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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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  • Use Those Extra Mouse Buttons to Increase Efficiency

    - by Mark Virtue
    Did you know that the most commonly used mouse actions are clicking a window’s “Close” button (the X in the top-right corner), and clicking the “Back” button (in a browser and various other programs)?  How much time do you spend every day locating the Close button or the Back button with your mouse so that you can click on them?  And what about that mouse you’re using – how many buttons does it have, besides the two main ones?  Most mouses these days have at least four (including the scroll-wheel, which a lot of people don’t realize is also a button as well).  Why not assign those extra buttons to your most common mouse actions, and save yourself a bundle of mousing-around time every day? If your mouse was manufactured by one of the “premium” mouse manufacturers (Microsoft, Logitech, etc), it almost certain came with driver software to allow you to customize your mouse’s controls and take advantage of your mouse’s special features.  Microsoft, for example, provides driver software called IntelliPoint (link below), while Logitech provides SetPoint.  It’s possible that your mouse has some extra buttons but doesn’t come with its own driver software (the author is using a Microsoft Bluetooth Notebook Mouse 5000, which amazingly is not supported by the Microsoft IntelliPoint software!).  If your mouse falls into this category, you can use a marvelous free product called X-Mouse Button Control, from Highresolution Enterprises (link below).  It provides a truly amazing array of mouse configuration options, including assigning actions to buttons on a per-application basis. Once X-Mouse Button Control is downloaded, its setup process is quite straightforward. Once downloaded, you can start the program via Start / Highresolution Enterprises / X-Mouse Button Control.  You will find the program’s icon in the system tray: Right-click on the icon and select Setup from the pop-up menu.  The program’s configuration window appears: It’s extremely unlikely that we will want to change the functionality of our mouse’s two main buttons (left and right), so instead we’ll look at the rest of the options on the right side of the window.  The Middle Button refers to either the third, middle button (found on some old mouses), or the pressing of the wheel itself, as a button (if you didn’t know you could press your wheel like a button, try it out now).  Mouse Button 4 and Mouse Button 5 usually refer to the extra buttons found on the side of the mouse, often near your thumb. So what can we use these extra mouse buttons for?  Well, clearly Close and Back are two obvious candidates.  Each of these can be found by selecting them from the drop-down menu next to each button field: Once the two options are chosen, the window will look something like this: If you’re not interested in choosing Back or Close, you may like to try some of the other options in the list, including: Cut, Copy and Paste Undo Show the Desktop Next/Previous track (for media playback) Open any program Simulate any keystroke or combination of keystrokes ….and many other options.  Explore the drop-down list to see them all. You may decide, for example, that closing the current document (as opposed to the current program) would be a good use for Mouse Button 5.  In other words, we need to simulate the keypress of Ctrl-F4.  Let’s see how we achieve this. First we select Simulated Keystrokes from the drop-down list: The Simulated Keystrokes window opens: The instructions on the page are pretty comprehensive.  If you want to simulate the Ctrl-F4 keystroke, you need to type {CTRL}{F4} into the box: …and then click OK. Assigning Actions to Buttons on a Per-Application Basis One of the most powerful features of X-Mouse Button Control is the ability to assign actions to buttons on a per-application basis.  This means that if we have a particular program open, then our mouse will behave differently – our buttons will do different things. For example, when we have Windows Media Player open, for example, we may wish to have buttons assigned to Play/Pause, Next track and Previous track, as well as changing the volume with the mouse!  This is easy with X-Mouse Button Control.  We start by opening Windows Media Player.  This makes the next step easier.  Then we return to X-Mouse Button Control and add a new “configuration”.  This is done by clicking the Add button: A window opens containing a list of all running programs, including our recently opened Windows Media Player: We select Windows Media Player and click OK.  A new, blank “configuration” is created: We repeat the earlier steps to assign buttons to Play/Pause, Next track and Previous track, and assign scrolling the wheel to alter the volume:   To save all our changes and close the window, we click Apply. Now spend a few minutes thinking of all the applications you use the most, and what are the most common simple tasks you perform in each of those applications.  Those tasks are then perfect candidates for per-application button assignments. There are many more configuration options and capabilities of X-Mouse Button Control – too many to list here.  We encourage you to spend a bit of time exploring the Setup window.  Then, most important of all, don’t forget to use your new mouse buttons!  Get into the habit of using them, and then after a while you’ll start to wonder how you ever tolerated the laborious, tedious, time-consuming process of actually locating each window’s Close button… Download X-Mouse Button Control Highresolution Enterprise Similar Articles Productive Geek Tips Add Specialized Toolbar Buttons to Firefox the Easy WayBoost Your Mouse Pointing Accuracy in WindowsMake Mouse Navigation Faster in WindowsVista Style Popup Previews for Firefox TabsStupid Geek Tricks: Using the Quick Zoom Feature in Outlook 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 DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Download Videos from Hulu Pixels invade Manhattan Convert PDF files to ePub to read on your iPad Hide Your Confidential Files Inside Images Get Wildlife Photography Tips at BBC’s PhotoMasterClasses Mashpedia is a Real-time Encyclopedia

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  • My Code Kata–A Solution Kata

    - by Glav
    There are many developers and coders out there who like to do code Kata’s to keep their coding ability up to scratch and to practice their skills. I think it is a good idea. While I like the concept, I find them dead boring and of minimal purpose. Yes, they serve to hone your skills but that’s about it. They are often quite abstract, in that they usually focus on a small problem set requiring specific solutions. It is fair enough as that is how they are designed but again, I find them quite boring. What I personally like to do is go for something a little larger and a little more fun. It takes a little more time and is not as easily executed as a kata though, but it services the same purposes from a practice perspective and allows me to continue to solve some problems that are not directly part of the initial goal. This means I can cover a broader learning range and have a bit more fun. If I am lucky, sometimes they even end up being useful tools. With that in mind, I thought I’d share my current ‘kata’. It is not really a code kata as it is too big. I prefer to think of it as a ‘solution kata’. The code is on bitbucket here. What I wanted to do was create a kind of simplistic virtual world where I can create a player, or a class, stuff it into the world, and see if it survives, and can navigate its way to the exit. Requirements were pretty simple: Must be able to define a map to describe the world using simple X,Y co-ordinates. Z co-ordinates as well if you feel like getting clever. Should have the concept of entrances, exists, solid blocks, and potentially other materials (again if you want to get clever). A coder should be able to easily write a class which will act as an inhabitant of the world. An inhabitant will receive stimulus from the world in the form of surrounding environment and be able to make a decision on action which it passes back to the ‘world’ for processing. At a minimum, an inhabitant will have sight and speed characteristics which determine how far they can ‘see’ in the world, and how fast they can move. Coders who write a really bad ‘inhabitant’ should not adversely affect the rest of world. Should allow multiple inhabitants in the world. So that was the solution I set out to act as a practice solution and a little bit of fun. It had some interesting problems to solve and I figured, if it turned out ok, I could potentially use this as a ‘developer test’ for interviews. Ask a potential coder to write a class for an inhabitant. Show the coder the map they will navigate, but also mention that we will use their code to navigate a map they have not yet seen and a little more complex. I have been playing with solution for a short time now and have it working in basic concepts. Below is a screen shot using a very basic console visualiser that shows the map, boundaries, blocks, entrance, exit and players/inhabitants. The yellow asterisks ‘*’ are the players, green ‘O’ the entrance, purple ‘^’ the exit, maroon/browny ‘#’ are solid blocks. The players can move around at different speeds, knock into each others, and make directional movement decisions based on what they see and who is around them. It has been quite fun to write and it is also quite fun to develop different players to inject into the world. The code below shows a really simple implementation of an inhabitant that can work out what to do based on stimulus from the world. It is pretty simple and just tries to move in some direction if there is nothing blocking the path. public class TestPlayer:LivingEntity { public TestPlayer() { Name = "Beta Boy"; LifeKey = Guid.NewGuid(); } public override ActionResult DecideActionToPerform(EcoDev.Core.Common.Actions.ActionContext actionContext) { try { var action = new MovementAction(); // move forward if we can if (actionContext.Position.ForwardFacingPositions.Length > 0) { if (CheckAccessibilityOfMapBlock(actionContext.Position.ForwardFacingPositions[0])) { action.DirectionToMove = MovementDirection.Forward; return action; } } if (actionContext.Position.LeftFacingPositions.Length > 0) { if (CheckAccessibilityOfMapBlock(actionContext.Position.LeftFacingPositions[0])) { action.DirectionToMove = MovementDirection.Left; return action; } } if (actionContext.Position.RearFacingPositions.Length > 0) { if (CheckAccessibilityOfMapBlock(actionContext.Position.RearFacingPositions[0])) { action.DirectionToMove = MovementDirection.Back; return action; } } if (actionContext.Position.RightFacingPositions.Length > 0) { if (CheckAccessibilityOfMapBlock(actionContext.Position.RightFacingPositions[0])) { action.DirectionToMove = MovementDirection.Right; return action; } } return action; } catch (Exception ex) { World.WriteDebugInformation("Player: "+ Name, string.Format("Player Generated exception: {0}",ex.Message)); throw ex; } } private bool CheckAccessibilityOfMapBlock(MapBlock block) { if (block == null || block.Accessibility == MapBlockAccessibility.AllowEntry || block.Accessibility == MapBlockAccessibility.AllowExit || block.Accessibility == MapBlockAccessibility.AllowPotentialEntry) { return true; } return false; } } It is simple and it seems to work well. The world implementation itself decides the stimulus context that is passed to he inhabitant to make an action decision. All movement is carried out on separate threads and timed appropriately to be as fair as possible and to cater for additional skills such as speed, and eventually maybe stamina, strength, with actions like fighting. It is pretty fun to make up random maps and see how your inhabitant does. You can download the code from here. Along the way I have played with parallel extensions to make the compute intensive stuff spread across all cores, had to heavily factor in visibility of methods and properties so design of classes was paramount, work out movement algorithms that play fairly in the world and properly favour the players with higher abilities, as well as a host of other issues. So that is my ‘solution kata’. If I keep going with it, I may develop a web interface for it where people can upload assemblies and watch their player within a web browser visualiser and maybe even a map designer. What do you do to keep the fires burning?

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  • Backup and Transfer Foobar2000 to a New Computer

    - by Mysticgeek
    If you are a fan of Foobar2000 you undoubtedly have tweaked it to the point where you don’t want to set it all up again on a new machine. Here we look at how to transfer Foobar2000 settings to a new Windows 7 machine. Note: For this article we are transferring Foobar2000 settings from on Windows 7 machine to another over a network running Windows Home Server.  Foobar2000 Foobar2000 is an awesome music player which is highly customizable and we’ve previously covered. Here we take a look at how it’s set up on the current machine. It’s a nothing flashy, but is set up for our needs and includes a lot of components and playlists.   Backup Files Rather than wasting time setting everything up again on a new machine, we can backup the important files and replace them on the new machine. First type or copy the following into the Explorer address bar. %appdata%\foobar2000 Now copy all of the files in the folder and store them on a network drive or some type removable media or device. New Machine Now you can install the latest version of Foobar2000 on your new machine. You can go with a Standard install as we will be replacing our backed up configuration files anyway. When it launches, it will be set with all the defaults…and we want what we had back. Browse to the following on the new machine… %appdata%\foobar2000 Delete all of the files in this directory… Then replace them with the ones we backed up from the other machine. You’ll also want to navigate to C:\Program Files\Foobar2000 and replace the existing Components folder with the backed up one. When you get the screen telling you there is already files of the same name, select Move and Replace, and check the box Do this for the next 6 conflicts. Now we’re back in business! Everything is exactly as it was on the old machine. In this example, we were moving the Foobar2000 files from a computer on the same home network. All the music is coming from a directory on our Windows Home Server so they hadn’t changed. If you’re moving these files to a computer on another machine… say your work computer, you’ll need to adjust where the music folders point to. Windows XP If you’re setting up Foobar2000 on an XP machine, you can enter the following into the Run line. %appdata%\foobar2000 Then copy your backed up files into the Foobar2000 folder, and remember to swap out the Components folder in C:\Program Files\Foobar2000. Confirm to replace the files and folders by clicking Yes to All… Conclusion This method worked perfectly for us on our home network setup. There might be some other things that will need a bit of tweaking, but overall the process is quick and easy. There is a lot of cool things you can do with Foobar2000 like rip an audio CD to FlAC. If you’re a fan of Foobar2000 or considering switching to it, we will be covering more awesome features in future articles. Download Foobar2000 – Windows Only Similar Articles Productive Geek Tips Backup or Transfer Microsoft Office 2007 Quick Parts Between ComputersBackup and Restore Internet Explorer’s Trusted Sites ListSecond Copy 7 [Review]Backup and Restore Firefox Profiles EasilyFoobar2000 is a Fully Customizable Music Player 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 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 Windows Media Player Glass Icons (icons we like) How to Forecast Weather, without Gadgets Outlook Tools, one stop tweaking for any Outlook version Zoofs, find the most popular tweeted YouTube videos Video preview of new Windows Live Essentials 21 Cursor Packs for XP, Vista & 7

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  • Algorithm for querying linearly through a non-linear list of questions

    - by JoshLeaves
    For a multiplayers trivia game, I need to supply my users with a new quizz in a desired subject (Science, Maths, Litt. and such) at the start of every game. I've generated about 5K quizzes for each subject and filled my database with them. So my 'Quizzes' database looks like this: |ID |Subject |Question +-----+------------+---------------------------------- | 23 |Science | What's water? | 42 |Maths | What's 2+2? | 99 |Litt. | Who wrote "Pride and Prejudice"? | 123 |Litt. | Who wrote "On The Road"? | 146 |Maths | What's 2*2? | 599 |Science | You know what's cool? |1042 |Maths | What's the Fibonacci Sequence? |1056 |Maths | What's 42? And so on... (Much more detailed/complex but I'll keep the exemple simple) As you can see, due to technical constraints (MongoDB), my IDs are not linear but I can use them as an increasing suite. So far, my algorithm to ensure two users get a new quizz when they play together is the following: // Take the last played quizzes by P1 and P2 var q_one = player_one.getLastPlayedQuizz('Maths'); var q_two = player_two.getLastPlayedQuizz('Maths'); // If both of them never played in the subject, return first quizz in the list if ((q_one == NULL) && (q_two == NULL)) return QuizzDB.findOne({subject: 'Maths'}); // If one of them never played, play the next quizz for the other player // This quizz is found by asking for the first quizz in the desired subject where // the ID is greater than the last played quizz's ID (if the last played quizz ID // is 42, this will return 146 following the above example database) if (q_one == NULL) return QuizzDB.findOne({subject: 'Maths', ID > q_two}); if (q_two == NULL) return QuizzDB.findOne({subject: 'Maths', ID > q_one}); // And if both of them have a lastPlayedQuizz, we return the next quizz for the // player whose lastPlayedQuizz got the higher ID if (q_one > q_two) return QuizzDB.findOne({subject: 'Maths', ID > q_one}); else return QuizzDB.findOne({subject: 'Maths', ID > q_two}); Now here comes the real problem: Once I get to the end of my database (let's say, P1's last played quizz in 'Maths' is 1056, P2's is 146 and P3 is 1042), following my algorithm, P1's ID is the highest so I ask for the next question in 'Maths' where ID is superior to 1056. There is nothing, so I roll back to the beginning of my quizz list (with a random skipper to avoid having the first question always show up). P1 and P2's last played will then be 42 and they will start fresh from the beginning of the list. However, if P1 (42) plays against P3 (1042), the resulting ID will be 1056...which P1 already played two games ago. Basically, players who just "rolled back" to the beginning of the list will be brought back to the end of the list by players who still haven't rolled back. The rollback WILL happen in the end, but it'll take time and there'll be a "bottleneck" at the beginning and at the end. Thus my question: What would be the best algorith to avoid this bottleneck and ensure players don't get stuck endlessly on the same quizzes? Also bear in mind that I've got some technical constraints: I can't get a random question in a subject (ie: no "QuizzDB.findOne({subject: 'Maths'}).skip(random());"). It's cool to skip on one to twenty records, but the MongoDB documentation warns against skipping too many documents. I would like to avoid building an array of every quizz played by each player and find the next non-played in the database with a $nin. Thanks for your help

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  • Silverlight Cream for February 13, 2011 -- #1046

    - by Dave Campbell
    In this Issue: Loek van den Ouweland, Colin Eberhardt, Rudi Grobler, Joost van Schaik, Mike Taulty(-2-, -3-), Deborah Kurata, David Kelley, Peter Foot, Samuel Jack(-2-), and WindowsPhoneGeek(-2-). Above the Fold: Silverlight: "Silverlight Simple MVVM Commanding" Deborah Kurata WP7: "WP7 CustomInputPrompt control with Cancel button" WindowsPhoneGeek Expression Blend: "Silverlight Templated Image Button with two images" Loek van den Ouweland Shoutouts: Dave Campbell posted a write-up about the project he's on and the use of Sterling: Sterling Object-Oriented Database for ISO 1.0 Released!... Also see Jeremy Likness' post on the 1.0 release: Sterling Object-Oriented Database 1.0 RTM Not necessarily Silverlight, but darn cool, a great control by Sasha Barber: WPF : A Weird 3d based control snoutholder announced new content: Windows Phone 7 QuickStarts Live! From SilverlightCream.com: Silverlight Templated Image Button with two images Loek van den Ouweland has a video tutorial up for creating an ImageButton with a hover state... Expression Blend coolness, and check out the external links he has to their training site. Windows Phone 7 Performance Measurements – Emulator vs. Hardware Colin Eberhardt's latest is a popular post comparing performance metrics between the WP7 emulator and a real device. Mileage may vary, but I'm pretty sure the overall results are conculsive, and should help the way you view your app as you're building in the emulator. WP7: WebClient vs HttpWebRequest Rudi Grobler's latest is a discussion of WebClient and HttpWebRequest, gives coding examples of each plus discussion of why you may choose one over the other... and pay attention to his comment about mobile providers. A Blendable Windows Phone 7 / Silverlight clipping behavior Joost van Schaik posted this WP7/Silverlight clipping behavior he developed because all the other solutions were not blendable. Another really useful piece of code from Joost! Blend Bits 22–Being Stylish Mike Taulty has 3 more episodes in his Blend Bits series... first up is on one Styles... explicit, implicit, inheriting... you name it, he's covering it! Blend Bits 23–Templating Part 1 MIke Taulty then has the beginning of a series within his Blend Bits series on Templating. This is something you just have to either bite the bullet and go with Blend to do, or consume someone else's work. Mike shows us how to do it ourself by tweaking the visual aspects of a checkbox Blend Bits 24–Templating Part 2 In part 2 of the Templating series, Mike Taulty digs deeper into Blend and cracks open the Listbox control to take a bunch of the inner elements out for a spin... fun stuff and great tutorial, Mike! Silverlight Simple MVVM Commanding Deborah Kurata has another great MVVM post up... if you don't have your head wrapped around commanding yet, this is a good place to start that process... VB and C# as always. App Development for Windows Phone 7 101 David Kelley goes through the basics of producing a WP7 app both from the Silverlight and XNA side... good info and good external links to get you going. Copyable TextBlock for Windows Phone Peter Foot takes a look at the Copy/Paste functionality in WP7 and how to apply it to a TextBlock... which is NOT an out-of-the-box solution. How to deploy to, and debug, multiple instances of the Windows Phone 7 emulator Samuel Jack has a couple posts up this week... first is this clever one on running multiple copies of the emulator at once... too cool for debugging a multi-player game! Multi-player enabling my Windows Phone 7 game: Day 3 – The Server Side Samuel Jack's latest is a detailed look at his day 3 adventure of taking his multi-player game to WP7... lots of information and external links... what do you say, give him another day? :) WP7 CustomInputPrompt control with Cancel button WindowsPhoneGeek has a couple more posts up... first is this "CustomInputPrompt" control based off the InputPrompt from Coding4Fun. Implementing Windows Phone 7 DataTemplateSelector and CustomDataTemplateSelector In his latest post, WindowsPhoneGeek writes a DataTemplateSelector to allow different data templates for different list elements based on the type of the element. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Customizing UPK outputs (Part 1)

    - by [email protected]
    If you are familiar with Oracle's User Productivity Kit, you are aware that UPK is a great product for rapidly developing application training. Did you know that you can also customize the UPK outputs to incorporate your company's logo, colors, and preferred styles? There are several areas that support customization: Logo - Within the developer, you can change the logo for all outputs at one time. Player - The player output uses a style sheet that can be updated to change colors, graphics and other visual branding. Documentation - The print documentation uses a Word-based template that can be modified to match your corporate standards. I'll discuss the first one today, and we'll cover the others in subsequent blogs. Before you begin: If you are working in a multi-user environment, ensure that you have "Modify" permissions for the Styles directory under the Publishing folder. Make a copy of the current styles. This recommendation is for backup purposes. If something goes wrong, you will have a way to recover. Consider creating your own category by creating a new folder under the Styles directory, and then copying the styles into your new folder. When you upgrade to future versions, the system will overwrite the standard styles with any new feature additions and updates that have been made. With your own category, all of your customizations will remain intact. To update the logos in all outputs: From the Tools Menu, choose Customize Logo. Select the category if necessary. Browse to select your logo. You can use any size logo, in any graphic format (*.bmp, *.gif, *.jpeg, *.jpg, *.png, or *.tif). The system will make a copy of your logo and add it to each of the publishing styles. Choose OK, and the update process begins. It may take a few minutes. Helpful hints: The logo you select is used "as is" - no resizing or cropping occurs during this process. The Customize Logo process automates replacing all the logo graphics for online deployment (small_logo.gif and large_logo.gif) and the headers in the documentation outputs. You can manually replace these graphics on an individual style basis if you prefer. The recommended logo size is 230 pixels wide x 44 pixels high. Prior to updating the logos, the system will display the size of the selected logo. If you use a logo that is much larger than the recommended size, the heading area will resize to fit the new logo, but that will impact the space available for your training material. If you are using a multi-user environment, the system will check out the publishing styles to you for the logo updates. After you review the styles, remember to check them in so the rest of your team can access the new changes. I'd be interested in hearing (or seeing) how you brand your UPK. Feel free to share in the comments! --Maria Cozzolino, Manager of Requirements & UI for UPK Product Development PS. For those of you who want to customize the player and documentation NOW, check out the detailed instructions in the Publishing Content chapter of the Content Development Guide.

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  • Convert .3GP and .3G2 Files to AVI / MPEG for Free

    - by DigitalGeekery
    3GP and .3G2 are common video capture formats used on many mobile phones, but they may not be supported by your favorite media player. Today we’ll show you a quick and easy way to convert those files to AVI or MPG format with the free Windows application, Pazera Free 3GP to AVI Converter. Download the Pazera Free 3GP to AVI Converter. You’ll have to unzip the download folder, but there is no need to install the application. Just double-click the 3gptoavi.exe file to run the application. To add your 3GP or 3G2 files to the queue to be converted, click on the Add files  button at the top left. Browse for your file, and click Open.   Your video will be added to the Queue. You can add multiple files to the queue and convert them all at one time.   Most users will find it preferable to use one of the pre-configured profiles for their conversion settings. To load a profile, choose one from the Profile drop down list and then click the Load button. You will see the profile update the settings in the panels at the bottom of the application. We tested Pazera Free 3GP to AVI Converter with 3GP files recorded on a Motorola Droid, and found the AVI H.264 Very High Q. profile to return the best results for AVI output, and the MPG – DVD NTSC: MPEG-2 the best results for MPG output. Other profiles produced smaller file sizes, but at a cost of reduced quality video output.   More advanced users may tweak video and audio settings to their liking in the lower panels. Click on the AVI button under Output file format / Video settings to adjust settings AVI… Or the MPG button to adjust the settings for MPG output. By default, the converted file will be output to the same location as the input directory. You can change it by clicking the text box input radio button and browsing for a different folder. When you’ve chosen your settings, click Convert to begin the conversion process.   A conversion output box will open and display the progress. When finished, click Close. Now you’re ready to enjoy your video in your favorite media player. Pazera Free 3GP to AVI Converter isn’t the most robust media conversion tool, but it does what it is intended to do. It handles the task of 3GP to AVI / MPG conversion very well. It’s easy enough for the beginner to manage without much trouble, but also has enough options to please more experienced users. Download Pazera Free 3GP to AVI Converter Similar Articles Productive Geek Tips How To Convert Video Files to MP3 with VLCEasily Change Audio File Formats with XRECODEConvert PDF Files to Word Documents and Other FormatsConvert Video and Remove Commercials in Windows 7 Media Center with MCEBuddy 1.1Compress Large Video Files with DivX / Xvid and AutoGK 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 DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Install, Remove and HIDE Fonts in Windows 7 Need Help with Your Home Network? Awesome Lyrics Finder for Winamp & Windows Media Player Download Videos from Hulu Pixels invade Manhattan Convert PDF files to ePub to read on your iPad

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  • Indentify Codecs & Technical Information About Video Files

    - by DigitalGeekery
    Have you ever wanted to play an audio or video file but didn’t have the proper codec installed? Today we’ll show how to determine codecs, along with a host of other technical details about your media files with MediaInfo. Installation Download and install MediaInfo. You can find the download link at the bottom of the page. Note: When installing MediaInfo there is a recommended software bundle which you can opt out of by selecting Do not install option. Each recommended software choice may be different, like in this example it offers Spyware Terminator. The cool thing though is they use Open Candy which opts you out of the install. Just double check to make sure you’re not installing extra crapware. Using MediaInfo The first time you run MediaInfo it will display the Preferences window. There are various option such as language, output format, and whether or not you want MediaInfo to check for new versions. Click OK. Select a file or folder to analyze by clicking on the File or Folder icons on the left of the application window or by selecting File > Open from the menu. You can also drag and drop a file directly onto the application. MediaInfo will display details of your media file. In Basic view, you’ll see basic information. Notice in the example below the video and audio codecs, along with file size, running time of the media file, and even the application used to create the video file (Writing application).    You can switch to some of the other views by selecting View from the Menu and choosing form the dropdown list.   Sheet View will present the information a bit more clearly. You can see in the example below that the video and audio codec are listing in clearly identified columns. (AVC is often more commonly referred to H.264.)   Tree View is perhaps the most detailed. You can see from the example below the codec used for this AVI file is XviD.   Scrolling down even further you’ll see additional information like video and audio bit rates, frame rate, aspect ratio, and more.   In Basic View (and also in Sheet view) you can click to find a player for your file. In this instance with an MP4 file, it took me to the download page for Quicktime. This is by no means the only media player for this file, but if you are stuck for how to play a media file, this will forward you to a solution that works. You can do the same thing with Video codec. Click Go to the web site of this video codec to find a download.   MediaInfo is a simple but powerful tool that can be used to discover the details of a media file, or just to find a compatible codec. It works with most any video file type and is available for Windows, Mac, and Linux. Some Mac and Linux versions, however, are currently command line only. Download MediaInfo Similar Articles Productive Geek Tips How to Convert Videos to 3GP for Mobile PhonesFix for VLC Skipping and Lagging Playing High-Def Video FilesUsing VLC Player Under VistaUse Your Mac Mini as a Media Server Part 2How to Play .OGM Video Files in Windows Vista 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 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 2010 World Cup Schedule Boot Snooze – Reboot and then Standby or Hibernate Customize Everything Related to Dates, Times, Currency and Measurement in Windows 7 Google Earth replacement Icon (Icons we like) Build Great Charts in Excel with Chart Advisor tinysong gives a shortened URL for you to post on Twitter (or anywhere)

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  • User Produtivity Kit - Powerful Packages (Part 1)

    - by [email protected]
    User Productivity Kit provides the ability to create a variety of content types including robust topics on system process and web pages with formatted text and graphics. There are times when you want to enhance content with media types not naively created by User Productivity Kit, media types such as video, custom animations, forms, and more. One method of doing this is to maintain these media files on a web server - separate from the User Productivity Kit player content and link to the files using absolute URLs such as http://myserver/overview.html. While this will get you going, you won't benefit from the content management capabilities of the UPK Developer. Features such as check-in / check-out, history, document properties, folder permissions and more are not available to this external content. Further, if you ever need to move that content to a server with a different name or domain, you'd need to update all your links. UPK version 3.1 introduced a new document type - the package. A package is a group of folders and files that you manage in the Developer library as a single document. These package documents work in the same manner as any other document in the library and you can use all of the collaborative content development features you see with other document types. Packages can be used for anything from single Word documents, PDF files, and graphics to more intricate sets of inter-related files commonly seen with HTML files and their graphics, style sheets, and JavaScript files. The structure of the files and folders within a package will always be preserved so this means that any relative links between files in the package will work. For example, an HTML file containing an image tag with a relative link to a graphic elsewhere in the same package will continue to function properly both when viewed in the Developer and when published to outputs such as the UPK Player. Once you start to use packages, you'll soon discover that there is a lot of existing content that can be re-purposed by placing it into UPK packages. Packages are easily created by selecting File...New...Package. Files can be added in a number of ways including the "Add Files" button, copy & paste from Windows Explorer, and drag & drop. To use one of the files in the package, just create a link to the file in the package you want to target. This is supported throughout the Developer in places such as section & topic concepts, frame links and hyperlinks in web pages. A little more challenging is determining how to structure packages in your library. As I mentioned earlier, a package can contain anything from a single file to dozens of files and folders. So what should you do? You could create a package for each file. You could create one package for all your files. But which one is right? Well, there's not a right and wrong answer to this question. There are advantages and disadvantages to each. The right decision will be influenced by the package files themselves, the structure of the content in the library, the size and working style of the development team, how content is shared between different outlines and more. The first consideration can be assessed the quickest. If the content to be placed in the package is composed of multiple files and those files reference each other, they should be in the same package. There are loads of examples of this type of content. HTML files with graphics and style sheets, HTML files with embedded Flash movies, and Word documents saved as HTML are all examples where the content is composed of multiple files and the files reference each other in some way. Content like this should always be placed in a singe package such that these relative links between the files are preserved and play properly in the UPK Player. In upcoming posts, I'll explain additional considerations.

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  • Undefined fireball movement behavior

    - by optimisez
    Demonstration video I try to do after the player shoot 10 times of fireball, then delete all the fireball objects and recreate a 10 new set of fireball objects. I did it but there is a weird bug happens that sometimes the fireball will come out from top and move to the right after shooting a few times. All the 10 fireballs should follow the player all the time and all the fireball should come out from player even after a new set of fireballs is recreated. Any ideas to fix it? Variables typedef struct gameObject{ float X; float Y; int length; int height; bool action; }; // Fireball #define FIREBALL_NUM 10 LPDIRECT3DTEXTURE9 fireball = NULL; RECT fireballRect; gameObject *fireballDest = new gameObject[FIREBALL_NUM]; int iFireBallAnimation; int fireballCount = 0; Set up Fireball void setUpFireBall() { // Initialize destination rectangle, rectangle height and length for (int i = 0; i < FIREBALL_NUM; i++) { fireballDest[i].X = 0; fireballDest[i].Y = 0; fireballDest[i].length = fireballRect.right - fireballRect.left; fireballDest[i].height = fireballRect.bottom - fireballRect.top; } iFireBallAnimation = fireballRect.right - fireballRect.left; // Initialize boolean for (int i = 0; i < FIREBALL_NUM; i++) { fireballDest[i].action = false; } } Initialize fireball void initFireball() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "fireball.png", 512, 512, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 0), NULL, NULL, &fireball); // Initialize source rectangle fireballRect.left = 0; fireballRect.top = 256; fireballRect.right = 64; fireballRect.bottom = 320; setUpFireBall(); } Update fireball void update() { updateAnimation(); updateAI(); updatePhysics(); updateGameState(); } void updatePhysics() { motion(); collison(); } void motion() { playerMove(); playerJump(); playerGravity(); shootFireball(); fireballFollowPlayer(); } void shootFireball() { if (keyArr['Z']) fireballDest[fireballCount].action = true; if (fireballDest[fireballCount].action) { fireballDest[fireballCount].X += 10; if (fireballDest[fireballCount].X > 800) fireballCount++; } } void fireballFollowPlayer() { for (int i = 0; i < FIREBALL_NUM; i++) { if (fireballDest[i].action == false) { fireballDest[i].X = playerDest.X - 30; fireballDest[i].Y = playerDest.Y - 14; } } } void updateGameState() { // When no more fireball left, rearm fireball if (fireballCount == FIREBALL_NUM) { delete[] fireballDest; fireballDest = new gameObject[10]; fireballCount = 0; setUpFireBall(); } } Render fireball void renderFireball() { for (int i = 0; i < FIREBALL_NUM; i++) { if (fireballDest[i].action) sprite->Draw(fireball, &fireballRect, NULL, &D3DXVECTOR3(fireballDest[i].X, fireballDest[i].Y, 0), D3DCOLOR_XRGB(255,255, 255)); } }

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  • Java - Tile engine changing number in array not changing texture

    - by Corey
    I draw my map from a txt file. Would I have to write to the text file to notice the changes I made? Right now it changes the number in the array but the tile texture doesn't change. Do I have to do more than just change the number in the array? public class Tiles { public Image[] tiles = new Image[5]; public int[][] map = new int[64][64]; private Image grass, dirt, fence, mound; private SpriteSheet tileSheet; public int tileWidth = 32; public int tileHeight = 32; Player player = new Player(); public void init() throws IOException, SlickException { tileSheet = new SpriteSheet("assets/tiles.png", tileWidth, tileHeight); grass = tileSheet.getSprite(0, 0); dirt = tileSheet.getSprite(7, 7); fence = tileSheet.getSprite(2, 0); mound = tileSheet.getSprite(2, 6); tiles[0] = grass; tiles[1] = dirt; tiles[2] = fence; tiles[3] = mound; int x=0, y=0; BufferedReader in = new BufferedReader(new FileReader("assets/map.dat")); String line; while ((line = in.readLine()) != null) { String[] values = line.split(","); for (String str : values) { int str_int = Integer.parseInt(str); map[x][y]=str_int; //System.out.print(map[x][y] + " "); y=y+1; } //System.out.println(""); x=x+1; y = 0; } in.close(); } public void update(GameContainer gc) { } public void render(GameContainer gc) { for(int x = 0; x < map.length; x++) { for(int y = 0; y < map.length; y ++) { int textureIndex = map[y][x]; Image texture = tiles[textureIndex]; texture.draw(x*tileWidth,y*tileHeight); } } } Mouse picking public void checkDistance(GameContainer gc) { Input input = gc.getInput(); float mouseX = input.getMouseX(); float mouseY = input.getMouseY(); double mousetileX = Math.floor((double)mouseX/tiles.tileWidth); double mousetileY = Math.floor((double)mouseY/tiles.tileHeight); double playertileX = Math.floor(playerX/tiles.tileWidth); double playertileY = Math.floor(playerY/tiles.tileHeight); double lengthX = Math.abs((float)playertileX - mousetileX); double lengthY = Math.abs((float)playertileY - mousetileY); double distance = Math.sqrt((lengthX*lengthX)+(lengthY*lengthY)); if(input.isMousePressed(Input.MOUSE_LEFT_BUTTON) && distance < 4) { System.out.println("Clicked"); if(tiles.map[(int)mousetileX][(int)mousetileY] == 1) { tiles.map[(int)mousetileX][(int)mousetileY] = 0; } } System.out.println(tiles.map[(int)mousetileX][(int)mousetileY]); }

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  • Elo system behaves oddly in program I've created

    - by adc
    Alright, so I'm looking to build a small program (C# and XAML) that, essentially, does this: Generate array of players. Each player has a current rating and a true rating. I set current rating to 1200 as a starting point right now; I've also tried setting it to true rating and the average of the two. True rating is what their skill level actually is. Their true rating is calculated based on percentages from the current League of Legends rating system; generating an array of 970 thousand generates results very similar to the data from here: (removed due to URL limit - but trust me, the results are very similar). This array is of length specified by the user. If need be, sort the array from smallest to largest. Play X number of games, again specified by the user. This is done by taking the array of players (which is sorted by Current Rating after being created) and running through it in groups of 10. The first five are on team one, the second five are on team two. It then takes the True Rating of these players and calculates an expected chance to win using the Elo system. It generates a random double and compares it to the expected chance to win; if the number is lower, team one wins - otherwise team two wins. I then update the rating of the players via, again, the Elo system - giving the winning team a score of 1 and the losing team a score of 0. I use a K value of 36 (but have tried 12, 24, and even higher ones) and an F value of 400. After going through the entire loop of players (which I have conveniently forced to be a multiple of ten), it sorts the array - again via current rating. This, if my understanding of the Elo system is correct, runs properly. However, it doesn't seem to work. I have a running test telling me how many players of the full array are within 100 current rating of their true rating. I would expect some portion of the population to be outside this range (as probability is not always going to go in their favor), but a full 40-45% of the population is outside of this range. I also have it outputting the maximum difference between true and current rating - and I have never seen this drop below 500! It hovers between 550-600, occasionally going over or under. I'm at a loss as to what to change - I've fiddled with the K and F values, where I start all the players, etc. but nothing changes the fact that eventually a good 40% of the population is outside the range. And it isn't that I have it playing too few games - it's now run through over 60 thousand games and the problem never disappears or really fluctuates. The full C# code, including everything except the XAML file and the Player class (pastebin is being very slow and I can only post two links, so I can't link to the XAML file): http://pastebin.com/rFcZRL84 The Player class: http://pastebin.com/4cJTdTRu I guess my question is did I do anything wrong? Is there a problem with the way I implemented the system, or is it just that Riot uses a significantly modified Elo system? I don't think it's the latter, as that still wouldn't explain the massive true and current rating differences to me, however.

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  • How do I cap rendering of tiles in a 2D game with SDL?

    - by farmdve
    I have some boilerplate code working, I basically have a tile based map composed of just 3 colors, and some walls and render with SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). I have pretty basic collision detection and it works, I can also detetc continuous presses, which allows me to move pretty much anywhere I want. I also have a moving camera, which follows the object. The problem is that, the tile based map is bigger than the resolution, thus not all of the map can be displayed on the screen, but it's still rendered. I would like to cap it, but since this is new to me, I pretty much have no idea. Although I cannot post all the code, as even though I am a newbie and the code pretty basic, it's already quite a few lines, I can post what I tried to do void set_camera() { //Center the camera over the dot camera.x = ( player.box.x + DOT_WIDTH / 2 ) - SCREEN_WIDTH / 2; camera.y = ( player.box.y + DOT_HEIGHT / 2 ) - SCREEN_HEIGHT / 2; //Keep the camera in bounds. if(camera.x < 0 ) { camera.x = 0; } if(camera.y < 0 ) { camera.y = 0; } if(camera.x > LEVEL_WIDTH - camera.w ) { camera.x = LEVEL_WIDTH - camera.w; } if(camera.y > LEVEL_HEIGHT - camera.h ) { camera.y = LEVEL_HEIGHT - camera.h; } } set_camera() is the function which calculates the camera position based on the player's positions. I won't pretend I know much about it. Rectangle box = {0,0,0,0}; for(int t = 0; t < TOTAL_TILES; t++) { if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) apply_surface(box.x - camera.x, box.y - camera.y, surface, screen, &clips[tiles[t]]); box.x += TILE_WIDTH; //If we've gone too far if(box.x >= LEVEL_WIDTH) { //Move back box.x = 0; //Move to the next row box.y += TILE_HEIGHT; } } This is basically my render code. The for loop loops over 192 tiles stored in an int array, each with their own unique value describing the tile type(wall or one of three possible colored tiles). box is an SDL_Rect containing the current position of the tile, which is calculated on render. TILE_HEIGHT and TILE_WIDTH are of value 80. So the cap is determined by if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) However, this is just me playing with the values and see what doesn't break it. I pretty much have no idea how to calculate it. My screen resolution is 1024/768, and the tile map is of size 1280/960.

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  • XNA 2D Board game - trouble with the cursor

    - by Adorjan
    I just have started making a simple 2D board game using XNA, but I got stuck at the movement of the cursor. This is my problem: I have a 10x10 table on with I should use a cursor to navigate. I simply made that table with the spriteBatch.Draw() function because I couldn't do it on another way. So here is what I did with the cursor: public override void LoadContent() { ... mutato.Position = new Vector2(X, Y); //X=103, Y=107; mutato.Sebesseg = 45; ... mutato.Initialize(content.Load<Texture2D>("cursor"),mutato.Position,mutato.Sebesseg); ... } public override void HandleInput(InputState input) { if (input == null) throw new ArgumentNullException("input"); // Look up inputs for the active player profile. int playerIndex = (int)ControllingPlayer.Value; KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex]; if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected) { ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); } else { // Otherwise move the player position. if (keyboardState.IsKeyDown(Keys.Down)) { Y = (int)mutato.Position.Y + mutato.Move; } if (keyboardState.IsKeyDown(Keys.Up)) { Y = (int)mutato.Position.Y - mutato.Move; } if (keyboardState.IsKeyDown(Keys.Left)) { X = (int)mutato.Position.X - mutato.Move; } if (keyboardState.IsKeyDown(Keys.Right)) { X = (int)mutato.Position.X + mutato.Move; } } } public override void Draw(GameTime gameTime) { mutato.Draw(spriteBatch); } Here's the cursor's (mutato) class: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Battleship.Components { class Cursor { public Texture2D Cursortexture; public Vector2 Position; public int Move; public void Initialize(Texture2D texture, Vector2 position,int move) { Cursortexture = texture; Position = position; Move = move; } public void Update() { } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(Cursortexture, Position, Color.White); } } } And here is a part of the InputState class where I think I should change something: public bool IsNewKeyPress(Keys key, PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { if (controllingPlayer.HasValue) { // Read input from the specified player. playerIndex = controllingPlayer.Value; int i = (int)playerIndex; return (CurrentKeyboardStates[i].IsKeyDown(key) && LastKeyboardStates[i].IsKeyUp(key)); } } If I leave the movement operation like this it doesn't have any sense: X = (int)mutato.Position.X - mutato.Move; However if I modify it to this: X = (int)mutato.Position.X--; it moves smoothly. Instead of this I need to move the cursor by fields (45 pixels), but I don't have any idea how to manage it.

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  • How can I find the song position of a song being played with XACT?

    - by DJ SymBiotiX
    So I'm making a game in XNA and I need to use XACT for my songs (rather than media player). I need to use XACT because each song will have multiple layers that combine when played at the same time (bass, lead, drums) etc. I cant use the media player because the media player can only play one song at a time. Anyways, so lets say I have a song playing with XACT in my project with the following code public SongController() { audioEngine = new AudioEngine(@"Content\Song1\Song1.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Song1\Layers.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Song1\SongLayers.xsb"); songTime = new PlayTime(); Vox = soundBank.GetCue("Vox"); BG = soundBank.GetCue("BG"); Bass = soundBank.GetCue("Bass"); Lead = soundBank.GetCue("Lead"); Other = soundBank.GetCue("Other"); Vox.SetVariable("CueVolume", 100.0f); BG.SetVariable("CueVolume", 100.0f); Bass.SetVariable("CueVolume", 100.0f); Lead.SetVariable("CueVolume", 100.0f); Other.SetVariable("CueVolume", 100.0f); _bassVol = 100.0f; _voxVol = 100.0f; _leadVol = 100.0f; _otherVol = 100.0f; Vox.Play(); BG.Play(); Bass.Play(); Lead.Play(); Other.Play(); } So when I look at the variables in Vox, or BG (they are Cue's btw) I cant seem to find any play position in them. So I guess the question is: Is there a variable I can query to find that data, or do I need to make my own class that starts counting up from the time I start the song? Thanks

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  • Where exactly should i add crossdomain.xml file?

    - by SpikETidE
    Hi everyone... i am trying to create a internet radio.... I use icecast2 for streaming..... edcast plugin with winamp to send the music to icecast... and the xspf web music player (http://musicplayer.sourceforge.net/) to connect the user to the icecast server and play the music.... The setup works great and i can broadcast and receive on the local network i use to test the radio.. using xampp... Now the icecast broadcasts online from a windows server with the ip address say xx.xx.xxx.xxx The webpage in which the flash player is embedded is uploaded to www.xyz.com/images/radio This domain has the same ip address from where the icecast server runs. Now when i run the webpage to connect to the radio with the flash player, i get the error in firebug as "xx.xx.xxx.xxx:8000/crossdomain.xml 404 NOT FOUND" But i have created a crossdomain.xml file in the root of the xx.xx.xxx.xxx server... Still it doesn't recognize the file... Can anyone tell me where exactly i should create the file for my setting...??? Thanks a lot in advance.....

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  • Constant NSDictionary/NSArray for class methods.

    - by Jeff B
    I am trying to code a global lookup table of sorts. I have game data that is stored in character/string format in a plist, but which needs to be in integer/id format when it is loaded. For instance, in the level data file, a "p" means player. In the game code a player is represented as the integer 1. This let's me do some bitwise operations, etc. I am simplifying greatly here, but trying to get the point across. Also, there is a conversion to coordinates for the sprite on a sprite sheet. Right now this string-integer, integer-string, integer-coordinate, etc. conversion is taking place in several places in code using a case statement. This stinks, of course, and I would rather do it with a dictionary lookup. I created a class called levelInfo, and want to define the dictionary for this conversion, and then class methods to call when I need to do a conversion, or otherwise deal with level data. NSString *levelObjects = @"empty,player,object,thing,doohickey"; int levelIDs[] = [0,1,2,4,8]; // etc etc @implementation LevelInfo +(int) crateIDfromChar: (char) crateChar { int idx = [[crateTypes componentsSeparatedByString:@","] indexOfObject: crateChar]; return levelIDs[idx]; } +(NSString *) crateStringFromID: (int) crateID { return [[crateTypes componentsSeparatedByString:@","] objectAtIndex: crateID]; } @end Is there a better way to do this? It feels wrong to basically build these temporary arrays, or dictionaries, or whatever for each call to do this translation. And I don't know of a way to declare a constant NSArray or NSDictionary. Please, tell me a better way....

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  • Using kAudioSessionProperty_OtherMixableAudioShouldDuck on iPhone

    - by Cliff
    Hello, I'm trying to get consistant behavior out of the kAudioSessionProperty_OtherMixableAudioShouldDuck property on the iPhone to allow iPod music blending and I'm having trouble. At the start of my app I set an Ambient category like so: -(void) initialize { [[AVAudioSession sharedInstance] setCategory: AVAudioSessionCategoryAmbient error: nil]; } Later on when I attempt to play audio I set the duck property using the following method: //this will crossfade the audio with the ipod music - (void) toggleCrossfadeOn:(UInt32)onOff { //crossfade the ipod music AudioSessionSetProperty(kAudioSessionProperty_OtherMixableAudioShouldDuck,sizeof(onOff),&onOff); AudioSessionSetActive(onOff); } I call this passing a numeric "1" just before playing audio like so: [self toggleCrossfadeOn:1]; [player play]; I then call the crossfade method again passing a zero when my app's audio completes using a playback is stopping callback like so: -(void) playbackIsStoppingForPlayer:(MQAudioPlayer*)audioPlayer { NSLog(@"Releasing player"); [audioPlayer release]; [self toggleCrossfadeOn:0]; } In my production app this exact code works as expected, causing the ipod to fade out just before playing my app's audio then fade back in when the audio finishes playing. In a new project I recently started, I get different behavior. The iPod audio fades down and never fades back in. In my production app I use the AVAudioPlayer where in my new app I've written a custom audio player that uses audio queues. Could somebody help me understand the differences and how to properly use this API?

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  • Windows Sidebar gadget not working in vista home premium(ie 64-bit OS)

    - by stanley
    Hi All, I have developed a windows sidebar gadget which plays videos in a flash player, It works in vista home basic(32-bit OS) but doesn't work in vista home premium(64-bit OS). I use Flash Player 9 and Actionscript 3.0. Can anyone help me Please. ***This is the html content for the player*** <object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" width="130" height="200" id="FLVPlayer"> <param name="movie" value="test.swf" /> <param name="salign" value="lt" /> <param name="quality" value="high" /> <param name="scale" value="noscale" /> <param name="FlashVars" value="&MM_ComponentVersion=1&skinName=Clear_Skin_1&streamName=2973&autoPlay=true&autoRewind=true" /> <embed src="test.swf" flashvars="&MM_ComponentVersion=1&skinName=Clear_Skin_1&streamName=2973&autoPlay=true&autoRewind=true" quality="high" scale="noscale" width="130" height="200" name="FLVPlayer" salign="LT" type="application/x-shockwave-flash" pluginspage="http://www.adobe.com/shockwave/download/download.cgi?P1_Prod_Version=ShockwaveFlash" />

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  • noSQL/SQL/RoR: Trying to build scalable ratings table for the game

    - by alexeypro
    I am trying to solve complex thing (as it looks to me). I have next entities: PLAYER (few of them, with names like "John", "Peter", etc.). Each has unique ID. For simplicity let's think it's their name. GAME (few of them, say named "Hide and Seek", "Jump and Run", etc.). Same - each has unique ID. For simplicity of the case let it be it's name for now. SCORE (it's numeric). So, how it works. Each PLAYER can play in multiple GAMES. He gets some SCORE in every GAME. I need to build rating table -- and not one! Table #1: most played GAMES Table #2: best PLAYERS in all games (say the total SCORE in every GAME). Table #3: best PLAYERS per GAME (by SCORE in particularly that GAME). I could be build something straight right away, but that will not work. I will have more than 10,000 players; and 15 games, which will grow for sure. Score can be as low as 0, and as high as 1,000,000 (not sure if higher is possible at this moment) for player in the game. So I really need some relative data. Any suggestions? I am planning to do it with SQL, but may be just using it for key-value storage; anything -- any ideas are welcome. Thank you!

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  • Insert video clip in a lyx presentation and play it in GNU/Linux.

    - by Orjanp
    How can I insert a video clip into a presentation created in Lyx? Have seen http://www.latex-community.org/forum/viewtopic.php?f=19&t=48. It works, but there the video starts in the background in an external player. I would prefer it to be played in the presentation itself. If an external player is used it it should at least start in the foreground. But the presentation takes the foreground. Using evince in GNU/linux as pdf viewer. Beamer is used as a presentation template. Is it possible to play a video file in an embedded player in the presentation itself? Created an example presentation. The code is found below. \documentclass[english]{beamer} \usepackage{mathptmx} \usepackage[T1]{fontenc} \usepackage[latin9]{inputenc} \usepackage{amsmath} \usepackage{amssymb} \makeatletter %%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Textclass specific LaTeX commands. % this default might be overridden by plain title style \newcommand\makebeamertitle{\frame{\maketitle}}% \AtBeginDocument{ \let\origtableofcontents=\tableofcontents \def\tableofcontents{\@ifnextchar[{\origtableofcontents}{\gobbletableofcontents}} \def\gobbletableofcontents#1{\origtableofcontents} } \makeatletter \long\def\lyxframe#1{\@lyxframe#1\@lyxframestop}% \def\@lyxframe{\@ifnextchar<{\@@lyxframe}{\@@lyxframe<*>}}% \def\@@lyxframe<#1>{\@ifnextchar[{\@@@lyxframe<#1>}{\@@@lyxframe<#1>[]}} \def\@@@lyxframe<#1>[{\@ifnextchar<{\@@@@@lyxframe<#1>[}{\@@@@lyxframe<#1>[<*>][}} \def\@@@@@lyxframe<#1>[#2]{\@ifnextchar[{\@@@@lyxframe<#1>[#2]}{\@@@@lyxframe<#1>[#2][]}} \long\def\@@@@lyxframe<#1>[#2][#3]#4\@lyxframestop#5\lyxframeend{% \frame<#1>[#2][#3]{\frametitle{#4}#5}} \makeatother \def\lyxframeend{} % In case there is a superfluous frame end %%%%%%%%%%%%%%%%%%%%%%%%%%%%%% User specified LaTeX commands. \usetheme{Warsaw} \usepackage{hyperref} \makeatother \usepackage{babel} \begin{document} \title{Testing video} \makebeamertitle \lyxframeend{}\section{Testing video} \lyxframeend{}\subsection{Testing video} \lyxframeend{}\lyxframe{Testing video} \href{run:video.wmv}{Movie} \appendix \lyxframeend{} \end{document}

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  • Flash movies in inactive browser tabs pause or don't execute in real time

    - by ZenBlender
    I'm noticing some unexpected behavior. Some time in the last few months, a change in either Firefox, the Flash player, or both, has made it so that Flash movies that are in inactive browser tabs no longer execute in real time. They appear to still execute, but only in bursts, and not in a predictable way. This is a problem because I develop a Flash-based (Actionscript 2.0, Flash CS3) multiplayer game that maintains a network connection and allows players to chat, etc. Many of our players complain about Firefox crashing while playing the game. I have noticed it too, not too frequently, but it crashes several times a week. (Firefox crashes, I do not get a message from Flash player that indicates an infinite loop or problem in my code) My theory is that this new behavior is causing crashes when there is a lot of activity in my game, leading to lots of unhandled network traffic for my game getting buffered before Firefox/Flash will give it a chance to execute. Maybe this leads to a buffer overflow or missing packets, and as a result, something crashes. At times I will switch back to the tab that is running my game and discover a display bug, which looks as though Flash has simply failed to execute something that it was supposed to. I would assume this new behavior is on purpose, for example to prevent all the Flash-based advertisements in inactive tabs from executing and therefore killing performance. In a quick test on Chrome (5.0.342.9 beta), this "pausing" of Flash seems to be there as well, but somehow it seems much less of a problem. My users have only complained about Firefox crashing, not other browsers. My machine: Windows 7 x64 Firefox 3.6.3 Flash Player 10.1.50.426 My game: triplejack.com Any ideas? Ideally I'd like to disable this behavior for my Flash game so it can execute in real time even when in an inactive tab. Thanks for any help!

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  • AVAudioRecorder Won't Record On Device

    - by Dyldo42
    This is my method: -(void) playOrRecord:(UIButton *)sender { if (playBool == YES) { NSError *error = nil; NSString *filePath = [[NSBundle mainBundle] pathForResource:[NSString stringWithFormat: @"%d", [sender tag]] ofType:@"caf"]; NSURL *fileUrl = [NSURL fileURLWithPath:filePath]; AVAudioPlayer *player = [[AVAudioPlayer alloc] initWithContentsOfURL:fileUrl error:&error]; [player setNumberOfLoops:0]; [player play]; } else if (playBool == NO) { if ([recorder isRecording]) { [recorder stop]; [nowRecording setImage:[UIImage imageNamed:@"NormalNormal.png"] forState:UIControlStateNormal]; [nowRecording setImage:[UIImage imageNamed:@"NormalSelected.png"] forState:UIControlStateSelected]; } if (nowRecording == sender) { nowRecording = nil; return; } nowRecording = sender; NSError *error = nil; NSString *filePath = [[NSBundle mainBundle] pathForResource:[NSString stringWithFormat: @"%d", [sender tag]] ofType:@"caf"]; NSURL *fileUrl = [NSURL fileURLWithPath:filePath]; [sender setImage:[UIImage imageNamed:@"RecordingNormal.png"] forState:UIControlStateNormal]; [sender setImage:[UIImage imageNamed:@"RecordingSelected.png"] forState:UIControlStateSelected]; recorder = [[AVAudioRecorder alloc] initWithURL:fileUrl settings:recordSettings error:&error]; [recorder record]; } } Most of it is self explanatory; playBool is a BOOL that is YES when it is in play mode. Everything works in the simulator however, when I run it on a device, [recorder record] returns NO. Does anyone have a clue as to why this is happening?

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  • Play multiple audio files using AVAudioPlayer

    - by inScript09
    Hi all, I am planning on releasing 10 of my song recordings for free but bundled in an iphone app. They are not available on web or itunes or anywhere as of now. I am new to iphone sdk (latest) as you can imagine, so I have been going through the developer documentation, various forums and stackoverflow to learn. Apple's avTouch sample application was a great start. But I want my app to play all the 10 tracks one by one. All the songs are added to resources folder and are named as track1, track2...track10. In the avTouch app code I can see the following 2 parts which is where I think I need to make changes to achieve what I am looking for. But I am lost. // Load the array with the sample file NSURL *fileURL = [[NSURL alloc] initFileURLWithPath: [[NSBundle mainBundle] pathForResource:@"sample" ofType:@"m4a"]]; - (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag { if (flag == NO) NSLog(@"Playback finished unsuccessfully"); [player setCurrentTime:0.]; [self updateViewForPlayerState]; } can anyone please help me on 1. how to load the array with all the 10 tracks which are added to resources folder 2. and when I hit play, player should start the first track. when the 1st track ends 2nd track should start and so on for the remaining tracks. Thank You

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