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  • Scene transitions

    - by Mars
    It's my first time working with actual scenes/states, aka DrawableGameComponents, which work separate from one another. I'm now wondering what's the best way to make transitions between them, and how to affect them from other scenes. Lets say I wanted to "push" one screen to the right, with another one coming in at the same time. Naturally I'd have to keep drawing both, until the transition is complete. And I'd have to adjust the coordinates I'm drawing at while doing it. Is there a way around specifically handling this special case in every single scene? Or of I wanted to fade one into the other. Basically the question stays the same, how would you do that without having to handle it in every single scene? While writing this I'm realizing it will be the same thing for all kinds of transitions. Maybe a central Draw method in the manager could be a solution, where parameters and effects are applied when necessary. But this wouldn't work if objects that are drawn have their own method, and aren't drawn within the scene, or if an effect has to be applied to the whole scene. That means, maybe scenes have to be drawn to their own rendertarget? That way one call to the base class after the normal drawing could be enough, to apply the effects, while drawing it to the main render target. But I once heard there are problems when switching from target to target, back and forth. So is that even a viable option? As you can see, I have some basic ideas how it might work... but nothing specific. I'd like to learn what's the common way to achieve such things, a general way to apply all kinds of transitions.

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  • Recreating iPhone stock application with nested views

    - by john
    I am trying to create an app similar to the Yahoo Stocks app that comes on the iPhone, with the split-screen interface (table on the top, graph on the bottom). I'm struggling with the view hierarchy. What is the easiest way to implement a split-screen type of application. I basically want two views nested in a parent view. My problem is a little bit more complex because I want functionality like having a uipagecontrol (does this require another viewcontroller, or is simply implemented in the initial view controller)? To what degree do I need to use IB? I would prefer to do this all in Xcode. Thanks in advance!

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  • Circular gradient in android

    - by sandis
    Im trying to make a gradient that emits from the middle of the screen in white, and turns to black as it moves toward the edges of the screen. As I make a "normal" gradient like this, I have been experimenting with different shapes: <shape xmlns:android="http://schemas.android.com/apk/res/android" android:shape="rectangle"> <gradient android:startColor="#E9E9E9" android:endColor="#D4D4D4" android:angle="270"/> </shape> When using the "oval"-shape I at least got a round shape, but there were no gradient effect. How can I achieve this? Cheers,

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  • Help using Lisp debugger

    - by Joel
    I'm trying understand how to interpret the output of, and use, the Lisp debugger. I've got a pretty simple Backtrace for the evaluation of my function, but I cann't seem to work out how to use it to find out in which Lisp 'form' in my function the exception occurred. I'd appreciate any clues as to what I should be doing, to find the source of the error. I've attached a screen shot (if it's too small to read I can re-post it in parts), with the debug output, the function and the repl (please ignore my very wrong function, I'm just interested in learning how to use the debugger properly). In addition, I hit 'v' on the first frame to go to the source, but this resulted in the error at the bottom of the screen.

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  • Resize AIR app window while dragging

    - by matt lohkamp
    So I've noticed Windows 7 has a disturbing tendency to prevent you from dragging the title bar of windows off the top of the screen. If you try - in this case, using an air app with a draggable area at the bottom of the window, allowing you to push the top of the window up past the screen - it just kicks the window back down far enough that the title bar is at the top of what it considers the 'visible area.' One solution would be to resize the app window as it moves, so that the title bar is always where windows wants it. How would you resize the window while you're dragging it, though? Would you do it like this? dragHitArea.addEventListener(MouseEvent.MOUSE_DOWN, function(e:MouseEvent):void{ stage.nativeWindow.height += 50; stage.nativeWindow.startMove(); stage.nativeWindow.height -= 50; }); see what's going on there? When I click, I'm doing startMove(), which is hooking into the OS' function for dragging a window around. I'm also increasing and decreasing the height of the window by 50 pixels - which should give me no net increase, right? Wrong - the first '.height +=' gets executed, but the '.height -=' after the .startMove() never runs. Why? update - If you're curious, I'm programming an air widget with fly-out menus which expand rightwards and upwards - and since those element can only be displayed within the boundaries of the application window itself (even though the window is set to be chromeless and transparent) I have to expand the application's borders to include the area that the menu 'pops up' into. In the extreme case, with the widget positioned bottom left, and the menus expanded completely across to the right side and top edge of the screen, the application area could very well cover the entire desktop. The problem is, when it's expanded like this, if the user drags it up and to the right, it causes the 'title bar' area of the application window to move above the top edge of the desktop area, where it would normally be unreachable; and Windows automatically re-positions the window back below that edge once the .startMove() operation is completed. So what I want to do is continually resize the height of the application so that the visual effect will be the same for the user, but for the benefit of the operating system the window's title bar will never be above that top boundary of the desktop area.

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  • Localizing other pages in Settings.bundle

    - by joneswah
    I have other pages within my app preferences which are stored as separate files within the settings.bundle. It has come time to localize my app and I can only seem to get the Root values to localize. I was wondering whether there was a trick? The following image shows that my second screen is stored within a file called "MyPrefs.plist" and I have created a corresponding named file "MyPrefs.strings" in the en.lproj directory. Mirroring the same naming and location as the Root.plist and Root.strings. The values with the Root.plist are converted as expected but not in the extra screen. Is there any trick to localizing secondary screens with the settings.bundle?

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  • Can an app delete its own internal resources?

    - by user637884
    I am trying to find a way to delete an internal resource after an app installs. More specifically, I have a zip file included in the apk, that I unzip to the SD Card when the app is first run. But then want to delete the now unneeded zip file (the purpose being to save the user internal phone memory). I access the zip file with, Resources resources = this.getResources(); InputStream is = resources.openRawResource(R.raw.assets); But am uncertain how to then delete the resource (if even possible). I know one may ask why not simply install the app to SD Card at download. But the app includes a screen widget, and installing apps to the SD Card and using a screen widget is problematic. Thanks, Matt

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  • iPad as programming platform--What future do touch screens have with programming?

    - by user94154
    I read this question a few weeks ago. I thought about it when I first saw the iPad. Do you think it would be possible to set up a development environment on the iPad? I think it would be awesome if there was an InstantRails App, a Django App, maybe even 280 North's Atlas could run on it :). Would you develop using an on-screen keyboard and a 10 inch screen? Steve Jobs seems to think touch-screens are the future of web browsing. What Future does touch have with programming?

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  • PreferenceActivity not showing twice on android

    - by Andrea
    Hello there, i've a PreferenceActivity which works perfectly the first time i launch it. But if i close it ( with the back button ) and then i re open it ( through a menu click in the main activity ) then i get a black screen. There is no preferences at all.. I can't figure it out why it should not working. It seems all the code is being called normally as the working one but no preferences are showing on the screen. Did someone had the same behaviour ?

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  • What is the logic behind to use Semantic meaningful markup?

    - by metal-gear-solid
    Is it only for screen reader software? because browser renders both type of tags semantic and presentational in same manner. For example: for browser for us and for css <strong> and <b> is same. what is the purpose to semantic tag over presentational tag. is it for screen readers only or it's for better management of code? if it's for developer strong and b both can produce same result on browser.

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  • Poll database using jQuery/Ajax

    - by Gav
    Hi guys, I am trying to use jQuery (latest version) & ajax to poll a mysql db every x seconds, post.php does a simple search query on the table and limits to 1 row. (eg SELECT id FROM TABLE LIMIT 1) I've got some other jQuery UI (using v1.8) code that displays some modal/dialog boxes on the screen, simply put if post.php returns something from the db I need to initialise the dialog to pop up onto the screen. I've done all the popup stuff I am just having issues joining all these bits together - i've added some pseudo code of how i expect this to work. Thanks in advance var refreshId = setInterval(function(){ $.ajax({ type: "POST", url: "post.php", data: "", success: function(html){ $("#responsecontainer").html(html); } }); }, 2000 );s /* proposed pseudocode */ if (ajax is successful & returns a db row to #responsecontainer) { show jQueryUI modal (done this bit already fortunately) }

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  • iPhone webapp: my ressources don't get cached

    - by Savageman
    Hello, First of all, I'd like to say I'm not using any off-line feature from HTML5. I have a web-application which runs on the iPhone. When viewing it from safari, everything works quite well. But when I launch the application from the home screen (to remove the navigation bar), it can be really slow. I checked the logs in Apache and it appears that Safari does a good work to cache the resources (css / js / images), with Apache answering "304 Not Modified" when needed. However, when the web app run as a "real" application (navigation bar hidden), those resources doesn't get cached and Apache the content has to be transferred over and over again (response code 200 Ok + content), resulting in a significantly slower page load. How can I prevent this behavior? Do I need to always run my webapp inside Safari, even when it's launched from the home screen? Thank you!

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  • How to implement a "hidden" Android app?

    - by mawg
    I would like an application which is not readily apparent to casual perusal of the Android. How best to activate it and bring its screen to the fore? Can I detect a special dialing sequence, like *1234#? Or a hotkey combination? When activated, I guess I can pop up an anonymous screen which does not mention the app, but only asks for a password. If password is ok, then show the app. Any suggestions?

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  • Support our movement?

    - by Mirchi Sid
    | Imagine Freedom 2013 | mnearth Student Programs This is to inform you about the world’s first online student competition called imagine freedom which is conducted by mnearth corporation India .The imagine freedom will be one of the most popular student IT competition in the world .The program will be fully functioned with free and open source software and operating system like Ubuntu Linux and Linux . The Competition have a lot of other categories like web designing , software development and much more .The program coordinates will contact your schools for the selection process and giving the first steps for registration . If you are an expert in Open source free software? Then it is the time for you ! Otherwise do you know anyone who have the skills ? Then inform them about the program . The competitions will be done as a part of Mnearth Student Programs . The program schedule and the local competition information will be send after getting the applications . The competitions are categorized into three . |Categories Of Participants Animation Films Multimedia Presentation 3D Animation Web Designing Software Development Innovations Cloud Apps Games etc. . . . . . |Levels Of Participants High School Level Higher Secondary Level Collage Level University Level |High School level This levels is for the students who is students . It’s age limit is 12 - 24 years . The competitions will be started on this year for selecting the good students who have the talent . For more information Send to : [email protected] Call us on :04936312206 (india) Join with the Community on facebook : follow us on twitter : www.twitter.com/imaginatingkids www.facebook.com/imaginefreedomonce

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  • How do I reconstruct depth in deferred rendering using an orthographic projection?

    - by Jeremie
    I've been trying to get my world space position of my pixel but I4m missing something. I'm using a orthographic view for a 2.5d game. My depth is linear and this is my code. float3 lightPos = lightPosition; float2 texCoord = PostProjToScreen(PSIn.lightPosition)+halfPixel; float depth = tex2D(depthMap, texCoord); float4 position; position.x = texCoord.x *2-1; position.y = (1-texCoord.y)*2-1; position.z = depth.r; position.w = 1; position = mul(position, inViewProjection); //position.xyz/=position.w; // I comment it but even without it it doesn't work float4 normal = (tex2D(normalMap, texCoord)-.5f) * 2; normal = normalize(normal); float3 lightDirection = normalize(lightPos-position); float att = saturate(1.0f - length(lightDirection) /attenuation); float lightning = saturate (dot(normal, lightDirection)); lightning*= brightness; return float4(lightColor* lightning*att, 1); I'm using a sphere but it's not working the way I want. I reproject the texture properly onto the sphere but the light coordinates in the pixel shader seems to be stuck at zero even if when I move the light volume update properly.

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  • Rewriting a simple Pygame 2D drawing function in C++

    - by Dominic Bou-Samra
    I have a 2D list of vectors (say 20x20 / 400 points) and I am drawing these points on a screen like so: for row in grid: for point in row: pygame.draw.circle(window, white, (particle.x, particle.y), 2, 0) pygame.display.flip() #redraw the screen This works perfectly, however it's much slower then I expected. I want to rewrite this in C++ and hopefully learn some stuff (I am doing a unit on C++ atm, so it'll help) on the way. What's the easiest way to approach this? I have looked at Direct X, and have so far followed a bunch of tutorials and have drawn some rudimentary triangles. However I can't find a simple (draw point).

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  • jQuery drag and drop behavior with partially transparent image

    - by Aaron
    I'm trying to develop a drag-and-drop behavior based on the jQuery UI draggable behavior but am running into some road blocks. I want to be able to drag several images with transparent regions around a region of the screen. I want the user to be able to drag the image he clicks and not just whatever draggable div or PNG happens to be z-indexed on top. The below image is a screen grab from my test page. If I click the lower left region of the blue square through the red thing I should drag the square and not the red thing. The red thing is what gets dragged though because it is on top and the browser does not care about the transparency. My question is, how can I make it behave as expected in this situation and drag the square instead? Edit: Seems I can't attach images as a new user. See this URL for my example image: http://i42.tinypic.com/r1g4sk.png

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  • What sort of data should be sent for mouse-based movement in a multiplayer game?

    - by Daniel
    I'm new to the Multiplayer Rodeo here so please bear with me... I am just getting started and I'm trying to figure out how to deal with movement. I've looked at the question Best way to implement mouse-based movement in MMOG which gives me a pretty good idea, but I'm still struggling with what kind of data should be sent to the server. If a player is on position [x:0, y:0] and I click with the mouse on [x:40, y:40] to start movement, what information should I send to the server? Should I calculate the position based on velocity on client side and just send the expected location? Or should I send current location and velocity and direction? When the server is updating the clients on the players' whereabouts, should the position be sent only, and the clients expected to interpolate/predict movement, or can the direction sent from the client (instead of just coordinates) be used. My concern(or confusion) is regarding the ping/lag frequency of data update and use of a predictive algorithm, as I'd like the movement to be smooth even with a high latency, and prevent ability to cheat(though that's not the top priority).

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  • how do i keep the aspect ratio on image buttons in android?

    - by clayton33
    i have 5 square ImageButtons that i want to have lined up side by side on the bottom of the screen. I have each one set (different id's) as: <ImageButton android:id="@+id/box1" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_gravity="center" android:adjustViewBounds="true" android:scaleType="fitXY" android:layout_weight="1" android:layout_margin="1dp" /> and i have the background assigned in main java like this: int[] imageIds = new int[] {R.id.box1,R.id.box2,R.id.box3,R.id.box4,R.id.box5}; for(int i = 0; i<5; i++){ imageButtons[i] = (ImageButton) findViewById(imageIds[i]); imageButtons[i].setBackgroundResource(R.drawable.blank); } what i would like to have it do is scale the width to fit neatly side-by-side at the bottom of the screen (which it does now ok), but have the height automatically scale to match the width as well. is this possible? i don't want to use setImageSource because then it puts a border around the imagebutton.

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  • Why is the dictionary debug visualizer less useful in Visual Studio 2010 for Silverlight debugging?

    - by Kevin
    I was debugging in Visual Studio 2010, which we just installed and trying to look at a dictionary in the quick watch window. I see Keys and Values, but drilling into those shows the Count and Non-Public members, Non-Public members continues the trail and I never see the values in the dictionary. I can run test.Take(10) and see the values, but why should I have to do that. I don't have VS 2008 installed anymore to compare, but it seems that I could debug a dictionary much easier. Why is it this way now? Is it just a setting I set somehow on my machine? Test code: Dictionary<string, string> test = new Dictionary<string, string>(); test.Add("a", "b"); EDIT: I've just tried the same debug in a Console app and it works as expected. The other project is a Silverlight 4 application, why are they different? Console Debug Screen Shot Silverlight 4 Debug Screen Shot:

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  • The emulator isn't showing the XML contents

    - by Roni Copul
    I have been reading Google's android tutorial (link added in the first comment) and I got a problem... In the tutorial they explain the XML elements (EditText and Button) and in the end they say how to tun the program to see the button + the text field. The problem is, that the emulator doesn't show them.. just a black screen. I even tried adding this line to the onCreate function - System.out.println("Hello World!"); but still the emulator is showing only black screen.. Here's the .java main file - http://pastebin.com/G5J9YjNe And the XML files (I mentioned what code is what file) - http://pastebin.com/VnRwAfMW What should I do? Thanks a lot for everyone who will help!

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  • Can we use Google Earth images by applying our Unity3D mesh ?

    - by Jake M
    We are developing a commercial app for iOS and Android. The app will display development plans(architectural drawings) in a real world 3D environment. The app will work by creating a Unity3D mesh, applies a google earth image as the texture then draws out 3d lines(architectural drawings) over the Unity Mesh. Question: We are unsure if this is allowed under Google's terms and agreements? See quoted text below. In the bold text below its a little vague whether what we are doing(explained above) is violating their terms and agreements. What do you think? Does anyone know how we contact google to ask them? You may not mass download or use bulk feeds of any Content, including but not limited to extracting numerical latitude or longitude coordinates, geocoding, text-based directions, imagery, visible map data, or Places data (including business listings) for use in other applications. You also may not trace Google Maps or Earth as the basis for tracing your own maps or geographic materials. For full details, please read section 10.3.1 of the Maps/Earth API Terms of Service. Does anyone have any advice/experience dealing with this stuff?

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  • scrum and specifications

    - by zachary
    So we start Scrum today and start going over story points estimates. The first story that comes up is a new screen that needs to be developed. It has 1 sentence to describe the screen and 3 user acceptance tests. This starts a fight between the development team and the product owner. Product owner says that stories do not need to be speced out and they will just be fleshed out during the sprint. We say that the story needs to be completely speced out for the sprint. But now I am starting to be unsure about who is right.... Any good articles on this that I can send to the team about how defined a user story has to be?

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  • Java game design question (graphical objects)

    - by vemalsar
    Hello Guys, I'm beginner in game development, in Java and here on this site too and I have a game design question. Please comment my idea: I have a main loop which call update and draw method. I want to use an ArrayList which store graphical objects, they have coordinate and image or text to draw and my game objects extends this class. In update, I can choose which objects should be put in the array and in draw method I'll display the elements of array on the screen. I'm using a buffer and draw first there, but it is not important now I guess...Here is a simple (not full) code, only the logic: public class GamePanel extends JPanel implements KeyListener { ArrayList<graphicalObjects> graphArray = new ArrayList<graphicalObjects>(); public void update() { //change the game scene, update the graphArray, process input etc. } public void draw() { //draws every element of graphArray to a JPanel } public static main(String[] args) { while(true) { update(); draw(); } } } My questions: Should have I use interface or abstract class for graphicalObjects? graphicalObjects class and the ArrayList really needs or there is some better solution? How to draw objects? They draw themself with their own method or in the draw method I have to draw manually based on graphicalObjects variables (x,y coordinates, image etc.)? If this conception is wrong, please suggest another one! All comments are welcome and sorry if this is dumb question, thanks!

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  • addChild in the same layer

    - by CEAFDC
    I'm doing an application that puts tons of sprites on the screen in random position, like throwing cards on a table, but after a while it starts to drop the fps, because all the sprites still there. What I would like to do is adding the sprites but like an image, what's behind isn't stored. There are some way to do that? the code looks like this: var mySprite:MySprite = new MySprite(); mySprite.x = random; mySprite.y = random; mySprite.rotation = random; addChild(mySprite); Ps: I will not have to mess with them after they are on the screen.

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