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  • iPhone tilt direction

    - by Tate Allen
    Hi all, I am making a simple, tilt controlled game using UIKit. So far, when I tilt the device the character moves in the appropriate direction. What I want him to do is to change the direction he is facing when I tilt the device. For example, when I tilt it left, I want the character to face left. Is there a way to detect whether the device was tilted left or right? If so, could you point me in the right direction please. Thanks, Tate

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  • Tilt issue in Blackberry storm

    - by sujithRavindran
    Hi, have developed an app for BB storm while tilting the device the background image of the app screen does not matches with the screen size , i have tried with the sublayout methord public void sublayout(int width, int height) { //update scrren layout based on orientation if(Display.getOrientation()== Display.ORIENTATION_LANDSCAPE) { invalidate(); } else if(Display.getOrientation()== Display.ORIENTATION_PORTRAIT) { invalidate(); } super.sublayout(width, height); } Still not successfull can any one help to sort out this tilt issue in BB storm Thanks SujithRavindran Rapidvaluesolutions

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  • iphone compass tilt compensation

    - by m01d
    hi, has anybody already programmed a iphone compass heading tilt compensation? i have got some approaches, but some help or a better solution would be cool! FIRST i define a vector Ev, calculated out of the cross product of Gv and Hv. Gv is a gravity vector i build out of the accelerometer values and Hv is an heading vector built out the magnetometer values. Ev stands perpendicular on Gv and Hv, so it is heading to horizonatl East. SECOND i define a vector Rv, calculated out of the cross product Bv and Gv. Bv is my looking vector and it is defined as [0,0,-1]. Rv is perpendicular to Gv and Bv and shows always to the right. THIRD the angle between these two vectors, Ev and Rv, should be my corrected heading. to calculate the angle i build the dot product and thereof the arcos. phi = arcos ( Ev * Rv / |Ev| * |Rv| ) Theoretically it should work, but maybe i have to normalize the vectors?! Has anybody got a solution for this? Thanks, m01d

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  • How to tilt a rigid LCD Wall Mount?

    - by benoror
    I recently bought a Wall Mount for my 24" LCD TV, it is just a few feet above my workspace desktop, but I need it to be a little bit tilted because I'm quite near the screen. I can't afford another wall-mount device, any ideas ? Description of the mount: http://bit.ly/cfyrEG

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  • Laptop authentication/logon via accelerometer tilt, flip, and twist

    - by wonsungi
    Looking for another application/technology: A number of years ago, I read about a novel way to authenticate and log on to a laptop. The user simply had to hold the laptop in the air and execute a simple series of tilts and flips to the laptop. By logging accelerometer data, this creates a unique signature for the user. Even if an attacker watched and repeated the exact same motions, the attacker could not replicate the user's movements closely enough. I am looking for information about this technology again, but I can't find anything. It may have been an actual feature on a laptop, or it may have just been a research project. I think I read about it in a magazine like Wired. Does anyone have more information about authentication via unique accelerometer signatures? Here are the closest articles I have been able to find: Knock-based commands for your Linux laptop Shake Well Before Use: Authentication Based on Accelerometer Data[PDF] Inferring Identity using Accelerometers in Television Remote Controls User Evaluation of Lightweight User Authentication with a Single Tri-Axis Accelerometer Identifying Users of Portable Devices from Gait Pattern with Accelerometers[PDF] 3D Signature Biometrics Using Curvature Moments[PDF] MoViSign: A novel authentication mechanism using mobile virtual signatures

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  • Brand new Mac Pro tower fan suddenly runs full-tilt

    - by Caffeine Coma
    My Quad-Core Mac Pro tower is two days old. Initially, I was impressed with how quiet it was compared to my older Macbook Pro. Then on day two, for some reason it started running very loudly. It's not just a "little" loud- my wife walked into the room and asked what the noise was. At first I thought this was just because I was hitting the CPU a bit (importing my iPhone library into iLife '09, and running Eclipse). But now that that's done, Activity Monitor shows a virtually idle CPU; there's nothing running that ought to be causing this, as far as I can tell. I tried powering it off & letting it cool down for a few minutes to no avail; about 10 seconds after powering up, the box gets loud again. I took a look at it with the side cover off, and it seems to be the fan near the top middle, between the power supply and the disk drive. It can't be a dust issue, as the machine is only 2 days old (and I peeked inside anyway just to be sure- clean). I did do a software update over the past 24 hours or so, but I can't say that it occurred immediately after that. I also did a migration of my old apps and data from my MBPro, for what it's worth. Why is it suddenly so loud? How can I monitor the fan speed and various system temperatures? Here's a link to my temps and fan speeds. UPDATE 1: Took it to the Apple Store. They took it in the back (where it's presumably quieter) and ran a fan diagnostic; no problems were found. The guy also told me that it was "a little loud", but normal. I don't buy it. It was virtually silent the first 24 hours I was using it. They would not replace/service it in the store (grrr... that's why I went there, as directed by Apple Care) but said I could get a replacement from the online store, as it was just purchased. I think I will try that. UPDATE 2: Apple is letting me send it back for a replacement. Glad to see so many responses to this question mentioning that the MacPros are usually silent; it's not all just in my head. :-)

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  • Laptop authentication/logon via accelometer tilt, flip, and twist

    - by wonsungi
    Looking for another application/technology: A number of years ago, I read about a novel way to authenticate and log on to a laptop. The user simply had to hold the laptop in the air and execute a simple series of tilts and flips to the laptop. By logging accelerometer data, this creates a unique signature for the user. Even if an attacker watched and repeated the exact same motions, the attacker could not replicate the user's movements closely enough. I am looking for information about this technology again, but I can't find anything. It may have been an actual feature on a laptop, or it may have just been a research project. I think I read about it in a magazine like Wired. Does anyone have more information about authentication via unique accelerometer signatures? Here are the closest articles I have been able to find: Knock-based commands for your Linux laptop Shake Well Before Use: Authentication Based on Accelerometer Data[PDF] Inferring Identity using Accelerometers in Television Remote Controls User Evaluation of Lightweight User Authentication with a Single Tri-Axis Accelerometer Identifying Users of Portable Devices from Gait Pattern with Accelerometers[PDF] 3D Signature Biometrics Using Curvature Moments[PDF] MoViSign: A novel authentication mechanism using mobile virtual signatures

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  • Blackberry storm - update layout on tilt

    - by sujithRavindran
    Hi, have developed an app for BB storm while tilting the device the background image of the app screen does not matches with the screen size, i have tried with the sublayout method public void sublayout(int width, int height) { //update scrren layout based on orientation if(Display.getOrientation()== Display.ORIENTATION_LANDSCAPE) { invalidate(); } else if(Display.getOrientation()== Display.ORIENTATION_PORTRAIT) { invalidate(); } super.sublayout(width, height); } Still not successfull can any one help to sort out this tilt issue in BB storm Thanks SujithRavindran Rapidvaluesolutions

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  • Vectors rotations 3D camera tiliting

    - by TallGuy
    Hopefully easy answer, but I cannot get it. I have a 3D render engine I have written. I have the camera position, the lookat position and the up vector. I want to be able to "tilt" the camera left, right, up and down. Like a camera on a fixed tripod that you can grab the handle and tilt it it up, down, left right etc. The maths stumps me. I have been able to do forwards/backwards dolly and up/down/left/right panning, but cannot work out the vector math to get it to tilt. For left and right tilt I want to rotate the lookat position around the camera position, but I need to take into account the up vector, otherwise the rotation doesn't know which axis to to turn around. The maths/algorithm I need is along the lines of... Camera=(cx,cy,cz) Lookat=(lx,ly,lz) Up=(ux,uy,uz) RotatePointAroundVector(lx,ly,lz,ux,uy,uz,amount) Can anyone assist with the maths involved? Many thanks.

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  • I am looking to make a spaceship tilt as it corners but I cant get it to return

    - by bobthemac
    I am using the TL game engine I am not allowed to use a physics engine but I need to make the spaceship lean as it corners, I can make it lean but cannot make it return to its starting position. I have looked at implementing some kind of spring physics but I don't understand it. Here is my code so far if(myEngine->KeyHeld(Key_A)) { car->RotateY(carSteer * frameTime); if(carSteer >= -carMaxSteer) { carSteer -= carSteerIncrement; car->RotateLocalZ(-(carSteer * frameTime)); } } if(!myEngine->KeyHeld(Key_A)) { if(carSteer < 0) { carSteer = 0; } } if(myEngine->KeyHeld(Key_D)) { car->RotateY(carSteer * frameTime); if(carSteer <= carMaxSteer) { carSteer += carSteerIncrement; car->RotateLocalZ(-(carSteer * frameTime)); } } if(!myEngine->KeyHeld(Key_D)) { if(carSteer > 0) { carSteer = 0; } } All the functions I am calling are built into the engine and I did not write them. Any Help Would Be Appreciated Thanks.

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  • Switching Android SensorManager speed. What's a good practice?

    - by Johnson Tey
    Hello stackoverflow! I'm interested to switch between different sensor orientation speeds over time to optimize the program ie.. battery life. The routine may be called very often. I'm looking for the right practice. sensorManager = (SensorManager)getSystemService(Context.SENSOR_SERVICE); sensorManager.registerListener(sensorListener, SensorManager.SENSOR_ORIENTATION, SensorManager.SENSOR_DELAY_FASTEST); //... 1) unregister then register new speed OR //... 2) register new speed without registering sensorManager.unregisterListener(sensorListener); Should I unregister the listener and then register with SensorManager.SENSOR_DELAY_NORMAL OR Should I not bother unregistering the listener? thanks.

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  • Open GL stars are not rendering

    - by Darestium
    I doing Nehe's Open GL Lesson 9. I'm using SFML for windowing, the strange thing is no stars are rendering. #include <SFML/System.hpp> #include <SFML/Window.hpp> #include <SFML/Graphics.hpp> #include <iostream> void processEvents(sf::Window *app); void processInput(sf::Window *app); void renderGlScene(sf::Window *app); void init(); int loadResources(); const int NUM_OF_STARS = 50; float triRot = 0.0f; float quadRot = 0.0f; bool twinkle = false; bool tKey = false; float zoom = 15.0f; float tilt = 90.0f; float spin = 0.0f; unsigned int loop; unsigned int texture_handle[1]; typedef struct { int r, g, b; float distance; float angle; } stars; stars star[NUM_OF_STARS]; int main() { sf::Window app(sf::VideoMode(800, 600, 32), "Nehe Lesson 9"); app.UseVerticalSync(false); init(); if (loadResources() == -1) { return EXIT_FAILURE; } while (app.IsOpened()) { processEvents(&app); processInput(&app); renderGlScene(&app); app.Display(); } return EXIT_SUCCESS; } int loadResources() { sf::Image img_data; // Load Texture if (!img_data.LoadFromFile("data/images/star.bmp")) { std::cout << "Could not load data/images/star.bmp"; return -1; } // Generate 1 texture glGenTextures(1, &texture_handle[0]); // Linear filtering glBindTexture(GL_TEXTURE_2D, texture_handle[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img_data.GetWidth(), img_data.GetHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data.GetPixelsPtr()); return 0; } void processInput(sf::Window *app) { const sf::Input& input = app->GetInput(); if (input.IsKeyDown(sf::Key::T) && !tKey) { tKey = true; twinkle = !twinkle; } if (!input.IsKeyDown(sf::Key::T)) { tKey = false; } if (input.IsKeyDown(sf::Key::Up)) { tilt -= 0.05f; } if (input.IsKeyDown(sf::Key::Down)) { tilt += 0.05f; } if (input.IsKeyDown(sf::Key::PageUp)) { zoom -= 0.02f; } if (input.IsKeyDown(sf::Key::Up)) { zoom += 0.02f; } } void init() { glClearDepth(1.f); glClearColor(0.f, 0.f, 0.f, 0.f); // Enable texturing glEnable(GL_TEXTURE_2D); //glDepthMask(GL_TRUE); // Setup a perpective projection glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.f, 1.f, 1.f, 500.f); glShadeModel(GL_SMOOTH); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glEnable(GL_BLEND); for (loop = 0; loop < NUM_OF_STARS; loop++) { star[loop].distance = (float)loop / NUM_OF_STARS * 5.0f; // Calculate distance from the centre // Give stars random rgb value star[loop].r = rand() % 256; star[loop].g = rand() % 256; star[loop].b = rand() % 256; } } void processEvents(sf::Window *app) { sf::Event event; while (app->GetEvent(event)) { if (event.Type == sf::Event::Closed) { app->Close(); } if (event.Type == sf::Event::KeyPressed && event.Key.Code == sf::Key::Escape) { app->Close(); } } } void renderGlScene(sf::Window *app) { app->SetActive(); // Clear color depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Apply some transformations glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Select texture glBindTexture(GL_TEXTURE_2D, texture_handle[0]); for (loop = 0; loop < NUM_OF_STARS; loop++) { glLoadIdentity(); // Reset The View Before We Draw Each Star glTranslatef(0.0f, 0.0f, zoom); // Zoom Into The Screen (Using The Value In 'zoom') glRotatef(tilt, 1.0f, 0.0f, 0.0f); // Tilt The View (Using The Value In 'tilt') glRotatef(star[loop].angle, 0.0f, 1.0f, 0.0f); // Rotate To The Current Stars Angle glTranslatef(star[loop].distance, 0.0f, 0.0f); // Move Forward On The X Plane glRotatef(-star[loop].angle,0.0f,1.0f,0.0f); // Cancel The Current Stars Angle glRotatef(-tilt,1.0f,0.0f,0.0f); // Cancel The Screen Tilt if (twinkle) { glColor4ub(star[(NUM_OF_STARS - loop) - 1].r, star[(NUM_OF_STARS - loop)-1].g, star[(NUM_OF_STARS - loop) - 1].b, 255); glBegin(GL_QUADS); // Begin Drawing The Textured Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); // Done Drawing The Textured Quad } glRotatef(spin,0.0f,0.0f,1.0f); // Rotate The Star On The Z Axis // Assign A Color Using Bytes glColor4ub(star[loop].r, star[loop].g, star[loop].b, 255); glBegin(GL_QUADS); // Begin Drawing The Textured Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); // Done Drawing The Textured Quad spin += 0.01f; // Used To Spin The Stars star[loop].angle += (float)loop / NUM_OF_STARS; // Changes The Angle Of A Star star[loop].distance -= 0.01f; // Changes The Distance Of A Star if (star[loop].distance < 0.0f) { star[loop].distance += 5.0f; // Move The Star 5 Units From The Center star[loop].r = rand() % 256; // Give It A New Red Value star[loop].g = rand() % 256; // Give It A New Green Value star[loop].b = rand() % 256; // Give It A New Blue Value } } } I've looked over the code atleast 10 times now and I can't figure out the problem. Any help would be much appreciated.

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  • How to Use Firefox’s Web Developer Tools to View Website Structures in 3D

    - by Chris Hoffman
    Firefox 11 added two new web developer tools to Firefox’s already impressive arsenal. The Tilt feature visualizes website structures in 3D, while the Style Editor can edit CSS stylesheets on the fly. The 3D feature, known as Tilt, is a way of visualizing a website’s DOM. It integrates with the existing Document Inspector and uses WebGL to display rich 3D graphics in your browser. Make Your Own Windows 8 Start Button with Zero Memory Usage Reader Request: How To Repair Blurry Photos HTG Explains: What Can You Find in an Email Header?

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  • Setting up OpenGL camera with off-center perspective

    - by user5484
    Hi, I'm using OpenGL ES (in iOS) and am struggling with setting up a viewport with an off-center distance point. Consider a game where you have a character in the left hand side of the screen, and some controls alpha'd over the left-hand side. The "main" part of the screen is on the right, but you still want to show whats in the view on the left. However when the character moves "forward" you want the character to appear to be going "straight", or "up" on the device, and not heading on an angle to the point that is geographically at the mid-x position in the screen. Here's the jist of how i set my viewport up where it is centered in the middle: // setup the camera // glMatrixMode(GL_PROJECTION); glLoadIdentity(); const GLfloat zNear = 0.1; const GLfloat zFar = 1000.0; const GLfloat fieldOfView = 90.0; // can definitely adjust this to see more/less of the scene GLfloat size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); CGRect rect; rect.origin = CGPointMake(0.0, 0.0); rect.size = CGSizeMake(backingWidth, backingHeight); glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glMatrixMode(GL_MODELVIEW); // rotate the whole scene by the tilt to face down on the dude const float tilt = 0.3f; const float yscale = 0.8f; const float zscale = -4.0f; glTranslatef(0.0, yscale, zscale); const int rotationMinDegree = 0; const int rotationMaxDegree = 180; glRotatef(tilt * (rotationMaxDegree - rotationMinDegree) / 2, 1.0f, 0.0f, 0.0f); glTranslatef(0, -yscale, -zscale); static float b = -25; //0; static float c = 0; // rotate by to face in the direction of the dude float a = RADIANS_TO_DEGREES(-atan2f(-gCamera.orientation.x, -gCamera.orientation.z)); glRotatef(a, 0.0, 1.0, 0.0); // and move to where it is glTranslatef(-gCamera.pos.x, -gCamera.pos.y, -gCamera.pos.z); // draw the rest of the scene ... I've tried a variety of things to make it appear as though "the dude" is off to the right: - do a translate after the frustrum to the x direction - do a rotation after the frustrum about the up/y-axis - move the camera with a biased lean to the left of the dude Nothing i do seems to produce good results, the dude will either look like he's stuck on an angle, or the whole scene will appear tilted. I'm no OpenGL expert, so i'm hoping someone can suggest some ideas or tricks on how to "off-center" these model views in OpenGL. Thanks!

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  • Upgrading Redmine, activerecord-mysql2-adapter not recognized

    - by David Kaczynski
    For upgrading Redmine from 1.0.1 to 2.1.2, I need to execute the command: rake db:migrate RAILS_ENV=production However, doing so produces the following error: rake aborted! Please install the mysql2 adapter: gem install activerecord-mysql2-adapter (mysql2 is not part of the bundle. Add it to Gemfile.) I have ran gem install activerecord-mysql2-adapter, but I still get the same error when I try to run the rake ... command. How do I get my RoR app to recognize that I have the mysql2 adapter installed already? or Is there something wrong with my activerecord-mysql2-adapter installation? Results of sudo bundle install: Using rake (10.0.0) Using i18n (0.6.1) Using multi_json (1.3.7) Using activesupport (3.2.8) Using builder (3.0.0) Using activemodel (3.2.8) Using erubis (2.7.0) Using journey (1.0.4) Using rack (1.4.1) Using rack-cache (1.2) Using rack-test (0.6.2) Using hike (1.2.1) Using tilt (1.3.3) Using sprockets (2.1.3) Using actionpack (3.2.8) Using mime-types (1.19) Using polyglot (0.3.3) Using treetop (1.4.12) Using mail (2.4.4) Using actionmailer (3.2.8) Using arel (3.0.2) Using tzinfo (0.3.35) Using activerecord (3.2.8) Using activeresource (3.2.8) Using coderay (1.0.8) Using fastercsv (1.5.5) Using rack-ssl (1.3.2) Using json (1.7.5) Using rdoc (3.12) Using thor (0.16.0) Using railties (3.2.8) Using jquery-rails (2.0.3) Using metaclass (0.0.1) Using mocha (0.12.3) Using mysql (2.8.1) Using net-ldap (0.3.1) Using pg (0.14.1) Using ruby-openid (2.1.8) Using rack-openid (1.3.1) Using bundler (1.2.1) Using rails (3.2.8) Using rmagick (2.13.1) Using shoulda (2.11.3) Using sqlite3 (1.3.6) Using yard (0.8.3) [32mYour bundle is complete! Use `bundle show [gemname]` to see where a bundled gem is installed.[0m Results of sudo find / -name "*mysql2*": /var/lib/gems/1.8/doc/mysql2-0.3.11 /var/lib/gems/1.8/doc/activerecord-3.2.9/ri/ActiveRecord/Base/mysql2_connection-c.ri /var/lib/gems/1.8/doc/activerecord-mysql2-adapter-0.0.3 /var/lib/gems/1.8/doc/activerecord-mysql2-adapter-0.0.3/ri/ActiveRecord/Base/em_mysql2_connection-c.ri /var/lib/gems/1.8/doc/activerecord-mysql2-adapter-0.0.3/ri/ActiveRecord/Base/mysql2_connection-c.ri /var/lib/gems/1.8/gems/mysql2-0.3.11 /var/lib/gems/1.8/gems/mysql2-0.3.11/spec/mysql2 /var/lib/gems/1.8/gems/mysql2-0.3.11/mysql2.gemspec /var/lib/gems/1.8/gems/mysql2-0.3.11/lib/mysql2.rb /var/lib/gems/1.8/gems/mysql2-0.3.11/lib/mysql2 /var/lib/gems/1.8/gems/mysql2-0.3.11/lib/mysql2/mysql2.so /var/lib/gems/1.8/gems/mysql2-0.3.11/ext/mysql2 /var/lib/gems/1.8/gems/mysql2-0.3.11/ext/mysql2/mysql2.so /var/lib/gems/1.8/gems/mysql2-0.3.11/ext/mysql2/mysql2_ext.c /var/lib/gems/1.8/gems/mysql2-0.3.11/ext/mysql2/mysql2_ext.h /var/lib/gems/1.8/gems/mysql2-0.3.11/ext/mysql2/mysql2_ext.o /var/lib/gems/1.8/gems/activerecord-3.2.9/lib/active_record/connection_adapters/mysql2_adapter.rb /var/lib/gems/1.8/gems/activerecord-mysql2-adapter-0.0.3 /var/lib/gems/1.8/gems/activerecord-mysql2-adapter-0.0.3/activerecord-mysql2-adapter.gemspec /var/lib/gems/1.8/gems/activerecord-mysql2-adapter-0.0.3/lib/arel/engines/sql/compilers/mysql2_compiler.rb /var/lib/gems/1.8/gems/activerecord-mysql2-adapter-0.0.3/lib/activerecord-mysql2-adapter.rb /var/lib/gems/1.8/gems/activerecord-mysql2-adapter-0.0.3/lib/activerecord-mysql2-adapter /var/lib/gems/1.8/gems/activerecord-mysql2-adapter-0.0.3/lib/active_record/connection_adapters/em_mysql2_adapter.rb /var/lib/gems/1.8/gems/activerecord-mysql2-adapter-0.0.3/lib/active_record/connection_adapters/mysql2_adapter.rb /var/lib/gems/1.8/gems/activerecord-3.2.8/lib/active_record/connection_adapters/mysql2_adapter.rb /var/lib/gems/1.8/cache/mysql2-0.3.11.gem /var/lib/gems/1.8/cache/activerecord-mysql2-adapter-0.0.3.gem /var/lib/gems/1.8/specifications/activerecord-mysql2-adapter-0.0.3.gemspec /var/lib/gems/1.8/specifications/mysql2-0.3.11.gemspec Contents of /usr/share/redmine/Gemfile: source 'http://rubygems.org' gem 'rails', '3.2.8' gem "jquery-rails", "~> 2.0.2" gem "i18n", "~> 0.6.0" gem "coderay", "~> 1.0.6" gem "fastercsv", "~> 1.5.0", :platforms => [:mri_18, :mingw_18, :jruby] gem "builder", "3.0.0" # Optional gem for LDAP authentication group :ldap do gem "net-ldap", "~> 0.3.1" end # Optional gem for OpenID authentication group :openid do gem "ruby-openid", "~> 2.1.4", :require => "openid" gem "rack-openid" end # Optional gem for exporting the gantt to a PNG file, not supported with jruby platforms :mri, :mingw do group :rmagick do # RMagick 2 supports ruby 1.9 # RMagick 1 would be fine for ruby 1.8 but Bundler does not support # different requirements for the same gem on different platforms gem "rmagick", ">= 2.0.0" end end # Database gems platforms :mri, :mingw do group :postgresql do gem "pg", ">= 0.11.0" end group :sqlite do gem "sqlite3" end end platforms :mri_18, :mingw_18 do group :mysql do gem "mysql" end end platforms :mri_19, :mingw_19 do group :mysql do gem "mysql2", "~> 0.3.11" end end platforms :jruby do gem "jruby-openssl" group :mysql do gem "activerecord-jdbcmysql-adapter" end group :postgresql do gem "activerecord-jdbcpostgresql-adapter" end group :sqlite do gem "activerecord-jdbcsqlite3-adapter" end end group :development do gem "rdoc", ">= 2.4.2" gem "yard" end group :test do gem "shoulda", "~> 2.11" # Shoulda does not work nice on Ruby 1.9.3 and seems to need test-unit explicitely. gem "test-unit", :platforms => [:mri_19] gem "mocha", "0.12.3" end local_gemfile = File.join(File.dirname(__FILE__), "Gemfile.local") if File.exists?(local_gemfile) puts "Loading Gemfile.local ..." if $DEBUG # `ruby -d` or `bundle -v` instance_eval File.read(local_gemfile) end # Load plugins' Gemfiles Dir.glob File.expand_path("../plugins/*/Gemfile", __FILE__) do |file| puts "Loading #{file} ..." if $DEBUG # `ruby -d` or `bundle -v` instance_eval File.read(file) end Contents of /usr/share/redmine/Gemfile.lock: GEM remote: http://rubygems.org/ specs: actionmailer (3.2.8) actionpack (= 3.2.8) mail (~> 2.4.4) actionpack (3.2.8) activemodel (= 3.2.8) activesupport (= 3.2.8) builder (~> 3.0.0) erubis (~> 2.7.0) journey (~> 1.0.4) rack (~> 1.4.0) rack-cache (~> 1.2) rack-test (~> 0.6.1) sprockets (~> 2.1.3) activemodel (3.2.8) activesupport (= 3.2.8) builder (~> 3.0.0) activerecord (3.2.8) activemodel (= 3.2.8) activesupport (= 3.2.8) arel (~> 3.0.2) tzinfo (~> 0.3.29) activeresource (3.2.8) activemodel (= 3.2.8) activesupport (= 3.2.8) activesupport (3.2.8) i18n (~> 0.6) multi_json (~> 1.0) arel (3.0.2) builder (3.0.0) coderay (1.0.8) erubis (2.7.0) fastercsv (1.5.5) hike (1.2.1) i18n (0.6.1) journey (1.0.4) jquery-rails (2.0.3) railties (>= 3.1.0, < 5.0) thor (~> 0.14) json (1.7.5) mail (2.4.4) i18n (>= 0.4.0) mime-types (~> 1.16) treetop (~> 1.4.8) metaclass (0.0.1) mime-types (1.19) mocha (0.12.3) metaclass (~> 0.0.1) multi_json (1.3.7) mysql (2.8.1) mysql2 (0.3.11) net-ldap (0.3.1) pg (0.14.1) polyglot (0.3.3) rack (1.4.1) rack-cache (1.2) rack (>= 0.4) rack-openid (1.3.1) rack (>= 1.1.0) ruby-openid (>= 2.1.8) rack-ssl (1.3.2) rack rack-test (0.6.2) rack (>= 1.0) rails (3.2.8) actionmailer (= 3.2.8) actionpack (= 3.2.8) activerecord (= 3.2.8) activeresource (= 3.2.8) activesupport (= 3.2.8) bundler (~> 1.0) railties (= 3.2.8) railties (3.2.8) actionpack (= 3.2.8) activesupport (= 3.2.8) rack-ssl (~> 1.3.2) rake (>= 0.8.7) rdoc (~> 3.4) thor (>= 0.14.6, < 2.0) rake (10.0.0) rdoc (3.12) json (~> 1.4) rmagick (2.13.1) ruby-openid (2.1.8) shoulda (2.11.3) sprockets (2.1.3) hike (~> 1.2) rack (~> 1.0) tilt (~> 1.1, != 1.3.0) sqlite3 (1.3.6) test-unit (2.5.2) thor (0.16.0) tilt (1.3.3) treetop (1.4.12) polyglot polyglot (>= 0.3.1) tzinfo (0.3.35) yard (0.8.3) PLATFORMS ruby DEPENDENCIES activerecord-jdbcmysql-adapter activerecord-jdbcpostgresql-adapter activerecord-jdbcsqlite3-adapter builder (= 3.0.0) coderay (~> 1.0.6) fastercsv (~> 1.5.0) i18n (~> 0.6.0) jquery-rails (~> 2.0.2) jruby-openssl mocha (= 0.12.3) mysql mysql2 (~> 0.3.11) net-ldap (~> 0.3.1) pg (>= 0.11.0) rack-openid rails (= 3.2.8) rdoc (>= 2.4.2) rmagick (>= 2.0.0) ruby-openid (~> 2.1.4) shoulda (~> 2.11) sqlite3 test-unit yard Results of gem list: actionmailer (3.2.9, 3.2.8) actionpack (3.2.9, 3.2.8) activemodel (3.2.9, 3.2.8) activerecord (3.2.9, 3.2.8) activerecord-mysql2-adapter (0.0.3) activeresource (3.2.9, 3.2.8) activesupport (3.2.9, 3.2.8) arel (3.0.2) builder (3.0.0) bundler (1.2.1) coderay (1.0.8) erubis (2.7.0) fastercsv (1.5.5) hike (1.2.1) i18n (0.6.1) journey (1.0.4) jquery-rails (2.0.3) json (1.7.5) mail (2.4.4) metaclass (0.0.1) mime-types (1.19) mocha (0.12.3) multi_json (1.3.7) mysql (2.8.1) mysql2 (0.3.11) net-ldap (0.3.1) pg (0.14.1) polyglot (0.3.3) rack (1.4.1) rack-cache (1.2) rack-openid (1.3.1) rack-ssl (1.3.2) rack-test (0.6.2) rails (3.2.9, 3.2.8) railties (3.2.9, 3.2.8) rake (10.0.0) rdoc (3.12) rmagick (2.13.1) ruby-openid (2.1.8) shoulda (2.11.3) sprockets (2.2.1, 2.1.3) sqlite3 (1.3.6) thor (0.16.0) tilt (1.3.3) treetop (1.4.12) tzinfo (0.3.35) yard (0.8.3) Results of 'bundle show`: Gems included by the bundle: * actionmailer (3.2.8) * actionpack (3.2.8) * activemodel (3.2.8) * activerecord (3.2.8) * activeresource (3.2.8) * activesupport (3.2.8) * arel (3.0.2) * builder (3.0.0) * bundler (1.2.1) * coderay (1.0.8) * erubis (2.7.0) * fastercsv (1.5.5) * hike (1.2.1) * i18n (0.6.1) * journey (1.0.4) * jquery-rails (2.0.3) * json (1.7.5) * mail (2.4.4) * metaclass (0.0.1) * mime-types (1.19) * mocha (0.12.3) * multi_json (1.3.7) * mysql (2.8.1) * net-ldap (0.3.1) * pg (0.14.1) * polyglot (0.3.3) * rack (1.4.1) * rack-cache (1.2) * rack-openid (1.3.1) * rack-ssl (1.3.2) * rack-test (0.6.2) * rails (3.2.8) * railties (3.2.8) * rake (10.0.0) * rdoc (3.12) * rmagick (2.13.1) * ruby-openid (2.1.8) * shoulda (2.11.3) * sprockets (2.1.3) * sqlite3 (1.3.6) * thor (0.16.0) * tilt (1.3.3) * treetop (1.4.12) * tzinfo (0.3.35) * yard (0.8.3)

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  • Migrating Ruby Site from EngineYard to Heroku

    - by user410925
    As part of a larger project I've been tasked with migrating some existing Ruby on Rails sites (built with an old version of refinerycms 0.9.6.34, at least that's the version listed in the Gemfile included with the source). I don't normally work with Ruby so I'm at a bit of a loss. The previous developers simply handed over the latest git dump as well as a db dump. I'm working first with trying to get the site up working locally on an Ubuntu 11.10 local machine before pushing up to at test Heroku install. If it's possible to just push directly to Heroku with the files they gave, then I can try that, but it's my understanding I need to get everything working and then use Heroku's tools to deploy. The previous devs said they're using ruby 1.8.7 so in Ubuntu I've done the following: aptitude install ruby1.8 ruby1.8-dev ruby1.8-full aptitude install rubygems1.8 I've restored the database and in the config directory I've made changes to the database.yml to point to the restored database. When I try and run "bundle install" from the root of the extracted source dir I get: Invalid gemspec in [/var/lib/gems/1.8/specifications/mail-2.4.4.gemspec]: invalid date format in specification: "2012-03-14 00:00:00.000000000Z" Invalid gemspec in [/var/lib/gems/1.8/specifications/tilt-1.3.3.gemspec]: invalid date format in specification: "2011-08-25 00:00:00.000000000Z" Invalid gemspec in [/var/lib/gems/1.8/specifications/mime-types-1.18.gemspec]: invalid date format in specification: "2012-03-21 00:00:00.000000000Z" Invalid gemspec in [/var/lib/gems/1.8/specifications/sass-rails-3.2.5.gemspec]: invalid date format in specification: "2012-03-19 00:00:00.000000000Z" Invalid gemspec in [/var/lib/gems/1.8/specifications/jquery-rails-2.0.2.gemspec]: invalid date format in specification: "2012-04-03 00:00:00.000000000Z" Invalid gemspec in [/var/lib/gems/1.8/specifications/mail-2.4.4.gemspec]: invalid date format in specification: "2012-03-14 00:00:00.000000000Z" Invalid gemspec in [/var/lib/gems/1.8/specifications/tilt-1.3.3.gemspec]: invalid date format in specification: "2011-08-25 00:00:00.000000000Z" Invalid gemspec in [/var/lib/gems/1.8/specifications/mime-types-1.18.gemspec]: invalid date format in specification: "2012-03-21 00:00:00.000000000Z" Invalid gemspec in [/var/lib/gems/1.8/specifications/sass-rails-3.2.5.gemspec]: invalid date format in specification: "2012-03-19 00:00:00.000000000Z" Invalid gemspec in [/var/lib/gems/1.8/specifications/jquery-rails-2.0.2.gemspec]: invalid date format in specification: "2012-04-03 00:00:00.000000000Z" Invalid gemspec in [/var/lib/gems/1.8/specifications/mail-2.4.4.gemspec]: invalid date format in specification: "2012-03-14 00:00:00.000000000Z" Invalid gemspec in [/var/lib/gems/1.8/specifications/tilt-1.3.3.gemspec]: invalid date format in specification: "2011-08-25 00:00:00.000000000Z" Invalid gemspec in [/var/lib/gems/1.8/specifications/mime-types-1.18.gemspec]: invalid date format in specification: "2012-03-21 00:00:00.000000000Z" Invalid gemspec in [/var/lib/gems/1.8/specifications/sass-rails-3.2.5.gemspec]: invalid date format in specification: "2012-03-19 00:00:00.000000000Z" Invalid gemspec in [/var/lib/gems/1.8/specifications/jquery-rails-2.0.2.gemspec]: invalid date format in specification: "2012-04-03 00:00:00.000000000Z" Fetching gem metadata from https://rubygems.org/....... Fetching gem metadata from https://rubygems.org/.. Using rake (0.9.2.2) Using i18n (0.6.0) Using multi_json (1.3.6) Using activesupport (3.2.3) Using builder (3.0.0) Using activemodel (3.2.3) Using erubis (2.7.0) Using journey (1.0.3) Using rack (1.4.1) Using rack-cache (1.2) Using rack-test (0.6.1) Using hike (1.2.1) Installing tilt (1.3.3) Using sprockets (2.1.3) Using actionpack (3.2.3) Installing mime-types (1.18) Using polyglot (0.3.3) Using treetop (1.4.10) Installing mail (2.4.4) Using actionmailer (3.2.3) Using arel (3.0.2) Using tzinfo (0.3.33) Using activerecord (3.2.3) Using activeresource (3.2.3) Using acts_as_indexed (0.7.8) Using awesome_nested_set (2.1.3) Using babosa (0.3.7) Using bcrypt-ruby (3.0.1) Using coffee-script-source (1.3.3) Using execjs (1.4.0) Using coffee-script (2.2.0) Using rack-ssl (1.3.2) Using json (1.7.3) Using rdoc (3.12) Using thor (0.14.6) Using railties (3.2.3) Using coffee-rails (3.2.2) Using orm_adapter (0.0.7) Using warden (1.1.1) Using devise (2.0.4) Using dragonfly (0.9.12) Using friendly_id (4.0.6) Using paper_trail (2.6.3) Using globalize3 (0.2.0) Installing jquery-rails (2.0.2) Using bundler (1.1.4) Using rails (3.2.3) Using sass (3.1.19) Installing sass-rails (3.2.5) Using truncate_html (0.5.5) Using uglifier (1.2.4) Using will_paginate (3.0.3) Using refinerycms-core (2.0.4) Using refinerycms-authentication (2.0.4) Using refinerycms-dashboard (2.0.4) Using refinerycms-images (2.0.4) Using seo_meta (1.3.0) Using refinerycms-pages (2.0.4) Using refinerycms-resources (2.0.4) Using refinerycms (2.0.4) Using routing-filter (0.3.1) Using refinerycms-i18n (2.0.0) Using sqlite3 (1.3.6) Your bundle is complete! Use `bundle show [gemname]` to see where a bundled gem is installed. Obviously the errors with Invalid gemspec need to be resolved, but the other thing that's troubling to me are the lines: Using refinerycms-core (2.0.4) Using refinerycms-authentication (2.0.4) Using refinerycms-dashboard (2.0.4) Using refinerycms-images (2.0.4) Using seo_meta (1.3.0) Using refinerycms-pages (2.0.4) Using refinerycms-resources (2.0.4) Using refinerycms (2.0.4) Using routing-filter (0.3.1) Using refinerycms-i18n (2.0.0) Since the refinerycms version listed in the Gemfile was 0.9.6.34. When it comes to the Ruby world, I'm a bit lost so any help would be greatly appreciated. Thanks,

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  • Basic doubt about sensor usage

    - by Al
    Suppose I have a cellphone with accelerometer and magnetometer, and want to determine its absolute (wrt North/East/South/West) 3d position. Imagine the phone is laid vertically, with the screen facing me, the "up" vector pointing to the ceil. Whenever I tilt, the accelerometer allows me to get the "up" vector info change. The problem is that if I tilt the device and put it horizontally (screen now facing ceil, and "up" vector pointing to the opposite of where I am), then the up vector doesn't get updated any more if I rotate the phone horizontally on the table. This is something that clearly is detected by the magnetometer now. So, the question is, when to know where to use acc or mag for each case? Is there a generic way to achieve this?

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  • set map in google maps with TimerTask

    - by Chad White
    I would like to change the Position of the map in google maps v2 But Ive done it in a TimerTask ... target, zoom, bearing and so on and it says "IllegalStateException - not on the main thread What should I do? Any help? class Task extends TimerTask { @Override public void run() { CameraPosition cameraPosition = new CameraPosition.Builder() .target(Zt) // Sets the center of the map to Mountain View .zoom(12) // Sets the zoom .bearing(180) // Sets the orientation of the camera to east .tilt(30) // Sets the tilt of the camera to 30 degrees .build(); // Creates a CameraPosition from the builder mMap.moveCamera(CameraUpdateFactory.newCameraPosition(cameraPosition)); } } Timer timer = new Timer(); timer.scheduleAtFixedRate(new Task(), 0, 20000);

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  • Silverlight Cream for November 26, 2011 -- #1175

    - by Dave Campbell
    In this Issue: Michael Washington, Manas Patnaik, Jeff Blankenburg, Doug Mair, Jon Galloway, Richard Bartholomew, Peter Bromberg, Joel Reyes, Zeben Chen, Navneet Gupta, and Cathy Sullivan. Above the Fold: Silverlight: "Using ASP.NET PageMethods With Silverlight" Peter Bromberg WP7: "Leveraging Background Services and Agents in Windows Phone 7 (Mango)" Jon Galloway Metro/WinRT/Windows8: "Debugging Contracts using Windows Simulator" Cathy Sullivan LightSwitch: "LightSwitch: It Is About The Money (It Is Always About The Money)" Michael Washington Shoutouts: Michael Palermo's latest Desert Mountain Developers is up Michael Washington's latest Visual Studio #LightSwitch Daily is up From SilverlightCream.com:LightSwitch: It Is About The Money (It Is Always About The Money)Michael Washington has a very nice post up about LightSwitch apps in general and his opinion about the future use... based on what he and I have been up to, I tend to agree on all counts!Accessing Controls from DataGrid ColumnHeader – SilverlightManas Patnaik's latest post is about using the VisualTreeHelper class to iterate through the visual tree to find the controls you need ... including sample code31 Days of Mango | Day #18: Using Sample DataJeff Blankenburg's Day 18 in his 31-Day Mango quest is on Sample Data using Expression Blend, and he begins with great links to his other Blend posts followed by a nice sample data tutorial and source31 Days of Mango | Day #19: Tilt EffectsDoug Mair returns to the reigns of Jeff's 31-Days series with number 19 which is all about Tilt Effects ... as seen in the Phone application when you select a user... Doug shows how to add this effect to your appLeveraging Background Services and Agents in Windows Phone 7 (Mango)Jon Galloway has a WP7 post up discussing Background Services and how they all fit together... he's got a great diagram of that as an overview then really nice discussion of each followed up by his slides from DevConnections, and codeNetflix on Windows 8This one isn't C#/XAML, but Richard Bartholomew has a Netflix on Windows 8 app running that bears noticeUsing ASP.NET PageMethods With SilverlightPeter Bromberg has a post up demonstrating calling PageMethods from a Silverlight app using the ScriptManager controlAWESOME Windows Phone Power ToolJoel Reyes announced the release of a full-featured tool for side-loading apps to your WP7 device... available at codeplexMicrosoft Windows Simulator Rotation and Resolution EmulationZeben Chen discusses the Windows 8 Simulator a bit deeper with this code-laden post showing how to look at roation and orientation-aware apps and resolution.First look at Windows SimulatorNavneet Gupta has a great into post to using the simulator in VS2011 for Windows 8 apps. Four things you really need this for: Touch Emulation, Rotation, Different target resolutions, and ContractsDebugging Contracts using Windows SimulatorCathy Sullivan shows how to debug W8 Contracts in VS2011... why you ask? because when you hit one in the debugger, the target app disappears.. but enter the simulator... check it outStay in the 'Light!Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCreamJoin me @ SilverlightCream | Phoenix Silverlight User GroupTechnorati Tags:Silverlight    Silverlight 3    Silverlight 4    Windows PhoneMIX10

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  • Computer sponteously reboots when doing heavy file copy to/from disk

    - by Mark Hosang
    I've been fighting with this problem for the last 3 weeks where my machine will just instantly reboot. No BSOD, and when i checked the event log all that was reported was the generic "Kernal-power" error with the detailed information pointing to a hard crash. This is a machine that was working for 18 months before these crashes started happening. When they started happening is after I added 3 HDs in a RAID-5, upped the memory to 12gb, moved to a new house, added a SSD and added about 5 case fans. I have thus eliminated the RAID, and determined that the SSD was not the cause (because it was still crashing even though the ssd wasn't connected). I've run memtest several times over night with no memory problems showing up. I've run IntelBurnTest to max out the cpu to see if it was a heat issue and at full tilt after 20 min it was only at 85C and the machine didn't crash. I also took a look at the voltages during this test, with a screenshot at the bottom of this post I've ruled out a software issue by reinstalling windows 7 ultimate x64 a total of 5 times, but even during that the install it crashes. Happens sometime during file copying at the beginning, or during uncompressing files, or sometimes during running windows update. The only discernible pattern i can see is that it seems to crash when hard disks might be spinning up or when they are accessed heavily from large file transfers. My current guess is that it is probably an issue with the MB, PSU or the power coming through the outlet. Any suggestions of what i could try to troubleshoot or what may be wrong? Specs PSU: Seasonic M12 700w Mem: 12gb CPU: i7-920 with stock heatsink MB: Asus P6T HDs: 3 green WD and 1 Corsair force 3 120b with 1.3.3 firmware Running full tilt voltages Idling Voltages

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  • AccelerometerInput XNA GameComponent

    - by Michael B. McLaughlin
    Bad accelerometer controls kill otherwise good games. I decided to try to do something about it. So I create an XNA GameComponent called AccelerometerInput. It’s still a beta project but you are welcome to try it, use it, modify it, etc. I’m releasing under the terms of the Microsoft Public License. Important info: First, it only supports tilt-style controls currently. I have not implemented motion-style controls yet (and make no promises as to when I might find time to do so). Second, I commented it heavily so that you can (hopefully) understand what it is doing. Please read the comments and examine the sample game for a usage overview. There are configurable parameters which I encourage you to make use of (both by modifying the default values where your testing shows it to be appropriate and also by implementing a calibration mechanism in your game that lets the user adjust those configurable values based on his or her own circumstances). Third, even with this code, accelerometer controls are still a fairly advanced topic area; you will likely find nothing but disappointment if you simply plunk this into some project without testing it on a device (or preferably on several devices). Fourth, if you do try this code and find that something doesn’t work as expected on your phone, please let me know as I want to improve it and can only do so with your help. Let me know what phone model it is, what you tried doing, what you expected, and what result you had instead. I may or may not be able to incorporate it into the code, but I can let others know at the very least so that they can make appropriate modifications to their games (I’m hopeful that all phones are reasonably similar in their workings and require, at most, a slight calibration change, but I simply don’t know). Fifth, although I’ll do my best to answer any questions you may have about it, I’m very busy with a number of things currently so it might take a little while. Please look through the code and examine the comments and sample game first before asking any questions. It’s likely that the answer is in there. If not, or if you just aren’t really sure, ask away. Sixth, there are differences between a portrait-mode game and a landscape mode game (specifically in the appropriate default tilt adjustment for toward the user/away from the user calculations). This is documented and the default is set for landscape. If you use this for a portrait game, make the appropriate change (look for the TODO: comment in AccelerometerInput.cs). Seventh, no provision whatsoever is made for disabling screen locking. It is up to you to implement that and to take appropriate measures to detect when the user has been idle for too long and timeout the game. That code is very game-specific. If you have questions about such matters, consult the relevant MSDN documentation and, if you still have questions, visit the App Hub forums and ask there. I answer questions there a lot and so I may even stumble across your question and answer it. But that’s a much better forum than the comments section here for questions of that sort so I would appreciate it if you asked idle detection-related questions there (or on some other suitable site that you may be more familiar and comfortable with). Eighth, this is an XNA GameComponent intended for XNA-based games on WP7. A sufficiently knowledgeable Silverlight developer should have no problem adapting it for use in a Silverlight game or app. I may create a Silverlight version at some point myself. Right now I do not have the time, unfortunately. Ok. Without further ado: http://www.bobtacoindustries.com/developers/utils/AccelerometerInput.zip Have a great St. Patrick’s Day!

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  • Simulating Smartphones on PC with Unity

    - by Cengiz Frostclaw
    I want to make a game that depends on the phone orientation (changing shoot direction with tilt), however I need to test this on PC. So is there any tool I can use to simulate the orientation of the phone with mouse or keyboard of my PC? Something like joysticks on the screen. Thanks for any help! Edit : Thanks to @jhocking for his suggestion of Unity Remote. I, however still can accept a solution with using only PC, since I'm afraid of shortening my phone's battery life, for some reason.

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  • Firefox 11 affiche la structure des pages web en 3D et les changements dans les feuilles de styles CSS en temps réel

    Firefox 11 affiche la structure des pages web en 3D Et les changements dans les feuilles de style CSS en temps réel Firefox 11 vient d'intégrer un ensemble d'améliorations qui risquent de ne pas laisser les développeurs web indifférents. La première nouveauté est un outil qui permet de visualiser la structure (CSS, etc.) d'une page en 3D. Page Inspector 3D View, surnommé Tilt, repose sur WebGL. « Cet outil permet à tout utilisateur de comprendre immédiatement le lien entre le code et la page finale », explique Mozilla. « Alors que les outils pour développeurs, tels que « view source », ont toujours été utiles pour apprendre à développer une page, l'affichage en 3D...

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  • Accelerometer & Calibration - iPhone SDK

    - by Kevin
    Hello everyone, I need to use the functionality of an accelerometer in my iphone game. I just have to move an image by tilting the device. However most videos on youtube just show the tilt feature that is somehow inverted and forget to include the calibration. I want the user to calibrate their device to whatever position they're in. Does anyone know how I should get started on this? Your help is greatly appreciated, Kevin

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