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  • Ubuntu audio mysteriously stopped working (12.04)

    - by Laika
    Well, I've been a user of Ubuntu 12.04 LTS since April now, and it's been a very pleasant experience. I'm a big fan of electronic music, and I tend to have my tracks playing in the background while I do things on my laptop, either in YouTube or in Clementine, my default music player. All has worked very well until now. A couple of days ago my entire PC started to lag really badly. Almost everything was unusable. I opened up System Monitor via the terminal to find a process called "pulseaudio" using nearly 1GB of RAM and over 80% of my CPU. I needed to get some important work done and so I killed the process without thinking. Once again today, pulseaudio decided to lag the hell out of my PC, and so I killed it again. Nothing seemed to happen immediately, but once I opened up YouTube all the audio on videos stuttered a lot, while the videos played smoothly. I restarted Firefox to find that the audio was now not working at all, with both headphones and speakers, and the volume up quite a bit (it's not muted, I've checked that!). A little bit of research later and I've discovered that pulseaudio plays an important part in Ubuntu's audio. Even after restarting my PC the audio still ceases to work in any applications or with any output. The pulseaudio process refuses to start up again. So, can you help me out here? What can I do to fix my problem, and why was pulseaudio doing this in the first place?

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  • What is the best way to manage large 3d worlds (i.e minecraft style)?

    - by SomeXnaChump
    After playing minecraft I was marvelling a bit at their large worlds but at the same time finding it extremely slow to navigate, even with a quad core and meaty graphics card. Now I assume its fairly slow because: A) Its written in Java, and as most of the actual spatial partitioning and other memory management activities happen in there it would be slower than a native C++ version. B) They are not partitioning their world very well I could be wrong on both assumptions, however it got me thinking about the best way to manage large worlds. As it is more of a true 3d world, where a block can exist in any part of the world, it is basically a big 3d array [x][y][z], where each block in the world has a type (i.e BlockType.Empty = 0, BlockType.Dirt = 1 etc). Now I am assuming to make this sort of world performant you would need to: a) Use a tree of some variety (oct/kd/bsp) to split all the cubes out, it seems like an oct/kd would be the better option as you can just partition on a per cube level not a per triangle level. b) Use some algorithm to work out if the blocks within the scene can currently be seen, as blocks closer to the user could obfuscate the blocks behind, making it pointless to render them. c) Keep the block object themselves lightweight, so it is quick to add and remove them from the trees I guess there is no right answer to this, but I would be interested to see peoples opinions on the subject.

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  • Windows W8, L8 and now H8

    - by raccoon_tim
    Windows 8 is having to endure with a lot of headwind at the moment. The weather forecast doesn’t appear to improve in the near future either with prominent game developers and publishers taking to the barricades accusing Microsoft of building a closed ecosystem. I am forced to side with this opinion as I too see services the likes of Steam as playing an important role in the gaming world, which just happens to be an industry that cannot be sidelined. What Microsoft is attempting to do is merge the PC and mobile markets. The Windows Marketplace is to be the only place where you can purchase Windows applications in the future starting now with Metro apps. This is what Apple, Google and Microsoft have been doing with mobile devices for some time now and it’s what we have all come to expect. The PC market is different, however. It has always been open, which has resulted in a diverse market allowing for third parties to build successful distribution and marketing networks. You could argue that Microsoft is just doing something that Steam has been doing for a long time now but the difference is that Microsoft would own both the marketplace AND that operating system, which would eventually give it dominance over the whole Windows application distribution network. Currently there is no real alternative to Windows in the PC gaming world but I would expect to see Mac OS and Linux getting more popular if Microsoft does not notice the signals coming from the gaming industry and choose to once again open up the markets on the PC.

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  • Can you recommend a game server for a facebook board game?

    - by Yekmer Simsek
    I am seeking a game server that will scale well. All commercial and/or free software alternatives are welcome. Game will be a boardgame that is similar to poker. Some technical details are listed below. There will be a table which consists of 4 people, to send them message I need a channel manager. A table will be ready to play for at least 5 minutes. There should be a reliable channel manager. People will wait for some time(i.e.) and if they are not playing they will be kicked by server, so there will be a reliable timed task queue to execute some tasks. It should be quick enough to response and show the changes to all 4 people on that table simultaneously.To achive this server should have a powerfull I/O library. I think to use inmemory to have quick response times, but it comes with scalability problems. And some variables should be thread safe so a variable should be thread safe between multiple nodes. Flash(AS3) and Unity (.Net 2.0 C# mono) client API's should be available for socket connection. PS: I am using Reddwarf server, it lacks of documentation and multiple node.

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  • Is this buffer overflow working on Mac OSX? [migrated]

    - by cobie
    Was reading through some text and playing around with attempting to write past the size of an array in C i.e buffer overflow. The text indicates that whenever you attempt to write to say array[5] when the length of the array is 5 then you get a segmentation fault but I dont seem to be getting that When using the code below. The code actually runs. #include <stdio.h> #include <string.h> int main () { int i; int array[5] = {1, 2, 3, 4, 5}; for (i = 0; i <= 255; i++) { array[i] = 10; } int len = sizeof(array) / sizeof(int); printf("%d\n", len); printf("%d\n", array[254]); } On execution of the last statement, a 10 is printed. Am wondering whether this is a vulnerability or if there is something I am missing. I am running the code from iterm2 on a macbook pro.

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  • Why does my system slow down or freeze when there is heavy disk activity?

    - by user72270
    Im a first-time user to Ubuntu-12.04 with WUBI installation. My NoteBook Information : Dell vostro 3450 : i5 2410m, 3 gb ram, intel hd3000, amd 6630m hybrid. Surfing and playing games works flawlessly, however, I'm having huge problems when installing applications and generally copying and moving files. When doing so, system is significantly slower and freezes quite often (Firefox gets bluish, sometimes even black n white). I would say that Ubuntu allocates too much resources on file transfers and installing, but even these tasks are very slow. Here is very specific example : today, i tried to move 6 GB file from win 7 installation. It was good at first, i jumped to firefox but after a while firefox started to randomly turn bluish and mouse was randomly stopping working. It was gradually worse and worse and it got to a point when firefox black n whited and mouse wasn't working at all. I raged and went for some meal, when i got back screen was black. It probably unlogged me due to inactivity, when i pushed random button to bring screen to life i had to wait few minutes to let it show me only my screen background. No log in screen, just background and working mouse. NoteBook fan was working at 100 % so I assumed that file transfer was going on and I left it to work. Nothing then changed for a full hour so I hard rebooted it. File transfer unsuccessful, It transfered hardly 2 gigs. Is this normal ? What to do in these situations ? It didn't let me load system manager and not even terminal. Thanks.

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  • Will Ubuntu work out on my mother's computer?

    - by PleaseStand
    My mother had an old Compaq desktop computer running Windows 98, which she used for occasional Web browsing and playing cards. Recently, a relative brought up a newer computer; it ran Windows XP. Unfortunately, the hard drive failed soon afterward, forcing me to reinstall the operating system. Not having the original Windows disc or product key led me to consider Ubuntu Linux. Will it work for mom? Is the hardware compatible? (Check the history of this question for the full specifications.) Would Ubuntu/Xubuntu suffice, or would I be better off buying a new copy of Windows? Is her card game (Hoyle Card Games 3) likely to run on Wine? I believe the minimum system requirement is Windows 95. Failing Wine compatibility, is running Windows 98 on VirtualBox an option on such an old computer? Are there any equally good card games for Linux? She plays mainly Bridge, Poker, and Solitaire. Is there any "Large Fonts" option for those with poor vision? Is it possible to use a serial mouse?

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  • What is the preferred pattern when attaching a 'runtime object'?

    - by sebf
    In my application I have the following: public class NeatObject { /* lots of static data, and configuration flags */ } public class NeatObjectConsumer { void DoCleverStuffWithObjectOnGPU(NeatObject obj); } Where NeatObject and its consumer are used to control the GPU. The idea being that, the configuration of an instance of NeatObject and its members, define how the consumer instance behaves. The object can be passed around, edited, and most importantly serialised/deserialised by the application, with and without knowledge of NeatObjectConsumer, then provided back to the consumer to do something else. The purpose of this seperation is: The consumer manages hardware resources, which change depending on the computer, and even on the execution of the application, making preserving the state of an object which does everything difficult. Avoids circular references if the assembly that contains the consumer needs to reference one that only needs to know about NeatObject. However, there is a complication in that the consumer creates hardware resources and needs to associate them with NeatObject. These don't need to be preserved, but still need to be retrieved. DoCleverStuffWithObjectOnGPU() will be called many, many times during execution and so any bottleneck is a concern, therefore I would like to avoid dictionary lookups. What is the preferred method of attaching this information to NeatObject? By preferred, I mean intuitive - other coders can see immediately what is going on - and robust - method doesn't invite playing with the resources or present them in such a way as to make them easily corruptible. Essentially, I want to add my own metadata - how should I do it? Try to use 'actual metadata' functionality like Reflection? A member of the type of an abstract class? Unmanaged pointers? If you took on a project that used this pattern, what would you have liked the previous developer to do?

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  • D20 java engine

    - by javydreamercsw
    I'm trying to incorporate PCGen into my application to avoid recreating the wheel for D20 system. (Are there any other libraries out there?) In other words I would like to use PCGen as a library and do things like: CRUD characters (and all related information) Experience/level managements I don't need the GUI part of it just the information to pass to my application. This is a scenario I can think of: 1. Load available custom classes 2. Create a new Character/NPC 3. Transfer the stats to my system 4. Player keeps playing so I need to update experience 5. Save player in my system and recreate it later. I'm trying to start to create a character from PCClass with no luck. Looking at the code it seems it'll try to load it. I assume load from a file generated from the GUI. Is there a way of bypassing the GUI for all this? I was looking for a tutorial of some sorts without luck. I was able to figure out how to use the dice within PCGen but that's about it. Any ideas?

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  • How should I implement multiple threads in a game? [duplicate]

    - by xerwin
    This question already has an answer here: Multi-threaded games best practices. One thread for 'logic', one for rendering, or more? 6 answers So I recently started learning Java, and having a interest in playing games as well as developing them, naturally I want to create game in Java. I have experience with games in C# and C++ but all of them were single-threaded simple games. But now, I learned how easy it is to make threads in Java, I want to take things to the next level. I started thinking about how would I actually implement threading in a game. I read couple of articles that say the same thing "Usually you have thread for rendering, for updating game logic, for AI, ..." but I haven't (or didn't look hard enough) found example of implementation. My idea how to make implementation is something like this (example for AI) public class AIThread implements Runnable{ private List<AI> ai; private Player player; /*...*/ public void run() { for (int i = 0; i < ai.size(); i++){ ai.get(i).update(player); } Thread.sleep(/* sleep until the next game "tick" */); } } I think this could work. If I also had a rendering and updating thread list of AI in both those threads, since I need to draw the AI and I need to calculate the logic between player and AI(But that could be moved to AIThread, but as an example) . Coming from C++ I'm used to do thing elegantly and efficiently, and this seems like neither of those. So what would be the correct way to handle this? Should I just keep multiple copies of resources in each thread or should I have the resources on one spot, declared with synchronized keyword? I'm afraid that could cause deadlocks, but I'm not yet qualified enough to know when a code will produce deadlock.

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  • trouble running smooth animation in thread only when using key listener

    - by heysuse renard
    first time using a forum for coding help so sorry if i post this all wrong. i have more than a few classes i don't think screenManger or core holds the problem but i included them just incase. i got most of this code working through a set of tutorials. but a certain point started trying to do more on my own. i want to play the animation only when i'm moving my sprite. in my KeyTest class i am using threads to run the animation it used to work (poorly) but now not at all pluss it really gunks up my computer. i think it's because of the thread. im new to threads so i'm not to sure if i should even be using one in this situation or if its dangerous for my computer. the animation worked smoothly when i had the sprite bouce around the screen forever. the animation loop played with out stopping. i think the main problem is between the animationThread, Sprite, and keyTest classes, but itcould be more indepth. if someone could point me in the right direction for making the animation run smoothly when i push down a key and stop runing when i let off it would be greatly apriciated. i already looked at this Java a moving animation (sprite) obviously we were doing the same tutorial. but i feel my problem is slightly different. p.s. sorry for the typos. import java.awt.*; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import java.util.ArrayList; import javax.swing.ImageIcon; import javax.swing.JFrame; public class KeyTest extends Core implements KeyListener { public static void main(String[] args) { new KeyTest().run(); } Sprite player1; Image hobo; Image background; animation hoboRun; animationThread t1; //init also calls init form superclass public void init() { super.init(); loadImages(); Window w = s.getFullScreenWindow(); w.setFocusTraversalKeysEnabled(false); w.addKeyListener(this); } //load method will go here. //load all pics need for animation and sprite public void loadImages() { background = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\yellow square.jpg").getImage(); Image face1 = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\circle.png").getImage(); Image face2 = new ImageIcon("\\\\STUART-PC\\Users\\Stuart\\workspace\\Gaming\\one eye.png").getImage(); hoboRun = new animation(); hoboRun.addScene(face1, 250); hoboRun.addScene(face2, 250); player1 = new Sprite(hoboRun); this.t1 = new animationThread(); this.t1.setAnimation(player1); } //key pressed public void keyPressed(KeyEvent e) { int keyCode = e.getKeyCode(); if (keyCode == KeyEvent.VK_ESCAPE) { stop(); } if (keyCode == KeyEvent.VK_RIGHT) { player1.setVelocityX(0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_LEFT) { player1.setVelocityX(-0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_DOWN) { player1.setVelocityY(0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1); th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } if (keyCode == KeyEvent.VK_UP) { player1.setVelocityY(-0.3f); try { this.t1.setRunning(true); Thread th1 = new Thread(this.t1);; th1.start(); } catch (Exception ex) { System.out.println("noooo"); } } else { e.consume(); } } //keyReleased @SuppressWarnings("static-access") public void keyReleased(KeyEvent e) { int keyCode = e.getKeyCode(); if (keyCode == KeyEvent.VK_RIGHT || keyCode == KeyEvent.VK_LEFT) { player1.setVelocityX(0); try { this.t1.setRunning(false); } catch (Exception ex) { } } if (keyCode == KeyEvent.VK_UP || keyCode == KeyEvent.VK_DOWN) { player1.setVelocityY(0); try { this.t1.setRunning(false); } catch (Exception ex) { } } else { e.consume(); } } //last method from interface public void keyTyped(KeyEvent e) { e.consume(); } //draw public void draw(Graphics2D g) { Window w = s.getFullScreenWindow(); g.setColor(w.getBackground()); g.fillRect(0, 0, s.getWidth(), s.getHieght()); g.setColor(w.getForeground()); g.drawImage(player1.getImage(), Math.round(player1.getX()), Math.round(player1.getY()), null); } public void update(long timePassed) { player1.update(timePassed); } } abstract class Core { private static DisplayMode modes[] = { new DisplayMode(1600, 900, 64, 0), new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(800, 480, 32, 0), new DisplayMode(800, 480, 24, 0), new DisplayMode(800, 480, 16, 0),}; private boolean running; protected ScreenManager s; //stop method public void stop() { running = false; } public void run() { try { init(); gameLoop(); } finally { s.restoreScreen(); } } //set to full screen //set current background here public void init() { s = new ScreenManager(); DisplayMode dm = s.findFirstCompatibleMode(modes); s.setFullScreen(dm); Window w = s.getFullScreenWindow(); w.setFont(new Font("Arial", Font.PLAIN, 20)); w.setBackground(Color.GREEN); w.setForeground(Color.WHITE); running = true; } //main gameLoop public void gameLoop() { long startTime = System.currentTimeMillis(); long cumTime = startTime; while (running) { long timePassed = System.currentTimeMillis() - cumTime; cumTime += timePassed; update(timePassed); Graphics2D g = s.getGraphics(); draw(g); g.dispose(); s.update(); try { Thread.sleep(20); } catch (Exception ex) { } } } //update animation public void update(long timePassed) { } //draws to screen abstract void draw(Graphics2D g); } class animationThread implements Runnable { String name; boolean playing; Sprite a; //constructor takes input from keyboard public animationThread() { } //The run method for animation public void run() { long startTime = System.currentTimeMillis(); long cumTime = startTime; boolean test = getRunning(); while (test) { long timePassed = System.currentTimeMillis() - cumTime; cumTime += timePassed; test = getRunning(); } } public String getName() { return name; } public void setAnimation(Sprite a) { this.a = a; } public void setName(String name) { this.name = name; } public void setRunning(boolean running) { this.playing = running; } public boolean getRunning() { return playing; } } class animation { private ArrayList scenes; private int sceneIndex; private long movieTime; private long totalTime; //constructor public animation() { scenes = new ArrayList(); totalTime = 0; start(); } //add scene to ArrayLisy and set time for each scene public synchronized void addScene(Image i, long t) { totalTime += t; scenes.add(new OneScene(i, totalTime)); } public synchronized void start() { movieTime = 0; sceneIndex = 0; } //change scenes public synchronized void update(long timePassed) { if (scenes.size() > 1) { movieTime += timePassed; if (movieTime >= totalTime) { movieTime = 0; sceneIndex = 0; } while (movieTime > getScene(sceneIndex).endTime) { sceneIndex++; } } } //get animations current scene(aka image) public synchronized Image getImage() { if (scenes.size() == 0) { return null; } else { return getScene(sceneIndex).pic; } } //get scene private OneScene getScene(int x) { return (OneScene) scenes.get(x); } //Private Inner CLASS////////////// private class OneScene { Image pic; long endTime; public OneScene(Image pic, long endTime) { this.pic = pic; this.endTime = endTime; } } } class Sprite { private animation a; private float x; private float y; private float vx; private float vy; //Constructor public Sprite(animation a) { this.a = a; } //change position public void update(long timePassed) { x += vx * timePassed; y += vy * timePassed; } public void startAnimation(long timePassed) { a.update(timePassed); } //get x position public float getX() { return x; } //get y position public float getY() { return y; } //set x public void setX(float x) { this.x = x; } //set y public void setY(float y) { this.y = y; } //get sprite width public int getWidth() { return a.getImage().getWidth(null); } //get sprite height public int getHeight() { return a.getImage().getHeight(null); } //get horizontal velocity public float getVelocityX() { return vx; } //get vertical velocity public float getVelocityY() { return vx; } //set horizontal velocity public void setVelocityX(float vx) { this.vx = vx; } //set vertical velocity public void setVelocityY(float vy) { this.vy = vy; } //get sprite / image public Image getImage() { return a.getImage(); } } class ScreenManager { private GraphicsDevice vc; public ScreenManager() { GraphicsEnvironment e = GraphicsEnvironment.getLocalGraphicsEnvironment(); vc = e.getDefaultScreenDevice(); } //get all compatible DM public DisplayMode[] getCompatibleDisplayModes() { return vc.getDisplayModes(); } //compares DM passed into vc DM and see if they match public DisplayMode findFirstCompatibleMode(DisplayMode modes[]) { DisplayMode goodModes[] = vc.getDisplayModes(); for (int x = 0; x < modes.length; x++) { for (int y = 0; y < goodModes.length; y++) { if (displayModesMatch(modes[x], goodModes[y])) { return modes[x]; } } } return null; } //get current DM public DisplayMode getCurrentDisplayMode() { return vc.getDisplayMode(); } //checks if two modes match each other public boolean displayModesMatch(DisplayMode m1, DisplayMode m2) { if (m1.getWidth() != m2.getWidth() || m1.getHeight() != m2.getHeight()) { return false; } if (m1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && m2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && m1.getBitDepth() != m2.getBitDepth()) { return false; } if (m1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && m2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && m1.getRefreshRate() != m2.getRefreshRate()) { return false; } return true; } //make frame full screen public void setFullScreen(DisplayMode dm) { JFrame f = new JFrame(); f.setUndecorated(true); f.setIgnoreRepaint(true); f.setResizable(false); vc.setFullScreenWindow(f); if (dm != null && vc.isDisplayChangeSupported()) { try { vc.setDisplayMode(dm); } catch (Exception ex) { } } f.createBufferStrategy(2); } //sets graphics object = this return public Graphics2D getGraphics() { Window w = vc.getFullScreenWindow(); if (w != null) { BufferStrategy s = w.getBufferStrategy(); return (Graphics2D) s.getDrawGraphics(); } else { return null; } } //updates display public void update() { Window w = vc.getFullScreenWindow(); if (w != null) { BufferStrategy s = w.getBufferStrategy(); if (!s.contentsLost()) { s.show(); } } } //returns full screen window public Window getFullScreenWindow() { return vc.getFullScreenWindow(); } //get width of window public int getWidth() { Window w = vc.getFullScreenWindow(); if (w != null) { return w.getWidth(); } else { return 0; } } //get height of window public int getHieght() { Window w = vc.getFullScreenWindow(); if (w != null) { return w.getHeight(); } else { return 0; } } //get out of full screen public void restoreScreen() { Window w = vc.getFullScreenWindow(); if (w != null) { w.dispose(); } vc.setFullScreenWindow(null); } //create image compatible with monitor public BufferedImage createCopatibleImage(int w, int h, int t) { Window win = vc.getFullScreenWindow(); if (win != null) { GraphicsConfiguration gc = win.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, t); } return null; } }

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  • CodePlex Daily Summary for Sunday, November 21, 2010

    CodePlex Daily Summary for Sunday, November 21, 2010Popular ReleasesMDownloader: MDownloader-0.15.24.6966: Fixed Updater; Fixed minor bugs;Smith Html Editor: Smith Html Editor V0.75: The first public release.MiniTwitter: 1.59: MiniTwitter 1.59 ???? ?? User Streams ????????????????? ?? ?????????????? ???????? ?????????????.NET Extensions - Extension Methods Library for C# and VB.NET: Release 2011.01: Added new extensions for - object.CountLoopsToNull Added new extensions for DateTime: - DateTime.IsWeekend - DateTime.AddWeeks Added new extensions for string: - string.Repeat - string.IsNumeric - string.ExtractDigits - string.ConcatWith - string.ToGuid - string.ToGuidSave Added new extensions for Exception: - Exception.GetOriginalException Added new extensions for Stream: - Stream.Write (overload) And other new methods ... Release as of dotnetpro 01/2011Code Sample from Microsoft: Visual Studio 2010 Code Samples 2010-11-19: Code samples for Visual Studio 2010Prism Training Kit: Prism Training Kit 4.0: Release NotesThis is an updated version of the Prism training Kit that targets Prism 4.0 and added labs for some of the new features of Prism 4.0. This release consists of a Training Kit with Labs on the following topics Modularity Dependency Injection Bootstrapper UI Composition Communication MEF Navigation Note: Take into account that this is a Beta version. If you find any bugs please report them in the Issue Tracker PrerequisitesVisual Studio 2010 Microsoft Word 2...Free language translator and file converter: Free Language Translator 2.2: Starting with version 2.0, the translator encountered a major redesign that uses MEF based plugins and .net 4.0. I've also fixed some bugs and added support for translating subtitles that can show up in video media players. Version 2.1 shows the context menu 'Translate' in Windows Explorer on right click. Version 2.2 has links to start the media file with its associated subtitle. Download the zip file and expand it in a temporary location on your local disk. At a minimum , you should uninstal...Free Silverlight & WPF Chart Control - Visifire: Visifire SL and WPF Charts v3.6.4 Released: Hi, Today we are releasing Visifire 3.6.4 with few bug fixes: * Multi-line Labels were getting clipped while exploding last DataPoint in Funnel and Pyramid chart. * ClosestPlotDistance property in Axis was not behaving as expected. * In DateTime Axis, Chart threw exception on mouse click over PlotArea if there were no DataPoints present in Chart. * ToolTip was not disappearing while changing the DataSource property of the DataSeries at real-time. * Chart threw exception ...Microsoft SQL Server Product Samples: Database: AdventureWorks 2008R2 SR1: Sample Databases for Microsoft SQL Server 2008R2 (SR1)This release is dedicated to the sample databases that ship for Microsoft SQL Server 2008R2. See Database Prerequisites for SQL Server 2008R2 for feature configurations required for installing the sample databases. See Installing SQL Server 2008R2 Databases for step by step installation instructions. The SR1 release contains minor bug fixes to the installer used to create the sample databases. There are no changes to the databases them...VidCoder: 0.7.2: Fixed duplicated subtitles when running multiple encodes off of the same title.Craig's Utility Library: Craig's Utility Library Code 2.0: This update contains a number of changes, added functionality, and bug fixes: Added transaction support to SQLHelper. Added linked/embedded resource ability to EmailSender. Updated List to take into account new functions. Added better support for MAC address in WMI classes. Fixed Parsing in Reflection class when dealing with sub classes. Fixed bug in SQLHelper when replacing the Command that is a select after doing a select. Fixed issue in SQL Server helper with regard to generati...MFCMAPI: November 2010 Release: Build: 6.0.0.1023 Full release notes at SGriffin's blog. If you just want to run the tool, get the executable. If you want to debug it, get the symbol file and the source. The 64 bit build will only work on a machine with Outlook 2010 64 bit installed. All other machines should use the 32 bit build, regardless of the operating system. Facebook BadgeDotNetNuke® Community Edition: 05.06.00: Major HighlightsAdded automatic portal alias creation for single portal installs Updated the file manager upload page to allow user to upload multiple files without returning to the file manager page. Fixed issue with Event Log Email Notifications. Fixed issue where Telerik HTML Editor was unable to upload files to secure or database folder. Fixed issue where registration page is not set correctly during an upgrade. Fixed issue where Sendmail stripped HTML and Links from emails...mVu Mobile Viewer: mVu Mobile Viewer 0.7.10.0: Tube8 fix.EPPlus-Create advanced Excel 2007 spreadsheets on the server: EPPlus 2.8.0.1: EPPlus-Create advanced Excel 2007 spreadsheets on the serverNew Features Improved chart support Different chart-types series on the same chart Support for secondary axis and a lot of new properties Better styling Encryption and Workbook protection Table support Import csv files Array formulas ...and a lot of bugfixesAutoLoL: AutoLoL v1.4.2: Added support for more clients (French and Russian) Settings are now stored sepperatly for each user on a computer Auto Login is much faster now Auto Login detects and handles caps lock state properly nowTailspinSpyworks - WebForms Sample Application: TailspinSpyworks-v0.9: Contains a number of bug fixes and additional tutorial steps as well as complete database implementation details.ASP.NET MVC Project Awesome (jQuery Ajax helpers): 1.3 and demos: It contains a rich set of helpers (controls) that you can use to build highly responsive and interactive Ajax-enabled Web applications. These helpers include Autocomplete, AjaxDropdown, Lookup, Confirm Dialog, Popup Form and Pager tested on mozilla, safari, chrome, opera, ie 9b/8/7/6 new stuff in 1.3 Autocomplete helper Autocomplete and AjaxDropdown can have parentId and be filled with data depending on the value of the parent PopupForm besides Content("ok") on success can also return J...Nearforums - ASP.NET MVC forum engine: Nearforums v4.1: Version 4.1 of the ASP.NET MVC forum engine, with great improvements: TinyMCE added as visual editor for messages (removed CKEditor). Integrated AntiSamy for cleaner html user post and add more prevention to potential injections. Admin status page: a page for the site admin to check the current status of the configuration / db / etc. View Roadmap for more details.UltimateJB: UltimateJB 2.01 PL3 KakaRoto + PSNYes by EvilSperm: Voici une version attendu avec impatience pour beaucoup : - La Version PSNYes pour pouvoir jouer sur le PSN avec une PS3 Jailbreaker. - Pour l'instant le PSNYes n'est disponible qu'avec les PS3 en firmwares 3.41 !!! - La version PL3 KAKAROTO intégre ses dernières modification et prépare a l'intégration du Firmware 3.30 !!! Conclusion : - UltimateJB PSNYes => Valide l'utilisation du PSN : Uniquement compatible avec les 3.41 - ultimateJB DEFAULT => Pas de PSN mais disponible pour les PS3 sui...New Projects1600hours: 1600hours project made in C++.aoleDownload: Aole Series DownloadBills and Cash Flow: Bills and Cash Flow is a simple multi-tenant application to track bills and view cash flowCUDAagrep: CUDAagrep, a fast CUDA implementation of agrep algorithm for approximate DNA/RNA sequence matching.DNN5 Simple Ticketing Module: This is a simple DNN module that accepts trouble tickets and creates a knowledge base for a company.EntityOH: Dynamic Entities ORMFxcop ASP.NET Security Rules: Fxcop ASP.NET security rules This is a set of code analysis rules aiming at analyzing ASP.NET and ASP.NET MVC security against best practices. The rules can be used by Visual Studio 10 Ultimate or FxCop v10 standalone.Head First Design Patterns - Code Examples in C#: This project consists of ported code examples from the book Head First Design Patterns by Eric and Elizabeth Freeman into C#.HTML5 Media Player (Video / Audio): A .NET implementation of the VideoJS and AudioJS open source projects with video and audio support for HTML5. Excellent for use with iPod, iPad, iPhone, etc.Keyword Auction Simulator: This is the project for simulating the keyword auction like Adwords.mAdcOW Office Add-Ins: A collection of handy Office 2010 add-ins.Manga to Epub: Manga to Epub allow you to convert a bunch of images to a single "epub" file, readable on your reader. It handles most of the image types as well as several archives. You have multiple customization options, such as trimming the images in order to remove white borders.Mapua Career Ramp Up: A joint endeavor with the Philippine IT industry leaders and with Mapua School of Information Technology to build an online collaborative database system to Ramp-Up graduating students on their career as future IT Professionals. minami: Minami is a Project what focuse the work on Stability and Features. Is Development in C++minami-dev: Comes later the Description.Mobile RPG: Mobile RPG is five ATtiny85 microcontrollers playing their own RPG characters with a primary MCU acting as GM. Its a fun exercise in autonomous role playing.NetSnoop: Netsnoop allows everyone to get a quick overview over alle the current connections on their workstation.nGso: GSO algorithm implementation based on http://www.springerlink.com/content/y065470472612847/fulltext.pdf Glowworm swarm optimization for simultaneous capture of multiple local optima of multimodal functions K.N. Krishnanand · D. GhoseOpenID Starter Kit for ASP.NET MVC: OpenID Starter Kit for ASP.NET MVC is used to jump start building your web application with ASP.NET MVC with OpenID login system. It is also a good education resource if you want to learn how to implement OpenID into a ASP.NET MVC.Orchard Contact Us Module: Add a contact us page to your Orchard site using this module.Persian Scheduler and Calendar Control: This is a Jalali (Persian or shamsi) calendar and scheduler control in silverlight. Choosing the name 'Jalali' is in honor of 'Hakim omar khayyam' the founder of Jalali calendar. This is under the lisence of 'Barid New Systems' company.Popfly Metadata Generator: Creates Metadata for New project.PurpleStoat: A modular, extensible Silverlight application shell using Prism, Unity and the Enterprise Library, and written in C#. It includes a WCF service which provides AuthZ and logging services to the shell, which are also available to the modules.QL Config Compare Tool: The QL Config Compare Tool enables you to compare two QuakeLive configs. It creates a detailed overview of the differences and is able to save statistics.SQL PHI Identifier: SQL PHI Identifier is an auditing tool for DBA's in a healthcare environment to be able to help identify which databases/tables might hold protected health information (PHI). Using this information a DBA can then take the necessary steps to secure that data adequately.Sqlite ORM: Sqlite ORM is at present a simple Class to Table mapper for Sqlite databases. Tables are created on demand, and designed to future proof for Sharding. Code has 100% unit test coverage.Test shop: Test shopVarMerger - ??????? ????????? ??? ???????? ????????????.: VarMerger - ?????????? (Add-In) ??? MS Word 2007, ??????? ????????? ??????????? ???????? ???????? ??????? ?? ??????, ?????????? ????????? ?????? ? ??????. Visual Studio Add-In For creating Vista Gadget: The absence of tools in Visual Studio that can help developers to create Vista gadgets is strange and disappointing, in my opinion., I want to show you some tools that can help you to develop Vista gadgets using only Visual Studio 2008 or 2010 IDE.Vocal Remover - VST Plugin: VST Plugin Removes vocal form songs using M/S system trick with EQ on mid signal. source in C++ IDE: Visual Studio 2010 Express Edition LIB: Steinberg VST SDK 2.4Windows Phone 7 To Go: A project with demos for Windows Phone 7 FeaturesWinware: Winware is not only an Entity Framework, but beyond.XTengine: Xtengine makes it easier for XNA developers to develop in a compositional manner. You'll no longer have to write specific game classes with deep hierarchies or hardcode to load levels. It's developed in C# with XNA 4.0, with WP7 in mind.

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  • How to Run Low-Cost Minecraft on a Raspberry Pi for Block Building on the Cheap

    - by Jason Fitzpatrick
    We’ve shown you how to run your own blocktastic personal Minecraft server on a Windows/OSX box, but what if you crave something lighter weight, more energy efficient, and always ready for your friends? Read on as we turn a tiny Raspberry Pi machine into a low-cost Minecraft server you can leave on 24/7 for around a penny a day. Why Do I Want to Do This? There’s two aspects to this tutorial, running your own Minecraft server and specifically running that Minecraft server on a Raspberry Pi. Why would you want to run your own Minecraft server? It’s a really great way to extend and build upon the Minecraft play experience. You can leave the server running when you’re not playing so friends and family can join and continue building your world. You can mess around with game variables and introduce mods in a way that isn’t possible when you’re playing the stand-alone game. It also gives you the kind of control over your multiplayer experience that using public servers doesn’t, without incurring the cost of hosting a private server on a remote host. While running a Minecraft server on its own is appealing enough to a dedicated Minecraft fan, running it on the Raspberry Pi is even more appealing. The tiny little Pi uses so little resources that you can leave your Minecraft server running 24/7 for a couple bucks a year. Aside from the initial cost outlay of the Pi, an SD card, and a little bit of time setting it up, you’ll have an always-on Minecraft server at a monthly cost of around one gumball. What Do I Need? For this tutorial you’ll need a mix of hardware and software tools; aside from the actual Raspberry Pi and SD card, everything is free. 1 Raspberry Pi (preferably a 512MB model) 1 4GB+ SD card This tutorial assumes that you have already familiarized yourself with the Raspberry Pi and have installed a copy of the Debian-derivative Raspbian on the device. If you have not got your Pi up and running yet, don’t worry! Check out our guide, The HTG Guide to Getting Started with Raspberry Pi, to get up to speed. Optimizing Raspbian for the Minecraft Server Unlike other builds we’ve shared where you can layer multiple projects over one another (e.g. the Pi is more than powerful enough to serve as a weather/email indicator and a Google Cloud Print server at the same time) running a Minecraft server is a pretty intense operation for the little Pi and we’d strongly recommend dedicating the entire Pi to the process. Minecraft seems like a simple game, with all its blocky-ness and what not, but it’s actually a pretty complex game beneath the simple skin and required a lot of processing power. As such, we’re going to tweak the configuration file and other settings to optimize Rasbian for the job. The first thing you’ll need to do is dig into the Raspi-Config application to make a few minor changes. If you’re installing Raspbian fresh, wait for the last step (which is the Raspi-Config), if you already installed it, head to the terminal and type in “sudo raspi-config” to launch it again. One of the first and most important things we need to attend to is cranking up the overclock setting. We need all the power we can get to make our Minecraft experience enjoyable. In Raspi-Config, select option number 7 “Overclock”. Be prepared for some stern warnings about overclocking, but rest easy knowing that overclocking is directly supported by the Raspberry Pi foundation and has been included in the configuration options since late 2012. Once you’re in the actual selection screen, select “Turbo 1000MhHz”. Again, you’ll be warned that the degree of overclocking you’ve selected carries risks (specifically, potential corruption of the SD card, but no risk of actual hardware damage). Click OK and wait for the device to reset. Next, make sure you’re set to boot to the command prompt, not the desktop. Select number 3 “Enable Boot to Desktop/Scratch”  and make sure “Console Text console” is selected. Back at the Raspi-Config menu, select number 8 “Advanced Options’. There are two critical changes we need to make in here and one option change. First, the critical changes. Select A3 “Memory Split”: Change the amount of memory available to the GPU to 16MB (down from the default 64MB). Our Minecraft server is going to ruin in a GUI-less environment; there’s no reason to allocate any more than the bare minimum to the GPU. After selecting the GPU memory, you’ll be returned to the main menu. Select “Advanced Options” again and then select A4 “SSH”. Within the sub-menu, enable SSH. There is very little reason to keep this Pi connected to a monitor and keyboard, by enabling SSH we can remotely access the machine from anywhere on the network. Finally (and optionally) return again to the “Advanced Options” menu and select A2 “Hostname”. Here you can change your hostname from “raspberrypi” to a more fitting Minecraft name. We opted for the highly creative hostname “minecraft”, but feel free to spice it up a bit with whatever you feel like: creepertown, minecraft4life, or miner-box are all great minecraft server names. That’s it for the Raspbian configuration tab down to the bottom of the main screen and select “Finish” to reboot. After rebooting you can now SSH into your terminal, or continue working from the keyboard hooked up to your Pi (we strongly recommend switching over to SSH as it allows you to easily cut and paste the commands). If you’ve never used SSH before, check out how to use PuTTY with your Pi here. Installing Java on the Pi The Minecraft server runs on Java, so the first thing we need to do on our freshly configured Pi is install it. Log into your Pi via SSH and then, at the command prompt, enter the following command to make a directory for the installation: sudo mkdir /java/ Now we need to download the newest version of Java. At the time of this publication the newest release is the OCT 2013 update and the link/filename we use will reflect that. Please check for a more current version of the Linux ARMv6/7 Java release on the Java download page and update the link/filename accordingly when following our instructions. At the command prompt, enter the following command: sudo wget --no-check-certificate http://www.java.net/download/jdk8/archive/b111/binaries/jdk-8-ea-b111-linux-arm-vfp-hflt-09_oct_2013.tar.gz Once the download has finished successfully, enter the following command: sudo tar zxvf jdk-8-ea-b111-linux-arm-vfp-hflt-09_oct_2013.tar.gz -C /opt/ Fun fact: the /opt/ directory name scheme is a remnant of early Unix design wherein the /opt/ directory was for “optional” software installed after the main operating system; it was the /Program Files/ of the Unix world. After the file has finished extracting, enter: sudo /opt/jdk1.8.0/bin/java -version This command will return the version number of your new Java installation like so: java version "1.8.0-ea" Java(TM) SE Runtime Environment (build 1.8.0-ea-b111) Java HotSpot(TM) Client VM (build 25.0-b53, mixed mode) If you don’t see the above printout (or a variation thereof if you’re using a newer version of Java), try to extract the archive again. If you do see the readout, enter the following command to tidy up after yourself: sudo rm jdk-8-ea-b111-linux-arm-vfp-hflt-09_oct_2013.tar.gz At this point Java is installed and we’re ready to move onto installing our Minecraft server! Installing and Configuring the Minecraft Server Now that we have a foundation for our Minecraft server, it’s time to install the part that matter. We’ll be using SpigotMC a lightweight and stable Minecraft server build that works wonderfully on the Pi. First, grab a copy of the the code with the following command: sudo wget http://ci.md-5.net/job/Spigot/lastSuccessfulBuild/artifact/Spigot-Server/target/spigot.jar This link should remain stable over time, as it points directly to the most current stable release of Spigot, but if you have any issues you can always reference the SpigotMC download page here. After the download finishes successfully, enter the following command: sudo /opt/jdk1.8.0/bin/java -Xms256M -Xmx496M -jar /home/pi/spigot.jar nogui Note: if you’re running the command on a 256MB Pi change the 256 and 496 in the above command to 128 and 256, respectively. Your server will launch and a flurry of on-screen activity will follow. Be prepared to wait around 3-6 minutes or so for the process of setting up the server and generating the map to finish. Future startups will take much less time, around 20-30 seconds. Note: If at any point during the configuration or play process things get really weird (e.g. your new Minecraft server freaks out and starts spawning you in the Nether and killing you instantly), use the “stop” command at the command prompt to gracefully shutdown the server and let you restart and troubleshoot it. After the process has finished, head over to the computer you normally play Minecraft on, fire it up, and click on Multiplayer. You should see your server: If your world doesn’t popup immediately during the network scan, hit the Add button and manually enter the address of your Pi. Once you connect to the server, you’ll see the status change in the server status window: According to the server, we’re in game. According to the actual Minecraft app, we’re also in game but it’s the middle of the night in survival mode: Boo! Spawning in the dead of night, weaponless and without shelter is no way to start things. No worries though, we need to do some more configuration; no time to sit around and get shot at by skeletons. Besides, if you try and play it without some configuration tweaks first, you’ll likely find it quite unstable. We’re just here to confirm the server is up, running, and accepting incoming connections. Once we’ve confirmed the server is running and connectable (albeit not very playable yet), it’s time to shut down the server. Via the server console, enter the command “stop” to shut everything down. When you’re returned to the command prompt, enter the following command: sudo nano server.properties When the configuration file opens up, make the following changes (or just cut and paste our config file minus the first two lines with the name and date stamp): #Minecraft server properties #Thu Oct 17 22:53:51 UTC 2013 generator-settings= #Default is true, toggle to false allow-nether=false level-name=world enable-query=false allow-flight=false server-port=25565 level-type=DEFAULT enable-rcon=false force-gamemode=false level-seed= server-ip= max-build-height=256 spawn-npcs=true white-list=false spawn-animals=true texture-pack= snooper-enabled=true hardcore=false online-mode=true pvp=true difficulty=1 player-idle-timeout=0 gamemode=0 #Default 20; you only need to lower this if you're running #a public server and worried about loads. max-players=20 spawn-monsters=true #Default is 10, 3-5 ideal for Pi view-distance=5 generate-structures=true spawn-protection=16 motd=A Minecraft Server In the server status window, seen through your SSH connection to the pi, enter the following command to give yourself operator status on your Minecraft server (so that you can use more powerful commands in game, without always returning to the server status window). op [your minecraft nickname] At this point things are looking better but we still have a little tweaking to do before the server is really enjoyable. To that end, let’s install some plugins. The first plugin, and the one you should install above all others, is NoSpawnChunks. To install the plugin, first visit the NoSpawnChunks webpage and grab the download link for the most current version. As of this writing the current release is v0.3. Back at the command prompt (the command prompt of your Pi, not the server console–if your server is still active shut it down) enter the following commands: cd /home/pi/plugins sudo wget http://dev.bukkit.org/media/files/586/974/NoSpawnChunks.jar Next, visit the ClearLag plugin page, and grab the latest link (as of this tutorial, it’s v2.6.0). Enter the following at the command prompt: sudo wget http://dev.bukkit.org/media/files/743/213/Clearlag.jar Because the files aren’t compressed in a .ZIP or similar container, that’s all there is to it: the plugins are parked in the plugin directory. (Remember this for future plugin downloads, the file needs to be whateverplugin.jar, so if it’s compressed you need to uncompress it in the plugin directory.) Resart the server: sudo /opt/jdk1.8.0/bin/java -Xms256M -Xmx496M -jar /home/pi/spigot.jar nogui Be prepared for a slightly longer startup time (closer to the 3-6 minutes and much longer than the 30 seconds you just experienced) as the plugins affect the world map and need a minute to massage everything. After the spawn process finishes, type the following at the server console: plugins This lists all the plugins currently active on the server. You should see something like this: If the plugins aren’t loaded, you may need to stop and restart the server. After confirming your plugins are loaded, go ahead and join the game. You should notice significantly snappier play. In addition, you’ll get occasional messages from the plugins indicating they are active, as seen below: At this point Java is installed, the server is installed, and we’ve tweaked our settings for for the Pi.  It’s time to start building with friends!     

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  • Access/update Telerik RadGrid item values in code-behind before ODS event handler

    - by Brent
    Hi there, I need to update some of the values of the item being edited in my code-behind based on some values in a custom Edit Form on our Rad Grid. Can I access the item (and update some values) from one of the Grid's event handlers? Currently I'm storing the values in temporary variables and then injecting the new values in the ObjectDataSource's Inserting/Updating event handlers, but it would be much nicer if I could do it all in one spot. (I can't do it all in the ObjectDataSource event handlers as I can't access the controls inside my Grid's Edit Form.) I've been playing with the ExtractValues and UpdateValues methods of the GridEditableItem object, but I'm not having any luck. Any tips would be greatly appreciated :)

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  • Use LINQ to query nested OData collection

    - by Kyle Russell
    I'm playing around with the new Netflix OData feed (http://odata.netflix.com/Catalog/) and having some issues. I'm trying to learn LINQ at the same time but having difficulty doing what I thought was going to be quite simple. I'd like to return a list of Titles that match a given Genre. The Titles object contains a collection of Genres. I'm not sure how to write this query. My attempt below does not appear to work using LINQPad. from t in Titles where t.Genres.Name.Contains("ABC") select t

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  • ApplyCurrentValues in EF 4

    - by ali62b
    I just was playing with EF 4 in VS 2010 RC and just found that ApplyCurrentValues dont work when the Property is of type bool and the newly value is false !!!??? and it works when the newly value is true . I dont know if this is a bug or I'm missing something but I just work with a very ugly work around : public void UpdateProduct(Product updatedProduct) { using (model) { model.Products.Attach(new Product { ProductID = updatedProduct.ProductID }); model.Products.ApplyCurrentValues(updatedProduct); Product originalProduct = model.Products.Single(p => p.ProductID == updatedProduct.ProductID); originalProduct.Discontinued = updatedProduct.Discontinued; model.SaveChanges(); } } any idea or better work around?

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  • Using AppFabric session state provider, does each session get its own region?

    - by goombaloon
    I've been playing around with AppFabric Beta 2's session state provider. It appears that each new session get its own region (named "Default_Region_XXXX" (where XXXX is an apparent random sequence of numbers). If I understand regions correctly, it appears that each region is tied to a single cluster host, leaving a single point of failure. Why is each session being given it own region? Also, do sessions eventually timeout and clean themselves up in the cache or is that behavior just inherited from the cache settings? I'm wondering (if in a production application scenario), if one would use a separate named cache for session state apart from other application caches? Thanks.

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  • How To Rotate An MPMoviePlayerController

    - by Dwaine Bailey
    I am building an iPhone app that plays videos on demand from a web service. The videos play in an MPMoviePlayerController, and everything works fine on the iPhone device. However, when one loads up the iPhone application on an iPad, the videos play Portrait mode (with letterboxing on the top and bottom), instead of Landscape Left like they do on the iPhone. At first the videos were not appearing at all, however I fixed this by adding the MPMoviePlayerControllers view to the view that is creating it, as a subview, and then set it to play fullscreen. -- Edit To Original: I now have it playing on the iPad in all rotations. Is there any way to stop it rotating, and just have it play LandscapeLeft? Thanks, Dwaine

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  • MochaUI modal dialog form submit

    - by VP
    Hi, i'm playing with Motools + MochaUI and i'm facing a problem: I'm trying to submit a form from a modal window. It is working fine, the problem is that it is reloading the parent window. The code to my Modal: MUI.newPolicyWindow = function(){ new MUI.Modal({ id: 'modalNewPolicy', title: 'New Policy', contentURL: '/policies/new', type: 'modal', width: 340, height: 180, scrollbars: false }); } And my js to handle the action (the form's name is new_policy $('new_policy').addEvent('submit', function(e){ new Event(e).stop(); this.set('send', {onComplete: function(response) { MochaUI.notification('Policy created'); MUI.closeAll(); }}); this.send() }); Note that the form is submitted, the problem is that i would like that, on Success, it just close my Modal and send this Mocha's cute notification.

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  • iphone - creating a reference to a MPMoviePlayerController

    - by Mike
    At some point in my code I am creating a MPMoviePlayerController object and playing it. As I need to reference this object at some other methods in my code that runs asynchronously, I need to store a pointer to the movie object etc., so I can use that. Declaring MPMoviePlayerController * myMovie on the header file is out of question, because the compiler will give me an error saying "expected specifier-qualifier-list before 'MPMoviePlayerController'". If it was a view I could do something like [self.view viewWithTag:99]; to get the object, but the MPMoviePlayerController does not allow this. How can I obtain the movie object or store a reference to it, so I can call the object in other methods? thanks for any help.

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  • C# Windows Media Player - Repeat single song in a playlist

    - by Professor Mustard
    I have a PlayList loaded into my WMP instance, and I want it to loop just one song. Everything I've Googled up so far tells me to do this: private AxWindowsMediaPlayer wmp; wmp.settings.setMode("loop", true); However, this only seems to make the entire PlayList repeat. The behavior I want is that, if I enable "repeat" when song 5 in the PlayList is playing, then song 5 will keep automatically repeat when it finishes (instead of proceeding to song 6). Most car MP3 players already work this way; is there a nice native way to do this in my C# program, or will I have to devise a "hack" solution, like intercepting the event that fires when the next song is loaded?

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  • Fancy dynamic list in Android: TableLayout vs ListView

    - by Ralkie
    There is a requirement to have not-so-trivial dynamic list, each record of which consists of several columns (texts, buttons). It should look something like: Text11 Text12 Button1 Button2 Text21 Text22 Button1 Button2 ... At first obvious way to accomplish that seemed to be TableLayout. I was expecting to have layout/styling data specified in res/layout/*.xml and to populate it with some dataset from java code (as with ListView, for which its possible to specify TextView of item in *.xml and bind it to some array using ArrayAdapter). But after playing for a while, all I found to be possible is fully populating TableLayout programatically. Still, creating TableRow by TableRow and setting layout attributes directly in java code doesn't seem elegant enough. So the questions are: Am I at the right path? Is TableLayout really best View to accomplish that? Maybe it's more appropriate to extend ListView or something else to meet such requirements? Is it possible to have TableLayout/TableRow template specified in *.xml and data bound to this template in java side?

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  • Custom HTML attributes on SelectListItems in MVC2?

    - by blesh
    I have a need to add custom HTML attributes, specifically classes or styles to option tags in the selects generated by Html.DropDownFor(). I've been playing with it, and for the life of me I can't figure out what I need to do to get what I need working. Assuming I have a list of colors that I'm generating the dropdown for, where the option value is the color's identifier, and the text is the name... here's what I'd like to be able to see as output: <select name="Color"> <option value="1" style="background:#ff0000">Red</option> <option value="2" style="background:#00ff00">Green</option> <option value="3" style="background:#0000ff">Blue</option> <!-- more here --> <option value="25" style="background:#f00f00">Foo Foo</option> </select

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  • Deserializing JSON into an object with Json.NET

    - by hmemcpy
    Hello. I'm playing a little bit with the new StackOverflow API. Unfortunately, my JSON is a bit weak, so I need some help. I'm trying to deserialize this JSON of a User: {"user":{ "user_id": 1, "user_type": "moderator", "creation_date": 1217514151, "display_name": "Jeff Atwood", ... "accept_rate": 100 }} into an object which I've decorated with JsonProperty attributes: [JsonObject(MemberSerialization.OptIn)] public class User { [JsonProperty("user_id", Required = Required.Always)] public virtual long UserId { get; set; } [JsonProperty("display_name", Required = Required.Always)] public virtual string Name { get; set; } ... } I get the following exception: Newtonsoft.Json.JsonSerializationException: Required property 'user_id' not found in JSON. Is this because the JSON object is an array? If so, how can I deserialize it to the one User object? Thanks in advance!

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  • Removing offline/defunct files in SQL server 2008

    - by philox
    How to remove traces of files marked as OFFLINE or DEFUNCT in Microsoft SQL server 2008? I have been playing around with a setup where I create a database with 3 file-groups which are: Primary, FileGroupData and FileGroupIndex. The clustered index is using FileGroupData and a non-clustered index is set to use FileGroupIndex. To simulate a disk failure I've shut down SQL server and manually deleted the files in index file-group. To start the database I'll mark the files 'OFFLINE', but after that I can't delete the index files, which are now offline. I don't have backup of the files as they are merely indices, but that has the implication that I can't restore the files and have their status as "ONLINE". How would you recommend removing the files and the file-group as they still show up in management studio under files/file-groups. Management studio is not able to delete them. As far as I can tell this is different from the question posted in : http://stackoverflow.com/questions/462637/how-do-i-remove-offline-files-from-a-sql-server-2005-database /Philip

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