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  • Package management system corrupted. Cannot install or remove packages. U12.04LTS

    - by user271490
    Having read other posts, I believe that this may be less about samba than about update system. Below is the log file of the failed installation of Samba. I have been trying without success to install/outstall samba so that I could install anything else ... I cannot either install or remove samba using either update-manager or apt-get (nor indeed Software Centre). One of the errors that I have had to correct is the presence after "removal" (failed) of /usr/share/system-config-samba directory which finally allowed itself to be deleted. That, however was then ... I have U12.04LTS. running on release 63 because I allowed the upgrade to 64 this morning which fell over - no output to monitor - obviously even less support for my graphic chip than I am suffering already (see other posts in this forum). According to my interpretation of the dpkg returned errors there may be some problem with the package files, but if this is the case then it is on servers 'main', 'nantes uni fr' and 'best fr' at the very least if not everywhere. The suggestions offered at Package operation failed and elsewhere have not worked for me. This linked post suggests that a similar error is present in other packages, or that the error is in the 'update system' I have tried ... sudo apt-get remove samba ... autoremove ... install samba ... clean ... update -f all of the above In update-manager I have tried the "reload packages list" which fails to terminate because of the error. I have tried to install and remove samba from the software centre ... :( I am at a loss ... I need help, please! Firstly to recover my apt-get/update-manager/Software Centre so that I can at least carry on with my continuing installation - up to communicating with home network hence need for samba - which brings me to my second requirement ... samba. PS is the issue about "MaxReports" associated or apart? UPDATE! Being heartily sick of restarting FF every 5 seconds I thought I'd try again with Chromium ... and got the same errors from dpkg about corrupt compressed package - coincidence? Of course this was no longer in clipboard when I got here because apport has just errored ... AAARRRGGGH!!! Why does every error clear the clipboard? Thanks for any and all help!! installArchives() failed: Preconfiguring packages ... ... snip (Reading database ... ... snip (Reading database ... 184858 files and directories currently installed.) Unpacking samba (from .../samba_2%3a3.6.3-2ubuntu2.10_i386.deb) ... dpkg-deb (subprocess): data: internal gzip read error: ': data error' dpkg-deb: error: subprocess returned error exit status 2 dpkg: error processing /var/cache/apt/archives/samba_2%3a3.6.3-2ubuntu2.10_i386.deb (--unpack): subprocess dpkg-deb --fsys-tarfile returned error exit status 2 No apport report written because MaxReports is reached already Selecting previously unselected package system-config-samba. Unpacking system-config-samba (from .../system-config-samba_1.2.63-0ubuntu5_all.deb) ... Processing triggers for ureadahead ... ureadahead will be reprofiled on next reboot Processing triggers for ufw ... Processing triggers for man-db ... Processing triggers for bamfdaemon ... Rebuilding /usr/share/applications/bamf.index... Processing triggers for desktop-file-utils ... Processing triggers for gnome-menus ... Processing triggers for hicolor-icon-theme ... Errors were encountered while processing: /var/cache/apt/archives/samba_2%3a3.6.3-2ubuntu2.10_i386.deb Error in function: dpkg: dependency problems prevent configuration of system-config-samba: system-config-samba depends on samba; however: Package samba is not installed. dpkg: error processing system-config-samba (--configure): dependency problems - leaving unconfigured

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  • How to convert pitch and yaw to x, y, z rotations?

    - by Aaron Anodide
    I'm a beginner using XNA to try and make a 3D Asteroids game. I'm really close to having my space ship drive around as if it had thrusters for pitch and yaw. The problem is I can't quite figure out how to translate the rotations, for instance, when I pitch forward 45 degrees and then start to turn - in this case there should be rotation being applied to all three directions to get the "diagonal yaw" - right? I thought I had it right with the calculations below, but they cause a partly pitched forward ship to wobble instead of turn.... :( So my quesiton is: how do you calculate the X, Y, and Z rotations for an object in terms of pitch and yaw? Here's current (almost working) calculations for the Rotation acceleration: float accel = .75f; // Thrust +Y / Forward if (currentKeyboardState.IsKeyDown(Keys.I)) { this.ship.AccelerationY += (float)Math.Cos(this.ship.RotationZ) * accel; this.ship.AccelerationX += (float)Math.Sin(this.ship.RotationZ) * -accel; this.ship.AccelerationZ += (float)Math.Sin(this.ship.RotationX) * accel; } // Rotation +Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.J)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * accel; } // Rotation -Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.K)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * -accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * -accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * -accel; } // Rotation +X / Pitch if (currentKeyboardState.IsKeyDown(Keys.F)) { this.ship.RotationAccelerationX += accel; } // Rotation -X / Pitch if (currentKeyboardState.IsKeyDown(Keys.D)) { this.ship.RotationAccelerationX -= accel; } I'm combining that with drawing code that does a rotation to the model: public void Draw(Matrix world, Matrix view, Matrix projection, TimeSpan elsapsedTime) { float seconds = (float)elsapsedTime.TotalSeconds; // update velocity based on acceleration this.VelocityX += this.AccelerationX * seconds; this.VelocityY += this.AccelerationY * seconds; this.VelocityZ += this.AccelerationZ * seconds; // update position based on velocity this.PositionX += this.VelocityX * seconds; this.PositionY += this.VelocityY * seconds; this.PositionZ += this.VelocityZ * seconds; // update rotational velocity based on rotational acceleration this.RotationVelocityX += this.RotationAccelerationX * seconds; this.RotationVelocityY += this.RotationAccelerationY * seconds; this.RotationVelocityZ += this.RotationAccelerationZ * seconds; // update rotation based on rotational velocity this.RotationX += this.RotationVelocityX * seconds; this.RotationY += this.RotationVelocityY * seconds; this.RotationZ += this.RotationVelocityZ * seconds; Matrix translation = Matrix.CreateTranslation(PositionX, PositionY, PositionZ); Matrix rotation = Matrix.CreateRotationX(RotationX) * Matrix.CreateRotationY(RotationY) * Matrix.CreateRotationZ(RotationZ); model.Root.Transform = rotation * translation * world; model.CopyAbsoluteBoneTransformsTo(boneTransforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } }

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  • Best triple head display setup

    - by dgel
    I'm currently running Ubuntu 12.04 with a darn good triple head display setup. I've got a VisionTek 900530 Radeon HD 5450 512MB DDR3 PCI Express video card that has two DVI outputs and one Mini DisplayPort that I have connected to a HDMI adapter. I'm running three identical Asus 1920x1080 monitors that each have a DVI, VGA, and HDMI input. I'm using the xorg-edgers ppa, so I'm using the open source radeon driver version 6.99.99. I tried using the ATI binary fglrx driver, but I wasn't able to get the three monitors working properly- the monitor connected via HDMI / DisplayPort wouldn't run at full resolution. The setup is almost perfect: Compiz runs fine and is quite snappy. I'm not able to use that great compiz feature where you can drag a window to the side of a display and it will half maximize. I occasionally experience display corruption weirdness with Unity and need to restart it. When I use a dropdown menu in LibreOffice it often pops the menu down in another window. For example, if I'm using the center monitor and click the Insert menu, the menu pulls down on the monitor to my right, forcing me to chase it. If I chase down the menu and choose Manual Break, the dialog appears over on my left monitor. This absurdity is mildly entertaining but has lost its novelty. I've decided to build a new system and have spared no expense- latest i7 processor, SSD, etc. I really like the performance of the Nvidia binary drivers, so I put two ZOTAC ZT-40707-10L GeForce GT 440 in the system, figuring I'd have four DVI outputs and an awesome triple (or even eventually quad) head setup. Unfortunately it appears that I didn't do sufficient research before my purchase. It seems that Nvidia TwinView only supports two monitors on one card (I guess that's why they call it TwinView...). I messed around with running two X servers, but I really don't want that- being able to drag windows to any monitor is critical. It doesn't sound like Xinerama is an option because from what I understand it simply doesn't support Compiz. I've seen a BaseMosaic option that can be used with the Nvidia drivers that appears to support an almost unlimited number of heads- unfortunately me cheap little cards don't support it. I'm also not sure whether you'll still have all nice maximizing and snapping that TwinView provides, or whether Ubuntu will only see it as one massive display. I put my old trusty ATI card into my new system and installed 12.10. I'm using the opensource radeon drivers again because even in 12.10 I can't get the fglrx binary drivers to do triple head. Unfortunately, even with an unbelievably powerful system the experience is extremely sluggish (much more so than my experience in 12.04). The menu scattering problem appears to be fixed, but I get a lot of nasty Unity display corruption. So finally, my question is this: What hardware / drivers should I use? I'm willing to buy (almost) any video card(s). I have two PCI-Express 3.0 slots on my motherboard (which has an integrated Intel HD card). I'm willing to use ATI or Nvidia cards and willing to run Ubuntu 12.04.1 or 12.10. I'm not a gamer, but do want beautiful and snappy Compiz effects. Does anyone out there have the perfect triple head setup in 12.04 or 12.10? What hardware / drivers are you using? I have those two Nvidia cards but will probably be returning them unless someone knows a way to use them together for a triple head setup. Since I'm having pretty good luck with a single ATI card providing three displays, should I just buy a beefier one with the hopes that it will fix the horrible sluggishness I'm experiencing in 12.10?

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  • ConcurrentDictionary<TKey,TValue> used with Lazy<T>

    - by Reed
    In a recent thread on the MSDN forum for the TPL, Stephen Toub suggested mixing ConcurrentDictionary<T,U> with Lazy<T>.  This provides a fantastic model for creating a thread safe dictionary of values where the construction of the value type is expensive.  This is an incredibly useful pattern for many operations, such as value caches. The ConcurrentDictionary<TKey, TValue> class was added in .NET 4, and provides a thread-safe, lock free collection of key value pairs.  While this is a fantastic replacement for Dictionary<TKey, TValue>, it has a potential flaw when used with values where construction of the value class is expensive. The typical way this is used is to call a method such as GetOrAdd to fetch or add a value to the dictionary.  It handles all of the thread safety for you, but as a result, if two threads call this simultaneously, two instances of TValue can easily be constructed. If TValue is very expensive to construct, or worse, has side effects if constructed too often, this is less than desirable.  While you can easily work around this with locking, Stephen Toub provided a very clever alternative – using Lazy<TValue> as the value in the dictionary instead. This looks like the following.  Instead of calling: MyValue value = dictionary.GetOrAdd( key, () => new MyValue(key)); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } We would instead use a ConcurrentDictionary<TKey, Lazy<TValue>>, and write: MyValue value = dictionary.GetOrAdd( key, () => new Lazy<MyValue>( () => new MyValue(key))) .Value; This simple change dramatically changes how the operation works.  Now, if two threads call this simultaneously, instead of constructing two MyValue instances, we construct two Lazy<MyValue> instances. However, the Lazy<T> class is very cheap to construct.  Unlike “MyValue”, we can safely afford to construct this twice and “throw away” one of the instances. We then call Lazy<T>.Value at the end to fetch our “MyValue” instance.  At this point, GetOrAdd will always return the same instance of Lazy<MyValue>.  Since Lazy<T> doesn’t construct the MyValue instance until requested, the actual MyClass instance returned is only constructed once.

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  • Seperation of project responsibilities in new project

    - by dreza
    We have very recently started a new project (MVC 3.0) and some of our early discussion has been around how the work and development will be split amongst the team members to ensure we get the least amount of overlap of work and so help make it a bit easier for each developer to get on and do their work. The project is expected to take about 6 months - 1 year (although not all developers are likely to be on and might filter off towards the end), Our team is going to be small so this will help out a bit I believe. The team will essentially consist of: 3 x developers (1 a slightly more experienced and will be the lead) 1 x project manager / product owner / tester An external company responsbile for doing our design work General project/development decisions so far have included: Develop in an Agile way using SCRUM techniques (We are still very much learning this approach as a company) Use MVVM archectecture Use Ninject and DI where possible Attempt to use as TDD as much as possible to drive development. Keep our controllers as skinny as possible Keep our views as simple as possible During our discussions two approaches have been broached as too how to seperate the workload given our objectives outlined above. OPTION 1: A framework seperation where each person is responsible for conceptual areas with overlap and discussion primarily in the integration areas. The integration areas would the responsibily of both developers as required. View prototypes (**Graphic designer**) | - Mockups | Views (Razor and view helpers etc) & Javascript (**Developer 1**) | - View models (Integration point) | Controllers and Application logic (**Developer 2**) | - Models (Integration point) | Domain model and persistence (**Developer 3**) PROS: Integration points are quite clear and so developers can work without dependencies on others fairly easily Code practices such as naming conventions and style is more easily managed in regards to consistancy as primarily only one developer will be handling an area CONS: Completion of an entire feature becomes a bit grey as no single person is responsible for an entire feature (story?) A person might not have a full appreciation for all areas of the project and so code overlap might be lacking if suddenly that person left. OPTION 2: A more task orientated approach where each person is responsible for the completion of the entire task from view - controller - model. PROS: A person is responsible for one entire feature so it's "complete" state can be clearly defined Code overlap into different areas will occur so each individual has good coverage over the entire application CONS: Overlap of development will occur in all the modules and developers can develop/extend without a true understanding of what the original code owner was intending. This could potentially lead more easily to code bloat? Following a convention might be harder as developers are adding to all areas of the project If a developer sets up a way of doing things would it be harder to enforce the other developers to follow that convention or even build on it (or even discuss it?). Dunno.. Bugs could more easily be introduced into areas not thought about by the developer It's easier to possibly to carry a team member in so far as one member just hacks code together to complete a task whilst another takes time to build a foundation that could be used by others and so help make future tasks easier i.e. starts building a framework? QUESTION: As it might appear I'm more in favor of option 1, however I'm interested to see how others might have approached this or what is the standard or best or preferred way of undertaking a project. Or indeed any different approach to handling this?

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  • ORE graphics using Remote Desktop Protocol

    - by Sherry LaMonica
    Oracle R Enterprise graphics are returned as raster, or bitmap graphics. Raster images consist of tiny squares of color information referred to as pixels that form points of color to create a complete image. Plots that contain raster images render quickly in R and create small, high-quality exported image files in a wide variety of formats. However, it is a known issue that the rendering of raster images can be problematic when creating graphics using a Remote Desktop connection. Raster images do not display in the windows device using Remote Desktop under the default settings. This happens because Remote Desktop restricts the number of colors when connecting to a Windows machine to 16 bits per pixel, and interpolating raster graphics requires many colors, at least 32 bits per pixel.. For example, this simple embedded R image plot will be returned in a raster-based format using a standalone Windows machine:  R> library(ORE) R> ore.connect(user="rquser", sid="orcl", host="localhost", password="rquser", all=TRUE)  R> ore.doEval(function() image(volcano, col=terrain.colors(30))) Here, we first load the ORE packages and connect to the database instance using database login credentials. The ore.doEval function executes the R code within the database embedded R engine and returns the image back to the client R session. Over a Remote Desktop connection under the default settings, this graph will appear blank due to the restricted number of colors. Users who encounter this issue have two options to display ORE graphics over Remote Desktop: either raise Remote Desktop's Color Depth or direct the plot output to an alternate device. Option #1: Raise Remote Desktop Color Depth setting In a Remote Desktop session, all environment variables, including display variables determining Color Depth, are determined by the RCP-Tcp connection settings. For example, users can reduce the Color Depth when connecting over a slow connection. The different settings are 15 bits, 16 bits, 24 bits, or 32 bits per pixel. To raise the Remote Desktop color depth: On the Windows server, launch Remote Desktop Session Host Configuration from the Accessories menu.Under Connections, right click on RDP-Tcp and select Properties.On the Client Settings tab either uncheck LimitMaximum Color Depth or set it to 32 bits per pixel. Click Apply, then OK, log out of the remote session and reconnect.After reconnecting, the Color Depth on the Display tab will be set to 32 bits per pixel.  Raster graphics will now display as expected. For ORE users, the increased color depth results in slightly reduced performance during plot creation, but the graph will be created instead of displaying an empty plot. Option #2: Direct plot output to alternate device Plotting to a non-windows device is a good option if it's not possible to increase Remote Desktop Color Depth, or if performance is degraded when creating the graph. Several device drivers are available for off-screen graphics in R, such as postscript, pdf, and png. On-screen devices include windows, X11 and Cairo. Here we output to the Cairo device to render an on-screen raster graphic.  The grid.raster function in the grid package is analogous to other grid graphical primitives - it draws a raster image within the current plot's grid.  R> options(device = "CairoWin") # use Cairo device for plotting during the session R> library(Cairo) # load Cairo, grid and png libraries  R> library(grid) R> library(png)  R> res <- ore.doEval(function()image(volcano,col=terrain.colors(30))) # create embedded R plot  R> img <- ore.pull(res, graphics = TRUE)$img[[1]] # extract image  R> grid.raster(as.raster(readPNG(img)), interpolate = FALSE) # generate raster graph R> dev.off() # turn off first device   By default, the interpolate argument to grid.raster is TRUE, which means that what is actually drawn by R is a linear interpolation of the pixels in the original image. Setting interpolate to FALSE uses a sample from the pixels in the original image.A list of graphics devices available in R can be found in the Devices help file from the grDevices package: R> help(Devices)

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  • Process for Securing Web Sites and Applications

    - by Aamir Hasan
    The following quick-start guide provides a detailed overview of how to configure security for IIS 6.0. Reduce the Attack Surface of the Web Server 1.       Enable only essential Windows Server 2003 components and services. 2.       Enable only essential IIS 6.0 components and services. 3.       Enable only essential Web service extensions. 4.       Enable only essential Multipurpose Internet Mail Extensions (MIME) types. 5.       Configure Windows Server 2003 security settings. Prevent Unauthorized Access to Web Sites and Applications 1.       Store content on a dedicated disk volume. 2.       Set IIS Web site permissions. 3.       Set IP address and domain name restrictions. 4.       Set the NTFS file system permissions. Isolate Web Sites and Applications 1.       Evaluate the effects of impersonation on application compatibility: 2·         Identify the impersonation behavior for ASP applications. 3·         Select the impersonation behavior for ASP.NET applications. 4.       Configure Web sites and applications for isolation. Configure User Authentication 1.       Configure Web site authentication. 2·         Select the Web site authentication method. 3·         Configure the Web site authentication method. 4.       Configure File Transfer Protocol (FTP) site authentication. Encrypt Confidential Data Exchanged with Clients 1.       Use Secure Sockets Layer (SSL) to encrypt confidential data. 2.       Use Internet Protocol security (IPSec) or virtual private network (VPN) with remote administration. Maintain Web Site and Application Security 1.       Obtain and apply current security patches. 2.       Enable Windows Server 2003 security logs. 3.       Enable file access auditing for Web site content. 4.       Configure IIS logs. 5.       Review security policies, processes, and procedures.  Note:To secure the Web sites and applications in a Web farm, use the process described in this chapter to configure security for each server in the Web farm. Link:http://www.studentacad.com/post/2010/04/28/Process-for-Securing-Web-Sites-and-Applications.aspx

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  • Why is x=x++ undefined?

    - by ugoren
    It's undefined because the it modifies x twice between sequence points. The standard says it's undefined, therefore it's undefined. That much I know. But why? My understanding is that forbidding this allows compilers to optimize better. This could have made sense when C was invented, but now seems like a weak argument. If we were to reinvent C today, would we do it this way, or can it be done better? Or maybe there's a deeper problem, that makes it hard to define consistent rules for such expressions, so it's best to forbid them? So suppose we were to reinvent C today. I'd like to suggest simple rules for expressions such as x=x++, which seem to me to work better than the existing rules. I'd like to get your opinion on the suggested rules compared to the existing ones, or other suggestions. Suggested Rules: Between sequence points, order of evaluation is unspecified. Side effects take place immediately. There's no undefined behavior involved. Expressions evaluate to this value or that, but surely won't format your hard disk (strangely, I've never seen an implementation where x=x++ formats the hard disk). Example Expressions x=x++ - Well defined, doesn't change x. First, x is incremented (immediately when x++ is evaluated), then it's old value is stored in x. x++ + ++x - Increments x twice, evaluates to 2*x+2. Though either side may be evaluated first, the result is either x + (x+2) (left side first) or (x+1) + (x+1) (right side first). x = x + (x=3) - Unspecified, x set to either x+3 or 6. If the right side is evaluated first, it's x+3. It's also possible that x=3 is evaluated first, so it's 3+3. In either case, the x=3 assignment happens immediately when x=3 is evaluated, so the value stored is overwritten by the other assignment. x+=(x=3) - Well defined, sets x to 6. You could argue that this is just shorthand for the expression above. But I'd say that += must be executed after x=3, and not in two parts (read x, evaluate x=3, add and store new value). What's the Advantage? Some comments raised this good point. It's not that I'm after the pleasure of using x=x++ in my code. It's a strange and misleading expression. What I want is to be able to understand complicated expressions. Normally, a complicated expression is no more than the sum of its parts. If you understand the parts and the operators combining them, you can understand the whole. C's current behavior seems to deviate from this principle. One assignment plus another assignment suddenly doesn't make two assignments. Today, when I look at x=x++, I can't say what it does. With my suggested rules, I can, by simply examining its components and their relations.

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  • DirectX particle system. ConstantBuffer

    - by Liuka
    I'm new in DirectX and I'm making a 2D game. I want to use a particle system to simulate a 3D starfield, so each star has to set its own constant buffer for the vertexshader es. to set it's world matrix. So if i have 500 stars (that move every frame) i need to call 500 times VSsetconstantbuffer, and map/unmap each buffer. with 500 stars i have an average of 220 fps and that's quite good. My bottelneck is Vs/PsSetconstantbuffer. If i dont call this function i have 400 fps(obliviously nothing is display, since i dont set the position of the stars). So is there a method to speed up the render of the particle system?? Ps. I'm using intel integrate graphic (hd 2000-3000). with a nvidia (or amd) gpu will i have the same bottleneck?? If, for example, i dont call setshaderresource i have 10-20 fps more (for 500 objcets), that is not 180.Why does SetConstantBuffer take so long?? LPVOID VSdataPtr = VSmappedResource.pData; memcpy(VSdataPtr, VSdata, CszVSdata); context->Unmap(VertexBuffer, 0); result = context->Map(PixelBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &PSmappedResource); if (FAILED(result)) { outputResult.OutputErrorMessage(TITLE, L"Cannot map the PixelBuffer", &result, OUTPUT_ERROR_FILE); return; } LPVOID PSdataPtr = PSmappedResource.pData; memcpy(PSdataPtr, PSdata, CszPSdata); context->Unmap(PixelBuffer, 0); context->VSSetConstantBuffers(0, 1, &VertexBuffer); context->PSSetConstantBuffers(0, 1, &PixelBuffer); this update and set the buffer. It's part of the render method of a sprite class that contains a the vertex buffer and the texture to apply to the quads(it's a 2d game) too. I have an array of 500 stars (sprite setup with a star texture). Every frame: clear back buffer; draw the array of stars; present the backbuffer; draw also call the function update( which calculate the position of the sprite on screen based on a "camera class") Ok, create a vertex buffer with the vertices of each quads(stars) seems to be good, since the stars don't change their "virtual" position; so.... In a particle system (where particles move) it's better to have all the object in only one vertices array, rather then an array of different sprite/object in order to update all the vertices' position with a single setbuffer call. In this case i have to use a dynamic vertex buffer with the vertices positions like this: verticesForQuad={{ XMFLOAT3((float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 0.0f) }, { XMFLOAT3((float)halfDImensions.x-1+pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(1.0f, 1.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1+pos.x, (float)halfDImensions.y-1.pos.y, 1.0f), XMFLOAT2(0.0f, 0.0f) }, { XMFLOAT3(-(float)halfDImensions.x-1.pos.x, -(float)halfDImensions.y-1+pos.y, 1.0f), XMFLOAT2(0.0f, 1.0f) }, ....other quads} where halfDimensions is the halfsize in pixel of a texture and pos the virtual position of a star. than create an array of verticesForQuad and create the vertex buffer ZeroMemory(&vertexDesc, sizeof(vertexDesc)); vertexDesc.Usage = D3D11_USAGE_DEFAULT; vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexDesc.ByteWidth = sizeof(VertexType)* 4*numStars; ZeroMemory(&resourceData, sizeof(resourceData)); resourceData.pSysMem = verticesForQuad; result = device->CreateBuffer(&vertexDesc, &resourceData, &CvertexBuffer); and call each frame Context->IASetVertexBuffers(0, 1, &CvertexBuffer, &stride, &offset); But if i want to add and remove obj i have to recreate the buffer each time, havent i?? There is a faster way? I think i can create a vertex buffer with a max size (es. 10000 objs) and when i update it set only the 250 position (for 250 onjs for example) and pass this number as the vertexCount to the draw function (numObjs*4), or i'm worng

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  • Getting 2D Platformer entity collision Response Correct (side-to-side + jumping/landing on heads)

    - by jbrennan
    I've been working on a 2D (tile based) 2D platformer for iOS and I've got basic entity collision detection working, but there's just something not right about it and I can't quite figure out how to solve it. There are 2 forms of collision between player entities as I can tell, either the two players (human controlled) are hitting each other side-to-side (i. e. pushing against one another), or one player has jumped on the head of the other player (naturally, if I wanted to expand this to player vs enemy, the effects would be different, but the types of collisions would be identical, just the reaction should be a little different). In my code I believe I've got the side-to-side code working: If two entities press against one another, then they are both moved back on either side of the intersection rectangle so that they are just pushing on each other. I also have the "landed on the other player's head" part working. The real problem is, if the two players are currently pushing up against each other, and one player jumps, then at one point as they're jumping, the height-difference threshold that counts as a "land on head" is passed and then it registers as a jump. As a life-long player of 2D Mario Bros style games, this feels incorrect to me, but I can't quite figure out how to solve it. My code: (it's really Objective-C but I've put it in pseudo C-style code just to be simpler for non ObjC readers) void checkCollisions() { // For each entity in the scene, compare it with all other entities (but not with one it's already compared against) for (int i = 0; i < _allGameObjects.count(); i++) { // GameObject is an Entity GEGameObject *firstGameObject = _allGameObjects.objectAtIndex(i); // Don't check against yourself or any previous entity for (int j = i+1; j < _allGameObjects.count(); j++) { GEGameObject *secondGameObject = _allGameObjects.objectAtIndex(j); // Get the collision bounds for both entities, then see if they intersect // CGRect is a C-struct with an origin Point (x, y) and a Size (w, h) CGRect firstRect = firstGameObject.collisionBounds(); CGRect secondRect = secondGameObject.collisionBounds(); // Collision of any sort if (CGRectIntersectsRect(firstRect, secondRect)) { //////////////////////////////// // // // Check for jumping first (???) // // //////////////////////////////// if (firstRect.origin.y > (secondRect.origin.y + (secondRect.size.height * 0.7))) { // the top entity could be pretty far down/in to the bottom entity.... firstGameObject.didLandOnEntity(secondGameObject); } else if (secondRect.origin.y > (firstRect.origin.y + (firstRect.size.height * 0.7))) { // second entity was actually on top.... secondGameObject.didLandOnEntity.(firstGameObject); } else if (firstRect.origin.x > secondRect.origin.x && firstRect.origin.x < (secondRect.origin.x + secondRect.size.width)) { // Hit from the RIGHT CGRect intersection = CGRectIntersection(firstRect, secondRect); // The NUDGE just offsets either object back to the left or right // After the nudging, they are exactly pressing against each other with no intersection firstGameObject.nudgeToRightOfIntersection(intersection); secondGameObject.nudgeToLeftOfIntersection(intersection); } else if ((firstRect.origin.x + firstRect.size.width) > secondRect.origin.x) { // hit from the LEFT CGRect intersection = CGRectIntersection(firstRect, secondRect); secondGameObject.nudgeToRightOfIntersection(intersection); firstGameObject.nudgeToLeftOfIntersection(intersection); } } } } } I think my collision detection code is pretty close, but obviously I'm doing something a little wrong. I really think it's to do with the way my jumps are checked (I wanted to make sure that a jump could happen from an angle (instead of if the falling player had been at a right angle to the player below). Can someone please help me here? I haven't been able to find many resources on how to do this properly (and thinking like a game developer is new for me). Thanks in advance!

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  • glm matrix conversion for DirectX

    - by niktehpui
    For on of the coursework specification I need to work with DirectX, so I tried to implement a DirectX Renderer in my small cross-platform framework (to have it optionally available for Windows). Since I want to stick to my dependencies I want use glm for vector/matrix/quaternions math. The vectors seem to be fully compatible with DirectX, but the glm::mat4 is not working properly in DirectX Effects Framework. I assumed the reason is that DirectX uses row majors layouts and OpenGL column majors (although if I remember right internally in HLSL DX uses column major as well), so I transposed the matrix, but I still get no proper results compared to using XNA-Math. XNA-Version of the code (works): XMMATRIX world = XMMatrixIdentity(); XMMATRIX view = XMMatrixLookAtLH(XMVectorSet(5.0, 5.0, 5.0, 1.0f), XMVectorZero(), XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f)); XMMATRIX proj = XMMatrixPerspectiveFovLH(0.25f*3.14f, 1.25f, 1.0f, 1000.0f); XMMATRIX worldViewProj = world*view*proj; m_fxWorldViewProj->SetMatrix(reinterpret_cast<float*>(&worldViewProj)); This works flawlessly and displays the expected colored cube. GLM-Version (does not work): glm::mat4 world(1.0f); glm::mat4 view = glm::lookAt(glm::vec3(5.0f, 5.0f, 5.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f)); glm::mat4 proj = glm::perspective(0.25f*3.14f, 1.25f, 1.0f, 1000.0f); glm::mat4 worldViewProj = glm::transpose(world*view*proj); m_fxWorldViewProj->SetMatrix(glm::value_ptr(worldViewProj)); Displays nothing, screen stays black. I really would like to stick to glm on all platforms.

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  • getting a job in game industry as a developer, just knowing a game engine

    - by numerical25
    I recently enrolled at a community college for game developement. But I am skeptical about the circulum. I have no experience in the gaming industry so I wouldnt be able to tell rather its a good investment or not. So I am asking you. I dont want to get too much into detail of all the classes I am taking so I will try to be brief. By the time I graduate, I should have a understanding of how a game engine works. I will be working with the unreal engine to develop a Multiplayer game from scratch. So in the process of my final project, I will learn how to work within the unreal engine, Learn python and learn how to use it's API to connect to a remote server and build game mechanics. Overall I will also recieve a associates degree in game development. I learn c++ but not c. The director said he was trying to implement c in the program as well. What I notice is I will not learn how to build a 3d game engine from scratch. They do not teach any AI. I will not learn how to work with the graphics card using a graphic's api such as DirectX or OpenGL. I know building a game engine from scratch is a little complex, but at the same time the track is requireing me to take some advances math courses such a calculus and geotomtry 1 and 2. I also got to take a physic class. I just think thats a little much for just learning how to use the unreal engine but not actually build one or try to learn the anatomy of a game engine. Is this good enough to possibly land my a job in the insdustry. If I left anything out or was not detail, please feel free to ask more questions. Thanks Guys!!

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  • asp.net ajax control toolkit combobox displays incorectly when in fieldset with style of position:re

    - by Jon P
    I currently have an Instance of the ASP.net ajax control toolkit combo box residing in a field set with a style of position:releative applied. The control also sits in a very plain table (please no comments about using tables for lay-out, I know it is evil and try to avoid it). There are two problems with the display of the list: The list does not sit flush with the text box. In I.E. 7 (which is the majority of my target audience, intranet where IE7 is the company standard) the list display about 10px below the fieldset, which is what the bottom margin of the fieldset is set to. In FF 2.0 the list sits sinificantly lower and off-set to the right. Below the filed set there is more content in a div, also with a style of position:relative applied. The list from the combo box displays behind the content of this div, which is obviouly an issue. Removing position:releative from the fieldset resolves the display issue of the combo box, but results in other unwanted display side effects. My interim workaround is to specifically restyle this fieldset without the position:absolute style, but I'm hoping for a better solution. Thanks

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  • Creating a closeable tab in Mono/GTK

    - by Chumpy
    I'm trying to create new GTK Notebook tabs that contain both a name (as a Label) and a close button (as a Button with an Image) with the following code: Label headerLabel = new Label(); headerLabel.Text = "Header"; HBox headerBox = new HBox(); Button closeBtn = new Button(); Image closeImg = new Image(Stock.Close, IconSize.Menu); closeBtn.Image = closeImg; closeBtn.Relief = ReliefStyle.None; headerBox.Add(headerLabel); headerBox.Add(closeBtn); headerBox.ShowAll(); MyNotebook.AppendPage(childWidget, headerBox); This seems to work just fine; however, the button is about 1.5 - 2 times the size is needs to be, so there is a lot of extra space around the image inside the button. Having looked at remove inner border on gtk.Button I now see that the culprit is the "inner-border" style property of the GtkButton, but (being new to GTK) I can't seem to figure out how to override its value. Is there some method of doing this that I'm missing? I don't have any reservations about not using a Button/Image combination, so any more obvious suggestions are welcome. Note: I have seen the suggestion in the linked question to use an EventBox, but I was not able to add the Relief and mouseover effects to that Widget.

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  • Improving long-polling Ajax performance

    - by Bears will eat you
    I'm writing a webapp (Firefox-compatible only) which uses long polling (via jQuery's ajax abilities) to send more-or-less constant updates from the server to the client. I'm concerned about the effects of leaving this running for long periods of time, say, all day or overnight. The basic code skeleton is this: function processResults(xml) { // do stuff with the xml from the server } function fetch() { setTimeout(function () { $.ajax({ type: 'GET', url: 'foo/bar/baz', dataType: 'xml', success: function (xml) { processResults(xml); fetch(); }, error: function (xhr, type, exception) { if (xhr.status === 0) { console.log('XMLHttpRequest cancelled'); } else { console.debug(xhr); fetch(); } } }); }, 500); } (The half-second "sleep" is so that the client doesn't hammer the server if the updates are coming back to the client quickly - which they usually are.) After leaving this running overnight, it tends to make Firefox crawl. I'd been thinking that this could be partially caused by a large stack depth since I've basically written an infinitely recursive function. However, if I use Firebug and throw a breakpoint into fetch, it looks like this is not the case. The stack that Firebug shows me is only about 4 or 5 frames deep, even after an hour. One of the solutions I'm considering is changing my recursive function to an iterative one, but I can't figure out how I would insert the delay in between Ajax requests without spinning. I've looked at the JS 1.7 "yield" keyword but I can't quite wrap my head around it, to figure out if it's what I need here. Is the best solution just to do a hard refresh on the page periodically, say, once every hour? Is there a better/leaner long-polling design pattern that won't put a hurt on the browser even after running for 8 or 12 hours? Or should I just skip the long polling altogether and use a different "constant update" pattern since I usually know how frequently the server will have a response for me?

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  • Wpf: Why is WriteableBitmap getting slower?

    - by fritz
    There is a simple MSDN example about WriteableBitmap. It shows how to draw a freehand line with the cursor by just updating one pixel when the mouse is pressed and is moving over a WPF -Image Control. writeableBitmap.Lock(); (...set the writeableBitmap.BackBuffers pixel value...) writeableBitmap.AddDirtyRect(new Int32Rect(column, row, 1, 1)); writeableBitmap.Unlock(); Now I'm trying to understand the following behaviour when moving the mouse pointer very fast: If the image/bitmap size is relatively small e.g. 800:600 pixel, then the last drawn pixel is always "synchronized" with the mouse pointers position, i.e. there is no delay, very fast reaction on mouse movements. But if the bitmap gets larger e.g. 1300:1050 pixel, you can notice a delay, the last drawn pixel always appear a bit delayed behind the moving mouse pointer. So as in both cases only one pixel gets updated with "AddDirtyRect", the reaction speed should be independent from the bitmap size!? But it seems that Writeablebitmap gets slower when it's size gets larger. Or does the whole bitmap somehow get transferred to the graphic device on every writeableBitmap.Unlock(); call , and not only the rectangle area speficied in the AddDirtyRect method? fritz

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  • Reset or clear the UIView from UILabels

    - by Nicsoft
    Hello, I have created an UIView on which I have a number of labels and I'm also drawing some lines in the same UIView. Sometimes I update the lines that I'm drawing. Now, the problem I am having is that when I update the lines, they get drawn according to my wish. But the labels are overwriting themselves. This shouldn't have been a problem if it wasn't for that the position is changed about 1 pixel and that makes the text go blurry. I don't know how to remove the labels before they are redrawn. I do remove the labels from the superview and add them back when drawRect is called, but the SetNeedDisplay doesn't clear the screen before the graphic is updated, I guess (I think I read that SetNeedsDisplay/drawRect doesn't clear the screen, just updating the content. Couldn't find the text now while searching)? What is the pattern to use here, should I create a retangle with the size of the screen (or the area where the labels are) and fill it with the background colour, or is there any other way to clear or reset the UIView (I don't want to release and create the UIView again). The view is created in IB and associated with a custom UIView. In IB I add some buttons and other static labels. The above labels and graphics is created programatically. Any comments would be helpful! Thanks in advance!

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  • How can I line up WPF items in a Horizontal WrapPanel so they line up based on an arbitrary vertical

    - by Scott Whitlock
    I'm trying to create a View in WPF and having a hard time figuring out how to set it up. Here's what I'm trying to build: My ViewModel exposes an IEnumerable property called Items Each item is an event on a timeline, and each one implements ITimelineItem The ViewModel for each item has it's own DataTemplate to to display it I want to display all the items on the timeline connected by a line. I'm thinking a WrapPanel inside of a ListView would work well for this. However, the height of each item will vary depending on the information it displays. Some items will have graphic objects right on the line (like a circle or a diamond, or whatever), and some have annotations above or below the line. So it seems complicated to me. It seems that each item on the timeline has to render its own segment of the line. That's fine. But the distance between the top of the item to the line (and the bottom of the item to the line) could vary. If one item has the line 50 px down from the top and the next item has the line 100 px down from the top, then the first item needs 50 px of padding so that the line segments add up. I think I could solve that problem, however, we only need to add padding if these two items are on the same line in the WrapPanel! Let's say there are 5 items and only room on the screen for 3 across... the WrapPanel will put the other two on the next line. That's ok, but that means only the first 3 need to pad together, and the last 2 need to pad together. This is what's giving me a headache. Is there another approach I could look at?

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  • code review: Is it subjective or objective(quantifiable) ?

    - by Ram
    I am putting together some guidelines for code reviews. We do not have one formal process yet, and trying to formalize it. And our team is geographically distributed We are using TFS for source control (used it for tasks/bug tracking/project management as well, but migrated that to JIRA) with VS2008 for development. What are the things you look for when doing a code review ? These are the things I came up with Enforce FXCop rules (we are a Microsoft shop) Check for performance (any tools ?) and security (thinking about using OWASP- code crawler) and thread safety Adhere to naming conventions The code should cover edge cases and boundaries conditions Should handle exceptions correctly (do not swallow exceptions) Check if the functionality is duplicated elsewhere method body should be small(20-30 lines) , and methods should do one thing and one thing only (no side effects/ avoid temporal coupling -) Do not pass/return nulls in methods Avoid dead code Document public and protected methods/properties/variables What other things do you generally look for ? I am trying to see if we can quantify the review process (it would produce identical output when reviewed by different persons) Example: Saying "the method body should be no longer than 20-30 lines of code" as opposed to saying "the method body should be small" Or is code review very subjective ( and would differ from one reviewer to another ) ? The objective is to have a marking system (say -1 point for each FXCop rule violation,-2 points for not following naming conventions,2 point for refactoring etc) so that developers would be more careful when they check in their code.This way, we can identify developers who are consistently writing good/bad code.The goal is to have the reviewer spend about 30 minutes max, to do a review (I know this is subjective, considering the fact that the changeset/revision might include multiple files/huge changes to the existing architecture etc , but you get the general idea, the reviewer should not spend days reviewing someone's code) What other objective/quantifiable system do you follow to identify good/bad code written by developers? Book reference: Clean Code: A handbook of agile software craftmanship by Robert Martin

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  • How to print data form C#

    - by Hybryd
    I've searched Stackoverflow and google and found many ways how I can print stuff in C#. The best way for me would be to populate blank white windows form with some label, textbox and picturebox elements and print it as a windows form. This way is very poor because it prints in 72 DPI, and is not flexible for multiple pages print. Next way that I found that would be good is using iTextSharp, but there is a problem that iTextSharp only generates PDF-s, and you have to open it in PDF viewer and print from there. I love this way of thinking where I create a paragraph, and then fill it with text and graphic, so I found this thread http://www.devarticles.com/c/a/C-Sharp/Printing-Using-C-sharp/ where it discusses how to create your own printing engine in C#, something like iTextSharp, but very lightweight... Now that I've said that, I want to know is there any ready to use printing engine that would be like iTextSharp, made for printing, not for PDF generation? What is the best way to print something, without using reporting services like CrystalReports. I think Crystal Reports wouldn't work for my case cause I don't want to print generic reports, but some text and graphics that I need to dynamicaly generate every time I need to print.

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  • SQL Server database with clustered GUID PKs - switch clustered index or switch to sequential (comb)

    - by Eyvind
    We have a database in which all the PKs are GUIDs, and most of the PKs are also the clustered index for the table. We know that this is bad (due to the random nature of GUIDs). So, it seems there are basically two options here (short of throwing out GUIDs as PKs altogether, which we cannot do (at least not at this time)). We could change the GUID generation algorithm to e.g. the one that NHibernate uses, as detailed in this post, or we could, for the tables that are under the heaviest use, change to a different clustered index, e.g. an IDENTITY column, and keep the "random" GUIDs as PKs. Is it possible to give any general recommendations in such a scenario? The application in question has 500+ tables, the largest one presently at about 1,5 million rows, a few tables around 500 000 rows, and the rest significantly lower (most of them well below 10K). Furthermore, the application is installed at several customer sites already, so we have to take any possible negative effects for existing customer into consideration. Thanks!

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  • JQuery - Slide Example

    - by gav
    Hi All, I want to perform a simple slide motion on an HTML element. JQuery is already available on the site in question so the next logical step for me was to look at their documentation. JQuery - Slide down When I check out their demo however, it doesn't seem to be functioning. In firebug they have an error; missing ) after argument list wyciwyg://0/http://docs.jquery.com/UI/Effects/Slide Line 18 Whilst the error seems simple, I can't work out how to correct it (On thier site by editing the JS). On my own site using the same example an error is found in the JQuery 1.4.2 script itself; jQuery.easing[specialEasing || defaultEasing] is not a function file:///home/gav/ee-workspaces/web/site/php/jquery-1.4.2.js Line 5854 I don't mean to sound lazy / rude but what's going on? Is the JQuery site and newest release actually broken, I doubt it, what am I doing wrong? I'm a CS grad with no real web dev experience so I'm not used to this method of debugging, where should I start with this? Thanks, Gav

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  • JVM CMS Garbage Collecting Issues

    - by jlintz
    I'm seeing the following symptoms on an application's GC log file with the Concurrent Mark-Sweep collector: 4031.248: [CMS-concurrent-preclean-start] 4031.250: [CMS-concurrent-preclean: 0.002/0.002 secs] [Times: user=0.00 sys=0.00, real=0.00 secs] 4031.250: [CMS-concurrent-abortable-preclean-start] CMS: abort preclean due to time 4036.346: [CMS-concurrent-abortable-preclean: 0.159/5.096 secs] [Times: user=0.00 sys=0.01, real=5.09 secs] 4036.346: [GC[YG occupancy: 55964 K (118016 K)]4036.347: [Rescan (parallel) , 0.0641200 secs]4036.411: [weak refs processing, 0.0001300 secs]4036.411: [class unloading, 0.0041590 secs]4036.415: [scrub symbol & string tables, 0.0053220 secs] [1 CMS-remark: 16015K(393216K)] 71979K(511232K), 0.0746640 secs] [Times: user=0.08 sys=0.00, real=0.08 secs] The preclean process keeps aborting continously. I've tried adjusting CMSMaxAbortablePrecleanTime to 15 seconds, from the default of 5, but that has not helped. The current JVM options are as follows... Djava.awt.headless=true -Xms512m -Xmx512m -Xmn128m -XX:MaxPermSize=128m -XX:+HeapDumpOnOutOfMemoryError -XX:+UseParNewGC -XX:+UseConcMarkSweepGC -XX:BiasedLockingStartupDelay=0 -XX:+DoEscapeAnalysis -XX:+UseBiasedLocking -XX:+EliminateLocks -XX:+CMSParallelRemarkEnabled -verbose:gc -XX:+PrintGCTimeStamps -XX:+PrintGCDetails -XX:+PrintHeapAtGC -Xloggc:gc.log -XX:+CMSClassUnloadingEnabled -XX:+CMSPermGenPrecleaningEnabled -XX:CMSInitiatingOccupancyFraction=50 -XX:ReservedCodeCacheSize=64m -Dnetworkaddress.cache.ttl=30 -Xss128k It appears the concurrent-abortable-preclean never gets a chance to run. I read through http://blogs.sun.com/jonthecollector/entry/did_you_know which had a suggestion of enabling CMSScavengeBeforeRemark, but the side effects of pausing did not seem ideal. Could anyone offer up any suggestions? Also I was wondering if anyone had a good reference for grokking the CMS GC logs, in particular this line: [1 CMS-remark: 16015K(393216K)] 71979K(511232K), 0.0746640 secs] Not clear on what memory regions those numbers are referring to.

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  • What do you do when your team leader doesn't know something simple?

    - by leppie
    What do you do when your team leader does not know why the following is wrong: a.SomeProp = a.SomeProp; // no funny side-effects, plain old property He claims 15 years of programming experience, and 7 years of C#/.NET. To me, someone of 3-6 months experience should know this. What I have done: Tried to make him understand why it is wrong. He told me not to criticize him. Told him it's not about criticism, but project risk. He got upset with me. I have addressed the risk of this person with our manager (few weeks back). I have addressed my concerns with this person with our manager several times, since 1 month after I started there (7 months now). Currently, I just feel like just not going back to work... I hardly have any nails left, and this is really just the tip of the iceberg. As nothing has changed after I have spoken to the manager for the last 6 months, I feel like I need to make some sort of ultimatum. Do you have any suggestions? PS: Please do not make this subjective. I have no need for arguing. The level of incompetence is pretty clear. I just need some advice before going insane. Update: Thanks for all the answers (trying to update before close, buggers). I think I will forward this thread to our manager :) Update 2: I sent my manager another mail with my concerns, and a link to this question. Awaiting response.

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  • iPhone User Interface Design

    - by Blaenk
    Hey guys, I've just had a nagging question for a while regarding iPhone app user interfaces. For example, consider WeightBot's User Interface. I am wondering, how are most of these user interfaces created? In general, of course. Is there a way to simply design controls (that is, the images) in a program like Photoshop, then use that 'skin' for controls in UIKit? I realize that there are some controls that are probably created by the programmer (custom controls), but I'm referring to the ready-made ones that come in UIKit. In other words, is the concept similar to 'splicing' web site designs? Where a designer draws out the design of the website in something like Photoshop, and then it is cut up into pieces which can be applied to form the actual website? I know this can be done for UIButtons, can this also be done for other controls, and is this how it is usually done? Or perhaps this is done with Core Animation? I've heard this from time to time, so does this mean that the User Interfaces are 'hard-coded'? Or is Core Animation only use for the 'effects', such as applying the glowing effect to the numbers in WeightBot? If there are any resources you can point me to I would really appreciate it. Thanks!

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