Search Results

Search found 16086 results on 644 pages for 'screen scraping'.

Page 579/644 | < Previous Page | 575 576 577 578 579 580 581 582 583 584 585 586  | Next Page >

  • Interface Builder vs Cocos 2D - how choice the best for your app.

    - by baDa
    Hello everyone! I was a flash developer for 3 years, and in the last 5 months, i begin the iphone development, i do 2 applications with interface builder for clients, and now i really want to do a little game, is quite simple, one match 3! I made the engine in interface builder, and seens good to me! But after i read some posts, i really want to try it in the cocos2D! So, in 2 days i rewrite all my first engine for cocos2D, very annoying upsidedown coordinates but ok, i really do! But the performance side by side with interface builder version is really scare! Many Many slow downs at the cocos2d side! And the animation seens bugged to me! I really scare! I really don't know what is the best choice for a simple game. And i want some opinions: Using cocos2d when need some physics? When we have many objects at screen? What is the performance boost i have with cocos2D? I have how to share this 2 applications with you guys?! Without your UID?!

    Read the article

  • iphone - grouping UIImageViews x blocking elements

    - by Mike
    I have to rotate several UIImageViews around a specific center. To accomplish this I am using the famous trick of putting these views as subviews of a larger one and rotating that one. The problem is that these subviews have to detect touches, because each one has buttons on it. The hierarchy is like this LARGE_VIEW | |_____ imageView1 | |_________ button1 | |_________ button2 | |_________ button3 | |_____ imageView2 |_________ button4 |_________ button5 |_________ button6 etc So, to make buttons respond to tap, I had to make this; [LARGE_VIEW setUserInteractionEnabled:YES]; [imageView1 setUserInteractionEnabled:YES]; [imageView2 setUserInteractionEnabled:YES]; ImageView1 and 2 are two vertical rows of buttons on each side of the screen. The problem is that there's another view below LARGE_VIEW and this view is not receiving the taps, because LARGE_VIEW is intercepting them first. I don't need LARGE_VIEW to detect any taps except on the two areas where imageView 1 and 2 are. LARGE_VIEW must let pass taps on the area defined by this rect (52, 0, 768-2*52, 1024). ImageView1 and 2 have this size: 52 pixels wide and 1024 pixels high (iPad). ImageView1's rect is: (0, 0, 52, 1024) and ImageView2's rect is: (768-52, 0, 52, 1024) LARGE_VIEW must let pass taps on the area defined by this rect (52, 0, 768-2*52, 1024). How to solve that? I need LARGE_VIEW detect taps on each rect defined on my previous paragraph and pass these taps to its subviews and just let pass taps outside these rects to the app, so other views BELOW, can detect taps too. thanks.

    Read the article

  • Opencv video frame not showing Sobel output

    - by user1016950
    This is a continuation question from Opencv video frame giving me an error I think I closed it off, Im new to Stackoverflow. I have code below that Im trying to see its Sobel edge image. However the program runs but the output is just a grey screen where if I mouseover the cursor disappears. Does anyone see the error? or is it a misunderstanding about the data structures Im using IplImage *frame, *frame_copy = 0; // capture frames from video CvCapture *capture = cvCaptureFromFile( "lightinbox1.avi"); //Allows Access to video propertys cvQueryFrame(capture); //Get the number of frames int nframe=(int) cvGetCaptureProperty(capture,CV_CAP_PROP_FRAME_COUNT); //Name window cvNamedWindow( "video:", 1 ); //start loop for(int i=0;i<nframe;i++){ //prepare capture frame extraction cvGrabFrame(capture); cout<<"We are on frame "<<i<<"\n"; //Get this frame frame = cvRetrieveFrame( capture ); con2txt(frame); frame_copy = cvCreateImage(cvSize(frame->width,frame->height),IPL_DEPTH_8U,frame->nChannels ); //show and destroy frame cvCvtColor( frame,frame,CV_RGB2GRAY); //Create Sobel output frame_copy1 = cvCreateImage(cvSize(frame->width,frame->height),IPL_DEPTH_16S,1 ); cvSobel(frame_copy,frame_copy1,2,2,3); cvShowImage("video:",frame_copy1); cvWaitKey(33);} cvReleaseCapture(&capture);

    Read the article

  • CSS horizontal scrolling overflow with jQuery slider

    - by Jeffrey
    I'm trying to setup a full screen jquery slider. I've broken the project into two steps 1) css and 2) js. 1) CSS, below is a picture of what I'm shooting for (no fixed height) and below that is the code I have so far that doesn't work. <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en"> <head> <style type="text/css"> /* Positioning */ #container { width: 2500px; } .block { display: inline; } /* Styling */ .block img { padding: 5px; } </style> </head> <body> <div id="container"> <div class="block"><img src="http://i42.tinypic.com/1zp2poz.gif"></div> <div class="block"><img src="http://i42.tinypic.com/1zp2poz.gif"></div> <div class="block"><img src="http://i42.tinypic.com/1zp2poz.gif"></div> </div> </body> </html> 2) Javascript, using jquery I'd like the divs to slide left when clicked on them... like the jQuery Coda Slider if possible. Thanks, any help is appreciated.

    Read the article

  • How does one make the camera on the iphone appear from the app delegate? Is it possible?

    - by K-RAN
    I'm just playing around with a simple program that opens the camera. That's literally all that I want to do. I'm a beginner and I believe that I have the basics down in terms of UI management for the iPhone so I decided to give this one a whirl. What I'm trying to do right now is... - (BOOL) application:(UIApplication*) application didFinishLaunchingWithOptions:(NSDictionary*) launchOptions { UIImagePickerController * camera = [[UIImagePickerController alloc] init]; camera.delegate = self; camera.sourceType = UIImagePickerControllerSourceTypeCamera; camera.allowsEditing = NO; camera.showsCameraControls = NO; [viewController presentModalViewController:camera animated:NO]; [window addSubview:viewController.view]; [window makeKeyAndVisible]; return YES: } So basically, initialize the camera, set some things and show it in the main view. I set the camera's delegate to self because this code is placed in the delegate class (and yes, the delegate class is conforming to UIImagePickerControllerDelegate && UINavigationControllerDelegate). Main problem right now is that nothing is appearing on the screen. I have absolutely no idea what I'm doing wrong, especially since the program is building correctly with no errors or warnings... Any help is appreciated! Thanks a lot :D

    Read the article

  • iOS OpenGL ES 1.1 jerky animation using CADisplayLink (reboot fixes for a while)

    - by timthecoder
    I'm using OpenGL ES 1.1 and CADisplayLink to animate a 3d scene. If the iOS device has been rebooted fairly recently, the animation is smooth and the time delta between two displayLink.timestamp calls is fairly even. But after a few hours or days of the iOS device being used and my app is sometimes run a few times, the animation becomes jerky and the time deltas ramp up and then reset to a lower value only to ramp up again. Like this: 2012-09-01 23:42:58.770 [2678:707] dt= 0.021139 2012-09-01 23:42:58.787 [2678:707] dt= 0.022183 2012-09-01 23:42:58.804 [2678:707] dt= 0.023223 2012-09-01 23:42:58.820 [2678:707] dt= 0.024270 2012-09-01 23:42:58.837 [2678:707] dt= 0.009679 2012-09-01 23:42:58.853 [2678:707] dt= 0.010750 2012-09-01 23:42:58.870 [2678:707] dt= 0.011766 2012-09-01 23:42:58.887 [2678:707] dt= 0.012806 2012-09-01 23:42:58.903 [2678:707] dt= 0.013847 2012-09-01 23:42:58.920 [2678:707] dt= 0.014890 2012-09-01 23:42:58.937 [2678:707] dt= 0.015933 2012-09-01 23:42:58.953 [2678:707] dt= 0.016976 2012-09-01 23:42:58.970 [2678:707] dt= 0.018011 2012-09-01 23:42:58.987 [2678:707] dt= 0.019055 2012-09-01 23:42:59.003 [2678:707] dt= 0.020097 2012-09-01 23:42:59.020 [2678:707] dt= 0.021143 2012-09-01 23:42:59.037 [2678:707] dt= 0.022181 2012-09-01 23:42:59.054 [2678:707] dt= 0.023222 2012-09-01 23:42:59.071 [2678:707] dt= 0.024288 2012-09-01 23:42:59.087 [2678:707] dt= 0.009624 2012-09-01 23:42:59.103 [2678:707] dt= 0.010728 2012-09-01 23:42:59.121 [2678:707] dt= 0.011763 2012-09-01 23:42:59.137 [2678:707] dt= 0.012808 2012-09-01 23:42:59.153 [2678:707] dt= 0.013847 2012-09-01 23:42:59.170 [2678:707] dt= 0.014891 2012-09-01 23:42:59.187 [2678:707] dt= 0.016002 2012-09-01 23:42:59.203 [2678:707] dt= 0.016979 2012-09-01 23:42:59.220 [2678:707] dt= 0.018016 2012-09-01 23:42:59.237 [2678:707] dt= 0.019042 2012-09-01 23:42:59.253 [2678:707] dt= 0.020099 2012-09-01 23:42:59.270 [2678:707] dt= 0.021138 2012-09-01 23:42:59.287 [2678:707] dt= 0.022185 2012-09-01 23:42:59.304 [2678:707] dt= 0.023222 2012-09-01 23:42:59.320 [2678:707] dt= 0.024265 2012-09-01 23:42:59.337 [2678:707] dt= 0.009681 2012-09-01 23:42:59.354 [2678:707] dt= 0.010736 And then if the iOS device is rebooted the animation is smooth again. The problem even occurs on my menu screen when almost no game related calculations are going on in the UpdateAnimation() function. I don't understand what is going on and why a fresh reboot will always fix this problem for a while.

    Read the article

  • Tilting web browser on windows phone 7

    - by marcus
    Hi guys, i'm working on a windows phone 7 emulator. I have a web browser which navigates to local host. So my problem i faced was that when i tilt the windows phone 7 emulator 90% right, the screen doesn't. Could there be any advice on how to do so? using System; using System.Collections.Generic; using System.Linq; using System.Net; using System.Windows; using System.Windows.Controls; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Animation; using System.Windows.Shapes; using Microsoft.Phone.Controls; namespace DSP { public partial class MainPage : PhoneApplicationPage { // Constructor public MainPage() { InitializeComponent(); } private void ContentPanel_Loaded(object sender, RoutedEventArgs e) { MessageBox.Show("Loading website. This might take a few seconds..."); webBrowser1.Navigate(new Uri("http://localhost/Liweiyi_fyp_082648y/homepage.html", UriKind.Absolute)); } private void webBrowser1_Loaded(object sender, RoutedEventArgs e) { } } }

    Read the article

  • cocoa/c++ relative path to load resources

    - by moka
    Hi, I am currently working directly with cocoa for the first time, to built a screen saver. Now I came across a problem when trying to load resources from within the .saver bundle. I basically have a small c++ wrapper class to load .exr files using freeImage. That works as long as I use absoulte paths, but thats not very useful, is it? So basically I tried everything, putting the .exr file on the level of the .saver bundle itself, inside the bundles Resources folder and so on. Then I simply tried to load the .exr like this without success particleTex = [self loadExrTexture: "ball.exr"]; I also tried making it go to the .saver bundles location like this: particleTex = [self loadExrTexture: "../../../ball.exr"]; to maybe load the .exr from that location but without success. I then came across this: NSString * path = [[NSBundle mainBundle] pathForResource:@"ball" ofType:@"exr"]; const char * pChar = [path UTF8String]; which seems to be a common way to find resources in cocoa, but for some reason its emty in my case. any ideas about that? I really tried out anything that came to my mind without success so I would be glad about some input!

    Read the article

  • CSS3PIE issues in IE6 and 8

    - by Gordon
    I'm using CSS3PIE to apply some rounded corners to elements in Internet Explorer that will get them by stylesheet in other browsers. I've run into some issues with it though. In IE8, I discovered that any element that had the PIE behaviour would behave strangely. The container would jump a few pixels to the right, but the content would stay in its original position, giving the appearance that the content had all shifted left relative to its container. This would be especially problematic on elements with no or small amounts of padding. I was able to hack my way around the problem in IE8 by using X-UA-Compatible, but I'd rather avoid this solution if at all possible. I don't have access to IE9 for testing but my understanding hacks like PIE aren't necessary and it would be wasteful to force a compatibility mode in a browser that doesn't need it. I have worse issues in IE6, with the PIE layout breaking down completely on a list that is set up to use display:inline; zoom:1; list items (to simulate inline-block, which works in IE8 and the other browsers). Here the borders of the list items get rendered in completely the wrong place. So ideally, I'd like to have PIE work properly in IE6, and in IE8 without having to resort to compatibility mode. As far as IE6 goes, a graceful fallback where PIE is just not applied will do. IE7 is the only browser where the page displays as intended. I can't provide an example page just at the moment unfortunately, I can add one later though. Follow up: Here are some screen grabs made with IE Tester. I'm hoping they will make things a little more clear for everybody. As you can see, IE7 is fine. However, in IE8, the containers are offset to the left relative to their content, and in IE6 the list elements (with the rounded 1 pixel border) are a complete mess! Full size versions for IE8, IE7 and IE6 are also available

    Read the article

  • Where is mpx386.6 and start.c in Minix 3.2?

    - by John Bowlinger
    I'm trying to follow along in Operating Systems and Implementation 3rd edition and I'm now at the part in the book where Tanenbaum is discussing bootup and kernel process switching. He keeps referring to these 2 files (mpx386.s, start.c) that are supposedly in a directory called kernel, but I can't seem to find them. In the root directory, when I go to boot/minix/3.2.0/kernel, kernel just seems to be a binary file that is illegible in terminal. There also seems to be a bunch of mod01-mod12 gz binary files as well in the 3.2.0 directory. Am I in the wrong directory, or is there something I need to install and do to read kernel? I would like to follow along with the book to what's on my screen, instead of constantly flipping back and forth. I realize alot of files are completely different from this book published in 2006 and I accept that, but this seems to be a critical juncture of the book and the operating system as a whole. If it's any consolation, I'm running the OS in Virtualbox on a 64-bit Macbook.

    Read the article

  • How can I make a home widget behave like a launcher icon?

    - by Tughi
    I have a widget that acts as a launcher on the home screen. How can I make it behave like a launcher icon? I use this layout for portrait: <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent"> <RelativeLayout android:background="@drawable/widget_background_selector" android:focusable="true" android:layout_width="74dip" android:layout_height="79dip" android:layout_marginLeft="3dip" android:layout_marginTop="14dip"> <ImageView android:id="@android:id/background" android:layout_width="72dip" android:layout_height="72dip" android:layout_marginLeft="1dip" android:layout_marginTop="4dip" /> </RelativeLayout> </RelativeLayout> And this is the background selector: <selector xmlns:android="http://schemas.android.com/apk/res/android"> <item android:state_pressed="true" android:drawable="@drawable/widget_background_pressed" /> <item android:state_window_focused="true" android:state_focused="true" android:drawable="@drawable/widget_background_focused" /> <item android:state_window_focused="false" android:state_focused="true" android:drawable="@android:color/transparent" /> </selector> This way if I use the DPAD the widget is focusable but the click doesn't work. The touch still works but the widget is not displayed as focused. Any idea what I do wrong?

    Read the article

  • NSTask Launch causing crash

    - by tripskeet
    Hi, I have an application that can import an XML file through this terminal command : open /path/to/main\ app.app --args myXML.xml This works great with no issues. And i have used Applescript to launch this command through shell and it works just as well. Yet when try using Cocoa's NSTask Launcher using this code : NSTask *task = [[NSTask alloc] init]; [task setLaunchPath:@"/usr/bin/open"]; [task setCurrentDirectoryPath:@"/Applications/MainApp/InstallData/App/"]; [task setArguments:[NSArray arrayWithObjects:[(NSURL *)foundApplicationURL path], @"--args", @"ImportP.xml", nil]]; [task launch]; the applications will start up to the initial screen and then crash when either the next button is clicked or when trying to close the window. Ive tried using NSAppleScript with this : NSAppleScript *script = [[NSAppleScript alloc] initWithSource:@"tell application \"Terminal\" do script \"open /Applications/MainApp/InstallData/App/Main\\\\ App.app\" end tell"]; NSDictionary *errorInfo; [script executeAndReturnError:&errorInfo]; This will launch the program and it will crash as well and i get this error in my Xcode debug window : 12011-01-04 17:41:28.296 LaunchAppFile[4453:a0f] Error loading /Library/ScriptingAdditions/Adobe Unit Types.osax/Contents/MacOS/Adobe Unit Types: dlopen(/Library/ScriptingAdditions/Adobe Unit Types.osax/Contents/MacOS/Adobe Unit Types, 262): no suitable image found. Did find: /Library/ScriptingAdditions/Adobe Unit Types.osax/Contents/MacOS/Adobe Unit Types: no matching architecture in universal wrapper LaunchAppFile: OpenScripting.framework - scripting addition "/Library/ScriptingAdditions/Adobe Unit Types.osax" declares no loadable handlers. So with research i came up with this : NSAppleScript *script = [[NSAppleScript alloc] initWithSource:@"do shell script \"arch -i386 osascript /Applications/MainApp/InstallData/App/test.scpt\""]; NSDictionary *errorInfo; [script executeAndReturnError:&errorInfo]; But this causes the same results as the last command. Any ideas on what causes this crash?

    Read the article

  • LicenseChecker checkAccess leaks ServiceConnection

    - by Bill The Ape
    I am receiving this exception in LogCat every time I press the Back button in my app: Activity has leaked ServiceConnection com.android.vending.licensing.LicenseChecker@471cc039 that was originally bound here The code responsible for this leak in onCreate() is: mLicenseCheckerCallback = new MyLicenseCheckerCallback(); mChecker.checkAccess(mLicenseCheckerCallback); How do I get rid of this leak? I tried not assigning MyLicenseCheckerCallback to a member, thinking perhaps when the activity goes onPause() the reference to the callback is responsible for the leak: mChecker.checkAccess(new MyLicenseCheckerCallback()); But that didn't get rid of the leak. Update: Thanks to @zapl's comment below, I looked at Google's LicenseChecker.java: /** Unbinds service if necessary and removes reference to it. */ private void cleanupService() { if (mService != null) { try { mContext.unbindService(this); } catch (IllegalArgumentException e) { // Somehow we've already been unbound. This is a non-fatal error. Log.e(TAG, "Unable to unbind from licensing service (already unbound)"); } mService = null; } } At first I thought that I may be neglecting to call it, but I double-checked and I am calling mChecker.onDestroy(); in my activity's onDestroy(). I also checked onDestroy() in LicenseChecker.java and it is calling unbindService: /** * Inform the library that the context is about to be destroyed, so that * any open connections can be cleaned up. * <p> * Failure to call this method can result in a crash under certain * circumstances, such as during screen rotation if an Activity requests * the license check or when the user exits the application. */ public synchronized void onDestroy() { cleanupService(); mHandler.getLooper().quit(); } So, what is really going on? Is this a bug in LVL?

    Read the article

  • iPhone development - app design patterns

    - by occulus
    There are tons of resources concerning coding on the iPhone. Most of them concern "how do I do X", e.g. "setup a navigation controller", or "download text from a URL". All good and fine. What I'm more interested in now are the questions that follow the simpler stuff - how to best structure your complex UI, or your app, or the common problems that arise. To illustrate: a book like "Beginning iPhone 3 Development" tells you how to set up a multi viewcontroller app with an top 'switcher' viewcontroller that switches between views owned by other view controllers. Fine, but you're only told how to do that, and nothing about the problems that can follow: for example, if I use their paradigm to switch to a UINavigationViewController, the Navigation bar ends up too low on the screen, because UINavigationViewController expects to be the topmost UIViewController (apparently). Also, delegate methods (e.g. relating to orientation changes) go to the top switcher view controller, not the actual controller responsible for the current view. I have fixes for these things but they feel like hacks which makes me unhappy and makes me feel like I'm missing something. One productive thing might be to look at some open source iPhone projects (see this question). But aside from that?

    Read the article

  • Using Relative Paths to Load Resources in Cocoa/C++

    - by moka
    I am currently working directly with Cocoa for the first time to built a screen saver. Now I came across a problem when trying to load resources from within the .saver bundle. I basically have a small C++ wrapper class to load .exr files using freeImage. This works as long as I use absoulte paths, but that's not very useful, is it? So, basically, I tried everything: putting the .exr file at the level of the .saver bundle itself, inside the bundles Resources folder, and so on. Then I simply tried to load the .exr like this, but without success: particleTex = [self loadExrTexture:@"ball.exr"]; I also tried making it go to the .saver bundles location like this: particleTex = [self loadExrTexture:@"../../../ball.exr"]; ...to maybe load the .exr from that location, but without success. I then came across this: NSString * path = [[NSBundle mainBundle] pathForResource:@"ball" ofType:@"exr"]; const char * pChar = [path UTF8String]; ...which seems to be a common way to find resources in Cocoa, but for some reason it's empty in my case. Any ideas about that? I really tried out anything that came to my mind without success so I would be glad about some input!

    Read the article

  • How to make command-line options mandatory with GLib?

    - by ahe
    I use GLib to parse some command-line options. The problem is that I want to make two of those options mandatory so that the program terminates with the help screen if the user omits them. My code looks like this: static gint line = -1; static gint column = -1; static GOptionEntry options[] = { {"line", 'l', 0, G_OPTION_ARG_INT, &line, "The line", "L"}, {"column", 'c', 0, G_OPTION_ARG_INT, &column, "The column", "C"}, {NULL} }; ... int main(int argc, char** argv) { GError *error = NULL; GOptionContext *context; context = g_option_context_new ("- test"); g_option_context_add_main_entries (context, options, NULL); if (!g_option_context_parse(context, &argc, &argv, &error)) { usage(error->message, context); } ... return 0; } If I omit one of those parameters or both on the command-line g_option_context_parse() still succeeds and the values in question (line and or column) are still -1. How can I tell GLib to fail parsing if the user doesn't pass both options on the command-line? Maybe I'm just blind but I couldn't find a flag I can put into my GOptionEntry data structure to tell it to make those fields mandatory. Of course I could check if one of those variables is still -1 but then the user could just have passed this value on the command-line and I want to print a separate error message if the values are out of range.

    Read the article

  • Want to develop for Android. Have a few basic, non-FAQ questions

    - by Troy M
    Hi everyone, Recently myself and a small group of friends became interested in developing a game for a mobile platform. Originally we considered the iPhone but none of us use macs, so we decided Android would be a more realistic platform to use. Before we get started, I was hoping that I might find some answers to a couple questions so we don't waste our time if this project isn't feasible. Any help is appreciated! I can't seem to find out how many programming languages Android supports. Java is obvious, but what about C+? It seems that Android supports C and C++ through Eclipse, but is that it? (I'm not the programmer for the project which is why I'm asking this. He's comfortable in C+). Our game involves the use of two digital analog sticks (it's not a twin-stick shooter but it's a similar concept). It would seem that most Droid devices unfortunately don't use multi-touch though... Are there many devices out there right now which support this functionality and I'm just not seeing them, or should we possibly consider the development of a different game that would only use a single input? Assuming there's no snags following those first two questions, what would you consider the best screen resolution to develop in? It seems like there are a variety of resolutions out there right now and we can't decide which is the best to use. Again, any answers are appreciated!

    Read the article

  • Closing Windows Forms on a Touchscreen

    - by drharris
    Our clients have fat fingers, and so do we. We take touchscreen netbooks apart to insert them into our custom hardware, and I write a software interface that shows up on the touchscreen. The problem is that it has about a 3/4" bezel over the screen, which means hitting that little red "X" becomes a challenge, especially considering reduced capacitive ability on the edges and corners. Is there a way to make this standard close button larger? Of course in the application I can always make really nice 80x80 buttons that are perfectly usable, but there seems to be no way to override the default frame of the form. We have tried enabling Large Fonts and all the built-in accessibility features, but nothing seems to make it large enough to hit successfully. Simply adding a toolbar button is also not much of an option. We prefer to utilize the standard look and feel of a normal Windows application. Alternatively, should we be looking at making some sort of "kiosk mode" where we simply go fullscreen and do nothing involving the taskbar or title bar? How difficult is this to accomplish, if so?

    Read the article

  • Should I base my Embedded Linux product on Qt?

    - by Udi
    My company is developing a medical product. One of the components is a pda-like platform that will run embedded linux. We were considering Qt as the UI framework but found out that Qt is a lot more than that (we are not familiar with Qt). In general, the device needs to do the following: 1. Receive measurements over USB HID from another device (USB HID is used for convenience). 2. Process the measurements. 3. Store them in a database. 4. Interact with the user using the device's touch screen lcd. 5. Communicate (wi-fi, tcp-ip) with a central management station that collects the data and configures the device. 6. Include a web server to allow accessing the device via a browser. We intend to program in C++. My questions are: 1. Is that a good choice for such a device? 2. Assuming we choose Qt, how do we build our product? - Do we use Qt just as a GUI framework and write the application code in a separate process (passing messages between Qt and the application process)? - Do we write the entire application inside Qt, using all of the services the tool has to offer? - Another approach?

    Read the article

  • Mapkit +closest annotation

    - by danskcollignon
    Hi all, I am trying to devellopp an app showing the nearest poi to the users location. My app is now capable of: showing a map (Mapkit) with 110 annotations and the user's location. Furthermore, I have a TableView at the bottom of my screen, to choose between the different annotations. However, they're listed by number, and not by proximity to the user's location, which is my wish. My research have led me to think that I should use CLLocation for getting the user's location. I then have really no idea on how to do it next, using getDistancefrom. My annotations are stored on SecondViewController.m, using this form: -(void)loadOurAnnotations { CLLocationCoordinate2D workingCoordinate; workingCoordinate.latitude = XX.XXXXX; workingCoordinate.longitude = XX.XXXXX; SecondViewAnnotation *POI1 = [[SecondViewAnnotation alloc] initWithCoordinate:workingCoordinate]; [POI1 setTitle:@"POI"]; [POI1 setSubtitle:@"StreetName"]; [POI1 setAnnotationType:SecondViewAnnotationTypePOI1]; [mapView addAnnotation:POI1]; , and so on to POI110. Could someone please give me a clue? I'm a total newbie! Thank you in advance for your help,

    Read the article

  • iOS - is it possible to cache CGContextDrawImage?

    - by woot586
    I used the timing profile tool to identify that 95% of the time is spent calling the function CGContextDrawImage. In my app there are a lot of duplicate images repeatably being chopped from a sprite map and drawn to the screen. I was wondering if it was possible to cache the output of CGContextDrawImage in an NSMutableDictionay, then if the same sprite is requested again it can be just pull it from the cache rather than doing all the work of clipping and rendering it again. This is what i’ve got but I have not been to successful: Definitions if(cache == NULL) cache = [[NSMutableDictionary alloc]init]; //Identifier based on the name of the sprite and location within the sprite. NSString* identifier = [NSString stringWithFormat:@"%@-%d",filename,frame]; Adding to cache CGRect clippedRect = CGRectMake(0, 0, clipRect.size.width, clipRect.size.height); CGContextClipToRect( context, clippedRect); //create a rect equivalent to the full size of the image //offset the rect by the X and Y we want to start the crop //from in order to cut off anything before them CGRect drawRect = CGRectMake(clipRect.origin.x * -1, clipRect.origin.y * -1, atlas.size.width, atlas.size.height); //draw the image to our clipped context using our offset rect CGContextDrawImage(context, drawRect, atlas.CGImage); [cache setValue:UIGraphicsGetImageFromCurrentImageContext() forKey:identifier]; UIGraphicsEndImageContext(); Rendering a cached sprite There is probably a better way to render CGImage which is my ultimate caching goal but at the moment I’m just looking to successfully render the cached image out however this has not been successful. UIImage* cachedImage = [cache objectForKey:identifier]; if(cachedImage){ NSLog(@"Cached %@",identifier); CGRect imageRect = CGRectMake(0, 0, cachedImage.size.width, cachedImage.size.height); if (NULL != UIGraphicsBeginImageContextWithOptions) UIGraphicsBeginImageContextWithOptions(imageRect.size, NO, 0); else UIGraphicsBeginImageContext(imageRect.size); //Use draw for now just to see if the image renders out ok CGContextDrawImage(context, imageRect, cachedImage.CGImage); UIGraphicsEndImageContext(); }

    Read the article

  • Colorbox iFrame content not appearing in IE 8/9

    - by Rocketpig
    I'm using ColorBox to call a few informational modals on-screen and given the client's requirements, the best way to do this is via iFrames (not my first choice but whatever). Everything is working peachy in Chrome, FF, etc. but the iFrame content is not working in any version of IE. The modal wrapper appears but nothing is inside. This is what I've done so far: Changed the doctype to transitional and strict for IE. No dice. Removed the "iframe: true" and replaced it with HTML "Hello". That worked fine and "Hello" appeared in the Colorbox modal. I've removed all stylesheets from the header. No luck so it's not a CSS issue. Just to be sure, I rolled back my JQuery library to 1.6.2 from 1.8.2. Nothing there, either. Any help would be appreciated. This is aggravating. Some code: $(function () { $(".modal-large").colorbox({iframe:true, innerWidth:580, innerHeight:500}); }) HTML: <div class="top-droptext"><a class="modal-large" href="modal/serviceproviderinfo.html">Update Password</a></div>

    Read the article

  • emacs: How to intelligently handle buffer-modified when setting text properties?

    - by Cheeso
    The documentation on Text Properties says: Since text properties are considered part of the contents of the buffer (or string), and can affect how a buffer looks on the screen, any change in buffer text properties marks the buffer as modified. First, I don't understand that policy. Can anyone explain? The text props are not actually saved in the file, when the buffer is saved. So why mark the buffer as modified? For me, buffer-modified indicates "some changes have not yet been saved." but understanding the policy is just for my own amusement. More importantly, is there an already-established way that, in code, I can change syntax text properties on the text in a buffer, while keeping the buffer-modified flag set to whatever it was, prior to those changes? I'm thinking of something like save-excursion. It would be pretty easy to write, but this seems like a common case and I'd like to use the standard function, if possible. For more on the scenario - I have a mode that does a full text scan and sets syntax-tabe properties on the text. After opening a buffer, the scan runs, but it results in a buffer with buffer-modified set to t . As always, thanks.

    Read the article

  • Getting list of Facebook friends with latest API

    - by Eric
    I'm using the most recent version of the Facebook SDK (which lets to connect to something called the 'graph API' though I'm not sure). I've adapted Facebook's example code to let me connect to Facebook and that works... but I can't get a list of my friends. $friends = $facebook->api('friends.get'); This produces the error message: "Fatal error: Uncaught OAuthException: (#803) Some of the aliases you requested do not exist: friends.get thrown in /mycode/facebook.php on line 543" No clue why that is or what that means. Can someone tell me the right syntax (for the latest Facebook API) to get a list of friends? (I tried "$friends = $facebook-api-friends_get();" and get a different error, "Fatal error: Call to a member function friends_get() on a non-object in /mycode/example.php on line 129".) I can confirm that BEFORE this point in my code, things are fine: I'm connected to Facebook with a valid session and I can get my info and dump it to the screen just... i.e. this code executes perfectly before the failed friends.get call: $session = $facebook->getSession(); if ($session) { $uid = $facebook->getUser(); $me = $facebook->api('/me'); } print_r($me);

    Read the article

  • XNA: What can cause SpriteBatch.End() to throw a NRE?

    - by Rosarch
    I don't understand what I'm doing wrong here: public void Draw(GameTime gameTime) // in ScreenManager { SpriteBatch.Begin(SpriteBlendMode.AlphaBlend); for (int i = 0; i < Screens.Count; i++) { if (Screens[i].State == Screen.ScreenState.HIDDEN) continue; Screens[i].Draw(gameTime); } SpriteBatch.End(); // null ref exception } SpriteBatch itself is not null. Some more context: public class MasterEngine : Microsoft.Xna.Framework.Game { public MasterEngine() { graphicsDeviceManager = new GraphicsDeviceManager(this); Components.Add(new GamerServicesComponent(this)); // ... spriteBatch = new SpriteBatch(graphicsDeviceManager.GraphicsDevice); screenManager = new ScreenManager(assets, gameEngine, graphicsDeviceManager.GraphicsDevice, spriteBatch); } //... protected override void Draw(GameTime gameTime) { screenManager.Draw(gameTime); // calls the problematic method base.Draw(gameTime); } } Am I failing to initialize something properly? UPDATE: As an experiment, I tried this to the constructor of MasterEngine: spriteBatch = new SpriteBatch(graphicsDeviceManager.GraphicsDevice); spriteBatch.Begin(); spriteBatch.DrawString(assets.GetAsset<SpriteFont>("calibri"), "ftw", new Vector2(), Color.White); spriteBatch.End(); This does not cause a NRE. hmm.... UPDATE 2: This does cause an NRE: protected override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.End(); // boned here //screenManager.Draw(gameTime); base.Draw(gameTime); }

    Read the article

< Previous Page | 575 576 577 578 579 580 581 582 583 584 585 586  | Next Page >