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  • What happens to C# 4 optional parameters when compiling against 3.5?

    Heres a method declaration that uses optional parameters: public Path Copy( Path destination, bool overwrite = false, bool recursive = false) Something you may not know is that Visual Studio 2010 will let you compile this against .NET 3.5, with no error or warning. You may be wondering (as I was) how it does that. Well, it takes the easy and rather obvious way of not trying to be too smart and just ignores the optional parameters. So if youre compiling against 3.5 from Visual Studio 2010,...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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  • Python and Ruby in Tuxedo

    - by Maurice Gamanho
    With the release of SALT 11gR1, you can now develop Python/Ruby services/applications on Oracle Tuxedo platform. Python functions or Ruby classes can be invoked as Tuxedo services by other Tuxedo services or clients and, in addition, Python/Ruby applications can invoke existing Tuxedo services. SALT 11gR1 combines the proven scalability, reliability and performance of the Tuxedo runtime infrastructure with the agility provided by these dynamic scripting languages, providing a highly available and almost linearly scalable platform for Python and Ruby application development. Another benefit of developing Python and Ruby applications with Tuxedo is that services are SOA enabled from inception by virtue of Tuxedo's comprehensive integration options with J2EE app servers, mainframe applications, Web services, etc. Other interesting features are dynamic re-loading of scripts, where script changes are picked up automatically or when the administrator decides, and server-side typing, where Python functions and Ruby classes are given interfaces by way of the Tuxedo Metadata Repository. More information can be found on the Oracle SALT 11gR1 documentation page. See also SCA Python and Ruby Programming and Python and Ruby Data Type Mapping.

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  • Get started with C++ AMP

    - by Daniel Moth
    With the imminent release of Visual Studio 2012, even if you do not classify yourself as a C++ developer, C++ AMP is something you should learn so you can understand how to speed up your loops by offloading to the GPU the computation performed in the loop (assuming you have large number of iterations/data). We have many C# customers who are using C++ AMP through pinvoke, and of course many more directly from C++. So regardless of your programming language, I hope you'll find helpful these short videos that help you get started with C++ AMP C++ AMP core API introduction... from scratch Tiling Introduction - C++ AMP Matrix Multiplication with C++ AMP GPU debugging in Visual Studio 2012 In particular the work we have done for parallel and GPU debugging in Visual Studio 2012 is market leading, so check it out! Comments about this post by Daniel Moth welcome at the original blog.

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  • Microsoft SDE Interview vs Microsoft SDET Interview and Resources to Study

    - by vinayvasyani
    I have always heard that SDE interviews are much harder to crack than SDET. Is it really true? I have also heard that if candidate doesnt do well in SDE interview he is also sometimes offered SDET position. How much truth is there into these talks? I would highly appreciate if someone would put good resources and guidelines for how to prepare for Microsoft interviews..which books to read, which notes, online programming questions websites, etc. Give as much info as possible. Thanks in advance to everyone for your valuable help and contribution.

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  • Protecting offline IRM rights and the error "Unable to Connect to Offline database"

    - by Simon Thorpe
    One of the most common problems I get asked about Oracle IRM is in relation to the error message "Unable to Connect to Offline database". This error message is a result of how Oracle IRM is protecting the cached rights on the local machine and if that cache has become invalid in anyway, this error is thrown. Offline rights and security First we need to understand how Oracle IRM handles offline use. The way it is implemented is one of the main reasons why Oracle IRM is the leading document security solution and demonstrates our methodology to ensure that solutions address both security and usability and puts the balance of these two in your control. Each classification has a set of predefined roles that the manager of the classification can assign to users. Each role has an offline period which determines the amount of time a user can access content without having to communicate with the IRM server. By default for the context model, which is the classification system that ships out of the box with Oracle IRM, the offline period for each role is 3 days. This is easily changed however and can be as low as under an hour to as long as years. It is also possible to switch off the ability to access content offline which can be useful when content is very sensitive and requires a tight leash. So when a user is online, transparently in the background, the Oracle IRM Desktop communicates with the server and updates the users rights and offline periods. This transparent synchronization period is determined by the server and communicated to all IRM Desktops and allows for users rights to be kept up to date without their intervention. This allows us to support some very important scenarios which are key to a successful IRM solution. A user doesn't have to make any decision when going offline, they simply unplug their laptop and they already have their offline periods synchronized to the maximum values. Any solution that requires a user to make a decision at the point of going offline isn't going to work because people forget to do this and will therefore be unable to legitimately access their content offline. If your rights change to REMOVE your access to content, this also happens in the background. This is very useful when someone has an offline duration of a week and they happen to make a connection to the internet 3 days into that offline period, the Oracle IRM Desktop detects this online state and automatically updates all rights for the user. This means the business risk is reduced when setting long offline periods, because of the daily transparent sync, you can reflect changes as soon as the user is online. Of course, if they choose not to come online at all during that week offline period, you cannot effect change, but you take that risk in giving the 7 day offline period in the first place. If you are added to a NEW classification during the day, this will automatically be synchronized without the user even having to open a piece of content secured against that classification. This is very important, consider the scenario where a senior executive downloads all their email but doesn't open any of it. Disconnects the laptop and then gets on a plane. During the flight they attempt to open a document attached to a downloaded email which has been secured against an IRM classification the user was not even aware they had access to. Because their new role in this classification was automatically synchronized their experience is a good one and the document opens. More information on how the Oracle IRM classification model works can be found in this article by Martin Abrahams. So what about problems accessing the offline rights database? So onto the core issue... when these rights are cached to your machine they are stored in an encrypted database. The encryption of this offline database is keyed to the instance of the installation of the IRM Desktop and the Windows user account. Why? Well what you do not want to happen is for someone to get their rights for content and then copy these files across hundreds of other machines, therefore getting access to sensitive content across many environments. The IRM server has a setting which controls how many times you can cache these rights on unique machines. This is because people typically access IRM content on more than one computer. Their work desktop, a laptop and often a home computer. So Oracle IRM allows for the usability of caching rights on more than one computer whilst retaining strong security over this cache. So what happens if these files are corrupted in someway? That's when you will see the error, Unable to Connect to Offline database. The most common instance of seeing this is when you are using virtual machines and copy them from one computer to the next. The virtual machine software, VMWare Workstation for example, makes changes to the unique information of that virtual machine and as such invalidates the offline database. How do you solve the problem? Resolution is however simple. You just delete all of the offline database files on the machine and they will be recreated with working encryption when the Oracle IRM Desktop next starts. However this does mean that the IRM server will think you have your rights cached to more than one computer and you will need to rerequest your rights, even though you are only going to be accessing them on one. Because it still thinks the old cache is valid. So be aware, it is good practice to increase the server limit from the default of 1 to say 3 or 4. This is done using the Enterprise Manager instance of IRM. So to delete these offline files I have a simple .bat file you can use; Download DeleteOfflineDBs.bat Note that this uses pskillto stop the irmBackground.exe from running. This is part of the IRM Desktop and holds open a lock to the offline database. Either kill this from task manager or use pskillas part of the script.

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  • Finding a problem in some task [closed]

    - by nagisa
    Recently I competed in nation wide programming contest finals. Not unexpectedly all problems were algorithmic. I lost (40 points out of 600. Winner got ~300). I know why I lost very well - I don't know how to find actual problem in those obfuscated tasks which are life-blood of every competition. I think that being self-taught and not well versed in algorithms got me too. As side effect of learning things myself I know how to search for information, however all I could find are couple questions about learning algorithms. For now I put Python Algorithms: Mastering Basic Algorithms in the Python Language and Analysis of Algorithms which I found in those questions to my "to read" list. That leaves my first problem of not knowing how to find a problem unsolved. Will that ability come with learning algorithms? Or does it need some special attention? Any suggestions are welcomed.

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  • How can I sync with an iPod Nano 6G?

    - by Martin
    I'm having no luck at all with this iPod Nano. I've tried the following software: Banshee - The iPod shows up and files seem to be copied, but they don't show up on the iPod. Rhythmbox - Same as Banshee. Claims to sync but no files available on the iPod gPodder - At first it wouldn't even recognize the device even though I set the mount point and device type. After syncing one file to the iPod from iTunes on my mac it now behaves as Banshee and Rythmbox. gtkpod - Again: Copies the files but they are inacessible on the iPod. Hipo - Doesn't even recognize the iPod Amarok - What is this, I don't even... So to summarize: After some fiddling I can get most of these apps to recognize the iPod and copy files to it, but they are not accessible on the iPod which sort of defeats the whole purpose. Help me out here. My continued harmonic love life depends on it. (Yes, it's the girlfriends iPod and laptop)

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  • Silverlight Cream for June 13, 2010 -- #881

    - by Dave Campbell
    In this Issue: Mark Monster. Shoutouts: Adam Kinney has moved his blog, and his first post there is to announce New tutorials on .toolbox on PathListBox and Fluid UI Awesome graphics for the MEF'ed Video Player by Alan Beasley: New MEF Video Player Controls (1st Draft – Article to follow…) It must be a slow relaxing summer weekend, because I only found one post... and Mark submitted this one to me :) From SilverlightCream.com: How to improve the Windows Phone 7 Licensing development experience? Mark Monster is ahead of all of us if he's already programming his WP7 apps for 'trial versions'... but maybe it's time to start learning how to do that stuff :) Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Software location after installing via Ubuntu Software Center

    - by Anh Tuan
    Let me tell you my problem: I just move from Windows 7 to Ubuntu and I'm trying to setup my programming environment. I installed Eclipse via Ubuntu Software Center, then opened it and installed additional plugins. Problem came up when I tried to install Subclipse: according to the official guide, I installed JavaHL, but that damned library wasn't automatically linked by Eclipse, so I was told to "Note that JavaHL does not install in a location that is on Eclipse's default path, so eclipse must be launched with -vmargs -Djava.library.path=/usr/lib/jni". Yes I know I have to modify eclipse.ini and add that vmargs line, but where is eclipse.ini??? I opened /usr/bin, the eclipse.exe is there but I can't found the rest. I really don't want to remove this Eclipse and download another from Eclipse download page, because I will have to reinstall every plugins again. Please can anyone tell me how to find the directory which contains software which installed via USC? Any help will be appreciated.

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  • Windows Workflow Foundation in .NET4

    Windows Workflow Foundation (WF4) in .NET 4 is designed to make it easier for new developers to learn, addresses a wider range of customer scenarios, and is more efficient.  WF is a programming model for composing application logic and coordinating execution, allowing developers to abstract complicated code while leveraging a set of runtime services.  Activities are the building blocks that are composed together to build workflows.  The runtime provides the ability to save the state...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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  • How to Disable Caps Lock on Mac OS X

    - by The Geek
    Unless you’re working in the accounting department, you really don’t need the Caps Lock key—and let’s face it: you’re probably not going to be using a Mac if you do work in accounting. Here’s how to disable the Caps Lock key, or remap it to something else. If you’re using Windows instead, you can follow our guide on how to disable Caps Lock in Windows using a registry hack, or you can map any key to any key if you really want to Latest Features How-To Geek ETC The Complete List of iPad Tips, Tricks, and Tutorials The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor The Spam Police Parts 1 and 2 – Goodbye Spammers [Videos] Snow Angels Theme for Windows 7 Exploring the Jungle Ruins Wallpaper Protect Your Privacy When Browsing with Chrome and Iron Browser Free Shipping Day is Friday, December 17, 2010 – National Free Shipping Day Find an Applicable Quote for Any Programming Situation

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  • .NET Framework 4.0 mysteriously loses track of System.EnterpriseServices

    - by Lorin Thwaits
    The GAC in .NET 4.0 is cut into two parts now -- one half for .NET Framework 2.0 stuff, and the other for v4.0 stuff. When compiling any project, targeting .NET 2.0, 3.5, or what have you, this annoying error may pop up: Could not load file or assembly 'System.EnterpriseServices, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies. The system cannot find the file specified. In that case, open a run box and perform this copy command: xcopy %ProgramFiles%\Reference Assemblies\Microsoft\Framework\.NETFramework\v4.0\System.EnterpriseServices.dll %windir%\Microsoft.NET\assembly\GAC_32\System.EnterpriseServices\v4.0_4.0.0.0__b03f5f7f11d50a3a /e This reconstructs the proper portion of the GAC for that one missing file.

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  • Alpha interpolation in a pixel shader

    - by c4sh
    How does the interpolation in a fragment shader work when it comes to the alpha parameter? I'm programming a shader with SharpDX, DirectX11. My idea is to interpolate 2 3d points of a segment, so that I'll have the position interpolated in between in the pixel shader. But I want to know what happens with the alpha parameter when that position is blocked by another polygon. For instance, if alpha is 1.0 at the left end of my segment and 0.0 at the other one. What is the value of alpha in the middle, 0.5? Or does it depend on the visibility at that point (meaning it could be, for instance, 1.0 OR 0.0 depending on if that part of the segment is hidden by a poolygon?

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  • Unlock the Full Value of Oracle CRM On Demand

    - by charles.knapp
    Register for this live Oracle CRM On Demand Virtual Community Session! Oracle CRM On Demand delivers the most complete On Demand CRM available anywhere. But how can you ensure you are getting maximum value from the many powerful features that Oracle CRM On Demand offers? Join our interactive Oracle CRM On Demand Virtual Community Session on Tuesday, January 11, 2011 from 10.00-11 a.m. PT / 1 p.m.-2 p.m. ET to get expert advice and discuss the best ways to unlock the full potential of Oracle CRM Demand with Mike Lairson, author of 'Oracle CRM On Demand Reporting'. Book OfferSend your Oracle CRM On Demand configuration ideas before the Webcast to [email protected] and you could win a free copy of 'Oracle CRM On Demand Reporting' by Mike Lairson. Learn more and register now!

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  • My fresh installed ubuntu 12,4 won´t start without live usb drive

    - by Alexander Neira
    I just installed a fresh copy of ubuntu 12,04 in my netbook, through a live USB drive. I used the whole HDD and erased an existent win 7 partition. It installed everything and then asked me to reboot. When I did that, after rebooting, it only appeared the writer marker on top of a black screen and only that. Then, i plugged in again my usb drive and reboot. It loaded, but in the loading screen sent me (once) an error about the hard drive, that some file was missing (sorry i coulnd't write down the exact message). After that, I tried to re install ubuntu using my USB drive, but it sends me inmediately to the login screen. How do I solve this?

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  • Syntax Recognition for XML-Based Languages in Oracle JDeveloper

    - by Ramkumar Menon
      @Thanks Jeffrey Stephenson If you are looking at using any one of the new XML Based languages, lets say a docbook xml, or xproc, or what not, you can make use of JDeveloper's syntax highlighting and completion insight feature to ease out those extra keystrokes. All you need is a URL/local copy of the XML Schema for the language. Once you have, you can register it via Tools --> Preferences --> XML Schemas.   Remember to provide a new extension name [Using a default .xml extension did not work for me.] I provided my own extension .dbk for my docbook files. Once you save these settings, you can create new files that conform to the schema, and you get validation/completion insight/prompting for free.      

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  • Parallelism in .NET – Part 8, PLINQ’s ForAll Method

    - by Reed
    Parallel LINQ extends LINQ to Objects, and is typically very similar.  However, as I previously discussed, there are some differences.  Although the standard way to handle simple Data Parellelism is via Parallel.ForEach, it’s possible to do the same thing via PLINQ. PLINQ adds a new method unavailable in standard LINQ which provides new functionality… LINQ is designed to provide a much simpler way of handling querying, including filtering, ordering, grouping, and many other benefits.  Reading the description in LINQ to Objects on MSDN, it becomes clear that the thinking behind LINQ deals with retrieval of data.  LINQ works by adding a functional programming style on top of .NET, allowing us to express filters in terms of predicate functions, for example. PLINQ is, generally, very similar.  Typically, when using PLINQ, we write declarative statements to filter a dataset or perform an aggregation.  However, PLINQ adds one new method, which provides a very different purpose: ForAll. The ForAll method is defined on ParallelEnumerable, and will work upon any ParallelQuery<T>.  Unlike the sequence operators in LINQ and PLINQ, ForAll is intended to cause side effects.  It does not filter a collection, but rather invokes an action on each element of the collection. At first glance, this seems like a bad idea.  For example, Eric Lippert clearly explained two philosophical objections to providing an IEnumerable<T>.ForEach extension method, one of which still applies when parallelized.  The sole purpose of this method is to cause side effects, and as such, I agree that the ForAll method “violates the functional programming principles that all the other sequence operators are based upon”, in exactly the same manner an IEnumerable<T>.ForEach extension method would violate these principles.  Eric Lippert’s second reason for disliking a ForEach extension method does not necessarily apply to ForAll – replacing ForAll with a call to Parallel.ForEach has the same closure semantics, so there is no loss there. Although ForAll may have philosophical issues, there is a pragmatic reason to include this method.  Without ForAll, we would take a fairly serious performance hit in many situations.  Often, we need to perform some filtering or grouping, then perform an action using the results of our filter.  Using a standard foreach statement to perform our action would avoid this philosophical issue: // Filter our collection var filteredItems = collection.AsParallel().Where( i => i.SomePredicate() ); // Now perform an action foreach (var item in filteredItems) { // These will now run serially item.DoSomething(); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } This would cause a loss in performance, since we lose any parallelism in place, and cause all of our actions to be run serially. We could easily use a Parallel.ForEach instead, which adds parallelism to the actions: // Filter our collection var filteredItems = collection.AsParallel().Where( i => i.SomePredicate() ); // Now perform an action once the filter completes Parallel.ForEach(filteredItems, item => { // These will now run in parallel item.DoSomething(); }); This is a noticeable improvement, since both our filtering and our actions run parallelized.  However, there is still a large bottleneck in place here.  The problem lies with my comment “perform an action once the filter completes”.  Here, we’re parallelizing the filter, then collecting all of the results, blocking until the filter completes.  Once the filtering of every element is completed, we then repartition the results of the filter, reschedule into multiple threads, and perform the action on each element.  By moving this into two separate statements, we potentially double our parallelization overhead, since we’re forcing the work to be partitioned and scheduled twice as many times. This is where the pragmatism comes into play.  By violating our functional principles, we gain the ability to avoid the overhead and cost of rescheduling the work: // Perform an action on the results of our filter collection .AsParallel() .Where( i => i.SomePredicate() ) .ForAll( i => i.DoSomething() ); The ability to avoid the scheduling overhead is a compelling reason to use ForAll.  This really goes back to one of the key points I discussed in data parallelism: Partition your problem in a way to place the most work possible into each task.  Here, this means leaving the statement attached to the expression, even though it causes side effects and is not standard usage for LINQ. This leads to my one guideline for using ForAll: The ForAll extension method should only be used to process the results of a parallel query, as returned by a PLINQ expression. Any other usage scenario should use Parallel.ForEach, instead.

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  • How to Enable Desktop Notifications for Gmail in Chrome

    - by Jason Fitzpatrick
    Last year Google rolled out desktop notifications for Google Calendar, now you can get Gmail and Gchat notifications on your desktop too. Read on as we walk you through configuring them both. Chrome’s desktop notifications are clean, easy to read, and really handy for keeping an eye on what’s going on inside Gmail without keeping the browser focused on it. Setting it up is easy, grab your copy of Chrome to follow along. Latest Features How-To Geek ETC How to Recover that Photo, Picture or File You Deleted Accidentally How To Colorize Black and White Vintage Photographs in Photoshop How To Get SSH Command-Line Access to Windows 7 Using Cygwin The How-To Geek Video Guide to Using Windows 7 Speech Recognition How To Create Your Own Custom ASCII Art from Any Image How To Process Camera Raw Without Paying for Adobe Photoshop What is the Internet? From the Today Show January 1994 [Historical Video] Take Screenshots and Edit Them in Chrome and Iron Using Aviary Screen Capture Run Android 3.0 on a Hacked Nook Google Art Project Takes You Inside World Famous Museums Emerald Waves and Moody Skies Wallpaper Change Your MAC Address to Avoid Free Internet Restrictions

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  • Deploy ADF application to the Java Cloud on-demand training by Tom McGinn

    - by JuergenKress
    Learn how to use Oracle Enterprise Pack for Eclipse (OEPE) and SQL Developer to develop ADF applications using Oracle Java Cloud Service and Oracle Database Cloud Service. You see how to use Oracle SQL Developer to copy database schemas and data between a local Oracle database instance and Oracle Database Cloud Service. Then you see how to modify and deploy an Oracle Application Development Framework (Oracle ADF) application to Oracle Cloud by using Oracle Enterprise Pack for Eclipse (OEPE). Watch the on-demand training here. WebLogic Partner Community For regular information become a member in the WebLogic Partner Community please visit: http://www.oracle.com/partners/goto/wls-emea ( OPN account required). If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Wiki Technorati Tags: Java Cloud,Cloud,education,training,WebLogic,WebLogic Community,Oracle,OPN,Jürgen Kress,ADF

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  • How to sync with iPod Nano 6G?

    - by Martin
    I'm having no luck at all with this iPod Nano. I've tried the following software: Banshee - The iPod shows up and files seem to be copied, but they don't show up on the iPod. Rythmbox - Same as Banshee. Claims to sync but no files available on the iPod gPodder - At first it wouldn't even recognize the device even though I set the mount point and device type. After syncing one file to the iPod from iTunes on my mac it now behaves as Banshee and Rythmbox. gtkpod - Again: Copies the files but they are inacessible on the iPod. Hipo - Doesn't even recognize the iPod Amarok - What is this, I don't even... So to summarize: After some fiddling I can get most of these apps to recognize the iPod and copy files to it, but they are not accessible on the iPod which sort of defeats the whole purpose. Help me out here. My continued harmonic love life depends on it. (Yes, it's the girlfriends iPod and laptop)

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  • Delicious is Shutting Down. Here’s How to Migrate to Diigo Instead

    - by Trevor Bekolay
    Today we’ve learned that Yahoo is shutting down Delicious, a fairly popular online service that let you organize your bookmarks, so if you want to get your bookmarks out and migrate to another service, here’s how to do it. You can use the export tool to easily get a copy of your bookmarks, and then use that file to import into any number of places, including your regular browser bookmarks. We’ve done some research and found Diigo, a very similar tool to Delicious, which you can use instead Latest Features How-To Geek ETC The Complete List of iPad Tips, Tricks, and Tutorials The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor Exploring the Jungle Ruins Wallpaper Protect Your Privacy When Browsing with Chrome and Iron Browser Free Shipping Day is Friday, December 17, 2010 – National Free Shipping Day Find an Applicable Quote for Any Programming Situation Winter Theme for Windows 7 from Microsoft Score Free In-Flight Wi-Fi Courtesy of Google Chrome

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • Visual Studio 2010 Professional special launch offer!

    - by Etienne Tremblay
    Hello everyone, long time no blog… I’ll try to get back in the game soon but with 2 customer and user group and life in general let’s just say I’m busy.  In the meantime I’m passing along this great offer. Microsoft Visual Studio 2010 Professional will launch on April 12 but you can beat the rush and secure your copy today by pre-ordering at the affordable estimated retail price of $549, a saving of $250. If you use a previous version of Visual Studio or any other development tool then you are eligible for this upgrade. Along with all the great new features in Visual Studio 2010 (see www.microsoft.com/visualstudio) Visual Studio 2010 Professional includes a 12-month MSDN Essentials subscription which gives you access to core Microsoft platforms: Windows 7 Ultimate, Windows Server 2008 R2 Enterprise, and Microsoft SQL Server 2008 R2 Datacenter. So visit http://www.microsoft.com/visualstudio/en-us/pre-order-visual-studio-2010 to check out all the new features and sign up for this great offer.   Cheers, ET Technorati Tags: VS2010

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  • Are there real world applications where the use of prefix versus postfix operators matters?

    - by Kenneth
    In college it is taught how you can do math problems which use the ++ or -- operators on some variable referenced in the equation such that the result of the equation would yield different results if you switched the operator from postfix to prefix or vice versa. Are there any real world applications of using postfix or prefix operator where it makes a difference as to which you use? It doesn't seem to me (maybe I just don't have enough experience yet in programming) that there really is much use to having the different operators if it only applies in math equations. EDIT: Suggestions so far include: function calls //f(++x) != f(x++) loop comparison //while (++i < MAX) != while (i++ < MAX)

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