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  • Xamarin Designer for Android Article

    - by Wallym
    The latest version of Mono for Android includes a long-awaited design surface. Learn how it works.It's interesting to look at the needs of various segments of developers. When I first start looking at an environment, the first thing I need to understand is the UI. I'm not magically born with some knowledge about the environment and don't learn well by just reading, so I need some help in getting started. I found this was true when I started Windows based development in the early 1990s, Dynamic Web in the late 1990s, ASP.NET in 2000, Silverlight/WPF, iPhone and Android. I find that getting up to speed with a UI is the single biggest deterrent for someone learning a platform. I find that as a beginner I need the features provided by a design surface. It's only as I grow and become comfortable with a platform that I find that building a UI by hand is more productive. Even as I get more advanced, I still can learn from a designer, so it has value as I grow into a platform.I hope that this article helps you as you dive into Android Development.

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  • SEO Implications of creating Niche Product Blogs vs Main Company Blog with Categories.

    - by Frank
    Our company has a dilemma that I am hoping the users of Pro WebMasters can help us with. Right now as it stands we create a seperate website for each product that we sell. We also have our corporate site which lists each of these brands. For Example: www.Apple.com < --- main company site www.Ipad.com <--- Product www.Iphone.com <--- Product www.Imac.com <-- Product We are looking to build a wordpress blog mainly for the purpose of increasing our SEO rank. Here are our two options: SINGLE BLOG - On Our Corporate Domain http://apple.com/blog Each post is categoried http://apple.com/category/ipad/ipad-5-realeasd.htm Easier to manage than multiple blogs More content since its listing about all our products. ONE BLOG PER PRODUCT - on each site http://ipad.com/blog Each product has its own blog with only its own articles Harder to manage, but does it benefit SEO? Can the team here tell me the SEO benefits of either approach? Similar to Apple all the products our company sells are loosely related. Although its not likely that a customer of product A would be interested in product B.

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  • Java Champion Jorge Vargas on Extreme Programming, Geolocalization, and Latin American Programmers

    - by Janice J. Heiss
    In a new interview, up on otn/java, titled “An Interview with Java Champion Jorge Vargas,” Jorge Vargas, a leading Mexican developer, discusses the process of introducing companies to Enterprise JavaBeans through the application of Extreme Programming. Among other things, he gives workshops about building code with agile techniques and creates a master project to build all apps based on Scrum, XP methods and Kanban. He focuses on building core components such as security, login, and menus. Vargas remarks, “This may sound easy, but it’s not—the process takes months and hundreds of hours, but it can be controlled, and with small iterations, we can translate customer requirements and problems of legacy systems to the new system.” In regard to his work with geolocalization, he says: “We have launched a beta program of Yumbling, a geolocalization-based app, with mobile clients for BlackBerry, iPhone, Android, and Nokia, with a Web interface. The first challenge was to design a simple universal mechanism providing information to all clients and to minimize maintenance provision to them. I try not to generalize a lot—to avoid low performance or misunderstanding in processing data. We use the latest Java EE technology—during the last five years, I’ve taught people how to use Java EE efficiently.” Check out the interview here.

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  • Going to Tech*Ed 2010

    - by Nikita Polyakov
    After years of one night community and volunteering tasks; and even running cool events like ]inbetween[ weekend, I finally get to go to the actual event! And this time it’s not in Orlando – it’s in New Orleans - which is also exciting! I will be attending many Windows Phone 7 sessions. And will hover over the Windows Phone booths. I am also extremely excited about this short exchange I had on twitter with the brand new Windows Phone Partner Community account: @wppartner #WindwosPhone 7 Enterprise story is what we are all waiting to hear :) #wp7dev 7:51 PM Jun 1st via TweetDeck in reply to wppartner @NikitaP We'll definitely be covering that at @WPCDC but we'll also be talking about it at @TechEd_NA next week! about 4 hours ago via CoTweet in reply to NikitaP As you might know I also love Microsoft Expression Blend and SketchFlow. I will be hanging out at the Microsoft Expression TLC [Technical Learning Center] booths in Expo Hall during these times: Day Start Finish 7-Jun 10:30 AM 12:30 PM 7-Jun 7:30 PM 9:00 PM 8-Jun 2:45 PM 5:00 PM 9-Jun 2:45 PM 5:00 PM 10-Jun 12:15 PM 3:00 PM   Feel free to find me and chat me up. I’ll be twittering under @NikitaP, if you are in Florida dev community use #teched_fl hash tag. If you are going and you have a Windows Phone 6.5, iPhone/ipad, Android or a Vista/Win7 laptop with you, grab this: Kevin Wolf’s TechEd 2010 Schedule and Twitter Tool – One App, 5 Different Platforms in one word: Aaaaaaamazing!

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  • Would You Pay for Smartphone OS Updates? [Poll]

    - by Jason Fitzpatrick
    For most phone ecosystems, manufacturer/carrier provided updates are few and far between (or outright nonexistent). To get access to mobile OS updates, would you open your wallet? While iPhone users are used to regular (and free) OS updates, the rest of us our largely left out in the cold. Over at ExtremeTech, Ryan Whitwam argues that we should be willing to pay for smartphone OS updates. The core of his argument is updates cost money and there is no financial incentive for carriers like Sprint and Verizon to turn back to their supplies (say, Motorola or LG) and pay them to provide an update pack for a phone they stopped selling last quarter. He writes: It might be hard to swallow, but the manufacturer of your phone is out to make money for its shareholders. The truth of the matter is that you’re not even the customer; the carrier is. Carriers buy thousands of phones at a time, and unless the carrier wants an update, there won’t be one because there is no one else to pay for it. Imagine if, instead of burning money for little or no benefit, an OEM actually had a financial incentive to port ICS to its older devices. Instantly, the idea of updating phones goes from the customer service back-burner to the forefront of a company’s moneymaking strategy. If the system proves a success, carriers could get involved and have a taste of the update fees as compensation for deploying the update over the air. This is more viable now than ever before thanks to the huge number of Android phones in the market. Samsung, for example, has sold over 30 million Galaxy S II phones since last summer. It has just started rolling Android 4.0 updates out to some countries, but most users are still waiting. If it charged just $10 for access to the update, that would be $150 million if only half of all users wanted an official update. Reader Request: How To Repair Blurry Photos HTG Explains: What Can You Find in an Email Header? The How-To Geek Guide to Getting Started with TrueCrypt

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  • What's the term for re-implementing an old API in terms of a newer API

    - by dodgy_coder
    The reason for doing it is to solve the case when a newer API is no longer backwards compatible with an older API. To explain, just say that there is an old API v1.0. The maker of this API decides it is broken and works on a new API v1.1 that intentionally breaks compatibility with the old API v1.0. Now, any programs written against the old API cannot be recompiled as-is with the new API. Then lets say there is a large app written against the old API and the developer doesn't have access to the source code. A solution would be to re-implement a "custom" old API v1.0 in terms of the new API v1.1 calls. So the "custom" v1.0 API is actually keeping the same interface/methods as the v1.0 API but inside its implementation it is actually making calls to the new API v1.1 methods. So the large app can be then compiled and linked against the "custom" v1.0 API and the new v1.1 API without any major source code changes. Is there a term for this practice? There's a recent example of this happening in Jamie Zawinski's port of XScreenSaver to the iPhone - he re-implemented the OpenGL 1.3 API in terms of the OpenGL ES 1.1 API. In this case, OpenGL 1.3 represents the "old" API and OpenGL ES 1.1 represents the "new" API.

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  • What causes bad performance in consumer apps?

    - by Crashworks
    My Comcast DVR takes at least three seconds to respond to every remote control keypress, making the simple task of watching television into a frustrating button-mashing experience. My iPhone takes at least fifteen seconds to display text messages and crashes ¼ of the times I try to bring up the iPad app; simply receiving and reading an email often takes well over a minute. Even the navcom in my car has mushy and unresponsive controls, often swallowing successive inputs if I make them less than a few seconds apart. These are all fixed-hardware end-consumer appliances for which usability should be paramount, and yet they all fail at basic responsiveness and latency. Their software is just too slow. What's behind this? Is it a technical problem, or a social one? Who or what is responsible? Is it because these were all written in managed, garbage-collected languages rather than native code? Is it the individual programmers who wrote the software for these devices? In all of these cases the app developers knew exactly what hardware platform they were targeting and what its capabilities were; did they not take it into account? Is it the guy who goes around repeating "optimization is the root of all evil," did he lead them astray? Was it a mentality of "oh it's just an additional 100ms" each time until all those milliseconds add up to minutes? Is it my fault, for having bought these products in the first place? This is a subjective question, with no single answer, but I'm often frustrated to see so many answers here saying "oh, don't worry about code speed, performance doesn't matter" when clearly at some point it does matter for the end-user who gets stuck with a slow, unresponsive, awful experience. So, at what point did things go wrong for these products? What can we as programmers do to avoid inflicting this pain on our own customers?

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  • Ubuntu on Android for Samsung Galaxy note 2?

    - by schulzey
    This question is lengthy, I have to warn you. I'm generally a mac user. My setup currently consists of using mac osx and vmware (windows 7) to run one program that isn't compatible with osx or linux. This program can be run using crossover (wine) as well but it works better with vmware. I'm thinking of switching over to ubuntu as my main operating system on my computers and running vmware or crossover that way to access the program I need. No specific reason why, I guess I'm just sick of the apple/windows machine. I've always wanted to try linux so figure there is no better time than now. The point is I haven't used ubuntu yet so I don't know a lot about it. I was planning on buying the iphone 5 when I saw there is an app to setup ubuntu operating system on an android phone. I'm now thinking that this would be fantastic for me if I bought the samsung galaxy note 2 and was able to install ubuntu and either vmware or crossover to use my windows specific program for work right on my phone. The samsung galaxy note 2 has a 1.4 ghz processor and 2gb of ram which is enough to handle a modern operating system. My program does not need a lot of speed or memory to work. To be honest, the windows specific program I need would work fine on an old laptop running windows xp. My first question is if ubuntu for android is really the full operating system that lets you run programs just like a desktop pc? Is it super slow where it takes many minutes to load up ubuntu? I don't need blazing speeds, but I'd like something useable. My next question has to do with vmware or crossover. Is ubuntu for android capable of running these programs? I think it would be great to use the same operating system like ubuntu on my desktop, laptop, tablets, and phone. Thanks so much for all the help!!!

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  • IOS OpenGl transparency performance issue

    - by user346443
    I have built a game in Unity that uses OpenGL ES 1.1 for IOS. I have a nice constant frame rate of 30 until i place a semi transparent texture over the top on my entire scene. I expect the drop in frames is due to the blending overhead with sorting the frame buffer. On 4s and 3gs the frames stay at 30 but on the iPhone 4 the frame rate drops to 15-20. Probably due to the extra pixels in the retina compared to the 3gs and smaller cpu/gpu compared to the 4s. I would like to know if there is anything i can do to try and increase the frame rate when a transparent texture is rendered on top of the entire scene. Please not the the transparent texture overlay is a core part of the game and i can't disable anything else in the scene to speed things up. If its guaranteed to make a difference I guess I can switch to OpenGl ES 2.0 and write the shaders but i would prefer not to as i need to target older devices. I should add that the depth buffer is disabled and I'm blending using SrcAlpha One. Any advice would be highly appreciated. Cheers

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  • Apache htaccess results in files being downloaded instead of displayed

    - by chrissik
    So I had this "beautiful" website that did exactly what I wanted it to do. Then I shut down my PC, reboot and...the pages just download now instead of being displayed. I re-installed XAMPP and launched Apache again and I was able to identify the .htaccess file as the cause of the problem. Options +FollowSymlinks RewriteEngine on RewriteCond %{QUERY_STRING} !^desktop RewriteCond %{HTTP_USER_AGENT} "android|blackberry|googlebot-mobile|iemobile|iphone|ipod|#opera mobile|palmos|webos" [NC] RewriteRule ^/?$ /mobile/index [L,R=302] RewriteRule ^/?$ /de/index [R] RewriteCond %{REQUEST_FILENAME} !-d RewriteCond %{REQUEST_FILENAME}\.html -f RewriteRule ^(.*)$ $1.html Here is the problem I guess: RewriteCond %{REQUEST_FILENAME} !-d RewriteCond %{REQUEST_FILENAME}\.html -f RewriteRule ^(.*)$ $1.html This should make it possible to use /de/index instead of /de/index.html - but somehow it causes the page to download if I open localhost/de/index (but with localhost/de/index.html it works fine...). I'm using HTML Sites with SSI Elements on a Apache web server. The only other file that is different to the out-of-the-box ones is the httpd.conf, where I enabled SSI: AddType text/html .shtml AddHandler server-parsed .shtml AddHandler server-parsed .html AddHandler server-parsed .htm Options Indexes FollowSymLinks Includes AddOutputFilter INCLUDES .shtml Options +Includes So I hope there is somebody among you that can help me with this annoying problem as I'm quite desperate... for some reason, even without the problematic lines Chrome keeps downloading the files (even if I delete the .htaccess file), while IE and Opera display the pages. Edit: Now Opera also wants to download files (whether index.html or index are called).

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  • Which data structure should I use for dynamically generated platforms?

    - by Joey Green
    I'm creating a platform type of game with various types of platforms. Platforms that move, shake, rotate, etc. Multiple types and multiple of each type can be on the screen at once. The platforms will be procedural generated. I'm trying to figure out which of the following would be a better platform system: Pre-allocate all platforms when the scene loads, storing each platform type into different platform type arrays( i.e. regPlatformArray ), and just getting one when I need one. The other option is to allocate and load what I need when my code needs it. The problem with 1 is keeping up with the indices that are in use on screen and which aren't. The problem with 2 is I'm having a hard time wrapping my head around how I would store these platforms so that I can call the update/draw methods on them and managing that data structure that holds them. The data structure would constantly be growing and shrinking. It seems there could be too much complexity. I'm using the cocos2d iPhone game engine. Anyways, which option would be best or is there a better option?

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  • DNS and VPN issues

    - by Lewis
    I recently purchased a year contract for a KVM 512MB VPS running Ubuntu 11.04. I'm having some issues setting up some things on it though - two in particular that I just can't for the life of me figure out. Okay, so I'm trying to setup pptpd as my VPN for my iPhone and my Mac when I'm out on wireless networks. I'm able to login and the chap authenticates but that's as far as I get, no domains will resolve and end up loading forever, I uncommented ms-dns lines as someone had recommended to me and changed the DNS servers to Googles public ones with no luck, is there something I'm missing? (It's probably staring me in the face.) My second issue is that I have managed to setup LAMP but am having a problem with my domain, I have pointed the DNS at 123-reg to my VPS's IP and the 'www .' resolves properly, but when I try to go to the domain without the 'www .' I get the apache landing page ("The web server software is running but no content has been added, yet.") I'm pretty sure there's something I've gotta configure in Apache for the virtual host but I'm missing it. Apart from these minor set-backs I'm enjoying the low-level configuration options of having a VPS and love managing my own server. Thanks!

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  • [MINI HOW-TO] Remove the Search Helper Extension from Firefox

    - by Asian Angel
    If you found a new surprise extension added to Firefox after the June Patch from Microsoft, then you are likely to be rather unhappy right now. Join us as we show you how to remove the Search Helper extension from your browser. An Unexpected Addition to Your Extensions You may be wondering what the new mysterious extension that showed up is for. Its’ purpose is to help the Bing Toolbar better integrate with your browser. Unless you have the Bing Toolbar installed you really do not need this cluttering your browser up. So how do you get rid of it? Removing the Extension In order to remove the extension you will need to navigate to the following location: C:\Program Files\Microsoft\Search Enhancement Pack\Search Helper Once there delete the “firefoxextension folder”…that is all there is to it. If you want to remove the search helper add-on for Internet Explorer then delete the “SEPsearchhelperie.dll file” while you are here. Note: You may need to have administrator rights in order to delete the folder. No more Search Helper Extension! If you are unhappy about this update being snuck into your system, following these instructions will remove it. Microsoft Support Page About Update KB982217 Similar Articles Productive Geek Tips Remove the New Tab Button in FirefoxAdd Search Forms to the Firefox Search BarAdd Notes to Zoho Notebook in FirefoxOrganize Your Firefox Search Engines Into FoldersManually Remove Skype Extension from Firefox TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Steve Jobs’ iPhone 4 Keynote Video Watch World Cup Online On These Sites Speed Up Windows With ReadyBoost Awesome World Cup Soccer Calendar Nice Websites To Watch TV Shows Online 24 Million Sites

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  • What You Said: How Do You Sync Your Files Between Your Devices?

    - by Jason Fitzpatrick
    Earlier this week we asked you to share your tricks and techniques for keeping files synced between your different devices. Now we’re back to highlight how you do it. Overwhelmingly, you do it with Dropbox. Despite the proliferation of different platforms there has been little inroads made into any sort of universal syncing. We heard from quite a few different readers and by far the most popular option was to use Dropbox to ensure that you could get the music and documents you wanted whether you were on your desktop, laptop, netbook, iPhone, or Android device. In the same breath however, nearly all of your added on an additional service. The real message, it would seem, is that there simply isn’t a service good enough to meet all of the needs most users have, all of the time. The most common response to our Ask the Readers question was “Dropbox and…”; this pattern is illustrated nicely in the following quotes. Kim writes: Dropbox for all kinds of things. (Would also use Sugarsync, but it doesn’t support Linux.) Lastpass for passwords. Xmarks for bookmarks, although I’m going to try Firefox Sync soon. Evernote for things like shell commands I might want someday. Google Beta for music, once I get it uploaded. I have an Amazon account too, but Google gives you more space. Gmail. Michael finds himself in a similar situation and writes: How to Make and Install an Electric Outlet in a Cabinet or DeskHow To Recover After Your Email Password Is CompromisedHow to Clean Your Filthy Keyboard in the Dishwasher (Without Ruining it)

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  • Mobile web development rudiments

    - by Konrad Garus
    How does one get started with web development for mobile devices (including phones)? I know some old good HTML & JS, but I'm wondering what the modern way is. To make it concrete, I need to implement a client for an enterprise app. Think of a login-protected dashboard for managers. Given that I only have basic knowledge and have never implemented such applications, what do I need to take into account when choosing platform and technology? Shall I go for Android / iPhone, or HTML & JS, or HTML5? What are the general pros and cons that I need to consider? What resources (preferably online) do you recommend for learning the rudiments? I mean especially HTML & JS: What does the site need to be like to work great on smartphones (and not only on desktops)? I mean possible UI glitches, limited support for some HTML/JS features, page size, and whatever other important details are there.

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  • How to Share Links Between Any Browser and Any Smartphone

    - by Justin Garrison
    It happens all the time, you find an article to read but then nature calls. Do you take your laptop with you? With site to phone you can share links between any browser and any smartphone with a single click. If you have Android you may be familiar with this functionality with Google’s Chrome to phone, or with webOS’ Neato! But what if you have an iPhone, Blackberry or Windows Phone 7 device? That is where site to phone comes in handy. It not only supports every major mobile smartphone operating system, but it also supports every major web browser 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 These 8-Bit Mario Wood Magnets Put Video Games on Your Fridge Christmas Themes 4 Pack for Chrome and Iron Browser Enjoy the First Total Lunar Eclipse in 372 Years This Evening Gmail’s Free Calling Extended Through 2011 Voice Search Brings Android-Style Voice Search to Google Chrome X-Mas Origins: Santa – Fun X-Men and Santa Mashup [Video]

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  • Should programmers itemize testing for projects? [on hold]

    - by Patton77
    I recently hired a programming team to do a port of my iPad app to the iPhone and Android platforms. Now, in a separate contract, I am asking them to implement a bunch of tips on how to play the app, similar like you would find in Candy Crush or Cut the Rope. They want to charge 12 hours @ $35/hr for the "Testing all of the Tips", telling me that normally it would take them more than 25 hours but that they will 'bear the difference'. I am not familiar with this level of itemization, but maybe it's a new practice? I am used to devs doing their own quality control, and then having a testing/acceptance period. They are using Cocos 2D-X, and they say that the tips going to multiple platforms makes all of the hours jack up. I feel like they might be overcharging, and it's difficult for me to know because it's kind of like with a mechanic. "It took us 5 hours to replace the radiator". How can you dispute that? It seems to me that most of you would charge for the work but NOT for hours that you are 'testing'. Am I missing something? Thanks for any help and advice you can give!

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  • Apple Giving Away $10,000 On The Occasion of 10 Billion App Store Downloads

    - by Gopinath
    Apple got yet another reason to brag it’s App Store success – nearly 10 billion apps  downloaded around the world. To show off this, they put a big banner over here   To celebrate the occasion, Apple will give $10,000 iTunes Gift Card to the person who downloads the 10th billion app, either free or paid app. Rules and regulations of the contest are available here. Apple’s App Store is a huge success and it’s at the centre of it’s smart devices eco system – iPhone, iPad and iPod. In April 2009 the store marked 1 billionth download, September 2009 2 billionth and in January 2010, 3 billionth app downloaded. In less than an year the number downloads has seen 3 fold growth and all set to reach 10 billions. This article titled,Apple Giving Away $10,000 On The Occasion of 10 Billion App Store Downloads, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Developing professionally for iOS, Android and web - an insight

    - by Scott Roberts
    This is not really a question on how to develop all three, I know various cross platform ways and so on. But I more want to know from developer standpoint how hard it is to basically develop iOS, Android and web apps? I am currently in my first job as a mobile/web developer. I have already developed my first iPhone/iPad app and now I have to develop the app for android because the web version I tried just didn't perform as well as needed and web databases just did not seem to make the cut. But I am not sure it's possible to be good at developing all 3 in terms of remembering all the api's etc. I wouldn't say I have an issue with the programming languages just how to use the api's for the various platforms. Also, all the other languages I look at, in my spare time, just feel like I am spreading myself to thin. Is it feasible for one person to be developing ios, android and web apps? Should I think about reducing it to iOS and web based apps? I develop everything by myself, so I have no one to discuss what the best solutions are for everything and I am just trying to workout as I go along. So any cross platform developers out there? Do companies have different teams for different platforms? Any insight would just help me get my head together. Hopefully this question makes sense.

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  • Should programmers itemize testing in testing? [on hold]

    - by Patton77
    I recently hired a programming team to do a port of my iPad app to the iPhone and Android platforms. Now, in a separate contract, I am asking them to implement a bunch of tips on how to play the app, similar like you would find in Candy Crush or Cut the Rope. They want to charge 12 hours @ $35/hr for the "Testing all of the Tips", telling me that normally it would take them more than 25 hours but that they will 'bear the difference'. I am not familiar with this level of itemization, but maybe it's a new practice? I am used to devs doing their own quality control, and then having a testing/acceptance period. They are using Cocos 2D-X, and they say that the tips going to multiple platforms makes all of the hours jack up. I feel like they might be overcharging, and it's difficult for me to know because it's kind of like with a mechanic. "It took us 5 hours to replace the radiator". How can you dispute that? It seems to me that most of you would charge for the work but NOT for hours that you are 'testing'. Am I missing something? Thanks for any help and advice you can give!

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  • Windows 8 Apps Unleashed Now in Bookstores!

    - by Stephen.Walther
    My book Windows 8 Apps with HTML5 and JavaScript Unleashed is now in bookstores! Learn how to create Metro apps Windows 8 apps with JavaScript. And the book is in color! All of the code listings and illustrations are in color. Why build Windows 8 apps? When you create a Windows 8 app, you can put your app in the Windows 8 Store. In other words, customers can buy your app directly from Windows. Think iPhone apps, but for a much larger market. In my book, I explain how you can create both game apps and simple productivity apps by creating Windows 8 apps with JavaScript. The book is a short read and I include plenty of code samples that have been tested against the final release of Windows 8. You can buy the book by going to your local Barnes & Noble bookstore or you can buy the book through Amazon by using the following link: It looks like the book is also available for the Kindle: Kindle: Windows 8 Apps with HTML5 and JavaScript Unleashed

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  • Want an iPad? How-To Geek is Giving One Away!

    - by The Geek
    That’s right. All you have to do to enter is become a fan of our Facebook page, and we’ll pick a random fan to win the prize. Once we’ve got 10,000 fans, we’ll change the prize from an iPod Touch to an iPad 16GB (typo in the image above). Everybody who is already a fan is already automatically entered in the contest!  (there’s no country restriction). So to make sure we upgrade the prize, make sure to share the How-To Geek Facebook Fan page with your friends that might be interested (don’t mindlessly spam everybody, of course). We’ve already got the iPad sitting here. Win an iPad on the How-To Geek Facebook Fan Page Similar Articles Productive Geek Tips Why Wait? Amazing New Add-on Turns Your iPhone into an iPad! [Comic]Win a Free iPod Touch in the How-To Geek Facebook Giveaway!Geek Software: Use DeliCount to Get Site-wide del.icio.us Bookmark CountsFix for Problems with How-To Geek Sidebar GadgetSet Gmail as Default Mail Client in Ubuntu TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Will it Blend? iPad Edition Penolo Lets You Share Sketches On Twitter Visit Woolyss.com for Old School Games, Music and Videos Add a Custom Title in IE using Spybot or Spyware Blaster When You Need to Hail a Taxi in NYC Live Map of Marine Traffic

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  • Restricting joystick within a radius of center

    - by Phil
    I'm using Unity3d iOs and am using the example joysticks that came with one of the packages. It works fine but the area the joystick moves in is a rectangle which is unintuitive for my type of game. I can figure out how to see if the distance between the center and the current point is too far but I can't figure out how to constrain it to a certain distance without interrupting the finger tracking. Here's the relevant code: using UnityEngine; using System.Collections; public class Boundary { public Vector2 min = Vector2.zero; public Vector2 max = Vector2.zero; } public class Joystick : MonoBehaviour{ static private Joystick[] joysticks; // A static collection of all joysticks static private bool enumeratedJoysticks=false; static private float tapTimeDelta = 0.3f; // Time allowed between taps public bool touchPad; // Is this a TouchPad? public Rect touchZone; public Vector2 deadZone = Vector2.zero; // Control when position is output public bool normalize = false; // Normalize output after the dead-zone? public Vector2 position; // [-1, 1] in x,y public int tapCount; // Current tap count private int lastFingerId = -1; // Finger last used for this joystick private float tapTimeWindow; // How much time there is left for a tap to occur private Vector2 fingerDownPos; private float fingerDownTime; private float firstDeltaTime = 0.5f; private GUITexture gui; // Joystick graphic private Rect defaultRect; // Default position / extents of the joystick graphic private Boundary guiBoundary = new Boundary(); // Boundary for joystick graphic public Vector2 guiTouchOffset; // Offset to apply to touch input private Vector2 guiCenter; // Center of joystick private Vector3 tmpv3; private Rect tmprect; private Color tmpclr; public float allowedDistance; public enum JoystickType { movement, rotation } public JoystickType joystickType; public void Start() { // Cache this component at startup instead of looking up every frame gui = (GUITexture) GetComponent( typeof(GUITexture) ); // Store the default rect for the gui, so we can snap back to it defaultRect = gui.pixelInset; if ( touchPad ) { // If a texture has been assigned, then use the rect ferom the gui as our touchZone if ( gui.texture ) touchZone = gui.pixelInset; } else { // This is an offset for touch input to match with the top left // corner of the GUI guiTouchOffset.x = defaultRect.width * 0.5f; guiTouchOffset.y = defaultRect.height * 0.5f; // Cache the center of the GUI, since it doesn't change guiCenter.x = defaultRect.x + guiTouchOffset.x; guiCenter.y = defaultRect.y + guiTouchOffset.y; // Let's build the GUI boundary, so we can clamp joystick movement guiBoundary.min.x = defaultRect.x - guiTouchOffset.x; guiBoundary.max.x = defaultRect.x + guiTouchOffset.x; guiBoundary.min.y = defaultRect.y - guiTouchOffset.y; guiBoundary.max.y = defaultRect.y + guiTouchOffset.y; } } public void Disable() { gameObject.active = false; enumeratedJoysticks = false; } public void ResetJoystick() { if (joystickType != JoystickType.rotation) { //Don't do anything if turret mode // Release the finger control and set the joystick back to the default position gui.pixelInset = defaultRect; lastFingerId = -1; position = Vector2.zero; fingerDownPos = Vector2.zero; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } else { //gui.pixelInset = defaultRect; lastFingerId = -1; position = position; fingerDownPos = fingerDownPos; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } } public bool IsFingerDown() { return (lastFingerId != -1); } public void LatchedFinger( int fingerId ) { // If another joystick has latched this finger, then we must release it if ( lastFingerId == fingerId ) ResetJoystick(); } public void Update() { if ( !enumeratedJoysticks ) { // Collect all joysticks in the game, so we can relay finger latching messages joysticks = (Joystick[]) FindObjectsOfType( typeof(Joystick) ); enumeratedJoysticks = true; } //CHeck if distance is over the allowed amount //Get centerPosition //Get current position //Get distance //If over, don't allow int count = iPhoneInput.touchCount; // Adjust the tap time window while it still available if ( tapTimeWindow > 0 ) tapTimeWindow -= Time.deltaTime; else tapCount = 0; if ( count == 0 ) ResetJoystick(); else { for(int i = 0;i < count; i++) { iPhoneTouch touch = iPhoneInput.GetTouch(i); Vector2 guiTouchPos = touch.position - guiTouchOffset; bool shouldLatchFinger = false; if ( touchPad ) { if ( touchZone.Contains( touch.position ) ) shouldLatchFinger = true; } else if ( gui.HitTest( touch.position ) ) { shouldLatchFinger = true; } // Latch the finger if this is a new touch if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) ) { if ( touchPad ) { tmpclr = gui.color; tmpclr.a = 0.15f; gui.color = tmpclr; lastFingerId = touch.fingerId; fingerDownPos = touch.position; fingerDownTime = Time.time; } lastFingerId = touch.fingerId; // Accumulate taps if it is within the time window if ( tapTimeWindow > 0 ) { tapCount++; print("tap" + tapCount.ToString()); } else { tapCount = 1; print("tap" + tapCount.ToString()); //Tell gameobject that player has tapped turret joystick if (joystickType == JoystickType.rotation) { //TODO: Call! } tapTimeWindow = tapTimeDelta; } // Tell other joysticks we've latched this finger foreach ( Joystick j in joysticks ) { if ( j != this ) j.LatchedFinger( touch.fingerId ); } } if ( lastFingerId == touch.fingerId ) { // Override the tap count with what the iPhone SDK reports if it is greater // This is a workaround, since the iPhone SDK does not currently track taps // for multiple touches if ( touch.tapCount > tapCount ) tapCount = touch.tapCount; if ( touchPad ) { // For a touchpad, let's just set the position directly based on distance from initial touchdown position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 ); position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 ); } else { // Change the location of the joystick graphic to match where the touch is tmprect = gui.pixelInset; tmprect.x = Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x ); tmprect.y = Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y ); //Check distance float distance = Vector2.Distance(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); float angle = Vector2.Angle(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); if (distance < allowedDistance) { //Ok gui.pixelInset = tmprect; } else { //This is where I don't know what to do... } } if ( touch.phase == iPhoneTouchPhase.Ended || touch.phase == iPhoneTouchPhase.Canceled ) ResetJoystick(); } } } if ( !touchPad ) { // Get a value between -1 and 1 based on the joystick graphic location position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x; position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y; } // Adjust for dead zone float absoluteX = Mathf.Abs( position.x ); float absoluteY = Mathf.Abs( position.y ); if ( absoluteX < deadZone.x ) { // Report the joystick as being at the center if it is within the dead zone position.x = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x ); } if ( absoluteY < deadZone.y ) { // Report the joystick as being at the center if it is within the dead zone position.y = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y ); } } } So the later portion of the code handles the updated position of the joystick thumb. This is where I'd like it to track the finger position in a direction it still is allowed to move (like if the finger is too far up and slightly to the +X I'd like to make sure the joystick is as close in X and Y as allowed within the radius) Thanks for reading!

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  • 'Binary XML' for game data?

    - by bluescrn
    I'm working on a level editing tool that saves its data as XML. This is ideal during development, as it's painless to make small changes to the data format, and it works nicely with tree-like data. The downside, though, is that the XML files are rather bloated, mostly due to duplication of tag and attribute names. Also due to numeric data taking significantly more space than using native datatypes. A small level could easily end up as 1Mb+. I want to get these sizes down significantly, especially if the system is to be used for a game on the iPhone or other devices with relatively limited memory. The optimal solution, for memory and performance, would be to convert the XML to a binary level format. But I don't want to do this. I want to keep the format fairly flexible. XML makes it very easy to add new attributes to objects, and give them a default value if an old version of the data is loaded. So I want to keep with the hierarchy of nodes, with attributes as name-value pairs. But I need to store this in a more compact format - to remove the massive duplication of tag/attribute names. Maybe also to give attributes native types, so, for example floating-point data is stored as 4 bytes per float, not as a text string. Google/Wikipedia reveal that 'binary XML' is hardly a new problem - it's been solved a number of times already. Has anyone here got experience with any of the existing systems/standards? - are any ideal for games use - with a free, lightweight and cross-platform parser/loader library (C/C++) available? Or should I reinvent this wheel myself? Or am I better off forgetting the ideal, and just compressing my raw .xml data (it should pack well with zip-like compression), and just taking the memory/performance hit on-load?

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  • Windows 8 Apps Unleashed Now in Bookstores!

    - by Stephen.Walther
    My book Windows 8 Apps with HTML5 and JavaScript Unleashed is now in bookstores! Learn how to create Metro apps Windows 8 apps with JavaScript. And the book is in color! All of the code listings and illustrations are in color. Why build Windows 8 apps? When you create a Windows 8 app, you can put your app in the Windows 8 Store. In other words, customers can buy your app directly from Windows. Think iPhone apps, but for a much larger market. In my book, I explain how you can create both game apps and simple productivity apps by creating Windows 8 apps with JavaScript. The book is a short read and I include plenty of code samples that have been tested against the final release of Windows 8. You can buy the book by going to your local Barnes & Noble bookstore or you can buy the book through Amazon by using the following link: It looks like the book is also available for the Kindle: Kindle: Windows 8 Apps with HTML5 and JavaScript Unleashed

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