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  • DirectX9 dynamic rendering

    - by gardian06
    What I am planning to do is have the models (or maybe just an identifier for the model to be used) stored outside of the directX9 framework, and so in nature have completely dynamic rendering. All of the information that I have found contains static rendering (rendering models that are stored in memory at specific positions) I would like information on how to take a model (or identifier for a model type) that is stored outside of the framework, and render it to the screen. I am expected to take a container that holds all the relevant data to be rendered. The information outside would hold the position, orientation (quaternion, though I am told that I can also get a rotation matrix if I prefer), and dimensions (scale)

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  • Bullet physics debug drawing not working

    - by Krishnabhadra
    Background I am following on from this question, which isn't answered yet. Basically I have a cube and a UVSphere in my scene, with UVSphere on the top of the cube without touching the cube. Both exported from blender. When I run the app The UVSphere does circle around the cube for 3 or 4 times and jump out of the scene. What I actually expect was the sphere to fall on top of the cube. What this question about From the comment to the linked question, I got to know about bullet debug drawing, which helps in debugging by drawing outline of physics bodies which are normally invisible. I did some research on that and came up with the code given below. From whatever I have read, below code should work, but it doesn't. My Code My bullet initialization code. -(void) initializeScene { /*Setup physics world*/ _physicsWorld = [[CC3PhysicsWorld alloc] init]; [_physicsWorld setGravity:0 y:-9.8 z:0]; /*Setting up debug draw*/ MyDebugDraw *draw = new MyDebugDraw; draw->setDebugMode(draw->getDebugMode() | btIDebugDraw::DBG_DrawWireframe ); _physicsWorld._discreteDynamicsWorld->setDebugDrawer(draw); /*Setup camera and lamb*/ ………….. //This simpleCube.pod contains the cube [self addContentFromPODFile: @"simpleCube.pod"]; //This file contains sphere [self addContentFromPODFile: @"SimpleSphere.pod"]; [self createGLBuffers]; CC3MeshNode* cubeNode = (CC3MeshNode*)[self getNodeNamed:@"Cube"]; CC3MeshNode* sphereNode = (CC3MeshNode*)[self getNodeNamed:@"Sphere"]; // both cubeNode and sphereNode are not nil from this point float *cVertexData = (float*)((CC3VertexArrayMesh*)cubeNode.mesh) .vertexLocations.vertices; int cVertexCount = ((CC3VertexArrayMesh*)cubeNode.mesh) .vertexLocations.vertexCount; btTriangleMesh* cTriangleMesh = new btTriangleMesh(); int offset = 0; for (int i = 0; i < (cVertexCount / 3); i++) { unsigned int index1 = offset; unsigned int index2 = offset+6; unsigned int index3 = offset+12; cTriangleMesh->addTriangle( btVector3(cVertexData[index1], cVertexData[index1+1], cVertexData[index1+2]), btVector3(cVertexData[index2], cVertexData[index2+1], cVertexData[index2+2]), btVector3(cVertexData[index3], cVertexData[index3+1], cVertexData[index3+2])); offset += 18; } [self releaseRedundantData]; /*Create a triangle mesh from the vertices*/ btBvhTriangleMeshShape* cTriMeshShape = new btBvhTriangleMeshShape(cTriangleMesh,true); btCollisionShape *sphereShape = new btSphereShape(1); gTriMeshObject = [_physicsWorld createPhysicsObjectTrimesh:cubeNode shape:cTriMeshShape mass:0 restitution:1.0 position:cubeNode.location]; sphereObject = [_physicsWorld createPhysicsObject:sphereNode shape:sphereShape mass:1 restitution:0.1 position:sphereNode.location]; sphereObject.rigidBody->setDamping(0.1,0.8); /*Enable debug drawing*/ _physicsWorld._discreteDynamicsWorld->debugDrawWorld(); } And My btIDebugDraw implementation (MyDebugDraw.h) //MyDebugDraw.h class MyDebugDraw: public btIDebugDraw{ int m_debugMode; public: virtual void drawLine(const btVector3& from,const btVector3& to ,const btVector3& color); virtual void drawContactPoint(const btVector3& PointOnB ,const btVector3& normalOnB,btScalar distance ,int lifeTime,const btVector3& color); virtual void reportErrorWarning(const char* warningString); virtual void draw3dText(const btVector3& location ,const char* textString); virtual void setDebugMode(int debugMode); virtual int getDebugMode() const; }; void MyDebugDraw::drawLine(const btVector3& from,const btVector3& to ,const btVector3& color){ LogInfo(@"Works!!"); glPushMatrix(); glColor4f(color.getX(), color.getY(), color.getZ(), 1.0); const GLfloat line[] = { from.getX()*1, from.getY()*1, from.getZ()*1, //point A to.getX()*1, to.getY()*1,to.getZ()*1 //point B }; glVertexPointer( 3, GL_FLOAT, 0, &line ); glPointSize( 5.0f ); glDrawArrays( GL_POINTS, 0, 2 ); glDrawArrays( GL_LINES, 0, 2 ); glPopMatrix(); } void MyDebugDraw::drawContactPoint(const btVector3 &PointOnB ,const btVector3 &normalOnB, btScalar distance ,int lifeTime, const btVector3 &color){ } void MyDebugDraw::reportErrorWarning(const char *warningString){ } void MyDebugDraw::draw3dText(const btVector3 &location , const char *textString){ } void MyDebugDraw::setDebugMode(int debugMode){ } int MyDebugDraw::getDebugMode() const{ return DBG_DrawWireframe; } My Problem The drawLine method is getting called. I can see the cube and sphere in place. Sphere again does some circling around the cube before jumping off. No debug lines are getting drawn.

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  • 3D Ray Casting / Picking

    - by Chris
    Hi, I am not sure if I should post this link, but I feel this falls into game development just as much as it does math. I have a ray cast's far and near values and I am trying to calculate the end point of the ray so that I can either draw a line to show the ray, or render an object at the end of 3d mouse position. Here is my post on the stack overflow math site, if there is a problem with me doing this just close the thread. Thank you. http://math.stackexchange.com/questions/15918/help-with-matrix-mathematica

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  • Isometric drawing "Not Tile Stuff" on isometric map?

    - by Icebone1000
    So I got my isometric renderer working, it can draw diamond or jagged maps...Then I want to move on...How do I draw characters/objects on it in a optimal way? What Im doing now, as one can imagine, is traversing my grid(map) and drawing the tiles in a order so alpha blending works correctly. So, anything I draw in this map must be drawed at the same time the map is being drawn, with sucks a lot, screws your very modular map drawer, because now everything on the game (but the HUD) must be included on the drawer.. I was thinking whats the best approach to do this, comparing the position of all objects(not tile stuff) on the grid against the current tile being draw seems stupid, would it be better to add an id ON the grid(map)? this also seems terrible, because objects can move freely, not per tile steps (it can occupies 2 tiles if its between them, etc.) Dont know if matters, but my grid is 3D, so its not a plane with objects poping out, its a bunch of pilled cubes.

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  • Need to translate a Rotation Matrix to Rotation y, x, z OpenGL & Jitter for 3D Game

    - by MineMan287
    I am using the Jitter Physics engine which gives a rotation matrix: M11 M12 M13 M21 M22 M23 M21 M32 M33 And I need it so OpenGL can use it for rotation GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, 0) GL.Rotate(zr, 0, 0, 1) Initially I Tried xr = M11 yr = M22 zr = M33 [1 0 0] [0 1 0] [0 0 1] Which did not work, please help, I have been struggling on this for days :( Re-Edit The blocks are stored in text files with Euler angles so it needs to be converted or the rendering engine will simply fail. I am now using the matrix in the text files. Example Block 1,1,1 'Size 0,0,0 'Position 255,255,255 'Colour 0,0,0,0,0,0,0,0,0 'Rotation Matrix

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  • Terms and conditions for a commerce site

    - by Mantorok
    I am developing a website for my partner who is currently a sole trader, presently selling on ebay but we have opted to create our own site. I've noticed that there are many sites allowing you to purchase base-line T&Cs to be used on websites, I'm tempted to give these a go but I've heard nothing on whether they are any good or not, I know in this position it's best to seek legal advice, but the budget is tight so we really can't afford that. Has anyone had experience with these sites? e.g. http://www.netlawman.co.uk/ecomm-it/website-terms-and-conditions.php?gclid=CPL4g8D3q6cCFQoa4Qodhj5UBg. Thanks

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  • finding high end software contracting jobs

    - by numerical25
    I've been contracting for about 3 years now. I am currently a contractor for a web firm. This is a hourly position. I want to find larger projects. I had read that some people are able to only do one or two jobs a year and be set on that. I want those types of jobs, and I want to hire people to take on these jobs as well, but I have no idea where to start. I highly doubt places like odesk post these types of contracts. Where can I find them? How can I make good money and live comfortably while working for myself?

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  • Objective-c Cocos2d moving a sprite

    - by marcg11
    I hope someone knows how to do the following with cocos2d: I want a sprite to move but not in a single line by using [cocosGuy runAction: [CCMoveTo actionWithDuration:1 position:location]]; What I want is the sprite to do some kind of movements that I preestablish. For example in some point i want the sprirte to move for instance up and then down but in a curve. Do I have to do this with flash like this documents says? http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:animation Does animation in this page means moving sprites or what? thanks

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  • What's the deal with URLs for Yandex.Metrica not prepended with "http"?

    - by sharptooth
    The description of Yandex.Metrica explicitly says that URLs like //mc.yandex.ru/metrika/watch.js (no http: in front) that the web site owner has to insert into his pages are not erroneous. So for example this code: <img src="//mc.yandex.ru/watch/00000" style="position:absolute; left:-9999px;" alt="" /> is claimed to be okay. However the code validator thinks such URLs are not okay and I'd rather make the validator happy so that noone breaks the code later trying to "fix" it. Why are these URLs not prepended with http:? What happens if I actually prepend them with http:?

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  • Le protocole WebSocket doit-il être évincé ? Mozilla et Opera cessent de le supporter à cause de failles de sécurité

    Le protocole WebSocket doit-il être évincé ? Mozilla et Opera cessent de le supporter, suite à la découverte de failles de sécurité WebSocket, à la fois protocole et API, avait dernièrement la cotte du fait de sa position de spécification potentielle du futur standard de l'HTML5. Mais un coup de théâtre vient de frapper son destin : des failles de sécurité ont été découvertes en son sein. Les vulnérabilités se situent au niveau du canal bidirectionnel et fullduplex que Web Socket ouvre entre le navigateur et le serveur. La négociation qui s'y joue pose problème : quand le browser envoie une requête, cela crée une handshake (poignée de main). Mais cette action ouvre la voie à un empoisonnement du cache, qui peut alors voir un fich...

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  • Slot Machine Pay Out

    - by Kris.Mitchell
    I have done a lot of research into random number generators for slot machines, reel stop calculations and how to physically give the user a good chance on winning. What I can't figure out is how to properly insure that the machine is going to have a payout rating of (lets say) 95%. So, I have a reel set up wit 22 spaces on it. Filled with 16 different symbols. When I get my random number, mod divide it by 64 and get the remainder, I hop over to a loop up table to see how the virtual stop relates to the reel position. Now that I have how the reels are going to stop, do I make sure the payout ratio is correct? For every dollar they put in, how to I make sure the machine will pay out .95 cents? Thanks for the ideas. I am working in actionscript, if that helps with the language issues, but in general I am just looking for theory.

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  • GLSL Atmospheric Scattering Issue

    - by mtf1200
    I am attempting to use Sean O'Neil's shaders to accomplish atmospheric scattering. For now I am just using SkyFromSpace and GroundFromSpace. The atmosphere works fine but the planet itself is just a giant dark sphere with a white blotch that follows the camera. I think the problem might rest in the "v3Attenuation" variable as when this is removed the sphere is show (albeit without scattering). Here is the vertex shader. Thanks for the time! uniform mat4 g_WorldViewProjectionMatrix; uniform mat4 g_WorldMatrix; uniform vec3 m_v3CameraPos; // The camera's current position uniform vec3 m_v3LightPos; // The direction vector to the light source uniform vec3 m_v3InvWavelength; // 1 / pow(wavelength, 4) for the red, green, and blue channels uniform float m_fCameraHeight; // The camera's current height uniform float m_fCameraHeight2; // fCameraHeight^2 uniform float m_fOuterRadius; // The outer (atmosphere) radius uniform float m_fOuterRadius2; // fOuterRadius^2 uniform float m_fInnerRadius; // The inner (planetary) radius uniform float m_fInnerRadius2; // fInnerRadius^2 uniform float m_fKrESun; // Kr * ESun uniform float m_fKmESun; // Km * ESun uniform float m_fKr4PI; // Kr * 4 * PI uniform float m_fKm4PI; // Km * 4 * PI uniform float m_fScale; // 1 / (fOuterRadius - fInnerRadius) uniform float m_fScaleDepth; // The scale depth (i.e. the altitude at which the atmosphere's average density is found) uniform float m_fScaleOverScaleDepth; // fScale / fScaleDepth attribute vec4 inPosition; vec3 v3ELightPos = vec3(g_WorldMatrix * vec4(m_v3LightPos, 1.0)); vec3 v3ECameraPos= vec3(g_WorldMatrix * vec4(m_v3CameraPos, 1.0)); const int nSamples = 2; const float fSamples = 2.0; varying vec4 color; float scale(float fCos) { float x = 1.0 - fCos; return m_fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } void main(void) { gl_Position = g_WorldViewProjectionMatrix * inPosition; // Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere) vec3 v3Pos = vec3(g_WorldMatrix * inPosition); vec3 v3Ray = v3Pos - v3ECameraPos; float fFar = length(v3Ray); v3Ray /= fFar; // Calculate the closest intersection of the ray with the outer atmosphere (which is the near point of the ray passing through the atmosphere) float B = 2.0 * dot(m_v3CameraPos, v3Ray); float C = m_fCameraHeight2 - m_fOuterRadius2; float fDet = max(0.0, B*B - 4.0 * C); float fNear = 0.5 * (-B - sqrt(fDet)); // Calculate the ray's starting position, then calculate its scattering offset vec3 v3Start = m_v3CameraPos + v3Ray * fNear; fFar -= fNear; float fDepth = exp((m_fInnerRadius - m_fOuterRadius) / m_fScaleDepth); float fCameraAngle = dot(-v3Ray, v3Pos) / fFar; float fLightAngle = dot(v3ELightPos, v3Pos) / fFar; float fCameraScale = scale(fCameraAngle); float fLightScale = scale(fLightAngle); float fCameraOffset = fDepth*fCameraScale; float fTemp = (fLightScale + fCameraScale); // Initialize the scattering loop variables float fSampleLength = fFar / fSamples; float fScaledLength = fSampleLength * m_fScale; vec3 v3SampleRay = v3Ray * fSampleLength; vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; // Now loop through the sample rays vec3 v3FrontColor = vec3(0.0, 0.0, 0.0); vec3 v3Attenuate; for(int i=0; i<nSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(m_fScaleOverScaleDepth * (m_fInnerRadius - fHeight)); float fScatter = fDepth*fTemp - fCameraOffset; v3Attenuate = exp(-fScatter * (m_v3InvWavelength * m_fKr4PI + m_fKm4PI)); v3FrontColor += v3Attenuate * (fDepth * fScaledLength); v3SamplePoint += v3SampleRay; } vec3 first = v3FrontColor * (m_v3InvWavelength * m_fKrESun + m_fKmESun); vec3 secondary = v3Attenuate; color = vec4((first + vec3(0.25,0.25,0.25) * secondary), 1.0); // ^^ that color is passed to the frag shader and is used as the gl_FragColor } Here is also an image of the problem image

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  • Is hiding content with JavaScript or "text-indent: -9999px" bad for SEO?

    - by Samuel
    So apparently hiding content using "display: none" is bad for SEO and seen by googlebot as being deceptive. This according to a lot of the posts I read online and questions even on this site. But what if I hide keyword rich text using javascript? A jquery example: $(function() { $('#keywordRichTextContainer').hide(); }); or using visibility hidden: $(function() { $('#keywordRichTextContainer').css({ visibility: 'hidden', position: 'absolute' }); }); Would any of these techniques cause my site to be penalized? If googlebot can't read javascript then if I'm hiding through js it shouldn't know right? What about using "text-indent: -9999px"?

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  • Did anyone experience negative SERP movement after implementing rel=author?

    - by raam86
    I am not intrested in why I don't see the picture in SERPs. So I know this is borderline off-limits but I turned every stone in the web (including DDgo) trying to find anybody experiencing a worse position in SERPs after implementing rel=author tags. In Google Webmaster Tools: Everything seems fine but the first results dropped 14 places in SERPs in the past two days. The original landing page went down from first page to 5th page in a few days. It is a useful site with original content concerning marriage laws. This specific page is no where to be found and now the first result leads to the home page. Assuming everything else is the same with no changes made to the site at all is there a reason the rel=author tag will cause such a plummet? Additional info that might be useful: The google+ account is as dead as a palm pilot.

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  • Will taking two years off for school destroy my 4 year old development career?

    - by rsteckly
    Hi, I know some people have asked about getting back into programming after a break and this is a potential duplicate. I just am in a position where I can go back to school in Stat/Applied Math. But I'm very worried about the impact it will have on my career and ability to find a job afterwards. I have 3 years experience in .NET on top of a couple of years in PHP. Right now, I'm a senior software engineer. Do you think taking two years off to do math is going to dramatically hurt my marketability?

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  • Visual Studio Macro – Identifier to String Literal

    - by João Angelo
    When implementing public methods with parameters it’s important to write boiler-plate code to do argument validation and throw exceptions when needed, ArgumentException and ArgumentNullException being the most recurrent. Another thing that is important is to correctly specify the parameter causing the exception through the proper exception constructor. In order to take advantage of IntelliSense completion in these scenarios I use a Visual Studio macro binded to a keyboard shortcut that converts the identifier at the cursor position to a string literal. And here’s the macro: Sub ConvertIdentifierToStringLiteral() Dim targetWord As String Dim document As EnvDTE.TextDocument document = CType(DTE.ActiveDocument.Object, EnvDTE.TextDocument) If document.Selection.Text.Length > 0 Then targetWord = document.Selection.Text document.Selection.ReplacePattern(targetWord, """" + targetWord + """") Else Dim cursorPoint As EnvDTE.TextPoint cursorPoint = document.Selection.ActivePoint() Dim editPointLeft As EnvDTE.EditPoint Dim editPointRight As EnvDTE.EditPoint editPointLeft = cursorPoint.CreateEditPoint() editPointLeft.WordLeft(1) editPointRight = editPointLeft.CreateEditPoint() editPointRight.WordRight(1) targetWord = editPointLeft.GetText(editPointRight) editPointLeft.ReplaceText(editPointRight, """" + targetWord + """", 0) End If End Sub

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  • What can i use as a 3d Tile map editor?

    - by alfa64
    I need to make grid based levels with 3d models for a dungeon crawler ( as a recent example Legend of Grimrock), but i need to have several layers and place entities with properties and position, angle, etc. I was considering Tiled, using layers as height for each level, but it's very hard to work with and visualize. What can i use for this pourpose? The output format needs to be json, xml, or something i can use on my engine. Ideally i'd want something like Tiled with a 3d visualization/edit mode and support for loading models or at least some visual representation of them.

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  • CodePlex Daily Summary for Wednesday, May 19, 2010

    CodePlex Daily Summary for Wednesday, May 19, 2010New Projects3FD - Framework For Fast Development: This is a C++ framework that provides a solid error handling structure, garbage collection, multi-threading and portability between compilers. The ...ali test project: test projectAttribute Builder: The Attribute Builder builds an attribute from a lambda expression because it can.BDK0008: it is a food lovers websitecgdigest: cg digest template for non-profit orgCokmez: Bilmuh cokmez duyuru sistemiDot Game: It is a dot game that our Bangladeshi people used to play at their childhood time and their last time when they are poor for working.ESRI Javascript .NET Integration: Visual Studio project that shows how to integrate the Esri Javascript API with .NET Exchange 2010 RBAC Editor (RBAC GUI): Exchange 2010 RBAC Editor (RBAC GUI) Developed in C# and using Powershell behind the scenes RBAC tool to simplfy RBAC administrationFile Validator (Validador de Archivos): Componente que permite realizar la validación de archivos (txt, imagenes, PDF, etc) actualmente solo tiene implementado la parte de los txt, permit...Grip 09 Lab4: GripjPageFlipper: This is a wonderful implementation of page flipper entirely based on HTML 5 <canvas> tag. It means that it can work in any browser that supports HT...Main project: Index bird families and associated species. Malware Analysis and Can Handler: MACH is a tool to organize and catalog your malware analysis canned responses, and to track the topic response lifecycle for forum experts.Perf Web: Performance team web sitePiPiBugNet: PiPiBugNet是一套全新的开源Bug管理系统。 PiPiBugNet代码基于ASP.NET 2.0平台开发,编程语言为C#。 PiPiBugNet界面基于Ext JS设计,提供了极佳的用户体验。RemoteDesktop: integrated remote console, desktop and chat utilityRuneScape emulation done right.: RuneScape emulator.Sandkasten: SandkastenSilverlight Metro Theme: Metro Theme for Silverlight.Silverlight Stereoscopy: Stereoscopy with Silverlight.Twitivia: Twitivia is an online trivia service that runs through twitter and is being used as an example set of projects. C#, MVC, Windows Services, Linq ...XPool: A simple school project.New ReleasesDot Game: 'Dot Game' first release: Dot Game first release This is the 'Dot Game' first release.DotNetNuke® Store: 02.01.35: What's New in this release? Bugs corrected: - Fixed a resource for the header in the Category list of the Store Admin module. - Added several test...ESRI Javascript .NET Integration: Map search results in a DataView: Visual Studio 2010 example showing how to pass Map results back to ASP.NET for use in a DataView.Exchange 2010 RBAC Editor (RBAC GUI): RBAC Editor: This binary is still beta (0.0.9.1) but in most case it's very stableExtending C# editor - Outlining, classification: first revision: a couple of bug has been eliminated, performance improvementFloe IRC Client: Floe IRC Client 2010-05 R6: Corrected bug where text would be unexpectedly copied to the clipboard.Floe IRC Client: Floe IRC Client 2010-05 R7: - Fixed bug where text would show up in a query window with someone if they said something on a channel that you are both present on.Free Silverlight & WPF Chart Control - Visifire: Visifire SL and WPF Charts v3.0.9 GA released: Hi, Today we have released the final version of Visifire v3.0.9 which contains the following enhancements: * Two new properties ActualAxisMin...Free Silverlight & WPF Chart Control - Visifire: Visifire SL and WPF Charts v3.5.2 GA Released: Hi, Today we have released the final version of Visifire v3.5.2 which contains the following enhancements: Two new properties ActualAxisMinimum a...HB Batch Encoder Mk 2: HB Batch Encoder Mk2 v1.02: Added .mov support.jPageFlipper: jPageFlipper 0.9: This is an initial community preview of jPageFlipper. It's not ready for production usage but has almost all functionality implemented.linq.js - LINQ for JavaScript: ver 2.1.0.0: Add Class Dictionary Lookup Grouping OrderedEnumerable Add Method ToDictionary MemoizeAll Share Let Add Overload ...Microsoft Research Biology Extension for Excel: MSR Biology Extension for Excel - M9: M9 Release includes the following updates to the previous release: > Import / Export support from Excel for multiple file formats > Bug fixes and ...Nifty CSharp Tools: Event Watcher: Event Watcher!Paint.NET Bulk Image Processor: Paint.NET Bulk Image Processor v1.0: This is the initial release of the Paint.NET Bulk Image processor plugin. All feedback is welcome.PiPiBugNet: PiPiBugNet架构设计: PiPiBugNet架构设计,未包含功能实现RuneScape emulation done right.: rc0: Release cantidate 0.Rx Contrib: V1.6: Adding CCR queue as adapter for the ReactiveQueue credits goes to Yuval Mazor http://blogs.microsoft.co.il/blogs/yuvmaz/Silverlight Metro Theme: Silverlight Metro Theme Alpha 1: Silverlight Metro Theme Alpha 1Silverlight Stereoscopy: Silverlight Stereoscopy Alpha 1: Silverlight Stereoscopy Alpha 20100518Stratosphere: Stratosphere 1.0.6.0: Introduced support for batch put Introduced Support for conditional updates and consistent read Added support for select conditions Brought t...VCC: Latest build, v2.1.30518.0: Automatic drop of latest buildVideo Downloader: Example Program - 1.1: Example Program showing the features of the DLL and what can be achieved using it. For DLL Version 1.1.Video Downloader: Version 1.1: Version 1.1 See Home Page for usage and more information regarding new features. Please remember changes at You-Tube can prevent this software from...WatchersNET.TagCloud: WatchersNET.TagCloud 01.06.00: Whats New New Tag Mode: Show Tags from Ventrian.com NewsArticles Module New Tag Mode: Show Tags from Ventrian.com SimpleGallery Module Hyperlin...Windows Double Explorer: WDE v0.4: -optimization -switch to new vst2010 -viewer close now by pressing escape -reorder tabs -send selected fullname or shortnames via email (eye button...Most Popular ProjectsRawrWBFS ManagerAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryMicrosoft SQL Server Community & SamplesPHPExcelASP.NETMost Active Projectspatterns & practices – Enterprise LibraryRawrPHPExcelGMap.NET - Great Maps for Windows Forms & PresentationCustomer Portal Accelerator for Microsoft Dynamics CRMBlogEngine.NETWindows Azure Command-line Tools for PHP DevelopersCassiniDev - Cassini 3.5/4.0 Developers EditionSQL Server PowerShell ExtensionsFluent Ribbon Control Suite

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  • Best approach for a flexible layout for ASP.NET application

    - by Rohith Nair
    I am looking for a best approach for designing a dynamic page. I want my users to be able to determine the position of set of controls to be loaded into a page. Should be able to add new controls or swap in and out new controls into an existing page. Eg: Portal based applications,iGoogle kind of websites I am afraid that I will be re-inventing the wheel if I go and create a portal structure for my web application. There are a couple of things in my mind to look into: Good third-party suites which can do the same Should I look into Silverlight RIA application? I have researched about the Infragistics and Telerik controls and the price is high for just a control like LayoutManager which I need. Any alternatives? What is the best approach for this kind of situation, to add to the list?

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  • Should I use C style in C++?

    - by c.hughes
    As I've been developing my position on how software should be developed at the company I work for, I've come to a certain conclusion that I'm not entirely sure of. It seems to me that if you are programming in C++, you should not use C style anything if it can be helped and you don't absolutely need the performance improvement. This way people are kept from doing things like pointer arithmetic or creating resources with new without any RAII, etc. If this idea was enforced, seeing a char* would possibly be a thing of the past. I'm wondering if this is a conclusion others have made? Or am I being too puritanical about this?

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  • CodePlex Daily Summary for Sunday, May 23, 2010

    CodePlex Daily Summary for Sunday, May 23, 2010New ProjectsA2Command: Apple 2 port of CBM-Command (http://cbmcommand.codeplex.com)AgUnit: AgUnit is a plugin for Jetbrains ReSharper (R#) that allows you to run and debug Silverlight unit tests from within Visual Studio.BSonPosh Powershell Module: A collection of useful Powershell functions I have written and collected over the years. It is a Powershell v2 Module composed of mostly scripts.DB Restriker: Simple tool for lookup, parsing, searching some standard databases using wildcards and pattern recognition.Entity Framework Repository & Unit of Work Template: T4 Template for Entity Framework 4 for creating a data access layer using the repository and unit of work patterns. Designed to work well with dep...Fiction Catalog: A catalog project designed to store information about fictional literature.Giving a Presentation: Useful for people doing presentations, this application hides desktop icons, disables screensaver, closes chosen programs when presentation starts,...glueless: Glueless is a local message bus which allows architect to design highly decoupled systems and applications. Glueless is a step beyond dependency i...HtmlCodeIt: Take any code and format it so that it can be viewed properly on a web browser, blog post or website.just testproject :): just have a test!KanbanTaskboard: The aim of the project is to design and implement a functional prototype for visualizing and operating a multi-platform virtual "Kanban Taskboard”Life System: Life SystemOaSys Project: Project Oasys is a project that aims to help solve desertification. Scoring of pingPong Game: Scoring of pingPong GameSilverlight Web Comic: The Silverlight Web Comic makes easier for the people create your own comic with your own pictures o drawings, and add the globes of text like the ...TickSharp: C# Wrapper for http://TickSpot.com RESTful API.Traductor: El Traductor es una aplicación de escritorio para traducción de frases entre distintos idiomas basada en la plataforma Silverlight Out Of Browser y...WatchersNET.SkinObjects.ModulActionsMenu: Displays the Module Actions Menu as a Unsorted CSS Menu.xxfd1r4w96: testingNew ReleasesAgUnit: AgUnit 0.1: Initial release of AgUnit. Copy the extracted files from AgUnit-0.1.zip into the "Bin\Plugins\" folder of your ReSharper installation (default C:...ASP.NET MVC | SCAFFOLD: ASP.NET MVC SCAFFOLD - Beta 1.0: Release versão betaBizTalk Server 2006 Documenter: Documenter_v3.4.0.0: This is the new release of the documenter which has the following highlights Support for 64 bit systems Support for SxS scenarios (so now the sys...CassiniDev - Cassini 3.5/4.0 Developers Edition: CassiniDev 3.5.1 Beta 2- VS 2008 Replacement: The CassiniDev Visual Studio build is a fully compatibly Visual Studio 2008/2010 Development server drop-in replacement with all CassiniDev enhance...CBM-Command: 2010-05-22 Beta: Release Notes - 2010-05-22 BetaNew Features Simple text file viewer. Now when you use SHIFT-RETURN to open a file, it will ask if you want to view...Easy Validation: Documentation: Documentation for easyVal was created and presented at University of Texas at Austin in May of 2010.Entity Framework Repository & Unit of Work Template: 1.0: Initial ReleaseFrotz.NET: FrotzNet 1.0 beta: Many, many changes, including: - Got Adaptive Palette working for graphics - Got undo working - Implemented all zcodes - Added scripting as well as...Giving a Presentation: CTP: This release includes basic extensibility infrastructure and three extensions: hides desktop icons, disables screensaver, closes chosen programs wh...Gov 2.0 Kit: SharePoint 2010 MyPeeps Mysite Accelerators: SharePoint 2010 MyPeeps Mysite Accelerators. Attached are the installation and documentations files.HKGolden Express: HKGoldenExpress (Build 201005221900): New features: (None) Bug fix: Hong Kong special characters now can be posted without encoding problem. Improvements: (None) Other changes: (None) K...Intellibox - A WPF auto complete textbox search control: Beta 2: Updated the namespace of the Intellibox control from "System.Windows.Controls" to "FeserWard.Controls". Empty binding Path properties now work on...MDownloader: MDownloader-0.15.14.59111: Fixed DepositFile provider. Fixed FileFactory provider. Added simple fakeness detector (can check if .rar, .zip, .7z files have valid signature...Mute4: V1: Initial version of Mute4NLog - Advanced .NET Logging: Nightly Build 2010.05.22.003: Changes since the last build:No changes. Unit test results:Passed 191/191 (100%) Passed 191/191 (100%) Passed 214/214 (100%) Passed 216/216 (100%)...NSIS Autorun: NSIS Autorun 0.1.9: This release includes source code, executable binaries and example materials.Silverlight Gantt Chart: Silverlight Gantt Chart 1.3 (SL4): The latest release mainly makes the Gantt Chart useful in Silverlight 4 applications.SqlServerExtensions: V 0.2 beta: V 0.2 Beta release: New features available TrimStart - trim leading characters TrimEnd - trim trailing characters Remove - remove characters f...Traductor: Version 3.1: Nuevo en esta versión: El Traductor ahora permite escoger entre los motores de Microsoft y Google. El Text to Speech is es ahora habilitado por...VCC: Latest build, v2.1.30522.0: Automatic drop of latest buildVDialer Add-In for Outlook 2007 & 2010 - Dial your Vonage phone from Outlook: VDialer Add-In 1.0.3: This release adds new features related to Journal and use of Vonage API Changes in version 1.0.3 Added configurable option to automatically open J...WatchersNET.SkinObjects.ModulActionsMenu: ModulActionsMenu 01.00.00: First Release For Informations How To Install, the Skin Object Read the DocumentationMost Popular ProjectsCodeComment.NETRawrWBFS ManagerAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryPHPExcelMicrosoft SQL Server Community & SamplesMost Active ProjectsRawrpatterns & practices – Enterprise LibraryCaliburn: An Application Framework for WPF and Silverlightpatterns & practices: Windows Azure Security GuidanceCassiniDev - Cassini 3.5/4.0 Developers EditionGMap.NET - Great Maps for Windows Forms & PresentationNB_Store - Free DotNetNuke Ecommerce Catalog ModuleSQL Server PowerShell ExtensionsBlogEngine.NETCodeReview

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  • First time shadow mapping problems

    - by user1294203
    I have implemented basic shadow mapping for the first time in OpenGL using shaders and I'm facing some problems. Below you can see an example of my rendered scene: The process of the shadow mapping I'm following is that I render the scene to the framebuffer using a View Matrix from the light point of view and the projection and model matrices used for normal rendering. In the second pass, I send the above MVP matrix from the light point of view to the vertex shader which transforms the position to light space. The fragment shader does the perspective divide and changes the position to texture coordinates. Here is my vertex shader, #version 150 core uniform mat4 ModelViewMatrix; uniform mat3 NormalMatrix; uniform mat4 MVPMatrix; uniform mat4 lightMVP; uniform float scale; in vec3 in_Position; in vec3 in_Normal; in vec2 in_TexCoord; smooth out vec3 pass_Normal; smooth out vec3 pass_Position; smooth out vec2 TexCoord; smooth out vec4 lightspace_Position; void main(void){ pass_Normal = NormalMatrix * in_Normal; pass_Position = (ModelViewMatrix * vec4(scale * in_Position, 1.0)).xyz; lightspace_Position = lightMVP * vec4(scale * in_Position, 1.0); TexCoord = in_TexCoord; gl_Position = MVPMatrix * vec4(scale * in_Position, 1.0); } And my fragment shader, #version 150 core struct Light{ vec3 direction; }; uniform Light light; uniform sampler2D inSampler; uniform sampler2D inShadowMap; smooth in vec3 pass_Normal; smooth in vec3 pass_Position; smooth in vec2 TexCoord; smooth in vec4 lightspace_Position; out vec4 out_Color; float CalcShadowFactor(vec4 lightspace_Position){ vec3 ProjectionCoords = lightspace_Position.xyz / lightspace_Position.w; vec2 UVCoords; UVCoords.x = 0.5 * ProjectionCoords.x + 0.5; UVCoords.y = 0.5 * ProjectionCoords.y + 0.5; float Depth = texture(inShadowMap, UVCoords).x; if(Depth < (ProjectionCoords.z + 0.001)) return 0.5; else return 1.0; } void main(void){ vec3 Normal = normalize(pass_Normal); vec3 light_Direction = -normalize(light.direction); vec3 camera_Direction = normalize(-pass_Position); vec3 half_vector = normalize(camera_Direction + light_Direction); float diffuse = max(0.2, dot(Normal, light_Direction)); vec3 temp_Color = diffuse * vec3(1.0); float specular = max( 0.0, dot( Normal, half_vector) ); float shadowFactor = CalcShadowFactor(lightspace_Position); if(diffuse != 0 && shadowFactor > 0.5){ float fspecular = pow(specular, 128.0); temp_Color += fspecular; } out_Color = vec4(shadowFactor * texture(inSampler, TexCoord).xyz * temp_Color, 1.0); } One of the problems is self shadowing as you can see in the picture, the crate has its own shadow cast on itself. What I have tried is enabling polygon offset (i.e. glEnable(POLYGON_OFFSET_FILL), glPolygonOffset(GLfloat, GLfloat) ) but it didn't change much. As you see in the fragment shader, I have put a static offset value of 0.001 but I have to change the value depending on the distance of the light to get more desirable effects , which not very handy. I also tried using front face culling when I render to the framebuffer, that didn't change much too. The other problem is that pixels outside the Light's view frustum get shaded. The only object that is supposed to be able to cast shadows is the crate. I guess I should pick more appropriate projection and view matrices, but I'm not sure how to do that. What are some common practices, should I pick an orthographic projection? From googling around a bit, I understand that these issues are not that trivial. Does anyone have any easy to implement solutions to these problems. Could you give me some additional tips? Please ask me if you need more information on my code. Here is a comparison with and without shadow mapping of a close-up of the crate. The self-shadowing is more visible.

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  • problem with loading in .FBX meshes in DirectX 10

    - by N0xus
    I'm trying to load in meshes into DirectX 10. I've created a bunch of classes that handle it and allow me to call in a mesh with only a single line of code in my main game class. How ever, when I run the program this is what renders: In the debug output window the following errors keep appearing: D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that Semantic 'TEXCOORD' is defined for mismatched hardware registers between the output stage and input stage. [ EXECUTION ERROR #343: DEVICE_SHADER_LINKAGE_REGISTERINDEX ] D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that the input stage requires Semantic/Index (POSITION,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND ] The thing is, I've no idea how to fix this. The code I'm using does work and I've simply brought all of that code into a new project of mine. There are no build errors and this only appears when the game is running The .fx file is as follows: float4x4 matWorld; float4x4 matView; float4x4 matProjection; struct VS_INPUT { float4 Pos:POSITION; float2 TexCoord:TEXCOORD; }; struct PS_INPUT { float4 Pos:SV_POSITION; float2 TexCoord:TEXCOORD; }; Texture2D diffuseTexture; SamplerState diffuseSampler { Filter = MIN_MAG_MIP_POINT; AddressU = WRAP; AddressV = WRAP; }; // // Vertex Shader // PS_INPUT VS( VS_INPUT input ) { PS_INPUT output=(PS_INPUT)0; float4x4 viewProjection=mul(matView,matProjection); float4x4 worldViewProjection=mul(matWorld,viewProjection); output.Pos=mul(input.Pos,worldViewProjection); output.TexCoord=input.TexCoord; return output; } // // Pixel Shader // float4 PS(PS_INPUT input ) : SV_Target { return diffuseTexture.Sample(diffuseSampler,input.TexCoord); //return float4(1.0f,1.0f,1.0f,1.0f); } RasterizerState NoCulling { FILLMODE=SOLID; CULLMODE=NONE; }; technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); SetRasterizerState(NoCulling); } } In my game, the .fx file and model are called and set as follows: Loading in shader file //Set the shader flags - BMD DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS; #if defined( DEBUG ) || defined( _DEBUG ) dwShaderFlags |= D3D10_SHADER_DEBUG; #endif ID3D10Blob * pErrorBuffer=NULL; if( FAILED( D3DX10CreateEffectFromFile( TEXT("TransformedTexture.fx" ), NULL, NULL, "fx_4_0", dwShaderFlags, 0, md3dDevice, NULL, NULL, &m_pEffect, &pErrorBuffer, NULL ) ) ) { char * pErrorStr = ( char* )pErrorBuffer->GetBufferPointer(); //If the creation of the Effect fails then a message box will be shown MessageBoxA( NULL, pErrorStr, "Error", MB_OK ); return false; } //Get the technique called Render from the effect, we need this for rendering later on m_pTechnique=m_pEffect->GetTechniqueByName("Render"); //Number of elements in the layout UINT numElements = TexturedLitVertex::layoutSize; //Get the Pass description, we need this to bind the vertex to the pipeline D3D10_PASS_DESC PassDesc; m_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc ); //Create Input layout to describe the incoming buffer to the input assembler if (FAILED(md3dDevice->CreateInputLayout( TexturedLitVertex::layout, numElements,PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &m_pVertexLayout ) ) ) { return false; } model loading: m_pTestRenderable=new CRenderable(); //m_pTestRenderable->create<TexturedVertex>(md3dDevice,8,6,vertices,indices); m_pModelLoader = new CModelLoader(); m_pTestRenderable = m_pModelLoader->loadModelFromFile( md3dDevice,"armoredrecon.fbx" ); m_pGameObjectTest = new CGameObject(); m_pGameObjectTest->setRenderable( m_pTestRenderable ); // Set primitive topology, how are we going to interpet the vertices in the vertex buffer md3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); if ( FAILED( D3DX10CreateShaderResourceViewFromFile( md3dDevice, TEXT( "armoredrecon_diff.png" ), NULL, NULL, &m_pTextureShaderResource, NULL ) ) ) { MessageBox( NULL, TEXT( "Can't load Texture" ), TEXT( "Error" ), MB_OK ); return false; } m_pDiffuseTextureVariable = m_pEffect->GetVariableByName( "diffuseTexture" )->AsShaderResource(); m_pDiffuseTextureVariable->SetResource( m_pTextureShaderResource ); Finally, the draw function code: //All drawing will occur between the clear and present m_pViewMatrixVariable->SetMatrix( ( float* )m_matView ); m_pWorldMatrixVariable->SetMatrix( ( float* )m_pGameObjectTest->getWorld() ); //Get the stride(size) of the a vertex, we need this to tell the pipeline the size of one vertex UINT stride = m_pTestRenderable->getStride(); //The offset from start of the buffer to where our vertices are located UINT offset = m_pTestRenderable->getOffset(); ID3D10Buffer * pVB=m_pTestRenderable->getVB(); //Bind the vertex buffer to input assembler stage - md3dDevice->IASetVertexBuffers( 0, 1, &pVB, &stride, &offset ); md3dDevice->IASetIndexBuffer( m_pTestRenderable->getIB(), DXGI_FORMAT_R32_UINT, 0 ); //Get the Description of the technique, we need this in order to loop through each pass in the technique D3D10_TECHNIQUE_DESC techDesc; m_pTechnique->GetDesc( &techDesc ); //Loop through the passes in the technique for( UINT p = 0; p < techDesc.Passes; ++p ) { //Get a pass at current index and apply it m_pTechnique->GetPassByIndex( p )->Apply( 0 ); //Draw call md3dDevice->DrawIndexed(m_pTestRenderable->getNumOfIndices(),0,0); //m_pD3D10Device->Draw(m_pTestRenderable->getNumOfVerts(),0); } Is there anything I've clearly done wrong or are missing? Spent 2 weeks trying to workout what on earth I've done wrong to no avail. Any insight a fresh pair eyes could give on this would be great.

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  • How to control in the vertex shader where pixel ends up in the renderTarget?

    - by cubrman
    What if I have an arbitrary renderTarget, that is smaller than the screen (say it is 1x1 pixel) and I want to make sure in the VertexShaderFunction that all my pixels end up exactly in that 1 pixel region? No matter what I do, they all seem to get culled at some point, though GraphicDevise.Clear() works OK. Where is the top left corner of the renderTarget Vertex-shader-vise? I tried output.Position = (0,0,0,0)/(0,0,0,1)/(1,1,1,1)/(-0.5,0.5,0,1) NOTHING works! Fullscreen quad is not an option 'cause I actually need to process geometry in the shaders to get the results I need.

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  • CodePlex Daily Summary for Sunday, June 01, 2014

    CodePlex Daily Summary for Sunday, June 01, 2014Popular ReleasesSandcastle Help File Builder: Help File Builder and Tools v2014.5.31.0: General InformationIMPORTANT: On some systems, the content of the ZIP file is blocked and the installer may fail to run. Before extracting it, right click on the ZIP file, select Properties, and click on the Unblock button if it is present in the lower right corner of the General tab in the properties dialog. This release completes removal of the branding transformations and implements the new VS2013 presentation style that utilizes the new lightweight website format. Several breaking cha...Tooltip Web Preview: ToolTip Web Preview: Version 1.0Database Helper: Release 1.0.0.0: First Release of Database HelperCoMaSy: CoMaSy1.0.2: !Contact Management SystemImage View Slider: Image View Slider: This is a .NET component. We create this using VB.NET. Here you can use an Image Viewer with several properties to your application form. We wish somebody to improve freely. Try this out! Author : Steven Renaldo Antony Yustinus Arjuna Purnama Putra Andre Wijaya P Martin Lidau PBK GENAP 2014 - TI UKDWAspose for Apache POI: Missing Features of Apache POI WP - v 1.1: Release contain the Missing Features in Apache POI WP SDK in Comparison with Aspose.Words for dealing with Microsoft Word. What's New ?Following Examples: Insert Picture in Word Document Insert Comments Set Page Borders Mail Merge from XML Data Source Moving the Cursor Feedback and Suggestions Many more examples are yet to come here. Keep visiting us. Raise your queries and suggest more examples via Aspose Forums or via this social coding site.babelua: V1.5.6.0: V1.5.6.0 - 2014.5.30New feature: support quick-cocos2d-x project now; support text search in scripts folder now, you can use this function in Search Result Window;SEToolbox: 01.032.014 Release 1: Added fix when loading game Textures for icons causing 'Unable to read beyond the end of the stream'. Added new Resource Report, that displays all in game resources in a concise report. Added in temp directory cleaner, to keep excess files from building up. Fixed use of colors on the windows, to work better with desktop schemes. Adding base support for multilingual resources. This will allow loading of the Space Engineers resources to show localized names, and display localized date a...ClosedXML - The easy way to OpenXML: ClosedXML 0.71.2: More memory and performance improvements. Fixed an issue with pivot table field order.Fancontroller: Fancontroller: Initial releaseVi-AIO SearchBar: Vi – AIO Search Bar: Version 1.0Top Verses ( Ayat Emas ): Binary Top Verses: This one is the bin folder of the component. the .dll component is inside.Traditional Calendar Component: Traditional Calender Converter: Duta Wacana Christian University This file containing Traditional Calendar Component and Demo Aplication that using Traditional Calendar Component. This component made with .NET Framework 4 and the programming language is C# .SQLSetupHelper: 1.0.0.0: First Stable Version of SQL SetupComposite Iconote: Composite Iconote: This is a composite has been made by Microsoft Visual Studio 2013. Requirement: To develop this composite or use this component in your application, your computer must have .NET framework 4.5 or newer.Magick.NET: Magick.NET 6.8.9.101: Magick.NET linked with ImageMagick 6.8.9.1. Breaking changes: - Int/short Set methods of WritablePixelCollection are now unsigned. - The Q16 build no longer uses HDRI, switch to the new Q16-HDRI build if you need HDRI.fnr.exe - Find And Replace Tool: 1.7: Bug fixes Refactored logic for encoding text values to command line to handle common edge cases where find/replace operation works in GUI but not in command line Fix for bug where selection in Encoding drop down was different when generating command line in some cases. It was reported in: https://findandreplace.codeplex.com/workitem/34 Fix for "Backslash inserted before dot in replacement text" reported here: https://findandreplace.codeplex.com/discussions/541024 Fix for finding replacing...VG-Ripper & PG-Ripper: VG-Ripper 2.9.59: changes NEW: Added Support for 'GokoImage.com' links NEW: Added Support for 'ViperII.com' links NEW: Added Support for 'PixxxView.com' links NEW: Added Support for 'ImgRex.com' links NEW: Added Support for 'PixLiv.com' links NEW: Added Support for 'imgsee.me' links NEW: Added Support for 'ImgS.it' linksToolbox for Dynamics CRM 2011/2013: XrmToolBox (v1.2014.5.28): XrmToolbox improvement XrmToolBox updates (v1.2014.5.28)Fix connecting to a connection with custom authentication without saved password Tools improvement New tool!Solution Components Mover (v1.2014.5.22) Transfer solution components from one solution to another one Import/Export NN relationships (v1.2014.3.7) Allows you to import and export many to many relationships Tools updatesAttribute Bulk Updater (v1.2014.5.28) Audit Center (v1.2014.5.28) View Layout Replicator (v1.2014.5.28) Scrip...Microsoft Ajax Minifier: Microsoft Ajax Minifier 5.10: Fix for Issue #20875 - echo switch doesn't work for CSS CSS should honor the SASS source-file comments JS should allow multi-line comment directivesNew ProjectsCet MicroWPF: WPF-like library for simple graphic-UI application using Netduino (Plus) 2 and the FTDI FT800 Eve board.Fakemons: Some Fakmons, powered by XML, XSLT, CSS and JavascriptFling OS: Fling OS is a C# operating system project aiming to create a new, managed operating system from the ground up.MudRoom: Experimental tool sets in mud parsing and area definitionOOP-2112110158: My name's NgocDungRoslynResearch: Roslyn ResearchTHD - Control de Usuarios: control de usuarios y permisosWPF Kinect User Controls: WPF Kinect User Control project provide simple Tilt and Skeleton Tracking Parameter Controls.

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