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  • How to play videos in android from assets folder or raw folder??

    - by Abhishek Talwar
    Hey guys I am trying to play a video in android emulator I have the video in my assets folder as well as the raw folder But after doing some research still i cant play video in my emulator i am working on android 2.1 My video format is mp4 so i dont think that should be a problem Could anyone just give me an example code so that i can understand a bit more Thanks guys

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  • Precompile assets for a rails engine

    - by Peter Ehrlich
    In a standard app, I have this line in my production.rb, which creates endpoints for non-default precompiled assets: config.assets.precompile += %w( mobile.css ) My rails engine is a standard Sinatra app. It has its own assets. When on development, these assets are served fine, presumably the web requests are handled by rails and sprockets. On production I'm getting 404s on the assets, and think I have to manually tell sprockets to provide the files. How can this be done without tightly linking? It isin't evident how to set up env-specific initializers for engines. Is this done? Not only, for example, is config/development.rb within the engine not loaded, but there's no way to get the application class itself without knowing its name, in order to modify configuration. And even if there was, it seems that having any engine able to reconfigure the main app would be very bad idea. So maybe its better to let assets handling be done by sinatra itself? Or another instance of sprockets for the engine? How do other engines handle this?

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  • Rails /tmp/cache/assets permissions issue using Debian virtual machine hosted on OS X Lion

    - by Jim
    I am running Parallels Desktop 7 on OS X Lion. I have a VM with Debian installed, and inside that VM I setup a Rails development environment. I am using Parallels Tools to share out my OS X home directory to the VM - the goal here is to run the Rails server on the VM, but host the files on OS X (so they are automatically backed up, and so I can use tools like Textmate to develop with). Everything seems to work with the shared directory - my Debian user can read, write, and execute files. However, when I cloned a recent Rails project from Git, I got an error message when it tried to compile the CSS assets. My symptoms are exactly the same as in the question: http://stackoverflow.com/questions/7556774/rails-sprocket-error-compiling-css-assest-chown-issue I believe this is permissions-based, but it is really weird. My entire Rails project directory has permissions set to 777 and my Debian user owns it. If I navigate into /tmp/cache/assets, those permissions are the same. However, the three-character directories Rails is creating (DCE, DA1, D05, etc...) are being created without write permissions! If I refresh the Rails page a few times, about 4 or 5 (with Rails creating new three-character directories every time), eventually it will create one of the directories with the proper 777 permissions and everything will work! This will persist until I make a change to the CSS files and it has to recompile. Does anyone have any idea what might be going on here? I can't fathom why it is creating temp directories with incorrect permissions, or why after a few refreshes the good permissions kick in and it works... It definitely seems to be an issue with the share, since if I move the project into a different directory on the VM, it seems to work fine. On the OS X side, I've given the shared folder 777 permissions as well, but no dice...any ideas? Update I've found that the number of times I need to refresh before it works is not random - it has to do with how many assets are being compiled. For example, if I edit one of my CSS files, and there are four CSS files in the app/assets/stylesheets directory, I have to refresh four times before the app will finally work without the operation not permitted error...

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  • Assets not served - Apache Reverse proxy - Diaspora

    - by Matt
    I have succeeded in installing Diaspora* on my subdomain diaspora.mattaydin.com. I have VPS running CentOS 5.7 with Plesk installed. By means of an vhost.conf and vhost_ssl.conf file I, (with the help of another gentleman) have managed to reverse proxy the app. vhost.conf: ServerName diaspora.mattaydin.com ServerAlias *.diaspora.mattaydin.com <Directory /home/diaspora/diaspora/public> Options -Includes -ExecCGI </Directory> DocumentRoot /home/diaspora/diaspora/public RedirectPermanent / https://diaspora.mattaydin.com vhost_ssl.conf ServerName diaspora.mattaydin.com DocumentRoot /home/diaspora/diaspora/public RewriteEngine On RewriteCond %{DOCUMENT_ROOT}/%{REQUEST_FILENAME} !-f RewriteRule ^/(.*)$ balancer://upstream%{REQUEST_URI} [P,QSA,L] <Proxy balancer://upstream> BalancerMember http://127.0.0.1:3000/ </Proxy> ProxyRequests Off ProxyVia On ProxyPreserveHost On RequestHeader set X_FORWARDED_PROTO https <Proxy *> Order allow,deny Allow from all </Proxy> <Directory /home/diaspora/diaspora/public> Options -Includes -ExecCGI Allow from all AllowOverride all Options +Indexes </Directory> DocumentRoot /home/diaspora/diaspora/public Basically it's working. However, the only thing that's not working are the assets. The do not get loaded not the server, as seen on diaspora.mattaydin.com The error messages I get in the access_ssl.log are a lot of: 11/Dec/2012:19:04:05 +0100] "GET /robots.txt HTTP/1.1" 404 2811 "-" "Mozilla/5.0 (Macintosh; Intel Mac OS X 10_8_2) AppleWebKit/536.26.17 (KHTML, like Gecko) Version/6.0.2 Safari/536.26.17" The error messages I get from diaspora's log file is: Started GET "//assets/branding/logo_large.png" for 77.250.99.193 at 2012-12-11 20:13:11 +0100 ActionController::RoutingError (No route matches [GET] "/assets/branding/logo_large.png"): lib/rack/chrome_frame.rb:39:in call' lib/unicorn_killer.rb:35:incall' Hope you guys can help me out. If you need anything else please let me know Thanks in advance, Matt

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  • Intermittent 404 on select assets, LAMP stack

    - by Tom Lagier
    We have a LAMP stack WordPress server that is serving most assets correctly. However, one plugin's CSS file and several images are returning soft 404s roughly 20% of the time. I can't find any reference to the 404 in the access logs, but the browser is definitely receiving a 404 response from somewhere (WordPress, I would assume). When I use an alias URL that does not match the site URL but does resolve to the asset path, the resource loads correctly 100% of the time. However, using the site url only resolves for the select, problematic assets 20% of the time. You can test one of the problematic assets here: http://www.mreco.org/wp-content/uploads/2014/05/zero-cost.jpg However the alias link always resolves correctly: http://mr-eco.wordpress.promocampaigns.com/wp-content/uploads/2014/05/zero-cost.jpg Stranger, if I attempt to access outdated content that definitely does not exist on the server, at the live URL it returns the content roughly 50% of the time. Using the alias link, it 404s 100% of the time - the correct behavior. Error log and PHP error log are clean. A sample access log (pulled from grep 'zero-cost.jpg' /var/log/httpd/mr-eco-access_log) from several refreshes of the live direct link (where I am not seeing any 404's): 10.166.202.202 - - [28/May/2014:20:27:41 +0000] "GET /wp-content/uploads/2014/05/zero-cost.jpg HTTP/1.1" 304 - 10.166.202.202 - - [28/May/2014:20:27:42 +0000] "GET /wp-content/uploads/2014/05/zero-cost.jpg HTTP/1.1" 304 - 10.166.202.202 - - [28/May/2014:20:27:43 +0000] "GET /wp-content/uploads/2014/05/zero-cost.jpg HTTP/1.1" 304 - 10.166.202.202 - - [28/May/2014:20:27:43 +0000] "GET /wp-content/uploads/2014/05/zero-cost.jpg HTTP/1.1" 304 - 10.176.201.37 - - [28/May/2014:20:27:56 +0000] "GET /wp-content/uploads/2014/05/zero-cost.jpg HTTP/1.1" 200 57027 Chrome's dev tools list the following network activity before displaying 404 page content: zero-cost.jpg /wp-content/uploads/2014/05 GET 404 Not Found text/html Other 15.9?KB 73.2?KB 953?ms 947?ms My Apache configuration is standard, I've listed the virtual host entry and .htaccess file below. I can provide other parts of Apache config if necessary. Virtual host: <VirtualHost *:80> DocumentRoot /var/www/public_html/mr-eco.wordpress.promocampaigns.com ServerName www.mreco.org ServerAlias mreco.org mr-eco.wordpress.promocampaigns.com ErrorLog logs/mr-eco-error_log CustomLog logs/mr-eco-access_log common <Directory /var/www/public_html/mr-eco.wordpress.promocampaigns.com> AllowOverride All SetOutputFilter DEFLATE </Directory> </VirtualHost> .htaccess: # BEGIN WordPress <IfModule mod_rewrite.c> RewriteEngine On RewriteBase / RewriteRule ^index\.php$ - [L] RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d RewriteRule . /index.php [L] </IfModule> # END WordPress I have checked for multiple A records and can confirm that there is a single A record pointing at the domain: ;; ANSWER SECTION: mreco.org. 60 IN A 50.18.58.174 I'm fairly new to systems administration, and at a complete loss as to what could cause this. In the past, inconsistently 404ing assets have been because of out-of-sync instances behind a load balancer. In this case, it is a single instance behind the load balancer. Because of the inconsistency, it feels like a caching issue. We don't make use of Apache caching, and as far as I know WordPress should not be caching either. What I've done so far: Reset WordPress permalinks Disabled WordPress plugins Re-generated WordPress .htaccess file Swapped ServerName and ServerAlias directives Cleared browser cache Confirmed disk location of resources Checked PHP, access, and error logs Confirmed correct DNS setup (can post if necessary) I'm at a total loss. Thanks for helping me out!

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  • Sanity checks vs file sizes

    - by Richard Fabian
    In your game assets do you make room for explicit sanity checks, or do you have some generally expected bounds which you assert? I've been thinking about how we compress data and thought that it's much better to have the former, and less of the latter. If your data can exceed your normal valid ranges, but if it does it's an error, then surely that implies you're not compressing the data well enough? What do you do to find out if your data is compressed as far as it can be, and what do you use to ensure your data isn't corrupted and ensure it's an official release? EDIT I'm not interested in sanity checking the file size, but instead, how you manage your sanity checks and whether you arrange the excess size caused by the opportunity to do sanity checks by using explicit extra data, or through allowing the data enough file space (data member size) to be out of valid range and thus able to be checked merely by looking at the asset in memory after loading.

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  • Textures quality issues with Libgdx

    - by user1876708
    I have drawn several vector objets and characters ( in Adobe Illustrator ) for my game on Android. They are all scalable at any size without any quality losses ( of course it's vector ^^ ). I have tried to simulate my gameboard directly on Illustrator just before setting my assests on libdgx to implement them in my game. I set all the objects at the good size, so that they fit perfectly on my XHDPI device I am running my test on. As you can see it works great ( for me at least ^^ ), the PNG quality is good for me, as expected ! So I have edited all my PNG at this size, set my assets on libgdx and build my game apk. And here is a screenshot of my gameboard ( don't pay attention at the differences of placing and objects, but check at the objets presents on both screenshot ). As you can see, I have a loss of my PNG quality in the game. It can be seen clealry on the hedgehog PNG, but also ( but not as obvious ) on the mushroom ( check at the outline ) and the hole PNG. If you really pay attention, on every objects, you can see pixels that are not visible on my first screenshot. And I just can't figure out why this is happening Oo If you have any ideas, you are very welcome ! Thanks. PS : You can check more clearly the 2 gameboard on this two links ( look at them at 100%, display at high resolution ) : Good quality link, from Illustrator Poor quality link, from the game Second phase of tests : We display an object ( the hedgehog ) on our main menu screen to see how it looks like. The things is that it looks like he is suppose to, which means, high quality with no pixels. The hedgehog PNG is coming from an atlas : layer.addActor(hedgehog); No loss of quality with this method So we think the problem is comming from the method we are using to display it on our gameboard : blocks[9][3] = new Block(TextureUtils.hedgehog, new Vector2(9, 3)); the block is getting the size from the vector we are associating to it, but we have a loss of quality with this method.

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  • Models with more than one mesh in JMonkeyEngine

    - by Andrea Tucci
    I’m a new jmonkey engine developer and I’m beginning to import models. I tried to import simple models and no problems appeared, but when I export some obj models having more than one mesh in the OgreXML format, Blender saves multiple meshes with their own materials (e.g. one mesh for face, another for body etc). Can I export all the meshes in one? I’ve tried to join all the meshes to a major one with blender (face joins body), but when I export the model and then create the Spatial in jme(loading the path of the “merged” mesh), all the meshes that are joined to the major doesn’t have their materials! I give a more clear example: I have an .obj model with 3 meshes and I export it. I have : mesh1.mesh.xml , mesh2.mesh.xml , mesh3.mesh.xml and their materials mesh1.material, mesh2.material mesh3.material so I import the folder in Assets/Models/Test and now I have to create something like: Spatial head = assetManager.loadModel( [path] ); Spatial face = assetManager.loadModel( [path] ) one for each mesh and than attach them to a common node. I think there is a way to merge those mesh maintaining their materials! What do you think? Thanks

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  • How does a single programmer make a game?

    - by Mike
    I have always been a software developer, but lately I've been wanting to get into games. The only thing stopping me is the fact that I'm a programmer, not an artist. I've made some simple stuff, Tetris, 2D chess things like that but I can't do much art and that's really what holds me back. Now the problem is, I've yet to go to college so most commercial projects wouldn't accept me even to work for free and learn a bit especially with my lack of experience in games and any indie projects I've looked into really have an issue with responding to people interested, or actually completing (or starting really, most don't get past the ideas on paper) the project they want to do. I've looked around locally for artists, anyone who can do modeling, textures or animating or even anyone with some ability to make some more advanced 2D assets to get something like a side-scrolling RPG or something but haven't been able to find anyone. So how do you guys do it? Do I really just have to wait until I can go to college to see if I like working with games or is there some way I can get art (for free, anything I do is just going to be for fun so I don't want to have to sink money into it) and just start messing around on my own? Or am I just having bad luck and not looking in the right places for other people interested in having me help? I'm not looking for anything in particular, just something to fill some time with and see if I like making games. If not, well I'll go back to my software projects. I just have one more year of highschool and I'd like to try a few different areas before I go to college.

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  • Attaching .swf assets to Flex3 by calling getDefinitionByName()

    - by Alexander Farber
    Hello! Does anybody please know, how could you attach symbols from an .swf file in the Actionscript part of your Flex3 file? I've prepared a simple test case demonstrating my problem. Everything works (there are icons at the 4 buttons, there is a red circle) - except the getDefinitionByName() part. My target is to attach a symbol from library "dynamically" - i.e. depending at the value of the suit variable at the runtime. Thank you, Alex Symbols.as: package { public class Symbols { [Embed('../assets/symbols.swf', symbol='spades')] public static const SPADES:Class; [Embed('../assets/symbols.swf', symbol='clubs')] public static const CLUBS:Class; [Embed('../assets/symbols.swf', symbol='diamonds')] public static const DIAMONDS:Class; [Embed('../assets/symbols.swf', symbol='hearts')] public static const HEARTS:Class; } } TestCase.mxml: <?xml version="1.0" encoding="utf-8"?> <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute" creationComplete="onCreationComplete();"> <mx:Script> <![CDATA[ private function onCreationComplete():void { var sprite:Sprite = new Sprite(); var g:Graphics = sprite.graphics; g.lineStyle(1, 0xFF0000); g.beginFill(0xFF0000); g.drawCircle(100, 100, 20); g.endFill(); spriteHolder.addChild(sprite); // XXX stuff below not working, can it be fixed? var suit:String = "SPADES"; var mc:MovieClip = new (getDefinitionByName("Symbols.SPADES") as Class); spriteHolder.addChild(mc); } ]]> </mx:Script> <mx:VBox width="100%"> <mx:Button label="1" icon="{Symbols.SPADES}" /> <mx:Button label="2" icon="{Symbols.CLUBS}" /> <mx:Button label="3" icon="{Symbols.DIAMONDS}" /> <mx:Button label="4" icon="{Symbols.HEARTS}" /> <mx:UIComponent id="spriteHolder" width="200" height="200"/> </mx:VBox> </mx:Application>

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  • rails assets give TypeError (can't dup NilClass)

    - by paleozogt
    I have a rails 3 app that works fine when run under rails s. However, when trying to deploy it to apache2 with fcgi, the asset pipeline breaks. For example, when trying to request /assets/logo.png the log will show: Started GET "/assets/logo.png" for 10.50.10.249 at Tue Apr 10 19:20:39 -0400 2012 TypeError (can't dup NilClass): This happens on either the production or development environments. How can I debug this?

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  • Parsing xml files locally from assets folder using XmlPullParser

    - by Randolphg
    Im trying to parse a local xml file that I place in my assets folder. I've been trying to do this for almost a week now. Here is my test xml file Test1 Test2 Test3 Test4 Test5 I keep getting the same error: W/System.err(22458): org.xmlpull.v1.XmlPullParserException: unexpected type (position:TEXT Code: public void xmlParser() throws XmlPullParserException, IOException, ParserConfigurationException, SAXException { Log.d("tag", "xmlParsing...."); Arithmetic arthm = new Arithmetic(); XmlPullParserFactory xmlPF = XmlPullParserFactory.newInstance(); xmlPF.setValidating(false); XmlPullParser xml = xmlPF.newPullParser(); InputStream raw = getApplication().getAssets().open("menu.xml"); xml.setInput(raw, null); xml.nextTag(); Log.d("tag", "start parsing...."); String elementText = null; String elemName = null; int nofTags = 0; while (xml.getEventType() != XmlPullParser.END_DOCUMENT) { Log.d("tag", "while(xml.next)..."); switch (xml.getEventType()) { case XmlPullParser.START_DOCUMENT: Log.d("tag", "while (xml.getEventType() != XmlPullParser.END_DOCUMENT)"); break; case XmlPullParser.START_TAG: Log.d("tag", " case XmlPullParser.START_TAG"); elementText = xml.getName(); Log.d("tag", "elementText = " + elementText); if (xml.getEventType() != XmlPullParser.END_TAG) { xml.nextTag(); } break; case XmlPullParser.TEXT: Log.d("tag", "case TEXT"); if (elementText.equals("menu") && xml.isWhitespace()) { Log.d("tag", "<" + elementText + ">"); arthm.menu_name = xml.getText(); Log.d("tag", "value " + xml.getText() + " added"); } else if (elementText.equals("item")) { arthm.description = xml.getText(); Log.d("tag", "value " + xml.getText() + " added"); } else if (elementText.equals("SUBCATEGORY NAME")) { arthm.subcategoryDesc.add(xml.getText()); Log.d("tag", "value " + xml.getText() + " added"); } else if (elementText.equals("SUBCATEGORY DESC")) { arthm.subcategoryName.add(xml.getText()); Log.d("tag", "value " + xml.getText() + " added"); } break; case XmlPullParser.END_TAG: Log.d("tag", "case END_TAG"); nofTags += 1; String tags = Integer.toString(nofTags); Log.d("tags", elementText + " number of tags" + tags); if (xml.nextTag() != XmlPullParser.START_TAG) { xml.next(); } break; case XmlPullParser.END_DOCUMENT: Log.d("tag", "case END_DOCUMENT"); break; default: break; } } Log.d("tag", "Success!"); } Thanks in advance.

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  • How does having assets saved on a secondary domain(s) reduce the load time of the website?

    - by AAA
    I went for an interview yesterday where I was asked this question: "How does having assets (images/videos) stored on a secondary domain (assets.example.com) reduce the load time of example.com?" To that I answered that by having the code "call" those assets from a secondary website it reduces the traffic that is coming to the main domain and therefore only applying bandwidth to the main domain vs having to also serve bandwidth to request assets. Is that correct? Also, If i am correct, would you say it makes sense to start new websites with this in mind or do you prefer having it done after large traffic rates are achieved?

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  • Android - Images from Assets folder in a GridView

    - by Saran
    Hi, I have been working on creating a Grid View of images, with images being present in the Assets folder. http://stackoverflow.com/questions/1933015/opening-an-image-file-inside-the-assets-folder link helped me with using the bitmap to read it. The code am currently having is: public View getView(final int position, View convertView, ViewGroup parent) { try { AssetManager am = mContext.getAssets(); String list[] = am.list(""); int count_files = imagelist.length; for(int i= 0;i<=count_files; i++) { BufferedInputStream buf = new BufferedInputStream(am.open(list[i])); Bitmap bitmap = BitmapFactory.decodeStream(buf); imageView.setImageBitmap(bitmap); buf.close(); } } catch (IOException e) { e.printStackTrace(); } } My application does read the image from the Assets folder, but it is not iterating through the cells in the grid view. All the cells of the grid view have a same image picked from the set of images. Can anyone tell me how to iterate through the cells and still have different images ? I have the above code in an ImageAdapter Class which extends the BaseAdapter class, and in my main class I am linking that with my gridview by: GridView gv =(GridView)findViewById(R.id.gridview); gv.setAdapter(new ImageAdapter(this, assetlist)); Thanks a lot for any help in advance, Saran

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  • Can't access media assets in an SWC

    - by Sold Out Activist
    I'm having trouble accessing content in an SWC. The main project compiles without error, but the assets (sound, music) aren't displayed or played. My workflow: i. Using Flash CS5 1. Create MAsset.fla 2. Import sounds, art 3. Assign class names, check export in frame 1 4a. Write out the classes in the actions panel in frame 1 4b. OR. Add a document class and write out the classes there 5. Export SWC. Filesize is similar to what it is when I directly import assets in the main project library. 6. Create Project.fla and document class Project.as 7. Import SWC into main project through the Actionscript panel. 8. Add code, which calls the class names from the SWC (e.g. DCL_UI_MOUSE) 9. Compile. No compiler errors, but nothing doing. And the resulting SWF filesize doesn't reflect anything more than the compiled code from the main project. Regarding step 4, if I just write the class name in the root timeline or document class, the compiler error will go away and the asset appear to be compiled in the SWC. But I have also tried: var asset0000:DCL_UI_MOUSE; And: var asset0000:DCL_UI_MOUSE = new DCL_UI_MOUSE(); Regardless the assets don't make it into the final SWF. What am I doing wrong?

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  • Flex ANT tasks can't find my assets

    - by lach
    I'm attempting to compile my Flex project with an ANT build script. One of my MXML components references an external XML data file, like this: <mx:XML id="treeData" source="assets/data/help.xml" /> When I build the project using Flex Builder, it compiles fine. However, when I try to compile it using ANT, I get the following error: Error: Problem finding external XML: assets/data/help.xml How come ANT isn't finding the XML file? Apparently it knows the source path otherwise it would not have found the component to begin with. I added the source path to the target anyway, but it doesn't seem to have made any difference: <source-path path-element="${SRC}" /> Any ideas?

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  • Flex SWF assets loaded into Flash SWF at runtime within same ApplicationDomain

    - by Xyre
    I'm trying to load a swf compiled by the Flex SDK into a swf exported by the Flash IDE and instantiate the assets by way of getDefinition(). Normally this works fine with assets exported from the Flash IDE then loaded into another swf also from Flash IDE. This is how I could normally do this using only the Flash IDE: Loader - Using same ApplicationDomain - getDefinition(class) Now, using the 'Test.as' compiled from Flex SDK using the [Embed] metadata tag: Loader - Using same ApplicationDomain - getDefinition("Test_" + class) The problem is I'd rather not have to keep track of the asset libraries loaded to prefix the class name I'd like to get (('Test_" + class) vs (class)). Is there any way of doing this without referencing the library the class is being pulled from or without accessing the original loader? This way I don't need to know which swf the asset is coming from, just the class name that I could instantiate from the current ApplicaitonDomain. Thanks

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  • Is a text file with names/pixel locations something a graphic artist can/should produce? [on hold]

    - by edA-qa mort-ora-y
    I have an artist working on 2D graphics for a game UI. He has no problem producing a screenshot showing all the bits, but we're having some trouble exporting this all into an easy-to-use format. For example, take the game HUD, which is a bunch of elements laid out around the screen. He exports the individual graphics for each one, but how should he communicate the positioning of each of them? My desire is to have a yaml file (or some other simple markup file) that contains the name of each asset and pixel position of that element. For example: fire_icon: pos: 20, 30 fire_bar: pos: 30, 80 Is producing such files a common task of a graphic artist? Is is reasonable to request them to produce such files as part of their graphic work?

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  • music for an arcade game?

    - by user717572
    I'm thinking about music for my brick breaker game, but I don't know how to choose any. If I'd make a loop from a few seconds, I think it would get annoying very quickly. I also found some longer length tracks (about 2 minutes), but when this is over, it's going to be repeated anyway, just like when you'd select a new level, you'd have to listen to the same beginning of the song again. I can't put an hour of music in my application, so what would you recommend I'd do for the music?

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  • Android Loading Screen: How do I use a stack to load elements?

    - by tom_mai78101
    I have some problems with figuring out what value I should put in the function: int value_needed_to_figure_out = X; ProgressBar.incrementProgressBy(value_needed_to_figure_out); I've been researching about loading screens and how to use them. Some examples I've seen have implemented Thread.sleep() in a Handler.post(new Runnable()) function. To me, I got most of that concept of using the Handler to update the ProgressBar, while pretending to do some heavy crunching work. So, I kept looking. I have read this thread here: How do I load chunks of data from an assest manager during a loading screen? It said that I can try using a stack it needs to load, and adding a size counter as I add elements to the stack. What does it mean? This is the part where I'm totally stumped. If anyone would provide some hints, I'll gladly appreciate it. Thanks in advance.

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  • Locomotion-system with irregular IK

    - by htaunay
    Im having some trouble with locomtions (Unity3D asset) IK feet placement. I wouldn't call it "very bad", but it definitely isn't as smooth as the Locomotion System Examples. The strangest behavior (that is probably linked to the problem) are the rendered foot markers that "guess" where the characters next step will be. In the demo, they are smooth and stable. However, in my project, they keep flickering, as if Locomotion changed its "guess" every frame, and sometimes, the automatic defined step is too close to the previous step, or sometimes, too distant, creating a very irregular pattern. The configuration is (apparently)Identical to the human example in the demo, so I guessing the problem is my model and/or animation. Problem is, I can't figure out was it is =S Has anyone experienced the same problem? I uploaded a video of the bug to help interpreting the issue (excuse the HORRIBLE quality, I was in a hurry).

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  • LibGdx, Texture an Object

    - by Gigi10012
    I want to set texture to an Object, this is my playerobject class: private boolean up; private float speed; private float fallacceleration = 20; private float acceleration = 15; private float maxSpeed = 300; SpriteBatch batch; public Player() { x = MyGdxGame.WIDTH - 9*MyGdxGame.WIDTH/10; y = MyGdxGame.HEIGHT - 3 * MyGdxGame.HEIGHT/10; shapex = new float[4]; shapey = new float[4]; radians = 2*MathUtils.PI; batch = new SpriteBatch(); } private void setShape() { //Simple Arrow Shape ...... } public void update(float dt) { setShape(); } public void draw(ShapeRenderer sr) { sr.setColor(0F, 0F, 0F, 1F); sr.begin(ShapeType.Line); //Drawing Shape .............. sr.end(); } What I have to do to add texture to that object? (I'm using LibGdx)

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  • Android Loading Screen: How do I go about using a stack to load elements, and the option of incrementing the size counter?

    - by tom_mai78101
    I have some problems with figuring out what value I should put in the function: int value_needed_to_figure_out = X; ProgressBar.incrementProgressBy(value_needed_to_figure_out); I've been researching about loading screens and how to use them. Some examples I've seen have implemented Thread.sleep() in a Handler.post(new Runnable()) function. To me, I got most of that concept of using the Handler to update the ProgressBar, while pretending to do some heavy crunching work. So, I kept looking. I have read this thread here: How do I load chunks of data from an assest manager during a loading screen? It said that I can try using a stack it needs to load, and adding a size counter as I add elements to the stack. What does it mean? This is the part where I'm totally stumped. If anyone would provide some hints, I'll gladly appreciate it. Thanks in advance.

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