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Search found 2017 results on 81 pages for 'stage'.

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  • Registering InputListener in libGDX

    - by JPRO
    I'm just getting started with libGDX and have run into a snag registering an InputListener for a button. I've gone through many examples and this code appears correct to me but the associated callback never triggers ("touched" is not printed to console). I'm just posting the code with the abstract game screen and the implementing screen. The application starts successfully with a label of "Exit" in the bottom left hand corner, but clicking the button/label does nothing. I'm guessing the fix is something simple. What am I overlooking? public abstract class GameScreen<T> implements Screen { protected final T game; protected final SpriteBatch batch; protected final Stage stage; public GameScreen(T game) { this.game = game; this.batch = new SpriteBatch(); this.stage = new Stage(0, 0, true); } @Override public final void render(float delta) { update(delta); // Clear the screen with the given RGB color (black) Gdx.gl.glClearColor(0f, 0f, 0f, 1f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); stage.act(delta); stage.draw(); } public abstract void update(float delta); @Override public void resize(int width, int height) { stage.setViewport(width, height, true); } @Override public void show() { Gdx.input.setInputProcessor(stage); } // hide, pause, resume, dipose } public class ExampleScreen extends GameScreen<MyGame> { private TextButton exitButton; public ExampleScreen(MyGame game) { super(game); } @Override public void show() { super.show(); TextButton.TextButtonStyle buttonStyle = new TextButton.TextButtonStyle(); buttonStyle.font = Font.getFont("Origicide", 32); buttonStyle.fontColor = Color.WHITE; exitButton = new TextButton("Exit", buttonStyle); exitButton.addListener(new InputListener() { @Override public void touchUp (InputEvent event, float x, float y, int pointer, int button) { System.out.println("touched"); } }); stage.addActor(exitButton); } @Override public void update(float delta) { } }

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  • How to prepare WiFi for an on-stage demo?

    - by Jeremy White
    Today at WWDC, Steve Jobs gave his keynote and ended up having a failure on-stage when connecting to WiFi. Google had a similar issue a few weeks ago in the same conference center. Please reference the following article for more information. http://news.cnet.com/8301-31021_3-20007009-260.html I am looking for information on how to best prepare a demo which uses a closed wireless network in front of a large audience. Note that the network will be closed, and will not require internet access. What steps can I take to prevent interference from existing WiFi, Bluetooth, etc? How can I best prevent curious/malicious people from trying to intrude on my WiFi network? I am open to recommendations on specific models of routers.

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  • Multi-Threaded Pipelined Game Engine Data Synchronization Questions

    - by Douglas
    Let's say I'm setting up a worker pool based game engine with pipelining. Let's say I have 4 stages in my pipeline as such: Stage 1: Physics Stage 2: AI/Input Stage 3: Game Logic Stage 4: Rendering Now let's say that the physics detects a collision between a bullet and a character in stage 1. Two frames later the game logic may choose to remove that bullet from the simulation, however none of the other copies of the data for the other pipeline stages will get this information. How is this sort of thing and other things like it get handled? Do you generally make changes like this to every pipeline stage's data at the end of a frame?

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  • Level Representation in a 2D Game

    - by meszar.imola
    I would like to create a 2D game, where a character should move on a stage/level. My stage would be static, constructed some little cubes, similar to the well-known Mario game: some of the elements should represent an element of the way where the character can step, but if the element is missing, the character should fall. My problem is, how to represent this programmatically? My first thought was to represent the stage with a vector, which should contain boolean elements, depending on the state of the element on the stage - if it's missing or not. But this means, I have to verify at my character's x or y position change if it has a stage element under or not (if not, to simulate the falling of the character) - I think it is not the best practice, it's not the beautiful solution. Can you help me with some advice, how to represent the stage?

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  • How can I get the width/height of a loaded swf's stage in AS2?

    - by loopj
    I'm using MovieClipLoader to load an external as2 swf file into my as2 flash project, and I'm having trouble getting the original stage size of the loaded swf. When I run the following code: var popup:MovieClip = _root.createEmptyMovieClip("popup", 1); var loader:MovieClipLoader = new MovieClipLoader(); var loadHandler:Object = new Object(); loader.addListener(loadHandler); loader.loadClip(url, popup); loadHandler.onLoadInit = function(mc:MovieClip) { trace(mc._width + ", " + mc._height); } I get strange width/height values (mc._width=601.95, mc._height=261.15) when what I actually want is the stage size of the loaded swf file, which in this case I know to be 300px x 250px. Any suggestions appreciated! Thanks

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  • Git: Stage into Commit, what is the right workflow?

    - by Lukasz Lew
    I just created a big piece of code I want to commit in several separate commits. So I can stage relevant parts, commit, stage, commit, ... and so on until I have all my changes commited. The missing part is how can I test whether I split the commit correcty. I.e. whether the part that is in staging area at least compiles? To do that I must somehow bring my work tree to be in sync with index (staging area) without losing the changes to be committed later. What is the right way to do it? What is the quickest way to do it? Update: How to do it with magit?

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  • How can I use git to stage only one line in a file for commit, all from a script?

    - by Sandy
    I'm writing a simple pre-commit git hook that updates the year in copyright headers for files that are staged for commit. After modifying the line with the copyright, I would like the hook to stage that line so that it is part of the commit. It can't just git add the whole file, because there may be other pre-existing changes in there that shouldn't be staged. I don't see any options in the git add manual the let you stage specific lines. I figure I could git stash save --keep-index, apply my change, git add the file, and then git stash pop, but that seems rather crude. Any better approaches?

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  • How to load an external swf to the main stage from an instanced child class?

    - by RaamEE
    Hi, I am trying to get an instance of a class to the load an external swf and show it. So far I have the following: 1) I wrote a class that uses the Loader class to load an external swf "loadExtSWF". 2) I have a fla named "MainSWF.fla" that uses a document class "MainSWF.as". 3) I have the MainSWF.as file that instances "loadExtSWF" and calls loadExtSWF.startLoad to load the swf. This almost works. The instance of loadExtSWF loads the external swf, but the swf is not displayed. If I replace the fla's document class with loadExtSWF (this has an empty constructor) instead of MainSWF, and run loadExtSWF.startLoad, then the external swf is loaded and displayed. It seems that the way I initially do it, loads the swf to the wrong stage (?). Any ideas? Thanks for the help. Bye, RaamEE P.S. If you replace the document class for test_tsscreen from test_tsscreen.as to TSScreen.as, and remove the comment inside the test_tsscreen's constructor, the swf will be loaded. my code is: file test_as3.swf an external as3 swf file. file test_tsscreen.fla the fla is empty and references test_tsscreen.as as its document class. file test_tsscreen.as package { import flash.display.MovieClip; import TSScreen; public class test_tsscreen extends MovieClip{ var tsScreen1; public function test_tsscreen(){ // var tsScreen1:TSScreen = new TSScreen(10,10,100,100,0.5,0); var tsScreen1:TSScreen = new TSScreen(); tsScreen1.startLoad(this.stage); } } } file TSScreen.as package { import flash.display.MovieClip; import flash.display.*; import flash.net.URLRequest; import flash.system.ApplicationDomain; import flash.system.LoaderContext; import flash.display.Loader; import flash.events.Event; import flash.events.ProgressEvent; public class TSScreen extends MovieClip implements ITSScreenable{ public function TSScreen():void{ // startLoad(this); //Look important comment in above text } function startLoad(_this:Stage) { var mLoader:Loader = new Loader(); var mRequest:URLRequest = new URLRequest("test_as3.swf"); mLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onCompleteHandler); mLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgressHandler); _this.parent.addChild(mLoader); mLoader.load(mRequest); trace(this.name); trace(_this.name); } function onCompleteHandler(loadEvent:Event) { addChild(loadEvent.currentTarget.content); } function onProgressHandler(mProgress:ProgressEvent) { var percent:Number = mProgress.bytesLoaded/mProgress.bytesTotal; trace(percent); } } }

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  • What if (stage) init(); means in actionscript ?

    - by asksuperuser
    I'm creating my first as3 with flashdevelop I don't understand what the instructions mean: package { import flash.display.Sprite; import flash.events.Event; public class Main extends Sprite { public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); // entry point } } } What if (stage) init(); means ? What is Event.ADDED_TO_STAGE ? Why remove listener in init ?

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  • Is Akka a good solution for a concurrent pipeline/workflow problem?

    - by herpylderp
    Disclaimer: I am brand new to Akka and the concept of Actors/Event-Driven Architectures in general. I have to implement a fairly complex problem where users can configure a "concurrent pipeline": Pipeline: consists of 1+ Stages; all Stages execute sequentially Stage: consists of 1+ Tasks; all Tasks execute in parallel Task: essentially a Java Runnable As you can see above, a Task is a Runnable that does some unit of work. Tasks are organized into Stages, which execute their Tasks in parallel. Stages are organized into the Pipeline, which executes its Stages sequentially. Hence if a user specifies the following Pipeline: CrossTheRoadSafelyPipeline Stage 1: Look Left Task 1: Turn your head to the left and look for cars Task 2: Listen for cars Stage 2: Look right Task 1: Turn your head to the right and look for cars Task 2: Listen for cars Then, Stage 1 will execute, and then Stage 2 will execute. However, while each Stage is executing, it's individual Tasks are executing in parallel/at the same time. In reality Pipelines will become very complicated, and with hundreds of Stages, dozens of Tasks per Stage (again, executing at the same time). To implement this Pipeline I can only think of several solutions: ESB/Apache Camel Guava Event Bus Java 5 Concurrency Actors/Akka Camel doesn't seem right because its core competency is integration not synchrony and orchestration across worker threads. Guava is great, but this doesn't really feel like a subscriber/publisher-type of problem. And Java 5 Concurrency (ExecutorService, etc.) just feels too low-level and painful. So I ask: is Akka a strong candidate for this type of problem? If so, how? If not, then why, and what is a good candidate?

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  • Using Event Driven Programming in games, when is it beneficial?

    - by Arthur Wulf White
    I am learning ActionScript 3 and I see the Event flow adheres to the W3C recommendations. From what I learned events can only be captured by the dispatcher unless, the listener capturing the event is a DisplayObject on stage and a parent of the object firing the event. You can capture the events in the capture(before) or bubbling(after) phase depending on Listner and Event setup you use. Does this system lend itself well for game programming? When is this system useful? Could you give an example of a case where using events is a lot better than going without them? Are they somehow better for performance in games? Please do not mention events you must use to get a game running, like Event.ENTER_FRAME Or events that are required to get input from the user like, KeyboardEvent.KEY_DOWN and MouseEvent.CLICK. I am asking if there is any use in firing events that have nothing to do with user input, frame rendering and the likes(that are necessary). I am referring to cases where objects are communicating. Is this used to avoid storing a collection of objects that are on the stage? Thanks Here is some code I wrote as an example of event behavior in ActionScript 3, enjoy. package regression { import flash.display.Shape; import flash.display.Sprite; import flash.events.Event; import flash.events.EventDispatcher; import flash.events.KeyboardEvent; import flash.events.MouseEvent; import flash.events.EventPhase; /** * ... * @author ... */ public class Check_event_listening_1 extends Sprite { public const EVENT_DANCE : String = "dance"; public const EVENT_PLAY : String = "play"; public const EVENT_YELL : String = "yell"; private var baby : Shape = new Shape(); private var mom : Sprite = new Sprite(); private var stranger : EventDispatcher = new EventDispatcher(); public function Check_event_listening_1() { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { trace("test begun"); addChild(mom); mom.addChild(baby); stage.addEventListener(EVENT_YELL, onEvent); this.addEventListener(EVENT_YELL, onEvent); mom.addEventListener(EVENT_YELL, onEvent); baby.addEventListener(EVENT_YELL, onEvent); stranger.addEventListener(EVENT_YELL, onEvent); trace("\nTest1 - Stranger yells with no bubbling"); stranger.dispatchEvent(new Event(EVENT_YELL, false)); trace("\nTest2 - Stranger yells with bubbling"); stranger.dispatchEvent(new Event(EVENT_YELL, true)); stage.addEventListener(EVENT_PLAY, onEvent); this.addEventListener(EVENT_PLAY, onEvent); mom.addEventListener(EVENT_PLAY, onEvent); baby.addEventListener(EVENT_PLAY, onEvent); stranger.addEventListener(EVENT_PLAY, onEvent); trace("\nTest3 - baby plays with no bubbling"); baby.dispatchEvent(new Event(EVENT_PLAY, false)); trace("\nTest4 - baby plays with bubbling"); baby.dispatchEvent(new Event(EVENT_PLAY, true)); trace("\nTest5 - baby plays with bubbling but is not a child of mom"); mom.removeChild(baby); baby.dispatchEvent(new Event(EVENT_PLAY, true)); mom.addChild(baby); stage.addEventListener(EVENT_DANCE, onEvent, true); this.addEventListener(EVENT_DANCE, onEvent, true); mom.addEventListener(EVENT_DANCE, onEvent, true); baby.addEventListener(EVENT_DANCE, onEvent); trace("\nTest6 - Mom dances without bubbling - everyone is listening during capture phase(not target and bubble phase)"); mom.dispatchEvent(new Event(EVENT_DANCE, false)); trace("\nTest7 - Mom dances with bubbling - everyone is listening during capture phase(not target and bubble phase)"); mom.dispatchEvent(new Event(EVENT_DANCE, true)); } private function onEvent(e : Event):void { trace("Event was captured"); trace("\nTYPE : ", e.type, "\nTARGET : ", objToName(e.target), "\nCURRENT TARGET : ", objToName(e.currentTarget), "\nPHASE : ", phaseToString(e.eventPhase)); } private function phaseToString(phase : int):String { switch(phase) { case EventPhase.AT_TARGET : return "TARGET"; case EventPhase.BUBBLING_PHASE : return "BUBBLING"; case EventPhase.CAPTURING_PHASE : return "CAPTURE"; default: return "UNKNOWN"; } } private function objToName(obj : Object):String { if (obj == stage) return "STAGE"; else if (obj == this) return "MAIN"; else if (obj == mom) return "Mom"; else if (obj == baby) return "Baby"; else if (obj == stranger) return "Stranger"; else return "Unknown" } } } /*result : test begun Test1 - Stranger yells with no bubbling Event was captured TYPE : yell TARGET : Stranger CURRENT TARGET : Stranger PHASE : TARGET Test2 - Stranger yells with bubbling Event was captured TYPE : yell TARGET : Stranger CURRENT TARGET : Stranger PHASE : TARGET Test3 - baby plays with no bubbling Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Test4 - baby plays with bubbling Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Mom PHASE : BUBBLING Event was captured TYPE : play TARGET : Baby CURRENT TARGET : MAIN PHASE : BUBBLING Event was captured TYPE : play TARGET : Baby CURRENT TARGET : STAGE PHASE : BUBBLING Test5 - baby plays with bubbling but is not a child of mom Event was captured TYPE : play TARGET : Baby CURRENT TARGET : Baby PHASE : TARGET Test6 - Mom dances without bubbling - everyone is listening during capture phase(not target and bubble phase) Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : STAGE PHASE : CAPTURE Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : MAIN PHASE : CAPTURE Test7 - Mom dances with bubbling - everyone is listening during capture phase(not target and bubble phase) Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : STAGE PHASE : CAPTURE Event was captured TYPE : dance TARGET : Mom CURRENT TARGET : MAIN PHASE : CAPTURE */

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  • How to instantiate a particular view controller with storyboard in iOS at early stage of loading?

    - by dmirkitanov
    When using tabs with storyboard in iOS 5, some of them may take quite a long time to initialize when switching to it (for example, a tab containing GLKViewController). This happens because an amount of work in viewDidLoad method in this controller could be very big. Is there a way to initialize particular view controller (and call it's viewDidLoad method) defined in the storyboard at early stage - when an application starts? Having done this, the delay should be eliminated.

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  • Specifying network settings during SLES 11 auto installation

    - by banjer
    I'm setting up an autoinst.xml file for auto-installing SLES 11. I get prompted for the various interface settings per below, but they don't seem to stick once the server reboots. I don't think I have the xml defined correctly. I'm hoping someone has experience with this. <ask-list> <ask> <path>networking,dns,hostname</path> <question>Enter Hostname (server name)</question> <stage>initial</stage> <default>merkin</default> </ask> <ask> <path>networking,interfaces,interface,0,device</path> <question>Enter the primary ethernet device:</question> <stage>initial</stage> <default>eth0</default> </ask> <ask> <path>networking,interfaces,interface,0,ipaddr</path> <question>Enter the primary IP Address:</question> <stage>initial</stage> </ask> <ask> <path>networking,interfaces,interface,0,netmask</path> <question>Enter the Netmask Address:</question> <stage>initial</stage> </ask> <ask> <path>networking,routing,routes,route,0,gateway</path> <question>Enter the primary Gateway Address:</question> <stage>initial</stage> </ask> </ask-list> The first one for hostname seems to be sticking just fine, but the rest do not. As an alternative, is there a way to stop the autoinstall at the section where you configure the network devices so that the user can take over? I was able to show the partition proposal, but not sure how to do the same with the networking setup.

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  • configuration required for HIVE to be installed on a node

    - by ????? ????????
    I went through the process of manually installing ambari (not through SSH, because I couldnt get keyless to work) and everything installed OK, except for HIVE and GANGLIA. I got this message: stderr: None stdout: warning: Unrecognised escape sequence ‘\;’ in file /var/lib/ambari-agent/puppet/modules/hdp-hive/manifests/hive/service_check.pp at line 32 warning: Dynamic lookup of $configuration is deprecated. Support will be removed in Puppet 2.8. Use a fully-qualified variable name (e.g., $classname::variable) or parameterized classes. notice: /Stage[1]/Hdp::Snappy::Package/Hdp::Snappy::Package::Ln[32]/Hdp::Exec[hdp::snappy::package::ln 32]/Exec[hdp::snappy::package::ln 32]/returns: executed successfully notice: /Stage[2]/Hdp-hive::Hive::Service_check/File[/tmp/hiveserver2Smoke.sh]/ensure: defined content as ‘{md5}7f1d24221266a2330ec55ba620c015a9' notice: /Stage[2]/Hdp-hive::Hive::Service_check/File[/tmp/hiveserver2.sql]/ensure: defined content as ‘{md5}0c429dc9ae0867b5af74ef85b5530d84' notice: /Stage[2]/Hdp-hcat::Hcat::Service_check/File[/tmp/hcatSmoke.sh]/ensure: defined content as ‘{md5}bae7742f7083db968cb6b2bd208874cb’ notice: /Stage[2]/Hdp-hcat::Hcat::Service_check/Exec[hcatSmoke.sh prepare]/returns: 13/06/25 03:11:56 WARN conf.HiveConf: DEPRECATED: Configuration property hive.metastore.local no longer has any effect. Make sure to provide a valid value for hive.metastore.uris if you are connecting to a remote metastore. notice: /Stage[2]/Hdp-hcat::Hcat::Service_check/Exec[hcatSmoke.sh prepare]/returns: FAILED: SemanticException org.apache.hadoop.hive.ql.parse.SemanticException: org.apache.hadoop.hive.ql.metadata.HiveException: java.lang.RuntimeException: Unable to instantiate org.apache.hadoop.hive.metastore.HiveMetaStoreClient notice: /Stage[2]/Hdp-hcat::Hcat::Service_check/Exec[hcatSmoke.sh prepare]/returns: 13/06/25 03:12:06 WARN conf.HiveConf: DEPRECATED: Configuration property hive.metastore.local no longer has any effect. Make sure to provide a valid value for hive.metastore.uris if you are connecting to a remote metastore. notice: /Stage[2]/Hdp-hcat::Hcat::Service_check/Exec[hcatSmoke.sh prepare]/returns: FAILED: SemanticException [Error 10001]: Table not found hcatsmokeida8c07401_date102513 notice: /Stage[2]/Hdp-hcat::Hcat::Service_check/Exec[hcatSmoke.sh prepare]/returns: 13/06/25 03:12:15 WARN conf.HiveConf: DEPRECATED: Configuration property hive.metastore.local no longer has any effect. Make sure to provide a valid value for hive.metastore.uris if you are connecting to a remote metastore. notice: /Stage[2]/Hdp-hcat::Hcat::Service_check/Exec[hcatSmoke.sh prepare]/returns: FAILED: SemanticException o When i go to the alerts and health checks i’m getting this: ive Metastore status check CRIT for 42 minutes CRITICAL: Error accessing hive-metaserver status [13/06/25 03:44:06 WARN conf.HiveConf: DEPRECATED: Configuration property hive.metastore.local no longer has any effect. What am I doing wrong? I have already tried to do ambari-server reset on the the database without results.

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  • SpaceX’s Falcon 9 Launch Success And Reusable Rockets Test Partially Successful

    - by Gopinath
    Elon Musk’s SpaceX is closing on the dream of developing reusable rockets and likely in an year or two space launch rockets will be reusable just like flights, ships and cars. Today SpaceX launched an upgraded Falcon 9 rocket in to space to deliver satellites as well as to test their reusable rocket launching technology. All on board satellites were released on to the orbit and the first stage of rocket partially succeeded in returning back to Earth. This is a huge leap in space technology.   Couple of years ago reusable rockets were considered as impossible. NASA, Russian Space Agency, China, India or for that matter any other space agency never even attempted to build reusable rockets. But SpaceX’s revolutionary technology partially succeeded in doing the impossible! Elon Musk founded SpaceX with the goal of building reusable rockets and transporting humans to & from other planets like Mars. He says If one can figure out how to effectively reuse rockets just like airplanes, the cost of access to space will be reduced by as much as a factor of a hundred.  A fully reusable vehicle has never been done before. That really is the fundamental breakthrough needed to revolutionize access to space. Normally the first stage of a rocket falls back to Earth after burning out and is destroyed. But today SpaceX reignited first stage rocket after its separation and attempted to descend smoothly on to ocean’s surface. Though it did not fully succeed, the test was partially successful and SpaceX was able to recovers portions of first stage. Rocket booster relit twice (supersonic retro & landing), but spun up due to aero torque, so fuel centrifuged & we flamed out — Elon Musk (@elonmusk) September 29, 2013 With the partial success of recovering first stage, SpaceX gathered huge amount of information and experience it can use to improve Falcon 9 and build a fully reusable rocket. In post launch press conference Musk said if things go "super well", could refly a Falcon 9 1st stage by the end of next year. Falcon 9 Launch Video Next reusable first tests delayed by at least two launches SpaceX has a busy schedule for next several months with more than 50 missions scheduled using the new Falcon 9 rocket. Ten of those missions are to fly cargo to the International Space Shuttle for NASA.  SpaceX announced that they will not attempt to recover the first stage of Falcon 9 in next two missions. The next test will be conducted on  the fourth mission of Falcon 9 which is planned to carry cargo to Internation Space Station sometime next year. This will give time required for SpaceX to analyze the information gathered from today’s mission and improve first stage reentry systems. More reading Here are few interesting sources to read more about today’s SpaceX launch SpaceX post mission press conference details and discussion on Reddit Giant Leaps for Space Firms Orbital, SpaceX Hacker News community discussion on SpaceX launch SpaceX Launches Next-Generation Private Falcon 9 Rocket on Big Test Flight

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  • Navigating Libgdx Menu with arrow keys or controller

    - by Phil Royer
    I'm attempting to make my menu navigable with the arrow keys or via the d-pad on a controller. So Far I've had no luck. The question is: Can someone walk me through how to make my current menu or any libgdx menu keyboard accessible? I'm a bit noobish with some stuff and I come from a Javascript background. Here's an example of what I'm trying to do: http://dl.dropboxusercontent.com/u/39448/webgl/qb/qb.html For a simple menu that you can just add a few buttons to and it run out of the box use this: http://www.sadafnoor.com/blog/how-to-create-simple-menu-in-libgdx/ Or you can use my code but I use a lot of custom styles. And here's an example of my code: import aurelienribon.tweenengine.Timeline; import aurelienribon.tweenengine.Tween; import aurelienribon.tweenengine.TweenManager; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.scenes.scene2d.Actor; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.badlogic.gdx.scenes.scene2d.InputListener; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.Table; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; import com.badlogic.gdx.scenes.scene2d.utils.Align; import com.badlogic.gdx.scenes.scene2d.utils.ClickListener; import com.project.game.tween.ActorAccessor; public class MainMenu implements Screen { private SpriteBatch batch; private Sprite menuBG; private Stage stage; private TextureAtlas atlas; private Skin skin; private Table table; private TweenManager tweenManager; @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); menuBG.draw(batch); batch.end(); //table.debug(); stage.act(delta); stage.draw(); //Table.drawDebug(stage); tweenManager.update(delta); } @Override public void resize(int width, int height) { menuBG.setSize(width, height); stage.setViewport(width, height, false); table.invalidateHierarchy(); } @Override public void resume() { } @Override public void show() { stage = new Stage(); Gdx.input.setInputProcessor(stage); batch = new SpriteBatch(); atlas = new TextureAtlas("ui/atlas.pack"); skin = new Skin(Gdx.files.internal("ui/menuSkin.json"), atlas); table = new Table(skin); table.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Set Background Texture menuBackgroundTexture = new Texture("images/mainMenuBackground.png"); menuBG = new Sprite(menuBackgroundTexture); menuBG.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Create Main Menu Buttons // Button Play TextButton buttonPlay = new TextButton("START", skin, "inactive"); buttonPlay.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new LevelMenu()); } }); buttonPlay.addListener(new InputListener() { public boolean keyDown (InputEvent event, int keycode) { System.out.println("down"); return true; } }); buttonPlay.padBottom(12); buttonPlay.padLeft(20); buttonPlay.getLabel().setAlignment(Align.left); // Button EXTRAS TextButton buttonExtras = new TextButton("EXTRAS", skin, "inactive"); buttonExtras.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new ExtrasMenu()); } }); buttonExtras.padBottom(12); buttonExtras.padLeft(20); buttonExtras.getLabel().setAlignment(Align.left); // Button Credits TextButton buttonCredits = new TextButton("CREDITS", skin, "inactive"); buttonCredits.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Credits()); } }); buttonCredits.padBottom(12); buttonCredits.padLeft(20); buttonCredits.getLabel().setAlignment(Align.left); // Button Settings TextButton buttonSettings = new TextButton("SETTINGS", skin, "inactive"); buttonSettings.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Settings()); } }); buttonSettings.padBottom(12); buttonSettings.padLeft(20); buttonSettings.getLabel().setAlignment(Align.left); // Button Exit TextButton buttonExit = new TextButton("EXIT", skin, "inactive"); buttonExit.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { Gdx.app.exit(); } }); buttonExit.padBottom(12); buttonExit.padLeft(20); buttonExit.getLabel().setAlignment(Align.left); // Adding Heading-Buttons to the cue table.add().width(190); table.add().width((table.getWidth() / 10) * 3); table.add().width((table.getWidth() / 10) * 5).height(140).spaceBottom(50); table.add().width(190).row(); table.add().width(190); table.add(buttonPlay).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExtras).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonCredits).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonSettings).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExit).width(460).height(110); table.add().row(); stage.addActor(table); // Animation Settings tweenManager = new TweenManager(); Tween.registerAccessor(Actor.class, new ActorAccessor()); // Heading and Buttons Fade In Timeline.createSequence().beginSequence() .push(Tween.set(buttonPlay, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExtras, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonCredits, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonSettings, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExit, ActorAccessor.ALPHA).target(0)) .push(Tween.to(buttonPlay, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExtras, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonCredits, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonSettings, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExit, ActorAccessor.ALPHA, .5f).target(1)) .end().start(tweenManager); tweenManager.update(Gdx.graphics.getDeltaTime()); } public static Vector2 getStageLocation(Actor actor) { return actor.localToStageCoordinates(new Vector2(0, 0)); } @Override public void dispose() { stage.dispose(); atlas.dispose(); skin.dispose(); menuBG.getTexture().dispose(); } @Override public void hide() { dispose(); } @Override public void pause() { } }

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  • Why does git remember changes, but not let me stage them?

    - by Andres Jaan Tack
    I have a list of modifications when I run git status, but I cannot stage them or commit them. How can I fix this? This occurred after pulling the kernelmode directory from a bare repository somewhere in one huge commit. % git status # On branch master # Changed but not updated: # (use "git add <file>..." to update what will be committed) # (use "git checkout -- <file>..." to discard changes in working directory) # # modified: kernelmode/linux-2.6.33/Documentation/IO-mapping.txt # ... $ git add . $ git status # On branch master # Changed but not updated: # (use "git add <file>..." to update what will be committed) # (use "git checkout -- <file>..." to discard changes in working directory) # # modified: kernelmode/linux-2.6.33/Documentation/IO-mapping.txt # ...

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  • [as3] air for android - stage.setOrientation deprecated in AIR 2.5 so how do I do it now?

    - by jason
    as3 air for android using flash CS5 my problem: testing an AIR app on my droid 2 global (with slide out keyboard) using stage.addEventListener(StageOrientationEvent.ORIENTATION_CHANGE, handleOrientationChange); this is only fired when the i slide the keyboard out and not when I rotate the phone. I have tried this with the auto orientation on and off and with the aspect to portrait and landscape. actually the auto orientation option does not seem to make a difference on or off. I need the orientation to change when i rotate the phone. I know i can use the accelerometer to do this but the problem with that is when I click on a textField with the keyboard closed only the vertical keyboard pops up and i need the other one to pop up when holding the phone sideways.

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  • Possible to access all Movie clips on a layer, on timeline, through stage ?

    - by azislo
    I have a code ... var selection:Array = new Array(); var diplayObjCont:* = stage; // The rectangle that defines the selection in the containers coordinate space. // Loop throught the containers children. for(var a:int; a<diplayObjCont.numChildren; a++){ // Get the childs bounds in the containers coordinate space. var child:DisplayObject = diplayObjCont.getChildAt(a); selection.push(child); } trace(selection); that returns just [object MainTimeline] So, can I access layers on this MainTimeline to get all Movie Clips on this layer ? So I can do a simple operation "A_1_2.buttonMode = true;" to all my MC's (in an array for example) without writing every line (lot of MC's on layer and lot of lines).

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  • Is there a way to force ContourPlot re-check all the points on the each stage of it's recursion algorithm?

    - by Alexey Popkov
    Hello, Thanks to this excellent analysis of the Plot algorithm by Yaroslav Bulatov, I now understand the reason why Plot3D and ContourPlot fail to draw smoothly functions with breaks and discontinuities. For example, in the following case ContourPlot fails to draw contour x^2 + y^2 = 1 at all: ContourPlot[Abs[x^2 + y^2 - 1], {x, -1, 1}, {y, -1, 1}, Contours -> {0}] It is because the algorithm does not go deeply into the region near x^2 + y^2 = 1. It "drops" this region on an initial stage and do not tries to investigate it further. Increasing MaxRecursion does nothing in this sense. And even undocumented option Method -> {Refinement -> {ControlValue -> .01 \[Degree]}} does not help (but makes Plot3D a little bit smoother). The above function is just a simple example. In real life I'm working with very complicated implicit functions that cannot be solved analytically. Is there a way to get ContourPlot to go deeply into such regions near breaks and discontinuities?

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  • What is the correct stage to use for Google Guice in production in an application server?

    - by Yishai
    It seems like a strange question (the obvious answer would Production, duh), but if you read the java docs: /** * We want fast startup times at the expense of runtime performance and some up front error * checking. */ DEVELOPMENT, /** * We want to catch errors as early as possible and take performance hits up front. */ PRODUCTION Assuming a scenario where you have a stateless call to an application server, the initial receiving method (or there abouts) creates the injector new every call. If there all of the module bindings are not needed in a given call, then it would seem to have been better to use the Development stage (which is the default) and not take the performance hit upfront, because you may never take it at all, and here the distinction between "upfront" and "runtime performance" is kind of moot, as it is one call. Of course the downside of this would appear to be that you would lose the error checking, causing potential code paths to cause a problem by surprise. So the question boils down to are the assumptions in the above correct? Will you save performance on a large set of modules when the given lifetime of an injector is one call?

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  • Arrrg! MovieClip object refuses to moved in any rational way in as3?

    - by Aaron H.
    I have a MovieClip object, which is exported for actionscript (AS3) in an .swc file. When I place an instance of the clip on the stage without any modifications, it appears in the upper left corner, about half off stage (i.e. only the lower right quadrant of the object is visible). I understand that this is because the clip has a registration point which is not the upper left corner. If you call getBounds() on the movieclip you can get the bounds of the clip (presumably from the "point" that it's aligned on) which looks something like (left: -303, top: -100, right: 303, bottom: 100), you can subtract the left and top values from the clip x and y: clip.x -= bounds.left; clip.y -= bounds.top; This seems to properly align the clip fully on stage with the top left of the clip squarely in the corner of the stage. But! Following that logic doesn't seem to work when aligning it on the center of the stage! clip.x = (stage.stageWidth / 2); etc... This creates the crazy parallel universe where the clip is now down in the lower right corner of the stage. The only clue I have is that looking at: clip.transform.matrix and clip.transform.concatenatedMatrix matrix has a tx value of 748 (half of stage height) ty value of 426 (Half of stage height) concatenatedMatrix has a tx value of 1699.5 and ty value of 967.75 That's also obviously where the movieclip is getting positioned, but why? Where is this additional translation coming from?

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  • Resize issue to fit dynamically with any browser size

    - by Qpixo
    I'm trying to make full flash site dynamically resize in any browser size. If the browser gets smaller than the site MC should constrain to fit in the browser. (EX: 1440x900) What I have right now works like 98% of the time, but when I switch to a bigger screen size, it screws up and makes the site tiny from left to right (menu, logo, etc.) (Ex:1680x1050) Does anyone know how to fix that issue?? positionScenesOnStage(); stage.align = StageAlign.TOP_LEFT; stage.scaleMode = StageScaleMode.NO_SCALE; stage.addEventListener(Event.RESIZE, handleObjectsOnStage); private function handleObjectsOnStage(event:Event):void { positionScenesOnStage(); } private function positionScenesOnStage():void { backgroundMC = new bgMC(); backgroundMC.x = 0; backgroundMC.y = 0; backgroundMC.width = stage.stageWidth; backgroundMC.height = stage.stageHeight; addChild(backgroundMC); logo_mc = new LogoMC(); logo_mc.x = stage.stageWidth - 1420; logo_mc.y = stage.stageHeight - 700; addChild(logo_mc); menuContainer = new MenuContainerMC(); menuContainer.x = stage.stageWidth - 400; menuContainer.y = stage.stageHeight - 680; addChild(menuContainer); }

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  • how embed a video on EaselJS [on hold]

    - by user3697195
    i try to make a videoplayer with EaselJS and the console dont says about it this is my HTML http://pastebin.com/djY4cpyX this is my Javascript function init() { var stage = new createjs.Stage('gameCanvas');; video = document.createElement('video'); video.setAttribute('webkit-playsinline'); video.src = 'js/bitmap/trailer.mp4'; var Video = new createjs.Bitmap(video); stage.addChild(Video); createjs.Ticker.addEventListener(stage); createjs.Ticker.setFPS(24); stage.update(); }

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  • ActionScript applying rotation of sprite to startDrag()'s rectangle bounds

    - by TheDarkIn1978
    i've added a square sprite to the stage which, when dragged, is contained within set boundaries. private function swatchBounds():Rectangle { var stageBounds = new Rectangle ( 0 - defaultSwatchRect.x, 0 - defaultSwatchRect.y, stage.stageWidth - defaultSwatchRect.width, stage.stageHeight - defaultSwatchRect.height ); return stageBounds; } if the square sprite is scaled, the following returned rectangle boundary works private function swatchBounds():Rectangle { var stageBounds = new Rectangle ( 0 - defaultSwatchRect.x * swatchObject.scaleX, 0 - defaultSwatchRect.y * swatchObject.scaleY, stage.stageWidth - defaultSwatchRect.width * swatchObject.scaleX, stage.stageHeight - defaultSwatchRect.height * swatchObject.scaleY ); return stageBounds; } now i'm trying to include the square sprites rotation into the mix. math certainly isn't my forté, but i feel i'm on the write track. however, i just can't seem to wrap my head around it to get it right private function swatchBounds():Rectangle { var stageBounds = new Rectangle ( 0 - defaultSwatchRect.x * swatchObject.scaleX * Math.cos(defaultSwatchRect.x * swatchObject.rotation), 0 - defaultSwatchRect.y * swatchObject.scaleY * Math.sin(defaultSwatchRect.y * swatchObject.rotation), stage.stageWidth - defaultSwatchRect.width * swatchObject.scaleX * Math.cos(defaultSwatchRect.width * swatchObject.rotation), stage.stageHeight - defaultSwatchRect.height * swatchObject.scaleY * Math.sin(defaultSwatchRect.height * swatchObject.rotation) ); return stageBounds; }

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