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  • NSTableView don't display data

    - by Tomas Svoboda
    HI, I have data in NSMutableArray and I want to display it in NSTableView, but only the number of cols has changed. This use of NSTableView is based on tutorial: http://www.youtube.com/watch?v=5teN5pMf-rs FinalImageBrowser is IBOutlet to NSTableView @implementation AppController NSMutableArray *listData; - (void)awakeFromNib { [FinalImageBrowser setDataSource:self]; } - (IBAction)StartReconstruction:(id)sender { NSMutableArray *ArrayOfFinals = [[NSMutableArray alloc] init]; //Array of list with final images NSString *FinalPicture; NSString *PicNum; int FromLine = [TextFieldFrom intValue]; //read number of start line int ToLine = [TextFieldTo intValue]; //read number of finish line int RecLine; for (RecLine = FromLine; RecLine < ToLine; RecLine++) //reconstruct from line to line { Start(RecLine); //start reconstruction //Create path of final image FinalPicture = @"FIN/final"; PicNum = [NSString stringWithFormat: @"%d", RecLine]; FinalPicture = [FinalPicture stringByAppendingString:PicNum]; FinalPicture = [FinalPicture stringByAppendingString:@".bmp"]; [ArrayOfFinals addObject:FinalPicture]; // add path to array } listData = [[NSMutableArray alloc] init]; [listData autorelease]; [listData addObjectsFromArray:ArrayOfFinals]; [FinalImageBrowser reloadData]; NSBeep(); //make some noise NSImage *fin = [[NSImage alloc] initWithContentsOfFile:FinalPicture]; [FinalImage setImage:fin]; } - (int)numberOfRowsInTableView:(NSTableView *)tv { return [listData count]; } - (id)tableView:(NSTableView *)tv objectValueFromTableColumn:(NSTableColumn *)tableColumn row:(int)row { return (NSString *)[listData objectAtIndex:row]; } @end when the StartReconstruction end the number of cols have changed right, but they're empty. When I debug app, items in listData is rigth. Thanks

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  • How can I embed images within my application and use them in HTML control?

    - by Atara
    Is there any way I can embed the images within my exe (as resource?) and use it in generated HTML ? Here are the requirements: A. I want to show dynamic HTML content (e.g. using webBrowser control, VS 2008, VB .Net, winForm desktop application) B. I want to generate the HTML on-the-fly using XML and XSL (file1.xml or file2.xml transformed by my.xsl) C. The HTML may contain IMG tags (file1.gif and or file2.gif according to the xml+xsl transformation) and here comes the complicated one: D. All these files (file1.xml, file2.xml, my.xsl, file1.gif, file2.gif) should be embedded in one exe file. I guess the XML and XSL can be embedded resources, and I can read them as stream, but what ways do I have to reference the image within the HTML ? <IMG src="???" /> I do not want to use absolute path and external files. If the image files are resources, can I use relative path? Relative to what? (I can use BASE tag, and then what?) Can I use stream as in email messages? If so, where can I find the format I need to use? http://www.websiteoptimization.com/speed/tweak/inline-images/ are browser dependent. What is the browser used by webBrowser control? IE? what version? Does it matter if I use GIF or JPG or BMP (or any other image format) for the images? Does it matter if I use mshtml library and not the regular webBrowser control? (currently I use http://www.itwriting.com/htmleditor/index.php ) Does it matter if I upgrade to VS 2010 ? Thanks, Atara

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  • Loading saved byte array to memory stream causes out of memory exception

    - by user2320861
    At some point in my program the user selects a bitmap to use as the background image of a Panel object. When the user does this, the program immediately draws the panel with the background image and everything works fine. When the user clicks "Save", the following code saves the bitmap to a DataTable object. MyDataSet.MyDataTableRow myDataRow = MyDataSet.MyDataTableRow.NewMyDataTableRow(); //has a byte[] column named BackgroundImageByteArray using (MemoryStream stream = new MemoryStream()) { this.Panel.BackgroundImage.Save(stream, ImageFormat.Bmp); myDataRow.BackgroundImageByteArray = stream.ToArray(); } Everything works fine, there is no out of memory exception with this stream, even though it contains all the image bytes. However, when the application launches and loads saved data, the following code throws an Out of Memory Exception: using (MemoryStream stream = new MemoryStream(myDataRow.BackGroundImageByteArray)) { this.Panel.BackgroundImage = Image.FromStream(stream); } The streams are the same length. I don't understand how one throws an out of memory exception and the other doesn't. How can I load this bitmap? P.S. I've also tried using (MemoryStream stream = new MemoryStream(myDataRow.BackgroundImageByteArray.Length)) { stream.Write(myDataRow.BackgroundImageByteArray, 0, myDataRow.BackgroundImageByteArray.Length); //throw OoM exception here. }

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  • Userdefined margins in WPF printing

    - by MTR
    Most printing samples for WPF go like this: PrintDialog dialog = new PrintDialog(); if (dialog.ShowDialog() == true) { StackPanel myPanel = new StackPanel(); myPanel.Margin = new Thickness(15); Image myImage = new Image(); myImage.Width = dialog.PrintableAreaWidth; myImage.Stretch = Stretch.Uniform; myImage.Source = new BitmapImage(new Uri("pack://application:,,,/Images/picture.bmp")); myPanel.Children.Add(myImage); myPanel.Measure(new Size(dialog.PrintableAreaWidth, dialog.PrintableAreaHeight)); myPanel.Arrange(new Rect(new Point(0, 0), myPanel.DesiredSize)); dialog.PrintVisual(myPanel, "A Great Image."); } What I don't like about this is, that they always set the margin to a fixed value. But in PrintDialog the user has the option to choose a individual margin that no sample cares about. If the user now selects a margin that is larger as the fixed margin set by program, the printout is truncated. Is there a way to get the user selected margin value from PrintDialog? TIA Michael

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  • ASP.NET Image Upload Parameter Not Valid. Exception

    - by pennylane
    Hi Guys, Im just trying to save a file to disk using a posted stream from jquery uploadify I'm also getting Parameter not valid. On adding to the error message so i can tell where it blew up in production im seeing it blow up on: var postedBitmap = new Bitmap(postedFileStream) any help would be most appreciated public string SaveImageFile(Stream postedFileStream, string fileDirectory, string fileName, int imageWidth, int imageHeight) { string result = ""; string fullFilePath = Path.Combine(fileDirectory, fileName); string exhelp = ""; if (!File.Exists(fullFilePath)) { try { using (var postedBitmap = new Bitmap(postedFileStream)) { exhelp += "got past bmp creation" + fullFilePath; using (var imageToSave = ImageHandler.ResizeImage(postedBitmap, imageWidth, imageHeight)) { exhelp += "got past resize"; if (!Directory.Exists(fileDirectory)) { Directory.CreateDirectory(fileDirectory); } result = "Success"; postedBitmap.Dispose(); imageToSave.Save(fullFilePath, GetImageFormatForFile(fileName)); } exhelp += "got past save"; } } catch (Exception ex) { result = "Save Image File Failed " + ex.Message + ex.StackTrace; Global.SendExceptionEmail("Save Image File Failed " + exhelp, ex); } } return result; }

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  • C++ game loop example

    - by David
    Can someone write up a source for a program that just has a "game loop", which just keeps looping until you press Esc, and the program shows a basic image. Heres the source I have right now but I have to use SDL_Delay(2000); to keep the program alive for 2 seconds, during which the program is frozen. #include "SDL.h" int main(int argc, char* args[]) { SDL_Surface* hello = NULL; SDL_Surface* screen = NULL; SDL_Init(SDL_INIT_EVERYTHING); screen = SDL_SetVideoMode(640, 480, 32, SDL_SWSURFACE); hello = SDL_LoadBMP("hello.bmp"); SDL_BlitSurface(hello, NULL, screen, NULL); SDL_Flip(screen); SDL_Delay(2000); SDL_FreeSurface(hello); SDL_Quit(); return 0; } I just want the program to be open until I press Esc. I know how the loop works, I just don't know if I implement inside the main() function, or outside of it. I've tried both, and both times it failed. If you could help me out that would be great :P

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  • To display the images in mobile devices is it necessary that the images should resides on device in

    - by Shailesh Jaiswal
    I am devloping smart device application in C#. In this application I have some images in my application which I used to dispay on emulator from my application. To display the images on emulator I need to create the one folder of images which resides on the emulator. Only after that I am able to display the images in emulator. I am able to create the folder in emulator by using File-Configure-General-Shared Folder. For sharing the folder I am giving the path of the folder which contains the images. Once I share the folder the folder of images which resides in my application will get copied in emulator with the name "Storage Card". Now I need to use the path as Bitmap bmp=new Bitmap(@"/Storage Card/ImageName.jpg"); Now I am able to display the images in emulator. Can we display the images in the emulator without any image folder which resides on emultor (so that we dont need to place the image folder in emulator as in the above case by sharing the folder) ? If the answere is no then to run the application on different mobile devices we need to place the folder which contains the images on different mobile devices. Isnt it? If the answere is yes then how we can display the images on different mobile device from our application without placing any folder of images on mobile devices?

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  • uploading images with the help of arrays and fetch errors

    - by bonny
    i use a script to upload a couple of images to a directory. the code works great in case of just one picture will be uploaded. if i like to upload two images or more and have an extension that is not accepted, the script will upload the one with the extension that is allowed to upload and shows the errormessage for the one who is not accepted. but the upload takes place. that's my first problem. second problem will be: in case of an errormessage i would like to display a message in which it is said, which of the images will be not allowed. i do not know how to fetch this one that has an unaccepted ending into a variable that i can echo to the errormessage. here is the code i use: if(!empty($_FILES['image']['tmp_name'])){ $allowed_extension = array('jpg', 'jpeg', 'png', 'bmp', 'tiff', 'gif'); foreach($_FILES['image']['name'] as $key => $array_value){ $file_name = $_FILES['image']['name'][$key]; $file_size = $_FILES['image']['size'][$key]; $file_tmp = $_FILES['image']['tmp_name'][$key]; $file_extension = strtolower(end(explode('.', $file_name))); if (in_array($file_extension, $allowed_extension) === false){ $errors[] = 'its an unaccepted format in picture $variable_that_count'; continue; } if ($file_size > 2097152){ $errors[] = 'reached maxsize of 2MB per file in picture $variable_that_count'; } if (count($errors) == 0){ $path = "a/b/c/"; $uploadfile = $path."/".basename($_FILES['image']['name'][$key]); if (move_uploaded_file($_FILES['image']['tmp_name'][$key], $uploadfile)){ echo "success."; } } } } hope it will be clear what i like to approach. if there is someone who could help out i really would appreciate. thanks a lot.

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  • Stay on Schedule in Chrome with DayHiker

    - by Matthew Guay
    Do you keep your schedule and tasks in Google Calendar?  Here’s a handy extension for Google Chrome that can keep you on top of your appointments without having to open Google Calendar in another tab. Integrate Google Calendar with Chrome DayHiker is a handy extension for Google Chrome that can help you stay on schedule in your browser.  Desktop applications typically can keep you notified easier with popups or alerts, but webapps require you to visit them to view your information.  DayHiker takes the best of both, and can make your Google Calendar work more like a desktop application. To get started, open the DayHiker page from the Chrome Extensions Gallery (link below), and click Install.  Confirm you wish to install it at the prompt. Now you’ll have a new extension button in your Chrome toolbar.  Click the calendar icon to view your Google Calendar.  You’ll need to be signed into your Google account for your calendar to display; click the key icon to select your account if it doesn’t show your appointments automatically. If you’re signed into multiple Google accounts, such as your public Gmail and a Google Apps account, you can select the calendar you wish and click Continue. Now you can quickly see your upcoming appointments.  Simply hover over the icon to see your upcoming events.  Or, just glance at it to see if there are any appointments coming up, as the indicator icon will change colors to show how long you have until your next appointment. Click the icon to see more information about your appointments. Or, click the Add link to add a new appointment.  If you need to edit the appointment details, click Edit Details and the appointment will open in Google Calendar for you to edit. You can also view and manage your tasks in Google Calendar.  Click the checkmark icon, and then add or check-off tasks directly from the extension pane. You can also set an alarm clock in DayHiker.  Click the green circle icon, and then enter the time for the alarm to go off.  Strangely it will only chime if the extension pane is left open, so if you click anywhere else in the browser or even switch to another program it will not chime.   If you’d like to customize DayHiker’s settings, right-click on it and select Options, or select Options in the Chrome Extensions page.  Here you can customize your badges and the DayHiker icon, or enter a custom domain for your Google Apps Pro calendar.   Conclusion If you rely on Google Calendar to stay on top of your schedule, DayHiker can help you stay scheduled and know what’s coming up.  We wish DayHiker supported multiple calendars so we could combine our Google Apps calendars with our personal Google Calendar, but even still, it is a very useful tool.  Whether you’re a tightly scheduled person or just like to jot down to-dos and keep track of them, this extension will help you do this efficiently with familiar Google tools. Link Download DayHiker from the Chrome Extensions Gallery Similar Articles Productive Geek Tips Configure Disk Defragmenter Schedule in Windows 7 or VistaSchedule Updates for Windows Media CenterOpen Multiple Sites Without Reopening the Menus in FirefoxFind a Website’s Actual Location with Chrome FlagsSubscribe to RSS Feeds in Chrome with a Single Click 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 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 Windows 7’s WordPad is Actually Good

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  • Customizing UPK outputs (Part 1)

    - by [email protected]
    If you are familiar with Oracle's User Productivity Kit, you are aware that UPK is a great product for rapidly developing application training. Did you know that you can also customize the UPK outputs to incorporate your company's logo, colors, and preferred styles? There are several areas that support customization: Logo - Within the developer, you can change the logo for all outputs at one time. Player - The player output uses a style sheet that can be updated to change colors, graphics and other visual branding. Documentation - The print documentation uses a Word-based template that can be modified to match your corporate standards. I'll discuss the first one today, and we'll cover the others in subsequent blogs. Before you begin: If you are working in a multi-user environment, ensure that you have "Modify" permissions for the Styles directory under the Publishing folder. Make a copy of the current styles. This recommendation is for backup purposes. If something goes wrong, you will have a way to recover. Consider creating your own category by creating a new folder under the Styles directory, and then copying the styles into your new folder. When you upgrade to future versions, the system will overwrite the standard styles with any new feature additions and updates that have been made. With your own category, all of your customizations will remain intact. To update the logos in all outputs: From the Tools Menu, choose Customize Logo. Select the category if necessary. Browse to select your logo. You can use any size logo, in any graphic format (*.bmp, *.gif, *.jpeg, *.jpg, *.png, or *.tif). The system will make a copy of your logo and add it to each of the publishing styles. Choose OK, and the update process begins. It may take a few minutes. Helpful hints: The logo you select is used "as is" - no resizing or cropping occurs during this process. The Customize Logo process automates replacing all the logo graphics for online deployment (small_logo.gif and large_logo.gif) and the headers in the documentation outputs. You can manually replace these graphics on an individual style basis if you prefer. The recommended logo size is 230 pixels wide x 44 pixels high. Prior to updating the logos, the system will display the size of the selected logo. If you use a logo that is much larger than the recommended size, the heading area will resize to fit the new logo, but that will impact the space available for your training material. If you are using a multi-user environment, the system will check out the publishing styles to you for the logo updates. After you review the styles, remember to check them in so the rest of your team can access the new changes. I'd be interested in hearing (or seeing) how you brand your UPK. Feel free to share in the comments! --Maria Cozzolino, Manager of Requirements & UI for UPK Product Development PS. For those of you who want to customize the player and documentation NOW, check out the detailed instructions in the Publishing Content chapter of the Content Development Guide.

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  • OpenGL not rendering my images to the screen

    - by Brendan Webster
    for some reason my game isn't showing the image I am rendering to the screen. My engine is state based, and at the beginning I set the logo, but it isn't showing on the screen. Here is my method of doing so first I create one image and assign some values to it's preset values. //create one image instance for the logo background O_File.v_Create_Images(1); //set the atributes of the background //first Image O_File.sImage[0].nImageDepth = -30.0f; O_File.sImage[0].sImageLocation = "image.bmp"; //load the images int O_File.v_Load_Images(); Then I load them with DevIL void C_File_Manager::v_Load_Images() { ilGenImages(1, &image); ilBindImage(image); for(int i = 0;i < sImage.size();i++) { success = ilLoadImage(sImage[i].sImageLocation.c_str()); if (success) { success = ilConvertImage(IL_RGBA, IL_UNSIGNED_BYTE); glGenTextures(1, &image); glBindTexture(GL_TEXTURE_2D, image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 4, ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), 0, ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData()); //asign values to the width and height of the image if they are already not assigned if(sImage[i].nImageHeight == 0) sImage[i].nImageHeight = ilGetInteger(IL_IMAGE_HEIGHT); if(sImage[i].nImageWidth == 0) sImage[i].nImageWidth = ilGetInteger(IL_IMAGE_WIDTH); std::cout << sImage[i].nImageHeight << std::endl; const std::string word = sImage[i].sImageLocation.c_str(); std::cout << sImage[i].sImageLocation.c_str() << std::endl; ilLoadImage(word.c_str()); ilDeleteImages(1, &image); } } } and then I apply them to the screen void C_File_Manager::v_Apply_Images() { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); for(int i = 0;i < sImage.size();i++) { //move the image to where it should be on the screen; glTranslatef(sImage[i].nImageX,sImage[i].nImageY,sImage[i].nImageDepth); //rotate image around the 3 axes glRotatef(sImage[i].fImageAngleX,1,0,0); glRotatef(sImage[i].fImageAngleY,0,1,0); glRotatef(sImage[i].fImageAngleZ,0,0,1); //scale the image glScalef(1,1,1); //center the image glTranslatef((sImage[i].nImageWidth/2),(sImage[i].nImageHeight/2),0); //draw the box that will encase the loaded image glBegin(GL_QUADS); //change the color of the loaded image; glColor4f(1,1,1,1); //top left corner of image glNormal3f(0.0,0,0.0); glTexCoord2f (1.0, 0.0); glVertex3f(0,0,sImage[i].nImageDepth); //top right corner of image glNormal3f(1.0,0,0.0); glTexCoord2f (1.0, 1.0); glVertex3f(0,sImage[i].nImageHeight,sImage[i].nImageDepth); //bottom right corner of image glNormal3f(-1.0,0,0.0); glTexCoord2f (0.0, 1.0); glVertex3f(sImage[i].nImageWidth,sImage[i].nImageHeight,sImage[i].nImageDepth); //bottom left corner of image glNormal3f(-1.0,0,0.0); glTexCoord2f(0.0, 0.0); glVertex3f(sImage[i].nImageWidth,0,sImage[i].nImageDepth); glEnd(); } } when I debug there is no errors at all, but yet the images don't show up on the screen, I have positioned the camera at (0,0,-1) and that is where the images should show up. the clipping plane is set 1 to 1000. There is probably some random problem with the code, but I just can't catch it.

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  • How do I cap rendering of tiles in a 2D game with SDL?

    - by farmdve
    I have some boilerplate code working, I basically have a tile based map composed of just 3 colors, and some walls and render with SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). I have pretty basic collision detection and it works, I can also detetc continuous presses, which allows me to move pretty much anywhere I want. I also have a moving camera, which follows the object. The problem is that, the tile based map is bigger than the resolution, thus not all of the map can be displayed on the screen, but it's still rendered. I would like to cap it, but since this is new to me, I pretty much have no idea. Although I cannot post all the code, as even though I am a newbie and the code pretty basic, it's already quite a few lines, I can post what I tried to do void set_camera() { //Center the camera over the dot camera.x = ( player.box.x + DOT_WIDTH / 2 ) - SCREEN_WIDTH / 2; camera.y = ( player.box.y + DOT_HEIGHT / 2 ) - SCREEN_HEIGHT / 2; //Keep the camera in bounds. if(camera.x < 0 ) { camera.x = 0; } if(camera.y < 0 ) { camera.y = 0; } if(camera.x > LEVEL_WIDTH - camera.w ) { camera.x = LEVEL_WIDTH - camera.w; } if(camera.y > LEVEL_HEIGHT - camera.h ) { camera.y = LEVEL_HEIGHT - camera.h; } } set_camera() is the function which calculates the camera position based on the player's positions. I won't pretend I know much about it. Rectangle box = {0,0,0,0}; for(int t = 0; t < TOTAL_TILES; t++) { if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) apply_surface(box.x - camera.x, box.y - camera.y, surface, screen, &clips[tiles[t]]); box.x += TILE_WIDTH; //If we've gone too far if(box.x >= LEVEL_WIDTH) { //Move back box.x = 0; //Move to the next row box.y += TILE_HEIGHT; } } This is basically my render code. The for loop loops over 192 tiles stored in an int array, each with their own unique value describing the tile type(wall or one of three possible colored tiles). box is an SDL_Rect containing the current position of the tile, which is calculated on render. TILE_HEIGHT and TILE_WIDTH are of value 80. So the cap is determined by if(box.x < (camera.x - TILE_WIDTH) || box.y > (camera.y - TILE_HEIGHT)) However, this is just me playing with the values and see what doesn't break it. I pretty much have no idea how to calculate it. My screen resolution is 1024/768, and the tile map is of size 1280/960.

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  • My 2D collision code does not work as expected. How do I fix it?

    - by farmdve
    I have a simple 2D game with a tile-based map. I am new to game development, I followed the LazyFoo tutorials on SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). The game is simple, but the code is a lot so I can only post snippets. // Player moved out of the map if((player.box.x < 0)) player.box.x += GetVelocity(player, 0); if((player.box.y < 0)) player.box.y += GetVelocity(player, 1); if((player.box.x > (LEVEL_WIDTH - DOT_WIDTH))) player.box.x -= GetVelocity(player, 0); if((player.box.y > (LEVEL_HEIGHT - DOT_HEIGHT))) player.box.y -= GetVelocity(player, 1); // Now that we are here, we check for collisions if(touches_wall(player.box)) { if(player.box.x < player.prev_x) { player.box.x += GetVelocity(player, 0); } if(player.box.x > player.prev_x) { player.box.x -= GetVelocity(player, 0); } if(player.box.y < player.prev_y) { player.box.y += GetVelocity(player, 1); } if(player.box.y > player.prev_y) { player.box.y -= GetVelocity(player, 1); } } player.prev_x = player.box.x; player.prev_y = player.box.y; Let me explain, player is a structure with the following contents typedef struct { Rectangle box; //Player position on a map(tile or whatever). int prev_x, prev_y; // Previous positions int key_press[3]; // Stores which key was pressed/released. Limited to three keys. E.g Left,right and perhaps jump if possible in 2D int velX, velY; // Velocity for X and Y coordinate. //Health int health; bool main_character; uint32_t jump_ticks; } Player; And Rectangle is just a typedef of SDL_Rect. GetVelocity is a function that according to the second argument, returns the velocity for the X or Y axis. This code I have basically works, however inside the if(touches_wall(player.box)) if statement, I have 4 more. These 4 if statements are responsible for detecting collision on all 4 sides(up,down,left,right). However, they also act as a block for any other movement. Example: I move down the object and collide with the wall, as I continue to move down and still collide with the wall, I wish to move left or right, which is indeed possible(not to mention in 3D games), but remember the 4 if statements? They are preventing me from moving anywhere. The original code on the LazyFoo Productions website has no problems, but it was written in C++, so I had to rewrite most of it to work, which is probably where the problem comes from. I also use a different method of moving, than the one in the examples. Of course, that was just an example. I wish to be able to move no matter at which wall I collide. Before this bit of code, I had another one that had more logic in there, but it was flawed.

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  • Customizing Fantacy Remote .INI file

    - by karthik
    I am using Fantacy Remote to remote view other machines. I have attached the default .INI file that Fantacy Remote uses. When i connect to a machine, the client user should not have mouse and keyboard access of the Remote machine. It should be a View only remote connection. And i want to make the Remote viewer screen to be in full screen mode, because i dont want the user to do anything with menubars of Fatancy remote. Because this is kiosk application. What should i change in configuration file [.ini] inorder to achieve the above ? Anyone who have used this software before, kindly help.. [APP] iVersion= 101 pcVersion=1.01a pcBuildDate=Mar 27 2009 [MAIN] iFirstSetup= 0 rcMain.rcLeft= 676 rcMain.rcTop= 378 rcMain.rcRight= 1004 rcMain.rcBottom= 672 iShowLog= 0 iMode= 1 [GENERAL] iTips= 1 iTrayAnimation= 1 iCheckColor= 1 iPriority= 1 iSsememcpy= 1 iAutoOpenRecv= 1 pcRecvPath=C:\Documents and Settings\karthikeyan\My Documents\Downloads\fremote101a\FantasyRemote101a\recv pcFileName=FantasyRemote iLanguage= 1 [SERVER] iAcceptVideo= 1 iAcceptAudio= 1 iAcceptInput= 1 iAutoAccept= 1 iAutoTray= 0 iConnectSound= 1 iEnablePassword= 0 pcPassword= pcPort=7902 [CLIENT] iAutoConnect= 0 pcPassword= pcDefaultPort=7902 [NETWORK] pcConnectAddr=192.168.1.1 pcPort=7902 [VIDEO] iEnable= 1 pcFcc=AMV3 pcFccServer= pcDiscription= pcDiscriptionServer= iFps= 30 iMouse= 2 iHalfsize= 0 iCapturblt= 0 iShared= 0 iSharedTime= 5 iVsync= 1 iCodecSendState= 1 iCompress= 2 pcPlugin= iPluginScan= 0 iPluginAspectW= 16 iPluginAspectH= 9 iPluginMouse= 1 iActiveClient= 0 iDesktop1= 1 iDesktop2= 2 iDesktop3= 0 iDesktop4= 3 iScan= 1 iFixW= 16 iFixH= 8 [AUDIO] iEnable= 1 iFps= 30 iVolume= 6 iRecDevice= 0 iPlayDevice= 0 pcSamplesPerSec=44100Hz pcChannels=2ch:Stereo pcBitsPerSample=16bit iRecBuffNum= 150 iPlayBuffNum= 4 [INPUT] iEnable= 1 iFps= 30 iMoe= 0 iAtlTab= 1 [MENU] iAlwaysOnTop= 0 iWindowMode= 0 iFrameSize= 4 iSnap= 1 [HOTKEY] iEnable= 1 key_IDM_HELP=0x00000070 mod_IDM_HELP=0x00000000 key_IDM_ALWAYSONTOP=0x00000071 mod_IDM_ALWAYSONTOP=0x00000000 key_IDM_CONNECT=0x00000072 mod_IDM_CONNECT=0x00000000 key_IDM_DISCONNECT=0x00000073 mod_IDM_DISCONNECT=0x00000000 key_IDM_CONFIG=0x00000000 mod_IDM_CONFIG=0x00000000 key_IDM_CODEC_SELECT=0x00000000 mod_IDM_CODEC_SELECT=0x00000000 key_IDM_CODEC_CONFIG=0x00000000 mod_IDM_CODEC_CONFIG=0x00000000 key_IDM_SIZE_50=0x00000074 mod_IDM_SIZE_50=0x00000000 key_IDM_SIZE_100=0x00000075 mod_IDM_SIZE_100=0x00000000 key_IDM_SIZE_200=0x00000076 mod_IDM_SIZE_200=0x00000000 key_IDM_SIZE_300=0x00000000 mod_IDM_SIZE_300=0x00000000 key_IDM_SIZE_400=0x00000000 mod_IDM_SIZE_400=0x00000000 key_IDM_CAPTUREWINDOW=0x00000077 mod_IDM_CAPTUREWINDOW=0x00000004 key_IDM_REGION=0x00000077 mod_IDM_REGION=0x00000000 key_IDM_DESKTOP1=0x00000078 mod_IDM_DESKTOP1=0x00000000 key_IDM_ACTIVE_MENU=0x00000079 mod_IDM_ACTIVE_MENU=0x00000000 key_IDM_PLUGIN=0x0000007A mod_IDM_PLUGIN=0x00000000 key_IDM_PLUGIN_SCAN=0x00000000 mod_IDM_PLUGIN_SCAN=0x00000000 key_IDM_DESKTOP2=0x00000078 mod_IDM_DESKTOP2=0x00000004 key_IDM_DESKTOP3=0x00000079 mod_IDM_DESKTOP3=0x00000004 key_IDM_DESKTOP4=0x0000007A mod_IDM_DESKTOP4=0x00000004 key_IDM_WINDOW_NORMAL=0x0000000D mod_IDM_WINDOW_NORMAL=0x00000004 key_IDM_WINDOW_NOFRAME=0x0000000D mod_IDM_WINDOW_NOFRAME=0x00000002 key_IDM_WINDOW_FULLSCREEN=0x0000000D mod_IDM_WINDOW_FULLSCREEN=0x00000001 key_IDM_MINIMIZE=0x00000000 mod_IDM_MINIMIZE=0x00000000 key_IDM_MAXIMIZE=0x00000000 mod_IDM_MAXIMIZE=0x00000000 key_IDM_REC_START=0x00000000 mod_IDM_REC_START=0x00000000 key_IDM_REC_STOP=0x00000000 mod_IDM_REC_STOP=0x00000000 key_IDM_SCREENSHOT=0x0000002C mod_IDM_SCREENSHOT=0x00000002 key_IDM_AUDIO_MUTE=0x00000073 mod_IDM_AUDIO_MUTE=0x00000004 key_IDM_AUDIO_VOLUME_DOWN=0x00000074 mod_IDM_AUDIO_VOLUME_DOWN=0x00000004 key_IDM_AUDIO_VOLUME_UP=0x00000075 mod_IDM_AUDIO_VOLUME_UP=0x00000004 key_IDM_CTRLALTDEL=0x00000023 mod_IDM_CTRLALTDEL=0x00000003 key_IDM_QUIT=0x00000000 mod_IDM_QUIT=0x00000000 key_IDM_MENU=0x0000007B mod_IDM_MENU=0x00000000 [OVERLAY] iIndicator= 1 iAlphaBlt= 1 iEnterHide= 0 pcFont=MS UI Gothic [AVI] iSound= 1 iFileSizeLimit= 100000 iPool= 4 iBuffSize= 32 iStartDiskSpaceCheck= 1 iStartDiskSpace= 1000 iRecDiskSpaceCheck= 1 iRecDiskSpace= 100 iCache= 0 iAutoOpen= 1 pcPath=C:\Documents and Settings\karthikeyan\My Documents\Downloads\fremote101a\FantasyRemote101a\avi [SCREENSHOT] iSound= 1 iAutoOpen= 1 pcPath=C:\Documents and Settings\karthikeyan\My Documents\Downloads\fremote101a\FantasyRemote101a\ss pcPlugin=BMP [CDLG_SERVER] mrcWnd.rcLeft= 667 mrcWnd.rcTop= 415 mrcWnd.rcRight= 1013 mrcWnd.rcBottom= 634 [CWND_CLIENT] miShowLog= 0 m_iOverlayLock= 0

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  • PHP app breaks on Nginx, but works on Apache

    - by rizon1990
    I want to migrate a PHP application from Apache to Nginx. The problem is that the App breaks, because the routing doesn't work anymore and I'm not exactly sure how to fix it. The PHP application includes some .htaccess files and I tried to convert those to Nginx. The first one is in the document root: <IfModule mod_rewrite.c> RewriteEngine on RewriteRule ^$ public/ [L] RewriteRule (.*) public/$1 [L] </IfModule> The second one is in /public/ <IfModule mod_rewrite.c RewriteEngine On RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d # Rewrite all other URLs to index.php/URL RewriteRule ^(.*)$ index.php?url=$1 [PT,L] </IfModule> <IfModule !mod_rewrite.c> ErrorDocument 404 index.php </IfModule> The third and last one is: deny from all My nginx version of it looks like the following: #user nobody; worker_processes 1; #pid logs/nginx.pid; events { worker_connections 1024; } http { include mime.types; default_type application/octet-stream; sendfile on; #tcp_nopush on; keepalive_timeout 65; gzip on; server { listen 8080; server_name localhost; root /Library/WebServer/Documents/admin; location / { index index.php; rewrite ^/$ /public/ break; rewrite ^(.*)$ /public/$1 break; } location /public { if (!-e $request_filename){ rewrite ^(.*)$ /index.php?url=$1 break; } } location /library { deny all; } #error_page 404 /404.html; # redirect server error pages to the static page /50x.html # error_page 500 502 503 504 /50x.html; location = /50x.html { root html; } location ~ \.php$ { root /Library/WebServer/Documents/admin; fastcgi_pass 127.0.0.1:9000; fastcgi_index index.php; fastcgi_param SCRIPT_FILENAME $document_root$fastcgi_script_name; include fastcgi_params; } } } The problem I face is that something that the routing is broken and just returns a 404 page instead. Hopefully someone has an idea and know how to fix it ;) Thanks EDIT I got it working with this config location /library { deny all; } location ~* ^.+.(jpg|jpeg|gif|png|ico|css|zip|tgz|gz|rar|bz2|doc|xls|exe|pdf|ppt|txt|tar|mid|midi|wav|bmp|rtf|js)$ { access_log off; rewrite ^(.*)$ /public/$1 break; } location / { rewrite ^/(.+)$ /index.php?url=$1 last; } I'm sure there are better solutions and I'm open for suggestions.

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  • Why isn't this rewrite rule (nginx) applied? (trying to setup Wordpress multisite)

    - by Brian Park
    Hi, I'm trying to setup Wordpress multisite (subfolder structure) with nginx, but having a problem with this rewrite rule. Below is the Apache's .htaccess, which I have to translate into nginx configuration. RewriteEngine On RewriteBase /blogs/ RewriteRule ^index\.php$ - [L] # uploaded files RewriteRule ^([_0-9a-zA-Z-]+/)?files/(.+) wp-includes/ms-files.php?file=$2 [L] # add a trailing slash to /wp-admin RewriteRule ^([_0-9a-zA-Z-]+/)?wp-admin$ $1wp-admin/ [R=301,L] RewriteCond %{REQUEST_FILENAME} -f [OR] RewriteCond %{REQUEST_FILENAME} -d RewriteRule ^ - [L] RewriteRule ^([_0-9a-zA-Z-]+/)?(wp-(content|admin|includes).*) $2 [L] RewriteRule ^([_0-9a-zA-Z-]+/)?(.*\.php)$ $2 [L] RewriteRule . index.php [L] Below is what I came up with: server { listen 80; server_name example.com; server_name_in_redirect off; expires 1d; access_log /srv/www/example.com/logs/access.log; error_log /srv/www/example.com/logs/error.log; root /srv/www/example.com/public; index index.html; try_files $uri $uri/ /index.html; # rewriting uploaded files rewrite ^/blogs/(.+/)?files/(.+) /blogs/wp-includes/ms-files.php?file=$2 last; # add a trailing slash to /wp-admin rewrite ^/blogs/(.+/)?wp-admin$ /blogs/$1wp-admin/ permanent; if (!-e $request_filename) { rewrite ^/blogs/(.+/)?(wp-(content|admin|includes).*) /blogs/$2 last; rewrite ^/blogs/(.+/)?(.*\.php)$ /blogs/$2 last; } location /blogs/ { index index.php; #try_files $uri $uri/ /blogs/index.php?q=$uri&$args; } location ~ \.php$ { include /etc/nginx/fastcgi_params; fastcgi_pass 127.0.0.1:9000; fastcgi_index index.php; fastcgi_param SCRIPT_FILENAME /srv/www/example.com/public$fastcgi_script_name; } # static assets location ~* ^.+\.(manifest)$ { access_log /srv/www/example.com/logs/static.log; } location ~* ^.+\.(ico|ogg|ogv|svg|svgz|eot|otf|woff|mp4|ttf|css|rss|atom|js|jpg|jpeg|gif|png|ico|zip|tgz|gz|rar|bz2|doc|xls|exe|ppt|tar|mid|midi|wav|bmp|rtf)$ { # only set expires max IFF the file is a static file and exists if (-f $request_filename) { expires max; access_log /srv/www/example.com/logs/static.log; } } } In the above code, I believe rewrite ^/blogs/(.+/)?(.*\.php)$ /blogs/$2 last; has no effect because when I look at the access_log file, I see the following line: 2010/09/15 01:14:55 [error] 10166#0: *8 "/srv/www/example.com/public/blogs/test/index.php" is not found (2: No such file or directory), request: "GET /blogs/test/ HTTP/1.1" (Here, 'test' is the second blog created using multisite feature) What I'm expecting is that /blogs/test/index.php gets rewritten to /blogs/index.php, but it doesn't seem to do that... Am I overlooking something obvious? Thanks!

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  • WordPress 3.5 Multisite and nginx siteurl issues

    - by Florin Gogianu
    I'm setting up multisite on localhost in subdirectories. The problem is that when I'm trying to access the dashboard of a site I just created ( localhost/wptest/site/wp-admin ) I get "This webpage has a redirect loop" and when I try to access the actual website ( localhost/wptest/site ) the page loads but without assets, such as css. When I access the network dashboard, or the primary site dashboard on localhost/wptest everything is just fine. Also when I edit the permalink of the second site in the network dashboard, to be like this: localhost/site it also runs fine. How to make it work with the default permalink structure localhost/wptest/site? The wordpress files are in /usr/share/html/wptest The wp-config.php is as follows: define('WP_ALLOW_MULTISITE', true); define('MULTISITE', true); define('SUBDOMAIN_INSTALL', false); define('DOMAIN_CURRENT_SITE', 'localhost'); define('PATH_CURRENT_SITE', '/wptest/'); define('SITE_ID_CURRENT_SITE', 1); define('BLOG_ID_CURRENT_SITE', 1); And the server block / virtual host is like this: server { ##DM - uncomment following line for domain mapping listen 80 default_server; #server_name example.com *.example.com ; ##DM - uncomment following line for domain mapping #server_name_in_redirect off; access_log /var/log/nginx/example.com.access.log; error_log /var/log/nginx/example.com.error.log; root /usr/share/nginx/html/wptest; index index.html index.htm index.php; if (!-e $request_filename) { rewrite /wp-admin$ $scheme://$host$uri/ permanent; rewrite ^(/[^/]+)?(/wp-.*) $2 last; rewrite ^(/[^/]+)?(/.*\.php) $2 last; } location / { try_files $uri $uri/ /index.php?$args ; } location ~ \.php$ { try_files $uri /index.php; include fastcgi_params; fastcgi_pass unix:/var/run/php5-fpm.sock; } location ~* ^.+\.(ogg|ogv|svg|svgz|eot|otf|woff|mp4|ttf|rss|atom|jpg|jpeg|gif|png|ico|zip|tgz|gz|rar|bz2|doc|xls|exe|ppt|tar|mid|midi|wav|bmp|rtf)$ { access_log off; log_not_found off; expires max; } location = /robots.txt { access_log off; log_not_found off; } location ~ /\. { deny all; access_log off; log_not_found off; } } And finally here's an error log: 2013/06/29 08:05:37 [error] 4056#0: *52 rewrite or internal redirection cycle while internally redirecting to "/index.php", client: 127.0.0.1, server: example.com, request: "GET /nginx HTTP/1.1", host: "localhost"

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  • Nginx Reverse Proxy Node.js and Wordpress + Static Files Issue

    - by joemccann
    I have had quite a time trying to get nginx to serve static assets from my wordpress blog. Have a look at the config and let me know if you can help. ( https://gist.github.com/1130332 - to see the entire thing) server { listen 80; server_name subprint.com; access_log /var/www/subprint/logs/access.log; error_log /var/www/subprint/logs/error.log; root /var/www/subprint/server/public; # express serves static resources for subprint.com out of here location / { proxy_pass http://127.0.0.1:8124; root /var/www/subprint/server; access_log on; } #serve static assets location ~* ^(?!\/).+\.(jpg|jpeg|gif|png|ico|css|zip|tgz|gz|rar|bz2|pdf|txt|tar|wav|bmp|rtf|js|flv|swf|html|htm)$ { expires max; access_log off; } # the route for the wordpress blog # unfortunately the static assets (css, img, etc.) are not being pathed/served properly location /blog { root /var/www/localhost/public; index index.php; access_log /var/www/localhost/logs/access.log; error_log /var/www/localhost/logs/error.log; if (!-e $request_filename) { rewrite ^/(.*)$ /index.php?q=$1 last; break; } if (!-f $request_filename) { rewrite /blog$ /blog/index.php last; break; } } # actually serves the wordpress and subsequently phpmyadmin location ~* (?!\/blog).+\.php$ { fastcgi_pass localhost:9000; fastcgi_index index.php; fastcgi_param SCRIPT_FILENAME /var/www/localhost/public$fastcgi_script_name; fastcgi_param PATH_INFO $fastcgi_script_name; include /usr/local/nginx/conf/fastcgi_params; } # This works fine, but ONLY with a symlink inside the /var/www/localhost/public directory pointing to /usr/share/phpmyadmin location /phpmyadmin { index index.php; access_log /var/www/phpmyadmin/logs/access.log; error_log /var/www/phpmyadmin/logs/error.log; alias /usr/share/phpmyadmin/; if (!-f $request_filename) { rewrite /phpmyadmin$ /phpmyadmin/index.php permanent; break; } } # opt-in to the future add_header "X-UA-Compatible" "IE=Edge,chrome=1"; }

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  • nginx+django serving static files

    - by avalore
    I have followed instruction for setting up django with nginx from the django wiki (https://code.djangoproject.com/wiki/DjangoAndNginx) and have nginx setup as follows (a few name changes to fit my setup). user nginx nginx; worker_processes 2; error_log /var/log/nginx/error_log info; events { worker_connections 1024; use epoll; } http { include /etc/nginx/mime.types; default_type application/octet-stream; log_format main '$remote_addr - $remote_user [$time_local] ' '"$request" $status $bytes_sent ' '"$http_referer" "$http_user_agent" ' '"$gzip_ratio"'; client_header_timeout 10m; client_body_timeout 10m; send_timeout 10m; connection_pool_size 256; client_header_buffer_size 1k; large_client_header_buffers 4 2k; request_pool_size 4k; gzip on; gzip_min_length 1100; gzip_buffers 4 8k; gzip_types text/plain; output_buffers 1 32k; postpone_output 1460; sendfile on; tcp_nopush on; tcp_nodelay on; keepalive_timeout 75 20; ignore_invalid_headers on; index index.html; server { listen 80; server_name localhost; location /static/ { root /srv/static/; } location ~* ^.+\.(jpg|jpeg|gif|png|ico|css|zip|tgz|gz|rar|bz2|doc|xls|exe|pdf|ppt|txt|tar|mid|midi|wav|bmp|rtf|js|mov) { access_log off; expires 30d; } location / { # host and port to fastcgi server fastcgi_pass 127.0.0.1:8080; fastcgi_param PATH_INFO $fastcgi_script_name; fastcgi_param REQUEST_METHOD $request_method; fastcgi_param QUERY_STRING $query_string; fastcgi_param CONTENT_TYPE $content_type; fastcgi_param CONTENT_LENGTH $content_length; fastcgi_pass_header Authorization; fastcgi_intercept_errors off; fastcgi_param REMOTE_ADDR $remote_addr; } access_log /var/log/nginx/localhost.access_log main; error_log /var/log/nginx/localhost.error_log; } } Static files aren't being served (nginx 404). If I look in the access log it seems nginx is looking in /etc/nginx/html/static... rather than /srv/static/ as specified in the config. I've no clue why it's doing this, any help would be hugely appreciated.

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  • Htaccess strange behaviour with Nginx

    - by Termos
    I have a site running on Nginx (v1.0.14) serving as reverse proxy which proxies requests to Apache (v2.2.19). So Nginx runs on port 80, Apache is on 8080. Overall site works fine except that i cannot block access to certain directories with .htaccess file. For example i have 'my-protected-directory' on 'www.site.com' Inside it i have htaccess with following code: <Files *> order deny,allow deny from all allow from 1.2.3.4 <--- my ip address here </Files> When i try to access this page with my ip (1.2.3.4) i get 404 error which is not what i expect: http://www.site.com/my-protected-directory However everything works as expected when this page is served directly by Apache. I can see this page, everyone else can't. http://www.site.com:8080/my-protected-directory Update. Nginx config (7.1.3.7 is site ip.): user apache; worker_processes 4; error_log logs/error.log; pid logs/nginx.pid; events { worker_connections 1024; } http { include mime.types; default_type application/octet-stream; log_format main '$remote_addr - $remote_user [$time_local] "$request" ' '$status $body_bytes_sent "$http_referer" ' '"$http_user_agent" "$http_x_forwarded_for"'; sendfile on; keepalive_timeout 65; gzip on; gzip_min_length 1024; gzip_http_version 1.1; gzip_proxied any; gzip_comp_level 5; gzip_types text/plain text/css application/x-javascript text/xml application/xml application/xml+rss text/javascript image/x-icon; server { listen 80; server_name www.site.com site.com 7.1.3.7; access_log logs/host.access.log main; # serve static files location ~* ^.+.(jpg|jpeg|gif|png|ico|css|zip|tgz|gz|rar|bz2|doc|xls|exe|pdf|ppt|txt|tar|mid|midi|wav|bmp|rtf|js)$ { root /var/www/vhosts/www.site.com/httpdocs; proxy_set_header Range ""; expires 30d; } # pass requests for dynamic content to Apache location / { proxy_redirect off; proxy_set_header X-Real-IP $remote_addr; proxy_set_header Host $http_host; proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; proxy_set_header Range ""; proxy_pass http://7.1.3.7:8080; } } Could please anyone tell me what is wrong and how this can be fixed ?

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  • EXC_BAD_ACCESS and KERN_INVALID_ADDRESS after intiating a print sequence.

    - by Edward M. Bergmann
    MAC G4/1.5GHz/2GB/1TB+ OS10.4.11 Start up Volume has been erased/complete reinstall with updated software. Current problem only occurs when printing to an Epson Artisan 800 [USB as well as Ethernet connected] when using Macromedia FreeHand 10.0.1.67. All other apps/printers work fine. Memory has been removed/swapped/reinstalled several times, CPU was changed from 1.5GB to 1.3GB. Page(s) will print, but application quits within a second or two after selecting "print." Apple has never replied, Epson hasn't a clue, and I am befuddled!! Perhaps there is GURU out their who and see a bigger-better picture and understands how to interpret all of this stuff. If so, it would be a terrific pleasure to get a handle on how to cure this problem or get some A M M U N I T I O N to fire in the right direction. I thank you in advance. FreeHand 10 MAC OS10.4.11 unexpectedly quits after invoking a print command, the result: Date/Time: 2010-04-20 14:23:18.371 -0700 OS Version: 10.4.11 (Build 8S165) Report Version: 4 Command: FreeHand 10 Path: /Applications/Macromedia FreeHand 10.0.1.67/FreeHand 10 Parent: WindowServer [1060] Version: 10.0.1.67 (10.0.1.67, Copyright © 1988-2002 Macromedia Inc. and its licensors. All rights reserved.) PID: 1217 Thread: 0 Exception: EXC_BAD_ACCESS (0x0001) Codes: KERN_INVALID_ADDRESS (0x0001) at 0x07d7e000 Thread 0 Crashed: 0 <<00000000>> 0xffff8a60 __memcpy + 704 (cpu_capabilities.h:189) 1 FreeHand X 0x011d2994 0x1008000 + 1878420 2 FreeHand X 0x01081da4 0x1008000 + 499108 3 FreeHand X 0x010f5474 0x1008000 + 971892 4 FreeHand X 0x010d0278 0x1008000 + 819832 5 FreeHand X 0x010fa808 0x1008000 + 993288 6 FreeHand X 0x01113608 0x1008000 + 1095176 7 FreeHand X 0x01113748 0x1008000 + 1095496 8 FreeHand X 0x01099ebc 0x1008000 + 597692 9 FreeHand X 0x010fa358 0x1008000 + 992088 10 FreeHand X 0x010fa170 0x1008000 + 991600 11 FreeHand X 0x010f9830 0x1008000 + 989232 12 FreeHand X 0x01098678 0x1008000 + 591480 13 FreeHand X 0x010f7a5c 0x1008000 + 981596 Thread 1: 0 libSystem.B.dylib 0x90005dec syscall + 12 1 com.apple.OpenTransport 0x9ad015a0 BSD_waitevent + 44 2 com.apple.OpenTransport 0x9ad06360 CarbonSelectThreadFunc + 176 3 libSystem.B.dylib 0x9002b908 _pthread_body + 96 Thread 2: 0 libSystem.B.dylib 0x9002bfc8 semaphore_wait_signal_trap + 8 1 libSystem.B.dylib 0x90030aac pthread_cond_wait + 480 2 com.apple.OpenTransport 0x9ad01e94 CarbonOperationThreadFunc + 80 3 libSystem.B.dylib 0x9002b908 _pthread_body + 96 Thread 3: 0 libSystem.B.dylib 0x9002bfc8 semaphore_wait_signal_trap + 8 1 libSystem.B.dylib 0x90030aac pthread_cond_wait + 480 2 com.apple.OpenTransport 0x9ad11df0 CarbonInetOperThreadFunc + 80 3 libSystem.B.dylib 0x9002b908 _pthread_body + 96 Thread 4: 0 libSystem.B.dylib 0x90053f88 semaphore_timedwait_signal_trap + 8 1 libSystem.B.dylib 0x900707e8 pthread_cond_timedwait_relative_np + 556 2 ...ple.CoreServices.CarbonCore 0x90bf9330 TSWaitOnSemaphoreCommon + 176 3 ...ple.CoreServices.CarbonCore 0x90c012d0 TimerThread + 60 4 libSystem.B.dylib 0x9002b908 _pthread_body + 96 Thread 5: 0 libSystem.B.dylib 0x9001f48c select + 12 1 com.apple.CoreFoundation 0x907f1240 __CFSocketManager + 472 2 libSystem.B.dylib 0x9002b908 _pthread_body + 96 Thread 6: 0 libSystem.B.dylib 0x9002188c access + 12 1 ...e.print.framework.PrintCore 0x9169a620 CreateProxyURL(__CFURL const*) + 192 2 ...e.print.framework.PrintCore 0x9169a4f8 CreateOriginalPrinterProxyURL() + 80 3 ...e.print.framework.PrintCore 0x9169a034 CheckPrinterProxyVersion(OpaquePMPrinter*, __CFURL const*) + 192 4 ...e.print.framework.PrintCore 0x91699d94 PJCPrinterProxyCreateURL + 932 5 ...e.print.framework.PrintCore 0x916997bc PJCLaunchPrinterProxy(OpaquePMPrinter*, PMLaunchPCReason) + 32 6 ...e.print.framework.PrintCore 0x91699730 PJCLaunchPrinterProxyThread(void*) + 136 7 libSystem.B.dylib 0x9002b908 _pthread_body + 96 Thread 0 crashed with PPC Thread State 64: srr0: 0x00000000ffff8a60 srr1: 0x000000000200f030 vrsave: 0x00000000ff000000 cr: 0x24002244 xer: 0x0000000020000002 lr: 0x00000000011d2994 ctr: 0x00000000000003f6 r0: 0x0000000000000000 r1: 0x00000000bfffea60 r2: 0x0000000000000000 r3: 0x00000000083bb000 r4: 0x00000000083c0040 r5: 0x0000000000014d84 r6: 0x0000000000000010 r7: 0x0000000000000020 r8: 0x0000000000000030 r9: 0x0000000000000000 r10: 0x0000000000000060 r11: 0x0000000000000080 r12: 0x0000000007d7e000 r13: 0x0000000000000000 r14: 0x00000000005cbd26 r15: 0x0000000000000001 r16: 0x00000000017b03a0 r17: 0x0000000000000000 r18: 0x000000000068fa80 r19: 0x0000000000000001 r20: 0x0000000006c639c4 r21: 0x00000000006900f8 r22: 0x0000000006e09480 r23: 0x0000000006e0a250 r24: 0x0000000000000002 r25: 0x0000000000000000 r26: 0x00000000bfffed2c r27: 0x0000000006e05ce0 r28: 0x0000000000014d84 r29: 0x0000000000000000 r30: 0x0000000000014d84 r31: 0x00000000083bb000 Binary Images Description: 0x1000 - 0x2fff LaunchCFMApp /System/Library/Frameworks/Carbon.framework/Versions/A/Support/LaunchCFMApp 0x27f000 - 0x2ce3c7 CarbonLibpwpc PEF binary: CarbonLibpwpc 0x2ce3d0 - 0x2e66bd Apple;Carbon;Multimedia PEF binary: Apple;Carbon;Multimedia 0x2e7c00 - 0x2e998b Apple;Carbon;Networking PEF binary: Apple;Carbon;Networking 0x31ab10 - 0x31abb3 CFMPriv_QuickTime PEF binary: CFMPriv_QuickTime 0x31ac20 - 0x31ac97 CFMPriv_System PEF binary: CFMPriv_System 0x31af30 - 0x31b000 CFMPriv_CarbonSound PEF binary: CFMPriv_CarbonSound 0x31b080 - 0x31b153 CFMPriv_CommonPanels PEF binary: CFMPriv_CommonPanels 0x31b230 - 0x31b2eb CFMPriv_Help PEF binary: CFMPriv_Help 0x31b2f0 - 0x31b3ba CFMPriv_HIToolbox PEF binary: CFMPriv_HIToolbox 0x31b440 - 0x31b516 CFMPriv_HTMLRendering PEF binary: CFMPriv_HTMLRendering 0x31b550 - 0x31b602 CFMPriv_CoreFoundation PEF binary: CFMPriv_CoreFoundation 0x31b7f0 - 0x31b8a5 CFMPriv_DVComponentGlue PEF binary: CFMPriv_DVComponentGlue 0x31f760 - 0x31f833 CFMPriv_ImageCapture PEF binary: CFMPriv_ImageCapture 0x31f8c0 - 0x31f9a5 CFMPriv_NavigationServices PEF binary: CFMPriv_NavigationServices 0x31fa20 - 0x31faf6 CFMPriv_OpenScripting?MacBLib PEF binary: CFMPriv_OpenScripting?MacBLib 0x31fbd0 - 0x31fc8e CFMPriv_Print PEF binary: CFMPriv_Print 0x31fcb0 - 0x31fd7d CFMPriv_SecurityHI PEF binary: CFMPriv_SecurityHI 0x31fe00 - 0x31fee2 CFMPriv_SpeechRecognition PEF binary: CFMPriv_SpeechRecognition 0x31ff60 - 0x320033 CFMPriv_CarbonCore PEF binary: CFMPriv_CarbonCore 0x3200b0 - 0x320183 CFMPriv_OSServices PEF binary: CFMPriv_OSServices 0x320260 - 0x320322 CFMPriv_AE PEF binary: CFMPriv_AE 0x320330 - 0x3203f5 CFMPriv_ATS PEF binary: CFMPriv_ATS 0x320470 - 0x320547 CFMPriv_ColorSync PEF binary: CFMPriv_ColorSync 0x3205d0 - 0x3206b3 CFMPriv_FindByContent PEF binary: CFMPriv_FindByContent 0x320730 - 0x32080a CFMPriv_HIServices PEF binary: CFMPriv_HIServices 0x320880 - 0x320960 CFMPriv_LangAnalysis PEF binary: CFMPriv_LangAnalysis 0x3209f0 - 0x320ad6 CFMPriv_LaunchServices PEF binary: CFMPriv_LaunchServices 0x320bb0 - 0x320c87 CFMPriv_PrintCore PEF binary: CFMPriv_PrintCore 0x320c90 - 0x320d52 CFMPriv_QD PEF binary: CFMPriv_QD 0x320e50 - 0x320f39 CFMPriv_SpeechSynthesis PEF binary: CFMPriv_SpeechSynthesis 0x405000 - 0x497f7a PowerPlant Shared Library PEF binary: PowerPlant Shared Library 0x498000 - 0x4f0012 Player PEF binary: Player 0x4f1000 - 0x54a4c0 KodakCMSC PEF binary: KodakCMSC 0x6bd000 - 0x6eca10 <Unknown disk fragment> PEF binary: <Unknown disk fragment> 0x7fc000 - 0x7fdb8b xRes Palette Importc PEF binary: xRes Palette Importc 0x1008000 - 0x17770a5 FreeHand X PEF binary: FreeHand X 0x17770b0 - 0x17a6fe7 MW_MSL.Carbon.Shlb PEF binary: MW_MSL.Carbon.Shlb 0x17fb000 - 0x17fff03 Smudge PEF binary: Smudge 0x5ce6000 - 0x5cecebe PICT Import Export68 PEF binary: PICT Import Export68 0x5ced000 - 0x5d24267 PNG Import Exportr68 PEF binary: PNG Import Exportr68 0x5d25000 - 0x5d30dde Release To Layerswpc PEF binary: Release To Layerswpc 0x5d31000 - 0x5d37fd2 Roughen PEF binary: Roughen 0x5d38000 - 0x5d459ae Shadow PEF binary: Shadow 0x5d46000 - 0x5d4b0de Spiral PEF binary: Spiral 0x5d4c000 - 0x5d57f07 Targa Import Export8 PEF binary: Targa Import Export8 0x5d58000 - 0x5d8d959 TIFF Import Export68 PEF binary: TIFF Import Export68 0x5d93000 - 0x5da0f65 Color Utilities PEF binary: Color Utilities 0x5f62000 - 0x5f6e795 Mirror PEF binary: Mirror 0x5f6f000 - 0x5fbd656 HTML Export PEF binary: HTML Export 0x5fc8000 - 0x5fd442f Graphic Hose PEF binary: Graphic Hose 0x5fd5000 - 0x5fe4b5a BMP Import Exportr68 PEF binary: BMP Import Exportr68 0x5fe5000 - 0x60342d6 PDF Export PEF binary: PDF Export 0x6041000 - 0x6042f44 Fractalizej@ PEF binary: Fractalizej@ 0x6043000 - 0x6075214 Chart Tool™ PEF binary: Chart Tool™ 0x6076000 - 0x607d46d Bend PEF binary: Bend 0x607e000 - 0x60cda7b PDF Import PEF binary: PDF Import 0x60dc000 - 0x60e38f2 Photoshop ImportChartCursor PEF binary: Photoshop ImportChartCursor 0x60e4000 - 0x60eb9b1 3D Rotationp PEF binary: 3D Rotationp 0x60ec000 - 0x611b458 JPEG Import ExportANEL PEF binary: JPEG Import ExportANEL 0x611c000 - 0x613d89f GIF Import Export PEF binary: GIF Import Export 0x613e000 - 0x616d7f7 Flash Export PEF binary: Flash Export 0x616e000 - 0x6175d75 Fisheye Lens PEF binary: Fisheye Lens 0x6176000 - 0x6182343 IPTC File Info PEF binary: IPTC File Info 0x6184000 - 0x6193790 PEF binary: 0x6194000 - 0x61965e5 Photoshop Palette Import PEF binary: Photoshop Palette Import 0x6197000 - 0x619c5a4 Add PointsZ PEF binary: Add PointsZ 0x619d000 - 0x61ad92b Emboss PEF binary: Emboss 0x61ae000 - 0x61be6e1 AppleScript™ Xtrawpc PEF binary: AppleScript™ Xtrawpc 0x61bf000 - 0x61d16de Navigation PEF binary: Navigation 0x61d2000 - 0x61ff94e CorelDRAW 7-8 Import PEF binary: CorelDRAW 7-8 Import 0x620a000 - 0x620d7f1 Trap PEF binary: Trap 0x620e000 - 0x62149d4 Import RGB Color Table PEF binary: Import RGB Color Table 0x6215000 - 0x6217dfe Arc PEF binary: Arc 0x6218000 - 0x62211e3 Delete Empty Text Blocks PEF binary: Delete Empty Text Blocks 0x6222000 - 0x624c8da MIX Services PEF binary: MIX Services 0x7d0b000 - 0x7d37fff com.apple.print.framework.Print.Private 4.6 (163.10) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/Current/Plugins/PrintCocoaUI.bundle/Contents/MacOS/PrintCocoaUI 0x7dbf000 - 0x7ddffff com.apple.print.PrintingCocoaPDEs 4.6 (163.10) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Plugins/PrintingCocoaPDEs.bundle/Contents/MacOS/PrintingCocoaPDEs 0x7f05000 - 0x7f39fff com.epson.ijprinter.pde.PrintSetting.EP0827MSA 6.36 /Library/Printers/EPSON/InkjetPrinter/PrintingModule/EP0827MSA_Core.plugin/Contents/PDEs/PrintSetting.plugin/Contents/MacOS/PrintSetting 0x7f49000 - 0x8044fff com.epson.ijprinter.IJPFoundation 6.54 /Library/Printers/EPSON/InkjetPrinter/Libraries/IJPFoundation.framework/Versions/A/IJPFoundation 0x809a000 - 0x80cdfff com.epson.ijprinter.pde.ColorManagement.EP0827MSA 6.36 /Library/Printers/EPSON/InkjetPrinter/PrintingModule/EP0827MSA_Core.plugin/Contents/PDEs/ColorManagement.plugin/Contents/MacOS/ColorManagement 0x80dd000 - 0x8110fff com.epson.ijprinter.pde.ExpandMargin.EP0827MSA 6.36 /Library/Printers/EPSON/InkjetPrinter/PrintingModule/EP0827MSA_Core.plugin/Contents/PDEs/ExpandMargin.plugin/Contents/MacOS/ExpandMargin 0x8120000 - 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0x91101fff com.apple.Metadata 10.4.4 (121.36) /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/Metadata.framework/Versions/A/Metadata 0x91112000 - 0x91120fff libz.1.dylib /usr/lib/libz.1.dylib 0x91123000 - 0x912defff com.apple.security 4.6 (29770) /System/Library/Frameworks/Security.framework/Versions/A/Security 0x913dd000 - 0x913e6fff com.apple.DiskArbitration 2.1.2 /System/Library/Frameworks/DiskArbitration.framework/Versions/A/DiskArbitration 0x913ed000 - 0x913f5fff libbsm.dylib /usr/lib/libbsm.dylib 0x913f9000 - 0x91421fff com.apple.SystemConfiguration 1.8.3 /System/Library/Frameworks/SystemConfiguration.framework/Versions/A/SystemConfiguration 0x91434000 - 0x9143ffff libgcc_s.1.dylib /usr/lib/libgcc_s.1.dylib 0x91444000 - 0x914bffff com.apple.audio.CoreAudio 3.0.5 /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio 0x914fc000 - 0x914fcfff com.apple.ApplicationServices 10.4 (???) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices 0x914fe000 - 0x91536fff com.apple.AE 312.2 /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/AE.framework/Versions/A/AE 0x91551000 - 0x91623fff com.apple.ColorSync 4.4.13 /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ColorSync.framework/Versions/A/ColorSync 0x91676000 - 0x91707fff com.apple.print.framework.PrintCore 4.6 (177.13) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/PrintCore.framework/Versions/A/PrintCore 0x9174e000 - 0x91805fff com.apple.QD 3.10.28 (???) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/QD.framework/Versions/A/QD 0x91842000 - 0x918a0fff com.apple.HIServices 1.5.3 (???) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/HIServices.framework/Versions/A/HIServices 0x918cf000 - 0x918f0fff com.apple.LangAnalysis 1.6.1 /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/LangAnalysis.framework/Versions/A/LangAnalysis 0x91904000 - 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0x92af5fff libiconv.2.dylib /usr/lib/libiconv.2.dylib 0x92af8000 - 0x92b80fff com.apple.DesktopServices 1.3.7 /System/Library/PrivateFrameworks/DesktopServicesPriv.framework/Versions/A/DesktopServicesPriv 0x92bc1000 - 0x92df4fff com.apple.Foundation 6.4.12 (567.42) /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation 0x92f27000 - 0x92f45fff libGL.dylib /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib 0x92f50000 - 0x92faafff libGLU.dylib /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib 0x92fc8000 - 0x92fc8fff com.apple.Carbon 10.4 (???) /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon 0x92fca000 - 0x92fdefff com.apple.ImageCapture 3.0 /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture 0x92ff6000 - 0x93006fff com.apple.speech.recognition.framework 3.4 /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SpeechRecognition.framework/Versions/A/SpeechRecognition 0x93012000 - 0x93027fff com.apple.securityhi 2.0 (203) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SecurityHI.framework/Versions/A/SecurityHI 0x93039000 - 0x930c0fff com.apple.ink.framework 101.2 (69) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink 0x930d4000 - 0x930dffff com.apple.help 1.0.3 (32) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framework/Versions/A/Help 0x930e9000 - 0x93117fff com.apple.openscripting 1.2.7 (???) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting 0x93131000 - 0x93140fff com.apple.print.framework.Print 5.2 (192.4) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print 0x9314c000 - 0x931b2fff com.apple.htmlrendering 1.1.2 /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HTMLRendering.framework/Versions/A/HTMLRendering 0x931e3000 - 0x93232fff com.apple.NavigationServices 3.4.4 (3.4.3) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/NavigationServices.framework/Versions/A/NavigationServices 0x93260000 - 0x9327dfff com.apple.audio.SoundManager 3.9 /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CarbonSound.framework/Versions/A/CarbonSound 0x9328f000 - 0x9329cfff com.apple.CommonPanels 1.2.2 (73) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels 0x932a5000 - 0x935b3fff com.apple.HIToolbox 1.4.10 (???) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HIToolbox.framework/Versions/A/HIToolbox 0x93703000 - 0x9370ffff com.apple.opengl 1.4.7 /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL 0x93714000 - 0x93734fff com.apple.DirectoryService.Framework 3.3 /System/Library/Frameworks/DirectoryService.framework/Versions/A/DirectoryService 0x93787000 - 0x93787fff com.apple.Cocoa 6.4 (???) /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa 0x93789000 - 0x93dbcfff com.apple.AppKit 6.4.10 (824.48) /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit 0x94149000 - 0x941bbfff com.apple.CoreData 91 (92.1) /System/Library/Frameworks/CoreData.framework/Versions/A/CoreData 0x941f4000 - 0x942b9fff com.apple.audio.toolbox.AudioToolbox 1.4.7 /System/Library/Frameworks/AudioToolbox.framework/Versions/A/AudioToolbox 0x9430c000 - 0x9430cfff com.apple.audio.units.AudioUnit 1.4 /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit 0x9430e000 - 0x944cefff com.apple.QuartzCore 1.4.12 /System/Library/Frameworks/QuartzCore.framework/Versions/A/QuartzCore 0x94518000 - 0x94555fff libsqlite3.0.dylib /usr/lib/libsqlite3.0.dylib 0x9455d000 - 0x945adfff libGLImage.dylib /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib 0x945b6000 - 0x945cffff com.apple.CoreVideo 1.4.2 /System/Library/Frameworks/CoreVideo.framework/Versions/A/CoreVideo 0x9477d000 - 0x9478cfff libCGATS.A.dylib /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libCGATS.A.dylib 0x94794000 - 0x947a1fff libCSync.A.dylib /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libCSync.A.dylib 0x947a7000 - 0x947c6fff libPDFRIP.A.dylib /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libPDFRIP.A.dylib 0x947e7000 - 0x94800fff libRIP.A.dylib /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libRIP.A.dylib 0x94807000 - 0x94b3afff com.apple.QuickTime 7.6.4 (1327.73) /System/Library/Frameworks/QuickTime.framework/Versions/A/QuickTime 0x94c22000 - 0x94c93fff libstdc++.6.dylib /usr/lib/libstdc++.6.dylib 0x94e09000 - 0x94f39fff com.apple.AddressBook.framework 4.0.6 (490) /System/Library/Frameworks/AddressBook.framework/Versions/A/AddressBook 0x94fcc000 - 0x94fdbfff com.apple.DSObjCWrappers.Framework 1.1 /System/Library/PrivateFrameworks/DSObjCWrappers.framework/Versions/A/DSObjCWrappers 0x94fe3000 - 0x95010fff com.apple.LDAPFramework 1.4.1 (69.0.1) /System/Library/Frameworks/LDAP.framework/Versions/A/LDAP 0x95017000 - 0x95027fff libsasl2.2.dylib /usr/lib/libsasl2.2.dylib 0x9502b000 - 0x9505afff libssl.0.9.7.dylib /usr/lib/libssl.0.9.7.dylib 0x9506a000 - 0x95087fff libresolv.9.dylib /usr/lib/libresolv.9.dylib 0x9acff000 - 0x9ad1dfff com.apple.OpenTransport 2.0 /System/Library/PrivateFrameworks/OpenTransport.framework/OpenTransport 0x9ad98000 - 0x9ad99fff com.apple.iokit.dvcomponentglue 1.7.9 /System/Library/Frameworks/DVComponentGlue.framework/Versions/A/DVComponentGlue 0x9b1db000 - 0x9b1f2fff libCFilter.A.dylib /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libCFilter.A.dylib 0x9c69b000 - 0x9c6bdfff libmx.A.dylib /usr/lib/libmx.A.dylib 0xeab00000 - 0xeab25fff libConverter.dylib /System/Library/Printers/Libraries/libConverter.dylib Model: PowerMac3,1, BootROM 4.2.8f1, 1 processors, PowerPC G4 (3.3), 1.3 GHz, 2 GB Graphics: ATI Radeon 7500, ATY,RV200, AGP, 32 MB Memory Module: DIMM0/J21, 512 MB, SDRAM, PC133-333 Memory Module: DIMM1/J22, 512 MB, SDRAM, PC133-333 Memory Module: DIMM2/J23, 512 MB, SDRAM, PC133-333 Memory Module: DIMM3/J24, 512 MB, SDRAM, PC133-333 Modem: Spring, UCJ, V.90, 3.0F, APPLE VERSION 0001, 4/7/1999 Network Service: Built-in Ethernet, Ethernet, en0 PCI Card: SeriTek/1V2E2 v.5.1.3,11/22/05, 23:47:18, ata, SLOT-B PCI Card: pci-bridge, pci, SLOT-C PCI Card: firewire, ieee1394, 2x8 PCI Card: usb, usb, 2x9 PCI Card: usb, usb, 2x9 PCI Card: pcie55,2928, 2x9 PCI Card: ATTO,ExpressPCIPro, scsi, SLOT-D Parallel ATA Device: MATSHITADVD-ROM SR-8585 Parallel ATA Device: IOMEGA ZIP 100 ATAPI USB Device: Hub, Up to 12 Mb/sec, 500 mA USB Device: Hub, Up to 12 Mb/sec, 500 mA USB Device: USB2.0 Hub, Up to 12 Mb/sec, 500 mA USB Device: iMic USB audio system, Griffin Technology, Inc, Up to 12 Mb/sec, 500 mA USB Device: USB Storage Device, Generic, Up to 12 Mb/sec, 500 mA USB Device: USB2.0 MFP, EPSON, Up to 12 Mb/sec, 500 mA USB Device: DYMO LabelWriter Twin Turbo, DYMO, Up to 12 Mb/sec, 500 mA USB Device: USB 2.0 CD + HDD, DMI, Up to 12 Mb/sec, 500 mA USB Device: USB2.0 Hub, Up to 12 Mb/sec, 500 mA USB Device: USB2.0 Hub, Up to 12 Mb/sec, 500 mA USB Device: iMate, USB To ADB Adaptor, Griffin Technology, Inc., Up to 1.5 Mb/sec, 500 mA USB Device: Hub in Apple Pro Keyboard, Alps Electric, Up to 12 Mb/sec, 500 mA USB Device: Griffin PowerMate, Griffin Technology, Inc., Up to 1.5 Mb/sec, 100 mA

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  • UIView with IrrlichtScene - iOS

    - by user1459024
    i have a UIViewController in a Storyboard and want to draw a IrrlichtScene in this View Controller. My Code: WWSViewController.h #import <UIKit/UIKit.h> @interface WWSViewController : UIViewController { IBOutlet UILabel *errorLabel; } @end WWSViewController.mm #import "WWSViewController.h" #include "../../ressources/irrlicht/include/irrlicht.h" using namespace irr; using namespace core; using namespace scene; using namespace video; using namespace io; using namespace gui; @interface WWSViewController () @end @implementation WWSViewController -(void)awakeFromNib { errorLabel = [[UILabel alloc] init]; errorLabel.text = @""; IrrlichtDevice *device = createDevice( video::EDT_OGLES1, dimension2d<u32>(640, 480), 16, false, false, false, 0); /* Set the caption of the window to some nice text. Note that there is an 'L' in front of the string. The Irrlicht Engine uses wide character strings when displaying text. */ device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo"); /* Get a pointer to the VideoDriver, the SceneManager and the graphical user interface environment, so that we do not always have to write device->getVideoDriver(), device->getSceneManager(), or device->getGUIEnvironment(). */ IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->getSceneManager(); IGUIEnvironment* guienv = device->getGUIEnvironment(); /* We add a hello world label to the window, using the GUI environment. The text is placed at the position (10,10) as top left corner and (260,22) as lower right corner. */ guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!", rect<s32>(10,10,260,22), true); /* To show something interesting, we load a Quake 2 model and display it. We only have to get the Mesh from the Scene Manager with getMesh() and add a SceneNode to display the mesh with addAnimatedMeshSceneNode(). We check the return value of getMesh() to become aware of loading problems and other errors. Instead of writing the filename sydney.md2, it would also be possible to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any other supported file format. By the way, that cool Quake 2 model called sydney was modelled by Brian Collins. */ IAnimatedMesh* mesh = smgr->getMesh("/Users/dbocksteger/Desktop/test/media/sydney.md2"); if (!mesh) { device->drop(); if (!errorLabel) { errorLabel = [[UILabel alloc] init]; } errorLabel.text = @"Konnte Mesh nicht laden."; return; } IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh ); /* To let the mesh look a little bit nicer, we change its material. We disable lighting because we do not have a dynamic light in here, and the mesh would be totally black otherwise. Then we set the frame loop, such that the predefined STAND animation is used. And last, we apply a texture to the mesh. Without it the mesh would be drawn using only a color. */ if (node) { node->setMaterialFlag(EMF_LIGHTING, false); node->setMD2Animation(scene::EMAT_STAND); node->setMaterialTexture( 0, driver->getTexture("/Users/dbocksteger/Desktop/test/media/sydney.bmp") ); } /* To look at the mesh, we place a camera into 3d space at the position (0, 30, -40). The camera looks from there to (0,5,0), which is approximately the place where our md2 model is. */ smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0)); /* Ok, now we have set up the scene, lets draw everything: We run the device in a while() loop, until the device does not want to run any more. This would be when the user closes the window or presses ALT+F4 (or whatever keycode closes a window). */ while(device->run()) { /* Anything can be drawn between a beginScene() and an endScene() call. The beginScene() call clears the screen with a color and the depth buffer, if desired. Then we let the Scene Manager and the GUI Environment draw their content. With the endScene() call everything is presented on the screen. */ driver->beginScene(true, true, SColor(255,100,101,140)); smgr->drawAll(); guienv->drawAll(); driver->endScene(); } /* After we are done with the render loop, we have to delete the Irrlicht Device created before with createDevice(). In the Irrlicht Engine, you have to delete all objects you created with a method or function which starts with 'create'. The object is simply deleted by calling ->drop(). See the documentation at irr::IReferenceCounted::drop() for more information. */ device->drop(); } - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view, typically from a nib. } - (void)viewDidUnload { [super viewDidUnload]; // Release any retained subviews of the main view. } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown); } @end Sadly the result is just a black View in the Simulator. :( Hope here is anyone who can explain me how i draw the scene in a UIView. Furthermore I'm getting this Error: Could not load sprite bank because the file does not exist: #DefaultFont How can i fix it ?

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  • How to Point sprite's direction towards Mouse or an Object [duplicate]

    - by Irfan Dahir
    This question already has an answer here: Rotating To Face a Point 1 answer I need some help with rotating sprites towards the mouse. I'm currently using the library allegro 5.XX. The rotation of the sprite works but it's constantly inaccurate. It's always a few angles off from the mouse to the left. Can anyone please help me with this? Thank you. P.S I got help with the rotating function from here: http://www.gamefromscratch.com/post/2012/11/18/GameDev-math-recipes-Rotating-to-face-a-point.aspx Although it's by javascript, the maths function is the same. And also, by placing: if(angle < 0) { angle = 360 - (-angle); } doesn't fix it. The Code: #include <allegro5\allegro.h> #include <allegro5\allegro_image.h> #include "math.h" int main(void) { int width = 640; int height = 480; bool exit = false; int shipW = 0; int shipH = 0; ALLEGRO_DISPLAY *display = NULL; ALLEGRO_EVENT_QUEUE *event_queue = NULL; ALLEGRO_BITMAP *ship = NULL; if(!al_init()) return -1; display = al_create_display(width, height); if(!display) return -1; al_install_keyboard(); al_install_mouse(); al_init_image_addon(); al_set_new_bitmap_flags(ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR); //smoother rotate ship = al_load_bitmap("ship.bmp"); shipH = al_get_bitmap_height(ship); shipW = al_get_bitmap_width(ship); int shipx = width/2 - shipW/2; int shipy = height/2 - shipH/2; int mx = width/2; int my = height/2; al_set_mouse_xy(display, mx, my); event_queue = al_create_event_queue(); al_register_event_source(event_queue, al_get_mouse_event_source()); al_register_event_source(event_queue, al_get_keyboard_event_source()); //al_hide_mouse_cursor(display); float angle; while(!exit) { ALLEGRO_EVENT ev; al_wait_for_event(event_queue, &ev); if(ev.type == ALLEGRO_EVENT_KEY_UP) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_ESCAPE: exit = true; break; /*case ALLEGRO_KEY_LEFT: degree -= 10; break; case ALLEGRO_KEY_RIGHT: degree += 10; break;*/ case ALLEGRO_KEY_W: shipy -=10; break; case ALLEGRO_KEY_S: shipy +=10; break; case ALLEGRO_KEY_A: shipx -=10; break; case ALLEGRO_KEY_D: shipx += 10; break; } }else if(ev.type == ALLEGRO_EVENT_MOUSE_AXES) { mx = ev.mouse.x; my = ev.mouse.y; angle = atan2(my - shipy, mx - shipx); } // al_draw_bitmap(ship,shipx, shipy, 0); //al_draw_rotated_bitmap(ship, shipW/2, shipH/2, shipx, shipy, degree * 3.142/180,0); al_draw_rotated_bitmap(ship, shipW/2, shipH/2, shipx, shipy,angle, 0); //I directly placed the angle because the allegro library calculates radians, and if i multiplied it by 180/3. 142 the rotation would go hawire, not would, it actually did. al_flip_display(); al_clear_to_color(al_map_rgb(0,0,0)); } al_destroy_bitmap(ship); al_destroy_event_queue(event_queue); al_destroy_display(display); return 0; } EDIT: This was marked duplicate by a moderator. I'd like to say that this isn't the same as that. I'm a total beginner at game programming, I had a view at that other topic and I had difficulty understanding it. Please understand this, thank you. :/ Also, while I was making a print of what the angle is I got this... Here is a screenshot:http://img34.imageshack.us/img34/7396/fzuq.jpg Which is weird because aren't angles supposed to be 360 degrees only?

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  • WIA Automation for scanner color intent is not working

    - by Mike Nicholson
    I cannot get my Canon Pixma MP150 to scan a color scan from c# code. The following code is resulting in a black and white image, or if I change the value of 6146 to 2 then a grayscale image is created. I would like to be able to have a color scan from code. I know the scanner does color images because I can do one through the xp wizard in "scanners and camera". Can anyone help me figure out what value I am not setting for a color scan. All documentation and examples I can find just say to change the value of 6146. Thank you for taking the time to read this! private void ScanAndSaveOnePage () { WIA.CommonDialog Dialog1 = new WIA.CommonDialogClass(); WIA.DeviceManager DeviceManager1 = new WIA.DeviceManagerClass(); System.Object Object1 = null; System.Object Object2 = null; WIA.Device Scanner = null; Scanner = Dialog1.ShowSelectDevice(WIA.WiaDeviceType.ScannerDeviceType, false, false); WIA.Item Item1 = Scanner.Items[1]; setItem(Item1, "6146", 1); setItem(Item1, "6147", 150); setItem(Item1, "6148", 150); setItem(Item1, "6151", 150 * 8.5); setItem(Item1, "6152", 150 * 11); WIA.ImageFile Image1 = new WIA.ImageFile(); WIA.ImageProcess ImageProcess1 = new WIA.ImageProcess(); Object1 = (Object)"Convert"; ImageProcess1.Filters.Add(ImageProcess1.FilterInfos.get_Item(ref Object1).FilterID, 0); Object1 = (Object)"FormatID"; Object2 = (Object)WIA.FormatID.wiaFormatBMP; ImageProcess1.Filters[1].Properties.get_Item(ref Object1).set_Value(ref Object2); Object1 = null; Object2 = null; Image1 = (WIA.ImageFile)Item1.Transfer(WIA.FormatID.wiaFormatBMP); string DestImagePath = @"C:\test.bmp"; File.Delete(DestImagePath); Image1.SaveFile(DestImagePath); } private void setItem (IItem item, object property, object value) { WIA.Property aProperty = item.Properties.get_Item(ref property); aProperty.set_Value(ref value); }

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  • Controls not aligning properly.

    - by RPK
    I am using following code to design my home page. The output (as shown below) is not appearing properly. You can see the banner going to far left and the navigation links have a huge gap in between. How to set this? Can it be done using only the DIV tag instead of TABLE? <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <title> First Website </title> </head> <body> <table id="main" align="center" width="600 px"> <tr id="trBanner"> <td id="tdBanner"> <img src="../../../My Pictures/banner copy.bmp.jpg" </td> </tr> <tr id="trNavLinks"> <td id="lnkHome"> <a href="" id="lnkHome" name="lnkHome">Home</a> </td> <td id="lnkLife"> <a href="" id="lnkLife" name="lnkLife">Life</a> </td> <td id="lnkTeachings"> <a href="" id="lnkTeachings" name="lnkTeachings">Teachings</a> </td> <td id="lnkExperiences"> <a href="" id="lnkExperiences" name="lnkExperiences">Experiences</a> </td> <td id="lnkPhotoGallery"> <a href="" id="lnkPhotoGallery" name="lnkPhotoGallery">Photo Gallery</a> </td> <td id="lnkReach"> <a href="" id="lnkReach" name="lnkReach">How to Reach</a> </td> <td id="lnkContact"> <a href="" id="lnkContact" name="lnkContact">Contact Us</a> </td> </tr> </table> </body> </html>

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