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  • how relate one table to another for future records

    - by Sinan
    I have a games table which holds the data about a game. Then another table which holds the data about news. So far so good. First I thought about creating a junction table for game_news so I could relate news to games. This way works as intended when the game exists. So whenever I insert a news I can relate it to a game using the junction table. However there are cases when there is news about game but the game isn't published and it doesn't exists. So my question would be; is there a way to relate these news to a particular game when the game record is created. What is the best way to do this? Any ideas?

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  • Android VideoView resume and seekTo

    - by Chris
    I am playing a Video using a VideoView in my app. On the click of a button, it records the current position of the video, and the app opens up the browser with some url. On pressing the back button, the app comes back to video app and resumes the video from where it left off. I looked at the Android Activity lifecycle and saw that onStart() method gets called once the video activity comes to the foreground. So I am creating my layout in onStart() and playing the video by seeking to the current position. My problem is that when the video resumes, it buffers from the start and then seeks to. Since it already buffered the first time, is there a way to eliminate buffering again while doing a seekTo? Thanks Chris

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  • Western Digital HDD now freezes my BIOS when loading the video card!

    - by Vercas
    After I have successively and successfully installed 3 Windows XP's on the same partition (Don't ask why...), I restarted my computer again and the BIOS just froze when it loaded the video card. Together with my uncle, we tracked down the problem and found out it's the HDD's fault. We tried booting without the HDD and it worked! (No other HDD (I have only one) but with a Ubuntu Live CD in.) We tried the HDD with a different data bus (It was from an identical computer) but that one didn't let my BIOS recognize the HDD. We also put the HDD in another computer as the second HDD and it DID recognize it but Windows XP kept saying it cannot install a driver and that it installed successfully. Happily, I have managed to backup some of my most important files in that other computer. The following is a list of tests that we have run. With the HDD Original data bus Original computer Result: BIOS freezes WITHOUT the HDD Original data bus Original computer Result: Everything works just fine! With the HDD ANOTHER data bus Original computer Result: Cannot see the HDD With the HDD Original data bus ANOTHER computer Result: It worked! With the HDD ANOTHER data bus ANOTHER computer Result: It worked! During the tests, we had only two data buses and two computers. (each data bus from it's own computer) Strange thing is that the second data bus cannot let the BIOS see the HDD in my computer but works just fine with the other computer. I beg you to help me! I have my most important data on that HDD and I really cannot afford to buy another decent IDE HDD now!

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  • AS3: creating a class with multiple and optional parameters?

    - by redconservatory
    I'm creating a slideshow where each slide can have: - a video or a still - 1 audio track or many (up to 3) - 1 button or many (up to 3) I was thinking that each slide can be it's own object, and then I would pass the video, audio, buttons, etc., into it as parameters: package { import flash.media.Video; public class Section { public function Section (video:Video, still:myPhotoClass, audiotrack:Sound, button:myButtonClass) { // can have video OR a still // can have 1 audio track or several // can have 1 button or more } } I'm not sure how to go about approaching this since there can be multiples of certain items (audio, buttons) and also two items are sort-of-optional in the sense that there can be ONE or the OTHER (video/still). For example, is this something that I should just avoid passing as parameters altogether, using a different approach (getters/setters, maybe)?

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  • 2 Classes need each other declared C++

    - by Prodigga
    I have a "Game" class which holds all the games settings and manages the game. I have a "Grid" class which is the grid the game is played on. The "Game" class initializes a "Grid" object as one of its members (passing itself ("this") as one of the parameters for "Grid"s constructor).. The "Grid" object therefor needs to deal with a "Game*" pointer. To do this it needs to know what "Game" is; i need to declare it before "Grid". But "Game" uses "Grid"...so it also needs "Grid" declared before it. so confused on how to include headers/etc correctly here..

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  • MS SQL Server Job with precise timing

    - by TcKs
    Hi, I have a DB with game data (map, players, etc...) and I have a game core mechanics writen in T-SQL stored procedure. I need process game loop (via the stored procedure) every "X" seconds. I tried used the SQL Job, but when I set the interval to seconds, the SQL server stops responding. If I set the interval greater than one minute, all was ok. I need game loop precise in time, e.g. the game loop will run only once and will be executed every "X" precisely (tolerance should be less than one second). Can I do it with MS SQL Server capabilities? Or should I create a windows service which will repeatly execute game loop procedure? Or should I go another way? Thanks! EDIT: The game loop stored procedure takes less than the interval.

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  • How to stop Vista from auto changing video resolution?

    - by bialix
    I have new Acer Aspire Revo R3600 computer with Vista pre-installed. The computer has NVidia video adapter. While connecting 17" LCD monitor (LG L1742S) via VGA cable it works fine, and I can change the resolution of the display from max 1920*1024 down to some other value, and after reboot the settings are restored correctly. But when I'm connecting bigger full HD 1920*1080 display (LG E2250) via VGA cable then every boot I have the same problem: I see boot progress window, then I see MS logo, then I see welcome screen then I start to see desktop and suddenly monitor switch off and show me the message about unsupported frequency of input signal As I understand Vista tries to auto-change resolution and sets wrong parameters. I've tried to boot into safe mode and into low-resolution mode, every time I have the same problem: Vista boot-up and suddenly monitor stops working. I've tried to connect this monitor to notebook with Windows XP and has no problem to work with this display on its native resolution. How can I disable this display resolution auto-changer in Vista? Or maybe there is another workaround?

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  • Optimizing transition/movement smoothness for a 2D flash game.

    - by Tom
    Update 6: Fenomenas suggested me to re-create everything as simple as possible. I had my doubts that this would make any difference as the algorithm remains the same, and performance did not seem to be the issue. Anyway, it was the only suggestion I got so here it is: 30 FPS: http://www.feedpostal.com/test/simple/30/SimpleMovement.html 40 FPS: http://www.feedpostal.com/test/simple/40/SimpleMovement.html 60 FPS: http://www.feedpostal.com/test/simple/60/SimpleMovement.html 100 FPS: http://www.feedpostal.com/test/simple/100/SimpleMovement.html The code: package { import flash.display.Sprite; import flash.events.Event; import flash.events.KeyboardEvent; import flash.utils.getTimer; [SWF(width="800", height="600", frameRate="40", backgroundColor="#000000")] public class SimpleMovement extends Sprite { private static const TURNING_SPEED:uint = 180; private static const MOVEMENT_SPEED:uint = 400; private static const RADIAN_DIVIDE:Number = Math.PI/180; private var playerObject:Sprite; private var shipContainer:Sprite; private var moving:Boolean = false; private var turningMode:uint = 0; private var movementTimestamp:Number = getTimer(); private var turningTimestamp:Number = movementTimestamp; public function SimpleMovement() { //step 1: create player object playerObject = new Sprite(); playerObject.graphics.lineStyle(1, 0x000000); playerObject.graphics.beginFill(0x6D7B8D); playerObject.graphics.drawRect(0, 0, 25, 50); //make it rotate around the center playerObject.x = 0 - playerObject.width / 2; playerObject.y = 0 - playerObject.height / 2; shipContainer = new Sprite(); shipContainer.addChild(playerObject); shipContainer.x = 100; shipContainer.y = 100; shipContainer.rotation = 180; addChild(shipContainer); //step 2: install keyboard hook when stage is ready addEventListener(Event.ADDED_TO_STAGE, stageReady, false, 0, true); //step 3: install rendering update poll addEventListener(Event.ENTER_FRAME, updatePoller, false, 0, true); } private function updatePoller(event:Event):void { var newTime:Number = getTimer(); //turning if (turningMode != 0) { var turningDeltaTime:Number = newTime - turningTimestamp; turningTimestamp = newTime; var rotation:Number = TURNING_SPEED * turningDeltaTime / 1000; if (turningMode == 1) shipContainer.rotation -= rotation; else shipContainer.rotation += rotation; } //movement if (moving) { var movementDeltaTime:Number = newTime - movementTimestamp; movementTimestamp = newTime; var distance:Number = MOVEMENT_SPEED * movementDeltaTime / 1000; var rAngle:Number = shipContainer.rotation * RADIAN_DIVIDE; //convert degrees to radian shipContainer.x += distance * Math.sin(rAngle); shipContainer.y -= distance * Math.cos(rAngle); } } private function stageReady(event:Event):void { //install keyboard hook stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown, false, 0, true); stage.addEventListener(KeyboardEvent.KEY_UP, keyUp, false, 0, true); } private final function keyDown(event:KeyboardEvent):void { if ((event.keyCode == 87) && (!moving)) //87 = W { movementTimestamp = getTimer(); moving = true; } if ((event.keyCode == 65) && (turningMode != 1)) //65 = A { turningTimestamp = getTimer(); turningMode = 1; } else if ((event.keyCode == 68) && (turningMode != 2)) //68 = D { turningTimestamp = getTimer(); turningMode = 2; } } private final function keyUp(event:KeyboardEvent):void { if ((event.keyCode == 87) && (moving)) moving = false; //87 = W if (((event.keyCode == 65) || (event.keyCode == 68)) && (turningMode != 0)) turningMode = 0; //65 = A, 68 = D } } } The results were as I expected. Absolutely no improvement. I really hope that someone has another suggestion as this thing needs fixing. Also, I doubt it's my system as I have a pretty good one (8GB RAM, Q9550 QuadCore intel, ATI Radeon 4870 512MB). Also, everyone else I asked so far had the same issue with my client. Update 5: another example of a smooth flash game just to demonstrate that my movement definitely is different! See http://www.spel.nl/game/bumpercraft.html Update 4: I traced the time before rendering (EVENT.RENDER) and right after rendering (EVENT.ENTER_FRAME), the results: rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 24 ms rendering took: 18 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 232 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms The range is 12-16 ms. During these differences, the shocking/warping/flickering movement was already going on. There is also 1 peak of 232ms, at this time there was a relatively big warp. This is however not the biggest problme, the biggest problem are the continuous small warps during normal movement. Does this give anyone a clue? Update 3: After testing, I know that the following factors are not causing my problem: Bitmap's quality - changed with photoshop to an uglier 8 colours optimized graphic, no improvement at all. Constant rotation of image while turning - disabled it, no improvement at all Browser rendering - tried to use the flash player standalone, no improvement at all I am 100% convinced that the problem lies in either my code or in my algorithm. Please, help me out. It has been almost two weeks (1 week that I asked this question on SO) now and I still have to get my golden answer. Update 1: see bottom for full flex project source and a live demo demonstrating my problem. I'm working on a 2d flash game. Player ships are created as an object: ships[id] = new GameShip(); When movement and rotation information is available, this is being directed to the corresponding ship: ships[id].setMovementMode(1); //move forward Now, within this GameShip object movement works using the "Event.ENTER_FRAME" event: addEventListener(Event.ENTER_FRAME, movementHandler); The following function is then being run: private final function movementHandler(event:Event):void { var newTimeStamp:uint = UtilLib.getTimeStamp(); //set current timeStamp var distance:Number = (newTimeStamp - movementTimeStamp) / 1000 * movementSpeed; //speed = x pixels forward every 1 second movementTimeStamp = newTimeStamp; //update old timeStamp var diagonalChange:Array = getDiagonalChange(movementAngle, distance); //the diagonal position update based on angle and distance charX += diagonalChange[0]; charY += diagonalChange[1]; if (shipContainer) { //when the container is ready to be worked with shipContainer.x = charX; shipContainer.y = charY; } } private final function getDiagonalChange(angle:Number, distance:Number):Array { var rAngle:Number = angle * Math.PI/180; //convert degrees to radian return [Math.sin(rAngle) * distance, (Math.cos(rAngle) * distance) * -1]; } When the object is no longer moving, the event listener will be removed. The same method is being used for rotation. Everything works almost perfect. I've set the project's target FPS to 100 and created a FPS counter. According to the FPS counter, the average FPS in firefox is around 100, while the top is 1000 and the bottom is 22. I think that the bottom and top FPSs are only happening during the initialization of the client (startup). The problem is that the ship appears to be almost perfectly smooth, while it should be just that without the "almost" part. It's almost as if the ship is "flickering" very very fast, you can't actually see it but it's hard to focus on the object while it's moving with your eyes. Also, every now and then, there seems to be a bit of a framerate spike, as if the client is skipping a couple of frames, you then see it quickly warp. It is very difficult to explain what the real problem is, but in general it's that the movement is not perfectly smooth. So, do you have any suggestions on how to make the movement or transition of objects perfectly smooth? Update 1: I re-created the client to demonstrate my problem. Please check it out. The client: http://feedpostal.com/test/MovementTest.html The Actionscript Project (full source): http://feedpostal.com/test/MovementTest.rar An example of a smooth flash game (not created by me): http://www.gamesforwork.com/games/swf/Mission%20Racing_august_10th_2009.swf It took me a pretty long time to recreate this client side version, I hope this will help with solving the problem. Please note: yes, it is actually pretty smooth. But it is definitely not smooth enough.

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  • Did you love the game Mouse Trap as a kid, or something similar? (Programmer Psychology) [closed]

    - by Robert Oschler
    When I was a kid I absolutely fell in love with games that had as a core feature, the need to understand interconnecting structures. My favorite of all time was Mouse Trap. For the younger crowd out there, this was a very cool board game where you built the mouse trap out of the included plastic pieces as you played, with the end goal to trigger the mouse trap. The fully assembled mouse trap was a Rube Goldberg style invention where one operation triggered the next and the next and so on, until the last step dropped a cage on a little plastic mouse. Sometimes when I'm programming and I'm reviewing a particularly complex interaction between components and objects, while tracking the flow path mentally, I say to myself "It's a Mouse Trap!" and I wonder if my early addiction to that game and others like it was portent to my becoming a programmer. Another realization I have sometimes when looking at my code is how daunted I feel at the share complexity involved, followed by a darker comedic amazement at my expectation that it will all come together and work. How about you? Did you find yourself drawn to games that at their heart featured interacting control paths when growing up? Robert.

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  • Masking FLV video in AS3 with PNG alpha channel.

    - by James Roberts
    Hey there, I'm trying to mask an FLV with a PNG alpha channel. I'm using BitmapData (from a PNG) but it's not working. Is there anything I'm missing? Cut up code below: var musclesLoader:Loader = new Loader(); var musclesContainer:Sprite = new Sprite(); var musclesImage:Bitmap = new Bitmap(); var musclesBitmapData:BitmapData; var musclesVideo:Video = new Video(752, 451.2); var connection:NetConnection = new NetConnection(); var stream:NetStream; function loadMuscles():void { musclesLoader.load(new URLRequest('img/muscles.png')); musclesLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, musclesComplete); } function musclesComplete():void { musclesBitmapData = new BitmapData(musclesLoader.content.width, musclesLoader.content.height, true, 0x000000); musclesImage.bitmapData = musclesBitmapData; musclesImage.smoothing = true; musclesContainer.addChild(musclesImage); contentContainer.addChild(musclesContainer); } function loadMusclesVideo():void { connection.connect(null); stream = new NetStream(connection); stream.client = this; musclesVideo.mask = musclesBitmapData; stage.addChild(musclesVideo); musclesVideo.attachNetStream(stream); stream.bufferTime = 1; stream.receiveAudio(true); stream.receiveVideo(true); stream.play("vid/muscles.flv"); } Outside this code I have a function that adds the containers to the stage, etc and places the objects in the appropriate spots. It sort of works - the mask applies, but in a square (the size of the boundaries of musclesBitmapData) rather than with the shape of the alpha channel. Is this the right way to go about this?

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  • iPhone Adding Controls (UIButton, UILabel etc.) on a Playing Video!

    - by Taimur Hamza
    I have been assigned an 'easy' task of adding a button over a playing video. I m terming it easy as i have got the sample code downloaded from Apple's sample code. http://rapidshare.com/files/393248642/MoviePlayer_iPhone.zip Anybody who wants to reply to my query and intends to help should download this project and run it otherwise it wudnt be easy to understand my problem. Thanks! And now the weird problem i am facing is: In the sample project developer has added the view ( UILabel and UIButton ) in the Appdelegate. And i want it other xib files not the App delegate . Fine i added a view 'myButtonABC' instead of 'My Overlay View'. And added this code in my xib file's implementation file. (void)viewDidLoad { TaimurAppDelegate *appDelegate = (TaimurAppDelegate *)[[UIApplication sharedApplication] delegate]; [appDelegate initAndPlayMovie:[self localMovieURL]]; NSArray *windows = [[UIApplication sharedApplication] windows]; if ([windows count] 1) { UIWindow *moviePlayerWindow = [[UIApplication sharedApplication] keyWindow]; [moviePlayerWindow addSubview:self.myABC]; } } Now my question is do i need to declare a UIWindow object in the header file here. As i am not working in the app delegate class. As i said previously i have to add this button over a video in other screen and not on the main screen. The third question is can anyone, which in fact is the most imp of all. In my view , if i am able to do this one my problem would be solved. As i have spend considerable amount of time on this task so far. The question is " How can i connect myABCButton (which is a view added to my xib file ) to the File's Owner. Thanks for your patience. Replies Appreciated ! Taimur

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  • Flash Player: Any remedy for the stale video image data problem (in a reused NetStream object)?

    - by amn
    Has anyone experienced stale stills of a previous playback for a reused NetStream object? If so, what are the workarounds for this, except re-creating the object (which eats performance and time)? It is hard to reuse NetStream objects because of a (in my opinion) fundamental issue with NetStream objects - when you 'close' a playing stream and at a later point issue a 'play' call on it again with a different name, the stream appears to still contain a stale image lingering from previous playback, and this is of course displayed in the Video object for a moment - the moment I assume it takes for new stream data to become available from server. Because of this behavior, to improve my users' visual experience, I simply discard a NetStream object after a playback session, and assign a new NetStream object to the same variable, set it up, and play something else. It appears to work - no stale image - but what bugs me is that it's a work around and costs performance (construction and setting up the object again - event listeners and 'client' delegates and more memory usage - NetStream objects are not garbage collected immediately, it takes some time). It would be really nice to REALLY be able to reuse a stream. I am thinking of something akin to Video.clear method, but for the NetStream class. Am I missing something?

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  • Converting a video to flv format by using ffmpeg is working in local but not working in server

    - by kishore
    Hi all, I want to convert a video to flv format. I am using ffmpeg to convert the video. I am using following code. exec("C:/wamp/www/newtip/ffmpeg/ffmpeg -i C:/wamp/www/newtip/ffmpeg/videos/".$name." -ar 22050 -ab 32 -f flv -s 320x240 C:/wamp/www/newtip/ffmpeg/players/".$name_s.".flv"); It is working correctly in the local system. But in the server it is not working correctly. In the server i changed the code as below exec("http://www.mydomain.com/newtip/ffmpeg/ffmpeg -i http://www.mydomain.com/newtip/ffmpeg/videos/".$name." -ar 22050 -ab 32 -f flv -s 320x240 http://www.mydomain.com/newtip/ffmpeg/players/".$name_s.".flv"); In local I have given the Source path as C:/wamp/www/newtip/ But in server i have given the path as http://www.mydomain.com/newtip/ .I think in the server the path is wrong. Can anybody tell me how to give the path in the server?

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  • is there any way to terminate UIImagePickerViewController while taking video?

    - by wadelim
    Hello! It's the first time to ask a question! until now, I don't need to ask qestion about my problem because Here is the rellay good place to share and solve my programming error(problem?)! now, I'm having a big problem at UIImagePickerViewController Fisrt, while My app is enconding Video Image on pckerViewcontroller, If I push the home button to go background, My app is terminated T_T(EXC_BAD_ACCESS) I want to keep my app alive(living) or close safely pickerview controller to be back I'm going crazy if there is anyone to help me, I would really appreciated Thank you! // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *// // in Init Method [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(enterBackgound:) name:UIApplicationDidEnterBackgroundNotification object:nil]; // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *// UIImagePickerController *pickerController = [UIImagePickerController new]; i_pc = pickerController; // "i_pc" is member instance .... [self presentModalViewController:pickerController animated:YES]; [pickerController release]; // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *// while encoding some video in pckerview Contrller, Push homeButton! and return back then my app is killed // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *// // this is my code to try to solve above problem.. But It's not working -(void)enterBackground:(NSNotification *)notification{ [self dismissModalViewControllerAnimated:YES]; } // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *//

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  • Camera Projection back Into 3D world, offset error

    - by Anthony
    I'm using XNA to simulate a robot in a 3D world and then do image analysis on what the camera sees. I have my camera looking down in front of the direction that the robot is going, and I have the robot detecting white pixels. I'm trying to take the white pixels that it finds and project them back into the 3D world so that I can see if it is actually detecting the correct pixels. I almost have it working, but there is an offset between where the white is in in the World and were I put my orange triangles (which represent what the robot things is white). /// <summary> /// Takes a bool map of and makes vertex positions based on the map. /// </summary> /// <param name="c"> The bool map</param> private void ProjectBoolMapOnGroundAnthony2(bool[,] c) { float triangleSize = 0.04f; // Point of interest in World W cordinate system. Vector3 pointOfInterest_W = Vector3.Zero; // Point of interest in Robot Cordinate system R Vector3 pointOfInterest_R = Vector3.Zero; // alpha is the angle from the robot camera to where it is looking in the center. //double alpha = Math.Atan(1.8f / 1); /// Matrix representation of the view determined by the position, target, and updirection. Matrix View = ((SimulationMain)Game).mainRobot.robotCameraView.View; /// Matrix representation of the view determined by the angle of the field of view (Pi/4), aspectRatio, nearest plane visible (1), and farthest plane visible (1200) Matrix Projection = ((SimulationMain)Game).mainRobot.robotCameraView.Projection; /// Matrix representing how the real world cordinates differ from that of the rendering by the camera. Matrix World = ((SimulationMain)Game).mainRobot.robotCameraView.World; Plane groundPlan = new Plane(Vector3.UnitZ, 0.0f); for (int x = 0; x < this.screenWidth; x++) { for (int y = 0; y < this.screenHeight; ) { if (c[x, y] == true && this.count1D < 62000) { int j = 1; Vector3 nearPlanePoint = Game.GraphicsDevice.Viewport.Unproject(new Vector3(x, y, 0), Projection, View, World); Vector3 farPlanePoint = Game.GraphicsDevice.Viewport.Unproject(new Vector3(x, y, 1), Projection, View, World); //Vector3 pointOfInterest_W = Vector3.in Ray ray = new Ray(nearPlanePoint, farPlanePoint); pointOfInterest_W = ray.Position + ray.Direction * (float) ray.Intersects(groundPlan); this.vertexArray2[this.count1D + 0].Position.X = pointOfInterest_W.X - triangleSize; this.vertexArray2[this.count1D + 0].Position.Y = pointOfInterest_W.Y - triangleSize * j; this.vertexArray2[this.count1D + 0].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 0].Color = Color.DarkOrange; // Put another vertex a the position but +1 in the X direction triangleSize //this.vertexArray2[this.count1D + 1].Position.X = pointOnGroud.X + 3; //this.vertexArray2[this.count1D + 1].Position.Y = pointOnGroud.Y + j; this.vertexArray2[this.count1D + 1].Position.X = pointOfInterest_W.X; this.vertexArray2[this.count1D + 1].Position.Y = pointOfInterest_W.Y + triangleSize * j; this.vertexArray2[this.count1D + 1].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 1].Color = Color.Red; // Put another vertex a the position but +1 in the X direction //this.vertexArray2[this.count1D + 0].Position.X = pointOnGroud.X; //this.vertexArray2[this.count1D + 0].Position.Y = pointOnGroud.Y + 3 + j; this.vertexArray2[this.count1D + 2].Position.X = pointOfInterest_W.X + triangleSize; this.vertexArray2[this.count1D + 2].Position.Y = pointOfInterest_W.Y - triangleSize * j; this.vertexArray2[this.count1D + 2].Position.Z = pointOfInterest_W.Z; this.vertexArray2[this.count1D + 2].Color = Color.Orange; this.count1D += 3; y += j; } else { y++; } } } } The world is a grass texture with lines on it. The world plane is normal at (0,0,1). Any ideas on why there is an offset? Any Ideas? Thanks for the help, Anthony G.

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  • VLC without border/window decoration in Windows

    - by timberwo7ves
    I'm trying to run VLC (2.1, 64 bit) without any chrome on Windows 7. You can achieve it by going to Preferences, and in the Interface tab, unchecking Integrate video in interface, and also in the Video tab, unchecking Window decorations. The problem lies in the fact that without Window decorations there is no apparent way to move or resize the video window - in GOM player, for example, you can move window by dragging on the video itself; is there an option for this in VLC? Ideally, I would like to move the window by the method described above (by dragging the video), and would like the Window decorations to reappear on mouseover, to allow resizing; I'm a new VLC user, but unsure how far the customisation goes. - I'd settle with just the moving of the window via dragging the video if this is possible by advanced setting. There is a similar question here, but not exactly, and no solution to that particular question.

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  • Google Chrome can't play some flash videos

    - by Stoney
    Some flash videos won't play in Chrome, while they play perfectly in other browsers. The player will load, but instead of showing a preview of the video and a play button on the middle of the video, the screen is black: Here's an example of a video that does not work and here is a video on the same site that does work. The video that works is a Youtube video embedded on the site with JW Player, while the nonworking one is probably hosted by the website itself. In both cases it is using Flash. The site is popular and others don't seem to be experiencing this problem. I am running Win7 64bit and I have no ad blockers installed. I have found two common solutions to this problem, neither of which work: Solution #1: Remove all flash application data. Solution #2: Enable and disable Chrome's built in flash and System's flash. Any suggestions?

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  • Running a bash script from an HTML link or button

    - by Andrew
    I have a webserver that's hosting lots of images. I want the client to be able to press a button or a link, which will run a bash script, which will create a video based on all these pictures. The script I'm trying to run is this: #!/bin/bash # cd to the directory cd /var/www/gallery # use ffmpeg to make video ffmpeg -pattern_type glob -i 'img-*jpg' -r 1 video.mp4 # Take the first file in the directory and name it video.mp4.jpg (for thumbnail) cp `ls | sort -n | head -1` video.mp4.jpg The script is located on the server. So when the client clicks the link or button, the script will run, and the video is created. I've tried both solutions listed here but I can't seem to get it to work. I have php installed on my server.

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  • VLC without chrome in Windows

    - by timberwo7ves
    I'm trying to run VLC (2.1, 64 bit) without any chrome on Windows 7. You can achieve it by going to Preferences, and in the Interface tab, unchecking Integrate video in interface, and also in the Video tab, unchecking Window decorations. The problem lies in the fact that without Window decorations there is no apparent way to move or resize the video window - in GOM player, for example, you can move window by dragging on the video itself; is there an option for this in VLC? Ideally, I would like to move the window by the method described above (by dragging the video), and would like the Window decorations to reappear on mouseover, to allow resizing; I'm a new VLC user, but unsure how far the customisation goes. - I'd settle with just the moving of the window via dragging the video if this is possible by advanced setting. There is a similar question here, but not exactly, and no solution to that particular question.

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  • Selling your iphone games. [closed]

    - by Artemix
    Hi. So, long story short, some days ago I pusblished an iPhone game, I think the game wasnt that bad tbh, and still I got only 10 sells at $0.99. Are they any publishers, sponsors, or distributors to make your game "visible" on the app store market?, or the only thing you need is to have an amazing game and thats all? Somehow I think that even if you have an awesome game if you dont do that "marketing magic" correctly you will not exist in the store. Now Im making a second game, completly different, and I want to know how to do things right. If anyone knows something about this topic, let me know. Thx in advance.

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  • HOW TO Convert DVD to iPad(Also converts to iPods)?

    - by goodm
    DVD to iPad Converter (Also converts to iPods) DVD to iPad Converter is the easiest-to-use and fastest DVD to iPad converter for Apple iPad movie and iPad video. It can convert almost any kind of DVD to iPad movie or iPad video format. It is also a powerful DVD to iPad converter with a conversion speed that is much faster than real-time. With this converter, you can use your iPad as a portable DVD player and enjoy your favorite DVDs on your iPad. http://www.softseeking.com/prodail.aspx?proid=83" Features of this DVD to iPad Converter Three Running Modes --In Direct Mode, you can directly click the DVD menu to select the movie you want to rip. This mode is very easy for ripping DVD movies. --In Batch Mode, you can select the DVD titles or chapters you want to rip via a checkbox list. This mode is very easy for batch ripping music DVDs, MTV DVDs and episodic DVDs. --In 1-Click Mode, you just need one click to open a DVD, after which the rest of the task will be done automatically. This is a “designed-for-dummies” mode. Input Types You can convert almost any kind of DVD format to iPad. Output Splitting You can split your output video by DVD chapters and titles. Fully supports MTV DVDs and episodic DVDs. File Size and Quality Adjustment You can customize the output file size and corresponding video quality. Flexible Output Profiles You can easily customize the various video settings such as brightness, bit rate, etc. Language Selection for Subtitles and Audio Track In Direct mode and in Batch mode, you can select the subtitle and audio track language. (In 1-Click mode, the default language is chosen automatically). Video Crop You can crop your video to 16:9, 4:3, full screen, etc. Video Resize You can resize your video. For example, you can set it to "Keep aspect ratio" or "Stretch to fit screen." Other Converts DVD to MP3 audio. Supports Dolby, DTS Surround audio track. Converts to the latest iPhone, 4th generation iPad nano, nano chromatic, 2nd generation iPad touch, and Apple TV.

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  • Load balancing + NAT issue on BNT GBE 2-7 gear

    - by Clément Game
    Hi guys, I've got troubles configuring an Hardware load-Balancer with NAT functions. I have the following architecture: Internet === VIP (public) LB (private ip) ==== private addressed servers When a connection is initialised from the outside (internet) , the LB correctly forwards the SYN packet to one of the private servers. But when these servers want to reply with a SYN/ACK there is a problem. the initial SYN packet had as ip header : VIP = Private_server_Address But the private servers cannot reach VIP from their side (this is normal since it's nated), and then provide a correct reply. Have you guys any solution to correctly forward the packets to their correct destination ? Note: The load balancer, which is the default gw for the servers, also has a NAT rule for "masquerading" (actually more SNAT than real masquerading) Regards, Clément.

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  • Android : How to open youtube links on my facebook messenger app, in the youtube app? [migrated]

    - by dev_android
    I am unable to play YouTube videos from the links I get on my Facebook Messenger app. Here's what happens: A friend of mine posts a video link to me (YouTube link) as a message on Facebook. I receive it on my Android mobile in the Facebook messenger app. I click on it and it shows a Dialogue-Box (you can call that a pop-up) which asks me to choose an app to open the video with. Now earlier, there used to be the video player apps in my mobile along with the internet browsers installed on my mobile that used to come up there. So I would select an internet browser, and it in turn would re-direct me to the "YouTube" app itself. However, now, I am only getting video-players in that Dialogue Box as an option to open the YouTube video, but of course, if I select them, they are not able to stream the video. Has anyone found a way around this problem? It is really bothersome.

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  • AngularJS in 60-ish Minutes – The eBook

    - by dwahlin
    Back in April of 2013 I published a video titled AngularJS in 60-ish Minutes on YouTube that focused on learning the fundamentals of AngularJS such as data binding, controllers, modules, factories/services and more (watch it by clicking the link above or scroll to the bottom of this post). One of the people that watched the video was Ian Smith (his blog is at http://fastandfluid.blogspot.com). But, Ian did much more than just watch it. He took the time to transcribe the audio into text, added screenshots, and included the time that the topic appears in the original video. Here’s an example of one of the pages: The funny thing about this whole story is that I’m currently working on an AngularJS eBook concept that I plan to publish to Amazon.com that’ll be called AngularJS JumpStart and it’s also based on the video. It follows the same general format and I even paid a transcription company to generate a document for me a few months back. Ian and I have both developed training materials before and it turns out we were both thinking along the same lines which was funny to see when he first showed me what he created. I’m extremely appreciative of Ian for taking the time to transcribe the video (thank him if you use the document) and hope you find it useful! Download the AngularJS in 60-ish Minutes eBook here   AngularJS in 60-ish Minutes Video   If you’re interested in more articles, blog posts, and additional information on AngularJS check out the new The AngularJS Magazine (a Flipboard magazine) that I started:   The AngularJS Magazine

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  • DopeWarz 2010

    - by Theo Moore
    A few (6?) weeks ago, I started a project that I've always wanted to do. I am doing a re-write of the old VB6 game DopeWars with a partner in crime. I loved that game and spent many, many hours wasting time playing it years ago. I liked it so much, I even registered it (it was $5...even then, that wasn't much to spend). The VB6 version itself was a port of the old DOS game DrugWars (never go to play that). I needed a game project to work on as it's been far too long since I've done any game work. There is surprising amount of logic built into the game (there is the way I'm writing it, anyway) with what is really a minimal interface. My design goal was to have an object model that could be easily adapted to any interface and so far, I've managed to do that. I am even considering a web-based version that could run via Facebook (no clue how to do that...yet). I've enlisted the help of one of my DBA buddies to work on the interface while I am working on the object model. So far, this arrangement has gone well. The logical separation of concerns allows for us to collaborate easily. Once we get to the Facebook step, it will be great to have a DBA "on staff" to help that part off of the ground. The object model is probably about 60% complete with quite a bit of testing to go. More on this as we go....

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