Monthly Archives

Articles indexed in March 2012

Page 35/239 | < Previous Page | 31 32 33 34 35 36 37 38 39 40 41 42  | Next Page >

  • How can I get stats for what 3rd-party sites have embedded our iframe widget?

    - by Su'
    Say we've produced a widget for other sites to use, like so: <iframe src="http://example.com/whatever.php" frameBorder="0" width="200px" height="300px" scrolling="no"></iframe> The client would like to be able to see within GA who has embedded the thing. Is there some referer information automatically passed that I can look for, or do I need to add something? whatever.php is already loading the analytics Javascript(we're also tracking clicks on an outbound link). [EDIT] Looking around a bit more, I found what seems to be a similar question on SO with an answer saying this can be found, automatically, but I still can't seem to find the information. The question's also old enough the respondent is probably referring to the old interface, though. Maybe someone could explain getting to it in the new look. (I won't likely be able to train this client to switch, deal with the old look, etc.)

    Read the article

  • What are my options for Web 2.0 gallery software?

    - by NewProger
    Good day everyone! This is my first post on this site ^_^ My question is: What are my options if I need a Web 2.0 gallery software that work in a very similar manner to this removed web site. Essentially: users can create account, then create and manage their own galleries. And all other users and guests can see these galleries, add tags, comments, etc. Basically a community driven gallery web site. When it comes to "normal" cms I know a lot of good options, but I never worked with any gallery management software... If you can suggest me some good solutions (free) it would be great! Also: If you by any chance know what software is used at this removed website it would be even better, because this solution suits me the best and I would have used this engine, but I cant find any information on what this engine is and if it is even public, or privately developed thing. Thanks in advance!

    Read the article

  • Which forum applications can integrate with Facebook? [closed]

    - by deathlock
    EDIT: I don't think this is a duplicate... I ask for a specific feature, which is Facebook integration. I know this question existed, but I need something more specific than that. That one doesn't outline what I need. What is the best/most compatible forum software which features almost complete integration with Facebook? The main feature I ask is the Facebook Connect feature (user could use Facebook account to register). But it would be more perfect if other Facebook features could be integrated to. Something like, subscribe thread which appears to Facebook notifications, easy sharing to Facebook, etc. I have vBulletin, Invision Power Board, and SMF in my mind, but I'm open to more suggestions..

    Read the article

  • Not index page that doesn't have relevant content?

    - by Stuck
    I have a large software website and on each application we let users add comments, reviews and so on. Each of these pages are called for example "Comments About Firefox", "Firefox Reviews" and so on. If we don't have any reviews or we for some reason KNOW that the visitor from Google would be disappointed should we add "noindex" to that page? Or should we just let Google decide if they want to rank us or not?

    Read the article

  • How to make Google show my site in search result like the following image? [closed]

    - by Samik Chattopadhyay
    Possible Duplicate: What are the most important things I need to do to encourage Google Sitelinks? Currently Google is displaying my site (http://layzend.info) like this in search result, only the link and meta description without any internal page links - But I want to be the search result like the following where the internal links are also displayed - How is it possible? Please help me to make my site more SEO friendly.

    Read the article

  • Preventing indexing duplicate content by search engines

    - by umesh awasthi
    I am in process of migrating my old domain (www.oldurl.com) to new domain (www.newurl.com). Almost all the content,URL structure as well database is same except for few URL's and only difference will be in the domain name. I have made entries in the Apache's .htaccess file to set 301 redirect and currently have blocked all search engines from crawling my new domain by setting in robot.txt file. I am not sure how i will handle the duplicate content issue as when i will make the new domain go live. Should i block search engines to index/crawl my old domain? i am new to this field and not sure if this is actually any duplicate content issue or not.

    Read the article

  • How to handle geo sitemaps?

    - by Floran
    I have a site with company profiles. I already have a sitemap.xml However, now I'm reading on KML geo sitemaps: http://www.seomoz.org/blog/understand-and-rock-the-google-venice-update I wondered how that may apply to a site with company profiles. Do I place 1 large KML file showing all the locations of businesses in the KML format? Or do I need to make that more specific? locatins-in-LA.kml for example? And what is the relationship between a kml file and a sitemap.xml? It seems that I need to have a reference to the kml files that should be included in the sitemap.xml, but if that is the case, I don't know how. Help! :)

    Read the article

  • DNS and Wildcard CNAME

    - by Thomas Chapman
    Whenever I attempt to make a record for *.schneiderdonnelly.com.au and CNAME it, I get two errors: You can't mix CNAME/MX records together using the same hostname. Domain root's cannot be CNAME's, however you can web-forward this record to www.schneiderdonnelly.com.au instead for the same effect. I've read it's possible so why can't I make it work? I donated $5 to be a premium member and I've been trying to make it work for yonks. http://i.stack.imgur.com/D9Ui5.jpg This is how I want it to appear. The last record. I am prepared to swap DNS providers as long as they're free.

    Read the article

  • How to interpret number of URL errors in Google webmaster tools

    - by user359650
    Recently Google has made some changes to Webmaster tools which are explained below: http://googlewebmastercentral.blogspot.com/2012/03/crawl-errors-next-generation.html One thing I could not find out is how to interpret the number of errors over time. At the end of February we've recently migrated our website and didn't implement redirect rules for some pages (quite a few actually). Here is what we're getting from the Crawl errors: What I don't know is if the number of errors is cumulative over time or not (i.e. if Google bots crawl your website on 2 different days and find 1 separate issue on each day, whether they will report 1 error for each day, or 1 for the 1st, and 2 for the 2nd). Based on the Crawl stats we can see that the number of requests made by Google bots doesn't increase: Therefore I believe the number of errors reported is cumulative and that an error detected on 1 day is taken into account and reported on the subsequent days until the underlying problem is fixed and the page it's crawled again (or if you manually Mark as fixed the error) because if you don't make more requests to a website, there is no way you can check new pages and old pages at the same time. Q: Am I interpreting the number of errors correctly?

    Read the article

  • What should be learned for someone starting in Android Games?

    - by user14544
    I know this might be a little subjective. But I've read the other questions. A lot of answers kept on popping up like to use box2d, libgdx, andEngine, etc. So the real question is, what would be the best to start off with as a beginner. I have some experience with java code, just by reading about in the Oracle Docs. I've gone through Flash and Eclipse. When i mean gone through, i don't mean i have actually created my own game from Flash or Eclipse, but i just learn things here and there. Currently I'm reading Beginning Android for Beginners but I don't have the knowledge to implement my own Ideas into the game tutorials because of lack of experience. I'm looking for a way to learn how to program to create games for Android. While at the same time get experience from programming. I do not want to learn those drag and drop game making applications such as GameMaker.

    Read the article

  • When to detect collisions in game loop

    - by Ciaran
    My game loop uses a fixed time step to do "physics" updates, say every 20 ms. In here I move objects. I draw frames as frequently as possible. I work out a value between 0 and 1 to represent the proportion of the physics tick that is complete and interpolate between the previous and current physics state before drawing. It results in a smoother game assuming the frame rate is higher than the physics update rate. I am currently doing the collision detection in the physics update routine. I was wondering should it instead take place in the interpolated draw routine where the positions match what the user sees? Collisions can result in explosions by the way.

    Read the article

  • Whats a good way to do Collision with 2D Rectangles? can someone give me a tip?

    - by Javier
    using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace BreakOut { class Field { public static Field generateField() { List<Block> blocks = new List<Block>(); for (int j = 0; j < BlockType.BLOCK_TYPES.Length; j++) for (int i = 0; i < (Game1.WIDTH / Block.WIDTH); i++) { Block b = new Block(BlockType.BLOCK_TYPES[j], new Vector2(i * Block.WIDTH, (Block.HEIGHT + 2) * j + 5)); blocks.Add(b); } return new Field(blocks); } List<Block> blocks; public Field(List<Block> blocks) { this.blocks = blocks; } public void Update(GameTime gameTime, Ball b) { List<Block> removals = new List<Block>(); foreach (Block o in blocks) { if (o.BoundingBox.Intersects(new Rectangle((int)b.pos.X, (int)b.pos.Y, Ball.WIDTH, Ball.HEIGHT))) //collision with blocks { removals.Add(o); } } foreach(Block o in removals) blocks.Remove(o); //removes the blocks, but i need help hitting one at a time } public void Draw(GameTime gameTime) { foreach (Block b in blocks) b.Draw(gameTime); } } } My problem is that My collision in this sucks. I'm trying to add collision with a ball and hitting against a block and then one of the blocks dissapear. The problem i'm having is: When the ball hits the block, it removes it all in one instance. Please people don't be mean and say mean answers to me, im just in highschool, still a nooby and trying to learn more c#/XNA..

    Read the article

  • Accessing managers from game entities/components

    - by Boreal
    I'm designing an entity-component engine in C# right now, and all components need to have access to the global event manager, which sends off inter-entity events (every entity also has a local event manager). I'd like to be able to simply call functions like this: GlobalEventManager.Publish("Foo", new EventData()); GlobalEventManager.Subscribe("Bar", OnBarEvent); without having to do this: class HealthComponent { private EventManager globalEventManager; public HealthComponent(EventManager gEM) { globalEventManager = gEM; } } // later on... EventManager globalEventManager = new EventManager(); Entity playerEntity = new Entity(); playerEntity.AddComponent(new HealthComponent(globalEventManager)); How can I accomplish this? EDIT: I solved it by creating a singleton called GlobalEventManager. It derives from the local EventManager class and I use it like this: GlobalEventManager.Instance.Publish("Foo", new EventData());

    Read the article

  • C# Collision test of a ship and asteriod, angle confusion

    - by Cherry
    We are trying to to do a collision detection for the ship and asteroid. If success than it should detect the collision before N turns. However it is confused between angle 350 and 15 and it is not really working. Sometimes it is moving but sometime it is not moving at all. On the other hand, it is not shooting at the right time as well. I just want to ask how to make the collision detection working??? And how to solve the angle confusion problem? // Get velocities of asteroid Console.WriteLine("lol"); // IF equation is between -2 and -3 if (equation1a <= -2) { // Calculate no. turns till asteroid hits float turns_till_hit = dx / vx; // Calculate angle of asteroid float asteroid_angle_rad = (float)Math.Atan(Math.Abs(dy / dx)); float asteroid_angle_deg = (float)(asteroid_angle_rad * 180 / Math.PI); float asteroid_angle = 0; // Calculate angle if asteroid is in certain positions if (asteroid.Y > ship.Y && asteroid.X > ship.X) { asteroid_angle = asteroid_angle_deg; } else if (asteroid.Y < ship.Y && asteroid.X > ship.X) { asteroid_angle = (360 - asteroid_angle_deg); } else if (asteroid.Y < ship.Y && asteroid.X < ship.X) { asteroid_angle = (180 + asteroid_angle_deg); } else if (asteroid.Y > ship.Y && asteroid.X < ship.X) { asteroid_angle = (180 - asteroid_angle_deg); } // IF turns till asteroid hits are less than 35 if (turns_till_hit < 50) { float angle_between = 0; // Calculate angle between if asteroid is in certain positions if (asteroid.Y > ship.Y && asteroid.X > ship.X) { angle_between = ship_angle - asteroid_angle; } else if (asteroid.Y < ship.Y && asteroid.X > ship.X) { angle_between = (360 - Math.Abs(ship_angle - asteroid_angle)); } else if (asteroid.Y < ship.Y && asteroid.X < ship.X) { angle_between = ship_angle - asteroid_angle; } else if (asteroid.Y > ship.Y && asteroid.X < ship.X) { angle_between = ship_angle - asteroid_angle; } // If angle less than 0, add 360 if (angle_between < 0) { //angle_between %= 360; angle_between = Math.Abs(angle_between); } // Calculate no. of turns to face asteroid float turns_to_face = angle_between / 25; if (turns_to_face < turns_till_hit) { float ship_angle_left = ShipAngle(ship_angle, "leftKey", 1); float ship_angle_right = ShipAngle(ship_angle, "rightKey", 1); float angle_between_left = Math.Abs(ship_angle_left - asteroid_angle); float angle_between_right = Math.Abs(ship_angle_right - asteroid_angle); if (angle_between_left < angle_between_right) { leftKey = true; } else if (angle_between_right < angle_between_left) { rightKey = true; } } if (angle_between > 0 && angle_between < 25) { spaceKey = true; } } }

    Read the article

  • How to create a 3D world with 2D sprites similar to Ragnorak online?

    - by Romoku
    As far as I know Ragnorak Online is a 3D game world with 2D sprites overlayed. I would like to use this style in a game I am making in Unity, so I would like the player to be able to select little square tiles on the terrain. There are a couple routes I could take such as using a bunch of cubic polygons and linking them together or using one big map. The former approach doesn't seem to make any sense if the world is not flat as polygons wouldn't be reused often. The goal is to break down a 3D polygon into tiles which is heard to wrap my head around. I believe using something like an interval tree or array would be appropriate to store the rectangle grid, but how would I display a rectangle around the selection the player has his mouse over on the polygon terrain itself? Here is a screenshot. Here is a gameplay video. Here is the camera usage.

    Read the article

  • How to implement a 2d collision detection for Android

    - by Michael Seun Araromi
    I am making a 2d space shooter using opengl ES. Can someone please show me how to implement a collision detection between the enemy ship and player ship. The code for the two classes are below: Player Ship Class: package com.proandroidgames; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import javax.microedition.khronos.opengles.GL10; public class SSGoodGuy { public boolean isDestroyed = false; private int damage = 0; private FloatBuffer vertexBuffer; private FloatBuffer textureBuffer; private ByteBuffer indexBuffer; private float vertices[] = { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, }; private float texture[] = { 0.0f, 0.0f, 0.25f, 0.0f, 0.25f, 0.25f, 0.0f, 0.25f, }; private byte indices[] = { 0, 1, 2, 0, 2, 3, }; public void applyDamage(){ damage++; if (damage == SSEngine.PLAYER_SHIELDS){ isDestroyed = true; } } public SSGoodGuy() { ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuf.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(texture.length * 4); byteBuf.order(ByteOrder.nativeOrder()); textureBuffer = byteBuf.asFloatBuffer(); textureBuffer.put(texture); textureBuffer.position(0); indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); } public void draw(GL10 gl, int[] spriteSheet) { gl.glBindTexture(GL10.GL_TEXTURE_2D, spriteSheet[0]); gl.glFrontFace(GL10.GL_CCW); gl.glEnable(GL10.GL_CULL_FACE); gl.glCullFace(GL10.GL_BACK); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_CULL_FACE); } } Enemy Ship Class: package com.proandroidgames; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.util.Random; import javax.microedition.khronos.opengles.GL10; public class SSEnemy { public float posY = 0f; public float posX = 0f; public float posT = 0f; public float incrementXToTarget = 0f; public float incrementYToTarget = 0f; public int attackDirection = 0; public boolean isDestroyed = false; private int damage = 0; public int enemyType = 0; public boolean isLockedOn = false; public float lockOnPosX = 0f; public float lockOnPosY = 0f; private Random randomPos = new Random(); private FloatBuffer vertexBuffer; private FloatBuffer textureBuffer; private ByteBuffer indexBuffer; private float vertices[] = { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, }; private float texture[] = { 0.0f, 0.0f, 0.25f, 0.0f, 0.25f, 0.25f, 0.0f, 0.25f, }; private byte indices[] = { 0, 1, 2, 0, 2, 3, }; public void applyDamage() { damage++; switch (enemyType) { case SSEngine.TYPE_INTERCEPTOR: if (damage == SSEngine.INTERCEPTOR_SHIELDS) { isDestroyed = true; } break; case SSEngine.TYPE_SCOUT: if (damage == SSEngine.SCOUT_SHIELDS) { isDestroyed = true; } break; case SSEngine.TYPE_WARSHIP: if (damage == SSEngine.WARSHIP_SHIELDS) { isDestroyed = true; } break; } } public SSEnemy(int type, int direction) { enemyType = type; attackDirection = direction; posY = (randomPos.nextFloat() * 4) + 4; switch (attackDirection) { case SSEngine.ATTACK_LEFT: posX = 0; break; case SSEngine.ATTACK_RANDOM: posX = randomPos.nextFloat() * 3; break; case SSEngine.ATTACK_RIGHT: posX = 3; break; } posT = SSEngine.SCOUT_SPEED; ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuf.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(texture.length * 4); byteBuf.order(ByteOrder.nativeOrder()); textureBuffer = byteBuf.asFloatBuffer(); textureBuffer.put(texture); textureBuffer.position(0); indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); } public float getNextScoutX() { if (attackDirection == SSEngine.ATTACK_LEFT) { return (float) ((SSEngine.BEZIER_X_4 * (posT * posT * posT)) + (SSEngine.BEZIER_X_3 * 3 * (posT * posT) * (1 - posT)) + (SSEngine.BEZIER_X_2 * 3 * posT * ((1 - posT) * (1 - posT))) + (SSEngine.BEZIER_X_1 * ((1 - posT) * (1 - posT) * (1 - posT)))); } else { return (float) ((SSEngine.BEZIER_X_1 * (posT * posT * posT)) + (SSEngine.BEZIER_X_2 * 3 * (posT * posT) * (1 - posT)) + (SSEngine.BEZIER_X_3 * 3 * posT * ((1 - posT) * (1 - posT))) + (SSEngine.BEZIER_X_4 * ((1 - posT) * (1 - posT) * (1 - posT)))); } } public float getNextScoutY() { return (float) ((SSEngine.BEZIER_Y_1 * (posT * posT * posT)) + (SSEngine.BEZIER_Y_2 * 3 * (posT * posT) * (1 - posT)) + (SSEngine.BEZIER_Y_3 * 3 * posT * ((1 - posT) * (1 - posT))) + (SSEngine.BEZIER_Y_4 * ((1 - posT) * (1 - posT) * (1 - posT)))); } public void draw(GL10 gl, int[] spriteSheet) { gl.glBindTexture(GL10.GL_TEXTURE_2D, spriteSheet[0]); gl.glFrontFace(GL10.GL_CCW); gl.glEnable(GL10.GL_CULL_FACE); gl.glCullFace(GL10.GL_BACK); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDisable(GL10.GL_CULL_FACE); } }

    Read the article

  • How can I use an object pool for optimization in AndEngine?

    - by coder_For_Life22
    I have read up on a tutorial that allows you to reuse sprites that are re-added to the scene such as bullets from a gun or any other objects using an ObjectPool. In my game i have a variation of sprites about 6 all together with different textures. This is how the object pool is set up with its own class extending Java's GenericPool class public class BulletPool extends GenericPool<BulletSprite> { private TextureRegion mTextureRegion; public BulletPool(TextureRegion pTextureRegion) { if (pTextureRegion == null) { // Need to be able to create a Sprite so the Pool needs to have a TextureRegion throw new IllegalArgumentException("The texture region must not be NULL"); } mTextureRegion = pTextureRegion; } /** * Called when a Bullet is required but there isn't one in the pool */ @Override protected BulletSprite onAllocatePoolItem() { return new BulletSprite(mTextureRegion); } /** * Called when a Bullet is sent to the pool */ @Override protected void onHandleRecycleItem(final BulletSprite pBullet) { pBullet.setIgnoreUpdate(true); pBullet.setVisible(false); } /** * Called just before a Bullet is returned to the caller, this is where you write your initialize code * i.e. set location, rotation, etc. */ @Override protected void onHandleObtainItem(final BulletSprite pBullet) { pBullet.reset(); } } As you see here it takes a TextureRegion parameter. The only problem i am facing with this is that i need to have 6 different sprites recycled and reused in the ObjectPool. This ObjectPool is set up to only use one TextureRegion. Any idea's or suggestions on how to do this?

    Read the article

  • Is it possible to use 3G internet for a TCP/IP game server?

    - by Amit Ofer
    I'm working on a turned based multiplayer android game with a friend. I started working on the game server and client using socket programming. I found a few tutorials on how to implement a basic chat on android and I started extending that example to suit my needs. Basically the game is really simple and the communication only include sending a few string from the client to the server every turn and sending the calculated scores back to all the clients after each turn. the idea is that one of the players creates the game and thus initialize the server, and each player connects to this client using ip. I tried this solution and it seems to work great when all the players are using the same wifi connection or by using router port forwarding. The problem is when trying to use 3G internet for the server, I guess the problem is that 3G ip address isn't global and you can't use port forwarding there, correct me if I'm wrong here. Is there a way to overcome this issue? or the only solution is to limit my game to wifi only or think of a different solution than the standard socket programming solution? I.E web server etc. what do you think would be the best approach here? Thanks.

    Read the article

  • Why does my ID3DXSprite appear to be incorrectly scaled?

    - by Bjoern
    I am using D3D9 for rendering some simple things (a movie) as the backmost layer, then on top of that some text messages, and now wanted to add some buttons to that. Before adding the buttons everything seemed to have worked fine, and I was using a ID3DXSprite for the text as well (ID3DXFont), now I am loading some graphics for the buttons, but they seem to be scaled to something like 1.2 times their original size. In my test window I centered the graphic, but it being too big it just doesnt fit well, for example the client area is 640x360, the graphic is 440, so I expect 100 pixel on left and right, left side is fine [I took screenshot and "counted" the pixels in photoshop], but on the right there is only about 20 pixels) My rendering code is very simple (I am omitting error checks, et cetera, for brevity) // initially viewport was set to width/height of client area // clear device m_d3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0,0,0,0), 1.0f, 0 ); // begin scene m_d3dDevice->BeginScene(); // render movie surface (just two triangles to which the movie is rendered) m_d3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,false); m_d3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); // bilinear filtering m_d3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); // bilinear filtering m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); //Ignored m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); m_d3dDevice->SetTexture( 0, m_movieTexture ); m_d3dDevice->SetStreamSource(0, m_displayPlaneVertexBuffer, 0, sizeof(Vertex)); m_d3dDevice->SetFVF(Vertex::FVF_Flags); m_d3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2); // render sprites m_sprite->Begin(D3DXSPRITE_ALPHABLEND | D3DXSPRITE_SORT_TEXTURE | D3DXSPRITE_DO_NOT_ADDREF_TEXTURE); // text drop shadow m_font->DrawText( m_playerSprite, m_currentMessage.c_str(), m_currentMessage.size(), &m_playerFontRectDropShadow, DT_RIGHT|DT_TOP|DT_NOCLIP, m_playerFontColorDropShadow ); // text m_font->DrawText( m_playerSprite, m_currentMessage.c_str(), m_currentMessage.size(), &m_playerFontRect, DT_RIGHT|DT_TOP|DT_NOCLIP, m_playerFontColorMessage ) ); // control object m_sprite->Draw( m_texture, 0, 0, &m_vecPos, 0xFFFFFFFF ); // draws a few objects like this m_sprite->End() // end scene m_d3dDevice->EndScene(); What did I forget to do here? Except for the control objects (play button, pause button etc which are placed on a "panel" which is about 440 pixels wide) everything seems fine, the objects are positioned where I expect them, but just too big. By the way I loaded the images using D3DXCreateTextureFromFileEx (resizing wnidow, and reacting to lost device, etc, works fine too). For experimenting, I added some code to take an identity matrix and scale is down on the x/y axis to 0.75f, which then gave me the expected result for the controls (but also made the text smaller and out of position), but I don't know why I would need to scale anything. My rendering code is so simple, I just wanted to draw my 2D objects 1;1 the size they came from the file... I am really very inexperienced in D3D, so the answer might be very simple...

    Read the article

  • Importing a windows project into android using cocos2d-x

    - by Ef Es
    What I am trying to do today is to import a full project to Android, but no tutorials are available for that that I have seen. My approach was to create a new android project, copy all the classes and resources in the folders and calling ./build_native.sh but I get an error because most of the files are not being included in the project. I tried opening the Android.mk and I can see why "LOCAL_SRC_FILES := AppDelegate.cpp \ HelloWorldScene.cpp" are the only files linked. Should I manually modify the make file or can it be automated by some way I don't know? Thank you. UPDATE: I manually added all files and headers to the make file and I get errors linking Box2D or cocosdenshion libraries.

    Read the article

  • Drawing isometric map in canvas / javascript

    - by Dave
    I have a problem with my map design for my tiles. I set player position which is meant to be the middle tile that the canvas is looking at. How ever the calculation to put them in x:y pixel location is completely messed up for me and i don't know how to fix it. This is what i tried: var offset_x = 0; //used for scrolling on x var offset_y = 0; //used for scrolling on y var prev_mousex = 0; //for movePos function var prev_mousey = 0; //for movePos function function movePos(e){ if (prev_mousex === 0 && prev_mousey === 0) { prev_mousex = e.pageX; prev_mousey = e.pageY; } offset_x = offset_x + (e.pageX - prev_mousex); offset_y = offset_y + (e.pageY - prev_mousey); prev_mousex = e.pageX; prev_mousey = e.pageY; run = true; } player_posx = 5; player_posy = 55; ct = 19; for (i = (player_posx-ct); i < (player_posx+ct); i++){ //horizontal for (j=(player_posy-ct); j < (player_posy+ct); j++){ // vertical //img[0] is 64by64 but the graphic is 64by32 the rest is alpha space var x = (i-j)*(img[0].height/2) + (canvas.width/2)-(img[0].width/2); var y = (i+j)*(img[0].height/4); var abposx = x - offset_x; var abposy = y - offset_y; ctx.drawImage(img[0],abposx,abposy); } } Now based on these numbers the first render-able tile is I = 0 & J = 36. As numbers in the negative are not in the array. But for I=0 and J= 36 the position it calculates is : -1120 : 592 Does any one know how to center it to canvas view properly?

    Read the article

  • Strange Flash AS3 xml Socket behavior

    - by Rnd_d
    I have a problem which I can't understand. To understand it I wrote a socket client on AS3 and a server on python/twisted, you can see the code of both applications below. Let's launch two clients at the same time, arrange them so that you can see both windows and press connection button in both windows. Then press and hold any button. What I'm expecting: Client with pressed button sends a message "some data" to the server, then the server sends this message to all the clients(including the original sender) . Then each client moves right the button 'connectButton' and prints a message to the log with time in the following format: "min:secs:milliseconds". What is going wrong: The motion is smooth in the client that sends the message, but in all other clients the motion is jerky. This happens because messages to those clients arrive later than to the original sending client. And if we have three clients (let's name them A,B,C) and we send a message from A, the sending time log of B and C will be the same. Why other clients recieve this messages later than the original sender? By the way, on ubuntu 10.04/chrome all the motion is smooth. Two clients are launched in separated chromes. windows screenshot Can't post linux screenshot, need more than 10 reputation to post more hyperlinks. Listing of log, four clients simultaneously: [16:29:33.280858] 62.140.224.1 >> some data [16:29:33.280912] 87.249.9.98 << some data [16:29:33.280970] 87.249.9.98 << some data [16:29:33.281025] 87.249.9.98 << some data [16:29:33.281079] 62.140.224.1 << some data [16:29:33.323267] 62.140.224.1 >> some data [16:29:33.323326] 87.249.9.98 << some data [16:29:33.323386] 87.249.9.98 << some data [16:29:33.323440] 87.249.9.98 << some data [16:29:33.323493] 62.140.224.1 << some data [16:29:34.123435] 62.140.224.1 >> some data [16:29:34.123525] 87.249.9.98 << some data [16:29:34.123593] 87.249.9.98 << some data [16:29:34.123648] 87.249.9.98 << some data [16:29:34.123702] 62.140.224.1 << some data AS3 client code package { import adobe.utils.CustomActions; import flash.display.Sprite; import flash.events.DataEvent; import flash.events.Event; import flash.events.IOErrorEvent; import flash.events.KeyboardEvent; import flash.events.MouseEvent; import flash.events.SecurityErrorEvent; import flash.net.XMLSocket; import flash.system.Security; import flash.text.TextField; public class Main extends Sprite { private var socket :XMLSocket; private var textField :TextField = new TextField; private var connectButton :TextField = new TextField; public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(event:Event = null):void { socket = new XMLSocket(); socket.addEventListener(Event.CONNECT, connectHandler); socket.addEventListener(DataEvent.DATA, dataHandler); stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler); addChild(textField); textField.y = 50; textField.width = 780; textField.height = 500; textField.border = true; connectButton.selectable = false; connectButton.border = true; connectButton.addEventListener(MouseEvent.MOUSE_DOWN, connectMouseDownHandler); connectButton.width = 105; connectButton.height = 20; connectButton.text = "click here to connect"; addChild(connectButton); } private function connectHandler(event:Event):void { textField.appendText("Connect\n"); textField.appendText("Press and hold any key\n"); } private function dataHandler(event:DataEvent):void { var now:Date = new Date(); textField.appendText(event.data + " time = " + now.getMinutes() + ":" + now.getSeconds() + ":" + now.getMilliseconds() + "\n"); connectButton.x += 2; } private function keyDownHandler(event:KeyboardEvent):void { socket.send("some data"); } private function connectMouseDownHandler(event:MouseEvent):void { var connectAddress:String = "ep1c.org"; var connectPort:Number = 13250; Security.loadPolicyFile("xmlsocket://" + connectAddress + ":" + String(connectPort)); socket.connect(connectAddress, connectPort); } } } Python server code from twisted.internet import reactor from twisted.internet.protocol import ServerFactory from twisted.protocols.basic import LineOnlyReceiver import datetime class EchoProtocol(LineOnlyReceiver): ##### name = "" id = 0 delimiter = chr(0) ##### def getName(self): return self.transport.getPeer().host def connectionMade(self): self.id = self.factory.getNextId() print "New connection from %s - id:%s" % (self.getName(), self.id) self.factory.clientProtocols[self.id] = self def connectionLost(self, reason): print "Lost connection from "+ self.getName() del self.factory.clientProtocols[self.id] self.factory.sendMessageToAllClients(self.getName() + " has disconnected.") def lineReceived(self, line): print "[%s] %s >> %s" % (datetime.datetime.now().time(), self, line) if line=="<policy-file-request/>": data = """<?xml version="1.0"?> <!DOCTYPE cross-domain-policy SYSTEM "http://www.adobe.com/xml/dtds/cross-domain-policy.dtd"> <!-- Policy file for xmlsocket://ep1c.org --> <cross-domain-policy> <allow-access-from domain="*" to-ports="%s" /> </cross-domain-policy>""" % PORT self.send(data) else: self.factory.sendMessageToAllClients( line ) def send(self, line): print "[%s] %s << %s" % (datetime.datetime.now().time(), self, line) if line: self.transport.write( str(line) + chr(0)) else: print "Nothing to send" def __str__(self): return self.getName() class ChatProtocolFactory(ServerFactory): protocol = EchoProtocol def __init__(self): self.clientProtocols = {} self.nextId = 0 def getNextId(self): id = self.nextId self.nextId += 1 return id def sendMessageToAllClients(self, msg): for client in self.clientProtocols: self.clientProtocols[client].send(msg) def sendMessageToClient(self, id, msg): self.clientProtocols[id].send(msg) PORT = 13250 print "Starting Server" factory = ChatProtocolFactory() reactor.listenTCP(PORT, factory) reactor.run()

    Read the article

  • Softbody with complex geometry

    - by philipp
    I have modeled an Handball, based on the tutorial here, with a custom texture. Now I am trying to animate this model with the reactor module as a soft body. Therefor I have watched and tried a lot of tutorials and for animating a simple Sphere everything works fine. But if i try to use the model I have created, than it results in the crash of max or an animation that shows a crystal like structure that transforms itself to another crystal. Is it possible to animate this kind of complex geometry as a soft body and am i just setting the values wrong? If yes, which are the important ones I should check? Thanks in advance! Greetings philipp

    Read the article

  • SWIG & Java Use of carrays.i and array_functions for C Array of Strings

    - by c12
    I have the below configuration where I'm trying to create a test C function that returns a pointer to an Array of Strings and then wrap that using SWIG's carrays.i and array_functions so that I can access the Array elements in Java. Uncertainties: %array_functions(char, SWIGArrayUtility); - not sure if char is correct inline char *getCharArray() - not sure if C function signature is correct String result = getCharArray(); - String return seems odd, but that's what is generated by SWIG SWIG.i: %module Test %{ #include "test.h" %} %include <carrays.i> %array_functions(char, SWIGArrayUtility); %include "test.h" %pragma(java) modulecode=%{ public static char[] getCharArrayImpl() { final int num = numFoo(); char ret[] = new char[num]; String result = getCharArray(); for (int i = 0; i < num; ++i) { ret[i] = SWIGArrayUtility_getitem(result, i); } return ret; } %} Inline Header C Function: #ifndef TEST_H #define TEST_H inline static unsigned short numFoo() { return 3; } inline char *getCharArray(){ static char* foo[3]; foo[0]="ABC"; foo[1]="5CDE"; foo[2]="EEE6"; return foo; } #endif Java Main Tester: public class TestMain { public static void main(String[] args) { System.loadLibrary("TestJni"); char[] test = Test.getCharArrayImpl(); System.out.println("length=" + test.length); for(int i=0; i < test.length; i++){ System.out.println(test[i]); } } } Java Main Tester Output: length=3 ? ? , SWIG Generated Java APIs: public class Test { public static String new_SWIGArrayUtility(int nelements) { return TestJNI.new_SWIGArrayUtility(nelements); } public static void delete_SWIGArrayUtility(String ary) { TestJNI.delete_SWIGArrayUtility(ary); } public static char SWIGArrayUtility_getitem(String ary, int index) { return TestJNI.SWIGArrayUtility_getitem(ary, index); } public static void SWIGArrayUtility_setitem(String ary, int index, char value) { TestJNI.SWIGArrayUtility_setitem(ary, index, value); } public static int numFoo() { return TestJNI.numFoo(); } public static String getCharArray() { return TestJNI.getCharArray(); } public static char[] getCharArrayImpl() { final int num = numFoo(); char ret[] = new char[num]; String result = getCharArray(); System.out.println("result=" + result); for (int i = 0; i < num; ++i) { ret[i] = SWIGArrayUtility_getitem(result, i); System.out.println("ret[" + i + "]=" + ret[i]); } return ret; } }

    Read the article

  • How to make the height of two side-by-side elements extend to the remaining browser height?

    - by LedZeppelin
    In this example, http://jsfiddle.net/mnXH9/, the height of the content-display element and the height of the nav-menu-container are fixed. How do I make the height of the content-display and nav-menu-container elements extend to the remaining height of the browser window as the browser height is being adjusted by a user provided the height in the browser window is greater than 400px (The height of the header plus the nav-menu-container)? I would like for the scrollbar to be inside the nav-menu-content element if the total height in the browser is greater than the sum of the height of the header (100px) and the nav-menu-container element (300px). If the browser window's height is less than 400px then a scrollbar would appear in the browser window to allow scrolling throughout the 100px header and the 300px min-height of the below elements. EDIT Attached are photoshopped mockups of what the jsfiddle should look like. tab 1 when the browser height is less than 400px tab 1 when the browser height is greater than 400px tab 2 when the browser height is less than 400px tab 2 when the browser height is greater than 400px

    Read the article

< Previous Page | 31 32 33 34 35 36 37 38 39 40 41 42  | Next Page >