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  • Windows 8.1 won't accept my Media Center Pack Product Key

    - by Daniel
    I just installed Windows 8.1 Pro as an upgrade from an ISO torrent. I was able to activate my original Windows 8 key successfully. However, I tried to activate my Media Center Pack key that I purchased for Windows 8 and it errors out the first try. When I try to activate it again, it then says "This key won't work. Check it and try again, or try a different key.". Do I have to purchase the key again? Thanks

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  • Media center consumes all available memory when attempting to play music off of a server

    - by RCIX
    I have Windows 7 Ultimate, and recently, when i try to play a song off of my Twonky Media Server/Windows Media Connect (based on an HP WHS with an Atom), it plays choppily. When i open Resource Monitor, it shows that after ordering the music to play, memory usage rapidly spikes to consume most, if not all, of the available memory on my system (excluding a couple hundred megabytes in standby). Why does it do this and is there anything i can do to stop it? Edit: it happens when I attempt to browse the server's music, not just when i play music. Edit 2: the "ehshell" process is what consumes the memory, appears to me something specific to media center. Moreover, the ehshell process doesn't die in this case. Edit 3: It only happens when browsing my Twonky library, and not my Windows Media Connect.

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  • Windows Media Center won't Play MSN Video Player

    - by Chris Spicer
    My install of Windows Media Center won't play MSN Video Player videos. They appear in the main guide, but when I click on them, nothing happens. If I look on the main menu, I don't have any icons for MSN Video player there. People have suggested I try downloading updates, but that makes no difference. I have internet connectivity. My region is set to the UK (which is where I am). If I navigate to the MSN Video Player using Internet Explorer, the videos play fine. The machine is an Acer Revo RL100, running Windows 7 64-bit. Does anyone have a solution for this? Any help would be gratefully received.

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  • Entity system and rendering types

    - by Papi75
    I would like to implement entity system in my game and I've got some question about entity system and rendering. Currently, my renderer got two types of elements: Current design Mesh : A default renderable with a Material, a Geometry and a Transformable Sprite : A type of mesh with some methods like "flip" and "setRect" methods and a rect member (With an imposed geometry, a quad) This objects inherit from "Spacial" class. Questions: How can I handle this two types in an entity system? I'm thinking about using "MeshComponent" and "SpriteComponent", but if I do that, an entity could have a Mesh and a Sprite at the same type, it's look stupid, right? I thought the idea to have a parent "rendering" component : "RenderableComponent" for "MeshComponent" and "SpriteComponent" but it will be difficult to handle "cast" in the game (ex: did I need to ask entity-getComponent or SpineComponent, …) Thanks a lot for reading me! My entity system work like that: --------------------------------------------------------------------------- Entity* entity = world->createEntity(); MeshComponent* mesh = entity->addComponent<MeshComponent>(material); mesh->loadFromFile("monkey.obj"); PhysicComponent* physic = entity->addComponent<PhysicComponent>(); physic->setMass(5.4f); physic->setVelocity( 0.5f, 2.f ); --------------------------------------------------------------------------- class RenderingSystem { private: Scene scene; public: void onEntityAdded( Entity* entity ) { scene.addMesh( entity->getComponent<MeshComponent>() ); } } class PhysicSystem { private: World world; public: void onEntityAdded( Entity* entity ) { world.addBody( entity->getComponent<PhysicComponent>()->getBody() ); } void process( Entity* entity ) { PhysicComponent* physic = entity->getComponent<PhysicComponent>(); } } ---------------------------------------------------------------------------

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  • Executing Components in an Entity Component System

    - by John
    Ok so I am just starting to grasp the whole ECS paradigm right now and I need clarification on a few things. For the record, I am trying to develop a game using C++ and OpenGL and I'm relatively new to game programming. First of all, lets say I have an Entity class which may have several components such as a MeshRenderer,Collider etc. From what I have read, I understand that each "system" carries out a specific task such as calculating physics and rendering and may use more that one component if needed. So for example, I would have a MeshRendererSystem act on all entities with a MeshRenderer component. Looking at Unity, I see that each Gameobject has, by default, got components such as a renderer, camera, collider and rigidbody etc. From what I understand, an entity should start out as an empty "container" and should be filled with components to create a certain type of game object. So what I dont understand is how the "system" works in an entity component system. http://docs.unity3d.com/ScriptReference/GameObject.html So I have a GameObject(The Entity) class like class GameObject { public: GameObject(std::string objectName); ~GameObject(void); Component AddComponent(std::string name); Component AddComponent(Component componentType); }; So if I had a GameObject to model a warship and I wanted to add a MeshRenderer component, I would do the following: warship->AddComponent(new MeshRenderer()); In the MeshRenderers constructor, should I call on the MeshRendererSystem and "subscribe" the warship object to this system? In that case, the MeshRendererSystem should probably be a Singleton("shudder"). From looking at unity's GameObject, if each object potentially has a renderer or any of the components in the default GameObject class, then Unity would iterate over all objects available. To me, this seems kind of unnecessary since some objects might not need to be rendered for example. How, in practice, should these systems be implemented?

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  • C++ property system interface for game editors (reflection system)

    - by Cristopher Ismael Sosa Abarca
    I have designed an reusable game engine for an project, and their functionality is like this: Is a completely scripted game engine instead of the usual scripting languages as Lua or Python, this uses Runtime-Compiled C++, and an modified version of Cistron (an component-based programming framework).to be compatible with Runtime-Compiled C++ and so on. Using the typical GameObject and Component classes of the Component-based design pattern, is serializable via JSON, BSON or Binary useful for selecting which objects will be loaded the next time. The main problem: We want to use our custom GameObjects and their components properties in our level editor, before used hardcoded functions to access GameObject base class virtual functions from the derived ones, if do you want to modify an property specifically from that class you need inside into the code, this situation happens too with the derived classes of Component class, in little projects there's no problem but for larger projects becomes tedious, lengthy and error-prone. I've researched a lot to find a solution without luck, i tried with the Ogitor's property system (since our engine is Ogre-based) but we find it inappropiate for the component-based design and it's limited only for the Ogre classes and can lead to performance overhead, and we tried some code we find in the Internet we tested it and worked a little but we considered the macro and lambda abuse too horrible take a look (some code omitted): IWE_IMPLEMENT_PROP_BEGIN(CBaseEntity) IWE_PROP_LEVEL_BEGIN("Editor"); IWE_PROP_INT_S("Id", "Internal id", m_nEntID, [](int n) {}, true); IWE_PROP_LEVEL_END(); IWE_PROP_LEVEL_BEGIN("Entity"); IWE_PROP_STRING_S("Mesh", "Mesh used for this entity", m_pModelName, [pInst](const std::string& sModelName) { pInst->m_stackMemUndoType.push(ENT_MEM_MESH); pInst->m_stackMemUndoStr.push(pInst->getModelName()); pInst->setModel(sModelName, false); pInst->saveState(); }, false); IWE_PROP_VECTOR3_S("Position", m_vecPosition, [pInst](float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_POSITION); pInst->m_stackMemUndoVec3.push(pInst->getPosition()); pInst->saveState(); pInst->m_vecPosition.Get()[0] = fX; pInst->m_vecPosition.Get()[1] = fY; pInst->m_vecPosition.Get()[2] = fZ; pInst->setPosition(pInst->m_vecPosition); }, false); IWE_PROP_QUATERNION_S("Orientation (Quat)", m_quatOrientation, [pInst](float fW, float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_ROTATE); pInst->m_stackMemUndoQuat.push(pInst->getOrientation()); pInst->saveState(); pInst->m_quatOrientation.Get()[0] = fW; pInst->m_quatOrientation.Get()[1] = fX; pInst->m_quatOrientation.Get()[2] = fY; pInst->m_quatOrientation.Get()[3] = fZ; pInst->setOrientation(pInst->m_quatOrientation); }, false); IWE_PROP_LEVEL_END(); IWE_IMPLEMENT_PROP_END() We are finding an simplified way to this, without leading confusing the programmers, (will be released to the public) i find ways to achieve this but they are only available for the common scripting as Lua or editors using C#. also too portable, we can write "wrappers" for different GUI toolkits as Qt or GTK, also i'm thinking to using Boost.Wave to get additional macro functionality without creating my own compiler. The properties designed to use in the editor they are removed in the game since the save file contains their data and loads it using an simple 'load' function to reduce unnecessary code bloat may will be useful if some GameObject property wants to be hidden instead. In summary, there's a way to implement an reflection(property) system for a level editor based in properties from derived classes? Also we can use C++11 and Boost (restricted only to Wave and PropertyTree)

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  • How to code UI / HUD in Entity System?

    - by Sylpheed
    I think I already got the idea of the Entity System inspired by Adam Martin (t-machine). I want to start using this for my next project. I already know the basic of Entity, Components, and Systems. My problem is how to handle UI / HUD. For example, a quest window, skill window, character info window, etc. How do you handle UI events (eg. pressing a button)? These are stuff that doesn't need to be processed every frame. Currently, I'm using MVC to code UI but I don't think that'll be compatible for Entity System. I've read that Entity System is embedded on a larger OOP. I don't know if UI is outside of ES or not. How do I approach this one?

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  • System monitor network speed monitor not working for LAN but works for my Wi-fi

    - by Pavak
    I'm on Ubuntu 13.10. I generally use wi-fi to connect to the internet. But Yesterday my wi-fi router occurred some problem and now it's out for warranty. So temporarily I'm using LAN. System monitor displayed the network speed correctly when I was in wi-fi. But now it's not showing any kinda network speed in System Monitor. I checked the preferences opption but couldn't find a way. I also checked "ksysguard"(KDE's system monitor) and conky. None of them working. How can i solve this? I'm attaching a screenshot to clear the problem.

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  • System Settings icons missing

    - by pst007x
    Is there any way to reset the System Settings Control Panel page? The Control Panel was fine, but the for no apparent reason, PRIVACY, BACKGROUND and a host of other icons have vanished... My system seems pretty messed up after the upgrade... Shutdown, Reset, and Logout from the menu no longer work either... However, I can launch the Privacy panel from the terminal: activity-log-manager and it runs... so why is this, and others, now missing from the System Setting Control Panel? I have checked and: activity-log-manager-control-center is installed Is there a config file I can check, or a setting in Gconf where the list of icons are referenced? I have run - in desperation - sudo apt-get purge unity* sudo apt-get purge ubuntu* sudo apt-get autoremove Run Gconf-cleaner and Janitor then re-installed all packages Still the same issue....?

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  • Should I install Firefox add-ons via the Software Center or the webbrowser?

    - by Agmenor
    I would like to install some Firefox add-ons, also called 'extensions' or 'plugins', like for example Adblock Plus, Ubufox or Greasemonkey. Should I install them from the Mozilla website, using the Firefox browser, or should I search Firefox in the Software Center and then select the interesting applications ? I suppose the issue is about how the extensions are kept up-to-date. If your answer is 'via the Software Center', how can I migrate well from my former add-ons without losing all my preferences?

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  • Design a Distributed System

    - by Bonton255
    I am preparing for an interview on Distributed Systems. I have gone through a lot of text and understand the basics of the area. However, I need some examples of discussions on designing a distributed system given a scenario. For example, if I were to design a distributed system to calculate if a number N is primary or not, what will the be design of the system, what will be the impact of network latency, CPU performance, node failure, addition of nodes, time synchronization etc. If you guys could present your in-depth thoughts on this example, or point me to some similar discussion, that would be really helpful.

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  • What should a system architect know? [closed]

    - by marko
    What does the title System Architect really mean? What do you need to know to be a system architect. Do you need to know design patterns or something like that? At work we have a couple so called "System Architects". They do the same stuff as we developers, but the distinction are that they are older and thus has more experience and knowledge of the business domain we work in. But I'm not really seeing the architecting side of work really...

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  • Getting the most out of a Mac mini as a media center

    - by celebritarian
    Hello! I own an old Mac mini from 2006 (maybe early 2007). It's got an Intel Core Solo 32-bits CPU and 512 MB RAM. 160 GB HDD. The GPU is an integrated chip… Currently, my Mini is sitting under my LCD TV (720p). It's plugged in via a DVI to HDMI cable. It's currently running Leopard. And unfortunately, Snow Leopard can't be installed on a device with less than 1 GB of RAM… So, my Mac mini isn't exactly powerful. Also, it's slow and Mac OS X is not a pleasant experience on my Mini right now. It feels slow and heavy. I want to use my Mac mini as a media center/player. I want to be able to play video files in 720p (H.264, Matroska/MOV files). So basically, playing high-def videos is all I want to do with my Mini. What OS should I install? Stick to OS X? Optimize for video playback? Or should I install another OS — like Win XP, Ubuntu or any other Linux dist? Then, will my Mini be able to play 720p videos smoothly, even though the CPU and GPU aren't that powerful and with the limit of 512 MB of RAM? Appreciate all help. Thanks in advance!

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  • Building a Media Center PC with Comcast Cable...?

    - by Rob
    Alright - so this might be a stupid question but I've never been all that much into TV. I currently have Comcast cable. I've just got the 'basic' 2-60 package or whatever; I've just always plugged the cable into the back of my TV. I've never had a cable box. Recently, Comcast has been pulling channels off of my line-up. Most recently, the stole the TV Guide channel from me. I'm told this is part of a push to get customers to switch to their digital line-up. But, I'm also told it requires some sort of digital receiver for each TV you've got. I don't want to buy a bunch of these digital receivers and I don't want to pay the monthly rental fee...but I have heard of how awesome media center PCs are and some really cool things they can do. And, I've got loads of PC parts sitting around. So, can someone guide me through this a bit? Are there computer video cards or TV tuners that are going to work with Comcast's digital cable? What kind of price range are we looking at?

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  • Windows Action Center notification icon says Backup in Progress when no backup is occurring

    - by allquixotic
    How can I get Windows Action Center's little flag in the notification area to stop saying "Backup In Progress" on Windows 8? It's driving me nuts. I disabled the Windows Backup service completely and turned off File Recovery. Nothing that I can tell is using any disk I/O whatsoever, by examining Task Manager's resource monitor. It's just a visual cue that seems totally wrong considering my disk is only using about 50 KB/s of sporadic writes for superfetch etc. This wouldn't be a problem for me, since I rely on the knowledge that the Backup service is disabled and there's no disk activity, but I am trying to support a more traditional user who relies on visual cues from the operating system and trusts them over low-level observations like "...but the Windows Backup service is disabled!" Therefore this user still thinks that the backup is going on, even after the service is disabled. Technically, I think this is a bug in Windows 8. It really should not be displaying "Backup in Progress" if ... you know ... a backup, is not, in progress. Which it isn't. Is there a workaround?

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  • Winforms TabControl causing spurious Paint events for UserControl

    - by Tom Bushell
    For our project, we've written a WinForms UserControl for graphing. We're seeing some strange behavior when our control is sited in a TabControl - our control continuously fires Paint events, even when there is absolutely no activity by the user. We only see this in the TabControl. When we site our control in other containers such as Forms or Splitters, Paint is only fired when you'd expect e.g. when the control is first displayed, etc. Can anyone suggest why this might be happening? Here's a stack trace from a breakpoint in our control's Paint handler, if that's any help. OverlordFrontEnd.exe!OverlordFrontEnd.MainForm.graphControl_Paint(object sender = BI_BaseGraphXY.BaseGraphXY}, System.Windows.Forms.PaintEventArgs e = {ClipRectangle = {X=0,Y=0,Width=1031,Height=408}}) Line 422 C# System.Windows.Forms.dll!System.Windows.Forms.Control.OnPaint(System.Windows.Forms.PaintEventArgs e) + 0x73 bytes BI_AppCore.dll!BI_BaseGraphXY.BaseGraphXY.OnPaint(System.Windows.Forms.PaintEventArgs e = {ClipRectangle = {X=0,Y=0,Width=1031,Height=408}}) Line 377 + 0xb bytes C# System.Windows.Forms.dll!System.Windows.Forms.Control.PaintTransparentBackground(System.Windows.Forms.PaintEventArgs e, System.Drawing.Rectangle rectangle, System.Drawing.Region transparentRegion = null) + 0x16c bytes System.Windows.Forms.dll!System.Windows.Forms.Control.PaintBackground(System.Windows.Forms.PaintEventArgs e = {ClipRectangle = {X=0,Y=0,Width=1029,Height=406}}, System.Drawing.Rectangle rectangle, System.Drawing.Color backColor, System.Drawing.Point scrollOffset) + 0xbc bytes System.Windows.Forms.dll!System.Windows.Forms.Control.PaintBackground(System.Windows.Forms.PaintEventArgs e, System.Drawing.Rectangle rectangle) + 0x63 bytes System.Windows.Forms.dll!System.Windows.Forms.Control.OnPaintBackground(System.Windows.Forms.PaintEventArgs pevent) + 0x59 bytes System.Windows.Forms.dll!System.Windows.Forms.Control.PaintWithErrorHandling(System.Windows.Forms.PaintEventArgs e = {ClipRectangle = {X=0,Y=0,Width=1029,Height=406}}, short layer, bool disposeEventArgs = false) + 0x74 bytes System.Windows.Forms.dll!System.Windows.Forms.Control.WmPaint(ref System.Windows.Forms.Message m) + 0x1ba bytes System.Windows.Forms.dll!System.Windows.Forms.Control.WndProc(ref System.Windows.Forms.Message m) + 0x33e bytes System.Windows.Forms.dll!System.Windows.Forms.Control.ControlNativeWindow.OnMessage(ref System.Windows.Forms.Message m) + 0x10 bytes System.Windows.Forms.dll!System.Windows.Forms.Control.ControlNativeWindow.WndProc(ref System.Windows.Forms.Message m) + 0x31 bytes System.Windows.Forms.dll!System.Windows.Forms.NativeWindow.Callback(System.IntPtr hWnd, int msg = 15, System.IntPtr wparam, System.IntPtr lparam) + 0x5a bytes [Native to Managed Transition] [Managed to Native Transition] System.Windows.Forms.dll!System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(int dwComponentID, int reason = -1, int pvLoopData = 0) + 0x24e bytes System.Windows.Forms.dll!System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(int reason = -1, System.Windows.Forms.ApplicationContext context = {Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.WinFormsAppContext}) + 0x177 bytes System.Windows.Forms.dll!System.Windows.Forms.Application.ThreadContext.RunMessageLoop(int reason, System.Windows.Forms.ApplicationContext context) + 0x61 bytes System.Windows.Forms.dll!System.Windows.Forms.Application.Run(System.Windows.Forms.ApplicationContext context) + 0x18 bytes Microsoft.VisualBasic.dll!Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.OnRun() + 0x81 bytes Microsoft.VisualBasic.dll!Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.DoApplicationModel() + 0xef bytes Microsoft.VisualBasic.dll!Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.Run(string[] commandLine) + 0x2c0 bytes OverlordFrontEnd.exe!OverlordFrontEnd.Program.Main() Line 36 + 0x10 bytes C# [Native to Managed Transition] [Managed to Native Transition] mscorlib.dll!System.AppDomain.ExecuteAssembly(string assemblyFile, System.Security.Policy.Evidence assemblySecurity, string[] args) + 0x3a bytes Microsoft.VisualStudio.HostingProcess.Utilities.dll!Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssembly() + 0x2b bytes mscorlib.dll!System.Threading.ThreadHelper.ThreadStart_Context(object state) + 0x66 bytes mscorlib.dll!System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, object state) + 0x6f bytes mscorlib.dll!System.Threading.ThreadHelper.ThreadStart() + 0x44 bytes

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  • Entity System with C++ templates

    - by tommaisey
    I've been getting interested in the Entity/Component style of game programming, and I've come up with a design in C++ which I'd like a critique of. I decided to go with a fairly pure Entity system, where entities are simply an ID number. Components are stored in a series of vectors - one for each Component type. However, I didn't want to have to add boilerplate code for every new Component type I added to the game. Nor did I want to use macros to do this, which frankly scare me. So I've come up with a system based on templates and type hinting. But there are some potential issues I'd like to check before I spend ages writing this (I'm a slow coder!) All Components derive from a Component base class. This base class has a protected constructor, that takes a string parameter. When you write a new derived Component class, you must initialise the base with the name of your new class in a string. When you first instantiate a new DerivedComponent, it adds the string to a static hashmap inside Component mapped to a unique integer id. When you subsequently instantiate more Components of the same type, no action is taken. The result (I think) should be a static hashmap with the name of each class derived from Component that you instantiate at least once, mapped to a unique id, which can by obtained with the static method Component::getTypeId ("DerivedComponent"). Phew. The next important part is TypedComponentList<typename PropertyType>. This is basically just a wrapper to an std::vector<typename PropertyType> with some useful methods. It also contains a hashmap of entity ID numbers to slots in the array so we can find Components by their entity owner. Crucially TypedComponentList<> is derived from the non-template class ComponentList. This allows me to maintain a list of pointers to ComponentList in my main ComponentManager, which actually point to TypedComponentLists with different template parameters (sneaky). The Component manager has template functions such as: template <typename ComponentType> void addProperty (ComponentType& component, int componentTypeId, int entityId) and: template <typename ComponentType> TypedComponentList<ComponentType>* getComponentList (int componentTypeId) which deal with casting from ComponentList to the correct TypedComponentList for you. So to get a list of a particular type of Component you call: TypedComponentList<MyComponent>* list = componentManager.getComponentList<MyComponent> (Component::getTypeId("MyComponent")); Which I'll admit looks pretty ugly. Bad points of the design: If a user of the code writes a new Component class but supplies the wrong string to the base constructor, the whole system will fail. Each time a new Component is instantiated, we must check a hashed string to see if that component type has bee instantiated before. Will probably generate a lot of assembly because of the extensive use of templates. I don't know how well the compiler will be able to minimise this. You could consider the whole system a bit complex - perhaps premature optimisation? But I want to use this code again and again, so I want it to be performant. Good points of the design: Components are stored in typed vectors but they can also be found by using their entity owner id as a hash. This means we can iterate them fast, and minimise cache misses, but also skip straight to the component we need if necessary. We can freely add Components of different types to the system without having to add and manage new Component vectors by hand. What do you think? Do the good points outweigh the bad?

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  • Migrating test cases & defects from Quality Center to TFS 2008/2010

    - by stackoverflowuser
    Tool that can be used to migrate (or even better..synchronize) test cases and bugs between: TFS 2008 and Quality Center 9.2 (or later) TFS 2010 and Quality Center 9.2 (or later) I am aware of the following tools: Test Case Migrator (Excel/MHT) Tool TFS Bug Item Synchronizer 2.2 for Quality Center Also shai raiten mentions on his blog about QC 2 Team System 2010 migration tool that he has been working on and its done. But could not find any link for downloading the tool. http://blogs.microsoft.co.il/blogs/shair/archive/2009/12/31/quality-center-migration-to-team-system-2010-done.aspx Before jumping on coding with TFS SDK and QC components to come up with my own tool I need some inputs from the stackoverflow community.

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  • How do I center a DIV in the exact center of a page using jQuery?

    - by sadmicrowave
    I need to center a DIV in the exact center of a page using jquery. My CSS style for the DIV is as follows: #page-content #center-box{ position:absolute; width:400px; height:500px; background:#C0C0C0; border:1px solid #000; } and my jQuery for centering is as follows: windowheight = $(window).height(); windowwidth = $(window).width(); pagecenterW = windowwidth/2; pagecenterH = windowheight/2; $("div#page-content div#center-box") .css({top: pagecenterH-250 + 'px', left: pagecenterW-200 + 'px'}); This code does not invoke any action on my page when refreshed. What am I doing wrong?

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  • Display System Information on Your Desktop with Desktop Info

    - by Asian Angel
    Do you like to monitor your system but do not want a complicated app to do it with? If you love simplicity and easy configuration then join us as we look at Desktop Info. Desktop Info in Action Desktop Info comes in a zip file format so you will need to unzip the app, place it into an appropriate “Program Files Folder”, and create a shortcut. Do NOT delete the “Read Me File”…this will be extremely useful to you when you make changes to the “Configuration File”. Once you have everything set up you are ready to start Desktop Info up. This is the default layout and set of listings displayed when you start Desktop Info up for the first time. The font colors will be a mix of colors as seen here and the font size will perhaps be a bit small but those are very easy to change if desired. You can access the “Context Menu” directly over the “information area”…so no need to look for it in the “System Tray”. Notice that you can easily access that important “Read Me File” from here… The full contents of the configuration file (.ini file) are displayed here so that you can see exactly what kind of information can be displayed using the default listings. The first section is “Options”…you will most likely want to increase the font size while you are here. Then “Items”… If you are unhappy with any of the font colors in the “information area” this is where you can make the changes. You can turn information display items on or off here. And finally “Files, Registry, & Event Logs”. Here is our displayed information after a few tweaks in the configuration file. Very nice. Conclusion If you have been looking for a system information app that is simple and easy to set up then you should definitely give Desktop Info a try. Links Download Desktop Info Similar Articles Productive Geek Tips Ask the Readers: What are Your Computer’s Hardware Specs?Allow Remote Control To Your Desktop On UbuntuHow To Get Detailed Information About Your PCGet CPU / System Load Average on Ubuntu LinuxEnable Remote Desktop (VNC) on Kubuntu TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Test Drive Windows 7 Online Download Wallpapers From National Geographic Site Spyware Blaster v4.3 Yes, it’s Patch Tuesday Generate Stunning Tag Clouds With Tagxedo Install, Remove and HIDE Fonts in Windows 7

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  • Allocating Entities within an Entity System

    - by miguel.martin
    I'm quite unsure how I should allocate/resemble my entities within my entity system. I have various options, but most of them seem to have cons associated with them. In all cases entities are resembled by an ID (integer), and possibly has a wrapper class associated with it. This wrapper class has methods to add/remove components to/from the entity. Before I mention the options, here is the basic structure of my entity system: Entity An object that describes an object within the game Component Used to store data for the entity System Contains entities with specific components Used to update entities with specific components World Contains entities and systems for the entity system Can create/destroy entites and have systems added/removed from/to it Here are my options, that I have thought of: Option 1: Do not store the Entity wrapper classes, and just store the next ID/deleted IDs. In other words, entities will be returned by value, like so: Entity entity = world.createEntity(); This is much like entityx, except I see some flaws in this design. Cons There can be duplicate entity wrapper classes (as the copy-ctor has to be implemented, and systems need to contain entities) If an Entity is destroyed, the duplicate entity wrapper classes will not have an updated value Option 2: Store the entity wrapper classes within an object pool. i.e. Entities will be return by pointer/reference, like so: Entity& e = world.createEntity(); Cons If there is duplicate entities, then when an entity is destroyed, the same entity object may be re-used to allocate another entity. Option 3: Use raw IDs, and forget about the wrapper entity classes. The downfall to this, I think, is the syntax that will be required for it. I'm thinking about doing thisas it seems the most simple & easy to implement it. I'm quite unsure about it, because of the syntax. i.e. To add a component with this design, it would look like: Entity e = world.createEntity(); world.addComponent<Position>(e, 0, 3); As apposed to this: Entity e = world.createEntity(); e.addComponent<Position>(0, 3); Cons Syntax Duplicate IDs

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  • "Language support" icon missing in System Settings

    - by dusan
    The "Language Support" icon from the System settings has disappeared: (Also I can't find it from Dash) The last thing I've done was changing the keyboard input method system to "ibus". I tried to execute gnome-control-center directly in the command line, expecting to see errors in the output, but there is no console output. Where can I start looking for the cause? Can I call the "Language Support" option directly from command line?

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  • WPF UserControl Style results in error message

    - by Didier
    Hi I'm new in WPF so I try to create a WPF UserControl. My problem is about the style of the user control I've Created. On a design time I got this error message Can only base on a Style with target type that is base type 'RichTextBox'. at System.Windows.Style.Seal() at System.Windows.StyleHelper.UpdateStyleCache(FrameworkElement fe, FrameworkContentElement fce, Style oldStyle, Style newStyle, Style& styleCache) at System.Windows.FrameworkElement.OnStyleChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) at System.Windows.DependencyObject.OnPropertyChanged(DependencyPropertyChangedEventArgs e) at System.Windows.FrameworkElement.OnPropertyChanged(DependencyPropertyChangedEventArgs e) at System.Windows.DependencyObject.NotifyPropertyChange(DependencyPropertyChangedEventArgs args) at System.Windows.DependencyObject.UpdateEffectiveValue(EntryIndex entryIndex, DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry oldEntry, EffectiveValueEntry& newEntry, Boolean coerceWithDeferredReference, OperationType operationType) at System.Windows.DependencyObject.InvalidateProperty(DependencyProperty dp) at System.Windows.FrameworkElement.UpdateStyleProperty() at System.Windows.TreeWalkHelper.InvalidateStyleAndReferences(DependencyObject d, ResourcesChangeInfo info, Boolean containsTypeOfKey) at System.Windows.TreeWalkHelper.OnResourcesChanged(DependencyObject d, ResourcesChangeInfo info, Boolean raiseResourceChangedEvent) at System.Windows.TreeWalkHelper.OnResourcesChangedCallback(DependencyObject d, ResourcesChangeInfo info) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker1._VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.VisitNode(FrameworkElement fe) at System.Windows.DescendentsWalker1.VisitNode(DependencyObject d) at System.Windows.DescendentsWalker1.WalkLogicalChildren(FrameworkElement feParent, FrameworkContentElement fceParent, IEnumerator logicalChildren) at System.Windows.DescendentsWalker1.WalkFrameworkElementLogicalThenVisualChildren(FrameworkElement feParent, Boolean hasLogicalChildren) at System.Windows.DescendentsWalker1.IterateChildren(DependencyObject d) at System.Windows.DescendentsWalker`1.StartWalk(DependencyObject startNode, Boolean skipStartNode) at System.Windows.TreeWalkHelper.InvalidateOnResourcesChange(FrameworkElement fe, FrameworkContentElement fce, ResourcesChangeInfo info) at System.Windows.ResourceDictionary.NotifyOwners(ResourcesChangeInfo info) at System.Windows.ResourceDictionary.EndInit() at MS.Internal.Host.Designer.OnAppResourcesChanged(Object sender, EventArgs e) at MS.Internal.Host.Designer.get_View() at MS.Internal.Designer.VSDesigner.Load() at MS.Internal.Designer.VSIsolatedDesigner.VSIsolatedView.Load() at MS.Internal.Designer.VSIsolatedDesigner.VSIsolatedDesignerFactory.Load(IsolatedView view) at MS.Internal.Host.Isolation.IsolatedDesigner.BootstrapProxy.LoadDesigner(IsolatedDesignerFactory factory, IsolatedView view) at MS.Internal.Host.Isolation.IsolatedDesigner.BootstrapProxy.LoadDesigner(IsolatedDesignerFactory factory, IsolatedView view) at MS.Internal.Host.Isolation.IsolatedDesigner.Load() at MS.Internal.Designer.DesignerPane.LoadDesignerView() And at a run time An error Message type XamlParseException Occurs and the message is: Cannot create instance of 'RichTextBox' defined in assembly 'PresentationFramework, Version=3.0.0.0, Culture=neutral, PublicKeyToken=31bf3856ad364e35'. Can only base on a Style with target type that is base type 'RichTextBox'. Error at object 'System.Windows.Controls.Grid' in markup file 'NameSpace;component/usercontrols /myusercontrol.xaml' Line 125 Position 14. My user control have 3 richtextboxes 1 textbox and 3 dropdownlist and about 10 buttons. I think The problem is about to define the style of my user control, can anyone help me to do this. Thanks

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  • Organizing an entity system with external component managers?

    - by Gustav
    I'm designing a game engine for a top-down multiplayer 2D shooter game, which I want to be reasonably reuseable for other top-down shooter games. At the moment I'm thinking about how something like an entity system in it should be designed. First I thought about this: I have a class called EntityManager. It should implement a method called Update and another one called Draw. The reason for me separating Logic and Rendering is because then I can omit the Draw method if running a standalone server. EntityManager owns a list of objects of type BaseEntity. Each entity owns a list of components such as EntityModel (the drawable representation of an entity), EntityNetworkInterface, and EntityPhysicalBody. EntityManager also owns a list of component managers like EntityRenderManager, EntityNetworkManager and EntityPhysicsManager. Each component manager keeps references to the entity components. There are various reasons for moving this code out of the entity's own class and do it collectively instead. For example, I'm using an external physics library, Box2D, for the game. In Box2D, you first add the bodies and shapes to a world (owned by the EntityPhysicsManager in this case) and add collision callbacks (which would be dispatched to the entity object itself in my system). Then you run a function which simulates everything in the system. I find it hard to find a better solution to do this than doing it in an external component manager like this. Entity creation is done like this: EntityManager implements the method RegisterEntity(entityClass, factory) which registers how to create an entity if that class. It also implements the method CreateEntity(entityClass) which would return an object of type BaseEntity. Well now comes my problem: How would the reference to a component be registered to the component managers? I have no idea how I would reference the component managers from a factory/closure.

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  • Missing Operating System after trying to upgrade to Ubuntu 11

    - by Mauricio
    there! After trying to upgrade from Ubuntu 10.04 to 11, the upgrading process stopped when running and then I got an "out of disk, grub rescue" message when booting. After running Boot Repair, I got this results. Now I get "Missing Operating System" whent trying to boot. Bellow I show some results from some commands I gather from help foruns, but I still reached no solution. Could you please help me? Any enlightment will be very helpful! Disk Utility says "Disk has a few bad sectors". When trying to run the Self-test I get "FAILED (Read)" Here we have what Gparted says about the /dev/sda1 partition (ext4): Flags: boot Status: not mounted Warning: e2label: Attempt to read block from filesystem resulted in short read while trying to open /dev/sda1Couldn`t find valid filesystem superblockUnable to read the contents of this filesystem! From sudo fdisk -lI got: Disk /dev/sda: 320.1 GB, 320072933376 bytes 255 heads, 63 sectors/track, 38913 cylinders, total 625142448 sectorsUnits = sectors of 1 * 512 = 512 bytesSector size (logical/physical): 512 bytes / 512 bytesI/O size (minimum/optimal): 512 bytes / 512 bytesDisk identifier: 0x000e0596 Device Boot Start End Blocks Id System/dev/sda1 * 2048 607428607 303713280 83 Linux/dev/sda2 607430654 625141759 8855553 5 Extended/dev/sda5 607430656 625141759 8855552 82 Linux swap / SolarisDisk /dev/sdb: 320.1 GB, 320072933376 bytes255 heads, 63 sectors/track, 38913 cylinders, total 625142448 sectorsUnits = sectors of 1 * 512 = 512 bytesSector size (logical/physical): 512 bytes / 512 bytesI/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x000c3c41 Device Boot Start End Blocks Id System /dev/sdb1 * 63 625137344 312568641 c W95 FAT32 (LBA) " and fromsudo fdisk /dev/sda1I got fdisk: unable to read /dev/sda1: Inappropriate ioctl for device` From sudo mount /dev/sda1 /mntI got: mount: wrong fs type, bad option, bad superblock on /dev/sda1, missing codepage or helper program, or other error In some cases useful info is found in syslog - try dmesg | tail or so From sudo update-grubI got: error: cannot read from `/dev/sda'. /usr/sbin/grub-probe: error: cannot find a device for / (is /dev mounted?).

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