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  • CodePlex Daily Summary for Wednesday, April 21, 2010

    CodePlex Daily Summary for Wednesday, April 21, 2010New ProjectsA WPF ImageButton that uses pixel shader for dynamically change the image status: A WPF ImageButton that uses pixel shader for dynamically change the image status.CCLI SongSelect Library: A managed code library for reading and working with CCLI SongSelect files in C#, VB.NET or any other language that can use DLLs built with Managed ...code paste: A code paste with idea, insight and funny from web. All the paster rights belong the original author.CodeBlock: CodeBlock is CLI implementation which uses LLVM as its native code generator. CodeBlock provides LLVM binding for .NET which is written in C#, a...CSS 360 Planetary Calendar: This is the Planetary Calendar for UW Bothell -- CSS 360DNN 4 Friendly Url Modification: DNN 4.6.2.0 source code modification for Friendly URL support.Event Scavenger: "Event Scavenger" was created out of a need to manage and monitor multiple servers and have a global view of what's happening in the logs of multip...FastBinaryFileSearch: General Purpose Binary Search Implementation Of BoyerMooreHorspool Algorithmgotstudentathelaticprofile: Test project Grate: Grate process photos by color-dispersion-tree It's developed in C#GZK2010: GZK Project is used for sdo.gzk 2010JpAccountingBeta: JpAccountingBetaLog4Net Viewer: Log4Net Viewer is a log4net files parser and exposes them to webservices. You can then watch them on a rich interface. This code is .NET4 with an ...MarkLogic Toolkit for Excel: The MarkLogic Toolkit for Excel allows you to quickly build content applications with MarkLogic Server that extend the functionality of Microsoft E...MarkLogic Toolkit for PowerPoint: The MarkLogic Toolkit for PowerPoint allows you to quickly build content applications with MarkLogic Server that extend the functionality of Micros...MarkLogic Toolkit for Word: The MarkLogic Toolkit for Word allows you to quickly build content applications with MarkLogic Server that extend the functionality of Microsoft Wo...MvcContrib Portable Areas: This project hosts mvccontrib portable areas.OgmoXNA: OgmoXNA is an XNA 3.1 Game Library and set of Content Pipeline Extensions for Matt Thorson's multi-platform Ogmo Editor. Its goal is to provide ne...Pdf ebook seaerch engine and viewer: PDF Search Engine is a book search engine search on sites, forums, message boards for pdf files. You can find and download a tons of e-books but p...ResizeDragBehavior: This C# Silverlight 3 ResizeDragBehavior is a simpel implementation of resizing columns left, right, above or under a workingspace. It allows you ...Roguelike school project: A simple Rogue-like game made in c# for my school project. Uses Windows forms for GUI and ADO.NET + SQL Server CE for persistency.SharePoint Service Account Password Recovery Tool: A utility to recover SharePoint service account and application pool passwords.Smart Include - a powerful & easy way to handle your CSS and Javascript includes: Smart Include provides web developers with a very easy way to have all their css and javascript files compressed and/or minified, placed in a singl...sNPCedit: Perfect World NPC Editorstatusupdates: Generic status updatesTRXtoHTML: This is a command line utility to generate html report files from VSTS 2008 result files (trx). Usage: VSTSTestReport /q <input trx file> <outpu...WawaWuzi: 网页版五子棋,欢迎大家参与哦,呵呵。WPF Alphabet: WPF Alphabet is a application that I created to help my child learn the alphabet. It displays each letter and pronounces it using speech synthesis....WPF AutoCompleteBox for Chinese Spell: CSAutoBox is a type of WPF AutoCompleteBox for Chinese Spell in Input,Like Google,Bing.WpfCollections: WpfCollections help in WPF MVVM scenarios, resolving some of common problems and tasks: - delayed CurrentChange in ListCollectionView, - generate...XML Log Viewer in the Cloud: Silvelright 4 application hosted on Windows Azure. Upload any log file based on xml format. View log, search log, diff log, catalog etc.New ReleasesA Guide to Parallel Programming: Drop 3 - Guide Preface, Chapters 1, 2, 5, and code: This is Drop 3 with Guide Preface, Chapters 1, 2, 5, and References, and the accompanying code samples. This drop requires Visual Studio 2010 Beta ...Artefact Animator: Artefact Animator - Silverlight 4 and WPF .Net 4: Artefact Animator Version 4.0.4.6 Silverlight 4 ArtefactSL.dll for both Debug and Release. WPF 4 Artefact.dll for both Debug and Release.ASP.NET Wiki Control: Release 1.2: Includes SyntaxHighlighter integration. The control will display the functionality if it detects that http://alexgorbatchev.com/wiki/SyntaxHighli...C# to VB.NET VB.NET To C# Code Convertor: CSharp To VB.Net Convertor VS2010 Support: !VS2010 Support Added To The Addon Visual Studio buildin VB.Net To C# , C# To VB.Net Convertor using NRefactor from icsharpcode's SharpDevelop. The...CodeBlock: LLVM - 2010-04-20: These are precompiled LLVM dynamic link libraries. One for AMD64 architecture and one for IA32. To use these DLL's you should copy them to corresp...crudwork library: crudwork 2.2.0.4: What's new: qapp (shorts for Query Analyzer Plus Plus) is a SQL query analyzer previously for SQLite only now works for all databases (SQL, Oracle...DiffPlex - a .NET Diff Generator: DiffPlex 1.1: Change listFixed performance bug caused by logging for debug build Added small performance fix in the core diff algorithm Package the release b...Event Scavenger: First release (version 3.0): This release does not include any installers yet as the system is a bit more complex than a simple MSI installer can handle. Follow the instruction...Extend SmallBasic: Teaching Extensions v.012: added archiving for screen shots (Tortoise.approve) ColorWheel exits if emptyFree Silverlight & WPF Chart Control - Visifire: Charts for Silverlight 4!: Hi, Visifire now works with Silverlight 4. Microsoft released Silverlight 4 last week. Some of the new features include more fluid animations, Web...IST435: Lab 5 - DotNetNuke Module Development: Lab 5 - DotNetNuke Module DevelopmentThis is the instructions for Lab 5 on. This lab must be completed in-class. It is based on your Lab 4.KEMET_API: Kemet API v0.2d: new platform with determiners and ideograms ... please consult the "release_note.txt" for more informations.MDT Scripts, Front Ends, Web Services, and Utilities for use with ConfigMgr/SCCM: PrettyGoodFrontEndClone (v1.0): This is a clone of the great PrettyGoodFrontEnd written by Johan Arwidmark that uses the Deployment Webservice as a backend so you don't need to ho...NMigrations: 1.0.0.3: CHG: upgraded solution/projects to Visual Studio 2010 FIX: removed precision/scale from MONEY data type (issue #8081) FIX: added support for binary...Object/Relational Mapper & Code Generator in Net 2.0 for Relational & XML Schema: 2.6: Minor release.OgmoXNA: OgmoXNA Alpha Binaries: Binaries Release build binaries for the Windows and Xbox 360 platforms. Includes the Content Pipeline Extensions needed to build your projects in ...Ox Game Engine for XNA: Release 70 - Fixes: Update in 2.2.3.2 Removed use of 'reflected' render state. May fix some render errors. Original Hi all! I fixed all of the major known problems...patterns & practices – Enterprise Library: Enterprise Library 5.0 - April 2010: Microsoft Enterprise Library 5.0 official binaries can be downloaded from MSDN. Please be patient as the bits get propagated through the download s...Pdf ebook seaerch engine and viewer: Codes PDf ebook: CodesPlay-kanaler (Windows Media Center Plug-in): Playkanaler 1.0.4: Playkanaler version 1.0.4 Viasatkanalerna kanske fungerar igen, tack vare AleksandarF. Pausa och spola fungerar inte ännu.PokeIn Comet Ajax Library: PokeIn v06 x64: Bug fix release of PokeIn x64 Security Bugs Fixed Encoding Bugs Fixed Performance Improvements Made New Method in BrowserHelper classPokeIn Comet Ajax Library: PokeIn v06 x86: Bug fix release of PokeIn x86 Security Bugs Fixed Encoding Bugs Fixed Performance Improvements Made New Method in BrowserHelper classPowerSlim - Acceptance Testing for Enterprise Applications: PowerSlim 0.2: We’re pleased to announce the PowerSlim 0.2. The main feature of this release is Windows Setup which installs all you need to start doing Acceptan...Rapidshare Episode Downloader: RED v0.8.5: This release fixes some bugs that mainly have to do with Next and Add Show functionality.Rawr: Rawr 2.3.15: - Improvements to Wowhead/Armory parsing. - Rawr.Mage: Fix for calculations being broken on 32bit OSes. - Rawr.Warlock: Lots more work on fleshin...ResizeDragBehavior: ResizeDragBehavior 1.0: First release of the ResizeDragBehavior. Also includes a sampleproject to see how this behavior can be implemented.RoTwee: RoTwee (11.0.0.0): 17316 Follow Visual Studio 2010/.NET Framework 4.0SharePoint Service Account Password Recovery Tool: 1.0: This is the first release of the password recovery toolSilverlightFTP: SilverlightFTP Beta RUS: SilverlightFTP with drag-n-drop support. Russian.SqlCe Viewer (SeasonStar Database Management): SqlCe Viewer(SSDM) 0.0.8.3: 1:Downgrade to .net framework 3.5 sp1 2:Fix some bugs 3:Refactor Mysql EntranceThe Ghost: DEL3SWE: DEL3SWETMap for VS2010: TMap for Visual Studio 2010: TMap for Visual Studio 2010Sogeti has developed a testing process template that integrates the TMap test approach with Visual Studio 2010 (VS2010)....TRXtoHTML: TRXtoHTML v1.1: Minor updateVisual Studio Find Results Window Tweak: Find Results Window Tweak: First stable release of the tool, which enables you to tweak the find results window.Web Service Software Factory: 15 Minute Walkthrough for WSSF2010: This walkthrough provides a very brief introduction for those who either do not have a lot of time for a full introduction, or those who are lookin...Web Service Software Factory: Hands On Lab - Building a Web Service (VS2010): This hands-on lab provides eight exercies to briefly introduce most of the experiences of building a Web service using the Service Factory 2010. Th...Web Service Software Factory: Web Service Software Factory 2010 Source Code: System Requirements • Microsoft Visual Studio 2010 (Premium, Professional or Ultimate Edition) • Guidance Automation Extensions 2010 • Visu...WPF Alphabet: Source Code plus Binaries: Compete C# and WPF source code available below. I have also included the binary for those that just want to run it.WPF AutoCompleteBox for Chinese Spell: CSAutoBox V1.0: This is CSAutoBox V1.0 Beta,if you have any questions,please email me.Most Popular ProjectsRawrWBFS ManagerSilverlight ToolkitAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryASP.NETMicrosoft SQL Server Community & SamplesPHPExcelMost Active ProjectsRawrpatterns & practices – Enterprise LibraryBlogEngine.NETIonics Isapi Rewrite FilterFarseer Physics EnginePHPExcelTweetSharpCaliburn: An Application Framework for WPF and SilverlightNB_Store - Free DotNetNuke Ecommerce Catalog ModulePokeIn Comet Ajax Library

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  • DirectX9 / HLSL Shader Model 3 - Passing Doubles between Shaders

    - by P. Avery
    I need higher precision on a few values within my vertex and pixel shaders...I'm currently using floats, so I would like to use doubles...I've read that HLSL Model 4 has two functions to convert a double into two unsigned integers and back again( asuint() and asdouble() ). These functions are only supported on HLSL 4 and I am using DirectX 9 which will only compile HLSL Model 3 and below... How can I pass a double between shaders? here is implementation for HLSL 4: struct VS_INPUT { float2 v; }; struct PS_INPUT { uint a; uint b; uint c; uint d; }; PS_INPUT VertexShader( VS_INPUT Input ) { PS_INPUT Output = ( PS_INPUT )0; double2 vPos = mul( Input.v, mWorld ).xy; asuint( vPos.x, Output.a, Output.b ); asuint( vPos.y, Output.c, Output.d ); return Output; } float4 PixelShader( PS_INPUT Input ) { double2 vPos; vPos.x = asdouble( Input.a, Input.b ); vPos.y = asdouble( Input.c, Input.d ); ... return 1; }

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  • Remastered King’s Quest Games Offer Classic Gaming on Modern Machines

    - by ETC
    If you were a fan of the King’s Quest series of adventure games from the 1980s and 1990s, you’ll be thrilled to see them remastered with enhanced graphics, polished voice acting, and more. Gaming studio AGD Interactive has been engaged in a multi-year project to remaster and freely release the classic King’s Quest games. They started with King’s Quest I in 2001, moved on to King’s Quest II, and just recently released King’s Quest III (see in the screenshot above). The gameplay for all three games is excellent and really captures the feel of the original games (with better graphics, quality voice acting, and adjustments made for modern computers). When you run the game you first get a small pre-launch console. There you can make adjusts to the game before launching it. We’d recommend you enable the pixel doubling filter. It make the game a little blockier (hey you are playing a 1980s remake!) but it fills up high resolution monitors more effectively. Hit up the link below to download King’s Quest Redux I-III free of charge for both Windows and Mac computers. King’s Quest Redux [AGD Interactive via @cbeust] Latest Features How-To Geek ETC Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) Manage Your Favorite Social Accounts in Chrome and Iron with Seesmic E.T. II – Extinction [Fake Movie Sequel Video] Remastered King’s Quest Games Offer Classic Gaming on Modern Machines Compare Your Internet Cost and Speed to Global Averages [Infographic] Orbital Battle for Terra Wallpaper WizMouse Enables Mouse Over Scrolling on Any Window

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  • Special thanks to everyone that helped me in 2010.

    - by mbcrump
    2010 has been a very good year for me and I wanted to create a list and thank everyone for what they have done for me.  I also wanted to thank everyone for reading and subscribing to my blog. It is hard to believe that people actually want to read what I write. I feel like I owe a huge thanks to everyone listed below. Looking back upon 2010, I feel that I’ve grown as a developer and you are part of that reason. Sometimes we get caught up in day to day work and forget to give thanks to those that helped us along the way. The list below is mine, it includes people and companies. This list is obviously not going to include everyone that has helped, just those that have stood out in my mind. When I think back upon 2010, their names keep popping up in my head. So here goes, in no particular order.  People Dave Campbell – For everything he has done for the Silverlight Community with his Silverlight Cream blog. I can’t think of a better person to get recognition at the Silverlight FireStarter event. I also wanted to thank him for spending several hours of his time helping me track down a bug in my feedburner account. Victor Gaudioso – For his large collection of video tutorials on his blog and the passion and enthusiasm he has for Silverlight. We have talked on the phone and I’ve never met anyone so fired up for Silverlight. Kunal Chowdhury – Kunal has always been available for me to bounce ideas off of. Kunal has also answered a lot of questions that stumped me. His blog and CodeProject article have green a great help to me and the Silverlight Community. Glen Gordon – I was looking frantically for a Windows Phone 7 several months before release and Glen found one for me. This allowed me to start a blog series on the Windows Phone 7 hardware and developing an application from start to finish that Scott Guthrie retweeted.  Jeff Blankenburg – For listening to my complaints in the early stages of Windows Phone 7. Jeff was always very polite and gave me his cell phone number to talk it over. He also walked me through several problems that I was having early on. Pete Brown – For writing Silverlight 4 in Action. This book is definitely a labor of love. I followed Pete on Twitter as he was writing it and he spent a lot of late nights and weekends working on it. I felt a lot smarter after reading it the first time. The second time was even better. John Papa – For all of his work on the Silverlight Firestarter and the Silverlight community in general. He has also helped me on a personal level with several things. Daniel Heisler – For putting up with me the past year while we worked on many .NET projects together in 2010. Alvin Ashcraft – For publishing a daily blog post on the best of .NET links. He has linked to my site many times and I really appreciate what he does for the community. Chris Alcock – For publishing the Morning Brew every weekday. I remember when I first appeared on his site, I started getting hundreds of hits on my site and wondered if I was getting a DOS attack or something. It was great to find out that Chris had linked to one of my articles. Joel Cochran – For spending a week teaching “Blend-O-Rama”. This was my one of my favorite sessions of this year. I learned a lot about Expression Blend from it and the best part was that it was free and during lunchtime. Jeremy Likness – Jeremy is smart – very smart. I have learned a lot from Jeremy over the past year. He is also involved in the Silverlight community in every way possible, from forums to blog post to screencast to open source. It goes on and on. The people that I met at VSLive Orlando 2010. I had a great time chatting with Walt Ritscher, Wallace McClure, Tim Huckabee and David Platt. Also a special thanks to all of my friends on Twitter like @wilhil, @DBVaughan, @DataArtist, @wbm, @DirkStrauss and @rsringeri and many many more. Software Companies / Events / May of gave me FREE stuff. =) Microsoft (3) – I was sent a free coupon code by Microsoft to take the Silverlight 4 Beta Exam. I jumped on the offer and took the exam. It was great being selected to try out the exam before it goes public even though Microsoft eventually published a universal coupon code for everyone. I am still waiting to find out if I passed the exam. My fingers are crossed. Microsoft reaching out to me with some questions regarding the .NET Community. I’ve never had a company contact me with such interest in the community. Having a contest where 75 people could win a $100 gift certificate and a T-Shirt for submitting a Windows Phone 7 app. I submitted my app and won. All of the free launch events this year (Windows Phone 7, Visual Studio 2010, ASP.NET MVC). Wintellect – For providing an awesome day of free technical training called T.E.N. Where else can you get free training from some of the best programmers in the world? I also won a contest from them that included a NETAdvantage Ultimate License from Infragistics. VSLive – I attended the Orlando 2010 Conference and it was the best developer’s conference that I have ever attended. I got to know a lot of people at this conference and hang out with many wonderful speakers. I live tweeted the event and while it may have annoyed some, the organizers of VSLive loved it. I won the contest on Twitter and they invited me back to the 2011 session of my choice. This is a very nice gift and I really appreciate the generosity. BarcodeLib.com – For providing free barcode generating tools for a Non-Profit ASP.NET project that I was working on. Their third party controls really made this a breeze compared to my existing solution. NDepend – It is absolutely the best tool to improve code quality. The product is extremely large and I would recommend heading over to their site to check it out. Silverlight Spy – I was writing a blog post on Silverlight Spy and Koen Zwikstra provided a FREE license to me. If you ever wanted to peek inside of a Silverlight Application then this is the tool for you. He is also working on a version that will support OOB and Windows Phone 7. I would recommend checking out his site. Birmingham .NET Users Group / Silverlight Nights User Group – It takes a lot of time to put together a user group meeting every month yet it always seems to happen. I don’t want to name names for fear of leaving someone out but both of these User Groups are excellent if you live in the Birmingham, Alabama area. Publishing Companies Manning Publishing – For giving me early access to Silverlight 4 in Action by Pete Brown. It was really nice to be able to read this awesome book while Pete was writing it. I was also one of the first people to publish a review of the book. Sams Publishing and DZone – For providing a copy of Silverlight 4 Unleashed by Laurent Bugnion for me to review for their site. The review is coming in January 2011. Special Shoutout to the following 3rd Party Silverlight Controls It has been a great pleasure to work with the following companies on 3rd Party Control Giveaways every month. It always amazes me how every 3rd Party Control company is so eager to help out the community. I’ve never been turned down by any of these companies! These giveaways have sparked a lot of interest in Silverlight and hopefully I can continue giving away a new set every month. If you are a 3rd Party Control company and are interested in participating in these giveaways then please email me at mbcrump29[at]gmail[d0t].com. The companies below have already participated in my giveaways: Infragistics (December 2010) - Win a set of Infragistics Silverlight Controls with Data Visualization!  Mindscape (November 2010) - Mindscape Silverlight Controls + Free Mega Pack Contest Telerik (October 2010) - Win Telerik RadControls for Silverlight! ($799 Value) Again, I just wanted to say Thanks to everyone for helping me grow as a developer.  Subscribe to my feed

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  • The ship "shudders" in scrolling Asteroids

    - by Ciaran
    In my Asteroids game the user can scroll through space. When scrolling, the ship is drawn in the centre of the window. I use interpolation. I scroll the window uing glOrtho, centering it around the centre of the ship. On my first machine (7 years old, Windows XP, NVIDIA), I am doing 50 updates and 76 frames per second. This is smooth. My other machine an old compaq laptop (Pentium III) with Linux and Radeon OpenGL driver delivers 50 updates and 30 frames per second. The ship regularly seems to "shudder" back and forth when at maximum thrust. When you position the mouse cursor beside the ship it is obvious that its relative position in the window changes. Also, the stars seem blurred into short "lines". Playing the game in non-scrolling mode, the ship moves within the window, glOrtho is therefore not called repeatedly and there is no problem. I suspect a bug in my positioning of the ship and the window but I have dumped out these values and they seem to only go forward, not forward-back-forward. The driver does support double buffering. I guess if it is my bug I need to slow the frame-rate down to debug properly. My question: is this an obvious driver bug or is the slower machine uncovering a bug in my stuff and if so, some debugging tips would be appreciated. I am drawing in world co-ordinates and letting OpenGL do the scaling and translation so if I had a quick way of verifying what pixel co-ordinates OpenGL produces for the ship centre, that would help clarify this.

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  • How can I get the palette of an 8-bit surface in SDL.NET/Tao.SDL?

    - by lolmaster
    I'm looking to get the palette of an 8-bit surface in SDL.NET if possible, or (more than likely) using Tao.SDL. This is because I want to do palette swapping with the palette directly, instead of blitting surfaces together to replace colours like how you would do it with a 32-bit surface. I've gotten the SDL_Surface and the SDL_PixelFormat, however when I go to get the palette in the same way, I get a System.ExecutionEngineException: private Tao.Sdl.Sdl.SDL_Palette GetPalette(Surface surf) { // Get surface. Tao.Sdl.Sdl.SDL_Surface sdlSurface = (Tao.Sdl.Sdl.SDL_Surface)System.Runtime.InteropServices.Marshal.PtrToStructure(surf.Handle, typeof(Tao.Sdl.Sdl.SDL_Surface)); // Get pixel format. Tao.Sdl.Sdl.SDL_PixelFormat pixelFormat = (Tao.Sdl.Sdl.SDL_PixelFormat)System.Runtime.InteropServices.Marshal.PtrToStructure(sdlSurface.format, typeof(Tao.Sdl.Sdl.SDL_PixelFormat)); // Execution exception here. Tao.Sdl.Sdl.SDL_Palette palette = (Tao.Sdl.Sdl.SDL_Palette)System.Runtime.InteropServices.Marshal.PtrToStructure(pixelFormat.palette, typeof(Tao.Sdl.Sdl.SDL_Palette)); return palette; } When I used unsafe code to get the palette, I got a compile time error: "Cannot take the address of, get the size of, or declare a pointer to a managed type ('Tao.Sdl.Sdl.SDL_Palette')". My unsafe code to get the palette was this: unsafe { Tao.Sdl.Sdl.SDL_Palette* pal = (Tao.Sdl.Sdl.SDL_Palette*)pixelFormat.palette; } From what I've read, a managed type in this case is when a structure has some sort of reference inside it as a field. The SDL_Palette structure happens to have an array of SDL_Color's, so I'm assuming that's the reference type that is causing issues. However I'm still not sure how to work around that to get the underlying palette. So if anyone knows how to get the palette from an 8-bit surface, whether it's through safe or unsafe code, the help would be greatly appreciated.

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  • C#/.NET Little Wonders: Fun With Enum Methods

    - by James Michael Hare
    Once again lets dive into the Little Wonders of .NET, those small things in the .NET languages and BCL classes that make development easier by increasing readability, maintainability, and/or performance. So probably every one of us has used an enumerated type at one time or another in a C# program.  The enumerated types we create are a great way to represent that a value can be one of a set of discrete values (or a combination of those values in the case of bit flags). But the power of enum types go far beyond simple assignment and comparison, there are many methods in the Enum class (that all enum types “inherit” from) that can give you even more power when dealing with them. IsDefined() – check if a given value exists in the enum Are you reading a value for an enum from a data source, but are unsure if it is actually a valid value or not?  Casting won’t tell you this, and Parse() isn’t guaranteed to balk either if you give it an int or a combination of flags.  So what can we do? Let’s assume we have a small enum like this for result codes we want to return back from our business logic layer: 1: public enum ResultCode 2: { 3: Success, 4: Warning, 5: Error 6: } In this enum, Success will be zero (unless given another value explicitly), Warning will be one, and Error will be two. So what happens if we have code like this where perhaps we’re getting the result code from another data source (could be database, could be web service, etc)? 1: public ResultCode PerformAction() 2: { 3: // set up and call some method that returns an int. 4: int result = ResultCodeFromDataSource(); 5:  6: // this will suceed even if result is < 0 or > 2. 7: return (ResultCode) result; 8: } So what happens if result is –1 or 4?  Well, the cast does not fail, so what we end up with would be an instance of a ResultCode that would have a value that’s outside of the bounds of the enum constants we defined. This means if you had a block of code like: 1: switch (result) 2: { 3: case ResultType.Success: 4: // do success stuff 5: break; 6:  7: case ResultType.Warning: 8: // do warning stuff 9: break; 10:  11: case ResultType.Error: 12: // do error stuff 13: break; 14: } That you would hit none of these blocks (which is a good argument for always having a default in a switch by the way). So what can you do?  Well, there is a handy static method called IsDefined() on the Enum class which will tell you if an enum value is defined.  1: public ResultCode PerformAction() 2: { 3: int result = ResultCodeFromDataSource(); 4:  5: if (!Enum.IsDefined(typeof(ResultCode), result)) 6: { 7: throw new InvalidOperationException("Enum out of range."); 8: } 9:  10: return (ResultCode) result; 11: } In fact, this is often recommended after you Parse() or cast a value to an enum as there are ways for values to get past these methods that may not be defined. If you don’t like the syntax of passing in the type of the enum, you could clean it up a bit by creating an extension method instead that would allow you to call IsDefined() off any isntance of the enum: 1: public static class EnumExtensions 2: { 3: // helper method that tells you if an enum value is defined for it's enumeration 4: public static bool IsDefined(this Enum value) 5: { 6: return Enum.IsDefined(value.GetType(), value); 7: } 8: }   HasFlag() – an easier way to see if a bit (or bits) are set Most of us who came from the land of C programming have had to deal extensively with bit flags many times in our lives.  As such, using bit flags may be almost second nature (for a quick refresher on bit flags in enum types see one of my old posts here). However, in higher-level languages like C#, the need to manipulate individual bit flags is somewhat diminished, and the code to check for bit flag enum values may be obvious to an advanced developer but cryptic to a novice developer. For example, let’s say you have an enum for a messaging platform that contains bit flags: 1: // usually, we pluralize flags enum type names 2: [Flags] 3: public enum MessagingOptions 4: { 5: None = 0, 6: Buffered = 0x01, 7: Persistent = 0x02, 8: Durable = 0x04, 9: Broadcast = 0x08 10: } We can combine these bit flags using the bitwise OR operator (the ‘|’ pipe character): 1: // combine bit flags using 2: var myMessenger = new Messenger(MessagingOptions.Buffered | MessagingOptions.Broadcast); Now, if we wanted to check the flags, we’d have to test then using the bit-wise AND operator (the ‘&’ character): 1: if ((options & MessagingOptions.Buffered) == MessagingOptions.Buffered) 2: { 3: // do code to set up buffering... 4: // ... 5: } While the ‘|’ for combining flags is easy enough to read for advanced developers, the ‘&’ test tends to be easy for novice developers to get wrong.  First of all you have to AND the flag combination with the value, and then typically you should test against the flag combination itself (and not just for a non-zero)!  This is because the flag combination you are testing with may combine multiple bits, in which case if only one bit is set, the result will be non-zero but not necessarily all desired bits! Thanks goodness in .NET 4.0 they gave us the HasFlag() method.  This method can be called from an enum instance to test to see if a flag is set, and best of all you can avoid writing the bit wise logic yourself.  Not to mention it will be more readable to a novice developer as well: 1: if (options.HasFlag(MessagingOptions.Buffered)) 2: { 3: // do code to set up buffering... 4: // ... 5: } It is much more concise and unambiguous, thus increasing your maintainability and readability. It would be nice to have a corresponding SetFlag() method, but unfortunately generic types don’t allow you to specialize on Enum, which makes it a bit more difficult.  It can be done but you have to do some conversions to numeric and then back to the enum which makes it less of a payoff than having the HasFlag() method.  But if you want to create it for symmetry, it would look something like this: 1: public static T SetFlag<T>(this Enum value, T flags) 2: { 3: if (!value.GetType().IsEquivalentTo(typeof(T))) 4: { 5: throw new ArgumentException("Enum value and flags types don't match."); 6: } 7:  8: // yes this is ugly, but unfortunately we need to use an intermediate boxing cast 9: return (T)Enum.ToObject(typeof (T), Convert.ToUInt64(value) | Convert.ToUInt64(flags)); 10: } Note that since the enum types are value types, we need to assign the result to something (much like string.Trim()).  Also, you could chain several SetFlag() operations together or create one that takes a variable arg list if desired. Parse() and ToString() – transitioning from string to enum and back Sometimes, you may want to be able to parse an enum from a string or convert it to a string - Enum has methods built in to let you do this.  Now, many may already know this, but may not appreciate how much power are in these two methods. For example, if you want to parse a string as an enum, it’s easy and works just like you’d expect from the numeric types: 1: string optionsString = "Persistent"; 2:  3: // can use Enum.Parse, which throws if finds something it doesn't like... 4: var result = (MessagingOptions)Enum.Parse(typeof (MessagingOptions), optionsString); 5:  6: if (result == MessagingOptions.Persistent) 7: { 8: Console.WriteLine("It worked!"); 9: } Note that Enum.Parse() will throw if it finds a value it doesn’t like.  But the values it likes are fairly flexible!  You can pass in a single value, or a comma separated list of values for flags and it will parse them all and set all bits: 1: // for string values, can have one, or comma separated. 2: string optionsString = "Persistent, Buffered"; 3:  4: var result = (MessagingOptions)Enum.Parse(typeof (MessagingOptions), optionsString); 5:  6: if (result.HasFlag(MessagingOptions.Persistent) && result.HasFlag(MessagingOptions.Buffered)) 7: { 8: Console.WriteLine("It worked!"); 9: } Or you can parse in a string containing a number that represents a single value or combination of values to set: 1: // 3 is the combination of Buffered (0x01) and Persistent (0x02) 2: var optionsString = "3"; 3:  4: var result = (MessagingOptions) Enum.Parse(typeof (MessagingOptions), optionsString); 5:  6: if (result.HasFlag(MessagingOptions.Persistent) && result.HasFlag(MessagingOptions.Buffered)) 7: { 8: Console.WriteLine("It worked again!"); 9: } And, if you really aren’t sure if the parse will work, and don’t want to handle an exception, you can use TryParse() instead: 1: string optionsString = "Persistent, Buffered"; 2: MessagingOptions result; 3:  4: // try parse returns true if successful, and takes an out parm for the result 5: if (Enum.TryParse(optionsString, out result)) 6: { 7: if (result.HasFlag(MessagingOptions.Persistent) && result.HasFlag(MessagingOptions.Buffered)) 8: { 9: Console.WriteLine("It worked!"); 10: } 11: } So we covered parsing a string to an enum, what about reversing that and converting an enum to a string?  The ToString() method is the obvious and most basic choice for most of us, but did you know you can pass a format string for enum types that dictate how they are written as a string?: 1: MessagingOptions value = MessagingOptions.Buffered | MessagingOptions.Persistent; 2:  3: // general format, which is the default, 4: Console.WriteLine("Default : " + value); 5: Console.WriteLine("G (default): " + value.ToString("G")); 6:  7: // Flags format, even if type does not have Flags attribute. 8: Console.WriteLine("F (flags) : " + value.ToString("F")); 9:  10: // integer format, value as number. 11: Console.WriteLine("D (num) : " + value.ToString("D")); 12:  13: // hex format, value as hex 14: Console.WriteLine("X (hex) : " + value.ToString("X")); Which displays: 1: Default : Buffered, Persistent 2: G (default): Buffered, Persistent 3: F (flags) : Buffered, Persistent 4: D (num) : 3 5: X (hex) : 00000003 Now, you may not really see a difference here between G and F because I used a [Flags] enum, the difference is that the “F” option treats the enum as if it were flags even if the [Flags] attribute is not present.  Let’s take a non-flags enum like the ResultCode used earlier: 1: // yes, we can do this even if it is not [Flags] enum. 2: ResultCode value = ResultCode.Warning | ResultCode.Error; And if we run that through the same formats again we get: 1: Default : 3 2: G (default): 3 3: F (flags) : Warning, Error 4: D (num) : 3 5: X (hex) : 00000003 Notice that since we had multiple values combined, but it was not a [Flags] marked enum, the G and default format gave us a number instead of a value name.  This is because the value was not a valid single-value constant of the enum.  However, using the F flags format string, it broke out the value into its component flags even though it wasn’t marked [Flags]. So, if you want to get an enum to display appropriately for whether or not it has the [Flags] attribute, use G which is the default.  If you always want it to attempt to break down the flags, use F.  For numeric output, obviously D or  X are the best choice depending on whether you want decimal or hex. Summary Hopefully, you learned a couple of new tricks with using the Enum class today!  I’ll add more little wonders as I think of them and thanks for all the invaluable input!   Technorati Tags: C#,.NET,Little Wonders,Enum,BlackRabbitCoder

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  • How Scan any File or Folder Using Windows 8’s Built-in Anti-Virus

    - by Taylor Gibb
    Windows 8 includes a built-in antivirus solution that runs in the background. You might, however, be surprised that there is no obvious way to scan an item on demand. Here’s how to launch the Windows Defender GUI as well as add a scan option to the context menu. Manually Opening Windows Defender The first way to scan your files is to use the Windows Defender GUI, to do so navigate to: C:\Program Files\Windows Defender Then launch: MSASCui.exe When the GUI opens, choose to do a custom scan, then click the Scan now button. Now choose the folder you want to scan, and then click OK. That’s all there it to it. Scan Using the Context Menu If you don’t fancy opening the GUI, you could always add an option to the context menu. To do so, press the Windows + R keyboard combination to open a run box and type: shell:sendto Then press enter. Now go ahead and download this batch file we wrote, then unzip its contents into the SendTo folder. Now when you right click on a file or folder, you will be able to scan items using the “Send to” menu. Unfortunately it does use the command line scanner, nevertheless it gets the job done. That’s all there is to it. Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • Apple iPhone 3GS 8GB now available for Rs 19,990

    - by samsudeen
    Well it is almost 2 years after the original launch, Apple has re-launched its  iPhone 3GS 8GB model for a much cheaper price of Rs.19,990 in India. This is an quite interesting move by Apple to wow the Indian smart phone market which is dominated by the cheaper android phones from Samsung , HTC and others. These are the specifications of the iPhone 3GS version ( just in case you have forgotten as it is too old) 3.5″ capacitive display with pixel dimensions of 320×480 3 MP camera with auto focus High speed connectivity up to 7.2 Mbps on 3G HSDPA 600 MHz  processor speed iOS 4.3 unlocked and upgradable to iOS 5.0 Hardware support for 3D graphics Millions of apps which are unique to iPhone. With only few months left for release of the much anticipated “iPhone 5″ and a market which is already loaded with a wide range of cheaper & feature rich smart phones the competition is going to be tougher for Apple This article titled,Apple iPhone 3GS 8GB now available for Rs 19,990, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Calculating Screen Resolutions Using WPF

    - by Jeff Ferguson
    WPF measures all elements in device independent pixels (DIPs). These DIPs equate to device pixels if the current display monitor is set to the default of 96 DPI. However, for monitors set to a DPI setting that is different than 96 DPI, then WPF DIPs will not correspond directly to monitor pixels. Consider, for example, the WPF properties SystemParameters.PrimaryScreenHeight and SystemParameters.PrimaryScreenWidth. If your monitor resolution is set to 1024 pixels wide by 768 pixels high, and your monitor is set to 96 DPI, then WPF will report the value of SystemParameters.PrimaryScreenHeight as 768 and the value of SystemParameters.PrimaryScreenWidth as 1024. No problem. This aligns nicely because the WPF device independent pixel value (96) matches your monitor's DPI setting (96). However, if your monitor is not set to display pixels at 96 DPI, then SystemParameters.PrimaryScreenHeight and SystemParameters.PrimaryScreenWidth will not return what you expect. The values returned by these properties may be greater than or less than what you expect, depending on whether or not your monitor's DPI value is less than or greater than 96. Since the SystemParameters.PrimaryScreenHeight and SystemParameters.PrimaryScreenWidth properties are WPF properties, their values are measured in WPF DIPs, rather than taking monitor DPI into effect. Once again: WPF measures all elements in device independent pixels (DIPs). To combat this issue, you must take your monitor's DPI settings into effect if you're looking for the monitor's width and height using the monitor's DPI settings. The handy code block below will help you calculate these values regardless of the DPI setting on your monitor: Window MainWindow = Application.Current.MainWindow; PresentationSource MainWindowPresentationSource = PresentationSource.FromVisual(MainWindow); Matrix m = MainWindowPresentationSource.CompositionTarget.TransformToDevice; DpiWidthFactor = m.M11; DpiHeightFactor = m.M22; double ScreenHeight = SystemParameters.PrimaryScreenHeight * DpiHeightFactor; double ScreenWidth = SystemParameters.PrimaryScreenWidth * DpiWidthFactor; The values of ScreenHeight and ScreenWidth should, after this code is executed, match the resolution that you see in the display's Properties window.

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  • Windows Azure Evolution - Web Sites (aka Antares) Part 1

    - by Shaun
    This is the 3rd post of my Windows Azure Evolution series, focus on the new features and enhancement which was alone with the Windows Azure Platform Upgrade June 2012, announced at the MEET Windows Azure event on 7th June. In the first post I introduced the new preview developer portal and how to works for the existing features such as cloud services, storages and SQL databases. In the second one I talked about the Windows Azure .NET SDK 1.7 on the latest Visual Studio 2012 RC on Windows 8. From this one I will begin to introduce some new features. Now let’s have a look on the first one of them, Windows Azure Web Sites.   Overview Windows Azure Web Sites (WAWS), as known as Antares, was a new feature still in preview stage in this upgrade. It allows people to quickly and easily deploy websites to a highly scalable cloud environment, uses the languages and open source apps of the choice then deploy such as FTP, Git and TFS. It also can be integrated with Windows Azure services like SQL Database, Caching, CDN and Storage easily. After read its introduction we may have a question: since we can deploy a website from both cloud service web role and web site, what’s the different between them? So, let’s have a quick compare.   CLOUD SERVICE WEB SITE OS Windows Server Windows Server Virtualization Windows Azure Virtual Machine Windows Azure Virtual Machine Host IIS IIS Platform ASP.NET WebForm, ASP.NET MVC, WCF ASP.NET WebForm, ASP.NET MVC, PHP Language C#, VB.NET C#, VB.NET, PHP Database SQL Database SQL Database, MySQL Architecture Multi layered, background worker, message queuing, etc.. Simple website with backend database. VS Project Windows Azure Cloud Service ASP.NET Web Form, ASP.NET MVC, etc.. Out-of-box Gallery (none) Drupal, DotNetNuke, WordPress, etc.. Deployment Package upload, Visual Studio publish FTP, Git, TFS, WebMatrix Compute Mode Dedicate VM Shared Across VMs, Dedicate VM Scale Scale up, scale out Scale up, scale out As you can see, there are many difference between the cloud service and web site, but the main point is that, the cloud service focus on those complex architecture web application. For example, if you want to build a website with frontend layer, middle business layer and data access layer, with some background worker process connected through the message queue, then you should better use cloud service, since it provides full control of your code and application. But if you just want to build a personal blog or a  business portal, then you can use the web site. Since the web site have many galleries, you can create them even without any coding and configuration. David Pallmann have an awesome figure explains the benefits between the could service, web site and virtual machine.   Create a Personal Blog in Web Site from Gallery As I mentioned above, one of the big feature in WAWS is to build a website from an existing gallery, which means we don’t need to coding and configure. What we need to do is open the windows azure developer portal and click the NEW button, select WEB SITE and FROM GALLERY. In the popping up windows there are many websites we can choose to use. For example, for personal blog there are Orchard CMS, WordPress; for CMS there are DotNetNuke, Drupal 7, mojoPortal. Let’s select WordPress and click the next button. The next step is to configure the web site. We will need to specify the DNS name and select the subscription and region. Since the WordPress uses MySQL as its backend database, we also need to create a MySQL database as well. Windows Azure Web Sites utilize ClearDB to host the MySQL databases. You cannot create a MySQL database directly from SQL Databases section. Finally, since we selected to create a new MySQL database we need to specify the database name and region in the last step. Also we need to accept the ClearDB’s terms as well. Then windows azure platform will download the WordPress codes and deploy the MySQL database and website. Then it will be ready to use. Select the website and click the BROWSE button, the WordPress administration page will be shown. After configured the WordPress here is my personal web blog on the cloud. It took me no more than 10 minutes to establish without any coding.   Monitor, Configure, Scale and Linked Resources Let’s click into the website I had just created in the portal and have a look on what we can do. In the website details page where are five sections. - Dashboard The overall information about this website, such as the basic usage status, public URL, compute mode, FTP address, subscription and links that we can specify the deployment credentials, TFS and Git publish setting, etc.. - Monitor Some status information such as the CPU usage, memory usage etc., errors, etc.. We can add more metrics by clicking the ADD METRICS button and the bottom as well. - Configure Here we can set the configurations of our website such as the .NET and PHP runtime version, diagnostics settings, application settings and the IIS default documents. - Scale This is something interesting. In WAWS there are two compute mode or called web site mode. One is “shared”, which means our website will be shared with other web sites in a group of windows azure virtual machines. Each web site have its own process (w3wp.exe) with some sandbox technology to isolate from others. When we need to scaling-out our web site in shared mode, we actually increased the working process count. Hence in shared mode we cannot specify the virtual machine size since they are shared across all web sites. This is a little bit different than the scaling mode of the cloud service (hosted service web role and worker role). The other mode called “dedicate”, which means our web site will use the whole windows azure virtual machine. This is the same hosting behavior as cloud service web role. In web role it will be deployed on the virtual machines we specified and all of them are only used by us. In web sites dedicate mode, it’s the same. In this mode when we scaling-out our web site we will use more virtual machines, and each of them will only host our own website. And we can specify the virtual machine size in this mode. In the developer portal we can select which mode we are using from the scale section. In shared mode we can only specify the instance count, but in dedicate mode we can specify the instance size as well as the instance count. - Linked Resource The MySQL database created alone with the creation of our WordPress web site is a linked resource. We can add more linked resources in this section.   Pricing For the web site itself, since this feature is in preview period if you are using shared mode, then you will get free up to 10 web sites. But if you are using dedicate mode, the price would be the virtual machines you are using. For example, if you are using dedicate and configured two middle size virtual machines then you will pay $230.40 per month. If there is SQL Database linked to your web site then they will be charged separately based on the Pay-As-You-Go price. For example a 1GB web edition database costs $9.99 per month. And the bandwidth will be charged as well. For example 10GB outbound data transfer costs $1.20 per month. For more information about the pricing please have a look at the windows azure pricing page.   Summary Windows Azure Web Sites gives us easier and quicker way to create, develop and deploy website to window azure platform. Comparing with the cloud service web role, the WAWS have many out-of-box gallery we can use directly. So if you just want to build a blog, CMS or business portal you don’t need to learn ASP.NET, you don’t need to learn how to configure DotNetNuke, you don’t need to learn how to prepare PHP and MySQL. By using WAWS gallery you can establish a website within 10 minutes without any lines of code. But in some cases we do need to code by ourselves. We may need to tweak the layout of our pages, or we may have a traditional ASP.NET or PHP web application which needed to migrated to the cloud. Besides the gallery WAWS also provides many features to download, upload code. It also provides the feature to integrate with some version control services such as TFS and Git. And it also provides the deploy approaches through FTP and Web Deploy. In the next post I will demonstrate how to use WebMatrix to download and modify the website, and how to use TFS and Git to deploy automatically one our code changes committed.   Hope this helps, Shaun All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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  • 2D Side Scrolling game and "walk over ground" collision detection

    - by Fire-Dragon-DoL
    The question is not hard, I'm writing a game engine for 2D side scrolling games, however I'm thinking to my 2D side scrolling game and I always come up with the problem of "how should I do collision with the ground". I think I couldn't handle the collision with ground (ground for me is "where the player walk", so something heavily used) in a per-pixel way, and I can't even do it with simple shape comparison (because the ground can be tilted), so what's the correct way? I'know what tiles are and i've read about it, but how much should be big each tile to not appear like a stairs?Are there any other approach? I watched this game and is very nice how he walks on ground: http://www.youtube.com/watch?v=DmSAQwbbig8&feature=player_embedded If there are "platforms" in mid air, how should I handle them?I can walk over them but I can't pass "inside". Imagine a platform in mid air, it allows you to walk over it but limit you because you can't jump in the area she fits Sorry for my english, it's not my native language and this topic has a lot of keywords I don't know so I have to use workarounds Thanks for any answer Additional informations and suggestions: I'm doing a game course in this period and I asked them how to do this, they suggested me this approach (a QuadTree): -All map is divided into "big nodes" -Each bigger node has sub nodes, to find where the player is -You can find player's node with a ray on player position -When you find the node where the player is, you can do collision check through all pixels (which can be 100-200px nothing more) Here is an example, however i didn't show very well the bigger nodes because i'm not very good with photoshop :P How is this approach?

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  • BUILD 2012 day 1 Keynote recap

    - by pluginbaby
    On October 30, 2012 Steve Ballmer kicked off the first BUILD conference keynote. Steve shared some insights around Windows 8: 4 million customers upgraded to Windows 8 over the weekend since the October 26 release (so in 3 days only!). Focus on sharing code between Windows 8 and Windows Phone 8. Syncing everything through SkyDrive Xbox Music free streaming and Xbox Smart Glass. He did all the demos himself, showing off great “Windows 8 generation” devices already available (including an 82-inch Windows 8 “slate” by Perceptive Pixel). Steve Guggenheimer (Microsoft's Corporate Vice President DPE) talked about The Business Opportunity with Windows 8.   Notable announcements of day 1: The Windows Phone 8 SDK is now available at dev.windowsphone.com (includes SDK, free version of VS2012, Blend 5, and emulators). Release of the .NET Framework for Windows Phone 8: Ability to use C# 5 or Visual Basic 11 features in your code (async programming mode, ...), share code between WP8 and Windows Store apps. Windows Phone 8 individual developer registration is reduced to $8 for the next 8 days! (hurry up…) Note: strange absence of Steven Sinofsky on stage…   Watch the entire keynote online: http://channel9.msdn.com/Events/Build/2012/1-001 Read the full transcript: http://www.microsoft.com/en-us/news/Speeches/2012/10-30BuildDay1.aspx

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  • Convert mkv to mp4 with ffmpeg

    - by JohnS
    When I try converting mkv to mp4 using ffmpeg, the following error occurs: [ipod @ 0x16fa0a0] Application provided invalid, non monotonically increasing dts to muxer in stream 0: -2 = -2 av_interleaved_write_frame(): Invalid argument I used this command to convert the file: ffmpeg -i input.mkv -vcodec copy -acodec copy -absf aac_adtstoasc output.m4v The input file has the following characteristics: mediainfo input.mkv General Unique ID : 200459305952356554213392832683163418790 (0x96CF0ED8DB5914CBB9E18163689280A6) Complete name : input.mkv Format : Matroska Format version : Version 2 File size : 1.46 GiB Duration : 1h 5mn Overall bit rate : 3 168 Kbps Encoded date : UTC 2010-09-26 21:44:02 Writing application : mkvmerge v2.9.5 ('Tu es le seul') built on Jun 17 2009 16:28:30 Writing library : libebml v0.7.8 + libmatroska v0.8.1 Video ID : 1 Format : AVC Format/Info : Advanced Video Codec Format profile : [email protected] Format settings, CABAC : Yes Format settings, ReFrames : 4 frames Codec ID : V_MPEG4/ISO/AVC Duration : 1h 5mn Bit rate : 2 910 Kbps Width : 1 280 pixels Height : 720 pixels Display aspect ratio : 16:9 Frame rate : 25.000 fps Color space : YUV Chroma subsampling : 4:2:0 Bit depth : 8 bits Scan type : Progressive Bits/(Pixel*Frame) : 0.126 Stream size : 1.31 GiB (90%) Writing library : x264 core 105 r1724 b02df7b Encoding settings : cabac=1 / ref=3 / deblock=1:0:0 / analyse=0x3:0x113 / me=hex / subme=6 / psy=1 / psy_rd=1.00:0.00 / mixed_ref=0 / me_range=16 / chroma_me=1 / trellis=1 / 8x8dct=1 / cqm=0 / deadzone=21,11 / fast_pskip=0 / chroma_qp_offset=-2 / threads=18 / sliced_threads=0 / nr=0 / decimate=1 / interlaced=0 / constrained_intra=0 / bframes=3 / b_pyramid=2 / b_adapt=1 / b_bias=0 / direct=3 / weightb=1 / open_gop=0 / weightp=0 / keyint=250 / keyint_min=25 / scenecut=40 / intra_refresh=0 / rc=2pass / mbtree=0 / bitrate=2910 / ratetol=1.0 / qcomp=0.60 / qpmin=10 / qpmax=51 / qpstep=4 / cplxblur=20.0 / qblur=0.5 / ip_ratio=1.40 / pb_ratio=1.30 / aq=1:1.00 Default : Yes Forced : No Audio ID : 2 Format : AC-3 Format/Info : Audio Coding 3 Mode extension : CM (complete main) Codec ID : A_AC3 Duration : 1h 5mn Bit rate mode : Constant Bit rate : 256 Kbps Channel(s) : 2 channels Channel positions : Front: L R Sampling rate : 48.0 KHz Bit depth : 16 bits Compression mode : Lossy Stream size : 121 MiB (8%) Language : English Default : Yes Forced : No Being new to ffmpeg, I'm not sure what the error means or how to correct it. Thanks!

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  • The Raspberry Pi Now Has Its Own App Store

    - by Jason Fitzpatrick
    Raspberry Pi, the credit-card sized computer with an ARM processor, now has its own appstore where Raspberry Pi hobbyists and developers can share their creations in a one-stop location accessible to all Raspberry Pi users. In today’s press release about the store, the Raspberry Pi Foundation writes: We’ve been amazed by the variety of software that people have written for, or ported to, the Raspberry Pi. Today, together with our friends at IndieCity and Velocix, we’re launching the Pi Store to make it easier for developers of all ages to share their games, applications, tools and tutorials with the rest of the community. The Pi Store will, we hope, become a one-stop shop for all your Raspberry Pi needs; it’s also an easier way into the Raspberry Pi experience for total beginners, who will find everything they need to get going in one place, for free. The store runs as an X application under Raspbian, and allows users to download content, and to upload their own content for moderation and release. At launch, we have 23 free titles in the store, ranging from utilities like LibreOffice and Asterisk to classic games like Freeciv and OpenTTD and Raspberry Pi exclusive Iridium Rising. We also have one piece of commercial content: the excellent Storm in a Teacup from Cobra Mobile. For more information about the store, including how to install the app store on your Pi, check out the full press release here. To get started browsing the store, hit up the link below. Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • XNA Masking Mayhem

    - by TropicalFlesh
    I'd like to start by mentioning that I'm just an amateur programmer of the past 2 years with no formal training and know very little about maximizing the potential of graphics hardware. I can write shaders and manipulate a multi-layered drawing environment, but I've basically stuck to minimalist pixel shaders. I'm working on putting dynamic point light shadows in my 2d sidescroller, and have had it working to a reasonable degree. Just chucking it in without working on serious optimizations outside of basic culling, I can get 50 lights or so onscreen at once and still hover around 100 fps. The only issue is that I'm on a very high end machine and would like to target the game at as many platforms I can, low and high end. The way I'm doing shadows involves a lot of masking before I can finally draw the light to my light layer. Basically, my technique to achieveing such shadows is as follows. See pics in this album http://imgur.com/a/m2fWw#0 The dark gray represents the background tiles, the light gray represents the foreground tiles, and the yellow represents the shadow-emitting foreground tile. I'll draw the light using a radial gradient and a color of choice I'll then exclude light from the mask by drawing some geometry extending through the tile from my point light. I actually don't mask the light yet at this point, but I'm just illustrating the technique in this image Finally, I'll re-include the foreground layer in my mask, as I only want shadows to collect on the background layer and finally multiply the light with it's mask to the light layer My question is simple - How can I go about reducing the amount of render target switches I need to do to achieve the following: a. Draw mask to exclude shadows from the foreground to it's own target once per frame b. For each light that emits shadows, -Begin light mask as full white -Render shadow geometry as transparent with an opaque blendmode to eliminate shadowed areas from the mask -Render foreground mask back over the light mask to reintroduce light to the foreground c. Multiply light texture with it's individual mask to the main light layer.

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  • How can I better implement A star algorithm with a very large set of nodes?

    - by Stephen
    I'm making a game with nodejs in which many enemies must converge on the player as the player moves around a relatively open space (right now it is an open field with few obstacles, but eventually there may be some small buildings in the field with 1 or 2 rooms). It's a multiplayer game using websockets, so the server needs to keep track of enemies and players. I found this javascript A* library which I've modified to be used on the server as a nodejs module. The library utilizes a Binary Heap to track the nodes for the algorithm, so it should be pretty fast (and indeed, with a small grid, say 100x100 it is lightning fast). The problem is that my game is not really tile-based. As the player moves around the map, he is moving on a more or less 1-to-1 per-pixel coordinate system (the player can move in 8 directions, 1 or 2 pixels at a time). In preliminary tests, on an 800x600 field, the path-finding can take anywhere from 400 to 1000 ms. Multiply that by 10 enemies and the game starts to get pretty choppy. I have already set it up so that each enemy will only do a path-finding call once per second or even as slow as once every 2 seconds (they have to keep updating their path because the players can move freely). But even with this long interval, there are noticeable lag spikes or chops every couple of seconds as the enemies update their paths. I'm willing to approach the problem of path-finding differently, if there's another option. I'm assuming that the real problem is the enormous grid (800x600). It also occurs to me that maybe the large arrays are to blame, as I've read that V8 has trouble with large arrays.

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  • Having a problem with texturing vertices in WebGL, think parameters are off in the image?

    - by mathacka
    I'm having a problem texturing a simple rectangle in my WebGL program, I have the parameters set as follows: gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImage); I'm using this image: On the properties of this image it says it's 32 bit depth, so that should take care of the gl.UNSIGNED_BYTE, and I've tried both gl.RGBA and gl.RGB to see if it's not reading the transparency. It is a 32x32 pixel image, so it's power of 2. And I've tried almost all the combinations of formats and types, but I'm not sure if this is the answer or not. I'm getting these two errors in the chrome console: INVALID_VALUE: texImage2D: invalid image (index):101 WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled. the drawArrays function is simply: "gl.drawArrays(gl.TRIANGLES, 0, 6);" using 6 vertices to make a rectangle.

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  • JQGrdi PDF Export

    - by thanigai
    Originally posted on: http://geekswithblogs.net/thanigai/archive/2013/06/17/jqgrdi-pdf-export.aspxJQGrid PDF Export The aim of this article is to address the PDF export from client side grid frameworks. The solution is done using the ASP.Net MVC 4 and VisualStudio 2012. The article assumes the developer to have a fair amount of knowledge on ASP.Net MVC and C#. Tools Used Visual Studio 2012 ASP.Net MVC 4 Nuget Package Manager JQGrid  is one of the client grid framework built on top of the JQuery framework. It helps in building a beautiful grid with paging, sorting and exiting options. There are also other features available as extension plugins and developers can write their own if needed. You can download the JQgrid from the  JQGrid  homepage or as NUget package. I have given below the command to download the JQGrid through the package manager console. From the tools menu select “Library Package Manager” and then select “Package Manager Console”. I have given the screenshot below. This command will pull down the latest JQGrid package and adds them in the script folder. Once the script is downloaded and referenced in the project update the bundleconfig file to add the script reference in the pages. Bundleconfig can be found in the  App_Start  folder in the project structure. bundles .Add (newStyleBundle(“~/Content/jqgrid”).Include (“~/Content/ui.jqgrid.css”)); bundles.Add( newScriptBundle( “~/bundles/jquerygrid”) .Include( “~/Scripts/jqGrid/jquery.jqGrid*”)); Once added the config’s refer the bundles to the Views/Shared/LayoutPage.cshtml. Add the following lines to the head section of the page. @Styles.Render(“~/Content/jqgrid”) Add the following lines to the end of the page before html close tags. @Scripts.Render(“~/bundles/jquery”) @Scripts.Render(“~/bundles/jqueryui”) @Scripts.Render(“ ~/bundles/jquerygrid”)              That’s all to be done from the view perspective. Once these steps are done the developer can start coding for the JQGrid. In this example we will modify the HomeController for the demo. The index action will be the default action. We will add an argument for this index action. Let it be nullable bool. It’s just to mark the pdf request. In the Index.cshtml we will add a table tag with an id “ gridTable “. We will use this table for making the grid. Since JQGrid is an extension for the JQUery we will initialize the grid setting at the  script  section of the page. This script section is marked at the end of the page to improve performance. The script section is placed just below the bundle reference for JQuery and JQueryUI. This is the one of improvement factors from “ why slow” provided by yahoo. < tableid=“gridTable”class=“scroll”></ table> < inputtype=“button”value=“Export PDF”onclick=“exportPDF();“/>  @section scripts { <scripttype=“text/javascript”> $(document).ready(function(){$(“#gridTable”).jqGrid({datatype:“json”,url:‘@Url.Action(“GetCustomerDetails”)‘,mtype:‘GET’,colNames:["CustomerID","CustomerName","Location","PrimaryBusiness"],colModel:[{name:"CustomerID",width:40,index:"CustomerID",align:"center"},{name:"CustomerName",width:40,index:"CustomerName",align:"center"},{name:"Location",width:40,index:"Location",align:"center"},{name:"PrimaryBusiness",width:40,index:"PrimaryBusiness",align:"center"},],height:250,autowidth:true,sortorder:“asc”,rowNum:10,rowList:[5,10,15,20],sortname:“CustomerID”,viewrecords:true});});  function exportPDF (){ document . location = ‘ @ Url . Action ( “Index” ) ?pdf=true’ ; } </ script >  } The exportPDF methos just sets the document location to the Index action method with PDF Boolean as true just to mark for download PDF. An inmemory list collection is used for demo purpose. The  GetCustomerDetailsmethod is the server side action method that will provide the data as JSON list. We will see the method explanation below. [ HttpGet] publicJsonResultGetCustomerDetails(){ varresult=new { total=1, page=1, records=customerList.Count(), rows=( customerList.Select( e=>new { id=e.CustomerID, cell=newstring[]{ e.CustomerID.ToString(), e.CustomerName, e.Location, e.PrimaryBusiness}})) .ToArray()}; returnJson( result,  JsonRequestBehavior.AllowGet); }   JQGrid can understand the response data from server in certain format. The server method shown above is taking care of formatting the response so that JQGrid understand the data properly. The response data should contain totalpages, current page, full record count, rows of data with id and remaining columns as string array. The response is built using an anonymous object and will be sent as a MVC JsonResult. Since we are using HttpGet it’s better to mark the attribute as HttpGet and also the JSON requestbehavious as AllowGet. The inmemory list is initialized in the homecontroller constructor for reference. Public class HomeController : Controller{ private readonly Ilist < CustomerViewModel > customerList ; public HomeController (){ customerList=newList<CustomerViewModel>() { newCustomerViewModel{ CustomerID=100, CustomerName=“Sundar”, Location=“Chennai”, PrimaryBusiness=“Teacing”}, newCustomerViewModel{ CustomerID=101, CustomerName=“Sudhagar”, Location=“Chennai”, PrimaryBusiness=“Software”}, newCustomerViewModel{ CustomerID=102, CustomerName=“Thivagar”, Location=“China”, PrimaryBusiness=“SAP”}, }; }  publicActionResultIndex( bool?pdf){ if ( !pdf.HasValue){ returnView( customerList);} else{ stringfilePath=Server.MapPath( “Content”)  +“Sample.pdf”; ExportPDF( customerList,  new string[]{  “CustomerID”,  “CustomerName”,  “Location”,  “PrimaryBusiness” },  filePath); return File ( filePath ,  “application/pdf” , “list.pdf” ); }}   The index actionmethod has a Boolean argument named “pdf”. It’s used to indicate for PDF download. When the application starts this method is first hit for initial page request. For PDF operation a filename is generated and then sent to the  ExportPDF  method which will take care of generating the PDF from the datasource. The  ExportPDF method is listed below.  Private static void ExportPDF<TSource>(IList<TSource>customerList,string [] columns, string filePath){ FontheaderFont=FontFactory.GetFont( “Verdana”,  10,  Color.WHITE); Fontrowfont=FontFactory.GetFont( “Verdana”,  10,  Color.BLUE); Documentdocument=newDocument( PageSize.A4);  PdfWriter writer = PdfWriter . GetInstance ( document ,  new FileStream ( filePath ,  FileMode . OpenOrCreate )); document.Open(); PdfPTabletable=newPdfPTable( columns.Length); foreach ( varcolumnincolumns){ PdfPCellcell=newPdfPCell( newPhrase( column,  headerFont)); cell.BackgroundColor=Color.BLACK; table.AddCell( cell); }  foreach  ( var item in customerList ) { foreach ( varcolumnincolumns){ stringvalue=item.GetType() .GetProperty( column) .GetValue( item) .ToString(); PdfPCellcell5=newPdfPCell( newPhrase( value,  rowfont)); table.AddCell( cell5); } }  document.Add( table); document.Close(); }   iTextSharp is one of the pioneer in PDF export. It’s an opensource library readily available as NUget library. This command will pulldown latest available library. I am using the version 4.1.2.0. The latest version may have changed. There are three main things in this library. Document This is the document class which takes care of creating the document sheet with particular size. We have used A4 size. There is also an option to define the rectangle size. This document instance will be further used in next methods for reference. PdfWriter PdfWriter takes the filename and the document as the reference. This class enables the document class to generate the PDF content and save them in a file. Font Using the FONT class the developer can control the font features. Since I need a nice looking font I am giving the Verdana font. Following this PdfPTable and PdfPCell are used for generating the normal table layout. We have created two set of fonts for header and footer. Font headerFont=FontFactory .GetFont(“Verdana”, 10, Color .WHITE); Font rowfont=FontFactory .GetFont(“Verdana”, 10, Color .BLUE);   We are getting the header columns as string array. Columns argument array is looped and header is generated. We are using the headerfont for this purpose. PdfWriter writer=PdfWriter .GetInstance(document, newFileStream (filePath, FileMode.OpenOrCreate)); document.Open(); PdfPTabletable=newPdfPTable( columns.Length); foreach ( varcolumnincolumns){ PdfPCellcell=newPdfPCell( newPhrase( column,  headerFont)); cell.BackgroundColor=Color.BLACK; table.AddCell( cell); }   Then reflection is used to generate the row wise details and form the grid. foreach  (var item in customerList){ foreach ( varcolumnincolumns) { stringvalue=item.GetType() .GetProperty( column) .GetValue( item) .ToString(); PdfPCellcell5=newPdfPCell( newPhrase( value,  rowfont)); table.AddCell( cell5); } } document . Add ( table ); document . Close ();   Once the process id done the pdf table is added to the document and document is closed to write all the changes to the filepath given. Then the control moves to the controller which will take care of sending the response as a JSON result with a filename. If the file name is not given then the PDF will open in the same page otherwise a popup will open up asking whether to save the file or open file. Return File(filePath, “application/pdf”,“list.pdf”);   The final result screen is shown below. PDF file opened below to show the output. Conclusion: This is how the export pdf is done for JQGrid. The problem area that is addressed here is the clientside grid frameworks won’t support PDF’s export. In that time it’s better to have a fine grained control over the data and generated PDF. iTextSharp has helped us to achieve our goal.

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  • Resolution Independence in libGDX

    - by ashes999
    How do I make my libGDX game resolution/density independent? Is there a way to specify image sizes as "absolute" regardless of the underlying density? I'm making a very simple kids game; just a bunch of sprites displayed on-screen, and some text for menus (options menu primarily). What I want to know is: how do I make my sprites/fonts resolution independent? (I have wrapped them in my own classes to make things easier.) Since it's a simple kids game, I don't need to worry about the "playable area" of the game; I want to use as much of the screen space as possible. What I'm doing right now, which seems super incorrect, is to simply create images suitable for large resolutions, and then scale down (or rarely, up) to fit the screen size. This seems to work okay (in the desktop version), even with linear mapping on my textures, but the smaller resolutions look ugly. Also, this seems to fly in the face of Android's "device independent pixels" (DPs). Or maybe I'm missing something and libGDX already takes care of this somehow? What's the best way to tackle this? I found this link; is this a good way of solving the problem?: http://www.dandeliongamestudio.com/2011/09/12/android-fragmentation-density-independent-pixel-dip/ It mentions how to control the images, but it doesn't mention how to specify font/image sizes regardless of density.

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  • How do I create a 2.5d parallax effect?

    - by Nikolay Dyankov
    I have a decent background in 3D graphics and programming, but I'm new to game development. I'm currently exploring different possibilities and I really want to make an RPG game. I was thinking about classic 2D isometric view, but I really love how Diablo 2 looks and feels to play. My question is - how can I achieve Diablo 2's parallax effect? Everything looks hand drawn with baked lights and shadows and looks awesome, but when you move around you notice some perspective. For example, let's say that I drew a big hall with columns in Photoshop with an orthographic perspective (classic pixel art style, just parallel lines). How would I give parallax effect to this scene when the character moves around? If I use camera-facing sprites for everything it would probably look OK in the distance, but it would be really fake when a character comes close to a column (cylinder) for example. Any suggestions? How did Blizzard make the parallax effect in Diablo 2? See this screenshot: http://guidesmedia.ign.com/guides/10629/images/act2tombs.jpg

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  • BlitzMax - generating 2D neon glowing line effect to png file

    - by zanlok
    Originally asked on StackOverflow, but it became tumbleweed. I'm looking to create a glowing line effect in BlitzMax, something like a Star Wars lightsaber or laserbeam. Doesn't have to be realtime, but just to TImage objects and then maybe saved to PNG for later use in animation. I'm happy to use 3D features, but it will be for use in a 2D game. Since it will be on black/space background, my strategy is to draw a series of white blurred lines with color and high transparency, then eventually central lines less blurred and more white. What I want to draw is actually bezier curved lines. Drawing curved lines is easy enough, but I can't use the technique above to create a good laser/neon effect because it comes out looking very segmented. So, I think it may be better to use a blur effect/shader on what does render well, which is a 1-pixel bezier curve. The problems I've been having are: Applying a shader to just a certain area of the screen where lines are drawn. If there's a way to do draw lines to a texture and then blur that texture and save the png, that would be great to hear about. There's got to be a way to do this, but I just haven't gotten the right elements working together yet. Any help from someone familiar with this stuff would be greatly appreciated. Using just 2D calls could be advantageous, simpler to understand and re-use. It would be very nice to know how to save a PNG that preserves the transparency/alpha stuff. p.s. I've reviewed this post (and many many others on the Blitz site), have samples working, and even developed my own 5x5 frag shaders. But, it's 3D and a scene-wide thing that doesn't seem to convert to 2D or just a certain area very well. I'd rather understand how to apply shading to a 2D scene, especially using the specifics of BlitzMax.

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  • From .psd to working HTML and CSS - help me suck less

    - by kevinmajor1
    I am not much of a designer. My strength lies in coding. That said, I'm often forced into the role of "The Man," responsible for all aspects of site creation. So, that said I'm wondering if the pros can give me tips/solutions/links to tutorials to my main questions. Resolution. What should I aim for? What are the lower and upper edges I should be aware of? I know that systems like 960 Grid were popular recently. Is that the number I should still aim for? Slicing up a .psd - are there any tricks I should know? I've always found it difficult to get my slices pixel perfect. I'm also really slow at it. I must be looking at it wrong, or missing something fundamental. The same goes for text. Layouts are always filled with the classic "Lorem...", but I can never seem to get real content to fit quite as well on the screen. The advanced (to me, anyway) looking things, like a part of a logo/image overlaying what looks like a content area. How does one do that? How do layouts change/are informed by the decision to go fixed or liquid? Again, any tips/tricks/suggestions/tutorials you can share would be greatly appreciated.

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  • Huge procedurally generated 'wilderness' worlds

    - by The Communist Duck
    Hi. I'm sure you all know of games like Dwarf Fortress - massive, procedural generated wilderness and land. Something like this, taken from this very useful article. However, I was wondering how I could apply this to a much larger scale; the scale of Minecraft comes to mind (isn't that something like 8x the size of the Earth's surface?). Pseudo-infinite, I think the best term would be. The article talks about fractal perlin noise. I am no way an expert on it, but I get the general idea (it's some kind of randomly generated noise which is semi-coherent, so not just random pixel values). I could just define regions X by X in size, add some region loading type stuff, and have one bit of noise generating a region. But this would result in just huge amounts of islands. On the other extreme, I don't think I can really generate a supermassive sheet of perlin noise. And it would just be one big island, I think. I am pretty sure Perlin noise, or some noise, would be the answer in some way. I mean, the map is really nice looking. And you could replace the ascii with tiles, and get something very nice looking. Anyone have any ideas? Thanks. :D -TheCommieDuck

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  • Resolution independence - resize on the fly or ship all sizes?

    - by RecursiveCall
    My game relies heavily on textures of various sizes with some being full-screen. The game is targeted for multiple resolutions. I found that resizing textures (downsizing) works quite well for this game’s art type (it’s not Pixel Art or anything like that). I asked my artist to ensure that all textures at the edges of the screen to be created in such a way that they can safely “overflow” off screen; this means that aspect ratio is not an issue. So with no aspect ratio issues, I figured that I would simply ask my artist to create assets in very high resolution, and then resize them down to the appropriate screen resolution. The question is, when and how do I do that? Do I pre-resize everything to common resolutions in Photoshop and package all assets in the final product (increasing the size download that the user has to deal with) and then select the appropriate asset based on the detected resolution? Or do I ship with the largest set of Textures, detect the resolution on load, set a render target and draw all downsized assets to it and use that? Or for the latter, do I use some sort of a CPU-sided algorithm to resize on game load?

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