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  • Chrome Apps Office Hours: TextDrive and AngularJS

    Chrome Apps Office Hours: TextDrive and AngularJS Ask and vote for questions: goo.gl In this episode, the AngularJS team joins us to talk about how they used Angular to build TextDrive. TextDrive is an open source text editor application that demonstrates of the power and simplicity of AngularJS and Chrome Apps. It features integration with Google Drive, web intents, and Ace (ace.ajax.org) in a simple and clean interface built upon HTML5 and web standards. To learn more visit github.com From: GoogleDevelopers Views: 0 0 ratings Time: 00:00 More in Science & Technology

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  • Google Maps API Office Hours

    Google Maps API Office Hours Interested in knowing more about the Google Maps API announcements that were made at I/O? During this week's Google Maps API Office Hours, +Josh Livni and +Paul Saxman will give an overview of the Google Maps API features that were announced at I/O, and will talk about the I/O session content that is now available online. The next Office Hours will be this Tuesday at 11am, Pacific Time. Bring your questions, and join us there! From: GoogleDevelopers Views: 167 9 ratings Time: 21:25 More in Science & Technology

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  • Writing Efficient SQL: Set-Based Speed Phreakery

    Phil Factor's SQL Speed Phreak challenge is an event where coders battle to produce the fastest code to solve a common reporting problem on large data sets. It isn't that easy on the spectators, since the programmers don't score extra points for commenting their code. Mercifully, Kathi is on hand to explain some of the TSQL coding secrets that go to producing blistering performance.

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  • How do you make a bullet ricochet off a vertical wall?

    - by Bagofsheep
    First things first. I am using C# with XNA. My game is top-down and the player can shoot bullets. I've managed to get the bullets to ricochet correctly off horizontal walls. Yet, despite using similar methods (e.g. http://stackoverflow.com/questions/3203952/mirroring-an-angle) and reading other answered questions about this subject I have not been able to get the bullets to ricochet off a vertical wall correctly. Any method I've tried has failed and sometimes made ricocheting off a horizontal wall buggy. Here is the collision code that calls the ricochet method: //Loop through returned tile rectangles from quad tree to test for wall collision. If a collision occurs perform collision logic. for (int r = 0; r < returnObjects.Count; r++) if (Bullets[i].BoundingRectangle.Intersects(returnObjects[r])) Bullets[i].doCollision(returnObjects[r]); Now here is the code for the doCollision method. public void doCollision(Rectangle surface) { if (Ricochet) doRicochet(surface); else Trash = true; } Finally, here is the code for the doRicochet method. public void doRicochet(Rectangle surface) { if (Position.X > surface.Left && Position.X < surface.Right) { //Mirror the bullet's angle. Rotation = -1 * Rotation; //Moves the bullet in the direction of its rotation by given amount. moveFaceDirection(Sprite.Width * BulletScale.X); } else if (Position.Y > surface.Top && Position.Y < surface.Bottom) { } } Since I am only dealing with vertical and horizontal walls at the moment, the if statements simply determine if the object is colliding from the right or left, or from the top or bottom. If the object's X position is within the boundaries of the tile's X boundaries (left and right sides), it must be colliding from the top, and vice verse. As you can see, the else if statement is empty and is where the correct code needs to go.

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  • iOS + cocos2d: how to account for sprite's position for the different device dimensions in an universal app?

    - by fuzzlog
    All the questions I've seen regarding iOS universal apps (with or without cocos2d) deal with the "how to add graphics to a universal app". My question is, how does the code need to be written to ensure that the sprites appear appropriately on the screen (given that an iPhone 5's resolution is not proportional to an iPad's resolution)? Is it just a bunch of "if" statements and duplicate code or do iOS/cocos2d provide common function calls that will place the sprites at an appropriate position?

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  • RTMPDUMPTV problem

    - by ranavita
    (Reading database ... 459988 files and directories currently installed.) Unpacking librtmp-dev (from .../librtmp-dev_2.4~20110711.gitc28f1bab-1_amd64.deb) ... dpkg: error processing /var/cache/apt/archives/librtmp-dev_2.4~20110711.gitc28f1bab-1_amd64.deb (--unpack): trying to overwrite '/usr/include/librtmp/amf.h', which is also in package rtmpdump 2.5-0ubuntu2~precise Errors were encountered while processing: /var/cache/apt/archives/librtmp-dev_2.4~20110711.gitc28f1bab-1_amd64.deb E: Sub-process /usr/bin/dpkg returned an error code (1) above error code results after running sudo apt-get install -f A I am trying to fix the broken package of rtmptv

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  • Google I/O 2012 - Bring Your App to the Big Screen

    Google I/O 2012 - Bring Your App to the Big Screen Michael Sundermeyer, Ossama Alami Google TV expands the reach of the Android and the web to television, but designing applications for the TV is fundamentally different than building apps for mobile, tablet or PCs. In this session we'll we share the core points of our user research and give you tips on how to connect with your users by designing beautiful and functional Android and web applications for the biggest screen in the house. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 617 17 ratings Time: 58:07 More in Science & Technology

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  • More Than a Map - Ubilabs

    More Than a Map - Ubilabs In Hamburg, Germany we met with certified Google Maps API development partner Ubilabs. Ubilabs founders Michael Pletziger and Martin Kleppe showed us some of the Google Maps API driven projects they have built for Germany's largest brands such as Deutsche Telekom, Blitzer.de, and BMW. Read more on morethanamap.com #morethanamap From: GoogleDevelopers Views: 6 0 ratings Time: 01:48 More in Science & Technology

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  • Umit Project 2010

    Umit Project is an international open source organization focused on network monitoring, with the goal of making life easier for network administrators and others who need to be...

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  • Managed Extensibility Framework

    MEF is the Framework which allows you to load extensions to your application easily. It does discovery and composition of parts you need to be included in your application at run-time. You could extend your behavior simply by adding a new Plugin.

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  • RadioButtons and Lambda Expressions

    - by MightyZot
    Radio buttons operate in groups. They are used to present mutually exclusive lists of options. Since I started programming in Windows 20 years ago, I have always been frustrated about how they are implemented. To make them operate as a group, you put your radio buttons in a group box. Conversely, to group radio buttons in HTML, you simply give them all the same name. Radio buttons with the same name or ID in HTML operate as one mutually exclusive group of options. In C#, all your radio buttons must have unique names and you use group boxes to group them. I’m in the process of converting some old code to C# and I’m tasked with creating a user control with groups of radio buttons on it. I started out writing the traditional switch…case statements to check the appropriate radio button based upon value, loops to uncheck them all, etc. Then it occurred to me that I could stick the radio buttons in a Dictionary or List and use Lambda expressions to make my code a lot more maintainable. So, here is what I ended up with: Here is a dictionary that contains my list of radio buttons and their values. I used their values as the keys, so that I can select them by value. Now, instead of using loops and switch…case statements to control the radio buttons, I use the lambda syntax and extension methods. Selecting a Radio Button by Value This code is inside of a property accessor, so “value” represents the value passed into the property accessor. The “First” extension method uses the delegate represented by the lambda expression to select the radio button (actually KeyValuePair) that represents the passed in value. Finally, the resulting checkbox is checked. Since the radio buttons are in the same group, they function as a group, the appropriate radio button is selected while the others are unselected. Reading the Value This is the get accessor for the property that returns the value of the checked radio button. Now, if you’re using binding, this code is likely not necessary; however, I didn’t want to use binding in this case, so I think this is a good alternative to the traditional loops and switch…case statements.

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  • Accounting for waves when doing planar reflections

    - by CloseReflector
    I've been studying Nvidia's examples from the SDK, in particular the Island11 project and I've found something curious about a piece of HLSL code which corrects the reflections up and down depending on the state of the wave's height. Naturally, after examining the brief paragraph of code: // calculating correction that shifts reflection up/down according to water wave Y position float4 projected_waveheight = mul(float4(input.positionWS.x,input.positionWS.y,input.positionWS.z,1),g_ModelViewProjectionMatrix); float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; projected_waveheight = mul(float4(input.positionWS.x,-0.8,input.positionWS.z,1),g_ModelViewProjectionMatrix); waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; reflection_disturbance.y=max(-0.15,waveheight_correction+reflection_disturbance.y); My first guess was that it compensates for the planar reflection when it is subjected to vertical perturbation (the waves), shifting the reflected geometry to a point where is nothing and the water is just rendered as if there is nothing there or just the sky: Now, that's the sky reflecting where we should see the terrain's green/grey/yellowish reflection lerped with the water's baseline. My problem is now that I cannot really pinpoint what is the logic behind it. Projecting the actual world space position of a point of the wave/water geometry and then multiplying by -.5f, only to take another projection of the same point, this time with its y coordinate changed to -0.8 (why -0.8?). Clues in the code seem to indicate it was derived with trial and error because there is redundancy. For example, the author takes the negative half of the projected y coordinate (after the w divide): float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; And then does the same for the second point (only positive, to get a difference of some sort, I presume) and combines them: waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; By removing the divide by 2, I see no difference in quality improvement (if someone cares to correct me, please do). The crux of it seems to be the difference in the projected y, why is that? This redundancy and the seemingly arbitrary selection of -.8f and -0.15f lead me to conclude that this might be a combination of heuristics/guess work. Is there a logical underpinning to this or is it just a desperate hack? Here is an exaggeration of the initial problem which the code fragment fixes, observe on the lowest tessellation level. Hopefully, it might spark an idea I'm missing. The -.8f might be a reference height from which to deduce how much to disturb the texture coordinate sampling the planarly reflected geometry render and -.15f might be the lower bound, a security measure.

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