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Articles indexed in April 2012

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  • At what visitor share do you stop supporting a given browser?

    - by adam
    I'm lead dev for a large website which has a higher than average percentage of IE6 users - about 4.4% of our audience. Our new version is going to make use of progressive enhancement - including transitions and effects as well as rounded corners, gradients, web fonts and other CSS techniques. Obviously there are cross-browser ways to achieve most of these things which require various amounts of work to implement. What I'm currently looking into - and what I'd like your experiences of - is how to decide at what point we draw the line between providing an enhanced experience vs just supporting the functionality. FYI, I believe that this question meets the six guidelines for great subjective questions as defined in the FAQ. I'm after answers detailing why and how, not too short, with constructive comments, experiences, facts and references. Thanks! Adam

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  • OpenGL 2 on Android: native window

    - by ThreaderSlash
    According to OGLES specification, we have the following definition: EGLSurface eglCreateWindowSurface(EGLDisplay display, EGLConfig config, NativeWindowType native_window, EGLint const * attrib_list) More details, here: http://www.khronos.org/opengles/documentation/opengles1_0/html/eglCreateWindowSurface.html And also by definition: int32_t ANativeWindow_setBuffersGeometry(ANativeWindow* window, int32_t width, int32_t height, int32_t format); More details, here: http://mobilepearls.com/labs/native-android-api I am running Android Native App on OGLES 2 and debugging it in a Samsung Nexus device. For setting up the 3D scene graph environment, the following variables are defined: struct android_app { ... ANativeWindow* window; }; android_app* mApplication; ... mApplication=&pApplication; And to initialize the App, we run the commands in the code: ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); Funny to say is that, the command ANativeWindow_setBuffersGeometry behaves as expected and works fine according to its definition, accepting all the parameters sent to it. But the eglCreateWindowSurface does no accept the parameter mApplication-window, as it should accept according to its definition. Instead, it looks for the following input: EGLNativeWindowType hWnd; mSurface = eglCreateWindowSurface(mDisplay,lConfig,hWnd,NULL); As an alternative, I considered to use instead: NativeWindowType hWnd=android_createDisplaySurface(); But debugger says: Function 'android_createDisplaySurface' could not be resolved Can someone tell if there is a way to convert mApplication-window? In a way that the data from the android_app get accepted to the window surface?

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  • Realtime rendering using a ray tracing engine

    - by Keyhan Asghari
    I want to render an object that has a mesh with one million hexagonal elements(100 * 100 * 100). Lights, shadows and textures is not important and each element has a solid color. and finally, the actions I want to have, is simply rotating the object, zooming and panning. I am wondering what ray tracing engine is better for my conditions. or, do I have to take another approach? any help will be appreciated.

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  • How to scroll in the physical world AndEngine?

    - by Esteban Quintero
    I am using andengine to make a game where a sprite (player) is going up across the stage, this is my world. final Rectangle ground = new Rectangle(0, CAMERA_HEIGHT - 2, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle roof = new Rectangle(0, 0, CAMERA_WIDTH, 2, vertexBufferObjectManager); final Rectangle left = new Rectangle(0, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final Rectangle right = new Rectangle(CAMERA_WIDTH - 2, 0, 2, CAMERA_HEIGHT, vertexBufferObjectManager); final FixtureDef wallFixtureDef = PhysicsFactory.createFixtureDef(0, 0.5f, 0.5f); PhysicsFactory.createBoxBody(this.mPhysicsWorld, ground, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, roof, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, left, BodyType.StaticBody, wallFixtureDef); PhysicsFactory.createBoxBody(this.mPhysicsWorld, right, BodyType.StaticBody, wallFixtureDef); /* Create two sprits and add it to the scene. */ this.mScene.setBackground(autoParallaxBackground); this.mScene.attachChild(ground); this.mScene.attachChild(roof); this.mScene.attachChild(left); this.mScene.attachChild(right); this.mScene.registerUpdateHandler(this.mPhysicsWorld); The problem is that if the sprite reaches up and hits the wall, as I scroll here?

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  • How to effectively gather info about how players play my HTML5 game?

    - by Bane
    I'm finishing another HTML5 game, and this time I'd like to do some spying business on the players... Mostly just basic stuff: when they are playing, for how long, what upgrades they are buying the most and so on. Now, my first idea was just to collect this information during the gameplay, and then have a Javascript function fire when they close the tab/browser, and said function would send it to my server via Socket.io. This, of course, wouldn't work, because anyone who takes a look at the code would realize it and could start sending a tonne of false info which would mess up my statistics. Questions: Is there a way to effectively do this? If yes, what kind of info should I be looking for, aside from stuff I already mentioned?

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  • How can I generate signed distance fields in real time, fast?

    - by heishe
    In a previous question, it was suggested that signed distance fields can be precomputed, loaded at runtime and then used from there. For reasons I will explain at the end of this question (for people interested), I need to create the distance fields in real time. There are some papers out there for different methods which are supposed to be viable in real-time environments, such as methods for Chamfer distance transforms and Voronoi diagram-approximation based transforms (as suggested in this presentation by the Pixeljunk Shooter dev guy), but I (and thus can be assumed a lot of other people) have a very hard time actually putting them to use, since they're usually long, largely bloated with math and not very algorithmic in their explanation. What algorithm would you suggest for creating the distance fields in real-time (favourably on the GPU) especially considering the resulting quality of the distance fields? Since I'm looking for an actual explanation/tutorial as opposed to a link to just another paper or slide, this question will receive a bounty once it's eligible for one :-). Here's why I need to do it in real time:

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  • Locomotion-system with irregular IK

    - by htaunay
    Im having some trouble with locomtions (Unity3D asset) IK feet placement. I wouldn't call it "very bad", but it definitely isn't as smooth as the Locomotion System Examples. The strangest behavior (that is probably linked to the problem) are the rendered foot markers that "guess" where the characters next step will be. In the demo, they are smooth and stable. However, in my project, they keep flickering, as if Locomotion changed its "guess" every frame, and sometimes, the automatic defined step is too close to the previous step, or sometimes, too distant, creating a very irregular pattern. The configuration is (apparently)Identical to the human example in the demo, so I guessing the problem is my model and/or animation. Problem is, I can't figure out was it is =S Has anyone experienced the same problem? I uploaded a video of the bug to help interpreting the issue (excuse the HORRIBLE quality, I was in a hurry).

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  • Automatically decorating every instance method in a class

    - by max
    I want to apply the same decorator to every method in a given class, other than those that start and end with __. It seems to me it should be doable using a class decorator. Are there any pitfalls to be aware of? Ideally, I'd also like to be able to: disable this mechanism for some methods by marking them with a special decorator enable this mechanism for subclasses as well enable this mechanism even for methods that are added to this class in runtime [Note: I'm using Python 3.2, so I'm fine if this relies on features added recently.] Here's my attempt: _methods_to_skip = {} def apply(decorator): def apply_decorator(cls): for method_name, method in get_all_instance_methods(cls): if (cls, method) in _methods_to_skip: continue if method_name[:2] == `__` and method_name[-2:] == `__`: continue cls.method_name = decorator(method) return apply_decorator def dont_decorate(method): _methods_to_skip.add((get_class_from_method(method), method)) return method Here are things I have problems with: how to implement get_all_instance_methods function not sure if my cls.method_name = decorator(method) line is correct how to do the same to any methods added to a class in runtime how to apply this to subclasses how to implement get_class_from_method

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  • Passing.getText() String to another class

    - by DanMc
    I'm currently working on a first year university project and I have a problem, although I doubt it's a very complicated one, but I've been searching and I just can't find a suitable answer to it. The problem concerns two classes. A gui class (class1) and another class (class2). I have a JTextField in class1 and am trying to pass through the .getText() value to class2 and store it in a String type variable. The current code I'm trying to achieve this with is the following: (Class1) private JTextField textField = new JTextField("Something"); ... public String getTextFieldString() { return textField.getText(); } (Class2) private c1 Class1 = new Class1(); private String s = new String(); ... s = c1.getTextFieldString(); I'm pretty new to coding, I've read that maybe I need to pass through an argument somewhere and I assume that's because textField is not static in itself, it changes when somebody enters a new value. (sorry for stating the obvious there.) Anyway, help is appreciated. Thanks a lot!

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  • Using macro to check null values

    - by poliron
    My C code contains many functions with pointers to different structs as parameters which shouldn't be NULL pointers. To make my code more readable, I decided to replace this code: if(arg1==NULL || arg2==NULL || arg3==NULL...) { return SOME_ERROR; } With that macro: NULL_CHECK(arg1,arg2,...) How should I write it, if the number of args is unknown and they can point to different structs?(I work in C99)

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  • Multimedia content in REST responce(XML/JSON)

    - by Koushik
    In my thesis I need to test different architectures. A request to a REST web service developed using Apache CXF and Spring MVC with MySQL as back end serving references(a field in database) to images,audio and video files stored in file system. In the response message, what is the best method to send the content to the client(another application using the service which I developed). URI: http://www.filmservices.com/film/{id} A client here is not the end user. Send the encoded hyperlink's(where the content is stored in the file system) to the client, so that the client renders the response and displays it to the browser. Use Base64 to encode the message(image,audio,video) and send it to the client. Main concern is performance.

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  • Android: how to make two TextViews placed in different lines if there is no enough space in one line

    - by bluebyte
    I'am trying to organize two TextViews to behave like that: So, if there is enough space for both TextViews in line, android should place them in line. If there is no enough space, the second TextView must be placed on a next line with right alignment. <LinearLayout android:layout_width="match_parent" android:layout_height="wrap_content" android:orientation="horizontal" > <TextView android:id="@+id/takeoffCity" android:layout_width="wrap_content" android:layout_height="wrap_content" style="@style/flightItem" /> <TextView android:id="@+id/landingCity" android:layout_width="wrap_content" android:layout_height="wrap_content" style="@style/flightItem" /> </LinearLayout> <style name="flightItem" parent="@android:style/TextAppearance"> <item name="android:textSize">14dip</item> <item name="android:textColor">@color/flightItemFont</item> <item name="android:scrollHorizontally">true</item> <item name="android:textStyle">bold</item> </style>

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  • Which is faster: creating a detailed mesh before execution or tessellating?

    - by Nick Udell
    For simplicity of the problem let's consider spheres. Let's say I have a sphere, and before execution I know the radius, the position and the triangle count. Let's also say the triangle count is sufficiently large (e.g. ~50k triangles). Would it be faster generally to create this sphere mesh before hand and stream all 50k triangles to the graphics card, or would it be faster to send a single point (representing the centre of the sphere) and use tessellation and geometry shaders to build the sphere on the GPU? Would it still be faster if I had 100 of these spheres in different positions? Can I use hull/geometry shaders to create something which I can then combine with instancing?

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  • Powershell: error handling with try and catch

    - by resolver101
    I'm writing a script and want to control the errors. However im having trouble finding information on error handling using the try, catch. I want to catch the specific error (shown below) and then perform some actions and resume the code. What code is needed for this? This is the code i am running and im entering in a invalid username when prompted. Get-WMIObject Win32_Service -ComputerName localhost -Credential (Get-Credential) Get-WmiObject : User credentials cannot be used for local connections At C:\Users\alex.kelly\AppData\Local\Temp\a3f819b4-4321-4743-acb5-0183dff88462.ps1:2 char:16 + Get-WMIObject <<<< Win32_Service -ComputerName localhost -Credential (Get-Credential) + CategoryInfo : InvalidOperation: (:) [Get-WmiObject], ManagementException + FullyQualifiedErrorId : GetWMIManagementException,Microsoft.PowerShell.Commands.GetWmiObjectCommand

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  • Random walk- Brownian Motion

    - by Sam
    I've been assigned the project of creating a simple console app. that models brownian motion in a 2D plane. I wasn't given much information on how to do so (and I'm hoping that it's a pretty popular assignment so that I could get some insight) just that it relies on random number generation. I researched brownian motion for a little bit and saw some formulas that looked complicated, but by the description is just seems to have to move randomly within a certain number interval. Can anyone clarify? Am I to create a program that continually creates a random number in an interval and then modify the particles "x" and "y" coordinate or is there more to it? Thanks for any help.

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  • input file cannot be found

    - by Eric Smith
    I am just messing around with reading input files with java until I got stumped at the most basic of steps... finding the input file! The input.txt file is in the same directory as my class file that is calling it yet eclipse still gives me an error that it cant be found: "Exception in thread "main" java.lang.Error: Unresolved compilation problem: Unhandled exception type FileNotFoundException" My code: package pa; import java.util.Scanner; public class Project { public static void main(String[] args) { java.io.File file = new java.io.File("input.txt"); System.out.println(file.getAbsolutePath()); Scanner input = new Scanner(file); } } input.txt is in the same package, same folder and everything. I'm confused :(

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  • Java reflection for generics

    - by Vijay Bhore
    I am using Java Reflection to expose methods in custom eclipse tool. I am writing method getReturnType which accepts java.lang.reflect.Method as input and returns object of Class private static Class<?> getReturnType(Method method) { Type type = ((ParameterizedType)method.getGenericReturnType()).getRawType(); return getClass(type); } This code compiles well but at runtime i get the below exception while casting Type to ParameterizedType. java.lang.ClassCastException: java.lang.Class cannot be cast to java.lang.reflect.ParameterizedType Please suggest. Thanks!

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  • what's the "best" approach to creating the UI of an audio plugin that will be both audio unit and VST for OS X and Windows?

    - by SaldaVonSchwartz
    I'm working on a couple audio plugins. Right now, they are audio units. And while the "DSP" code won't change for the most part between implementations / ports, I'm not sure how to go about the GUI. For instance, I was looking at the Apple-supplied AUs in Lion. Does anyone know how did they go about the UI? Like, are the knobs and controls just subclasses of Cocoa controls? are they using some separate framework or coding these knobs and such from scratch? And then, the plugs I'm working on are going to be available too as VSTs for Windows. I already have them up and running with generic interfaces. But I'm wondering if I should just get over it and recreate all my interfaces with the vstgui code provided by Steinberg or if there's a more practical approach to making the interfaces cross-platform.

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  • Pass through touches to portion of UIWebView

    - by cannyboy
    I have a UIWebView. Using something like this: http://blog.evandavey.com/2009/02/how-to-make-uiwebview-transparent.html .. I have made the UIWebView transparent. I now need to be able to pass though touches on the webview to the view below, but only on a rectangular portion of the web view. So, imagine the webview is a square, and it has a square area in the centre which must pass-thru touches to the view below. Is there a way to do this?

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  • Getting started with JUCE for Android

    - by steveha
    I need to start building an Android app that uses the JUCE libraries. I'm reading the web site and trying to figure stuff out. I tried installing JUCE on an Ubuntu 11.04 system, and when I built the IntroJucer app, the menus don't work right (they flash open when I click with the mouse but then disappear). Can a JUCE app for Android be built on Mac OS X, or even Windows? If you are using JUCE to build Android apps, please give me any advice you can.

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  • How do I make my MySQL query with joins more concise?

    - by John Hoffman
    I have a huge MySQL query that depends on JOINs. SELECT m.id, l.name as location, CONCAT(u.firstName, " ", u.lastName) AS matchee, u.email AS mEmail, u.description AS description, m.time AS meetingTime FROM matches AS m LEFT JOIN locations AS l ON locationID=l.id LEFT JOIN users AS u ON (u.id=m.user1ID) WHERE m.user2ID=2 UNION SELECT m.id, l.name as location, CONCAT(u.firstName, " ", u.lastName) AS matchee, u.email AS mEmail, u.description AS description, m.time AS meetingTime FROM matches AS m LEFT JOIN locations AS l ON locationID=l.id LEFT JOIN users AS u ON (u.id=m.user2ID) WHERE m.user1ID=2 The first 3 lines of each sub-statement divided by UNION are identical. How can I abide by the DRY principle, not repeat those three lines, and make this query more concise?

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  • d3: Coloring Multiple Lines from Nested Data

    - by diet_coke
    I'm currently assembling some line graphs with circles at the datapoints from arrays of JSON objects formatted like so: var data = [{ "name": "metric1", "datapoints": [ [10.0, 1333519140], [48.0, 1333519200] ] }, { "name": "metric2", "datapoints": [ [48.0, 1333519200], [12.0, 1333519260] ] }] I want to have a color for each metric, so I'm trying to color them based on the index of the object within the array data. The code I have currently for just placing the circles looks like: // We bind an svg group to each metric. var metric_groups = this.vis.selectAll("g.metric_group") .data(data).enter() .append("g") .attr("class", "metric_group"); // Then bind a circle for each datapoint. var circles = metric_groups.selectAll("circle") .data(function(d) { return d.datapoints; }); circles.enter().append("circle") .attr("r", 3.5); Now if I change that last bit to something like: circles.enter().append("circle") .attr("r", 3.5); .style("fill", function(d,i) { return i%2 ? "red" : "blue"; } I get alternating red and blue circles, as could be expected. Taking some advice from Nested Selections : 'Nesting and Index', I tried: circles.enter().append("circle") .attr("r", 3.5); .style("fill", function(d,i,j) { return j%2 ? "red" : "blue"; } Which doesn't work (j is undefined), presumably because we are in the named property datapoints, rather than an array element. How might I go about doing the coloring that I want without changing my data structure? Thanks!

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  • Java output file doesnt recognise \n as linebreak

    - by oderebek
    for a Java project for a University Class I have a method that saves ASCII images as a uniline string and another method called toString rebuilds this ASCII image and returns as a string. When I run my program on the Eclipse my output looks on console alright and multiline, and there are line breaks where they should be. But when I run it with the command line with a redirected outputfile java myprogram < input output the text in the output is uniline without line breaks Here is the code of the method public String toString(){ String output = ""; for(int i=0; i<height; i++){ output=output+image.substring(i*width, i*width+width)+"\n"; } return output; } What should I do so I can get a multiline output text file

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  • Heroku "We're sorry, but something went wrong." due to javascript_include_tag

    - by Newton
    Uploading my ruby on rails app to heroku causes the following error: We're sorry, but something went wrong. This does not occur on my local machine. After some debugging, I think I may have spotted the error, but do not know how to fix it. In my file application.html.erb, removing the following line solves the problem, but then my app loses its jquery mobile theme. Any ideas what I could do to fix the problem? Line causing the problem: <%= javascript_include_tag "application" %> application.html.erb file: <!DOCTYPE html> <html> <head> <title>Washapp</title> <meta name="viewport" content="width=device-width"> <link rel="stylesheet" href="http://code.jquery.com/mobile/1.0.1/jquery.mobile-1.0.1.min.css" /> <%= javascript_include_tag "application" %> <script src="http://code.jquery.com/mobile/1.0.1/jquery.mobile-1.0.1.min.js"></script> <%= csrf_meta_tags %> <script> if (window.location.hash == "#_=_") window.location.hash = ""; </script> </head> <body> <div data-role="page"> <%= yield %> </div> </body> </html>

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  • PHP output results on to one page

    - by linda
    i have a system where a user searches for a film and reviews appear on a page with a button next to each review. The button can be selected to look at the individual review but i basically want a button that when selected it will look at all reviews on one page, the code i am using for the individual review is this <?php ini_set ('display_errors', 1); error_reporting (E_ALL & ~E_NOTICE); $searchfilm=$_POST['searchfilm']; //Connect to database //Filter search $searchfilm = strtoupper($searchfilm); $searchfilm = strip_tags($searchfilm); $searchfilm = trim ($searchfilm); $query = mysql_fetch_assoc(mysql_query("SELECT filmreview FROM review WHERE id = '$id'")); $data = mysql_query("SELECT film.filmname, review.filmreview, review.reviewtitle, review.id FROM film, review WHERE film.filmid = review.filmid AND filmname = '$searchfilm'"); while($row = mysql_fetch_assoc($data)) { // echo $row['filmname']; // echo "<b>Film Name:</b> " .$searchfilm; echo "<table border=\"2\" align=\"left\">"; echo "<tr><td>"; echo "<b>Review Title:</b> " .$row['reviewtitle']; echo "<tr><td>"; echo $row['filmreview']; echo "<p>"; echo "<form method='post' action='analyse1.php'>"; echo "<input type='hidden' name='reviewid' value='".$row['id']."'>"; echo "<input type='submit' name='submit' value='Analyse'>"; echo "</form>"; echo "</table>"; } ?>

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