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  • Positioning decorated series of div tags on screen using offset, DOM JQUERY RELATED

    - by Calibre2010
    Hi, I am using JQuery to position a series of div tags which basically use a class inside of the tag which decorates the divs as bars. So the div is a green box based on its css specifications to the glass. I have a list of STARTING postions, a list of left coordiantes- for the starting points I wish to position my DIV say 556, 560, 600 these automatically are generated as left positions in a list I have a list of ENDING postions, a list of left coordiantes- for the ending points I wish to position my DIV say 570, 590, 610 these automatically are generated as left positions in a list now for each start and end position, the bar(green box) i want to be drawn with its appropriate width as follows. so say f is the offset or position of the start and ff the offset or position of the end : Below draws the green box based on only one start and end position LEFT. if (f.left != 0) { $("#test").html($("<div>d</div>")).css({ position: 'absolute', left: (f.left) + "px", top: (f.top + 35) + "px", width: (ff.left - f.left) + 25 + "px" }).addClass("option1"); } I am looking to loop through the list of positons in the list and draw multiple green boxs based on the positions on the screen. The above code draws just one green box from the last offset position.

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  • How to insert multiple check-box values inside database when one or more will be left unchecked?

    - by Sally
    I have a form that contains 5 check boxes. The user may select one or more of these check boxes. The user may select 2 and leave 3 unchecked or select 4 and leave one unchecked and so on, in that case how can I write the php/mysql code that will insert the form data into the database. With just one selection it's easy, I would do: $checkbox_value = $_POST['i_agree']; mysql_query("INSERT INTO terms (user, pass, conditions) VALUES ('$user','$pass','$checkbox_value')"); But how can I write this when there are multiple check box options and only one or more of them will be checked? I want to insert them all in one column called "tags" separated by commas.

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  • How to make an id auto_increment from where it last left off after a record delete?

    - by Sammy
    This isn't that big of a deal but I was wondering if it can be done. Right now when I insert a new record, the id field which is auto_increment and set as primary key increases it's value by one: id | first_name | last_name ------------------------------ 1 | John | Smith 2 | Jane | Doe But if I delete record 2, the next one I insert is going to have an id of 3. Is there any way to make it have an id of 2 automatically (without having to manually insert it)?

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  • radeon display driver clones monitors while using Xinerama

    - by gregmuellegger
    I'm trying to get my two Radeon HD 4770 cards working with three monitors. Xinerama works so far in the way that I have two fully working monitors were I can move windows from one to the other. My problem now is that my third monitor is a clone of my second monitor (displaying the exact same thing). These monitors are connected to the same graphic card ("Screen Middle" and "Screen Right" in the xorg.conf below). Here is my xorg.conf: Section "ServerLayout" Identifier "ThreeMonitors" Screen "Screen Left" 0 0 Screen "Screen Middle" RightOf "Screen Left" Screen "Screen Right" RightOf "Screen Middle" Option "Xinerama" EndSection Section "Monitor" Identifier "Monitor Left" Option "DPMS" EndSection Section "Monitor" Identifier "Monitor Middle" Option "DPMS" EndSection Section "Monitor" Identifier "Monitor Right" Option "DPMS" EndSection Section "Device" Identifier "Device Left" Driver "radeon" VendorName "ATI Technologies Inc" BoardName "ATI Radeon HD 4770 [RV740]" BusID "PCI:3:0:0" Screen 0 EndSection Section "Screen" Identifier "Screen Left" Device "Device Left" Monitor "Monitor Left" SubSection "Display" Depth 24 EndSubSection EndSection Section "Device" Identifier "Device Middle" Driver "radeon" VendorName "ATI Technologies Inc" BoardName "ATI Radeon HD 4770 [RV740]" BusID "PCI:2:0:0" Screen 0 EndSection Section "Screen" Identifier "Screen Middle" Device "Device Middle" Monitor "Monitor Middle" SubSection "Display" Depth 24 EndSubSection EndSection Section "Device" Identifier "Device Right" Driver "radeon" VendorName "ATI Technologies Inc" BoardName "ATI Radeon HD 4770 [RV740]" BusID "PCI:2:0:1" Screen 1 EndSection Section "Screen" Identifier "Screen Right" Device "Device Right" Monitor "Monitor Right" SubSection "Display" Depth 24 EndSubSection EndSection I'm using a fresh Kubuntu 10.10 installation with propsed-updates enabled since this repo contains a xorg fix for using multiple graphic cards. I hope someone can help me out. Very many thanks!!

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  • How can I align the left edge of HTML form elements using CSS?

    - by Naor
    I want to do the following: aa: ________ bbbb: ________ ccc: ________ So I wrote: <span>aa:</span><input type="text" /><br/> <span>bbbb:</span><input type="text" /><br/> <span>cc:</span><input type="text" /> And I get: aa:________ bbbb:________ ccc:________ I know I can arrange it easy with table. How do I do it without tables with as few css as I can. Thanks.

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  • Please quickly help with this problem I got 52 minutes left.

    - by Hamish Grubijan
    Write a program that prints the numbers from 1 to 100. But for multiples of three print "Fizz" instead of the number and for the multiples of five print "Buzz". For numbers which are multiples of both three and five print "FizzBuzz". Woman said use any common language. Please make it short and test it. My screen is small. Thanks. P.S. I have test anxiety particularly after talking to people in suits. I also stayed up all night studying Java codes.

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  • Sorting arrays in java

    - by user360706
    Write a static method in Java : public static void sortByFour (int[] arr) That receives as a paramater an array full of non-negative numbers (zero or positive) and sorts the array in the following way : In the beginning of the array all the numbers that devide by four without a remainder will appear. After them all the numbers in the array that devide by 4 with a remainder of 1 will appear. After them all the numbers in the array that devide by 4 with a remainder of 2 will appear. In the end of the array all the rest numbers (those who divide by 4 with the remainder 3) will appear. (The order of the numbers in each group doesn't matter) The method must be the most efficient it can. This is what I wrote but unfortunately it doesn't work well... :( public static void swap( int[] arr, int left, int right ) { int temp = arr[left]; arr[left] = arr[right]; arr[right] = temp; } public static void sortByFour( int[] arr ) { int left = 0; int right = ( arr.length - 1 ); int mid = ( arr.length / 2 ); while ( left < right ) { if ( ( arr[left] % 4 ) > ( arr[right] % 4 ) ) { swap( arr, left, right ); right--; } if ( ( arr[left] % 4 ) == ( arr[right] % 4 ) ) left++; else left++; } } Can someone please help me by fixing my code so that it will work well or rewriting it?

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  • Need help with height 100% layout

    - by serg
    I am trying to build the following layout (file browser type of thing, left block would contain a list of files, right panel would contain selected file content): <------------- MENU -------------------> <--- LEFT ----><------- RIGHT ---------> <--- LEFT ----><------- RIGHT ---------> <--- LEFT ----><------- RIGHT ---------> <--- LEFT ----><------- RIGHT ---------> <--- LEFT ----><------- RIGHT ---------> <--- LEFT ----><------- RIGHT ---------> The page itself shouldn't have any scrollbars. Menu has 100% width and fixed height Left block has fixed width and 100% height. If content is taller - scroll bar appears inside the left block only. Right block contains <pre> element and takes the remaining width and 100% height. If content is wider or taller - scrollbar appears inside the right block only. This is what I have so far: http://jsbin.com/uqegi4/3/edit The problem is fixed menu height messes up 100% height calculation and all scrollbars inside left and right blocks appear at wrong time. I don't care about cross browser compatibility, only Chrome matters. Thanks.

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  • How long can a hash left out in the open be considered safe?

    - by Xeoncross
    If I were to leave a SHA2 family hash out on my website - how long would it be considered safe? How long would I have before I could be sure that someone would find a collision for it and know what was hashed? I know that the amount of time would be based on the computational power of the one seeking to break it. It would also depend on the string length, but I'm curious just how secure hashes are. Since many of us run web-servers we constantly have to be prepared for the day when someone might make it all the way to the database which stores the user hashes. So, move the server security out of the way and then what do you have? This is a slightly theoretical area for many of the people I have talked with, so I would love to actually have some more information about average expectations for cracking.

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  • How to stop rendering invisible faces

    - by TheMorfeus
    I am making a voxel-based game, and for needs of it, i am creating a block rendering engine. Point is, that i need to generate lots of cubes. Every time i render more than 16x16x16 chunk of theese blocks, my FPS is dropped down hardly, because it renders all 6 faces of all of theese cubes. THat's 24 576 quads, and i dont want that. So, my question is, How to stop rendering vertices(or quads) that are not visible, and therefore increase performance of my game? Here is class for rendering of a block: public void renderBlock(int posx, int posy, int posz) { try{ //t.bind(); glEnable(GL_CULL_FACE); glCullFace(GL_BACK);// or even GL_FRONT_AND_BACK */); glPushMatrix(); GL11.glTranslatef((2*posx+0.5f),(2*posy+0.5f),(2*posz+0.5f)); // Move Right 1.5 Units And Into The Screen 6.0 GL11.glRotatef(rquad,1.0f,1.0f,1.0f); glBegin(GL_QUADS); // Draw A Quad GL11.glColor3f(0.5f, 0.4f, 0.4f); // Set The Color To Green GL11.glTexCoord2f(0,0); GL11.glVertex3f( 1f, 1f,-1f); // Top Right Of The Quad (Top) GL11.glTexCoord2f(1,0); GL11.glVertex3f(-1f, 1f,-1f); // Top Left Of The Quad (Top) GL11.glTexCoord2f(1,1); GL11.glVertex3f(-1f, 1f, 1f); // Bottom Left Of The Quad (Top) GL11.glTexCoord2f(0,1); GL11.glVertex3f( 1f, 1f, 1f); // Bottom Right Of The Quad (Top) //GL11.glColor3f(1.2f,0.5f,0.9f); // Set The Color To Orange GL11.glTexCoord2f(0,0); GL11.glVertex3f( 1f,-1f, 1f); // Top Right Of The Quad (Bottom) GL11.glTexCoord2f(0,1); GL11.glVertex3f(-1f,-1f, 1f); // Top Left Of The Quad (Bottom) GL11.glTexCoord2f(1,1); GL11.glVertex3f(-1f,-1f,-1f); // Bottom Left Of The Quad (Bottom) GL11.glTexCoord2f(1,0); GL11.glVertex3f( 1f,-1f,-1f); // Bottom Right Of The Quad (Bottom) //GL11.glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red GL11.glTexCoord2f(0,0); GL11.glVertex3f( 1f, 1f, 1f); // Top Right Of The Quad (Front) GL11.glTexCoord2f(1,0); GL11.glVertex3f(-1f, 1f, 1f); // Top Left Of The Quad (Front) GL11.glTexCoord2f(1,1); GL11.glVertex3f(-1f,-1f, 1f); // Bottom Left Of The Quad (Front) GL11.glTexCoord2f(0,1); GL11.glVertex3f( 1f,-1f, 1f); // Bottom Right Of The Quad (Front) //GL11.glColor3f(1f,0.5f,0.0f); // Set The Color To Yellow GL11.glTexCoord2f(0,0); GL11.glVertex3f( 1f,-1f,-1f); // Bottom Left Of The Quad (Back) GL11.glTexCoord2f(1,0); GL11.glVertex3f(-1f,-1f,-1f); // Bottom Right Of The Quad (Back) GL11.glTexCoord2f(1,1); GL11.glVertex3f(-1f, 1f,-1f); // Top Right Of The Quad (Back) GL11.glTexCoord2f(0,1); GL11.glVertex3f( 1f, 1f,-1f); // Top Left Of The Quad (Back) //GL11.glColor3f(0.0f,0.0f,0.3f); // Set The Color To Blue GL11.glTexCoord2f(0,1); GL11.glVertex3f(-1f, 1f, 1f); // Top Right Of The Quad (Left) GL11.glTexCoord2f(1,1); GL11.glVertex3f(-1f, 1f,-1f); // Top Left Of The Quad (Left) GL11.glTexCoord2f(1,0); GL11.glVertex3f(-1f,-1f,-1f); // Bottom Left Of The Quad (Left) GL11.glTexCoord2f(0,0); GL11.glVertex3f(-1f,-1f, 1f); // Bottom Right Of The Quad (Left) //GL11.glColor3f(0.5f,0.0f,0.5f); // Set The Color To Violet GL11.glTexCoord2f(0,0); GL11.glVertex3f( 1f, 1f,-1f); // Top Right Of The Quad (Right) GL11.glTexCoord2f(1,0); GL11.glVertex3f( 1f, 1f, 1f); // Top Left Of The Quad (Right) GL11.glTexCoord2f(1,1); GL11.glVertex3f( 1f,-1f, 1f); // Bottom Left Of The Quad (Right) GL11.glTexCoord2f(0,1); GL11.glVertex3f( 1f,-1f,-1f); // Bottom Right Of The Quad (Right) //rquad+=0.0001f; glEnd(); glPopMatrix(); }catch(NullPointerException t){t.printStackTrace(); System.out.println("rendering block failed");} } Here is code that renders them: private void render() { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT|GL11.GL_DEPTH_BUFFER_BIT); for(int y=0; y<32; y++){ for(int x=0; x<16; x++){ for(int z=0; z<16; z++) { b.renderBlock(x, y, z); } } } }

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  • How to get left-top and right-buttom latitude and longitude of map in MapKit For iPad ?

    - by damniatx
    Hi, i'm looking for answer about getting latitude and longitude from uimapkit. there is same problem that has been answered, but it didn't give right coordinate. http://yit.me/3ddp73 it's code from thread i'm linking above. CLLocationCoordinate2D topLeft, bottomRight; topLeft = [mapView convertPoint:CGPointMake(0,0) toCoordinateFromView:mapView]; CGPoint pointBottomRight = CGPointMake(mapView.frame.size.width, mapView.frame.size.height); bottomRight = [mapView convertPoint:pointBottomRight toCoordinateFromView:mapView]; NSLog(@"topleft = %f", topLeft); NSLog(@"bottom right = %f", bottomRight); any idea to fix this issue ? thanks

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  • Calling recursive function twice consecutively

    - by Zack
    #include <stdio.h> #define LENGTH 16 void makeBranches(int, int); void display(int, int); int main(){ makeBranches(0, LENGTH-1); } void makeBranches(int left, int right){ if(left >= right){ return; } else{ display(left, right); makeBranches(left, (right+left)/2); makeBranches((right+left/2)+1, right); } } void display(int left, int right){ printf("%d, %d", left, right); int mid = (left+right)/2; int i; for(i = left; i <= right; i++){ if(i == mid) printf("X"); else printf("-"); } if(right == LENGTH-1) printf("\n"); } The problem that I am having is the second call of makeBranches only executes with the values that caused the first call of makeBranches to return and not the original values that the first call used.

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  • JMS Step 1 - How to Create a Simple JMS Queue in Weblogic Server 11g

    - by John-Brown.Evans
    JMS Step 1 - How to Create a Simple JMS Queue in Weblogic Server 11g ol{margin:0;padding:0} .c5{vertical-align:top;width:156pt;border-style:solid;border-color:#000000;border-width:1pt;padding:0pt 2pt 0pt 2pt} .c7{list-style-type:disc;margin:0;padding:0} .c4{background-color:#ffffff} .c14{color:#1155cc;text-decoration:underline} .c6{height:11pt;text-align:center} .c13{color:inherit;text-decoration:inherit} .c3{padding-left:0pt;margin-left:36pt} .c0{border-collapse:collapse} .c12{text-align:center} .c1{direction:ltr} .c8{background-color:#f3f3f3} .c2{line-height:1.0} .c11{font-style:italic} .c10{height:11pt} .c9{font-weight:bold} .title{padding-top:24pt;line-height:1.15;text-align:left;color:#000000;font-size:36pt;font-family:"Arial";font-weight:bold;padding-bottom:6pt}.subtitle{padding-top:18pt;line-height:1.15;text-align:left;color:#666666;font-style:italic;font-size:24pt;font-family:"Georgia";padding-bottom:4pt} li{color:#000000;font-size:10pt;font-family:"Arial"} p{color:#000000;font-size:10pt;margin:0;font-family:"Arial"} h1{padding-top:0pt;line-height:1.15;text-align:left;color:#666;font-size:18pt;font-family:"Arial";font-weight:normal;padding-bottom:0pt} h2{padding-top:0pt;line-height:1.15;text-align:left;color:#666;font-size:14pt;font-family:"Arial";font-weight:normal;padding-bottom:0pt} h3{padding-top:0pt;line-height:1.15;text-align:left;color:#666;font-size:12pt;font-family:"Arial";font-weight:normal;padding-bottom:0pt} h4{padding-top:0pt;line-height:1.15;text-align:left;color:#666;font-style:italic;font-size:11pt;font-family:"Arial";padding-bottom:0pt} h5{padding-top:0pt;line-height:1.15;text-align:left;color:#666;font-size:10pt;font-family:"Arial";font-weight:normal;padding-bottom:0pt} h6{padding-top:0pt;line-height:1.15;text-align:left;color:#666;font-style:italic;font-size:10pt;font-family:"Arial";padding-bottom:0pt} This example shows the steps to create a simple JMS queue in WebLogic Server 11g for testing purposes. For example, to use with the two sample programs QueueSend.java and QueueReceive.java which will be shown in later examples. Additional, detailed information on JMS can be found in the following Oracle documentation: Oracle® Fusion Middleware Configuring and Managing JMS for Oracle WebLogic Server 11g Release 1 (10.3.6) Part Number E13738-06 http://docs.oracle.com/cd/E23943_01/web.1111/e13738/toc.htm 1. Introduction and Definitions A JMS queue in Weblogic Server is associated with a number of additional resources: JMS Server A JMS server acts as a management container for resources within JMS modules. Some of its responsibilities include the maintenance of persistence and state of messages and subscribers. A JMS server is required in order to create a JMS module. JMS Module A JMS module is a definition which contains JMS resources such as queues and topics. A JMS module is required in order to create a JMS queue. Subdeployment JMS modules are targeted to one or more WLS instances or a cluster. Resources within a JMS module, such as queues and topics are also targeted to a JMS server or WLS server instances. A subdeployment is a grouping of targets. It is also known as advanced targeting. Connection Factory A connection factory is a resource that enables JMS clients to create connections to JMS destinations. JMS Queue A JMS queue (as opposed to a JMS topic) is a point-to-point destination type. A message is written to a specific queue or received from a specific queue. The objects used in this example are: Object Name Type JNDI Name TestJMSServer JMS Server TestJMSModule JMS Module TestSubDeployment Subdeployment TestConnectionFactory Connection Factory jms/TestConnectionFactory TestJMSQueue JMS Queue jms/TestJMSQueue 2. Configuration Steps The following steps are done in the WebLogic Server Console, beginning with the left-hand navigation menu. 2.1 Create a JMS Server Services > Messaging > JMS Servers Select New Name: TestJMSServer Persistent Store: (none) Target: soa_server1  (or choose an available server) Finish The JMS server should now be visible in the list with Health OK. 2.2 Create a JMS Module Services > Messaging > JMS Modules Select New Name: TestJMSModule Leave the other options empty Targets: soa_server1  (or choose the same one as the JMS server)Press Next Leave “Would you like to add resources to this JMS system module” unchecked and  press Finish . 2.3 Create a SubDeployment A subdeployment is not necessary for the JMS queue to work, but it allows you to easily target subcomponents of the JMS module to a single target or group of targets. We will use the subdeployment in this example to target the following connection factory and JMS queue to the JMS server we created earlier. Services > Messaging > JMS Modules Select TestJMSModule Select the Subdeployments  tab and New Subdeployment Name: TestSubdeployment Press Next Here you can select the target(s) for the subdeployment. You can choose either Servers (i.e. WebLogic managed servers, such as the soa_server1) or JMS Servers such as the JMS Server created earlier. As the purpose of our subdeployment in this example is to target a specific JMS server, we will choose the JMS Server option. Select the TestJMSServer created earlier Press Finish 2.4  Create a Connection Factory Services > Messaging > JMS Modules Select TestJMSModule  and press New Select Connection Factory  and Next Name: TestConnectionFactory JNDI Name: jms/TestConnectionFactory Leave the other values at default On the Targets page, select the Advanced Targeting  button and select TestSubdeployment Press Finish The connection factory should be listed on the following page with TestSubdeployment and TestJMSServer as the target. 2.5 Create a JMS Queue Services > Messaging > JMS Modules Select TestJMSModule  and press New Select Queue and Next Name: TestJMSQueueJNDI Name: jms/TestJMSQueueTemplate: NonePress Next Subdeployments: TestSubdeployment Finish The TestJMSQueue should be listed on the following page with TestSubdeployment and TestJMSServer. Confirm the resources for the TestJMSModule. Using the Domain Structure tree, navigate to soa_domain > Services > Messaging > JMS Modules then select TestJMSModule You should see the following resources The JMS queue is now complete and can be accessed using the JNDI names jms/TestConnectionFactory andjms/TestJMSQueue. In the following blog post in this series, I will show you how to write a message to this queue, using the WebLogic sample Java program QueueSend.java.

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  • Finding the left-most and right-most points of a list. std::find_if the right way to go?

    - by Tom
    Hi, I have a list of Point objects, (each one with x,y properties) and would like to find the left-most and right-most points. I've been trying to do it with find_if, but i'm not sure its the way to go, because i can't seem to pass a comparator instance. Is find_if the way to go? Seems not. So, is there an algorithm in <algorithm> to achieve this? Thanks in advance. #include <iostream> #include <list> #include <algorithm> using namespace std; typedef struct Point{ float x; float y; } Point; bool left(Point& p1,Point& p2) { return p1.x < p2.x; } int main(){ Point p1 ={-1,0}; Point p2 ={1,0}; Point p3 ={5,0}; Point p4 ={7,0}; list <Point> points; points.push_back(p1); points.push_back(p2); points.push_back(p3); points.push_back(p4); //Should return an interator to p1. find_if(points.begin(),points.end(),left); return 0; }

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  • Javascript or CSS hover not working in Safari and Chrome

    - by PAZtech
    I have a problem with a script for a image gallery. The problem seems to only occur on Safari and Chrome, but if I refresh the page I get it to work correctly - weird! Correct function: The gallery has a top bar, which if you hover over it, it will display a caption. Below sits the main image. At the bottom there is another bar that is a reversal of the top bar. When you hover over it, it will display thumbnails of the gallery. The problem: In Safari and Chrome, the thumbnail holder will not display. In fact, it doesn't even show it as an active item (or a rollover). But oddly enough, if you manually refresh the page it begins to work correctly for the rest of the time you view the page. Once you have left the page and return the same error occurs again and you have to go through the same process. Here's one of the pages to look at: link text Here's the CSS: #ThumbsGutter { background: url(../Images/1x1.gif); background: url(/Images/1x1.gif); height: 105px; left: 0px; position: absolute; top: 0px; width: 754px; z-index: 2; } #ThumbsHolder { display: none; } #ThumbsTable { left: 1px; } #Thumbs { background-color: #000; width: 703px; } #Thumbs ul { list-style: none; margin: 0; padding: 0; } #Thumbs ul li { display: inline; } .Thumbs ul li a { border-right: 1px solid #fff; border-top: 1px solid #fff; float: left; left: 1px; } .Thumbs ul li a img { filter: alpha(opacity=50); height: 104px; opacity: .5; width: 140px; } .Thumbs ul li a img.Hot { filter: alpha(opacity=100); opacity: 1; } Here is the javascript: //Variables var globalPath = ""; var imgMain; var gutter; var holder; var thumbs; var loadingImage; var holderState; var imgCount; var imgLoaded; var captionHolder; var captionState = 0; var captionHideTimer; var captionHideTime = 500; var thumbsHideTimer; var thumbsHideTime = 500; $(document).ready(function() { //Load Variables imgMain = $("#MainImage"); captionHolder = $("#CaptionHolder"); gutter = $("#ThumbsGutter"); holder = $("#ThumbsHolder"); thumbs = $("#Thumbs"); loadingImage = $("#LoadingImageHolder"); //Position Loading Image loadingImage.centerOnObject(imgMain); //Caption Tab Event Handlers $("#CaptionTab").mouseover(function() { clearCaptionHideTimer(); showCaption(); }).mouseout(function() { setCaptionHideTimer(); }); //Caption Holder Event Handlers captionHolder.mouseenter(function() { clearCaptionHideTimer(); }).mouseleave(function() { setCaptionHideTimer(); }); //Position Gutter if (jQuery.browser.safari) { gutter.css("left", imgMain.position().left + "px").css("top", ((imgMain.offset().top + imgMain.height()) - 89) + "px"); } else { gutter.css("left", imgMain.position().left + "px").css("top", ((imgMain.offset().top + imgMain.height()) - 105) + "px"); } //gutter.css("left", imgMain.position().left + "px").css("top", ((imgMain.offset().top + imgMain.height()) - 105) + "px"); //gutter.css("left", imgMain.offset().left + "px").css("top", ((imgMain.offset().top + imgMain.height()) - gutter.height()) + "px"); //Thumb Tab Event Handlers $("#ThumbTab").mouseover(function() { clearThumbsHideTimer(); showThumbs(); }).mouseout(function() { setThumbsHideTimer(); }); //Gutter Event Handlers gutter.mouseenter(function() { //showThumbs(); clearThumbsHideTimer(); }).mouseleave(function() { //hideThumbs(); setThumbsHideTimer(); }); //Next/Prev Button Event Handlers $("#btnPrev").mouseover(function() { $(this).attr("src", globalPath + "/Images/GalleryLeftButtonHot.jpg"); }).mouseout(function() { $(this).attr("src", globalPath + "/Images/GalleryLeftButton.jpg"); }); $("#btnNext").mouseover(function() { $(this).attr("src", globalPath + "/Images/GalleryRightButtonHot.jpg"); }).mouseout(function() { $(this).attr("src", globalPath + "/Images/GalleryRightButton.jpg"); }); //Load Gallery //loadGallery(1); }); function loadGallery(galleryID) { //Hide Holder holderState = 0; holder.css("display", "none"); //Hide Empty Gallery Text $("#EmptyGalleryText").css("display", "none"); //Show Loading Message $("#LoadingGalleryOverlay").css("display", "inline").centerOnObject(imgMain); $("#LoadingGalleryText").css("display", "inline").centerOnObject(imgMain); //Load Thumbs thumbs.load(globalPath + "/GetGallery.aspx", { GID: galleryID }, function() { $("#TitleHolder").html($("#TitleContainer").html()); $("#DescriptionHolder").html($("#DescriptionContainer").html()); imgCount = $("#Thumbs img").length; imgLoaded = 0; if (imgCount == 0) { $("#LoadingGalleryText").css("display", "none"); $("#EmptyGalleryText").css("display", "inline").centerOnObject(imgMain); } else { $("#Thumbs img").load(function() { imgLoaded++; if (imgLoaded == imgCount) { holder.css("display", "inline"); //Carousel Thumbs thumbs.jCarouselLite({ btnNext: "#btnNext", btnPrev: "#btnPrev", mouseWheel: true, scroll: 1, visible: 5 }); //Small Image Event Handlers $("#Thumbs img").each(function(i) { $(this).mouseover(function() { $(this).addClass("Hot"); }).mouseout(function() { $(this).removeClass("Hot"); }).click(function() { //Load Big Image setImage($(this)); }); }); holder.css("display", "none"); //Load First Image var img = new Image(); img.onload = function() { imgMain.attr("src", img.src); setCaption($("#Image1").attr("alt")); //Hide Loading Message $("#LoadingGalleryText").css("display", "none"); $("#LoadingGalleryOverlay").css("display", "none"); } img.src = $("#Image1").attr("bigimg"); } }); } }); } function showCaption() { if (captionState == 0) { $("#CaptionTab").attr("src", globalPath + "/Images/CaptionTabHot.jpg"); captionHolder.css("display", "inline").css("left", imgMain.position().left + "px").css("top", imgMain.position().top + "px").css("width", imgMain.width() + "px").effect("slide", { "direction": "up" }, 500, function() { captionState = 1; }); } } function hideCaption() { if (captionState == 1) { captionHolder.toggle("slide", { "direction": "up" }, 500, function() { $("#CaptionTab").attr("src", globalPath + "/Images/CaptionTab.jpg"); captionState = 0; }); } } function setCaptionHideTimer() { captionHideTimer = window.setTimeout(hideCaption,captionHideTime); } function clearCaptionHideTimer() { if(captionHideTimer) { window.clearTimeout(captionHideTimer); captionHideTimer = null; } } function showThumbs() { if (holderState == 0) { $("#ThumbTab").attr("src", globalPath + "/Images/ThumbTabHot.jpg"); holder.effect("slide", { "direction": "down" }, 500, function() { holderState = 1; }); } } function hideThumbs() { if (holderState == 1) { if (jQuery.browser.safari) { holder.css("display", "none"); $("#ThumbTab").attr("src", globalPath + "/Images/ThumbTab.jpg"); holderState = 0; } else { holder.toggle("slide", { "direction": "down" }, 500, function() { $("#ThumbTab").attr("src", globalPath + "/Images/ThumbTab.jpg"); holderState = 0; }); } } } function setThumbsHideTimer() { thumbsHideTimer = window.setTimeout(hideThumbs,thumbsHideTime); } function clearThumbsHideTimer() { if(thumbsHideTimer) { window.clearTimeout(thumbsHideTimer); thumbsHideTimer = null; } } function setImage(image) { //Show Loading Image loadingImage.css("display", "inline"); var img = new Image(); img.onload = function() { //imgMain.css("background","url(" + img.src + ")").css("display","none").fadeIn(250); imgMain.attr("src", img.src).css("display", "none").fadeIn(250); setCaption(image.attr("alt")); //Hide Loading Image loadingImage.css("display", "none"); }; img.src = image.attr("bigimg"); } function setCaption(caption) { $("#CaptionText").html(caption); //alert($("#CaptionText").html()); /* if (caption.length 0) { $("#CaptionText") .css("display", "inline") .css("left", imgMain.position().left + "px") .css("top", imgMain.position().top + "px") .css("width", imgMain.width() + "px") .html(caption); $("#CaptionOverlay").css("display", "inline") .css("height", $("#CaptionText").height() + 36 + "px") .css("left", imgMain.position().left + "px") .css("top", imgMain.position().top + "px") .css("width", imgMain.width() + "px"); } else { $("#CaptionText").css("display", "none"); $("#CaptionOverlay").css("display", "none"); } */ } Please if anyone could help, it would be greatly appreciated! Thanks in advance. Justin

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  • Mulitple full joins in Postgres is slow

    - by blast83
    I have a program to use the IMDB database and am having very slow performance on my query. It appears that it doesn't use my where condition until after it materializes everything. I looked around for hints to use but nothing seems to work. Here is my query: SELECT * FROM name as n1 FULL JOIN aka_name ON n1.id = aka_name.person_id FULL JOIN cast_info as t2 ON n1.id = t2.person_id FULL JOIN person_info as t3 ON n1.id = t3.person_id FULL JOIN char_name as t4 ON t2.person_role_id = t4.id FULL JOIN role_type as t5 ON t2.role_id = t5.id FULL JOIN title as t6 ON t2.movie_id = t6.id FULL JOIN aka_title as t7 ON t6.id = t7.movie_id FULL JOIN complete_cast as t8 ON t6.id = t8.movie_id FULL JOIN kind_type as t9 ON t6.kind_id = t9.id FULL JOIN movie_companies as t10 ON t6.id = t10.movie_id FULL JOIN movie_info as t11 ON t6.id = t11.movie_id FULL JOIN movie_info_idx as t19 ON t6.id = t19.movie_id FULL JOIN movie_keyword as t12 ON t6.id = t12.movie_id FULL JOIN movie_link as t13 ON t6.id = t13.linked_movie_id FULL JOIN link_type as t14 ON t13.link_type_id = t14.id FULL JOIN keyword as t15 ON t12.keyword_id = t15.id FULL JOIN company_name as t16 ON t10.company_id = t16.id FULL JOIN company_type as t17 ON t10.company_type_id = t17.id FULL JOIN comp_cast_type as t18 ON t8.status_id = t18.id WHERE n1.id = 2003 Very table is related to each other on the join via foreign-key constraints and have indexes for all the mentioned columns. The query plan details: "Hash Left Join (cost=5838187.01..13756845.07 rows=15579622 width=835) (actual time=146879.213..146891.861 rows=20 loops=1)" " Hash Cond: (t8.status_id = t18.id)" " -> Hash Left Join (cost=5838185.92..13542624.18 rows=15579622 width=822) (actual time=146879.199..146891.833 rows=20 loops=1)" " Hash Cond: (t10.company_type_id = t17.id)" " -> Hash Left Join (cost=5838184.83..13328403.29 rows=15579622 width=797) (actual time=146879.165..146891.781 rows=20 loops=1)" " Hash Cond: (t10.company_id = t16.id)" " -> Hash Left Join (cost=5828372.95..10061752.03 rows=15579622 width=755) (actual time=146426.483..146429.756 rows=20 loops=1)" " Hash Cond: (t12.keyword_id = t15.id)" " -> Hash Left Join (cost=5825164.23..6914088.45 rows=15579622 width=731) (actual time=146372.411..146372.529 rows=20 loops=1)" " Hash Cond: (t13.link_type_id = t14.id)" " -> Merge Left Join (cost=5825162.82..6699867.24 rows=15579622 width=715) (actual time=146372.366..146372.472 rows=20 loops=1)" " Merge Cond: (t6.id = t13.linked_movie_id)" " -> Merge Left Join (cost=5684009.29..6378956.77 rows=15579622 width=699) (actual time=144019.620..144019.711 rows=20 loops=1)" " Merge Cond: (t6.id = t12.movie_id)" " -> Merge Left Join (cost=5182403.90..5622400.75 rows=8502523 width=687) (actual time=136849.731..136849.809 rows=20 loops=1)" " Merge Cond: (t6.id = t19.movie_id)" " -> Merge Left Join (cost=4974472.00..5315778.48 rows=8502523 width=637) (actual time=134972.032..134972.099 rows=20 loops=1)" " Merge Cond: (t6.id = t11.movie_id)" " -> Merge Left Join (cost=1830064.81..2033131.89 rows=1341632 width=561) (actual time=63784.035..63784.062 rows=2 loops=1)" " Merge Cond: (t6.id = t10.movie_id)" " -> Nested Loop Left Join (cost=1417360.29..1594294.02 rows=1044480 width=521) (actual time=59279.246..59279.264 rows=1 loops=1)" " Join Filter: (t6.kind_id = t9.id)" " -> Merge Left Join (cost=1417359.22..1429787.34 rows=1044480 width=507) (actual time=59279.222..59279.224 rows=1 loops=1)" " Merge Cond: (t6.id = t8.movie_id)" " -> Merge Left Join (cost=1405731.84..1414378.65 rows=1044480 width=491) (actual time=59121.773..59121.775 rows=1 loops=1)" " Merge Cond: (t6.id = t7.movie_id)" " -> Sort (cost=1346206.04..1348817.24 rows=1044480 width=416) (actual time=58095.230..58095.231 rows=1 loops=1)" " Sort Key: t6.id" " Sort Method: quicksort Memory: 17kB" " -> Hash Left Join (cost=172406.29..456387.53 rows=1044480 width=416) (actual time=57969.371..58095.208 rows=1 loops=1)" " Hash Cond: (t2.movie_id = t6.id)" " -> Hash Left Join (cost=104700.38..256885.82 rows=1044480 width=358) (actual time=49981.493..50006.303 rows=1 loops=1)" " Hash Cond: (t2.role_id = t5.id)" " -> Hash Left Join (cost=104699.11..242522.95 rows=1044480 width=343) (actual time=49981.441..50006.250 rows=1 loops=1)" " Hash Cond: (t2.person_role_id = t4.id)" " -> Hash Left Join (cost=464.96..12283.95 rows=1044480 width=269) (actual time=0.071..0.087 rows=1 loops=1)" " Hash Cond: (n1.id = t3.person_id)" " -> Nested Loop Left Join (cost=0.00..49.39 rows=7680 width=160) (actual time=0.051..0.066 rows=1 loops=1)" " -> Nested Loop Left Join (cost=0.00..17.04 rows=3 width=119) (actual time=0.038..0.041 rows=1 loops=1)" " -> Index Scan using name_pkey on name n1 (cost=0.00..8.68 rows=1 width=39) (actual time=0.022..0.024 rows=1 loops=1)" " Index Cond: (id = 2003)" " -> Index Scan using aka_name_idx_person on aka_name (cost=0.00..8.34 rows=1 width=80) (actual time=0.010..0.010 rows=0 loops=1)" " Index Cond: ((aka_name.person_id = 2003) AND (n1.id = aka_name.person_id))" " -> Index Scan using cast_info_idx_pid on cast_info t2 (cost=0.00..10.77 rows=1 width=41) (actual time=0.011..0.020 rows=1 loops=1)" " Index Cond: ((t2.person_id = 2003) AND (n1.id = t2.person_id))" " -> Hash (cost=463.26..463.26 rows=136 width=109) (actual time=0.010..0.010 rows=0 loops=1)" " -> Index Scan using person_info_idx_pid on person_info t3 (cost=0.00..463.26 rows=136 width=109) (actual time=0.009..0.009 rows=0 loops=1)" " Index Cond: (person_id = 2003)" " -> Hash (cost=42697.62..42697.62 rows=2442362 width=74) (actual time=49305.872..49305.872 rows=2442362 loops=1)" " -> Seq Scan on char_name t4 (cost=0.00..42697.62 rows=2442362 width=74) (actual time=14.066..22775.087 rows=2442362 loops=1)" " -> Hash (cost=1.12..1.12 rows=12 width=15) (actual time=0.024..0.024 rows=12 loops=1)" " -> Seq Scan on role_type t5 (cost=0.00..1.12 rows=12 width=15) (actual time=0.012..0.014 rows=12 loops=1)" " -> Hash (cost=31134.07..31134.07 rows=1573507 width=58) (actual time=7841.225..7841.225 rows=1573507 loops=1)" " -> Seq Scan on title t6 (cost=0.00..31134.07 rows=1573507 width=58) (actual time=21.507..2799.443 rows=1573507 loops=1)" " -> Materialize (cost=59525.80..63203.88 rows=294246 width=75) (actual time=812.376..984.958 rows=192075 loops=1)" " -> Sort (cost=59525.80..60261.42 rows=294246 width=75) (actual time=812.363..922.452 rows=192075 loops=1)" " Sort Key: t7.movie_id" " Sort Method: external merge Disk: 24880kB" " -> Seq Scan on aka_title t7 (cost=0.00..6646.46 rows=294246 width=75) (actual time=24.652..164.822 rows=294246 loops=1)" " -> Materialize (cost=11627.38..12884.43 rows=100564 width=16) (actual time=123.819..149.086 rows=41907 loops=1)" " -> Sort (cost=11627.38..11878.79 rows=100564 width=16) (actual time=123.807..138.530 rows=41907 loops=1)" " Sort Key: t8.movie_id" " Sort Method: external merge Disk: 3136kB" " -> Seq Scan on complete_cast t8 (cost=0.00..1549.64 rows=100564 width=16) (actual time=0.013..10.744 rows=100564 loops=1)" " -> Materialize (cost=1.08..1.15 rows=7 width=14) (actual time=0.016..0.029 rows=7 loops=1)" " -> Seq Scan on kind_type t9 (cost=0.00..1.07 rows=7 width=14) (actual time=0.011..0.013 rows=7 loops=1)" " -> Materialize (cost=412704.52..437969.09 rows=2021166 width=40) (actual time=3420.356..4278.545 rows=1028995 loops=1)" " -> Sort (cost=412704.52..417757.43 rows=2021166 width=40) (actual time=3420.349..3953.483 rows=1028995 loops=1)" " Sort Key: t10.movie_id" " Sort Method: external merge Disk: 90960kB" " -> Seq Scan on movie_companies t10 (cost=0.00..35214.66 rows=2021166 width=40) (actual time=13.271..566.893 rows=2021166 loops=1)" " -> Materialize (cost=3144407.19..3269057.42 rows=9972019 width=76) (actual time=65485.672..70083.219 rows=5039009 loops=1)" " -> Sort (cost=3144407.19..3169337.23 rows=9972019 width=76) (actual time=65485.667..68385.550 rows=5038999 loops=1)" " Sort Key: t11.movie_id" " Sort Method: external merge Disk: 735512kB" " -> Seq Scan on movie_info t11 (cost=0.00..212815.19 rows=9972019 width=76) (actual time=15.750..15715.608 rows=9972019 loops=1)" " -> Materialize (cost=207925.01..219867.92 rows=955433 width=50) (actual time=1483.989..1785.636 rows=429401 loops=1)" " -> Sort (cost=207925.01..210313.59 rows=955433 width=50) (actual time=1483.983..1654.165 rows=429401 loops=1)" " Sort Key: t19.movie_id" " Sort Method: external merge Disk: 31720kB" " -> Seq Scan on movie_info_idx t19 (cost=0.00..15047.33 rows=955433 width=50) (actual time=7.284..221.597 rows=955433 loops=1)" " -> Materialize (cost=501605.39..537645.64 rows=2883220 width=12) (actual time=5823.040..6868.242 rows=1597396 loops=1)" " -> Sort (cost=501605.39..508813.44 rows=2883220 width=12) (actual time=5823.026..6477.517 rows=1597396 loops=1)" " Sort Key: t12.movie_id" " Sort Method: external merge Disk: 78888kB" " -> Seq Scan on movie_keyword t12 (cost=0.00..44417.20 rows=2883220 width=12) (actual time=11.672..839.498 rows=2883220 loops=1)" " -> Materialize (cost=141143.93..152995.81 rows=948150 width=16) (actual time=1916.356..2253.004 rows=478358 loops=1)" " -> Sort (cost=141143.93..143514.31 rows=948150 width=16) (actual time=1916.344..2125.698 rows=478358 loops=1)" " Sort Key: t13.linked_movie_id" " Sort Method: external merge Disk: 29632kB" " -> Seq Scan on movie_link t13 (cost=0.00..14607.50 rows=948150 width=16) (actual time=27.610..297.962 rows=948150 loops=1)" " -> Hash (cost=1.18..1.18 rows=18 width=16) (actual time=0.020..0.020 rows=18 loops=1)" " -> Seq Scan on link_type t14 (cost=0.00..1.18 rows=18 width=16) (actual time=0.010..0.012 rows=18 loops=1)" " -> Hash (cost=1537.10..1537.10 rows=91010 width=24) (actual time=54.055..54.055 rows=91010 loops=1)" " -> Seq Scan on keyword t15 (cost=0.00..1537.10 rows=91010 width=24) (actual time=0.006..14.703 rows=91010 loops=1)" " -> Hash (cost=4585.61..4585.61 rows=245461 width=42) (actual time=445.269..445.269 rows=245461 loops=1)" " -> Seq Scan on company_name t16 (cost=0.00..4585.61 rows=245461 width=42) (actual time=12.037..309.961 rows=245461 loops=1)" " -> Hash (cost=1.04..1.04 rows=4 width=25) (actual time=0.013..0.013 rows=4 loops=1)" " -> Seq Scan on company_type t17 (cost=0.00..1.04 rows=4 width=25) (actual time=0.009..0.010 rows=4 loops=1)" " -> Hash (cost=1.04..1.04 rows=4 width=13) (actual time=0.006..0.006 rows=4 loops=1)" " -> Seq Scan on comp_cast_type t18 (cost=0.00..1.04 rows=4 width=13) (actual time=0.002..0.003 rows=4 loops=1)" "Total runtime: 147055.016 ms" Is there anyway to force the name.id = 2003 before it tries to join all the tables together? As you can see, the end result is 4 tuples but it seems like it should be a fast join by using the available index after it limited it down with the name clause, although very complex.

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  • CSS Menus having cross browser problems

    - by George
    I am trying to solve a problem with a CSS menu where the menu does not display properly in IE 6 I see that the HTML has some conditional code to make it work with different browsers but I do not understand it well enough. Can someone suggest a fix so the selected tab in order displayed without the grey breaK? Thanks! #pad { height: 140px; } .dropline { position: relative; padding-bottom: 0px; list-style-type: none; margin: 0px 0px 0px 5px; padding-left: 0px; width: 860px; padding-right: 0px; background: url(../images/menus/ulback.gif) repeat-x; height: 40px; top: 0px; list-style-image: none; padding-top: 0px; left: 5px; } .dropline TABLE { margin: -3px -10px; width: 25px; border-collapse: collapse; height: 17px; } .dropline LI { margin-bottom: 0px; float: left; } .dropline LI A { padding-bottom: 0px; line-height: 40px; padding-left: 0px; padding-right: 19px; display: block; font-family: tahoma, sans-serif; float: left; height: 40px; color: #fff; font-size: 12px; text-decoration: none; padding-top: 0px; } .dropline A { text-align: right; padding-bottom: 0px; line-height: 40px; padding-left: 0px; padding-right: 19px; font-family: tahoma, sans-serif; float: right; height: 40px; color: #fff; font-size: 12px; text-decoration: none; padding-top: 0px; } .dropline A:hover { color: yellow; } .welcomeuser { text-align: right; padding-bottom: 0px; line-height: 40px; padding-left: 20px; padding-right: 0px; font-family: tahoma, sans-serif; float: right; height: 40px; color: #fff; clear: inherit; font-size: 12px; text-decoration: none; padding-top: 0px; } .dropline LI A B { padding-bottom: 0px; padding-left: 20px; padding-right: 0px; display: block; float: left; height: 40px; cursor: pointer; padding-top: 0px; } .dropline UL { z-index: 10; border-bottom: #fff 1px solid; position: absolute; padding-bottom: 0px; list-style-type: none; margin: 0px; padding-left: 0px; width: 860px; padding-right: 0px; background: #f8f8f8; height: 25px; border-top: #ff9933 3px solid; top: 40px; list-style-image: none; padding-top: 0px; left: -9999px; } .dropline UL LI { line-height: 25px; height: 25px; } .dropline UL.right LI { float: right; } .dropline UL LI A { padding-bottom: 0px; line-height: 25px; padding-left: 10px; padding-right: 10px; height: 25px; color: #000; font-size: 11px; font-weight: bold; border-right: #e60 1px solid; padding-top: 0px; } .dropline UL LI A:hover { line-height: 25px; background: none transparent scroll repeat 0% 0%; height: 25px; color: #c60; } .dropline UL.right LI A { border-left: #e60 1px solid; border-right: 0px; } .dropline UL LI A.last { border-bottom: 0px; border-left: 0px; border-top: 0px; border-right: 0px; } .dropline :hover UL { left: 0px; } .dropline LI.current UL { z-index: 1; left: 0px; } .dropline LI.current A { line-height: 36px; background: url(../images/menus/tab_a.gif) no-repeat right top; height: 44px; } .dropline LI.current A B { line-height: 36px; background: url(../images/menus/tab_b.gif) no-repeat left top; } .dropline LI.current UL LI A { padding-bottom: 0px; line-height: 25px; padding-left: 10px; padding-right: 10px; background: none transparent scroll repeat 0% 0%; height: 25px; color: #000; padding-top: 0px; } .dropline LI.current UL LI.current_sub A { color: #c60; } .dropline LI.current UL LI A:hover { color: #c60; } <div id="top_nav"> <asp:ContentPlaceHolder ID="phTopNav" runat="server"> <!-- MENU --> <ul id="dropline" class="dropline" runat="server" style="left: -6px; top: -2px; width:1000px;" clientidmode="Static"> <li runat="server" id="Home"> <a runat="server" id="lnkHome" href="../Default.aspx" title="Go to the Home page"><b>Home</b> <!--[if gte IE 7]><!--></a> <!--<![endif]--> <!--[if lte IE 6]> <table> <tr> <td> <![endif]--><!--[if lte IE 6]> </td> </tr> </table> </a><![endif]--> </li> <li runat="server" id="ApplyNow"> <a runat="server" id="lnkEditOrder" href="../OrderChinaVisa.aspx" title="Use our Price Calculator and simultaneously begin the China Visa application process!"><b>Apply Now!</b> <!--[if gte IE 7]><!--></a> <!--<![endif]--> <!--[if lte IE 6]> <table> <tr> <td> <![endif]--><!--[if lte IE 6]> </td> </tr> </table> </a><![endif]--> </li> <li runat="server" id="CheckStatus"> <a id="lnkCheckStatus" runat="server" href="../Check_Status.aspx" title="Check on the status of a placed order"><b>Check Status</b><!--[if gte IE 7]><!--></a><!--<![endif]--> <!--[if lte IE 6]> <table> <tr> <td> <![endif]--><!--[if lte IE 6]> </td> </tr> </table> </a><![endif]--></li> <li runat="server" id="Affiliate"> <a id="lnkAffiliate" runat="server" href="../Secure/VisaActivity.aspx" title=""><b>Affiliate</b><!--[if gte IE 7]><!--></a><!--<![endif]--> <!--[if lte IE 6]> <table> <tr> <td> <![endif]--><!--[if lte IE 6]> </td> </tr> </table> </a><![endif]--></li> </ul> </asp:ContentPlaceHolder> </div>

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  • How can I improve this collision detection logic?

    - by Dan
    I’m trying to make an android game and I’m having a bit of trouble getting the collision detection to work. It works sometimes but my conditions aren’t specific enough and my program gets it wrong. How could I improve the following if conditions? public boolean checkColisionWithPlayer( Player player ) { // Top Left // Top Right // Bottom Right // Bottom Left // int[][] PP = { { player.x, player.y }, { player.x + player.width, player.y }, {player.x + player.height, player.y + player.width }, { player.x, player.y + player.height } }; // TOP LEFT - PLAYER // if( ( PP[0][0] > x && PP[0][0] < x + width ) && ( PP[0][1] > y && PP[0][1] < y + height ) && ( (x - player.x) < 0 ) ) { player.isColided = true; //player.isSpinning = false; // Collision On Right if( PP[0][0] > ( x + width/2 ) && ( PP[0][1] - y < ( x + width ) - PP[0][0] ) ) { Log.i("Colision", "Top Left - Right Side"); player.x = ( x + width ) + 1; player.Vh = player.phy.getVelsoityWallColision(player.Vh, player.Cr); } // Collision On Bottom else if( PP[0][1] > ( y + height/2 ) ) { Log.i("Colision", "Top Left - Bottom Side"); player.y = ( y + height ) + 1; if( player.Vv > 0 ) player.Vv = 0; } return true; } // TOP RIGHT - PLAYER // else if( ( PP[1][0] > x && PP[1][0] < x + width ) && ( PP[1][1] > y && PP[1][1] < y + height ) && ( (x - player.x) > 0 ) ) { player.isColided = true; //player.isSpinning = false; // Collision On Left if( PP[1][0] < ( x + width/2 ) && ( PP[1][0] - x < PP[1][1] - y ) ) { Log.i("Colision", "Top Right - Left Side"); player.x = ( x ) + 1; player.Vh = player.phy.getVelsoityWallColision(player.Vh, player.Cr); } // Collision On Bottom else if( PP[1][1] > ( y + height/2 ) ) { Log.i("Colision", "Top Right - Bottom Side"); player.y = ( y + height ) + 1; if( player.Vv > 0 ) player.Vv = 0; } return true; } // BOTTOM RIGHT - PLAYER // else if( ( PP[2][0] > x && PP[2][0] < x + width ) && ( PP[2][1] > y && PP[2][1] < y + height ) ) { player.isColided = true; //player.isSpinning = false; // Collision On Left if( PP[2][0] < ( x + width/2 ) && ( PP[2][0] - x < PP[2][1] - y ) ) { Log.i("Colision", "Bottom Right - Left Side"); player.x = ( x ) + 1; player.Vh = player.phy.getVelsoityWallColision(player.Vh, player.Cr); } // Collision On Top else if( PP[2][1] < ( y + height/2 ) ) { Log.i("Colision", "Bottom Right - Top Side"); player.y = y - player.height; player.Vv = player.phy.getVelsoityWallColision(player.Vv, player.Cr); //player.Vh = -1 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); int rs = x - player.x; Log.i("RS", String.format("%d", rs)); if( rs > 0 ) { player.direction = -1; player.isSpinning = true; player.Vh = -0.5 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); } if( rs < 0 ) { player.direction = 1; player.isSpinning = true; player.Vh = 0.5 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); } player.rotateSpeed = 1 * rs; } return true; } // BOTTOM LEFT - PLAYER // else if( ( PP[3][0] > x && PP[3][0] < x + width ) && ( PP[3][1] > y && PP[3][1] < y + height ) )//&& ( (x - player.x) > 0 ) ) { player.isColided = true; //player.isSpinning = false; // Collision On Right if( PP[3][0] > ( x + width/2 ) && ( PP[3][1] - y < ( x + width ) - PP[3][0] ) ) { Log.i("Colision", "Bottom Left - Right Side"); player.x = ( x + width ) + 1; player.Vh = player.phy.getVelsoityWallColision(player.Vh, player.Cr); } // Collision On Top else if( PP[3][1] < ( y + height/2 ) ) { Log.i("Colision", "Bottom Left - Top Side"); player.y = y - player.height; player.Vv = player.phy.getVelsoityWallColision(player.Vv, player.Cr); //player.Vh = -1 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); int rs = x - player.x; //Log.i("RS", String.format("%d", rs)); //player.direction = -1; //player.isSpinning = true; if( rs > 0 ) { player.direction = -1; player.isSpinning = true; player.Vh = -1 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); } if( rs < 0 ) { player.direction = 1; player.isSpinning = true; player.Vh = 1 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); } player.rotateSpeed = 1 * rs; } //try { Thread.sleep(1000, 0); } //catch (InterruptedException e) {} return true; } else { player.isColided = false; player.isSpinning = true; } return false; }

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  • Why does my sprite glitch when moving? [closed]

    - by rphello101
    Using Slick 2D/Java, I'm using the mouse to rotate a sprite and WASD to move it (A and D are used to strafe). I finally got the directional keys and rotation to work in sync, but I'm having problems with sporadic movement. It seems that the move speed is not always set to the value I have it at. Sometimes the sprite with just shoot across the screen. Furthermore, it seems that at 0 degrees, when the left key is pressed, the sprite moves backwards, not to the left. There also seems to be quite a bit of glitching when two keys are pressed, like left and up. Anyone see anything obvious? Here is the rotational code: int mX = Mouse.getX(); int mY = HEIGHT - Mouse.getY(); int pX = sprite.x+sprite.image.getWidth()/2; int pY = sprite.y+sprite.image.getHeight()/2; double mAng; if(mX!=pX){ mAng = Math.toDegrees(Math.atan2(mY - pY, mX - pX)); if(mAng==0 && mX<=pX) mAng=180; } else{ if(mY>pY) mAng=90; else mAng=270; } sprite.angle = mAng; sprite.image.setRotation((float) mAng); Movement code: Input input = gc.getInput(); Vector2f direction = new Vector2f(); Vector2f velocity = new Vector2f(); Vector2f left; Vector2f right; direction.x = (float) Math.cos(Math.toRadians(sprite.angle)); direction.y = (float) Math.sin(Math.toRadians(sprite.angle)); if(direction.length()>0) direction = direction.normalise(); left = new Vector2f(-direction.y, direction.x); right = new Vector2f(direction.y, -direction.x); velocity.x = (float) (direction.x * sprite.moveSpeed); velocity.y = (float) (direction.y * sprite.moveSpeed); if(input.isKeyDown(sprite.up)){ sprite.x += velocity.x*delta; sprite.y += velocity.y*delta; }if (input.isKeyDown(sprite.down)){ sprite.x -= velocity.x*delta; sprite.y -= velocity.y*delta; }if (input.isKeyDown(sprite.left)){ sprite.x += left.x * sprite.moveSpeed * delta; sprite.y += left.y * sprite.moveSpeed * delta; }if (input.isKeyDown(sprite.right)){ sprite.x += right.x * sprite.moveSpeed * delta; sprite.y += right.y * sprite.moveSpeed * delta; }

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