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  • When using Direct3D, how much math is being done on the CPU?

    - by zirgen
    Context: I'm just starting out. I'm not even touching the Direct3D 11 API, and instead looking at understanding the pipeline, etc. From looking at documentation and information floating around the web, it seems like some calculations are being handled by the application. That, is, instead of simply presenting matrices to multiply to the GPU, the calculations are being done by a math library that operates on the CPU. I don't have any particular resources to point to, although I guess I can point to the XNA Math Library or the samples shipped in the February DX SDK. When you see code like mViewProj = mView * mProj;, that projection is being calculated on the CPU. Or am I wrong? If you were writing a program, where you can have 10 cubes on the screen, where you can move or rotate cubes, as well as viewpoint, what calculations would you do on the CPU? I think I would store the geometry for the a single cube, and then transform matrices representing the actual instances. And then it seems I would use the XNA math library, or another of my choosing, to transform each cube in model space. Then get the coordinates in world space. Then push the information to the GPU. That's quite a bit of calculation on the CPU. Am I wrong? Am I reaching conclusions based on too little information and understanding? What terms should I Google for, if the answer is STFW? Or if I am right, why aren't these calculations being pushed to the GPU as well?

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  • find on page neighbouring siblings jquery?

    - by Stefan
    ok i've been searching for an answer to this (if there even is one) with no luck i have a succession of div elements as shown in the pic bellow: http://i61.photobucket.com/albums/h46/DrAcOliCh_2006/untitled-1.jpg?t=1300520458 the blue background is the absolute parent of the orange divs which are also siblings the DOM is not quite organized according to how the orange elements appear on the page because they are all draggable (i used jquery UI) and i moved them around inside the parent, yet, as some know, the DOM doesn't get reorganized when i move draggable elements around, so basically the siblings structure remains the same inside the DOM what i kinda need (again if that is even possible) is to determine the immediate on page neighbouring siblings of eachother; in other words, say we take that "FlashBanner" element which, on page, has the "Logo", the "Search" and the "ShoppingBasket" elements as immediate top siblings and the "Categories" and "Content" elements as immediate bottom siblings (and no left or right siblings) i have a manual solution to this, that is to pre-specify the on page neighbouring siblings for each element through a series of form fields and stuff (another story and another wall of text to explain), but that is not important atm as i want to know if it can be done automatically (i.e tell jquery to find them for me) appreciate any help, even an "it can't be done automatically", and thank you for your time hope this doesn't sound to ambiguous (or silly for that matter) and why i need to do that don't ask :P wall of text to explain cheers :)

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  • Returning JSON from JavaScript to Python

    - by Chris Lacy
    I'm writing a simple App Engine app. I have a simple page that allows a user to move a marker on a Google map instance. Each time the user drops the marker, I want to return the long/lat to my Python app. function initialize() { ... // Init map var marker = new GMarker(center, {draggable: true}); GEvent.addListener(marker, "dragend", function() { // I want to return the marker.x/y to my app when this function is called .. }); } To my (admittedly limited) knowledge, I should be: 1). Returning a JSON structure with my required data in the listener callback above 2). In my webapp.RequestHandler Handler class, trying to retrieve the JSON structure during the post method. I would very much like to pass this JSOn data back to the app without causing a page reload (which is what has happened when I've used various post/form.submit methods so far). Can anyone provide me with some psuedo code or an example on how I might achieve what I'm after? Thanks.

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  • Getting problem in threading in JAVA

    - by chetans
    In this program i want to stop GenerateImage & MovingImage Thread both... And i want to start those threads from begining. Can u send me the solution? Here is the code........ package Game; import java.applet.Applet; import java.awt.Color; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Image; import java.awt.MediaTracker; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.net.MalformedURLException; import java.net.URL; public class ThreadInApplet extends Applet implements KeyListener { private static final long serialVersionUID = 1L; Image[] asteroidImage; Image spaceshipImage; String levelstr="Easy Level"; int[] XPos,YPos; int number=0,XPosOfSpaceship,YPosOfSpaceship,NoOfObstacles=5,speed=1,level=1,spaceBtnPressdCntr=0; boolean gameStart=false,pauseGame=false,collideUp=false,collideDown=false,collideLeft=false,collideRight=false; private Image offScreenImage; private Dimension offScreenSize; private Graphics offScreenGraphics; Thread GenerateImages,MoveImages; public void init() { try { GenerateImages=new Thread () //thread to create obstacles { synchronized public void run () { for(int g=0;g<NoOfObstacles;g++) { try { sleep(1000); } catch (InterruptedException e) { e.printStackTrace(); } number++; // Temporary counter to count the no of obstacles created } } } ; MoveImages=new Thread () //thread to move obstacles { @SuppressWarnings("deprecation") synchronized public void run () { while(YPos[NoOfObstacles-1]!=600) { pauseGame=false; if(collide()==true) { GenerateImages.suspend(); repaint(); } else GenerateImages.resume(); for(int l=0;l<number;l++) { if(collide()==false) YPos[l]++; else GenerateImages.suspend(); } repaint(); try { sleep(speed); } catch (InterruptedException e) { e.printStackTrace(); } } if(YPos[NoOfObstacles-1]>=600) //level complete state { level++; try { levelUpdation(level); System.out.println("aahe"); } catch (MalformedURLException e) { e.printStackTrace(); } repaint(); } } }; initialPos(); spaceshipImage=getImage(new URL(getCodeBase(),"images/space.png")); for(int i=0;i<NoOfObstacles;i++) { asteroidImage[i]=getImage(new URL(getCodeBase(),"images/asteroid.png")); XPos[i]=(int) (Math.random()*700); YPos[i]=0; } MediaTracker tracker = new MediaTracker (this); for(int i=0;i<NoOfObstacles;i++) { tracker.addImage (asteroidImage[i], 0); } } catch (MalformedURLException e) { e.printStackTrace(); } setBackground(Color.black); addKeyListener(this); } //Sets initial positions of spaceship & obstacle images------------------------------------------------------ public void initialPos() throws MalformedURLException { asteroidImage=new Image[NoOfObstacles]; XPos=new int[NoOfObstacles]; YPos=new int[NoOfObstacles]; XPosOfSpaceship=getWidth()/2-35; YPosOfSpaceship=getHeight()-100; collideUp = false; collideDown=false; collideLeft=false; collideRight=false; } //level finished updations------------------------------------------------------------------------------ @SuppressWarnings("deprecation") public void levelUpdation(int level) throws MalformedURLException { NoOfObstacles=NoOfObstacles+20; speed=speed-3; System.out.println(NoOfObstacles+" "+speed); pauseGame=true; initialPos(); repaint(); } //paint method of graphics to print the messages--------------------------------------------------------- public void paint(Graphics g) { g.setColor(Color.white); if(gameStart==false) { g.drawString("SPACE to start", (getWidth()/2)-15, getHeight()/2); g.drawString(levelstr, (getWidth()/2), getHeight()/2+20); } if(level>1) { if(level==2) levelstr="Medium Level"; else levelstr="High Level"; g.drawString("Level Complete ", (getWidth()/2)-15, getHeight()/2); g.drawString(levelstr, (getWidth()/2), getHeight()/2+20); //g.drawString("SPACE to start", (getWidth()/2)-15, getHeight()/2+40); } for(int n=0;n<number;n++) { if(n>0) g.drawImage(asteroidImage[n],XPos[n],YPos[n],this); } g.drawImage(spaceshipImage,XPosOfSpaceship,YPosOfSpaceship,this); } //update method of graphics to print the messages--------------------------------------------------------- @SuppressWarnings("deprecation") public void update(Graphics g) { Dimension d = size(); if((offScreenImage == null) || (d.width != offScreenSize.width) || (d.height != offScreenSize.height)) { offScreenImage = createImage(d.width, d.height); offScreenSize = d; offScreenGraphics = offScreenImage.getGraphics(); } offScreenGraphics.clearRect(0, 0, d.width, d.height); paint(offScreenGraphics); g.drawImage(offScreenImage, 0, 0, null); } public void keyReleased(KeyEvent arg0){} public void keyTyped(KeyEvent arg0) {} //---------------------Key pressed event to start game & to move the spaceship-------------------------------------- public void keyPressed(KeyEvent e) { if(e.getKeyCode()==32) { spaceBtnPressdCntr++; if(spaceBtnPressdCntr==1) { gameStart=true; GenerateImages.start(); MoveImages.start(); } } if(gameStart==true) { if(e.getKeyCode()==37) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideLeft == true) { GenerateImages.suspend(); } else { if(XPosOfSpaceship>0) XPosOfSpaceship--; } } repaint(); } }.start(); } if(e.getKeyCode()==38) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideUp == true) { GenerateImages.suspend(); } else { if(YPosOfSpaceship>10) YPosOfSpaceship--; } } repaint(); } }.start(); } if(e.getKeyCode()==39) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideRight == true) { GenerateImages.suspend(); } else { if(XPosOfSpaceship<750) XPosOfSpaceship++; } } repaint(); } }.start(); } if(e.getKeyCode()==40) { new Thread () { @SuppressWarnings("deprecation") synchronized public void run () { for(int cnt1=1;cnt1<=10;cnt1++) { if(collide()==true && collideDown == true) { GenerateImages.suspend(); } else { if(YPosOfSpaceship<550) YPosOfSpaceship++; } } repaint(); } }.start(); } } } //------------------------------Collision checking between Spaceship & obstacles------------------------------ public boolean collide() { int x1,y1,x2,y2,x3,y3,x4,y4; //coordinates of obstacles int a1,b1,a2,b2,a3,b3,a4,b4; //coordinates of spaceship a1 =XPosOfSpaceship; b1=YPosOfSpaceship; a2=a1+spaceshipImage.getWidth(this); b2=b1; a3=a1; b3=b1+spaceshipImage.getHeight(this); a4=a2; b4=b3; for(int a=0;a<number;a++) { x1 =XPos[a]; y1=YPos[a]; x2=x1+asteroidImage[a].getWidth(this); y2=y1; x3=x1; y3=y1+asteroidImage[a].getHeight(this); x4=x2; y4=y3; /********checking asteroid touch spaceship from up direction********/ if(y3==b1 && x4>=a1 && x4<=a2) { collideUp = true; collideDown=false; collideLeft=false; collideRight=false; return(true); } if(y3==b1 && x3>=a1 && x3<=a2) { collideUp = true; collideDown=false; collideLeft=false; collideRight=false; return(true); } /********checking asteroid touch spaceship from left direction******/ if(x2==a1 && y4>=b1 && y4<=b3) { collideLeft=true; collideUp = false; collideDown=false; collideRight=false; return(true); } if(x2==a1 && y2>=b1 && y2<=b3) { collideLeft=true; collideUp = false; collideDown=false; collideRight=false; return(true); } /********checking asteroid touch spaceship from right direction*****/ if(x1==a2 && y3>=b2 && y3<=b4) { collideRight=true; collideLeft=false; collideUp = false; collideDown=false; return(true); } if(x1==a2 && y1>=b2 && y1<=b4) { collideRight=true; collideLeft=false; collideUp = false; collideDown=false; return(true); } /********checking asteroid touch spaceship from down direction*****/ if(y1==b3 && x2>=a3 && x2<=a4) { collideDown=true; collideRight=false; collideLeft=false; collideUp = false; return(true); } if(y1==b3 && x1>=a3 && x1<=a4) { collideDown=true; collideRight=false; collideLeft=false; collideUp = false; return(true); } } return(false); } }

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  • Is it possible to achieve MAX(As,Ad) openGL blending?

    - by Jeff B
    I am working on a game where I want to create shadows under a series of sprites on a grid. The shadows are larger than the sprites themselves and the sprites are animated (i.e. move and rotate). I cannot simply render them into the sprite png, or the shadows will overlap adjacent sprites. I also cannot simply put shadows on a lower layer by themselves, because when they overlap, they will create dark bands at their intersection. These sprites are animated, so it is not feasible to render these en masse. Basically, I want the sprites' shadows to blend together such that they max out at a set opacity. Example: I believe this is equivalent to an openGL blending of (Rs,Gs,Bs,Max(As,Ds)), where I don't really care about R,G, and B, as it will always be the same color in src and dst. However, this is not a valid openGL blending mode. Is there an easy way to accomplish this, especially in cocos2d-iphone? I would be able to approximate this by making the shadow sprites opaque, then applying them both to a parent sprite, and making the parent sprite 40% opacity. However, the way cocos2d works, this only sets the opacity of each child to 40%, rather than the combined sprite image, which results in the same stripe.

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  • tiemout for a function that waits indefiinitely (like listen())

    - by Fantastic Fourier
    Hello, I'm not quite sure if it's possible to do what I'm about to ask so I thought I'd ask. I have a multi-threaded program where threads share a memory block to communicate necessary information. One of the information is termination of threads where threads constantly check for this value and when the value is changed, they know it's time for pthread_exit(). One of the threads contains listen() function and it seems to wait indefinitely. This can be problematic if there are nobody who wants to make connection and the thread needs to exit but it can't check the value whether thread needs to terminate or not since it's stuck on listen() and can't move beyond. while(1) { listen(); ... if(value == 1) pthread_exit(NULL); } My logic is something like that if it helps illustrate my point better. What I thought would solve the problem is to allow listen() to wait for a duration of time and if nothing happens, it moves on to next statement. Unfortunately, none of two args of listen() involves time limit. I'm not even sure if I'm going about the right way with multi-threaded programming, I'm not much experienced at all. So is this a good approach? Perhaps there is a better way to go about it? Thanks for any insightful comments.

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  • Cost of logic in a query

    - by FrustratedWithFormsDesigner
    I have a query that looks something like this: select xmlelement("rootNode", (case when XH.ID is not null then xmlelement("xhID", XH.ID) else xmlelement("xhID", xmlattributes('true' AS "xsi:nil"), XH.ID) end), (case when XH.SER_NUM is not null then xmlelement("serialNumber", XH.SER_NUM) else xmlelement("serialNumber", xmlattributes('true' AS "xsi:nil"), XH.SER_NUM) end), /*repeat this pattern for many more columns from the same table...*/ FROM XH WHERE XH.ID = 'SOMETHINGOROTHER' It's ugly and I don't like it, and it is also the slowest executing query (there are others of similar form, but much smaller and they aren't causing any major problems - yet). Maintenance is relatively easy as this is mostly a generated query, but my concern now is for performance. I am wondering how much of an overhead there is for all of these case expressions. To see if there was any difference, I wrote another version of this query as: select xmlelement("rootNode", xmlforest(XH.ID, XH.SER_NUM,... (I know that this query does not produce exactly the same, thing, my plan was to move the logic to PL/SQL or XSL) I tried to get execution plans for both versions, but they are the same. I'm guessing that the logic does not get factored into the execution plan. My gut tells me the second version should execute faster, but I'd like some way to prove that (other than writing a PL/SQL test function with timing statements before and after the query and running that code over and over again to get a test sample). Is it possible to get a good idea of how much the case-when will cost? Also, I could write the case-when using the decode function instead. Would that perform better (than case-statements)?

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  • Transfering a set with a Wildcarded Generic to a List in Java

    - by Daniel Bingham
    I have a data type that contains a set and a method that expects List<? extends MyClass>. The data type has Set<? extends MyClass>. I need to be able to move the stuff out of the set and into the List. The order it goes into the list doesn't matter, it just needs to start keeping track of it so that it can be reordered when displayed. Suffice to say that changing the Set into a List in the data type is out of the question here. This seems pretty easy at first. Create a new method that takes a Set instead of a List, changes it into a list and then passes it on to the old method that just took a list. The problem comes in changing the set to a list. public void setData(Set<? extends MyClass> data) { List<? extends Myclass> newData = ArrayList< /* What goes here? */ >(); for(ConcordaEntityBean o : data) { newData.add(o); } setData(newData); } Obviously, I can't instantiate an ArrayList with a wildcard, it chokes. I don't know the type at that point. Is there some way to pull the type out of data and pass it to ArrayList? Can I just instantiate it with MyClass? Is there some other way to do this?

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  • What's the proper approach for writing multi-path "story" flows?

    - by Basiclife
    Hi, I wonder if you can help me. I'm writing a game (2d) which allows players to take multiple routes, some of which branch/merge - perhaps even loop. Each section of the game will decide which section is loaded next. I'm calling each section an IStoryElement - And I'm wondering how best to link these elements up in a way that is easily changed/configured and at the same time, graphable I'm going to have an engine/factory assembly which will load the appropriate StoryElement(s) based on various config options. I initially planned to give each StoryElement a NextElement() As IStoryElement property and a Completed() event. When the vent fires, the engine reads the NextElement property to find the next StoryElement. The downside to this is that if I ever wanted to graph all the routes through the game, I would be unable to - I couldn't determine all possible targets for each StoryElement. I considered a couple of other solutions but they all feel a little clunky - eg Do I need an additional layer of abstraction? ie StoryElementPlayers or similar - Each one would be responsible for stringing together multiple StoryElement perhaps a Series and a ChoicePlayer with each responsible for graphing its own StoryElement - But this will just move the problem up a layer. In short, I need some way of emulating a simple but dynamic workflow (but I'd rather not actually use WWF). Is there a pattern for something this simple? All the ones I've managed to find relate to more advanced control flow (parallel processing, etc.)

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  • Flex 4 hideEffect transition bug

    - by xerious87
    I'm trying to create a slide effect. Everything works fine except when the hideEffect animation is shown for the first time. The content does not become invisible when crossing the TabNavigator's border, which looks really ugly in my current project. The following simple example demonstrates the problem: <?xml version="1.0" encoding="utf-8"?> <s:Application xmlns:fx="http://ns.adobe.com/mxml/2009" xmlns:s="library://ns.adobe.com/flex/spark" xmlns:mx="library://ns.adobe.com/flex/mx" minWidth="955" minHeight="600" backgroundColor="0xDDDDDD"> <fx:Declarations> <s:Move id="hideEffect" xTo="700" /> </fx:Declarations> <mx:TabNavigator width="500" height="300" x="100" y="0"> <s:NavigatorContent label="ONE" hideEffect="{hideEffect}"> <s:BorderContainer backgroundColor="0xFF0000" height="100" width="100"/> </s:NavigatorContent> <s:NavigatorContent label="TWO" hideEffect="{hideEffect}"> <s:BorderContainer backgroundColor="0xFF0000" height="100" width="100"/> </s:NavigatorContent> <s:NavigatorContent label="THREE" hideEffect="{hideEffect}"> <s:BorderContainer backgroundColor="0xFF0000" height="100" width="100"/> </s:NavigatorContent> <s:NavigatorContent label="FOUR" hideEffect="{hideEffect}"> <s:BorderContainer backgroundColor="0xFF0000" height="100" width="100"/> </s:NavigatorContent> </mx:TabNavigator> </s:Application> Screenshot: hideEffectBug Any ideas how to fix this bug?

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  • Troubles moving a UIView.

    - by Joshua
    I have been trying to move a UIView by following a users touch. I have almost got it to work except for one thing, the UIView keeps flicking between two places. Here's the code I have been using: - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@"touchDown"); UITouch *touch = [touches anyObject]; firstTouch = [touch locationInView:self.view]; lastTouch = [touch locationInView:self.view]; [self.view setNeedsDisplay]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { InSightViewController *contentView = [[InSightViewController alloc] initWithNibName:@"SubView" bundle:[NSBundle mainBundle]]; [contentView loadView]; UITouch *touch = [touches anyObject]; currentTouch = [touch locationInView:self.view]; if (CGRectContainsPoint(contentView.view.bounds, firstTouch)) { NSLog(@"touch in subView/contentView"); sub.frame = CGRectMake(currentTouch.x - 50.0, currentTouch.y, 130.0, 21.0); } NSLog(@"touch moved"); lastTouch = currentTouch; [self.view setNeedsDisplay]; } And here's what's been happening: http://cl.ly/Sjx

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  • [Apache] Creating rewrite rules for multiple urls in the same folder

    - by DavidYell
    I have been asked by our client to convert a site we created into SEO friendly url format. I've managed to crack a small way into this, but have hit a problem with having the same urls in the same folder. I am trying to rewrite the following urls, /review/index.php?cid=intercasino /review/submit.php?cid=intercasino /review/index.php?cid=intercasino&page=2#reviews I would like to get them to, /review/intercasino /submit-review/intercasino /review/intercasino/2#reviews I've almost got it working using the following rule, RewriteRule (submit-review)/(.*)$ review/submit.php?cid=$2 [L] RewriteRule (^review)/(.*) review/index.php?cid=$2 The problem, you may already see, is that /submit-review rewrites to /review, which in turn gets rewritten to index.php, thus my review submission page is lost in place of my index page. I figured that putting [L] would prevent the second rule being called, but it seems that it rewrites both urls in two seperate passes. I've also tried [QSE], and [S=1] I would rather not have to move my files into different folders to get the rewriting to work, as that just seems too much like bad practise. If anyone could give me some pointers on how to differentiate between these similar urls that would be great! Thanks (Ref: http://httpd.apache.org/docs/2.0/mod/mod_rewrite.html)

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  • Moving a high quality line on a panel c#

    - by user1787601
    I want to draw a line on a panel and then move it as the mouse moves. To do so, I draw the line and when the mouse moves I redraw the line to the new location and remove the previous line by drawing a line with the background color on it. It works fine if I do not use the high quality smoothing mode. But if use high quality smoothing mode, it leave traces on the panel. Does anybody know how to fix this? Thank you. Here is the code int x_previous = 0; int y_previous = 0; private void panel1_MouseMove(object sender, MouseEventArgs e) { Pen pen1 = new System.Drawing.Pen(Color.Black, 3); Pen pen2 = new System.Drawing.Pen(panel1.BackColor, 3); Graphics g = panel1.CreateGraphics(); g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality; g.DrawLine(pen2, new Point(0, 0), new Point(x_previous, y_previous)); g.DrawLine(pen1, new Point(0, 0), new Point(e.Location.X, e.Location.Y)); x_previous = e.Location.X; y_previous = e.Location.Y; } Here is the snapshot with SmoothingMode Here is the snapshot without SmoothingMode

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  • iPhone: How to use CGContextConcatCTM for saving a transformed image properly?

    - by Irene
    I am making an iPhone application that loads an image from the camera, and then the user can select a second image from the library, move/scale/rotate that second image, and then save the result. I use two UIImageViews in IB as placeholders, and then apply transformations while touching/pinching. The problem comes when I have to save both images together. I use a rect of the size of the first image and pass it to UIGraphicsBeginImageContext. Then I tried to use CGContextConcatCTM but I can't understand how it works: CGRect rect = CGRectMake(0, 0, img1.size.width, img1.size.height); // img1 from camera UIGraphicsBeginImageContext(rect.size); // Start drawing CGContextRef ctx = UIGraphicsGetCurrentContext(); CGContextClearRect(ctx, rect); // Clear whole thing [img1 drawAtPoint:CGPointZero]; // Draw background image at 0,0 CGContextConcatCTM(ctx, img2.transform); // Apply the transformations of the 2nd image But what do I need to do next? What information is being held in the img2.transform matrix? The documentation for CGContextConcatCTM doesn't help me that much unfortunately.. Right now I'm trying to solve it by calculating the points and the angle using trigonometry (with the help of this answer), but since the transformation is there, there has to be an easier and more elgant way to do this, right?

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  • Use Linq to SQL to generate sales report

    - by Richard Reddy
    I currently have the following code to generate a sales report over the last 30 days. I'd like to know if it would be possible to use linq to generate this report in one step instead of the rather basic loop I have here. For my requirement, every day needs to return a value to me so if there are no sales for any day then a 0 is returned. Any of the Sum linq examples out there don't explain how it would be possible to include a where filter so I am confused on how to get the total amount per day, or a 0 if no sales, for the last days I pass through. Thanks for your help, Rich //setup date ranges to use DateTime startDate = DateTime.Now.AddDays(-29); DateTime endDate = DateTime.Now.AddDays(1); TimeSpan startTS = new TimeSpan(0, 0, 0); TimeSpan endTS = new TimeSpan(23, 59, 59); using (var dc = new DataContext()) { //get database sales from 29 days ago at midnight to the end of today var salesForDay = dc.Orders.Where(b => b.OrderDateTime > Convert.ToDateTime(startDate.Date + startTS) && b.OrderDateTime <= Convert.ToDateTime(endDate.Date + endTS)); //loop through each day and sum up the total orders, if none then set to 0 while (startDate != endDate) { decimal totalSales = 0m; DateTime startDay = startDate.Date + startTS; DateTime endDay = startDate.Date + endTS; foreach (var sale in salesForDay.Where(b => b.OrderDateTime > startDay && b.OrderDateTime <= endDay)) { totalSales += (decimal)sale.OrderPrice; } Response.Write("From Date: " + startDay + " - To Date: " + endDay + ". Sales: " + String.Format("{0:0.00}", totalSales) + "<br>"); //move to next day startDate = startDate.AddDays(1); } }

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  • Getting JQuery UI Sortable to work on asp.net ListView items?

    - by Xaisoft
    I have the following ListView in which I am using the JQuery UI sortable function to be able to sort the items in the ListView. The problem is that I can't put a sortable class on the table in the ItemTemplate because it does not work, if I put a class="sortable" on the outer div, it works, but it allows me to sort everything within the ListView, I just want to be able to move sort the tables. Here is the markup <div> //Works here, but hr's become sortable too. <asp:ListView ID="lvwDocuments" runat="server"> <LayoutTemplate> <h3> Documents</h3> <asp:PlaceHolder ID="itemPlaceHolder" runat="server"> </asp:PlaceHolder> </LayoutTemplate> <ItemTemplate> <table class="sortable"> //Does not work Here <tr> <td> <p class="title"> <a runat="server" href='<%#Eval("url") %>'> <%#Eval("title") %></a></p> <br /> <p> <%#Eval("description") %></p> </td> </tr> </table> </ItemTemplate> <ItemSeparatorTemplate> <hr /> </ItemSeparatorTemplate> </div> Also, How can I preserve the sort order even after the page is refreshed.

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  • change images by clicking left and right

    - by Qin
    I want to display an image in the center of the page, then 2 buttons, left, and right, when I click on left, the image changes to previous one, and move to next image by clicking right. And my question is, the code doesn't work..=.=, very obvious, can anybody tell me where the mistakes are? <table id="frontpage"> <tr> <td><input type="button" id="left" value="left"/></td> <td><img id="image" alt="Image" src="./image/guildwars2/gw2_fight.jpg"/></td> <td><input type="button" id="right" value="right"/></td> </tr> </table> $(document).ready(function(){ var image=new Array(); var current=0; image[0]=new Image(); image[0].src="./image/guildwars2/gw2_fight.jpg"; image[1]=new Image(); image[1].src="./image/diablo3/d3.jpg"; image[2]=new Image(); image[2].src="./image/dota2/catOnWater.jpg"; $("#left").click(function(){ if(current-1<0){ current=image.length-1; $("#image").attr("src")=image[current].src; } else{ --current; $("#image").attr("src")=image[current].src; } }); $("#right").click(function(){ if(current+1>image.length-1){ current=0; $("#image").attr("src")=image[current].src; } else{ ++current; $("#image").attr("src")=image[current].src; } }); })

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  • How to add a has_many association on all models

    - by joshsz
    Right now I have an initializer that does this: ActiveRecord::Base.send :has_many, :notes, :as => :notable ActiveRecord::Base.send :accepts_nested_attributes_for, :notes It builds the association just fine, except when I load a view that uses it, the second load gives me: can't dup NilClass from: /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/base.rb:2184:in `dup' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/base.rb:2184:in `scoped_methods' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/base.rb:2188:in `current_scoped_methods' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/base.rb:2171:in `scoped?' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/base.rb:2439:in `send' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/base.rb:2439:in `initialize' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/reflection.rb:162:in `new' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/reflection.rb:162:in `build_association' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/associations/association_collection.rb:423:in `build_record' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/associations/association_collection.rb:102:in `build' (my app)/controllers/manifests_controller.rb:21:in `show' Any ideas? Am I doing this the wrong way? Interestingly if I move the association onto just the model I'm working with at the moment, I don't get this error. I figure I must be building the global association incorrectly.

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  • Custom Android layout that handles its children

    - by Gromix
    Hi, I'm trying to create a custom Android control to emulate a LinearLayout with a fancier display. Basically, I want the exact behaviour of a LinearLayout, but also borders, a background, ... I could do it all in XML (works great) but since I have dozens of occurences in my app it's getting hard to maintain. I thought it would be nicer to have something like this: /* Main.xml */ <MyFancyLayout> <TextView /> <ImageView /> </MyfancyLayout> My problem is, I don't want to have to re-write LinearLayout, so is there a way to only change its appearance? I got as far as this, which doesn't work... can anyone think of a better approach? /* MyFancyLayout.xml */ <merge> ... the complex hierarchy to make it look like what I want ... with background attributes etc </merge> and /* MyFancyLayout.java */ public class MyFancyLayout extends LinearLayout { // inflate the XML // move all the real children (as given by main.xml) to the inflated layout // do I still need to override onMeasure and onLayout? } Cheers! Romain

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  • some problem with iOS 4.2.1

    - by bicbac
    Hi, I've been developing an app with MacBook Pro (MBP) so far. Last week one of my friends gave me new macbook air 11"(MBA). so Now I can test my code with more than one machine with the same version of developing tools - Both machine has Xcode (3.2.5) and iOS SDK 4.2.1). After some point my app starts get terminated suddenly(iPhone sumulator), and I was using MBP. I got no error message whatsoever. it just stops. I reckon the crash comes from dealing with memory, like 'release'/ 'double-release'. (I'm not 100% sure though). Anyway I thought there must be some mistake within my code for sure. -Confusion starts from this part.- With my MBA, on the other hand, I don'y see any crash. It just works fine. There is nothing different between MBA & MBP except the h/w specifications. Same code, same versions of XCode and iOS SDK. Is the fact that no crash at MBA suggesting that I have to look somewhere else than the code itself? I red some article and Q&As on iOS4.2.1 and XCode 3.2.5 that the most recent version of XCode doesn't recognize the iOS 4.2.1 since the 4.2.1 came out later the 3.2.5. Is it the reason? I have no idea at this moment what should be the next move. thanks

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  • JSplitPane overlaps JButtons in BorderLayout, but does not when layout is null

    - by thaweatherman
    So I'm having another issue..... I'm currently using a BorderLayout in my GUI so that when I resize my jframe, all of the internal components resize with it. I couldn't get any other layout to work with how I want the GUI to look while providing this resizing capability. At the top I have a JMenuBar, and below it I have a bunch of buttons. Below that I am supposed to have a JSplitPane, and it is there. However, the buttons seemed to be contained within the JSplitPane, which is not my intention. So when anything happens within the splitpane, the buttons disappear until I move my mouse over them again. When I set my layout to null everything works great except I lose the resizing capability, which is not good. Tried posting images but it wont let me since my rep isnt at 10 yet :( Any suggestions? I've tried putting the buttons into a JPanel then adding the jpanel but the splitpane overlaps with that. Same with a JToolBar. The order in which I add my items is: 1) the menu bar setJMenuBar(menuBar) 2) the buttons getContentPane().add(btnZoomIn) etc. 3) the split pane getContentPane().add(splitPane) then the rest of the things you see after that

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  • IPhone - Memory Management problems.

    - by user321721
    i am going over my code and trying to get a handle on proper memory management. This code: imageView = [[[UIImageView alloc] initWithImage:myImage] autorelease]; causes my application to crash. I am using multiple view controllers within a nav bar controller. The app works fine, i cant select a person from the first view controller (tableview) and it puts me to a list of that persons photos, i can then select a photo from that view controller (tableview) and move to a final view with a scrollview for viewing the photo. Once i hit back on the navbar the previous view loads (list of photos in a tableview) however the app crashes right before the row is deselected using this code: (void)viewDidAppear:(BOOL)animated { [super viewDidAppear:animated]; if(RowSelected != nil) { [MainTableView deselectRowAtIndexPath:RowSelected animated:YES]; } } Row selected is stored when a the user clicks a row. If i leave the code as : imageView = [[UIImageView alloc] initWithImage:myImage]; The app runs fine. Am i doing something wrong? do i not need to autorelease this? Thanks!

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  • Which is the event listener after doSave() in Symfony?

    - by fesja
    Hi, I've been looking at this event-listeners page http://www.doctrine-project.org/documentation/manual/1_1/pl/event-listeners and I'm not sure which is the listener I have to use to make a change after the doSave() method in the BaseModelForm.class.php. // PlaceForm.class.php protected function doSave ( $con = null ) { ... parent::doSave($con); .... // Only for new forms, insert place into the tree if($this->object->level == null){ $parent = Place::getPlace($this->getValue('parent'), Language::getLang()); ... $node = $this->object->getNode(); $method = ($node->isValidNode() ? 'move' : 'insert') . 'AsFirstChildOf'; $node->$method($parent); //calls $this->object->save internally } return; } What I want to do is to make a custom slug with the ancestors' name of that new place. So if I inserting "San Francisco", the slug would be "usa-california-san-francisco" public function postXXXXXX($event) { ... $event->getInvoker()->slug = $slug; } The problem is that I'm inserting a new object with no reference to its parent. After it's saved, I insert it to the tree. So I can't change the slug until then. I think a Transaction listener could work, but I'm use there is a better way I'm not seeing right now. thanks!

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  • problem with a very simple tile based game

    - by newbieguy
    Hello, I am trying to create a pacman-like game. I have an array that looks like this: array: 1111111111111 1000000000001 1111110111111 1000000000001 1111111111111 1 = Wall, 0 = Empty space I use this array to draw tiles that are 16x16 in size. The Game character is 32x32. Initially I represented the character's position in array indexes, [1,1] etc. I would update his position if array[character.new_y][charater.new_x] == 0 Then I translated these array coordinates to pixels, [y*16, x*16] to draw him. He was lining up nicely, wouldn't go into walls, but I noticed that since I was updating him by 16 pixels each, he was moving very fast. I decided to do it in reverse, to store the game character's position in pixels instead, so that he could use less than 16 pixels per move. I thought that a simple if statement such as this: if array[(character.new_pixel_y)/16][(character.new_pixel_x)/16] == 0 would prevent him from going into walls, but unfortunately he eats a bit of the bottom and right side walls. Any ideas how would I properly translate pixel position to the array indexes? I guess this is something simple, but I really can't figure it out :(

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  • Parsing data from txt file in J2ME

    - by CSFYPMAIL
    Basically I'm creating an indoor navigation system in J2ME. I've put the location details in a .txt file i.e. Locations names and their coordinates. Edges with respective start node and end node as well as the weight (length of the node). I put both details in the same file so users dont have to download multiple files to get their map working (it could become time consuming and seem complex). So what i did is to seperate the deferent details by typing out location Names and coordinates first, After that I seperated that section from the next section which is the edges by drawing a line with multiple underscores. Now the problem I'm having is parsing the different details into seperate arrays by setting up a command (while manually tokenizing the input stream) to check wether the the next token is an underscore. If it is, (in pseudocode terms), move to the next line in the stream, create a new array and fill it up with the next set of details. I found a some explanation/code HERE that does something similar but still parses into one array, although it manually tokenizes the input. Any ideas on what to do? Thanks Text File Explanation The text has the following format... <--1stSection--  /**   * Section one has the following format   * xCoordinate;yCoordinate;LocationName   */ 12;13;New York City 40;12;Washington D.C. ...e.t.c _________________________ <--(underscore divider) <--2ndSection--  /**   * Its actually an adjacency list but indirectly provides "edge" details.   * Its in this form   * StartNode/MainReferencePoint;Endnode1;distance2endNode1;Endnode2;distance2endNode2;...e.t.c   */ philadelphia;Washington D.C.;7;New York City;2 New York City;Florida;24;Illinois;71 ...e.t.c

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