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  • Two new Visual WebGui released simultaneously

    - by Webgui
    Two new Visual WebGui versions were released simultaneously. Downloads are available here. The first is a revision to the beta version of the upcoming 6.4 which brings all-new developer/designer interface and capabilities. The second release is the latest enhancement of the current 6.3.x version. The new 6.3.15 includes the following changes over 6.3.14: Breaking Changes [1] ---------------------------------------------------------------------------------------------- VWG-6132 - [v6.3.15] Deploy language resource assemblies next to the Gizmox.WebGUI.Forms assembly location Installation puts the resources in the assemblies folder rather thatn the GAC. That way they are copied to the output folder of the app, thus enabling their deployment to the server. Bugs fixes [7] ---------------------------------------------------------------------------------------------- VWG-5714 - Help.ShowHelp of .CHM file with images should show the images VWG-6132 - [v6.3.15] Deploy language resource assemblies next to the Gizmox.WebGUI.Forms assembly location VWG-6401 - Radiobutton: The DoubleClick event should fire. VWG-6409 - The Hourglass (white/blue) Spinner icon should not display to the left on LTR cultures VWG-6452 - Calling/Causing an update on a scrollable container should not reset the scroll position. VWG-6463 - Redrawing a scrollable container does not preserve last scrolling position. VWG-6867 - Listbox: The Items selection in run time should be work correctly Enhancements [1] ---------------------------------------------------------------------------------------------- VWG-6610 - Visifire - Add a click event handler on the graph

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  • Get a culture specific list of month names

    - by erwin21
    A while ago I found a clever way to retrieve a dynamic culture specific list of months names in C# with LINQ. 1: var months = Enumerable.Range(1, 12) 2: .Select(i => new 3: { 4: Month = i.ToString(), 5: MonthName = new DateTime(1, i, 1).ToString("MMMM") 6: }) 7: .ToList(); .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; } It’s fairly simple, for a range of numbers from 1 to 12 a DateTime object is created (year and day doesn’t matter in this case), then the date time object formatted to a full month name with ToString(“MMMM”). In this example an anonymous object is created with a Month and MonthName property. You can use this solution to populate your dropdown list with months or to display a user friendly month name.

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  • ArchBeat Link-o-Rama for 2012-03-22

    - by Bob Rhubart
    2012 Real World Performance Tour Dates |Performance Tuning | Performance Engineering www.ioug.org Coming to your town: a full day of real world database performance with Tom Kyte, Andrew Holdsworth, and Graham Wood. Rochester, NY - March 8 Los Angeles, CA - April 30 Orange County, CA - May 1 Redwood Shores, CA - May 3. Oracle Cloud Conference: dates and locations worldwide http://www.oracle.com Find the cloud strategy that’s right for your enterprise. 2 new Cloud Computing resources added to free IT Strategies from Oracle library www.oracle.com IT Strategies from Oracle, the free authorized library of guidelines and reference architectures, has just been updated to include two new documents: A Pragmatic Approach to Cloud Adoption Data Sheet: Oracle's Approach to Cloud SOA! SOA! SOA!; OSB 11g Recipes and Author Interviews www.oracle.com Featured this week on the OTN Architect Homepage, along with the latest articles, white papers, blogs, events, and other resources for software architects. Enterprise app shops announcements are everywhere | Andy Mulholland www.capgemini.com Capgemini's Andy Mulholland discusses "the 'front office' revolution using new technologies in a different manner to the standard role of IT and its attendant monolithic applications based on Client-Server technologies." Encapsulating OIM API’s in a Web Service for OIM Custom SOA Composites | Alex Lopez fusionsecurity.blogspot.com Alex Lopez describes "how to encapsulate OIM API calls in a Web Service for use in a custom SOA composite to be included as an approval process in a request template." Thought for the Day "Don't worry about people stealing your ideas. If your ideas are any good, you'll have to ram them down people's throats." — Howard H. Aiken

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  • Is what someone publishes on the Internet fair game when considering them for employment as a programmer?

    - by Jon Hopkins
    (Originally posted on Stack Overflow but closed there and more relevant for here) So we first interviewed a guy for a technical role and he was pretty good. Before the second interview we googled him and found his MySpace page which could, to put it mildly, be regarded as inappropriate. Just to be clear there was no doubt that it was his page (name, photos, matching biographical information and so on). The content was entirely personal and in no way related to his professional abilities or attitude. Is it fair to consider this when thinking about whether to offer them a job? In most situations my response would be what goes on in someone's private life is their own doing. However for anyone technical who professes (implicitly or explicitly) to understand the Internet and the possibilities it offers, is posting things in a way which can so obviously be discovered a significant error of judgement? EDIT: Clarification - essentially it was a fairly graphic commentary on porn (but of, shall we say, a non-academic nature). I'm actually more interested in the general concept than the specific incident as it's something we're likely to see more in the future as people put more and more of themselves on-line. My concerns are not primarily about him and how he feels about such things (he's white, straight, male and about the last possible victim of discrimination on the planet in that sense), more how it reflects on the company that a very simple search (basically his name) returns these things and that clients may also do it. We work in a relatively conservative industry.

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  • rlwrap for wlst

    - by john.graves(at)oracle.com
    After reading Gilles’s post on using rlwrap for sql: http://blogs.oracle.com/xpsoluxdb/2011/03/bash-like_features_in_sqlplus_rman_and_other_oracle_command_line_tools.html It was obvious this would also be good for wlst. . $WL_HOME/server/bin/setWLSEnv.sh rlwrap -f wlst.words --multi-line java weblogic.WLST Here is my wlst.words file: http://blogs.oracle.com/johngraves/code/wlst.words .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; }

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  • The Science Behind Salty Airline Food

    - by Jason Fitzpatrick
    In this collection, Artist Signe Emma combines a scientific overview of the role salt plays in airline food with electron microscope scans of salt crystals arranged to look like the views from an airplane–a rather clever and visually stunning way to deliver the message. Attached to the collection is this explaination of why airlines load their snacks and meals with salt: White noise consists of a random collection of sounds at different frequencies and scientists have demonstrated that it is capable of diminishing the taste of salt. At low-pressure conditions, higher taste and odour thresholds of flavourings are generally observed. At 30.000 feet the cabin humidity drops by 15%, and the lowered air pressure forces bodily fluids upwards. With less humidity, people have less moisture in their throat, which slows the transport of odours to the brains smell and taste receptors. That means that if a meal should taste the same up in the air, as on ground it needs 30% of extra salt. To combat the double assault on our sense of taste, the airlines boost the salt content to compensate. For more neat microscope scans as high-altitude view photographs, hit up the link below. How to Play Classic Arcade Games On Your PC How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8

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  • How do I adjust the origin of rotation for a group of sprites?

    - by Jon
    I am currently grouping sprites together, then applying a rotation transformation on draw: private void UpdateMatrix(ref Vector2 origin, float radians) { Vector3 matrixorigin = new Vector3(origin, 0); _rotationMatrix = Matrix.CreateTranslation(-matrixorigin) * Matrix.CreateRotationZ(radians) * Matrix.CreateTranslation(matrixorigin); } Where the origin is the Centermost point of my group of sprites. I apply this transformation to each sprite in the group. My problem is that when I adjust the point of origin, my entire sprite group will re-position itself on screen. How could I differentiate the point of rotation used in the transformation, from the position of the sprite group? Is there a better way of creating this transformation matrix? EDIT Here is the relevant part of the Draw() function: Matrix allTransforms = _rotationMatrix * camera.GetTransformation(); spriteBatch.Begin(SpriteSortMode.BackToFront, null, null, null, null, null, allTransforms); for (int i = 0; i < _map.AllParts.Count; i++) { for (int j = 0; j < _map.AllParts[0].Count; j++) { spriteBatch.Draw(_map.AllParts[i][j].Texture, _map.AllParts[i][j].Position, null, Color.White, 0, _map.AllParts[i][j].Origin, 1.0f, SpriteEffects.None, 0f); } } This all works fine, again, the problem is that when a rotation is set and the point of origin is changed, the sprite group's position is offset on screen. I am trying to figure out a way to adjust the point of origin without causing a shift in position. EDIT 2 At this point, I'm looking for workarounds as this is not working. Does anyone know of a better way to rotate a group of sprites in XNA? I need a method that will allow me to modify the point of rotation (origin) without affecting the position of the sprite group on screen.

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  • XNA C# How to draw fonts in different color

    - by XNA newbie
    I'm doing a simple chat system with XNA C#. It is a chatbox that contains 5 lines of chat typed by the users. Something like a MMORPG chatting system. [User1name] says: Hi [User2name] says: Hello [User1name] says: What are you doing? [User2name] says: I'm fine [System] The time is now 1:03AM. When the user pressed 'ENTER', the text he entered will be added inside an ArrayList chatList.Add(s); For displaying the text he entered, I used for (int i = 0; i < chatList.Count(); i++) { spriteBatch.DrawString(font, chatList[i], new Vector2(40, arr1[i]), Color.Yellow); } *arr1[i] contains 5 y-axis points to print my 5 line of chats in the chatbox Question1: What if I have another type of message which will be added into ChatList (something like a system message). I need the System Message to be printed out in red color. And if the user keeps on chatting, the chat box will be updated according: (MAX 5 LINES) The newest chat will be shown below, and the oldest one will be deleted if they reached the max 5 lines. [User2name] says: Hello [User1name] says: What are you doing? [User2name] says: I'm fine [System] The time is now 1:03AM. [User1name] says: Ok, great to hear that! I'm having trouble to print each line color according to their msg type. For normal msg, it should be yellow. For system msg, it should be red. Question2: And for the next problem, I need the chat texts to be white color, while the names of the user is yellow (like warcraft3 chat system). How do I do that? I have a hard time thinking of a solution for these to work. Advise needed.

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  • XNA texture stretching at extreme coordinates

    - by Shaun Hamman
    I was toying around with infinitely scrolling 2D textures using the XNA framework and came across a rather strange observation. Using the basic draw code: spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointWrap, null, null); spriteBatch.Draw(texture, Vector2.Zero, sourceRect, Color.White, 0.0f, Vector2.Zero, 2.0f, SpriteEffects.None, 1.0f); spriteBatch.End(); with a small 32x32 texture and a sourceRect defined as: sourceRect = new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height); I was able to scroll the texture across the window infinitely by changing the X and Y coordinates of the sourceRect. Playing with different coordinate locations, I noticed that if I made either of the coordinates too large, the texture no longer drew and was instead replaced by either a flat color or alternating bands of color. Tracing the coordinates back down, I found the following at around (0, -16,777,000): As you can see, the texture in the top half of the image is stretched vertically. My question is why is this occurring? Certainly I can do things like bind the x/y position to some low multiple of 32 to give the same effect without this occurring, so fixing it isn't an issue, but I'm curious about why this happens. My initial thought was perhaps it was overflowing the coordinate value or some such thing, but looking at a data type size chart, the next closest below is an unsigned short with a range of about 32,000, and above is an unsigned int with a range of around 2,000,000,000 so that isn't likely the cause.

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  • How to automatically render all opaque meshes with a specific shader?

    - by dsilva.vinicius
    I have a specular outline shader that I want to be used on all opaque meshes of the scene whenever a specific camera renders. The shader is working properly when it is manually applied to some material. The shader is as follows: Shader "Custom/Outline" { Properties { _Color ("Main Color", Color) = (.5,.5,.5,1) _OutlineColor ("Outline Color", Color) = (1,0.5,0,1) _Outline ("Outline width", Range (0.0, 0.1)) = .05 _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} } SubShader { Tags { "Queue"="Overlay" "RenderType"="Opaque" } Pass { Name "OUTLINE" Tags { "LightMode" = "Always" } Cull Off ZWrite Off // Uncomment to show outline always. //ZTest Always CGPROGRAM #pragma target 3.0 #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; }; struct v2f { float4 pos : POSITION; float4 color : COLOR; }; float _Outline; float4 _OutlineColor; v2f vert(appdata v) { // just make a copy of incoming vertex data but scaled according to normal direction v2f o; o.pos = mul(UNITY_MATRIX_MVP, v.vertex); float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal); float2 offset = TransformViewToProjection(norm.xy); o.pos.xy += offset * o.pos.z * _Outline; o.color = _OutlineColor; return o; } float4 frag(v2f fromVert) : COLOR { return fromVert.color; } ENDCG } UsePass "Specular/FORWARD" } FallBack "Specular" } The camera used fot the effect has just a script component which setups the shader replacement: using UnityEngine; using System.Collections; public class DetectiveEffect : MonoBehaviour { public Shader EffectShader; // Use this for initialization void Start () { this.camera.SetReplacementShader(EffectShader, "RenderType=Opaque"); } // Update is called once per frame void Update () { } } Unfortunately, whenever I use this camera I just see the background color. Any ideas?

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  • What follows after lexical analysis?

    - by madflame991
    I'm working on a toy compiler (for some simple language like PL/0) and I have my lexer up and running. At this point I should start working on building the parse tree, but before I start I was wondering: How much information can one gather from just the string of tokens? Here's what I gathered so far: One can already do syntax highlighting having only the list of tokens. Numbers and operators get coloured accordingly and keywords also. Autoformatting (indenting) should also be possible. How? Specify for each token type how many white spaces or new line characters should follow it. Also when you print tokens modify an alignment variable (when the code printer reads "{" increment the alignment variable by 1, and decrement by 1 for "}". Whenever it starts printing on a new line the code printer will align according to this alignment variable) In languages without nested subroutines one can get a complete list of subroutines and their signature. How? Just read what follows after the "procedure" or "function" keyword until you hit the first ")" (this should work fine in a Pascal language with no nested subroutines) In languages like Pascal you can even determine local variables and their types, as they are declared in a special place (ok, you can't handle initialization as well, but you can parse sequences like: "var a, b, c: integer") Detection of recursive functions may also be possible, or even a graph representation of which subroutine calls who. If one can identify the body of a function then one can also search if there are any mentions of other function's names. Gathering statistics about the code, like number of lines, instructions, subroutines EDIT: I clarified why I think some processes are possible. As I read comments and responses I realise that the answer depends very much on the language that I'm parsing.

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  • Penne alla MVP

    - by Valter Minute
    I’m sorry for the long silence on this blog and the long delay in replying to the friends that commented on my articles. I’ve been quite busy in the last weeks and I spent a lot of time traveling around Italy (not for pleasure!). In the meantime I’ve been renewed as an MVP on April the 1st (nice date to renew someone with such a bad sense of humor…). I decided to celebrate my MVP award with a new recipe (to be honest, I celebrated by eating the results of this recipe!) and I decided to call it “penne alla MVP”… just because I’m not good in finding nice names for my recipes. Ingredients (for 4 people): 360g pasta (penne or other short pasta) 300g small shrimps 1 cup of whipped cream 2 tablespoons of olive oil 1 small leek 1 glass of beer (I used Hoegaarden dutch white beer… but just because I like it and I finished the rest of the bootle while cooking) Chives Salt, pepper Prepare the pasta by boiling it in salted water, as usual. In the meantime chop the leek in very small bits, heat the oil inside a pan and when the oil is hot, drop the leek chops and let them cook for a few minutes. Add the shrimps and the glass of beer. Let them cook inside beer until they are cooked (if you used pre-cooked shrimps a couple of minutes would be enough to heat them and gave them the flavour of beer). Add the whipped cream and mix it well with the shrimps and the sauce. Dry the pasta and drop the sauce on top of it and then add the chives finely chopped.

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  • How to make my simple round sprite look right in XNA

    - by Joshua Perina
    Ok, I'm very new to graphics programming (but not new to coding). I'm trying to load a simple image in XNA which I can do fine. It is a simple round circle which I made in photoshop. The problem is the edges show up rough when I draw it on the screen even with the exact size. The anti-aliasing is missing. I'm sure I'm missing something very simple: GraphicsDevice.Clear(Color.Black); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(circle, new Rectangle(10, 10, 10, 10), Color.White); spriteBatch.End(); Couldn't post picture because I'm a first time poster. But my smooth png circle has rough edges. So I found that if I added: spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.NonPremultiplied); I can get a smooth image when the image is the same size as the original png. But if I want to scale that image up or down then the rough edges return. How do I get XNA to smoothly resize my simple round image to a smaller size without getting the rough edges?

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  • How can I use the dualforward parameter in my unity shader to use lightmaps and normal maps together?

    - by Raphaeltm
    I'm using the free version of unity and I would like to combine lightmaps with specularity and normal maps. After doing a -bunch- of research, I've figured out that there doesn't seem to be any easy way to do this in the free version of unity, which doesn't support deferred rendering/easy use of dual lightmaps. However, it looks like it's possible, by writing a custom shader, using the "dualforward" parameter in a shader, switching the lightmapping mode to "dual lightmaps" and turning on "Use in forward ren." (basically, writing a shader that specifies the use of dual lightmaps, which should allow for a combination of lightmaps and normal maps) So I downloaded the source code for the default shaders (because all I need is a normal specular bumped shader) and added "dualforward" to the parameters: Shader "Bumped Specular Dual Lightmaps" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 400 CGPROGRAM #pragma surface surf BlinnPhong dualforward sampler2D _MainTex; sampler2D _BumpMap; fixed4 _Color; half _Shininess; struct Input { float2 uv_MainTex; float2 uv_BumpMap; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Specular" } This, however, doesn't seem to work. When I keep the "dualforward" param, every object that uses it seems to be lit by the one directional light in the scene. When I remove the "dualforward" param, it they look like normal lightmapped objects with no normal maps or specularity. I noticed that the support for "dualforward" seems to be new in v.3.4.2, so I made sure to download it (I was running 3.4.1), but it still doesn't work. Anybody have any advice for me?

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  • Simplest way to render image over top of another with another image used as mask in OpenGL?

    - by Adam Naylor
    The effect I'm looking for is to have a single large background image that is always visible (at full alpha) and then show a second image (what I call a light map or specular map) that is partially shown over the top based on a third image (which is effectively a mask). The effect is similar to this effect except instead of simply darkening or lightening the background image using the third image it needs to mask the second without effecting the first at all. The third image is the only one that moves therefore hard baking the third images alpha into the second image isn't an option. If my explanation isn't clear I'll provide visual examples when I have more time. I'd prefer not to go down a shader route as I haven't taught myself this area yet so unless I have too I'd rather try to achieve this with simple alpha blending. Happy to use a shader approach. Cheers. Additional These third images are obviously light sources being cast onto the first image showing the specular information from the second image to simulate the light 'shining' off the objects in the first image. The solution I implement will need to allow two light sources to potentially overlap so my current thoughts are that the alpha values of the two images will need to be combined (Added?) to produce a final image which masks the second image? Don't worry about things like coloured lights. For this technique the lights are all considered white.

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  • What does "fully supported" mean in context of Radeon Opensource Video Driver?

    - by stevecoh1
    UPDATE: This is not a request for support of my specific issue. Details of that issue are here: How to recover from bad upgrade to 13.04 (Unity very slow) . I have "solved" that issue, for the time being anyway, by loading alternative lighter weight desktops. This question was opened specifically to question the meaning of the documentation at https://help.ubuntu.com/community/RadeonDriver . END OF UPDATE There it is, in Black and White: https://help.ubuntu.com/community/RadeonDriver Fully Supported All these Radeon(HD) cards and derivatives have good 3D acceleration support. This is not an exhaustive list: ... RV610/RV630 Radeon HD 2400/2600/2700/4200/4225/4250 Yet in my case (the HD2400) this proves to be manifestly untrue, at least if "Fully Supported" means sufficient to run Unity in Ubuntu 13.04. It runs all the applications I can launch under Unity, but Unity itself is unbearably slow. It's quite striking really. Click on the "Dash" - go get a cup of coffee. Type a key in the Unity search box, wait five seconds for it to appear. Type Alt-tab and wait five seconds for the screen to finish painting. None of these issues appear outside of Unity components. As you all know, there are complaints about slow performance all over the Internet about Unity. Shouldn't this page somehow address this issue? Especially if "fully supported" doesn't mean sufficiently to run the default modern Ubuntu release. What does "fully supported" mean?

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  • MonoGame not all letters being drawn with DrawString

    - by Lex Webb
    I'm currently making a dynamic user interface for my game and are setting up having text on my buttons. I'm having an odd issue where, when i use a specific piece of code to determine the text position, it will not render all of the text passed to DrawString. Even weirder, is if i insert another DrawString after this, drawing more text at a different place, different parts of the text will be drawn. The code for drawing my button with the text attached is: public override void Draw(SpriteBatch sb, GameTime gt) { sb.Draw(currentImage, GetRelativeRectangle(), Color.White); sb.DrawString(font, text, new Vector2(this.GetRelativeDrawOffset().X + this.Width / 2 - font.MeasureString(text).X / 2, this.GetRelativeDrawOffset().Y + this.Height / 2 - font.MeasureString(text).Y / 2), textColor); } The methods in the creation of the Vector2 simply get the draw position of the button. I'm then doing some calculation to center the text. This produces this when the text is set to 'Test': And when i enter this piece of code below the first DrawString: sb.DrawString(font, "test", new Vector2(500, 50), Color.Pink); I should mention that that grey square is being drawn in the same spritebatch, before the button and the text. Any ideas as to what could be causing this? I have a feeling it may be due to draw order, but i have no idea how to control that.

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  • Can't start webcam for google video services

    - by wisemonkey
    I've got Ubuntu 11.10 64 bit and have installed the google video chat plugin. However webcam doesn't seem to work (black screen -- no video at all). For cheese it works but shows really bad (black and white kinda) image. Following some link I installed guvcview if I start it then image looks neat. Any suggestions on how can it be fixed? If it helps I've tried the solution: $ sudo mv /opt/google/talkplugin/GoogleTalkPlugin /opt/google/talkplugin/GoogleTalkPlugin.old $ sudo gedit /opt/google/talkplugin/GoogleTalkPlugin and putting following lines in: #!/bin/sh LD_PRELOAD=/usr/lib32/libv4l/v4l1compat.so /opt/google/talkplugin/GoogleTalkPlugin.old OR #!/bin/sh LD_PRELOAD=/usr/lib/x86_64-linux-gnu/libv4l/v4l1compat.so /opt/google/talkplugin/GoogleTalkPlugin.old Cause I've both files. Finally $sudo chmod +x /opt/google/talkplugin/GoogleTalkPlugin.old I closed and reopened chrome then started gmail tried video call -- black screen :-/ Ok so today finally google+ provided me with trouble shoot link and advised me: The plug-in won't install If you're having trouble installing the plug-in, or are receiving a message asking you to reinstall it, you should check to make sure your configuration is right. To do so simply: Check to make sure the Google Talk Plugin Video Accelerator and Google Talk NPAPI Plugin are enabled. If you're using Chrome you can type about:plugins in your browser to display your plug-ins. Make sure you're not using Internet Explorer 64-bit (this is a browser version that is 64 bit as opposed to 32 bit). Ensure that you don't have any "click to run" extensions enabled. If you're still experiencing this issue after checking your configuration you can follow these steps: Refresh the browser page. Close any running Google Talk plug-in processes. Close all open and running browser processes. Restart your computer. Uninstall and then reinstall the plug-in. Try a different browser such as Google Chrome or Mozilla Firefox. I looked in about:plugins for chrome and firefox: I don't have Google Talk NPAPI Plugin, does that matter? and I thought its installed with google talk plugin or no?

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  • Snake Game Help

    - by MuhammadA
    I am making a snake game and learning XNA at the same time. I have 3 classes : Game.cs, Snake.cs and Apple.cs My problem is more of a conceptual problem, I want to know which class is really responsible for ... detecting collision of snake head on apple/itself/wall? which class should increase the snakes speed, size? It seems to me that however much I try and put the snake stuff into snake.cs that game.cs has to know a lot about the snake, like : -- I want to increase the score depending on size of snake, the score variable is inside game.cs, which means now I have to ask the snake its size on every hit of the apple... seems a bit unclean all this highly coupled code. or -- I DO NOT want to place the apple under the snake... now the apple suddenly has to know about all the snake parts, my head hurts when I think of that. Maybe there should be some sort of AppleLayer.cs class that should know about the snake... Whats the best approach in such a simple scenario? Any tips welcome. Game.cs : using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Design; namespace Snakez { public enum CurrentGameState { Playing, Paused, NotPlaying } public class Game1 : Microsoft.Xna.Framework.Game { private GraphicsDeviceManager _graphics; private SpriteBatch _spriteBatch; private readonly Color _niceGreenColour = new Color(167, 255, 124); private KeyboardState _oldKeyboardState; private SpriteFont _scoreFont; private SoundEffect _biteSound, _crashSound; private Vector2 _scoreLocation = new Vector2(10, 10); private Apple _apple; private Snake _snake; private int _score = 0; private int _speed = 1; public Game1() { _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); _scoreFont = Content.Load<SpriteFont>("Score"); _apple = new Apple(800, 480, Content.Load<Texture2D>("Apple")); _snake = new Snake(Content.Load<Texture2D>("BodyBlock")); _biteSound = Content.Load<SoundEffect>("Bite"); _crashSound = Content.Load<SoundEffect>("Crash"); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { Content.Unload(); } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState newKeyboardState = Keyboard.GetState(); if (newKeyboardState.IsKeyDown(Keys.Escape)) { this.Exit(); // Allows the game to exit } else if (newKeyboardState.IsKeyDown(Keys.Up) && !_oldKeyboardState.IsKeyDown(Keys.Up)) { _snake.SetDirection(Direction.Up); } else if (newKeyboardState.IsKeyDown(Keys.Down) && !_oldKeyboardState.IsKeyDown(Keys.Down)) { _snake.SetDirection(Direction.Down); } else if (newKeyboardState.IsKeyDown(Keys.Left) && !_oldKeyboardState.IsKeyDown(Keys.Left)) { _snake.SetDirection(Direction.Left); } else if (newKeyboardState.IsKeyDown(Keys.Right) && !_oldKeyboardState.IsKeyDown(Keys.Right)) { _snake.SetDirection(Direction.Right); } _oldKeyboardState = newKeyboardState; _snake.Update(); if (_snake.IsEating(_apple)) { _biteSound.Play(); _score += 10; _apple.Place(); } base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(_niceGreenColour); float frameRate = 1 / (float)gameTime.ElapsedGameTime.TotalSeconds; _spriteBatch.Begin(); _spriteBatch.DrawString(_scoreFont, "Score : " + _score, _scoreLocation, Color.Red); _apple.Draw(_spriteBatch); _snake.Draw(_spriteBatch); _spriteBatch.End(); base.Draw(gameTime); } } } Snake.cs : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework; namespace Snakez { public enum Direction { Up, Down, Left, Right } public class Snake { private List<Rectangle> _parts; private readonly Texture2D _bodyBlock; private readonly int _startX = 160; private readonly int _startY = 120; private int _moveDelay = 100; private DateTime _lastUpdatedAt; private Direction _direction; private Rectangle _lastTail; public Snake(Texture2D bodyBlock) { _bodyBlock = bodyBlock; _parts = new List<Rectangle>(); _parts.Add(new Rectangle(_startX, _startY, _bodyBlock.Width, _bodyBlock.Height)); _parts.Add(new Rectangle(_startX + bodyBlock.Width, _startY, _bodyBlock.Width, _bodyBlock.Height)); _parts.Add(new Rectangle(_startX + (bodyBlock.Width) * 2, _startY, _bodyBlock.Width, _bodyBlock.Height)); _parts.Add(new Rectangle(_startX + (bodyBlock.Width) * 3, _startY, _bodyBlock.Width, _bodyBlock.Height)); _direction = Direction.Right; _lastUpdatedAt = DateTime.Now; } public void Draw(SpriteBatch spriteBatch) { foreach (var p in _parts) { spriteBatch.Draw(_bodyBlock, new Vector2(p.X, p.Y), Color.White); } } public void Update() { if (DateTime.Now.Subtract(_lastUpdatedAt).TotalMilliseconds > _moveDelay) { //DateTime.Now.Ticks _lastTail = _parts.First(); _parts.Remove(_lastTail); /* add new head in right direction */ var lastHead = _parts.Last(); var newHead = new Rectangle(0, 0, _bodyBlock.Width, _bodyBlock.Height); switch (_direction) { case Direction.Up: newHead.X = lastHead.X; newHead.Y = lastHead.Y - _bodyBlock.Width; break; case Direction.Down: newHead.X = lastHead.X; newHead.Y = lastHead.Y + _bodyBlock.Width; break; case Direction.Left: newHead.X = lastHead.X - _bodyBlock.Width; newHead.Y = lastHead.Y; break; case Direction.Right: newHead.X = lastHead.X + _bodyBlock.Width; newHead.Y = lastHead.Y; break; } _parts.Add(newHead); _lastUpdatedAt = DateTime.Now; } } public void SetDirection(Direction newDirection) { if (_direction == Direction.Up && newDirection == Direction.Down) { return; } else if (_direction == Direction.Down && newDirection == Direction.Up) { return; } else if (_direction == Direction.Left && newDirection == Direction.Right) { return; } else if (_direction == Direction.Right && newDirection == Direction.Left) { return; } _direction = newDirection; } public bool IsEating(Apple apple) { if (_parts.Last().Intersects(apple.Location)) { GrowBiggerAndFaster(); return true; } return false; } private void GrowBiggerAndFaster() { _parts.Insert(0, _lastTail); _moveDelay -= (_moveDelay / 100)*2; } } } Apple.cs : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework; namespace Snakez { public class Apple { private readonly int _maxWidth, _maxHeight; private readonly Texture2D _texture; private readonly Random random = new Random(); public Rectangle Location { get; private set; } public Apple(int screenWidth, int screenHeight, Texture2D texture) { _maxWidth = (screenWidth + 1) - texture.Width; _maxHeight = (screenHeight + 1) - texture.Height; _texture = texture; Place(); } public void Place() { Location = GetRandomLocation(_maxWidth, _maxHeight); } private Rectangle GetRandomLocation(int maxWidth, int maxHeight) { // x and y -- multiple of 20 int x = random.Next(1, maxWidth); var leftOver = x % 20; x = x - leftOver; int y = random.Next(1, maxHeight); leftOver = y % 20; y = y - leftOver; return new Rectangle(x, y, _texture.Width, _texture.Height); } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(_texture, Location, Color.White); } } }

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  • Ubuntu 13.04 under Parallels Desktop - Black Desktop after X Windows Update

    - by Bob Reckhow
    I have been running Ubuntu 13.04 successfully on a MacBook Pro in a virtual machine in Parallels Desktop 9. Today (2013-10-17) after applying today's Ubuntu update, which included updates to X Windows, my Ubuntu 13.04 virtual machine launches, the launcher comes up, but the screen background is solid black, rather than the shaded orange colour of the default desktop background (and my desktop icons are "hidden behind this blackness", as well). I can launch applications from the launcher, and there is a very brief white flash on the screen, and then it returns to black. It's as if there is a "black blanket" covering the entire screen, so there is no way to interact with any application windows using the keyboard or mouse. The icons of the launcher are responsive to the mouse, so I can right-click and quit any application I have launched. But the rest of the screen is non-responsive to keyboard or mouse. This same behaviour happens with two different versions of Parallels Tools, so I am quite sure this is not a Parallels problem per se, although I could believe that it could be a paroblem with the interface between Parallels and this new updated X Windows code. Could anyone tell me what has happened, and how I might be able to fix this problem, so I can continue to use my Ubuntu 13.04 virtual machine? (I do have the option of reverting to a previous version of my virtual machine from before this update, but if possible I would prefer to keep my version of Ubuntu 13.04 up to date with the latest updates.) Thanks, Bob

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  • System speakers not recognized

    - by Kyle Maxwell
    Since upgrading to Xubuntu 13.10, sound has not functioned properly (e.g. screeching when playing Skype notifications). Now, however, it does not function at all. pavucontrol only shows Dummy Output and does not recognize the built-in speakers on my Dell Precision M4600. Possibly related, the sound indicator applet does not come up when I click on it, only showing a small white bar underneath it. I have purged and reinstalled pulseaudio. lspci -v shows: 00:1b.0 Audio device: Intel Corporation 6 Series/C200 Series Chipset Family High Definition Audio Controller (rev 04) Subsystem: Dell Precision M4600 Flags: bus master, fast devsel, latency 0, IRQ 56 Memory at f2560000 (64-bit, non-prefetchable) [size=16K] Capabilities: <access denied> Kernel driver in use: snd_hda_intel 01:00.1 Audio device: NVIDIA Corporation GF106 High Definition Audio Controller (rev a1) Subsystem: Dell Device 14a3 Flags: bus master, fast devsel, latency 0, IRQ 17 Memory at f0080000 (32-bit, non-prefetchable) [size=16K] Capabilities: <access denied> Kernel driver in use: snd_hda_intel The "Capabilities: <access denied" line makes me wonder if there's a permissions issue, as the Log Out applet now shows "Restart" and "Shutdown" grayed out. groups shows me in: kmaxwell adm dialout cdrom sudo dip plugdev fuse lpadmin netdev sambashare vboxusers

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  • How to Archive, Search, and View Your Tweet Statistics with ThinkUp

    - by YatriTrivedi
    Worried about archiving your tweets? Want a more powerful search? Want to see your tweet statistics? You can do all of that and more by installing ThinkUp on your home server. ThinkUp is a brilliant application (currently in beta) that will archive all of your tweets, your replies, responses, etc. so that you can search through them and find out some helpful usage statistics. It has quite a few plugins, including one that adds full Facebook support, too. It’s designed to be installed on a LAMP server; that is, Linux, Apache, MySQL, and PHP is what will provide the backbone for it. While it’s possible to install it on a Windows- or Mac-based machine, it’s most easily handled in Linux, so we’ll be using Ubuntu to show you how to get it up and running. It’s in very active development by the founder, Gina Trapani, and by many users in the community Latest Features How-To Geek ETC How to Recover that Photo, Picture or File You Deleted Accidentally How To Colorize Black and White Vintage Photographs in Photoshop How To Get SSH Command-Line Access to Windows 7 Using Cygwin The How-To Geek Video Guide to Using Windows 7 Speech Recognition How To Create Your Own Custom ASCII Art from Any Image How To Process Camera Raw Without Paying for Adobe Photoshop What is the Internet? From the Today Show January 1994 [Historical Video] Take Screenshots and Edit Them in Chrome and Iron Using Aviary Screen Capture Run Android 3.0 on a Hacked Nook Google Art Project Takes You Inside World Famous Museums Emerald Waves and Moody Skies Wallpaper Change Your MAC Address to Avoid Free Internet Restrictions

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  • Xna, after mouse click cpu usage goes 100%

    - by kosnkov
    Hi i have following code and it is enough just if i click on blue window then cpu goes to 100% for like at least one minute even with my i7 4 cores. I just check even with empty project and is the same !!! public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; private Texture2D cursorTex; private Vector2 cursorPos; GraphicsDevice device; float xPosition; float yPosition; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { Viewport vp = GraphicsDevice.Viewport; xPosition = vp.X + (vp.Width / 2); yPosition = vp.Y + (vp.Height / 2); device = graphics.GraphicsDevice; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); cursorTex = Content.Load<Texture2D>("strzalka"); } protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(cursorTex, cursorPos, Color.White); spriteBatch.End(); base.Draw(gameTime); } }

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  • Chromebook C720 - issue suspending and booting

    - by user72727
    I recently bought an Acer C720 chromebook (Celeron, 2GB RAM, 16GB SSD) with the intention of loading Linux and using it as a cheap development laptop while on my holiday. The installation sort of went ok but initially the trackpad didn't work so I ran a script that mostly fixed that. My current issues are: Booting: it still goes to the chrome "unknown os" white screen - I have to press ctrl L - then escape then 1 then wait for 30 secs while it seems to be searching for something. Then Ubunto loads up fine. Any idea how to fix this? Suspend: if I close the lid of the laptop then it doesn't seem to suspend properly. At least when I open the lid the screen appears to be on but the screen is blank with a cursor. Nothing responds on the keyboard and I have to hold the power down to restart it. The suspend from the top menu has the same issue. Moving windows: I don't have a mouse click button so how do I move windows around the screen? Launcher bar: I've set mine to auto hide (which it does) but what exactly do you have to do to get it back? I just repeatedly jab the mouse at the side of the screen and eventually it pops up. I don't mind starting all over again but obviously a quick fix is preferred ;) Mike Ubunto 14.04.1 LTS Kernel 3.13.0-32-generic PS Sorry for so many questions.

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  • How to Turn Your Home Ubuntu PC Into a LAMP Web Server

    - by YatriTrivedi
    Got a Linux PC you want to put to work? Maybe you’re not comfortable with the command-line only version of Ubuntu Server Edition. Here’s how to keep the standard Ubuntu desktop and add web-serving capabilities to it. Whether you’re not comfortable with a command-line only system, you’re using your Ubuntu desktop for other things, or you just need it installed for a few particular apps, you can add Apache, MySQL, and PHP to any standard desktop installation of Ubuntu very quickly and easily Latest Features How-To Geek ETC How to Integrate Dropbox with Pages, Keynote, and Numbers on iPad RGB? CMYK? Alpha? What Are Image Channels and What Do They Mean? How to Recover that Photo, Picture or File You Deleted Accidentally How To Colorize Black and White Vintage Photographs in Photoshop How To Get SSH Command-Line Access to Windows 7 Using Cygwin The How-To Geek Video Guide to Using Windows 7 Speech Recognition Stylebot Customizes Web Pages in Chrome, Now Has Downloadable Styles Blackberry, Dell, Apple, and Motorola Tablets Compared [Infographic] Encrypt Your Google Search Queries Vintage Posters Showcase the History of Tech Advertising Google Cloud Print Extension Lets You Print Doc/PDF/Txt Files from Web Sites Hack a $10 Flashlight into an Ultra-bright Premium One

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