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  • Gravity stops when side-collision detected

    - by Adrian Marszalek
    Please, look at this GIF: The label on the animation says "Move button is pressed, then released". And you can see when it's pressed (and player's getCenterY() is above wall getCenterY()), gravity doesn't work. I'm trying to fix it since yesterday, but I can't. All methods are called from game loop. public void move() { if (left) { switch (game.currentLevel()) { case 1: for (int i = 0; i < game.lvl1.getX().length; i++) game.lvl1.getX()[i] += game.physic.xVel; break; } } else if (right) { switch (game.currentLevel()) { case 1: for (int i = 0; i < game.lvl1.getX().length; i++) game.lvl1.getX()[i] -= game.physic.xVel; break; } } } int manCenterX, manCenterY, boxCenterX, boxCenterY; //gravity stop public void checkCollision() { for (int i = 0; i < game.lvl1.getX().length; i++) { manCenterX = (int) game.man.getBounds().getCenterX(); manCenterY = (int) game.man.getBounds().getCenterY(); if (game.man.getBounds().intersects(game.lvl1.getBounds(i))) { boxCenterX = (int) game.lvl1.getBounds(i).getCenterX(); boxCenterY = (int) game.lvl1.getBounds(i).getCenterY(); if (manCenterY - boxCenterY > 0 || manCenterY - boxCenterY < 0) { game.man.setyPos(-2f); game.man.isFalling = false; } } } } //left side of walls public void colliLeft() { for (int i = 0; i < game.lvl1.getX().length; i++) { if (game.man.getBounds().intersects(game.lvl1.getBounds(i))) { if (manCenterX - boxCenterX < 0) { for (int i1 = 0; i1 < game.lvl1.getX().length; i1++) { game.lvl1.getX()[i1] += game.physic.xVel; game.man.isFalling = true; } } } } } //right side of walls public void colliRight() { for (int i = 0; i < game.lvl1.getX().length; i++) { if (game.man.getBounds().intersects(game.lvl1.getBounds(i))) { if (manCenterX - boxCenterX > 0) { for (int i1 = 0; i1 < game.lvl1.getX().length; i1++) { game.lvl1.getX()[i1] += -game.physic.xVel; game.man.isFalling = true; } } } } } public void gravity() { game.man.setyPos(yVel); } //not called from gameloop: public void setyPos(float yPos) { this.yPos += yPos; }

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  • Silverlight Cream for June 06, 2010 -- #876

    - by Dave Campbell
    In this Issue: Brian Genisio, Michael Washington, Fons Sonnemans , Don Burnett, Xianzhong Zhu, Mike Snow, Jesse Liberty, Victor Gaudioso, David Kelley(-2-), and Matias Bonaventura . Shoutout: Anoop has a good post up: MEF or Managed Extensibility Framework and Lazy – Being Lazy with MEF, Custom Export Attributes etc Jesse Liberty's got a good post up if you are just Getting Started With Silverlight: A Path Through The Learning Material John Papa reports Updates and New Home for Sticky Plugin Tim Heuer announced Silverlight 4 Theme refresh including RIA Services templates From SilverlightCream.com: Adventures in MVVM – ViewModel Location and Creation Brian Genisio has a post up about ViewModels and how he attaches them to his views. Some discssion of MVVMLight, and other external links plus the code for the project. Simplified MEF: Dynamically Loading a Silverlight .xap Michael Washington has a good tutorial up on MEF, Silverlight, and ViewModel. In Michael's words: The goal here is to give you a quick easy win. You will be able to understand this one. You will come away with something you can use, and you will be able to tell your fellow colleagues, "MEF? yeah I'm using that, good stuff Touch Gesture Triggers for Windows Phone 7 projects in Blend 4.0 Fons Sonnemans has a post up about touch gestures for WP7 -- he's got 3 of them implemented using triggers, plus an external link to another, and the source. What the Heck is “MEF” for, and what Silverlight designers need to know about it? Don Burnett is also talking MEF... he does a good job of introducing MEF if you're not acquainted yet, plus some external information. Write Your Custom Effect Components in Silverlight 3 Xianzhong Zhu has a post up walking you through creating your own Custom Effect for Blend and Silverlight 3 ... lots of external links and the source project. Silverlight Tip of the Day #28 – Text Trimming Mike Snow's Tip #28 is about Text Trimming... what it does, and how it differs from WPF Windows Phone 7: Lists, Page Animation and oData Jesse Liberty called this a mini-tutorial, but it's not so mini... great tutorial on WP7, data, lists, and page transitions... oh, and the data is OData too... New Silveright Video Tutorial: How to Do Hit Detection Victor Gaudioso's latest video tutorial is up and he's demonstrating how to do Silverlight HitTesting via code from Andy Beaulieu Dependency Properties Made Easy Need a quick pick-up on Dependency Properties? David Kelley has a short post about them on his blog. Isolated Storage Made Easy David Kelley also has a quick post up about Isolated Storage ... going to keep an eye out for more of these quick "Made Easy" posts from David. Prism 4.0 First Drop – MVVM Matias Bonaventura has a post up about the recent Prism 4.0 drop and highlights a bunch of the features/enhancements in this... some code snippets and a linnk out to the CodePlex drop. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Silverlight Cream for November 20, 2011 -- #1169

    - by Dave Campbell
    In this Issue: Andrea Boschin, Michael Crump, Michael Sync, WindowsPhoneGeek, Jesse Liberty, Derik Whittaker, Sumit Dutta, Jeff Blankenburg(-2-), and Beth Massi. Above the Fold: WP7: "Silver VNC 1.0 for Windows Phone "Mango"" Andrea Boschin Metro/WinRT/W8: "Lighting up your C# Metro apps by being a Share Source" Derik Whittaker LightSwitch: "Using the Save and Query Pipeline to “Archive” Deleted Records" Beth Massi Shoutouts: Michael Palermo's latest Desert Mountain Developers is up Michael Washington's latest Visual Studio #LightSwitch Daily is up From SilverlightCream.com: Silver VNC 1.0 for Windows Phone "Mango" Andrea Boschin published the first release of his "Silver VNC" version 1.0 on CodePlex. Check out the video on the blog post to see the capabilities, then go grab it from CodePlex. Fixing a broken toolbox (In Visual Studio 2010 SP1) Not Silverlight or Metro, but near to us all is Visual Studio... read how Michael Crump resolves the 'broken' toolbox that we all get now and then Windows Phone 7 – USB Device Not Recognized Error Michael Sync is looking for ideas about an error he gets any time he updates his phone. Windows Phone Toolkit MultiselectList in depth| Part2: Data Binding WindowsPhoneGeek has up the second part of his tutorial series on the MultiselectList from the Windows Phone Toolkit... this part is about data binding, complete with lots of code, discussion, pictures, and project to download New Mini-Tutorial Video Series Jesse Liberty started a new video series based on his Mango Mini tutorials. They will be on Channel 9, and he has a link on this post to the index. The firs of the series is on animation without code Lighting up your C# Metro apps by being a Share Source Derik Whittaker continues investigating Metro with this post about how to set your app up to share its content with other apps Part 21 - Windows Phone 7 - Toast Push Notification Sumit Dutta has part 21 of his WP7 series up and is talking about Toast Notification by creating a Windows form app for sending notifications to the WP7 app for viewing 31 Days of Mango | Day #6: Motion Jeff Blankenburg's Day 6 in his Mango series is about the Motion class which combines the data we get from the Accelerometer, Compass, and Gyroscope of the last couple days of posts 31 Days of Mango | Day #7: Raw Camera Data In Day 7, Jeff Blankenburg talks about the Camera on the WP7 and how to use the raw data in your own application Using the Save and Query Pipeline to “Archive” Deleted Records Beth Massi's latest LightSwith post is this one on tapping into the Save and Query pipelines to perform some data processing prior to saving or pulling data Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Silverlight Cream for May 20, 2010 -- #866

    - by Dave Campbell
    In this Issue: Mike Snow, Victor Gaudioso, Ola Karlsson, Josh Twist(-2-), Yavor Georgiev, Jeff Wilcox, and Jesse Liberty. Shoutouts: Frank LaVigne has an interesting observation on his site: The Big Take-Away from MIX10 Rishi has updated all his work including a release of nRoute to the latest bits: nRoute Samples Revisited Looks like I posted one of Erik Mork's links two days in a row :) ... that's because I meant to post this one: Silverlight Week – How to Choose a Mobile Platform Just in case you missed it (and for me to find it easy), Scott Guthrie has an excellent post up on Silverlight 4 Tools for VS 2010 and WCF RIA Services Released From SilverlightCream.com: Silverlight Tip of the Day #23 – Working with Strokes and Shapes Mike Snow's Silverlight Tip of the Day number 23 is up and about Strokes and Shapes -- as in dotted and dashed lines. New Silverlight Video Tutorial: How to Fire a Visual State based upon the value of a Boolean Variable Victor Gaudioso's latest video tutorial is up and is on selecting and firing a video state based on a boolean... project included. Simultaneously calling multiple methods on a WCF service from silverlight Ola Karlsson details a problem he had where he was calling multiple WCF services to pull all his data and had problems... turns out it was a blocking call and he found the solution in the forums and details it all out for us... actually, a search at SilverlightCream.com would have found one of the better posts listed once you knew the problem :) Securing Your Silverlight Applications Josh Twist has an article in MSDN on Silverlight Security. He talks about Windows, forms, and .NET authorization then WCF, WCF Data, cross domain and XAP files. He also has some good external links. Template/View selection with MEF in Silverlight Josh Twist points out that this next article is just a simple demonstration, but he's discussing, and provides code for, a MEF-driven ViewModel navigation scheme with animation on the navigation. Workaround for accessing some ASMX services from Silverlight 4 Are you having problems hitting you asmx web service with Silverlight 4? Yeah... others are too! Yavor Georgiev at the Silverlight Web Services Team blog has a post up about it... why it's a sometimes problem and a workaround for it. Using Silverlight 4 features to create a Zune-like context menu Jeff Wilcox used Silverlight 4 and the Toolkit to create some samples of menus, then demonstrates a duplication of the Zune menu. You Already Are A Windows Phone 7 Programmer Jesse Liberty is demonstrating the fact that Silverlight developers are WP7 developers by creating a Silverlight and a WP7 app side by side using the same code... this is a closer look at the Silverlight TV presentation he did. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Silverlight Cream for December 29, 2010 -- #1018

    - by Dave Campbell
    In this Issue: Arik Poznanski, Derik Whittaker(-2-), Alex Knight, Maurice de Beijer, Jesse Liberty, Jason Ginchereau, Jeff Blankenburg, Mike Snow, and Peter Kuhn. Above the Fold: Silverlight: "Silverlight: Reading from a File Contained in your XAP" Mike Snow WP7: "A ReorderListBox for Windows Phone 7" Jason Ginchereau Expression Blend: "PathListBox: making rockin' animations" Alex Knight From SilverlightCream.com: Order in Chaos: Dependency Property Value Resolution Arik Poznanski sent me the link to his blog with this Dependency property value resolution post which demonstrates in successive detail xaml for each of the scenarios. Closing the Virtual Keyboard (SIP) and forcing binding in WP7 Derik Whittaker has a couple new posts up... this first is about how to close the SIP and forcing binding in a WP7 app... if you've run many WP7 apps I'm sure you understand the issue. Help my Slider control does not work inside a Grid in WP7 In Derik Whittaker's next post he details a problem he had with a Slider in a Grid that went AWOL... and how he resolved it.. also is asking why the solution works. PathListBox: making rockin' animations Holy Crap ... Alex Knight has his second PathListBox tutorial up and just stop reading and go check it out... dang! ... I'll still be here when you come back! Windows Phone 7, Animations and Data Binding Maurice de Beijer details an interesting problem he ran into where his databinding was hampering a page animation, what the root problem was and how he resolved it.. good information. Windows Phone From Scratch – Navigation Jesse Liberty has the next episode in the Windows Phone from Scratch series up and is talking about Navigation... he demos an ap with 3 pages and simple navigation this time. A ReorderListBox for Windows Phone 7 Found in Jeff Blankenburg's number 11, this post by Jason Ginchereau is a description of a Drag/Drop reodering ListBox drop-in for WP7 ... very cool, and source is on the post. What I Learned In WP7 – #Issue 11 Jeff Blankenburg's number 11 is a couple links itself... one to Jeff Wilcox for Silverlight UnitTest Framework, and one to Jason Ginchereau for Listbox Drag/Drop reordering... going to have to look that one up. Silverlight: Reading from a File Contained in your XAP Mike Snow's latest is on how to load up an extraneous file into your xap for loading at run-time and how to get that to actually work. XNA: Sophisticated primitives Peter Kuhn has a post up on using the XNA PrimitiveBatch class... he had trouble with it at first, and explains how to use it. XNA you say? ... think WP7. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Silverlight Cream for December 31, 2010 -- #1019

    - by Dave Campbell
    In this Issue: Michael Washington, Thomas Martinsen, Mike Ormond, William E. Burrows(-2-), Vangos Pterneas, Jesse Liberty, Diptimaya Patra, and Jeff Blankenburg(-2-). Above the Fold: Silverlight: "Drag from Multiple Source In Silverlight 4" Diptimaya Patra WP7: "What I Learned In WP7 – Issue 12" Jeff Blankenburg Shoutouts: Paul Thurrott posted a great phone comparison chart: Great Windows Phone comparison chart Kunal Chowdhury announced his new Silverlight Site: Welcome to Silverlight-Zone - Site is Live Now ... Good Luck, Kunal! From SilverlightCream.com: MyStudioServer goes Open Source Michael Washington decided to put his "MyStudioServer" on CodePlex... I saw this last spring and it's pretty darn cool... check out the post and examples. UriMapping for WP7 Thomas Martinsen discusses UriMapping in WP7, details the steps you need to follow and has sample code to demonstrate. More Monitoring Web Requests on Windows Phone Mike Ormond revisits a post about monitoring WP7 web requests, and shows how to get the data via Fiddler. New Tutorial – Windows Phone 7 (Getting Started) William E. Burrows has 2 parts of a video tutorial series on WP7 development up. This first gets things rolling, explains what is going on, and gets far enough to display golf courses stored in the database. WP7 Tutorial – Part 2: Managing Courses William E. Burrows's 2nd video tutorial is on building out the app to provide features to manage the gold courses for this gold handicap application. Face detection in Windows Phone 7 Vangos Pterneas has a post up about a WP7 app he did using René Schulte's Facelight to do facial recognition. Source available and also on CodePlex. Windows Phone From Scratch – Navigation II Jesse Liberty has up his latest WP7 from Scratch and is the 2nd post in the Navigation series, which is combining the previous navigation with the animation from the one before to produce a better navigation experience. Drag from Multiple Source In Silverlight 4 Diptimaya Patra has a post up at dotnetslackers on dragging into a drop area from multiple sources of different data templates and contexts. What I Learned In WP7 – Issue 12 Jeff Blankenburg's number 12 is up and he's got all the RGB colors on WP7 charted out, name, HEX, RGB, and visual... looks like a good one to bookmark What I Learned In WP7 – Issue 13 Jeff Blankenburg's number 13 is the chart I have listed in the Shoutout above... a complete phone comparison chart. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Slow Firefox Javascript Canvas Performance?

    - by jujumbura
    As a followup from a previous post, I have been trying to track down some slowdown I am having when drawing a scene using Javascript and the canvas element. I decided to narrow down my focus to a REALLY barebones animation that only clears the canvas and draws a single image, once per-frame. This of course runs silky smooth in Chrome, but it still stutters in Firefox. I added a simple FPS calculator, and indeed it appears that my page is typically getting an FPS in the 50's when running Firefox. This doesn't seem right to me, I must be doing something wrong here. Can anybody see anything I might be doing that is causing this drop in FPS? <!DOCTYPE HTML> <html> <head> </head> <body bgcolor=silver> <canvas id="myCanvas" width="600" height="400"></canvas> <img id="myHexagon" src="Images/Hexagon.png" style="display: none;"> <script> window.requestAnimFrame = (function(callback) { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(callback) { window.setTimeout(callback, 1000 / 60); }; })(); var animX = 0; var frameCounter = 0; var fps = 0; var time = new Date(); function animate() { var canvas = document.getElementById("myCanvas"); var context = canvas.getContext("2d"); context.clearRect(0, 0, canvas.width, canvas.height); animX += 1; if (animX == canvas.width) { animX = 0; } var image = document.getElementById("myHexagon"); context.drawImage(image, animX, 128); context.lineWidth=1; context.fillStyle="#000000"; context.lineStyle="#ffffff"; context.font="18px sans-serif"; context.fillText("fps: " + fps, 20, 20); ++frameCounter; var currentTime = new Date(); var elapsedTimeMS = currentTime - time; if (elapsedTimeMS >= 1000) { fps = frameCounter; frameCounter = 0; time = currentTime; } // request new frame requestAnimFrame(function() { animate(); }); } window.onload = function() { animate(); }; </script> </body> </html>

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  • What Is Nuclear Meltdown?

    - by Gopinath
    Japan was first hit by a massive earth quake, then a ruthless tsunami washed away thousands of homes and now they fear the worst – meltdown of nuclear power stations in the quake hit year. Nuclear meltdowns are horrifying – remember the Chernobyl incident in Russia? The Chernobyl reactor meltdown released 400 times more radio active material than the atomic bombing of Hiroshima. The effects of nuclear meltdowns are beyond imagination of a common man, thousands of people loose their lives and many more lakhs of people suffer with radiation related diseases for many years. Nuclear Meltdowns are dangerous, but how do they happen? What causes a nuclear meltdown? In simple terms – Nuclear meltdown is an accident that happens due to severe overheating of a nuclear reactor and results in release of nuclear radiation into the environment.  How A Nuclear Meltdown Happens? According to Wikipedia A meltdown occurs when a severe failure of a nuclear power plant system prevents proper cooling of the reactor core, to the extent that the nuclear fuel assemblies overheat and melt. A meltdown is considered very serious because of the potential that radioactive materials could be released into the environment. The fuel assemblies in a reactor core can melt if heat is not removed. A nuclear reactor does not have to remain critical for a core damage incident to occur, because decay heat continues to heat the reactor fuel assemblies after the reactor has shut down, though this heat decreases with time. A core damage accident is caused by the loss of sufficient cooling for the nuclear fuel within the reactor core. The reason may be one of several factors, including a loss of pressure control accident, a loss of coolant accident (LOCA), an uncontrolled power excursion or, in some types, a fire within the reactor core. Failures in control systems may cause a series of events resulting in loss of cooling. Contemporary safety principles of defense in depth, ensure that multiple layers of safety systems are always present to make such accidents unlikely. Video – What Causes Nuclear Meltdown AlJazeera news has a good analysis on feared nuclear meltdown of Japan’s nuclear plants and also an animation on what causes Nuclear Meltdown. cc image credit: flickr/jtjdt This article titled,What Is Nuclear Meltdown?, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Wireless acting weird ubuntu 12.04 LTS

    - by Philip Yeldhos
    I'm kinda new here, so please bear with me. My wireless driver is acting very weird. It shows my router's name, but when it is connecting (after entering the correct password), the icon on the tray is like, refreshing every once in a second, while showing the animation that it is connecting. And after a few seconds, error message come up saying that wireless network is disconnected. I installed the drive through "additional drivers". What info do you need? Somebody please help. philip@philip-HP-Mini-110-3100:~$ sudo iwconfig lo no wireless extensions. eth1 IEEE 802.11 ESSID:"" Mode:Managed Frequency:2.472 GHz Access Point: Not-Associated Bit Rate:72 Mb/s Tx-Power:24 dBm Retry min limit:7 RTS thr:off Fragment thr:off Power Management:off Link Quality=5/5 Signal level=0 dBm Noise level=-96 dBm Rx invalid nwid:0 Rx invalid crypt:11 Rx invalid frag:0 Tx excessive retries:0 Invalid misc:0 Missed beacon:0 eth0 no wireless extensions. here's what lspci -v gave me: 02:00.0 Network controller: Broadcom Corporation BCM4313 802.11b/g/n Wireless LAN Controller (rev 01) Subsystem: Hewlett-Packard Company Device 1483 Flags: bus master, fast devsel, latency 0, IRQ 17 Memory at 52000000 (64-bit, non-prefetchable) [size=16K] Capabilities: [40] Power Management version 3 Capabilities: [58] Vendor Specific Information: Len=78 <?> Capabilities: [48] MSI: Enable- Count=1/1 Maskable- 64bit+ Capabilities: [d0] Express Endpoint, MSI 00 Capabilities: [100] Advanced Error Reporting Capabilities: [13c] Virtual Channel Capabilities: [160] Device Serial Number 00-00-82-ff-ff-3f-e0-2a Capabilities: [16c] Power Budgeting <?> Kernel driver in use: wl Kernel modules: wl, bcma, brcmsmac okay, i removed the driver additional drivers gave me. now, this is what has happened: lsmod gave me: philip@philip-HP-Mini-110-3100:~$ lsmod | grep brc brcmsmac 540875 0 mac80211 436455 1 brcmsmac brcmutil 14675 1 brcmsmac cfg80211 178679 2 brcmsmac,mac80211 crc8 12781 1 brcmsmac cordic 12487 1 brcmsmac and iwconfig gave me: philip@philip-HP-Mini-110-3100:~$ iwconfig lo no wireless extensions. wlan0 IEEE 802.11bgn ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=19 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off eth0 no wireless extensions. and lspci -v gave me: 02:00.0 Network controller: Broadcom Corporation BCM4313 802.11b/g/n Wireless LAN Controller (rev 01) Subsystem: Hewlett-Packard Company Device 1483 Flags: bus master, fast devsel, latency 0, IRQ 17 Memory at 52000000 (64-bit, non-prefetchable) [size=16K] Capabilities: <access denied> Kernel driver in use: brcmsmac Kernel modules: bcma, brcmsmac

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  • Why is Spritebatch drawing my Textures out of order?

    - by Andrew
    I just started working with XNA Studio after programming 2D games in java. Because of this, I have absolutely no experience with Spritebatch and sprite sorting. In java, I could just layer the images by calling the draw methods in order. For a while, my Spritebatch was working fine in deferred sorting mode, but when I made a change to one of my textures, it suddenly started drawing them out of order. I have searched for a solution to this problem, but nothing seems to work. I have tried adding layer depths to the sprites and changing the sort mode to BackToFront or FrontToBack or even immediate, but nothing seems to work. Here is my drawing code: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Gray); Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); for (int x = 0; x < 5; x++) { for (int y = 0; y < 5; y++) { region[x, y].draw(((float)w / aw)); // Draws the Tile-Based background } } player.draw(spriteBatch, ((float)w / aw));//draws the character (This method is where the problem occurs) enemy.draw(spriteBatch, (float)w/aw); // draws a basic enemy Game1.spriteBatch.End(); base.Draw(gameTime); } player.draw method: public void draw(SpriteBatch sb, float ratio){ //draws the player base (The character without hair or equipment) sb.Draw(playerbase[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White,0,Vector2.Zero,SpriteEffects.None,0); //draws the player's hair sb.Draw(playerbase[3], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shirt sb.Draw(equipment[0], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's pants sb.Draw(equipment[1], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); //draws the player's shoes sb.Draw(equipment[2], new Rectangle((int)(pos.X - (24 * ratio)), (int)(pos.Y - (48 * ratio)), (int)(48 * ratio), (int)(48 * ratio)), new Rectangle(orientation * 48, animFrame * 48, 48, 48), Color.White, 0, Vector2.Zero, SpriteEffects.None, 0); } the game has a top-down perspective much like the early legend of zelda games. It draws sections of the texture depending on which direction the character is facing and the animation frame. However, instead of drawing the character in the order the draw methods are called, it ends up drawing the character out of order. Please help me with this problem.

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  • add collision detection to sprite?

    - by xBroak
    bassically im trying to add collision detection to the sprite below, using the following: self.rect = bounds_rect collide = pygame.sprite.spritecollide(self, wall_list, False) if collide: # yes print("collide") However it seems that when the collide is triggered it continuously prints 'collide' over and over when instead i want them to simply not be able to walk through the object, any help? def update(self, time_passed): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() global bounds_rect bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 self.rect = bounds_rect collide = pygame.sprite.spritecollide(self, wall_list, False) if collide: # yes print("collide") elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead")

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  • How can I attach a model to the bone of another model?

    - by kaykayman
    I am trying to attach one animated model to one of the bones of another animated model in an XNA game. I've found a few questions/forum posts/articles online which explain how to attach a weapon model to the bone of another model (which is analogous to what I'm trying to achieve), but they don't seem to work for me. So as an example: I want to attach Model A to a specific bone in Model B. Question 1. As I understand it, I need to calculate the transforms which are applied to the bone on Model B and apply these same transforms to every bone in Model A. Is this right? Question 2. This is my code for calculating the Transforms on a specific bone. private Matrix GetTransformPaths(ModelBone bone) { Matrix result = Matrix.Identity; while (bone != null) { result = result * bone.Transform; bone = bone.Parent; } return result; } The maths of Matrices is almost entirely lost on me, but my understanding is that the above will work its way up the bone structure to the root bone and my end result will be the transform of the original bone relative to the model. Is this right? Question 3. Assuming that this is correct I then expect that I should either apply this to each bone in Model A, or in my Draw() method: private void DrawModel(SceneModel model, GameTime gametime) { foreach (var component in model.Components) { Matrix[] transforms = new Matrix[component.Model.Bones.Count]; component.Model.CopyAbsoluteBoneTransformsTo(transforms); Matrix parenttransform = Matrix.Identity; if (!string.IsNullOrEmpty(component.ParentBone)) parenttransform = GetTransformPaths(model.GetBone(component.ParentBone)); component.Player.Update(gametime.ElapsedGameTime, true, Matrix.Identity); Matrix[] bones = component.Player.GetSkinTransforms(); foreach (SkinnedEffect effect in mesh.Effects) { effect.SetBoneTransforms(bones); effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(model.Angle)) * Matrix.CreateTranslation(model.Position) * parenttransform; effect.View = getView(); effect.Projection = getProjection(); effect.Alpha = model.Opacity; } } mesh.Draw(); } I feel as though I have tried every conceivable way of incorporating the parenttransform value into the draw method. The above is my most recent attempt. Is what I'm trying to do correct? And if so, is there a reason it doesn't work? The above Draw method seems to transpose the models x/z position - but even at these wrong positions, they do not account for the animation of Model B at all. Note: As will be evident from the code my "model" is comprised of a list of "components". It is these "components" that correspond to a single "Microsoft.Xna.Framework.Graphics.Model"

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  • Automate RAC Cluster Upgrades using EM12c

    - by HariSrinivasan
    One of the most arduous processes  in DB maintenance is upgrading Databases across major versions, especially for complex RAC Clusters.With the release of Database Plug-in  (12.1.0.5.0), EM12c Rel 3 (12.1.0.3.0)  now supports automated upgrading of RAC Clusters in addition to Standalone Databases. This automation includes: Upgrade of the complete Cluster across the nodes. ( Example: 11.1.0.7 CRS, ASM, RAC DB  ->   11.2.0.4 or 12.1.0.1 GI, RAC DB)  Best practices in tune with your operations, where you can automate upgrade in steps: Step 1: Upgrade the Clusterware to Grid Infrastructure (Allowing you to wait, test and then move to DBs). Step 2: Upgrade RAC DBs either separately or in group (Mass upgrade of RAC DB's in the cluster). Standard pre-requisite checks like Cluster Verification Utility (CVU) and RAC checks Division of Upgrade process into Non-downtime activities (like laying down the new Oracle Homes (OH), running checks) to Downtime Activities (like Upgrading Clusterware to GI, Upgrading RAC) there by lowering the downtime required. Ability to configure Back up and Restore options as a part of this upgrade process. You can choose to : a. Take Backup via this process (either Guaranteed Restore Point (GRP) or RMAN) b. Set the procedure to pause just before the upgrade step to allow you to take a custom backup c. Ignore backup completely, if there are external mechanisms already in place.  High Level Steps: Select the Procedure "Upgrade Database" from Database Provisioning Home page. Choose the Target Type for upgrade and the Destination version Pick and choose the Cluster, it picks up the complete topology since the clusterware/GI isn't upgraded already Select the Gold Image of the destination version for deploying both the GI and RAC OHs Specify new OH patch, credentials, choose the Restore and Backup options, if required provide additional pre and post scripts Set the Break points in the procedure execution to isolate Downtime activities Submit and track the procedure's execution status.  The animation below captures the steps in the wizard.  For step by step process and to understand the support matrix check this documentation link. Explore the functionality!! In the next blog, will talk about automating rolling Upgrades of Databases in Physical Standby Data Guard environment using Transient Logical Standby.

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  • How do I make this rendering thread run together with the main one?

    - by funk
    I'm developing an Android game and need to show an animation of an exploding bomb. It's a spritesheet with 1 row and 13 different images. Each image should be displayed in sequence, 200 ms apart. There is one Thread running for the entire game: package com.android.testgame; import android.graphics.Canvas; public class GameLoopThread extends Thread { static final long FPS = 10; // 10 Frames per Second private final GameView view; private boolean running = false; public GameLoopThread(GameView view) { this.view = view; } public void setRunning(boolean run) { running = run; } @Override public void run() { long ticksPS = 1000 / FPS; long startTime; long sleepTime; while (running) { Canvas c = null; startTime = System.currentTimeMillis(); try { c = view.getHolder().lockCanvas(); synchronized (view.getHolder()) { view.onDraw(c); } } finally { if (c != null) { view.getHolder().unlockCanvasAndPost(c); } } sleepTime = ticksPS - (System.currentTimeMillis() - startTime); try { if (sleepTime > 0) { sleep(sleepTime); } else { sleep(10); } } catch (Exception e) {} } } } As far as I know I would have to create a second Thread for the bomb. package com.android.testgame; import android.graphics.Bitmap; import android.graphics.Canvas; import android.graphics.Rect; public class Bomb { private final Bitmap bmp; private final int width; private final int height; private int currentFrame = 0; private static final int BMPROWS = 1; private static final int BMPCOLUMNS = 13; private int x = 0; private int y = 0; public Bomb(GameView gameView, Bitmap bmp) { this.width = bmp.getWidth() / BMPCOLUMNS; this.height = bmp.getHeight() / BMPROWS; this.bmp = bmp; x = 250; y = 250; } private void update() { currentFrame++; new BombThread().start(); } public void onDraw(Canvas canvas) { update(); int srcX = currentFrame * width; int srcY = height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bmp, src, dst, null); } class BombThread extends Thread { @Override public void run() { try { sleep(200); } catch(InterruptedException e){ } } } } The Threads would then have to run simultaneously. How do I do this?

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  • Software Tuned to Humanity

    - by Phil Factor
    I learned a great deal from a cynical old programmer who once told me that the ideal length of time for a compiler to do its work was the same time it took to roll a cigarette. For development work, this is oh so true. After intently looking at the editing window for an hour or so, it was a relief to look up, stretch, focus the eyes on something else, and roll the possibly-metaphorical cigarette. This was software tuned to humanity. Likewise, a user’s perception of the “ideal” time that an application will take to move from frame to frame, to retrieve information, or to process their input has remained remarkably static for about thirty years, at around 200 ms. Anything else appears, and always has, to be either fast or slow. This could explain why commercial applications, unlike games, simulations and communications, aren’t noticeably faster now than they were when I started programming in the Seventies. Sure, they do a great deal more, but the SLAs that I negotiated in the 1980s for application performance are very similar to what they are nowadays. To prove to myself that this wasn’t just some rose-tinted misperception on my part, I cranked up a Z80-based Jonos CP/M machine (1985) in the roof-space. Within 20 seconds from cold, it had loaded Wordstar and I was ready to write. OK, I got it wrong: some things were faster 30 years ago. Sure, I’d now have had all sorts of animations, wizzy graphics, and other comforting features, but it seems a pity that we have used all that extra CPU and memory to increase the scope of what we develop, and the graphical prettiness, but not to speed the processes needed to complete a business procedure. Never mind the weight, the response time’s great! To achieve 200 ms response times on a Z80, or similar, performance considerations influenced everything one did as a developer. If it meant writing an entire application in assembly code, applying every smart algorithm, and shortcut imaginable to get the application to perform to spec, then so be it. As a result, I’m a dyed-in-the-wool performance freak and find it difficult to change my habits. Conversely, many developers now seem to feel quite differently. While all will acknowledge that performance is important, it’s no longer the virtue is once was, and other factors such as user-experience now take precedence. Am I wrong? If not, then perhaps we need a new school of development technique to rival Agile, dedicated once again to producing applications that smoke the rear wheels rather than pootle elegantly to the shops; that forgo skeuomorphism, cute animation, or architectural elegance in favor of the smell of hot rubber. I struggle to name an application I use that is truly notable for its blistering performance, and would dearly love one to do my everyday work – just as long as it doesn’t go faster than my brain.

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  • Sharing on Github

    - by Alan
    Over the past couple weeks I have gotten a lot of help from StackOverflow users on a project, and rather than keep the finished product to myself I wanted to share it unencumbered by licenses, but don't want there to be so much legwork during installation that users shy away from trying it. I am about to post it to Github and choosing public domain licensing. I would like to to be super simple for users to make use of and just FTP it up and go. That being said, do I need to make sure I remove things like the JQuery file, and other GPL / MIT licensed dependencies that I didn't write but that my code depends on? I haven't removed any copyright notices from the other code and all of it open source, it would just be nice if users could download everything at once while of course not trying to represent that I am the license holder of the dependencies. Inside my files are also some snippets, do those have to be externalized with installation instructions or can it be posted as is? Here is an example, my nav.php file is 115 lines long and I have these at the top: <script type="text/javascript" src="./js/ddaccordion.js"> /*********************************************** * Accordion Content script- (c) Dynamic Drive DHTML code library (www.dynamicdrive.com) * Visit http://www.dynamicDrive.com for hundreds of DHTML scripts * This notice must stay intact for legal use ***********************************************/ </script> <link href="css/admin.css" rel="stylesheet"> <script type="text/javascript"> ddaccordion.init({ headerclass: "submenuheader", //Shared CSS class name of headers group contentclass: "submenu", //Shared CSS class name of contents group revealtype: "click", //Reveal content when user clicks or onmouseover the header? Valid value: "click", "clickgo", or "mouseover" mouseoverdelay: 200, //if revealtype="mouseover", set delay in milliseconds before header expands onMouseover collapseprev: false, //Collapse previous content (so only one open at any time)? true/false defaultexpanded: [], //index of content(s) open by default [index1, index2, etc] [] denotes no content onemustopen: false, //Specify whether at least one header should be open always (so never all headers closed) animatedefault: false, //Should contents open by default be animated into view? persiststate: true, //persist state of opened contents within browser session? toggleclass: ["", ""], //Two CSS classes to be applied to the header when it's collapsed and expanded, respectively ["class1", "class2"] togglehtml: ["suffix", "<img src='./images/plus.gif' class='statusicon' />", "<img src='./images/minus.gif' class='statusicon' />"], //Additional HTML added to the header when it's collapsed and expanded, respectively ["position", "html1", "html2"] (see docs) animatespeed: "fast", //speed of animation: integer in milliseconds (ie: 200), or keywords "fast", "normal", or "slow" oninit:function(headers, expandedindices){ //custom code to run when headers have initalized //do nothing }, onopenclose:function(header, index, state, isuseractivated){ //custom code to run whenever a header is opened or closed //do nothing } }) </script>

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  • Developing web sites that imitate desktop apps. How to fight that paradigm? [closed]

    - by user1598390
    Supposse there's a company where web sites/apps are designed to resemble desktop apps. They struggle to add: Splash screens Drop-down menus Tab-pages Pages that don't grow downward with content, context is inside scrollable area so page is of a fixed size, as if resembling the one-screen limitation of desktop apps. Modal windows, pop-ups, etc. Tree views Absolutely no access to content unless you login-first, even with non-sensitive content. After splash screen desapears, you are presented with a login screen. No links - just simulated buttons. Fixed page-size. Cannot open a linked in other tab Print button that prints directly ( not showing printable page so the user can't print via the browser's print command ) Progress bars for loading content even when the browser indicates it with its own animation Fonts and color amulate a desktop app made with Visual Basic, PowerBuilder etc. Every app seems almost as if were made in Visual Basic. They reject this elements: Breadcrumbs Good old underlined links Generated/dynamic navigation, usage-based suggestions Ability to open links in multiple tabs Pagination Printable pages Ability to produce a URL you can save or share that links to an item, like when you send someone the link to an especific StackExchange question. The only URL is the main one. Back button To achieve this, tons of javascript code is needed. Lots and lots of Javascript and Ajax code for things not related with the business but with the necessity to hide/show that button, refresh this listbox, grey-out that label, etc. The coplexity generated by forcing one paradigm into another means most lines of code are dedicated to maintain the illusion of a desktop app. What is the best way to change this mindset, and make them embrace the web, and start producing modern, web apps instead of desktop imitations ? EDIT: These sites are intranet sites. Users hate these apps. They constantly whine about them, but they have to use them to do their daily work. These sites are in-house solutions, the end-users have no choice but to use them. They are a "captive audience". Also, substitution will not happen because of high costs. But at least if that mindset is changed, new developments would be more web-like.

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  • MVVM and Animations in Silverlight

    - by Aligned
    I wanted to spin an icon to show progress to my user while some content was downloading. I'm using MVVM (aren't you) and made a satisfactory Storyboard to spin the icon. However, it took longer than expected to trigger that animation from my ViewModel's property.I used a combination of the GoToState action and the DataTrigger from the Microsoft.Expression.Interactions dll as described here.Then I had problems getting it to start until I found this approach that saved the day. The DataTrigger didn't bind right away because "it doesn’t change visual state on load is because the StateTarget property of the GotoStateAction is null at the time the DataTrigger fires.". Here's my XAML, hopefully you can fill in the rest.<Image x:Name="StatusIcon" AutomationProperties.AutomationId="StatusIcon" Width="16" Height="16" Stretch="Fill" Source="inProgress.png" ToolTipService.ToolTip="{Binding StatusTooltip}"> <i:Interaction.Triggers> <utilitiesBehaviors:DataTriggerWhichFiresOnLoad Value="True" Binding="{Binding IsDownloading, Mode=OneWay, TargetNullValue=True}"> <ei:GoToStateAction StateName="Downloading" /> </utilitiesBehaviors:DataTriggerWhichFiresOnLoad> <utilitiesBehaviors:DataTriggerWhichFiresOnLoad Value="False" Binding="{Binding IsDownloading, Mode=OneWay, TargetNullValue=True}"> <ei:GoToStateAction StateName="Complete"/> </utilitiesBehaviors:DataTriggerWhichFiresOnLoad> </i:Interaction.Triggers> <Image.Projection> <PlaneProjection/> </Image.Projection> <VisualStateManager.VisualStateGroups> <VisualStateGroup x:Name="VisualStateGroup"> <VisualStateGroup.Transitions> <VisualTransition GeneratedDuration="0" To="Downloading"> <VisualTransition.GeneratedEasingFunction> <QuadraticEase EasingMode="EaseInOut"/> </VisualTransition.GeneratedEasingFunction> <Storyboard RepeatBehavior="Forever"> <DoubleAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.Projection).(PlaneProjection.RotationZ)" Storyboard.TargetName="StatusIcon"> <EasingDoubleKeyFrame KeyTime="0:0:1.5" Value="-360"/> <EasingDoubleKeyFrame KeyTime="0:0:2" Value="-360"/> </DoubleAnimationUsingKeyFrames> </Storyboard> </VisualTransition> <VisualTransition From="Downloading" GeneratedDuration="0"/> </VisualStateGroup.Transitions> <VisualState x:Name="Downloading"/> <VisualState x:Name="Complete"/> </VisualStateGroup> </VisualStateManager.VisualStateGroups></Image>MVVMAnimations.zip

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  • openGL textures in bitmap mode

    - by evenex_code
    For reasons detailed here I need to texture a quad using a bitmap (as in, 1 bit per pixel, not an 8-bit pixmap). Right now I have a bitmap stored in an on-device buffer, and am mounting it like so: glBindBuffer(GL_PIXEL_UNPACK_BUFFER, BFR.G[(T+1)%2]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, W, H, 0, GL_COLOR_INDEX, GL_BITMAP, 0); The OpenGL spec has this to say about glTexImage2D: "If type is GL_BITMAP, the data is considered as a string of unsigned bytes (and format must be GL_COLOR_INDEX). Each data byte is treated as eight 1-bit elements..." Judging by the spec, each bit in my buffer should correspond to a single pixel. However, the following experiments show that, for whatever reason, it doesn't work as advertised: 1) When I build my texture, I write to the buffer in 32-bit chunks. From the wording of the spec, it is reasonable to assume that writing 0x00000001 for each value would result in a texture with 1-px-wide vertical bars with 31-wide spaces between them. However, it appears blank. 2) Next, I write with 0x000000FF. By my apparently flawed understanding of the bitmap mode, I would expect that this should produce 8-wide bars with 24-wide spaces between them. Instead, it produces a white 1-px-wide bar. 3) 0x55555555 = 1010101010101010101010101010101, therefore writing this value ought to create 1-wide vertical stripes with 1 pixel spacing. However, it creates a solid gray color. 4) Using my original 8-bit pixmap in GL_BITMAP mode produces the correct animation. I have reached the conclusion that, even in GL_BITMAP mode, the texturer is still interpreting 8-bits as 1 element, despite what the spec seems to suggest. The fact that I can generate a gray color (while I was expecting that I was working in two-tone), as well as the fact that my original 8-bit pixmap generates the correct picture, support this conclusion. Questions: 1) Am I missing some kind of prerequisite call (perhaps for setting a stride length or pack alignment or something) that will signal to the texturer to treat each byte as 8-elements, as it suggests in the spec? 2) Or does it simply not work because modern hardware does not support it? (I have read that GL_BITMAP mode was deprecated in 3.3, I am however forcing a 3.0 context.) 3) Am I better off unpacking the bitmap into a pixmap using a shader? This is a far more roundabout solution than I was hoping for but I suppose there is no such thing as a free lunch.

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  • Zelda-style top-down RPG. How to store tile and collision data?

    - by Delerat
    I'm looking to build a Zelda: LTTP style top-down RPG. I've read a lot on the subject and am currently going back and forth on a few solutions. I'm using C#, MonoGame, and Tiled. For my tile maps, these are the choices I can see in front of me: Store each tile as its own array. Each one having 3-4 layers, texture/animation, depth, flags, and maybe collision(depending on how I do it). I've read warning about memory issues going this route, and my biggest map will probably be 160x120 tiles. My average map however will be about 40x30. The number of tiles might cut in half if I decide to double my tile size, which is currently 16x16. This is the most appealing approach for me, as I feel like I would know how to save maps, make changes, and separate it into chunks for collision checks. Store the static parts of my tile map in multiple arrays acting as the different layers. Then I would just use entities for anything that wasn't static. All of the other tile data such as collisions, depth, etc., would be stored in their own layers as well I guess? This way just seems messy to me though. Regardless of which one I choose, I'm also unsure how to plan all of that other tile data. I could write a bunch of code that would know which integer represents what tile and it's data, but if I changed a tileset in Tiled and exported it again, all of those integers could potentially change and I'd have to adjust a whole bunch of code. My other issue is about how I could do collision. I want to at least support angled collision that slides you around the corners of objects like LTTP does, if not more oddball shapes as well. So do I: Store collision as a flag for binary collision. Could I get this to support angles? Would it be fine to store collision as an integer and have each number represent a certain angle of collision? Store a list of rectangles or other shapes and do collision that way? Sorry for the large two-part(three-part?) question. I felt like these needed to be asked together as I believe each choice influences the other.

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  • Java plugin in the browser doesn't work even though it is enabled

    - by Pratyush Nalam
    I installed the Java Development Kit (64-bit) recently and saw it includes the JRE plugin for 64-bit as well. But, since Firefox is 32-bit, I also installed JRE 32-bit version. This is what is shown in Programs and Features. Now, the problem is, the other day, I opened a site which required the Java plugin. The frame showed the regular Java loading animation and hung. Nothing happened after that. Like this: I checked Firefox's plugins section and it shows Java is enabled, so no issue there I tried other browsers - IE10 and Chrome but to no avail. It doesn't work anywhere. I saw another question which said that you have to install 64-bit then 32-bit. That's what I actually did as well. First, installed JDK 7 64-bit (which includes JRE 7 64-bit) and then installed JRE 7 32-bit. I even tried the Java website's Do I have Java? section and over there too, it just keeps spinning for ages (I have waited for more than 10-20 seconds). How do I go about now? This never happened to me in Windows 7. I am on Windows 8 Pro.

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  • On a dual-GPU laptop, is using the discrete GPU ever more power efficient?

    - by Mahmoud Al-Qudsi
    Given a laptop with a dual integrated/discrete GPU configuration, is it ever more power efficient to use the discrete GPU instead of the integrated? Obviously when writing an email or working on a spreadsheet, the integrated GPU will always use less power. But let's say you're doing something graphics-medium but not graphics-intensive/heavy - is there a point where it actually makes sense to fire up the discrete GPU, not for performance but for power-saving reasons? Off the top of my head, I can think of a scenario where the external GPU supports hardware decoding of a particular video codec - I'd imagine there is a "price point" where using the GPU saves more energy than decoding that fully in software would. But I think most GPUs, integrated or discrete, pretty much decode just the plain-Jane h264. But maybe there is something more complicated, perhaps if you're doing something like desktop/windowing animations or a flash animation on a website (not an embedded flash video) - maybe the discrete GPU will use enough less power to make up for switching to it? I guess this question can be summed up as to whether or not you can say beyond doubt that if you don't care for performance on a laptop with two GPUs, always use the integrated GPU for maximum battery life.

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  • Terminal server performance over high latency links

    - by holz
    Our datacenter and head office is currently in Brisbane, Australia, and we have a branch office in the UK. We have a private WAN with a 768k link to our UK office and the latency is at about 350ms. The terminal server performance is reeeeealy bad. Applications that don't have too much animation or any images seem to be okay. But as soon as they do, the session is almost unusable. Powerpoint and internet explorer are good examples of apps that make it run slow. And if there is an image in your email signature, outlook will hang for about 10 seconds each time a new line is inserted, while the image gets moved down a few pixels. We are currently running server 2003. I have tried Server 2008 R2 RDS, and also a third party solution called Blaze by a company called Ericom, but it is still not too much better. We currently have a 5 levels dynamic class of service with the priority in the following order. VoIP Video Terminal Services Printing Everything else When testing the terminal server performance, the link monitored using net-flows, and have plenty we of bandwidth available, so I believe that it is a latency issue rather than bandwidth. Is there anything that can be done to improve performance. Would citrix help at all?

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  • Skydrive for desktop not showing icon in notification area

    - by jeruntime
    is this normal behavior? I'm concerned that some files will not be transferred. For example. I need to be sure that its safe to put my laptop to sleep so that later when I'm on my desktop I wont have to open up my laptop and sync again if I closed it too early. It doesn't even appear when I THINK it is syncing. Thanks for any help in advance. edit 1: Yeah I know the app isn't required or even offered anymore, but what I was wondering was if they had some way to tell if it's syncing or not. The old desktop app had an icon in the notification area which had a animation for when it was syncing, but now there isn't anything there. Although when I try to go in and make it appear it says the application isn't active and the icon will show the next time it is. Its version is 17.0.2015.0811 Is it possible to force the icon to show in the notification area if it isn't designed to show up there at all? I basically just want the same functionality of Skydrive on windows 8.

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  • System freezes during boot process

    - by slugster
    Hi everyone, i have a machine running Win7 Ultimate. It was running fine, then it just froze - all the stuff i was doing was still on the screen, but mouse and keyboard input was ignored, any animation that was happening on the screen stopped, the machine literally just froze. So i rebooted (power off button), from then on the machine will reboot, but it ultimately freezes again. The instance when this happens will vary - i have made it as far as the Windows login screen, but mostly it will do the POST, then give me the option to press F1 to continue or Del to enter BIOS settings (but of course pressing a key has no effect - it's frozen!). I have disconnected everything not necessary for the boot process, the only peripheral that remains attached is the keyboard. (even the network cable is disconnected). Prior to this the machine was operating fine. The install of Win7 is only 2 days old, and it was a fresh reinstall (i.e. not an upgrade or repair). Can anyone give me an indication of what may be wrong here? I'm not sure if this question should be here or on SuperUser, please migrate it if i have chosen the wrong board.

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