Search Results

Search found 37400 results on 1496 pages for 'image control'.

Page 517/1496 | < Previous Page | 513 514 515 516 517 518 519 520 521 522 523 524  | Next Page >

  • Video/Animated GIF advanced frame editor?

    - by meder
    What sort of application could I use for example if I had a 5 minute video or an animated GIF with 50 frames, and I wanted to basically Photoshop replace an object, say a person's head, with another image for all those 50 frames? Is there some sort of smart tool that can do this or do I have to edit every single frame by hand? I wouldn't mind there being a tool where I can paste the image in every frame automatically, and switch from frame to frame adjusting the position of it, I just need something efficient. I've tried using Photoshop's import video into image sequence and tried editing with the animation toolbar at the bottom, but it's not quite what I want. I don't care if it's free software or not, I'm primarily using Linux but I have VirtualBox Windows XP if there's an excellent application that's not available otherwise.

    Read the article

  • HLSL - Creating Shadows in 2D

    - by richard
    The way that I create shadows is by the following technique: http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/ But I have questions to HLSL. The way that I currently do it is, I have a black and white image, where Black means 'object', and white means 'nothing'. I then distort the image like in the tutorial. I do this with a pixel shader, but instead of rendering to the screen, I render to a texture, back to my application. I then take this, and create the shadows, and then send it back to the graphics card to undo the distortion, after the shadow has been added - this comes back and I have a stencil of shadow. I can put this ontop of the original image and send them back to the graphics card, which then puts them on the screen. To me this is alot of back and forth. Is there a way i can avoid this? The problem that I am having is that I need to basically go through all positions in the texture 3 times, and use the new new texture every time instead of the orginal one. I tried to read up on Passes, but i don't think that i am heading in the right direction there. Help?

    Read the article

  • Texture and Pattern Generator

    - by Ara
    I use Adobe Fireworks for its Texture and Pattern tools to make things like this: http://i.imgur.com/sci7Roc.png and then i copy-paste it to Flash Professional (Adobe) to use there. but fireworks is so slow and buggy is there a free or commercial software to do this simple Texture / Pattern thing easily? Texture (like the second image above) Patter and Texture (like the first one) Transparent Texture, so the background color would be visible instead of the white lines in second image The ability to copy and paste it (as PNG 32 or any alpha transparent image) so i don't have to save it first and then import it to flash * I Use Mac OS X 10.8.4 *

    Read the article

  • Can't set Windows XP background

    - by Anteru
    I have a Windows XP (Home) machine with a very weird problem. I cannot set the background image properly. That is, I can go to Desktop, Background image, select a different one, but the background has still the same solid colour. Now if I kill explorer.exe, I can see the background image correctly, but starting explorer.exe gives me the solid colour background back again. If I go to Desktop, Customise Desktop, Web, there is a checkbox at the bottom called "Fix desktop icons" or something like this (not sure how it's called in the English version.) If I enable this checkbox, I can see the background, but the desktop icons are drawn with solid-colour backgrounds (even though I have the "draw icon labels transparently" option set.) If I disable the checkbox, I have no desktop background. Active Desktop is disabled. Any idea how to fix this and what might be the reason for this behaviour in the first place?

    Read the article

  • Is it possible to add files to the "Wordpress Media Library" using the command line?

    - by Tom
    Wordpress has it's own "Media Library" which is used when you upload images and other media for use in blog posts and pages. The advantage of the media library is that it automatically produces thumbnails of the images and the web interface gives you extra info such as who uploaded the image, which articles use the image, etc. My question is, does anyone have any tips on interacting with the media library via the command line instead of using the Wordpress web interface? For example, any ideas on how to add a image to the media library from the command line? If I copy files to the media library directory (usually .../wp-content/uploads/YYYY/MM/) from the command line they do not show up in the Wordpress dashboard - I guess because there needs to be an associated database entry for the media to be registered with Wordpress.

    Read the article

  • Raspberry Pi stuck at splash screen

    - by Matthew
    I have a raspberry pi and I am stuck at the splash screen. In the top right of the screen there is an image of a Raspberry. When I first power on the device, I get the colored screen, and then I get the image of the raspberry followed by a white cursor which quickly freezes or disappears. I put on the debian version of wheezy that allows java. (the soft float version) Any assistance would be greatly appreciated. BTW I did have it working at one point in time and all I did was go to the terminal (logged out of the GUI) and did a shutdown -h now command. But since then I've even started with a brand new version of the image and it is still not working. Oh and I did try the same SD card with a version of arch linux and it worked fine.

    Read the article

  • Sorting a Grid of Data in ASP.NET MVC

    Last week's article, Displaying a Grid of Data in ASP.NET MVC, showed, step-by-step, how to display a grid of data in an ASP.NET MVC application. Last week's article started with creating a new ASP.NET MVC application in Visual Studio, then added the Northwind database to the project and showed how to use Microsoft's Linq-to-SQL tool to access data from the database. The article then looked at creating a Controller and View for displaying a list of product information (the Model). This article builds on the demo application created in Displaying a Grid of Data in ASP.NET MVC, enhancing the grid to include bi-directional sorting. If you come from an ASP.NET WebForms background, you know that the GridView control makes implementing sorting as easy as ticking a checkbox. Unfortunately, implementing sorting in ASP.NET MVC involves a bit more work than simply checking a checkbox, but the quantity of work isn't significantly greater and with ASP.NET MVC we have more control over the grid and sorting interface's layout and markup, as well as the mechanism through which sorting is implemented. With the GridView control, sorting is handled through form postbacks with the sorting parameters - what column to sort by and whether to sort in ascending or descending order - being submitted as hidden form fields. In this article we'll use querystring parameters to indicate the sorting parameters, which means a particular sort order can be indexed by search engines, bookmarked, emailed to a colleague, and so on - things that are not possible with the GridView's built-in sorting capabilities. Like with its predecessor, this article offers step-by-step instructions and includes a complete, working demo available for download at the end of the article. Read on to learn more! Read More >

    Read the article

  • Can't set up IIS Web Server on Server 2008 x64 correctly (what have I missed?)

    - by balexandre
    Using a VM I installed Windows 2008 Server x64 and as the image below shows, added the IIS Role full image and assigned all role features of IIS full image But if I have an ASP.NET (aspx) page that does (C#) Session["test-session"] = "A"; and read in other page I always get nothing! NOTE: I do have an entire ASP.NET web application, the example above is to be succinct and explicit on what is the problem I'm facing. Can anyone know what do I have to do to the Server, so I can use the Session variables? All help is greatly appreciated, Thank you

    Read the article

  • Generate or update a PDF to include an encrypted, hidden watermark?

    - by Dave Jarvis
    Background Using LaTeX to write a book. When a user purchases the book, the PDF will be generated automatically. Problem The PDF should have a watermark that includes the person's name and contact information. Question What software meets the following criteria: Applies encrypted, invisible watermarks to a PDF Open Source Platform independent (Linux, Windows) Fast (marks a 200 page PDF in under 1 second) Batch processing (exclusively command-line driven) Collusion-attack resistant Non-fragile (e.g., PDF - EPS - PDF still contains the watermark) Well documented (shows example usages) Ideas & Resources Some thoughts and findings: Natural language processing (NLP) watermarks. Apply steganography on a randomly selected image. http://openstego.sourceforge.net/cmdline.html The problem with NLP is that grammatical errors can be introduced. The problem with steganography is that the images are sourced from an image cache, and so recreating that cache with watermarked images will impart a delay when generating the PDF (I could just delete one image from the cache, but that's not an elegant solution). Thank you!

    Read the article

  • How do you create a bootable partition on a USB drive?

    - by Nathan DeWitt
    I have a bootable ISO designed to be burned to a double-layer DVD. I don't have a double layer DVD burner, so I would like to stick the ISO image on a 50 GB partition on a USB hard drive I have. How do I get the boot info onto the hard drive? If it helps, it's an OSx86 Live CD. Attempt 1: booted into Ubuntu 9.04 LiveCD deleted the partition on my existing USB hard drive sudo dd if=/path/to/image.iso of=/dev/MyUSB booted to USB drive error: Error Loading OS Atempt 2: booted into Ubuntu 9.04 LiveCD deleted the partition on my existing USB hard drive sudo mkdosfs -I -v -n iPC /dev/MyUSB sudo syslinux /dev/MyUSB sudo dd if=/path/to/image.iso of=/dev/MyUSB booted to USB drive error: Selected boot device not available - strike F1 to retry boot, F2 for setup utility

    Read the article

  • Why doesn't my grub background show?

    - by luri
    I've tried to change resolution, colors and background image for my grub menu, but I get no background (well, just a black one, no image).... What am I doing wrong? This is my grub.cfg (omitting the OS's part): # # DO NOT EDIT THIS FILE # # It is automatically generated by grub-mkconfig using templates # from /etc/grub.d and settings from /etc/default/grub # ### BEGIN /etc/grub.d/00_header ### if [ -s $prefix/grubenv ]; then set have_grubenv=true load_env fi set default="${saved_entry}" if [ "${prev_saved_entry}" ]; then set saved_entry="${prev_saved_entry}" save_env saved_entry set prev_saved_entry= save_env prev_saved_entry set boot_once=true fi function savedefault { if [ -z "${boot_once}" ]; then saved_entry="${chosen}" save_env saved_entry fi } function recordfail { set recordfail=1 if [ -n "${have_grubenv}" ]; then if [ -z "${boot_once}" ]; then save_env recordfail; fi; fi } function load_video { insmod vbe insmod vga } insmod part_msdos insmod ext2 set root='(hd1,msdos5)' search --no-floppy --fs-uuid --set 42509bf9-f3e6-460a-8947-ec0f5c1fbcc8 if loadfont /usr/share/grub/unicode.pf2 ; then set gfxmode=1280x1024x24 load_video insmod gfxterm fi terminal_output gfxterm insmod part_msdos insmod ext2 set root='(hd1,msdos5)' search --no-floppy --fs-uuid --set 42509bf9-f3e6-460a-8947-ec0f5c1fbcc8 set locale_dir=($root)/boot/grub/locale set lang=es insmod gettext if [ "${recordfail}" = 1 ]; then set timeout=-1 else set timeout=10 fi ### END /etc/grub.d/00_header ### ### BEGIN /etc/grub.d/05_debian_theme ### insmod part_msdos insmod ext2 set root='(hd1,msdos5)' search --no-floppy --fs-uuid --set 42509bf9-f3e6-460a-8947-ec0f5c1fbcc8 insmod jpeg if background_image /boot/grub/Serenity_Enchanted_by_sirpecangum.jpg ; then set color_normal=black/white set color_highlight=brown/light-gray else set menu_color_normal=white/black set menu_color_highlight=black/light-gray fi ### END /etc/grub.d/05_debian_theme ### The selected image has been copied to /boot/grub/Serenity_Enchanted_by_sirpecangum.jpg with no luck. I'm for sure missing something (probably something obvious) but I don't really get it...

    Read the article

  • How should I show shared resources during a Shared Resource game in the Galaxy Editor?

    - by Mag Roader
    One of my favorite ways to play the original StarCraft was in a "Team" game. In this game type, multiple players on the same "team" would share control, resources, supply, and even the same starting location. It was like playing as 1 player, only 2 humans were controlling it. It was a lot of fun. I want to do something very similar in StarCraft 2, but I need to create a custom map in the Galaxy Editor to do it. I found the editor can quite easily emulate this behavior. There is a Trigger action "Set Alliance for Player Group" to "...treat each other as Ally With Shared Vision, Control, And Spending." To use this, I create units for only 1 of the players, and then set all players to be allied with each other in this way. All the other players get no units and no resources. This makes it so 1 player is the actual owner of all the units and everyone else is tagging along with full control. This nearly works! The problem is that if I am not the actual owning player, I can't actually see how many minerals/gas/supply the team has. This makes it pretty difficult to build stuff. What would be the best way to display to the other players how many Minerals/Gas/Supply the team has?

    Read the article

  • Driver problems with rerunning WIM capture

    - by Tim Brigham
    How do I handle driver problems associated with creating a new WIM file using a previously created image as a base? I am using a custom MDT image which installs Windows 7, Office 2010, etc which was created from a previously deployed base image of Windows 7 + SP 1 + updates. When the driver injection is enabled I receive a group of messages (collected from different logs, screens, etc). If I turn the preinstall driver injection off things work as expected. If I leave it on I receive the following messages. windows cannot install required files 0x80004005 8004004 non zero return code ltiapply rc=31 Unhandled error returned by LTIApply: a device attached to the system is not functioning. (-2147024865 0x8007001F)

    Read the article

  • How to generate user-specific PDF with encrypted hidden watermark?

    - by Dave Jarvis
    Background Using LaTeX to write a book. When a user purchases the book, the PDF will be generated automatically. Problem The PDF should have a watermark that includes the person's name and contact information. Question What software meets the following criteria: Applies encrypted, undetectable watermarks to a PDF Open Source Platform independent (Linux, Windows) Fast (marks a 200 page PDF in under 1 second) Batch processing (exclusively command-line driven) Collusion-attack resistant Non-fragile (e.g., PDF - EPS - PDF still contains the watermark) Well documented (shows example usages) Ideas & Resources Some thoughts and findings: Natural language processing (NLP) watermarks. Apply steganography on a randomly selected image. http://openstego.sourceforge.net/cmdline.html The problem with NLP is that grammatical errors can be introduced. The problem with steganography is that the images are sourced from an image cache, and so recreating that cache with watermarked images will impart a delay when generating the PDF (I could just delete one image from the cache, but that's not an elegant solution). Thank you!

    Read the article

  • Design pattern for an automated mechanical test bench

    - by JJS
    Background I have a test fixture with a number of communication/data acquisition devices on it that is used as an end of line test for a product. Because of all the various sensors used in the bench and the need to run the test procedure in near real-time, I'm having a hard time structuring the program to be more friendly to modify later on. For example, a National Instruments USB data acquisition device is used to control an analog output (load) and monitor an analog input (current), a digital scale with a serial data interface measures position, an air pressure gauge with a different serial data interface, and the product is interfaced through a proprietary DLL that handles its own serial communication. The hard part The "real-time" aspect of the program is my biggest tripping point. For example, I need to time how long the product needs to go from position 0 to position 10,000 to the tenth of a second. While it's traveling, I need to ramp up an output of the NI DAQ when it reaches position 6,000 and ramp it down when it reaches position 8,000. This sort of control looks easy from browsing NI's LabVIEW docs but I'm stuck with C# for now. All external communication is done by polling which makes for lots of annoying loops. I've slapped together a loose Producer Consumer model where the Producer thread loops through reading the sensors and sets the outputs. The Consumer thread executes functions containing timed loops that poll the Producer for current data and execute movement commands as required. The UI thread polls both threads for updating some gauges indicating current test progress. Unsure where to start Is there a more appropriate pattern for this type of application? Are there any good resources for writing control loops in software (non-LabVIEW) that interface with external sensors and whatnot?

    Read the article

  • Particle and Physics problem.

    - by Quincy
    This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being drawn in the wrong place and one with going through walls while jumping in corners. Skip over to about 15 sec video showing the 2 problems : http://youtube.com/watch?v=Tm9nfWsWfiM So the problem with the particles seems to be coming from the removal, as soon as I remove that piece of code it instantly works, but there shouldn't be a problem since they shouldn't even draw when their energy gets to 0 (and then they get removed) So my first question is, how are these particles getting warped all over the screen ? Relevant code : Particle class : class Particle { //Physics public Vector2 position = new Vector2(0,0); public float direction = 180; public float speed = 100; public float energy = 1; protected float startEnergy = 1; //Visual public Sprite sprite; public float rotation = 0; public float scale = 1; public byte alpha = 255; public BlendMode blendMode { get { return sprite.BlendMode; } set { sprite.BlendMode = value; } } public Particle() { } public virtual void Think(float frameTime) { if (energy - frameTime < 0) energy = 0; else energy -= frameTime; position += new Vector2((float)Math.Cos(MathHelper.DegToRad(direction)), (float)Math.Sin(MathHelper.DegToRad(direction))) * speed * frameTime; alpha = (byte)(255 * energy / startEnergy); sprite.Rotation = rotation; sprite.Position = position; sprite.Color = new Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha); } public virtual void Draw(float frameTime) { if (energy > 0) { World.camera.DrawSprite(sprite); } } // Basic particle implementation class BasicSprite : Particle { public BasicSprite(Sprite _sprite) { sprite = _sprite; } } Emitter : class Emitter { protected static Random rand = new Random(); protected List<Particle> particles = new List<Particle>(); public BaseEntity target = null; public Vector2 position = new Vector2(0, 0); public bool Active = true; public float timeAlive = 0; public int particleCount = 0; public int ParticlesPerSeccond { get { return (int)(1 / particleSpawnTime); } set { particleSpawnTime = 1 / (float)value; } } public float dieTime = float.MaxValue; float particleSpawnTime = 0.05f; float spawnTime = 0; public Emitter() { } public virtual void Think(float frametime) { spawnTime += frametime; if (dieTime != float.MaxValue) { timeAlive += frametime; if (timeAlive >= dieTime) Active = false; } if (Active) { if (target != null) position = target.Position; while (spawnTime > particleSpawnTime) { spawnTime -= particleSpawnTime; AddParticle(); particleCount++; } } for (int i = 0; i < particles.Count; i++) { particles[i].Think(frametime); if (particles[i].energy <= 0) { particles.Remove(particles[i]); // As soon as this is removed, it works particleCount--; } } } public virtual void AddParticle() { } public virtual void Draw(float frametime) { foreach (Particle particle in particles) { particle.Draw(frametime); } } } class BloodEmitter : Emitter { Image image; public BloodEmitter() { image = new Image(@"Content/Particles/TinyCircle.png"); image.CreateMaskFromColor(new Color(255, 0, 255, 255)); this.dieTime = 0.5f; this.ParticlesPerSeccond = 100; } public override void AddParticle() { Sprite sprite = new Sprite(image); sprite.Color = new Color((byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255)); BasicSprite particle = new BasicSprite(sprite); particle.direction = (float)rand.NextDouble() * 360; particle.position = position; particle.blendMode = BlendMode.Alpha; particles.Add(particle); } } The seccond problem is the physics problem, for some reason I can get through the right bottom corner while jumping. I think this is coming from me switching animations but I thought I made it compensate for that. Relevant code : PhysicsEntity : class PhysicsEntity : BaseEntity { // Horizontal movement constants protected const float maxHorizontalSpeed = 1000; protected const float horizontalAcceleration = 15; protected const float horizontalDragAir = 0.95f; protected const float horizontalDragGround = 0.95f; // Vertical movement constants protected const float maxVerticalSpeed = 1000; protected const float verticalAcceleration = 20; // Everything needed for movement and correct animations protected float movement = 0; protected bool onGround = false; protected Vector2 Velocity = new Vector2(0, 0); protected float maxSpeed = 0; float lastThink = 0; float thinkTime = 1f/60f; public PhysicsEntity(Vector2 position, Sprite sprite) : base(position, sprite) { } public override void Draw(float frameTime) { base.Draw(frameTime); } public override void Think(float frameTime) { CalculateMovement(frameTime); base.Think(frameTime); } protected void CalculateMovement(float frameTime) { lastThink += frameTime; while (lastThink > thinkTime) { onGround = false; Velocity.X = MathHelper.Clamp(Velocity.X + horizontalAcceleration * movement, -maxHorizontalSpeed, maxHorizontalSpeed); if (onGround) Velocity.X *= horizontalDragGround; else Velocity.X *= horizontalDragAir; if (maxSpeed < Velocity.X) maxSpeed = Velocity.X; Velocity.Y = MathHelper.Clamp(Velocity.Y + verticalAcceleration, -maxVerticalSpeed, maxVerticalSpeed); lastThink -= thinkTime; DoCollisions(thinkTime); DoAnimations(thinkTime); } } public virtual void DoAnimations(float frameTime) { } public void DoCollisions(float frameTime) { Position.Y += Velocity.Y * frameTime; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } Position.X += Velocity.X * frameTime; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } public void DoCollisions(Vector2 difference) { CollisionRectangle.Y = Position.Y - difference.Y; CollisionRectangle.Height += difference.Y; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } CollisionRectangle.X = Position.X - difference.X; CollisionRectangle.Width += difference.X; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } Vector2 GetTileCollision() { int topLeftTileX = (int)(CollisionRectangle.TopLeft.X / World.tileEngine.TileWidth); int topLeftTileY = (int)(CollisionRectangle.TopLeft.Y / World.tileEngine.TileHeight); int BottomRightTileX = (int)(CollisionRectangle.DownRight.X / World.tileEngine.TileWidth); int BottomRightTileY = (int)(CollisionRectangle.DownRight.Y / World.tileEngine.TileHeight); if (CollisionRectangle.DownRight.Y % World.tileEngine.TileHeight == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileY -= 1; if (CollisionRectangle.DownRight.X % World.tileEngine.TileWidth == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileX -= 1; for (int i = topLeftTileX; i <= BottomRightTileX; i++) { for (int j = topLeftTileY; j <= BottomRightTileY; j++) { if (World.tileEngine.TileIsSolid(i, j)) { return new Vector2(i, j); } } } return new Vector2(-1, -1); } } Player : enum State { Standing, Running, Jumping, Falling, Sliding, WallSlide } class Player : PhysicsEntity { private State state { get { return currentState; } set { if (currentState != value) { currentState = value; animationChanged = true; } } } private State currentState = State.Standing; private BasicEmitter basicEmitter = new BasicEmitter(); public bool flipped; public bool animationChanged = false; protected const float jumpPower = 600; AnimationManager animationManager; Rectangle DrawRectangle; public override Rectangle CollisionRectangle { get { return new Rectangle( Position.X - DrawRectangle.Width / 2f, Position.Y - DrawRectangle.Height / 2f, DrawRectangle.Width, DrawRectangle.Height ); } } public Player(Vector2 position, Sprite sprite) : base(position, sprite) { // Only posted the relevant bit DrawRectangle = animationManager.currentAnimation.drawingRectangle; } public override void Draw(float frameTime) { World.camera.DrawSprite( Sprite, Position + new Vector2(DrawRectangle.X, DrawRectangle.Y), animationManager.currentAnimation.drawingRectangle ); } public override void Think(float frameTime) { //I only posted the relevant stuff if (animationChanged) { // if the animation has changed make sure we compensate for the change in with and height animationChanged = false; DoCollisions(animationManager.getSizeDifference()); } DoCustomMovement(); base.Think(frameTime); if (!onGround && Velocity.Y > 0) { state = State.Falling; } } void DoCustomMovement() { if (onGround) { if (World.renderWindow.Input.IsKeyDown(KeyCode.W)) { Velocity.Y = -jumpPower; state = State.Jumping; } } } public override void DoAnimations(float frameTime) { string stateName = Enum.GetName(typeof(State), state); if (!animationManager.currentAnimationIs(stateName)) { animationManager.PlayAnimation(stateName); } animationManager.Think(frameTime); DrawRectangle = animationManager.currentAnimation.drawingRectangle; Sprite.Center = new Vector2( DrawRectangle.X + DrawRectangle.Width / 2, DrawRectangle.Y + DrawRectangle.Height / 2 ); Sprite.FlipX(flipped); } So why am I warping through walls ? I have given this some thought but I just can't seem to find out why this is happening. Full source if needed : source : http://www.mediafire.com/?rc7ddo09gnr68zd (download link)

    Read the article

  • SFML - Moving a sprite on mouseclick

    - by Mike
    I want to be able to move a sprite from a current location to another based upon where the user clicks in the window. This is the code that I have: #include <SFML/Graphics.hpp> int main() { // Create the main window sf::RenderWindow App(sf::VideoMode(800, 600), "SFML window"); // Load a sprite to display sf::Texture Image; if (!Image.LoadFromFile("cb.bmp")) return EXIT_FAILURE; sf::Sprite Sprite(Image); // Define the spead of the sprite float spriteSpeed = 200.f; // Start the game loop while (App.IsOpened()) { if (sf::Keyboard::IsKeyPressed(sf::Keyboard::Escape)) App.Close(); if (sf::Mouse::IsButtonPressed(sf::Mouse::Right)) { Sprite.SetPosition(sf::Mouse::GetPosition(App).x, sf::Mouse::GetPosition(App).y); } // Clear screen App.Clear(); // Draw the sprite App.Draw(Sprite); // Update the window App.Display(); } return EXIT_SUCCESS; } But instead of just setting the position I want to use Sprite.Move() and gradually move the sprite from one position to another. The question is how? Later I plan on adding a node system into each map so I can use Dijkstra's algorithm, but I'll still need this for moving between nodes.

    Read the article

  • Concurrency with listeners and upload: is this solution sound?

    - by cbrulak
    I'm working on an Android app. We have listeners for position data and camera capture which is timed on a background thread (not a service). The timer thread dictates when the image is captured and also when the data is cached in a local sqlite db. So, my question is how to properly store the location data as it comes in based on the listeners and pull that data so that the database can be updated as the camera capture is executed. I can't put the location data into the database as it arrives because it is processed more frequently than the camera images and the camera images are what dominates the architecture at the moment. (Location data is supplement). However I need the location data to get a rough location of the where the image is captured. My first thought was to have singleton store the location data. And have a semaphore on the getInstance method so if the database update is happening (after an image is captured) we don't have an error. The location data can wait for the database update or it can be lost for that particular event it doesn't really matter. What are you thoughts? Am I on the right track? (And is this the right sub-site or would this be better on stackoverflow?)

    Read the article

  • Force Direct3D anti-aliasing in a Direct3D game?

    - by James McLaughlin
    Some old games look really jagged nowadays on large displays without any anti-aliasing, but don't have any option built-in to the game to enable it. On a PC with an NVIDIA graphics card, it's possible to force anti-aliasing in the NVIDIA control panel which can really improve this. But I'm playing the game in Parallels on a Mac, and although the Mac has an NVIDIA graphics card, it's Parallels' emulated card that Windows sees and so obviously there's no NVIDIA control panel. Is there some generic way I can force anti-aliasing for a Direct3D game without using the NVIDIA control panel?

    Read the article

  • IOUG SIG Webcast on October 30th : Performance Tuning your DB Cloud

    - by Anand Akela
    The Oracle Enterprise Manager Special Interest Group (SIG) is a growing body of IOUG members who manage or are interested in all aspects of Oracle Enterprise Manager. This IOUG SIG is managed by volunteers and supported by Oracle Enterprise Manager product managers and developers. The purpose of the SIG is to bring relevant information and education through webcasts, discussions and networking to users interested in learning more about the product, and to share user experiences. On October 30th at 10 AM pacific time, Oracle Enterprise Manager SIG is hosting a webcast on "Performance Tuning your DB Cloud in OEM 12c Cloud Control - 360 Degrees". In this webcast, Tariq Farooq , CEO, BrainSurface and Mike Ault, Oracle  will provide a tutorial on how to monitor and perform performance tuning of the Oracle database cloud environment. You will learn how to leverage Oracle Enterprise Manager for tuning, trouble-shooting & monitoring your Oracle Database Cloud Ecosystem. The session covers lessons learned, tips/tricks, recommendations, best practices, gotchas and a whole lot more on how to effectively use Oracle Enterprise Manager Cloud Control 12c for quick, easy & intuitive performance tuning of your Oracle Database Cloud. Session Objectives:• Leveraging OEM12c Cloud Control for Oracle DB Tuning/Monitoring • Limited Deep-Dive on AWR • Oracle DB Cloud Performance Tuning • Best Practices for DB Cloud Maintenance/Monitoring Register Now ! Stay Connected: Twitter |  Face book |  You Tube |  Linked in |  Google+ |  Newsletter

    Read the article

  • Membership Provider Parte 1

    - by Jason Ulloa
    Asp.net ha sido una de las tecnologías creadas por Microsoft de mas rápido crecimiento por la facilidad para los desarrolladores de crear sitios web. Una de las partes de mayor importancia que tiene asp.net es el contar con el Membership Provider o proveedor de Membrecía, que permite la creación, manejo y mantenimiento de un sistema completo de control y autenticación de usuarios. Para dar inicio a la serie de post que escribiré sobre que es Membeship y cuáles son las funcionalidades principales daremos unas definiciones. Tal como se menciono anteriormente con el membership provider podemos crear un sistema de control de usuarios completos, entre las funcionalidades principales podemos encontrar: * Creación de usuarios * Almacenamiento de información en base de datos * Autenticación, bloqueos y seguimiento Otras de las ventajas que cabe resaltar, es que, algunos de los controles de asp.net ya traen "naturalmente" en sus funciones la implementación del membership provider, tal como el control "Login" o los controles de estado de usuario, lo cual nos permite que con solo arrastrarlos al diseñador estén funcionando. Membership provider es poderoso, pero su funcionalidad y seguridad se ven aumentadas cuando se integra con otros proveedores de asp.net como lo son RoleProvider y Profile Provider (estos los discutiremos en otros post). En la siguiente figura, podemos ver como se distribuyen algunoS provider creados por Microsoft Antes de iniciar con la implementación de membership debes conocer cosas básicas como el espacio de nombres al que pertenece, el cual es: System.Web.Security que se encuentra dentro del ensamblado System.Web. Algo que debe tomarse en cuenta, es que, para poder utilizar cualquiera de los miembros de la clase, debemos hacer la referencia respectiva. Por defecto, el membership provider está diseñado para trabajar directamente con SQL Server, de ahí que su nombre completo seria SQL Membership Provider. Sin embargo, debido a su gran flexibilidad podemos extenderlo a cualquier base de datos o bien modificarlo para adapatarlo a nuestras necesidades. En los siguientes posts, discutiremos como crear un proveedor personalizado utilizando Entity Framework, separando las capas de acceso y datos y cuáles son las principales funciones que podemos aplicar. En palabras básicas y sin entrar muy hondo en el tema, hemos descrito el objetivo del Membership Provider, para todos los que desean ampliar pueden hacerlo en: http://msdn.microsoft.com/es-es/library/system.web.security.membership%28v=vs.100%29.aspx

    Read the article

  • Virtualbox Ubuntu 10.04 on Windows 7: networking won't work

    - by Herbert Roitblat
    I have a virtualbox image that I created using libvirt from Ubuntu 10.04. It assigns a fixed IP address. I can start it up on my Windows 7 VirtualBox, but I cannot get networking to work. My colleague loaded the same image onto his Windows 7 and networking worked as a bridged connection. Therefore, I know that the image is good, it must be something about my Windows 7 installation. Any thoughts on where to look to get networking running in my virtual machine? Thanks, Herb

    Read the article

  • What's the best platform to publish documentation to internal users?

    - by serialhobbyist
    My team has a need to publish documentation internally. At the moment, it's spread all over the place and this means we often have to search everywhere to find something. We'd like to publish everything in one place. The main thing that stops us is access control - the wikis in place don't belong to us and we can't do it. What is the best tool for publishing docs, ideally fitting these requirements: web front end - readers access docs using browser single place to put docs access control by individual doc or by sets of docs (folders, branch of 'site', ...) if you don't have access to a doc, you don't see the link to that page/doc/folder. either built-in editor or something my users are familiar with (e.g. Word) built-in version control would be nice Also, can you think of other criteria I should've specified?

    Read the article

  • Extracting the layer transparency into an editable layer mask in Photoshop

    - by last-child
    Is there any simple way to extract the "baked in" transparency in a layer and turn it into a layer mask in Photoshop? To take a simple example: Let's say that I paint a few strokes with a semi-transparent brush, or paste in a .png-file with an alpha channel. The rgb color values and the alpha value for each pixel are now all contained in the layer-image itself. I would like to be able to edit the alpha values as a layer mask, so that the layer image is solid and contains only the RGB values for each pixel. Is this possible, and in that case how? Thanks. EDIT: To clarify - I'm not really after the transparency values in themselves, but in the separation of rgb values and alpha values. That means that the layer must become a solid, opaque image with a mask.

    Read the article

  • How do I get an application to appear as a choice in update-alternatives?

    - by Jay
    I separately installed the Firefox Beta and Alpha channels, and have desktop configuration files pointing to them in ~/.local/share/applications. However, stable Firefox is being used as my default browser by the system. (Firefox Beta used to be used until I messed with the "Default Applications" in System Settings, where it is not listed.) I tried running sudo update-alternatives --config x-www-browser to manually change it, but it's only recognizing Chromium and Firefox (stable) and showing them as a choice. What can I do to get custom desktop configuration files in ~/.local/share/applications to be seen as default alternatives? I think I may have to fiddle with the desktop config files, or with mimeinfo.cache or mimeapps.list? Running Oneiric. Here is the content of the firefox-beta.desktop file I created: [Desktop Entry] Name=Firefox Beta Exec=firefox-beta -P Beta -no-remote Icon=firefox Terminal=false X-MultipleArgs=false Type=Application StartupNotify=true StartupWMClass=Firefox Categories=GNOME;GTK;Network;WebBrowser; Comment[en_US]=Firefox Beta Channel MimeType=text/html;text/xml;application/xhtml+xml;application/xml;application/vnd.mozilla.xul+xml;application/rss+xml;application/rdf+xml;image/gif;image/jpeg;image/png;x-scheme-handler/http;x-scheme-handler/https;x-scheme-handler/ftp;x-scheme-handler/chrome;video/webm; Name[en_US]=Firefox Beta [NewWindow Shortcut Group] Name=Open a New Window Exec=firefox-beta -new-window about:blank TargetEnvironment=Unity

    Read the article

< Previous Page | 513 514 515 516 517 518 519 520 521 522 523 524  | Next Page >