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  • PHP resized image functions and S3 upload functions - but how to merge the two?

    - by chocolatecoco
    I am using S3 to store images and I am resizing and compressing images before it gets uploaded using PHP. I'm using this class for storing the images to an S3 bucket - http://undesigned.org.za/2007/10/22/amazon-s3-php-class This all works fine if I'm not doing any file processing before the file is uploaded because it reads the file upload from the $_FILES array. The problem is I am resizing and compressing the image before storing to the S3 bucket. So I'm no longer able to read from the $_FILES array. The functions for resizing: public function resizeImage($newWidth, $newHeight, $option="auto") { // *** Get optimal width and height - based on $option $optionArray = $this->getDimensions($newWidth, $newHeight, $option); $optimalWidth = $optionArray['optimalWidth']; $optimalHeight = $optionArray['optimalHeight']; // *** Resample - create image canvas of x, y size $this->imageResized = imagecreatetruecolor($optimalWidth, $optimalHeight); imagecopyresampled($this->imageResized, $this->image, 0, 0, 0, 0, $optimalWidth, $optimalHeight, $this->width, $this->height); // *** if option is 'crop', then crop too if ($option == 'crop') { $this->crop($optimalWidth, $optimalHeight, $newWidth, $newHeight); } } The script I am using to store the file after resizing and compressing to a local directory: public function saveImage($savePath, $imageQuality="100") { // *** Get extension $extension = strrchr($savePath, '.'); $extension = strtolower($extension); switch($extension) { case '.jpg': case '.jpeg': if (imagetypes() & IMG_JPG) { imagejpeg($this->imageResized, $savePath, $imageQuality); } break; case '.gif': if (imagetypes() & IMG_GIF) { imagegif($this->imageResized, $savePath); } break; case '.png': // *** Scale quality from 0-100 to 0-9 $scaleQuality = round(($imageQuality/100) * 9); // *** Invert quality setting as 0 is best, not 9 $invertScaleQuality = 9 - $scaleQuality; if (imagetypes() & IMG_PNG) { imagepng($this->imageResized, $savePath, $invertScaleQuality); } break; // ... etc default: // *** No extension - No save. break; } imagedestroy($this->imageResized); } with this PHP code to invoke it: $resizeObj = new resize("$images_dir/$filename"); $resizeObj -> resizeImage($thumbnail_width, $thumbnail_height, 'crop'); $resizeObj -> saveImage($images_dir."/tb_".$filename, 90); How do I modify the code above so I can pass it through this function: $s3->putObjectFile($thefile, "s3bucket", $s3directory, S3::ACL_PUBLIC_READ)

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  • Is there an Objective-C algorithm like `transform` of the C++ STL?

    - by pesche
    My goal is to have an array that contains all filenames of a specific extension, but without the extension. There's an elegant solution to get all filenames of a specific extension using a predicate filter and instructions on how to split a path into filename and extension, but to combine them I would have to write a loop (not terrible, but not elegant either). Is there a way with Objective-C (may be similar to the predicate mechanism) to apply some function to every element of an array and put the results in a second array, like the transform algorithm of the C++ STL does?

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  • Download Remote File

    - by Abs
    Hello all, I have a function that will be passed in a link. The link is to a remote image. I thought I could just use the extension of the file in the URL to determine the type of image but some URLs won't have extensions in the URL. They probably just push headers to the browser and therefore I do not have an extension to parse from the URL. How can I test if the URL has an extension and if not then read the headers to determine the file type? Am I over complicating things here? Is there an easier way to do this? I am making use of Codeigniter maybe there is something already built in to do this? All I really want to do is download an image from a URL with the correct extension. This is what I have so far. function get_image($image_link){ $remoteFile = $image_link; $ext = ''; //some URLs might not have an extension $file = fopen($remoteFile, "r"); if (!$file) { return false; }else{ $line = ''; while (!feof ($file)) { $line .= fgets ($file, 4096); } $file_name = time().$ext; file_put_contents($file_name, $line); } fclose($file); } Thanks all for any help

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  • Python script not working when run from browser directly

    - by splatterdash
    I'm trying to run this script: import re, os def build_pool(cwd): global xtn_pool, file_pool xtn, xtn_pool = re.compile('\\.[0-9a-zA-Z]{1,4}$'), [] file_pool = [files for files in os.listdir(cwd) if os.path.isfile(files) and xtn.search(files)] # Lists all the file extension in the folder for file in file_pool: if not xtn_pool.__contains__(xtn.search(file).group()): xtn_pool.append(xtn.search(file).group()) return xtn_pool.sort(), file_pool if __name__ == '__main__': import sys #if path is given, change working directory to path if len(sys.argv) >= 2: os.chdir(sys.argv[1]) build_pool(os.getcwd()) #if no path is given when running, do renaming in current folder else: build_pool(os.getcwd()) print('The folder contains the following extensions: ') for i in range(0, len(xtn_pool)): print(repr(i+1) + '. ' + xtn_pool[i][1:]) opt = int(input('Which one would you like to replace? ')) xtn_pick = xtn_pool[opt-1] # Lists all the file with the chosen extension xtn_file_pool = [file for file in file_pool if file.endswith(xtn_pick)] print('There are {0} files with the {1} extension.'.format(len(xtn_file_pool), xtn_pick)) xtn_new = input('Input replacement extension: ') # The actual renaming process for file in xtn_file_pool: os.rename(file, file[:-len(xtn_pick)+1] + xtn_new) directly from my file browser (Nautilus), but for some reason it's not working. When I run it from terminal (python3 scriptname.py) it works fine as intended. But when I just click the script file in Nautilus, choose 'Run in Terminal', it always stops after asking 'Input replacement extension: '. How can I make this script run without using the terminal?

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  • XSLT Type Checking

    - by mo
    Hi Folks Is it possible to check an elements ComplexType? i have this (simplified): complexType Record complexType Customer extension of Record complexType Person extension of Record <xsl:template match="/"> <records> <xsl:apply-templates /> </records> </xsl:template> <xsl:template match="!!! TYPECHECK FOR RECORD !!!" name="Record"> <record><xsl:value-of select="." /></record> </xsl:template> is it possible to check elementstype incl. inheritence? i dont know the elements name only that they are a subtype of Record. schema 1: complexType name="Customer" extension base="Record" element name="customers" element name="customer" type="Customer" schema 2: complexType name="Person" extension base="Record" element name="persons" element name="person" type="Person" schema ?: complexType name="UnknownType" extension base="Record" element name="unknowns" element name="unknown" type="UnknownType" xml 1: <customers> <customer /> <customer /> </customers> xml 2: <persons> <person /> <person /> </persons> xml ?: <?s> <? /> <? /> </?s> the xml input ist custom so i have to match by the type (i think)

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  • SQL SERVER – Shrinking NDF and MDF Files – Readers’ Opinion

    - by pinaldave
    Previously, I had written a blog post about SQL SERVER – Shrinking NDF and MDF Files – A Safe Operation. After that, I have written the following blog post that talks about the advantage and disadvantage of Shrinking and why one should not be Shrinking a file SQL SERVER – SHRINKFILE and TRUNCATE Log File in SQL Server 2008. On this subject, SQL Server Expert Imran Mohammed left an excellent comment. I just feel that his comment is worth a big article itself. For everybody to read his wonderful explanation, I am posting this blog post here. Thanks Imran! Shrinking Database always creates performance degradation and increases fragmentation in the database. I suggest that you keep that in mind before you start reading the following comment. If you are going to say Shrinking Database is bad and evil, here I am saying it first and loud. Now, the comment of Imran is written while keeping in mind only the process showing how the Shrinking Database Operation works. Imran has already explained his understanding and requests further explanation. I have removed the Best Practices section from Imran’s comments, as there are a few corrections. Comments from Imran - Before I explain to you the concept of Shrink Database, let us understand the concept of Database Files. When we create a new database inside the SQL Server, it is typical that SQl Server creates two physical files in the Operating System: one with .MDF Extension, and another with .LDF Extension. .MDF is called as Primary Data File. .LDF is called as Transactional Log file. If you add one or more data files to a database, the physical file that will be created in the Operating System will have an extension of .NDF, which is called as Secondary Data File; whereas, when you add one or more log files to a database, the physical file that will be created in the Operating System will have the same extension as .LDF. The questions now are, “Why does a new data file have a different extension (.NDF)?”, “Why is it called as a secondary data file?” and, “Why is .MDF file called as a primary data file?” Answers: Note: The following explanation is based on my limited knowledge of SQL Server, so experts please do comment. A data file with a .MDF extension is called a Primary Data File, and the reason behind it is that it contains Database Catalogs. Catalogs mean Meta Data. Meta Data is “Data about Data”. An example for Meta Data includes system objects that store information about other objects, except the data stored by the users. sysobjects stores information about all objects in that database. sysindexes stores information about all indexes and rows of every table in that database. syscolumns stores information about all columns that each table has in that database. sysusers stores how many users that database has. Although Meta Data stores information about other objects, it is not the transactional data that a user enters; rather, it’s a system data about the data. Because Primary Data File (.MDF) contains important information about the database, it is treated as a special file. It is given the name Primary Data file because it contains the Database Catalogs. This file is present in the Primary File Group. You can always create additional objects (Tables, indexes etc.) in the Primary data file (This file is present in the Primary File group), by mentioning that you want to create this object under the Primary File Group. Any additional data file that you add to the database will have only transactional data but no Meta Data, so that’s why it is called as the Secondary Data File. It is given the extension name .NDF so that the user can easily identify whether a specific data file is a Primary Data File or a Secondary Data File(s). There are many advantages of storing data in different files that are under different file groups. You can put your read only in the tables in one file (file group) and read-write tables in another file (file group) and take a backup of only the file group that has read the write data, so that you can avoid taking the backup of a read-only data that cannot be altered. Creating additional files in different physical hard disks also improves I/O performance. A real-time scenario where we use Files could be this one: Let’s say you have created a database called MYDB in the D-Drive which has a 50 GB space. You also have 1 Database File (.MDF) and 1 Log File on D-Drive and suppose that all of that 50 GB space has been used up and you do not have any free space left but you still want to add an additional space to the database. One easy option would be to add one more physical hard disk to the server, add new data file to MYDB database and create this new data file in a new hard disk then move some of the objects from one file to another, and put the file group under which you added new file as default File group, so that any new object that is created gets into the new files, unless specified. Now that we got a basic idea of what data files are, what type of data they store and why they are named the way they are, let’s move on to the next topic, Shrinking. First of all, I disagree with the Microsoft terminology for naming this feature as “Shrinking”. Shrinking, in regular terms, means to reduce the size of a file by means of compressing it. BUT in SQL Server, Shrinking DOES NOT mean compressing. Shrinking in SQL Server means to remove an empty space from database files and release the empty space either to the Operating System or to SQL Server. Let’s examine this through an example. Let’s say you have a database “MYDB” with a size of 50 GB that has a free space of about 20 GB, which means 30GB in the database is filled with data and the 20 GB of space is free in the database because it is not currently utilized by the SQL Server (Database); it is reserved and not yet in use. If you choose to shrink the database and to release an empty space to Operating System, and MIND YOU, you can only shrink the database size to 30 GB (in our example). You cannot shrink the database to a size less than what is filled with data. So, if you have a database that is full and has no empty space in the data file and log file (you don’t have an extra disk space to set Auto growth option ON), YOU CANNOT issue the SHRINK Database/File command, because of two reasons: There is no empty space to be released because the Shrink command does not compress the database; it only removes the empty space from the database files and there is no empty space. Remember, the Shrink command is a logged operation. When we perform the Shrink operation, this information is logged in the log file. If there is no empty space in the log file, SQL Server cannot write to the log file and you cannot shrink a database. Now answering your questions: (1) Q: What are the USEDPAGES & ESTIMATEDPAGES that appear on the Results Pane after using the DBCC SHRINKDATABASE (NorthWind, 10) ? A: According to Books Online (For SQL Server 2000): UsedPages: the number of 8-KB pages currently used by the file. EstimatedPages: the number of 8-KB pages that SQL Server estimates the file could be shrunk down to. Important Note: Before asking any question, make sure you go through Books Online or search on the Google once. The reasons for doing so have many advantages: 1. If someone else already has had this question before, chances that it is already answered are more than 50 %. 2. This reduces your waiting time for the answer. (2) Q: What is the difference between Shrinking the Database using DBCC command like the one above & shrinking it from the Enterprise Manager Console by Right-Clicking the database, going to TASKS & then selecting SHRINK Option, on a SQL Server 2000 environment? A: As far as my knowledge goes, there is no difference, both will work the same way, one advantage of using this command from query analyzer is, your console won’t be freezed. You can do perform your regular activities using Enterprise Manager. (3) Q: What is this .NDF file that is discussed above? I have never heard of it. What is it used for? Is it used by end-users, DBAs or the SERVER/SYSTEM itself? A: .NDF File is a secondary data file. You never heard of it because when database is created, SQL Server creates database by default with only 1 data file (.MDF) and 1 log file (.LDF) or however your model database has been setup, because a model database is a template used every time you create a new database using the CREATE DATABASE Command. Unless you have added an extra data file, you will not see it. This file is used by the SQL Server to store data which are saved by the users. Hope this information helps. I would like to as the experts to please comment if what I understand is not what the Microsoft guys meant. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Readers Contribution, Readers Question, SQL, SQL Authority, SQL Query, SQL Scripts, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Starting a Java activity in Unity3d Android

    - by Matthew Pavlinsky
    I wrote a small Java activity extension of UnityPlayerActivity similar to what is described in the Unity docs. It has a method for displaying a song picking interface using an ACTION_GET_CONTENT intent. I start this activity using startActivityForResult() and it absolutely kills the performance of my Unity game when it is finished, it drops to about .1 FPS afterwords. I've changed removed the onActivityResult function and even tried starting the activity from inside an onKeyDown event in Java to make sure my method of starting the activity from Unity was not the problem. Heres the code in a basic sense: package com.company.product; import com.unity3d.player.UnityPlayerActivity; import com.unity3d.player.UnityPlayer; import android.os.Bundle; import android.util.Log; import android.content.Intent; public class SongPickerActivity extends UnityPlayerActivity { private Intent myIntent; final static int PICK_SONG = 1; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); Log.i("SongPickerActivity", "OnCreate"); myIntent = new Intent(Intent.ACTION_GET_CONTENT); myIntent.setType("audio/*"); } public void Pick() { Log.i("SongPickerActivity", "Pick"); startActivityForResult(myIntent, PICK_SONG); } @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { super.onActivityResult(requestCode, resultCode, data); } } This is causing me a bit more of a headache than it should and I would be thankful for any sort of advice. Does anyone have any experience with using custom activities in Unity Android or any insight on why this is happening or how to resolve this?

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  • CodePlex Daily Summary for Friday, May 07, 2010

    CodePlex Daily Summary for Friday, May 07, 2010New ProjectsBibleBrowser: BibleBrowserBibleMaps: BibleMapsChristianLibrary: ChristianLibraryCLB Podcast Module: DotNetNuke Module used to allow DNN to host one or more podcasts within a portal.Coletivo InVitro: Nova versão do Site do ColetivoCustomer Care Accelerator for Microsoft Dynamics CRM: Customer Care Accelerator for Microsoft Dynamics CRM.EasyTFS: A very lightweight, quick, web-based search application for Team Foundation Server. EasyTfs searches as you type, providing real-time search resul...FSCommunity: abcGeocache Downloader: GeocacheDownloader helps you download geocache information in an organised way, making easier to copy the information to your device. The applicati...Grabouille: Grabouille aims to be an incubation project for Microsoft best patterns & practices and also a container for last .Net technologies. The goal is, i...Klaverjas: Test application for testing different new technologies in .NET (WCF, DataServices, C# stuff, Entity...etc.)Livecity: Social network. Alpha 0.1MarxSupples: testMOSS 2007 - Excel Services: This helps you understand MOSS 2007 - Excel Services and how to use the same in .NETmy site: a personal web siteNazTek.Extension.Clr35: Contains a set of CLR 3.5 extensions and utility APInetDumbster: netDumbster is a .Net Fake SMTP Server clone of the popular Dumbster (http://quintanasoft.com/dumbster/) netDumbster is based on the API of nDumbs...Object-Oriented Optimization Toolbox (OOOT): A library (.dll) of various linear, nonlinear, and stochastic numerical optimization techniques. While some of these are older than 50 years, they ...OMap - Object to Object Mapper: OMap is a simple object to object mapper. It could be used for scenarios like mapping your data from domain objects into data transfer objects.PDF Renderer for BlackBerry.: Render and view PDF files on BlackBerry using a modified version of Sun's PDF Renderer.Pomodoro Tool: Pomodoro Tool is a timer for http://www.pomodorotechnique.com/ . It's a timer and task tracker with a text task editing interface.ReadingPlan: ReadingPlanRil#: .net library to use the public Readitlater.com public APISCSM Incident SLA Management: This project provides an extension to System Center Service Manager to provide more granular control over incident service level agreement (SLA) ma...SEAH - Sistema Especialista de Agravante de Hipertensão: O SEAH tem como propósito alertar o indivíduo em relação ao seu agravante de hipertensão arterial e a órgãos competentes, entidades de ensino, pesq...StudyGuide: StudyGuideTest Project (ignore): This is used to demonstrate CodePlex at meetings. Please ignore this project.YCC: YCC is an open source c compiler which compatible with ANSI standard.The project is currently an origin start.We will work it for finally useable a...New ReleasesAlbum photo de club - Club's Photos Album: App - version 0.5: Modifications : - Ajout des favoris - Ajout de l'update automatique /*/ - Add favorites - Add automatic updateBoxee Launcher: Boxee Launcher 1.0.1.5: Boxee Launcher finds the BOXEE executable using a registry key that BOXEE creates. The new version of BOXEE changed the location. Boxee Launcher ha...CBM-Command: 2010-05-06: Release Notes - 2010-05-06New Features Creating Directories Deleting Files and Directories Renaming Files and Directories Changes 40 columns i...Customer Care Accelerator for Microsoft Dynamics CRM: Customer Care Accelerator for Dynamics CRM R1: The Customer Care Accelerator (CCA) for Microsoft Dynamics CRM focuses on delivering contact center enabling functionality, such as the ability to ...D-AMPS: D-AMPS 0.9.2: Add .bat files for command-line running Bug fixed (core engine) Section 6, 8, 9 modifications Sources (Fortran) for core engineDynamicJson: Release 1.1.0.0: Add - foreach support Add - Dynamic Shortcut of IsDefined,Delete,Deserialize Fix - Deserialize Delete - LengthEasyTFS: EasyTfs 1.0 Beta 1: A very lightweight, quick, web-based search application for Team Foundation Server. EasyTfs searches as you type, providing real-time search resul...Event Scavenger: Add installer for Admin tool: Added installer for Admin tool. Removed exe's for admin and viewer from zip file - were replaced by the msi installers.Expression Blend Samples: PathListBoxUtils for Expression Blend 4 RC: Initial release of the PathListBoxUtils samples.HackingSilverlight Code Browser: HackingSilverlight Code Browser: Out with the old and in with the new... the HackingSilverlight Code Browser is a reference tool for code snippets so that I can not have to remembe...Hammock for REST: Hammock v1.0.3: v1.0.3 ChangesFixes for OAuth escaping and API usage Added FollowRedirects feature to RestClient/RestRequest v1.0.2 Changes.NET 4.0 and Client P...ImmlPad: ImmlPad Beta 1.1.1: Changes in this release: Added more intelligent right-click menu's to allow opening an IMML document with a specific Player version Fixed issue w...LinkedIn® for Windows Mobile: LinkedIn for Windows Mobile v0.8: Improved error message dumping + moved OAuth parameters from www.* to api.* In case of unexpected errors, check "Application Data\LinkedIn for Wind...Live-Exchange Calendar Sync: Installer: Alpha release of Live-Exchange Calendar SyncMAPILab Explorer for SharePoint: MAPILab Explorer for SharePoint ver 2.1.0: 1) Get settings form old versions 2) Rules added to display enumerable object items. 3) Bug fixed with remove persisted object How to install:Do...MapWindow6: MapWindow 6.0 msi May 6, 2010: This release enables output .prj files to also show the ESRI names for the PRJCS, GEOCS, and the DATUM. It also fixes a bug that was preventing th...MOSS 2007 - Excel Services: Calculator using Excel Services: Simple calculator using Excel ServicesMvcMaps - Unified Bing/Google Mapping API for ASP.NET MVC: MvcMaps Preview 1 for ASP.NET 4.0 and VS'2010: There was a change in ASP.NET 4.0 that broke the release, so a small modification needed to be made to the reflection code. This release fixes that...NazTek.Extension.Clr35: NazTek.Extension.Clr35 Binary Cab: Binary cab fileNazTek.Extension.Clr35: NazTek.Extension.Clr35 Source Cab: Source codePDF Renderer for BlackBerry.: PDF Renderer 0.1 for BlackBerry: This library requires a BlackBerry Signing Key in order to compile for use on a BlackBerry device. Signing keys can be obtained at BlackBerry Code ...Pomodoro Tool: PomodoroTool Clickonce installer: PomodoroTool Clickonce installerPOS for .Net Handheld Products Service Object: POS for .Net Handheld Products Service Object 1002: New version (1.0.0.2) which should support 64 bit platforms (see ReadMe.txt included with source for details). Source code only.QuestTracker: QuestTracker 0.4: What's New in QuestTracker 0.4 - - You can now drag and drop the quests on the left pane to rearrange or move quests from one group to another. - D...RDA Collaboration Team Projects: Property Bag Cmdlet: This cmdlet allows to retrieve, insert and update property bag values at farm, web app, site and web scope. The same operations can be in code usi...Ril#: Rilsharp 1.0: The first version of the Ril# (Readitlater sharp) library.Scrum Sprint Monitor: v1.0.0.47911 (.NET 4-TFS 2010): What is new in this release? Migrated to .NET Framework 4 RTM; Compiled against TFS 2010 RTM Client DLLs; Smoother animations with easing funct...SCSM Incident SLA Management: SCSM Incident SLA Management Version 0.1: This is the first release of the SCSM SLA Management solution. It is an 'alpha' release and has only been tested by the developers on the project....StackOverflow Desktop Client in C# and WPF: StackOverflow Client 0.4: Shows a popup that displays all the new questions and allows you to navigate between them. Fixed a bug that showed incorrect views and answers in t...Transcriber: Transcriber V0.1: Pre-release, usable but very rough.VCC: Latest build, v2.1.30506.0: Automatic drop of latest buildVisual Studio CSLA Extension for ADO.NET Entity Framework: CslaExtension Beta1: Requirements Visual Studio 2010 CSLA 4.0. Beta 1 Installation Download VSIX file and double click to install. Open Visual Studio -> Tools -> Exte...Most Popular ProjectsRawrWBFS ManagerAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight Toolkitpatterns & practices – Enterprise LibraryWindows Presentation Foundation (WPF)ASP.NETDotNetNuke® Community EditionMicrosoft SQL Server Community & SamplesMost Active Projectspatterns & practices – Enterprise LibraryAJAX Control FrameworkIonics Isapi Rewrite FilterRawrpatterns & practices: Azure Security GuidanceCaliburn: An Application Framework for WPF and SilverlightBlogEngine.NETTweetSharpNB_Store - Free DotNetNuke Ecommerce Catalog ModuleTinyProject

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  • Screen space to world space

    - by user13414
    I am writing a 2D game where my game world has x axis running left to right, y axis running top to bottom, and z axis out of the screen: Whilst my game world is top-down, the game is rendered on a slight tilt: I'm working on projecting from world space to screen space, and vice-versa. I have the former working as follows: var viewport = new Viewport(0, 0, this.ScreenWidth, this.ScreenHeight); var screenPoint = viewport.Project(worldPoint.NegateY(), this.ProjectionMatrix, this.ViewMatrix, this.WorldMatrix); The NegateY() extension method does exactly what it sounds like, since XNA's y axis runs bottom to top instead of top to bottom. The screenshot above shows this all working. Basically, I have a bunch of points in 3D space that I then render in screen space. I can modify camera properties in real time and see it animate to the new position. Obviously my actual game will use sprites rather than points and the camera position will be fixed, but I'm just trying to get all the math in place before getting to that. Now, I am trying to convert back the other way. That is, given an x and y point in screen space above, determine the corresponding point in world space. So if I point the cursor at, say, the bottom-left of the green trapezoid, I want to get a world space reading of (0, 480). The z coordinate is irrelevant. Or, rather, the z coordinate will always be zero when mapping back to world space. Essentially, I want to implement this method signature: public Vector2 ScreenPointToWorld(Vector2 point) I've tried several things to get this working but am just having no luck. My latest thinking is that I need to call Viewport.Unproject twice with differing near/far z values, calculate the resultant Ray, normalize it, then calculate the intersection of the Ray with a Plane that basically represents ground-level of my world. However, I got stuck on the last step and wasn't sure whether I was over-complicating things. Can anyone point me in the right direction on how to achieve this?

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  • Pygame Tile Based Character movement speed

    - by Ryan
    Thanks for taking the time to read this. Right now I'm making a really basic tile based game. The map is a large amount of 16x16 tiles, and the character image is 16x16 as well. My character has its own class that is an extension of the sprite class, and the x and y position is saved in terms of the tile position. To note I am fairly new to pygame. My question is, I am planning to have character movement restricted to one tile at a time, and I'm not sure how to make it so that, even if the player hits the directional key dozens of time quickly, (WASD or arrow keys) it will only move from tile to tile at a certain speed. How could I implement this generally with pygame? (Similar to game movement of like Pokemon or NexusTk). Edit: I should probably note that I want it so that the player can only end a movement in a tile. He couldn't stop moving halfway inbetween a tile for example. Thanks for your time! Ryan

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  • Having a problem with texturing vertices in WebGL, think parameters are off in the image?

    - by mathacka
    I'm having a problem texturing a simple rectangle in my WebGL program, I have the parameters set as follows: gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImage); I'm using this image: On the properties of this image it says it's 32 bit depth, so that should take care of the gl.UNSIGNED_BYTE, and I've tried both gl.RGBA and gl.RGB to see if it's not reading the transparency. It is a 32x32 pixel image, so it's power of 2. And I've tried almost all the combinations of formats and types, but I'm not sure if this is the answer or not. I'm getting these two errors in the chrome console: INVALID_VALUE: texImage2D: invalid image (index):101 WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled. the drawArrays function is simply: "gl.drawArrays(gl.TRIANGLES, 0, 6);" using 6 vertices to make a rectangle.

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  • Scale a game object to Bounds

    - by Spikeh
    I'm trying to scale a lot of dynamically created game objects in Unity3D to the bounds of a sphere collider, based on the size of their current mesh. Each object has a different scale and mesh size. Some are bigger than the AABB of the collider, and some are smaller. Here's the script I've written so far: private void ScaleToCollider(GameObject objectToScale, SphereCollider sphere) { var currentScale = objectToScale.transform.localScale; var currentSize = objectToScale.GetMeshHierarchyBounds().size; var targetSize = (sphere.radius * 2); var newScale = new Vector3 { x = targetSize * currentScale.x / currentSize.x, y = targetSize * currentScale.y / currentSize.y, z = targetSize * currentScale.z / currentSize.z }; Debug.Log("{0} Current scale: {1}, targetSize: {2}, currentSize: {3}, newScale: {4}, currentScale.x: {5}, currentSize.x: {6}", objectToScale.name, currentScale, targetSize, currentSize, newScale, currentScale.x, currentSize.x); //DoorDevice_meshBase Current scale: (0.1, 4.0, 3.0), targetSize: 5, currentSize: (2.9, 4.0, 1.1), newScale: (0.2, 5.0, 13.4), currentScale.x: 0.125, currentSize.x: 2.869114 //RedControlPanelForAirlock_meshBase Current scale: (1.0, 1.0, 1.0), targetSize: 5, currentSize: (0.0, 0.3, 0.2), newScale: (147.1, 16.7, 25.0), currentScale.x: 1, currentSize.x: 0.03400017 objectToScale.transform.localScale = newScale; } And the supporting extension method: public static Bounds GetMeshHierarchyBounds(this GameObject go) { var bounds = new Bounds(); // Not used, but a struct needs to be instantiated if (go.renderer != null) { bounds = go.renderer.bounds; // Make sure the parent is included Debug.Log("Found parent bounds: " + bounds); //bounds.Encapsulate(go.renderer.bounds); } foreach (var c in go.GetComponentsInChildren<MeshRenderer>()) { Debug.Log("Found {0} bounds are {1}", c.name, c.bounds); if (bounds.size == Vector3.zero) { bounds = c.bounds; } else { bounds.Encapsulate(c.bounds); } } return bounds; } After the re-scale, there doesn't seem to be any consistency to the results - some objects with completely uniform scales (x,y,z) seem to resize correctly, but others don't :| Its one of those things I've been trying to fix for so long I've lost all grasp on any of the logic :| Any help would be appreciated!

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  • JPEG images not loading on PlayBook (Marmalade + iwgame)

    - by Vexille
    I'm using iwgame on a test project and I was trying to render different resolutions of JPG and PNG images. Everything works fine on the Marmalade Simulator, however once I deploy the game to our PlayBook and run it, only the PNG images are shown. I have declared the images in the MKB file and on a XML file iwgame's using to load the images. I've checked the deployments folder and all images are present in the intermediatefiles/native folder. We're currently using a BlackBerry only license, so we can only test this on the PlayBook, but we do intend to get a Community license and deploy to iOS and Android devices eventually (I'm not sure if this is a problem exclusive to the PlayBook). I really don't know if this is a Marmalade or a iwgame issue. I have a different test project without iwgame and it simply won't run with jpg images (I get the error: 'Could not find handler for extension "jpg"'). While searching for a sollution, I've seen people talking about using libjpg, but I've also found that Marmalade supposedly has integrated native jpeg support (and because of that iwgame has abandoned their jpeg loading support since v0.340), so I don't know what to think. I'm currently using the most recent versions of both Marmalade and iwgame, I believe: Marmalade 6.1.2 and iwgame 0.400. Also, please let me know if there's an easier or better way to do this, such as linking libjpg or something (I'm not exactly sure how to do this). I really would appreciate some help with this, there's a huge difference in size for the images we're planning to use, from a ~500kb jpg file to a ~3.5mb png file. Thanks, guys.

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  • Why does glGetString returns a NULL string

    - by snape
    I am trying my hands at GLFW library. I have written a basic program to get OpenGL renderer and vendor string. Here is the code #include <GL/glew.h> #include <GL/glfw.h> #include <cstdio> #include <cstdlib> #include <string> using namespace std; void shutDown(int returnCode) { printf("There was an error in running the code with error %d\n",returnCode); GLenum res = glGetError(); const GLubyte *errString = gluErrorString(res); printf("Error is %s\n", errString); glfwTerminate(); exit(returnCode); } int main() { // start GL context and O/S window using GLFW helper library if (glfwInit() != GL_TRUE) shutDown(1); if (glfwOpenWindow(0, 0, 0, 0, 0, 0, 0, 0, GLFW_WINDOW) != GL_TRUE) shutDown(2); // start GLEW extension handler glewInit(); // get version info const GLubyte* renderer = glGetString (GL_RENDERER); // get renderer string const GLubyte* version = glGetString (GL_VERSION); // version as a string printf("Renderer: %s\n", renderer); printf("OpenGL version supported %s\n", version); // close GL context and any other GLFW resources glfwTerminate(); return 0; } I googled this error and found out that we have to initialize the OpenGL context before calling glGetString(). Although I have initialized OpenGL context using glfwInit() but still the function returns a NULL string. Any ideas? Edit I have updated the code with error checking mechanisms. This code on running outputs the following There was an error in running the code with error 2 Error is no error

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  • AndEngine Box2d game

    - by OneMoreVladimir
    I'm developing a 2d survival shooter using Box2d extension and I've got some questions: I have two AnalogOnScreenControls. Their listeners modify both sprites and bodies. I receive TouchEventPool was exhausted and as their number grows the game crashes accidently. I've tried to put the modification of the bodies and sprites on the UpdateThread but that does not solve the problem. What could be the cause? I have a class that at the beginnig of the game loads all the textures. After I relaunch the game activity several times I receive Unable to find Phys Addr for and "green color" interface. But that doesn't happen if I clear the memory manually through the Task Manager before relaunch What could be the cause? I unload my atlas at the end of the game. The game sometimes crashes at start with NullPointerException in onResumeGame. The solution suggested is to set android:configChanges="orientation|screenSize" but my device is API 10 so it doesn't have screenSize property and orientation only does not seem to help, because the game starts in portrait mode at times (though landscape is set in the code)

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  • how to calculate intersection time and place of multiple moving arcs

    - by user20733
    I have rocks orbiting moons, moons orbiting planets, planets orbiting suns, and suns orbiting black holes, and the current system could have many many layers of orbitage. the position of any object is a function of time and relative to the object it orbits. (so far so good). now I want to know for a given 2 objects(A,B), a start time and a speed, how can I work out the when and where to go. I can work out where A and B is given a time. so i just need. 1: direction to travel in from A to B(remember B is moving(not in a straight line)) 2: Time to get to b in a straight line. travel must be in a straight line with the shortest possible distance. as an extension to this question, how will i know if its better to wait, EG is it faster to stay on object A and wait for a hour when the objects may be closer, than to set off from A to B at the start. Cheers, it hurt my brain.

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  • Hiera can't find puppet environment

    - by quickshiftin
    I'm testing out hiera and hitting a snag on the hierarchy configuration. What I have is extremely simple, the part that isn't working is specification of hiera datadir files based on environment. Here's the config file (/etc/hiera.yaml) I'm trying --- :backends: - yaml :logger: console :hierarchy: - "%{::environment}" :yaml: :datadir: /var/lib/hiera Now, I have a file /var/lib/hiera/development.yaml blah: meh When I run hiera it's not finding the file or the value $ hiera -d blah DEBUG: Fri Oct 25 15:50:52 -0600 2013: Hiera YAML backend starting DEBUG: Fri Oct 25 15:50:52 -0600 2013: Looking up blah in YAML backend nil I've verified this agent is configured for development $ sudo puppet agent --configprint environment development Now let me prove hiera is capable of finding something; a change to the hiera.yaml file: :hierarchy: - development And now hiera finds the file and the value $ hiera -d blah DEBUG: Fri Oct 25 15:53:25 -0600 2013: Hiera YAML backend starting DEBUG: Fri Oct 25 15:53:25 -0600 2013: Looking up blah in YAML backend DEBUG: Fri Oct 25 15:53:25 -0600 2013: Looking for data source development DEBUG: Fri Oct 25 15:53:25 -0600 2013: Found blah in development meh So why isn't it working with the dynamic environment configuration? I got that straight from the documentation. Note, I have tried running the hiera command via sudo with no change in the result.

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  • So LibGDX / Java or XNA / C# [on hold]

    - by Israel G.
    I am curious to know what will be better for me - LibGDX / Java or XNA / C#. I am on the same level with C# and Java (I am pretty advanced with both of them). I really want to get into game development, develop indie games and such. So what are the pros and cons of XNA and LibGDX, what do you prefer personally and why? Java - LibGDX is cross platform and uses OpenGL. C# - XNA is for windows only ( you can use monogame but it will hurt performance and other things), Unfortunately, XNA is not going to be supported anymore but I still see people that recommend it over libGDX. (XNA is more popular and has more tutorials then libGDX). So please help me to pick, I really don't know what to choose. Thanks a lot!

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  • Compatibility between DirectX 9 and DirectX 10 shaders

    - by Delta
    I am a beginner to game development and as I am used to programming in C# I decided to go for XNA. I've been playing around with it for a while and now I am learning the basics of HLSL shaders, I have noticed in the MSDN documentation that there have been some syntax changes in HLSL between DirectX 9 and DirectX 10, for example, the Sampler type Since I am having some troubles with my desktop pc, I am using my laptop which video card only supports DirectX 9.0c. Then I'm gonna have to write my shaders using the DirectX 9 syntax, right? So I am wondering, will my HLSL shaders written using the DirectX 9 syntax work on a system running DirectX 10 (or higher)?

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  • How to build a game like HaxBall?

    - by Cengiz Frostclaw
    I'm a coder interested in game development, and I want to build a very simple p2p (real time) game. The perfect example for this is haxball. The client/server model doesn't matter, it could be like haxball (i.e. the room creator is the host) or changing host, or the server is host (if there is such a thing) I just want to learn the basics to create a field where players can move their characters in real time. So where should I start? Please guide me into the right direction. And with examples please. I found out that RTMFP does what I seek, but how do I use it? I know ActionScript 3.0, but no idea how to setup a multiplayer game. Please help ! Thanks in advance.

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  • Game show game engine [closed]

    - by Red
    So, I am pretty new to the world of game development, so I am a bit fuzzy on what I require. Could someone suggest a game engine that I could use? I need it to be light weight (my game won't require that much power) and have networking functionality for multiplay or even an MMO aspect. The game I am making is like a game show, so it is your basic choose and answer hit the buzzer kind of game. Any suggestions? I would also like it to be open source or at the least free. I would like to support open source projects.

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  • Why is Reinforcement Learning so rarely used in pathfinding?

    - by doug
    The venerable shortest-path graph theoretic algorithm A* and subsequent improvements (e.g., Hierarchical Annotated A*) is clearly the technique of choice for pathfinding in game development. Instead, it just seems to me that RL is a more natural paradigm to move a character around a game space. And yet I'm not aware of a single game developer who has implemented a Reinforcement Learning-based pathfinding engine. (I don't infer from this that the application of RL in pathfinding is 0, just that it's very small relative to A* and friends.) Whatever the reason, it's not because these developers are unaware of RL, as evidenced by the fact that RL is frequently used elsewhere in the game engine. This question is not a pretext for offering an opinion on RL in pathfinding; in fact, i am assuming that the tacit preference for A* et al. over RL is correct--but that preference is not obviously to me and i'm very curious about the reason for it, particularly from anyone who has tried to use RL for pathfinding.

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  • Why should I consider using the Source Engine?

    - by dukeofgaming
    I've always been a Valve fan, but now that I have the opportuninty to choose a game engine for a project I'm not sure I want to choose the Source Engine after watching this wikipedia entry. My options essentially boiled down to an open source stack (Horde3D + Zoidcom + Spark + SFML + CEGUI, and well, not OSS but PhysX too), UDK and the Source Engine. My question is (because I really have no experience with it) why should any developer choose the Source Engine over any other open source or commercial option?, is the Source Engine really worth it as a game development tool or has it time already passed and it is obsolete against other solutions?. Thanks

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