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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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  • GLSL custom interpolation filter

    - by Cyan
    I'm currently building a fragment shader which is using several textures to render the final pixel color. The textures are not really textures, they are in fact "input data" to be used in the formula to generate the final color. The problem I've got is that the texture are getting bi-linear-filtered, and therefore the input data as well. This results in many unwanted side-effects, especially when final rendered texture is "zoomed" compared to original resolution. Removing the side effect is a complex task, and only result in "average" rendering. I was thinking : well, all my problems seems to come from the "default" bi-linear filtering on these input data. I can't move to GL_NEAREST either, since it would create "blocky" rendering. So i guess the better way to proceed is to be fully in charge of the interpolation. For this to work, i would need the input data at their "natural" resolution (so that means 4 samples), and a relative position between the sampled points. Is that possible, and if yes, how ? [EDIT] Since i started this question, i found this internet entry, which seems to (mostly) answer my needs. http://www.gamerendering.com/2008/10/05/bilinear-interpolation/ One aspect of the solution worry me though : the dimensions of the texture must be provided in an argument. It seems there is no way to "find this information transparently". Adding an argument into the rendering pipeline is unwelcomed though, since it's not under my responsibility, and translates into adding complexity for others.

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  • opengl memory issue - quite strange.

    - by user4707
    Hello, I have heard that textures consumes lot of memory but I am surprised how much.... I have 7 textures 1024 16 bit each. And while I will run my app it consumes 57MB of memory. I think that this is "a bit" too much. I am writing 2D application (no cocos or other framework) Strange is that while I will compile my app with disabled rendering methods: glDrawArrays than It uses only 27MB.... which is about 30MB less... Do you have any Idea why? I am creating textures before rendering of course: rendering looks like this: [EAGLContext setCurrentContext:context]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); TeksturaObrazek *obrazek_klaw =[[AppDirector sharedAppDirector] obrazek_klaw]; glBindTexture(GL_TEXTURE_2D, [[obrazek_klaw image_texture] name] ); glVertexPointer(2, GL_FLOAT, 0,vertex1); glTexCoordPointer(2, GL_FLOAT, 0, vertex2); glColor4f(1,1,1,alpha); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glPopMatrix(); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; It looks like standard routine... I have spent about 2 days looking for for answer and I still have no clue.

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  • How should I implement multiple threads in a game? [duplicate]

    - by xerwin
    This question already has an answer here: Multi-threaded games best practices. One thread for 'logic', one for rendering, or more? 6 answers So I recently started learning Java, and having a interest in playing games as well as developing them, naturally I want to create game in Java. I have experience with games in C# and C++ but all of them were single-threaded simple games. But now, I learned how easy it is to make threads in Java, I want to take things to the next level. I started thinking about how would I actually implement threading in a game. I read couple of articles that say the same thing "Usually you have thread for rendering, for updating game logic, for AI, ..." but I haven't (or didn't look hard enough) found example of implementation. My idea how to make implementation is something like this (example for AI) public class AIThread implements Runnable{ private List<AI> ai; private Player player; /*...*/ public void run() { for (int i = 0; i < ai.size(); i++){ ai.get(i).update(player); } Thread.sleep(/* sleep until the next game "tick" */); } } I think this could work. If I also had a rendering and updating thread list of AI in both those threads, since I need to draw the AI and I need to calculate the logic between player and AI(But that could be moved to AIThread, but as an example) . Coming from C++ I'm used to do thing elegantly and efficiently, and this seems like neither of those. So what would be the correct way to handle this? Should I just keep multiple copies of resources in each thread or should I have the resources on one spot, declared with synchronized keyword? I'm afraid that could cause deadlocks, but I'm not yet qualified enough to know when a code will produce deadlock.

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  • Why I am getting "Problem loading the page" after enabling HTTPS for Apache on Windows 7?

    - by Anish
    I enabled HTTPS on the Apache server (2.2.15) Windows 7 Enterprise by uncommenting: Include /private/etc/apache2/extra/httpd-ssl.conf in C:\Program Files (x86)\Apache Software Foundation\Apache2.2\conf\httpd.conf and modifying C:\Program Files (x86)\Apache Software Foundation\Apache2.2\conf\httpd-ssl.conf to include: DocumentRoot "C:/Program Files (x86)/Apache Software Foundation/Apache2.2/htdocs" ServerName myserver.com:443 ServerAdmin [email protected] ... SSLCertificateFile "SSLCertificateFile "C:/Program Files (x86)/Apache Software Foundation/Apache2.2/conf/cert.pem SSLCertificateKeyFile "SSLCertificateFile "C:/Program Files (x86)/Apache Software Foundation/Apache2.2/conf/key.pem" Then I restart apache (going to start-All Progranms-Apache Server 2.2-Control-restart) and go to localhost on port 443 in Firefox , where I get: <<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2 Final//EN"> <html> <head> <title>Index of /</title> </head> <body> <h1>Index of /</h1> <ul><li><a href="MyPageLinks/"> Links/</a></li> ..... .... </ul> </body></html> But on Display of WebPage I see: Unable to connect Firefox can't establish a connection to the server at localhost. *The site could be temporarily unavailable or too busy. Try again in a few moments. *If you are unable to load any pages, check your computer's network onnection. *If your computer or network is protected by a firewall or proxy, make sure that Firefox is permitted to access the Web. I read: Why am I getting 403 Forbidden after enabling HTTPS for Apache on Mac OS X? and added default web server configuration block to match my DocumentRoot The error Log C:\Program Files (x86)\Apache Software Foundation\Apache2.2\logs\error.log gives following error: The Apache2.2 service is running. (OS 5)Access is denied. : Init: Can't open server certificate file C:/Program Files (x86)/Apache Software Foundation/Apache2.2/conf/cert.pem I checked the permissions for cert.pem and it indicates: All the permissions (Full control, Read, Read and modify, execute, Write) are marked for Admin and I am currently logged in as Admin. I tried using oldcert.pem and oldkey.pem on the same server and it works fine. Is there anything that I missed?

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  • having trouble with a mod_rewrite rule

    - by Jeff
    want to rewrite urls like site.com/software to wp-content/themes/dir/software.php and something is not working.. Here's what I have: RewriteEngine On RewriteBase / RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d RewriteRule . /index.php [L] RewriteRule ^software wp-content/themes/dir/software.php [L] Thanks!

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  • Crackers - How do they do it, how do we fight back?

    - by zedo
    As someone who is interested in learning more about the security side of technology, I ask you all the following questions: How is it that crackers crack software? What techniques are used to do so? I would imagine that the cracking methods depend upon the language the software is written in, right? Aside from using something like cloud-based security for SaaS ((software as a service) which isn't always an option), what choices does one have to prevent their software from being compromised?

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  • How to make the firewall popup a warning to my http server?

    - by user497032
    I integrated a small http server in my software distribution, so when my customer installs my software, a http server is also installed on his computer, he can visit the http server from his LAN (local network). The problem is that my customer has to manually add my software into the firewall's trusted applications list, I want the firewall to AUTOMATICALLY popup warning to let my customer choose yes/no to add my software into trusted applications list when my customer visit the small http server from LAN at first time. Any suggestions?

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  • Skewed: a rotating camera in a simple CPU-based voxel raycaster/raytracer

    - by voxelizr
    TL;DR -- in my first simple software voxel raycaster, I cannot get camera rotations to work, seemingly correct matrices notwithstanding. The result is skewed: like a flat rendering, correctly rotated, however distorted and without depth. (While axis-aligned ie. unrotated, depth and parallax are as expected.) I'm trying to write a simple voxel raycaster as a learning exercise. This is purely CPU based for now until I figure out how things work exactly -- fow now, OpenGL is just (ab)used to blit the generated bitmap to the screen as often as possible. Now I have gotten to the point where a perspective-projection camera can move through the world and I can render (mostly, minus some artifacts that need investigation) perspective-correct 3-dimensional views of the "world", which is basically empty but contains a voxel cube of the Stanford Bunny. So I have a camera that I can move up and down, strafe left and right and "walk forward/backward" -- all axis-aligned so far, no camera rotations. Herein lies my problem. Screenshot #1: correct depth when the camera is still strictly axis-aligned, ie. un-rotated. Now I have for a few days been trying to get rotation to work. The basic logic and theory behind matrices and 3D rotations, in theory, is very clear to me. Yet I have only ever achieved a "2.5 rendering" when the camera rotates... fish-eyey, bit like in Google Streetview: even though I have a volumetric world representation, it seems --no matter what I try-- like I would first create a rendering from the "front view", then rotate that flat rendering according to camera rotation. Needless to say, I'm by now aware that rotating rays is not particularly necessary and error-prone. Still, in my most recent setup, with the most simplified raycast ray-position-and-direction algorithm possible, my rotation still produces the same fish-eyey flat-render-rotated style looks: Screenshot #2: camera "rotated to the right by 39 degrees" -- note how the blue-shaded left-hand side of the cube from screen #2 is not visible in this rotation, yet by now "it really should"! Now of course I'm aware of this: in a simple axis-aligned-no-rotation-setup like I had in the beginning, the ray simply traverses in small steps the positive z-direction, diverging to the left or right and top or bottom only depending on pixel position and projection matrix. As I "rotate the camera to the right or left" -- ie I rotate it around the Y-axis -- those very steps should be simply transformed by the proper rotation matrix, right? So for forward-traversal the Z-step gets a bit smaller the more the cam rotates, offset by an "increase" in the X-step. Yet for the pixel-position-based horizontal+vertical-divergence, increasing fractions of the x-step need to be "added" to the z-step. Somehow, none of my many matrices that I experimented with, nor my experiments with matrix-less hardcoded verbose sin/cos calculations really get this part right. Here's my basic per-ray pre-traversal algorithm -- syntax in Go, but take it as pseudocode: fx and fy: pixel positions x and y rayPos: vec3 for the ray starting position in world-space (calculated as below) rayDir: vec3 for the xyz-steps to be added to rayPos in each step during ray traversal rayStep: a temporary vec3 camPos: vec3 for the camera position in world space camRad: vec3 for camera rotation in radians pmat: typical perspective projection matrix The algorithm / pseudocode: // 1: rayPos is for now "this pixel, as a vector on the view plane in 3d, at The Origin" rayPos.X, rayPos.Y, rayPos.Z = ((fx / width) - 0.5), ((fy / height) - 0.5), 0 // 2: rotate around Y axis depending on cam rotation. No prob since view plane still at Origin 0,0,0 rayPos.MultMat(num.NewDmat4RotationY(camRad.Y)) // 3: a temp vec3. planeDist is -0.15 or some such -- fov-based dist of view plane from eye and also the non-normalized, "in axis-aligned world" traversal step size "forward into the screen" rayStep.X, rayStep.Y, rayStep.Z = 0, 0, planeDist // 4: rotate this too -- 0,zstep should become some meaningful xzstep,xzstep rayStep.MultMat(num.NewDmat4RotationY(CamRad.Y)) // set up direction vector from still-origin-based-ray-position-off-rotated-view-plane plus rotated-zstep-vector rayDir.X, rayDir.Y, rayDir.Z = -rayPos.X - me.rayStep.X, -rayPos.Y, rayPos.Z + rayStep.Z // perspective projection rayDir.Normalize() rayDir.MultMat(pmat) // before traversal, the ray starting position has to be transformed from origin-relative to campos-relative rayPos.Add(camPos) I'm skipping the traversal and sampling parts -- as per screens #1 through #3, those are "basically mostly correct" (though not pretty) -- when axis-aligned / unrotated.

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  • How do I use setFilmSize in panda3d to achieve the correct view?

    - by lhk
    I'm working with Panda3d and recently switched my game to isometric rendering. I moved the virtual camera accordingly and set an orthographic lens. Then I implemented the classes "Map" and "Canvas". A canvas is a dynamically generated mesh: a flat quad. I'm using it to render the ingame graphics. Since the game itself is still set in a 3d coordinate system I'm planning to rely on these canvases to draw sprites. I could have named this class "Tile" but as I'd like to use it for non-tile sketches (enemies, environment) as well I thought canvas would describe it's function better. Map does exactly what it's name suggests. Its constructor receives the number of rows and columns and then creates a standard isometric map. It uses the canvas class for tiles. I'm planning to write a map importer that reads a file to create maps on the fly. Here's the canvas implementation: class Canvas: def __init__(self, texture, vertical=False, width=1,height=1): # create the mesh format=GeomVertexFormat.getV3t2() format = GeomVertexFormat.registerFormat(format) vdata=GeomVertexData("node-vertices", format, Geom.UHStatic) vertex = GeomVertexWriter(vdata, 'vertex') texcoord = GeomVertexWriter(vdata, 'texcoord') # add the vertices for a flat quad vertex.addData3f(1, 0, 0) texcoord.addData2f(1, 0) vertex.addData3f(1, 1, 0) texcoord.addData2f(1, 1) vertex.addData3f(0, 1, 0) texcoord.addData2f(0, 1) vertex.addData3f(0, 0, 0) texcoord.addData2f(0, 0) prim = GeomTriangles(Geom.UHStatic) prim.addVertices(0, 1, 2) prim.addVertices(2, 3, 0) self.geom = Geom(vdata) self.geom.addPrimitive(prim) self.node = GeomNode('node') self.node.addGeom(self.geom) # this is the handle for the canvas self.nodePath=NodePath(self.node) self.nodePath.setSx(width) self.nodePath.setSy(height) if vertical: self.nodePath.setP(90) # the most important part: "Drawing" the image self.texture=loader.loadTexture(""+texture+".png") self.nodePath.setTexture(self.texture) Now the code for the Map class class Map: def __init__(self,rows,columns,size): self.grid=[] for i in range(rows): self.grid.append([]) for j in range(columns): # create a canvas for the tile. For testing the texture is preset tile=Canvas(texture="../assets/textures/flat_concrete",width=size,height=size) x=(i-1)*size y=(j-1)*size # set the tile up for rendering tile.nodePath.reparentTo(render) tile.nodePath.setX(x) tile.nodePath.setY(y) # and store it for later access self.grid[i].append(tile) And finally the usage def loadMap(self): self.map=Map(10, 10, 1) this function is called within the constructor of the World class. The instantiation of world is the entry point to the execution. The code is pretty straightforward and runs good. Sadly the output is not as expected: Please note: The problem is not the white rectangle, it's my player object. The problem is that although the map should have equal width and height it's stretched weirdly. With orthographic rendering I expected the map to be a perfect square. What did I do wrong ? UPDATE: I've changed the viewport. This is how I set up the orthographic camera: lens = OrthographicLens() lens.setFilmSize(40, 20) base.cam.node().setLens(lens) You can change the "aspect" by modifying the parameters of setFilmSize. I don't know exactly how they are related to window size and screen resolution but after testing a little the values above seem to work for me. Now everything is rendered correctly as long as I don't resize the window. Every change of the window's size as well as switching to fullscreen destroys the correct rendering. I know that implementing a listener for resize events is not in the scope of this question. However I wonder why I need to make the Film's height two times bigger than its width. My window is quadratic ! Can you tell me how to find out correct setting for the FilmSize ? UPDATE 2: I can imagine that it's hard to envision the behaviour of the game. At first glance the obvious solution is to pass the window's width and height in pixels to setFilmSize. There are two problems with that approach. The parameters for setFilmSize are ingame units. You'll get a way to big view if you pass the pixel size For some strange reason the image is distorted if you pass equal values for width and height. Here's the output for setFilmSize(800,800) You'll have to stress your eyes but you'll see what I mean

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  • Java 2D Game Frameworks

    - by Software Monkey
    I have been looking at frameworks for writing 2D games in Java - part of a growing desire to rediscover my roots in writing those simple but addictive video games. I have googled and found some possibilities, but it's hard to judge which is best without investing significant time in each. Does anyone out there have any recommendations from experience, preferably with a list of pro's and con's for the framework. NOTE: I am not looking so much for comparisons between frameworks but, rather, feedback on any given framework from actually having used it firsthand, or knowing someone who has. The other possibility I am considering is rolling my own, but would rather not. EDIT: I am targeting Java on the Desktop, and expect capable machines, though not state of the art. Some of the 2D engines I have found: Free PulpCore (License: BSD) Slick2D (License: BSD) GTGE - Golden T Game Engine JGame GAGE - Genuine Advantage Gaming Engine GameFrame for Java Basilisk (2D and 3D) Free for non-commercial use Genuts EasyWay - a high-level 2D engine

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  • What's a good way to teach my son to program Java

    - by Software Monkey
    OK, so I've read through various posts about teaching beginner's to program, and there were some helpful things I will look at more closely. But what I want to know is whether there are any effective tools out there to teach a kid Java specifically? I want to teach him Java specifically because (a) with my strong background in C I feel that's too complex, (b) Java is the other language I know extremely well and therefore I can assist meaningfully without needing to teach myself a new but (to me) useless language, and (c) I feel that managed languages are the future, and lastly (d) Java is one of the simplest of all the languages I know well (aside from basic). I learned in basic, and I am open to teaching that first, but I am unaware of a decent free basic shell for Windows (though I haven't really searched, yet since it's not my first choice), and would anyway want to progress quickly to Java. My son is 8, so that's a couple of years earlier than I started - but he has expressed an interest in learning to program (possibly because I work from home a lot and he sees me programming all the time). If no-one can suggest a tool designed for this purpose, I will probably start him off with text/console based apps to teach the basics, and then progress to GUI building. Oh, one last thing, I am not a fan of IDE's (old school text editor type), so I would not be put off at all by a system that has him typing real code, and would likely prefer that to a toy drag/drop system. EDIT: Just to clarify; I really am specifically after ways to teach him Java; there are already a good many posts with good answers for other language alternatives - but that's not what I am looking for here. EDIT: What about Java frameworks for 2D video games - can anyone recommend any of them from personal experience? I like the idea of him starting with the mechanics in place (main game loop, scoring, etc) and adding the specifics for a game of his own imagining - that's what I did, though for me it was basic on a Commodore VIC-20 and a Sinclair ZX-81.

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  • GAE, Python 2.5, Python 2.6 Side-by-side on windows

    - by Software Enthusiastic
    Hi On my development system, I have python 2.6, python 1.1 and GAE. I have three projects running on python 2.6 and django 1.1. And 1 project using GAE, Python 2.6 and django 1.1. I have heard that, my set-up for running GAE using python 2.6 may create some head scratching problems while deploying it on the production server, because GAE supports only python 2.5. And using 2.6 is not recommended. Can I develop GAE application using python 2.6? If not what should be the solution, I am using Window vista as my development system.

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  • Grails 1.2.1 Tomcat SSI configuration

    - by Visionary Software Solutions
    Neither a Tomcat nor SSI pro, I'm trying to use a provided template that relies on them heavily for look and feel. The Tomcat page says that SSI is disabled by default. It's installation instructions talk about renaming a Catalina.jar file, which I cannot find in $GRAILS_HOME. How can I configure the bundled Tomcat instance for SSI?

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  • UIScrollView on iPad isnt working

    - by Magician Software
    Hi There, can anyone tell me what I am doing wrong. I am trying to load a UIScrollView in a UIView. I am using IB to load the items and what not. the come I am using in the ViewController isnt working. :( I have it under the ViewDidLoad - (void)viewDidLoad { [scrollView setScrollEnabled:YES]; [scrollView setContentSize:CGSizeMake(768, 1300)]; } Whats wrong with it. It builds fine. While I am asking, how do you set the scroll view to strech when the iPad is rotated? Thanks for your help

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  • how can I run the apple Storekit in the simulator?

    - by software evolved
    Normally, this can't be done. I have written a class which wraps around the usual Storekit functionality and will allow an app to behave (while running on the simulator) as if the Storekit transaction had succeeded. I have written a blog post about the design decisions behind the code, which can be read here and includes a download link: http://code-evolution.blogspot.com/2010/05/evolved-code-example-1-simplestore-for.html Or you can just grab the sample project from this location: simplestoreevolved.googlecode.com/files/SimpleStoreEvolved.zip Enjoy T.

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  • Save a UIImageView using NSUSerDefaults

    - by Magician Software
    How do you save an Image using NSUSerDefaults The main image is set in IB, the secondary image is set here - (IBAction)changeImage { CATransition *fadeThing = [CATransition animation]; fadeThing.type = kCATransitionFade; fadeThing.subtype = kCATransitionFade; fadeThing.duration = 1; [CATransaction begin]; [background.layer addAnimation:fadeThing forKey:@"superCoolSloMoFadingAnimation"]; [background setImage:[UIImage imageNamed:@"Mainbackground.png"]]; [CATransaction commit]; I will have different actions for different images. Anyway of setting this up so I can use a toggle button maybe and change the image as well as save it Thanks

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  • Java Nimbus LAF with transparent text fields

    - by Software Monkey
    I have an application that uses disabled JTextFields in several places which are intended to be transparent - allowing the background to show through instead of the text field's normal background. When running the new Nimbus LAF these fields are opaque (despite setting setOpaque(false)), and my UI is broken. It's as if the LAF is ignoring the opaque property. Setting a background color explicitly is both difficult in several places, and less than optimal due to background images actually doesn't work - it still paints it's LAF default background over the top, leaving a border-like appearance (the splash screen below has the background explicitly set to match the image). Any ideas on how I can get Nimbus to not paint the background for a JTextField? Note: I need a JTextField, rather than a JLabel, because I need the thread-safe setText(), and wrapping capability. Note: My fallback position is to continue using the system LAF, but Nimbus does look substantially better. See example images below. Conclusions The surprise at this behavior is due to a misinterpretation of what setOpaque() is meant to do - from the Nimbus bug report: This is a problem the the orginal design of Swing and how it has been confusing for years. The issue is setOpaque(false) has had a side effect in exiting LAFs which is that of hiding the background which is not really what it is ment for. It is ment to say that the component my have transparent parts and swing should paint the parent component behind it. It's unfortunate that the Nimbus components also appear not to honor setBackground(null) which would otherwise be the recommended way to stop the background painting. Setting a fully transparent background seems unintuitive to me. In my opinion, setOpaque()/isOpaque() is a faulty public API choice which should have been only: public boolean isFullyOpaque(); I say this, because isOpaque()==true is a contract with Swing that the component subclass will take responsibility for painting it's entire background - which means the parent can skip painting that region if it wants (which is an important performance enhancement). Something external cannot directly change this contract (legitimately), whose fulfillment may be coded into the component. So the opacity of the component should not have been settable using setOpaque(). Instead something like setBackground(null) should cause many components to "no long have a background" and therefore become not fully opaque. By way of example, in an ideal world most components should have an isOpaque() that looks like this: public boolean isOpaque() { return (background!=null); }

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  • jList in Scrollpane, seeking and displaying value of selectedIndex

    - by Mech Software
    I have a JList inside a Scrollpane. If you click on the list and move the arrow keys up and down it works like you expect, you can move your selection index and display around just fine. Now, what I want to do is basically have a text box and i'm typing in the text box like "comic" and want it to seek to the index of that value. This WORKS just fine. Where the problem is when the value of the list box is below, or above the viewable area. When it is, the selected index seeks, but does not change the position of the scrollable region. However, if I press the up or down arrows and requestFocus() to the list, and move up and down it seeks to the right viewable area. What am I missing to make this happen WITHOUT changing focus. I want to be able to just type in the list all I want and have it show me what is selected. I feel i'm missing something obvious here.

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  • Groovy on Grails: GORM and BitSets?

    - by Visionary Software Solutions
    I don't see anything in the official documentation about unsupported persistence data types, so I'm working under the assumption that types available in the Groovy language should be handled. However, for the following domain class: class DocGroupPermissions { Workgroup workgroup; Document document; BitSet permissions = new BitSet(2) public DocGroupPermissions() {} void setPermissions(boolean canRead, boolean canWrite){ setReadPermissions(canRead) setWritePermissions(canWrite) } BitSet getPermissions() { return permissions } void setReadPermissions(boolean canRead) { permissions.set(0,canRead) } void setWritePermissions(boolean canWrite) { permissions.set(1,canWrite) } boolean getReadPermissions() { return permissions.get(0) } boolean getWritePermissions() { return permissions.get(1) } static belongsTo = [workgroup:Workgroup, document:Document] static constraints = { workgroup(nullable:false, blank:false) document(nullable:false, blank:false) } } I'm getting: 2009-11-15 16:46:12,298 [main] ERROR context.ContextLoader - Context initialization failed org.springframework.beans.factory.BeanCreationException: Error creating bean with name 'messageSource': Initialization of bean failed; nested exception is org.springframework.beans.factory.BeanCreationException: Error creating bean with name 'transactionManager': Cannot resolve reference to bean 'sessionFactory' while setting bean property 'sessionFactory'; nested exception is org.springframework.beans.factory.BeanCreationException: Error creating bean with name 'sessionFactory': Invocation of init method failed; nested exception is org.hibernate.MappingException: An association from the table doc_group_permissions refers to an unmapped class: java.util.BitSet Has anyone run into this before?

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  • Regex to exclude 1 word out of a regex code.

    - by Mech Software
    I need a regex expert to help out on this one. Examples I've found on here and the net I cant seem to get right. I'm using PHP and I have the following regex expression /([^a-zA-Z0-9])GC([A-Z0-9]+)/ This matches items like GCABCD GC123A, etc. What i need to do is EXCLUDE GCSTATS from this. So basically I want it to work just as it has, except, ignore GCSTATS in the regex.

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