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  • Monotouch Binding to Linea Pro SDK

    - by jeffrapp
    I'm trying to create a binding to the Linea Pro (it's the barcode scanner they use in the Apple Stores, Lowes) SDK. I'm using David Sandor's bindings as a reference, but the SDK has been updated a few times since January of 2011. I have most everything working, except for the playSound call, which is used to, well, play a sound on the Linea Pro device. The .h file from the SDK has the call as follows: -(BOOL)playSound:(int)volume beepData:(int *)data length:(int)length error:(NSError **)error; I've tried using int[], NSArray, and an IntPtr to the int[], but nothing seems to work. The last unsuccessful iteration of my binding looks like: [Export ("playSound:beepData:length:")] void PlaySound (int volume, NSArray data, int length); Now, this doesn't work at all. Also note that I have no idea what to do with the error:(NSError **)error part, either. I am lacking some serious familiarity with C, so any help would be extremely appreciated.

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  • Portable applications for phones?

    - by peoro
    What's the best way to write an application in order to get it working on the several phones out there (iPhone, symbian-based, xpPhone, and so on)? The idea I have in mind is that of writing a few interfaces to abstract from phone-dependent stuff (ie: some Input/Output interfaces), implementing such interfaces on the several phones and then writing an application that doesn't use any phone-dependent thing. But is this really possible? What would be the language I should choose for my interfaces and applications? (would love to use C++, hopefully even with GCC extensions) Is there any project that aims to offer what I need? (maybe something like SDL?)

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  • Cocoa Key Value Bindings: What are the explanations of the various options for Controller Key?

    - by Elisabeth
    When I bind a control to an NSArrayController using Interface Builder, there are a variety of options under the "Controller Key" field in the bindings inspector. I understand what "arrangedObjects" is, and I semi-understand what "selection" is, but I'd love to see a really nice explanation of all the options and when to use each one. The list includes: selectionIndexes, selectionIndex, selectedObject, sortDescriptors, etc. I haven't been able to find a good explanation of these options. I'm having trouble with a button that's bound to target selection, so I'm hoping a much deeper understanding of these Controller Keys might help me debug my issue. Thanks!!!

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  • Run jquery image resizer after image is appended.

    - by Goldy
    Hi all, I am using this jQuery plugin to re-size images. http://hirdet2.extra.hu/kepresize/ . $(document).ready(function(){ $('#content img').kepresize({maxWidth: 200,maxHeight: 150}); .... .... $('#content').append('<img src="pathtofile"/>'); }); However, these images are only being appended after the document loads, depending on the users actions. Therefore the appended images are not being re-sized. I have had a play around with .live() but can't seem to get it right. Any help would be much appreciated.

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  • Java File and ByteArray or InputStream - please quick help

    - by Peter Perhác
    I want to use jFuge to play some MIDI music in an applet. There's a class for the MIDI pattern - Pattern - and the only method to load the pattern is from a File. Now, I don't know how applets load files and what not, but I am using a framework (PulpCore) that makes loading assets a simple task. If I need to grab an asset from a ZIP catalogue, I can use the Assets class which provides get() and getAsStream() methods. get() returns the given asset as a ByteArray, the other as an InputStream. I need jFuge to load the pattern from either ByteArray or InputStream. In pseudo-code, I would like to do this: Pattern.load(new File(Assets.get("mymidifile.midi"))); however there is no File constructor that would take a ByteArray. Suggestions, please?

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  • Why is there no music streaming API service?

    - by Chad Johnson
    Apple has decided to kill lala.com. I loved that site. Now, everyone has to go back to paying $0.89+ for songs from Amazon, iTunes, etc. Lame. Rhapsody would be great, except there are no clients for Mac or Linux. They do have a web interface, buy it is nothing compared to lala's web 2.0y interface. What I just don't understand is, why is there no music API streaming service out there? Basically, developers could hook the service into any desktop or web app, and then users of the app could pay $x a month (like with Rhapsody) and play any amount of music, so long as their subscription is active. Why not? Lala streamed music to web browsers, so surely it could be as secure as lala is (was), preventing music theft.

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  • Chipmunk Physics or Box2D for C++ 2D GameEngine ?

    - by Mr.Gando
    Hello, I'm developing what it's turning into a "cross-platform" 2D Game Engine, my initial platform target is iPhone OS, but could move on to Android or even some console like the PSP, or Nintendo DS, I want to keep my options open. My engine is developed in C++, and have been reading a lot about Box2D and Chipmunk but still I can't decide which one to use as my Physics Middleware. Chipmunk appears to have been made to be embedded easily, and Box2D seems to be widely used. Chipmunk is C , and Box2D is C++, but I've heard the API's of Box2D are much worse than chipmunk's API's. For now I will be using the engine shape creation and collision detection features for irregular polygons (not concave). I value: 1) Good API's 2) Easy to integrate. 3) Portability. And of course if you notice anything else, I would love to hear it. Which one do you think that would fit my needs better ?

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  • How to get the playing file total time duration Media player

    - by Geetha
    Hi All, I use media player control to play mp3 files in asp.net application. I want to find When the playing process gets end and the total time require to finish the file using javascript. Code: <object id="mediaPlayer" classid="clsid:22D6F312-B0F6-11D0-94AB-0080C74C7E95" codebase="http://activex.microsoft.com/activex/controls/mplayer/en/nsmp2inf.cab#Version=5,1,52,701" height="1" standby="Loading Microsoft Windows Media Player components..." type="application/x-oleobject" width="1"> <param name="fileName" value="" /> <param name="animationatStart" value="true" /> <param name="transparentatStart" value="true" /> <param name="autoStart" value="true" /> <param name="showControls" value="true" /> <param name="volume" value="100" /> <param name="loop" value="true" /> </object> Geetha.

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  • Using a Loader for a string of QML

    - by Robbert
    In Qt 5.3 I've been using the Loader QML element for loading screens. Now I'm trying to load a string of QML dynamically. Qt.createQmlObject enables me to do so, but I can't seem to get the Loader element to play along. Seems like Loader only takes a URL (QUrl) or component (QQmlComponent), but Qt.createQmlObject creates an object (QObject). I'm new to QML, but from my understanding components are reusable elements, similar to classes, and objects are the instances of those classes. I thus can't seem to wrap my head around why Loader wouldn't work with objects. How can I show a loading screen while (asynchronously) parsing and initializing a string of QML? Example QML code: Item { Rectangle {id: content} Loader {id: loader} Component.onCompleted: { var obj = Qt.createQmlObject('import QtQuick 2.3; Rectangle {}', content); loader.source = obj; // Throws error. } }

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  • How to add event listners / signals to a simple superman class?

    - by Kabumbus
    I can and would love to use boost or std for this. Sorry - I am new to C++. So I created a really simple program like: #include <iostream> #include <string> using namespace std; class superman { public: string punch(){return cout << "superman: I hit the bad guy!" << endl;}; }; int main() { superman clark; clark.punch(); cin.get(); } I want to add an event listner that would tell me when clark punched and cout something like "superman punched!". How to add such event listner and event function to my class?

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  • iPhone - Bug using CADisplayLink and UIControls - bad to mix openGL and UIControls?

    - by Adam
    Having had problems using other methods, I've decided to stick with CADisplayLink to run my game loop. The animation is smooth now, but sometimes there's a problem where the buttons and other UI elements can't be used, can't be accessed by touch or changed programmatically. This includes UIButtons and UILabels. Has anyone encountered this before? Is it not a good idea in general to use interface builder and uicontrols on top of an OpenGL view? I've heard they don't play well together but haven't heard the reasons. Thanks!

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  • How do people prove the correctness of Computer Vision methods?

    - by solvingPuzzles
    I'd like to pose a few abstract questions about computer vision research. I haven't quite been able to answer these questions by searching the web and reading papers. How does someone know whether a computer vision algorithm is correct? How do we define "correct" in the context of computer vision? Do formal proofs play a role in understanding the correctness of computer vision algorithms? A bit of background: I'm about to start my PhD in Computer Science. I enjoy designing fast parallel algorithms and proving the correctness of these algorithms. I've also used OpenCV from some class projects, though I don't have much formal training in computer vision. I've been approached by a potential thesis advisor who works on designing faster and more scalable algorithms for computer vision (e.g. fast image segmentation). I'm trying to understand the common practices in solving computer vision problems.

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  • Can the behaviour of new HTML5 form types be overridden?

    - by Mark Perkins
    I was wondering if anyone knew if it were possible to override the default behaviour of browsers that support the new HTML input types such as type="email" and type="date"? I appreciate that I could test if a browser supports an input type and provide a fallback for those browsers that don't, but what I want to know is is there any way to prevent that default behaviour from happening in browsers that do support it? For instance, if in Opera I want to use the date input type, but I don't want Opera to display the native datepicker (i.e. I want to replace it with my own custom one) is that possible? Are there any DOM events triggered like onDatePickerShow that one can hook into? I don't believe that this is possible, but if anyone knows for sure one way or the other I would love to hear from you.

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  • What's a good design to handle multiple global hotkeys?

    - by Alex
    I'm struggling to think of a good design to handle multiple global hotkeys. Say I have three different functions bound to three different global hotkeys... Play Song | Ctrl + P Skip Song | Ctrl + N Increase Volume | Ctrl + V What's a good, effective way to check if the hotkey pressed conforms to a certain function? I'm using a class very similar to this: http://www.liensberger.it/web/blog/?p=207 Should I create a new instance of the hotkey class for each hotkey? Hotkey hotkey = new Hotkey(); hotkey.RegisterHotkey(Shortcut.ModifierKeys.Control, Keys.F10); hotkey.KeyPressed += ((s, args) => { //Do Something! }); Or should I have an enum with different hotkey functions and manage it from within the hotkey class to prevent multiple instances (seems wasteful but easy). Thanks for any advice / help in advance.

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  • Can I import sql with php?

    - by shin
    Please bear with me(beginner). I am planning to set up an application where visitors can login and play/mess around with my application. So I want to refresh my php application once a day with a cron job. But I never wrote a cron job script before. I understand that I have to truncate all the tables/data and add the initial data. With phpmyadmin, I can import data. Is there any way I can import sql file after truncate the tables? What is the best way? Do I have to create table and insert all data? Help and resources will be appreciated. Thanks in advance.

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • What are some best practices for structuring cherrypy apps?

    - by Omega
    I'm writing a cherrypy app and I was wondering what the best way is for structuring my handlers and code for larger applications? I realize assignment is simple trough cherrypy.root, but what are some practices for writing the handlers and assigning them? (Allow me to prove my confusion!) My initial thought is to write a standard handler class that infers a template to run based on the current URL or class/method combination. Then I would assign one instance of that handler multiple times to the path to create pages. I don't see this working however as the recursive references wouldn't work quite right. So, given the fact that I'm already drawing blanks on how my own source code should look, I'd love some pointers and examples! Feel free to ask some detailed questions for me to clarify. While there is plenty of cherrypy tutorial material out there, it tends to only scratch the surface.

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  • Crossfading audio with PyQT4 and Phonon

    - by dwelch
    I'm trying to get audio files to crossfade with phonon. I'm using PyQT4. I have tracks queuing properly, but I'm stuck with the fade effect. I think I need to be using the KVolumeFader effect. Here's my current code: def music_play(self): self.delayedInit() self.m_media.setCurrentSource(Phonon.MediaSource(self.playlist[self.playlist_pos])) self.m_media.play() def music_stop(self): self.m_media.stop() def delayedInit(self): if not self.m_media: self.m_media = Phonon.MediaObject(self) audioOutput = Phonon.AudioOutput(Phonon.MusicCategory, self) Phonon.createPath(self.m_media, audioOutput) def enqueueNextSource(self): if len(self.playlist) >= self.playlist_pos+1: self.playlist_pos += 1 self.m_media.enqueue(Phonon.MediaSource(self.playlist[self.playlist_pos])) else: self.m_media.stop() Can anyone give me some advice on implementing the effect?

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  • How to set notification sound volume programatically?

    - by Vitalii Korsakov
    I have this method in my main activity private void beep() { AudioManager manager = (AudioManager) getSystemService(Context.AUDIO_SERVICE); manager.setStreamVolume(AudioManager.STREAM_NOTIFICATION, 0, AudioManager.FLAG_SHOW_UI + AudioManager.FLAG_PLAY_SOUND); Uri notification = RingtoneManager .getDefaultUri(RingtoneManager.TYPE_NOTIFICATION); Ringtone r = RingtoneManager.getRingtone(getApplicationContext(), notification); r.play(); } As I understand, notification sound volume should be regulated by STREAM_NOTIFICATION. But notification always plays with the same volume despite that volume number in setStreamVolume method. Why is that?

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  • What are some popular Git layout strategies?

    - by CodexArcanum
    A fellow developer recently showed me a blog post with a nice visual representation of a git layout. He implied that this particular strategy was gaining a lot of popularity, but numerous searches here and through the Google have yet to turn up the blog post. The gist of it was that you had a trunk for main development, and a "side-trunk" for immediate customer-driven bug fixes. Main development had a branch, which was merged to trunk periodically for major releases, and then you had feature branches. There was a lovely diagram that clearly showed all this. Since I'd like to learn git better, I'd love to have that diagram available as an aide. It'd also be useful as a visual for trying to convince coworkers to switch to git. Does anyone happen to know what I'm talking about and can provide a link?

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  • linq to sql datacontext for a web application

    - by rap-uvic
    Hello, I'm trying to use linq to sql for my project (very short deadline), and I'm kind of in a bind. I don't know the best way to have a data context handy per request thread. I want something like a singleton class from which all my repository classes can access the current data context. However, singleton class is static and is not thread-safe and therefore not suitable for web apps. I want something that would create a data context at the beginning of the request and dispose of it along with the request. Can anyone please share their solution to this problem? I've been searching for a solution and I've found a good post from Rick Strahl : http://www.west-wind.com/weblog/posts/246222.aspx but I don't completely understand his thread-safe or business object approach. If somebody has a simplified version of his thread-safe approach, i'd love to take a look.

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  • Best open source alternative for MS Visual Source Safe?

    - by afsharm
    We are leaving VSS for TFS or any other alternatives. I'm the one who persists to go for an open source alternative like SVN. Now I'm searching for a good open source Version Control regarding following aspects: We are in love with open source movement and cross-platform. Could it be possible to use it with Mono, SharpDevelop and Express editions of VS instead of Visual Studio itself? What about backup? Is it integrated with VS without serious problems? Any API or command prompt access? Please notice I've read following previous texts about it but still need more help: http://stackoverflow.com/questions/690766/vss-or-svn-for-a-net-project http://stackoverflow.com/questions/61959/tfs-vs-open-source-alternatives http://stackoverflow.com/questions/44588/how-to-convince-a-company-to-switch-their-source-control

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  • How to do this layout? (Link on Image)

    - by Spredzy
    Hi all, I was wondering how to obtain this result : http://img718.imageshack.us/img718/6173/screenshot20100411at126.png This is what I tried : <RelativeLayout android:layout_width="fill_parent" android:layout_height="wrap_content" android:background="#CCCCCC" android:orientation="horizontal" android:layout_weight="0"> <Button android:id="@+id/btn_cancel" android:text="@string/cancel" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_margin="5px" android:gravity="left" /> <Button android:id="@+id/btn_save" android:text="@string/save" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_margin="5px" android:layout_toRightOf="@id/btn_cancel" android:gravity="right"/> </RelativeLayout> I tried to play with the layout_width properties and setting them up to fill parents both of them but did not work, if anyone has an idea ... Thank you !

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  • Configuring log4net appenders via XML file *and* code

    - by Dave
    I started to play with log4net today and so far, I really like it. In order to preserve our current logging functionality, the app needs to create a new log file whenever the application is started. The log file name has the date and time stamp encoded in it. Currently, I've got log4net configured via an XmlConfigurator, which works great, except that the filename for my RollingFileAppender is hardcoded in the configuration XML file. I'd like to continue to use the XmlConfigurator, but after calling Configure(), I want to get at the RollingFileAppender and, in code, change its file value to be a dynamically-generated string. The sample documentation online seems to be down right now, but I've poked through the SDK reference, and it looks like I could use the Heirarchy and GetAppenders() to do what I need to do. Am I on the right track?

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  • Visio 2010 Reverse Engineer Oracle

    - by digitall
    I have used Visio 2007 in the past to reverse engineer Oracle databases to get a flow scheme. I believe all Office 2007 products were x86 as well which is where I suspect my issue currently lies. I have since upgraded to Visio 2010 x64 and when I go to reverse engineer something from Oracle it shows up under Installed Visio Drivers but I can't seem to create a data source using it. My assumption here is it is because Oracle doesn't play nicely with x64 and with Visio being compiled as x64 I don't even get the option to use it. Has anyone done this with Visio 2010 x64 and Oracle yet? Or are there other tools you would recommend to reverse engineer and get a model such as the one generated by Visio?

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