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  • GestureListener's fling method doesn't get called

    - by nosferat
    I'm using SimpleGestureDetector from the libgdx-users Wiki as my InputProcessor. I set it in the created() method: Gdx.input.setInputProcess(new SimpleDirectionGestureDetector(charController)); charController is my class which implements the DirectionListener interface defined in the SimpleDirectionGestureDetector class and it is responsible for moving the player character. However the character doesn't change direction when I'm performing a fling action in any direction. I've checked and the fling() method in the SimpleDirectionGesture class doesn't get called and I have no idea why, since everything seems good. What am I doing wrong?

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  • How can I access bitmaps created in another activity?

    - by user22241
    I am currently loading my game bitmaps when the user presses 'start' in my animated splash screen activity (the first / launch activity) and the app progresses from my this activity to the main game activity, This is causing choppy animation in the splashscreen while it loads/creates the bitmaps for the new activity. I've been told that I should load all my bitmaps in one go at the very beginning. However, I can't work out how to do this - could anyone please point me in the right direction? I have 2 activities, a splash screen and the main game. Each consist of a class that extends activity and a class that extends SurfaceView (with an inner class for the rendering / logic updating). So, for example at the moment I am creating my bitmaps in the constructor of my SurfaceView class like so: public class OptionsScreen extends SurfaceView implements SurfaceHolder.Callback { //Create variables here public OptionsScreen(Context context) { Create bitmaps here } public void intialise(){ //This method is called from onCreate() of corresponding application context // Create scaled bitmaps here (from bitmaps previously created) }

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  • In OpenGl ES 2, should I allocate multiple transformation matrices?

    - by thm4ter
    In OpenGl ES 2, should I declare just one transformation matrix, and share it across all objects or should I declare a transformation matrix in each object that needs it? for clarification... something like this: public class someclass{ public static float[16] transMatrix = new float[16]; ... public static void translate(int x, int y){ //do translation here } } public class someotherclass{ ... void draw(GL10 unused){ someclass.translate(10,10); //draw } } verses something like this: public class obj1{ public static float[16] transMatrix = new float[16]; ... void draw(GL10 unused){ //translate //draw } } public class obj2{ public static float[16] transMatrix = new float[16]; ... void draw(GL10 unused){ //translate //draw } }

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  • Box2D Difference Between WorldCenter and Position

    - by Free Lancer
    So this problem has been brothering for a couple of days now. First off, what is the difference between say Body.getWorldCenter() and Body.getPosition(). I heard that WorldCenter might have to do with the center of gravity or something. Second, When I create a Box2D Body for a sprite the Body is always at the lower left corner. I check it by printing a Rectangle of 1 pixel around the box.getWorldCenter(). From what I understand the Body should be in the center of the Sprite and its bounding box should wrap around the Sprite, correct? Here's an image of what I mean (The Sprite is Red, Body Blue): Here's some code: Body Creator: public static Body createBoxBody( final World pPhysicsWorld, final BodyType pBodyType, final FixtureDef pFixtureDef, Sprite pSprite ) { float pRotation = 0; float pCenterX = pSprite.getX() + pSprite.getWidth() / 2; float pCenterY = pSprite.getY() + pSprite.getHeight() / 2; float pWidth = pSprite.getWidth(); float pHeight = pSprite.getHeight(); final BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = pBodyType; //boxBodyDef.position.x = pCenterX / Constants.PIXEL_METER_RATIO; //boxBodyDef.position.y = pCenterY / Constants.PIXEL_METER_RATIO; boxBodyDef.position.x = pSprite.getX() / Constants.PIXEL_METER_RATIO; boxBodyDef.position.y = pSprite.getY() / Constants.PIXEL_METER_RATIO; Vector2 v = new Vector2( boxBodyDef.position.x * Constants.PIXEL_METER_RATIO, boxBodyDef.position.y * Constants.PIXEL_METER_RATIO ); Gdx.app.log("@Physics", "createBoxBody():: Box Position: " + v); // Temporary Box shape of the Body final PolygonShape boxPoly = new PolygonShape(); final float halfWidth = pWidth * 0.5f / Constants.PIXEL_METER_RATIO; final float halfHeight = pHeight * 0.5f / Constants.PIXEL_METER_RATIO; boxPoly.setAsBox( halfWidth, halfHeight ); // set the anchor point to be the center of the sprite pFixtureDef.shape = boxPoly; final Body boxBody = pPhysicsWorld.createBody(boxBodyDef); Gdx.app.log("@Physics", "createBoxBody():: Box Center: " + boxBody.getPosition().mul(Constants.PIXEL_METER_RATIO)); boxBody.createFixture(pFixtureDef); boxBody.setTransform( boxBody.getWorldCenter(), MathUtils.degreesToRadians * pRotation ); boxPoly.dispose(); return boxBody; } Making the Sprite: public Car( Texture texture, float pX, float pY, World world ) { super( "Car" ); mSprite = new Sprite( texture ); mSprite.setSize( mSprite.getWidth() / 6, mSprite.getHeight() / 6 ); mSprite.setPosition( pX, pY ); mSprite.setOrigin( mSprite.getWidth()/2, mSprite.getHeight()/2); FixtureDef carFixtureDef = new FixtureDef(); // Set the Fixture's properties, like friction, using the car's shape carFixtureDef.restitution = 1f; carFixtureDef.friction = 1f; carFixtureDef.density = 1f; // needed to rotate body using applyTorque mBody = Physics.createBoxBody( world, BodyDef.BodyType.DynamicBody, carFixtureDef, mSprite ); }

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  • How to detect a touch on transparent area of an image in a (libgdx) stage?

    - by Usman
    Can some one please help to detect a touch on an image which I am using as an actor in a stage. The image is actually a long diagnol brush which has plenty of transparent area. The problem is when I touche the transparent area of the brush image it is also triggering the clicklistener of the image. I need the click listener should only be called when the finger actually touched the visible image not the area which is empty. I am using libgdx-0.9.4 libraries. Here is my simple piece of code. import com.badlogic.gdx.scenes.scene2d.ui.Image; import com.badlogic.gdx.scenes.scene2d.ui.ClickListener; Image brushImg = new Image(ImageCache.getTexture("brush")); brushImg.width = mStage.width()*0.75f; brushImg.height = mStage.height()*0.75f; brushImg.setClickListener(new ClickListener() { @Override public void click(Actor actor, float x, float y) { SoundFactory.play("brush"); }

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  • What will be the better way for data retrieval on application that needs to handle limited amount of data?

    - by Milanix
    Just moved this question from Stack Overflow. Since, adding my code snippets itself would make this question really long. Instead, I am pretty interested in knowing a better ways for data retrieval on application that needs to handle limited amount of data which isn't updated regularly. Let's take this example: I am writing an application which gets a schedule as an XML from server. I have written a logic in order to parse XML version and update database only if the version is newer than the local version. Although the update is checked automatically/manually on daily basis based on user preference, the actual version update happens only once per few months or so. Since, this is done by some other authority which doesn't provide API but, rather inform publicly on their changes. The actual XML contains a "(n number of groups)(days in a week) (n number of schedule)" . The group is usually 6 and the number of schedule is usually 2. So basically there would usually be only around 100 strings. Now although I have used SQLite at the moment. I want to know how to make update on database. Should I show progress dialog that the application is updating and exit the app when it's done? Since, my updates are infrequent i don't think this will really harm user experience but, is there any better ways to do it? Because I don't want update to be made when user is searching which is done using database. This will cause an database already open exception. At least I have faced this problem before. Is it better to rather parse XML every time when user wants to view certain things or to use SQLite? Since, I make lots of use of adapter in my app to create lists, will that degrade the performance?

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  • Is an Adnroid-based Phone a Suitable MP3 Player for Music Streamed over the Internet?

    - by James McFarland
    I am considering getting an HTC phone running Android from Verizon Wireless when I next upgrade my phone. I also have an online account with a music vendor, where I have rights to listen to my collection, but not download the MP3s. Further, I have an unlimited data plan and Wi-Fi, so I have full access to bandwidth volume without any concerns. I am especially interested in mounting my phone in a car kit, and streaming my online music to my car's sound system while driving. If you are experienced in this scenario, or have tried this scenario - Is is reasonable to expect my HTC Android phone to provide me with streaming music via my cell data plan anywhere I get cell service?

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  • AndEngine GLES2 - getting Black screen on emulator 4.1

    - by dizworld.com
    I'm new in andengine . I create following code public class MainActivity extends BaseGameActivity { static final int CAMERA_WIDTH = 800; static final int CAMERA_HEIGHT = 480; public Font mFont; public Camera mCamera; //A reference to the current scene public Scene mCurrentScene; public static BaseActivity instance; public EngineOptions onCreateEngineOptions() { instance = this; mCamera = new Camera(0, 0, CAMERA_WIDTH, CAMERA_HEIGHT); return new EngineOptions(true, ScreenOrientation.LANDSCAPE_SENSOR, new RatioResolutionPolicy(CAMERA_WIDTH, CAMERA_HEIGHT), mCamera); } @Override public void onCreateResources(OnCreateResourcesCallback arg0) throws Exception { mFont = FontFactory.create(this.getFontManager(),this.getTextureManager(), 256, 256,Typeface.create(Typeface.DEFAULT, Typeface.BOLD), 32); mFont.load(); } @Override public void onCreateScene(OnCreateSceneCallback arg0) throws Exception { mEngine.registerUpdateHandler(new FPSLogger()); mCurrentScene = new Scene(); Log.v("Scene","enter"); mCurrentScene.setBackground(new Background(0.09804f, 0.7274f, 0.8f)); // return mCurrentScene; } @Override public void onPopulateScene(Scene arg0, OnPopulateSceneCallback arg1) throws Exception { // TODO Auto-generated method stub } } I got code on sites there is returning scene but in AndEngine GLES2 in method onCreateScene() there is no return scene ... so my First run is BLACK .. any suggestion :)

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  • copy files to Nexus 4 on Kubuntu (13.04)

    - by cerr
    I know, this has been asked a few times already but I'm still having troubles to get files copied my new Nexus 4 phone mounted on my Kubuntu 13.04 machine. I followed the guide at: http://www.pocketables.com/2013/03/how-to-mount-the-lg-nexus-4-as-a-usb-drive-in-linux.html I would only get: $ cp -r /mnt/media/Albums/A\ Perfect\ Circle\ -\ Thirteenth\ Step/ . cp: accessing ‘.’: Transport endpoint is not connected reg@regDesktopHome:/media/nexus4/Internal storage/Music$ ls -l but thereafter , mount still shows it mounted: mtpfs on /media/nexus4 type fuse.mtpfs (rw,nosuid,nodev,allow_other) What's going on here? Thanks for the assistance!

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  • What will be the better way for data retrieval on application that needs to handle limited amount of data.?

    - by Milanix
    This is not really a coding question since, I am not adding any code in here. Since, adding my code snippets itself would make this question really long. Instead, I am pretty interested in knowing a better ways for data retrieval on application that needs to handle limited amount of data which isn't updated regularly. Let's take this example: I am writing an application which gets a schedule as an XML from server. I have written a logic in order to parse XML version and update database only if the version is newer than the local version. Although the update is checked automatically/manually on daily basis based on user preference, the actual version update happens only once per few months or so. Since, this is done by some other authority which doesn't provide API but, rather inform publicly on their changes. The actual XML contains a "(n number of groups)(days in a week) (n number of schedule)" . The group is usually 6 and the number of schedule is usually 2. So basically there would usually be only around 100 strings. Now although I have used SQLite at the moment. I want to know how to make update on database. Should I show progress dialog that the application is updating and exit the app when it's done? Since, my updates are infrequent i don't think this will really harm user experience but, is there any better ways to do it? Because I don't want update to be made when user is searching which is done using database. This will cause an database already open exception. Atleast I have faced this problem before. Is it better to rather parse XML every time when user wants to view certain things or to use SQLite? Since, I make lots of use of adapter in my app to create lists, will that degrade the performance? It would really be a great help if anyone can give me better overview about it. Or may be counter argument against each. Many thanks!

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  • Amazon GameCircle Integration

    - by user1095509
    I'm trying to integrate Amazon GameCircle and I have been able to successfully initialize GameCircle in my app, but the problem is when I click on the button that displays achievements, the GameCircle achievement list comes up but it says "You have unlocked 0 of 0 achievements". Same happens with leaderboards i.e there are no leaderboards for this app. I have created a Leaderboard and a few achievements on the online developer portal for Amazon but they don't show for some reason. Can someone help me with this. Any links/resources that help with integrating GameCircle will be appreciated. Thanks.

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  • LibGDX onTouch() method Array and flip method

    - by johnny-b
    How can I add this on my application. i want to use the onTouch() method from the implementation of the InputProcessor to kill the enemies on screen. how do i do that? do i have to do anything to the enemy class? also i am trying to add a Array of enemies and it keeps throwing exceptions or the bullet now is facing LEFT <--- again after I used the flip method in the bullet class. All the code is below so please anyone feel free to have a look thanks. please help Thank you M // This is the bullet class. public class Bullet extends Sprite { public static final float BULLET_HOMING = 6000; public static final float BULLET_SPEED = 300; private Vector2 velocity; private float lifetime; private Rectangle bul; public Bullet(float x, float y) { velocity = new Vector2(0, 0); setPosition(x, y); AssetLoader.bullet1.flip(true, false); AssetLoader.bullet2.flip(true, false); setSize(AssetLoader.bullet1.getWidth(), AssetLoader.bullet1.getHeight()); bul = new Rectangle(); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); dx /= distToTarget; dy /= distToTarget; dx *= BULLET_HOMING; dy *= BULLET_HOMING; velocity.x += dx * delta; velocity.y += dy * delta; float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x /= vMag; velocity.y /= vMag; velocity.x *= BULLET_SPEED; velocity.y *= BULLET_SPEED; bul.set(getX(), getY(), getOriginX(), getOriginY()); Vector2 v = velocity.cpy().scl(delta); setPosition(getX() + v.x, getY() + v.y); setOriginCenter(); setRotation(velocity.angle()); } public Rectangle getBounds() { return bul; } public Rectangle getBounds1() { return this.getBoundingRectangle(); } } // This is the class where i load all the images from public class AssetLoader { public static Texture texture; public static TextureRegion bg, ball1, ball2; public static Animation bulletAnimation, ballAnimation; public static Sprite bullet1, bullet2; public static void load() { texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bg = new TextureRegion(texture, 80, 421, 395, 30); bg.flip(false, true); ball1 = new TextureRegion(texture, 0, 321, 32, 32); ball1.flip(false, true); ball2 = new TextureRegion(texture, 32, 321, 32, 32); ball2.flip(false, true); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); TextureRegion[] balls = { ball1, ball2 }; ballAnimation = new Animation(0.16f, balls); ballAnimation.setPlayMode(Animation.PlayMode.LOOP); } Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, aims); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); } public static void dispose() { texture.dispose(); } // This is for the rendering or drawing onto the screen/canvas. public class GameRenderer { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); batcher.disableBlending(); batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY(), bullet.getOriginX(), bullet.getOriginY(), bullet.getWidth(), bullet.getHeight(), 1.0f, 1.0f, bullet.getRotation()); // End SpriteBatch batcher.end(); } } // this is to load the image etc on the screen i guess public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } //This is the input handler class public class InputHandler implements InputProcessor { private Ball myBall; private Bullet bullet; private GameRenderer aims; // Ask for a reference to the Soldier when InputHandler is created. public InputHandler(Ball ball) { myBall = ball; } @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { return false; } @Override public boolean keyDown(int keycode) { return false; } @Override public boolean keyUp(int keycode) { return false; } @Override public boolean keyTyped(char character) { return false; } @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { return false; } @Override public boolean touchDragged(int screenX, int screenY, int pointer) { return false; } @Override public boolean mouseMoved(int screenX, int screenY) { return false; } @Override public boolean scrolled(int amount) { return false; } } i am rendering all graphics in a GameRender class and a gameworld class if you need more info please let me know I am trying to make the array work but keep finding that when an array is initialized then the bullet fips back to the original and ends up being backwards???? and if I create an array I keep getting Exceptions throw??? Thank you for any help given.

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  • Adding delay between damage

    - by iQue
    I have a bunch of enemies chasing my main-character, and if they intersect I want them to damage him and that's all good. The problem is that right now they damage him as long as they stand around him, every frame! and since it gets called every frame my character's HP reaches 0 almost instantly. I've tried adding delay and I've tried a timertask, but can't get it to work. This is the code I use to check for intersection: private void checkCollision(Canvas canvas) { synchronized (getHolder()) { Rect h1 = happy.getBounds(); for (int i = 0; i < enemies.size(); i++) { for (int j = 0; j < bullets.size(); j++) { Rect b1 = bullets.get(j).getBounds(); Rect e1 = enemies.get(i).getBounds(); if (b1.intersect(e1)) { enemies.get(i).damageHP(5); bullets.remove(j); } if(e1.intersect(h1)){ happy.damageHP(5); // this is the statement that needs some sort of delay, I want them to damage him every 2 seconds they intersect him. } if(enemies.get(i).getHP() <= 0){ enemies.get(i).death(canvas, enemies); score.incScore(5); break; } if(happy.getHP() <= 0){ score.incScore(-50); //end-screen } } } } } If anyone knows the logic to do this please do tell.

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  • glTranslate, how exactly does it work?

    - by mykk
    I have some trouble understanding how does glTranslate work. At first I thought it would just simply add values to axis to do the transformation. However then I have created two objects that would load bitmaps, one has matrix set to GL_TEXTURE: public class Background { float[] vertices = new float[] { 0f, -1f, 0.0f, 4f, -1f, 0.0f, 0f, 1f, 0.0f, 4f, 1f, 0.0f }; .... private float backgroundScrolled = 0; public void scrollBackground(GL10 gl) { gl.glLoadIdentity(); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glTranslatef(0f, 0f, 0f); gl.glPushMatrix(); gl.glLoadIdentity(); gl.glMatrixMode(GL10.GL_TEXTURE); gl.glTranslatef(backgroundScrolled, 0.0f, 0.0f); gl.glPushMatrix(); this.draw(gl); gl.glPopMatrix(); backgroundScrolled += 0.01f; gl.glLoadIdentity(); } } and another to GL_MODELVIEW: public class Box { float[] vertices = new float[] { 0.5f, 0f, 0.0f, 1f, 0f, 0.0f, 0.5f, 0.5f, 0.0f, 1f, 0.5f, 0.0f }; .... private float boxScrolled = 0; public void scrollBackground(GL10 gl) { gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0f, 0f, 0f); gl.glPushMatrix(); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(boxScrolled, 0.0f, 0.0f); gl.glPushMatrix(); this.draw(gl); gl.glPopMatrix(); boxScrolled+= 0.01f; gl.glLoadIdentity(); } } Now they are both drawn in Renderer.OnDraw. However background moves exactly 5 times faster. If I multiply boxScrolled by 5 they will be in sinc and will move together. If I modify backgrounds vertices to be float[] vertices = new float[] { 1f, -1f, 0.0f, 0f, -1f, 0.0f, 1f, 1f, 0.0f, 0f, 1f, 0.0f }; It will also be in sinc with the box. So, what is going under glTranslate?

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  • OpenGL ES multiple objects not being rendered

    - by ladiesMan217
    I am doing the following to render multiple balls move around the screen but only 1 ball is seen to appear and function. I don't know why the rest (count-1) balls are not being drawn public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glDisable(GL10.GL_DITHER); gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glClientActiveTexture(DRAWING_CACHE_QUALITY_HIGH); gl.glLoadIdentity(); for(int i=0;i<mParticleSystem.getParticleCount();i++){ gl.glPushMatrix(); gl.glTranslatef(mParticleSystem.getPosX(i), mParticleSystem.getPosY(i), -3.0f); gl.glScalef(0.3f, 0.3f, 0.3f); gl.glColor4f(r.nextFloat(), r.nextFloat(), r.nextFloat(), 1); gl.glEnable(GL10.GL_TEXTURE_2D); mParticleSystem.getBall(i).draw(gl); gl.glPopMatrix(); } } Here is my void draw(GL10 gl) method public void draw(GL10 gl){ gl.glEnable(GL10.GL_CULL_FACE); gl.glEnable(GL10.GL_SMOOTH); gl.glEnable(GL10.GL_DEPTH_TEST); // gl.glTranslatef(0.2f, 0.2f, -3.0f); // gl.glScalef(size, size, 1.0f); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertBuff); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points/2); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); }

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  • What are the complications involved in this startup:Payments through authorization of fingerprints?

    - by jim859
    I want to make a mobile application where by people can send payments by authorization of finger prints. An email id will be registered and their finger print(unique for everyone) will be stored on our server.Person A and Person B are already registered and have installed the app.A and B deposit some money through our app from their credit card. When a person(Person A) want to send money to other people(person B), person B will ask person A to authorize his/her finger print on person B's mobile.The finger print will be retrieved from our servers and the payment will be made to person B. Person A will open the app (later or at that time) and confirm that yes he/she has authorized his/her finger print for the transaction.If person A has actually done the transaction,no problem.If person A has unknowingly or forcibly and opts that he/she has not authorized his/her finger print,money will be deducted from person B's account. What are the problems/vulnerabilities here,how can it be solved. Any other ways you can suggest to facilitate the transaction

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  • Saving mobile application data when no service?

    - by Abe Miessler
    Say I have a mobile application that allows users to enter information which is then uploaded to a central location. I had planned on building this using only HTML5 and javascript (non-native app), but I'm assuming if someone is in an area where there is no service they simply will not be able to use the app. As a work around would it be possible to write a native app that saves the information on the device and then uploads it whenever service returns? If so, is it possible to write a native app entirely in HTML5 and Javascript that does this?

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  • How to backup metro "app" data, manually

    - by ihateapps
    I'm a PC tech and I have been getting more and more Windows 8 issues. First off I hate metro, and secondly I hate "apps". I like to do fresh installs of Windows8. I backup my user's data and then fresh install. Assuming there is no recovery partition how can I manually backup the user's app data so that in the event of a reformat I simply redownload their apps (dumb, I wish there was a way to actually back them up too) and plop the data back in. Do most normal people even use "apps", or do they use Windows8 like a desktop OS? I totally dropped metro with ClassicShell.

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  • Need an idiot-proof picture resizing program for Windows.

    - by marcusw
    My friend needs to resize some pictures as part of a web publishing job, but he is rather clueless when it comes to computers. I am in charge of teaching him how to do this, but only have Linux (albeit with Wine installed) at my disposal for testing. Could you guys recommend a fast, easy, batch-capable, and hopefully open-source program that will resize pictures to the resolution he wants? It doesn't have to be anything fancy, but it needs to be quick and easy to use. Thanks!

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  • Bluetooth broadcasting realtime - is it possible

    - by user69961
    Is it possible to broadcast data via bluetooth to one ore more connected devices? I mean that each phone will be master and slave at the same time and each phone will broadcast data that should be received by all other phones. Or is the only possibility to use a "client-server"-like topology; one phone acts as a server and listens to all clients and then sends data from each client to the rest of clients in the network? Which variant should be more effective? If broadcasting is possible then the same implementation can be used for all devices and if one device will die communication between rest of network can continue. And also will there be enough to send one message per device - not message from each device to server and then back to all devices. Am I right?

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  • Google ouvre la beta d'Analytics Mobile App et sort deux SDK pour le Google Analytics des applications Android et iOS

    Google ouvre la beta d'Analytics Mobile App Le Google Analytics pour applications Android et iOS En juin, Google avait lancé une beta privée de « Mobile Analytics App », son service permettant à la fois d'évaluer l'audience des applications mobiles et différents éléments (versions, etc.). Cette beta est désormais disponible en version publique. Première amélioration qui accompagne cette arrivée, les deux SDK pour Android et iOS ont été entièrement refaits et simplifiés pour générer des rapports en 5 minutes. [IMG]http://ftp-developpez.com/gordon-fowler/GoogleAppAnalytics.png[/IMG] Des rapports qui contiennent à présent beaucoup plus ...

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  • Pre-set OS X dock icon positions for non-permanent apps?

    - by Jack Sleight
    Is it possible to have OS X always place certain app icons in specific places (eg. position "two") in the dock, when they're not permanently docked apps? At the moment every non-permanent app is added to the end (far right), but, for example, if I have my mail and todo list apps open, I want them to pop up in positions one and two. I know this can easily be achieved by permanently docking icons, I'm specifically looking for a solution for non-permanent apps. I suspect OS X has no built in facility for this, perhaps there's a 3rd party app or script/command line trick?

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  • ssh into my mac from my ipod

    - by mechko
    Ok so this is what I got, but it don't look right... The set up is as follows: My Mac is on a wireless network, presumably behind a firewall over which I have no admin privileges. Further, said wireless network changes my internal IP randomly at random times, so I do not know what my ip is. Note that localhost is a variable ip I forward some port or the other to my dns: ssh -R 19999:localhost:22 sourceuser@remotehost connect to my remotehost from my machine: ssh sourceuser@remotehost and then connect to the port I forwarded: ssh localhost -p 19999 [solved] Second question, there are a bunch of ssh clients for the iphone. Which one should I use? EDIT: Since jailbreak is not illegal, simply frowned upon by the Corporation, I've decided to go with that. I have a nice shell with openssh and the works. Best of all, it's free and it does exactly what you expect.

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