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  • Replace broken image with noimage icon using Jquery

    - by hmloo
    Sometimes when the image isn't available on server, the web page will show a broken image. so we can display a "no image available" image for good user experience. I will implement it using Jquery. $(document).ready(function() { $("img").error(function() { $(this).hide(); }) .attr("src", "noimage.jpg"); }); Please note that we must first hide the broken image, or else even if we set the src to noimage, it still can not show  noimage icon.

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  • Bitmap rotation jitter around pivot

    - by Manderin87
    I am working on a asteriods clone and I have the ship graphic loaded as a 96x96 bitmap. When the player rotates the ship I rotate the bitmap by degree (float). rotation function: if(m_Matrix == null) { m_Matrix = new Matrix(); } else { m_Matrix.reset(); } m_Matrix.setRotate(degree, m_BaseImage.getWidth() / 2, m_BaseImage.getHeight() / 2); m_RotatedImage = Bitmap.createBitmap(m_BaseImage, 0, 0, m_BaseImage.getWidth(), m_BaseImage.getHeight(), m_Matrix, true); draw function: m_Paint.setAntiAlias(true); m_Paint.setFilterBitmap(true); m_Paint.setDither(true); canvas.drawBitmap(m_RotatedImage, (int) posX - m_RotatedImage.getWidth() / 2, (int) posY - m_RotatedImage.getHeight() / 2, m_Paint); When the bitmap is drawn, the bitmap jitters slightly around the pivot. Can anyone fix or tell me why the bitmap is jittering around the pivot? It needs to be smooth.

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  • pygame.Rect around circle

    - by geekkid
    I'm trying to make a pong game in pygame , but i can't figure out how to but a ball circle , which i can create with pygame.draw.circle into a pygame.Rect object so i can use the colliderect function and manipulate the ball's position. For example, with rectangles, i can do something like this : rect = pygame.Rect(255, 255, 100, 100) pygame.draw.rect(screen, yellow, rect) and then when i change the pygame.Rect object position , the drawing primitives position also changes. How can the same effect be achieved when i want to draw a circle, instead of a rectangle? Thank you.

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  • arrays format (Javascript)

    - by João Melo
    i have a list of users, with minions, something like this: User52: minion10 minion12 User32: minion13 minion11 i've been keeping in an array where the "location" is the id, like this: Users: [52]User minions: [10]minion [12]minion [32]User minions: [13]minion [11]minion so i can access them easily like this: user[UserID].minions[MinionID] (ex: user[32].minions[11]) but when i print it or send it by json i get something like this: {,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,minion,,,,,,,,,,,,,,minion} but should i keep using like this or should i change to something like this: User = function(){ this.minions = ...; this.getMinion = function(value){ for(var m in this.minions){ if(this.minions[m].id == value){ return this.minions[m]; break; } } } } and get it like this: user.getMinion(MinionID); Question: i get better performance using a "short" array but using loops every time i need a minion, or using "long" arrays, but no need for loop and getting values directly from the id "name"?

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  • MOSSt 2010 Hosting :: Dialog Platform in SharePoint 2010 & How to Open the Edit Form Dialog for List Item

    - by mbridge
    One of the New User Interface Platforms in SharePoint 2010 is ‘The Dialog Platform’ A dialog is essentially a <div> which gets visible on demand and renders the HTML using a background overlay creating a modal dialog like user experience. We can show an existing div from within the page or a different page using a URL inside the dialogs. When we pass the URL to the dialog it looks for the Querystring parameter “IsDlg=1”. If this parameters exists than it would dynamically load the "/_layouts/styles/dlgframe.css” file. This file overrides the “s4-notdlg” class items as “display:none”, which means that all items with this class would not get displayed in Dialog Mode.  So if we go to the v4.master page we can see that this class is used by the Ribbon control to hide the ribbon when in dialog mode: How to open the Edit Form Dialog for List Item: In SharePoint 2010 The URL for opening the Edit Form of any list item looks like something like this : http://intranet.contoso.com/<SiteName>/Lists/<ListName>/EditForm.aspx?ID=1&IsDlg=1 ID is the list item row identifier and as discussed above the IsDlg is for the dialog mode. Now to open a dialog we need to use the SP.UI.ModalDialog.showModalDialog method from the ECMAScript Client Object model and pass in the url of the page, width & height of the dialog and also a callback function in case we want some code to run after the dialog is closed. <script type="text/javascript">          //Handle the DialogCallback callback               function DialogCallback(dialogResult, returnValue){               }             //Open the Dialog           function OpenEditDialog(id){             var options = { url:&quot;http://intranet.contoso.com/<SiteName>/Lists/<ListName>/EditForm.aspx?ID=&quot; + id + &quot;&amp;IsDlg=1&quot;,              width: 700,              height: 700,              dialogReturnValueCallback: DialogCallback              };             SP.UI.ModalDialog.showModalDialog(options);           } </script> The .js files for the ECMAScript Object Model (SP.js, SP.Core.js, SP.Ribbon.js, and SP.Runtime.js ) are installed in the %ProgramFiles%\Common Files\Microsoft Shared\web server extensions\14\TEMPLATE\LAYOUTS directory. Here is a good MSDN link explaining the Client Object Model Distribution and Deployment options available in SharePoint 2010 and this is the lowest costSharePoint 2010 Provider.

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  • Missing error handling in Streaming-AJAX-Proxy Log

    - by Michael Freidgeim
    We are using AjaxProxy(FROM http://www.codeproject.com/KB/ajax/ajaxproxy.aspx) on our web site, but started to notice errors accessing log.txt file. I found that the file is created by Log class and doesn't have ability to switch it off and error handling. I've added reading file name from configuration and try/catch block   public static class Log     {         private static StreamWriter logStream;         private static object lockObject = new object ();     public static void WriteLine(string msg)         {                       string logFileName = ConfigurationExtensions.GetAppSetting("AjaxStreamingProxy.LogFile" ,"");                       if (logFileName.IsNullOrEmpty())                             return;                       try                      {                             if (logStream == null )                            {                                    lock (lockObject)                                   {                                           if (logStream == null )                                          {                            logStream = File.AppendText(Path .Combine(AppDomain.CurrentDomain.BaseDirectory, logFileName));                                          }                                   }                            }                            logStream.WriteLine(msg);                      }                       catch (Exception exc)                      {                             string ignoredMsg = String .Format("The error occured while logging {0}, but processing will continue.\n {1} ", exc);                             LoggerHelper.LogEvent(ignoredMsg, MyCategorySource, TraceEventType .Warning, true);                      }         }

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  • Is it possible to have a mutable type that is not garbage collected?

    - by user136109
    I'm wondering if such a thing can exist. Can there be an object that is mutable but not flagged as garbage collected ( specifically, tp_flags & Py_TPFLAGS_HAVE_GC ) I have a C++ struct-like object that I'm writing and I'd like to know if all of its members are immutable. I'm thinking of checking for the Py_TPFLAGS_HAVE_GC flag to determine this. If all members are immutable I want to speed up the deepcopy by doing a faster shallow copy, since I know members are immutable then it shouldn't have to go through an expensive deep copy. Is this logically sound, or is there some mythical type that will blow me out of the water here.

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  • How should game objects be aware of each other?

    - by Jefffrey
    I find it hard to find a way to organize game objects so that they are polymorphic but at the same time not polymorphic. Here's an example: assuming that we want all our objects to update() and draw(). In order to do that we need to define a base class GameObject which have those two virtual pure methods and let polymorphism kicks in: class World { private: std::vector<GameObject*> objects; public: // ... update() { for (auto& o : objects) o->update(); for (auto& o : objects) o->draw(window); } }; The update method is supposed to take care of whatever state the specific class object needs to update. The fact is that each objects needs to know about the world around them. For example: A mine needs to know if someone is colliding with it A soldier should know if another team's soldier is in proximity A zombie should know where the closest brain, within a radius, is For passive interactions (like the first one) I was thinking that the collision detection could delegate what to do in specific cases of collisions to the object itself with a on_collide(GameObject*). Most of the the other informations (like the other two examples) could just be queried by the game world passed to the update method. Now the world does not distinguish objects based on their type (it stores all object in a single polymorphic container), so what in fact it will return with an ideal world.entities_in(center, radius) is a container of GameObject*. But of course the soldier does not want to attack other soldiers from his team and a zombie doesn't case about other zombies. So we need to distinguish the behavior. A solution could be the following: void TeamASoldier::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<TeamBSoldier*>(e)) // shoot towards enemy } void Zombie::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<Human*>(e)) // go and eat brain } but of course the number of dynamic_cast<> per frame could be horribly high, and we all know how slow dynamic_cast can be. The same problem also applies to the on_collide(GameObject*) delegate that we discussed earlier. So what it the ideal way to organize the code so that objects can be aware of other objects and be able to ignore them or take actions based on their type?

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  • Overview of XSLT

    - by kaleidoscope
    XSLT (Extensible Stylesheet Language Transformations) is a declarative- XMLbased language used for the transformation of XML documents into other XML documents. Using XSLT , the original document does not changed; rather, a new document is created based on the content of an existing one. XSLT is developed by the World Wide Web Consortium (W3C).   Using XSLT we can transform source xml file into another xml file, word file or Excel file.    XSLT Functions : -   There are the following built - in XSLT functions :   Name Description current() Returns the current node document() Used to access the nodes in an external XML document element-available() Tests whether the element specified is supported by the XSLT processor format-number() Converts a number into a string function-available() Tests whether the function specified is supported by the XSLT processor generate-id() Returns a string value that uniquely identifies a specified node key() Returns a node-set using the index specified by an <xsl:key> element system-property() Returns the value of the system properties unparsed-entity-uri() Returns the URI of an unparsed entity   For more information –   http://www.w3schools.com/xsl/default.asp   Technorati Tags: Ritesh, Overview of XSLT

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  • wordpress get content main menu

    - by eca_arpit
    I added a menu page named "Home" on wp-admin. It was added successfully. when i click this home menu then it display nothing.Now i want to display content of a page suppose Page_id=15 on right side(which is empty after clicking home). 15 number page has php codes and uses a template also...is it possible to display contents..i wrote following code...if any confusion i can explain more..plz help me out.. i wrote this in a plugin. add_action('admin_menu', 'Home'); function Home() { add_menu_page('My Plugin Options', 'Home', 'manage_options', 'my-unique-identifier', 'content'); } function content() { if (!current_user_can('manage_options')) { wp_die( __('You do not have sufficient permissions to access this page.') ); } $page_id = 15; $header_content = get_page( $page_id ); echo apply_filters('the_content', $header_content-post_content); }

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  • How to get nicer error-messages in this bash-script?

    - by moata_u
    I'm trying to catch any error when run a command in order to write a log-file / report I've tried this code: function valid (){ if [ $? -eq 0 ]; then echo "$var1" ": status : OK" else echo "$var1" ": status : ERROR" fi } function save(){ sed -i "/:@/c connection.url=jdbc:oracle:thin:@$ip:1521:$dataBase" $search var1="adding database ip" valid $var1 sed -i "/connection.username/c connection.username=$name" #$search var1="addning database SID" valid $var1 } save The output looks like this: adding database ip : status : OK sed: no input file But I want it to look like this: adding database ip : status : OK sed: no input file : status : ERROR" or this: adding database ip : status : OK addning database SID : status : ERROR" I've been trying, but it's not working with me. :(

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  • Can GJK be used with the same "direction finding method" every time?

    - by the_Seppi
    In my deliberations on GJK (after watching http://mollyrocket.com/849) I came up with the idea that it ins not neccessary to use different methods for getting the new direction in the doSimplex function. E.g. if the point A is closest to the origin, the video author uses the negative position vector AO as the direction in which the next point is searched. If an edge (with A as an endpoint) is closest, he creates a normal vector to this edge, lying in the plane the edge and AO form. If a face is the feature closest to the origin, he uses even another method (which I can't recite from memory right now) However, while thinking about the implementation of GJK in my current came, I noticed that the negative direction vector of the newest simplex point would always make a good direction vector. Of course, the next vertex found by the support function could form a simplex that less likely encases the origin, but I assume it would still work. Since I'm currently experiencing problems with my (yet unfinished) implementation, I wanted to ask whether this method of forming the direction vector is usable or not.

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  • AS3 - At exactly 23 empty alpha channels, images below stop drawing

    - by user46851
    I noticed, while trying to draw large numbers of circles, that occasionally, there would be some kind of visual bug where some circles wouldn't draw properly. Well, I narrowed it down, and have noticed that if there is 23 or more objects with 00 for an alpha value on the same spot, then the objects below don't draw. It appears to be on a pixel-by-pixel basis, since parts of the image still draw. Originally, this problem was noticed with a class that inherited Sprite. It was confirmed to also be a problem with Sprites, and now Bitmaps, too. If anyone can find a lower-level class than Bitmap which doesn't have this problem, please speak up so we can try to find the origin of the problem. I prepared a small test class that demonstrates what I mean. You can change the integer value at line 20 in order to see the three tests I came up with to clearly show the problem. Is there any kind of workaround, or is this just a limit that I have to work with? Has anyone experienced this before? Is it possible I'm doing something wrong, despite the bare-bones implementation? package { import flash.display.Sprite; import flash.events.Event; import flash.display.Bitmap; import flash.display.BitmapData; public class Main extends Sprite { public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); // entry point Test(3); } private function Test(testInt:int):void { if(testInt==1){ addChild(new Bitmap(new BitmapData(200, 200, true, 0xFFFF0000))); for (var i:int = 0; i < 22; i++) { addChild(new Bitmap(new BitmapData(100, 100, true, 0x00000000))); } } if(testInt==2){ addChild(new Bitmap(new BitmapData(200, 200, true, 0xFFFF0000))); for (var j:int = 0; j < 23; j++) { addChild(new Bitmap(new BitmapData(100, 100, true, 0x00000000))); } } if(testInt==3){ addChild(new Bitmap(new BitmapData(200, 200, true, 0xFFFF0000))); for (var k:int = 0; k < 22; k++) { addChild(new Bitmap(new BitmapData(100, 100, true, 0x00000000))); } var M:Bitmap = new Bitmap(new BitmapData(100, 100, true, 0x00000000)); M.x += 50; M.y += 50; addChild(M); } } } }

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  • Architecting persistence (and other internal systems). Interfaces, composition, pure inheritance or centralization?

    - by Vandell
    Suppose that you need to implement persistence, I think that you're generally limited to four options (correct me if I'm wrong, please) Each persistant class: Should implement an interface (IPersistent) Contains a 'persist-me' object that is a specialized object (or class) that's made only to be used the class that contains it. Inherit from Persistent (a base class) Or you can create a gigantic class (or package) called Database and make your persistence logic there. What are the advantages and problems that can come from each of one? In a small (5kloc) and algorithmically (or organisationally) simple app what is probably the best option?

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  • Multiple weapons for android game

    - by Z3r0
    I am trying to make a 3D game for android using the Rajawali engine to render the 3D graphics and blender for designing my models(exporting as .md2), and I want my character to be able to change weapons, armor, helm, etc. Rendering every possible animation would be too much: if I had 10 different weapons, 10 armor and 10 helm, I would have to create 1000 animations with every possible equipment and if I add boots to list it would be even worse. I read somewhere you can use bones for this; but in Android, I only get the object itself to work with. Does anyone has an idea how i can solve this? If I make the weapon a different object how do I parent it to my models in my game?

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  • Assigning a colour to imorted obj. files that are being used as default material

    - by Salino
    I am having a problem with assigning a colour to the different meshes that I have on one object. The technique that I have used is the first approach on this site. Is it possible to export a simulation (animation) from Blender to Unity? So what I would like to do is the following. I have about 107 meshes that are different frames from my shape key animation of my blender model. What I would like to have is that the first mesh will be bright green and up to the 40th mesh the colour turns to be white /greyish... the best would be if I could assign every mesh by hand a colour, however they are all default materials. And if I assign the object a colour, the whole "animation" is going to be in that colour

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  • Verb+Noun Parsers and Old School Visual Novels [duplicate]

    - by user38943
    This question already has an answer here: How should I parse user input in a text adventure game? 6 answers Hi I'm working on a simple old school visual novel engine in Lua. Basically I have most of the code set up besides one important feature. The Text Parser. Lets get into how words are generally structured. In the screenshot I input the command "my wish is for you to die" --How would a human understand this? my = noun/object wish = verb is = connective_equator similar to = for = connective_object (for all objects of ..) you = noun/object to = connective_action similar to do die = verb --the computer can then parse this and understand it like this (pseudo example) my = user you = get_current_label() you = "Lost Coatl" wish = user_command user_command = for all_objects of "Lost Coatl" do die() end execute user_command() What other ways do videogames use text parsers, what would be the simplest way for a newbie coder such as myself?

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  • Attaching Events to Document Better Than Attaching Them to Elements?

    - by Todd
    While bouncing around StackOverflow, I've noticed a number of people attaching events (notably click events) to the document as opposed to the elements themselves. Example: Given this: <button id="myButton">CLICK ME</button> Instead of writing this (using jQuery just for brevity): $('#myButton').on('click', function() { ... }); They do this: $(document).on('click', function() { ... }); And then presumably use event.target to drill down to the element that was actually clicked. Are there any gains/advantages in capturing events at the document level instead of at the element level?

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  • Java graphic objects as in flashgames

    - by Ryu Kajiya
    How is it possible (with the standard Java2D engine) to use small sprites like graphic objects? For those who don't know what I mean, in all those Flash-games like on Facebook they put small sprites on the screen which react to mouse-over and clicks. I tried to do the same in Java but can't find a good method. Swing components always spread over the whole bitmap, but I only want to get a reaction from the object when the mouse is over a pixel that's not transparent. So basically checking every time if the object below the mouse contains a non-transparent pixel (which i believe could be pretty intense in a gameloop or repaint loop). I have no idea how to implement such a thing efficiently.

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  • Using Minified Page Specific JS [migrated]

    - by Mike C
    I've been working on a rather large scale project which makes use of a number of different pages with some very specific Javascript for each of them. To lessen load times, I plan to minify it all in to one file before deploying. The problem is this: how should I avoid launching page specific JS on pages which don't require it? So far my best solution has been to wrap each page in some additional container <div id='some_page'> ...everything else... </div> and I extended jQuery so I can do something like this: // If this element exists when the DOM is ready, execute the function $('#some_page').ready(function() { ... }); Which, while kind of cool, just rubs me the wrong way.

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  • What's a good way to store a series of interconnected pipe and tank objects?

    - by mars
    I am working on a puzzle game with a 6 by 6 grid of storage tanks that are connected to up to 4 tanks adjacent to them via pipes. The gameplay is concerned with combining what's in a tank with an adjacent tank via the pipe than interconnects them. Right now I store the tanks in a 6x6 array, vertical pipes in a 5x6 array, and horizontal pipes in a 6x5 array. Each tank has a reference to the object that contains both tanks and pipes and when a pipe needs to be animated filling with liquid, the selected tank just calls a method on the container object telling it to animate the pipes it is connected to (subtract 1 from row or column to find connected pipes). This feels like the wrong way of doing it, as I've also considered just giving each tank references to the pipes connected to it to access directly.

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  • Is it possible to use a spherical collision component in UDK?

    - by Almo
    I have an object in UDK, which has a SkeletalMesh. At certain times in the game, I want this object to continue rendering the SkeletalMesh, but I'd like it to use spherical collision temporarily. After reading a bunch about PrimitiveComponents, my understanding is that UDK supports cylindrical and box-like collision, but not spherical without using a static mesh. But it seems an attached static mesh will render, since it has no bHidden attribute. There must be a way to do this, but I don't know UDK well enough yet to understand all the pitfalls.

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