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  • OpenGL, how to set a monocrome texture to a colored shape?

    - by Santiago
    I'm developing on Android with OpenGL ES, I draw some cubes and I change its colors with glColor4f. Now, what I want is to give a more realistic effect on the cubes, so I create a monochromatic 8bit depth, 64x64 pixel size PNG file. I loaded on a texture, and here is my problem, witch is the way to combine the color and the texture to get a colorized and textured cubes onto the screen? I'm not an expert on OpenGL, I tried this: On create: public void asignBitmap(GL10 gl, Bitmap bitmap) { int[] textures = new int[1]; gl.glGenTextures(1, textures, 0); mTexture = textures[0]; gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexture); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_ALPHA, bitmap, 0); ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4); tbb.order(ByteOrder.nativeOrder()); mTexBuffer = tbb.asFloatBuffer(); for (int i = 0; i < 48; i++) mTexBuffer.put(texCoords[i]); mTexBuffer.position(0); } And OnDraw: public void draw(GL10 gl, int alphawires) { gl.glColor4f(1.0f, 0.0f, 0.0f, 0.5f); //RED gl.glBindTexture(GL10.GL_TEXTURE_2D, mTexture); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_BLEND); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexBuffer); //Set the face rotation gl.glFrontFace(GL10.GL_CW); //Point to our buffers gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); //Enable the vertex and color state gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); //Draw the vertices as triangles, based on the Index Buffer information gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, indexBuffer); //Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_BLEND); gl.glDisable(GL10.GL_TEXTURE_2D); } I'm even not sure if I have to use a blend option, because I don't need transparency, but is a plus :) Thank's

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  • OpenGL Coordinate system confusion

    - by user146780
    Maybe I set up GLUT wrong. Basically I want verticies to be reletive to their size in pixels. Ex:right now if I create a hexagon, it hakes up the whole screen even though the units are 6. #include <iostream> #include <stdlib.h> //Needed for "exit" function #include <cmath> //Include OpenGL header files, so that we can use OpenGL #ifdef __APPLE__ #include <OpenGL/OpenGL.h> #include <GLUT/glut.h> #else #include <GL/glut.h> #endif using namespace std; //Called when a key is pressed void handleKeypress(unsigned char key, //The key that was pressed int x, int y) { //The current mouse coordinates switch (key) { case 27: //Escape key exit(0); //Exit the program } } //Initializes 3D rendering void initRendering() { //Makes 3D drawing work when something is in front of something else glEnable(GL_DEPTH_TEST); } //Called when the window is resized void handleResize(int w, int h) { //Tell OpenGL how to convert from coordinates to pixel values glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); //Switch to setting the camera perspective //Set the camera perspective glLoadIdentity(); //Reset the camera gluPerspective(45.0, //The camera angle (double)w / (double)h, //The width-to-height ratio 1.0, //The near z clipping coordinate 200.0); //The far z clipping coordinate } //Draws the 3D scene void drawScene() { //Clear information from last draw glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); //Reset the drawing perspective glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glBegin(GL_POLYGON); //Begin quadrilateral coordinates //Trapezoid glColor3f(255,0,0); for(int i = 0; i < 6; ++i) { glVertex2d(sin(i/6.0*2* 3.1415), cos(i/6.0*2* 3.1415)); } glEnd(); //End quadrilateral coordinates glutSwapBuffers(); //Send the 3D scene to the screen } int main(int argc, char** argv) { //Initialize GLUT glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH); glutInitWindowSize(400, 400); //Set the window size //Create the window glutCreateWindow("Basic Shapes - videotutorialsrock.com"); initRendering(); //Initialize rendering //Set handler functions for drawing, keypresses, and window resizes glutDisplayFunc(drawScene); glutKeyboardFunc(handleKeypress); glutReshapeFunc(handleResize); glutMainLoop(); //Start the main loop. glutMainLoop doesn't return. return 0; //This line is never reached } How can I make it so that a polygon of 0,0 10,0 10,10 0,10 defines a polygon starting at the top left of the screen and is a width and height of 10 pixels? Thanks

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  • Weird Datagrid / paint behaviour

    - by Shane.C
    The scenario: A method sends out a broadcast packet, and returned packets that are validated are deemed okay to be added as a row in my datagrid (The returned packets are from devices i want to add into my program). So for each packet returned, containing information about a device, i create a new row. This is done by first sending packets out, creating rows and adding them to a list of rows that are to be added, and then after 5 seconds (In which case all packets would have returned by then) i add the rows. Here's a few snippets of code. Here for each returned packet, i create a row and add it to a list; DataRow row = DGSource.NewRow(); row["Name"] = deviceName; row["Model"] = deviceModel; row["Location"] = deviceLocation; row["IP"] = finishedIP; row["MAC"] = finishedMac; row["Subnet"] = finishedSubnet; row["Gateway"] = finishedGateway; rowsToAdd.Add(row); Then when the timer elapses; void timerToAddRows_Elapsed(object sender, System.Timers.ElapsedEventArgs e) { timerToAddRows.Enabled = false; try { int count = 0; foreach (DataRow rowToAdd in rowsToAdd) { DGSource.Rows.Add(rowToAdd); count++; } rowsToAdd.Clear(); DGAutoDevices.InvokeEx(f => DGAutoDevices.Refresh()); lblNumberFound.InvokeEx(f => lblNumberFound.Text = count + " new devices found."); } catch { } } So at this point, each row has been added, and i call the re paint, by doing refresh. (Note: i've also tried refreshing the form itself, no avail). However, when the datagrid shows the rows, the scroll bar / datagrid seems to have weird behavour..for example i can't highlight anything with clicks (It's set to full row selection), and the scroll bar looks like so; Calling refresh doesn't work, although if i resize the window even 1 pixel, or minimize and maximise, the problem is solved. Other things to note : The method that get's the packets and adds the rows to the list, and then from the list to the datagrid runs in it's own thread. Any ideas as to something i might be missing here?

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  • Is there anything wrong with my texture loading method ?

    - by José Joel.
    I'm a noob in openGL and trying to learn as much as possible. I'm using this method to load my openGL textures, loading every .png as RGBA4444. I'm doing anything incorrect ? - (void)loadTexture:(NSString*)nombre { CGImageRef textureImage =[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:nombre ofType:nil]].CGImage; if (textureImage == nil) { NSLog(@"Failed to load texture image"); return; } textureWidth = NextPowerOfTwo(CGImageGetWidth(textureImage)); textureHeight = NextPowerOfTwo(CGImageGetHeight(textureImage)); imageSizeX= CGImageGetWidth(textureImage); imageSizeY= CGImageGetHeight(textureImage); GLubyte *textureData = (GLubyte *)calloc(1,textureWidth * textureHeight * 4); // Por 4 pues cada pixel necesita 4 bytes, RGBA CGContextRef textureContext = CGBitmapContextCreate(textureData, textureWidth,textureHeight,8, textureWidth * 4,CGImageGetColorSpace(textureImage),kCGImageAlphaPremultipliedLast ); CGContextDrawImage(textureContext, CGRectMake(0.0, 0.0, (float)textureWidth, (float)textureHeight), textureImage); //Convert "RRRRRRRRRGGGGGGGGBBBBBBBBAAAAAAAA" to "RRRRGGGGBBBBAAAA" void *tempData = malloc(textureWidth * textureHeight * 2); unsigned int* inPixel32 = (unsigned int*)textureData; unsigned short* outPixel16 = (unsigned short*)tempData; for(int i = 0; i < textureWidth * textureHeight ; ++i, ++inPixel32) *outPixel16++ = ((((*inPixel32 >> 0) & 0xFF) >> 4) << 12) | // R ((((*inPixel32 >> 8) & 0xFF) >> 4) << 8) | // G ((((*inPixel32 >> 16) & 0xFF) >> 4) << 4) | // B ((((*inPixel32 >> 24) & 0xFF) >> 4) << 0); // A free(textureData); textureData = tempData; CGContextRelease(textureContext); glGenTextures(1, &textures[0]); glBindTexture(GL_TEXTURE_2D, textures[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4 , textureData); free(textureData); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } And this is my dealloc method: - (void)dealloc { glDeleteTextures(1,textures); [super dealloc]; }

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  • Java - StackOverflow Error on recursive 2D boolean array method that shouldn't happen.

    - by David W.
    Hey everyone, I'm working on a runnable java applet that has a fill feature much like the fill method in drawing programs such as Microsoft Paint. This is how my filling method works: 1.) The applet gets the color that the user clicked on using .getRGB 2.) The applet creates a 2D boolean array of all the pixels in the window, with the value "true" if that pixel is the same color as the color clicked on or "false" if not. The point of this step is to keep the .getRGB method out of the recursive method to hopefully prevent this error. 3.) The applet recursively searches the 2D array of booleans where the user clicked, recording each adjacent point that is "true" in an ArrayList. The method then changes each point it records to false and continues. 4.) The applet paints every point stored in the ArrayList to a user selected color. All of the above steps work PERFECTLY if the user clicks within a small area, where only a few thousand pixels or so have their color changed. If the user selects a large area however (such as about 360,000 / the size of the applet window), the applet gets to the recursive stage and then outputs this error: Exception in thread "AWT-EventQueue-1" java.lang.StackOverflowError at java.util.ArrayList.add(ArrayList.java:351) at paint.recursiveSearch(paint.java:185) at paint.recursiveSearch(paint.java:190) at paint.recursiveSearch(paint.java:190) at paint.recursiveSearch(paint.java:190) at paint.recursiveSearch(paint.java:190) at paint.recursiveSearch(paint.java:190) at paint.recursiveSearch(paint.java:190) (continues for a few pages) Here is my recursive code: public void recursiveSearch(boolean [][] list, Point p){ if(isValid(p)){ if(list[(int)p.y][(int)p.x]){ fillPoints.add(p); list[(int)p.y][(int)p.x] = false; recursiveSearch(list, new Point(p.x-1,p.y));//Checks to the left recursiveSearch(list, new Point(p.x,p.y-1));//Checks above recursiveSearch(list, new Point(p.x+1,p.y));//Checks to the right recursiveSearch(list, new Point(p.x,p.y+1));//Checks below } } } Is there any way I can work around an error like this? I know that the loop will never go on forever, it just could take a lot of time. Thanks in advance.

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  • glReadPixels() returning non-accurate value

    - by max
    I'm trying to implement the flood fill algorithm. But glReadPixels() is returning float RGB values of a pixel which are slightly different from the actual value set by me, causing the algorithm to fail. Why is this happening? Outputting returned RGB values to check. #include<iostream> #include<GL/glut.h> using namespace std; float boundaryColor[3]={0,0,0}, interiorColor[3]={0,0,0.5}, fillColor[3]={1,0,0}; float readPixel[3]; void init(void) { glClearColor(0,0,0.5,0); glMatrixMode(GL_PROJECTION); gluOrtho2D(0,500,0,500); } void setPixel(int x,int y) { glColor3fv(fillColor); glBegin(GL_POINTS); glVertex2f(x,y); glEnd(); } void getPixel(int x, int y, float *color) { glReadPixels(x,y,1,1,GL_RGB,GL_FLOAT,color); } void floodFill(int x,int y) { getPixel(x,y,readPixel); //outputting values here to check cout<<readPixel[0]<<endl; cout<<readPixel[1]<<endl; cout<<readPixel[2]<<endl; if( readPixel[0]==interiorColor[0] && readPixel[1]==interiorColor[1] && readPixel[2]==interiorColor[2] ) { setPixel(x,y); floodFill(x+1,y); floodFill(x,y+1); floodFill(x-1,y); floodFill(x,y-1); } } void display() { glClear(GL_COLOR_BUFFER_BIT); glColor3fv(boundaryColor); glLineWidth(3); glBegin(GL_LINE_STRIP); glVertex2i(150,150); glVertex2i(150,350); glVertex2i(350,350); glVertex2i(350,150); glVertex2i(150,150); glEnd(); floodFill(200,200); glFlush(); } int main(int argc,char** argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowPosition(100,100); glutInitWindowSize(500,500); glutCreateWindow("Flood fill"); init(); glutDisplayFunc(display); glutMainLoop(); }

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  • Looking for some help working with premultiplied alpha

    - by user315142
    I am trying to update a source image with the contents of multiple destination images. From what I can tell using premultiplied alpha is the way to go with this, but I think I am doing something wrong (function below). the image I am starting with is initialized with all ARGB values set to 0. When I run the function once the resulting image looks great, but when I start compositing on any others all the pixels that have alpha information get really messed up. Does anyone know if I am doing something glaringly wrong or if there is something extra I need to do to modify the color values? void CompositeImage(unsigned char *src, unsigned char *dest, int srcW, int srcH){ int w = srcW; int h = srcH; int px0; int px1; int px2; int px3; int inverseAlpha; int r; int g; int b; int a; int y; int x; for (y = 0; y < h; y++) { for (x= 0; x< w*4; x+=4) { // pixel number px0 = (y*w*4) + x; px1 = (y*w*4) + (x+1); px2 = (y*w*4) + (x+2); px3 = (y*w*4) + (x+3); inverseAlpha = 1 - src[px3]; // create new values r = src[px0] + inverseAlpha * dest[px0]; g = src[px1] + inverseAlpha * dest[px1]; b = src[px2] + inverseAlpha * dest[px2]; a = src[px3] + inverseAlpha * dest[px3]; // update destination image dest[px0] = r; dest[px1] = g; dest[px2] = b; dest[px3] = a; } } }

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  • CodePlex Daily Summary for Saturday, February 20, 2010

    CodePlex Daily Summary for Saturday, February 20, 2010New ProjectsBerkeliumDotNet: BerkeliumDotNet is a .NET wrapper for the Berkelium library written in C++/CLI. Berkelium provides off-screen browser rendering via Google's Chromi...BoxBinary Descriptive WebCacheManager Framework: Allows you to take a simple, different, and more effective method of caching items in ASP.NET. The developer defines descriptive categories to deco...CHS Extranet: CHS Extranet Project, working with the RM Community to build the new RM Easylink type applicationDbModeller: Generates one class having properties with the basic C# types aimed to serve as a business object by using reflection from the passed objects insta...Dice.NET: Dice.NET is a simple dice roller for those cases where you just kinda forgot your real dices. It's very simple in setup/use.EBI App with the SQL Server CE and websync: EBI App with the SQL Server CE and SQL Server DEV with Merge Replication(Web Synchronization) ere we are trying to develop an application which yo...Family Tree Analyzer: This project with be a c# project which aims to allow users to import their GEDCOM files and produce various data analysis reports such as a list o...Go! Embedded Device Builder: Go! is a complete software engineering environment for the creation of embedded Linux devices. It enables you to engineer, design, develop, build, ...HiddenWordsReadingPlan: HiddenWordsReadingPlanHtml to OpenXml: A library to convert simple or advanced html to plain OpenXml document.Jeffrey Palermo's shared source: This project contains multiple samples with various snippets and projects from blog posts, user group talks, and conference sessions.Krypton Palette Selectors: A small C# control library that allows for simplified palette selection and management. It makes use of and relies on Component Factory's excellen...OCInject: A DI container on a diet. This is a basic DI container that lives in your project not an external assembly with support for auto generated delegat...Photo Organiser: A small utility to sort photos into a new file structure based on date held in their XMP or EXIF tags (YYYY/MM/DD/hhmmss.jpg). Developed in C# / WPF.QPAPrintLib: Print every document by its recommended programmReusable Library: A collection of reusable abstractions for enterprise application developer.Runtime Intelligence Data Visualizer: WPF application used to visualize Runtime Intelligence data using the Data Query Service from the Runtime Intelligence Endpoint Starter Kit.ScreenRec: ScreenRec is program for record your desktop and save to images or save one picture.Silverlight Internet Desktop Application Guidance: SLIDA (Silverlight Internet Desktop Applications) provides process guidance for developers creating Silverlight applications that run exclusively o...WSUS Web Administration: Web Application to remotely manage WSUSNew Releases7zbackup - PowerShell Script to Backup Files with 7zip: 7zBackup v. 1.7.0 Stable: Bug Solved : Test-Path-Writable fails on root of system drive on Windows 7. Therefore the function now accepts an optional parameter to specify if ...aqq: sec 1.02: Projeto SEC - Sistema economico Comercial - em Visual FoxPro 9.0 OpenSource ou seja gratis e com fontes, licença GNU/GPL para maiores informações e...ASP.NET MVC Attribute Based Route Mapper: Attribute Based Routes v0.2: ASP.NET MVC Attribute Based Route MapperBoxBinary Descriptive WebCacheManager Framework: Initial release: Initial assembly release for anyone wanting the files referenced in my talk at Umbraco's 5th Birthday London meetup 16/Feb/2010 The code is fairly...Build Version Increment Add-In Visual Studio: Build Version Increment v2.2 Beta: 2.2.10050.1548Added support for custom increment schemes via pluginsBuild Version Increment Add-In Visual Studio: BuildVersionIncrement v2.1: 2.1.10050.1458Fix: Localization issues Feature: Unmanaged C support Feature: Multi-Monitor support Feature: Global/Default settings Fix: De...CHS Extranet: Beta 2.3: Beta 2.3 Release Change Log: Fixed the update my details not updating the department/form Tried to fix the issue when the ampersand (&) is in t...Cover Creator: CoverCreator 1.2.2: Resolved BUG: If there is only one CD entry in freedb.org application do nothing. Instalation instructions Just unzip CoverCreator and run CoverCr...Employee Scheduler: Employee Scheduler 2.3: Extract the files to a directory and run Lab Hours.exe. Add an employee. Double click an employee to modify their times. Please contact me through ...EnOceanNet: EnOceanNet v1.11: Recompiled for .NET Framework 4 RCFree Silverlight & WPF Chart Control - Visifire: Visifire SL and WPF Charts 3.0.3 beta 4 Released: Hi, This release contains fix for the following bugs: * DataBinding was not working as expected with RIA services. * DataSeries visual wa...Html to OpenXml: HtmlToOpenXml 0.1 Beta: This is a beta version for testing purpose.Jeffrey Palermo's shared source: Web Forms front controller: This code goes along with my blog post about adding code that executes before your web form http://jeffreypalermo.com/blog/add-post-backs-to-mvc-nd...Krypton Palette Selectors: Initial Release: The initial release. Contains only the KryptonPaletteDropButton control.LaunchMeNot: LaunchMeNot 1.10: Lots has been added in this release. Feel free, however, to suggest features you'd like on the forums. Changes in LaunchMeNot 1.10 (19th February ...Magellan: Magellan 1.1.36820.4796 Stable: This is a stable release. It contains a fix for a bug whereby the content of zones in a shared layout couldn't use element bindings (due to name sc...Magellan: Magellan 1.1.36883.4800 Stable: This release includes a couple of major changes: A new Forms object model. See this page for details. Magellan objects are now part of the defau...MAISGestão: LayerDiagram: LayerDiagramMatrix3DEx: Matrix3DEx 1.0.2.0: Fixes the SwapHandedness method. This release includes factory methods for all common transformation matrices like rotation, scaling, translation, ...MDownloader: MDownloader-0.15.1.55880: Fixed bugs.NewLineReplacer: QPANewLineReplacer 1.1: Replace letter fast and easy in great textfilesOAuthLib: OAuthLib (1.5.0.1): Difference between 1.5.0.0 is just version number.OCInject: First Release: First ReleasePhoto Organiser: Installer alpha release: First release - contains known bugs, but works for the most part.Pinger: Pinger-1.0.0.0 Source: The Latest and First Source CodePinger: Pinger-1.0.0.2 Binary: Hi, This version can! work on Older versions of windows than 7 but i haven't test it! tnxPinger: Pinger-1.0.0.2 Source: Hi, It's the raw source!Reusable Library: v1.0: A collection of reusable abstractions for enterprise application developer.ScreenRec: Version 1: One version of this programSense/Net Enterprise Portal & ECMS: SenseNet 6.0 Beta 5: Sense/Net 6.0 Beta 5 Release Notes We are proud to finally present you Sense/Net 6.0 Beta 5, a major feature overhaul over beta43, and hopefully th...Silverlight Internet Desktop Application Guidance: v1: Project templates for Silverlight IDA and Silverlight Navigation IDA.SLAM! SharePoint List Association Manager: SLAM v1.3: The SharePoint List Association Manager is a platform for managing lists in SharePoint in a relational manner. The SLAM Hierarchy Extension works ...SQL Server PowerShell Extensions: 2.0.2 Production: Release 2.0.1 re-implements SQLPSX as PowersShell version 2.0 modules. SQLPSX consists of 8 modules with 133 advanced functions, 2 cmdlets and 7 sc...StoryQ: StoryQ 2.0.2 Library and Converter UI: Fixes: 16086 This release includes the following files: StoryQ.dll - the actual StoryQ library for you to reference StoryQ.xml - the xmldoc for ...Text to HTML: 0.4.0 beta: Cambios de la versión:Inclusión de los idiomas castellano, inglés y francés. Adición de una ventana de configuración. Carga dinámica de variabl...thor: Version 1.1: What's New in Version 1.1Specify whether or not to display the subject of appointments on a calendar Specify whether or not to use a booking agen...TweeVo: Tweet What Your TiVo Is Recording: TweeVo v1.0: TweeVo v1.0VCC: Latest build, v2.1.30219.0: Automatic drop of latest buildVFPnfe: Arquivo xml gerado manualmente: Segue um aquivo que gera o xml para NF-e de forma manual, estou trabalhando na versão 1.1 deste projeto, aguarde, enquanto isso baixe outro projeto...Windows Double Explorer: WDE v0.3.7: -optimization -locked tabs can be reset to locked directory (single & multi) -folder drag drop to tabcontrol creates new tab -splash screen -direcl...WPF ShaderEffect Generator: WPF ShaderEffect Generator 1.5: Visual Studio 2008 and RC 2010 are now supported. Different profiles can now be used to compile the shader with. ChangesVisual Studio RC 2010 is ...Most Popular ProjectsRawrWBFS ManagerAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)Image Resizer Powertoy Clone for WindowsASP.NETDotNetNuke® Community EditionMicrosoft SQL Server Community & SamplesMost Active ProjectsDinnerNow.netRawrSharpyBlogEngine.NETSharePoint ContribjQuery Library for SharePoint Web ServicesNB_Store - Free DotNetNuke Ecommerce Catalog Modulepatterns & practices – Enterprise LibraryPHPExcelFluent Ribbon Control Suite

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  • Adaptive ADF/WebCenter template for the iPad

    - by Maiko Rocha
    One of my WebCenter Portal customers was asking about adaptive design with ADF/WebCenter Portal and how they could go about creating an adaptive iPad template for their WebCenter Portal application. They were looking not only for the out-of-the-box support for mobile Safari which is certified against PS5+ (11.1.1.6) for ADF/WebCenter - but also to create a specific template to streamline their workflow on the iPad. Seems like they wanted something in the lines of Yahoo! Mail provides for the iPad - so the example I will use is shamelessly inspired by Y! Mail's iPad UI.  But first, let's quickly understand how can we bake in some adaptive goodness into ADF Faces. First thing we need to understand is, yes, there are a couple of constraints that we will need to work around, namely, the use or layout managers and skins. Please also keep in mind that I'm not and I don't pretend to be a web designer, much less an UX specialist, so feel free to leave your thoughts on the matter in the comments section. Now, back to the limitations. Layout Managers ADF Faces layout managers create an abstraction on top of the generated HTML code for a page so a developer doesn't need to be worried about how to size and dimension the UI layout (eg, af:panelStretchLayout). Although layout managers are very helpful, in this specific situation we will need to know a little bit more of how the final HTML is being rendered so we can apply the CSS class accordingly and create transition containers where the media queries will be applied - now, if you're using 11gR2 (11.1.2.2.3) there's the new component af:panelGridLayout (here and here) that will greatly improve creating responsive templates and pages because it is based on the grid/fluid systems and will generate straight out to DIVs on your final page. For now, I'm limited to PS5 and the af:panelStretchLayout component as a starting point because that's the release my customer is on. Skins You won't be able to use media queries, or use anything with "@" notation on the skin CSS file - the skin pre-processor will remove all extraneous "@" from the CSS file. The solution is to split your CSS in two separate files: a skin CSS file and plain CSS where you will add the media queries. The issue here is that you won't be able to use media queries for any faces components. We can, though, still apply the media queries for the components like af:panelGroupLayout and af:panelBorderLayout through their styleClass property to enable these components to be responsive to to the iPad orientation, by changing its dimensions, font sizes, hide/show areas, etc. Difference between responsive and adaptive design The best definition of adaptive vs responsive web design I could find is this: “Responsive web design,” as coined by Ethan Marcotte, means “fluid grids, fluid images/media & media queries.” “Adaptive web design,” as I use it, is about creating interfaces that adapt to the user’s capabilities (in terms of both form and function). To me, “adaptive web design” is just another term for “progressive enhancement” of which responsive web design can (an often should) be an integral part, but is a more holistic approach to web design in that it also takes into account varying levels of markup, CSS, JavaScript and assistive technology support. Responsive/adapative web design is much more than slapping an HTML template with CSS around your content or application. The content and application themselves are part of your web design - in other words, a responsive template is just an afterthought if it is not originating from a responsive design the involves the whole web application/s. Tips on responsive / adapative design with ADF/WebCenter Some of the tips listed below were already mentioned in multiple blog posts about ADF layout and skinning, but it is still worth remembering: a simple guideline for ADF/WebCenter apps would be to first create a high-level group of devices, for example: smartphones, tablets,  and desktop. For each of these large groups, create the basic structure to provide responsiveness: a page template, a skin, and an external CSS: pagetemplate_smartphone.jspx, smartphone_skin.css, smartphone-responsive.css pagetemplate_tablet.jspx, tablet_skin.css, tablet-responsive.css pagetemplate_desktop.jspx, desktop_skin.css, desktop-responsive.css These three assets can be changed on the fly through an user-agent check on the server side, delivering the right UI to the right device. Within each of the assets, you can make fine adjustments for each subgroup of devices with media queries - for example, smart phones with different screen dimensions and pixel density. Having these three groups and the corresponding assets per group seem to be a good compromise between trying to put everything on a single set of assets - specially considering the constraints above - and going to the other side of the spectrum to create assets per discrete device (iPhone4, iPhone5, Nexus, S3, etc.). Keep in mind that these are my rules and are not in any shape or form a best practice - this is how it fits best for the scenarios I've been working with. If you need to use HTML tags on your page, surround them with af:group to protect the DOM structure For stretchable/fluid layouts: Use non-stretching containers: panelGroupLayout, panelBorderLayout, … panelBorderLayout can be used to approximate HTML table component To avoid multiple scroll bars, do not nest scrolling PanelGroupLayout components. Consider layout="vertical" For stretchable/fluid layouts: Most stretchable ADF components also work in flowing context with dimensionsFrom="auto" To stretch a component horizontally, use styleClass="AFStretchWidth" instead of  "width:100%" Skinning Don't use CSS3 @media, @import, animations, etc. on skin css files. They will be removed. CSS3 properties within a class (box-shadow, transition, etc.) work just fine. Consider resetting some skin classes to better control their rendering: body {color: inherit;font: inherit;} af|document {-tr-inhibit: all;} af|commandLink {-tr-inhibit: all;} af|goLink {-tr-inhibit: all;} af|inputText::content {font: inherit;} Specific meta tags and CSS properties: Use  <meta name="viewport" content="width=device-width, initial-scale=1.0, minimum-scale=1.0, maximum-scale=1.0"/> to avoid zooming (if you want) Use -webkit-overflow-scrolling: touch to enable native momentum scrolling within overflown areas (here) Use text-rendering: optmizeLegibility to improve readability. (here) User text-overflow: ellipsis to gracefully crop overflown text. (here) The meta-tags are included in each and every page in the metaContainer facet of af:document tag. You can also use a javascript to inject the meta-tags from the template. For the purpose of the example, I wanted to use as few workarounds as possible.   The iPad template and sample application This sample application has been built as a WebCenter Portal application, but you will also be able to reuse the template and techniques on your vanilla ADF application. Keep in mind that I'm neither a designer nor a CSS specialist, so please don't bash me too much on the messy CSS file you'll find on the application.  I've extended the provided PreferencesBean class that comes with WebCenter Portal and added code to dinamically change the template and skin on the fly.   This is the sample application in landscape orientation: This is the sample application in portrait orientation - the left side menu hides automatically based on a CSS media query: Another screenshot with a skinned popup opened: This is a sample application for you to play with - ideally you shouldn't use it as a starting point. On the left side bar you will find links rendered from a WebCenter Portal navigation model - the link triggers a full request through an af:goLink, while the light blue PPR button triggers a PPR navigation. The dark blue toolbar buttons at the top don't have any function,while the Approve and Reject buttons show a skinned popup. The search box of course doesn't have any behavior attahed to it either. There's a known issue right now with some PPR calls that are randomly generating a 403 error redirecting to the login page - I didn't have time to investigate if this is iOS6 specific or not - if you have any insights please let me know your findings. You can download the sample here.

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  • XNA Notes 010

    - by George Clingerman
    With GDC 2011 wrapping up there were a LOT of great interviews and posts with and about XNA and XBLIG and some of our more notorious developers. Definitely worth spending many, many hours watching, listening and reading all those. Very inspiring! Also, don’t forget to get signed up for Dream Build Play! And just as an early warning reminder do NOT, I repeat do NOT wait to submit your game the last day. There are major issues submitting the last day every year and you do not want all your hard work to be hanging on whether your entry actually went through in that last day. Plan on submitting a few days if not a week before. I’m serious, you’ll thank yourself later! Now on to what’s happening in the XNA community! Time Critical XNA News: PAX East Meet Up (really wish I was going!) http://forums.create.msdn.com/forums/p/71921/439262.aspx Want to stay panicked about the countdown to Dream Build Play? Mike McLaughlin shares his DBP countdown clock http://twitter.com/#!/mikebmcl/status/44454458960252928 XNA Team: Nick Gravelyn Only needs less than 600 new users in his unique marketing plan for Pixel Man 2 http://nickgravelyn.com/pixelman2/ And hares his ad revenue numbers with his XNA WP7 games http://theoneswiththelight.com/2011/my-results-with-ad-revenue-for-wp7-games/ XNA MVPs: Andy “The ZMan” Dunn posts his 15,000th App Hub forum post and shares a few thoughts on the MVP summit http://forums.create.msdn.com/forums/t/77625.aspx Chris Williams shares his thoughts on the MVP summit http://geekswithblogs.net/cwilliams/archive/2011/03/07/144229.aspx XNA Developers: Nathan Fouts of Mommy’s Best games Wraps up GDC http://mommysbest.blogspot.com/2011/03/gdc-2011-wrapped.html And shares the wonderful screenshots from Serious Sam. (I’m so jealous people at PAX East willl be playing a demo of this game!) http://mommysbest.blogspot.com/2011/03/serious-sam-double-d.html James Silva of Ska Studios announces http://www.ska-studios.com/2011/03/09/vampire-smile-at-hotel-sierra/ http://www.ska-studios.com/2011/03/08/vengeance-begins-april-6th/ http://www.ska-studios.com/2011/03/04/good-morning-gato-52/ Michael McLaughlin writes an extremely useful set of tips for XNA WP7 developers http://geekswithblogs.net/mikebmcl/archive/2011/03/10/tips-for-xna-wp7-developers.aspx Robert Boyd “the one man XBLIG improving machine” posts his 9 tips for marketing an Xbox LIVE Indie Gam http://www.gamasutra.com/blogs/RobertBoyd/20110309/7183/9_Tips_for_XBLIG_Marketing.php http://forums.create.msdn.com/forums/p/77534/470586.aspx#470586 And shares his day by day experience at GDC this year http://www.gamasutra.com/blogs/RobertBoyd/20110301/7118/GDC_Saves_the_World__Impressions_Day_1.php http://www.gamasutra.com/blogs/RobertBoyd/20110301/7123/GDC_Saves_the_World__Impressions_Day_2.php http://www.gamasutra.com/blogs/RobertBoyd/20110303/7129/GDC_Saves_the_World__Impressions_Day_3.php http://www.gamasutra.com/blogs/RobertBoyd/20110307/7133/GDC_Saves_the_World__Impressions_Day_4.php http://www.gamasutra.com/blogs/RobertBoyd/20110307/7160/GDC_Saves_the_World__Impressions_Day_5.php Phillipe Da Silva releases new IGF Pong Sample preview http://www.vimeo.com/20904070 Xbox LIVE Indie Games (XBLIG): Gamergeddon posts XBox Indie Game Roundup for March 6th http://www.gamergeddon.com/2011/03/06/xbox-indie-game-round-up-march-6th/ Dealspwn interviews FortressCraft developer Projector Games http://www.dealspwn.com/fortresscraft-developer-interview-minecraft-clones-venting-haters-part-1/ http://www.dealspwn.com/fortresscraft-developer-interview-part-2-trials-tribulations-indie-development/ Writings of Mass Destruction continues the Xbox LIVE Indie Game a day campaign, here’s his take on FishCraft (be sure to check out his other posts!) http://writingsofmassdeduction.com/2011/03/05/day-116-fishcraft/ Tom Ogburn shares his GDC notes on the XBLIG panel jotted quickly while attending the panel http://twitter.com/#!/TOgburn/status/44454191028125696 http://www.starlitskygames.com/blogs/site_news/archive/2011/03/06/802.aspx Dave Voyles of Armless Octopus has crazy good coverage on XNA and Xbox LIVE Indie Game developers at GDC 2011. Interviews and articles all extremely well done! http://www.armlessoctopus.com/2011/03/06/gdc-2011-successful-indie-developers-share-insight-on-microsofts-self-publishing-service/ There’s honestly so many posts and interviews you should just hit his front page and scroll down through all of the latest ones. http://www.armlessoctopus.com/ GameMarx Episode 12 http://www.gamemarx.com/video/the-show/27/ep-12-march-4-2011.aspx B.U.T.T.O.N now on Steam! http://www.gamesetwatch.com/2011/03/button_party_game_now_on_steam.php German Xbox Dashboard gets review program from GamePro http://www.armlessoctopus.com/2011/03/07/gamepo-indie-review-show-debuts-on-german-xbox-dashboard/ XboxIndies.com (one of the best XNA sites out there at this point!) continues to add review sites to it’s main review feed. (And don’t forget to play with that awesome XBLIG pivot control!) http://xboxindies.com/ Kris Steele of FunInfused Games shares early footage of his game World of Chalk http://twitter.com/#!/kriswd40/status/45007114371989504 Raymond Matthews of Darkstarmatryx reviews FunInfused Games Abduction Action http://www.darkstarmatryx.com/?p=264 TheVideoGamerRob reviews Zombie Football Carnage http://videogamerrob.wordpress.com/2011/03/08/xblig-review-zombie-football-carnage/ XBLIG Square Off Making the Jump to WP7 http://www.wp7connect.com/2011/03/08/xblig-square-off-will-make-the-jump-to-windows-phone/ Mommy’s Best Games making the news round with their Serious Sam announcement http://www.joystiq.com/2011/03/09/serious-sam-gets-serious-indie-cred-with-new-indie-series/ Most quoted and linked XBLIG article of the week with the least amount of actual facts and reporting. Shared only because it makes me sad that this is the best coverage we get. (Hey reporters, there’s LOT and LOTS of XBLIG and XNA experts you can contact if you need to check up on facts or wonder why on questions like, Why can’t XBLIGs have Nazis? There’s actually a real answer for that..) http://www.joystiq.com/2011/03/06/xblig-facts-nazi-killing-a-no-no-revenue-a-yes-yes/ XNA Development: Mort8088 has been in an XNA tutorial writing frenzy releasing 4 XNA 4.0 entry level tutorials this week! http://mort8088.com/2011/03/06/xna-4-0-tutorial-0-intro/ http://mort8088.com/2011/03/06/xna-4-0-tutorial-1-fonts/ http://mort8088.com/2011/03/06/xna-4-0-tutorial-2-sprites/ http://mort8088.com/2011/03/06/xna-4-0-tutorial-3-input-from-keyboard/ Interesting discussion on what it means to be a community (you do have to sign up to be a member of the XNA UK forums to read it...) http://twitter.com/#!/XNAUK/status/44705269254594560 Slyprid continues his incredible pace on Transmute and shares screens of his new Animation Builder http://twitter.com/#!/slyprid/status/45169271847911424 http://forgottenstarstudios.com/blog/ Philippe Da Silva wants to know who is using IGF for their games. If it’s you, drop him a note letting him know! http://twitter.com/#!/philippedasilva/status/44325893719588864 New Sunburn Video Tutorials released http://www.synapsegaming.com/blogs/fivesidedbarrel/archive/2011/03/07/new-documentation-video-tutorials.aspx Loading and rendering animated collada models using XNA 4.0 http://bunkernetz.wordpress.com/2011/03/09/loading-and-rendering-animated-collada-models-using-xna-4-0/ XNA for Silverlight Developers Part 6 Accelerometer Input http://buzzgamesnews.blogspot.com/2011/03/xna-for-silverlight-developers-part-6.html

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  • CodePlex Daily Summary for Monday, April 19, 2010

    CodePlex Daily Summary for Monday, April 19, 2010New Projects8085 Microprocessor simulator: This program allows you to write 8085 programs in assembly and run those programs on your PC. It comes with lots of help, plus you can put breakpo...Additional.NET framework: The Additional.Net framework extends the functionality of the .NET framework for easier application development. It is developed in C#.Astoria Contrib: A contrib project for filling the gaps in WCF Data Services, providing missing functionality or augmenting with T4 templates, helpers, etc.ClipoWeb: ClipoWeb is a web clipboard that allows you to copy text and files between computers. Users access a web page on the source and destination compute...elearning Center: Đây là một ứng dụng web viết hoàn toàn bằng Sliverlight. Ứng dụng này là một dạng elearning với đầy đủ chức năng và có khả năng tương tác tối đa v...Excel VSTO SQL Server Browser: Get Data from SQL Server and put it in Excel directly. The objective is to get more control about what do you need to pull and create automatic pro...Generic Tree Structure: Generic Base Classes that helps you to create complex tree structures without writing it again and again. Simply to use Like "var Node<Folder> fold...LAN Lordz LAN Party System: The LAN Lordz LAN Party System makes it easier for medium and large size events to track their attendance, sponsors, door prizes, tournaments, and...LiteFx: O LiteFx é um framework que ajuda na implementação de DDD (anêmico ou rico) ele foi desenvolvido por Douglas Aguiar (http://twitter.com/DouglasAgui...Managed UI Flow for ASP.NET MVC Framework: If your web application getting more complex, understanding and managing of complex UI flows(pageflow of application) getting harder and harder, If...Meus Exemplos: Meus ExemplosOrchard Blueprint Theme: Orchard BluePrint is a project that provides a WYSIWYG reference implementation of a Orchard theme to help designers get started with theme design....Outlook Social Network Connector - Avatar: Avatar 是一个开源的MS Outlook的插件,豆瓣用户可以在Outlook 2010中使用豆瓣。查看一封邮件中相关的收件人、发件人的用户广播、同城活动以及豆邮。不用上豆瓣也能方便了解好友动态。这个插件使用C#, .NET 4.0 开发。API 请求认证使用OAuth 认证。 (Avat...Quadro Tree: This is Quadri tree library.Sharepoint 2010 Alert Controller: In MOSS 2007 or Sharepoint Server 2010 if you want to see your alerts by list name you should use this tool.SharePoint Web Parts: The goal of this project is to develop a set of web parts for SharePoint.Silverlight Image Cropper: This is a silverlight 4 util that makes it easy to crop out a number images of a specific resolution screen or screens. ie. an easy way to crop ...SilverlightFTP: Silverlight ftp clientsplibex: libraries for sharepoint lists manipulationStardustExtensions: Official Extensions for StardustSwim Team Manager: Swim Team Manager is designed for managing and tracking administrative and performance information for your club, school, or swim team. Swim Tea...ToDoListWpf: A To Do List, I used it to manage my work items. I am sorry for my poor English.Trance Layer: TranceLayer is a fast and flexible logging or diagnostics framework for .Net. It allows you to plug it into an existing or new application with m...Unoficcial NeoFM.hu NowPlaying: A little windows tray program. Shows what's on neofm.hu right now.WabbitStudio Z80 Software Tools: The software suite provides all of the tools you need to create high quality Z80 software in Z80 assembly language, with a focus on TI calculators....WinToolbar: Windows.Toolbar is Silverlight library that implements common widgets that allows us to build a rich toolbar control in our applications, it incor...XP-More: XP-More is a tool that helps manage Windows 7 Virtual Machines (XP Mode and any other). Specifically, it makes duplication of VMs a no brainer - no...Yodelay .NET Framework Extensions: The Yodelay .NET Framework Extensions project provides a library of components that make many kinds of programming tasks simpler. These include bas...New ReleasesClipoWeb: ClipoWeb 1.0: First Beta release of the ClipoWeb web applicationDDDSample.Net: 0.8: This release contains all four versions of DDDSample.Net available in previous, 0.7 and a brand new one: Layered Model version. Layered Model demon...DotNetNuke Blueprint: 00.00.02: Added to this version CSS Reset Skin version including Grids This version will soon be updated with corresponding HTML version and DNN templateEsferatec.Text.RegularExpressions: 3.5.1003.1001: first stable release of the class; the assembly file is ready to use, the documentation is complete;Excel VSTO SQL Server Browser: Sample Only: Sample without Ribbon UI, if you close the TaskPane you will no longer able to open it without restart ExcelFolder Bookmarks: Folder Bookmarks 1.5.5: This is the latest version of Folder Bookmarks (1.5.5), with the new Archive Manager and Archive Viewer. It has an installer - it will create a dir...Gardens Point LEX: Gardens Point LEX, Version 1.1.3: The main distribution is a zip file. This contains the binary executable, documentation, source code and the examples. ChangesVersion 1.1.3 corre...Gardens Point Parser Generator: Gardens Point Parser Generator V1.4.0: The distribution is a zip archive which contains the binary executables, documentation, source code and examples. ChangesVersion 1.4.0 of GPPG has...HKGolden Express: HKGoldenExpress (Build 201004181455): New features: Added rating of each topic. (Note: This feature is availabe since Build 201004172120) Bug fix: Handle invalid XML character in XML...Home Access Plus+: v4.0.0.0 Beta: v4.0.0.0 Beta Change Log: Moved to using .net 4.0 New Silverlight Uploader Various .net 4 fixes and tweaks File Changes: All fixes have changedHTML Ruby: 6.21.6: Reduced performance hit on pages with heavy DOM manipulations Fixed issue where empty tags caused it to apply invalid spacing values Stop spaci...LINQ to VFP: LinqToVfp (v1.0.17.2): Modified to allow using RecNo as a primary key. This build requires IQToolkit v0.17b.Managed UI Flow for ASP.NET MVC Framework: Preview 1: The source available on this site, does not reflect the final state of the project, it is a preview of what will be shipping in the framework in th...MVVM Light Toolkit: MVVM Light Toolkit V3 SP1 (2): Super minor update to accommodate the new Blend 4 RC. Only changes: The path to the Blend 4 templates changed to be "My Documents\Expression\Blend...N2 CMS: 2.0 rc: N2 is a lightweight CMS framework for ASP.NET. It helps you build great web sites that anyone can update. Major Changes (1.5 -> 2.0 release candid...OpenGL ES 2.0 Compact Framework Wrapper: Sample application CAB with texturing: This took some time as it was pretty hard to get the texture loaded and setup so that it would bind to the sampler2D in the fragment shader. Featu...Orchard Blueprint Theme: 00.00.01: This is the first release of this project, still in a very alpha version. Very soon this release is to be updated with the HTML version of the them...RoughJs: RoughJsSL: This is Silverlight library's CompilerSharepoint 2010 Alert Controller: Sharepoint 2010 Alert Controller: After you download WSP file you can get help from Home PageSharePoint LogViewer: SharePoint LogViewer 2.5: Minimize log viewer to tray Get popup notification of SharePoint log events from tray Redirect log entries to event log Send email notifications on...Site Directory for SharePoint 2010 (from Microsoft Consulting Services, UK): v1.1: This is a minor update which includes the following changes: Code consolidation across the whole project Additional site data captured. See solut...Stardust: Stardust 1.0: First stable version of Stardust (Build 172)StardustExtensions: Facebook Extension: Extension for stardust to upload and post images on Facebook.StardustExtensions: Facebook Extension (Source): The source code of an extension for Stardust used to post images on facebook.StardustExtensions: WPF Example: This is an example extension. Uses WPF to create a Window and say "Hello World!" Is a perfect download if want to start writing Stardust ExtensionsStardustExtensions: WPF Example Source: This is the source code of an extension that creates a Window using WPF & displays a simple text. Is great as an example of creating Stardust Exten...TFTP Server: TFTP Server 1.1 Beta installer: New MSI based installer Installs a TFTP service Supports multiple servers on different endpoints, with every server pointing to its own root di...TiledLib: TiledLib 1.1: This download is for prebuilt DLLs and a demo project. For the full source code, use the Source Code tab. Changes: Bug fixes in a few methods Ad...Trance Layer: TranceLayer Digger: Digger version is a beta. It is intended to be used as a demonstration of muscles while lacking a set of features that are in the docs. The set of ...uManage - Active Directory Self-Service Portal: uManage v1.2 (.NET 4.0 RTM): New Releasev1.2 Adds the Administrative Portal as well as the requirement of a MSSQL database (2005+). The Setup Wizard has also been updated to i...Unoficcial NeoFM.hu NowPlaying: NeoNotifier: First release. Aplha, but usable.VidCoder: 0.2.1: Changes: Added 2-pass encoding Fixed x264 options getting mangled during p-invoke Fixed intermittent crash with logging window open due to thre...WCF RIA Services Contrib: WCF RIA Services Contrib RC2 Release: This version is for the WCF RIA Services RC2 (SL4 RTM) release. The ApplyState has been modifed in this version to disable validation during proces...WiiCIS.NET: WiiCIS.NET v0.2: Changes... - Removal of WiimoteManager, connection must be done manually - Accelerometer orientation was originally in degrees, is now in radians -...WinToolbar: WinToolbar Source code plus sample: This zip file contains the current version source code and libraries plus a testrunner (sample app).XP-More: 0.9 (Beta): Most of the functionality is in place, final polishing will be done soon.Most Popular ProjectsFacebook Developer ToolkitWSPBuilder (SharePoint WSP tool)QuickGraph, Graph Data Structures And Algorithms for .NetPerformance Analysis of Logs (PAL) Toolpatterns & practices: Team Development with Visual Studio Team Foundation ServerTFS Integration Platformpatterns & practices: Performance Testing Guidance for Web Applicationspatterns & practices: Enterprise Library ContribJSON ViewerManaged Wifi APIMost Active ProjectsRawrpatterns & practices – Enterprise LibraryIndustrial DashboardIonics Isapi Rewrite FilterFarseer Physics EngineMVVM Light ToolkitjQuery Library for SharePoint Web ServicesN2 CMSCaliburn: An Application Framework for WPF and SilverlightBlogEngine.NET

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  • Using Lightbox with _Screen

    Although, I have to admit that I discovered Bernard Bout's ideas and concepts about implementing a lightbox in Visual FoxPro quite a while ago, there was no "spare" time in active projects that allowed me to have a closer look into his solution(s). Luckily, these days I received a demand to focus a little bit more on this. This article describes the steps about how to integrate and make use of Bernard's lightbox class in combination with _Screen in Visual FoxPro. The requirement in this project was to be able to visually lock the whole application (_Screen area) and guide the user to an information that should not be ignored easily. Depending on the importance any current user activity should be interrupted and focus put onto the notification. Getting the "meat", eh, source code Please check out Bernard's blog on Foxite directly in order to get the latest and greatest version. As time of writing this article I use version 6.0 as described in this blog entry: The Fastest Lightbox Ever The Lightbox class is sub-classed from the imgCanvas class from the GdiPlusX project on VFPx and therefore you need to have the source code of GdiPlusX as well, and integrate it into your development environment. The version I use is available here: Release GDIPlusX 1.20 As soon as you open the bbGdiLightbox class the first it, VFP might ask you to update the reference to the gdiplusx.vcx. As we have the sources, no problem and you have access to Bernard's code. The class itself is pretty easy to understand, some properties that you do not need to change and three methods: Setup(), ShowLightbox() and BeforeDraw() The challenge - _Screen or not? Reading Bernard's article about the fastest lightbox ever, he states the following: "The class will only work on a form. It will not support any other containers" Really? And what about _Screen? Isn't that a form class, too? Yes, of course it is but nonetheless trying to use _Screen directly will fail. Well, let's have look at the code to see why: WITH This .Left = 0 .Top = 0 .Height = ThisForm.Height .Width = ThisForm.Width .ZOrder(0) .Visible = .F.ENDWITH During the setup of the lightbox as well as while capturing the image as replacement for your forms and controls, the object reference Thisform is used. Which is a little bit restrictive to my opinion but let's continue. The second issue lies in the method ShowLightbox() and introduced by the call of .Bitmap.FromScreen(): Lparameters tlVisiblilty* tlVisiblilty - show or hide (T/F)* grab a screen dump with controlsIF tlVisiblilty Local loCaptureBmp As xfcBitmap Local lnTitleHeight, lnLeftBorder, lnTopBorder, lcImage, loImage lnTitleHeight = IIF(ThisForm.TitleBar = 1,Sysmetric(9),0) lnLeftBorder = IIF(ThisForm.BorderStyle < 2,0,Sysmetric(3)) lnTopBorder = IIF(ThisForm.BorderStyle < 2,0,Sysmetric(4)) With _Screen.System.Drawing loCaptureBmp = .Bitmap.FromScreen(ThisForm.HWnd,; lnLeftBorder,; lnTopBorder+lnTitleHeight,; ThisForm.Width ,; ThisForm.Height) ENDWITH * save it to a property This.capturebmp = loCaptureBmp ThisForm.SetAll("Visible",.F.) This.DraW() This.Visible = .T.ELSE ThisForm.SetAll("Visible",.T.) This.Visible = .F.ENDIF My first trials in using the class ended in an exception - GdiPlusError:OutOfMemory - thrown by the Bitmap object. Frankly speaking, this happened mainly because of my lack of knowledge about GdiPlusX. After reading some documentation, especially about the FromScreen() method I experimented a little bit. Capturing the visible area of _Screen actually was not the real problem but the dimensions I specified for the bitmap. The modifications - step by step First of all, it is to get rid of restrictive object references on Thisform and to change them into either This.Parent or more generic into This.oForm (even better: This.oControl). The Lightbox.Setup() method now sets the necessary object reference like so: *====================================================================* Initial setup* Default value: This.oControl = "This.Parent"* Alternative: This.oControl = "_Screen"*====================================================================With This .oControl = Evaluate(.oControl) If Vartype(.oControl) == T_OBJECT .Anchor = 0 .Left = 0 .Top = 0 .Width = .oControl.Width .Height = .oControl.Height .Anchor = 15 .ZOrder(0) .Visible = .F. EndIfEndwith Also, based on other developers' comments in Bernard articles on his lightbox concept and evolution I found the source code to handle the differences between a form and _Screen and goes into Lightbox.ShowLightbox() like this: *====================================================================* tlVisibility - show or hide (T/F)* grab a screen dump with controls*====================================================================Lparameters tlVisibility Local loControl m.loControl = This.oControl If m.tlVisibility Local loCaptureBmp As xfcBitmap Local lnTitleHeight, lnLeftBorder, lnTopBorder, lcImage, loImage lnTitleHeight = Iif(m.loControl.TitleBar = 1,Sysmetric(9),0) lnLeftBorder = Iif(m.loControl.BorderStyle < 2,0,Sysmetric(3)) lnTopBorder = Iif(m.loControl.BorderStyle < 2,0,Sysmetric(4)) With _Screen.System.Drawing If Upper(m.loControl.Name) == Upper("Screen") loCaptureBmp = .Bitmap.FromScreen(m.loControl.HWnd) Else loCaptureBmp = .Bitmap.FromScreen(m.loControl.HWnd,; lnLeftBorder,; lnTopBorder+lnTitleHeight,; m.loControl.Width ,; m.loControl.Height) EndIf Endwith * save it to a property This.CaptureBmp = loCaptureBmp m.loControl.SetAll("Visible",.F.) This.Draw() This.Visible = .T. Else This.CaptureBmp = .Null. m.loControl.SetAll("Visible",.T.) This.Visible = .F. Endif {loadposition content_adsense} Are we done? Almost... Although, Bernard says it clearly in his article: "Just drop the class on a form and call it as shown." It did not come clear to my mind in the first place with _Screen, but, yeah, he is right. Dropping the class on a form provides a permanent link between those two classes, it creates a valid This.Parent object reference. Bearing in mind that the lightbox class can not be "dropped" on the _Screen, we have to create the same type of binding during runtime execution like so: *====================================================================* Create global lightbox component*==================================================================== Local llOk, loException As Exception m.llOk = .F. m.loException = .Null. If Not Vartype(_Screen.Lightbox) == "O" Try _Screen.AddObject("Lightbox", "bbGdiLightbox") Catch To m.loException Assert .F. Message m.loException.Message EndTry EndIf m.llOk = (Vartype(_Screen.Lightbox) == "O")Return m.llOk Through runtime instantiation we create a valid binding to This.Parent in the lightbox object and the code works as expected with _Screen. Ease your life: Use properties instead of constants Having a closer look at the BeforeDraw() method might wet your appetite to simplify the code a little bit. Looking at the sample screenshots in Bernard's article you see several forms in different colors. This got me to modify the code like so: *====================================================================* Apply the actual lightbox effect on the captured bitmap.*====================================================================If Vartype(This.CaptureBmp) == T_OBJECT Local loGfx As xfcGraphics loGfx = This.oGfx With _Screen.System.Drawing loGfx.DrawImage(This.CaptureBmp,This.Rectangle,This.Rectangle,.GraphicsUnit.Pixel) * change the colours as needed here * possible colours are (220,128,0,0),(220,0,0,128) etc. loBrush = .SolidBrush.New(.Color.FromArgb( ; This.Opacity, .Color.FromRGB(This.BorderColor))) loGfx.FillRectangle(loBrush,This.Rectangle) EndwithEndif Create an additional property Opacity to specify the grade of translucency you would like to have without the need to change the code in each instance of the class. This way you only need to change the values of Opacity and BorderColor to tweak the appearance of your lightbox. This could be quite helpful to signalize different levels of importance (ie. green, yellow, orange, red, etc...) of notifications to the users of the application. Final thoughts Using the lightbox concept in combination with _Screen instead of forms is possible. Already Jim Wiggins comments in Bernard's article to loop through the _Screen.Forms collection in order to cascade the lightbox visibility to all active forms. Good idea. But honestly, I believe that instead of looping all forms one could use _Screen.SetAll("ShowLightbox", .T./.F., "Form") with Form.ShowLightbox_Access method to gain more speed. The modifications described above might provide even more features to your applications while consuming less resources and performance. Additionally, the restrictions to capture only forms does not exist anymore. Using _Screen you are able to capture and cover anything. The captured area of _Screen does not include any toolbars, docked windows, or menus. Therefore, it is advised to take this concept on a higher level and to combine it with additional classes that handle the state of toolbars, docked windows and menus. Which I did for the customer's project.

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  • I want to change DPI with Imagemagick without changing the actual byte-size of the image data

    - by user1694803
    I feel so horribly sorry that I have to ask this question here, but after hours of researching how to do an actually very simple task I'm still failing... In Gimp there is a very simple way to do what I want. I only have the German dialog installed but I'll try to translate it. I'm talking about going to "Picture-PrintingSize" and then adjusting the Values "X-Resolution" and "Y-Resolution" which are known to me as so called DPI values. You can also choose the format which by default is "Pixel/Inch". (In German the dialog is "Bild-Druckgröße" and there "X-Auflösung" and "Y-Auflösung") Ok, the values there are often "72" by default. When I change them to e.g. "300" this has the effect that the image stays the same on the computer, but if I print it, it will be smaller if you look at it, but all the details are still there, just smaller - it has a higher resolution on the printed paper (but smaller size... which is fine for me). I am often doing that when I am working with LaTeX, or to be exact with the command "pdflatex" on a recent Ubuntu-Machine. When I'm doing the above process with Gimp manually everything works just fine. The images will appear smaller in the resulting PDF but with high printing quality. What I am trying to do is to automate the process of going into Gimp and adjusting the DPI values. Since Imagemagick is known to be superb and I used it for many other tasks I tried to achieve my goal with this tool. But it does just not do what I want. After trying a lot of things I think this actually is be the command that should be my friend: convert input.png -density 300 output.png This should set the DPI to 300, as I can read everywhere in the web. It seems to work. When I check the file it stays the same. file input.png output.png input.png: PNG image data, 611 x 453, 8-bit grayscale, non-interlaced output.png: PNG image data, 611 x 453, 8-bit grayscale, non-interlaced When I use this command, it seems like it did what I wanted: identify -verbose output.png | grep 300 Resolution: 300x300 PNG:pHYs : x_res=300, y_res=300, units=0 (Funny enough, the same output comes for input.png which confuses me... so this might be the wrong parameters to watch?) But when I now render my TeX with "pdflatex" the image is still big and blurry. Also when I open the image with Gimp again the DPI values are set to "72" instead of "300". So there actually was no effect at all. Now what is the problem here. Am I getting something completely wrong? I can't be that wrong since everything works just fine with Gimp... Thanks for any help in this. I am also open to other automated solutions which are easily done on a Linux system...

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  • SSAO Distortion

    - by Robert Xu
    I'm currently (attempting) to add SSAO to my engine, except it's...not really work, to say the least. I use a deferred renderer to render my scene. I have four render targets: Albedo, Light, Normal, and Depth. Here are the parameters for all of them (Surface Format, Depth Format): Albedo: 32-bit ARGB, Depth24Stencil8 Light: 32-bit ARGB, None Normal: 32-bit ARGB, None Depth: 8-bit R (Single), Depth24Stencil8 To generate my random noise map for the SSAO, I do the following for each pixel in the noise map: Vector3 v3 = Vector3.Zero; double z = rand.NextDouble() * 2.0 - 1.0; double r = Math.Sqrt(1.0 - z * z); double angle = rand.NextDouble() * MathHelper.TwoPi; v3.X = (float)(r * Math.Cos(angle)); v3.Y = (float)(r * Math.Sin(angle)); v3.Z = (float)z; v3 += offset; v3 *= 0.5f; result[i] = new Color(v3); This is my GBuffer rendering effect: PixelInput RenderGBufferColorVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = mul(input.Position, WorldViewProjection); pi.Normal = mul(input.Normal, WorldInverseTranspose); pi.Color = input.Color; pi.TPosition = pi.Position; pi.WPosition = input.Position; return pi; } GBufferTarget RenderGBufferColorPixelShader(PixelInput input) { GBufferTarget output = ( GBufferTarget ) 0; float3 position = input.TPosition.xyz / input.TPosition.w; output.Albedo = lerp(float4(1.0f, 1.0f, 1.0f, 1.0f), input.Color, ColorFactor); output.Normal = EncodeNormal(input.Normal); output.Depth = position.z; return output; } And here is the SSAO effect: float4 EncodeNormal(float3 normal) { return float4((normal.xyz * 0.5f) + 0.5f, 0.0f); } float3 DecodeNormal(float4 encoded) { return encoded * 2.0 - 1.0f; } float Intensity; float Size; float2 NoiseOffset; float4x4 ViewProjection; float4x4 ViewProjectionInverse; texture DepthMap; texture NormalMap; texture RandomMap; const float3 samples[16] = { float3(0.01537562, 0.01389096, 0.02276565), float3(-0.0332658, -0.2151698, -0.0660736), float3(-0.06420016, -0.1919067, 0.5329634), float3(-0.05896204, -0.04509097, -0.03611697), float3(-0.1302175, 0.01034653, 0.01543675), float3(0.3168565, -0.182557, -0.01421785), float3(-0.02134448, -0.1056605, 0.00576055), float3(-0.3502164, 0.281433, -0.2245609), float3(-0.00123525, 0.00151868, 0.02614773), float3(0.1814744, 0.05798516, -0.02362876), float3(0.07945167, -0.08302628, 0.4423518), float3(0.321987, -0.05670302, -0.05418307), float3(-0.00165138, -0.00410309, 0.00537362), float3(0.01687791, 0.03189049, -0.04060405), float3(-0.04335613, -0.00530749, 0.06443053), float3(0.8474263, -0.3590308, -0.02318038), }; sampler DepthSampler = sampler_state { Texture = DepthMap; MipFilter = Point; MinFilter = Point; MagFilter = Point; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler NormalSampler = sampler_state { Texture = NormalMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler RandomSampler = sampler_state { Texture = RandomMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; }; struct VertexInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; struct PixelInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; PixelInput SSAOVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = input.Position; pi.TextureCoordinates = input.TextureCoordinates; return pi; } float3 GetXYZ(float2 uv) { float depth = tex2D(DepthSampler, uv); float2 xy = uv * 2.0f - 1.0f; xy.y *= -1; float4 p = float4(xy, depth, 1); float4 q = mul(p, ViewProjectionInverse); return q.xyz / q.w; } float3 GetNormal(float2 uv) { return DecodeNormal(tex2D(NormalSampler, uv)); } float4 SSAOPixelShader(PixelInput input) : COLOR0 { float depth = tex2D(DepthSampler, input.TextureCoordinates); float3 position = GetXYZ(input.TextureCoordinates); float3 normal = GetNormal(input.TextureCoordinates); float occlusion = 1.0f; float3 reflectionRay = DecodeNormal(tex2D(RandomSampler, input.TextureCoordinates + NoiseOffset)); for (int i = 0; i < 16; i++) { float3 sampleXYZ = position + reflect(samples[i], reflectionRay) * Size; float4 screenXYZW = mul(float4(sampleXYZ, 1.0f), ViewProjection); float3 screenXYZ = screenXYZW.xyz / screenXYZW.w; float2 sampleUV = float2(screenXYZ.x * 0.5f + 0.5f, 1.0f - (screenXYZ.y * 0.5f + 0.5f)); float frontMostDepthAtSample = tex2D(DepthSampler, sampleUV); if (frontMostDepthAtSample < screenXYZ.z) { occlusion -= 1.0f / 16.0f; } } return float4(occlusion * Intensity * float3(1.0, 1.0, 1.0), 1.0); } technique SSAO { pass Pass0 { VertexShader = compile vs_3_0 SSAOVertexShader(); PixelShader = compile ps_3_0 SSAOPixelShader(); } } However, when I use the effect, I get some pretty bad distortion: Here's the light map that goes with it -- is the static-like effect supposed to be like that? I've noticed that even if I'm looking at nothing, I still get the static-like effect. (you can see it in the screenshot; the top half doesn't have any geometry yet it still has the static-like effect) Also, does anyone have any advice on how to effectively debug shaders?

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  • Developing with Fluid UI – The Fluid Home Page

    - by Dave Bain
    v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} The first place to start with Fluid UI is with the Fluid Home Page. Sometimes it’s referred to as the landing page, but it’s formally called the Fluid Home Page. It’s delivered with PeopleTools 8.54, and the nice thing about it is, it’s a component. That’s one thing you’ll discover with Fluid UI. Fluid UI is built int PeopleTools with Fluid UI. The Home Page is a component, the tiles or grouplets are group boxes, and the search and prompt pages are just pages. It makes it easy to find things, customize and brand the applications (and of course to see what’s going on) when you can open it in AppDesigner. To see what makes a component fluid, let’s start with the Fluid Home Page. It’s a component called PT_LANDINGPAGE. You can open it in AppDesigner and see what’s unique and different about Fluid UI. If you open the Component Properties dialog, you’ll see a new tab called Fluid On the Component Properties Fluid tab you’ll see the most important checkbox of all, Fluid Mode. That is the one flag that will tell PeopleSoft if the component is Fluid (responsive, dynamic layout) or classic (pixel perfect). Now that you know it’s a single flag, you know that a component can’t be both Fluid UI and Classic at the same time, it’s one or the other. There are some other interesting fields on this page. The Small Form Factor Optimized field tells us whether or not to display this on a small device (think smarphone). Header Toolbar Actions offer standard options that are set at the component level so you have complete control of the components header bar. You’ll notice that the PT_LANDINGPAGE has got some PostBuild PeopleCode. That’s to build the grouplets that are used to launch Fluid UI Pages (more about those later). Probably not a good idea to mess with that code! The next thing to look at is the Page Definition for the PT_LANDINGPAGE component. When you open the page PT_LANDINGPAGE it will look different than anything you’ve ever seen. You’re probably thinking “What’s up with all the group boxes”? That is where Fluid UI is so different. In classic PeopleSoft, you put a button, field, group, any control on a page and that’s where it shows up, no questions asked. With Fluid UI, everything is positioned relative to something else. That’s why there are so many containers (you know them as group boxes). They are UI objects that are used for dynamic positioning. The Fluid Home Page has some special behavior and special settings. The first is in the Web Profile Configuration settings (Main Menu->PeopleTools->Web Profile->Web Profile Configuration from the main menu). There are two checkboxes that control the behavior of Fluid UI. Disable Fluid Mode and Disable Fluid On Desktop. Disable Fluid Mode prevents any Fluid UI component from being run from this installation. This is a web profile setting for users that want to run later versions of PeopleTools but only want to run Classic PeopleSoft pages. The second setting, Disable Fluid On Desktop allows the Fluid UI to be run on mobile devices such as smartphones and tablets, but prevents Fluid UI from running on a desktop computer. Fluid UI settings are also make in My Personalizations (Main Menu->My Personalizations from the Main Menu), in the General Options section. In that section, each user has the choice to determine the home page for their desktop and for tablets. Now that you know the Fluid UI landing page is just a component, and the profile and personalization settings, you should be able to launch one. It’s pretty easy to add a menu using Structure and Content, just make sure the proper security is set up. You’ll have to run a Fluid UI supported browser in order to see it. Latest versions of Chrome, Firefox and IE will do. Check the certification page on MOS for all the details. When you open the first Fluid Landing Page, there’s not much there. Not to worry, we’ll get some content on it soon. Take a moment to navigate around and look at some of the header actions that were set up from the component properties. The home button takes you back to the classic system. You won’t see any notifications and the personalization doesn’t have any content to add. The NavBar icon on the top right has a lot of content, including a Navigator and Classic home. Spend some time looking through what’s available. Stay tuned for more. Next up is adding some content. Normal 0 false false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:8.0pt; mso-para-margin-left:0in; line-height:107%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}

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  • CodePlex Daily Summary for Monday, March 26, 2012

    CodePlex Daily Summary for Monday, March 26, 2012Popular ReleasesQuick Performance Monitor: Version 1.8.1: Added option to set main window to be 'Always On Top'. Use context (right-click) menu on graph to toggle..Net Rest API for Kayako Fusion 4: kayako_rest_api_2012.03.26: Added ability to search for users via organisation/email. This is much quicker than getting all users then filtering.GeoMedia PostGIS data server: PostGIS GDO 1.0.1.1: This is a new version of GeoMeda PostGIS data server which supports user rights. It means that only those feature classes, which the current user has rights to select, are visible in GeoMedia. Issues fixed in this release Fixed a problem when gdo.gfeaturesbase table has been visible in GeoMedia. To hide this table, run the previous version of Database Utilities and uncheck this table in the feature classes list. Then load the new release. Fixed a problem when coordinate system list has not...Silverlight 4 & 5 Persian DatePicker: Silverlight 4 and 5 Persian DatePicker: Added Silverlight 5 support.Y.Music: Y.Music v.1.0: ?????? ?????? ?????????. ????????: ????? ???? ????, ??????? ?????? ? ??? - Beta.Asp.NET Url Router: v1.0: build for .net 2.0 and .net 4.0menu4web: menu4web 0.0.3: menu4web 0.0.3ArcGIS Editor for OpenStreetMap: ArcGIS Editor for OSM 2.0 Final: This release installs both the ArcGIS Editor for OSM Server Component and/or ArcGIS Editor for OSM Desktop components. The Desktop tools allow you to download data from the OpenStreetMap servers and store it locally in a geodatabase. You can then use the familiar editing environment of ArcGIS Desktop to create, modify, or delete data. Once you are done editing, you can post back the edit changes to OSM to make them available to all OSM users. The Server Component allows you to quickly create...Craig's Utility Library: Craig's Utility Library 3.1: This update adds about 60 new extension methods, a couple of new classes, and a number of fixes including: Additions Added DateSpan class Added GenericDelimited class Random additions Added static thread friendly version of Random.Next called ThreadSafeNext. AOP Manager additions Added Destroy function to AOPManager (clears out all data so system can be recreated. Really only useful for testing...) ORM additions Added PagedCommand and PageCount functions to ObjectBaseClass (same as M...XNA Electric Effect: Jason Electric Effect v1.1: The library now includes 3 effect types: Line, Bezier, CatmullRom, providing different look and feel.DotSpatial: DotSpatial 1.1: This is a Minor Release. See the changes in the issue tracker. Minimal -- includes DotSpatial core and essential extensions Extended -- includes debugging symbols and additional extensions Just want to run the software? End user (non-programmer) version available branded as MapWindow Want to add your own feature? Develop a plugin, using the template and contribute to the extension feed (you can also write extensions that you distribute in other ways). Components are available as NuGet pa...Change default Share-site group SharePoint Online (Office 365): Change default Share-site group SharePoint Online: As default when we share a site collection or site with external users, SharePoint Online show default SharePoint groups which are Visitors and Members. By using this feature, you will get a link which you can use to customize the default groups to your custom groups and other default groups.Microsoft All-In-One Code Framework - a centralized code sample library: C++, .NET Coding Guideline: Microsoft All-In-One Code Framework Coding Guideline This document describes the coding style guideline for native C++ and .NET (C# and VB.NET) programming used by the Microsoft All-In-One Code Framework project team.Working with Social Data: Tag Cloud Customization: http://swatipoint.blogspot.com/2011/10/sharepoint-2010-social-featurestagging.htmlWebDAV for WHS: Version 1.0.67: - Added: Check whether the Remote Web Access is turned on or not; - Added: Check for Add-In updates;Phalanger - The PHP Language Compiler for the .NET Framework: 3.0 (March 2012) for .NET 4.0: March release of Phalanger 3.0 significantly enhances performance, adds new features and fixes many issues. See following for the list of main improvements: New features: Phalanger Tools installable for Visual Studio 2011 Beta "filter" extension with several most used filters implemented DomDocument HTML parser, loadHTML() method mail() PHP compatible function PHP 5.4 T_CALLABLE token PHP 5.4 "callable" type hint PCRE: UTF32 characters in range support configuration supports <c...Nearforums - ASP.NET MVC forum engine: Nearforums v8.0: Version 8.0 of Nearforums, the ASP.NET MVC Forum Engine, containing new features: Internationalization Custom authentication provider Access control list for forums and threads Webdeploy package checksum: abc62990189cf0d488ef915d4a55e4b14169bc01 Visit Roadmap for more details.BIDS Helper: BIDS Helper 1.6: This beta release is the first to support SQL Server 2012 (in addition to SQL Server 2005, 2008, and 2008 R2). Since it is marked as a beta release, we are looking for bug reports in the next few months as you use BIDS Helper on real projects. In addition to getting all existing BIDS Helper functionality working appropriately in SQL Server 2012 (SSDT), the following features are new... Analysis Services Tabular Smart Diff Tabular Actions Editor Tabular HideMemberIf Tabular Pre-Build ...Json.NET: Json.NET 4.5 Release 1: New feature - Windows 8 Metro build New feature - JsonTextReader automatically reads ISO strings as dates New feature - Added DateFormatHandling to control whether dates are written in the MS format or ISO format, with ISO as the default New feature - Added DateTimeZoneHandling to control reading and writing DateTime time zone details New feature - Added async serialize/deserialize methods to JsonConvert New feature - Added Path to JsonReader/JsonWriter/ErrorContext and exceptions w...New ProjectsASIVeste: No description availableAuthor-it Sync Headings Plug-in: Author-it plug-in that allows the user to synchronize the Print, Help, and Web headings with the Description for each selected topic.BlogEngine.Web: BlogEngine.Web is a BlogEngine.Net converted to use Web Application Project model (WAP).Code Writer Helper: A quick solution to help code generator writers.CodeUITest: Practise CodeUI automation.DAX Studio: Excel Add-In for PowerPivot and Analysis Services Tabular projects that will include an Object Browser, query editing and execution, formula and measure editing ,syntax highlighting, integrated tracing and query execution breakdowns.Fated: Fated is an isometric-viewed, tile-based tactical RPG developed in C# using XNA to be deployed to XBox. This includes a character generation core, graphics engine, and storyline parser.iSufe???: “iSufe???”??????????????????????????????。???????????、????、?????????,??????????????。??,????iOS/Android/WAP???????,???????????????。????GPLv2??,?????????????。Kinect test project: Basic project for my kinect test applicationLoLTimers: LoLTimers by Christian Schubert 2012. Version 1.0.0.0 This is a small app that lets you keep track of the most important creep camp cooldowns. Developed in Visual Studio C#.London Priority Security Services Ltd: LPSS - London Priority Security Services LtdNMCNPM: code nhóm nmcnpmOffice 365 Anonymous Access Manager Sandbox Solution: The sandbox solution enables you to manage anonymous access of lists on Office 365. It allows setting read, modifying and adding rights. Additionally the configuration page adds the necessary events to be able to use moderations, when anonymous users are creating a list item. The second feature in the solution enables anonymous access on blogs sites, it allows to enable anonymous users to comment on a blog.Office 365 Google Analytics: This sandbox solution enables google analytics everywhere in your site collection. This allows you to use the google analytics reporting on all your Office 365 sites.Office 365 Mobile Access Enables for Public Sites & Blogs: This sandbox solution enables mobile access on Office 365 sites.OwnMFCSolution: MFC test solution.People Data Generator: Need to load a bunch of test data to represent people (e.g. name, address, phone, etc.)? Wish it looked realistic? People Data Generator is what you need. Features: *Realistic names *Realistic addresses, using real towns and postal codes *Realistic phone numbers and emails *Very ExtensibleProventi: Met dit programma kan je je voorraad van je onderneming beheren. Dit programma zal in eerste instantie gebruikt worden binnen de minionderneming Proventi. Het programma is geschreven in VB.Net en maakt gebruik van SQL Server CE voor de gegevensopslag.qCommerce: ??????????? ???????, ???????????? ??? ????? qSoftwareQuanLyOTo: Ð? án môn h?c C# qu?n lý garage ô tôRoyaSoft.ir Resources: i am use this project for my personal web site :)SGPF: The team does not have nothing to declare here!SharePoint 2010 Autocomplete Lookup Field: Autocomplete Lookup field allows type ahead functionality while entering lookup values in list items.Sharing Photos using SignalR: An MVC application using SignalR that can be used to share photos between friends and get realtime updates. An user connected to the website can upload a photo which will be automatically broadcasted to all clients connected at that point.Sistema Hoteleiro: Sistema Hoteleiro é o meu trabalho final da disciplina Arquitetura de Aplicativos Ambiente .NET da 4a turma do curso de pós-graduação de especialização em Arquitetura de Sistemas Distribuídos oferecido pelo Instituto de Educação Continuada da Pontifícia Universidade Católica de MSoftware Revolution: This project is core information site of Software Revolution named company which provides software solutions.tgryi: tgyrivbWSUS: Really decide which and when to install updates from a centralized server, globally or per host : - installation schedule - updates to install - email results - configure extra Windows Update parameters Works with WSUS server or Windows Update from Microsoft. See README.txt for more informations ! :) Current official website is http://sourceforge.net/projects/vbwsus/XamlCombine: Combines multiple XAML resource dictionaries in one. Replaces DynamicResources to StaticResources. And sort them in order of usage.XNA Shader-free Linear Burn effect: Sample demonstrating a Linear Burn effect in XNA without using custom shaderszhCms: zhCmszhtest: my test project

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  • Performance required to improve Windows Experience Index?

    - by Ian Boyd
    Is there a guide on the metrics required to obtain a certain Windows Experience Index? A Microsoft guy said in January 2009: On the matter of transparency, it is indeed our plan to disclose in great detail how the scores are calculated, what the tests attempt to measure, why, and how they map to realistic scenarios and usage patterns. Has that amount of transparency happened? Is there a technet article somewhere? If my score was limited by my Memory subscore of 5.9. A nieve person would suggest: Buy a faster RAM Which is wrong of course. From the Windows help: If your computer has a 64-bit central processing unit (CPU) and 4 gigabytes (GB) or less random access memory (RAM), then the Memory (RAM) subscore for your computer will have a maximum of 5.9. You can buy the fastest, overclocked, liquid-cooled, DDR5 RAM on the planet; you'll still have a maximum Memory subscore of 5.9. So in general the knee-jerk advice "buy better stuff" is not helpful. What i am looking for is attributes required to achieve a certain score, or move beyond a current limitation. The information i've been able to compile so far, chiefly from 3 Windows blog entries, and an article: Memory subscore Score Conditions ======= ================================ 1.0 < 256 MB 2.0 < 500 MB 2.9 <= 512 MB 3.5 < 704 MB 3.9 < 944 MB 4.5 <= 1.5 GB 5.9 < 4.0GB-64MB on a 64-bit OS Windows Vista highest score 7.9 Windows 7 highest score Graphics Subscore Score Conditions ======= ====================== 1.0 doesn't support DX9 1.9 doesn't support WDDM 4.9 does not support Pixel Shader 3.0 5.9 doesn't support DX10 or WDDM1.1 Windows Vista highest score 7.9 Windows 7 highest score Gaming graphics subscore Score Result ======= ============================= 1.0 doesn't support D3D 2.0 supports D3D9, DX9 and WDDM 5.9 doesn't support DX10 or WDDM1.1 Windows Vista highest score 6.0-6.9 good framerates (e.g. 40-50fps) at normal resoltuions (e.g. 1280x1024) 7.0-7.9 even higher framerates at even higher resolutions 7.9 Windows 7 highest score Processor subscore Score Conditions ======= ========================================================================== 5.9 Windows Vista highest score 6.0-6.9 many quad core processors will be able to score in the high 6 low 7 ranges 7.0+ many quad core processors will be able to score in the high 6 low 7 ranges 7.9 8-core systems will be able to approach 8.9 Windows 7 highest score Primary hard disk subscore (note) Score Conditions ======= ======================================== 1.9 Limit for pathological drives that stop responding when pending writes 2.0 Limit for pathological drives that stop responding when pending writes 2.9 Limit for pathological drives that stop responding when pending writes 3.0 Limit for pathological drives that stop responding when pending writes 5.9 highest you're likely to see without SSD Windows Vista highest score 7.9 Windows 7 highest score Bonus Chatter You can find your WEI detailed test results in: C:\Windows\Performance\WinSAT\DataStore e.g. 2011-11-06 01.00.19.482 Disk.Assessment (Recent).WinSAT.xml <WinSAT> <WinSPR> <DiskScore>5.9</DiskScore> </WinSPR> <Metrics> <DiskMetrics> <AvgThroughput units="MB/s" score="6.4" ioSize="65536" kind="Sequential Read">89.95188</AvgThroughput> <AvgThroughput units="MB/s" score="4.0" ioSize="16384" kind="Random Read">1.58000</AvgThroughput> <Responsiveness Reason="UnableToAssess" Kind="Cap">TRUE</Responsiveness> </DiskMetrics> </Metrics> </WinSAT> Pre-emptive snarky comment: "WEI is useless, it has no relation to reality" Fine, how do i increase my hard-drive's random I/O throughput? Update - Amount of memory limits rating Some people don't believe Microsoft's statement that having less than 4GB of RAM on a 64-bit edition of Windows doesn't limit the rating to 5.9: And from xxx.Formal.Assessment (Recent).WinSAT.xml: <WinSPR> <LimitsApplied> <MemoryScore> <LimitApplied Friendly="Physical memory available to the OS is less than 4.0GB-64MB on a 64-bit OS : limit mem score to 5.9" Relation="LT">4227858432</LimitApplied> </MemoryScore> </LimitsApplied> </WinSPR> References Windows Vista Team Blog: Windows Experience Index: An In-Depth Look Understand and improve your computer's performance in Windows Vista Engineering Windows 7 Blog: Engineering the Windows 7 “Windows Experience Index”

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  • alot questings since i wanted to make a new SSB game or mario game(that use 3d models) [closed]

    - by user20465
    i have just started to study programming and i know already ppl will say why make a so big project like as a SSB game for a noob game development? cuz i always wanted a SSB engine like as Mugen is a fighter game engine but is not like as SSB´s gameplay + is not using 3d models too so i will call it SSBmugen(until i find a better title for it i got afew ideas for titles) also i wanted to make this game so it can use SSBbrawl files(models+animations mainly) the moveset+Stage coding files i wanted to redo cuz so anything can be possible like make a teleporter or a pipe teleporter(like as Super mario bros game) on a stag e or make some stuff there is impossible in SSBbrawl for moveset coding but is not in SSBmugen like make so a char. summon a Clone and the clone will do a attack and then is gone or some attacks/moves also i will make a moveset/stage Coding editor so it will be really easy to make moveset/stages coding for yours 3d models/animations moveset+stage Coding i mean: hitboxes/hurtboxes/moving Stuff/moving bones like cape or hair bones that is moving by wind effects or falling or other stuff like that/other stuff that needed to be coded i have planed to make a editor(for moveset/char. coding) or add the editor in brawlbox for my game so other ppl can easy make moveset/stages Coding to they´s models/animations so it will be easy so even kids can make a custom movesets/stages why using SSBbrawl files?: cuz ppl have made alot of models or textures/custom movesets/custom stages like goku/other anime/not brawl stuff for super smash bros brawl hacking(a.k.a modding) so ppl dont have to redo anything if they wanted to have the custom models or textures/custom movesets/custom stages from SSBbrawl to SSBmugen +there is the program named brawlbox that can open brawl files like model/animations and can edit models or animations and import models from 3ds max to be the right model format for SSBbrawl and i also wanted it so easy to add(a.k.a installer) Recolours or alt. models(like as oneslot doctor mario model over mario´s boneset) or textures/Movesets/new char. slots/new stages so easy so you only needing to download themplace them in right foldername them the right nameStart the gameRecolours or alt. models or textures/Movesets/new char. slots/new stages works an loading right so you wont needing to edit any files for add something so kids/not so smart ppl can easy use the mods other ppl is making/uploading for this game here is the file format i wanted to know if they can be readed/opened if making a game that use these files: .mld0(brawl model file) .chr0(model animation for moving/scale/rota the bones) .srt0(animations for texture like moving eyes or blinking) .vis0(Animations for get polygons to hide/show with visibilitybones on the model there is also some polygons there ) .brres(a file format where stuff like model files or textures or animations is inside) .pac(a file format where the .brres is inside to keep model+textures+model for the shadow in 1 file) .wav (for SoundFX effects or voices to char. or stages) i am sure that one is possible the .wav files is inside a other file format for brawl but that file can´t you add more .wav files inside only replace so i wanted the .wav files outside so its easy to add/replace/remove SoundFX effects or voices to char. or stages .brstm(brawl music file so the music is looped perfect so it loop in middel of the music and not start over again then the music is done) afew more file formats (mainly for the Graphics effects like fire/aura/hit effects if not needing to redo them)so only coding in the editor i will make is needed to be done for port a SSBB hack(a.k.a mod)(moveset/stage coding) to this game wanted the game to be able to load these files and load them right like if loading wait1.chr0(idle animation) it will also load at same time wait1.srt0/wait1.vis0 and all kinda of animations is inside the same .brres file i am needing since it to be able to load the file format i wanted cuz: -the animations can´t be converted to any other animation file format and i dont think ppl want to redo these animations(inc. me for Goku to SSBbrawl) -models can be converted but then they lose all the shader/materials stuff like a shine effect or lighting on the model -.brstm can be converted to .wav but then there will be no loop so i prefer it can load this file format too for the music to stage/menu -brawlbox is really easy to use for make animation for the char. and import models from 3ds max so even around "not too stupid" 10 year kids can make SSBB mods(not try to be rude but to say how easy it is) also i wanted the folder setup for characters/stages/moveset/other stuff to be like this: https://www.dropbox.com/s/2oolm5z5ri234tz/SSBmugen%20Folder%20setup.txt just uploaded a txt file since it is a wall of text and this post is already a wall of test so it easy to place stuff (if not i do a program for to that so it auto place the stuff on right place) not 100% sure what to use of game engine to make this possible but i got a dll file from that brawlbox program that can open/read/edit these file formats if that helps i also got open source of brawlbox i have kinda learned programming(since its kinda the same thing but still not 100% same) from Super smash bros modding/hacking like coding a moveset for the new animations/models + have readed alittle about it but i am soon starting for real to study it for ppl who is alittle confuse for what i am asking for here is the list: -what game engine should i use to make a SSB clone? but at same time to make all this stuff i just said possible so ppl can make they own mods and share them and use the already made mods from SSBbrawl? and easy to use aswell so noob programmors can use it? -where to learning programming on internet to be even more ready to make a game like this? and dont wanted to start in the small like making small boring 2d games that no one care about anyway ps. i am also planing a other project like as SSBmugen but it will be Super mario bros open (again tittle unsure but open means open source) i will make a Mario game engine that also use 3d models and can have 2d or 3d gameplay with any mario powerups/gameplay(from any mario platform games) there is ever made multiplayer like as in New super mario bros wii maybe multiplay over lan or online but for now over 1 PC also alittle planed for that to my SSBmugen a Level/world map editor for it too(easy to use so even kids can use it and make levels for it) so it just place the objects/enemies and options for them enemies since they are not 100% same AI in all mario game like to choose a goomba have AI from SM64 the Editor will be able to change the gameplay on a level while have a other gameplay on a other level like this: 1 level have Super mario bros 3 gameplay (then it will be a 3d model remake) a other level have super mario galaxy gameplay but in a Super mario 3d land level yet a other level have super mario 64 gameplay but with powerups from a other mario game like powerups from mario 3d land or can ride on Yoshi so you can easy remake your fav. level from a old mario game in this mario engine/editor or just make a custom one with yours fav. mario gameplay/powerups so it will be like turn off/on: walljump/triple jump/other kinda or jumps/2x punch and 1 kick+Air kick/SMG spin attack/Fludd/other stuff like that so you can make the gameplay from the first mario game to the newest or make custom gameplay on a level also the star(from 64/sunshine/galaxy) will be replaced with the flag from new super mario bros/mario 3d land since the game is not so much about getting stars its more about making/download the levels you wanted and share them to other ppl and play these level so after have killed like the boss from SM64 bomb omb field(if one have made that) you will get the flag instead of star since i wanted it to be simple to make levels in the editor to make the bosses/new enemies/new powerups/custom char. idk what to do to make that simple yet also thinking the mario game will use brawl files since it almost already got all needed animations/models for this since i dont wanted to redo animations/models and if needing more animations i can just make them easy in brawlbox since thats the program i am most used to make animations but that will be after my SSBmugen project if not this game will be easyer then SSBmugen to make since i am planing then 1 of them is done i use the that game as base to make the other (since both is kinda platfrom games and possible using same file format for both) also wanted to ask what is best to start with out of these 2 games? also will maybe make a DLC site(or ingame) for both of these games if they get done so it wont end up like as Mugen where you needing to look all over the internet to find the stuff you wanted but for my game all the mods for my game is on same place not sure about online mode for SSBmugen or super mario bros open but i can always add that then i get better at programming both games also need to have options on controls/if using joystick also that i have planed these game for a long time and got even more ideas for them but first i wanted to get them to work so i can add the other stuff later(like DLC or online mode or some other stuff later) right now i know 0,0001% to programming(in my option) maybe i know more then that since i have been study it alittle but i learning while making stuff like this that was also my plan for make these game learn while making them and get better to programming so again i say it i kinda dont want to hear dont do these projects cuz i already know it will be hard so dont wanted so much to heard stuff like: you can´t do it since you just started learning programming or this project will fail since somewhere i needing to get started with programming and this is where i want to start to make my dream games(possible other´s dream games too) and i dont think this project will fail if i work hard on it (as i possible will) and ppl will maybe help i think this was all my questing/ideas for now (sorry for it sounds more like ideas then questings) but i needing to say my ideas so you ppl can see what i needing to use for make this possible

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  • Goodbye my beloved Nexus One, hello Windows Phone 7

    - by George Clingerman
    Last night my wife’s Nexus One finally bit the dust. You may not know but I’ve been nursing her Nexus One one along for quite a while after her screen shattered. I was able to replace it on my own (go me!) but little quirks have been popping up and the phone was quickly deteriorating. Lately it’s been the power button. Wifey would often have to press the power button several times to get her phone to turn on and last night it just wouldn’t wake up again. I took it apart and tried my best to see if I could somehow make it live once again but no luck this time. It was finally ready to retire. We looked at first for a replacement phone for her but she wasn’t really seeing anything she liked. So I decided to make the ultimate sacrifice and offer up my much loved Nexus One and I would then get a new Windows Phone 7 device. I love T-Mobile for my service so my choices were immediately limited to basically just a single phone. The HTC HD7. I read reviews and they were all over the board from people loving to people hating the phone but I decided, hey, why not, let’s take this plunge. And I did. I’ve only had the phone for about two days now so below is my list of first reaction pros/cons. These are basically things I’ve missed or things I’ve noticed that I really like about my new Windows Phone. Cons: * No Google Talk – I used this a LOT on my Nexus. I’ve found an application called “Flory” but it’s just an ok substitute, not the same as the full featured GTalk I had on my Nexus. * Seesmic is limited– I loved the way Seesmic worked on my Nexus. It was my mobile twitter client of choice. Everything about it worked really well. On Windows Phone 7 it’s just ok. I don’t get notification of new tweets, it’s several clicks to even see a new tweet. It’s definitely got some more development before it has the same features as it did on my Nexus. * Buttons don’t give great feedback – I’d read this on the reviews about the HTC HD7 and I’m finding it true myself. Pressing the buttons on the side of the phone and the power button on the top is finicky and I have to be looking at my phone to make sure I actually got them to press. * Web browsing is slow – I’m not sure what’s up with this, I’m connected to my wireless network at my house but it’s noticeably slower on my WP7 device than my Nexus. I even switched back to verify and it’s definitely true. Retrieving tweets, hitting up the XNA forums and just general web activities are all much slower on my WP7. I can’t think of any reason this would be true but it almost seems like it’s not using my wireless for everything.   Pros: * It’s pretty – the phone is really gorgeous. I loved the form of my Nexus One by the HTC HD7 is just as pretty, maybe even prettier! It’s got a nice large, bright screen. It feels good in my hand. And it even has a little kickstand to set the phone up for movie watching. Definitely a gorgeous phone. * LIVE integration – I lost a lot of nice integration with Google services but I gained a lot of integration with LIVE services that I also use. Now I can see when I get new GMail messages AND Hotmail messages. And having the Xbox LIVE integration is admittedly cool as well. * Tile notification rock – The Windows Phone 7 commercials are TRYING to get this message out but they’re doing a really poor job of this. Tile notifications really do save you from your phone. I have a whole little mini-informational dashboard at a glance. I unlock my phone and at a glace I can see new IMs, new mail messages, software updates etc. All just letting me know in the tiles I have arranged. That’s pretty cool. * The interface works really well – I feel super hip and cool swiping and sliding things around on my Windows Phone 7. Everything works that way and it’s great and fast and really good looking. I’m all about me feeling cool. * I’m gaming more – I had gotten a few games on my Nexus One but there really weren’t a lot of good developers flocking to the service. Just browsing through the Windows Phone 7 marketplace I’m already seeing a ton of games I want to try and buy. And I sat down and bet Pixel Man 0 just yesterday on my phone. I’m already gaming more than I did on my Nexus One. * Netflix integration is fantastic - It works just like it does on my Xbox 360 and I love having this feature on my phone. * It’s basically a Zune – I’ve been taking my Zune to work and listening to music off of that while I code. I no longer need to take it with me, now I just sync songs onto my phone and it’s my new Zune. I freaking love that. One less device to carry around.   All in all my cons have really little to do with the phone (just the buttons and the web browsing) and more to do with the applications needing to catch up a bit to what I’m used to. And the Pros are things that ARE phone specific so I’m seeing that as a good sign that I’m going to be very happy with my Windows Phone 7. So Wifey is happy having her Nexus One again, I’m happy with my new Windows Phone 7. Life is good. Now I just need to make a game to pay for it….

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  • Why Is Vertical Resolution Monitor Resolution so Often a Multiple of 360?

    - by Jason Fitzpatrick
    Stare at a list of monitor resolutions long enough and you might notice a pattern: many of the vertical resolutions, especially those of gaming or multimedia displays, are multiples of 360 (720, 1080, 1440, etc.) But why exactly is this the case? Is it arbitrary or is there something more at work? Today’s Question & Answer session comes to us courtesy of SuperUser—a subdivision of Stack Exchange, a community-driven grouping of Q&A web sites. The Question SuperUser reader Trojandestroy recently noticed something about his display interface and needs answers: YouTube recently added 1440p functionality, and for the first time I realized that all (most?) vertical resolutions are multiples of 360. Is this just because the smallest common resolution is 480×360, and it’s convenient to use multiples? (Not doubting that multiples are convenient.) And/or was that the first viewable/conveniently sized resolution, so hardware (TVs, monitors, etc) grew with 360 in mind? Taking it further, why not have a square resolution? Or something else unusual? (Assuming it’s usual enough that it’s viewable). Is it merely a pleasing-the-eye situation? So why have the display be a multiple of 360? The Answer SuperUser contributor User26129 offers us not just an answer as to why the numerical pattern exists but a history of screen design in the process: Alright, there are a couple of questions and a lot of factors here. Resolutions are a really interesting field of psychooptics meeting marketing. First of all, why are the vertical resolutions on youtube multiples of 360. This is of course just arbitrary, there is no real reason this is the case. The reason is that resolution here is not the limiting factor for Youtube videos – bandwidth is. Youtube has to re-encode every video that is uploaded a couple of times, and tries to use as little re-encoding formats/bitrates/resolutions as possible to cover all the different use cases. For low-res mobile devices they have 360×240, for higher res mobile there’s 480p, and for the computer crowd there is 360p for 2xISDN/multiuser landlines, 720p for DSL and 1080p for higher speed internet. For a while there were some other codecs than h.264, but these are slowly being phased out with h.264 having essentially ‘won’ the format war and all computers being outfitted with hardware codecs for this. Now, there is some interesting psychooptics going on as well. As I said: resolution isn’t everything. 720p with really strong compression can and will look worse than 240p at a very high bitrate. But on the other side of the spectrum: throwing more bits at a certain resolution doesn’t magically make it better beyond some point. There is an optimum here, which of course depends on both resolution and codec. In general: the optimal bitrate is actually proportional to the resolution. So the next question is: what kind of resolution steps make sense? Apparently, people need about a 2x increase in resolution to really see (and prefer) a marked difference. Anything less than that and many people will simply not bother with the higher bitrates, they’d rather use their bandwidth for other stuff. This has been researched quite a long time ago and is the big reason why we went from 720×576 (415kpix) to 1280×720 (922kpix), and then again from 1280×720 to 1920×1080 (2MP). Stuff in between is not a viable optimization target. And again, 1440P is about 3.7MP, another ~2x increase over HD. You will see a difference there. 4K is the next step after that. Next up is that magical number of 360 vertical pixels. Actually, the magic number is 120 or 128. All resolutions are some kind of multiple of 120 pixels nowadays, back in the day they used to be multiples of 128. This is something that just grew out of LCD panel industry. LCD panels use what are called line drivers, little chips that sit on the sides of your LCD screen that control how bright each subpixel is. Because historically, for reasons I don’t really know for sure, probably memory constraints, these multiple-of-128 or multiple-of-120 resolutions already existed, the industry standard line drivers became drivers with 360 line outputs (1 per subpixel). If you would tear down your 1920×1080 screen, I would be putting money on there being 16 line drivers on the top/bottom and 9 on one of the sides. Oh hey, that’s 16:9. Guess how obvious that resolution choice was back when 16:9 was ‘invented’. Then there’s the issue of aspect ratio. This is really a completely different field of psychology, but it boils down to: historically, people have believed and measured that we have a sort of wide-screen view of the world. Naturally, people believed that the most natural representation of data on a screen would be in a wide-screen view, and this is where the great anamorphic revolution of the ’60s came from when films were shot in ever wider aspect ratios. Since then, this kind of knowledge has been refined and mostly debunked. Yes, we do have a wide-angle view, but the area where we can actually see sharply – the center of our vision – is fairly round. Slightly elliptical and squashed, but not really more than about 4:3 or 3:2. So for detailed viewing, for instance for reading text on a screen, you can utilize most of your detail vision by employing an almost-square screen, a bit like the screens up to the mid-2000s. However, again this is not how marketing took it. Computers in ye olden days were used mostly for productivity and detailed work, but as they commoditized and as the computer as media consumption device evolved, people didn’t necessarily use their computer for work most of the time. They used it to watch media content: movies, television series and photos. And for that kind of viewing, you get the most ‘immersion factor’ if the screen fills as much of your vision (including your peripheral vision) as possible. Which means widescreen. But there’s more marketing still. When detail work was still an important factor, people cared about resolution. As many pixels as possible on the screen. SGI was selling almost-4K CRTs! The most optimal way to get the maximum amount of pixels out of a glass substrate is to cut it as square as possible. 1:1 or 4:3 screens have the most pixels per diagonal inch. But with displays becoming more consumery, inch-size became more important, not amount of pixels. And this is a completely different optimization target. To get the most diagonal inches out of a substrate, you want to make the screen as wide as possible. First we got 16:10, then 16:9 and there have been moderately successful panel manufacturers making 22:9 and 2:1 screens (like Philips). Even though pixel density and absolute resolution went down for a couple of years, inch-sizes went up and that’s what sold. Why buy a 19″ 1280×1024 when you can buy a 21″ 1366×768? Eh… I think that about covers all the major aspects here. There’s more of course; bandwidth limits of HDMI, DVI, DP and of course VGA played a role, and if you go back to the pre-2000s, graphics memory, in-computer bandwdith and simply the limits of commercially available RAMDACs played an important role. But for today’s considerations, this is about all you need to know. Have something to add to the explanation? Sound off in the the comments. Want to read more answers from other tech-savvy Stack Exchange users? Check out the full discussion thread here.     

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  • Who could ask for more with LESS CSS? (Part 3 of 3&ndash;Clrizr)

    - by ToString(theory);
    Welcome back!  In the first two posts in this series, I covered some of the awesome features in CSS precompilers such as SASS and LESS, as well as how to get an initial project setup up and running in ASP.Net MVC 4. In this post, I will cover an actual advanced example of using LESS in a project, and show some of the great productivity features we gain from its usage. Introduction In the first post, I mentioned two subjects that I will be using in this example – constants, and color functions.  I’ve always enjoyed using online color scheme utilities such as Adobe Kuler or Color Scheme Designer to come up with a scheme based off of one primary color.  Using these tools, and requesting a complementary scheme you can get a couple of shades of your primary color, and a couple of shades of a complementary/accent color to display. Because there is no way in regular css to do color operations or store variables, there was no way to accomplish something like defining a primary color, and have a site theme cascade off of that.  However with tools such as LESS, that impossibility becomes a reality!  So, if you haven’t guessed it by now, this post is on the creation of a plugin/module/less file to drop into your project, plugin one color, and have your primary theme cascade from it.  I only went through the trouble of creating a module for getting Complementary colors.  However, it wouldn’t be too much trouble to go through other options such as Triad or Monochromatic to get a module that you could use off of that. Step 1 – Analysis I decided to mimic Adobe Kuler’s Complementary theme algorithm as I liked its simplicity and aesthetics.  Color Scheme Designer is great, but I do believe it can give you too many color options, which can lead to chaos and overload.  The first thing I had to check was if the complementary values for the color schemes were actually hues rotated by 180 degrees at all times – they aren’t.  Apparently Adobe applies some variance to the complementary colors to get colors that are actually more aesthetically appealing to users.  So, I opened up Excel and began to plot complementary hues based on rotation in increments of 10: Long story short, I completed the same calculations for Hue, Saturation, and Lightness.  For Hue, I only had to record the Complementary hue values, however for saturation and lightness, I had to record the values for ALL of the shades.  Since the functions were too complicated to put into LESS since they aren’t constant/linear, but rather interval functions, I instead opted to extrapolate the HSL values using the trendline function for each major interval, onto intervals of spacing 1. For example, using the hue extraction, I got the following values: Interval Function 0-60 60-140 140-270 270-360 Saturation and Lightness were much worse, but in the end, I finally had functions for all of the intervals, and then went the route of just grabbing each shades value in intervals of 1.  Step 2 – Mapping I declared variable names for each of these sections as something that shouldn’t ever conflict with a variable someone would define in their own file.  After I had each of the values, I extracted the values and put them into files of their own for hue variables, saturation variables, and lightness variables…  Example: /*HUE CONVERSIONS*/@clrizr-hue-source-0deg: 133.43;@clrizr-hue-source-1deg: 135.601;@clrizr-hue-source-2deg: 137.772;@clrizr-hue-source-3deg: 139.943;@clrizr-hue-source-4deg: 142.114;.../*SATURATION CONVERSIONS*/@clrizr-saturation-s2SV0px: 0;@clrizr-saturation-s2SV1px: 0;@clrizr-saturation-s2SV2px: 0;@clrizr-saturation-s2SV3px: 0;@clrizr-saturation-s2SV4px: 0;.../*LIGHTNESS CONVERSIONS*/@clrizr-lightness-s2LV0px: 30;@clrizr-lightness-s2LV1px: 31;@clrizr-lightness-s2LV2px: 32;@clrizr-lightness-s2LV3px: 33;@clrizr-lightness-s2LV4px: 34;...   In the end, I have 973 lines of mapping/conversion from source HSL to shade HSL for two extra primary shades, and two complementary shades. The last bit of the work was the file to compose each of the shades from these mappings. Step 3 – Clrizr Mapper The final step was the hardest to overcome as I was still trying to understand LESS to its fullest extent.  Imports As mentioned previously, I had separated the HSL mappings into different files, so the first necessary step is to import those for use into the Clrizr plugin: @import url("hue.less");@import url("saturation.less");@import url("lightness.less"); Extract Component Values For Each Shade Next, I extracted the necessary information for each shade HSL before shade composition: @clrizr-input-saturation: 1px+floor(saturation(@clrizr-input))-1;@clrizr-input-lightness: 1px+floor(lightness(@clrizr-input))-1; @clrizr-complementary-hue: formatstring("clrizr-hue-source-{0}", ceil(hue(@clrizr-input))); @clrizr-primary-2-saturation: formatstring("clrizr-saturation-s2SV{0}",@clrizr-input-saturation);@clrizr-primary-1-saturation: formatstring("clrizr-saturation-s1SV{0}",@clrizr-input-saturation);@clrizr-complementary-1-saturation: formatstring("clrizr-saturation-c1SV{0}",@clrizr-input-saturation); @clrizr-primary-2-lightness: formatstring("clrizr-lightness-s2LV{0}",@clrizr-input-lightness);@clrizr-primary-1-lightness: formatstring("clrizr-lightness-s1LV{0}",@clrizr-input-lightness);@clrizr-complementary-1-lightness: formatstring("clrizr-lightness-c1LV{0}",@clrizr-input-lightness); Here, you can see a couple of odd things…  On the first line, I am using operations to add units to the saturation and lightness.  This is due to some limitations in the operations that would give me saturation or lightness in %, which can’t be in a variable name.  So, I use first add 1px to it, which casts the result of the following functions as px instead of %, and then at the end, I remove that pixel.  You can also see here the formatstring method which is exactly what it sounds like – something like String.Format(string str, params object[] obj). Get Primary & Complementary Shades Now that I have components for each of the different shades, I can now compose them into each of their pieces.  For this, I use the @@ operator which will look for a variable with the name specified in a string, and then call that variable: @clrizr-primary-2: hsl(hue(@clrizr-input), @@clrizr-primary-2-saturation, @@clrizr-primary-2-lightness);@clrizr-primary-1: hsl(hue(@clrizr-input), @@clrizr-primary-1-saturation, @@clrizr-primary-1-lightness);@clrizr-primary: @clrizr-input;@clrizr-complementary-1: hsl(@@clrizr-complementary-hue, @@clrizr-complementary-1-saturation, @@clrizr-complementary-1-lightness);@clrizr-complementary-2: hsl(@@clrizr-complementary-hue, saturation(@clrizr-input), lightness(@clrizr-input)); That’s is it, for the most part.  These variables now hold the theme for the one input color – @clrizr-input.  However, I have one last addition… Perceptive Luminance Well, after I got the colors, I decided I wanted to also get the best font color that would go on top of it.  Black or white depending on light or dark color.  Now I couldn’t just go with checking the lightness, as that is half the story.  You see, the human eye doesn’t see ALL colors equally well but rather has more cells for interpreting green light compared to blue or red.  So, using the ratio, we can calculate the perceptive luminance of each of the shades, and get the font color that best matches it! @clrizr-perceptive-luminance-ps2: round(1 - ( (0.299 * red(@clrizr-primary-2) ) + ( 0.587 * green(@clrizr-primary-2) ) + (0.114 * blue(@clrizr-primary-2)))/255)*255;@clrizr-perceptive-luminance-ps1: round(1 - ( (0.299 * red(@clrizr-primary-1) ) + ( 0.587 * green(@clrizr-primary-1) ) + (0.114 * blue(@clrizr-primary-1)))/255)*255;@clrizr-perceptive-luminance-ps: round(1 - ( (0.299 * red(@clrizr-primary) ) + ( 0.587 * green(@clrizr-primary) ) + (0.114 * blue(@clrizr-primary)))/255)*255;@clrizr-perceptive-luminance-pc1: round(1 - ( (0.299 * red(@clrizr-complementary-1)) + ( 0.587 * green(@clrizr-complementary-1)) + (0.114 * blue(@clrizr-complementary-1)))/255)*255;@clrizr-perceptive-luminance-pc2: round(1 - ( (0.299 * red(@clrizr-complementary-2)) + ( 0.587 * green(@clrizr-complementary-2)) + (0.114 * blue(@clrizr-complementary-2)))/255)*255; @clrizr-col-font-on-primary-2: rgb(@clrizr-perceptive-luminance-ps2, @clrizr-perceptive-luminance-ps2, @clrizr-perceptive-luminance-ps2);@clrizr-col-font-on-primary-1: rgb(@clrizr-perceptive-luminance-ps1, @clrizr-perceptive-luminance-ps1, @clrizr-perceptive-luminance-ps1);@clrizr-col-font-on-primary: rgb(@clrizr-perceptive-luminance-ps, @clrizr-perceptive-luminance-ps, @clrizr-perceptive-luminance-ps);@clrizr-col-font-on-complementary-1: rgb(@clrizr-perceptive-luminance-pc1, @clrizr-perceptive-luminance-pc1, @clrizr-perceptive-luminance-pc1);@clrizr-col-font-on-complementary-2: rgb(@clrizr-perceptive-luminance-pc2, @clrizr-perceptive-luminance-pc2, @clrizr-perceptive-luminance-pc2); Conclusion That’s it!  I have posted a project on clrizr.codePlex.com for this, and included a testing page for you to test out how it works.  Feel free to use it in your own project, and if you have any questions, comments or suggestions, please feel free to leave them here as a comment, or on the contact page!

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  • Webcast Q&A: Qualcomm Provides a Seamless Experience for Customers with Oracle WebCenter

    - by kellsey.ruppel
    Last Thursday we had the second webcast in our WebCenter in Action webcast series, "Qualcomm Provides a Seamless Experience for Customers with Oracle WebCenter, where customer Michael Chander from Qualcomm and Vince Casarez & Gourav Goyal from Oracle Partner Keste shared how Oracle WebCenter is powering Qualcomm’s externally facing website and providing a seamless experience for their customers. In case you missed it, here's a recap of the Q&A.   Mike Chandler, Qualcomm Q: Did you run into any issues when integrating all of the different applications together?A: Definitely, our main challenges were in the area of user provisioning and security propagation, all the standard stuff you might expect when hooking up SSO for authentication and authorization. In addition, we spent several iterations getting the UI’s in sync. While everyone was given the same digital material to build too, each team interpreted and implemented it their own way. Initially as a user navigated, if you were looking for it, you could slight variations in color or font or width , stuff like that. So we had to pull all the developers responsible for the UI together and get pixel level agreement on a lot of things so we could ensure seamless transitions across applications. Q: What has been the biggest benefit your end users have seen?A: Wow, there have been several. An SSO enabled environment was huge a win for our users. The portal application that this replaced had not really been invested in by the business. With this project, we had full business participation and backing, and it really showed in some key areas like the shopping experience. For example, while ordering in the previous site, the items did not have any pictures or really usable descriptions. A tremendous amount of work was done to try and make the site more intuitive and user friendly. Site performance has also drastically improved thanks to new hardware, improved database design, and of course the fact that ADF has made great strides in runtime performance. Q: Was there any resistance internally when implementing the solution? If so, how did you overcome that?A: Within a large company, I’m sure there is always going to be competition for large projects, as there was here. Once we got through the technical analysis and settled on the technology choices, it was actually no resistance to implementing the solution. This project was fully driven by the business with the aim of long term growth. I can confidently say that the fact that this project was given the utmost importance by both the business and IT really help put down any resistance that you would typically see while implementing a new solution. Q: Given the performance, what do you estimate to be the top end capacity of the system? A:I think our top end capacity is really only limited by our hardware. I’m comfortable saying we could grow 10x on our current hardware, both in terms of transactions and users. We can easily spin up new JVM instances if needed. We already use less JVM’s than we had planned. In addition, ADF is doing a very good job with his connection pooling and application module pooling, so we see a very good ratio of users connected to the systems vs db connections, without impacting performace. Q: What's the overview or summary of feedback from the users interacting with the site?A: Feedback has been overwhelmingly positive from both the business and our customers. They’re very happy with the new SSO environment , the new LAF, and the performance of the site. Of course, it’s not all roses. No matter what, there are always going to be people that don’t like the layout or the color scheme, etc. By and large though, customers are happy and the business is happy. Q: Can you describe the impressions about the site before and after the project within Qualcomm?A: Before the project, the site worked and people were using it, but most people were not happy with it. It was slow and tended to be a bit tempermental, for example a user would perform a transaction and the system would throw and unexpected error. The user could back up and retry the steps and things would work fine, so why didn’t work the first time?. From a UI perspective, we’d hear comments like it looked like it was built by a high school student.  Vince Casarez & Gourav Goyal, Keste Q: Did you run into any obstacles when implementing the solution?A: It's interesting some people call them "obstacles" on this project we just called them "dependencies".  There were both technical and business related dependencies that we had to work out. Mike points out the SSO dependencies and the coordination and synchronization between the teams to have a seamless login experience and a seamless end user experience.  There was also a set of dependencies on the User Acceptance testing to make sure that everyone understood the use cases for how the system would be used.  With a branching into a new market and trying to match a simple user experience as many consumer sites have today, there was always a tendency for the team members to provide their suggestions on how things could be simpler.  But with all the work up front on the user design and getting the business driving this set of experiences, this minimized the downstream suggestions that tend to distract a team.  In this case, all the work up front allowed us to enumerate the "dependencies" and keep the distractions to a minimum. Q: Was there a lot of custom work that needed to be done for this particular solution?A: The focus for this particular solution was really on the custom processes. The interesting thing is that with the data flows and the integration with applications, there are some pre-built integrations, but realistically for the process flow, we had to build those. The framework and tooling we used made things easier so we didn’t have to implement core functionality, like transitioning from screen to screen or from flow to flow. The design feature of Task Flows really helped speed the development and keep the component infrastructure in line with the dynamic processes.  Task flows and other elements like Skins are core to the infrastructure or technology stack of Oracle. This then allowed the team to center the project focus around the business flows and use cases to meet the core requirements and keep the project on time. Q: What do you think were the keys to success for rolling out WebCenter?A:  The 5 main keys to success were: 1) Sponsorship from the whole organization around this project from senior executive agreement, business owners driving functionality, and IT development alignment; 2) Upfront design planning and use case definition to clearly define the project scope and requirements; 3) Focussed development and project management aligned with the top level goals and drivers; 4) User acceptance and usability testing along the way to identify potential issues and direct resolution of the issues;  and 5) Constant prioritization of the issues for development to fix by the business.  It also helps to have great team chemistry and really smart people working on the project. If you missed the webcast, be sure to catch the replay to see a live demonstration of WebCenter in action!  Qualcomm Provides a Seamless Experience for Customers with Oracle WebCenter from Oracle WebCenter

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  • CodePlex Daily Summary for Thursday, November 15, 2012

    CodePlex Daily Summary for Thursday, November 15, 2012Popular ReleasesMVC Bootstrap: MVC Boostrap 0.5.6: A small demo site, based on the default ASP.NET MVC 3 project template, showing off some of the features of MVC Bootstrap. Added features to the Membership provider, a "lock out" feature to help fight brute force hacking of accounts. After a set number of log in attempts, the account is locked for a set time. If you download and use this project, please give some feedback, good or bad!Home Access Plus+: v8.4: This release only contains fixes for the 97576 release, you can download the v8.3 release files which aren't in this release from 97576 Changes: Fixed: Setup.aspx wrong jquery reference Fixed: Issue with loading the user's photo Changed: The JSON Urls to use a number of a date rather than a string Added: Code to hopefully, finally, fix the AD Browser not working some times File Changes: ~/bin/hap.ad.dll ~/bin/hap.web.dll ~/bin/hap.web.configuration.dll ~/bin/hap.web.livetiles.dl...OnTopReplica: Release 3.4: Update to the 3 version with major fixes and improvements. Compatible with Windows 8. Now runs (and requires) .NET Framework v.4.0. Added relative mode for region selection (allows the user to select regions as margins from the borders of the thumbnail, useful for windows which have a variable size but fixed size controls, like video players). Improved window seeking when restoring cloned thumbnail or cloning a window by title or by class. Improved settings persistence. Improved co...DotSpatial: DotSpatial 1.4: This is a Minor Release. See the changes in the issue tracker. Minimal -- includes DotSpatial core and essential extensions Extended -- includes debugging symbols and additional extensions Tutorials are available. Just want to run the software? End user (non-programmer) version available branded as MapWindow Want to add your own feature? Develop a plugin, using the template and contribute to the extension feed (you can also write extensions that you distribute in other ways). Components ...JSLint for Resharper: 0.2.4701 (Resharper 7.1): Added settings dialog. May now prioritize before Resharper JS messages JSLint settings may be set as default. (For example browser: true, indent: 2) Added support for JSLint directives in mixed language files. Upgraded to Resharper 7.1.WinRT XAML Toolkit: WinRT XAML Toolkit - 1.3.5: WinRT XAML Toolkit based on the Windows 8 RTM SDK. Download the latest source from the SOURCE CODE page. For compiled version use NuGet. You can add it to your project in Visual Studio by going to View/Other Windows/Package Manager Console and entering: PM> Install-Package winrtxamltoolkit Features Attachable Behaviors AwaitableUI extensions Controls Converters Debugging helpers Extension methods Imaging helpers IO helpers VisualTree helpers Samples Recent changes Docum...Social Network Importer for NodeXL: SocialNetImporter(v.1.6.1): This new version includes: - Fixes for some reported bugs. To use the new graph data provider, do the following: Unzip the Zip file into the "PlugIns" folder that can be found in the NodeXL installation folder (i.e "C:\Program Files\Social Media Research Foundation\NodeXL Excel Template\PlugIns") Open NodeXL template and you can access the new importer from the "Import" menuAcDown?????: AcDown????? v4.3: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown??????????????????,????????????????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ????32??64? Windows XP/Vista/7/8 ???? 32??64? ???Linux ????(1)????????Windows XP???,????????.NET Framework 2.0???(x86),?????"?????????"??? (2)???????????Linux???,????????Mono?? ??2...SoftRenderer: SoftRenderer v0.2: SPONZA DEMO SoftRender is a CPU based renderer. It render 3D scene only on CPU. It's a project for learning purpose. SoftRender ????????,??????????。 http://i3.codeplex.com/Download?ProjectName=sr&DownloadId=528732 ?????????????,???compilehwshader.bat???????shader SoftRenderer.exe?vc10???????bin?? SoftRenderer_avx.exe?intel????????avx???cpu?????bin??WallSwitch: WallSwitch 1.2.1: Version 1.2.1 Changes: Improved collage image distribution to overlap older images first. Set default collage background blur distance to 4 (provides a more gradual effect). Fixed issue where wallpaper not displayed on Windows Vista when Cross-Fade transitions enabled. Fixed issue with duplicated themes not updating history view correctly.????: ???? 1.0: ????Unicode IVS Add-in for Microsoft Office: Unicode IVS Add-in for Microsoft Office: Unicode IVS Add-in for Microsoft Office ??? ?????、Unicode IVS?????????????????Unicode IVS???????????????。??、??????????????、?????????????????????????????。Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.74: fix for issue #18836 - sometimes throws null-reference errors in ActivationObject.AnalyzeScope method. add back the Context object's 8-parameter constructor, since someone has code that's using it. throw a low-pri warning if an expression statement is == or ===; warn that the developer may have meant an assignment (=). if window.XXXX or window"XXXX" is encountered, add XXXX (as long as it's a valid JavaScript identifier) to the known globals so subsequent references to XXXX won't throw ...???????: Monitor 2012-11-11: This is the first releasehttpclient?????????: httpclient??????? 1.0: httpclient??????? (1)?????????? (2)????????? (3)??2012-11-06??,???????。VidCoder: 1.4.5 Beta: Removed the old Advanced user interface and moved x264 preset/profile/tune there instead. The functionality is still available through editing the options string. Added ability to specify the H.264 level. Added ability to choose VidCoder's interface language. If you are interested in translating, we can get VidCoder in your language! Updated WPF text rendering to use the better Display mode. Updated HandBrake core to SVN 5045. Removed logic that forced the .m4v extension in certain ...ImageGlass: Version 1.5: http://i1214.photobucket.com/albums/cc483/phapsuxeko/ImageGlass/1.png v1.5.4401.3015 Thumbnail bar: Increase loading speed Thumbnail image with ratio Support personal customization: mouse up, mouse down, mouse hover, selected item... Scroll to show all items Image viewer Zoom by scroll, or selected rectangle Speed up loading Zoom to cursor point New background design and customization and others... v1.5.4430.483 Thumbnail bar: Auto move scroll bar to selected image Show / Hi...Building Windows 8 Apps with C# and XAML: Full Source Chapters 1 - 10 for Windows 8 Fix 002: This is the full source from all chapters of the book, compiled and tested on Windows 8 RTM. Includes: A fix for the Netflix example from Chapter 6 that was missing a service reference A fix for the ImageHelper issue (images were not being saved) - this was due to the buffer being inadequate and required streaming the writeable bitmap to a buffer first before encoding and savingmyCollections: Version 2.3.2.0: New in this version : Added TheGamesDB.net API for Games and NDS Added Support for Windows Media Center Added Support for myMovies Added Support for XBMC Added Support for Dune HD Added Support for Mede8er Added Support for WD HDTV Added Fast search options Added order by Artist/Album for music You can now create covers and background for games You can now update your ID3 tag with the info of myCollections Fixed several provider Performance improvement New Splash ...Draw: Draw 1.0: Drawing PadNew ProjectsCreatorRSS: CreatorRSS - A Simple Desktop tray RSS Reader This is a simple desktop RSS reader that will help in managing your feeds and get notifications. CreatorRSS is based on .NET framework 2.0 and is coded in C#. This was tested only on Windows Xp Professional Sp2 but it should work on any Windows operating systems that support .NET framework. Extensions Library: Extension Library adds several helpful extensions to your project including: - SharePoint Logging - Event Viewer Logging - Exception Handling - .Net ExtensionsHoliday Calendar: This project contains a holiday calendar user control to be used in Windows Form applications.InputSQL: C# InputSQLInstall Visual Basic 6 in Windows 8: Please see the home page.KaartenSolution: A very simple card game.MezanmiNet_TaxiReviews: just a review application on the mobile platformMSHelpMeHD: A Windows 8 Store App.ProjectSocial: This is just a project to try coding.Rabbit MQ Client for Windows Store apps: rabbitmq client support for windows apps storeRFC 822 DateTime: Parse or write a date and time formatted according to the RFC 822 specification. RxJS TypeScript difinition: TypeScript d.ts files for RxJS(ReactiveExtensions for JavaScript)Samurai Blades - Webapp: A mimic of a classic board game (Shogun) created for web using HTML5 and ASP.NET MVC 4 (including the new typescript js compiler). servicehook: testSIMS Bulk Import: SIMS .net is the most popular MIS system used by schools across the UK. This tool allows you to bulk import email addresses and information into UDF fields.SpaceFlight: This project is a browser for the SloanDigital Sky Survey Data sets that allows for unconstrained movement within the data set.Sparse matrix format converter: Convert matrix market files to CSR0, CSR1 format. SPAutoSuggestion: A JavaScript application to show auto-suggestions in SharePoint search site's text boxes like in Google.SpreadsheetLight by Vincent Tan: For the latest release of SpreadsheetLight always go to http://www.spreadsheetlight.com, Anele MbangaSSTU: SSTU - this is simple client for Russian "Saratov State Technical University" web-site.Username generator library: Helps generate usernamesVideoStream: First attempt at a Windows Store Style App, aims to make it easy to browse videos from links provided in social media streams.WP8 Async WebClient: Provides async/await (TPL) capability to WebClient within Windows Phone 8wsccprototype: this is a prototype of what the main website will look like. Every other customization will be made in time.wsubi: A spiced-up way to manage scripts. This is a Windows port of the the 'sub' project from 37signals (https://github.com/37signals/sub).??C#????????: ?????????????ROYcms?????????! 1.?????????,?????? 2.????????,?????????? 3.?????,?????,????????????????,??????????? 4.???????????,????

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  • How to follow object on CatmullRomSplines at constant speed (e.g. train and train carriage)?

    - by Simon
    I have a CatmullRomSpline, and using the very good example at https://github.com/libgdx/libgdx/wiki/Path-interface-%26-Splines I have my object moving at an even pace over the spline. Using a simple train and carriage example, I now want to have the carriage follow the train at the same speed as the train (not jolting along as it does with my code below). This leads into my main questions: How can I make the carriage have the same constant speed as the train and make it non jerky (it has something to do with the derivative I think, I don't understand how that part works)? Why do I need to divide by the line length to convert to metres per second, and is that correct? It wasn't done in the linked examples? I have used the example I linked to above, and modified for my specific example: private void process(CatmullRomSpline catmullRomSpline) { // Render path with precision of 1000 points renderPath(catmullRomSpline, 1000); float length = catmullRomSpline.approxLength(catmullRomSpline.spanCount * 1000); // Render the "train" Vector2 trainDerivative = new Vector2(); Vector2 trainLocation = new Vector2(); catmullRomSpline.derivativeAt(trainDerivative, current); // For some reason need to divide by length to convert from pixel speed to metres per second but I do not // really understand why I need it, it wasn't done in the examples??????? current += (Gdx.graphics.getDeltaTime() * speed / length) / trainDerivative.len(); catmullRomSpline.valueAt(trainLocation, current); renderCircleAtLocation(trainLocation); if (current >= 1) { current -= 1; } // Render the "carriage" Vector2 carriageLocation = new Vector2(); float carriagePercentageCovered = (((current * length) - 1f) / length); // I would like it to follow at 1 metre behind carriagePercentageCovered = Math.max(carriagePercentageCovered, 0); catmullRomSpline.valueAt(carriageLocation, carriagePercentageCovered); renderCircleAtLocation(carriageLocation); } private void renderPath(CatmullRomSpline catmullRomSpline, int k) { // catMulPoints would normally be cached when initialising, but for sake of example... Vector2[] catMulPoints = new Vector2[k]; for (int i = 0; i < k; ++i) { catMulPoints[i] = new Vector2(); catmullRomSpline.valueAt(catMulPoints[i], ((float) i) / ((float) k - 1)); } SHAPE_RENDERER.begin(ShapeRenderer.ShapeType.Line); SHAPE_RENDERER.setColor(Color.NAVY); for (int i = 0; i < k - 1; ++i) { SHAPE_RENDERER.line((Vector2) catMulPoints[i], (Vector2) catMulPoints[i + 1]); } SHAPE_RENDERER.end(); } private void renderCircleAtLocation(Vector2 location) { SHAPE_RENDERER.begin(ShapeRenderer.ShapeType.Filled); SHAPE_RENDERER.setColor(Color.YELLOW); SHAPE_RENDERER.circle(location.x, location.y, .5f); SHAPE_RENDERER.end(); } To create a decent sized CatmullRomSpline for testing this out: Vector2[] controlPoints = makeControlPointsArray(); CatmullRomSpline myCatmull = new CatmullRomSpline(controlPoints, false); .... private Vector2[] makeControlPointsArray() { Vector2[] pointsArray = new Vector2[78]; pointsArray[0] = new Vector2(1.681817f, 10.379999f); pointsArray[1] = new Vector2(2.045455f, 10.379999f); pointsArray[2] = new Vector2(2.663636f, 10.479999f); pointsArray[3] = new Vector2(3.027272f, 10.700000f); pointsArray[4] = new Vector2(3.663636f, 10.939999f); pointsArray[5] = new Vector2(4.245455f, 10.899999f); pointsArray[6] = new Vector2(4.736363f, 10.720000f); pointsArray[7] = new Vector2(4.754545f, 10.339999f); pointsArray[8] = new Vector2(4.518181f, 9.860000f); pointsArray[9] = new Vector2(3.790908f, 9.340000f); pointsArray[10] = new Vector2(3.172727f, 8.739999f); pointsArray[11] = new Vector2(3.300000f, 8.340000f); pointsArray[12] = new Vector2(3.700000f, 8.159999f); pointsArray[13] = new Vector2(4.227272f, 8.520000f); pointsArray[14] = new Vector2(4.681818f, 8.819999f); pointsArray[15] = new Vector2(5.081817f, 9.200000f); pointsArray[16] = new Vector2(5.463636f, 9.460000f); pointsArray[17] = new Vector2(5.972727f, 9.300000f); pointsArray[18] = new Vector2(6.063636f, 8.780000f); pointsArray[19] = new Vector2(6.027272f, 8.259999f); pointsArray[20] = new Vector2(5.700000f, 7.739999f); pointsArray[21] = new Vector2(5.300000f, 7.440000f); pointsArray[22] = new Vector2(4.645454f, 7.179999f); pointsArray[23] = new Vector2(4.136363f, 6.940000f); pointsArray[24] = new Vector2(3.427272f, 6.720000f); pointsArray[25] = new Vector2(2.572727f, 6.559999f); pointsArray[26] = new Vector2(1.900000f, 7.100000f); pointsArray[27] = new Vector2(2.336362f, 7.440000f); pointsArray[28] = new Vector2(2.590908f, 7.940000f); pointsArray[29] = new Vector2(2.318181f, 8.500000f); pointsArray[30] = new Vector2(1.663636f, 8.599999f); pointsArray[31] = new Vector2(1.209090f, 8.299999f); pointsArray[32] = new Vector2(1.118181f, 7.700000f); pointsArray[33] = new Vector2(1.045455f, 6.880000f); pointsArray[34] = new Vector2(1.154545f, 6.100000f); pointsArray[35] = new Vector2(1.281817f, 5.580000f); pointsArray[36] = new Vector2(1.700000f, 5.320000f); pointsArray[37] = new Vector2(2.190908f, 5.199999f); pointsArray[38] = new Vector2(2.900000f, 5.100000f); pointsArray[39] = new Vector2(3.700000f, 5.100000f); pointsArray[40] = new Vector2(4.372727f, 5.220000f); pointsArray[41] = new Vector2(4.827272f, 5.220000f); pointsArray[42] = new Vector2(5.463636f, 5.160000f); pointsArray[43] = new Vector2(5.554545f, 4.700000f); pointsArray[44] = new Vector2(5.245453f, 4.340000f); pointsArray[45] = new Vector2(4.445455f, 4.280000f); pointsArray[46] = new Vector2(3.609091f, 4.260000f); pointsArray[47] = new Vector2(2.718181f, 4.160000f); pointsArray[48] = new Vector2(1.990908f, 4.140000f); pointsArray[49] = new Vector2(1.427272f, 3.980000f); pointsArray[50] = new Vector2(1.609090f, 3.580000f); pointsArray[51] = new Vector2(2.136363f, 3.440000f); pointsArray[52] = new Vector2(3.227272f, 3.280000f); pointsArray[53] = new Vector2(3.972727f, 3.340000f); pointsArray[54] = new Vector2(5.027272f, 3.360000f); pointsArray[55] = new Vector2(5.718181f, 3.460000f); pointsArray[56] = new Vector2(6.100000f, 4.240000f); pointsArray[57] = new Vector2(6.209091f, 4.500000f); pointsArray[58] = new Vector2(6.118181f, 5.320000f); pointsArray[59] = new Vector2(5.772727f, 5.920000f); pointsArray[60] = new Vector2(4.881817f, 6.140000f); pointsArray[61] = new Vector2(5.318181f, 6.580000f); pointsArray[62] = new Vector2(6.263636f, 7.020000f); pointsArray[63] = new Vector2(6.645453f, 7.420000f); pointsArray[64] = new Vector2(6.681817f, 8.179999f); pointsArray[65] = new Vector2(6.627272f, 9.080000f); pointsArray[66] = new Vector2(6.572727f, 9.699999f); pointsArray[67] = new Vector2(6.263636f, 10.820000f); pointsArray[68] = new Vector2(5.754546f, 11.479999f); pointsArray[69] = new Vector2(4.536363f, 11.599998f); pointsArray[70] = new Vector2(3.572727f, 11.700000f); pointsArray[71] = new Vector2(2.809090f, 11.660000f); pointsArray[72] = new Vector2(1.445455f, 11.559999f); pointsArray[73] = new Vector2(0.936363f, 11.280000f); pointsArray[74] = new Vector2(0.754545f, 10.879999f); pointsArray[75] = new Vector2(0.700000f, 9.939999f); pointsArray[76] = new Vector2(0.918181f, 9.620000f); pointsArray[77] = new Vector2(1.463636f, 9.600000f); return pointsArray; } Disclaimer: My math is very rusty, so please explain in lay mans terms....

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  • XNA shield effect with a Primative sphere problem

    - by Sparky41
    I'm having issue with a shield effect i'm trying to develop. I want to do a shield effect that surrounds part of a model like this: http://i.imgur.com/jPvrf.png I currently got this: http://i.imgur.com/Jdin7.png (The red likes are a simple texture a black background with a red cross in it, for testing purposes: http://i.imgur.com/ODtzk.png where the smaller cross in the middle shows the contact point) This sphere is drawn via a primitive (DrawIndexedPrimitives) This is how i calculate the pieces of the sphere using a class i've called Sphere (this class is based off the code here: http://xbox.create.msdn.com/en-US/education/catalog/sample/primitives_3d) public class Sphere { // During the process of constructing a primitive model, vertex // and index data is stored on the CPU in these managed lists. List vertices = new List(); List indices = new List(); // Once all the geometry has been specified, the InitializePrimitive // method copies the vertex and index data into these buffers, which // store it on the GPU ready for efficient rendering. VertexBuffer vertexBuffer; IndexBuffer indexBuffer; BasicEffect basicEffect; public Vector3 position = Vector3.Zero; public Matrix RotationMatrix = Matrix.Identity; public Texture2D texture; /// <summary> /// Constructs a new sphere primitive, /// with the specified size and tessellation level. /// </summary> public Sphere(float diameter, int tessellation, Texture2D text, float up, float down, float portstar, float frontback) { texture = text; if (tessellation < 3) throw new ArgumentOutOfRangeException("tessellation"); int verticalSegments = tessellation; int horizontalSegments = tessellation * 2; float radius = diameter / 2; // Start with a single vertex at the bottom of the sphere. AddVertex(Vector3.Down * ((radius / up) + 1), Vector3.Down, Vector2.Zero);//bottom position5 // Create rings of vertices at progressively higher latitudes. for (int i = 0; i < verticalSegments - 1; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude / up);//(up)5 float dxz = (float)Math.Cos(latitude); // Create a single ring of vertices at this latitude. for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)(Math.Cos(longitude) * dxz) / portstar;//port and starboard (right)2 float dz = (float)(Math.Sin(longitude) * dxz) * frontback;//front and back1.4 Vector3 normal = new Vector3(dx, dy, dz); AddVertex(normal * radius, normal, new Vector2(j, i)); } } // Finish with a single vertex at the top of the sphere. AddVertex(Vector3.Up * ((radius / down) + 1), Vector3.Up, Vector2.One);//top position5 // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; AddIndex(1 + i * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(CurrentVertex - 1); AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); AddIndex(CurrentVertex - 2 - i); } //InitializePrimitive(graphicsDevice); } /// <summary> /// Adds a new vertex to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddVertex(Vector3 position, Vector3 normal, Vector2 texturecoordinate) { vertices.Add(new VertexPositionNormal(position, normal, texturecoordinate)); } /// <summary> /// Adds a new index to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); indices.Add((ushort)index); } /// <summary> /// Queries the index of the current vertex. This starts at /// zero, and increments every time AddVertex is called. /// </summary> protected int CurrentVertex { get { return vertices.Count; } } public void InitializePrimitive(GraphicsDevice graphicsDevice) { // Create a vertex declaration, describing the format of our vertex data. // Create a vertex buffer, and copy our vertex data into it. vertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormal), vertices.Count, BufferUsage.None); vertexBuffer.SetData(vertices.ToArray()); // Create an index buffer, and copy our index data into it. indexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), indices.Count, BufferUsage.None); indexBuffer.SetData(indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. basicEffect = new BasicEffect(graphicsDevice); //basicEffect.EnableDefaultLighting(); } /// <summary> /// Draws the primitive model, using the specified effect. Unlike the other /// Draw overload where you just specify the world/view/projection matrices /// and color, this method does not set any renderstates, so you must make /// sure all states are set to sensible values before you call it. /// </summary> public void Draw(Effect effect) { GraphicsDevice graphicsDevice = effect.GraphicsDevice; // Set our vertex declaration, vertex buffer, and index buffer. graphicsDevice.SetVertexBuffer(vertexBuffer); graphicsDevice.Indices = indexBuffer; graphicsDevice.BlendState = BlendState.Additive; foreach (EffectPass effectPass in effect.CurrentTechnique.Passes) { effectPass.Apply(); int primitiveCount = indices.Count / 3; graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Count, 0, primitiveCount); } graphicsDevice.BlendState = BlendState.Opaque; } /// <summary> /// Draws the primitive model, using a BasicEffect shader with default /// lighting. Unlike the other Draw overload where you specify a custom /// effect, this method sets important renderstates to sensible values /// for 3D model rendering, so you do not need to set these states before /// you call it. /// </summary> public void Draw(Camera camera, Color color) { // Set BasicEffect parameters. basicEffect.World = GetWorld(); basicEffect.View = camera.view; basicEffect.Projection = camera.projection; basicEffect.DiffuseColor = color.ToVector3(); basicEffect.TextureEnabled = true; basicEffect.Texture = texture; GraphicsDevice device = basicEffect.GraphicsDevice; device.DepthStencilState = DepthStencilState.Default; if (color.A < 255) { // Set renderstates for alpha blended rendering. device.BlendState = BlendState.AlphaBlend; } else { // Set renderstates for opaque rendering. device.BlendState = BlendState.Opaque; } // Draw the model, using BasicEffect. Draw(basicEffect); } public virtual Matrix GetWorld() { return /*world */ Matrix.CreateScale(1f) * RotationMatrix * Matrix.CreateTranslation(position); } } public struct VertexPositionNormal : IVertexType { public Vector3 Position; public Vector3 Normal; public Vector2 TextureCoordinate; /// <summary> /// Constructor. /// </summary> public VertexPositionNormal(Vector3 position, Vector3 normal, Vector2 textCoor) { Position = position; Normal = normal; TextureCoordinate = textCoor; } /// <summary> /// A VertexDeclaration object, which contains information about the vertex /// elements contained within this struct. /// </summary> public static readonly VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0), new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0) ); VertexDeclaration IVertexType.VertexDeclaration { get { return VertexPositionNormal.VertexDeclaration; } } } A simple call to the class to initialise it. The Draw method is called in the master draw method in the Gamecomponent. My current thoughts on this are: The direction of the weapon hitting the ship is used to get the middle position for the texture Wrap a texture around the drawn sphere based on this point of contact Problem is i'm not sure how to do this. Can anyone help or if you have a better idea please tell me i'm open for opinion? :-) Thanks.

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