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  • AVAudioPlayer not unloading cached memory after each new allocation

    - by Rob
    I am seeing in Instruments that when I play a sound via the standard "AddMusic" example method that Apple provides, it allocates 32kb of memory via the prepareToPlay call (which references the AudioToolBox framework's Cache_DataSource::ReadBytes function) each time a new player is allocated (i.e. each time a different sound is played). However, that cached data never gets released. This obviously poses a huge problem if it doesn't get released and you have a lot of sound files to play, since it tends to keep allocating memory and eventually crashes if you have enough unique sound files (which I unfortunately do). Have any of you run across this or what am I doing wrong in my code? I've had this issue for a while now and it's really bugging me since my code is verbatim of what Apple's is (I think). How I call the function: - (void)playOnce:(NSString *)aSound { // Gets the file system path to the sound to play. NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:aSound ofType:@"caf"]; // Converts the sound's file path to an NSURL object NSURL *soundURL = [[NSURL alloc] initFileURLWithPath: soundFilePath]; self.soundFileURL = soundURL; [soundURL release]; AVAudioPlayer * newAudio=[[AVAudioPlayer alloc] initWithContentsOfURL: soundFileURL error:nil]; self.theAudio = newAudio; // automatically retain audio and dealloc old file if new m4a file is loaded [newAudio release]; // release the audio safely // this is where the prior cached data never gets released [theAudio prepareToPlay]; // set it up and play [theAudio setNumberOfLoops:0]; [theAudio setVolume: volumeLevel]; [theAudio setDelegate: self]; [theAudio play]; } and then theAudio gets released in the dealloc method of course.

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  • Removing specific XML tags

    - by iTayb
    I'd like to make an application that removes duplicates from my wpl (Windows PlayList) files. The wpl struct is something like this: <?wpl version="1.0"?> <smil> <head> <meta name="Generator" content="Microsoft Windows Media Player -- 11.0.5721.5145"/> <meta name="AverageRating" content="55"/> <meta name="TotalDuration" content="229844"/> <meta name="ItemCount" content="978"/> <author/> <title>english</title> </head> <body> <seq> <media src="D:\Anime con 2006\Shits\30 Seconds to Mars - 30 Seconds to Mars\30 Seconds to Mars - Capricorn.mp3" tid="{BCC6E6B9-D0F3-449C-91A9-C6EEBD92FFAE}" cid="{D38701EF-1764-4331-A332-50B5CA690104}"/> <media src="E:\emule.incoming\Ke$ha - Coming Unglued.mp3" tid="{E2DB18E5-0449-4FE3-BA09-9DDE18B523B1}"/> <media src="E:\emule.incoming\Lady Gaga - Bad Romance.mp3" tid="{274BD12B-5E79-4165-9314-00DB045D4CD8}"/> <media src="E:\emule.incoming\David Guetta -Sexy Bitch Feat. Akon.mp3" tid="{46DA1363-3DFB-4030-A7A9-88E13DF30677}"/> </seq> </body> </smil> This looks like standard XML file. How can I load the file and get the src value of each media tag? How can I remove specific media, in case of duplicates? Thank you very much.

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  • Routing problem with calling a new method without an ID

    - by alkaloids
    I'm trying to put together a form_tag that edits several Shift objects. I have the form built properly, and it's passing on the correct parameters. I have verified that the parameters work with updating the objects correctly in the console. However, when I click the submit button, I get the error: ActiveRecord::RecordNotFound in ShiftsController#update_individual Couldn't find Shift without an ID My route for the controller it is calling looks like this looks like this: map.resources :shifts, :collection => { :update_individual => :put } The method in ShiftsController is this: def update_individual Shift.update(params[:shifts].keys, params[:shifts].values) flash[:notice] = "Schedule saved" end The relevant form parts are these: <% form_tag( update_individual_shifts_path ) do %> ... (fields for...) <%= submit_tag "Save" %> <% end %> Why is this not working? If I browse to the url: "http://localhost:3000/shifts/update_individual/5" (or any number that corresponds to an existing shift), I get the proper error about having no parameters set, but when I pass parameters without an ID of some sort, it errors out. How do I make it stop looking for an ID at the end of the URL?

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  • How do I update blackberry UI items from a thread?

    - by Andrei T. Ursan
    public class PlayText extends Thread { private int duration; private String text; private PlayerScreen playerscrn; public PlayText(String text, int duration) { this.duration = duration; this.text = text; this.playerscrn = (PlayerScreen)UiApplication.getUiApplication().getActiveScreen(); } public void run() { synchronized(UiApplication.getEventLock()) { try{ RichTextField text1player = new RichTextField(this.text, Field.NON_FOCUSABLE); playerscrn.add(text1player); playerscrn.invalidate(); Thread.sleep(this.duration); RichTextField text2player = new RichTextField("hahhaha", Field.NON_FOCUSABLE); playerscrn.add(text2player); playerscrn.invalidate(); Thread.sleep(1000); RichTextField text3player = new RichTextField("Done", Field.NON_FOCUSABLE); playerscrn.add(text3player); playerscrn.invalidate(); }catch(Exception e){ System.out.println("I HAVE AN ERROR"); } } } } With the above code I'm trying to create a small text player. Instead to get all the text labels one by one, something like display text1player wait this.duration milliseconds display text2player wait 1000 milliseconds display text3player thread done. The screens waits this.duration + 1000 milliseconds and displays all the labels at once. I tried with a runnable and calling .invokeLater or .invokeAndWait but I still get the same behavior, and even if I get dirty like above using synchronized it still doesn't work. Does anyone know how I can display each label at a time? Thank you!

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  • Making GUI applications on Linux/Windows. What languages/tools to use?

    - by Javed Ahamed
    My student group and I are trying to continue working on a project we worked on this semester over the summer to become a professional, deployable app. We originally did it in Adobe AIR but it seems now that the computers this program will be running on will be very slow, maybe 600mhz and 128-256mb ram so flash just isn't going to cut it. It is basically a health diagnosis application that we will be shipping out to impoverished countries. Now comes the real question. We are wondering what language to rebuild our application in. It has to have a good gui builder associated with it, like adobe flex/air gui builder or visual studio's gui builder but the application should run on linux primarily, and if it can run on windows thats just a plus. We are all students too without really any outside help so whatever we decide to do this in there must be ample documentation available when we hit problems. Some things we have considered so far are using python and glade or c# and monodevelop, but again we really are not experts on any of this which is why I am asking for help as I would rather spend the time now choosing the right tools instead of wasting time down the line when we hit a roadblock. Thanks in advance!

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  • 'Stack level too deep' error in engine-like plugin with globalize

    - by nutsmuggler
    Hello folks. I have built an engine-like plugin thanks to the new features of Rails 2.3. It's a 'Product' module for a CMS, extrapolated from a previously existing (and working) model/controller. The plugin relies on easy_fckeditor and on globalize (description and title field are localised), and I suspect that globalized could be the culprit here... Everything works fine, except for the update action. I get the following error message: (posting just the first lines, all the message is about attribute_methods) stack level too deep /Library/Ruby/Gems/1.8/gems/activerecord-2.3.2/lib/active_record/attribute_methods.rb:64:in `generated_methods?' /Library/Ruby/Gems/1.8/gems/activerecord-2.3.2/lib/active_record/attribute_methods.rb:241:in `method_missing' /Library/Ruby/Gems/1.8/gems/activerecord-2.3.2/lib/active_record/attribute_methods.rb:249:in `method_missing' For referenze, the full error stack is here: http://pastie.org/596546 I've tried to debug eliminating all the input fields, one by one, but I keep getting the error. fckeditor doesn't seem the culprit (error even without fckeditor) This is the action: def update params[:product][:term_ids] ||= [] @product = Product.find(params[:id]) respond_to do |format| if @product.update_attributes(params[:product]) flash[:notice] = t(:Product_was_successfully_updated) format.html { redirect_to products_path } format.xml { head :ok } else format.html { render :action => "edit" } format.xml { render :xml => @product.errors, :status => :unprocessable_entity } end end end As you see it's quite straightforward. Of course I am not hoping someone to solve this question straightaway, I'd just like to have a head up, a suggestion about where to look to solve this issue. Thanks in advance, Davide

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  • What do you use to play sound in iPhone games?

    - by zoul
    Hello! I have a performance-intensive iPhone game I would like to add sounds to. There seem to be about three main choices: (1) AVAudioPlayer, (2) Audio Queues and (3) OpenAL. I’d hate to write pages of low-level code just to play a sample, so that I would like to use AVAudioPlayer. The problem is that it seems to kill the performace – I’ve done a simple measuring using CFAbsoluteTimeGetCurrent and the play message seems to take somewhere from 9 to 30 ms to finish. That’s quite miserable, considering that 25 ms == 40 fps. Of course there is the prepareToPlay method that should speed things up. That’s why I wrote a simple class that keeps several AVAudioPlayers at its disposal, prepares them beforehand and then plays the sample using the prepared player. No cigar, still it takes the ~20 ms I mentioned above. Such performance is unusable for games, so what do you use to play sounds with a decent performance on iPhone? Am I doing something wrong with the AVAudioPlayer? Do you play sounds with Audio Queues? (I’ve written something akin to AVAudioPlayer before 2.2 came out and I would love to spare that experience.) Do you use OpenAL? If yes, is there a simple way to play sounds with OpenAL, or do you have to write pages of code? Update: Yes, playing sounds with OpenAL is fairly simple.

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  • Haskell: "how much" of a type should functions receive? and avoiding complete "reconstruction"

    - by L01man
    I've got these data types: data PointPlus = PointPlus { coords :: Point , velocity :: Vector } deriving (Eq) data BodyGeo = BodyGeo { pointPlus :: PointPlus , size :: Point } deriving (Eq) data Body = Body { geo :: BodyGeo , pict :: Color } deriving (Eq) It's the base datatype for characters, enemies, objects, etc. in my game (well, I just have two rectangles as the player and the ground right now :p). When a key, the characters moves right, left or jumps by changing its velocity. Moving is done by adding the velocity to the coords. Currently, it's written as follows: move (PointPlus (x, y) (xi, yi)) = PointPlus (x + xi, y + yi) (xi, yi) I'm just taking the PointPlus part of my Body and not the entire Body, otherwise it would be: move (Body (BodyGeo (PointPlus (x, y) (xi, yi)) wh) col) = (Body (BodyGeo (PointPlus (x + xi, y + yi) (xi, yi)) wh) col) Is the first version of move better? Anyway, if move only changes PointPlus, there must be another function that calls it inside a new Body. I explain: there's a function update which is called to update the game state; it is passed the current game state, a single Body for now, and returns the updated Body. update (Body (BodyGeo (PointPlus xy (xi, yi)) wh) pict) = (Body (BodyGeo (move (PointPlus xy (xi, yi))) wh) pict) That tickles me. Everything is kept the same within Body except the PointPlus. Is there a way to avoid this complete "reconstruction" by hand? Like in: update body = backInBody $ move $ pointPlus body Without having to define backInBody, of course.

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  • Flex Spark TitleWindow bad redraw on dragging

    - by praksant
    Hi, I have a problem with redrawing in flex 4. I have a spark titleWindow, and if i drag it faster, it looks like it's mask is one frame late after the component. it's easily visible with 1pixel thin border, because it becomes invisible even with slower movement. You can try it here (what is not my page, but it's easier to show you here than uploading example): http://flexponential.com/2010/01/10/resizable-titlewindow-in-flex-4/ If you move in direction up, you see disappearing top border. in another directions it's not that sensitive as it has wide shadow, and it's not very visible on shadow. On my computer i see it on every spark TitleWindow i have found on google, although it's much less visible with less contrast skins, without borders or with shadows. Do you see it there? i had never this problem with halo components. It's doing the same thing with different skins. I tried to delete masks from skin, cache component, skin even an application as bitmap with no success. I also turned on redraw regions in flash player, and it looks like it's one frame late after titlewindow too. Does anyone know why is it doing this or how can i prevent it? Thank you UPDATE: no answers? really?

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  • SQL Query to return maximums over decades

    - by Abraham Lincoln
    My question is the following. I have a baseball database, and in that baseball database there is a master table which lists every player that has ever played. There is also a batting table, which tracks every players' batting statistics. I created a view to join those two together; hence the masterplusbatting table. CREATE TABLE `Master` ( `lahmanID` int(9) NOT NULL auto_increment, `playerID` varchar(10) NOT NULL default '', `nameFirst` varchar(50) default NULL, `nameLast` varchar(50) NOT NULL default '', PRIMARY KEY (`lahmanID`), KEY `playerID` (`playerID`), ) ENGINE=MyISAM AUTO_INCREMENT=18968 DEFAULT CHARSET=latin1; CREATE TABLE `Batting` ( `playerID` varchar(9) NOT NULL default '', `yearID` smallint(4) unsigned NOT NULL default '0', `teamID` char(3) NOT NULL default '', `lgID` char(2) NOT NULL default '', `HR` smallint(3) unsigned default NULL, PRIMARY KEY (`playerID`,`yearID`,`stint`), KEY `playerID` (`playerID`), KEY `team` (`teamID`,`yearID`,`lgID`) ) ENGINE=MyISAM DEFAULT CHARSET=latin1; Anyway, my first query involved finding the most home runs hit every year since baseball began, including ties. The query to do that is the following.... select f.yearID, f.nameFirst, f.nameLast, f.HR from ( select yearID, max(HR) as HOMERS from masterplusbatting group by yearID )as x inner join masterplusbatting as f on f.yearID = x.yearId and f.HR = x.HOMERS This worked great. However, I now want to find the highest HR hitter in each decade since baseball began. Here is what I tried. select f.yearID, truncate(f.yearid/10,0) as decade,f.nameFirst, f.nameLast, f.HR from ( select yearID, max(HR) as HOMERS from masterplusbatting group by yearID )as x inner join masterplusbatting as f on f.yearID = x.yearId and f.HR = x.HOMERS group by decade You can see that I truncated the yearID in order to get 187, 188, 189 etc instead of 1897, 1885,. I then grouped by the decade, thinking that it would give me the highest per decade, but it is not returning the correct values. For example, it's giving me Adrian Beltre with 48 HR's in 2004 but everyone knows that Barry Bonds hit 73 HR in 2001. Can anyone give me some pointers?

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  • A little confusion about AJAX and inserting into DOM..

    - by Gnee
    I have this working great, but I'd like a deeper understanding of what is actually going on behind the scenes. I am using Jquery's Ajax method to pull 5 blog posts (returning only the title and first photo). A PHP script grabs the blog posts' title and first photo and sticks it in an array and sends it back to my browser as JSON. Upon receiving the JSON object, Jquery grabs the first member of the JSON object and displays it's title and photo. In a gallery I made, using buttons – the user can iterate the 1-5 posts. So the actual AJAX call happens right away, and only once. I am basically using this kind of setup: $('my_div').html(json_obj[i]) and each click does a i++. So jquery is plucking these blog posts from my computers memory, my web browsers cache, or some kind of cache in the Javascript engine? One of the things it's returning is a pretty gnarly animated gif. I just wonder if it constantly running in the background (but not visible), stealing processing cycles...etc. Or Javascript just inserting (say a flash movie) into the DOM, but before hand does nothing but take up a little memory (no processing). Anyway, I'm just curious. If someone is a guru on this, I'd love to hear your take. THanks!!

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  • Simulated Annealing and Yahtzee!

    - by Jasie
    I've picked up Programming Challenges and found a Yahtzee! problem which I will simplify: There are 13 scoring categories There are 13 rolls by a player (comprising a play) Each roll must fit in a distinct category The goal is to find the maximum score for a play (the optimal placement of rolls in categories); score(play) returns the score for a play Brute-forcing to find the maximum play score requires 13! (= 6,227,020,800) score() calls. I choose simulated annealing to find something close to the highest score, faster. Though not deterministic, it's good enough. I have a list of 13 rolls of 5 die, like: ((1,2,3,4,5) #1 (1,2,6,3,4),#2 ... (1,4,3,2,2) #13 ) And a play (1,5,6,7,2,3,4,8,9,10,13,12,11) passed into score() returns a score for that play's permutation. How do I choose a good "neighboring state"? For random-restart, I can simply choose a random permutation of nos. 1-13, put them in a vector, and score them. In the traveling salesman problem, here's an example of a good neighboring state: "The neighbours of some particular permutation are the permutations that are produced for example by interchanging a pair of adjacent cities." I have a bad feeling about simply swapping two random vector positions, like so: (1,5,6,7, 2 , 3,4,8,9,10, 13, 12,11) # switch 2 and 13 (1,5,6,7, 13, 3,4,8,9,10, 2 , 12,11) # now score this one But I have no evidence and don't know how to select a good neighboring state. Anyone have any ideas on how to pick good neighboring states?

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  • Compile time float packing/punning

    - by detly
    I'm writing C for the PIC32MX, compiled with Microchip's PIC32 C compiler (based on GCC 3.4). My problem is this: I have some reprogrammable numeric data that is stored either on EEPROM or in the program flash of the chip. This means that when I want to store a float, I have to do some type punning: typedef union { int intval; float floatval; } IntFloat; unsigned int float_as_int(float fval) { IntFloat intf; intf.floatval = fval; return intf.intval; } // Stores an int of data in whatever storage we're using void StoreInt(unsigned int data, unsigned int address); void StoreFPVal(float data, unsigned int address) { StoreInt(float_as_int(data), address); } I also include default values as an array of compile time constants. For (unsigned) integer values this is trivial, I just use the integer literal. For floats, though, I have to use this Python snippet to convert them to their word representation to include them in the array: import struct hex(struct.unpack("I", struct.pack("f", float_value))[0]) ...and so my array of defaults has these indecipherable values like: const unsigned int DEFAULTS[] = { 0x00000001, // Some default integer value, 1 0x3C83126F, // Some default float value, 0.005 } (These actually take the form of X macro constructs, but that doesn't make a difference here.) Commenting is nice, but is there a better way? It's be great to be able to do something like: const unsigned int DEFAULTS[] = { 0x00000001, // Some default integer value, 1 COMPILE_TIME_CONVERT(0.005), // Some default float value, 0.005 } ...but I'm completely at a loss, and I don't even know if such a thing is possible. Notes Obviously "no, it isn't possible" is an acceptable answer if true. I'm not overly concerned about portability, so implementation defined behaviour is fine, undefined behaviour is not (I have the IDB appendix sitting in front of me). As fas as I'm aware, this needs to be a compile time conversion, since DEFAULTS is in the global scope. Please correct me if I'm wrong about this.

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  • Remove a tag type from the view

    - by user284194
    I have an index view that lists all of the tags for my Entry and Message models. I would like to only show the tags for Entries in this view. I'm using acts-as-taggable-on. Tags Controller: def index @letter = params[:letter].blank? ? 'a' : params[:letter] @tagged_entries = Tagging.find_all_by_taggable_type('Entry').map(&:taggable) #@tagged_messages = Tagging.find_all_by_taggable_type('Message') #@tagged_messages = Tagging.find_all_by_taggable_type('Message').map(&:taggable) @title = "Tags" if params[:letter] == '#' @data = Tag.find(@tagged_entries, :conditions => ["name REGEXP ?", "^[^a-z]"], :order => 'name', :select => "id, name") else @data = Tag.find(@tagged_entries, :conditions => ["name LIKE ?", "#{params[:letter]}%"], :order => 'name', :select => "id, name") end respond_to do |format| flash[:notice] = 'We are currently in Beta. You may experience errors.' format.html end end tags#index: <% @data.each do |t| %> <div class="tag"><%= link_to t.name.titleize, tag_path(t) %></div> <% end %> I want to show only the taggable type 'Entry' in the view. Any ideas? Thank you for reading my question.

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  • Ruby open_id_authentication with Google OpenID

    - by Patrick Daryll Glandien
    I am in my first steps of implementing OpenID in my Rails app. open_id_authentication appeared to be a fairly easy-to-use plugin, which is why I decided to use it. Logging in with my Google account seems to work perfectly, however I do not get the sreg/AX fields that I require. My code is currently as follows: class SessionsController < ApplicationController def new; end def create open_id_authentication end protected def open_id_authentication authenticate_with_open_id(params[:openid_identifier], :required => ["http://axschema.org/contact/email"]) do |result, identity_url, registration| if result.successful? p registration.data @current_user = User.find_by_identity_url(identity_url) if @current_user successful_login else failed_login "Sorry, no user by that identity URL exists (#{identity_url})" end else failed_login result.message end end end private def successful_login session[:user_id] = @current_user.id redirect_to(root_url) end def failed_login(message) flash[:error] = message redirect_to(new_session_url) end end I have already read various discussions about Google OpenID and all only say that you need to require the AX schema instead of the sreg field email, but even when I am doing so (as you can see in the code above), registration.data will remain empty ({}). How do I effectively require the email from most OpenID providers with open_id_authentication?

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  • A question about writing a background/automatic/silent downloader/installer for an app in C#.

    - by Mike Webb
    Background: I have a main application that needs to be able to go to the web and download DLL files associated with it (ones that we write, located on our server). It really needs to be able to download these DLL files to the application folder in "C:\Program Files\". In the past I have used System.Net.WebClient to download whatever files I wanted from the web. The Issue I have had a lot of trouble downloading data in the past and saving to files on a user's hard drive. I get many reports of users saying that this does not work and it is generally because of user rights issues in the program. In the cases where it was an issue with program user rights every user could go to the exact file location on the web, download it, and then save it to the right place manually. I want this to work like all the other programs I have seen download/install in this fassion (i.e. Firefox Pluign Updates, Flash Player, JAVA, Adobe Reader, etc). All of these work without a hitch. The Question Is there some code I need to use to give my downloader program special rights to the Program Files folder? Can I even do this? Is there a better class or library that I should use? Is there a different approach to downloading files I should take, such as using threads or something else to download data? Any help here is appreciated. I want to try to stay away from third-party apps/libraries if at all possible, other than Microsoft of course, due to licensing issues, but still send any suggestions my way. Again, other programs seem to have the rights issues and download capability figured out. I want this same capability.

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  • Play youtube video in full screen ?

    - by Madhup
    Hi all, First of all sorry, If somebody finds this question is repeated (haven't found any by myself). I am developing for an iPad application and trying to play youtube videos using this code: NSString *embedHTML = @"\ <html><head>\ <style type=\"text/css\">\ body {\ background-color: transparent;\ color: white;\ }\ </style>\ </head><body style=\"margin:0\">\ <embed id=\"yt\" src=\"%@\" type=\"application/x-shockwave-flash\" \ width=\"%0.0f\" height=\"%0.0f\"></embed>\ </body></html>"; NSString *html = [NSString stringWithFormat:embedHTML, youTubeUrl, 142.0, 129.5]; [wbView loadHTMLString:html baseURL:nil]; The code works fine when used in an iphone application (i.e. you touch on the webview and it starts playing the youtube video in fullscreen.) But when used in the iPad, on clicking the web view it starts playing the video in the web view itself and shows options to go to full screen, while I want to start the playback in the full screen from the beginning, like it does in the iPhone. Anybody having some ideas or people who have done it before please help. Thanks, Madhup

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  • jQuery image gallery preview image popup

    - by JV10
    I've created an image gallery with the preview image popup on hover. http://jsfiddle.net/WSfka/ Hover over the thumbnail images and the larger image preview displays. I'm not happy with the way preview images can flash between moving around the thumbnail images. How can I simplify the script and improve the preview image popup? $(document).ready(function() { $('.imageGalleryAlbum li a img').mouseenter(function() { $(this).closest('li').find('.preview').delay(500).fadeIn(1); $(this).closest('li').siblings().find('.preview').fadeOut(1); return; }); $('.imageGalleryAlbum li .preview').hover(function() { $(this).closest('li').siblings().find('.preview').fadeOut(1); return; }); $('.imageGalleryAlbum li .preview').mouseleave(function() { $(this).closest('li').find('.preview').fadeOut(1); $(this).closest('li').siblings().find('.preview').fadeOut(1); return; }); $('.imageGalleryAlbum li .preview').click(function() { $(this).closest('li').find('.preview').fadeOut(1); $(this).closest('li').siblings().find('.preview').fadeOut(1); return; }); }); $(document).mouseup(function(e) { var container = $(".preview"); if (container.has(e.target).length === 0) { container.fadeOut(1); } });

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  • 1k of Program Space, 64 bytes of RAM. Is 1 wire communication possible?

    - by Earlz
    (If your lazy see bottom for TL;DR) Hello, I am planning to build a new (prototype) project dealing with physical computing. Basically, I have wires. These wires all need to have their voltage read at the same time. More than a few hundred microseconds difference between the readings of each wire will completely screw it up. The Arduino takes about 114 microseconds. So the most I could read is 2 or 3 wires before the latency would skew the accuracy of the readings. So my plan is to have an Arduino as the "master" of an array of ATTinys. The arduino is pretty cramped for space, but it's a massive playground compared to the tinys. An ATTiny13A has 1k of flash ROM(program space), 64 bytes of RAM, and 64 bytes of (not-durable and slow) EEPROM. (I'm choosing this for price as well as size) The ATTinys in my system will not do much. Basically, all they will do is wait for a signal from the Master, and then read the voltage of 1 or 2 wires and store it in RAM(or possibly EEPROM if it's that cramped). And then send it to the Master using only 1 wire for data.(no room for more than that!). So far then, all I should have to do is implement trivial voltage reading code (using built in ADC). But this communication bit I'm worried about. Do you think a communication protocol(using just 1 wire!) could even be implemented in such constraints? TL;DR: In less than 1k of program space and 64 bytes of RAM(and 64 bytes of EEPROM) do you think it is possible to implement a 1 wire communication protocol? Would I need to drop to assembly to make it fit? I know that currently my Arduino programs linking to the Wiring library are over 8k, so I'm a bit concerned.

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  • ExternalInterface issue on loadup with FireFox

    - by Rudy
    Hello, I have an issue with my ExternalInterface. The way it is currently set up is, on the page load up, a boolean is set to true in JavaScript and then checked by ActionScript constructors (using a timer) until it is true. This marks that JavaScript is ready to get calls from AS3. At this point, AS3 will add the callback and do some internal stuff, and at the end of the constructor I call JavaScript. So far so good. JavaScript will at this point call a function in AS3 (that was defined in the callback described above), and this is where it all messes up. On IE this works perfectly fine. On FireFox though, it does not. When I debug it, I see that the javascript function is called but when it tries to call AS3, nothing happens. I also tried to add a timer, but for some reason the function STILL executes straight away (in IE). What is very weird is that a second or two later, that function will work, so it seems that the Flash is not completely loaded in FireFox? But it runs to the last line of my constructor, so I would believe it's loaded. Any idea please, I am really stuck. Thanks a lot, Rudy

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  • NSTimer to smooth out playback position

    - by Michael
    I have an audio player and I want to show the current time of the the playback. I'm using a custom play class. The app downloads the mp3 to a file then plays from the file when 5% has been downloaded. I have a progress view update as the file plays and update a label on each call to the progress view. However, this is jerky... sometimes even going backward a digit or two. I was considering using an NSTimer to smooth things out. I would be fired every second to a method and pass the percentage played figure to the method then update the label. First, does this seem reasonable? Second, how do I pass the percentage (a float) over to the target of the timer. Right now I am putting the percent played into a dictionary but this seems less than optimal. This is what is called update the progress bar: -(void)updateAudioProgress:(Percentage)percent { audio = percent; if (!seekChanging) slider.value = percent; NSMutableDictionary *myDictionary = [[NSMutableDictionary alloc] init]; [myDictionary setValue:[NSNumber numberWithFloat:percent] forKey:@"myPercent"]; [NSTimer scheduledTimerWithTimeInterval:5 target:self selector:@selector(myTimerMethod:) userInfo:myDictionary repeats:YES]; [myDictionary release]; } This is called first after 5 seconds but then updates each time the method is called. As always, comments and pointers appreciated.

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  • Collision detections and how efficient they are

    - by Shadow
    How exactly do you implement collision detection? What are the costs involved? Do different platforms(c/c++, java, cocoa/iphone, flash, directX) have different optimizations for calculating collisions. And lastly are there libraries available to do this for me, or some that I can just interpret for my platform of choice? As I understand it you would need to loop through the collision map and find the area in question and then compair the input thing(e.g. a sprite) to the type of pixel that is in the questioned area. I understand the very basic idea, but I don't understand the underlying implementation or even a higher level one for that matter. It would seem that this type of detection, or any for that matter, is very costly. Tile map? Bit array? How are these created from an image(I would guess looping and doing stuff)? The reason I ask this question is to get a better understanding of the efficiency behind the scenes and to understand exactly what is going on. Links, references, or examples would be very helpful. I know this question is a bit longwinded so any help or references would be very welcome. Thanks SO!

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  • [Cocoa] Core Animation with an NSView and subviews

    - by ndg
    I've subclassed NSView to create a 'container' view (which I've called TRTransitionView) which is being used to house two subviews. At the click of a button, I want to transition one subview out of the parent view and transition the other in, using the Core Animation transition type: kCATransitionPush. For the most part, I have this working as you'd expect (here's a basic test project I threw together). The issue I'm seeing relates to resizing my window and then toggling between my two views. After resizing a window, my subviews will appear at seemingly random locations within my TRTransitionView. Additionally, it appears as if the TRTransitionView hasn't stretched correctly and is clipping the contents of its subviews. Ideally, I would like subviews anchored to the top-left of their parent view at all times, and to also grow to expand the size of the parent view. The second issue relates to an NSTableView I've placed in my first subview. When my window is resized, and my TRTransitionView resizes to match its new dimensions, my TableView seems to resize its content quite awkwardly (the entire table seems to jolt around) and the newly expanded space that the table now occupies seems to 'flash' (as if in the process of being animated). Extremely difficult to describe, but is there any way to stop this? Here's my TRTransitionView class: -(void) awakeFromNib { [self setWantsLayer:YES]; [self addSubview:[self currentView]]; transition = [CATransition animation]; [transition setType:kCATransitionPush]; [transition setSubtype:kCATransitionFromLeft]; [self setAnimations: [NSDictionary dictionaryWithObject:transition forKey:@"subviews"]]; } - (void)setCurrentView:(NSView*)newView { if (!currentView) { currentView = newView; return; } [[self animator] replaceSubview:currentView with:newView]; currentView = newView; } -(IBAction) switchToViewOne:(id)sender { [transition setSubtype:kCATransitionFromLeft]; [self setCurrentView:viewOne]; } -(IBAction) switchToViewTwo:(id)sender { [transition setSubtype:kCATransitionFromRight]; [self setCurrentView:viewTwo]; }

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  • Advantages/Disadvantages of AIR vs Flex/Web

    - by Lizzan
    Hi all, I'm tasked with writing an application for placing and connecting objects (sort of like a room planner where you can place furniture). I've made a demo using Flash Builder 4 and built it for AIR as a desktop app. Now the client wants the full app, but they and I am unsure whether to continue building it as an AIR app or transform it to a web application using Flex. I tried making a simple conversion of the AIR app to a web app, and most things worked but not all. The things that don't work seem to be simple bugs, though, not complete lack of capability. The capabilities that I'm going to need (except for the modelling) are: Printing of the finished image + a list of the furniture that has been placed A way to save and retrieve finished plans A way to export the list of furniture to Excel format Handling a whole slew of data about the different objects Only the printing has been implemented so far, and seems to work in the web app as well. What advantages/disadvantages are there with the two approaches? Are any of the capabilities I need much worse (or even impossible) to implement in either approach?

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  • 'Bank Switching' Sprites on old NES applications

    - by Jeffrey Kern
    I'm currently writing in C# what could basically be called my own interpretation of the NES hardware for an old-school looking game that I'm developing. I've fired up FCE and have been observing how the NES displayed and rendered graphics. In a nutshell, the NES could hold two bitmaps worth of graphical information, each with the dimensions of 128x128. These are called the PPU tables. One was for BG tiles and the other was for sprites. The data had to be in this memory for it to be drawn on-screen. Now, if a game had more graphical data then these two banks, it could write portions of this new information to these banks -overwriting what was there - at the end of each frame, and use it from the next frame onward. So, in old games how did the programmers 'bank switch'? I mean, within the level design, how did they know which graphic set to load? I've noticed that Mega Man 2 bankswitches when the screen programatically scrolls from one portion of the stage to the next. But how did they store this information in the level - what sprites to copy over into the PPU tables, and where to write them at? Another example would be hitting pause in MM2. BG tiles get over-written during pause, and then get restored when the player unpauses. How did they remember which tiles they replaced and how to restore them? If I was lazy, I could just make one huge static bitmap and just grab values that way. But I'm forcing myself to limit these values to create a more authentic experience. I've read the amazing guide on how M.C. Kids was made, and I'm trying to be barebones about how I program this game. It still just boggles my mind how these programmers accomplisehd what they did with what they had. EDIT: The only solution I can think of would be to hold separate tables that state what tiles should be in the PPU at what time, but I think that would be a huge memory resource that the NES wouldn't be able to handle.

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