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Adobe InDesign CS5 : Importing Graphic Objects (part 3) - Using the Image Import Options Dialog Box
If the image you are importing contains a Photoshop clipping path or alpha channel, the Image panel of the Image Import Options dialog box enables you to apply and edit the path in InDesign.
Adobe InDesign CS5 : Importing Graphic Objects (part 2) - Importing Graphics with the Place Command
InDesign also displays a number next to the loaded place cursor to indicate how many graphics it currently has stored. You can scroll through the graphics stored in the loaded place cursor by pressing the left or right arrow keys.
Adobe InDesign CS5 : Importing Graphic Objects (part 1) - Understanding Adobe Bridge
Adobe Bridge is a separate media manager application that lets you organize, browse, locate, and view your images and other file assets. Bridge provides centralized access to your images. You can use Bridge with any of the Creative Suite applications.
Building a WPF Application without XAML (part 2)
The WPF API provides a number of events you can capture in order to interact with the mouse. Specifically, the UIElement base class defines a number of mouse-centric events such as MouseMove, MouseUp, MouseDown, MouseEnter, MouseLeave, and so forth.
Building a WPF Application without XAML (part 1)
Although most WPF applications will make use of XAML, doing so is entirely optional. Anything that can be expressed in XAML can be expressed in code and (for the most part) vice versa.
iPhone 3D Programming : Drawing an FPS Counter (part 2) - Rendering the FPS Text
A frames-per-second counter is much more useful than our other toy demos, so this time let’s strive to make the rendering code very self-contained and easy to integrate into any project.
iPhone 3D Programming : Drawing an FPS Counter (part 1) - Generating a Glyphs Texture with Python
Leveraging Quartz is perhaps the most obvious way of generating a glyphs texture . This can be done at runtime when your application first starts up. This might slow down your startup time by a tiny amount, but it has the benefit of shrinking the size of the application bundle.
Programming with DirectX : Game Input - XInput
XInput is an API that is now part of the DirectX and XNA SDKs and allows Windows and Xbox 360-based applications to detect input from Xbox 360 controllers. These controllers include any device available now or in the future that can be used on the Xbox 360.
Programming with DirectX : Game Input - Win32 Input
There are three main ways to detect input in a Win32 application. You can use the message pump of the application, you can obtain the state of the device using various Win32 functions, or you can use an API such as XInput, DirectInput, and so forth.
Introducing Windows Presentation Foundation and XAML : Investigating the WPF Assemblies
The WPF API can be used to build a variety of GUI-centric applications that basically differ in their navigational structure and deployment models. The sections that follow present a high-level walk through each option.
Introducing Windows Presentation Foundation and XAML : The Motivation Behind WPF & The Various Flavors of WPF
The WPF API can be used to build a variety of GUI-centric applications that basically differ in their navigational structure and deployment models. The sections that follow present a high-level walk through each option.
Microsoft XNA Game Studio 3.0 : Getting the Date and Time
The PC, the Zune, and the Xbox have internal clock hardware that is used by some games to change the way they play so that, for example, if it’s dark outside, it’s dark in the game as well. To accomplish this, the XNA Framework must provide a way of finding the date and time.
Microsoft XNA Game Studio 3.0 : Text and Computers
The Content Manager fetches a font and make it available for use in a very similar way to the images that you’ve used before. Each character design is delivered to your program as a little image that the Draw method displays on the screen.
Silverlight Recipes : Managing Embedded Resources
To read embedded resources, you have to first embed them into the application. To embed resources such as images, video, and XML data, add the resources to the Silverlight application project, and set the build action for each resource to Embedded Resource
Silverlight Recipes : Managing XAML Resources
You want to create a consistent UI without having to replicate styles, colors, templates, and so forth on individual elements, much in the same way that CSS resources are shared in a web application.
Silverlight Recipes : Updating the UI from a Background Thread
The Dispatcher class offers a safe way to call a method that updates the UI asynchronously from a background thread by providing services for managing the queue of work items for a thread.
Programming with DirectX : Sound in DirectX - XAudio2
XAudio2 does not have a way to detect and convert audio files between incompatible endian orders. This means that if you are working directly with XAudio2 on Xbox 360 and Windows, you must handle endian order carefully.
Programming with DirectX : Sound in DirectX - XACT3 (part 2) - XACT3 Demo
XACT3 is a great tool that allows developers to focus on game-play rather than on audio technology and hardware. XACT3 is so easy to use that all it takes to get simple sounds up and playing is to invoke the audio by cue name.
Programming with DirectX : Sound in DirectX - XACT3 (part 1) - XACT3 Tools
XACT3 allows developers to organize audio content into packages called banks. Later we will talk about these banks, which include sound and wave banks, and how to create them in XACT3.
iPhone 3D Programming : Image-Processing Example: Bloom
For any postprocessing effect, the usual strategy is to render the scene into an FBO then draw a full-screen quad to the screen with the FBO attached to a texture. When drawing the full-screen quad, a special fragment shader is employed to achieve the effect.
iPhone 3D Programming : Anisotropic Filtering: Textures on Steroids
Bilinear filtering samples the texture four times across a 2×2 square of texels; mipmapped filtering makes a total of eight samples (2×2 on one mipmap level, 2×2 on another)
iPhone 3D Programming : Reflections with Cube Maps
The cross shape is for the benefit of humans only; OpenGL does expect it when you give it the image data for a cube map. Rather, it requires you to upload each of the six faces individually.
Silverlight Recipes : Networking and Web Service Integration - Accessing Resources over HTTP
You need to access resources located at a remote HTTP endpoint from your Silverlight application. You may need to read from or write to remote streams or have to download/upload resources over HTTP.
Silverlight Recipes : Networking and Web Service Integration - Using JSON Serialization over HTTP
Extended stored procedures are invoked and managed similarly to regular stored procedures. You can grant and revoke permissions on extended stored procedures as you do for normal stored procedures
Microsoft XNA Game Studio 3.0 : Displaying Images - Using Resources in a Game (part 4) - Filling the Screen
If you are using an Xbox that is connected to a TV, you might notice that not all the picture is visible. This is because TVs use an "overscanned" display, where only the middle part of the picture is displayed.
Microsoft XNA Game Studio 3.0 : Displaying Images - Using Resources in a Game (part 3) - Sprite Drawing with SpriteBatch
The graphics processor unit (GPU) contains optimized hardware to allow it to update the screen as fast as possible. When the Draw method runs, the method assembles a bunch of instructions for the GPU and sends the instructions into the GPU.
Microsoft XNA Game Studio 3.0 : Displaying Images - Using Resources in a Game (part 2) - Positioning Your Game Sprite on the Screen
In computer gaming terms, you can think of the image of Jake as a sprite. A sprite is a flat, preloaded image that is used as part of a computer game. Sprites can be large, such as background sky, or smaller, such as spaceships and missiles in a space shooter game.
Microsoft XNA Game Studio 3.0 : Displaying Images - Using Resources in a Game (part 1) - Loading XNA Textures
Within XNA, images that you want to draw in your games are called textures. Textures can be drawn as flat pictures, and they can also be wrapped around 3-D models
iPhone 3D Programming : Holodeck Sample (part 5) - Overlaying with a Live Camera Image
To make this a true augmented reality app, we need to bring the camera into play. If a camera isn’t available (as in the simulator), then the app can simply fall back to the “scrolling clouds” background.
iPhone 3D Programming : Holodeck Sample (part 4) - Replacing Buttons with Orientation Sensors
Using the low-level accelerometer API directly is ill advised; the signal includes quite a bit of noise, and unless your app is somehow related to The Blair Witch Project, you probably don’t want your camera shaking around like a shivering chihuahua.
iPhone 3D Programming : Holodeck Sample (part 3) - Handling the Heads-Up Display
Always remember to completely reset your transforms at the beginning of the render routine; otherwise, you’ll apply transformations that are left over from the previous frame.
iPhone 3D Programming : Holodeck Sample (part 2) - Rendering the Dome, Clouds, and Text
Utility methods that carry over from previous samples, such as CreateTexture, are replaced with ellipses for brevity.
iPhone 3D Programming : Holodeck Sample (part 1) - Application Skeleton
For controlling the camera, the app should use the compass and accelerometer APIs to truly qualify as an augmented reality app.
Building LOB Applications : Printing in a Silverlight LOB Application
Users can leverage the browser printing capabilities to print Silverlight applications in Silverlight 3 but there are many situations where LOB applications need to have customized printing. Silverlight 4 includes the new PrintDocument class to provide printing capabilities to Silverlight applications.
Building LOB Applications : Data Validation through Data Annotation
When you add a Domain Service to a web project, you have the option of generating a metadata class. The metadata class is a partial class that allows developers to apply validation configuration without having to worry about the classes getting regenerated automatically if the underlying model changes.
Building LOB Applications : Implementing CRUD Operations in RIA Services
Of all the views, the summary view is the easiest to implement. This view will provide a single count of the number of calculations performed (as determined by the number of times the Calculate button is pressed).
Microsoft XNA Game Studio 3.0 : Displaying Images - Resources and Content (part 2) - Adding Resources to a Project
An XNA Game Studio project contains references to everything that it uses. To keep things simple, you can keep everything used by a project in a single file directory.
Microsoft XNA Game Studio 3.0 : Displaying Images - Resources and Content (part 1)
You use XNA Game Studio to put content into your game. When the finished program is constructed, XNA Game Studio makes sure that the assets are available to your game.
iPhone 3D Programming : Blending and Augmented Reality - Rendering Anti-Aliased Lines with Textures
Sometimes full-screen anti-aliasing is more than you really need and can cause too much of a performance hit. You may find that you need anti-aliasing only on your line primitives rather than the entire scene
Programming with DirectX : Game Math - Bounding Geometry (part 2) - Bounding Spheres & Bounding Hierarchies
A bounding sphere can be defined as a center position and a radius, where a radius represents the size of the sphere from the center to the outer surface.
 
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