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  • jquery-ui .draggable is not a function error

    - by niczoom
    I am getting the following error (using Firefox 3.5.9): $("#dragMe_" + myCount).draggable is not a function $("#dragMe_"+myCount).draggable({ containment: 'parent', axis: 'y' }); Line 231 http://www.liamharding.com/pgi/pgi.php Link to page in question : http://www.liamharding.com/pgi/pgi.php For example, click the 2 checkbox's 'R25 + R50 Random Walk' then click Show/Refresh Graphs. Two graphs should be displayed, both with draggable thin horizontal red lines. Re-open the options panel and de-select R50 Random Walk, now click Show/Refresh Graphs again, 1 graph is removed and the other updated; now re-select R50 Random Walk and click Show/Refresh, you will find the still checked R25 graph gets updated ok the above error occurs and i cant figure out why. Initially, when displaying the first 2 graphs it uses the same code and it works just fine. The error occurs on this line: //********* ERROR OCCURS HERE ********** $("#dragMe_"+myCount).draggable({ containment: 'parent', axis: 'y' }); Here is the code for the Show/Refresh Graphs.click() event: $("#btnShowGraphs").click(function(){ // Hide 'Options' panel (only if open AND an index is checked) if (IsOptionsPanelOpen && ($("#indexCheck:checked").length != 0)) {$('#optionImgDiv').click();}; var myCount = 0; var divIsNew = false; var gif_loader_small = '<div id="gif_loader_small"></div>'; var gif_loader_big = '<div id="gif_loader_big"></div>'; $("input:checkbox[id=indexCheck]").each(function() { if (this.checked) { // check for an existing wrapper div for the current forex item, using the current checkbox value (foxex name) if ( $("#"+this.value).length == 0 ) { console.log("New 'graphContainer' div : "+this.value); divIsNew = true; // Create new divs for graph image, drag bar and heading var $structure = " \ <li id=\""+this.value+"\" class=\"graphContainer\"> \ <div id=\"dragMe_"+myCount+"\" class=\"dragMe\"></div> \ <div id=\"image_"+myCount+"\" class=\"image\"></div> \ <div id=\"heading_"+myCount+"\" class=\"heading\"></div> \ </li> \ "; $('#graphResults').append($structure); // Hide dragMe DIV $('#dragMe_'+myCount).hide(); // Make 'dragMe' draggable div //********* ERROR OCCURS HERE ********** $("#dragMe_"+myCount).draggable({ containment: 'parent', axis: 'y' }); } // Display small loading gif $(gif_loader_small).clone().appendTo( $(this).parent() ); // Display large circular loading gif var $loader = $(gif_loader_big); // add temporary css attributes onto existing graph divs as they need to be displayed diffrently if(!divIsNew){ console.log("Reposition existing 'gif_loader_big' div"); $loader = $(gif_loader_big).css({ "position" : "absolute", "top" : "35%", "opacity" : ".85"}); } // add newly styled big-loader-gif to index div $loader.clone().prependTo( $("#"+this.value) ); // Call function to fetch image using ajax get_graph(this, myCount, divIsNew); } else { // REMOVE 'graphContainer' DIVS NOT CHECKED // check for div existance if ( $("#"+this.value).length != 0 ) { console.log("DESTROY: #dragMe_"+myCount+", REMOVE: #"+this.value); // DESTROY draggable //$("#dragMe_"+myCount).draggable("destroy"); // remove div $("#"+this.value).remove(); } } // reset counters and other variables myCount++; divIsNew = false; console.log("Complete: "+this.value+", NEXT index"); }); });

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  • Getting Started with jqChart for ASP.NET Web Forms

    - by jqChart
    Official Site | Samples | Download | Documentation | Forum | Twitter Introduction jqChart takes advantages of HTML5 Canvas to deliver high performance client-side charts and graphs across browsers (IE 6+, Firefox, Chrome, Opera, Safari) and devices, including iOS and Android mobile devices. Some of the key features are: High performance rendering. Animaitons. Scrolling/Zoooming. Support for unlimited number of data series and data points. Support for unlimited number of chart axes. True DateTime Axis. Logarithmic and Reversed axis scale. Large set of chart types - Bar, Column, Pie, Line, Spline, Area, Scatter, Bubble, Radar, Polar. Financial Charts - Stock Chart and Candlestick Chart. The different chart types can be easily combined.  System Requirements Browser Support jqChart supports all major browsers: Internet Explorer - 6+ Firefox Google Chrome Opera Safari jQuery version support jQuery JavaScript framework is required. We recommend using the latest official stable version of the jQuery library. Visual Studio Support jqChart for ASP.NET does not require using Visual Studio. You can use your favourite code editor. Still, the product has been tested with several versions of Visual Studio .NET and you can find the list of supported versions below: Visual Studio 2008 Visual Studio 2010 Visual Studio 2012 ASP.NET Web Forms support Supported version - ASP.NET Web Forms 3.5, 4.0 and 4.5 Installation Download and unzip the contents of the archive to any convenient location. The package contains the following folders: [bin] - Contains the assembly DLLs of the product (JQChart.Web.dll) for WebForms 3.5, 4.0 and 4.5. This is the assembly that you can reference directly in your web project (or better yet, add it to your ToolBox and then drag & drop it from there). [js] - The javascript files of jqChart and jqRangeSlider (and the needed libraries). You need to include them in your ASPX page, in order to gain the client side functionality of the chart. The first file is "jquery-1.5.1.min.js" - this is the official jQuery library. jqChart is built upon jQuery library version 1.4.3. The second file you need is the "excanvas.js" javascript file. It is used from the versions of IE, which dosn't support canvas graphics. The third is the jqChart javascript code itself, located in "jquery.jqChart.min.js". The last one is the jqRangeSlider javascript, located in "jquery.jqRangeSlider.min.js". It is used when the chart zooming is enabled. [css] - Contains the Css files that the jqChart and the jqRangeSlider need. [samples] - Contains some examples that use the jqChart. For full list of samples plese visit - jqChart for ASP.NET Samples. [themes] - Contains the themes shipped with the products. It is used from the jqRangeSlider. Since jqRangeSlider supports jQuery UI Themeroller, any theme compatible with jQuery UI ThemeRoller will work for jqRangeSlider as well. You can download any additional themes directly from jQuery UI's ThemeRoller site available here: http://jqueryui.com/themeroller/ or reference them from Microsoft's / Google's CDN. <link rel="stylesheet" type="text/css" media="screen" href="http://ajax.aspnetcdn.com/ajax/jquery.ui/1.8.21/themes/smoothness/jquery-ui.css" /> The final result you will have in an ASPX page containing jqChart would be something similar to that (assuming you have copied the [js] to the Script folder and [css] to Content folder of your ASP.NET site respectively). <%@ Page Language="C#" AutoEventWireup="true" CodeBehind="Default.aspx.cs" Inherits="samples_cs.Default" %> <%@ Register Assembly="JQChart.Web" Namespace="JQChart.Web.UI.WebControls" TagPrefix="jqChart" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html > <head runat="server"> <title>jqChart ASP.NET Sample</title> <link rel="stylesheet" type="text/css" href="~/Content/jquery.jqChart.css" /> <link rel="stylesheet" type="text/css" href="~/Content/jquery.jqRangeSlider.css" /> <link rel="stylesheet" type="text/css" href="~/Content/themes/smoothness/jquery-ui-1.8.21.css" /> <script src="<% = ResolveUrl("~/Scripts/jquery-1.5.1.min.js") %>" type="text/javascript"></script> <script src="<% = ResolveUrl("~/Scripts/jquery.jqRangeSlider.min.js") %>" type="text/javascript"></script> <script src="<% = ResolveUrl("~/Scripts/jquery.jqChart.min.js") %>" type="text/javascript"></script> <!--[if IE]><script lang="javascript" type="text/javascript" src="<% = ResolveUrl("~/Scripts/excanvas.js") %>"></script><![endif]--> </head> <body> <form id="form1" runat="server"> <asp:ObjectDataSource ID="ObjectDataSource1" runat="server" SelectMethod="GetData" TypeName="SamplesBrowser.Models.ChartData"></asp:ObjectDataSource> <jqChart:Chart ID="Chart1" Width="500px" Height="300px" runat="server" DataSourceID="ObjectDataSource1"> <Title Text="Chart Title"></Title> <Animation Enabled="True" Duration="00:00:01" /> <Axes> <jqChart:CategoryAxis Location="Bottom" ZoomEnabled="true"> </jqChart:CategoryAxis> </Axes> <Series> <jqChart:ColumnSeries XValuesField="Label" YValuesField="Value1" Title="Column"> </jqChart:ColumnSeries> <jqChart:LineSeries XValuesField="Label" YValuesField="Value2" Title="Line"> </jqChart:LineSeries> </Series> </jqChart:Chart> </form> </body> </html>   Official Site | Samples | Download | Documentation | Forum | Twitter

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  • Multiple setInterval in a HTML5 Canvas game

    - by kushsolitary
    I'm trying to achieve multiple animations in a game that I am creating using Canvas (it is a simple ping-pong game). This is my first game and I am new to canvas but have created a few experiments before so I have a good knowledge about how canvas work. First, take a look at the game here. The problem is, when the ball hits the paddle, I want a burst of n particles at the point of contact but that doesn't came right. Even if I set the particles number to 1, they just keep coming from the point of contact and then hides automatically after some time. Also, I want to have the burst on every collision but it occurs on first collision only. I am pasting the code here: //Initialize canvas var canvas = document.getElementById("canvas"), ctx = canvas.getContext("2d"), W = window.innerWidth, H = window.innerHeight, particles = [], ball = {}, paddles = [2], mouse = {}, points = 0, fps = 60, particlesCount = 50, flag = 0, particlePos = {}; canvas.addEventListener("mousemove", trackPosition, true); //Set it's height and width to full screen canvas.width = W; canvas.height = H; //Function to paint canvas function paintCanvas() { ctx.globalCompositeOperation = "source-over"; ctx.fillStyle = "black"; ctx.fillRect(0, 0, W, H); } //Create two paddles function createPaddle(pos) { //Height and width this.h = 10; this.w = 100; this.x = W/2 - this.w/2; this.y = (pos == "top") ? 0 : H - this.h; } //Push two paddles into the paddles array paddles.push(new createPaddle("bottom")); paddles.push(new createPaddle("top")); //Setting up the parameters of ball ball = { x: 2, y: 2, r: 5, c: "white", vx: 4, vy: 8, draw: function() { ctx.beginPath(); ctx.fillStyle = this.c; ctx.arc(this.x, this.y, this.r, 0, Math.PI*2, false); ctx.fill(); } }; //Function for creating particles function createParticles(x, y) { this.x = x || 0; this.y = y || 0; this.radius = 0.8; this.vx = -1.5 + Math.random()*3; this.vy = -1.5 + Math.random()*3; } //Draw everything on canvas function draw() { paintCanvas(); for(var i = 0; i < paddles.length; i++) { p = paddles[i]; ctx.fillStyle = "white"; ctx.fillRect(p.x, p.y, p.w, p.h); } ball.draw(); update(); } //Mouse Position track function trackPosition(e) { mouse.x = e.pageX; mouse.y = e.pageY; } //function to increase speed after every 5 points function increaseSpd() { if(points % 4 == 0) { ball.vx += (ball.vx < 0) ? -1 : 1; ball.vy += (ball.vy < 0) ? -2 : 2; } } //function to update positions function update() { //Move the paddles on mouse move if(mouse.x && mouse.y) { for(var i = 1; i < paddles.length; i++) { p = paddles[i]; p.x = mouse.x - p.w/2; } } //Move the ball ball.x += ball.vx; ball.y += ball.vy; //Collision with paddles p1 = paddles[1]; p2 = paddles[2]; if(ball.y >= p1.y - p1.h) { if(ball.x >= p1.x && ball.x <= (p1.x - 2) + (p1.w + 2)){ ball.vy = -ball.vy; points++; increaseSpd(); particlePos.x = ball.x, particlePos.y = ball.y; flag = 1; } } else if(ball.y <= p2.y + 2*p2.h) { if(ball.x >= p2.x && ball.x <= (p2.x - 2) + (p2.w + 2)){ ball.vy = -ball.vy; points++; increaseSpd(); particlePos.x = ball.x, particlePos.y = ball.y; flag = 1; } } //Collide with walls if(ball.x >= W || ball.x <= 0) ball.vx = -ball.vx; if(ball.y > H || ball.y < 0) { clearInterval(int); } if(flag == 1) { setInterval(emitParticles(particlePos.x, particlePos.y), 1000/fps); } } function emitParticles(x, y) { for(var k = 0; k < particlesCount; k++) { particles.push(new createParticles(x, y)); } counter = particles.length; for(var j = 0; j < particles.length; j++) { par = particles[j]; ctx.beginPath(); ctx.fillStyle = "white"; ctx.arc(par.x, par.y, par.radius, 0, Math.PI*2, false); ctx.fill(); par.x += par.vx; par.y += par.vy; par.radius -= 0.02; if(par.radius < 0) { counter--; if(counter < 0) particles = []; } } } var int = setInterval(draw, 1000/fps); Now, my function for emitting particles is on line 156, and I have called this function on line 151. The problem here can be because of I am not resetting the flag variable but I tried doing that and got more weird results. You can check that out here. By resetting the flag variable, the problem of infinite particles gets resolved but now they only animate and appear when the ball collides with the paddles. So, I am now out of any solution.

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  • Notifications for Expiring DBSNMP Passwords

    - by Courtney Llamas
    Most user accounts these days have a password profile on them that automatically expires the password after a set number of days.   Depending on your company’s security requirements, this may be as little as 30 days or as long as 365 days, although typically it falls between 60-90 days. For a normal user, this can cause a small interruption in your day as you have to go get your password reset by an admin. When this happens to privileged accounts, such as the DBSNMP account that is responsible for monitoring database availability, it can cause bigger problems. In Oracle Enterprise Manager 12c you may notice the error message “ORA-28002: the password will expire within 5 days” when you connect to a target, or worse you may get “ORA-28001: the password has expired". If you wait too long, your monitoring will fail because the password is locked out. Wouldn’t it be nice if we could get an alert 10 days before our DBSNMP password expired? Thanks to Oracle Enterprise Manager 12c Metric Extensions (ME), you can! See the Oracle Enterprise Manager Cloud Control Administrator’s Guide for more information on Metric Extensions. To create a metric extension, select Enterprise / Monitoring / Metric Extensions, and then click on Create. On the General Properties screen select either Cluster Database or Database Instance, depending on which target you need to monitor.  If you have both RAC and Single instance you may need to create one for each. In this example we will create a Cluster Database metric.  Enter a Name for the ME and a Display Name. Then select SQL for the Adapter.  Adjust the Collection Schedule as desired, for this example we will collect this metric every 1 day. Notice for metric collected every day, we can determine the exact time we want to collect. On the Adapter page, enter the query that you wish to execute.  In this example we will use the query below that specifically checks for the DBSNMP user that is expiring within 10 days. Of course, you can adjust this query to alert for any user that can cause an outage such as an application account or service account such as RMAN. select username, account_status, trunc(expiry_date-sysdate) days_to_expirefrom dba_userswhere username = 'DBSNMP'and expiry_date is not null; The next step is to create the columns to store the data returned from the query.  Click Add and add a column for each of the fields in the same order that data is returned.  The table below will help you complete the column additions. Name Display Name Column Type Value Type Metric Category Unit Username User Name Key String Security AccountStatus Account Status Data String Security DaysToExpire Days Until Expiration Data Number Security Days When creating the DaysToExpire column, you can add a default threshold here for Warning and Critical (say < 10 and 5).  When all columns have been added, click Next. On the Credentials page, you can choose to use the default monitoring credentials or specify new credentials.  We will use the default credentials established for our target (dbsnmp). The next step is to test your Metric Extension.  Click on Add to select a target for testing, then click Select. Now click the button Run Test to execute the test against the selected target(s). We can see in the example below that the Metric Extension has executed and returned a value of 68 days to expire. Click Next to proceed. Review the metric extension in the final screen and click Finish. The metric will be created in Editable status.  Select the metric, click Actions and select Deployable Draft. You can do this once more to move to Published. Finally, we want to apply this metric to a target. When managing many targets, it’s best to add your metric to a template, for details on adding a Metric Extension to a template see the Administrator’s Guide. For this example, we will deploy this to a target directly. Select Actions / Deploy to Targets. Click Add and select the target you wish to deploy to and click Submit.  Once deployment is complete, we can go to the target and view the Metric & Collection Settings to see the new metric and its thresholds.   After some time, you will find the metric has collected and the days to expiration for DBSNMP user can be seen in the All Metrics view.   For metrics collected once per day, you may have to wait up to 24 hours to see the metric and current severity. In the example below, the current severity is Clear (green check) as it is not scheduled to expire within 10 days. To test the notification, we can edit the thresholds for the new metric so they trigger an alert.  Our password expires in 139 days, so we’ll change our Warning to 140 and leave Critical at 5, in our example we also changed the collection time to every 5 minutes.  At the next collection, you’ll find that the current severity changes to a Warning and any related Incident Rules would be triggered to create an Incident or Notification as desired. Now that you get a notification that your DBSNMP passwords is about to expire, you can use OEM Command Line Interface (EM CLI) verb update_db_password to change it at both the database target and the OEM target in one step.  The caveat is you must know the existing password to use the update_db_password command.  To learn more about EM CLI, see the Oracle Enterprise Manager Command Line Interface Guide.  Below is an example of changing the password with the update_db_password verb.  $ ./emcli update_db_password -target_name=emrep -target_type=oracle_database -user_name=dbsnmp -change_at_target=yes -change_all_references=yes Enter value for old_password :Enter value for new_password :Enter value for retype_new_password :Successfully submitted a job to change the password in Enterprise Manager and on the target database: "emrep"Execute "emcli get_jobs -job_id=FA66C1C4D663297FE0437656F20ACC84" to check the status of the job.Search for job name "CHANGE_PWD_JOB_FA66C1C4D662297FE0437656F20ACC84" on the Jobs home page to check job execution details. The subsequent job created will typically run quickly enough that a blackout is not needed, however if you submit a script with many targets to change, your job may run slower so adding a blackout to the script is recommended. $ ./emcli get_jobs -job_id=FA66C1C4D663297FE0437656F20ACC84 Name Type Job ID Execution ID Scheduled Completed TZ Offset Status Status ID Owner Target Type Target Name CHANGE_PWD_JOB_FA66C1C4D662297FE0437656F20ACC84 ChangePassword FA66C1C4D663297FE0437656F20ACC84 FA66C1C4D665297FE0437656F20ACC84 2014-05-28 09:39:12 2014-05-28 09:39:18 GMT-07:00 Succeeded 5 SYSMAN oracle_database emrep After implementing the above Metric Extension and using the EM CLI update_db_password verb, you will be able to stay on top of your DBSNMP password changes without experiencing an unplanned monitoring outage.  

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  • Jquery validation does not stop execution of "code behind" code of asp.net button

    - by shahk26
    Hi, I have a asp.net button which has click event which basically adds data into datbase. I also have a radiobuttonlist(i.e Approve / Decline) and a textbox. If user selects decline, the textbox becomes visible. I want to run validation that when user clicks on submit button, if the decline is selected then the textbox can not blank. I have used jquery validation for that. when I click button, the message apppears next to textbox that the field is required but it does not stop the execution of code behind. i.e.It adds data into database. Here is my code. <script type="text/javascript" language="javascript"> $(function() { $('#declinediv').hide(); //////// var $radBtn = $("table.rblist input:radio"); $radBtn.click(function() { var $radChecked = $(':radio:checked'); var value = $radChecked.val(); if (value == 'Decline' || value == 'Approve') { if (value == 'Decline') $('#declinediv').show(); else $('#declinediv').hide(); } else { $('#declinediv').hide(); } }); ////////////////////////// $("#aspnetForm").validate({ rules: { <%=txtdeclinereason.UniqueID %>: { minlength: 2, required: true } }, messages: { <%=txtdeclinereason.UniqueID %>:{ required: "* Required Field *", minlength: "* Please enter atleast 2 characters *" } }, onsubmit: true }); ////////////////////////////////// $('#btnsubmit').click(function(evt){ var isValid = $("#aspnetForm").valid(); if (!isValid) { evt.preventDefault(); } }); }); function myredirect(v, m, f) { window.location.href = v; } </script> <table style="border: 1px black solid; text-align: center; vertical-align: middle" width="100%"> <tr> <td> <asp:RadioButtonList ID="rbtnlstapprover" runat="server" RepeatDirection="Horizontal" CssClass="rblist" DataTextField="username" DataValueField="emailaddress"> <asp:ListItem Text="Approve" Value="Approve" /> <asp:ListItem Text="Decline" Value="Decline" /> </asp:RadioButtonList> <asp:RequiredFieldValidator ID="RequiredFieldValidator1" runat="server" ControlToValidate="rbtnlstapprover" Text="*" ErrorMessage="Please select atleast one Approver" ValidationGroup="approvalgroup" Display="Dynamic" /> </td> </tr> <tr> <td> <div id="declinediv"> <asp:TextBox ID="txtdeclinereason" runat="server" TextMode="MultiLine" Columns="80" Rows="5" /> </div> </td> </tr> <tr> <td> <asp:Button ID="btnsubmit" runat="server" Text="Submit" CssClass="RegularButton" CausesValidation="true" ValidationGroup="approvalgroup" OnClick="btnsubmit_Click" /> </td> </tr> </table> How do I stop the execution of code behind? Thanks for your help.

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  • Simplifying Human Capital Management with Mobile Applications

    - by HCM-Oracle
    By Aaron Green If you're starting to think 'mobility' is a recurring theme in your reading, you'd be right. For those who haven't started to build organisational capabilities to leverage it, it's fair to say you're late to the party. The good news: better late than never. Research firm eMarketer says the worldwide smartphone audience will total 1.75 billion this year, while communications technology and services provider Ericsson suggests smartphones will triple to 5.6 billion globally by 2019. It should be no surprise, smart phone adoption is reaching the farthest corners of the globe; the subsequent impact of enterprise applications enabled by these devices is driving business performance improvement and will continue to do so. Companies using advanced workforce analytics can add significantly to the bottom line, while impacting customer satisfaction, quality and productivity. It's a statement that makes most business leaders sit forward in their chairs. Achieving these three standards is like sipping The Golden Elixir for the business world. No-one would argue their importance. So what are 'advanced workforce analytics?' Simply, they're unprecedented access to workforce trends and performance markers. Many are made possible by a mobile world and the enterprise applications that come with it on smart devices. Some refer to it as 'the consumerisation of IT'. As this phenomenon has matured and become more widely appreciated it has impacted the spectrum of functional units within an enterprise differently, but powerfully. Whether it's sales, HR, marketing, IT, or operations, all have benefited from a more mobile approach. It has been the catalyst for improvement in, and management of, the employee experience. The net result of which is happier customers. The obvious benefits but the lesser realised impact Most people understand that mobility allows for greater efficiency and productivity, collaboration and flexibility, but how that translates into business outcomes within the various functional groups is lesser known. In actuality mobility has helped galvanise partnerships between cross-functional groups within the enterprise. Where in some quarters it was once feared mobility could fragment a workforce, its rallying cry of support is coming from what you might describe as an unlikely source - HR. As the bedrock of an enterprise, it is conceivable HR might contemplate the possible negative impact of a mobile workforce that no-longer sits in an office, at the same desks every day. After all, who would know what they were doing or saying? How would they collaborate? It's reasonable to see why HR might have a legitimate claim to try and retain as much 'perceived control' as possible. The reality however is mobility has emancipated human capital and its management. Mobility and enterprise applications are expediting decision making. Google calls it Zero Moment of Truth, or ZMOT. It enables smoother operation and can contribute to faster growth. From a collaborative perspective, with the growing use of enterprise social media, which in many cases is being driven by HR, workforce planning and the tangible impact of change is much easier to map. This in turn provides a platform from which individuals and teams can thrive. With more agility and ability to anticipate, staff satisfaction and retention is higher, and real time feedback constant. The management team can save time, energy and costs with more accurate data, which is then intelligently applied across the workforce to truly engage with staff, customers and partners. From a human capital management (HCM) perspective, mobility can help you close the loop on true talent management. It can enhance what managers can offer and what employees can provide in return. It can create nested relationships and powerful partnerships. IT and HR - partners and stewards of mobility One effect of enterprise mobility is an evolution in the nature of the relationship between HR and IT from one of service provision to partnership. The reason for the dynamic shift is largely due to the 'bring your own device' (BYOD) movement, which is transitioning to a 'bring your own application' (BYOA) scenario. As enterprise technology has in some ways reverse-engineered its solutions to help manage this situation, the partnership between IT (the functional owner) and HR (the strategic enabler) is deeply entrenched. And it has to be. The CIO and the HR leader are faced with compliance and regulatory issues and concerns around information security and personal privacy on a daily basis, complicated by global reach and varied domestic legislation. There are tens of thousands of new mobile apps entering the market each month and, unlike many consumer applications which get downloaded but are often never opened again after initial perusal, enterprise applications are being relied upon by functional groups, not least by HR to enhance people management. It requires a systematic approach across all applications in use within the enterprise in order to ensure they're used to best effect. No turning back, and no desire to With real time analytics on performance and the ability for immediate feedback, there is no turning back for managers. In my experience with Oracle, our customers' operational efficiency is at record levels. It's clear as a result of the combination of individual KPIs and organisational goals, CIOs have been able to give HR leaders the ability to build predictive models that feed into an enterprise organisations' evolving strategy. It also helps them ensure regulatory compliance much more easily. Once an arduous task, with mobile enabled automation and quality data, compliance is simpler. Their world has changed for the better. For the CIO, mobility also assists them to optimise performance. While it doesn't come without challenges, mobile-enabled applications and the native experience users have with them means employees don't need high-level technical expertise to train users. It reduces the training and engagement required from the IT team so they can focus on other things that deliver value to the bottom line; all the while lowering the cost of assets and related maintenance work by simplifying processes. Rewards of a mobile enterprise outweigh risks With mobile tools allowing us to increasingly integrate our personal and professional lives, terms like "office hours" are becoming irrelevant, so work/life balance is a cultural must. Enterprises are expected to offer tools that enable workers to access information from anywhere, at any time, from any device. Employees want simplicity and convenience but it doesn't stop at private enterprise. This is a societal shift. Governments, which traditionally have been known to be slower to adopt newer technology, are also offering support for local businesses to go mobile. Several state government websites have advice on how to create mobile apps and more. And as recently as last week the Victorian Minister for Technology Gordon Rich-Phillips unveiled his State government's ICT roadmap for the next two years, which details an increased use of the public cloud, as well as mobile communications, and improved access to online data-sets. Tech giants are investing significantly in solutions designed to simplify mobile deployment and enablement. The mobility trend is creating a wave of change in the industry and driving transformation in the enterprise. If you're not on that wave, the business risk continues to rise as your competitiveness drops. Aaron is the Vice President of HCM Strategy at Oracle Corporation where he is responsible for researching and identifying emerging trends in the practice of Human Resources and works to deliver industry-leading technology solutions. Other responsibilities include, ownership of Oracle's innovative HCM solutions across JAPAC and enabling organisations to transform and modernise their workforce tools. Follow him on Twitter @aaronjgreen

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  • Particle and Physics problem.

    - by Quincy
    This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being drawn in the wrong place and one with going through walls while jumping in corners. Skip over to about 15 sec video showing the 2 problems : http://youtube.com/watch?v=Tm9nfWsWfiM So the problem with the particles seems to be coming from the removal, as soon as I remove that piece of code it instantly works, but there shouldn't be a problem since they shouldn't even draw when their energy gets to 0 (and then they get removed) So my first question is, how are these particles getting warped all over the screen ? Relevant code : Particle class : class Particle { //Physics public Vector2 position = new Vector2(0,0); public float direction = 180; public float speed = 100; public float energy = 1; protected float startEnergy = 1; //Visual public Sprite sprite; public float rotation = 0; public float scale = 1; public byte alpha = 255; public BlendMode blendMode { get { return sprite.BlendMode; } set { sprite.BlendMode = value; } } public Particle() { } public virtual void Think(float frameTime) { if (energy - frameTime < 0) energy = 0; else energy -= frameTime; position += new Vector2((float)Math.Cos(MathHelper.DegToRad(direction)), (float)Math.Sin(MathHelper.DegToRad(direction))) * speed * frameTime; alpha = (byte)(255 * energy / startEnergy); sprite.Rotation = rotation; sprite.Position = position; sprite.Color = new Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha); } public virtual void Draw(float frameTime) { if (energy > 0) { World.camera.DrawSprite(sprite); } } // Basic particle implementation class BasicSprite : Particle { public BasicSprite(Sprite _sprite) { sprite = _sprite; } } Emitter : class Emitter { protected static Random rand = new Random(); protected List<Particle> particles = new List<Particle>(); public BaseEntity target = null; public Vector2 position = new Vector2(0, 0); public bool Active = true; public float timeAlive = 0; public int particleCount = 0; public int ParticlesPerSeccond { get { return (int)(1 / particleSpawnTime); } set { particleSpawnTime = 1 / (float)value; } } public float dieTime = float.MaxValue; float particleSpawnTime = 0.05f; float spawnTime = 0; public Emitter() { } public virtual void Think(float frametime) { spawnTime += frametime; if (dieTime != float.MaxValue) { timeAlive += frametime; if (timeAlive >= dieTime) Active = false; } if (Active) { if (target != null) position = target.Position; while (spawnTime > particleSpawnTime) { spawnTime -= particleSpawnTime; AddParticle(); particleCount++; } } for (int i = 0; i < particles.Count; i++) { particles[i].Think(frametime); if (particles[i].energy <= 0) { particles.Remove(particles[i]); // As soon as this is removed, it works particleCount--; } } } public virtual void AddParticle() { } public virtual void Draw(float frametime) { foreach (Particle particle in particles) { particle.Draw(frametime); } } } class BloodEmitter : Emitter { Image image; public BloodEmitter() { image = new Image(@"Content/Particles/TinyCircle.png"); image.CreateMaskFromColor(new Color(255, 0, 255, 255)); this.dieTime = 0.5f; this.ParticlesPerSeccond = 100; } public override void AddParticle() { Sprite sprite = new Sprite(image); sprite.Color = new Color((byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255)); BasicSprite particle = new BasicSprite(sprite); particle.direction = (float)rand.NextDouble() * 360; particle.position = position; particle.blendMode = BlendMode.Alpha; particles.Add(particle); } } The seccond problem is the physics problem, for some reason I can get through the right bottom corner while jumping. I think this is coming from me switching animations but I thought I made it compensate for that. Relevant code : PhysicsEntity : class PhysicsEntity : BaseEntity { // Horizontal movement constants protected const float maxHorizontalSpeed = 1000; protected const float horizontalAcceleration = 15; protected const float horizontalDragAir = 0.95f; protected const float horizontalDragGround = 0.95f; // Vertical movement constants protected const float maxVerticalSpeed = 1000; protected const float verticalAcceleration = 20; // Everything needed for movement and correct animations protected float movement = 0; protected bool onGround = false; protected Vector2 Velocity = new Vector2(0, 0); protected float maxSpeed = 0; float lastThink = 0; float thinkTime = 1f/60f; public PhysicsEntity(Vector2 position, Sprite sprite) : base(position, sprite) { } public override void Draw(float frameTime) { base.Draw(frameTime); } public override void Think(float frameTime) { CalculateMovement(frameTime); base.Think(frameTime); } protected void CalculateMovement(float frameTime) { lastThink += frameTime; while (lastThink > thinkTime) { onGround = false; Velocity.X = MathHelper.Clamp(Velocity.X + horizontalAcceleration * movement, -maxHorizontalSpeed, maxHorizontalSpeed); if (onGround) Velocity.X *= horizontalDragGround; else Velocity.X *= horizontalDragAir; if (maxSpeed < Velocity.X) maxSpeed = Velocity.X; Velocity.Y = MathHelper.Clamp(Velocity.Y + verticalAcceleration, -maxVerticalSpeed, maxVerticalSpeed); lastThink -= thinkTime; DoCollisions(thinkTime); DoAnimations(thinkTime); } } public virtual void DoAnimations(float frameTime) { } public void DoCollisions(float frameTime) { Position.Y += Velocity.Y * frameTime; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } Position.X += Velocity.X * frameTime; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } public void DoCollisions(Vector2 difference) { CollisionRectangle.Y = Position.Y - difference.Y; CollisionRectangle.Height += difference.Y; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } CollisionRectangle.X = Position.X - difference.X; CollisionRectangle.Width += difference.X; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } Vector2 GetTileCollision() { int topLeftTileX = (int)(CollisionRectangle.TopLeft.X / World.tileEngine.TileWidth); int topLeftTileY = (int)(CollisionRectangle.TopLeft.Y / World.tileEngine.TileHeight); int BottomRightTileX = (int)(CollisionRectangle.DownRight.X / World.tileEngine.TileWidth); int BottomRightTileY = (int)(CollisionRectangle.DownRight.Y / World.tileEngine.TileHeight); if (CollisionRectangle.DownRight.Y % World.tileEngine.TileHeight == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileY -= 1; if (CollisionRectangle.DownRight.X % World.tileEngine.TileWidth == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileX -= 1; for (int i = topLeftTileX; i <= BottomRightTileX; i++) { for (int j = topLeftTileY; j <= BottomRightTileY; j++) { if (World.tileEngine.TileIsSolid(i, j)) { return new Vector2(i, j); } } } return new Vector2(-1, -1); } } Player : enum State { Standing, Running, Jumping, Falling, Sliding, WallSlide } class Player : PhysicsEntity { private State state { get { return currentState; } set { if (currentState != value) { currentState = value; animationChanged = true; } } } private State currentState = State.Standing; private BasicEmitter basicEmitter = new BasicEmitter(); public bool flipped; public bool animationChanged = false; protected const float jumpPower = 600; AnimationManager animationManager; Rectangle DrawRectangle; public override Rectangle CollisionRectangle { get { return new Rectangle( Position.X - DrawRectangle.Width / 2f, Position.Y - DrawRectangle.Height / 2f, DrawRectangle.Width, DrawRectangle.Height ); } } public Player(Vector2 position, Sprite sprite) : base(position, sprite) { // Only posted the relevant bit DrawRectangle = animationManager.currentAnimation.drawingRectangle; } public override void Draw(float frameTime) { World.camera.DrawSprite( Sprite, Position + new Vector2(DrawRectangle.X, DrawRectangle.Y), animationManager.currentAnimation.drawingRectangle ); } public override void Think(float frameTime) { //I only posted the relevant stuff if (animationChanged) { // if the animation has changed make sure we compensate for the change in with and height animationChanged = false; DoCollisions(animationManager.getSizeDifference()); } DoCustomMovement(); base.Think(frameTime); if (!onGround && Velocity.Y > 0) { state = State.Falling; } } void DoCustomMovement() { if (onGround) { if (World.renderWindow.Input.IsKeyDown(KeyCode.W)) { Velocity.Y = -jumpPower; state = State.Jumping; } } } public override void DoAnimations(float frameTime) { string stateName = Enum.GetName(typeof(State), state); if (!animationManager.currentAnimationIs(stateName)) { animationManager.PlayAnimation(stateName); } animationManager.Think(frameTime); DrawRectangle = animationManager.currentAnimation.drawingRectangle; Sprite.Center = new Vector2( DrawRectangle.X + DrawRectangle.Width / 2, DrawRectangle.Y + DrawRectangle.Height / 2 ); Sprite.FlipX(flipped); } So why am I warping through walls ? I have given this some thought but I just can't seem to find out why this is happening. Full source if needed : source : http://www.mediafire.com/?rc7ddo09gnr68zd (download link)

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  • Calculated Fields - Idiosyncracies

    - by PointsToShare
    © 2011 By: Dov Trietsch. All rights reserved Calculated Fields and some of their Idiosyncrasies Did you try to write a calculate field formula directly into the screen? Good Luck – You’ll need it! Calculated Fields are a sophisticated OOB feature of SharePoint, so you could think that they are best left to the end users – at least to the power users. But they reach their limits before the “Professionals “do, and the tough ones come back to us anyway. Back to business; the simpler the formula, the easier it is. Still, use your favorite editor to write it, then cut it and paste it to the ridiculously small window. What about complex formulae? Write them in steps! Here is a case in point and an idiosyncrasy or two. Our welders need to be certified and recertified every two years. Some of them are certifiable…., but I digress. To be certified you need to pass an eye exam, and two more tests – test A and test B. for each of those you have an expiry date. When renewed, each expiry date is advanced by two years from the date of renewal. My users wanted a visual clue so that when the supervisor looks at the list, she’ll have a KPI symbol telling her if anything expired (Red), is going to expire within the next 90 days (Yellow) or is not to be worried about (green). Not all the dates are filled and any blank date implies a complete lack of certification in the particular requirement. Obviously, I needed to figure the minimal of these 3 dates – a simple enough formula: =MIN([Date_EyeExam], {Date_TestA], [Date_TestB]). Aha! Here is idiosyncrasy #1. When one of the dates is a null, MIN(Date1, Date2) returns the non null date. Null is construed as “Far, far away”. The funny thing is that when you compare it to Today, the null is the lesser one. So a null it is less than today, but not when MIN is calculated. Now, to me the fact that the welder does not have an exam date, is synonymous with his exam being prehistoric, or at least past due. So here is what I did: Solution: Let’s set a blank date to 1/1/1800. How will we do that? Use the IF. IF([Field] rel relValue, TrueValue, FalseValue). rel is any relationship operator <, >, <=, >=, =, <>. If the field is related to the relValue as prescribed, the “IF” returns the TrueValue, otherwise it returns the FalseValue. Thus: =IF([SomeDate]="",1/1/1800,[SomeDate]) will return 1/1/1800 if the date is blank and the date itself if not. So, using this formula, if the welder missed an exam, the returned exam date will be far in the past. It would be nice if we could take such a formula and make it into a reusable function. Alas, here is a calculated field serious shortcoming: You cannot write subs and functions!! Aha, but we can use interim calculated fields! So let’s create 3 calculated fields as follows: 1: c_DateTestA as a calculated field of the date type, with the formula:  IF([Date_TestA]="",1/1/1800,[Date_TestA]) 2: c_DateTestB as a calculated field of the date type, with the formula:  IF([Date_TestB]="",1/1/1800,[Date_TestB]) 3: c_DateEyeExam as a calculated field of the date type, with the formula:  IF([Date_EyeExam]="",1/1/1800,[Date_EyeExam]) And now use these to get c_MinDate. This is again a calculated field of type date with the formula: MIN(c_DateTestA, cDateTestB, c_DateEyeExam) Note that I missed the square parentheses. In “properly named fields – where there are no embedded spaces, we don’t need the square parentheses. I actually strongly recommend using underscores in place of spaces in all the field names in your lists. Among other things, it makes using CAML much simpler. Now, we still need to apply the KPI to this minimal date. I am going to use the available KPI graphics that come with SharePoint and are always available in your 12 hive. "/_layouts/images/kpidefault-2.gif" is the Red KPI "/_layouts/images/kpidefault-1.gif" is the Yellow KPI "/_layouts/images/kpidefault-0.gif" is the Green KPI And here is the nested IF formula that will do the trick: =IF(c_MinDate<=Today,"/_layouts/images/kpidefault-2.gif", IF(cMinDate<Today+90,"/_layouts/images/kpidefault-1.gif","/_layouts/images/kpidefault-0.gif")) Nice! BUT when I tested, it did not work! This is Idiosyncrasy #2: A calculated field based on a calculated field based on a calculated field does not work. You have to stop at two levels! Back to the drawing board: We have to reduce by one level. How? We’ll eliminate the c_DateX items in the formula and replace them with the proper IF formulae. Notice that this needs to be done with precision. You are much better off in doing it in your favorite line editor, than inside the cramped space that SharePoint gives you. So here is the result: MIN(IF([Date_TestA]="",1/1/1800,[ Date_TestA]), IF([Date_TestB]="",1/1/1800,[ Date_TestB]), 1/1/1800), IF([Date_EyeExam]="",1/1/1800,[Date_EyeExam])) Note that I bolded the parentheses and painted them red. They have to match for this formula to work. Now we can leave the KPI formula as is and test again. This time with SUCCESS! Conclusion: build the inner functions first, and then embed them inside the outer formulae. Do this as long as necessary. Use your favorite line editor. Limit yourself to 2 levels. That’s all folks! Almost! As soon as I finished doing all of the above, my users added yet another level of complexity. They added another test, a test that must be passed, but never expires and asked for yet another KPI, this time in Black to denote that any test is not just past due, but altogether missing. I just finished this. Let’s hope it ends here! And OH, the formula  =IF(c_MinDate<=Today,"/_layouts/images/kpidefault-2.gif",IF(cMinDate<Today+90,"/_layouts/images/kpidefault-1.gif","/_layouts/images/kpidefault-0.gif")) Deals with “Today” and this is a subject deserving a discussion of its own!  That’s all folks?! (and this time I mean it)

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  • Passing a parameter so that it cannot be changed – C#

    - by nmarun
    I read this requirement of not allowing a user to change the value of a property passed as a parameter to a method. In C++, as far as I could recall (it’s been over 10 yrs, so I had to refresh memory), you can pass ‘const’ to a function parameter and this ensures that the parameter cannot be changed inside the scope of the function. There’s no such direct way of doing this in C#, but that does not mean it cannot be done!! Ok, so this ‘not-so-direct’ technique depends on the type of the parameter – a simple property or a collection. Parameter as a simple property: This is quite easy (and you might have guessed it already). Bulent Ozkir clearly explains how this can be done here. Parameter as a collection property: Obviously the above does not work if the parameter is a collection of some type. Let’s dig-in. Suppose I need to create a collection of type KeyTitle as defined below. 1: public class KeyTitle 2: { 3: public int Key { get; set; } 4: public string Title { get; set; } 5: } My class is declared as below: 1: public class Class1 2: { 3: public Class1() 4: { 5: MyKeyTitleList = new List<KeyTitle>(); 6: } 7: 8: public List<KeyTitle> MyKeyTitleList { get; set; } 9: public ReadOnlyCollection<KeyTitle> ReadonlyKeyTitleCollection 10: { 11: // .AsReadOnly creates a ReadOnlyCollection<> type 12: get { return MyKeyTitleList.AsReadOnly(); } 13: } 14: } See the .AsReadOnly() method used in the second property? As MSDN says it: “Returns a read-only IList<T> wrapper for the current collection.” Knowing this, I can implement my code as: 1: public static void Main() 2: { 3: Class1 class1 = new Class1(); 4: class1.MyKeyTitleList.Add(new KeyTitle { Key = 1, Title = "abc" }); 5: class1.MyKeyTitleList.Add(new KeyTitle { Key = 2, Title = "def" }); 6: class1.MyKeyTitleList.Add(new KeyTitle { Key = 3, Title = "ghi" }); 7: class1.MyKeyTitleList.Add(new KeyTitle { Key = 4, Title = "jkl" }); 8:  9: TryToModifyCollection(class1.MyKeyTitleList.AsReadOnly()); 10:  11: Console.ReadLine(); 12: } 13:  14: private static void TryToModifyCollection(ReadOnlyCollection<KeyTitle> readOnlyCollection) 15: { 16: // can only read 17: for (int i = 0; i < readOnlyCollection.Count; i++) 18: { 19: Console.WriteLine("{0} - {1}", readOnlyCollection[i].Key, readOnlyCollection[i].Title); 20: } 21: // Add() - not allowed 22: // even the indexer does not have a setter 23: } The output is as expected: The below image shows two things. In the first line, I’ve tried to access an element in my read-only collection through an indexer. It shows that the ReadOnlyCollection<> does not have a setter on the indexer. The second line tells that there’s no ‘Add()’ method for this type of collection. The capture below shows there’s no ‘Remove()’ method either, there-by eliminating all ways of modifying a collection. Mission accomplished… right? Now, even if you have a collection of different type, all you need to do is to somehow cast (used loosely) it to a List<> and then do a .AsReadOnly() to get a ReadOnlyCollection of your custom collection type. As an example, if you have an IDictionary<int, string>, you can create a List<T> of this type with a wrapper class (KeyTitle in our case). 1: public IDictionary<int, string> MyDictionary { get; set; } 2:  3: public ReadOnlyCollection<KeyTitle> ReadonlyDictionary 4: { 5: get 6: { 7: return (from item in MyDictionary 8: select new KeyTitle 9: { 10: Key = item.Key, 11: Title = item.Value, 12: }).ToList().AsReadOnly(); 13: } 14: } Cool huh? Just one thing you need to know about the .AsReadOnly() method is that the only way to modify your ReadOnlyCollection<> is to modify the original collection. So doing: 1: public static void Main() 2: { 3: Class1 class1 = new Class1(); 4: class1.MyKeyTitleList.Add(new KeyTitle { Key = 1, Title = "abc" }); 5: class1.MyKeyTitleList.Add(new KeyTitle { Key = 2, Title = "def" }); 6: class1.MyKeyTitleList.Add(new KeyTitle { Key = 3, Title = "ghi" }); 7: class1.MyKeyTitleList.Add(new KeyTitle { Key = 4, Title = "jkl" }); 8: TryToModifyCollection(class1.MyKeyTitleList.AsReadOnly()); 9:  10: Console.WriteLine(); 11:  12: class1.MyKeyTitleList.Add(new KeyTitle { Key = 5, Title = "mno" }); 13: class1.MyKeyTitleList[2] = new KeyTitle{Key = 3, Title = "GHI"}; 14: TryToModifyCollection(class1.MyKeyTitleList.AsReadOnly()); 15:  16: Console.ReadLine(); 17: } Gives me the output of: See that the second element’s Title is changed to upper-case and the fifth element also gets displayed even though we’re still looping through the same ReadOnlyCollection<KeyTitle>. Verdict: Now you know of a way to implement ‘Method(const param1)’ in your code!

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  • Navigation in Win8 Metro Style applications

    - by Dennis Vroegop
    In Windows 8, Touch is, as they say, a first class citizen. Now, to be honest: they also said that in Windows 7. However in Win8 this is actually true. Applications are meant to be used by touch. Yes, you can still use mouse, keyboard and pen and your apps should take that into account but touch is where you should focus on initially. Will all users have touch enabled devices? No, not in the first place. I don’t think touchscreens will be on every device sold next year. But in 5 years? Who knows? Don’t forget: if your app is successful it will be around for a long time and by that time touchscreens will be everywhere. Another reason to embrace touch is that it’s easier to develop a touch-oriented app and then to make sure that keyboard, nouse and pen work as doing it the other way around. Porting a mouse-based application to a touch based application almost never works. The reverse gives you much more chances for success. That being said, there are some things that you need to think about. Most people have more than one finger, while most users only use one mouse at the time. Still, most touch-developers translate their mouse-knowledge to the touch and think they did a good job. Martin Tirion from Microsoft said that since Touch is a new language people face the same challenges they do when learning a new real spoken language. The first thing people try when learning a new language is simply replace the words in their native language to the newly learned words. At first they don’t care about grammar. To a native speaker of that other language this sounds all wrong but they still will be able to understand what the intention was. If you don’t believe me: try Google translate to translate something for you from your language to another and then back and see what happens. The same thing happens with Touch. Most developers translate a mouse-click into a tap-event and think they’re done. Well matey, you’re not done. Not by far. There are things you can do with a mouse that you cannot do with touch. Think hover. A mouse has the ability to ‘slide’ over UI elements. Touch doesn’t (I know: with Pen you can do this but I’m talking about actual fingers here). A touch is either there or it isn’t. And right-click? Forget about it. A click is a click.  Yes, you have more than one finger but the machine doesn’t know which finger you use… The other way around is also true. Like I said: most users only have one mouse but they are likely to have more than one finger. So how do we take that into account? Thinking about this is really worth the time: you might come up with some surprisingly good ideas! Still: don’t forget that not every user has touch-enabled hardware so make sure your app is useable for both groups. Keep this in mind: we’re going to need it later on! Now. Apps should be easy to use. You don’t want your user to read through pages and pages of documentation before they can use the app. Imagine that spotter next to an airfield suddenly seeing a prototype of a Concorde 2 landing on the nearby runway. He probably wants to enter that information in our app NOW and not after he’s taken a 3 day course. Even if he still has to download the app, install it for the first time and then run it he should be on his way immediately. At least, fast enough to note down the details of that unique, rare and possibly exciting sighting he just did. So.. How do we do this? Well, I am not talking about games here. Games are in a league of their own. They fall outside the scope of the apps I am describing. But all the others can roughly be characterized as being one of two flavors: the navigation is either flat or hierarchical. That’s it. And if it’s hierarchical it’s no more than three levels deep. Not more. Your users will get lost otherwise and we don’t want that. Flat is simple. Just imagine we have one screen that is as high as our physical screen is and as wide as you need it to be. Don’t worry if it doesn’t fit on the screen: people can scroll to the right and left. Don’t combine up/down and left/right scrolling: it’s confusing. Next to that, since most users will hold their device in landscape mode it’s very natural to scroll horizontal. So let’s use that when we have a flat model. The same applies to the hierarchical model. Try to have at most three levels. If you need more space, find a way to group the items in such a way that you can fit it in three, very wide lanes. At the highest level we have the so called hub level. This is the entry point of the app and as such it should give the user an immediate feeling of what the app is all about. If your app has categories if items then you might show these categories here. And while you’re at it: also show 2 or 3 of the items itself here to give the user a taste of what lies beneath. If the user selects a category you go to the section part. Here you show several sections (again, go as wide as you need) with again some detail examples. After that: the details layer shows each item. By giving some samples of the underlaying layer you achieve several things: you make the layer attractive by showing several different things, you show some highlights so the user sees actual content and you provide a shortcut to the layers underneath. The image below is borrowed from the http://design.windows.com website which has tons and tons of examples: For our app we’ll use this layout. So what will we show? Well, let’s see what sorts of features our app has to offer. I’ll repeat them here: Note planes Add pictures of that plane Notify friends of new spots Share new spots on social media Write down arrival times Write down departure times Write down the runway they take I am sure you can think of some more items but for now we'll use these. In the hub we’ll show something that represents “Spots”, “Friends”, “Social”. Apparently we have an inner list of spotter-friends that are in the app, while we also have to whole world in social. In the layer below we show something else, depending on what the user choose. When they choose “Spots” we’ll display the last spots, last spots by our friends (so we can actually jump from this category to the one next to it) and so on. When they choose a “spot” (or press the + icon in the App bar, which I’ll talk about next time) they go to the lowest and final level that shows details about that spot, including a picture, date and time and the notes belonging to that entry. You’d be amazed at how easy it is to organize your app this way. If you don’t have enough room in these three layers you probably could easily get away with grouping items. Take a look at our hub: we have three completely different things in one place. If you still can’t fit it all in in a logical and consistent way, chances are you are trying to do too much in this app. Go back to your mission statement, determine if it is specific enough and if your feature list helps that statement or makes it unclear. Go ahead. Give it a go! Next time we’ll talk about the look and feel, the charms and the app-bar….

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  • Delight and Excite

    - by Applications User Experience
    Mick McGee, CEO & President, EchoUser Editor’s Note: EchoUser is a User Experience design firm in San Francisco and a member of the Oracle Usability Advisory Board. Mick and his staff regularly consult on Oracle Applications UX projects. Being part of a user experience design firm, we have the luxury of working with a lot of great people across many great companies. We get to help people solve their problems.  At least we used to. The basic design challenge is still the same; however, the goal is not necessarily to solve “problems” anymore; it is, “I want our products to delight and excite!” The question for us as UX professionals is how to design to those goals, and then how to assess them from a usability perspective. I’m not sure where I first heard “delight and excite” (A book? blog post? Facebook  status? Steve Jobs quote?), but now I hear these listed as user experience goals all the time. In particular, somewhat paradoxically, I routinely hear them in enterprise software conversations. And when asking these same enterprise companies what will make the project successful, we very often hear, “Make it like Apple.” In past days, it was “make it like Yahoo (or Amazon or Google“) but now Apple is the common benchmark. Steve Jobs and Apple were not secrets, but with Jobs’ passing and Apple becoming the world’s most valuable company in the last year, the impact of great design and experience is suddenly very widespread. In particular, users’ expectations have gone way up. Being an enterprise company is no shield to the general expectations that users now have, for all products. Designing a “Minimum Viable Product” The user experience challenge has historically been, to echo the words of Eric Ries (author of Lean Startup) , to create a “minimum viable product”: the proverbial, “make it good enough”. But, in our profession, the “minimum viable” part of that phrase has oftentimes, unfortunately, referred to the design and user experience. Technology typically dominated the focus of the biggest, most successful companies. Few have had the laser focus of Apple to also create and sell design and user experience alongside great technology. But now that Apple is the most valuable company in the world, copying their success is a common undertaking. Great design is now a premium offering that everyone wants, from the one-person startup to the largest companies, consumer and enterprise. This emerging business paradigm will have significant impact across the user experience design process and profession. One area that particularly interests me is, how are we going to evaluate these new emerging “delight and excite” experiences, which are further customized to each particular domain? How to Measure “Delight and Excite” Traditional usability measures of task completion rate, assists, time, and errors are still extremely useful in many situations; however, they are too blunt to offer much insight into emerging experiences “Satisfaction” is usually assessed in user testing, in roughly equivalent importance to the above objective metrics. Various surveys and scales have provided ways to measure satisfying UX, with whatever questions they include. However, to meet the demands of new business goals and keep users at the center of design and development processes, we have to explore new methods to better capture custom-experience goals and emotion-driven user responses. We have had success assessing custom experiences, including “delight and excite”, by employing a variety of user testing methods that tend to combine formative and summative techniques (formative being focused more on identifying usability issues and ways to improve design, and summative focused more on metrics). Our most successful tool has been one we’ve been using for a long time, Magnitude Estimation Technique (MET). But it’s not necessarily about MET as a measure, rather how it is created. Caption: For one client, EchoUser did two rounds of testing.  Each test was a mix of performing representative tasks and gathering qualitative impressions. Each user participated in an in-person moderated 1-on-1 session for 1 hour, using a testing set-up where they held the phone. The primary goal was to identify usability issues and recommend design improvements. MET is based on a definition of the desired experience, which users will then use to rate items of interest (usually tasks in a usability test). In other words, a custom experience definition needs to be created. This can then be used to measure satisfaction in accomplishing tasks; “delight and excite”; or anything else from strategic goals, user demands, or elsewhere. For reference, our standard MET definition in usability testing is: “User experience is your perception of how easy to use, well designed and productive an interface is to complete tasks.” Articulating the User Experience We’ve helped construct experience definitions for several clients to better match their business goals. One example is a modification of the above that was needed for a company that makes medical-related products: “User experience is your perception of how easy to use, well-designed, productive and safe an interface is for conducting tasks. ‘Safe’ is how free an environment (including devices, software, facilities, people, etc.) is from danger, risk, and injury.” Another example is from a company that is pushing hard to incorporate “delight” into their enterprise business line: “User experience is your perception of a product’s ease of use and learning, satisfaction and delight in design, and ability to accomplish objectives.” I find the last one particularly compelling in that there is little that identifies the experience as being for a highly technical enterprise application. That definition could easily be applied to any number of consumer products. We have gone further than the above, including “sexy” and “cool” where decision-makers insisted they were part of the desired experience. We also applied it to completely different experiences where the “interface” was, for example, riding public transit, the “tasks” were train rides, and we followed the participants through the train-riding journey and rated various aspects accordingly: “A good public transportation experience is a cost-effective way of reliably, conveniently, and safely getting me to my intended destination on time.” To construct these definitions, we’ve employed both bottom-up and top-down approaches, depending on circumstances. For bottom-up, user inputs help dictate the terms that best fit the desired experience (usually by way of cluster and factor analysis). Top-down depends on strategic, visionary goals expressed by upper management that we then attempt to integrate into product development (e.g., “delight and excite”). We like a combination of both approaches to push the innovation envelope, but still be mindful of current user concerns. Hopefully the idea of crafting your own custom experience, and a way to measure it, can provide you with some ideas how you can adapt your user experience needs to whatever company you are in. Whether product-development or service-oriented, nearly every company is ultimately providing a user experience. The Bottom Line Creating great experiences may have been popularized by Steve Jobs and Apple, but I’ll be honest, it’s a good feeling to be moving from “good enough” to “delight and excite,” despite the challenge that entails. In fact, it’s because of that challenge that we will expand what we do as UX professionals to help deliver and assess those experiences. I’m excited to see how we, Oracle, and the rest of the industry will live up to that challenge.

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  • Big data: An evening in the life of an actual buyer

    - by Jean-Pierre Dijcks
    Here I am, and this is an actual story of one of my evenings, trying to spend money with a company and ultimately failing. I just gave up and bought a service from another vendor, not the incumbent. Here is that story and how I think big data could actually fix this (and potentially prevent some of this from happening). In the end this story should illustrate how big data can benefit me (get me what I want without causing grief) and the company I am trying to buy something from. Note: Lots of details left out, I have no intention of being the annoyed blogger moaning about a specific company. What did I want to get? We watch TV, we have internet and we do have a land line. The land line is from a different vendor then the TV and the internet. I have decided that this makes no sense and I was going to get a bundle (no need to infer who this is, I just picked the generic bundle word as this is what I want to get) of all three services as this seems to save me money. I also want to not talk to people, I just want to click on a website when I feel like it and get it all sorted. I do think that is reality. I want to just do my shopping at 9.30pm while watching silly reruns on TV. Problem 1 - Bad links So, I'm an existing customer of the company I want to buy my bundle from. I go to the website, I click on offers. Turns out they are offers for new customers. After grumbling about how good they are, I click on offers for existing customers. Bummer, it goes to offers for new customers, so I click again on the link for offers for existing customers. No cigar... it just does not work. Big data solutions: 1) Do not show an existing customer the offers for new customers unless they are the same => This is only partially doable without login, but if a customer logs in the application should always know that this is an existing customer. But in general, imagine I do this from my home going through the internet service of this vendor to their domain... an instant filter should move me into the "existing customer route". 2) Flag dead or incorrect links => I've clicked the link for "existing customer offers" at least 3 times in under 5 seconds... Identifying patterns like this is easy in Hadoop and can very quickly make a list of potentially incorrect links. No need for realtime fixing, just the fact that this link can be pro-actively fixed across my entire web domain is a good thing. Preventative maintenance! Problem 2 - Purchase cannot be completed Apart from the fact that the browsing pattern to actually get to what I want is poorly designed, my purchase never gets past a specific point. In other words, I put something into my shopping cart and when I want to move on the application either crashes (with me going to an error page) or hangs or goes into something like chat. So I try again, and again and again. I think I tried this entire path (while being logged in!!) at least 10 times over the course of 20 minutes. I also clicked on the feedback button and, frustrated as I was, tried to explain this did not work... Big Data Solutions: 1) This web site does shopping cart analysis. I got an email next day stating I have things in my shopping cart, just click here to complete my purchase. After the above experience, this just added insult to my pain... 2) What should have happened, is a Hadoop job going over all logged in customers that are on the buy flow. It should flag anyone who is trying (multiple attempts from the same user to do the same thing), analyze the shopping card, the clicks to identify what the customers wants, his feedback provided (note: always own your own website feedback, never just farm this out!!) and in a short turn around time (30 minutes to 2 hours or so) email me with a link to complete my purchase. Not with a link to my shopping cart 12 hours later, but a link to actually achieve what I wanted... Why should this company go through the big data effort? I do believe this is relatively easy to do using our Oracle Event Processing and Big Data Appliance solutions combined. It is almost so simple (to my mind) that it makes no sense that this is not in place? But, now I am ranting... Why is this interesting? It is because of $$$$. After trying really hard, I mean I did this all in the evening, and again in the morning before going to work. I kept on failing, But I really wanted this to work... so an email that said, sorry, we noticed you tried to get a bundle (the log knows what I wanted, where I failed, so easy to generate), here is the link to click and complete your purchase. And here is 2 movies on us as an apology would have kept me as a customer, and got the additional $$$$ per month for the next couple of years. It would also lead to upsell on my phone package etc. Instead, I went to a completely different company, bought service from them. Lost money for company A, negative sentiment for company A and me telling this story at the water cooler so I'm influencing more people to think negatively about company A. All in all, a loss of easy money, a ding in sentiment and image where a relatively simple solution exists and can be in place on the software I describe routinely in this blog... For those who are coming to Openworld and maybe see value in solving the above, or are thinking of how to solve this, come visit us in Moscone North - Oracle Red Lounge or in the Engineered Systems Showcase.

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  • Clear float issue

    - by Jason
    I have a page with the standard navigation bar on the left and the content area taking up the rest of the horizontal area to its side. For modern browsers I am using table-row and table-cell values for the display attribute. However, for IE7 I included a conditional stylesheet that tries to float the nav bar. This works fine except when the content area itself has floated elements and I try to use clear. My goal is to displayed the clear element right after the content area floats but instead it gets shoved down below the nav area. The following demo code shows this issue. My goal is to get the table to display right below the "leftThing" and "rightThing" but instead there is a large gap between them and the table. <html> <head> <title>Float Test</title> <style type="text/css"> #body { background: #cecece; } #sidebar { background: #ababab; float: left; width: 200px; } #content { background: #efefef; margin-left: 215px; } #leftThing { background: #456789; float: left; width: 100px; } #rightThing { background: #654321; float: right; width: 100px; } table { clear: both; } </style> </head> <body> <div id="body"> <div id="sidebar"> <ul> <li>One</li> <li>Two</li> <li>Three</li> </ul> </div> <div id="content"> <div style="position: realtive;"> <div id="leftThing"> ABCDEF </div> <div id="rightThing"> WXYZ </div> <table> <thead> <th>One</th> <th>Two</th> </thead> <tr> <td>Jason</td> <td>45</td> </tr> <tr> <td>Mary</td> <td>41</td> </tr> </table> <p>Exerci ullamcorper consequat duis ipsum ut nostrud zzril, feugait feugiat duis dolor feugiat commodo, accumsan, duis illum eum molestie luptatum nisl iusto. Commodo minim ullamcorper blandit, nostrud feugiat blandit esse dolore, consequat vulputate augue sit ad. Facilisi feugait luptatum eu minim wisi, facilisis molestie wisi in in amet vero quis.</p> </div> </div> </div> </body> </html> Thank you for your help.

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  • Multiple data series in real time plot

    - by Gr3n
    Hi, I'm kind of new to Python and trying to create a plotting app for values read via RS232 from a sensor. I've managed (after some reading and copying examples online) to get a plot working that updates on a timer which is great. My only trouble is that I can't manage to get multiple data series into the same plot. Does anyone have a solution to this? This is the code that I've worked out this far: import os import pprint import random import sys import wx # The recommended way to use wx with mpl is with the WXAgg backend import matplotlib matplotlib.use('WXAgg') from matplotlib.figure import Figure from matplotlib.backends.backend_wxagg import FigureCanvasWxAgg as FigCanvas, NavigationToolbar2WxAgg as NavigationToolbar import numpy as np import pylab DATA_LENGTH = 100 REDRAW_TIMER_MS = 20 def getData(): return int(random.uniform(1000, 1020)) class GraphFrame(wx.Frame): # the main frame of the application def __init__(self): wx.Frame.__init__(self, None, -1, "Usart plotter", size=(800,600)) self.Centre() self.data = [] self.paused = False self.create_menu() self.create_status_bar() self.create_main_panel() self.redraw_timer = wx.Timer(self) self.Bind(wx.EVT_TIMER, self.on_redraw_timer, self.redraw_timer) self.redraw_timer.Start(REDRAW_TIMER_MS) def create_menu(self): self.menubar = wx.MenuBar() menu_file = wx.Menu() m_expt = menu_file.Append(-1, "&Save plot\tCtrl-S", "Save plot to file") self.Bind(wx.EVT_MENU, self.on_save_plot, m_expt) menu_file.AppendSeparator() m_exit = menu_file.Append(-1, "E&xit\tCtrl-X", "Exit") self.Bind(wx.EVT_MENU, self.on_exit, m_exit) self.menubar.Append(menu_file, "&File") self.SetMenuBar(self.menubar) def create_main_panel(self): self.panel = wx.Panel(self) self.init_plot() self.canvas = FigCanvas(self.panel, -1, self.fig) # pause button self.pause_button = wx.Button(self.panel, -1, "Pause") self.Bind(wx.EVT_BUTTON, self.on_pause_button, self.pause_button) self.Bind(wx.EVT_UPDATE_UI, self.on_update_pause_button, self.pause_button) self.hbox1 = wx.BoxSizer(wx.HORIZONTAL) self.hbox1.Add(self.pause_button, border=5, flag=wx.ALL | wx.ALIGN_CENTER_VERTICAL) self.vbox = wx.BoxSizer(wx.VERTICAL) self.vbox.Add(self.canvas, 1, flag=wx.LEFT | wx.TOP | wx.GROW) self.vbox.Add(self.hbox1, 0, flag=wx.ALIGN_LEFT | wx.TOP) self.panel.SetSizer(self.vbox) #self.vbox.Fit(self) def create_status_bar(self): self.statusbar = self.CreateStatusBar() def init_plot(self): self.dpi = 100 self.fig = Figure((3.0, 3.0), dpi=self.dpi) self.axes = self.fig.add_subplot(111) self.axes.set_axis_bgcolor('white') self.axes.set_title('Usart data', size=12) pylab.setp(self.axes.get_xticklabels(), fontsize=8) pylab.setp(self.axes.get_yticklabels(), fontsize=8) # plot the data as a line series, and save the reference # to the plotted line series # self.plot_data = self.axes.plot( self.data, linewidth=1, color="blue", )[0] def draw_plot(self): # redraws the plot xmax = len(self.data) if len(self.data) > DATA_LENGTH else DATA_LENGTH xmin = xmax - DATA_LENGTH ymin = 0 ymax = 4096 self.axes.set_xbound(lower=xmin, upper=xmax) self.axes.set_ybound(lower=ymin, upper=ymax) # enable grid #self.axes.grid(True, color='gray') # Using setp here is convenient, because get_xticklabels # returns a list over which one needs to explicitly # iterate, and setp already handles this. # pylab.setp(self.axes.get_xticklabels(), visible=True) self.plot_data.set_xdata(np.arange(len(self.data))) self.plot_data.set_ydata(np.array(self.data)) self.canvas.draw() def on_pause_button(self, event): self.paused = not self.paused def on_update_pause_button(self, event): label = "Resume" if self.paused else "Pause" self.pause_button.SetLabel(label) def on_save_plot(self, event): file_choices = "PNG (*.png)|*.png" dlg = wx.FileDialog( self, message="Save plot as...", defaultDir=os.getcwd(), defaultFile="plot.png", wildcard=file_choices, style=wx.SAVE) if dlg.ShowModal() == wx.ID_OK: path = dlg.GetPath() self.canvas.print_figure(path, dpi=self.dpi) self.flash_status_message("Saved to %s" % path) def on_redraw_timer(self, event): if not self.paused: newData = getData() self.data.append(newData) self.draw_plot() def on_exit(self, event): self.Destroy() def flash_status_message(self, msg, flash_len_ms=1500): self.statusbar.SetStatusText(msg) self.timeroff = wx.Timer(self) self.Bind( wx.EVT_TIMER, self.on_flash_status_off, self.timeroff) self.timeroff.Start(flash_len_ms, oneShot=True) def on_flash_status_off(self, event): self.statusbar.SetStatusText('') if __name__ == '__main__': app = wx.PySimpleApp() app.frame = GraphFrame() app.frame.Show() app.MainLoop()

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  • Windows Phone 7 : Dragging and flicking UI controls

    - by TechTwaddle
    Who would want to flick and drag UI controls!? There might not be many use cases but I think some concepts here are worthy of a post. So we will create a simple silverlight application for windows phone 7, containing a canvas element on which we’ll place a button control and an image and then, as the title says, drag and flick the controls. Here’s Mainpage.xaml, <Grid x:Name="LayoutRoot" Background="Transparent">   <Grid.RowDefinitions>     <RowDefinition Height="Auto"/>     <RowDefinition Height="*"/>   </Grid.RowDefinitions>     <!--TitlePanel contains the name of the application and page title-->   <StackPanel x:Name="TitlePanel" Grid.Row="0" Margin="12,17,0,28">     <TextBlock x:Name="ApplicationTitle" Text="KINETICS" Style="{StaticResource PhoneTextNormalStyle}"/>     <TextBlock x:Name="PageTitle" Text="drag and flick" Margin="9,-7,0,0" Style="{StaticResource PhoneTextTitle1Style}"/>   </StackPanel>     <!--ContentPanel - place additional content here-->   <Grid x:Name="ContentPanel" Grid.Row="1" >     <Canvas x:Name="MainCanvas" HorizontalAlignment="Stretch" VerticalAlignment="Stretch">       <Canvas.Background>         <LinearGradientBrush StartPoint="0 0" EndPoint="0 1">           <GradientStop Offset="0" Color="Black"/>           <GradientStop Offset="1.5" Color="BlanchedAlmond"/>         </LinearGradientBrush>       </Canvas.Background>     </Canvas>   </Grid> </Grid> the second row in the main grid contains a canvas element, MainCanvas, with its horizontal and vertical alignment set to stretch so that it occupies the entire grid. The canvas background is a linear gradient brush starting with Black and ending with BlanchedAlmond. We’ll add the button and image control to this canvas at run time. Moving to Mainpage.xaml.cs the Mainpage class contains the following members, public partial class MainPage : PhoneApplicationPage {     Button FlickButton;     Image FlickImage;       FrameworkElement ElemToMove = null;     double ElemVelX, ElemVelY;       const double SPEED_FACTOR = 60;       DispatcherTimer timer; FlickButton and FlickImage are the controls that we’ll add to the canvas. ElemToMove, ElemVelX and ElemVelY will be used by the timer callback to move the ui control. SPEED_FACTOR is used to scale the velocities of ui controls. Here’s the Mainpage constructor, // Constructor public MainPage() {     InitializeComponent();       AddButtonToCanvas();       AddImageToCanvas();       timer = new DispatcherTimer();     timer.Interval = TimeSpan.FromMilliseconds(35);     timer.Tick += new EventHandler(OnTimerTick); } We’ll look at those AddButton and AddImage functions in a moment. The constructor initializes a timer which fires every 35 milliseconds, this timer will be started after the flick gesture completes with some inertia. Back to AddButton and AddImage functions, void AddButtonToCanvas() {     LinearGradientBrush brush;     GradientStop stop1, stop2;       Random rand = new Random(DateTime.Now.Millisecond);       FlickButton = new Button();     FlickButton.Content = "";     FlickButton.Width = 100;     FlickButton.Height = 100;       brush = new LinearGradientBrush();     brush.StartPoint = new Point(0, 0);     brush.EndPoint = new Point(0, 1);       stop1 = new GradientStop();     stop1.Offset = 0;     stop1.Color = Colors.White;       stop2 = new GradientStop();     stop2.Offset = 1;     stop2.Color = (Application.Current.Resources["PhoneAccentBrush"] as SolidColorBrush).Color;       brush.GradientStops.Add(stop1);     brush.GradientStops.Add(stop2);       FlickButton.Background = brush;       Canvas.SetTop(FlickButton, rand.Next(0, 400));     Canvas.SetLeft(FlickButton, rand.Next(0, 200));       MainCanvas.Children.Add(FlickButton);       //subscribe to events     FlickButton.ManipulationDelta += new EventHandler<ManipulationDeltaEventArgs>(OnManipulationDelta);     FlickButton.ManipulationCompleted += new EventHandler<ManipulationCompletedEventArgs>(OnManipulationCompleted); } this function is basically glorifying a simple task. After creating the button and setting its height and width, its background is set to a linear gradient brush. The direction of the gradient is from top towards bottom and notice that the second stop color is the PhoneAccentColor, which changes along with the theme of the device. The line,     stop2.Color = (Application.Current.Resources["PhoneAccentBrush"] as SolidColorBrush).Color; does the magic of extracting the PhoneAccentBrush from application’s resources, getting its color and assigning it to the gradient stop. AddImage function is straight forward in comparison, void AddImageToCanvas() {     Random rand = new Random(DateTime.Now.Millisecond);       FlickImage = new Image();     FlickImage.Source = new BitmapImage(new Uri("/images/Marble.png", UriKind.Relative));       Canvas.SetTop(FlickImage, rand.Next(0, 400));     Canvas.SetLeft(FlickImage, rand.Next(0, 200));       MainCanvas.Children.Add(FlickImage);       //subscribe to events     FlickImage.ManipulationDelta += new EventHandler<ManipulationDeltaEventArgs>(OnManipulationDelta);     FlickImage.ManipulationCompleted += new EventHandler<ManipulationCompletedEventArgs>(OnManipulationCompleted); } The ManipulationDelta and ManipulationCompleted handlers are same for both the button and the image. OnManipulationDelta() should look familiar, a similar implementation was used in the previous post, void OnManipulationDelta(object sender, ManipulationDeltaEventArgs args) {     FrameworkElement Elem = sender as FrameworkElement;       double Left = Canvas.GetLeft(Elem);     double Top = Canvas.GetTop(Elem);       Left += args.DeltaManipulation.Translation.X;     Top += args.DeltaManipulation.Translation.Y;       //check for bounds     if (Left < 0)     {         Left = 0;     }     else if (Left > (MainCanvas.ActualWidth - Elem.ActualWidth))     {         Left = MainCanvas.ActualWidth - Elem.ActualWidth;     }       if (Top < 0)     {         Top = 0;     }     else if (Top > (MainCanvas.ActualHeight - Elem.ActualHeight))     {         Top = MainCanvas.ActualHeight - Elem.ActualHeight;     }       Canvas.SetLeft(Elem, Left);     Canvas.SetTop(Elem, Top); } all it does is calculate the control’s position, check for bounds and then set the top and left of the control. OnManipulationCompleted() is more interesting because here we need to check if the gesture completed with any inertia and if it did, start the timer and continue to move the ui control until it comes to a halt slowly, void OnManipulationCompleted(object sender, ManipulationCompletedEventArgs args) {     FrameworkElement Elem = sender as FrameworkElement;       if (args.IsInertial)     {         ElemToMove = Elem;           Debug.WriteLine("Linear VelX:{0:0.00}  VelY:{1:0.00}", args.FinalVelocities.LinearVelocity.X,             args.FinalVelocities.LinearVelocity.Y);           ElemVelX = args.FinalVelocities.LinearVelocity.X / SPEED_FACTOR;         ElemVelY = args.FinalVelocities.LinearVelocity.Y / SPEED_FACTOR;           timer.Start();     } } ManipulationCompletedEventArgs contains a member, IsInertial, which is set to true if the manipulation was completed with some inertia. args.FinalVelocities.LinearVelocity.X and .Y will contain the velocities along the X and Y axis. We need to scale down these values so they can be used to increment the ui control’s position sensibly. A reference to the ui control is stored in ElemToMove and the velocities are stored as well, these will be used in the timer callback to access the ui control. And finally, we start the timer. The timer callback function is as follows, void OnTimerTick(object sender, EventArgs e) {     if (null != ElemToMove)     {         double Left, Top;         Left = Canvas.GetLeft(ElemToMove);         Top = Canvas.GetTop(ElemToMove);           Left += ElemVelX;         Top += ElemVelY;           //check for bounds         if (Left < 0)         {             Left = 0;             ElemVelX *= -1;         }         else if (Left > (MainCanvas.ActualWidth - ElemToMove.ActualWidth))         {             Left = MainCanvas.ActualWidth - ElemToMove.ActualWidth;             ElemVelX *= -1;         }           if (Top < 0)         {             Top = 0;             ElemVelY *= -1;         }         else if (Top > (MainCanvas.ActualHeight - ElemToMove.ActualHeight))         {             Top = MainCanvas.ActualHeight - ElemToMove.ActualHeight;             ElemVelY *= -1;         }           Canvas.SetLeft(ElemToMove, Left);         Canvas.SetTop(ElemToMove, Top);           //reduce x,y velocities gradually         ElemVelX *= 0.9;         ElemVelY *= 0.9;           //when velocities become too low, break         if (Math.Abs(ElemVelX) < 1.0 && Math.Abs(ElemVelY) < 1.0)         {             timer.Stop();             ElemToMove = null;         }     } } if ElemToMove is not null, we get the top and left values of the control and increment the values with their X and Y velocities. Check for bounds, and if the control goes out of bounds we reverse its velocity. Towards the end, the velocities are reduced by 10% every time the timer callback is called, and if the velocities reach too low values the timer is stopped and ElemToMove is made null. Here’s a short video of the program, the video is a little dodgy because my display driver refuses to run the animations smoothly. The flicks aren’t always recognised but the program should run well on an actual device (or a pc with better configuration), You can download the source code from here: ButtonDragAndFlick.zip

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  • C to C++ Conversion [closed]

    - by Annalyne
    Can someone convert this code to C++, pretty please? :( #include <stdio.h> #include <stdlib.h> #include <time.h> #define WEAPON_ROPE 10 #define WEAPON_REVOLVER 20 #define WEAPON_LEADPIPE 30 #define WEAPON_CANDLESTICK 40 #define WEAPON_KNIFE 50 #define WEAPON_WRENCH 60 #define PEOPLE_MRGREEN 100 #define PEOPLE_MSSCARLET 200 #define PEOPLE_CONLMUSTARD 300 #define PEOPLE_PROFPLUM 400 #define PEOPLE_MISPEACOCK 500 #define PEOPLE_MISWHITE 600 #define PLACE_KITCHEN 1 #define PLACE_HALL 2 #define PLACE_POOLROOM 3 #define PLACE_STUDY 4 #define PLACE_LOUNG 5 #define PLACE_LIBRARY 6 #define PLACE_CONSERVATORY 7 #define PLACE_DINING 8 #define PLACE_BILLIARDS 9 int main() { int die = 0; int players[6][9] = {{0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0}}; int allCards[] = {WEAPON_ROPE, WEAPON_REVOLVER, WEAPON_LEADPIPE, WEAPON_CANDLESTICK, WEAPON_CANDLESTICK, WEAPON_KNIFE, WEAPON_WRENCH, PEOPLE_MRGREEN, PEOPLE_MSSCARLET, PEOPLE_CONLMUSTARD, PEOPLE_CONLMUSTARD, PEOPLE_PROFPLUM, PEOPLE_MISPEACOCK, PEOPLE_MISWHITE, PLACE_KITCHEN, PLACE_HALL, PLACE_POOLROOM, PLACE_STUDY, PLACE_LOUNG, PLACE_LIBRARY, PLACE_CONSERVATORY, PLACE_DINING, PLACE_BILLIARDS}; int deckSize = 23; // number of cards in allCards array int count; for (count = 0; count < deckSize; ++count) { printf(", %d", allCards[count]); } // End for // These three array's are so you can put a card back, if need be... int weaponCards[] = {WEAPON_ROPE, WEAPON_REVOLVER, WEAPON_LEADPIPE, WEAPON_CANDLESTICK, WEAPON_CANDLESTICK, WEAPON_KNIFE, WEAPON_WRENCH}; int weaponDeckSize = 7; int peopleCards[] = {PEOPLE_MRGREEN, PEOPLE_MSSCARLET, PEOPLE_CONLMUSTARD, PEOPLE_CONLMUSTARD, PEOPLE_PROFPLUM, PEOPLE_MISPEACOCK, PEOPLE_MISWHITE}; int peopleDeckSize = 7; int placeCards[] = {PLACE_KITCHEN, PLACE_HALL, PLACE_POOLROOM, PLACE_STUDY, PLACE_LOUNG, PLACE_LIBRARY, PLACE_CONSERVATORY, PLACE_DINING, PLACE_BILLIARDS}; int placeDeckSize = 9; srand(clock()); // seed rand() using clock() which gives // the current tick your processor is at... int killer[3]; // no need to initialize yet. killer[0-2] will initialize int deckShuffle = rand() % weaponDeckSize; // picks one number out of the deck killer[0] = weaponCards[deckShuffle]; allCards[deckShuffle] = 0; // Card drawn. No longer exists in deck deckShuffle = rand() % peopleDeckSize; // picks another random card out of the deck killer[1] = peopleCards[deckShuffle]; allCards[deckShuffle + weaponDeckSize] = 0; // Card drawn. No longer exists in deck deckShuffle = rand() % placeDeckSize; // randomly picks the last card needed killer[2] = placeCards[deckShuffle]; allCards[deckShuffle + weaponDeckSize + peopleDeckSize] = 0; // Card drawn. No longer exists in deck int numberOfCards = 0; printf("CLUE\n"); printf("written by John Schintone\n"); printf("Origonal game delvoped by Hasbro\n"); int numberOfPlayers = 0; while ((numberOfPlayers < 3) || (numberOfPlayers > 6)) { printf("How many players are Going to play :\n"); printf("[number] > "); scanf("%d",&numberOfPlayers); // A very fast if statement which only uses integers/char's switch(numberOfPlayers) { case 6: { numberOfCards = 3; } break; case 5: { numberOfCards = 4; } break; case 4: { numberOfCards = 5; } break; case 3: { numberOfCards = 6; } break; default: { printf("You must enter a number between 3 and 6...\n"); } // End default } // End switch } // End while int index1, index2; // Note: ++index1; is faster than index1++; and will almost always // produce better code (index1++ happens after this statement line. // ++index1 increments index1 before this statement line) for (index1 = 0; index1 < numberOfPlayers; ++index1) { printf("Player %d", index1); for (index2 = 0; index2 < numberOfCards; ++index2) { // Remember that allCards[deckShuffle] == 0 because we removed that // card ages ago... works out well, just don't forget you did that : ) while (allCards[deckShuffle] == 0) { deckShuffle = rand() % deckSize; } // End while players[index1][index2] = allCards[deckShuffle]; allCards[deckShuffle] = 0; // Card removed for after loop... printf(", %d", players[index1][index2]); switch(players[index1][index2]) { case WEAPON_ROPE: { } break; // Add more... case PEOPLE_MRGREEN: { } break; // Add more... case PLACE_KITCHEN: { } break; // Add more... default: { printf("Program has caught player %d cheating...", index1); } // End default } // End switch } // End for printf("\n"); } // End for printf("The killer is %d, with the %d, and in the %d \n\n", killer[0], killer[1], killer[2]); printf("Type h for this help... \n"); printf("Type e to escape... \n"); printf("Type r to roll the die... \n"); char command = '\0'; // \0 represents zero, or the null character while (command != 'e') { printf("[one character] > "); scanf("%c", &command); if (command == 'r') { die = rand() % 6 + 1; printf("Your number is: %d \n", die); } // end while if (command == 'h') { printf("Type h for this help... \n"); printf("Type e to escape... \n"); printf("Type r to roll the die... \n"); } // End if printf("\n"); } // End while return(0); // Success. Program worked ok } // End main() Function

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  • can't implement jquery jScrollPane to replace browser's scrollbars

    - by Zack
    I am trying to replace browser's scrollbars with jScrollPane (jQuery), it won't work. Here are two attempts to implement it: a basic attempt, and an attempt to imitate the full page demo for jScrollPane. I've been trying everything I could think of to figure out what didn't work, but couldn't. here is my code: <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <title></title> <!-- styles needed by jScrollPane --> <link type="text/css" href="style/jquery.jscrollpane.css" rel="stylesheet" media="all" /> <style type="text/css" id="page-css"> /* Styles specific to this particular page */ html { overflow: auto; } #full-page-container { overflow: auto; } .scroll-pane { width: 100%; height: 200px; overflow: auto; } .horizontal-only { height: auto; max-height: 200px; } </style> <!-- latest jQuery direct from google's CDN --> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.7.1/jquery.min.js"></script> <!-- the mousewheel plugin --> <script type="text/javascript" src="script/jquery.mousewheel.js"></script> <!-- the jScrollPane script --> <script type="text/javascript" src="script/jquery.jscrollpane.min.js"></script> <script type="text/javascript" id="sourcecode"> $(function () { var win = $(window); // Full body scroll var isResizing = false; win.bind( 'resize', function () { if (!isResizing) { isResizing = true; var container = $('#full-page-container'); // Temporarily make the container tiny so it doesn't influence the // calculation of the size of the document container.css( { 'width': 1, 'height': 1 } ); // Now make it the size of the window... container.css( { 'width': win.width(), 'height': win.height() } ); isResizing = false; container.jScrollPane( { 'showArrows': true } ); } } ).trigger('resize'); // Workaround for known Opera issue which breaks demo (see // http://jscrollpane.kelvinluck.com/known_issues.html#opera-scrollbar ) $('body').css('overflow', 'hidden'); // IE calculates the width incorrectly first time round (it // doesn't count the space used by the native scrollbar) so // we re-trigger if necessary. if ($('#full-page-container').width() != win.width()) { win.trigger('resize'); } }); </script> </head> <body> <div id="full-page-container"> This is the most basic implementation of jScrollPane I could create, if I am not wrong this has all it should take, yet it doesn't work. a little lorem ipsum to make the scrollbars show up: [here come's lot's of lorem ipsum text in the actual page...] </div> </body> </html> The other option is the same, with a link to demo.css and demo.js.

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  • Notes on implementing Visual Studio 2010 Navigate To

    - by cyberycon
    One of the many neat functions added to Visual Studio in VS 2010 was the Navigate To feature. You can find it by clicking Edit, Navigate To, or by using the keyboard shortcut Ctrl, (yes, that's control plus the comma key). This pops up the Navigate To dialog that looks like this: As you type, Navigate To starts searching through a number of different search providers for your term. The entries in the list change as you type, with most providers doing some kind of fuzzy or at least substring matching. If you have C#, C++ or Visual Basic projects in your solution, all symbols defined in those projects are searched. There's also a file search provider, which displays all matching filenames from projects in the current solution as well. And, if you have a Visual Studio package of your own, you can implement a provider too. Micro Focus (where I work) provide the Visual COBOL language inside Visual Studio (http://visualstudiogallery.msdn.microsoft.com/ef9bc810-c133-4581-9429-b01420a9ea40 ), and we wanted to provide this functionality too. This post provides some notes on the things I discovered mainly through trial and error, but also with some kind help from devs inside Microsoft. The expectation of Navigate To is that it searches across the whole solution, not just the current project. So in our case, we wanted to search for all COBOL symbols inside all of our Visual COBOL projects inside the solution. So first of all, here's the Microsoft documentation on Navigate To: http://msdn.microsoft.com/en-us/library/ee844862.aspx . It's the reference information on the Microsoft.VisualStudio.Language.NavigateTo.Interfaces Namespace, and it lists all the interfaces you will need to implement to create your own Navigate To provider. Navigate To uses Visual Studio's latest mechanism for integrating external functionality and services, Managed Extensibility Framework (MEF). MEF components don't require any registration with COM or any other registry entries to be found by Visual Studio. Visual Studio looks in several well-known locations for manifest files (extension.vsixmanifest). It then uses reflection to scan for MEF attributes on classes in the assembly to determine which functionality the assembly provides. MEF itself is actually part of the .NET framework, and you can learn more about it here: http://mef.codeplex.com/. To get started with Visual Studio and MEF you could do worse than look at some of the editor examples on the VSX page http://archive.msdn.microsoft.com/vsx . I've also written a small application to help with switching between development and production MEF assemblies, which you can find on Codeproject: http://www.codeproject.com/KB/miscctrl/MEF_Switch.aspx. The Navigate To interfaces Back to Navigate To, and summarizing the MSDN reference documentation, you need to implement the following interfaces: INavigateToItemProviderFactoryThis is Visual Studio's entry point to your Navigate To implementation, and you must decorate your implementation with the following MEF export attribute: [Export(typeof(INavigateToItemProviderFactory))]  INavigateToItemProvider Your INavigateToItemProviderFactory needs to return your implementation of INavigateToItemProvider. This class implements StartSearch() and StopSearch(). StartSearch() is the guts of your provider, and we'll come back to it in a minute. This object also needs to implement IDisposeable(). INavigateToItemDisplayFactory Your INavigateToItemProvider hands back NavigateToItems to the NavigateTo framework. But to give you good control over what appears in the NavigateTo dialog box, these items will be handed back to your INavigateToItemDisplayFactory, which must create objects implementing INavigateToItemDisplay  INavigateToItemDisplay Each of these objects represents one result in the Navigate To dialog box. As well as providing the description and name of the item, this object also has a NavigateTo() method that should be capable of displaying the item in an editor when invoked. Carrying out the search The lifecycle of your INavigateToItemProvider is the same as that of the Navigate To dialog. This dialog is modal, which makes your implementation a little easier because you know that the user can't be changing things in editors and the IDE while this dialog is up. But the Navigate To dialog DOES NOT run on the main UI thread of the IDE – so you need to be aware of that if you want to interact with editors or other parts of the IDE UI. When the user invokes the Navigate To dialog, your INavigateToItemProvider gets sent a TryCreateNavigateToItemProvider() message. Instantiate your INavigateToItemProvider and hand this back. The sequence diagram below shows what happens next. Your INavigateToItemProvider will get called with StartSearch(), and passed an INavigateToCallback. StartSearch() is an asynchronous request – you must return from this method as soon as possible, and conduct your search on a separate thread. For each match to the search term, instantiate a NavigateToItem object and send it to INavigateToCallback.AddItem(). But as the user types in the Search Terms field, NavigateTo will invoke your StartSearch() method repeatedly with the changing search term. When you receive the next StartSearch() message, you have to abandon your current search, and start a new one. You can't rely on receiving a StopSearch() message every time. Finally, when the Navigate To dialog box is closed by the user, you will get a Dispose() message – that's your cue to abandon any uncompleted searches, and dispose any resources you might be using as part of your search. While you conduct your search invoke INavigateToCallback.ReportProgress() occasionally to provide feedback about how close you are to completing the search. There does not appear to be any particular requirement to how often you invoke ReportProgress(), and you report your progress as the ratio of two integers. In my implementation I report progress in terms of the number of symbols I've searched over the total number of symbols in my dictionary, and send a progress report every 16 symbols. Displaying the Results The Navigate to framework invokes INavigateToItemDisplayProvider.CreateItemDisplay() once for each result you passed to the INavigateToCallback. CreateItemDisplay() is passed the NavigateToItem you handed to the callback, and must return an INavigateToItemDisplay object. NavigateToItem is a sealed class which has a few properties, including the name of the symbol. It also has a Tag property, of type object. This enables you to stash away all the information you will need to create your INavigateToItemDisplay, which must implement an INavigateTo() method to display a symbol in an editor IDE when the user double-clicks an entry in the Navigate To dialog box. Since the tag is of type object, it is up to you, the implementor, to decide what kind of object you store in here, and how it enables the retrieval of other information which is not included in the NavigateToItem properties. Some of the INavigateToItemDisplay properties are self-explanatory, but a couple of them are less obvious: Additional informationThe string you return here is displayed inside brackets on the same line as the Name property. In English locales, Visual Studio includes the preposition "of". If you look at the first line in the Navigate To screenshot at the top of this article, Book_WebRole.Default is the additional information for textBookAuthor, and is the namespace qualified type name the symbol appears in. For procedural COBOL code we display the Program Id as the additional information DescriptionItemsYou can use this property to return any textual description you want about the item currently selected. You return a collection of DescriptionItem objects, each of which has a category and description collection of DescriptionRun objects. A DescriptionRun enables you to specify some text, and optional formatting, so you have some control over the appearance of the displayed text. The DescriptionItems property is displayed at the bottom of the Navigate To dialog box, with the Categories on the left and the Descriptions on the right. The Visual COBOL implementation uses it to display more information about the location of an item, making it easier for the user to know disambiguate duplicate names (something there can be a lot of in large COBOL applications). Summary I hope this article is useful for anyone implementing Navigate To. It is a fantastic navigation feature that Microsoft have added to Visual Studio, but at the moment there still don't seem to be any examples on how to implement it, and the reference information on MSDN is a little brief for anyone attempting an implementation.

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  • how to make css submenu stay put when subpage has been selected.

    - by Ronedog
    I have a css horizontal menu with a menu / submenu display working on the hover, but I would also like to make the submenu options stay put when I've selected that page. The code below shows the submenu on hover, but goes away on mouse out. I'm having some difficulty figuring out how to make my code work to keep the submenu items staying put? How can I do this? Thanks for your help. Here's the HTML: <ul id="menu_nav"> <li> <a href="#" class="button">Home</a> <span> <a href="#">Home Link1</a> <a href="#">Home Link2</a> <a href="#">Home Link3</a> </span> </li> <li> <a href="#" class="button">About Us</a> <span> <a href="#">About Link1</a> <a href="#">About Link2</a> <a href="#">About Link3</a> </span> </li> </ul> Here's the CSS ul#menu_nav { position:relative; float:left; width:790px; padding:0; margin:0; list-style-type:none; background-color:#000099; } ul#menu_nav li {float: left; margin: 0; padding: 0; border-right: 1px solid #555;} ul#menu_nav li a.button { float:left; text-decoration:none; color:white; background-color:#000099; padding:0.2em 0.6em; border-right:1px solid #CCCCCC; font-family: Tahoma; font-size: 11px; font-style: normal; font-weight: bold; position: relative; height: 21px; line-height:1.85em; } ul#menu_nav li a:hover { background-color:#F7F7F7; color:#000099; border-top:1px solid #CCCCCC; } ul#menu_nav li span{ float: left; padding: 15px 0; position: absolute; left: 0; top:25px; display: none; /*--Hide by default--*/ width: 790px; background: #F7F7F7; color: #fff; } ul#menu_nav li:hover span { display: block; } /*--Show subnav on hover--*/ ul#menu_nav li span a { display: inline; } /*--Since we declared a link style on the parent list link, we will correct it back to its original state--*/ ul#menu_nav li span a:hover {text-decoration: underline;} Heres the jquery: $("ul#menu_nav li").hover(function() { //Hover over event on list item $(this).css({ 'background' : '#1376c9'}); //Add background color and image on hovered list item $(this).find("span").show(); //Show the subnav } , function() { //on hover out... $(this).css({ 'background' : 'none'}); //Ditch the background $(this).find("span").hide(); //Hide the subnav });

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  • CodePlex Daily Summary for Sunday, June 26, 2011

    CodePlex Daily Summary for Sunday, June 26, 2011Popular ReleasesDroid Builder: Droid Builder - 1.0.4194.38898: Support new type of patch package. Support plugin framework.Mosaic Project: Mosaic Alpha build 254: - Added horizontal scroll by mouse in fullscreen mode - Widgets now have fixed size - Reduced spacing between widgets - Widgets menu is scrollable by mouse now and not overlapping back button on small screens.Net Image Processor: v1.0: Initial release of the library containing the core architecture and two filters. To install, extract the library to somewhere sensible then reference as a file from your project in Visual Studio.Usage Agent: Usage Agent 9.0.8: Latest release. Changes include: - Fixes for Optus - Usage Delta statistic for BigPond - Eliminated the need for UAC prompt at every startupjQuery List DragSort: jQuery List DragSort 0.4.3: Fix item not dropping correctly on Chrome and jQuery 1.6KinectNUI: Jun 25 Alpha Release: Initial public version. No installer needed, just run the EXE.TerrariViewer: TerrariViewer v3.3 [v1.0.5 Compatible]: I have added support for all the new items in Terraria v1.0.5. I have also added the ability to put your character in hardcore mode or take them out via a simple checkbox on the stats tab. If you come across any bugs, please let me know immediately.Media Companion: MC 3.409b-1 Weekly: This weeks release is part way through a major rewrite of the TVShow code. This means that a few TV related features & functions are not fully operational at the moment. The reason for this release is so that people can see if their particular issue has been fixed during the week. Some issues may not be able to be fully checked due to the ongoing TV code refactoring. So, I would strongly suggest that you put this version into a separate folder, copy your settings folder across & test MC that...Terraria World Viewer: Version 1.5: Update June 24th Made compatible with the new tiles found in Terraria 1.0.5Kinect Earth Move: KinectEarthMove sample code: Sample code releasedThis is a sample code for Kinect for Windows SDK beta, which was demonstrated on Channel 9 Kinect for Windows SKD beta launch event on June 17 2011. Using color image and skeleton data from Kinect and user in front of Kinect can manipulate the earth between his/her hands.NetOffice - The easiest way to use Office in .NET: NetOffice Release 0.9b: Changes: - fix critical issue 262334 (AccessViolationException while using events in a COMAddin) - remove x64 Assemblies (not necessary) Includes: - Runtime Binaries and Source Code for .NET Framework:......v2.0, v3.0, v3.5, v4.0 - Tutorials in C# and VB.Net:..............................................................COM Proxy Management, Events, etc. - Examples in C# and VB.Net:............................................................Excel, Word, Outlook, PowerPoint, Access - COMAddi...MiniTwitter: 1.70: MiniTwitter 1.70 ???? ?? ????? xAuth ?? OAuth ??????? 1.70 ??????????????????????????。 ???????????????? Twitter ? Web ??????????、PIN ????????????????????。??????????????????、???????????????????????????。Total Commander SkyDrive File System Plugin (.wfx): Total Commander SkyDrive File System Plugin 0.8.7b: Total Commander SkyDrive File System Plugin version 0.8.7b. Bug fixes: - BROKEN PLUGIN by upgrading SkyDriveServiceClient version 2.0.1b. Please do not forget to express your opinion of the plugin by rating it! Donate (EUR)SkyDrive .Net API Client: SkyDrive .Net API Client 2.0.1b (RELOADED): SkyDrive .Net API Client assembly has been RELOADED in version 2.0.1b as a REAL API. It supports the followings: - Creating root and sub folders - Uploading and downloading files - Renaming and deleting folders and files Bug fixes: - BROKEN API (issue 6834) Please do not forget to express your opinion of the assembly by rating it! Donate (EUR)Mini SQL Query: Mini SQL Query v1.0.0.59794: This release includes the following enhancements: Added a Most Recently Used file list Added Row counts to the query (per tab) and table view windows Added the Command Timeout option, only valid for MSSQL for now - see options If you have no idea what this thing is make sure you check out http://pksoftware.net/MiniSqlQuery/Help/MiniSqlQueryQuickStart.docx for an introduction. PK :-]HydroDesktop - CUAHSI Hydrologic Information System Desktop Application: 1.2.591 Beta Release: 1.2.591 Beta Releasepatterns & practices: Project Silk: Project Silk Community Drop 12 - June 22, 2011: Changes from previous drop: Minor code changes. New "Introduction" chapter. New "Modularity" chapter. Updated "Architecture" chapter. Updated "Server-Side Implementation" chapter. Updated "Client Data Management and Caching" chapter. Guidance Chapters Ready for Review The Word documents for the chapters are included with the source code in addition to the CHM to help you provide feedback. The PDF is provided as a separate download for your convenience. Installation Overview To ins...DropBox Linker: DropBox Linker 1.3: Added "Get links..." dialog, that provides selective public files links copying Get links link added to tray menu as the default option Fixed URL encoding .NET Framework 4.0 Client Profile requiredDotNetNuke® Community Edition: 06.00.00 Beta: Beta 1 (Build 2300) includes many important enhancements to the user experience. The control panel has been updated for easier access to the most important features and additional forms have been adapted to the new pattern. This release also includes many bug fixes that make it more stable than previous CTP releases. Beta ForumsBlogEngine.NET: BlogEngine.NET 2.5 RC: BlogEngine.NET Hosting - Click Here! 3 Months FREE – BlogEngine.NET Hosting – Click Here! This is a Release Candidate version for BlogEngine.NET 2.5. The most current, stable version of BlogEngine.NET is version 2.0. Find out more about the BlogEngine.NET 2.5 RC here. If you want to extend or modify BlogEngine.NET, you should download the source code. To get started, be sure to check out our installation documentation. If you are upgrading from a previous version, please take a look at ...New Projects6_6_6_w_m_s_open: jwervxsdfcfcf: cfcfChairforce hackathon project: project for hackathonDot Net Nuke Ajax Modules: This is a small collection of modules I think on once in a while which intend to improve a little dnn's user experience.Gnosis Game Engine: A simple game engine for the XNA 4.0 frame work that I am working on, mostly as a learning experience. I found that XNA game engines either require you to pay or are XNA 4.0 incompatible, and so this is my solution to that problem.KA_WindowsPhone7_Samples: Sample Code for Windows Phone 7 from http://kevinashley.comKinect MIDI Controller: This tool allows you to use a Kinect Sensor as a MIDI Controller for your Digital Audio Workbench. The tool is written in C#, and uses Microsoft Kinect SDK. Mosaic Project: Mosaic is an application that brings Metro UI to your desktop by live widgets.Movie Gate: A movie database that is also able to play the movies with your favorit media player.Musical Collective: An open-source web service that enables Musicians to collaborate on songs. Written in ASP.NET MVC (C#).NcADS-MVC: Clasificados MVCPokeTD: Ein kleines 2D Pokemon Tower-Defense Spiel. Es ist in C# und XNA geschrieben.PRO-TOKOL: PRO-TOKOL Server is a Programmable Logic Controller communication driver. The project is 100% coded in .NET Managed code. So, the dll can be included in any .NET project. The project uses the Microsoft Workflow Foundation to implement the DF1 Receiver and Transmitter logic.ShumaDaf: small project for display movies info directly from file structure using mymovies.xml. program create one simple xml file and display it!Silverlight Policy Service: The windows service act as a server and listens on TCP port 943 using IPv4 and IPv6. The socket policy included in the project allows all silverlight client applications to connect to TCP ports 4502-4506.SkinObject Module Wrapper: The SkinObject Module Wrapper is a DotNetNuke module that will allow you to add any DNN SkinObject to a page dinamically as if it was a DNN Module. Without any skin modification you can now inject new SkinObjects to you pages, configure the properties and change them on the fly.SkyNet0.3: Program that one should not be able to close.Team Zero Game One: SVN for the personal project(s) of Team Zero - Game One. We are creating a free game in HTML5 canvas using the CAKE api, found here: http://code.google.com/p/cakejs/ The game is about programming a small robot to move through a maze, sneaking past guards and other obstacles, using event-based programming. We've seen a number of games that allow you to "program" a character, and thought it would be interesting to do a different take on it. The game is still in early production, and actively ...Test-Driven Scaffolding (TDS): TDS helps developers of C# function members (methods, indexers, etc.) to quickly write drivers for code under development; these can easily be converted later to NUnit tests. TDS consists of C# code that can be pasted into a new or existing project and removed when no longer needed.Usage Agent: The Usage Agent toolset is designed to help manage your ISP data usage without having to log into your ISP usage page. It can optionally monitor your network card throughput and produce reports on usage. Developed in VB.NET.

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  • WPF: Binding to ListBoxItem.IsSelected doesn't work for off-screen items

    - by Qwertie
    In my program I have a set of view-model objects to represent items in a ListBox (multi-select is allowed). The viewmodel has an IsSelected property that I would like to bind to the ListBox so that selection state is managed in the viewmodel rather than in the listbox itself. However, apparently the ListBox doesn't maintain bindings for most of the off-screen items, so in general the IsSelected property is not synchronized correctly. Here is some code that demonstrates the problem. First XAML: <StackPanel> <StackPanel Orientation="Horizontal"> <TextBlock>Number of selected items: </TextBlock> <TextBlock Text="{Binding NumItemsSelected}"/> </StackPanel> <ListBox ItemsSource="{Binding Items}" Height="200" SelectionMode="Extended"> <ListBox.ItemContainerStyle> <Style TargetType="{x:Type ListBoxItem}"> <Setter Property="IsSelected" Value="{Binding IsSelected}"/> </Style> </ListBox.ItemContainerStyle> </ListBox> <Button Name="TestSelectAll" Click="TestSelectAll_Click">Select all</Button> </StackPanel> C# Select All handler: private void TestSelectAll_Click(object sender, RoutedEventArgs e) { foreach (var item in _dataContext.Items) item.IsSelected = true; } C# viewmodel: public class TestItem : NPCHelper { TestDataContext _c; string _text; public TestItem(TestDataContext c, string text) { _c = c; _text = text; } public override string ToString() { return _text; } bool _isSelected; public bool IsSelected { get { return _isSelected; } set { _isSelected = value; FirePropertyChanged("IsSelected"); _c.FirePropertyChanged("NumItemsSelected"); } } } public class TestDataContext : NPCHelper { public TestDataContext() { for (int i = 0; i < 200; i++) _items.Add(new TestItem(this, i.ToString())); } ObservableCollection<TestItem> _items = new ObservableCollection<TestItem>(); public ObservableCollection<TestItem> Items { get { return _items; } } public int NumItemsSelected { get { return _items.Where(it => it.IsSelected).Count(); } } } public class NPCHelper : INotifyPropertyChanged { public event PropertyChangedEventHandler PropertyChanged; public void FirePropertyChanged(string prop) { if (PropertyChanged != null) PropertyChanged(this, new PropertyChangedEventArgs(prop)); } } Two separate problems can be observed. If you click the first item and then press Shift+End, all 200 items should be selected; however, the heading reports that only 21 items are selected. If you click "Select all" then all items are indeed selected. If you then click an item in the ListBox you would expect the other 199 items to be deselected, but this does not happen. Instead, only the items that are on the screen (and a few others) are deselected. All 199 items will not be deselected unless you first scroll through the list from beginning to end (and even then, oddly enough, it doesn't work if you perform scrolling with the little scroll box). My questions are: Can someone explain precisely why this occurs? Can I avoid or work around the problem?

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  • Whatever hover not working IE6 and IE7

    - by jovialwhispers
    Below is the css for my menu #menu { position: absolute; left: 170px; top: 92px; background: #336699; float: left; z-index:50; } menu ul { list-style: none; margin: 0; padding: 0; width: 9em; float: left; } menu a, #menu h2 { font: bold 11px/20px arial, helvetica, sans-serif; display: block; border-top-width: 1px; border-bottom-width: 1px; border-left-width: 1px; border-right-width: 1px; border-style: solid; border-color: #ccc #888 #555 #bbb; margin: 0; padding: 4px 3px; } menu h2 { color: #fff; background: #336699; text-transform: uppercase; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 1px; border-right-width: 1px; } menu a { color: #fff; background: #79A3CF; text-decoration: none; } menu a:hover { color: #a00; background: #fff; } menu li { position: relative; } menu li ul li { position: relative; width: 12em; } menu ul ul { position: absolute; z-index: 500; } menu ul ul ul { position: absolute; top: 0; left: 100%; } div#menu ul ul, div#menu ul li:hover ul ul, div#menu ul ul li:hover ul ul { display: none; } div#menu ul li:hover ul, div#menu ul ul li:hover ul, div#menu ul ul ul li:hover ul { display: block; } Here is my html design for the menu. It is a horizontal menu with dropdown submenus <div id="menu"> <ul> <li><h2>Computers</h2> <ul> <li>subitem <ul><li>subitems</li> </li> <li>submitem</li> <li>submitem</li> </li> <li><h2>Network</h2> <ul><li>subitems</li> </li> </ul> </div> I am using the minified version of the whatever hover script. Checked few posts here on this issue but couldn't solve the problem. The submenus are not appearing on IE6 and IE7. I trid adding <!--[if lt IE 8]> but no results...

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  • not able to style a ul inside a nav tag

    - by user1831677
    I am trying to make a nav menu for my website and have been using http://www.onextrapixel.com/2011/06/03/how-to-create-a-horizontal-dropdown-menu-with-html-css-and-jquery/ as a guide. It has worked fine but as soon as I try to add ( id="coolMenu" ) to the nav tag it stops working. I took it away from the ul tag and added it to the nav tag and it no longer works. It does not display anything at all. What am in doing wrong? Thanks. html code below: <nav id="coolMenu"> <ul> <li><a href="#">Lorem</a></li> <li><a href="#">Mauricii</a></li> <li> <a href="#">Periher</a> <ul class="noJS"> <li><a href="#">Hellenico</a></li> <li><a href="#">Genere</a></li> <li><a href="#">Indulgentia</a></li> </ul> </li> <li><a href="#">Tyrio</a></li> <li><a href="#">Quicumque</a></li> </ul> </nav> css below: /* Structure ------------------------------------------*/ #coolMenu, #coolMenu ul { list-style: none; } #coolMenu { float: left; } #coolMenu > li { float: left; } #coolMenu li a { display: block; height: 2em; line-height: 2em; padding: 0 1.5em; text-decoration: none; } #coolMenu ul { position: absolute; display: none; z-index: 999; } #coolMenu ul li a { width: 80px; } #coolMenu li:hover ul.noJS { display: block; } /* Main menu ------------------------------------------*/ #coolMenu { font-family: Arial; font-size: 12px; background: #2f8be8; } #coolMenu > li > a { color: #fff; font-weight: bold; } #coolMenu > li:hover > a { background: #f09d28; color: #000; } /* Submenu ------------------------------------------*/ #coolMenu ul { background: #f09d28; } #coolMenu ul li a { color: #000; } #coolMenu ul li:hover a { background: #ffc97c; }

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  • SortCommand Event handler of DataGrid not working

    - by Nadeem
    I have created an event handler for the OnSortCommand of DataGrid: <asp:DataGrid id="dtgBatches" runat="server" Width="100%" CssClass="intTable" EnableViewState="False" DataKeyField="bat_GUID" GridLines="Horizontal" AllowSorting="True" AutoGenerateColumns="False" AllowPaging="False" > <SelectedItemStyle BackColor="#FFFF99"></SelectedItemStyle> <AlternatingItemStyle CssClass="intTableEntry"></AlternatingItemStyle> <ItemStyle CssClass="intTableEntry2"></ItemStyle> <HeaderStyle ForeColor="Black" CssClass="tableHeader"></HeaderStyle> <Columns> <asp:TemplateColumn > <HeaderStyle Width="5%"></HeaderStyle> <ItemStyle HorizontalAlign="Center"></ItemStyle> <ItemTemplate> <img src="../images/icons/cog.png" onclick="universalAlert('Loading...',4,false); ViewBatch('<%# DataBinder.Eval(Container.DataItem, "bat_GUID") %>')" alt="view"/> </ItemTemplate> </asp:TemplateColumn> <asp:BoundColumn DataField="bat_Name" SortExpression="bat_Name" HeaderText="<%$ Resources:AI360Resource, lnkbtn_Name %>"> <HeaderStyle Width="10%"></HeaderStyle> <ItemStyle HorizontalAlign="Left"></ItemStyle> </asp:BoundColumn> <asp:BoundColumn DataField="bat_Id" SortExpression="bat_Id" HeaderText="<%$ Resources:AI360Resource, ltxt_ID %>"> <HeaderStyle Width="10%"></HeaderStyle> <ItemStyle HorizontalAlign="Left"></ItemStyle> </asp:BoundColumn> <asp:BoundColumn DataField="bat_Date" SortExpression="bat_Date" HeaderText="<%$ Resources:AI360Resource, alt_date %>" DataFormatString="{0:d}"> <HeaderStyle HorizontalAlign="right" Width="10%"></HeaderStyle> <ItemStyle HorizontalAlign="Right"></ItemStyle> </asp:BoundColumn> <asp:TemplateColumn> <HeaderStyle Width="1%"></HeaderStyle> </asp:TemplateColumn> <asp:BoundColumn DataField="bat_Close_date" SortExpression="bat_Close_date" HeaderText="<%$ Resources:AI360Resource, ltxt_closed %>" DataFormatString="{0:d}"> <HeaderStyle Width="29%"></HeaderStyle> <ItemStyle HorizontalAlign="Left"></ItemStyle> </asp:BoundColumn> <asp:BoundColumn DataField="bat_Cont_Amount" SortExpression="bat_Cont_Amount" HeaderText="<%$ Resources:AI360Resource, alt_receipts %>" DataFormatString="{0:c}"> <HeaderStyle Width="10%"></HeaderStyle> <ItemStyle HorizontalAlign="Left"></ItemStyle> </asp:BoundColumn> <asp:BoundColumn DataField="bat_Disb_Amount" SortExpression="bat_Disb_Amount" HeaderText="<%$ Resources:AI360Resource, alt_disb %>" DataFormatString="{0:c}"> <HeaderStyle Width="25%"></HeaderStyle> <ItemStyle HorizontalAlign="Left"></ItemStyle> </asp:BoundColumn> </Columns> </asp:DataGrid> And the code of handler is as below: protected void dtgBatches_SortCommand(object source, System.Web.UI.WebControls.DataGridSortCommandEventArgs e) { string strCurrentSort = dtgBatches.Attributes["SortExpr"]; string strNewSort = e.SortExpression; if ((strCurrentSort != null) && (strCurrentSort == strNewSort)) { //reverse direction strNewSort += " DESC"; } // Code to Set DataView dv dv.Sort = strNewSort; dtgBatches.DataSource = dv; dtgBatches.DataBind(); } The problem is that the handler never executes. The registartion for the handler is done as below: private void InitializeComponent() { this.dtgBatches.SortCommand += new System.Web.UI.WebControls.DataGridSortCommandEventHandler(this.dtgBatches_SortCommand); }

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  • Make a lives display in HUD, Flash AS3 (not text!)

    - by user40404
    I've been searching the internet all day and I can't find the answer I'm looking for. In my HUD I want to use orange dots to represent lives. The user starts off with 5 lives and every time they die, I want a dot to be removed. Pretty straight forward. So far my idea is to make a movie clip that has the five dots in a line. There would be 5 frames on the timeline (because after the last life it goes to a game over screen right away). I would have a variable set up to store the number of lives and a function to keep track of lives. So every hit of an obstacle would result in livesCounter--;. Then I would set up something like this: switch(livesCounter){ case 5: livesDisplay.gotoAndPlay(1); break; case 4: livesDisplay.gotoAndPlay(2); break; case 3: livesDisplay.gotoAndPlay(3); break; case 2: livesDisplay.gotoAndPlay(4); break; case 1: livesDisplay.gotoAndPlay(5); break; } I feel like there has to be an easier way to do this where I could just have a movie clip of a single orange dot that I could replicate across an x value based on the number of lives. Maybe the dots would be stored in an array? When the user loses a life, a dot on the right end of the line is removed. So in the end the counter would look like this: * * * * * * * * * * * * * * * (last life lost results in the end game screen) EDIT: code based on suggestions by Zhafur and Arthur Wolf White package { import flash.display.MovieClip; import flash.events.*; import flash.ui.Multitouch; import flash.ui.MultitouchInputMode; import flash.display.Sprite; import flash.text.*; import flash.utils.getTimer; public class CollisionMouse extends MovieClip{ public var mySprite:Sprite = new Sprite(); Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT; public var replacement:newSprite = new newSprite; public var score:int = 0; public var obstScore:int = -50; public var targetScore:int = 200; public var startTime:uint = 0; public var gameTime:uint; public var pauseScreen:PauseScreen = new PauseScreen(); public var hitTarget:Boolean = false; public var hitObj:Boolean = false; public var currLevel:Number = 1; public var heroLives:int = 5; public var life:Sprite; public function CollisionMouse() { mySprite.graphics.beginFill(0xff0000); mySprite.graphics.drawRect(0,0,40,40); addChild(mySprite); mySprite.x = 200; mySprite.y = 200; pauseScreen.x = stage.width/2; pauseScreen.y = stage.height/2; life = new Sprite(); life.x = 210; stage.addEventListener(MouseEvent.MOUSE_MOVE,followMouse); /*mySprite.addEventListener(TouchEvent.TOUCH_END, onTouchEnd);*/ //checkLevel(); timeCheck(); trackLives(); } public function timeCheck(){ addEventListener(Event.ENTER_FRAME, showTime); } public function showTime(e:Event) { gameTime = getTimer()-startTime; rm1_mc.timeDisplay.text = clockTime(gameTime); rm1_mc.livesDisplay.text = String(heroLives); } public function clockTime(ms:int) { var seconds:int = Math.floor(ms/1000); var minutes:int = Math.floor(seconds/60); seconds -= minutes*60; var timeString:String = minutes+":"+String(seconds+100).substr(1,2); return timeString; } public function trackLives(){ for(var i:int=0; i<heroLives; i++){ life.graphics.lineStyle(1, 0xff9900); life.graphics.beginFill(0xff9900, 1); life.graphics.drawCircle(i*15, 45, 6); life.graphics.endFill(); addChild(life); } } function followMouse(e:MouseEvent){ mySprite.x=mouseX; mySprite.y=mouseY; trackCollisions(); } function trackCollisions(){ if(mySprite.hitTestObject(rm1_mc.obst1) || mySprite.hitTestObject(rm1_mc.obst2)){ hitObjects(); } else if(mySprite.hitTestObject(rm1_mc.target_mc)){ hitTarg(); } } function hitObjects(){ addChild(replacement); mySprite.x ^= replacement.x; replacement.x ^= mySprite.x; mySprite.x ^= replacement.x; mySprite.y ^= replacement.y; replacement.y ^= mySprite.y; mySprite.y ^= replacement.y; stage.removeEventListener(MouseEvent.MOUSE_MOVE, followMouse); removeChild(mySprite); hitObj = true; checkScore(); } function hitTarg(){ addChild(replacement); mySprite.x ^= replacement.x; replacement.x ^= mySprite.x; mySprite.x ^= replacement.x; mySprite.y ^= replacement.y; replacement.y ^= mySprite.y; mySprite.y ^= replacement.y; stage.removeEventListener(MouseEvent.MOUSE_MOVE, followMouse); removeEventListener(Event.ENTER_FRAME, showTime); removeChild(mySprite); hitTarget = true; currLevel++; checkScore(); } function checkScore(){ if(hitObj){ score += obstScore; heroLives--; removeChild(life); } else if(hitTarget){ score += targetScore; } rm1_mc.scoreDisplay.text = String(score); rm1_mc.livesDisplay.text = String(heroLives); trackLives(); } } }

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