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  • 2D Animation Smoothness - Delta time vs. Kinematics

    - by viperld002
    I'm animating a sprite in 2D with key frames of rotation and xy-positions. I've recently had a discussion with someone saying that when the device (happens to be an iPad using cocos2D) hits a performance bump due to whatever else the user may be doing, lag will arise and that the best way to fight it is to not use actual positions, but velocities, accelerations and torques with kinematics. His message is to evaluate the positions and rotations from these speeds at the current point in time. I've never experienced a situation where I've heard of using kinematics to stem lag in 2D animations and am not sure of how effective it could be. Also, it seems to be overkill. The application is not networked so it's all running on a local device. The desired effect is that the animation always plays as closely as it can to the target frame rate. Wouldn't the technique suffer the same problems as just using the time since the last frame or a fixed time step since the kinematics would also require some time value to perform the calculation? What techniques could you suggest to best achieve the desired effect? EDIT 1 Thank you for your responses, they are very illuminating. I want to clarify my question before choosing an answer however, to make sure that this post really serves it's purpose. I have a sprite of a ball, and a text file with 3 arrays worth of information (rotation,translations x, translations y) with each unit of information existing as a key frame to be stepped through (0 to 49 and back to 0 to replay it again). I have this playing by interpolating from the current key frame to the next, every n-units of time. The animation is visibly correct when compared to a video I was given of it, and it is smooth because of the interpolations between the key frames. This is the existing state of the project. There are no physics simulated, only a static animation of a ball moving in a way an artist specifically designed. Should I, instead of rotation in degrees and translations by positions in space, derive velocities, accelerations and torques to express this static animation as a function of time? As in, position now = foo(time now), where foo uses kinematics.

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  • Can I install two Ubuntu versions on the same machine?

    - by Abh
    Hello, I have Ubuntu 10.10 32 bit already installed on my machine..I am using MongoDB and it does not work properly with 32 bit machine. So I want to install 64 bit Ubuntu 10.10 on my system on another partition (so that I can have both 32 bit and 64 bit versions). Is it okay to install both 32 bit and 64 bit? I mean will it give any problems? On which partition should I install the 64 bit version? My partitions are as follows: Filesystem Size Used Avail Use% Mounted on /dev/sda1 37G 11G 25G 30% / none 1.4G 260K 1.4G 1% /dev none 1.4G 776K 1.4G 1% /dev/shm none 1.4G 244K 1.4G 1% /var/run none 1.4G 0 1.4G 0% /var/lock /dev/sda6 129G 73G 50G 60% /home /dev/sda7 127G 76G 45G 64% /vol Waiting for your replies.

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  • Unable to execute binary file. Exec format error

    - by user2689020
    I recently heard about Breach, a Node.js based browser. I was following the instructions on http://codeforgeek.com/2014/08/download-install-breach-browser-ubuntu-14-04/ to install it but got the following error : breach-v0.3.22-alpha.6-linux-x64/__AUTO_UPDATE_BUNDLE__/exo_browser/exo_browser: cannot execute binary file: Exec format error After some googling, I found that it is because I am trying to install the 64 bit package on the 32 bit Ubuntu installation. I tried to find 32 bit package of the same but ended up with no luck. The browser is only available in 64 bit packet(as far as i know). So, My question is : Is it possible to somehow install it on the 32 bit OS or if any program available which can run 64 bit applications on the 32 bit OS. I have been googling around and found no help. Can anyone help me? I am using Ubuntu 14.04 (32 Bit). Thank You

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  • Fluid iPhone Animation ala Plants vs Zombies

    - by RyJ
    If you've played Plants vs Zombies, you've seen how fluid and remarkable the character animation is. Can anyone assume how they are doing this? They don't seem to simply be animating bitmaps; the animation is too crisp, even as characters rotate and scale. The artwork looks vector, but I can't imagine that everything is drawn out using Core Graphics. Any ideas?

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  • UIView animation VS core animation

    - by Tom Irving
    I'm trying to animate a view sliding into view and bouncing once it hits the side of the screen. A basic example of the slide I'm doing is as follows: // The view is added with a rect making it off screen. [UIView beginAnimations:nil context:NULL]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationDuration:0.07]; [UIView setAnimationCurve:UIViewAnimationCurveLinear]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(animationDidStop:finished:context:)]; [theView setFrame:CGRectMake(-5, 0, theView.frame.size.width, theView.frame.size.height)]; [UIView commitAnimations]; More animations are then called in the didStopSelector to make the bounce effect. The problem is when more than one view is being animated, the bounce becomes jerky and, well, doesn't bounce anymore. Before I start reading up on how to do this in Core Animation, (I understand it's a little more difficult) I'd like to know if there is actually an advantage using Core Animation rather than UIView animations. If not, is there something I can do to improve performance?

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  • How to Export Flash Animation Data

    - by charliep
    I'd love for my partner, the artist, to be able to animate using flash movieclips and timelines. Then I, the programmer, would like to read the raw Flash info and re-program it into my engine of choice (which happens to be Torque2D). The data I'd want is the bitmap images that were used in Flash, like the head and body the links between the images, like where the head connects to the body the motion data from the flash animation, like move, rotate (at what speed), shear, etc. for the head or arms or whatever. Is there any way to get this data? Here's what I know so far. There are tools like SWFSheet and Spriteloq that convert the entire flash animation into a frame by frame sprite animation (in a sprite sheet). This would take too much space in my case, so I'd like to avoid that. Re-animating on the fly would take much less texture memory. There is a PDF that describes the SWF file format but NOT the individual components like the movieclips. So anyone know of a library I can use, or how I can learn more about the movieclip components and whatnot? (more better tags: transform, export, convert)

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  • Rotation of bitmap using a frame by frame animation

    - by pengume
    Hey every one I know this has probably been asked a ton of times but I just wanted to clarify if I am approaching this correctly, since I ran into some problems rotating a bitmap. So basically I have one large bitmap that has four frames drawn on it and I only draw one at a time by looping through the bitmap by increments to animate walking. I can get the bitmap to rotate correctly when it is not moving but once the animation starts it starts to cut off alot of the image and sometimes becomes very fuzzy. I have tried public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); setRotation = false; } And then the Draw Method here // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null); The animation is four frames long and gets incremented by 66 (the size of one of the frames on the bitmap) for every frame and then back to 0 at the end of the loop.

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  • Oracle 64-bit assembly throws BadImageFormatException when running unit tests

    - by pjohnson
    We recently upgraded to the 64-bit Oracle client. Since then, Visual Studio 2010 unit tests that hit the database (I know, unit tests shouldn't hit the database--they're not perfect) all fail with this error message:Test method MyProject.Test.SomeTest threw exception: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.BadImageFormatException: Could not load file or assembly 'Oracle.DataAccess, Version=4.112.3.0, Culture=neutral, PublicKeyToken=89b483f429c47342' or one of its dependencies. An attempt was made to load a program with an incorrect format.I resolved this by changing the test settings to run tests in 64-bit. From the Test menu, go to Edit Test Settings, and pick your settings file. Go to Hosts, and change the "Run tests in 32 bit or 64 bit process" dropdown to "Run tests in 64 bit process on 64 bit machine". Now your tests should run.This fix makes me a little nervous. Visual Studio 2010 and earlier seem to change that file for no apparent reason, add more settings files, etc. If you're not paying attention, you could have TestSettings1.testsettings through TestSettings99.testsettings sitting there and never notice the difference. So it's worth making a note of how to change it in case you have to redo it, and being vigilant about files VS tries to add.I'm not entirely clear on why this was even a problem. Isn't that the point of an MSIL assembly, that it's not specific to the hardware it runs on? An IL disassembler can open the Oracle.DataAccess.dll in question, and in its Runtime property, I see the value "v4.0.30319 / x64". So I guess the assembly was specifically build to target 64-bit platforms only, possibly due to a 64-bit-specific difference in the external Oracle client upon which it depends. Most other assemblies, especially in the .NET Framework, list "msil", and a couple list "x86". So I guess this is another entry in the long list of ways Oracle refuses to play nice with Windows and .NET.If this doesn't solve your problem, you can read others' research into this error, and where to change the same test setting in Visual Studio 2012.

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  • Cannot log into Oracle Enterprise Manager 11g: ORA-28001

    - by Álvaro G. Vicario
    I can no longer log into Oracle Enterprise Manager 11g. I get this error message: ORA-28001: the password has expired (DBD ERROR: OCISessionBegin) I could log into the server using SQL*Plus. I warned me that the password was going to expire in 7 days (which is not the same as being already expired). Following advice from several documents, I ran these commands from SQL*Plus: ALTER USER sys IDENTIFIED BY new_password; ALTER USER system IDENTIFIED BY new_password; SQL*Plus no longer warns about passwords, but I still cannot use the Enterprise Manager. Then I followed this to remove password expiration: ALTER PROFILE default LIMIT password_life_time UNLIMITED And I've also restarted the Oracle services. In case it was using cached credentials, I've tried to connect from several browsers in several computers. No way: I still get ORA-28001 in Enterprise Manager. What am I missing? Update: Some more info SQL> select username,ACCOUNT_STATUS,EXPIRY_DATE from dba_users; USERNAME ACCOUNT_STATUS EXPIRY_D ------------------------------ -------------------------------- -------- MGMT_VIEW OPEN SYS OPEN SYSTEM OPEN [...] DBSNMP EXPIRED 24/05/10 SYSMAN EXPIRED 24/05/10 OUTLN EXPIRED & LOCKED 16/11/09 FLOWS_FILES EXPIRED & LOCKED 16/11/09 USERNAME ACCOUNT_STATUS EXPIRY_D ------------------------------ -------------------------------- -------- MDSYS EXPIRED & LOCKED 16/11/09 ORDSYS EXPIRED & LOCKED 16/11/09 EXFSYS EXPIRED & LOCKED 16/11/09 WMSYS EXPIRED & LOCKED 16/11/09 WKSYS EXPIRED & LOCKED 16/11/09 WK_TEST EXPIRED & LOCKED 16/11/09 CTXSYS EXPIRED & LOCKED 16/11/09 ANONYMOUS EXPIRED & LOCKED 16/11/09 XDB EXPIRED & LOCKED 16/11/09 WKPROXY EXPIRED & LOCKED 16/11/09 ORDPLUGINS EXPIRED & LOCKED 16/11/09 USERNAME ACCOUNT_STATUS EXPIRY_D ------------------------------ -------------------------------- -------- FLOWS_030000 EXPIRED & LOCKED 16/11/09 OWBSYS EXPIRED & LOCKED 16/11/09 SI_INFORMTN_SCHEMA EXPIRED & LOCKED 16/11/09 OLAPSYS EXPIRED & LOCKED 16/11/09 SCOTT EXPIRED & LOCKED 16/11/09 ORACLE_OCM EXPIRED & LOCKED 16/11/09 TSMSYS EXPIRED & LOCKED 16/11/09 XS$NULL EXPIRED & LOCKED 16/11/09 BI EXPIRED & LOCKED 16/11/09 PM EXPIRED & LOCKED 16/11/09 MDDATA EXPIRED & LOCKED 16/11/09 USERNAME ACCOUNT_STATUS EXPIRY_D ------------------------------ -------------------------------- -------- IX EXPIRED & LOCKED 16/11/09 SH EXPIRED & LOCKED 16/11/09 DIP EXPIRED & LOCKED OE EXPIRED & LOCKED 16/11/09 APEX_PUBLIC_USER EXPIRED & LOCKED 16/11/09 HR EXPIRED & LOCKED 16/11/09 SPATIAL_CSW_ADMIN_USR EXPIRED & LOCKED 16/11/09 SPATIAL_WFS_ADMIN_USR EXPIRED & LOCKED 16/11/09

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  • Trigerring other animation after first ending Animation (Objetive-C)

    - by ludo
    Hi, I have a simple animation which simply modify the position of a button: [UIView beginAnimation:nil context:nil]; [UIView setAnimationsDuration:3.0]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; mybutton.frame = CGREctMake(20, 233, 280, 46); [UIView commitAnimations]; I want to perform some other animations when this one is finish, how to do that?

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  • How stoper one annimation model on XNA?

    - by Mehdi Bugnard
    I met a Difficulty for one stoper annimation. Everything works great starter for the animation. But I do not see how stoper and can continue the annimation paused. The "animationPlayer.StartClip (clip)" is used to choke the annimation but impossible to find a way to stoper Thans's a lot Here is my code to use. protected override void LoadContent() { //Model - Player model_player = Content.Load<Model>("Models\\Player\\models"); // Look up our custom skinning information. SkinningData skinningData = model_player.Tag as SkinningData; if (skinningData == null) throw new InvalidOperationException ("This model does not contain a SkinningData tag."); // Create an animation player, and start decoding an animation clip. animationPlayer = new AnimationPlayer(skinningData); AnimationClip clip = skinningData.AnimationClips["ArmLowAction_006"]; animationPlayer.StartClip(clip); } protected overide update(GameTime gameTime) { KeyboardState key = Keyboard.GetState(); // If player don't move -> stop anim if (!key.IsKeyDown(Keys.W) && !keyStateOld.IsKeyUp(Keys.S) && !keyStateOld.IsKeyUp(Keys.A) && !keyStateOld.IsKeyUp(Keys.D)) { //animation stop ? not exist ? animationPlayer.Stop(); isPlayerStop = true; } else { if(isPlayerStop == true) { isPlayerStop = false; animationPlayer.StartClip(Clip); } }

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  • help: cannot make ubuntu 64-bit v12.04 install work

    - by honestann
    I decided it was time to update my ubuntu (single boot) computer from 64-bit v10.04 to 64-bit v12.04. Unfortunately, for some reason (or reasons) I just can't make it work. Note that I am attempting a fresh install of 64-bit v12.04 onto a new 3TB hard disk, not an upgrade of the 1TB hard disk that has contained my 64-bit v10.04 installation. To perform the attempted install of v12.04 I unplug the SATA cable from the 1TB drive and plug it into the 3TB drive (to avoid risking damage to my working v10.04 installation). I downloaded the ubuntu 64-bit v12.04 install DVD ISO file (~1.6 GB) from the ubuntu releases webpage and burned it onto a DVD. I have downloaded the DVD ISO file 3 times and burned 3 of these installation DVDs (twice with v10.04 and once with my winxp64 system), but none of them work. I run the "check disk" on the DVDs at the beginning of the installation process to assure the DVD is valid. I also tried to install on two older 250GB seagate drives in the same computer. During every attempt I plug the same SATA cable (sda) into only one disk drive (the 3TB or one of the 250GB drives) and leave the other disk drives unconnected (for simplicity). Installation takes about 30 minutes on the 250GB drives, and about 60 minutes on the 3TB drive - not sure why. When I install on the 250GB drives, the install process finishes, the computer reboots (after the install DVD is removed), but I get a grub error 15. It is my understanding that 64-bit ubuntu (and 64-bit linux in general) has no problem with 3TB disk drives. In the BIOS I have tried having EFI set to "enabled" and "auto" with no apparent difference (no success). I have tried partitioning the drive in a few ways to see if that makes a difference, but so far it has not mattered. Typically I manually create partitions something like this: 8GB swap 8GB /boot ext4 3TB / ext4 But I've also tried the following, just in case it matters: 100MB boot efi 8GB swap 8GB /boot ext4 3TB / ext4 Note: In the partition dialog I specify bootup on the same drive I am partitioning and installing ubuntu v12.04 onto. It is a VERY DANGEROUS FACT that the default for this always comes up with the wrong drive (some other drive, generally the external drive). Unless I'm stupid or misunderstanding something, this is very wrong and very dangerous default behavior. Note: If I connect the SATA cable to the 1TB drive that has been my ubuntu 64-bit v10.04 system drive for the past 2 years, it boots up and runs fine. I guess there must be a log file somewhere, and maybe it gives some hints as to what the problem is. I should be able to boot off the 1TB drive with the 3TB drive connected as a secondary (non-boot) drive and get the log file, assuming there is one and someone tells me the name (and where to find it if the name is very generic). After installation on the 3TB drive completes and the system reboots, the following prints out on a black screen: Loading Operating System ... Boot from CD/DVD : Boot from CD/DVD : error: unknown filesystem grub rescue Note: I have two DVD burners in the system, hence the duplicate line above. The same install and reboot on the 250GB drives generates "grub error 15". Sigh. Any ideas? ========== motherboard == gigabyte 990FXA-UD7 CPU == AMD FX-8150 8-core bulldozer @ 3.6 GHz RAM == 8GB of DDR3 in 2 sticks (matched pair) HDD == seagate 3TB SATA3 @ 7200 rpm (new install 64-bit v12.04) HDD == seagate 1TB SATA3 @ 7200 rpm (current install 64-bit v10.04) GPU == nvidia GTX-285 ??? == no overclocking or other funky business USB == external seagate 2TB HDD for making backups DVD == one bluray burner (SATA) DVD == one DVD burner (SATA) The current ubuntu 64-bit v10.04 system boots and runs fine on a seagate 1TB.

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  • Android animation's first frame is applied too early on ImageView

    - by Robert
    I have the following View setup in one of my Activities: <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/photoLayout" android:layout_width="fill_parent" android:layout_height="fill_parent"> <ImageView android:id="@+id/photoImageView" android:src="@drawable/backyardPhoto" android:layout_width="fill_parent" android:layout_height="fill_parent" android:gravity="center" android:scaleType="centerInside" android:padding="45dip" > </ImageView> </LinearLayout> Without an animation set, this displays just fine. However I want to display a very simple animation. So in my Activity's onStart override, I have the following: @Override public void onStart() { super.onStart(); mPhotoImageView = (ImageView) findViewById(R.id.photoImageView); float offset = -25; int top = mPhotoImageView.getTop(); TranslateAnimation anim1 = new TranslateAnimation( Animation.ABSOLUTE, 0, Animation.ABSOLUTE, 0, Animation.ABSOLUTE, top, Animation.ABSOLUTE, offset); anim1.setInterpolator(new AnticipateInterpolator()); anim1.setDuration(1500); anim1.setStartOffset(5000); TranslateAnimation anim2 = new TranslateAnimation( Animation.ABSOLUTE, 0, Animation.ABSOLUTE, 0, Animation.ABSOLUTE, offset, Animation.ABSOLUTE, top); anim2.setInterpolator(new BounceInterpolator()); anim2.setDuration(3500); anim2.setStartOffset(6500); mBouncingAnimation = new AnimationSet(false); mBouncingAnimation.addAnimation(anim1); mBouncingAnimation.addAnimation(anim2); mPhotoImageView.setAnimation(mBouncingAnimation); } The problem is that when the Activity displays for the first time, the initial position of the photo is not in the center of the screen with padding around. It seems like the first frame of the animation is loaded already. Only after the animation is completed, does the photoImageView "snap" back to the intended location. I've looked and looked and could not find how to avoid this problem. I want the photoImageView to start in the center of the screen, and then the animation to happen, and return it to the center of the screen. The animation should happen by itself without interaction from the user.

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  • Blender to Collada to Assimp - Rigid (Non-skinned) Animation

    - by gareththegeek
    I am trying to get simple animations to work, exporting from Blender and importing into my application. My first attempt was as follows: Open Blender at factory settings. Select the default cube and insert a location keyframe. Select another frame and move the cube. Insert a second location keyframe. Export to Collada. When I open the Collada file using assimp it contains zero animations, even though in Blender the cube animates correctly. On my next attempt, I inserted a bone armature with a single bone, made it the parent of the cube, and animated the bone instead. Again the animation worked correctly in Blender. Assimp now lists one animation but both key frames have the position [0, 0, 0] Does anyone have any suggestions as to how I can get animated (non-skinned) meshes from Blender into Assimp? My ultimate goal here is to export animated meshes from Blender, process them offline into my own model format, and load them into my SharpDX based graphics engine..

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  • Smooth animation in Cocos2d for iOS

    - by MrDatabase
    I move a simple CCSprite around the screen of an iOS device using this code: [self schedule:@selector(update:) interval:0.0167]; - (void) update:(ccTime) delta { CGPoint currPos = self.position; currPos.x += xVelocity; currPos.y += yVelocity; self.position = currPos; } This works however the animation is not smooth. How can I improve the smoothness of my animation? My scene is exceedingly simple (just has one full-screen CCSprite with a background image and a relatively small CCSprite that moves slowly). I've logged the ccTime delta and it's not consistent (it's almost always greater than my specified interval of 0.0167... sometimes up to a factor of 4x). I've considered tailoring the motion in the update method to the delta time (larger delta = larger movement etc). However given the simplicity of my scene it's seems there's a better way (and something basic that I'm probably missing).

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  • what do i need to do so that mod_wsgi will find libmysqlclient.16.dylib? (osx 10.7 with apache mod_wsgi)

    - by compound eye
    I am trying to run django on osx 10.7 (lion) with apache mod_wsgi and virtualenv. My site works if I use the django testing server: (baseline)otter:hello mathew$ python manage.py runserver but it doesn't work when I run apache. The core of the error seems to be Library not loaded: libmysqlclient.16.dylib I think its to do with the path apache is using to locate libmysqlclient.16.dylib when I run otool in the lib directory it looks good otter:lib mathew$ pwd /usr/local/mysql/lib otter:lib mathew$ otool -L libmysqlclient.16.dylib libmysqlclient.16.dylib: libmysqlclient.16.dylib (compatibility version 16.0.0, current version 16.0.0) /usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 125.0.1) but from outside it can't find it otter:lib mathew$ cd / otter:/ mathew$ otool -L libmysqlclient.16.dylib otool: can't open file: libmysqlclient.16.dylib (No such file or directory) if i manually set DYLD_LIBRARY_PATH otool works otter:lib mathew$ DYLD_LIBRARY_PATH=/usr/local/mysql/lib otter:lib mathew$ otool -L libmysqlclient.16.dylib libmysqlclient.16.dylib: libmysqlclient.16.dylib (compatibility version 16.0.0, current version 16.0.0) /usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 125.0.1) When I run the django testing server, my .bash_profile sets up the virtualenv and the path to the mysql dynamic library export DYLD_LIBRARY_PATH=/usr/local/mysql/lib/:$DYLD_LIBRARY_PATH export PATH When i run apache it finds my virtualenv paths, but it doesn't seem to find the dynamic library path. I tried adding this path to /usr/sbin/envvars DYLD_LIBRARY_PATH="/usr/lib:/usr/local/mysql/lib:$DYLD_LIBRARY_PATH" export DYLD_LIBRARY_PATH and to /private/etc/paths.d/libmysql /usr/local/mysql/lib then restarted the machine but that has not changed the error message. Error loading MySQLdb module: dlopen(/usr/local/python_virtualenv/baseline/lib/python2.7/site-packages/_mysql.so, 2): Library not loaded: libmysqlclient.16.dylib I don't think is a permissions issue: -rwxr-xr-x 1 root wheel 3787328 4 Dec 2010 libmysqlclient.16.dylib drwxr-xr-x 39 root wheel 1394 18 Nov 21:07 / drwxr-xr-x@ 15 root wheel 510 24 Oct 22:10 /usr drwxrwxr-x 20 root admin 680 2 Nov 20:22 /usr/local drwxr-xr-x 20 mathew admin 680 9 Nov 21:58 /usr/local/python_virtualenv drwxr-xr-x 6 mathew admin 204 2 Nov 21:36 /usr/local/python_virtualenv/baseline drwxr-xr-x 4 mathew admin 136 2 Nov 21:26 /usr/local/python_virtualenv/baseline/lib drwxr-xr-x 52 mathew admin 1768 2 Nov 21:26 /usr/local/python_virtualenv/baseline/lib/python2.7 drwxr-xr-x 18 mathew admin 612 4 Nov 21:20 /usr/local/python_virtualenv/baseline/lib/python2.7/site-packages -rwxr-xr-x 1 mathew admin 66076 2 Nov 21:18 /usr/local/python_virtualenv/baseline/lib/python2.7/site-packages/_mysql.so What do i need to do so that mod_wsgi will find libmysqlclient.16.dylib? apache and mysql are both 64 bit: otter:lib mathew$ file /usr/sbin/httpd /usr/sbin/httpd: Mach-O universal binary with 2 architectures /usr/sbin/httpd (for architecture x86_64): Mach-O 64-bit executable x86_64 /usr/sbin/httpd (for architecture i386): Mach-O executable i386 otter:lib mathew$ otter:lib mathew$ file /usr/local/mysql/lib/libmysqlclient.16.dylib /usr/local/mysql/lib/libmysqlclient.16.dylib: Mach-O 64-bit dynamically linked shared library x86_64

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  • Open GL Android frame-by-frame animation tutorial/example code

    - by Trick
    My first question was asked wrong, so I need to ask again :) I found out, that I will have to do an OpenGL animation for my Android game. The closest (known) example is Talking Tom (but I don't know how they did the animations). I have large PNGs which I would like to put into a animation. For example - 30 PNGs 427×240px at 8 FPS. I know some things already about Open GL, but I am used to learn from example code. And it is quicker that way (so I don't need to invent hot water all over again :)). Does anybody has any points to direct me?

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  • J2ME character animation with multiple sprite sheets

    - by Alex
    I'm working on a J2ME game and I want to have walking animations. Each direction of walking has a separate sprite sheet (i.e. one for walking up, one for walking right etc), I also have a static idle image for each direction held together in a single file. I've tried to hold an array of sprites in my player class and then just drawing the sprite corresponding to the current direction, but this doesn't seem to work. I'm aware that if I combine all the animations into one sprite sheet I could set up different animation sequences, but I want to be able to do it with separate images for each animation. Is there a way that anyone knows of to achieve this? And ideally without too much extra code (as opposed to combining the sprites into one sheet)

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  • How do I disable the "enable/disable wireless" shortcut key on my laptop?

    - by Matthew
    On my Dell Studio XPS 16, I sometimes accidentally hit this key. Wireless becomes disabled, and hitting it again does not re-enable wireless. I have to hit it an odd number of times, then restart my computer to re-enable wireless. I can't imagine a situation in which I would want to disable wireless from my keyboard. Is it possible just disable the key all-together, so I can avoid this problem? On a related note, what package do I file the bug against? I'm happy just disabling the key, but that's really just a workaround.

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  • CALayer: callback when animation ends?

    - by carloe
    Hi All, I have been running into some issues with animating multiple CALayers at the same time, and was hoping someone could point me in the right direction. My app contains an array of CALayer. The position of each layer is set to (previousLayer.position.y + previousLayer.bounds.height), which basically lays them out similar to a table. I then have a method that, every-time it is called, adds a new layer to the stack and sets its Y position is set to 0. The Y positions of all other layers in the array are then offset by the height of the new layer (essentially pushing all old layers down). What I am having problems with is preventing the adding of new layers until the previous animation has completed. Is there a way to tell when an implicit animation has finished? Or alternatively, if I use CABasicAnimation and animationDidFinish, is there a way to tell which object finished animating when animationDidFinish is called?

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  • Searching for fast skeletal animation algorithm

    - by igf
    Is it theoretically possible to dynamicaly animate scene with 100-150 400 poly characters meshes on high-end GL ES 2.0 mobile devices or i definetley should use prerendered keyframe animation? Scene have only one light source and precalculated shadow maps. View from top like in Warcraft 3. No any other meshes or objects. 2d collision detecting between objects calculated via spatial hashing. It can be any other algorithm besides ragdoll, but it must supply fast and simple skeletal animation for frame with 100+ low poly meshes for each mesh. Any ideas?

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