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  • Set Up Anti-Brick Protection to Safeguard and Supercharge Your Wii

    - by Jason Fitzpatrick
    We’ve shown you how to hack your Wii for homebrew software, emulators, and DVD playback, now it’s time to safeguard your Wii against bricking and fix some annoyances—like that stupid “Press A” health screen. The thing about console modding and jailbreaking—save for the rare company like Amazon that doesn’t seem to care—is companies will play a game of cat and mouse to try and knock modded console out of commission, undo your awesome mods, or even brick your device. Although extreme moves like bricktacular-updates are rare once you modify your device you have to be vigilante in protecting it against updates that could hurt your sweet setup. Today we’re going to walk you through hardening your Wii and giving it the best brick protection available Latest Features How-To Geek ETC The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor Our Favorite Tech: What We’re Thankful For at How-To Geek Snowy Christmas House Personas Theme for Firefox The Mystic Underground Tunnel Wallpaper Ubunchu! – The Ubuntu Manga Available in Multiple Languages Breathe New Life into Your PlayStation 2 Peripherals by Hooking Them Up to Your Computer Move the Window Control Buttons to the Left Side in Windows Fun and Colorful Firefox Theme for Windows 7

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  • Power Brick Decision

    - by itguy12v
    If I need 1.5 amps for an itx home theater system, will the 120ac/12dc power brick run cooler or last longer if I use the more expensive 10 amp power brick or the least expensive 5 amp power brick. Thanks

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  • Detecting collision between ball (circle) and brick(rectangle)?

    - by James Harrison
    Ok so this is for a small uni project. My lecturer provided me with a framework for a simple brickbreaker game. I am currently trying to overcome to problem of detecting a collision between the two game objects. One object is always the ball and the other objects can either be the bricks or the bat. public Collision hitBy( GameObject obj ) { //obj is the bat or the bricks //the current object is the ball // if ball hits top of object if(topX + width >= obj.topX && topX <= obj.topX + obj.width && topY + height >= obj.topY - 2 && topY + height <= obj.topY){ return Collision.HITY; } //if ball hits left hand side else if(topY + height >= obj.topY && topY <= obj.topY + obj.height && topX + width >= obj.topX -2 && topX + width <= obj.topX){ return Collision.HITX; } else return Collision.NO_HIT; } So far I have a method that is used to detect this collision. The the current obj is a ball and the obj passed into the method is the the bricks. At the moment I have only added statement to check for left and top collisions but do not want to continue as I have a few problems. The ball reacts perfectly if it hits the top of the bricks or bat but when it hits the ball often does not change directing. It seems that it is happening toward the top of the left hand edge but I cannot figure out why. I would like to know if there is another way of approaching this or if people know where I'm going wrong. Lastly the collision.HITX calls another method later on the changes the x direction likewise with y.

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  • Brick-level backup and restore with exchange 2007

    - by V. Romanov
    In the company I'm working for, we use exchange 2007 and backup it using netbackup. The backup is a daily complete backup of the information store and the direct corollary of this is that restores are hell. We need to restore the entire information store (over 80 gb), somehow merge it back with the original store, which causes problems. Alternatively, we tried using QUEST software to emulate exchange and restore mails from the emulation. However, this proved unreliable. The main problem with this entire situation is that we have to restore the whole information store and walk it through the restore process manually, and its quite absurd to be forced spend more than a day restoring even one erased email. (we have erased mail retention, but sometimes we need to restore older mail). in comparison, back in the day of XCH2003 and backupexec 12, we had complete brick level backup and restore at the push of a button. I've spoken to one of our chief sysadmins who claimed that the official response from microsoft to this issue was - "sorry guys, no brick level backup in XCH2007" which sounds ridiculous to me. Can someone shed some light on the situation? How do you backup your exchange2007 stores? Can you restore a single email quickly? A mailbox, perhaps?

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  • Deck from London UG 20110616 - Building a Reporting Brick capable of 1.2GBytes/sec and 80K IOs/sec for less than £2K

    - by tonyrogerson
    The Reporting Brick concept is not really anything new, it starts the walk toward bringing the work Jim Gray and Tom Barclay et al did on CyberBricks up-to-date in terms of current kit. A reporting brick is simply a box built from commodity kit utilising commodity SSD, namely the OCZ IBIS drives to gain extremely high levels of performance for a fraction of the cost required for typical server and san installs today. I'll write up over the next few months as I work further on the concept, for now the deck attached summarises some of the ideas around it, the deck was presented at last nights London SQL Server User Group, I will be presenting it again in Edinburgh on the 29th June and other locations later in the year. Deck: Commodity Kit.pptx  

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  • Removing entry from table

    - by Bnhjhvbq7
    Can't remove an entry from table. here's my code dropItem = dropList[ math.random( #dropList ) ] dropSomething[brick.index] = crackSheet:grabSprite(dropItem, true) dropSomething[brick.index].x = brick.x dropSomething[brick.index].y = brick.y dropSomething[brick.index].name = dropItem dropSomething[brick.index].type = "dropppedItems" collision function bounce(event) local item = event.other if item.type == "dropppedItems" then if item.name == "bomb" then Lives = Lives - 1 LivesNum.text = tostring(Lives) end item:removeSelf(); end end What I've tried: item:removeSelf(); - removes the whole table item = nil - seams to do nothing, the object continue to move and i still see the image

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  • 2D Selective Gaussian Blur

    - by Joshua Thomas
    I am attempting to use Gaussian blur on a 2D platform game, selectively blurring specific types of platforms with different amounts. I am currently just messing around with simple test code, trying to get it to work correctly. What I need to eventually do is create three separate render targets, leave one normal, blur one slightly, and blur the last heavily, then recombine on the screen. Where I am now is I have successfully drawn into a new render target and performed the gaussian blur on it, but when I draw it back to the screen everything is purple aside from the platforms I drew to the target. This is my .fx file: #define RADIUS 7 #define KERNEL_SIZE (RADIUS * 2 + 1) //----------------------------------------------------------------------------- // Globals. //----------------------------------------------------------------------------- float weights[KERNEL_SIZE]; float2 offsets[KERNEL_SIZE]; //----------------------------------------------------------------------------- // Textures. //----------------------------------------------------------------------------- texture colorMapTexture; sampler2D colorMap = sampler_state { Texture = <colorMapTexture>; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; }; //----------------------------------------------------------------------------- // Pixel Shaders. //----------------------------------------------------------------------------- float4 PS_GaussianBlur(float2 texCoord : TEXCOORD) : COLOR0 { float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f); for (int i = 0; i < KERNEL_SIZE; ++i) color += tex2D(colorMap, texCoord + offsets[i]) * weights[i]; return color; } //----------------------------------------------------------------------------- // Techniques. //----------------------------------------------------------------------------- technique GaussianBlur { pass { PixelShader = compile ps_2_0 PS_GaussianBlur(); } } This is the code I'm using for the gaussian blur: public Texture2D PerformGaussianBlur(Texture2D srcTexture, RenderTarget2D renderTarget1, RenderTarget2D renderTarget2, SpriteBatch spriteBatch) { if (effect == null) throw new InvalidOperationException("GaussianBlur.fx effect not loaded."); Texture2D outputTexture = null; Rectangle srcRect = new Rectangle(0, 0, srcTexture.Width, srcTexture.Height); Rectangle destRect1 = new Rectangle(0, 0, renderTarget1.Width, renderTarget1.Height); Rectangle destRect2 = new Rectangle(0, 0, renderTarget2.Width, renderTarget2.Height); // Perform horizontal Gaussian blur. game.GraphicsDevice.SetRenderTarget(renderTarget1); effect.CurrentTechnique = effect.Techniques["GaussianBlur"]; effect.Parameters["weights"].SetValue(kernel); effect.Parameters["colorMapTexture"].SetValue(srcTexture); effect.Parameters["offsets"].SetValue(offsetsHoriz); spriteBatch.Begin(0, BlendState.Opaque, null, null, null, effect); spriteBatch.Draw(srcTexture, destRect1, Color.White); spriteBatch.End(); // Perform vertical Gaussian blur. game.GraphicsDevice.SetRenderTarget(renderTarget2); outputTexture = (Texture2D)renderTarget1; effect.Parameters["colorMapTexture"].SetValue(outputTexture); effect.Parameters["offsets"].SetValue(offsetsVert); spriteBatch.Begin(0, BlendState.Opaque, null, null, null, effect); spriteBatch.Draw(outputTexture, destRect2, Color.White); spriteBatch.End(); // Return the Gaussian blurred texture. game.GraphicsDevice.SetRenderTarget(null); outputTexture = (Texture2D)renderTarget2; return outputTexture; } And this is the draw method affected: public void Draw(SpriteBatch spriteBatch) { device.SetRenderTarget(maxBlur); spriteBatch.Begin(); foreach (Brick brick in blueBricks) brick.Draw(spriteBatch); spriteBatch.End(); blue = gBlur.PerformGaussianBlur((Texture2D) maxBlur, helperTarget, maxBlur, spriteBatch); spriteBatch.Begin(); device.SetRenderTarget(null); foreach (Brick brick in redBricks) brick.Draw(spriteBatch); foreach (Brick brick in greenBricks) brick.Draw(spriteBatch); spriteBatch.Draw(blue, new Rectangle(0, 0, blue.Width, blue.Height), Color.White); foreach (Brick brick in purpleBricks) brick.Draw(spriteBatch); spriteBatch.End(); } I'm sorry about the massive brick of text and images(or not....new user, I tried, it said no), but I wanted to get my problem across clearly as I have been searching for an answer to this for quite a while now. As a side note, I have seen the bloom sample. Very well commented, but overly complicated since it deals in 3D; I was unable to take what I needed to learn form it. Thanks for any and all help.

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  • jQuery attribute question

    - by Nick Simone
    I'm trying to select a series of divs one at a time. I'm sure theres a better way to do this, but I gave them all unique rels and I'm using the rels to select them one at a time. I want to move them over the width of the div, then animate it dropping down the screen. What I have is: $(document).ready(function(){ var totalbricks = 7; var index = 2; $(".brick").animate({top:"600px"}); while(index < totalbricks) { var postion = 45*index; $(".brick[rel='+index+']").css('left', postion+'px'); $(".brick[rel='+index+']").animate({top:"600px"}); index++; } }); All the divs are in a container div. Jquery docs say, 'Variables can be used using the following syntax: [name='" +MyVar+ "']' What am I doing wrong? Here is the HTML that is being used by the jQuery <body> <div id="container"> <div id="canvas"> <div class="brick" rel="1"> </div> <div class="brick" rel="2"> </div> <div class="brick" rel="3"> </div> <div class="brick" rel="4"> </div> <div class="brick" rel="5"> </div> <div class="brick" rel="6"> </div> <div class="brick" rel="7"> </div> </div> </div> </body>

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  • strange behavior in Box2D+LibGDX when applying impulse

    - by Z0lenDer
    I have been playing around with Box2D and LibGDX and have been using a sample code from DecisionTreeGames as the testing ground. Now I have a screen with four walls and a rectangle shape, lets call it a brick. When I use applyLinearImpulse to the brick, it starts bouncing right and left without any pattern and won't stop! I tried adding friction and increasing the density, but the behavior still remains the same. Here are some of the code that might be useful: method for applying the impulse: center = brick.getWorldCenter(); brick.applyLinearImpulse(20, 0, center.x, center.y); Defining the brick: brick_bodyDef.type = BodyType.DynamicBody; brick_bodyDef.position.set(pos); // brick is initially on the ground brick_bodyDef.angle = 0; brick_body = world.createBody(brick_bodyDef); brick_body.setBullet(true); brick_bodyShape.setAsBox(w,h); brick_fixtureDef.density = 0.9f; brick_fixtureDef.restitution = 1; brick_fixtureDef.shape = brick_bodyShape; brick_fixtureDef.friction=1; brick_body.createFixture(fixtureDef); Walls are defined the same only their bullet value is set to false I would really appreciate it if you could help me have a change this code to have a realistic behavior (i.e. when I apply impulse to the brick it should trip a few times and then stop completely).

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  • Gluster bricks are offline and errors in logs

    - by Roman Newaza
    I have substituted all the IP addresses with hostnames and renamed configs (IP to hostname) in /var/lib/glusterd by my shell script. After that I restarted Gluster Daemon and the volume. Then I checked if all the peers are connected: root@GlusterNode1a:~# gluster peer status Number of Peers: 3 Hostname: gluster-1b Uuid: 47f469e2-907a-4518-b6a4-f44878761fd2 State: Peer in Cluster (Connected) Hostname: gluster-2b Uuid: dc3a3ff7-9e30-44ac-9d15-00f9dab4d8b9 State: Peer in Cluster (Connected) Hostname: gluster-2a Uuid: 72405811-15a0-456b-86bb-1589058ff89b State: Peer in Cluster (Connected) I could see mounted volumes size change on all the nodes when I execute df command, so new data is coming. But recently I noticed error messages in app log: copy(/storage/152627/dat): failed to open stream: Structure needs cleaning readfile(/storage/1438227/dat): failed to open stream: Input/output error unlink(/storage/189457/23/dat): No such file or directory Finally, I have found out some bricks are offline: root@GlusterNode1a:~# gluster volume status Status of volume: storage Gluster process Port Online Pid ------------------------------------------------------------------------------ Brick gluster-1a:/storage/1a 24009 Y 1326 Brick gluster-1b:/storage/1b 24009 N N/A Brick gluster-2a:/storage/2a 24009 N N/A Brick gluster-2b:/storage/2b 24009 N N/A Brick gluster-1a:/storage/3a 24011 Y 1332 Brick gluster-1b:/storage/3b 24011 N N/A Brick gluster-2a:/storage/4a 24011 N N/A Brick gluster-2b:/storage/4b 24011 N N/A NFS Server on localhost 38467 Y 24670 Self-heal Daemon on localhost N/A Y 24676 NFS Server on gluster-2b 38467 Y 4339 Self-heal Daemon on gluster-2b N/A Y 4345 NFS Server on gluster-2a 38467 Y 1392 Self-heal Daemon on gluster-2a N/A Y 1402 NFS Server on gluster-1b 38467 Y 2435 Self-heal Daemon on gluster-1b N/A Y 2441 What can I do about that? I need to fix it. Note: CPU and Network usage of all the four nodes are about the same.

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  • How to get GameElements (RigidBody) size in Unity

    - by Shivan Dragon
    I've made a prefab consisting of a Cube which I've first scaled to more resemble a brick. There's also a Rigidbody added to the cube (in the prefab). Now I want to use that prefab in a c# script to make a wall out of multiple bricks. My question is, how can I access the dimensions of my brick (width, height, the z dimension size) so that in my script I can make bricks which are placed one next to the other (and then one on top of the other)? I've looked at the documentation for GameObject and Rigidbody but I can't find anything helpful. Just for refference, my script so far is: public GameObject brick; void Start () { Instantiate(this.brick, new Vector3(0.01326297f, -30.07855f, 100f), Quaternion.identity); // int brickWidth = this.brick.????; }

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  • Add class to elements which already have a class

    - by bwstud
    I have a group of divs which I'm dynamically generating when a button is clicked with the class, "brick". This gives them dimension and starting position of top: 0. I'm trying to get them to animate to the bottom of the view using a css transition with a second class assignment which gives them a bottom position: 0;. Can't figure out the syntax for adding a second class to elements with a pre-existing class. On inspection they only show the original class of, "brick". HTML <!DOCTYPE html> <html> <head> <script src="http://code.jquery.com/jquery-2.1.0.min.js"></script> <meta charset="utf-8"> <title>JS Bin</title> </head> <body> <div id="container"> <div id="button" >Click Me</div> </div> </body> </html> CSS #container { width: 100%; height: 100vh; padding: 10vmax; } #button { position: fixed; } .brick { position: relative; top: 0; height: 10vmax; width: 20vmax; background: white; margin: 0; padding: 0; transition: all 1s; } .drop { transition: all 1s; bottom 0; } The offending JS: var brickCount = function() { var count = prompt("How many boxes you lookin' for?"); for(var i=0; i < count; i++) { var newBrick = document.createElement("div"); newBrick.className="brick"; document.querySelector("#container") .appendChild(newBrick); } }; var getBricks = function(){ document.getElementByClass("brick"); }; var changeColor = function(){ getBricks.style.backgroundColor = '#'+Math.floor(Math.random()*16777215).toString(16); }; var addDrop = function() { getBricks.brick = "getBricks.brick" + " drop"; }; var multiple = function() { brickCount(); getBricks(); changeColor(); addDrop(); }; document.getElementById("button").onclick = function() {multiple();}; Thanks!

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  • how to process document state transition?

    - by brick
    Imagine there is an application (ASP.NET MVC) that processes some documents. The document must be revised several times by different group of users. state/role rules: simple user can only publish document; (priority: low) userGroup1 can switch it to next state or reject it; (priority: higher) userGroup2 can confirm previous state and switch it to next gradual state or reject it; (priority: highest) How to implement such a workflow in ASP.NET MVC? How to impelement UI, views so that group with lower priority can both visually/technically perform only allowed transitions? Can I somehow extend that system: link? Do I need extras like service bus, event sourcing for that?

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  • How to do this Python / MySQL manipulation (match) more efficiently?

    - by NJTechie
    Following is my data : Company Table : ID Company Address City State Zip Phone 1 ABC 123 Oak St Philly PA 17542 7329878901 2 CDE 111 Joe St Newark NJ 08654 3 GHI 211 Foe St Brick NJ 07740 7321178901 4 JAK 777 Wall Ocean NJ 07764 7322278901 5 KLE 87 Ilk St Plains NY 07654 7376578901 6 AB 1 W.House SField PA 87656 7329878901 Branch Office Table : ID Address City State Zip Phone 1 323 Alk St Philly PA 17542 7329832221 1 171 Joe St Newark NJ 08654 3 287 Foe St Brick NJ 07740 7321178901 3 700 Wall Ocean NJ 07764 7322278901 1 89 Blk St Surrey NY 07154 7376222901 File to be Matched (In MySQL): ID Company Address City State Zip Phone 1 ABC 123 Oak St Philly PA 17542 7329878901 2 AB 171 Joe St Newark NJ 08654 3 GHI 211 Foe St Brick NJ 07740 7321178901 4 JAK 777 Wall Ocean NJ 07764 7322278901 5 K 87 Ilk St Plains NY 07654 7376578901 Resulting File : ID Company Address City State Zip Phone appendedID 1 ABC 123 Oak St Philly PA 17542 7329878901 [Original record, field always empty] 1 ABC 171 Joe St Newark NJ 08654 1 [Company Table] 1 ABC 323 Alk St Philly PA 17542 7329832221 1 [Branch Office Table] 1 AB 1 W.House SField PA 87656 7329878901 6 [Partial firm and State, Zip match] 2 CDE 111 Joe St Newark NJ 08654 3 GHI 211 Foe St Brick NJ 07740 7321178901 3 GHI 700 Wall Ocean NJ 07764 7322278901 3 3 GHI 287 Foe St Brick NJ 07740 7321178901 3 4 JAK 777 Wall Ocean NJ 07764 7322278901 5 KLE 87 Ilk St Surrey NY 07654 7376578901 5 KLE 89 Blk St Surrey NY 07154 7376222901 5 Requirement : 1) I have to match each firm on the 'File to be Matched' to that of Company and Branch Office tables (MySQL). 2) If there are multiple exact/partial matches, then the ID from Company, Branch Office table is inserted as a new row in the resulting file. 3) Not all the firms will be matched perfectly, in that case I have to match on partial Company names (like 5/8th of the company name) and any of the address fields and insert them in the resulting file. Please help me out in the most efficient solution for this problem.

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  • Argument list too long and copying to Samba Share

    - by Copy Run Start
    Ubuntu 12.04 LTS 64 bit. I'm trying to make a scheduled task copy from a directory with thousands of files to a samba share (while skipping duplicates). I mapped my Samba share through the GUI. The command I tried: cp /home/security/Brick/* ~/.gvfs/"cam on atm-bak-01.local/Brick" -n I found this but I don't know how to change the syntax to what I need. find -maxdepth 1 -name '*.prj' -exec mv -t ../prjshp {} + Any hints are greatly appreciated.

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  • LEGO Ornaments Bring Geeky DIY Charm to Your Holiday Decorating

    - by Jason Fitzpatrick
    Why settle for just a Death Star ornament when you can have a Death Star ornament you built yourself from LEGO? These DIY ornaments are a perfect geeky touch for your tree or gift for a LEGO loving friend. Courtesy of Chris McVeigh, we find nine DIY ornament guides that range from traditional (like teardrop ornaments and bulbs) to geeky (like Death Stars and Millennium Falcons). Hit up the link below to check out all the files and order the brick collections right through LEGO’s Pick a Brick service. LEGO Ornaments [via Geeks Are Sexy] HTG Explains: Why Screen Savers Are No Longer Necessary 6 Ways Windows 8 Is More Secure Than Windows 7 HTG Explains: Why It’s Good That Your Computer’s RAM Is Full

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  • create parent child array from inline data in php

    - by abhie
    actually i have simple problem but i forget how to solve it.. :D i have data on table with following format 01 Johson 01 Craig 01 Johson 02 Daniel 01 Johson 03 Abbey 02 Dawson 01 Brown 02 Dawson 02 Agust 03 Brick 01 Chev 03 Brick 01 Flinch so i want it to become an array like this 01 Johson => 01 Craig ``````````````02 Daniel ```````````````03 Abey ` etc... how to iterate trough the data and make it array like that... i'm newby in PHP :))

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  • Adding a Main Menu to a Game in Xcode

    - by MasenB
    I am about done with an Objective - C Sprite Kit Development course on Lynda, and I wanted to expand on the app the course had me make! It was made so that once I open the app, it started brick breaker, and then there are more classes for additional scenes like Game Over and Restart! I was wondering if someone could tell me how to make a Main Menu view controller that came before the Brick Breaker screen! Thanks, Masen

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  • Circle-Line Collision Detection Problem

    - by jazzdawg
    I am currently developing a breakout clone and I have hit a roadblock in getting collision detection between a ball (circle) and a brick (convex polygon) working correctly. I am using a Circle-Line collision detection test where each line represents and edge on the convex polygon brick. For the majority of the time the Circle-Line test works properly and the points of collision are resolved correctly. Collision detection working correctly. However, occasionally my collision detection code returns false due to a negative discriminant when the ball is actually intersecting the brick. Collision detection failing. I am aware of the inefficiency with this method and I am using axis aligned bounding boxes to cut down on the number of bricks tested. My main concern is if there are any mathematical bugs in my code below. /* * from and to are points at the start and end of the convex polygons edge. * This function is called for every edge in the convex polygon until a * collision is detected. */ bool circleLineCollision(Vec2f from, Vec2f to) { Vec2f lFrom, lTo, lLine; Vec2f line, normal; Vec2f intersectPt1, intersectPt2; float a, b, c, disc, sqrt_disc, u, v, nn, vn; bool one = false, two = false; // set line vectors lFrom = from - ball.circle.centre; // localised lTo = to - ball.circle.centre; // localised lLine = lFrom - lTo; // localised line = from - to; // calculate a, b & c values a = lLine.dot(lLine); b = 2 * (lLine.dot(lFrom)); c = (lFrom.dot(lFrom)) - (ball.circle.radius * ball.circle.radius); // discriminant disc = (b * b) - (4 * a * c); if (disc < 0.0f) { // no intersections return false; } else if (disc == 0.0f) { // one intersection u = -b / (2 * a); intersectPt1 = from + (lLine.scale(u)); one = pointOnLine(intersectPt1, from, to); if (!one) return false; return true; } else { // two intersections sqrt_disc = sqrt(disc); u = (-b + sqrt_disc) / (2 * a); v = (-b - sqrt_disc) / (2 * a); intersectPt1 = from + (lLine.scale(u)); intersectPt2 = from + (lLine.scale(v)); one = pointOnLine(intersectPt1, from, to); two = pointOnLine(intersectPt2, from, to); if (!one && !two) return false; return true; } } bool pointOnLine(Vec2f p, Vec2f from, Vec2f to) { if (p.x >= min(from.x, to.x) && p.x <= max(from.x, to.x) && p.y >= min(from.y, to.y) && p.y <= max(from.y, to.y)) return true; return false; }

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  • Possible to change the alpha value of certain pixels on iPhone?

    - by emi1faber
    Is it possible to change just a portion of a Sprite's alpha in response to user interaction? A good example of what I mean is iFog or iSteam, where the user can wipe "steam" off the iPhone's screen. Swapping images out wouldn't be feasible due to the sheer number of possibilities where the user could touch and move... For example, say you have a simple app that has a brick wall in the background that has graffiti on it, so there'd be two sprites, one of the brick wall, then one of the graffiti that has a higher z value than the brick wall. Then, based upon where the user touches (assuming their touch controls a sandblaster), some of the graffiti should be removed, but not all of it, which could be accomplished by changing the alpha value on a portion of the graffiti sprite. Is there any way to do this in cocos2d-iphone? Or, do I need to drop down into openGL, and if so, where would be a good place to start my search on how to accomplish this? Ideally, I'd like to accomplish this on a cocos2d-iphone Sprite, but if it's not possible, where's the best place to start looking? Thanks in advance, Ben

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  • What is the difference between the Lego Mindstorms 1.0 and 2.0

    - by Gavimoss
    I am thinking about buying a mindstorms kit (I don't currently own one but I have used 1.0 at university) and I am a bit unsure as to the benefits of 2.0 over 1.0. I have seen other posts on the subject all saying generally 2.0 is better but I have some more specific questions about this that I can't seem to find any answers on. Apart from the different lego pieces and sensors you get with the 2.0 kit, is there any difference between a 1.0 nxt brick and 2.0 nxt brick? From what I can determine from other sources, they are the same except for the firmware installed. Am I right in saying I could buy a 1.0 kit and install the same firmware that comes with the 2.0 kit and the bricks would be the same or is the 1.0 brick not compatible with the 2.0 firmware??? Also, I plan to use a different programming language like c or java so I need to install specific firmware for that anyway like librcx or lejos right? So if using c or java as opposed to the provided lego coding methods it doesn't matter if I am using 1.0 or 2.0 (except for the lego pieces in the kit) am I right? In a nutshell, assuming I am using librcx or lejos and I don't care about the sensors and lego pieces included, is there any benefit to buying a 2.0 kit over the 1.0 kit? Thanks in advance

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  • GlusterFs - high load 90-107% CPU

    - by Sara
    I try and try and try to performance and fix problem with gluster, i try all. I served on gluster webpages, php files, images etc. I have problem after update from 3.3.0 to 3.3.1. I try 3.4 when i think maybe fix it but still the same problem. I temporarily have 1 brick, but before upgrade will be fine. Config: Volume Name: ... Type: Replicate Volume ID: ... Status: Started Number of Bricks: 0 x 2 = 1 Transport-type: tcp Bricks: Brick1: ...:/... Options Reconfigured: cluster.stripe-block-size: 128KB performance.cache-max-file-size: 100MB performance.flush-behind: on performance.io-thread-count: 16 performance.cache-size: 256MB auth.allow: ... performance.cache-refresh-timeout: 5 performance.write-behind-window-size: 1024MB I use fuse, hmm "Maybe the high load is due to the unavailable brick" i think about it, but i cant find information on how to safely change type of volume. Maybe u know how?

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