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  • Change collision action

    - by PatrickR
    I have a collision detection and its working fine, the problem is, that whenever my "bird" is hitting a "cloud", the cloud dissapers and i get some points. The same happens for the "sol" which it should, but not with the clouds. How can this be changed ? ive tryed a lot, but can seem to figger it out. Collision Code - (void)update:(ccTime)dt { bird.position = ccpAdd(bird.position, skyVelocity); NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; for (CCSprite *bird in _projectiles) { bird.anchorPoint = ccp(0, 0); CGRect absoluteBox = CGRectMake(bird.position.x, bird.position.y, [bird boundingBox].size.width, [bird boundingBox].size.height); NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *cloudSprite in _targets) { cloudSprite.anchorPoint = ccp(0, 0); CGRect absoluteBox = CGRectMake(cloudSprite.position.x, cloudSprite.position.y, [cloudSprite boundingBox].size.width, [cloudSprite boundingBox].size.height); if (CGRectIntersectsRect([bird boundingBox], [cloudSprite boundingBox])) { [targetsToDelete addObject:cloudSprite]; } } for (CCSprite *solSprite in _targets) { solSprite.anchorPoint = ccp(0, 0); CGRect absoluteBox = CGRectMake(solSprite.position.x, solSprite.position.y, [solSprite boundingBox].size.width, [solSprite boundingBox].size.height); if (CGRectIntersectsRect([bird boundingBox], [solSprite boundingBox])) { [targetsToDelete addObject:solSprite]; score += 50/2; [scoreLabel setString:[NSString stringWithFormat:@"%d", score]]; } } // NÅR SKYEN BLIVER RAMT AF FUGLEN for (CCSprite *cloudSprite in targetsToDelete) { //[_targets removeObject:cloudSprite]; //[self removeChild:cloudSprite cleanup:YES]; } // NÅR SOLEN BLIVER RAMT AF FUGLEN for (CCSprite *solSprite in targetsToDelete) { [_targets removeObject:solSprite]; [self removeChild:solSprite cleanup:YES]; } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:bird]; } [targetsToDelete release]; } // NÅR FUGLEN BLIVER RAMT AF ALT ANDET for (CCSprite *bird in projectilesToDelete) { //[_projectiles removeObject:bird]; //[self removeChild:bird cleanup:YES]; } [projectilesToDelete release]; }

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  • LWJGL Java 2D collision when lagging

    - by user1990950
    I'm using a tile based collision, but when the game is lagging (the lag isn't the problem) the collision fails and the player falls through tiles. This is the movement/collision detection code of my Player class: gravity.y = gspeed; speed.y+=gravity.y; position.set(position.x + direction.x * speed.x * deltaSeconds, position.y + direction.y * speed.y * deltaSeconds); for (int i = (int) Math.round(position.x / 32) - 2 * t; i < (int) Math.round(position.x / 32) + 3 * t; i++) { for (int j = (int) Math.round(position.y / 32); j < (int) Math.round((position.y + height + 64) / 32); j++) { checkCollision(i, j, deltaSeconds); } } public void checkCollision(int i, int j, float deltaSeconds) { bbox.setBounds((int) position.x, (int) position.y, (int) width, (int) height); Tile t = null; t = Map.getTile(i, j); if (t != null) { if (t.isSolid()) { if (t.getTop().intersects(bbox)) { if (position.y + height < t.y * 32 + 32) { if (speed.y >= 0) { position.y = t.y * 32 - height; speed.y = 0; gravity.y = 0; jumpState = 0; } } } if (t.getBottom().intersects(bbox)) { if (position.y < t.y * 32 + 32) { position.y = t.y * 32 + 32; speed.y = 0; } } else { if (t.getLeft().intersects(bbox)) { if (position.x + width > t.x * 32) { position.x = t.x * 32 - width; speed.x = 0; } } if (t.getRight().intersects(bbox)) { if (position.x < t.x * 32 + 32) { position.x = t.x * 32 + 32; speed.x = 0; } } } } } } Is it possible to fix my code, if yes how? Or is it possible to tell if the game is lagging?

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  • Windows 8: SL and HTML

    - by xamlnotes
    I  was just pointed to comment on my friend Andrew Brust’s blog about Silverlight versus HTML 5. Andrews blog is here: http://geekswithblogs.net/andrewbrust/archive/2011/11/23/windows-8-will-be-here-tomorrow-but-should-silverlight-be.aspx#600915 You can get another idea from another friend of mine Billy Hollis here: http://geekswithblogs.net/jalexander/archive/2011/04/09/the-eternal-battle-rich-v.-reachhellip--guest-blogger-billy-hollis.aspx The commenter is raving about HTML 5 and how that’s the future and SL is not. Well, my reaction is “hogwash”. Sure, HTML 5 is important and does some interesting stuff. Checkout what Bing.com is doing with it on some days and you can see. But to say that XAML is dead is nuts. I have been wrapping up bugs on a cross browser version of an application for awhile now. Whats the state of cross browser today? Well, better than a few years ago but far from perfect.  Each browser vendor interprets the specs in a little different way and you must account for them. The worst offender for major browsers? Apple and its Safari.  I had to make more changes for it than any other. Whats that got to do with XAML and SL/WPF?  Well, you write your SL code once and it runs in all browsers that support it, no changes. ipad does not? Well, they should be taken to court and forced too just like MS and others have been in the past for locking out competitors. Line of business applications? Write them in SL or WPF or both.  Use the power of XAML witch far out reaches html in any flavor and move on. We do need HTML 5 but its not a panacea nor will it replace all other technologies.

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  • Send less Server Data with "AFK"

    - by Oliver Schöning
    I am working on a 2D (Realtime) MultiPlayer Game. With Construct2 and a Socket.IO JavaScript Server. Right now the code does not include the Array for each Player. var io = require("socket.io").listen(80); var x = 10; io.sockets.on("connection", function (socket) { socket.on("message", function(data) { x = x+1; }); }); setInterval(function() { io.sockets.emit("message", 'Pos,' + x); },100); I noticed a very annoying problem with my server today. It sends my X Coordinates every 100 milliseconds. The Problem was, that when I went into another Browser Tab, the Browser stopped the Game from running. And when I went back, I think the Game had to run through all the packages. Because my Offline Debugging Button still worked immediately and the Online Button only responded after some seconds. So then I changed my Code so that it would only send out an update when it received a player Input: var io = require("socket.io").listen(80); var x = 10; io.sockets.on("connection", function (socket) { socket.on("message", function(data) { x = x+1; io.sockets.emit("message", 'Pos,' + x); }); }); And it Updated Immediately, even when I had been inactive on the Browser Tab for a long time. Confirming my suspicion that it had to get through all the data. Confirm Please! It would be insane to only send information on Client Input in a Real Time Game. But how would I write a AFK function? I would think it is easier to run a AFK Boolean Loop on the Server. Here is what I need help for: playerArray[Me] if ( "Not Given any Input for X amount of Seconds" ) { "Don't send Data" } else { "Send Data" }

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  • UNESCO, J-ISIS, and the JavaFX 2.2 WebView

    - by Geertjan
    J-ISIS, which is the newly developed Java version of the UNESCO generalized information storage and retrieval system for bibliographic information, continues to be under heavy development and code refactoring in its open source repository. Read more about J-ISIS and its NetBeans Platform basis here. Soon a new version will be available for testing and it would be cool to see the application in action at that time. Currently, it looks as follows, though note that the menu bar is under development and many menus you see there will be replaced or removed soon: About one aspect of the application, the browser, which you can see above, Jean-Claude Dauphin, its project lead, wrote me the following: The DJ-Native Swing JWebBrowser has been a nice solution for getting a Java Web Browser for most popular platforms. But the Java integration has always produced from time to time some strange behavior (like losing the focus on the other components after clicking on the Browser window, overlapping of windows, etc.), most probably because of mixing heavyweight and lightweight components and also because of our incompetency in solving the issues. Thus, recently we changed for the JavaFX 2.2 WebWiew. The integration with Java is fine and we have got rid of all the DJ-Native Swing problems. However, we have lost some features which were given for free with the native browsers such as downloading resources in different formats and opening them in the right application. This is a pretty cool step forward, i.e., the JavaFX integration. It also confirms for me something I've heard other people saying too: the JavaFX WebView component is a perfect low threshold entry point for Swing developers feeling their way into the world of JavaFX.

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  • Falling CCSprites

    - by Coder404
    Im trying to make ccsprites fall from the top of the screen. Im planning to use a touch delegate to determine when they fall. How could I make CCSprites fall from the screen in a way like this: -(void)addTarget { Monster *target = nil; if ((arc4random() % 2) == 0) { target = [WeakAndFastMonster monster]; } else { target = [StrongAndSlowMonster monster]; } // Determine where to spawn the target along the Y axis CGSize winSize = [[CCDirector sharedDirector] winSize]; int minY = target.contentSize.height/2; int maxY = winSize.height - target.contentSize.height/2; int rangeY = maxY - minY; int actualY = (arc4random() % rangeY) + minY; // Create the target slightly off-screen along the right edge, // and along a random position along the Y axis as calculated above target.position = ccp(winSize.width + (target.contentSize.width/2), actualY); [self addChild:target z:1]; // Determine speed of the target int minDuration = target.minMoveDuration; //2.0; int maxDuration = target.maxMoveDuration; //4.0; int rangeDuration = maxDuration - minDuration; int actualDuration = (arc4random() % rangeDuration) + minDuration; // Create the actions id actionMove = [CCMoveTo actionWithDuration:actualDuration position:ccp(-target.contentSize.width/2, actualY)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; // Add to targets array target.tag = 1; [_targets addObject:target]; } This code makes CCSprites move from the right side of the screen to the left. How could I change this to make the CCSprites to move from the top of the screen to the bottom?

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  • Groovy Grapes in NetBeans IDE

    - by Geertjan
    The start of Groovy Grapes support in NetBeans IDE. Below you see a pure Groovy project, with the Groovy JAR and the Ivy JAR automatically on its classpath. There's also a Groovy script that makes use of a @Grab annotation. In the bottom left, in the Services window, you also see a Grape Repository browser, i.e., showing you the JARs that are currently in ".groovy/grapes". Click the images below to get a better look at them. Next, you see what happens when the project is run. The @Grab annotation automatically starts downloading the JARs that are needed and puts them into the ".groovy/grapes" folder. However, the "no suitable classloader found for grab" error message (which Google shows is a problem for lots of developers) prevents the application from running successfully: The final screenshot shows that I've put the JARs that I need onto the classpath of the project. I did that manually, hoping to learn from the NetBeans Maven project or the NetBeans Gradle project how to do that automatically. Also note that the @Grab annotation has been commented out. Now the error message about the classloader is avoided and the project runs. What needs to happen for Groovy Grapes support to be complete in NetBeans IDE: Figure out how to add the downloaded JARs to the project classpath automatically. Fix the refresh problem in the Grape Repository browser, i.e., right now the refresh doesn't happen automatically yet. Hopefully find a way to get around the grab classloader problem, i.e., it's not ideal that one needs to comment out the annotation. Let the user specify a different Grape repository, i.e., right now ".groovy/grapes" is assumed, but the user should be able to point the repository browser to something different. Maybe there should be support for multiple Grape repositories? Comments/feedback/help is welcome.

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  • SEO and external sites that serve responsive images (like Re-SRC)

    - by Baumr
    Re-SRC is a tool that allows you to automatically serve responsive images for your website from their cloud servers. It delivers a new image file each time the browser window (viewport) is resized. To use it in your HTML when linking to an image, you would do the following: <img src="http://app.resrc.it//www.your-domain.com/img/img001.jpg"/> Some more background for SEO considerations: As an example, looking at their demo page's code, the src of the Arc de Triomphe photo — when the browser window is resized to be at a tablet-width — shows this particular file at it's widest. It is found under the following URL: http://app4-uk.resrc.it/s=w560,pd1/ro=h//www.resrc.it/img/demo/demo-image-1.jpg If the viewport is increased to desktop-width, then a smaller image is served in line with the design; see this URL: http://app4-uk.resrc.it/s=w320,pd1/ro=h//www.resrc.it/img/demo/demo-image-1.jpg If I change the viewport to be about half-way between those two, then the image's URL is: http://app4-uk.resrc.it/s=w240,pd1/ro=h//www.resrc.it/img/demo/demo-image-1.jpg In other words, I found that there is a separate file for every 10-pixel increment of the image width. Very cool for saving bandwidth on mobile devices and service responsive/retina images on others, but... Here are two problems I see for SEO: The img on your site, part of your semantic markup, will not be hosted on your site at all, or even a server you control. Any links to these images will pass on "link juice" to Re-SRC's site instead. You are serving a vast array of different image files to different people — some may link to one, others to another size. Then there's the question of what different search engine crawlers will see. Also: There seems to be no fallback option if their servers are down. Do you see any other concerns? Or, perhaps, do you not see those as concerns?

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  • Ubuntu One, compressed files

    - by user8179
    I have uploaded some files to my Ubuntu One account and it seems to work great most of the time. I usually upload them directly from Nautilus by right clicking the folder, using the ”Synchronize this folder” option, and then I make sure that the file I want to upload is published. Then I usually test the whole thing by trying to download it. I right click the file again to get its URL and I paste it into my Web browser. This usually works fine. But yesterday I uploaded two compressed files – ”.tar.bz2”. When I tried to open them after downloading them with my Web browser (Opera), it failed. I found that the file was bigger than the original file (2358 B instead af 2335 B – 15 B added at the beginning of the file and 8 B added to the end), and someone at the Opera channel (IRC) at OperaNet (Europe) figured out that the reason for this is that the server compress the file again, ”without telling Opera”. So to be able to extract the file I need to add ”.gz” to the file name and then extract it twice. If I downloaded it with Firefox however, I didn't need to do that, so maybe Firefox figured this out somehow in a way that Opera does not. Someone also tried to download the file with wget and some other browser and he also got the same result as I did with Opera, that is the file is compressed a second time by the server. I guess ”the server” is the Ubuntu One server, right? So why is this? Could it be done better somehow? Or did I do something wrong when uploading the files? It also seems like this extra compressing thing does not always happen, because when I tried again a few minutes ago, the file came down with its right size (2335 B), without an extra compression. But the other file (114 MiB) was still compressed twice.

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  • Unable to view 2 local sites over network

    - by gentrobot
    I have 2 websites running on my local machine that I'd like to view from other machines on the same network. For /etc/apache2/sites-available/site1.com: <VirtualHost *:80> ServerName site1.com DocumentRoot /var/www/answers/app/webroot DirectoryIndex index.php <Directory "/var/www/answers/app/webroot"> Options FollowSymLinks AllowOverride All Order allow,deny Allow from all </Directory> </VirtualHost> For /etc/apache2/sites-available/site1.com: <VirtualHost *:80> ServerName site2.com DocumentRoot /var/www/answers2/app/webroot DirectoryIndex index.php <Directory "/var/www/answers2/app/webroot"> Options FollowSymLinks AllowOverride All Order allow,deny Allow from all </Directory> </VirtualHost> I have added 2 entries in the /etc/hosts file as: 127.0.0.1 site1.com 127.0.0.1 site2.com Now, when I point the browser on my machine to site1.com, it shows me the first site and pointing the browser to site2.com, it shows me the second site. However,when I type in the local IP of my machine in the browser, it always shows site2. How can I change it to switch between site1 and site2 ? Is there a way that I can view both the sites form another machine (esp. mobile devices over wireless network) ?

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  • Is there a standard way to track 2d tile positions both locally and on screen?

    - by Magicked
    I'm building a 2D engine based on 32x32 tiles with OpenGL. OpenGL draws from the top left, so Y coordinates go down the screen as they increase. Obviously this is different than a standard graph where Y coordinates move up as they increase. I'm having trouble determining how I want to track positions for both sprites and tile objects (objects that are collections of tiles). My brain wants to set the world position as the bottom left of the object and track every object this way. The problem with this is I would have to translate it to an on screen position on rendering. The positive with this is I could easily visualize (especially in the case of objects made of multiple tiles) how something is structured and needs to be built. Are there standard ways for doing this? Should I just suck it up and get used to positions beginning in the top left? Here are the OpenGL calls to start rendering: // enable textures since we're going to use these for our sprites glEnable(GL_TEXTURE_2D); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // enable alpha blending glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // disable the OpenGL depth test since we're rendering 2D graphics glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); glMatrixMode(GL_MODELVIEW); I assume I need to change: glOrtho(0, WIDTH, HEIGHT, 0, 1, -1); to: glOrtho(0, WIDTH, 0, HEIGHT, 1, -1);

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  • Google Chrome with strange behavior

    - by user72274
    I'm former Chromium-browser user, but after not upgrading the PPA for 2 months, I switched to Google Chrome browser yesterday. Everything is okay, except some strange behavior on some pages and crashing after loading "chrome://" configuration pages. The best known website with strange behavior is youtube, there is a picture what I see: When I open user menu in top right corner, it crashes that way and even after closing the menu, some parts of menu stay display. You may say it's Youtube problem, no, I have this problem at least on three other websites, here it is on Imgur: The problem isn't for the whole side, sometimes it happens from the middle of the screen. The interesting part is that it happens everytime in the same distance from the right border. When I check the DOM elements with the Developer tool, the overlay which shows element's position is rendered how it should be. What is more, if there is anchor after the crashed area, it works after clicking on it. Selecting text in crashed page is impossible. I hope there is enough information to give me an advice, thanks in advance. :) EDIT: Here is what the browser posted in "chrome://gpu-internals/": Graphics Feature Status Canvas: Software only, hardware acceleration unavailable Compositing: Hardware accelerated 3D CSS: Hardware accelerated CSS Animation: Software animated. WebGL: Hardware accelerated WebGL multisampling: Hardware accelerated Problems Detected Accelerated CSS animation has been disabled at the command line. Accelerated 2d canvas is unstable in Linux at the moment. Ubuntu 12.04 | Gnome-shell 3.4.1 | ATI Radeon 4550 | Screen resolution 1024*768 | Chrome version 20.0.1132.57 (Official Build 145807)

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  • Advanced Experiments with JavaScript, CSS, HTML, JavaFX, and Java

    - by Geertjan
    Once you're embedding JavaScript, CSS, and HTML into your Java desktop application, via the JavaFX browser, a whole range of new possibilities open up to you. For example, here's an impressive page on-line, notice that you can drag items and drop them in new places: http://nettuts.s3.amazonaws.com/127_iNETTUTS/demo/index.html The source code of the above is provided too, so you can drop the various files directly into your NetBeans module and use the JavaFX WebEngine to load the HTML page into the JavaFX browser. Once the JavaFX browser is in a NetBeans TopComponent, you'll have the start of an off-line news composer, something like this: WebView view = new WebView(); view.setMinSize(widthDouble, heightDouble); view.setPrefSize(widthDouble, heightDouble); webengine = view.getEngine(); URL url = getClass().getResource("index.html"); webengine.load(url.toExternalForm()); webengine.getLoadWorker().stateProperty().addListener( new ChangeListener() { @Override public void changed(ObservableValue ov, State oldState, State newState) { if (newState == State.SUCCEEDED) { Document document = (Document) webengine.executeScript("document"); NodeList list = document.getElementById("columns").getChildNodes(); for (int i = 0; i < list.getLength(); i++) { EventTarget et = (EventTarget) list.item(i); et.addEventListener("click", new EventListener() { @Override public void handleEvent(Event evt) { instanceContent.add(new Date()); } }, true); } } } }); The above is the code showing how, whenever a news item is clicked, the current date can be published into the Lookup. As you can see, I have a viewer component listening to the Lookup for dates.

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  • Implementing Camera Zoom in a 2D Engine

    - by Luke
    I'm currently trying to implement camera scaling/zoom in my 2D Engine. Normally I calculate the Sprite's drawing size and position similar to this pseudo code: render() { var x = sprite.x; var y = sprite.y; var sizeX = sprite.width * sprite.scaleX; // width of the sprite on the screen var sizeY = sprite.height * sprite.scaleY; // height of the sprite on the screen } To implement the scaling i changed the code to this: class Camera { var scaleX; var scaleY; var zoom; var finalScaleX; // = scaleX * zoom var finalScaleY; // = scaleY * zoom } render() { var x = sprite.x * Camera.finalScaleX; var y = sprite.y * Camera.finalScaleY; var sizeX = sprite.width * sprite.scaleX * Camera.finalScaleX; var sizeY = sprite.height * sprite.scaleY * Camera.finalScaleY; } The problem is that when the zoom is smaller than 1.0 all sprites are moved toward the top-left corner of the screen. This is expected when looking at the code but i want the camera to zoom on the center of the screen. Any tips on how to do that are welcome. :)

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  • Oracle Secure Global Desktop (SGD) 5.1

    - by wcoekaer
    Last week, we released the latest update of Oracle Secure Global Desktop. Release 5.1 introduces a number of bug fixes and smaller changes but the most interesting one is definitely increased support for html5-based client access. In SGD 5.0 we added support for Apple iPads using Safari to connect to SGD and display your session right inside the browser. The traditional model for SGD is that you connect using a webbrowser to the webtop and applications that are displayed locally using a local client (tta). This client gets installed the first time you connect. So in the traditional model (which works very well...) you need a webbrowser, java and the tta client. With the addition of html5 support, there's no longer a need to install a local client, in fact, there is also no longer a need to have java installed. We currently support Chrome as a browser to enable html5 clients. This allows us to enable html5 on the android devices and also on desktops running Chrome (Windows, MacOS X, Linux). Connections will work transparently across proxy servers as well. So now you can run any SGD published app or desktop right from your webbrowser inside a browser window. This is very convenient and cool.

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  • Android Bitmap: Collision Detecting

    - by Aekasitt Guruvanich
    I am writing an Android game right now and I would need some help in the collision of the Pawns on screen. I figured I could run a for loop on the Player class with all Pawn objects on the screen checking whether or not Width*Height intersects with each other, but is there a more efficient way to do this? And if you do it this way, many of the transparent pixel inside the rectangular area will also be considered as collision as well. Is there a way to check for collision between Bitmap on a Canvas that disregard transparent pixels? The class for player is below and the Pawn class uses the same method of display. Class Player { private Resources res; // Used for referencing Bitmap from predefined location private Bounds bounds; // Class that holds the boundary of the screen private Bitmap image; private float x, y; private Matrix position; private int width, height; private float velocity_x, velocity_y; public Player (Resources resources, Bounds boundary) { res = resources; bounds = boundary; image = BitmapFactory.decodeResource(res, R.drawable.player); width = image.getWidth(); height = image.getHeight(); position = new Matrix(); x = bounds.xMax / 2; // Initially puts the Player in the middle of screen y = bounds.yMax / 2; position.preTranslate(x,y); } public void draw(Canvas canvas) { canvas.drawBitmap(image, position, null); } }

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  • Problem with saving pictures in certain ways [migrated]

    - by user132750
    I am making a Garfield comic viewer in C#. I have a button that saves the comic on screen to the computer. However, when I compile it from Visual C# Express, it saves perfectly. When I run the exe file from the directory, I get an unhandled exception message stating "A generic error occurred in GDI+". Here is my saving code: private void save_Click(object sender, EventArgs e) { using (SaveFileDialog sfdlg = new SaveFileDialog()) { sfdlg.Title = "Save Dialog"; sfdlg.Filter = "Bitmap Images (*.bmp)|*.bmp|All files(*.*)|*.*"; if (sfdlg.ShowDialog(this) == DialogResult.OK) { using (Bitmap bmp = new Bitmap(pictureBox1.Image.Width, pictureBox1.Image.Height)) { pictureBox1.DrawToBitmap(bmp, new Rectangle(0, 0, bmp.Width, bmp.Height)); pictureBox1.Image = new Bitmap(pictureBox1.Image.Width, pictureBox1.Image.Height); pictureBox1.Image.Save("c://cc.Jpg"); bmp.Save(sfdlg.FileName); pictureBox1.ImageLocation = "http://garfield.com/uploads/strips" + "/" + whole.ToString("yyyy-MM-dd") + ".jpg"; MessageBox.Show("Comic Saved."); } } } } What can I do?

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  • How do I get any number of links to space evenly? [migrated]

    - by Aerodynamo
    Alright, so here is the situation... Say I have a navbar for a site, and I allow users to change the number of links they want on this navbar. This means they could have 3, 5, 10, etc. What I want to do is make it so that if one link is up, it only takes up, say, 1/5th of the space on the navbar. If I weren't using borders, I might do something like: width: 18%; padding: 0 1%; However, I have two problems with this: 1) For 4 buttons, that's fine that it doesn't fill up the whole row. It would look ugly if the links were too wide... but when I have 6 or 7 buttons, it's got huge overflow! 2) Since I have borders, I can't use a percentage value for the borders or the widths, because I can't properly estimate how much of the percentage it will be. Now, I know I don't have to use percentage values, but what I would ideally prefer is that the first button is the smallest possible size necessary for all the other buttons to fit properly, meaning that if I have 950px and 6 links, the first link can be about 150px while the others are 160px... that's fine. I want all the other buttons on the navbar to be equally sized, regardless of how many links there are. I also need for it to accept a border... I figure the way to do this is to put a border in the nested div, so that way it doesn't effect the overall width of the button? This is all well and good, but I'm still plagued by the issue of not being able to design a dynamic site using the style I want if I can't get all the nav buttons to fit the width properly. Are there some js tricks I could use? I don't even know... Thanks

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  • how to use 3D map Actionscript class in mxml file for display map.

    - by nemade-vipin
    hello friends, I have created the application in which I have to use 3D map Action Script class in mxml file to display a map in form. that is in tab navigator last tab. My ActionScript 3D map class is(FlyingDirections):- package src.SBTSCoreObject { import src.SBTSCoreObject.JSONDecoder; import com.google.maps.InfoWindowOptions; import com.google.maps.LatLng; import com.google.maps.LatLngBounds; import com.google.maps.Map3D; import com.google.maps.MapEvent; import com.google.maps.MapOptions; import com.google.maps.MapType; import com.google.maps.MapUtil; import com.google.maps.View; import com.google.maps.controls.NavigationControl; import com.google.maps.geom.Attitude; import com.google.maps.interfaces.IPolyline; import com.google.maps.overlays.Marker; import com.google.maps.overlays.MarkerOptions; import com.google.maps.services.Directions; import com.google.maps.services.DirectionsEvent; import com.google.maps.services.Route; import flash.display.Bitmap; import flash.display.DisplayObject; import flash.display.DisplayObjectContainer; import flash.display.Loader; import flash.display.LoaderInfo; import flash.display.Sprite; import flash.events.Event; import flash.events.IOErrorEvent; import flash.events.MouseEvent; import flash.events.TimerEvent; import flash.filters.DropShadowFilter; import flash.geom.Point; import flash.net.URLLoader; import flash.net.URLRequest; import flash.net.navigateToURL; import flash.text.TextField; import flash.text.TextFieldAutoSize; import flash.text.TextFormat; import flash.utils.Timer; import flash.utils.getTimer; public class FlyingDirections extends Map3D { /** * Panoramio home page. */ private static const PANORAMIO_HOME:String = "http://www.panoramio.com/"; /** * The icon for the car. */ [Embed("assets/car-icon-24px.png")] private static const Car:Class; /** * The Panoramio icon. */ [Embed("assets/iw_panoramio.png")] private static const PanoramioIcon:Class; /** * We animate a zoom in to the start the route before the car starts * to move. This constant sets the time in seconds over which this * zoom occurs. */ private static const LEAD_IN_DURATION:Number = 3; /** * Duration of the trip in seconds. */ private static const TRIP_DURATION:Number = 40; /** * Constants that define the geometry of the Panoramio image markers. */ private static const BORDER_T:Number = 3; private static const BORDER_L:Number = 10; private static const BORDER_R:Number = 10; private static const BORDER_B:Number = 3; private static const GAP_T:Number = 2; private static const GAP_B:Number = 1; private static const IMAGE_SCALE:Number = 1; /** * Trajectory that the camera follows over time. Each element is an object * containing properties used to generate parameter values for flyTo(..). * fraction = 0 corresponds to the start of the trip; fraction = 1 * correspondsto the end of the trip. */ private var FLY_TRAJECTORY:Array = [ { fraction: 0, zoom: 6, attitude: new Attitude(0, 0, 0) }, { fraction: 0.2, zoom: 8.5, attitude: new Attitude(30, 30, 0) }, { fraction: 0.5, zoom: 9, attitude: new Attitude(30, 40, 0) }, { fraction: 1, zoom: 8, attitude: new Attitude(50, 50, 0) }, { fraction: 1.1, zoom: 8, attitude: new Attitude(130, 50, 0) }, { fraction: 1.2, zoom: 8, attitude: new Attitude(220, 50, 0) }, ]; /** * Number of panaramio photos for which we load data. We&apos;ll select a * subset of these approximately evenly spaced along the route. */ private static const NUM_GEOTAGGED_PHOTOS:int = 50; /** * Number of panaramio photos that we actually show. */ private static const NUM_SHOWN_PHOTOS:int = 7; /** * Scaling between real trip time and animation time. */ private static const SCALE_TIME:Number = 0.001; /** * getTimer() value at the instant that we start the trip. If this is 0 then * we have not yet started the car moving. */ private var startTimer:int = 0; /** * The current route. */ private var route:Route; /** * The polyline for the route. */ private var polyline:IPolyline; /** * The car marker. */ private var marker:Marker; /** * The cumulative duration in seconds over each step in the route. * cumulativeStepDuration[0] is 0; cumulativeStepDuration[1] adds the * duration of step 0; cumulativeStepDuration[2] adds the duration * of step 1; etc. */ private var cumulativeStepDuration:/*Number*/Array = []; /** * The cumulative distance in metres over each vertex in the route polyline. * cumulativeVertexDistance[0] is 0; cumulativeVertexDistance[1] adds the * distance to vertex 1; cumulativeVertexDistance[2] adds the distance to * vertex 2; etc. */ private var cumulativeVertexDistance:Array; /** * Array of photos loaded from Panoramio. This array has the same format as * the &apos;photos&apos; property within the JSON returned by the Panoramio API * (see http://www.panoramio.com/api/), with additional properties added to * individual photo elements to hold the loader structures that fetch * the actual images. */ private var photos:Array = []; /** * Array of polyline vertices, where each element is in world coordinates. * Several computations can be faster if we can use world coordinates * instead of LatLng coordinates. */ private var worldPoly:/*Point*/Array; /** * Whether the start button has been pressed. */ private var startButtonPressed:Boolean = false; /** * Saved event from onDirectionsSuccess call. */ private var directionsSuccessEvent:DirectionsEvent = null; /** * Start button. */ private var startButton:Sprite; /** * Alpha value used for the Panoramio image markers. */ private var markerAlpha:Number = 0; /** * Index of the current driving direction step. Used to update the * info window content each time we progress to a new step. */ private var currentStepIndex:int = -1; /** * The fly directions map constructor. * * @constructor */ public function FlyingDirections() { key="ABQIAAAA7QUChpcnvnmXxsjC7s1fCxQGj0PqsCtxKvarsoS-iqLdqZSKfxTd7Xf-2rEc_PC9o8IsJde80Wnj4g"; super(); addEventListener(MapEvent.MAP_PREINITIALIZE, onMapPreinitialize); addEventListener(MapEvent.MAP_READY, onMapReady); } /** * Handles map preintialize. Initializes the map center and zoom level. * * @param event The map event. */ private function onMapPreinitialize(event:MapEvent):void { setInitOptions(new MapOptions({ center: new LatLng(-26.1, 135.1), zoom: 4, viewMode: View.VIEWMODE_PERSPECTIVE, mapType:MapType.PHYSICAL_MAP_TYPE })); } /** * Handles map ready and looks up directions. * * @param event The map event. */ private function onMapReady(event:MapEvent):void { enableScrollWheelZoom(); enableContinuousZoom(); addControl(new NavigationControl()); // The driving animation will be updated on every frame. addEventListener(Event.ENTER_FRAME, enterFrame); addStartButton(); // We start the directions loading now, so that we&apos;re ready to go when // the user hits the start button. var directions:Directions = new Directions(); directions.addEventListener( DirectionsEvent.DIRECTIONS_SUCCESS, onDirectionsSuccess); directions.addEventListener( DirectionsEvent.DIRECTIONS_FAILURE, onDirectionsFailure); directions.load("48 Pirrama Rd, Pyrmont, NSW to Byron Bay, NSW"); } /** * Adds a big blue start button. */ private function addStartButton():void { startButton = new Sprite(); startButton.buttonMode = true; startButton.addEventListener(MouseEvent.CLICK, onStartClick); startButton.graphics.beginFill(0x1871ce); startButton.graphics.drawRoundRect(0, 0, 150, 100, 10, 10); startButton.graphics.endFill(); var startField:TextField = new TextField(); startField.autoSize = TextFieldAutoSize.LEFT; startField.defaultTextFormat = new TextFormat("_sans", 20, 0xffffff, true); startField.text = "Start!"; startButton.addChild(startField); startField.x = 0.5 * (startButton.width - startField.width); startField.y = 0.5 * (startButton.height - startField.height); startButton.filters = [ new DropShadowFilter() ]; var container:DisplayObjectContainer = getDisplayObject() as DisplayObjectContainer; container.addChild(startButton); startButton.x = 0.5 * (container.width - startButton.width); startButton.y = 0.5 * (container.height - startButton.height); var panoField:TextField = new TextField(); panoField.autoSize = TextFieldAutoSize.LEFT; panoField.defaultTextFormat = new TextFormat("_sans", 11, 0x000000, true); panoField.text = "Photos provided by Panoramio are under the copyright of their owners."; container.addChild(panoField); panoField.x = container.width - panoField.width - 5; panoField.y = 5; } /** * Handles directions success. Starts flying the route if everything * is ready. * * @param event The directions event. */ private function onDirectionsSuccess(event:DirectionsEvent):void { directionsSuccessEvent = event; flyRouteIfReady(); } /** * Handles click on the start button. Starts flying the route if everything * is ready. */ private function onStartClick(event:MouseEvent):void { startButton.removeEventListener(MouseEvent.CLICK, onStartClick); var container:DisplayObjectContainer = getDisplayObject() as DisplayObjectContainer; container.removeChild(startButton); startButtonPressed = true; flyRouteIfReady(); } /** * If we have loaded the directions and the start button has been pressed * start flying the directions route. */ private function flyRouteIfReady():void { if (!directionsSuccessEvent || !startButtonPressed) { return; } var directions:Directions = directionsSuccessEvent.directions; // Extract the route. route = directions.getRoute(0); // Draws the polyline showing the route. polyline = directions.createPolyline(); addOverlay(directions.createPolyline()); // Creates a car marker that is moved along the route. var car:DisplayObject = new Car(); marker = new Marker(route.startGeocode.point, new MarkerOptions({ icon: car, iconOffset: new Point(-car.width / 2, -car.height) })); addOverlay(marker); transformPolyToWorld(); createCumulativeArrays(); // Load Panoramio data for the region covered by the route. loadPanoramioData(directions.bounds); var duration:Number = route.duration; // Start a timer that will trigger the car moving after the lead in time. var leadInTimer:Timer = new Timer(LEAD_IN_DURATION * 1000, 1); leadInTimer.addEventListener(TimerEvent.TIMER, onLeadInDone); leadInTimer.start(); var flyTime:Number = -LEAD_IN_DURATION; // Set up the camera flight trajectory. for each (var flyStep:Object in FLY_TRAJECTORY) { var time:Number = flyStep.fraction * duration; var center:LatLng = latLngAt(time); var scaledTime:Number = time * SCALE_TIME; var zoom:Number = flyStep.zoom; var attitude:Attitude = flyStep.attitude; var elapsed:Number = scaledTime - flyTime; flyTime = scaledTime; flyTo(center, zoom, attitude, elapsed); } } /** * Loads Panoramio data for the route bounds. We load data about more photos * than we need, then select a subset lying along the route. * @param bounds Bounds within which to fetch images. */ private function loadPanoramioData(bounds:LatLngBounds):void { var params:Object = { order: "popularity", set: "full", from: "0", to: NUM_GEOTAGGED_PHOTOS.toString(10), size: "small", minx: bounds.getWest(), miny: bounds.getSouth(), maxx: bounds.getEast(), maxy: bounds.getNorth() }; var loader:URLLoader = new URLLoader(); var request:URLRequest = new URLRequest( "http://www.panoramio.com/map/get_panoramas.php?" + paramsToString(params)); loader.addEventListener(Event.COMPLETE, onPanoramioDataLoaded); loader.addEventListener(IOErrorEvent.IO_ERROR, onPanoramioDataFailed); loader.load(request); } /** * Transforms the route polyline to world coordinates. */ private function transformPolyToWorld():void { var numVertices:int = polyline.getVertexCount(); worldPoly = new Array(numVertices); for (var i:int = 0; i < numVertices; ++i) { var vertex:LatLng = polyline.getVertex(i); worldPoly[i] = fromLatLngToPoint(vertex, 0); } } /** * Returns the time at which the route approaches closest to the * given point. * @param world Point in world coordinates. * @return Route time at which the closest approach occurs. */ private function getTimeOfClosestApproach(world:Point):Number { var minDistSqr:Number = Number.MAX_VALUE; var numVertices:int = worldPoly.length; var x:Number = world.x; var y:Number = world.y; var minVertex:int = 0; for (var i:int = 0; i < numVertices; ++i) { var dx:Number = worldPoly[i].x - x; var dy:Number = worldPoly[i].y - y; var distSqr:Number = dx * dx + dy * dy; if (distSqr < minDistSqr) { minDistSqr = distSqr; minVertex = i; } } return cumulativeVertexDistance[minVertex]; } /** * Returns the array index of the first element that compares greater than * the given value. * @param ordered Ordered array of elements. * @param value Value to use for comparison. * @return Array index of the first element that compares greater than * the given value. */ private function upperBound(ordered:Array, value:Number, first:int=0, last:int=-1):int { if (last < 0) { last = ordered.length; } var count:int = last - first; var index:int; while (count > 0) { var step:int = count >> 1; index = first + step; if (value >= ordered[index]) { first = index + 1; count -= step - 1; } else { count = step; } } return first; } /** * Selects up to a given number of photos approximately evenly spaced along * the route. * @param ordered Array of photos, each of which is an object with * a property &apos;closestTime&apos;. * @param number Number of photos to select. */ private function selectEvenlySpacedPhotos(ordered:Array, number:int):Array { var start:Number = cumulativeVertexDistance[0]; var end:Number = cumulativeVertexDistance[cumulativeVertexDistance.length - 2]; var closestTimes:Array = []; for each (var photo:Object in ordered) { closestTimes.push(photo.closestTime); } var selectedPhotos:Array = []; for (var i:int = 0; i < number; ++i) { var idealTime:Number = start + ((end - start) * (i + 0.5) / number); var index:int = upperBound(closestTimes, idealTime); if (index < 1) { index = 0; } else if (index >= ordered.length) { index = ordered.length - 1; } else { var errorToPrev:Number = Math.abs(idealTime - closestTimes[index - 1]); var errorToNext:Number = Math.abs(idealTime - closestTimes[index]); if (errorToPrev < errorToNext) { --index; } } selectedPhotos.push(ordered[index]); } return selectedPhotos; } /** * Handles completion of loading the Panoramio index data. Selects from the * returned photo indices a subset of those that lie along the route and * initiates load of each of these. * @param event Load completion event. */ private function onPanoramioDataLoaded(event:Event):void { var loader:URLLoader = event.target as URLLoader; var decoder:JSONDecoder = new JSONDecoder(loader.data as String); var allPhotos:Array = decoder.getValue().photos; for each (var photo:Object in allPhotos) { var latLng:LatLng = new LatLng(photo.latitude, photo.longitude); photo.closestTime = getTimeOfClosestApproach(fromLatLngToPoint(latLng, 0)); } allPhotos.sortOn("closestTime", Array.NUMERIC); photos = selectEvenlySpacedPhotos(allPhotos, NUM_SHOWN_PHOTOS); for each (photo in photos) { var photoLoader:Loader = new Loader(); // The images aren&apos;t on panoramio.com: we can&apos;t acquire pixel access // using "new LoaderContext(true)". photoLoader.load( new URLRequest(photo.photo_file_url)); photo.loader = photoLoader; // Save the loader info: we use this to find the original element when // the load completes. photo.loaderInfo = photoLoader.contentLoaderInfo; photoLoader.contentLoaderInfo.addEventListener( Event.COMPLETE, onPhotoLoaded); } } /** * Creates a MouseEvent listener function that will navigate to the given * URL in a new window. * @param url URL to which to navigate. */ private function createOnClickUrlOpener(url:String):Function { return function(event:MouseEvent):void { navigateToURL(new URLRequest(url)); }; } /** * Handles completion of loading an individual Panoramio image. * Adds a custom marker that displays the image. Initially this is made * invisible so that it can be faded in as needed. * @param event Load completion event. */ private function onPhotoLoaded(event:Event):void { var loaderInfo:LoaderInfo = event.target as LoaderInfo; // We need to find which photo element this image corresponds to. for each (var photo:Object in photos) { if (loaderInfo == photo.loaderInfo) { var imageMarker:Sprite = createImageMarker(photo.loader, photo.owner_name, photo.owner_url); var options:MarkerOptions = new MarkerOptions({ icon: imageMarker, hasShadow: true, iconAlignment: MarkerOptions.ALIGN_BOTTOM | MarkerOptions.ALIGN_LEFT }); var latLng:LatLng = new LatLng(photo.latitude, photo.longitude); var marker:Marker = new Marker(latLng, options); photo.marker = marker; addOverlay(marker); // A hack: we add the actual image after the overlay has been added, // which creates the shadow, so that the shadow is valid even if we // don&apos;t have security privileges to generate the shadow from the // image. marker.foreground.visible = false; marker.shadow.alpha = 0; var imageHolder:Sprite = new Sprite(); imageHolder.addChild(photo.loader); imageHolder.buttonMode = true; imageHolder.addEventListener( MouseEvent.CLICK, createOnClickUrlOpener(photo.photo_url)); imageMarker.addChild(imageHolder); return; } } trace("An image was loaded which could not be found in the photo array."); } /** * Creates a custom marker showing an image. */ private function createImageMarker(child:DisplayObject, ownerName:String, ownerUrl:String):Sprite { var content:Sprite = new Sprite(); var panoramioIcon:Bitmap = new PanoramioIcon(); var iconHolder:Sprite = new Sprite(); iconHolder.addChild(panoramioIcon); iconHolder.buttonMode = true; iconHolder.addEventListener(MouseEvent.CLICK, onPanoramioIconClick); panoramioIcon.x = BORDER_L; panoramioIcon.y = BORDER_T; content.addChild(iconHolder); // NOTE: we add the image as a child only after we&apos;ve added the marker // to the map. Currently the API requires this if it&apos;s to generate the // shadow for unprivileged content. // Shrink the image, so that it doesn&apos;t obcure too much screen space. // Ideally, we&apos;d subsample, but we don&apos;t have pixel level access. child.scaleX = IMAGE_SCALE; child.scaleY = IMAGE_SCALE; var imageW:Number = child.width; var imageH:Number = child.height; child.x = BORDER_L + 30; child.y = BORDER_T + iconHolder.height + GAP_T; var authorField:TextField = new TextField(); authorField.autoSize = TextFieldAutoSize.LEFT; authorField.defaultTextFormat = new TextFormat("_sans", 12); authorField.text = "author:"; content.addChild(authorField); authorField.x = BORDER_L; authorField.y = BORDER_T + iconHolder.height + GAP_T + imageH + GAP_B; var ownerField:TextField = new TextField(); ownerField.autoSize = TextFieldAutoSize.LEFT; var textFormat:TextFormat = new TextFormat("_sans", 14, 0x0e5f9a); ownerField.defaultTextFormat = textFormat; ownerField.htmlText = "<a href=\"" + ownerUrl + "\" target=\"_blank\">" + ownerName + "</a>"; content.addChild(ownerField); ownerField.x = BORDER_L + authorField.width; ownerField.y = BORDER_T + iconHolder.height + GAP_T + imageH + GAP_B; var totalW:Number = BORDER_L + Math.max(imageW, ownerField.width + authorField.width) + BORDER_R; var totalH:Number = BORDER_T + iconHolder.height + GAP_T + imageH + GAP_B + ownerField.height + BORDER_B; content.graphics.beginFill(0xffffff); content.graphics.drawRoundRect(0, 0, totalW, totalH, 10, 10); content.graphics.endFill(); var marker:Sprite = new Sprite(); marker.addChild(content); content.x = 30; content.y = 0; marker.graphics.lineStyle(); marker.graphics.beginFill(0xff0000); marker.graphics.drawCircle(0, totalH + 30, 3); marker.graphics.endFill(); marker.graphics.lineStyle(2, 0xffffff); marker.graphics.moveTo(30 + 10, totalH - 10); marker.graphics.lineTo(0, totalH + 30); return marker; } /** * Handles click on the Panoramio icon. */ private function onPanoramioIconClick(event:MouseEvent):void { navigateToURL(new URLRequest(PANORAMIO_HOME)); } /** * Handles failure of a Panoramio image load. */ private function onPanoramioDataFailed(event:IOErrorEvent):void { trace("Load of image failed: " + event); } /** * Returns a string containing cgi query parameters. * @param Associative array mapping query parameter key to value. * @return String containing cgi query parameters. */ private static function paramsToString(params:Object):String { var result:String = ""; var separator:String = ""; for (var key:String in params) { result += separator + encodeURIComponent(key) + "=" + encodeURIComponent(params[key]); separator = "&"; } return result; } /** * Called once the lead-in flight is done. Starts the car driving along * the route and starts a timer to begin fade in of the Panoramio * images in 1.5 seconds. */ private function onLeadInDone(event:Event):void { // Set startTimer non-zero so that the car starts to move. startTimer = getTimer(); // Start a timer that will fade in the Panoramio images. var fadeInTimer:Timer = new Timer(1500, 1); fadeInTimer.addEventListener(TimerEvent.TIMER, onFadeInTimer); fadeInTimer.start(); } /** * Handles the fade in timer&apos;s TIMER event. Sets markerAlpha above zero * which causes the frame enter handler to fade in the markers. */ private function onFadeInTimer(event:Event):void { markerAlpha = 0.01; } /** * The end time of the flight. */ private function get endTime():Number { if (!cumulativeStepDuration || cumulativeStepDuration.length == 0) { return startTimer; } return startTimer + cumulativeStepDuration[cumulativeStepDuration.length - 1]; } /** * Creates the cumulative arrays, cumulativeStepDuration and * cumulativeVertexDistance. */ private function createCumulativeArrays():void { cumulativeStepDuration = new Array(route.numSteps + 1); cumulativeVertexDistance = new Array(polyline.getVertexCount() + 1); var polylineTotal:Number = 0; var total:Number = 0; var numVertices:int = polyline.getVertexCount(); for (var stepIndex:int = 0; stepIndex < route.numSteps; ++stepIndex) { cumulativeStepDuration[stepIndex] = total; total += route.getStep(stepIndex).duration; var startVertex:int = stepIndex >= 0 ? route.getStep(stepIndex).polylineIndex : 0; var endVertex:int = stepIndex < (route.numSteps - 1) ? route.getStep(stepIndex + 1).polylineIndex : numVertices; var duration:Number = route.getStep(stepIndex).duration; var stepVertices:int = endVertex - startVertex; var latLng:LatLng = polyline.getVertex(startVertex); for (var vertex:int = startVertex; vertex < endVertex; ++vertex) { cumulativeVertexDistance[vertex] = polylineTotal; if (vertex < numVertices - 1) { var nextLatLng:LatLng = polyline.getVertex(vertex + 1); polylineTotal += nextLatLng.distanceFrom(latLng); } latLng = nextLatLng; } } cumulativeStepDuration[stepIndex] = total; } /** * Opens the info window above the car icon that details the given * step of the driving directions. * @param stepIndex Index of the current step. */ private function openInfoForStep(stepIndex:int):void { // Sets the content of the info window. var content:String; if (stepIndex >= route.numSteps) { content = "<b>" + route.endGeocode.address + "</b>" + "<br /><br />" + route.summaryHtml; } else { content = "<b>" + stepIndex + ".</b> " + route.getStep(stepIndex).descriptionHtml; } marker.openInfoWindow(new InfoWindowOptions({ contentHTML: content })); } /** * Displays the driving directions step appropriate for the given time. * Opens the info window showing the step instructions each time we * progress to a new step. * @param time Time for which to display the step. */ private function displayStepAt(time:Number):void { var stepIndex:int = upperBound(cumulativeStepDuration, time) - 1; var minStepIndex:int = 0; var maxStepIndex:int = route.numSteps - 1; if (stepIndex >= 0 && stepIndex <= maxStepIndex && currentStepIndex != stepIndex) { openInfoForStep(stepIndex); currentStepIndex = stepIndex; } } /** * Returns the LatLng at which the car should be positioned at the given * time. * @param time Time for which LatLng should be found. * @return LatLng. */ private function latLngAt(time:Number):LatLng { var stepIndex:int = upperBound(cumulativeStepDuration, time) - 1; var minStepIndex:int = 0; var maxStepIndex:int = route.numSteps - 1; if (stepIndex < minStepIndex) { return route.startGeocode.point; } else if (stepIndex > maxStepIndex) { return route.endGeocode.point; } var stepStart:Number = cumulativeStepDuration[stepIndex]; var stepEnd:Number = cumulativeStepDuration[stepIndex + 1]; var stepFraction:Number = (time - stepStart) / (stepEnd - stepStart); var startVertex:int = route.getStep(stepIndex).polylineIndex; var endVertex:int = (stepIndex + 1) < route.numSteps ? route.getStep(stepIndex + 1).polylineIndex : polyline.getVertexCount(); var stepVertices:int = endVertex - startVertex; var stepLeng

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    - by Derek Troy-West
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    - by Tauren
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  • iPhone / Objective-C: NSMutableArray writeToFile won't write to file. Always returns NO

    - by Joel
    I'm trying to serialize two NSMutableArrays of NSObjects that implement the NSCoding protocol. However it works for one (stacks) and not the other (cards). I have the following block of code: -(void) saveCards { NSArray* paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString* documentsDirectory = [paths objectAtIndex:0]; NSString* cardsFile = [documentsDirectory stringByAppendingPathComponent:@"cards.state"]; NSString* stacksFile = [documentsDirectory stringByAppendingPathComponent:@"stacks.state"]; BOOL c = [rootStack.cards writeToFile:cardsFile atomically:YES]; BOOL s = [rootStack.stacks writeToFile:stacksFile atomically:YES]; } I step through this method using the debugger, and after the last two lines of code run, I check the values of the two BOOLs. BOOL c is NO and BOOL s is YES. The stacks array is actually empty (which is probably why it works). The cards array has contents. Why is it that the array with contents is failing? I can't figure this out. I've looked through numerous threads on SOF, each of them say the problem is because the protection level of the files they were writing were preventing them from writing. This is not my problem, as I'm writing to the Documents folder. I've double and tripple checked that neither rootStack.cards nor rootStack.stacks is nil. And I've checked that cards does indeed have content. Here are the coder methods for my Notecard class (I added all the if statments as part of trying to solve this problem to make sure trying to encode nil values doesn't break something): -(void) encodeWithCoder:(NSCoder *)encoder { if(text) [encoder encodeObject:text forKey:@"text"]; if(backText) [encoder encodeObject:backText forKey:@"backText"]; if(x) [encoder encodeObject:x forKey:@"x"]; if(y) [encoder encodeObject:y forKey:@"y"]; if(width) [encoder encodeObject:width forKey:@"width"]; if(height) [encoder encodeObject:height forKey:@"height"]; if(timeCreated) [encoder encodeObject:timeCreated forKey:@"timeCreated"]; if(audioManagerTicket) [encoder encodeObject:audioManagerTicket forKey:@"audioManagerTicket"]; if(backgroundColor) [encoder encodeObject:backgroundColor forKey:@"backgroundColor"]; } -(id) initWithCoder:(NSCoder *)decoder { self = [super init]; if(!self) return nil; self.text = [decoder decodeObjectForKey:@"text"]; self.backText = [decoder decodeObjectForKey:@"backText"]; self.x = [decoder decodeObjectForKey:@"x"]; self.y = [decoder decodeObjectForKey:@"y"]; self.width = [decoder decodeObjectForKey:@"width"]; self.height = [decoder decodeObjectForKey:@"height"]; self.timeCreated = [decoder decodeObjectForKey:@"timeCreated"]; self.audioManagerTicket = [decoder decodeObjectForKey:@"audioManagerTicket"]; self.backgroundColor = [decoder decodeObjectForKey:@"backgroundColor"]; return self; } each field is either an NSString, NSNumber, or UIColor. Thanks for any help

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  • Extjs internet explorer object not found problem.

    - by john misoskian
    hi; this code run firefox , but error on ie why ? please help me. xxx.js code: var gridFormf = new Ext.FormPanel({ id: 'company-form', frame: true, labelAlign: 'left', title: 'Is Emri', bodyStyle:'padding:5px', width: 1, tbar: [ newIsEmri,delIsEmri,edIsEmri,rapIsEmri,serIsEmri ], layout: 'column', // Specifies that the items will now be arranged in columns items: [ { columnWidth: 0.3, layout: 'fit', items: [{ columnWidth: 1, xtype: 'fieldset', labelWidth: 90, title:'Ekip / Servis', defaults: {width: 120, border:false}, // Default config options for child items defaultType: 'textfield', autoHeight: true, bodyStyle: Ext.isIE ? 'padding:0 0 5px 15px;' : 'padding:10px 15px;', border: true, style: { "margin-left": "10px", // when you add custom margin in IE 6... "margin-right": Ext.isIE6 ? (Ext.isStrict ? "-10px" : "-13px") : "0" // you have to adjust for it somewhere else }, items: [{ fieldLabel: 'Ekip / Personel', name: 'SERVIS_VEREN' }] },{ columnWidth: 1, xtype: 'fieldset', labelWidth: 90, title:'Ürün', defaults: {width: 120, border:false}, // Default config options for child items defaultType: 'textfield', autoHeight: true, bodyStyle: Ext.isIE ? 'padding:0 0 5px 15px;' : 'padding:10px 15px;', border: true, style: { "margin-left": "10px", // when you add custom margin in IE 6... "margin-right": Ext.isIE6 ? (Ext.isStrict ? "-10px" : "-13px") : "0" // you have to adjust for it somewhere else }, items: [{ fieldLabel: 'Cihaz', name: 'URUN_CIHAZ_ADI' }, { fieldLabel: 'Marka', name: 'URUN_MARKA_ADI' }, { fieldLabel: 'Model', name: 'URUN_MODEL_ADI' },{ fieldLabel: 'Seri No', name: 'URUN_SERI_NO' } ] }] },{ columnWidth: 0.3, layout: 'fit', items: [{ columnWidth: 1, xtype: 'fieldset', labelWidth: 90, title: 'Servis Gelis Türü', defaults: { width: 140, border: false }, // Default config options for child items defaultType: 'textfield', autoHeight: true, bodyStyle: Ext.isIE ? 'padding:0 0 5px 15px;' : 'padding:10px 15px;', border: true, style: { "margin-left": "10px", // when you add custom margin in IE 6... "margin-right": Ext.isIE6 ? (Ext.isStrict ? "-10px" : "-13px") : "0" // you have to adjust for it somewhere else }, items: [{ fieldLabel: 'Gelis Türü', name: 'SERVIS_GELIS_TURU' }] },RadioPanels ] },{ columnWidth: 0.3, layout: 'fit', items: [{ columnWidth:1, autoHeight: true, border: true, items: [gridAksesuar] },gridAriza,{ columnWidth: 1, xtype: 'textarea', labelWidth: 0, width:250, defaultType: 'textarea', autoHeight: true, border: false, name:'ARIZA_ACIKLAMASI' }] },{ columnWidth: 1.0, layout: 'fit', items: gridFormx }] }); My html code : <script src="/ApplicationJs/xxx.js" type="text/javascript"></script> <script type="text/javascript"> Ext.onReady(function() { var viewport = new Ext.Viewport({ layout:'fit', items: [gridFormf] }); </script> Internet explorer return to error. Error description is object gridFormf is not found.

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  • Nested AccordionItem. Inner AccordionItem do not expand.

    - by Ali
    In Silverlight an AccordionItem is inside another one . When the inner one is selected, it can not expand its parent more which is already expanded to show its own content. I tried to get around it by templating but I was unlucky. Does any one has a solution for it [prefer a solution without code]? <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:layoutPrimitivesToolkit="clr-namespace:System.Windows.Controls.Primitives;assembly=System.Windows.Controls.Layout.Toolkit" xmlns:layoutToolkit="clr-namespace:System.Windows.Controls;assembly=System.Windows.Controls.Layout.Toolkit" xmlns:controlsToolkit="clr-namespace:System.Windows.Controls;assembly=System.Windows.Controls.Toolkit" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" mc:Ignorable="d" x:Class="NestedAccordion_Silverlight.MainPage" Width="640" Height="480"> <Grid x:Name="LayoutRoot" Background="White"> <layoutToolkit:Accordion BorderBrush="#FF00FF53" SelectionMode="ZeroOrMore"> <layoutToolkit:AccordionItem Header="Header" VerticalAlignment="Top" > <StackPanel VerticalAlignment="Top"> <TextBlock TextWrapping="Wrap" Text="Some content"/> <Button Content="Button" Width="75"/> <layoutToolkit:AccordionItem Header="Inner Accordion1" VerticalAlignment="Top" > <StackPanel VerticalAlignment="Top"> <TextBlock TextWrapping="Wrap" Text="Some content"/> <Button Content="Button" Width="75"/> </StackPanel> </layoutToolkit:AccordionItem> </StackPanel> </layoutToolkit:AccordionItem> <layoutToolkit:AccordionItem Header="Header" VerticalAlignment="Top" > <StackPanel> <TextBlock TextWrapping="Wrap" Text="Some content"/> <Button Content="Button" Width="75"/> </StackPanel> </layoutToolkit:AccordionItem> <layoutToolkit:AccordionItem Header="Header" VerticalAlignment="Top" > <StackPanel> <TextBlock TextWrapping="Wrap" Text="Some content"/> <Button Content="Button" Width="75"/> </StackPanel> </layoutToolkit:AccordionItem> </layoutToolkit:Accordion> </Grid> Is it a bug or I am in a wrong path?

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  • Binding a wpf listbox to a combobox

    - by user293545
    Hi there, I have created a very basic wpf application that I want to use to record time entries against different projects. I havent used mvvm for this as I think its an overkill. I have a form that contains a combobox and a listbox. I have created a basic entity model like this What I am trying to do is bind the combobox to Project and whenever I select an item from the combobox it updates the listview with the available tasks associated with that project. This is my xaml so far. I dont have any code behind as I have simply clicked on that Data menu and then datasources and dragged and dropped the items over. The application loads ok and the combobox is been populated however nothing is displaying in the listbox. Can anyone tell me what I have missed? <Window.Resources> <CollectionViewSource x:Key="tasksViewSource" d:DesignSource="{d:DesignInstance l:Task, CreateList=True}" /> <CollectionViewSource x:Key="projectsViewSource" d:DesignSource="{d:DesignInstance l:Project, CreateList=True}" /> </Window.Resources> <Grid DataContext="{StaticResource tasksViewSource}"> <l:NotificationAreaIcon Text="Time Management" Icon="Resources\NotificationAreaIcon.ico" MouseDoubleClick="OnNotificationAreaIconDoubleClick"> <l:NotificationAreaIcon.MenuItems> <forms:MenuItem Text="Open" Click="OnMenuItemOpenClick" DefaultItem="True" /> <forms:MenuItem Text="-" /> <forms:MenuItem Text="Exit" Click="OnMenuItemExitClick" /> </l:NotificationAreaIcon.MenuItems> </l:NotificationAreaIcon> <Button Content="Insert" Height="23" HorizontalAlignment="Left" Margin="150,223,0,0" Name="btnInsert" VerticalAlignment="Top" Width="46" Click="btnInsert_Click" /> <ComboBox Height="23" HorizontalAlignment="Left" Margin="70,16,0,0" Name="comProjects" VerticalAlignment="Top" Width="177" DisplayMemberPath="Project1" ItemsSource="{Binding Source={StaticResource projectsViewSource}}" SelectedValuePath="ProjectID" /> <Label Content="Projects" Height="28" HorizontalAlignment="Left" Margin="12,12,0,0" Name="label1" VerticalAlignment="Top" IsEnabled="False" /> <Label Content="Tasks" Height="28" HorizontalAlignment="Left" Margin="16,61,0,0" Name="label2" VerticalAlignment="Top" /> <ListBox Height="112" HorizontalAlignment="Left" Margin="16,87,0,0" Name="lstTasks" VerticalAlignment="Top" Width="231" DisplayMemberPath="Task1" ItemsSource="{Binding Path=ProjectID, Source=comProjects}" SelectedValuePath="TaskID" /> <TextBox Height="23" HorizontalAlignment="Left" Margin="101,224,0,0" Name="txtMinutes" VerticalAlignment="Top" Width="42" /> <Label Content="Mins to Insert" Height="28" HorizontalAlignment="Left" Margin="12,224,0,0" Name="label3" VerticalAlignment="Top" /> <Button Content="None" Height="23" HorizontalAlignment="Left" Margin="203,223,0,0" Name="btnNone" VerticalAlignment="Top" Width="44" /> </Grid>

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