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  • Creating Item Templates as Visual Studio 2010 Extensions

    - by maziar
    Technorati Tags: Visual Studio 2010 Extension,T4 Template,VSIX,Item Template Wizard This blog post briefly introduces creation of an item template as a Visual studio 2010 extension. Problem specification Assume you are writing a Framework for data-oriented applications and you decide to include all your application messages in a SQL server database table. After creating the table, your create a class in your framework for getting messages with a string key specified.   var message = FrameworkMessages.Get("ChangesSavedSuccess");   Everyone would say this code is so error prone, because message keys are not strong-typed, and might create errors in application that are not caught in tests. So we think of a way to make it strong-typed, i.e. create a class to use it like this:   var message = Messages.ChangesSavedSuccess; in Messages class the code looks like this: public string ChangesSavedSuccess {     get { return FrameworkMessages.Get("ChangesSavedSuccess"); } }   And clearly, we are not going to create the Messages class manually; we need a class generator for it.   Again assume that the application(s) that intend to use our framework, contain multiple sub-systems. So each sub-system need to have it’s own strong-typed message class that call FrameworkMessages.Get method. So we would like to make our code generator an Item Template so that each developer would easily add the item to his project and no other works would be necessary.   Solution We create a T4 Text Template to generate our strong typed class from database. Then create a Visual Studio Item Template with this generator and publish it.   What Are T4 Templates You might be already familiar with T4 templates. If it’s so, you can skip this section. T4 Text Template is a fine Visual Studio file type (.tt) that generates output text. This file is a mixture of text blocks and code logic (in C# or VB). For example, you can generate HTML files, C# classes, Resource files and etc with use of a T4 template.   Syntax highlighting In Visual Studio 2010 a T4 Template by default will no be syntax highlighted and no auto-complete is supported for it. But there is a fine visual studio extension named ‘Visual T4’ which can be downloaded free from VisualStudioGallery. This tool offers IntelliSense, syntax coloring, validation, transformation preview and more for T4 templates.     How Item Templates work in Visual Studio Visual studio extensions allow us to add some functionalities to visual studio. In our case we need to create a .vsix file that adds a template to visual studio item templates. Item templates are zip files containing the template file and a meta-data file with .vstemplate extension. This .vstemplate file is an XML file that provides some information about the template. A .vsix file also is a zip file (renamed to .vsix) that are open with visual studio extension installer. (Re-installing a vsix file requires that old one to be uninstalled from VS: Tools > Extension Manager.) Installing a vsix will need Visual Studio to be closed and re-opened to take effect. Visual studio extension installer will easily find the item template’s zip file and copy it to visual studio’s template items folder. You can find other visual studio templates in [<VS Install Path>\Common7\IDE\ItemTemplates] and you can edit them; but be very careful with VS default templates.   How Can I Create a VSIX file 1. Visual Studio SDK depending on your Visual Studio’s version, you need to download Microsoft Visual Studio SDK. Note that if you have VS 2010 SP1, you will need to download and install VS 2010 SP1 SDK; VS 2010 SDK will not be installed (unless you change registry value that indicated your service pack number). Here is the link for VS 2010 SP1 SDK. After downloading, Run it and follow the wizard to complete the installation.   2. Create the file you want to make it an Item Template Create a project (or use an existing one) and add you file, edit it to make it work fine.   Back to our own problem, we need to create a T4 (.tt) template. VS-Prok: Add > New Item > General > Text Template Type a file name, ex. Message.tt, and press Add. Create the T4 template file (in this blog I do not intend to include T4 syntaxes so I just write down the code which is clear enough for you to understand)   <#@ template debug="false" hostspecific="true" language="C#" #> <#@ output extension=".cs" #> <#@ Assembly Name="System.Data" #> <#@ Import Namespace="System.Data.SqlClient" #> <#@ Import Namespace="System.Text" #> <#@ Import Namespace="System.IO" #> <#     var connectionString = "server=Maziar-PC; Database=MyDatabase; Integrated Security=True";     var systemName = "Sys1";     var builder = new StringBuilder();     using (var connection = new SqlConnection(connectionString))     {         connection.Open();         var command = connection.CreateCommand();         command.CommandText = string.Format("SELECT [Key] FROM [Message] WHERE System = '{0}'", systemName);         var reader = command.ExecuteReader();         while (reader.Read())         {             builder.AppendFormat("        public static string {0} {{ get {{ return FrameworkMessages.Get(\"{0}\"); }} }}\r\n", reader[0]);         }     } #> namespace <#= System.Runtime.Remoting.Messaging.CallContext.LogicalGetData("NamespaceHint") #> {     public static class <#= Path.GetFileNameWithoutExtension(Host.TemplateFile) #>     { <#= builder.ToString() #>     } } As you can see the T4 template connects to a database, reads message keys and generates a class. Here is the output: namespace MyProject.MyFolder {     public static class Messages     {         public static string ChangesSavedSuccess { get { return FrameworkMessages.Get("ChangesSavedSuccess"); } }         public static string ErrorSavingChanges { get { return FrameworkMessages.Get("ErrorSavingChanges"); } }     } }   The output looks fine but there is one problem. The connectionString and systemName are hard coded. so how can I create an flexible item template? One of features of item templates in visual studio is that you can create a designer wizard for your item template, so I can get connection information and system name there. now lets go on creating the vsix file.   3. Create Template In visual studio click on File > Export Template a wizard will show up. if first step click on Item Template on in the combo box select the project that contains Messages.tt. click next. Select Messages.tt from list in second step. click next. In the third step, you should choose References. For this template, System and System.Data are needed so choose them. click next. write down template name, description, if you like add a .ico file as the icon file and also preview image. Uncheck automatically add the templare … . Copy the output location in clip board. click finish.     4. Create VSIX Project In VS, Click File > New > Project > Extensibility > VSIX Project Type a name, ex. FrameworkMessages, Location, etc. The project will include a .vsixmanifest file. Fill in fields like Author, Product Name, Description, etc.   In Content section, click on Add Content. choose content type as Item Template. choose source as file. remember you have the template file address in clipboard? now paste it in front of file. click OK.     5. Build VSIX Project That’s it, build the project and go to output directory. You see a .vsix file. you can run it now. After restarting VS, if you click on a project > Add > New Item, you will see your item in list and you can add it. When you add this item to a project, if it has not references to System and System.Data they will be added. but the problem mentioned in step 2 is seen now.     6. Create Design Wizard for your Item Template Create a project i.e. Windows Application named ‘Framework.Messages.Design’, but better change its output type to Class Library. Add References to Microsoft.VisualStudio.TemplateWizardInterface and envdte Add a class Named MessagesDesigner in your project and Implement IWizard interface in it. This is what you should write: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.VisualStudio.TemplateWizard; using EnvDTE; namespace Framework.Messages.Design {     class MessageDesigner : IWizard     {         private bool CanAddProjectItem;         public void RunStarted(object automationObject, Dictionary<string, string> replacementsDictionary, WizardRunKind runKind, object[] customParams)         {             // Prompt user for Connection String and System Name in a Windows form (ShowDialog) here             // (try to provide good interface)             // if user clicks on cancel of your windows form return;             string connectionString = "connection;string"; // Set value from the form             string systemName = "system;name"; // Set value from the form             CanAddProjectItem = true;             replacementsDictionary.Add("$connectionString$", connectionString);             replacementsDictionary.Add("$systemName$", systemName);         }         public bool ShouldAddProjectItem(string filePath)         {             return CanAddProjectItem;         }         public void BeforeOpeningFile(ProjectItem projectItem)         {         }         public void ProjectFinishedGenerating(Project project)         {         }         public void ProjectItemFinishedGenerating(ProjectItem projectItem)         {         }         public void RunFinished()         {         }     } }   before your code runs  replacementsDictionary contains list of default template parameters. After that, two other parameters are added. Now build this project and copy the output assembly to [<VS Install Path>\Common7\IDE] folder.   your designer is ready.     The template that you had created is now added to your VSIX project. In windows explorer open your template zip file (extract it somewhere). open the .vstemplate file. first of all remove <ProjectItem SubType="Code" TargetFileName="$fileinputname$.cs" ReplaceParameters="true">Messages.cs</ProjectItem> because the .cs file is not to be intended to be a part of template and it will be generated. change value of ReplaceParameters for your .tt file to true to enable parameter replacement in this file. now right after </TemplateContent> end element, write this: <WizardExtension>   <Assembly>Framework.Messages.Design</Assembly>   <FullClassName>Framework.Messages.Design.MessageDesigner</FullClassName> </WizardExtension>   one other thing that you should do is to edit your .tt file and remove your .cs file. Lines 8 and 9 of your .tt file should be:     var connectionString = "$connectionString$";     var systemName = "$systemName$"; this parameters will be replaced when the item is added to a project. Save the contents to a zip file with same file name and replace the original file.   now again build your VSIX project, uninstall your extension. close VS. now run .vsix file. open vs, add an item of type messages to your project, bingo, your wizard form will show up. fill the fields and click ok, values are replaced in .tt file added.     that’s it. tried so hard to make this post brief, hope it was not so long…   Cheers Maziar

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  • Which data structure you will use to for a witness list?

    - by mateen
    I'm making a game where the plot is a bank robbery. Lots of people witness that robbery. The game will load a list of suspects, while the players (witnesses) will have to identify the suspects of this robbery. The game should load a list of suspects to identify the one as quickly as possible. Admin can add/remove suspects in the lists and two or more lists of suspects can also be merged into one (to show it to the player). The question is which data structure will be suitable to develop the lists?

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  • Nagios suddenly stops working

    - by pankaj sharma
    I have configure passive checks on one my host system for this i am using nsca. it was running fine. suddenly host is showing down on the monitoring. but host was fine and running when i check the logs on the host showing [1347941895] Warning: Attempting to execute the command "/submit_check_result host.example.com 'Current Load' OK 'OK - load average: 0.69, 0.53, 0.42'" resulted in a return code of 127. Make sure the script or binary you are trying to execute actually exists... i restarted nagios services many times but still it is showing the same error. can anyone help me regarding this. thanks in advance..

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  • Loading Wavefront Data into VAO and Render It

    - by Jordan LaPrise
    I have successfully loaded a triangulated wavefront(.obj) into 6 vectors, the first 3 vectors contain the locations for vertices, uv coords, and normals. The last three have the indices stored for each of the faces. I have been looking into using VAO's and VBO's to render, and I'm not quite sure how to load and render the data. One of my biggest concerns is the fact that indexed rendering only allows you to have one array of indices, meaning I somehow have to make all of the first three vectors the same size, the only way I thought of doing this, is to make 3 new vertex's of equal size, and load in the data for each face, but that would completely defeat the purpose of indexing. Any help would be appreciated. Thanks in advance, Jordan

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  • Installed UBUNTU12.04 in Legacy, when changed to UEFI just runs the Terminal, not GUI

    - by jraulvc
    Well, I installed Ubuntu 12.04 in a Gateway NE 522 with Windows 8. First, I had to install it in Legacy mode, because in UEFI it would not run the bootable USB. In the Legacy mode it runs perfect. Once done that with help of the "Boot-Repair" I changed it to the UEFI and disabled the secure boot mode. GRUB runs fine but when I run ubuntu I get the following message: microcode: failed to load file amd-ucode/microcode_amd_fam16h.bin kvm: disabled by bios kvm: disabled by bios kvm: disabled by bios and then I just get access to the terminal. From there, I have already tried with reinstalling unity and gmd. When I try to install amd64-microcode the same error ocurrs ( microcode: failed to load file amd-ucode/microcode_amd_fam16h.bin ) by the "updating the microcode on all online processors..." phase of the installation. Can somebody tell me how can I recover the graphical interphase of ubuntu from the terminal? Thanks a lot

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  • Understanding how to create/use textures for games when limited by power of two sizes

    - by Matthias Reisner
    I have some questions about the creating graphics for a game. As an example. I want to create a motorbike. (1pixel = 1centimeter) So my motorbike will have 200 width and 150 height. (200x150) But the libgdx only allows to load sizes with the power of 2?! (2,4,8,16,...) First I thought about that way. I will create my bike with the size (200x150) and save it as png. Than I will open it again (e.g. with gimp) resize the image to a size which uses values with power of 2 (128x128). I will load that as texture in the programm and set width as 200 and height as 150. But wouldn't it be a problem? Because I will lose some pixel information when I make the first conversation.?! Isn't it?

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  • Unity spontaneously logs out in Ubuntu 12.04

    - by Yang
    This started happening after I upgraded from 11.10. I'm running on a Latitude 13 laptop with an Intel Mobile 4 Series Chipset Integrated Graphics Controller (not Nvidia) - no proprietary drivers. It seems to happen under load, though I can't tell if the load is caused by something with this problem or by a program I'm running. I'd like to try nailing this problem. Ideally I don't want to switch to something else (at least not before knowing that that's the only way out and that it's specific to Unity and not, say, X).

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  • WPF: Reloading app parts to handle persistence as well as memory management.

    - by Ingó Vals
    I created a app using Microsoft's WPF. It mostly handles data reading and input as well as associating relations between data within specific parameters. As a total beginner I made some bad design decision ( not so much decisions as using the first thing I got to work ) but now understanding WPF better I'm getting the urge to refactor my code with better design principles. I had several problems but I guess each deserves it's own question for clarity. Here I'm asking for proper ways to handle the data itself. In the original I wrapped each row in a object when fetched from database ( using LINQ to SQL ) somewhat like Active Record just not active or persistence (each app instance had it's own data handling part). The app has subunits handling different aspects. However as it was setup it loaded everything when started. This creates several problems, for example often it wouldn't be neccesary to load a part unless we were specifically going to work with that part so I wan't some form of lazy loading. Also there was problem with inner persistance because you might create a new object/row in one aspect and perhaps set relation between it and different object but the new object wouldn't appear until the program was restarted. Persistance between instances of the app won't be huge problem because of the small amount of people using the program. While I could solve this now using dirty tricks I would rather refactor the program and do it elegantly, Now the question is how. I know there are several ways and a few come to mind: 1) Each aspect of the program is it's own UserControl that get's reloaded/instanced everytime you navigate to it. This ensures you only load up the data you need and you get some persistancy. DB server located on same LAN and tables are small so that shouldn't be a big problem. Minor drawback is that you would have to remember the state of each aspect so you wouldn't always start at beginners square. 2) Having a ViewModel type object at the base level of the app with lazy loading and some kind of timeout. I would then propegate this object down the visual tree to ensure every aspect is getting it's data from the same instance 3) Semi active record data layer with static load methods. 4) Some other idea What in your opinion is the most practical way in WPF, what does MVVM assume?

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  • How to create Executable Jar

    - by Siddharth
    When I try to create a jar file i found the following error, so please someone help me to out of this. Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Couldn't load file: img/black_ring.png at com.badlogic.gdx.graphics.Pixmap.(Pixmap.java:137) at com.badlogic.gdx.graphics.glutils.FileTextureData.prepare(FileTextureData.java:55) at com.badlogic.gdx.graphics.Texture.load(Texture.java:175) at com.badlogic.gdx.graphics.Texture.create(Texture.java:159) at com.badlogic.gdx.graphics.Texture.(Texture.java:133) at com.badlogic.gdx.graphics.Texture.(Texture.java:122) at com.badlogic.runningball.UserBall.(UserBall.java:19) at com.badlogic.runningball.GameScreen.(GameScreen.java:25) at com.badlogic.runningball.RunningBall.create(RunningBall.java:12) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:126) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:113) Caused by: com.badlogic.gdx.utils.GdxRuntimeException: File not found: img/black_ring.png (Internal) at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:108) at com.badlogic.gdx.files.FileHandle.length(FileHandle.java:364) at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:156) at com.badlogic.gdx.graphics.Pixmap.(Pixmap.java:134) ... 10 more

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  • Loads wrong resolution when installing

    - by Kevin DB
    I'm trying to install Ubuntu 11.04 from a USB. My computer does load the USB file and I get some sort of BIOS-like screen where I can choose between 'Install from USB' and 'Boot-up from USB'. When I entered the corresponding number my screen resolution is totally messed up. I see that Ubuntu is starting up when I used Boot from USB, but the screen looks the same as you'd have a too high screen resolution. Same story with Install from USB. I can see the screens loading and the menu's and stuff, but not clearly because it load in a too high screen resolution. I'm trying to dual-boot is with Windows XP and max. screen resolution is 800x600.

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  • How to install an application manually into Natty's Application list

    - by Valorin
    I am trying to install ZendStudio 8 (Eclipse based) on 11.04 and am kinda stuck at the part were I can get it into the Applications list. ZendStudio prior to version 8 came with a magic .bin which installed it all no problems, but now it simply comes as a folder all set up to be run as-is. I have copied this folder to /opt/ZendStudio, and I can launch the program using /opt/ZendStudio/ZendStudio but in the Unity Launcher it shows up with a grey box and a big Question Mark as it's icon. However, I'd like it to be show up in the Applications list so I can search for it and load it like a normal application. I also want to Pin it to the launcher so it stays there the whole time, and I tried this with running it directly but it didn't work and it didn't load up the application icon. Any ideas how I can finish the install so it is in my menus etc?

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  • Android Emulator - Ubuntu 12.04

    - by Aneesh karthik C
    When I type in the command @emulator Andreud where 'Andreud' is the name of the emulator I created. It gives the following errors and a blank screen in which I should get android home screen, icons, etc shows up. PVRDRIInitPVR2D: PVR2D device index (0)Failed to load libGL.so error libGL.so: cannot open shared object file: No such file or directory Failed to load libGL.so error libGL.so: cannot open shared object file: No such file or directory As per a comment I tried installing ia32-libs aneesh@nb14:~$ sudo apt-get install ia32-libs Reading package lists... Done Building dependency tree Reading state information... Done Package ia32-libs is not available, but is referred to by another package. This may mean that the package is missing, has been obsoleted, or is only available from another source E: Package 'ia32-libs' has no installation candidate I want the home screen to appear. Any help is greatly appreciated.

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  • PlayOnLinux Unable to find 32bit opengl libraries Dual ATI Videocards

    - by Rodolfo Pires
    Im curently running Ubuntu 12.04 LTS 64Bit So, i installed league of legends fine the first time with the opensource ATI Drivers provided by ubuntu itself with no issues at all, but it runs so slow ... max 20fps because those drivers dont fully support my Dual Graphic cards Than i restored system and i installed the Linux Version of the Proper ATI Drivers from the AMD Website wich supports my APU AMD-A8-4500M with the AMD Radeon 7640G + 7670M Graphics Cards enabling me full performance from my system .. Problem is, to run League of Legends i need a 32bit opengl library, and the driver, automaticly detects a 64bits Linux install and loads the 64bit libraries but not the 32 ones . i need some kind of command, to force the 32bit libraries to load, or to make League of Legends run on the 64 ones .. Im kinda noob to ubuntu .. i installed the 32 bits ones trough terminal and still doesnt work idk why, maybe the driver doesnt want to load them .. plzz help me on this, i dont want to go back to windows just to play league since im noob idk what more details to post here so plz tell me what do you need

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  • Explicit resource loading in Ogre (Mogre)

    - by sebf
    I am just starting to learn Mogre and what I would like to do is to be able to load resources 'explicitly' (i.e. I just provide an absolute path instead of using a resource group tied to a directory). This is very different to manually loading resources, which I believe in Ogre has a very specific meaning, to build up the object using Ogres methods. I want to use Ogres resource management system/resource loading code, but to have finer control over which files are loaded and in what groups they are. I remember reading how to do this but cannot find the page again; I think its possible to do something like: Declare a resource group Declare the resource(s) (this is when the actual resource file name is provided) Initialise the resource group to actually load the resource(s) Is this the correct procedure? If so, is there any example code showing how to do this?

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  • What happened to .fx files in D3D11?

    - by bobobobo
    It seems they completely ruined .fx file loading / parsing in D3D11. In D3D9, loading an entire effect file was D3DXCreateEffectFromFile( .. ), and you got a ID3DXEffect9, which had great methods like SetTechnique and BeginPass, making it easy to load and execute a shader with multiple techniques. Is this completely manual now in D3D11? The highest level functionality I can find is loading a SINGLE shader from an FX file using D3DX11CompileFromFile. Does anyone know if there's an easier way to load FX files and choose a technique? With the level of functionality provided in D3D11 now, it seems like you're better off just writing .hlsl files and forgetting about the whole idea of Techniques.

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  • terminal won't show in failsafex

    - by Samir Desai
    so after recently reinstalling some drivers I came across the issue detailed in this post How to fix "The system is running in low-graphics mode" error? I run 12.04 on my HP laptop with an Nvidia card. I went to GRUB and loaded failsafex to have the exact same problem described in the response up there, I then attempted to load the terminal, however when I do try and load the terminal I just get a blank screen and nothing else, is there any other easier way to access the terminal. I am quite new to Ubuntu.

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  • Choose at GRUB menu whether NVidia driver should be used

    - by RobinJ
    For some games, I need the nvidia-current driver, but when it's enabled, I can't get my work done as it messes up everything. So is there a way I can get two options in my GRUB menu? One wich will load my operating system with the nvidia-current drivers, and one which will use the default non-proprietary one? It seems a bit stupid to me to have 2 Ubuntu installations (one for games, one for the rest). But I can't get my daily work done with the Nvidia drivers enabled as it messes up some applications, randomly freezes the system, etc. But I still want to be able to play some games. If there's a way to just load and unload the nvidia-current driver with a script or something, that would also be welcome.

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  • C-states and P-states : confounding factors for benchmarking

    - by Dave
    I was recently looking into a performance issue in the java.util.concurrent (JUC) fork-join pool framework related to particularly long latencies when trying to wake (unpark) threads in the pool. Eventually I tracked the issue down to the power & scaling governor and idle-state policies on x86. Briefly, P-states refer to the set of clock rates (speeds) at which a processor can run. C-states reflect the possible idle states. The deeper the C-state (higher numerical values) the less power the processor will draw, but the longer it takes the processor to respond and exit that sleep state on the next idle to non-idle transition. In some cases the latency can be worse than 100 microseconds. C0 is normal execution state, and P0 is "full speed" with higher Pn values reflecting reduced clock rates. C-states are P-states are orthogonal, although P-states only have meaning at C0. You could also think of the states as occupying a spectrum as follows : P0, P1, P2, Pn, C1, C2, ... Cn, where all the P-states are at C0. Our fork-join framework was calling unpark() to wake a thread from the pool, and that thread was being dispatched onto a processor at deep C-state, so we were observing rather impressive latencies between the time of the unpark and the time the thread actually resumed and was able to accept work. (I originally thought we were seeing situations where the wakee was preempting the waker, but that wasn't the case. I'll save that topic for a future blog entry). It's also worth pointing out that higher P-state values draw less power and there's usually some latency in ramping up the clock (P-states) in response to offered load. The issue of C-states and P-states isn't new and has been described at length elsewhere, but it may be new to Java programmers, adding a new confounding factor to benchmarking methodologies and procedures. To get stable results I'd recommend running at C0 and P0, particularly for server-side applications. As appropriate, disabling "turbo" mode may also be prudent. But it also makes sense to run with the system defaults to understand if your application exhibits any performance sensitivity to power management policies. The operating system power management sub-system typically control the P-state and C-states based on current and recent load. The scaling governor manages P-states. Operating systems often use adaptive policies that try to avoid deep C-states for some period if recent deep idle episodes proved to be very short and futile. This helps make the system more responsive under bursty or otherwise irregular load. But it also means the system is stateful and exhibits a memory effect, which can further complicate benchmarking. Forcing C0 + P0 should avoid this issue.

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  • LIBGDX "parsing error emitter" with 2 or more emitters [on hold]

    - by flow969
    I have a problem with the use of particle effect of LIBGDX with 2 or more emitters. After using ParticleEditor to create my .p file, I use it in my code BUT...when I use only 1 emitter it's fine but with more than 1, not fine ! :( Here is my error code in java console : Exception in thread "LWJGL Application" java.lang.RuntimeException: Error parsing emitter: - Delay - at com.badlogic.gdx.graphics.g2d.ParticleEmitter.load(ParticleEmitter.java:910) at com.badlogic.gdx.graphics.g2d.ParticleEmitter.<init>(ParticleEmitter.java:95) at com.badlogic.gdx.graphics.g2d.ParticleEffect.loadEmitters(ParticleEffect.java:154) at com.badlogic.gdx.graphics.g2d.ParticleEffect.load(ParticleEffect.java:138) at com.fasgame.fishtrip.android.screens.GameScreen.show(GameScreen.java:313) at com.badlogic.gdx.Game.setScreen(Game.java:61) at com.fasgame.fishtrip.android.screens.MainMenuScreen.render(MainMenuScreen.java:71) at com.badlogic.gdx.Game.render(Game.java:46) at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:206) at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:114) Caused by: java.lang.NumberFormatException: For input string: "- Count -" at sun.misc.FloatingDecimal.readJavaFormatString(Unknown Source) at sun.misc.FloatingDecimal.parseFloat(Unknown Source) at java.lang.Float.parseFloat(Unknown Source) at com.badlogic.gdx.graphics.g2d.ParticleEmitter.readFloat(ParticleEmitter.java:929) at com.badlogic.gdx.graphics.g2d.ParticleEmitter$RangedNumericValue.load(ParticleEmitter.java:1062) at com.badlogic.gdx.graphics.g2d.ParticleEmitter.load(ParticleEmitter.java:866) ... 9 more And here is my particle effect .p file : Blanc - Delay - active: false - Duration - lowMin: 3000.0 lowMax: 3000.0 - Count - min: 0 max: 200 - Emission - lowMin: 0.0 lowMax: 0.0 highMin: 250.0 highMax: 250.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Life - lowMin: 500.0 lowMax: 500.0 highMin: 500.0 highMax: 500.0 relative: false scalingCount: 3 scaling0: 1.0 scaling1: 0.47058824 scaling2: 0.0 timelineCount: 3 timeline0: 0.0 timeline1: 0.51369864 timeline2: 1.0 - Life Offset - active: false - X Offset - active: false - Y Offset - active: false - Spawn Shape - shape: point - Spawn Width - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Spawn Height - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Scale - lowMin: 0.0 lowMax: 0.0 highMin: 70.0 highMax: 70.0 relative: true scalingCount: 2 scaling0: 1.0 scaling1: 0.0 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Velocity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 30.0 highMax: 300.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Angle - active: true lowMin: 220.0 lowMax: 320.0 highMin: 220.0 highMax: 320.0 relative: false scalingCount: 2 scaling0: 0.0 scaling1: 0.98039216 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Rotation - active: false - Wind - active: false - Gravity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Tint - colorsCount: 3 colors0: 0.50980395 colors1: 0.7647059 colors2: 0.7921569 timelineCount: 1 timeline0: 0.0 - Transparency - lowMin: 0.0 lowMax: 0.0 highMin: 1.0 highMax: 1.0 relative: false scalingCount: 4 scaling0: 1.0 scaling1: 1.0 scaling2: 1.0 scaling3: 1.0 timelineCount: 4 timeline0: 0.0 timeline1: 0.36301368 timeline2: 0.6164383 timeline3: 1.0 - Options - attached: false continuous: true aligned: false additive: true behind: false premultipliedAlpha: false pre_particle.png Bleu - Delay - active: false - Duration - lowMin: 3000.0 lowMax: 3000.0 - Count - min: 0 max: 200 - Emission - lowMin: 0.0 lowMax: 0.0 highMin: 250.0 highMax: 250.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Life - lowMin: 500.0 lowMax: 500.0 highMin: 500.0 highMax: 500.0 relative: false scalingCount: 3 scaling0: 1.0 scaling1: 0.47058824 scaling2: 0.0 timelineCount: 3 timeline0: 0.0 timeline1: 0.51369864 timeline2: 1.0 - Life Offset - active: false - X Offset - active: false - Y Offset - active: false - Spawn Shape - shape: point - Spawn Width - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Spawn Height - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Scale - lowMin: 0.0 lowMax: 0.0 highMin: 70.0 highMax: 70.0 relative: true scalingCount: 2 scaling0: 1.0 scaling1: 0.0 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Velocity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 30.0 highMax: 300.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Angle - active: true lowMin: 220.0 lowMax: 320.0 highMin: 220.0 highMax: 320.0 relative: false scalingCount: 2 scaling0: 0.0 scaling1: 0.98039216 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Rotation - active: false - Wind - active: false - Gravity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Tint - colorsCount: 3 colors0: 0.0 colors1: 0.7254902 colors2: 0.7921569 timelineCount: 1 timeline0: 0.0 - Transparency - lowMin: 0.0 lowMax: 0.0 highMin: 1.0 highMax: 1.0 relative: false scalingCount: 6 scaling0: 0.0 scaling1: 1.0 scaling2: 1.0 scaling3: 1.0 scaling4: 1.0 scaling5: 0.0 timelineCount: 6 timeline0: 0.0 timeline1: 0.047945205 timeline2: 0.34246576 timeline3: 0.6712329 timeline4: 0.94520545 timeline5: 1.0 - Options - attached: false continuous: true aligned: false additive: true behind: false premultipliedAlpha: false pre_particle.png BleuFonce - Delay - active: false - Duration - lowMin: 3000.0 lowMax: 3000.0 - Count - min: 0 max: 200 - Emission - lowMin: 0.0 lowMax: 0.0 highMin: 250.0 highMax: 250.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Life - lowMin: 500.0 lowMax: 500.0 highMin: 500.0 highMax: 500.0 relative: false scalingCount: 3 scaling0: 1.0 scaling1: 0.47058824 scaling2: 0.0 timelineCount: 3 timeline0: 0.0 timeline1: 0.51369864 timeline2: 1.0 - Life Offset - active: false - X Offset - active: false - Y Offset - active: false - Spawn Shape - shape: point - Spawn Width - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Spawn Height - lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Scale - lowMin: 0.0 lowMax: 0.0 highMin: 70.0 highMax: 70.0 relative: true scalingCount: 2 scaling0: 1.0 scaling1: 0.0 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Velocity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 30.0 highMax: 300.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Angle - active: true lowMin: 220.0 lowMax: 320.0 highMin: 220.0 highMax: 320.0 relative: false scalingCount: 2 scaling0: 0.0 scaling1: 0.98039216 timelineCount: 2 timeline0: 0.0 timeline1: 1.0 - Rotation - active: false - Wind - active: false - Gravity - active: true lowMin: 0.0 lowMax: 0.0 highMin: 0.0 highMax: 0.0 relative: false scalingCount: 1 scaling0: 1.0 timelineCount: 1 timeline0: 0.0 - Tint - colorsCount: 3 colors0: 0.0 colors1: 0.7294118 colors2: 1.0 timelineCount: 1 timeline0: 0.0 - Transparency - lowMin: 0.0 lowMax: 0.0 highMin: 1.0 highMax: 1.0 relative: false scalingCount: 4 scaling0: 1.0 scaling1: 0.0 scaling2: 0.0 scaling3: 1.0 timelineCount: 4 timeline0: 0.0 timeline1: 0.001 timeline2: 0.5753425 timeline3: 0.79452056 - Options - attached: false continuous: true aligned: false additive: true behind: false premultipliedAlpha: false pre_particle.png For the "- Image Path -" missing it's normal if I let them in it doesn't work even with only 1 emitter PS : I've already updated my lib to the last release

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  • How can I use WebGL to create a tile-based multi-layer scrolling platform game?

    - by Nicholas Hill
    I've found WebGL (based on OpenGL) to be a fiendish and unforgiving framework for those learning to write HTML5-based games. Despite the presence of many examples on how to get started, I'm really struggling to understand how I could simply load a bunch of images and render them to a canvas quickly using WebGL. My specific scenario involves trying to render a map using a bespoke but simple multi-layered tile engine, where each value in a three dimensional array points to the image to use for that location in the rendered image. Think "Sonic the Hedgehog" via tilesets, tiles, maps, layers, sprites etc. Can anyone enlighten me: 1) How can I load an image that I can use as a texture in WebGL? 2) How can I dynamically select an image at run time and draw it at any co-ordinate, that I also select at run time?

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  • How To Boot Your Android Phone or Tablet Into Safe Mode

    - by Chris Hoffman
    On your Windows PC, you can boot into safe mode to load Windows without any third-party software. You can do the same on Android with Android’s safe mode. In safe mode, Android won’t load any third-party applications. This allows you to troubleshoot your device – if you’re experiencing crashes, freezes, or battery life issues, you can boot into safe mode and see if the issues still happen there. From safe mode, you can uninstall misbehaving third-party apps. HTG Explains: Does Your Android Phone Need an Antivirus? How To Use USB Drives With the Nexus 7 and Other Android Devices Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder?

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  • make IIS 7.5 cache static content files over diferent pages

    - by Achilles
    On a Windows 2008 R2, using DNS and IIS I've established my development test server; i.e. I'll have a web application that I can browse on http://test.dev I've moved all the static content files like images, js files and css files into another application which is visible on http://cdn.test.dev test.dev, uses cdn.test.dev urls like http://cdn.test.dev/js/jquery.js to load js, css and images. When I first load "~/" of test.dev, all files will load with a response code of 200; when I press F5 in Firefox, all files, except the "~/default.aspx", will load with 304 response code; but pressing Ctrl+F5 loads them again with a 200 code; if I browse another url like "~/pages/" in test.dev, all of those static files will reload with a 200 code... Is this normal or I'm doing something wrong? Actually, I'm looking for a behavior like this: I want the client to load http://cdn.test.dev/js/jquery.js, only once. I want the client's browser to use this jquery.js file, from cache, in all other pages of test.dev Is this possible? This is the web.config file I have in the root directory of cdn.test.dev: <configuration> <system.webServer> <caching> <profiles> <add extension=".png" policy="CacheUntilChange" varyByHeaders="User-Agent" location="Client" /> <add extension=".gif" policy="CacheUntilChange" varyByHeaders="User-Agent" location="Client" /> <add extension=".jpg" policy="CacheUntilChange" varyByHeaders="User-Agent" location="Client" /> <add extension=".js" policy="CacheUntilChange" varyByHeaders="User-Agent" location="Client" /> <add extension=".css" policy="CacheUntilChange" varyByHeaders="User-Agent" location="Client" /> <add extension=".axd" kernelCachePolicy="CacheUntilChange" varyByHeaders="User-Agent" location="Client" /> </profiles> </caching> <httpProtocol allowKeepAlive="true"> <customHeaders> <add name="Cache-Control" value="public, max-age=31536000" /> </customHeaders> </httpProtocol> <validation validateIntegratedModeConfiguration="false" /> <modules runAllManagedModulesForAllRequests="true"> <remove name="RadUploadModule" /> <remove name="RadCompression" /> <add name="RadUploadModule" type="Telerik.Web.UI.RadUploadHttpModule" preCondition="integratedMode" /> <add name="RadCompression" type="Telerik.Web.UI.RadCompression" preCondition="integratedMode" /> </modules> <handlers> <remove name="ChartImage_axd" /> <remove name="Telerik_Web_UI_SpellCheckHandler_axd" /> <remove name="Telerik_Web_UI_DialogHandler_aspx" /> <remove name="Telerik_RadUploadProgressHandler_ashx" /> <remove name="Telerik_Web_UI_WebResource_axd" /> <add name="ChartImage_axd" path="ChartImage.axd" type="Telerik.Web.UI.ChartHttpHandler" verb="*" preCondition="integratedMode" /> <add name="Telerik_Web_UI_SpellCheckHandler_axd" path="Telerik.Web.UI.SpellCheckHandler.axd" type="Telerik.Web.UI.SpellCheckHandler" verb="*" preCondition="integratedMode" /> <add name="Telerik_Web_UI_DialogHandler_aspx" path="Telerik.Web.UI.DialogHandler.aspx" type="Telerik.Web.UI.DialogHandler" verb="*" preCondition="integratedMode" /> <add name="Telerik_RadUploadProgressHandler_ashx" path="Telerik.RadUploadProgressHandler.ashx" type="Telerik.Web.UI.RadUploadProgressHandler" verb="*" preCondition="integratedMode" /> <add name="Telerik_Web_UI_WebResource_axd" path="Telerik.Web.UI.WebResource.axd" type="Telerik.Web.UI.WebResource" verb="*" preCondition="integratedMode" /> </handlers> <security> <requestFiltering> <requestLimits maxAllowedContentLength="10485760" /> </requestFiltering> </security> <staticContent> <clientCache cacheControlMode="UseExpires" httpExpires="Wed, 01 Jan 2020 00:00:00 GMT"/> </staticContent> </system.webServer> <appSettings /> <system.web> <compilation debug="false" targetFramework="4.0" /> <pages> <controls> <add tagPrefix="telerik" namespace="Telerik.Web.UI" assembly="Telerik.Web.UI" /> </controls> </pages> <httpHandlers> <add path="ChartImage.axd" type="Telerik.Web.UI.ChartHttpHandler" verb="*" validate="false" /> <add path="Telerik.Web.UI.SpellCheckHandler.axd" type="Telerik.Web.UI.SpellCheckHandler" verb="*" validate="false" /> <add path="Telerik.Web.UI.DialogHandler.aspx" type="Telerik.Web.UI.DialogHandler" verb="*" validate="false" /> <add path="Telerik.RadUploadProgressHandler.ashx" type="Telerik.Web.UI.RadUploadProgressHandler" verb="*" validate="false" /> <add path="Telerik.Web.UI.WebResource.axd" type="Telerik.Web.UI.WebResource" verb="*" validate="false" /> </httpHandlers> <httpModules> <add name="RadUploadModule" type="Telerik.Web.UI.RadUploadHttpModule" /> <add name="RadCompression" type="Telerik.Web.UI.RadCompression" /> </httpModules> <httpRuntime maxRequestLength="10240" /> </system.web> </configuration> and this is the resulting response header for http://cdn.test.dev/css/global.css: Cache-Control: private,public, max-age=31536000 Content-Type: text/css Content-Encoding: gzip Expires: Wed, 01 Jan 2020 00:00:00 GMT Last-Modified: Mon, 06 Sep 2010 08:53:06 GMT Accept-Ranges: bytes Etag: "0454eca04dcb1:0" Vary: Accept-Encoding Server: Microsoft-IIS/7.5 X-Powered-By: ASP.NET Date: Mon, 06 Sep 2010 14:57:08 GMT Content-Length: 4495

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  • Particle System in XNA - cannot draw particle

    - by Dave Voyles
    I'm trying to implement a simple particle system in my XNA project. I'm going by RB Whitaker's tutorial, and it seems simple enough. I'm trying to draw particles within my menu screen. Below I've included the code which I think is applicable. I'm coming up with one error in my build, and it is stating that I need to create a new instance of the EmitterLocation from the particleEngine. When I hover over particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); it states that particleEngine is returning a null value. What could be causing this? /// <summary> /// Base class for screens that contain a menu of options. The user can /// move up and down to select an entry, or cancel to back out of the screen. /// </summary> abstract class MenuScreen : GameScreen ParticleEngine particleEngine; public void LoadContent(ContentManager content) { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } base.LoadContent(); List<Texture2D> textures = new List<Texture2D>(); textures.Add(content.Load<Texture2D>(@"gfx/circle")); textures.Add(content.Load<Texture2D>(@"gfx/star")); textures.Add(content.Load<Texture2D>(@"gfx/diamond")); particleEngine = new ParticleEngine(textures, new Vector2(400, 240)); } public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); // Update each nested MenuEntry object. for (int i = 0; i < menuEntries.Count; i++) { bool isSelected = IsActive && (i == selectedEntry); menuEntries[i].Update(this, isSelected, gameTime); } particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); particleEngine.Update(); } public override void Draw(GameTime gameTime) { // make sure our entries are in the right place before we draw them UpdateMenuEntryLocations(); GraphicsDevice graphics = ScreenManager.GraphicsDevice; SpriteBatch spriteBatch = ScreenManager.SpriteBatch; SpriteFont font = ScreenManager.Font; spriteBatch.Begin(); // Draw stuff logic spriteBatch.End(); particleEngine.Draw(spriteBatch); }

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  • RadBook for Silverlight now supports virtualization

    I am proud to announce that RadBook, along with RadGridView, RadTreeView, RadTreeListView, RadChart and RadScheduler, now supports virtualization. With previous versions, it would take up to 16 seconds to load 1000 pages, where now it takes just 2 seconds to load a set of 10,000,000 (10 million) items.   The cause of the performance boost is the way RadBook handles the unnecessary(non-visible) elements. As you probably know, while turning a page, only four pages are visible at any given moment in time. Previous versions of RadBook would just collapse the unnecessary elements, which had a significant impact on the initial loading time. The new version of RadBook now takes advantage of the VirutalizingPanel and creates only as many elements as necessary for the book to render properly. Enjoy and if you have comments or questions on the topic, let us know.Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Creating widgets using GtkBuilder

    - by user72943
    I am using Glade to design a Box with widgets and then load these widgets into my UI at run-time. To create each Box with widgets at run-time, I create a new GtkBuilder, call add_from_string passing in the text from the .ui file Glade creates, and then use the object returned from get_object("box1") in the UI. I know I could create the widgets with code, but for now, I'd like to use the .ui files Glade creates. It seems inefficient though to instantiate a new GtkBuilder object and the wasted Window object for every Box I want to create. Is there a more efficient method to load .ui files without creating a new GtkWidget object and wasted Window object? Thanks, Vance

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