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  • How do I call Matlab in a script on Windows?

    - by Benjamin Oakes
    I'm working on a project that uses several languages: SQL for querying a database Perl/Ruby for quick-and-dirty processing of the data from the database and some other bookkeeping Matlab for matrix-oriented computations Various statistics languages (SAS/R/SPSS) for processing the Matlab output Each language fits its niche well and we already have a fair amount of code in each. Right now, there's a lot of manual work to run all these steps that would be much better scripted. I've already done this on Linux, and it works relatively well. On Linux: matlab -nosplash -nodesktop -r "command" or echo "command" | matlab -nosplash -nodesktop ...opens Matlab in a "command line" mode. (That is, no windows are created -- it just reads from STDIN, executes, and outputs to STDOUT/STDERR.) My problem is that on Windows (XP and 7), this same code opens up a window and doesn't read from / write to the command line. It just stares me blankly in the face, totally ignoring STDIN and STDOUT. How can I script running Matlab commands on Windows? I basically want something that will do: ruby database_query.rb perl legacy_code.pl ruby other_stuff.rb matlab processing_step_1.m matlab processing_step_2.m # etc, etc. I've found out that Matlab has an -automation flag on Windows to start an "automation server". That sounds like overkill for my purposes, and I'd like something that works on both platforms. What options do I have for automating Matlab in this workflow?

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  • How to add "missing" columns in a column group in reporting services?

    - by Gimly
    Hello, I'm trying to create a report that displays for each months of the year the quantity of goods sold. I have a query that returns the list of goods sold for each month, it looks something like this : SELECT Seller.FirstName, Seller.LastName, SellingHistory.Month, SUM(SellingHistory.QuantitySold) FROM SellingHistory JOIN Seller on SellingHistory.SellerId = Seller.SellerId WHERE SellingHistory.Year = @Year GOUP BY Seller.FirstName, Seller.LastName, SellingHistory.Month What I want to do is display a report that has a column for each months + a total column that will display for each Seller the quantity sold in the selected month. Seller Name | Jan | Feb | Mar | Apr | May | Jun | Jul | Aug | Sep | Oct | Nov | Dec | Total What I managed to do is using a matrix and a column group (group on Month) to display the columns for existing data, if I have data from January to March, it will display the 3 first columns and the total. What I would like to do is always display all the columns. I thought about making that by adding the missing months in the SQL request, but I find that a bit weird and I'm sure there must be some "cleanest" solution as this is something that must be quite frequent. Thanks. PS: I'm using SQL Server Express 2008

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  • Getting the current item number or index when using will_paginate in rails app

    - by Rich
    I have a rails app that stores movies watched, books read, etc. The index page for each type lists paged collections of all its items, using will_paginate to bring back 50 items per page. When I output the items I want to display a number to indicate what item in the total collection it is. The numbering should be reversed as the collection is displayed with most recent first. This might not relate to will_paginate but rather some other method of calculation. I will be using the same ordering in multiple types so it will need to be reusable. As an example, say I have 51 movies. The first item of the first page should display: Fight Club - Watched: 30th Dec 2010 Whilst the last item on the page should display: The Matrix - Watched: 3rd Jan 2010 The paged collection is available as an instance variable e.g. @movies, and @movies.count will display the number of items in the paged collection. So if we're on page 1, movies.count == 50, whilst on page 2 @movies.count == 1. Using Movie.count would give 51. If the page number and page size can be accessed the number could be calculated so how can they be returned? Though I'm hopeful there is something that already exists to handle this calculation!

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  • Boolean comparison of array of strings in Ruby

    - by Kyle Kaitan
    I've got an array in Ruby that essentially represents a square boolean matrix. Dots represent zeroes, while any other character represents ones. Example: irb(main):044:0> g => [".b", "m."] # This grid has two '1' values and two '0' values. I'd like to perform a specified logical operation (say, OR) on this array with another similar array to get a third result. For example, if h is ["q.", "r."], then something akin to g.perform_or(h) should yield a new array ["qb", "r."]. (The choice of r to represent the result of 'm' || 'r' is arbitrary and not relevant; any other non-'.' character can be there.) How might I do this? Edit: I made an error in my example. Apologies!

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  • How to reapper the sphere shape of SVG tag code by Raphael description exactly?

    - by TelTel
    I'm trying to figure a Raphael.js shape(sphere) which is based on following SVG tag code. I have succeed in basic similar sphere style by the description : Paper.circle(100, 100, 30).attr({ fill: "r(0.35, 0.25)#FFFFFF-#252525:96-#000000", stroke: "none"}); // radius is 30 But I can't reappear exactly. --- [picture] ** The tag code of sphere ... main part is extracted ** <g id="layer1"> <radialGradient id="path5725_3_" cx="156.0352" cy="657.6802" r="200.0004" gradientTransform="matrix(1.0404 0.7962 0.8145 -1.0643 -531.7884 745.2471)" gradientUnits="userSpaceOnUse"> <stop offset="0" style="stop-color:#FFFFFF"/> <stop offset="1" style="stop-color:#000000"/> </radialGradient> <path id="path5725" fill="url(#path5725_3_)" d="M445.037,229.105c0,113.218-89.543,205-200,205c-110.457, 0-200-91.782-200-205s89.543-205,200-205C355.494, 24.105,445.037,115.887,445.037,229.105z"/> </g> ** ---------------------------------------- ** Here the completed picture of tag code is linked. How to describe(modify) the Raphael.js code to reappear the picture ? Thank you.

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  • Populate array from vector

    - by Zag zag..
    Hi, I would like to populate an 2 dimensional array, from a vector. I think the best way to explain myself is to put some examples (with a array of [3,5] length). When vector is: [1, 0] [ [4, 3, 2, 1, 0], [4, 3, 2, 1, 0], [4, 3, 2, 1, 0] ] When vector is: [-1, 0] [ [0, 1, 2, 3, 4], [0, 1, 2, 3, 4], [0, 1, 2, 3, 4] ] When vector is: [-2, 0] [ [0, 0, 1, 1, 2], [0, 0, 1, 1, 2], [0, 0, 1, 1, 2] ] When vector is: [1, 1] [ [2, 2, 2, 1, 0], [1, 1, 1, 1, 0], [0, 0, 0, 0, 0] ] When vector is: [0, 1] [ [2, 2, 2, 2, 2], [1, 1, 1, 1, 1], [0, 0, 0, 0, 0] ] Have you got any ideas, a good library or a plan? Any comments are welcome. Thanks. Note: I consulted Ruby "Matrix" and "Vector" classes, but I don't see any way to use it in my way... Edit: In fact, each value is the number of cells (from the current cell to the last cell) according to the given vector. If we take the example where the vector is [-2, 0], with the value *1* (at array[2, 3]): array = [ [<0>, <0>, <1>, <1>, <2>], [<0>, <0>, <1>, <1>, <2>], [<0>, <0>, <1>, *1*, <2>] ] ... we could think such as: The vector [-2, 0] means that -2 is for cols and 0 is for rows. So if we are in array[2, 3], we can move 1 time on the left (left because 2 is negative) with 2 length (because -2.abs == 2). And we don't move on the top or bottom, because of 0 for rows.

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  • Outer product using CBLAS

    - by The Dude
    I am having trouble utilizing CBLAS to perform an Outer Product. My code is as follows: //===SET UP===// double x1[] = {1,2,3,4}; double x2[] = {1,2,3}; int dx1 = 4; int dx2 = 3; double X[dx1 * dx2]; for (int i = 0; i < (dx1*dx2); i++) {X[i] = 0.0;} //===DO THE OUTER PRODUCT===// cblas_dgemm(CblasRowMajor, CblasNoTrans, CblasTrans, dx1, dx2, 1, 1.0, x1, dx1, x2, 1, 0.0, X, dx1); //===PRINT THE RESULTS===// printf("\nMatrix X (%d x %d) = x1 (*) x2 is:\n", dx1, dx2); for (i=0; i<4; i++) { for (j=0; j<3; j++) { printf ("%lf ", X[j+i*3]); } printf ("\n"); } I get: Matrix X (4 x 3) = x1 (*) x2 is: 1.000000 2.000000 3.000000 0.000000 -1.000000 -2.000000 -3.000000 0.000000 7.000000 14.000000 21.000000 0.000000 But the correct answer is found here: https://www.sharcnet.ca/help/index.php/BLAS_and_CBLAS_Usage_and_Examples I have seen: Efficient computation of kronecker products in C But, it doesn't help me because they don't actually say how to utilize dgemm to actually do this... Any help? What am I doing wrong here?

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  • faster way to compare rows in a data frame

    - by aguiar
    Consider the data frame below. I want to compare each row with rows below and then take the rows that are equal in more than 3 values. I wrote the code below, but it is very slow if you have a large data frame. How could I do that faster? data <- as.data.frame(matrix(c(10,11,10,13,9,10,11,10,14,9,10,10,8,12,9,10,11,10,13,9,13,13,10,13,9), nrow=5, byrow=T)) rownames(data)<-c("sample_1","sample_2","sample_3","sample_4","sample_5") >data V1 V2 V3 V4 V5 sample_1 10 11 10 13 9 sample_2 10 11 10 14 9 sample_3 10 10 8 12 9 sample_4 10 11 10 13 9 sample_5 13 13 10 13 9 tab <- data.frame(sample = NA, duplicate = NA, matches = NA) dfrow <- 1 for(i in 1:nrow(data)) { sample <- data[i, ] for(j in (i+1):nrow(data)) if(i+1 <= nrow(data)) { matches <- 0 for(V in 1:ncol(data)) { if(data[j,V] == sample[,V]) { matches <- matches + 1 } } if(matches > 3) { duplicate <- data[j, ] pair <- cbind(rownames(sample), rownames(duplicate), matches) tab[dfrow, ] <- pair dfrow <- dfrow + 1 } } } >tab sample duplicate matches 1 sample_1 sample_2 4 2 sample_1 sample_4 5 3 sample_2 sample_4 4

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  • 3x3 array = 10 numbers

    - by user1708505
    i have this code #include <math.h> #include <stdio.h> const int n = 3; const int s = 3; int getm(int mat[n][s]); int printm(int mat[n][s]); int main() { int m[n][s]; getm(m); printm(m); return 0; } int getm(int mat[n][s]) { for(int x = 0;x < n;x++) { for (int y = 0;y<s;y++) { scanf("%i ", &mat[x][y]); } } return 0; } int printm(int mat[n][s]) { for(int x = 0;x<n;x++) { for(int y = 0;y<s;y++) { printf("%i ", mat[x][y]); if(y==(s-1)) { printf("\n"); } } } } which shoud ask for 9 numbers to make a 3x3 matrix array, but it actually asks for 10 numbers, printm is working well - printing only 9 numbers. Where is error?

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  • UserControlArray in Specific ButtonControlArray in C#

    - by Phanindar
    I am new to C#.I have been thinking of adding a ButtonControlArray where i can store each button control.Here is part of my code.I am creating a 6*6 array of button Control. ButtonControl buttonControl; ButtonControl[,] arrayButtons = new ButtonControl[6,6]; public void createGrid() { l = 0; for (int i = 0; i < numberOfButtons; i++) { for (int k = 0; k < numberOfButtons; k++) { buttonControl = new ButtonControl(); buttonControl.Location = new Point(l,j); j += 55; arrayButtons[i, k] = buttonControl; //After the above statement if i print Console.WriteLine(""+arrayButtons[i,k]); i am getting only my projectname.buttoncontrol myGridControl.Controls.Add(buttonControl); } l += 55; j = 10; } } I want to access each variable in arrayButtons[][]..like in a 3*3 matrix..if i want 2nd row 1 column element..then i get something like arrayname[2][1]..same way if i want 2nd button in 2nd row how can i get..i tried doing one way but i couldnt figure it out...Can you help me out with this..

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  • Populating a color array with every 8th pixel in an image. C#

    - by Piper
    I have an image that is 512x280 pixels. I want to populate a 64x35 array with every 8th pixel in the matrix. Here is what I have right now: Color[,] imgArray = new Color[b.Width, b.Height]; for (int y = 0; y < 35; y++) { for (int x = 0; x < 64; x++) { imgArray[x, y] = b.GetPixel(x, y); } } But that will get just the top corner of the image. How would I change the loop so it grabs every 8th pixel to fill the array with? edit: I think I may have gotten it. Can someone read this and assure me that it is correct? Color[,] imgArray = new Color[64, 35]; for (int y = 0; y < 280; y+=8) { for (int x = 0; x < 512; x+=8) { imgArray[x, y] = b.GetPixel(x, y); } }

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  • Calling a constructor from method within the same class

    - by Nathan
    I'm new to java and I'm learning about creating object classes. One of my homework assignment requires that I call the constructor at least once within a method of the same object class. I'm getting an error that says The method DoubleMatrix(double[][]) is undefined for the type DoubleMatrix Here's my constructor: public DoubleMatrix(double[][] tempArray) { // Declaration int flag = 0; int cnt; // Statement // check to see if doubArray isn't null and has more than 0 rows if(tempArray == null || tempArray.length < 0) { flag++; } // check to see if each row has the same length if(flag == 0) { for(cnt = 0; cnt <= tempArray.length - 1 || flag != 1; cnt++) { if(tempArray[cnt + 1].length != tempArray[0].length) { flag++; } } } else if(flag == 1) { makeDoubMatrix(1, 1);// call makeDoubMatrix method } }// end constructor 2 Here's the method where I try and call the constructor: public double[][] addMatrix(double[][] tempDoub) { // Declaration double[][] newMatrix; int rCnt, cCnt; //Statement // checking to see if both are of same dimension if(doubMatrix.length == tempDoub.length && doubMatrix[0].length == tempDoub[0].length) { newMatrix = new double[doubMatrix.length][doubMatrix[0].length]; // for loop to add matrix to a new one for(rCnt = 0; rCnt <= doubMatrix.length; rCnt++) { for(cCnt = 0; cCnt <= doubMatrix.length; cCnt++) { newMatrix[rCnt][cCnt] = doubMatrix[rCnt][cCnt] + tempDoub[rCnt][cCnt]; } } } else { newMatrix = new double[0][0]; DoubleMatrix(newMatrix) } return newMatrix; }// end addMatrix method Can someone point me to the right direction and explain why I'm getting an error?

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  • When OneTug Just Isn&rsquo;t Enough&hellip;

    - by onefloridacoder
    I stole that from the back of a T-shirt I saw at the Orlando Code Camp 2010.  This was my first code camp and my first time volunteering for an event like this as well.  It was an awesome day.  I cannot begin to count the “aaahh”, “I did-not-know I could do that”, in the crowds and for myself.  I think it was a great day of learning for everyone at all levels.  All of the presenters were different and provided great insights into the topics they were presenting.  Here’s a list of the ones that I attended. KodeFuGuru, “Pirates vs. Ninjas” He touched on many good topics to relax some of the ways we think when we are writing out code, and still looks good, readable, etc.  As he pointed out in all of his examples, we might not always realize everything that’s going on under the covers.  He exposed a bug in his own code, and verbalized the mental gymnastics he went through when he knew there was something wrong with one of his IEnumerable implementations.  For me, it was great to hear that someone else labors over these gut reactions to code quickly snapped together, to the point that we rush to the refactor stage to fix what’s bothering us – and learn.  He has some content on extension methods that was very interesting.  My “that is so cool” moment was when he swapped out AddEntity method on an entity class and used a With extension method instead.  Some of the LINQ scales fell off my eyes at that moment, and I realized my own code could be a lot more powerful (and readable) if incorporate a few of these examples at the appropriate times.  And he cautioned as well… “don’t go crazy with this stuff”, there’s a place and time for everything.  One of his examples demo’d toward the end of the talk is on his sight where he’s chaining methods together, cool stuff. Quotes I liked: “Extension Methods - Extension methods to put features back on the model type, without impacting the type.” “Favor Declarative Code” – Check out the ? and ?? operators if you’re not already using them. “Favor Fluent Code” “Avoid Pirate Ninja Zombies!  If you see one run!” I’m definitely going to be looking at “Extract Projection” when I get into VS2010. BDD 101 – Sean Chambers http://github.com/schambers This guy had a whole host of gremlins against him, final score Sean 5, Gremlins 1.  He ran the code samples from his github repo  in the code github code viewer since the PC they school gave him to use didn’t have VS installed. He did a great job of converting the grammar between BDD and TDD, and how this style of development can be used in integration tests as well as the different types of gated builds on a CI box – he didn’t go into a discussion around CI, but we could infer that it could work. Like when we use WSSF, it does cause a class explosion to happen however the amount of code per class it limit to just covering the concern at hand – no more, no less.  As in “When I as a <Role>, expect {something} to happen, because {}”  This keeps us (the developer) from gold plating our solutions and creating less waste.  He basically keeps the code that prove out the requirement to two lines of code.  Nice. He uses SpecUnit to merge this grammar into his .NET projects and gave an overview on how this ties into writing his own BDD tests.  Some folks were familiar with Given / When / Then as story acceptance criteria and here’s how he mapped it: “Given <Context>  When <Something Happens> Then <I expect...>”  There are a few base classes and overrides in the SpecUnit framework that help with setting up the context for each test which looked very handy. Successfully Running Your Own Coding Business The speaker ran through a list of items that sounded like common sense stuff LLC, banking, separating expenses, etc.  Then moved into role playing with business owners and an ISV.  That was pretty good stuff, it pays to be a good listener all of the time even if your client is sitting on the other side of the phone tearing you head off for you – but that’s all it is, and get used to it its par for the course.  Oh, yeah always answer the phone was one simple thing that you can do to move  your business forward.  But like Cory Foy tweeted this week, “If you owe me a lot of money, don’t have a message that says your away for five weeks skiing in Colorado.”  Lots of food for thought that’s on my list of “todo’s and to-don’ts”. Speaker Idol Next, I had the pleasure of helping Russ Fustino tape this part of Code Camp as my primary volunteer opportunity that day.  You remember Russ, “know the code” from the awesome Russ’ Tool Shed series.  He did a great job orchestrating and capturing the Speaker Idol finals.   So I didn’t actually miss any sessions, but was able to see three back to back in one setting.  The idol finalists gave a 10 minute talk and very deep subjects, but different styles of talks.  No one walked away empty handed for jobs very well done.  Russ has details on his site.  The pictures and  video captured is supposed to be published on Channel 9 at a later date.  It was also a valuable experience to see what makes technical speakers effective in their talks.  I picked up quite a few speaking tips from what I heard from the judges and contestants. Design For Developers – Diane Leeper If you are a great developer, you’re probably a lousy designer.  Diane didn’t come to poke holes in what we think we can do with UI layout and design, but she provided some tools we can use to figure out metaphors for visualizing data.  If you need help with that check out Silverlight Pivot – that’s what she was getting at.  I was first introduced to her at one of John Papa’s talks last year at a Lakeland User Group meeting and she’s very passionate about design.  She was able to discuss different elements of Pivot, while to a developer is just looked cool. I believe she was providing the deck from her talk to folks after her talk, so send her an email if you’re interested.   She says she can talk about design for hours and hours – we all left that session believing her.   Rinse and Repeat Orlando Code Camp 2010 was awesome, and would totally do it again.  There were lots of folks from my shop there, and some that have left my shop to go elsewhere.  So it was a reunion of sorts and a great celebration for the simple fact that its great to be a developer and there’s a community that supports and recognizes it as well.  The sponsors were generous and the organizers were very tired, namely Esteban Garcia and Will Strohl who were responsible for making a lot of this magic happen.  And if you don’t believe me, check out the chatter on Twitter.

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  • Pixel Shader Giving Black output

    - by Yashwinder
    I am coding in C# using Windows Forms and the SlimDX API to show the effect of a pixel shader. When I am setting the pixel shader, I am getting a black output screen but if I am not using the pixel shader then I am getting my image rendered on the screen. I have the following C# code using System; using System.Collections.Generic; using System.Linq; using System.Windows.Forms; using System.Runtime.InteropServices; using SlimDX.Direct3D9; using SlimDX; using SlimDX.Windows; using System.Drawing; using System.Threading; namespace WindowsFormsApplication1 { // Vertex structure. [StructLayout(LayoutKind.Sequential)] struct Vertex { public Vector3 Position; public float Tu; public float Tv; public static int SizeBytes { get { return Marshal.SizeOf(typeof(Vertex)); } } public static VertexFormat Format { get { return VertexFormat.Position | VertexFormat.Texture1; } } } static class Program { public static Device D3DDevice; // Direct3D device. public static VertexBuffer Vertices; // Vertex buffer object used to hold vertices. public static Texture Image; // Texture object to hold the image loaded from a file. public static int time; // Used for rotation caculations. public static float angle; // Angle of rottaion. public static Form1 Window =new Form1(); public static string filepath; static VertexShader vertexShader = null; static ConstantTable constantTable = null; static ImageInformation info; [STAThread] static void Main() { filepath = "C:\\Users\\Public\\Pictures\\Sample Pictures\\Garden.jpg"; info = new ImageInformation(); info = ImageInformation.FromFile(filepath); PresentParameters presentParams = new PresentParameters(); // Below are the required bare mininum, needed to initialize the D3D device. presentParams.BackBufferHeight = info.Height; // BackBufferHeight, set to the Window's height. presentParams.BackBufferWidth = info.Width+200; // BackBufferWidth, set to the Window's width. presentParams.Windowed =true; presentParams.DeviceWindowHandle = Window.panel2 .Handle; // DeviceWindowHandle, set to the Window's handle. // Create the device. D3DDevice = new Device(new Direct3D (), 0, DeviceType.Hardware, Window.Handle, CreateFlags.HardwareVertexProcessing, presentParams); // Create the vertex buffer and fill with the triangle vertices. (Non-indexed) // Remember 3 vetices for a triangle, 2 tris per quad = 6. Vertices = new VertexBuffer(D3DDevice, 6 * Vertex.SizeBytes, Usage.WriteOnly, VertexFormat.None, Pool.Managed); DataStream stream = Vertices.Lock(0, 0, LockFlags.None); stream.WriteRange(BuildVertexData()); Vertices.Unlock(); // Create the texture. Image = Texture.FromFile(D3DDevice,filepath ); // Turn off culling, so we see the front and back of the triangle D3DDevice.SetRenderState(RenderState.CullMode, Cull.None); // Turn off lighting D3DDevice.SetRenderState(RenderState.Lighting, false); ShaderBytecode sbcv = ShaderBytecode.CompileFromFile("C:\\Users\\yashwinder singh\\Desktop\\vertexShader.vs", "vs_main", "vs_1_1", ShaderFlags.None); constantTable = sbcv.ConstantTable; vertexShader = new VertexShader(D3DDevice, sbcv); ShaderBytecode sbc = ShaderBytecode.CompileFromFile("C:\\Users\\yashwinder singh\\Desktop\\pixelShader.txt", "ps_main", "ps_3_0", ShaderFlags.None); PixelShader ps = new PixelShader(D3DDevice, sbc); VertexDeclaration vertexDecl = new VertexDeclaration(D3DDevice, new[] { new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.PositionTransformed, 0), new VertexElement(0, 12, DeclarationType.Float2 , DeclarationMethod.Default, DeclarationUsage.TextureCoordinate , 0), VertexElement.VertexDeclarationEnd }); Application.EnableVisualStyles(); MessagePump.Run(Window, () => { // Clear the backbuffer to a black color. D3DDevice.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0); // Begin the scene. D3DDevice.BeginScene(); // Setup the world, view and projection matrices. //D3DDevice.VertexShader = vertexShader; //D3DDevice.PixelShader = ps; // Render the vertex buffer. D3DDevice.SetStreamSource(0, Vertices, 0, Vertex.SizeBytes); D3DDevice.VertexFormat = Vertex.Format; // Setup our texture. Using Textures introduces the texture stage states, // which govern how Textures get blended together (in the case of multiple // Textures) and lighting information. D3DDevice.SetTexture(0, Image); // Now drawing 2 triangles, for a quad. D3DDevice.DrawPrimitives(PrimitiveType.TriangleList , 0, 2); // End the scene. D3DDevice.EndScene(); // Present the backbuffer contents to the screen. D3DDevice.Present(); }); if (Image != null) Image.Dispose(); if (Vertices != null) Vertices.Dispose(); if (D3DDevice != null) D3DDevice.Dispose(); } private static Vertex[] BuildVertexData() { Vertex[] vertexData = new Vertex[6]; vertexData[0].Position = new Vector3(-1.0f, 1.0f, 0.0f); vertexData[0].Tu = 0.0f; vertexData[0].Tv = 0.0f; vertexData[1].Position = new Vector3(-1.0f, -1.0f, 0.0f); vertexData[1].Tu = 0.0f; vertexData[1].Tv = 1.0f; vertexData[2].Position = new Vector3(1.0f, 1.0f, 0.0f); vertexData[2].Tu = 1.0f; vertexData[2].Tv = 0.0f; vertexData[3].Position = new Vector3(-1.0f, -1.0f, 0.0f); vertexData[3].Tu = 0.0f; vertexData[3].Tv = 1.0f; vertexData[4].Position = new Vector3(1.0f, -1.0f, 0.0f); vertexData[4].Tu = 1.0f; vertexData[4].Tv = 1.0f; vertexData[5].Position = new Vector3(1.0f, 1.0f, 0.0f); vertexData[5].Tu = 1.0f; vertexData[5].Tv = 0.0f; return vertexData; } } } And my pixel shader and vertex shader code are as following // Pixel shader input structure struct PS_INPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Pixel shader output structure struct PS_OUTPUT { float4 Color : COLOR0; }; // Global variables sampler2D Tex0; // Name: Simple Pixel Shader // Type: Pixel shader // Desc: Fetch texture and blend with constant color // PS_OUTPUT ps_main( in PS_INPUT In ) { PS_OUTPUT Out; //create an output pixel Out.Color = tex2D(Tex0, In.Texture); //do a texture lookup Out.Color *= float4(0.9f, 0.8f, 0.0f, 1); //do a simple effect return Out; //return output pixel } // Vertex shader input structure struct VS_INPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Vertex shader output structure struct VS_OUTPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Global variables float4x4 WorldViewProj; // Name: Simple Vertex Shader // Type: Vertex shader // Desc: Vertex transformation and texture coord pass-through // VS_OUTPUT vs_main( in VS_INPUT In ) { VS_OUTPUT Out; //create an output vertex Out.Position = mul(In.Position, WorldViewProj); //apply vertex transformation Out.Texture = In.Texture; //copy original texcoords return Out; //return output vertex }

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  • Open GL stars are not rendering

    - by Darestium
    I doing Nehe's Open GL Lesson 9. I'm using SFML for windowing, the strange thing is no stars are rendering. #include <SFML/System.hpp> #include <SFML/Window.hpp> #include <SFML/Graphics.hpp> #include <iostream> void processEvents(sf::Window *app); void processInput(sf::Window *app); void renderGlScene(sf::Window *app); void init(); int loadResources(); const int NUM_OF_STARS = 50; float triRot = 0.0f; float quadRot = 0.0f; bool twinkle = false; bool tKey = false; float zoom = 15.0f; float tilt = 90.0f; float spin = 0.0f; unsigned int loop; unsigned int texture_handle[1]; typedef struct { int r, g, b; float distance; float angle; } stars; stars star[NUM_OF_STARS]; int main() { sf::Window app(sf::VideoMode(800, 600, 32), "Nehe Lesson 9"); app.UseVerticalSync(false); init(); if (loadResources() == -1) { return EXIT_FAILURE; } while (app.IsOpened()) { processEvents(&app); processInput(&app); renderGlScene(&app); app.Display(); } return EXIT_SUCCESS; } int loadResources() { sf::Image img_data; // Load Texture if (!img_data.LoadFromFile("data/images/star.bmp")) { std::cout << "Could not load data/images/star.bmp"; return -1; } // Generate 1 texture glGenTextures(1, &texture_handle[0]); // Linear filtering glBindTexture(GL_TEXTURE_2D, texture_handle[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img_data.GetWidth(), img_data.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data.GetPixelsPtr()); return 0; } void processInput(sf::Window *app) { const sf::Input& input = app->GetInput(); if (input.IsKeyDown(sf::Key::T) && !tKey) { tKey = true; twinkle = !twinkle; } if (!input.IsKeyDown(sf::Key::T)) { tKey = false; } if (input.IsKeyDown(sf::Key::Up)) { tilt -= 0.05f; } if (input.IsKeyDown(sf::Key::Down)) { tilt += 0.05f; } if (input.IsKeyDown(sf::Key::PageUp)) { zoom -= 0.02f; } if (input.IsKeyDown(sf::Key::Up)) { zoom += 0.02f; } } void init() { glClearDepth(1.f); glClearColor(0.f, 0.f, 0.f, 0.f); // Enable texturing glEnable(GL_TEXTURE_2D); //glDepthMask(GL_TRUE); // Setup a perpective projection glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.f, 1.f, 1.f, 500.f); glShadeModel(GL_SMOOTH); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glEnable(GL_BLEND); for (loop = 0; loop < NUM_OF_STARS; loop++) { star[loop].distance = (float)loop / NUM_OF_STARS * 5.0f; // Calculate distance from the centre // Give stars random rgb value star[loop].r = rand() % 256; star[loop].g = rand() % 256; star[loop].b = rand() % 256; } } void processEvents(sf::Window *app) { sf::Event event; while (app->GetEvent(event)) { if (event.Type == sf::Event::Closed) { app->Close(); } if (event.Type == sf::Event::KeyPressed && event.Key.Code == sf::Key::Escape) { app->Close(); } } } void renderGlScene(sf::Window *app) { app->SetActive(); // Clear color depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Apply some transformations glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Select texture glBindTexture(GL_TEXTURE_2D, texture_handle[0]); for (loop = 0; loop < NUM_OF_STARS; loop++) { glLoadIdentity(); // Reset The View Before We Draw Each Star glTranslatef(0.0f, 0.0f, zoom); // Zoom Into The Screen (Using The Value In 'zoom') glRotatef(tilt, 1.0f, 0.0f, 0.0f); // Tilt The View (Using The Value In 'tilt') glRotatef(star[loop].angle, 0.0f, 1.0f, 0.0f); // Rotate To The Current Stars Angle glTranslatef(star[loop].distance, 0.0f, 0.0f); // Move Forward On The X Plane glRotatef(-star[loop].angle,0.0f,1.0f,0.0f); // Cancel The Current Stars Angle glRotatef(-tilt,1.0f,0.0f,0.0f); // Cancel The Screen Tilt if (twinkle) { glColor4ub(star[(NUM_OF_STARS - loop) - 1].r, star[(NUM_OF_STARS - loop)-1].g, star[(NUM_OF_STARS - loop) - 1].b, 255); glBegin(GL_QUADS); // Begin Drawing The Textured Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); // Done Drawing The Textured Quad } glRotatef(spin,0.0f,0.0f,1.0f); // Rotate The Star On The Z Axis // Assign A Color Using Bytes glColor4ub(star[loop].r, star[loop].g, star[loop].b, 255); glBegin(GL_QUADS); // Begin Drawing The Textured Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); // Done Drawing The Textured Quad spin += 0.01f; // Used To Spin The Stars star[loop].angle += (float)loop / NUM_OF_STARS; // Changes The Angle Of A Star star[loop].distance -= 0.01f; // Changes The Distance Of A Star if (star[loop].distance < 0.0f) { star[loop].distance += 5.0f; // Move The Star 5 Units From The Center star[loop].r = rand() % 256; // Give It A New Red Value star[loop].g = rand() % 256; // Give It A New Green Value star[loop].b = rand() % 256; // Give It A New Blue Value } } } I've looked over the code atleast 10 times now and I can't figure out the problem. Any help would be much appreciated.

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  • Light following me around the room. Something is wrong with my shader!

    - by Robinson
    I'm trying to do a spot (Blinn) light, with falloff and attenuation. It seems to be working OK except I have a bit of a space problem. That is, whenever I move the camera the light moves to maintain the same relative position, rather than changing with the camera. This results in the light moving around, i.e. not always falling on the same surfaces. It's as if there's a flashlight attached to the camera. I'm transforming the lights beforehand into view space, so Light_Position and Light_Direction are already in eye space (I hope!). I made a little movie of what it looks like here: My camera rotating around a point inside a box. The light is fixed in the centre up and its "look at" point in a fixed position in front of it. As you can see, as the camera rotates around the origin (always looking at the centre), so don't think the box is rotating (!). The lighting follows it around. To start, some code. This is how I'm transforming the light into view space (it gets passed into the shader already in view space): // Compute eye-space light position. Math::Vector3d eyeSpacePosition = MyCamera->ViewMatrix() * MyLightPosition; MyShaderVariables->Set(MyLightPositionIndex, eyeSpacePosition); // Compute eye-space light direction vector. Math::Vector3d eyeSpaceDirection = Math::Unit(MyLightLookAt - MyLightPosition); MyCamera->ViewMatrixInverseTranspose().TransformNormal(eyeSpaceDirection); MyShaderVariables->Set(MyLightDirectionIndex, eyeSpaceDirection); Can anyone give me a clue as to what I'm doing wrong here? I think the light should remain looking at a fixed point on the box, regardless of the camera orientation. Here are the vertex and pixel shaders: /////////////////////////////////////////////////// // Vertex Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Uniform Buffer Structures /////////////////////////////////////////////////// // Camera. layout (std140) uniform Camera { mat4 Camera_View; mat4 Camera_ViewInverseTranspose; mat4 Camera_Projection; }; // Matrices per model. layout (std140) uniform Model { mat4 Model_World; mat4 Model_WorldView; mat4 Model_WorldViewInverseTranspose; mat4 Model_WorldViewProjection; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Streams (per vertex) /////////////////////////////////////////////////// layout(location = 0) in vec3 attrib_Position; layout(location = 1) in vec3 attrib_Normal; layout(location = 2) in vec3 attrib_Tangent; layout(location = 3) in vec3 attrib_BiNormal; layout(location = 4) in vec2 attrib_Texture; /////////////////////////////////////////////////// // Output streams (per vertex) /////////////////////////////////////////////////// out vec3 attrib_Fragment_Normal; out vec4 attrib_Fragment_Position; out vec2 attrib_Fragment_Texture; out vec3 attrib_Fragment_Light; out vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main() { // Transform normal into eye space attrib_Fragment_Normal = (Model_WorldViewInverseTranspose * vec4(attrib_Normal, 0.0)).xyz; // Transform vertex into eye space (world * view * vertex = eye) vec4 position = Model_WorldView * vec4(attrib_Position, 1.0); // Compute vector from eye space vertex to light (light is in eye space already) attrib_Fragment_Light = Light_Position - position.xyz; // Compute vector from the vertex to the eye (which is now at the origin). attrib_Fragment_Eye = -position.xyz; // Output texture coord. attrib_Fragment_Texture = attrib_Texture; // Compute vertex position by applying camera projection. gl_Position = Camera_Projection * position; } and the pixel shader: /////////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Samplers /////////////////////////////////////////////////// uniform sampler2D Map_Diffuse; /////////////////////////////////////////////////// // Global Uniforms /////////////////////////////////////////////////// // Material. layout (std140) uniform Material { vec4 Material_Ambient_Colour; vec4 Material_Diffuse_Colour; vec4 Material_Specular_Colour; vec4 Material_Emissive_Colour; float Material_Shininess; float Material_Strength; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Input streams (per vertex) /////////////////////////////////////////////////// in vec3 attrib_Fragment_Normal; in vec3 attrib_Fragment_Position; in vec2 attrib_Fragment_Texture; in vec3 attrib_Fragment_Light; in vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Result /////////////////////////////////////////////////// out vec4 Out_Colour; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main(void) { // Compute N dot L. vec3 N = normalize(attrib_Fragment_Normal); vec3 L = normalize(attrib_Fragment_Light); vec3 E = normalize(attrib_Fragment_Eye); vec3 H = normalize(L + E); float NdotL = clamp(dot(L,N), 0.0, 1.0); float NdotH = clamp(dot(N,H), 0.0, 1.0); // Compute ambient term. vec4 ambient = Material_Ambient_Colour * Light_Ambient_Colour; // Diffuse. vec4 diffuse = texture2D(Map_Diffuse, attrib_Fragment_Texture) * Light_Diffuse_Colour * Material_Diffuse_Colour * NdotL; // Specular. float specularIntensity = pow(NdotH, Material_Shininess) * Material_Strength; vec4 specular = Light_Specular_Colour * Material_Specular_Colour * specularIntensity; // Light attenuation (so we don't have to use 1 - x, we step between Max and Min). float d = length(-attrib_Fragment_Light); float attenuation = smoothstep(Light_Attenuation_Max, Light_Attenuation_Min, d); // Adjust attenuation based on light cone. float LdotS = dot(-L, Light_Direction), CosI = Light_Cone_Min - Light_Cone_Max; attenuation *= clamp((LdotS - Light_Cone_Max) / CosI, 0.0, 1.0); // Final colour. Out_Colour = (ambient + diffuse + specular) * Light_Intensity * attenuation; }

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  • Real-time offline folder-to-folder backup application needed (Windows)

    - by niktech
    I recently started using Intel Matrix Storage RAID solution that allowed me to use my 5 1TB drives for two RAID volumes. First one a 1TB RAID 0 striped across all 5 drives and second one a RAID 5 across the rest of the free space on all drives (around 2.85TB usable space). The RAID 0 I use for OS, applications and games while the RAID 5 I use as a more-permanent type storage (photos, etc). Now I do realize that running the OS and applications on RAID 0 across 5 drives is very dangerous, which is what brings up the following question. Is there a reliable freeware realtime backup application that can backup a set of folders from one drive to another drive (no online backups needed)? I've already tried a few (Mozy, Yadis, Comodo Backup, GFI Backup, Idoo, Crash Plan) but none meet my requirements: Low CPU and RAM usage. Realtime Backups - as soon as a file is modified in the source folder, it is added to the backup queue which will be processed with the lowest priority when the CPU is idle. This backup queue should persist in cases of computer restarts (ie: the source and destination folders should always have the same set of files, except for the ones waiting in the backup queue). Incremental Backups - if only 10 bytes changed in a 1GB file, the app should only copy those 10 new bytes. Ability to back up locked and opened files (some apps, like Yadis, can't back up critical files like browser favorites). Ability to run as a service (no need for any user to log-in to have the app started). Optional requirements: Compression of the destination into a well-known format (RAR, Zip) that can be directly read without the use of the application. Preset source folders (such as Browser Favorites, Game Saves, Application Settings, etc). The idea is to use RAID 0 array as "semi-persistent RAM-like" storage which in case of a failure can be quickly rebuilt by reinstalling the OS, apps and games and copying over the settings, saves, favorites from the RAID 5. I'm also thinking of taking this RAID 0 as RAM idea to the extreme with SSDs (as soon as we get some nice 6Gb/s SATA III SSDs out there), where a couple of SSDs chained in RAID 0 will work as yet another semi-persistent cache layer sitting between the RAM and the HD. I'm just hoping there already exists an application that satisfies these requirements... otherwise I'll have to write one myself, which I would prefer not to do.

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  • New harddrives failing within weeks.

    - by Jason Kealey
    I've experienced 8 hard disk failures in 3 months and have tried many things to solve the issue permanently but I have failed. I would like to know if you have any advice for me. System was running Win XP on an Asus P5W-DH Deluxe. I have setup a RAID-1 array. I started out with 2 x 500 GB 7200RPM Western Digital drives. One died. I took it out to RMA it. On the same day, the router was fried. Assumed a power surge occurred; connected an older UPS to protect the system. Once I got my hands on an identical disk, I installed it. The RAID array was rebuilt. A few days later, the other one died. Assumed the rebuild caused it to fail. Took it out for RMA. Before the other one arrived, the remaining one died. I then discovered I could re-enable them using the Intel Matrix Storage Manager. I re-enabled both and the system seemed fine for a week, until both died again. I got two new 1.5 TB 7200RPM Seagate drives and re-installed Windows 7. Also replaced the UPS and power supply. They both died again. The voltage on the plug is stable between 120 and 122V as per the UPS. None of the other devices have had any problems (monitors, etc.). At this point, I see two options: a) electrical issue in the house that was, for some reason, not blocked by the UPS. b) something else inside the system causing surges? motherboard? onboard raid controller? Failures happen fairly quickly, between 2 and 14 days after I fix the previous issue. I just gotten a new computer (Core i7) to replace it. If it is stable, I can determine that b) was the problem. If it fries its hard drive again, I can determine that it is an electrical issue in the house. Do you have any other thoughts? Any tools I can run on the drives that failed to get more information about the original SMART event history?

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  • mac, netbeans 6.8, c++, sdl, opengl: compilation problems

    - by ufk
    Hiya. I'm trying to properly compile a c++ opengl+sdl application using netbeans 6.8 under Snow Leopard 64-bit. I have libSDL 1.2.14 installed using macports. The script that I try to compile is the following: #ifdef WIN32 #define WIN32_LEAN_AND_MEAN #include <windows.h> #endif #if defined(__APPLE__) && defined(__MACH__) #include <OpenGL/gl.h> // Header File For The OpenGL32 Library #include <OpenGL/glu.h> // Header File For The GLu32 Library #else #include <GL/gl.h> // Header File For The OpenGL32 Library #include <GL/glu.h> // Header File For The GLu32 Library #endif #include "sdl/SDL.h" #include <stdio.h> #include <unistd.h> #include "SDL/SDL_main.h" SDL_Surface *screen=NULL; GLfloat rtri; // Angle For The Triangle ( NEW ) GLfloat rquad; // Angle For The Quad ( NEW ) void InitGL(int Width, int Height) // We call this right after our OpenGL window is created. { glViewport(0, 0, Width, Height); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black glClearDepth(1.0); // Enables Clearing Of The Depth Buffer glDepthFunc(GL_LESS); // The Type Of Depth Test To Do glEnable(GL_DEPTH_TEST); // Enables Depth Testing glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Reset The Projection Matrix gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window glMatrixMode(GL_MODELVIEW); } /* The main drawing function. */ int DrawGLScene() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity(); // Reset The View glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0 glRotatef(rtri,0.0f,1.0f,0.0f); // Rotate The Triangle On The Y axis ( NEW ) // draw a triangle glBegin(GL_TRIANGLES); // Begin Drawing Triangles glColor3f(1.0f,0.0f,0.0f); // Red glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Front) glColor3f(0.0f,1.0f,0.0f); // Green glVertex3f(-1.0f,-1.0f, 1.0f); // Left Of Triangle (Front) glColor3f(0.0f,0.0f,1.0f); // Blue glVertex3f( 1.0f,-1.0f, 1.0f); // Right Of Triangle (Front) glColor3f(1.0f,0.0f,0.0f); // Red glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Right) glColor3f(0.0f,0.0f,1.0f); // Blue glVertex3f( 1.0f,-1.0f, 1.0f); // Left Of Triangle (Right) glColor3f(0.0f,1.0f,0.0f); // Green glVertex3f( 1.0f,-1.0f, -1.0f); // Right Of Triangle (Right) glColor3f(1.0f,0.0f,0.0f); // Red glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Back) glColor3f(0.0f,1.0f,0.0f); // Green glVertex3f( 1.0f,-1.0f, -1.0f); // Left Of Triangle (Back) glColor3f(0.0f,0.0f,1.0f); // Blue glVertex3f(-1.0f,-1.0f, -1.0f); // Right Of Triangle (Back) glColor3f(1.0f,0.0f,0.0f); // Red glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Left) glColor3f(0.0f,0.0f,1.0f); // Blue glVertex3f(-1.0f,-1.0f,-1.0f); // Left Of Triangle (Left) glColor3f(0.0f,1.0f,0.0f); // Green glVertex3f(-1.0f,-1.0f, 1.0f); // Right Of Triangle (Left) glEnd(); glLoadIdentity(); // Reset The Current Modelview Matrix glTranslatef(1.5f,0.0f,-7.0f); // Move Right 1.5 Units And Into The Screen 6.0 glRotatef(rquad,1.0f,0.0f,0.0f); // Rotate The Quad On The X axis ( NEW ) glBegin(GL_QUADS); // Start Drawing Quads glColor3f(0.0f,1.0f,0.0f); // Set The Color To Green glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Top) glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Top) glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Quad (Top) glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Quad (Top) glColor3f(1.0f,0.5f,0.0f); // Set The Color To Orange glVertex3f( 1.0f,-1.0f, 1.0f); // Top Right Of The Quad (Bottom) glVertex3f(-1.0f,-1.0f, 1.0f); // Top Left Of The Quad (Bottom) glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Bottom) glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Bottom) glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Front) glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Front) glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Front) glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Front) glColor3f(1.0f,1.0f,0.0f); // Set The Color To Yellow glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Back) glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Back) glVertex3f(-1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Back) glVertex3f( 1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Back) glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Left) glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Left) glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Left) glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Left) glColor3f(1.0f,0.0f,1.0f); // Set The Color To Violet glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Right) glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Right) glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Right) glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Right) glEnd(); // Done Drawing A Quad rtri+=0.02f; // Increase The Rotation Variable For The Triangle ( NEW ) rquad-=0.015f; // Decrease The Rotation Variable For The Quad ( NEW ) // swap buffers to display, since we're double buffered. SDL_GL_SwapBuffers(); return true; } int main(int argc,char* argv[]) { int done; /*variable to hold the file name of the image to be loaded *In real world error handling code would precede this */ /* Initialize SDL for video output */ if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) { fprintf(stderr, "Unable to initialize SDL: %s\n", SDL_GetError()); exit(1); } atexit(SDL_Quit); /* Create a 640x480 OpenGL screen */ if ( SDL_SetVideoMode(640, 480, 0, SDL_OPENGL) == NULL ) { fprintf(stderr, "Unable to create OpenGL screen: %s\n", SDL_GetError()); SDL_Quit(); exit(2); } SDL_WM_SetCaption("another example",NULL); InitGL(640,480); done=0; while (! done) { DrawGLScene(); SDL_Event event; while ( SDL_PollEvent(&event) ) { if ( event.type == SDL_QUIT ) { done = 1; } if ( event.type == SDL_KEYDOWN ) { if ( event.key.keysym.sym == SDLK_ESCAPE ) { done = 1; } } } } } Under netbeans project properties I configured the following: C++ Compiler: added /usr/X11/include and /opt/local/include to the include directories. Linker: I added the following libraries: /usr/X11/lib/libGL.dylib /usr/X11/lib/libGLU.dylib /opt/local/lib/libSDL.dylib /opt/local/lib/libSDLmain.a Now... before I included SDL_main.h and libSDLMain.a to the project I got an error unknown reference to _main then I read here: http://www.libsdl.org/faq.php?action=listentries&category=7#55 that I need to include SDL_Main.h and to link libSDLMain.so to my project. after doing so, the project still won't compile. this is the Netbeans output: /usr/bin/make -f nbproject/Makefile-Debug.mk SUBPROJECTS= .clean-conf rm -f -r build/Debug rm -f dist/Debug/GNU-MacOSX/opengl2 CLEAN SUCCESSFUL (total time: 79ms) /usr/bin/make -f nbproject/Makefile-Debug.mk SUBPROJECTS= .build-conf /usr/bin/make -f nbproject/Makefile-Debug.mk dist/Debug/GNU-MacOSX/opengl2 mkdir -p build/Debug/GNU-MacOSX rm -f build/Debug/GNU-MacOSX/main.o.d g++ -c -g -I/usr/X11/include -I/opt/local/include -MMD -MP -MF build/Debug/GNU-MacOSX/main.o.d -o build/Debug/GNU-MacOSX/main.o main.cpp mkdir -p dist/Debug/GNU-MacOSX g++ -o dist/Debug/GNU-MacOSX/opengl2 build/Debug/GNU-MacOSX/main.o /opt/local/lib/libIL.dylib /opt/local/lib/libILU.dylib /opt/local/lib/libILUT.dylib /usr/X11/lib/libGL.dylib /usr/X11/lib/libGLU.dylib /opt/local/lib/libSDL.dylib /opt/local/lib/libSDLmain.a Undefined symbols: "_OBJC_CLASS_$_NSMenu", referenced from: __objc_classrefs__DATA@0 in libSDLmain.a(SDLMain.o) "__objc_empty_cache", referenced from: _OBJC_METACLASS_$_SDLMain in libSDLmain.a(SDLMain.o) _OBJC_CLASS_$_SDLMain in libSDLmain.a(SDLMain.o) "_CFBundleGetMainBundle", referenced from: -[SDLMain setupWorkingDirectory:] in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) "_CFURLGetFileSystemRepresentation", referenced from: -[SDLMain setupWorkingDirectory:] in libSDLmain.a(SDLMain.o) "_NSApp", referenced from: _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) "_OBJC_CLASS_$_NSProcessInfo", referenced from: __objc_classrefs__DATA@0 in libSDLmain.a(SDLMain.o) "_CFURLCreateCopyDeletingLastPathComponent", referenced from: -[SDLMain setupWorkingDirectory:] in libSDLmain.a(SDLMain.o) "_NSAllocateMemoryPages", referenced from: -[NSString(ReplaceSubString) stringByReplacingRange:with:] in libSDLmain.a(SDLMain.o) "___CFConstantStringClassReference", referenced from: cfstring=CFBundleName in libSDLmain.a(SDLMain.o) cfstring= in libSDLmain.a(SDLMain.o) cfstring=About in libSDLmain.a(SDLMain.o) cfstring=Hide in libSDLmain.a(SDLMain.o) cfstring=h in libSDLmain.a(SDLMain.o) cfstring=Hide Others in libSDLmain.a(SDLMain.o) cfstring=Show All in libSDLmain.a(SDLMain.o) cfstring=Quit in libSDLmain.a(SDLMain.o) cfstring=q in libSDLmain.a(SDLMain.o) cfstring=Window in libSDLmain.a(SDLMain.o) cfstring=m in libSDLmain.a(SDLMain.o) cfstring=Minimize in libSDLmain.a(SDLMain.o) "_OBJC_CLASS_$_NSAutoreleasePool", referenced from: __objc_classrefs__DATA@0 in libSDLmain.a(SDLMain.o) "_CPSEnableForegroundOperation", referenced from: _main in libSDLmain.a(SDLMain.o) "_CPSGetCurrentProcess", referenced from: _main in libSDLmain.a(SDLMain.o) "_CFBundleCopyBundleURL", referenced from: -[SDLMain setupWorkingDirectory:] in libSDLmain.a(SDLMain.o) "_NSDeallocateMemoryPages", referenced from: -[NSString(ReplaceSubString) stringByReplacingRange:with:] in libSDLmain.a(SDLMain.o) "_OBJC_CLASS_$_NSApplication", referenced from: l_OBJC_$_CATEGORY_NSApplication_$_SDLApplication in libSDLmain.a(SDLMain.o) __objc_classrefs__DATA@0 in libSDLmain.a(SDLMain.o) "_CPSSetFrontProcess", referenced from: _main in libSDLmain.a(SDLMain.o) "_OBJC_CLASS_$_NSString", referenced from: l_OBJC_$_CATEGORY_NSString_$_ReplaceSubString in libSDLmain.a(SDLMain.o) __objc_classrefs__DATA@0 in libSDLmain.a(SDLMain.o) "_OBJC_CLASS_$_NSObject", referenced from: _OBJC_CLASS_$_SDLMain in libSDLmain.a(SDLMain.o) "_CFBundleGetInfoDictionary", referenced from: _main in libSDLmain.a(SDLMain.o) "_CFRelease", referenced from: -[SDLMain setupWorkingDirectory:] in libSDLmain.a(SDLMain.o) -[SDLMain setupWorkingDirectory:] in libSDLmain.a(SDLMain.o) "__objc_empty_vtable", referenced from: _OBJC_METACLASS_$_SDLMain in libSDLmain.a(SDLMain.o) _OBJC_CLASS_$_SDLMain in libSDLmain.a(SDLMain.o) "_OBJC_CLASS_$_NSMenuItem", referenced from: __objc_classrefs__DATA@0 in libSDLmain.a(SDLMain.o) "_objc_msgSend", referenced from: -[SDLMain application:openFile:] in libSDLmain.a(SDLMain.o) -[SDLMain applicationDidFinishLaunching:] in libSDLmain.a(SDLMain.o) -[NSString(ReplaceSubString) stringByReplacingRange:with:] in libSDLmain.a(SDLMain.o) -[NSString(ReplaceSubString) stringByReplacingRange:with:] in libSDLmain.a(SDLMain.o) -[NSString(ReplaceSubString) stringByReplacingRange:with:] in libSDLmain.a(SDLMain.o) -[NSString(ReplaceSubString) stringByReplacingRange:with:] in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) "_OBJC_METACLASS_$_NSObject", referenced from: _OBJC_METACLASS_$_SDLMain in libSDLmain.a(SDLMain.o) _OBJC_METACLASS_$_SDLMain in libSDLmain.a(SDLMain.o) "_objc_msgSend_fixup", referenced from: l_objc_msgSend_fixup_objectForKey_ in libSDLmain.a(SDLMain.o) l_objc_msgSend_fixup_length in libSDLmain.a(SDLMain.o) l_objc_msgSend_fixup_alloc in libSDLmain.a(SDLMain.o) l_objc_msgSend_fixup_release in libSDLmain.a(SDLMain.o) ld: symbol(s) not found collect2: ld returned 1 exit status make[2]: *** [dist/Debug/GNU-MacOSX/opengl2] Error 1 make[1]: *** [.build-conf] Error 2 make: *** [.build-impl] Error 2 BUILD FAILED (exit value 2, total time: 263ms) any ideas? thanks a lot!

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  • XNA Notes 009

    - by George Clingerman
    This past week the MVPs (myself included) were on Microsoft campus for the MVP summit. So I apologize in advance if you did something cool or heard of something cool happening with XNA and XBLIGs and it’s not in my notes. I did my best to stay on top of things, but honestly this community is fast and furious with what it’s doing and creating. I really can’t keep up and that’s fantastic! But here’s what I *did* notice while I was there on Microsoft Campus (and I did make sure to point out to the XNA team several of these very cool happenings while I had their ears). Time Critical XNA News: The XNA team wants you to know that Dream Build Play registration is now open! http://blogs.msdn.com/b/xna/archive/2011/02/28/registration-now-open-for-dream-build-play-2011-challenge.aspx Join the XNA-UK create on March 24, 2011 at the Microsoft Tech Days Conference http://xna-uk.net/blogs/darkgenesis/archive/2011/02/27/join-the-xna-uk-crew-at-the-microsoft-tech-days-conference-on-24th-march-2011.aspx XNA Team: Shawn Hargreaves shares one of the coolest things that’s happened in the XNA community http://blogs.msdn.com/b/shawnhar/archive/2011/03/02/xbox-indies-pivot-view.aspx Nick Gravelyn continues his unique marketing/work prioritization strategy as he tries to get to 5,000 Pixel Man users before he makes Pixel Man 2 (and he’s almost there!) http://nickgravelyn.com/pixelman2/ XNA MVPs: A lot of the XNA MVPs were at the Microsoft MVP Summit 2011. Due to NDAs, most things can’t be shared, but I’m sure if you’re curious you could ask them about the general vibe and feeling they got from the team and the future of XNA/XBLIG and more. Catalin Zima and team release the free WP7 game Chickens Can Dream http://twitter.com/CatalinZima/statuses/41174062923390976 http://www.amusedsloth.com/2011/02/chickens-can-dream-is-live/ Charles Humphrey (NemoKrad) posts his March talk source and PowerPoint http://xna-uk.net/blogs/randomchaos/archive/2011/03/04/march-2011-talk-post-processing-framework.aspx XNA Developers: Michael B. McLaughlin posts about ANTS Memory Profile and creates a CheckMemoryAllocationGame sample (extremely useful if you’re looking to see how much memory some operation allocates!) http://geekswithblogs.net/mikebmcl/archive/2011/02/28/ants-memory-profiler-7.0-review.aspx http://geekswithblogs.net/mikebmcl/archive/2011/03/01/checkmemoryallocationgame-sample.aspx Andy Schatz (2009 IGF winner for Monaco) talking XNA at GDC 2011 http://www.gamasutra.com/view/news/33313/GDC_2011_Andy_Schatz_Ill_Make_My_Last_Game_When_I_Die.php Xbox LIVE Indie Games (XBLIG): Clover: A Curious Tale by BinaryTweed is coming as a Deal of the Week during St. Patricks Day http://majornelson.com/archive/2011/03/03/comingsoontothexboxlivemarketplacemarchthird.aspx Ska Studios away at GDC but still very post happy as always http://www.ska-studios.com/2011/03/02/swamped-picture-pack/ http://www.ska-studios.com/2011/02/28/the-february-showcase/ http://www.ska-studios.com/2011/02/25/good-morning-gato-51-smelling-the-roses/ Just Press Start interviews Matthew Mikuszewski of Darkwind Media about Blocks Indie http://justpressstart.net/?p=516 Gamergeddon Xbox Indie Game Round Up - February 27th http://www.gamergeddon.com/2011/02/27/xbox-indie-game-round-up-february-27th/ http://www.gamergeddon.com/category/xbox-360/indie-games/ GameMarx does a round up of all the Xbox Live Indie Game podcasts that are currently available http://www.gamemarx.com/news/2011/02/27/xbox-live-indie-game-podcasts.aspx GameMarx episode 11 http://www.gamemarx.com/video/the-show/26/ep-11-february-25-2011.aspx In perhaps what I feel is the most exciting news I’ve heard all week, Michael C. Neel (ViNull of GameMarx fame) re-launch XboxIndies.com! http://www.gamemarx.com/news/2011/03/01/the-relaunch-of-xboxindies-com.aspx http://xboxindies.com/ Armless Octopus shares a little of what they heard from Luke Schneider of Radiangames during his GDC 2011 talk http://www.armlessoctopus.com/2011/03/02/gdc-2011-luke-schneider-offers-insight-into-radiangames-success/ VVGindiecast Episode 1 with guests Derek Strickland(Mr_Deeke), Kris Steele(Kriswd40 from FunInfused Games) and Dave Voyles(From armlessoctopus.com) http://vvgtv.com/2011/02/25/vvgindiecast-xblig-podcast/ If you’re doing Xbox LIVE Indie Game Reviews get in touch with XboxIndies.com to get into their aggregated feed http://forums.create.msdn.com/forums/p/76931/467189.aspx#467189 B.U.T.T.O.N and Flotilla represented XNA very well at the Independent Games Festival (are there any more games entered that were created using XNA? Stand up and be heard!) http://www.igf.com/php-bin/entry2011.php?id=374 Armless Ocotopus interview at GDC 2011 with Soulcaster creator Ian Stocker http://www.armlessoctopus.com/2011/03/04/gdc-2011-interview-with-soulcaster-creator-ian-stocker/ MommysBestGames gets a nod in the DarkBasic newsletter where it features the Explosionade Editor (just do a search for Explosionade to get to the interesting bits!) http://www.thegamecreators.com/pages/newsletters/newsletter_issue_98.html You may be hearing the cries of FortressCraft (coming soon to XBLIG) being so wrong for stealing the idea from MineCraft. But did you know the the game MineCraft started from was an XNA game called Infiniminer? XNA is getting it’s fingers into EVERYTHING! http://www.minecraftwiki.net/wiki/Infiniminer XNA Development: TorqueX is NOT dead thanks to the tremendous efforts of the XNA Community working on the CEV (special thanks to @PinoEire for all his hard work on making that happen!) http://www.garagegames.com/community/blogs/view/20878 http://torquecev.com/ Dave Henry has posted XNA 3.x adding platformer start kit to the network game state management on his new site http://twitter.com/#!/mort8088/status/43407715908853760 http://mort8088.com/2011/03/03/xna-3-x-adding-platformer-starter-kit-to-network-game-state-management/ Mark Bamford releases XNAViewer 4.0, great for running XNA games inside of a Windows Form (for building level editors, etc.) http://twitter.com/#!/xzodia04/status/43466830412660736 http://xnaviewer.codeplex.com/ Unit testing an XNA game with Resharper and NUnit http://smnbss.wordpress.com/2011/02/28/planetx-unit-testing-an-xna-game-with-resharper-and-nunit-wp7-xbox-xna/ XNA for Silverlight developers: Part 5 - Input (touch + gestures) http://ht.ly/1bxwUE Mike McLaughlin shares a link he stumbled across for those looking to understand vector and matrix math http://twitter.com/#!/mikebmcl/status/42587074725036032 http://chortle.ccsu.edu/VectorLessons/vectorIndex.html DigitalRune Resources Pooling in XNA (Part 1) http://www.digitalrune.com/Support/Blog/tabid/719/EntryId/84/DigitalRune-Helper-Library-Resource-Pooling-in-XNA-Part-1.aspx JohnK “bobthecbuilder” released a new SunBurn Update that lowers the requirements for Windows Games http://twitter.com/#!/bobthecbuilder/status/43457306578522112 http://www.synapsegaming.com/blogs/johnk/archive/2011/03/03/sunburn-update-windows-redistributable.aspx Quick update on the Indiefreaks Game Framework v0.4 development status http://indiefreaks.com/2011/03/04/quick-update-on-igf-v0-4-development/

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  • On checking is a port open on the firewall?

    - by [email protected]
    Hi, well sometimes DBAs and sysadmin need to check if a particular port is "open" on the corporate firewall --i.e. *Grid Control* Will the communication between OMS and a management agent work? --One solution well consist on deploying the piece of software in question, start it and just check if everything works fine, however i find more classy trying to get that information beforeThere are several tools for doing so --i.e. nmap *like Trinity on The Matrix*, but just found a nice piece of code for establishing a socket on a parameter passed port.After running the program doing a telnet from the client machine  will be a walk in the park Normal 0 21 false false false MicrosoftInternetExplorer4 /* 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-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman"; mso-ansi-language:#0400; mso-fareast-language:#0400; mso-bidi-language:#0400;} #include <stdio.h> #include <sys/types.h> #include <sys/socket.h> #include <netinet/in.h> int main(int argc, char *argv[]) {      int sockfd, newsockfd, portno, clilen;      char buffer[256];      struct sockaddr_in serv_addr, cli_addr;      int n;      if (argc < 2) {          fprintf(stderr,"ERROR: A port must be provided. Aborting ...\n");          return 1;      }      sockfd = socket(AF_INET, SOCK_STREAM, 0);      if (sockfd < 0)          {         fprintf("ERROR: Unable to open socket. Aborting ...\n");         return 1;       }      portno = atoi(argv[1]);      serv_addr.sin_family = AF_INET;      serv_addr.sin_addr.s_addr = INADDR_ANY;      serv_addr.sin_port = htons(portno);      if (bind(sockfd, (struct sockaddr *) &serv_addr,sizeof(serv_addr)) < 0)          {               fprintf("ERROR: Unable to bind socket. Aborting ...\n");               return 1;       }      listen(sockfd,5);      clilen = sizeof(cli_addr);      newsockfd = accept(sockfd, (struct sockaddr *) &cli_addr,&clilen);      if (newsockfd < 0)          {           fprintf("ERROR: Unable to accept connection. Aborting...\n");           return 1;        }      return 0; }Of course, you can still ask to the network guy if the port is open or notHope it helpsL

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  • CodePlex Daily Summary for Tuesday, June 15, 2010

    CodePlex Daily Summary for Tuesday, June 15, 2010New ProjectsBackup on Build: Backup critical files on each Visual Studio build.CDN Support for EPiServer CMS: This module adds CDN support for EPiServer CMS by modifying outgoing links.Custom WCF Bindings: This project contains some custom WCF LOB SDK bindings I have created including a SalesForce one. I will blog on updates as they occur. Please se...DocIcon for SharePoint 2010: DocIcon for SharePoint re-enables links from document icons in SharePoint 2010. This feature was in previous versions of SharePoint, but was remove...EEG Peak Detection: EEG Peak Detectionemployeemanagement1: employeemanagement1Enables map services on top of existing map providers like Google Maps: Services include Map visualization services, Map decoration services, Spot registration services and Spot naming services.fbprivacy: Tool to assess your Facebook Privacy SettingsfMRI SVM Toolbox: fMRI SVM ToolboxGCMS – using .Net for human CMS: GCMS makes only what you need to do with a CMS and nothing more and it makes it with .NETqjblog: My First Blog.Send2Sharepoint: Office(Word,Excel,Outlook) and windows explorer addin to upload documents to sharepoint document library. SharePoint Find and Replace: SharePoint Find & Replace allows you to replace a specific string within a site collection with a different value. For example, when you change a l...SharePoint Management Studio: This project developed on Visula Studio 2008 and c# language. The main aim is manage your SharePoint 2007 FARM.SharePoint PageController: A SharePoint solution which provides an extensible framework to perform actions on a per-page basis in SharePoint. OOTB functionality allows for f...SilverNotePad: Simple notepad built using MVVM patern.SolidWorks Addin Development: The SolidWorks Addin Development project is dedicated to helping developers and non-developers with creating fully functional addins.Sunlit World Scheme: Sunlit World Scheme is a nearly R4RS-compliant Scheme implementation that supports threading, TCP, UDP, cryptography, and simple graphics and windo...TimeBend: Time tracking gone wild.TinyCMS: Jednostavan CMS s mogućnosti unosa vijesti, linkova i natječaja. CSS je napravljen tek toliko... Aplikacija izrađena za dev4Fun natjecanje.Ujimanet Android: text categorization tool for androidVisual Storm Engine: Visual Storm es un motor para probar nuevas tecnologias orientadas a la creacion de video juegos. Por ahora solo soporta Windows Vista/7 y usa Dire...New ReleasesAjax ASP.Net Forum: developer.insecla.com-forum_v0.1.4: *VERSION: 0.1.4* FEATURES ADDED Rating Threads (Through AjaxCTK (included Ms .DLL in the BIN folder)) Empowered Within AJAX Custom star ima...AlphaGet: Alpha 3: Important: from this release WinGet changes its name to AlphaGet in order to identify it better and make it search-engine friendly. New Features N...Backup on Build: Backup on Build v1.0.0 Initial Release: Initial Release version 1.0.0Boleto.Net: BoletoNet: Última versão estável da BoletoNet.dll. O código fonte dessa versão pode ser encontrado em http://boletonet.codeplex.com/SourceControl/list/change...CDN Support for EPiServer CMS: CDN Support v1: See links on start page for information on how to use and install this module.Chargify.NET: Chargify.NET v0.750: Adding support for creating freemium subscription plans Adding preliminary JSON support Adding ISO 3166-1 Alpha 2 data embedded in the library ...Community Forums NNTP bridge: Community Forums NNTP Bridge V38: Release of the Community Forums NNTP Bridge to access the social and anwsers MS forums with a single, open source NNTP bridge. This release has ad...ContainerOne - C# application server: V0.1.3.0: New minor release containing: Infrastructure - core service An installer of a windows service which provides the following: Service registry Even...DocIcon for SharePoint 2010: wwEsp.DocIcon Deployment Package Release 1.0.0: This package installs the DocIcon feature on a SharePoint 2010 server farm. The solution is deployed as a Farm-level feature that can be enabled or...Ethical Hacking ASP.NET: Version 1.2.0.0: For the complete list of changes, new features and fixes in the new version, please view the Version History page. Read more about the available te...Folder Bookmarks: Folder Bookmarks 1.6.3: The latest version of Folder Bookmarks (1.6.3), with new features and Mini-Menu UI Changes (1.4). Once you have extracted the file, do not delete ...Hades: Projet Hadès - Official Demo - Version 0.1.1 Beta: Second release correcting some bugs... ---------------------------------------------------------------------------- - Projet Hadès - Official Demo...KooBoo Image Gallery: RC 1: This new Version has this features 1) Refactoring to change the mispelled word galery to gallery 2) Change to use the plugin in the same page of ...LibWowArmory: LibWowArmory 0.3 beta: LibWowArmory 0.3 betaThis release of the LibWowArmory source code matches the WoW Armory as of version 3.3.3. Changes since version 0.2.3:Solution...MailChimp4Umbraco: 0.90 stable: Can be used in productionMapWindow6: MapWindow 6.0 June 14: This version adds the WebMercator projection and fixes a bug that was causing some perfect spheres to be created as oblate WGS1984 spheroids.MDownloader: MDownloader-0.15.18.59782: Supported FileServe. Supported SharingMatrix. Fixed minor bugs.MGM - MyGroupManager: MyGroupManager v0.1.5 - Alpha: At this point the application appears feature complete and works pretty well. The code still needs some tweaks (error handling), and a general look...MvcPager: MvcPager 1.4: MvcPager 1.4 source codes and demo projects MvcPager 1.4版源代码及示例文件Nito.LINQ: Beta (v0.6): Rx version The "with Rx" versions of Nito.LINQ are built against Rx 1.0.2563.0, released 2010-06-09. Supported Platforms .NET 4.0 Client Profile, ...open gaze and mouse analyzer: Ogama 3.3: This release was published on 14.06.2010 and is a bugfix release. For the list of changes please visit http://www.ogama.net. Only use this installe...patterns & practices: Prism: Prism 4.0 Drop 2: Prism 4.0 Drop 2 Welcome to the second drop of Prism 4.0 (formally known as the Composite Application Guidance for WPF and Silverlight). This drop ...Prism Software Factory Light: 0.5 Beta: 4ward Prism Software Factory Light - 0.5 Beta releaseThis is the first public beta release of the 4ward Prism Software Factory Light that allows to...PROGRAMMABLE SOFTWARE DEVELOPMENT ENVIRONMENT: PROGRAMMABLE SOFTWARE DEVELOPMENT ENVIRONMENT--3.3: Over the last several months, my primary research effort has been directed at producing strictly portable development methods between C and C# . T...qjblog: v1.source: v1.sourceqjblog: v1blog: V1 BlogQuick Performance Monitor: Version 1.4.2: Added 'Move to new window' functionality.Refix - .NET dependency management: Refix v0.1.0.90 ALPHA: Added console tree-style visualisation of solution dependencies, as well as some bug fixes. This version should work out of the box with the demons...SEMICO Framework: Version Stable 1.0.0.3: Version Stable 1.0.0.3SharePoint Find and Replace: 1.0.16: Version: 1.0.16 This release is the first stable release of this project, including the Microsoft public license agreement. Fixes: Added about dia...SharePoint Management Studio: v1: v1SharePoint PageController: SharePoint PageController: For SharePoint 2010 and 2007 running on IIS 7Software Is Hardwork: Sw. Is Hw. Lib. 3.0.0.x+06: Sw. Is Hw. Lib. 3.0.0.x+06SolidWorks Addin Development: GenericAddinFramework-06.14.2010: R1.SourceGrid: SourceGrid 4.30: Sources are here Note that SourceGrid sources are not hosted on CodePlex. The sources are hosted on bitbucket.org Main Changes Improved hidden ...SSIS Expression Editor & Tester: Expression Editor and Tester v1.0.2.0: Corrected release of expression editor tool, no changes to control. Download and extract the files to get started, no install required. Changes Co...Sunlit World Scheme: Sunlit World Scheme - 20100614 - source and binary: This is the result of building the current source code in Debug mode. The source code is included.TinyCMS: TinyCMS: Source kodVCC: Latest build, v2.1.30614.0: Automatic drop of latest buildVianaNET - Videoanalysis for physical motion: VianaNET 1.2 - beta: This is the VianaNET beta release with some bug fixes. Would like to have some comments on it. Regards, AdrianWorkLogger: Worklogger Beta 1: Simple work logger for Windows in WPFMost Popular ProjectsWBFS ManagerRawrAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryPHPExcelMicrosoft SQL Server Community & SamplesASP.NETMost Active Projectspatterns & practices – Enterprise LibraryRhyduino - Arduino and Managed CodeCassandraemonCommunity Forums NNTP bridgedotSpatialjQuery Library for SharePoint Web ServicesBlogEngine.NETLightweight Fluent WorkflowNB_Store - Free DotNetNuke Ecommerce Catalog ModuleUmbraco CMS

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  • CodePlex Daily Summary for Thursday, April 22, 2010

    CodePlex Daily Summary for Thursday, April 22, 2010New ProjectsAllegiance Modulus: - Display a list of all mods (installed/not installed/downloadable) - Allow user to install a mod - Allow a user to uninstall a mod - Keep backups ...Chatterbot JBot: PL: Program sieciowy JBot jest chatterbotem. EN: Network program JBot is chatterbot.Composite WPF Extensions: Extensions to Composite Client Application Library for WPFDwarrowdelf: Game concept in progressEntourage FrameG: Entourage lets users quickly and easily edit and create text . You will no longer have to download and install huge files and Entourage is 0% overw...FMon: file monGeckoBrowser: GeckoBrowser is a plugin for the great HTPC software MediaPortal. GeckoBrowser is a integrated WebBrowser for MediaPortal. It uses the Firefox (Gec...General Watcher: Watches things from the config file.GeoUtility Library: GeoUtility is an easy to use coordinate conversion library. It can be used for desktop/web development in CLI implementations like .NET, MONO. Supp...HidLib C++/CLR: HibLib is a USB Hid Communications Library written in C++/CLR IJW for the closest library you can get to a native USB Hid library. The project curr...HTML Shot: Server side component that generates a png/jpg image from arbitrary html code sent from the browser. Provides a quick way to enable printing arbit...MetaTagger: Core: MetaTagger: Core is a core set of meta data tagging libraries for use with .Net applicationsMUD--: MUD-- is a remake of MUD++ which never left devolution. MUD-- is a OOP oriented C++ MUD library, it is still in the planning stage. OpenLigaDB-Databrowser: A Silverlight 4-based Databrowser for the Community-Sportsdata-Webservice www.OpenLigaDB.deReduce Image to Specified Black Pixel Count: Takes in a picure path and an int n, and saves a white bitmap with the darkest n pixels from the image black. Posting this so that I can referen...Salient.MachineKeyUtils: Wraps encryption and password related functions from MachineKey, CookieProtectionHelper and MembershipProvider for use in other scenarios.Silverlight WebRequestHelper: WebRequestHelper is a very simple helper project, created for using HttWebRequest in Silverlight in a very simple and easiest way.Splinger FrameXi: Splinger FrameXi makes spelling a doddle with a huge and getting larger directory with LOADS of people contributing to make it the best in its field!SQL Server and SQL Azure Performance Testing: Enzo SQL Baseline: Run SQL statements in SQL Azure (or SQL Server) and capture performance metrics of your SQL statements (reads, writes, CPU...) against multiple dat...Sql Utils: A series of Java-based SQL import/export utilsSuggested Resources for .NET Developers: Suggested Resources is a proof of concept in aggregation of online content inside Visual Studio and analysis of a developers work, in order to sugg...SupportRoot: SupportRoot is a minimal helpdesk ticketing system focusing on speed and efficiency.Translate !t: Translate !t translates Image/Text containing English, German, French & Spanish to many different languages using Bing Translator. WCF Lab: To demonstrate different connectivity scenarios using WCF servicesWebAPP - Automated Perl Portal: Web portal system written in Perl. Full featured and multilingual.WIM4LAB: Laboratory Information Management System. ASP.NET C# MSSQL2005New Releases3D TagCloud for SharePoint 2010: 3D TagCloud v1.0: This realease contains the webpart itself.Bluetooth Radar: Version 2.1: Fix - "Right Click Crashes the application" bug Change OBX to push send Add current bluetooth device information + change device radiomode Ad...DirectQ: Release 1.8.3b: Contains updates and improvements to 1.8.3a. This should really be 1.8.4 given the extent of the changes, but I don't want to confuse a version nu...DotNetNuke® Store: 02.01.32 RC: What's New in this release? New Features: - A new setting 'Secure Cookie' in the Store Admin module allow to encrypt cookie values. Only the curren...Entourage FrameG: entourage frameg 1.0: Complete starter for entourageframeg.html enclosed as startentouragehtml.html and here you can find test CSS files and more! EXTRACT ALL FILES FROM...Entourage FrameG: FIMYID PRO: fimyid- find-my-id. YOU MUST download hidden.js and have the web server .pl file ready!Event Scavenger: Viewer version 3.0.1: Fixed an issue with the Viewer with highlighting not working properly (due to code rearranging from old version to new one for CodePlex). Viewer ve...FMon: First Edition: First EditionFolder Bookmarks: Folder Bookmarks 1.5.6: This is the latest version of Folder Bookmarks (1.5.6), with the new Quick Add feature and bug fixes. It has an installer that will create a direct...GameStore League Manager: League Manager 1.0.6: Bug fixes for bugs found in 1.0.5 and earlier. Fixes the crashing bug when a membership number of more than 6 digits is entered. Changes the dat...GeckoBrowser: GeckoBrowser v0.1 - RAR Package: GeckoBrowser Release v0.1.0.2 Please read Plugin installation for installation instructions.HTML Shot: Initial Source Code Release: Zip file includes a VS 2008 solution with two projects HTMLShot DLL project HTMLShot sample websiteMapWindow6: MapWindow 6.0 msi April 21: This version includes the latest bug fixes. This also includes the beginnings of some fixes that update the projection library to return NaN value...METAR.NET Decoder: Release 0.5.x (replacement of 0.4.x): Release 0.4.x was upgraded to 0.5.x due to major error issue included in previous one. Release Notes First public release. Main of the application...MongoMvc - A NoSQL Demo App with ASP.NET MVC: MongoMVC: A NoSql demo app using MongoDB, NoRM and ASP.NET MVCPanBrowser: 1.2.1: updated to FSharp 2.0.0.0PokeIn Comet Ajax Library: Chat Sample of PokeIn CS2010: C# Sample of PokeIn. You need to download the latest PokeIn Library and add to project as a reference to run this samplePokeIn Comet Ajax Library: Chat Sample VB 2010: VB.NET Sample of PokeIn. You need to download the latest PokeIn Library and add to project as a reference to run this sampleProject Santa: Project Santa v1.1: fixed some errors created from last minute adjustments. progress bar is now completely functional. added much more error checking. cleaned up some...RoTwee: RoTwee (11.0.0.1): Version for update to .NET Framework 4.0Sem.GenericTools.ProjectSettings: 2010-04-21 ProjectSettings Ex-Importer: Exports and imports project settings from/to CSV files. This release does fix the issue of missing/misordered build types in project files. Also th...Sharepoint Permissions Manager: Version 0.2: Added support of both WSS3.0 and MOSS2007Silverlight WebRequestHelper: WebRequestHelper 1.0: The usage of this project is so simple. all you need to do is following: WebRequest webRequest = WebRequest.Create("http://api.twitte...SilverlightFTP: SilverlightFTP Beta ENG: English version, fixed copy-paste.sNPCedit: sNPCedit v0.8b (Alpha): + Added: support for version 5 (will be imported and saved as version 10) + Fixed: order of chinese week days in event section (week starts with su...Splinger FrameXi: Splinger FrameXi 1.0: DOWNLOAD ALLLL FILES and start in Splinger FrameXi.html . EXTRACT ALL FILES FROM .ZIP ARCHIVE!!!!SQL Server and SQL Azure Performance Testing: Enzo SQL Baseline: Enzo SQL Baseline 1.0: Use this download to install and deploy the sample application and its source code. The installer gives you the option to install the Windows appli...StoreManagement: v1: First (and probably final) version. Should be stable.TFS WitAdminUI: some bug fixed: When project name includes empty space, error fire. So i fix. Download zip file and unzip to TFS2010 or TFS2008. And Excute WitAdminUI.exe. Becaus...TFTP Server: TFTP Server 1.1 Installer: Release 1.1 of the Managed TFTP Server. New Features: Runs as windows service. Supports multiple TFTP servers on different endpoints, each servi...Thinktecture.IdentityModel: Thinktecture.IdentityModel v0.8: Updated version - includes the plumbing for REST/OData Services and UI authorization.Translate !t: Translate !t[Setup]: Translate !tSetupTranslate !t: Translate !t[Source Code]: Translate !tSource CodeWatchersNET CKEditor™ Provider for DotNetNuke: CKEditor Provider 1.10.02: BETA small fixesWeb Service Software Factory: Web Service Software Factory 2010 Beta: To use the Web Service Software Factory 2010, you need the following software installed on your computer: • Microsoft Visual Studio 2010 (Ultima...Windows Workflow Foundation on Codeplex: WF ADO.NET Activity Pack CTP 1: WF ADO.NET Activity Pack CTP 1 The Microsoft WF ADO.NET Activity Pack CTP 1 is the first community technology preview (CTP) release of ADO.NET acti...Windows Workflow Foundation on Codeplex: WF State Machine Activity Pack CTP 1: WF State Machine Activity Pack CTP 1The Microsoft WF State Machine Activity Pack CTP 1 is the first community technology preview (CTP) release of a...WPF Inspirational Quote Management System: Release 1.2.0: - Fixed non-working delete quote button. - Changed layout of quote edit page, font and colour. - Lightened background colour of settings page.WPF Inspirational Quote Management System: Release 1.2.1: - Only display an underline under Author links if a Reference URL is present.xlVBADevTools: 0.1 Two mostly inadequate tools...: Since I was blogging about it (), it seemed appropriate to upload LOCutus, in all its 2002 "glory" (hah!) and make it available for download.XP-More: 0.9.5: Added support for saved state files (.vsv) Added version updates check Added a check to make sure the assumed VM folder exists (this will be do...Most Popular ProjectsRawrWBFS ManagerSilverlight ToolkitAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryASP.NETMicrosoft SQL Server Community & SamplesPHPExcelMost Active Projectspatterns & practices – Enterprise LibraryRawrBlogEngine.NETFarseer Physics EngineDotNetZip LibraryNB_Store - Free DotNetNuke Ecommerce Catalog ModulePHPExcelGMap.NET - Great Maps for Windows Forms & PresentationIonics Isapi Rewrite FilterEsferatec.Text.RegularExpressions

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  • Upgrading to Oracle Enterprise Manager 12c Release 2: Top Tips One Must Know

    - by AnkurGupta
    Recently Oracle announced incremental release of Enterprise Manager 12c called Enterprise Manager 12c Release 2 (EM12c R2) which includes several new exciting features (Press announcement). Right before the official release, we upgraded an internal production site from EM 12c R1 to EM 12c R2 and had an extremely pleasant experience. Let me share few key takeaways as well as few tips from this upgrade exercise. I - Why Should You Upgrade To Enterprise Manager 12c Release 2 While an upgrade is usually recommended primarily to take benefit of the latest features (which is valid for this upgrade as well), I found several other compelling reasons purely from deployment perspective. Standardize your EM deployment:  Enterprise Manager comprises of several different components (OMS, agents, plug-ins, etc) and it might be possible that these are at varied patch levels in your environment. For instance, in case of an environment containing Bundle Patch 1 (customer announcement), there is a good chance that you may not have all the components up-to-date. There are two possible reasons. Bundle Patch 1 involved patching different components (OMS, agents, plug-ins) with multiple one-off patches which may not have been applied to all components yet. Bundle Patch 1 for different platforms were not released together. Which means you may not have got the chance to patch all the components on different platforms. Note: BP1 patches are not mandatory to upgrade to EM12c R2 release EM 12c R2 provides an excellent opportunity to standardize your Cloud Control environment (OMS, repository and agents) and plug-ins to latest versions in single shot. All platform releases are made available simultaneously: For the very first time in the history of EM release, all the platforms were released on day one itself, which means you do not need to wait for platform specific binaries for EM OMS or Agent to perform install or upgrades in a heterogeneous environment. Highly refined and automated process – Upgrade process is by far the smoothest and the cleanest as compared to previous releases of Enterprise manager. Following are the ones that stand out. Automatic Plug-in management – Plug-in upgrade along with new plug-in deployment is supported in upgrade installer wizard which means bulk of the updates to OMS and repository can be done in the same workflow. Saves time and minimizes user inputs. Plug-in Upgrade or Migrate Auto Update: While doing the OMS and repository upgrade, you can use Auto Update screen in Oracle Universal Installer to check for any updates/patches. That will help you to avoid the know issues and will make sure that your upgrade is successful. Allows mass upgrade of EM Agents – A new dedicated menu has been added in the EM console for agent upgrade. Agent upgrade workflow is extremely simple that requires agent name as the only input. ADM / JVMD Manager/Agent upgrade – complete process is supported via UI screens. EM12c R2 Upgrade Guide is much simpler to follow as compared to those for earlier releases. This is attributed to the simpler upgrade process. Robust and Performing Platform: EM12c R2 release not only includes several new features, but also provides a more stable platform which incorporates several fixes and enhancements in the Enterprise Manager framework. II - Few Tips To Remember In my last post (blog link) I shared few tips and tricks from my experience applying the Bundle Patch. Recently I upgraded the same site to EM 12c R2 and found few points that you must take note of, while planning this upgrade. The tips below are also applicable to EM 12c R1 environments that do not have Bundle Patch 1 patches applied. Verify the monitored application certification – Specific targets like E-Business Suite have not yet been certified as managed target in EM 12c R2. Therefore make sure to recheck the Enterprise Manager certification Matrix on My Oracle Support before planning the upgrade. Plan downtime – Because EM 12c R2 is an incremental release of EM 12c, for EM 12c R1 to EM 12c R2 upgrade supports only 1-system upgrade approach, which mean there will be downtime. OMS name change after upgrade – In case of multi OMS environments, additional OMS is renamed after upgrade, which has few implications when you upgrade JVMD and ADP agents on OMS. This is well documented in upgrade guide but make sure you read through all the notes. Upgrading BI Publisher– EM12c R2 is certified with BI Publisher 11.1.1.6.0 only. Therefore in case you are using EM 12c R1 which is integrated with BI Publisher 11.1.1.5.0, you must upgrade the BI Publisher to 11.1.1.6.0. Follow the steps from Advanced Installation and Configuration Guide here. Perform Post upgrade Tasks – Make sure to perform post upgrade steps mentioned in documentation here. These include critical changes that must be done right after upgrade to get the right configuration. For instance Database plug-in should be upgraded to Revision 3 (12.1.0.2.0 [u120804]). Delete old OMS Home – EM12c R1 to EM12c R2 is an out of place upgrade, which means it creates a new oracle home for OMS, plug-ins, etc. Therefore please ensure that You have sufficient extra space for new OMS before starting the upgrade process. You clean up the old OMS home after the upgrade process. Steps are available here. DO NOT remove the agent home on OMS host, because agent is upgraded in-place. If you have standby OMS setup then do look into the steps to upgrade the standby OMS from the upgrade guide before going ahead. Read the right documentation – Make sure to follow the Upgrade guide which provides the most comprehensive information on EM12c R2 upgrade process. Additionally you can refer other resources to get familiar with upgrade concepts. Recorded webcast - Oracle Enterprise Manager Cloud Control 12c Release 2 Installation and Upgrade Overview Presentation - Understanding Enterprise Manager 12.1.0.2 Upgrade We are very excited about this latest release and will look forward to hear back any feedback from your upgrade experience!

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  • CodePlex Daily Summary for Saturday, May 29, 2010

    CodePlex Daily Summary for Saturday, May 29, 2010New ProjectsASP.NET MVC Time Planner: ASP.NET MVC based time planner is example solution that introduces ASP.NET MVC, MSSQL AJAX and jQuery development.Blit Scripting Engine: Blit Scripting Engine provides developers using Microsofts XNA Framework the ability to implement a scripting solution to their games and other pro...Expression Evaluator: This is an article on how to build a basic expression evaluator. It can evaluate any numerical expression combined with trigonometric functions for...Log Analyzer: This project has the aim to help developers to see live log/trace from their application applying visual styles to the grabbed text.LParse: LParse is a monadic parser combinator library, similar to Haskell’s Parsec. It allows you create parsers on C# language. All parsers are first-clas...NeatHtml: NeatHtml™ is a highly-portable open source website component that displays untrusted content securely, efficiently, and accessibly. Untrusted conte...NeatUpload: The NeatUpload ™ ASP.NET component allows developers to stream uploaded files to storage (filesystem or database) and allows users to monitor uplo...NSoup: NSoup is a .NET port of the jsoup (http://jsoup.org) HTML parser and sanitizer originally written in Java. jsoup originally written by Jonathan He...Ordering: c# farm softwarephone7: Project for Windows Phone 7RestCall: A very simple library to make a simple REST call and deserialize to an object. It uses WCF REST Starter Kit and the .net serializer in: System.Runt...SCSM CSV Connector: CSV Connector allows you to specify a data file and mapping location and a scheuled interval in minutes. At each scheduled interval Service Manage...Silverlight Adorner Control: An Adorner is a custom FrameworkElement that is bound to a FrameworkElement and displays information about that element 'above' the element without...Simple Stupid Tools: Simple Stupid ToolsSQScriptRunner: Simple Quick Script Runner allows an administrator to run T-SQL Scripts against one or more servers with common characteristics. For example, an m...ssisassembly: ssisassemblySSRS Report RoboCopy: a tools used to pass a report from a server to anotherTeam Foundation Server Explorer: A standalone Team Foundation Server explorer that can be used to view and manage source files.New Releases(SocketCoder) Full Silverlight Web Video/Voice Conferencing: SocketCoderWebConferencingSystem_Compiled: Installing The Server: 1- before you start you should allow the SocketCoderWCService.MainService.exe service to use the TCP ports from 4528 to 4532...ASP.NET MVC Time Planner: MVC Time Planner - v0.0.1.0: First public alpha of MVC Time Planner is now available. I got a lot of letters from my ASP.NET blog readers who are interested in this example sol...AvalonDock: AvalonDock 1.3.3384: Welcome to AvalonDock 1.3 This is the new version of AvalonDock targetting .NET 4 These are the main features that are included: - Target Microso...Blit Scripting Engine: Blit Scripting Engine 1.0: This marks the initial release of the Blit Scripting Engine. It provides the ability to compile scripts to an assembly, load pre-compiled assemblie...Community Forums NNTP bridge: Community Forums NNTP Bridge V12: Release of the Community Forums NNTP Bridge to access the social and anwsers MS forums with a single, open source NNTP bridge. This release has add...Community Forums NNTP bridge: Community Forums NNTP Bridge V13: Release of the Community Forums NNTP Bridge to access the social and anwsers MS forums with a single, open source NNTP bridge. This release has add...CSharp Intellisense: V2.4: bug fix: Pascal Casing, Single Selection and other selection errorsExpression Evaluator: Expression Evaluator - Visual Studio 2010: Visual Studio 2010 VersionFacebook Graph Toolkit: Preview 2: Preview 2 updates the source to be much more like the Facebook PHP-SDK. Additionally, the code has been updated to follow StyleCop framework rules....Facebook Graph Toolkit: Preview 3: Rest API now working although not fully tested. Removed JsonObject and JsonArray custom dynamic objects in favor of standard ExpandoObject and List...Free Silverlight & WPF Chart Control - Visifire: Visifire SL and WPF Charts v3.1.1 beta Released: Hi, Today we are releasing the two most awaited features i.e, Logarithmic axis and auto update of y-axis while Scrolling and Zooming. * Logar...Free Silverlight & WPF Chart Control - Visifire: Visifire SL and WPF Charts v3.5.4 beta Released: Hi, Today we are releasing the two most awaited features i.e, Logarithmic axis and auto update of y-axis while Scrolling and Zooming. Logarithmic...Fulcrum: Fulcrum 1.0: Initial release.Git Source Control Provider: V 0.3: V 0.3 Add automatic status refresh when files in solution folder changedIBCSharp: IBCSharp 1.04: What IBCSharp 1.04.zip unzips to: http://i50.tinypic.com/205qofl.png IBCSharp Change Log 1.04 - 5/28/2010 Updated IBClient.dll to IB API version...MapWindow6: MapWindow 6.0 May 28 2010: This shifts the projection library to System.Spatial.Projections instead of MWProj4. This also fixes a meter/feet conversion error.Microsoft Health Common User Interface: Release 8.2.51.000: This is version 8.2 of the Microsoft® Health Common User Interface Control Toolkit. This release includes code updates to controls as listed below....NeatHtml: NeatHtml-trunk.221: Adds support for Internet Explorer Mobile 6.NeatUpload: NeatUpload-1.3.25: Fixes the following bugs: SWFUpload.swf could not be served by a CDN because it was embedded without setting allowScriptAccess="always". NeatUpl...NSoup: NSoup 0.1: Initial port release. Corresponds to jsoup version 0.3.1.Numina Application/Security Framework: Numina.Framework Core 53265: Visit http://framework.numina.net to help get you started.Nuntio Content: Nuntio Content 4.2.0: This upgrades MagicContent instances to the latest version that is now called NuntioContent. While this release is quite stable it is still marked ...patterns & practices: Composite WPF and Silverlight: ProjectLinker Source for VS2010 - May 2010: The ProjectLinker helps keep the source for two projects in sync by automatically creating a linked file in one project as files are added in anoth...phone7: Prism for WP7: This the first version of prism for wp7SCSM CSV Connector: SCSM CSV Connector Version 0.1: Release Notes This is the first release of the SCSM CSV Connector solution. It is an 'alpha' release and has only been tested by the developers on ...Silverlight Adorner Control: 1.0: Initial releaseSilverlight Web Comic: Comic 1.1.1: Comic Beta with functionality to button newSilverlight Web Comic: Web Comic 1.1: This version has a little implementation no visible about the future versions, options to new, save, and load. The next version has a better review...Simple.NET: Simple.Mocking 1.0.0.6: Initial version of a new mocking framework for .NET Revision 1: Expect.AnyInocationOn<T>(T target) changed to Expect.AnyInocationOn(object target...Sonic.Net: Sonic.Net v1.0.1 For Unity 2.0: This Version is a port to VS2010 of the codebase with support for unity 2.0. note: currently follows the xsd schema of the previous unity Configur...Squiggle - A Free open source Lan Messenger: Squiggle 1.0.2: v1.0 Release.Team Foundation Server Explorer: Beta 1: The first public beta release of the TFS Explorer.thinktecture WSCF.blue: WSCF.blue V1 Update (1.0.8): Bug fix release with the following fix: When an XmlArrayAttribute decorated member has IsNullable=false, and the List<T> or Collection option is s...VCC: Latest build, v2.1.30528.0: Automatic drop of latest buildVisual Studio 2010 AutoScroller Extension: AutoScroller v0.4: A Visual studio 2010 auto-scroller extension. Simply hold down your middle mouse button and drag the mouse in the direction you wish to scroll, fu...WatchersNET CKEditor™ Provider for DotNetNuke: CKEditor Provider 1.10.03: !!Whats New Added CKEditor 3.3 Revision 5542 changes Options: Default Toolbar Set to Full for Administrators Browser Window: Increased Size of ...Most Popular ProjectsRawrWBFS ManagerAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryMicrosoft SQL Server Community & SamplesPHPExcelASP.NETMost Active ProjectsAStar.netpatterns & practices – Enterprise LibraryBlogEngine.NETGMap.NET - Great Maps for Windows Forms & PresentationCommunity Forums NNTP bridgeRawrSqlServerExtensionsCustomer Portal Accelerator for Microsoft Dynamics CRMPAPpatterns & practices: Windows Azure Security Guidance

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