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  • UIView animation problem

    - by FoJjen
    I try to make a UIImageView open like a hatch, and under the "hatchView" its anoter imageView but when I start the animation its like the view under gets over and cover the animation, When the animation gets over the imageView the its getting visibel. its works fine if a remove the imageView thats under. Here is the code for animation view. - (void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *) event { if (!isHatchOpen) { if (hatchView.layer.anchorPoint.x != 0.0f) { hatchView.layer.anchorPoint = CGPointMake(0.0f, 0.5f); hatchView.center = CGPointMake(hatchView.center.x - hatchView.bounds.size.width/2.0f, hatchView.center.y); } UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:hatchView]; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:1]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationBeginsFromCurrentState:YES]; float pct = location.x / 320.0f; float rad = acosf(pct); CATransform3D transform = CATransform3DMakeRotation(-rad+5, 0.0f, -1.0f, 0.0f); transform.m14 = (1.0 / -2000) * acosf(pct); hatchView.layer.transform = transform; [UIView commitAnimations]; isHatchOpen = YES; } else { if (hatchView.layer.anchorPoint.x != 0.0f) { hatchView.layer.anchorPoint = CGPointMake(0.0f, 0.5f); hatchView.center = CGPointMake(hatchView.center.x - hatchView.bounds.size.width/2.0f, hatchView.center.y); } [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:1]; [UIView setAnimationCurve:UIViewAnimationCurveLinear]; [UIView setAnimationBeginsFromCurrentState:YES]; CATransform3D transform = CATransform3DMakeRotation(0, 0.0f, -1.0f, 0.0f); transform.m14 = 0; hatchView.layer.transform = transform; // Commit the changes [UIView commitAnimations]; isHatchOpen = NO; } } And here a add the Views hatchView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 1, frame.size.width-1, frame.size.height-2)]; [self addSubview:hatchView]; imageView = [[UIImageView alloc] initWithFrame:CGRectMake(1, 1, frame.size.width-2, frame.size.height-2)]; imageView.contentMode = UIViewContentModeScaleAspectFit; [self insertSubview:imageView belowSubview:hatchView];

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  • How to get colliding effect or bouncy when ball hits the track.

    - by Chandan Shetty SP
    I am using below formula to move the ball circular, where accelX and accelY are the values from accelerometer, it is working fine. But the problem in this code is mRadius (I fixed its value to 50), i need to change mRadius according to accelerometer values and also i need bouncing effect when it touches the track. Currently i am developing code by assuming only one ball is on the board. float degrees = -atan2(accelX, accelY) * 180 / 3.14159; int x = cCentrePoint.x + mRadius * cos(degreesToRadians(degrees)); int y = cCentrePoint.y + mRadius * sin(degreesToRadians(degrees)); Here is the snap of the game i want to develop: Updated: I am sending the updated code... mRadius = 5; mRange = NSMakeRange(0,60); -(void) updateBall: (UIAccelerationValue) accelX withY:(UIAccelerationValue)accelY { float degrees = -atan2(accelX, accelY) * 180 / 3.14159; int x = cCentrePoint.x + mRadius * cos(degreesToRadians(degrees)); int y = cCentrePoint.y + mRadius * sin(degreesToRadians(degrees)); //self.targetRect is rect of ball Object self.targetRect = CGRectMake(newX, newY, 8, 9); self.currentRect = self.targetRect; //http://books.google.co.in/books?id=WV9glgdrrrUC&pg=PA455#v=onepage&q=&f=false static NSDate *lastDrawTime; if(lastDrawTime!=nil) { NSTimeInterval secondsSinceLastDraw = -([lastDrawTime timeIntervalSinceNow]); ballXVelocity = ballXVelocity + (accelX * secondsSinceLastDraw) * [self isTouchedTrack:mRadius andRange:mRange]; ballYVelocity = ballYVelocity + -(accelY * secondsSinceLastDraw) * [self isTouchedTrack:mRadius andRange:mRange]; distXTravelled = distXTravelled + secondsSinceLastDraw * ballXVelocity * 50; distYTravelled = distYTravelled + secondsSinceLastDraw * ballYVelocity * 50; CGRect temp = self.targetRect; temp.origin.x += distXTravelled; temp.origin.y += distYTravelled; int radius = (temp.origin.x - cCentrePoint.x) / cos(degreesToRadians(degrees)); if( !NSLocationInRange(abs(radius),mRange)) { //Colided with the tracks...Need a better logic here ballXVelocity = -ballXVelocity; } else { // Need a better logic here self.targetRect = temp; } //NSLog(@"angle = %f",degrees); } [lastDrawTime release]; lastDrawTime = [ [NSDate alloc] init]; } In the above code i have initialized mRadius and mRange(indicate track) to some constant for testing, i am not getting the moving of the ball as i expected( bouncing effect when Collided with track ) with respect to accelerometer. Help me to recognize where i went wrong or send some code snippets or links which does the similar job. I am searching for better logic than my code, if you found share with me.

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  • How to call java from C++

    - by karikari
    I need to run this line from my c++ program: java -jar test.jar text1 text2 the java app will give a float value and give it to the c++ program. How can I do this? I never call a java stuff before from my ms visual studio C++ file.

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  • Performance issues in android game

    - by user1446632
    I am making an android game, but however, the game is functioning like it should, but i am experiencing some performance issues. I think it has something to do with the sound. Cause each time i touch the screen, it makes a sound. I am using the standard MediaPlayer. The method is onTouchEvent() and onPlaySound1(). Could you please help me with an alternate solution for playing the sound? Thank you so much in advance! It would be nice if you also came up with some suggestions on how i can improve my code. Take a look at my code here: package com.mycompany.mygame; import java.util.ArrayList; import android.content.Context; import android.content.Intent; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import android.media.MediaPlayer; import android.os.Handler; import android.os.Message; import android.util.Log; import android.view.Menu; import android.view.MenuInflater; import android.view.MenuItem; import android.view.MotionEvent; import android.view.SurfaceHolder; import android.view.SurfaceView; import android.view.View; import android.webkit.WebView; import android.widget.TextView; import android.widget.Toast; public class ExampleView extends SurfaceView implements SurfaceHolder.Callback { class ExampleThread extends Thread { private ArrayList<Parachuter> parachuters; private Bitmap parachuter; private Bitmap background; private Paint black; private boolean running; private SurfaceHolder mSurfaceHolder; private Context mContext; private Context mContext1; private Handler mHandler; private Handler mHandler1; private GameScreenActivity mActivity; private long frameRate; private boolean loading; public float x; public float y; public float x1; public float y1; public MediaPlayer mp1; public MediaPlayer mp2; public int parachuterIndexToResetAndDelete; public int canvasGetWidth; public int canvasGetWidth1; public int canvasGetHeight; public int livesLeftValue; public int levelValue = 1; public int levelValue1; public int parachutersDown; public int difficultySet; public boolean isSpecialAttackAvailible; public ExampleThread(SurfaceHolder sHolder, Context context, Handler handler) { mSurfaceHolder = sHolder; mHandler = handler; mHandler1 = handler; mContext = context; mActivity = (GameScreenActivity) context; parachuters = new ArrayList<Parachuter>(); parachuter = BitmapFactory.decodeResource(getResources(), R.drawable.parachuteman); black = new Paint(); black.setStyle(Paint.Style.FILL); black.setColor(Color.GRAY); background = BitmapFactory.decodeResource(getResources(), R.drawable.gamescreenbackground); running = true; // This equates to 26 frames per second. frameRate = (long) (1000 / 26); loading = true; mp1 = MediaPlayer.create(getContext(), R.raw.bombsound); } @Override public void run() { while (running) { Canvas c = null; try { c = mSurfaceHolder.lockCanvas(); synchronized (mSurfaceHolder) { long start = System.currentTimeMillis(); doDraw(c); long diff = System.currentTimeMillis() - start; if (diff < frameRate) Thread.sleep(frameRate - diff); } } catch (InterruptedException e) { } finally { if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } } } protected void doDraw(Canvas canvas) { canvas.drawRect(0, 0, canvas.getWidth(), canvas.getHeight(), black); //Draw for (int i = 0; i < parachuters.size(); i++) { canvas.drawBitmap(parachuter, parachuters.get(i).getX(), parachuters.get(i).getY(), null); parachuters.get(i).tick(); } //Remove for (int i = 0; i < parachuters.size(); i++) { if (parachuters.get(i).getY() > canvas.getHeight()) { parachuters.remove(i); onPlaySound(); checkLivesLeftValue(); checkAmountOfParachuters(); } else if(parachuters.get(i).isTouched()) { parachuters.remove(i); } else{ //Do nothing } } } public void loadBackground(Canvas canvas) { //Load background canvas.drawBitmap(background, 0, 0, black); } public void checkAmountOfParachuters() { mHandler.post(new Runnable() { @Override public void run() { if(parachuters.isEmpty()) { levelValue = levelValue + 1; Toast.makeText(getContext(), "New level! " + levelValue, 15).show(); if (levelValue == 3) { drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); } else if (levelValue == 5) { drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); drawParachutersGroup5(); } else if (levelValue == 7) { drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); drawParachutersGroup5(); drawParachutersGroup6(); } else if (levelValue == 9) { //Draw 7 groups of parachuters drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); drawParachutersGroup5(); drawParachutersGroup6(); drawParachutersGroup1(); } else if (levelValue > 9) { //Draw 7 groups of parachuters drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); drawParachutersGroup4(); drawParachutersGroup5(); drawParachutersGroup6(); drawParachutersGroup1(); } else { //Draw normal 3 groups of parachuters drawParachutersGroup1(); drawParachutersGroup2(); drawParachutersGroup3(); } } else { //Do nothing } } }); } private void checkLivesLeftValue() { mHandler.post(new Runnable() { @Override public void run() { Log.d("checkLivesLeftValue", "lives = " + livesLeftValue); // TODO Auto-generated method stub if (livesLeftValue == 3) { //Message to display: "You lost! Log.d("checkLivesLeftValue", "calling onMethod now"); parachuters.removeAll(parachuters); onMethod(); } else if (livesLeftValue == 2) { Toast.makeText(getContext(), "Lives left=1", 15).show(); livesLeftValue = livesLeftValue + 1; Log.d("checkLivesLeftValue", "increased lives to " + livesLeftValue); } else if (livesLeftValue == 1) { Toast.makeText(getContext(), "Lives left=2", 15).show(); livesLeftValue = livesLeftValue + 1; Log.d("checkLivesLeftValue", "increased lives to " + livesLeftValue); } else { //Set livesLeftValueText 3 Toast.makeText(getContext(), "Lives left=3", 15).show(); livesLeftValue = livesLeftValue + 1; Log.d("checkLivesLeftValue", "increased lives to " + livesLeftValue); } } }); } public void onMethod() { mHandler.post(new Runnable() { @Override public void run() { try { Toast.makeText(getContext(), "You lost!", 15).show(); livesLeftValue = 0; //Tell the user that he lost: android.content.Context ctx = mContext; Intent i = new Intent(ctx, playerLostMessageActivity.class); i.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK); i.putExtra("KEY","You got to level " + levelValue + " And you shot down " + parachutersDown + " parachuters"); i.putExtra("levelValue", levelValue); ctx.startActivity(i); System.exit(0); } catch (Exception e) { // TODO Auto-generated catch block e.printStackTrace(); //Exit activity and start playerLostMessageActivity Toast.makeText(getContext(), "You lost!", 15).show(); livesLeftValue = 0; //Tell the user that he lost: android.content.Context ctx = mContext; Intent i = new Intent(ctx, playerLostMessageActivity.class); i.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK); i.putExtra("KEY","You got to level " + levelValue + " And you shot down " + parachutersDown + " parachuters"); i.putExtra("levelValue", levelValue); System.exit(0); ctx.startActivity(i); System.exit(0); } } }); } public void onPlaySound() { try { mp1.start(); } catch (Exception e) { e.printStackTrace(); mp1.release(); } } public void onDestroy() { try { parachuters.removeAll(parachuters); mp1.stop(); mp1.release(); } catch (Exception e) { e.printStackTrace(); } } public void onPlaySound1() { try { mp2 = MediaPlayer.create(getContext(), R.raw.airriflesoundeffect); mp2.start(); } catch (Exception e) { e.printStackTrace(); mp2.release(); } } public boolean onTouchEvent(MotionEvent event) { if (event.getAction() != MotionEvent.ACTION_DOWN) releaseMediaPlayer(); x1 = event.getX(); y1 = event.getY(); checkAmountOfParachuters(); removeParachuter(); return false; } public void releaseMediaPlayer() { try { mp1.release(); } catch (Exception e) { e.printStackTrace(); } } public void removeParachuter() { try { for (Parachuter p: parachuters) { if (x1 > p.getX() && x1 < p.getX() + parachuter.getWidth() && y1 > p.getY() && y1 < p.getY() + parachuter.getHeight()) { p.setTouched(true); onPlaySound1(); parachutersDown = parachutersDown + 1; p.setTouched(false); } } } catch (Exception e) { e.printStackTrace(); } } public void initiateDrawParachuters() { drawParachutersGroup1(); } public void drawParachutersGroup1() { // TODO Auto-generated method stub //Parachuter group nr. 1 //Parachuter nr. 2 x = 75; y = 77; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 14; y = 28; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 250; y = 94; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 275; y = 80; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 280; y = 163; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 125; y = 118; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 126; y = 247; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 123; y = 77; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup2() { // TODO Auto-generated method stub //Parachuter group nr. 2 //Parachuter nr. 5 x = 153; y = 166; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 133; y = 123; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 170; y = 213; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 190; y = 121; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup3() { // TODO Auto-generated method stub //Parachuter group nr. 3 //Parachuter nr. 2 x = 267; y = 115; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 255; y = 183; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 170; y = 280; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 116; y = 80; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 67; y = 112; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 260; y = 89; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 260; y = 113; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 178; y = 25; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup4() { // TODO Auto-generated method stub //Parachuter group nr. 1 //Parachuter nr. 2 x = 75; y = 166; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 118; y = 94; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 38; y = 55; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 57; y = 18; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 67; y = 119; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 217; y = 113; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 245; y = 234; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 239; y = 44; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup5() { // TODO Auto-generated method stub //Parachuter group nr. 1 //Parachuter nr. 2 x = 59; y = 120; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 210; y = 169; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 199; y = 138; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 22; y = 307; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 195; y = 22; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 157; y = 132; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 150; y = 183; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 130; y = 20; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachutersGroup6() { // TODO Auto-generated method stub //Parachuter group nr. 1 //Parachuter nr. 2 x = 10; y = 10; Parachuter p1 = new Parachuter(x, y); parachuters.add(p1); //Parachuter nr.1 x = 20; y = 20; Parachuter p = new Parachuter(x, y); parachuters.add(p); //Parachuter nr. 3 x = 30; y = 30; Parachuter p3 = new Parachuter(x, y); parachuters.add(p3); //Parachuter nr. 3 x = 60; y = 60; Parachuter p2 = new Parachuter(x, y); parachuters.add(p2); //Parachuter nr. 5 x = 90; y = 90; Parachuter p5 = new Parachuter(x, y); parachuters.add(p5); x = 120; y = 120; Parachuter p4 = new Parachuter(x, y); parachuters.add(p4); //Parachuter nr. 7 x = 150; y = 150; Parachuter p7 = new Parachuter(x, y); parachuters.add(p7); //Parachuter nr. 6 x = 180; y = 180; Parachuter p6 = new Parachuter(x, y); parachuters.add(p6); } public void drawParachuters() { Parachuter p = new Parachuter(x, y); parachuters.add(p); Toast.makeText(getContext(), "x=" + x + " y=" + y, 15).show(); } public void setRunning(boolean bRun) { running = bRun; } public boolean getRunning() { return running; } } /** Handle to the application context, used to e.g. fetch Drawables. */ private Context mContext; /** Pointer to the text view to display "Paused.." etc. */ private TextView mStatusText; /** The thread that actually draws the animation */ private ExampleThread eThread; public ExampleView(Context context) { super(context); // register our interest in hearing about changes to our surface SurfaceHolder holder = getHolder(); holder.addCallback(this); // create thread only; it's started in surfaceCreated() eThread = new ExampleThread(holder, context, new Handler() { @Override public void handleMessage(Message m) { // mStatusText.setVisibility(m.getData().getInt("viz")); // mStatusText.setText(m.getData().getString("text")); } }); setFocusable(true); } @Override public boolean onTouchEvent(MotionEvent event) { return eThread.onTouchEvent(event); } public ExampleThread getThread() { return eThread; } @Override public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) { // TODO Auto-generated method stub } public void surfaceCreated(SurfaceHolder holder) { if (eThread.getState() == Thread.State.TERMINATED) { eThread = new ExampleThread(getHolder(), getContext(), getHandler()); eThread.start(); } else { eThread.start(); } } @Override public void surfaceDestroyed(SurfaceHolder holder) { boolean retry = true; eThread.setRunning(false); while (retry) { try { eThread.join(); retry = false; } catch (InterruptedException e) { } } } }

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  • Make text in a <div> wrap around a child element.

    - by John
    In Word you can place an image on a page and have the text flow nicely around it. I was wondering how far one can get towards this using CSS, noting that is has to work in IE6. I already have something sort of close using float, but the floated child-element still 'blocks' text above it. So it partially wraps. Is it possible to put a child div at some arbitrary position in the parent, and have text flow around it freely? The actual use-case here is to put illustrations inside the main content , where each illustration is implemented inside a child . I repeat, it has to work on IE6. And I don't want to get too involved in browser-specific hacks... floating the child at least works on IE6 with no tweaking. Currently I have like this: <div> <div class="illustration"> <img src="image1.png" /> <p>Illustration caption</p> </div> <p>Lorem ipsum dolor sit amet, consetetur sadipscing elitr, sed diam nonumy eirmod tempor invidunt ut labore et dolore magna aliquyam erat, sed diam voluptua. Atvero eos et accusam et justo duo dolores et ea rebum. Stet clita kasd gubergren, no sea takimata sanctus est Lorem ipsum dolor sit amet. </p> </div> div.illustration { float:right; border-top: 1px solid #505050; border-left: 1px solid #505050; border-right: 1px solid #505050; border-bottom: 1px solid #505050; margin-right:30px; margin-top:100px; text-align:center; padding:2px; background: #96C3FF; } div.illustration p { margin:0; font-size:small; font-style:italic; padding:0; }

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  • Is there a way to get all valid keywords for CSS property?

    - by NV
    Round two. First was "How do I get all supported CSS properties in WebKit?". I'm looking for magic CSSkeywords function: CSSkeywords('float') --> ['left', 'right', 'none'] CSSkeywords('width') --> ['auto'] CSSkeywords('background') --> [ ["repeat", "repeat-x", "repeat-y", "no-repeat"], ["scroll", "fixed"], ["top", "center", "bottom", "left"], /*regexp for color*/, /*regexp for url*/, "none" ]

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  • How do I center this CSS?

    - by sarthaksss
    Here is the CSS - #slider ul, #slider li, #slider2 ul, #slider2 li{ margin:0; padding:0; list-style:none; } #slider2{margin-top:1em;} #slider li, #slider2 li{ /* define width and height of list item (slide) entire slider area will adjust according to the parameters provided here */ width:500px; height:250px; overflow:hidden; } #prevBtn, #nextBtn, #slider1next, #slider1prev{ display:block; width:30px; height:77px; position:absolute; left:-30px; top:71px; z-index:1000; } #nextBtn, #slider1next{ left:696px; } #prevBtn a, #nextBtn a, #slider1next a, #slider1prev a{ display:block; position:relative; width:30px; height:77px; background:url(../images/btn_prev.gif) no-repeat 0 0; } #nextBtn a, #slider1next a{ background:url(../images/btn_next.gif) no-repeat 0 0; } /* numeric controls */ #slider img{ width:500px; height:300px; } ol#controls{ margin:1em 0; padding:0; height:28px; } ol#controls li{ margin:0 10px 0 0; padding:0; float:left; list-style:none; height:28px; line-height:28px; } ol#controls li a{ float:left; height:28px; line-height:28px; border:1px solid #ccc; background:#b32d45; color:white; padding:0 10px; text-decoration:none; } ol#controls li.current a{ background:#5DC9E1; color:#fff; } ol#controls li a:focus, #prevBtn a:focus, #nextBtn a:focus{outline:none;} I want to center the #slider HTML <div id="slider"> <ul> <li>IMAGE</li> <li>IMAGE2</li> </ul> </div>

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  • Niceforms radio buttons are shown on wrong position

    - by fvant
    When i am using Niceforms the normal text inputs and buttons work great and i even managed to get a custom theme for them based on the provided sample psd. But when i use radiobuttons/checkboxes, they get shown some where completely different than the labels. This happens consistently on FF,Chrome and Safari. As soon as i put any positioning css (a float:left or even a ) in the page the radiobuttons break.

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  • What is Logically and semantically correct, A-grade browsers compatible and W3C valid way to clear f

    - by metal-gear-solid
    What is Logically correct and W3C valid way to clear float? zoom:1 is not valid by W3C and IE8 don't have hash layout problem overflow:hidden and overflow:hidden were not made to do this,as the spec intended overflow to be used <div class="clear"/> is not semantically correct and i don't want to add extra markup. clearfix hack generates content that really hasn’t any semantic value. I've asked many questions and read many articles on this issue but haven't find best way.

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  • Grails' GORM constraint question

    - by xain
    Hi, I have the following Domain Class: class Metric { String name float value static belongsTo = [Person,Corporation] static indexes = { name() } } How can I add a constraint so Person,Corporation and name are unique ? Thanks.

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  • need help with a simple SQL update statement.

    - by Tony
    There's a field with type of varchar. It actually stores a float point string. Like 2.0 , 12.0 , 34.5 , 67.50 ... What I need is a update statement that remove the ending zeros of fields like 2.0 , 12.0 , change them to their integer representation , that is 2 , 12 ...,and leave 3.45 , 67.50 unchanged . How should I do this ? I am using oracle 10.

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  • SQL Server: how to set return format ?

    - by Quandary
    Question: The new SQL Server 2008 database returns me values formatted English (date/float). Is there a way I can set the return format ? For example temporarely switching the database language? Or just set the language for the current query ?

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  • Ordering sql query results

    - by user343409
    My sql query gives the columns: product_id (which is an integer) pnl (which is float - can be negative) I get more than 100 rows. I want to filter out the top 40 rows based on abs(pnl). But the results should be ordered by pnl column only and not by abs(pnl). I want to do this for MSSQL 2005. Is there a way to do this?

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  • When can Java produce a NaN (with specific code question)

    - by Brent
    I'm a bit perplexed by some code I'm currently writing. I am trying to preform a specific gradient descent (main loop included below) and depending on the initial conditions I will alternatively get good looking results (perhaps 20% of the time) or everything becomes NaN (the other 80% of the time). However it seems to me that none of the operations in my code could produce NaN's when given honest numbers! My main loop is: // calculate errors delta = m1 + m2 - M; eta = f1 + f2 - F; for (int i = 0; i < numChildren; i++) { epsilon[i] = p[i]*m1+(1-p[i])*m2+q[i]*f1+(1-q[i])*f2-C[i]; } // use errors in gradient descent // set aside differences for the p's and q's float mDiff = m1 - m2; float fDiff = f1 - f2; // first update m's and f's m1 -= rate*delta; m2 -= rate*delta; f1 -= rate*eta; f2 -= rate*eta; for (int i = 0; i < numChildren; i++) { m1 -= rate*epsilon[i]*p[i]; m2 -= rate*epsilon[i]*(1-p[i]); f1 -= rate*epsilon[i]*q[i]; f2 -= rate*epsilon[i]*(1-q[i]); } // now update the p's and q's for (int i = 0; i < numChildren; i++) { p[i] -= rate*epsilon[i]*mDiff; q[i] -= rate*epsilon[i]*fDiff; } This behavior can be seen when we have rate = 0.01; M = 30; F = 30; C = {15, 25, 35, 45}; with the p[i] and q[i] chosen randomly uniformly between 0 and 1, m1 and m2 chosen randomly uniformly to add to M, and f1 and f2 chosen randomly uniformly to add up to F. Does anyone see anything that could create these NaN's?

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  • Whats the easiest way to convert a long in C to a char*?

    - by dh82
    What is the clean way to do that in C? wchar_t* ltostr(long value) { int size = string_size_of_long(value); wchar_t *wchar_copy = malloc(value * sizeof(wchar_t)); swprintf(wchar_copy, size, L"%li", self); return wchar_copy; } The solutions I came up so far are all rather ugly, especially allocate_properly_size_whar_t uses double float base math.

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  • removing elements incrementally from a list

    - by Javier
    Dear all, I've a list of float numbers and I would like to delete incrementally a set of elements in a given range of indexes, sth. like: for j in range(beginIndex, endIndex+1): print ("remove [%d] => val: %g" % (j, myList[j])) del myList[j] However, since I'm iterating over the same list, the indexes (range) are not valid any more for the new list. Does anybody has some suggestions on how to delete the elements properly? Best wishes

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  • memset for initialization in C++

    - by skydoor
    memset is sometimes used to initialize data in a constructor like the example below. Does it work in general ? Is it a good idea in general? class A { public: A(); private: int a; float f; char str[35]; long *lp; }; A::A() { memset(this, 0, sizeof(*this)); }

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  • c++ multithread array

    - by user1731972
    i'm doing something for fun, trying to learn multithreading Problems passing array by reference to threads but Arno pointed out that my threading via process.h wasn't going to be multi-threaded. What I'm hoping to do is something where I have an array of 100 (or 10,000, doesn't really matter I don't think), and split up the assignment of values to each thread. Example, 4 threads = 250 values per thread to be assigned. Then I can use this filled array for further calculations. Here's some code I was working on (which doesn't work) #include <process.h> #include <windows.h> #include <iostream> #include <fstream> #include <time.h> //#include <thread> using namespace std; void myThread (void *dummy ); CRITICAL_SECTION cs1,cs2; // global int main() { ofstream myfile; myfile.open ("coinToss.csv"); int rNum; long numRuns; long count = 0; int divisor = 1; float holder = 0; int counter = 0; float percent = 0.0; HANDLE hThread[1000]; int array[10000]; srand ( time(NULL) ); printf ("Runs (use multiple of 10)? "); cin >> numRuns; for (int i = 0; i < numRuns; i++) { //_beginthread( myThread, 0, (void *) (array1) ); //??? //hThread[i * 2] = _beginthread( myThread, 0, (void *) (array1) ); hThread[i*2] = _beginthread( myThread, 0, (void *) (array) ); } //WaitForMultipleObjects(numRuns * 2, hThread, TRUE, INFINITE); WaitForMultipleObjects(numRuns, hThread, TRUE, INFINITE); } void myThread (void *param ) { //thanks goes to stockoverflow //http://stackoverflow.com/questions/12801862/problems-passing-array-by-reference-to-threads int *i = (int *)param; for (int x = 0; x < 1000000; x++) { //param[x] = rand() % 2 + 1; i[x] = rand() % 2 + 1; } } Can anyone explain why it isn't working?

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  • How to place div side by side

    - by markt
    Hi, I have a main wrapper div that is set 100% width. Inside that i would like to have two divs, one that is fixed width and the other that fills the rest of the space. How do i float the second div to fill the rest of the space. Thanks for any help.

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  • how to make sub-muens line up below their parents in horizontal navbars?

    - by Joel
    Hi folks. I'm just putting together a simple nav bar using something similar to this tutorial: http://www.cssnewbie.com/horizontal-dropdown-menus/ The thing is, that I'd like to have the children lists first item to line up directly below the parent. Right now, they just go wherever I float them. Is there a way to do this without absolute positioning? I'd like to achieve something similar to what these guys have in their top nav bar: http://michaelfranti.com/

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