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  • CSG operations on implicit surfaces with marching cubes

    - by Mads Elvheim
    I render isosurfaces with marching cubes, (or perhaps marching squares as this is 2D) and I want to do set operations like set difference, intersection and union. I thought this was easy to implement, by simply choosing between two vertex scalars from two different implicit surfaces, but it is not. For my initial testing, I tried with two spheres, and the set operation difference. i.e A - B. One sphere is moving and the other one is stationary. Here's the approach I tried when picking vertex scalars and when classifying corner vertices as inside or outside. The code is written in C++. OpenGL is used for rendering, but that's not important. Normal rendering without any CSG operations does give the expected result. void march(const vec2& cmin, //min x and y for the grid cell const vec2& cmax, //max x and y for the grid cell std::vector<vec2>& tri, float iso, float (*cmp1)(const vec2&), //distance from stationary sphere float (*cmp2)(const vec2&) //distance from moving sphere ) { unsigned int squareindex = 0; float scalar[4]; vec2 verts[8]; /* initial setup of the grid cell */ verts[0] = vec2(cmax.x, cmax.y); verts[2] = vec2(cmin.x, cmax.y); verts[4] = vec2(cmin.x, cmin.y); verts[6] = vec2(cmax.x, cmin.y); float s1,s2; /********************************** ********For-loop of interest****** *******Set difference between **** *******two implicit surfaces****** **********************************/ for(int i=0,j=0; i<4; ++i, j+=2){ s1 = cmp1(verts[j]); s2 = cmp2(verts[j]); if((s1 < iso)){ //if inside sphere1 if((s2 < iso)){ //if inside sphere2 scalar[i] = s2; //then set the scalar to the moving sphere } else { scalar[i] = s1; //only inside sphere1 squareindex |= (1<<i); //mark as inside } } else { scalar[i] = s1; //inside neither sphere } } if(squareindex == 0) return; /* Usual interpolation between edge points to compute the new intersection points */ verts[1] = mix(iso, verts[0], verts[2], scalar[0], scalar[1]); verts[3] = mix(iso, verts[2], verts[4], scalar[1], scalar[2]); verts[5] = mix(iso, verts[4], verts[6], scalar[2], scalar[3]); verts[7] = mix(iso, verts[6], verts[0], scalar[3], scalar[0]); for(int i=0; i<10; ++i){ //10 = maxmimum 3 triangles, + one end token int index = triTable[squareindex][i]; //look up our indices for triangulation if(index == -1) break; tri.push_back(verts[index]); } } This gives me weird jaggies: It looks like the CSG operation is done without interpolation. It just "discards" the whole triangle. Do I need to interpolate in some other way, or combine the vertex scalar values? I'd love some help with this. A full testcase can be downloaded HERE

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  • bind() fails with windows socket error 10038

    - by herrturtur
    I'm trying to write a simple program that will receive a string of max 20 characters and print that string to the screen. The code compiles, but I get a bind() failed: 10038. After looking up the error number on msdn (socket operation on nonsocket), I changed some code from int sock; to SOCKET sock which shouldn't make a difference, but one never knows. Here's the code: #include <iostream> #include <winsock2.h> #include <cstdlib> using namespace std; const int MAXPENDING = 5; const int MAX_LENGTH = 20; void DieWithError(char *errorMessage); int main(int argc, char **argv) { if(argc!=2){ cerr << "Usage: " << argv[0] << " <Port>" << endl; exit(1); } // start winsock2 library WSAData wsaData; if(WSAStartup(MAKEWORD(2,0), &wsaData)!=0){ cerr << "WSAStartup() failed" << endl; exit(1); } // create socket for incoming connections SOCKET servSock; if(servSock=socket(AF_INET, SOCK_STREAM, IPPROTO_TCP)==INVALID_SOCKET) DieWithError("socket() failed"); // construct local address structure struct sockaddr_in servAddr; memset(&servAddr, 0, sizeof(servAddr)); servAddr.sin_family = AF_INET; servAddr.sin_addr.s_addr = INADDR_ANY; servAddr.sin_port = htons(atoi(argv[1])); // bind to the local address int servAddrLen = sizeof(servAddr); if(bind(servSock, (SOCKADDR*)&servAddr, servAddrLen)==SOCKET_ERROR) DieWithError("bind() failed"); // mark the socket to listen for incoming connections if(listen(servSock, MAXPENDING)<0) DieWithError("listen() failed"); // accept incoming connections int clientSock; struct sockaddr_in clientAddr; char buffer[MAX_LENGTH]; int recvMsgSize; int clientAddrLen = sizeof(clientAddr); for(;;){ // wait for a client to connect if((clientSock=accept(servSock, (sockaddr*)&clientAddr, &clientAddrLen))<0) DieWithError("accept() failed"); // clientSock is connected to a client // BEGIN Handle client cout << "Handling client " << inet_ntoa(clientAddr.sin_addr) << endl; if((recvMsgSize = recv(clientSock, buffer, MAX_LENGTH, 0)) <0) DieWithError("recv() failed"); cout << "Word in the tubes: " << buffer << endl; closesocket(clientSock); // END Handle client } } void DieWithError(char *errorMessage) { fprintf(stderr, "%s: %d\n", errorMessage, WSAGetLastError()); exit(1); }

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  • reading Twitter API with JSON framework

    - by iPixFolio
    Hi, I'm building a twitter reader into an app. I'm using this JSON library to parse the twitter API. I'm seeing some odd results on certain messages. I know that the Twitter API returns results in UTF8 format. I'm wondering if I'm doing something wrong when reading the JSON parsed fields. My code is spread out across multiple classes so it's hard to give a concise code drop with the symptoms, but here's what I've got: I am using ASIHTTP for async HTTP processing. Here is processing a response from ASIHTTP: ... NSMutableString* tempString = [[NSMutableString alloc] initWithString:[request responseString]]; NSError *error; SBJSON *json = [[SBJSON alloc] init]; id JSONresponse = [json objectWithString:tempString error:&error]; [tempString release]; [json release]; if (JSONresponse) { self.response = JSONresponse; ... self.response holds the JSON representation of the result from the Twitter call. Now, I will take the JSON response and write each tweet into a container object (Tweet). in the following code, the response from above is referenced as request.response: ... // save list of albums to local cache for (NSDictionary* response in request.response) { Tweet* tweet = [[Tweet alloc] init]; tweet.text = [response objectForKey:@"text"]; tweet.id = [response objectForKey:@"id"]; tweet.created = [response objectForKey:@"created_at"]; [Tweet addTweet:tweet]; [tweet release]; } ... at this point, I have a container holding the tweets. I'm only keeping 3 fields from the tweet: "id", "text", and "created_at". the "text" field is the problem field. To display the tweets, I build an HTML page from the container of tweets, like this: ... Tweet* tweet = nil; for (int i = 0; i < [Tweet tweetCount]; i++) { tweet = [Tweet tweetAtIndex:i]; [html appendString:@"<div class='tweet'>"]; [html appendFormat:@"<div class='tweet-date'>%@</div>", tweet.created ]; [html appendFormat:@"<div class='tweet-text'>%@</div>", tweet.text ]; [html appendString:@"</div>"]; } ... In another routine, I save the HTML page to a temp file. if (html && [html length] > 0 ) { NSString* uniqueString = [[NSProcessInfo processInfo] globallyUniqueString]; NSString* filename = [NSString stringWithFormat:@"%@.html", uniqueString ]; filename = [tempDir stringByAppendingPathComponent:filename]; NSError* error = nil; [html writeToFile:filename atomically:NO encoding:NSUTF8StringEncoding error:&error]; ... I then create a URLRequest from the file and load it into an UIWebview: NSURL* url = [NSURL fileURLWithPath:filename]; NSURLRequest* request = [NSURLRequest requestWithURL:url]; [self.webView loadRequest:request]; ... At this point, I can see the tweets in a browser window. some of the tweets will show invalid characters like this: iPhone 4 ad spoofed with Glee’s Jane Lynch ... Glee’s should be Glee's Can anybody shed any light on what I'm doing wrong and offer suggestions on how to fix? basically, to summarize: I'm reading a UTF8 feed with JSON I write the UTF8 strings into an HTML file I display the HTML file with UIWebview. some of the UTF8 strings are not properly decoded. I need to know where to decode them and how to do it. thanks! Mark

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  • WPF Linear Fill

    - by Ben
    Hi, I have found some example code that creates a gradient fill in a WPF rectangle control: <Rectangle Height="{Binding ElementName=txtName}" Width="{Binding ElementName=txtName}"> <Rectangle.Fill> <LinearGradientBrush> <GradientStop Color="Silver" Offset="0.0" /> <GradientStop Color="Black" Offset="0.5" /> <GradientStop Color="white" Offset="1.0" /> </LinearGradientBrush> </Rectangle.Fill> </Rectangle> I have some written some code that displays a collection of ListBox's that contain details from MyObject: <UserControl.Resources> <DataTemplate x:Key="CustomerTemplate"> <Border BorderThickness="2" BorderBrush="Silver" CornerRadius="5" Padding="1" Height="50"> <Grid x:Name="thisGrid"> <Grid.ColumnDefinitions> <ColumnDefinition Width="Auto" /> <ColumnDefinition Width="Auto" /> </Grid.ColumnDefinitions> <StackPanel Orientation="Horizontal" > <Image Source="C:\MyImage.jpg" Height="50" Width="100" ></Image> </StackPanel> <Border Grid.Column="1" Margin="0" Padding="0"> <StackPanel Orientation="Vertical"> <TextBlock Name="txtName" Text="{Binding Name}" Background="Silver" Foreground="Black" FontSize="16" FontWeight="Bold" Height="25"/> </StackPanel> </Border> </Grid> </Border> </DataTemplate> </UserControl.Resources> <ListBox ItemsSource="{Binding}" ItemTemplate="{StaticResource CustomerTemplate}" Name="grdList" HorizontalContentAlignment="Stretch" VerticalContentAlignment="Stretch" > </ListBox> I would like to apply the same stlye of fill that i get with the first example, in each of my ListBox's. I can't quite figure out how to do this. Can anyone help? Thanks

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  • How do I make a custom delegate protocol for a UIView subclass?

    - by timothy5216
    I'm making some tabs and I want to have my own delegate for them but when I try to send an action to the delegate nothing happens. I also tried following this tutorial: link text But it doesn't work for me :( Here is my code: TiMTabBar.h @protocol TiMTabBarDelegate; @interface TiMTabBar : UIView { id<TiMTabBarDelegate> __delegate; ... int selectedItem; ... } //- (id)init; - (id)initWithDelegate:(id)aDelegate; - (void)setSelectedIndex:(int)item; .. @property (nonatomic) int selectedItem; @property(assign) id <TiMTabBarDelegate> __delegate; .. ... @end @protocol TiMTabBarDelegate<NSObject> //@optional - (void)tabBar:(TiMTabBar *)_tabBar didSelectIndex:(int)index; @end TiMTabBar.m: #import "TiMTabBar.h" ... @interface NSObject (TiMTabBarDelegate) - (void)tabBar:(TiMTabBar *)_tabBar didSelectIndex:(int)index; @end @implementation TiMTabBar @synthesize selectedItem; @synthesize __delegate; ... /* - (id)init { ... return self; } */ - (id)initWithDelegate:(id)aDelegate; { //[super init]; __delegate = aDelegate; return self; } - (void)awakeFromNib { //[self init]; //[self initWithDelegate:self]; ... } - (void)setSelectedIndex:(int)item { selectedItem = item; if (self.__delegate != NULL && [self.__delegate respondsToSelector:@selector(tabBar:didSelectIndex:)]) { [__delegate tabBar:self didSelectIndex:selectedItem]; } ... if (item == 0) { ... } else if (item == 1) { ... } else if (item == 2) { ... } else if (item == 3) { ... } else if (item == 4) { ... } else { ... } } /* - (void)tabBar:(TiMTabBar *)_tabBar didSelectIndex:(int)index; { //[delegate tabBar:self didSelectIndex:index]; //if (self.delegate != NULL && [self.delegate respondsToSelector:@selector(tabBar:didSelectIndex:)]) { //[delegate tabBar:self didSelectIndex:selectedItem]; //} NSLog(@"tabBarDelegate: %d",index); } */ @end The delegate only works works inside itself and not in any other files like: @interface XXXController : UIViewController <TiMTabBarDelegate> { ... ... IBOutlet TiMTabBar *tabBar; ... } ... @end XXXController.m: #import "XXXController.h" #import <QuartzCore/QuartzCore.h> @implementation XXXController - (void)viewDidLoad { [super viewDidLoad]; [self becomeFirstResponder]; ... tabBar = [[TiMTabBar alloc] initWithDelegate:self]; //tabBar.__delegate = self; ... } #pragma mark TiMTabBar Stuff - (void)tabBar:(TiMTabBar *)_tabBar didSelectIndex:(int)index; { NSLog(@"Controller/tabBarDelegate: %d",index); } @end None of this seems to work in XXXController. Anyone know how to make this work?

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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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  • Unable to use NSURLConnection to get contents of password/username protected webpage

    - by bubster
    I am trying to get the contents of a webpage that requires a password and user name to access. I am using a NSURLConnection object to get it however when I write the NSMutableData object that is returned to a file all I get is the login page. Normally when you try to load the password protected page when you are not logged in it redirects to the login page however I thought that if I provided valid credentials then this I would be able to view the password protected page. Also I do not know if it is relevant the website is using a microsoft mysql database on an IIS (internet information server). Note: [protectionSpace authenticationMethod] returns NSURLAuthenticationMethodServerTrust I am pretty unfamiliar with this so any ideas would be greatly appreciated. Below is all of the relevant code: - (void)connection:(NSURLConnection *)connection didReceiveResponse:(NSURLResponse *)response { // This method is called when the server has determined that it // has enough information to create the NSURLResponse. // It can be called multiple times, for example in the case of a // redirect, so each time we reset the data. // receivedData is an instance variable declared elsewhere. [receivedData setLength:0]; } - (void)connection:(NSURLConnection *)connection didReceiveData:(NSData *)data { // Append the new data to receivedData. // receivedData is an instance variable declared elsewhere. [receivedData appendData:data]; } - (void)connection:(NSURLConnection *)connection didFailWithError:(NSError *)error { // release the connection, and the data object //[connection release]; // receivedData is declared as a method instance elsewhere //[receivedData release]; // inform the user NSLog(@"Connection failed! Error - %@ %@", [error localizedDescription], [[error userInfo] objectForKey:NSURLErrorFailingURLStringErrorKey]); } - (void)connectionDidFinishLoading:(NSURLConnection *)connection { // do something with the data // receivedData is declared as a method instance elsewhere NSLog(@"Succeeded! Received %d bytes of data",[receivedData length]); // release the connection, and the data object //[connection release]; //[receivedData release]; //Write data to a file [receivedData writeToFile:@"/Users/matsallen/Desktop/receivedData.html" atomically:YES]; } - (BOOL)connection:(NSURLConnection *)connection canAuthenticateAgainstProtectionSpace: (NSURLProtectionSpace *)protectionSpace { NSLog(@"The connection encountered a protection space. The authentication method is %@", [protectionSpace authenticationMethod]); secureTrustReference = [protectionSpace serverTrust]; //SecTrustResultType *result; //OSStatus status = SecTrustEvaluate(secureTrustReference, result); //NSLog(@"Result of the trust evaluation is %@",status); return YES; } - (void)connection:(NSURLConnection *)connection didReceiveAuthenticationChallenge:(NSURLAuthenticationChallenge *)challenge { NSURLCredential *newCredential; newCredential = [NSURLCredential credentialWithUser:@"username" password:@"password" persistence:NSURLCredentialPersistenceForSession]; newCredential = [NSURLCredential credentialForTrust:secureTrustReference]; // [[challenge sender] useCredential:newCredential forAuthenticationChallenge:challenge]; // [[challenge sender] continueWithoutCredentialForAuthenticationChallenge:challenge]; } #pragma mark - View lifecycle - (void)viewDidLoad { receivedData = [[NSMutableData alloc] init]; [super viewDidLoad]; // Do any additional setup after loading the view, typically from a nib. // Create the request. NSURLRequest *theRequest=[NSURLRequest requestWithURL:[NSURL URLWithString:@"https://www.markallenonline.com/secure/maoCoaching.aspx"] cachePolicy:NSURLRequestUseProtocolCachePolicy timeoutInterval:60.0]; // create the connection with the request // and start loading the data NSURLConnection *theConnection=[[NSURLConnection alloc] initWithRequest:theRequest delegate:self]; if (theConnection) { // Create the NSMutableData to hold the received data. // receivedData is an instance variable declared elsewhere. receivedData = [NSMutableData data]; NSLog(@"Connection succeeded!"); } else { // Inform the user that the connection failed. NSLog(@"Connection failed!"); } }

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  • Have suggestions for these assembly mnemonics?

    - by Noctis Skytower
    Greetings! Last semester in college, my teacher in the Computer Languages class taught us the esoteric language named Whitespace. In the interest of learning the language better with a very busy schedule (midterms), I wrote an interpreter and assembler in Python. An assembly language was designed to facilitate writing programs easily, and a sample program was written with the given assembly mnemonics. Now that it is summer, a new project has begun with the objective being to rewrite the interpreter and assembler for Whitespace 0.3, with further developments coming afterwards. Since there is so much extra time than before to work on its design, you are presented here with an outline that provides a revised set of mnemonics for the assembly language. This post is marked as a wiki for their discussion. Have you ever had any experience with assembly languages in the past? Were there some instructions that you thought should have been renamed to something different? Did you find yourself thinking outside the box and with a different paradigm than in which the mnemonics were named? If you can answer yes to any of those questions, you are most welcome here. Subjective answers are appreciated! Stack Manipulation (IMP: [Space]) Stack manipulation is one of the more common operations, hence the shortness of the IMP [Space]. There are four stack instructions. hold N Push the number onto the stack copy Duplicate the top item on the stack copy N Copy the nth item on the stack (given by the argument) onto the top of the stack swap Swap the top two items on the stack drop Discard the top item on the stack drop N Slide n items off the stack, keeping the top item Arithmetic (IMP: [Tab][Space]) Arithmetic commands operate on the top two items on the stack, and replace them with the result of the operation. The first item pushed is considered to be left of the operator. add Addition sub Subtraction mul Multiplication div Integer Division mod Modulo Heap Access (IMP: [Tab][Tab]) Heap access commands look at the stack to find the address of items to be stored or retrieved. To store an item, push the address then the value and run the store command. To retrieve an item, push the address and run the retrieve command, which will place the value stored in the location at the top of the stack. save Store load Retrieve Flow Control (IMP: [LF]) Flow control operations are also common. Subroutines are marked by labels, as well as the targets of conditional and unconditional jumps, by which loops can be implemented. Programs must be ended by means of [LF][LF][LF] so that the interpreter can exit cleanly. L: Mark a location in the program call L Call a subroutine goto L Jump unconditionally to a label if=0 L Jump to a label if the top of the stack is zero if<0 L Jump to a label if the top of the stack is negative return End a subroutine and transfer control back to the caller halt End the program I/O (IMP: [Tab][LF]) Finally, we need to be able to interact with the user. There are IO instructions for reading and writing numbers and individual characters. With these, string manipulation routines can be written. The read instructions take the heap address in which to store the result from the top of the stack. print chr Output the character at the top of the stack print int Output the number at the top of the stack input chr Read a character and place it in the location given by the top of the stack input int Read a number and place it in the location given by the top of the stack Question: How would you redesign, rewrite, or rename the previous mnemonics and for what reasons?

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  • Delphi 5: Ideas for simulating "Obsolete" or "Deprecated" methods?

    - by Ian Boyd
    i want to mark a method as obsolete, but Delphi 5 doesn't have such a feature. For the sake of an example, here is a made-up method with it's deprecated and new preferred form: procedure TStormPeaksQuest.BlowHodirsHorn; overload; //obsolete procedure TStormPeaksQuest.BlowHodirsHorn(UseProtection: Boolean); overload; Note: For this hypothetical example, we assume that using the parameterless version is just plain bad. There are problems with not "using protection" - which have no good solution. Nobody likes having to use protection, but nobody wants to not use protection. So we make the caller decide if they want to use protection or not when blowing Hodir's horn. If we default the parameterless version to continue not using protection: procedure TStormPeaksQuest.BlowHodirsHorn; begin BlowHodirsHorn(False); //No protection. Bad! end; then the developer is at risk of all kinds of nasty stuff. If we force the parameterless version to use protection: procedure TStormPeaksQuest.BlowHodirsHorn; begin BlowHodirsHorn(True); //Use protection; crash if there isn't any end; then there's a potential for problems if the developer didn't get any protection, or doesn't own any. Now i could rename the obsolete method: procedure TStormPeaksQuest.BlowHodirsHorn_Deprecatedd; overload; //obsolete procedure TStormPeaksQuest.BlowHodirsHorn(UseProtection: Boolean); overload; But that will cause a compile error, and people will bitch at me (and i really don't want to hear their whining). i want them to get a nag, rather than an actual error. i thought about adding an assertion: procedure TStormPeaksQuest.BlowHodirsHorn; //obsolete begin Assert(false, 'TStormPeaksQuest.BlowHodirsHorn is deprecated. Use BlowHodirsHorn(Boolean)'); ... end; But i cannot guarantee that the developer won't ship a version without assertions, causing a nasty crash for the customer. i thought about using only throwing an assertion if the developer is debugging: procedure TStormPeaksQuest.BlowHodirsHorn; //obsolete begin if DebugHook > 0 then Assert(false, 'TStormPeaksQuest.BlowHodirsHorn is deprecated. Use BlowHodirsHorn(Boolean)'); ... end; But i really don't want to be causing a crash at all. i thought of showing a MessageDlg if they're in the debugger (which is a technique i've done in the past): procedure TStormPeaksQuest.BlowHodirsHorn; //obsolete begin if DebugHook > 0 then MessageDlg('TStormPeaksQuest.BlowHodirsHorn is deprecated. Use BlowHodirsHorn(Boolean)', mtWarning, [mbOk], 0); ... end; but that is still too disruptive. And it has caused problems where the code is stuck at showing a modal dialog, but the dialog box wasn't obviously visible. i was hoping for some sort of warning message that will sit there nagging them - until they gouge their eyes out and finally change their code. i thought perhaps if i added an unused variable: procedure TStormPeaksQuest.BlowHodirsHorn; //obsolete var ThisMethodIsObsolete: Boolean; begin ... end; i was hoping this would cause a hint only if someone referenced the code. But Delphi shows a hint even if you don't call actually use the obsolete method. Can anyone think of anything else?

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  • How to structure a Kohana MVC application with dynamically added fields and provide validation and f

    - by Matt H
    I've got a bit of a problem. I have a Kohana application that has dynamically added fields. The fields that are added are called DISA numbers. In the model I look these up and the result is returned as an array. I encode the array into a JSON string and use JQuery to populate them The View knows the length of the array and so creates as many DISA elements as required before display. See the code below for a summary of how that works. What I'm finding is that this is starting to get difficult to manage. The code is becoming messy. Error handling of this type of dynamic content is ending up being spread all over the place. Not only that, it doesn't work how I want. What you see here is just a small snippet of code. For error handling I am using the validation library. I started by using add_rules on all the fields that come back in the post. As they are always phone numbers I set a required rule (when it's there) and a digit rule on the validation-as_array() keys. That works. The difficulty is actually giving it back to the view. i.e. dynamically added javascript field. Submits back to form. Save contents into a session. View has to load up fields from database + those from the previous post and signal the fields that have problems. It's all quite messy and I'm getting this code spread through both the view the controller and the model. So my question is. Have you done this before in Kohana and how have you handled it? There must be an easier way right? Code snippet. -- edit.php -- public function phone($id){ ... $this->template->content->disa_numbers = $phones->fetch_disa_numbers($this->account, $id); ... } -- phones.php -- public function fetch_disa_numbers($account, $id) { $query = $this->db->query("SELECT id, cid_in FROM disa WHERE owner_ext=?", array($id)); if (!$query){ return ''; } return $query; } -- edit_phones.php --- <script type="text/javascript"> var disaId = 1; function delDisaNumber(element){ /* Put 'X_' on the front of the element name to mark this for deletion */ $(element).prev().attr('name', 'X_'+$(element).prev().attr('name')); $(element).parent().hide(); } function addDisaNumber(){ /* input name is prepended with 'N_' which means new */ $("#disa_numbers").append("<li><input name='N_disa"+disaId+"' id='disa'"+ "type='text'/><a class='hide' onClick='delDisaNumber(this)'></a></li>"); disaId++; } </script> ... <php echo form::open("edit/saveDisaNumbers/".$phone, array("class"=>"section", "id"=>"disa_form")); echo form::open_fieldset(array("class"=>"balanced-grid")); ?> <ul class="fields" id="disa_numbers"> <?php $disaId = 1; foreach ( $disa_numbers as $disa_number ){ echo '<li>'; echo form::input('disa'.$disaId, $disa_number->cid_in); echo'<a class="hide" onclick="delDisaNumber(this)"></a>'; echo "</li>"; $disaId++; } ?> </ul> <button type="button"onclick="addDisaNumber()"><a class="add"></a>Add number</button> <?php echo form::submit('submit', 'Save'); echo form::close(); ?>

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  • Simple form validation. Object-oriented.

    - by kalininew
    Problem statement: It is necessary for me to write a code, whether which before form sending will check all necessary fields are filled. If not all fields are filled, it is necessary to allocate with their red colour and not to send the form. Now the code exists in such kind: function formsubmit(formName, reqFieldArr){ var curForm = new formObj(formName, reqFieldArr); if(curForm.valid) curForm.send(); else curForm.paint(); } function formObj(formName, reqFieldArr){ var filledCount = 0; var fieldArr = new Array(); for(i=reqFieldArr.length-1; i>=0; i--){ fieldArr[i] = new fieldObj(formName, reqFieldArr[i]); if(fieldArr[i].filled == true) filledCount++; } if(filledCount == fieldArr.length) this.valid = true; else this.valid = false; this.paint = function(){ for(i=fieldArr.length-1; i>=0; i--){ if(fieldArr[i].filled == false) fieldArr[i].paintInRed(); else fieldArr[i].unPaintInRed(); } } this.send = function(){ document.forms[formName].submit(); } } function fieldObj(formName, fName){ var curField = document.forms[formName].elements[fName]; if(curField.value != '') this.filled = true; else this.filled = false; this.paintInRed = function(){ curField.addClassName('red'); } this.unPaintInRed = function(){ curField.removeClassName('red'); } } Function is caused in such a way: <input type="button" onClick="formsubmit('orderform', ['name', 'post', 'payer', 'recipient', 'good'])" value="send" /> Now the code works. But I would like to add "dynamism" in it. That it is necessary for me: to keep an initial code essentially, to add listening form fields (only necessary for filling). For example, when the field is allocated by red colour and the user starts it to fill, it should become white. As a matter of fact I need to add listening of events: onChange, blur for the blank fields of the form. As it to make within the limits of an initial code. If all my code - full nonsense, let me know about it. As to me it to change using object-oriented the approach.

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  • Are there any suggestions for these new assembly mnemonics?

    - by Noctis Skytower
    Greetings! Last semester in college, my teacher in the Computer Languages class taught us the esoteric language named Whitespace. In the interest of learning the language better with a very busy schedule (midterms), I wrote an interpreter and assembler in Python. An assembly language was designed to facilitate writing programs easily, and a sample program was written with the given assembly mnemonics. Now that it is summer, a new project has begun with the objective being to rewrite the interpreter and assembler for Whitespace 0.3, with further developments coming afterwards. Since there is so much extra time than before to work on its design, you are presented here with an outline that provides a revised set of mnemonics for the assembly language. This post is marked as a wiki for their discussion. Have you ever had any experience with assembly languages in the past? Were there some instructions that you thought should have been renamed to something different? Did you find yourself thinking outside the box and with a different paradigm than in which the mnemonics were named? If you can answer yes to any of those questions, you are most welcome here. Subjective answers are appreciated! Stack Manipulation (IMP: [Space]) Stack manipulation is one of the more common operations, hence the shortness of the IMP [Space]. There are four stack instructions. hold N Push the number onto the stack copy Duplicate the top item on the stack copy N Copy the nth item on the stack (given by the argument) onto the top of the stack swap Swap the top two items on the stack drop Discard the top item on the stack drop N Slide n items off the stack, keeping the top item Arithmetic (IMP: [Tab][Space]) Arithmetic commands operate on the top two items on the stack, and replace them with the result of the operation. The first item pushed is considered to be left of the operator. add Addition sub Subtraction mul Multiplication div Integer Division mod Modulo Heap Access (IMP: [Tab][Tab]) Heap access commands look at the stack to find the address of items to be stored or retrieved. To store an item, push the address then the value and run the store command. To retrieve an item, push the address and run the retrieve command, which will place the value stored in the location at the top of the stack. save Store load Retrieve Flow Control (IMP: [LF]) Flow control operations are also common. Subroutines are marked by labels, as well as the targets of conditional and unconditional jumps, by which loops can be implemented. Programs must be ended by means of [LF][LF][LF] so that the interpreter can exit cleanly. L: Mark a location in the program call L Call a subroutine goto L Jump unconditionally to a label if=0 L Jump to a label if the top of the stack is zero if<0 L Jump to a label if the top of the stack is negative return End a subroutine and transfer control back to the caller halt End the program I/O (IMP: [Tab][LF]) Finally, we need to be able to interact with the user. There are IO instructions for reading and writing numbers and individual characters. With these, string manipulation routines can be written. The read instructions take the heap address in which to store the result from the top of the stack. print chr Output the character at the top of the stack print int Output the number at the top of the stack input chr Read a character and place it in the location given by the top of the stack input int Read a number and place it in the location given by the top of the stack Question: How would you redesign, rewrite, or rename the previous mnemonics and for what reasons?

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  • Implementing rounded corners on slide down navigation menu

    - by Nick
    I am working on the slide down menu you can see here. I have rounded corners on both ul#navigation and ul.subnavigation. When the submenu slides down it is possible to see the border at the bottom of ul.subnavigation overlap with the content of ul#navigation, when I would like it to slide down smoothly, without the 'flicker'. I am aware that this issue is caused by the rounded corners. I need ul.subnavigation to cover the rounded corners at the bottom of ul#navigation when the menu drops down, without seeing the double border-bottom issue. I hope this is clear! Code is below. Thanks, Nick HTML <ul id="navigation"> <li class="dropdown"><a href="#">menu</a> <ul class="sub_navigation"> <li><a href="#">home</a></li> <li><a href="#">help</a></li> <li><a href="#">disable tips</a></li> </ul> </li> </ul> JQUERY $('.dropdown').hover(function() { $(this).find('.sub_navigation').slideToggle(); });? CSS ul#navigation, ul.sub_navigation { margin:0; padding:0; list-style-type:none; min-width:100px; background-color: white; font-size:15px; font-family: Trebuchet MS; text-align: center; -khtml-border-radius: 0 0 5px 5px; -moz-border-radius: 0 0 5px 5px; -webkit-border-radius: 0 0 5px 5px; border-radius: 0 0 5px 5px; border:1px black solid; border-top:none; } ul.sub_navigation { margin-left:-1px; position: absolute; top:28px; } ul#navigation { float:left; position:absolute; top:0; } ul#navigation li { float:left; min-width:100px; } ul.sub_navigation { position:absolute; display:none; } ul.sub_navigation li { clear:both; } a, a:active, a:visited { display:block; padding:7px; }

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  • Positioning element under another

    - by Cedar Jensen
    I am not an expert web-dev so please bear with me here. I would like to display a banner style header for a page with the top part taken up by an image that is 275x116 and then a horizontal menu bar (styled using ul items) appearing at 70% from the top of the banner. How would I set this up so that the banner appears underneath my navigation? Currently, a portion of the left side of my menu bar sits underneath the image but I'd like it to be the opposite so the menu bar is above the image, some thing like this: ============= <start of header> =========== -------- | img | | | | Horizontal menu | | -------- ============= <end of header> =========== My css: #header { background-color: green; border: 0; margin: 0; padding: 0; overflow: hidden; width: 100%; height: 120px; } #logo { background: green url(images/logo.png) no-repeat scroll 0 0; margin: 0px 0px; border: 1px solid white; left: 20px; top: 20px; width: 275px; height: 116px; position: absolute; z-index: -1000; } .container { border:1px solid grey; margin-left:auto; margin-right:auto; width:960px; } My Html: <body> <div id="header"> <div id="logo"> </div> <div class="container" id="primaryNavbar"> <ul> <li><a href="#">Home</a></li> <li><a href="#">Books</a></li> <li><a href="#">Shows</a></li> <li><a href="#">Movies</a></li> </ul> <div class="clear">&nbsp;</div> </div> <!-- end of container --> </div> <!-- end of header --> </body> I thought that setting the position to "absolute" for the logo element and adding in a very low z-index would achieve this but that isn't the case here. Any suggestions?

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  • Why is zIndex not working from IE/Javascript?

    - by Vilx-
    <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /> <meta http-equiv="X-UA-Compatible" content="IE=7" /> <title>Problem demo</title> </head> <body> <div style="background:red; position:relative;" id='div1'>1. <div style="background:lime; position: absolute; width: 300px;height: 300px; top: 3px; left: 30px" id="div2">3.</div> </div> <div style="background:blue;position:relative;color: white" id="div3">2.</div> <script type="text/javascript">/*<![CDATA[*/ window.onload= function() { // The container of the absolute DIV document.getElementById('div1').style.zIndex = 800; // The lowest DIV of all which obscures the absolute DIV document.getElementById('div2').style.zIndex = 1; // The absolute DIV document.getElementById('div3').style.zIndex = 1000; } /*]]>*/</script> </body> </html> In a nutshell, this script has two DIV elements with position:relative and the first of them has a third DIV with position:absolute in it. It's all set to run on IE-7 standards mode (I'm targeting IE7 and above). I know about the separate z-stacks of IE, so by default the third DIV should be beneath the second DIV. To fix this problem there is some Javascript which sets the z-orders of first and third DIV to 1000, and the z-order of the second DIV to 999. Unfortunately this does not help. If the z-indexes were set in markup, this would work, but why not from JS? Note: This problem does not exist in IE8 standards mode, but I'm targetting IE7, so I can't rely on that. Also, if you save this to your hard drive and then open it up, at first IE complains something about ActiveX and stuff. After you wave it away, everything works as expected. But if you refresh the page, the problem is there again.

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  • Are their any suggestions for this new assembly language?

    - by Noctis Skytower
    Greetings! Last semester in college, my teacher in the Computer Languages class taught us the esoteric language named Whitespace. In the interest of learning the language better with a very busy schedule (midterms), I wrote an interpreter and assembler in Python. An assembly language was designed to facilitate writing programs easily, and a sample program was written with the given assembly mnemonics. Now that it is summer, a new project has begun with the objective being to rewrite the interpreter and assembler for Whitespace 0.3, with further developments coming afterwards. Since there is so much extra time than before to work on its design, you are presented here with an outline that provides a revised set of mnemonics for the assembly language. This post is marked as a wiki for their discussion. Have you ever had any experience with assembly languages in the past? Were there some instructions that you thought should have been renamed to something different? Did you find yourself thinking outside the box and with a different paradigm than in which the mnemonics were named? If you can answer yes to any of those questions, you are most welcome here. Subjective answers are appreciated! Stack Manipulation (IMP: [Space]) Stack manipulation is one of the more common operations, hence the shortness of the IMP [Space]. There are four stack instructions. hold N Push the number onto the stack copy Duplicate the top item on the stack copy N Copy the nth item on the stack (given by the argument) onto the top of the stack swap Swap the top two items on the stack drop Discard the top item on the stack drop N Slide n items off the stack, keeping the top item Arithmetic (IMP: [Tab][Space]) Arithmetic commands operate on the top two items on the stack, and replace them with the result of the operation. The first item pushed is considered to be left of the operator. add Addition sub Subtraction mul Multiplication div Integer Division mod Modulo Heap Access (IMP: [Tab][Tab]) Heap access commands look at the stack to find the address of items to be stored or retrieved. To store an item, push the address then the value and run the store command. To retrieve an item, push the address and run the retrieve command, which will place the value stored in the location at the top of the stack. save Store load Retrieve Flow Control (IMP: [LF]) Flow control operations are also common. Subroutines are marked by labels, as well as the targets of conditional and unconditional jumps, by which loops can be implemented. Programs must be ended by means of [LF][LF][LF] so that the interpreter can exit cleanly. L: Mark a location in the program call L Call a subroutine goto L Jump unconditionally to a label if=0 L Jump to a label if the top of the stack is zero if<0 L Jump to a label if the top of the stack is negative return End a subroutine and transfer control back to the caller exit End the program I/O (IMP: [Tab][LF]) Finally, we need to be able to interact with the user. There are IO instructions for reading and writing numbers and individual characters. With these, string manipulation routines can be written. The read instructions take the heap address in which to store the result from the top of the stack. print chr Output the character at the top of the stack print int Output the number at the top of the stack input chr Read a character and place it in the location given by the top of the stack input int Read a number and place it in the location given by the top of the stack Question: How would you redesign, rewrite, or rename the previous mnemonics and for what reasons?

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  • How do I create a list or set object in a class in Python?

    - by Az
    For my project, the role of the Lecturer (defined as a class) is to offer projects to students. Project itself is also a class. I have some global dictionaries, keyed by the unique numeric id's for lecturers and projects that map to objects. Thus for the "lecturers" dictionary (currently): lecturer[id] = Lecturer(lec_name, lec_id, max_students) I'm currently reading in a white-space delimited text file that has been generated from a database. I have no direct access to the database so I haven't much say on how the file is formatted. Here's a fictionalised snippet that shows how the text file is structured. Please pardon the cheesiness. 0001 001 "Miyamoto, S." "Even Newer Super Mario Bros" 0002 001 "Miyamoto, S." "Legend of Zelda: Skies of Hyrule" 0003 002 "Molyneux, P." "Project Milo" 0004 002 "Molyneux, P." "Fable III" 0005 003 "Blow, J." "Ponytail" The structure of each line is basically proj_id, lec_id, lec_name, proj_name. Now, I'm currently reading the relevant data into the relevant objects. Thus, proj_id is stored in class Project whereas lec_name is a class Lecturer object, et al. The Lecturer and Project classes are not currently related. However, as I read in each line from the text file, for that line, I wish to read in the project offered by the lecturer into the Lecturer class; I'm already reading the proj_id into the Project class. I'd like to create an object in Lecturer called offered_proj which should be a set or list of the projects offered by that lecturer. Thus whenever, for a line, I read in a new project under the same lec_id, offered_proj will be updated with that project. If I wanted to get display a list of projects offered by a lecturer I'd ideally just want to use print lecturers[lec_id].offered_proj. My Python isn't great and I'd appreciate it if someone could show me a way to do that. I'm not sure if it's better as a set or a list, as well. Update After the advice from Alex Martelli and Oddthinking I went back and made some changes and tried to print the results. Here's the code snippet: for line in csv_file: proj_id = int(line[0]) lec_id = int(line[1]) lec_name = line[2] proj_name = line[3] projects[proj_id] = Project(proj_id, proj_name) lecturers[lec_id] = Lecturer(lec_id, lec_name) if lec_id in lecturers.keys(): lecturers[lec_id].offered_proj.add(proj_id) print lec_id, lecturers[lec_id].offered_proj The print lecturers[lec_id].offered_proj line prints the following output: 001 set([0001]) 001 set([0002]) 002 set([0003]) 002 set([0004]) 003 set([0005]) It basically feels like the set is being over-written or somesuch. So if I try to print for a specific lecturer print lec_id, lecturers[001].offered_proj all I get is the last the proj_id that has been read in.

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  • IE8 web slice - CSS problem

    - by rjovic
    Again me with IE8 web slice :) This time i have following problem. I created web slice for IE8 and created button for users where they can choice to add it to their browsers. Code is : <input class="add" type="button" value="Dodaj Xica web slice u IE8!" onclick='window.external.AddToFavoritesBar("http://localhost:51914/Home/GetWebSlice", "xica.rjovic.com", "slice");' /> There is everything fine, and web slice is added to IE8 and web page is displayed correct. But I have problem with CSS in web slice. I defined css in it, but when web slice i rendered there are only black fonts without any css properties. My web slice is defined as : <%@ Page Language="C#" Inherits="System.Web.Mvc.ViewPage" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" > <head runat="server"> <title>GetWebSlice</title> <style type="text/css"> p {color: white; } body {background-color: blue; } .container {background-color: red;} </style> </head> <body> <div class="hslice container" id="xica"> <h2 class="entry-title container">Xica web slice</h2> <div class="entry-content"> <h2>Saldo : <b><%= ViewData["total"] %></b></h2> <p><%= ViewData["cardNumber"] %></p> <p>Status : <%= ViewData["status"] %></p> </div> </div> </body> </html> When I try to see web slice directly in my browser then everything is ok, and css is show as expected. Thank you...! EDIT : here is the picture of problem : http://www.deviantpics.com/share-2F10_4BD73E25.html

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  • itextsharp PdfCopy and landscape pages

    - by Andreas Rehm
    I'm using itextsharp to join mutiple pdf documents and add a footer. My code works fine - except for landscape pages - it isn't detecting the page rotation - the footer is not centerd for landscape: public static int AddPagesFromStream(Document document, PdfCopy pdfCopy, Stream m, bool addFooter, int detailPages, string footer, int footerPageNumOffset, int numPages, string pageLangString, string printLangString) { CreateFont(); try { m.Seek(0, SeekOrigin.Begin); var reader = new PdfReader(m); // get page count var pdfPages = reader.NumberOfPages; var i = 0; // add pages while (i < pdfPages) { i++; // import page with pdfcopy var page = pdfCopy.GetImportedPage(reader, i); // get page center float posX; float posY; var rotation = page.BoundingBox.Rotation; if (rotation == 0 || rotation == 180) { posX = page.Width / 2; posY = 0; } else { posX = page.Height / 2; posY = 20f; } var ps = pdfCopy.CreatePageStamp(page); var cb = ps.GetOverContent(); // add footer cb.SetColorFill(BaseColor.WHITE); var gs1 = new PdfGState {FillOpacity = 0.8f}; cb.SetGState(gs1); cb.Rectangle(0, 0, document.PageSize.Width, 46f + posY); cb.Fill(); // Text cb.SetColorFill(BaseColor.BLACK); cb.SetFontAndSize(baseFont, 7); cb.BeginText(); // create text var pages = string.Format(pageLangString, i + footerPageNumOffset, numPages); cb.ShowTextAligned(PdfContentByte.ALIGN_CENTER, printLangString, posX, 40f + posY, 0f); cb.ShowTextAligned(PdfContentByte.ALIGN_CENTER, footer, posX, 28f + posY, 0f); cb.ShowTextAligned(PdfContentByte.ALIGN_CENTER, pages, posX, 20f + posY, 0f); cb.EndText(); ps.AlterContents(); // add page to new pdf pdfCopy.AddPage(page); } // close PdfReader reader.Close(); // return number of pages return i; } catch (Exception e) { Console.WriteLine(e); return 0; } } How do I detect the page rotation (e.g. landscape) format in this case? The given example works for PdfReader but not for PdfCopy. Edit: Why do I need PdfCopy? I tried copying a word pdf export. Some word hyperlinks will not work when you try to copy pages with PdfReader. Only PdfCopy transfers all needed page informations. Edit: (SOLVED) You need to use reader.GetPageRotation(i);

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  • Howcome I cannot make my javascript 'executable' in an address bar

    - by imHavoc
    The second link does not work like the first one. How come? <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <html> <head> <title>Dynamic CSS Properties</title> <script language="JavaScript"> function change(){ //document.getElementById("box1").style.visibility = "visible"; var spanArray = document.getElementsByTagName('span'); var number_spans = spanArray.length ; for( var i = 0; i < number_spans ; i++ ){ var target = spanArray[ i ] ; // do something with target like set visibility target.style.visibility = "visible"; } } function change2(){ var spanArray=document.getElementsByTagName('span');var number_spans=spanArray.length;for(var i=0;i<number_spans;i++){var target=spanArray[i];target.style.visibility="visible";} } </script> </head> <body> <a href="javascript:change2();">Change</a> <br /> <a href="javascript:var spanArray=document.getElementsByTagName('span');va r number_spans=spanArray.length;for(var i=0;i<number_spans;i++){var target=spanArray[i];target.style.visibility='visible';}; ">Show Spans</a> <br /> <div style="position: relative; overflow: hidden;"><center> <br><br> <font size="5" color="blue"> 1. just press the <img src="http://up203.siz.co.il/up1/jw2k4az1imny.jpg"> button on the top to see the picture i promise you its so funny!!!!: <br><br><br> <span style="background: none repeat scroll 0% 0% white;"><span style="visibility: hidden;"> <a onmousedown="UntrustedLink.bootstrap($(this), &quot;77a0d&quot;, event)" rel="nofollow" target="_blank" onclick="(new Image()).src = '/ajax/ct.php?app_id=4949752878&amp;action_type=3&amp;post_form_id=3917211492ade40ee468fbe283b54b3b&amp;position=16&amp;' + Math.random();return true;" href="http://thebigbrotherisrael.blogspot.com/2010/04/all-family-guy-characters-in-real-life.html">Press here to see the picture!!!</a> </span><span style="visibility: visible;"></span></span></font></center></div> </body> </html>

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  • UpdatePanel works great in all browsers except IE8

    - by Phil
    I'm using a timer triggered update panel which works perfectly under the latest versions of Firefox, Opera, and Safari. However, in IE, it sometimes works fine (just the panel updates without flicker elsewhere), but often the whole page starts to flicker after a while. I'm using a control to encapsulate this logic and the control is used on all of the pages on my web site. Here's my code. Any suggestions? and Thank you. <%@ Control Language="C#" AutoEventWireup="true" CodeBehind="QuoteControl.ascx.cs" Inherits="occinc.QuoteControl" %> <asp:ScriptManager ID="ScriptManager1" runat="server" EnablePartialRendering="True" AjaxFrameworkMode="Enabled"/> <asp:UpdatePanel UpdateMode="Conditional" runat="server" ID="UpdatePanel1" > <ContentTemplate> <div id="content-side2-three-column"> <%--Data Source Controls--%> <asp:ObjectDataSource ID="ObjectDataSourceQuotes" runat="server" SelectMethod="GetAllQuotes" TypeName="Quotes"></asp:ObjectDataSource> <asp:GridView ID="GridViewQuotes" runat="server" AutoGenerateColumns="False" DataSourceID="ObjectDataSourceQuotes" BorderWidth="0" BorderColor="white" OnRowCreated="GridViewAllQuotes_RowCreated"> <Columns> <asp:TemplateField> <ItemTemplate> <h2 id="<%# Eval("id").ToString() %>"> <%# Eval("Author") %> </h2> <q lang="en-us"><%# Eval("Content")%></q> <br /> <hr /> </ItemTemplate> </asp:TemplateField> </Columns> </asp:GridView> </div> </ContentTemplate> <Triggers><asp:AsyncPostBackTrigger ControlID="Timer1" EventName="Tick" /></Triggers> </asp:UpdatePanel> <asp:Timer ID="Timer1" runat="server" Interval="5000" /> <div class="clear"> </div>

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  • Can I get a bitmap of an arbitrary window in another application process?

    - by Chris Farmer
    I am trying to automate a third-party Win32 application where I want to capture the graphics content of a particular window at defined time intervals. I am in the early phases of this, and I'm currently trying to use the Microsoft UI Automation API via C# to do most of the interaction between my client app and the external app. I can now get the external app to do what I want it to do, but now I want to capture the graphics from a specific window that seems to be some third-party owner-drawn control. How can I do this? The window I want to capture is the one marked by the red rectangle in this image: I have an implementation that sort of works, but it's dependent on the external app's UI being on top, and that's not guaranteed for me, so I'd prefer to find something more general. var p = Process.Start("c:\myapp.exe"); var mainForm = AutomationElement.FromHandle(p.MainWindowHandle); // "workspace" below is the window whose content I want to capture. var workspace = mainForm.FindFirst(TreeScope.Descendents, new PropertyCondition(AutomationElement.ClassNameProperty, "AfxFrameOrView70u")); var rect = (Rect) workspace.GetCurrentPropertyValue(AutomationElement.BoundingRectangleProperty); using (var bmp = new Bitmap((int)rect.Width, (int)rect.Height)) { using (var g = Graphics.FromImage(bmp)) { g.CopyFromScreen((int)rect.Left, (int)rect.Top, 0, 0, new Size((int)rect.Width, (int)rect.Height)); bmp.Save(@"c:\screenshot.png", ImageFormat.Png); } } The above works well enough when the automated app is on top, but it just blindly copies the screen in the rectangle, so my code is at the mercy of whatever happens to be running on the machine and might cover my app's window. I have read some suggestions to send the WM_PRINT message to the window. This question/answer from a few months back seemed promising, but when I use this code, I just get a white rectangle with none of my control's actual contents. var prop = (int)workspace.GetCurrentPropertyValue(AutomationElement.NativeWindowHandleProperty); var hwnd = new IntPtr(prop); using ( var bmp2 = new Bitmap((int)rect.Width, (int)rect.Height)) { using (Graphics g = Graphics.FromImage(bmp2)) { g.FillRectangle(SystemBrushes.Control, 0, 0, (int)rect.Width, (int)rect.Height); try { SendMessage(hwnd, WM_PRINT, g.GetHdc().ToInt32(), (int)(DrawingOptions.PRF_CHILDREN | DrawingOptions.PRF_CLIENT | DrawingOptions.PRF_OWNED)); } finally { g.ReleaseHdc(); } bmp2.Save(@"c:\screenshot.bmp"); } } So, first, is it even possible for me to reliably save a bitmap of a window's contents? If so, what is the best way, and what is wrong with my WM_PRINT with SendMessage attempt?

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  • python Requests login to website returns 403

    - by Jeff
    I'm trying to use requests to login to a website but as you can guess I'm having a problem here's the the code that I'm using import requests EMAIL = '***' PASSWORD = '***' URL = 'https://portal.bitcasa.com/login' client = requests.session(config={'verbose': sys.stderr}) login_data = {'username': EMAIL, 'password': PASSWORD,} r = client.post(URL, data=login_data, headers={"Referer": "foo"}) print r and if I print out r.text I get <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html lang="en"> <head><script type="text/javascript">var NREUMQ=NREUMQ||[];NREUMQ.push(["mark","firstbyte",new Date().getTime()])</script> <meta http-equiv="content-type" content="text/html; charset=utf-8"> <meta name="robots" content="NONE,NOARCHIVE"> <title>403 Forbidden</title> <style type="text/css"> html * { padding:0; margin:0; } body * { padding:10px 20px; } body * * { padding:0; } body { font:small sans-serif; background:#eee; } body>div { border-bottom:1px solid #ddd; } h1 { font-weight:normal; margin-bottom:.4em; } h1 span { font-size:60%; color:#666; font-weight:normal; } #info { background:#f6f6f6; } #info ul { margin: 0.5em 4em; } #info p, #summary p { padding-top:10px; } #summary { background: #ffc; } #explanation { background:#eee; border-bottom: 0px none; } </style> </head> <body> <div id="summary"> <h1>Forbidden <span>(403)</span></h1> <p>CSRF verification failed. Request aborted.</p> </div> <div id="explanation"> <p><small>More information is available with DEBUG=True.</small></p> </div> <script type="text/javascript">if(!NREUMQ.f){NREUMQ.f=function(){NREUMQ.push(["load",new Date().getTime()]);var e=document.createElement("script");e.type="text/javascript";e.src=(("http:"===document.location.protocol)?"http:":"https:")+"//"+"d1ros97qkrwjf5.cloudfront.net/42/eum/rum.js";document.body.appendChild(e);if(NREUMQ.a)NREUMQ.a();};NREUMQ.a=window.onload;window.onload=NREUMQ.f;};NREUMQ.push(["nrfj","beacon-1.newrelic.com","0e859e0620",778660,"ZAZRbUcHWBAHURFYX11MdUxbBUIKCVxKVVpSDVRWGwtfBwJeAEZRQQYdWkYUUFklQRdXZloGRHRcAlIPA0UEQ1UdE0FWVgNFEDlEDFRH",0,7,new Date().getTime(),"","","","",""])</script></body> </html> They're using a combination of django and pyramid. I've been playing around with this for about two days now but, obviously, have gotten nowhere. Thanks for your help.

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  • How to redirect to a page using a button tag in html?

    - by Vlad Radulescu
    When I Click a button I want to get redirected to a page. The problem is...if I use the normal sintax , the button works fine, but If I apply some css to id by ussing # and .(classes) ,the button it`s not working any more ?! How can I keep my css and functionality at the same time ?! This is my code: <body> <input id="buttonrain" class="classname" type="button" onClick="window.location.href='rain.html'" value="Rain" /> <!--or <a href="rain.html" id="buttonrain" class="classname">Rain</a> still not working--> </body> CSS FILE html { min-width: 100%; min-height: 100%; } body{ width: 1024px; height:600px; background:white; margin:0px; padding:0px 0px; display:block; overflow:hidden; } .classname { -moz-box-shadow:inset 0px 1px 0px 0px #ffffff; -webkit-box-shadow:inset 0px 1px 0px 0px #ffffff; box-shadow:inset 0px 1px 0px 0px #ffffff; background:-webkit-gradient( linear, left top, left bottom, color-stop(0.05, #f0ea3c), color-stop(1, #dfdfdf) ); background:-moz-linear-gradient( center top, #f0ea3c 5%, #dfdfdf 100% ); filter:progid:DXImageTransform.Microsoft.gradient(startColorstr='#f0ea3c', endColorstr='#dfdfdf'); background-color:#f0ea3c; -moz-border-radius:6px; -webkit-border-radius:6px; border-radius:6px; border:1px solid #dcdcdc; display:inline-block; color:#0f000f; font-family:Verdana; font-size:15px; font-weight:bold; padding:18px 9px; text-decoration:none; text-shadow:1px 1px 0px #ffffff; position:relative; bottom:250px; }.classname:active { position:relative; top:1px; } #buttonrain{ left:80px; }

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  • Garbage Collector not doing its job. Memory Consumption = 1.5GB & OutOFMemory Exception.

    - by imageWorker
    I'm working with images (each of size = 5MB). The following code extract some information from each image that is present in the given directory. I'm getting out of memory exception. The size of the process is around (1.5GB). I don't know why garbage collector is not freeing memory. I even tried adding GC.Collect() as last line of foreach loop. Still I'm getting 'OutOFMemory' using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading; using System.IO; using System.Drawing; using System.Drawing.Imaging; namespace TrainSVM { class Program { static void Main(string[] args) { FileStream fs = new FileStream("dg.train",FileMode.OpenOrCreate,FileAccess.Write); StreamWriter sw = new StreamWriter(fs); String[] filePathArr = Directory.GetFiles("E:\\images\\"); foreach (string filePath in filePathArr) { if (filePath.Contains("lmn")) { sw.Write("1 "); Console.Write("1 "); } else { sw.Write("1 "); Console.Write("1 "); } Bitmap originalBMP = new Bitmap(filePath); /***********************/ Bitmap imageBody; ImageBody.ImageBody im = new ImageBody.ImageBody(originalBMP); imageBody = im.GetImageBody(-1); /* white coat */ Bitmap whiteCoatBitmap = Rgb2Hsi.Rgb2Hsi.GetHuePlane(imageBody); float WhiteCoatPixelPercentage = Rgb2Hsi.Rgb2Hsi.GetWhiteCoatPixelPercentage(whiteCoatBitmap); //Console.Write("whiteDone\t"); sw.Write("1:" + WhiteCoatPixelPercentage + " "); Console.Write("1:" + WhiteCoatPixelPercentage + " "); /******************/ Quaternion.Quaternion qtr = new Quaternion.Quaternion(-15); Bitmap yellowCoatBMP = qtr.processImage(imageBody); //yellowCoatBMP.Save("yellowCoat.bmp"); float yellowCoatPixelPercentage = qtr.GetYellowCoatPixelPercentage(yellowCoatBMP); //Console.Write("yellowCoatDone\t"); sw.Write("2:" + yellowCoatPixelPercentage + " "); Console.Write("2:" + yellowCoatPixelPercentage + " "); /**********************/ Bitmap balckPatchBitmap = BlackPatchDetection.BlackPatchDetector.MarkBlackPatches(imageBody); float BlackPatchPixelPercentage = BlackPatchDetection.BlackPatchDetector.BlackPatchPercentage; //Console.Write("balckPatchDone\n"); sw.Write("3:" + BlackPatchPixelPercentage + "\n"); Console.Write("3:" + BlackPatchPixelPercentage + "\n"); balckPatchBitmap.Dispose(); yellowCoatBMP.Dispose(); whiteCoatBitmap.Dispose(); originalBMP.Dispose(); sw.Flush(); } sw.Dispose(); fs.Dispose(); } } }

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