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  • Efficient mapping layout in 2D side-scroller, and collisions between character and the world

    - by Jack
    I haven't touched Visual Studio for a couple months now, but I was playing a game from the '90s toady and had an epiphany: I was looking for something what i didn't need, and I wasn't using what I knew correctly. One of those realizations was collision, so let me tell you a bit about my project that I was working on. The project's graphics looks like Mario or Dangerous Dave, etc., you get the idea - old-school pixels. So anyway I remember trying to think of something else than AABB for character form, but I couldn't think of anything. Perhaps I could get a suggestion for this? Another thing is the world - I don't want it to be just linear world, I want mountains, etc.. My idea is to use triangles, and no idea yet what to do if I want just part of the cube, say 3/4 or 2/4 or whatever. Hard-coding such things seems inefficient. P.S. I am not looking at the precision level offered by Box2D. Actually I remember trying to implement it at first, but I failed as my understanding of C++ wasn't advanced enough, as it'll be mentioned below. P.P.S. I am programming in C++, and I haven't done it for a couple months now. I have no means of testing it either, as my PC is broken down, and this one can barely run games from late '90s, not to speak about a compiler or a program with inefficient resource management... I am also not an expert (obviously), I don't even know if I can consider myself an average programmer. In short, I am simply curious about my thoughts and my past experience when programming the game. I may come back to it when my PC is fixed, I'm already filling a note about these things.

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  • PublishingWeb.ExcludeFromNavigation Missing

    - by Michael Van Cleave
    So recently I have had to make the transition from the SharePoint 2007 codebase to SharePoint 2010 codebase. Needless to say there hasn't been much difficulty in the changeover. However in a set of code that I was playing around with and transitioning I did find one change that might cause some pain to others out there that have been programming against the PublishingWeb object in the Microsoft.SharePoint.Publishing namespace. The 2007 snippet of code that work just fine in 2007 looks like: using (SPSite site = new SPSite(url)) using (SPWeb web = site.OpenWeb()) {      PublishingWeb publishingWeb = PublishingWeb.GetPublishingWeb(web);     publishingWeb.ExcludeFromNavigation(true, itemID);     publishingWeb.Update(); } The 2010 update to the code looks like: using (SPSite site = new SPSite(url)) using (SPWeb web = site.OpenWeb()) {     PublishingWeb publishingWeb = PublishingWeb.GetPublishingWeb(web);     publishingWeb.Navigation.ExcludeFromNavigation(true, itemID); //--Had to reference the Navigation object.     publishingWeb.Update(); } The purpose of the code is to keep a page from showing up on the global or current navigation when it is added to the pages library. However you see that the update to the 2010 codebase actually makes more "object" sense. It specifies that you are technically affecting the Navigation of the Publishing Web, instead of the Publishing Web itself. I know that this isn't a difficult problem to fix, but I thought it would be something quick to help out the general public. Michael

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  • links for 2011-02-04

    - by Bob Rhubart
    Oracle WebCenter Suite - Giving Users a Modern Experience: Webcast Q&A (Oracle Enterprise 2.0 Blog) Kellsey Ruppel share a summary of the viewer Q&A from the recent Oracle WebCenter Suite webcast. (tags: oracle otn enterprise2.0 webcenter) Oracle Fusion Middleware Security: Oracle Access Manager 11g Academy: The Policy Model (Part 1) Brian Eidelman kicks off a series of posts covering Oracle Access Manager. (tags: oracle otn fusionmiddleware security) The Tom Kyte Blog: A short podcast... Oracle senior technical architect Tom Kyte shares information on a series of upcoming live, in-person events in which he will participate. (tags: oracle otn ioug) Oracle and AIIM - Putting Enterprise 2.0 to Work (Oracle Enterprise 2.0 Blog) Brian Dirking shares a recap of the recent online Enterprise 2.o presentation by Andy MacMillan (Oracle) and Doug Miles (AIIM). (tags: oracle otn enterprise2.0) Arun Gupta: WebLogic Developer/Production Web Profile, Full Java EE 6 Platform - Chat Transcript and Slides from OTN Virtual Developer Day Arun Gupta shares chat transcripts and more from the recent OTN Virtual Developer Day focused on WebLogic. . (tags: weblogic java) Andrejus Baranovskis's Blog: How to Install Oracle ECM 11g PS3 - Domain Configuration Hint Concise instructions from Oracle ACE Director Andrejus Baranovski. (tags: oracle otn oracleace enterprise2.0 weblogic) Oracle BI EE 11g & Oracle ADF - Part 1 - Understanding Security Integration Rittman Mead's Venkatakrishnan J explores "how much Oracle ADF or the Oracle Fusion Middleware has influenced most of the features in BI EE 11g." (tags: oracle oracleace businessintelligence obiee) Gone With the Wind: Where Have All the Composites Gone? SOA author Antony Reynolds solves a mystery. (tags: oracle otn soa) Playing with Oracle 11gR2, OEL 5.6 and VirtualBox 4.0.2 (1st Part) "This installation should never be used for Production or Development purposes. This installation was created for educational purpose only, and is extremely helpful to learn and understand how Oracle works if you do not have access to a traditional hardware resource." - Oracle ACE Director Francisco Munoz Alvarez (tags: oracle otn virtualbox virtualization)

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  • Introducing Deep Fried Devcast

    - by Matt Christian
    I've been working on a new podcast for the game development community called the Deep Fried Devcast.  Currently we are in pre-production but should have some episodes up in the near future.  Here is a quick FAQ about the show: What is the Deep Fried Devcast? The Deep Fried Devcast is a bi-weekly show all about game development.  The show will feature developer interviews, a focus on the technical aspects of game development (programming, technical design), the business of team game development (time management, project management), and other areas focused around the actual development of games. Wait, no game design?  No game discussions?! Calm down, calm down.  Although the focus of the podcast is on the technical aspects of game dev, there will be episodes and content focused on all areas of the gaming industry, including discussion on design, story, recent game releases, games we've been playing, etc...  Anything could show up in the Deep Fried Devcast and nothing is off limits. How can I help? We're always looking for new content ideas, emails, and anything you want to send us (within some kind of reason!).  You can even be a guest host if you want!  Email us at: deepfrieddevcast [AT] gmail [DOT] com Where's the podcast?! We're still recording it!  Don't worry, it will be up soon.  Keep an eye on www.deepfrieddevcast.com for the latest updates (that will be up soon too!).

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  • Can't access any functions after chown command.

    - by explorex
    I am not being to access any functions in my desktop and I don't have an OS besides Ubuntu and I am new to Ubuntu. I think I rebooted my computer thinking that Google Chrome crashed. I opened Google Chrome but it showed opening message but never opened so I restarted my computer. and when my system was loading (I was playing with keyboard dont know what I typed) and when by Ubuntu loaded, I was unable to access anything some of characteristics are listed below: I cannot hear any sound I cannot access wired ethernet connection on the right corner where I usually enable to access internet and I have no internet. There is no local apache server either. when ever I try to start apacer I get setuid must be root or something. When I type sudo then I get message setuid must be root. I cannot access orther external storage devices like pendrive and portable hard drive and cannot mount my other drives with FAT32 filesystem. When I try to start my apache webserver with out typing sudo then I get message cannnot open socket or something like it. I remember also doing command chown -R www-data / earlier and got error message I cannot shutdown my computer, it only logs off

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  • An unexpected pleasure from Windows 8

    - by eddraper
    This post is certainly on the more nuanced side of all the goodness that is Windows 8, but it’s about something that’s really changed my PC usage experience for the better. Besides being a geek and the enjoying all the techno-thrills and chills that go along with sitting in front of a keyboard all day, I really love the forest.  Trees have always been special to me.  The feeling of being in the forest with all the sounds and ambiance, the broken light, the fragrance of the air… it’s paradise to me. As I can’t get there often, due to work, and quite often the heat here in Texas, I’ve found something that can at least partially fill the gap…  When you install Windows 8, you’ll have an app called “Naturespace” from http://www.naturespace.com/ .  It boasts a number of predefined loops in what they call “holographic audio.”  They’re essentially high-tech 3D sound fields recorded in natural environments. After checking them out, I really liked the sound of the “Daybreak” selection: A great benefit is that you don’t have to be in Metro/Modern/Windows App Store mode, in order to keep the sound playing.  To start the day, I click on Daybreak, start it, then go back to the desktop and fire up VS, Chrome, etc. As I work and play, I’m surrounded by this delightful background ambiance which relaxes me and puts my mind at ease. Give it a try.  I think you’ll like it.  And no, you don’t need ear buds or headphones to get the benefit.

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  • Hardware compatibility on H97 chipset/hardware support

    - by user3238850
    I am aware that there is documentation about compatibility but it is way out dated. I am also aware that there is a hardware compatibility page on Ubuntu website, but that one is focused on the whole box rather than a single piece of hardware. I have some experience with Linux OS, and some experience playing Ubuntu Server in a virtual machine, but never worked on a machine that lives in the real internet. I am building a home server with an Intel H97 chipset motherboard. I have looked at several models and none of them has Linux in the supported OS category. I have the experience of installing Ubuntu Desktop 14.04 on my 4-years-old lap top, and except for some system errors on start up, there is not too much I can complain about, so I guess I should be fine. However, this time I am going to install Ubuntu Server 14.04 on a relatively new piece of hardware(I went to http://linux-drivers.org/ but found nothing really helpful). For example the ASUS motherboard has M.2 socket and Intel LAN I218V chip, the Gigabyte motherboard has two LAN chips(Intel LAN WGI217V and ATHEROS AR8161-BL3A-R). So I really want to make sure everything will work. Usually I would just trust Ubuntu and buy all hardware I need, but basing on my past experience with the Ubuntu Desktop version on my lap top, I am not so convinced. There is an easily noticeable difference: when the system is idle, the fan runs much more frequently and longer under Ubuntu. This leads to my suspicion that generally hardware will have worse support for Ubuntu, which is no surprising at all but enough for me to put this post here. And as far as I know, some Intel CPU features come with software that usually will not run under Linux. Any help, idea or thoughts would be greatly appreciated!

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  • A few unpleasant facts about Visual Studio 2012.

    - by Ilya Verbitskiy
    I have been playing with Visual Studio 2012 for the last couple of days. New IDE is pretty good, but, unfortunately, I found a few unpleasant facts. First of all, new release is coming without Visual Studio setup projects. I am disappointed, because I am using it for my pet project – Easy Shutdown. The tool is a small widget-like application which allows you to reboot, log out or shut down you PC. I have not done any decision yet, but I would probably migrate to WiX. The second surprise is Microsoft will not add Visual Studio macros to the next release. Since I am lazy guy, I like small hacks using macros. For example I have macros to refresh all projects or attach to IIS.  The only way how to solve the problem is to convert your macros to Visual Studio plugin. I have not tried it yet, but I will definitely do in the nearest future. The third fact, I do not like, is Visual Studio default themes. May be somebody like it, but they are hard to adopt after Visual Studio 2010. Fortunately there is a solution. Matthew Johnson released Visual Studio 2012 Color Theme Editor. It comes with a few predefined themes. I really like the Blue one.

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  • Static "LoD" hack opinions

    - by David Lively
    I've been playing with implementing dynamic level of detail for rendering a very large mesh in XNA. It occurred to me that (duh) the whole point of this is to generate small triangles close to the camera, and larger ones far away. Given that, rather than constantly modifying or swapping index buffers based on a feature's rendered size or distance from the camera, it would be a lot easier (and potentially quite a bit faster), to render a single "fan" or flat wedge/frustum-shaped planar mesh that is tessellated into small triangles close to the near or small end of the frustum and larger ones at the far end, sort of like this (overhead view) (Pardon the gap in the middle - I drew one side and mirrored it) The triangle sizes are chosen so that all are approximately the same size when projected. Then, that mesh would be transformed to track the camera so that the Z axis (center vertical in this image) is always aligned with the view direction projected into the XZ plane. The vertex shader would then read terrain heights from a height texture and adjust the Y coordinate of the mesh to match a height field that defines the terrain. This eliminates the need for culling (since the mesh is generated to match the viewport dimensions) and the need to modify the index and/or vertex buffers when drawing the terrain. Obviously this doesn't address terrain with overhangs, etc, but that could be handled to a certain extent by including a second mesh that defines a sort of "ceiling" via a different texture. The other LoD schemes I've seen aren't particularly difficult to implement and, in some cases, are a lot more flexible, but this seemed like a decent quick-and-dirty way to handle height map-based terrain without getting into geometry manipulation. Has anyone tried this? Opinions?

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  • Friday Fun: Abduction

    - by Mysticgeek
    Finally another Friday has arrived and it’s time to waste the afternoon on company time playing a flash game. Today we take a look at a fun game called Abduction. Abduction Abduction is a neat game where you snatch people and livestock to sell them on the intergalactic market.   The controls are basic using the arrow keys or W,A,S,D and the left mouse button. Here is the tutorial that you can play first to get the hang of it. While you’re abducting hillbillies, they throw pitch forks and other objects at your craft so you need to avoid them.   The game has several levels to keep you distracted until quitting time. Play Abduction at FreeWebArcade Similar Articles Productive Geek Tips Take Screenshots in Firefox the Easy WayFriday Fun: Portal, the Flash VersionFriday Fun: Play Bubble QuodFriday Fun: Gravitee 2Friday Fun: Compulse 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 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional How to Browse Privately in Firefox Kill Processes Quickly with Process Assassin Need to Come Up with a Good Name? Try Wordoid StockFox puts a Lightweight Stock Ticker in your Statusbar Explore Google Public Data Visually The Ultimate Excel Cheatsheet

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  • Prevent oversteering catastrophe in racing games

    - by jdm
    When playing GTA III on Android I noticed something that has been annoying me in almost every racing game I've played (maybe except Mario Kart): Driving straight ahead is easy, but curves are really hard. When I switch lanes or pass somebody, the car starts swiveling back and forth, and any attempt to correct it makes it only worse. The only thing I can do is to hit the brakes. I think this is some kind of oversteering. What makes it so irritating is that it never happens to me in real life (thank god :-)), so 90% of the games with vehicles inside feel unreal to me (despite probably having really good physics engines). I've talked to a couple of people about this, and it seems either you 'get' racing games, or you don't. With a lot of practice, I did manage to get semi-good at some games (e.g. from the Need for Speed series), by driving very cautiously, braking a lot (and usually getting a cramp in my fingers). What can you do as a game developer to prevent the oversteering resonance catastrophe, and make driving feel right? (For a casual racing game, that doesn't strive for 100% realistic physics) I also wonder what games like Super Mario Kart exactly do differently so that they don't have so much oversteering? I guess one problem is that if you play with a keyboard or a touchscreen (but not wheels and pedals), you only have digital input: gas pressed or not, steering left/right or not, and it's much harder to steer appropriately for a given speed. The other thing is that you probably don't have a good sense of speed, and drive much faster than you would (safely) in reality. From the top of my head, one solution might be to vary the steering response with speed.

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  • What could be causing frequent display freezes?

    - by austen
    I just installed Ubuntu 14.04 two days ago (coming from Win8) and in the two days that I've been using it, my display has frozen four or five times. The mouse won't move but the keyboard does respond so I can use the Ctrl+Alt+Bkspc command to fix it. It seems like it might just be the display freezing because one of the times I was watching a Youtube video and the audio continued playing. I have an Nvidia graphics card with the most recent Nvidia drivers for it enabled. I see that a lot of questions about Ubuntu freezing get marked as a duplicate and pretty much always linked back to a thread about what to do when it freezes. Clearly, I've got that bit figured out already and I did read that thread for further advice. What I'm looking for though is how to fix this permanently. output from lspci -nnk | grep -iA2 VGA: 00:02.0 VGA compatible controller [0300]: Intel Corporation 3rd Gen Core processor Graphics Controller [8086:0166] (rev 09) Subsystem: Lenovo Device [17aa:2200] Kernel driver in use: i915 Update: JohnnyEnglish pointed out that Ubuntu is using the integrated graphics, not my Nvidia card. It turns out my laptop uses Nvidia Optimus and I cannot enable only the graphics card through the BIOS. I found out about Nvidia Prime and got it set up using this article. The settings panel which allows you to select the graphics says that 'performance mode' is enabled but when I check which graphics controller is enabled through the terminal, it still says it's using the integrated graphics. I'm not sure if this could be causing the freezes but I guess it's a starting point. Any ideas on how to resolve this?

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  • How to Enable User-Specific Wireless Networks in Windows 7

    - by The Geek
    Wireless network settings in Windows 7 are global across all users, but there’s a little-known option that lets you switch them to per-user, so each user has access to only the networks they are allowed to connect to. Here’s how it all works. How is this useful? Maybe you want to prevent a particular user from accessing the internet—if you don’t give them the wireless password, they won’t be able to get online. This could be very useful if you’ve got mini-people playing games on the family PC, but you don’t want them getting online Latest Features How-To Geek ETC How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware The Citroen GT – An Awesome Video Game Car Brought to Life [Video] Final Man vs. Machine Round of Jeopardy Unfolds; Watson Dominates Give Chromium-Based Browser Desktop Notifications a Native System Look in Ubuntu Chrome Time Track Is a Simple Task Time Tracker Google Sky Map Turns Your Android Phone into a Digital Telescope Walking Through a Seaside Village Wallpaper

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  • Setting XSL-FO XML Schema in Visual Studio

    - by Lukasz Kurylo
    I'm playing lately with an XSL-FO for generating a pdf documents. XSL-FO has a long list of available tags and attributes, which for a new guy who want to create a simple document is a nightmare to find a proper one. Fortunatelly we can set an schema for XSL-FO, so will result in acquire a full intellisense in VS. For a simple *.fo file, we can set the path to the schema directly in file: <?xml version="1.0" encoding="utf-8"?> <fo:root       xmlns:fo="http://www.w3.org/1999/XSL/Format"       xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"       xsi:schemaLocation=" http://www.w3.org/1999/XSL/Format http://www.xmlblueprint.com/documents/fop.xsd"> ...   We can of course use the build in VS XML Schemas selector. To use it, we must copy the schema file to the Schemas catalog (defaut path for VS2012 is C:\Program Files (x86)\Microsoft Visual Studio 11.0\Xml\Schemas). Then we can go to Properties of the opened xml/xslt file and set the new added schema to file:                 From now, we should have an enable intellisense as shown below: .

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  • How should I show shared resources during a Shared Resource game in the Galaxy Editor?

    - by Mag Roader
    One of my favorite ways to play the original StarCraft was in a "Team" game. In this game type, multiple players on the same "team" would share control, resources, supply, and even the same starting location. It was like playing as 1 player, only 2 humans were controlling it. It was a lot of fun. I want to do something very similar in StarCraft 2, but I need to create a custom map in the Galaxy Editor to do it. I found the editor can quite easily emulate this behavior. There is a Trigger action "Set Alliance for Player Group" to "...treat each other as Ally With Shared Vision, Control, And Spending." To use this, I create units for only 1 of the players, and then set all players to be allied with each other in this way. All the other players get no units and no resources. This makes it so 1 player is the actual owner of all the units and everyone else is tagging along with full control. This nearly works! The problem is that if I am not the actual owning player, I can't actually see how many minerals/gas/supply the team has. This makes it pretty difficult to build stuff. What would be the best way to display to the other players how many Minerals/Gas/Supply the team has?

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  • CodePlex Daily Summary for Sunday, January 09, 2011

    CodePlex Daily Summary for Sunday, January 09, 2011Popular ReleasesEnhSim: EnhSim 2.2.10 BETA: 2.2.10 BETAThis release supports WoW patch 4.03a at level 85 To use this release, you must have the Microsoft Visual C++ 2010 Redistributable Package installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=A7B7A05E-6DE6-4D3A-A423-37BF0912DB84 To use the GUI you must have the .NET 4.0 Framework installed. This can be downloaded from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992 - Removed the part...TweetSharp: TweetSharp v2.0.0.0 - Preview 7: Documentation for this release may be found at http://tweetsharp.codeplex.com/wikipage?title=UserGuide&referringTitle=Documentation. Note: This code is currently preview quality. Preview 7 ChangesFixes the regression issue in OAuth from Preview 6 Preview 6 ChangesMaintenance release with user reported fixes Preview 5 ChangesMaintenance release with user reported fixes Third Party Library VersionsHammock v1.0.6: http://hammock.codeplex.com Json.NET 3.5 Release 8: http://json.codeplex.comExtended WPF Toolkit: Extended WPF Toolkit - 1.3.0: What's in the 1.3.0 Release?BusyIndicator ButtonSpinner ChildWindow ColorPicker - Updated (Breaking Changes) DateTimeUpDown - New Control Magnifier - New Control MaskedTextBox - New Control MessageBox NumericUpDown RichTextBox RichTextBoxFormatBar - Updated .NET 3.5 binaries and SourcePlease note: The Extended WPF Toolkit 3.5 is dependent on .NET Framework 3.5 and the WPFToolkit. You must install .NET Framework 3.5 and the WPFToolkit in order to use any features in the To...sNPCedit: sNPCedit v0.9d: added elementclient coordinate catcher to catch coordinates select a target (ingame) i.e. your char, npc or monster than click the button and coordinates+direction will be transfered to the selected row in the table corrected labels from Rot to Direction (because it is a vector)AutoLoL: AutoLoL v1.5.2: Implemented the Auto Updater Fix: Your settings will no longer be cleared with new releases of AutoLoL The mastery Editor and Browser now have their own tabs instead of nested tabs The Browser tab will only show the masteries matching ALL filters instead of just one Added a 'Browse' button in the Mastery Editor tab to open the Masteries Directory The Browser tab now shows a message when there are no mastery files in the Masteries Directory Fix: Fixed the Save As dialog again, for ...Ionics Isapi Rewrite Filter: 2.1 latest stable: V2.1 is stable, and is in maintenance mode. This is v2.1.1.25. It is a bug-fix release. There are no new features. 28629 29172 28722 27626 28074 29164 27659 27900 many documentation updates and fixes proper x64 build environment. This release includes x64 binaries in zip form, but no x64 MSI file. You'll have to manually install x64 servers, following the instructions in the documentation.StyleCop for ReSharper: StyleCop for ReSharper 5.1.14980.000: A considerable amount of work has gone into this release: Huge focus on performance around the violation scanning subsystem: - caching added to reduce IO operations around reading and merging of settings files - caching added to reduce creation of expensive objects Users should notice condsiderable perf boost and a decrease in memory usage. Bug Fixes: - StyleCop's new ObjectBasedEnvironment object does not resolve the StyleCop installation path, thus it does not return the correct path ...VivoSocial: VivoSocial 7.4.1: New release with bug fixes and updates for performance.SSH.NET Library: 2011.1.6: Fixes CommandTimeout default value is fixed to infinite. Port Forwarding feature improvements Memory leaks fixes New Features Add ErrorOccurred event to handle errors that occurred on different thread New and improve SFTP features SftpFile now has more attributes and some operations Most standard operations now available Allow specify encoding for command execution KeyboardInteractiveConnectionInfo class added for "keyboard-interactive" authentication. Add ability to specify bo....NET Extensions - Extension Methods Library for C# and VB.NET: Release 2011.03: Added lot's of new extensions and new projects for MVC and Entity Framework. object.FindTypeByRecursion Int32.InRange String.RemoveAllSpecialCharacters String.IsEmptyOrWhiteSpace String.IsNotEmptyOrWhiteSpace String.IfEmptyOrWhiteSpace String.ToUpperFirstLetter String.GetBytes String.ToTitleCase String.ToPlural DateTime.GetDaysInYear DateTime.GetPeriodOfDay IEnumberable.RemoveAll IEnumberable.Distinct ICollection.RemoveAll IList.Join IList.Match IList.Cast Array.IsNullOrEmpty Array.W...EFMVC - ASP.NET MVC 3 and EF Code First: EFMVC 0.5- ASP.NET MVC 3 and EF Code First: Demo web app ASP.NET MVC 3, Razor and EF Code FirstVidCoder: 0.8.0: Added x64 version. Made the audio output preview more detailed and accurate. If the chosen encoder or mixdown is incompatible with the source, the fallback that will be used is displayed. Added "Auto" to the audio mixdown choices. Reworked non-anamorphic size calculation to work better with non-standard pixel aspect ratios and cropping. Reworked Custom anamorphic to be more intuitive and allow display width to be set automatically (Thanks, Statick). Allowing higher bitrates for 6-ch....NET Voice Recorder: Auto-Tune Release: This is the source code and binaries to accompany the article on the Coding 4 Fun website. It is the Auto Tuner release of the .NET Voice Recorder application.BloodSim: BloodSim - 1.3.2.0: - Simulation Log is now automatically disabled and hidden when running 10 or more iterations - Hit and Expertise are now entered by Rating, and include option for a Racial Expertise bonus - Added option for boss to use a periodic magic ability (Dragon Breath) - Added option for boss to periodically Enrage, gaining a Damage/Attack Speed buffAllNewsManager.NET: AllNewsManager.NET 1.2.1: AllNewsManager.NET 1.2.1 It is a minor update from version 1.2xUnit.net - Unit Testing for .NET: xUnit.net 1.7 Beta: xUnit.net release 1.7 betaBuild #1533 Important notes for Resharper users: Resharper support has been moved to the xUnit.net Contrib project. Important note for TestDriven.net users: If you are having issues running xUnit.net tests in TestDriven.net, especially on 64-bit Windows, we strongly recommend you upgrade to TD.NET version 3.0 or later. This release adds the following new features: Added support for ASP.NET MVC 3 Added Assert.Equal(double expected, double actual, int precision)...Json.NET: Json.NET 4.0 Release 1: New feature - Added Windows Phone 7 project New feature - Added dynamic support to LINQ to JSON New feature - Added dynamic support to serializer New feature - Added INotifyCollectionChanged to JContainer in .NET 4 build New feature - Added ReadAsDateTimeOffset to JsonReader New feature - Added ReadAsDecimal to JsonReader New feature - Added covariance to IJEnumerable type parameter New feature - Added XmlSerializer style Specified property support New feature - Added ...ASP .NET MVC CMS (Content Management System): Atomic CMS 2.1.2: Atomic CMS 2.1.2 release notes Atomic CMS installation guide N2 CMS: 2.1: N2 is a lightweight CMS framework for ASP.NET. It helps you build great web sites that anyone can update. Major Changes Support for auto-implemented properties ({get;set;}, based on contribution by And Poulsen) All-round improvements and bugfixes File manager improvements (multiple file upload, resize images to fit) New image gallery Infinite scroll paging on news Content templates First time with N2? Try the demo site Download one of the template packs (above) and open the proj...Mobile Device Detection and Redirection: 0.1.11.10: IMPORTANT CHANGESThis release changes the way some WURFL capabilities and attributes are exposed to .NET developers. If you cast MobileCapabilities to return some values then please read the Release Note before implementing this release. The following code snippet can be used to access any WURFL capability. For instance, if the device is a tablet: string capability = Request.Browser["is_tablet"]; SummaryNew attributes have been added to the redirect section: originalUrlAsQueryString If se...New Projects[OOBL] Projekt: Projekt iz kolegija Objektno Oblikovanje na Fakultetu Elektrotehnike i Racunarstva u Zagrebu.Aikido Glossary Reader: The Aikido Glossary Reader application makes it easier for Aikido students to search for Japanese terms used in martial arts training.AsyncFunc: AsyncFunc makes it easy to implement Event-based Asynchronous Pattern in .NET.BeijingAgricultureScience: ???????????BizTalk 5010 999 Generation: Create 5010 999 acknowledgement from the default 997 Generated by BizTalk ServerCheck if Knowledge Base fix is installed script: A handy script that checks if a knowledge base fix is installed or not.Coproject - rich project management: Coproject is a sample Silverlight application built on WCF RIA Services and Caliburn.Micro framework. It should demonstrate typical scenarios in business applications.DeskNote: DeskNote, makes taking and displaying a notes a lot easier. Have your notes on your desktop, write your notes in a text file and it will be automatically displayed on the desktop. DriveBackup: Are you tired of losing data? And do you sometimes forget to backup your data? Then this program is right for you, one-time setup with each new removable disk and after that Drive Backup instantly backs up your data in the background, without you pushing a button.ELSEngine XNA Game OS Engine: XNA Game Operating System Engine, designed to handle and make easy to use Interface, Interface assets, game screens, menus, controls, and more. Designed to be adaptable to XBOX or Windows, and to ANY style game.FermaProject: Team Ferma ProjectHalfNetworkNET: HalfNetworkNET makes it easier for <target user group> to <activity>. You'll no longer have to <activity>. It's developed in C++/CLILFS Record: LFS Record is a camera animation and video recording tool for Live for Speed users. It doesn't replace programs like Fraps 100%, but in most cases you'll find LFS Record allows a lot more freedom and control. It's developed in C# using WPF .net 4.MPC HC Web remote: A Web interface for Media Player Classic Home Cinema. Designed especialy for smart phones. Tested on Nokia 5800, but in theory it works on all smart phones with wifi & a browser.MSMS2CMP: Very simple application to swap particular strings (MSMS and CMPD number) in .mgf files (results from Mascot search engine used to identify proteins by mass spectrometry data). This might be a kind of example of using Regex and Text File I/OMy Now Playing to Twitter: A Simple WinForm Program that can get what user is playing in Winamp and send a status to Twitter. It's wrote in VB.Net but some source code is port of MiniTwitter(http://minitwitter.codeplex.com)and uses tagLib-sharp library(https://github.com/mono/taglib-sharp)RPM Header for .NET: RPM Header for .NET allows a developer to access the headers of RPM Package Manager files. It's developed in C#.SilverMenu: SilverMenu brings some of the menu functionality of Silverlight for Windows Phone 7 to the XNA world.Smartgrid Smartmeter GRYD: The GRYD smartgrid and Smartmeter project shows features and capabilities like Demand Response, Smart Home Appliance Load Curtailments, DMS integration with SCADA etc. GRYD, Gryd.org is to teach you the technology, this is only for personal use and not commercial use.WakeMeQt: WakeMeQt is a smart alarm for the Nokia n810 (and probably n800) internet tablets. Using a Nintendo Wii remote as the sensor it monitors your movements during sleep and chooses the optimal time to wake you. It's developed in C++ using the Qt framework.WPF SplitButton & MenuButton: This WPF SplitButton and MenuButton implementation aims to be more robust and visual attractive than the other WPF split buttons available on CodePlex and elsewhere. The code is based on David Anson's implementation made available on his blog.Y2XMas: Merry Chirstmas - Happy New Year 2011 software

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  • Is using multiple canvas objects a good practice?

    - by user1818924
    We're developing a jump and run game with HTML5 and JavaScript and have to build an own game framework for this. Here we have some difficulties and would like to ask you for some advice: We have a "Stage" object, which represents the root of our game and is a global div-wrapper. The stage can contain multiple "Scenes", which are also div-elements. We would implement a Scene for the playing task, for pause, etc. and switch between them. Each scene can therefore contain multiple "Layers", representing a canvas. These Layer contain "ObjectEntities", which represent images or other shapes like rectangles, etc. Each Objectentity has its own temporaryCanvas, to be able to draw images for one entity, whereas another contains a rectangle. We set an activeScene in our Stage, so when the game is played, just the active scene is drawn. Calling activeScene.draw(), calls all sublayers to draw, which draw their entities (calling drawImage(entity.canvas)). But is this some kind of good practice? Having multiple canvas to draw? Each game loop every layer-context is cleared and drawn again. E.g. we just have a still Background-Layer, … wouldn't it be more useful to draw this once and not to clear it every time and redraw it? Or should we use a global canvas for example in the Stage and just use this canvas to draw? But we thought this would be to expensive...

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  • Can I become a Game Designer? [on hold]

    - by user32721
    This is my first time posting something on a forum in 4 years. I am posting this because I want to adjust my expectations and goals regarding game design. I am in college in Morocco (Al Akhawayn university). just started my junior year. I am a communications major (school of humanities) and a gender studies minor. I want to become a video game designer. It is the only career that I am interested in. I have been playing ever since I was 5 and haven't stopped yet. Currently I don't have any noteworthy skills to become a designer. I don't know how to program (don't really have the patience for it) and I can't draw to save my life. I haven't tried visual software like MAYA or MAX so I can't comment on graphic design. So I basically want to know whether my current education is capable of helping me reach my goal. If not then should I take a master's in game design (in the U.S?) or switch my minor to computer science? I am sorry that this post is long! I look forward to hearing your advice!

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  • How to handle multiple effect files in XNA

    - by Adam 'Pi' Burch
    So I'm using ModelMesh and it's built in Effects parameter to draw a mesh with some shaders I'm playing with. I have a simple GUI that lets me change these parameters to my heart's desire. My question is, how do I handle shaders that have unique parameters? For example, I want a 'shiny' parameter that affects shaders with Phong-type specular components, but for an environment mapping shader such a parameter doesn't make a lot of sense. How I have it right now is that every time I call the ModelMesh's Draw() function, I set all the Effect parameters as so foreach (ModelMesh m in model.Meshes) { if (isDrawBunny == true)//Slightly change the way the world matrix is calculated if using the bunny object, since it is not quite centered in object space { world = boneTransforms[m.ParentBone.Index] * Matrix.CreateScale(scale) * rotation * Matrix.CreateTranslation(position + bunnyPositionTransform); } else //If not rendering the bunny, draw normally { world = boneTransforms[m.ParentBone.Index] * Matrix.CreateScale(scale) * rotation * Matrix.CreateTranslation(position); } foreach (Effect e in m.Effects) { Matrix ViewProjection = camera.ViewMatrix * camera.ProjectionMatrix; e.Parameters["ViewProjection"].SetValue(ViewProjection); e.Parameters["World"].SetValue(world); e.Parameters["diffuseLightPosition"].SetValue(lightPositionW); e.Parameters["CameraPosition"].SetValue(camera.Position); e.Parameters["LightColor"].SetValue(lightColor); e.Parameters["MaterialColor"].SetValue(materialColor); e.Parameters["shininess"].SetValue(shininess); //e.Parameters //e.Parameters["normal"] } m.Draw(); Note the prescience of the example! The solutions I've thought of involve preloading all the shaders, and updating the unique parameters as needed. So my question is, is there a best practice I'm missing here? Is there a way to pull the parameters a given Effect needs from that Effect? Thank you all for your time!

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  • Bomberman clone, how to do bombs?

    - by hustlerinc
    I'm playing around with a bomberman clone to learn game-developement. So far I've done tiles, movement, collision detection, and item pickup. I also have pseudo bombplacing (just graphics and collision, no real functionality). I've made a jsFiddle of the game with the functionality I currently have. The code in the fiddle is very ugly though. Scroll past the map and you find how I place bombs. Anyway, what I would like to do is an object, that has the general information about bombs like: function Bomb(){ this.radius = player.bombRadius; this.placeBomb = function (){ if(player.bombs != 0){ // place bomb } } this.explosion = function (){ // Explosion } } I don't really know how to fit it into the code though. Everytime I place a bomb, do I do var bomb = new Bomb(); or do i need to constantly have that in the script to be able to access it. How does the bomb do damage? Is it as simple as doing X,Y in all directions until radius runs out or object stops it? Can I use something like setTimeout(bomb.explosion, 3000) as timer? Any help is appreciated, be it a simple explanation of the theory or code examples based on the fiddle. When I tried the object way it breaks the code.

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  • Create Pivot collections much faster than DeepZoomTools CollectionCreator class

    - by John Conwell
    I've been playing with Microsoft Live Labs Pivot to create a hierarchy of collections all linked together to allow someone to explore a hierarchy of data visually. The problem has been the generation time of the entire hierarchy. I end up creating 500 - 600 collections total and it takes hours and hours using the CollectionCreator class that comes with the DeepZoomTools.  So digging around I found a way to make the actual DeepZoom collection creation wicked fast. Dont use the CollectionCreator!  Turns out Pivot doesnt actually use the image pyramid generated by the CollectionCreator. Or if it does, its only when you open a new collection it shows all the images zooming in. But once the zoom in is complete, Pivot uses the individual DeepZoom images. What Pivot does need is the xml generated by the CollectionCreator, which is in a very simple format.  So what i did was manually generate the xml for the collection image pyramid, and then create the folder structure required (one folder per level of the pyramid), and put a single pixel png file in each folder.  Now, I can create the required files and folders for 500 collections in about 10 seconds. Sweet! Now you still have to use the ImageCreator to create a DeepZoom image for each image in the collection and that still takes some time, but at least the total processing time is way better.

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  • pdating modules on VPS [closed]

    - by tertle
    Been trying to install openVPN on a VPS but come into a few problems when trying to start the openvpn server. Service deferred error: IPTablesServiceBase: failed to run iptables-restore [status=1]: ['FATAL: Could not load /lib/modules/2.6.18-028stab070.14/modules.dep: No such file or directory', 'FATAL: Could not load /lib/modules/2.6.18-028stab070.14/modules.dep: No such file or directory', 'iptables-restore: line 46 failed']: internet/base:1175,internet/base:752,internet/process:45,internet/process:306,internet/_baseprocess:48,internet/process:775,internet/_baseprocess:60,svc/pp:116,svc/svcnotify:26,internet/defer:238,internet/defer:307,internet/defer:323,sagent/ipts:105,sagent/ipts:39,util/error:52,util/error:32 service failed to start due to unresolved dependencies: set(['user', 'iptables_openvpn']) service failed to start due to unresolved dependencies: set(['user', 'iptables_openvpn']) service failed to start due to unresolved dependencies: set(['iptables_openvpn']) Anyway so after a bit of playing around and some advice, I found that the linux kernal and modules don't match on my server. uname -r returns: 2.6.18-028stab070.14 and ls /lib/modules returns: 2.6.18-028stab070.7 The server is running OpenVZ and my container uses ubuntu 9.10. So my question is, is it possible for me to update my modules on a VPS and if so how would I do this, or is this something I'll need to try get my host to do? Thanks in advance.

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  • What did programmers do before variable scope, where everything is global?

    - by hydroparadise
    So, I am having to deal with seemingly archiac language (called PowerOn) where I have a main method, a few datatypes to define variables with, and has the ability to have sub-procedures (essentially void methods) that does not return a type nor accepts any arguements. The problem here is that EVERYTHING is global. I've read of these type of languages, but most books take the aproach "Ok, we use to use a horse and cariage, but now, here's a car so let's learn how to work on THAT!" We will NEVER relive those days". I have to admit, the mind is struggling to think outside of scope and extent. Well here I am. I am trying to figure out how to best manage nothing but global variables across several open methods. Yep, even iterators for for loops have to be defined globaly, which I find myself recycling in different parts of my code. My Question: for those that have this type experience, how did programmers deal with a large amount of variables in a global playing field? I have feeling it just became a mental juggling trick, but I would be interested to know if there were any known aproaches.

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  • MPlayer does not work

    - by Soham Pal
    Using the xubuntu desktop, on Ubuntu Raring updated from Quantal. MPlayer never really worked. No video, no audio, nothing. I really can't be any more helpful, so here's the log: petey@home-pc:~$ mplayer "/home/petey/Downloads/Polar Bear Cafe (480p)HorribleSubs]/[HorribleSubs] Polar Bear Cafe - 01 [480p].mkv" MPlayer SVN-r35984-4.7 (C) 2000-2013 MPlayer Team Playing /home/petey/Downloads/Polar Bear Cafe (480p)[HorribleSubs]/[HorribleSubs] Polar Bear Cafe - 01 [480p].mkv. libavformat version 55.0.100 (internal) libavformat file format detected. [lavf] stream 0: video (h264), -vid 0 [lavf] stream 1: audio (aac), -aid 0 [lavf] stream 2: subtitle (ass), -sid 0 VIDEO: [H264] 848x480 0bpp 23.810 fps 0.0 kbps ( 0.0 kbyte/s) Clip info: creation_time: 2012-04-05 21:36:10 Load subtitles in /home/petey/Downloads/Polar Bear Cafe (480p)[HorribleSubs]/ Can't open /dev/fb0: Permission denied [fbdev2] Can't open /dev/fb0: Permission denied VO: [v4l2] No such file or directory vo_cvidix: No vidix driver name provided, probing available ones (-v option for details)! [cyberblade] Error occurred during pci scan: Operation not permitted [mach64] Error occurred during pci scan: Operation not permitted [mga] Error occurred during pci scan: Operation not permitted [mga] Error occurred during pci scan: Operation not permitted [nvidia_vid] Error occurred during pci scan: Operation not permitted [pm3] Error occurred during pci scan: Operation not permitted [radeon] Error occurred during pci scan: Operation not permitted [rage128] Error occurred during pci scan: Operation not permitted [s3_vid] Error occurred during pci scan: Operation not permitted [SiS] Error occurred during pci scan: Operation not permitted [unichrome] Error occurred during pci scan: Operation not permitted [VO_SUB_VIDIX] Couldn't find working VIDIX driver. ========================================================================== Opening video decoder: [ffmpeg] FFmpeg's libavcodec codec family libavcodec version 55.0.100 (internal) Selected video codec: [ffh264] vfm: ffmpeg (FFmpeg H.264) ========================================================================== ========================================================================== Opening audio decoder: [ffmpeg] FFmpeg/libavcodec audio decoders AUDIO: 44100 Hz, 2 ch, floatle, 0.0 kbit/0.00% (ratio: 0->352800) Selected audio codec: [ffaac] afm: ffmpeg (FFmpeg AAC (MPEG-2/MPEG-4 Audio)) ========================================================================== [AO OSS] audio_setup: Can't open audio device /dev/dsp: No such file or directory DVB card number must be between 1 and 4 AO: [null] 44100Hz 2ch floatle (4 bytes per sample) Starting playback... Movie-Aspect is 1.78:1 - prescaling to correct movie aspect. VO: [null] 848x480 = 854x480 Planar YV12 A: 4.7 V: 4.7 A-V: 0.002 ct: 0.083 0/ 0 22% 0% 0.5% 0 0 MPlayer interrupted by signal 2 in module: sleep_timer A: 4.7 V: 4.7 A-V: 0.001 ct: 0.083 0/ 0 21% 0% 0.5% 0 0 Exiting... (Quit)

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  • XNA texture stretching at extreme coordinates

    - by Shaun Hamman
    I was toying around with infinitely scrolling 2D textures using the XNA framework and came across a rather strange observation. Using the basic draw code: spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointWrap, null, null); spriteBatch.Draw(texture, Vector2.Zero, sourceRect, Color.White, 0.0f, Vector2.Zero, 2.0f, SpriteEffects.None, 1.0f); spriteBatch.End(); with a small 32x32 texture and a sourceRect defined as: sourceRect = new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height); I was able to scroll the texture across the window infinitely by changing the X and Y coordinates of the sourceRect. Playing with different coordinate locations, I noticed that if I made either of the coordinates too large, the texture no longer drew and was instead replaced by either a flat color or alternating bands of color. Tracing the coordinates back down, I found the following at around (0, -16,777,000): As you can see, the texture in the top half of the image is stretched vertically. My question is why is this occurring? Certainly I can do things like bind the x/y position to some low multiple of 32 to give the same effect without this occurring, so fixing it isn't an issue, but I'm curious about why this happens. My initial thought was perhaps it was overflowing the coordinate value or some such thing, but looking at a data type size chart, the next closest below is an unsigned short with a range of about 32,000, and above is an unsigned int with a range of around 2,000,000,000 so that isn't likely the cause.

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