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  • Collision detection via adjacent tiles - sprite too big

    - by BlackMamba
    I have managed to create a collision detection system for my tile-based jump'n'run game (written in C++/SFML), where I check on each update what values the surrounding tiles of the player contain and then I let the player move accordingly (i. e. move left when there is an obstacle on the right side). This works fine when the player sprite is not too big: Given a tile size of 5x5 pixels, my solution worked quite fine with a spritesize of 3x4 and 5x5 pixels. My problem is that I actually need the player to be quite gigantic (34x70 pixels given the same tilesize). When I try this, there seems to be an invisible, notably smaller boundingbox where the player collides with obstacles, the player also seems to shake strongly. Here some images to explain what I mean: Works: http://tinypic.com/r/207lvfr/8 Doesn't work: http://tinypic.com/r/2yuk02q/8 Another example of non-functioning: http://tinypic.com/r/kexbwl/8 (the player isn't falling, he stays there in the corner) My code for getting the surrounding tiles looks like this (I removed some parts to make it better readable): std::vector<std::map<std::string, int> > Game::getSurroundingTiles(sf::Vector2f position) { // converting the pixel coordinates to tilemap coordinates sf::Vector2u pPos(static_cast<int>(position.x/tileSize.x), static_cast<int>(position.y/tileSize.y)); std::vector<std::map<std::string, int> > surroundingTiles; for(int i = 0; i < 9; ++i) { // calculating the relative position of the surrounding tile(s) int c = i % 3; int r = static_cast<int>(i/3); // we subtract 1 to place the player in the middle of the 3x3 grid sf::Vector2u tilePos(pPos.x + (c - 1), pPos.y + (r - 1)); // this tells us what kind of block this tile is int tGid = levelMap[tilePos.y][tilePos.x]; // converts the coords from tile to world coords sf::Vector2u tileRect(tilePos.x*5, tilePos.y*5); // storing all the information std::map<std::string, int> tileDict; tileDict.insert(std::make_pair("gid", tGid)); tileDict.insert(std::make_pair("x", tileRect.x)); tileDict.insert(std::make_pair("y", tileRect.y)); // adding the stored information to our vector surroundingTiles.push_back(tileDict); } // I organise the map so that it is arranged like the following: /* * 4 | 1 | 5 * -- -- -- * 2 | / | 3 * -- -- -- * 6 | 0 | 7 * */ return surroundingTiles; } I then check in a loop through the surrounding tiles, if there is a 1 as gid (indicates obstacle) and then check for intersections with that adjacent tile. The problem I just can't overcome is that I think that I need to store the values of all the adjacent tiles and then check for them. How? And may there be a better solution? Any help is appreciated. P.S.: My implementation derives from this blog entry, I mostly just translated it from Objective-C/Cocos2d.

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  • Simple OpenGL program major slow down at high resolution

    - by Grieverheart
    I have created a small OpenGL 3.3 (Core) program using freeglut. The whole geometry is two boxes and one plane with some textures. I can move around like in an FPS and that's it. The problem is I face a big slow down of fps when I make my window large (i.e. above 1920x1080). I have monitors GPU usage when in full-screen and it shows GPU load of nearly 100% and Memory Controller load of ~85%. When at 600x600, these numbers are at about 45%, my CPU is also at full load. I use deferred rendering at the moment but even when forward rendering, the slow down was nearly as severe. I can't imagine my GPU is not powerful enough for something this simple when I play many games at 1080p (I have a GeForce GT 120M btw). Below are my shaders, First Pass #VS #version 330 core uniform mat4 ModelViewMatrix; uniform mat3 NormalMatrix; uniform mat4 MVPMatrix; uniform float scale; layout(location = 0) in vec3 in_Position; layout(location = 1) in vec3 in_Normal; layout(location = 2) in vec2 in_TexCoord; smooth out vec3 pass_Normal; smooth out vec3 pass_Position; smooth out vec2 TexCoord; void main(void){ pass_Position = (ModelViewMatrix * vec4(scale * in_Position, 1.0)).xyz; pass_Normal = NormalMatrix * in_Normal; TexCoord = in_TexCoord; gl_Position = MVPMatrix * vec4(scale * in_Position, 1.0); } #FS #version 330 core uniform sampler2D inSampler; smooth in vec3 pass_Normal; smooth in vec3 pass_Position; smooth in vec2 TexCoord; layout(location = 0) out vec3 outPosition; layout(location = 1) out vec3 outDiffuse; layout(location = 2) out vec3 outNormal; void main(void){ outPosition = pass_Position; outDiffuse = texture(inSampler, TexCoord).xyz; outNormal = pass_Normal; } Second Pass #VS #version 330 core uniform float scale; layout(location = 0) in vec3 in_Position; void main(void){ gl_Position = mat4(1.0) * vec4(scale * in_Position, 1.0); } #FS #version 330 core struct Light{ vec3 direction; }; uniform ivec2 ScreenSize; uniform Light light; uniform sampler2D PositionMap; uniform sampler2D ColorMap; uniform sampler2D NormalMap; out vec4 out_Color; vec2 CalcTexCoord(void){ return gl_FragCoord.xy / ScreenSize; } vec4 CalcLight(vec3 position, vec3 normal){ vec4 DiffuseColor = vec4(0.0); vec4 SpecularColor = vec4(0.0); vec3 light_Direction = -normalize(light.direction); float diffuse = max(0.0, dot(normal, light_Direction)); if(diffuse 0.0){ DiffuseColor = diffuse * vec4(1.0); vec3 camera_Direction = normalize(-position); vec3 half_vector = normalize(camera_Direction + light_Direction); float specular = max(0.0, dot(normal, half_vector)); float fspecular = pow(specular, 128.0); SpecularColor = fspecular * vec4(1.0); } return DiffuseColor + SpecularColor + vec4(0.1); } void main(void){ vec2 TexCoord = CalcTexCoord(); vec3 Position = texture(PositionMap, TexCoord).xyz; vec3 Color = texture(ColorMap, TexCoord).xyz; vec3 Normal = normalize(texture(NormalMap, TexCoord).xyz); out_Color = vec4(Color, 1.0) * CalcLight(Position, Normal); } Is it normal for the GPU to be used that much under the described circumstances? Is it due to poor performance of freeglut? I understand that the problem could be specific to my code, but I can't paste the whole code here, if you need more info, please tell me.

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  • Problems with moving 2D circle/box collision detection

    - by dario3004
    This is my first game ever and I'm a newbie in computer physics. I've got this code for the collision detection and it works fine for BOTTOM and TOP collision.It miss the collision detection with the paddle's edge and angles so I've (roughly) tried to implement it. Main method that is called for bouncing, it checks if it bounce with wall, or with top (+ right/left side) or with bottom (+ right/left side): protected void handleBounces(float px, float py) { handleWallBounce(px, py); if(mBall.y < getHeight()/4){ if (handleRedFastBounce(mRed, px, py)) return; if (handleRightSideBounce(mRed,px,py)) return; if (handleLeftSideBounce(mRed,px,py)) return; } if(mBall.y > getHeight()/4 * 3){ if (handleBlueFastBounce(mBlue, px, py)) return; if (handleRightSideBounce(mBlue,px,py)) return; if (handleLeftSideBounce(mBlue,px,py)) return; } } This is the code for the BOTTOM bounce: protected boolean handleRedFastBounce(Paddle paddle, float px, float py) { if (mBall.goingUp() == false) return false; // next position tx = mBall.x; ty = mBall.y - mBall.getRadius(); // actual position ptx = px; pty = py - mBall.getRadius(); dyp = ty - paddle.getBottom(); xc = tx + (tx - ptx) * dyp / (ty - pty); if ((ty < paddle.getBottom() && pty > paddle.getBottom() && xc > paddle.getLeft() && xc < paddle.getRight())) { mBall.x = xc; mBall.y = paddle.getBottom() + mBall.getRadius(); mBall.bouncePaddle(paddle); playSound(mPaddleSFX); increaseDifficulty(); return true; } else return false; } As long as I understood it should be something like this: So I tried to make the "left side" and "right side" bounce method: protected boolean handleLeftSideBounce(Paddle paddle, float px, float py){ // next position tx = mBall.x + mBall.getRadius(); ty = mBall.y; // actual position ptx = px + mBall.getRadius(); pty = py; dyp = tx - paddle.getLeft(); yc = ty + (pty - ty) * dyp / (ptx - tx); if (ptx < paddle.getLeft() && tx > paddle.getLeft()){ System.out.println("left side bounce1"); System.out.println("yc: " + yc + "top: " + paddle.getTop() + " bottom: " + paddle.getBottom()); if (yc > paddle.getTop() && yc < paddle.getBottom()){ System.out.println("left side bounce2"); mBall.y = yc; mBall.x = paddle.getLeft() - mBall.getRadius(); mBall.bouncePaddle(paddle); playSound(mPaddleSFX); increaseDifficulty(); return true; } } return false; } I think I'm quite near to the solution but I'm having big troubles with the new "yc" formula. I tried so many versions of it but since I don't know the theory behind it I can't adjust for the Y axis. Since the Y axis is inverted I even tried this: yc = ty - (pty - ty) * dyp / (ptx - tx); I tried Googling it but I can't seem to find a solution for it. Also this method fails when ball touches the angle and I don't think is a nice way because it just test "one" point of the ball and probably there will be many cases in which the ball won't bounce.

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  • Error X3650 when compiling shader in XNA

    - by Saikai
    I'm attempting to convert the XBDEV.NET Mosaic Shader for use in my XNA project and having trouble. The compiler errors out because of the half globals. At first I tried replacing the globals and just writing the variables explicitly in the code, but that garbles the Output. Next I tried replacing all the half with float vars, but that still garbles the resulting Image. I call the effect file from SpriteBatch.Begin(). Is there a way to convert this shader to the new pixel shader conventions? Are there any good tutorials for this topic? Here is the shader file for reference: /*****************************************************************************/ /* File: tiles.fx Details: Modified version of the NVIDIA Composer FX Demo Program 2004 Produces a tiled mosaic effect on the output. Requires: Vertex Shader 1.1 Pixel Shader 2.0 Modified by: [email protected] (www.xbdev.net) */ /*****************************************************************************/ float4 ClearColor : DIFFUSE = { 0.0f, 0.0f, 0.0f, 1.0f}; float ClearDepth = 1.0f; /******************************** TWEAKABLES *********************************/ half NumTiles = 40.0; half Threshhold = 0.15; half3 EdgeColor = {0.7f, 0.7f, 0.7f}; /*****************************************************************************/ texture SceneMap : RENDERCOLORTARGET < float2 ViewportRatio = { 1.0f, 1.0f }; int MIPLEVELS = 1; string format = "X8R8G8B8"; string UIWidget = "None"; >; sampler SceneSampler = sampler_state { texture = <SceneMap>; AddressU = CLAMP; AddressV = CLAMP; MIPFILTER = NONE; MINFILTER = LINEAR; MAGFILTER = LINEAR; }; /***************************** DATA STRUCTS **********************************/ struct vertexInput { half3 Position : POSITION; half3 TexCoord : TEXCOORD0; }; /* data passed from vertex shader to pixel shader */ struct vertexOutput { half4 HPosition : POSITION; half2 UV : TEXCOORD0; }; /******************************* Vertex shader *******************************/ vertexOutput VS_Quad( vertexInput IN) { vertexOutput OUT = (vertexOutput)0; OUT.HPosition = half4(IN.Position, 1); OUT.UV = IN.TexCoord.xy; return OUT; } /********************************** pixel shader *****************************/ half4 tilesPS(vertexOutput IN) : COLOR { half size = 1.0/NumTiles; half2 Pbase = IN.UV - fmod(IN.UV,size.xx); half2 PCenter = Pbase + (size/2.0).xx; half2 st = (IN.UV - Pbase)/size; half4 c1 = (half4)0; half4 c2 = (half4)0; half4 invOff = half4((1-EdgeColor),1); if (st.x > st.y) { c1 = invOff; } half threshholdB = 1.0 - Threshhold; if (st.x > threshholdB) { c2 = c1; } if (st.y > threshholdB) { c2 = c1; } half4 cBottom = c2; c1 = (half4)0; c2 = (half4)0; if (st.x > st.y) { c1 = invOff; } if (st.x < Threshhold) { c2 = c1; } if (st.y < Threshhold) { c2 = c1; } half4 cTop = c2; half4 tileColor = tex2D(SceneSampler,PCenter); half4 result = tileColor + cTop - cBottom; return result; } /*****************************************************************************/ technique tiles { pass p0 { VertexShader = compile vs_1_1 VS_Quad(); ZEnable = false; ZWriteEnable = false; CullMode = None; PixelShader = compile ps_2_0 tilesPS(); } }

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  • ReSharper 8.0 EAP now available

    - by TATWORTH
    Originally posted on: http://geekswithblogs.net/TATWORTH/archive/2013/06/28/resharper-8.0-eap-now-available.aspxJetbrains have just released |ReSharper 8.0 Beta on their Early Access |Programme at http://www.jetbrains.com/resharper/whatsnew/?utm_source=resharper8b&utm_medium=newsletter&utm_campaign=resharper&utm_content=customersResharper 8.0 comes with the following new features:Support for Visual Studio 2013 Preview. Yes, ReSharper is known to work well with the fresh preview of Visual Studio 2013, and if you have already started digging into it, ReSharper 8.0 Beta is ready for the challenge.Faster code fixes. Thanks to the new Fix in Scope feature, you can choose to batch-fix some of the code issues that ReSharper detects in the scope of a project or the whole solution. Supported fixes include removing unused directives and redundant casts.Project dependency viewer. ReSharper is now able to visualize a project dependency graph for a bird's eye view of dependencies within your solution, all without compiling anything!Multifile templates. ReSharper's file templates can now be expanded to generate more than one file. For instance, this is handy for generating pairs of a main logic class and a class for extensions, or sets of partial files.Navigation improvements. These include a new action called Go to Everything to let you search for a file, type or method name from the same input box; support for line numbers in navigation actions; a new tool window called Assembly Explorer for browsing through assemblies; and two more contextual navigation actions: Navigate to Generic Substitutions and Navigate to Assembly Explorer.New solution-wide refactorings. The set of fresh refactorings is headlined by the highly requested Move Instance Method to move methods between classes without making them static. In addition, there are Inline Parameter and Pull Parameter. Last but not least, we're also introducing 4 new XAML-specific refactorings!Extraordinary XAML support. A plethora of new and improved functionality for all developers working with XAML code includes dedicated grid inspections and quick-fixes; Extract Style, Extract, Move and Inline Resource refactorings; atomic renaming of dependency properties; and a lot more.More accessible code completion. ReSharper 8 makes more of its IntelliSense magic available in automatic completion lists, including extension methods and an option to import a type. We're also introducing double completion which gives you additional completion items when you press the corresponding shortcut for the second time.A new level of extensibility. With the new NuGet-based Extension Manager, discovering, installing and uninstalling ReSharper extensions becomes extremely easy in Visual Studio 2010 and higher. When we say extensions, we mean not only full-fledged plug-ins but also sets of templates or SSR patterns that can now be shared much more easily.CSS support improvements. Smarter usage search for CSS attributes, new CSS-specific code inspections, configurable support for CSS3 and earlier versions, compatibility checks against popular browsers - there's a rough outline of what's new for CSS in ReSharper 8.A command-line version of ReSharper. ReSharper 8 goes beyond Visual Studio: we now provide a free standalone tool with hundreds of ReSharper inspections and additionally a duplicate code finder that you can integrate with your CI server or version control system.Multiple minor improvements in areas such as decompiling and code formatting, as well as support for the Blue Theme introduced in Visual Studio 2012 Update 2.

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  • Problem with sprite direction and rotation

    - by user2236165
    I have a sprite called Tool that moves with a speed represented as a float and in a direction represented as a Vector2. When I click the mouse on the screen the sprite change its direction and starts to move towards the mouseclick. In addition to that I rotate the sprite so that it is facing in the direction it is heading. However, when I add a camera that is suppose to follow the sprite so that the sprite is always centered on the screen, the sprite won't move in the given direction and the rotation isn't accurate anymore. This only happens when I add the Camera.View in the spriteBatch.Begin(). I was hoping anyone could maybe shed a light on what I am missing in my code, that would be highly appreciated. Here is the camera class i use: public class Camera { private const float zoomUpperLimit = 1.5f; private const float zoomLowerLimit = 0.1f; private float _zoom; private Vector2 _pos; private int ViewportWidth, ViewportHeight; #region Properties public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < zoomLowerLimit) _zoom = zoomLowerLimit; if (_zoom > zoomUpperLimit) _zoom = zoomUpperLimit; } } public Rectangle Viewport { get { int width = (int)((ViewportWidth / _zoom)); int height = (int)((ViewportHeight / _zoom)); return new Rectangle((int)(_pos.X - width / 2), (int)(_pos.Y - height / 2), width, height); } } public void Move(Vector2 amount) { _pos += amount; } public Vector2 Position { get { return _pos; } set { _pos = value; } } public Matrix View { get { return Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(ViewportWidth * 0.5f, ViewportHeight * 0.5f, 0)); } } #endregion public Camera(Viewport viewport, float initialZoom) { _zoom = initialZoom; _pos = Vector2.Zero; ViewportWidth = viewport.Width; ViewportHeight = viewport.Height; } } And here is my Update and Draw-method: protected override void Update (GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; TouchCollection touchCollection = TouchPanel.GetState (); foreach (TouchLocation tl in touchCollection) { if (tl.State == TouchLocationState.Pressed || tl.State == TouchLocationState.Moved) { //direction the tool shall move towards direction = touchCollection [0].Position - toolPos; if (direction != Vector2.Zero) { direction.Normalize (); } //change the direction the tool is moving and find the rotationangle the texture must rotate to point in given direction toolPos += (direction * speed * elapsed); RotationAngle = (float)Math.Atan2 (direction.Y, direction.X); } } if (direction != Vector2.Zero) { direction.Normalize (); } //move tool in given direction toolPos += (direction * speed * elapsed); //change cameracentre to the tools position Camera.Position = toolPos; base.Update (gameTime); } protected override void Draw (GameTime gameTime) { graphics.GraphicsDevice.Clear (Color.Blue); spriteBatch.Begin (SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, Camera.View); spriteBatch.Draw (tool, new Vector2 (toolPos.X, toolPos.Y), null, Color.White, RotationAngle, originOfToolTexture, 1, SpriteEffects.None, 1); spriteBatch.End (); base.Draw (gameTime); }

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  • Broken Views

    - by Ajarn Mark Caldwell
    “SELECT *” isn’t just hazardous to performance, it can actually return blatantly wrong information. There are a number of blog posts and articles out there that actively discourage the use of the SELECT * FROM …syntax.  The two most common explanations that I have seen are: Performance:  The SELECT * syntax will return every column in the table, but frequently you really only need a few of the columns, and so by using SELECT * your are retrieving large volumes of data that you don’t need, but the system has to process, marshal across tiers, and so on.  It would be much more efficient to only select the specific columns that you need. Future-proof:  If you are taking other shortcuts in your code, along with using SELECT *, you are setting yourself up for trouble down the road when enhancements are made to the system.  For example, if you use SELECT * to return results from a table into a DataTable in .NET, and then reference columns positionally (e.g. myDataRow[5]) you could end up with bad data if someone happens to add a column into position 3 and skewing all the remaining columns’ ordinal position.  Or if you use INSERT…SELECT * then you will likely run into errors when a new column is added to the source table in any position. And if you use SELECT * in the definition of a view, you will run into a variation of the future-proof problem mentioned above.  One of the guys on my team, Mike Byther, ran across this in a project we were doing, but fortunately he caught it while we were still in development.  I asked him to put together a test to prove that this was related to the use of SELECT * and not some other anomaly.  I’ll walk you through the test script so you can see for yourself what happens. We are going to create a table and two views that are based on that table, one of them uses SELECT * and the other explicitly lists the column names.  The script to create these objects is listed below. IF OBJECT_ID('testtab') IS NOT NULL DROP TABLE testtabgoIF OBJECT_ID('testtab_vw') IS NOT NULL DROP VIEW testtab_vwgo IF OBJECT_ID('testtab_vw_named') IS NOT NULL DROP VIEW testtab_vw_namedgo CREATE TABLE testtab (col1 NVARCHAR(5) null, col2 NVARCHAR(5) null)INSERT INTO testtab(col1, col2)VALUES ('A','B'), ('A','B')GOCREATE VIEW testtab_vw AS SELECT * FROM testtabGOCREATE VIEW testtab_vw_named AS SELECT col1, col2 FROM testtabgo Now, to prove that the two views currently return equivalent results, select from them. SELECT 'star', col1, col2 FROM testtab_vwSELECT 'named', col1, col2 FROM testtab_vw_named OK, so far, so good.  Now, what happens if someone makes a change to the definition of the underlying table, and that change results in a new column being inserted between the two existing columns?  (Side note, I normally prefer to append new columns to the end of the table definition, but some people like to keep their columns alphabetized, and for clarity for later people reviewing the schema, it may make sense to group certain columns together.  Whatever the reason, it sometimes happens, and you need to protect yourself and your code from the repercussions.) DROP TABLE testtabgoCREATE TABLE testtab (col1 NVARCHAR(5) null, col3 NVARCHAR(5) NULL, col2 NVARCHAR(5) null)INSERT INTO testtab(col1, col3, col2)VALUES ('A','C','B'), ('A','C','B')goSELECT 'star', col1, col2 FROM testtab_vwSELECT 'named', col1, col2 FROM testtab_vw_named I would have expected that the view using SELECT * in its definition would essentially pass-through the column name and still retrieve the correct data, but that is not what happens.  When you run our two select statements again, you see that the View that is based on SELECT * actually retrieves the data based on the ordinal position of the columns at the time that the view was created.  Sure, one work-around is to recreate the View, but you can’t really count on other developers to know the dependencies you have built-in, and they won’t necessarily recreate the view when they refactor the table. I am sure that there are reasons and justifications for why Views behave this way, but I find it particularly disturbing that you can have code asking for col2, but actually be receiving data from col3.  By the way, for the record, this entire scenario and accompanying test script apply to SQL Server 2008 R2 with Service Pack 1. So, let the developer beware…know what assumptions are in effect around your code, and keep on discouraging people from using SELECT * syntax in anything but the simplest of ad-hoc queries. And of course, let’s clean up after ourselves.  To eliminate the database objects created during this test, run the following commands. DROP TABLE testtabDROP VIEW testtab_vwDROP VIEW testtab_vw_named

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  • How to place rooms proceduraly (rule based) on in a game word

    - by gardian06
    I am trying to design the algorithm for my level generation which is a rule driven system. I have created all the rules for the system. I have taken care to insure that all rooms make sense in a grid type setup. for example: these rooms could make this configuration The logic flow code that I have so far Door{ Vector3 position; POD orient; // 5 possible values (up is not an option) bool Open; } Room{ String roomRule; Vector3 roomPos; Vector3 dimensions; POD roomOrient; // 4 possible values List doors<Door>; } LevelManager{ float scale = 18f; List usedRooms<Room>; List openDoors<Door> bool Grid[][][]; Room CreateRoom(String rule, Vector3 position, POD Orient){ place recieved values based on rule fill in other data } Vector3 getDimenstions(String rule){ return dimensions of the room } RotateRoom(POD rotateAmount){ rotate all items in the room } MoveRoom(Room toBeMoved, POD orientataion, float distance){ move the position of the room based on inputs } GenerateMap(Vector3 size, Vector3 start, Vector3 end){ Grid = array[size.y][size.x][size.z]; Room floatingRoom; floatingRoom = Room.CreateRoom(S01, start, rand(4)); usedRooms.Add(floatingRoom); for each Door in floatingRoom.doors{ openDoors.Add(door); } // fill used grid spaces floatingRoom = Room.CreateRoom(S02, end, rand(4); usedRooms.Add(floatingRoom); for each Door in floatingRoom.doors{ openDoors.Add(door); } Vector3 nRoomLocation; Door workingDoor; string workingRoom; // fill used grid spaces // pick random door on the openDoors list workingDoor = /*randomDoor*/ // get a random rule nRoomLocation = workingDoor.position; // then I'm lost } } I know that I have to make sure for convergence (namely the end is reachable), and to do this until there are no more doors on the openDoors list. right now I am simply trying to get this to work in 2D (there are rules that introduce 3D), but I am working on a presumption that a rigorous algorithm can be trivially extended to 3D. EDIT: my thought pattern so far is to take an existing open door and then pick a random room (restrictions can be put in later) place that room's center at the doors location move the room in the direction of the doors orientation half the rooms dimension w/respect to that axis then test against the 3D array to see if all the grid points are open, or have been used, or if there is even space to put the room (caseEdge) if caseEdge (which can also occur in between rooms) then put the door on a toBeClosed list, and remove it from the open list (placing a wall or something there). then to do some kind of test that both the start, and the goal are connected, and reachable from each other (each room has nodes for AI, but I don't want to "have" to pull those out to accomplish this). but this logic has the problem for say the U, or L shaped rooms in my example, and then I also have a problem conceptually if the room needs to be rotated.

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  • XNA - 3D AABB collision detection and response

    - by fastinvsqrt
    I've been fiddling around with 3D AABB collision in my voxel engine for the last couple of days, and every method I've come up with thus far has been almost correct, but each one never quite worked exactly the way I hoped it would. Currently what I do is get two bounding boxes for my entity, one modified by the X translation component and the other by the Z component, and check if each collides with any of the surrounding chunks (chunks have their own octrees that are populated only with blocks that support collision). If there is a collision, then I cast out rays into that chunk to get the shortest collision distance, and set the translation component to that distance if the component is greater than the distance. The problem is that sometimes collisions aren't even registered. Here's a video on YouTube that I created showing what I mean. I suspect the problem may be with the rays that I cast to get the collision distance not being where I think they are, but I'm not entirely sure what would be wrong with them if they are indeed the problem. Here is my code for collision detection and response in the X direction (the Z direction is basically the same): // create the XZ offset vector Vector3 offsXZ = new Vector3( ( _translation.X > 0.0f ) ? SizeX / 2.0f : ( _translation.X < 0.0f ) ? -SizeX / 2.0f : 0.0f, 0.0f, ( _translation.Z > 0.0f ) ? SizeZ / 2.0f : ( _translation.Z < 0.0f ) ? -SizeZ / 2.0f : 0.0f ); // X physics BoundingBox boxx = GetBounds( _translation.X, 0.0f, 0.0f ); if ( _translation.X > 0.0f ) { foreach ( Chunk chunk in surrounding ) { if ( chunk.Collides( boxx ) ) { float dist = GetShortestCollisionDistance( chunk, Vector3.Right, offsXZ ) - 0.0001f; if ( dist < _translation.X ) { _translation.X = dist; } } } } else if ( _translation.X < 0.0f ) { foreach ( Chunk chunk in surrounding ) { if ( chunk.Collides( boxx ) ) { float dist = GetShortestCollisionDistance( chunk, Vector3.Left, offsXZ ) - 0.0001f; if ( dist < -_translation.X ) { _translation.X = -dist; } } } } And here is my implementation for GetShortestCollisionDistance: private float GetShortestCollisionDistance( Chunk chunk, Vector3 rayDir, Vector3 offs ) { int startY = (int)( -SizeY / 2.0f ); int endY = (int)( SizeY / 2.0f ); int incY = (int)Cube.Size; float dist = Chunk.Size; for ( int y = startY; y <= endY; y += incY ) { // Position is the center of the entity's bounding box Ray ray = new Ray( new Vector3( Position.X + offs.X, Position.Y + offs.Y + y, Position.Z + offs.Z ), rayDir ); // Chunk.GetIntersections(Ray) returns Dictionary<Block, float?> foreach ( var pair in chunk.GetIntersections( ray ) ) { if ( pair.Value.HasValue && pair.Value.Value < dist ) { dist = pair.Value.Value; } } } return dist; } I realize some of this code can be consolidated to help with speed, but my main concern right now is to get this bit of physics programming to actually work.

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  • Android ListView: getTag() returns null

    - by TianDong
    Hallo all, I have a ListView which contains a Button in each line. The following code is part of the getView() Method public View getView(final int position, View convertView, ViewGroup parent) { View row = convertView; TextView tv; Button saveA_button; EditText edittext; FITB_ViewWrapper wrapper; if (row == null) { LayoutInflater li = (LayoutInflater) getSystemService(Context.LAYOUT_INFLATER_SERVICE); if (ChooseMode_Act.modeInfo.equalsIgnoreCase("Training")) { row = li.inflate(R.layout.exercise_for_training_fitb,parent, false); }else { row = li.inflate(R.layout.exercise_for_exam_fitb,parent, false); } wrapper=new FITB_ViewWrapper(row); row.setTag(wrapper); if (ChooseMode_Act.modeInfo.equalsIgnoreCase("Exam")) { saveA_button=wrapper.getSaveAnswer_Button(); OnClickListener l=new OnClickListener() { @Override public void onClick(View v) { Integer mp=(Integer)v.getTag(); Log.i("mp","my Position is: "+mp); } }; saveA_button.setOnClickListener(l); } }else { wrapper=(FITB_ViewWrapper) row.getTag(); } For my App i need to known to which item the Button belongs to, so i try to detect it. The code Log.i("mp","my Position is: "+mp); puts out a message: mp myPosition is: null I can't understand, why do i get a "null" but not an Integer? How can i find out the Position of an Item in a ListView? Thanks a lot.

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  • JQuery Thickbox - Can't get it to display

    - by Ali
    Hi All, I am using JQuery for the first time today. I can't make it to work (It simple doesnt show up). I want to display inline content using Thickbox (Eventually I will be displaying a PDF in an iframe). I have included all the javascript and css files etc. and referenced them as in code below. <%@ Page Language="C#" AutoEventWireup="true" CodeBehind="Default.aspx.cs" Inherits="JQueryLearning._Default" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head runat="server"> <title>Untitled Page</title> <script src="Scripts/thickbox.js" type="text/javascript"></script> <script src="Scripts/thickbox-compressed.js" type="text/javascript"></script> <script src="Scripts/jquery-1.4.2.min.js" type="text/javascript"></script> <link href="App_Themes/Theme/Css/thickbox.css" rel="stylesheet" type="text/css" /> </head> <body> <form id="form1" runat="server"> <div> <a href="#TB_inline?height=50&width=300&inlineId=hiddenModalContent" title="Simple Demo" class="thickbox">Show hidden content.</a> <div id="hiddenModalContent" style="display: none;"> <div style="text-align: center;"> Hello ThickBox!</div> </div> </div> </form> </body> </html> Am I missing something? Thanks, Ali

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  • Rewind request body stream

    - by Despertar
    I am re-implementing a request logger as Owin Middleware which logs the request url and body of all incoming requests. I am able to read the body, but if I do the body parameter in my controller is null. I'm guessing it's null because the stream position is at the end so there is nothing left to read when it tries to deserialize the body. I had a similar issue in a previous version of Web API but was able to set the Stream position back to 0. This particular stream throws a This stream does not support seek operations exception. In the most recent version of Web API 2.0 I could call Request.HttpContent.ReadAsStringAsync()inside my request logger, and the body would still arrive to the controller in tact. How can I rewind the stream after reading it? or How can I read the request body without consuming it? public class RequestLoggerMiddleware : OwinMiddleware { public RequestLoggerMiddleware(OwinMiddleware next) : base(next) { } public override Task Invoke(IOwinContext context) { return Task.Run(() => { string body = new StreamReader(context.Request.Body).ReadToEnd(); // log body context.Request.Body.Position = 0; // cannot set stream position back to 0 Console.WriteLine(context.Request.Body.CanSeek); // prints false this.Next.Invoke(context); }); } } public class SampleController : ApiController { public void Post(ModelClass body) { // body is now null if the middleware reads it } }

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  • {PHP} Fatal error: Using $this when not in object context (Joomla)

    - by Asher
    Hi all, i don't really know php and have hit a brick wall. The problem is that my site is showing the following error... Fatal error: Using $this when not in object context in /hermes/web07/b2350/pow.thefoodie/htdocs/index.php on line 11 This is the begining of my index.php file... // no direct access define( 'YOURBASEPATH', dirname(FILE) ); ? language; ?" lang="language; ?" main_body ul li { behavior: url(baseurl; ?/templates/template ?/css/iepngfix.htc) } baseurl; ?/templates/template ?/js/pngfix.js" baseurl; ?/templates/template ?/css/template_css.css" rel="stylesheet" type="text/css" media="all" / baseurl; ?/templates/template ?/js/fx_styles.js" baseurl; ?/templates/template ?/js/accordion.js" // *************************** // // Template Parameters // // *************************** $h1 = $this-params-get("logo"); $linked_h1 = ($this-params-get("logoLinked", 1) == 0)?"false":"true"; $h1_title = $this-params-get("logoTitle"); $h2_motto = $this-params-get("logoMotto"); // Please do NOT change this unless you know what you doing. $template_path = $this-baseurl.'/templates/'.$this-template; // template path $default_font = "default"; // **************************** ? Any help would be great as i am completely lost.

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  • python sqlite3 won't execute a join, but sqlite3 alone will

    - by Francis Davey
    Using the sqlite3 standard library in python 2.6.4, the following query works fine on sqlite3 command line: select segmentid, node_t, start, number,title from ((segments inner join position using (segmentid)) left outer join titles using (legid, segmentid)) left outer join numbers using (start, legid, version); But If I execute it via the sqlite3 library in python I get an error: >>> conn=sqlite3.connect('data/test.db') >>> conn.execute('''select segmentid, node_t, start, number,title from ((segments inner join position using (segmentid)) left outer join titles using (legid, segmentid)) left outer join numbers using (start, legid, version)''') Traceback (most recent call last): File "<stdin>", line 1, in <module> sqlite3.OperationalError: cannot join using column start - column not present in both tables The (computed) table on the left hand side of the join appears to have the relevant column because if I check it by itself I get: >>> conn.execute('''select * from ((segments inner join position using (segmentid)) left outer join titles using (legid, segmentid)) limit 20''').description (('segmentid', None, None, None, None, None, None), ('html', None, None, None, None, None, None), ('node_t', None, None, None, None, None, None), ('legid', None, None, None, None, None, None), ('version', None, None, None, None, None, None), ('start', None, None, None, None, None, None), ('title', None, None, None, None, None, None)) My schema is: CREATE TABLE leg (legid integer primary key, t char(16), year char(16), no char(16)); CREATE TABLE numbers ( number char(16), legid integer, version integer, start integer, end integer, prev integer, prev_number char(16), next integer, next_number char(16), primary key (number, legid, version)); CREATE TABLE position ( segmentid integer, legid integer, version integer, start integer, primary key (segmentid, legid, version)); CREATE TABLE 'segments' (segmentid integer primary key, html text, node_t integer); CREATE TABLE titles (legid integer, segmentid integer, title text, primary key (legid, segmentid)); CREATE TABLE versions (legid integer, version integer, primary key (legid, version)); CREATE INDEX idx_numbers_start on numbers (legid, version, start); I am baffled as to what I am doing wrong. I have tried quitting/restarting both the python and sqlite command lines and can't see what I'm doing wrong. It may be completely obvious.

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  • Blind down animation on CALayer using a mask

    - by dgjones346
    Hi there, I want to create a "blind down" effect on an image so the image "blinds down" and appears. Sort of like this JavaScript transition: http://wiki.github.com/madrobby/scriptaculous/effect-blinddown The mask is setup correctly because if I manually change it's position it hides and reveals the image behind it, but it doesn't animate! It just ends up in the animates final position and you never see it actual blind. Please help! Maybe this isn't the best way to achieve a blind down effect? // create a new layer CALayer *numberLayer = [[CALayer alloc] init]; // render the number "7" on the layer UIImage *image = [UIImage imageNamed:@"number-7.png"]; numberLayer.contents = (id) [image CGImage]; numberLayer.bounds = CGRectMake(0, 0, image.size.width, image.size.height); // width and height are 50 numberLayer.position = position; // create a new mask that is 50x50 the size of the image CAShapeLayer *maskLayer = [[CAShapeLayer alloc] init]; CGMutablePathRef path = CGPathCreateMutable(); CGPathAddRect(path, nil, CGRectMake(0, 0, 50, 50)); [maskLayer setPath:path]; [maskLayer setFillColor:[[UIColor whiteColor] CGColor]]; [theLayer setMask:maskLayer]; [maskLayer setPosition:CGPointMake(0, 0)]; // place the mask over the image [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:3.0]; [maskLayer setPosition:CGPointMake(0, 50)]; // slide mask off the image // this should shift the blind away in an animation // but it doesn't animate [UIView commitAnimations]; [maskLayer release]; [boardLayer addSublayer:numberLayer]; [numberLayer release];

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  • Jquery image preview plugin issue...

    - by Pandiya Chendur
    I have a problem with an image preview that comes up when you hover over a thumbnail. I can change the distance between the preview and the cursor, but if a thumbnail is close to the side of the window, the preview cant fit and you only see part of it.. hope that makes sense... is there a way to make it so that if the preview doesnt fit, it will show up on the other side of the cursor?.... Here is the script... this.imagePreview = function() { /* CONFIG */ xOffset = 10; yOffset = 30; // these 2 variable determine popup's distance from the cursor // you might want to adjust to get the right result /* END CONFIG */ $("a.preview").hover(function(e) { this.t = this.title; this.title = ""; var c = (this.t != "") ? "<br/>" + this.t : ""; $("body").append("<p id='preview'> <img src='" + this.href + "' alt='Image preview' />" + c + "</p>"); $("#preview") .css("top", (e.pageY - xOffset) + "px") .css("left", (e.pageX + yOffset) + "px") .fadeIn("slow"); }, function() { this.title = this.t; $("#preview").remove(); }); $("a.preview").mousemove(function(e) { $("#preview") .css("top", (e.pageY - xOffset) + "px") .css("left", (e.pageX + yOffset) + "px"); }); }; // starting the script on page load $(document).ready(function() { imagePreview(); }); EDIT: see what i am getting, http://img202.imageshack.us/img202/4991/browserpreviewf.jpg my image at the right corner of the page so when i hover the img my preview goes even further right that is besides the page scrollbar half the preview is available.... How to get the preview to the left of the cursor..

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  • Laravel - public layout not needed in every function

    - by fischer
    I have just recently started working with Laravel. Great framework so far! However I have a question. I am using a layout template like this: public $layout = 'layouts.private'; This is set in my Base_Controller: public function __construct(){ //Styles Asset::add('reset', 'css/reset.css'); Asset::add('main', 'css/main.css'); //Scripts Asset::add('jQuery', 'http://ajax.googleapis.com/ajax/libs/jquery/1.8.1/jquery.min.js'); //Switch layout template according to the users auth credentials. if (Auth::check()) { $this -> layout = 'layouts.private'; } else { $this -> layout = 'layouts.public'; } parent::__construct(); } However I get an error exception now when I try to access functions in my diffrent controllers, which should not call any view, i.e. when a user is going to login: class Login_Controller extends Base_Controller { public $restful = true; public function post_index() { $user = new User(); $credentials = array('username' => Input::get('email'), 'password' => Input::get('password')); if (Auth::attempt($credentials)) { } else { } } } The error I get, is that I do not set the content of the different variables in my public $layout. But since no view is needed in this function, how do I tell Laravel not to include the layout in this function? The best solution that I my self have come a cross (don't know if this is a bad way?) is to unset($this -> layout); from function post_index()... To sum up my question: how do I tell Laravel not to include public $layout in certain functions, where a view is not needed? Thanks in advance, fischer

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  • android app working on simulator but not on phone

    - by raqz
    i have this app that i developed and it works great on the simulator with no errors what so ever. but the moment i try to run the same on the phone for testing, the app crashes stating filenotfoundexception. it says the file /res/drawable/divider_horizontal.9.png is missing. but actually speaking, i have never referenced that file through my code. i believe its a system/os file that is unavailable. i have a custom list view, i guess its the divider there... could somebody please suggest what is wrong here. i believe this is a similar issue discussed here..but i am unable to make any sense out of it http://code.google.com/p/transdroid/issues/detail?id=14 the listview.xml layout file <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_height="wrap_content" android:gravity="left|center" android:layout_width="wrap_content" android:paddingBottom="5px" android:paddingTop="5px" android:paddingLeft="5px" > <ImageView android:id="@+id/linkImage" android:layout_width="wrap_content" android:layout_height="fill_parent" android:layout_marginRight="6dip" android:src="@drawable/icon" /> <LinearLayout android:orientation="vertical" android:layout_width="0dip" android:layout_weight="1" android:layout_height="fill_parent"> <TextView android:id="@+id/firstLineView" android:layout_width="wrap_content" android:layout_height="wrap_content" android:gravity="center" android:textColor="#FFFF00" android:text="first line title"></TextView> <TextView android:id="@+id/secondLineView" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="second line title" android:layout_marginLeft="10px" android:gravity="center" android:textColor="#0099CC"></TextView> </LinearLayout> </LinearLayout> the main xml file that calls the listview.xml <?xml version="1.0" encoding="UTF-8"?> <FrameLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent"> <LinearLayout android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent"> <LinearLayout android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="40px"> <Button android:id="@+id/todayButton" android:layout_width="fill_parent" android:layout_height="fill_parent" android:text="Today" android:textSize="12sp" android:gravity="center" android:layout_weight="1" /> <Button android:id="@+id/tomorrowButton" android:layout_width="fill_parent" android:layout_height="fill_parent" android:text="Tomorrow" android:textSize="12sp" android:layout_weight="1" /> <Button android:id="@+id/WeekButton" android:layout_width="fill_parent" android:layout_height="fill_parent" android:text="Future" android:textSize="12sp" android:layout_weight="1" /> </LinearLayout> <LinearLayout android:id="@+id/listLayout" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent"> <ListView android:id="@+id/ListView01" android:layout_width="fill_parent" android:layout_height="fill_parent" /> <TextView android:id="@id/android:empty" android:layout_width="fill_parent" android:layout_height="fill_parent" android:text="No Results" /> </LinearLayout> </LinearLayout> </FrameLayout> and the code for the same is private class EfficientAdapter extends BaseAdapter{ private LayoutInflater mInflater; private String eventTitleArray[]; private String eventDateArray[]; private String eventImageLinkArray[]; public EfficientAdapter(Context context,String[] eventTitleArray,String[] eventDateArray, String[] eventImageLinkArray){ mInflater = LayoutInflater.from(context); this.eventDateArray=eventDateArray; this.eventTitleArray=eventTitleArray; this.eventImageLinkArray =eventImageLinkArray; } public int getCount(){ //return XmlParser.todayEvents.size()-1; return this.eventDateArray.length; } public Object getItem(int position){ return position; } public long getItemId(int position){ return position; } public View getView(int position, View convertView, ViewGroup parent){ ViewHolder holder; if(convertView == null){ convertView = mInflater.inflate(R.layout.listview,null); holder = new ViewHolder(); holder.firstLine = (TextView) convertView.findViewById(R.id.firstLineView); holder.secondLine = (TextView) convertView.findViewById(R.id.secondLineView); holder.imageView = (ImageView) convertView.findViewById(R.id.linkImage); //holder.checkbox = (CheckBox) convertView.findViewById(R.id.star); holder.firstLine.setFocusable(false); holder.secondLine.setFocusable(false); holder.imageView.setFocusable(false); //holder.checkbox.setFocusable(false); convertView.setTag(holder); }else{ holder = (ViewHolder) convertView.getTag(); } Log.i(tag, "Creating the list"); holder.firstLine.setText(this.eventTitleArray[position]); holder.secondLine.setText(this.eventDateArray[position]); Bitmap bitmap; try { bitmap = BitmapFactory.decodeStream((InputStream)new URL("http://eventur.sis.pitt.edu/images/heinz7.jpg").getContent()); } catch (MalformedURLException e1) { // TODO Auto-generated catch block e1.printStackTrace(); } catch (Exception e1) { // TODO Auto-generated catch block bitmap = BitmapFactory.decodeFile("assets/heinz7.jpg");//decodeFile(getResources().getAssets().open("icon.png")); e1.printStackTrace(); } try { try{ bitmap = BitmapFactory.decodeStream((InputStream)new URL(this.eventImageLinkArray[position]).getContent());} catch(Exception e){ bitmap = BitmapFactory.decodeStream((InputStream)new URL("http://eventur.sis.pitt.edu/images/heinz7.jpg").getContent()); } int width = 0; int height =0; int newWidth = 50; int newHeight = 40; try{ width = bitmap.getWidth(); height = bitmap.getHeight(); } catch(Exception e){ width = 50; height = 40; } float scaleWidth = ((float)newWidth)/width; float scaleHeight = ((float)newHeight)/height; Matrix mat = new Matrix(); mat.postScale(scaleWidth, scaleHeight); try{ Bitmap newBitmap = Bitmap.createBitmap(bitmap,0,0,width,height,mat,true); BitmapDrawable bmd = new BitmapDrawable(newBitmap); holder.imageView.setImageDrawable(bmd); holder.imageView.setScaleType(ScaleType.CENTER); } catch(Exception e){ } } catch (MalformedURLException e) { // TODO Auto-generated catch block e.printStackTrace(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } return convertView; } class ViewHolder{ TextView firstLine; TextView secondLine; ImageView imageView; //CheckBox checkbox; } The stack trace 12-12 22:55:25.022: ERROR/AndroidRuntime(11069): Uncaught handler: thread main exiting due to uncaught exception 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): android.view.InflateException: Binary XML file line #6: Error inflating class java.lang.reflect.Constructor 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.view.LayoutInflater.createView(LayoutInflater.java:512) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at com.android.internal.policy.impl.PhoneLayoutInflater.onCreateView(PhoneLayoutInflater.java:56) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.view.LayoutInflater.createViewFromTag(LayoutInflater.java:562) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.view.LayoutInflater.rInflate(LayoutInflater.java:617) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.view.LayoutInflater.inflate(LayoutInflater.java:407) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.view.LayoutInflater.inflate(LayoutInflater.java:320) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.view.LayoutInflater.inflate(LayoutInflater.java:276) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at com.eventur.MainActivity$EfficientAdapter.getView(MainActivity.java:566) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.widget.AbsListView.obtainView(AbsListView.java:1274) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.widget.ListView.makeAndAddView(ListView.java:1661) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.widget.ListView.fillDown(ListView.java:610) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.widget.ListView.fillFromTop(ListView.java:673) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.widget.ListView.layoutChildren(ListView.java:1519) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.widget.AbsListView.onLayout(AbsListView.java:1113) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.view.View.layout(View.java:6156) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.widget.LinearLayout.setChildFrame(LinearLayout.java:1119) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.widget.LinearLayout.layoutVertical(LinearLayout.java:998) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.widget.LinearLayout.onLayout(LinearLayout.java:918) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.view.View.layout(View.java:6156) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.widget.LinearLayout.setChildFrame(LinearLayout.java:1119) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.widget.LinearLayout.layoutVertical(LinearLayout.java:998) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.widget.LinearLayout.onLayout(LinearLayout.java:918) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.view.View.layout(View.java:6156) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.widget.FrameLayout.onLayout(FrameLayout.java:333) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.view.View.layout(View.java:6156) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.widget.FrameLayout.onLayout(FrameLayout.java:333) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.view.View.layout(View.java:6156) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.widget.LinearLayout.setChildFrame(LinearLayout.java:1119) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.widget.LinearLayout.layoutVertical(LinearLayout.java:998) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.widget.LinearLayout.onLayout(LinearLayout.java:918) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.view.View.layout(View.java:6156) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.widget.FrameLayout.onLayout(FrameLayout.java:333) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.view.View.layout(View.java:6156) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.view.ViewRoot.performTraversals(ViewRoot.java:950) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.view.ViewRoot.handleMessage(ViewRoot.java:1529) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.os.Handler.dispatchMessage(Handler.java:99) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.os.Looper.loop(Looper.java:123) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.app.ActivityThread.main(ActivityThread.java:3977) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at java.lang.reflect.Method.invokeNative(Native Method) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at java.lang.reflect.Method.invoke(Method.java:521) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:782) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:540) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at dalvik.system.NativeStart.main(Native Method) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): Caused by: java.lang.reflect.InvocationTargetException 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.widget.ImageView.<init>(ImageView.java:128) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at java.lang.reflect.Constructor.constructNative(Native Method) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at java.lang.reflect.Constructor.newInstance(Constructor.java:446) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.view.LayoutInflater.createView(LayoutInflater.java:499) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): ... 42 more 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): Caused by: android.content.res.Resources$NotFoundException: File res/drawable/divider_horizontal_dark.9.png from drawable resource ID #0x7f020001 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.content.res.Resources.loadDrawable(Resources.java:1643) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.content.res.TypedArray.getDrawable(TypedArray.java:548) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.widget.ImageView.<init>(ImageView.java:138) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): ... 46 more 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): Caused by: java.io.FileNotFoundException: res/drawable/divider_horizontal_dark.9.png 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.content.res.AssetManager.openNonAssetNative(Native Method) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.content.res.AssetManager.openNonAsset(AssetManager.java:417) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): at android.content.res.Resources.loadDrawable(Resources.java:1636) 12-12 22:55:25.212: ERROR/AndroidRuntime(11069): ... 48 more

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  • Fancybox troubles

    - by Abs
    Hello all, I am trying to implement a fancybox. http://fancybox.net/howto I want to call this function on an an element. Full JS file. http://fancybox.net/js/fancybox/jquery.fancybox-1.2.1.js $.fn.fancybox = function(settings) { I have done this: $(document).ready(function() { $("a#inline").fn.fancybox(); }); However, I keep getting this error (through firebug): $("a#inline").fn is undefined [Break on this error] $("a#inline").fn.fancybox(); What does this mean? I am basically having instantiating problems. Please help. EDIT The HTML file: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Technologies</title> <link href="style.css" rel="stylesheet" type="text/css" /> <script type="text/javascript" src="fancy/jquery-1.3.2.min.js"></script> <script type="text/javascript" src="fancy/jquery.fancybox-1.2.1.js"></script> <link rel="stylesheet" href="fancy/fancybox.css" type="text/css" media="screen" /> <script type="text/javascript"> $(document).ready(function() { $("a#inline").fancybox(); }); </script> </head> <body> <?php include_once ("header.php"); ?> <div id="channel_calc"> How many Channels do I need? <span id="yellow"><a id="inline" href="#ddm">Channel Calculator</a></span> </div>

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  • How to connect to a SOAP webServices with Android

    - by dom4
    Hi everyone,I'm programming an application who must send coordinate and request to a WebServices this is my code: private String SOAP_ACTION = "getAllPositions"; private String METHOD_NAME = "getAllPositions"; private String NAMESPACE = "http://session/"; private static final String URL ="http://192.41.218.56:8080/WSGeoEAR-WSGeoServer/NavFinderBean?WSDL"; /** Called when the activity is first created. */ @Override public void onCreate(Bundle icicle) { super.onCreate(icicle); setContentView(R.layout.main); SoapObject request = new SoapObject(NAMESPACE, METHOD_NAME); request.addProperty("idUtente",1); SoapSerializationEnvelope envelope = new SoapSerializationEnvelope(SoapEnvelope.VER11); envelope.dotNet = true; envelope.setOutputSoapObject(request); AndroidHttpTransport androidHttpTransport = new AndroidHttpTransport(URL); androidHttpTransport.setXmlVersionTag("<?xml version=\"1.0\" encoding=\"UTF-8\"?>"); androidHttpTransport.debug = true; try{ androidHttpTransport.call(SOAP_ACTION, envelope); SoapObject resultsRequestSOAP = (SoapObject) envelope.bodyIn; ArrayList<position> resultData = (ArrayList<position>)resultsRequestSOAP.getProperty("getAllPositionsResponse"); for(position p : resultData) { ((TextView)findViewById(R.id.lblStatus)).setText(p.getAllInformation()); } } catch(Exception E) { ((TextView)findViewById(R.id.lblStatus)).setText("ERROR:" + E.getClass().getName() + ": " + E.getMessage()); } } } I've also create a class position. It doesn't work,can someone help me?Thanks

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  • Destroying descendants for dojox.layout.ContentPane

    - by Luigi
    Hi, I just want to clean all the content of my dojox pane before load another page. There is an attribute called cleanContent that seems not working. Anyway this is a jsp page I import: <head> <script type="text/javascript" src="./js/listMetadataClass.js"></script> <script type="text/javascript" src="./js/utility.js"></script> <link rel="stylesheet" type="text/css" href="../dojo/dijit/themes/tundra/tundra.css"> <link rel="stylesheet" type="text/css" href="../dojo/dojox/grid/resources/tundraGrid.css"> </head> <div dojoType="dijit.layout.ContentPane"> <h3>List of existing Metadata Class:</h3> <table id="gridNode" style="width:auto; height:300px;"></table> <div id="dialogNode"></div> </div> Anyway is this the correct way to import a page inside the dojox pane? Thanks Luigi

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  • jquery lib conflicts

    - by Indranil Mutsuddy
    Hello friends, I am tryin to use jgrowl and jquery validation in the same page and each time either of them works. I ve gone through the jQuery.nonConflict but coulnt solve the problem my .cs code for jgrowl is string js = "$.jGrowl(' INVALID MEMBER ID, KINDLY TRY AGAIN ');"; Page.ClientScript.RegisterStartupScript(typeof(string), "jgrowlwarn", js, true); and in .aspx is the following libs <script src="../jquery.jgrowl.js" type="text/javascript"></script> <link href="../jquery.jgrowl.css" rel="stylesheet" type="text/css" /> whereas for validations the followin are the codes in .aspx page <link href="../ketchup.jquery.ketchup.css" rel="stylesheet" type="text/css" /> <script src="../JS/ketchup.jquery.min.js" type="text/javascript"></script> <script src="../JS/ketchup.jquery.ketchup.js" type="text/javascript"></script> <script src="../JS/ketchup.jquery.ketchup.messages.js" type="text/javascript"></script> <script src="../JS/ketchup.jquery.ketchup.validations.basic.js" type="text/javascript"></script> <script type ="text/javascript"> $(document).ready(function($) { $('#example1').ketchup(); }); </script> How to make this work? please help. Thanking you, Indranil

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  • .htaccess equivalent of baseurl?

    - by Ryan
    Hello, I'm trying to install Symfony on a shared server and am attempting to duplicate the httpd.conf command: # Be sure to only have this line once in your configuration NameVirtualHost 127.0.0.1:8080 # This is the configuration for your project Listen 127.0.0.1:8080 <VirtualHost 127.0.0.1:8080> DocumentRoot "/home/sfproject/web" DirectoryIndex index.php <Directory "/home/sfproject/web"> AllowOverride All Allow from All </Directory> Alias /sf /home/sfproject/lib/vendor/symfony/data/web/sf <Directory "/home/sfproject/lib/vendor/symfony/data/web/sf"> AllowOverride All Allow from All </Directory> </VirtualHost> I need to do so using .htaccess The redirect portion was done in the root using the following: Options +FollowSymlinks RewriteEngine on rewritecond %{http_host} ^symfony.mysite.ca [nc] rewriterule ^(.*)$ http://symfony.mysite.ca/web/$1 [r=301,nc] For the alias, I've tried using: RewriteBase / but no success. The main issue is that the index.php file residing in the /web folder uses the /web path in its path to images and scripts. So instead of href="/css/main.css" //this would work it uses href="/web/css/main.css" //this doesn't work, already in the /web/ directory! Any ideas? Thanks!

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  • jQuery Datatables throws error when dynamically created row headers

    - by JM4
    I am using the Datatables jquery plugin for one of my projects. For one in particular, the number of columns can vary based on how many children a consumer has (yes I realize normalization and proper technique would insert on another row but it is a client requirement). Datatables must be set up as such: <table> <thead> <tr> <th></th> </tr> </thead> <tbody> <tr> <td></td> </tr> </tbody> </table> my script starts out as: <table cellpadding="0" cellspacing="0" border="0" class="display" id="sortable"> <thead> <tr> <th>parent name</th> <th>parent phone</th> <?php try { $db->beginTransaction(); $stmt = $db->prepare("SELECT max(num_deps) FROM (SELECT count(a.id) as num_deps FROM children a INNER JOIN parents b USING(id) WHERE a.id !=0 GROUP BY a.id) x"); $stmt->execute(); $rows = $stmt->fetchAll(); for($i=1; $i<=$rows[0][0]; $i++) { echo " <th>Child Name ".$i."</th> <th>Date of Birth ".$i."</th> "; } $db->commit(); } catch (PDOException $e) { echo "<p align='center'>There was a system error. Please contact administration.<br>".$e->getMessage()."</p><br />"; } ?> </tr> </thead> In this manner, the final column headers can be 1 or 50 spots long. However, with this dynamic code in place, datatables throws the following error: ""DataTables warning (table id = 'datatable'): Cannot reinitialise DataTable. To retrieve the DataTables object for this table, please pass either no arguments to the dataTable() function, or set bRetrive to true. Alternativly, to destroy old table and create a new one...ETC."' Yes I have set "bRetrieve" : true in the javascript above and that does not do the trick. If I remove the code above, the file "works" fine but it leaves off the necessary columns for my table. Any ideas? Displaying JS <script type="text/javascript" src="//ajax.googleapis.com/ajax/libs/jqueryui/1.8.6/jquery-ui.min.js"></script> <script type="text/javascript" src="../media/js/jquery.dataTables.min.js"></script> <script type="text/javascript" src="../media/js/TableTools/TableTools.js"></script> <script type="text/javascript" src="../media/ZeroClipboard/ZeroClipboard.js"></script> <script type="text/javascript"> $(document).ready(function() { TableToolsInit.sSwfPath = "../media/swf/ZeroClipboard.swf"; oTable = $('#sortable').dataTable({ "bRetrieve": true, "bProcessing": true, "sScrollX": "100%", "sScrollXInner": "110%", "bScrollCollapse": true, "bJQueryUI": true, "sPaginationType": "full_numbers", "sDom": 'T<"clear"><"fg-toolbar ui-widget-header ui-corner-tl ui-corner-tr ui-helper-clearfix"lfr>t<"fg-toolbar ui-widget-header ui-corner-bl ui-corner-br ui-helper-clearfix"ip>' }); }); </script> </head> TOP piece of HTML <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Home</title> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /> <link rel="stylesheet" type="text/css" href="style.css" /> <link rel="stylesheet" type="text/css" href="default.css" /> <script type="text/javascript" src="//ajax.googleapis.com/ajax/libs/jquery/1.4.3/jquery.min.js"></script> <style type="text/css" title="currentStyle"> @import "TableTools.css"; @import "demo_table_jui.css"; @import "jquery-ui-1.8.4.custom.css"; </style> <script type="text/javascript" src="//ajax.googleapis.com/ajax/libs/jqueryui/1.8.6/jquery-ui.min.js"></script> <script type="text/javascript" src="js/jquery.dataTables.min.js"></script> <script type="text/javascript" src="js/TableTools/TableTools.js"></script> <script type="text/javascript" src="ZeroClipboard/ZeroClipboard.js"></script> <script type="text/javascript"> $(document).ready(function() { TableToolsInit.sSwfPath = "ZeroClipboard.swf"; oTable = $('#sortable').dataTable({ "bRetrieve": true, "bProcessing": true, "sScrollX": "100%", "sScrollXInner": "110%", "bScrollCollapse": true, "bJQueryUI": true, "sPaginationType": "full_numbers", "sDom": 'T<"clear"><"fg-toolbar ui-widget-header ui-corner-tl ui-corner-tr ui-helper-clearfix"lfr>t<"fg-toolbar ui-widget-header ui-corner-bl ui-corner-br ui-helper-clearfix"ip>' }); }); </script> </head> <body bgcolor="#e0e0e0"> <div class="main"> <div class="body"> <div class="body_resize"> <div class="liquid-round"> <div class="top"><span><h2>Details</h2></span></div> <div class="center-content"> <div style="overflow-x:hidden; min-height:400px; max-height:600px; overflow-y:auto;"> <div class="demo_jui"><br /> <table cellpadding="0" cellspacing="0" border="0" class="display" width="100%" id="sortable"> <thead> <tr> <th>First Name</th> <th>MI</th> <th>Last Name</th> <th>Street Address</th> <th>City</th> <th>State</th> <th>Zip</th> <th>DOB</th> <th>Gender</th> <th>Spouse Name</th> <th>Spouse Date of Birth</th> <!-- this part is generated with the php, when removed, datatables works just fine with the rest of the page --> <th>Dependent Child Name 1</th> <th>Dependent Date of Birth 1</th> <th>Dependent Child Name 2</th> <th>Dependent Date of Birth 2</th> <th>Dependent Child Name 3</th> <th>Dependent Date of Birth 3</th> <th>Dependent Child Name 4</th> <th>Dependent Date of Birth 4</th> <th>Dependent Child Name 5</th> <th>Dependent Date of Birth 5</th> <th>Dependent Child Name 6</th> <th>Dependent Date of Birth 6</th> <th>Dependent Child Name 7</th> <th>Dependent Date of Birth 7</th> </tr> </thead> <tbody> <tr> ... UPDATE REGARDING COMMENTS/ANSWERS I have received a number of responses indicating the number of headers may not match the field count in the body. As I mention below, eliminating the php script below altogether would eliminate 5+ fields in the header and without question throw the count match off balance. This DOES NOT however cause an error and in fact "resolves" the issue in that datatables functions properly (even though there is NO header record for 5+ fields in the body.

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  • Problem calling std::max

    - by Eric
    I compiled my bison-generated files in Visual Studio and got these errors: ...\position.hh(83): error C2589: '(' : illegal token on right side of '::' ...\position.hh(83): error C2059: syntax error : '::' ...\position.hh(83): error C2589: '(' : illegal token on right side of '::' ...\position.hh(83): error C2059: syntax error : '::' The corresponding code is: inline void columns (int count = 1) { column = std::max (1u, column + count); } I think the problem is with std::max; if I change std::max to equivalent code then there is no problem anymore, but is there a better solution instead of changing the generated code? Here is the bison file I wrote: // // bison.yy // %skeleton "lalr1.cc" %require "2.4.2" %defines %define parser_class_name "cmd_parser" %locations %debug %error-verbose %code requires { class ParserDriver; } %parse-param { ParserDriver& driver } %lex-param { ParserDriver& driver } %union { struct ast *a; double d; struct symbol *s; struct symlist *sl; int fn; } %code { #include "helper_func.h" #include "ParserDriver.h" std::string error_msg = ""; } %token <d> NUMBER %token <s> NAME %token <fn> FUNC %token EOL %token IF THEN ELSE WHILE DO LET %token SYM_TABLE_OVERFLOW %token UNKNOWN_CHARACTER %nonassoc <fn> CMP %right '=' %left '+' '-' %left '*' '/' %nonassoc '|' UMINUS %type <a> exp stmt list explist %type <sl> symlist %{ extern int yylex(yy::cmd_parser::semantic_type *yylval, yy::cmd_parser::location_type* yylloc); %} %start calclist %% ... grammar rules ...

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