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Articles indexed Wednesday August 20 2014

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  • HLSL: An array of textures and sampler states

    - by nate142
    The shader must switch between multiple textures depending on the Alpha value of the original texture for each pixel. Now this would word fine if I didn't have to worry about SamplerStates. I have created my array of textures and can select a texture based on the Alpha value of the pixel. But how do I create an Array of SamplerStates and link it to my array of textures? I attempted to treat the SamplerState as a function by adding the (int i) but that didn't work. Also I can't use Texture.Sample since this is shader model 2.0. //shader model 2.0 (DX9) texture subTextures[255]; SamplerState MeshTextureSampler(int i) { Texture = (subTextures[i]); }; float4 SampleCompoundTexture(float2 texCoord, float4 diffuse) { float4 SelectedColor = SAMPLE_TEXTURE(Texture, texCoord); int i = SelectedColor.a; texture SelectedTx = subTextures[i]; return tex2D(MeshTextureSampler(i), texCoord) * diffuse; }

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  • Transparent JPanel, Canvas background in JFrame

    - by Andy Tyurin
    I wanna make canvas background and add some elements on top of it. For this goal I made JPanel as transparent container with setOpaque(false) and added it as first of JFrame container, then I added canvas with black background (in future I wanna set animation) to JFrame as second element. But I can't undestand why i see grey background, not a black. Any suggestions? public class Game extends JFrame { public Container container; //Game container with components public Canvas backgroundLayer; //Background layer of a game public JPanel elementsLayer; //elements panel (top of backgroundLayer), holds different elements private Dimension startGameDimension = new Dimension(800,600); //start game dimension public Game() { //init main window super("Astra LaserForces"); setSize(startGameDimension); setBackground(Color.CYAN); container=getContentPane(); container.setLayout(null); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //init jpanel elements layer elementsLayer=new JPanel(); elementsLayer.setSize(startGameDimension); elementsLayer.setBackground(Color.BLUE); elementsLayer.setOpaque(false); container.add(elementsLayer); //init canvas background layer backgroundLayer = new Canvas(); backgroundLayer.setSize(startGameDimension); backgroundLayer.setBackground(Color.BLACK); //set default black color container.add(backgroundLayer); } //start game public void start() { setVisible(true); } //create new instance of game and start it public static void main(String[] args) { new Game().start(); } }

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  • Dynamic object creation with HashMap

    - by Salor
    I want to use a HashMap to dynamically create objects based on the key. I have a Random Map Generator that stores the maps in 3D Arrays of Type Integer[][][]. Upon creation of the actual map I iterate through this array and based on the Integer I want to create the right block. Example: Integer[][][] map ... map[6][6][6] = 3; 3 is a Earth-Block and now I want to initialize a new Block of this type and give it the right coordinates. Currently I store my Bindings from Integer to Class in a HashMap(Integer, String) and create my objects like that: int id = array[x][y][z]; String block_name = Blocks.map.get(id); Block block = (Block) Class.forName(block_name).newInstance(); block.setPosition(x,y,z); But I want to avoid newInstance() if possible. I've never worked that dynamically with Java before and I couldn't find a solution like changing the HashMap to (Integer, Class) or something. I just need to create a new Object based upon the Integer. Any ideas/solutions? Thanks in advance and have a wonderful day!

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  • Should I use SDL_Surface or SDL_Window? [on hold]

    - by The Light Spark
    I am making an OpenGL game basically. I have just started out on the territory. I have seen tutorials which use an SDL_Surface for rendering to while other tutorials use SDL_Window and obtain an openGL context from that and render to that, with no mention of surfaces. I understand what the differences between the two are, but is there any advantage in using one over the other? Can I use the SDL_Window technique to create high quality games or does the SDL_Surface approach get me better results?

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  • How to properly code in Unity? [on hold]

    - by Vincent B.
    I'm fairly new to Unity (yet I touched it and made a few proto with it) and I'd like to know how I'm supposed to work with it. I'm student in programming so I'm used to C/C++ with SDL/SFML, writing code and only using Input/Graphics/Network libs. I followed a few Unity guides and it was way more around drag & drop on scenes and a bit of scripting to activate it all, which disturbed me. So I fond a way to only use one GameObject and use a Singleton to launch code and display stuff (for 2d games at least). At the end of the day I make games not using "Instantiate" or such at all. Is it the right way ? Am I supposed to do this ? How much are your scenes populated (in a professional environment) ? When should I stop coding and start using the editor ?

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  • 3D mobile game development [on hold]

    - by SCM
    I am not a developer or programmer and, I am planning an educative project that will involve having students to develop a cross-platform, 3D mobile game, similar to the SimCity concept. I need to write a project requirement and I'd like to pick someone's brain to understand what's involved in developing such a project: -Is it realistic to have one or two students to do it? and along their other modules at uni? - How much time can it take to develop from scratch? - what are the different skills required? Thank you All SCM

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • Dealing with numerous, simultaneous sounds in unity

    - by luxchar
    I've written a custom class that creates a fixed number of audio sources. When a new sound is played, it goes through the class, which creates a queue of sounds that will be played during that frame. The sounds that are closer to the camera are given preference. If new sounds arrive in the next frame, I have a complex set of rules that determines how to replace the old ones. Ideally, "big" or "important" sounds should not be replaced by small ones. Sound replacement is necessary since the game can be fast-paced at times, and should try to play new sounds by replacing old ones. Otherwise, there can be "silent" moments when an old sound is about to stop playing and isn't replaced right away by a new sound. The drawback of replacing old sounds right away is that there is a harsh transition from the old sound clip to the new one. But I wonder if I could just remove that management logic altogether, and create audio sources on the fly for new sounds. I could give "important" sounds more priority (closer to 0 in the corresponding property) as opposed to less important ones, and let Unity take care of culling out sound effects that exceed the channel limit. The only drawback is that it requires many heap allocations. I wonder what strategy people use here?

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  • TileEntitySpecialRenderer only renders from certain angle

    - by Hullu2000
    I'm developing a Minecraft mod with Forge. I've added a tileentity and a custom renderer for it. The problem is: The block is only visible from sertain angles. I've compaed my code to other peoples code and it looks pretty much like them. The block is opaque and not to be rendered and the renderer is registered normally so the fault must be in the renderer. Here's the renderer code: public class TERender extends TileEntitySpecialRenderer { public void renderTileEntityAt(TileEntity tileEntity, double d, double d1, double d2, float f) { GL11.glPushMatrix(); GL11.glTranslatef((float)d, (float)d1, (float)d2); HeatConductTileEntity TE = (HeatConductTileEntity)tileEntity; renderBlock(TE, tileEntity.getWorldObj(), tileEntity.xCoord, tileEntity.yCoord, tileEntity.zCoord, mod.EMHeatConductor); GL11.glPopMatrix(); } public void renderBlock(HeatConductTileEntity tl, World world, int i, int j, int k, Block block) { Tessellator tessellator = Tessellator.instance; GL11.glColor3f(1, 1, 1); tessellator.startDrawingQuads(); tessellator.addVertex(0, 0, 0); tessellator.addVertex(1, 0, 0); tessellator.addVertex(1, 1, 0); tessellator.addVertex(0, 1, 0); tessellator.draw(); } }

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  • change texture at runtime

    - by user1509674
    How can I change the texture at runtime. I have done changing the label(text) at runtime. The following code is used using UnityEngine; using System.Collections; public class switchtime : MonoBehaviour { // Use this for initialization private bool showLabel = false; private bool showLabe2 = false; private bool showLabe3 = false; private bool showLabe4 = false; public void Start() { Invoke("ToggleLabel", 1); Invoke("ToggleLabel2", 3); Invoke("ToggleLabel3",6 ); Invoke("ToggleLabel4", 9); } public void ToggleLabel() { showLabel = !showLabel; } public void ToggleLabel2() { showLabe2 = !showLabe2; } public void ToggleLabel3() { showLabe3 = !showLabe3; } public void ToggleLabel4() { showLabe4 = !showLabe4; } public void OnGUI() { if (showLabel) { GUI.Label(new Rect(300, 200, 100, 20), "Copying window file.."); } if (showLabe2) { GUI.Label(new Rect(40, 40, 100, 20), "Epanding windows file.."); } if (showLabe3) { GUI.Label(new Rect(80, 80, 100, 20), "Installing Feature.."); } if (showLabe4) { GUI.Label(new Rect(100, 100, 100, 20), "Installing Updates"); } } } Now I need to change the GUITexture at runtime. How can do this? Can anybody help me in coding? Here is some changes I made. I worked on changing the gameObject when mouse is placed on it. This is the code I applied and its working for me using UnityEngine; using System.Collections; public class change : MonoBehaviour { // Use this for initialization public GameObject newSprite; private Vector3 currentSpritePosition; void update() { } void Start() { newSprite.renderer.enabled = false; currentSpritePosition = transform.position; //then make it invisible renderer.enabled = false; //give the new sprite the position of the latter newSprite.transform.position = currentSpritePosition; //then make it visible newSprite.renderer.enabled = true; } void OnMouseExit(){ //just the reverse process renderer.enabled = true; newSprite.renderer.enabled = false; } } Now the problem is that, in same code I need to set a time so that the text get loaded without the mouse click. I mean a particular time to load each text one after the another. Here is my screen shot Here I have placed the image one below the another,when the mouse is hovered on it it will change the text from bold to normal text.Changes process stated in (image 2,3).That code I posted is working for me.

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  • AndEngine Foreground Sprite

    - by McGrey
    I'm developing an Android game and have some troubles: I want to add some foreground sprites, that must obstruct my player. Se the following example: Its a screenshot from "Shinobi 3". We can see the player, the enemy, the background and two foreground trees, that hide the player's arm and part of the enemy. I'm using AndEngine GLES2 Anchor Center and I am trying to add a new layer to my scene. Sprite Forest = new Sprite(getWidth() * 0.5f, textureHeightForest * 0.5f + 100, ResourcesManager.getInstance().foreground_forest_region, vbom); Entity foregroundLayer = new Entity(); foregroundLayer.attachChild(hillFurthest); attachChild(foregroundLayer); But it still shows behind my player sprite. I am trying to find something in HUD-class (it's always shown in the foreground), but got no results. Can anyone help please?

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  • UV Atlas Generation and Seam Removal

    - by P. Avery
    I'm generating light maps for scene mesh objects using DirectX's UV Atlas Tool( D3DXUVAtlasCreate() ). I've succeeded in generating an atlas, however, when I try to render the mesh object using the atlas the seams are visible on the mesh. Below are images of a lightmap generated for a cube. Here is the code I use to generate a uv atlas for a cube: struct sVertexPosNormTex { D3DXVECTOR3 vPos, vNorm; D3DXVECTOR2 vUV; sVertexPosNormTex(){} sVertexPosNormTex( D3DXVECTOR3 v, D3DXVECTOR3 n, D3DXVECTOR2 uv ) { vPos = v; vNorm = n; vUV = uv; } ~sVertexPosNormTex() { } }; // create a light map texture to fill programatically hr = D3DXCreateTexture( pd3dDevice, 128, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &pLightmap ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXCreateTexture( lightmap )", __LINE__, hr ); return hr; } // get the zero level surface from the texture IDirect3DSurface9 *pS = NULL; pLightmap->GetSurfaceLevel( 0, &pS ); // clear surface pd3dDevice->ColorFill( pS, NULL, D3DCOLOR_XRGB( 0, 0, 0 ) ); // load a sample mesh DWORD dwcMaterials = 0; LPD3DXBUFFER pMaterialBuffer = NULL; V_RETURN( D3DXLoadMeshFromX( L"cube3.x", D3DXMESH_MANAGED, pd3dDevice, &pAdjacency, &pMaterialBuffer, NULL, &dwcMaterials, &g_pMesh ) ); // generate adjacency DWORD *pdwAdjacency = new DWORD[ 3 * g_pMesh->GetNumFaces() ]; g_pMesh->GenerateAdjacency( 1e-6f, pdwAdjacency ); // create light map coordinates LPD3DXMESH pMesh = NULL; LPD3DXBUFFER pFacePartitioning = NULL, pVertexRemapArray = NULL; FLOAT resultStretch = 0; UINT numCharts = 0; hr = D3DXUVAtlasCreate( g_pMesh, 0, 0, 128, 128, 3.5f, 0, pdwAdjacency, NULL, NULL, NULL, NULL, NULL, 0, &pMesh, &pFacePartitioning, &pVertexRemapArray, &resultStretch, &numCharts ); if( SUCCEEDED( hr ) ) { // release and set mesh SAFE_RELEASE( g_pMesh ); g_pMesh = pMesh; // write mesh to file hr = D3DXSaveMeshToX( L"cube4.x", g_pMesh, 0, ( const D3DXMATERIAL* )pMaterialBuffer->GetBufferPointer(), NULL, dwcMaterials, D3DXF_FILEFORMAT_TEXT ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXSaveMeshToX() at OnD3D9CreateDevice()", __LINE__, hr ); } // fill the the light map hr = BuildLightmap( pS, g_pMesh ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to BuildLightmap()", __LINE__, hr ); } } else { DebugStringDX( "Main", "Failed to D3DXUVAtlasCreate() at OnD3D9CreateDevice()", __LINE__, hr ); } SAFE_RELEASE( pS ); SAFE_DELETE_ARRAY( pdwAdjacency ); SAFE_RELEASE( pFacePartitioning ); SAFE_RELEASE( pVertexRemapArray ); SAFE_RELEASE( pMaterialBuffer ); Here is code to fill lightmap texture: HRESULT BuildLightmap( IDirect3DSurface9 *pS, LPD3DXMESH pMesh ) { HRESULT hr = S_OK; // validate lightmap texture surface and mesh if( !pS || !pMesh ) return E_POINTER; // lock the mesh vertex buffer sVertexPosNormTex *pV = NULL; pMesh->LockVertexBuffer( D3DLOCK_READONLY, ( void** )&pV ); // lock the mesh index buffer WORD *pI = NULL; pMesh->LockIndexBuffer( D3DLOCK_READONLY, ( void** )&pI ); // get the lightmap texture surface description D3DSURFACE_DESC desc; pS->GetDesc( &desc ); // lock the surface rect to fill with color data D3DLOCKED_RECT rct; hr = pS->LockRect( &rct, NULL, 0 ); if( FAILED( hr ) ) { DebugStringDX( "main.cpp:", "Failed to IDirect3DTexture9::LockRect()", __LINE__, hr ); return hr; } // iterate the pixels of the lightmap texture // check each pixel to see if it lies between the uv coordinates of a cube face BYTE *pBuffer = ( BYTE* )rct.pBits; for( UINT y = 0; y < desc.Height; ++y ) { BYTE* pBufferRow = ( BYTE* )pBuffer; for( UINT x = 0; x < desc.Width * 4; x+=4 ) { // determine the pixel's uv coordinate D3DXVECTOR2 p( ( ( float )x / 4.0f ) / ( float )desc.Width + 0.5f / 128.0f, y / ( float )desc.Height + 0.5f / 128.0f ); // for each face of the mesh // check to see if the pixel lies within the face's uv coordinates for( UINT i = 0; i < 3 * pMesh->GetNumFaces(); i +=3 ) { sVertexPosNormTex v[ 3 ]; v[ 0 ] = pV[ pI[ i + 0 ] ]; v[ 1 ] = pV[ pI[ i + 1 ] ]; v[ 2 ] = pV[ pI[ i + 2 ] ]; if( TexcoordIsWithinBounds( v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ) ) { // the pixel lies b/t the uv coordinates of a cube face // light contribution functions aren't needed yet //D3DXVECTOR3 vPos = TexcoordToPos( v[ 0 ].vPos, v[ 1 ].vPos, v[ 2 ].vPos, v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ); //D3DXVECTOR3 vNormal = v[ 0 ].vNorm; // set the color of this pixel red( for demo ) BYTE ba[] = { 0, 0, 255, 255, }; //ComputeContribution( vPos, vNormal, g_sLight, ba ); // copy the byte array into the light map texture memcpy( ( void* )&pBufferRow[ x ], ( void* )ba, 4 * sizeof( BYTE ) ); } } } // go to next line of the texture pBuffer += rct.Pitch; } // unlock the surface rect pS->UnlockRect(); // unlock mesh vertex and index buffers pMesh->UnlockIndexBuffer(); pMesh->UnlockVertexBuffer(); // write the surface to file hr = D3DXSaveSurfaceToFile( L"LightMap.jpg", D3DXIFF_JPG, pS, NULL, NULL ); if( FAILED( hr ) ) DebugStringDX( "Main.cpp", "Failed to D3DXSaveSurfaceToFile()", __LINE__, hr ); return hr; } bool TexcoordIsWithinBounds( const D3DXVECTOR2 &t0, const D3DXVECTOR2 &t1, const D3DXVECTOR2 &t2, const D3DXVECTOR2 &p ) { // compute vectors D3DXVECTOR2 v0 = t1 - t0, v1 = t2 - t0, v2 = p - t0; float f00 = D3DXVec2Dot( &v0, &v0 ); float f01 = D3DXVec2Dot( &v0, &v1 ); float f02 = D3DXVec2Dot( &v0, &v2 ); float f11 = D3DXVec2Dot( &v1, &v1 ); float f12 = D3DXVec2Dot( &v1, &v2 ); // Compute barycentric coordinates float invDenom = 1 / ( f00 * f11 - f01 * f01 ); float fU = ( f11 * f02 - f01 * f12 ) * invDenom; float fV = ( f00 * f12 - f01 * f02 ) * invDenom; // Check if point is in triangle if( ( fU >= 0 ) && ( fV >= 0 ) && ( fU + fV < 1 ) ) return true; return false; } Screenshot Lightmap I believe the problem comes from the difference between the lightmap uv coordinates and the pixel center coordinates...for example, here are the lightmap uv coordinates( generated by D3DXUVAtlasCreate() ) for a specific face( tri ) within the mesh, keep in mind that I'm using the mesh uv coordinates to write the pixels for the texture: v[ 0 ].uv = D3DXVECTOR2( 0.003581, 0.295631 ); v[ 1 ].uv = D3DXVECTOR2( 0.003581, 0.003581 ); v[ 2 ].uv = D3DXVECTOR2( 0.295631, 0.003581 ); the lightmap texture size is 128 x 128 pixels. The upper-left pixel center coordinates are: float halfPixel = 0.5 / 128 = 0.00390625; D3DXVECTOR2 pixelCenter = D3DXVECTOR2( halfPixel, halfPixel ); will the mapping and sampling of the lightmap texture will require that an offset be taken into account or that the uv coordinates are snapped to the pixel centers..? ...Any ideas on the best way to approach this situation would be appreciated...What are the common practices?

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  • Get rid of jfreechart chartpanel unnecessary space

    - by ryvantage
    I am trying to get a JFreeChart ChartPanel to remove unwanted extra space between the edge of the panel and the graph itself. To best illustrate, here's a SSCCE (with JFreeChart installed): public static void main(String[] args) { JPanel panel = new JPanel(new GridBagLayout()); GridBagConstraints gbc = new GridBagConstraints(); gbc.fill = GridBagConstraints.BOTH; gbc.gridwidth = 1; gbc.gridheight = 1; gbc.weightx = 1; gbc.weighty = 1; gbc.gridy = 1; gbc.gridx = 1; panel.add(createChart("Sales", Chart_Type.DOLLARS, 100000, 115000), gbc); gbc.gridx = 2; panel.add(createChart("Quotes", Chart_Type.DOLLARS, 250000, 240000), gbc); gbc.gridx = 3; panel.add(createChart("Profits", Chart_Type.PERCENTAGE, 40.00, 38.00), gbc); JFrame frame = new JFrame(); frame.add(panel); frame.setSize(800, 300); frame.setLocationRelativeTo(null); frame.setVisible(true); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); } private static ChartPanel createChart(String title, Chart_Type type, double goal, double actual) { double maxValue = goal * 2; double yellowToGreenNum = goal; double redToYellowNum = goal * .75; DefaultValueDataset dataset = new DefaultValueDataset(actual); JFreeChart jfreechart = createChart(dataset, Math.max(actual, maxValue), redToYellowNum, yellowToGreenNum, title, type); ChartPanel chartPanel = new ChartPanel(jfreechart); chartPanel.setBorder(new LineBorder(Color.red)); return chartPanel; } private static JFreeChart createChart(ValueDataset valuedataset, Number maxValue, Number redToYellowNum, Number yellowToGreenNum, String title, Chart_Type type) { MeterPlot meterplot = new MeterPlot(valuedataset); meterplot.setRange(new Range(0.0D, maxValue.doubleValue())); meterplot.addInterval(new MeterInterval(" Goal Not Met ", new Range(0.0D, redToYellowNum.doubleValue()), Color.lightGray, new BasicStroke(2.0F), new Color(255, 0, 0, 128))); meterplot.addInterval(new MeterInterval(" Goal Almost Met ", new Range(redToYellowNum.doubleValue(), yellowToGreenNum.doubleValue()), Color.lightGray, new BasicStroke(2.0F), new Color(255, 255, 0, 64))); meterplot.addInterval(new MeterInterval(" Goal Met ", new Range(yellowToGreenNum.doubleValue(), maxValue.doubleValue()), Color.lightGray, new BasicStroke(2.0F), new Color(0, 255, 0, 64))); meterplot.setNeedlePaint(Color.darkGray); meterplot.setDialBackgroundPaint(Color.white); meterplot.setDialOutlinePaint(Color.gray); meterplot.setDialShape(DialShape.CHORD); meterplot.setMeterAngle(260); meterplot.setTickLabelsVisible(false); meterplot.setTickSize(maxValue.doubleValue() / 20); meterplot.setTickPaint(Color.lightGray); meterplot.setValuePaint(Color.black); meterplot.setValueFont(new Font("Dialog", Font.BOLD, 0)); meterplot.setUnits(""); if(type == Chart_Type.DOLLARS) meterplot.setTickLabelFormat(NumberFormat.getCurrencyInstance()); else if(type == Chart_Type.PERCENTAGE) meterplot.setTickLabelFormat(NumberFormat.getPercentInstance()); JFreeChart jfreechart = new JFreeChart(title, JFreeChart.DEFAULT_TITLE_FONT, meterplot, false); return jfreechart; } enum Chart_Type { DOLLARS, PERCENTAGE } If you resize the frame, you can see that you cannot make the edge of the graph go to the edge of the panel (the panels are outlined in red). Especially on the bottom - there is always a gap between the bottom the graph and the bottom of the panel. Is there a way to make the graph fill the entire area? Is there a way to at least guarantee that it is touching one edge of the panel (i.e., it is touching the top and bottom or the left and right) ??

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  • How to use Spanish characters in Handlebars templates

    - by Jon Rose
    I am wondering what the idiomatic way to render special language characters is using Handlebars.js templates. When I render the normal html I can use something like the Spanish lowercase e, &#233, and it renders as expected. When I pass the same text as a string to my Handlebars template I just see the characters &#233. I have tried creating a Handlebars helper that used jquery to render the text using .html() then returning the .html() of the tmp element and I get the same results.

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  • Eclipse w/ ADT, Save Failed Illegal Value -1

    - by bgenchel
    I'm trying to save and run my android project in eclipse, but every time I do, I get a pop up with the following message/error: Save Failed, Illegal Value -1. I'm not sure why i'm getting this error; I did just make some changes but none of them were extreme or major and it was working just a bit ago. The worst part is that i'm not receiving any kind of pointer, console or logcat, towards what is causing it. Has anyone experienced this before? If so, what can I do? Thanks in advance!

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  • Elasticsearch how to use a script(file) in an update

    - by user2089283
    Hi I want to do something like this: curl -XPOST 'http://localhost:9200/customer92/listbuilder/a10/_update' -d ' { "_script": { "script":"summarization" } }' I have a summarization.groovy in my config/scripts folder . I am getting : {"error":"ElasticsearchIllegalArgumentException[failed to execute script]; nested: GroovyScriptExecutionException[MissingPropertyException[No such property: summarization for class: Script6]]; ","status":400}% What am I doing wrong ?

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  • How to create a datastore.Text object out of an array of dynamically created Strings?

    - by Adrogans
    I am creating a Google App Engine server for a project where I receive a large quantity of data via an HTTP POST request. The data is separated into lines, with 200 characters per line. The number of lines can go into the hundreds, so 10's of thousands of characters total. What I want to do is concatenate all of those lines into a single Text object, since Strings have a maximum length of 500 characters but the Text object can be as large as 1MB. Here is what I thought of so far: public void doPost(HttpServletRequest req, HttpServletResponse resp) { ... String[] audioSampleData = new String[numberOfLines]; for (int i = 0; i < numberOfLines; i++) { audioSampleData[i] = req.getReader().readLine(); } com.google.appengine.api.datastore.Text textAudioSampleData = new Text(audioSampleData[0] + audioSampleData[1] + ...); ... } But as you can see, I don't know how to do this without knowing the number of lines before-hand. Is there a way for me to iterate through the String indexes within the Text constructor? I can't seem to find anything on that. Of note is that the Text object can't be modified after being created, and it must have a String as parameter for the constructor. (Documentation here) Is there any way to this? I need all of the data in the String array in one Text object. Many Thanks!

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  • Javascript - use to load xml data from URL

    - by spenf
    I have this url with some xml data in it: http://64.182.231.116/~spencerf/union_college/Upperclass_Sample_Menu.xml And I would like to load this xml data into my javascript script so I can parse it. I am using parse.com Javascript SDK, in there cloud code. Here is the code I have tried: Parse.Cloud.define("next", function(request, response) { response.success("Hello world!"); $.ajax({ url: 'http://64.182.231.116/~spencerf/union_college/Upperclass_Sample_Menu.xml', // name of file you want to parse dataType: "xml", // type of file you are trying to read success: parse, // name of the function to call upon success error: function(){alert("Error: Something went wrong");} }); }); But when I run this I get an error: $ is not defined at main.js:

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  • Spring scheduled tasks

    - by stackuser
    I'm trying to use spring scheduled tasks for my scheduled jobs, I have one scheduler configured for multiple tasks executors as below <task:scheduled-tasks scheduler="ABCTaskScheduler"> <task:scheduled ref="ABCTaskExecutor" method="execute" cron="some_expression_1" /> <task:scheduled ref="DEFTaskExecutor" method="execute" cron="some_expression_1" /> </task:scheduled-tasks> My question in how can I make the task executor list dynamic, so that I do not have to change my spring config each time I have to add a new task executor.

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  • How to expose an entity via alternate keys with spring data rest

    - by dan carter
    Spring-data-rest does a great job exposing entities via their primary key for GET, PUT and DELETE etc. operations. /myentityies/123 It also exposes search operations. /myentities/search/byMyOtherKey?myOtherKey=123 In my case the entities have a number of alternate keys. The systems calling us, will know the objects by these IDs, rather than our internal primary key. Is it possible to expose the objects via another URL and have the GET, PUT and DELETE handled by the built-in spring-data-rest controllers? /myentities/myotherkey/456 We'd like to avoid forcing the calling systems to have to make two requests for each update. I've tried playing with @RestResource path value, but there doesn't seem to be a way to add additional paths.

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  • JProgressBar.stringPainted(true); is not working

    - by Mirza Ghalib
    This is a part of my java code, in this code I have written that when I click the button the value of JProgressBar should becomes 0 and stringPainted(); becomes true, but "string painted" is not visible when I click the button, please help. import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import javax.swing.JButton; import javax.swing.JFrame; import javax.swing.JProgressBar; public class R implements ActionListener { static int y; CustomProgressBar b = new CustomProgressBar(); public static void main(String arg[]) throws Exception { new R(); } public R() throws Exception { JFrame f = new JFrame(); JButton btn = new JButton("Click"); f.setExtendedState(JFrame.MAXIMIZED_BOTH); f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); f.setUndecorated(true); f.setLayout(new FlowLayout()); btn.addActionListener(this); f.add(b); f.add(btn); f.setVisible(true); } class CustomProgressBar extends JProgressBar{ private static final long serialVersionUID = 1L; private boolean isStringToBePainted = false; public CustomProgressBar() { super(JProgressBar.VERTICAL,0,100); } @Override protected void paintComponent(Graphics g) { super.paintComponent(g); if(isStringToBePainted ) { Dimension size = CustomProgressBar.this.getSize(); if( CustomProgressBar.this.getPercentComplete()<0.9 ) R.y = (int)( size.height - size.height * CustomProgressBar.this.getPercentComplete() ); String text = getString(); g.setColor(Color.BLACK ); g.drawString(text, 0, R.y); } } @Override public void setStringPainted(boolean b) { isStringToBePainted=b; } } @Override public void actionPerformed(ActionEvent e) { b.setValue(0); b.setStringPainted(true); } }

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  • Change a dropdown depending on another dropdown

    - by Eric Evans
    I'm trying to create a three select dropdowns that represent a persons birthday. I'm taking into consideration that there are 4 months with 30 days, 7 with 31 ,and 1 with 28 or 29 depending if it's a leap year or not. I would like the days dropdown to show the number of days depending on which month is chosen in the month dropdown. Here's what I have now. Here's the html for the select <!Doctype html> <html lang="en"> <head> <meta charset="UTF-8"> <title>Birthday validation</title> <script src="jquery-1.11.1.min.js"></script> <script src="birthday_drop.js"></script> <link href="style.css" rel="stylesheet /> </head> <body> <h2>Birthday</h2> <fieldset class="birthday-picker"> <select class="birth-month" name="birth[month]"><option>Month</option></select> <select class="birth-day" name="birth[day]"><option>Day</option></select> <select class="birth-year" name="birth[year]"><option>Year</option></select> </fieldset> </body> </html> Here's the jquery that populates the dropdowns and my attempt to use the change function /** * Created by Eric Evans on 8/19/14. */ $(document).ready(function(){ var months = ['January','February','March','April','May','June','July','August','September','October','November','December']; for(i=0; i < months.length; i++){ $("<option value=' + months[i] + '>" + months[i] + "</option>").appendTo('.birth-month'); } for(i=0; i <= 31; i++){ $("<option value=' + i + '>" + i + "</option>").appendTo('.birth-day'); } var myYear = new Date().getFullYear(); for(i=myYear; i >= 1950; i--){ $("<option value=' + i + '>" + i + "</option>").appendTo('.birth-year'); } $('.birth-month').change(function(){ if($(this).val() == 'April'){ for(i=0; i <= 30; i++){ $("<option value=' + i + '>" + i + "</option>").appendTo('.birth-day'); } } }); }); Any help would be greatly appreciated

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  • Laravel 4 - Using multiple paginators on one page

    - by Fry Farnsworth
    I've been googling for this question but can't find any good answers. I found that there is a method called setPageName() for the paginator but it only works when used like Paginator::setPageName('page'). I looked up the paginator in the Laravel API (http://laravel.com/api/class-Illuminate.Pagination.Environment.html) and the method is a public function just like setBaseUrl which I am currently using like $albums->setBaseUrl('/album/'); for instance I want to have a Photo paginator (?photoPage=n) and a Comment paginator (?commentPage=n). Is there any way that I can use two paginators that use different page names in the URL on one page, or at least call the setPageName() method like setBaseUrl()?

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  • How can I measure distance with tastypie and geodjango?

    - by Twitch
    Using Tastypie and GeoDjango, I'm trying to return results of buildings located within 1 mile of a point. The TastyPie documentation states that distance lookups are not yet supported, but I am finding examples of people getting it work, such as this discussion and this discussion on StackOverflow, but no working code examples that can be applied. The idea that I am trying to work with is if I append a GET command to the end of a URL, then nearby locations are returned, for example: http://website.com/api/?format=json&building_point__distance_lte=[{"type": "Point", "coordinates": [153.09537, -27.52618]},{"type": "D", "m" : 1}] But when I try that, all I get back is: {"error": "Invalid resource lookup data provided (mismatched type)."} I've been pouring over the Tastypie document for days now and just can't figure out how to implement this. I'd provide more examples, but I know they'd be all terrible. All advice is appreciated, thank you!

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  • Variable modification in a child process

    - by teaLeef
    I am working on Bryant and O'Hallaron's Computer Systems, A Programmer's Perspective. Exercise 8.16 asks for the output of a program like (I changed it because they use a header file you can download on their website): #include <stdio.h> #include <stdlib.h> #include <sys/types.h> #include <sys/wait.h> #include <errno.h> #include <unistd.h> #include <string.h> int counter = 1; int main() { if (fork() == 0){ counter--; exit(0); } else{ Wait(NULL); printf("counter = %d\n", ++counter); } exit(0); } I answered "counter = 1" because the parent process waits for its children to terminate and then increments counter. But the child first decrements it. However, when I tested the program, I found that the correct answer was "counter = 2". Is the variable "counter" different in the child and in the parent process? If not, then why is the answer 2?

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