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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows, --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 -- volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then -- c1:setFillColor(10,105,0) -- c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I ll try to frame the query better :). Thanks in advance.

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  • Visual studio Real Dark mode (2010,2012,2013)

    - by Anirudha
    Originally posted on: http://geekswithblogs.net/anirugu/archive/2013/11/02/visual-studio-real-dark-mode-201020122013.aspxWhen Visual studio 2010 released back in 3 year ago I soon show a demo to some people that how Dark mode of Visual studio will be great idea. Soon we got some theme plugin  which make us able to modify the look of visual studio.   http://studiostyl.es/ already provide lots of wonderful color scheme that make you able to modify the theme. These themes are also work in webmatrix 2.  Webmatrix 2 have a plugin for themes that is made by Yishai Galatzer that is awesome for webmatrix 2.   In Visual studio 2012 we got a native dark mode. This means we can configure it without any plugin or requirement of anything. In this post I have a demo to show you how to use Dark mode that is part of Windows 7 (and windows 8 too).   Few months ago I show a problem that webmatrix 2 run slow. it’s run better in windows 7 dark mode. Windows 7 dark mode simply refer to right click > personalize > High contrast theme in bottom of windows. This setting make thing a little bit faster.   When you have set this you have seen that Visual studio doesn’t react good anymore because it’s color scheme is broken now. What you need now is import any theme from http://studiostyl.es/ When you import this this will look good as this.   This is the demo look of Windows 7 phone Express 2010. It will react same for future version as 2012, 2013. Now see your VS react look dark. Everything is dark now. Your Firefox and IE will not run totally in blackish mode but you can use chrome. Chrome have less effect of dark. Now if you benchmark it then you will feel that everything that take a long time in loading now run fast.   Note :- This is experiments. Remember to have settings backup before apply new theme. All thing I do is make my VS run faster. If you have any trouble or idea please comment it.   Thanks for read my post

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  • Bring Spring to Your Desktop with the Dreamgarden Theme for Windows 7

    - by Asian Angel
    Are you ready for Spring? Then bring the beauty of the season to your desktop with the Dreamgarden Theme for Windows 7. This refreshing theme comes with eighteen images full of springtime color by photographer Christina Manchenko. Download the Dreamgarden Theme [Windows 7 Personalization Gallery] How to Own Your Own Website (Even If You Can’t Build One) Pt 1 What’s the Difference Between Sleep and Hibernate in Windows? Screenshot Tour: XBMC 11 Eden Rocks Improved iOS Support, AirPlay, and Even a Custom XBMC OS

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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows: --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 --volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then --c1:setFillColor(10,105,0) --c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I'll try to frame the query better :). Thanks in advance.

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  • Corrupted Ambiance Theme

    - by Alex
    I have a corrupted Ambiance theme... the background of the top menus is grey :( i must have done some fiddling... If i choose another theme, it seems to work fine, but I want Ambiance :D what do you think i could try? I already tried downloading ambiance again, but same issue happens. I tried to download gnome color chooser, but it doesn't do nothing, so i guess maybe i can change something else... but where? Here's a screenshot:

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  • Random process hangs after clean install

    - by Toshe
    After installing fresh Kubuntu 11.04 Natty on my desktop PC, I experienced some issues with application and process hangs. There is also a problem with my USB 3 hard disk. These sort of problems did not happen on Kubuntu 10.10 installed on the same PC (on separate partition). The hangs manifest themselves with kernel log messages like these: [ 960.480151] INFO: task amarok:2505 blocked for more than 120 seconds. [ 960.480153] "echo 0 > /proc/sys/kernel/hung_task_timeout_secs" disables this message. [ 960.480155] amarok D 0000000000000000 0 2505 1 0x00000000 [ 960.480158] ffff8800a556bb38 0000000000000086 ffff8800a556bfd8 ffff8800a556a000 [ 960.480162] 0000000000013d00 ffff8800cb7f3178 ffff8800a556bfd8 0000000000013d00 [ 960.480165] ffffffff81a0b020 ffff8800cb7f2dc0 ffffea000242ac58 ffff88012704c870 [ 960.480169] Call Trace: [ 960.480172] [<ffffffff815c19f7>] __mutex_lock_slowpath+0xf7/0x180 [ 960.480175] [<ffffffff815c144b>] mutex_lock+0x2b/0x50 [ 960.480180] [<ffffffffa0d0ad42>] video_open+0x102/0x400 [cx8800] [ 960.480183] [<ffffffff815c2cbe>] ? _raw_spin_lock+0xe/0x20 [ 960.480186] [<ffffffff8117c55d>] ? __d_lookup+0x10d/0x170 [ 960.480191] [<ffffffffa0ca0731>] v4l2_open+0x101/0x130 [videodev] [ 960.480194] [<ffffffff81168f4a>] chrdev_open+0xda/0x1f0 [ 960.480197] [<ffffffff81168e70>] ? chrdev_open+0x0/0x1f0 [ 960.480200] [<ffffffff81162cee>] __dentry_open+0xce/0x2f0 [ 960.480202] [<ffffffff8116ef33>] ? generic_permission+0x23/0xc0 [ 960.480205] [<ffffffff811641e1>] nameidata_to_filp+0x71/0x80 [ 960.480208] [<ffffffff811733c8>] finish_open+0xc8/0x1b0 [ 960.480210] [<ffffffff811725b7>] ? do_path_lookup+0x87/0x160 [ 960.480213] [<ffffffff81173b88>] do_filp_open+0x2c8/0x7c0 [ 960.480216] [<ffffffff81172902>] ? user_path_at+0x62/0xa0 [ 960.480219] [<ffffffff81131d4d>] ? handle_mm_fault+0x16d/0x250 [ 960.480222] [<ffffffff812e6c47>] ? __strncpy_from_user+0x27/0x60 [ 960.480225] [<ffffffff81180ea7>] ? alloc_fd+0xf7/0x150 [ 960.480228] [<ffffffff8116425a>] do_sys_open+0x6a/0x150 [ 960.480230] [<ffffffff81164360>] sys_open+0x20/0x30 [ 960.480233] [<ffffffff8100c002>] system_call_fastpath+0x16/0x1b [ 1080.480027] INFO: task knotify4:1663 blocked for more than 120 seconds. [ 1080.480030] "echo 0 > /proc/sys/kernel/hung_task_timeout_secs" disables this message. [ 1080.480032] knotify4 D 0000000000000000 0 1663 1 0x00000000 [ 1080.480036] ffff880123a2bb28 0000000000000082 ffff880123a2bfd8 ffff880123a2a000 [ 1080.480040] 0000000000013d00 ffff880121003178 ffff880123a2bfd8 0000000000013d00 [ 1080.480044] ffff8800cb7e16e0 ffff880121002dc0 ffffffff81060a27 ffff88012704c870 [ 1080.480048] Call Trace: [ 1080.480054] [<ffffffff81060a27>] ? mutex_spin_on_owner+0x97/0xd0 [ 1080.480059] [<ffffffff815c19f7>] __mutex_lock_slowpath+0xf7/0x180 [ 1080.480069] [<ffffffff812e4f61>] ? vsnprintf+0x221/0x620 [ 1080.480072] [<ffffffff815c144b>] mutex_lock+0x2b/0x50 [ 1080.480076] [<ffffffffa0b2d10f>] cx8802_request_acquire+0x5f/0xf0 [cx8802] [ 1080.480081] [<ffffffffa0e87e08>] mpeg_open+0x78/0x270 [cx88_blackbird] [ 1080.480084] [<ffffffff8117c55d>] ? __d_lookup+0x10d/0x170 [ 1080.480092] [<ffffffffa0ca0731>] v4l2_open+0x101/0x130 [videodev] [ 1080.480096] [<ffffffff81168f4a>] chrdev_open+0xda/0x1f0 [ 1080.480099] [<ffffffff81168e70>] ? chrdev_open+0x0/0x1f0 [ 1080.480102] [<ffffffff81162cee>] __dentry_open+0xce/0x2f0 [ 1080.480105] [<ffffffff8116ef33>] ? generic_permission+0x23/0xc0 [ 1080.480108] [<ffffffff811641e1>] nameidata_to_filp+0x71/0x80 [ 1080.480111] [<ffffffff811733c8>] finish_open+0xc8/0x1b0 [ 1080.480113] [<ffffffff811725b7>] ? do_path_lookup+0x87/0x160 [ 1080.480116] [<ffffffff81173b88>] do_filp_open+0x2c8/0x7c0 [ 1080.480119] [<ffffffff81172902>] ? user_path_at+0x62/0xa0 [ 1080.480122] [<ffffffff811663f1>] ? get_empty_filp+0xa1/0x170 [ 1080.480125] [<ffffffff812e6c47>] ? __strncpy_from_user+0x27/0x60 [ 1080.480128] [<ffffffff81180ea7>] ? alloc_fd+0xf7/0x150 [ 1080.480131] [<ffffffff8116425a>] do_sys_open+0x6a/0x150 [ 1080.480134] [<ffffffff81164360>] sys_open+0x20/0x30 [ 1080.480137] [<ffffffff8100c002>] system_call_fastpath+0x16/0x1b [ 1080.480147] INFO: task dolphin:1842 blocked for more than 120 seconds. [ 1080.480148] "echo 0 > /proc/sys/kernel/hung_task_timeout_secs" disables this message. [ 1080.480150] dolphin D 0000000000000000 0 1842 1 0x00000004 [ 1080.480154] ffff8800cb4f3b38 0000000000000082 ffff8800cb4f3fd8 ffff8800cb4f2000 [ 1080.480157] 0000000000013d00 ffff8800cb7f4858 ffff8800cb4f3fd8 0000000000013d00 [ 1080.480161] ffffffff81a0b020 ffff8800cb7f44a0 ffffea000267b0d0 ffff88012704c870 [ 1080.480164] Call Trace: [ 1080.480168] [<ffffffff815c19f7>] __mutex_lock_slowpath+0xf7/0x180 [ 1080.480171] [<ffffffff815c144b>] mutex_lock+0x2b/0x50 [ 1080.480176] [<ffffffffa0d0ad42>] video_open+0x102/0x400 [cx8800] [ 1080.480179] [<ffffffff815c2cbe>] ? _raw_spin_lock+0xe/0x20 [ 1080.480181] [<ffffffff8117c55d>] ? __d_lookup+0x10d/0x170 [ 1080.480186] [<ffffffffa0ca0731>] v4l2_open+0x101/0x130 [videodev] [ 1080.480190] [<ffffffff81168f4a>] chrdev_open+0xda/0x1f0 [ 1080.480192] [<ffffffff81168e70>] ? chrdev_open+0x0/0x1f0 [ 1080.480195] [<ffffffff81162cee>] __dentry_open+0xce/0x2f0 [ 1080.480198] [<ffffffff8116ef33>] ? generic_permission+0x23/0xc0 [ 1080.480200] [<ffffffff811641e1>] nameidata_to_filp+0x71/0x80 [ 1080.480203] [<ffffffff811733c8>] finish_open+0xc8/0x1b0 [ 1080.480206] [<ffffffff811725b7>] ? do_path_lookup+0x87/0x160 [ 1080.480208] [<ffffffff81173b88>] do_filp_open+0x2c8/0x7c0 [ 1080.480211] [<ffffffff81172902>] ? user_path_at+0x62/0xa0 [ 1080.480214] [<ffffffff81131d4d>] ? handle_mm_fault+0x16d/0x250 [ 1080.480217] [<ffffffff812e6c47>] ? __strncpy_from_user+0x27/0x60 [ 1080.480220] [<ffffffff81180ea7>] ? alloc_fd+0xf7/0x150 [ 1080.480223] [<ffffffff8116425a>] do_sys_open+0x6a/0x150 [ 1080.480225] [<ffffffff81164360>] sys_open+0x20/0x30 [ 1080.480228] [<ffffffff8100c002>] system_call_fastpath+0x16/0x1b Attempts to kill the hung process are unsuccessful: root@deskpc:~# ps -ef |grep amarok myuser 2505 1 0 10:47 ? 00:00:00 /usr/bin/amarok root 2747 2020 0 11:06 pts/3 00:00:00 grep --color=auto amarok root@deskpc:~# kill -9 2505 root@deskpc:~# ps -ef |grep amarok myuser 2505 1 0 10:47 ? 00:00:00 /usr/bin/amarok root 2749 2020 0 11:06 pts/3 00:00:00 grep --color=auto amarok root@deskpc:~# kill -9 2505 root@deskpc:~# ps -ef |grep amarok myuser 2505 1 0 10:47 ? 00:00:00 /usr/bin/amarok root 2751 2020 0 11:06 pts/3 00:00:00 grep --color=auto amarok root@deskpc:~# When trying to access my external USB3 disk, the following kernel message is observed: [ 2169.330012] xhci_hcd 0000:06:00.0: Timeout while waiting for a slot [ 2169.330018] hub 3-0:1.0: couldn't allocate port 1 usb_device I am not sure the two problems (application hangs and USB3 timeouts are related) but they do not happen under Kubuntu 10.10. Judging by the dmesg messages, it looks to me that this is a kernel (or potentially kernel driver) problem, but not sure how to debug it. Any ideas? I ran apport-bug, but it advised me to post a question here first. Shall I report the issue on the official K/Ubuntu bugzilla?

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  • Designing Videogame Character Parodies [duplicate]

    - by David Dimalanta
    This question already has an answer here: Is it legal to add a cameo appearance of a known video game character in my game? 2 answers Was it okay to make a playable character when making a videogame despite its resemblance? For example, I'm making a 3rd-person action-platform genre and I have to make a character design resembling like Megaman but not exactly the same as him since there is little alternate in color, details, and facial features.

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  • It's Here! Visual Studio 2010 and ASP.NET 4.0 Ship

    Today Microsoft released Visual Studio 2010 and ASP.NET 4.0. I've been using the RC version of Visual Studio 2010 quite a bit for the past couple of months and have really grown to like it. It has a host of features and enhancements that improve developer productivity, from improved IntelliSense to better multiple monitor support. Plus there's something about the user experience that, to me, makes it feel better than Visual Studio 2008. I don't know if it's the new blue color motif or what, but the IDE seems more modern looking and more responsive to my mouse movements and other input. Anyway, if you've not yet downloaded Visual Studio 2010 and ASP.NET 4.0, why not? As with previous versions of Visual Studio there's a free Express Edition and VS2010 and ASP.NET 4.0 runs side-by-side with earlier versions of Visual Studio and ASP.NET. And with Visual Studio 2010's multi-targeting you can even use VS2010 as your development editor for ASP.NET 2.0 and ASP.NET 3.5 web applications. (Although be forewarned if you have multiple developers working on the application that the project files in VS2010 and earlier versions of Visual Studio differ.) This week's article on 4Guys explores my favorite new features of Visual Studio 2010. Here's an excerpt: The Visual Studio 2010 user experience is noticeably different than with previous versions. Some of the changes are cosmetic - gone is the decades-old red and orange color scheme, having been replaced with blues and purples - while others are more substantial. For instance, the Visual Studio 2010 shell was rewritten from the ground up to use Microsoft's Windows Presentation Foundation (WPF). In addition to an updated user experience, Visual Studio introduces an array of new features designed to improve developer productivity. There are new tools for searching for files, types, and class members; it's now easier than ever to use IntelliSense; the Toolbox can be searched using the keyboard; and you can use a single editor - Visual Studio 2010 - to work on. This article explores some of the new features in Visual Studio 2010. It is not meant to be an exhaustive list, but rather highlights those features that I, as an ASP.NET developer, find most useful in my line of work. Read on to learn more! And, in closing, here are some helpful VS2010 and ASP.NET 4.0 links: One click installation for ASP.NET 4.0, Visual Web Developer 2010, .NET Framework 4.0, and ASP.NET MVC 2 Eight Quick Hit videos showing some of the cool new VS2010 features VS2010 and ASP.NET 4.0 Release Announcement with some great info/links from none other than Scott Guthrie Happy Programming!Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Component-based Rendering

    - by Kikaimaru
    I have component Renderer, that Draws Texture2D (or sprite) According to component-based architecture i should have only method OnUpdate, and there should be my rendering code, something like spriteBatch.Draw(Texture, Vector2.Zero, Color.White) But first I need to do spriteBatch.Begin();. Where should i call it? And how can I make sure it's called before any Renderer components OnUpdate method? (i need to do more stuff then just Begin() i also need to set right rendertarget for camera etc.)

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  • Layout of mathematical views (iOS)

    - by William Jockusch
    I am trying to figure out the right way to encapsulate graphical information about mathematical objects. It is not simple. For example, a matrix can include square brackets around its entries, or not. Some things carry down to sub-objects -- for example, a matrix might track the font size to be used by its entries. Similarly, the font color and the background color would carry down to the entries. Other things do not carry down. For example, the entries of the matrix do not need to know whether or not the matrix has those square brackets. Based on all of the above, I need to calculate sizes for everything, then frames. All of this can depend on the properties stored above. The size of a matrix depends on the sizes of its entries, and also on whether or not it has those brackets. What I am having a hard time with is not the individual ways to calculate sensible frames for this or that. It is the overall organizational structure of the whole thing. How can I keep track of it all without going crazy. One particular obstacle is worth mentioning -- for reasons I don't want to go into here, I need to calculate the sizes and frames for everything before I instantiate any actual views. So, for example, if I have a Matrix object, I need to calculate its size before I make a MatrixView. If I have an equation, I need to calculate the size of the view for the equation before I create the actual view. So I clearly need separate objects for those calculations. But I can't figure out a sensible class structure for those objects. If I put them all into a single class, I get some advantages because copying then becomes easy. But I also end up with a bloated class that contains info that is irrelevant for some objects -- such as whether or not to include those brackets around the matrix. But if I use a lot of different classes, copying properties becomes a real pain. If it matters, this is all in Objective C, for an iOS environment. Any pointers would be greatly appreciated.

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  • Realtime rendering using a ray tracing engine

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

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  • Debugging a Broken Stylesheet: CSS Background Disappears when Scroll Off Bottom of Screen

    - by nannette
    I recently worked on an existing project where we decided to add a background to the site. Whether this is a background color or background image, the same problem occured. The problem was that the background loaded fine in the screen. But when the user used the scrollbar to scroll below the bottom edge of the screen, the background immediately turned white. The footer panel was colorized as desired, but the background just disappeared. I'm going to provide my debugging steps so you can learn how...(read more)

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  • How to block the ASP.NET page while ajax UpdateProgress is being displayed.

    Step 1: Copy the following styles to your aspx page. <style type="text/css">       .hide       {           display: none;       }       .show       {           display: inherit;       }        .progressBackgroundFilter       {           position: absolute;           top: 0px;           bottom: 0px;           left: 0px;           right: 0px;           overflow: hidden;           padding: 0;           margin: 0;           background-color: #000;           filter: alpha(opacity=50);           opacity: 0.5;           z-index: 1000;       }       .processMessage       {           position: absolute;           font-family:Verdana;           font-size:12px;           font-weight:normal;           color:#000066;           top: 30%;           left: 43%;           padding: 10px;           width: 18%;           z-index: 1001;           background-color: #fff;       }   </style> Step 2: Put the divs as shown below in UpdateProgress control. <asp:UpdateProgress ID="updPrgsBaselineTab" runat="server">        <ProgressTemplate>            <div id="progressBackgroundFilter" class="progressBackgroundFilter">            </div>            <div id="processMessage" class="processMessage">                <table width="100%">                    <tr style="width: 100%">                        <td style="width: 100%">                            Please Wait..........                        </td>                    </tr>                    <tr style="width: 100%">                        <td style="width: 100%" align="center">                            <img src="../Images/Update_Progress.gif" />                        </td>                    </tr>                </table>            </div>        </ProgressTemplate>    </asp:UpdateProgress> span.fullpost {display:none;}

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  • How Do I Do Alpha Transparency Properly In XNA 4.0?

    - by Soshimo
    Okay, I've read several articles, tutorials, and questions regarding this. Most point to the same technique which doesn't solve my problem. I need the ability to create semi-transparent sprites (texture2D's really) and have them overlay another sprite. I can achieve that somewhat with the code samples I've found but I'm not satisfied with the results and I know there is a way to do this. In mobile programming (BREW) we did it old school and actually checked each pixel for transparency before rendering. In this case it seems to render the sprite below it blended with the alpha above it. This may be an artifact of how I'm rendering the texture but, as I said before, all examples point to this one technique. Before I go any further I'll go ahead and paste my example code. public void Draw(SpriteBatch batch, Camera camera, float alpha) { int tileMapWidth = Width; int tileMapHeight = Height; batch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, null, camera.TransformMatrix); for (int x = 0; x < tileMapWidth; x++) { for (int y = 0; y < tileMapHeight; y++) { int tileIndex = _map[y, x]; if (tileIndex != -1) { Texture2D texture = _tileTextures[tileIndex]; batch.Draw( texture, new Rectangle( (x * Engine.TileWidth), (y * Engine.TileHeight), Engine.TileWidth, Engine.TileHeight), new Color(new Vector4(1f, 1f, 1f, alpha ))); } } } batch.End(); } As you can see, in this code I'm using the overloaded SpriteBatch.Begin method which takes, among other things, a blend state. I'm almost positive that's my problem. I don't want to BLEND the sprites, I want them to be transparent when alpha is 0. In this example I can set alpha to 0 but it still renders both tiles, with the lower z ordered sprite showing through, discolored because of the blending. This is not a desired effect, I want the higher z-ordered sprite to fade out and not effect the color beneath it in such a manner. I might be way off here as I'm fairly new to XNA development so feel free to steer me in the correct direction in the event I'm going down the wrong rabbit hole. TIA

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  • Which is better for search engines, repeated phrases or different phrases with the same meaning?

    - by George Botros
    When I'm designing an ads website I have two options: Let the advertiser to choose from some predefined lists to create the new ad. For Example: product list ( T-Shirt, Shorts, Suit, .....) Color list ( Black, Red, .....) Let the advertiser to write his own descriptive content for the product For Example "Amazing suit with a good price" I like the first Scenario but which is better for search engine optimization [SEO], repeated phrases or different phrases with the same meaning? Note : assuming each page will contain one or more ads

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  • The DevTouch Pro: New Mobile Application Development Tool Saves Developers and Managers Time and Money

    Montreal – 1 December 2010 – Amyuni Technologies, a leading vendor of high-performance development tools announced today the release of the DevTouch Pro, a revolutionary software deployment tool designed for mobile application developers. The DevTouch Pro is a color touchscreen tablet designed to provide mobile application developers and product managers with a customizable development, testing, and deployment platform.

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  • How to do pixel per pixel modeling in unity3d?

    - by Kabumbus
    So generally I want to have api like pixels.addPixel3D(new Pixel3D(0xFF0000, 100, 100,100)); (color, position) where pixels is some abstraction on 3d sceen objet.So to say point cloud. It would have grate use in deep space/stars modeling... I want to set each pixel by hand (having no image base or any automatic thing)... So point is modeling something like Or look at alive flash analog here How to do such thing in unity?

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  • Five Day Forecast for the Mushroom Kingdom [Wallpaper]

    - by Asian Angel
    Definitely not going to be a dull week… Note: The original size of the wallpaper is 1600*900, but it can be easily placed on a larger matching color background to fit your monitor’s resolution. Mario, Weather, Forecast [The Paper Wall] How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8 How to Banish Duplicate Photos with VisiPic

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  • Do I need "cube subclasses" to represent the blocks in a Minecraft-like world?

    - by stighy
    I would like to try to develop a very simple game like Minecraft for my own education. My main problem at the moment is figuring out how to model classes that represent the world, which will be made of blocks of various types (such as dirt, stone and sand). I am thinking of creating the following class structure: Cube (with proprerties like color, strength, flammable, gravity) with subclasses: Dirt Stone Sand et cetera My question is, do I need the Cube subclasses or a single class Cube sufficient?

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  • Blending effect on textures

    - by joecks
    Hi i am trying to build screen animation like flickering, interlace, color separation similar to old style malfunctioning Amiga screens. The intended effects are shown in this video. I am using libgdx and I already discovered the universal tween engine, which helps a lot to build transitional animations, but how should I approach those blending effects, any suggestions? I will specify my question once I learned more about libgdx, but maybe you could give me some hints already. Thanks!

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  • Achieve Top Rank by Combining CSS with SEO

    CSS stands for ?Cascading style sheets? which is a computer style sheet language. It gives web designers the liberty of affixing different styles like color, spacing, font and so on to the HTML docum... [Author: Alan Smith - Web Design and Development - May 15, 2010]

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  • C# 2D Camera Max Zoom

    - by Craig
    I have a simple ship sprite moving around the screen along with a 2D Camera. I have zooming in and out working, however when I zoom out it goes past the world bounds and has the cornflower blue background showing. How do I sort it that I can only zoom out as far as showing the entire world (which is a picture of OZ) and thats it? I dont want any of the cornflower blue showing. Cheers! namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } }

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  • Accessing Controls Within A Gridview

    - by Bunch
    Sometimes you need to access a control within a GridView, but it isn’t quite as straight forward as just using FindControl to grab the control like you can in a FormView. Since the GridView builds multiple rows the key is to specify the row. In this example there is a GridView with a control for a player’s errors. If the errors is greater than 9 the GridView should display the control (lblErrors) in red so it stands out. Here is the GridView: <asp:GridView ID="gvFielding" runat="server" DataSourceID="sqlFielding" DataKeyNames="PlayerID" AutoGenerateColumns="false" >     <Columns>         <asp:BoundField DataField="PlayerName" HeaderText="Player Name" />         <asp:BoundField DataField="PlayerNumber" HeaderText="Player Number" />         <asp:TemplateField HeaderText="Errors">             <ItemTemplate>                 <asp:Label ID="lblErrors" runat="server" Text='<%# EVAL("Errors") %>'  />             </ItemTemplate>         </asp:TemplateField>     </Columns> </asp:GridView> In the code behind you can add the code to change the label’s ForeColor property to red based on the amount of errors. In this case 10 or more errors triggers the color change. Protected Sub gvFielding_DataBound(ByVal sender As Object, ByVal e As System.EventArgs) Handles gvFielding.DataBound     Dim errorLabel As Label     Dim errors As Integer     Dim i As Integer = 0     For Each row As GridViewRow In gvFielding.Rows         errorLabel = gvFielding.Rows(i).FindControl("lblErrors")         If Not errorLabel.Text = Nothing Then             Integer.TryParse(errorLabel.Text, errors)             If errors > 9 Then                 errorLabel.ForeColor = Drawing.Color.Red             End If         End If         i += 1     Next End Sub The main points in the DataBound sub is use a For Each statement to loop through the rows and to increment the variable i so you loop through every row. That way you check each one and if the value is greater than 9 the label changes to red. The If Not errorLabel.Text = Nothing line is there as a check in case no data comes back at all for Errors. Technorati Tags: GridView,ASP.Net,VB.Net

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  • Follow the action: OTN's YouTube Channel

    - by Bob Rhubart
    If you're not one of the 50,000 people participating in Oracle OpenWorld in San Francisco next week you can still be a part of the action. Members of the OTN crew will be interviewing various community luminaries and subject matter experts and capturing some of the color and exitement on video. These videos will be posted on the Oracle Technology Network YouTube Channel daily.  Of course, you can also keep tabs on what's happening through social media via OTN's Facebook and Twitter (@oracletechnet) channels. Stay tuned...

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