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  • Win32: No Window Appears

    - by SoulBeaver
    I was programming the example code from Frank Luna's book "Introduction to 3D Game Programming with DirectX 10". The code is the first Win32 example in the Appendix A: Windows Programming section. Right now, the program compiles under both VC++ 2008/2010, but no window appears, although the debug session has started and I have to forcefully close it. I have no idea where it is, I'm not using Win32 Console mode, I have closed all other windows and no other IDE or session of VC++ is running. Any idea why this might be happening? PS: I have also checked my Processes. It is indeed running.

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  • Please Recommend CS Project books

    - by kunjaan
    Programming Collective Intelligence is an awesome way to get your feet wet in Machine learning. I am looking for similar books which has small but interesting programming projects. Do you have any recommendations? Edit: It need not be related to machine learning. It could be any programming project-based books. Thanks. Edit2: Collective Intelligence in Action is one more book that looks at some interesting CS stuffs. Do you guys have any similar recommendations?

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  • Writing C# GUI over a C++ dll or C++ exe

    - by user97642
    Hi I have a C++ console Exe which does some progamming. Now i wanted to write a C# GUI which does some of the programming that the C++ exe does. I was thinking of few approaches, Write the C# GUI with all programming in C++ done from scratch.(I do not want to do this for the amount of rework it entails) Build a C++ dll which does the programming and have it imported in GUI app.(Now here i have a concern. How do i capture the output of the routines in c++ dll and display it in GUI? Should i return the output as string for every routine that the app calls.? Since i dont know managed c++ iam going to build an unmanaged C++ dll. )

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  • is it better to use a "natural" language to write codes ?

    - by M.H
    I recently saw a programming language called supernova and they said in the web page : The Supernova Programming language is a modern scripting language and the First one presents the concept of programming with direct Fiction Description using Clear subset of pure Human Language. and you can write codes like : i want window and the window title is Hello World. i want button and button caption is Close. and button name is btn1. btn1 mouse click. instructions are you close window end of instructions my question is not about the language itself but it is that are we need such languages and did they make writing codes more easier or not ?

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  • A good F# codebase to learn from

    - by Lucas
    Hi all, I've been teaching myself F# for a while now. I've read Programming F# by Chris Smith (great book) and I've written a few small scripts for getting the job done here and there. But IMO the best way to learn a new programming language—and more importantly, the idioms that come with it—is to read a good open source codebase written in that language. Naturally, writing code in that language is crucial, but in the beginning, you're basically struggling with your own ignorance about how things should be done. You could perform certain tasks one way or the other, but it takes experience to realize the flaws and virtues of each. Even after you've gotten a firm grasp of how things work, reading the code of people who have an even firmer one helps a great deal. Most would agree that the most insightful parts of any learn-a-programming-language book are the code examples, and reading a well-written open source codebase is the next level of that. So are there any out there for F#?

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  • Why are C, C++, and LISP so prevalent in embedded devices and robots?

    - by David
    It seems that the software language skills most sought for embedded devices and robots are C, C++, and LISP. Why haven't more recent languages made inroads into these applications? For example, Erlang would seem particularly well-suited to robotic applications, since it makes concurrent programming easier and allows hot swapping of code. Python would seem to be useful, if for no other reason than its support of multiple programming paradigms. I'm even surprised that Java hasn't made a foray into general robotic programming. I'm sure one argument would be, "Some newer languages are interpreted, not compiled" - implying that compiled languages are quicker and use fewer computational resources. Is this still the case, in a time when we can put a Java Virtual Machine on a cell phone or a SunSpot? (and isn't LISP interpreted anyway?)

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  • SRAM Cell Diagram - Can someone explain this a bit more clearly? ( From COMP1917 @ UNSW: Lecture 2 o

    - by Kristina
    I've begun watching a series of first year lectures from the University of New South Wales (UNSW) in Australia, and I'm a bit perplexed by the instructors explanation of how an SRAM gate works. I realize this isn't exactly "programming-related" but since it comes from a series of lectures relating to computing and programming, I thought StackOverflow may be able to help (reddit failed me entirely). In this lecture beginning at around 32:12, Richard (the lecturer) tries to explain how a "latch gate" works within SRAM. Although his students seem to keep up, I feel I'm missing something crucial which is preventing the concept from really "clicking" in my brain. For convenience, I've added the image from the video below: Thanks in advance for any help you can provide, but if this question doesn't fit your view of "programming-related" could you please provide an alternate forum for this in a comment when you cast your close vote? Thanks!

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  • Pomodoro technique & other ways to increase personal productivity? Any ideas?

    - by Jayson
    I recently came across Pomodoro Technique as a way to increase productivity, get in the zone, and in general feel a sense of accomplishment at setting some short programming goals and achieving them. So far I have enjoyed it and the sense of accomplishment I get after seeing a bunch of short goals add up at the end of the day to a lot of work done on a programming project. I'm looking for other ideas similar or not to the pomodoro technique to add a little variety to achieving goals, personal productivity, get in the programming zone, etc. Any ideas or techniques that are expressed formally such as in the pomodoro paper, that are not trite fluffy maxims?

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  • How messages flows between computers connected with Internet or LAN ?

    - by Praveen
    Hi All, I have been doing Windows programming in .Net since last two years. Now I am shifting to web programming so I just stuck in understanding the fundamentals of web programming, after googling I came to StackOverflow to learn from all of you great guys. My confusion is about how messages flow between systems in distributed enviornment ? I mean suppose I want to send a message "Hello" to a system connected to LAN or Internet, then what will be the steps taken to send the message. Second thing is suppose my system is "A" and I wana send message to system "B" which is connected via a wire, so how the message flows on wire and how system "B" reads it from the wire ? Please someone explain me in a layman terms. Thank you all in advance.

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  • How can I learn Android?

    - by Daisama
    I am a freshman in college which has been Java programming for over a year. I haven taken a couple of programming courses, both of which were with Java. And I have done web development for several years. So overall, I would't say that I am a complete beginner in programming. Recently, I have developed a strong interest in developing for Android. I read that Android development was with Java and I thought it would making development easier for me. But I was very wrong. Based on reviews from Amazon, I have begun reading "Professional Android Application Development by Meier but everything is going over my head. The Busy Coder's Guide to Android Development seems a bit more for my level but I still want everybody else's opinion. The Google stuff isn't very helpful to me at my level and neither are the tutorials on anddev and such. Any advice for a complete beginner on how to get started? Thanks.

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  • Solaris 11.1: Changes to included FOSS packages

    - by alanc
    Besides the documentation changes I mentioned last time, another place you can see Solaris 11.1 changes before upgrading is in the online package repository, now that the 11.1 packages have been published to http://pkg.oracle.com/solaris/release/, as the “0.175.1.0.0.24.2” branch. (Oracle Solaris Package Versioning explains what each field in that version string means.) When you’re ready to upgrade to the packages from either this repo, or the support repository, you’ll want to first read How to Update to Oracle Solaris 11.1 Using the Image Packaging System by Pete Dennis, as there are a couple issues you will need to be aware of to do that upgrade, several of which are due to changes in the Free and Open Source Software (FOSS) packages included with Solaris, as I’ll explain in a bit. Solaris 11 can update more readily than Solaris 10 In the Solaris 10 and older update models, the way the updates were built constrained what changes we could make in those releases. To change an existing SVR4 package in those releases, we created a Solaris Patch, which applied to a given version of the SVR4 package and replaced, added or deleted files in it. These patches were released via the support websites (originally SunSolve, now My Oracle Support) for applying to existing Solaris 10 installations, and were also merged into the install images for the next Solaris 10 update release. (This Solaris Patches blog post from Gerry Haskins dives deeper into that subject.) Some of the restrictions of this model were that package refactoring, changes to package dependencies, and even just changing the package version number, were difficult to do in this hybrid patch/OS update model. For instance, when Solaris 10 first shipped, it had the Xorg server from X11R6.8. Over the first couple years of update releases we were able to keep it up to date by replacing, adding, & removing files as necessary, taking it all the way up to Xorg server release 1.3 (new version numbering begun after the X11R7 split of the X11 tree into separate modules gave each module its own version). But if you run pkginfo on the SUNWxorg-server package, you’ll see it still displayed a version number of 6.8, confusing users as to which version was actually included. We stopped upgrading the Xorg server releases in Solaris 10 after 1.3, as later versions added new dependencies, such as HAL, D-Bus, and libpciaccess, which were very difficult to manage in this patching model. (We later got libpciaccess to work, but HAL & D-Bus would have been much harder due to the greater dependency tree underneath those.) Similarly, every time the GNOME team looked into upgrading Solaris 10 past GNOME 2.6, they found these constraints made it so difficult it wasn’t worthwhile, and eventually GNOME’s dependencies had changed enough it was completely infeasible. Fortunately, this worked out for both the X11 & GNOME teams, with our management making the business decision to concentrate on the “Nevada” branch for desktop users - first as Solaris Express Desktop Edition, and later as OpenSolaris, so we didn’t have to fight to try to make the package updates fit into these tight constraints. Meanwhile, the team designing the new packaging system for Solaris 11 was seeing us struggle with these problems, and making this much easier to manage for both the development teams and our users was one of their big goals for the IPS design they were working on. Now that we’ve reached the first update release to Solaris 11, we can start to see the fruits of their labors, with more FOSS updates in 11.1 than we had in many Solaris 10 update releases, keeping software more up to date with the upstream communities. Of course, just because we can more easily update now, doesn’t always mean we should or will do so, it just removes the package system limitations from forcing the decision for us. So while we’ve upgraded the X Window System in the 11.1 release from X11R7.6 to 7.7, the Solaris GNOME team decided it was not the right time to try to make the jump from GNOME 2 to GNOME 3, though they did update some individual components of the desktop, especially those with security fixes like Firefox. In other parts of the system, decisions as to what to update were prioritized based on how they affected other projects, or what customer requests we’d gotten for them. So with all that background in place, what packages did we actually update or add between Solaris 11.0 and 11.1? Core OS Functionality One of the FOSS changes with the biggest impact in this release is the upgrade from Grub Legacy (0.97) to Grub 2 (1.99) for the x64 platform boot loader. This is the cause of one of the upgrade quirks, since to go from Solaris 11.0 to 11.1 on x64 systems, you first need to update the Boot Environment tools (such as beadm) to a new version that can handle boot environments that use the Grub2 boot loader. System administrators can find the details they need to know about the new Grub in the Administering the GRand Unified Bootloader chapter of the Booting and Shutting Down Oracle Solaris 11.1 Systems guide. This change was necessary to be able to support new hardware coming into the x64 marketplace, including systems using UEFI firmware or booting off disk drives larger than 2 terabytes. For both platforms, Solaris 11.1 adds rsyslog as an optional alternative to the traditional syslogd, and OpenSCAP for checking security configuration settings are compliant with site policies. Note that the support repo actually has newer versions of BIND & fetchmail than the 11.1 release, as some late breaking critical fixes came through from the community upstream releases after the Solaris 11.1 release was frozen, and made their way to the support repository. These are responsible for the other big upgrade quirk in this release, in which to upgrade a system which already installed those versions from the support repo, you need to either wait for those packages to make their way to the 11.1 branch of the support repo, or follow the steps in the aforementioned upgrade walkthrough to let the package system know it's okay to temporarily downgrade those. Developer Stack While Solaris 11.0 included Python 2.7, many of the bundled python modules weren’t packaged for it yet, limiting its usability. For 11.1, many more of the python modules include 2.7 versions (enough that I filtered them out of the below table, but you can always search on the package repository server for them. For other language runtimes and development tools, 11.1 expands the use of IPS mediated links to choose which version of a package is the default when the packages are designed to allow multiple versions to install side by side. For instance, in Solaris 11.0, GNU automake 1.9 and 1.10 were provided, and developers had to run them as either automake-1.9 or automake-1.10. In Solaris 11.1, when automake 1.11 was added, also added was a /usr/bin/automake mediated link, which points to the automake-1.11 program by default, but can be changed to another version by running the pkg set-mediator command. Mediated links were also used for the Java runtime & development kits in 11.1, changing the default versions to the Java 7 releases (the 1.7.0.x package versions), while allowing admins to switch links such as /usr/bin/javac back to Java 6 if they need to for their site, to deal with Java 7 compatibility or other issues, without having to update each usage to use the full versioned /usr/jdk/jdk1.6.0_35/bin/javac paths for every invocation. Desktop Stack As I mentioned before, we upgraded from X11R7.6 to X11R7.7, since a pleasant coincidence made the X.Org release dates line up nicely with our feature & code freeze dates for this release. (Or perhaps it wasn’t so coincidental, after all, one of the benefits of being the person making the release is being able to decide what schedule is most convenient for you, and this one worked well for me.) For the table below, I’ve skipped listing the packages in which we use the X11 “katamari” version for the Solaris package version (mainly packages combining elements of multiple upstream modules with independent version numbers), since they just all changed from 7.6 to 7.7. In the graphics drivers, we worked with Intel to update the Intel Integrated Graphics Processor support to support 3D graphics and kernel mode setting on the Ivy Bridge chipsets, and updated Nvidia’s non-FOSS graphics driver from 280.13 to 295.20. Higher up in the desktop stack, PulseAudio was added for audio support, and liblouis for Braille support, and the GNOME applications were built to use them. The Mozilla applications, Firefox & Thunderbird moved to the current Extended Support Release (ESR) versions, 10.x for each, to bring up-to-date security fixes without having to be on Mozilla’s agressive 6 week feature cycle release train. Detailed list of changes This table shows most of the changes to the FOSS packages between Solaris 11.0 and 11.1. As noted above, some were excluded for clarity, or to reduce noise and duplication. All the FOSS packages which didn't change the version number in their packaging info are not included, even if they had updates to fix bugs, security holes, or add support for new hardware or new features of Solaris. Package11.011.1 archiver/unrar 3.8.5 4.1.4 audio/sox 14.3.0 14.3.2 backup/rdiff-backup 1.2.1 1.3.3 communication/im/pidgin 2.10.0 2.10.5 compress/gzip 1.3.5 1.4 compress/xz not included 5.0.1 database/sqlite-3 3.7.6.3 3.7.11 desktop/remote-desktop/tigervnc 1.0.90 1.1.0 desktop/window-manager/xcompmgr 1.1.5 1.1.6 desktop/xscreensaver 5.12 5.15 developer/build/autoconf 2.63 2.68 developer/build/autoconf/xorg-macros 1.15.0 1.17 developer/build/automake-111 not included 1.11.2 developer/build/cmake 2.6.2 2.8.6 developer/build/gnu-make 3.81 3.82 developer/build/imake 1.0.4 1.0.5 developer/build/libtool 1.5.22 2.4.2 developer/build/makedepend 1.0.3 1.0.4 developer/documentation-tool/doxygen 1.5.7.1 1.7.6.1 developer/gnu-binutils 2.19 2.21.1 developer/java/jdepend not included 2.9 developer/java/jdk-6 1.6.0.26 1.6.0.35 developer/java/jdk-7 1.7.0.0 1.7.0.7 developer/java/jpackage-utils not included 1.7.5 developer/java/junit 4.5 4.10 developer/lexer/jflex not included 1.4.1 developer/parser/byaccj not included 1.14 developer/parser/java_cup not included 0.10 developer/quilt 0.47 0.60 developer/versioning/git 1.7.3.2 1.7.9.2 developer/versioning/mercurial 1.8.4 2.2.1 developer/versioning/subversion 1.6.16 1.7.5 diagnostic/constype 1.0.3 1.0.4 diagnostic/nmap 5.21 5.51 diagnostic/scanpci 0.12.1 0.13.1 diagnostic/wireshark 1.4.8 1.8.2 diagnostic/xload 1.1.0 1.1.1 editor/gnu-emacs 23.1 23.4 editor/vim 7.3.254 7.3.600 file/lndir 1.0.2 1.0.3 image/editor/bitmap 1.0.5 1.0.6 image/gnuplot 4.4.0 4.6.0 image/library/libexif 0.6.19 0.6.21 image/library/libpng 1.4.8 1.4.11 image/library/librsvg 2.26.3 2.34.1 image/xcursorgen 1.0.4 1.0.5 library/audio/pulseaudio not included 1.1 library/cacao 2.3.0.0 2.3.1.0 library/expat 2.0.1 2.1.0 library/gc 7.1 7.2 library/graphics/pixman 0.22.0 0.24.4 library/guile 1.8.4 1.8.6 library/java/javadb 10.5.3.0 10.6.2.1 library/java/subversion 1.6.16 1.7.5 library/json-c not included 0.9 library/libedit not included 3.0 library/libee not included 0.3.2 library/libestr not included 0.1.2 library/libevent 1.3.5 1.4.14.2 library/liblouis not included 2.1.1 library/liblouisxml not included 2.1.0 library/libtecla 1.6.0 1.6.1 library/libtool/libltdl 1.5.22 2.4.2 library/nspr 4.8.8 4.8.9 library/openldap 2.4.25 2.4.30 library/pcre 7.8 8.21 library/perl-5/subversion 1.6.16 1.7.5 library/python-2/jsonrpclib not included 0.1.3 library/python-2/lxml 2.1.2 2.3.3 library/python-2/nose not included 1.1.2 library/python-2/pyopenssl not included 0.11 library/python-2/subversion 1.6.16 1.7.5 library/python-2/tkinter-26 2.6.4 2.6.8 library/python-2/tkinter-27 2.7.1 2.7.3 library/security/nss 4.12.10 4.13.1 library/security/openssl 1.0.0.5 (1.0.0e) 1.0.0.10 (1.0.0j) mail/thunderbird 6.0 10.0.6 network/dns/bind 9.6.3.4.3 9.6.3.7.2 package/pkgbuild not included 1.3.104 print/filter/enscript not included 1.6.4 print/filter/gutenprint 5.2.4 5.2.7 print/lp/filter/foomatic-rip 3.0.2 4.0.15 runtime/java/jre-6 1.6.0.26 1.6.0.35 runtime/java/jre-7 1.7.0.0 1.7.0.7 runtime/perl-512 5.12.3 5.12.4 runtime/python-26 2.6.4 2.6.8 runtime/python-27 2.7.1 2.7.3 runtime/ruby-18 1.8.7.334 1.8.7.357 runtime/tcl-8/tcl-sqlite-3 3.7.6.3 3.7.11 security/compliance/openscap not included 0.8.1 security/nss-utilities 4.12.10 4.13.1 security/sudo 1.8.1.2 1.8.4.5 service/network/dhcp/isc-dhcp 4.1 4.1.0.6 service/network/dns/bind 9.6.3.4.3 9.6.3.7.2 service/network/ftp (ProFTPD) 1.3.3.0.5 1.3.3.0.7 service/network/samba 3.5.10 3.6.6 shell/conflict 0.2004.9.1 0.2010.6.27 shell/pipe-viewer 1.1.4 1.2.0 shell/zsh 4.3.12 4.3.17 system/boot/grub 0.97 1.99 system/font/truetype/liberation 1.4 1.7.2 system/library/freetype-2 2.4.6 2.4.9 system/library/libnet 1.1.2.1 1.1.5 system/management/cim/pegasus 2.9.1 2.11.0 system/management/ipmitool 1.8.10 1.8.11 system/management/wbem/wbemcli 1.3.7 1.3.9.1 system/network/routing/quagga 0.99.8 0.99.19 system/rsyslog not included 6.2.0 terminal/luit 1.1.0 1.1.1 text/convmv 1.14 1.15 text/gawk 3.1.5 3.1.8 text/gnu-grep 2.5.4 2.10 web/browser/firefox 6.0.2 10.0.6 web/browser/links 1.0 1.0.3 web/java-servlet/tomcat 6.0.33 6.0.35 web/php-53 not included 5.3.14 web/php-53/extension/php-apc not included 3.1.9 web/php-53/extension/php-idn not included 0.2.0 web/php-53/extension/php-memcache not included 3.0.6 web/php-53/extension/php-mysql not included 5.3.14 web/php-53/extension/php-pear not included 5.3.14 web/php-53/extension/php-suhosin not included 0.9.33 web/php-53/extension/php-tcpwrap not included 1.1.3 web/php-53/extension/php-xdebug not included 2.2.0 web/php-common not included 11.1 web/proxy/squid 3.1.8 3.1.18 web/server/apache-22 2.2.20 2.2.22 web/server/apache-22/module/apache-sed 2.2.20 2.2.22 web/server/apache-22/module/apache-wsgi not included 3.3 x11/diagnostic/xev 1.1.0 1.2.0 x11/diagnostic/xscope 1.3 1.3.1 x11/documentation/xorg-docs 1.6 1.7 x11/keyboard/xkbcomp 1.2.3 1.2.4 x11/library/libdmx 1.1.1 1.1.2 x11/library/libdrm 2.4.25 2.4.32 x11/library/libfontenc 1.1.0 1.1.1 x11/library/libfs 1.0.3 1.0.4 x11/library/libice 1.0.7 1.0.8 x11/library/libsm 1.2.0 1.2.1 x11/library/libx11 1.4.4 1.5.0 x11/library/libxau 1.0.6 1.0.7 x11/library/libxcb 1.7 1.8.1 x11/library/libxcursor 1.1.12 1.1.13 x11/library/libxdmcp 1.1.0 1.1.1 x11/library/libxext 1.3.0 1.3.1 x11/library/libxfixes 4.0.5 5.0 x11/library/libxfont 1.4.4 1.4.5 x11/library/libxft 2.2.0 2.3.1 x11/library/libxi 1.4.3 1.6.1 x11/library/libxinerama 1.1.1 1.1.2 x11/library/libxkbfile 1.0.7 1.0.8 x11/library/libxmu 1.1.0 1.1.1 x11/library/libxmuu 1.1.0 1.1.1 x11/library/libxpm 3.5.9 3.5.10 x11/library/libxrender 0.9.6 0.9.7 x11/library/libxres 1.0.5 1.0.6 x11/library/libxscrnsaver 1.2.1 1.2.2 x11/library/libxtst 1.2.0 1.2.1 x11/library/libxv 1.0.6 1.0.7 x11/library/libxvmc 1.0.6 1.0.7 x11/library/libxxf86vm 1.1.1 1.1.2 x11/library/mesa 7.10.2 7.11.2 x11/library/toolkit/libxaw7 1.0.9 1.0.11 x11/library/toolkit/libxt 1.0.9 1.1.3 x11/library/xtrans 1.2.6 1.2.7 x11/oclock 1.0.2 1.0.3 x11/server/xdmx 1.10.3 1.12.2 x11/server/xephyr 1.10.3 1.12.2 x11/server/xorg 1.10.3 1.12.2 x11/server/xorg/driver/xorg-input-keyboard 1.6.0 1.6.1 x11/server/xorg/driver/xorg-input-mouse 1.7.1 1.7.2 x11/server/xorg/driver/xorg-input-synaptics 1.4.1 1.6.2 x11/server/xorg/driver/xorg-input-vmmouse 12.7.0 12.8.0 x11/server/xorg/driver/xorg-video-ast 0.91.10 0.93.10 x11/server/xorg/driver/xorg-video-ati 6.14.1 6.14.4 x11/server/xorg/driver/xorg-video-cirrus 1.3.2 1.4.0 x11/server/xorg/driver/xorg-video-dummy 0.3.4 0.3.5 x11/server/xorg/driver/xorg-video-intel 2.10.0 2.18.0 x11/server/xorg/driver/xorg-video-mach64 6.9.0 6.9.1 x11/server/xorg/driver/xorg-video-mga 1.4.13 1.5.0 x11/server/xorg/driver/xorg-video-openchrome 0.2.904 0.2.905 x11/server/xorg/driver/xorg-video-r128 6.8.1 6.8.2 x11/server/xorg/driver/xorg-video-trident 1.3.4 1.3.5 x11/server/xorg/driver/xorg-video-vesa 2.3.0 2.3.1 x11/server/xorg/driver/xorg-video-vmware 11.0.3 12.0.2 x11/server/xserver-common 1.10.3 1.12.2 x11/server/xvfb 1.10.3 1.12.2 x11/server/xvnc 1.0.90 1.1.0 x11/session/sessreg 1.0.6 1.0.7 x11/session/xauth 1.0.6 1.0.7 x11/session/xinit 1.3.1 1.3.2 x11/transset 0.9.1 1.0.0 x11/trusted/trusted-xorg 1.10.3 1.12.2 x11/x11-window-dump 1.0.4 1.0.5 x11/xclipboard 1.1.1 1.1.2 x11/xclock 1.0.5 1.0.6 x11/xfd 1.1.0 1.1.1 x11/xfontsel 1.0.3 1.0.4 x11/xfs 1.1.1 1.1.2 P.S. To get the version numbers for this table, I ran a quick perl script over the output from: % pkg contents -H -r -t depend -a type=incorporate -o fmri \ `pkg contents -H -r -t depend -a type=incorporate -o fmri [email protected],5.11-0.175.1.0.0.24` \ | sort /tmp/11.1 % pkg contents -H -r -t depend -a type=incorporate -o fmri \ `pkg contents -H -r -t depend -a type=incorporate -o fmri [email protected],5.11-0.175.0.0.0.2` \ | sort /tmp/11.0

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  • Android: Strange out of memory issue

    - by Chrispix
    I am not sure where to start to explain this one. I have a list view with a couple image buttons on each row. When you click the list row, it launches a new activity. If you review some of my other posts, I have had to build my own tabs because of an issue w/ the camera layout. The activity that gets launched for result is a map. If I click on my button to launch the image preview (load an image off the sd card) the application returns from the activity back to the listview activity to the result handler to relaunch my new activity which is nothing more than an image widget. So here is the issue, the image preview on the list view is being done w/ the cursor & listadapter. This makes it pretty simple, but I am not sure how I can put a resized (i.e. smaller bit size not pixel) image as the src for the imgbutton on the fly. So I just resized the image that came off the phone camera. The issue is that I get an out of memory error when it tries to go back and re-launch the 2nd activity. ** My question : is there a way I can build the list adapter easily row by row, where I can resize on the fly (bit wise)? - this would be preferable as I also need to make some changes to the properties of the widgets/elements in each row as I am unable to select a row w/ touch screen b/c of focus issue. (I can use roller ball). ** I know I can do an out of band resize and save of my image, but that is not really what I want to do, but some sample code for that would be nice if that is your suggestion. As soon as I disabled the image on the listview it worked fine again. FYI : This is how I was doing it : String[] from = new String[] { DBHelper.KEY_BUSINESSNAME, DBHelper.KEY_ADDRESS, DBHelper.KEY_CITY, DBHelper.KEY_GPSLONG, DBHelper.KEY_GPSLAT, DBHelper.KEY_IMAGEFILENAME + ""}; to = new int[] { R.id.businessname, R.id.address, R.id.city, R.id.gpslong, R.id.gpslat, R.id.imagefilename }; notes = new SimpleCursorAdapter(this, R.layout.notes_row, c, from, to); setListAdapter(notes); Where R.id.imagefilename is a ButtonImage Here is my LogCat 01-25 05:05:49.877: ERROR/dalvikvm-heap(3896): 6291456-byte external allocation too large for this process. 01-25 05:05:49.877: ERROR/(3896): VM won't let us allocate 6291456 bytes 01-25 05:05:49.877: ERROR/AndroidRuntime(3896): Uncaught handler: thread main exiting due to uncaught exception 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): java.lang.OutOfMemoryError: bitmap size exceeds VM budget 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.graphics.BitmapFactory.nativeDecodeStream(Native Method) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:304) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.graphics.BitmapFactory.decodeFile(BitmapFactory.java:149) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.graphics.BitmapFactory.decodeFile(BitmapFactory.java:174) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.graphics.drawable.Drawable.createFromPath(Drawable.java:729) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.ImageView.resolveUri(ImageView.java:484) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.ImageView.setImageURI(ImageView.java:281) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.SimpleCursorAdapter.setViewImage(SimpleCursorAdapter.java:183) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.SimpleCursorAdapter.bindView(SimpleCursorAdapter.java:129) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.CursorAdapter.getView(CursorAdapter.java:150) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.AbsListView.obtainView(AbsListView.java:1057) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.ListView.makeAndAddView(ListView.java:1616) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.ListView.fillSpecific(ListView.java:1177) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.ListView.layoutChildren(ListView.java:1454) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.AbsListView.onLayout(AbsListView.java:937) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.View.layout(View.java:5611) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.setChildFrame(LinearLayout.java:1119) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.layoutHorizontal(LinearLayout.java:1108) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.onLayout(LinearLayout.java:922) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.View.layout(View.java:5611) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.FrameLayout.onLayout(FrameLayout.java:294) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.View.layout(View.java:5611) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.setChildFrame(LinearLayout.java:1119) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.layoutVertical(LinearLayout.java:999) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.LinearLayout.onLayout(LinearLayout.java:920) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.View.layout(View.java:5611) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.widget.FrameLayout.onLayout(FrameLayout.java:294) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.View.layout(View.java:5611) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.ViewRoot.performTraversals(ViewRoot.java:771) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.view.ViewRoot.handleMessage(ViewRoot.java:1103) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.os.Handler.dispatchMessage(Handler.java:88) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.os.Looper.loop(Looper.java:123) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at android.app.ActivityThread.main(ActivityThread.java:3742) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at java.lang.reflect.Method.invokeNative(Native Method) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at java.lang.reflect.Method.invoke(Method.java:515) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:739) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:497) 01-25 05:05:49.917: ERROR/AndroidRuntime(3896): at dalvik.system.NativeStart.main(Native Method) 01-25 05:10:01.127: ERROR/AndroidRuntime(3943): ERROR: thread attach failed I also have a new error when displaying an image : 01-25 22:13:18.594: DEBUG/skia(4204): xxxxxxxxxxx jpeg error 20 Improper call to JPEG library in state %d 01-25 22:13:18.604: INFO/System.out(4204): resolveUri failed on bad bitmap uri: 01-25 22:13:18.694: ERROR/dalvikvm-heap(4204): 6291456-byte external allocation too large for this process. 01-25 22:13:18.694: ERROR/(4204): VM won't let us allocate 6291456 bytes 01-25 22:13:18.694: DEBUG/skia(4204): xxxxxxxxxxxxxxxxxxxx allocPixelRef failed

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  • Collide with rotation of the object

    - by Lahiru
    I'm developing a mirror for lazer beam(Ball sprite). There I'm trying to redirect the laze beam according to the ration degree of the mirror(Rectangle). How can I collide the ball to the correct angle if the colliding object is with some angle(45 deg) rather than colliding back. here is an screen shot of my work here is my code using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace collision { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D ballTexture; Rectangle ballBounds; Vector2 ballPosition; Vector2 ballVelocity; float ballSpeed = 30f; Texture2D blockTexture; Rectangle blockBounds; Vector2 blockPosition; private Vector2 origin; KeyboardState keyboardState; //Font SpriteFont Font1; Vector2 FontPos; private String displayText; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here ballPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height * 0.25f); blockPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height /2); ballVelocity = new Vector2(0, 1); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); ballTexture = Content.Load<Texture2D>("ball"); blockTexture = Content.Load<Texture2D>("mirror"); //create rectangles based off the size of the textures ballBounds = new Rectangle((int)(ballPosition.X - ballTexture.Width / 2), (int)(ballPosition.Y - ballTexture.Height / 2), ballTexture.Width, ballTexture.Height); blockBounds = new Rectangle((int)(blockPosition.X - blockTexture.Width / 2), (int)(blockPosition.Y - blockTexture.Height / 2), blockTexture.Width, blockTexture.Height); origin.X = blockTexture.Width / 2; origin.Y = blockTexture.Height / 2; // TODO: use this.Content to load your game content here Font1 = Content.Load<SpriteFont>("SpriteFont1"); FontPos = new Vector2(graphics.GraphicsDevice.Viewport.Width - 100, 20); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> /// private float RotationAngle; float circle = MathHelper.Pi * 2; float angle; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here //check for collision between the ball and the block, or if the ball is outside the bounds of the screen if (ballBounds.Intersects(blockBounds) || !GraphicsDevice.Viewport.Bounds.Contains(ballBounds)) { //we have a simple collision! //if it has hit, swap the direction of the ball, and update it's position ballVelocity = -ballVelocity; ballPosition += ballVelocity * ballSpeed; } else { //move the ball a bit ballPosition += ballVelocity * ballSpeed; } //update bounding boxes ballBounds.X = (int)ballPosition.X; ballBounds.Y = (int)ballPosition.Y; blockBounds.X = (int)blockPosition.X; blockBounds.Y = (int)blockPosition.Y; keyboardState = Keyboard.GetState(); float val = 1.568017f/90; if (keyboardState.IsKeyDown(Keys.Space)) RotationAngle = RotationAngle + (float)Math.PI; if (keyboardState.IsKeyDown(Keys.Left)) RotationAngle = RotationAngle - val; angle = (float)Math.PI / 4.0f; // 90 degrees RotationAngle = angle; // RotationAngle = RotationAngle % circle; displayText = RotationAngle.ToString(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); // Find the center of the string Vector2 FontOrigin = Font1.MeasureString(displayText) / 2; spriteBatch.DrawString(Font1, displayText, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f); spriteBatch.Draw(ballTexture, ballPosition, Color.White); spriteBatch.Draw(blockTexture, blockPosition,null, Color.White, RotationAngle,origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } } }

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  • SpriteFont Exception, no such character?

    - by Michal Bozydar Pawlowski
    I have such spriteFont: <?xml version="1.0" encoding="utf-8"?> <!-- This file contains an xml description of a font, and will be read by the XNA Framework Content Pipeline. Follow the comments to customize the appearance of the font in your game, and to change the characters which are available to draw with. --> <XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics"> <Asset Type="Graphics:FontDescription"> <!-- Modify this string to change the font that will be imported. --> <FontName>Segoe UI</FontName> <!-- Size is a float value, measured in points. Modify this value to change the size of the font. --> <Size>20</Size> <!-- Spacing is a float value, measured in pixels. Modify this value to change the amount of spacing in between characters. --> <Spacing>0</Spacing> <!-- UseKerning controls the layout of the font. If this value is true, kerning information will be used when placing characters. --> <UseKerning>true</UseKerning> <!-- Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic", and "Bold, Italic", and are case sensitive. --> <Style>Regular</Style> <!-- If you uncomment this line, the default character will be substituted if you draw or measure text that contains characters which were not included in the font. --> <!-- <DefaultCharacter>*</DefaultCharacter> --> <!-- CharacterRegions control what letters are available in the font. Every character from Start to End will be built and made available for drawing. The default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin character set. The characters are ordered according to the Unicode standard. See the documentation for more information. --> <CharacterRegions> <CharacterRegion> <Start>&#09;</Start> <End>&#09;</End> </CharacterRegion> <CharacterRegion> <Start>&#32;</Start> <End>&#1200;</End> </CharacterRegion> </CharacterRegions> </Asset> </XnaContent> It has the character regions (32-1200) And I get this exception: A first chance exception of type 'System.ArgumentException' occurred in Microsoft.Xna.Framework.Graphics.ni.dll The character '?' (0x0441) is not available in this SpriteFont. If applicable, adjust the font's start and end CharacterRegions to include this character. Parameter name: character Why? I'm drawing the string like this: spriteBatch.DrawString(font24, zasadyText, zasadyTextPos, kolorCzcionki1, -0.05f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.5f) I even changed the spriteFont to cyrillic: <CharacterRegions> <CharacterRegion> <Start>&#09;</Start> <End>&#09;</End> </CharacterRegion> <CharacterRegion> <Start>&#0032;</Start> <End>&#0383;</End> </CharacterRegion> <CharacterRegion> <Start>&#1040;</Start> <End>&#1111;</End> </CharacterRegion> </CharacterRegions> </Asset> </XnaContent> and it still doesn't work. I got the (0x441 = char) exception -- EDIT -- Ok, I got the solution. It was a letter mistake in language. I had this: if (jezyk == "ru_RU") { font14 = Content.Load<SpriteFont>("ru_font14"); font24 = Content.Load<SpriteFont>("ru_font24"); font12 = Content.Load<SpriteFont>("ru_czcionkaFloty"); font10 = Content.Load<SpriteFont>("ru_font10"); font28 = Content.Load<SpriteFont>("ru_font28"); font20 = Content.Load<SpriteFont>("ru_font20"); } else { font14 = Content.Load<SpriteFont>("font14"); font24 = Content.Load<SpriteFont>("font24"); font12 = Content.Load<SpriteFont>("czcionkaFloty"); font10 = Content.Load<SpriteFont>("font10"); font28 = Content.Load<SpriteFont>("font28"); font20 = Content.Load<SpriteFont>("font20"); } and there should be not "ru_RU" but "ru-RU" I have no idea. I changed the spriteFont to cyrillic: <CharacterRegions> <CharacterRegion> <Start>&#09;</Start> <End>&#09;</End> </CharacterRegion> <CharacterRegion> <Start>&#0032;</Start> <End>&#0383;</End> </CharacterRegion> <CharacterRegion> <Start>&#1040;</Start> <End>&#1111;</End> </CharacterRegion> </CharacterRegions> </Asset> </XnaContent> and it still doesn't work. I got the (0x441 = char) exception

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  • Android draw using SurfaceView and Thread

    - by Morten Høgseth
    I am trying to draw a ball to my screen using 3 classes. I have read a little about this and I found a code snippet that works using the 3 classes on one page, Playing with graphics in Android I altered the code so that I have a ball that is moving and shifts direction when hitting the wall like the picture below (this is using the code in the link). Now I like to separate the classes into 3 different pages for not making everything so crowded, everything is set up the same way. Here are the 3 classes I have. BallActivity.java Ball.java BallThread.java package com.brick.breaker; import android.app.Activity; import android.os.Bundle; import android.view.Window; import android.view.WindowManager; public class BallActivity extends Activity { private Ball ball; @Override protected void onCreate(Bundle savedInstanceState) { // TODO Auto-generated method stub super.onCreate(savedInstanceState); requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,WindowManager.LayoutParams.FLAG_FULLSCREEN); ball = new Ball(this); setContentView(ball); } @Override protected void onPause() { // TODO Auto-generated method stub super.onPause(); setContentView(null); ball = null; finish(); } } package com.brick.breaker; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.view.SurfaceHolder; import android.view.SurfaceView; public class Ball extends SurfaceView implements SurfaceHolder.Callback { private BallThread ballThread = null; private Bitmap bitmap; private float x, y; private float vx, vy; public Ball(Context context) { super(context); // TODO Auto-generated constructor stub bitmap = BitmapFactory.decodeResource(getResources(), R.drawable.ball); x = 50.0f; y = 50.0f; vx = 10.0f; vy = 10.0f; getHolder().addCallback(this); ballThread = new BallThread(getHolder(), this); } protected void onDraw(Canvas canvas) { update(canvas); canvas.drawBitmap(bitmap, x, y, null); } public void update(Canvas canvas) { checkCollisions(canvas); x += vx; y += vy; } public void checkCollisions(Canvas canvas) { if(x - vx < 0) { vx = Math.abs(vx); } else if(x + vx > canvas.getWidth() - getBitmapWidth()) { vx = -Math.abs(vx); } if(y - vy < 0) { vy = Math.abs(vy); } else if(y + vy > canvas.getHeight() - getBitmapHeight()) { vy = -Math.abs(vy); } } public int getBitmapWidth() { if(bitmap != null) { return bitmap.getWidth(); } else { return 0; } } public int getBitmapHeight() { if(bitmap != null) { return bitmap.getHeight(); } else { return 0; } } public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { // TODO Auto-generated method stub } public void surfaceCreated(SurfaceHolder holder) { // TODO Auto-generated method stub ballThread.setRunnable(true); ballThread.start(); } public void surfaceDestroyed(SurfaceHolder holder) { // TODO Auto-generated method stub boolean retry = true; ballThread.setRunnable(false); while(retry) { try { ballThread.join(); retry = false; } catch(InterruptedException ie) { //Try again and again and again } break; } ballThread = null; } } package com.brick.breaker; import android.graphics.Canvas; import android.view.SurfaceHolder; public class BallThread extends Thread { private SurfaceHolder sh; private Ball ball; private Canvas canvas; private boolean run = false; public BallThread(SurfaceHolder _holder,Ball _ball) { sh = _holder; ball = _ball; } public void setRunnable(boolean _run) { run = _run; } public void run() { while(run) { canvas = null; try { canvas = sh.lockCanvas(null); synchronized(sh) { ball.onDraw(canvas); } } finally { if(canvas != null) { sh.unlockCanvasAndPost(canvas); } } } } public Canvas getCanvas() { if(canvas != null) { return canvas; } else { return null; } } } Here is a picture that shows the outcome of these classes. I've tried to figure this out but since I am pretty new to Android development I thought I could ask for help. Does any one know what is causing the ball to be draw like that? The code is pretty much the same as the one in the link and I have tried to experiment to find a solution but no luck. Thx in advance for any help=)

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  • Keypress detection wont work after seemingly unrelated code change

    - by LukeZaz
    I'm trying to have the Enter key cause a new 'map' to generate for my game, but for whatever reason after implementing full-screen in it the input check won't work anymore. I tried removing the new code and only pressing one key at a time, but it still won't work. Here's the check code and the method it uses, along with the newMap method: public class Game1 : Microsoft.Xna.Framework.Game { // ... protected override void Update(GameTime gameTime) { // ... // Check if Enter was pressed - if so, generate a new map if (CheckInput(Keys.Enter, 1)) { blocks = newMap(map, blocks, console); } // ... } // Method: Checks if a key is/was pressed public bool CheckInput(Keys key, int checkType) { // Get current keyboard state KeyboardState newState = Keyboard.GetState(); bool retType = false; // Return type if (checkType == 0) { // Check Type: Is key currently down? if (newState.IsKeyDown(key)) { retType = true; } else { retType = false; } } else if (checkType == 1) { // Check Type: Was the key pressed? if (newState.IsKeyDown(key)) { if (!oldState.IsKeyDown(key)) { // Key was just pressed retType = true; } else { // Key was already pressed, return false retType = false; } } } // Save keyboard state oldState = newState; // Return result if (retType == true) { return true; } else { return false; } } // Method: Generate a new map public List<Block> newMap(Map map, List<Block> blockList, Console console) { // Create new map block coordinates List<Vector2> positions = new List<Vector2>(); positions = map.generateMap(console); // Clear list and reallocate memory previously used up by it blockList.Clear(); blockList.TrimExcess(); // Add new blocks to the list using positions created by generateMap() foreach (Vector2 pos in positions) { blockList.Add(new Block() { Position = pos, Texture = dirtTex }); } // Return modified list return blockList; } // ... } and the generateMap code: // Generate a list of Vector2 positions for blocks public List<Vector2> generateMap(Console console, int method = 0) { ScreenTileWidth = gDevice.Viewport.Width / 16; ScreenTileHeight = gDevice.Viewport.Height / 16; maxHeight = gDevice.Viewport.Height; List<Vector2> blockLocations = new List<Vector2>(); if (useScreenSize == true) { Width = ScreenTileWidth; Height = ScreenTileHeight; } else { maxHeight = Height; } int startHeight = -500; // For debugging purposes, the startHeight is set to an // hopefully-unreachable value - if it returns this, something is wrong // Methods of land generation /// <summary> /// Third version land generation /// Generates a base land height as the second version does /// but also generates a 'max change' value which determines how much /// the land can raise or lower by which it now does by a random amount /// during generation /// </summary> if (method == 0) { // Get the land height startHeight = rnd.Next(1, maxHeight); int maxChange = rnd.Next(1, 5); // Amount ground will raise/lower by int curHeight = startHeight; for (int w = 0; w < Width; w++) { // Run a chance to lower/raise ground level int changeBy = rnd.Next(1, maxChange); int doChange = rnd.Next(0, 3); if (doChange == 1 && !(curHeight <= (1 + maxChange))) { curHeight = curHeight - changeBy; } else if (doChange == 2 && !(curHeight >= (29 - maxChange))) { curHeight = curHeight + changeBy; } for (int h = curHeight; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; blockLocations.Add(new Vector2(x, y)); } } console.newMsg("[INFO] Cur, height change maximum: " + maxChange.ToString()); } /// <summary> /// Second version land generator /// Generates a solid mass of land starting at a random height /// derived from either screen height or provided height value /// </summary> else if (method == 1) { // Get the land height startHeight = rnd.Next(0, 30); for (int w = 0; w < Width; w++) { for (int h = startHeight; h < ScreenTileHeight; h++) { // Location variables float x = w * 16; float y = h * 16; // Add a tile at set location blockLocations.Add(new Vector2(x, y)); } } } /// <summary> /// First version land generator /// Generates land completely randomly either across screen or /// in a box set by Width and Height values /// </summary> else { // For each tile in the map... for (int w = 0; w < Width; w++) { for (int h = 0; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; // ...decide whether or not to place a tile... if (rnd.Next(0, 2) == 1) { // ...and if so, add a tile at that location. blockLocations.Add(new Vector2(x, y)); } } } } console.newMsg("[INFO] Cur, base height: " + startHeight.ToString()); return blockLocations; } I never touched any of the above code for this when it broke - changing keys won't seem to fix it. Despite this, I have camera movement set inside another Game1 method that uses WASD and works perfectly. All I did was add a few lines of code here: private int BackBufferWidth = 1280; // Added these variables private int BackBufferHeight = 800; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = BackBufferWidth; // and this graphics.PreferredBackBufferHeight = BackBufferHeight; // this Content.RootDirectory = "Content"; this.graphics.IsFullScreen = true; // and this } When I try adding a console line to be printed in the event the key is pressed, it seems that the If is never even triggered despite the correct key being pressed.

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  • How do I remove the time from printpreview dialog?

    - by Albo Best
    Here is my code: Imports System.Data.OleDb Imports System.Drawing.Printing Namespace Print Public Class Form1 Inherits System.Windows.Forms.Form Dim PrintC As PrinterClass Dim conn As OleDb.OleDbConnection Dim connectionString As String = "Provider=Microsoft.Jet.OLEDB.4.0;Data Source=..\\db1.mdb" Dim sql As String = String.Empty Dim ds As DataSet Private Sub Form1_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load FillDataGrid() '//create printerclass object PrintC = New PrinterClass(PrintDocument1, dataGrid) End Sub Private Sub FillDataGrid() Try Dim dt As New DataTable Dim ds As New DataSet ds.Tables.Add(dt) Dim da As New OleDbDataAdapter con.Open() da = New OleDbDataAdapter("SELECT * from klient ", con) da.Fill(dt) con.Close() dataGrid.DataSource = dt.DefaultView Dim dTable As DataTable For Each dTable In ds.Tables Dim dgStyle As DataGridTableStyle = New DataGridTableStyle dgStyle.MappingName = dTable.TableName dataGrid.TableStyles.Add(dgStyle) Next ' DataGrid settings dataGrid.CaptionText = "TE GJITHE KLIENTET" dataGrid.HeaderFont = New Font("Verdana", 12) dataGrid.TableStyles(0).GridColumnStyles(0).Width = 60 dataGrid.TableStyles(0).GridColumnStyles(1).Width = 140 dataGrid.TableStyles(0).GridColumnStyles(2).Width = 140 dataGrid.TableStyles(0).GridColumnStyles(3).Width = 140 dataGrid.TableStyles(0).GridColumnStyles(4).Width = 140 dataGrid.TableStyles(0).GridColumnStyles(5).HeaderText = "" dataGrid.TableStyles(0).GridColumnStyles(5).Width = -1 Catch ex As Exception MessageBox.Show(ex.Message) End Try End Sub Private Sub btnPrint_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles btnPrint.Click 'create printerclass object PrintC = New PrinterClass(PrintDocument1, dataGrid) PrintDocument1.Print() End Sub Private Sub btnPreview_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles btnPreview.Click 'create printerclass object PrintC = New PrinterClass(PrintDocument1, dataGrid) ''preview Dim ps As New PaperSize("A4", 840, 1150) ps.PaperName = PaperKind.A4 PrintDocument1.DefaultPageSettings.PaperSize = ps PrintPreviewDialog1.WindowState = FormWindowState.Normal PrintPreviewDialog1.StartPosition = FormStartPosition.CenterScreen PrintPreviewDialog1.ClientSize = New Size(600, 600) PrintPreviewDialog1.ShowDialog() End Sub Private Sub PrintDocument1_PrintPage(ByVal sender As System.Object, ByVal e As System.Drawing.Printing.PrintPageEventArgs) Handles PrintDocument1.PrintPage 'print grid Dim morepages As Boolean = PrintC.Print(e.Graphics) If (morepages) Then e.HasMorePages = True End If End Sub End Class End Namespace This is how data looks in DataGrid (that's perfect)... and here is how it looks when I click PrintPreview. (I don't want the time to appear there, the "12:00:00" part. in database the date is stored as Short Date (10-Dec-12) Can somebody suggest a way around that? Imports System Imports System.Windows.Forms Imports System.Drawing Imports System.Drawing.Printing Imports System.Collections Imports System.Data Namespace Print Public Class PrinterClass '//clone of Datagrid Dim PrintGrid As Grid '//printdocument for initial printer settings Private PrintDoc As PrintDocument '//defines whether the grid is ordered right to left Private bRightToLeft As Boolean '//Current Top Private CurrentY As Single = 0 '//Current Left Private CurrentX As Single = 0 '//CurrentRow to print Private CurrentRow As Integer = 0 '//Page Counter Public PageCounter As Integer = 0 '/// <summary> '/// Constructor Class '/// </summary> '/// <param name="pdocument"></param> '/// <param name="dgrid"></param> Public Sub New(ByVal pdocument As PrintDocument, ByVal dgrid As DataGrid) 'MyBase.new() PrintGrid = New Grid(dgrid) PrintDoc = pdocument '//The grid columns are right to left bRightToLeft = dgrid.RightToLeft = RightToLeft.Yes '//init CurrentX and CurrentY CurrentY = pdocument.DefaultPageSettings.Margins.Top CurrentX = pdocument.DefaultPageSettings.Margins.Left End Sub Public Function Print(ByVal g As Graphics, ByRef currentX As Single, ByRef currentY As Single) As Boolean '//use predefined area currentX = currentX currentY = currentY PrintHeaders(g) Dim Morepages As Boolean = PrintDataGrid(g) currentY = currentY currentX = currentX Return Morepages End Function Public Function Print(ByVal g As Graphics) As Boolean CurrentX = PrintDoc.DefaultPageSettings.Margins.Left CurrentY = PrintDoc.DefaultPageSettings.Margins.Top PrintHeaders(g) Return PrintDataGrid(g) End Function '/// <summary> '/// Print the Grid Headers '/// </summary> '/// <param name="g"></param> Private Sub PrintHeaders(ByVal g As Graphics) Dim sf As StringFormat = New StringFormat '//if we want to print the grid right to left If (bRightToLeft) Then CurrentX = PrintDoc.DefaultPageSettings.PaperSize.Width - PrintDoc.DefaultPageSettings.Margins.Right sf.FormatFlags = StringFormatFlags.DirectionRightToLeft Else CurrentX = PrintDoc.DefaultPageSettings.Margins.Left End If Dim i As Integer For i = 0 To PrintGrid.Columns - 1 '//set header alignment Select Case (CType(PrintGrid.Headers.GetValue(i), Header).Alignment) Case HorizontalAlignment.Left 'left sf.Alignment = StringAlignment.Near Case HorizontalAlignment.Center sf.Alignment = StringAlignment.Center Case HorizontalAlignment.Right sf.Alignment = StringAlignment.Far End Select '//advance X according to order If (bRightToLeft) Then '//draw the cell bounds (lines) and back color g.FillRectangle(New SolidBrush(PrintGrid.HeaderBackColor), CurrentX - PrintGrid.Headers(i).Width, CurrentY, PrintGrid.Headers(i).Width, PrintGrid.Headers(i).Height) g.DrawRectangle(New Pen(PrintGrid.LineColor), CurrentX - PrintGrid.Headers(i).Width, CurrentY, PrintGrid.Headers(i).Width, PrintGrid.Headers(i).Height) '//draw the cell text g.DrawString(PrintGrid.Headers(i).CText, PrintGrid.Headers(i).Font, New SolidBrush(PrintGrid.HeaderForeColor), New RectangleF(CurrentX - PrintGrid.Headers(i).Width, CurrentY, PrintGrid.Headers(i).Width, PrintGrid.Headers(i).Height), sf) '//next cell CurrentX -= PrintGrid.Headers(i).Width Else '//draw the cell bounds (lines) and back color g.FillRectangle(New SolidBrush(PrintGrid.HeaderBackColor), CurrentX, CurrentY, PrintGrid.Headers(i).Width, PrintGrid.Headers(i).Height) g.DrawRectangle(New Pen(PrintGrid.LineColor), CurrentX, CurrentY, PrintGrid.Headers(i).Width, PrintGrid.Headers(i).Height) '//draw the cell text g.DrawString(PrintGrid.Headers(i).CText, PrintGrid.Headers(i).Font, New SolidBrush(PrintGrid.HeaderForeColor), New RectangleF(CurrentX, CurrentY, PrintGrid.Headers(i).Width, PrintGrid.Headers(i).Height), sf) '//next cell CurrentX += PrintGrid.Headers(i).Width End If Next '//reset to beginning If (bRightToLeft) Then '//right align CurrentX = PrintDoc.DefaultPageSettings.PaperSize.Width - PrintDoc.DefaultPageSettings.Margins.Right Else '//left align CurrentX = PrintDoc.DefaultPageSettings.Margins.Left End If '//advance to next row CurrentY = CurrentY + CType(PrintGrid.Headers.GetValue(0), Header).Height End Sub Private Function PrintDataGrid(ByVal g As Graphics) As Boolean Dim sf As StringFormat = New StringFormat PageCounter = PageCounter + 1 '//if we want to print the grid right to left If (bRightToLeft) Then CurrentX = PrintDoc.DefaultPageSettings.PaperSize.Width - PrintDoc.DefaultPageSettings.Margins.Right sf.FormatFlags = StringFormatFlags.DirectionRightToLeft Else CurrentX = PrintDoc.DefaultPageSettings.Margins.Left End If Dim i As Integer For i = CurrentRow To PrintGrid.Rows - 1 Dim j As Integer For j = 0 To PrintGrid.Columns - 1 '//set cell alignment Select Case (PrintGrid.Cell(i, j).Alignment) '//left Case HorizontalAlignment.Left sf.Alignment = StringAlignment.Near Case HorizontalAlignment.Center sf.Alignment = StringAlignment.Center '//right Case HorizontalAlignment.Right sf.Alignment = StringAlignment.Far End Select '//advance X according to order If (bRightToLeft) Then '//draw the cell bounds (lines) and back color g.FillRectangle(New SolidBrush(PrintGrid.BackColor), CurrentX - PrintGrid.Cell(i, j).Width, CurrentY, PrintGrid.Cell(i, j).Width, PrintGrid.Cell(i, j).Height) g.DrawRectangle(New Pen(PrintGrid.LineColor), CurrentX - PrintGrid.Cell(i, j).Width, CurrentY, PrintGrid.Cell(i, j).Width, PrintGrid.Cell(i, j).Height) '//draw the cell text g.DrawString(PrintGrid.Cell(i, j).CText, PrintGrid.Cell(i, j).Font, New SolidBrush(PrintGrid.ForeColor), New RectangleF(CurrentX - PrintGrid.Cell(i, j).Width, CurrentY, PrintGrid.Cell(i, j).Width, PrintGrid.Cell(i, j).Height), sf) '//next cell CurrentX -= PrintGrid.Cell(i, j).Width Else '//draw the cell bounds (lines) and back color g.FillRectangle(New SolidBrush(PrintGrid.BackColor), CurrentX, CurrentY, PrintGrid.Cell(i, j).Width, PrintGrid.Cell(i, j).Height) g.DrawRectangle(New Pen(PrintGrid.LineColor), CurrentX, CurrentY, PrintGrid.Cell(i, j).Width, PrintGrid.Cell(i, j).Height) '//draw the cell text '//Draw text by alignment g.DrawString(PrintGrid.Cell(i, j).CText, PrintGrid.Cell(i, j).Font, New SolidBrush(PrintGrid.ForeColor), New RectangleF(CurrentX, CurrentY, PrintGrid.Cell(i, j).Width, PrintGrid.Cell(i, j).Height), sf) '//next cell CurrentX += PrintGrid.Cell(i, j).Width End If Next '//reset to beginning If (bRightToLeft) Then '//right align CurrentX = PrintDoc.DefaultPageSettings.PaperSize.Width - PrintDoc.DefaultPageSettings.Margins.Right Else '//left align CurrentX = PrintDoc.DefaultPageSettings.Margins.Left End If '//advance to next row CurrentY += PrintGrid.Cell(i, 0).Height CurrentRow += 1 '//if we are beyond the page margin (bottom) then we need another page, '//return true If (CurrentY > PrintDoc.DefaultPageSettings.PaperSize.Height - PrintDoc.DefaultPageSettings.Margins.Bottom) Then Return True End If Next Return False End Function End Class End Namespace

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  • ListView slow performance

    - by Mohamed Hemdan
    I've created a list of recipes using Listview/customcursoradapter. A custom layout includes a photo for the recipe , Now I've some problems with the performance of viewing and scrolling the Listview although it has only 10 records (Target is 150). sometimes i get this error java.lang.OutOfMemoryError: bitmap size exceeds VM budget , I've tried to implement the Async task but i failed to do it. Is there any way i can overcome this problem? Your help is highly appreciated !! Here is my GetView method public View getView(int position, View convertView, ViewGroup parent) { View row = super.getView(position, convertView, parent); Cursor cursbbn = getCursor(); if (row == null) { LayoutInflater inflater = (LayoutInflater) localContext.getSystemService(Context.LAYOUT_INFLATER_SERVICE); row = inflater.inflate(R.layout.listtype, null); } String Title = cursbbn.getString(2); String SandID=cursbbn.getString(1); String Readyin = cursbbn.getString(4); String Faovoites=cursbbn.getString(8); TextView titler=(TextView)row.findViewById(R.id.listmaintitle); TextView readyinr=(TextView)row.findViewById(R.id.listreadyin); int colorPos = position % colors.length; row.setBackgroundColor(colors[colorPos]); titler.setText(Title); readyinr.setText(Readyin); ImageView picture = (ImageView) row.findViewById(R.id.imageView1); Bitmap bitImg1 = BitmapFactory.decodeResource(localContext.getResources(), R.drawable.rec0001); Bitmap bitImg2 = BitmapFactory.decodeResource(localContext.getResources(), R.drawable.rec0002); Bitmap bitImg3 = BitmapFactory.decodeResource(localContext.getResources(), R.drawable.rec0003); Bitmap bitImg4 = BitmapFactory.decodeResource(localContext.getResources(), R.drawable.rec0004); Bitmap bitImg5 = BitmapFactory.decodeResource(localContext.getResources(), R.drawable.rec0005); Bitmap bitImg6 = BitmapFactory.decodeResource(localContext.getResources(), R.drawable.rec0006); Bitmap bitImg7 = BitmapFactory.decodeResource(localContext.getResources(), R.drawable.rec0007); Bitmap bitImg8 = BitmapFactory.decodeResource(localContext.getResources(), R.drawable.rec0008); Bitmap bitImg9 = BitmapFactory.decodeResource(localContext.getResources(), R.drawable.rec0009); Bitmap bitImg10 = BitmapFactory.decodeResource(localContext.getResources(), R.drawable.rec0010); if(SandID.contentEquals("0001")) picture.setImageBitmap(getRoundedCornerImage(bitImg1)); if(SandID.contentEquals("0002")) picture.setImageBitmap(getRoundedCornerImage(bitImg2)); if(SandID.contentEquals("0003")) picture.setImageBitmap(getRoundedCornerImage(bitImg3)); if(SandID.contentEquals("0004")) picture.setImageBitmap(getRoundedCornerImage(bitImg4)); if(SandID.contentEquals("0005")) picture.setImageBitmap(getRoundedCornerImage(bitImg5)); if(SandID.contentEquals("0006")) picture.setImageBitmap(getRoundedCornerImage(bitImg6)); if(SandID.contentEquals("0007")) picture.setImageBitmap(getRoundedCornerImage(bitImg7)); if(SandID.contentEquals("0008")) picture.setImageBitmap(getRoundedCornerImage(bitImg8)); if(SandID.contentEquals("0009")) picture.setImageBitmap(getRoundedCornerImage(bitImg9)); if(SandID.contentEquals("0010")) picture.setImageBitmap(getRoundedCornerImage(bitImg10)); return row; } And This is the error : 05-02 03:11:55.898: E/AndroidRuntime(376): FATAL EXCEPTION: main 05-02 03:11:55.898: E/AndroidRuntime(376): java.lang.OutOfMemoryError: bitmap size exceeds VM budget 05-02 03:11:55.898: E/AndroidRuntime(376): at android.graphics.BitmapFactory.nativeDecodeAsset(Native Method) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.graphics.BitmapFactory.decodeStream(BitmapFactory.java:460) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.graphics.BitmapFactory.decodeResourceStream(BitmapFactory.java:336) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.graphics.BitmapFactory.decodeResource(BitmapFactory.java:359) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.graphics.BitmapFactory.decodeResource(BitmapFactory.java:385) 05-02 03:11:55.898: E/AndroidRuntime(376): at master.chef.mediamaster.AlternateRowCursorAdapter.getView(AlternateRowCursorAdapter.java:83) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.widget.AbsListView.obtainView(AbsListView.java:1409) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.widget.ListView.makeAndAddView(ListView.java:1745) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.widget.ListView.fillUp(ListView.java:700) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.widget.ListView.fillGap(ListView.java:646) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.widget.AbsListView.trackMotionScroll(AbsListView.java:3399) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.widget.AbsListView.onTouchEvent(AbsListView.java:2233) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.widget.ListView.onTouchEvent(ListView.java:3446) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.view.View.dispatchTouchEvent(View.java:3885) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:903) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:942) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:942) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:942) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:942) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:942) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:942) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:942) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:942) 05-02 03:11:55.898: E/AndroidRuntime(376): at com.android.internal.policy.impl.PhoneWindow$DecorView.superDispatchTouchEvent(PhoneWindow.java:1691) 05-02 03:11:55.898: E/AndroidRuntime(376): at com.android.internal.policy.impl.PhoneWindow.superDispatchTouchEvent(PhoneWindow.java:1125) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.app.Activity.dispatchTouchEvent(Activity.java:2096) 05-02 03:11:55.898: E/AndroidRuntime(376): at com.android.internal.policy.impl.PhoneWindow$DecorView.dispatchTouchEvent(PhoneWindow.java:1675) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.view.ViewRoot.deliverPointerEvent(ViewRoot.java:2194) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.view.ViewRoot.handleMessage(ViewRoot.java:1878) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.os.Handler.dispatchMessage(Handler.java:99) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.os.Looper.loop(Looper.java:123) 05-02 03:11:55.898: E/AndroidRuntime(376): at android.app.ActivityThread.main(ActivityThread.java:3683) 05-02 03:11:55.898: E/AndroidRuntime(376): at java.lang.reflect.Method.invokeNative(Native Method) 05-02 03:11:55.898: E/AndroidRuntime(376): at java.lang.reflect.Method.invoke(Method.java:507) 05-02 03:11:55.898: E/AndroidRuntime(376): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:839) 05-02 03:11:55.898: E/AndroidRuntime(376): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:597) 05-02 03:11:55.898: E/AndroidRuntime(376): at dalvik.system.NativeStart.main(Native Method)

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  • C# 2D Camera Max Zoom

    - by Craig
    I have a simple ship sprite moving around the screen along with a 2D Camera. I have zooming in and out working, however when I zoom out it goes past the world bounds and has the cornflower blue background showing. How do I sort it that I can only zoom out as far as showing the entire world (which is a picture of OZ) and thats it? I dont want any of the cornflower blue showing. Cheers! namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } }

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  • TextField breaking MOUSE_OVER in as3: only after moving it!

    - by Franz
    I'm having a really weird problem with the MOUSE_OVER event. I'm building dynamic tabs representing mp3 songs containing textfields with info and a dynamic image for the cover art. I am trying to get a simple MOUSE_OVER working over the whole tab, such that you can select the next song to play. I am using a Sprite with alpha 0 that overlays my whole tab (incl. the textFields) as a Listener for MOUSE_OVER and _OUT... I've checked by setting the alpha to something visible and it indeed covers my tab and follows it around as I move it (just making sure I'm not moving the tab without moving the hotspot). Also, I only create it once my cover art is loaded, ensuring that it will cover that too. Now, when the tab is in the top position, everything is dandy. As soon as I move the tab to make space for the next tab, the textFields break my roll behaviour... just like that noob mistake of overlaying a sprite over the one that you're listening for MouseEvents on. But... the roll area is still on top of the field, I've set selectable and mouseEnabled to false on the textFields... nothing. It is as if the mere fact of moving the whole tab now puts the textField on top of everything in my tab (whereas visually, it's still in its expected layer). I'm using pixel fonts but tried it with system fonts, same thing... at my wits end here. public function Tab(tune:Tune) { _tune = tune; mainSprite = new Sprite(); addChild(mainSprite); drawBorder(); createFormat(); placeArtist(); placeTitle(); placeAlbum(); coverArt(); } private function placeButton():void { _button = new Sprite(); _button.graphics.beginFill(0xFF000,0); _button.graphics.drawRect(0,0,229,40); _button.graphics.endFill(); _button.addEventListener(MouseEvent.MOUSE_OVER, mouseListener); _button.addEventListener(MouseEvent.MOUSE_OUT, mouseListener); _button.buttonMode = true; mainSprite.addChild(_button); } private function mouseListener(event:MouseEvent):void { switch(event.type){ case MouseEvent.MOUSE_OVER : hilite(true); break; case MouseEvent.MOUSE_OUT : hilite(false); break; } } private function createFormat():void { _format = new TextFormat(); _format.font = "FFF Neostandard"; _format.size = 8; _format.color = 0xFFFFFF; } private function placeArtist():void { var artist : TextField = new TextField(); artist.selectable = false; artist.defaultTextFormat = _format; artist.x = 41; artist.y = 3; artist.width = 135; artist.text = _tune.artist; artist.mouseEnabled = false; mainSprite.addChild(artist); } private function placeTitle():void { var title : TextField = new TextField(); title.selectable = false; title.defaultTextFormat = _format; title.x = 41; title.y = 14; title.width = 135; title.text = _tune.title; title.mouseEnabled = false; mainSprite.addChild(title); } private function placeAlbum():void { var album : TextField = new TextField(); album.selectable = false; album.defaultTextFormat = _format; album.x = 41; album.y = 25; album.width = 135; album.text = _tune.album; album.mouseEnabled = false; mainSprite.addChild(album); } private function drawBorder():void { _border = new Sprite(); _border.graphics.lineStyle(1, 0x545454); _border.graphics.drawRect (0,0,229,40); mainSprite.addChild(_border); } private function coverArt():void { _image = new Sprite(); var imageLoader : Loader = new Loader(); _loaderInfo = imageLoader.contentLoaderInfo; _loaderInfo.addEventListener(Event.COMPLETE, coverLoaded) var image:URLRequest = new URLRequest(_tune.coverArt); imageLoader.load(image); _image.x = 1.5; _image.y = 2; _image.addChild(imageLoader); } private function coverLoaded(event:Event):void { _loaderInfo.removeEventListener(Event.COMPLETE, coverLoaded); var scaling : Number = IMAGE_SIZE / _image.width; _image.scaleX = scaling; _image.scaleY = scaling; mainSprite.addChild (_image); placeButton(); } public function hilite(state:Boolean):void{ var col : ColorTransform = new ColorTransform(); if(state){ col.color = 0xFFFFFF; } else { col.color = 0x545454; } _border.transform.colorTransform = col; }

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  • A VS2010 Project Made From Post: How to: Host a WCF Service in a Managed Windows Service

    MSDN has a very nice article on how to create a windows service that hosts a Windows Communication Foundation (WCF) service.  It explains all the details of doing this in a step by step... This site is a resource for asp.net web programming. It has examples by Peter Kellner of techniques for high performance programming...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Microsoft silverlight 5.0 features for developers

    - by Jalpesh P. Vadgama
    Recently on Silverlight 5.0 firestarter event ScottGu has announced road map for Silverlight 5.0. There will be lots of features that will be there in silverlight 5.0 but here are few glimpses of Silverlight 5.0 Features. Improved Data binding support and Better support for MVVM: One of the greatest strength of Silverlight is its data binding. Microsoft is going to enhanced data binding by providing more ability to debug it. Developer will able to debug the binding expression and other stuff in Siverlight 5.0. Its also going to provide Ancestor Relative source binding which will allow property to bind with container control. MVVM pattern support will also be enhanced. Performance and Speed Enhancement: Now silverlight 5.0 will have support for 64bit browser support. So now you can use that silverlight application on 64 bit platform also. There is no need to take extra care for it.It will also have faster startup time and greater support for hardware acceleration. It will also provide end to end support for hard acceleration features of IE 9. More support for Out Of Browser Application: With Siverlight 4.0 Microsoft has announced new features called out of browser application and it has amazed lots of developer because now possibilities are unlimited with it. Now in silverlight 5.0 Out Of Browser application will have ability to Create Manage child windows just like windows forms or WPF Application. So you can fill power of desktop application with your out of browser application. Testing Support with Visual Studio 2010: Microsoft is going to add automated UI Testing support with Visual Studio 2010 with silverlight 5.0. So now we can test UI of Silverlight much faster. Better Support for RIA Services: RIA Services allows us to create N-tier application with silverlight via creating proxy classes on client and server both side. Now it will more features like complex type support, Custom type support for MVVM(Model View View Model) pattern. WCF Enhancements: There are lots of enhancement with WCF but key enhancement will WSTrust support. Text and Printing Support: Silverlight 5.0 will support vector base graphics. It will also support multicolumn text flow and linked text containers. It will full open type support,Postscript vector enhancement. Improved Power Enhancement: This will prevent screensaver from activating while you are watching videos on silverlight. Silverlight 5.0 is going add that smartness so it can determine while you are going to watch video and while you are not going watch videos. Better support for graphics: Silverlight 5.0 will provide in-depth support for 3D API. Now 3D rendering support is more enhancement in silverlight and 3D graphics can be rendered easily. You can find more details on following links and also don’t forgot to view silverlight firestarter keynot video of scottgu. http://www.silverlight.net/news/events/firestarter-labs/ http://blogs.msdn.com/b/katriend/archive/2010/12/06/silverlight-5-features-firestarter-keynote-and-sessions-resources.aspx http://weblogs.asp.net/scottgu/archive/2010/12/02/announcing-silverlight-5.aspx http://www.silverlight.net/news/events/firestarter/ http://www.microsoft.com/silverlight/future/ Hope this will help you. Stay tuned!!!.

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  • Visual Basic 2010 Language Enhancements

    Earlier this month Microsoft released Visual Studio 2010, the .NET Framework 4.0 (which includes ASP.NET 4.0), and new versions of their core programming languages: C# 4.0 and Visual Basic 10 (also referred to as Visual Basic 2010). Previously, the C# and Visual Basic programming languages were managed by two separate teams within Microsoft, which helps explain why features found in one language was not necessarily found in the other. For example, C# 3.0 introduced <a href="http://weblogs.asp.net/scottgu/archive/2007/03/08/new-c-orcas-language-features-automatic-properties-object-initializers-and-collection-initializers.aspx"><i>collection initializers</i></a>, which enable developers to define the contents of a collection when declaring it; however,

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  • what, why, when, should I learn computer science?

    - by dramasea
    I'm 16 years old and really an enthusiast on web programming. I know (X)HTML, css, javascript and php. And i heard about computer science. Below are my question: What is computer science? Should a web programmer learn computer science? If the answer of question 2 is yes, then what programming language(s) should I learn before I get into computer science (I saw the video of 'Introduction to computer science' which is one of the MIT opencourse and it started to use python without teaching you from scratch.) Can I learn computer science now? (Without a university degree, I can watch open courseware.)

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  • Are there any famous one-man-army programmers?

    - by DFectuoso
    Lately I have been learning of more and more programmers who think that if they were working alone, they would be faster and would deliver more quality. Usually that feeling is attached to a feeling that they do the best programming in their team and at the end of the day the idea is quite plausible. If they ARE doing the best programming, and worked alone (and more maybe) the final result would be a better piece of software. I know this idea would only work if you were passionate enough to work 24/7, on a deadline, with great discipline. So after considering the idea and trying to learn a little more, I wonder if there are famous one-man-army programmers that have delivered any (useful) software in the past?

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