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  • How to restrict paddle movement using Farseer Physics engine 3.2

    - by brainydexter
    I am new to using Farseer Physics Engine 3.2(FPE), so please bear with my questions. Also, since FPE 3.2 is based on Box2D, I have been reading Box2D manual and pieces of code scattered in samples to better understand terminology and usage. Pong is usually my testbed whenever I try to do something new. Here is one of the issue I am running into: How can I restrict paddles to move only along Y axis, because the ball comes in and knocks off the paddles and everything floats in space afterwards ? (Box = Rectangle and ball = circle) I know MKS is the unit system, but is there a recommendation for sizes/position to be used ? I know this is a very generic question, but it would be good to know a simple set of values that one could use for making a game as simple as pong. Between box2d and FPE, I have some doubts: what is the recommended way of making a body in FPE ? world.CreateBody() does not exist in FPE Box2d manual recommends never to "new" body(since Box2D uses Small Object allocators), so is there a recommended way in Farseer to create a body (apart from factories) ? In box2d, it is recommended to keep a track of the body object, since it is also the parent to fixture(s). Why is it that in most of the examples, the fixture object is tracked ? Is there a reason why body is not tracked ? Thanks

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  • Rendering HTML in Java

    - by ferronrsmith
    I am trying to create a help panel for an application I am working on. The help file as already been created using html technology and I would like it to be rendered in a pane and shown. All the code I have seen shows how to render a site e.g. "http://google.com". I want to render a file from my pc e.g. "file://c:\tutorial.html" This is the code i have, but it doesn't seem to be working. import javax.swing.JEditorPane; import javax.swing.JFrame; import javax.swing.JLabel; import javax.swing.JScrollPane; import javax.swing.SwingUtilities; import java.awt.Color; import java.awt.Container; import java.io.IOException; import static java.lang.System.err; import static java.lang.System.out; final class TestHTMLRendering { // ------------------------------ CONSTANTS ------------------------------ /** * height of frame in pixels */ private static final int height = 1000; /** * width of frame in pixels */ private static final int width = 1000; private static final String RELEASE_DATE = "2007-10-04"; /** * title for frame */ private static final String TITLE_STRING = "HTML Rendering"; /** * URL of page we want to display */ private static final String URL = "file://C:\\print.html"; /** * program version */ private static final String VERSION_STRING = "1.0"; // --------------------------- main() method --------------------------- /** * Debugging harness for a JFrame * * @param args command line arguments are ignored. */ @SuppressWarnings( { "UnusedParameters" } ) public static void main( String args[] ) { // Invoke the run method on the Swing event dispatch thread // Sun now recommends you call ALL your GUI methods on the Swing // event thread, even the initial setup. // Could also use invokeAndWait and catch exceptions SwingUtilities.invokeLater( new Runnable() { /** * } fire up a JFrame on the Swing thread */ public void run() { out.println( "Starting" ); final JFrame jframe = new JFrame( TITLE_STRING + " " + VERSION_STRING ); Container contentPane = jframe.getContentPane(); jframe.setSize( width, height ); contentPane.setBackground( Color.YELLOW ); contentPane.setForeground( Color.BLUE ); jframe.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE ); try { out.println( "acquiring URL" ); JEditorPane jep = new JEditorPane( URL ); out.println( "URL acquired" ); JScrollPane jsp = new JScrollPane( jep, JScrollPane.VERTICAL_SCROLLBAR_AS_NEEDED, JScrollPane.HORIZONTAL_SCROLLBAR_AS_NEEDED ); contentPane.add( jsp ); } catch ( IOException e ) { err.println( "can't find URL" ); contentPane.add( new JLabel( "can't find URL" ) ); } jframe.validate(); jframe.setVisible( true ); // Shows page, with HTML comments erroneously displayed. // The links are not clickable. } } ); }// end main }// end TestHTMLRendering

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  • [MINI HOW-TO] Remove the Search Helper Extension from Firefox

    - by Asian Angel
    If you found a new surprise extension added to Firefox after the June Patch from Microsoft, then you are likely to be rather unhappy right now. Join us as we show you how to remove the Search Helper extension from your browser. An Unexpected Addition to Your Extensions You may be wondering what the new mysterious extension that showed up is for. Its’ purpose is to help the Bing Toolbar better integrate with your browser. Unless you have the Bing Toolbar installed you really do not need this cluttering your browser up. So how do you get rid of it? Removing the Extension In order to remove the extension you will need to navigate to the following location: C:\Program Files\Microsoft\Search Enhancement Pack\Search Helper Once there delete the “firefoxextension folder”…that is all there is to it. If you want to remove the search helper add-on for Internet Explorer then delete the “SEPsearchhelperie.dll file” while you are here. Note: You may need to have administrator rights in order to delete the folder. No more Search Helper Extension! If you are unhappy about this update being snuck into your system, following these instructions will remove it. Microsoft Support Page About Update KB982217 Similar Articles Productive Geek Tips Remove the New Tab Button in FirefoxAdd Search Forms to the Firefox Search BarAdd Notes to Zoho Notebook in FirefoxOrganize Your Firefox Search Engines Into FoldersManually Remove Skype Extension from Firefox TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Steve Jobs’ iPhone 4 Keynote Video Watch World Cup Online On These Sites Speed Up Windows With ReadyBoost Awesome World Cup Soccer Calendar Nice Websites To Watch TV Shows Online 24 Million Sites

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  • SSMS Tools Pack 1.9.3 is out!

    - by Mladen Prajdic
    This release adds a great new feature and fixes a few bugs. The new feature called Window Content History saves the whole text in all all opened SQL windows every N minutes with the default being 30 minutes. This feature fixes the shortcoming of the Query Execution History which is saved only when the query is run. If you're working on a large script and never execute it, the existing Query Execution History wouldn't save it. By contrast the Window Content History saves everything in a .sql file so you can even open it in your SSMS. The Query Execution History and Window Content History files are correlated by the same directory and file name so when you search through the Query Execution History you get to see the whole saved Window Content History for that query. Because Window Content History saves data in simple searchable .sql files there isn't a special search editor built in. It is turned ON by default but despite the built in optimizations for space minimization, be careful to not let it fill your disk. You can see how it looks in the pictures in the feature list. The fixed bugs are: SSMS 2008 R2 slowness reported by few people. An object explorer context menu bug where it showed multiple SSMS Tools entries and showed wrong entries for a node. A datagrid bug in SQL snippets. Ability to read illegal XML characters from log files. Fixed the upper limit bug of a saved history text to 5 MB. A bug when searching through result sets prevents search. A bug with Text formatting erroring out for certain scripts. A bug with finding servers where it would return null even though servers existed. Run custom scripts objects had a bug where |SchemaName| didn't display the correct table schema for columns. This is fixed. Also |NodeName| and |ObjectName| values now show the same thing.   You can download the new version 1.9.3 here. Enjoy it!

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  • Why Freezing when sending email?

    - by Outlaw Lemur
    So i have a kinect program which when it detects a human, it saves images of them and sends your email a notification email, the thing is that when it sends the email, it freezes and stops running, Why does it do this? Email Notification Code: void SendNotificationEmail() { string email = textBox1.Text; string message = "Someone has been detected in your house!\n Go to www.kinected.webs.com to view your photos now!!!!"; System.Net.Mail.MailMessage emailsend = new System.Net.Mail.MailMessage(); emailsend.To.Add(email); emailsend.Subject = "There is an Intruder In Your Home!"; emailsend.From = new System.Net.Mail.MailAddress("[email protected]"); emailsend.Body = message; System.Net.Mail.SmtpClient smtp = new System.Net.Mail.SmtpClient("smtp.mail.yahoo.com."); smtp.Send(emailsend); } When its supposed to fire: void nui_ColorFrameReady2(object sender, ImageFrameReadyEventArgs e) { // 32-bit per pixel, RGBA image xxx PlanarImage Image = e.ImageFrame.Image; //int deltaFrames = totalFrames - lastFrameWithMotion; //if (totalFrames2 <= stopFrameNumber & deltaFrames > 300) { ++totalFrames2; string bb1 = Convert.ToString(totalFrames2); // string file_name_3 = "C:\\Research\\Kinect\\Proposal\\Depth_Img" + bb1 + ".jpg"; xxx string file_name_4 = "C:\\temp\\Kinect1_Img" + bb1 + ".jpg"; video.Source = BitmapSource.Create( Image.Width, Image.Height, 96, 96, PixelFormats.Bgr32, null, Image.Bits, Image.Width * Image.BytesPerPixel); BitmapSource image4 = BitmapSource.Create( Image.Width, Image.Height, 96, 96, PixelFormats.Bgr32, null, Image.Bits, Image.Width * Image.BytesPerPixel); if (PersonDetected == 1) { if (totalFrames2 % 10 == 0) { image4.Save(file_name_4, Coding4Fun.Kinect.Wpf.ImageFormat.Jpeg); SendNotificationEmail(); PersonDetected = 0; // lastFrameWithMotion = totalFrames; // topFrameNumber += 100; } } } } Thanks for any help!

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  • Facilitating XNA game deployments for non programmers

    - by Sal
    I'm currently working on an RPG, using the RPG starter kit from XNA as a base. (http://xbox.create.msdn.com/en-US/education/catalog/sample/roleplaying_game) I'm working with a small team (two designers and one music/sound artist), but I'm the only programmer. Currently, we're working with the following (unsustainable) system: the team creates new pics/sounds to add to the game, or they modify existing sounds/pics, then they commit their work to a repository, where we keep a current build of everything. (Code, images, sound, etc.) Every day or so, I create a new installer, reflecting the new images, code changes, and sound, and everyone installs it. My issue is this: I want to create a system where the rest of the team can replace the combat sounds, for instance, and they can immediately see the changes, without having to wait for me to build. The way XNA's setup, if I publish, it encodes all of the image and sound files, so the team can't "hot swap." I can set up Microsoft VS on everyone's machine and show them how to quickly publish, but I wanted to know if there was a simpler way of doing this. Has anyone come up against this when working with teams using XNA?

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  • Clipping polygons in XNA with stencil (not using spritebatch)

    - by Blau
    The problem... i'm drawing polygons, in this case boxes, and i want clip children polygons with its parent's client area. // Class Region public void Render(GraphicsDevice Device, Camera Camera) { int StencilLevel = 0; Device.Clear( ClearOptions.Stencil, Vector4.Zero, 0, StencilLevel ); Render( Device, Camera, StencilLevel ); } private void Render(GraphicsDevice Device, Camera Camera, int StencilLevel) { Device.SamplerStates[0] = this.SamplerState; Device.Textures[0] = this.Texture; Device.RasterizerState = RasterizerState.CullNone; Device.BlendState = BlendState.AlphaBlend; Device.DepthStencilState = DepthStencilState.Default; Effect.Prepare(this, Camera ); Device.DepthStencilState = GlobalContext.GraphicsStates.IncMask; Device.ReferenceStencil = StencilLevel; foreach ( EffectPass pass in Effect.Techniques[Technique].Passes ) { pass.Apply( ); Device.DrawUserIndexedPrimitives<VertexPositionColorTexture>( PrimitiveType.TriangleList, VertexData, 0, VertexData.Length, IndexData, 0, PrimitiveCount ); } foreach ( Region child in ChildrenRegions ) { child.Render( Device, Camera, StencilLevel + 1 ); } Effect.Prepare( this, Camera ); // This does not works Device.BlendState = GlobalContext.GraphicsStates.NoWriteColor; Device.DepthStencilState = GlobalContext.GraphicsStates.DecMask; Device.ReferenceStencil = StencilLevel; // This should be +1, but in that case the last drrawed is blue and overlap all foreach ( EffectPass pass in Effect.Techniques[Technique].Passes ) { pass.Apply( ); Device.DrawUserIndexedPrimitives<VertexPositionColorTexture>( PrimitiveType.TriangleList, VertexData, 0, VertexData.Length, IndexData, 0, PrimitiveCount ); } } public static class GraphicsStates { public static BlendState NoWriteColor = new BlendState( ) { ColorSourceBlend = Blend.One, AlphaSourceBlend = Blend.One, ColorDestinationBlend = Blend.InverseSourceAlpha, AlphaDestinationBlend = Blend.InverseSourceAlpha, ColorWriteChannels1 = ColorWriteChannels.None }; public static DepthStencilState IncMask = new DepthStencilState( ) { StencilEnable = true, StencilFunction = CompareFunction.Equal, StencilPass = StencilOperation.IncrementSaturation, }; public static DepthStencilState DecMask = new DepthStencilState( ) { StencilEnable = true, StencilFunction = CompareFunction.Equal, StencilPass = StencilOperation.DecrementSaturation, }; } How can achieve this? EDIT: I've just relized that the NoWriteColors.ColorWriteChannels1 should be NoWriteColors.ColorWriteChannels. :) Now it's clipping right. Any other approach?

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  • Policy Administration is the Top 2011 IT Priority for Insurers

    - by helen.pitts(at)oracle.com
    The current issue of Insurance Networking News includes an interesting column by Novarica's Matt Josefowicz.  Recent research by the firm revealed that policy administration replacement or extension is the most common strategic IT project for insurers this year.  The article goes on to note that insurers are keenly focused on the business capabilities that can be delivered once the system is in production as well as the ability to leverage agile development methodologies and true business/IT collaboration during implementation. The results are not too surprising given that policy administration is a mission-critical system for life and annuity insurers.  As Josefowicz notes, "Core systems are called core for a reason--they are at the heart of the insurer's ability to function.  Replacing them is not to be done lightly, but failing to replace them can mean diminishing the ability to compete or function effectively as a company." Insurers can no longer rely on inflexible policy administration systems that impede their ability to rapidly configure and bring to innovative new products, add riders, support changing business processes and take advantage of market opportunities.  The ability to leverage the policy administration systems to better service customers and distribution channels by providing real-time access to policy information throughout the policy lifecycle is also critical to sustain loyalty and further fuel growth.Insurers can benefit from a modern, adaptive policy administration system, like Oracle Insurance Policy Administration for Life and Annuity.  You can learn more about the industry's most highly advanced, rules-based system, which is unmatched for its highly flexible, rules-based configurability, performance and extensibility, as well as global market industry trends by viewing a complimentary, on-demand Webcast, Adapt, Transform and Grow:  Accelerate Speed to Market with Adaptive Insurance Policy Administration.Data conversions can be a daunting process for many insurers when deciding to modernize, in particular when consolidating from multiple, disparate legacy policy administration systems to a single new platform.  Migrating from a legacy system requires a well-thought out approach that builds on the industry's best thinking from previous modernization efforts and takes data migration off the critical path by leveraging proven methodology and tools to capitalize on the new system's capabilities.  We'll discuss more about this approach in a future Oracle Insurance blog.Helen Pitts is senior product marketing manager for Oracle Insurance's life and annuities solutions.

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  • First Look - Oracle Data Mining

    - by kimberly.billings
    In his blog, JT on EDM, James Taylor shares his analysis of Oracle Data Mining, including its new GUI and Exadata integration. While Oracle Data Mining has been available for a while, it is now easier to access and try via the Amazon Cloud. Using the Oracle 11gR2 Data Mining Amazon Machine Image (AMI), you can launch an Oracle Data Mining-enabled instance directly through Amazon Web Services (AWS) and connect to it using the Oracle Data Miner graphical user interface. The new Oracle Data Mining GUI, which will be available to beta customers soon, provides more graphics, the ability to define, save and share analytical "work flows" to solve business problems, and provides more automation and simplicity. Taylor comments that, "the UI looks to have a nice look and feel including graphical model development flows, easy access to the data, nice little micro graphs when browsing data records and more." On using Oracle Data Mining with Exadata, Taylor writes, "Oracle says that the use of the ODM routines in the Exadata kernel is faster than running a native ODM model in the database by a factor of 2 and that this increases as more joins are used. This could mean that ODM outperforms even third party in-database analytics." Taylor concludes his blog with a positive overall review, stating that "ODM is a nice product for Oracle database customers and well worth looking into. The new UI will only make it more so." Read the blog. var gaJsHost = (("https:" == document.location.protocol) ? "https://ssl." : "http://www."); document.write(unescape("%3Cscript src='" + gaJsHost + "google-analytics.com/ga.js' type='text/javascript'%3E%3C/script%3E")); try { var pageTracker = _gat._getTracker("UA-13185312-1"); pageTracker._trackPageview(); } catch(err) {}

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  • BDD for C# NUnit

    - by mjezzi
    I've been using a home brewed BDD Spec extension for writing BDD style tests in NUnit, and I wanted to see what everyone thought. Does it add value? Does is suck? If so why? Is there something better out there? Here's the source: https://github.com/mjezzi/NSpec There are two reasons I created this To make my tests easy to read. To produce a plain english output to review specs. Here's an example of how a test will look: -since zombies seem to be popular these days.. Given a Zombie, Peson, and IWeapon: namespace Project.Tests.PersonVsZombie { public class Zombie { } public interface IWeapon { void UseAgainst( Zombie zombie ); } public class Person { private IWeapon _weapon; public bool IsStillAlive { get; set; } public Person( IWeapon weapon ) { IsStillAlive = true; _weapon = weapon; } public void Attack( Zombie zombie ) { if( _weapon != null ) _weapon.UseAgainst( zombie ); else IsStillAlive = false; } } } And the NSpec styled tests: public class PersonAttacksZombieTests { [Test] public void When_a_person_with_a_weapon_attacks_a_zombie() { var zombie = new Zombie(); var weaponMock = new Mock<IWeapon>(); var person = new Person( weaponMock.Object ); person.Attack( zombie ); "It should use the weapon against the zombie".ProveBy( spec => weaponMock.Verify( x => x.UseAgainst( zombie ), spec ) ); "It should keep the person alive".ProveBy( spec => Assert.That( person.IsStillAlive, Is.True, spec ) ); } [Test] public void When_a_person_without_a_weapon_attacks_a_zombie() { var zombie = new Zombie(); var person = new Person( null ); person.Attack( zombie ); "It should cause the person to die".ProveBy( spec => Assert.That( person.IsStillAlive, Is.False, spec ) ); } } You'll get the Spec output in the output window: [PersonVsZombie] - PersonAttacksZombieTests When a person with a weapon attacks a zombie It should use the weapon against the zombie It should keep the person alive When a person without a weapon attacks a zombie It should cause the person to die 2 passed, 0 failed, 0 skipped, took 0.39 seconds (NUnit 2.5.5).

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  • How do you prefer to handle image spriting in your web projects?

    - by Macy Abbey
    It seems like these days it is pretty much mandatory for web applications to sprite images if they want many images on their site AND a fast load time. (Spriting is the process of combining all images referenced from a style sheet into one/few image(s) with each reference containing a different background position.) I was wondering what method of implementing sprites you all prefer in your web applications, given that we are referring to non-dynamic images which are included/designed by the programming team and not images which are dynamically uploaded by a third party. 1. Add new images to an existing sprite by hand, create new css reference by hand. 2. Generate a sprite server-side from your css files which all reference single images set to be background images of an html element that is the same size of the image you are spriting once per build and update all css references programmatically. 3. Use a sprite generating program to generate a sprite image for you once per release and hand insert the new css class / image into your project. 4. Other methods? I prefer two as it requires very little hand-coding and image editing.

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  • XNA Easy Storage XBOX 360 High Scores

    - by user1003211
    To followup from a previous query - I need some help with the implementation of easystorage high scores, which is bringing up some errors on the xbox. I get the prompt screen, a savedevice is selected and a file are all created! However the file remains empty, (I've tried prepopulating but still get errors). The full portions of the scoring code can be found here: http://pastebin.com/74v897Yt The current issue in particular is in LoadHighScores() - "There is an error in XML document (0, 0)." under line data = (HighScoreData)serializer.Deserialize(stream); I'm not sure whether this line is correct either: HighScoreData data = new HighScoreData(); public static HighScoreData LoadHighScores(string container, string filename) { HighScoreData data = new HighScoreData(); if (Global.SaveDevice.FileExists(container, filename)) { Global.SaveDevice.Load(container, filename, stream => { File.Open(Global.fileName_options, FileMode.OpenOrCreate, FileAccess.Read); try { // Read the data from the file XmlSerializer serializer = new XmlSerializer(typeof(HighScoreData)); data = (HighScoreData)serializer.Deserialize(stream); } finally { // Close the file stream.Close(); // stream.Dispose(); } }); } return (data); } I call: PromptMe(); when the Start button is pressed at the beginning. I call: if (Global.SaveDevice.IsReady){entries = LoadHighScores(HighScoresContainer, HighScoresFilename);} during the menu screen to try and display the highscore screen. I call: SaveHighScore(); when game ends. I've tried altering the struct code to a class but still no luck. Any help greatly appreciated.

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  • Windows 8&ndash;Custom WinRT components and WinJS

    - by Jonas Bush
    Wow, I’m still alive! I installed the RTM of Windows 8 when it became available, and in the last few days have started taking a look at writing a windows 8 app using HTML/JS, which in and of itself is a weird thing. I don’t think that windows developers of 10 years ago would’ve thought something like this would have ever come about. As I was working on this, I ran across a problem, found the solution, and thought I’d blog about it to try and kick start me back into blogging. I already answered my own question on Stack Overflow, but will explain here. I needed to create a custom WinRT component to do some stuff that I either wouldn’t be able to or didn’t know how to do with the javascript libraries available to me. I had a javascript class defined like this: WinJS.Namespace.define("MyApp", { MyClass: WinJS.Class.define(function() { //constructor function }, { /*instance members*/ }, { /*static members*/ }) }); This gives me an object I can access in javascript: var foo = new MyApp.MyClass(); I created my WinRT component like this: namespace MyApp { public sealed class SomeClass { public int SomeMethod() { return 42; } } }   With the thought that from my javascript, I’d be able to do this: var foo = new MyApp.MyClass(); var bar = new MyApp.SomeClass(); //from WinRT component foo.SomeProperty = bar.SomeMethod();   When I tried this, I got the following error when trying to construct MyApp.MyClass (the object defined in Javascript) 0x800a01bd - Javascript runtime error: Object doesn't support this action. I puzzled for a bit, then noticed while debugging that my “MyApp” namespace didn’t have anything in it other than the WinRT component. I changed my WinRT component to this: namespace MyAppUtils { public sealed class SomeClass { //etc } } And after this, everything was fine. So, lesson learned: If you’re using Javascript and create a custom WinRT component, make sure that the WinRT component is in a namespace all its own. Not sure why this happens, and if I find out why or if MS says something about this somewhere, I’ll come back and update this.

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  • PHP 5.4 Support: Traits

    - by Ondrej Brejla
    Hi all! Today we would like to intorduce you another new PHP 5.4 feature for NetBeans 7.2 which is called Traits. Note: All PHP 5.4 features are available in your projects after setting Project Properties -> Sources -> PHP Version to PHP 5.4 value, or after choosing the same value during a PHP Project creation (in New Project Wizard). If you don't know, what Traits are, just look at the official documentation, or RFC. So what is that exact Trait support in NetBeans? Syntax is recognized correctly and code completion offers declared, inherited stuff from used traits. Note: Just one thing is not supported yet - resolving name conflicts and aliasing of method names (it means that you will not have these "virtual" names in your code completion). We would like to implement it in some next NetBeans release. Sorry for any inconvenience. That's all for today and as usual, please test it and if you find something strange, don't hesitate to file a new issue (component php, subcomponent Editor). Thanks.

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  • #mvvmlight V4 update for Win8 RTM

    - by Laurent Bugnion
    With Windows 8 RTM out of the doors (at least for some of us), it was also time to create an update to MVVM Light. I selected the V4 RTM to do this (V4.0.23).This RTM version was released a few weeks ago with no much bells and whistles because I was just too busy to write much about it. Now after some vacation, I will resume blogging on all my favorite topics including of course MVVM Light. Upgrade Upgrading the installations should not require an ununistall, so try to simply run the MSI downloaded from the Download section at http://mvvmlight.codeplex.com/. Should you encounter any issue, try to uninstall the old version first following the steps at http://galasoft.ch/mvvm/cleaning/. Upgrading current apps from Win8 RP to Win8 RTM I didn’t recompile the assemblies of MVVM Light, so if you had a version running with V4.0.23 on Windows 8 RP, you should be able to use the same DLLs on Windows 8 RTM. If you were using earlier versions however, I would recommend doing an upgrade. I noticed a warning regarding the signing certificate. It is due to the PFX key which appears to be outdated after the upgrade to Windows 8 RTM. I solved this warning by replacing the old PFX key with a new one I copied from a new project. The warning did not cause the build to fail though. About MVVM Light V4 RTM The RTM is finalizing quite a lot of issues. The change log is available at http://galasoft.ch/mvvm/installing/changes/. There are some issues that are either still open or that popped up since then, and I am working on V4.1 to be released in the next few weeks. In addition to that, I have plans to support Windows Phone 8 (when it comes) and have a nice list of ideas for V5 with a few new components. Thanks again for your continuous support of MVVM Light! Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • Learning Objective-C for iPad/iPhone/iPod Development

    - by Jeff Julian
    I am learning how to write apps for the iPad/iPhone/iPod!  Why, well several reasons.  One reason, I have 5 devices in my house on the platform.  I had an iPad and iPhone, Michelle has an iPhone, and each of the kids have iPod Touches.  They are excellent devices for life management, entertainment, and learning.  I am amazed at how well the kids pick up on it and how much it effects the way they learn.  My two year old knows how to use it better than any other device we own and she is learning new words and letters so quickly. Because of this saturation at home, it would be fun to write some apps my family could use.  Some games to bring the hobby of development back into my life.  Second reason is we want to have a Geekswithblogs app for the iPhone and iPad.  We are not sure if it is purely informational (blog posts and tweets) or if members want to be able to publish from the app.  Creating a blog editor would be tough stuff, but could be just the right challenge. There are so many more reasons, but the last one that really makes me excited is that it is a new domain of development where I get excited when I think about writing apps.  That excitement level where I want to see if there are User Groups and if we are just watching TV, to break out the MBP and start working on it.  That excitement level where I could really read a development book cover to cover and not just use as a reference.  I really do like this feeling. Who knows how long this will last and I am definitely not leaving .NET.  Microsoft software will always be my main focus, but for the time, my hobby is changing and I am getting excited about development again.   Technorati Tags: Apple,iPad Development,Objective-C,New Frontiers Image: Courtesy of Apple

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  • How can I turn a string of text into a BigInteger representation for use in an El Gamal cryptosystem

    - by angstrom91
    I'm playing with the El Gamal cryptosystem, and my goal is to be able to encipher and decipher long sequences of text. I have come up with a method that works for short sequences, but does not work for long sequences, and I cannot figure out why. El Gamal requires the plaintext to be an integer. I have turned my string into a byte[] using the .getBytes() method for Strings, and then created a BigInteger out of the byte[]. After encryption/decryption, I turn the BigInteger into a byte[] using the .toByteArray() method for BigIntegers, and then create a new String object from the byte[]. This works perfectly when i call ElGamalEncipher with strings up to 129 characters. With 130 or more characters, the output produced is garbled. Can someone suggest how to solve this issue? Is this an issue with my method of turning the string into a BigInteger? If so, is there a better way to turn my string of text into a BigInteger and back? Below is my encipher/decipher code. public static BigInteger[] ElGamalEncipher(String plaintext, BigInteger p, BigInteger g, BigInteger r) { // returns a BigInteger[] cipherText // cipherText[0] is c // cipherText[1] is d BigInteger[] cipherText = new BigInteger[2]; BigInteger pText = new BigInteger(plaintext.getBytes()); // 1: select a random integer k such that 1 <= k <= p-2 BigInteger k = new BigInteger(p.bitLength() - 2, sr); // 2: Compute c = g^k(mod p) BigInteger c = g.modPow(k, p); // 3: Compute d= P*r^k = P(g^a)^k(mod p) BigInteger d = pText.multiply(r.modPow(k, p)).mod(p); // C =(c,d) is the ciphertext cipherText[0] = c; cipherText[1] = d; return cipherText; } public static String ElGamalDecipher(BigInteger c, BigInteger d, BigInteger a, BigInteger p) { //returns the plaintext enciphered as (c,d) // 1: use the private key a to compute the least non-negative residue // of an inverse of (c^a)' (mod p) BigInteger z = c.modPow(a, p).modInverse(p); BigInteger P = z.multiply(d).mod(p); byte[] plainTextArray = P.toByteArray(); String output = null; try { output = new String(plainTextArray, "UTF8"); } catch (Exception e) { } return output; }

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  • Offline backup synchronization

    - by Pavan Kumar
    There is a Central Server running Windows Server 2003 and SQL Server 2005 and there are 7 client machines situated in various places and has XP Pro & SQL Server 2005 installed in all of them. They are not interconnected so they are physically seperate. One person goes to each of these centers maybe twice a month and takes the backup (Full database consisting of mdf and ldf files) with a pen drive and brings it to the Central server which contains the central database holding same schema as all the other client databases. I need to synchronize each backup database (belonging to different centers) one by one to update the existing data or inserting new data in the central database . The solution i got was Replication. The pendrive is brought to central server consisting of 7 instances of the databases and then the databases is attached to the central server one by one to the same SQL Server where the central database exists. Then my idea was to replicate the backup database one by one i.e using single subscription (Central Database) and multiple publication ( i.e 7 instances of databases in my case) toplogy by performing replication locally (i.e in the same machine). So i tried to develop a UI in C# .Net to programatically run the Transactional Replication with push subscription using RMO Programming (which is incomplete as of now because there is no point in developing when you already know it is not the solution). Transactional Replication can either be set to initialize with a snapshot or without a snapshot. If i go for the first option i.e with a snapshot , the data whatever is present in Central Database is overwritten by the new data . So the data present initially in the central database is lost. If i try to initialize without snapshot , no data (the data already has the updated and new data) will be sent from the backup database to server. The replication will work in a scenario where any incremental changes is done only after you set the replication . So the initial data whatever was present in the backup database when setting up the replication will not be replicated when running the snapshot agent for the first time to synchronize. Only changes in the backup database thereafter will be reflected to the central database .(Remember I am not going to insert new data or make any changes to the backup database after i attach it to the Central Server. ) So this solution is not feasible. I want a solution for synchronizing from one client database to central database present in the same machine using C#.NET. If you can provide me small example maybe with two databases(with same schema) DB1(Client) to DB2(Server) consisting of one or two tables it will be very helpful. The synchronization is not bidirectional.I want to only update existing data or insert new data from DB1 to DB2 (DB2 may contain some data initially). Thanks and Regards Pavan

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  • Facing Memory Leaks in AES Encryption Method.

    - by Mubashar Ahmad
    Can anyone please identify is there any possible memory leaks in following code. I have tried with .Net Memory Profiler and it says "CreateEncryptor" and some other functions are leaving unmanaged memory leaks as I have confirmed this using Performance Monitors. but there are already dispose, clear, close calls are placed wherever possible please advise me accordingly. its a been urgent. public static string Encrypt(string plainText, string key) { //Set up the encryption objects byte[] encryptedBytes = null; using (AesCryptoServiceProvider acsp = GetProvider(Encoding.UTF8.GetBytes(key))) { byte[] sourceBytes = Encoding.UTF8.GetBytes(plainText); using (ICryptoTransform ictE = acsp.CreateEncryptor()) { //Set up stream to contain the encryption using (MemoryStream msS = new MemoryStream()) { //Perform the encrpytion, storing output into the stream using (CryptoStream csS = new CryptoStream(msS, ictE, CryptoStreamMode.Write)) { csS.Write(sourceBytes, 0, sourceBytes.Length); csS.FlushFinalBlock(); //sourceBytes are now encrypted as an array of secure bytes encryptedBytes = msS.ToArray(); //.ToArray() is important, don't mess with the buffer csS.Close(); } msS.Close(); } } acsp.Clear(); } //return the encrypted bytes as a BASE64 encoded string return Convert.ToBase64String(encryptedBytes); } private static AesCryptoServiceProvider GetProvider(byte[] key) { AesCryptoServiceProvider result = new AesCryptoServiceProvider(); result.BlockSize = 128; result.KeySize = 256; result.Mode = CipherMode.CBC; result.Padding = PaddingMode.PKCS7; result.GenerateIV(); result.IV = new byte[] { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; byte[] RealKey = GetKey(key, result); result.Key = RealKey; // result.IV = RealKey; return result; } private static byte[] GetKey(byte[] suggestedKey, SymmetricAlgorithm p) { byte[] kRaw = suggestedKey; List<byte> kList = new List<byte>(); for (int i = 0; i < p.LegalKeySizes[0].MaxSize; i += 8) { kList.Add(kRaw[(i / 8) % kRaw.Length]); } byte[] k = kList.ToArray(); return k; }

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  • Oracle’s Java Community Outreach Plan

    - by Tori Wieldt
    As the steward of Java, Oracle recognizes the importance and value of the Java community, and the relevant role it plays in keeping Java the largest, most vibrant developer community in the world.   In order to increase Oracle’s touch with Java developers worldwide, we are shifting our focus from a flagship JavaOne event followed by several regional JavaOne conferences, to a new outreach model which continues with the JavaOne flagship event, as well as a mix of online content, regional Java Tours, and regional 3rd party event participation.  1. JavaOne JavaOne continues to remain the premier hub for Java developers where you are given the opportunity to improve your Java technical skills, and interact with other members of the Java community. JavaOne is centered on open collaboration and sharing, and Oracle will continue to invest in JavaOne as a unique stand-alone event for the Java community. Oracle recognizes that many developers cannot attend JavaOne in person, therefore Oracle will share the wealth of the unique event material to those developers through a new and easy-to-access online Java program. While online JavaOne content cannot address the importance of actual face-to-face community/developer engagements and networking, online content does aide in extending the Java technical learning opportunity to a broader collection of developers. 2. Java Developer Day Tours Oracle will execute regional Java Developer Days with recognized Java User Groups (JUGs) with participation from Java Evangelist and Java Champions. This allows local, regional specific Java topics to be addressed both by Oracle and the Java community. In addition, Oracle will deliver more virtual technical content programs to reach developers where an existing JUG may not have a presence. 3. Sponsorship of Community-Driven Regional Events/Conferences Oracle also recognizes that improved community dialog and relations are achievable by continued Oracle sponsorship and onsite participation at both established/well-recognized 3rd party events and new emerging/growing 3rd party events. Oracle’s ultimate goal is to be an even better steward for Java by reaching more of the Java ecosystem with face-to-face and online community engagements. We look forward to planning tours and events with you, members of the Java community.

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  • Does it matter the direction of a Huffman's tree child node?

    - by Omega
    So, I'm on my quest about creating a Java implementation of Huffman's algorithm for compressing/decompressing files (as you might know, ever since Why create a Huffman tree per character instead of a Node?) for a school assignment. I now have a better understanding of how is this thing supposed to work. Wikipedia has a great-looking algorithm here that seemed to make my life way easier. Taken from http://en.wikipedia.org/wiki/Huffman_coding: Create a leaf node for each symbol and add it to the priority queue. While there is more than one node in the queue: Remove the two nodes of highest priority (lowest probability) from the queue Create a new internal node with these two nodes as children and with probability equal to the sum of the two nodes' probabilities. Add the new node to the queue. The remaining node is the root node and the tree is complete. It looks simple and great. However, it left me wondering: when I "merge" two nodes (make them children of a new internal node), does it even matter what direction (left or right) will each node be afterwards? I still don't fully understand Huffman coding, and I'm not very sure if there is a criteria used to tell whether a node should go to the right or to the left. I assumed that, perhaps the highest-frequency node would go to the right, but I've seen some Huffman trees in the web that don't seem to follow such criteria. For instance, Wikipedia's example image http://upload.wikimedia.org/wikipedia/commons/thumb/8/82/Huffman_tree_2.svg/625px-Huffman_tree_2.svg.png seems to put the highest ones to the right. But other images like this one http://thalia.spec.gmu.edu/~pparis/classes/notes_101/img25.gif has them all to the left. However, they're never mixed up in the same image (some to the right and others to the left). So, does it matter? Why?

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  • Restricting joystick within a radius of center

    - by Phil
    I'm using Unity3d iOs and am using the example joysticks that came with one of the packages. It works fine but the area the joystick moves in is a rectangle which is unintuitive for my type of game. I can figure out how to see if the distance between the center and the current point is too far but I can't figure out how to constrain it to a certain distance without interrupting the finger tracking. Here's the relevant code: using UnityEngine; using System.Collections; public class Boundary { public Vector2 min = Vector2.zero; public Vector2 max = Vector2.zero; } public class Joystick : MonoBehaviour{ static private Joystick[] joysticks; // A static collection of all joysticks static private bool enumeratedJoysticks=false; static private float tapTimeDelta = 0.3f; // Time allowed between taps public bool touchPad; // Is this a TouchPad? public Rect touchZone; public Vector2 deadZone = Vector2.zero; // Control when position is output public bool normalize = false; // Normalize output after the dead-zone? public Vector2 position; // [-1, 1] in x,y public int tapCount; // Current tap count private int lastFingerId = -1; // Finger last used for this joystick private float tapTimeWindow; // How much time there is left for a tap to occur private Vector2 fingerDownPos; private float fingerDownTime; private float firstDeltaTime = 0.5f; private GUITexture gui; // Joystick graphic private Rect defaultRect; // Default position / extents of the joystick graphic private Boundary guiBoundary = new Boundary(); // Boundary for joystick graphic public Vector2 guiTouchOffset; // Offset to apply to touch input private Vector2 guiCenter; // Center of joystick private Vector3 tmpv3; private Rect tmprect; private Color tmpclr; public float allowedDistance; public enum JoystickType { movement, rotation } public JoystickType joystickType; public void Start() { // Cache this component at startup instead of looking up every frame gui = (GUITexture) GetComponent( typeof(GUITexture) ); // Store the default rect for the gui, so we can snap back to it defaultRect = gui.pixelInset; if ( touchPad ) { // If a texture has been assigned, then use the rect ferom the gui as our touchZone if ( gui.texture ) touchZone = gui.pixelInset; } else { // This is an offset for touch input to match with the top left // corner of the GUI guiTouchOffset.x = defaultRect.width * 0.5f; guiTouchOffset.y = defaultRect.height * 0.5f; // Cache the center of the GUI, since it doesn't change guiCenter.x = defaultRect.x + guiTouchOffset.x; guiCenter.y = defaultRect.y + guiTouchOffset.y; // Let's build the GUI boundary, so we can clamp joystick movement guiBoundary.min.x = defaultRect.x - guiTouchOffset.x; guiBoundary.max.x = defaultRect.x + guiTouchOffset.x; guiBoundary.min.y = defaultRect.y - guiTouchOffset.y; guiBoundary.max.y = defaultRect.y + guiTouchOffset.y; } } public void Disable() { gameObject.active = false; enumeratedJoysticks = false; } public void ResetJoystick() { if (joystickType != JoystickType.rotation) { //Don't do anything if turret mode // Release the finger control and set the joystick back to the default position gui.pixelInset = defaultRect; lastFingerId = -1; position = Vector2.zero; fingerDownPos = Vector2.zero; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } else { //gui.pixelInset = defaultRect; lastFingerId = -1; position = position; fingerDownPos = fingerDownPos; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } } public bool IsFingerDown() { return (lastFingerId != -1); } public void LatchedFinger( int fingerId ) { // If another joystick has latched this finger, then we must release it if ( lastFingerId == fingerId ) ResetJoystick(); } public void Update() { if ( !enumeratedJoysticks ) { // Collect all joysticks in the game, so we can relay finger latching messages joysticks = (Joystick[]) FindObjectsOfType( typeof(Joystick) ); enumeratedJoysticks = true; } //CHeck if distance is over the allowed amount //Get centerPosition //Get current position //Get distance //If over, don't allow int count = iPhoneInput.touchCount; // Adjust the tap time window while it still available if ( tapTimeWindow > 0 ) tapTimeWindow -= Time.deltaTime; else tapCount = 0; if ( count == 0 ) ResetJoystick(); else { for(int i = 0;i < count; i++) { iPhoneTouch touch = iPhoneInput.GetTouch(i); Vector2 guiTouchPos = touch.position - guiTouchOffset; bool shouldLatchFinger = false; if ( touchPad ) { if ( touchZone.Contains( touch.position ) ) shouldLatchFinger = true; } else if ( gui.HitTest( touch.position ) ) { shouldLatchFinger = true; } // Latch the finger if this is a new touch if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) ) { if ( touchPad ) { tmpclr = gui.color; tmpclr.a = 0.15f; gui.color = tmpclr; lastFingerId = touch.fingerId; fingerDownPos = touch.position; fingerDownTime = Time.time; } lastFingerId = touch.fingerId; // Accumulate taps if it is within the time window if ( tapTimeWindow > 0 ) { tapCount++; print("tap" + tapCount.ToString()); } else { tapCount = 1; print("tap" + tapCount.ToString()); //Tell gameobject that player has tapped turret joystick if (joystickType == JoystickType.rotation) { //TODO: Call! } tapTimeWindow = tapTimeDelta; } // Tell other joysticks we've latched this finger foreach ( Joystick j in joysticks ) { if ( j != this ) j.LatchedFinger( touch.fingerId ); } } if ( lastFingerId == touch.fingerId ) { // Override the tap count with what the iPhone SDK reports if it is greater // This is a workaround, since the iPhone SDK does not currently track taps // for multiple touches if ( touch.tapCount > tapCount ) tapCount = touch.tapCount; if ( touchPad ) { // For a touchpad, let's just set the position directly based on distance from initial touchdown position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 ); position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 ); } else { // Change the location of the joystick graphic to match where the touch is tmprect = gui.pixelInset; tmprect.x = Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x ); tmprect.y = Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y ); //Check distance float distance = Vector2.Distance(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); float angle = Vector2.Angle(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); if (distance < allowedDistance) { //Ok gui.pixelInset = tmprect; } else { //This is where I don't know what to do... } } if ( touch.phase == iPhoneTouchPhase.Ended || touch.phase == iPhoneTouchPhase.Canceled ) ResetJoystick(); } } } if ( !touchPad ) { // Get a value between -1 and 1 based on the joystick graphic location position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x; position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y; } // Adjust for dead zone float absoluteX = Mathf.Abs( position.x ); float absoluteY = Mathf.Abs( position.y ); if ( absoluteX < deadZone.x ) { // Report the joystick as being at the center if it is within the dead zone position.x = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x ); } if ( absoluteY < deadZone.y ) { // Report the joystick as being at the center if it is within the dead zone position.y = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y ); } } } So the later portion of the code handles the updated position of the joystick thumb. This is where I'd like it to track the finger position in a direction it still is allowed to move (like if the finger is too far up and slightly to the +X I'd like to make sure the joystick is as close in X and Y as allowed within the radius) Thanks for reading!

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  • Give Chromium-Based Browser Desktop Notifications a Native System Look in Ubuntu

    - by Asian Angel
    Desktop notifications from Chromium-based browsers are an awesome feature, but they do not blend in well at all with the native system theming in Ubuntu. Now you can fix that small problem using the wonderful Chromify-OSD extension created by Marco Ceppi. Once you get the extension installed you can give it a quick test run using the link and information we have listed below. As you can see in the image above the new notification style looks absolutely wonderful. Chromify-OSD (Chrome Web Store) [via OMG! Ubuntu!] You can test the new look of the notifications for yourself using the following webpage. Keep in mind that the extension needs to be installed first before this will work though. Note: Enter the following image URL into the Icon Blank (http://www.rgraph.net/images/logo.png) or the URL for an appropriate image, otherwise the notification may not work properly during your test. Chromify Sample HTML5 Notification Test Page The wallpaper shown in the screenshot above can be downloaded here: anime sport [DesktopNexus] Latest Features How-To Geek ETC How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware The Citroen GT – An Awesome Video Game Car Brought to Life [Video] Final Man vs. Machine Round of Jeopardy Unfolds; Watson Dominates Give Chromium-Based Browser Desktop Notifications a Native System Look in Ubuntu Chrome Time Track Is a Simple Task Time Tracker Google Sky Map Turns Your Android Phone into a Digital Telescope Walking Through a Seaside Village Wallpaper

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  • How to implement a stack of game states in C++

    - by Lisandro Vaccaro
    I'm new to C++ and as a college proyect I'm building a 2D platformer with some classmates, I recently read that it's a good idea to have a stack of gamestates instead of a single global variable with the game state (which is what I have now) but I'm not sure how to do it. Currently this is my implementation: class GameState { public: virtual ~GameState(){}; virtual void handle_events() = 0; virtual void logic() = 0; virtual void render() = 0; }; class Menu : public GameState { public: Menu(); ~Menu(); void handle_events(); void logic(); void render(); }; Then I have a global variable of type GameState: GameState *currentState = NULL; And in my Main I define the currentState and call it's methods: int main(){ currentState = new Menu(); currentState.handle_events(); } How can I implement a stack or something similar to go from that to something like this: int main(){ statesStack.push(new Menu()); statesStack.getTop().handle_events(); }

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  • Securing a license key with RSA key.

    - by Jesse Knott
    Hello, it's late, I'm tired, and probably being quite dense.... I have written an application that I need to secure so it will only run on machines that I generate a key for. What I am doing for now is getting the BIOS serial number and generating a hash from that, I then am encrypting it using a XML RSA private key. I then sign the XML to ensure that it is not tampered with. I am trying to package the public key to decrypt and verify the signature with, but every time I try to execute the code as a different user than the one that generated the signature I get a failure on the signature. Most of my code is modified from sample code I have found since I am not as familiar with RSA encryption as I would like to be. Below is the code I was using and the code I thought I needed to use to get this working right... Any feedback would be greatly appreciated as I am quite lost at this point the original code I was working with was this, this code works fine as long as the user launching the program is the same one that signed the document originally... CspParameters cspParams = new CspParameters(); cspParams.KeyContainerName = "XML_DSIG_RSA_KEY"; cspParams.Flags = CspProviderFlags.UseMachineKeyStore; // Create a new RSA signing key and save it in the container. RSACryptoServiceProvider rsaKey = new RSACryptoServiceProvider(cspParams) { PersistKeyInCsp = true, }; This code is what I believe I should be doing but it's failing to verify the signature no matter what I do, regardless if it's the same user or a different one... RSACryptoServiceProvider rsaKey = new RSACryptoServiceProvider(); //Load the private key from xml file XmlDocument xmlPrivateKey = new XmlDocument(); xmlPrivateKey.Load("KeyPriv.xml"); rsaKey.FromXmlString(xmlPrivateKey.InnerXml); I believe this to have something to do with the key container name (Being a real dumbass here please excuse me) I am quite certain that this is the line that is both causing it to work in the first case and preventing it from working in the second case.... cspParams.KeyContainerName = "XML_DSIG_RSA_KEY"; Is there a way for me to sign/encrypt the XML with a private key when the application license is generated and then drop the public key in the app directory and use that to verify/decrypt the code? I can drop the encryption part if I can get the signature part working right. I was using it as a backup to obfuscate the origin of the license code I am keying from. Does any of this make sense? Am I a total dunce? Thanks for any help anyone can give me in this..

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