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  • Android device - C++ OpenGL 2: eglCreateWindowSurface invalid

    - by ThreaderSlash
    I am trying to debug and run OGLES on Native C++ in my Android device in order to implement a native 3D game for mobile smart phones. The point is that I got an error and see no reason for that. Here is the line from the code that the debugger complains: mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); And this is the error message: Invalid arguments ' Candidates are: void * eglCreateWindowSurface(void *, void *, unsigned long int, const int *) ' --x-- Here is the declaration: android_app* mApplication; EGLDisplay mDisplay; EGLint lFormat, lNumConfigs, lErrorResult; EGLConfig lConfig; // Defines display requirements. 16bits mode here. const EGLint lAttributes[] = { EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_BLUE_SIZE, 5, EGL_GREEN_SIZE, 6, EGL_RED_SIZE, 5, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDER_BUFFER, EGL_BACK_BUFFER, EGL_NONE }; // Retrieves a display connection and initializes it. packt_Log_debug("Connecting to the display."); mDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY); if (mDisplay == EGL_NO_DISPLAY) goto ERROR; if (!eglInitialize(mDisplay, NULL, NULL)) goto ERROR; // Selects the first OpenGL configuration found. packt_Log_debug("Selecting a display config."); if(!eglChooseConfig(mDisplay, lAttributes, &lConfig, 1, &lNumConfigs) || (lNumConfigs <= 0)) goto ERROR; // Reconfigures the Android window with the EGL format. packt_Log_debug("Configuring window format."); if (!eglGetConfigAttrib(mDisplay, lConfig, EGL_NATIVE_VISUAL_ID, &lFormat)) goto ERROR; ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); // Creates the display surface. packt_Log_debug("Initializing the display."); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); --x-- Hope someone here can shed some light on it.

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  • Desktop Fun: Need for Speed Wallpaper Collection

    - by Asian Angel
    Are you a passionate fan of the Need for Speed series or racing games in general? Then start your engines, turn up the radio, and get ready to race with our Need for Speed Wallpaper collection. Note: Click on the picture to see the full-size image—these wallpapers vary in size so you may need to crop, stretch, or place them on a colored background in order to best match them to your screen’s resolution. Note: At 6236*2268 pixels this last wallpaper will need to be decreased in size before being placed on an appropriately sized white background matching your monitor’s resolution. For more wallpapers be certain to see our great collections in the Desktop Fun section. Latest Features How-To Geek ETC The How-To Geek Guide to Learning Photoshop, Part 8: Filters Get the Complete Android Guide eBook for Only 99 Cents [Update: Expired] Improve Digital Photography by Calibrating Your Monitor The How-To Geek Guide to Learning Photoshop, Part 7: Design and Typography How to Choose What to Back Up on Your Linux Home Server How To Harmonize Your Dual-Boot Setup for Windows and Ubuntu Hang in There Scrat! – Ice Age Wallpaper How Do You Know When You’ve Passed Geek and Headed to Nerd? On The Tip – A Lamborghini Theme for Chrome and Iron What if Wile E. Coyote and the Road Runner were Human? [Video] Peaceful Winter Cabin Wallpaper Store Tabs for Later Viewing in Opera with Tab Vault

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  • CodePlex Daily Summary for Wednesday, August 29, 2012

    CodePlex Daily Summary for Wednesday, August 29, 2012Popular ReleasesDiscuzViet: DzX2.5TV Stable Version: Discuz-X2.5-TV-StableMath.NET Numerics: Math.NET Numerics v2.2.1: Major linear algebra rework since v2.1, now available on Codeplex as well (previous versions were only available via NuGet). Since v2.2.0: Student-T density more robust for very large degrees of freedom Sparse Kronecker product much more efficient (now leverages sparsity) Direct access to raw matrix storage implementations for advanced extensibility Now also separate package for signed core library with a strong name (we dropped strong names in v2.2.0) Also available as NuGet packages...Microsoft SQL Server Product Samples: Database: AdventureWorks Databases – 2012, 2008R2 and 2008: About this release This release consolidates AdventureWorks databases for SQL Server 2012, 2008R2 and 2008 versions to one page. Each zip file contains an mdf database file and ldf log file. This should make it easier to find and download AdventureWorks databases since all OLTP versions are on one page. There are no database schema changes. For each release of the product, there is a light-weight and full version of the AdventureWorks sample database. The light-weight version is denoted by ...Smart Thread Pool: SmartThreadPool 2.2.3: Release Changes Added MaxStackSize option to threadsImageServer: v1.1: This is the first version releasedChristoc's DotNetNuke Module Development Template: DotNetNuke Project Templates V1.1 for VS2012: This release is specifically for Visual Studio 2012 Support, distributed through the Visual Studio Extensions gallery at http://visualstudiogallery.msdn.microsoft.com/ After you build in Release mode the installable packages (source/install) can be found in the INSTALL folder now, within your module's folder, not the packages folder anymore Check out the blog post for all of the details about this release. http://www.dotnetnuke.com/Resources/Blogs/EntryId/3471/New-Visual-Studio-2012-Projec...Home Access Plus+: v8.0: v8.0828.1800 RELEASE CHANGED TO BETA Any issues, please log them on http://www.edugeek.net/forums/home-access-plus/ This is full release, NO upgrade ZIP will be provided as most files require replacing. To upgrade from a previous version, delete everything but your AppData folder, extract all but the AppData folder and run your HAP+ install Documentation is supplied in the Web Zip The Quota Services require executing a script to register the service, this can be found in there install di...Phalanger - The PHP Language Compiler for the .NET Framework: 3.0.0.3391 (September 2012): New features: Extended ReflectionClass libxml error handling, constants TreatWarningsAsErrors MSBuild option OnlyPrecompiledCode configuration option; allows to use only compiled code Fixes: ArgsAware exception fix accessing .NET properties bug fix ASP.NET session handler fix for OutOfProc mode Phalanger Tools for Visual Studio: Visual Studio 2010 & 2012 New debugger engine, PHP-like debugging Lot of fixes of project files, formatting, smart indent, colorization etc. Improved ...MabiCommerce: MabiCommerce 1.0.1: What's NewSetup now creates shortcuts Fix spelling errors Minor enhancement to the Map window.ScintillaNET: ScintillaNET 2.5.2: This release has been built from the 2.5 branch. Version 2.5.2 is functionally identical to the 2.5.1 release but also includes the XML documentation comments file generated by Visual Studio. It is not 100% comprehensive but it will give you Visual Studio IntelliSense for a large part of the API. Just make sure the ScintillaNET.xml file is in the same folder as the ScintillaNET.dll reference you're using in your projects. (The XML file does not need to be distributed with your application)....WinRT XAML Toolkit: WinRT XAML Toolkit - 1.2.0: WinRT XAML Toolkit based on the Windows 8 RTM SDK. Download the latest source from the SOURCE CODE page. For compiled version use NuGet. You can add it to your project in Visual Studio by going to View/Other Windows/Package Manager Console and entering: PM> Install-Package winrtxamltoolkit Features AsyncUI extensions Controls and control extensions Converters Debugging helpers Imaging IO helpers VisualTree helpers Samples Recent changes NOTE: Namespace changes DebugConsol...BlackJumboDog: Ver5.7.1: 2012.08.25 Ver5.7.1 (1)?????·?????LING?????????????? (2)SMTP???(????)????、?????\?????????????????????Visual Studio Team Foundation Server Branching and Merging Guide: v2 - Visual Studio 2012: Welcome to the Branching and Merging Guide Quality-Bar Details Documentation has been reviewed by Visual Studio ALM Rangers Documentation has been through an independent technical review Documentation has been reviewed by the quality and recording team All critical bugs have been resolved Known Issues / Bugs Spelling, grammar and content revisions are in progress. Hotfix will be published.MakersEngine: MakersEngine BETA 0.1: First BETA build of MakersEngine Adding TrinityCore compiling support (this should run well on any system) SqlMgr will try to connect to your Database but it wont import anything.Win8GameKit: Windows 8 RTM Release: - Updated for Windows 8 RTM - Fixed Accelerometer Device Check. Gravity Pulse will not be available if no Accelerometer device is present. It will instead ignore any Power ups.SQL Server Keep Alive Service: SQL Server Keep Alive Service 1.0: This is the first official release. Please see the documentation for help https://sqlserverkeepalive.codeplex.com/documentation.ARSoft.Tools.Net - C#/.Net DNS client/server, SPF and SenderID Library: 1.7.0: New Features:Strong name for binary release LLMNR client One-shot Multicast DNS client Some new IPAddress extensions Response validation as described in draft-vixie-dnsext-dns0x20-00 Added support for Owner EDNS option (draft-cheshire-edns0-owner-option) Added support for LLQ EDNS option (draft-sekar-dns-llq) Added support for Update Lease EDNS option (draft-sekar-dns-ul) Changes:Updated to latest IANA parameters Adapted RFC6563 - Moving A6 to Historic Status Use IPv6 addre...7zbackup - PowerShell Script to Backup Files with 7zip: 7zBackup v. 1.8.1 Stable: Do you like this piece of software ? It took some time and effort to develop. Please consider a helping me with a donation Or please visit my blog Code : New work switch maxrecursionlevel to limit recursion depth while searching files to backup Code : rotate argument switch can now be set in selection file too Code : prefix argument switch can now be set in selection file too Code : prefix argument switch is checked against invalid file name chars Code : vars script file has now...Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.62: Fix for issue #18525 - escaped characters in CSS identifiers get double-escaped if the character immediately after the backslash is not normally allowed in an identifier. fixed symbol problem with nuget package. 4.62 should have nuget symbols available again. Also want to highlight again the breaking change introduced in 4.61 regarding the renaming of the DLL from AjaxMin.dll to AjaxMinLibrary.dll to fix strong-name collisions between the DLL and the EXE. Please be aware of this change and...nopCommerce. Open source shopping cart (ASP.NET MVC): nopcommerce 2.65: As some of you may know we were planning to release version 2.70 much later (the end of September). But today we have to release this intermediate version (2.65). It fixes a critical issue caused by a third-party assembly when running nopCommerce on a server with .NET 4.5 installed. No major features have been introduced with this release as our development efforts were focused on further enhancements and fixing bugs. To see the full list of fixes and changes please visit the release notes p...New ProjectsAssociativy: Associativy aims to give a platform for building knowledge bases organized through associative connections. See: http://associativy.comAssociativy Administration: Administration module for the Associativy (http://associativy.com) Orchard graph platform.Associativy Core: Core module for the Associativy (http://associativy.com) Orchard graph platform.Associativy Frontend Engines: Frontend Engines module for the Associativy (http://associativy.com) Orchard graph platform.Associativy Notions Demo Instance: Notions Demo Instance module for the Associativy (http://associativy.com) Orchard graph platform.Associativy Tags Adapter: Tags Adapter module for the Associativy (http://associativy.com) Orchard graph platform.Associativy Tests: Tests module for the Associativy (http://associativy.com) Orchard graph platform.Associativy Web Services: Web Services module for the Associativy (http://associativy.com) Orchard graph platform.DotNMap: A type library that can be used to work with NMap scan results in .net.EFCompoundkeyWhere: ??????????, ??????????? ????????? ??????? Where ?? ?????????? ????? ? Entity FrameworkEntertainment Tools: These are tools for entertainment professionals.EntLib.com????????: ◆ 100% ??(Open Source - ?????); ◆ ??.Net Framework 4.0; ◆ ?? ASP.NET、C# ?? ? SQL Server ???; ◆ ????????????????????; ◆ ?????????,?????????????;ExpressProfiler: ExpressProfiler is a simple but good enough replacement for SQL Server Profiler Fancy Thumb: Fancy Thumb helps you decorating your thumb drives, giving them fancy icons and names longer than what FAT(32) allows.GEBestBetAdder: GEBestBetAdder is a SharePoint utility which helps with the exporting and importing of keywords and best bets.Ginger Graphics Library: 3D GraphicsImageServer: This is a high performance, high extensible web server writen in ASP.NET C# for image automative processing.jPaint: This is a copy of mspaint, written on pure js + html + css.ListOfTales: This is simple application for store infromation about book))Metro air hockey: metro air hockeyMetro graphcalc: metro graphcalcMetro speedtest: metro speedtestMetro ToDos: metro todosMVC4 Starter Kit: The MVC4 Starter Kit is designed as a bare bone application that covers many of the concerns to be addressed during the first stage of development.MyProject1: MyProject1npantarhei contribute: use the npantarhei flowruntime configured by mef and design your flows within visualstudio 2012 using an integrated designer...PBRX: Powerbuilder to Ruby toolkit.PE file reader: readpe, a tool which parses a PE formatted file and displays the requested information. People: PeoplePocket Calculator: This is POC project that implements a simple WinForms Pocket Calculator that uses a Microsoft .NET 4.0.1 State Machine Workflow in the back-end.ProjectZ: Project Z handles the difficulties with Mologs.PSMNTVIS: this is a blabla test for some blabla code practice.Santry DotNetNuke Lightbox Ad Module: Module allows for you to place a modal ad lightbox module on your DotNetNuke page. It integrates with the HTML provider, and cookie management for display.Sevens' Stories: An album for Class Seven of Pingtan No.1 High School.SIS-TRANSPORTES: Projeto em desenvolvimento...SmartSpace: SmartSpaceSO Chat Star Leaderboard: Scrapes stars from chat.stackoverflow.com and calculates statistics and a leaderboard.testdd08282012git01: dtestdd08282012hg01: uiotestddtfs08282012: kltesttom08282012git01: fdsfdstesttom08282012hg01: ftesttom08282012tfs01: bvcvTransportadoraToledo: Projeto Integrado de SistemasVisual Studio Watchers: Custom Visual Studio visualizers.XNC: XNC is an (in-progress) XNA Framework like library for the C programming language.???: ?

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  • best way to compute vertex normals from a Triangle's list

    - by nkint
    hi i'm a complete newbie in computergraphics so sorry if it's a stupid answer. i'm trying to make a simple 3d engine from scratch, more for educational purpose than for real use. i have a Surface object with inside a Triangle's list. For now i compute normals inside Triangle class, in this way: triangle.computeFaceNormals() { Vec3D u = v1.sub(v3) Vec3D v = v1.sub(v2) Vec3D normal = Vec3D.cross(u,v) normal.normalized() this.n1 = this.n2 = this.n3 = normal } and when building surface: t = new Triangle(v1,v2,v3).computeFaceNormals() surface.addTriangle(t) and i think this is the best way to do that.. isn't it? now.. what about for vertex normals? i've found this simple algorithm: flipcode vertex normal but.. hei this algorithm has.. exponential complexity? (if my memory doesn't fail my computer science background..) (bytheway.. it has 3 nested loops.. i don't think it's the best way to do it..) any suggestion?

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  • How to check system performance?

    - by Woltan
    Hi all, I am a new Ubuntu user and really like the look and the features of the OS. However, I have a feeling that the performance could be better. With that I mean: Somehow the scrolling within firefox of sites seems laggy. I do not know how I should measure it but there is a difference. Not that it is unusable but it is aggravating. Java programs are running really slow. As a comparison (I know it is not a fair one), I tried to run a game using wine. The graphic specifications using windows were much higher (1600x1200) with a high level of detail, and in ubuntu with the lowest level of detail 1024x768 was the maximum. (My graphics card is a GeForce GTS 450 with 1gb RAM) Coming to my question: Is there a way to measure the performance of 3D acceleration, java applets, firefox scrolling etc. with a tool and compare it with lets say a windows OS or other users having almost the same hardware? Maybe it is a setup issue where some fundamental drivers are missing or something!? Any help, link, suggestion is appreciated! Cherio Woltan

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  • Metacity malfunction preventing custom Gnome session from launching?

    - by QuietThud
    When I try to run Metacity in Ubuntu2D(12.04), I get the following message: alisa@ubuntu:~$ metacity Window manager warning: Screen 0 on display ":2.0" already has a window manager; try using the --replace option to replace the current window manager. I get the same message when running Compiz from the command line in 3D (it opens fine through the GUI (same thing for AWN)). I understand that these should be the default managers for the respective sessions. I'm trying to create a custom Gnome session using the following instructions: unity launcher-free session. Here is what I've put into my .session file: [GNOME Session] Name=Custom Unity2D Session RequiredComponents=gnome-settings-daemon; RequiredProviders=windowmanager;panel; DefaultProvider-windowmanager=metacity DefaultProvider-panel=unity-2d-panel FallbackSession=ubuntu-2d DesktopName=GNOME Since I'm having problems identifying my default, and the code refers to Metacity, I figured this may be relevant to my inability to load the custom session (it shows up on my login screen, but won't launch). I tried specifying Metacity as my default manager by adding exec metacity to the .xinitrc file, and I tried running metacity --replace, but neither worked. How do I determine my current default window manager, what should the default be, and how do I re-assign it? Also, please let me know if you think there may be other issues affecting my custom session. I am new to Linux, so list anything you think might be helpful. Thank you!

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  • Mixing XNA and silverlight gives wierd graphics

    - by Mech0z
    I making a small 3dgame which is made as a Silverlight and XNA app, but when I draw the sprites the graphics becomes all wierd. All my primitive types are rendered correctly, but my 3d models are just wierd My Draw is like this when silverlight is set to draw private void OnDraw(object sender, GameTimerEventArgs e) { // Render the Silverlight controls using the UIElementRenderer elementRenderer.Render(); // Clear the screen to a solid color SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue); switch (gameState) { case GameState.ChooseStarter: TextBlockStatus.Text = "Find Starting Player"; break; case GameState.PlaceBrick: TextBlockPlayer.Text = (playerTurn == PlayerTurn.PlayerOne) ? "Player One" : "Player Two"; TextBlockState.Text = "Place Brick"; foreach (IGraphicObject obj in _3dObjects) { obj.Draw(cameraPosition, e); } break; case GameState.GiveBrick: TextBlockState.Text = "Give Brick"; break; } spriteBatch.Begin(); // Using the texture from the UIElementRenderer, // draw the Silverlight controls to the screen spriteBatch.Draw(elementRenderer.Texture, cameraProjection, Color.White); spriteBatch.End(); } This gives me this output If I comment the spritebatch lines out I get the correct output, except the silverlight text is of course not shown I am not entirely sure what to look for except that zero vector I am giving to the spritebatch, but if thats the source I have no idea what I am supposed to set it as epspecially when its a 2d vector

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  • Friday Fun: Play Air Hockey in Google Chrome

    - by Asian Angel
    Do you like the challenge of fast-paced games? Then get ready to put yourself to the test with the Air Hockey extension for Google Chrome during company time. Air Hockey in Action There are two ways that you can play Air Hockey…either using the drop-down window or opening the game in a new tab. For our example we chose to play in a new tab. Before starting the game you can choose the difficulty level, to enable/disable the sound, and/or to go to full screen if desired. Note: Screenshot of “Full Screen” version shown below. While playing you really have to stay on top of things…the computer player will beat you rather quickly if you do not. Hustle hustle hustle! With a little bit of practice it does become easier but even the “Easy Level” on this game will keep you busy. If the normal size game screen seems just a bit small you can easily get a larger version using the “Full Screen Link” below the game window. Whether your browser is non-maximized as shown here or totally maximized it will fill the entire browser window area. Conclusion If you like fast paced games then the Air Hockey extension certainly fits that criteria and will keep you on your toes. Make sure and keep the sound off while playing during Friday afternoon though! Links Download the Air Hockey extension (Google Chrome Extensions) Similar Articles Productive Geek Tips Friday Fun: Play Tetris in Google ChromeFriday Fun: Play MineSweeper in Google ChromeFriday Fun: Play 3D Rally Racing in Google ChromeHow to Make Google Chrome Your Default BrowserPlay a Webpage Display Prank in Google Chrome TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 LocPDF is a Visual PDF Search Tool Download Free iPad Wallpapers at iPad Decor Get Your Delicious Bookmarks In Firefox’s Awesome Bar Manage Photos Across Different Social Sites With Dropico Test Drive Windows 7 Online Download Wallpapers From National Geographic Site

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  • Is HTML5/WebGL performance unreliable on low-end Android tablets and phones?

    - by Boris van Schooten
    I've developed a couple of WebGL games, and am trying them out on Android. I found that they run very slowly on my tablet, however. For example, a game with 10 sprites or so runs as 5fps. I tried Chrome and CocoonJS, but they are comparably slow. I also tried other games, and even games with only 5 or so moving sprites are this slow. This seems inconsistent with reports from others, such as this benchmark. Typically, when people talk about HTML5 game performance, they mention well-known and higher-end phones and tables. While my 7" tablet is cheap (I believe it's a relabeled Allwinner tablet, apparently with the Mali 400 GPU), I found it generally has a good gaming performance. All the games I tried run smoothly. I also developed an OpenGL ES 2 demo with 200 shaded 3D objects, and it ran at 50fps. My suspicion is that many low-end and white-label devices may have unacceptable HTML5/WebGL support, which means there may be a large section of gamers you will not reach when you choose this as your platform. I've heard rumors about inconsistent performance of HTML5 and WebGL on different devices, but no clear picture emerges. I would like to hear if any of you have had similar experiences with HTML5 or WebGL, or whether I can find information about the percentage of devices I can expect to have decent performance.

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  • Day 6 - Game Menuing Woes and Future Screen Sneak Peeks

    - by dapostolov
    So, after my last post on Day 5 I dabbled with my game class design. I took the approach where each game objects is tightly coupled with a graphic. The good news is I got the menu working but not without some hard knocks and game growing pains. I'll explain later, but for now...here is a class diagram of my first stab at my class structure and some code...   Ok, there are few mistakes, however, I'm going to leave it as is for now... As you can see I created an inital abstract base class called GameSprite. This class when inherited will provide a simple virtual default draw method:        public virtual void DrawSprite(SpriteBatch spriteBatch)         {             spriteBatch.Draw(Sprite, Position, Color.White);         } The benefits of coding it this way allows me to inherit the class and utilise the method in the screen draw method...So regardless of what the graphic object type is it will now have the ability to render a static image on the screen. Example: public class MyStaticTreasureChest : GameSprite {} If you remember the window draw method from Day 3's post, we could use the above code as follows...         protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             foreach(var gameSprite in ListOfGameObjects)            {                 gameSprite.DrawSprite(spriteBatch);            }             spriteBatch.End();             base.Draw(gameTime);         } I have to admit the GameSprite object is pretty plain as with its DrawSprite method... But ... we now have the ability to render 3 static menu items on the screen ... BORING! I want those menu items to do something exciting, which of course involves animation... So, let's have a peek at AnimatedGameSprite in the above game diagram. The idea with the AnimatedGameSprite is that it has an image to animate...such as ... characters, fireballs, and... menus! So after inheriting from GameSprite class, I added a few more options such as UpdateSprite...         public virtual void UpdateSprite(float elapsed)         {             _totalElapsed += elapsed;             if (_totalElapsed > _timePerFrame)             {                 _frame++;                 _frame = _frame % _framecount;                 _totalElapsed -= _timePerFrame;             }         }  And an overidden DrawSprite...         public override void DrawSprite(SpriteBatch spriteBatch)         {             int FrameWidth = Sprite.Width / _framecount;             Rectangle sourcerect = new Rectangle(FrameWidth * _frame, 0, FrameWidth, Sprite.Height);             spriteBatch.Draw(Sprite, Position, sourcerect, Color.White, _rotation, _origin, _scale, SpriteEffects.None, _depth);         } With these two methods...I can animate and image, all I had to do was add a few more lines to the screens Update Method (From Day 3), like such:             float elapsed = (float) gameTime.ElapsedGameTime.TotalSeconds;             foreach (var item in ListOfAnimatedGameObjects)             {                 item.UpdateSprite(elapsed);             } And voila! My images begin to animate in one spot, on the screen... Hmm, but how do I interact with the menu items using a mouse...well the mouse cursor was easy enough... this.IsMouseVisible = true; But, to have it "interact" with an image was a bit more tricky...I had to perform collision detection!             mouseStateCurrent = Mouse.GetState();             var uiEnabledSprites = (from s in menuItems                                    where s.IsEnabled                                    select s).ToList();             foreach (var item in uiEnabledSprites)             {                 var r = new Rectangle((int)item.Position.X, (int)item.Position.Y, item.Sprite.Width, item.Sprite.Height);                 item.MenuState = MenuState.Normal;                 if (r.Intersects(new Rectangle(mouseStateCurrent.X, mouseStateCurrent.Y, 0, 0)))                 {                     item.MenuState = MenuState.Hover;                     if (mouseStatePrevious.LeftButton == ButtonState.Pressed                         && mouseStateCurrent.LeftButton == ButtonState.Released)                     {                         item.MenuState = MenuState.Pressed;                     }                 }             }             mouseStatePrevious = mouseStateCurrent; So, basically, what it is doing above is iterating through all my interactive objects and detecting a rectangle collision and the object , plays the state animation (or static image).  Lessons Learned, Time Burned... So, I think I did well to start, but after I hammered out my prototype...well...things got sloppy and I began to realise some design flaws... At the time: I couldn't seem to figure out how to open another window, such as the character creation screen Input was not event based and it was bugging me My menu design relied heavily on mouse input and I couldn't use keyboard. Mouse input, is tightly bound with graphic rendering / positioning, so its logic will have to be in each scene. Menu animations would stop mid frame, then continue when the action occured again. This is bad, because...what if I had a sword sliding onthe screen? Then it would slide a quarter of the way, then stop due to another action, then render again mid-slide... it just looked sloppy. Menu, Solved!? To solve the above problems I did a little research and I found some great code in the XNA forums. The one worth mentioning was the GameStateManagementSample. With this sample, you can create a basic "text based" menu system which allows you to swap screens, popup screens, play the game, and quit....basic game state management... In my next post I'm going to dwelve a bit more into this code and adapt it with my code from this prototype. Text based menus just won't cut it for me, for now...however, I'm still going to stick with my animated menu item idea. A sneak peek using the Game State Management Sample...with no changes made... Cool Things to Mention: At work ... I tend to break out in random conversations every-so-often and I get talking about some of my challenges with this game (or some stupid observation about something... stupid) During one conversation I was discussing how I should animate my images; I explained that I knew I had to use the Update method provided, but I didn't know how (at the time) to render an image at an appropriate "pace" and how many frames to use, etc.. I also got thinking that if a machine rendered my images faster / slower, that was surely going to f-up my animations. To which a friend, Sheldon,  answered, surely the Draw method is like a camera taking a snapshot of a scene in time. Then it clicked...I understood the big picture of the game engine... After some research I discovered that the Draw method attempts to keep a framerate of 60 fps. From what I understand, the game engine will even leave out a few calls to the draw method if it begins to slow down. This is why we want to put our sprite updates in the update method. Then using a game timer (provided by the engine), we want to render the scene based on real time passed, not framerate. So even the engine renders at 20 fps, the animations will still animate at the same real time speed! Which brings up another point. Why 60 fps? I'm speculating that Microsoft capped it because LCD's dont' refresh faster than 60 fps? On another note, If the game engine knows its falling behind in rendering...then surely we can harness this to speed up our games. Maybe I can find some flag which tell me if the game is lagging, and what the current framerate is, etc...(instead of coding it like I did last time) Sheldon, suggested maybe I can render like WoW does, in prioritised layers...I think he's onto something, however I don't think I'll have that many graphics to worry about such a problem of graphic latency. We'll see. People to Mention: Well,as you are aware I hadn't posted in a couple days and I was surprised to see a few emails and messenger queries about my game progress (and some concern as to why I stopped). I want to thank everyone for their kind words of support and put everyone at ease by stating that I do intend on completing this project. Granted I only have a few hours each night, but, I'll do it. Thank you to Garth for mailing in my next screen! That was a nice surprise! The Sneek Peek you've been waiting for... Garth has also volunteered to render me some wizard images. He was a bit shocked when I asked for them in 2D animated strips. He said I was going backward (and that I have really bad Game Development Lingo). But, I advised Garth that I will use 3D images later...for now...2D images. Garth also had some great game design ideas to add on. I advised him that I will save his ideas and include them in the future design document (for the 3d version?). Lastly, my best friend Alek, is going to join me in developing this game. This was a project we started eons ago but never completed because of our careers. Now, priorities change and we have some spare time on our hands. Let's see what trouble Alek and I can get into! Tonight I'll be uploading my prototypes and base game to a source control for both of us to work off of. D.

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  • different data with same title and keywords

    - by Junaid Saeed
    here is my scenario i have a website where i redirect my users basing upon the device they were using, lets say a user is visiting from an iPad, i take him directly to the page of iPad wallpapers, the user selects iPad version & i take the user to the gallery of wallpapers where the user can select & download any wallpaper. Every wallpaper is the required resolution, i have my reasons for doing this, now the thing is there are diff. resolution. versions of an image appearing one 5 diff. sections of my website, each having their own view page Now there is only one record in db.table for the image, and basing on the my consistent naming convention of the images, i pick the required image. this means when 5 different pages are generated in 5 categorized sections of the website, due to a shared DB record, the keywords, the titles and every single detail of the 5 pages is same besides the resolution of the image, and the section specific details that the page has and yeah the pages also have different paths like wallpapers.com\ipad-1\cars\Ferrari-dino.html wallpapers.com\ipad-2\cars\Ferrari-dino.html wallpapers.com\ipad-3\cars\Ferrari-dino.html wallpapers.com\ipad-4\cars\Ferrari-dino.html wallpapers.com\ipad-5\cars\Ferrari-dino.html now this is my scenario, How do Search Engines see it and how do they rank it? Is it a Good or Normal or Bad SEO practice? If bad how dangerous it is for my sites SEO? i need your comments on my scenario.

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  • CodePlex Daily Summary for Thursday, June 06, 2013

    CodePlex Daily Summary for Thursday, June 06, 2013Popular ReleasesReliability Modeling and Prediction: Reliability Prediction v2.0.1: Including the reliability modeling schema and the reliability prediction tool. Including case studies (Reporting service and WebScan system). Check Readme.txt for a quick tutorial.Virtual Sport for Sport Team: Virtual Sport Website: This is the website to manage a sports team. Through this website you can manage the members of the team, from players to staff, schedules, and more. and for supporter, be able more easily get to know team through the this websiteChristoc's DotNetNuke Module Development Template: DotNetNuke 7 Project Templates V2.3 for VS2012: V2.3 - Release Date 6/5/2013 Items addressed in this 2.3 release Fixed bad namespace for BusinessController in one of the C# templates. Updated documentation in all templates. Setting up your DotNetNuke Module Development Environment Installing Christoc's DotNetNuke Module Development Templates Customizing the latest DotNetNuke Module Development Project TemplatesPulse: Pulse 0.6.7.0: A number of small bug fixes to stabilize the previous Beta. Sorry about the never ending "New Version" bug!ZXMAK2: Version 2.7.5.3: - debugger: add LPC indicator (last executed opcode pc) - add host joystick support (written by Eltaron) - change file extension for CMOS PENTEVO to "cmos" - add hardware value monitor (see Memory Map for PENTEVO/ATM/PROFI)QlikView Extension - Animated Scatter Chart: Animated Scatter Chart - v1.0: Version 1.0 including Source Code qar File Example QlikView application Tested With: Browser Firefox 20 (x64) Google Chrome 27 (x64) Internet Explorer 9 QlikView QlikView Desktop 11 - SR2 (x64) QlikView Desktop 11.2 - SR1 (x64) QlikView Ajax Client 11.2 - SR2 (based on x64)BarbaTunnel: BarbaTunnel 7.2: Warning: HTTP Tunnel is not compatible with version 6.x and prior, HTTP packet format has been changed. Check Version History for more information about this release.Harvester - Debug Viewer for Trace, NLog & Log4Net: v2.0.1 (.NET 4.0): Minor Updates Fixed incorrect process naming being displayed if process ID reassigned before cache invalidated. Fixed incorrect event type/source for TraceListener.TraceData methods. Updated NLog package references. Official Documentation Moved to GitHub http://cbaxter.github.com/Harvester Official Source Moved to GitHub https://github.com/cbaxter/HarvesterSuperWebSocket, a .NET WebSocket Server: SuperWebSocket 0.8: This release includes these changes below: Upgrade SuperSocket to 1.5.3 which is much more stable Added handshake request validating api (WebSocketServer.ValidateHandshake(TWebSocketSession session, string origin)) Fixed a bug that the m_Filters in the SubCommandBase can be null if the command's method LoadSubCommandFilters(IEnumerable<SubCommandFilterAttribute> globalFilters) is not invoked Fixed the compatibility issue on Origin getting in the different version protocols Marked ISub...BlackJumboDog: Ver5.9.0: 2013.06.04 Ver5.9.0 (1) ?????????????????????????????????($Remote.ini Tmp.ini) (2) ThreadBaseTest?? (3) ????POP3??????SMTP???????????????? (4) Web???????、?????????URL??????????????? (5) Ftp???????、LIST?????????????? (6) ?????????????????????Media Companion: Media Companion MC3.569b: New* Movies - Autoscrape/Batch Rescrape extra fanart and or extra thumbs. * Movies - Alternative editor can add manually actors. * TV - Batch Rescraper, AutoScrape extrafanart, if option enabled. Fixed* Movies - Slow performance switching to movie tab by adding option 'Disable "Not Matching Rename Pattern"' to Movie Preferences - General. * Movies - Fixed only actors with images were scraped and added to nfo * Movies - Fixed filter reset if selected tab was above Home Movies. * Updated Medi...Nearforums - ASP.NET MVC forum engine: Nearforums v9.0: Version 9.0 of Nearforums with great new features for users and developers: SQL Azure support Admin UI for Forum Categories Avoid html validation for certain roles Improve profile picture moderation and support Warn, suspend, and ban users Web administration of site settings Extensions support Visit the Roadmap for more details. Webdeploy package sha1 checksum: 9.0.0.0: e687ee0438cd2b1df1d3e95ecb9d66e7c538293b Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.93: Added -esc:BOOL switch (CodeSettings.AlwaysEscapeNonAscii property) to always force non-ASCII character (ch > 0x7f) to be escaped as the JavaScript \uXXXX sequence. This switch should be used if creating a Symbol Map and outputting the result to the a text encoding other than UTF-8 or UTF-16 (ASCII, for instance). Fixed a bug where a complex comma operation is the operand of a return statement, and it was looking at the wrong variable for possible optimization of = to just .Document.Editor: 2013.22: What's new for Document.Editor 2013.22: Improved Bullet List support Improved Number List support Minor Bug Fix's, improvements and speed upsPHPExcel: PHPExcel 1.7.9: See Change Log for details of the new features and bugfixes included in this release, and methods that are now deprecated.Droid Explorer: Droid Explorer 0.8.8.10 Beta: Fixed issue with some people having a folder called "android-4.2.2" in their build-tools path. - 16223 Magick.NET: Magick.NET 6.8.5.402: Magick.NET compiled against ImageMagick 6.8.5.4. These zip files are also available as a NuGet package: https://nuget.org/profiles/dlemstra/patterns & practices: Data Access Guidance: Data Access Guidance Drop3 2013.05.31: Drop 3DotNet.Highcharts: DotNet.Highcharts 2.0 with Examples: DotNet.Highcharts 2.0 Tested and adapted to the latest version of Highcharts 3.0.1 Added new chart types: Arearange, Areasplinerange, Columnrange, Gauge, Boxplot, Waterfall, Funnel and Bubble Added new type PercentageOrPixel which represents value of number or number with percentage. Used for sizes, width, height, length, etc. Removed inheritances in YAxis option classes. Closed issues: 682: Missing property - XAxisPlotLinesLabel.Text 688: backgroundColor and plotBackgroundColor are...DirectX Tool Kit: May 2013: May 30, 2013 Added more GeometricPrimitives: Cone, Tetrahedron, Octahedron, Dodecahedron, Icosahedron Updated to support loading new metadata from DDS files (if present) Fixed bug with loading of WIC 32bpp RGBE format images Fixed bug when skipping mipmaps in a 1D or 2D array texture DDS fileNew Projectsabang: ????????Alex Develop Kit: ????????C#?????????。AnaLog - Analyse Logique: Software for logical equations analyse. App Excess: App Platform for Windows.Associativy Frontend Engines Administration: Frontend Engines Administration module for the Associativy (http://associativy.com) Orchard graph platform.ATDD Applied (Example): Sample code for Nordic Testing Days 2013 workshop - Acceptance Test Driven Development Applied: An Intro to ATDD using Jasmine and SpecFlowAzCAD: AzCAD is a free CAD program.BVVD Project: SOURCE CODECrzy Engine: C# and XNA ORPG Game Development engine.Custom Pong: Custom PongEDID Puller: Simple C# application showing how to get the EDIDs of the connected monitors to a PC, in particular the manufacturer and model of the display device.GooMUI: A desktop player for the Google Play Music service that runs on Windows.Had: HadIIS Express GUI: The GUI for IISExpress (version 7.5 and 8.0) jean0605jabbrchangbranch: ddjQueryBuddy Port to .Net 4.0+: Upgrading the project to current dot net will make using this app easier for some folks!Kinopoly: Dieses Projekt ist eine Arbeit der Berufschule Bern, GIBB. Das Ziel ist es das berühmte Spiel Monopoly im Film Theme als eine Clientapplikation zu realisieren.Magic Engine - 2D and 3D engine developed by school students: Magic Engine - 2D and 3D engine developed by school studentsMetrics calculation: Calculates metrics with the use of Driven Metrics.Metro WPF: Metro WPF provides a set of controls and styles for you to build your metro style WPF applications.mysitie: this is unknown error site Native API Test Command-Line Utility: A command-line utility that allows the user to call native API function interactively and experiment with how they function.prakark06052013Hg01: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [another wiki page] [url:http://www.example.prakark06052013Tfs01: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [another wiki page] [url:http://www.example.prakarkGit06052013Git01: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [url:http://www.example.com] {"Do QlikView Extension - Animated Scatter Chart: Animated scatter chart for QlikView, inspired by D3js.orgREADPDB(Program Database Reader): This tool uses the Microsoft Debug Interface Access Software Development Kit (DIA SDK) to parser PDB file SelfProject: Just For TestSlWfDesign: 11212SSZZ: SSZZ is a tool for Data Analysistest project codeplex: This is a testtesttom06052013git01: dfdstesttom06052013hg01: *bold* _italics_ +underline+ ! Heading 1 !! Heading 2 * Bullet List ** Bullet List 2 # Number List ## Number List 2 [another wiki page] [url:http://www.example.testtom06052013tfs01: gfdgfdthree: It's a personal project.Validation Rules Framework for C++: C++ framework for rule creation, validation and management.

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  • A mechanism to include site title in every page, but not in <title> element

    - by Saeed Neamati
    Each site can have a name. For example, site x. Each page also can have a name (or a title) that should appear in <title> tag in the header. However, many websites out there use the combination site name - page name to provide the value for <title> tag. I find it a little far from being semantic. On the other hand, if you only include page title in <title> tag, search engines won't find your site by its name. For example, if your site's name is Thought Results and you don't include it in page titles, then if you search for Thought Results, you won't find your site in SERPs. Thus I'm searching for a mechanism to both include site title (not page title) in every page, and also only include page title in <title> tag to get more semantic results. Is there any way to achieve this?

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  • How do I get google to see keywords on a one page web application site?

    - by David
    I'm going to have to link to the web site to explain this, http://www.diagram.ly, it's a free service, so I hope this doesn't break advertising rules. Basically, it's a one page web application, I don't want to create a web site for it. Some background text loads and if JavaScript is enabled, the web application itself then loads. The problem is that Google only seems to be picking up the title of the page and the text on the footer, so the site only appear on Google search for very limited text (based on the title and meta description mostly). I was hoping that search engines would pick up on the background text and index that. The text is factual, not keyword stuffed. Yahoo seems to pick up the text, just not Google. Does anyone have any experience of how Google would view such a site and where I could put the text for a better result? Edit I should mention that Google Webmaster Tools lists the site keywords as "Component, diagramly, feed, mxgraph, share and twitter". Basically the footer and little else.

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  • Emulator PCSX Reloaded - Fullscreen not working on Unity

    - by Leonardo Montenegro
    I have an older PS1 console with a couple of games I bought some years ago. On my pc, I'm using PCSX Reloaded - the best PS1 emulators for Linux I found so far. But I'm having a little issue on Ubuntu 12.04 Precise. I'm using Unity 3D and I'm trying to run some of my original PS1 games on PCSX Reloaded. Everything works nicely, except for fullscreen. I toggle fullscreen and specify maximum resolution for my monitor, but on fullscreen mode, both left and top unity bars aren't getting hidden. I tried changing between other graphic modes like Gnome Classic and Gnome Classic w/o Effects. On both, PCSX shows bars in fullscreen mode, so it isn't an Unity-specific issue, but an emulator problem. It's a bit annoying play games this way, so basically I'm running games on window mode for now. I'm using default OpenGL graphic plugin on this emulator. I tried changing to X11 graphic plugin and fullscreen worked, but graphics on X11 plugin aren't as good as OpenGL one. Anyone know a way to get fullscreen working on PCSX using OpenGL plugin? Or maybe another graphic plugin w/ OpenGL support.

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  • jQuery 2.0 drops support for legacy IE (IE6, IE7, IE8)

    - by Renso
    Originally posted on: http://geekswithblogs.net/renso/archive/2013/10/31/jquery-2.0-drops-support-for-legacy-ie-ie6-ie7-ie8.aspxjQuery upgrades may not be as reverse compatible as you may think. Starting from version 2 of jQuery, IE6, IE7 and yes also IE8 will no longer be supported. These are now considered legacy browsers. You will need to stop any upgrades to jQuery until your SLA states that IE8 is no longer supported and remain in jQuery 1.9.Some of the reasons for not supporting IE8 and before:- Remove all the code clutter in the jQuery library with code that has to deal with IE browser compatibility issues between IE6, 7 and 8 and the newer IE versions, the latter being more compliant.- IE6 and 7 may have fallen to below 2% generally, that does not mean that that is true for your client base. In the oil and gas industry some clients are years behind and you may have 50% or more of clients remain on IE8 or older for the foreseeable future.- The difference between browser engines has become almost negligible, as it should be. So one of the greatest goals of jQuery to abstract that out for developers is no longer needed, for most part anyway. - CSS3 features like animations basically replace the need for jQuery’s 2.0 animations and effects.If the need is still there to support IE8 or before, but you also want to upgrade, then use conditional comments:<!--[if lt IE 9]>    <script src="jQuery-1.9.0.js"></script><![endif]--><!--[if gte IE 9]><!-->    <script src="jQuery-2.0.0.js"><</script><!--<![endif]-->

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  • Dock with dual external DVI monitors with Intel + Nvidia Optimus?

    - by Ryan
    I have a Dell Latitude E6420 laptop plugged into a docking station, and the dock has 2 monitors (connected with DVI). Also note that I've installed Ubuntu alongside (dual-boot) Windows 7. I can't get the dual monitors to work both on Ubuntu (either 11.10 or 12.04) and Windows 7. When I run lspci | grep VGA, I get: 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) 01:00.0 VGA compatible controller: nVidia Corporation GF108 [Quadro NVS 4200M] (rev a1) If I then reboot and uncheck Optimus setting in the BIOS during reboot, I'm able to get the dual monitors to work in Ubuntu 12.04 (but I need to configure them every boot in Nvidia Settings). When I run lspci | grep VGA, I get: 01:00.0 VGA compatible controller: NVIDIA Corporation GF119 [Quadro NVS 4200M] (rev a1) But then if I reboot into Windows (leaving the Optimus unchecked), Windows can't detect external monitors, and the resolution is unacceptably low. I've seen on many forum posts that this particular graphics card setup causes lots of headaches. I haven't been able to resolve my problem yet. How can I use my external display on my laptop with intel and nvidia video cards? How to use external displays with Intel driver on a NVidia/Intel hybrid system nVidia Optimus , Unity 3D and Dual Monitors "Just use VGA instead of DVI" isn't an option because my dock has only 1 VGA port (and 2 DVI). Switching the BIOS setting on every reboot and then reconfiguring the display settings every time is tedious, time-consuming, and impractical. Do you know how to make this work smoothly? Thanks for your help! P.S. see also: http://superuser.com/questions/434358/dell-latitude-e6420-dual-boot-ubuntu-windows-7-optimus-graphics-problems

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  • Modern techniques for spriting

    - by DevilWithin
    Hello, I would like to know the flow for making modern 2D game artwork. How are the assets made nowadays? Bitmap? Vector-based? Hand-drawn and painted? Drawn digitally? Modeled in 3D and exported to bitmaps? I would like some information on programs as well, for fine looking art. Why does Flash's vector art style look good in most games? How do I make equivalent graphics with external tools? Or equaly good and not vector-based, anyway. Any special hints for animating? An answer oriented towards a one-man-army indie developer with little experience but some artistic sense would be appreciated! Not a complete dummy with paint programs, but also not a master at all, just need efficient ways to achieve results. Thanks. NOTE: Pixel art is not the goal of this question, nothing related to direct pixel manipulation should be brought up here, but you're free to do exactly that :)

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  • SQL SERVER – Technical Reference Guides for Designing Mission-Critical Solutions – A Must Read

    - by pinaldave
    Yesterday I was reading architecture reference material helping my friend who was looking for material in this respect. While working together we were searching twitter, facebook and search engines to find relevant material.While searching online we end up on very interactive reference point. Once I send the same to him, he replied he may not need anything more after referencing this material. The best part of this article was it gives access to various aspect of the technology of the image map. Here is the abstract of the original article from the site: The Technical Reference Guides for Designing Mission-Critical Solutions provide planning and architecture guidance for various mission-critical workloads deployed by users. These guides reflect the knowledge gained by Microsoft while working with customers on mission-critical deployments. Each guide provides not only the key technical concepts and information helpful for design, but also “lessons learned,” best practices, and references to customer case studies. Once you click on any of the desired topic, you will see further detailed image map of the selected topic. Personally once I ended up on this site, I was there for more than 2 hours clicking through various links. Click on image to see larger image Read more here: Technical Reference Guides for Designing Mission-Critical Solutions Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, SQL White Papers, T SQL, Technology

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  • XOLO X900–First mobile phone with Intel Power

    - by Rekha
    XOLO X900, XOLO’s offering the world’s first smart phone with the power of Intel inside® shaking hands with LAVA International Ltd., India’s fastest growing handset brands. The R&D Centre is in Shenzhan (China) and Bangalore (India). The smart phone has a fast web browsing with the 1.6 GHz Intel processor and smooth multi-tasking process using Intel patented Hyper Threading technology.It has an optimum battery usage, 4.03” hi-resolution of 1024X600 pixels LCD screen to ensure crisp text and vibrant images, HDMI Output port for TV, full HD 1080p playback and dual speakers. It has a camera of 8MP HD camera with certain DSLR like features allowing to click upto 10 photos in less than a second. 3D and HD gaming is immensely realistic with 400 MHz Graphics Processing Unit. The Operating System used here is Android 2.3 (Gingerbread) and upgradable to Android 4.0. It has the GPS facility and rear and front cameras with 8MP and 1.3MP respectively.  They have enabled Accelerometer, Gyroscope, Magnetometer, Ambient light sensor and Proximity sensor in this smart phone. Intel’s smartphone venture is beginning in India first. It is said to be available for sale in Indian from April 23, 2011 onwards. The price is at a best-buy price of INR 22,000 approximately. The smartphone will be available at the Indian retail chain Croma. The phone will available in other retail stores and online stores from early May. The company is launching the smartphone in India first and a more powerful handset in China later this year. According to their success in India and China, Intel is planning to come into Europe and US market. Till then, Intel smartphones are only for Indian buyers. You can more technical information from the XOLO’s site.

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  • From physics to Java programmer?

    - by inovaovao
    I'm a physics phd with little actual programming experience. I've always liked programming and played around with Basic and Pascal (also VB and Delphi) as a teen, but the largest actual project I completed was an assignement for the introductory computer science class in university where I wrote a nice little program (about 1500 lines of pascal) to display functions of 2 variables in 3D. I've had also a couple other projects of a few hundred lines range, but during my phd I didn't have (or take) the time to program more (string theory is hard guys!), beside playing around with ruby. Now I've decided that I'm more interested in programming than in physics and started to learn Java (hoping to pass the certification exam next week) and OO design. Still, I have trouble deciding on what to focus next (Java EE? Web development? algorithms and C programming?) in order to maximize my employement chances. Bear in mind that I'm aiming (mostly) at the swedish job market and that I'm 30 years old. So for the questions: Do you think that I have any chances to start and make a career in IT and programming coming from physics? What would be the best strategy to maximize my value in the field? Do you have suggestions as to where my physics background might be useful?

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  • Launcher icon size and window behavior broken

    - by philipp
    I have installed the nvidia driver for my graphic card, just following some tutorials what works fine now. After this I could set the Icon size of the launcher, windows had a nice litte shadow, resolution was better and the windows showed up a nice effect when popping up an or when bringing to full-screen... But today the this was just gone after reboot. What could this be? Nvidia xserver-settings are availible. I installed and reinstalled wine1.5 via the apt-get commands, so this might broke something. What can do to fix this again? Greetings philipp EDIT: I went on searching and all i found was that this problem might be connected to the mode of unit, so there is 2d and 3d, but could also be something else, just because setting the mode brings no change. EDIT 2: the version of Ubuntu is: 12.04 and it is a 64 bit environment the graphic card is: GeForce GT 330M Edit 3: Using maps.google in webGL mode does not work anymore too, it was working yesterday. EDIT 4: the screenshot. btw: I think that blender is not working anymore too... EDIT: 5 I think that the problem is closely connected to this output

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  • Changing Career to Game Development

    - by Don Carleone
    I m enthusiastic about and ready to shifting my career to Game Development sector, but before that I wonder some situations, I m now working as Senior .net programmer, i can only write code in c# right now, but i started to learn c++, I m computer engineer so before I know how to write in C but I didnt work with big projects, I wrote "Game of Life" before with C and used only Linked List DataStructure becouse of pushed my limits. But now I m thinking to shift Game Development, I love to play Console Games, I respect people who works about that business. But I just wonder, I see a lot of great developers who write codes with C++ and I ask myself that guys dont think to join Game Industry so why I think I can join! is that True? I dont live in USA or big country like. I live in a poor country, and here is no any Game Development Company, so I have to move to USA for working that job. So can you tell me if I start to learn something (c++,game enginees,physic enginees,3d math etc.) right now and working my usual job, after 7-8 month is it good time to move and finding a job about Game development in USA as junior game developer? is that possible? or is this just a dream? I realy need your advices. You can give down vote about that no problem, at least one advice can help me in my life.

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  • Tessellating to a curve?

    - by Avi
    I'm creating a game engine, and I'm trying to define a 3D model format I want to use. I haven't come across a format that quite does what I want. My game engine assumes a shader model 5+ environment. By the time I'm finished with it, that won't be a very unreasonable requirement. Because it assumes such a modern environment, I'm going to try and exploit tessellation. The most popular way, it seems, to procedurally increase geometry through tessellation is to tessellate to a height map. This works for a lot of things, but has limitations in that height maps still use up VRAM and also only have finite scalability. So I want to be able to use curves to define what a mesh should tessellate to. The thing is, I have no idea what definition of curves I should use, how I should store it, and how I should tessellate to it. Do I use NURBS curves? Bezier? Hermite? And once I figure that out, is there an algorithm to determine how the tessellation shader should produce and move vertices to match the curve as closely as possible? Is the infinite scalability and lower memory usage when compared to height maps worth the added computational complexity? I'm sorry I'm kind if ignorant as to these matters. I just don't know where to start.

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  • Should I use procedural animation?

    - by user712092
    I have started to make a fantasy 3d fps swordplay game and I want to add animations. I don't want to animate everything by hand because it would take a lot of time, so I decided to use procedural animation. I would certainly use IK (starting with simple reaching an object with hand ...). I also assume procedural generation of animations will make less animations to do by hand (I can blend animations ...). I want also to have a planner for animation which would simplify complex animations; those which can be split to a sequence - run and then jump, jump and then roll - or which are separable - legs running and torso swinging with sword -. I want for example a character to chop a head of a big troll. If troll crouches character would just chop his head off, if it is standing he would climb on a troll. I know that I would have to describe the state ("troll is low", "troll is high", "chop troll head" ..) which would imply what regions animation will be in (if there is a gap between them character would jump), which would imply what places character can have some of legs and hands or would choose an predefined animation. My main goal is simplicity of coding, but I want my game to be looking cool also. Is it worthy to use procedural animation or does it make more troubles that it solves? (there can be lot of twiddling ...) I am using Blender Game Engine (therefore Python for scripting, and Bullet Physics).

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