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  • Form Builder GUI for PHP

    - by Alan Storm
    I'm looking around for an open source form building package for PHP, and figured the hive-mob-mind of StackOverflow might be able to tilt me in the right direction. Specifically, I'm looking for a form/survey builder application. I want something that lets an end user use a web based GUI to create and configure/surveys and web-based forms. What are the de-facto standard tools/packages that people use for this kind of thing these days. I'm interested in software packages, not in hosted services.

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  • Is there a pressure sensitive stylus for windows 8 power capacitative screen devices?

    - by JohnnyM
    I own a Dell XPS 12 Duo (filp-screen ultrabook with 10-point cap. screen) with Windows 8. Note: The ultrabook has Bluetooth 4.0. I would really love to have a preassure sensitive stylus that I could use to draw on the capacitative screen, when in tablet mode. So far I couldn't find any that would be compatible with Windows 8, maybe you guys could help. Must have: works with capacitative screen windows 8 compatible pressure sensitive Important: thin tip Nice to have: palm rejection tilt sensitive extra buttons (lots of them) TIA

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  • 3 Key Trends For Mobile Commerce – Location, Location, Location

    - by Michael Hylton
    This past weekend I was at a major bookstore chain and looking for a particular book.  Rather than ask the clerk, I went to my smartphone and went online to find the book title, author, and competing price.  I know I’m not alone in this effort and more and more individuals (and businesses) will use the power of mobility to tilt the scale in their favor. Armed with a mobile device – smartphone or tablet – folks will use them to research, compare, and ultimately purchase.  A recent PayPal survey found that 46% of respondents plan to use a mobile device this holiday season to make a purchase.   An astounding 27% of consumers in an e-tailing group survey commissioned by Oracle, use a tablet device daily or several times a week to research products and services. Beyond researching or making purchases, 35% of consumers use their smartphone to receive offers and coupons, and 32% access coupons and redeem them at their local retail store.  And with GPS capabilities in smartphones and tablet (and with user’s approval), retailers will start pushing coupons and offers directly to phone users based on their proximity to their store (or their competitors). Security is one concern that both shoppers, companies and phone manufacturers will have to deal with in the coming years.  In that same Oracle-sponsored e-tailing group consumer survey, 32% of consumers were concerned about giving their credit card information via a smartphone. You can gain further insight into the mind of today’s consumer by reading the e-tailing group white paper, titled “the connected consumer”.

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  • 3 Key Trends For Mobile Commerce – Location, Location, Location

    - by Michael Hylton
    This past weekend I was at a major bookstore chain and looking for a particular book.  Rather than ask the clerk, I went to my smartphone and went online to find the book title, author, and competing price.  I know I’m not alone in this effort and more and more individuals (and businesses) will use the power of mobility to tilt the scale in their favor. Armed with a mobile device – smartphone or tablet – folks will use them to research, compare, and ultimately purchase.  A recent PayPal survey found that 46% of respondents plan to use a mobile device this holiday season to make a purchase.   An astounding 27% of consumers in an e-tailing group survey commissioned by Oracle, use a tablet device daily or several times a week to research products and services. Beyond researching or making purchases, 35% of consumers use their smartphone to receive offers and coupons, and 32% access coupons and redeem them at their local retail store.  And with GPS capabilities in smartphones and tablet (and with user’s approval), retailers will start pushing coupons and offers directly to phone users based on their proximity to their store (or their competitors). Security is one concern that both shoppers, companies and phone manufacturers will have to deal with in the coming years.  In that same Oracle-sponsored e-tailing group consumer survey, 32% of consumers were concerned about giving their credit card information via a smartphone. You can gain further insight into the mind of today’s consumer by reading the e-tailing group white paper, titled “the connected consumer”.

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  • Screen space to world space

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

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  • Google Sky Map Turns Your Android Phone into a Digital Telescope

    - by ETC
    Whether you’re an astronomy buff or just somebody looking for a perfect “look how sweet my smartphone is!’ application, Google’s Sky Map application for Android phones is a must have app. If all the application did was show you detailed views of the night sky it would be pretty awesome based on that alone. Where Sky Map dazzles, however, is in linking together the GPS and tilt-sensors on your phone to turn your phone into a sky-watching window. Whatever you point the phone at, the screen displays. Want to see what stars are directly above you despite it being the middle of the day? Point the phone up. Curious what people on the opposite side of the word are seeing? Point the phone down and take a peek right through the Earth. Check out the video below to see the application in action: Google Sky Map is free and works wherever Android does. Google Sky Map [AppBrain] Latest Features How-To Geek ETC How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware The Citroen GT – An Awesome Video Game Car Brought to Life [Video] Final Man vs. Machine Round of Jeopardy Unfolds; Watson Dominates Give Chromium-Based Browser Desktop Notifications a Native System Look in Ubuntu Chrome Time Track Is a Simple Task Time Tracker Google Sky Map Turns Your Android Phone into a Digital Telescope Walking Through a Seaside Village Wallpaper

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  • How to recover data from a failing hard drive?

    - by intuited
    An external 3½" HDD seems to be in danger of failing — it's making ticking sounds when idle. I've acquired a replacement drive, and want to know the best strategy to get the data off of the dubious drive with the best chance of saving as much as possible. There are some directories that are more important than others. However, I'm guessing that picking and choosing directories is going to reduce my chances of saving the whole thing. I would also have to mount it, dump a file listing, and then unmount it in order to be able to effectively prioritize directories. Adding in the fact that it's time-consuming to do this, I'm leaning away from this approach. I've considered just using dd, but I'm not sure how it would handle read errors or other problems that might prevent only certain parts of the data from being rescued, or which could be overcome with some retries, but not so many that they endanger other parts of the drive from being saved. I guess ideally it would do a single pass to get as much as possible and then go back to retry anything that was missed due to errors. Is it possible that copying more slowly — e.g. pausing every x MB/GB — would be better than just running the operation full tilt, for example to avoid any overheating issues? For the "where is your backup" crowd: this actually is my backup drive, but it also contains some non-critical and bulky stuff, like music, that aren't backups, i.e. aren't backed up. The drive has not exhibited any clear signs of failure other than this somewhat ominous sound. I did have to fsck a few errors recently — orphaned inodes, incorrect free blocks/inodes counts, inode bitmap differences, zero dtime on deleted inodes; about 20 errors in all. The filesystem of the partition is ext3.

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  • Find meeting point of 2 objects in 2D, knowing (constant) speed and slope

    - by Axonn
    I have a gun which fires a projectile which has to hit an enemy. The problem is that the gun has to be automatic, i.e. - choose the angle in which it has to shoot so that the projectile hits the enemy dead in the center. It's been a looooong time since school, and my physics skills are a bit rusty, but they're there. I've been thinking to somehow apply the v = d/t formula to find the time needed for the projectile or enemy to reach a certain point. But the problem is that I can't find the common point for both the projectile and enemy. Yes, I can find a certain point for the projectile, and another for the enemy, but I would need lots of tries to find where the point coincides, which is stupid. There has to be a way to link them together but I can't figure it out. I prepared some drawings and samples: A simple version of my Flash game, dumbed down to the basics, just some shapes: http://axonnsd.org/W/P001/MathSandBox.swf - click the mouse anywhere to fire a projectile. Or, here is an image which describes my problem: So... who has any ideas about how to find x3/y3 - thus leading me to find the angle in which the weapon has to tilt in order to fire a projectile to meet the enemy? EDIT I think it would be clearer if I also mention that I know: the speed of both Enemy and Projectile and the Enemy travels on a straight vertical line.

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  • How can I improve the "smoothness" of a 2D side-scrolling iPhone game?

    - by MrDatabase
    I'm working on a relatively simple 2D side-scrolling iPhone game. The controls are tilt-based. I use OpenGL ES 1.1 for the graphics. The game state is updated at a rate of 30 Hz... And the drawing is updated at a rate of 30 fps (via NSTimer). The smoothness of the drawing is ok... But not quite as smooth as a game like iFighter. What can I do to improve the smoothness of the game? Here are the potential issues I've briefly considered: I'm varying the opacity of up to 15 "small" (20x20 pixels) textures at a time... Apparently varying the opacity in this manner can degrade drawing performance I'm rendering at only 30 fps (via NSTimer)... Perhaps 2D games like iFighter are rendered at a higher frame rate? Perhaps the game state could be updated at a faster rate? Note the acceleration vales are updated at 100 Hz... So I could potentially update part of the game state at 100 hz All of my textures are PNG24... Perhaps PNG8 would help (due to smaller size etc)

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  • Interpolation between two 3D points?

    - by meds
    I'm working with some splines which define a path a character follows (you can see a gameplay video here to get a better understanding of what's going on: http://www.youtube.com/watch?v=BndobjOiZ6g). Basically the characters 'forward' look direction is set to the 'forward' direction of the spline and when players tilt their phone left and right the character is strafed along its 'right' coordinate. The issue with this is (rather obviously) in performance, interpolating over a spline to find the nearest position and tangent relative to the player is an incredibly costly operation. To get by this I cache a finite number of positions in what I call 'SplineDetails', the class is as follows: public class SplineDetails { public SplineDetails() { Forward = Vector3.forward; Position = Vector3.one * float.MaxValue; Alpha = -1; } public float Alpha; // [0,1] measured along length of spline where 0 is the initial point and 1 is the end point of the spline public Vector3 Position; // the point of the spline at this alpha public Vector3 Forward; // the forward tangent of the spline at this alpha } I populate this with say 30 coordinates and I can give a rough estimate of a coordinate and 'forward' based on a position past in. It's not as accurate but it's much faster. But now I'd like to make the system work better by estimating positions and 'forward' directions by interpolating between two of the cached points though I'm stuck trying to figure out some logic. My first problem is, how can I determine between which two points the object is? Given each point can be placed at different intervals along the spline it could mean that two points in front or behind the object can be closer to the object. The other problem is to figure out the proportion between the two paths it's between, i.e. if there is a point a at coordinate (0,0,0) and point b at coordinate (1,0,0) if the object is at position (0.5,0,0) then the result it should give is '0.5' (as it is equal distance away from point a and point b). That's a simple example, but what if the object is at coordinate (0.5,3,0) for example?

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  • Offset Forward vector of object based on Rotation

    - by Taylor
    I'm using the Bullet 3D physics engine in a iOS application running openGL ES 1.1 Currently I'm accepting info from the gyroscope to allow the user to "look around" a 3d world that follows a bouncing ball (note: it only takes in the yaw to look around 360 degrees). Im also accepting information from the accelerometer based on the tilt to push the ball. As of right now, to move forward, the user tilts the devise forward (using the accelerometer); to move to the right, the user tilts the devise to the right and so on. The forward vector is currently along it's local Z-axis. The problem is that I want to change the ball bounce based on where the user has changed the view. If I change the view, the ball bounces in the fixed direction. I want to change the forward facing direction so that when a user changes the view (say to the look at the right of the world, the user rotates the device), tilting the devise forward will result in a forward force in that direction. Basically, I want the forward vector to take the rotation into consideration. Sorry if I didn't explain the issue well enough, its kind of confusing to write down.

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  • Cocos2D: Change animation based on joystick direction

    - by Blade
    I'm trying to get my figure to look in the right directions, based on the input of the joystick. So if I tilt left it looks left and the left animation is used, if I used right, it looks right and right animation is used, if up, then up, down, down and so on. I just get animation for front and back. Also if I press up I see the back of the figure correctly, but it won't go back into the original state when I don't press up anymore. -(void)applyJoystick:(SneakyJoystick *)aJoystick forTimeDelta:(float) deltaTime { CGPoint scaledVelocity = ccpMult(aJoystick.velocity, 128.0f); CGPoint oldPosition = [self position]; CGPoint newPosition = ccp(oldPosition.x + scaledVelocity.x * deltaTime, oldPosition.y + scaledVelocity.y * deltaTime); [self setPosition:newPosition]; id action = nil; int extra = 50; if ((int) aJoystick.degrees > 180 - extra && aJoystick.degrees < 180 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimLeft restoreOriginalFrame:NO]; } else if ((int) aJoystick.degrees > 360 - extra && aJoystick.degrees < 360 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimRight restoreOriginalFrame:NO]; } else if ((int) aJoystick.degrees > 90 - extra && aJoystick.degrees < 90 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimBack restoreOriginalFrame:NO]; } else if ((int) aJoystick.degrees > 270 - extra && aJoystick.degrees < 270 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimFront restoreOriginalFrame:NO]; } if (action != nil) { [self runAction:action]; } } }

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  • Resque Runtime Error at /workers: wrong number of arguments for 'exists' command

    - by Superflux
    I'm having a runtime errror when i'm looking at the "workers" tab on resque-web (localhost). Everything else works. Edit: when this error occurs, i also have some (3 or 4) unknown workers 'not working'. I think they are responsible for the error but i don't understand how they got here Can you help me on this ? Did i do something wrong ? Config: Resque 1.8.5 as a gem in a rails 2.3.8 app on Snow Leopard redis 1.0.7 / rack 1.1 / sinatra 1.0 / vegas 0.1.7 file: client.rb location: format_error_reply line: 558 BACKTRACE: * /Library/Ruby/Gems/1.8/gems/redis-1.0.7/lib/redis/client.rb in format_error_reply * 551. when DOLLAR then format_bulk_reply(line) 552. when ASTERISK then format_multi_bulk_reply(line) 553. else raise ProtocolError.new(reply_type) 554. end 555. end 556. 557. def format_error_reply(line) 558. raise "-" + line.strip 559. end 560. 561. def format_status_reply(line) 562. line.strip 563. end 564. 565. def format_integer_reply(line) * /Library/Ruby/Gems/1.8/gems/redis-1.0.7/lib/redis/client.rb in format_reply * 541. 542. def reconnect 543. disconnect && connect_to_server 544. end 545. 546. def format_reply(reply_type, line) 547. case reply_type 548. when MINUS then format_error_reply(line) 549. when PLUS then format_status_reply(line) 550. when COLON then format_integer_reply(line) 551. when DOLLAR then format_bulk_reply(line) 552. when ASTERISK then format_multi_bulk_reply(line) 553. else raise ProtocolError.new(reply_type) 554. end 555. end * /Library/Ruby/Gems/1.8/gems/redis-1.0.7/lib/redis/client.rb in read_reply * 478. disconnect 479. 480. raise Errno::EAGAIN, "Timeout reading from the socket" 481. end 482. 483. raise Errno::ECONNRESET, "Connection lost" unless reply_type 484. 485. format_reply(reply_type, @sock.gets) 486. end 487. 488. 489. if "".respond_to?(:bytesize) 490. def get_size(string) 491. string.bytesize 492. end * /Library/Ruby/Gems/1.8/gems/redis-1.0.7/lib/redis/client.rb in process_command * 448. return pipeline ? results : results[0] 449. end 450. 451. def process_command(command, argvv) 452. @sock.write(command) 453. argvv.map do |argv| 454. processor = REPLY_PROCESSOR[argv[0].to_s] 455. processor ? processor.call(read_reply) : read_reply 456. end 457. end 458. 459. def maybe_lock(&block) 460. if @thread_safe 461. @mutex.synchronize(&block) 462. else * /Library/Ruby/Gems/1.8/gems/redis-1.0.7/lib/redis/client.rb in map * 446. end 447. 448. return pipeline ? results : results[0] 449. end 450. 451. def process_command(command, argvv) 452. @sock.write(command) 453. argvv.map do |argv| 454. processor = REPLY_PROCESSOR[argv[0].to_s] 455. processor ? processor.call(read_reply) : read_reply 456. end 457. end 458. 459. def maybe_lock(&block) 460. if @thread_safe * /Library/Ruby/Gems/1.8/gems/redis-1.0.7/lib/redis/client.rb in process_command * 446. end 447. 448. return pipeline ? results : results[0] 449. end 450. 451. def process_command(command, argvv) 452. @sock.write(command) 453. argvv.map do |argv| 454. processor = REPLY_PROCESSOR[argv[0].to_s] 455. processor ? processor.call(read_reply) : read_reply 456. end 457. end 458. 459. def maybe_lock(&block) 460. if @thread_safe * /Library/Ruby/Gems/1.8/gems/redis-1.0.7/lib/redis/client.rb in raw_call_command * 435. @sock.write(command) 436. return true 437. end 438. # The normal command execution is reading and processing the reply. 439. results = maybe_lock do 440. begin 441. set_socket_timeout!(0) if requires_timeout_reset?(argvv[0][0].to_s) 442. process_command(command, argvv) 443. ensure 444. set_socket_timeout!(@timeout) if requires_timeout_reset?(argvv[0][0].to_s) 445. end 446. end 447. 448. return pipeline ? results : results[0] 449. end * /Library/Ruby/Gems/1.8/gems/redis-1.0.7/lib/redis/client.rb in synchronize * 454. processor = REPLY_PROCESSOR[argv[0].to_s] 455. processor ? processor.call(read_reply) : read_reply 456. end 457. end 458. 459. def maybe_lock(&block) 460. if @thread_safe 461. @mutex.synchronize(&block) 462. else 463. block.call 464. end 465. end 466. 467. def read_reply 468. * /Library/Ruby/Gems/1.8/gems/redis-1.0.7/lib/redis/client.rb in maybe_lock * 454. processor = REPLY_PROCESSOR[argv[0].to_s] 455. processor ? processor.call(read_reply) : read_reply 456. end 457. end 458. 459. def maybe_lock(&block) 460. if @thread_safe 461. @mutex.synchronize(&block) 462. else 463. block.call 464. end 465. end 466. 467. def read_reply 468. * /Library/Ruby/Gems/1.8/gems/redis-1.0.7/lib/redis/client.rb in raw_call_command * 432. end 433. # When in Pub/Sub mode we don't read replies synchronously. 434. if @pubsub 435. @sock.write(command) 436. return true 437. end 438. # The normal command execution is reading and processing the reply. 439. results = maybe_lock do 440. begin 441. set_socket_timeout!(0) if requires_timeout_reset?(argvv[0][0].to_s) 442. process_command(command, argvv) 443. ensure 444. set_socket_timeout!(@timeout) if requires_timeout_reset?(argvv[0][0].to_s) 445. end 446. end * /Library/Ruby/Gems/1.8/gems/redis-1.0.7/lib/redis/client.rb in call_command * 336. # try to reconnect just one time, otherwise let the error araise. 337. def call_command(argv) 338. log(argv.inspect, :debug) 339. 340. connect_to_server unless connected? 341. 342. begin 343. raw_call_command(argv.dup) 344. rescue Errno::ECONNRESET, Errno::EPIPE, Errno::ECONNABORTED 345. if reconnect 346. raw_call_command(argv.dup) 347. else 348. raise Errno::ECONNRESET 349. end 350. end * /Library/Ruby/Gems/1.8/gems/redis-1.0.7/lib/redis/client.rb in method_missing * 385. connect_to(@host, @port) 386. call_command([:auth, @password]) if @password 387. call_command([:select, @db]) if @db != 0 388. @sock 389. end 390. 391. def method_missing(*argv) 392. call_command(argv) 393. end 394. 395. def raw_call_command(argvp) 396. if argvp[0].is_a?(Array) 397. argvv = argvp 398. pipeline = true 399. else * /Library/Ruby/Gems/1.8/gems/redis-namespace-0.4.4/lib/redis/namespace.rb in send * 159. args = add_namespace(args) 160. args.push(last) if last 161. when :alternate 162. args = [ add_namespace(Hash[*args]) ] 163. end 164. 165. # Dispatch the command to Redis and store the result. 166. result = @redis.send(command, *args, &block) 167. 168. # Remove the namespace from results that are keys. 169. result = rem_namespace(result) if after == :all 170. 171. result 172. end 173. * /Library/Ruby/Gems/1.8/gems/redis-namespace-0.4.4/lib/redis/namespace.rb in method_missing * 159. args = add_namespace(args) 160. args.push(last) if last 161. when :alternate 162. args = [ add_namespace(Hash[*args]) ] 163. end 164. 165. # Dispatch the command to Redis and store the result. 166. result = @redis.send(command, *args, &block) 167. 168. # Remove the namespace from results that are keys. 169. result = rem_namespace(result) if after == :all 170. 171. result 172. end 173. * /Library/Ruby/Gems/1.8/gems/resque-1.8.5/lib/resque/worker.rb in state * 416. def idle? 417. state == :idle 418. end 419. 420. # Returns a symbol representing the current worker state, 421. # which can be either :working or :idle 422. def state 423. redis.exists("worker:#{self}") ? :working : :idle 424. end 425. 426. # Is this worker the same as another worker? 427. def ==(other) 428. to_s == other.to_s 429. end 430. * /Library/Ruby/Gems/1.8/gems/resque-1.8.5/lib/resque/server/views/workers.erb in __tilt_a2112543c5200dbe0635da5124b47311 * 46. <tr> 47. <th>&nbsp;</th> 48. <th>Where</th> 49. <th>Queues</th> 50. <th>Processing</th> 51. </tr> 52. <% for worker in (workers = resque.workers.sort_by { |w| w.to_s }) %> 53. <tr class="<%=state = worker.state%>"> 54. <td class='icon'><img src="<%=u state %>.png" alt="<%= state %>" title="<%= state %>"></td> 55. 56. <% host, pid, queues = worker.to_s.split(':') %> 57. <td class='where'><a href="<%=u "workers/#{worker}"%>"><%= host %>:<%= pid %></a></td> 58. <td class='queues'><%= queues.split(',').map { |q| '<a class="queue-tag" href="' + u("/queues/#{q}") + '">' + q + '</a>'}.join('') %></td> 59. 60. <td class='process'> * /Library/Ruby/Gems/1.8/gems/resque-1.8.5/lib/resque/server/views/workers.erb in each * /Library/Ruby/Gems/1.8/gems/resque-1.8.5/lib/resque/server/views/workers.erb in __tilt_a2112543c5200dbe0635da5124b47311 * /Library/Ruby/Gems/1.8/gems/sinatra-1.0/lib/sinatra/tilt.rb in send * /Library/Ruby/Gems/1.8/gems/sinatra-1.0/lib/sinatra/tilt.rb in evaluate * /Library/Ruby/Gems/1.8/gems/sinatra-1.0/lib/sinatra/tilt.rb in render * /Library/Ruby/Gems/1.8/gems/sinatra-1.0/lib/sinatra/base.rb in render * /Library/Ruby/Gems/1.8/gems/sinatra-1.0/lib/sinatra/base.rb in erb * /Library/Ruby/Gems/1.8/gems/resque-1.8.5/lib/resque/server.rb in show * /Library/Ruby/Gems/1.8/gems/resque-1.8.5/lib/resque/server.rb in GET /workers * /Library/Ruby/Gems/1.8/gems/sinatra-1.0/lib/sinatra/base.rb in call * /Library/Ruby/Gems/1.8/gems/sinatra-1.0/lib/sinatra/base.rb in route * /Library/Ruby/Gems/1.8/gems/sinatra-1.0/lib/sinatra/base.rb in instance_eval * /Library/Ruby/Gems/1.8/gems/sinatra-1.0/lib/sinatra/base.rb in route_eval * /Library/Ruby/Gems/1.8/gems/sinatra-1.0/lib/sinatra/base.rb in route! * /Library/Ruby/Gems/1.8/gems/sinatra-1.0/lib/sinatra/base.rb in catch * /Library/Ruby/Gems/1.8/gems/sinatra-1.0/lib/sinatra/base.rb in route! * /Library/Ruby/Gems/1.8/gems/sinatra-1.0/lib/sinatra/base.rb in each * /Library/Ruby/Gems/1.8/gems/sinatra-1.0/lib/sinatra/base.rb in route! * /Library/Ruby/Gems/1.8/gems/sinatra-1.0/lib/sinatra/base.rb in dispatch! * /Library/Ruby/Gems/1.8/gems/sinatra-1.0/lib/sinatra/base.rb in call! * /Library/Ruby/Gems/1.8/gems/sinatra-1.0/lib/sinatra/base.rb in instance_eval * /Library/Ruby/Gems/1.8/gems/sinatra-1.0/lib/sinatra/base.rb in invoke * /Library/Ruby/Gems/1.8/gems/sinatra-1.0/lib/sinatra/base.rb in catch * /Library/Ruby/Gems/1.8/gems/sinatra-1.0/lib/sinatra/base.rb in invoke * /Library/Ruby/Gems/1.8/gems/sinatra-1.0/lib/sinatra/base.rb in call! * /Library/Ruby/Gems/1.8/gems/sinatra-1.0/lib/sinatra/base.rb in call * /Volumes/Donnees/Users/**/.gem/ruby/1.8/gems/rack-1.1.0/lib/rack/showexceptions.rb in call * /Library/Ruby/Gems/1.8/gems/sinatra-1.0/lib/sinatra/base.rb in call * /Library/Ruby/Gems/1.8/gems/sinatra-1.0/lib/sinatra/base.rb in synchronize * /Library/Ruby/Gems/1.8/gems/sinatra-1.0/lib/sinatra/base.rb in call * /Volumes/Donnees/Users/**/.gem/ruby/1.8/gems/rack-1.1.0/lib/rack/content_length.rb in call * /Volumes/Donnees/Users/**/.gem/ruby/1.8/gems/rack-1.1.0/lib/rack/chunked.rb in call * /Volumes/Donnees/Users/**/.gem/ruby/1.8/gems/rack-1.1.0/lib/rack/handler/mongrel.rb in process * /System/Library/Frameworks/Ruby.framework/Versions/1.8/usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb in process_client * /System/Library/Frameworks/Ruby.framework/Versions/1.8/usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb in each * /System/Library/Frameworks/Ruby.framework/Versions/1.8/usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb in process_client * /System/Library/Frameworks/Ruby.framework/Versions/1.8/usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb in run * /System/Library/Frameworks/Ruby.framework/Versions/1.8/usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb in initialize * /System/Library/Frameworks/Ruby.framework/Versions/1.8/usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb in new * /System/Library/Frameworks/Ruby.framework/Versions/1.8/usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb in run * /System/Library/Frameworks/Ruby.framework/Versions/1.8/usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb in initialize * /System/Library/Frameworks/Ruby.framework/Versions/1.8/usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb in new * /System/Library/Frameworks/Ruby.framework/Versions/1.8/usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb in run * /Volumes/Donnees/Users/**/.gem/ruby/1.8/gems/rack-1.1.0/lib/rack/handler/mongrel.rb in run * /Library/Ruby/Gems/1.8/gems/vegas-0.1.7/lib/vegas/runner.rb in run! * /Library/Ruby/Gems/1.8/gems/vegas-0.1.7/lib/vegas/runner.rb in start * /Library/Ruby/Gems/1.8/gems/resque-1.8.5/bin/resque-web in new * /Library/Ruby/Gems/1.8/gems/resque-1.8.5/bin/resque-web in nil * /usr/bin/resque-web in load

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  • Limiting landscape views in UITabBarController containing UINavigationController

    - by Spider-Paddy
    I have a tab bar application that contains navigation views in 2 of its tabs. I would like 1 view in the 1 navigation controller to allow landscape view but because of the nav bar in tab bar limitation I now have to allow landscape views for every single view in my app to make the tilt messages get passed to my app which I don't want. I thought perhaps, on the views which shouldn't go to landscape, that there might be ways to either: prevent the view change e.g. calling setOrientation:UIDeviceOrientationPortrait whenever the device goes landscape or giving the illusion that the view doesn't change e.g. presenting a modal portrait view over the rotated view Anybody have any ideas or experience that they care to share? What is the best approach here? (I don't want to now have to design a landscape view for every view just to so that I can display a portrait & landscape view for 1 view)

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  • translation/rotation of a HUD against a camera using vectors in Euclidian 3D space

    - by Jakob
    i've got 2 points in 3D space: the camera position and the camera lookAt. the camera movement is restricted akin to typical first person shooter games. you can move the cam freely, tilt horizontally and up to 90 degrees vertically, but not roll. so now i want to draw a HUD to the screen, on which i can move the mouse freely, with the position of the cursor correctly translating into 3D space. the easy part was to draw something directly in front of the camera. V0 = camPos; V1 = lookAt; V2 = lookAt-camPos; normalize V2; mutiply V2 according to camera frustum V3 = V0+V2 draw something at V3 now the part i don't get: i could use V3 and add to that the rotations of the cam combined with the x/y of the mouse cursor, somehow, right? that's what i want.

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  • Linear Layout Issue at Runtime

    - by George
    Hi all, I am trying to build a layout dynamically which display some text and image for the most part, but has a series of buttons placed next to each other in the bottom. I have a linear layout that carries the text, another linear layout that carries the image. And yet another linear layout that carries the buttons that get created in a for loop. I have a main layout aligned vertical that adds the text, image and buttons layout, in that order. To finally generate something like this: Text .... Image ... Button1 Button2 Button3.... The problem is the number of buttons get decided at runtime, so if there are more than 4 buttons, the 5th button gets displayed really tiny. Also, when I tilt the phone, I get only the text and image showing, but no buttons coz the image covers the entire screen. Layoutting seems to be pretty complicated to me, any help is appreciated! Thanks George

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  • Performance of DirectX and Recent Windows Mobile Version

    - by Kevin
    I'm seeing very poor performance while using the managed DirectDraw wrappers for WindowsMobile. Microsoft.WindowsMobile.DirectX.Direct3D I would appear the biggest bottle neck is calling Device.Present() after building up the scene. When using the System.Diagnostics.Stopwatch and running this very trivial exmaple Using Sprites on MSDN I'm seeing it's taking approximately 150ms to call the Device.Present() method. I'm seeing this on my AT&T Tilt and on the emulator. In larger applications such as the UltimateGMan sample it's taking over a second to call this method. Does anyone have any experience with using DirectX on mobile devices? What am I missing? I would prefer to stay in the managed world but if I drop back into C++ would I see better performance?

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  • Weird Perspective With CATransform3DMakeRotation

    - by kopproduction
    I'm having an odd problem with CATransform3DMakeRotation. When the rotated view is in the center of the superview, it looks like this: This is how it's supposed to look. However, when it's somewhere else in the superview, say, in the lower left corner, it looks like this: Note that it is tilted to the right. Same thing happens when it's in the lower right corner, only that it tilts to the left. Is there some way to make it tilt the way it should all the time and in every position?

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  • Windows Phone 7 + Azure.and a couple of nuggets

    I recently gave a talk about Windows Phone 7 at a Bizpark Camp in San Francisco.  The camp had two focuses: Azure and Windows Phone 7.  My presentation covered WP7 portion of the camp.  During my presentation I highlighted the phone platform and talked about some of the differentiators from design, technology and a business standpoint.    Whenever I watch presentations or go to tech meet-ups I feel like I get the most value when I can walk away with a few nuggets that I wouldnt necessarily have known about otherwise.  That said, I tried to add a few resources into my presentation that should be helpful when building WP7 apps.      Nuggets Seeing that the camp was focused on Azure and WP7 I decided to augment my presentation with a code sample.  The intention was to give some insight on how to approach building WP7 applications that talk to Azure.  Some colleges of mine here at Clarity have posted a sample on codeplex focused on getting up and running with WP7 and Azure..you can check it out HERE.   The project is not a hello world app, and is targeted at people who have some experience with the platform and a working knowledge of silverlight. Also, during my presentation I mentioned some limitations with the current phone sdk.  Our sample code on contains work-abounds for the following: #1 Panorama Control #2  Tilt effect #3   Animating Frame #4   Sample architecture (leveraging MVVM light)  and coding patterns.  Note: For the sample phone project we used an azure token that will expire in the next couple of months.  When that happensin the downloads section of the codeplex project there a link to a local development fabric that can be used for local development Presentation Admittedly, the slide deck is pretty design heavy, and doesnt contain much text.  This was semi-intentional to encourage people to come out to the camps and hear it first hand.  There is some additional info found the notes of the PPTX.  Dont forget to check out the full presentation at the Chicago Bizspark Camp on May 21st here at the Clarity Office.  Or on June 4th in  Los Angeles. You can DOWNLOAD the Slides here:  PPTX  |  PDF or view it inline below.  View more presentations from eklimcz. Cheers! Erik Klimczak  | [email protected] | twitter.com/eklimczDid 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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  • Windows Phone 7 + Azure.and a couple of nuggets

    I recently gave a talk about Windows Phone 7 at a Bizpark Camp in San Francisco.  The camp had two focuses: Azure and Windows Phone 7.  My presentation covered WP7 portion of the camp.  During my presentation I highlighted the phone platform and talked about some of the differentiators from design, technology and a business standpoint.    Whenever I watch presentations or go to tech meet-ups I feel like I get the most value when I can walk away with a few nuggets that I wouldnt necessarily have known about otherwise.  That said, I tried to add a few resources into my presentation that should be helpful when building WP7 apps.      Nuggets Seeing that the camp was focused on Azure and WP7 I decided to augment my presentation with a code sample.  The intention was to give some insight on how to approach building WP7 applications that talk to Azure.  Some colleges of mine here at Clarity have posted a sample on codeplex focused on getting up and running with WP7 and Azure..you can check it out HERE.   The project is not a hello world app, and is targeted at people who have some experience with the platform and a working knowledge of silverlight. Also, during my presentation I mentioned some limitations with the current phone sdk.  Our sample code on contains work-abounds for the following: #1 Panorama Control #2  Tilt effect #3   Animating Frame #4   Sample architecture (leveraging MVVM light)  and coding patterns.  Note: For the sample phone project we used an azure token that will expire in the next couple of months.  When that happensin the downloads section of the codeplex project there a link to a local development fabric that can be used for local development Presentation Admittedly, the slide deck is pretty design heavy, and doesnt contain much text.  This was semi-intentional to encourage people to come out to the camps and hear it first hand.  There is some additional info found the notes of the PPTX.  Dont forget to check out the full presentation at the Chicago Bizspark Camp on May 21st here at the Clarity Office.  Or on June 4th in  Los Angeles. You can DOWNLOAD the Slides here:  PPTX  |  PDF or view it inline below.  View more presentations from eklimcz. Cheers! Erik Klimczak  | [email protected] | twitter.com/eklimczDid 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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  • saving data from a failing drive

    - by intuited
    An external 3½" HDD seems to be in danger of failing — it's making ticking sounds when idle. I've acquired a replacement drive, and want to know the best strategy to get the data off of the dubious drive with the best chance of saving as much as possible. There are some directories that are more important than others. However, I'm guessing that picking and choosing directories is going to reduce my chances of saving the whole thing. I would also have to mount it, dump a file listing, and then unmount it in order to be able to effectively prioritize directories. Adding in the fact that it's time-consuming to do this, I'm leaning away from this approach. I've considered just using dd, but I'm not sure how it would handle read errors or other problems that might prevent only certain parts of the data from being rescued, or which could be overcome with some retries, but not so many that they endanger other parts of the drive from being saved. I guess ideally it would do a single pass to get as much as possible and then go back to retry anything that was missed due to errors. Is it possible that copying more slowly — e.g. pausing every x MB/GB — would be better than just running the operation full tilt, for example to avoid any overheating issues? For the "where is your backup" crowd: this actually is my backup drive, but it also contains some non-critical and bulky stuff, like music, that aren't backups, i.e. aren't backed up. The drive has not exhibited any clear signs of failure other than this somewhat ominous sound. I did have to fsck a few errors recently — orphaned inodes, incorrect free blocks/inodes counts, inode bitmap differences, zero dtime on deleted inodes; about 20 errors in all. The filesystem of the partition is ext3.

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  • regarding the Windows Phone 7 series, XNA and Visual Basic

    - by Chris Williams
    as long as we're talking about VB... I figured I would share this as well. Hi everyone, I'm about to express a sentiment that might ruffle a few feathers, but I think most of you know me well enough to know I love like accept VB for what it is and that what I'm about to say is with good intentions. (The rest of you, who don't know me, please take my word for it.) The world is full of VB developers, I was one of them for a long time. I think it's safe to assume that none of us are ignorant people who require handholding. We're working professionals, making a living by using our skills as developers. I'm also willing to bet that quite a few of us are fluent in C# as well as VB. It may not be your preferred language, but many of you can do it and you prove that nearly every day. Honestly, I don't know ANY developers or consultants that have only known ONE language ever. So it pains me greatly when I see the word "CAN'T" being tossed around like a crutch... as in "we CAN'T develop for the windows phone or we CAN'T develop XNA games." At MIX, Microsoft hath decreed that C# is the language of choice for developing for the Windows Phone 7. I think it's a safe bet that you won't see VB support if it isn't there already. (Just like XNA... which is up to version 4.0 by now.)  So what? (Yeah... I said it.) I think everyone here can agree that actual coding is only one part of software design and development. There is nothing stopping ANY of you from beginning the process of designing your killer phone app, writing up specs, requirements, doing UI design, workflow, mockups, storyboards, art, etc.... None of these things are language dependent. IF by the time you've got that stuff out of the way, and there's still no VB support, then start doing some rapid prototyping of your app in C# (I know, I know... heresy!)  You still have to spend time learning how the phone does things, what UI tricks do what, what paradigms make sense, how to use to accelerometer and the tilt and the multitouch functionality. I can guarantee you that time spent doing this is a great investment, no matter WHAT extension your code files have. Eventually, you may have a working prototype. IF by this time, there's STILL no VB support... fret not, you've made significant progress on your app. You've designed it, prototyped it, figured out how to use the phone specific features... so you might as well finish it and pat yourself on the back for learning something new... and possibly being first to market with your new app. I'll be happy to argue any and all of these points online or off with anyone who cares to do so, but there is one undeniable point that you simply can't argue:  Your potential customers do not care AT ALL what programming language you used to write the app they are about to purchase. They care that it works. If your biggest concern is being first to market, than stop complaining and get busy because you're running out of time and the 3000+ people who were at MIX certainly aren't waiting for you. They've already started working on their apps.

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  • WPF 3D extrude "a bitmap"

    - by Bgnt44
    Hi, I'm looking for a way to simulate a projector in wpf 3D : i've these "in" parameters : beam shape : a black and white bitmap file beam size ( ex : 30 °) beam color beam intensity ( dimmer ) projector position (x,y,z) beam position (pan(x),tilt(y) relative to projector) First i was thinking of using light object but it seem that wpf can't do that So, now i think that i can make for each projector a polygon from my bitmap... First i need to convert the black and white bitmap to vector. Only Simple shape ( bubble, line,dot,cross ...) Is there any WPF way to do that ? Or maybe a external program file (freeware); then i need to build the polygon, with the shape of the converted bitmap , color , size , orientation in parameter. i don't know how can i defined the lenght of the beam , and if it can be infiny ... To show the beam result, i think of making a room ( floor , wall ...) and beam will end to these wall... i don't care of real light render ( dispersion ...) but the scene render has to be real time and at least 15 times / second (with probably from one to 100 projectors at the same time), information about position, angle,shape,color will be sent for each render... Well so, i need sample for that, i guess that all of these things could be useful for other people If you have sample code : Convert Bitmap to vector Extrude vectors from one point with a angle parameter until collision of a wall Set x,y position of the beam depend of the projector position Set Alpha intensity of the beam, color Maybe i'm totally wrong and WPF is not ready for that , so advise me about other way ( xna,d3D ) with sample of course ;-) Thanks you

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  • toggling proximity sensor on iPhone loses an event

    - by slugolicious
    I'm using setProximitySensingEnabled and implemented proximityStateChanged in my UIApplication subclass. It looks like if sensing is toggled, that the first "off" event is being lost. My UIApplication class is pretty basic... -(void)proximityStateChanged:(BOOL)state { NSLog(state ? @"ON" : @"OFF"); } In my application delegate, I have a UISwitch that enables/disables the proximity sensor. -(IBAction)toggleProxy:(id)sender { [UIApplication sharedApplication].proximitySensingEnabled = prox.on; } "prox" is my UISwitch. The test works fine when it first starts. I tap the switch to turn it on and then put my hand over the sensor for a second then move it away and get: 2009-03-11 12:43:00.465 Proximity[324:20b] ON 2009-03-11 12:43:02.514 Proximity[324:20b] OFF 2009-03-11 12:43:04.046 Proximity[324:20b] ON 2009-03-11 12:43:05.621 Proximity[324:20b] OFF I then tap the switch to turn it off then tap again to turn it on. Now I get: 2009-03-11 12:43:12.005 Proximity[324:20b] ON 2009-03-11 12:43:14.789 Proximity[324:20b] ON 2009-03-11 12:43:16.467 Proximity[324:20b] OFF 2009-03-11 12:43:17.516 Proximity[324:20b] ON 2009-03-11 12:43:19.077 Proximity[324:20b] OFF Notice I get two ON's before an OFF. The OFF is lost somewhere. I can't replicate this behavior using Google's mobile app so I'm wondering if they're resetting something in between proximity enabling. They don't have the proximity sensor on all the time because if you cover the sensor, the screen doesn't go blank. You have to tilt the phone up and angle it back (to simulate the position it would be in at your ear) and then covering the sensor works. Anyone else playing with the sensor? In my particular app, I'm recording a voice message and when you move the phone away from your ear, I want to pause the recording (when I get an OFF). The first time I move the phone away from my ear, the recording is not paused. However, if I put it to my ear and move it away again, it is paused.

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