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  • AGENT: The World's Smartest Watch

    - by Rob Chartier
    AGENT: The World's Smartest Watch by Secret Labs + House of Horology Disclaimer: Most if not all of this content has been gleaned from the comments on the Kickstarter project page and comments section. Any discrepancies between this post and any documentation on agentwatches.com, kickstarter.com, etc.., those official sites take precedence. Overview The next generation smartwatch with brand-new technology. World-class developer tools, unparalleled battery life, Qi wireless charging. Kickstarter Page, Comments Funding period : May 21, 2013 - Jun 20, 2013 MSRP : $249 Other Urls http://www.agentwatches.com/ https://www.facebook.com/agentwatches http://twitter.com/agentwatches http://pinterest.com/agentwatches/ http://paper.li/robchartier/1371234640 Developer Story The first official launch of the preview SDK and emulator will happen on 20-Jun-2013.  All development will be done in Visual Studio 2012, using the .NET Micro Framework SDK 2.3.  The SDK will ship with the first round of the expected API for developers along with an emulator. With that said, there is no need to wait for the SDK.  You can download the tooling now and get started with Apps and Faces immediately.  The only thing that you will not be able to work with is the API; but for example, watch faces, you can start building the basic face rendering with the Bitmap graphics drawing in the .NET Micro Framework.   Does it look good? Before we dig into any more of the gory details, here are a few photos of the current available prototype models.   The watch on the tiny QI Charter   If you wander too far away from your phone, your watch will let you know with a vibration and a message, all but one button will dismiss the message.   An app showing the premium weather data!   Nice stitching on the straps, leather and silicon will be available, along with a few lengths to choose from (short, regular, long lengths). On to those gory details…. Hardware Specs Processor 120MHz ARM Cortex-M4 processor (ATSAM4SD32) with secondary AVR co-processor Flash & RAM 2MB of onboard flash and 160KB of RAM 1/4 of the onboard flash will be used by the OS The flash is permanent (non-volatile) storage. Bluetooth Bluetooth 4.0 BD/EDR + LE Bluetooth 4.0 is backwards compatible with Bluetooth 2.1, so classic Bluetooth functions (BD/EDR, SPP/AVRCP/PBAP/etc.) will work fine. Sensors 3D Accelerometer (Motion) ST LSM303DLHC Ambient Light Sensor Hardware power metering Vibration Motor (You can pulse it to create vibration patterns, not sure about the vibration strength - driven with PWM) No piezo/speaker or microphone. Other QI Wireless Charging, no NFC, no wall adapter included Custom LED Backlight No GPS in the watch. It uses the GPS in your phone. AGENT watch apps are deployed and debugged wirelessly from your PC via Bluetooth. RoHS, Pb-free Battery Expected to use a CR2430-sized rechargeable battery – replaceable (Mouser, Amazon) Estimated charging time from empty is 2 hours with provided charger 7 Days typical with Bluetooth on, 30 days with Bluetooth off (watch-face only mode) The battery should last at least 2 years, with 100s of charge cycles. Physical dimensions Roughly 38mm top-to-bottom on the front face 35mm left-to-right on the front face and around 12mm in depth 22mm strap Two ~1/16" hex screws to attach the watch pin The top watchcase material candidates are PVD stainless steel, brushed matte ceramic, and high-quality polycarbonate (TBD). The glass lens is mineral glass, Anti-glare glass lens Strap options Leather and silicon straps will be available Expected to have three sizes Display 1.28" Sharp Memory Display The display stays on 100% of the time. Dimensions: 128x128 pixels Buttons Custom "Pusher" buttons, they will not make noise like a mouse click, and are very durable. The top-left button activates the backlight; bottom-left changes apps; three buttons on the right are up/select/down and can be used for custom purposes by apps. Backup reset procedure is currently activated by holding the home/menu button and the top-right user button for about ten seconds Device Support Android 2.3 or newer iPhone 4S or newer Windows Phone 8 or newer Heart Rate monitors - Bluetooth SPP or Bluetooth LE (GATT) is what you'll want the heart monitor to support. Almost limitless Bluetooth device support! Internationalization & Localization Full UTF8 Support from the ground up. AGENT's user interface is in English. Your content (caller ID, music tracks, notifications) will be in your native language. We have a plan to cover most major character sets, with Latin characters pre-loaded on the watch. Simplified Chinese will be available Feature overview Phone lost alert Caller ID Music Control (possible volume control) Wireless Charging Timer Stopwatch Vibrating Alarm (possibly custom vibrations for caller id) A few default watch faces Airplane mode (by demand or low power) Can be turned off completely Customizable 3rd party watch faces, applications which can be loaded over bluetooth. Sample apps that maybe installed Weather Sample Apps not installed Exercise App Other Possible Skype integration over Bluetooth. They will provide an AGENT app for your smartphone (iPhone, Android, Windows Phone). You'll be able to use it to load apps onto the watch.. You will be able to cancel phone calls. With compatible phones you can also answer, end, etc. They are adopting the standard hands-free profile to provide these features and caller ID.

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  • Rendering ASP.NET Script References into the Html Header

    - by Rick Strahl
    One thing that I’ve come to appreciate in control development in ASP.NET that use JavaScript is the ability to have more control over script and script include placement than ASP.NET provides natively. Specifically in ASP.NET you can use either the ClientScriptManager or ScriptManager to embed scripts and script references into pages via code. This works reasonably well, but the script references that get generated are generated into the HTML body and there’s very little operational control for placement of scripts. If you have multiple controls or several of the same control that need to place the same scripts onto the page it’s not difficult to end up with scripts that render in the wrong order and stop working correctly. This is especially critical if you load script libraries with dependencies either via resources or even if you are rendering referenced to CDN resources. Natively ASP.NET provides a host of methods that help embedding scripts into the page via either Page.ClientScript or the ASP.NET ScriptManager control (both with slightly different syntax): RegisterClientScriptBlock Renders a script block at the top of the HTML body and should be used for embedding callable functions/classes. RegisterStartupScript Renders a script block just prior to the </form> tag and should be used to for embedding code that should execute when the page is first loaded. Not recommended – use jQuery.ready() or equivalent load time routines. RegisterClientScriptInclude Embeds a reference to a script from a url into the page. RegisterClientScriptResource Embeds a reference to a Script from a resource file generating a long resource file string All 4 of these methods render their <script> tags into the HTML body. The script blocks give you a little bit of control by having a ‘top’ and ‘bottom’ of the document location which gives you some flexibility over script placement and precedence. Script includes and resource url unfortunately do not even get that much control – references are simply rendered into the page in the order of declaration. The ASP.NET ScriptManager control facilitates this task a little bit with the abililty to specify scripts in code and the ability to programmatically check what scripts have already been registered, but it doesn’t provide any more control over the script rendering process itself. Further the ScriptManager is a bear to deal with generically because generic code has to always check and see if it is actually present. Some time ago I posted a ClientScriptProxy class that helps with managing the latter process of sending script references either to ClientScript or ScriptManager if it’s available. Since I last posted about this there have been a number of improvements in this API, one of which is the ability to control placement of scripts and script includes in the page which I think is rather important and a missing feature in the ASP.NET native functionality. Handling ScriptRenderModes One of the big enhancements that I’ve come to rely on is the ability of the various script rendering functions described above to support rendering in multiple locations: /// <summary> /// Determines how scripts are included into the page /// </summary> public enum ScriptRenderModes { /// <summary> /// Inherits the setting from the control or from the ClientScript.DefaultScriptRenderMode /// </summary> Inherit, /// Renders the script include at the location of the control /// </summary> Inline, /// <summary> /// Renders the script include into the bottom of the header of the page /// </summary> Header, /// <summary> /// Renders the script include into the top of the header of the page /// </summary> HeaderTop, /// <summary> /// Uses ClientScript or ScriptManager to embed the script include to /// provide standard ASP.NET style rendering in the HTML body. /// </summary> Script, /// <summary> /// Renders script at the bottom of the page before the last Page.Controls /// literal control. Note this may result in unexpected behavior /// if /body and /html are not the last thing in the markup page. /// </summary> BottomOfPage } This enum is then applied to the various Register functions to allow more control over where scripts actually show up. Why is this useful? For me I often render scripts out of control resources and these scripts often include things like a JavaScript Library (jquery) and a few plug-ins. The order in which these can be loaded is critical so that jQuery.js always loads before any plug-in for example. Typically I end up with a general script layout like this: Core Libraries- HeaderTop Plug-ins: Header ScriptBlocks: Header or Script depending on other dependencies There’s also an option to render scripts and CSS at the very bottom of the page before the last Page control on the page which can be useful for speeding up page load when lots of scripts are loaded. The API syntax of the ClientScriptProxy methods is closely compatible with ScriptManager’s using static methods and control references to gain access to the page and embedding scripts. For example, to render some script into the current page in the header: // Create script block in header ClientScriptProxy.Current.RegisterClientScriptBlock(this, typeof(ControlResources), "hello_function", "function helloWorld() { alert('hello'); }", true, ScriptRenderModes.Header); // Same again - shouldn't be rendered because it's the same id ClientScriptProxy.Current.RegisterClientScriptBlock(this, typeof(ControlResources), "hello_function", "function helloWorld() { alert('hello'); }", true, ScriptRenderModes.Header); // Create a second script block in header ClientScriptProxy.Current.RegisterClientScriptBlock(this, typeof(ControlResources), "hello_function2", "function helloWorld2() { alert('hello2'); }", true, ScriptRenderModes.Header); // This just calls ClientScript and renders into bottom of document ClientScriptProxy.Current.RegisterStartupScript(this,typeof(ControlResources), "call_hello", "helloWorld();helloWorld2();", true); which generates: <html xmlns="http://www.w3.org/1999/xhtml" > <head><title> </title> <script type="text/javascript"> function helloWorld() { alert('hello'); } </script> <script type="text/javascript"> function helloWorld2() { alert('hello2'); } </script> </head> <body> … <script type="text/javascript"> //<![CDATA[ helloWorld();helloWorld2();//]]> </script> </form> </body> </html> Note that the scripts are generated into the header rather than the body except for the last script block which is the call to RegisterStartupScript. In general I wouldn’t recommend using RegisterStartupScript – ever. It’s a much better practice to use a script base load event to handle ‘startup’ code that should fire when the page first loads. So instead of the code above I’d actually recommend doing: ClientScriptProxy.Current.RegisterClientScriptBlock(this, typeof(ControlResources), "call_hello", "$().ready( function() { alert('hello2'); });", true, ScriptRenderModes.Header); assuming you’re using jQuery on the page. For script includes from a Url the following demonstrates how to embed scripts into the header. This example injects a jQuery and jQuery.UI script reference from the Google CDN then checks each with a script block to ensure that it has loaded and if not loads it from a server local location: // load jquery from CDN ClientScriptProxy.Current.RegisterClientScriptInclude(this, typeof(ControlResources), "http://ajax.googleapis.com/ajax/libs/jquery/1.3.2/jquery.min.js", ScriptRenderModes.HeaderTop); // check if jquery loaded - if it didn't we're not online string scriptCheck = @"if (typeof jQuery != 'object') document.write(unescape(""%3Cscript src='{0}' type='text/javascript'%3E%3C/script%3E""));"; string jQueryUrl = ClientScriptProxy.Current.GetWebResourceUrl(this, typeof(ControlResources), ControlResources.JQUERY_SCRIPT_RESOURCE); ClientScriptProxy.Current.RegisterClientScriptBlock(this, typeof(ControlResources), "jquery_register", string.Format(scriptCheck,jQueryUrl),true, ScriptRenderModes.HeaderTop); // Load jquery-ui from cdn ClientScriptProxy.Current.RegisterClientScriptInclude(this, typeof(ControlResources), "http://ajax.googleapis.com/ajax/libs/jqueryui/1.7.2/jquery-ui.min.js", ScriptRenderModes.Header); // check if we need to load from local string jQueryUiUrl = ResolveUrl("~/scripts/jquery-ui-custom.min.js"); ClientScriptProxy.Current.RegisterClientScriptBlock(this, typeof(ControlResources), "jqueryui_register", string.Format(scriptCheck, jQueryUiUrl), true, ScriptRenderModes.Header); // Create script block in header ClientScriptProxy.Current.RegisterClientScriptBlock(this, typeof(ControlResources), "hello_function", "$().ready( function() { alert('hello'); });", true, ScriptRenderModes.Header); which in turn generates this HTML: <html xmlns="http://www.w3.org/1999/xhtml" > <head> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.3.2/jquery.min.js" type="text/javascript"></script> <script type="text/javascript"> if (typeof jQuery != 'object') document.write(unescape("%3Cscript src='/WestWindWebToolkitWeb/WebResource.axd?d=DIykvYhJ_oXCr-TA_dr35i4AayJoV1mgnQAQGPaZsoPM2LCdvoD3cIsRRitHKlKJfV5K_jQvylK7tsqO3lQIFw2&t=633979863959332352' type='text/javascript'%3E%3C/script%3E")); </script> <title> </title> <script src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.7.2/jquery-ui.min.js" type="text/javascript"></script> <script type="text/javascript"> if (typeof jQuery != 'object') document.write(unescape("%3Cscript src='/WestWindWebToolkitWeb/scripts/jquery-ui-custom.min.js' type='text/javascript'%3E%3C/script%3E")); </script> <script type="text/javascript"> $().ready(function() { alert('hello'); }); </script> </head> <body> …</body> </html> As you can see there’s a bit more control in this process as you can inject both script includes and script blocks into the document at the top or bottom of the header, plus if necessary at the usual body locations. This is quite useful especially if you create custom server controls that interoperate with script and have certain dependencies. The above is a good example of a useful switchable routine where you can switch where scripts load from by default – the above pulls from Google CDN but a configuration switch may automatically switch to pull from the local development copies if your doing development for example. How does it work? As mentioned the ClientScriptProxy object mimicks many of the ScriptManager script related methods and so provides close API compatibility with it although it contains many additional overloads that enhance functionality. It does however work against ScriptManager if it’s available on the page, or Page.ClientScript if it’s not so it provides a single unified frontend to script access. There are however many overloads of the original SM methods like the above to provide additional functionality. The implementation of script header rendering is pretty straight forward – as long as a server header (ie. it has to have runat=”server” set) is available. Otherwise these routines fall back to using the default document level insertions of ScriptManager/ClientScript. Given that there is a server header it’s relatively easy to generate the script tags and code and append them to the header either at the top or bottom. I suspect Microsoft didn’t provide header rendering functionality precisely because a runat=”server” header is not required by ASP.NET so behavior would be slightly unpredictable. That’s not really a problem for a custom implementation however. Here’s the RegisterClientScriptBlock implementation that takes a ScriptRenderModes parameter to allow header rendering: /// <summary> /// Renders client script block with the option of rendering the script block in /// the Html header /// /// For this to work Header must be defined as runat="server" /// </summary> /// <param name="control">any control that instance typically page</param> /// <param name="type">Type that identifies this rendering</param> /// <param name="key">unique script block id</param> /// <param name="script">The script code to render</param> /// <param name="addScriptTags">Ignored for header rendering used for all other insertions</param> /// <param name="renderMode">Where the block is rendered</param> public void RegisterClientScriptBlock(Control control, Type type, string key, string script, bool addScriptTags, ScriptRenderModes renderMode) { if (renderMode == ScriptRenderModes.Inherit) renderMode = DefaultScriptRenderMode; if (control.Page.Header == null || renderMode != ScriptRenderModes.HeaderTop && renderMode != ScriptRenderModes.Header && renderMode != ScriptRenderModes.BottomOfPage) { RegisterClientScriptBlock(control, type, key, script, addScriptTags); return; } // No dupes - ref script include only once const string identifier = "scriptblock_"; if (HttpContext.Current.Items.Contains(identifier + key)) return; HttpContext.Current.Items.Add(identifier + key, string.Empty); StringBuilder sb = new StringBuilder(); // Embed in header sb.AppendLine("\r\n<script type=\"text/javascript\">"); sb.AppendLine(script); sb.AppendLine("</script>"); int? index = HttpContext.Current.Items["__ScriptResourceIndex"] as int?; if (index == null) index = 0; if (renderMode == ScriptRenderModes.HeaderTop) { control.Page.Header.Controls.AddAt(index.Value, new LiteralControl(sb.ToString())); index++; } else if(renderMode == ScriptRenderModes.Header) control.Page.Header.Controls.Add(new LiteralControl(sb.ToString())); else if (renderMode == ScriptRenderModes.BottomOfPage) control.Page.Controls.AddAt(control.Page.Controls.Count-1,new LiteralControl(sb.ToString())); HttpContext.Current.Items["__ScriptResourceIndex"] = index; } Note that the routine has to keep track of items inserted by id so that if the same item is added again with the same key it won’t generate two script entries. Additionally the code has to keep track of how many insertions have been made at the top of the document so that entries are added in the proper order. The RegisterScriptInclude method is similar but there’s some additional logic in here to deal with script file references and ClientScriptProxy’s (optional) custom resource handler that provides script compression /// <summary> /// Registers a client script reference into the page with the option to specify /// the script location in the page /// </summary> /// <param name="control">Any control instance - typically page</param> /// <param name="type">Type that acts as qualifier (uniqueness)</param> /// <param name="url">the Url to the script resource</param> /// <param name="ScriptRenderModes">Determines where the script is rendered</param> public void RegisterClientScriptInclude(Control control, Type type, string url, ScriptRenderModes renderMode) { const string STR_ScriptResourceIndex = "__ScriptResourceIndex"; if (string.IsNullOrEmpty(url)) return; if (renderMode == ScriptRenderModes.Inherit) renderMode = DefaultScriptRenderMode; // Extract just the script filename string fileId = null; // Check resource IDs and try to match to mapped file resources // Used to allow scripts not to be loaded more than once whether // embedded manually (script tag) or via resources with ClientScriptProxy if (url.Contains(".axd?r=")) { string res = HttpUtility.UrlDecode( StringUtils.ExtractString(url, "?r=", "&", false, true) ); foreach (ScriptResourceAlias item in ScriptResourceAliases) { if (item.Resource == res) { fileId = item.Alias + ".js"; break; } } if (fileId == null) fileId = url.ToLower(); } else fileId = Path.GetFileName(url).ToLower(); // No dupes - ref script include only once const string identifier = "script_"; if (HttpContext.Current.Items.Contains( identifier + fileId ) ) return; HttpContext.Current.Items.Add(identifier + fileId, string.Empty); // just use script manager or ClientScriptManager if (control.Page.Header == null || renderMode == ScriptRenderModes.Script || renderMode == ScriptRenderModes.Inline) { RegisterClientScriptInclude(control, type,url, url); return; } // Retrieve script index in header int? index = HttpContext.Current.Items[STR_ScriptResourceIndex] as int?; if (index == null) index = 0; StringBuilder sb = new StringBuilder(256); url = WebUtils.ResolveUrl(url); // Embed in header sb.AppendLine("\r\n<script src=\"" + url + "\" type=\"text/javascript\"></script>"); if (renderMode == ScriptRenderModes.HeaderTop) { control.Page.Header.Controls.AddAt(index.Value, new LiteralControl(sb.ToString())); index++; } else if (renderMode == ScriptRenderModes.Header) control.Page.Header.Controls.Add(new LiteralControl(sb.ToString())); else if (renderMode == ScriptRenderModes.BottomOfPage) control.Page.Controls.AddAt(control.Page.Controls.Count-1, new LiteralControl(sb.ToString())); HttpContext.Current.Items[STR_ScriptResourceIndex] = index; } There’s a little more code here that deals with cleaning up the passed in Url and also some custom handling of script resources that run through the ScriptCompressionModule – any script resources loaded in this fashion are automatically cached based on the resource id. Raw urls extract just the filename from the URL and cache based on that. All of this to avoid doubling up of scripts if called multiple times by multiple instances of the same control for example or several controls that all load the same resources/includes. Finally RegisterClientScriptResource utilizes the previous method to wrap the WebResourceUrl as well as some custom functionality for the resource compression module: /// <summary> /// Returns a WebResource or ScriptResource URL for script resources that are to be /// embedded as script includes. /// </summary> /// <param name="control">Any control</param> /// <param name="type">A type in assembly where resources are located</param> /// <param name="resourceName">Name of the resource to load</param> /// <param name="renderMode">Determines where in the document the link is rendered</param> public void RegisterClientScriptResource(Control control, Type type, string resourceName, ScriptRenderModes renderMode) { string resourceUrl = GetClientScriptResourceUrl(control, type, resourceName); RegisterClientScriptInclude(control, type, resourceUrl, renderMode); } /// <summary> /// Works like GetWebResourceUrl but can be used with javascript resources /// to allow using of resource compression (if the module is loaded). /// </summary> /// <param name="control"></param> /// <param name="type"></param> /// <param name="resourceName"></param> /// <returns></returns> public string GetClientScriptResourceUrl(Control control, Type type, string resourceName) { #if IncludeScriptCompressionModuleSupport // If wwScriptCompression Module through Web.config is loaded use it to compress // script resources by using wcSC.axd Url the module intercepts if (ScriptCompressionModule.ScriptCompressionModuleActive) { string url = "~/wwSC.axd?r=" + HttpUtility.UrlEncode(resourceName); if (type.Assembly != GetType().Assembly) url += "&t=" + HttpUtility.UrlEncode(type.FullName); return WebUtils.ResolveUrl(url); } #endif return control.Page.ClientScript.GetWebResourceUrl(type, resourceName); } This code merely retrieves the resource URL and then simply calls back to RegisterClientScriptInclude with the URL to be embedded which means there’s nothing specific to deal with other than the custom compression module logic which is nice and easy. What else is there in ClientScriptProxy? ClientscriptProxy also provides a few other useful services beyond what I’ve already covered here: Transparent ScriptManager and ClientScript calls ClientScriptProxy includes a host of routines that help figure out whether a script manager is available or not and all functions in this class call the appropriate object – ScriptManager or ClientScript – that is available in the current page to ensure that scripts get embedded into pages properly. This is especially useful for control development where controls have no control over the scripting environment in place on the page. RegisterCssLink and RegisterCssResource Much like the script embedding functions these two methods allow embedding of CSS links. CSS links are appended to the header or to a form declared with runat=”server”. LoadControlScript Is a high level resource loading routine that can be used to easily switch between different script linking modes. It supports loading from a WebResource, a url or not loading anything at all. This is very useful if you build controls that deal with specification of resource urls/ids in a standard way. Check out the full Code You can check out the full code to the ClientScriptProxyClass here: ClientScriptProxy.cs ClientScriptProxy Documentation (class reference) Note that the ClientScriptProxy has a few dependencies in the West Wind Web Toolkit of which it is part of. ControlResources holds a few standard constants and script resource links and the ScriptCompressionModule which is referenced in a few of the script inclusion methods. There’s also another useful ScriptContainer companion control  to the ClientScriptProxy that allows scripts to be placed onto the page’s markup including the ability to specify the script location and script minification options. You can find all the dependencies in the West Wind Web Toolkit repository: West Wind Web Toolkit Repository West Wind Web Toolkit Home Page© Rick Strahl, West Wind Technologies, 2005-2010Posted in ASP.NET  JavaScript  

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  • Camera for 2.5D Game

    - by me--
    I'm hoping someone can explain this to me like I'm 5, because I've been struggling with this for hours and simply cannot understand what I'm doing wrong. I've written a Camera class for my 2.5D game. The intention is to support world and screen spaces like this: The camera is the black thing on the right. The +Z axis is upwards in that image, with -Z heading downwards. As you can see, both world space and screen space have (0, 0) at their top-left. I started writing some unit tests to prove that my camera was working as expected, and that's where things started getting...strange. My tests plot coordinates in world, view, and screen spaces. Eventually I will use image comparison to assert that they are correct, but for now my test just displays the result. The render logic uses Camera.ViewMatrix to transform world space to view space, and Camera.WorldPointToScreen to transform world space to screen space. Here is an example test: [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render(camera, out worldRender, out viewRender, out screenRender, new Vector3(30, 0, 0), new Vector3(30, 40, 0)); this.ShowRenders(camera, worldRender, viewRender, screenRender); } And here's what pops up when I run this test: World space looks OK, although I suspect the z axis is going into the screen instead of towards the viewer. View space has me completely baffled. I was expecting the camera to be sitting above (0, 0) and looking towards the center of the scene. Instead, the z axis seems to be the wrong way around, and the camera is positioned in the opposite corner to what I expect! I suspect screen space will be another thing altogether, but can anyone explain what I'm doing wrong in my Camera class? UPDATE I made some progress in terms of getting things to look visually as I expect, but only through intuition: not an actual understanding of what I'm doing. Any enlightenment would be greatly appreciated. I realized that my view space was flipped both vertically and horizontally compared to what I expected, so I changed my view matrix to scale accordingly: this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom, this.zoom, 1) * Matrix.CreateScale(-1, -1, 1); I could combine the two CreateScale calls, but have left them separate for clarity. Again, I have no idea why this is necessary, but it fixed my view space: But now my screen space needs to be flipped vertically, so I modified my projection matrix accordingly: this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); And this results in what I was expecting from my first attempt: I have also just tried using Camera to render sprites via a SpriteBatch to make sure everything works there too, and it does. But the question remains: why do I need to do all this flipping of axes to get the space coordinates the way I expect? UPDATE 2 I've since improved my rendering logic in my test suite so that it supports geometries and so that lines get lighter the further away they are from the camera. I wanted to do this to avoid optical illusions and to further prove to myself that I'm looking at what I think I am. Here is an example: In this case, I have 3 geometries: a cube, a sphere, and a polyline on the top face of the cube. Notice how the darkening and lightening of the lines correctly identifies those portions of the geometries closer to the camera. If I remove the negative scaling I had to put in, I see: So you can see I'm still in the same boat - I still need those vertical and horizontal flips in my matrices to get things to appear correctly. In the interests of giving people a repro to play with, here is the complete code needed to generate the above. If you want to run via the test harness, just install the xunit package: Camera.cs: using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Diagnostics; public sealed class Camera { private readonly Viewport viewport; private readonly Matrix projectionMatrix; private Matrix? viewMatrix; private Vector3 location; private Vector3 target; private Vector3 up; private float zoom; public Camera(Viewport viewport) { this.viewport = viewport; // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); // defaults this.location = new Vector3(this.viewport.Width / 2, this.viewport.Height, 100); this.target = new Vector3(this.viewport.Width / 2, this.viewport.Height / 2, 0); this.up = new Vector3(0, 0, 1); this.zoom = 1; } public Viewport Viewport { get { return this.viewport; } } public Vector3 Location { get { return this.location; } set { this.location = value; this.viewMatrix = null; } } public Vector3 Target { get { return this.target; } set { this.target = value; this.viewMatrix = null; } } public Vector3 Up { get { return this.up; } set { this.up = value; this.viewMatrix = null; } } public float Zoom { get { return this.zoom; } set { this.zoom = value; this.viewMatrix = null; } } public Matrix ProjectionMatrix { get { return this.projectionMatrix; } } public Matrix ViewMatrix { get { if (this.viewMatrix == null) { // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom) * Matrix.CreateScale(-1, -1, 1); } return this.viewMatrix.Value; } } public Vector2 WorldPointToScreen(Vector3 point) { var result = viewport.Project(point, this.ProjectionMatrix, this.ViewMatrix, Matrix.Identity); return new Vector2(result.X, result.Y); } public void WorldPointsToScreen(Vector3[] points, Vector2[] destination) { Debug.Assert(points != null); Debug.Assert(destination != null); Debug.Assert(points.Length == destination.Length); for (var i = 0; i < points.Length; ++i) { destination[i] = this.WorldPointToScreen(points[i]); } } } CameraFixture.cs: using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Media; using Xunit; using XNA = Microsoft.Xna.Framework; public sealed class CameraFixture { [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render( camera, out worldRender, out viewRender, out screenRender, new Sphere(30, 15) { WorldMatrix = XNA.Matrix.CreateTranslation(155, 50, 0) }, new Cube(30) { WorldMatrix = XNA.Matrix.CreateTranslation(75, 60, 15) }, new PolyLine(new XNA.Vector3(0, 0, 0), new XNA.Vector3(10, 10, 0), new XNA.Vector3(20, 0, 0), new XNA.Vector3(0, 0, 0)) { WorldMatrix = XNA.Matrix.CreateTranslation(65, 55, 30) }); this.ShowRenders(worldRender, viewRender, screenRender); } #region Supporting Fields private static readonly Pen xAxisPen = new Pen(Brushes.Red, 2); private static readonly Pen yAxisPen = new Pen(Brushes.Green, 2); private static readonly Pen zAxisPen = new Pen(Brushes.Blue, 2); private static readonly Pen viewportPen = new Pen(Brushes.Gray, 1); private static readonly Pen nonScreenSpacePen = new Pen(Brushes.Black, 0.5); private static readonly Color geometryBaseColor = Colors.Black; #endregion #region Supporting Methods private void Render(Camera camera, out DrawingVisual worldRender, out DrawingVisual viewRender, out DrawingVisual screenRender, params Geometry[] geometries) { var worldDrawingVisual = new DrawingVisual(); var viewDrawingVisual = new DrawingVisual(); var screenDrawingVisual = new DrawingVisual(); const int axisLength = 15; using (var worldDrawingContext = worldDrawingVisual.RenderOpen()) using (var viewDrawingContext = viewDrawingVisual.RenderOpen()) using (var screenDrawingContext = screenDrawingVisual.RenderOpen()) { // draw lines around the camera's viewport var viewportBounds = camera.Viewport.Bounds; var viewportLines = new Tuple<int, int, int, int>[] { Tuple.Create(viewportBounds.Left, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Top), Tuple.Create(viewportBounds.Left, viewportBounds.Top, viewportBounds.Right, viewportBounds.Top), Tuple.Create(viewportBounds.Right, viewportBounds.Top, viewportBounds.Right, viewportBounds.Bottom), Tuple.Create(viewportBounds.Right, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Bottom) }; foreach (var viewportLine in viewportLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0)); worldDrawingContext.DrawLine(viewportPen, new Point(viewportLine.Item1, viewportLine.Item2), new Point(viewportLine.Item3, viewportLine.Item4)); viewDrawingContext.DrawLine(viewportPen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(viewportPen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // draw axes var axisLines = new Tuple<int, int, int, int, int, int, Pen>[] { Tuple.Create(0, 0, 0, axisLength, 0, 0, xAxisPen), Tuple.Create(0, 0, 0, 0, axisLength, 0, yAxisPen), Tuple.Create(0, 0, 0, 0, 0, axisLength, zAxisPen) }; foreach (var axisLine in axisLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6)); worldDrawingContext.DrawLine(axisLine.Item7, new Point(axisLine.Item1, axisLine.Item2), new Point(axisLine.Item4, axisLine.Item5)); viewDrawingContext.DrawLine(axisLine.Item7, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(axisLine.Item7, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // for all points in all geometries to be rendered, find the closest and furthest away from the camera so we can lighten lines that are further away var distancesToAllGeometrySections = from geometry in geometries let geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix from section in geometry.Sections from point in new XNA.Vector3[] { section.Item1, section.Item2 } let viewPoint = XNA.Vector3.Transform(point, geometryViewMatrix) select viewPoint.Length(); var furthestDistance = distancesToAllGeometrySections.Max(); var closestDistance = distancesToAllGeometrySections.Min(); var deltaDistance = Math.Max(0.000001f, furthestDistance - closestDistance); // draw each geometry for (var i = 0; i < geometries.Length; ++i) { var geometry = geometries[i]; // there's probably a more correct name for this, but basically this gets the geometry relative to the camera so we can check how far away each point is from the camera var geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix; // we order roughly by those sections furthest from the camera to those closest, so that the closer ones "overwrite" the ones further away var orderedSections = from section in geometry.Sections let startPointRelativeToCamera = XNA.Vector3.Transform(section.Item1, geometryViewMatrix) let endPointRelativeToCamera = XNA.Vector3.Transform(section.Item2, geometryViewMatrix) let startPointDistance = startPointRelativeToCamera.Length() let endPointDistance = endPointRelativeToCamera.Length() orderby (startPointDistance + endPointDistance) descending select new { Section = section, DistanceToStart = startPointDistance, DistanceToEnd = endPointDistance }; foreach (var orderedSection in orderedSections) { var start = XNA.Vector3.Transform(orderedSection.Section.Item1, geometry.WorldMatrix); var end = XNA.Vector3.Transform(orderedSection.Section.Item2, geometry.WorldMatrix); var viewStart = XNA.Vector3.Transform(start, camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(end, camera.ViewMatrix); worldDrawingContext.DrawLine(nonScreenSpacePen, new Point(start.X, start.Y), new Point(end.X, end.Y)); viewDrawingContext.DrawLine(nonScreenSpacePen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); // screen rendering is more complicated purely because I wanted geometry to fade the further away it is from the camera // otherwise, it's very hard to tell whether the rendering is actually correct or not var startDistanceRatio = (orderedSection.DistanceToStart - closestDistance) / deltaDistance; var endDistanceRatio = (orderedSection.DistanceToEnd - closestDistance) / deltaDistance; // lerp towards white based on distance from camera, but only to a maximum of 90% var startColor = Lerp(geometryBaseColor, Colors.White, startDistanceRatio * 0.9f); var endColor = Lerp(geometryBaseColor, Colors.White, endDistanceRatio * 0.9f); var screenStart = camera.WorldPointToScreen(start); var screenEnd = camera.WorldPointToScreen(end); var brush = new LinearGradientBrush { StartPoint = new Point(screenStart.X, screenStart.Y), EndPoint = new Point(screenEnd.X, screenEnd.Y), MappingMode = BrushMappingMode.Absolute }; brush.GradientStops.Add(new GradientStop(startColor, 0)); brush.GradientStops.Add(new GradientStop(endColor, 1)); var pen = new Pen(brush, 1); brush.Freeze(); pen.Freeze(); screenDrawingContext.DrawLine(pen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } } } worldRender = worldDrawingVisual; viewRender = viewDrawingVisual; screenRender = screenDrawingVisual; } private static float Lerp(float start, float end, float amount) { var difference = end - start; var adjusted = difference * amount; return start + adjusted; } private static Color Lerp(Color color, Color to, float amount) { var sr = color.R; var sg = color.G; var sb = color.B; var er = to.R; var eg = to.G; var eb = to.B; var r = (byte)Lerp(sr, er, amount); var g = (byte)Lerp(sg, eg, amount); var b = (byte)Lerp(sb, eb, amount); return Color.FromArgb(255, r, g, b); } private void ShowRenders(DrawingVisual worldRender, DrawingVisual viewRender, DrawingVisual screenRender) { var itemsControl = new ItemsControl(); itemsControl.Items.Add(new HeaderedContentControl { Header = "World", Content = new DrawingVisualHost(worldRender)}); itemsControl.Items.Add(new HeaderedContentControl { Header = "View", Content = new DrawingVisualHost(viewRender) }); itemsControl.Items.Add(new HeaderedContentControl { Header = "Screen", Content = new DrawingVisualHost(screenRender) }); var window = new Window { Title = "Renders", Content = itemsControl, ShowInTaskbar = true, SizeToContent = SizeToContent.WidthAndHeight }; window.ShowDialog(); } #endregion #region Supporting Types // stupidly simple 3D geometry class, consisting of a series of sections that will be connected by lines private abstract class Geometry { public abstract IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get; } public XNA.Matrix WorldMatrix { get; set; } } private sealed class Line : Geometry { private readonly XNA.Vector3 magnitude; public Line(XNA.Vector3 magnitude) { this.magnitude = magnitude; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { yield return Tuple.Create(XNA.Vector3.Zero, this.magnitude); } } } private sealed class PolyLine : Geometry { private readonly XNA.Vector3[] points; public PolyLine(params XNA.Vector3[] points) { this.points = points; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { if (this.points.Length < 2) { yield break; } var end = this.points[0]; for (var i = 1; i < this.points.Length; ++i) { var start = end; end = this.points[i]; yield return Tuple.Create(start, end); } } } } private sealed class Cube : Geometry { private readonly float size; public Cube(float size) { this.size = size; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var halfSize = this.size / 2; var frontBottomLeft = new XNA.Vector3(-halfSize, halfSize, -halfSize); var frontBottomRight = new XNA.Vector3(halfSize, halfSize, -halfSize); var frontTopLeft = new XNA.Vector3(-halfSize, halfSize, halfSize); var frontTopRight = new XNA.Vector3(halfSize, halfSize, halfSize); var backBottomLeft = new XNA.Vector3(-halfSize, -halfSize, -halfSize); var backBottomRight = new XNA.Vector3(halfSize, -halfSize, -halfSize); var backTopLeft = new XNA.Vector3(-halfSize, -halfSize, halfSize); var backTopRight = new XNA.Vector3(halfSize, -halfSize, halfSize); // front face yield return Tuple.Create(frontBottomLeft, frontBottomRight); yield return Tuple.Create(frontBottomLeft, frontTopLeft); yield return Tuple.Create(frontTopLeft, frontTopRight); yield return Tuple.Create(frontTopRight, frontBottomRight); // left face yield return Tuple.Create(frontTopLeft, backTopLeft); yield return Tuple.Create(backTopLeft, backBottomLeft); yield return Tuple.Create(backBottomLeft, frontBottomLeft); // right face yield return Tuple.Create(frontTopRight, backTopRight); yield return Tuple.Create(backTopRight, backBottomRight); yield return Tuple.Create(backBottomRight, frontBottomRight); // back face yield return Tuple.Create(backBottomLeft, backBottomRight); yield return Tuple.Create(backTopLeft, backTopRight); } } } private sealed class Sphere : Geometry { private readonly float radius; private readonly int subsections; public Sphere(float radius, int subsections) { this.radius = radius; this.subsections = subsections; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var latitudeLines = this.subsections; var longitudeLines = this.subsections; // see http://stackoverflow.com/a/4082020/5380 var results = from latitudeLine in Enumerable.Range(0, latitudeLines) from longitudeLine in Enumerable.Range(0, longitudeLines) let latitudeRatio = latitudeLine / (float)latitudeLines let longitudeRatio = longitudeLine / (float)longitudeLines let nextLatitudeRatio = (latitudeLine + 1) / (float)latitudeLines let nextLongitudeRatio = (longitudeLine + 1) / (float)longitudeLines let z1 = Math.Cos(Math.PI * latitudeRatio) let z2 = Math.Cos(Math.PI * nextLatitudeRatio) let x1 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y1 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x3 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * nextLongitudeRatio) let y3 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * nextLongitudeRatio) let start = new XNA.Vector3((float)x1 * radius, (float)y1 * radius, (float)z1 * radius) let firstEnd = new XNA.Vector3((float)x2 * radius, (float)y2 * radius, (float)z2 * radius) let secondEnd = new XNA.Vector3((float)x3 * radius, (float)y3 * radius, (float)z1 * radius) select new { First = Tuple.Create(start, firstEnd), Second = Tuple.Create(start, secondEnd) }; foreach (var result in results) { yield return result.First; yield return result.Second; } } } } #endregion }

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  • Need to know the origin and coordinates for 2d texture and 2d/3d vertices in webgl

    - by mathacka
    Long story short, I know my coordinates are off and I believe my indices might be off. I'm trying to render a simple 2d rectangle with a texture in webgl here's the code I have for the vbo/ibo: rectVertices.vertices = new Float32Array( [ -0.5, -0.5, // Vertice 1, bottom / left 0.0, 0.0, // UV 1 -0.5, 0.5, // Vertice 2, top / left 0.0, 1.0, // UV 2 0.5, 0.5, // Vertice 3, top / right 1.0, 1.0, // UV 3 0.5, -0.5, // Vertice 4, bottom / right 1.0, 0.0, // UV 4 ]); rectVertices.indices = new Int16Array([ 1,2,3,1,3,4 ]); /* I'm assuming the vertices go like this (-0.5, 0.5) ------ ( 0.5, 0.5) | | | | (-0.5,-0.5) ------ ( 0.5,-0.5) with the origin in the middle and the texture coordinates go like this: ( 0.0, 1.0) ------ ( 1.0, 1.0) | | | | ( 0.0, 0.0) ------ ( 1.0, 0.0) so as you can see I'm all messed up. I'm also using: gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); */ So, I need to know the origins.

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  • C# 4.0: Dynamic Programming

    - by Paulo Morgado
    The major feature of C# 4.0 is dynamic programming. Not just dynamic typing, but dynamic in broader sense, which means talking to anything that is not statically typed to be a .NET object. Dynamic Language Runtime The Dynamic Language Runtime (DLR) is piece of technology that unifies dynamic programming on the .NET platform, the same way the Common Language Runtime (CLR) has been a common platform for statically typed languages. The CLR always had dynamic capabilities. You could always use reflection, but its main goal was never to be a dynamic programming environment and there were some features missing. The DLR is built on top of the CLR and adds those missing features to the .NET platform. The Dynamic Language Runtime is the core infrastructure that consists of: Expression Trees The same expression trees used in LINQ, now improved to support statements. Dynamic Dispatch Dispatches invocations to the appropriate binder. Call Site Caching For improved efficiency. Dynamic languages and languages with dynamic capabilities are built on top of the DLR. IronPython and IronRuby were already built on top of the DLR, and now, the support for using the DLR is being added to C# and Visual Basic. Other languages built on top of the CLR are expected to also use the DLR in the future. Underneath the DLR there are binders that talk to a variety of different technologies: .NET Binder Allows to talk to .NET objects. JavaScript Binder Allows to talk to JavaScript in SilverLight. IronPython Binder Allows to talk to IronPython. IronRuby Binder Allows to talk to IronRuby. COM Binder Allows to talk to COM. Whit all these binders it is possible to have a single programming experience to talk to all these environments that are not statically typed .NET objects. The dynamic Static Type Let’s take this traditional statically typed code: Calculator calculator = GetCalculator(); int sum = calculator.Sum(10, 20); Because the variable that receives the return value of the GetCalulator method is statically typed to be of type Calculator and, because the Calculator type has an Add method that receives two integers and returns an integer, it is possible to call that Sum method and assign its return value to a variable statically typed as integer. Now lets suppose the calculator was not a statically typed .NET class, but, instead, a COM object or some .NET code we don’t know he type of. All of the sudden it gets very painful to call the Add method: object calculator = GetCalculator(); Type calculatorType = calculator.GetType(); object res = calculatorType.InvokeMember("Add", BindingFlags.InvokeMethod, null, calculator, new object[] { 10, 20 }); int sum = Convert.ToInt32(res); And what if the calculator was a JavaScript object? ScriptObject calculator = GetCalculator(); object res = calculator.Invoke("Add", 10, 20); int sum = Convert.ToInt32(res); For each dynamic domain we have a different programming experience and that makes it very hard to unify the code. With C# 4.0 it becomes possible to write code this way: dynamic calculator = GetCalculator(); int sum = calculator.Add(10, 20); You simply declare a variable who’s static type is dynamic. dynamic is a pseudo-keyword (like var) that indicates to the compiler that operations on the calculator object will be done dynamically. The way you should look at dynamic is that it’s just like object (System.Object) with dynamic semantics associated. Anything can be assigned to a dynamic. dynamic x = 1; dynamic y = "Hello"; dynamic z = new List<int> { 1, 2, 3 }; At run-time, all object will have a type. In the above example x is of type System.Int32. When one or more operands in an operation are typed dynamic, member selection is deferred to run-time instead of compile-time. Then the run-time type is substituted in all variables and normal overload resolution is done, just like it would happen at compile-time. The result of any dynamic operation is always dynamic and, when a dynamic object is assigned to something else, a dynamic conversion will occur. Code Resolution Method double x = 1.75; double y = Math.Abs(x); compile-time double Abs(double x) dynamic x = 1.75; dynamic y = Math.Abs(x); run-time double Abs(double x) dynamic x = 2; dynamic y = Math.Abs(x); run-time int Abs(int x) The above code will always be strongly typed. The difference is that, in the first case the method resolution is done at compile-time, and the others it’s done ate run-time. IDynamicMetaObjectObject The DLR is pre-wired to know .NET objects, COM objects and so forth but any dynamic language can implement their own objects or you can implement your own objects in C# through the implementation of the IDynamicMetaObjectProvider interface. When an object implements IDynamicMetaObjectProvider, it can participate in the resolution of how method calls and property access is done. The .NET Framework already provides two implementations of IDynamicMetaObjectProvider: DynamicObject : IDynamicMetaObjectProvider The DynamicObject class enables you to define which operations can be performed on dynamic objects and how to perform those operations. For example, you can define what happens when you try to get or set an object property, call a method, or perform standard mathematical operations such as addition and multiplication. ExpandoObject : IDynamicMetaObjectProvider The ExpandoObject class enables you to add and delete members of its instances at run time and also to set and get values of these members. This class supports dynamic binding, which enables you to use standard syntax like sampleObject.sampleMember, instead of more complex syntax like sampleObject.GetAttribute("sampleMember").

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  • The Mysterious ARR Server Farm to URL Rewrite link

    Application Request Routing (ARR) is a reverse proxy plug-in for IIS7+ that does many things, including functioning as a load balancer.  For this post, Im assuming that you already have an understanding of ARR.  Today I wanted to find out how the mysterious link between ARR and URL Rewrite is maintained.  Let me explain ARR is unique in that it doesnt work by itself.  It sits on top of IIS7 and uses URL Rewrite.  As a result, ARR depends on URL Rewrite to catch the traffic...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • What You Need to Know About Windows 8.1

    - by Chris Hoffman
    Windows 8.1 is available to everyone starting today, October 19. The latest version of Windows improves on Windows 8 in every way. It’s a big upgrade, whether you use the desktop or new touch-optimized interface. The latest version of Windows has been dubbed “an apology” by some — it’s definitely more at home on a desktop PC than Windows 8 was. However, it also offers a more fleshed out and mature tablet experience. How to Get Windows 8.1 For Windows 8 users, Windows 8.1 is completely free. It will be available as a download from the Windows Store — that’s the “Store” app in the Modern, tiled interface. Assuming upgrading to the final version will be just like upgrading to the preview version, you’ll likely see a “Get Windows 8.1″ pop-up that will take you to the Windows Store and guide you through the download process. You’ll also be able to download ISO images of Windows 8.1, so can perform a clean install to upgrade. On any new computer, you can just install Windows 8.1 without going through Windows 8. New computers will start to ship with Windows 8.1 and boxed copies of Windows 8 will be replaced by boxed copies of Windows 8.1. If you’re using Windows 7 or a previous version of Windows, the update won’t be free. Getting Windows 8.1 will cost you the same amount as a full copy of Windows 8 — $120 for the standard version. If you’re an average Windows 7 user, you’re likely better off waiting until you buy a new PC with Windows 8.1 included rather than spend this amount of money to upgrade. Improvements for Desktop Users Some have dubbed Windows 8.1 “an apology” from Microsoft, although you certainly won’t see Microsoft referring to it this way. Either way, Steven Sinofsky, who presided over Windows 8′s development, left the company shortly after Windows 8 was released. Coincidentally, Windows 8.1 contains many features that Steven Sinofsky and Microsoft refused to implement. Windows 8.1 offers the following big improvements for desktop users: Boot to Desktop: You can now log in directly to the desktop, skipping the tiled interface entirely. Disable Top-Left and Top-Right Hot Corners: The app switcher and charms bar won’t appear when you move your mouse to the top-left or top-right corners of the screen if you enable this option. No more intrusions into the desktop. The Start Button Returns: Windows 8.1 brings back an always-present Start button on the desktop taskbar, dramatically improving discoverability for new Windows 8 users and providing a bigger mouse target for remote desktops and virtual machines. Crucially, the Start menu isn’t back — clicking this button will open the full-screen Modern interface. Start menu replacements will continue to function on Windows 8.1, offering more traditional Start menus. Show All Apps By Default: Luckily, you can hide the Start screen and its tiles almost entirely. Windows 8.1 can be configured to show a full-screen list of all your installed apps when you click the Start button, with desktop apps prioritized. The only real difference is that the Start menu is now a full-screen interface. Shut Down or Restart From Start Button: You can now right-click the Start button to access Shut down, Restart, and other power options in just as many clicks as you could on Windows 7. Shared Start Screen and Desktop Backgrounds; Windows 8 limited you to just a few Steven Sinofsky-approved background images for your Start screen, but Windows 8.1 allows you to use your desktop background on the Start screen. This can make the transition between the Start screen and desktop much less jarring. The tiles or shortcuts appear to be floating above the desktop rather than off in their own separate universe. Unified Search: Unified search is back, so you can start typing and search your programs, settings, and files all at once — no more awkwardly clicking between different categories when trying to open a Control Panel screen or search for a file. These all add up to a big improvement when using Windows 8.1 on the desktop. Microsoft is being much more flexible — the Start menu is full screen, but Microsoft has relented on so many other things and you’d never have to see a tile if you didn’t want to. For more information, read our guide to optimizing Windows 8.1 for a desktop PC. These are just the improvements specifically for desktop users. Windows 8.1 includes other useful features for everyone, such as deep SkyDrive integration that allows you to store your files in the cloud without installing any additional sync programs. Improvements for Touch Users If you have a Windows 8 or Windows RT tablet or another touch-based device you use the interface formerly known as Metro on, you’ll see many other noticeable improvements. Windows 8′s new interface was half-baked when it launched, but it’s now much more capable and mature. App Updates: Windows 8′s included apps were extremely limited in many cases. For example, Internet Explorer 10 could only display ten tabs at a time and the Mail app was a barren experience devoid of features. In Windows 8.1, some apps — like Xbox Music — have been redesigned from scratch, Internet Explorer allows you to display a tab bar on-screen all the time, while apps like Mail have accumulated quite a few useful features. The Windows Store app has been entirely redesigned and is less awkward to browse. Snap Improvements: Windows 8′s Snap feature was a toy, allowing you to snap one app to a small sidebar at one side of your screen while another app consumed most of your screen. Windows 8.1 allows you to snap two apps side-by-side, seeing each app’s full interface at once. On larger displays, you can even snap three or four apps at once. Windows 8′s ability to use multiple apps at once on a tablet is compelling and unmatched by iPads and Android tablets. You can also snap two of the same apps side-by-side — to view two web pages at once, for example. More Comprehensive PC Settings: Windows 8.1 offers a more comprehensive PC settings app, allowing you to change most system settings in a touch-optimized interface. You shouldn’t have to use the desktop Control Panel on a tablet anymore — or at least not as often. Touch-Optimized File Browsing: Microsoft’s SkyDrive app allows you to browse files on your local PC, finally offering a built-in, touch-optimized way to manage files without using the desktop. Help & Tips: Windows 8.1 includes a Help+Tips app that will help guide new users through its new interface, something Microsoft stubbornly refused to add during development. There’s still no “Modern” version of Microsoft Office apps (aside from OneNote), so you’ll still have to head to use desktop Office apps on tablets. It’s not perfect, but the Modern interface doesn’t feel anywhere near as immature anymore. Read our in-depth look at the ways Microsoft’s Modern interface, formerly known as Metro, is improved in Windows 8.1 for more information. In summary, Windows 8.1 is what Windows 8 should have been. All of these improvements are on top of the many great desktop features, security improvements, and all-around battery life and performance optimizations that appeared in Windows 8. If you’re still using Windows 7 and are happy with it, there’s probably no reason to race out and buy a copy of Windows 8.1 at the rather high price of $120. But, if you’re using Windows 8, it’s a big upgrade no matter what you’re doing. If you buy a new PC and it comes with Windows 8.1, you’re getting a much more flexible and comfortable experience. If you’re holding off on buying a new computer because you don’t want Windows 8, give Windows 8.1 a try — yes, it’s different, but Microsoft has compromised on the desktop while making a lot of improvements to the new interface. You just might find that Windows 8.1 is now a worthwhile upgrade, even if you only want to use the desktop.     

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  • flash object not working on intranet anymore?

    - by JonH
    Not sure how or why this happened, its rather all of a sudden. I've got a flash object on a site with something to this effect: <OBJECT codeBase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,29,0" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" data="data:application/x-oleobject;base64,btt80m2uzxGWuERFU1QAAGdVZlUACQAAAR8AADwHAAAIAAIAAAAAAAgAAAAAAAgAAAAAAAgADgAAAFcAaQBuAGQAbwB3AAAACAAGAAAALQAxAAAACAAGAAAALQAxAAAACAAKAAAASABpAGcAaAAAAAgAAgAAAAAACAAGAAAALQAxAAAACAAAAAAACAACAAAAAAAIABAAAABTAGgAbwB3AEEAbABsAAAACAAEAAAAMAAAAAgABAAAADAAAAAIAAIAAAAAAAgAAAAAAAgAAgAAAAAADQAAAAAAAAAAAAAAAAAAAAAACAAEAAAAMQAAAAgABAAAADAAAAAIAAAAAAAIAAQAAAAwAAAACAAIAAAAYQBsAGwAAAAIAAwAAABmAGEAbABzAGUAAAA=" width="300" align="top" height="70" VIEWASTEXT> <embed src="../flash/quikfix.swf" width="300" height="70" align="top" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash"> </embed> </OBJECT> That comes up completly fine in Chrome and FireFox but in IE8 it doesnt come up but shows the page as loading this file, and it just sits there trying to load it.. This is a production app for over 6 years and this just suddenly happened. If I right click this flash object it says "Movie Not Loaded" and underneath it the version Flash Player 10.2.152.32... Any ideas ?

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  • Microsoft’s 22tracks Music Service now Available in All Browsers

    - by Akemi Iwaya
    Are you tired of listening to the same old music and looking for something new to listen to? Then 22tracks from Microsoft is definitely worth a look! This online music service is available in your favorite browser, does not require an account to use, and lets you listen to music from multiple international sources! If you are curious about 22tracks, then the following excerpt and video sum up the service very nicely. From the blog post: The concept behind 22tracks is simple: 22 local top DJs from cities like Amsterdam, Brussels, London and Paris share their genre’s 22 hottest tracks of the moment. Each city boosts its own team of specialized DJs bringing you the newest tracks in their genre. When you get ready to select (or change to) another set of tracks, just click on the desired city at the top of the browser window, then click on the appropriate set from the drop-down list. 22tracks Homepage 22tracks and Internet Explorer team up to bring you a completely new online music experience [22tracks Blog] 22tracks about [YouTube] [via BetaNews and The Next Web]

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  • 8 Things You Can Do In Android’s Developer Options

    - by Chris Hoffman
    The Developer Options menu in Android is a hidden menu with a variety of advanced options. These options are intended for developers, but many of them will be interesting to geeks. You’ll have to perform a secret handshake to enable the Developer Options menu in the Settings screen, as it’s hidden from Android users by default. Follow the simple steps to quickly enable Developer Options. Enable USB Debugging “USB debugging” sounds like an option only an Android developer would need, but it’s probably the most widely used hidden option in Android. USB debugging allows applications on your computer to interface with your Android phone over the USB connection. This is required for a variety of advanced tricks, including rooting an Android phone, unlocking it, installing a custom ROM, or even using a desktop program that captures screenshots of your Android device’s screen. You can also use ADB commands to push and pull files between your device and your computer or create and restore complete local backups of your Android device without rooting. USB debugging can be a security concern, as it gives computers you plug your device into access to your phone. You could plug your device into a malicious USB charging port, which would try to compromise you. That’s why Android forces you to agree to a prompt every time you plug your device into a new computer with USB debugging enabled. Set a Desktop Backup Password If you use the above ADB trick to create local backups of your Android device over USB, you can protect them with a password with the Set a desktop backup password option here. This password encrypts your backups to secure them, so you won’t be able to access them if you forget the password. Disable or Speed Up Animations When you move between apps and screens in Android, you’re spending some of that time looking at animations and waiting for them to go away. You can disable these animations entirely by changing the Window animation scale, Transition animation scale, and Animator duration scale options here. If you like animations but just wish they were faster, you can speed them up. On a fast phone or tablet, this can make switching between apps nearly instant. If you thought your Android phone was speedy before, just try disabling animations and you’ll be surprised how much faster it can seem. Force-Enable FXAA For OpenGL Games If you have a high-end phone or tablet with great graphics performance and you play 3D games on it, there’s a way to make those games look even better. Just go to the Developer Options screen and enable the Force 4x MSAA option. This will force Android to use 4x multisample anti-aliasing in OpenGL ES 2.0 games and other apps. This requires more graphics power and will probably drain your battery a bit faster, but it will improve image quality in some games. This is a bit like force-enabling antialiasing using the NVIDIA Control Panel on a Windows gaming PC. See How Bad Task Killers Are We’ve written before about how task killers are worse than useless on Android. If you use a task killer, you’re just slowing down your system by throwing out cached data and forcing Android to load apps from system storage whenever you open them again. Don’t believe us? Enable the Don’t keep activities option on the Developer options screen and Android will force-close every app you use as soon as you exit it. Enable this app and use your phone normally for a few minutes — you’ll see just how harmful throwing out all that cached data is and how much it will slow down your phone. Don’t actually use this option unless you want to see how bad it is! It will make your phone perform much more slowly — there’s a reason Google has hidden these options away from average users who might accidentally change them. Fake Your GPS Location The Allow mock locations option allows you to set fake GPS locations, tricking Android into thinking you’re at a location where you actually aren’t. Use this option along with an app like Fake GPS location and you can trick your Android device and the apps running on it into thinking you’re at locations where you actually aren’t. How would this be useful? Well, you could fake a GPS check-in at a location without actually going there or confuse your friends in a location-tracking app by seemingly teleporting around the world. Stay Awake While Charging You can use Android’s Daydream Mode to display certain apps while charging your device. If you want to force Android to display a standard Android app that hasn’t been designed for Daydream Mode, you can enable the Stay awake option here. Android will keep your device’s screen on while charging and won’t turn it off. It’s like Daydream Mode, but can support any app and allows users to interact with them. Show Always-On-Top CPU Usage You can view CPU usage data by toggling the Show CPU usage option to On. This information will appear on top of whatever app you’re using. If you’re a Linux user, the three numbers on top probably look familiar — they represent the system load average. From left to right, the numbers represent your system load over the last one, five, and fifteen minutes. This isn’t the kind of thing you’d want enabled most of the time, but it can save you from having to install third-party floating CPU apps if you want to see CPU usage information for some reason. Most of the other options here will only be useful to developers debugging their Android apps. You shouldn’t start changing options you don’t understand. If you want to undo any of these changes, you can quickly erase all your custom options by sliding the switch at the top of the screen to Off.     

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  • jQuery 1.4 Opacity and IE Filters

    - by Rick Strahl
    Ran into a small problem today with my client side jQuery library after switching to jQuery 1.4. I ran into a problem with a shadow plugin that I use to provide drop shadows for absolute elements – for Mozilla WebKit browsers the –moz-box-shadow and –webkit-box-shadow CSS attributes are used but for IE a manual element is created to provide the shadow that underlays the original element along with a blur filter to provide the fuzziness in the shadow. Some of the key pieces are: var vis = el.is(":visible"); if (!vis) el.show(); // must be visible to get .position var pos = el.position(); if (typeof shEl.style.filter == "string") sh.css("filter", 'progid:DXImageTransform.Microsoft.Blur(makeShadow=true, pixelradius=3, shadowOpacity=' + opt.opacity.toString() + ')'); sh.show() .css({ position: "absolute", width: el.outerWidth(), height: el.outerHeight(), opacity: opt.opacity, background: opt.color, left: pos.left + opt.offset, top: pos.top + opt.offset }); This has always worked in previous versions of jQuery, but with 1.4 the original filter no longer works. It appears that applying the opacity after the original filter wipes out the original filter. IOW, the opacity filter is not applied incrementally, but absolutely which is a real bummer. Luckily the workaround is relatively easy by just switching the order in which the opacity and filter are applied. If I apply the blur after the opacity I get my correct behavior back with both opacity: sh.show() .css({ position: "absolute", width: el.outerWidth(), height: el.outerHeight(), opacity: opt.opacity, background: opt.color, left: pos.left + opt.offset, top: pos.top + opt.offset }); if (typeof shEl.style.filter == "string") sh.css("filter", 'progid:DXImageTransform.Microsoft.Blur(makeShadow=true, pixelradius=3, shadowOpacity=' + opt.opacity.toString() + ')'); While this works this still causes problems in other areas where opacity is implicitly set in code such as for fade operations or in the case of my shadow component the style/property watcher that keeps the shadow and main object linked. Both of these may set the opacity explicitly and that is still broken as it will effectively kill the blur filter. This seems like a really strange design decision by the jQuery team, since clearly the jquery css function does the right thing for setting filters. Internally however, the opacity setting doesn’t use .css instead hardcoding the filter which given jQuery’s usual flexibility and smart code seems really inappropriate. The following is from jQuery.js 1.4: var style = elem.style || elem, set = value !== undefined; // IE uses filters for opacity if ( !jQuery.support.opacity && name === "opacity" ) { if ( set ) { // IE has trouble with opacity if it does not have layout // Force it by setting the zoom level style.zoom = 1; // Set the alpha filter to set the opacity var opacity = parseInt( value, 10 ) + "" === "NaN" ? "" : "alpha(opacity=" + value * 100 + ")"; var filter = style.filter || jQuery.curCSS( elem, "filter" ) || ""; style.filter = ralpha.test(filter) ? filter.replace(ralpha, opacity) : opacity; } return style.filter && style.filter.indexOf("opacity=") >= 0 ? (parseFloat( ropacity.exec(style.filter)[1] ) / 100) + "": ""; } You can see here that the style is explicitly set in code rather than relying on $.css() to assign the value resulting in the old filter getting wiped out. jQuery 1.32 looks a little different: // IE uses filters for opacity if ( !jQuery.support.opacity && name == "opacity" ) { if ( set ) { // IE has trouble with opacity if it does not have layout // Force it by setting the zoom level elem.zoom = 1; // Set the alpha filter to set the opacity elem.filter = (elem.filter || "").replace( /alpha\([^)]*\)/, "" ) + (parseInt( value ) + '' == "NaN" ? "" : "alpha(opacity=" + value * 100 + ")"); } return elem.filter && elem.filter.indexOf("opacity=") >= 0 ? (parseFloat( elem.filter.match(/opacity=([^)]*)/)[1] ) / 100) + '': ""; } Offhand I’m not sure why the latter works better since it too is assigning the filter. However, when checking with the IE script debugger I can see that there are actually a couple of filter tags assigned when using jQuery 1.32 but only one when I use jQuery 1.4. Note also that the jQuery 1.3 compatibility plugin for jQUery 1.4 doesn’t address this issue either. Resources ww.jquery.js (shadow plug-in $.fn.shadow) © Rick Strahl, West Wind Technologies, 2005-2010Posted in jQuery  

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  • Pinning Projects and Solutions with Visual Studio 2010

    - by ScottGu
    This is the twenty-fourth in a series of blog posts I’m doing on the VS 2010 and .NET 4 release. Today’s blog post covers a very small, but still useful, feature of VS 2010 – the ability to “pin” projects and solutions to both the Windows 7 taskbar as well VS 2010 Start Page.  This makes it easier to quickly find and open projects in the IDE. [In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu] VS 2010 Jump List on Windows 7 Taskbar Windows 7 added support for customizing the taskbar at the bottom of your screen.  You can “pin” and re-arrange your application icons on it however you want. Most developers using Visual Studio 2010 on Windows 7 probably already know that they can “pin” the Visual Studio icon to the Windows 7 taskbar – making it always present.  What you might not yet have discovered, though, is that Visual Studio 2010 also exposes a Taskbar “jump list” that you can use to quickly find and load your most recently used projects as well. To activate this, simply right-click on the VS 2010 icon in the task bar and you’ll see a list of your most recent projects.  Clicking one will load it within Visual Studio 2010: Pinning Projects on the VS 2010 Jump List with Windows 7 One nice feature also supported by VS 2010 is the ability to optionally “pin” projects to the jump-list as well – which makes them always listed at the top.  To enable this, simply hover over the project you want to pin and then click the “pin” icon that appears on the right of it: When you click the pin the project will be added to a new “Pinned” list at the top of the jumplist: This enables you to always display your own list of projects at the top of the list.  You can optionally click and drag them to display in any order you want. VS 2010 Start Page and Project Pinning VS 2010 has a new “start page” that displays by default each time you launch a new instance of Visual Studio.  In addition to displaying learning and help resources, it also includes a “Recent Projects” section that you can use to quickly load previous projects that you have recently worked on: The “Recent Projects” section of the start page also supports the concept of “pinning” a link to projects you want to always keep in the list – regardless of how recently they’ve been accessed. To “pin” a project to the list you simply select the “pin” icon that appears when you hover over an item within the list: Once you’ve pinned a project to the start page list it will always show up in it (at least until you “unpin” it). Summary This project pinning support is a small but nice usability improvement with VS 2010 and can make it easier to quickly find and load projects/solutions.  If you work with a lot of projects at the same time it offers a nice shortcut to load them. Hope this helps, Scott

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  • Website Vulnerabilities

    - by Ben Griswold
    The folks at the Open Web Application Security Project publish a list of the top 10 vulnerabilities. In a recent CodeBrew I provided a quick overview of them all and spent a good amount of time focusing on the most prevalent vulnerability, Cross Site Scripting (XSS).  I gave an overview of XSS, stepped through a quick demo (sorry vulnerable site), reviewed the three XSS variations and talked a bit about how to protect one’s site.  References and reading materials were also included in the presentation and, look at that, they are provided here too. Open Web Application Security Project The OWASP Top Ten Vulnerabilities (pdf) OWASP List of Vulnerabilities The 56 Geeks Project by Scott Johnson ha.ckers.org OWASP XSS Prevention Cheat Sheet Wikipedia Is XSS Solvable?, Don Ankney The Anatomy of Cross Site Scripting, Gavin Zuchlinski

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  • Analyze your IIS Log Files - Favorite Log Parser Queries

    The other day I was asked if I knew about a tool that would allow users to easily analyze the IIS Log Files, to process and look for specific data that could easily be automated. My recommendation was that if they were comfortable with using a SQL-like language that they should use Log Parser. Log Parser is a very powerful tool that provides a generic SQL-like language on top of many types of data like IIS Logs, Event Viewer entries, XML files, CSV files, File System and others; and it allows you...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Building a Windows Phone 7 Twitter Application using Silverlight

    - by ScottGu
    On Monday I had the opportunity to present the MIX 2010 Day 1 Keynote in Las Vegas (you can watch a video of it here).  In the keynote I announced the release of the Silverlight 4 Release Candidate (we’ll ship the final release of it next month) and the VS 2010 RC tools for Silverlight 4.  I also had the chance to talk for the first time about how Silverlight and XNA can now be used to build Windows Phone 7 applications. During my talk I did two quick Windows Phone 7 coding demos using Silverlight – a quick “Hello World” application and a “Twitter” data-snacking application.  Both applications were easy to build and only took a few minutes to create on stage.  Below are the steps you can follow yourself to build them on your own machines as well. [Note: In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu] Building a “Hello World” Windows Phone 7 Application First make sure you’ve installed the Windows Phone Developer Tools CTP – this includes the Visual Studio 2010 Express for Windows Phone development tool (which will be free forever and is the only thing you need to develop and build Windows Phone 7 applications) as well as an add-on to the VS 2010 RC that enables phone development within the full VS 2010 as well. After you’ve downloaded and installed the Windows Phone Developer Tools CTP, launch the Visual Studio 2010 Express for Windows Phone that it installs or launch the VS 2010 RC (if you have it already installed), and then choose “File”->”New Project.”  Here, you’ll find the usual list of project template types along with a new category: “Silverlight for Windows Phone”. The first CTP offers two application project templates. The first is the “Windows Phone Application” template - this is what we’ll use for this example. The second is the “Windows Phone List Application” template - which provides the basic layout for a master-details phone application: After creating a new project, you’ll get a view of the design surface and markup. Notice that the design surface shows the phone UI, letting you easily see how your application will look while you develop. For those familiar with Visual Studio, you’ll also find the familiar ToolBox, Solution Explorer and Properties pane. For our HelloWorld application, we’ll start out by adding a TextBox and a Button from the Toolbox. Notice that you get the same design experience as you do for Silverlight on the web or desktop. You can easily resize, position and align your controls on the design surface. Changing properties is easy with the Properties pane. We’ll change the name of the TextBox that we added to username and change the page title text to “Hello world.” We’ll then write some code by double-clicking on the button and create an event handler in the code-behind file (MainPage.xaml.cs). We’ll start out by changing the title text of the application. The project template included this title as a TextBlock with the name textBlockListTitle (note that the current name incorrectly includes the word “list”; that will be fixed for the final release.)  As we write code against it we get intellisense showing the members available.  Below we’ll set the Text property of the title TextBlock to “Hello “ + the Text property of the TextBox username: We now have all the code necessary for a Hello World application.  We have two choices when it comes to deploying and running the application. We can either deploy to an actual device itself or use the built-in phone emulator: Because the phone emulator is actually the phone operating system running in a virtual machine, we’ll get the same experience developing in the emulator as on the device. For this sample, we’ll just press F5 to start the application with debugging using the emulator.  Once the phone operating system loads, the emulator will run the new “Hello world” application exactly as it would on the device: Notice that we can change several settings of the emulator experience with the emulator toolbar – which is a floating toolbar on the top right.  This includes the ability to re-size/zoom the emulator and two rotate buttons.  Zoom lets us zoom into even the smallest detail of the application: The orientation buttons allow us easily see what the application looks like in landscape mode (orientation change support is just built into the default template): Note that the emulator can be reused across F5 debug sessions - that means that we don’t have to start the emulator for every deployment. We’ve added a dialog that will help you from accidentally shutting down the emulator if you want to reuse it.  Launching an application on an already running emulator should only take ~3 seconds to deploy and run. Within our Hello World application we’ll click the “username” textbox to give it focus.  This will cause the software input panel (SIP) to open up automatically.  We can either type a message or – since we are using the emulator – just type in text.  Note that the emulator works with Windows 7 multi-touch so, if you have a touchscreen, you can see how interaction will feel on a device just by pressing the screen. We’ll enter “MIX 10” in the textbox and then click the button – this will cause the title to update to be “Hello MIX 10”: We provide the same Visual Studio experience when developing for the phone as other .NET applications. This means that we can set a breakpoint within the button event handler, press the button again and have it break within the debugger: Building a “Twitter” Windows Phone 7 Application using Silverlight Rather than just stop with “Hello World” let’s keep going and evolve it to be a basic Twitter client application. We’ll return to the design surface and add a ListBox, using the snaplines within the designer to fit it to the device screen and make the best use of phone screen real estate.  We’ll also rename the Button “Lookup”: We’ll then return to the Button event handler in Main.xaml.cs, and remove the original “Hello World” line of code and take advantage of the WebClient networking class to asynchronously download a Twitter feed. This takes three lines of code in total: (1) declaring and creating the WebClient, (2) attaching an event handler and then (3) calling the asynchronous DownloadStringAsync method. In the DownloadStringAsync call, we’ll pass a Twitter Uri plus a query string which pulls the text from the “username” TextBox. This feed will pull down the respective user’s most frequent posts in an XML format. When the call completes, the DownloadStringCompleted event is fired and our generated event handler twitter_DownloadStringCompleted will be called: The result returned from the Twitter call will come back in an XML based format.  To parse this we’ll use LINQ to XML. LINQ to XML lets us create simple queries for accessing data in an xml feed. To use this library, we’ll first need to add a reference to the assembly (right click on the References folder in the solution explorer and choose “Add Reference): We’ll then add a “using System.Xml.Linq” namespace reference at the top of the code-behind file at the top of Main.xaml.cs file: We’ll then add a simple helper class called TwitterItem to our project. TwitterItem has three string members – UserName, Message and ImageSource: We’ll then implement the twitter_DownloadStringCompleted event handler and use LINQ to XML to parse the returned XML string from Twitter.  What the query is doing is pulling out the three key pieces of information for each Twitter post from the username we passed as the query string. These are the ImageSource for their profile image, the Message of their tweet and their UserName. For each Tweet in the XML, we are creating a new TwitterItem in the IEnumerable<XElement> returned by the Linq query.  We then assign the generated TwitterItem sequence to the ListBox’s ItemsSource property: We’ll then do one more step to complete the application. In the Main.xaml file, we’ll add an ItemTemplate to the ListBox. For the demo, I used a simple template that uses databinding to show the user’s profile image, their tweet and their username. <ListBox Height="521" HorizonalAlignment="Left" Margin="0,131,0,0" Name="listBox1" VerticalAlignment="Top" Width="476"> <ListBox.ItemTemplate> <DataTemplate> <StackPanel Orientation="Horizontal" Height="132"> <Image Source="{Binding ImageSource}" Height="73" Width="73" VerticalAlignment="Top" Margin="0,10,8,0"/> <StackPanel Width="370"> <TextBlock Text="{Binding UserName}" Foreground="#FFC8AB14" FontSize="28" /> <TextBlock Text="{Binding Message}" TextWrapping="Wrap" FontSize="24" /> </StackPanel> </StackPanel> </DataTemplate> </ListBox.ItemTemplate> </ListBox> Now, pressing F5 again, we are able to reuse the emulator and re-run the application. Once the application has launched, we can type in a Twitter username and press the  Button to see the results. Try my Twitter user name (scottgu) and you’ll get back a result of TwitterItems in the Listbox: Try using the mouse (or if you have a touchscreen device your finger) to scroll the items in the Listbox – you should find that they move very fast within the emulator.  This is because the emulator is hardware accelerated – and so gives you the same fast performance that you get on the actual phone hardware. Summary Silverlight and the VS 2010 Tools for Windows Phone (and the corresponding Expression Blend Tools for Windows Phone) make building Windows Phone applications both really easy and fun.  At MIX this week a number of great partners (including Netflix, FourSquare, Seesmic, Shazaam, Major League Soccer, Graphic.ly, Associated Press, Jackson Fish and more) showed off some killer application prototypes they’ve built over the last few weeks.  You can watch my full day 1 keynote to see them in action. I think they start to show some of the promise and potential of using Silverlight with Windows Phone 7.  I’ll be doing more blog posts in the weeks and months ahead that cover that more. Hope this helps, Scott

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  • Collision in Tiled Map - LibGDX

    - by user43353
    I have collision code that deals with left or right or top or bottom. I am using Tiled Map with LibGDX. Question is: How do I detect collision with other cells by all 4 sides, and not specifically by left/right or top/bottom. Here is my top/bottom and left/right collision code: private boolean isCellBlocked(float x, float y) { Cell cell = collisionLayer.getCell((int) (x / collisionLayer.getTileWidth()), (int) (y / collisionLayer.getTileHeight())); return cell != null && cell.getTile() != null && cell.getTile().getProperties().containsKey(blockedKey); } public boolean collidesRight() { for(float step = 0; step < getHeight(); step += collisionLayer.getTileHeight() / 2) if(isCellBlocked(getX() + getWidth(), getY() + step)) return true; return false; } public boolean collidesLeft() { for(float step = 0; step < getHeight(); step += collisionLayer.getTileHeight() / 2) if(isCellBlocked(getX(), getY() + step)) return true; return false; } public boolean collidesTop() { for(float step = 0; step < getWidth(); step += collisionLayer.getTileWidth() / 2) if(isCellBlocked(getX() + step, getY() + getHeight())) return true; return false; } public boolean collidesBottom() { for(float step = 0; step < getWidth(); step += collisionLayer.getTileWidth() / 2) if(isCellBlocked(getX() + step, getY())) return true; return false; } What I'm trying to achieve is simple: I'm trying to make code that will detect by all 4 sides, collidesRight + collidesLeft + collidesTop + collidesBottom in one boolean. For some reason, I cant seem to figure it out. I tried to use Rectangles (the Java Class) on the specific tile I want to be detected, but was messy and I have multiple maps. Having a Rectangle (from Java's API) around the player is no problem. It's just the tiles I want to be detected are the main issues as they cause messy code when used with the Rectangle class. Im trying to minimize the amount of code....

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  • Preview of MSDN Library Changes

    - by ScottGu
    The MSDN team has been working some potential changes to the online MSDN Library designed to help streamline the navigation experience and make it easier to find the .NET Framework information you need. To solicit feedback on the proposed changes while they are still in development, they’ve posted a preview version of some proposed changes to a new MSDN Library Preview site which you can check out.  They’ve also created a survey that leads you through the ideas and asks for your opinions on some of the changes.  We’d very much like to have as many people as possible people take the survey and give us feedback. Quick Preview of Some of the Changes Below are some examples of a few of the changes being proposed: Streamlined .NET Namespaces Navigation The current MSDN Class Library lists all .NET namespaces in a flat-namespace (sorted alphabetically): Two downsides of the above approach are: Some of the least-used namespaces are listed first (like Microsoft.Aspnet.Snapin and Microsoft.Build.BuildEngine) All sub-namespaces are listed, which makes the list a little overwhelming, and page-load times to be slow The new MSDN Library Preview Site now lists “System” namespaces first (since those are the most used), and the home-page lists just top-level namespace groups – which makes it easier to find things, and enables the page to load faster:   Class overview and members pages merged into a single topic about each class Previously you had to navigate to several different pages to find member information about types: Links to these are still available in the MSDN Library Preview Site TOC – but the members are also now listed on the overview page, which makes it easy to quickly find everything in one place: Commonly used things are nearer the top of the page One of the other usability improvements with the new MSDN Library Preview Site is that common elements like “Code Examples” and “Inheritance Hierarchy” (for classes) are now listed near the top of the help page – making them easy to quickly find: Give Us Feedback with a Survey Above are just a few of the changes made with the new MSDN preview site – there are many other changes also rolled into it.  The MSDN team is doing usability studies on the new layout and navigation right now, and would very much like feedback on it. If you have 15 minutes and want to help vote on which of these ideas makes it into the production MSDN site, please visit this survey before June 30, play with the changes a bit, and let the MSDN team know what you think. Important Note: the MSDN preview site is not a fully functional version of MSDN – it’s really only there to preview the new ideas themselves, so please don’t expect it to be integrated with the rest of MSDN, with search, etc.  Once the MSDN team gets feedback on some of the changes being proposed they will roll them into the live site for everyone to use. Hope this helps, Scott

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  • NHibernate Pitfalls: Fetch and Paging

    - by Ricardo Peres
    This is part of a series of posts about NHibernate Pitfalls. See the entire collection here. NHibernate allows you to force loading additional references (many to one, one to one) or collections (one to many, many to many) in a query. You must know, however, that this is incompatible with paging. It’s easy to see why. Let’s say you want to get 5 products starting on the fifth, you can issue the following LINQ query: 1: session.Query<Product>().Take(5).Skip(5).ToList(); Will product this SQL in SQL Server: 1: SELECT 2: TOP (@p0) product1_4_, 3: name4_, 4: price4_ 5: FROM 6: (select 7: product0_.product_id as product1_4_, 8: product0_.name as name4_, 9: product0_.price as price4_, 10: ROW_NUMBER() OVER( 11: ORDER BY 12: CURRENT_TIMESTAMP) as __hibernate_sort_row 13: from 14: product product0_) as query 15: WHERE 16: query.__hibernate_sort_row > @p1 17: ORDER BY If, however, you wanted to bring as well the associated order details, you might be tempted to try this: 1: session.Query<Product>().Fetch(x => x.OrderDetails).Take(5).Skip(5).ToList(); Which, in turn, will produce this SQL: 1: SELECT 2: TOP (@p0) product1_4_0_, 3: order1_3_1_, 4: name4_0_, 5: price4_0_, 6: order2_3_1_, 7: product3_3_1_, 8: quantity3_1_, 9: product3_0__, 10: order1_0__ 11: FROM 12: (select 13: product0_.product_id as product1_4_0_, 14: orderdetai1_.order_detail_id as order1_3_1_, 15: product0_.name as name4_0_, 16: product0_.price as price4_0_, 17: orderdetai1_.order_id as order2_3_1_, 18: orderdetai1_.product_id as product3_3_1_, 19: orderdetai1_.quantity as quantity3_1_, 20: orderdetai1_.product_id as product3_0__, 21: orderdetai1_.order_detail_id as order1_0__, 22: ROW_NUMBER() OVER( 23: ORDER BY 24: CURRENT_TIMESTAMP) as __hibernate_sort_row 25: from 26: product product0_ 27: left outer join 28: order_detail orderdetai1_ 29: on product0_.product_id=orderdetai1_.product_id 30: ) as query 31: WHERE 32: query.__hibernate_sort_row > @p1 33: ORDER BY 34: query.__hibernate_sort_row; However, because of the JOIN, what happens is that, if your products have more than one order details, you will get several records – one per order detail – per product, which means that pagination will be broken. There is an workaround, which forces you to write your LINQ query in another way: 1: session.Query<OrderDetail>().Where(x => session.Query<Product>().Select(y => y.ProductId).Take(5).Skip(5).Contains(x.Product.ProductId)).Select(x => x.Product).ToList() Or, using HQL: 1: session.CreateQuery("select od.Product from OrderDetail od where od.Product.ProductId in (select p.ProductId from Product p skip 5 take 5)").List<Product>(); The generated SQL will then be: 1: select 2: product1_.product_id as product1_4_, 3: product1_.name as name4_, 4: product1_.price as price4_ 5: from 6: order_detail orderdetai0_ 7: left outer join 8: product product1_ 9: on orderdetai0_.product_id=product1_.product_id 10: where 11: orderdetai0_.product_id in ( 12: SELECT 13: TOP (@p0) product_id 14: FROM 15: (select 16: product2_.product_id, 17: ROW_NUMBER() OVER( 18: ORDER BY 19: CURRENT_TIMESTAMP) as __hibernate_sort_row 20: from 21: product product2_) as query 22: WHERE 23: query.__hibernate_sort_row > @p1 24: ORDER BY 25: query.__hibernate_sort_row); Which will get you what you want: for 5 products, all of their order details.

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  • problem with css or browser

    - by ntechi
    i got an image behind my google adsense, the css code of that background image is: background: transparent url("http://i53.tinypic.com/2lu8jgg.jpg") repeat-x left bottom; padding-bottom:10px; padding-top:0px; height: 352px; padding-bottom:5 0px; padding-left:50px; padding-right:50px; padding-top:280px; width: 350px; this works fine in mozilla firefox, but when i open my website in google chrome browser the background image is crapped, it is spread in the entire background, whereas it works fine in mozilla and rock-melt, whats the actual problem my website is: http://mbas.in/

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  • Move Files from a Failing PC with an Ubuntu Live CD

    - by Trevor Bekolay
    You’ve loaded the Ubuntu Live CD to salvage files from a failing system, but where do you store the recovered files? We’ll show you how to store them on external drives, drives on the same PC, a Windows home network, and other locations. We’ve shown you how to recover data like a forensics expert, but you can’t store recovered files back on your failed hard drive! There are lots of ways to transfer the files you access from an Ubuntu Live CD to a place that a stable Windows machine can access them. We’ll go through several methods, starting each section from the Ubuntu desktop – if you don’t yet have an Ubuntu Live CD, follow our guide to creating a bootable USB flash drive, and then our instructions for booting into Ubuntu. If your BIOS doesn’t let you boot using a USB flash drive, don’t worry, we’ve got you covered! Use a Healthy Hard Drive If your computer has more than one hard drive, or your hard drive is healthy and you’re in Ubuntu for non-recovery reasons, then accessing your hard drive is easy as pie, even if the hard drive is formatted for Windows. To access a hard drive, it must first be mounted. To mount a healthy hard drive, you just have to select it from the Places menu at the top-left of the screen. You will have to identify your hard drive by its size. Clicking on the appropriate hard drive mounts it, and opens it in a file browser. You can now move files to this hard drive by drag-and-drop or copy-and-paste, both of which are done the same way they’re done in Windows. Once a hard drive, or other external storage device, is mounted, it will show up in the /media directory. To see a list of currently mounted storage devices, navigate to /media by clicking on File System in a File Browser window, and then double-clicking on the media folder. Right now, our media folder contains links to the hard drive, which Ubuntu has assigned a terribly uninformative label, and the PLoP Boot Manager CD that is currently in the CD-ROM drive. Connect a USB Hard Drive or Flash Drive An external USB hard drive gives you the advantage of portability, and is still large enough to store an entire hard disk dump, if need be. Flash drives are also very quick and easy to connect, though they are limited in how much they can store. When you plug a USB hard drive or flash drive in, Ubuntu should automatically detect it and mount it. It may even open it in a File Browser automatically. Since it’s been mounted, you will also see it show up on the desktop, and in the /media folder. Once it’s been mounted, you can access it and store files on it like you would any other folder in Ubuntu. If, for whatever reason, it doesn’t mount automatically, click on Places in the top-left of your screen and select your USB device. If it does not show up in the Places list, then you may need to format your USB drive. To properly remove the USB drive when you’re done moving files, right click on the desktop icon or the folder in /media and select Safely Remove Drive. If you’re not given that option, then Eject or Unmount will effectively do the same thing. Connect to a Windows PC on your Local Network If you have another PC or a laptop connected through the same router (wired or wireless) then you can transfer files over the network relatively quickly. To do this, we will share one or more folders from the machine booted up with the Ubuntu Live CD over the network, letting our Windows PC grab the files contained in that folder. As an example, we’re going to share a folder on the desktop called ToShare. Right-click on the folder you want to share, and click Sharing Options. A Folder Sharing window will pop up. Check the box labeled Share this folder. A window will pop up about the sharing service. Click the Install service button. Some files will be downloaded, and then installed. When they’re done installing, you’ll be appropriately notified. You will be prompted to restart your session. Don’t worry, this won’t actually log you out, so go ahead and press the Restart session button. The Folder Sharing window returns, with Share this folder now checked. Edit the Share name if you’d like, and add checkmarks in the two checkboxes below the text fields. Click Create Share. Nautilus will ask your permission to add some permissions to the folder you want to share. Allow it to Add the permissions automatically. The folder is now shared, as evidenced by the new arrows above the folder’s icon. At this point, you are done with the Ubuntu machine. Head to your Windows PC, and open up Windows Explorer. Click on Network in the list on the left, and you should see a machine called UBUNTU in the right pane. Note: This example is shown in Windows 7; the same steps should work for Windows XP and Vista, but we have not tested them. Double-click on UBUNTU, and you will see the folder you shared earlier! As well as any other folders you’ve shared from Ubuntu. Double click on the folder you want to access, and from there, you can move the files from the machine booted with Ubuntu to your Windows PC. Upload to an Online Service There are many services online that will allow you to upload files, either temporarily or permanently. As long as you aren’t transferring an entire hard drive, these services should allow you to transfer your important files from the Ubuntu environment to any other machine with Internet access. We recommend compressing the files that you want to move, both to save a little bit of bandwidth, and to save time clicking on files, as uploading a single file will be much less work than a ton of little files. To compress one or more files or folders, select them, and then right-click on one of the members of the group. Click Compress…. Give the compressed file a suitable name, and then select a compression format. We’re using .zip because we can open it anywhere, and the compression rate is acceptable. Click Create and the compressed file will show up in the location selected in the Compress window. Dropbox If you have a Dropbox account, then you can easily upload files from the Ubuntu environment to Dropbox. There is no explicit limit on the size of file that can be uploaded to Dropbox, though a free account begins with a total limit of 2 GB of files in total. Access your account through Firefox, which can be opened by clicking on the Firefox logo to the right of the System menu at the top of the screen. Once into your account, press the Upload button on top of the main file list. Because Flash is not installed in the Live CD environment, you will have to switch to the basic uploader. Click Browse…find your compressed file, and then click Upload file. Depending on the size of the file, this could take some time. However, once the file has been uploaded, it should show up on any computer connected through Dropbox in a matter of minutes. Google Docs Google Docs allows the upload of any type of file – making it an ideal place to upload files that we want to access from another computer. While your total allocation of space varies (mine is around 7.5 GB), there is a per-file maximum of 1 GB. Log into Google Docs, and click on the Upload button at the top left of the page. Click Select files to upload and select your compressed file. For safety’s sake, uncheck the checkbox concerning converting files to Google Docs format, and then click Start upload. Go Online – Through FTP If you have access to an FTP server – perhaps through your web hosting company, or you’ve set up an FTP server on a different machine – you can easily access the FTP server in Ubuntu and transfer files. Just make sure you don’t go over your quota if you have one. You will need to know the address of the FTP server, as well as the login information. Click on Places > Connect to Server… Choose the FTP (with login) Service type, and fill in your information. Adding a bookmark is optional, but recommended. You will be asked for your password. You can choose to remember it until you logout, or indefinitely. You can now browse your FTP server just like any other folder. Drop files into the FTP server and you can retrieve them from any computer with an Internet connection and an FTP client. Conclusion While at first the Ubuntu Live CD environment may seem claustrophobic, it has a wealth of options for connecting to peripheral devices, local computers, and machines on the Internet – and this article has only scratched the surface. Whatever the storage medium, Ubuntu’s got an interface for it! Similar Articles Productive Geek Tips Backup Your Windows Live Writer SettingsMove a Window Without Clicking the Titlebar in UbuntuRecover Deleted Files on an NTFS Hard Drive from a Ubuntu Live CDCreate a Bootable Ubuntu USB Flash Drive the Easy WayReset Your Ubuntu Password Easily from the Live CD 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 Acronis Online Backup DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows Tech Fanboys Field Guide Check these Awesome Chrome Add-ons iFixit Offers Gadget Repair Manuals Online Vista style sidebar for Windows 7 Create Nice Charts With These Web Based Tools Track Daily Goals With 42Goals

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  • How do I convert my matrix from OpenGL to Marmalade?

    - by King Snail
    I am using a third party rendering API, Marmalade, on top of OpenGL code and I cannot get my matrices correct. One of the API's authors states this: We're right handed by default, and we treat y as up by convention. Since IwGx's coordinate system has (0,0) as the top left, you typically need a 180 degree rotation around Z in your view matrix. I think the viewer does this by default. In my OpenGL app I have access to the view and projection matrices separately. How can I convert them to fit the criteria used by my third party rendering API? I don't understand what they mean to rotate 180 degrees around Z, is that in the view matrix itself or something in the camera before making the view matrix. Any code would be helpful, thanks.

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  • Experience your music in a whole new way with Zune for PC

    - by Matthew Guay
    Tired of the standard Media Player look and feel, and want something new and innovative?  Zune offers a fresh, new way to enjoy your music, videos, pictures, and podcasts, whether or not you own a Zune device. Microsoft started out on a new multimedia experience for PCs and mobile devices with the launch of the Zune several years ago.  The Zune devices have been well received and noted for their innovative UI, and the Zune HD’s fluid interface is the foundation for the widely anticipated Windows Phone 7.  But regardless of whether or not you have a Zune Device, you can still use the exciting new UI and services directly from your PC.  Zune for Windows is a very nice media player that offers a music and video store and wide support for multimedia formats including those used in Apple products.  And if you enjoy listening to a wide variety of music, it also offers the Zune Pass which lets you stream an unlimited number of songs to your computer and download 10 songs for keeps per month for $14.99/month. Or you can do a pre-paid music card as well.  It does all this using the new Metro UI which beautifully shows information using text in a whole new way.  Here’s a quick look at setting up and using Zune on your PC. Getting Started Download the installer (link below), and run it to begin setup.  Please note that Zune offers a separate version for computers running the 64 bit version of Windows Vista or 7, so choose it if your computer is running these. Once your download is finished, run the installer to setup Zune on your computer.  Accept the EULA when prompted. If there are any updates available, they will automatically download and install during the setup.  So, if you’re installing Zune from a disk (for example, one packaged with a Zune device), you don’t have to worry if you have the latest version.  Zune will proceed to install on your computer.   It may prompt you to restart your computer after installation; click Restart Now so you can proceed with your Zune setup.  The reboot appears to be for Zune device support, and the program ran fine otherwise without rebooting, so you could possibly skip this step if you’re not using a Zune device.  However, to be on the safe side, go ahead and reboot. After rebooting, launch Zune.  It will play a cute introduction video on first launch; press skip if you don’t want to watch it. Zune will now ask you if you want to keep the default settings or change them.  Choose Start to keep the defaults, or Settings to customize to your wishes.  Do note that the default settings will set Zune as your default media player, so click Settings if you wish to change this. If you choose to change the default settings, you can change how Zune finds and stores media on your computer.  In Windows 7, Zune will by default use your Windows 7 Libraries to manage your media, and will in fact add a new Podcasts library to Windows 7. If your media is stored on another location, such as on a server, then you can add this to the Library.  Please note that this adds the location to your system-wide library, not just the Zune player. There’s one last step.  Enter three of your favorite artists, and Zune will add Smart DJ mixes to your Quickplay list based on these.  Some less famous or popular artists may not be recognized, so you may have to try another if your choice isn’t available.  Or, you can click Skip if you don’t want to do this right now. Welcome to Zune!  This is the default first page, QuickPlay, where you can easily access your pinned and new items.   If you have a Zune account, or would like to create a new one, click Sign In on the top. Creating a new account is quick and simple, and if you’re new to Zune, you can try out a 14 day trial of Zune Pass for free if you want. Zune allows you to share your listening habits and favorites with friends or the world, but you can turn this off or change it if you like. Using Zune for Windows To access your media, click the Collection link on the top left.  Zune will show all the media you already have stored on your computer, organized by artist and album. Right-click on any album, and you choose to have Zune find album art or do a variety of other tasks with the media.   When playing media, you can view it in several unique ways.  First, the default Mix view will show related tracks to the music you’re playing from Smart DJ.  You can either play these fully if you’re a Zune Pass subscriber, or otherwise you can play 30 second previews. Then, for many popular artists, Zune will change the player background to show pictures and information in a unique way while the music is playing.  The information may range from history about the artist to the popularity of the song being played.   Zune also works as a nice viewer for the pictures on your computer. Start a slideshow, and Zune will play your pictures with nice transition effects and music from your library. Zune Store The Zune Store offers a wide variety of music, TV shows, and videos for purchase.  If you’re a Zune Pass subscriber, you can listen to or download any song without purchasing it; otherwise, you can preview a 30 second clip first. Zune also offers a wide selection of Podcasts you can subscribe to for free. Using Zune for PC with a Zune Device If you have a Zune device attached to your computer, you can easily add media files to it by simply dragging them to the Zune device icon in the left corner.  In the future, this will also work with Windows Phone 7 devices. If you have a Zune HD, you can also download and add apps to your device. Here’s the detailed information window for the weather app.  Click Download to add it to your device.   Mini Mode The Zune player generally takes up a large portion of your screen, and is actually most impressive when run maximized.  However, if you’re simply wanting to enjoy your tunes while you’re using your computer, you can use the Mini mode to still view music info and control Zune in a smaller mode.  Click the Mini Player button near the window control buttons in the top right to activate it. Now Zune will take up much less of your desktop.  This window will stay on top of other windows so you can still easily view and control it. Zune will display an image of the artist if one is available, and this shows up in Mini mode more often than it does in the full mode. And, in Windows 7, you could simply minimize Zune as you can control it directly from the taskbar thumbnail preview.   Even more controls are available from Zune’s jumplist in Windows 7.  You can directly access your Quickplay links or choose to shuffle all music without leaving the taskbar. Settings Although Zune is designed to be used without confusing menus and settings, you can tweak the program to your liking from the settings panel.  Click Settings near the top left of the window. Here you can change file storage, types, burn, metadata, and many more settings.  You can also setup Zune to stream media to your XBOX 360 if you have one.   You can also customize Zune’s look with a variety of modern backgrounds and gradients. Conclusion If you’re ready for a fresh way to enjoy your media, Zune is designed for you.  It’s innovative UI definitely sets it apart from standard media players, and is very pleasing to use.  Zune is especially nice if your computer is using XP, Vista Home Basic, or 7 Starter as these versions of Windows don’t include Media Center.  Additionally, the mini player mode is a nice touch that brings a feature of Windows 7’s Media Player to XP and Vista.  Zune is definitely one of our favorite music apps.  Try it out, and get a fresh view of your music today! 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