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  • xna orbit camera troubles

    - by user17753
    I have a Model named cube to which I load in LoadContent(): cube = Content.Load<Model>("untitled");. In the Draw Method I call DrawModel: private void DrawModel(Model m, Matrix world) { foreach (ModelMesh mesh in m.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.View = camera.View; effect.Projection = camera.Projection; effect.World = world; } mesh.Draw(); } } camera is of the Camera type, a class I've setup. Right now it is instantiated in the initialization section with the graphics aspect ratio and the translation (world) vector of the model, and the Draw loop calls the camera.UpdateCamera(); before drawing the models. class Camera { #region Fields private Matrix view; // View Matrix for Camera private Matrix projection; // Projection Matrix for Camera private Vector3 position; // Position of Camera private Vector3 target; // Point camera is "aimed" at private float aspectRatio; //Aspect Ratio for projection private float speed; //Speed of camera private Vector3 camup = Vector3.Up; #endregion #region Accessors /// <summary> /// View Matrix of the Camera -- Read Only /// </summary> public Matrix View { get { return view; } } /// <summary> /// Projection Matrix of the Camera -- Read Only /// </summary> public Matrix Projection { get { return projection; } } #endregion /// <summary> /// Creates a new Camera. /// </summary> /// <param name="AspectRatio">Aspect Ratio to use for the projection.</param> /// <param name="Position">Target coord to aim camera at.</param> public Camera(float AspectRatio, Vector3 Target) { target = Target; aspectRatio = AspectRatio; ResetCamera(); } private void Rotate(Vector3 Axis, float Amount) { position = Vector3.Transform(position - target, Matrix.CreateFromAxisAngle(Axis, Amount)) + target; } /// <summary> /// Resets Default Values of the Camera /// </summary> private void ResetCamera() { speed = 0.05f; position = target + new Vector3(0f, 20f, 20f); projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspectRatio, 0.5f, 100f); CalculateViewMatrix(); } /// <summary> /// Updates the Camera. Should be first thing done in Draw loop /// </summary> public void UpdateCamera() { Rotate(Vector3.Right, speed); CalculateViewMatrix(); } /// <summary> /// Calculates the View Matrix for the camera /// </summary> private void CalculateViewMatrix() { view = Matrix.CreateLookAt(position,target, camup); } I'm trying to create the camera so that it can orbit the center of the model. For a test I am calling Rotate(Vector3.Right, speed); but it rotates almost right but gets to a point where it "flips." If I rotate along a different axis Rotate(Vector3.Up, speed); everything seems OK in that direction. So I guess, can someone tell me what I'm not accounting for in the above code I wrote? Or point me to an example of an orbiting camera that can be fixed on an arbitrary point?

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  • Managing Scripts in Oracle SQL Developer

    - by thatjeffsmith
    You backup your databases, right? You backup you home computer – your media collection, tax documents, bank accounts, etc, right? You backup your handy-dandy SQL scripts, right? Ok, now that I’ve got your head nodding, I want to answer a question I get every so often: How can I manage my scripts in SQL Developer? This is an interesting question. First, it assumes that one SHOULD manage their scripts in their IDE. Now, what I think the question generally gets around to is, how can we: Navigate to our scripts Open them Execute them What a good IDE should have is an interface to your existing Version Control System (VCS.) SQL Developer supports out-of-the-box both Subversion and Git. You can also download an extension via check-for-updates to get support for CVS. Now, what I’m about to show you COULD be done without versioning and controlling your scripts – but I want to ask you why you wouldn’t want to do this? So, I’m going to proceed and assume that you do INDEED version your scripts already. Seeing what scripts you’ve already got in your repository This is very straightforward – just open the Team Versions panel. Then connect to your repository. Shows you the files in your source control system. Now, I could ‘preview’ said file right away. If I open the file from here, we get a temp file copy down from the server to the local machine. This is a local temp copy of the controlled script – I can read/execute, but not write to it. And that might be all you need. But, if your script calls other scripts, then you’re going to want to check out the server copy of your stuff down your local SVN working copy directory. That way when your script calls another script – you’re executing the PRODUCTION APPROVED copies of said scripts. And if you do SPOOL or other file I/O stuff, it will work as expected. To get to those said client copies of your scripts… Enter the Files Panel The Files panel is accessible from the View menu. You can get to your files, one of two ways. If you’ve touched the file recently, you can see it under the Recent tree. Otherwise, you can navigate to your local ‘checked out’ copies of your script(s). Open your local copies, see what’s changed, etc. And I can access the change history and see what’s been touched… What changes am I going to ‘push out’ if I commit this back to the server? Most of us work on teams, yes? This panel also gives me a heads up if someone else is making changes to the same file. I can see the ‘incoming’ changes as well. To Sum It Up… If I want to get a script to run: do a full get to your local directory open the script(s) The files panel will tell you if your local copy is out of date from the server and if you have made local changes you’ve forgotten to commit back up to the server and your fellow teammates. Now, if you’re the selfish type and don’t want to share, that’s fine. But you should still be backing up your scripts, and you can still use the Files panel to manage your scripts.

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  • Oracle OpenWorld Update: Demo Pods and Hands-on Labs

    - by Doug Reid
    0 false 18 pt 18 pt 0 0 false false false /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:12.0pt; font-family:"Times New Roman"; mso-ascii-font-family:Cambria; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Cambria; mso-hansi-theme-font:minor-latin;} Less than one week away until the start of Oracle OpenWorld 2012 and the Data Integration Solutions team is ready to go!  We have an exciting line up for you this year which we have summarized for you in the Oracle OpenWorld Focus on Data Integration Solutions document. In past posts we have discussed session themes and our customer panel, but today I would like to summarize our Hands-on Labs and Demo Pods that we have available for attendees. For Oracle GoldenGate Hands-On Labs we have two labs that we are running this year. Deep Dive into Oracle GoldenGate Thursday October 4th at 11:15AM in the Marriott Marquis Salon 1/2 Oracle GoldenGate provides real-time log-based change data capture and delivery between heterogeneous systems. It enables cost-effective, low-impact, real-time data integration and continuous availability solutions. This session covers Oracle GoldenGate 11g’s internal product architecture and includes a hands-on lab that covers configuration examples for target database instantiation and real-time change data capture and delivery. The participants will configure Oracle GoldenGate to instantiate a secondary database that can be used for disaster recovery or a reporting instance. Come learn how easy it is to use and how this can be a very valuable and easy technology solution for your organization. Introduction to Oracle GoldenGate Veridata Wednesday October 3rd 10:15AM in the Marriott Marquis Sales 1/2 Oracle GoldenGate Veridata compares one set of data with another and identifies data that is out of synchronization. In this hands-on lab, you will be introduced to the key features of this product. Using the Oracle GoldenGate Veridata Web client, you will have the opportunity to configure comparison objects and rules, initiate a comparison, review the status and output of a comparison, and review out-of-sync data. As a bonus this year, we have recorded the labs and made them available on youtube.com/oraclegoldengate. These will be available the day of the labs. Our demo pods are an opportunity for attendees to see our products but more so to meet the product management and development teams. I would like to point out that we have two Oracle GoldenGate 11gR2 demo pods, one in the database camp and the other in the middleware camp. The one in the middleware camp will be focused on all platforms while the one in the database camp will have a focus on the Oracle platform. The other two I would like to point out are the Monitoring Oracle GoldenGate and the Oracle Enterprise Manager demo pods; both of these pods will focus on methods to monitor GoldenGate but the OEM demo pod will have a specific focus on the Oracle GoldenGate Management Pack plug-in for OEM. Below is a list of our demo pods and their locations. Monitoring Oracle GoldenGate for End-to-End Visibility Moscone South, Right - S-241 Oracle Data Integrator and Oracle GoldenGate for Oracle Applications Moscone South, Right - S-240 Oracle GoldenGate 11gR2 New Features Moscone South, Right - S-239 Oracle GoldenGate 11gR2: Real-Time, Transactional Database Replication     Moscone South, Left - S-027 Oracle GoldenGate Veridata and Adapters Moscone South, Right - S-242 Oracle Enterprise Manager Moscone South, Left - S-040 Keep tuned to our blog during the show for news and highlights from the Data Integration Solutions team. See you there.

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  • Move a sphere along the swipe?

    - by gameOne
    I am trying to get a sphere curl based on the swipe. I know this has been asked many times, but still it's yearning to be answered. I have managed to add force on the direction of the swipe and it works near perfect. I also have all the swipe positions stored in a list. Now I would like to know how can the curl be achieved. I believe the the curve in the swipe can be calculated by the Vector dot product If theta is 0, then there is no need to add the swipe. If it is not, then add the curl. Maybe this condition is redundant if I managed to find how to curl the sphere along the swipe position The code that adds the force to sphere based on the swipe direction is as below: using UnityEngine; using System.Collections; using System.Collections.Generic; public class SwipeControl : MonoBehaviour { //First establish some variables private Vector3 fp; //First finger position private Vector3 lp; //Last finger position private Vector3 ip; //some intermediate finger position private float dragDistance; //Distance needed for a swipe to register public float power; private Vector3 footballPos; private bool canShoot = true; private float factor = 40f; private List<Vector3> touchPositions = new List<Vector3>(); void Start(){ dragDistance = Screen.height*20/100; Physics.gravity = new Vector3(0, -20, 0); footballPos = transform.position; } // Update is called once per frame void Update() { //Examine the touch inputs foreach (Touch touch in Input.touches) { /*if (touch.phase == TouchPhase.Began) { fp = touch.position; lp = touch.position; }*/ if (touch.phase == TouchPhase.Moved) { touchPositions.Add(touch.position); } if (touch.phase == TouchPhase.Ended) { fp = touchPositions[0]; lp = touchPositions[touchPositions.Count-1]; ip = touchPositions[touchPositions.Count/2]; //First check if it's actually a drag if (Mathf.Abs(lp.x - fp.x) > dragDistance || Mathf.Abs(lp.y - fp.y) > dragDistance) { //It's a drag //Now check what direction the drag was //First check which axis if (Mathf.Abs(lp.x - fp.x) > Mathf.Abs(lp.y - fp.y)) { //If the horizontal movement is greater than the vertical movement... if ((lp.x>fp.x) && canShoot) //If the movement was to the right) { //Right move float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,10,16))*power); Debug.Log("right "+(lp.x-fp.x));//MOVE RIGHT CODE HERE canShoot = false; //rigidbody.AddForce((new Vector3((lp.x-fp.x)/30,10,16))*power); StartCoroutine(ReturnBall()); } else { //Left move float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,10,16))*power); Debug.Log("left "+(lp.x-fp.x));//MOVE LEFT CODE HERE canShoot = false; //rigidbody.AddForce(new Vector3((lp.x-fp.x)/30,10,16)*power); StartCoroutine(ReturnBall()); } } else { //the vertical movement is greater than the horizontal movement if (lp.y>fp.y) //If the movement was up { //Up move float y = (lp.y-fp.y)/Screen.height*factor; float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,y,16))*power); Debug.Log("up "+(lp.x-fp.x));//MOVE UP CODE HERE canShoot = false; //rigidbody.AddForce(new Vector3((lp.x-fp.x)/30,10,16)*power); StartCoroutine(ReturnBall()); } else { //Down move Debug.Log("down "+lp+" "+fp);//MOVE DOWN CODE HERE } } } else { //It's a tap Debug.Log("none");//TAP CODE HERE } } } } IEnumerator ReturnBall() { yield return new WaitForSeconds(5.0f); rigidbody.velocity = Vector3.zero; rigidbody.angularVelocity = Vector3.zero; transform.position = footballPos; canShoot =true; isKicked = false; } }

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  • Undefined fireball movement behavior

    - by optimisez
    Demonstration video I try to do after the player shoot 10 times of fireball, then delete all the fireball objects and recreate a 10 new set of fireball objects. I did it but there is a weird bug happens that sometimes the fireball will come out from top and move to the right after shooting a few times. All the 10 fireballs should follow the player all the time and all the fireball should come out from player even after a new set of fireballs is recreated. Any ideas to fix it? Variables typedef struct gameObject{ float X; float Y; int length; int height; bool action; }; // Fireball #define FIREBALL_NUM 10 LPDIRECT3DTEXTURE9 fireball = NULL; RECT fireballRect; gameObject *fireballDest = new gameObject[FIREBALL_NUM]; int iFireBallAnimation; int fireballCount = 0; Set up Fireball void setUpFireBall() { // Initialize destination rectangle, rectangle height and length for (int i = 0; i < FIREBALL_NUM; i++) { fireballDest[i].X = 0; fireballDest[i].Y = 0; fireballDest[i].length = fireballRect.right - fireballRect.left; fireballDest[i].height = fireballRect.bottom - fireballRect.top; } iFireBallAnimation = fireballRect.right - fireballRect.left; // Initialize boolean for (int i = 0; i < FIREBALL_NUM; i++) { fireballDest[i].action = false; } } Initialize fireball void initFireball() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "fireball.png", 512, 512, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 0), NULL, NULL, &fireball); // Initialize source rectangle fireballRect.left = 0; fireballRect.top = 256; fireballRect.right = 64; fireballRect.bottom = 320; setUpFireBall(); } Update fireball void update() { updateAnimation(); updateAI(); updatePhysics(); updateGameState(); } void updatePhysics() { motion(); collison(); } void motion() { playerMove(); playerJump(); playerGravity(); shootFireball(); fireballFollowPlayer(); } void shootFireball() { if (keyArr['Z']) fireballDest[fireballCount].action = true; if (fireballDest[fireballCount].action) { fireballDest[fireballCount].X += 10; if (fireballDest[fireballCount].X > 800) fireballCount++; } } void fireballFollowPlayer() { for (int i = 0; i < FIREBALL_NUM; i++) { if (fireballDest[i].action == false) { fireballDest[i].X = playerDest.X - 30; fireballDest[i].Y = playerDest.Y - 14; } } } void updateGameState() { // When no more fireball left, rearm fireball if (fireballCount == FIREBALL_NUM) { delete[] fireballDest; fireballDest = new gameObject[10]; fireballCount = 0; setUpFireBall(); } } Render fireball void renderFireball() { for (int i = 0; i < FIREBALL_NUM; i++) { if (fireballDest[i].action) sprite->Draw(fireball, &fireballRect, NULL, &D3DXVECTOR3(fireballDest[i].X, fireballDest[i].Y, 0), D3DCOLOR_XRGB(255,255, 255)); } }

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  • How do I revert updates/tweaks to get to a usable GUI?

    - by Frankenmartin
    I just installed 12.04 the other day and then ran into trouble upon restarting after installing updates. What I did before the problem occurred: I did not make many changes before this problem occurred. Changes I did make included: Downloading and installing Adobe Flash Player (off topic but: I am under the impression that Java, "C&C" and Shockwave can not be run in Ubuntu. Could anybody verify this?) I also installed gnome-tweak-tool and used it to install several themes. These themes worked well until restarting after the update. Is it possible that one of these themes caused the problem (in combination with the update or because of the restart)? Installed 215 updates from update manager and restarted my system. Current Situation: Unity 3D is unusable since restarting after running updates. When I log in after entering my password the following things happen: the overhead panel disappears and the screen goes black for a minute my wallpaper flashes for a couple seconds but then the screen goes black again after another minute the wallpaper reappears but nothing else does and I am not able to open anything or even right click. after 5 minutes I can finally get a right click menu eventually a box comes up warning about a Compiz failure and asking to let it quit--which I did. Using the right click functionality I was able to create a new folder on the desktop and use this to open a file browser. In doing so I noticed that the downloads I had made were missing (music, image files, etc., even after unpacking several .zip and .rar files) even though I believe that everything should still be there. Any new windows that I create are un-closable/minimizable/movable/etc, because the window bars are missing. I have tried rebooting several times but the results are the same. I was able to browse some off the System Settings windows by clicking on the wallpaper link in the right click menu. In doing so I navigated into the update manager and noticed that updates were selected to be accepted from some "unsupported sources". I do not recall setting these options myself and wonder why these--potentially dangerous--options would be selected by default. Unity 2D is usable but not free of bugs--I stumbled across the ability to log into a Unity 2D session while trying to log into Unity 3D. So far I have only noticed one bug in Unity 2D: the close, minimize and maximize buttons are invisible--however they are still usable despite being invisible. What I need: I'm very new to Linux and Ubuntu and still am in the feeling out stages. As such I will have some trouble answering clarifying questions. I haven't used the terminal yet and would probably not be comfortable using it without very clear instructions. What I do need is to know how I can roll back/remove all those updates so I can use my computer regularly again. I do believe that I could follow step-by-step instructions as long as they are clear and concise if someone knows what my problem is.

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  • Vertical Scrolling In Tile Based XNA Platformer

    - by alec100_94
    I'm making a 2D platformer in XNA 4.0. I have created a working tile engine, which works well for my purposes, and Horizontal Scrolling works flawlessly, however I am having great trouble with Vertical scrolling. I Basically want the camera to scroll up (world to scroll down) when the player reaches a certain Y co-ordinate, and I would also like to automatically scroll back down if coming down, and that co-ordinate is passed. My biggest problem is I have no real way of detecting the direction the player is moving in using only the Y Co-ord. Here Is My Code Code For The Camera Class (which appears to be a very different approach to most camera classes I have seen). using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace Marvin { class Camera : TileEngine { public static bool startReached; public static bool endReached; public static void MoveRight(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X -= speed; } } } public static void MoveLeft(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X += speed; } } } public static void MoveUp(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y += speed; } } } public static void MoveDown(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y -= speed; } } } public static void Restrain() { if(tiles.Last().position.X<Main.graphics.PreferredBackBufferWidth-tiles.Last().size.X) { MoveLeft(); endReached = true; } else { endReached = false; } if(tiles[1].position.X>0) { MoveRight(); startReached = true;} else { startReached = false; } } } } Here is My Player Code for Left and Right Scrolling/Moving if (Main.currentKeyState.IsKeyDown(Keys.Right)) { Camera.MoveRight(); if(Camera.endReached) { MoveRight(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveRight(2); Camera.MoveLeft(); } } } if(Main.currentKeyState.IsKeyDown(Keys.Left)) { Camera.MoveLeft(); if(Camera.startReached) { MoveLeft(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveLeft(2); Camera.MoveRight(); } } } Camera.Restrain(); if(marvin.GetRectangle().X>Main.graphics.PreferredBackBufferWidth-marvin.GetRectangle().Width) { MoveLeft(2); } if(marvin.GetRectangle().X<0) { MoveRight(2); } And Here Is My Player Jumping/Falling Code which may cause some conflicts with the vertical camera movement. if (!jumping) { if(!TileEngine.TopOfTileCollidingWith(footBounds)) { MoveDown(5); } else { if(marvin.GetRectangle().Y != TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) { float difference = (TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) - (marvin.GetRectangle().Y); marvin.SetRectangle(marvin.GetRectangle().X,(int)(marvin.GetRectangle().Y+difference)); armR.SetRectangle(armR.GetRectangle().X,(int)(armR.GetRectangle().Y+difference)); armL.SetRectangle(armL.GetRectangle().X,(int)(armL.GetRectangle().Y+difference)); eyeL.SetRectangle(eyeL.GetRectangle().X,(int)(eyeL.GetRectangle().Y+difference)); eyeR.SetRectangle(eyeR.GetRectangle().X,(int)(eyeR.GetRectangle().Y+difference)); } } } if (Main.currentKeyState.IsKeyDown(Keys.Up) && Main.previousKeyState.IsKeyUp(Keys.Up) && TileEngine.TopOfTileCollidingWith(footBounds)) { jumping = true; } if(jumping) { if(TileEngine.LastPlatformStoodOnTop()>0 && (TileEngine.LastPlatformStoodOnTop() - footBounds.Bottom)<120) { MoveUp(5); } else { jumping = false; } } All player code I have tried for vertical movements has failed, or caused weird results (like falling through platforms), and most have been a variation on the method I described above, hence I have not included it. I would really appreciate some help implementing a simple vertical scrolling into this game, Thanks.

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  • How to make Ubuntu recognize an unknown external display (so I can adjust its resolution)?

    - by WagnerAA
    I have a Dell laptop with an external monitor attached (a Samsumg SyncMaster 931c). My laptop display was recognized, and I can adjust its optimum resolution. My external display is still unknown, thus I'm stuck at a lower resolution (1024x768): I tried the "Detect Displays" button, but it didn't work, nothing happens. I recently upgraded from Ubuntu 12.04 to 12.10. Things were working before. I don't know if I can actually change this configuration, or if this is a bug. I searched for an answer here and also in Launchpad's website, but found none. I even tried to install Nvidia drivers, and just messed things up. It seems I wasn't even using nvidia before, as I guessed by looking at my additional drivers configuration: My laptop has an Intel chipset, I guess: $ dpkg --get-selections | grep -i -e nvidia -e intel intel-gpu-tools install libdrm-intel1:amd64 install libdrm-intel1:i386 install nvidia-common install xserver-xorg-video-intel install I don't have an xorg.conf file (I think this is nvidia related, am I right?): $ cat /etc/X11/xorg.conf cat: /etc/X11/xorg.conf: No such file or directory $ ls -l /etc/X11/ total 76 drwxr-xr-x 2 root root 4096 Out 19 23:41 app-defaults drwxr-xr-x 2 root root 4096 Abr 25 2012 cursors -rw-r--r-- 1 root root 18 Abr 25 2012 default-display-manager drwxr-xr-x 4 root root 4096 Abr 25 2012 fonts -rw-r--r-- 1 root root 17394 Dez 3 2009 rgb.txt lrwxrwxrwx 1 root root 13 Mai 1 03:33 X -> /usr/bin/Xorg drwxr-xr-x 3 root root 4096 Out 19 23:41 xinit drwxr-xr-x 2 root root 4096 Jan 23 2012 xkb -rw-r--r-- 1 root root 0 Out 24 08:55 xorg.conf.nvidia-xconfig-original -rwxr-xr-x 1 root root 709 Abr 1 2010 Xreset drwxr-xr-x 2 root root 4096 Out 19 10:08 Xreset.d drwxr-xr-x 2 root root 4096 Out 19 10:08 Xresources -rwxr-xr-x 1 root root 3730 Jan 20 2012 Xsession drwxr-xr-x 2 root root 4096 Out 20 00:11 Xsession.d -rw-r--r-- 1 root root 265 Jul 1 2008 Xsession.options -rw-r--r-- 1 root root 13 Ago 15 06:43 XvMCConfig -rw-r--r-- 1 root root 601 Abr 25 2012 Xwrapper.config Here is some information I gathered by looking at other related posts: $ sudo lshw -C display; lsb_release -a; uname -a *-display:0 description: VGA compatible controller product: Mobile 4 Series Chipset Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 07 width: 64 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:48 memory:f6800000-f6bfffff memory:d0000000-dfffffff ioport:1800(size=8) *-display:1 UNCLAIMED description: Display controller product: Mobile 4 Series Chipset Integrated Graphics Controller vendor: Intel Corporation physical id: 2.1 bus info: pci@0000:00:02.1 version: 07 width: 64 bits clock: 33MHz capabilities: pm bus_master cap_list configuration: latency=0 resources: memory:f6100000-f61fffff LSB Version: core-2.0-amd64:core-2.0-noarch:core-3.0-amd64:core-3.0-noarch:core-3.1-amd64:core-3.1-noarch:core-3.2-amd64:core-3.2-noarch:core-4.0-amd64:core-4.0-noarch:cxx-3.0-amd64:cxx-3.0-noarch:cxx-3.1-amd64:cxx-3.1-noarch:cxx-3.2-amd64:cxx-3.2-noarch:cxx-4.0-amd64:cxx-4.0-noarch:desktop-3.1-amd64:desktop-3.1-noarch:desktop-3.2-amd64:desktop-3.2-noarch:desktop-4.0-amd64:desktop-4.0-noarch:graphics-2.0-amd64:graphics-2.0-noarch:graphics-3.0-amd64:graphics-3.0-noarch:graphics-3.1-amd64:graphics-3.1-noarch:graphics-3.2-amd64:graphics-3.2-noarch:graphics-4.0-amd64:graphics-4.0-noarch:printing-3.2-amd64:printing-3.2-noarch:printing-4.0-amd64:printing-4.0-noarch:qt4-3.1-amd64:qt4-3.1-noarch Distributor ID: Ubuntu Description: Ubuntu 12.10 Release: 12.10 Codename: quantal Linux Batcave 3.5.0-17-generic #28-Ubuntu SMP Tue Oct 9 19:31:23 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux $ xrandr -q Screen 0: minimum 320 x 200, current 2304 x 800, maximum 32767 x 32767 LVDS1 connected 1280x800+0+0 (normal left inverted right x axis y axis) 286mm x 1790mm 1280x800 59.9*+ 1024x768 60.0 800x600 60.3 56.2 640x480 59.9 VGA1 connected 1024x768+1280+32 (normal left inverted right x axis y axis) 0mm x 0mm 1024x768 60.0* 800x600 60.3 56.2 848x480 60.0 640x480 59.9 DP1 disconnected (normal left inverted right x axis y axis) If there's anything else I can do, any other information I can post here, to help me configure this external display, please let me know. If this is actually a bug, I apologize (I know bugs are not allowed here), but I really wasn't sure. And I will promptly file a bug report in Launchpad if that's the case. Thanks a lot in advance. ;)

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  • Tetris Movement - Implementation

    - by James Brauman
    Hi gamedev, I'm developing a Tetris clone and working on the input at the moment. When I was prototyping, movement was triggered by releasing a directional key. However, in most Tetris games I've played the movement is a bit more complex. When a directional key is pressed, the shape moves one space in that direction. After a short interval, if the key is still held down, the shape starts moving in the direction continuously until the key is released. In the case of the down key being pressed, there is no pause between the initial movement and the subsequent continuous movement. I've come up with a solution, and it works well, but it's totally over-engineered. Hey, at least I can recognize when things are getting silly, right? :) public class TetrisMover { List registeredKeys; Dictionary continuousPressedTime; Dictionary totalPressedTime; Dictionary initialIntervals; Dictionary continousIntervals; Dictionary keyActions; Dictionary initialActionDone; KeyboardState currentKeyboardState; public TetrisMover() { *snip* } public void Update(GameTime gameTime) { currentKeyboardState = Keyboard.GetState(); foreach (Keys currentKey in registeredKeys) { if (currentKeyboardState.IsKeyUp(currentKey)) { continuousPressedTime[currentKey] = TimeSpan.Zero; totalPressedTime[currentKey] = TimeSpan.Zero; initialActionDone[currentKey] = false; } else { if (initialActionDone[currentKey] == false) { keyActions[currentKey](); initialActionDone[currentKey] = true; } totalPressedTime[currentKey] += gameTime.ElapsedGameTime; if (totalPressedTime[currentKey] = initialIntervals[currentKey]) { continuousPressedTime[currentKey] += gameTime.ElapsedGameTime; if (continuousPressedTime[currentKey] = continousIntervals[currentKey]) { keyActions[currentKey](); continuousPressedTime[currentKey] = TimeSpan.Zero; } } } } } public void RegisterKey(Keys key, TimeSpan initialInterval, TimeSpan continuousInterval, Action keyAction) { if (registeredKeys.Contains(key)) throw new InvalidOperationException( string.Format("The key %s is already registered.", key)); registeredKeys.Add(key); continuousPressedTime.Add(key, TimeSpan.Zero); totalPressedTime.Add(key, TimeSpan.Zero); initialIntervals.Add(key, initialInterval); continousIntervals.Add(key, continuousInterval); keyActions.Add(key, keyAction); initialActionDone.Add(key, false); } public void UnregisterKey(Keys key) { *snip* } } I'm updating it every frame, and this is how I'm registering keys for movement: tetrisMover.RegisterKey( Keys.Left, keyHoldStartSpecialInterval, keyHoldMovementInterval, () = { Move(Direction.Left); }); tetrisMover.RegisterKey( Keys.Right, keyHoldStartSpecialInterval, keyHoldMovementInterval, () = { Move(Direction.Right); }); tetrisMover.RegisterKey( Keys.Down, TimeSpan.Zero, keyHoldMovementInterval, () = { PerformGravity(); }); Issues that this doesn't address: If both left and right are held down, the shape moves back and forth really quick. If a directional key is held down and the turn finishes and the shape is replaced by a new one, the new one will move quickly in that direction instead of the little pause it is supposed to have. I could fix the issues, but I think it will make the solution even worse. How would you implement this?

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  • Why won't my Broadcom BCM4312 LP-PHY work with the STA driver?

    - by Jackson Taylor
    I tried the steps here for a 4312: https://help.ubuntu.com/community/WifiDocs/Driver/bcm43xx Both of these: sudo modprobe -r b43 ssb wl sudo modprobe wl return: FATAL: Module wl not found. FATAL: Error running install command for wl (this one is only for the second one actually) I tried the broadcom-sta, didn't work. What's confusing is down below in the next steps for STA with internet access it says to use the bcmwl one. So I install that and it succeeds but with some errors: sudo apt-get install bcmwl-kernel-source Reading package lists... Done Building dependency tree Reading state information... Done The following package was automatically installed and is no longer required: module-assistant Use 'apt-get autoremove' to remove it. The following NEW packages will be installed: bcmwl-kernel-source 0 upgraded, 1 newly installed, 0 to remove and 0 not upgraded. Need to get 0 B/1,181 kB of archives. After this operation, 3,609 kB of additional disk space will be used. Selecting previously unselected package bcmwl-kernel-source. (Reading database ... 168005 files and directories currently installed.) Unpacking bcmwl-kernel-source (from .../bcmwl-kernel-source_5.100.82.112+bdcom-0ubuntu3_amd64.deb) ... Setting up bcmwl-kernel-source (5.100.82.112+bdcom-0ubuntu3) ... Loading new bcmwl-5.100.82.112+bdcom DKMS files... Building only for 3.5.0-21-generic Building for architecture x86_64 Module build for the currently running kernel was skipped since the kernel source for this kernel does not seem to be installed. ERROR: Module b43 does not exist in /proc/modules ERROR: Module b43legacy does not exist in /proc/modules ERROR: Module ssb does not exist in /proc/modules ERROR: Module bcm43xx does not exist in /proc/modules ERROR: Module brcm80211 does not exist in /proc/modules ERROR: Module brcmfmac does not exist in /proc/modules ERROR: Module brcmsmac does not exist in /proc/modules ERROR: Module bcma does not exist in /proc/modules FATAL: Module wl not found. FATAL: Error running install command for wl update-initramfs: deferring update (trigger activated) Processing triggers for initramfs-tools ... update-initramfs: Generating /boot/initrd.img-3.5.0-21-generic jtaylor991@jtaylor991-whiteHP:~$ sudo modprobe wl FATAL: Module wl not found. FATAL: Error running install command for wl Then I do the modprobe wl commands listed above and it gives the above listed errors. It didn't work with the broadcom-sta driver either. I installed the b43 ones but nothing happened, and I don't know why so those are still installed. firmware-b43legacy-installer, b43-fwcutter and firmware-b43-lpphy-installer (yes it is a LP-PHY) are currently installed. If I go into System Settings Software Sources Additional Drivers it says "Using Broadcom 802.11 Linux STA wireless driver source from bcmwl-kernel-source (proprietary) But bcmwl-kernel-source isn't installed. I could try again but I remember rebooting and it still said this. What's funny is it found wireless networks during the Ubuntu setup/installation, I don't remember if I got it to connect or not though. I think it kept asking for a password when I put it in (yes it was right I showed password and looked at it) so I just ignored it. But right now the Enable Wireless option in the top right is just gone, it's just Enable Networking and I'm on ethernet on this HP Pavilion dv4-1435dx right here. If I run rfkill list it shows: 0: hp-wifi: Wireless LAN Soft blocked: no Hard blocked: no It was hard blocked at the beginning but unblocking it makes no change. Also it's a touch sensitive button, and it appears to be always orange no matter if it's enabled or not because when I touch it the hard blocked changes between yes and no in rfkill list. I think it was blue for a minute at one point. What is going on?!?! Help me! Lol, thanks for any and all of your time guys. Oh yeah this is Ubuntu 12.10 fresh install.

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  • Basic collision direction detection on 2d objects

    - by Osso Buko
    I am trying to develop a platform game for Android by using ANdroid GL Engine (ANGLE). And I am having trouble with collision detection. I have two objects which is shaped as rectangular. And no change in rotation. Here is a scheme of attributes of objects. What i am trying to do is when objects collide they block each other's movement on that direction. Every object has 4 boolean (bTop, bBottom, bRight, bLeft). For example when bBottom is true object can't advance on that direction. I came up with a solution but it seems it only works on one dimensional. Bottom and top or right and left. public void collisionPlatform (MyObject a, MyObject b) { // first obj is player and second is a wall or a platform Vector p1 = a.mPosition; // p1 = middle point of first object Vector d1 = a.mPosition2; // width(mX) and height of first object Vector mSpeed1 = a.mSpeed; // speed vector of first object Vector p2 = b.mPosition; // p1 = middle point of second object Vector d2 = b.mPosition2; // width(mX) and height of second object Vector mSpeed2 = b.mSpeed; // speed vector of second object float xDist, yDist; // distant between middle of two object float width , height; // this is average of two objects measurements width=(width1+width2)/2 xDist=(p1.mX - p2.mX); // calculate distance // if positive first object is at the right yDist=(p1.mY - p2.mY); // if positive first object is below width = d1.mX + d2.mX; // average measurements calculate height = d1.mY + d2.mY; width/=2; height/=2; if (Math.abs(xDist) < width && Math.abs(yDist) < height) { // Two object is collided if(p1.mY>p2.mY) { // first object is below second one a.bTop = true; if(a.mSpeed.mY<0) a.mSpeed.mY=0; b.bBottom = true; if(b.mSpeed.mY>0) b.mSpeed.mY=0; } else { a.bBottom = true; if(a.mSpeed.mY>0) a.mSpeed.mY=0; b.bTop = true; if(b.mSpeed.mY<0) b.mSpeed.mY=0; } } As seen in my code it simply will not work. when object comes from right or left it doesn't work. I tried couple of ways other than this one but none worked. I am guessing right method will include mSpeed vector. But I have no idea how to do it. I really appreciate if you could help. Sorry for my bad english.

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  • Get More From Your Service Request

    - by Get Proactive Customer Adoption Team
    Leveraging Service Request Best Practices Use best practices to get there faster. In the daily conversations I have with customers, they sometimes express frustration over their Service Requests. They often feel powerless to make needed changes, so their sense of frustration grows. To help you avoid some of the frustration you might feel in dealing with your Service Requests (SR), here are a few pointers that come from our best practice discussions. Be proactive. If you can anticipate some of the questions that Support will ask, or the information they may need, try to provide this up front, when you log the SR. This could be output from the Remote Diagnostic Agent (RDA), if this is a database issue, or the output from another diagnostic tool, if you’re an EBS customer. Any information you can supply that helps us understand the situation better, helps us resolve the issue sooner. As you use some of these tools proactively, you might even find the solution to the problem before you log an SR! Be right. Make sure you have the correct severity level. Since you select the initial severity level, it’s easy to accept the default without considering how significant this may be. Business impact is the driving factor, so make sure you take a moment to select the severity level that is appropriate to the situation. Also, make sure you ask us to change the severity level, should the situation dictate. Be responsive! If this is an important issue to you, quickly follow up on any action plan submitted to you by Oracle Support. The support engineer assigned to your Service Request will be able to move the issue forward more aggressively when they have the needed information. This is crucial in resolving your issues in a timely manner. Be thorough. If there are five questions in the action plan, make sure you provide an answer for all five questions in one response, rather than trickling them in one at a time. This will allow the engineer to look at all of the information as a whole and to avoid multiple trips to your SR, saving valuable time and getting you a resolution sooner. Be your own advocate! You know your situation best; make sure Oracle Support understands both how and why this issue is important to you and your company. Use the escalation process if you're concerned that your SR isn't going the right direction, the right pace, or through the right person. Don't wait until you're frustrated and angry. An escalation is as simple as a quick conversation on the phone and can be amazingly effective in getting your issues back on track. The support manager you speak with is empowered to make any needed changes. Be our partner. You can make your support experience better. When your SR has been resolved, you may receive a survey request. This is intended to get your feedback about how your SR went and what we can do to improve your overall support experience. Oracle Support is here to help you. Our goal with any Service Request is to provide the best possible solution as quickly as possible. With your help, we’ll be able to do this with your Service Request too.  

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  • How to restore/change Alt+Tab behaviour/ram usage and a few other things after Ubuntu upgrade from 11.04 to 11.10?

    - by fiktor
    I use Ubuntu for programming. I recently updated it from 11.04 to 11.10. There are some things I don't like in the new version of Unity desktop interface. I don't actually know if it is hard to restore previous behavior or not, and if it is not, where should I look to do that. I know a bit of programming, but I really don't know much about Linux settings. I used to have 3-6 terminal windows and switch between them with Alt+Tab and Shift+Alt+Tab. I liked half-transparent terminal windows, since with them I could open web-page with some instruction in Firefox, press Alt+Tab and type commands in a console window, being able to recognize text on a web-page under it. Now I have problems with my usual work-style because of the following. List of "negative" changes Alt+Tab shows just one icon for all console windows. When I wait some time, it, however, shows all windows, but I don't like to wait. I prefer to remember order of windows and press Alt+Tab as many times as I need to switch to the right window. Alt+Shift+Tab to switch in reverse order doesn't work now. Console windows are not transparent any more. When I don't wait, and switch to this icon, it shows all console windows altogether. So even if they were transparent, I wouldn't be able to see anything below them (I can read something only from the window, which is directly under current one, not a few levels under). When I run a few console windows in Unity I had 740Mb used on Ubuntu 11.04, but I have 1050Mb now. The question is how to make it back to 750-. I really need my memory, since I use my computer to work with 1512Mb of data and I try to save every 10Mb possible (if it doesn't take too much of machine and, more importantly, my time). When I press "The Super key" I have a field to type the name of the program I want to run. But now it sometimes shows this field, but when I'm trying to type nothing happens. Probably, focus is not on the right field. I don't really mean to restore exactly the same behavior, but I want to make my work in Ubuntu 11.10 efficient (at least as efficient as in Ubuntu 11.04). I would be happy if there are some ways to accomplish that. What have I tried I have installed CompizConfig Settings Manager. I have read this question. However enabling "Static Application Switcher" makes Alt+Tab crazy: after enabling it It says about key-binding conflicts with "Ubuntu Unity Plugin"; "Alt+Tab" switching doesn't change, but "Shift+Alt+Tab" now works and shows all windows; Memory usage increases. I have tried turning off Ubuntu Unity Plugin, but this doesn't seem right thing to do, since it seems to turn off all menus, a lot of keystrokes and app-launcher, which usually activates with "The Super key". I have found, that window transparency can be enabled by "Opacity, Brightness and Saturation" plugin from Accessibility. However I don't know if enabling it is the right thing to do (at least it increases memory usage). Update: everything solved but #3: see my own answer below. I have made a separate question about issue #3 (transparency).

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  • Getting 2D Platformer entity collision Response Correct (side-to-side + jumping/landing on heads)

    - by jbrennan
    I've been working on a 2D (tile based) 2D platformer for iOS and I've got basic entity collision detection working, but there's just something not right about it and I can't quite figure out how to solve it. There are 2 forms of collision between player entities as I can tell, either the two players (human controlled) are hitting each other side-to-side (i. e. pushing against one another), or one player has jumped on the head of the other player (naturally, if I wanted to expand this to player vs enemy, the effects would be different, but the types of collisions would be identical, just the reaction should be a little different). In my code I believe I've got the side-to-side code working: If two entities press against one another, then they are both moved back on either side of the intersection rectangle so that they are just pushing on each other. I also have the "landed on the other player's head" part working. The real problem is, if the two players are currently pushing up against each other, and one player jumps, then at one point as they're jumping, the height-difference threshold that counts as a "land on head" is passed and then it registers as a jump. As a life-long player of 2D Mario Bros style games, this feels incorrect to me, but I can't quite figure out how to solve it. My code: (it's really Objective-C but I've put it in pseudo C-style code just to be simpler for non ObjC readers) void checkCollisions() { // For each entity in the scene, compare it with all other entities (but not with one it's already compared against) for (int i = 0; i < _allGameObjects.count(); i++) { // GameObject is an Entity GEGameObject *firstGameObject = _allGameObjects.objectAtIndex(i); // Don't check against yourself or any previous entity for (int j = i+1; j < _allGameObjects.count(); j++) { GEGameObject *secondGameObject = _allGameObjects.objectAtIndex(j); // Get the collision bounds for both entities, then see if they intersect // CGRect is a C-struct with an origin Point (x, y) and a Size (w, h) CGRect firstRect = firstGameObject.collisionBounds(); CGRect secondRect = secondGameObject.collisionBounds(); // Collision of any sort if (CGRectIntersectsRect(firstRect, secondRect)) { //////////////////////////////// // // // Check for jumping first (???) // // //////////////////////////////// if (firstRect.origin.y > (secondRect.origin.y + (secondRect.size.height * 0.7))) { // the top entity could be pretty far down/in to the bottom entity.... firstGameObject.didLandOnEntity(secondGameObject); } else if (secondRect.origin.y > (firstRect.origin.y + (firstRect.size.height * 0.7))) { // second entity was actually on top.... secondGameObject.didLandOnEntity.(firstGameObject); } else if (firstRect.origin.x > secondRect.origin.x && firstRect.origin.x < (secondRect.origin.x + secondRect.size.width)) { // Hit from the RIGHT CGRect intersection = CGRectIntersection(firstRect, secondRect); // The NUDGE just offsets either object back to the left or right // After the nudging, they are exactly pressing against each other with no intersection firstGameObject.nudgeToRightOfIntersection(intersection); secondGameObject.nudgeToLeftOfIntersection(intersection); } else if ((firstRect.origin.x + firstRect.size.width) > secondRect.origin.x) { // hit from the LEFT CGRect intersection = CGRectIntersection(firstRect, secondRect); secondGameObject.nudgeToRightOfIntersection(intersection); firstGameObject.nudgeToLeftOfIntersection(intersection); } } } } } I think my collision detection code is pretty close, but obviously I'm doing something a little wrong. I really think it's to do with the way my jumps are checked (I wanted to make sure that a jump could happen from an angle (instead of if the falling player had been at a right angle to the player below). Can someone please help me here? I haven't been able to find many resources on how to do this properly (and thinking like a game developer is new for me). Thanks in advance!

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  • Z axis trouble with glTranslatef(...) - LWJGL

    - by Zarkopafilis
    Here is the code: private static boolean up = true , down = false , left = false , right = false, reset = false, in = false , out = false; public void start() { try { Display.setDisplayMode(new DisplayMode(800,600)); Display.create(); } catch (LWJGLException e) { e.printStackTrace(); System.exit(0); } GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(0, 800, 0, 600, 0.00001f, 1000); GL11.glMatrixMode(GL11.GL_MODELVIEW); Keyboard.enableRepeatEvents(true); while (!Display.isCloseRequested()) { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); input(); if(up){ GL11.glTranslatef(0,0.1f,0); } if(down){ GL11.glTranslatef(0,-0.1f,0); } if(left){ GL11.glTranslatef(-0.1f,0,0); } if(right){ GL11.glTranslatef(0.1f,0,0); } if(in){ GL11.glTranslatef(0, 0, 1f); } if(out){ GL11.glTranslatef(0, 0, -1f); } if(reset){ GL11.glLoadIdentity(); } GL11.glBegin(GL11.GL_QUADS); GL11.glColor3f(255, 255, 255); GL11.glVertex3f(800/2, 600/2, 0); GL11.glVertex3f(800/2 + 200, 600/2, 0); GL11.glVertex3f(800/2 + 200, 600/2 + 200, 0); GL11.glVertex3f(800/2, 600/2 + 200, 0); GL11.glColor3f(0, 255, 0); GL11.glVertex3f(800/2, 600/2, 1); GL11.glVertex3f(800/2 + 200, 600/2, 1); GL11.glVertex3f(800/2 + 200, 600/2 + 200, 1); GL11.glVertex3f(800/2, 600/2 + 200, 1); GL11.glEnd(); Display.update(); } Display.destroy(); } public static void main(String[] argv){ new main().start(); } public void input(){ up = false; down = false; left = false; right = false; reset = false; in = false; out = false; if(Keyboard.isKeyDown(Keyboard.KEY_SPACE)){ reset = true; } if(Keyboard.isKeyDown(Keyboard.KEY_W)){ up = true; } if(Keyboard.isKeyDown(Keyboard.KEY_S)){ down = true; } if(Keyboard.isKeyDown(Keyboard.KEY_A)){ left = true; } if(Keyboard.isKeyDown(Keyboard.KEY_D)){ right = true; } if(Keyboard.isKeyDown(Keyboard.KEY_Q)){ in = true; } if(Keyboard.isKeyDown(Keyboard.KEY_E)){ out = true; } } As you can see I am creating 2 quads , a white one at z 0 and a green one at z 1. WASD keys function correctly. Also when I hit SPACEBAR the white quad is being shown. If I then press E , I can see the green quad. But if I press Q afterwards , I dont see the white one again!(Space Works everytime). Also if I render the green one at Z = -1 everything works perfectly BUT you may need up to 3 key presses Q/E to see the other quad. Why is that happening?

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  • iPhone SDK 3.2 UIGestureRecognizer interfering with UIView animations?

    - by Brian Cooley
    Are there known issues with gesture recognizers and the UIView class methods for animation? I am having problems with a sequence of animations on a UIImageView from UIGestureRecognizer callback. If the sequence of animations is started from a standard callback like TouchUpInside, the animation works fine. If it is started via the UILongPressGestureRecognizer, then the first animation jumps to the end and the second animation immediately begins. Here's a sample that illustrates my problem. In the .xib for the project, I have a UIImageView that is connected to the viewToMove IBOutlet. I also have a UIButton connected to the startButton IBOutlet, and I have connected its TouchUpInside action to the startButtonClicked IBAction. The TouchUpInside action works as I want it to, but the longPressGestureRecognizer skips to the end of the first animation after about half a second. When I NSLog the second animation (animateTo200) I can see that it is called twice when a long press starts the animation but only once when the button's TouchUpInside action starts the animation. - (void)viewDidLoad { [super viewDidLoad]; UILongPressGestureRecognizer *longPressRecognizer = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:@selector(startButtonClicked)]; NSArray *recognizerArray = [[NSArray alloc] initWithObjects:longPressRecognizer, nil]; [startButton setGestureRecognizers:recognizerArray]; [longPressRecognizer release]; [recognizerArray release]; } -(IBAction)startButtonClicked { if (viewToMove.center.x < 150) { [self animateTo200:@"Right to left" finished:nil context:nil]; } else { [self animateTo100:@"Right to left" finished:nil context:nil]; } } -(void)animateTo100:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:@"Right to left" context:nil]; [UIView setAnimationDuration:4]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(animateTo200:finished:context:)]; viewToMove.center = CGPointMake(100.0, 100.0); [UIView commitAnimations]; } -(void)animateTo200:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:@"Left to right" context:nil]; [UIView setAnimationDuration:4]; viewToMove.center = CGPointMake(200.0, 200.0); [UIView commitAnimations]; }

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  • Jquery – Disable/unbind click on active items, rebind click when inactive

    - by j-man86
    I have a left-positioned navigation that shows/hides content on the right. Currently, when you click a link, it fades in the corresponding content on the right and adds an active class to that link. My problem is that if you click the active link again, the content on the right keeps on fading in again. I would like to unbind that click while the link is active, and if you click on another navigation link (subsequently removing the class from the previous link and adding it to the current one) rebind the click event to all inactive links. Here is my current code: $('.mixesSidebar ul li').click( function() { //Get the attribute id var liId = $(this).attr('id'); //removeClass active from all li's, addClass active to this $('.mixesSidebar ul li').removeClass('active'); $(this).addClass('active'); //Hide all content on the right $('.mixesContent ul').hide(); //Find the content with the same class as the clicked li's ID, and fadeIn $('.mixesContent').find('.' + liId).fadeIn('slow'); }); Thanks so much for your help!

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  • problem in fonts type and fonts size on printing

    - by user1400
    hello i have a application on php that i show a report in the table , i want to print this page i can see my page fine in print preview , but when i send thuis page to printer ,the fonts are small and diffrent fonts that i set in css file this is my css file @page { size: A4 landscape; margin-top:2cm; margin-bottom:1cm; margin-left:1cm; margin-right:1cm; } table.print{ text-align:right; border:#999 1px solid; } table.print td.e1{ border-top:#999 1px solid; padding:5px 2px; text-align: right; font-size: 20pt; font-family:"stencil"; } table.print td.e2{ border-top:#999 1px solid; padding:5px 2px; text-align: right; font-size: 120%; font-family:"tahoma"; } thanks

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  • CSS positioning is weird when reducing the viewport

    - by Lars Hanke
    I have a little meditation for you ... I run a site using a liquid tri-col layout with a header. The layout runs nicely since more than a decade with all browsers I ever dared to try. It is based on absolute positioning in CSS. This page provides an example of the actual site. Watching the page from my tablet I found that the right column overlaps the center matter. Further investigation using Firebug showed that once the center content reaches 360px width, the right margin of the div shrinks. Why is that? Since Firefox and Android render the same, I guess that this is something, which is actually supposed to be. However, I tried to make virtue out of necessity and experimented setting min-width for body and content and made the body scroll overflow. The body actually scrolls, but the right column is positioned on the right edge of the viewport instead of the body element (Firefox). Is this intentional CSS standard? Any ideas how to solve the presentation on small displays? Thanks for your efforts,  – lars.

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  • Help with stock ticker style scrolling using Core Animation

    - by Glen Harding
    Hi, I'm looking for some guidance on the best way to implement stock ticker style right-to-left scrolling of CALayers in Core Animation on OSX. I'm pretty new to Cocoa and don't know the best way to implement this. I have a continuous stream of news items and stock details that I turn into CALayers (made up of 1 image and a CATextLayer) and I want to animate the CALayers from right to left of my custom view. The news and stock information is constantly updating so I would like to add 1 item at a time to the view, scroll it right to left until the right-most point of the CALayer is showing, then add another CALayer to the view and start scrolling that as well. I would like to do this dynamic updating instead of taking a big snapshot of all my data, turning it into a big horizontal CALayer and scrolling that. I'm looking for guidance on how to achieve this sort of effect - do I manually animate each new CALayer along a path in the view? Or should I be using CAScrollLayer to achieve this effect? Many thanks Glen.

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  • Tricky CSS Layout

    - by Meep3D
    So I am making a website with quite a problematic layout. There are four corner images TL, TR, BL and BR indicated by black blocks. The dark orange area is the main content (to a width of 960px), with the outside area denoted by the green arrow as the browser window. See diagram: The top image represents the site at its narrowest possible - it shouldn't be allowed to be narrower than this (960px) if it is larger than the defined area there should be no scrollbars. The bottom two images represent different widths of browser. The bottom left and right black blocks (images) should be at the bottom left and right of the screen at all times, unless the width falls to 960px, in which case the BL and BR images should poke into the main area slightly. If the site is shrunk to, say 200px, the BR image should not still be poking in the right corner. At this point I don't really care about it working exactly in IE6 (I can get it roughly working) but I can't even figure out how to do it fully without Javascript or extremely experimental CSS. Currently I am using absolutely positioned div's which sort of work, but don't work quite right. I think I'd be willing to accept a bit of JS if there is no other way but I'd rather not. Answer very appreciated!

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  • Android: SharedPreference: Defaults not set at startup...

    - by Allan
    I have Listpreferences in my app. They don't appear to be setting to their defaults right after installation - they appear to be null. I'm trying to figure out why my default preferences are not being set right after installation. In my main code I have: SharedPreferences sp = PreferenceManager.getDefaultSharedPreferences(this); InUnits = sp.getString("List1", "defValue"); InAngs = sp.getString("List2", "defValue"); OutUnits = sp.getString("List3", "defValue"); OutAngs = sp.getString("List4", "defValue"); Right after the above code executes, each variable contains "defValue" instead of the actual values I have assigned in my ListPreference below. My preference xml file is called, "settings.xml". Here's what one of the ListPreferences there looks like: <ListPreference android:key="List1" android:title="Input: Alph" android:summary="Choose Alph or Ralph" android:entries="@array/inputAlph" android:entryValues="@array/input_Alph_codes" android:dialogTitle="Input Alph" android:defaultValue="ININ"/> Here's what some of my strings.xml file looks like: <string-array name="inputUnits"> <item>Alph</item> <item>Ralph</item> </string-array> <string-array name="input_Alph_codes"> <item>ININ</item> <item>INMM</item> </string-array> When I go to menu, and then settings, I can see my defaults checked (radiobuttoned). Then when I go back from the settings menu to my main screen - all is well - for life! ...then each var above is assigned the proper default value. This only happens when I first install my app on the phone. After I go to the settings screen once and then right out of it, the app is fine and accepts any setting changes. By the way, as you can see, "List1" is the android:key within a file called settings.xml in my res/xml folder.

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  • CSS sliding door background image problem.

    - by ethyreal
    I noticed I am not the first to ask about CSS sliding doors. However this seems (at least to me) to be a rather odd problem which I have not seen an answer for. Trying to create a simple rounded corner link button: html: <a href="#" class="link_button"><span>Add A New Somthing</span></a> css: .link_button { background: transparent url('img/backgrounds/bg-buttonRight.png') no-repeat scroll top right; color: #444; display: block; float: left; font: normal 12px arial; height: 41px; margin-right: 6px; padding-right: 14px; text-decoration: none; } .link_button span { background: transparent url('img/backgrounds/bg-buttonLeft.png') no-repeat top left; display: block; line-height: 31px; padding: 5px 0 5px 14px; } .link_button:active { background-position: bottom right; color: #000; outline: none; } .link_button:active span { background-position: bottom left; padding: 6px 0 4px 18px; } results: The two images are overlapping, which is what I want, but why the discoloration? Why would one be darker? I tried using png jpg, gif, with and without transparency. I posted the code here, along with another attempt using only one jpg instead of two, but still the same results. Did I miss something? Thanks in advance.

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  • Re-ordering child nodes in django-MPTT

    - by Dominic Rodger
    I'm using Ben Firshman's fork of django-MPTT (hat tip to Daniel Roseman for the recommendation). I've got stuck trying to re-order nodes which share a common parent. I've got a list of primary keys, like this: ids = [5, 9, 7, 3] All of these nodes have a parent, say with primary key 1. At present, these nodes are ordered [5, 3, 9, 7], how can I re-order them to [5, 9, 7, 3]? I've tried something like this: last_m = MyModel.get(pk = ids.pop(0)) last_m.move_to(last_m.parent, position='first-child') for id in ids: m = MyModel.get(pk = id) m.move_to(last_m, position='right') Which I'd expect to do what I want, per the docs on move_to, but it doesn't seem to change anything. Sometimes it seems to move the first item in ids to be the first child of its parent, sometimes it doesn't. Am I right in my reading of the docs for move_to that calling move_to on a node n with position=right and a target which is a sibling of n will move n to immediately after the target? It's possible I've screwed up my models table in trying to figure this out, so maybe the code above is actually right. It's also possible there's a much more elegant way of doing this (perhaps one that doesn't involve O(n) selects and O(n) updates). Have I misunderstood something? Bonus question: is there a way of forcing django-MPTT to rebuild lft and rght values for all instances of a given model?

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  • Map/Reduce on an array of hashes in CouchDB

    - by sebastiangeiger
    Hello everyone, I am looking for a map/reduce function to calculate the status in a Design Document. Below you can see an example document from my current database. { "_id": "0238f1414f2f95a47266ca43709a6591", "_rev": "22-24a741981b4de71f33cc70c7e5744442", "status": "retrieved image urls", "term": "Lucas Winter", "urls": [ { "status": "retrieved", "url": "http://...." }, { "status": "retrieved", "url": "http://..." } ], "search_depth": 1, "possible_labels": { "gender": "male" }, "couchrest-type": "SearchTerm" } I'd like to get rid of the status key and rather calculate it from the statuses of the urls. My current by_status view looks like the following: function(doc) { if (doc['status']) { emit(doc['status'], null); } } I tried some things but nothing actually works. Right now my Map Function looks like this: function(doc) { if(doc.urls){ emit(doc._id, doc.urls) } } And my Reduce Function function(key, value, rereduce){ var reduced_status = "retrieved" for(var url in value){ if(url.status=="new"){ reduced_status = "new"; } } return reduced_status; } The result is that I get retrieved everywhere which is definitely not right. I tried to narrow down the problem and it seems to be that value is no array, when I use the following Reduce Function I get length 1 everywhere, which is impossible because I have 12 documents in my database, each containing between 20 to 200 urls function(key, value, rereduce){ return value.length; } What am I doing wrong? (I know I want you to write code for me and I'm feeling guilty, but right now I do the calculation of the statuses in ruby after getting the data from the database. It would be nice to already get the right data from the database)

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