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  • Why do .png backgrounds appear black on iPhone device but not simulator?

    - by David Rea
    I started with a .tiff file and used GraphicConverter to change it to a .png and set a transparency color. Worked fine in the simulator but when I pushed to the device the transparency color became black. Tested with a .png I downloaded from the net and that worked fine, so it seems to only happen with some files. Thus I suspect it has something to do with the way GraphicConverter writes the .pngs, but I don't know enough about file formats to debug it. Any ideas/suggestions? Ideally I'd like to programatically treat all .pngs because my app allowed dynamic loading of arbitrary files, so I can't verify the transparency beforehand.

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  • What is the preferred method of device-specific rendering in .net websites?

    - by alimac83
    I'm working on a website using webforms (although I'd be keen to hear how this works with MVC) and I'm trying to figure out the best approach for rendering content for mobile devices. Usually when I'm working on sites that have to be viewed on mobile devices, I use media queries to style the content differently. The problem is that in my current scenario I'm trying to display different content altogether, rather than just changing the layout of existing content. What's the preferred approach for this? I've had a look at 'device specific rendering' on msdn (http://msdn.microsoft.com/en-us/library/hkx121s4.aspx) although I'm not sure if this is a good approach? What are the pros/cons/alternatives? Thank you EDIT: I've found this but it's for use with mvc4, not webforms. EDIT #2: I think I've found what I'm after here but is this a good approach?

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  • Trying to draw textured triangles on device fails, but the emulator works. Why?

    - by Dinedal
    I have a series of OpenGL-ES calls that properly render a triangle and texture it with alpha blending on the emulator (2.0.1). When I fire up the same code on an actual device (Droid 2.0.1), all I get are white squares. This suggests to me that the textures aren't loading, but I can't figure out why they aren't loading. All of my textures are 32-bit PNGs with alpha channels, under res/raw so they aren't optimized per the sdk docs. Here's how I am loading my textures: private void loadGLTexture(GL10 gl, Context context, int reasource_id, int texture_id) { //Get the texture from the Android resource directory Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), reasource_id, sBitmapOptions); //Generate one texture pointer... gl.glGenTextures(1, textures, texture_id); //...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[texture_id]); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); //Use the Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); //Clean up bitmap.recycle(); } Here's how I am rendering the texture: //Clear gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); //Enable vertex buffer gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); //Push transformation matrix gl.glPushMatrix(); //Transformation matrices gl.glTranslatef(x, y, 0.0f); gl.glScalef(scalefactor, scalefactor, 0.0f); gl.glColor4f(1.0f,1.0f,1.0f,1.0f); //Bind the texture gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[textureid]); //Draw the vertices as triangles gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); //Pop the matrix back to where we left it gl.glPopMatrix(); //Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); And here are the options I have enabled: gl.glShadeModel(GL10.GL_SMOOTH); //Enable Smooth Shading gl.glEnable(GL10.GL_DEPTH_TEST); //Enables Depth Testing gl.glDepthFunc(GL10.GL_LEQUAL); //The Type Of Depth Testing To Do gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE_MINUS_SRC_ALPHA); Edit: I just tried supplying a BitmapOptions to the BitmapFactory.decodeResource() call, but this doesn't seem to fix the issue, despite manually setting the same preferredconfig, density, and targetdensity. Edit2: As requested, here is a screenshot of the emulator working. The underlaying triangles are shown with a circle texture rendered onto it, the transparency is working because you can see the black background. Here is a shot of what the droid does with the exact same code on it: Edit3: Here are my BitmapOptions, updated the call above with how I am now calling the BitmapFactory, still the same results as below: sBitmapOptions.inPreferredConfig = Bitmap.Config.RGB_565; sBitmapOptions.inDensity = 160; sBitmapOptions.inTargetDensity = 160; sBitmapOptions.inScreenDensity = 160; sBitmapOptions.inDither = false; sBitmapOptions.inSampleSize = 1; sBitmapOptions.inScaled = false; Here are my vertices, texture coords, and indices: /** The initial vertex definition */ private static final float vertices[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f }; /** The initial texture coordinates (u, v) */ private static final float texture[] = { //Mapping coordinates for the vertices 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; /** The initial indices definition */ private static final byte indices[] = { //Faces definition 0,1,3, 0,3,2 }; Is there anyway to dump the contents of the texture once it's been loaded into OpenGL ES? Maybe I can compare the emulator's loaded texture with the actual device's loaded texture? I did try with a different texture (the default android icon) and again, it works fine for the emulator but fails to render on the actual phone. Edit4: Tried switching around when I do texture loading. No luck. Tried using a constant offset of 0 to glGenTextures, no change. Is there something that I'm using that the emulator supports that the actual phone does not? Edit5: Per Ryan below, I resized my texture from 200x200 to 256x256, and the issue was NOT resolved. Edit: As requested, added the calls to glVertexPointer and glTexCoordPointer above. Also, here is the initialization of vertexBuffer, textureBuffer, and indexBuffer: ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuf.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(texture.length * 4); byteBuf.order(ByteOrder.nativeOrder()); textureBuffer = byteBuf.asFloatBuffer(); textureBuffer.put(texture); textureBuffer.position(0); indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); loadGLTextures(gl, this.context);

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  • Is it possible to talk to the iPhone simulator/device.

    - by Plumenator
    I need to automate the build/deploy process for my iphone applications from a script. I can use xcodebuild to build the project, then use Applescript to deploy and debug/run the application. Assuming the application will stop by itself after a while, I need to collect the generated logs for verification. But the problem is I have no way to know when the application ended from outside of the application itself. If the running time is fixed, I can again use Applescript to stop the application (Cmd+Shift+Enter). So there has to be a way to connect to the device/simulator and wait on the application somehow.

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  • iPhone SDK: How to get 4.0 on a device?

    - by jp chance
    This is a question about installing 4.0 on an 3rd gen iPod Touch. I already have a developer account. I have also downloaded the 4.0 SDK with XCode. I can test the new functionality in the simulator but I want to also try it on my device hence my question. I am looking for instructions on how to get it on my new third gen iPod Touch. Could someone suggest a link that has worked well for them? thanks.

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  • "There was an internal API error." while running an app on any iPhone/iPod-touch device

    - by Martin Cowie
    I am in the process of submitting an iPhone app to the app store. While making the final touches to the app I was in the process of compiling and running the app on my iPhone when I got the message ... "There was an internal API error." The console had this to say ... 25/08/2010 10:10:54 Xcode[3556] Failed willExecute: Error Domain=com.apple.platform.iphoneos Code=0 UserInfo=0x2011adec0 "There was an internal API error." -- { NSLocalizedDescription = "There was an internal API error."; NSLocalizedFailureReason = ""; NSLocalizedRecoverySuggestion = ""; } The problem is specific to this project, others projects don't suffer the same problem. The same problem exhibits when moved to another machine, or another mobile device is swapped in. I should be most grateful for any hints or ideas on the subject ...

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  • Why are button sizes on Eclipse vs Device not the same.

    - by Mike Droid
    O.k....this is weird. I had my buttons looking fine last week, now something has changed. My buttons on the eclipse emulator are much larger than on my device (Droid 2.1). I checked my skin settings, screen size permissions, density factors....what am I missing? My skin is set to WVGA854, but when the app goes to the phone the buttons are smaller!? Text and pictures are fine...looking the same as the emulator...just the buttons are shrunk! Hmm....I know it has to be something simple...:)

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  • Download - Upload is too slow on Centos

    - by Mehdi
    My download/upload in server and out of server is too slow (around 50 KB/s !) ! Did I miss some configuration ? Some information: CentOS release 6.3 uptime load average: 0.17, 0.32, 0.37 Memory free -m total used free shared buffers cached Mem: 24009 21988 2021 0 806 18098 -/+ buffers/cache: 3083 20926 Swap: 4095 28 4067 lshw -C network *-network description: Ethernet interface product: 82574L Gigabit Network Connection vendor: Intel Corporation physical id: 0 bus info: pci@0000:02:00.0 logical name: eth0 version: 00 serial: 00:25:90:70:17:4a size: 100MB/s capacity: 1GB/s width: 32 bits clock: 33MHz capabilities: pm msi pciexpress msix bus_master cap_list ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd 1000bt-fd autonegotiation configuration: autonegotiation=off broadcast=yes driver=e1000e driverversion=1.9.5-k duplex=full firmware=2.1-2 ip=108.175.8.123 latency=0 link=yes multicast=yes port=twisted pair speed=100MB/s resources: irq:16 memory:fb900000-fb91ffff ioport:e000(size=32) memory:fb920000-fb923fff ethtool ethtool eth0 Settings for eth0: Supported ports: [ TP ] Supported link modes: 10baseT/Half 10baseT/Full 100baseT/Half 100baseT/Full 1000baseT/Full Supports auto-negotiation: Yes Advertised link modes: Not reported Advertised pause frame use: No Advertised auto-negotiation: No Speed: 100Mb/s Duplex: Full Port: Twisted Pair PHYAD: 1 Transceiver: internal Auto-negotiation: off MDI-X: off Supports Wake-on: pumbg Wake-on: g Current message level: 0x00000001 (1) Link detected: yes dmesg |grep e1000e dmesg |grep e1000e e1000e: Intel(R) PRO/1000 Network Driver - 1.9.5-k e1000e: Copyright(c) 1999 - 2012 Intel Corporation. e1000e 0000:02:00.0: Disabling ASPM L0s e1000e 0000:02:00.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 e1000e 0000:02:00.0: setting latency timer to 64 e1000e 0000:02:00.0: irq 33 for MSI/MSI-X e1000e 0000:02:00.0: irq 34 for MSI/MSI-X e1000e 0000:02:00.0: irq 35 for MSI/MSI-X e1000e 0000:02:00.0: eth0: (PCI Express:2.5GT/s:Width x1) 00:25:90:70:17:4a e1000e 0000:02:00.0: eth0: Intel(R) PRO/1000 Network Connection e1000e 0000:02:00.0: eth0: MAC: 3, PHY: 8, PBA No: FFFFFF-0FF e1000e: eth0 NIC Link is Up 100 Mbps Full Duplex, Flow Control: None e1000e 0000:02:00.0: eth0: 10/100 speed: disabling TSO e1000e: eth0 NIC Link is Up 100 Mbps Full Duplex, Flow Control: None e1000e 0000:02:00.0: eth0: 10/100 speed: disabling TSO e1000e: eth0 NIC Link is Up 100 Mbps Full Duplex, Flow Control: None e1000e 0000:02:00.0: eth0: 10/100 speed: disabling TSO e1000e: eth0 NIC Link is Up 100 Mbps Full Duplex, Flow Control: None e1000e: eth0 NIC Link is Up 100 Mbps Full Duplex, Flow Control: None e1000e 0000:02:00.0: eth0: 10/100 speed: disabling TSO e1000e 0000:02:00.0: eth0: 10/100 speed: disabling TSO e1000e 0000:02:00.0: eth0: Unsupported Speed/Duplex configuration e1000e: eth0 NIC Link is Up 10 Mbps Full Duplex, Flow Control: None e1000e 0000:02:00.0: eth0: 10/100 speed: disabling TSO e1000e: eth0 NIC Link is Up 100 Mbps Full Duplex, Flow Control: None e1000e 0000:02:00.0: eth0: 10/100 speed: disabling TSO e1000e: eth0 NIC Link is Up 100 Mbps Full Duplex, Flow Control: None e1000e 0000:02:00.0: eth0: 10/100 speed: disabling TSO e1000e 0000:02:00.0: Disabling ASPM L1 e1000e 0000:02:00.0: eth0: changing MTU from 1500 to 9000 e1000e: eth0 NIC Link is Up 100 Mbps Full Duplex, Flow Control: None e1000e 0000:02:00.0: eth0: 10/100 speed: disabling TSO e1000e: eth0 NIC Link is Up 100 Mbps Full Duplex, Flow Control: None e1000e 0000:02:00.0: eth0: 10/100 speed: disabling TSO e1000e: eth0 NIC Link is Up 100 Mbps Full Duplex, Flow Control: None e1000e 0000:02:00.0: eth0: 10/100 speed: disabling TSO

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  • Is it possible to programmatically set the state of the shift and control keys?

    - by Stephen Harrison
    The reason I am asking is that I am thinking of building a foot switch to act as shift and control keys - well two switches, one for each foot. I'm planning on using the Arduino for this and writing a small C# application to detect when the switch has been pressed that would then set the state of shift or control. I would rather not have to write a keyboard driver for the Arduino as I would like it to do other things as well.

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  • XBAP childWindow control available similar to Silverlight 3 ChildWindow?

    - by some guy
    The Silverlight 3 toolkit has a ChildWindow control for model popup like functionality. This is great. Anyone aware of a similar control that can be utilized via XBAP? http://silverlight.codeplex.com/wikipage?title=Silverlight%20Toolkit%20Overview%20Part%204&referringTitle=Silverlight%20Toolkit%20Overview%20Part%203 The assumption is maybe someone ported the functionality back to WCF/XBAP? Trying to find a solution without going to 3rd party purchased controls (against current company policy).

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  • Microsoft Chart control converts \n in file names to newline characters.

    - by xpda
    I am using a Microsoft Chart control (system.windows.forms.datavisualization.charting.chart) in a Windows forms application, vb.net 2008. I use folder paths for the x values in a pie chart. Chart control converts a name like c:\newfolder into c:[newline]ewfolder. I tried adding a slash, making it c:\\newfolder, but this only changes it to c:\[newline]ewfolder. Is there a workaround for this behavior?

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  • Does MS Access 2010 have Tif image control display issue?

    - by ChuckB
    We run MS Access as the front end for most of our business. When we upgraded from Access 2000 to Access 2003 the image control we used to print out Tif images failed to load Tifs anymore. A bit of Googling showed that MS did this intentionally and I'm wondering if the problem still happens in Access 2010. Can someone with a downloaded copy drop an image control on an Access 2010 form or report and try to get it to display a Tif file?

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  • Asp.net ajax combobox doesn't display correctly when inserted inside a tab control.

    - by Shimrod
    Hi everybody, I have a display problem when I try to use a ajax combobox inside a tab control: when my tab control loads on the page where the combobox is, everything works fine; however, if it loads on a another page, the you change to the page which contains the combobox, the right button (which opens the list of the combobox) isn't displayed at all. Has someone been through this behavior? And maybe found a solution ? Thanks in advance !

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  • What color to use in owner-draw Windows List Control background?

    - by Mark Ransom
    I have an owner-drawn list control in my Windows program. I use CListCtrl::GetBkColor to get the background color, and for a selected item I use GetSysColor(COLOR_HIGHLIGHT). This matches what Windows uses for non owner drawn list controls, except for the case where the control doesn't have focus - then the background is replaced with gray. Does Windows use one of the GetSysColor constants for the selected but unfocused background? If so, which one?

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  • How do I disable zoom on control-scroll in Visual Studio 2010?

    - by Lawrence Johnston
    Visual Studio 2010 adds a zoom setting on the bottom left of the text editor (to the left of the horizontal scroll bar) and also adopts the control + mouse scroll idiom for zooming in and out. The former is fine, but I dislike the latter as I am occasionally still holding control when I start scrolling my source code (which results in the text size radically changing and completely throwing me off whatever I was doing). How do I disable it?

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