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Everything posted by Darren

  1. This problem always intrigued me, but I was never able to come up with a solution. In case anybody is interested, I posted the Round Robin problem on the LabVIEW Puzzles thread on the NI Forums, and one of the NI Forums members named ShotSimon was able to come up with a solution. See here. -D
  2. I agree...it seems to me we should turn off this setting for subVIs in a built EXE. I made sure the App Builder team is aware of this thread. For now, you can use the attached VI Analyzer Test (saved in 8.6) to detect this situation in your VIs before you build an EXE. Place this LLB in [LabVIEW Data]\VI Analyzer Tests, then launch Tools > VI Analyzer > Analyze VIs and the SubVI Suspend When Called test will be one of the tests you can run. Note that in LabVIEW 8.6, you do not need to have the VI Analyzer Toolkit installed in order to run tests...the UI and Engine for the VI Analyzer are now part of core LabVIEW...the toolkit now consists of the toolkit's original test suite and the VI-based analysis API. Let me know if you have any questions, -D
  3. QUOTE (AnalogKid2DigitalMan @ Sep 3 2008, 04:14 PM) My son (who was 3 at the time) started calling PT Cruisers 'slugs' because "they kinda look like slug bugs". So we call slug bugs, slugs, cons, and Ds. 'Con' is convertible. 'D' is Durango, which is what I drive. -D (for 'Darren', not 'Durango')
  4. Darren


    QUOTE (JiMM @ Sep 3 2008, 06:39 PM) I just bought Mario Kart Wii a few weeks ago. For anyone who was a world-class expert at Mario Kart for the N64, you may find some of the differences beween N64 and Wii to be a bit annoying. For example, you can lose powerups that you're holding onto if you fall off a ledge, get hit by an opponent with star power, etc. Also, power-sliding (now called 'mini-turbo') has lost a lot of its subtlety, which is a shame for those of us who perfected it on N64. They made the off-road areas (grass, mud, etc.) slow down your vehicle a LOT more than in N64...for example, there was a shortcut at the end of the DK Jungle route where you could bypass the inside cave by power sliding directly across the cave through the thicker dirt...this shortcut (and many others) has been neutered on the Wii. I believe they tried to compensate for this by making mushrooms give you a much bigger thrust...but since you can very easily lose mushrooms you've been saving, I don't think it's enough compensation. All that being said, the game is still awesome. There are twice as many tracks on the Wii as for N64 (although many of the Wii tracks are retooled versions of Mario Kart tracks from SNES, GBA, N64, GameCube, etc.). The races also have 12 players now instead of 8. I really like the addition of racing bikes...in fact, my favorite vehicle in Mario Kart Wii is the Bullet Bike, which has a super-tight turning circle...very helpful on some of the very wind-y Wii courses. Being able to play people online is a major plus. Unfortunately, all the badasses online already know all the super-fast shortcuts on all the routes, and I haven't taken the time to figure all of them out. There are several ways to drive your vehicle. One is to hold the Wiimote sideways (or insert it into the 'wheel') and use the Wiimote like a steering wheel. Another is to hook up the Nunchuk and use its joystick. Still another is to use the Wii classic controller. I have tried all 3 methods, and I prefer the Nunchuk method, since the joystick makes it easiest to power slide. The classic controller provides a joystick, but the controller is kinda small, and my hands cramped up when I tried it. So in conclusion, I would say that Mario Kart Wii is not *quite* as awesome as N64, but it's close (maybe my opinion on the Wii will become more favorable if I ever get as good at it as I was on N64). I never even played Kart on the GameCube because I heard from enough reputible sources that it was a waste of time. -D
  5. QUOTE (Michael_Aivaliotis @ Sep 1 2008, 02:16 AM) I was primarily responding to the "as usual" comment. Anyway, my favorite use of the project is the built-in SCC. Being prompted to check out a file that I don't have checked out whenever I start trying to edit it is really handy. -D
  6. QUOTE (JiMM @ Aug 31 2008, 11:00 AM) Can you qualify that statement? I'm (obviously) biased, but I feel the LabVIEW documentation is some of the best I've ever encountered in the software world. I didn't immediately jump on the project bandwagon in 8.0, but when I eventually did, I found its use and documentation pretty straightforward. If you had problems, with the project documentation or anything else, please report it on the http://forums.ni.com' target="_blank">NI Forums so our Applications Engineers can file bug reports (CARs) so we can make the documentation as good as possible. -D
  7. QUOTE (neB @ Aug 29 2008, 11:00 AM) The "authorities" have been notified of your concern. -D Edit: The authorities say that even if we remove a setting from Tools > Options, it is highly unlikely that we would remove it as an INI token as well.
  8. I understand your concern, but if we just receive a bunch of INI files full of the same tokens (because everybody stuffed their files with tokens everybody else uses), the study provides NI with no useful information, and this benefits no one. So do what you want, but I feel that the best way for this study to benefit the LabVIEW community would be for everybody to submit the INI files they actually use. -D
  9. Instead of submitting an artificial INI file, the study would probably be more effective if you submitted your actual INI file, then encouraged everybody (who would have been supplying you with INI tokens you don't use) to submit theirs as well. -D
  10. Looks like I wasn't the only guy who thought Ctrl-Space was a useful key combo... -D
  11. There's a text file containing shortcuts on the Quick Drop webpage. You can copy the two INI tokens in that text file into your LabVIEW.ini file and you'll be good to go. For convenience, I've attached the file here...actually, this is my latest list of shortcuts, so it may have a few more than the one on the webpage. -D P.S. - You'll notice that almost all of my shortcuts can be typed with the left hand only (I'm right handed). Thus, if I type a shortcut, and then click in the VI to dismiss Quick Drop and automatically drop the item, I never have to move my left hand from the keyboard, and I never have to move my right hand from the mouse. *This* is how I am able to program so fast with Quick Drop.
  12. QUOTE (jcarmody @ Aug 27 2008, 05:08 AM) Click the Shortcuts button in the Quick Drop dialog. http://lavag.org/old_files/monthly_08_2008/post-4441-1219849257.png' target="_blank"> -D
  13. QUOTE (Norm Kirchner @ Aug 26 2008, 10:30 AM) I have a shortcut ('sav') for Select a VI. So I Ctrl-Space, 'sav', click in the VI, and I have a file dialog to pick a VI from disk. http://www.youtube.com/watch?v=sRA0bRtsuqA' rel='nofollow' target="_blank">Total beans. -D
  14. Darren

    Tip strip

    QUOTE (ASTDan @ Aug 22 2008, 10:29 AM) I don't know how to control the tip strip from an OS level, but I do have a colleague who didn't like the way control/indicator tip strips behaved, so he made his own. It's a 2D-style string control with a black border and pale yellow background that he shows/hides and programmatically moves around as needed, and looks pretty darn close to what a real tip strip looks like. The only limitation I remember seeing in his implementation was that (obviously) his tip strip couldn't go beyond the bounds of the front panel window, whereas a native tip strip can do this. -D
  15. QUOTE (Michael_Aivaliotis @ Aug 22 2008, 03:08 AM) Let the record show, your honor (yes, I'm assuming Michael is the judge in this case), that I was not defending the appearance of the 3-button dialog VI, I was merely defending the use of a Flat Sequence in a UI VI. AQ made a perfect argument regarding Flat Sequence usage, and I was affirming that argument. -D P.S. - In his defense, though, given the huge amount of initialization required in the 3-button dialog VI, I'm curious how others would design it that it would look so different. Is the issue purely one of modularization? Would y'all be happy if he simply used more subVIs? Because regardless of how it looks, there's no way around the fact that all that code does need to run before you get to the event structure...
  16. QUOTE (normandinf @ Aug 22 2008, 08:11 AM) In LabVIEW 8.6 there is a small set of VIs that deal with VI and object tags. They are located at [LabVIEW 8.6]\vi.lib\UserTags. Let me know if you have any feedback on them. -D
  17. QUOTE (Aristos Queue @ Aug 21 2008, 05:17 PM) Not so fast...before the defense rests, you should call your first witness, Darren, who has advocated Flat Sequences as a perfectly legitimate UI programming structure for many years (when was the 7.0 release?), for the very reasons you have cited. -D P.S. - Stacked Sequences, however, are pure evil. Just want to make sure there's no question on that.
  18. QUOTE (martin@aerodynamics @ Aug 20 2008, 07:03 AM) That's correct...it requires the released version of LabVIEW 8.6. -D
  19. QUOTE (crelf @ Aug 19 2008, 02:55 PM) Under the hood is a VI that runs on the target that implements the ladder logic, but the user doesn't have access to that VI. He can, however, add VIs to the rungs of his ladder diagram, and those VIs can do whatever he wants. -D
  20. QUOTE (rayodyne @ Aug 18 2008, 12:42 PM) Thanks for the clarification. Unfortunately, there is currently no way to export the Error List contents. It does seem like a useful suggestion, though...I recommend you submit this idea to the http://digital.ni.com/applications/psc.nsf/default?OpenForm' target="_blank">Product Suggestion Center. -D P.S. - I'm also curious about the broken VIs...were they unbroken in 8.5, but broken in 8.6? What specifically is wrong on their diagrams? Are there toolkits you have installed in 8.5 that you don't have installed in 8.6?
  21. QUOTE (Antoine Châlons @ Aug 18 2008, 01:26 AM) As far as I can tell, it's not in 8.5 or 8.6. There is currently a CAR on the issue (CAR# 113669) that is being investigated by LabVIEW R&D. -D
  22. QUOTE (rayodyne @ Aug 17 2008, 04:17 PM) What "Error List" are you talking about? Can you attach a screenshot? -D
  23. Darren


    QUOTE (PJM_labview @ Aug 16 2008, 11:01 AM) Awesome! I didn't realize people took pictures. Yeah, that was the robot that the Aggie grad students made. -D
  24. Darren


    QUOTE (Tom Bress @ Aug 15 2008, 11:01 AM) I play them with the Wiimote...if you eliminate the lag issue as I discussed above, the Wiimote has a surprisingly natural feel when playing the old games. I don't own the Wii classic controller...I have 4 Wiimotes and 2 Nunchuks. At some point I'll probably get a game that requires 4 players to have 4 Nunchuks, but so far, the hardware I have has sufficed. -D
  25. Darren


    QUOTE (Tom Bress @ Aug 15 2008, 09:08 AM) In no particular order, here are my "Wii Tips": Super Mario Galaxy is one of the best video games I've ever played in my life. If you were a fan of Mario games in the past, this one will completely blow you out of the water. My kids and I were totally addicted to it for the ~2 months it took us to beat the game (twice). Big Brain Academy is a really fun puzzle game. You compete either against 1 other person or you can have teams compete to solve logic/numeric/analysis/observation puzzles as quickly as possible. You definitely want to get Wii Play. It costs $50, but it includes a Wiimote, so it's an efficient way to get another Wiimote and a $10 game that's really pretty good. Wii Play includes more competition-style games (like Wii Sports), but they're only 2 player. I also bought Super Monkey Ball and Mercury Meltdown, but I wasn't impressed with either of those (AQ would disagree with my assessment of the latter). The downloadable games are a blast (from the past). If you have an HDTV you'll want to make sure to configure it for "game mode" (if possible), because there's a fair bit of lag when playing the old skool Nintendo games with the Wiimote. I spent $5 to buy the web browser, and it's really nice too. I've actually browsed LAVA before with it! It's kinda hit-and-miss for playing media (flash, embedded videos), but rock solid for everything else. I also own multiple editions of Guitar Hero, along with Rock Band (did anybody see me vanquish the Guitar Hero robots on the NI Week expo floor?), but I own those for the PS2. They are available for the Wii, though, and if you have a musical side, you'll probably really enjoy them. Guitar Hero has much better game play for guitar, but Rock Band is definitely the best game if you're looking for a multi-player party game experience. -D
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