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  • jquery ui tabs problem

    - by Eagletrophy
    hi good people, been a while I have had my hands full with a cold but I came back to a problem we never found an answer to, it the homepage of a site I am workin and I said that my tabs would just scatter on a resolution less than mine or around it but not quite. I am on a 1280x800 screen and it displays no problem but as soon as I drop to 1024x768 or 1280x1024 or anything like that this is what it looks like. I wanted to post the code but it means posting alot of HTML and I don't think that will be healthy. hopefully the screenshot will. some one said a while back that my tabs were too big so i reduced them and still. here is the screen shot though: HERE IS THE CSS THAT POWERS THE ADVERTS. THE CSS FOR THE REST OF THE SITE IS JUST A NORMAL JQUERY UI BASE. #adverts{ padding:0px; width:400px; height:109px; float: right; margin-top: auto; margin-left:320px; /* margin-right: auto; */ } enter code here

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  • Unable to run jQuery Masonry in a Sencha Touch 2 app

    - by torr
    In my ST2 app I have on index.html <script id="jquery" type="text/javascript" src="resources/js/jquery-1.8.2.js"></script> <script id="masonry" type="text/javascript" src="resources/js/masonry-2.1.5.js"></script> as well as <script> $(document).ready(function(){ var $container = $('.x-list-container'); $container.imagesLoaded(function(){ $container.masonry({ itemSelector: '.x-list-item', }); }); }); </script> My front page on the app is a list so it wraps elements as such <div class="x-list-container"> <div class="x-list-item"></div> // 'x-list-item' is the block I want to float <div class="x-list-item"></div> ... </div> However once everything is loaded and I inspect .x-list-item there is no style positioning the div. I am experience with Masonry on regular web app but can;t make it work here. It's like Masonry isn't running at all. It is being loaded (checked on the network tab) and jQuery is being loaded (on network tab and tested using if (jQuery) {alert('hey there');. Any idea what I'm doing wrong? }

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  • CUDA Kernel Not Updating Global Variable

    - by Taher Khokhawala
    I am facing the following problem in a CUDA kernel. There is an array "cu_fx" in global memory. Each thread has a unique identifier jj and a local loop variable ii and a local float variable temp. Following code is not working. It is not at all changing cu_fx[jj]. At the end of loop cu_fx[jj] remains 0. ii = 0; cu_fx[jj] = 0; while(ii < l) { if(cu_y[ii] > 0) cu_fx[jj] += (cu_mu[ii]*cu_Kernel[(jj-start_row)*Kernel_w + ii]); else cu_fx[jj] -= (cu_mu[ii]*cu_Kernel[(jj-start_row)*Kernel_w + ii]); ii++; } But when I rewrite it using a temporary variable temp, it works fine. ii = 0; temp = 0; while(ii < l) { if(cu_y[ii] > 0) temp += (cu_mu[ii]*cu_Kernel[(jj-start_row)*Kernel_w + ii]); else temp -= (cu_mu[ii]*cu_Kernel[(jj-start_row)*Kernel_w + ii]); ii++; } cu_fx[jj] = temp; Can somebody please help with this problem. Thanking in advance.

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  • How to setup OpenGL camera for a racing game

    - by vian
    I need the view to show the road polygon (a rectangle 3.f * 100.f) with a vanishing point for a road being at 3/4 height of the viewport and the nearest road edge as a viewport's bottom side. See Crazy Taxi game for an example of what I wish to do. I'm using iPhone SDK 3.1.2 default OpenGL ES project template. I setup the projection matrix as follows: glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustumf(-2.25f, 2.25f, -1.5f, 1.5f, 0.1f, 1000.0f); Then I use glRotatef to adjust for landscape mode and setup camera. glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRotatef(-90, 0.0f, 0.0f, 1.0f); const float cameraAngle = 45.0f * M_PI / 180.0f; gluLookAt(0.0f, 2.0f, 0.0f, 0.0f, 0.0f, 100.0f, 0.0f, cos(cameraAngle), sin(cameraAngle)); My road polygon triangle strip is like this: static const GLfloat roadVertices[] = { -1.5f, 0.0f, 0.0f, 1.5f, 0.0f, 0.0f, -1.5f, 0.0f, 100.0f, 1.5f, 0.0f, 100.0f, }; And I can't seem to find the right parameters for gluLookAt. My vanishing point is always at the center of the screen.

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  • Why boost property tree write_json saves everything as string? Is it possible to change that?

    - by pprzemek
    I'm trying to serialize using boost property tree write_json, it saves everything as strings, it's not that data are wrong, but I need to cast them explicitly every time and I want to use them somewhere else. (like in python or other C++ json (non boost) library) here is some sample code and what I get depending on locale: boost::property_tree::ptree root, arr, elem1, elem2; elem1.put<int>("key0", 0); elem1.put<bool>("key1", true); elem2.put<float>("key2", 2.2f); elem2.put<double>("key3", 3.3); arr.push_back( std::make_pair("", elem1) ); arr.push_back( std::make_pair("", elem2) ); root.put_child("path1.path2", arr); std::stringstream ss; write_json(ss, root); std::string my_string_to_send_somewhare_else = ss.str(); and my_string_to_send_somewhere_else is sth. like this: { "path1" : { "path2" : [ { "key0" : "0", "key1" : "true" }, { "key2" : "2.2", "key3" : "3.3" } ] } } Is there anyway to save them as the values, like: "key1" : true or "key2" : 2.2 ?

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  • Why doesn't this image sprite menu display properly, and why aren't the links working?

    - by briligg
    The code validates. There should be two more images in the menu on the left, above the visible one of the silo. And each should be a link. http://www.briligg.com/agnosticism.html css is: external style sheet: .menu { position: relative; float: left; margin: 10px; padding: 0; width: 150px; } .menu li { margin: 0; padding: 0; list-style: none; position: absolute; left: 0; top: 260px; } .menu li, .menu a { width: 150px; height: 150px; } internal style sheet: .menu { height: 450px; } .mirror { top: 0; } .mirror { background: url(http://www.briligg.com/images/menu-ag.png) 0 0; } .wormcan { top: 151px; } .wormcan { background: url(http://www.briligg.com/images/menu-ag.png) 0 -151px; } .wormsilo { top: 301px; } .wormsilo { background: url(http://www.briligg.com/images/menu-ag.png) 0 -301px; } html: <ul class="menu"> <li class="mirror"> <a href="whoryou.html"></a> </li> <li class="wormcan"> <a href="aroundyou.html"></a> </li> <li class="wormsilo"> <a href="beyondyou.html"></a> </li> </ul>

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  • Cocos2d shake/accelerometer issue.

    - by Ryan Poolos
    So I a little backstory. I wanted to implement a particle effect and sound effect that both last about 3 sec or so when the user shakes their iDevice. But first issue arrived when the build in UIEvent for shakes refused to work. So I took the advice of a few Cocos veterans to just use some script to get "violent" accelerometer inputs as shakes. Worked great until now. The problem is that if you keep shaking it just stacks the particle and sounds over and over. Now this wouldn't be that big of a deal except it happens even if you are careful to try and not do so. So what I am hoping to do is disable the accelerometer when the particle effect/sound effect start and then reenable it as soon as they finish. Now I don't know if I should do this by schedule, NStimer, or some other function. I am open to ALL suggestions. here is my current "shake" code. - (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration { const float violence = 1; static BOOL beenhere; BOOL shake = FALSE; if (beenhere) return; beenhere = TRUE; if (acceleration.x > violence * 1.5 || acceleration.x < (-1.5* violence)) shake = TRUE; if (acceleration.y > violence * 2 || acceleration.y < (-2 * violence)) shake = TRUE; if (acceleration.z > violence * 3 || acceleration.z < (-3 * violence)) shake = TRUE; if (shake) { id particleSystem = [CCParticleSystemQuad particleWithFile:@"particle.plist"]; [self addChild: particleSystem]; // Super simple Audio playback for sound effects! [[SimpleAudioEngine sharedEngine] playEffect:@"Sound.mp3"]; shake = FALSE; } beenhere = FALSE; }

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  • Computing complex math equations in python

    - by dassouki
    Are there any libraries or techniques that simplify computing equations ? Take the following two examples: F = B * { [ a * b * sumOf (A / B ''' for all i ''' ) ] / [ sumOf(c * d * j) ] } where: F = cost from i to j B, a, b, c, d, j are all vectors in the format [ [zone_i, zone_j, cost_of_i_to_j], [..]] This should produce a vector F [ [1,2, F_1_2], ..., [i,j, F_i_j] ] T_ij = [ P_i * A_i * F_i_j] / [ SumOf [ Aj * F_i_j ] // j = 1 to j = n ] where: n is the number of zones T = vector [ [1, 2, A_1_2, P_1_2], ..., [i, j, A_i_j, P_i_j] ] F = vector [1, 2, F_1_2], ..., [i, j, F_i_j] so P_i would be the sum of all P_i_j for all j and Aj would be sum of all P_j for all i I'm not sure what I'm looking for, but perhaps a parser for these equations or methods to deal with multiple multiplications and products between vectors? To calculate some of the factors, for example A_j, this is what i use from collections import defaultdict A_j_dict = defaultdict(float) for A_item in TG: A_j_dict[A_item[1]] += A_item[3] Although this works fine, I really feel that it is a brute force / hacking method and unmaintainable in the case we want to add more variables or parameters. Are there any math equation parsers you'd recommend? Side Note: These equations are used to model travel. Currently I use excel to solve a lot of these equations; and I find that process to be daunting. I'd rather move to python where it pulls the data directly from our database (postgres) and outputs the results into the database. All that is figured out. I'm just struggling with evaluating the equations themselves. Thanks :)

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  • Inverted colours in tiff to PDF conversion

    - by spiderdijon
    I'm sure I'm making some kind of silly mistake here, but when converting a tiff file to PDF, the colours become reversed. I can't figure out why. Here's my code: PdfWriter writer = PdfWriter.GetInstance(document, new FileStream("Image.pdf", FileMode.Create)); System.Drawing.Bitmap bm = new System.Drawing.Bitmap(@"C:\Temp\338814-00.tif"); int total = bm.GetFrameCount(FrameDimension.Page); document.Open(); PdfContentByte cb = writer.DirectContent; for (int k = 0; k < total; ++k) { bm.SelectActiveFrame(FrameDimension.Page, k); MemoryStream ms = new MemoryStream(); bm.Save(ms, ImageFormat.Tiff); Image img = Image.GetInstance(ms.ToArray()); img.ScalePercent(72f / (float)img.DpiX * 100); img.SetAbsolutePosition(0, 0); cb.AddImage(img); document.NewPage(); } document.Close(); Thanks.

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  • Color picker does not give gradient appearance

    - by ykaratoprak
    i added below codes. But it generates to me 16 color. but i need 16 color between "red" and "khaki". i don't need gradient flow. My colors look like gradient flow. My colors must not closer to each other. Because i will use this codes return values in chart columns. they are too near each other. static class Program { [STAThread] static void Main() { Form form = new Form(); Color start = Color.Red, end = Color.Khaki; for (int i = 0; i < 16; i++) { int r = Interpolate(start.R, end.R, 15, i), g = Interpolate(start.G, end.G, 15, i), b = Interpolate(start.B, end.B, 15, i); Button button = new Button(); button.Dock = DockStyle.Top; button.BackColor = Color.FromArgb(r, g, b); form.Controls.Add(button); button.BringToFront(); } Application.Run(form); } static int Interpolate(int start, int end, int steps, int count) { float s = start, e = end, final = s + (((e - s) / steps) * count); return (int)final; } }

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  • Solver Foundation Optimization - 1D Bin Packing

    - by Val Nolav
    I want to optimize loading marbles into trucks. I do not know, if I can use Solver Foundation class for that purpose. Before, I start writing code, I wanted to ask it here. 1- Marbles can be in any weight between 1 to 24 Tons. 2 - A truck can hold maximum of 24 Tons. 3- It can be loaded as many marble cubes, as it can take for upto 24 tones, which means there is no Volume limitation. 4- There can be between 200 up to 500 different marbles depending on time. GOAL - The goal is to load marbles in minimum truck shipment. How can I do that without writing a lot of if conditions and for loops? Can I use Microsoft Solver Foundation for that purpose? I read the documentation provided by Microsoft however, I could not find a scenario similar to mine. M1+ M2 + M3 + .... Mn <=24 this is for one truck shipment. Let say there are 200 different Marbles and Marble weights are Float. Thanks

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  • structure inside structure - c++ Error

    - by gamadeus
    First of all the error I am getting is of the type: Request for member 's' of struct1.struct1::struct2, which is of non class type '__u32' where: struct struct1 { struct x struct2; struct x struct3; struct x struct4; }; The usage is of the form: struct struct1 st1; st1.struct2.s = Value; Now my struct1 is: struct ip_mreq_source { struct in_addr imr_multiaddr; struct in_addr imr_sourceaddr; struct in_addr imr_interface; }; struct 'x' is in_addr Where: typedef uint32_t in_addr_t; struct in_addr { in_addr_t s_addr; }; element 's' is the element s_addr in in_addr. My detailed error coming out of g++ (GCC 4.4.3) from the Android based compiler: arm-linux-androideabi-g++ -MMD -MP -MF groupsock/GroupsockHelper.o.d.org -fpic -ffunction-sections -funwind-tables -fstack-protector -D__ARM_ARCH_5__ -D__ARM_ARCH_5T__ -D__ARM_ARCH_5E__ -D__ARM_ARCH_5TE__ -Wno-psabi -march=armv5te -mtune=xscale -msoft-float -fno-exceptions -fno-rtti -mthumb -Os -fomit-frame-pointer -fno-strict-aliasing -finline- limit=64 -Igroupsock/include -Igroupsock/../UsageEnvironment/include -Iandroid- ndk-r5b/sources/cxx-stl/system/include -Igroupsock -DANDROID -Wa,--noexecstack -DANDROID_NDK -Wall -fexceptions -O2 -DNDEBUG -g -Iandroid-8/arch-arm/usr/include -c groupsock/GroupsockHelper.cpp -o groupsock/GroupsockHelper.o && rm -f groupsock/GroupsockHelper.o.d && mv groupsock/GroupsockHelper.o.d.org groupsock/GroupsockHelper.o.d groupsock/GroupsockHelper.cpp: In function 'Boolean socketJoinGroupSSM(UsageEnvironment&, int, netAddressBits, netAddressBits)': groupsock/GroupsockHelper.cpp:427: error: request for member 's_addr' in 'imr.ip_mreq_source::imr_multiaddr', which is of non-class type '__u32' groupsock/GroupsockHelper.cpp:428: error: request for member 's_addr' in 'imr.ip_mreq_source::imr_sourceaddr', which is of non-class type '__u32' groupsock/GroupsockHelper.cpp:429: error: request for member 's_addr' in 'imr.ip_mreq_source::imr_interface', which is of non-class type '__u32' I am not sure what is causing the error. Any pointers would be great - no pun intended. Thanks

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  • What header file is where the boost libray define its own primitive data type?

    - by ronghai
    Recently, I try to use the boost::spirit::qi binary endian parser to parse some binary data depends on the endianness of the Platform. There is a simple example, like following: Using declarations and variables: using boost::spirit::qi::little_word; using boost::spirit::qi::little_dword; using boost::spirit::qi::little_qword; boost::uint16_t us; boost::uint32_t ui; boost::uint64_t ul; Basic usage of the little endian binary parsers: test_parser_attr("\x01\x02", little_word, us); assert(us == 0x0201); test_parser_attr("\x01\x02\x03\x04", little_dword, ui); assert(ui == 0x04030201); test_parser_attr("\x01\x02\x03\x04\x05\x06\x07\x08", little_qword, ul); assert(ul == 0x0807060504030201LL); test_parser("\x01\x02", little_word(0x0201)); test_parser("\x01\x02\x03\x04", little_dword(0x04030201)); test_parser("\x01\x02\x03\x04\x05\x06\x07\x08", little_qword(0x0807060504030201LL)); It works very well. But my questions come, why do we need use some data types like boost::uint16_t, boost::uint32_t here? Can I use unsigned long or unsigned int here? And if I want to parse double or float data type, what boost data type should I use? And please tell me where is boost define the above these types? Thanks a lot.

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  • gried view problem asp.net

    - by kenom
    Why i get this error: The data types text and nvarchar are incompatible in the equal to operator. The field of "username" in database is text type... This is my soruce: <%@ Control Language="C#" AutoEventWireup="true" CodeFile="my_answers.ascx.cs" Inherits="kontrole_login_my_answers" %> <div style=" margin-top:-1280px; float:left;"> <p></p> <div id="question"> Add question </div> </div> <asp:GridView ID="GridView1" runat="server" DataSourceID="SqlDataSource1" > </asp:GridView> <asp:SqlDataSource ID="SqlDataSource1" runat="server" ConnectionString="<%$ ConnectionStrings:estudent_piooConnectionString %>" SelectCommand="SELECT * FROM [question] WHERE ([username] = @fafa)"> <SelectParameters> <asp:QueryStringParameter Name="fafa" QueryStringField="user" Type="String"/> </SelectParameters> </asp:SqlDataSource>

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  • Commit is VERY slow in my NHibernate / SQLite project

    - by Tom Bushell
    I've just started doing some real-world performance testing on my Fluent NHibernate / SQLite project, and am experiencing some serious delays when when I Commit to the database. By serious, I mean taking 20 - 30 seconds to Commit 30 K of data! This delay seems to get worse as the database grows. When the SQLite DB file is empty, commits happen almost instantly, but when it grows to 10 Meg, I see these huge delays. The database has 16 tables, averaging 10 columns each. One possible problem is that I'm storing a dozen or so IList members, but they are typically only 200 elements long. But this is a recent addition to Fluent NHibernate automapping, which stores each float in a single table row, so maybe that's a potential problem. Any suggestions on how to track this down? I suspect SQLite is the culprit, but maybe it's NHibernate? I don't have any experience with profilers, but am thinking of getting one. I'm aware of NHibernate Profiler - any recommendations for profilers that work well with SQLite? Here's the method that saves the data - it's just a SaveOrUpdate call and a Commit, if you ignore all the error handling and debug logging. public static void SaveMeasurement(object measurement) { Debug.WriteLine("\r\n---SaveMeasurement---"); // Get the application's database session var session = GetSession(); using (var transaction = session.BeginTransaction()) { try { session.SaveOrUpdate(measurement); } catch (Exception e) { throw new ApplicationException( "\r\n SaveMeasurement->SaveOrUpdate failed\r\n\r\n", e); } try { Debug.WriteLine("\r\n---Commit---"); transaction.Commit(); Debug.WriteLine("\r\n---Commit Complete---"); } catch (Exception e) { throw new ApplicationException( "\r\n SaveMeasurement->Commit failed\r\n\r\n", e); } } }

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  • WPF - Why doesn't Microsoft supply a decent set of most-used controls ?

    - by IUsedToBeAPygmy
    I've been playing with WPF for some months now, and I quite like it. But one of the things I don't get is why MS doesn't put a little more effort in helping developers by supplying basic controls, and I need to get this off my chest :) For example, I figure most applications somewhere will need to let you edit some properties - for configuration or whatever. What would be the most used types in a proprety-grid editor ? text numbers (byte, float/double, int, etc) colors ....etc. So why isn't there even something as simple as a control to edit numbers ? Like a generic NumericUpDown control that allows you to type in numbers (no text, no pasting invalid input) or spin them up/down according to some given rules (decimal, floating point, min/maxvalue) ? Why isn't there a generic colorpicker, so people get the same user-experience in every application ? Why isn't there a standard implementation of a SearchTextBox, a BreadCrumb-control, or all these other standard control types users have gotten accustomed to the last 10 years ? (..but at least they DID have the time to implement a generic splashscreen - because everyone knows that greatly increases user-productivity....) The well-known ideal is always to give people the same user-experience over different applications. So even if some of those controls would be easy to make - it would be preferred to have one version over different applications. I see people all over the internet trying to do the same stuff over and over again. Okay, so MS started a WPF Toolkit project on Codeplex that tries to implement some controls, but only did so half-heartedly and is completely dead by now (last update of the roadmap dates back to Mar 21 2009). The result of this is that a lot of people starting a WPF-project end up spending a lot of time on trying to figure out how to create some generic controls and get really frustrated. Wasn't the mantra "Developers, developers, developers!" ..? /Rant

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  • How to detect whether there is a specific member variable in class?

    - by Kirill V. Lyadvinsky
    For creating algorithm template function I need to know whether x or X (and y or Y) in class that is template argument. It may by useful when using my function for MFC CPoint class or GDI+ PointF class or some others. All of them use different x in them. My solution could be reduces to the following code: template<int> struct TT {typedef int type;}; template<class P> bool Check_x(P p, typename TT<sizeof(&P::x)>::type b = 0) { return true; } template<class P> bool Check_x(P p, typename TT<sizeof(&P::X)>::type b = 0) { return false; } struct P1 {int x; }; struct P2 {float X; }; // it also could be struct P3 {unknown_type X; }; int main() { P1 p1 = {1}; P2 p2 = {1}; Check_x(p1); // must return true Check_x(p2); // must return false return 0; } But it does not compile in Visual Studio, while compiling in the GNU C++. With Visual Studio I could use the following template: template<class P> bool Check_x(P p, typename TT<&P::x==&P::x>::type b = 0) { return true; } template<class P> bool Check_x(P p, typename TT<&P::X==&P::X>::type b = 0) { return false; } But it does not compile in GNU C++. Is there universal solution? UPD: Structures P1 and P2 here are only for example. There are could be any classes with unknown members.

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  • Primefaces push encoding

    - by kalaoke
    I use primefaces push to write a message in a p:notificationBar. if i push a message with specials characters (like russians char), I've got '?' in my message. How can I fix this problem ? Thanks for your help. (config : primefaces 3.4 and jsf2. All my html pages are utf8 encoding). Here is my view code : <p:notificationBar id="bar" widgetVar="pushNotifBar" position="bottom" style="z-index: 3;border: 8px outset #AB1700;width: 97%;background: none repeat scroll 0 0 #CA837D;"> <h:form prependId="false"> <p:commandButton icon="ui-icon-close" title="#{messages['gen.close']}" styleClass="ui-notificationbar-close" type="button" onclick="pushNotifBar.hide();"/> </h:form> <h:panelGrid columns="1" style="width: 100%; text-align: center;"> <h:outputText id="pushNotifSummary" value="#{growlBean.summary}" style="font-size:36px;text-align:center;"/> <h:outputText id="pushNotifDetail" value="#{growlBean.detail}" style="font-size: 20px; float: left;" /> </h:panelGrid> </p:notificationBar> <p:socket onMessage="handleMessage" channel="/notifications"/> <script type="text/javascript"> function handleMessage(data) { var substr = data.split(' %% '); $('#pushNotifSummary').html(substr[0]); $('#pushNotifDetail').html(substr[1]); pushNotifBar.show(); } </script> and my Bean code : public void send() { PushContext pushContext = PushContextFactory.getDefault().getPushContext(); String var = summary + " %% " + detail; pushContext.push("/notifications", var);

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  • Android Accessing Accelerometer: Returns always 0 as Value

    - by Rotesmofa
    Hello there, i would like to use the accelerometer in an Android Handset for my Application. The data from the sensor will be saved together with a GPS Point, so the Value is only needed when the GPS Point is updated. If i use the attached Code the values is always zero. API Level 8 Permissions: Internet, Fine Location Testing Device: Galaxy S(i9000), Nexus One Any Suggestions? I am stuck at this point. Best regards from Germany, Pascal import android.app.Activity; import android.hardware.Sensor; import android.hardware.SensorEvent; import android.hardware.SensorEventListener; import android.hardware.SensorManager; import android.os.Bundle; public class AccelerometerService extends Activity{ AccelerometerData accelerometerData; private SensorManager mSensorManager; private float x,y,z; private class AccelerometerData implements SensorEventListener{ public void onSensorChanged(SensorEvent event) { x = event.values[0]; y = event.values[1]; z = event.values[2]; } public void onAccuracyChanged(Sensor sensor, int accuracy) {} } @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); mSensorManager = (SensorManager) getSystemService(SENSOR_SERVICE); mSensorManager.registerListener(accelerometerData, mSensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER), SensorManager.SENSOR_DELAY_FASTEST); } @Override protected void onResume() { super.onResume(); } @Override protected void onStop() { mSensorManager.unregisterListener(accelerometerData); super.onStop(); } public String getSensorString() { return ("X: " + x+"m/s, Y: "+ y +"m/s, Z: "+ z +"m/s" ); } }

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  • Set fields with instrospection - Problem with String.valueOf(String)

    - by fabb
    Hey there! I'm setting public fields of the Object 'this' via reflection. Both the field name and the value are given as String. I use several various field types: Boolean, Integer, Float, Double, an own enum, and a String. It works with all of them except with a String. The exception that gets thrown is that no method with the Signature String.valueOf(String) exists... Now I use a dirty instanceof workaround to detect if each field is a String and in that case just copy the value to the field. private void setField(String field, String value) throws Exception { Field wField = this.getClass().getField(field); if(wField.get(this) instanceof String){ //TODO dirrrrty hack //stupid workaround as java.lang.String.valueOf(java.lang.String) fails... wField.set(this, value); }else{ Method parseMethod = wField.getType().getMethod("valueOf", new Class[]{String.class}); wField.set(this, parseMethod.invoke(wField, value)); } } Any ideas how to avoid that workaround? Do you think java.lang.String should support the method valueOf(String)? thanks, fabb

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  • Android - Correspondence between ImageView coordinates and Bitmap Pixels

    - by Matteo
    In my application I want the user to be able to select some content of an Image contained inside an ImageView. To select the content I subclassed the ImageView class making it implement the OnTouchListener so to draw over it a rectangle with borders decided by the user. Here is an example of the result of the drawing (to have an idea you can think of it as when you click with the mouse on your desktop and drag the mouse): Now I need to determine which pixels of the Bitmap image correspond to the selected part. It's kind of easy to determine which are the points of the ImageView belonging to the rectangle, but I don't know how to get the correspondent pixels, since the ImageView has a different aspect ratio than the original image. I followed the approach described especially here, but also here, but am not fully satisfied because in my opinion the correspondence made is 1 on 1 between pixels and points on the ImageView and does not give me all the correspondent pixels on the original image to the selected area. Calling hoveredRect the rectangle on the ImageView the points inside of it are: class Point { float x, y; @Override public String toString() { return x + ", " + y; } } Vector<Point> pointsInRect = new Vector<Point>(); for( int x = hoveredRect.left; x <= hoveredRect.right; x++ ){ for( int y = hoveredRect.top; y <= hoveredRect.bottom; y++ ){ Point pointInRect = new Point(); pointInRect.x = x; pointInRect.y = y; pointsInRect.add(pointInRect); } } How can I obtain a Vector<Pixels> pixelsInImage containing the correspondent pixels?

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  • Latex: Text cannot be placed below image

    - by Frederik Wordenskjold
    I love latex! But sometimes, it does not love me... I'm having a problem with an image and some text. I have this code: Some text...\\ \begin{figure}[ht] \centering \includegraphics[scale=0.75]{picture.jpg} \caption{The caption} \label{fig:picture} \end{figure} Some more text... Basically, I want this: Some text. (Above image in the code) [end of page / new page] image Some more text. (Below the image in the code) [start of new section] But, what the above code gives me is this: Some text. (Above image in the code) Some more text. (Below the image in the code) [end of page / new page] image [start of new section] Latex insists on putting everything but a new section above the image even though its below the image in the code. Its probably because the image floats on top - but whats my alternative? There's not enough space on the first page to display the image there, to I cannot use [h] as the float-alignment. I can "hack it", by creating an empty new section, like \section*{}, but this creates some white-space, which looks weird. Any suggestions?

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  • Table cell doesn't obey vertical-align CSS declaration when it contains a floated element

    - by mikez302
    I am trying to create a table, where each cell contains a big floated h1 on the left side, and a larger amount of small text to the right of the big text, vertically centered. However, the small text is showing up at the top of each cell, despite that it has a "vertical-align: middle" declaration. When I remove the big floated element, everything looks fine. I tested it in recent versions of IE, Firefox, and Safari, and this happened in every case. Why is this happening? Does anyone know of a way around it? Here is an example: <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html><head> <meta http-equiv='Content-Type' content='text/html; charset=UTF-8'> <title>vertical-align test</title> <style type="text/css"> td { border: solid black 1px; vertical-align: middle; font-size: 12px} h1 { font-size: 40px; float: left} </style> </head> <body> <table> <tr> <td><h1>1</h1>The quick brown fox jumps over the lazy dog.</td> <td>The quick brown fox jumps over the lazy dog.</td> </tr> </table> </body></html> Notice that the small text in the first cell is at the top for some reason, but the text in the 2nd cell is vertically centered.

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  • How to modulate every texture unit in OpenGL ES 1.1?

    - by Jesse Beder
    I have two textures and a "blend factor", and I'd like to mix them, modulated by the current color; in effect, I want to use the following shader: gl_FragColor = gl_Color * mix(tex0, tex1, blendFactor); I'm using OpenGL ES 1.1, targeting all versions of the iPhone, so I can't use shaders, and I have two texture units. My best attempt is: // texture 0 glActiveTexture(GL_TEXTURE0); image1.Bind(); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); // texture 1 glActiveTexture(GL_TEXTURE1); image2.Bind(); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_INTERPOLATE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_ALPHA, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA); const float factor[] = { 0, 0, 0, blendFactor }; glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, factor); This has the effect of the shader: gl_FragColor = mix(gl_Color * tex0, tex1, blendFactor); but I don't see how to module texture 1 by the color. Is there any way to have the color provided by a texture unit automatically modulated by the incoming primary color? Or any other way to do what I want that I'm missing? Multiple passes are definitely allowed, but they have to have the proper blend effect; I have glBlend(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); enabled, so it can be tricky to get right with multiple passes.

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  • How to make UISlider output nice rounded numbers exponentially?

    - by RickiG
    Hi I am implementing a UISlider a user can manipulate to set a distance. I have never used the CocoaTouch UISlider, but have used other frameworks sliders, usually there is a variable for setting the "step" and other "helper" properties. The documentation for the UISlider deals only with a max and min value, and the output is always a 6 decimal float with a linear relation to the position of the "slider nob". I guess I will have to implement the desired functionality step by step. To the user, the min/max values range from 10 m to 999 Km, I am trying to implement this in an exponential way, that will feel natural to the user. I.e. the user experiences a feeling of control over the values, big or small. Also that the "output" has reasonable values. Values like 10m 200m 2.5km 150 km etc. instead of 1.2342356 m or 108.93837756 km. I would like for the step size to increase by 10m for the first 200m, then maybe by 50m up to 500m, then when passing the 1000 m value, it starts to deal with Kilometers, so then it is step size = 1 km up until 50 km, then maybe 25 km steps etc. Any way I go about this I end up doing a lot of rounding and a lot of calculations wrapped in a forrest of if statements and NSString/Number conversions, each time the user moves the slider just a little. I was hoping someone could lend me a bit of inspiration/math help or make me aware of a more lean approach to solving this problem. My last idea is to populate and array with a 100 string values, then have the slider int value correspond to a string, this is not very flexible, but doable. Thank you in advance for any help given:)

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