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  • How to resolve concurrent ramp collisions in 2d platformer?

    - by Shaun Inman
    A bit about the physics engine: Bodies are all rectangles. Bodies are sorted at the beginning of every update loop based on the body-in-motion's horizontal and vertical velocity (to avoid sticky walls/floors). Solid bodies are resolved by testing the body-in-motion's new X with the old Y and adjusting if necessary before testing the new X with the new Y, again adjusting if necessary. Works great. Ramps (rectangles with a flag set indicating bottom-left, bottom-right, etc) are resolved by calculating the ratio of penetration along the x-axis and setting a new Y accordingly (with some checks to make sure the body-in-motion isn't attacking from the tall or flat side, in which case the ramp is treated as a normal rectangle). This also works great. Side-by-side ramps, eg. \/ and /\, work fine but things get jittery and unpredictable when a top-down ramp is directly above a bottom-up ramp, eg. < or > or when a bottom-up ramp runs right up to the ceiling/top-down ramp runs right down to the floor. I've been able to lock it down somewhat by detecting whether the body-in-motion hadFloor when also colliding with a top-down ramp or hadCeiling when also colliding with a bottom-up ramp then resolving by calculating the ratio of penetration along the y-axis and setting the new X accordingly (the opposite of the normal behavior). But as soon as the body-in-motion jumps the hasFloor flag becomes false, the first ramp resolution pushes the body into collision with the second ramp and collision resolution becomes jittery again for a few frames. I'm sure I'm making this more complicated than it needs to be. Can anyone recommend a good resource that outlines the best way to address this problem? (Please don't recommend I use something like Box2d or Chipmunk. Also, "redesign your levels" isn't an answer; the body-in-motion may at times be riding another body-in-motion, eg. a platform, that pushes it into a ramp so I'd like to be able to resolve this properly.) Thanks!

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  • Android GridView with ads below

    - by ktambascio
    Hi, I'm trying to integrate ads (admob) into my Android app. It's mostly working, except for one issue with the layout. My layout consists of: <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent" xmlns:app="http://schemas.android.com/apk/res/com.example.photos"> <LinearLayout android:orientation="horizontal" android:layout_width="wrap_content" android:layout_height="wrap_content" android:id="@+id/status_layout"> <ImageView android:id="@+id/cardStatus" android:layout_width="wrap_content" android:layout_height="wrap_content" /> <TextView android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="@string/hello" android:id="@+id/cardStatusText" /> </LinearLayout> <GridView android:id="@+id/imageGridView" android:layout_width="fill_parent" android:layout_height="fill_parent" android:padding="10dp" android:verticalSpacing="10dp" android:horizontalSpacing="10dp" android:numColumns="auto_fit" android:columnWidth="100dp" android:stretchMode="columnWidth" android:gravity="center" android:layout_below="@id/status_layout" /> <!-- Place an AdMob ad at the bottom of the screen. --> <!-- It has white text on a black background. --> <!-- The description of the surrounding context is 'Android game'. --> <com.admob.android.ads.AdView android:id="@+id/ad" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_alignParentBottom="true" app:backgroundColor="#000000" app:primaryTextColor="#FFFFFF" app:secondaryTextColor="#CCCCCC" app:keywords="Android Photo" /> </RelativeLayout> The ads are shown at the bottom of the screen, just as I want. However, they seem to be overlayed or drawn on top of the bottom portion of the grid view. I would like the gridview to be shorter, so that the ad can fill the bottom portion of the screen, and not hide part of the gridview. The problem is most annoying when you scroll all the way to the bottom of the gridview, and you still cannot fully see the last row items in the grid due to the ad. I'm not sure if this is the standard way that AdMob ads work. If this is the case, adding some padding to the bottom of the grid (if that's possible) would due the trick. That way the user can scroll a bit further, and see the last row in addition to the ad. I just switched from using LinearLayout to RelativeLayout after reading some similar issues with ListViews. Now my ad is along the bottom instead of above the grid, so I'm getting closer. Thoughts? -Kevin

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  • EM12c Release 4: New Compliance features including DB STIG Standard

    - by DaveWolf
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 Enterprise Manager’s compliance framework is a powerful and robust feature that provides users the ability to continuously validate their target configurations against a specified standard. Enterprise Manager’s compliance library is filled with a wide variety of standards based on Oracle’s recommendations, best practices and security guidelines. These standards can be easily associated to a target to generate a report showing its degree of conformance to that standard. ( To get an overview of  Database compliance management in Enterprise Manager see this screenwatch. ) Starting with release 12.1.0.4 of Enterprise Manager the compliance library will contain a new standard based on the US Defense Information Systems Agency (DISA) Security Technical Implementation Guide (STIG) for Oracle Database 11g. According to the DISA website, “The STIGs contain technical guidance to ‘lock down’ information systems/software that might otherwise be vulnerable to a malicious computer attack.” In essence, a STIG is a technical checklist an administrator can follow to secure a system or software. Many US government entities are required to follow these standards however many non-US government entities and commercial companies base their standards directly or partially on these STIGs. You can find more information about the Oracle Database and other STIGs on the DISA website. The Oracle Database 11g STIG consists of two categories of checks, installation and instance. Installation checks focus primarily on the security of the Oracle Home while the instance checks focus on the configuration of the running database instance itself. If you view the STIG compliance standard in Enterprise Manager, you will see the rules organized into folders corresponding to these categories. Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 -"/ /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} The rule names contain a rule ID ( DG0020 for example ) which directly map to the check name in the STIG checklist along with a helpful brief description. The actual description field contains the text from the STIG documentation to aid in understanding the purpose of the check. All of the rules have also been documented in the Oracle Database Compliance Standards reference documentation. In order to use this standard both the OMS and agent must be at version 12.1.0.4 as it takes advantage of several features new in this release including: Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Agent-Side Compliance Rules Manual Compliance Rules Violation Suppression Additional BI Publisher Compliance Reports /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Agent-Side Compliance Rules Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Agent-side compliance rules are essentially the result of a tighter integration between Configuration Extensions and Compliance Rules. If you ever created customer compliance content in past versions of Enterprise Manager, you likely used Configuration Extensions to collect additional information into the EM repository so it could be used in a Repository compliance rule. This process although powerful, could be confusing to correctly model the SQL in the rule creation wizard. With agent-side rules, the user only needs to choose the Configuration Extension/Alias combination and that’s it. Enterprise Manager will do the rest for you. This tighter integration also means their lifecycle is managed together. When you associate an agent-side compliance standard to a target, the required Configuration Extensions will be deployed automatically for you. The opposite is also true, when you unassociated the compliance standard, the Configuration Extensions will also be undeployed. The Oracle Database STIG compliance standard is implemented as an agent-side standard which is why you simply need to associate the standard to your database targets without previously deploying the associated Configuration Extensions. You can learn more about using Agent-Side compliance rules in the screenwatch Using Agent-Side Compliance Rules on Enterprise Manager's Lifecycle Management page on OTN. /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Manual Compliance Rules Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} There are many checks in the Oracle Database STIG as well as other common standards which simply cannot be automated. This could be something as simple as “Ensure the datacenter entrance is secured.” or complex as Oracle Database STIG Rule DG0186 – “The database should not be directly accessible from public or unauthorized networks”. These checks require a human to perform and attest to its successful completion. Enterprise Manager now supports these types of checks in Manual rules. When first associated to a target, each manual rule will generate a single violation. These violations must be manually cleared by a user who is in essence attesting to its successful completion. The user is able to permanently clear the violation or give a future date on which the violation will be regenerated. Setting a future date is useful when policy dictates a periodic re-validation of conformance wherein the user will have to reperform the check. The optional reason field gives the user an opportunity to provide details of the check results. Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Violation Suppression There are situations that require the need to permanently or temporarily suppress a legitimate violation or finding. These include approved exceptions and grace periods. Enterprise Manager now supports the ability to temporarily or permanently suppress a violation. Unlike when you clear a manual rule violation, suppression simply removes the violation from the compliance results UI and in turn its negative impact on the score. The violation still remains in the EM repository and can be accounted for in compliance reports. Temporarily suppressing a violation can give users a grace period in which to address an issue. If the issue is not addressed within the specified period, the violation will reappear in the results automatically. Again the user may enter a reason for the suppression which will be permanently saved with the event along with the suppressing user ID. Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Additional BI Publisher compliance reports As I am sure you have learned by now, BI Publisher now ships and is integrated with Enterprise Manager 12.1.0.4. This means users can take full advantage of the powerful reporting engine by using the Oracle provided reports or building their own. There are many new compliance related reports available in 12.1.0.4 covering all aspects including the association status, library as well as summary and detailed results reports.  10 New Compliance Reports Compliance Summary Report Example showing STIG results Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Conclusion Together with the Oracle Database 11g STIG compliance standard these features provide a complete solution for easily auditing and reporting the security posture of your Oracle Databases against this well known benchmark. You can view an overview presentation and demo in the screenwatch Using the STIG Compliance Standard on Enterprise Manager's Lifecycle Management page on OTN. Additional EM12c Compliance Management Information Compliance Management - Overview ( Presentation ) Compliance Management - Custom Compliance on Default Data (How To) Compliance Management - Custom Compliance using SQL Configuration Extension (How To) Compliance Management - Customer Compliance using Command Configuration Extension (How To)

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  • [NSIS] Custom radio-buttom INI page via Eclipse

    - by Omegazero
    I'm using Eclipse's create InstallOptions menu to create a custom INI page with radio-buttons for repackaging the Blackberry Desktop installer. There are 2 sections for each type: "Internet" and "Enterprise". I need a user to select 1 of the 2 options and depending on their selection, the page will carry over the selection chosen in the custom page, jump to the INSTFILES page, and continue onto the end. I couldn't find any concrete documentation on getting INI pages to load in the script (I'm probably searching incorrectly), and then pass data from one page to the next (according to fields I guess?) Any help is appreciated. Even if it's to tell me I'm blind and can't read a doc (though a link would help :) ) Here's the INI code: ; Auto-generated by EclipseNSIS InstallOptions Script Wizard ; Jul 29, 2009 5:42:56 PM [Settings] NumFields=7 Title=RIM BlackBerry Desktop 5.0 installation CancelEnabled=1 [Field 1] Type=RadioButton Left=15 Top=28 Right=100 Bottom=38 Text=Internet State= Flags=NOTIFY [Field 4] Type=RadioButton Left=15 Top=95 Right=100 Bottom=105 Text=Enterprise Flags=NOTIFY [Field 2] Type=GroupBox Left=0 Top=10 Right=300 Bottom=75 Text= [Field 5] Type=Label Left=30 Top=42 Right=235 Bottom=52 Text=For users who are NOT on the Enterprise (Exchange) server [Field 6] Type=Label Left=30 Top=111 Right=235 Bottom=121 Text=Choose this only if you are on the Exchange server [Field 3] Type=GroupBox Left=0 Top=75 Right=300 Bottom=140 [Field 7] Type=Label Left=0 Top=0 Right=130 Bottom=10 Text=Please choose your installation method ...And here's the NSI code: Auto-generated by EclipseNSIS Script Wizard Jul 29, 2009 5:42:16 PM Name "BlackBerry Desktop" RequestExecutionLevel admin General Symbol Definitions !define VERSION 5.0.0.11 !define COMPANY RIM !define URL http://www.blackberry.com MUI Symbol Definitions !define MUI_ICON BBD.ico !define MUI_LICENSEPAGE_RADIOBUTTONS Included files !include Sections.nsh !include MUI2.nsh Reserved Files ReserveFile "${NSISDIR}\Plugins\AdvSplash.dll" Installer pages !insertmacro MUI_PAGE_WELCOME !insertmacro MUI_PAGE_LICENSE license.txt !insertmacro MUI_PAGE_COMPONENTS !insertmacro MUI_PAGE_INSTFILES !insertmacro MUI_PAGE_FINISH Installer languages !insertmacro MUI_LANGUAGE English Installer attributes OutFile RIM_BlackBerry_Desktop_5.0.exe InstallDir "$TEMP\RIM BlackBerry Desktop 5.0 Setup Files" CRCCheck on XPStyle on ShowInstDetails hide VIProductVersion 5.0.0.11 VIAddVersionKey /LANG=${LANG_ENGLISH} ProductName "BlackBerry Desktop" VIAddVersionKey /LANG=${LANG_ENGLISH} ProductVersion "${VERSION}" VIAddVersionKey /LANG=${LANG_ENGLISH} CompanyName "${COMPANY}" VIAddVersionKey /LANG=${LANG_ENGLISH} CompanyWebsite "${URL}" VIAddVersionKey /LANG=${LANG_ENGLISH} FileVersion "${VERSION}" VIAddVersionKey /LANG=${LANG_ENGLISH} FileDescription "" VIAddVersionKey /LANG=${LANG_ENGLISH} LegalCopyright "" Installer sections Section /o Main SEC0000 SetOutPath $INSTDIR SetOverwrite ifdiff ; TESTING PHASE SectionEnd SectionGroup /e "BlackBerry Desktop Section" Section /o Internet SEC0001 SetOutPath $INSTDIR\DRIVERS SetOverwrite ifdiff ; Execwait 'msiexec /i "$INSTDIR\BlackBerry USB and Modem Drivers_ENG (DM5.0b28).msi" /passive' SetOutPath $INSTDIR SetOverwrite ifdiff ; File /r * ; ExecWait '"$INSTDIR\Setup.exe" /S/v/qb!' SectionEnd Section /o Enterprise SEC0002 SetOutPath $INSTDIR\DRIVERS SetOverwrite ifdiff ; Execwait 'msiexec /i "$INSTDIR\BlackBerry USB and Modem Drivers_ENG (DM5.0b28).msi" /passive' SetOutPath $INSTDIR SetOverwrite ifdiff ; File /r * ; Delete /REBOOTOK "$INSTDIR\Setup.ini" ; Rename /REBOOTOK "$INSTDIR\Setup_Enterprise.ini" "$INSTDIR\Setup.ini" ; ExecWait '"$INSTDIR\Setup.exe" /S/v/qb!' SectionEnd SectionGroupEnd Section Descriptions !insertmacro MUI_FUNCTION_DESCRIPTION_BEGIN !insertmacro MUI_DESCRIPTION_TEXT ${SEC0000} $(SEC0000_DESC) !insertmacro MUI_DESCRIPTION_TEXT ${SEC0001} $(SEC0001_DESC) !insertmacro MUI_FUNCTION_DESCRIPTION_END Installer Language Strings TODO Update the Language Strings with the appropriate translations. LangString SEC0000_DESC ${LANG_ENGLISH} "Installation for non-Exchange/Enterprise BlackBerry Users" LangString SEC0001_DESC ${LANG_ENGLISH} "Installation for Exchange/Enterprise BlackBerry Users"

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  • multiple droppable

    - by Sune
    Ive have multiple droppable divs (which all have the same size) and one draggable div. The draggable div is 3 times bigger than one droppable. When I drag the draggable div on the droppables divs I want to find which droppable has been affeckted. My code looks like this: $(function () { $(".draggable").draggable({ drag: function (event, ui) { } }); $(".droppable").droppable({ drop: function (event, ui) { alert(this.id); } }); }); the html <div style="height:100px; width:200px; border-bottom:1px solid red; " id="Div0" class="droppable"> drop in me1! </div> <div style="height:100px; width:200px; border-bottom:1px solid red;" id="Div1" class="droppable"> drop in me2! </div> <div style="height:100px; width:200px; border-bottom:1px solid red; " id="Div2" class="droppable"> drop in me2! </div> <div style="height:100px; width:200px; border-bottom:1px solid red; " id="Div3" class="droppable"> drop in me2! </div> <div style="height:100px; width:200px; border-bottom:1px solid red; " id="Div4" class="droppable"> drop in me2! </div> <div style="height:100px; width:200px; border-bottom:1px solid red; " id="Div5" class="droppable"> drop in me2! </div> <div style="height:100px; width:200px; border-bottom:1px solid red; " id="Div6" class="droppable"> drop in me2! </div> <div style="height:100px; width:200px; border-bottom:1px solid red; " id="Div7" class="droppable"> drop in me2! </div> <div class="draggable" id="drag" style="height:300px; width:50px; border:1px solid black;"><span>Drag</span></div> But my alert only shows the first which my draggable div (Div0) hits, how can I find the missing (Div1 and Div2), which also is affeckted?? Here's a guy with the same problem : http://forum.jquery.com/topic/drop-onto-multiple-droppable-elements-at-once

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  • Customize jquery ui progress bar

    - by P. Sohm
    I'd like to add some values under the jquery progress like My current code is : <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.8.1/jquery.min.js"> </script> <script src="http://ajax.googleapis.com/ajax/libs/jqueryui/1.8.23/jquery-ui.min.js"></script> <style type="text/css"> .ui-progressbar { height:2em; text-align: left; overflow: hidden; } .ui-progressbar .ui-progressbar-value {margin: -1px; height:100%; } .ui-widget { font-family: Trebuchet MS, Tahoma, Verdana, Arial, sans-serif; font-size: 1.1em; } .ui-widget .ui-widget { font-size: 1em; } .ui-widget input, .ui-widget select, .ui-widget textarea, .ui-widget button { font-family: Trebuchet MS, Tahoma, Verdana, Arial, sans-serif; font-size: 1em; } .ui-widget-content { border: 1px solid #dddddd; background: #EDEFF1 50% top repeat-x; color: #333333; } .ui-widget-content a { color: #333333; } .ui-widget-header { border: 1px solid #e78f08; background: #AB3B3B 50% 50% repeat-x; color: #ffffff; font-weight: bold; } .ui-widget-header a { color: #ffffff; } .ui-corner-all, .ui-corner-top, .ui-corner-left, .ui-corner-tl { -moz-border-radius-topleft: 4px; -webkit-border-top-left-radius: 4px; -khtml-border-top-left-radius: 4px; border-top-left-radius: 4px; } .ui-corner-all, .ui-corner-top, .ui-corner-right, .ui-corner-tr { -moz-border-radius-topright: 4px; -webkit-border-top-right-radius: 4px; -khtml-border-top-right-radius: 4px; border-top-right-radius: 4px; } .ui-corner-all, .ui-corner-bottom, .ui-corner-left, .ui-corner-bl { -moz-border-radius-bottomleft: 4px; -webkit-border-bottom-left-radius: 4px; -khtml-border-bottom-left-radius: 4px; border-bottom-left-radius: 4px; } .ui-corner-all, .ui-corner-bottom, .ui-corner-right, .ui-corner-br { -moz-border-radius-bottomright: 4px; -webkit-border-bottom-right-radius: 4px; -khtml-border-bottom-right-radius: 4px; border-bottom-right-radius: 4px; } #progressbar { float: right; margin-right: 100px; width: 120px; margin-top: -30px } #progress { position: relative} </style></head> <body> <script type="text/javascript"> $().ready(function() { $("#progressbar").progressbar({ value: 29 }); }); </script> <div id="progressbar"></div> </body></html> I didn't find how to have this result ... Another possibility would be to add some text at the right of the progress bar (I tryied with a but it comes in the line after)

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  • Screen space to world space

    - by user13414
    I am writing a 2D game where my game world has x axis running left to right, y axis running top to bottom, and z axis out of the screen: Whilst my game world is top-down, the game is rendered on a slight tilt: I'm working on projecting from world space to screen space, and vice-versa. I have the former working as follows: var viewport = new Viewport(0, 0, this.ScreenWidth, this.ScreenHeight); var screenPoint = viewport.Project(worldPoint.NegateY(), this.ProjectionMatrix, this.ViewMatrix, this.WorldMatrix); The NegateY() extension method does exactly what it sounds like, since XNA's y axis runs bottom to top instead of top to bottom. The screenshot above shows this all working. Basically, I have a bunch of points in 3D space that I then render in screen space. I can modify camera properties in real time and see it animate to the new position. Obviously my actual game will use sprites rather than points and the camera position will be fixed, but I'm just trying to get all the math in place before getting to that. Now, I am trying to convert back the other way. That is, given an x and y point in screen space above, determine the corresponding point in world space. So if I point the cursor at, say, the bottom-left of the green trapezoid, I want to get a world space reading of (0, 480). The z coordinate is irrelevant. Or, rather, the z coordinate will always be zero when mapping back to world space. Essentially, I want to implement this method signature: public Vector2 ScreenPointToWorld(Vector2 point) I've tried several things to get this working but am just having no luck. My latest thinking is that I need to call Viewport.Unproject twice with differing near/far z values, calculate the resultant Ray, normalize it, then calculate the intersection of the Ray with a Plane that basically represents ground-level of my world. However, I got stuck on the last step and wasn't sure whether I was over-complicating things. Can anyone point me in the right direction on how to achieve this?

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  • Orthographic Projection Issue

    - by Nick
    I have a problem with my Ortho Matrix. The engine uses the perspective projection fine but for some reason the Ortho matrix is messed up. (See screenshots below). Can anyone understand what is happening here? At the min I am taking the Projection matrix * Transform (Translate, rotate, scale) and passing to the Vertex shader to multiply the Vertices by it. VIDEO Shows the same scene, rotating on the Y axis. http://youtu.be/2feiZAIM9Y0 void Matrix4f::InitOrthoProjTransform(float left, float right, float top, float bottom, float zNear, float zFar) { m[0][0] = 2 / (right - left); m[0][1] = 0; m[0][2] = 0; m[0][3] = 0; m[1][0] = 0; m[1][1] = 2 / (top - bottom); m[1][2] = 0; m[1][3] = 0; m[2][0] = 0; m[2][1] = 0; m[2][2] = -1 / (zFar - zNear); m[2][3] = 0; m[3][0] = -(right + left) / (right - left); m[3][1] = -(top + bottom) / (top - bottom); m[3][2] = -zNear / (zFar - zNear); m[3][3] = 1; } This is what happens with Ortho Matrix: This is the Perspective Matrix:

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  • Direct2D Transform

    - by James
    I have a beginner question about Direct2D transforms. I have a 20 x 10 bitmap that I would like to draw in different orientations. To start, I would like to draw it vertically with a destination rectangle of say: (left, top, right, bottom) (300, 300, 310, 320) The bitmap is wider than it is tall (20 x 10), but when I draw it vertically, it will be appear taller than it is wide (10 x 20). I know that I can use a rotation matrix like so: m_pRenderTarget->SetTransform( D2D1::Matrix3x2F::Rotation( 90.0f, D2D1::Point2F(<center of shape>)) ); But when I use this method to rotate my shape, the destination rectangle is still wider than it is tall. Maybe it would look something like this: (left, top, right, bottom) (280, 290, 300, 300) The destination rectangle is 20 x 10 but the bitmap appears on the screen as 10 x 20. I can't look at the destination rectangle in the debugger and compare it to: (left, top, right, bottom) (300, 300, 310, 320) Is there any simple way to say "I want to rotate it so that the image is rendered to exactly this destination rectangle after the rotation?" In this case, I would like to say "Please rotate the bitmap so that it appears on the screen at this location:" (left, top, right, bottom) (300, 300, 310, 320) If I can't do that, is there any way to find out the 10 x 20 destination rectangle where the bitmap is actually being rendered to the screen?

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  • Getting overflow-y:scroll to work with fixed positioning html & css

    - by Vagabond_King
    I have a Jquery tools scrollable thats set to be fixed to the bottom of the browser window. Ideally i would just like to get a overflow-y:scroll; working for the page as a whole when the browser is < 700px. (so no content gets hidden, as its all fixed place). This feels like it should be simple but its causing me huge headaches. js solutions are fine at this point. Thanks in advance. <body> <div id="background"> <div id="fix_to_floor"> <div class="scrollable"> <div class="frame"> <div class="page" id="page1"> <div class="inner_page"> <h2>About Us</h2> <p>content</p> <div class="floor_items"> <img src="images/chair_n_hole.png" width="950" height="700" alt="Chair N Hole"> </div> </div> </div> <div class="page" id="page2"> <div class="inner_page"> <h2>page 2</h2> <p>content</p> <div class="floor_items"> <img src="images/spachairs.png" width="950" height="700" alt="Spachairs"> </div> </div> </div> <div class="page" id="page3"> <div class="inner_page"> <span class="copy"> <h2>Products</h2> </span> </div> </div> </div> </div> </div> </div> </body> body { width: 100%; bottom:0px; position: fixed; } div#background{ height:948px; width:100%; background: #DDD url('../images/working_bg.jpg') repeat-x fixed bottom center; bottom:0px; overflow: scroll; } div#fix_to_floor{ position: fixed; margin: 0 auto; bottom:0px; height: 700px; width: 1700px; } .content img{ position: absolute; bottom: 0; } #content div.floor_items{ position: absolute; bottom:0; width:1700px; width: 950px; height: 700px; } /* **** specific page backgrounds */ /* page 3 - Products */ #page3 .inner_page{ background: url('../images/display.png') no-repeat scroll bottom center; z-index: 50; } #page3 .copy{ float: left; margin: 100px 300px; } #page1 div.floor_items img{ margin: 0 0 0 0px; } /********* SCROLLABLE *********/ div.scrollable{ bottom: 0; position: relative; /* required*/ overflow:hidden; width:1700px; height: 700px; left:0px; } /* needs to be huge and fixed. holds the content */ div.scrollable div.frame{ width: 20000em; position: absolute; height: 700px; } /* single item , must bve floated for horiz. scrolling*/ div.frame div.page{ float:left; width: 1700px; height: 700px; margin: 0; } div.page div.inner_page{ width:950px; height:700px; margin: 0 370px; /* border: 1px solid red;*/ }

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  • Get Information to Your Blog with Microsoft Broadcaster

    - by Matthew Guay
    Do you often have people ask you for advice about technology, or do you write tech-focused blog or newsletter?  Here’s how you can get information to share with your readers about Microsoft technology with Microsoft Broadcaster. Microsoft Broadcaster is a new service from Microsoft to help publishers, bloggers, developers, and other IT professionals find relevant information and resources from Microsoft.  You can use it to help discover things to write about, or simply discover new information about the technology you use.  Broadcaster will also notify you when new resources are available about the topics that interest you.  Let’s look at how you could use this to expand your blog and help your users. Getting Started Head over to the Microsoft Broadcaster site (link below), and click Join to get started. Sign in with your Windows Live ID, or create a new account if you don’t already have one. Near the bottom of the page, add information about your blog, newsletter, or group that you want to share Broadcaster information with.  Click Add when you’re done entering information.  You can enter as many sites or groups as you wish. When you’ve entered all of your information, click the Apply button at the bottom of the page.  Broadcaster will then let you know your information has been submitted, but you’ll need to wait several days to see if you are approved or not. Our application was approved about 2 days after applying, though this may vary.  When you’re approved, you’ll receive an email letting you know.  Return to the Broadcaster website (link below), but this time, click Sign in. Accept the terms of use by clicking I Accept at the bottom of the page. Confirm that your information entered previously is correct, and then click Configure my keywords at the bottom of the page. Now you can pick the topics you want to stay informed about.  Type keywords in the textbox, and it will bring up relevant topics with IntelliSense. Here we’ve added several topics to keep up with. Next select the Microsoft Products you want to keep track of.  If the product you want to keep track of is not listed, make sure to list it in the keywords section as above. Finally, select the types of content you wish to see, including articles, eBooks, webcasts, and more. Finally, when everything’s entered, click Configure My Alerts at the bottom of the page. Broadcaster can automatically email you when new content is found.  If you would like this, click Subscribe.  Otherwise, simply click Access Dashboard to go ahead and find your personalized content. If you choose to receive emails of new content, you’ll have to configure it with Windows Live Alerts.  Click Continue to set this up. Select if you want to receive Messenger alerts, emails, and/or text messages when new content is available.  Click Save when you’re finished. Finally, select how often you want to be notified, and then click Access Dashboard to view the content currently available. Finding Content For Your Blog, Site, or Group Now you can find content specified for your interests from the dashboard.  To access the dashboard in the future, simply go to the Broadcaster site and click Sign In. Here you can see available content, and can search for different topics or customize the topics shown. You’ll see snippets of information from various Microsoft videos, articles, whitepapers, eBooks, and more, depending on your settings.  Click the link at the top of the snippet to view the content, or right-click and copy the link to use in emails or on social networks like Twitter. If you’d like to add this snippet to your website or blog, click the Download content link at the bottom.   Now you can preview what the snippet will look like on your site, and change the width or height to fit your site.  You can view and edit the source code of the snippet from the box at the bottom, and then copy it to use on your site. Copy the code, and paste it in the HTML of a blog post, email, webpage, or anywhere else you wish to share it.  Here we’re pasting it into the HTML editor in Windows Live Writer so we can post it to a blog. After adding a title and opening paragraph, we have a nice blog post that only took a few minutes to put together but should still be useful for our readers.  You can check out the blog post we created at the link below. Readers can click on the links, which will direct them to the content on Microsoft’s websites. Conclusion If you frequently need to find educational and informative content about Microsoft products and services, Broadcaster can be a great service to keep you up to date.  The service worked quite good in our tests, and generally found relevant content to our keywords.  We had difficulty embedding links to eBooks that were listed by Broadcaster, but everything else worked for us.  Now you can always have high quality content to help your customers, coworkers, friends, and more, and you just might find something that will help you, too! Link Microsoft Broadcaster (registration required) Example Post at Techinch.com with Content from Microsoft Broadcaster Similar Articles Productive Geek Tips Create An Electronic Business Card In Outlook 2007Mysticgeek Blog: A Look at Internet Explorer 8 Beta 1 on Windows XPAnnouncing the How-To Geek BlogsNew Vista Syntax for Opening Control Panel Items from the Command-lineHow To Create and Publish Blog Posts in Word 2010 & 2007 TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Fix Common Inkjet Printer Errors Dual Boot Ubuntu and Windows 7 What is HTML5? Default Programs Editor – One great tool for Setting Defaults Convert BMP, TIFF, PCX to Vector files with RasterVect Free Identify Fonts using WhatFontis.com

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  • April Oracle Database Events

    - by Mandy Ho
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif";} April 17-18, 2012 – Moscow, Russia Oracle Develop Conference The Oracle database developer conference, Oracle Develop, will visit Moscow, Russia and Hyderabad, India this spring. Oracle Develop includes a database development track, which contains .NET sessions and hands-on lab led by an Oracle .NET product manager. Register today before the event fills up. http://www.oracle.com/javaone/ru-en/index.html Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif";} April 24, 26 – San Diego, CA & San Jose, CA ISC2 Leadership Regional Event Series Oracle at (ISC)2 Security Leadership Series: Herding Clouds -- Managing Cloud Security Concerns and Expectations Join us for his interactive day-long session where industry leaders, including Oracle solution experts, will talk about how to: dispel the top Cloud security myths minimize "rogue Cloud" implementations identify potential compliance pitfalls and how to avoid them develop contract language for your cloud providers manage users across your fractured datacenter leverage existing technologies to protect data as it moves from the enterprise to the cloud http://www.oracle.com/webapps/events/ns/EventsDetail.jsp?p_eventId=146972&src=7239493&src=7239493&Act=228 Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif";} April 22-26, 2012 – Las Vegas, NV IOUG Collaborate 12 From April 22-26, 2012, Oracle takes Las Vegas. Thousands of Oracle professionals will descend upon the Mandalay Bay Convention Center for a weeks worth of education sessions, networking opportunities and more, at the only user-driven and user-run Oracle conference - COLLABORATE 12.  Your COLLABORATE 12 - IOUG Forum registration comes complete with a bonus- a full day Deep Dive education program on Sunday! Choose from numerous hot topics, including Real World Performance, High Availability and more, presented by legendary and seasoned Oracle pros, including Tom Kyte and Craig Shallahamer. http://www.oracle.com/webapps/events/ns/EventsDetail.jsp?p_eventId=143637&src=7360364&src=7360364&Act=5 Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif";} Independent Oracle User Group (IOUG) Regional Events: April 16, 2012 – Columbus, Ohio Ohio Oracle Users Group Higher Performance PL/PQL and Oracle Database 11g PL/SQL New Features – Featuring Steven Feuerstein http://www.ooug.org/ Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif";} Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif";} April 26, 2012- Irving, TX Dallas Oracle Users Group Oracle Database Forum: 5-7PM Oracle Corporation, 6031 Connection Drive Irving, TX http://memberservices.membee.com/538/irmevents.aspx?id=64 Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif";} Apr 30, 2012- Los Angeles, CA Real World Performance Tour A full day of real world database performance with: Tom Kyte, author of the ever popular AskTom Blog, Andrew Holdsworth, head of Oracle's Real World Performance Team, and Graham Wood, renowned Oracle Database performance architect. Through discussion, debate and demos, they’ll show you how to master performance engineering topics like: Best practices for designing hardware architectures and how to spot and fix bad design. How to develop applications that deliver the fastest possible performance without sacrificing accuracy.  New for 2012! Updates on Enterprise Manager, Exadata, and what these technologies mean to your current systems. http://www.ioug.org/Events/ADayofRealWorldPerformance/tabid/194/Default.aspx

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  • CSS Menus having cross browser problems

    - by George
    I am trying to solve a problem with a CSS menu where the menu does not display properly in IE 6 I see that the HTML has some conditional code to make it work with different browsers but I do not understand it well enough. Can someone suggest a fix so the selected tab in order displayed without the grey breaK? Thanks! #pad { height: 140px; } .dropline { position: relative; padding-bottom: 0px; list-style-type: none; margin: 0px 0px 0px 5px; padding-left: 0px; width: 860px; padding-right: 0px; background: url(../images/menus/ulback.gif) repeat-x; height: 40px; top: 0px; list-style-image: none; padding-top: 0px; left: 5px; } .dropline TABLE { margin: -3px -10px; width: 25px; border-collapse: collapse; height: 17px; } .dropline LI { margin-bottom: 0px; float: left; } .dropline LI A { padding-bottom: 0px; line-height: 40px; padding-left: 0px; padding-right: 19px; display: block; font-family: tahoma, sans-serif; float: left; height: 40px; color: #fff; font-size: 12px; text-decoration: none; padding-top: 0px; } .dropline A { text-align: right; padding-bottom: 0px; line-height: 40px; padding-left: 0px; padding-right: 19px; font-family: tahoma, sans-serif; float: right; height: 40px; color: #fff; font-size: 12px; text-decoration: none; padding-top: 0px; } .dropline A:hover { color: yellow; } .welcomeuser { text-align: right; padding-bottom: 0px; line-height: 40px; padding-left: 20px; padding-right: 0px; font-family: tahoma, sans-serif; float: right; height: 40px; color: #fff; clear: inherit; font-size: 12px; text-decoration: none; padding-top: 0px; } .dropline LI A B { padding-bottom: 0px; padding-left: 20px; padding-right: 0px; display: block; float: left; height: 40px; cursor: pointer; padding-top: 0px; } .dropline UL { z-index: 10; border-bottom: #fff 1px solid; position: absolute; padding-bottom: 0px; list-style-type: none; margin: 0px; padding-left: 0px; width: 860px; padding-right: 0px; background: #f8f8f8; height: 25px; border-top: #ff9933 3px solid; top: 40px; list-style-image: none; padding-top: 0px; left: -9999px; } .dropline UL LI { line-height: 25px; height: 25px; } .dropline UL.right LI { float: right; } .dropline UL LI A { padding-bottom: 0px; line-height: 25px; padding-left: 10px; padding-right: 10px; height: 25px; color: #000; font-size: 11px; font-weight: bold; border-right: #e60 1px solid; padding-top: 0px; } .dropline UL LI A:hover { line-height: 25px; background: none transparent scroll repeat 0% 0%; height: 25px; color: #c60; } .dropline UL.right LI A { border-left: #e60 1px solid; border-right: 0px; } .dropline UL LI A.last { border-bottom: 0px; border-left: 0px; border-top: 0px; border-right: 0px; } .dropline :hover UL { left: 0px; } .dropline LI.current UL { z-index: 1; left: 0px; } .dropline LI.current A { line-height: 36px; background: url(../images/menus/tab_a.gif) no-repeat right top; height: 44px; } .dropline LI.current A B { line-height: 36px; background: url(../images/menus/tab_b.gif) no-repeat left top; } .dropline LI.current UL LI A { padding-bottom: 0px; line-height: 25px; padding-left: 10px; padding-right: 10px; background: none transparent scroll repeat 0% 0%; height: 25px; color: #000; padding-top: 0px; } .dropline LI.current UL LI.current_sub A { color: #c60; } .dropline LI.current UL LI A:hover { color: #c60; } <div id="top_nav"> <asp:ContentPlaceHolder ID="phTopNav" runat="server"> <!-- MENU --> <ul id="dropline" class="dropline" runat="server" style="left: -6px; top: -2px; width:1000px;" clientidmode="Static"> <li runat="server" id="Home"> <a runat="server" id="lnkHome" href="../Default.aspx" title="Go to the Home page"><b>Home</b> <!--[if gte IE 7]><!--></a> <!--<![endif]--> <!--[if lte IE 6]> <table> <tr> <td> <![endif]--><!--[if lte IE 6]> </td> </tr> </table> </a><![endif]--> </li> <li runat="server" id="ApplyNow"> <a runat="server" id="lnkEditOrder" href="../OrderChinaVisa.aspx" title="Use our Price Calculator and simultaneously begin the China Visa application process!"><b>Apply Now!</b> <!--[if gte IE 7]><!--></a> <!--<![endif]--> <!--[if lte IE 6]> <table> <tr> <td> <![endif]--><!--[if lte IE 6]> </td> </tr> </table> </a><![endif]--> </li> <li runat="server" id="CheckStatus"> <a id="lnkCheckStatus" runat="server" href="../Check_Status.aspx" title="Check on the status of a placed order"><b>Check Status</b><!--[if gte IE 7]><!--></a><!--<![endif]--> <!--[if lte IE 6]> <table> <tr> <td> <![endif]--><!--[if lte IE 6]> </td> </tr> </table> </a><![endif]--></li> <li runat="server" id="Affiliate"> <a id="lnkAffiliate" runat="server" href="../Secure/VisaActivity.aspx" title=""><b>Affiliate</b><!--[if gte IE 7]><!--></a><!--<![endif]--> <!--[if lte IE 6]> <table> <tr> <td> <![endif]--><!--[if lte IE 6]> </td> </tr> </table> </a><![endif]--></li> </ul> </asp:ContentPlaceHolder> </div>

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  • problem with css or browser

    - by ntechi
    i got an image behind my google adsense, the css code of that background image is: background: transparent url("http://i53.tinypic.com/2lu8jgg.jpg") repeat-x left bottom; padding-bottom:10px; padding-top:0px; height: 352px; padding-bottom:5 0px; padding-left:50px; padding-right:50px; padding-top:280px; width: 350px; this works fine in mozilla firefox, but when i open my website in google chrome browser the background image is crapped, it is spread in the entire background, whereas it works fine in mozilla and rock-melt, whats the actual problem my website is: http://mbas.in/

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  • Help with Collision Resolution?

    - by Milo
    I'm trying to learn about physics by trying to make a simplified GTA 2 clone. My only problem is collision resolution. Everything else works great. I have a rigid body class and from there cars and a wheel class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private OBB2D predictionRect = new OBB2D(new Vector2D(), 1.0f, 1.0f, 0.0f); private float mass; private Vector2D deltaVec = new Vector2D(); private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); predictionRect.set(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); rectChanged(); } public void setPredictionLocation(Vector2D position, float angle) { getPredictionRect().set(position, getWidth(), getHeight(), angle); } public void setPredictionCenter(Vector2D center) { getPredictionRect().moveTo(center); } public void setPredictionAngle(float angle) { predictionRect.setAngle(angle); } public Vector2D getPosition() { return getRect().getCenter(); } public OBB2D getPredictionRect() { return predictionRect; } @Override public void update(float timeStep) { doUpdate(false,timeStep); } public void doUpdate(boolean prediction, float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); if(prediction) { Vector2D velocity = Vector2D.add(this.velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setPredictionCenter(c); //forces = new Vector2D(0,0); //clear forces } else { velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); deltaVec.x = v.x - c.x; deltaVec.y = v.y - c.y; deltaVec.normalize(); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; } //angular float angAcc = torque / inertia; if(prediction) { float angularVelocity = this.angularVelocity + angAcc * timeStep; setPredictionAngle(getAngle() + angularVelocity * timeStep); //torque = 0; //clear torque } else { angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } } public void updatePrediction(float timeStep) { doUpdate(true, timeStep); } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } public Vector2D getDeltaVec() { return deltaVec; } } Vehicle public class Wheel { private Vector2D forwardVec; private Vector2D sideVec; private float wheelTorque; private float wheelSpeed; private float wheelInertia; private float wheelRadius; private Vector2D position = new Vector2D(); public Wheel(Vector2D position, float radius) { this.position = position; setSteeringAngle(0); wheelSpeed = 0; wheelRadius = radius; wheelInertia = (radius * radius) * 1.1f; } public void setSteeringAngle(float newAngle) { Matrix mat = new Matrix(); float []vecArray = new float[4]; //forward Vector vecArray[0] = 0; vecArray[1] = 1; //side Vector vecArray[2] = -1; vecArray[3] = 0; mat.postRotate(newAngle / (float)Math.PI * 180.0f); mat.mapVectors(vecArray); forwardVec = new Vector2D(vecArray[0], vecArray[1]); sideVec = new Vector2D(vecArray[2], vecArray[3]); } public void addTransmissionTorque(float newValue) { wheelTorque += newValue; } public float getWheelSpeed() { return wheelSpeed; } public Vector2D getAnchorPoint() { return position; } public Vector2D calculateForce(Vector2D relativeGroundSpeed, float timeStep, boolean prediction) { //calculate speed of tire patch at ground Vector2D patchSpeed = Vector2D.scalarMultiply(Vector2D.scalarMultiply( Vector2D.negative(forwardVec), wheelSpeed), wheelRadius); //get velocity difference between ground and patch Vector2D velDifference = Vector2D.add(relativeGroundSpeed , patchSpeed); //project ground speed onto side axis Float forwardMag = new Float(0.0f); Vector2D sideVel = velDifference.project(sideVec); Vector2D forwardVel = velDifference.project(forwardVec, forwardMag); //calculate super fake friction forces //calculate response force Vector2D responseForce = Vector2D.scalarMultiply(Vector2D.negative(sideVel), 2.0f); responseForce = Vector2D.subtract(responseForce, forwardVel); float topSpeed = 500.0f; //calculate torque on wheel wheelTorque += forwardMag * wheelRadius; //integrate total torque into wheel wheelSpeed += wheelTorque / wheelInertia * timeStep; //top speed limit (kind of a hack) if(wheelSpeed > topSpeed) { wheelSpeed = topSpeed; } //clear our transmission torque accumulator wheelTorque = 0; //return force acting on body return responseForce; } public void setTransmissionTorque(float newValue) { wheelTorque = newValue; } public float getTransmissionTourque() { return wheelTorque; } public void setWheelSpeed(float speed) { wheelSpeed = speed; } } //our vehicle object public class Vehicle extends RigidBody { private Wheel [] wheels = new Wheel[4]; private boolean throttled = false; public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //front wheels wheels[0] = new Wheel(new Vector2D(halfSize.x, halfSize.y), 0.45f); wheels[1] = new Wheel(new Vector2D(-halfSize.x, halfSize.y), 0.45f); //rear wheels wheels[2] = new Wheel(new Vector2D(halfSize.x, -halfSize.y), 0.75f); wheels[3] = new Wheel(new Vector2D(-halfSize.x, -halfSize.y), 0.75f); super.initialize(halfSize, mass, bitmap); } public void setSteering(float steering) { float steeringLock = 0.13f; //apply steering angle to front wheels wheels[0].setSteeringAngle(steering * steeringLock); wheels[1].setSteeringAngle(steering * steeringLock); } public void setThrottle(float throttle, boolean allWheel) { float torque = 85.0f; throttled = true; //apply transmission torque to back wheels if (allWheel) { wheels[0].addTransmissionTorque(throttle * torque); wheels[1].addTransmissionTorque(throttle * torque); } wheels[2].addTransmissionTorque(throttle * torque); wheels[3].addTransmissionTorque(throttle * torque); } public void setBrakes(float brakes) { float brakeTorque = 15.0f; //apply brake torque opposing wheel vel for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); wheel.addTransmissionTorque(-wheelVel * brakeTorque * brakes); } } public void doUpdate(float timeStep, boolean prediction) { for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); //apply negative force to naturally slow down car if(!throttled && !prediction) wheel.addTransmissionTorque(-wheelVel * 0.11f); Vector2D worldWheelOffset = relativeToWorld(wheel.getAnchorPoint()); Vector2D worldGroundVel = pointVelocity(worldWheelOffset); Vector2D relativeGroundSpeed = worldToRelative(worldGroundVel); Vector2D relativeResponseForce = wheel.calculateForce(relativeGroundSpeed, timeStep,prediction); Vector2D worldResponseForce = relativeToWorld(relativeResponseForce); applyForce(worldResponseForce, worldWheelOffset); } //no throttling yet this frame throttled = false; if(prediction) { super.updatePrediction(timeStep); } else { super.update(timeStep); } } @Override public void update(float timeStep) { doUpdate(timeStep,false); } public void updatePrediction(float timeStep) { doUpdate(timeStep,true); } public void inverseThrottle() { float scalar = 0.2f; for(Wheel wheel : wheels) { wheel.setTransmissionTorque(-wheel.getTransmissionTourque() * scalar); wheel.setWheelSpeed(-wheel.getWheelSpeed() * 0.1f); } } } And my big hack collision resolution: private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_STEAL_CAR)) { vehicle.setThrottle(-1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); //vehicle.update(16.6666666f / 1000.0f); boolean colided = false; vehicle.updatePrediction(16.66666f / 1000.0f); List<Entity> buildings = world.queryStaticSolid(vehicle,vehicle.getPredictionRect()); if(buildings.size() > 0) { colided = true; } if(!colided) { vehicle.update(16.66f / 1000.0f); } else { Vector2D delta = vehicle.getDeltaVec(); vehicle.setVelocity(Vector2D.negative(vehicle.getVelocity().multiply(0.2f)). add(delta.multiply(-1.0f))); vehicle.inverseThrottle(); } } Here is OBB public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } }; What I do is when I predict a hit on the car, I force it back. It does not work that well and seems like a bad idea. What could I do to have more proper collision resolution. Such that if I hit a wall I will never get stuck in it and if I hit the side of a wall I can steer my way out of it. Thanks I found this nice ppt. It talks about pulling objects apart and calculating new velocities. How could I calc new velocities in my case? http://www.google.ca/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CC8QFjAB&url=http%3A%2F%2Fcoitweb.uncc.edu%2F~tbarnes2%2FGameDesignFall05%2FSlides%2FCh4.2-CollDet.ppt&ei=x4ucULy5M6-N0QGRy4D4Cg&usg=AFQjCNG7FVDXWRdLv8_-T5qnFyYld53cTQ&cad=rja

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  • Why does setting a geometry shader cause my sprites to vanish?

    - by ChaosDev
    My application has multiple screens with different tasks. Once I set a geometry shader to the device context for my custom terrain, it works and I get the desired results. But then when I get back to the main menu, all sprites and text disappear. These sprites don't dissappear when I use pixel and vertex shaders. The sprites are being drawn through D3D11, of course, with specified view and projection matrices as well an input layout, vertex, and pixel shader. I'm trying DeviceContext->ClearState() but it does not help. Any ideas? void gGeometry::DrawIndexedWithCustomEffect(gVertexShader*vs,gPixelShader* ps,gGeometryShader* gs=nullptr) { unsigned int offset = 0; auto context = mp_D3D->mp_Context; //set topology context->IASetPrimitiveTopology(m_Topology); //set input layout context->IASetInputLayout(mp_inputLayout); //set vertex and index buffers context->IASetVertexBuffers(0,1,&mp_VertexBuffer->mp_Buffer,&m_VertexStride,&offset); context->IASetIndexBuffer(mp_IndexBuffer->mp_Buffer,mp_IndexBuffer->m_DXGIFormat,0); //send constant buffers to shaders context->VSSetConstantBuffers(0,vs->m_CBufferCount,vs->m_CRawBuffers.data()); context->PSSetConstantBuffers(0,ps->m_CBufferCount,ps->m_CRawBuffers.data()); if(gs!=nullptr) { context->GSSetConstantBuffers(0,gs->m_CBufferCount,gs->m_CRawBuffers.data()); context->GSSetShader(gs->mp_D3DGeomShader,0,0);//after this call all sprites disappear } //set shaders context->VSSetShader( vs->mp_D3DVertexShader, 0, 0 ); context->PSSetShader( ps->mp_D3DPixelShader, 0, 0 ); //draw context->DrawIndexed(m_indexCount,0,0); } //sprites void gSpriteDrawer::Draw(gTexture2D* texture,const RECT& dest,const RECT& source, const Matrix& spriteMatrix,const float& rotation,Vector2d& position,const Vector2d& origin,const Color& color) { VertexPositionColorTexture* verticesPtr; D3D11_MAPPED_SUBRESOURCE mappedResource; unsigned int TriangleVertexStride = sizeof(VertexPositionColorTexture); unsigned int offset = 0; float halfWidth = ( float )dest.right / 2.0f; float halfHeight = ( float )dest.bottom / 2.0f; float z = 0.1f; int w = texture->Width(); int h = texture->Height(); float tu = (float)source.right/(w); float tv = (float)source.bottom/(h); float hu = (float)source.left/(w); float hv = (float)source.top/(h); Vector2d t0 = Vector2d( hu+tu, hv); Vector2d t1 = Vector2d( hu+tu, hv+tv); Vector2d t2 = Vector2d( hu, hv+tv); Vector2d t3 = Vector2d( hu, hv+tv); Vector2d t4 = Vector2d( hu, hv); Vector2d t5 = Vector2d( hu+tu, hv); float ex=(dest.right/2)+(origin.x); float ey=(dest.bottom/2)+(origin.y); Vector4d v4Color = Vector4d(color.r,color.g,color.b,color.a); VertexPositionColorTexture vertices[] = { { Vector3d( dest.right-ex, -ey, z),v4Color, t0}, { Vector3d( dest.right-ex, dest.bottom-ey , z),v4Color, t1}, { Vector3d( -ex, dest.bottom-ey , z),v4Color, t2}, { Vector3d( -ex, dest.bottom-ey , z),v4Color, t3}, { Vector3d( -ex, -ey , z),v4Color, t4}, { Vector3d( dest.right-ex, -ey , z),v4Color, t5}, }; auto mp_context = mp_D3D->mp_Context; // Lock the vertex buffer so it can be written to. mp_context->Map(mp_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); // Get a pointer to the data in the vertex buffer. verticesPtr = (VertexPositionColorTexture*)mappedResource.pData; // Copy the data into the vertex buffer. memcpy(verticesPtr, (void*)vertices, (sizeof(VertexPositionColorTexture) * 6)); // Unlock the vertex buffer. mp_context->Unmap(mp_vertexBuffer, 0); //set vertex shader mp_context->IASetVertexBuffers( 0, 1, &mp_vertexBuffer, &TriangleVertexStride, &offset); //set texture mp_context->PSSetShaderResources( 0, 1, &texture->mp_SRV); //set matrix to shader mp_context->UpdateSubresource(mp_matrixBuffer, 0, 0, &spriteMatrix, 0, 0 ); mp_context->VSSetConstantBuffers( 0, 1, &mp_matrixBuffer); //draw sprite mp_context->Draw( 6, 0 ); }

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  • Off center projection

    - by N0xus
    I'm trying to implement the code that was freely given by a very kind developer at the following link: http://forum.unity3d.com/threads/142383-Code-sample-Off-Center-Projection-Code-for-VR-CAVE-or-just-for-fun Right now, all I'm trying to do is bring it in on one camera, but I have a few issues. My class, looks as follows: using UnityEngine; using System.Collections; public class PerspectiveOffCenter : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { } public static Matrix4x4 GeneralizedPerspectiveProjection(Vector3 pa, Vector3 pb, Vector3 pc, Vector3 pe, float near, float far) { Vector3 va, vb, vc; Vector3 vr, vu, vn; float left, right, bottom, top, eyedistance; Matrix4x4 transformMatrix; Matrix4x4 projectionM; Matrix4x4 eyeTranslateM; Matrix4x4 finalProjection; ///Calculate the orthonormal for the screen (the screen coordinate system vr = pb - pa; vr.Normalize(); vu = pc - pa; vu.Normalize(); vn = Vector3.Cross(vr, vu); vn.Normalize(); //Calculate the vector from eye (pe) to screen corners (pa, pb, pc) va = pa-pe; vb = pb-pe; vc = pc-pe; //Get the distance;; from the eye to the screen plane eyedistance = -(Vector3.Dot(va, vn)); //Get the varaibles for the off center projection left = (Vector3.Dot(vr, va)*near)/eyedistance; right = (Vector3.Dot(vr, vb)*near)/eyedistance; bottom = (Vector3.Dot(vu, va)*near)/eyedistance; top = (Vector3.Dot(vu, vc)*near)/eyedistance; //Get this projection projectionM = PerspectiveOffCenter(left, right, bottom, top, near, far); //Fill in the transform matrix transformMatrix = new Matrix4x4(); transformMatrix[0, 0] = vr.x; transformMatrix[0, 1] = vr.y; transformMatrix[0, 2] = vr.z; transformMatrix[0, 3] = 0; transformMatrix[1, 0] = vu.x; transformMatrix[1, 1] = vu.y; transformMatrix[1, 2] = vu.z; transformMatrix[1, 3] = 0; transformMatrix[2, 0] = vn.x; transformMatrix[2, 1] = vn.y; transformMatrix[2, 2] = vn.z; transformMatrix[2, 3] = 0; transformMatrix[3, 0] = 0; transformMatrix[3, 1] = 0; transformMatrix[3, 2] = 0; transformMatrix[3, 3] = 1; //Now for the eye transform eyeTranslateM = new Matrix4x4(); eyeTranslateM[0, 0] = 1; eyeTranslateM[0, 1] = 0; eyeTranslateM[0, 2] = 0; eyeTranslateM[0, 3] = -pe.x; eyeTranslateM[1, 0] = 0; eyeTranslateM[1, 1] = 1; eyeTranslateM[1, 2] = 0; eyeTranslateM[1, 3] = -pe.y; eyeTranslateM[2, 0] = 0; eyeTranslateM[2, 1] = 0; eyeTranslateM[2, 2] = 1; eyeTranslateM[2, 3] = -pe.z; eyeTranslateM[3, 0] = 0; eyeTranslateM[3, 1] = 0; eyeTranslateM[3, 2] = 0; eyeTranslateM[3, 3] = 1f; //Multiply all together finalProjection = new Matrix4x4(); finalProjection = Matrix4x4.identity * projectionM*transformMatrix*eyeTranslateM; //finally return return finalProjection; } // Update is called once per frame public void FixedUpdate () { Camera cam = camera; //calculate projection Matrix4x4 genProjection = GeneralizedPerspectiveProjection( new Vector3(0,1,0), new Vector3(1,1,0), new Vector3(0,0,0), new Vector3(0,0,0), cam.nearClipPlane, cam.farClipPlane); //(BottomLeftCorner, BottomRightCorner, TopLeftCorner, trackerPosition, cam.nearClipPlane, cam.farClipPlane); cam.projectionMatrix = genProjection; } } My error lies in projectionM = PerspectiveOffCenter(left, right, bottom, top, near, far); The debugger states: Expression denotes a `type', where a 'variable', 'value' or 'method group' was expected. Thus, I changed the line to read: projectionM = new PerspectiveOffCenter(left, right, bottom, top, near, far); But then the error is changed to: The type 'PerspectiveOffCenter' does not contain a constructor that takes '6' arguments. For reasons that are obvious. So, finally, I changed the line to read: projectionM = new GeneralizedPerspectiveProjection(left, right, bottom, top, near, far); And the error I get is: is a 'method' but a 'type' was expected. With this last error, I'm not sure what it is I should do / missing. Can anyone see what it is that I'm missing to fix this error?

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  • circle - rectangle collision in 2D, most efficient way

    - by john smith
    Suppose I have a circle intersecting a rectangle, what is ideally the least cpu intensive way between the two? method A calculate rectangle boundaries loop through all points of the circle and, for each of those, check if inside the rect. method B calculate rectangle boundaries check where the center of the circle is, compared to the rectangle make 9 switch/case statements for the following positions: top, bottom, left, right top left, top right, bottom left, bottom right inside rectangle check only one distance using the circle's radius depending on where the circle happens t be. I know there are other ways that are definitely better than these two, and if could point me a link to them, would be great but, exactly between those two, which one would you consider to be better, regarding both performance and quality/precision? Thanks in advance.

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  • Set vertex position

    - by user1806687
    Can anyone tell me how to set the positions of model vertices? I want to be able to change the position of some of the vertices of a Model. Is there any way to make that happen? And make the changed visible at that moment. EDIT: Well, the thing is,I have a model, a cube, that is made up of four "thin" cubes(top,bottom,left side, right side), so I get this cube with "hole" in the middle. And I want to scale it on Y axis. If I do Scale(0,2,0) it will scale the whole object meaning, it will double the Y size of left and right side, but also double the size of the top and bottom cube, which I do not want. Same for X axis I want to double the size of top and bottom cubes but not the left and right one. Hope you can help

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  • OneNote: How to delete a notebook

    - by Sahil Malik
    SharePoint, WCF and Azure Trainings: more information I’m filing this under the absurdity of stupid design. Or perhaps, we didn’t really use it ourselves before releasing it. I’m talking about OneNote the metro app. Beautiful app, beautiful concept, until of course, you feel like deleting the default notebook it creates for you. Why would anyone want to delete that of course! Hell everyone would want to! It’s the first damned thing you’d do. How do you delete a section? There is a button at the bottom.How do you delete a page? Well just like section, there is a button at the bottom. So you wish to delete a notebook? There is no button at the bottom. That’d be no fun of course! Here is how, Read full article ....

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  • How do I find which isometric tiles are inside the cameras current view?

    - by Steve
    I'm putting together an isometric engine and need to cull the tiles that aren't in the camera's current view. My tile coordinates go from left to right on the X and top to bottom on the Y with (0,0) being the top left corner. If I have access to say the top left, top right, bottom left and bottom right corner coordinates, is there a formula or something I could use to determine which tiles fall in range? This is a screenshot of the layout of the tiles for reference. If there isn't one, or there's a better way to determine which tiles are on screen and which to cull, I'm all ears and am grateful for any ideas. I've got a few other methods I may be able to try such as checking the position of the tile against a rectangle. I pretty much just need something quick. Thanks for giving this a read =)

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  • Trouble with AABB collision response and physics

    - by WCM
    I have been racking my brain trying to figure out a problem I am having with physics and basic AABB collision response. I am fairly close as the physics are mostly right. Gravity feels good and movement is solid. The issue I am running into is that when I land on the test block in my project, I can jump off of it most of the time. If I repeatedly jump in place, I will eventually get stuck one or two pixels below the surface of the test block. If I try to jump, I can become free of the other block, but it will happen again a few jumps later. I feel like I am missing something really obvious with this. I have two functions that support the detection and function to return a vector for the overlap of the two rectangle bounding boxes. I have a single update method that is processing the physics and collision for the entity. I feel like I am missing something very simple, like an ordering of the physics vs. collision response handling. Any thoughts or help can be appreciated. I apologize for the format of the code, tis prototype code mostly. The collision detection function: public static bool Collides(Rectangle source, Rectangle target) { if (source.Right < target.Left || source.Bottom < target.Top || source.Left > target.Right || source.Top > target.Bottom) { return false; } return true; } The overlap function: public static Vector2 GetMinimumTranslation(Rectangle source, Rectangle target) { Vector2 mtd = new Vector2(); Vector2 amin = source.Min(); Vector2 amax = source.Max(); Vector2 bmin = target.Min(); Vector2 bmax = target.Max(); float left = (bmin.X - amax.X); float right = (bmax.X - amin.X); float top = (bmin.Y - amax.Y); float bottom = (bmax.Y - amin.Y); if (left > 0 || right < 0) return Vector2.Zero; if (top > 0 || bottom < 0) return Vector2.Zero; if (Math.Abs(left) < right) mtd.X = left; else mtd.X = right; if (Math.Abs(top) < bottom) mtd.Y = top; else mtd.Y = bottom; // 0 the axis with the largest mtd value. if (Math.Abs(mtd.X) < Math.Abs(mtd.Y)) mtd.Y = 0; else mtd.X = 0; return mtd; } The update routine (gravity = 0.001f, jumpHeight = 0.35f, moveAmount = 0.15f): public void Update(GameTime gameTime) { Acceleration.Y = gravity; Position += new Vector2((float)(movement * moveAmount * gameTime.ElapsedGameTime.TotalMilliseconds), (float)(Velocity.Y * gameTime.ElapsedGameTime.TotalMilliseconds)); Velocity.Y += Acceleration.Y; Vector2 previousPosition = new Vector2((int)Position.X, (int)Position.Y); KeyboardState keyboard = Keyboard.GetState(); movement = 0; if (keyboard.IsKeyDown(Keys.Left)) { movement -= 1; } if (keyboard.IsKeyDown(Keys.Right)) { movement += 1; } if (Position.Y + 16 > GameClass.Instance.GraphicsDevice.Viewport.Height) { Velocity.Y = 0; Position = new Vector2(Position.X, GameClass.Instance.GraphicsDevice.Viewport.Height - 16); IsOnSurface = true; } if (Collision.Collides(BoundingBox, GameClass.Instance.block.BoundingBox)) { Vector2 mtd = Collision.GetMinimumTranslation(BoundingBox, GameClass.Instance.block.BoundingBox); Position += mtd; Velocity.Y = 0; IsOnSurface = true; } if (keyboard.IsKeyDown(Keys.Space) && !previousKeyboard.IsKeyDown(Keys.Space)) { if (IsOnSurface) { Velocity.Y = -jumpHeight; IsOnSurface = false; } } previousKeyboard = keyboard; } This is also a full download to the project. https://www.box.com/s/3rkdtbso3xgfgc2asawy P.S. I know that I could do this with the XNA Platformer Starter Kit algo, but it has some deep flaws that I am going to try to live without. I'd rather go the route of collision response via an overlay function. Thanks for any and all insight!

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  • How to set sprite source coordinates?

    - by ChaosDev
    I am creating own sprite drawer with DX11 on C++. Works fine but I dont know how to apply source rectangle to texture coordinates of rendering surface(for animation sprite sheets) //source = (0,0,32,64); //RECT D3DXVECTOR2 t0 = D3DXVECTOR2( 1.0f, 0.0f); D3DXVECTOR2 t1 = D3DXVECTOR2( 1.0f, 1.0f); D3DXVECTOR2 t2 = D3DXVECTOR2( 0.0f, 1.0f); D3DXVECTOR2 t3 = D3DXVECTOR2( 0.0f, 1.0f); D3DXVECTOR2 t4 = D3DXVECTOR2( 0.0f, 0.0f); D3DXVECTOR2 t5 = D3DXVECTOR2( 1.0f, 0.0f); VertexPositionColorTexture vertices[] = { { D3DXVECTOR3( dest.left+dest.right, dest.top, z),D3DXVECTOR4(1,1,1,1), t0}, { D3DXVECTOR3( dest.left+dest.right, dest.top+dest.bottom, z),D3DXVECTOR4(1,1,1,1), t1}, { D3DXVECTOR3( dest.left, dest.top+dest.bottom, z),D3DXVECTOR4(1,1,1,1), t2}, { D3DXVECTOR3( dest.left, dest.top+dest.bottom, z),D3DXVECTOR4(1,1,1,1), t3}, { D3DXVECTOR3( dest.left , dest.top, z),D3DXVECTOR4(1,1,1,1), t4}, { D3DXVECTOR3( dest.left+dest.right, dest.top, z),D3DXVECTOR4(1,1,1,1), t5}, };

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  • enable all touchpad functions

    - by user118136
    When I had been using Windows 8 my touchpad had multiple gestures: 2 fingers direction top-bottom = vertical revers scrolling(if I scrolled top than page have scrolled bottom); 2 finger direction left-right = horizontal revers scrolling zoom in and zoom out like smartphones with 2 fingers 2 finger rotation = rotate image in image viewer (+ 90 deg or -90 deg) place a finger in the left edge and drag it to right = change windows application, in Ubuntu I want to change the active program to left like Ctrl+Shift+Tab place a finger in the right edge and drag it to left = open right menu and select the option moving finger on direction top-bottom, in Ubuntu I want to change the active program to right like Alt+Tab I succeed enable 2 finger vertical scrolling of System Setings, but I want that it do not work in revers sense. Do it exist a method to enable the rest of gestures and revers the vertical scrolling? edit: It's a Synaptics touchpad.

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  • How do I fix this half screen problem?

    - by link1275
    I just installed 12.04, and my entire screen is being displayed entirely on the top half of my screen. The bottom half is always black or some technical garbage from the boot up. To interact with the bottom half of the screen I have to move the mouse over the screen to pull part of the bottom half of the screen on top and vice-versa. Does anyone know how to fix this? Also my computer told me, at startup, to go to here: http://wireless.kernel.org/en/users/Drivers/b43#devicefirmware.

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