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  • EXIF Compare Utility using WPF

    The Exif Compare Utility is a WinDiff equivalent for image files that compares the Exif meta-data and displays the differences and similarities. The application is written using WPF and MVVM.

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  • Windows Cloud Services Aren’t Exclusive to Microsoft

    - by Ken Cox [MVP]
    The Windows Azure brand has captured mindshare for the buzzword-du-jour, ‘cloud computing’. However, Microsoft certainly isn’t the only option for cranking up virtual machines to meet unexpected or peak demands. For example, I see that OrcsWeb has released its Windows Cloud Servers product , starting at $99.99 a month*.  Competition is a good thing - and make sure you do some cost comparisons when researching cloud resources. Some of us were unpleasantly surprised by Azure’s pricing structure...(read more)

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  • YouTube API Office Hours June 6, 2012

    YouTube API Office Hours June 6, 2012 This is a recording of the YouTube API Hangout on Air from Wednesday 6/6 at 10am PDT (UTC-7). JJ Behrens interviewed Neal Norwitz, a senior engineer at YouTube and well-known Python developer, about Google's engineering culture. We also had a surprise guest, Adrian Holovaty, co-benevolent dictator for life of the open-source Django web framework, who asked several questions about fine-grained timing control in the player APIs. From: GoogleDevelopers Views: 650 14 ratings Time: 39:07 More in Science & Technology

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  • BSEtunes

    BSEtunes is a MySQL based, full manageable, networkable single or multiuser jukebox application

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  • GNOME Usability Hackfest

    Google recently sponsored the GNOME Usability Hackfest , which took place in London. With over 30 GNOME design and usability experts attending on some days, it was an...

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  • On Android Compatibility

    [This post is by Dan Morrill, Open Source & Compatibility Program Manager. — Tim Bray] At Google I/O 2010, we announced that there are over 60 Android models...

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  • Why is C++ used for game engines? How about its future in game engines?

    - by kasperov
    C++, as I have seen, is being heavily used in 3d video game engines.... Is it because of the performance issues, legecy code or libraries such as DriverX? If performance, libraries and code infrastructure are the reasons, dosen't that make C++ indispensible, at least for game engines? (ie, we have no other option even in the very distant future). I asked this because, I have the right to know the upcomming future trends in game engines.

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  • Google I/O 2012 - Making Good Apps Great: More Advanced Topics for Expert Android Developers

    Google I/O 2012 - Making Good Apps Great: More Advanced Topics for Expert Android Developers Reto Meier In a follow-up to last year's session, I'll demonstrate how to use advanced Android techniques to take a good app and transform it into a polished product, without being a resource hog. Features advanced coding tips and tricks, bandwidth-saving techniques, implementation patterns, exposure to some of the lesser-known API features, and insight into how to minimize battery drain by ensuring your app is a good citizen on the carrier network. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 2193 69 ratings Time: 58:35 More in Science & Technology

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  • Do I need "cube subclasses" to represent the blocks in a Minecraft-like world?

    - by stighy
    I would like to try to develop a very simple game like Minecraft for my own education. My main problem at the moment is figuring out how to model classes that represent the world, which will be made of blocks of various types (such as dirt, stone and sand). I am thinking of creating the following class structure: Cube (with proprerties like color, strength, flammable, gravity) with subclasses: Dirt Stone Sand et cetera My question is, do I need the Cube subclasses or a single class Cube sufficient?

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  • Naming convention for iOS

    - by RMDan
    I am learning Objective-C and iOS development and not sure what proper naming convention should be used. I understand how to use the label aspect of Obj-C methods but not the proper way to name each label. What is the best practice for naming methods, properties, objects, outlets, and actions? Also, Should different naming conventions be used between Obj-C code and C code? And if so what differences is there?

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  • A TDD Journey: 2- Naming Tests; Mocking Frameworks; Dependency Injection

    Test-Driven Development (TDD) relies on the repetition of a very short development cycle Starting from an initially failing automated test that defines the functionality that is required, and then producing the minimum amount of code to pass that test, and finally refactoring the new code. Michael Sorens continues his introduction to TDD that is more of a journey in six parts, by implementing the first tests and introducing the topics of Test Naming, Mocking Frameworks and Dependency Injection

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  • Is perfectionism a newbie's friend or enemy? [closed]

    - by Akromyk
    Possible Duplicate: Where do you draw the line for your perfectionism? I see that the development community is very focused on doing things the right way and personally I would like to do the same too, however, is it a good or bad idea for a newbie to focus on design principles, design patterns, and commenting code when getting started, or is it better to let creativity run wild and potentially write sloppy code. Where should a newbie draw the line?

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  • Description des fichiers de données du client mail gratuit DreamMail

    bonjour, DreamMail est un client chinois mail pop3 et webmail classique mais assez complet sous windows son principal intérêt est de permettre le partage réseau d'un compte mail entre plusieurs utilisateurs. (ms jet database) Pour les plus curieux, j'ai écris un petit article décrivant en détail la structure de cette database avec en prime un exemple de script...

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  • Collision Detection for 2D

    - by Bhaskar
    I am working on a simple game, where I need to do a collision detection of two Texture2D. The code I have written is: bool perPixelCollission = false; Texture2D texture1 = sprite1.Texture; Texture2D texture2 = sprite1.Texture; Vector2 position1 = new Vector2(sprite1.CurrentScope.X, sprite1.CurrentScope.Y); Vector2 position2 = new Vector2(sprite2.CurrentScope.X, sprite2.CurrentScope.Y); uint[] bitsA = new uint[texture1.Width * texture1.Height]; uint[] bitsB = new uint[texture2.Width * texture2.Height]; Rectangle texture1Rectangle = new Rectangle(Convert.ToInt32(position1.X), Convert.ToInt32(position1.Y), texture1.Width, texture1.Height); Rectangle texture2Rectangle = new Rectangle(Convert.ToInt32(position2.X), Convert.ToInt32(position2.Y), texture2.Width, texture2.Height); texture1.GetData<uint>(bitsA); texture2.GetData<uint>(bitsB); int x1 = Math.Max(texture1Rectangle.X, texture2Rectangle.X); int x2 = Math.Min(texture1Rectangle.X + texture1Rectangle.Width, texture2Rectangle.X + texture2Rectangle.Width); int y1 = Math.Max(texture1Rectangle.Y, texture2Rectangle.Y); int y2 = Math.Min(texture1Rectangle.Y + texture1Rectangle.Height, texture2Rectangle.Y + texture2Rectangle.Height); for (int y = y1; y < y2; ++y) { for (int x = x1; x < x2; ++x) { if (((bitsA[(x - texture1Rectangle.X) + (y - texture1Rectangle.Y) * texture1Rectangle.Width] & 0xFF000000) >> 24) > 20 && ((bitsB[(x - texture2Rectangle.X) + (y - texture2Rectangle.Y) * texture2Rectangle.Width] & 0xFF000000) >> 24) > 20) { perPixelCollission = true; break; } } // Reduce amount of looping by breaking out of this. if (perPixelCollission) { break; } } return perPixelCollission; But this code is really making the game slow. Where can I get some very good collision detection tutorial and code? What is wrong in this code?

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  • MarteEngine Tile Collision

    - by opiop65
    I need to add collision to my tile map using MarteEngine. MarteEngine is built of of slick2D. Here's my tile generation code: Code: public void render(GameContainer gc, StateBasedGame game, Graphics g) throws SlickException { for (int x = 0; x < 16; x++) { for (int y = 0; y < 16; y++) { map[x][y] = AIR; air.draw(x * GameWorld.tilesize, y * GameWorld.tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 7; y < 8; y++) { map[x][y] = GRASS; grass.draw(x * tilesize, y * tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 8; y < 10; y++) { map[x][y] = DIRT; dirt.draw(x * tilesize, y * tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 10; y < 16; y++) { map[x][y] = STONE; stone.draw(x * tilesize, y * tilesize); } } super.render(gc, game, g); } And one of my tile classes (they're all the same, the image names are just different): Code: package MarteEngine; import org.newdawn.slick.Image; import org.newdawn.slick.SlickException; import it.randomtower.engine.entity.Entity; public class Grass extends Entity { public static Image grass = null; public Grass(float x, float y) throws SlickException { super(x, y); grass = new Image("res/grass.png"); setHitBox(0, 0, 50, 50); addType(SOLID); } } I tried to do it like this: Code: for (int x = 0; x < 16; x++) { for (int y = 7; y < 8; y++) { map[x][y] = GRASS; Grass.grass.draw(x * tilesize, y * tilesize); } } But it gave me a NullPointerException. No idea why, everything looks initialized right? I would be very grateful for some help!

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