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  • How can I write a scrolling text in cocos2d ?

    - by srikanth rongali
    I have a text and it should be abled to scrolled only up and down to see entire text. and my application is a game and written in cocos2d. So, I have layers. There is also an image(CCSprite) adjacent to text. The text should be scrolled and the image have a touchesEnded: property. I used CCLabel for text and CCParallaxNode to add the text. But the text appears like a continues paragraph. But, my text should have different lines. My text is like this. //text starts Hey Player. Do you want to play the game right now then play. Do you want to practice or Play? what want to do? ...text continues //text ends What should I use for this ? Thank you.

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  • Bogus WPF / XAML errors in Visual Studio 2010

    - by epalm
    There are bogus errors hanging around, but at runtime everything works. Right now, I'm getting Cannot locate resource 'img/icons/silk/arrow_refresh.png'. I've got a simple UserControl called ImageButton (doesn't everyone?): <UserControl x:Class="WinDispatchClientWpf.src.controls.ImageButton" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" mc:Ignorable="d"> <Button Name="btnButton" Click="btnButton_Click"> <StackPanel Orientation="Horizontal"> <Image Name="btnImage" Stretch="None" /> <TextBlock Name="btnText" /> </StackPanel> </Button> </UserControl> Which does what you'd expect: [ContentProperty("Text")] public partial class ImageButton : UserControl { public String Image { set { btnImage.Source = GuiUtil.CreateBitmapImage(value); } } public String Text { set { btnText.Text = value; } } public double Gap { set { btnImage.Margin = new Thickness(0, 0, value, 0); } } public bool ToolBarStyle { set { if (value) { btnButton.Style = (Style)FindResource(ToolBar.ButtonStyleKey); } } } public bool IsCancel { set { btnButton.IsCancel = value; } } public bool IsDefault { set { btnButton.IsDefault = value; } } public event RoutedEventHandler Click; public ImageButton() { InitializeComponent(); } private void btnButton_Click(object sender, RoutedEventArgs e) { if (Click != null) { Click(sender, e); } } } Where CreateBitmapImage is the following: public static BitmapImage CreateBitmapImage(string imagePath) { BitmapImage icon = new BitmapImage(); icon.BeginInit(); icon.UriSource = new Uri(String.Format("pack://application:,,,/{0}", imagePath)); icon.EndInit(); return icon; } I can't see the design view of any xaml file that uses an ImageButton like such: <Window foo="bar" xmlns:wpfControl="clr-namespace:MyProj.src.controls"> <Grid> <wpfControl:ImageButton ToolBarStyle="True" Gap="3" Click="btnRefresh_Click" Text="Refresh" Image="img/icons/silk/arrow_refresh.png" /> </Grid> </Window> Why is VS complaining?

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  • Ubuntu installer does not show drives

    - by Tanweer Rashid
    I am trying to install Ubuntu 12.04 LTS on my Inspiron laptio, but the installer does not show any drives. My system has a 1TB SATA drive and a 32GB SSD. As far as I can figure, the boot files are kept on the SSD for fast startup (for Windows). During Win7 installation, I had to manually load drivers for RAID controller to see all available drives. Running fdisk -l from the live CD shows the following: ubuntu@ubuntu:~$ sudo fdisk -l Disk /dev/sda: 1000.2 GB, 1000204886016 bytes 255 heads, 63 sectors/track, 121601 cylinders, total 1953525168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x234b4782 Device Boot Start End Blocks Id System /dev/sda1 63 80324 40131 de Dell Utility /dev/sda2 * 81920 41627647 20772864 7 HPFS/NTFS/exFAT /dev/sda3 41627648 357019647 157696000 7 HPFS/NTFS/exFAT /dev/sda4 357019648 1953517567 798248960 f W95 Ext'd (LBA) /dev/sda5 672415744 1312966655 320275456 7 HPFS/NTFS/exFAT /dev/sda6 1312968704 1953517567 320274432 7 HPFS/NTFS/exFAT Disk /dev/sdb: 32.0 GB, 32017047552 bytes 255 heads, 63 sectors/track, 3892 cylinders, total 62533296 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x234b474b Device Boot Start End Blocks Id System /dev/sdb1 2048 16775167 8386560 84 OS/2 hidden C: drive ubuntu@ubuntu:~$ In the Ubuntu installer, I can only choose /dev/sdb for "Device for boot loader installation", and sdb doesn't show any drives. I cannot select /dev/sda. Any ideas anyone? Thanks.

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  • Toon shader with Texture. Can this be optimized?

    - by Alex
    I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their original texture at the same time. The result is actually a very nice Cel Shading effect of the model texture, but it is havling the speed of the program, it's quite very slow even with just 3 models on screen... Since the result was kind of hacked together, I am thinking that maybe I am performing some extra steps or extra rendering tasks that maybe are not needed, and are slowing down the game? Something unnecessary that maybe you guys could spot? Both MD2 and 3DS loader have an InitToon() function called upon creation to load the shader initToon(){ int i; // Looping Variable ( NEW ) char Line[255]; // Storage For 255 Characters ( NEW ) float shaderData[32][3]; // Storate For The 96 Shader Values ( NEW ) FILE *In = fopen ("Shader.txt", "r"); // Open The Shader File ( NEW ) if (In) // Check To See If The File Opened ( NEW ) { for (i = 0; i < 32; i++) // Loop Though The 32 Greyscale Values ( NEW ) { if (feof (In)) // Check For The End Of The File ( NEW ) break; fgets (Line, 255, In); // Get The Current Line ( NEW ) shaderData[i][0] = shaderData[i][1] = shaderData[i][2] = float(atof (Line)); // Copy Over The Value ( NEW ) } fclose (In); // Close The File ( NEW ) } else return false; // It Went Horribly Horribly Wrong ( NEW ) glGenTextures (1, &shaderTexture[0]); // Get A Free Texture ID ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind This Texture. From Now On It Will Be 1D ( NEW ) // For Crying Out Loud Don't Let OpenGL Use Bi/Trilinear Filtering! ( NEW ) glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage1D (GL_TEXTURE_1D, 0, GL_RGB, 32, 0, GL_RGB , GL_FLOAT, shaderData); // Upload ( NEW ) } This is the drawing for the animated MD2 model: void MD2Model::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) // ORIGINAL PART OF THE FUNCTION //Figure out the two frames between which we are interpolating int frameIndex1 = (int)(time * (endFrame - startFrame + 1)) + startFrame; if (frameIndex1 > endFrame) { frameIndex1 = startFrame; } int frameIndex2; if (frameIndex1 < endFrame) { frameIndex2 = frameIndex1 + 1; } else { frameIndex2 = startFrame; } MD2Frame* frame1 = frames + frameIndex1; MD2Frame* frame2 = frames + frameIndex2; //Figure out the fraction that we are between the two frames float frac = (time - (float)(frameIndex1 - startFrame) / (float)(endFrame - startFrame + 1)) * (endFrame - startFrame + 1); // I ADDED THESE FROM NEHE'S TUTORIAL FOR FIRST PASS (TOON SHADE) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) // ORIGINAL DRAWING CODE //Draw the model as an interpolation between the two frames glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); // ADDED THESE FROM NEHE'S FOR SECOND PASS (OUTLINE) glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) // HERE I AM PARSING THE VERTICES AGAIN (NOT IN THE ORIGINAL FUNCTION) FOR THE OUTLINE AS PER NEHE'S TUT glBegin (GL_TRIANGLES); // Tell OpenGL What We Want To Draw for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd (); // Tell OpenGL We've Finished glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); } Whereas this is the drawToon function in the 3DS loader void Model_3DS::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) //ORIGINAL CODE if (visible) { glPushMatrix(); // Move the model glTranslatef(pos.x, pos.y, pos.z); // Rotate the model glRotatef(rot.x, 1.0f, 0.0f, 0.0f); glRotatef(rot.y, 0.0f, 1.0f, 0.0f); glRotatef(rot.z, 0.0f, 0.0f, 1.0f); glScalef(scale, scale, scale); // Loop through the objects for (int i = 0; i < numObjects; i++) { // Enable texture coordiantes, normals, and vertices arrays if (Objects[i].textured) glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (lit) glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // Point them to the objects arrays if (Objects[i].textured) glTexCoordPointer(2, GL_FLOAT, 0, Objects[i].TexCoords); if (lit) glNormalPointer(GL_FLOAT, 0, Objects[i].Normals); glVertexPointer(3, GL_FLOAT, 0, Objects[i].Vertexes); // Loop through the faces as sorted by material and draw them for (int j = 0; j < Objects[i].numMatFaces; j ++) { // Use the material's texture Materials[Objects[i].MatFaces[j].MatIndex].tex.Use(); // AFTER THE TEXTURE IS APPLIED I INSERT THE TOON FUNCTIONS HERE (FIRST PASS) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) // THIS IS AN ADDED SECOND PASS AT THE VERTICES FOR THE OUTLINE glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) for (int j = 0; j < Objects[i].numMatFaces; j ++) { glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); glPopMatrix(); } Finally this is the tex.Use() function that loads a BMP texture and somehow gets blended perfectly with the Toon shading void GLTexture::Use() { glEnable(GL_TEXTURE_2D); // Enable texture mapping glBindTexture(GL_TEXTURE_2D, texture[0]); // Bind the texture as the current one }

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  • Enable PyGTK Eventbox motion-notify-event while is a Layout child

    - by mkotechno
    I noticed when a Eventbox is added into a Layout some events are missed, this does not happend for example adding it to a Fixed (very similar widget), I tried to restore the event mask in this way with no sucess: import pygtk import gtk def foo(widget, event): print event pygtk.require('2.0') window = gtk.Window(gtk.WINDOW_TOPLEVEL) window.connect('destroy', lambda x: gtk.main_quit()) eventbox = gtk.EventBox() eventbox.connect('button-press-event', foo) # works eventbox.connect('motion-notify-event', foo) # fail eventbox.set_events( gtk.gdk.BUTTON_MOTION_MASK| # restoring missed masks gtk.gdk.BUTTON1_MOTION_MASK| gtk.gdk.BUTTON2_MOTION_MASK| gtk.gdk.BUTTON3_MOTION_MASK) layout = gtk.Layout() image = gtk.image_new_from_file('/home/me/picture.jpg') layout.add(image) eventbox.add(layout) window.add(eventbox) window.show_all() gtk.main() How should I restore the missed event/mask?

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  • Interpreting WPF Dependency properties as a set.

    - by moogs
    So, I have a control. It displays an image based some xml document and an optional parameter "Document" - XML document "RenderingOption" - optional image-rendering ( sharpen, soften ) So: <XMLRenderingWidget Document="xxxxxx"/> The above will render the document once <XMLRenderingWidget Document="xxxxxx" RenderingOption="Sharpen"/> The above will, sometimes render the document once, more oftentimes: Perform the rendering of the document as if no Rendering was set then, re-render the document with the Sharpen option I do the rendering on the PropertyChangedCallback assigned to the property. How do I tell the control to "hey, before doing the rendering, apply the changes on the other properties being set, too" Is this not possible? Should I bundle them up as one property instead?

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  • Zend Framework: How to hide extra text field with captcha ?

    - by Awan
    I am using captcha in Zend. But When I render captcha element in view, it shows image, an field for enter text and also another field with a string in it. I want hide this text field with a string. I am creating captcha element like this in Form.php: $captcha = new Zend_Form_Element_Captcha( 'captcha', array('label' => "", 'captcha' => array( 'captcha' => 'Image', 'name' => 'myCaptcha', 'wordLen' => 5, 'timeout' => 300, 'font' => 'captchaFonts/ACME_ExplosiveBold.ttf', 'imgDir' => 'captchaImages/', 'imgUrl' => '/captchaImages/', ))); Then render this in view.phtml: $this->element->captcha Why it is showing an extra text box on browser with a string and how to hide this? Thanks.

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  • Help in decide the partition to install ubuntu

    - by G.Ashwin kumar
    I have a PC running with windows 7 ultimate 64 bit version with 4 gig Ram. I have a 320 gig hard disk , in which I have allocated 120 gig for windows 7, 100 gig for NY files(named ashwin in windows) and rest 80-90 gig partitioned but empty NTFS partition.Now where do I install Ubuntu so that windows and data is safe. I got the option install with windows I selected it , it then shows select drive(SCSI1 (0,0,0) (sda) -320.1 GB ATA WDC WD3200AAJS-6) and allocate driver by dragging the divider below which shows 66.5gb and 59.3 GB respectively. Which one do I go with? I clicked advance partitioning it shows five devices: device , type, m.point ,size.(mb), used(mb)......... /dev/sda1, NTFS, 104 , 35 (windows 7 loader) /dev/sda2, NTFS, 104752, 23604 /dev/sda3, NTFS, 125829, 10161 /dev/sda5, NTFS, 89382, 3221 when I checked size in properties it showed name of drive according to windows, used.Gb, free, total. ashwin, 10.2, 115.7, 125.8 c drive, 23.6, 81.1, 104.8 new volume, 92.6mb, 89.3, 89.4 except mentioned everything in gigabytes.ignore the last dots. I want to install it in new volume or using that space how do I do it? Explain in detail I'm a beginner.

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  • Dynamically loading hi-res images into UIScrollView

    - by Jeff
    I've been looking into creating a gallery mode in my application. The functionality will be identical to the built in Photos App. Here's the flow: 1. You touch on a thumbnail and ... 2. a modal view displays a large detail version of the image 3. You have the ability to scroll horizontally through all the images in the gallery while in this modal view I'm stuck on step 3. How do I dynamically load hi res images into a scroll view? I understand I need to set the contentSize for the the scrollView but how do I do that when I've only selected and loaded one image? What delegate methods do I need to implement and what does the heavy lifting look like? Thanks in advance!

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  • iPhone: fast hash function for storing web images (url) as files (hashed filenames)

    - by Stefan Klumpp
    What is a fast hash function available for the iPhone to hash web urls (images)? I'd like to store the cached web image as a file with a hash as the filename, because I suppose the raw web url could contain strange characters that could cause problems on the file system. The hash function doesn't need to be cryptographic, but it definitely needs to be fast. Example: Input: http://www.calumetphoto.com/files/iccprofiles/icc-test-image.jpg Output: 3573ed9c4d3a5b093355b2d8a1468509 This was done by using MD5(), but since I don't know much about that topic I don't know if it is overkill (- slow).

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  • Attach fancybox/lightbox/idontknowbox function on an element

    - by tanathos
    I'm developing a jquery gallery, and I want to parametrize the highlighter function to support any kind of lightboxes (fancybox for example). In my defaults I did something like: $.fn.mygallery.defaults = { functionHighlighter: null } so in the code, creating the item, I'll check this property, and if it's setted to a function, I want to call it on the element: if ((typeof opt.functionHighlighter) === "function") { opt.functionHighlighter.call(link); } where link is the anchor element containing the miniature image, with href setted to the original image. In my idea, when the plugin is called, I set the function with: $("#gallery").mygallery({ functionHighlighter: $.fancybox }); but the "call" on the functionHighlighter executes directly the fancybox, that returns an empty area. What I want to emulate is the execution of link.fancybox(); that correctly builds the plugin on link. Any ideas?

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  • Enable access for assistive device programmatically

    - by Dheeraj
    Hi All, I want to enable Access for assistive devices in System Preferences programmatically. But Problem is that my application is not running as root user and i do not want my application to be as root user and also should not ask for any authentication in between. I want to tap all keyboard events globally. I am using CGEventTapCreate() for the same.In the documentation of CGEventTapCreate() API it is mentioned that, Event taps receive key up and key down events if one of the following conditions is true: The current process is running as the root user. Access for assistive devices is enabled. In Mac OS X v10.4 & later, you can enable this feature using System Preferences, Universal Access panel, Keyboard view. I tried manually by checking the Enable Access for assistive devices from System Preference and it gives me expected output. So is there any way to do the same via program without asking for authentication and also application is not running as root user? Thanks, Dheeraj.

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  • OpenGL ES Loading

    - by kuroutadori
    I want to know what is the norm of loading rendering code. Take a button. When the application is loaded, a texture is loaded which has the image of the button on it. When the button is tapped, it then adds a loader into a queue, which is loaded on render thread. It then loads up an array buffer with vertexes and tex coords when render is called. It then adds to a render tree. Then it renders. the render function looks like this void render() { update(); mBaseRenderer->render(); } update() is when the queue is checked to see if anything needs loading. mBaseRenderer->render() is the render tree. What I am asking then is, should I even have the update() there at all and instead have everything preloaded before it renders? If I can have it loaded when need, for instance when there is tap, then how can it be done (My current code causes an dequeueing buffer error (Unknown error: -75) which I assume is to do with OpenGL ES and the context)?

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  • Avoid flickering on mouse over

    - by GigaPr
    Hi I have a simple link in a menu <a id="Home" href="Amico-Bio-Home-Page"></a> to which i apply the following style #Home{ background-image:url(../Images/Menu/home.png); background-repeat:no-repeat; border:none; display:block; height:70px; text-decoration:none; width:78px; float:left; padding:0 7px; } #Home:hover { background-image: url(../Images/Menu/homeOn.png); } when i go over the link the images are swapped. while swapping the images the link disappear for an instant. Do you know any way to avoid it? thanks

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  • How do I make lines scale when using GLOrtho?

    - by Mason Wheeler
    I'm using GLOrtho to set up a 2D view that I can render textures onto. It works really well, up until I try to zoom in on the image. If I pass half the width and half the height of the viewport to GLOrtho, I end up with all my textures displayed twice as big as normal, which is exactly what I expect. But then I try to draw a box around part of the image and it all falls apart. I call glBegin(GL_LINE_LOOP), place the four vertices, and call glEnd, and I expect to see the same thing I would see if I drew it at normal zoom level, doubled. Instead, I get lines that are all the right length, but they all come out one pixel wide, instead of two, and it looks really bad. What am I missing?

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  • MeioUpload and phpThumb() does not exist error

    - by Cameeob2003
    I am currently using CakePHP v2.2.1 and MeioUpload 4.0 along with phpThumb() to try and generate image uploads and thumbnails for those images. If i set my $actAs = array() without the thumbsizes property everything is uploaded well, but when I add the following: 'thumbsizes' => array( 'small' => array('width' => 165, 'height' => 115), 'medium' => array('width' => 800, 'height' => 600) ), to generate thumbnails I get an error stating the following: "E:/xampp/htdocs/site/vendors/phpthumb/img/posts/image-name.jpg" does not exist I have tried several different methods of fixing this from around the web and nothing seems to work. I am new to cakephp so this may be an easy fix and I am just not connecting the dots to find the solution. Any help would be very much appreciated.

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  • Compiling Allegro source code (C#)

    - by 7331
    I am trying to build a C# project (downloaded code) in Visual Studio Express 2008. I get the error (my translation): The type or namespace name "Allegro" couldn't be found. for the line using Allegro; I know the 2D graphics library Allegro, of course, but I can't find much information on how to use it in C#. It is being used for visualization in the project I am trying to compile. I also get the warning This reference couldn't be resolved. The Universal assembly couldn't be found. I haven't been working with C# before and and I barely know Visual Studio Express. These are newbie mistakes - but I just need a fast solution for this problem. Could someone provide me with a short step-by-step solution?

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  • UIView Obscuring Other Views

    - by Matt Long
    I cannot figure out what is obscuring my buttons. The first image shows the buttons that I want to click. They are clickable while the view is contracted like this, but when the view is expanded like in the second image, the buttons are no longer clickable. There seems to be another view obscuring the buttons. Any thoughts on what might be causing that? If not, any idea how I can figure out what view is getting the tap events when I tap in that area? Thanks. -Matt

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  • What database works well with 200+GB of data?

    - by taw
    I've been using mysql (with innodb; on Amazon rds) because it's sort of universal default, but it's been ridiculously under-performing, and tweaking it only delays the inevitable. The data is mostly relatively short (<1kB of bytes each) blobs information about 100Ms of urls. There is (or should be, mysql cannot seem to handle it) very high amount of insert / update / retrieve but few complex queries - not that complex queries wouldn't be useful, but because mysql is so slow that it's far faster to get the data out, process it locally, and cache the results somewhere. I can keep tweaking mysql and throwing more hardware at it, but it seems increasingly futile. So what are the options? SQL/relational model/etc. optional - anything will do as long as it's fast, networked, and language-independent.

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  • Interface Builder - XCode link broken with iPad-converted xib

    - by Kenneth Ballenegger
    In porting my app to a universal iPhone / iPad app, the xibs I created by using Interface Builder's "Create iPad Version" will not link to the project properly: They don't pick up on classes and images from the project file. IB tells me that "there is no xcode project associated with this document" with a gray light in the status bar. Yet the xib is in the project, was launched by double-clicking in xcode, and both are open. The old xibs work fine though. I don't understand what could be causing this. So, my question is, how do I restore the link?

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  • How can I receive CameraActivities result in a DIFFERENT Activity (i.e. not in the launching one)?

    - by steff
    Hi, I hope the title says it all: I've got Activity A which fires up the Camera intent via: Intent intent = new Intent(MediaStore.ACTION_IMAGE_CAPTURE); startActivityForResult(intent, REQUEST_CAMERA); After the picture is taken I can easily grab the picture in: @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) But I'd like to receive the result in Activity B in which the image can be edited. Right now I'm receiving the result in Activity A and pass it over to Activity B which results in showing the GUI of Activity A for a short while: Intent i = new Intent().setAction("DisplayJPEG"); i.setClass(this, EditImageActivity.class); i.putExtra("IMAGE_URI", uri); startActivityForResult(i, REQUEST_EDIT_IMAGE); Of course, I will need the result from Activity B in Activity A after the image has been edited. But that should work with: setResult(resultCode, data); So there has to be a way to do what I need. Please point me into the right direction. Thanks in advance, steff

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  • ArchBeat Top 20 for March 25-31, 2012

    - by Bob Rhubart
    The top 20 most-clicked links as shared via my social networks for the week of March 25-31, 2012. Oracle Cloud Conference: dates and locations worldwide The One Skill All Leaders Should Work On | Scott Edinger BPM in Retail Industry | Sanjeev Sharma Oracle VM: What if you have just 1 HDD system | @yvelikanov Solution for installing the ADF 11.1.1.6.0 Runtimes onto a standalone WLS 10.3.6 | @chriscmuir Beware the 'Facebook Effect' when service-orienting information technology | @JoeMcKendrick Using Oracle VM with Amazon EC2 | @pythianfielding Oracle BPM: Adding an attachment during the Human Task Initialization | Manh-Kiet Yap When Your Influence Is Ineffective | Chris Musselwhite and Tammie Plouffe Oracle Enterprise Pack for Eclipse 12.1.1 update on OTN  A surefire recipe for cloud failure | @DavidLinthicum  IT workers bore brunt of offshoring over past decade: analysis | @JoeMcKendrick Private cloud-public cloud schism is a meaningless distraction | @DavidLinthicum Oracle Systems and Solutions at OpenWorld Tokyo 2012 Dissing Architects, or "What's wrong with the coffee?" | Bob Rhubart Validating an Oracle IDM Environment (including a Fusion Apps build out) | @FusionSecExpert Cookbook: SES and UCM setup | George Maggessy Red Samurai Tool Announcement - MDS Cleaner V2.0 | @AndrejusB OSB/OSR/OER in One Domain - QName violates loader constraints | John Graves Spring to Java EE Migration, Part 3 | @ensode Thought for the Day "Inspire action amongst your comrades by being a model to avoid." — Leon Bambrick

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  • Refreshing a binding that uses a value converter

    - by Hadi Eskandari
    I have a WPF UI that is bound to an object. I'm using a ValueConverter to convert a property to a specific image by a business rule: public class ProposalStateImageConverter : IValueConverter { public object Convert(object value, Type targetType, object parameter, CultureInfo culture) { var proposal = value as Proposal; var basePath = "pack://application:,,,/ePub.Content;component/Images/General/Flag_{0}.png"; string imagePath; if(proposal.Invoice != null) { imagePath = string.Format(basePath, "Good"); } else { imagePath = string.Format(basePath, "Warning"); } var uri = new Uri(imagePath); var src = uri.GetImageSource(); //Extention method return src; } } It is working fine, but later, when the object's state changes, I want to refresh the image and make the value converter reevaluate. How is this possible?

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  • Nav drop down with rounded corner troubles...

    - by Jonah1289
    Hi I have worked on the following nav drop down seen here http://charmcitykids.missionmedia.net/. It works and is almost complete, but I have one issue. When you mouseover a nav title the text goes from color to black and then shows the dropdown. That is how it should work, but when you move your mouse to go a nav title within the dropdown the black text(active image) goes back to color and doesnt remain black. Any suggestion when dropdown is active and user is navigating through such to keep the text(active image) black? thnx jonah

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