    I'm fooling around with Box2D and libGDX and running into a peculiar problem with polling for input. Here's the code for the Screen's render() loop: @Override public void render(float delta) { Gdx.gl20.glClearColor(0, 0, .2f, 1); Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT); camera.update(); game.batch.setProjectionMatrix(camera.combined); debugRenderer.render(world, camera.combined); if(Gdx.input.isButtonPressed(Keys.LEFT)){ Gdx.app.log("Input", "Left is being pressed."); pushyThingyBody.applyForceToCenter(-10f, 0); } if(Gdx.input.isButtonPressed(Keys.RIGHT)){ Gdx.app.log("Input", "Right is being pressed."); pushyThingyBody.applyForceToCenter(10f, 0); } world.step((1f/45f), 6, 2); } And the constructor is largely just setting up the World, Box2DDebugRenderer, and all the Bodies in the world: public SandBox(PhysicsSandboxGame game) { this.game = game; camera = new OrthographicCamera(800, 480); camera.setToOrtho(false); world = new World(new Vector2(0, -9.8f), true); debugRenderer = new Box2DDebugRenderer(); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DynamicBody; bodyDef.position.set(100, 300); body = world.createBody(bodyDef); CircleShape circle = new CircleShape(); circle.setRadius(6f); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = circle; fixtureDef.density = .5f; fixtureDef.friction = .4f; fixtureDef.restitution = .6f; fixture = body.createFixture(fixtureDef); circle.dispose(); BodyDef groundBodyDef = new BodyDef(); groundBodyDef.position.set(new Vector2(0, 10)); groundBody = world.createBody(groundBodyDef); PolygonShape groundBox = new PolygonShape(); groundBox.setAsBox(camera.viewportWidth, 10f); groundBody.createFixture(groundBox, 0f); groundBox.dispose(); BodyDef pushyThingyBodyDef = new BodyDef(); pushyThingyBodyDef.type = BodyType.DynamicBody; pushyThingyBodyDef.position.set(new Vector2(400, 30)); pushyThingyBody = world.createBody(pushyThingyBodyDef); PolygonShape pushyThingyShape = new PolygonShape(); pushyThingyShape.setAsBox(40f, 10f); FixtureDef pushyThingyFixtureDef = new FixtureDef(); pushyThingyFixtureDef.shape = pushyThingyShape; pushyThingyFixtureDef.density = .4f; pushyThingyFixtureDef.friction = .1f; pushyThingyFixtureDef.restitution = .5f; pushyFixture = pushyThingyBody.createFixture(pushyThingyFixtureDef); pushyThingyShape.dispose(); } Testing this on the desktop. Basically, whenever I hit the appropriate keys, neither of the if statements in the loop return true. However, when I click in the window, both statements return true, resulting in a 0 net force on the body. Why is this?

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  • Difficulties with rotation of a sprite

    - by Johnny
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. At the moment, my dolphin rotates a little weird. But I want that it rotates like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation += 0.01f; VelocityY += 40f; } else { rotation -= 0.01f; VelocityY += 40f; } } } else { if (flip == SpriteEffects.None) { rotation -= 0.01f; VelocityY += -10f; } else { rotation += 0.01f; VelocityY += -10f; } } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, rotation, new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

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  • Data Flow Diagrams - Difference between Lines and Arrows

    - by Howdy_McGee
    I'm currently working with Visio to create Data Flow Diagrams for a System Analysis and Design class but I'm unsure what the difference between ------ and ------> is. I can connect 2 shapes together with a line (process, entity, data store) but does the single line connecting the two mean data flow? Do I need to explicitly use the data flow arrow to show which way data is flowing? (There doesn't seem to be tags for this topic, maybe im in the wrong place?)

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  • ray collision with rectangle and floating point accuracy

    - by phq
    I'm trying to solve a problem with a ray bouncing on a box. Actually it is a sphere but for simplicity the box dimensions are expanded by the sphere radius when doing the collision test making the sphere a single ray. It is done by projecting the ray onto all faces of the box and pick the one that is closest. However because I'm using floating point variables I fear that the projected point onto the surface might be interpreted as being below in the next iteration, also I will later allow the sphere to move which might make that scenario more likely. Also the bounce coefficient might be as low as zero, making the sphere continue along the surface. So my naive solution is to project not only forwards but backwards to catch those cases. That is where I got into problems shown in the figure: In the first iteration the first black arrow is calculated and we end up at a point on the surface of the box. In the second iteration the "back projection" hits the other surface making the second black arrow bounce on the wrong surface. If there are several boxes close to each other this has further consequences making the sphere fall through them all. So my main question is how to handle possible floating point accuracy when placing the sphere on the box surface so it does not fall through. In writing this question I got the idea to have a threshold to only accept back projections a certain amount much smaller than the box but larger than the possible accuracy limitation, this would only cause the "false" back projection when the sphere hit the box on an edge which would appear naturally. To clarify my original approach, the arrows shown in the image is not only the path the sphere travels but is also representing a single time step in the simulation. In reality the time step is much smaller about 0.05 of the box size. The path traveled is projected onto possible sides to avoid traveling past a thinner object at higher speeds. In normal situations the floating point accuracy is not an issue but there are two situations where I have the concern. When the new position at the end of the time step is located very close to the surface, very unlikely though. When using a bounce factor of 0, here it happens every time the sphere hit a box. To add some loss of accuracy, the motivation for my concern, is that the sphere and box are in different coordinate systems and thus the sphere location is transformed for every test. This last one is why I'm not willing to stand on luck that one floating point value lying on top of the box always will be interpreted the same. I did not know voronoi regions by name, but looking at it I'm not sure how it would be used in a projection scenario that I'm using here.

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  • Physics like asteroides

    - by user2933016
    I try to make a ship that has the physic properties like asteroides. I have this for now(All in Java): Ship.class public class Ship { public static final float sMaxHealth = 0.1F; public static final float sMaxMoveVelocity = 5.0F; public static final float sMaxAngleVelocity = 20.0F; public static final float sRadius = 1.0F; public static final float sMoveDeceleration = 10.0F; public static final float sMoveAcceleration = 2.0F; public static final float sAngleDeceleration = 15.0F; public static final float sAngleAcceleration = 20.0F; private float mHealth; private float mXVelocity; private float mYVelocity; private float mAngleVelocity; private float mX; private float mY; private float mAngle; } (I let the getter and setter away for now) Controller code // Player input if(Gdx.input.isKeyPressed(Keys.UP)) { mPlayer.setXVelocity(mPlayer.getXVelocity() + (float) Math.cos(mPlayer.getAngle()) * Ship.sMoveAcceleration); mPlayer.setYVelocity(mPlayer.getYVelocity() + (float) Math.sin(mPlayer.getAngle()) * Ship.sMoveAcceleration); } if(Gdx.input.isKeyPressed(Keys.LEFT)) { mPlayer.setAngleVelocity(mPlayer.getAngleVelocity() + Ship.sAngleAcceleration * pDeltaTime); } if(Gdx.input.isKeyPressed(Keys.RIGHT)) { mPlayer.setAngleVelocity(mPlayer.getAngleVelocity() - Ship.sAngleAcceleration * pDeltaTime); } // X velocity if(mPlayer.getXVelocity() < 0) { if(-mPlayer.getXVelocity() > Ship.sMaxMoveVelocity) { mPlayer.setXVelocity(-Ship.sMaxMoveVelocity); } mPlayer.setXVelocity(mPlayer.getXVelocity() + Ship.sMoveDeceleration * pDeltaTime); if(mPlayer.getXVelocity() > 0) { mPlayer.setXVelocity(0); } } else if(mPlayer.getXVelocity() > 0) { if(mPlayer.getXVelocity() > Ship.sMaxMoveVelocity) { mPlayer.setXVelocity(Ship.sMaxMoveVelocity); } mPlayer.setXVelocity(mPlayer.getXVelocity() - Ship.sMoveDeceleration * pDeltaTime); if(mPlayer.getXVelocity() < 0) { mPlayer.setXVelocity(0); } } // Y velocity if(mPlayer.getYVelocity() < 0) { if(-mPlayer.getYVelocity() > Ship.sMaxMoveVelocity) { mPlayer.setYVelocity(-Ship.sMaxMoveVelocity); } mPlayer.setYVelocity(mPlayer.getYVelocity() + Ship.sMoveDeceleration * pDeltaTime); if(mPlayer.getYVelocity() > 0) { mPlayer.setYVelocity(0); } } else if(mPlayer.getYVelocity() > 0) { if(mPlayer.getYVelocity() > Ship.sMaxMoveVelocity) { mPlayer.setYVelocity(Ship.sMaxMoveVelocity); } mPlayer.setYVelocity(mPlayer.getYVelocity() - Ship.sMoveDeceleration * pDeltaTime); if(mPlayer.getYVelocity() < 0) { mPlayer.setYVelocity(0); } } // Angle velocity if(mPlayer.getAngleVelocity() < 0) { if(-mPlayer.getAngleVelocity() > Ship.sMaxAngleVelocity) { mPlayer.setAngleVelocity(-Ship.sMaxAngleVelocity); } mPlayer.setAngleVelocity(mPlayer.getAngleVelocity() + Ship.sAngleDeceleration * pDeltaTime); if(mPlayer.getAngleVelocity() > 0) { mPlayer.setAngleVelocity(0); } } else if(mPlayer.getAngleVelocity() > 0) { if(mPlayer.getAngleVelocity() > Ship.sMaxAngleVelocity) { mPlayer.setAngleVelocity(Ship.sMaxAngleVelocity); } mPlayer.setAngleVelocity(mPlayer.getAngleVelocity() - Ship.sAngleDeceleration * pDeltaTime); if(mPlayer.getAngleVelocity() < 0) { mPlayer.setAngleVelocity(0); } } mPlayer.setX(mPlayer.getX() + mPlayer.getXVelocity() * pDeltaTime); mPlayer.setY(mPlayer.getY() + mPlayer.getYVelocity() * pDeltaTime); mPlayer.setAngle(mPlayer.getAngle() + mPlayer.getAngleVelocity() * pDeltaTime); Why the ship does not behave like in asteroides ? What do I wrong?

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  • Programmatically disclosing a node in af:tree and af:treeTable

    - by Frank Nimphius
    A common developer requirement when working with af:tree or af:treeTable components is to programmatically disclose (expand) a specific node in the tree. If the node to disclose is not a top level node, like a location in a LocationsView -> DepartmentsView -> EmployeesView hierarchy, you need to also disclose the node's parent node hierarchy for application users to see the fully expanded tree node structure. Working on ADF Code Corner sample #101, I wrote the following code lines that show a generic option for disclosing a tree node starting from a handle to the node to disclose. The use case in ADF Coder Corner sample #101 is a drag and drop operation from a table component to a tree to relocate employees to a new department. The tree node that receives the drop is a department node contained in a location. In theory the location could be part of a country and so on to indicate the depth the tree may have. Based on this structure, the code below provides a generic solution to parse the current node parent nodes and its child nodes. The drop event provided a rowKey for the tree node that received the drop. Like in af:table, the tree row key is not of type oracle.jbo.domain.Key but an implementation of java.util.List that contains the row keys. The JUCtrlHierBinding class in the ADF Binding layer that represents the ADF tree binding at runtime provides a method named findNodeByKeyPath that allows you to get a handle to the JUCtrlHierNodeBinding instance that represents a tree node in the binding layer. CollectionModel model = (CollectionModel) your_af_tree_reference.getValue(); JUCtrlHierBinding treeBinding = (JUCtrlHierBinding ) model.getWrappedData(); JUCtrlHierNodeBinding treeDropNode = treeBinding.findNodeByKeyPath(dropRowKey); To disclose the tree node, you need to create a RowKeySet, which you do using the RowKeySetImpl class. Because the RowKeySet replaces any existing row key set in the tree, all other nodes are automatically closed. RowKeySetImpl rksImpl = new RowKeySetImpl(); //the first key to add is the node that received the drop //operation (departments).            rksImpl.add(dropRowKey);    Similar, from the tree binding, the root node can be obtained. The root node is the end of all parent node iteration and therefore important. JUCtrlHierNodeBinding rootNode = treeBinding.getRootNodeBinding(); The following code obtains a reference to the hierarchy of parent nodes until the root node is found. JUCtrlHierNodeBinding dropNodeParent = treeDropNode.getParent(); //walk up the tree to expand all parent nodes while(dropNodeParent != null && dropNodeParent != rootNode){    //add the node's keyPath (remember its a List) to the row key set    rksImpl.add(dropNodeParent.getKeyPath());      dropNodeParent = dropNodeParent.getParent(); } Next, you disclose the drop node immediate child nodes as otherwise all you see is the department node. Its not quite exactly "dinner for one", but the procedure is very similar to the one handling the parent node keys ArrayList<JUCtrlHierNodeBinding> childList = (ArrayList<JUCtrlHierNodeBinding>) treeDropNode.getChildren();                     for(JUCtrlHierNodeBinding nb : childList){   rksImpl.add(nb.getKeyPath()); } Next, the row key set is defined as the disclosed row keys on the tree so when you refresh (PPR) the tree, the new disclosed state shows tree.setDisclosedRowKeys(rksImpl); AdfFacesContext.getCurrentInstance().addPartialTarget(tree.getParent()); The refresh in my use case is on the tree parent component (a layout container), which usually shows the best effect for refreshing the tree component. 

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  • Google Calendar as Default Handler of iCal/ICS files

    - by Rasmus
    I would like for Google Calendar to open ICS files when I open them. In a way analogous to how Gmail can be set to be the default handler for mailto: links. More specifically, I would like for Google Calendar to import them to my primary calendar, which can manually be achieved by, when on Google Calendar, clicking the small arrow next to Other Calendars, then choosing Import Calendar, picking the appropriate file and choosing Import. I don't know if this is possible, but I'm hoping somebody will have a great idea.

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  • Solaris 11.1: Encrypted Immutable Zones on (ZFS) Shared Storage

    - by darrenm
    Solaris 11 brought both ZFS encryption and the Immutable Zones feature and I've talked about the combination in the past.  Solaris 11.1 adds a fully supported method of storing zones in their own ZFS using shared storage so lets update things a little and put all three parts together. When using an iSCSI (or other supported shared storage target) for a Zone we can either let the Zones framework setup the ZFS pool or we can do it manually before hand and tell the Zones framework to use the one we made earlier.  To enable encryption we have to take the second path so that we can setup the pool with encryption before we start to install the zones on it. We start by configuring the zone and specifying an rootzpool resource: # zonecfg -z eizoss Use 'create' to begin configuring a new zone. zonecfg:eizoss> create create: Using system default template 'SYSdefault' zonecfg:eizoss> set zonepath=/zones/eizoss zonecfg:eizoss> set file-mac-profile=fixed-configuration zonecfg:eizoss> add rootzpool zonecfg:eizoss:rootzpool> add storage \ iscsi://zs7120-tvp540-c.uk.oracle.com/luname.naa.600144f09acaacd20000508e64a70001 zonecfg:eizoss:rootzpool> end zonecfg:eizoss> verify zonecfg:eizoss> commit zonecfg:eizoss> Now lets create the pool and specify encryption: # suriadm map \ iscsi://zs7120-tvp540-c.uk.oracle.com/luname.naa.600144f09acaacd20000508e64a70001 PROPERTY VALUE mapped-dev /dev/dsk/c10t600144F09ACAACD20000508E64A70001d0 # echo "zfscrypto" > /zones/p # zpool create -O encryption=on -O keysource=passphrase,file:///zones/p eizoss \ /dev/dsk/c10t600144F09ACAACD20000508E64A70001d0 # zpool export eizoss Note that the keysource example above is just for this example, realistically you should probably use an Oracle Key Manager or some other better keystorage, but that isn't the purpose of this example.  Note however that it does need to be one of file:// https:// pkcs11: and not prompt for the key location.  Also note that we exported the newly created pool.  The name we used here doesn't actually mater because it will get set properly on import anyway. So lets go ahead and do our install: zoneadm -z eizoss install -x force-zpool-import Configured zone storage resource(s) from: iscsi://zs7120-tvp540-c.uk.oracle.com/luname.naa.600144f09acaacd20000508e64a70001 Imported zone zpool: eizoss_rpool Progress being logged to /var/log/zones/zoneadm.20121029T115231Z.eizoss.install Image: Preparing at /zones/eizoss/root. AI Manifest: /tmp/manifest.xml.ujaq54 SC Profile: /usr/share/auto_install/sc_profiles/enable_sci.xml Zonename: eizoss Installation: Starting ... Creating IPS image Startup linked: 1/1 done Installing packages from: solaris origin: http://pkg.us.oracle.com/solaris/release/ Please review the licenses for the following packages post-install: consolidation/osnet/osnet-incorporation (automatically accepted, not displayed) Package licenses may be viewed using the command: pkg info --license <pkg_fmri> DOWNLOAD PKGS FILES XFER (MB) SPEED Completed 187/187 33575/33575 227.0/227.0 384k/s PHASE ITEMS Installing new actions 47449/47449 Updating package state database Done Updating image state Done Creating fast lookup database Done Installation: Succeeded Note: Man pages can be obtained by installing pkg:/system/manual done. Done: Installation completed in 929.606 seconds. Next Steps: Boot the zone, then log into the zone console (zlogin -C) to complete the configuration process. Log saved in non-global zone as /zones/eizoss/root/var/log/zones/zoneadm.20121029T115231Z.eizoss.install That was really all we had to do, when the install is done boot it up as normal. The zone administrator has no direct access to the ZFS wrapping keys used for the encrypted pool zone is stored on.  Due to how inheritance works in ZFS he can still create new encrypted datasets that use those wrapping keys (without them ever being inside a process in the zone) or he can create encrypted datasets inside the zone that use keys of his own choosing, the output below shows the two cases: rpool is inheriting the key material from the global zone (note we can see the value of the keysource property but we don't use it inside the zone nor does that path need to be (or is) accessible inside the zone). Whereas rpool/export/home/bob has set keysource locally. # zfs get encryption,keysource rpool rpool/export/home/bob NAME PROPERTY VALUE SOURCE rpool encryption on inherited from $globalzone rpool keysource passphrase,file:///zones/p inherited from $globalzone rpool/export/home/bob encryption on local rpool/export/home/bob keysource passphrase,prompt local  

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  • Emaroo 1.4.0 Released

    - by WeigeltRo
    Emaroo is a free utility for browsing most recently used (MRU) lists of various applications. Quickly open files, jump to their folder in Windows Explorer, copy their path - all with just a few keystrokes or mouse clicks. tl;dr: Emaroo 1.4.0 is out, go download it on www.roland-weigelt.de/emaroo   Why Emaroo? Let me give you a few examples. Let’s assume you have pinned Emaroo to the first spot on the task bar so you can start it by hitting Win+1. To start one of the most recently used Visual Studio solutions you type Win+1, [maybe arrow key down a few times], Enter This means that you can start the most recent solution simply by Win+1, Enter What else? If you want to open an Explorer window at the file location of the solution, you type Ctrl+E instead of Enter.   If you know that the solution contains “foo” in its name, you can type “foo” to filter the list. Because this is not a general purpose search like e.g. the Search charm, but instead operates only on the MRU list of a single application, you usually have to type only a few characters until you can press Enter or Ctrl+E.   Ctrl+C copies the file path of the selected MRU item, Ctrl+Shift+C copies the directory If you have several versions of Visual Studio installed, the context menu lets you open a solution in a higher version.   Using the context menu, you can open a Visual Studio solution in Blend. So far I have only mentioned Visual Studio, but Emaroo knows about other applications, too. It remembers the last application you used, you can change between applications with the left/right arrow or accelerator keys. Press F1 or click the Emaroo icon (the tab to the right) for a quick reference. Which applications does Emaroo know about? Emaroo knows the MRU lists of Visual Studio 2008/2010/2012/2013 Expression Blend 4, Blend for Visual Studio 2012, Blend for Visual Studio 2013 Microsoft Word 2007/2010/2013 Microsoft Excel 2007/2010/2013 Microsoft PowerPoint 2007/2010/2013 Photoshop CS6 IrfanView (most recently used directories) Windows Explorer (directories most recently typed into the address bar) Applications that are not installed aren’t shown, of course. Where can I download it? On the Emaroo website: www.roland-weigelt.de/emaroo Have fun!

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  • PPA Shows Up Under "All Software" That Is No Longer Enabled

    - by Icedrake
    I used to use the Aurora builds of Firefox, but now I've uninstalled Firefox and gone back to Chromium. I've removed the PPA, but it still shows up under "All Software" in the Ubuntu Software Center, when I click on the arrow to the side of it to display my PPAs. I've checked the Software Sources to see if there's anything leftover, and there's nothing. I use Y PPA Manager, and there's nothing there to remove as well. How do I get rid of it?

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  • Icons can't be seen on Ubuntu 12.04 LTS's Launcher after updates

    - by Jan Tait
    After updating yesterday, (can unfortunately not remember the specific updates) the launcher could not be made to appear. Rebooting the system showed the launcher only as a black bar at the left edge of the screen without any icons in the launcher. If the mouse arrow is moved over the black launcher bar, the names of the applications next to the launcher appears. What could be done to have the icons to be visible in the launcher?

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  • ubuntu 14.04 gnome crashed after installation

    - by agha rehan abbas
    i have recently installed ubuntu 14.04 gnome and i was dual booting with gnome and unity but suddenly gnome crashed as when i open it it shows just a blank screen with a single arrow mark and nothing else i have waited for 20 minutes but the screen did not changed i have made a264gb partition for gnome and now as gnome has stopped working can i get that partition again into unity or can i repair gnome to work properly i have used gnome once and it worked properly that time can any one solve this issue

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  • How to model a many to many from a DDD perspective in UML?

    - by JD01
    I have a two entity objects Site and Customer where there is a many to many relationship. I have read you try not to model this in DDD as it is in the data model and go for a unidirectional flow. If I wanted to show this in UML, would I show it as it is in the data model: Site * ----->*Customer but the direction arrow gives the flow? or as following Site ----->*Customer But then this would imply that Customer can only go in one site.

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  • Mouse Not Working Properly

    - by James
    I just did a clean install of Ubuntu 11.10 but for some reason the mouse isn't working properly. Problems I'm experiencing are: left button on the mouse doesn't work, the cursor doesn't highlight anything, as well, the right side will not do a double click function. Doesn't seem to bring up the mouse menu to "go back" as well, "go forward" options. In order to make things work, I have to use the Enter key, and arrow keys.

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  • GameStateManagement and inputs not being recognized

    - by Dave Voyles
    EDIT: I've removed a bit of code from the input class to make this more readable, and updated my StartScreen class, which is now at the bottom. I have the same issues though, but they are explained in my comments on the bottom of this page. It won't let me paste my additional code here (the format comes out crazy), so I've linked to pastebin with the code pastebin I've been trying to implement the MS provided GameStateManagement sample with my game, but it has proven a bit difficult. Really, I'm using Oneksoft's Starter Kit, which uses the MS provided sample, so they are identical, except for my splash screen. I'm able to get the splash screen to launch, where it informs the player to press A to advance the screen, but this doesn't seem to accept any of my inputs. I’ve also added Console.Writeline(“Pressing A”) under the IsMenuPressed method in Input.cs to verify that it is getting called, but for some reason it is constantly spamming my log, rather than just appearing each time I press it. Not sure why this is happening. I have a bit too much code to post it all here, so I’ve attached a link to my .rar with my classes, but I’ll also leave a bit here which I thinkmay be applicable. https://www.dropbox.com/sh/6ek4uru2jc2ch0k/JTeBWN_3PQ What do you guys think the issue is? namespace Pong { public class Input { public const int MaxInputs = 4; public readonly KeyboardState[] CurrentKeyboardState; public readonly GamePadState[] CurrentGamePadState; public KeyboardState[] LastKeyboardState; public GamePadState[] LastGamePadState; public readonly bool[] GamePadWasConnected; public Input() { // Get input state CurrentKeyboardState = new KeyboardState[MaxInputs]; CurrentGamePadState = new GamePadState[MaxInputs]; // Preserving last states to check for isKeyUp events LastKeyboardState = CurrentKeyboardState; LastGamePadState = CurrentGamePadState; } /// <summary> /// Checks for a "menu select" input action. /// The controllingPlayer parameter specifies which player to read input for. /// If this is null, it will accept input from any player. When the action /// is detected, the output playerIndex reports which player pressed it. /// </summary> public bool IsMenuSelect(PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { Console.WriteLine("Pressing A"); return IsNewKeyPress(Keys.Space, controllingPlayer, out playerIndex) || IsNewKeyPress(Keys.Enter, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.A, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.Start, controllingPlayer, out playerIndex); } /// <summary> /// Checks for a "menu cancel" input action. /// The controllingPlayer parameter specifies which player to read input for. /// If this is null, it will accept input from any player. When the action /// is detected, the output playerIndex reports which player pressed it. /// </summary> public bool IsMenuCancel(PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { return IsNewKeyPress(Keys.Escape, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.B, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.Back, controllingPlayer, out playerIndex); }

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  • jQuery facebook like popbox top navigation [migrated]

    - by Firz
    i just want to make facebook like popbox top navigation as below: http://i.stack.imgur.com/kQqJi.png the problem is, how to toggle another popbox named POPBOX2 with btn2, POPBOX3 with btn3 and so on. The LAYOUT of popBox2 and popBox3 same as popBox1, but the arrow of the popBox is under the btn. How to do this? i've copied my problem at this fiddle http://jsfiddle.net/FArIZzX77/dNVUj/ thanks for the answer :)

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  • Converting Degrees to X and Y Coordinate change

    - by gopgop
    I am using a float positioning system in my game. IE float x,y,z now I want to get the location of the mouse, then to fire an arrow to it. X0 = the players X location X1 = the mouse X location Y0 = the players Y location Y1 = the mouse Y location I want to make a method that the parameters are Degrees and it sets my Yspeed and my Xspeed accordingly to get to the mouse xy starting at player xy How do would I accomplish this?

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  • Difficulties with rotation of a sprite

    - by Andy
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. My dolphin always rests in the same angle while it jumps. But I want that it changes the rotation during the jump, like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation = 45; VelocityY += 40f; } else { rotation = -45; VelocityY += 40f; } } } else { VelocityY += -10f; } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, MathHelper.ToRadians(rotation), new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

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