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  • Silverlight for Windows Embedded Tutorial (step 5 and a bit of Windows Phone 7)

    - by Valter Minute
    If you haven’t spent the last week in the middle of the Sahara desert or traveling on a sled in the north pole area you should have heard something about the launch of Windows Phone 7 Series (or Windows Phone Series 7, or Windows Series Phone 7 or something like that). Even if you are in the middle of the desert or somewhere around the north pole you may have been reached by the news, since it seems that WP7S (using the full name will kill my available bandwidth!) is generating a lot of buzz in the development and IT communities. One of the most important aspects of this new platform is that it will be programmed using a new set of tools and frameworks, completely different from the ones used on older releases of Windows Mobile (or SmartPhone, or PocketPC or whatever…). WP7S applications can be developed using Silverlight or XNA. If you want to learn something more about WP7S development you can download the preview of Charles Petzold’s book about it: http://www.charlespetzold.com/phone/index.html Charles Petzold is also the author of “Programming Windows”, the first book I ever read about programming on Windows (it was Windows 3.0 at that time!). The fact that even I was able to learn how to develop Windows application is a proof of the quality of Petzold’s work. This book is up to his standards and the 150pages preview is already rich in technical contents without being boring or complicated to understand. I may be able to become a Windows Phone developer thanks to mr. Petzold. Mr. Petzold uses some nice samples to introduce the basic concepts of Silverlight development on WP7S. On this new platform you’ll use managed code to develop your application, so those samples can’t be ported on Windows CE R3 as they are, but I would like to take one of the first samples (called “SilverlightTapHello1”) and adapt it to Silverlight for Windows Embedded to show that even plain old native code can be used to develop “cool” user interfaces! The sample shows the standard WP7S title header and a textbox with an hello world message inside it. When the user touches the textbox, it will change its color. When the user touches the background (Grid) behind it, its default color (plain old White) will be restored. Let’s see how we can implement the same features on our embedded device! I took the XAML code of the sample (you can download the book samples here: http://download.microsoft.com/download/1/D/B/1DB49641-3956-41F1-BAFA-A021673C709E/CodeSamples_DRAFTPreview_ProgrammingWindowsPhone7Series.zip) and changed it a little bit to remove references to WP7S or managed runtime. If you compare the resulting files you will see that I was able to keep all the resources inside the App.xaml files and the structure of  MainPage.XAML almost intact. This is the Silverlight for Windows Embedded version of MainPage.XAML: <UserControl x:Class="SilverlightTapHello1.MainPage" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:phoneNavigation="clr-namespace:Microsoft.Phone.Controls;assembly=Microsoft.Phone.Controls.Navigation" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" mc:Ignorable="d" d:DesignWidth="480" d:DesignHeight="800" FontFamily="{StaticResource PhoneFontFamilyNormal}" FontSize="{StaticResource PhoneFontSizeNormal}" Foreground="{StaticResource PhoneForegroundBrush}" Width="640" Height="480">   <Grid x:Name="LayoutRoot" Background="{StaticResource PhoneBackgroundBrush}"> <Grid.RowDefinitions> <RowDefinition Height="Auto"/> <RowDefinition Height="*"/> </Grid.RowDefinitions>   <!--TitleGrid is the name of the application and page title--> <Grid x:Name="TitleGrid" Grid.Row="0"> <TextBlock Text="SILVERLIGHT TAP HELLO #1" x:Name="textBlockPageTitle" Style="{StaticResource PhoneTextPageTitle1Style}"/> <TextBlock Text="main page" x:Name="textBlockListTitle" Style="{StaticResource PhoneTextPageTitle2Style}"/> </Grid>   <!--ContentGrid is empty. Place new content here--> <Grid x:Name="ContentGrid" Grid.Row="1" MouseLeftButtonDown="ContentGrid_MouseButtonDown" Background="{StaticResource PhoneBackgroundBrush}"> <TextBlock x:Name="TextBlock" Text="Hello, Silverlight for Windows Embedded!" HorizontalAlignment="Center" VerticalAlignment="Center" /> </Grid> </Grid> </UserControl> If you compare it to the WP7S sample (not reported here to avoid any copyright issue) you’ll notice that I had to replace the original phoneNavigation:PhoneApplicationPage with UserControl as the root node. This make sense because there is not support for phone applications on CE 6. I also had to specify width and height of my main page (on the WP7S device this will be adjusted by the OS) and I had to replace the multi-touch event handler with the MouseLeftButtonDown event (no multitouch support for Windows CE R3, still). I also changed the hello message, of course. I used XAML2CPP to generate the boring part of our application and then added the initialization code to WinMain: int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow) { if (!XamlRuntimeInitialize()) return -1;   HRESULT retcode;   IXRApplicationPtr app; if (FAILED(retcode=GetXRApplicationInstance(&app))) return -1; XRXamlSource dictsrc;   dictsrc.SetResource(hInstance,TEXT("XAML"),IDR_XAML_App);   if (FAILED(retcode=app->LoadResourceDictionary(&dictsrc,NULL))) return -1;   MainPage page;   if (FAILED(page.Init(hInstance,app))) return -1;   UINT exitcode;   if (FAILED(page.GetVisualHost()->StartDialog(&exitcode))) return -1;   return exitcode; }   You may have noticed that there is something different from the previous samples. I added the code to load a resource dictionary. Resources are an important feature of XAML that allows you to define some values that could be replaced inside any XAML file loaded by the runtime. You can use resources to define custom styles for your fonts, backgrounds, controls etc. and to support internationalization, by providing different strings for different languages. The rest of our WinMain isn’t that different. It creates an instances of our MainPage object and displays it. The MainPage class implements an event handler for the MouseLeftButtonDown event of the ContentGrid: class MainPage : public TMainPage<MainPage> { public:   HRESULT ContentGrid_MouseButtonDown(IXRDependencyObject* source,XRMouseButtonEventArgs* args) { HRESULT retcode; IXRSolidColorBrushPtr brush; IXRApplicationPtr app;   if (FAILED(retcode=GetXRApplicationInstance(&app))) return retcode;   if (FAILED(retcode=app->CreateObject(IID_IXRSolidColorBrush,&brush))) return retcode;   COLORREF color=RGBA(0xff,0xff,0xff,0xff);   if (args->pOriginalSource==TextBlock) color=RGBA(rand()&0xFF,rand()&0xFF,rand()&0xFF,0xFF);   if (FAILED(retcode=brush->SetColor(color))) return retcode;   if (FAILED(retcode=TextBlock->SetForeground(brush))) return retcode; return S_OK; } }; As you can see this event is generated when a used clicks inside the grid or inside one of the objects it contains. Since our TextBlock is inside the grid, we don’t need to provide an event handler for its MouseLeftButtonDown event. We can just use the pOriginalSource member of the event arguments to check if the event was generated inside the textblock. If the event was generated inside the grid we create a white brush,if it’s inside the textblock we create some randomly colored brush. Notice that we need to use the RGBA macro to create colors, specifying also a transparency value for them. If we use the RGB macro the resulting color will have its Alpha channel set to zero and will be transparent. Using the SetForeground method we can change the color of our control. You can compare this to the managed code that you can find at page 40-41 of Petzold’s preview book and you’ll see that the native version isn’t much more complex than the managed one. As usual you can download the full code of the sample here: http://cid-9b7b0aefe3514dc5.skydrive.live.com/self.aspx/.Public/SilverlightTapHello1.zip And remember to pre-order Charles Petzold’s “Programming Windows Phone 7 series”, I bet it will be a best-seller! Technorati Tags: Silverlight for Windows Embedded,Windows CE

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  • Shuffle tiles position in the beginning of the game XNA Csharp

    - by GalneGunnar
    Im trying to create a puzzlegame where you move tiles to certain positions to make a whole image. I need help with randomizing the tiles startposition so that they don't create the whole image at the beginning. There is also something wrong with my offset, that's why it's set to (0,0). I know my code is not good, but Im just starting to learn :] Thanks in advance My Game1 class: { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D PictureTexture; Texture2D FrameTexture; // Offset för bildgraff Vector2 Offset = new Vector2(0,0); //skapar en array som ska hålla delar av den stora bilden Square[,] squareArray = new Square[4, 4]; // Random randomeraBilder = new Random(); //Width och Height för bilden int pictureHeight = 95; int pictureWidth = 144; Random randomera = new Random(); int index = 0; MouseState oldMouseState; int WindowHeight; int WindowWidth; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; //scalar Window till 800x 600y graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 600; graphics.ApplyChanges(); } protected override void Initialize() { IsMouseVisible = true; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); PictureTexture = Content.Load<Texture2D>(@"Images/bildgraff"); FrameTexture = Content.Load<Texture2D>(@"Images/framer"); //Laddar in varje liten bild av den stora bilden i en array for (int x = 0; x < 4; x++) { for (int y = 0; y < 4; y++) { Vector2 position = new Vector2(x * pictureWidth, y * pictureHeight); position = position + Offset; Rectangle square = new Rectangle(x * pictureWidth, y * pictureHeight, pictureWidth, pictureHeight); Square frame = new Square(position, PictureTexture, square, Offset, index); squareArray[x, y] = frame; index++; } } } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); MouseState ms = Mouse.GetState(); if (oldMouseState.LeftButton == ButtonState.Pressed && ms.LeftButton == ButtonState.Released) { // ta reda på vilken position vi har tryckt på int col = ms.X / pictureWidth; int row = ms.Y / pictureHeight; for (int x = 0; x < squareArray.GetLength(0); x++) { for (int y = 0; y < squareArray.GetLength(1); y++) { // kollar om rutan är tom och så att indexet inte går utanför för "col" och "row" if (squareArray[x, y].index == 0 && col >= 0 && row >= 0 && col <= 3 && row <= 3) { if (squareArray[x, y].index == 0 * col) { //kollar om rutan brevid mouseclick är tom if (col > 0 && squareArray[col - 1, row].index == 0 || row > 0 && squareArray[col, row - 1].index == 0 || col < 3 && squareArray[col + 1, row].index == 0 || row < 3 && squareArray[col, row + 1].index == 0) { Square sqaure = squareArray[col, row]; Square hal = squareArray[x, y]; squareArray[x, y] = sqaure; squareArray[col, row] = hal; for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { Vector2 goalPosition = new Vector2(x * pictureWidth, y * pictureHeight); squareArray[x, y].Swap(goalPosition); } } } } } } } } //if (oldMouseState.RightButton == ButtonState.Pressed && ms.RightButton == ButtonState.Released) //{ // for (int x = 0; x < 4; x++) // { // for (int y = 0; y < 4; y++) // { // } // } //} oldMouseState = ms; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); WindowHeight = Window.ClientBounds.Height; WindowWidth = Window.ClientBounds.Width; Rectangle screenPosition = new Rectangle(0,0, WindowWidth, WindowHeight); spriteBatch.Begin(); spriteBatch.Draw(FrameTexture, screenPosition, Color.White); //Ritar ut alla brickorna förutom den som har index 0 for (int x = 0; x < 4; x++) { for (int y = 0; y < 4; y++) { if (squareArray[x, y].index != 0) { squareArray[x, y].Draw(spriteBatch); } } } spriteBatch.End(); base.Draw(gameTime); } } } My square class: class Square { public Vector2 position; public Texture2D grafTexture; public Rectangle square; public Vector2 offset; public int index; public Square(Vector2 position, Texture2D grafTexture, Rectangle square, Vector2 offset, int index) { this.position = position; this.grafTexture = grafTexture; this.square = square; this.offset = offset; this.index = index; } public void Draw(SpriteBatch spritebatch) { spritebatch.Draw(grafTexture, position, square, Color.White); } public void RandomPosition() { } public void Swap(Vector2 Goal ) { if (Goal.X > position.X) { position.X = position.X + 144; } else if (Goal.X < position.X) { position.X = position.X - 144; } else if (Goal.Y < position.Y) { position.Y = position.Y - 95; } else if (Goal.Y > position.Y) { position.Y = position.Y + 95; } } } }

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  • XNA 2D Collision with specific tiles

    - by zenzero
    I am new to game programming and to these sites for help. I am making a 2D game but I can't seem to get the collision between my character and certain tiles. I have a map filled with grass tiles and water tiles and I want to keep my character from walking on the water tiles. I have a Tiles class that I use so that the tiles are objects and also has the collision method in it, a TileEngine class used create the map and it also holds a list of Tiles, and the class James which is for my character. I also have a Camera class that centers the camera on my character if that has anything to do with the problem. The character's movement is intended to be restricted to 4 directions(up, down, left, right). As an extra note, the bottom right water tile does have collision, but the collision does not occur for any of the other water tiles. Here is my TileEngine class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class TileEngine : Microsoft.Xna.Framework.Game { //makes a list of Tiles objects public List<Tiles> tilesList = new List<Tiles>(); public TileEngine() {} public static int tileWidth = 64; public static int tileHeight = 64; public int[,] map = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, }; public void drawMap(SpriteBatch spriteBatch) { for (int y = 0; y < map.GetLength(0); y++) { for (int x = 0; x < map.GetLength(1); x++) { //make a Rectangle tilesList[map[y, x]].rectangle = new Rectangle(x * tileWidth, y * tileHeight, tileWidth, tileHeight); //draw the Tiles objects spriteBatch.Draw(tilesList[map[y, x]].texture, tilesList[map[y, x]].rectangle, Color.White); } } } } } Here is my Tiles class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class Tiles { public Texture2D texture; public Rectangle rectangle; public Tiles(Texture2D texture) { this.texture = texture; } //check to see if james collides with the tile from the right side public void rightCollision(James james) { if (james.GetBounds().Intersects(rectangle)) { james.position.X = rectangle.Left - james.front.Width; } } } } I have a method for rightCollision because I could only figure out how to get the collisions from specifying directions. and here is the James class for my character using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class James { public Texture2D front; public Texture2D back; public Texture2D left; public Texture2D right; public Vector2 center; public Vector2 position; public James(Texture2D front) { position = new Vector2(0, 0); this.front = front; center = new Vector2(front.Width / 2, front.Height / 2); } public James(Texture2D front, Vector2 newPosition) { this.front = front; position = newPosition; center = new Vector2(front.Width / 2, front.Height / 2); } public void move(GameTime gameTime) { KeyboardState keyboard = Keyboard.GetState(); float SCALE = 20.0f; float speed = gameTime.ElapsedGameTime.Milliseconds / 100.0f; if (keyboard.IsKeyDown(Keys.Up)) { position.Y -=speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Down)) { position.Y += speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Left)) { position.X -= speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Right)) { position.X += speed * SCALE; } } public void draw(SpriteBatch spriteBatch) { spriteBatch.Draw(front, position, null, Color.White, 0, center, 1.0f, SpriteEffects.None, 0.0f); } //get the boundingbox for James public Rectangle GetBounds() { return new Rectangle( (int)position.X, (int)position.Y, front.Width, front.Height); } } }

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  • ASP.NET MVC 2 throws exception for ‘favicon.ico’

    - by nmarun
    I must be on fire or something – third blog in 2 days… awesome! Before I begin, in case you’re wondering, favicon.ico is the small image that appears to the left of your web address, once the page loads. In order to learn more about MVC or any thing for that matter, it’s better to look at the source itself. Since MVC is open source (at least some part of it is), I started looking at the source code that’s available for download. While doing so, I hit Steve Sanderson’s blog site where he explains in great detail the way to debug your app using ASP.NET MVC source code. For those who are not aware, Steve Sanderson’s book - Pro ASP.NET MVC Framework, is one of the best books to learn about MVC. Alrighty, I followed the article and I hit F5 to debug the default / unchanged MVC project. I put a breakpoint in the DefaultControllerFactory.cs, CreateController() method. To know a little more about this class and the method, read this. Sure enough, the control stopped at the breakpoint and I hit F5 again and the page rendered just fine. But then what’s this? The breakpoint was hit again, as if something else was being requested. I now hovered my mouse over the ‘controllerName’ parameter and it says – favicon.ico. This by itself was more than enough for me to raise my eye-brows, but what happened next just took the ground below my feet. Oh, oh, I’m sorry I’m just typing, no code, no image, so here are a couple of screen captures. The first one shows the request for the Home controller; I get ‘Home’ when I hover over the parameter: And here’s the one that shows the same for call for ‘favicon.ico’. So, I step through the code and when the control reaches line 91 – GetControllerInstance() method, I step in. This is when I had the ‘ground-losing’ experience. Wow, an exception is being thrown for this file and that too in RTM. For some reason MVC thinks, this as a controller and tries to run it through the MvcHandler and it hits this snag. So it seems like this will happen for any MVC 2 site and this did not happen for me in the previous version of MVC. Before I get to how to resolve it, here’s another way of reproducing this exception. Revert back all your changes that you did as mentioned in Steve’s blog above. Now, add a class to your MVC project and call it say, MyControllerFactory and let this inherit from DefaultControllerFactory class. (Read this for details on the DefaultControllerFactory class is and how it is used in a different context). Add an override for the CreateController() method and for the sake of this blog, just copy the same content from the DefaultControllerFactory class. The last step is to tell your MVC app to use the MyControllerFactory class instead of the default one. To do this, go to your Global.asax.cs file and add line 6 of the snippet below: 1: protected void Application_Start() 2: { 3: AreaRegistration.RegisterAllAreas(); 4:   5: RegisterRoutes(RouteTable.Routes); 6: ControllerBuilder.Current.SetControllerFactory(new MyControllerFactory()); 7: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Now, you’re ready to reproduce the issue. Just F5 the project and when you hit the overridden CreateController() method for the second time, this is what it looks like for me: And continuing further gives me the same exception. I believe this is something that MS should fix, as not having ‘favicon.ico’ file will be common for most of the applications. So I think the when you create an MVC project, line 6 should be added by default by Visual Studio itself: 1: public class MvcApplication : System.Web.HttpApplication 2: { 3: public static void RegisterRoutes(RouteCollection routes) 4: { 5: routes.IgnoreRoute("{resource}.axd/{*pathInfo}"); 6: routes.IgnoreRoute("favicon.ico"); 7:   8: routes.MapRoute( 9: "Default", // Route name 10: "{controller}/{action}/{id}", // URL with parameters 11: new { controller = "Home", action = "Index", id = UrlParameter.Optional } // Parameter defaults 12: ); 13: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } There it is, that’s the solution to avoid the exception altogether. I tried this both IE8 and Firefox browsers and was able to successfully reproduce the error. Hope someone will look at this issue and find a fix. Just before I finish up, I found another ‘bug’, if you want to call it, with Visual Studio 2008. Remember how you could change what browser you want your application to run in by just right clicking on the .aspx file and choosing ‘Browse with…’? Seems like that’s missing when you’re working with an MVC project. In order to test the above bug in the other browser, I had to load a classic ASP.NET project, change the settings and then run my MVC project. Felt kinda ‘icky’, for lack of a better word.

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  • Improved Performance on PeopleSoft Combined Benchmark using SPARC T4-4

    - by Brian
    Oracle's SPARC T4-4 server running Oracle's PeopleSoft HCM 9.1 combined online and batch benchmark achieved a world record 18,000 concurrent users experiencing subsecond response time while executing a PeopleSoft Payroll batch job of 500,000 employees in 32.4 minutes. This result was obtained with a SPARC T4-4 server running Oracle Database 11g Release 2, a SPARC T4-4 server running PeopleSoft HCM 9.1 application server and a SPARC T4-2 server running Oracle WebLogic Server in the web tier. The SPARC T4-4 server running the application tier used Oracle Solaris Zones which provide a flexible, scalable and manageable virtualization environment. The average CPU utilization on the SPARC T4-2 server in the web tier was 17%, on the SPARC T4-4 server in the application tier it was 59%, and on the SPARC T4-4 server in the database tier was 47% (online and batch) leaving significant headroom for additional processing across the three tiers. The SPARC T4-4 server used for the database tier hosted Oracle Database 11g Release 2 using Oracle Automatic Storage Management (ASM) for database files management with I/O performance equivalent to raw devices. Performance Landscape Results are presented for the PeopleSoft HRMS Self-Service and Payroll combined benchmark. The new result with 128 streams shows significant improvement in the payroll batch processing time with little impact on the self-service component response time. PeopleSoft HRMS Self-Service and Payroll Benchmark Systems Users Ave Response Search (sec) Ave Response Save (sec) Batch Time (min) Streams SPARC T4-2 (web) SPARC T4-4 (app) SPARC T4-4 (db) 18,000 0.988 0.539 32.4 128 SPARC T4-2 (web) SPARC T4-4 (app) SPARC T4-4 (db) 18,000 0.944 0.503 43.3 64 The following results are for the PeopleSoft HRMS Self-Service benchmark that was previous run. The results are not directly comparable with the combined results because they do not include the payroll component. PeopleSoft HRMS Self-Service 9.1 Benchmark Systems Users Ave Response Search (sec) Ave Response Save (sec) Batch Time (min) Streams SPARC T4-2 (web) SPARC T4-4 (app) 2x SPARC T4-2 (db) 18,000 1.048 0.742 N/A N/A The following results are for the PeopleSoft Payroll benchmark that was previous run. The results are not directly comparable with the combined results because they do not include the self-service component. PeopleSoft Payroll (N.A.) 9.1 - 500K Employees (7 Million SQL PayCalc, Unicode) Systems Users Ave Response Search (sec) Ave Response Save (sec) Batch Time (min) Streams SPARC T4-4 (db) N/A N/A N/A 30.84 96 Configuration Summary Application Configuration: 1 x SPARC T4-4 server with 4 x SPARC T4 processors, 3.0 GHz 512 GB memory Oracle Solaris 11 11/11 PeopleTools 8.52 PeopleSoft HCM 9.1 Oracle Tuxedo, Version 10.3.0.0, 64-bit, Patch Level 031 Java Platform, Standard Edition Development Kit 6 Update 32 Database Configuration: 1 x SPARC T4-4 server with 4 x SPARC T4 processors, 3.0 GHz 256 GB memory Oracle Solaris 11 11/11 Oracle Database 11g Release 2 PeopleTools 8.52 Oracle Tuxedo, Version 10.3.0.0, 64-bit, Patch Level 031 Micro Focus Server Express (COBOL v 5.1.00) Web Tier Configuration: 1 x SPARC T4-2 server with 2 x SPARC T4 processors, 2.85 GHz 256 GB memory Oracle Solaris 11 11/11 PeopleTools 8.52 Oracle WebLogic Server 10.3.4 Java Platform, Standard Edition Development Kit 6 Update 32 Storage Configuration: 1 x Sun Server X2-4 as a COMSTAR head for data 4 x Intel Xeon X7550, 2.0 GHz 128 GB memory 1 x Sun Storage F5100 Flash Array (80 flash modules) 1 x Sun Storage F5100 Flash Array (40 flash modules) 1 x Sun Fire X4275 as a COMSTAR head for redo logs 12 x 2 TB SAS disks with Niwot Raid controller Benchmark Description This benchmark combines PeopleSoft HCM 9.1 HR Self Service online and PeopleSoft Payroll batch workloads to run on a unified database deployed on Oracle Database 11g Release 2. The PeopleSoft HRSS benchmark kit is a Oracle standard benchmark kit run by all platform vendors to measure the performance. It's an OLTP benchmark where DB SQLs are moderately complex. The results are certified by Oracle and a white paper is published. PeopleSoft HR SS defines a business transaction as a series of HTML pages that guide a user through a particular scenario. Users are defined as corporate Employees, Managers and HR administrators. The benchmark consist of 14 scenarios which emulate users performing typical HCM transactions such as viewing paycheck, promoting and hiring employees, updating employee profile and other typical HCM application transactions. All these transactions are well-defined in the PeopleSoft HR Self-Service 9.1 benchmark kit. This benchmark metric is the weighted average response search/save time for all the transactions. The PeopleSoft 9.1 Payroll (North America) benchmark demonstrates system performance for a range of processing volumes in a specific configuration. This workload represents large batch runs typical of a ERP environment during a mass update. The benchmark measures five application business process run times for a database representing large organization. They are Paysheet Creation, Payroll Calculation, Payroll Confirmation, Print Advice forms, and Create Direct Deposit File. The benchmark metric is the cumulative elapsed time taken to complete the Paysheet Creation, Payroll Calculation and Payroll Confirmation business application processes. The benchmark metrics are taken for each respective benchmark while running simultaneously on the same database back-end. Specifically, the payroll batch processes are started when the online workload reaches steady state (the maximum number of online users) and overlap with online transactions for the duration of the steady state. Key Points and Best Practices Two PeopleSoft Domain sets with 200 application servers each on a SPARC T4-4 server were hosted in 2 separate Oracle Solaris Zones to demonstrate consolidation of multiple application servers, ease of administration and performance tuning. Each Oracle Solaris Zone was bound to a separate processor set, each containing 15 cores (total 120 threads). The default set (1 core from first and third processor socket, total 16 threads) was used for network and disk interrupt handling. This was done to improve performance by reducing memory access latency by using the physical memory closest to the processors and offload I/O interrupt handling to default set threads, freeing up cpu resources for Application Servers threads and balancing application workload across 240 threads. A total of 128 PeopleSoft streams server processes where used on the database node to complete payroll batch job of 500,000 employees in 32.4 minutes. See Also Oracle PeopleSoft Benchmark White Papers oracle.com SPARC T4-2 Server oracle.com OTN SPARC T4-4 Server oracle.com OTN PeopleSoft Enterprise Human Capital Managementoracle.com OTN PeopleSoft Enterprise Human Capital Management (Payroll) oracle.com OTN Oracle Solaris oracle.com OTN Oracle Database 11g Release 2 oracle.com OTN Disclosure Statement Copyright 2012, Oracle and/or its affiliates. All rights reserved. Oracle and Java are registered trademarks of Oracle and/or its affiliates. Other names may be trademarks of their respective owners. Results as of 8 November 2012.

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  • Prevent your Silverlight XAP file from caching in your browser.

    - by mbcrump
    If you work with Silverlight daily then you have run into this problem. Your XAP file has been cached in your browser and you have to empty your browser cache to resolve it. If your using Google Chrome then you typically do the following: Go to Options –> Clear Browsing History –> Empty the Cache and finally click Clear Browsing data. As you can see, this is a lot of unnecessary steps. It is even worse when you have a customer that says, “I can’t see the new features you just implemented!” and you realize it’s a cached xap problem.  I have been struggling with a way to prevent my XAP file from caching inside of a browser for a while now and decided to implement the following solution. If the Visual Studio Debugger is attached then add a unique query string to the source param to force the XAP file to be refreshed. If the Visual Studio Debugger is not attached then add the source param as Visual Studio generates it. This is also in case I forget to remove the above code in my production environment. I want the ASP.NET code to be inline with my .ASPX page. (I do not want a separate code behind .cs page or .vb page attached to the .aspx page.) Below is an example of the hosting code generated when you create a new Silverlight project. As a quick refresher, the hard coded param name = “source” specifies the location of your XAP file.  <form id="form1" runat="server" style="height:100%"> <div id="silverlightControlHost"> <object data="data:application/x-silverlight-2," type="application/x-silverlight-2" width="100%" height="100%"> <param name="source" value="ClientBin/SilverlightApplication2.xap"/> <param name="onError" value="onSilverlightError" /> <param name="background" value="white" /> <param name="minRuntimeVersion" value="4.0.50826.0" /> <param name="autoUpgrade" value="true" /> <a href="http://go.microsoft.com/fwlink/?LinkID=149156&v=4.0.50826.0" style="text-decoration:none"> <img src="http://go.microsoft.com/fwlink/?LinkId=161376" alt="Get Microsoft Silverlight" style="border-style:none"/> </a> </object><iframe id="_sl_historyFrame" style="visibility:hidden;height:0px;width:0px;border:0px"></iframe></div> </form> We are going to use a little bit of inline ASP.NET to generate the param name = source dynamically to prevent the XAP file from caching. Lets look at the completed solution: <form id="form1" runat="server" style="height:100%"> <div id="silverlightControlHost"> <object data="data:application/x-silverlight-2," type="application/x-silverlight-2" width="100%" height="100%"> <% string strSourceFile = @"ClientBin/SilverlightApplication2.xap"; string param; if (System.Diagnostics.Debugger.IsAttached) //Debugger Attached - Refresh the XAP file. param = "<param name=\"source\" value=\"" + strSourceFile + "?" + DateTime.Now.Ticks + "\" />"; else { //Production Mode param = "<param name=\"source\" value=\"" + strSourceFile + "\" />"; } Response.Write(param); %> <param name="onError" value="onSilverlightError" /> <param name="background" value="white" /> <param name="minRuntimeVersion" value="4.0.50826.0" /> <param name="autoUpgrade" value="true" /> <a href="http://go.microsoft.com/fwlink/?LinkID=149156&v=4.0.50826.0" style="text-decoration:none"> <img src="http://go.microsoft.com/fwlink/?LinkId=161376" alt="Get Microsoft Silverlight" style="border-style:none"/> </a> </object><iframe id="_sl_historyFrame" style="visibility:hidden;height:0px;width:0px;border:0px"></iframe></div> </form> We add the location to our XAP file to strSourceFile and if the debugger is attached then it will append DateTime.Now.Ticks to the XAP file source and force the browser to download the .XAP. If you view the page source of your Silverlight Application then you can verify it worked properly by looking at the param name = “source” tag as shown below. <param name="source" value="ClientBin/SilverlightApplication2.xap?634299001187160148" /> If the debugger is not attached then it will use the standard source tag as shown below. <param name="source" value="ClientBin/SilverlightApplication2.xap"/> At this point you may be asking, How do I prevent my XAP file from being cached on my production app? Well, you have two easy options: 1) I really don’t recommend this approach but you can force the XAP to be refreshed everytime with the following code snippet.  <param name="source" value="ClientBin/SilverlightApplication2.xap?<%=Guid.NewGuid().ToString() %>"/> NOTE: You could also substitute the “Guid.NewGuid().ToString() for anything that create a random field. (I used DateTime.Now.Ticks earlier). 2) Another solution that I like even better involves checking the XAP Creation Date and appending it to the param name = source. This method was described by Lars Holm Jenson. <% string strSourceFile = @"ClientBin/SilverlightApplication2.xap"; string param; if (System.Diagnostics.Debugger.IsAttached) param = "<param name=\"source\" value=\"" + strSourceFile + "\" />"; else { string xappath = HttpContext.Current.Server.MapPath(@"") + @"\" + strSourceFile; DateTime xapCreationDate = System.IO.File.GetLastWriteTime(xappath); param = "<param name=\"source\" value=\"" + strSourceFile + "?ignore=" + xapCreationDate.ToString() + "\" />"; } Response.Write(param); %> As you can see, this problem has been solved. It will work with all web browsers and stubborn proxy servers that are caching your .XAP. If you enjoyed this article then check out my blog for others like this. 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  • Inventory Management concepts in XNA game

    - by user1332755
    I am trying to code the inventory system in my first real game so I have very little experience in both c# and game engine development. Basically, I need some general guidance and tips with how to structure and organize these sorts of systems. Please tell me if I am on the right track or not before I get too deep into making some badly structured system. It's fine if you don't feel like looking through my code, suggestions about general structure would also be appreciated. What I am aiming to end up with is some sort of system like Minecraft or Terraria. It must include: main inventory GUI (items can be dragged and placed in whatever slot desired Itembar outside of the main inventory which can be assigned to certain items the ability to use items from either location So far, I have 4 main classes: Inventory holds the general info and methods, inventoryslot holds info for individual slots, Itembar holds all info and methods for itself, and finally, ItemManager to manage interactions between the two and hold a master list of items. So far, my itembar works perfectly and interacts well with mousedragging items into and out of it as well as activating the item effect. Here is the code I have so far: (there is a lot but I will try to keep it relevant) This is the code for the itembar on the main screen: class Itembar { public Texture2D itembarfull, iSelected; public static Rectangle itembar = new Rectangle(5, 218, 40, 391); public Rectangle box1 = new Rectangle(itembar.X, 218, 40, 40); //up to 10 Rectangles for each slot public int Selected = 0; private ItemManager manager; public Itembar(Texture2D texture, Texture2D texture3, ItemManager mann) { itembarfull = texture; iSelected = texture3; manager = mann; } public void Update(GameTime gametime) { } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw( itembarfull, new Vector2 (itembar.X, itembar.Y), null, Color.White, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 1.0f); if (Selected == 1) spriteBatch.Draw(iSelected, new Rectangle(box1.X-3, box1.Y-3, box1.Width+6, box1.Height+6), Color.White); //goes up to 10 slots } public int Box1Query() { foreach (Item item in manager.items) { if(box1.Contains(item.BoundingBox)) return manager.items.IndexOf(item); } return 999; } //10 different box queries It is working fine right now. I just put an Item in there and the box will query things like the item's effects, stack number, consumable or not etc...This one is basically almost complete. Here is the main inventory class: class Inventory { public bool isActive; public List<Rectangle> mainSlots = new List<Rectangle>(24); public List<InventorySlot> mainSlotscheck = new List<InventorySlot>(24); public static Rectangle inv = new Rectangle(841, 469, 156, 231); public Rectangle invfull = new Rectangle(inv.X, inv.Y, inv.Width, inv.Height); public Rectangle inv1 = new Rectangle(inv.X + 4, inv.Y +3, 32, 32); //goes up to inv24 resulting in a 6x4 grid of Rectangles public Inventory() { mainSlots.Add(inv1); mainSlots.Add(inv2); mainSlots.Add(inv3); mainSlots.Add(inv4); //goes up to 24 foreach (Rectangle slot in mainSlots) mainSlotscheck.Add(new InventorySlot(slot)); } //update and draw methods are empty because im not too sure what to put there public int LookforfreeSlot() { int slotnumber = 999; for (int x = 0; x < mainSlots.Count; x++) { if (mainSlotscheck[x].isFree) { slotnumber = x; break; } } return slotnumber; } } } LookforFreeSlot() method is meant to be called when I do AddtoInventory(). I'm kinda stumped about what other things I need to put in this class. Here is the inventorySlot class: (its main purpose is to check the bool "isFree" to see whether or not something already occupies the slot. But i guess it can also do other stuff like get item info.) class InventorySlot { public int X, Y; public int Width = 32, Height = 32; public Vector2 Position; public int slotnumber; public bool free = true; public int? content = null; public bool isFree { get { return free; } set { free = value; } } public InventorySlot(Rectangle slot) { slot = new Rectangle(X, Y, Width, Height); } } } Finally, here is the ItemManager (I am omitting the master list because it is too long) class ItemManager { public List<Item> items = new List<Item>(20); public List<Item> inventory1 = new List<Item>(24); public List<Item> inventory2 = new List<Item>(24); public List<Item> inventory3 = new List<Item>(24); public List<Item> inventory4 = new List<Item>(24); public Texture2D icon, filta; private Rectangle msRect; MouseState mouseState; public int ISelectedIndex; Inventory inventory; SpriteFont font; public void GenerateItems() { items.Add(new Item(new Rectangle(0, 0, 32, 32), icon, font)); items[0].name = "Grass Chip"; items[0].itemID = 0; items[0].consumable = true; items[0].stackable = true; items[0].maxStack = 99; items.Add(new Item(new Rectangle(32, 0, 32, 32), icon, font)); //master list continues. it will generate all items in the game; } public ItemManager(Inventory inv, Texture2D itemsheet, Rectangle mouseRectt, MouseState ms, Texture2D fil, SpriteFont f) { icon = itemsheet; msRect = mouseRectt; filta = fil; mouseState = ms; inventory = inv; font = f; } //once again, no update or draw public void mousedrag() { items[0].DestinationRect = new Rectangle (msRect.X, msRect.Y, 32, 32); items[0].dragging = true; } public void AddtoInventory(Item item) { int index = inventory.LookforfreeSlot(); if (index == 999) return; item.DestinationRect = inventory.mainSlots[index]; inventory.mainSlotscheck[index].content = item.itemID; inventory.mainSlotscheck[index].isFree = false; item.IsActive = true; } } } The mousedrag works pretty well. AddtoInventory doesn't work because LookforfreeSlot doesn't work. Relevant code from the main program: When I want to add something to the main inventory, I do something like this: foreach (Particle ether in ether1.ethers) { if (ether.isCollected) itemmanager.AddtoInventory(itemmanager.items[14]); } This turned out to be much longer than I had expected :( But I hope someone is interested enough to comment.

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  • My vertex shader doesn't affect texture coords or diffuse info but works for position

    - by tina nyaa
    I am new to 3D and DirectX - in the past I have only used abstractions for 2D drawing. Over the past month I've been studying really hard and I'm trying to modify and adapt some of the shaders as part of my personal 'study project'. Below I have a shader, modified from one of the Microsoft samples. I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? // // Skinned Mesh Effect file // Copyright (c) 2000-2002 Microsoft Corporation. All rights reserved. // float4 lhtDir = {0.0f, 0.0f, -1.0f, 1.0f}; //light Direction float4 lightDiffuse = {0.6f, 0.6f, 0.6f, 1.0f}; // Light Diffuse float4 MaterialAmbient : MATERIALAMBIENT = {0.1f, 0.1f, 0.1f, 1.0f}; float4 MaterialDiffuse : MATERIALDIFFUSE = {0.8f, 0.8f, 0.8f, 1.0f}; // Matrix Pallette static const int MAX_MATRICES = 100; float4x3 mWorldMatrixArray[MAX_MATRICES] : WORLDMATRIXARRAY; float4x4 mViewProj : VIEWPROJECTION; /////////////////////////////////////////////////////// struct VS_INPUT { float4 Pos : POSITION; float4 BlendWeights : BLENDWEIGHT; float4 BlendIndices : BLENDINDICES; float3 Normal : NORMAL; float3 Tex0 : TEXCOORD0; }; struct VS_OUTPUT { float4 Pos : POSITION; float4 Diffuse : COLOR; float2 Tex0 : TEXCOORD0; }; float3 Diffuse(float3 Normal) { float CosTheta; // N.L Clamped CosTheta = max(0.0f, dot(Normal, lhtDir.xyz)); // propogate scalar result to vector return (CosTheta); } VS_OUTPUT VShade(VS_INPUT i, uniform int NumBones) { VS_OUTPUT o; float3 Pos = 0.0f; float3 Normal = 0.0f; float LastWeight = 0.0f; // Compensate for lack of UBYTE4 on Geforce3 int4 IndexVector = D3DCOLORtoUBYTE4(i.BlendIndices); // cast the vectors to arrays for use in the for loop below float BlendWeightsArray[4] = (float[4])i.BlendWeights; int IndexArray[4] = (int[4])IndexVector; // calculate the pos/normal using the "normal" weights // and accumulate the weights to calculate the last weight for (int iBone = 0; iBone < NumBones-1; iBone++) { LastWeight = LastWeight + BlendWeightsArray[iBone]; Pos += mul(i.Pos, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; Normal += mul(i.Normal, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; } LastWeight = 1.0f - LastWeight; // Now that we have the calculated weight, add in the final influence Pos += (mul(i.Pos, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); Normal += (mul(i.Normal, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); // transform position from world space into view and then projection space //o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Diffuse.x = 0.0f; o.Diffuse.y = 0.0f; o.Diffuse.z = 0.0f; o.Diffuse.w = 0.0f; o.Tex0 = float2(0,0); return o; } technique t0 { pass p0 { VertexShader = compile vs_3_0 VShade(4); } } I am currently using the SlimDX .NET wrapper around DirectX, but the API is extremely similar: public void Draw() { var device = vertexBuffer.Device; device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.White, 1.0f, 0); device.SetRenderState(RenderState.Lighting, true); device.SetRenderState(RenderState.DitherEnable, true); device.SetRenderState(RenderState.ZEnable, true); device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); device.SetRenderState(RenderState.NormalizeNormals, true); device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Anisotropic); device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Anisotropic); device.SetTransform(TransformState.World, Matrix.Identity * Matrix.Translation(0, -50, 0)); device.SetTransform(TransformState.View, Matrix.LookAtLH(new Vector3(-200, 0, 0), Vector3.Zero, Vector3.UnitY)); device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); var material = new Material(); material.Ambient = material.Diffuse = material.Emissive = material.Specular = new Color4(Color.White); material.Power = 1f; device.SetStreamSource(0, vertexBuffer, 0, vertexSize); device.VertexDeclaration = vertexDeclaration; device.Indices = indexBuffer; device.Material = material; device.SetTexture(0, texture); var param = effect.GetParameter(null, "mWorldMatrixArray"); var boneWorldTransforms = bones.OrderedBones.OrderBy(x => x.Id).Select(x => x.CombinedTransformation).ToArray(); effect.SetValue(param, boneWorldTransforms); effect.SetValue(effect.GetParameter(null, "mViewProj"), Matrix.Identity);// Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); effect.SetValue(effect.GetParameter(null, "MaterialDiffuse"), material.Diffuse); effect.SetValue(effect.GetParameter(null, "MaterialAmbient"), material.Ambient); effect.Technique = effect.GetTechnique(0); var passes = effect.Begin(FX.DoNotSaveState); for (var i = 0; i < passes; i++) { effect.BeginPass(i); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, skin.Vertices.Length, 0, skin.Indicies.Length / 3); effect.EndPass(); } effect.End(); } Again, I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? Also, whatever I set in the bone transformation matrices doesn't seem to have an effect on my model. If I set every bone transformation to a zero matrix, the model still shows up as if nothing had happened, but changing the Pos field in shader output makes the model disappear. I don't understand why I'm getting this kind of behaviour. Thank you!

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  • Cancelling Route Navigation in AngularJS Controllers

    - by dwahlin
    If you’re new to AngularJS check out my AngularJS in 60-ish Minutes video tutorial or download the free eBook. Also check out The AngularJS Magazine for up-to-date information on using AngularJS to build Single Page Applications (SPAs). Routing provides a nice way to associate views with controllers in AngularJS using a minimal amount of code. While a user is normally able to navigate directly to a specific route, there may be times when a user triggers a route change before they’ve finalized an important action such as saving data. In these types of situations you may want to cancel the route navigation and ask the user if they’d like to finish what they were doing so that their data isn’t lost. In this post I’ll talk about a technique that can be used to accomplish this type of routing task.   The $locationChangeStart Event When route navigation occurs in an AngularJS application a few events are raised. One is named $locationChangeStart and the other is named $routeChangeStart (there are other events as well). At the current time (version 1.2) the $routeChangeStart doesn’t provide a way to cancel route navigation, however, the $locationChangeStart event can be used to cancel navigation. If you dig into the AngularJS core script you’ll find the following code that shows how the $locationChangeStart event is raised as the $browser object’s onUrlChange() function is invoked:   $browser.onUrlChange(function (newUrl) { if ($location.absUrl() != newUrl) { if ($rootScope.$broadcast('$locationChangeStart', newUrl, $location.absUrl()).defaultPrevented) { $browser.url($location.absUrl()); return; } $rootScope.$evalAsync(function () { var oldUrl = $location.absUrl(); $location.$$parse(newUrl); afterLocationChange(oldUrl); }); if (!$rootScope.$$phase) $rootScope.$digest(); } }); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The key part of the code is the call to $broadcast. This call broadcasts the $locationChangeStart event to all child scopes so that they can be notified before a location change is made. To handle the $locationChangeStart event you can use the $rootScope.on() function. For this example I’ve added a call to $on() into a function that is called immediately after the controller is invoked:   function init() { //initialize data here.. //Make sure they're warned if they made a change but didn't save it //Call to $on returns a "deregistration" function that can be called to //remove the listener (see routeChange() for an example of using it) onRouteChangeOff = $rootScope.$on('$locationChangeStart', routeChange); } This code listens for the $locationChangeStart event and calls routeChange() when it occurs. The value returned from calling $on is a “deregistration” function that can be called to detach from the event. In this case the deregistration function is named onRouteChangeOff (it’s accessible throughout the controller). You’ll see how the onRouteChangeOff function is used in just a moment.   Cancelling Route Navigation The routeChange() callback triggered by the $locationChangeStart event displays a modal dialog similar to the following to prompt the user:     Here’s the code for routeChange(): function routeChange(event, newUrl) { //Navigate to newUrl if the form isn't dirty if (!$scope.editForm.$dirty) return; var modalOptions = { closeButtonText: 'Cancel', actionButtonText: 'Ignore Changes', headerText: 'Unsaved Changes', bodyText: 'You have unsaved changes. Leave the page?' }; modalService.showModal({}, modalOptions).then(function (result) { if (result === 'ok') { onRouteChangeOff(); //Stop listening for location changes $location.path(newUrl); //Go to page they're interested in } }); //prevent navigation by default since we'll handle it //once the user selects a dialog option event.preventDefault(); return; } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Looking at the parameters of routeChange() you can see that it accepts an event object and the new route that the user is trying to navigate to. The event object is used to prevent navigation since we need to prompt the user before leaving the current view. Notice the call to event.preventDefault() at the end of the function. The modal dialog is shown by calling modalService.showModal() (see my previous post for more information about the custom modalService that acts as a wrapper around Angular UI Bootstrap’s $modal service). If the user selects “Ignore Changes” then their changes will be discarded and the application will navigate to the route they intended to go to originally. This is done by first detaching from the $locationChangeStart event by calling onRouteChangeOff() (recall that this is the function returned from the call to $on()) so that we don’t get stuck in a never ending cycle where the dialog continues to display when they click the “Ignore Changes” button. A call is then made to $location.path(newUrl) to handle navigating to the target view. If the user cancels the operation they’ll stay on the current view. Conclusion The key to canceling routes is understanding how to work with the $locationChangeStart event and cancelling it so that route navigation doesn’t occur. I’m hoping that in the future the same type of task can be done using the $routeChangeStart event but for now this code gets the job done. You can see this code in action in the Customer Manager application available on Github (specifically the customerEdit view). Learn more about the application here.

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  • I Clobbered a Leopard with a Window Last Night

    - by D'Arcy Lussier
    I’ve had my 15” Mac Book Pro for a little over a year now, and its hands-down the best laptop I’ve ever owned…hardware wise. And I tried, I really really tried, to like OSX. I even bought Parallels so I could run Windows 7 and all my development tools while still trying to live in an OSX world. But in the end, I missed Windows too much. There were just too many shortcomings with OSX that kept me from being productive. For one thing, Office for Mac is *not* Office for Windows. The applications are written by different teams, and Excel on the Mac is just different enough to be painful. The VM experience was adequate, but my MBP would heat up like crazy when running it and the experience trying to get Windows apps to interact with an OSX file system was awkward. And I found I was in the VM more than I thought I’d be. iMovie is not as easy to use for doing simple movie editing as Windows Movie Maker. There’s no free blog editing software for OSX that’s on par with Windows Live Writer. And really, all I was using OSX for was Twitter (which I can use a Windows client for) and web browsing (also something Windows can provide obviously). So I had to ask myself – why am I forcing myself to use an operating system I don’t like, on a laptop that can support Windows 7? And so I paved my MBP and am happily running Windows 7 on it…and its fantastic! All the good stuff with the hardware is still there with the goodness of Win 7. Happy happy. I did run into some snags doing this though, and that’s really what this blog post is about – things to be aware of if you want to install Win 7 directly on your MBP metal. First, Ensure You Have Your Original Mac Install Disk This was a warning my buddy Dylan, who’s been running Win 7 on his MBP for a while now, gave me early on. The reason you need that original disk is that the hardware drivers you need are all located there. Apparently you can’t easily download them, so make sure you have them ahead of time. Second, Forget BootCamp The only reason you need BootCamp is if you still want the option to boot into OSX. If you don’t, then you don’t need BootCamp. In fact, you don’t even need BootCamp to install Win 7. What you *will* need though is a DVD with Win 7 burnt on it. Apple doesn’t support bootable USB drives. Well, actually they do for Mac Book Airs which don’t come with optical drives…but to get it working you’ll need to edit a system file of BootCamp so your make of MBP is included in an XML document, and even then you *still* are using BootCamp meaning you’ll be making an OSX partition. So don’t worry about BootCamp, just burn a Windows 7 disc, put it into the DVD drive, and restart your MBP. Third, Know The Secret Commands So after putting in the Windows 7 DVD and restarting your MBP, you’ll want to hold down the ‘C’ key during boot up. This tells the MBP that it should boot from the DVD drive instead of the hard drive. Interestingly, it appears you don’t have to do this if its the Mac OSX install disc (more on that in a second), but regardless – hold down C and Windows will start the install process. Next up is the partition process. You’ll notice that there’s a partition called ETI or something like that. This has to do with the drive format that Apple uses and how they partition their system drives. What I did – I blew it away! At first I didn’t, but I was told I couldn’t install Windows on the remaining space due to the different drive format. Blowing away the ETI partition (and all other partitions) allowed me to continue the Windows install. *REMEMBER –  No warranty is provided or implied, just telling you what I did and how I got it to work. Ok, so now Windows is installed and I’m rebooting. Everything looks good, but I need drivers! So I put in the OSX install DVD and run the BootCamp assistant which installs all the Windows drivers I need. Fantastic! Oh, I need to restart – no problem. OH NO, PROBLEM! I left the OSX install DVD in the drive and now the MBP wants to boot from the drive and install OSX! I’m not holding down the C key, what the heck?! Ok, well there must be a way to eject this disk…hmm…no physical button on the side…the eject button doesn’t seem to work on the keyboard…no little pin hole to insert something to force the disc out…well what the…?! It turns out, if you want to eject a disc at boot up, you need (and I kid you not) to plug a mouse into the laptop and hold down the right-click button while its booting. This ejected the disc for me. Seriously. Finally, Things You Should Be Aware Of Once you have Windows up and running there’s a few things you need to be aware of, mainly new keyboard shortcuts. For instance, on the Mac keyboard there is no Home, End, PageUp or PageDown. There’s also no obvious way to do something like select large amounts of text (like you would by holding Shift-Home at the end of a line of text for instance). So here’s some shortcuts you need to know: Home – fn + left arrow End – fn + right arrow Select a line of text as you would with the Home key – Shift + fn + left arrow Select a line of text as you would with the End key – Shift + fn + right arrow Page Up – fn + up arrow Page Down – fn + down arrow Also, you’ll notice that the awesome Mac track pad doesn’t respond to taps as clicks. No fear, this is just a setting that needs to be altered in the BootCamp control panel (that controls the Mac Hardware-specific settings within Windows, you can access it easily from the system tray icon) One other thing, battery life seems a bit lower than with OSX, but then again I’m also doing more than Twitter or web browsing on this thing now. Conclusion My laptop runs awesome now that I have Windows 7 on there. It’s obviously up to individual taste, but for me I just didn’t see benefits to living in an OSX world when everything I needed lived in Windows. And also, I finally am back to an operating system that doesn’t require me to eject a USB drive before physically removing it! It’s 2012 folks, how has this not been fixed?! D

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  • Part 3 of 4 : Tips/Tricks for Silverlight Developers.

    - by mbcrump
    Part 1 | Part 2 | Part 3 | Part 4 I wanted to create a series of blog post that gets right to the point and is aimed specifically at Silverlight Developers. The most important things I want this series to answer is : What is it?  Why do I care? How do I do it? I hope that you enjoy this series. Let’s get started: Tip/Trick #11) What is it? Underline Text in a TextBlock. Why do I care? I’ve seen people do some crazy things to get underlined text in a Silverlight Application. In case you didn’t know there is a property for that. How do I do it: On a TextBlock you have a property called TextDecorations. You can easily set this property in XAML or CodeBehind with the following snippet: <UserControl x:Class="SilverlightApplication19.MainPage" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" mc:Ignorable="d" d:DesignHeight="300" d:DesignWidth="400"> <Grid x:Name="LayoutRoot" Background="White"> <TextBlock Name="txtTB" Text="MichaelCrump.NET" TextDecorations="Underline" /> </Grid> </UserControl> or you can do it in CodeBehind… txtTB.TextDecorations = TextDecorations.Underline;   Tip/Trick #12) What is it? Get the browser information from a Silverlight Application. Why do I care? This will allow you to program around certain browser conditions that otherwise may not be aware of. How do I do it: It is very easy to extract Browser Information out a Silverlight Application by using the BrowserInformation class. You can copy/paste this code snippet to have access to all of them. string strBrowserName = HtmlPage.BrowserInformation.Name; string strBrowserMinorVersion = HtmlPage.BrowserInformation.BrowserVersion.Minor.ToString(); string strIsCookiesEnabled = HtmlPage.BrowserInformation.CookiesEnabled.ToString(); string strPlatform = HtmlPage.BrowserInformation.Platform; string strProductName = HtmlPage.BrowserInformation.ProductName; string strProductVersion = HtmlPage.BrowserInformation.ProductVersion; string strUserAgent = HtmlPage.BrowserInformation.UserAgent; string strBrowserVersion = HtmlPage.BrowserInformation.BrowserVersion.ToString(); string strBrowserMajorVersion = HtmlPage.BrowserInformation.BrowserVersion.Major.ToString(); Tip/Trick #13) What is it? Always check the minRuntimeVersion after creating a new Silverlight Application. Why do I care? Whenever you create a new Silverlight Application and host it inside of an ASP.net website you will notice Visual Studio generates some code for you as shown below. The minRuntimeVersion value is set by the SDK installed on your system. Be careful, if you are playing with beta’s like “Lightswitch” because you will have a higher version of the SDK installed. So when you create a new Silverlight 4 project and deploy it your customers they will get a prompt telling them they need to upgrade Silverlight. They also will not be able to upgrade to your version because its not released to the public yet. How do I do it: Open up the .aspx or .html file Visual Studio generated and look for the line below. Make sure it matches whatever version you are actually targeting. Tip/Trick #14) What is it? The VisualTreeHelper class provides useful methods for involving nodes in a visual tree. Why do I care? It’s nice to have the ability to “walk” a visual tree or to get the rendered elements of a ListBox. I have it very useful for debugging my Silverlight application. How do I do it: Many examples exist on the web, but say that you have a huge Silverlight application and want to find the parent object of a control.  In the code snippet below, we would get 3 MessageBoxes with (StackPanel first, Grid second and UserControl Third). This is a tiny application, but imagine how helpful this would be on a large project. <UserControl x:Class="SilverlightApplication18.MainPage" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" mc:Ignorable="d" d:DesignHeight="300" d:DesignWidth="400"> <Grid x:Name="LayoutRoot" Background="White"> <StackPanel> <Button Content="Button" Height="23" Name="button1" VerticalAlignment="Top" Width="75" Click="button1_Click" /> </StackPanel> </Grid> </UserControl> private void button1_Click(object sender, RoutedEventArgs e) { DependencyObject obj = button1; while ((obj = VisualTreeHelper.GetParent(obj)) != null) { MessageBox.Show(obj.GetType().ToString()); } } Tip/Trick #15) What is it? Add ChildWindows to your Silverlight Application. Why do I care? ChildWindows are a great way to direct a user attention to a particular part of your application. This could be used when saving or entering data. How do I do it: Right click your Silverlight Application and click Add then New Item. Select Silverlight Child Window as shown below. Add an event and call the ChildWindow with the following snippet below: private void button1_Click(object sender, RoutedEventArgs e) { ChildWindow1 cw = new ChildWindow1(); cw.Show(); } Your main application can still process information but this screen forces the user to select an action before proceeding. The code behind of the ChildWindow will look like the following: namespace SilverlightApplication18 { public partial class ChildWindow1 : ChildWindow { public ChildWindow1() { InitializeComponent(); } private void OKButton_Click(object sender, RoutedEventArgs e) { this.DialogResult = true; //TODO: Add logic to save what the user entered. } private void CancelButton_Click(object sender, RoutedEventArgs e) { this.DialogResult = false; } } } Thanks for reading and please come back for Part 4.  Subscribe to my feed CodeProject

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  • C# 2D Camera Max Zoom

    - by Craig
    I have a simple ship sprite moving around the screen along with a 2D Camera. I have zooming in and out working, however when I zoom out it goes past the world bounds and has the cornflower blue background showing. How do I sort it that I can only zoom out as far as showing the entire world (which is a picture of OZ) and thats it? I dont want any of the cornflower blue showing. Cheers! namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } }

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  • How to programmatically create customcontrol and change its values in Silverlight 4

    - by user361317
    Hi! I want to create a custom tabcontrol class which has an icon before the text, and I want to be able to change the icon in the constructor of the new tabcontrol. I use implicit styles in Silverlight 4, and the custom tabcontrol should not have any xaml of its own, just the class and the implicit xaml style in my App.xaml. I cannot, however, get this to work. This is my code: <!-- Style for generic tabcontrols --> 20,0,0,0 <Style TargetType="controls:TabItem"> <Setter Property="IsTabStop" Value="False"/> <Setter Property="Background" Value="#FFDBEDFB"/> <Setter Property="BorderBrush" Value="#FFA3AEB9"/> <Setter Property="BorderThickness" Value="1"/> <Setter Property="Padding" Value="6,2,6,2"/> <Setter Property="HorizontalContentAlignment" Value="Stretch"/> <Setter Property="VerticalContentAlignment" Value="Stretch"/> <Setter Property="MinWidth" Value="5"/> <Setter Property="MinHeight" Value="5"/> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="controls:TabItem"> <Grid x:Name="Root" Cursor="Hand" Height="25"> <VisualStateManager.VisualStateGroups> <VisualStateGroup x:Name="CommonStates"> <VisualStateGroup.Transitions> <VisualTransition GeneratedDuration="0"/> <VisualTransition GeneratedDuration="0:0:0.1" To="MouseOver"/> </VisualStateGroup.Transitions> <VisualState x:Name="Normal"/> <VisualState x:Name="MouseOver"> <Storyboard> <DoubleAnimationUsingKeyFrames BeginTime="0" Duration="00:00:00.001" Storyboard.TargetName="FocusVisualTop" Storyboard.TargetProperty="(UIElement.Opacity)"> <SplineDoubleKeyFrame KeyTime="0" Value="0"/> </DoubleAnimationUsingKeyFrames> </Storyboard> </VisualState> <VisualState x:Name="Disabled"> <Storyboard> <DoubleAnimationUsingKeyFrames Storyboard.TargetName="DisabledVisualTopSelected" Storyboard.TargetProperty="(UIElement.Opacity)"> <SplineDoubleKeyFrame KeyTime="0" Value="1"/> </DoubleAnimationUsingKeyFrames> <DoubleAnimationUsingKeyFrames Storyboard.TargetName="DisabledVisualTopUnSelected" Storyboard.TargetProperty="(UIElement.Opacity)"> <SplineDoubleKeyFrame KeyTime="0" Value="1"/> </DoubleAnimationUsingKeyFrames> </Storyboard> </VisualState> </VisualStateGroup> <VisualStateGroup x:Name="SelectionStates"> <VisualState x:Name="Unselected"/> <VisualState x:Name="Selected"/> </VisualStateGroup> <VisualStateGroup x:Name="FocusStates"> <VisualState x:Name="Focused"> <Storyboard> <ObjectAnimationUsingKeyFrames Duration="0" Storyboard.TargetName="FocusVisualTop" Storyboard.TargetProperty="Visibility"> <DiscreteObjectKeyFrame KeyTime="0" Value="Visible"/> </ObjectAnimationUsingKeyFrames> </Storyboard> </VisualState> <VisualState x:Name="Unfocused"> <Storyboard> <ObjectAnimationUsingKeyFrames Duration="0" Storyboard.TargetName="FocusVisualElement" Storyboard.TargetProperty="Visibility"> <DiscreteObjectKeyFrame KeyTime="0" Value="Collapsed"/> </ObjectAnimationUsingKeyFrames> </Storyboard> </VisualState> </VisualStateGroup> </VisualStateManager.VisualStateGroups> <Grid x:Name="TemplateTopUnselected" Margin="1"> <Border x:Name="BorderTop" BorderThickness="1,1,1,0"> <Border x:Name="GradientTop" BorderThickness="1,1,1,0" CornerRadius="5,5,0,0"> <Border.BorderBrush> <LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0"> <GradientStop Color="#FFB1CCEE" Offset="0"/> <GradientStop Color="#CCB1CCEE" Offset="1"/> </LinearGradientBrush> </Border.BorderBrush> <Border.Background> <LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0"> <GradientStop Color="#FFCEE0F7" Offset="0.091"/> <GradientStop Color="#FFDEECFD" Offset="0.996"/> <GradientStop Color="White"/> </LinearGradientBrush> </Border.Background> <Grid Margin="3,3,3,2"> <Grid.RowDefinitions> <RowDefinition Height="16"/> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="16"/> <ColumnDefinition/> <ColumnDefinition Width="15"/> </Grid.ColumnDefinitions> <Image x:Name="TabInactiveIcon" Source="group.png" Margin="0" HorizontalAlignment="Center" VerticalAlignment="Center" Opacity="0.395"/> <ContentControl x:Name="HeaderTopUnselected" Cursor="{TemplateBinding Cursor}" Margin="3,0" FontSize="{TemplateBinding FontSize}" Foreground="#FF416AA3" IsTabStop="False" FontFamily="Tahoma" Grid.Column="1" HorizontalAlignment="Center" VerticalAlignment="Center"/> <Button x:Name="TabInactiveCloseButton" Template="{StaticResource TabItemCloseButton}" Cursor="Hand" Height="10" HorizontalAlignment="Right" Margin="0" VerticalAlignment="Top" Width="10" Content="Button" Grid.Column="2" d:LayoutOverrides="GridBox"/> </Grid> </Border> </Border> <Border x:Name="DisabledVisualTopUnSelected" IsHitTestVisible="false" Opacity="0" Background="#8CFFFFFF" CornerRadius="3,3,0,0"/> </Grid> <Border x:Name="FocusVisualElement" Margin="-1" IsHitTestVisible="false" Visibility="Collapsed" BorderBrush="#FF6DBDD1" BorderThickness="1" CornerRadius="3,3,0,0"/> <Grid x:Name="TemplateTopSelected" Margin="0,0,0,-3" Visibility="Collapsed"> <Border x:Name="BorderTop1" BorderThickness="1,1,1,0"> <Border x:Name="GradientTop1" BorderThickness="1,1,1,0" CornerRadius="5,5,0,0"> <Border.BorderBrush> <LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0"> <GradientStop Color="#FFB1CCEE" Offset="0"/> <GradientStop Color="#CAB1CCEE" Offset="1"/> </LinearGradientBrush> </Border.BorderBrush> <Border.Background> <LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0"> <GradientStop Color="#FFCEE0F7" Offset="0.091"/> <GradientStop Color="White" Offset="0.974"/> <GradientStop Color="White"/> </LinearGradientBrush> </Border.Background> <Grid Margin="3,3,3,2"> <Grid.RowDefinitions> <RowDefinition Height="16"/> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="16"/> <ColumnDefinition/> <ColumnDefinition Width="15"/> </Grid.ColumnDefinitions> <Image x:Name="TabActiveIcon" Source="user.png" Margin="0" HorizontalAlignment="Center" VerticalAlignment="Center"/> <ContentControl x:Name="HeaderTopSelected" Cursor="{TemplateBinding Cursor}" Margin="3,0" FontSize="{TemplateBinding FontSize}" Foreground="#FF416AA3" IsTabStop="False" FontFamily="Tahoma" FontWeight="Bold" Grid.Column="1" HorizontalAlignment="Center" VerticalAlignment="Center"/> <Button x:Name="TabActiveCloseButton" Template="{StaticResource TabActiveCloseButton}" Cursor="Hand" Height="10" HorizontalAlignment="Right" Margin="0" VerticalAlignment="Top" Width="10" Content="Button" Grid.Column="2" d:LayoutOverrides="GridBox"/> </Grid> </Border> </Border> <Border x:Name="FocusVisualTop" Margin="-2,-2,-2,0" IsHitTestVisible="false" Visibility="Collapsed" BorderThickness="1,1,1,0" CornerRadius="3,3,0,0"/> <Border x:Name="DisabledVisualTopSelected" Margin="-2,-2,-2,0" IsHitTestVisible="false" Opacity="0" Background="#8CFFFFFF" CornerRadius="3,3,0,0"/> </Grid> </Grid> </ControlTemplate> </Setter.Value> </Setter> </Style> and my class public class ClosableTabItem : TabItem { public static readonly DependencyProperty TabIconProperty = DependencyProperty.RegisterAttached("TabInactiveIcon", typeof(Image), typeof(ClosableTabItem), null); public Image TabIcon { get { return (Image)GetValue(ClosableTabItem.TabIconProperty); } set { SetValue(ClosableTabItem.TabIconProperty, value); } } public ClosableTabItem(string header, ContentControl content, TabItemIcons icon) { // I need to be able to set the header, content and icon here } private Image GetTabIcon(TabItemIcons icon) { Image img = new Image(); switch (icon) { case TabItemIcons.User: img.Source = new BitmapImage(new Uri("/icons/user.png", UriKind.Relative)); break; case TabItemIcons.Group: img.Source = new BitmapImage(new Uri("/icons/group.png", UriKind.Relative)); break; default: break; } return img; } } This is driving me nuts, and I can't find any examples where anyone has done this without having a xaml page for the custom tab. Is this even possible? Can someone point me in the right direction? Cheers! - jonah

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  • How to implement EntityDataSource Where IN entity sql clause

    - by TonyS
    I want to pass a number of values into a parameter of the EntityDataSource, e.g.: Where="it.ORDER_ID IN {@OrderIdList}" (this is a property on the EntityDataSource) <WhereParameters> <asp:ControlParameter Name="OrderIdList" Type="Int16" ControlID="OrderFilterControl" PropertyName="OrderIdList" /> </WhereParameters> This doesn't work as ORDER_ID is of type int32 and I need to pass in multiple values, e.g. {1,2,3} etc The next thing I tried was setting the Where clause in code-behind and this all works except I can't get data binding on DropDownLists to work. By this I mean no value is returned from the bound dropdownlists in the EntityDataSource Updating Event. My ideal solution would be to use a WhereParameter on the EntityDataSource but any help is appreciated. Thanks, Tony. A complete code example follows using the AdventureWorks db: Public Class EntityDataSourceWhereInClause Inherits System.Web.UI.Page Protected Sub Page_Load(ByVal sender As Object, ByVal e As System.EventArgs) Handles Me.Load CustomersEntityDataSource.Where = WhereClause ''# reset after each postback as its lost otherwise End Sub Private Sub cmdFilterCustomers_Click(ByVal sender As Object, ByVal e As System.EventArgs) Handles cmdFilterCustomers.Click Dim CustomerIdList As New Generic.List(Of Int32) For Each item As ListItem In CustomerIdCheckBoxList.Items If item.Selected Then CustomerIdList.Add(item.Value) End If Next Dim CustomerCsvList As String = String.Join(", ", CustomerIdList.Select(Function(o) o.ToString()).ToArray()) WhereClause = "it.CustomerID IN {" & CustomerCsvList & "}" CustomersEntityDataSource.Where = WhereClause FormView1.PageIndex = 0 End Sub ''# save between postbacks the custom Where IN clause Public Property WhereClause() As String Get Return ViewState("WhereClause") End Get Set(ByVal value As String) ViewState.Add("WhereClause", value) End Set End Property Private Sub CustomersEntityDataSource_Updating(ByVal sender As Object, ByVal e As System.Web.UI.WebControls.EntityDataSourceChangingEventArgs) Handles CustomersEntityDataSource.Updating Dim c = CType(e.Entity, EntityFrameworkTest.Customer) If c.Title.Length = 0 Then Response.Write("Title is empty string, so will save like this!") End If End Sub End Class <%@ Page Language="vb" AutoEventWireup="false" CodeBehind="EntityDataSourceWhereInClause.aspx.vb" Inherits="EntityFrameworkTest.EntityDataSourceWhereInClause" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head runat="server"> <title></title> </head> <body> <form id="form1" runat="server"> <%''# filter control %> <div> <asp:EntityDataSource ID="CustomerIdListEntityDataSource" runat="server" ConnectionString="name=AdventureWorksLT2008Entities" DefaultContainerName="AdventureWorksLT2008Entities" EnableFlattening="False" EntitySetName="Customers" Select="it.[CustomerID]" OrderBy="it.[CustomerID]"> </asp:EntityDataSource> <asp:CheckBoxList ID="CustomerIdCheckBoxList" runat="server" DataSourceID="CustomerIdListEntityDataSource" DataTextField="CustomerID" DataValueField="CustomerID" RepeatDirection="Horizontal"> </asp:CheckBoxList> <asp:Button ID="cmdFilterCustomers" runat="server" Text="Apply Filter" /> </div> <% ''# you get this error passing in CSV in the where clause ''# The element type 'Edm.Int32' and the CollectionType 'Transient.collection[Edm.String(Nullable=True,DefaultValue=,MaxLength=,Unicode=,FixedLength=)]' are not compatible. The IN expression only supports entity, primitive, and reference types. Near WHERE predicate, line 6, column 15. ''# so have coded it manually in code-behind Where="it.CustomerID IN {@OrderIdList}" %> <asp:EntityDataSource ID="CustomersEntityDataSource" runat="server" ConnectionString="name=AdventureWorksLT2008Entities" DefaultContainerName="AdventureWorksLT2008Entities" EnableFlattening="False" EnableUpdate="True" EntitySetName="Customers" AutoGenerateOrderByClause="false"> </asp:EntityDataSource> <%''# updating works with DropDownLists until the Where clause is set in code %> <asp:FormView ID="FormView1" runat="server" AllowPaging="True" CellPadding="4" DataKeyNames="CustomerID" DataSourceID="CustomersEntityDataSource" ForeColor="#333333"> <EditItemTemplate> CustomerID: <asp:Label ID="CustomerIDLabel1" runat="server" Text='<%# Eval("CustomerID") %>' /> <br /> NameStyle: <asp:CheckBox ID="NameStyleCheckBox" runat="server" Checked='<%# Bind("NameStyle") %>' /> <br /> Title: <%''# the SelectedValue is not Bound to the EF object if the Where clause is updated in code-behind %> <asp:DropDownList ID="ddlTitleBound" runat="server" DataSourceID="TitleEntityDataSource" DataTextField="Title" DataValueField="Title" AutoPostBack="false" AppendDataBoundItems="true" SelectedValue='<%# Bind("Title") %>'> </asp:DropDownList> <asp:EntityDataSource ID="TitleEntityDataSource" runat="server" ConnectionString="name=AdventureWorksLT2008Entities" DefaultContainerName="AdventureWorksLT2008Entities" EnableFlattening="False" EntitySetName="Customers" Select="it.[Title]" GroupBy="it.[Title]" ViewStateMode="Enabled"> </asp:EntityDataSource> <br /> FirstName: <asp:TextBox ID="FirstNameTextBox" runat="server" Text='<%# Bind("FirstName") %>' /> <br /> MiddleName: <asp:TextBox ID="MiddleNameTextBox" runat="server" Text='<%# Bind("MiddleName") %>' /> <br /> LastName: <asp:TextBox ID="LastNameTextBox" runat="server" Text='<%# Bind("LastName") %>' /> <br /> Suffix: <asp:TextBox ID="SuffixTextBox" runat="server" Text='<%# Bind("Suffix") %>' /> <br /> CompanyName: <asp:TextBox ID="CompanyNameTextBox" runat="server" Text='<%# Bind("CompanyName") %>' /> <br /> SalesPerson: <asp:TextBox ID="SalesPersonTextBox" runat="server" Text='<%# Bind("SalesPerson") %>' /> <br /> EmailAddress: <asp:TextBox ID="EmailAddressTextBox" runat="server" Text='<%# Bind("EmailAddress") %>' /> <br /> Phone: <asp:TextBox ID="PhoneTextBox" runat="server" Text='<%# Bind("Phone") %>' /> <br /> PasswordHash: <asp:TextBox ID="PasswordHashTextBox" runat="server" Text='<%# Bind("PasswordHash") %>' /> <br /> PasswordSalt: <asp:TextBox ID="PasswordSaltTextBox" runat="server" Text='<%# Bind("PasswordSalt") %>' /> <br /> rowguid: <asp:TextBox ID="rowguidTextBox" runat="server" Text='<%# Bind("rowguid") %>' /> <br /> ModifiedDate: <asp:TextBox ID="ModifiedDateTextBox" runat="server" Text='<%# Bind("ModifiedDate") %>' /> <br /> <asp:LinkButton ID="UpdateButton" runat="server" CausesValidation="True" CommandName="Update" Text="Update" /> &nbsp;<asp:LinkButton ID="UpdateCancelButton" runat="server" CausesValidation="False" CommandName="Cancel" Text="Cancel" /> </EditItemTemplate> <EditRowStyle BackColor="#999999" /> <FooterStyle BackColor="#5D7B9D" Font-Bold="True" ForeColor="White" /> <HeaderStyle BackColor="#5D7B9D" Font-Bold="True" ForeColor="White" /> <ItemTemplate> CustomerID: <asp:Label ID="CustomerIDLabel" runat="server" Text='<%# Eval("CustomerID") %>' /> <br /> NameStyle: <asp:CheckBox ID="NameStyleCheckBox" runat="server" Checked='<%# Bind("NameStyle") %>' Enabled="false" /> <br /> Title: <asp:Label ID="TitleLabel" runat="server" Text='<%# Bind("Title") %>' /> <br /> FirstName: <asp:Label ID="FirstNameLabel" runat="server" Text='<%# Bind("FirstName") %>' /> <br /> MiddleName: <asp:Label ID="MiddleNameLabel" runat="server" Text='<%# Bind("MiddleName") %>' /> <br /> LastName: <asp:Label ID="LastNameLabel" runat="server" Text='<%# Bind("LastName") %>' /> <br /> Suffix: <asp:Label ID="SuffixLabel" runat="server" Text='<%# Bind("Suffix") %>' /> <br /> CompanyName: <asp:Label ID="CompanyNameLabel" runat="server" Text='<%# Bind("CompanyName") %>' /> <br /> SalesPerson: <asp:Label ID="SalesPersonLabel" runat="server" Text='<%# Bind("SalesPerson") %>' /> <br /> EmailAddress: <asp:Label ID="EmailAddressLabel" runat="server" Text='<%# Bind("EmailAddress") %>' /> <br /> Phone: <asp:Label ID="PhoneLabel" runat="server" Text='<%# Bind("Phone") %>' /> <br /> PasswordHash: <asp:Label ID="PasswordHashLabel" runat="server" Text='<%# Bind("PasswordHash") %>' /> <br /> PasswordSalt: <asp:Label ID="PasswordSaltLabel" runat="server" Text='<%# Bind("PasswordSalt") %>' /> <br /> rowguid: <asp:Label ID="rowguidLabel" runat="server" Text='<%# Bind("rowguid") %>' /> <br /> ModifiedDate: <asp:Label ID="ModifiedDateLabel" runat="server" Text='<%# Bind("ModifiedDate") %>' /> <br /> <asp:LinkButton ID="EditButton" runat="server" CausesValidation="False" CommandName="Edit" Text="Edit" /> </ItemTemplate> <PagerSettings Position="Top" /> <PagerStyle BackColor="#284775" ForeColor="White" HorizontalAlign="Center" /> <RowStyle BackColor="#F7F6F3" ForeColor="#333333" /> </asp:FormView> </form>

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  • Problem with my whiteboard application

    - by swift
    I have to develop a whiteboard application in which both the local user and the remote user should be able to draw simultaneously, is this possible? If possible then any logic? I have already developed a code but in which i am not able to do this, when the remote user starts drawing the shape which i am drawing is being replaced by his shape and co-ordinates. This problem is only when both draw simultaneously. any idea guys? Here is my code class Paper extends JPanel implements MouseListener,MouseMotionListener,ActionListener { static BufferedImage image; int bpressed; Color color; Point start; Point end; Point mp; Button elipse=new Button("elipse"); Button rectangle=new Button("rect"); Button line=new Button("line"); Button empty=new Button(""); JButton save=new JButton("Save"); JButton erase=new JButton("Erase"); String selected; int ex,ey;//eraser DatagramSocket dataSocket; JButton button = new JButton("test"); Client client; Point p=new Point(); int w,h; public Paper(DatagramSocket dataSocket) { this.dataSocket=dataSocket; client=new Client(dataSocket); System.out.println("paper"); setBackground(Color.white); addMouseListener(this); addMouseMotionListener(this); color = Color.black; setBorder(BorderFactory.createLineBorder(Color.black)); //save.setPreferredSize(new Dimension(100,20)); save.setMaximumSize(new Dimension(75,27)); erase.setMaximumSize(new Dimension(75,27)); } public void paintComponent(Graphics g) { try { g.drawImage(image, 0, 0, this); Graphics2D g2 = (Graphics2D)g; g2.setPaint(Color.black); if(selected==("elipse")) g2.drawOval(start.x, start.y,(end.x-start.x),(end.y-start.y)); else if(selected==("rect")) g2.drawRect(start.x, start.y, (end.x-start.x),(end.y-start.y)); else if(selected==("line")) g2.drawLine(start.x,start.y,end.x,end.y); } catch(Exception e) {} } //Function to draw the shape on image public void draw() { Graphics2D g2 = image.createGraphics(); g2.setPaint(color); if(selected=="line") g2.drawLine(start.x, start.y, end.x, end.y); if(selected=="elipse") g2.drawOval(start.x, start.y, (end.x-start.x),(end.y-start.y)); if(selected=="rect") g2.drawRect(start.x, start.y, (end.x-start.x),(end.y-start.y)); repaint(); g2.dispose(); start=null; } //To add the point to the board which is broadcasted by the server public synchronized void addPoint(Point ps,String varname,String shape,String event) { try { if(end==null) end = new Point(); if(start==null) start = new Point(); if(shape.equals("elipse")) selected="elipse"; else if(shape.equals("line")) selected="line"; else if(shape.equals("rect")) selected="rect"; else if(shape.equals("erase")) { selected="erase"; erase(); } if(end!=null && start!=null) { if(varname.equals("end")) end=ps; if(varname.equals("mp")) mp=ps; if(varname.equals("start")) start=ps; if(event.equals("drag")) repaint(); else if(event.equals("release")) draw(); } } catch(Exception e) { e.printStackTrace(); } } //To set the size of the image public void setWidth(int x,int y) { System.out.println("("+x+","+y+")"); w=x; h=y; image = new BufferedImage(w, h, BufferedImage.TYPE_INT_RGB); Graphics2D g2 = image.createGraphics(); g2.setPaint(Color.white); g2.fillRect(0,0,w,h); g2.dispose(); } //Function which provides the erase functionality public void erase() { Graphics2D pic=(Graphics2D) image.getGraphics(); pic.setPaint(Color.white); pic.fillRect(start.x, start.y, 10, 10); } //Function to add buttons into the panel, calling this function returns a panel public JPanel addButtons() { JPanel buttonpanel=new JPanel(); JPanel row1=new JPanel(); JPanel row2=new JPanel(); JPanel row3=new JPanel(); JPanel row4=new JPanel(); buttonpanel.setPreferredSize(new Dimension(80,80)); //buttonpanel.setMinimumSize(new Dimension(150,150)); row1.setLayout(new BoxLayout(row1,BoxLayout.X_AXIS)); row1.setPreferredSize(new Dimension(150,150)); row2.setLayout(new BoxLayout(row2,BoxLayout.X_AXIS)); row3.setLayout(new BoxLayout(row3,BoxLayout.X_AXIS)); row4.setLayout(new BoxLayout(row4,BoxLayout.X_AXIS)); buttonpanel.setLayout(new BoxLayout(buttonpanel,BoxLayout.Y_AXIS)); elipse.addActionListener(this); rectangle.addActionListener(this); line.addActionListener( this); save.addActionListener( this); erase.addActionListener( this); buttonpanel.add(Box.createRigidArea(new Dimension(10,10))); row1.add(elipse); row1.add(Box.createRigidArea(new Dimension(5,0))); row1.add(rectangle); buttonpanel.add(row1); buttonpanel.add(Box.createRigidArea(new Dimension(10,10))); row2.add(line); row2.add(Box.createRigidArea(new Dimension(5,0))); row2.add(empty); buttonpanel.add(row2); buttonpanel.add(Box.createRigidArea(new Dimension(10,10))); row3.add(save); buttonpanel.add(row3); buttonpanel.add(Box.createRigidArea(new Dimension(10,10))); row4.add(erase); buttonpanel.add(row4); return buttonpanel; } //To save the image drawn public void save() { try { ByteArrayOutputStream bos = new ByteArrayOutputStream(); JPEGImageEncoder encoder = JPEGCodec.createJPEGEncoder(bos); JFileChooser fc = new JFileChooser(); fc.showSaveDialog(this); encoder.encode(image); byte[] jpgData = bos.toByteArray(); FileOutputStream fos = new FileOutputStream(fc.getSelectedFile()+".jpeg"); fos.write(jpgData); fos.close(); //add replce confirmation here } catch (IOException e) { System.out.println(e); } } public void mouseClicked(MouseEvent arg0) { // TODO Auto-generated method stub } @Override public void mouseEntered(MouseEvent arg0) { } public void mouseExited(MouseEvent arg0) { // TODO Auto-generated method stub } public void mousePressed(MouseEvent e) { if(selected=="line"||selected=="erase") { start=e.getPoint(); client.broadcast(start,"start", selected,"press"); } else if(selected=="elipse"||selected=="rect") { mp = e.getPoint(); client.broadcast(mp,"mp", selected,"press"); } } public void mouseReleased(MouseEvent e) { if(start!=null) { if(selected=="line") { end=e.getPoint(); client.broadcast(end,"end", selected,"release"); } else if(selected=="elipse"||selected=="rect") { end.x = Math.max(mp.x,e.getX()); end.y = Math.max(mp.y,e.getY()); client.broadcast(end,"end", selected,"release"); } draw(); } //start=null; } public void mouseDragged(MouseEvent e) { if(end==null) end = new Point(); if(start==null) start = new Point(); if(selected=="line") { end=e.getPoint(); client.broadcast(end,"end", selected,"drag"); } else if(selected=="erase") { start=e.getPoint(); erase(); client.broadcast(start,"start", selected,"drag"); } else if(selected=="elipse"||selected=="rect") { start.x = Math.min(mp.x,e.getX()); start.y = Math.min(mp.y,e.getY()); end.x = Math.max(mp.x,e.getX()); end.y = Math.max(mp.y,e.getY()); client.broadcast(start,"start", selected,"drag"); client.broadcast(end,"end", selected,"drag"); } repaint(); } @Override public void mouseMoved(MouseEvent arg0) { // TODO Auto-generated method stub } public void actionPerformed(ActionEvent e) { if(e.getSource()==elipse) selected="elipse"; if(e.getSource()==line) selected="line"; if(e.getSource()==rectangle) selected="rect"; if(e.getSource()==save) save(); if(e.getSource()==erase) { selected="erase"; erase(); } } } class Button extends JButton { String name; public Button(String name) { this.name=name; Dimension buttonSize = new Dimension(35,35); setMaximumSize(buttonSize); } public void paintComponent(Graphics g) { super.paintComponent(g); Graphics2D g2 = (Graphics2D)g; g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); //g2.setStroke(new BasicStroke(1.2f)); if (name == "line") g.drawLine(5,5,30,30); if (name == "elipse") g.drawOval(5,7,25,20); if (name== "rect") g.drawRect(5,5,25,23); } }

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  • word wrap in tcpdf

    - by ChuckO
    I'm using tcpdf to creat a pdf version of the html table below. How do I word wrap the text in the cells? <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <style type="text/css"> table.frm { width: 960px; Height:400px; margin-left: auto; margin-right: auto; border-width: 0px 0px 0px 0px; border-spacing: 0px; border-style: solid solid solid solid; border-color: gray gray gray gray; border-collapse: collapse; background-color: white; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 11px; } table.frm th { Width: 120px; border-width: 1px 1px 1px 1px; padding: 1px 1px 1px 1px; border-style: solid solid solid solid; border-collapse: collapse; border-color: gray gray gray gray; background-color: white; } table.frm td { width: 120px; height: 80px; vertical-align: top; border-width: 1px 1px 1px 1px; padding: 2px 2px 2px 2px; border-style: solid solid solid solid; border-collapse: collapse; border-color: gray gray gray gray; background-color: white; } </style> <title>Weekly Menu</title> </head> <body> <table class="frm"> <tr> <th align="center" colspan="8"><b>WEEKLY MENU</b></th> </tr> <tr> <th align="center" colspan="8"><b>Your Name Here</b></th> </tr> <tr> <th></th> <th>Monday</th> <th>Tuesday</th> <th>Wednesday</th> <th>Thursday</th> <th>Friday</th> <th>Saturday</th> <th>Sunday</th> </tr> <tr> <td><b>Breakfast</b></td> <td>Scrambled Eggs Black Coffee</td> <td>Vegetable Omelet Black Coffee</td> <td>2 slices Toast Black Coffee</td> <td>Cereal w/milk Black Coffee</td> <td>Orange Juice Black Coffee</td> <td>Cereal w/milk Black Coffee</td> <td>Pancakes w/syrup Black Coffee</td> </tr> <tr> <td><b>Lunch</b></td> <td>Tuna Salad Sandwich Diet Coke</td> <td>Greek Salad Black Coffee</td> <td></td> <td>Amer Cheese Sandwich Orange Juice</td> <td></td> <td></td> <td></td> </tr> <tr> <td><b>Dinner</b></td> <td>Burger Fried Onions Diet Coke</td> <td>Steak Fries Diet Sprite</td> <td></td> <td>Chicken Cutlet Baked Potato Peas</td> <td></td> <td></td> <td></td> </tr> <tr> <td><b>Snack</b></td> <td>Apple</td> <td>Orange</td> <td>Sm bag of chips</td> <td>Celery Sticks</td> <td></td> <td></td> <td></td> </tr> </table> </body> </html> This is the tcpdf code: $pdf = new TCPDF('Landscape', 'mm', '', true, 'UTF-8', false); $pdf->SetTitle('Weekly Menu'); $pdf->SetMargins(15, 7.5, 12.5); $pdf->SetAutoPageBreak(TRUE, PDF_MARGIN_BOTTOM); $pdf->SetPrintHeader(false); $pdf->SetPrintFooter(false); $pdf->AddPage(); $pdf->setFormDefaultProp(array('lineWidth'=>0, 'borderStyle'=>'dot', 'fillColor'=>array(235, 235, 255), 'strokeColor'=>array(255,255,250))); $pdf->SetFont('times', 'BU', 12); $pdf->cell(250, 8, 'Weekly Menu', 0, 1, 'C'); $pdf->cell(250, 8, $yourname, 0, 1, 'C'); $pdf->SetFont('times', '', 10); $cw=35; $ch=25; $pdf->SetXY(15,50); $pdf->cell(25,5,'',1,0,'L'); $pdf->cell($cw,5,$day1,1,0,'C'); $pdf->cell($cw,5,$day2,1,0,'C'); $pdf->cell($cw,5,$day3,1,0,'C'); $pdf->cell($cw,5,$day4,1,0,'C'); $pdf->cell($cw,5,$day5,1,0,'C'); $pdf->cell($cw,5,$day6,1,0,'C'); $pdf->cell($cw,5,$day7,1,1,'C'); $pdf->cell(25,$ch,'Breakfast',1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[0]->breakfast,1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[1]->breakfast,1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[2]->breakfast,1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[3]->breakfast,1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[4]->breakfast,1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[5]->breakfast,1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[6]->breakfast,1,1,'L',0,0,false,'','T'); $pdf->cell(25,$ch,'Lunch',1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[0]->lunch,1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[1]->lunch,1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[2]->lunch,1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[3]->lunch,1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[4]->lunch,1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[5]->lunch,1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[6]->lunch,1,1,'L',0,0,false,'','T'); $pdf->cell(25,$ch,'Dinner',1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[0]->dinner,1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[1]->dinner,1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[2]->dinner,1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[3]->dinner,1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[4]->dinner,1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[5]->dinner,1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[6]->dinner,1,1,'L',0,0,false,'','T'); $pdf->cell(25,$ch,'Snack',1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[0]->snack,1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[1]->snack,1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[2]->snack,1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[3]->snack,1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[4]->snack,1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[5]->snack,1,0,'L',0,0,false,'','T'); $pdf->cell($cw,$ch,$record[6]->snack,1,1,'L',0,0,false,'','T'); EOD;

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  • Modifying and Manipulating a interactive bezier curve

    - by rachel
    This is a homework question and I'm having a lot of trouble with it - I've managed to do some of it but still cant finish it - can i Please get some help. Q1. Bezier Curves The following example allows you to interactively control a bezier curve by dragging the control points Cubic.java Replace the call to draw the cubic shape (big.draw(cubic)), by your own function to draw a bezier by the recursive split method. Finally, add the ability to create a longer Bezier curve by adding more control points to create a second curve. Cubic.java import java.awt.*; import javax.swing.*; import java.awt.event.*; import java.applet.Applet; import java.awt.geom.*; import java.awt.image.BufferedImage; public class Cubic extends JApplet{ static protected JLabel label; CubicPanel cubicPanel; public void init(){ //Initialize the layout. getContentPane().setLayout(new BorderLayout()); cubicPanel = new CubicPanel(); cubicPanel.setBackground(Color.white); getContentPane().add(cubicPanel); label = new JLabel("Drag the points to adjust the curve."); getContentPane().add("South", label); } public static void main(String s[]) { JFrame f = new JFrame("Cubic"); f.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) {System.exit(0);} }); JApplet applet = new Cubic(); f.getContentPane().add(applet, BorderLayout.CENTER); applet.init(); f.setSize(new Dimension(350,250)); f.setVisible(true); } } class CubicPanel extends JPanel implements MouseListener, MouseMotionListener{ BufferedImage bi; Graphics2D big; int x, y; Rectangle area, startpt, endpt, onept, twopt, rect; CubicCurve2D.Double cubic = new CubicCurve2D.Double(); Point2D.Double start, end, one, two, point; boolean firstTime = true; boolean pressOut = false; public CubicPanel(){ setBackground(Color.white); addMouseMotionListener(this); addMouseListener(this); start = new Point2D.Double(); one = new Point2D.Double(); two = new Point2D.Double(); end = new Point2D.Double(); cubic.setCurve(start, one, two, end); startpt = new Rectangle(0, 0, 8, 8); endpt = new Rectangle(0, 0, 8, 8); onept = new Rectangle(0, 0, 8, 8); twopt = new Rectangle(0, 0, 8, 8); } public void mousePressed(MouseEvent e){ x = e.getX(); y = e.getY(); if(startpt.contains(x, y)){ rect = startpt; point = start; x = startpt.x - e.getX(); y = startpt.y - e.getY(); updateLocation(e); } else if(endpt.contains(x, y)){ rect = endpt; point = end; x = endpt.x - e.getX(); y = endpt.y - e.getY(); updateLocation(e); } else if(onept.contains(x, y)){ rect = onept; point = one; x = onept.x - e.getX(); y = onept.y - e.getY(); updateLocation(e); } else if(twopt.contains(x, y)){ rect = twopt; point = two; x = twopt.x - e.getX(); y = twopt.y - e.getY(); updateLocation(e); } else { pressOut = true; } } public void mouseDragged(MouseEvent e){ if(!pressOut) { updateLocation(e); } } public void mouseReleased(MouseEvent e){ if(startpt.contains(e.getX(), e.getY())){ rect = startpt; point = start; updateLocation(e); } else if(endpt.contains(e.getX(), e.getY())){ rect = endpt; point = end; updateLocation(e); } else if(onept.contains(e.getX(), e.getY())){ rect = onept; point = one; updateLocation(e); } else if(twopt.contains(e.getX(), e.getY())){ rect = twopt; point = two; updateLocation(e); } else { pressOut = false; } } public void mouseMoved(MouseEvent e){} public void mouseClicked(MouseEvent e){} public void mouseExited(MouseEvent e){} public void mouseEntered(MouseEvent e){} public void updateLocation(MouseEvent e){ rect.setLocation((x + e.getX())-4, (y + e.getY())-4); point.setLocation(x + e.getX(), y + e.getY()); checkPoint(); cubic.setCurve(start, one, two, end); repaint(); } public void paintComponent(Graphics g){ super.paintComponent(g); update(g); } public void update(Graphics g){ Graphics2D g2 = (Graphics2D)g; Dimension dim = getSize(); int w = dim.width; int h = dim.height; if(firstTime){ // Create the offsecren graphics to render to bi = (BufferedImage)createImage(w, h); big = bi.createGraphics(); // Get some initial positions for the control points start.setLocation(w/2-50, h/2); end.setLocation(w/2+50, h/2); one.setLocation((int)(start.x)+25, (int)(start.y)-25); two.setLocation((int)(end.x)-25, (int)(end.y)+25); // Set the initial positions of the squares that are // drawn at the control points startpt.setLocation((int)((start.x)-4), (int)((start.y)-4)); endpt.setLocation((int)((end.x)-4), (int)((end.y)-4)); onept.setLocation((int)((one.x)-4), (int)((one.y)-4)); twopt.setLocation((int)((two.x)-4), (int)((two.y)-4)); // Initialise the CubicCurve2D cubic.setCurve(start, one, two, end); // Set some defaults for Java2D big.setColor(Color.black); big.setStroke(new BasicStroke(5.0f)); big.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); area = new Rectangle(dim); firstTime = false; } // Clears the rectangle that was previously drawn. big.setColor(Color.white); big.clearRect(0, 0, area.width, area.height); // Set the colour for the bezier big.setPaint(Color.black); // Replace the following line by your own function to // draw the bezier specified by start, one, two, end big.draw(cubic); // Draw the control points big.setPaint(Color.red); big.fill(startpt); big.setPaint(Color.magenta); big.fill(endpt); big.setPaint(Color.blue); big.fill(onept); big.setPaint(new Color(0, 200, 0)); big.fill(twopt); // Draws the buffered image to the screen. g2.drawImage(bi, 0, 0, this); } /* Checks if the rectangle is contained within the applet * window. If the rectangle is not contained withing the * applet window, it is redrawn so that it is adjacent to the * edge of the window and just inside the window. */ void checkPoint(){ if (area == null) { return; } if((area.contains(rect)) && (area.contains(point))){ return; } int new_x = rect.x; int new_y = rect.y; double new_px = point.x; double new_py = point.y; if((rect.x+rect.width)>area.getWidth()){ new_x = (int)area.getWidth()-(rect.width-1); } if(point.x > area.getWidth()){ new_px = (int)area.getWidth()-1; } if(rect.x < 0){ new_x = -1; } if(point.x < 0){ new_px = -1; } if((rect.y+rect.width)>area.getHeight()){ new_y = (int)area.getHeight()-(rect.height-1); } if(point.y > area.getHeight()){ new_py = (int)area.getHeight()-1; } if(rect.y < 0){ new_y = -1; } if(point.y < 0){ new_py = -1; } rect.setLocation(new_x, new_y); point.setLocation(new_px, new_py); } }

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  • undefined reference to function, despite giving reference in c

    - by Jamie Edwards
    I'm following a tutorial, but when it comes to compiling and linking the code I get the following error: /tmp/cc8gRrVZ.o: In function `main': main.c:(.text+0xa): undefined reference to `monitor_clear' main.c:(.text+0x16): undefined reference to `monitor_write' collect2: ld returned 1 exit status make: *** [obj/main.o] Error 1 What that is telling me is that I haven't defined both 'monitor_clear' and 'monitor_write'. But I have, in both the header and source files. They are as follows: monitor.c: // monitor.c -- Defines functions for writing to the monitor. // heavily based on Bran's kernel development tutorials, // but rewritten for JamesM's kernel tutorials. #include "monitor.h" // The VGA framebuffer starts at 0xB8000. u16int *video_memory = (u16int *)0xB8000; // Stores the cursor position. u8int cursor_x = 0; u8int cursor_y = 0; // Updates the hardware cursor. static void move_cursor() { // The screen is 80 characters wide... u16int cursorLocation = cursor_y * 80 + cursor_x; outb(0x3D4, 14); // Tell the VGA board we are setting the high cursor byte. outb(0x3D5, cursorLocation >> 8); // Send the high cursor byte. outb(0x3D4, 15); // Tell the VGA board we are setting the low cursor byte. outb(0x3D5, cursorLocation); // Send the low cursor byte. } // Scrolls the text on the screen up by one line. static void scroll() { // Get a space character with the default colour attributes. u8int attributeByte = (0 /*black*/ << 4) | (15 /*white*/ & 0x0F); u16int blank = 0x20 /* space */ | (attributeByte << 8); // Row 25 is the end, this means we need to scroll up if(cursor_y >= 25) { // Move the current text chunk that makes up the screen // back in the buffer by a line int i; for (i = 0*80; i < 24*80; i++) { video_memory[i] = video_memory[i+80]; } // The last line should now be blank. Do this by writing // 80 spaces to it. for (i = 24*80; i < 25*80; i++) { video_memory[i] = blank; } // The cursor should now be on the last line. cursor_y = 24; } } // Writes a single character out to the screen. void monitor_put(char c) { // The background colour is black (0), the foreground is white (15). u8int backColour = 0; u8int foreColour = 15; // The attribute byte is made up of two nibbles - the lower being the // foreground colour, and the upper the background colour. u8int attributeByte = (backColour << 4) | (foreColour & 0x0F); // The attribute byte is the top 8 bits of the word we have to send to the // VGA board. u16int attribute = attributeByte << 8; u16int *location; // Handle a backspace, by moving the cursor back one space if (c == 0x08 && cursor_x) { cursor_x--; } // Handle a tab by increasing the cursor's X, but only to a point // where it is divisible by 8. else if (c == 0x09) { cursor_x = (cursor_x+8) & ~(8-1); } // Handle carriage return else if (c == '\r') { cursor_x = 0; } // Handle newline by moving cursor back to left and increasing the row else if (c == '\n') { cursor_x = 0; cursor_y++; } // Handle any other printable character. else if(c >= ' ') { location = video_memory + (cursor_y*80 + cursor_x); *location = c | attribute; cursor_x++; } // Check if we need to insert a new line because we have reached the end // of the screen. if (cursor_x >= 80) { cursor_x = 0; cursor_y ++; } // Scroll the screen if needed. scroll(); // Move the hardware cursor. move_cursor(); } // Clears the screen, by copying lots of spaces to the framebuffer. void monitor_clear() { // Make an attribute byte for the default colours u8int attributeByte = (0 /*black*/ << 4) | (15 /*white*/ & 0x0F); u16int blank = 0x20 /* space */ | (attributeByte << 8); int i; for (i = 0; i < 80*25; i++) { video_memory[i] = blank; } // Move the hardware cursor back to the start. cursor_x = 0; cursor_y = 0; move_cursor(); } // Outputs a null-terminated ASCII string to the monitor. void monitor_write(char *c) { int i = 0; while (c[i]) { monitor_put(c[i++]); } } void monitor_write_hex(u32int n) { s32int tmp; monitor_write("0x"); char noZeroes = 1; int i; for (i = 28; i > 0; i -= 4) { tmp = (n >> i) & 0xF; if (tmp == 0 && noZeroes != 0) { continue; } if (tmp >= 0xA) { noZeroes = 0; monitor_put (tmp-0xA+'a' ); } else { noZeroes = 0; monitor_put( tmp+'0' ); } } tmp = n & 0xF; if (tmp >= 0xA) { monitor_put (tmp-0xA+'a'); } else { monitor_put (tmp+'0'); } } void monitor_write_dec(u32int n) { if (n == 0) { monitor_put('0'); return; } s32int acc = n; char c[32]; int i = 0; while (acc > 0) { c[i] = '0' + acc%10; acc /= 10; i++; } c[i] = 0; char c2[32]; c2[i--] = 0; int j = 0; while(i >= 0) { c2[i--] = c[j++]; } monitor_write(c2); } monitor.h: // monitor.h -- Defines the interface for monitor.h // From JamesM's kernel development tutorials. #ifndef MONITOR_H #define MONITOR_H #include "common.h" // Write a single character out to the screen. void monitor_put(char c); // Clear the screen to all black. void monitor_clear(); // Output a null-terminated ASCII string to the monitor. void monitor_write(char *c); #endif // MONITOR_H common.c: // common.c -- Defines some global functions. // From JamesM's kernel development tutorials. #include "common.h" // Write a byte out to the specified port. void outb ( u16int port, u8int value ) { asm volatile ( "outb %1, %0" : : "dN" ( port ), "a" ( value ) ); } u8int inb ( u16int port ) { u8int ret; asm volatile ( "inb %1, %0" : "=a" ( ret ) : "dN" ( port ) ); return ret; } u16int inw ( u16int port ) { u16int ret; asm volatile ( "inw %1, %0" : "=a" ( ret ) : "dN" ( port ) ); return ret; } // Copy len bytes from src to dest. void memcpy(u8int *dest, const u8int *src, u32int len) { const u8int *sp = ( const u8int * ) src; u8int *dp = ( u8int * ) dest; for ( ; len != 0; len-- ) *dp++ =*sp++; } // Write len copies of val into dest. void memset(u8int *dest, u8int val, u32int len) { u8int *temp = ( u8int * ) dest; for ( ; len != 0; len-- ) *temp++ = val; } // Compare two strings. Should return -1 if // str1 < str2, 0 if they are equal or 1 otherwise. int strcmp(char *str1, char *str2) { int i = 0; int failed = 0; while ( str1[i] != '\0' && str2[i] != '\0' ) { if ( str1[i] != str2[i] ) { failed = 1; break; } i++; } // Why did the loop exit? if ( ( str1[i] == '\0' && str2[i] != '\0' || (str1[i] != '\0' && str2[i] =='\0' ) ) failed =1; return failed; } // Copy the NULL-terminated string src into dest, and // return dest. char *strcpy(char *dest, const char *src) { do { *dest++ = *src++; } while ( *src != 0 ); } // Concatenate the NULL-terminated string src onto // the end of dest, and return dest. char *strcat(char *dest, const char *src) { while ( *dest != 0 ) { *dest = *dest++; } do { *dest++ = *src++; } while ( *src != 0 ); return dest; } common.h: // common.h -- Defines typedefs and some global functions. // From JamesM's kernel development tutorials. #ifndef COMMON_H #define COMMON_H // Some nice typedefs, to standardise sizes across platforms. // These typedefs are written for 32-bit x86. typedef unsigned int u32int; typedef int s32int; typedef unsigned short u16int; typedef short s16int; typedef unsigned char u8int; typedef char s8int; void outb ( u16int port, u8int value ); u8int inb ( u16int port ); u16int inw ( u16int port ); #endif //COMMON_H main.c: // main.c -- Defines the C-code kernel entry point, calls initialisation routines. // Made for JamesM's tutorials <www.jamesmolloy.co.uk> #include "monitor.h" int main(struct multiboot *mboot_ptr) { monitor_clear(); monitor_write ( "hello, world!" ); return 0; } here is my makefile: C_SOURCES= main.c monitor.c common.c S_SOURCES= boot.s C_OBJECTS=$(patsubst %.c, obj/%.o, $(C_SOURCES)) S_OBJECTS=$(patsubst %.s, obj/%.o, $(S_SOURCES)) CFLAGS=-nostdlib -nostdinc -fno-builtin -fno-stack-protector -m32 -Iheaders LDFLAGS=-Tlink.ld -melf_i386 --oformat=elf32-i386 ASFLAGS=-felf all: kern/kernel .PHONY: clean clean: -rm -f kern/kernel kern/kernel: $(S_OBJECTS) $(C_OBJECTS) ld $(LDFLAGS) -o $@ $^ $(C_OBJECTS): obj/%.o : %.c gcc $(CFLAGS) $< -o $@ vpath %.c source $(S_OBJECTS): obj/%.o : %.s nasm $(ASFLAGS) $< -o $@ vpath %.s asem Hopefully this will help you understand what is going wrong and how to fix it :L Thanks in advance. Jamie.

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  • WPF Templates error - "Provide value on 'System.Windows.Baml2006.TypeConverterMarkupExtension' threw

    - by jasonk
    I've just started experimenting with WPF templates vs. styles and I'm not sure what I'm doing wrong. The goal below is to alternate the colors of the options in the menu. The code works fine with just the , but when I copy and paste/rename it for the second segment of "MenuChoiceOdd" I get the following error: Provide value on 'System.Windows.Baml2006.TypeConverterMarkupExtension' threw an exception. Sample of the code: <Window x:Class="WpfApplication1.Template_Testing" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="Template_Testing" Height="300" Width="300"> <Grid> <Grid.Resources> <ControlTemplate x:Key="MenuChoiceEven"> <Border BorderThickness="1" BorderBrush="#FF4A5D80"> <TextBlock Height="Auto" HorizontalAlignment="Stretch" Margin="0" Width="Auto" FontSize="14" Foreground="SlateGray" TextAlignment="Left" AllowDrop="True" Text="{Binding Path=Content, RelativeSource={RelativeSource TemplatedParent}}"> <TextBlock.Background> <LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0"> <GradientStop Color="White" Offset="0" /> <GradientStop Color="#FFC2CCDB" Offset="1" /> </LinearGradientBrush> </TextBlock.Background> </TextBlock> </Border> </ControlTemplate> <ControlTemplate x:Key="MenuChoiceOdd"> <Border BorderThickness="1" BorderBrush="#FF4A5D80"> <TextBlock Height="Auto" HorizontalAlignment="Stretch" Margin="0" Width="Auto" FontSize="14" Foreground="SlateGray" TextAlignment="Left" AllowDrop="True" Text="{Binding Path=Content, RelativeSource={RelativeSource TemplatedParent}}"> <TextBlock.Background> <LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0"> <GradientStop Color="White" Offset="0" /> <GradientStop Color="##FFCBCBCB" Offset="1" /> </LinearGradientBrush> </TextBlock.Background> </TextBlock> </Border> </ControlTemplate> </Grid.Resources> <Border BorderBrush="SlateGray" BorderThickness="2" Margin="10" CornerRadius="10" Background="LightSteelBlue" Width="200"> <StackPanel Margin="4"> <TextBlock Height="Auto" HorizontalAlignment="Stretch" Margin="2,2,2,0" Name="MenuHeaderTextBlock" Text="TextBlock" Width="Auto" FontSize="16" Foreground="PaleGoldenrod" TextAlignment="Left" Padding="10" FontWeight="Bold"><TextBlock.Background><LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0"><GradientStop Color="LightSlateGray" Offset="0" /><GradientStop Color="DarkSlateGray" Offset="1" /></LinearGradientBrush></TextBlock.Background></TextBlock> <StackPanel Height="Auto" HorizontalAlignment="Stretch" Margin="2,0,2,0" Name="MenuChoicesStackPanel" VerticalAlignment="Top" Width="Auto"> <Button Template="{StaticResource MenuChoiceEven}" Content="Test Even menu element" /> <Button Template="{StaticResource MenuChoiceOdd}" Content="Test odd menu element" /> </StackPanel> </StackPanel> </Border> </Grid> </Window> What am I doing wrong?

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  • How can I configure Symantec Endpoint Protection Agent to allow access to windows shares?

    - by Peter Bernier
    I'm having some difficulties exposing a standard windows file share on a Windows Embedded Standard 2009 device that is running Symantec Endpoint Protection Agent 5.1. I'm using simply file sharing to expose a particular directory. That share is visible locally on the machine and externally visible when I disable the endpoint protection agent. I've added a rule (and moved it to the to ensure priority) allowing all hosts access on TDP ports 137,138,138,445 and another rule allowing UDP access on ports 137,138,139. When I try to connect, two endpoint protection dialogs pop up saying: Traffic has been blocked from this application: NWLINK2 IPX Protocol Driver (nwlnkipx.sys) Traffic has been blocked from this application: IPv6 driver (tcpip6.sys) I'm not using IPv6 anywhere. Interestingly, I discovered a workaround in that I can white-list all traffic from the subnet the device is on, which meets my needs, but I'm still curious as to why my original approach wasn't successful. Can anyone suggestion a reason why the above endpoint protection rules won't allow me to access windows file shares on the device?

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  • Index was out of range. Must be non-negative and less than the size of the collection. Parameter: In

    - by user356973
    Dear Telerik Team, When I am trying to display data using radgrid I am getting error like "Index was out of range. Must be non-negative and less than the size of the collection. Parameter: Index". Here is my code <telerik:RadGrid ID="gvCktMap" BorderColor="White" runat="server" AutoGenerateColumns="true" AllowSorting="true" BackColor="White" AllowPaging="true" PageSize="25" GridLines="None" OnPageIndexChanging="gvCktMap_PageIndexChanging" OnRowCancelingEdit="gvCktMap_RowCancelingEdit" OnRowCommand="gvCktMap_RowCommand" OnRowUpdating="gvCktMap_RowUpdating" OnRowDataBound="gvCktMap_RowDataBound" OnSorting="gvCktMap_Sorting" OnRowEditing="gvCktMap_RowEditing" ShowGroupPanel="True" EnableHeaderContextMenu="true" EnableHeaderContextFilterMenu="true" AllowMultiRowSelection="true" AllowFilteringByColumn="True" AllowCustomPaging="false" OnItemCreated="gvCktMap_ItemCreated" EnableViewState="false" OnNeedDataSource="gvCktMap_NeedDataSource" OnItemUpdated="gvCktMap_ItemUpdated" > <MasterTableView DataKeyNames="sId" UseAllDataFields="true"> <Columns> <telerik:GridBoundColumn UniqueName="sId" HeaderText="sId" DataField="sId" Visible="false"> </telerik:GridBoundColumn> <telerik:GridBoundColumn UniqueName="orderId" HeaderText="orderId" DataField="orderId"> </telerik:GridBoundColumn> <telerik:GridBoundColumn UniqueName="REJ" HeaderText="REJ" DataField="REJ"> </telerik:GridBoundColumn> <telerik:GridBoundColumn UniqueName="Desc" HeaderText="Desc" DataField="Desc"> </telerik:GridBoundColumn> <telerik:GridBoundColumn UniqueName="CustomerName" HeaderText="CustomerName" DataField="CustomerName"> </telerik:GridBoundColumn> <telerik:GridBoundColumn UniqueName="MarketName" HeaderText="MarketName" DataField="MarketName"> </telerik:GridBoundColumn> <telerik:GridBoundColumn UniqueName="HeadendName" HeaderText="HeadendName" DataField="HeadendName"> </telerik:GridBoundColumn> <telerik:GridBoundColumn UniqueName="SiteName" HeaderText="SiteName" DataField="SiteName"> </telerik:GridBoundColumn> <telerik:GridBoundColumn UniqueName="TaskStatus" HeaderText="TaskStatus" DataField="TaskStatus"> </telerik:GridBoundColumn> </Columns> </telerik:RadGrid> Here is my code behind private void bingGrid() { try { gvCktMap.Columns.Clear(); DataSet dsResult = new DataSet(); DataSet dsEditItems = new DataSet(); dsEditItems.ReadXml(Server.MapPath("XMLS/" + Session["TaskID"].ToString() + ".xml")); clsSearch_BL clsObj = new clsSearch_BL(); clsObj.TaskID = (string)Session["TaskID"]; clsObj.CustName = (string)Session["CustName"]; clsObj.MarketName = (string)Session["MarketName"]; clsObj.HeadendName = (string)Session["HeadendName"]; clsObj.SiteName = (string)Session["SiteName"]; clsObj.TaskStatus = (string)Session["TaskStatus"]; clsObj.OrdType = (string)Session["OrdType"]; clsObj.OrdStatus = (string)Session["OrdStatus"]; clsObj.ProName = (string)Session["ProName"]; clsObj.LOC = (string)Session["LOC"]; dsResult = clsObj.getSearchResults_BL(clsObj); Session["SearchRes"] = dsResult; DataTable dtFilter = new DataTable(); DataColumn dtCol = new DataColumn("FilterBy"); dtFilter.Columns.Add(dtCol); dtCol = new DataColumn("DataType"); dtFilter.Columns.Add(dtCol); gvCktMap.DataSource = dsResult; gvCktMap.DataBind(); } catch (Exception ex) { } } If i remove <MasterTableView></MasterTableView> Its working fine without any error. But for some reasons i need to use <MasterTableView></MasterTableView> Can anyone help me out to fix this error. Thanks In Advance

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  • Android: How to track down the origin of a InflateException?

    - by Janusz
    While starting my application I get the following warning in Logcat: 04-09 10:28:17.830: WARN/WindowManager(52): Exception when adding starting window 04-09 10:28:17.830: WARN/WindowManager(52): android.view.InflateException: Binary XML file line #24: Error inflating class <unknown> 04-09 10:28:17.830: WARN/WindowManager(52): at android.view.LayoutInflater.createView(LayoutInflater.java:513) 04-09 10:28:17.830: WARN/WindowManager(52): at com.android.internal.policy.impl.PhoneLayoutInflater.onCreateView(PhoneLayoutInflater.java:56) 04-09 10:28:17.830: WARN/WindowManager(52): at android.view.LayoutInflater.createViewFromTag(LayoutInflater.java:563) 04-09 10:28:17.830: WARN/WindowManager(52): at android.view.LayoutInflater.inflate(LayoutInflater.java:385) 04-09 10:28:17.830: WARN/WindowManager(52): at android.view.LayoutInflater.inflate(LayoutInflater.java:320) 04-09 10:28:17.830: WARN/WindowManager(52): at android.view.LayoutInflater.inflate(LayoutInflater.java:276) 04-09 10:28:17.830: WARN/WindowManager(52): at com.android.internal.policy.impl.PhoneWindow.generateLayout(PhoneWindow.java:2153) 04-09 10:28:17.830: WARN/WindowManager(52): at com.android.internal.policy.impl.PhoneWindow.installDecor(PhoneWindow.java:2207) 04-09 10:28:17.830: WARN/WindowManager(52): at com.android.internal.policy.impl.PhoneWindow.getDecorView(PhoneWindow.java:1395) 04-09 10:28:17.830: WARN/WindowManager(52): at com.android.internal.policy.impl.PhoneWindowManager.addStartingWindow(PhoneWindowManager.java:818) 04-09 10:28:17.830: WARN/WindowManager(52): at com.android.server.WindowManagerService$H.handleMessage(WindowManagerService.java:8794) 04-09 10:28:17.830: WARN/WindowManager(52): at android.os.Handler.dispatchMessage(Handler.java:99) 04-09 10:28:17.830: WARN/WindowManager(52): at android.os.Looper.loop(Looper.java:123) 04-09 10:28:17.830: WARN/WindowManager(52): at com.android.server.WindowManagerService$WMThread.run(WindowManagerService.java:531) 04-09 10:28:17.830: WARN/WindowManager(52): Caused by: java.lang.reflect.InvocationTargetException 04-09 10:28:17.830: WARN/WindowManager(52): at android.widget.FrameLayout.<init>(FrameLayout.java:79) 04-09 10:28:17.830: WARN/WindowManager(52): at java.lang.reflect.Constructor.constructNative(Native Method) 04-09 10:28:17.830: WARN/WindowManager(52): at java.lang.reflect.Constructor.newInstance(Constructor.java:446) 04-09 10:28:17.830: WARN/WindowManager(52): at android.view.LayoutInflater.createView(LayoutInflater.java:500) 04-09 10:28:17.830: WARN/WindowManager(52): ... 13 more 04-09 10:28:17.830: WARN/WindowManager(52): Caused by: android.content.res.Resources$NotFoundException: Resource is not a Drawable (color or path): TypedValue{t=0x2/d=0x1010059 a=-1} 04-09 10:28:17.830: WARN/WindowManager(52): at android.content.res.Resources.loadDrawable(Resources.java:1677) 04-09 10:28:17.830: WARN/WindowManager(52): at android.content.res.TypedArray.getDrawable(TypedArray.java:548) 04-09 10:28:17.830: WARN/WindowManager(52): at android.widget.FrameLayout.<init>(FrameLayout.java:91) 04-09 10:28:17.830: WARN/WindowManager(52): ... 17 more My Application starts with the following splash screen: <?xml version="1.0" encoding="utf-8"?> <ScrollView xmlns:android="http://schemas.android.com/apk/res/android" android:windowBackground="@color/white" android:background="@color/white" android:layout_width="fill_parent" android:layout_height="fill_parent" android:foregroundGravity="center"> <ImageView android:id="@+id/ImageView01" android:layout_width="fill_parent" android:layout_height="fill_parent" android:adjustViewBounds="true" android:scaleType="centerInside" android:src="@drawable/splash" android:layout_gravity="center" /> </ScrollView> Splash is the image that is shown in the splash screen. I have those four folders with for storing drawables in my app: /res/drawable-hdpi /res/drawable-ldpi /res/drawable-mdpi /res/drawable-nodpi the splash image has its own version in the first three of them and is displayed properly. Removing the src property from the ImageView removes the image but not the exception. I'm a little bit lost with where to look for the cause of the exception. I even don't know if this is really an issue in this layout file etc. How would you go about finding the cause for this warning?

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  • Cannot Expand/Collapse tasks in Microsoft Project 2010

    - by Dean
    I opened an existing Microsoft Project file today and was unable to expand/collapse the subtasks use the cursor and the '+/-' signs beside the parent tasks. I am able to expand and collapse using the 'View-Outline' ribbon icon. However when I attempt to do this using the mouse on specific tasks, my cursor will not perform the task. My cursor is a 'white cross' when I need it to be an 'arrow'. I'm assuming this is something minor that I'm missing. Any assistance appreciated. Thanks

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  • Word 2010 & 2007 Blue Background on screen as default

    - by poor1
    Default blue background and white text in Microsoft Word. I have just moved to Word 2010 (Student Version now released) and although it is possible to create individual documents with a blue background it is not possible to set the program with a blue background as a default. I understand this was discontinued with Office 2007. The only way I can open a document with a blue background is to create a Template with a blue background and use that for each document I wish to create. I'm sure there must be a method of hacking the registry to accomplish this. Can you assist. There must be countless people who who they knew how.

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  • Using SDL to replace colors using SDL Color Keys

    - by Shawn B
    Hey, I am working an a simple Roguelike game, and using SDL as the display. The Graphics for the game is an image of Codepage 437, with the background being black, and the font white. Instead of using many seperate image files that are already colored, I want to use one image file, and replace the colors when it is being loaded into memory. The code to split the codepage into a sprite sheet works properly, but when attempting to print in color, everything comes out in white. I had it working the past, but somehow I broke the code when changing it from change the color at print, to change the color on load. Here is the code to load the image: SDL_Surface *Screen,*Font[2]; SDL_Rect Character[256]; Uint8 ScreenY,ScreenX; Uint16 PrintX,PrintY,ScreenSizeY,ScreenSizeX; Uint32 Color[2]; void InitDisplay() { if(SDL_Init(SDL_INIT_VIDEO) == -1) { printf("SDL Init failed\n"); return; } ScreenSizeY = 600; ScreenSizeX = 800; Screen = SDL_SetVideoMode(ScreenSizeX,ScreenSizeY,32,SDL_HWSURFACE | SDL_RESIZABLE); SDL_WM_SetCaption("Alpha",NULL); SDL_Surface *Load; Load = IMG_Load("resource/font.png"); Font[0] = SDL_DisplayFormat(Load); SDL_FreeSurface(Load); Color[0] = SDL_MapRGB(Font[0]->format,255,255,255); Color[1] = SDL_MapRGB(Font[0]->format,255,0,0); Uint8 i,j,k = 0; PrintX = 0; PrintY = 0; for(i = 0; i < 16; i++) { for(j = 0; j < 16; j++) { Character[k].x = PrintX; Character[k].y = PrintY; Character[k].w = 8; Character[k].h = 12; k++; PrintX += 8; } PrintX = 0; PrintY += 12; } PrintX = 0; PrintY = 0; for(i = 1; i < 2; i++) { Font[i] = SDL_DisplayFormat(Font[0]); SDL_SetColorKey(Font[i],SDL_SRCCOLORKEY,Color[i]); SDL_FillRect(Font[i],&Font[i]->clip_rect,Color[i]); SDL_BlitSurface(Font[0],NULL,Font[i],NULL); SDL_SetColorKey(Font[0],0,Color[0]); } } The problem is with the last for loop above. I can't figure out why it isn't working. Any help is greatly appreciated!

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