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  • Simulate Geo Location in Silverlight Windows Phone 7 emulator

    If youve been excited about Windows Phone 7 development and the platform being Silverlight for application development, you probably rushed and downloaded all the tools (which are free by the way). You may have even got the samples from the SDK and noticed the Location services examplebut wondered why it doesnt work. If you are just getting started, I created some quickstart videos to help you through some of the basics. You can view them here. In case you havent figured it out: Location services...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • WPF properties memory management

    - by mrpyo
    I'm trying to build binding system similar to the one that is used in WPF and I ran into some memory leaking problems, so here comes my question - how is memory managed in WPF property system? From what I know in WPF values of DependencyProperties are stored in external containers - what I wanna know is how are they collected when DependencyObject dies? Simplest solution would be to store them is some weak reference dictionary - but here comes the main problem I ran into - when there is a listener on property that needs reference to its (this property) parent it holds it (the parent) alive (when value of weak reference dictionary points somewhere, even indirectly, to key - it can't be collected). How is it avoided in WPF without the need of using weak references everywhere?

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  • Install Ubuntu and erase Windows Vista

    - by miguel
    I have an older laptop with a ADA hard disk I can't really buy a new one so I want to erase Windows Vista on my computer and only have Ubuntu so that I can have more space. How do I make it go directly to my blank CD? My Windows Vista is messed up and I can't even get into it. I want to download the new version of Ubuntu while in Ubuntu. I downloaded it but it didn't go directly to the blank CD. I tried to copy all of Ubuntu onto the CD once it was downloaded but it says there was an error while copying. What should I do?

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  • How do i create a .desktop file for a .jar file?

    - by Masterkraft0r
    My problem is, that i do want to create a .desktop file for Technic Launcher, which is an alternative launcher for Minecraft. It comes in the form of an .jar file and i want to create a menu entry for it. How would i write such a .desktop file? My attempt was the following: [Desktop Entry] Type=Application Name=Technic Launcher Comment=Minecraft Launcher for Technic Pack, Tekkit, Hack/Mine and Yogbox Exec=/home/benjamin/Applications/Minecraft/TechnicLauchner/technic-launcher-latest.jar Icon=/home/benjamin/Applications/Minecraft/TechnicLauchner/icon.png Terminal=false Categories=Game;ActionGame;AdventureGame;RolePlaying; This didn't work, hence my question. What did i do wrong? Is it even possible to point to a .jar file?

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  • How to stop a tap event from propagating in a XNA / Silverlight game

    - by Mech0z
    I have a game with Silverlight / XNA game where text and buttons are created in Silverlight while 3d is done in XNA. The Silverlight controls are drawn ontop of the 3D and I dont want a click on a button to interact with the 3D underneath So I have private void ButtonPlaceBrick_Tap(object sender, GestureEventArgs e) { e.Handled = true; But my gesture handling on the 3d objects still runs even though I have set handled to true. private void OnUpdate(object sender, GameTimerEventArgs e) { while (TouchPanel.IsGestureAvailable) { // Read the next gesture GestureSample gesture = TouchPanel.ReadGesture(); switch (gesture.GestureType) How am I supposed to stop it from propagating?

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  • Windows not booting in dual boot with Ubuntu 12.04 and Windows 7

    - by Rupa
    I have dual Ubuntu 12.04 and Windows 7 installed in my PC. I installed Ubuntu after Windows, and I have issues with GRUB. After installing Ubuntu, there was no boot loader in the start up, with an error message about missing OS. I tried boot repair, I can see the GRUB loader now and can access Ubuntu, uut I am not able to access Windows, even though I can see that in GRUB loader. I tried to fix the Windows start up with my Windows Live CD, but that removed the GRUB. What should I do in this case?

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  • How Circuit Boards Are Manufactured and Tested [Video]

    - by Jason Fitzpatrick
    Circuit boards are in nearly everything: computers, cars, toys, phones, even greeting cards. Check out this tour of Printed Circuit Board (PCB) factory to see how they’re made. In the above video the owners of Base2 Electronics are watching a PCB testing machine at the factory where they purchase their boards for resale. The machine is first scanning the board to identify it in the board database and then the arms start flying as it tests individual circuits on the board. If you’re interested seeing all the steps of the manufacturing process, hit up the link below for a photo and video tour of the facility. Base2 Electronics Tour of Advanced Circuits [via Hack A Day] How To Encrypt Your Cloud-Based Drive with BoxcryptorHTG Explains: Photography with Film-Based CamerasHow to Clean Your Dirty Smartphone (Without Breaking Something)

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  • Stand-Up Desk 2012 Update

    - by BuckWoody
    One of the more popular topics here on my technical blog doesn't have to do with technology, per-se - it's about the choice I made to go to a stand-up desk work environment. If you're interested in the history of those, check here: Stand-Up Desk Part One Stand-Up Desk Part Two I have made some changes and I was asked to post those here.Yes, I'm still standing - I think the experiment has worked well, so I'm continuing to work this way. I've become so used to it that I notice when I sit for a long time. If I'm flying, or driving a long way, or have long meetings, I take breaks to stand up and move around. That being said, I don't stand as much as I did. I started out by standing the entire day - which did not end well. As you can read in my second post, I found that sitting down for a few minutes each hour worked out much better. And over time I would say that I now stand about 70-80% of the day, depending on the day. Some days I don't even notice I'm standing, so I don't sit as often. Other days I find that I really tire quickly - so I sit more often. But in both cases, I stand more than I sit. In the first post you can read about how I used a simple coffee-table from Ikea to elevate my desktop to the right height. I then adjusted the height where I stand by using a small plastic square and some carpet. Over time I found this did not work as well as I'd like. The primary reason is that the front of these are at the same depth - so my knees would hit the desk or table when I sat down. Also, the desk was at a certain height, and I had to adjust, rather than the other way around.  Also, I like a lot of surface area on top of a desk - almost more of a table. Routing cables and wiring was a pain, and of course moving it was out of the question.   So I've changed what I use. I found a perfect solution for what I was looking for - industrial wire shelving: I bought one, built only half of it (for the right height I wanted) and arranged the shelves the way I wanted. I then got a 5'x4' piece of wood from Lowes, and mounted it to where the top was balanced, but had an over-hang  I could get my knees under easily.My wife sewed a piece of fake-leather for the top. This arrangement provides the following benefits: Very strong Rolls easily, wheels can lock to prevent rolling Long, wide shelves Wire-frame allows me to route any kind of wiring and other things all over the desk I plugged in my UPS and ran it's longer power-cable to the wall outlet. I then ran the router's LAN connection along that wire, and covered both with a large insulation sleeve. I then plugged in everything to the UPS, and routed all the wiring. I can now roll the desk almost anywhere in the room so that I can record, look out the window, get closer to or farther away from the door and more. I put a few boxes on the shelves as "drawers" and tidied that part up. Even my printer fits on a shelf. Laser-dog not included - some assembly required In the second post you can read about the bar-stool I purchased from Target for the desk. I cheaped-out on this one, and it proved to be a bad choice. Because I had to raise it so high, and was constantly sitting on it and then standing up, the gas-cylinder in it just gave out. So it became a very short stool that I ended up getting rid of. In the end, this one from Ikea proved to be a better choice: And so this arrangement is working out perfectly. I'm finding myself VERY productive this way. I hope these posts help you if you decide to try working at a stand-up desk. Although I was skeptical at first, I've found it to be a very healthy, easy way to code, design and especially present over a web-cam. It's natural to stand to speak when you're presenting, and it feels more energetic than sitting down to talk to others.

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  • Blank space on right side of screen with XMonad/Gnome

    - by Andrew
    Fresh install of 11.10 x64. I set up XMonad with gnome-session as I did before on 11.04, following the guide on the Arch wiki. Everything works, but there's this weird vertical space about the size of a scrollbar on the side of the screen. The space is also above xmobar (the battery system tray icon is hidden behind it and I can't click it). XMonad weird space (since I can't post images) Is there some weird XMonad or Gnome option I'm missing? I don't even know where to begin to look.

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  • How to set multiple timezones in Gnome Classic?

    - by Serrano Pereira
    For some strange reason, additional timezones cannot be added to the clock using the date-time indicator in Gnome Classic (Ubuntu 12.04). I used Unity before I switched to Gnome Classic, and it was possible to add more timezones. Even in Gnome Classic I can see the other timezones in the menu of the date-time indicator which I added when I was still using Unity. When I go to System Settings Date and Time, there is no option for adding other timezones. How can I set additional timezones in Gnome Classic?

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  • Development platform for 2D web and mobile games

    - by Robert Vella
    Is there a game development platform -- similar to Torque, or Unity -- which can be used to deploy 2D games on the following platforms: Web iOs Android Xbox Live Arcade (Preferred but not required) And which has an integrated or mature physics engine? Perhaps, even a built in editor? I've looked at the following possibilities but I've found something missing in each one. Of course in each case I may be guilty of misconception. Corona SDK (No web deployment, no windows support) Torque 2D (No web deployment) Flash + Flash Punk or Flixel (No native android deployment, and I'm not sure if it is stable on mobile platforms) Unity + SpriteManager2 (Not really optimised for 2D games, and I haven't seen enough advanced 2D examples -- like say platformers -- to really have any confidence in using it for something like this) Has anyone had any luck with this?

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  • Thoughts on Development using Virtual Machines

    - by J_A_X
    I'll be working as a development lead for a startup and I've suggested that we use VMs for development. I'm not talking about each developer having a desktop with VMs for testing/development, I mean having a server rack where all VMs are managed and have the developers work from a microPC (ChromeOS anyone?) locally, or even remotely from their home computer. To me, the benefits are the fact that it's extremely scalable, cheaper in the long run, easier to manage and that we utilize the hardware its maximum potential. As for cons, I can't think of any particular showstoppers other than we'll need someone to setup/maintain said setup. I was hoping that some of you might of had a similar setup at your place of employment and be able to weight in with your opinions. Thanks.

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  • How do you visually represent programming skills?

    - by TomSchober
    I had a discussion with a recruiter recently that made me wish I could visually represent programming skills. In trying to explain how skills relate, what are the important properties of those skills? Would a tagging model work (i.e. "Design Pattern," "Programming Language," "IDE," or "VCS")? Are they really hierarchical? Clarification: The real problem I see is communicating the level of granularity among skill sets. For instance saying someone "knows Java" is a uselessly broad term in describing what someone can DO. However saying they know how to write web services with the Java Programming language is a bit better. To go even further, saying they know Spring as a tool under all that is probably specific enough. What should we call those levels of granularity? What are the relationships between the terms we use? i.e. Framework to Language, Tool to Language, Framework to Solution(like web services), etc.

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  • Top ten things that don't make sense in The Walking Dead

    - by iamjames
    For those of you that don't know, The Walking Dead is a popular American TV show on AMC about a group of people trying to survive in a zombie-filled world.Here's the top ten eleven things that don't make sense on the show (and have never been explained) 1)  They never visit stores.  No Walmarts, Kmarts, Targets, shopping malls, pawn shops, gas stations, etc.  You'd think that would be the first place you'd visit for supplies, but they never have.  Not once.  There was a tiny corner store they visited in a small town, and while many products were already gone they did find several useful items.  2)  They never raid houses.  Why not?  One would imagine that they would want to search houses for useful items, but they don't.3)  They don't use 2 way radios.  Modern 2-way radios have a 36-mile range.  That's probably best possible range, but even if the range is only 10% of that, 3.6 miles, that's still more than enough for most situations, for the occasional "hey zombies attacking can you give me a hand?" or "there's zombies walking by stay inside until they leave" or "remember to pick up milk at the store love mom".  And yes they would need batteries or recharging, but they have been using gas-powered generators on the show and I'm sure a car charger would work.4)  They use gas-guzzling vehicles.  Every vehicle they have is from the 80s or 90s except for the new Kia SUV there for product placement.  Why?  They should all be driving new small SUVs or hybrids.  Visit a dealership and steal more fuel-efficient vehicles, because while the Walmart's might be empty from people raiding them for supplies, I'm sure most people weren't thinking "Gee, I should go car shopping" when the infection hit5)  They drive a motorcycle.  Seriously?  Let's find the least protective vehicle and drive that.  And while motorcycles get reasonable gas mileage, 5 people in a SUV gets better gas mileage per person than 5 people all driving motorcycles so it doesn't make economical sense either.6)  They drive loud vehicles.  The motorcycle used is commonly referred to as a chopper and is about as loud as a motorcycle can get.  The zombies are attracted to loud noise, so wouldn't it make more sense to drive vehicles that makes less sound?  Because as soon as you stop the bike and get off you're surrounded by zombies that heard you coming.  And it's not just the bike, the ~1980s Chevy SUV in the show is also very loud.7)  They never run out of food.  Seems like that would be a almost daily struggle, keeping enough food available for about a dozen people, yet I've never seen them visit a grocery store or local convenience store to stock up.8)  They don't carry swords, machetes, clubs, etc.  Let's face it, biting is not a very effective means of attack.  It's good for animals because they have fangs and little else, but humans have been finding better ways of killing each other since forever.  So why doesn't everyone on the show carry a sword or machete or at least a baseball bat?  Anything is better than wasting valuable bullets all the time.  Sure, dozen zombies approaching?  Shoot them.  One zombie approaching?  Save the bullet, cut off it's head.  9)  They do not wear protective clothing.  Human teeth are not exactly the sharpest teeth in the animal kingdom.  The leather shoes your dog ripped to shreds within minutes would probably take you days to bite through.  So why do they walk around half-naked?  Yes I know it's hot in Atlanta, but you'd think they'd at least have some tough leather coats or something for protection.  Maybe put a few small vent holes in the fabric if it's really hot.  Or better:  make your own chainmail.  Chainmail was used for thousands of years for protection from swords and is still used by scuba divers for protection from sharks.  If swords and sharks can't puncture it, human teeth don't stand a chance.  10)  They don't build barricades or dig trenches around properties.  In Season 2 they stayed at a farm in the middle of no where.  While being far away from people is a great way to stay far away from zombies, it would still make sense to build some sort of defenses.  Hordes of zombies would knock down almost any fence, but what about a trench or moat?  Maybe something not too wide so it can be jumped over easily but a zombie would fall into because I haven't seen too many jumping zombies on the show.  11)  They don't live in a mall or tall office building.  A mall would be perfect.  They have large security gates designed to keep even hundreds of people from breaking in and offer lots of supplies and food.  They're usually hundreds of thousands of square feet and fully enclosed, one could probably live their entire life happily in a mall.  Tall office building with on-site cafeteria would be another good choice.  They also usually offer good security and office furniture could be pushed out of the windows to crush approaching zombies, and the cafeteria is usually stocked to provide food for hundreds or thousands of office workers so food wouldn't be a problem for a long time. So there you have it, eleven things that don't make sense in The Walking Dead.  Have any of your own you'd like to add or were one of these things covered in the show?  Let me know in the comments.

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  • SEO with an iframe and a secondary domain

    - by MisterM
    Just a question, a client of the company I work for was They run the SEO page on a new domain (they own it for the client) http://kunstplanten-decoratie.nl/kunst_vetplanten/ while the original page is located at: http://www.deco-trade.nl/index.php/kunstplanten/alle-planten.html Below is the code they are using, they use an iframe to include the real domain. Is this even allowed by SEO tactics and does the content of the iframe even get indexed? <!doctype html> <html lang="nl" dir="ltr"> <head> <title>Kunst vetplanten | Deco Trade</title> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <meta name="description" content="De kunst vetplanten van Deco Trade zijn een mooi decoratiemiddel voor zowel thuis als op kantoor"> <meta name="keywords" content="Kunst vetplanten, KUNSTPLANTEN"> <link rel="stylesheet" type="text/css" href="../css.php"> </head> <body itemscope itemtype="http://schema.org/Florist"><div id="wrap"><div id="body"> <h1>Kunst vetplanten</h1> <p><img src="kunst_vetplanten.gif" alt="Kunst vetplanten | Deco Trade"><strong>Kunst vetplanten, KUNSTPLANTEN</strong></p> <h3>De kunst vetplanten van Deco Trade zijn een mooi decoratiemiddel voor zowel thuis als op kantoor</h3> <p>Deco Trade heeft een ruime sortering kunst vetplanten in verschillende maten. Een tweetal keuzes zijn de Crassula kunt vetplant en de Senecio kunst vetplant. De Crassula kunst vetplant is met zijn dikke diep groene bladeren en echte houten stammen een mooie vetplant voor op tafel of dressoir. Het model leent zich perfect voor presentatie in een luxe schaal, maar de Crassula laat zich ook goed combineren met een smalle hoge plantenbak.</p> <p>De diameter van de kunst Crassula is ±45-50cm en de hoogte inclusief de binnenpot is ±70cm. Standaard wordt de kunstplant geleverd in een plastic binnenpot zodat deze eenvoudig in een sierpot te plaatsen is. De afgebeelde sierpotten kunnen los besteld worden. Tevens leverbaar in een kleine maat van 40cm.</p> <p>De Senecio kunst vetplant, is met zijn vele blaadjes een leuke vetplant voor op tafel of in de vensterbank. Als enkel kunstplantje in een hoge sierpot, met meerdere op een rij, of in een luxe platte schaal, met deze kunst vetplant kun je perfect decoreren! De diameter van de Senecio kunstplant is ±30cm en de hoogte inclusief het binnenpotje is ±20cm. Standaard wordt het plantje geleverd in een 12cm plastic binnenpot zodat deze eenvoudig in een sierpot te plaatsen is. De afgebeelde sierpotten kunnen los besteld worden.</p> <p class="centre"><a href="../kunst_buxusbal/" title="Kunst buxusbal">Kunst buxusbal</a> <a href="../kunstbuxusballen/" title="Kunstbuxusballen">Kunstbuxusballen</a> <a href="../kunstcactus/" title="Kunstcactus">Kunstcactus</a> <a href="../kunst_cactus/" title="Kunst cactus">Kunst cactus</a> <a href="../kunst_bloeiende_planten/" title="Kunst bloeiende planten">Kunst bloeiende planten</a> <a href="../buiten_kunst_planten/" title="Buiten kunst planten">Buiten kunst planten</a> <a href="../kunst_ficus/" title="Kunst Ficus">Kunst Ficus</a> <a href="../kunst_guirlande/" title="Kunst Guirlande">Kunst Guirlande</a> <a href="../kunsthaag_elementen/" title="Kunsthaag elementen">Kunsthaag elementen</a> <a href="../uv_planten/" title="UV planten">UV planten</a> <a href="../grote_kunstplanten/" title="Grote kunstplanten">Grote kunstplanten</a></p> <p class="centre">Copyright 2011 <a href="../index.php">kunstplanten-decoratie.nl</a> | <a href="../contact.php" title="Contact">Contact</a> | <a href="../sitemap.php" title="Sitemap">Sitemap</a></p> </div></div> <iframe src="http://www.deco-trade.nl/index.php/kunstplanten/alle-planten.html" scrolling="no" frameborder="0"></iframe> </body> </html>

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  • Few specific questions on how games are developed

    - by russ
    When it comes to programming games from the old school sega games like sonic to indie games or angry birds or even to more advance games like Diablo, how exactly is level design done? As in, are the levels sometimes designed straight out of code in an IDE? Or do they create a visual level design editor where things can be placed at the click of a mouse button? I'm imagining old school games or very simple ones like indies are done via code, where extremely complicated ones require a visual editor. Is this correct? Also, when it comes to libraries like SDL or XNA, how often are these used rather than just utilizing OpenGL or DirectX? What about creating your own game engine vs utilizing one already made? Do most use already built engines? This question is directed toward the whole gaming spectrum of indie/big game development. Thanks.

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  • Is client side JavaScript capable of ~replicating the Node.JS module loading system?

    - by jt0dd
    I like the Node.JS style of JavaScript, where I can write all of my functionalities into smaller files and then require those neatly from within my code. I'm even thinking about trying to write a framework to mimic that behavior in client-side JS. My goal would be to implement the module loading system as accurately as possible - See Module docs. For require(), I can use things detailed in answers to this question, most notably JQuery's $.getScript(). It seems to me that other aspects of the module loading system should be possible as well. So I'm asking more experienced programmers here first, before I waist my time: Is there something that I'm missing that's going to cause such an attempt to fail miserably, or can this be successfully done?

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  • ubuntu is very slow

    - by johnny smithens
    Hello all. I am new with Ubuntu, and it is very slow(even in Ubuntu 2D). The performance is degraded for almost any task. I just reinstalled with amd64, and tried updating the Nvidia drivers with Nvidia Xserver. but it made no difference. This is the output of free -m: total used free shared buffers cached Mem: 3006 1318 1688 0 61 699 -/+ buffers/cache: 556 2449 Swap: 3064 0 3064 tl;dr - total: 3006, used: 1318 When I see the virtual console with Ctrl+Alt+F2, I see constantly: Assuming Drive Cache: write through; asking for cache data failed; It is very frustrating. Thanks in advance!

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  • C# XNA - Sky Sphere Question

    - by Wade
    I have been banging my head against the wall trying to get a sky sphere to work appropriately in XNA 4.0. I have the sphere loading correctly, and even textured, but i would like something a little more dynamic that can support a day/night cycle. My issue is that, while i know a good amount of C# and XNA, i know next to nothing about HLSL. (I could make an ambient light shader if my life depended on it...) I also have not been able to find a tutorial on how to build a sky sphere like this. Of course i don't expect to be able to make an amazing one right off the bat, i would like to start small, with a dynamic coloring sky i'll work out the clouds and sun later. My first question: Does anyone know of any good tutorial sites that could help me get a decent grasp around HLSL? Second: Does anyone have a good example of or know where to find one of a gradient sky using XNA and C#?

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  • HTG Explains: What Is Two-Factor Authentication and Should I Be Using It?

    - by Jason Fitzpatrick
    More and more banks, credit card companies, and even social media networks and gaming sites are starting to use two-factor authentication. If you’re a little unclear on what it is or on why you’d want to start using it, read on to learn how two-factor authentication can keep your data secure. HTG Explains: What Is Two-Factor Authentication and Should I Be Using It? HTG Explains: What Is Windows RT and What Does It Mean To Me? HTG Explains: How Windows 8′s Secure Boot Feature Works & What It Means for Linux

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  • Ubuntu on AMD based Sony Vaio VPCY B15AG

    - by Gaurav
    Last week I bought a AMD E350 (AMD Fusion platform) based Sony VAIO (VPCYB15AG) having AMD Radeon HD 6310 graphics, I removed Windows that came along with and installed Ubuntu 10.10 (AMD64) using USB drive. During installation my touchpad was not working, I managed through keyboard, but after completing installation & restarting the machine still there was no touchpad support. Also there's no proper graphic card drivers. Even I tried connecting the USB mouse to it but the left key is not working and had to configure the mouse as left-hand to get the left click enabled. I tried searching for any possible solutions for these but found nothing helpful, is there any hope? What should I do to enable i) enable touch pad support ii) get higher resolution 1366x768, etc?

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  • Notebook MSI GT640 - noisy fan - Ubuntu 11.10 x64

    - by pablo
    I have all time this issue when using Ubuntus, the fan (fans?) runs most off the time and between 60%~100% even in idle which is weird. The GPU temperatures are mostly around 80 degrees and I don't think it's right :( I always use Jupiter with power saving preset and add the line in linux default like this: quiet splash pcie_aspm=force i915.i915_enable_rc6=1 So it helps a little (fan just doesn't run all the time 100%...) What else can I do? The notebook spec is: Core i7-720 (8 threads) NVIDIA GTS250M So it's rather one of the first, not so silent and cold notebooks;), with Core i7 family and without optimus technology (as nvidia GPU is the only graphic card built-in) but anyway I don't have theese strange hot times in Windows 7.

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  • How do I store the OAuth v1 consumer key and secret for an open source desktop Twitter client without revealing it to the user?

    - by Justin Dearing
    I want to make a thick-client, desktop, open source twitter client. I happen to be using .NET as my language and Twitterizer as my OAuth/Twitter wrapper, and my app will likely be released as open source. To get an OAuth token, four pieces of information are required: Access Token (twitter user name) Access Secret (twitter password) Consumer Key Consumer Secret The second two pieces of information are not to be shared, like a PGP private key. However, due to the way the OAuth authorization flow is designed, these need to be on the native app. Even if the application was not open source, and the consumer key/secret were encrypted, a reasonably skilled user could gain access to the consumer key/secret pair. So my question is, how do I get around this problem? What is the proper strategy for a desktop Twitter client to protect its consumer key and secret?

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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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  • Commercial Software Development – presentation slide decks for DDD SouthWest 2.0

    - by Liam Westley
    Thanks to everyone who voted me onto the DDD SouthWest agenda, and a big thanks to all who attended the session and took the time to give feedback to rank me No.3 in the overall conference in presentation skills. There were some good feedback comments, which I'll try to make sure I take note of for future presentations. For those who came to the session, or even for those who were on one of the other tracks, I’ve uploaded the presentation for you to download.  I created a more simple, and smaller, PowerPoint without all the fancy animations and video clips, which is available as a compressed ZIP file,   http://www.tigernews.co.uk/blog-twickers/dddsw/commercialsoftwaredev-dddsw2.zip I also printed the presentation with speaker notes (which contain most of the information I was talking about) using PDFCreator, which is available as an Adobe Acrobat PDF here,   http://www.tigernews.co.uk/blog-twickers/dddsw/commercialsoftwaredev-dddsw2.pdf ... and if PowerPoint presentations don't do it for you, also thanks to Craig Murphy, you can watch a video of the presentation that I gave at DDD8 in Microsoft TVP, Reading,  http://vimeo.com/9216563

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