Fire&Ice (Fire)

“Fire&Ice” is cinematic style logo opening made in After Effects CS4 in HD 1920 ?1080.

Very easily customized.
*Video tutorial with voice is included.
*18 seconds long.

This Project has pre-rendered VideoCopilot-Optical Flares and Trapcode Particular 2.0 layers.So,you don’t need these plug ins.However I have included the another project like a separate file that uses the VideoCopilot-Optical Flares and Trapcode Particular 2.0 layers just in case you have these plug ins and want to change something.

*The Audio is also not included in the download but if you want it,send mi mesage and i will show you how to get it.

Thank You!

Download Fire&Ice (Fire)

Hybrid Typo CS4 (Corporate)

Simple typo cs4 project, fun and easy to use!

• Full HD 1920×1080

• Fully customizable,renders fast

• No plugins required

• Audio: http://audiojungle.net/item/a-little-story/152653

• Font is “St Transmission” free download here: http://www.unstage.com/2010/02/70-of-the-best-free-fonts-for-graphic-designers/

Rate and enjoy! ;)

Download Hybrid Typo CS4 (Corporate)

Cinematic 3D (3D, Object)

Since everybody is making 3D titles i thought i should give it a try with my own style. Cinematic 3D opener for your needs. Extremely well detailed, expression based and dynamic animations make this Project File worth every penny.

Information

  • Resolution: 1280×720
  • Length: 14 seconds
  • Font used is called Bank Gothic and it is free to download. Download
  • Music: Dramatic Choir
  • If you buy don’t forget to rate!

    Scene samples

    Download Cinematic 3D (3D, Object)

    Personal Business Card (Corporate)

    Another interesting template from +RDE_OFFICIAL studio. This template is created for those, individuals or organizations, who wants to present their selfs in one fast and modern way. Combination of interesting shapes, splatters and colors.

    Insert your name or name of your company, occupation, phone nubmer, web addresse… 3 image placeholders!!! and everything in FULL HD !!!

    Template is in FULL HD (1920X1080), you can also render it in HD or in any 16:9 size you want. Template is very easy for customization. No need for additional plugins.

    Help file and FONT download link included.

    By purchasing this template you will get 8 free splatter shapes(PSD)with clean aplha channels, ready for use!!!

    Images from preview video are not included.

    Download Personal Business Card (Corporate)

    Kinect Tutorial – Hacking 101

    Microsoft’s Kinect has been out for a few months now and has become a fairly popular accessory for the Xbox 360. Let’s face it though, using the Kinect for what it was intended didn’t end up being the most exciting part of this new toy. What has become far more interesting is seeing the various hacks developed that makes the device so much more than simply an input mechanism for games. Now it’s your turn to do something amazing, and this tutorial will get you started. Today I’m going to get your Kinect up and running and demonstrate how to get the camera and depth information into your very own C# application.

    Example Kinect Output

    Above is some example output that our app will produce. In this case it’s the corner of my office with some bookshelves and a guitar. The RGB data is on the left and the depth information is on the right. The darker things are, the closer they are to the camera.

    1. Setup libfreenect

    openkinect.org is going to be your best friend for this portion of the project. We’re going to be depending on libfreenect for our drivers and the library used to communicate with the Kinect. They’ve got pretty good instructions for all platforms, but since we’re doing C#, you’ll want to follow the Windows installation guide. I found the instructions to be fairly straight forward and worked without too much hassle. After you’ve followed all of those instructions return here to continue the tutorial. This portion of the project will probably take a while to complete – so be patient.

    2. Setup the C# Application

    Since our plan with this tutorial is just to display output, we can get away with a basic WPF application, which actually performs surprisingly well. If your app is going to do some really incredible things, you may want to consider something like DirectX or OpenGL.

    New WFP Application

    Bundled as part of the libfreenect source are a set of wrappers for various languages. We’re going to want the C# one (\libfreenect\wrappers\csharp). Go ahead and add the wrapper project to your new solution.

    Solution Explorer

    You should now be able to build the solution without any errors. Of course, since we haven’t written any code, nothing will happen when you run the app. Also, our application now depends on the freenect.dll file that was created as part of step 1. Depending on how you installed it, you may have to copy this file somewhere where you app can load it (somewhere in the path, or the project’s output directory).

    3. Writing some Code

    Now we’re at the meat of this tutorial, writing some code to retrieve the Kinect’s output. The first thing we’re going to do is setup the Kinect and tell it to start recording data. I did all of this in my MainWindow’s constructor.

    using System;
    using System.Net;
    using System.Runtime.InteropServices;
    using System.Threading;
    using System.Windows;
    using System.Windows.Media;
    using System.Windows.Media.Imaging;
    using freenect;

    namespace Kinect101
    {
      /// <summary>
      /// Interaction logic for MainWindow.xaml
      /// </summary>
      public partial class MainWindow : Window
      {
        // The kinect object.
        Kinect _kinect;

        // Whether or not the Window has been closed.
        bool _closed;

        // Prevents handlers from being called while
        // a previous one is still working.
        bool _processingRGB;
        bool _processingDepth;

        public MainWindow()
        {
          InitializeComponent();

          // See if any Kinects are connected.
          int kinectCount = Kinect.DeviceCount;

          if (kinectCount > 0)
          {
            // Get the first connected Kinect – I guess you could have more
            // than one connected.
            _kinect = new Kinect(0);

            // Open a connection to the Kinect.
            _kinect.Open();

            // Setting these to IntPtr.Zero notifies the wrapper
            // library to manage the memory for us.  More advanced apps
            // will probably provide a pointer for their own buffers.
            _kinect.VideoCamera.DataBuffer = IntPtr.Zero;
            _kinect.DepthCamera.DataBuffer = IntPtr.Zero;

            // Hook the events that are raised when data has been recieved.
            _kinect.VideoCamera.DataReceived += VideoCamera_DataReceived;
            _kinect.DepthCamera.DataReceived += DepthCamera_DataReceived;

            // Start the cameras.
            _kinect.VideoCamera.Start();
            _kinect.DepthCamera.Start();

            // Create a thread to continually instruct the Kinect
            // to process pending events.
            ThreadPool.QueueUserWorkItem(
              delegate
              {
                while (!_closed)
                {
                  _kinect.UpdateStatus();
                  Kinect.ProcessEvents();

                  Thread.Sleep(30);
                }
              });
          }
        }

    As you read through the code, it should be very self-explanatory. Basically we’re just connecting to a Kinect and telling it to start recording video and depth information. In order to events to be processed and raised by the Kinect library, we have to periodically call Kinect.ProcessEvents. Since we can’t block our main thread doing that, I just created a simple worker thread using the ThreadPool.

    Now that we’ve got the Kinect setup, let’s take a look at the event handler, VideoCamera_DataReceived. This is where we’re going to receive the raw RGB data and convert it to something that can be displayed on the screen.

    void VideoCamera_DataReceived(object sender, VideoCamera.DataReceivedEventArgs e)
    {
      // Prevent re-entrancy so events don’t stack up.
      if (_processingRGB)
        return;

      _processingRGB = true;

      this.Dispatcher.Invoke(
        new Action(
          delegate()
          {
            // Convert the byte[] returned by the Kinect library
            // to a BitmapSource and set it as the source of our
            // RGB Image control.
            _colorImage.Source = BitmapSource.Create(
              e.Image.Width,
              e.Image.Height,
              96,
              96,
              PixelFormats.Rgb24,
              null,
              e.Image.Data,
              e.Image.Width * 3);
          }));

      _processingRGB = false;
    }

    Fortunately for us, this part of the project is a breeze. The Kinect library returns RGB data in a form that can be directly fed into a BitmapSource object. I added some very basic protection against this event handler being called before the previous one had completed. I noticed that as the app ran longer and longer, it got slower and slower. This simple fix seemed to address that bug. All we have to do now is feed the raw data into BitmapSource.Create and give that to our Image control, which was added to our MainWindow in the XAML. The most complicated part of the Create call is the last parameter – stride. This argument represents the number of bytes in a single row of the image. Since our image contains 3 bytes per pixel, the number of bytes in a row will by the width multiplied by 3.

    Now on to depth. This one is slightly more complicated, but still not too bad.

    void DepthCamera_DataReceived(object sender, DepthCamera.DataReceivedEventArgs e)
    {
      if (_processingDepth)
        return;

      _processingDepth = true;

      // Create an array to hold translated image data.
      short[] image = new short[e.DepthMap.Width * e.DepthMap.Height];
      int idx = 0;

      for (int i = 0; i < e.DepthMap.Width * e.DepthMap.Height * 2; i += 2)
      {
        // Read a pixel from the buffer.
        short pixel = Marshal.ReadInt16(e.DepthMap.DataPointer, i);

        // Convert to little endian.
        pixel = IPAddress.HostToNetworkOrder(pixel);
        image[idx++] = pixel;
      }

      this.Dispatcher.Invoke(
        new Action(
          delegate()
          {
            // Create the image.
            _depthImage.Source = BitmapSource.Create(
              e.DepthMap.Width,
              e.DepthMap.Height,
              96,
              96, PixelFormats.Gray16, null, image, e.DepthMap.Width * 2);
          }));

      _processingDepth = false;
    }

    Depth data comes from the Kinect as 11 bits per pixel. The Kinect library packs that into a little friendlier 16 bits per pixel before passing it up to the C# wrapper and then on to us. What makes this difficult is that the bit order is big endian, whereas our Windows box needs little endian. In order to fix this, we need to read each and every pixel from the buffer and convert the endianness. Fortunately, .NET has a helper function designed for networking that comes in handy for this task – IPAddress.HostToNetworkOrder. After we’ve got all the pixels out and converted, we simply do the same thing as before to create our image. Instead of RGB format, this time we need to use Gray16, since each pixel is now represented by 2 bytes (16 bits).

    And that’s it for retrieving Kinect data. If you combine this code with our XAML:

    <Window x:Class="Kinect101.MainWindow"
           xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
           xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
           Closing="Window_Closing"
           Title="MainWindow" Height="350" Width="525">
      <Grid>
        <Grid.ColumnDefinitions>
          <ColumnDefinition Width="*" />
          <ColumnDefinition Width="*" />
        </Grid.ColumnDefinitions>
        <Image x:Name="_colorImage" />
        <Image x:Name="_depthImage" Grid.Column="1" />
      </Grid>
    </Window>

    and a little cleanup code:

    private void Window_Closing(object sender, System.ComponentModel.CancelEventArgs e)
    {
      _closed = true;

      // All of these seem to lock up the app.
      //_kinect.VideoCamera.Stop();
      //_kinect.DepthCamera.Stop();
      //_kinect.Close();
      //Kinect.Shutdown();
    }

    you should now have a working app that displays output very similar to the image below.

    Example Kinect Output

    All of the libraries and wrappers used for this tutorial are in constant flux. Please refer to the most up-to-date documentation before starting to make sure nothing has changed. The libraries are also pretty buggy – so be prepared for things to not work correctly right out of the box.

    Hopefully this tutorial will help save you some time bootstrapping your awesome Kinect hack. As we get more time to work with the libraries, we’ll be creating some more compelling demos. If you happen to make something neat, please drop us a line so we can check it out. If you have questions or comments, feel free to leave them below.

    How to Create .Net DataGridView Image Buttons

    As you may have guessed by now, here at Switch On The Code, we are very big advocates of the .Net framework and all it has to offer. Sometimes however, things can be a little bit on the tricky side. Recently I ran into a tricky solution when I was trying to get image buttons in a DataGridView control, and in this tutorial I will go over the solution I came up with, which may just give you the edge the next time you need a fancy DataGridView.

    DataGridViews do offer a few different column types, including fairly simple ways to brew up your own custom column types. However, none of the default column types offer a truly good solution for clickable images. What we want here is an image that does something when we click it. Sure we can have a button with an image in it if we use a Button Column, but that is not really what I am looking for. This is where the tricky solution comes in.

    For a moment, we have to step back and consider all the options a DataGridView offers, especially the events that can be captured by it. One of these events happens to be CellClick, which is the key to our solution. Using this event we can capture which row and column is clicked, and therefore we can determine if one of our image cells is being clicked. Even better, we can even tell which actual cell was clicked. Using this information we can have image cells that act like buttons, and the best part is that it is not that complicated to get working.

    So the first part is pretty strait forward, we need a DataGridView with some image columns. It doesn’t matter what images you use, or how you set up your columns, but you just have to keep track of the column names. Once you have your DataGridView all set up, we need to give it a couple test rows to work with, which we will do during initialization:

    public Form1()
    {
      InitializeComponent();
      dataGridView1.Rows.Add(5);
    }

    If you run the project and start clicking away, you will notice that nothing happens when you click on the image cells. This is not what we are after, but with some simple event parsing, we can get a click event going for these cells. In fact, we are going to hook to the CellClick event:

    private void dataGridView1_CellClick(
      object sender, DataGridViewCellEventArgs e)
    {
      string message = "Row " + e.RowIndex.ToString() + " is ";
     
      //Switch through the column names
      switch (dataGridView1.Columns[e.ColumnIndex].Name)
      {
        case "bug":
          message += "bugging you!";
          break;
        case "chance":
          message += "taking a chance!";
          break;
        case "yes":
          message += "has been marked yes!";
          break;
        case "no":
          message += "has been marked no!";
          break;
      }

      MessageBox.Show(message);
    }

    Basically what we are doing here is looking for specific columns when a cell is clicked. Technically, in this respect, you could use this method to tell if any specific column is clicked, like a text column as well. However, for this tutorial we just want something to happen when the user clicks on an image cell, and this code does exactly that. When the use clicks on a cell, this event is fired and we check the column of the cell that was clicked. If it is a column we are looking for, we do something, in this case we show a message.

    There is one issue with this code though, it fires if ANY cell is clicked, including header cells (row and column headers). This a a fairly big issue, but one that can be fixed very easily. With a simple check, we can fix the problem:

    private void dataGridView1_CellClick(
      object sender, DataGridViewCellEventArgs e)
    {
      //Do nothing if a header is clicked
      if (e.RowIndex < 0 || e.ColumnIndex < 0)
        return;

      string message = "Row " + e.RowIndex.ToString() + " is ";
     
      //Switch through the column names
      switch (dataGridView1.Columns[e.ColumnIndex].Name)
      {
        case "bug":
          message += "bugging you!";
          break;
        case "chance":
          message += "taking a chance!";
          break;
        case "yes":
          message += "has been marked yes!";
          break;
        case "no":
          message += "has been marked no!";
          break;
      }

      MessageBox.Show(message);
    }

    With one simple if we now have a solid solution for image buttons in a DataGridView. Each time a cell in one of these columns is clicked, the corresponding message is displayed:

    Clicking on an image cell

    That is about it for this tutorial. I hope this quick solution helps you in your DataGridView endeavors, and just remember that when you need coding help all you have to do is Switch On The Code.

    The paperless office: How to get there (and a discount ebook offer)

    Last Wednesday on TUAW TV Live, I discussed my success over the past year at moving towards the ultimate goal of a paperless office. I thought it would be a good idea for me to pass along some of the methods I’ve been using to accomplish this elusive goal, and also offer a deal to our readers for an ebook all about the subject.

    My earliest steps towards a paperless office actually came a few years ago, when I went to electronic statements for my banks and credit cards. However, up until the beginning of 2010, the filing system for my business consisted of big binders or folders into which I would slip the printed copies of those statements along with a ton of other paperwork. Now, as the statements come in my email as PDFs or are downloaded from the bank or credit card company website, I save them directly into special folders in my Dropbox.

    Continue reading The paperless office: How to get there (and a discount ebook offer)

    The paperless office: How to get there (and a discount ebook offer) originally appeared on TUAW on Sat, 15 Jan 2011 17:30:00 EST. Please see our terms for use of feeds.

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    Nike+ GPS app adds new Tag feature to foster competition between friends

    We just talked to Nike last week about its Nike+ GPS app for the iPhone, and there’s another update to the already full-featured app. A new feature called Tag brings competition into Nike+ GPS. After you finish a run in the app, you can press the Tag button to invite as many of your friends or contacts to the game as you want; each user invited has to complete a certain goal within three days. The goal can be set for distance, time, or the last person to actually go running. At the end of the game, everyone gets to know who was “IT” — whoever went the shortest or whoever ran last.

    It’s all meant in fun, but it seems like a cool, social way to keep your friends running, a little competition between fellow runners. There’s a video, embedded after the break, that Nike put together to show how it all works. The Tag feature is a free update to current owners of the app, but new users will have to pick it up for the usual price of US$1.99.

    Continue reading Nike+ GPS app adds new Tag feature to foster competition between friends

    Nike+ GPS app adds new Tag feature to foster competition between friends originally appeared on TUAW on Sat, 15 Jan 2011 09:00:00 EST. Please see our terms for use of feeds.

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    iPhone increases US-China trade deficit by $2 billion

    iPhone ChinaAccording to a report by a pair of economists out of the Asian Development Bank Institute, the success of Apple’s iPhone plays a major role in contributing to the USA’s trade deficit with China. The Wall Street Journal (login required) explains that while sales of the iPhone show around a $2 billion trade surplus with China on paper as of 2009, the actual figure is a lot less because the iPhone is only assembled in China, not designed there. While the wholesale price of an iPhone is $178.96, the value of the only truly “Chinese” part is assembly, valued at $6.50 per unit. But because the iPhone ships from inside China, the entire value gets added into the trade figures, thus showing the $2 billion trade surplus. If the numbers actually accounted for the true value coming out of China, the surplus for 2009 would have been about $73 million instead — meaning in reality there is an almost $2 billion trade deficit just from the iPhone alone.

    The report goes on to say there are many variables at play when looking for the true trade deficit numbers, and lawmakers shouldn’t make any trade rules based on such potentially incomplete data. With Apple sales on the rise and its net income following suit, and with Foxconn recently hiring 400,000 workers for its new plants in China, no one is saying that the trade figures between the two countries aren’t vital to the economies of both.

    [via Business Insider]

    iPhone increases US-China trade deficit by $2 billion originally appeared on TUAW on Sat, 15 Jan 2011 07:00:00 EST. Please see our terms for use of feeds.

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    The Beatles sell five million songs on iTunes

    The Loop reports that The Beatles have sold five million songs and one million albums since going on sale in the ITunes Store last November. So far, the most popular Beatles song download is “Here Comes the Sun,” while the band’s top-selling album is “Abbey Road.”

    Last week we reported that The Beatles’ surviving band members (and the estates of John and George) got a special royality deal from Apple in order to get The Beatles on the iTunes Store. As part of that deal, The Beatles will reportedly earn between 18 to 22.5 cents per track sold on iTunes. With five million individual tracks sold so far, that equates to a cool $900,000 to $1.125 million profit for The Beatles for just seven weeks of sales. Not a bad gig if you can get it.

    The Beatles sell five million songs on iTunes originally appeared on TUAW on Sat, 15 Jan 2011 06:00:00 EST. Please see our terms for use of feeds.

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    Apple’s new Berlin store will open in upscale Kurfürstendamm

    Two different German Mac news sites report that Apple’s latest store in Berlin will be placed in the Kurfürstendamm section of the city, an upscale shopping avenue that houses big fashion store name hotels, and nice restaurants. That sounds about right for an Apple store.

    Both iFun and Macerkopf report the location will have 5,000 square feet in a former movie theater located across from the Hard Rock Cafe. Posted to Flickr by user Katymcc, the photo to the right shows the location in 1950, when it was renamed the “Wien,” formerly known as the Union Palace. iFun says construction is waiting on a few permissions, but there’s no word on when the store will be done or officially opened.

    Apple is making a nice push for retail overseas lately, so by the time this new Berlin store is completely finished, it should be yet another jewel in the Apple retail crown.

    Apple’s new Berlin store will open in upscale Kurfürstendamm originally appeared on TUAW on Sat, 15 Jan 2011 03:00:00 EST. Please see our terms for use of feeds.

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    OMGuitar iPad app lets you strum away on your iPad

    This music video of a girl playing Garbage’s “Only Happy When it Rains” (embedded in the continuation of this post) is actually an ad for an iPad app called OMGuitar, but that doesn’t make it any less impressive — the app looks pretty good. It allows you to hit a button to choose whatever chord you want to play, and then you strum along on virtual strings to your heart’s content. The app also offers up some simple guitar effects to play around with as well.

    Unfortunately, since you’re playing with an iPad, there’s no tactile feedback, so I’d imagine you’d have to practice a bit to know exactly where to put your fingers and when. But given a few chords and a little bit of time with the app, it seems like it would be pretty easy to strum out a few of your favorite popular songs this weekend.

    [via ObamaPacman]

    Continue reading OMGuitar iPad app lets you strum away on your iPad

    OMGuitar iPad app lets you strum away on your iPad originally appeared on TUAW on Fri, 14 Jan 2011 18:00:00 EST. Please see our terms for use of feeds.

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