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  • Small (and fixed) Bug in IdentityServer v1.0

    - by Your DisplayName here!
    It was brought to my attention that fedutil does not work anymore with IdSrv v1 metadata. And I can confirm that. The reason for this bug is my recent change to the XmlWriter factory methods which have a different default behavior when it comes to encoding. Since there were only 20 downloads so far – I fixed the bug in-place (shame on me). So when you are one of the early adopters and run into this problem – just re-download IdSrv ;) HTH

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  • Retrieving SQL Server Fixed Database Roles for Disaster Recovery

    We ran into a case recently where we had the logins and users scripted out on my SQL Server instances, but we didn't have the fixed database roles for a critical database. As a result, our recovery efforts were only partially successful. We ended up trying to figure out what the database role memberships were for that database we recovered but we'd like not to be in that situation again. Is there an easy way to do this?

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  • jquery scroll to a px count from top and then set a div to be fixed from the top for the rest of the scroll

    - by estern
    I am looking to change a div's css when i scroll to a certain point down the page, a certain amount of pixels from the top of the page. On page load i would have a div positioned statically. Once I started to scroll down the page and i hit a point from the top (say 100px for demo purposes) i want to change that static div to become fixed like 20px from the top. Which would be done via the css() property of jquery. THis would allow it to stay at that fixed 20px all the way down the page. What jquery property can i use to know when i hit that 100px mark. I want this to also revert once someone gets back to the top so that the div is put back to where it was when the page loaded and not 20px from the top. Any ideas?

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  • Converting byte[] of binary fixed point to floating point value?

    - by Sean Donohue
    I'm reading some data over a socket. The integral data types are no trouble, the System.BitConverter methods are correctly handling the conversion. (So there are no Endian issues to worry about, I think?) However, BitConverter.ToDouble isn't working for the floating point parts of the data...the source specification is a bit low level for me, but talks about a binary fixed point representation with a positive byte offset in the more significant direction and negative byte offset in the less significant direction. Most of the research I've done has been aimed at C++ or a full fixed-point library handling sines and cosines, which sounds like overkill for this problem. Could someone please help me with a C# function to produce a float from 8 bytes of a byte array with, say, a -3 byte offset?

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  • SQL SERVER – Powershell – Get a List of Fixed Hard Drive and Free Space on Server

    - by pinaldave
    Earlier I have written this article SQL SERVER – Get a List of Fixed Hard Drive and Free Space on Server. I recently received excellent comment by MVP Ravikanth. He demonstrated that how the same can be done using Powershell. It is very sweet and quick solution. Here is the powershell script. Run the same in your powershell windows. Get-WmiObject -Class Win32_LogicalDisk | Select -Property DeviceID, @{Name=’FreeSpaceMB’;Expression={$_.FreeSpace/1MB} } | Format-Table -AutoSize Well, I ran this script in my powershell window, it gave me following result – very accurately and easily. Thanks Ravikanth one more time for excellent tip. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, PostADay, SQL, SQL Authority, SQL Query, SQL Scripts, SQL Server, SQL Stored Procedure, SQL Tips and Tricks, T SQL, Technology Tagged: Powershell

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  • Camera closes in on the fixed point

    - by V1ncam
    I've been trying to create a camera that is controlled by the mouse and rotates around a fixed point (read: (0,0,0)), both vertical and horizontal. This is what I've come up with: camera.Eye = Vector3.Transform(camera.Eye, Matrix.CreateRotationY(camRotYFloat)); Vector3 customAxis = new Vector3(-camera.Eye.Z, 0, camera.Eye.X); camera.Eye = Vector3.Transform(camera.Eye, Matrix.CreateFromAxisAngle(customAxis, camRotXFloat * 0.0001f)); This works quit well, except from the fact that when I 'use' the second transformation (go up and down with the mouse) the camera not only goes up and down, it also closes in on the point. It zooms in. How do I prevent this? Thanks in advance.

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  • Sharing VBO with multiple objects and fixed size buffer data

    - by Mark Ingram
    I'm just messing around with OpenGL and getting some basic structures in place and my first attempt resulted in each SceneObject class (just contains vertex information right now) having it's own VBO inside it, however I've read that it might be better to share VBOs across multiple objects. Also, I read that you should avoid resizing a VBO (repeated calls to glBufferData with different size parameters), and instead choose a fixed size for a VBO, and just try a range from the buffer. I don't think changing the size of the buffer data would happen too often, but surely it would be better to only allocate the data you need? Choosing an arbitrary value seems risky. I'm looking for some advice on working with individual objects in a scene and their associated buffer data.

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  • Fixed Sized Buffer or Variable Buffers with C# Sockets

    - by Keagan Ladds
    I am busy designing a TCP Server class in C# that has events and allows the user of the class to define packets that the server can send a receive by registering a class that is derived from my "GenericPacket" class. My TCPListener uses Async methods such as .BeginReceive(..); My issue is that because I am using the .BeginReceive(); I need to specify a buffer size when I call the function. This means I cant read the whole packet if one of my defined packets is too big. I have thought of creating a fixed sized Header that gets read using .BeginRead(); and the read the rest using Stream.Read(); but this will lead to the whole server having to wait for this operation to complete. I would like to know if anyone has come across this before and I would appreciate any suggestions.

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  • How to play a fixed frequency sound using Python

    - by user98415
    I have tried a number of ways of playing a fixed frequency sound (e.g. 1000Hz) and nothing works. I have downloaded "beep" and that makes no noise. I tried interfacing to pyao, and that had no effect. I tried interfacing to audiere, and get a runtime error indicating the library could not be found, despite installing it from the software centre. Any guidance for installation of appropriate libraries and relevant code would be most appreciated. I cannot generate .mp3/ .wav files for this, but need to generate the tones at run time. Many thanks for you

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  • Multiple vulnerabilities fixed in Java 7U9

    - by RitwikGhoshal
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2012-5086 10.0 Java 7 Solaris 11.1 10/12 SRU 2.5 CVE-2012-5083 10.0 CVE-2012-5087 10.0 CVE-2012-1533 10.0 CVE-2012-1532 10.0 CVE-2012-1531 10.0 CVE-2012-5076 10.0 CVE-2012-3143 10.0 CVE-2012-5088 10.0 CVE-2012-5089 7.6 CVE-2012-5084 7.6 CVE-2012-3159 7.5 CVE-2012-5068 7.5 CVE-2012-4416 6.4 CVE-2012-5074 6.4 CVE-2012-5071 6.4 CVE-2012-5069 5.8 CVE-2012-5067 5.0 CVE-2012-5070 5.0 CVE-2012-5075 5.0 CVE-2012-5073 5.0 CVE-2012-5079 5.0 CVE-2012-5072 5.0 CVE-2012-5081 5.0 CVE-2012-3216 2.6 CVE-2012-5077 2.6 CVE-2012-5085 0.0 This notification describes vulnerabilities fixed in third-party components that are included in Oracle's product distributions. Information about each CVE can be found on Java SE Critical Patch Update - October 2012 Information about vulnerabilities affecting Oracle products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • Multiple vulnerabilities fixed in Java 6U37

    - by RitwikGhoshal
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2012-5083 10.0 Java 6 Solaris 11.1 10/12 SRU 2.5 CVE-2012-1531 10.0 CVE-2012-5086 10.0 CVE-2012-1533 10.0 CVE-2012-1532 10.0 CVE-2012-3143 10.0 CVE-2012-5089 7.6 CVE-2012-5084 7.6 CVE-2012-3159 7.5 CVE-2012-5068 7.5 CVE-2012-4416 6.4 CVE-2012-5071 6.4 CVE-2012-5069 5.8 CVE-2012-5075 5.0 CVE-2012-5073 5.0 CVE-2012-5079 5.0 CVE-2012-5072 5.0 CVE-2012-5081 5.0 CVE-2012-3216 2.6 CVE-2012-5077 2.6 CVE-2012-5085 0.0 This notification describes vulnerabilities fixed in third-party components that are included in Oracle's product distributions. Information about each CVE can be found on Java SE Critical Patch Update - October 2012 Information about vulnerabilities affecting Oracle products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • Nautilus crashes after Ubuntu Tweak Package Cleaner [fixed]

    - by Ka7anax
    Few days ago I started having some problems with nautilus. Basically when I'm trying to get into a folder it crashes. It's not happening all the time, but in 85% it does... Sometimes, after the crash all my desktop icons are also gone. The only thing that I think causes this is Ubuntu Tweak - I'm not sure, but the issues started after I did the Package cleaner from Ubuntu Tweaks... Any ideas? ------- EDIT 2 - IMPORTANT !!! ---------- It seems I fixed this problem doing these: 1) I uninstall this nautilus script - http://mundogeek.net/nautilus-scripts/#nautilus-send-gmail 2) I installed nautilus elementary So far is back to normal... If anything bad happens again I will come back! -------- EDIT 1 ---------- First time, after running the command (nautilus --quit; nautilus --no-desktop) 3 times all the system crashed (except the mouse, I could move the mouse). After restart I run it and obtain this: ----- Initializing nautilus-gdu extension Initializing nautilus-dropbox 0.6.7 (nautilus:2966): GConf-CRITICAL **: gconf_value_free: assertion value != NULL' failed (nautilus:2966): GConf-CRITICAL **: gconf_value_free: assertionvalue != NULL' failed Nautilus-Share-Message: Called "net usershare info" but it failed: 'net usershare' returned error 255: net usershare: cannot open usershare directory /var/lib/samba/usershares. Error No such file or directory Please ask your system administrator to enable user sharing. and then this: cristi@cris-laptop:~$ nautilus --quit; nautilus --no-desktop (nautilus:3810): Unique-DBus-WARNING **: Error while sending message: Did not receive a reply. Possible causes include: the remote application did not send a reply, the message bus security policy blocked the reply, the reply timeout expired, or the network connection was broken.

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  • Glenn Fiedler's fixed timestep with fake threads

    - by kaoD
    I've implemented Glenn Fiedler's Fix Your Timestep! quite a few times in single-threaded games. Now I'm facing a different situation: I'm trying to do this in JavaScript. I know JS is single-threaded, but I plan on using requestAnimationFrame for the rendering part. This leaves me with two independent fake threads: simulation and rendering (I suppose requestAnimationFrame isn't really threaded, is it? I don't think so, it would BREAK JS.) Timing in these threads is independent too: dt for simulation and render is not the same. If I'm not mistaken, simulation should be up to Fiedler's while loop end. After the while loop, accumulator < dt so I'm left with some unspent time (dt) in the simulation thread. The problem comes in the draw/interpolation phase: const double alpha = accumulator / dt; State state = currentState*alpha + previousState * ( 1.0 - alpha ); render( state ); In my render callback, I have the current timestamp to which I can subtract the last-simulated-in-physics-timestamp to have a dt for the current frame. Should I just forget about this dt and draw using the physics thread's dt? It seems weird, since, well, I want to interpolate for the unspent time between simulation and render too, right? Of course, I want simulation and rendering to be completely independent, but I can't get around the fact that in Glenn's implementation the renderer produces time and the simulation consumes it in discrete dt sized chunks. A similar question was asked in Semi Fixed-timestep ported to javascript but the question doesn't really get to the point, and answers there point to removing physics from the render thread (which is what I'm trying to do) or just keeping physics in the render callback too (which is what I'm trying to avoid.)

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  • Fixed timestep with interpolation in AS3

    - by Jim Sreven
    I'm trying to implement Glenn Fiedler's popular fixed timestep system as documented here: http://gafferongames.com/game-physics/fix-your-timestep/ In Flash. I'm fairly sure that I've got it set up correctly, along with state interpolation. The result is that if my character is supposed to move at 6 pixels per frame, 35 frames per second = 210 pixels a second, it does exactly that, even if the framerate climbs or falls. The problem is it looks awful. The movement is very stuttery and just doesn't look good. I find that the amount of time in between ENTER_FRAME events, which I'm adding on to my accumulator, averages out to 28.5ms (1000/35) just as it should, but individual frame times vary wildly, sometimes an ENTER_FRAME event will come 16ms after the last, sometimes 42ms. This means that at each graphical redraw the character graphic moves by a different amount, because a different amount of time has passed since the last draw. In theory it should look smooth, but it doesn't at all. In contrast, if I just use the ultra simple system of moving the character 6px every frame, it looks completely smooth, even with these large variances in frame times. How can this be possible? I'm using getTimer() to measure these time differences, are they even reliable?

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  • Depending on fixed version of a library and ignore its updates

    - by Moataz Elmasry
    I was talking to a technical boss yesterday. Its about a project in C++ that depends on opencv and he wanted to include a specific opencv version into the svn and keep using this version ignoring any updates which I disagreed with.We had a heated discussion about that. His arguments: Everything has to be delivered into one package and we can't ask the client to install external libraries. We depend on a fixed version so that new updates of opencv won't screw our code. We can't guarantee that within a version update, ex from 3.2.buildx to 3.2.buildy. Buildy the function signatures won't change. My arguments: True everything has to be delivered to the client as one package,but that's what build scripts are for. They download the external libraries and create a bundle. Within updates of the same version 3.2.buildx to 3.2.buildy its impossible that a signature change, unless it is a really crappy framework, which isn't the case with opencv. We deprive ourselves from new updates and features of that library. If there's a bug in the version we took, and even if there's a bug fix later, we won't be able to get that fix. Its simply ineffiecient and anti design to depend on a certain version/build of an external library as it makes our project difficult in the future to adopt to new changes. So I'd like to know what you guys think. Does it really make sense to include a specific version of external library in our svn and keep using it ignoring all updates?

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  • Have you really fixed that problem?

    - by DavidWimbush
    The day before yesterday I saw our main live server's CPU go up to constantly 100% with just the occasional short drop to a lower level. The exact opposite of what you'd want to see. We're log shipping every 15 minutes and part of that involves calling WinRAR to compress the log backups before copying them over. (We're on SQL2005 so there's no native compression and we have bandwidth issues with the connection to our remote site.) I realised the log shipping jobs were taking about 10 minutes and that most of that was spent shipping a 'live' reporting database that is completely rebuilt every 20 minutes. (I'm just trying to keep this stuff alive until I can improve it.) We can rebuild this database in minutes if we have to fail over so I disabled log shipping of that database. The log shipping went down to less than 2 minutes and I went off to the SQL Social evening in London feeling quite pleased with myself. It was a great evening - fun, educational and thought-provoking. Thanks to Simon Sabin & co for laying that on, and thanks too to the guests for making the effort when they must have been pretty worn out after doing DevWeek all day first. The next morning I came down to earth with a bump: CPU still at 100%. WTF? I looked in the activity monitor but it was confusing because some sessions have been running for a long time so it's not a good guide what's using the CPU now. I tried the standard reports showing queries by CPU (average and total) but they only show the top 10 so they just show my big overnight archiving and data cleaning stuff. But the Profiler showed it was four queries used by our new website usage tracking system. Four simple indexes later the CPU was back where it should be: about 20% with occasional short spikes. So the moral is: even when you're convinced you've found the cause and fixed the problem, you HAVE to go back and confirm that the problem has gone. And, yes, I have checked the CPU again today and it's still looking sweet.

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  • Margin 0 and fixed background cause weird border OR what?

    - by alumi
    I am currently developing this site: tochat.vn As viewing in Firefox 7.0.1, it has annoying white border at top of the page. I have been trying to remove the border in many ways, but nothing really works. Actually, there are 2 things I noticed, when I removed "margin: 0" on body tag (on reset.css) OR when I removed the "fixed" value of background-attachment of the "body" class (on style.css) the border disappeared. But I can't remove these attributes :( Any suggestion?

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  • Mismanaged Session Cookie Issue Fixed for EBS in JRE 1.6.0_23

    - by Steven Chan
    At last:  some good news for those of you affected by the mismanaged session cookie issue in E-Business Suite environments.  This issue is resolved by the latest Sun Java Runtime Environment 1.6.0_23 (a.k.a. JRE 6u23, internal version 1.6.0_23-b05).See the 1.6.0_23 Update Release Notes for details about what has changed in this release.  This release is available for download from the usual Sun channels and through the 'Java Automatic Update' mechanism.This JRE release has been certified with both Oracle E-Business Suite Release 11i and 12.  We recommend this release for all E-Business Suite users.

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  • Robot.txt can get all soft404s fixed?

    - by olo
    I got many soft404 in Google webmaster Tools, and those webpages aren't existing any more. thus I am unable to insert <meta name="robots" content="noindex, nofollow"> into my pages, and I've been searching a while but didn't get some valuable clues. There are about 100 URLs are soft 404, to redirect them all one by one is a bit silly as it would cost too much time for me. If i just add those links into robot.txt like below User-agent: * Disallow: /mysite.asp Disallow: /mysite-more.html if this way will fix all soft404s solidly? or if there is a way to change all soft404 to hard404? Please give me some suggestions. Many thanks

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  • Calculate time in all countries for fixed time in one of them [migrated]

    - by Muiz
    I have table with all countries GMT/UTC timezones, I need to see what time is in the rest of the countries when in USA is 11am-3pm Not on particular date just know the difference in time. I did my calculation like that I -5 GMT in USA and time is 11am then in Russia for example is +4 GMT. 5+4+11=20pm in Russia when USA is 11am, this works with countries that have + GMT zone but ones that have minus it shows wrong time. I am working in Excel please help me with advice on how to do it.

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  • SQL Server v.Next (Denali) : Another SSMS bug that should be fixed

    - by AaronBertrand
    Sorry to call this out in a separate post (I talked about a bunch of SSMS Connect items the other day), but Aaron Nelson ( blog | twitter ) jogged my memory today about an issue that has gone unfixed for years: the custom coloring for Registered Servers is neither consistent nor global. For one of my servers, I've chosen a red color to show in the status bar. Let's pretend this is a production server, and I want the red to remind me to use caution. I can set this up by right-clicking a Registered...(read more)

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  • Paying a developer in stock/fixed rate? [closed]

    - by user51648
    I have an idea for a cross platform application. It will require knowledge of several different languages, web development, and system administration/IT. I don't personally code, but I want to pay professionals to do it. I'm wondering how I should go about paying them. Yes, this will be a large project, but I want it done ASAP. Is it ok if I don't pay them by the hour? I really want it to be a set price. Also, is it reasonable to pay them in stock of the company? Like, 20%? P.S. How do I know how big a project will be in order to give the devs themselves an idea?

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  • Isometric algorithm [fixed]

    - by David
    so i've been toying with isometric and i just cant get the tiles to be in the right order. im probably missing something obvious and i just cant see it... but even at the risk of looking stupid, heres my code. for (int i = 0; i < Tile.MapSize; i++) { for (int j = 0; j < Tile.MapSize; j++) { spriteBatch.Draw( Tile.TileSetTexture, new Rectangle( (-j * Tile.TileWidth / 2) + (i * Tile.TileWidth / 2), (i * (Tile.TileHeight - 9) / 2) - (-j * (Tile.TileHeight - 9) / 2), Tile.TileWidth, Tile.TileHeight), Tile.GetSourceRectangle(tileID), Color.White, 0.0f, new Vector2(-350, -60), SpriteEffects.None, 1.0f); } } and heres what i end up with delicious messed up map yep, bit of an issue. so if anyone could help, i'd appreciate it. edit* works now <_<

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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows: --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 --volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then --c1:setFillColor(10,105,0) --c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I'll try to frame the query better :). Thanks in advance.

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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows, --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 -- volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then -- c1:setFillColor(10,105,0) -- c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I ll try to frame the query better :). Thanks in advance.

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