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  • Visual Studio 2012 and .NET 4.5 now Live!

    - by Tarun Arora
    Today was the formal launch event for Visual Studio 2012 and .NET 4.5, a state-of-the-art development solution for building modern applications that span connected devices and continuous services, from the client to the cloud. The event was streamed live from http://visualstudiolaunch.com, S.Somasegar corporate vice president of the Developer Division opened the key note, Jason Zander dived deeper into how to leverage Visual Studio 2012 and .NET 4.5 to build modern application. Brian Harry all the awesome features in Visual Studio 2012 to improve the application lifecycle management.   I. Summary of the announcements made today 1. Visual Studio Updates coming this fall –  VS Update will better support agile teams, enable continuous quality, elevate SharePoint development with application lifecycle management (ALM) tools, and expand Visual Studio 2012 Windows development capabilities. It will be available as a community technology preview (CTP) later this month and in final release later this calendar year. A comprehensive list of what will be on offer can be found here. 2. Visual Studio Express 2012 for Windows Desktop – Visual Studio Express 2012 for Windows Desktop brings the newest desktop development capabilities in Visual Studio 2012 to Express users, too. You would be excited to know that the express SKU will support Integration with TFS among some of the other cool features I would like to mention Unit Testing, Unit Testing, Code Analysis, dependency management with NuGet a full list and download links can be found here. 3. F# tools for Visual Studio Express 2012 for web –  This F# Tools release adds in F# 3.0 components, such as the F# 3.0 compiler, F# Interactive, IDE support, and new F# features such as type providers and query expressions to your Visual Studio 2012 express for web. More details and download links can be found here. 4. Visual Studio TFS 2012 Power Tools – The TFS 2012 Power tools brings the goodness of Best Practice Analyzer, Process Template Editor, Storyboard Shapes, Team Explorer enhancements, TFPT command line, TFS Server Backups, etc via to your TFS 2012 installation. It can be downloaded right away from here. II. Road shows There will be many more community road shows this month packaged with hours of demos and discussions. The Visual Studio UK Team has just announced that there will be four UK launch events, face to face session including a product group speaker and partner sessions: Edinburgh, 1st October Manchester, 3rd October London, 4th October Reading, 5th October III. Get Started Download Visual Studio 2012 and the additional supporting software's from here. The Visual Studio development team has put together over 60 videos to help you learn about the new Visual Studio 2012 capabilities in more detail, and all of these will be available for watching here. IV. What’s Next A lot more exciting stuff lined up… Windows 8 Anticipated release: Oct. 26 (UPDATED 9/12) Windows Server 2012 Released (UPDATED 9/4) System Center 2012 Released (UPDATED 9/11) SQL Server 2012 Released (UPDATED 4/2) Internet Explorer 10 Anticipated release: Between Q3 2012 and early 2013 (UPDATED 5/3   Office 2013 Anticipated release: Q4 2012 or Q1 2013(UPDATED 9/12) Exchange 2013 Anticipated release: Q4 2012 (UPDATED 7/26) Visual Studio 2012 Released (UPDATED 9/12) Kinect for Windows Released (UPDATED 9/4) Windows Phone "Tango" and 8 "Tango": Released; Anticipated "Windows Phone 8" release: Q4 2012 (UPDATED 9/5) Dynamics ERP Online Anticipated release: September or October 2012 (UPDATED 7/20) Office 365 Anticipated update schedule: "Almost weekly"(UPDATED 9/12) Windows Azure Rumored CTP release: Spring 2012 (UPDATED 9/7) SharePoint 2013 Anticipated release: Q4 2012 (UPDATED 8/21) Enjoy

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  • What functionality of an iPad can I use with Ubuntu?

    - by Andrew Ferrier
    What functionality of an iPad can I use with Ubuntu? I'm thinking about buying an iPad, but I only have Ubuntu PCs these days (no Windows, no Mac), and I'm nervous that it may be too reliant on the existence of iTunes. I'm less concerned about getting media onto and off it (and I have read that I can do this with libimobiledevice), but will I be able to activate it with iTunes? Does it need to be USB synced on a regular basis, or can I do most anything I want through the cloud (i.e. over wifi)? Edit: In answer to jrgifford's question, in theory, I'd like to do everything I would want to do with it were I using Windows/Mac. But more specifically, I think I'd want to: "Activate" it, if that's necessary Copy music / video onto it Install apps How much of this can I do without a Windows/Mac PC? Is it necessary to activate it? I don't think I'm that interested in backing it up (what would I back up?), but then again, maybe I'm confused as to how easy it is to get data on and off. Can I get a regular SFTP app for the iPad to copy data to my Ubuntu machine over wi-fi, for example?

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  • Bluetooth mouse Logitech M555b not recognized on a Macbook Pro 8.2

    - by Pierre
    I just bought a Logitech M555b Bluetooth mouse today. My computer (a Macbook Pro 8,2) has a bluetooth connection, and it works perfectly fine on Mac OSX (I set up a new device, click the connect button on the mouse, and voilà, done in 5 seconds). I cannot get it to work on Ubuntu 12.04. When I follow the same steps as on Mac OSX under Ubuntu 12.04, Sometimes I will see the mouse name appearing for 1 second on the screen, and if I'm fast enough to click on "Continue", I will have a message telling me the pairing with my mouse failed. Here are the steps I follow: Turn off Bluetooth on Ubuntu Turn Bluetooth on. Bluetooth icon Set up new device... Turn on the mouse, and press the Connect button. Press "Continue" on the Bluetooth New Device Setup screen I see the mouse name for one second, but then it disappear. Click on PIN options... to select '0000'. ... nothing, Ubuntu won't see anything. In the /var/log/syslog, I have the following information: May 27 23:26:16 Trane bluetoothd[896]: HCI dev 0 down May 27 23:26:16 Trane bluetoothd[896]: Adapter /org/bluez/896/hci0 has been disabled May 27 23:26:58 Trane bluetoothd[896]: HCI dev 0 up May 27 23:26:58 Trane bluetoothd[896]: Adapter /org/bluez/896/hci0 has been enabled May 27 23:26:58 Trane bluetoothd[896]: Inquiry Cancel Failed with status 0x12 May 27 23:28:26 Trane bluetoothd[896]: Refusing input device connect: No such file or directory (2) May 27 23:28:26 Trane bluetoothd[896]: Refusing connection from 00:1F:20:24:15:3D: setup in progress May 27 23:28:26 Trane bluetoothd[896]: Discovery session 0x7f3409ab5b70 with :1.84 activated I tried for an hour, I restarted my computer, re-paired the mouse on Mac OSX, etc. Sometimes when I restart the computer, I have a dialog box showing up saying that the mouse M555b wants to access some resources or something, if I click "Grant", or even if I tick "always grant access", nothing happens... How can I get the Bluetooth to work properly? Help!

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  • Dlink DWA-643 ExpressCard / Atheros AR5008 can't connect to wifi networks

    - by Justin Kelly
    I've just purchased a D-Link DWA-643 Xtreme N ExpressCard Notebook Adapter - but it can't connect to my wireless network The card is listed on the FSF website and - refer links below: http://www.fsf.org/resources/hw/index_html/net/wireless/index_html/cards.html http://www.dlink.com.au/products/?pid=550 Ubuntu see the card as using the Atheros AR5008 chipset - refer image below The card lights up and I can see that available wifi networks using this card - so it seems to 'just work' on ubuntu 12.04 but when i try and connect to my networks - it fails I've tried setting the network to all the different options (WEP, WPA2, no encryption, etc.. b/g/n ) but ubuntu sill cant connect to it I've also installed wicd but still couldn't connect Has anyone got a DWA-643 to work in Ubuntu? Or does anyone have any suggestion on how to get it to connect?? Any help would be greatly appreciated Note: the laptop has built in wifi but its broadcom, works but with dialup speed connection - and i've had nothign but trouble using the boardcom drivers so purchased the FSF recommended PCI expresscard as i hoped it would 'just work' on the latest Ubuntu i've have tried to disable the built in wifi - broadcom - but even with the broadcom uninstall and unavailable it didnt help the dlink to connect previously I had MAC address filtering on the router - i've added the dlinks MAC - and also disabled MAC address filtering - still no luck lspci output below: 18:00.0 Network controller: Atheros Communications Inc. AR5008 Wireless Network Adapter (rev 01) Subsystem: D-Link System Inc Device 3a6f Flags: bus master, fast devsel, latency 0, IRQ 18 Memory at e4000000 (64-bit, non-prefetchable) [size=64K] Capabilities: [40] Power Management version 2 Capabilities: [50] MSI: Enable- Count=1/1 Maskable- 64bit- Capabilities: [60] Express Legacy Endpoint, MSI 00 Capabilities: [90] MSI-X: Enable- Count=1 Masked- Capabilities: [100] Advanced Error Reporting Capabilities: [140] Virtual Channel Kernel driver in use: ath9k Kernel modules: ath9k

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  • An adequate message authentication code for REST

    - by Andras Zoltan
    My REST service currently uses SCRAM authentication to issue tokens for callers and users. We have the ability to revoke caller privileges and ban IPs, as well as impose quotas to any type of request. One thing that I haven't implemented, however, is MAC for requests. As I've thought about it more, for some requests I think this is needed, because otherwise tokens can be stolen and before we identify this and deactivate the associated caller account, some damage could be done to our user accounts. In many systems the MAC is generated from the body or query string of the request, however this is difficult to implement as I'm using the ASP.Net Web API and don't want to read the body twice. Equally importantly I want to keep it simple for callers to access the service. So what I'm thinking is to have a MAC calculated on: the url, possibly minus query string the verb the request ip (potentially is a barrier on some mobile devices though) utc date and time when the client issues the request. For the last one I would have the client send that string in a request header, of course - and I can use it to decide whether the request is 'fresh' enough. My thinking is that whilst this doesn't prevent message body tampering it does prevent using a model request to use as a template for different requests later on by a malicious third party. I believe only the most aggressive man in the middle attack would be able to subvert this, and I don't think our services offer any information or ability that is valuable enough to warrant that. The services will use SSL as well, for sensitive stuff. And if I do this, then I'll be using HMAC-SHA-256 and issuing private keys for HMAC appropriately. Does this sound enough? Have I missed anything? I don't think I'm a beginner when it comes to security, but when working on it I always. am shrouded in doubt, so I appreciate having this community to call upon!

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  • What is Devops and Why You Should Care?

    - by Tanu Sood
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} According to Wikipedia, DevOps (a portmanteau of development and operations) is a software development method that stresses communication, collaboration and integration between software developers and information technology (IT) professionals. DevOps is a response to the interdependence of software development and IT operations. It aims to help an organization rapidly produce software products and services. That definition of DevOps is the – what. The “why” is even easier. Standardized development methodology, clear communication and documented processes supported by a standards-based, proven middleware platform improves application development and management cycles, brings agility and provides greater availability and security to your IT infrastructure. Clearly, DevOps is about connecting people, products and processes. Ultimately, DevOps is about connecting IT to business. If you haven’t already seen it, do check out Bob Rhubart’s feature on DevOps in the latest issue of Oracle Magazine. And for more information on how Oracle Fusion Middleware, the #1 application infrastructure foundation, visit us on oracle.com Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}

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  • How do programers balance the upper or lower case style to name file or folder between work and life?

    - by sojyq
    I am a programmer from China. And I like to use English words to name my files and folders Whether it is for work or life. For example, suck as Movie, Work, QtProjects, Music and so on.And I keep the habit of initial the first letter for file name or folder name in Windows. But now I work on Ubuntu, and I found that all file name and folder name are lowercase in addition to the default folder such as Music, Movie and so on. And then I realize that in Linux world, most peoloe like to use all lowercase to name their files and folders for two reasons (1. Linux is Case sensitive. 2. It is fast for shell command.). And after work, when I switch from Linux to Windows, I confuse to use all lowercase or the first letter uppercase style to name my files in Windows. I'm caught in a dilemma. I think that all lowercase is more efficiency but the first letter uppercase is more readable. I thought for a long time and want to come up with a good answer to blance the two style name conversion. But I failed. I want to ask you that how you balance the uppercase or lowercase habbit in Windows, Mac, Linux between work and personal life style? Thank you very much! (My current solution is that when I am in Linux, I use all lowercase for files and folders, but when I am in Windows and Mac OS X, I couldn't find a good reason to convince me to use all lowercase ( I think in Windows and Mac OS X, the first letter uppercase style for me is more readable and beautiful).

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  • wget has a 4 second delay

    - by guisius
    Hello. I have tried to wget a page with windows/mac, and the response is instant while the linux vesion needs to wait for 4 seconds before it shows the response. I just hope this can be solved. More information added: in Ubuntu : wget xxx://192.168.0.135/test.cgi?cmd= -O test.txt --2011-03-04 14:21:17-- xxx://192.168.0.135/test.cgi?cmd= Connecting to 192.168.0.135:80... connected. HTTP request sent, awaiting response... 200 OK Length: unspecified [text/html] Saving to: `test.txt' [ <=> ] 17 --.-K/s in 0s 2011-03-04 14:21:22 (1.88 MB/s) - `test.txt' saved [17] while in Mac OS : wget xxx://192.168.0.135/test.cgi?cmd= -O test.txt --2011-03-04 14:22:33-- xxx://192.168.0.135/test.cgi?cmd= Connecting to 192.168.0.135:80... connected. HTTP request sent, awaiting response... 200 OK Length: unspecified [text/html] Saving to: `test.txt' [ <=> ] 17 --.-K/s in 0s 2011-03-04 14:22:33 (755 KB/s) - `test.txt' saved [17] in ubuntu it delays 4 seconds while windows and mac will not i believe it may related to some setting in the network config such as packet size , window frame , but i have no idea to set this PS: because the limit of the post not allow to post the url so i mark this as xxx

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  • PHP Debugging

    - by Bob Porter
    Originally posted on: http://geekswithblogs.net/blogofbob/archive/2013/06/25/php-debugging.aspxI have been experimenting setting up a PHP development environment. I have been trying on Windows, Linux (Ubuntu) and Mac OS X. So far my favorite environment is on Mac OS X. I have tried a number of IDE's and debuggers as well.  IDE's Eclipse with the PDT Add On The PDT version of Eclipse Aptana Zend Netbeans  Debuggers Zend XDebug So far the only environments that I could get running quickly were Zend and Netbeans. Eclipse is a nightmare of versions and capabilities. I could only get Eclipse working well on Windows. On Ubuntu I was able to get the debugger working once. Thats it, one session, then it never worked again. I love the Zend tools and environment and it worked well everywhere I tried it, but it was beyond my budget.  Aptana also worked best on Windows, on Mac OS X it was fragile and I never could get debugging to work.  Netbeans worked first time, every time, every where. With one oddity, after several debugging sessions the debugger would refuse to connect. On every platform, I would end having to reboot to restore debugging, which would then work correctly for quite some time. I am sure I will discover that some process is hanging and there is a less intrusive way to clear the issue, but for now rebooting always works. In a future post I will go over how exactly I set my environment up, for now I have decided to stay with OS X. By the way, I did NOT use MAMP or the Zend Server, I stuck with PHP compiled and built from source, as well as Apache and MySQL installed locally. I use Homebrew as a package manager for OS X. I tried PORT but did not like the fact I had to sudo all the time to use it, and it installed things in /opt which I was not used to. Homebrew does sandbox the apps but it is nice enough to symlink them to their "normal" locations usually in /usr/local.

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  • VirtualBox 4.0.10 is now available for download

    - by user12611829
    VirtualBox 4.0.10 has been released and is now available for download. You can get binaries for Windows, OS X (Intel Mac), Linux and Solaris hosts at http://www.virtualbox.org/wiki/Downloads The full changelog can be found here. The high points for the 4.0.10 maintenance release include .... GUI: fixed disappearing settings widgets on KDE hosts (bug #6809) Storage: fixed hang under rare circumstances with flat VMDK images Storage: a saved VM could not be restored under certain circumstances after the host kernel was updated Storage: refuse to create a medium with an invalid variant Snapshots: none of the hard disk attachments must be attached to another VM in normal mode when creating a snapshot USB: fixed occasional VM hangs with SMP guests USB: proper device detection on RHEL/OEL/CentOS 5 guests ACPI: force the ACPI timer to return monotonic values for improve behavior with SMP Linux guests RDP: fixed screen corruption under rare circumstances rdesktop-vrdp: updated to version 1.7.0 OVF: under rare circumstances some data at the end of a VMDK file was not written during export Mac OS X hosts: Lion fixes Mac OS X hosts: GNOME 3 fix Linux hosts: fixed VT-x detection on Linux 3.0 hosts Linux hosts: fixed Python 2.7 bindings in the universal Linux binaries Windows hosts: fixed leak of thread and process handles Windows Additions: fixed bug when determining the extended version of the Guest Additions Solaris Additions: fixed installation to 64-bit Solaris 10u9 guests Linux Additions: RHEL6.1/OL6.1 compile fix Linux Additions: fixed a memory leak during VBoxManage guestcontrol execute Technocrati Tags: Sun Virtualization VirtualBox var sc_project=1193495; var sc_invisible=1; var sc_security="a46f6831";

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  • What do you do to balance the upper or lower case style to name file or folder between work and life? [on hold]

    - by sojyq
    I am a programmer from China. And I like to use English words to name my files and folders Whether it is for work or life. For example, suck as Movie, Work, QtProjects, Music and so on.And I keep the habit of initial the first letter for file name or folder name in Windows. But now I work on Ubuntu, and I found that all file name and folder name are lowercase in addition to the default folder such as Music, Movie and so on. And then I realize that in Linux world, most peoloe like to use all lowercase to name their files and folders for two reasons (1. Linux is Case sensitive. 2. It is fast for shell command.). And after work, when I switch from Linux to Windows, I confuse to use all lowercase or the first letter uppercase style to name my files in Windows. I'm caught in a dilemma. I think that all lowercase is more efficiency but the first letter uppercase is more readable. I thought for a long time and want to come up with a good answer to blance the two style name conversion. But I failed. I want to ask you that how you balance the uppercase or lowercase habbit in Windows, Mac, Linux between work and personal life style? Thank you very much! (My current solution is that when I am in Linux, I use all lowercase for files and folders, but when I am in Windows and Mac OS X, I couldn't find a good reason to convince me to use all lowercase ( I think in Windows and Mac OS X, the first letter uppercase style for me is more readable and beautiful).

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  • Now that Apple's intending to deprecate Java on OS X, what language should I focus on?

    - by Smalltown2000
    After getting shot down on SO, I'll try this here: I'm sure you'll all know of Apple's recent announcement to deprecate Java on OS X (such as discussed here). I've recently come back to programming in the last year or so since I originally learnt on ye olde BASIC many years ago. I have a Mac at home and a PC at work and whilst I have got Windows and Ubuntu installed on my Mac as VMs, I chose to focus my "relearning" on VB first (as it was closest to BASIC) and then rapidly moved to Java as it was cross platform (with minimal effort) and so it was easiest to work on code from both OSes. So my question, if the winds of change on Mac are blowing away from Java and in this post-Sun era, what would be the best language to focus my new efforts on? Please note, this isn't a general "which language is better?" thread and or an opportunity for the associated flame-war. There's plenty of those and it's not the point. I realise that in the long term one shouldn't be allegiant to an individual language so, taking this as an excuse, the question is specifically which is going to be the most quick to be productive on given the background whilst bearing in mind minimum portability rewrites (aspiration rather then requirement) and with a long term value of usage. To that I see the main options as: C# - Closest in "style" to Java but M$ dependent (unless you consider Mono of course) C++ - Hugely complex but if even slightly conquered, then a win? Is it worth the climb up the learning curve? VB.Net - Already have background so easiest to go back to but who uses VB for .Net these days? Surely if using a CLI language I should use C#... Python - Cross-platform but what about UI for the end-user? EDIT: As a usage priority, I envision desktop application programming. Though the ability to branch in the future is always desirable. I guess graphics are the next direction once basics are in place.

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  • Axis Aligned Billboard: how to make the object look at camera

    - by user19787
    I am trying to make an Axis Aligned Billboard with Pyglet. I have looked at several tutorials, but they only show me how to get the Up,Right,and Look vectors. So far this is what I have: target = cam.pos look = norm( target - billboard.pos ) right = norm( Vector3(0,1,0)*look ) up = look*right gluLookAt( look.x, look.y, look.z, self.pos.x, self.pos.y, self.pos.z, up.x, up.y, up.z ) This does nothing for me visibly. Any idea what I'm doing wrong?

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  • Handling keyboard and mouse input (Win API)

    - by Deluxe
    There is a number of ways to catch mouse or keyboard under Windows. So I tried some of them, but every of them has some advantages and drawbacks. I want to ask you: Which method do use? I've tried these: WM_KEYDOWN/WM_KEYUP - Main disadvantage is that, I can't distinguish between left and right-handed keys like ALT, CONTROL or SHIFT. GetKeyboardState - This solves problem of first method, but there is new one. When I get that the Right-ALT key is pressed, I also get that the Left-Control key is down. This behaviour happens only when using localized keyboard layout (Czech - CS). WM_INPUT (Raw Input) - This method also doesn't distinguish left and right-handed keys (if I can remember) and for mouse movement sometimes generates message with zero delta values of mouse position.

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  • Sphere entering in to the cube.unity

    - by Parthi
    I am trying Roll a Ball unity tutorial.Everything is fine,but when I roll the ball it is moving through the cube instead of picking it. my player class is using UnityEngine; using System.Collections; public class player : MonoBehaviour { public float speed; // Use this for initialization // Update is called once per frame void Update () { float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); Vector3 move = new Vector3(h,0,v); rigidbody.AddForce(move * speed * Time.deltaTime); } void OnTriggerEnter(Collider other) { if(other.gameObject.tag == "Pick up") { other.gameObject.SetActive(false); } } }

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  • Two pass blur shader using libgdx tile map renderer

    - by Alexandre GUIDET
    I am trying to apply the following technique: blur effect using two pass shader to my libgdx game using the OrthogonalTiledMapRenderer. The idea is to blur the background wich is also a tilemap but rendered with another camera with a different zoom applied. Here is a screen capture without effect: Using the OrthogonalTiledMapRenderer sprite batch like this: backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurX); backgroundMapRenderer.render(layerBackground); I get the following render: Wich is ok for X blur pass. I then try using frame buffer object like in this example. But the effect seems to be too much zoomed: I may be messing up with the camera and the zoom factor. Here is the code: private ShaderProgram shaderBlurX; private ShaderProgram shaderBlurY; private int FBO_SIZE = 800; private FrameBuffer targetA; private FrameBuffer targetB; targetA = new FrameBuffer(Pixmap.Format.RGBA8888, FBO_SIZE, FBO_SIZE, false); targetB = new FrameBuffer(Pixmap.Format.RGBA8888, FBO_SIZE, FBO_SIZE, false); targetA.begin(); Gdx.gl.glClearColor(1, 1, 1, 0); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); backgroundMapRenderer.render(layerBackground); targetA.end(); targetB.begin(); Gdx.gl.glClearColor(1, 1, 1, 0); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurX); backgroundMapRenderer.render(layerBackground); targetB.end(); TextureRegion back = new TextureRegion(targetB.getColorBufferTexture()); back.flip(false, true); backgroundMapRenderer.getSpriteBatch() .setProjectionMatrix(backgroundCamera.combined); backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurY); backgroundMapRenderer.getSpriteBatch().begin(); backgroundMapRenderer.getSpriteBatch().draw(back, 0, 0); backgroundMapRenderer.getSpriteBatch().end(); I know I am making something the wrong way, but I can't find any resources about applying two passes shader using tile map renderer. Does someone know how to achieve this?

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  • How to create sprites, programatically without using prefabs?

    - by DemonSOCKET
    I have different types of images for different sprites. and i am not certain that how much different sprites(images) i will have to show. So, i gotta create the sprites and apply textures programatically at runtime. Now, I defiantly can't use prefabs because it will restrict me with the number of different sprites i can use. and also, changing texture on one sprite prefab instance in game, will change all the sprites prefab, that's not acceptable in my case. Is there a way i can create sprites without having to create static prefab ? where ever i looked for the solution every time i got the same answer "create a prefab", which is what can not be done in my case.

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  • XNA: Camera's Rotation and Translation matrices seem to interfere with each other

    - by Danjen
    I've been following the guide here for how to create a custom 2D camera in XNA. It works great, I've implemented it before, but for some reason, the matrix math is throwing me off. public sealed class Camera2D { public Vector2 Origin { get; set; } public Vector2 Position { get; set; } public float Scale { get; set; } public float Rotation { get; set; } } It might be easier to just show you a picture of my problem: http://i.imgur.com/H1l6LEx.png What I want to do is allow the camera to pivot around any given point. Right now, I have the rotations mapped to my shoulder buttons on a gamepad, and if I press them, it should rotate around the point the camera is currently looking at. Then, I use the left stick to move the camera around. The problem is that after it's been rotated, pressing "up" results in it being used relative to the rotation, creating the image above. I understand that matrices have to be applied in a certain order, and that I have to offset the thing to be rotated around the world origin and move it back, but it just won't work! public Matrix GetTransformationMatrix() { Matrix mRotate = Matrix.Identity * Matrix.CreateTranslation(-Origin.X, -Origin.Y, 0.00f) * // Move origin to world center Matrix.CreateRotationZ(MathHelper.ToRadians(Rotation)) * // Apply rotation Matrix.CreateTranslation(+Origin.X, +Origin.Y, 0.00f); // Undo the move operation Matrix mTranslate = Matrix.Identity * Matrix.CreateTranslation(-Position.X, Position.Y, 0.00f); // Apply the actual translation return mRotate * mTranslate; } So to recap, it seems I can have it rotate around an arbitrary point and lose the ability to have "up" move the camera straight up, or I can rotate it around the world origin and have the camera move properly, but not both.

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  • Creating a top-down spaceship

    - by Ali
    I'm creating a top-down 2D space game in LIBGDX for android. When spaceship is going forward it will look like this: when it goes upward I want to change it's direction with a nice animation so it seems like a real spaceship. A between frame would be like this: I have rendered the spaceship in different Z axis degrees from ship0 to ship90. Calculating rotation on XY plane wouldn't be so hard, but I don't know how to calculate the rotation on Z axis so I can choose the right sprite to use.

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  • creating a contact listener with sprites from different classes

    - by wilM
    I've been trying to set a contact listener that creates a joint on contact between two sprites which have their own individual classes. Both sprites are inheriting from NSObject and their are initialized in their parentlayer (init method of HelloWorldLayer.mm). It is quite straightforward when everything is in the same class, but in a case like this where sprites have their own classes how will it be done. Please Help, I've been at it for days.

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  • Drawing a rectangular prism using opengl

    - by BadSniper
    I'm trying to learn opengl. I did some code for building a rectangular prism. I don't want to draw back faces so I used glCullFace(GL_BACK), glEnable(GL_CULL_FACE);. But I keep getting back faces also when viewing from front and also sometimes when rotating sides are vanishing. Can someone point me in right direction? glPolygonMode(GL_FRONT,GL_LINE); // draw wireframe polygons glColor3f(0,1,0); // set color green glCullFace(GL_BACK); // don't draw back faces glEnable(GL_CULL_FACE); // don't draw back faces glTranslatef(-10, 1, 0); // position glBegin(GL_QUADS); // face 1 glVertex3f(0,-1,0); glVertex3f(0,-1,2); glVertex3f(2,-1,2); glVertex3f(2,-1,0); // face 2 glVertex3f(2,-1,2); glVertex3f(2,-1,0); glVertex3f(2,5,0); glVertex3f(2,5,2); // face 3 glVertex3f(0,5,0); glVertex3f(0,5,2); glVertex3f(2,5,2); glVertex3f(2,5,0); // face 4 glVertex3f(0,-1,2); glVertex3f(2,-1,2); glVertex3f(2,5,2); glVertex3f(0,5,2); // face 5 glVertex3f(0,-1,2); glVertex3f(0,-1,0); glVertex3f(0,5,0); glVertex3f(0,5,2); // face 6 glVertex3f(0,-1,0); glVertex3f(2,-1,0); glVertex3f(2,5,0); glVertex3f(0,5,0); glEnd();

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  • SharpDX: Render to bitmap using Direct2D 1.1

    - by mwhouser
    I have a command line application that I am currently using SharpDX (Direct2D 1.0) to render to PNG files. This is a window-less application. It's currently creating a SharpDX.WIC.WicBitmap, a WicRenderTarget, then rendering to that. I then save the WicBitmap to the PNG file. For various reasons, I need to migrate to Direct2D 1.1 to take advantage of some of the effects available in 1.1. I'm trying to get a SharpDX.Direct2D1.Bitmap that I can save as PNG. I cannot use FromWicBitmap because that copies the bitmap, it does not share it. I see CreateSharedBitmap in the Direct2D1 API that takes a IWICBitmapLock. However, I do not see this implemented as a constructor of SharpDX.Direct2D.Bitmap. This is what I'm trying to do: // Bunch of setup var d2dDevice = new SharpDX.Direct2D1.Device(dxgiDevice); var d2dDeviceContext = new SharpDX.Direct2D1.DeviceContext(d2dDevice, SharpDX.Direct2D1.DeviceContextOptions.None); using (var wicFactory = new SharpDX.WIC.ImagingFactory()) { using (SharpDX.WIC.Bitmap wicBitmap = new SharpDX.WIC.Bitmap(wicFactory, 500, 500, SharpDX.WIC.PixelFormat.Format32bppPBGRA, SharpDX.WIC.BitmapCreateCacheOption.CacheOnDemand)) { var wicLock = wicBitmap.Lock(SharpDX.WIC.BitmapLockFlags.Write); var props = new SharpDX.Direct2D1.BitmapProperties1(); props.BitmapOptions = SharpDX.Direct2D1.BitmapOptions.Target; var bitmap = new SharpDX.Direct2D1.Bitmap1(d2dDeviceContext, wicLock, props); // This is not available d2dDeviceContext.Target = bitmap; // Do the drawing // Save the PNG } } Is there a way to do what I'm trying to accomplish?

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  • Unity3D draw call optimization : static batching VS manually draw mesh with MaterialPropertyBlock

    - by Heisenbug
    I've read Unity3D draw call batching documentation. I understood it, and I want to use it (or something similar) in order to optimize my application. My situation is the following: I'm drawing hundreds of 3d buildings. Each building can be represented using a Mesh (or a SubMesh for each building, but I don't thing this will affect performances) Each building can be textured with several combinations of texture patterns(walls, windows,..). Textures are stored into an Atlas for optimizaztion (see Texture2d.PackTextures) Texture mapping and facade pattern generation is done in fragment shader. The shader can be the same (except for few values) for all buildings, so I'd like to use a sharedMaterial in order to optimize parameters passed to the GPU. The main problem is that, even if I use an Atlas, share the material, and declare the objects as static to use static batching, there are few parameters(very fews, it could be just even a float I guess) that should be different for every draw call. I don't know exactly how to manage this situation using Unity3D. I'm trying 2 different solutions, none of them completely implemented. Solution 1 Build a GameObject for each building building (I don't like very much the overhead of a GameObject, anyway..) Prepare each GameObject to be static batched with StaticBatchingUtility.Combine. Pack all texture into an atlas Assign the parent game object of combined batched objects the Material (basically the shader and the atlas) Change some properties in the material before drawing an Object The problem is the point 5. Let's say I have to assign a different id to an object before drawing it, how can I do this? If I use a different material for each object I can't benefit of static batching. If I use a sharedMaterial and I modify a material property, all GameObjects will reference the same modified variable Solution 2 Build a Mesh for every building (sounds better, no GameObject overhead) Pack all textures into an Atlas Draw each mesh manually using Graphics.DrawMesh Customize each DrawMesh call using a MaterialPropertyBlock This would solve the issue related to slightly modify material properties for each draw call, but the documentation isn't clear on the following point: Does several consecutive calls to Graphic.DrawMesh with a different MaterialPropertyBlock would cause a new material to be instanced? Or Unity can understand that I'm modifying just few parameters while using the same material and is able to optimize that (in such a way that the big atlas is passed just once to the GPU)?

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  • DirectX11 CreateWICTextureFromMemory Using PNG

    - by seethru
    I've currently got textures loading using CreateWICTextureFromFile however I'd like a little more control over it, and I'd like to store images in their byte form in a resource loader. Below is just two sets of test code that return two separate results and I'm looking for any insight into a possible solution. ID3D11ShaderResourceView* srv; std::basic_ifstream<unsigned char> file("image.png", std::ios::binary); file.seekg(0,std::ios::end); int length = file.tellg(); file.seekg(0,std::ios::beg); unsigned char* buffer = new unsigned char[length]; file.read(&buffer[0],length); file.close(); HRESULT hr; hr = DirectX::CreateWICTextureFromMemory(_D3D->GetDevice(), _D3D->GetDeviceContext(), &buffer[0], sizeof(buffer), nullptr, &srv, NULL); As a return for the above code I get Component not found. std::ifstream file; ID3D11ShaderResourceView* srv; file.open("../Assets/Textures/osg.png", std::ios::binary); file.seekg(0,std::ios::end); int length = file.tellg(); file.seekg(0,std::ios::beg); std::vector<char> buffer(length); file.read(&buffer[0],length); file.close(); HRESULT hr; hr = DirectX::CreateWICTextureFromMemory(_D3D->GetDevice(), _D3D->GetDeviceContext(), (const uint8_t*)&buffer[0], sizeof(buffer), nullptr, &srv, NULL); The above code returns that the image format is unknown. I'm clearly doing something wrong here, any help is greatly appreciated. Tried finding anything even similar on stackoverflow, and google to no avail.

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  • Hue, saturation, brightness, contrast effect in hlsl

    - by Vibhore Tanwer
    I am new to pixel shader, and I am trying to write a simple brightness, contrast, hue, saturation effect. I have written a shader for it but I doubt that my shader is not providing me correct result, Brightness, contrast, saturation is working fine, problem is with hue. if I apply hue between -1 to 1, it seems to be working fine, but to make things more sharp, I need to apply hue value between -180 and 180, like we can apply hue in Paint.NET. Here is my code. // Amount to shift the Hue, range 0 to 6 float Hue; float Brightness; float Contrast; float Saturation; float Alpha; sampler Samp : register(S0); // Converts the rgb value to hsv, where H's range is -1 to 5 float3 rgb_to_hsv(float3 RGB) { float r = RGB.x; float g = RGB.y; float b = RGB.z; float minChannel = min(r, min(g, b)); float maxChannel = max(r, max(g, b)); float h = 0; float s = 0; float v = maxChannel; float delta = maxChannel - minChannel; if (delta != 0) { s = delta / v; if (r == v) h = (g - b) / delta; else if (g == v) h = 2 + (b - r) / delta; else if (b == v) h = 4 + (r - g) / delta; } return float3(h, s, v); } float3 hsv_to_rgb(float3 HSV) { float3 RGB = HSV.z; float h = HSV.x; float s = HSV.y; float v = HSV.z; float i = floor(h); float f = h - i; float p = (1.0 - s); float q = (1.0 - s * f); float t = (1.0 - s * (1 - f)); if (i == 0) { RGB = float3(1, t, p); } else if (i == 1) { RGB = float3(q, 1, p); } else if (i == 2) { RGB = float3(p, 1, t); } else if (i == 3) { RGB = float3(p, q, 1); } else if (i == 4) { RGB = float3(t, p, 1); } else /* i == -1 */ { RGB = float3(1, p, q); } RGB *= v; return RGB; } float4 mainPS(float2 uv : TEXCOORD) : COLOR { float4 col = tex2D(Samp, uv); float3 hsv = rgb_to_hsv(col.xyz); hsv.x += Hue; // Put the hue back to the -1 to 5 range //if (hsv.x > 5) { hsv.x -= 6.0; } hsv = hsv_to_rgb(hsv); float4 newColor = float4(hsv,col.w); float4 colorWithBrightnessAndContrast = newColor; colorWithBrightnessAndContrast.rgb /= colorWithBrightnessAndContrast.a; colorWithBrightnessAndContrast.rgb = colorWithBrightnessAndContrast.rgb + Brightness; colorWithBrightnessAndContrast.rgb = ((colorWithBrightnessAndContrast.rgb - 0.5f) * max(Contrast + 1.0, 0)) + 0.5f; colorWithBrightnessAndContrast.rgb *= colorWithBrightnessAndContrast.a; float greyscale = dot(colorWithBrightnessAndContrast.rgb, float3(0.3, 0.59, 0.11)); colorWithBrightnessAndContrast.rgb = lerp(greyscale, colorWithBrightnessAndContrast.rgb, col.a * (Saturation + 1.0)); return colorWithBrightnessAndContrast; } technique TransformTexture { pass p0 { PixelShader = compile ps_2_0 mainPS(); } } Please If anyone can help me learning what am I doing wrong or any suggestions? Any help will be of great value. EDIT: Images of the effect at hue 180: On the left hand side, the effect I got with @teodron answer. On the right hand side, The effect Paint.NET gives and I'm trying to reproduce.

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