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  • tabbarcontroller as a subview

    - by Boaz
    Hi I have a main view screen with navcontroller in my app with two UIbuttons. Now i want that when I press one button a subview will be pushed. this I know how to do. The problem is that I want this subview to be with tabbarcontroller. I know how to implement tabbar on the main views (within the app delegate), but I have really hard time to do this as a subview.. How should I implement this? Thanks.

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  • Blackberry pixel-specific animated focus scrolling

    - by Diego Tori
    Suppose I have a VFM full of both focusable and non-focusable fields. Since most of them are spread out far apart, the movement from one focused field to another is jerky at best, even with NullFields in between. In other words, it just sets the current y position to the next focused field without smoothly scrolling the screen. What I want to achieve is to be able to scroll at a fixed rate between fields, so it it doesn't just focus from one to another that instantaneously. After reading up on how to do this, it is a matter of overriding moveFocus and setting it via a TimerTask from an accessor method to set moveFocus, as per this link. However, I haven't seen a practical implementation of how to do this, complete with the routines that are called in the TimerTask's thread. Is there any way to achieve this type of behavior?

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  • flash with recaptcha or any other captcha solution

    - by Katsuke
    Hello there, I have been looking over the internet for a while about this, but it doesn't seem like there is any information available specifically related to captcah and flash. My purpose is to create an image up-loader on flash, and implement "recaptcha" on it, so the upload is controlled. I know that some people will say, "well you can't automatize flash input so you don't need captcha in this situation" even though this is somewhat true, there is still screen macro programs that could potentially make the computer upload hundreds of pictures if there is not something in place to avoid it. I thought of implementing my own captcha but that seems to me like i would be reinventing the wheel, can anyone point me on the right track for this? or suggest another approach to avoid abuse on my image up-loader flash?

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  • Android VideoView plays 2 videos at the same time

    - by evosoft
    I ma trying to play a videoview on top of another video view. the first video view is paused, while the second is playing. It appears to work but no second video appears on he screen (though I hear the audio and see the controls that would normally appear on top). I am assuming this is some sort of Zorder issue. Any thoughts. By the way, I have no problem displaying other views on top of the main video view and having the video fill the background.

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  • Recommended Tutorials for php mysql and graphs

    - by Vinit Joshi
    I need help to find a tutorial or anything to help me create a comparison chart. The user is able to search for device names. The information about the device names is in a drop down box dynamically added from the database. I want the user to be able to select two separate devices and view the devices information plotted onto a graph. I'll be grateful for keywords that I can search for or any tutorials that will help me to carry on with this task. Currently on my screen I can see the data that has been inserted into the database. This data is placed inside a table. I have so far used xhtml, php and mysql. I've tried to make the question as clear as possible so sorry if it does confuse anyone.

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  • iPhone/Android: How to Send Keystrokes To Laptop Over Wifi?

    - by Cirrostratus
    How can I best implement a system for send keystrokes/commands via an iPhone and/or Droid to a desktop or laptop computer via WiFi or bluetooth? There are apps for VLC, Keynote and other applications that do this, so I know it's possible but don't know what technology base to use. The implementation is probably different on Windows and OS X, but if they could be similar that'd be a big win. If VNC-type technology is used, that'd be fine but I only need to send key commands and mouse clicks—I don't need to be able to navigate the screen space.

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  • How to redirect output away from /dev/null

    - by Gowtham
    I have an application that runs the a command as below: <command> >& /dev/null I have no control on this. All the o/p generated by this command goes to /dev/null. I want the output to be visible on screen or redirected to a log file. I tried to use freopen() and related functions to reopen /dev/null to another file, but could not get it working. Do you have any other ideas? Is this possible at all? Thanks for your time. PS: I am working on Linux. -Gowtham

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  • Open GL ES 2.0 co-ordinate systems

    - by Chris
    Hi, I want to use Open GL ES 2.0 for a new game, but I have two questions. Q: The first is how do I set up perspective views in Open GL ES 2.0 - do I need to include Open GL ES 1.0 and use glOrtho, or is there a new way? Q: I want to use the 4th quadrant of a Cartesian co-ordinate system for my game and not use -0.5 to +0.5 for values on screen, how once the first question is answered can I achieve this? Other resources: http://iphonedevelopment.blogspot.com/2009/04/opengl-es-from-ground-up-part-3.html Thanks Chris

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  • Auto-hide JMenuBar

    - by PeterMmm
    When i run the code above the frame's menu bar come up when the mouse moves to the upper part of the window. The problem is when i open the menu but do not select any item and move out the mouse the menu bar get invisible but the items stay on screen. public class Test extends JFrame { public Test() { setLayout(new BorderLayout()); setSize(300, 300); JMenuBar mb = new JMenuBar(); setJMenuBar(mb); mb.setVisible(false); JMenu menu = new JMenu("File"); mb.add(menu); menu.add(new JMenuItem("Item-1")); menu.add(new JMenuItem("Item-2")); addMouseMotionListener(new MouseAdapter() { @Override public void mouseMoved(MouseEvent e) { getJMenuBar().setVisible(e.getY() < 50); } }); } public static void main(String args[]) { new Test().setVisible(true); } }

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  • Remote JMX connection

    - by tuler
    I'm trying to open a JMX connection to java application running on a remote machine. The application JVM is configured with the following options: com.sun.management.jmxremote com.sun.management.jmxremote.port=1088 com.sun.management.jmxremote.authenticate=false com.sun.management.jmxremote.ssl=false I'm able to connect using localhost:1088 using jconsole or jvisualvm. But I'm not able to connect using xxx.xxx.xxx.xxx:1088 from a remote machine. There is no firewall between the servers, or on the OS. But to eliminate this possibility I telnet xxx.xxx.xxx.xxx 1088 and I think it connects, as the console screen turns blank. Both servers are Windows Server 2008 x64. Tried with 64-bit JVM and 32-bit, neither work.

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  • Enhanced Podcasts and MPMoviePlayerViewController

    - by Ben Robinson
    Hi, This is a bit of an odd/specific one - possibly a bug? I'm using MPMoviePlayerViewController to play a variety of files, including Enhanced Podcasts - these are audio files, but with a slideshow of images, often created using GarageBand. Until (i think) iOS 3.2 they weren't supported at all, now they are and play fine in the iPod app, but in my app the slideshow doesn't start, the full screen movie player opens, and the audio begins, but all I see is the QuickTime logo. If I scrub the track the pictures appear - and will continue to play correctly - but I see nothing if I don't scrub! Any ideas?? On a related note, these files also include a small rectangluar button containing an (i) button on the right hand side - anybody know what it is or should do?! It does nothing for me!

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • Windows Phone 7, MVVM, Silverlight and navigation best practice / patterns and strategies

    - by Matt F
    Whilst building a Windows Phone 7 app. using the MVVM pattern we've struggled to get to grips with a pattern or technique to centralise navigation logic that will fit with MVVM. To give an example, everytime the app. calls our web service we check that the logon token we've assigned the app. earlier hasn't expired. We always return some status to the phone from the web service and one of those might be Enum.AuthenticationExpired. If we receive that I'd imagine we'd alert the user and navigate back to the login screen. (this is one of many examples of status we might receive) Now, wanting to keep things DRY, that sort of logic feels like it should be in one place. Therein lies my question. How should I go about modelling navigation that relies on (essentially) switch or if statements to tell us where to navigate to next without repeating that in every view. Are there recognised patterns or techniques that someone could recommend? Thanks

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  • Why is my image being displayed larger?

    - by bsh152s
    I'm trying to display an image on a splash screen and it's being stretched upon display. The image I'm trying to display is a simple bmp file. Any ideas why? In SplashWindow.xaml: <Window ... SizeToContent="WidthAndHeight"> <Grid> ... <Image Grid.Row="0" Source="{Binding SplashImage}"></Image> </Grid> </Window> In SplashViewModel.cs public ImageSource SplashImage { get { return ImageUtilities.GetImageSource(_splashImageFilenameString); } } From ImageUtilities.cs public static ImageSource GetImageSource(string imageFilename) { BitmapFrame bitmapFrame = null; if(!string.IsNullOrEmpty(imageFilename)) { if(File.Exists(imageFilename)) { bitmapFrame = BitmapFrame.Create(new Uri(imageFilename)); } else { Debug.Assert(false, "File " + imageFilename + " does not exist."); } } return bitmapFrame; }

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  • J2ME Reduce Image color-depth/ Compress Image size

    - by updateraj
    Hi, I need to transmit the image from the mobile phone to the server. I am able to reduce the image screen size but not the memory size. I understand i have to deal with the color depth. J2ME does not seem to offer any scaling method which is available in J2SE: image rescaled = image.getScaledInstance(thumbWidth, thumbHeight, Image.SCALE_AREA_AVERAGING); BufferedImage biRescaled = toBufferedImage(rescaled, thumbWidth, thumbHeight, BufferedImage.TYPE_INT_RGB); How i would i tackle this ? I would like to reduce the image memory size before i transmit to the server. Thank you

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  • Root view controllers and modal dialogs

    - by Tony
    In a custom UIViewController, if I have a member UINavigationController that I initialize with self as the root view, like this: navController = [[UINavigationController alloc] initWithRootViewController:self]; then presenting a modal dialog does not hide the tab bar at the bottom of the screen. The result is that if the user switches to a different tab while a modal dialog is displayed, when they pop back to the tab that was displaying a modal dialog then subsequent calls to presentModalViewController do not display a modal dialog at all, even if I call dismissModalViewControllerAnimated as a result of the tab switch. If I initialize the UINavigationController with out setting self as the root controller, navigationController = [[UINavigationController alloc] init]; then the tab bar is hidden as expected. I've changed things in my program so that this isn't really an issue for me anymore, but I'm not sure that I understand why this is happening. Is it considered bad practice to have a navigation controller with self as the root, if the nav controller is going to be displaying modal dialogs?

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  • Simple vector program error

    - by Codeguru
    Hi iam new to c++ and iam trying out this vector program and i am getting the following error: error: conversion from test*' to non-scalar typetest' requested| Here is the code include include include include using namespace std; class test{ string s; vector <string> v; public: void read(){ ifstream in ("c://test.txt"); while(getline(in,s)) { v.push_back(s); } for(int i=0;i<v.size();i++) { cout<<v[i]<<"\n"; } } }; int main() { cout<<"Opening the file to read and displaying on the screen"< }

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  • Android : Hello, Views > Google Map View Tuorial

    - by Tom
    Hi, I'm trying to complete the Android MapView tutorial @ www.developer.android.com/resources/tutorials/views/hello-mapview.html I think I've done the entire thing correctly but I'm getting an error message in Eclipse. I'm sure why. The problematic line of code is private ArrayList<OverlayItem> mOverlays = new ArrayList<OverlayItem>(); I'm relatively new to Java but I've gone through the forums of different things and I really have no idea on this one. I've [attached][2] a screen shot of the development environment - hopefully it wont be anything too obvious or hard to fix either! http://lh5.ggpht.com/_sqCs2rXr5hQ/S-CJf4x9ZUI/AAAAAAAAAHI/IR-kTcOnfU8/s144/hellogooglemaps.jpg Cheers Tom :)

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  • What is the best jQuery based window plug-in you have ever used?

    - by Emre Sevinç
    I tried a couple of jQuery based window plug-ins but unfortunately was not satisfied with any of them. Here's what I tried: http://hernan.amiune.com/labs/jQuery-Windows-Engine-Plugin/jQuery-Windows-Engine-Plugin.html http://fstoke.me/jquery/window/ http://www.soyos.net/aerowindow-jquery.html I need following features without any compromises: Maximize, minimize (to a reasonable location such as bottom-left corner, not in the middle of the screen), drag, resize, etc. Highly and easily configurable Actively developed (this can be relaxed a little bit) Comes with good documentation (and examples) works cross-browser (I had problems in IE when I tried to use fstoke.me's implementation). The three plug-ins I have tried failed in one or more respects. I'm not looking for very fancy, animated effects, just very basic but yet adequate functionality. Any suggestions?

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  • How to add monsters to a Pokemon game?

    - by Michael J. Hardy
    My friends and I are starting a game like Pokemon and we wanted to know how will we add monsters to the game? We're using VisualBasic because my friend's brother said it would be easier. So far we can put pictures of the monsters on the screen and you can click to attack and stuff. Right now when we want to add a monster we have to make a new window. This will take us a long time to make all the windows for each type of monster. Is there a tool or something to make this go faster? How do game companies do this?

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  • UIVIewController wrong position before rotate

    - by zegnus
    I have the starter point of my application this window (white background): - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { mainScreen = [[MainScreenController alloc] initWithNibName:@"MainScreenController" bundle:[NSBundle mainBundle]]; // add it to the main window [window addSubview:[mainScreen view]]; // show view [window makeKeyAndVisible]; NSLog(@"started"); return YES; } And MainScreenController is an UIViewController with (blackBackground) created by the Interface Builder. The application executes perfectly but the first time, the black view is moved up like the height of the status iphone pannel (leaving white rectangle at the bottom). If I rotate the iPhone twice, the view is perfectly positioned in the right place, filling all the screen with the black background. Any idea? Thanks!

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  • ASP.NET: Turning on errors

    - by JamesBrownIsDead
    This is what I see when I visit my web site. How do I instead get the Yellow Screen of Death so I know what the error is? I have GoDaddy shared hosting and I think the problem is that I don't have the correct MVC binaries in the /bin folder. My web.config shows this: <add assembly="System.Web.Mvc, Version=2.0.0.0, Culture=neutral, PublicKeyToken=31BF3856AD364E35"/> <add assembly="System.Web.Abstractions, Version=3.5.0.0, Culture=neutral, PublicKeyToken=31BF3856AD364E35"/> <add assembly="System.Web.Routing, Version=3.5.0.0, Culture=neutral, PublicKeyToken=31BF3856AD364E35"/> But I'm not positive I copied the right .DLL files into /bin. I've got like 8 of each file--which version is which?!

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  • Can't install Acquia Drupal Commons locally

    - by PatrickS
    Working on a MacbookPro OS 10.6.6 , using MAMP Pro 1.9.4. I'm attempting to install Acquia's Drupal Commons locally. The installation progress bar goes all the way, I can check in phpMyadmin that the database has been populated, but before the site configuration screen , I get a 500 Server Error! Standard Drupal 6 or 7 install without any problem & I was able to install Drupal Commons on my web server. So it seems that some form of conflicts happens between my server configuration ( Mamp Pro ) and Drupal Commons. Thanks in advance for any suggestions!

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  • The height and width properties on my Flex 4 app arn't working

    - by ben
    In the opening application tag of my Flex 4 app, I set the width and height properties as follows: <?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" creationComplete="init()" backgroundColor.mainState="0x303030" xmlns:components="components.*" width="798" height="240"> What I go into Design mode in Flash Builder 4, the app is the correct size. But when I embed the .swf file into a HTML page, the application's background color covers the whole screen, and when the Flash Player Settings message box pops up it is outside of the area I defined in the code above. What am I doing wrong? Thanks for reading.

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  • Object reference error even when object is not null

    - by Shrewd Demon
    hi, i have an application wherein i have incorporate a "Remember Me" feature for the login screen. I do this by creating a cookie when the user logs in for the first time, so next time when the user visits the site i get the cookie and load the user information. i have written the code for loading user information in a common class in the App_Code folder...and all my pages inherit from this class. code for loading the user info is as follows: public static void LoadUserDetails(string emailId) { UsersEnt currentUser = UsersBL.LoadUserInfo(emailId); if (currentUser != null) HttpContext.Current.Session["CurrentUser"] = currentUser; } Now the problem is i get an "Object reference" error when i try to store the currentUser object in the session variable (even though the currentUser object is not null). However the password property in the currentUser object is null. Am i getting the error because of this...or is there some other reason?? thank you

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