Search Results

Search found 396 results on 16 pages for 'tall boy'.

Page 9/16 | < Previous Page | 5 6 7 8 9 10 11 12 13 14 15 16  | Next Page >

  • Visually and audibly unambiguous subset of the Latin alphabet?

    - by elliot42
    Imagine you give someone a card with the code "5SBDO0" on it. In some fonts, the letter "S" is difficult to visually distinguish from the number five, (as with number zero and letter "O"). Reading the code out loud, it might be difficult to distinguish "B" from "D", necessitating saying "B as in boy," "D as in dog," or using a "phonetic alphabet" instead. What's the biggest subset of letters and numbers that will, in most cases, both look unambiguous visually and sound unambiguous when read aloud? Background: We want to generate a short string that can encode as many values as possible while still being easy to communicate. Imagine you have a 6-character string, "123456". In base 10 this can encode 10^6 values. In hex "1B23DF" you can encode 16^6 values in the same number of characters, but this can sound ambiguous when read aloud. ("B" vs. "D") Likewise for any string of N characters, you get (size of alphabet)^N values. The string is limited to a length of about six characters, due to wanting to fit easily within the capacity of human working memory capacity. Thus to find the max number of values we can encode, we need to find that largest unambiguous set of letters/numbers. There's no reason we can't consider the letters G-Z, and some common punctuation, but I don't want to have to go manually pairwise compare "does G sound like A?", "does G sound like B?", "does G sound like C" myself. As we know this would be O(n^2) linguistic work to do =)...

    Read the article

  • JavaOne Content on Video

    - by Tori Wieldt
    JavaOne content is available in video in three sizes, depending on if you want to have a sip, have a drink, or go to the proverbial firehose. Tall (Keynote Highlights) Go to the JavaOne playlist on the YouTube Java channel for highlights of the JavaOne Keynotes.  Grande (Keynotes in Full) Go to the Oracle Media Network JavaOne 2012 channel to view the keynotes in full (Community Keynote coming soon). Venti (All Sessions, BOFs and Tutorials) To view slides paired with audio of each session, go to the JavaOne content catalog (JavaOne homepage > Programs > Content Catalog) and select a session. If a video is available, you'll see "Media" in the right column. Look under "Presentation Download" to get the slides. Sessions are being made available as quickly as possible. "It's exciting to see Oracle take community stewardship so seriously," said Sharat Chander, Group Director for Java Technology Outreach. "Making all JavaOne sessions on video available online for free will helps make the future Java for everyone."

    Read the article

  • Rendering a DOM across multiple displays

    - by meetamit
    I'm building a data-driven animation with HTML and javascript to run in a web browser. I would like to display it tiled across three 1080p monitors. This essentially yields a viewport that's 5760px wide and 1080px tall. Pretty large. Does anyone have experience setting up something like this? I have many questions below, but any tip would be appreciated: Is it reasonable to expect a DOM to render into such a large viewport size at close to 60fps? I might choose to use canvas, instead of SVG or HTML, but that would yield a giant canvas. Can a canvas with such high resolution be performant? Of course everything depends on the complexity of the graphics I want to render, but I'm looking to remove that factor from this question, so assume I'm asking about a canvas animation that can run at 60fps at 1920x1080 resolution. Would it run roughly as fast at 3 times the width? Would three.js and WebGL be a more proper approach at that resolution? How do you actually cause Chrome or FF to span 3 monitors at full screen? Do I need a 3rd party solution of any kind? Thanks!

    Read the article

  • JavaOne Content Available for Free

    - by Tori Wieldt
    JavaOne content is available in video in three sizes, depending on if you want to have a sip, have a drink, or go to the proverbial firehose. Tall (Keynote Highlights) Go to the JavaOne playlist on the YouTube Java channel for highlights of the JavaOne Keynotes.  Grande (Keynotes in Full) Go to the Oracle Media Network JavaOne 2012 channel to view the keynotes in full (Community Keynote coming soon). Venti (All Sessions, BOFs and Tutorials) To view slides paired with audio of each session, go to the JavaOne content catalog (JavaOne homepage, click on JavaOne Technical Sessions) and select a session. If a video is available, you'll see "Media" in the right column. Look under "Presentation Download" to get the slides. Sessions are being made available as quickly as possible. "It's exciting to see Oracle take community stewardship so seriously," said Sharat Chander, Group Director for Java Technology Outreach. "Making all JavaOne sessions on video available online for free will helps make the future Java for everyone." Thanks to Oracle for funding this and providing to it to the Java Community for free.

    Read the article

  • UIImage rounded corners

    - by catlan
    I try to get rounded corners on a UIImage, what I read so far, the easiest way is to use a mask images. For this I used code from TheElements iPhone Example and some image resize code I found. My problem is that resizedImage is always nil and I don't find the error... - (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize { CGSize imageSize = [self size]; float width = imageSize.width; float height = imageSize.height; // scaleFactor will be the fraction that we'll // use to adjust the size. For example, if we shrink // an image by half, scaleFactor will be 0.5. the // scaledWidth and scaledHeight will be the original, // multiplied by the scaleFactor. // // IMPORTANT: the "targetHeight" is the size of the space // we're drawing into. The "scaledHeight" is the height that // the image actually is drawn at, once we take into // account the ideal of maintaining proportions float scaleFactor = 0.0; float scaledWidth = targetSize.width; float scaledHeight = targetSize.height; CGPoint thumbnailPoint = CGPointMake(0,0); // since not all images are square, we want to scale // proportionately. To do this, we find the longest // edge and use that as a guide. if ( CGSizeEqualToSize(imageSize, targetSize) == NO ) { // use the longeset edge as a guide. if the // image is wider than tall, we'll figure out // the scale factor by dividing it by the // intended width. Otherwise, we'll use the // height. float widthFactor = targetSize.width / width; float heightFactor = targetSize.height / height; if ( widthFactor < heightFactor ) scaleFactor = widthFactor; else scaleFactor = heightFactor; // ex: 500 * 0.5 = 250 (newWidth) scaledWidth = width * scaleFactor; scaledHeight = height * scaleFactor; // center the thumbnail in the frame. if // wider than tall, we need to adjust the // vertical drawing point (y axis) if ( widthFactor < heightFactor ) thumbnailPoint.y = (targetSize.height - scaledHeight) * 0.5; else if ( widthFactor > heightFactor ) thumbnailPoint.x = (targetSize.width - scaledWidth) * 0.5; } CGContextRef mainViewContentContext; CGColorSpaceRef colorSpace; colorSpace = CGColorSpaceCreateDeviceRGB(); // create a bitmap graphics context the size of the image mainViewContentContext = CGBitmapContextCreate (NULL, targetSize.width, targetSize.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast); // free the rgb colorspace CGColorSpaceRelease(colorSpace); if (mainViewContentContext==NULL) return NULL; //CGContextSetFillColorWithColor(mainViewContentContext, [[UIColor whiteColor] CGColor]); //CGContextFillRect(mainViewContentContext, CGRectMake(0, 0, targetSize.width, targetSize.height)); CGContextDrawImage(mainViewContentContext, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), self.CGImage); // Create CGImageRef of the main view bitmap content, and then // release that bitmap context CGImageRef mainViewContentBitmapContext = CGBitmapContextCreateImage(mainViewContentContext); CGContextRelease(mainViewContentContext); CGImageRef maskImage = [[UIImage imageNamed:@"Mask.png"] CGImage]; CGImageRef resizedImage = CGImageCreateWithMask(mainViewContentBitmapContext, maskImage); CGImageRelease(mainViewContentBitmapContext); // convert the finished resized image to a UIImage UIImage *theImage = [UIImage imageWithCGImage:resizedImage]; // image is retained by the property setting above, so we can // release the original CGImageRelease(resizedImage); // return the image return theImage; }

    Read the article

  • How can I determine if an image has loaded, using Javascript/jQuery?

    - by Kip
    I'm writing some Javascript to resize the large image to fit into the user's browser window. (I don't control the size of the source images unfortunately.) So something like this would be in the HTML: <img id="photo" src="a_really_big_file.jpg" alt="this is some alt text" title="this is some title text" /> Is there a way for me to determine if the src image in an img tag has been downloaded? I need this because I'm running into a problem if $(document).ready() is executed before the browser has loaded the image. $("#photo").width() and $("#photo").height() will return the size of the placeholder (the alt text). In my case this is something like 134 x 20. Right now I'm just checking if the photo's height is less than 150, and assuming that if so it is just alt text. But this is quite a hack, and it would break if a photo is less than 150 pixels tall (not likely in my particular case), or if the alt text is more than 150 pixels tall (could possibly happen on a small browser window). Edit: For anyone wanting to see the code: $(function() { var REAL_WIDTH = $("#photo").width(); var REAL_HEIGHT = $("#photo").height(); $(window).resize(adjust_photo_size); adjust_photo_size(); function adjust_photo_size() { if(REAL_HEIGHT < 150) { REAL_WIDTH = $("#photo").width(); REAL_HEIGHT = $("#photo").height(); if(REAL_HEIGHT < 150) { //image not loaded.. try again in a quarter-second setTimeout(adjust_photo_size, 250); return; } } var new_width = . . . ; var new_height = . . . ; $("#photo").width(Math.round(new_width)); $("#photo").height(Math.round(new_height)); } }); Update: Thanks for the suggestions. There is a risk of the event not being fired if I set a callback for the $("#photo").load event, so I have defined an onLoad event directly on the image tag. For the record, here is the code I ended up going with: <img id="photo" onload="photoLoaded();" src="a_really_big_file.jpg" alt="this is some alt text" title="this is some title text" /> Then in Javascript: //This must be outside $() because it may get called first var isPhotoLoaded = false; function photoLoaded() { isPhotoLoaded = true; } $(function() { //Hides scrollbars, so we can resize properly. Set with JS instead of // CSS so that page doesn't break with JS disabled. $("body").css("overflow", "hidden"); var REAL_WIDTH = -1; var REAL_HEIGHT = -1; $(window).resize(adjust_photo_size); adjust_photo_size(); function adjust_photo_size() { if(!isPhotoLoaded) { //image not loaded.. try again in a quarter-second setTimeout(adjust_photo_size, 250); return; } else if(REAL_WIDTH < 0) { //first time in this function since photo loaded REAL_WIDTH = $("#photo").width(); REAL_HEIGHT = $("#photo").height(); } var new_width = . . . ; var new_height = . . . ; $("#photo").width(Math.round(new_width)); $("#photo").height(Math.round(new_height)); } });

    Read the article

  • UIImage rounded corners

    - by catlan
    I try to get rounded corners on a UIImage, what I read so far, the easiest way is to use a mask images. For this I used code from TheElements iPhone Example and some image resize code I found. My problem is that resizedImage is always nil and I don't find the error... - (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize { CGSize imageSize = [self size]; float width = imageSize.width; float height = imageSize.height; // scaleFactor will be the fraction that we'll // use to adjust the size. For example, if we shrink // an image by half, scaleFactor will be 0.5. the // scaledWidth and scaledHeight will be the original, // multiplied by the scaleFactor. // // IMPORTANT: the "targetHeight" is the size of the space // we're drawing into. The "scaledHeight" is the height that // the image actually is drawn at, once we take into // account the ideal of maintaining proportions float scaleFactor = 0.0; float scaledWidth = targetSize.width; float scaledHeight = targetSize.height; CGPoint thumbnailPoint = CGPointMake(0,0); // since not all images are square, we want to scale // proportionately. To do this, we find the longest // edge and use that as a guide. if ( CGSizeEqualToSize(imageSize, targetSize) == NO ) { // use the longeset edge as a guide. if the // image is wider than tall, we'll figure out // the scale factor by dividing it by the // intended width. Otherwise, we'll use the // height. float widthFactor = targetSize.width / width; float heightFactor = targetSize.height / height; if ( widthFactor < heightFactor ) scaleFactor = widthFactor; else scaleFactor = heightFactor; // ex: 500 * 0.5 = 250 (newWidth) scaledWidth = width * scaleFactor; scaledHeight = height * scaleFactor; // center the thumbnail in the frame. if // wider than tall, we need to adjust the // vertical drawing point (y axis) if ( widthFactor < heightFactor ) thumbnailPoint.y = (targetSize.height - scaledHeight) * 0.5; else if ( widthFactor > heightFactor ) thumbnailPoint.x = (targetSize.width - scaledWidth) * 0.5; } CGContextRef mainViewContentContext; CGColorSpaceRef colorSpace; colorSpace = CGColorSpaceCreateDeviceRGB(); // create a bitmap graphics context the size of the image mainViewContentContext = CGBitmapContextCreate (NULL, targetSize.width, targetSize.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast); // free the rgb colorspace CGColorSpaceRelease(colorSpace); if (mainViewContentContext==NULL) return NULL; //CGContextSetFillColorWithColor(mainViewContentContext, [[UIColor whiteColor] CGColor]); //CGContextFillRect(mainViewContentContext, CGRectMake(0, 0, targetSize.width, targetSize.height)); CGContextDrawImage(mainViewContentContext, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), self.CGImage); // Create CGImageRef of the main view bitmap content, and then // release that bitmap context CGImageRef mainViewContentBitmapContext = CGBitmapContextCreateImage(mainViewContentContext); CGContextRelease(mainViewContentContext); CGImageRef maskImage = [[UIImage imageNamed:@"Mask.png"] CGImage]; CGImageRef resizedImage = CGImageCreateWithMask(mainViewContentBitmapContext, maskImage); CGImageRelease(mainViewContentBitmapContext); // convert the finished resized image to a UIImage UIImage *theImage = [UIImage imageWithCGImage:resizedImage]; // image is retained by the property setting above, so we can // release the original CGImageRelease(resizedImage); // return the image return theImage; }

    Read the article

  • CodePlex Daily Summary for Thursday, March 01, 2012

    CodePlex Daily Summary for Thursday, March 01, 2012Popular ReleasesMetodología General Ajustada - MGA: 01.09.08: Cambios John: Cambios en el MDI: Habilitación del menú e ícono de Imprimir. Deshabilitación de menú Ayuda y opciones de Importar y Exportar del menú Proyectos temporalmente. Integración con código de Crystal Report. Validaciones con Try-Catch al generar los reportes, personalización de los formularios en estilos y botones y validación de selección de tipo de reporte. Creación de instalador con TODOS los cambios y la creación de las carpetas asociadas a los RPT.WatchersNET CKEditor™ Provider for DotNetNuke®: CKEditor Provider 1.14.01: Whats NewAdded New Plugin "Ventrian News Articles Link Selector" to select an Article Link from the News Article Module (This Plugin is not visible by default in your Toolbar, you need to manually add the 'newsarticleslinks' to your toolbarset) http://www.watchersnet.de/Portals/0/screenshots/dnn/CKEditorNewsArticlesLinks.png File-Browser: Added Paging to the Files List. You can define the Page Size in the Options (Default Value: 20) http://www.watchersnet.de/Portals/0/screenshots/dnn/CKEdito...MyRouter (Virtual WiFi Router): MyRouter 1.0 (Beta): A friendlier User Interface. A logger file to catch exceptions so you may send it to use to improve and fix any bugs that may occur. A feedback form because we always love hearing what you guy's think of MyRouter. Check for update menu item for you to stay up to date will the latest changes. Facebook fan page so you may spread the word and share MyRouter with friends and family And Many other exciting features were sure your going to love!WPF Sound Visualization Library: WPF SVL 0.3 (Source, Binaries, Examples, Help): Version 0.3 of WPFSVL. This includes three new controls: an equalizer, a digital clock, and a time editor.Thai Flood Watch: Thai Flood Watch - Source: non commercial use only ** This project supported by Department of Computer Science KhonKaen University Thailand.ZXing.Net: ZXing.Net 0.4.0.0: sync with rev. 2196 of the java version important fix for RGBLuminanceSource generating barcode bitmaps Windows Phone demo client (only tested with emulator, because I don't have a Windows Phone) Barcode generation support for Windows Forms demo client Webcam support for Windows Forms demo clientOrchard Project: Orchard 1.4: Please read our release notes for Orchard 1.4: http://docs.orchardproject.net/Documentation/Orchard-1-4-Release-Notes.NET Assembly Information: Assembly Information 2.1.0.1: - Fixed the issue in which AnyCPU binaries were shown as 32bit - Added support to show the errors in-case if some dlls failed to load.FluentData -Micro ORM with a fluent API that makes it simple to query a database: FluentData version 1.2: New features: - QueryValues method - Added support for automapping to enumerations (both int and string are supported). Fixed 2 reported issues.NetSqlAzMan - .NET SQL Authorization Manager: 3.6.0.15: 3.6.0.15 28-Feb-2012 • Fix: The communication object, System.ServiceModel.Channels.ServiceChannel, cannot be used for communication because it is in the Faulted state. Work Item 10435: http://netsqlazman.codeplex.com/workitem/10435 • Fix: Made StorageCache thread safe. Thanks to tangrl. • Fix: Members property of SqlAzManApplicationGroup is not functioning. Thanks to tangrl. Work Item 10267: http://netsqlazman.codeplex.com/workitem/10267 • Fix: Indexer are making database calls. Thanks to t...SCCM Client Actions Tool: Client Actions Tool v1.1: SCCM Client Actions Tool v1.1 is the latest version. It comes with following changes since last version: Added stop button to stop the ongoing process. Added action "Query update status". Added option "saveOnlineComputers" in config.ini to enable saving list of online computers from last session. Default value for "LatestClientVersion" set to SP2 R3 (4.00.6487.2157). Wuauserv service manual startup mode is considered healthy on Windows 7. Errors are now suppressed in checkReleases...Kinect PowerPoint Control: Kinect PowerPoint Control v1.1: Updated for Kinect SDK 1.0.SharpCompress - a fully native C# library for RAR, 7Zip, Zip, Tar, GZip, BZip2: SharpCompress 0.8: API Updates: SOLID Extract Method for Archives (7Zip and RAR). ExtractAllEntries method on Archive classes will extract archives as a streaming file. This can offer better 7Zip extraction performance if any of the entries are solid. The IsSolid method on 7Zip archives will return true if any are solid. Removed IExtractionListener was removed in favor of events. Unit tests show example. Bug fixes: PPMd passes tests plus other fixes (Thanks Pavel) Zip used to always write a Post Descri...Social Network Importer for NodeXL: SocialNetImporter(v.1.3): This new version includes: - Download new networks for Facebook fan pages. - New options for downloading more posts - Bug fixes To use the new graph data provider, do the following: Unzip the Zip file into the "PlugIns" folder that can be found in the NodeXL installation folder (i.e "C:\Program Files\Social Media Research Foundation\NodeXL Excel Template\PlugIns") Open NodeXL template and you can access the new importer from the "Import" menuASP.NET REST Services Framework: Release 1.1 - Standard version: Beginning from v1.1 the REST-services Framework is compatible with ASP.NET Routing model as well with CRUD (Create, Read, Update, and Delete) principle. These two are often important when building REST API functionality within your application. It also includes ability to apply Filters to a class to target all WebRest methods, as well as some performance enhancements. New version includes Metadata Explorer providing ability exploring the existing services that becomes essential as the number ...SQL Live Monitor: SQL Live Monitor 1.31: A quick fix to make it this version work with SQL 2012. Version 2 already has 2012 working, but am still developing the UI in version 2, so this is just an interim fix to allow user to monitor SQL 2012.Content Slider Module for DotNetNuke: 01.02.00: This release has the following updates and new features: Feature: One-Click Enabling of Pager Setting Feature: Cache Sliders for Performance Feature: Configurable Cache Setting Enhancement: Transitions can be Selected Bug: Secure Folder Images not Viewable Bug: Sliders Disappear on Postback Bug: Remote Images Cause Error Bug: Deleted Images Cause Error System Requirements DotNetNuke v06.00.00 or newer .Net Framework v3.5 SP1 or newer SQL Server 2005 or newerImage Resizer for Windows: Image Resizer 3 Preview 3: Here is yet another iteration toward what will eventually become Image Resizer 3. This release is stable. However, I'm calling it a preview since there are still many features I'd still like to add before calling it complete. Updated on February 28 to fix an issue with installing on multi-user machines. As usual, here is my progress report. Done Preview 3 Fix: 3206 3076 3077 5688 Fix: 7420 Fix: 7527 Fix: 7576 7612 Preview 2 6308 6309 Fix: 7339 Fix: 7357 Preview 1 UI...Finestra Virtual Desktops: 2.5.4500: This is a bug fix release for version 2.5. It fixes several things and adds a couple of minor features. See the 2.5 release notes for more information on the major new features in that version. Important - If Finestra crashes on startup for you, you must install the Visual C++ 2010 runtime from http://www.microsoft.com/download/en/details.aspx?id=5555. Fixes a bug with window animations not refreshing the screen on XP and with DWM off Fixes a bug with with crashing on XP due to a bug in t...Media Companion: MC 3.432b Release: General Now remembers window location. Catching a few more exceptions when an image is blank TV A couple of UI tweaks Movies Fixed the actor name displaying HTML Fixed crash when using Save files as "movie.nfo", "movie.tbn", & "fanart.jpg" New CSV template for HTML output function Added <createdate> tag for HTML output A couple of UI tweaks Known Issues Multiepisodes are not handled correctly in MC. The created nfo is valid, but they are not displayed in MC correctly & saving the...New Projectsabac: abac cn websiteAION Launcher: simple aion launcher...just edit the background image of your choosing inside the code and other things such as the links for the buttons and the ip adress and port of the serverAXTFSTool: Dynamics AX tool that connects to your project's TFS and lists the objects your colleagues have changed. Written in C#, still under development and improvements. Useful for team leaders, deployment managers, etc.cookieTopo: Topo map viewerCrmFetchKit.js: Simple Library at allows the execution of fetchxml queries via JavaScript for Dynamics CRM 2011 (using the new WCF endpoints). Like the CrmRestKit this framework uses the promise/A capacities of jQuery. The code and the idea for this framework bases on the CrmServiceToolkit (http://crmtoolkit.codeplex.com/) developed by Daniel Cai. cy univerX engine: ????????DNSAPI.NET: A common API for managing DNS servers on Windows. This project is based on the work I started back in 2002 when I needed to create a web front-end for Windows' DNS server using the .Net framework. The plan is to expand on the project and include support for the BIND server on Windows too. ego.net: ego.netfdTFS: Team Foundation Server Source Control Plugin for FlashDevelopGeoWPS: GeoWPS is an implementation of the OGC WPS. It will be developed in C#. IThink: A new project.King Garden: Boy King's .net practical projects.King Garret: Boy King's .net learning projects.LottoCheck: Follow LottoNot-Terraria: This is a like terraria game but NOT terrariaPassword Protector: Password Protector SharePoint 2010 BlobCache Manager: Manage your web application's blobcache settings directly in the central administration.SharePoint 2010 SilverLight Multiple File Uploader: SharePoint 2010 SilverLight Multiple File Uploader for Documents Libraries with MetaData.Sharepoint Tool Collection: I want to Integrate Various Utilities of Sharepoint at one place. It is for easy working of user or developer. Ex-1. A utility which takes some params & csv file and upload 100s of items on the sharepoint list easily. Ex-2 A utility to upload documents in a library. etc.SQLCLR Cmd Exec Framework Example: For users of MS SQL Server, xp_cmdshell is a utility that we usually want to have disabled. However there are still cases where calling a command line is needed. This project provides an framework/example to make command line calls. It is not meant as an xp_cmdshell replacement but as a workaround.Symmetric Designs Python 3.2: Symmetric Designs for Python 3.2 helps graphical artists to design and develop their own designs freestyle. It uses the pygame module for Python 3.2. It can also be analysed in order to get a grasp of graphics programming in Python.Terminsoft open CLR libraries: Terminsoft open CLR libraries. The first is Terminsoft.Intervals, intended for modeling the sets of intervals with elements, the comparison operation is defined for. The second is Terminsoft.Syntax, intended for text parsing and transformation and built upon regular expressions.Thai Flood Watch: Thai Flood Watch provides useful information, up-to-date and visual access to the major canal in Bangkok, Thailand using data from department of drainage and sewerage. Easily monitor river and canal flow information in Bangkok area, right from your hand.TheNerd: Sample video game source code. Using Sunburn.Unity.WebAPI: A library that allows simple Integration of Microsoft's Unity IoC container with ASP.NET's WebAPI. This project includes a bespoke DependencyResolver that creates a child container per HTTP request and disposes of all registered IDisposable instances at the end of the request.Wholemy.RemoteTouch: The project is a remote touch-sensitive keyboard with a customizable interface which allows to supplement control of another computer, regardless of the wires. For example, if you have not so fast Tablet PC - a client and a fast desktop computer - the server using the network.WindowPlace: WindowPlace makes it possible to save Window positions and sizes to a profile. Switching between profiles will effortlessly move and resize your windows. Help improve productivity - especially for multi-monitor systems. Developed in C# using WPF and a few Windows API calls in the background. WP Error Manager (Devv.Core.WPErrorManager): Library to log, handle and report errors on Windows Phone 7 apps. Fully customizable and extremely easy to implement. Works with any WP7 app. Tested with the emulator, Nokia Lumia 800 and Samsung Focus Flash.WPMatic: Windows Phone7 App to manage Homematic (eQ-3) Devices. The App is like the Homematic Central Configuration Unit (CCU) in German.www.Nabaza.com Freeware and Ebooks: www.Nabaza.com Freeware and Ebooks by William R. NabazaZap: Zap is a light weight .NET communication framework. It is designed for programs running in local area network. Zap provides code generation tool that enables user to call remote methods, add/remote event listener to remote objects, while hides the lower details.

    Read the article

  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

    Read the article

  • Pygame camera follow in a 2d tile game

    - by Pipyaddict
    import pygame, sys from pygame.locals import * pygame.init() size = width, height = 480,320 screen = pygame.display.set_mode(size) r = 0 bif = pygame.image.load("map5.png") pygame.display.set_caption("Pygame 2D RPG !") x,y=0,0 movex, movey=0,0 character="boy.png" player=pygame.image.load(character).convert_alpha() while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type==KEYDOWN: if event.key==K_a: movex=-1 elif event.key==K_d: movex=+1 elif event.key==K_w: movey=-1 elif event.key==K_s: movey=+1 if event.type==KEYUP: if event.key==K_a: movex=0 elif event.key==K_d: movex=0 elif event.key==K_w: movey=0 elif event.key==K_s: movey=0 x+=movex y+=movey screen.fill((r,0,0)) screen.blit(bif,(0,0)) screen.blit(player,(x,y)) pygame.display.flip() Everything works fine except I was wondering how on earth I was going to be able to move the camera where the player goes sorry that I can't show you the map file as you can't add images to it. But Thanks for your time The map is here: https://dl.dropboxusercontent.com/u/110087275/2d%20pygame/map5.png And finally the code is here: https://dl.dropboxusercontent.com/u/110087275/2d%20pygame/2d_pygame.py Thanks again for your time and effort!!!!!

    Read the article

  • Validating form dropdown in CodeIgniter

    - by Gaz
    Hi, I am using CodeIgniter's form helper and form validation library to build my forms. I'm having trouble making the dropdown 'sticky' and also finding appropriate validation rules. This is how I'm populating the drodown: foreach($events as $event){ $options[$event->event_title] = $event->event_title; } $firstItem = '<option>Please select one...</option>'; echo form_dropdown('events', $options, '', $firstItem); This is building the options from events stored in the database. The form looks fine and is populating tall the fields correctly. Hwoever, when I come to submit the form, the dropdown isn't holding onto the value selected? Also, how should I validate it, I want to make it required but I also want to make sure that I dont except the first option in the dropdown 'Please select one...' Thanks in advance. Cheers, Gaz

    Read the article

  • CSS: Setting width/height as Percentage minus pixels

    - by Mega Matt
    Hi all, I've seen this question asked in a couple other contexts on SO, but I thought it would be worth asking again for my particular case. I'm trying to create some re-usable CSS classes for more consistency and less clutter on my site, and I'm stuck on trying to standardize one thing I use frequently. I have a container div that I don't want to set the height for (because it will vary depending on where on the site it is), and inside it is a header div, and then an unordered list of items, all with CSS applied to them. It looks a lot like this: I want the unordered list to take up the remaining room in the container div, knowing that the header div is 18px tall. I just don't know how to specify the list's height as "the result of 100% minus 18px". Does anyone have any advice in this situation? Thanks very much.

    Read the article

  • What resolution should my Android splash screens be?

    - by Dan Fabulich
    I'm creating a splash screen that will display while my Android application loads. I'd like to create it at the correct size so Android won't auto-scale it up or down to fit the screen. But there are at least three important screen sizes I care about: 320x480, 480x854 (Droid), and 480x800 (Nexus One). I've read the documentation on supporting multiple screen sizes, but I still don't see how I'm supposed to configure different splash screens for Droid/Nexus one (they're both "hdpi" resources as far as Android is concerned), and I don't know exactly how large my splash screen should be in any case. (How tall is the OS title bar/menu in Droid? N1?) What size should I make these images, and how do I tell Android to use the correct size on a given screen?

    Read the article

  • Watir with IronRuby!

    - by azamsharp
    Has anyone used Watir with IronRuby successfully? I am getting an error that the required file 'Watir' was not found. What path do I need to set to get this file to work in IronRuby? For some reason my igem command is not working: C:\DevTools\IronRuby\ironruby\Merlin\Main\Languages\Ruby\Scripts\binigem instal l watir '"C:\DevTools\IronRuby\ironruby\Merlin\Main\Languages\Ruby\Scripts\bin\ir.exe"' is not recognized as an internal or external command, operable program or batch file. I am using 0.9 version of Ironruby. I remember that in 0.9 you have to indicate the ir tool: I used the following and got the error again! C:\DevTools\IronRuby\ironruby\Merlin\Main\Languages\Ruby\Scripts\binir igem ins tall watir ERROR: While executing gem ... (RangeError) bignum too big to convert into Fixnum The current version of RubyGems is 1.3.5: C:\DevTools\IronRuby\ironruby\Merlin\Main\Languages\Ruby\Scripts\binir igem -v 1.3.5 I even tried using the full path: require File.dirname(__FILE__) + "C:/ruby/lib/ruby/gems/1.8/gems/commonwatir-1.6.2/lib/watir.rb"

    Read the article

  • Hashing words to numbers with respect to definition

    - by thornate
    As part of a larger project, I need to read in text and represent each word as a number. For example, if the program reads in "Every good boy deserves fruit", then I would get a table that converts 'every' to '1742', 'good' to '977513', etc. Now, obviously I can just use a hashing algorithm to get these numbers. However, it would be more useful if words with similar meanings had numerical values close to each other, so that 'good' becomes '6827' and 'great' becomes '6835', etc. As another option, instead of a simple integer representing each number, it would be even better to have a vector made up of multiple numbers, eg (lexical_category, tense, classification, specific_word) where lexical_category is noun/verb/adjective/etc, tense is future/past/present, classification defines a wide set of general topics and specific_word is much the same as described in the previous paragraph. Does any such an algorithm exist? If not, can you give me any tips on how to get started on developing one myself? I code in C++.

    Read the article

  • What can't I build in Silverlight?

    - by Refracted Paladin
    First, I know that Silverlight needs to be embedded in a website, usually an asp page. I understand I need a delivery boy. My question is this; What types of apps/projects are so filled with technological hurdles as to make them ridiculous to do in Silverlight versus ASP.net? I know that with perseverance and flexibility I can probably make EVERY app in Silverlight, in some version or another, but which ones would be blatantly simple in, say ASP.net(or even WPF) but quite complicated in Silverlight? Basically what I am asking is if there is any reason I shouldn't consider Silverlight my first stop for every problem, obvious exceptions not with standing(a service or console). For me specifically, at this point, I am only building in house apps.

    Read the article

  • css: background-image for tag img doesn't work in IE

    - by Syom
    i have the following script css: img { background-image:url("man.png"); background-repeat:no-repeat; padding-top:6px; padding-bottom:60px; padding-left:10px; padding-right:10px; margin-right:5px; border: 0; } it works fine in all browsers, but in IE doesn't. could you tall me why? thanks

    Read the article

  • css: background-image for tag img doesnt't work in IE

    - by Syom
    i have the following script css: img { background-image:url("man.png"); background-repeat:no-repeat; padding-top:6px; padding-bottom:60px; padding-left:10px; padding-right:10px; margin-right:5px; border: 0; } it works fine in all browsers, but in IE doesn't. could you tall me why? thanks

    Read the article

  • Android TranslateAnimation after scrollTo() = undrawn view

    - by user293354
    This might be a "duh" question but I'm going to go ahead and ask it anyway. I have an oversized (bigger than the screen) RelativeLayout, and I'm using swipes to start a TranslateAnimation from viewing one part of the layout to another. Say for instance the layout is two screen wide and two screens tall. After the nice animation to shift the screen, I was using View.scrollTo() to set the new position. This works fine going from the first screen (top left at 0,0) to one of the others. When I swipe to animate back to the first screen though, because the View.scrollTo() invalidated that part of the layout (I assume), that part of the layout is all black as I animate through it. I tried a couple things to get it to redraw itself after the scrollTo() but haven't had any luck, so I figured I'd ask here. thanks! joe d

    Read the article

  • How to troubleshoot deallocation of object in uitableview?

    - by 4thSpace
    I have a table view with tall cells. About 300 in height. The cells are custom and have an associated nib. In cellForRowAtIndexPath, I access an object in an array using indexPath.row. The object has properties, which I assign to labels on the custom cell. This works fine for the first two cells. Once I scroll enough for the third cell to get created, the app crashes. I have NSZombieEnabled set and here is the output: 2010-04-19 21:48:13.360 MyApp[54463:207] *** -[CALayer release]: message sent to deallocated instance 0xfc4e50 (gdb) continue 2010-04-19 21:48:18.382 MyApp[54463:207] *** NSInvocation: warning: object 0xfc4e50 of class '_NSZombie_CALayer' does not implement methodSignatureForSelector: -- trouble ahead 2010-04-19 21:48:18.383 MyApp[54463:207] *** NSInvocation: warning: object 0xfc4e50 of class '_NSZombie_CALayer' does not implement doesNotRecognizeSelector: -- abort (gdb) continue Program received signal: “EXC_BAD_ACCESS”. (gdb) I'm not sure what is deallocated. How can I trace this to the source?

    Read the article

  • PHP, MySQL, and temporary tables

    - by dave
    Php novice. 1.Is there anything wrong with this PHP & MySQL code? include_once "db_login.php" ; $sql = "DROP TEMPORARY TABLE IF EXISTS temp_sap_id_select" ; mysql_query ( $sql ) or ( "Error " . mysql_error () ) ; $sql = " CREATE TEMPORARY TABLE temp_sap_id_select ( `current_page` INT NOT NULL, `total_pages` INT NOT NULL, `select_date` DATE NOT NULL, `select_schcode` CHAR(6) NOT NULL, `select_user` CHAR(30) NOT NULL, `select_id` CHAR(9) NOT NULL ) " ; mysql_query ( $sql ) or ( "Error " . mysql_error () ) ; 2.Admittedly, I'm a dull boy, but I'll ask anyway: If I'm using a MySQL GUI and have open the target database, will it be aware of the above temporary table created by PHP/MySQL (IF the temporary table is properly created)?

    Read the article

  • Setting height of a relatively positioned DIV

    - by Salman A
    I have following HTML+CSS markup: <div id="protofade" style="position: relative;"> <div style="position: absolute;"><img src="slide-01.jpg"></div> <div style="position: absolute;"><img src="slide-02.jpg"></div> <div style="position: absolute;"><img src="slide-03.jpg"></div> </div> Notice that the slides are absolute-positioned inside a relative-positioned element so that the top-left corners of all slides are aligned together. All slides are equal height, but the height is not pre-determined hence this problem: the "protofade" div does not have a height. Is there any CSS trick that can make this div as tall as the first slide without explicitly specifying height: NNpx.

    Read the article

  • Graph databases and Php

    - by stagas
    I want to use a graph database using php. Can you point out some resources on where to get started? Is there any example code / tutorial out there? Or are there any other methods of storing data that relate to each other in totally random/abstract situations? Very abstract example of the relations needed: John relates to Mary, both relate to School, John is Tall, Mary is Short, John has Blue Eyes, Mary has Green Eyes, query I want is which people are related to 'Short people that have Green Eyes and go to School' - answer John It is possible in MySQL but it would require a fixed set of attributes/columns for each item and a complex non-flexible query, instead I need every attribute to be an item by itself and instead of 'belonging' to something, to be 'related' to something.

    Read the article

  • Programmatically Centering UIViews

    - by David Foster
    I've seen a bunch of similar questions to this, but nothing seems to be completely what I'm looking for. Do forgive me if I have missed the solution answered in another question, though! Right. I have a view. 160 pixels both tall and wide. I know that this view is going to be used as a subview, and I know that it always needs to be centered about both axis in whatever situation it's used. If defining the view programmatically, how can I be sure that it is always perfectly centered, horizontally and vertically, relative to its superview? So far, all I have is this simple code: - (void)loadView { self.view = [[UIView alloc] initWithFrame:CGRectMake(80, 150, 160, 160)]; self.view.backgroundColor = [UIColor greenColor]; self.view.autoresizingMask = (UIViewAutoresizingFlexibleLeftMargin | UIViewAutoresizingFlexibleRightMargin | UIViewAutoresizingFlexibleTopMargin | UIViewAutoresizingFlexibleBottomMargin); [self.view release]; } This does the centralization, but only in the simplest of cases. Any insight is greatly appreciated.

    Read the article

  • CSS3 gradient background set on body doesn't stretch but instead repeats?

    - by John Isaacks
    ok say the content inside the <body> totals 300px high. If I set the background of my <body> using -webkit-gradient or -moz-linear-gradient Then I maximize my window (or just make it taller than 300px) the gradient will be exactly 300px tall (the height of the content) and just repeat to fill the rest of the window. I am assuming this is not a bug since it is the same in both webkit and gecko. But is there a way to make the gradient stretch to fill the window instead of repeat?

    Read the article

< Previous Page | 5 6 7 8 9 10 11 12 13 14 15 16  | Next Page >