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  • Telerik is First to Announce Support for Microsoft Silverlight Analytics Framework

    Yesterday at MIX 10 conference Microsoft announced the Microsoft Silverlight Analytics Framework Beta. The Silverlight Analytics Framework (SAF) is a new open-source framework to allow designers and developers to integrate web analytics into Silverlight applications in a consistent manner. Supporting out-of-browser and offline scenarios, Microsoft built this framework in conjunction with a number of web analytics services and control vendors to support multiple analytics services simultaneously without degrading application performance. Because the SAF is enabled as a set of behaviors in Microsoft Expression Blend, designers and developers can visually instrument their designs and configure A/B testing rapidly without writing any code. Telerik is proud to be the first control vendor to support the Silverlight Analytics Framework. RadControls for Silverlight can be used with the framework out of the box. The suite offers Silverlight Analytics Framework handlers and behavior, helping developers to fine tune the values sent to the analytics providers. Because the analytics framework is using the Managed Extensibility Framework (MEF) for composition, you don't need to change the way you use the controls to benefit from the Telerik handlers. Just add a reference to the Telerik assemblies that contains the handlers. Here is the code that you need to declare to use RadTreeView: <UserControl x:Class="Telerik.SLAF.MainPage"         xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"         xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"         xmlns:i="clr-namespace:System.Windows.Interactivity;assembly=System.Windows.Interactivity"         xmlns:ga="clr-namespace:Google.WebAnalytics;assembly=Google.WebAnalytics"         xmlns:sa="clr-namespace:Microsoft.WebAnalytics.Behaviors;assembly=Microsoft.WebAnalytics.Behaviors"         xmlns:ic="clr-namespace:Microsoft.Expression.Interactivity.Core;assembly=Microsoft.Expression.Interactions"         xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"         xmlns:telerikNavigation="clr-namespace:Telerik.Windows.Controls;assembly=Telerik.Windows.Controls.Navigation">        <Grid x:Name="LayoutRoot">         <i:Interaction.Behaviors>             <ga:GoogleAnalytics ProfileId="--Your GA ProfileId" Category="Demo" />         </i:Interaction.Behaviors>         <telerikNavigation:RadTreeView>             <i:Interaction.Triggers>                 <i:EventTrigger EventName="SelectionChanged">                     <sa:TrackAction />                 </i:EventTrigger>             </i:Interaction.Triggers>             <telerikNavigation:RadTreeViewItem Header="Item1">             </telerikNavigation:RadTreeViewItem>             <telerikNavigation:RadTreeViewItem Header="Item2" />             <telerikNavigation:RadTreeViewItem Header="Item3" />         </telerikNavigation:RadTreeView>     </Grid> </UserControl> Download the Telerik Microsoft Silverlight Analytics Framework Handlers and the sample project. This is our first Beta release - please drop us a line with any feedback you have or even better if you are at MIX10 - come visit us at the booth in the "Commons" hall so we can discuss it in person. 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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  • GrapeCitys ActiveReports and FarPoint Spread Products Provide Full Support for Visual Studio 2010

    GrapeCity announces full support for Microsoft Visual Studio 2010 in all .NET spreadsheet, reporting, and business intelligence products that are part of its award-winning PowerTools line of products.   FarPoint Spread for Windows Forms 5 is the worlds best-selling, award-winning Microsoft Excel-compatible .NET spreadsheet component. Spread now supports the Visual Studio 2010 .NET Framework 4.0 Client Profile.   FarPoint Spread for ASP.NET is the worlds best-selling, award-winning Microsoft...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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  • Silverlight Html Placeholder now support OOB mode

    With the official Silverlight 4 release this week, one of the things we introduced in the Telerik Silverlight controls is the ability to use the Html Placeholder control in OOB in the same way you do when the control is hosted in the browser. The good news is that you don't need to do anything in order to enable this feature. It comes out of the box and if you have an app that is using the HtmlPlaceholder you just need to install it in OOB mode to see the same html that you are seeing when the application is hosted in the browser. When in OOB mode we are using internally the Microsoft WebBrowser control to render the Html - that's why this feature is SL4 specific and is not available in the SL3 binaries (which we still officially support).   Go play with it and if you have any questions ...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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  • Nothing drawing on screen OpenGL with GLSL

    - by codemonkey
    I hate to be asking this kind of question here, but I am at a complete loss as to what is going wrong, so please bear with me. I am trying to render a single cube (voxel) in the center of the screen, through OpenGL with GLSL on Mac I begin by setting up everything using glut glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA|GLUT_ALPHA|GLUT_DOUBLE|GLUT_DEPTH); glutInitWindowSize(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); glutCreateWindow("Cubez-OSX"); glutReshapeFunc(reshape); glutDisplayFunc(render); glutIdleFunc(idle); _electricSheepEngine=new ElectricSheepEngine(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); _electricSheepEngine->initWorld(); glutMainLoop(); Then inside the engine init camera & projection matrices: cameraPosition=glm::vec3(2,2,2); cameraTarget=glm::vec3(0,0,0); cameraUp=glm::vec3(0,0,1); glm::vec3 cameraDirection=glm::normalize(cameraPosition-cameraTarget); cameraRight=glm::cross(cameraDirection, cameraUp); cameraRight.z=0; view=glm::lookAt(cameraPosition, cameraTarget, cameraUp); lensAngle=45.0f; aspectRatio=1.0*(windowWidth/windowHeight); nearClippingPlane=0.1f; farClippingPlane=100.0f; projection=glm::perspective(lensAngle, aspectRatio, nearClippingPlane, farClippingPlane); then init shaders and check compilation and bound attributes & uniforms to be correctly bound (my previous question) These are my two shaders, vertex: #version 120 attribute vec3 position; attribute vec3 inColor; uniform mat4 mvp; varying vec3 fragColor; void main(void){ fragColor = inColor; gl_Position = mvp * vec4(position, 1.0); } and fragment: #version 120 varying vec3 fragColor; void main(void) { gl_FragColor = vec4(fragColor,1.0); } init the cube: setPosition(glm::vec3(0,0,0)); struct voxelData data[]={ //front face {{-1.0, -1.0, 1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, 1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, 1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, 1.0}, {0.0, 1.0, 1.0}}, //back face {{-1.0, -1.0, -1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, -1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, -1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, -1.0}, {0.0, 1.0, 1.0}} }; glGenBuffers(1, &modelVerticesBufferObject); glBindBuffer(GL_ARRAY_BUFFER, modelVerticesBufferObject); glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); const GLubyte indices[] = { // Front 0, 1, 2, 2, 3, 0, // Back 4, 6, 5, 4, 7, 6, // Left 2, 7, 3, 7, 6, 2, // Right 0, 4, 1, 4, 1, 5, // Top 6, 2, 1, 1, 6, 5, // Bottom 0, 3, 7, 0, 7, 4 }; glGenBuffers(1, &modelFacesBufferObject); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelFacesBufferObject); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); and then the render call: glClearColor(0.52, 0.8, 0.97, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); //use the shader glUseProgram(shaderProgram); //enable attributes in program glEnableVertexAttribArray(shaderAttribute_position); glEnableVertexAttribArray(shaderAttribute_color); //model matrix using model position vector glm::mat4 mvp=projection*view*voxel->getModelMatrix(); glUniformMatrix4fv(shaderAttribute_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_position, // attribute 3, // number of elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements 0 // offset of first element ); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_color, // attribute 3, // number of colour elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements (GLvoid *)(offsetof(struct voxelData, color3D)) // offset of colour data ); //draw the model by going through its elements array glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, voxel->modelFacesBufferObject); int bufferSize; glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &bufferSize); glDrawElements(GL_TRIANGLES, bufferSize/sizeof(GLushort), GL_UNSIGNED_SHORT, 0); //close up the attribute in program, no more need glDisableVertexAttribArray(shaderAttribute_position); glDisableVertexAttribArray(shaderAttribute_color); but on screen all I get is the clear color :$ I generate my model matrix using: modelMatrix=glm::translate(glm::mat4(1.0), position); which in debug turns out to be for the position of (0,0,0): |1, 0, 0, 0| |0, 1, 0, 0| |0, 0, 1, 0| |0, 0, 0, 1| Sorry for such a question, I know it is annoying to look at someone's code, but I promise I have tried to debug around and figure it out as much as I can, and can't come to a solution Help a noob please? EDIT: Full source here, if anyone wants

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  • Application Development: Python or Java (or PHP)

    - by luckysmack
    I'm looking to get into application development, such as Facebook or Android apps and games. I am doing this for fun and to learn. Once my skills are to par I would like to have some side income from the apps, but I'm not banking on living off that (just so you know where I'm coming from and know what my end goals are). Currently I know and am familiar with PHP and frameworks such as cakephp and yii. However, I have been wanting to learn another language to broaden my horizons and to become a better developer. So I have narrowed it down to 2 languages. Python, and Java (I can already hear people cringing at the difference in the languages I have chosen, but I have some reasons). Python: closer to PHP that Java. Cross platformability. Also great as a general scripting language and has many file system level benefits that PHP does not. Cleaner syntax, readability, blah blah and the list goed on. Python will work great for cross platform apps and can be run on many OS's and is supported by Facebook for app development. But there is no support on Android (for full fledged apps). Java: a much stronger typed language, very robust community and corporate backing. Knowing Java is also good for personal marketability for enterprises, if you're into that. The main benefit here is that Java can write apps natively for Android and the apps can be ported for web versions to play on Facebook. So while I have seen many developers prefer Java over the two, Java has this significant advantage, where I can market my apps in both markets and in the future build more potential income. But like I said it is for fun. While money isn't the goal, it would still be nice. PHP: I'm putting this here because I know it already, and I'm sure a case could be made for it. It obviously works great for Facebook but like Python does not do so well on android. While it's mostly the realm of 'application development' that appeals to me, I do find Android apps fairly interesting and something that has a ton of potential to. But then again Facebook has a ton more users and the apps can also potentially be more immersive (desktop vs. mobile). So this is why I'm kinda stuck on what route to choose. Python for Facebook and web apps, with likely faster development to production times, or Java which can be developed for any of the platforms to make apps. Side note: I'm not really trying to get into 3D development, mostly 2D. And I also want to make an app with real-time play (websockets, etc). Someone mentioned node, js to me for that but Python seems to be more globally versatile for my goals. So, to anyone that does Facebook or Android development in either language: what do you suggest? Any input is valuable and I do appreciate it. And sorry for being long winded. EDIT: as mentioned in one of the answers, my primary goal is gaming. Although I do have some plans for non gaming apps such as general web based and desktop based ones. But gaming is my main goal with the possibility of income. EDIT: Another consideration could be Jython. Writing Python code which is converted into Java bytecode. This would allow the ability to do Android apps using Python. I could be wrong though, I'm still looking into it. Update 1-26-11: I recently acquired a new job which required I learn .NET using C#. Im sure some of you are cringing already but I really like the whole system and how it all works together between desktop and web development. But, as I am still interested in Python very much, and after some research I have decided I will learn Python as well as the IronPython implementation for .NET. But (again: I know...) since .NET is mostly a Windows thing and not as cross-compatible as I like, I will be learning Mono which is a cross platform implementation of .NET where I can use what I learn at work using C# and what I want to learn, Python/IronPython. So while learning and writing C#/.NET @ work I will be learning Python - Mono - Iron Python for what I want to do personally. And the benefit of them all being very closely related will help me out a lot, I think. What do you guys think? I almost feel like that should be another question, but there's not much of a question. Either way, you guys gave very helpful input.

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  • Dual Screen with 12.04 ATI randr extension is not present

    - by Trevor Pearson
    Here's my problem I have two screens. One is a 22"led monitor and the other is 42 inch led tv. In windows 7 I run xbmc on the second monitor. I'm trying to mimic the same function in setting xbmc to display on the tv only. So I installed the latest x64 linux drivers from ATI. I configured (using the catalyst control panel) using single display (multi desktop) I then got a white screen with black x so I enable xinerama. with xinerama enable I got the displays to work correctly, however I received an error when I tried to enter display settings to change the launcher location. the error message was " "randr extension not present =" So I tried to install libxandr2 using terimal but here's what I get trev@Lrig:~$ sudo get-apt install libxander2 [sudo] password for trev: sudo: get-apt: command not found I'm at a loss now because I can't find a solution for the xandr error message. I'f my specs are important amd athx2 6400+ ghz 8 gigs ram radeon hd6950

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  • Screen Lag/Running Slow

    - by Nick M
    I am having trouble with Ubuntu 12.10. Everything is working fine, although there is a slight problem. It seems to lag every once in a while, as in I will move the mouse, then about two seconds later the cursor will actually move on the screen. Is there any way to fix this? This is my first day using Ubuntu and I put it on a computer I built myself. I don't have much experience so a detailed answer would be very much appreciated.

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  • Unity doesn't autostart on second X screen

    - by Nonoo
    I have two Nvidia cards both with 2 heads and both configured as TwinView, so I have Screen0 and Screen1 in my xorg.conf. ccsm sees both screens (displays them in the Screens drop-down at the top left), but Unity starts only on Screen0 by default. The displays on Screen1 only show the default white screen and default X mouse cursor, when I hover over them. Is this the normal, expected behavior? Can I start Unity on Screen1 automatically without running custom shell scripts (like DISPLAY=:0.1 compiz --replace)?

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  • Fitting a rectangle into screen with XNA

    - by alecnash
    I am drawing a rectangle with primitives in XNA. The width is: width = GraphicsDevice.Viewport.Width and the height is height = GraphicsDevice.Viewport.Height I am trying to fit this rectangle in the screen (using different screens and devices) but I am not sure where to put the camera on the Z-axis. Sometimes the camera is too close and sometimes to far. This is what I am using to get the camera distance: //Height of piramid float alpha = 0; float beta = 0; float gamma = 0; alpha = (float)Math.Sqrt((width / 2 * width/2) + (height / 2 * height / 2)); beta = height / ((float)Math.Cos(MathHelper.ToRadians(67.5f)) * 2); gamma = (float)Math.Sqrt(beta*beta - alpha*alpha); position = new Vector3(0, 0, gamma); Any idea where to put the camera on the Z-axis?

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  • Screen split oddly when OS is installed from a Live CD

    - by Brian
    Never used Linux before but I decided I want to start somewhere and Ubuntu seemed like the right place to start. I burned the 64bit version ISO onto a CD and installed it onto a fresh new hard drive I have. The Live CD works and the Live Distro thing works great. However when I attempt to install it, the screen splits oddly in a way where part of the right is on the left. Furthermore, after attempting to log in, the GUI doesn't show up and the computer would freeze and stay that way. However you can still move the cursor. I can't really get in or do anything (possibly because I don't know how) and tinker around since I am not too tech savvy. But I can follow instructions. Graphics Card Radeon hd 6670 I just tried the install with windows thing. There was the exact same problem.

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  • How to add support for the JPEG image format

    - by Samir Sabri
    After installing Imagemagick, I've tested it with jpg image, like this: identify 1.jpg But, I got this result: identify: no decode delegate for this image format `1.jpg' @ error/constitute.c/ReadImage/550. Then, I tried to add support for JPEG format by: yum install libjpeg libjpeg-devel but, I got: Setting up Install Process No package libjpeg available. No package libjpeg-devel available. Nothing to do I thought I need to update the apt-get, I did: apt-get install libjpeg libjpeg-devel but, I got: Reading package lists... Done Building dependency tree Reading state information... Done E: Unable to locate package libjpeg E: Unable to locate package libjpeg-devel Is there an easy way to get those libraries installed ? I am using Ubuntu 12.04.

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  • Screen Scraping When All You Have Is A Hammer

            I had decided to create a list of what videos were already available on the Learning Pages of Silverlight.net.  When I clicked on the page for the entire list, however, I was quite daunted by the sheer number. I opened the source for the page, and found that there was an easy screen scraping [...]...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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  • What's the story with TRIM support?

    - by Kent Boogaart
    The situation with TRIM in Ubuntu has me utterly confused. I don't know whether I need to manually run it or not. Sources I've found are disparate and unclear. I have Ubuntu 10.04 with latest updates (including kernel 2.6.32-26). I have an Intel X-25M drive with latest firmware, and it is formatted as ext4. So, does TRIM support run automatically? If not, how do I check if I need to run it, and then how do I run it if necessary?

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  • Isometric Screen View to World View

    - by Sleepy Rhino
    I am having trouble working out the math to transform the screen coordinates to the Grid coordinates. The code below is how far I have got but it is totally wrong any help or resources to fix this issue would be great, had a complete mind block with this for some reason. private Point ScreenToIso(int mouseX, int mouseY) { int offsetX = WorldBuilder.STARTX; int offsetY = WorldBuilder.STARTY; Vector2 startV = new Vector2(offsetX, offsetY); int mapX = offsetX - mouseX; int mapY = offsetY - mouseY + (WorldBuilder.tileHeight / 2); mapY = -1 * (mapY / WorldBuilder.tileHeight); mapX = (mapX / WorldBuilder.tileHeight) + mapY; return new Point(mapX, mapY); }

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  • After upgrade from 10.10 to 11.04 Ubuntu doesn't load the splash screen anymore

    - by Vincent Vega
    I have the problem that Ubuntu doesn't load the splash screen anymore (after upgrading from 10.10 to 11.04). After the Grub-bootloader, it takes a few seconds to load and then the monitor turns black. I already tried to boot from a Ubuntu Live CD, but the result was the same error. Furthermore I tried to start the protected mode, but it freezes just after showing me menu. Do you have any solutions for this? And is it possible to switch from Grub to the Ubuntu console?

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  • Render full-screen gradient or texture

    - by Filip Skakun
    What's the simplest way to fill the background of the screen with a gradient or a texture in Direct3D 10/11? I'm building a Windows 8 metro app in which the camera never moves and I render some content in D3D, but I need to fill the background with something else than a solid color. Do I need to figure out the size and position of a rectangle and position it in 3D space or can I have some simpler solution? I don't care about depth at all, I don't use any depth buffer since all my content is sorted back to front, so I could just start by drawing to the background.

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  • Getting Black screen after installing 12.04 on new Mac Pro

    - by Matteo
    I installed Ubuntu 12.04 on my new Mac Pro. I had some problems because bootcamp did not allow me to partition the hd without a Windows cd. I inserted a Windows cd and did the partition and then I stopped the installation. I completed the installation of Ubuntu that now works. The problem is that Grub can't start Mac OS. It sees the Mac OS X in the menu but if I try to start it I have a black screen or sometime just the boot manager. Has anyone else experienced this problem?

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  • PostgreSQL 9.1, pgadmin III, Ubuntu 12.04 LTS, support functions

    - by Chaz SLiger
    When pgAdmin III is used to open a PostgreSQL database the following message appears. There does not seem to be any obvious package listed in the Ubuntu Software Center for this. The server lacks instrumentation functions. pgadmin III uses some support functions that are not available by default in all PostgreSQL versions. These enable some tasks that make life easier when dealing with log files and configuration files. The adminpack is installed and activated by default if you are running the one-click installer of PostgreSQL. On Unix, you may have to install the contrib package, either with your package installer tool or by compilation.

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  • Login screen doesn't prompt for password

    - by jbristow
    I just installed Ubuntu 12.10, and tied it to my company LDAP. On the login screen, instead of prompting for a password there is just a "Log In" button by my name. I click it, and I am immediately logged in without typing in a password. I checking my User Account options, and "Automatic Login" is turned off. I can also click on other LDAP users accounts, and get in without a password. There is a local user on the system. When I try to log in as that user, I am prompted for a password.

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  • Black Screen: How to set Projection/View Matrix

    - by Lisa
    I have a Windows Phone 8 C#/XAML with DirectX component project. I'm rendering some particles, but each particle is a rectangle versus a square (as I've set the vertices to be positions equally offset from each other). I used an Identity matrix in the view and projection matrix. I decided to add the windows aspect ratio to prevent the rectangles. But now I get a black screen. None of the particles are rendered now. I don't know what's wrong with my matrices. Can anyone see the problem? These are the default matrices in Microsoft's project example. View Matrix: XMVECTOR eye = XMVectorSet(0.0f, 0.7f, 1.5f, 0.0f); XMVECTOR at = XMVectorSet(0.0f, -0.1f, 0.0f, 0.0f); XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); XMStoreFloat4x4(&m_constantBufferData.view, XMMatrixTranspose(XMMatrixLookAtRH(eye, at, up))); Projection Matrix: void CubeRenderer::CreateWindowSizeDependentResources() { Direct3DBase::CreateWindowSizeDependentResources(); float aspectRatio = m_windowBounds.Width / m_windowBounds.Height; float fovAngleY = 70.0f * XM_PI / 180.0f; if (aspectRatio < 1.0f) { fovAngleY /= aspectRatio; } XMStoreFloat4x4(&m_constantBufferData.projection, XMMatrixTranspose(XMMatrixPerspectiveFovRH(fovAngleY, aspectRatio, 0.01f, 100.0f))); } I've tried modifying them to use cocos2dx's WP8 example. XMMATRIX identityMatrix = XMMatrixIdentity(); float fovy = 60.0f; float aspect = m_windowBounds.Width / m_windowBounds.Height; float zNear = 0.1f; float zFar = 100.0f; float xmin, xmax, ymin, ymax; ymax = zNear * tanf(fovy * XM_PI / 360); ymin = -ymax; xmin = ymin * aspect; xmax = ymax * aspect; XMMATRIX tmpMatrix = XMMatrixPerspectiveOffCenterRH(xmin, xmax, ymin, ymax, zNear, zFar); XMMATRIX projectionMatrix = XMMatrixMultiply(tmpMatrix, identityMatrix); // View Matrix float fEyeX = m_windowBounds.Width * 0.5f; float fEyeY = m_windowBounds.Height * 0.5f; float fEyeZ = m_windowBounds.Height / 1.1566f; float fLookAtX = m_windowBounds.Width * 0.5f; float fLookAtY = m_windowBounds.Height * 0.5f; float fLookAtZ = 0.0f; float fUpX = 0.0f; float fUpY = 1.0f; float fUpZ = 0.0f; XMMATRIX tmpMatrix2 = XMMatrixLookAtRH(XMVectorSet(fEyeX,fEyeY,fEyeZ,0.f), XMVectorSet(fLookAtX,fLookAtY,fLookAtZ,0.f), XMVectorSet(fUpX,fUpY,fUpZ,0.f)); XMMATRIX viewMatrix = XMMatrixMultiply(tmpMatrix2, identityMatrix); XMStoreFloat4x4(&m_constantBufferData.view, viewMatrix); Vertex Shader cbuffer ModelViewProjectionConstantBuffer : register(b0) { //matrix model; matrix view; matrix projection; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float4 color : COLOR; }; PixelInputType main(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; //===================================== // TODO: ADDED for testing input.position.z = 0.0f; //===================================== // Calculate the position of the vertex against the world, view, and projection matrices. //output.position = mul(input.position, model); output.position = mul(input.position, view); output.position = mul(output.position, projection); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Store the particle color for the pixel shader. output.color = input.color; return output; } Before I render the shader, I set the view/projection matrices into the constant buffer void ParticleRenderer::SetShaderParameters() { ViewProjectionConstantBuffer* dataPtr; D3D11_MAPPED_SUBRESOURCE mappedResource; DX::ThrowIfFailed(m_d3dContext->Map(m_constantBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)); dataPtr = (ViewProjectionConstantBuffer*)mappedResource.pData; dataPtr->view = m_constantBufferData.view; dataPtr->projection = m_constantBufferData.projection; m_d3dContext->Unmap(m_constantBuffer.Get(), 0); // Now set the constant buffer in the vertex shader with the updated values. m_d3dContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf() ); // Set shader texture resource in the pixel shader. m_d3dContext->PSSetShaderResources(0, 1, &m_textureView); } Nothing, black screen... I tried so many different look at, eye, and up vectors. I tried transposing the matrices. I've set the particle center position to always be (0, 0, 0), I tried different positions too, just to make sure they're not being rendered offscreen.

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  • Ubuntu Server 12.04 Screen Resolution "Out of Range"

    - by Alastair Mackie
    I'm fairly new to ubuntu and have just installed Ubuntu Server 12.04 on a spare machine to experiment and play with! The installation went without problem, however whenever the OS boots the monitor displays a an error message saying the resolution is "out of range" and i can't see to do anything - i can wait as long as i like, but nothing appears. Ubuntu is the only OS installed so bypasses GRUB on boot, although the GRUB screen is also out of range if forced on startup. I can access a shell from the recover mode and i can get at a terminal through a LiveCD of the Desktop version but have had little luck with either. I've been trying to figure this out for days and i'm at a total loss. Any thoughts?

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  • Direct Code Support?

    - by Josh Kahane
    A few times in the past I've hit a major wall and simply couldn't progress with a certain aspect of an app as Im a beginner and still learning the ropes (Objective-C specifically). I was curious if anyone knows of any services which support programmers in real time, paid or free and will over video, audio or text chat sit and work a problem out till its fixed and look through your code? I understand Stackoverflow does a super job at this! However Im in need of something a little more tailored where someone can spend a little time to sit and look and what Im dealing with and delve into my a code if need be. Thanks.

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  • Drawing an animation over an already drawn screen

    - by Chandan Pednekar
    I am working on a XNA WP7 card game whose basic prototype is complete. In game screen, 6 cards are displayed at a time (3 for each of the two players say 1,2 and 3). If player A attacks one of player B's card then I want to show an animation over player B's card i.e the victim card(say a claw scratch for e.g.) My question is how do I approach with the animation system so that I can draw an animation over a card upon certain events e.g. dead, fire, claw attack etc. I have an attack function which detects which type of card is attacking which type of card. Depending on the type of attacker card I want to display the animation on the victim card. Can I call animation classes function for different animations in the attack function itself without actually having to call separate draw and update functions. If so, how? Also how do I play sound at the same time when the animation is going on?

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  • ATI graphics card, with gnome shell on Ubuntu 11.10, screen flickers

    - by bioShark
    After installing gnome shell, without any problem, after log in the fonts are missing and it looks like crap...nothing is readable. Don't want to make it a double post, because my issue is similar to the one from this question but for me the problems have not been solved properly. After running the commands from that post, and installing the latest AMD 11.10 driver, the Gnome shell display issues have been solved. But each time I move the mouse in the upper left corner, to bring up the applications...my entire screen flickers. Without the applications been displayed, everything looks fine. Hardware: ATI HD4870, Intel Q6600.

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  • Unity displays a black screen when connecting an external monitor

    - by Bragboy
    I upgraded my ubuntu from 10.10 to 11.04 and since that day I have been facing issues with Dual Monitor in Ubuntu. When I connect my second monitor during boot time, everything works fine. But when I use my laptop and try to connect a monitor when I am running Ubuntu, I face a weird black screen issue. To see what I mean, following is a screenshot of the same. Here are the problems that happen Desktop background goes away As you can see on the left hand side of the desktop, the right and top portions are black The usual buttons - power button, mail, volumne etc., on the top panel do not work as expected Plus it suddenly crashses at times. And a lot of n other issues associated with this. Is there any patch/release that has happened for these bugs or should I report it anywhere? Help needed.

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