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  • How to load jni from sd card on android 2.1?

    - by user263423
    I want to load third-party jni library in runtime. I've tried to load directly from sdcard. It expectedly failed. I've tried to copy library from sdcard to /data/data/app/ and then System.load(/data/data/libjni.so) It works on HTC HERO, but fails on HTC Legend with Android 2.1. it fails during execution of native code and write to log uninformative stack trace Any other way to do it?

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  • How to set an onClick attribute that would load dynamic content?

    - by konzepz
    This code is suppose to add an onClick event to each of the a elements, so that clicking on the element would load the content of the page dynamically into a DIV. Now, I got this far - It will add the onClick event, but how can I load the dynamic content? $(document.body).ready(function () { $("li.cat-item a").each(function (i) { this.setAttribute('onclick','alert("[load content dynamically into #preview]")'); }); }); Thank you.

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  • import a text file into a temporary table using 'Load data infile' in a stored procedure- MySQL

    - by Pankaj
    I need to import a text file into a temporary table and from that select portions of it to insert in different tables. I wanted to use 'LOAD DATA INFILE'. Is there any way, i can use 'Load data infile' in a stored procedure. I am using mysql. LOAD DATA LOCAL INFILE 'C:\\MyData.txt' INTO TABLE tempprod fields terminated by ',' lines terminated by '\r\n'; SELECT * FROM product p;

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  • How can I load a SQLITE database from a buffer with the C API ?

    - by rockeye
    Hello, I am trying to load a database from the memory instead of opening a .sqlite file. I have read the C/C++ API reference but I can not find the proper method. The buffer I am trying to load is simply an sqlite file loaded in memory. I just want to use this buffer (a const char* array) without using the filesystem (I could have saved this buffer in a file, then load the file, but no). First, I create a memory DB : mErrorCode = sqlite3_open_v2(":memory:", &mSqlDatabase, lMode, NULL); This returns SQLITE_OK, then I tried to use the buffer as a statement and call preparev2(MyDB, MyBufferData, MyBufferLength, MyStatement, NULL) but it's not really a statement, and it returns an error. Same result if I call directly exec(MyDB, MyBufferData, NULL, NULL, NULL); I guess there is an appropriate method to achieve this as it might be common to load a DB from a stream or from decrypted data... Thanks.

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  • How do I load a second view correctly in Swift?

    - by slooker
    I have a view that I'm trying to load in Swift like this, but it crashes with this error: 'NSInternalInconsistencyException', reason: '-[UIViewController _loadViewFromNibNamed:bundle:] loaded the "DetailView" nib but the view outlet was not set.' Here is the code I'm trying to use to load it. Second View Controller import UIKit class DetailViewController: UIViewController { @IBOutlet var nameField: UITextField override func viewDidLoad() { super.viewDidLoad() } } Code to load the view controller: var newViewController = DetailViewController() @IBAction func buttonTapped(AnyObject) { println("button tapped!") self.presentViewController(newViewController, animated: true, nil) } What am I doing wrong?

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  • how should i load a bitmap for an android game?

    - by Heysus Escobar
    i been working on a game with no bitmaps or anything, I'm using rectangles as objects and changing their color for their purpose like a red rectangles for player and gray rectangles for walls. My question is what is the right way to replace the rectangles with bitmaps/images? I know to load Bitmaps you can just do this : Bitmap randomBitmap = BitmapFactory.decodeResource(getResources(), com.example.android4gametest.R.drawable.ic_launcher); Should i load all my Bitmaps and pass them to their Classes or should i load the bitmap inside their class instead of passing it ? and how would i do that because i cannot use the BitmapFactory because i have no access to the getResources()! or should i load my bitmaps/images from my assets folder which i know i wont have the same "tools" you can say to mess with the bitmap.

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  • How can I make this jQuery plugin chainable after all image load events have completed?

    - by BumbleB2na
    [UPDATE] Solution I decided on: Decided that passing in a callback to the plugin will take care of firing an event once all images have completed loading. Chaining is also still possible. Updated Fiddle I am building a chainable jQuery plugin that can load images dynamically. (View the following code as a JSFiddle) Html: <img data-img-src="http://www.lubasf.com/blog/wp-content/uploads/2009/03/gnome.jpg" style="display: none" /> <img data-img-src="http://buffered.io/uploads/2008/10/gnome.jpg" style="display: none" /> Instead of adding in a src attribute, I give these images a data-img-src attribute. My plugin uses the value of that to fill the src. Also, these images are hidden to begin with. jQuery plugin: (function(jQuery) { jQuery.fn.loadImages = function() { var numToLoad = jQuery(this).length; var numLoaded = 0; jQuery(this).each(function() { if(jQuery(this).attr('src') == undefined) { return jQuery(this).load(function() { numLoaded++; if(numToLoad == numLoaded) return this; // attempt at making this plugin // chainable, after all .load() // events have completed. }).attr('src', jQuery(this).attr('data-img-src')); } else { numLoaded++; if(numToLoad == numLoaded) return this; // attempt at making this plugin // chainable, after all .load() // events have completed. } }); // this works if uncommented, but returns before all .load() events have completed //return this; }; })(jQuery); // I want to chain a .fadeIn() after all images have completed loading $('img[data-img-src]').loadImages().fadeIn(); Is there a way to make this plugin chainable, and have my fadeIn() happen after all images have loaded?

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  • How to make the swf load after all the images and text loaded?

    - by Jay
    My CMS system allow people to post some swf on the homepage, however, sometime there is video which is included in swf, not two files swf+flv. When the swf video load, it near used up the bandwidth and so the page seems not response for a while ... Can I use jQuery to control all the swf in a page that they load after the others done or maybe just load it after 3s or what? Thanks!!

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  • How would one dynamically load Javascript that has been parsed as PHP?

    - by beatsforthemind
    I am looking to dynamically load javascript that has been parsed as PHP so that I will be able to pass PHP variables to javascript, and then load this file into the primary PHP document. I have a document called myscript.js.php that includes the javascript and PHP. I attempted to load it into the primary document using jQuery's getScript like this: $.getScript("myscript.js.php", function() { alert('loaded script.'); }); This attempt failed - I am assuming because of the .php extension on the file. Is there anyway to dynamically load javascript that includes PHP? I have a few session variables that I am looking to pass through javascript that will be updated frequently, creating a need for the javascript to be reloaded.

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  • Loading jQuery Consistently in a .NET Web App

    - by Rick Strahl
    One thing that frequently comes up in discussions when using jQuery is how to best load the jQuery library (as well as other commonly used and updated libraries) in a Web application. Specifically the issue is the one of versioning and making sure that you can easily update and switch versions of script files with application wide settings in one place and having your script usage reflect those settings in the entire application on all pages that use the script. Although I use jQuery as an example here, the same concepts can be applied to any script library - for example in my Web libraries I use the same approach for jQuery.ui and my own internal jQuery support library. The concepts used here can be applied both in WebForms and MVC. Loading jQuery Properly From CDN Before we look at a generic way to load jQuery via some server logic, let me first point out my preferred way to embed jQuery into the page. I use the Google CDN to load jQuery and then use a fallback URL to handle the offline or no Internet connection scenario. Why use a CDN? CDN links tend to be loaded more quickly since they are very likely to be cached in user's browsers already as jQuery CDN is used by many, many sites on the Web. Using a CDN also removes load from your Web server and puts the load bearing on the CDN provider - in this case Google - rather than on your Web site. On the downside, CDN links gives the provider (Google, Microsoft) yet another way to track users through their Web usage. Here's how I use jQuery CDN plus a fallback link on my WebLog for example: <!DOCTYPE HTML> <html> <head> <script src="//ajax.googleapis.com/ajax/libs/jquery/1.6.4/jquery.min.js"></script> <script> if (typeof (jQuery) == 'undefined') document.write(unescape("%3Cscript " + "src='/Weblog/wwSC.axd?r=Westwind.Web.Controls.Resources.jquery.js' %3E%3C/script%3E")); </script> <title>Rick Strahl's Web Log</title> ... </head>   You can see that the CDN is referenced first, followed by a small script block that checks to see whether jQuery was loaded (jQuery object exists). If it didn't load another script reference is added to the document dynamically pointing to a backup URL. In this case my backup URL points at a WebResource in my Westwind.Web  assembly, but the URL can also be local script like src="/scripts/jquery.min.js". Important: Use the proper Protocol/Scheme for  for CDN Urls [updated based on comments] If you're using a CDN to load an external script resource you should always make sure that the script is loaded with the same protocol as the parent page to avoid mixed content warnings by the browser. You don't want to load a script link to an http:// resource when you're on an https:// page. The easiest way to use this is by using a protocol relative URL: <script src="//ajax.googleapis.com/ajax/libs/jquery/1.6.4/jquery.min.js"></script> which is an easy way to load resources from other domains. This URL syntax will automatically use the parent page's protocol (or more correctly scheme). As long as the remote domains support both http:// and https:// access this should work. BTW this also works in CSS (with some limitations) and links. BTW, I didn't know about this until it was pointed out in the comments. This is a very useful feature for many things - ah the benefits of my blog to myself :-) Version Numbers When you use a CDN you notice that you have to reference a specific version of jQuery. When using local files you may not have to do this as you can rename your private copy of jQuery.js, but for CDN the references are always versioned. The version number is of course very important to ensure you getting the version you have tested with, but it's also important to the provider because it ensures that cached content is always correct. If an existing file was updated the updates might take a very long time to get past the locally cached content and won't refresh properly. The version number ensures you get the right version and not some cached content that has been changed but not updated in your cache. On the other hand version numbers also mean that once you decide to use a new version of the script you now have to change all your script references in your pages. Depending on whether you use some sort of master/layout page or not this may or may not be easy in your application. Even if you do use master/layout pages, chances are that you probably have a few of them and at the very least all of those have to be updated for the scripts. If you use individual pages for all content this issue then spreads to all of your pages. Search and Replace in Files will do the trick, but it's still something that's easy to forget and worry about. Personaly I think it makes sense to have a single place where you can specify common script libraries that you want to load and more importantly which versions thereof and where they are loaded from. Loading Scripts via Server Code Script loading has always been important to me and as long as I can remember I've always built some custom script loading routines into my Web frameworks. WebForms makes this fairly easy because it has a reasonably useful script manager (ClientScriptManager and the ScriptManager) which allow injecting script into the page easily from anywhere in the Page cycle. What's nice about these components is that they allow scripts to be injected by controls so components can wrap up complex script/resource dependencies more easily without having to require long lists of CSS/Scripts/Image includes. In MVC or pure script driven applications like Razor WebPages  the process is more raw, requiring you to embed script references in the right place. But its also more immediate - it lets you know exactly which versions of scripts to use because you have to manually embed them. In WebForms with different controls loading resources this often can get confusing because it's quite possible to load multiple versions of the same script library into a page, the results of which are less than optimal… In this post I look a simple routine that embeds jQuery into the page based on a few application wide configuration settings. It returns only a string of the script tags that can be manually embedded into a Page template. It's a small function that merely a string of the script tags shown at the begging of this post along with some options on how that string is comprised. You'll be able to specify in one place which version loads and then all places where the help function is used will automatically reflect this selection. Options allow specification of the jQuery CDN Url, the fallback Url and where jQuery should be loaded from (script folder, Resource or CDN in my case). While this is specific to jQuery you can apply this to other resources as well. For example I use a similar approach with jQuery.ui as well using practically the same semantics. Providing Resources in ControlResources In my Westwind.Web Web utility library I have a class called ControlResources which is responsible for holding resource Urls, resource IDs and string contants that reference those resource IDs. The library also provides a few helper methods for loading common scriptscripts into a Web page. There are specific versions for WebForms which use the ClientScriptManager/ScriptManager and script link methods that can be used in any .NET technology that can embed an expression into the output template (or code for that matter). The ControlResources class contains mostly static content - references to resources mostly. But it also contains a few static properties that configure script loading: A Script LoadMode (CDN, Resource, or script url) A default CDN Url A fallback url They are  static properties in the ControlResources class: public class ControlResources { /// <summary> /// Determines what location jQuery is loaded from /// </summary> public static JQueryLoadModes jQueryLoadMode = JQueryLoadModes.ContentDeliveryNetwork; /// <summary> /// jQuery CDN Url on Google /// </summary> public static string jQueryCdnUrl = "//ajax.googleapis.com/ajax/libs/jquery/1.6.4/jquery.min.js"; /// <summary> /// jQuery CDN Url on Google /// </summary> public static string jQueryUiCdnUrl = "//ajax.googleapis.com/ajax/libs/jqueryui/1.8.16/jquery-ui.min.js"; /// <summary> /// jQuery UI fallback Url if CDN is unavailable or WebResource is used /// Note: The file needs to exist and hold the minimized version of jQuery ui /// </summary> public static string jQueryUiLocalFallbackUrl = "~/scripts/jquery-ui.min.js"; } These static properties are fixed values that can be changed at application startup to reflect your preferences. Since they're static they are application wide settings and respected across the entire Web application running. It's best to set these default in Application_Init or similar startup code if you need to change them for your application: protected void Application_Start(object sender, EventArgs e) { // Force jQuery to be loaded off Google Content Network ControlResources.jQueryLoadMode = JQueryLoadModes.ContentDeliveryNetwork; // Allow overriding of the Cdn url ControlResources.jQueryCdnUrl = "http://ajax.googleapis.com/ajax/libs/jquery/1.6.2/jquery.min.js"; // Route to our own internal handler App.OnApplicationStart(); } With these basic settings in place you can then embed expressions into a page easily. In WebForms use: <!DOCTYPE html> <html> <head runat="server"> <%= ControlResources.jQueryLink() %> <script src="scripts/ww.jquery.min.js"></script> </head> In Razor use: <!DOCTYPE html> <html> <head> @Html.Raw(ControlResources.jQueryLink()) <script src="scripts/ww.jquery.min.js"></script> </head> Note that in Razor you need to use @Html.Raw() to force the string NOT to escape. Razor by default escapes string results and this ensures that the HTML content is properly expanded as raw HTML text. Both the WebForms and Razor output produce: <!DOCTYPE html> <html> <head> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.6.2/jquery.min.js" type="text/javascript"></script> <script type="text/javascript"> if (typeof (jQuery) == 'undefined') document.write(unescape("%3Cscript src='/WestWindWebToolkitWeb/WebResource.axd?d=-b6oWzgbpGb8uTaHDrCMv59VSmGhilZP5_T_B8anpGx7X-PmW_1eu1KoHDvox-XHqA1EEb-Tl2YAP3bBeebGN65tv-7-yAimtG4ZnoWH633pExpJor8Qp1aKbk-KQWSoNfRC7rQJHXVP4tC0reYzVw2&t=634535391996872492' type='text/javascript'%3E%3C/script%3E"));</script> <script src="scripts/ww.jquery.min.js"></script> </head> which produces the desired effect for both CDN load and fallback URL. The implementation of jQueryLink is pretty basic of course: /// <summary> /// Inserts a script link to load jQuery into the page based on the jQueryLoadModes settings /// of this class. Default load is by CDN plus WebResource fallback /// </summary> /// <param name="url"> /// An optional explicit URL to load jQuery from. Url is resolved. /// When specified no fallback is applied /// </param> /// <returns>full script tag and fallback script for jQuery to load</returns> public static string jQueryLink(JQueryLoadModes jQueryLoadMode = JQueryLoadModes.Default, string url = null) { string jQueryUrl = string.Empty; string fallbackScript = string.Empty; if (jQueryLoadMode == JQueryLoadModes.Default) jQueryLoadMode = ControlResources.jQueryLoadMode; if (!string.IsNullOrEmpty(url)) jQueryUrl = WebUtils.ResolveUrl(url); else if (jQueryLoadMode == JQueryLoadModes.WebResource) { Page page = new Page(); jQueryUrl = page.ClientScript.GetWebResourceUrl(typeof(ControlResources), ControlResources.JQUERY_SCRIPT_RESOURCE); } else if (jQueryLoadMode == JQueryLoadModes.ContentDeliveryNetwork) { jQueryUrl = ControlResources.jQueryCdnUrl; if (!string.IsNullOrEmpty(jQueryCdnUrl)) { // check if jquery loaded - if it didn't we're not online and use WebResource fallbackScript = @"<script type=""text/javascript"">if (typeof(jQuery) == 'undefined') document.write(unescape(""%3Cscript src='{0}' type='text/javascript'%3E%3C/script%3E""));</script>"; fallbackScript = string.Format(fallbackScript, WebUtils.ResolveUrl(ControlResources.jQueryCdnFallbackUrl)); } } string output = "<script src=\"" + jQueryUrl + "\" type=\"text/javascript\"></script>"; // add in the CDN fallback script code if (!string.IsNullOrEmpty(fallbackScript)) output += "\r\n" + fallbackScript + "\r\n"; return output; } There's one dependency here on WebUtils.ResolveUrl() which resolves Urls without access to a Page/Control (another one of those features that should be in the runtime, not in the WebForms or MVC engine). You can see there's only a little bit of logic in this code that deals with potentially different load modes. I can load scripts from a Url, WebResources or - my preferred way - from CDN. Based on the static settings the scripts to embed are composed to be returned as simple string <script> tag(s). I find this extremely useful especially when I'm not connected to the internet so that I can quickly swap in a local jQuery resource instead of loading from CDN. While CDN loading with the fallback works it can be a bit slow as the CDN is probed first before the fallback kicks in. Switching quickly in one place makes this trivial. It also makes it very easy once a new version of jQuery rolls around to move up to the new version and ensure that all pages are using the new version immediately. I'm not trying to make this out as 'the' definite way to load your resources, but rather provide it here as a pointer so you can maybe apply your own logic to determine where scripts come from and how they load. You could even automate this some more by using configuration settings or reading the locations/preferences out of some sort of data/metadata store that can be dynamically updated instead via recompilation. FWIW, I use a very similar approach for loading jQuery UI and my own ww.jquery library - the same concept can be applied to any kind of script you might be loading from different locations. Hopefully some of you find this a useful addition to your toolset. Resources Google CDN for jQuery Full ControlResources Source Code ControlResource Documentation Westwind.Web NuGet This method is part of the Westwind.Web library of the West Wind Web Toolkit or you can grab the Web library from NuGet and add to your Visual Studio project. This package includes a host of Web related utilities and script support features. © Rick Strahl, West Wind Technologies, 2005-2011Posted in ASP.NET  jQuery   Tweet (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • Detecting HTML5/CSS3 Features using Modernizr

    - by dwahlin
    HTML5, CSS3, and related technologies such as canvas and web sockets bring a lot of useful new features to the table that can take Web applications to the next level. These new technologies allow applications to be built using only HTML, CSS, and JavaScript allowing them to be viewed on a variety of form factors including tablets and phones. Although HTML5 features offer a lot of promise, it’s not realistic to develop applications using the latest technologies without worrying about supporting older browsers in the process. If history has taught us anything it’s that old browsers stick around for years and years which means developers have to deal with backward compatibility issues. This is especially true when deploying applications to the Internet that target the general public. This begs the question, “How do you move forward with HTML5 and CSS3 technologies while gracefully handling unsupported features in older browsers?” Although you can write code by hand to detect different HTML5 and CSS3 features, it’s not always straightforward. For example, to check for canvas support you need to write code similar to the following:   <script> window.onload = function () { if (canvasSupported()) { alert('canvas supported'); } }; function canvasSupported() { var canvas = document.createElement('canvas'); return (canvas.getContext && canvas.getContext('2d')); } </script> If you want to check for local storage support the following check can be made. It’s more involved than it should be due to a bug in older versions of Firefox. <script> window.onload = function () { if (localStorageSupported()) { alert('local storage supported'); } }; function localStorageSupported() { try { return ('localStorage' in window && window['localStorage'] != null); } catch(e) {} return false; } </script> Looking through the previous examples you can see that there’s more than meets the eye when it comes to checking browsers for HTML5 and CSS3 features. It takes a lot of work to test every possible scenario and every version of a given browser. Fortunately, you don’t have to resort to writing custom code to test what HTML5/CSS3 features a given browser supports. By using a script library called Modernizr you can add checks for different HTML5/CSS3 features into your pages with a minimal amount of code on your part. Let’s take a look at some of the key features Modernizr offers.   Getting Started with Modernizr The first time I heard the name “Modernizr” I thought it “modernized” older browsers by added missing functionality. In reality, Modernizr doesn’t actually handle adding missing features or “modernizing” older browsers. The Modernizr website states, “The name Modernizr actually stems from the goal of modernizing our development practices (and ourselves)”. Because it relies on feature detection rather than browser sniffing (a common technique used in the past – that never worked that great), Modernizr definitely provides a more modern way to test features that a browser supports and can even handle loading additional scripts called shims or polyfills that fill in holes that older browsers may have. It’s a great tool to have in your arsenal if you’re a web developer. Modernizr is available at http://modernizr.com. Two different types of scripts are available including a development script and custom production script. To generate a production script, the site provides a custom script generation tool rather than providing a single script that has everything under the sun for HTML5/CSS3 feature detection. Using the script generation tool you can pick the specific test functionality that you need and ignore everything that you don’t need. That way the script is kept as small as possible. An example of the custom script download screen is shown next. Notice that specific CSS3, HTML5, and related feature tests can be selected. Once you’ve downloaded your custom script you can add it into your web page using the standard <script> element and you’re ready to start using Modernizr. <script src="Scripts/Modernizr.js" type="text/javascript"></script>   Modernizr and the HTML Element Once you’ve add a script reference to Modernizr in a page it’ll go to work for you immediately. In fact, by adding the script several different CSS classes will be added to the page’s <html> element at runtime. These classes define what features the browser supports and what features it doesn’t support. Features that aren’t supported get a class name of “no-FeatureName”, for example “no-flexbox”. Features that are supported get a CSS class name based on the feature such as “canvas” or “websockets”. An example of classes added when running a page in Chrome is shown next:   <html class=" js flexbox canvas canvastext webgl no-touch geolocation postmessage websqldatabase indexeddb hashchange history draganddrop websockets rgba hsla multiplebgs backgroundsize borderimage borderradius boxshadow textshadow opacity cssanimations csscolumns cssgradients cssreflections csstransforms csstransforms3d csstransitions fontface generatedcontent video audio localstorage sessionstorage webworkers applicationcache svg inlinesvg smil svgclippaths"> Here’s an example of what the <html> element looks like at runtime with Internet Explorer 9:   <html class=" js no-flexbox canvas canvastext no-webgl no-touch geolocation postmessage no-websqldatabase no-indexeddb hashchange no-history draganddrop no-websockets rgba hsla multiplebgs backgroundsize no-borderimage borderradius boxshadow no-textshadow opacity no-cssanimations no-csscolumns no-cssgradients no-cssreflections csstransforms no-csstransforms3d no-csstransitions fontface generatedcontent video audio localstorage sessionstorage no-webworkers no-applicationcache svg inlinesvg smil svgclippaths">   When using Modernizr it’s a common practice to define an <html> element in your page with a no-js class added as shown next:   <html class="no-js">   You’ll see starter projects such as HTML5 Boilerplate (http://html5boilerplate.com) or Initializr (http://initializr.com) follow this approach (see my previous post for more information on HTML5 Boilerplate). By adding the no-js class it’s easy to tell if a browser has JavaScript enabled or not. If JavaScript is disabled then no-js will stay on the <html> element. If JavaScript is enabled, no-js will be removed by Modernizr and a js class will be added along with other classes that define supported/unsupported features. Working with HTML5 and CSS3 Features You can use the CSS classes added to the <html> element directly in your CSS files to determine what style properties to use based upon the features supported by a given browser. For example, the following CSS can be used to render a box shadow for browsers that support that feature and a simple border for browsers that don’t support the feature: .boxshadow #MyContainer { border: none; -webkit-box-shadow: #666 1px 1px 1px; -moz-box-shadow: #666 1px 1px 1px; } .no-boxshadow #MyContainer { border: 2px solid black; }   If a browser supports box-shadows the boxshadow CSS class will be added to the <html> element by Modernizr. It can then be associated with a given element. This example associates the boxshadow class with a div with an id of MyContainer. If the browser doesn’t support box shadows then the no-boxshadow class will be added to the <html> element and it can be used to render a standard border around the div. This provides a great way to leverage new CSS3 features in supported browsers while providing a graceful fallback for older browsers. In addition to using the CSS classes that Modernizr provides on the <html> element, you also use a global Modernizr object that’s created. This object exposes different properties that can be used to detect the availability of specific HTML5 or CSS3 features. For example, the following code can be used to detect canvas and local storage support. You can see that the code is much simpler than the code shown at the beginning of this post. It also has the added benefit of being tested by a large community of web developers around the world running a variety of browsers.   $(document).ready(function () { if (Modernizr.canvas) { //Add canvas code } if (Modernizr.localstorage) { //Add local storage code } }); The global Modernizr object can also be used to test for the presence of CSS3 features. The following code shows how to test support for border-radius and CSS transforms:   $(document).ready(function () { if (Modernizr.borderradius) { $('#MyDiv').addClass('borderRadiusStyle'); } if (Modernizr.csstransforms) { $('#MyDiv').addClass('transformsStyle'); } });   Several other CSS3 feature tests can be performed such as support for opacity, rgba, text-shadow, CSS animations, CSS transitions, multiple backgrounds, and more. A complete list of supported HTML5 and CSS3 tests that Modernizr supports can be found at http://www.modernizr.com/docs.   Loading Scripts using Modernizr In cases where a browser doesn’t support a specific feature you can either provide a graceful fallback or load a shim/polyfill script to fill in missing functionality where appropriate (more information about shims/polyfills can be found at https://github.com/Modernizr/Modernizr/wiki/HTML5-Cross-Browser-Polyfills). Modernizr has a built-in script loader that can be used to test for a feature and then load a script if the feature isn’t available. The script loader is built-into Modernizr and is also available as a standalone yepnope script (http://yepnopejs.com). It’s extremely easy to get started using the script loader and it can really simplify the process of loading scripts based on the availability of a particular browser feature. To load scripts dynamically you can use Modernizr’s load() function which accepts properties defining the feature to test (test property), the script to load if the test succeeds (yep property), the script to load if the test fails (nope property), and a script to load regardless of if the test succeeds or fails (both property). An example of using load() with these properties is show next: Modernizr.load({ test: Modernizr.canvas, yep: 'html5CanvasAvailable.js’, nope: 'excanvas.js’, both: 'myCustomScript.js' }); In this example Modernizr is used to not only load scripts but also to test for the presence of the canvas feature. If the target browser supports the HTML5 canvas then the html5CanvasAvailable.js script will be loaded along with the myCustomScript.js script (use of the yep property in this example is a bit contrived – it was added simply to demonstrate how the property can be used in the load() function). Otherwise, a polyfill script named excanvas.js will be loaded to add missing canvas functionality for Internet Explorer versions prior to 9. Once excanvas.js is loaded the myCustomScript.js script will be loaded. Because Modernizr handles loading scripts, you can also use it in creative ways. For example, you can use it to load local scripts when a 3rd party Content Delivery Network (CDN) such as one provided by Google or Microsoft is unavailable for whatever reason. The Modernizr documentation provides the following example that demonstrates the process for providing a local fallback for jQuery when a CDN is down:   Modernizr.load([ { load: '//ajax.googleapis.com/ajax/libs/jquery/1.6.4/jquery.js', complete: function () { if (!window.jQuery) { Modernizr.load('js/libs/jquery-1.6.4.min.js'); } } }, { // This will wait for the fallback to load and // execute if it needs to. load: 'needs-jQuery.js' } ]); This code attempts to load jQuery from the Google CDN first. Once the script is downloaded (or if it fails) the function associated with complete will be called. The function checks to make sure that the jQuery object is available and if it’s not Modernizr is used to load a local jQuery script. After all of that occurs a script named needs-jQuery.js will be loaded. Conclusion If you’re building applications that use some of the latest and greatest features available in HTML5 and CSS3 then Modernizr is an essential tool. By using it you can reduce the amount of custom code required to test for browser features and provide graceful fallbacks or even load shim/polyfill scripts for older browsers to help fill in missing functionality. 

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  • Detecting HTML5/CSS3 Features using Modernizr

    - by dwahlin
    HTML5, CSS3, and related technologies such as canvas and web sockets bring a lot of useful new features to the table that can take Web applications to the next level. These new technologies allow applications to be built using only HTML, CSS, and JavaScript allowing them to be viewed on a variety of form factors including tablets and phones. Although HTML5 features offer a lot of promise, it’s not realistic to develop applications using the latest technologies without worrying about supporting older browsers in the process. If history has taught us anything it’s that old browsers stick around for years and years which means developers have to deal with backward compatibility issues. This is especially true when deploying applications to the Internet that target the general public. This begs the question, “How do you move forward with HTML5 and CSS3 technologies while gracefully handling unsupported features in older browsers?” Although you can write code by hand to detect different HTML5 and CSS3 features, it’s not always straightforward. For example, to check for canvas support you need to write code similar to the following:   <script> window.onload = function () { if (canvasSupported()) { alert('canvas supported'); } }; function canvasSupported() { var canvas = document.createElement('canvas'); return (canvas.getContext && canvas.getContext('2d')); } </script> If you want to check for local storage support the following check can be made. It’s more involved than it should be due to a bug in older versions of Firefox. <script> window.onload = function () { if (localStorageSupported()) { alert('local storage supported'); } }; function localStorageSupported() { try { return ('localStorage' in window && window['localStorage'] != null); } catch(e) {} return false; } </script> Looking through the previous examples you can see that there’s more than meets the eye when it comes to checking browsers for HTML5 and CSS3 features. It takes a lot of work to test every possible scenario and every version of a given browser. Fortunately, you don’t have to resort to writing custom code to test what HTML5/CSS3 features a given browser supports. By using a script library called Modernizr you can add checks for different HTML5/CSS3 features into your pages with a minimal amount of code on your part. Let’s take a look at some of the key features Modernizr offers.   Getting Started with Modernizr The first time I heard the name “Modernizr” I thought it “modernized” older browsers by added missing functionality. In reality, Modernizr doesn’t actually handle adding missing features or “modernizing” older browsers. The Modernizr website states, “The name Modernizr actually stems from the goal of modernizing our development practices (and ourselves)”. Because it relies on feature detection rather than browser sniffing (a common technique used in the past – that never worked that great), Modernizr definitely provides a more modern way to test features that a browser supports and can even handle loading additional scripts called shims or polyfills that fill in holes that older browsers may have. It’s a great tool to have in your arsenal if you’re a web developer. Modernizr is available at http://modernizr.com. Two different types of scripts are available including a development script and custom production script. To generate a production script, the site provides a custom script generation tool rather than providing a single script that has everything under the sun for HTML5/CSS3 feature detection. Using the script generation tool you can pick the specific test functionality that you need and ignore everything that you don’t need. That way the script is kept as small as possible. An example of the custom script download screen is shown next. Notice that specific CSS3, HTML5, and related feature tests can be selected. Once you’ve downloaded your custom script you can add it into your web page using the standard <script> element and you’re ready to start using Modernizr. <script src="Scripts/Modernizr.js" type="text/javascript"></script>   Modernizr and the HTML Element Once you’ve add a script reference to Modernizr in a page it’ll go to work for you immediately. In fact, by adding the script several different CSS classes will be added to the page’s <html> element at runtime. These classes define what features the browser supports and what features it doesn’t support. Features that aren’t supported get a class name of “no-FeatureName”, for example “no-flexbox”. Features that are supported get a CSS class name based on the feature such as “canvas” or “websockets”. An example of classes added when running a page in Chrome is shown next:   <html class=" js flexbox canvas canvastext webgl no-touch geolocation postmessage websqldatabase indexeddb hashchange history draganddrop websockets rgba hsla multiplebgs backgroundsize borderimage borderradius boxshadow textshadow opacity cssanimations csscolumns cssgradients cssreflections csstransforms csstransforms3d csstransitions fontface generatedcontent video audio localstorage sessionstorage webworkers applicationcache svg inlinesvg smil svgclippaths"> Here’s an example of what the <html> element looks like at runtime with Internet Explorer 9:   <html class=" js no-flexbox canvas canvastext no-webgl no-touch geolocation postmessage no-websqldatabase no-indexeddb hashchange no-history draganddrop no-websockets rgba hsla multiplebgs backgroundsize no-borderimage borderradius boxshadow no-textshadow opacity no-cssanimations no-csscolumns no-cssgradients no-cssreflections csstransforms no-csstransforms3d no-csstransitions fontface generatedcontent video audio localstorage sessionstorage no-webworkers no-applicationcache svg inlinesvg smil svgclippaths">   When using Modernizr it’s a common practice to define an <html> element in your page with a no-js class added as shown next:   <html class="no-js">   You’ll see starter projects such as HTML5 Boilerplate (http://html5boilerplate.com) or Initializr (http://initializr.com) follow this approach (see my previous post for more information on HTML5 Boilerplate). By adding the no-js class it’s easy to tell if a browser has JavaScript enabled or not. If JavaScript is disabled then no-js will stay on the <html> element. If JavaScript is enabled, no-js will be removed by Modernizr and a js class will be added along with other classes that define supported/unsupported features. Working with HTML5 and CSS3 Features You can use the CSS classes added to the <html> element directly in your CSS files to determine what style properties to use based upon the features supported by a given browser. For example, the following CSS can be used to render a box shadow for browsers that support that feature and a simple border for browsers that don’t support the feature: .boxshadow #MyContainer { border: none; -webkit-box-shadow: #666 1px 1px 1px; -moz-box-shadow: #666 1px 1px 1px; } .no-boxshadow #MyContainer { border: 2px solid black; }   If a browser supports box-shadows the boxshadow CSS class will be added to the <html> element by Modernizr. It can then be associated with a given element. This example associates the boxshadow class with a div with an id of MyContainer. If the browser doesn’t support box shadows then the no-boxshadow class will be added to the <html> element and it can be used to render a standard border around the div. This provides a great way to leverage new CSS3 features in supported browsers while providing a graceful fallback for older browsers. In addition to using the CSS classes that Modernizr provides on the <html> element, you also use a global Modernizr object that’s created. This object exposes different properties that can be used to detect the availability of specific HTML5 or CSS3 features. For example, the following code can be used to detect canvas and local storage support. You can see that the code is much simpler than the code shown at the beginning of this post. It also has the added benefit of being tested by a large community of web developers around the world running a variety of browsers.   $(document).ready(function () { if (Modernizr.canvas) { //Add canvas code } if (Modernizr.localstorage) { //Add local storage code } }); The global Modernizr object can also be used to test for the presence of CSS3 features. The following code shows how to test support for border-radius and CSS transforms:   $(document).ready(function () { if (Modernizr.borderradius) { $('#MyDiv').addClass('borderRadiusStyle'); } if (Modernizr.csstransforms) { $('#MyDiv').addClass('transformsStyle'); } });   Several other CSS3 feature tests can be performed such as support for opacity, rgba, text-shadow, CSS animations, CSS transitions, multiple backgrounds, and more. A complete list of supported HTML5 and CSS3 tests that Modernizr supports can be found at http://www.modernizr.com/docs.   Loading Scripts using Modernizr In cases where a browser doesn’t support a specific feature you can either provide a graceful fallback or load a shim/polyfill script to fill in missing functionality where appropriate (more information about shims/polyfills can be found at https://github.com/Modernizr/Modernizr/wiki/HTML5-Cross-Browser-Polyfills). Modernizr has a built-in script loader that can be used to test for a feature and then load a script if the feature isn’t available. The script loader is built-into Modernizr and is also available as a standalone yepnope script (http://yepnopejs.com). It’s extremely easy to get started using the script loader and it can really simplify the process of loading scripts based on the availability of a particular browser feature. To load scripts dynamically you can use Modernizr’s load() function which accepts properties defining the feature to test (test property), the script to load if the test succeeds (yep property), the script to load if the test fails (nope property), and a script to load regardless of if the test succeeds or fails (both property). An example of using load() with these properties is show next: Modernizr.load({ test: Modernizr.canvas, yep: 'html5CanvasAvailable.js’, nope: 'excanvas.js’, both: 'myCustomScript.js' }); In this example Modernizr is used to not only load scripts but also to test for the presence of the canvas feature. If the target browser supports the HTML5 canvas then the html5CanvasAvailable.js script will be loaded along with the myCustomScript.js script (use of the yep property in this example is a bit contrived – it was added simply to demonstrate how the property can be used in the load() function). Otherwise, a polyfill script named excanvas.js will be loaded to add missing canvas functionality for Internet Explorer versions prior to 9. Once excanvas.js is loaded the myCustomScript.js script will be loaded. Because Modernizr handles loading scripts, you can also use it in creative ways. For example, you can use it to load local scripts when a 3rd party Content Delivery Network (CDN) such as one provided by Google or Microsoft is unavailable for whatever reason. The Modernizr documentation provides the following example that demonstrates the process for providing a local fallback for jQuery when a CDN is down:   Modernizr.load([ { load: '//ajax.googleapis.com/ajax/libs/jquery/1.6.4/jquery.js', complete: function () { if (!window.jQuery) { Modernizr.load('js/libs/jquery-1.6.4.min.js'); } } }, { // This will wait for the fallback to load and // execute if it needs to. load: 'needs-jQuery.js' } ]); This code attempts to load jQuery from the Google CDN first. Once the script is downloaded (or if it fails) the function associated with complete will be called. The function checks to make sure that the jQuery object is available and if it’s not Modernizr is used to load a local jQuery script. After all of that occurs a script named needs-jQuery.js will be loaded. Conclusion If you’re building applications that use some of the latest and greatest features available in HTML5 and CSS3 then Modernizr is an essential tool. By using it you can reduce the amount of custom code required to test for browser features and provide graceful fallbacks or even load shim/polyfill scripts for older browsers to help fill in missing functionality. 

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  • How do I load external images into Excel? [duplicate]

    - by Cocoa Dev
    This question already has an answer here: Inserting a (jpg) picture into a cell in Microsoft Excel 2007 1 answer I have a table with a column of links (URLs) to images. I want to load the linked images into the next cell over. For example: A1 contains http://example.com/image.jpg I want to load the image in B1. How can I do it?

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  • Unit testing is… well, flawed.

    - by Dewald Galjaard
    Hey someone had to say it. I clearly recall my first IT job. I was appointed Systems Co-coordinator for a leading South African retailer at store level. Don’t get me wrong, there is absolutely nothing wrong with an honest day’s labor and in fact I highly recommend it, however I’m obliged to refer to the designation cautiously; in reality all I had to do was monitor in-store prices and two UNIX front line controllers. If anything went wrong – I only had to phone it in… Luckily that wasn’t all I did. My duties extended to some other interesting annual occurrence – stock take. Despite a bit more curious affair, it was still a tedious process that took weeks of preparation and several nights to complete.  Then also I remember that no matter how elaborate our planning was, the entire exercise would be rendered useless if we couldn’t get the basics right – that being the act of counting. Sounds simple right? We’ll with a store which could potentially carry over tens of thousands of different items… we’ll let’s just say I believe that’s when I first became a coffee addict. In those days the act of counting stock was a very humble process. Nothing like we have today. A staff member would be assigned a bin or shelve filled with items he or she had to sort then count. Thereafter they had to record their findings on a complementary piece of paper. Every night I would manage several teams. Each team was divided into two groups - counters and auditors. Both groups had the same task, only auditors followed shortly on the heels of the counters, recounting stock levels, making sure the original count correspond to their findings. It was a simple yet hugely responsible orchestration of people and thankfully there was one fundamental and golden rule I could always abide by to ensure things run smoothly – No-one was allowed to audit their own work. Nope, not even on nights when I didn’t have enough staff available. This meant I too at times had to get up there and get counting, or have the audit stand over until the next evening. The reason for this was obvious - late at night and with so much to do we were prone to make some mistakes, then on the recount, without a fresh set of eyes, you were likely to repeat the offence. Now years later this rule or guideline still holds true as we develop software (as far removed as software development from counting stock may be). For some reason it is a fundamental guideline we’re simply ignorant of. We write our code, we write our tests and thus commit the same horrendous offence. Yes, the procedure of writing unit tests as practiced in most development houses today – is flawed. Most if not all of the tests we write today exercise application logic – our logic. They are based on the way we believe an application or method should/may/will behave or function. As we write our tests, our unit tests mirror our best understanding of the inner workings of our application code. Unfortunately these tests will therefore also include (or be unaware of) any imperfections and errors on our part. If your logic is flawed as you write your initial code, chances are, without a fresh set of eyes, you will commit the same error second time around too. Not even experience seems to be a suitable solution. It certainly helps to have deeper insight, but is that really the answer we should be looking for? Is that really failsafe? What about code review? Code review is certainly an answer. You could have one developer coding away and another (or team) making sure the logic is sound. The practice however has its obvious drawbacks. Firstly and mainly it is resource intensive and from what I’ve seen in most development houses, given heavy deadlines, this guideline is seldom adhered to. Hardly ever do we have the resources, money or time readily available. So what other options are out there? A quest to find some solution revealed a project by Microsoft Research called PEX. PEX is a framework which creates several test scenarios for each method or class you write, automatically. Think of it as your own personal auditor. Within a few clicks the framework will auto generate several unit tests for a given class or method and save them to a single project. PEX help to audit your work. It lends a fresh set of eyes to any project you’re working on and best of all; it is cost effective and fast. Check them out at http://research.microsoft.com/en-us/projects/pex/ In upcoming posts we’ll dive deeper into how it works and how it can help you.   Certainly there are more similar frameworks out there and I would love to hear from you. Please share your experiences and insights.

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  • Why i can not load a simple pixel shader effect (. fx) file in xna?

    - by Mehdi Bugnard
    I just want to load a simple *.fx file into my project to make a (pixel shader) effect. But whenever I try to compile my project, I get the following error in visual studio Error List: Errors compiling .. ID3DXEffectCompiler: There were no techniques ID3DXEffectCompiler: Compilation failed I already searched on google and found many people with the same problem. And I realized that it was a problem of encoding. With the return lines unrecognized '\ n' . I tried to copy and paste to notepad and save as with ASCII or UTF8 encoding. But the result is always the same. Do you have an idea please ? Thanks a looot :-) Here is my [.fx] file : sampler BaseTexture : register(s0); sampler MaskTexture : register(s1) { addressU = Clamp; addressV = Clamp; }; //All of these variables are pixel values //Feel free to replace with float2 variables float MaskLocationX; float MaskLocationY; float MaskWidth; float MaskHeight; float BaseTextureLocationX; //This is where your texture is to be drawn float BaseTextureLocationY; //texCoord is different, it is the current pixel float BaseTextureWidth; float BaseTextureHeight; float4 main(float2 texCoord : TEXCOORD0) : COLOR0 { //We need to calculate where in terms of percentage to sample from the MaskTexture float maskPixelX = texCoord.x * BaseTextureWidth + BaseTextureLocationX; float maskPixelY = texCoord.y * BaseTextureHeight + BaseTextureLocationY; float2 maskCoord = float2((maskPixelX - MaskLocationX) / MaskWidth, (maskPixelY - MaskLocationY) / MaskHeight); float4 bitMask = tex2D(MaskTexture, maskCoord); float4 tex = tex2D(BaseTexture, texCoord); //It is a good idea to avoid conditional statements in a pixel shader if you can use math instead. return tex * (bitMask.a); //Alternate calculation to invert the mask, you could make this a parameter too if you wanted //return tex * (1.0 - bitMask.a); }

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  • Geez &ndash; do you even do basic testing?

    - by Shawn Cicoria
    You’d think that a “real” commercial software vendor would at least run a barrage of tests validating updates – ANY updates – before pushing out those updates. Well, McAfee has done it again.  This one, well it just shuts you down…  False positives on a core Windows file. https://kc.mcafee.com/corporate/index?page=content&id=KB68780 http://support.microsoft.com/kb/2025695 Usually, if I get a PC with McAfee offered for “free” usually, I either wipe or uninstall.  That product is the work of the devil.  I can’t understand how these guys are still in business.

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  • Why are exceptions considered better than explicit error testing?

    - by Richard Keller
    I often come across heated blog posts where the author uses the argument of "exceptions vs explicit error checking" to advocate their preferred language over some other language. The general consensus seems to be that languages which make use of exceptions are inherently better / cleaner than languages which rely heavily on error checking through explicit function calls. Is the use of exceptions considered better programming practice than explicit error checking, and if so, why?

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  • High number of ethernet errors. Tool for testing the ethernet card?

    - by Fabio Dalla Libera
    I have an Asus Sabertooth X79. I often get corrupted files. I checked the RAM, but memtest finds no errors. To avoid the possibility of disk errors, I tried copying the files to tmpfs. If I copy from the network, I get md5sum mismatches about once every 10 times using a 6Gb file. Copying from RAM to RAM, I didn't get mismatches. I get a very high number of errors in ifconfig (compared to others PCs I just took as reference, which have 0 with much more traffic). Here is an example RX packets:13972848 errors:200 dropped:0 overruns:0 frame:101 The motherboard is new, but do you think there're some problems with it? What could I use to test the (integrated) network adapter? What else do you think I should double check? --edit-- I tried another NIC, it gives a lot of Corrupted MAC on Input. Disconnecting: Packet corrupt lost connection. I noticed that another PC downloads at 11.1MB/s without problems. This pc at 66.0 MB/s. Is there any way to try to limit the speed?

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  • How to fetch only the sprites in the player's range of motion for collision testing? (2D, axis aligned sprites)

    - by Twodordan
    I am working on a 2D sprite game for educational purposes. (In case you want to know, it uses WebGl and Javascript) I've implemented movement using the Euler method (and delta time) to keep things simple. Now I'm trying to tackle collisions. The way I wrote things, my game only has rectangular sprites (axis aligned, never rotated) of various/variable sizes. So I need to figure out what I hit and which side of the target sprite I hit (and I'm probably going to use these intersection tests). The old fashioned method seems to be to use tile based grids, to target only a few tiles at a time, but that sounds silly and impractical for my game. (Splitting the whole level into blocks, having each sprite's bounding box fit multiple blocks I might abide. But if the sprites change size and move around, you have to keep changing which tiles they belong to, every frame, it doesn't sound right.) In Flash you can test collision under one point, but it's not efficient to iterate through all the elements on stage each frame. (hence why people use the tile method). Bottom line is, I'm trying to figure out how to test only the elements within the player's range of motion. (I know how to get the range of motion, I have a good idea of how to write a collisionCheck(playerSprite, targetSprite) function. But how do I know which sprites are currently in the player's vicinity to fetch only them?) Please discuss. Cheers!

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  • Is '@' Error Suppression a Valid Technique for Testing for an Optional Array Key?

    - by MikeSchinkel
    Rarst and I were debating offline about the use of the '@' error suppression operator in PHP, specifically for use to test for existence of "optional" array keys, i.e. array keys that are being used as a switch here a their lack of existence in the array is functionally equivalent to the array having the key with a value equaling false. Here is pseudo-code for this scenario: function do_something( $args = array() ) { if ( @$args['switch'] ) { // Do something with this switch } // continue on... } vs. this approach: function do_something( $args = array() ) { if ( ! empty( $args['switch'] ) && $args['switch'] ) { // Do something with this switch } // continue on... } Of course in most use-cases, suppressing errors would not be A Good Thing(tm). However in this use-case where an array is passed with an optional element, it seems to me that it is actually a very good technique but I could be wrong and would like to hear other's opinions on the subject before I make up my mind. I do know that there are alleged performance hits for using the former approach but I'd like to know how they compare with the alternative and if they performance hits really matter in real world scenarios? P.S. I decided to post this because, after debating this offline with Rarst, he asked a more general question here on Programmers but didn't actually give a detailed example of the specific use-case we were debating. And since I'm pretty sure he'll want to use the out-of-context answers on that other question as justification for why the above is "bad" I decided I needed to get opinions on this specific use-case.

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  • Agile bug fixing - what's the preferred process for testing?

    - by Andrew Stephens
    When a bug is fixed, the dev set its status to "resolved" and the bug is reassigned back to the person that created it. In our case this is usually the product owner - we don't have dedicated testers. But what's a good process for controlling how/when the PO tests the software? Should he be given the latest build after each bug is resolved/checked-in? Or what about every morning? Or should he only receive a build at (or close to) the end of the iteration, to include all of that iteration's new functionality and bug fixes? We are using TFS by the way.

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  • How do I use depth testing and texture transparency together in my 2.5D world?

    - by nbolton
    Note: I've already found an answer (which I will post after this question) - I was just wondering if I was doing it right, or if there is a better way. I'm making a "2.5D" isometric game using OpenGL ES (JOGL). By "2.5D", I mean that the world is 3D, but it is rendered using 2D isometric tiles. The original problem I had to solve was that my textures had to be rendered in order (from back to front), so that the tiles overlapped properly to create the proper effect. After some reading, I quickly realised that this is the "old hat" 2D approach. This became difficult to do efficiently, since the 3D world can be modified by the player (so stuff can appear anywhere in 3D space) - so it seemed logical that I take advantage of the depth buffer. This meant that I didn't have to worry about rendering stuff in the correct order. However, I faced a problem. If you use GL_DEPTH_TEST and GL_BLEND together, it creates an effect where objects are blended with the background before they are "sorted" by z order (meaning that you get a weird kind of overlap where the transparency should be). Here's some pseudo code that should illustrate the problem (incidentally, I'm using libgdx for Android). create() { // ... // some other code here // ... Gdx.gl.glEnable(GL10.GL_DEPTH_TEST); Gdx.gl.glEnable(GL10.GL_BLEND); } render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); // ... // bind texture and create vertices // ... } So the question is: How do I solve the transparency overlap problem?

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  • vector collision on polygon in 3d space detection/testing?

    - by LRFLEW
    In the 3d fps in java I'm working on, I need a bullet to be fired and to tell if it hit someone. All visual objects in the game are defined through OpenGL, so the object it can be colliding with can be any drawable polygon (although they will most likely be triangles and rectangles anyways). The bullet is not an object, but will be treated as a vector that instantaneously moves all the way across the map (like the snipper riffle in Halo). What's the best way to detect/test collisions with the polygon and the vector. I have access to OpenCL, however I have absolutely no experience with it. I am very early in the developmental stage, so if you think there's a better way of going about this, feel free to tell me (I barley have a player model to collide with anyways, so I'm flexible with it). Thanks

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