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  • How to make 2 executables communicate in both directions in Windows

    - by user302099
    Hello. I have 2 Windows console applications, reading from standard input and writing to standard output. I'd like to assume I don't have the source code to any of them (actually I usually have the source code of one of them). I want to direct the standard output of one to the standard input of the other and vice versa, thus allowing communication (the goal is to allow two programs playing a certain game to play one against the other). How can this be done? I'm willing to do some C/C++ programming or anything else required. Oren.

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  • Trying to draw textured triangles on device fails, but the emulator works. Why?

    - by Dinedal
    I have a series of OpenGL-ES calls that properly render a triangle and texture it with alpha blending on the emulator (2.0.1). When I fire up the same code on an actual device (Droid 2.0.1), all I get are white squares. This suggests to me that the textures aren't loading, but I can't figure out why they aren't loading. All of my textures are 32-bit PNGs with alpha channels, under res/raw so they aren't optimized per the sdk docs. Here's how I am loading my textures: private void loadGLTexture(GL10 gl, Context context, int reasource_id, int texture_id) { //Get the texture from the Android resource directory Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), reasource_id, sBitmapOptions); //Generate one texture pointer... gl.glGenTextures(1, textures, texture_id); //...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[texture_id]); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); //Use the Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); //Clean up bitmap.recycle(); } Here's how I am rendering the texture: //Clear gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); //Enable vertex buffer gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); //Push transformation matrix gl.glPushMatrix(); //Transformation matrices gl.glTranslatef(x, y, 0.0f); gl.glScalef(scalefactor, scalefactor, 0.0f); gl.glColor4f(1.0f,1.0f,1.0f,1.0f); //Bind the texture gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[textureid]); //Draw the vertices as triangles gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); //Pop the matrix back to where we left it gl.glPopMatrix(); //Disable the client state before leaving gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); And here are the options I have enabled: gl.glShadeModel(GL10.GL_SMOOTH); //Enable Smooth Shading gl.glEnable(GL10.GL_DEPTH_TEST); //Enables Depth Testing gl.glDepthFunc(GL10.GL_LEQUAL); //The Type Of Depth Testing To Do gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE_MINUS_SRC_ALPHA); Edit: I just tried supplying a BitmapOptions to the BitmapFactory.decodeResource() call, but this doesn't seem to fix the issue, despite manually setting the same preferredconfig, density, and targetdensity. Edit2: As requested, here is a screenshot of the emulator working. The underlaying triangles are shown with a circle texture rendered onto it, the transparency is working because you can see the black background. Here is a shot of what the droid does with the exact same code on it: Edit3: Here are my BitmapOptions, updated the call above with how I am now calling the BitmapFactory, still the same results as below: sBitmapOptions.inPreferredConfig = Bitmap.Config.RGB_565; sBitmapOptions.inDensity = 160; sBitmapOptions.inTargetDensity = 160; sBitmapOptions.inScreenDensity = 160; sBitmapOptions.inDither = false; sBitmapOptions.inSampleSize = 1; sBitmapOptions.inScaled = false; Here are my vertices, texture coords, and indices: /** The initial vertex definition */ private static final float vertices[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f }; /** The initial texture coordinates (u, v) */ private static final float texture[] = { //Mapping coordinates for the vertices 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; /** The initial indices definition */ private static final byte indices[] = { //Faces definition 0,1,3, 0,3,2 }; Is there anyway to dump the contents of the texture once it's been loaded into OpenGL ES? Maybe I can compare the emulator's loaded texture with the actual device's loaded texture? I did try with a different texture (the default android icon) and again, it works fine for the emulator but fails to render on the actual phone. Edit4: Tried switching around when I do texture loading. No luck. Tried using a constant offset of 0 to glGenTextures, no change. Is there something that I'm using that the emulator supports that the actual phone does not? Edit5: Per Ryan below, I resized my texture from 200x200 to 256x256, and the issue was NOT resolved. Edit: As requested, added the calls to glVertexPointer and glTexCoordPointer above. Also, here is the initialization of vertexBuffer, textureBuffer, and indexBuffer: ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuf.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(texture.length * 4); byteBuf.order(ByteOrder.nativeOrder()); textureBuffer = byteBuf.asFloatBuffer(); textureBuffer.put(texture); textureBuffer.position(0); indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); loadGLTextures(gl, this.context);

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  • Cascading Dropdown Listboxes with Selenium

    - by Jon
    I am having great difficultly testing cascading dropdown boxes with Selenium. I would like to know what the standard approach is for this. I'm a bit unclear as to which commands to use i.e. ClickAndWait, WaitForTextPresent etc. It seems a little bit of a hack to try and get this to work. Has anyone got selenium to correctly test this out? An example scenario would be to have 3 listboxes which have Car Make, Model and Colour. Each one is populated in turn by the other. Selenium needs to somehow wait for the next listbox to populate before preceeding with the test.

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  • Jquery .$.ajax is not working

    - by Saravanan I M
    I am using $.ajax for facebook invite and calling the url (Yii framework controller). The below code is not working. $.ajax is not working. function FacebookInviteFriends() { FB.ui ( { method : 'apprequests', data: '', display: 'dialog', title : 'Invite a Friend', message: 'I just sent you an invitation to play My Game.', filters: ['app_non_users'] }, function(response) { alert("start"); if (response && response.to) { alert("inside if"); $.ajax({ url: 'http://localhost:83/invitechips/createRecord', type: 'POST', data: {id : response.to} }).done(function() { alert( "Data Saved: "); }); } else { alert("inside else"); } } ); }

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  • Hierarchy of modules in guice

    - by Niko
    Hi, I'd like to run a unit test where a constant is slightly different than in the standard version. That is, in my default module, the following is bindConstant().annotatedWith(Names.named("number of players")).to(4); but in testing, I'd like to try this line instead: bindConstant().annotatedWith(Names.named("number of players")).to(2); Id like to achieve that without copying all of the rest of the module. What I really want is a "default" module that is "below" a more specialized module, such that in case of conflict, the specialized module wins (instead of throwing an exception, which is what guice does). In essence, my question is: how does anybody arrange for more than one module without lots of code duplication?

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  • posting to aweber with jQuery

    - by wcpro
    Im trying to post to aweber using just jquery. I have a method call like this $(function () { $('#submit').click(function () { $.post('http://www.aweber.com/scripts/addlead.pl', { meta_web_form_id: '12345', meta_split_id: '', listname: 'some_list', redirect: '', meta_redirect_onlist: '', meta_adtracking: 'my_Web_Form', meta_message: '1', meta_required: 'name,email', meta_forward_vars: '', meta_tooltip: '', email : '[email protected]', name : 'tester testing' }, function (data) { alert('data load: ' + data); }); }); }); it is supposed to take the result of the post and alert it in a box. when i try to do it manually with forms it works but redirects me to a 'form-sorry.htm' page, which is fine, just wondering if there was a way to display the end result of the post. Im guessing hte addlead.pl is just a posting page with no response.

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  • C++ SDL State Machine Segfault

    - by user1602079
    The code compiles and builds fine, but it immediately segfaults. I've looked at this for a while and have no idea why. Any help is appreciated. Thank you! Here's the code: main.cpp #include "SDL/SDL.h" #include "Globals.h" #include "Core.h" #include "GameStates.h" #include "Introduction.h" int main(int argc, char** args) { if(core.Initilize() == false) { SDL_Quit(); } while(core.desiredstate != core.Quit) { currentstate->EventHandling(); currentstate->Logic(); core.ChangeState(); currentstate->Render(); currentstate->Update(); } SDL_Quit(); } Core.h #ifndef CORE_H #define CORE_H #include "SDL/SDL.h" #include <string> class Core { public: SDL_Surface* Load(std::string filename); void ApplySurface(int X, int Y, SDL_Surface* source, SDL_Surface* destination); void SetState(int newstate); void ChangeState(); enum state { Intro, STATES_NULL, Quit }; int desiredstate, stateID; bool Initilize(); }; #endif Core.cpp #include "Core.h" #include "SDL/SDL.h" #include "Globals.h" #include "Introduction.h" #include <string> /* Initilizes SDL subsystems */ bool Core::Initilize() { //Inits subsystems, reutrns false upon error if(SDL_Init(SDL_INIT_EVERYTHING) == -1) { return false; } SDL_WM_SetCaption("Game", NULL); return true; } /* Loads surfaces and optimizes them */ SDL_Surface* Core::Load(std::string filename) { //The surface to be optimized SDL_Surface* original = SDL_LoadBMP(filename.c_str()); //The optimized surface SDL_Surface* optimized = NULL; //Optimizes the image if it loaded properly if(original != NULL) { optimized = SDL_DisplayFormat(original); SDL_FreeSurface(original); } else { //returns NULL upon error return NULL; } return optimized; } /* Blits surfaces */ void Core::ApplySurface(int X, int Y, SDL_Surface* source, SDL_Surface* destination) { //Stores the coordinates of the surface SDL_Rect offsets; offsets.x = X; offsets.y = Y; //Bits the surface if both surfaces are present if(source != NULL && destination != NULL) { SDL_BlitSurface(source, NULL, destination, &offsets); } } /* Sets desiredstate to newstate */ void Core::SetState(int newstate) { if(desiredstate != Quit) { desiredstate = newstate; } } /* Changes the game state */ void Core::ChangeState() { if(desiredstate != STATES_NULL && desiredstate != Quit) { delete currentstate; switch(desiredstate) { case Intro: currentstate = new Introduction(); break; } stateID = desiredstate; desiredstate = core.STATES_NULL; } } Globals.h #ifndef GLOBALS_H #define GLOBALS_H #include "SDL/SDL.h" #include "Core.h" #include "GameStates.h" extern SDL_Surface* screen; extern Core core; extern GameStates* currentstate; #endif Globals.cpp #include "Globals.h" #include "SDL/SDL.h" #include "GameStates.h" SDL_Surface* screen = SDL_SetVideoMode(640, 480, 32, SDL_SWSURFACE); Core core; GameStates* currentstate = NULL; GameStates.h #ifndef GAMESTATES_H #define GAMESTATES_H class GameStates { public: virtual void EventHandling() = 0; virtual void Logic() = 0; virtual void Render() = 0; virtual void Update() = 0; }; #endif Introduction.h #ifndef INTRODUCTION_H #define INTRODUCTION_H #include "GameStates.h" #include "Globals.h" class Introduction : public GameStates { public: Introduction(); private: void EventHandling(); void Logic(); void Render(); void Update(); ~Introduction(); SDL_Surface* test; }; #endif Introduction.cpp #include "SDL/SDL.h" #include "Core.h" #include "Globals.h" #include "Introduction.h" /* Loads all the assets */ Introduction::Introduction() { test = core.Load("test.bmp"); } void Introduction::EventHandling() { SDL_Event event; while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_QUIT: core.SetState(core.Quit); break; } } } void Introduction::Logic() { //to be coded } void Introduction::Render() { core.ApplySurface(30, 30, test, screen); } void Introduction::Update() { SDL_Flip(screen); } Introduction::~Introduction() { SDL_FreeSurface(test); } Sorry if the formatting is a bit off... Having to put four spaces for it to be put into a code block offset it a bit. I ran it through gdb and this is what I got: Program received signal SIGSEGV, Segmentation fault. 0x0000000000400e46 in main () Which isn't incredibly useful... Any help is appreciated. Thank you!

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  • Help with Linq and Generics

    - by Jonathan
    Hi to all. I'm triying to make a function that add a 'where' clause to a query based in a property and a value. This is a very simplefied version of my function. Private Function simplified(ByVal query As IQueryable(Of T), ByVal PValue As Long, ByVal p As PropertyInfo) As ObjectQuery(Of T) query = query.Where(Function(c) DirectCast(p.GetValue(c, Nothing), Long) = PValue) Dim t = query.ToList 'this line is only for testing, and here is the error raise Return query End Function The error message is: LINQ to Entities does not recognize the method 'System.Object CompareObjectEqual(System.Object, System.Object, Boolean)' method, and this method cannot be translated into a store expression. Looks like a can't use GetValue inside a linq query. Can I achieve this in other way? Post your answer in C#/VB. Chose the one that make you feel more confortable. Thanks

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  • How to quantify your "slow" development machine?

    - by lance
    ( Please provide the question this one duplicates. I'm disappointed I couldn't find it. ) My development machine is "slow". I wait on it "a lot". I've been asked by decision makers who want to help to fairly and accurately measure that time. How do you quantify the amount of time you spend waiting on the computer (during compiles, waiting for apps to open every day, etc). Is there software which effectively reports on this sort of thing? Is there an OS metric (I/O something something, pagefile swapping frequency, etc, etc) that captures and communicates this particularly well? Some sort of benchmark you'd recommend me testing against?

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  • Converting VS 2008 Project to VS 2010 - now .aspx won't load

    - by coffeeaddict
    I converted all my other projects fine from VS 2008 to 2010 and they run great. There is one project however for some reason after converting, when I try to run one of the .aspx pages in it, I get nothing...no error, just that it cannot display the page. Nothing has changed. The path is still the same, and the IIS website is still the same. I even recreated the site in IIS using the VS option to create it in the web project properties. This is a testing project..only has like one .aspx in it. Not sure why I get nothing after converting this. I did not convert it to .NET 4.0, it's still in v3.5 in VS 2010.

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  • java: communication between threads

    - by TRU7H
    I'm making a little java game in which I would have two threads (well as the FIRST step towards multithreading...), one for the logic and one for the drawing. So my question is: How can I make those two communicating which each other? Requirements: accessing variables and object from a another thread syncing them so they each complete a same number of "loops" in the same time. (the logic calculates and then the another one draws the results and the loop begins again...) So how is this achievable in java? Thanks in advance!

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  • Errors when using a Ruby On Rails scaffold with a data type of interger

    - by bublebboy
    I am learning Ruby On Rails. I am on a shared hosting with Ruby version 1.8.1 and Rails version 2.3.10. I am working my way through a tutorial at http://railstutorial.org/chapters/a-demo-app?version=2.3#top and at one point in the tutorial it has me run: script/generate scaffold Micropost content:string user_id:interger The tutorial is using the default database, SQLite3. The command works and I use rake db:migrate to create the database. I can view the page listing the microposts (which is empty), but when I try to add a micropost (microposts/new) I get an error undefined method `user_id' for #<Micropost:0x7f710e4988e8> After doing some testing on my own it seems I experience the problem by using the data type of interger. While I understand that using a scaffold is not the best way of building a ruby on rails, I'm just beginning and would still like to know why I am experiencing this problem to help me better understand how rails works.

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  • Creating an n tiered application

    - by aaron
    I am researching architecture for a project that will be started next year. It is mainly a c# web app, but there will be a service layer so that it can talk to our facebook/iphone app. There are a few long running processes, which means that I will be creating a windows process that can handle those. I’m thinking of putting the entire app in the windows service instead of just the long running processes. Asp - wcf - bll Vs Asp - bll I know this will be more scalable. But it is probably overkill as everything will be running on the same box, even the database. This could change down the road if the server can’t handle the traffic like marketing says it will. I don’t have access to production hardware, just my crappy testing box and my local machine. Has anyone decided to go down this route? But mostly, what is the best way to test both methods to get some metrics?

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  • How to handle dynamic site localizations?

    - by James Simpson
    I've got a website that is currently all in english. It is an online game, so it has a bunch of different pages with static text, as well as a lot of content in a database. I am trying to expand more globally and am gearing up to release some localizations of the site. However, I'm not sure about the best way to go about setting this up so that it'll be the easiest for me to manage and the easiest for users to use as well. Should I be storing the translated texts in a database, or should this be done in a completely different way? If it matters at all, the site is written in PHP and uses MySQL.

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  • Fighing system in Php & MYSQL

    - by Gully
    I am working on a game like Mafia Wars and i am trying to get the fighting system working but i keep getting lose trying to work out who is going to win the fight and it still needs to know if the stats are close then there is a random chace of them winning. $strength = $my_strength; $otherplayerinfo = mysql_query("SELECT * FROM accounts WHERE id='$player_id'"); $playerinfo = mysql_fetch_array($otherplayerinfo); $players_strength = $playerinfo['stre']; $players_speed = $playerinfo['speed']; $players_def = $playerinfo['def']; if($players_strength > $strength){ $strength_point_player = 1; $strength_point_your = 0; }else{ $strength_point_your = 1; $strength_point_player = 0; } I was trying a point system but i still could not do it.

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  • How do I alter the Epitwitter scripts to post to twitter from a web form?

    - by waterfallrain
    Hello, I am trying to update my twitter status with php and outh using the Epitwitter scripts. The following is the textarea of the web form I created to allow me to update twitter. <textarea name="updatestatus" cols="50" rows="4" id="updatestatus"> </textarea> Do I change this line in my confirm.php script from $status = 'Testing API'; To this $status=$_POST["updatestatus"]; I am wanting to know if I at least got that right so I can look at other possible problems with this form not being able to update twitter. As it stands now I am manually editing the status each time and it works that way perfectly but have not yet figured out how to get a webform to do this.

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  • android dev: how to implement for add method in menu interface?

    - by wsgjj
    who knows about the method "add" in menu interface? how to implement exactly? which is it's imlementation class? i couldn't find detail implementation in source code of sdk. i want to check how to implement in android source code for "add" method. e.g. public boolean onCreateOptionsMenu(Menu menu) { menu.***add***(0, MENU_NEW_GAME, 0, "New Game"); menu.add(0, MENU_QUIT, 0, "Quit"); return true; } thanks in advance!

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  • Can I add an existing 2008 build server to new TFS 2010 server ?

    - by driis
    My scenario is this: I am currently testing out a new Team Foundation Server 2010 installation; which we will be moving to shortly. Upgrading builds to work with TFS 2010 and the new MSBuild seems like a lot of work (it does not work out-of-the-box, at least). So what I would like to do, is to repurpose our old TFS Server to be a build server for TFS 2010. It already has build services installed. I cannot figure out how to add an existing TFS 2008 Build Server to my new TFS 2010 installation, so I can use the old server to run old builds. Is this possible ? How can I do it ?

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  • asp.net mvc cookies not persisting on local server (aspnetserve)

    - by DW
    Hi. Trying to run an MVC app on the 'portable' web server. Software is aspnetserve. (http://www.ohloh.net/p/aspNETserve) Cookies do not persist. They do fine when I run from visual studio debug. Code is fine, seemingly. Only are dead (fail to persist from page to page) when I use this server. My solution requires deploying a portable local solution like this for the app. (this isn't just being done for purposes of testing) Rather stumped right now. Any bright ideas? Thank you.

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  • SVN:Team member can checkout, commit; can't update

    - by Casey K.
    Hi all, got a weird problem for you: I've set up an svn server on a home machine, which is accessible to the members of my game team over DynDNS. So far so good- everyone was able to checkout the repo no problem. In addition, several team members and I were able to update and commit just fine. The conundrum is this: One of my team members, who is able to both checkout and commit, is unable to update. TortoiseSVN proffers: Error Could not open the requested SVN filesystem Has anyone dealt with this problem before? This isn't my first SVN rodeo, but I have to admit I'm stumped. Thanks!

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  • Need a very simple bash-based webserver for logging XML in HTTP POST

    - by Syffys
    As in title, it's for testing purpose and I need it to be extremely light (1 line to 1 single light file). Here is a XML query sample: XML_QUERY=$(cat <<EOF <?xml version='1.0' encoding='UTF-8'?> <Test></Test> EOF ) curl -H "Content-type: text/xml; charset=utf-8" -H "Soapaction: \"\"" -k -d "${XML_QUERY}" http://localhost:8088 Here are some of the tracks I have found so far even if I wasnt able to adapt them to work as I expect: Netcat minimal webserver: Problem is that my nc does not have the -q option, so the connection is closing before delivering the XML content Netcat Only webserver: Same as above Python based: But does not handle POST Thanks in advance!

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  • mx.core::BitmapAsset could not be found

    - by asksuperuser
    I tried the code EmbedAssets.as below found in sample here: http://www.senocular.com/flash/tutorials/as3withmxmlc/ I got this error when building with mxmlc.exe and testing the ouput EmbedAssets.swf in Flash Player 9: VerifyError: Error #1014: mx.core::BitmapAsset could not be found package { import flash.display.Sprite; public class EmbedAssets extends Sprite { [Embed(source="images/trophy.png")] private var TrophyImage:Class; [Embed(source="swfs/satdish.swf")] private var SatelliteAnimation:Class; public function EmbedAssets() { addChild(new SatelliteAnimation()); addChild(new TrophyImage()); } } } satdish.swf is not corrupted so I don't understand why this error message.

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  • How do i tint an image with HTML5 Canvas ?

    - by djdolber
    My question is, what is the best way to tint an image that is drawn using the drawImage method. The target useage for this is advanced 2d particle-effects (game development) where particles change colors over time etc. I am not asking how to tint the whole canvas, only the current image i am about to draw. I have concluded that the globalAlpha parameter affects the current image that is drawn. //works with drawImage() canvas2d.globalAlpha = 0.5; But how do i tint each image with an arbitrary color value ? It would be awesome if there was some kind of globalFillStyle or globalColor or that kind of thing...

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  • Why is there a margin at the top of my browser?

    - by fmz
    I have a web page that is displays differently in Firefox and Safari (IE testing yet to come). The page displays as expected in Safari, but there is a 50px margin between the body and the HTML that I can't determine what is causing it. Here is the CSS for the body: body { font-size: 13px; line-height: 1.333em; background: #f6eaae url(../_images/parchment-big.jpg) no-repeat center top; font-family: "Lucida Grande", Lucida, Verdana, sans-serif; color: #323232; } I would really appreciate some assistance in finding what is causing this difference. Ideally the Firefox version is better because it gives that extra breathing room at the top. Thanks.

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  • Chrome extension - Message Passing

    - by Felipe Barreiros
    Hey there. I'm trying to get the info that is set on the Options Page to alter the behavior of my extension. Basically, if a checkbox on OptionsPage is set to true, the extension runs, otherwise it doesn't. I'm returning true on the background.html for testing purposes, but still, it doesn't work. Would you guys help me out? Thanks! Code being injected to the page: if(chrome.extension.sendRequest() == 'true') alert("checkbox set to true"); else alert("it is disabled"); background.html <script> chrome.extension.onRequest.addListener(function(){ return true; } </script>

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