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  • Fixed JavaScript Warning - Pin to Top of Page Using CSS Position [migrated]

    - by nicorellius
    I am new to this site, but it seems like the right place to ask this question. I am working on a noscript chunk of code whereby I do some stuff that includes a <p> at the top of the page that alerts the users that he/she has JavaScript disabled. The end result should look like the Stack Exchange sites when JavaScript is disabled (here is a screenshot of mine - SE looks similar except it is at the very top of the page): I have it working OK, but I would love it if the red bar stayed fixed along the top, upon scrolling. I tried using the position: fixed; method, but it ends up moving the p element and I can't get it to look exactly the same as it does without the position: fixed; modification. I tried fiddling with CSS top and left and other positioning but it doesn't ever look like I want it to. Here is a CSS snippett: <noscript> <style type="text/css"> p. noscript_warning { position: fixed; } </noscript>

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  • Slow dvd burning/reading speeds: how to solve

    - by wouter205
    I have a problem on which I'm struggling since i started using linux a year ago on my desktop, but still haven't found a solution for it. When reading or burning a dvd, the speeds are very slow (mostly under 1x) whilst I did selected the fastest speed in k3b. As such, it takes up to 40-50 minutes to burn one dvd! I read about enabling dma this post but it didn't help. This is the output for dmesg | grep -i dma > [ 0.000000] DMA 0x00000010 -> 0x00001000 [ 0.000000] DMA32 0x00001000 -> 0x00100000 [ 0.000000] DMA zone: 56 pages used for memmap [ 0.000000] DMA zone: 5 pages reserved [ 0.000000] DMA zone: 3921 pages, LIFO batch:0 [ 0.000000] DMA32 zone: 3527 pages used for memmap [ 0.000000] DMA32 zone: 254441 pages, LIFO batch:31 [ 0.000000] Policy zone: DMA32 [ 0.120356] pnp 00:01: [dma 4] [ 0.120968] pnp 00:05: [dma 2] [ 0.121421] pnp 00:06: [dma 3] [ 0.122617] pnp 00:0b: [dma 0 disabled] [ 0.852321] ata1: SATA max UDMA/133 cmd 0xec00 ctl 0xe480 bmdma 0xe000 irq 19 [ 0.852325] ata2: SATA max UDMA/133 cmd 0xe400 ctl 0xe080 bmdma 0xe008 irq 19 [ 0.861633] ata3: PATA max UDMA/133 cmd 0x1f0 ctl 0x3f6 bmdma 0xff00 irq 14 [ 0.861636] ata4: PATA max UDMA/133 cmd 0x170 ctl 0x376 bmdma 0xff08 irq 15 [ 1.329411] ata1.00: ATA-7: Maxtor 6V250F0, VA111630, max UDMA/133 [ 1.345418] ata1.00: configured for UDMA/133 [ 1.820606] ata4.00: ATAPI: PHILIPS DVDR1660P1, P1.3, max UDMA/33 [ 1.820610] ata4.00: WARNING: ATAPI DMA disabled for reliability issues. It can be enabled [ 1.820613] ata4.00: WARNING: via pata_ali.atapi_dma modparam or corresponding sysfs node. [ 1.836681] ata4.00: configured for UDMA/33 [ 12.296600] parport0: PC-style at 0x378 (0x778), irq 7, dma 3 [PCSPP,TRISTATE,COMPAT,EPP,ECP,DMA] reading the third and fourth last line, I assume there is indeed a problem with dma? edit: this question still is not solved. Could anyone come up with an other solution please? Thanks

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  • A Closable jQuery Plug-in

    - by Rick Strahl
    In my client side development I deal a lot with content that pops over the main page. Be it data entry ‘windows’ or dialogs or simple pop up notes. In most cases this behavior goes with draggable windows, but sometimes it’s also useful to have closable behavior on static page content that the user can choose to hide or otherwise make invisible or fade out. Here’s a small jQuery plug-in that provides .closable() behavior to most elements by using either an image that is provided or – more appropriately by using a CSS class to define the picture box layout. /* * * Closable * * Makes selected DOM elements closable by making them * invisible when close icon is clicked * * Version 1.01 * @requires jQuery v1.3 or later * * Copyright (c) 2007-2010 Rick Strahl * http://www.west-wind.com/ * * Licensed under the MIT license: * http://www.opensource.org/licenses/mit-license.php Support CSS: .closebox { position: absolute; right: 4px; top: 4px; background-image: url(images/close.gif); background-repeat: no-repeat; width: 14px; height: 14px; cursor: pointer; opacity: 0.60; filter: alpha(opacity="80"); } .closebox:hover { opacity: 0.95; filter: alpha(opacity="100"); } Options: * handle Element to place closebox into (like say a header). Use if main element and closebox container are two different elements. * closeHandler Function called when the close box is clicked. Return true to close the box return false to keep it visible. * cssClass The CSS class to apply to the close box DIV or IMG tag. * imageUrl Allows you to specify an explicit IMG url that displays the close icon. If used bypasses CSS image styling. * fadeOut Optional provide fadeOut speed. Default no fade out occurs */ (function ($) { $.fn.closable = function (options) { var opt = { handle: null, closeHandler: null, cssClass: "closebox", imageUrl: null, fadeOut: null }; $.extend(opt, options); return this.each(function (i) { var el = $(this); var pos = el.css("position"); if (!pos || pos == "static") el.css("position", "relative"); var h = opt.handle ? $(opt.handle).css({ position: "relative" }) : el; var div = opt.imageUrl ? $("<img>").attr("src", opt.imageUrl).css("cursor", "pointer") : $("<div>"); div.addClass(opt.cssClass) .click(function (e) { if (opt.closeHandler) if (!opt.closeHandler.call(this, e)) return; if (opt.fadeOut) $(el).fadeOut(opt.fadeOut); else $(el).hide(); }); if (opt.imageUrl) div.css("background-image", "none"); h.append(div); }); } })(jQuery); The plugin can be applied against any selector that is a container (typically a div tag). The close image or close box is provided typically by way of a CssClass - .closebox by default – which supplies the image as part of the CSS styling. The default styling for the box looks something like this: .closebox { position: absolute; right: 4px; top: 4px; background-image: url(images/close.gif); background-repeat: no-repeat; width: 14px; height: 14px; cursor: pointer; opacity: 0.60; filter: alpha(opacity="80"); } .closebox:hover { opacity: 0.95; filter: alpha(opacity="100"); } Alternately you can also supply an image URL which overrides the background image in the style sheet. I use this plug-in mostly on pop up windows that can be closed, but it’s also quite handy for remove/delete behavior in list displays like this: you can find this sample here to look to play along: http://www.west-wind.com/WestwindWebToolkit/Samples/Ajax/AmazonBooks/BooksAdmin.aspx For closable windows it’s nice to have something reusable because in my client framework there are lots of different kinds of windows that can be created: Draggables, Modal Dialogs, HoverPanels etc. and they all use the client .closable plug-in to provide the closable operation in the same way with a few options. Plug-ins are great for this sort of thing because they can also be aggregated and so different components can pick and choose the behavior they want. The window here is a draggable, that’s closable and has shadow behavior and the server control can simply generate the appropriate plug-ins to apply to the main <div> tag: $().ready(function() { $('#ctl00_MainContent_panEditBook') .closable({ handle: $('#divEditBook_Header') }) .draggable({ dragDelay: 100, handle: '#divEditBook_Header' }) .shadow({ opacity: 0.25, offset: 6 }); }) The window is using the default .closebox style and has its handle set to the header bar (Book Information). The window is just closable to go away so no event handler is applied. Actually I cheated – the actual page’s .closable is a bit more ugly in the sample as it uses an image from a resources file: .closable({ imageUrl: '/WestWindWebToolkit/Samples/WebResource.axd?d=TooLongAndNastyToPrint', handle: $('#divEditBook_Header')}) so you can see how to apply a custom image, which in this case is generated by the server control wrapping the client DragPanel. More interesting maybe is to apply the .closable behavior to list scenarios. For example, each of the individual items in the list display also are .closable using this plug-in. Rather than having to define each item with Html for an image, event handler and link, when the client template is rendered the closable behavior is attached to the list. Here I’m using client-templating and the code that this is done with looks like this: function loadBooks() { showProgress(); // Clear the content $("#divBookListWrapper").empty(); var filter = $("#" + scriptVars.lstFiltersId).val(); Proxy.GetBooks(filter, function(books) { $(books).each(function(i) { updateBook(this); showProgress(true); }); }, onPageError); } function updateBook(book,highlight) { // try to retrieve the single item in the list by tag attribute id var item = $(".bookitem[tag=" +book.Pk +"]"); // grab and evaluate the template var html = parseTemplate(template, book); var newItem = $(html) .attr("tag", book.Pk.toString()) .click(function() { var pk = $(this).attr("tag"); editBook(this, parseInt(pk)); }) .closable({ closeHandler: function(e) { removeBook(this, e); }, imageUrl: "../../images/remove.gif" }); if (item.length > 0) item.after(newItem).remove(); else newItem.appendTo($("#divBookListWrapper")); if (highlight) { newItem .addClass("pulse") .effect("bounce", { distance: 15, times: 3 }, 400); setTimeout(function() { newItem.removeClass("pulse"); }, 1200); } } Here the closable behavior is applied to each of the items along with an event handler, which is nice and easy compared to having to embed the right HTML and click handling into each item in the list individually via markup. Ideally though (and these posts make me realize this often a little late) I probably should set up a custom cssClass to handle the rendering – maybe a CSS class called .removebox that only changes the image from the default box image. This example also hooks up an event handler that is fired in response to the close. In the list I need to know when the remove button is clicked so I can fire of a service call to the server to actually remove the item from the database. The handler code can also return false; to indicate that the window should not be closed optionally. Returning true will close the window. You can find more information about the .closable class behavior and options here: .closable Documentation Plug-ins make Server Control JavaScript much easier I find this plug-in immensely useful especial as part of server control code, because it simplifies the code that has to be generated server side tremendously. This is true of plug-ins in general which make it so much easier to create simple server code that only generates plug-in options, rather than full blocks of JavaScript code.  For example, here’s the relevant code from the DragPanel server control which generates the .closable() behavior: if (this.Closable && !string.IsNullOrEmpty(DragHandleID) ) { string imageUrl = this.CloseBoxImage; if (imageUrl == "WebResource" ) imageUrl = ScriptProxy.GetWebResourceUrl(this, this.GetType(), ControlResources.CLOSE_ICON_RESOURCE); StringBuilder closableOptions = new StringBuilder("imageUrl: '" + imageUrl + "'"); if (!string.IsNullOrEmpty(this.DragHandleID)) closableOptions.Append(",handle: $('#" + this.DragHandleID + "')"); if (!string.IsNullOrEmpty(this.ClientDialogHandler)) closableOptions.Append(",handler: " + this.ClientDialogHandler); if (this.FadeOnClose) closableOptions.Append(",fadeOut: 'slow'"); startupScript.Append(@" .closable({ " + closableOptions + "})"); } The same sort of block is then used for .draggable and .shadow which simply sets options. Compared to the code I used to have in pre-jQuery versions of my JavaScript toolkit this is a walk in the park. In those days there was a bunch of JS generation which was ugly to say the least. I know a lot of folks frown on using server controls, especially the UI is client centric as the example is. However, I do feel that server controls can greatly simplify the process of getting the right behavior attached more easily and with the help of IntelliSense. Often the script markup is easier is especially if you are dealing with complex, multiple plug-in associations that often express more easily with property values on a control. Regardless of whether server controls are your thing or not this plug-in can be useful in many scenarios. Even in simple client-only scenarios using a plug-in with a few simple parameters is nicer and more consistent than creating the HTML markup over and over again. I hope some of you find this even a small bit as useful as I have. Related Links Download jquery.closable West Wind Web Toolkit jQuery Plug-ins © Rick Strahl, West Wind Technologies, 2005-2010Posted in jQuery   ASP.NET  JavaScript  

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  • How do you prefer to handle image spriting in your web projects?

    - by Macy Abbey
    It seems like these days it is pretty much mandatory for web applications to sprite images if they want many images on their site AND a fast load time. (Spriting is the process of combining all images referenced from a style sheet into one/few image(s) with each reference containing a different background position.) I was wondering what method of implementing sprites you all prefer in your web applications, given that we are referring to non-dynamic images which are included/designed by the programming team and not images which are dynamically uploaded by a third party. 1. Add new images to an existing sprite by hand, create new css reference by hand. 2. Generate a sprite server-side from your css files which all reference single images set to be background images of an html element that is the same size of the image you are spriting once per build and update all css references programmatically. 3. Use a sprite generating program to generate a sprite image for you once per release and hand insert the new css class / image into your project. 4. Other methods? I prefer two as it requires very little hand-coding and image editing.

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  • Setting up shared connection

    - by Calvin Froedge
    I have a network that is connected to the internet via a switch connected to a router. I have it setup like this so I can work on the new network without causing problems on the old. Anyway, I'm trying to enable internet connection sharing. Internet comes to server like this: Modem - Router - Switch - Ubuntu 11.10 (Eth0) I want to share the connection through Eth1 (Eth1 - Managed Switch - Clients). Here is my config for /etc/network/interfaces: I have a DHCP server running on Eth1. Here is my config: ddns-update-style none; option domain-name "myserver.local"; option domain-name-servers 192.168.1.2, 8.8.8.8; default-lease-time 600; max-lease-time 7200; authoritative; subnet 192.168.1.0 netmask 255.255.255.0 { interface eth1; range 192.168.1.3 192.168.1.254; option routers 192.168.1.1; option subnet-mask 255.255.255.0; option broadcast-address 192.168.1.255; } Here is /etc/network/interfaces: # The loopback network interface auto lo iface lo inet loopback # The primary network interface auto eth0 iface eth0 inet dhcp #Used for internal network auto eth1 iface eth1 inet static address 192.168.1.2 netmask 255.255.255.0 broadcast 192.168.1.255 network 192.168.1.0 Here is /etc/hosts: 127.0.0.1 localhost 127.0.1.1 myserver.isp.com server 192.168.1.2 server.myserver.local server myserver.local In /etc/sysctl.conf, I've set the following: net.ipv4.ip_forward=1 Finally, in /etc/rc.local, I've set the following: /sbin/iptables -P FORWARD ACCEPT /sbin/iptables --table nat -A POSTROUTING -o eth1 -j MASQUERADE When I ping 8.8.8.8 (google's DNS) from a client that is authenticated with my DHCP server (they have been assigned a local ip, like 192.168.1.10), I get a timeout. How can I debug this further to figure out where my problem is?

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  • ASP.NET: Using conditionals in data binding expressions

    - by DigiMortal
    ASP.NET 2.0 has no support for using conditionals in data binding expressions but it will change in ASP.NET 4.0. In this posting I will show you how to implement Iif() function for ASP.NET 2.0 and how ASP.NET 4.0 solves this problem smoothly without any code. Problem Let’s say we have simple repeater. <asp:Repeater runat="server" ID="itemsList">     <HeaderTemplate>         <table border="1" cellspacing="0" cellpadding="5">     </HeaderTemplate>     <ItemTemplate>         <tr>         <td align="right"><%# Container.ItemIndex + 1 %>.</td>         <td><%# Eval("Title") %></td>         </tr>     </ItemTemplate>     <FooterTemplate>         </table>     </FooterTemplate> </asp:Repeater> Repeater is bound to data when form loads. protected void Page_Load(object sender, EventArgs e) {     var items = new[] {                     new { Id = 1, Title = "Headline 1" },                     new { Id = 2, Title = "Headline 2" },                     new { Id = 2, Title = "Headline 3" },                     new { Id = 2, Title = "Headline 4" },                     new { Id = 2, Title = "Headline 5" }                 };     itemsList.DataSource = items;     itemsList.DataBind(); } We need to format even and odd rows differently. Let’s say we want even rows to be with whitesmoke background and odd rows with white background. Just like shown on screenshot on right. Our first thought is to use some simple expression to avoid writing custom methods. We cannot use construct like this <%# Container.ItemIndex % 2==0 ? "white" : "whitesmoke"  %> because all we get are template compilation errors. ASP.NET 2.0: Iif() method For ASP.NET 2.0 pages and controls we can create Iif() method and call it from our templates. This is out Iif() method. protected object Iif(bool condition, object trueResult, object falseResult) {     return condition ? trueResult : falseResult; } And here you can see how to use it. <asp:Repeater runat="server" ID="itemsList">   <HeaderTemplate>     <table border="1" cellspacing="0" cellpadding="5">     </HeaderTemplate>   <ItemTemplate>     <tr style='background-color:'       <%# Iif(Container.ItemIndex % 2==0 ? "white" : "whitesmoke") %>'>       <td align="right">         <%# Container.ItemIndex + 1 %>.</td>       <td>         <%# Eval("Title") %></td>     </tr>   </ItemTemplate>   <FooterTemplate>     </table>   </FooterTemplate> </asp:Repeater> This method does not care about types because it works with all objects (and value-types). I had to define this method in code-behind file of my user control because using this method as extension method made it undetectable for ASP.NET template engine. ASP.NET 4.0: Conditionals are supported In ASP.NET 4.0 we will write … hmm … we will write nothing special. Here is solution. <asp:Repeater runat="server" ID="itemsList">   <HeaderTemplate>     <table border="1" cellspacing="0" cellpadding="5">     </HeaderTemplate>   <ItemTemplate>     <tr style='background-color:'       <%# Container.ItemIndex % 2==0 ? "white" : "whitesmoke" %>'>       <td align="right">         <%# Container.ItemIndex + 1 %>.</td>       <td>         <%# Eval("Title") %></td>     </tr>   </ItemTemplate>   <FooterTemplate>     </table>   </FooterTemplate> </asp:Repeater> Yes, it works well. :)

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  • Distinction between API and frontend-backend

    - by Jason
    I'm trying to write a "standard" business web site. By "standard", I mean this site runs the usual HTML5, CSS and Javascript for the front-end, a back-end (to process stuff), and runs MySQL for the database. It's a basic CRUD site: the front-end just makes pretty whatever the database has in store; the backend writes to the database whatever the user enters and does some processing. Just like most sites out there. In creating my Github repositories to begin coding, I've realized I don't understand the distinction between the front-end back-end, and the API. Another way of phrasing my question is: where does the API come into this picture? I'm going to list some more details and then questions I have - hopefully this gives you guys a better idea of what my actual question is, because I'm so confused that I don't know the specific question to ask. Some more details: I'd like to try the Model-View-Controller pattern. I don't know if this changes the question/answer. The API will be RESTful I'd like my back-end to use my own API instead of allowing the back-end to cheat and call special queries. I think this style is more consistent. My questions: Does the front-end call the back-end which calls the API? Or does the front-end just call the API instead of calling the back-end? Does the back-end just execute an API and the API returns control to the back-end (where the back-end acts as the ultimate controller, delegating tasks)? Long and detailed answers explaining the role of the API alongside the front-end back-end are encouraged. If the answer depends on the model of programming (models other than the Model-View-Controller pattern), please describe these other ways of thinking of the API. Thanks. I'm very confused.

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  • Optimizing hash lookup & memory performance in Go

    - by Moishe
    As an exercise, I'm implementing HashLife in Go. In brief, HashLife works by memoizing nodes in a quadtree so that once a given node's value in the future has been calculated, it can just be looked up instead of being re-calculated. So eg. if you have a node at the 8x8 level, you remember it by its four children (each at the 2x2 level). So next time you see an 8x8 node, when you calculate the next generation, you first check if you've already seen a node with those same four children. This is extended up through all levels of the quadtree, which gives you some pretty amazing optimizations if eg. you're 10 levels above the leaves. Unsurprisingly, it looks like the perfmance crux of this is the lookup of nodes by child-node values. Currently I have a hashmap of {&upper_left_node,&upper_right_node,&lower_left_node,&lower_right_node} -> node So my lookup function is this: func FindNode(ul, ur, ll, lr *Node) *Node { var node *Node var ok bool nc := NodeChildren{ul, ur, ll, lr} node, ok = NodeMap[nc] if ok { return node } node = &Node{ul, ur, ll, lr, 0, ul.Level + 1, nil} NodeMap[nc] = node return node } What I'm trying to figure out is if the "nc := NodeChildren..." line causes a memory allocation each time the function is called. If it does, can I/should I move the declaration to the global scope and just modify the values each time this function is called? Or is there a more efficient way to do this? Any advice/feedback would be welcome. (even coding style nits; this is literally the first thing I've written in Go so I'd love any feedback)

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  • Can the csv format be defined by a regex?

    - by Spencer Rathbun
    A colleague and I have recently argued over whether a pure regex is capable of fully encapsulating the csv format, such that it is capable of parsing all files with any given escape char, quote char, and separator char. The regex need not be capable of changing these chars after creation, but it must not fail on any other edge case. I have argued that this is impossible for just a tokenizer. The only regex that might be able to do this is a very complex PCRE style that moves beyond just tokenizing. I am looking for something along the lines of: ... the csv format is a context free grammar and as such, it is impossible to parse with regex alone ... Or am I wrong? Is it possible to parse csv with just a POSIX regex? For example, if both the escape char and the quote char are ", then these two lines are valid csv: """this is a test.""","" "and he said,""What will be, will be."", to which I replied, ""Surely not!""","moving on to the next field here..."

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  • How to fix issue with my 3D first person camera?

    - by dxCUDA
    My camera moves and rotates, but relative to the worlds origin, instead of the players. I am having difficulty rotating the camera and then translating the camera in the direction relative to the camera facing angle. I have been able to translate the camera and rotate relative to the players origin, but not then rotate and translate in the direction relative to the cameras facing direction. My goal is to have a standard FPS-style camera. float yaw, pitch, roll; D3DXMATRIX rotationMatrix; D3DXVECTOR3 Direction; D3DXMATRIX matRotAxis,matRotZ; D3DXVECTOR3 RotAxis; // Set the yaw (Y axis), pitch (X axis), and roll (Z axis) rotations in radians. pitch = m_rotationX * 0.0174532925f; yaw = m_rotationY * 0.0174532925f; roll = m_rotationZ * 0.0174532925f; up = D3DXVECTOR3(0.0f, 1.0f, 0.0f);//Create the up vector //Build eye ,lookat and rotation vectors from player input data eye = D3DXVECTOR3(m_fCameraX, m_fCameraY, m_fCameraZ); lookat = D3DXVECTOR3(m_fLookatX, m_fLookatY, m_fLookatZ); rotation = D3DXVECTOR3(m_rotationX, m_rotationY, m_rotationZ); D3DXVECTOR3 camera[3] = {eye,//Eye lookat,//LookAt up };//Up RotAxis.x = pitch; RotAxis.y = yaw; RotAxis.z = roll; D3DXVec3Normalize(&Direction, &(camera[1] - camera[0]));//Direction vector D3DXVec3Cross(&RotAxis, &Direction, &camera[2]);//Strafe vector D3DXVec3Normalize(&RotAxis, &RotAxis); // Create the rotation matrix from the yaw, pitch, and roll values. D3DXMatrixRotationYawPitchRoll(&matRotAxis, pitch,yaw, roll); //rotate direction D3DXVec3TransformCoord(&Direction,&Direction,&matRotAxis); //Translate up vector D3DXVec3TransformCoord(&camera[2], &camera[2], &matRotAxis); //Translate in the direction of player rotation D3DXVec3TransformCoord(&camera[0], &camera[0], &matRotAxis); camera[1] = Direction + camera[0];//Avoid gimble locking D3DXMatrixLookAtLH(&in_viewMatrix, &camera[0], &camera[1], &camera[2]);

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  • The Splendiferous Array of Culinary Tools [Infographic]

    - by ETC
    If your geeking out extends from the workbench to the kitchen counter, you’ll love this swanky infographic detailing the families of utensils in your kitchen drawers and cupboards. The poster showcases everything from scissors to strainers in a retro-style poster. If you can find a culinary tool in your kitchen that isn’t on the chart then you’re obviously a culinary wizard of the highest order. You can hit up the link below to check out the poster in full-size and downloadable glory or head over to the design company that created it here (and pre-order a printed copy for your kitchen). A Complete Guide to Your Kitchen Tools [Fast Co. Design via Design Sponge] Latest Features How-To Geek ETC How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware The Splendiferous Array of Culinary Tools [Infographic] Add a Real-Time Earth Wallpaper App to Ubuntu with xplanetFX The Citroen GT – An Awesome Video Game Car Brought to Life [Video] Final Man vs. Machine Round of Jeopardy Unfolds; Watson Dominates Give Chromium-Based Browser Desktop Notifications a Native System Look in Ubuntu Chrome Time Track Is a Simple Task Time Tracker

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  • Are You Using Facebook with an Encrypted Session Yet?

    - by The Geek
    If you’re geeky and keep up with all the tech news, you probably already know that Facebook added an SSL feature, but for everybody else: You can make your Facebook profile more secure by turning this option on, and here’s how to do it. All we’re going to do is head into the Facebook profile settings and then check a box that forces the use of SSL encryption whenever possible. Easy Latest Features How-To Geek ETC Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The How-To Geek Valentine’s Day Gift Guide Inspire Geek Love with These Hilarious Geek Valentines RGB? CMYK? Alpha? What Are Image Channels and What Do They Mean? Project M Brings Classic Super Smash Bro Style Gameplay to the Wii Now Together and Complete – McBain: The Movie [Simpsons Video] Be Creative by Using Hex and RGB Codes for Crayola Crayon Colors on Your Next Web or Art Project [Geek Fun] Flash Updates; Finally Supports Full Screen Video on Multiple Monitors 22 Ways to Recycle an Altoids Mint Tin Make Your Desktop Go Native with the Tribal Arts Theme for Windows 7

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  • Character progression through leveling, skills or items?

    - by Anton
    I'm working on a design for an RPG game, and I'm having some doubts about the skill and level system. I'm going for a more casual, explorative gaming experience and so thought about lowering the game complexity by simplifying character progression. But I'm having trouble deciding between the following: Progression through leveling, no complex skill progression, leveling increases base stats. Progression through skills, no leveling or base stat changes, skills progress through usage. Progression through items, more focus on stat-changing items, items confer skills, no leveling. However, I'm uncertain what the effects on gameplay might be in the end. So, my question is this: What would be the effects of choosing one of the above alternatives over the others? (Particularly with regards to the style and feel of the gameplay) My take on it is that the first sacrifices more frequent rewards and customization in favor of a simpler gameplay; the second sacrifices explicit customization and player control in favor of more frequent rewards and a somewhat simpler gameplay; while the third sacrifices inventory simplicity and a player metric in favor of player control, customization and progression simplicity. Addendum: I'm not really limiting myself to the above three, they are just the ones I liked most and am primarily interested in.

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  • HTG Projects: Create a Pop Art Sci-Fi Poster with an Inkjet Printer

    - by Eric Z Goodnight
    Looking to decorate your house with some cool artwork? Grab some of your favorite Sci-Fi pics and some surprisingly simple tools, and create a Pop Art style poster in minutes. Through a simple process called “posterization,” you can reduce any graphic into a cool limited graphic with a similar look that Andy Warhol would have used when he created his famous Marylin Monroe image in the sixties. Pick a theme, grab some images, and get ready to decorate your home with a surprisingly easy and surprisingly cool poster any inkjet printer can produce Latest Features How-To Geek ETC HTG Projects: How to Create Your Own Custom Papercraft Toy How to Combine Rescue Disks to Create the Ultimate Windows Repair Disk What is Camera Raw, and Why Would a Professional Prefer it to JPG? The How-To Geek Guide to Audio Editing: The Basics How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 Arctic Theme for Windows 7 Gives Your Desktop an Icy Touch Install LibreOffice via PPA and Receive Auto-Updates in Ubuntu Creative Portraits Peek Inside the Guts of Modern Electronics Scenic Winter Lane Wallpaper to Create a Relaxing Mood Access Your Web Apps Directly Using the Context Menu in Chrome The Deep – Awesome Use of Metal Objects as Deep Sea Creatures [Video]

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  • Improving the speed of writing code in C#

    - by Robert Harvey
    Laugh if you want, but I used to develop substantial line-of-business applications in VB6, long before the .NET framework came along. Why, when I was your age, we used to walk two miles in the snow, uphill. Both ways... Love it or hate it, VB6 had a REPL-like feel, and a very rapid development cycle. I would like to know how to come closer to that process in C#. In VB6, I could write a function, execute it, debug it and have it fully functional in a few minutes. I am told this is how the Lisp crowd works. It's a very rapid-fire style of programming. In C# I write a function, then I write a unit test for that function (which is OK, I understand the value of that), then I right-click, run test, wait for the project to compile (takes about 10 seconds right now, which would be an eternity for a REPL loop), and get an exception. Honestly, this feels more like my junior college days, when I used to feed punch cards into a hopper and wait for a printout (exaggerating only slightly for effect). Additionally, my tendency nowadays is to make everything public while I'm testing it. Unit testing with private accessors works fine, but you can't trace through the code (unless, of course, I'm doing something wrong) while you're using them. So what I'd like to know is, what adjustments have you made to your development process in C# to streamline it, and make it possible to write and verify your code very rapidly?

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  • How to reload google dfp in ajax content? [migrated]

    - by cj333
    google dfp support ads in ajax content, but if I parse all the code in main page. it always show the same ads even turn page reload the ajax content. I read some article from http://productforums.google.com/forum/#!msg/dfp/7MxNjJk46DQ/4SAhMkh2RU4J. But my code not work. Any work code for suggestion? Thanks. Main page code: <script type='text/javascript'> $(document).ready(function(){ $('#next').live('click',function(){ var num = $(this).html(); $.ajax({ url: "album-slider.php", dataType: "html", type: 'POST', data: 'photo=' + num, success: function(data){ $("#slider").center(); googletag.cmd.push(function() { googletag.defineSlot('/1*******/ads-728-90', [728, 90], 'div-gpt-ad-1**********-'+ num).addService(googletag.pubads()); googletag.pubads().enableSingleRequest(); googletag.enableServices(); }); } }); }); }); </script> album-slider.php <!-- ads-728-90 --> <div id='div-gpt-ad-1**********-<?php echo $_GET['photo']; ?>' style='width:728px; height:90px;'> <script type='text/javascript'> googletag.cmd.push(function() { googletag.display('div-gpt-ad-1**********-<?php echo $_GET['photo']; ?>); }); </script>

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  • Touchpad hardware button disables keyboard too

    - by jjg
    I have an old but nice Samsung X50 running MM which has a key between the touchpad buttons which disables the touchpad. Very nice, no-one like to brush against the touchpad while typing. It seems to be a hardware feature -- a BIOS style window appears at the top left of the screen when you press it saying "touchpad off"; and when you press it again it says "touchpad on", and so it is, but now the keyboard has no effect in X, I can type nothing except to meta-ctl F1 to the console. After a reboot the problem persists; and the only way I have found to fix it is to blow away .gconf are replace it with a copy I made in happier times. Deleting/modifying .gconf/desktop/gnome/peripherals/touchpad/%gconf.xml does not fix the problem. There is no way to turn off the switch in BIOS without losing the touchpad. I would prise the thing out with a screwdriver if I could, but it's a work machine. This button is the bane of my life, hanging over me like a sword of Damocles.

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  • Give Chromium-Based Browser Desktop Notifications a Native System Look in Ubuntu

    - by Asian Angel
    Desktop notifications from Chromium-based browsers are an awesome feature, but they do not blend in well at all with the native system theming in Ubuntu. Now you can fix that small problem using the wonderful Chromify-OSD extension created by Marco Ceppi. Once you get the extension installed you can give it a quick test run using the link and information we have listed below. As you can see in the image above the new notification style looks absolutely wonderful. Chromify-OSD (Chrome Web Store) [via OMG! Ubuntu!] You can test the new look of the notifications for yourself using the following webpage. Keep in mind that the extension needs to be installed first before this will work though. Note: Enter the following image URL into the Icon Blank (http://www.rgraph.net/images/logo.png) or the URL for an appropriate image, otherwise the notification may not work properly during your test. Chromify Sample HTML5 Notification Test Page The wallpaper shown in the screenshot above can be downloaded here: anime sport [DesktopNexus] Latest Features How-To Geek ETC How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware The Citroen GT – An Awesome Video Game Car Brought to Life [Video] Final Man vs. Machine Round of Jeopardy Unfolds; Watson Dominates Give Chromium-Based Browser Desktop Notifications a Native System Look in Ubuntu Chrome Time Track Is a Simple Task Time Tracker Google Sky Map Turns Your Android Phone into a Digital Telescope Walking Through a Seaside Village Wallpaper

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  • Skinning with DotNetNuke 5 Super Stylesheets Layouts - 12 Videos

    In this tutorial we demonstrate how to use Super Stylesheets in DotNetNuke for quickly and easily designing the layout of your DotNetNuke skin. Super Stylesheets are ideal for both beginner and experienced skin designers, the advantage of Super Stylesheets is that you can easily create a skin layout which works in all browsers without the need to learn complex CSS techniques. We show you how to build a skin from the very beginning using Super Stylesheets. The videos contain: Video 1 - Introduction to the Super Stylesheets DNN Layouts and Initial Setup Video 2 - Setting Up the Skin Layout Template Code Video 3 - Using the ThreeCol-Portal Layout Template for a Skin Video 4 - How to Add Tokens to the Skin Video 5 - Setting Background Colors for Content Panes and Creating CSS Containers Video 6 - How to Create a Footer Area and Reset the Default Styles Video 7 - How to Style the Text in the Content, Left and Right Panes Video 8 - SEO Skin Layouts for DotNetNuke Tokens Video 9 - Creating Several Skin Layouts Using the Layout Templates Video 10 - Further Layout Templates and MultiLayout Templates Video 11 - SEO Layout Template Skins Video 12 - Final SEO Positioning of the Skin Code Total Time Length: 97min 53secsDid 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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  • Pythonic Java. Yes, or no?

    - by OscarRyz
    Python use of indentation for code scope was initially very polemic and now is considered one of the best language features, because it helps ( almost by forcing us ) to have a consistent style. Well, I saw this post http://bit.ly/hmvTe9 where someone posted Java code with ; y {} aligned to the right margin to look more pythonic. It was very shocking at first ( as a matter of fact, if I ever see Java code like that in one of my projects I would be scared! ) However, there is something interesting here. Do we need all those braces and semicolons? How would the code would look like without them? class Person int age void greet( String a ) if( a == "" ) out.println("Hello stranger") else out.printf("Hello %s%n", a ) int age() return this.age class Main void main() new Person().greet("") Looks good to me, but in such small piece of code is hard to appreciate it, and since I don't Python too much, I can't tell by looking at existing libraries if it would be cleaner or not. So I took the first file of a library named: jAlarms I found and this is the result: ( WARNING : the following image may be disturbing for some people ) http://pxe.pastebin.com/eU1R4xsh Obviously it doesn't compile. This would be a compiling version using right aligned {} and ; http://pxe.pastebin.com/2uijtbYM Question What would happen if we could code like this? Would it make things clearer? Would it make it harder? I see braces, and semicolons as help to the parser and we, as humans have get used to them, but do we really need them? I guess is hard to tell specially since many mainstream languages do use braces, C, C++, Java, C# JavaScript Assuming the compiler wouldn't have problems without them, would you use them? Please comment.

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  • How do I create a 2.5d parallax effect?

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

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  • How to prevent 2D camera rotation if it would violate the bounds of the camera?

    - by Andrew Price
    I'm working on a Camera class and I have a rectangle field named Bounds that determines the bounds of the camera. I have it working for zooming and moving the camera so that the camera cannot exit its bounds. However, I'm a bit confused on how to do the same for rotation. Currently I allow rotating of the camera's Z-axis. However, if sufficiently zoomed out, upon rotating the camera, areas of the screen outside the camera's bounds can be shown. I'd like to deny the rotation assuming it meant that the newly rotated camera would expose areas outside the camera's bounds, but I'm not quite sure how. I'm still new to Matrix and Vector math and I'm not quite sure how to model if the newly rotated camera sees outside of its bounds, undo the rotation. Here's an image showing the problem: http://i.stack.imgur.com/NqprC.png The red is out of bounds and as a result, the camera should never be allowed to rotate itself like this. This seems like it would be a problem with all rotated values, but this is not the case when the camera is zoomed in enough. Here are the current member variables for the Camera class: private Vector2 _position = Vector2.Zero; private Vector2 _origin = Vector2.Zero; private Rectangle? _bounds = Rectangle.Empty; private float _rotation = 0.0f; private float _zoom = 1.0f; Is this possible to do? If so, could someone give me some guidance on how to accomplish this? Thanks. EDIT: I forgot to mention I am using a transformation matrix style camera that I input in to SpriteBatch.Begin. I am using the same transformation matrix from this tutorial.

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  • .NET access to the GPU for compute purposes

    - by Daniel Moth
    In the distant past I talked about GPGPU and Microsoft's then approach of DirectCompute. Since then of course we now have C++ AMP coming out with Visual Studio 11, so there is a mainstream easier way for developers to access the GPU for compute purposes, using C++. The question occasionally arises of how can a .NET developer access the GPU for compute purposes from their C# (or VB) code. The answer is by interoping from the managed code to a native DLL and in the native DLL use C++ AMP. As a long term .NET developer myself, I can tell you this is straightforward. Sure, there could have been a managed wrapper for C++ AMP, but honestly that is the reason we have interop – it doesn't make much sense to invest resources to solve a problem that is already solved (most developer customers would prefer investments in other areas of Visual Studio!). Besides, interoping from C# to C++ is much easier than interoping to some of the other older approaches of GPGPU programming ;-) To help you get started with the interop approach, Igor Ostrovsky has previously shared the "Hello World" version of interoping from C# to C++ AMP in his blog post: How to use C++ AMP from C# …we then were asked specifically about how to interop from C# to C++ AMP in a Metro style application on Windows 8, so Igor delivered again with this post: How to use C++ AMP from C# using WinRT Have fun! Comments about this post by Daniel Moth welcome at the original blog.

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  • Infragistics - Now Available! 2 New Packs and Silverlight CTPs

    Infragistics® glows silver this season as we continue to innovate for the Silverlight 3 platform and deliver stockings stuffed with high performance controls needed to quickly and easily create great user experiences in Silverlight; and two new ICON packs guaranteed to make your applications shine. First Silverlight Pivot Grid Now Available Perfect for working with multi-dimensional data, the xamWebPivotGrid™ presents decision makers with highly-interactive pivoting views of business intelligence. Our new high-performance Silverlight charting control, the xamWebDataChart™ enables blazing fast updates every few milliseconds to charts with millions of data points. Both of these controls are planned for the 2010 Volume 1 release of NetAdvantage for Silverlight Data Visualization. Gift to Silverlight Line of Business Applications You’ll be able to deliver superior user experiences in LOB applications with Silverlight RIA services support, a ZIP compression library, a new control persistence framework, and new Silverlight data grid features like unbound columns and template layouts, plus an Office 2007-style ribbon UI for Silverlight. Tis the Season to Add Some Shine The NetAdvantage ICONS Legal Pack adds a touch of legalese to any application user interface with its rich, legal system-themed graphic icons. The NetAdvantage ICONS Education Pack supplies familiar, academic icons that developers can easily add to software reaching students, educators, schools and universities. Sold in themes Packs, ICON packs that are already available are: Web & Commerce, Healthcare, Office Basics, Business & Finance and Software & Computing. Buy any two of the seven packs for $299 USD (MSRP); 3 packs for $399 USD (MSRP); or sold separately for $199 USD (MSRP) each. For more Product details Contact Infragistics:      +1 (800) 231-8588 In Europe (English Speakers):      +44 (0) 20 8387 1474 En France (en langue française):      +33 (0) 800 667 307 Für Deutschland (Deutscher Sprecher):       0800 368 6381 In India:     +91 (80) 6785 1111 span.fullpost {display:none;}

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  • Programmer friendly non-voxel art styles?

    - by Overv
    Like many other programmers I've always wanted to make a game, but simply lack the skills to do any production quality graphics. I am however sure that I want to do the models and textures myself, because I need a lot of different objects and I am sure I wouldn't be able to find good matching models on 3D sites. That means I'll have to pick an art style that is "simple", programmer friendly. An extreme example of this is of course Minecraft, but I don't want to go that basic. I'm absolutely against creating a voxel game. What kind of art styles are out there that are relatively simple, i.e. things made out of basic shapes and textures, but are still good enough to form a believable and detailed world? An example of what I mean is wind waker. The objects are formed of relatively simples shapes, but still provide enough detail to create a nice, living world. The environment my game is set in is a city environment. What I'm really asking for here are good examples of "simple" art styles applied in practice, so I can choose one that fits my skills.

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