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  • The Deadline Cometh

    - by Oracle Staff
    Only Two More Days to Suggest a Session. We've received 2,906 votes for presentations since the launch of the Suggest a Session program. Have you voted? Have you suggested a presentation for Oracle OpenWorld 2010 or Oracle Develop 2010? If "yes," you've done well. If "no," you still have a chance to redeem yourself. Get all the information on the Suggest a Session process, timeline, and guidelines and submit your idea or vote. The last grain of sand runs out on June 20.

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  • Use Extension method to write cleaner code

    - by Fredrik N
    This blog post will show you step by step to refactoring some code to be more readable (at least what I think). Patrik Löwnedahl gave me some of the ideas when we where talking about making code much cleaner. The following is an simple application that will have a list of movies (Normal and Transfer). The task of the application is to calculate the total sum of each movie and also display the price of each movie. class Program { enum MovieType { Normal, Transfer } static void Main(string[] args) { var movies = GetMovies(); int totalPriceOfNormalMovie = 0; int totalPriceOfTransferMovie = 0; foreach (var movie in movies) { if (movie == MovieType.Normal) { totalPriceOfNormalMovie += 2; Console.WriteLine("$2"); } else if (movie == MovieType.Transfer) { totalPriceOfTransferMovie += 3; Console.WriteLine("$3"); } } } private static IEnumerable<MovieType> GetMovies() { return new List<MovieType>() { MovieType.Normal, MovieType.Transfer, MovieType.Normal }; } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } In the code above I’m using an enum, a good way to add types (isn’t it ;)). I also use one foreach loop to calculate the price, the loop has a condition statement to check what kind of movie is added to the list of movies. I want to reuse the foreach only to increase performance and let it do two things (isn’t that smart of me?! ;)). First of all I can admit, I’m not a big fan of enum. Enum often results in ugly condition statements and can be hard to maintain (if a new type is added we need to check all the code in our app to see if we use the enum somewhere else). I don’t often care about pre-optimizations when it comes to write code (of course I have performance in mind). I rather prefer to use two foreach to let them do one things instead of two. So based on what I don’t like and Martin Fowler’s Refactoring catalog, I’m going to refactoring this code to what I will call a more elegant and cleaner code. First of all I’m going to use Split Loop to make sure the foreach will do one thing not two, it will results in two foreach (Don’t care about performance here, if the results will results in bad performance, you can refactoring later, but computers are so fast to day, so iterating through a list is not often so time consuming.) Note: The foreach actually do four things, will come to is later. var movies = GetMovies(); int totalPriceOfNormalMovie = 0; int totalPriceOfTransferMovie = 0; foreach (var movie in movies) { if (movie == MovieType.Normal) { totalPriceOfNormalMovie += 2; Console.WriteLine("$2"); } } foreach (var movie in movies) { if (movie == MovieType.Transfer) { totalPriceOfTransferMovie += 3; Console.WriteLine("$3"); } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } To remove the condition statement we can use the Where extension method added to the IEnumerable<T> and is located in the System.Linq namespace: foreach (var movie in movies.Where( m => m == MovieType.Normal)) { totalPriceOfNormalMovie += 2; Console.WriteLine("$2"); } foreach (var movie in movies.Where( m => m == MovieType.Transfer)) { totalPriceOfTransferMovie += 3; Console.WriteLine("$3"); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The above code will still do two things, calculate the total price, and display the price of the movie. I will not take care of it at the moment, instead I will focus on the enum and try to remove them. One way to remove enum is by using the Replace Conditional with Polymorphism. So I will create two classes, one base class called Movie, and one called MovieTransfer. The Movie class will have a property called Price, the Movie will now hold the price:   public class Movie { public virtual int Price { get { return 2; } } } public class MovieTransfer : Movie { public override int Price { get { return 3; } } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The following code has no enum and will use the new Movie classes instead: class Program { static void Main(string[] args) { var movies = GetMovies(); int totalPriceOfNormalMovie = 0; int totalPriceOfTransferMovie = 0; foreach (var movie in movies.Where( m => m is Movie)) { totalPriceOfNormalMovie += movie.Price; Console.WriteLine(movie.Price); } foreach (var movie in movies.Where( m => m is MovieTransfer)) { totalPriceOfTransferMovie += movie.Price; Console.WriteLine(movie.Price); } } private static IEnumerable<Movie> GetMovies() { return new List<Movie>() { new Movie(), new MovieTransfer(), new Movie() }; } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   If you take a look at the foreach now, you can see it still actually do two things, calculate the price and display the price. We can do some more refactoring here by using the Sum extension method to calculate the total price of the movies:   static void Main(string[] args) { var movies = GetMovies(); int totalPriceOfNormalMovie = movies.Where(m => m is Movie) .Sum(m => m.Price); int totalPriceOfTransferMovie = movies.Where(m => m is MovieTransfer) .Sum(m => m.Price); foreach (var movie in movies.Where( m => m is Movie)) Console.WriteLine(movie.Price); foreach (var movie in movies.Where( m => m is MovieTransfer)) Console.WriteLine(movie.Price); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Now when the Movie object will hold the price, there is no need to use two separate foreach to display the price of the movies in the list, so we can use only one instead: foreach (var movie in movies) Console.WriteLine(movie.Price); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } If we want to increase the Maintainability index we can use the Extract Method to move the Sum of the prices into two separate methods. The name of the method will explain what we are doing: static void Main(string[] args) { var movies = GetMovies(); int totalPriceOfMovie = TotalPriceOfMovie(movies); int totalPriceOfTransferMovie = TotalPriceOfMovieTransfer(movies); foreach (var movie in movies) Console.WriteLine(movie.Price); } private static int TotalPriceOfMovieTransfer(IEnumerable<Movie> movies) { return movies.Where(m => m is MovieTransfer) .Sum(m => m.Price); } private static int TotalPriceOfMovie(IEnumerable<Movie> movies) { return movies.Where(m => m is Movie) .Sum(m => m.Price); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Now to the last thing, I love the ForEach method of the List<T>, but the IEnumerable<T> doesn’t have it, so I created my own ForEach extension, here is the code of the ForEach extension method: public static class LoopExtensions { public static void ForEach<T>(this IEnumerable<T> values, Action<T> action) { Contract.Requires(values != null); Contract.Requires(action != null); foreach (var v in values) action(v); } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } I will now replace the foreach by using this ForEach method: static void Main(string[] args) { var movies = GetMovies(); int totalPriceOfMovie = TotalPriceOfMovie(movies); int totalPriceOfTransferMovie = TotalPriceOfMovieTransfer(movies); movies.ForEach(m => Console.WriteLine(m.Price)); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The ForEach on the movies will now display the price of the movie, but maybe we want to display the name of the movie etc, so we can use Extract Method by moving the lamdba expression into a method instead, and let the method explains what we are displaying: movies.ForEach(DisplayMovieInfo); private static void DisplayMovieInfo(Movie movie) { Console.WriteLine(movie.Price); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Now the refactoring is done! Here is the complete code:   class Program { static void Main(string[] args) { var movies = GetMovies(); int totalPriceOfMovie = TotalPriceOfMovie(movies); int totalPriceOfTransferMovie = TotalPriceOfMovieTransfer(movies); movies.ForEach(DisplayMovieInfo); } private static void DisplayMovieInfo(Movie movie) { Console.WriteLine(movie.Price); } private static int TotalPriceOfMovieTransfer(IEnumerable<Movie> movies) { return movies.Where(m => m is MovieTransfer) .Sum(m => m.Price); } private static int TotalPriceOfMovie(IEnumerable<Movie> movies) { return movies.Where(m => m is Movie) .Sum(m => m.Price); } private static IEnumerable<Movie> GetMovies() { return new List<Movie>() { new Movie(), new MovieTransfer(), new Movie() }; } } public class Movie { public virtual int Price { get { return 2; } } } public class MovieTransfer : Movie { public override int Price { get { return 3; } } } pulbic static class LoopExtensions { public static void ForEach<T>(this IEnumerable<T> values, Action<T> action) { Contract.Requires(values != null); Contract.Requires(action != null); foreach (var v in values) action(v); } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } I think the new code is much cleaner than the first one, and I love the ForEach extension on the IEnumerable<T>, I can use it for different kind of things, for example: movies.Where(m => m is Movie) .ForEach(DoSomething); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } By using the Where and ForEach extension method, some if statements can be removed and will make the code much cleaner. But the beauty is in the eye of the beholder. What would you have done different, what do you think will make the first example in the blog post look much cleaner than my results, comments are welcome! If you want to know when I will publish a new blog post, you can follow me on twitter: http://www.twitter.com/fredrikn

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  • Open Source Survey: Oracle Products on Top

    - by trond-arne.undheim
    Oracle continues to work with the open source community to bring the most innovative and productive software to market (more). Oracle products received the most votes in several key categories of the 2010 Linux Journal Reader's Choice Awards. With over 12,000 technologists reporting, these product earned top spots: Best Office Suite: OpenOffice.org Best Single Office Program: OpenOffice.org Writer Best Database: MySQL Best Virtualization Solution: VirtualBox "As the leading open source technology and service provider, Oracle continues to work with the community stakeholders to rapidly innovate many open source products for use in fully tested production environments," says Edward Screven, Oracle's chief corporate architect. "Supporting open source is important to Oracle and our customers, and we continue to invest in it." According to a recent report by the Linux Foundation, Oracle is one of the top ten contributors to the Linux Kernel. Oracle also contributes millions of lines of code to these important projects: OpenJDK: 7,002,579 Eclipse: 1,800,000 (#3 in active committers) MySQL: 5,073,113 NetBeans: 7,870,446 JSF: 701,980 Apache MyFaces Trinidad: 1,316,840 Hudson: 1,209,779 OpenOffice.org: 7,500,000

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  • Using the new CSS Analyzer in JavaFX Scene Builder

    - by Jerome Cambon
    As you know, JavaFX provides from the API many properties that you can set to customize or make your components to behave as you want. For instance, for a Button, you can set its font, or its max size.Using Scene Builder, these properties can be explored and modified using the inspector. However, JavaFX also provides many other properties to have a fine grained customization of your components : the css properties. These properties are typically set from a css stylesheet. For instance, you can set a background image on a Button, change the Button corners, etc... Using Scene Builder, until now, you could set a css property using the inspector Style and Stylesheet editors. But you had to go to the JavaFX css documentation to know the css properties that can be applied to a given component. Hopefully, Scene Builder 1.1 added recently a very interesting new feature : the CSS Analyzer.It allows you to explore all the css properties available for a JavaFX component, and helps you to build your css rules. A very simple example : make a Button rounded Let’s take a very simple example:you would like to customize your Buttons to make them rounded. First, enable the CSS Analyzer, using the ‘View->Show CSS Analyzer’ menu. Grow the main window, and the CSS Analyzer to get more room: Then, drop a Button from the Library to the ContentView: the CSS Analyzer is now showing the Button css properties: As you can see, there is a ‘-fx-background-radius’ css property that allow to define the radius of the background (note that you can get the associated css documentation by clicking on the property name). You can then experiment this by setting the Button style property from the inspector: As you can see in the css doc, one can set the same radius for the 4 corners by a simple number. Once the style value is applied, the Button is now rounded, as expected.Look at the CSS Analyzer: the ‘-fx-background-radius’ property has now 2 entries: the default one, and the one we just entered from the Style property. The new value “win”: it overrides the default one, and become the actual value (to highlight this, the cell background becomes blue). Now, you will certainly prefer to apply this new style to all the Buttons of your FXML document, and have a css rule for this.To do this, save you document first, and create a css file in the same directory than the new document.Create an empty css file (e.g. test.css), and attach it the the root AnchorPane, by first selecting the AnchorPane, then using the Stylesheets editor from the inspector: Add the corresponding css rule to your new test.css file, from your preferred editor (Netbeans for me ;-) and save it. .button { -fx-background-radius: 10px;} Now, select your Button and have a look at the CSS Analyzer. As you can see, the Button is inheriting the css rule (since the Button is a child of the AnchorPane), and still have its inline Style. The Inline style “win”, since it has precedence on the stylesheet. The CSS Analyzer columns are displayed by precedence order.Note the small right-arrow icons, that allow to jump to the source of the value (either test.css, or the inspector in this case).Of course, unless you want to set a specific background radius for this particular Button, you can remove the inline Style from the inspector. Changing the color of a TitledPane arrow In some cases, it can be useful to be able to select the inner element you want to style directly from the Content View . Drop a TitledPane to the Content View. Then select from the CSS Analyzer the CSS cursor (the other cursor on the left allow you to come back to ‘standard’ selection), that will allow to select an inner element: height: 62px;" align="LEFT" border="0"> … and select the TitledPane arrow, that will get a yellow background: … and the Styleable Path is updated: To define a new css rule, you can first copy the Styleable path : .. then paste it in your test.css file. Then, add an entry to set the -fx-background-color to red. You should have something like: .titled-pane:expanded .title .arrow-button .arrow { -fx-background-color : red;} As soon as the test.css is saved, the change is taken into account in Scene Builder. You can also use the Styleable Path to discover all the inner elements of TitledPane, by clicking on the arrow icon: More details You can see the CSS Analyzer in action (and many other features) from the Java One BOF: BOF4279 - In-Depth Layout and Styling with the JavaFX Scene Builder presented by my colleague Jean-Francois Denise. On the right hand, click on the Media link to go to the video (streaming) of the presa. The Scene Builder support of CSS starts at 9:20 The CSS Analyzer presentation starts at 12:50

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  • Podcast Show Notes &ndash; Oracle Coherence and Data Grid Technology - Part 1

    - by Bob Rhubart
    This week’s ArchBeat Podcast program kicks off a three-part series featuring a discussion of Oracle Coherence and data grid technology. Listen to Part 1 The panelists for this discussion are: Cameron Purdy, VP of Development, Oracle Blog | Twitter | LinkedIn | Oracle Mix Aleksandar Seovic, founder and managing director at S4HC Inc. Blog| Twitter | LinkedIn | Oracle Mix | Oracle ACE Profile (Aleks is also the author of  Oracle Coherence 3.5 from Packt Publishing.) John Stouffer, independent consultant, Oracle Applications DBA/Architect Blog |  LinkedIn | Oracle Mix | Oracle ACE Profile Part two will be available on June 23, part 3 on June 30. Coming soon On July 7 the ArchBeat Podcast kicks of a series featuring an open discussion of Architecture and Agility. Stay tuned: RSS   Technorati Tags: oracle,otn,arch2arch,archbeat,coherence,data grid,cameron purdy,aleks seovic del.icio.us Tags: oracle,otn,arch2arch,archbeat,coherence,data grid,cameron purdy,aleks seovic

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  • I can't find my backup for the cpanel in whm/cpanel

    - by CompilingCyborg
    The Problem: I have made a complete backup from the cpanel for the whole home folder. I have placed this folder in the default home directory. Thereafter, i tried to restore this file from the WHM, but i couldn't find it. Does anyone know what causes such problems? Additional Details: I am the administrator of the cpanel and i have complete access to the reseller WHM. Check more details below with images: Thanks in advance for your help! any ideas or suggestions are greatly appreciated.

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  • How could you parallelise a 2D boids simulation

    - by Sycren
    How could you program a 2D boids simulation in such a way that it could use processing power from different sources (clusters, gpu). In the above example, the non-coloured particles move around until they cluster (yellow) and stop moving. The problem is that all the entities could potentially interact with each other although an entity in the top left is unlikely to interact with one in the bottom right. If the domain was split into different segments, it may speed the whole thing up, But if an entity wanted to cross into another segment there may be problems. At the moment this simulation works with 5000 entities with a good frame rate, I would like to try this with millions if possible. Would it be possible to use quad trees to further optimise this? Any other suggestions?

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  • Using Web Services from an XNA 4.0 WP7 Game

    - by Michael Cummings
    Now that the Windows Phone 7 development tools have been out for a while, let’s talk about how you can use them. Windows Phone 7 ( WP7 ) has two application types that you can create, either Silverlight or XNA, and you can’t really mix the two together. The development environment for WP7 is a special edition of Visual Studio 2010 called Visual Studio 2010 Express for Windows Phone. This edition will be installed with the WP7 tools, even if you have a full edition of VS2010 already installed. While you can use your full edition of VS2010 to do WP7 development, this astute developer has noticed that there are a few things that you can only do in the Express for Windows Phone edition. So lets start by discussing WP7 networking. On the WP7 platform the only networking available is through Web Services using WCF or if you’re really masochistic, you’ll use the WebClient to do http. In Silverlight, it’s fairly easy to wire up a WCF proxy to call a web service and get some data. In the XNA projects, not so much. Create WCF Service First, we’ll create our service that will return some information that we need in our game. Open Visual Studio 2010, and create a new WCF Web Service project. We’ll use the default implementation as we only need to see how to use a service, we are not interested in creating a really cool service at this point. However you may want to follow the instructions in the comments of Service1.svc.cs to change the name to something better, I used DataService and IDataService for the interface. You should now be able to run the project and the WCF Test Client will load and properly enumerate your service. At this point we have a functional service that can be consumed by our XNA game. Consume the WCF Service Open Visual Studio 2010 Express for Windows Phone and create a new XNA Game Studio 4.0 Windows Phone Game project. Now if you try to add a service reference to the project, you’ll notice that the option is not available. However, if you add a Silverlight application to your solution, you’ll notice that you can create a service reference there. So using the Silverlight project, we can create the service reference. Unfortunately you can’t reference the Silverlight project from the XNA Game project, so using Windows Explorer copy the Service References folder from the Silverlight project directory to the XNA Game project directory, then add the folder to your XNA Game project. You’ll need to set the property Build Action to None for all the files, except for Reference.cs, which should be Build. Truely, we only need Reference.cs but I find it easier to copy the whole folder. If you try to compile at this point, you’ll notice that we are missing  a couple of references, System.Runtime.Serialization, System.Net and System.ServiceModel. Add these to the XNA Game project and you should build successfully. You’ll also need to copy the ServiceReference.ClientConfig file and add it to your project. The WCF infrastructure looks for this file and will complain if it can’t find it. You’ll need to set the Copy to Output Directory property to Copy if Newer. We now need to add the code to call the service and display the results on the screen. Go ahead and add a SpriteFont resource to the Content project and load it in the Game project. There’s nothing here that’s changed much from 3.1 other than your Content project is now under the Solution node and not the Project node. While you’re at it, add a string field to store the result of the service call, and intialize it to string.Empty. Then in the Draw method, write the string out to the screen, only if it does not equal string.Empty. Now to wrap this up, lets create a new field that’s of the type DataServiceClient. In the Initialize Method, create a new instance of this type using its default contructor, then in the LoadContent we can call the service. Since we can only call the GetData method of our service asynchronously we need to set up a Completed event handler first. Thankfully, Visual Studio helps out a lot there just create, using the tab key whatever VS says to. In the GetDataAsyncCompleted event handler assign the service result ( e.Result) to your string field. If you run your game, you should get something like this : Enjoy!

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  • Backup options in SharePoint 2007

    - by sreejukg
    It is very important to make sure the server farm backup is taking properly, making sure that in case of any disaster, the administrator has the latest backup that can be used to restore. This articles addresses some of the options available for backup/restore in SharePoint 2007 Backup There are two options that can be utilized to take backup of SharePoint sites. Using SharePoint Central Administration website Using SharePoint central administration website, you can do backup/restore from user interface. Using central administration website you can back up the following · Server farm · Web application · Content databases Follow these steps to take backup of the server farm using central administration 1. Open Central administration website 2. Navigate to Operations -> Backup and Restore -> Perform a backup 3. Here you will have options to choose the item to back up. Select Farm (the top most item in the list) 4. Once you select the items to backup, click on “Continue to backup options” 5. Select “Full” as type of backup. 6. In the backup file location, enter the path where you need to store the backup. The path should be according to the UNC, for e.g. for c drive you may use \\server\c$\mybackupFolder 7. Click ok 8. Now you will be redirected to Backup and Restore Status page. This page shows the progress for the backup operation. You can use the refresh button to update the status of backup(this page will automatically refresh in every 30 seconds). Once completed you can find the files in the specified folder. Using STSADM website SharePoint comes with a STSADM command line tool. STSADM provides lot of administrative operations that can be performed on SharePoint 2007 sites. You can find STSADM command from the following location C:\Program Files\Common Files\Microsoft shared\web server extensions\12\bin (You may change the drive letter according to your installation) STSADM provides a method for performing the Office SharePoint Server 2007 administration tasks at the command line or by using batch files or scripts. STSADM provides access to operations not available by using the Central Administration site The general syntax for STSADM is as follows STSADM -operation Operation Name –parameter1 value1 –parameter2 value2 ……….. Using STSADM you can back up the following · Server farm · Web application · Content databases To perform any STSADM, operation you need to be a member of administrators group. Follow these steps to take backup of SharePoint server farm using STSADM tool. Note: make sure you are logged in to the computer where central administration website is installed. 1. Open the Command prompt (You should run command prompt with administrator privileges) 2. Change the working directory to C:\Program Files\Common Files\Microsoft shared\web server extensions\12\bin 3. Enter the command, then press enter Stsadm –o backup -directory <UNC path> -backupmethod full 4. You will get success / failure message once the command finishes. How to schedule the backup There is no option to schedule a backup using central administration site. Also there is no operation provided by STSADM to automate the backup. The farm administrators need to take backup in regular intervals. To achieve this, you can write a batch file that includes STSADM command to take full backup of the server. This batch file can be scheduled using windows task scheduler to execute in certain intervals. Sample of the batch file 1. Open notepad(or any other text editor) 2. Enter the following commands @echo off echo =============================================================== echo Back up the farm to <C:\backup> echo =============================================================== cd %COMMONPROGRAMFILES%\Microsoft Shared\web server extensions\12\BIN @echo off stsadm.exe -o backup -directory "<\backup>" -backupmethod full echo completed 3. Save the file with .bat extension You can schedule this batch file as you require. Other Options Using STSADM tool, you will be able to take backup for individual site collection. The syntax for this is stsadm -o backup -url <URL name for site collection> -filename <file name> [-overwrite] The explanations for the parameters are as follows. -url The url of the site collection you need to backup -filename The name of the backup file. E.g. c:\backup.bak -overwrite optional. Indicates if the filename specified exists, whether to overwrite or not. If you are creating the batch file for scheduling the backup for a site collection, you may need to specify the backup filename automatically created. It is an option that you can generate the filename with date so that you can keep backup for each day. e.g. The following commands can be utilized create a site collection backup. @echo off echo =============================================================== echo Back up the farm to <C:\backup> echo =============================================================== echo =============================================================== echo getting todays date to a variable echo =============================================================== @For /F "tokens=1,2,3 delims=/ " %%A in (‘Date /t’) do @( Set Day=%%A Set Month=%%B Set Year=%%C Set todayDate=%%C%%B%%A ) cd %COMMONPROGRAMFILES%\Microsoft Shared\web server extensions\12\BIN @echo off stsadm -o backup -url <sitecollection url> -filename \\ServerName\ShareName\Backup_%todayDate%.bak -overwrite echo completed To read more about backup STSADM operation, read this http://technet.microsoft.com/en-us/library/cc263441.aspx

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  • Black Friday Fun: Sci-Fi Movie Advertisements and Sales Pitches

    - by Jason Fitzpatrick
    Why limit yourself to a deluge of real-world advertisements this holiday season when you can be enjoying bizarre ads from Sci-Fi movies? This roundup captures a dozen fake products and serves from Sci-Fi universes. I’d Buy That for a Dollar: Craziest Fake Ads from Sci-Fi and Other Genre Flicks [Wired] Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It How To Delete, Move, or Rename Locked Files in Windows

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  • Visual Studio IntelliSense for URL Rewrite

    - by OWScott
    Visual Studio doesn’t have IntelliSense support for URL Rewrite by default.  This isn’t a show stopper since it doesn’t result in stop errors. However, it’s nice to have full IntelliSense support and to get rid of the warnings for URL Rewrite rules. RuslanY has released a Visual Studio schema update for URL Rewrite 2.0 which is available as a free quick download.  The installation instructions (they are quick and easy) can be found here, which also include the schema for URL Rewrite 1.1.   The install takes effect immediately without restarting Visual Studio. A side question commonly comes up.  Can you get URL Rewrite support for Visual Studio Web Server (aka Cassini).  The answer is no.  To get URL Rewrite support in your development environment, use IIS7.  You can set your Visual Studio projects to use IIS7 though, so you can have full debug, F5 or Ctrl-F5 support for IIS.

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  • Visual Studio IntelliSense for URL Rewrite

    Visual Studio doesnt have IntelliSense support for URL Rewrite by default.  This isnt a show stopper since it doesnt result in stop errors. However, its nice to have full IntelliSense support and to get rid of the warnings for URL Rewrite rules. RuslanY has released a Visual Studio schema update for URL Rewrite which is available as a free quick download.  Contrary to the title of the post, the installer is for both URL Rewrite 1.1 and 2.0.  The install takes effect immediately...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • From the Tips Box: Pin Any File to the Windows 7 Taskbar

    - by Jason Fitzpatrick
    Every week we dip into the tip box and share the tips you send in. This week we’re highlighting a great tip and the accompanying tutorial video that shows you how to pin any file to the Windows 7 taskbar. Robert Jasinski writes in with a clever way to pin any file you want to the task bar. By default if you drag a text document to the taskbar it will pin it to the Notepad executable—the same thing happens with any other file that has an association with an executable. What if you want to pin that specific text file to the taskbar and not to the executable (or any other file for that matter)? Robert shares his method:  What is a Histogram, and How Can I Use it to Improve My Photos?How To Easily Access Your Home Network From Anywhere With DDNSHow To Recover After Your Email Password Is Compromised

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  • How to get more detailed reason for Thunderbird crashing?

    - by Nick
    I have a computer (10.04) that was previously running Thunderbird 12.0.1 just fine (installed via apt-get via official PPA). I don't know what happened at the time the problem started since this is a multi-user computer and I was not here. However, every time we try to launch TB, we immediately get a dialog that says: We're Sorry Thunderbird had a problem and crashed. Things I've tried: Running thunderbird from a terminal produces no output. I tried apt-get remove thunderbird --purge and then reinstalled Deleting the user's .thunderbird folder and launching still results in a crash Attempting to run thunderbird -safe-mode still results in a crash This problem occurs for all users of Thunderbird on this computer. Is there any way to get more details on why the program is crashing? For example, the specific error that TB is encountering? I tried thunderbird -g but I'm not sure what to do with the debugger.

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  • TSQL Quiz 2011 on beyondrelational.com

    - by Jalpesh P. Vadgama
    One of the my friend Jacob Sebastian running a SQL Server TSQL quiz on his site beyondrelational.com. This is a great opportunity to learn TSQL and win great price Like Apple IPad and other lots of cool stuff. So if you are expert and if you learning TSQL then its a great way to test your knowledge. For whole month of march selected quiz master will ask a question and you have to answer all this question day by day and at the end of month you will have great chance to win Apple Ipad. For more details you can visit following link: http://beyondrelational.com/quiz/SQLServer/TSQL/2011/default.aspx Hope you liked it.Stay tuned for more..

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  • Abstraction: The War between solving the problem and a general solution.

    - by Bryan Harrington
    As a programmer, I find myself in the dilemma where I want make my program as abstract and as general as possible. Doing so usually would allow me to reuse my code and have a more general solution for a problem that might (or might not) come up again. Then this voice in my head says, just solve the problem dummy its that easy! Why spend more time than you have to? We all have indeed faced this question where Abstraction is on your right shoulder and Solve-it-stupid sits on the left. Which to listen to and how often? What is your strategy for this? Should you abstract everything?

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  • Frequent Disconnects ubuntu desktop 12.10 x64 intel 82579V e1000e

    - by user112055
    I'm having frequent disconnects with my new install of Ubuntu 12.10. I tried updating the kernel driver to the latest intel release to no avail. My expertise is spent. It happens anywhere between 1 min and 10 min. Any ideas? syslog: Dec 1 13:51:39 andromeda kernel: [ 972.188809] audit_printk_skb: 6 callbacks suppressed Dec 1 13:51:39 andromeda kernel: [ 972.188813] type=1701 audit(1354398699.418:199): auid=4294967295 uid=1000 gid=1000 ses=4294967295 pid=6039 comm="chrome" reason="seccomp" sig=0 syscall=4 compat=0 ip=0x7f26777d9205 code=0x50000 Dec 1 13:51:39 andromeda kernel: [ 972.188817] type=1701 audit(1354398699.418:200): auid=4294967295 uid=1000 gid=1000 ses=4294967295 pid=6039 comm="chrome" reason="seccomp" sig=0 syscall=4 compat=0 ip=0x7f26777d9205 code=0x50000 Dec 1 13:51:39 andromeda kernel: [ 972.188820] type=1701 audit(1354398699.418:201): auid=4294967295 uid=1000 gid=1000 ses=4294967295 pid=6039 comm="chrome" reason="seccomp" sig=0 syscall=4 compat=0 ip=0x7f26777d9205 code=0x50000 Dec 1 13:51:39 andromeda kernel: [ 972.188823] type=1701 audit(1354398699.418:202): auid=4294967295 uid=1000 gid=1000 ses=4294967295 pid=6039 comm="chrome" reason="seccomp" sig=0 syscall=4 compat=0 ip=0x7f26777d9205 code=0x50000 Dec 1 13:51:39 andromeda kernel: [ 972.188825] type=1701 audit(1354398699.418:203): auid=4294967295 uid=1000 gid=1000 ses=4294967295 pid=6039 comm="chrome" reason="seccomp" sig=0 syscall=4 compat=0 ip=0x7f26777d9205 code=0x50000 Dec 1 13:51:39 andromeda kernel: [ 972.331419] type=1701 audit(1354398699.558:204): auid=4294967295 uid=1000 gid=1000 ses=4294967295 pid=6039 comm="chrome" reason="seccomp" sig=0 syscall=2 compat=0 ip=0x7f26777d96b0 code=0x50000 Dec 1 13:53:12 andromeda NetworkManager[1115]: <info> (eth0): carrier now OFF (device state 100, deferring action for 4 seconds) Dec 1 13:53:12 andromeda kernel: [ 1064.894387] e1000e: e1000e: eth0 NIC Link is Down Dec 1 13:53:16 andromeda NetworkManager[1115]: <info> (eth0): device state change: activated -> unavailable (reason 'carrier-changed') [100 20 40] Dec 1 13:53:16 andromeda NetworkManager[1115]: <info> (eth0): deactivating device (reason 'carrier-changed') [40] Dec 1 13:53:16 andromeda NetworkManager[1115]: <info> (eth0): canceled DHCP transaction, DHCP client pid 5946 Dec 1 13:53:16 andromeda avahi-daemon[890]: Withdrawing address record for fe80::ea40:f2ff:fee2:4d86 on eth0. Dec 1 13:53:16 andromeda avahi-daemon[890]: Leaving mDNS multicast group on interface eth0.IPv6 with address fe80::ea40:f2ff:fee2:4d86. Dec 1 13:53:16 andromeda avahi-daemon[890]: Interface eth0.IPv6 no longer relevant for mDNS. Dec 1 13:53:16 andromeda kernel: [ 1069.025288] IPv6: ADDRCONF(NETDEV_UP): eth0: link is not ready Dec 1 13:53:16 andromeda avahi-daemon[890]: Withdrawing address record for 192.168.11.17 on eth0. Dec 1 13:53:16 andromeda avahi-daemon[890]: Leaving mDNS multicast group on interface eth0.IPv4 with address 192.168.11.17. Dec 1 13:53:16 andromeda avahi-daemon[890]: Interface eth0.IPv4 no longer relevant for mDNS. Dec 1 13:53:16 andromeda NetworkManager[1115]: <warn> DNS: plugin dnsmasq update failed Dec 1 13:53:16 andromeda NetworkManager[1115]: <info> ((null)): removing resolv.conf from /sbin/resolvconf Dec 1 13:53:16 andromeda dnsmasq[1907]: setting upstream servers from DBus Dec 1 13:53:16 andromeda dbus[800]: [system] Activating service name='org.freedesktop.nm_dispatcher' (using servicehelper) Dec 1 13:53:16 andromeda dbus[800]: [system] Successfully activated service 'org.freedesktop.nm_dispatcher' Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> (eth0): carrier now ON (device state 20) Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> (eth0): device state change: unavailable -> disconnected (reason 'carrier-changed') [20 30 40] Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Auto-activating connection '82579V'. Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) starting connection '82579V' Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> (eth0): device state change: disconnected -> prepare (reason 'none') [30 40 0] Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 1 of 5 (Device Prepare) scheduled... Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 1 of 5 (Device Prepare) started... Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) scheduled... Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 1 of 5 (Device Prepare) complete. Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) starting... Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> (eth0): device state change: prepare -> config (reason 'none') [40 50 0] Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) successful. Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 3 of 5 (IP Configure Start) scheduled. Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) complete. Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 3 of 5 (IP Configure Start) started... Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> (eth0): device state change: config -> ip-config (reason 'none') [50 70 0] Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Beginning DHCPv4 transaction (timeout in 45 seconds) Dec 1 13:53:32 andromeda kernel: [ 1084.938042] e1000e: e1000e: eth0 NIC Link is Up 100 Mbps Full Duplex, Flow Control: Rx/Tx Dec 1 13:53:32 andromeda kernel: [ 1084.938049] e1000e 0000:00:19.0: eth0: 10/100 speed: disabling TSO Dec 1 13:53:32 andromeda kernel: [ 1084.938815] IPv6: ADDRCONF(NETDEV_CHANGE): eth0: link becomes ready Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> dhclient started with pid 6080 Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 3 of 5 (IP Configure Start) complete. Dec 1 13:53:32 andromeda dhclient: Internet Systems Consortium DHCP Client 4.2.4 Dec 1 13:53:32 andromeda dhclient: Copyright 2004-2012 Internet Systems Consortium. Dec 1 13:53:32 andromeda dhclient: All rights reserved. Dec 1 13:53:32 andromeda dhclient: For info, please visit https://www.isc.org/software/dhcp/ Dec 1 13:53:32 andromeda dhclient: Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> (eth0): DHCPv4 state changed nbi -> preinit Dec 1 13:53:32 andromeda dhclient: Listening on LPF/eth0/e8:40:f2:e2:4d:86 Dec 1 13:53:32 andromeda dhclient: Sending on LPF/eth0/e8:40:f2:e2:4d:86 Dec 1 13:53:32 andromeda dhclient: Sending on Socket/fallback Dec 1 13:53:32 andromeda dhclient: DHCPREQUEST of 192.168.11.17 on eth0 to 255.255.255.255 port 67 Dec 1 13:53:32 andromeda dhclient: DHCPACK of 192.168.11.17 from 192.168.11.1 Dec 1 13:53:32 andromeda dhclient: bound to 192.168.11.17 -- renewal in 33576 seconds. Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> (eth0): DHCPv4 state changed preinit -> reboot Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> address 192.168.11.17 Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> prefix 24 (255.255.255.0) Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> gateway 192.168.11.1 Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> hostname 'andromeda' Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> nameserver '192.168.11.1' Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> domain name 'hsd1.ca.comcast.net' Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Configure Commit) scheduled... Dec 1 13:53:32 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Commit) started... Dec 1 13:53:32 andromeda avahi-daemon[890]: Joining mDNS multicast group on interface eth0.IPv4 with address 192.168.11.17. Dec 1 13:53:32 andromeda avahi-daemon[890]: New relevant interface eth0.IPv4 for mDNS. Dec 1 13:53:32 andromeda avahi-daemon[890]: Registering new address record for 192.168.11.17 on eth0.IPv4. Dec 1 13:53:33 andromeda NetworkManager[1115]: <info> (eth0): device state change: ip-config -> activated (reason 'none') [70 100 0] Dec 1 13:53:33 andromeda NetworkManager[1115]: <info> ((null)): writing resolv.conf to /sbin/resolvconf Dec 1 13:53:33 andromeda dnsmasq[1907]: setting upstream servers from DBus Dec 1 13:53:33 andromeda dnsmasq[1907]: using nameserver 192.168.11.1#53 Dec 1 13:53:33 andromeda NetworkManager[1115]: <info> Policy set '82579V' (eth0) as default for IPv4 routing and DNS. Dec 1 13:53:33 andromeda NetworkManager[1115]: <info> Activation (eth0) successful, device activated. Dec 1 13:53:33 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Commit) complete. Dec 1 13:53:33 andromeda dbus[800]: [system] Activating service name='org.freedesktop.nm_dispatcher' (using servicehelper) Dec 1 13:53:33 andromeda dbus[800]: [system] Successfully activated service 'org.freedesktop.nm_dispatcher' Dec 1 13:53:33 andromeda avahi-daemon[890]: Joining mDNS multicast group on interface eth0.IPv6 with address fe80::ea40:f2ff:fee2:4d86. Dec 1 13:53:33 andromeda avahi-daemon[890]: New relevant interface eth0.IPv6 for mDNS. Dec 1 13:53:33 andromeda avahi-daemon[890]: Registering new address record for fe80::ea40:f2ff:fee2:4d86 on eth0.*. Dec 1 13:53:41 andromeda ntpdate[6154]: adjust time server 91.189.94.4 offset 0.000928 sec Dec 1 13:53:50 andromeda NetworkManager[1115]: <info> (eth0): carrier now OFF (device state 100, deferring action for 4 seconds) Dec 1 13:53:50 andromeda kernel: [ 1102.980003] e1000e: e1000e: eth0 NIC Link is Down Dec 1 13:53:54 andromeda NetworkManager[1115]: <info> (eth0): device state change: activated -> unavailable (reason 'carrier-changed') [100 20 40] Dec 1 13:53:54 andromeda NetworkManager[1115]: <info> (eth0): deactivating device (reason 'carrier-changed') [40] Dec 1 13:53:54 andromeda NetworkManager[1115]: <info> (eth0): canceled DHCP transaction, DHCP client pid 6080 Dec 1 13:53:54 andromeda avahi-daemon[890]: Withdrawing address record for fe80::ea40:f2ff:fee2:4d86 on eth0. Dec 1 13:53:54 andromeda avahi-daemon[890]: Leaving mDNS multicast group on interface eth0.IPv6 with address fe80::ea40:f2ff:fee2:4d86. Dec 1 13:53:54 andromeda avahi-daemon[890]: Interface eth0.IPv6 no longer relevant for mDNS. Dec 1 13:53:54 andromeda avahi-daemon[890]: Withdrawing address record for 192.168.11.17 on eth0. Dec 1 13:53:54 andromeda avahi-daemon[890]: Leaving mDNS multicast group on interface eth0.IPv4 with address 192.168.11.17. Dec 1 13:53:54 andromeda kernel: [ 1107.025959] IPv6: ADDRCONF(NETDEV_UP): eth0: link is not ready Dec 1 13:53:54 andromeda NetworkManager[1115]: <warn> DNS: plugin dnsmasq update failed Dec 1 13:53:54 andromeda NetworkManager[1115]: <info> ((null)): removing resolv.conf from /sbin/resolvconf Dec 1 13:53:54 andromeda avahi-daemon[890]: Interface eth0.IPv4 no longer relevant for mDNS. Dec 1 13:53:54 andromeda dnsmasq[1907]: setting upstream servers from DBus Dec 1 13:53:54 andromeda dbus[800]: [system] Activating service name='org.freedesktop.nm_dispatcher' (using servicehelper) Dec 1 13:53:54 andromeda dbus[800]: [system] Successfully activated service 'org.freedesktop.nm_dispatcher' Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> (eth0): carrier now ON (device state 20) Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> (eth0): device state change: unavailable -> disconnected (reason 'carrier-changed') [20 30 40] Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Auto-activating connection '82579V'. Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) starting connection '82579V' Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> (eth0): device state change: disconnected -> prepare (reason 'none') [30 40 0] Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 1 of 5 (Device Prepare) scheduled... Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 1 of 5 (Device Prepare) started... Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) scheduled... Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 1 of 5 (Device Prepare) complete. Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) starting... Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> (eth0): device state change: prepare -> config (reason 'none') [40 50 0] Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) successful. Dec 1 13:54:10 andromeda kernel: [ 1123.167668] e1000e: e1000e: eth0 NIC Link is Up 100 Mbps Full Duplex, Flow Control: Rx/Tx Dec 1 13:54:10 andromeda kernel: [ 1123.167675] e1000e 0000:00:19.0: eth0: 10/100 speed: disabling TSO Dec 1 13:54:10 andromeda kernel: [ 1123.168430] IPv6: ADDRCONF(NETDEV_CHANGE): eth0: link becomes ready Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 3 of 5 (IP Configure Start) scheduled. Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) complete. Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 3 of 5 (IP Configure Start) started... Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> (eth0): device state change: config -> ip-config (reason 'none') [50 70 0] Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Beginning DHCPv4 transaction (timeout in 45 seconds) Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> dhclient started with pid 6212 Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 3 of 5 (IP Configure Start) complete. Dec 1 13:54:10 andromeda dhclient: Internet Systems Consortium DHCP Client 4.2.4 Dec 1 13:54:10 andromeda dhclient: Copyright 2004-2012 Internet Systems Consortium. Dec 1 13:54:10 andromeda dhclient: All rights reserved. Dec 1 13:54:10 andromeda dhclient: For info, please visit https://www.isc.org/software/dhcp/ Dec 1 13:54:10 andromeda dhclient: Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> (eth0): DHCPv4 state changed nbi -> preinit Dec 1 13:54:10 andromeda dhclient: Listening on LPF/eth0/e8:40:f2:e2:4d:86 Dec 1 13:54:10 andromeda dhclient: Sending on LPF/eth0/e8:40:f2:e2:4d:86 Dec 1 13:54:10 andromeda dhclient: Sending on Socket/fallback Dec 1 13:54:10 andromeda dhclient: DHCPREQUEST of 192.168.11.17 on eth0 to 255.255.255.255 port 67 Dec 1 13:54:10 andromeda dhclient: DHCPACK of 192.168.11.17 from 192.168.11.1 Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> (eth0): DHCPv4 state changed preinit -> reboot Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> address 192.168.11.17 Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> prefix 24 (255.255.255.0) Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> gateway 192.168.11.1 Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> hostname 'andromeda' Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> nameserver '192.168.11.1' Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> domain name 'hsd1.ca.comcast.net' Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Configure Commit) scheduled... Dec 1 13:54:10 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Commit) started... Dec 1 13:54:10 andromeda avahi-daemon[890]: Joining mDNS multicast group on interface eth0.IPv4 with address 192.168.11.17. Dec 1 13:54:10 andromeda dhclient: bound to 192.168.11.17 -- renewal in 35416 seconds. Dec 1 13:54:10 andromeda avahi-daemon[890]: New relevant interface eth0.IPv4 for mDNS. Dec 1 13:54:10 andromeda avahi-daemon[890]: Registering new address record for 192.168.11.17 on eth0.IPv4. Dec 1 13:54:11 andromeda NetworkManager[1115]: <info> (eth0): device state change: ip-config -> activated (reason 'none') [70 100 0] Dec 1 13:54:11 andromeda NetworkManager[1115]: <info> ((null)): writing resolv.conf to /sbin/resolvconf Dec 1 13:54:11 andromeda dnsmasq[1907]: setting upstream servers from DBus Dec 1 13:54:11 andromeda dnsmasq[1907]: using nameserver 192.168.11.1#53 Dec 1 13:54:11 andromeda NetworkManager[1115]: <info> Policy set '82579V' (eth0) as default for IPv4 routing and DNS. Dec 1 13:54:11 andromeda NetworkManager[1115]: <info> Activation (eth0) successful, device activated. Dec 1 13:54:11 andromeda NetworkManager[1115]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Commit) complete. Dec 1 13:54:11 andromeda dbus[800]: [system] Activating service name='org.freedesktop.nm_dispatcher' (using servicehelper) Dec 1 13:54:11 andromeda dbus[800]: [system] Successfully activated service 'org.freedesktop.nm_dispatcher' Dec 1 13:54:12 andromeda avahi-daemon[890]: Joining mDNS multicast group on interface eth0.IPv6 with address fe80::ea40:f2ff:fee2:4d86. Dec 1 13:54:12 andromeda avahi-daemon[890]: New relevant interface eth0.IPv6 for mDNS. Dec 1 13:54:12 andromeda avahi-daemon[890]: Registering new address record for fe80::ea40:f2ff:fee2:4d86 on eth0.*. Dec 1 13:54:19 andromeda ntpdate[6286]: adjust time server 91.189.94.4 offset 0.001142 sec $ lspci -v 00:19.0 Ethernet controller: Intel Corporation 82579V Gigabit Network Connection (rev 04) Subsystem: Intel Corporation Device 2031 Flags: bus master, fast devsel, latency 0, IRQ 45 Memory at f7f00000 (32-bit, non-prefetchable) [size=128K] Memory at f7f39000 (32-bit, non-prefetchable) [size=4K] I/O ports at f040 [size=32] Capabilities: [c8] Power Management version 2 Capabilities: [d0] MSI: Enable+ Count=1/1 Maskable- 64bit+ Capabilities: [e0] PCI Advanced Features Kernel driver in use: e1000e Kernel modules: e1000e $ modinfo e1000e filename: /lib/modules/3.5.0-19-generic/kernel/drivers/net/e1000e/e1000e.ko version: 2.1.4-NAPI license: GPL description: Intel(R) PRO/1000 Network Driver author: Intel Corporation, <[email protected]> srcversion: 0809529BE0BBC44883956AF alias: pci:v00008086d0000153Bsv*sd*bc*sc*i* alias: pci:v00008086d0000153Asv*sd*bc*sc*i* alias: pci:v00008086d00001503sv*sd*bc*sc*i* alias: pci:v00008086d00001502sv*sd*bc*sc*i* alias: pci:v00008086d000010F0sv*sd*bc*sc*i* alias: pci:v00008086d000010EFsv*sd*bc*sc*i* alias: pci:v00008086d000010EBsv*sd*bc*sc*i* alias: pci:v00008086d000010EAsv*sd*bc*sc*i* alias: pci:v00008086d00001525sv*sd*bc*sc*i* alias: pci:v00008086d000010DFsv*sd*bc*sc*i* alias: pci:v00008086d000010DEsv*sd*bc*sc*i* alias: pci:v00008086d000010CEsv*sd*bc*sc*i* alias: pci:v00008086d000010CDsv*sd*bc*sc*i* alias: pci:v00008086d000010CCsv*sd*bc*sc*i* alias: pci:v00008086d000010CBsv*sd*bc*sc*i* alias: pci:v00008086d000010F5sv*sd*bc*sc*i* alias: pci:v00008086d000010BFsv*sd*bc*sc*i* alias: pci:v00008086d000010E5sv*sd*bc*sc*i* alias: pci:v00008086d0000294Csv*sd*bc*sc*i* alias: pci:v00008086d000010BDsv*sd*bc*sc*i* alias: pci:v00008086d000010C3sv*sd*bc*sc*i* alias: pci:v00008086d000010C2sv*sd*bc*sc*i* alias: pci:v00008086d000010C0sv*sd*bc*sc*i* alias: pci:v00008086d00001501sv*sd*bc*sc*i* alias: pci:v00008086d00001049sv*sd*bc*sc*i* alias: pci:v00008086d0000104Dsv*sd*bc*sc*i* alias: pci:v00008086d0000104Bsv*sd*bc*sc*i* alias: pci:v00008086d0000104Asv*sd*bc*sc*i* alias: pci:v00008086d000010C4sv*sd*bc*sc*i* alias: pci:v00008086d000010C5sv*sd*bc*sc*i* alias: pci:v00008086d0000104Csv*sd*bc*sc*i* alias: pci:v00008086d000010BBsv*sd*bc*sc*i* alias: pci:v00008086d00001098sv*sd*bc*sc*i* alias: pci:v00008086d000010BAsv*sd*bc*sc*i* alias: pci:v00008086d00001096sv*sd*bc*sc*i* alias: pci:v00008086d0000150Csv*sd*bc*sc*i* alias: pci:v00008086d000010F6sv*sd*bc*sc*i* alias: pci:v00008086d000010D3sv*sd*bc*sc*i* alias: pci:v00008086d0000109Asv*sd*bc*sc*i* alias: pci:v00008086d0000108Csv*sd*bc*sc*i* alias: pci:v00008086d0000108Bsv*sd*bc*sc*i* alias: pci:v00008086d0000107Fsv*sd*bc*sc*i* alias: pci:v00008086d0000107Esv*sd*bc*sc*i* alias: pci:v00008086d0000107Dsv*sd*bc*sc*i* alias: pci:v00008086d000010B9sv*sd*bc*sc*i* alias: pci:v00008086d000010D5sv*sd*bc*sc*i* alias: pci:v00008086d000010DAsv*sd*bc*sc*i* alias: pci:v00008086d000010D9sv*sd*bc*sc*i* alias: pci:v00008086d00001060sv*sd*bc*sc*i* alias: pci:v00008086d000010A5sv*sd*bc*sc*i* alias: pci:v00008086d000010BCsv*sd*bc*sc*i* alias: pci:v00008086d000010A4sv*sd*bc*sc*i* alias: pci:v00008086d0000105Fsv*sd*bc*sc*i* alias: pci:v00008086d0000105Esv*sd*bc*sc*i* depends: vermagic: 3.5.0-19-generic SMP mod_unload modversions parm: copybreak:Maximum size of packet that is copied to a new buffer on receive (uint) parm: TxIntDelay:Transmit Interrupt Delay (array of int) parm: TxAbsIntDelay:Transmit Absolute Interrupt Delay (array of int) parm: RxIntDelay:Receive Interrupt Delay (array of int) parm: RxAbsIntDelay:Receive Absolute Interrupt Delay (array of int) parm: InterruptThrottleRate:Interrupt Throttling Rate (array of int) parm: IntMode:Interrupt Mode (array of int) parm: SmartPowerDownEnable:Enable PHY smart power down (array of int) parm: KumeranLockLoss:Enable Kumeran lock loss workaround (array of int) parm: CrcStripping:Enable CRC Stripping, disable if your BMC needs the CRC (array of int) parm: EEE:Enable/disable on parts that support the feature (array of int) parm: Node:[ROUTING] Node to allocate memory on, default -1 (array of int) parm: debug:Debug level (0=none,...,16=all) (int)

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  • "Untangle"-Game AI

    - by M0rgenstern
    I am trying to program an AI for such untangle games like Untangle game. I tried the following possibilities: 1) Just set one node after the other to a random place. If every node was moved once, start over with the first node in the list. 2) First move all nodes which have the most wrong connections. If all were moved once, move the nodes which have the fewest (but not 0) wrong connections. If all were moved but there are some left, move all which are left. If none are left start over. 3) Just 2) bust starting with the nodes with the fewest connections. 4)/5) As 2) and 3) but when I didn't move nodes which have only correct connections. All of these approaches are too slow and inefficient. Can anyone suggest a solution which does not depend so much on fortune?

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  • XNA Screen Manager problem with transitions

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

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  • Algorithmia Source Code released on CodePlex

    - by FransBouma
    Following the release of our BCL Extensions Library on CodePlex, we have now released the source-code of Algorithmia on CodePlex! Algorithmia is an algorithm and data-structures library for .NET 3.5 or higher and is one of the pillars LLBLGen Pro v3's designer is built on. The library contains many data-structures and algorithms, and the source-code is well documented and commented, often with links to official descriptions and papers of the algorithms and data-structures implemented. The source-code is shared using Mercurial on CodePlex and is licensed under the friendly BSD2 license. User documentation is not available at the moment but will be added soon. One of the main design goals of Algorithmia was to create a library which contains implementations of well-known algorithms which weren't already implemented in .NET itself. This way, more developers out there can enjoy the results of many years of what the field of Computer Science research has delivered. Some algorithms and datastructures are known in .NET but are re-implemented because the implementation in .NET isn't efficient for many situations or lacks features. An example is the linked list in .NET: it doesn't have an O(1) concat operation, as every node refers to the containing LinkedList object it's stored in. This is bad for algorithms which rely on O(1) concat operations, like the Fibonacci heap implementation in Algorithmia. Algorithmia therefore contains a linked list with an O(1) concat feature. The following functionality is available in Algorithmia: Command, Command management. This system is usable to build a fully undo/redo aware system by building your object graph using command-aware classes. The Command pattern is implemented using a system which allows transparent undo-redo and command grouping so you can use it to make a class undo/redo aware and set properties, use its contents without using commands at all. The Commands namespace is the namespace to start. Classes you'd want to look at are CommandifiedMember, CommandifiedList and KeyedCommandifiedList. See the CommandQueueTests in the test project for examples. Graphs, Graph algorithms. Algorithmia contains a sophisticated graph class hierarchy and algorithms implemented onto them: non-directed and directed graphs, as well as a subgraph view class, which can be used to create a view onto an existing graph class which can be self-maintaining. Algorithms include transitive closure, topological sorting and others. A feature rich depth-first search (DFS) crawler is available so DFS based algorithms can be implemented quickly. All graph classes are undo/redo aware, as they can be set to be 'commandified'. When a graph is 'commandified' it will do its housekeeping through commands, which makes it fully undo-redo aware, so you can remove, add and manipulate the graph and undo/redo the activity automatically without any extra code. If you define the properties of the class you set as the vertex type using CommandifiedMember, you can manipulate the properties of vertices and the graph contents with full undo/redo functionality without any extra code. Heaps. Heaps are data-structures which have the largest or smallest item stored in them always as the 'root'. Extracting the root from the heap makes the heap determine the next in line to be the 'maximum' or 'minimum' (max-heap vs. min-heap, all heaps in Algorithmia can do both). Algorithmia contains various heaps, among them an implementation of the Fibonacci heap, one of the most efficient heap datastructures known today, especially when you want to merge different instances into one. Priority queues. Priority queues are specializations of heaps. Algorithmia contains a couple of them. Sorting. What's an algorithm library without sort algorithms? Algorithmia implements a couple of sort algorithms which sort the data in-place. This aspect is important in situations where you want to sort the elements in a buffer/list/ICollection in-place, so all data stays in the data-structure it already is stored in. PropertyBag. It re-implements Tony Allowatt's original idea in .NET 3.5 specific syntax, which is to have a generic property bag and to be able to build an object in code at runtime which can be bound to a property grid for editing. This is handy for when you have data / settings stored in XML or other format, and want to create an editable form of it without creating many editors. IEditableObject/IDataErrorInfo implementations. It contains default implementations for IEditableObject and IDataErrorInfo (EditableObjectDataContainer for IEditableObject and ErrorContainer for IDataErrorInfo), which make it very easy to implement these interfaces (just a few lines of code) without having to worry about bookkeeping during databinding. They work seamlessly with CommandifiedMember as well, so your undo/redo aware code can use them out of the box. EventThrottler. It contains an event throttler, which can be used to filter out duplicate events in an event stream coming into an observer from an event. This can greatly enhance performance in your UI without needing to do anything other than hooking it up so it's placed between the event source and your real handler. If your UI is flooded with events from data-structures observed by your UI or a middle tier, you can use this class to filter out duplicates to avoid redundant updates to UI elements or to avoid having observers choke on many redundant events. Small, handy stuff. A MultiValueDictionary, which can store multiple unique values per key, instead of one with the default Dictionary, and is also merge-aware so you can merge two into one. A Pair class, to quickly group two elements together. Multiple interfaces for helping with building a de-coupled, observer based system, and some utility extension methods for the defined data-structures. We regularly update the library with new code. If you have ideas for new algorithms or want to share your contribution, feel free to discuss it on the project's Discussions page or send us a pull request. Enjoy!

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  • Syntax Recognition for XML-Based Languages in Oracle JDeveloper

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

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  • How to create a new Team Project Collection in TFS2010:

    - by jehan
    TFS 2010 has introduced the notion of Team Project Collection (TPC).  I have already discussed about TPC in my earlier post, you can check it out here. In this post, I will demonstrate how to create a new Team Project Collection in TFS2010. First, you have to open the TFS Administration Console (Start à All Programs à Microsoft Team Foundation Server 2010 à Team Foundation Server Administration Console), expand the Application Tier node in TFS Administration Console and click on Team Project Collection. Here you will see the TPC’s which are already exist, I am having only one TPC named New Collection and I’m going to create a new TPC called Demo Collection. To create a new Team Project Collection, you need to click on Create Collection; it will open the Create New Team Project Collection window.     Under the Name tab, you have to enter the name of Collection which you want to give for your new TPC (I naming it as Demo Collection). You can also provide some description about your TPC in Description tab which is optional and click next. Here, you need to enter the name of SQL Server Instance where you want your new TPC data to reside. You have the option either to choose the creating a Database for this TPC or use the already existing empty database and then click next.   In next screen, you have to choose SharePoint configuration. Here you have the options to either configure SharePoint Site for TPC at default collections or you can specify the your existing SharePoint site and  you can also choose not  to configure the SharePoint for this collection, if you choose last option then you cannot configure the Share Point sites for the all the Team Projects under this Project Collection. You also have the flexibility to create a Share Point site for this TPC later on, then if you need you have to configure SharePoint site for the existing team projects manually.   In next screen, you will have the Reports configuration. Here you have the options to either configure the Reports for TPC at default path or you can specify the path for at existing Reports folder, you can also choose not to configure the Reports for this collection, if you choose last option then you cannot create  the Reports  for the all the Team Projects under this Project Collection. Here also you can enable reporting for this TPC later on. The next screen is related to Lab Management Configuration, Lab Management is the new feature in TFS2010 which enables the users to create and manage virtual test environments where you can deploy and test your application. There are no options available here as I don’t have the Lab Management configured for my Team Foundation Server. The next screen is Review Configuration window, which will show up all the configuration settings you have specified, so that you can review the configurations before creating the Team Project Collection. If you want to make any changes to the configurations then you can go back to the previous windows and can make the changes. After Reviewing the configuration settings, you can click on verify button. Which will verify that if you’re Team Project Collection is ready to be created or not, it will show up the errors and warning (if any) which can make your Team Project Collection fail. You can then choose to create the Team Project Collection if the verify option doesn’t throw any warnings and errors. If the verify option throws any errors, then it is strongly suggested that you have to first rectify the issues then only go for TPC creation especially in case of warnings as it is a common practice to overlook the warnings.   If you choose the create TPC option, then it will start the process of creating a Team Project Collection  and once its completed you can check the status of configuration different components  during Team Project Collection. You can see in below screen that all the components are configured successfully.   In next screen, you can find the location of log file created for this Team Project Creation, this log file is really important in case of Team Project creation failure because it will help you to find  the root cause for the failure. Now, you can see that the New Team Projection (Demo Collection) which was created is now available in Team Foundation Collection tab and its status is Online.   You can now try to connect to this Team Project Collection from Team Explorer. Choose the newly created Team Project Collection and click on connect.     This Team Project Collection is empty because no Team Projects are created yet. Now, you can create the new Team Projects and start working.

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  • Congratulations Nick Colebourn - Microsoft Certified Master

    - by Christian
    Congratulations to Nick Colebourn who was brave enough to take his MCM lab exam in Seattle during PASS last month (at very short notice!) and is now a Microsoft Certified Master in SQL Server! Nick’s momentous achievement is especially exciting for us as he’s now the 5th member of our team to achieve Microsoft’s highest technical qualification for SQL Server – Coeo now has more SQL Server MCM’s than any other Microsoft customer or partner in the WORLD! Thank you Nick, and congratulations; it’s well deserved and we’re all very proud of you!   Christian Bolton - MCA, MCM, MVP Technical Director http://coeo.com - SQL Server Consulting & Managed Services You can read more about the Certified Master program on Microsoft’s website here: http://bit.ly/aOFLxm

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  • How common are "bandage" fixes?

    - by gablin
    Imagine the following scenario: You've detected that your (or someone else's) program has a bug - a function produces the wrong result when given a particular input. You examine the code and can't find anything wrong: it just seem to bog out when given this input. You can now do one of two things: you either examine the code further until you've found the actual cause; or you slap on a bandage by adding an if statement checking if the input is this particular input - if it is, return the expected value. To me, applying the bandage would be completely unacceptable. If the code is behaving unexpectingly on this input, what other input that you've missed will it react strangely to? It just doesn't seem like a fix at all - you're just shoveling the problem under the rug. As I wouldn't even consider doing this, I'm surprised at how often the professors and books keep reminding us about how applying "bandage" fixes is not a good idea. So this makes me wonder: just how common are these kinds of "fixes"?

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  • Upgrading VSIX extensions from VS2012 to VS2013

    - by Tarun Arora [Microsoft MVP]
    Originally posted on: http://geekswithblogs.net/TarunArora/archive/2013/06/27/upgrading-vsix-extensions-from-vs2012-to-vs2013.aspx  As consumers of your Visual Studio extensions start to move over to VS 2013, you will have to upgrade the Visual Studio extensions you build for Visual Studio 2012 to Visual Studio 2013 and republish to the Visual Studio extension gallery. Failing which, it will not be possible for your consumers to install and use your extensions on Visual Studio 2013.   Objective In this blog post, I’ll show you how simple it is to upgrade your Visual Studio 2012 extension to Visual Studio 2013. There aren’t any reported breaking changes between VS 2012 SDK and VS 2013 SDK, the upgrade usually involves, rebuilding the extension against VS 2013 SDK and updating the vsix manifest file.              Walkthrough Download the Visual Studio 2013 SDK - You will need to download the Visual Studio 2013 SDK in order to open up the Visual Studio extension project in Visual Studio 2013. The SDK can be downloaded from here. Install the SDK before you proceed.                2. Once the VS 2013 SDK has been installed, open up your package project. For the purposes of this blog post, I’ll open up the Avanade Extension – Software Inventory in Visual Studio 2013. You will notice that Visual Studio doesn’t load the project but let’s you know that the project needs to be Migrated.                  3. Right click the project and choose the option ‘Reload Project’ from the Context Menu.                  4. Choosing the Reload Project option brings up an upgrade window, telling you that the upgrade is a one way only upgrade i.e. the project will be changed to work with Visual Studio 2013 and you will not be able to open the project up in Visual Studio 2012. My recommendation would be to create a Visual Studio 2013 branch and upgrading the project in that branch only, so if you need to go back to Visual Studio 2012 project at some point, you have a handy reference in a separate branch.             5. Upon clicking Ok, the project is updated. See below, the following changes are made at the time of upgrade,           - The runtime version is updated in the Resources.Designer.cs file                      - The Minimum version of Visual Studio in the package project file is changed from 11.0 to 12.0                    6. Reference VS 2013 dll’s rather than VS 2012 dll’s. So reference Microsoft.TeamFoundation.Client.dll and Microsoft.TeamFoundation.Controls.dll from C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\IDE\ReferenceAssemblies\v2.0 and C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\IDE\ReferenceAssemblies\v4.5. If you have any other API references, then change the references to point to VS 2013 instead of VS 2012.                          7. Rebuild your solution to ensure there are no breaking changes. Success!                8. Update VSIX Manifest file (the file source.extnsion.vsixmanifest contains the meta data for your VSIX).          - Update the Install Targets from 11.0 to 12.0. This basically enforces that the extension can be installed on Visual Studio 2013 version of Visual Studio.                         - Update the Dependencies from Visual Studio MPF 11.0 to Visual Studio MPF 12.0              9. Rebuild the solution and open up the bin folder for the Package project and look for the file *.vsix file [Microsoft Visual Studio Extension].         - This is basically the installer for your extension.                 - Double click the installer to launch the installer wizard. Viola! You can see the package installation wizard opens up and gives you the option to install the extension for Visual Studio 2013.                    - Click Install to Continue                    - Note – If you run into the exception “23/06/2013 10:42:18 - Install Error : Microsoft.VisualStudio.ExtensionManager.InstallByMsiException: The InstalledByMSI element in extension Avanade Extensions cannot be 'true' when installing an extension through the Extensions and Updates Installer.  The element can only be 'true' when an MSI lays down the extension manifest file.” Ensure you have the option “This VSIX is installed by Windows Installer” unchecked in the Install Targets tab.        10. Verifying that the extension has installed correctly.           - Open Extension Manager and verify that the installed extension shows up in the extension manager “list of installed VSIX”.                      11. First Look at the updated Extension                         - The links have now been moved to the context menu, so to see the navigation links, you’ll have to right click on the icon and select the option from the context menu.                                        Note – The Avanade Extension being used in the demo has been developed by Utkarsh and Tarun. The Software Inventory Extension for Visual Studio 2012…  allows you to see the list of Software installed on the hosted build server right from with in Visual Studio,  the extension also allows you to export this list to excel. More details on how this has been implemented can be found here.   I hope you found this useful. In case you have any questions or feedback, feel free to reach out on Visual Studio extensibility MSDN forums or via Microsoft Visual Studio feedback forum. Thank you for taking the time out and reading this blog post. If you enjoyed the post, remember to subscribe to http://feeds.feedburner.com/TarunArora. Stay tuned!

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