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  • Is it possible to change the border color of the strip wrapper from the jQuery plugin GalleryView?

    - by janoChen
    I found a very nice jquery plugin: http://spaceforaname.com/gallery-light.html I want to change the border color of the strip wrapper (default is white) position: absolute; z-index: 1000; cursor: pointer; top: 304px; left: 74px; height: 98px; width: 98px; border: 2px solid white; The problem is that the border color seems to be generated via javascript any suggestions?

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  • how can I get jquery.sIFR plugin to display sIFR-alternate text for print?

    - by apeBoy
    I'm struggling with this. I've used the jquery sIFR plugin as opposed to sIFR it prevented conflicts with other jquery I am using on my pages. It works fine in its prime function: replacing html text with Flash. However, the .sIFR-alternate class is given an inline style of 'opacity: 0' which persists when flashblock is on. So alternate text does not appear. Neither does it appear when printng the page (yes I have included styles for sIFR-print). I've tried replacing the opacity:0 inline style with display: none but this causes height issues with the output flash. Any one else had this or have any ideas?

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  • Why doesn't jquery validation plugin's remote attribute work for me?

    - by Pandiya Chendur
    I use jquery validation plugin and the remote attribute works with emailId but not with mobileNo? var validator = $("#addform").validate({ rules: { Name: "required", MobileNo: { required: true, minlength: 10, remote: '<%=Url.Action("getClientMobNo", "Clients") %>' }, Address: "required" }, messages: { Name: "please provide a client name", MobileNo: { required: "Please provide a mobile phone no", rangelength: jQuery.format("Enter at least {0} characters"), remote: jQuery.format("This MobileNo is already in use") }, Address: "please provide client address" }, A null value is passed to my controller action.. Any suggestion... public JsonResult getClientMobNo(string mobno) { JsonResult result = new JsonResult(); string status = clirep.getClientMobNo(Convert.ToInt64(mobno)); if (status == "Mobile No already exists") { result.Data = false; } else { result.Data = true; } return result; }

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  • Writing a jquery plugin in coffeescript - how to get "(function($)" and "(jQuery)"?

    - by PandaWood
    I am writing a jquery plugin in coffeescript but am not sure how to get the function wrapper part right. My coffeescript starts with this line: $.fn.extend({ Which creates the javascript with a function wrapper: (function() { $.fn.extend({ but I want a '$' passed in like this: (function($) { $.fn.extend({ Similar for the ending I have... nothing in particular in coffeescript. I get this in javascript: })(); But would like this: })(jQuery); Does anyone know how to achieve this with the coffeescript compiler? Or what is the best way to get this done within coffeescript?

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  • Easy plugin or procedure for sqlserver Management Studio to script row inserts.

    - by Patrick Karcher
    I've never been able to find a good script or plugin for sql server Management Studio (2005 and or 2008) for a very common scripting need: specifying a few/all rows in a table and scripting their insert. You can guess my story: I've got some configuration data in my dev db and I need to script it for deployment to UAT and then production. I've found a few cludgy systems in the past, that were more trouble than they were worth. I need something free and unobtrusive. Once I find it I'll share it with the other 20 developers in my shop who are annoyed by this. Aren't we all annoyed by this by the way? What is the best, easiest, free, way to specify a few/all rows in a table and get a script their insert?

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  • In a shared .iml file, what should the jdkName be for an IntelliJ IDEA Plugin SDK?

    - by bolinfest
    I work on a team where we commit our .iml files in version control so that everyone can use them. We have an .iml file for a plugin module, which includes the following: <orderEntry type="jdk" jdkName="IDEA IC-117.798" jdkType="IDEA JDK" /> however, that only works for people who are using that version (IC-117.798) of IntelliJ (some are on 12, some are using the ultimate edition, etc.) Is there any sort of variable like $INTELLIJ_SDK that could be used for the value of jdkName so that the .iml file is valid regardless of which version of IntelliJ you are using?

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  • Quick 2D sight area calculation algorithm?

    - by Rogach
    I have a matrix of tiles, on some of that tiles there are objects. I want to calculate which tiles are visible to player, and which are not, and I need to do it quite efficiently (so it would compute fast enough even when I have a big matrices (100x100) and lots of objects). I tried to do it with Besenham's algorithm, but it was slow. Also, it gave me some errors: ----XXX- ----X**- ----XXX- -@------ -@------ -@------ ----XXX- ----X**- ----XXX- (raw version) (Besenham) (correct, since tunnel walls are still visible at distance) (@ is the player, X is obstacle, * is invisible, - is visible) I'm sure this can be done - after all, we have NetHack, Zangband, and they all dealt with this problem somehow :) What algorithm can you recommend for this? EDIT: Definition of visible (in my opinion): tile is visible when at least a part (e.g. corner) of the tile can be connected to center of player tile with a straight line which does not intersect any of obstacles.

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  • Isometric - precise screen coordinates to isometric

    - by Rawrz
    I'm trying to translate mouse coords to precise isometric coords (I can already find the tile the mouse is over, but I want it to be more precise). I've tried several different methods but I seem to keep falling short. For drawing I use: batch.draw( texture, (y * tileWidth / 2) + (x * tileWidth / 2), (x * tileHeight / 2) - (y * tileHeight / 2)) This is what I currently use for figuring out a tile position: float xt = x + camPosition.x - (ScreenWidth/2) ; float yt = (ScreenHeight) - y + camPosition.y - (ScreenHeight/2); int tileY = Math.round((((xt) / tileWidth) - ((yt) / tileHeight))); int tileX = Math.round((((xt) / tileWidth) + ((yt) / tileHeight))- 1); I'm just wondering how I could update these to allow for more precise coordinates, instead of tile only. EDIT: Following what ccxvii said below, and removing the -1 from tileX, the object follows my mouse just like I had wanted. Just going to re-examine the math and figure out if that change will result in other messes =o

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  • 2D pathfinding - finding smooth paths

    - by Kooi Nam Ng
    I was trying to implement a simple pathfinding, but the outcome is less satisfactory than what I intended to achieve. The thing is units in games like Starcraft 2 move in all directions whereas units in my case only move in at most 8 directions (Warcraft 1 style) as these 8 directions direct to next available nodes (they move from a tile to next neighboring tile). What should I do in order to achieve the result as in Starcraft 2? Shrink the tile size? On the picture you can see a horizontal line of rock tiles being obstacles, and the found path marked as green tiles. The red line is the path I want to achieve.

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  • Torque2D, Class vs Datablock

    - by Max Kielland
    I'm scripting my first game with Torque2D and have not fully understood the difference between "Class" and Datablock. To me it seems like Datablock is similar to a struct in C/C++ or a Record in Pascal. If I create Datablocks with new, are they instantiated in the same way as a "Class"? I have a large TileMap and need to attach some information to each Tile. I was thinking to use a Datablock, as a struct, to attach this information to the tile's CustomData property. The two questions are: What is a Datablock and should I use a Datablock or a "Class" for this tile information?

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  • Multiple problems using BOINC in Ubuntu 12.04

    - by Pablo Viollier
    I installed Berkeley's BOINC software in Windows and I loved it, however I'm having the following problems using it in Ubuntu 12.04: 1) The software doesn't appear in the systray, only in the Unity dock (left side) 2) I can minimize BOINC to the dock but when I open and close other program it maximizes again, wich is very annoying 3) The software can't be closed, it only minimizes to the Unity dock, and nothing happens using right click and close either 4) The software doesn't start at startup or as a startup application 5) It doesn't have a screensaver like in Windows I know it's a lot a problems, but I hope they can be fixed, because I love to use this software, and knowing it's open-software it would be a shame it didn't run on Ubuntu like it should.

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  • How was collision detection handled in The Legend of Zelda: A Link to the Past?

    - by Restart
    I would like to know how the collision detection was done in The Legend of Zelda: A Link To The Past. The game is 16x16 tile based, so how did they do the tiles where only a quarter or half of the tile is occupied? Did they use a smaller grid for collision detection like 8x8 tiles, so four of them make one 16x16 tile of the texture grid? But then, they also have true half tiles which are diagonally cut and the corners of the tiles seem to be round or something. If Link walks into tiles corner he can keep on walking and automatically moves around it's corner. How is that done? I hope someone can help me out here.

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  • 2d Ice movement

    - by Jeremy Clarkson
    I am building an top-down 2d RPG like zelda. I have been trying to implement ice sliding. I have a tile with the slide property. I thought it would be easy to get working. I figured that I would read the slide property, and move the character forward until the slide property no longer exists. So I tried a loop but all it did was stop at the first tile in an infinite loop. I then took the loop out and tried taking direct control of the character to move him along the slide path but I couldn't get it to move. Is there an easy way to do an ice sliding tile based movement in libgdx. I looked for a tutorial but none exist.

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  • What's the right terminology for Unity's UI elements?

    - by Bou
    Hi, I've sent a few mails to the Ayatana mailing list regarding some UI suggestions for Unity, but I'm afraid I keep confusing the right terms for the UI element, so I would like to have some clarification. Is the bar at the top called "panel"? Does the Ubuntu logo at the top left corner have a name? Is the left sidebar called "dock"? Are the coloured tiles with app icons on them called "launchers"? Is the purple tile called "workspace switcher"? Are the fullscreen things that appear when you click the Ubuntu logo, the Places tile or the Apps tile, called "dash"? Do they all have the same name?

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  • How was collision detection handled in The Legend of Zelda: A Link to the Past?

    - by Restart
    I would like to know how the collision detection was done in The Legend of Zelda: A Link To The Past. The game is 16x16 tile based, so how did they do the tiles where only a quarter or half of the tile is occupied? Did they use a smaller grid for collision detection like 8x8 tiles, so four of them make one 16x16 tile of the texture grid? But then, they also have true half tiles which are diagonally cut and the corners of the tiles seem to be round or something. If Link walks into tiles corner he can keep on walking and automatically moves around it's corner. How is that done? I hope someone can help me out here.

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  • PHP city-sim castle layout

    - by Gert
    I am currently contemplating the layout system for my php based game but i've run into a couple of worries. So my idea is a 9X9 grid where the center 3X3 are inner castle. The inner castle will be 6X6 if you enter it(click on it). and with the option to expand the inner castle converting one of the 9X9 tiles to a 4X4 inner castle tile. So here is my question: What is the best way to tackle this type of layout? my original idea was a 18X18 grid and saving it in the db as (idCastle, Y, X) where X is a string of 18 numbers long telling me if the tile is an inner/outer tile or a inner/outer building. but i am not really fond of this idea and would like to hear some other ideas on how to tackle this. Thanks in Advance, Gert

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  • How can I solve this SAT direct corner intersection edge case?

    - by ssb
    I have a working SAT implementation, but I am running into a problem where direct collisions at a corner do not work for tiled surfaces. That is, it clips on the surface when going in a certain direction because it gets hung up on one of the tiles, and so, for example, if I walk across a floor while holding both down and left, the player will stop when meeting the next shape because the player will be colliding with the right side rather than with the top of the floor tile. This illustration shows what I mean: The top block will translate right first and then up. I have checked here and here which are helpful, but this does not address what I should do in a situation where I don't have a tile-based world. My usage of the term "tile" before isn't really accurate since what I'm doing here is manually placing square obstacles next to each other, not assigning them spots on a grid. What can I do to fix this?

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  • Is it possible to map mouse coordinates to isometric tiles with this coordinate system?

    - by plukich
    I'm trying to implement mouse interaction in a 2D isometric game, but I'm not sure if it's possible given the coordinate system used for tile maps in the game. I've read some helpful things like this. However, this game's coordinate system is "jagged" (for lack of a better word), and looks like this: Is it even possible to map mouse coordinates to this successfully, since the y-axis can't be drawn on this tile-map as a straight line? I've thought about doing odd-y-value translations and even-y-value translations with two different matrices, but that only makes sense going from tile to screen.

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  • How to remove non-working session entries in LightDM?

    - by Lexalt
    I recently added Cairo Dock to my GNOME Shell in 11.10. Cairo Dock is GREAT, but I'm left with one little problem that I'd like to fix: after installing Cairo Dock, LightDM includes two extraneous entries to non-working desktops. (The entries to working desktops remain unaffected, so I guess I could just ignore the extraneous entries, but...) So I'd like to remove/edit the extraneous entries in LightDM. I've looked and looked for discussions on how to do so, but haven't had much luck. Any suggestions on how to go about editing the login menu in 11.10?

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  • Need to produce an animated texture of Water where each image tiles in all directions

    - by ProfVersaggi
    I need to produce a 2D 'animated' texture of "water" for a game in which each image tiles in 'all' directions, much like those produced by the Caustics Generator, but with the power and flexibility of something the likes of Blender. The final result from Caustics Generator is 32 images that are actually animated such that when the full 32 images are played in a loop they will seamlessly loop forever. They will not only loop in time, but each image also tile in all directions. This is nice, but it comes in only one flavor so to speak. I'd like to accomplish the same thing with a Blender type tool, and I have actually gotten to the point where I generate the X number of images, but they do not tile in 'all' directions, nor are they slightly animated. I've tried Blender texture animations using offsets but with only limited success. Does anyone know of how to (or of a tool) which will animate textures such that they tile in all (4) directions? Many thanks in advance ....

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  • How to remove session entries from LightDM?

    - by Lexalt
    I recently added Cairo Dock to my GNOME Shell in 11.10. Cairo Dock is GREAT, but I'm left with one little problem that I'd like to fix: after installing Cairo Dock, LightDM includes two extraneous entries to non-working desktops. (The entries to working desktops remain unaffected, so I guess I could just ignore the extraneous entries, but...) So I'd like to remove/edit the extraneous entries in LightDM. I've looked and looked for discussions on how to do so, but haven't had much luck. Any suggestions on how to go about editing the login menu in 11.10?

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  • How many VBOs should I use and should I keep a copy of their data?

    - by CSharpie
    Firstofall, I am sorry if my question is to broad. I am developing a tile based game and switched from those gl.Begin calls to using VBOs. This is kind of working allready, I managed to render a hexagonal polygon with a simple shader applied. What I am not sure is, how to implement the "whole" tile concept. Concrete the questions are: Is it better to create 1 VBO for a single tile and render it n-Times in every different position, or render one huge VBO that represents the whole "world" Depending on the answer above, what is the best way to draw a "linegrid". Overlay with the same vbo using the respecting polygon.mode , or is there a way to let the shader to this? How would frustum-culling or mousepicking work then, do i need to keep the VBO-data in memory?

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  • Drawing Transparency in XNA 4.0

    - by dpaz
    Using C# (VS2010) with XNA 4.0, I have a terrain layer (RenderTarget2D) in a 2D side-scroller. My visual system tracks updates to redraw individual tiles, but I am having trouble finding a way to clear out the rectangle where the tile will be drawn, which I must do because A) there may no longer be a tile or B) the tile may itself contain transparency. How can I draw a rectangle of transparency onto an existing RenderTarget2D? I essentially want to clear just that rectangular portion of it. My Google searches have not yielded anything relevant.

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  • Possible to map mouse coordinates to isometric tiles with this coordinate system?

    - by plukich
    I'm trying to implement mouse interaction in a 2d isometric game, but I'm not sure if it's possible given the coordinate system used for tile maps in the game. I've read some helpful articles like this one: How to convert mouse coordinates to isometric indexes? However, this game's coordinate system is "jagged" for lack of a better word, and looks like this: Is it even possible to map mouse coordinates to this successfully, since the y-axis can't be drawn on this tile-map as a straight line? I've thought about doing odd-y-value translations and even-y-value translations with two different matricies, but that only makes sense going from tile-screen.

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  • General usage question of vbo

    - by CSharpie
    Firstofall, I am sorry if my question is to broad. I am developing a tile based game and switched from those gl.Begin calls to using VBOs. This is kind of working allready, I managed to render a hexagonal polygon with a simple shader applied. What I am not sure is, how to implement the "whole" tile concept. Concrete the questions are: - Is it better to create 1 VBO for a single tile and render it n-Times in every different position, or render one huge VBO that represents the whole "world" - Depending on the answer above, what is the best way to draw a "linegrid". Overlay with the same vbo using the respecting polygon.mode , or is there a way to let the shader to this? - How would frustum-culling or mousepicking work then, do i need to keep the VBO-data in memory?

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