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  • Visual Studio identical token highlighting

    - by dsteinweg
    I coded a Mancala game in Java for a college class this past spring, and I used the Eclipse IDE to write it. One of the great (and fairly simple) visual aids in Eclipse is if you select a particular token, say a declared variable, then the IDE will automatically highlight all other references to that token on your screen. Notepad++, my preferred Notepad replacement, also does this. Another neat and similar feature in Eclipse was the vertical "error bar" to the right of your code (not sure what to call it). It display little red boxes for all of the syntax errors in your document, yellow boxes for warnings like "variable declared but not used", and if you select a word, boxes appear in the bar for each occurance of the word in the document. A screenshot of these features in action: After a half hour of searching, I've determined that Visual Studio cannot do this on its own, so my question is: does anyone know of any add-ins for 2005 or 2008 that can provide either one of the aforementioned features? Being able to highlight the current line your cursor is on would be nice too. I believe the add-in ReSharper can do this, but I'd prefer to use a free add-in rather than purchase one.

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  • Javascript callback with AJAX + jQuery

    - by Fred
    Hey! I have this jQuery code (function () { function load_page (pagename) { $.ajax({ url: "/backend/index.php/frontend/pull_page/", type: "POST", data: {page: pagename}, success: function (json) { var parsed = $.parseJSON(json); console.log(parsed); return parsed; }, error: function (error) { $('#content').html('Sorry, there was an error: <br>' + error); return false; } }); } ... var json = load_page(page); console.log(json); if (json == false) { $('body').fadeIn(); } else { document.title = json.pagename + ' | The Other Half | freddum.com'; $("#content").html(json.content); $('#header-navigation-ul a:Contains('+page+')').addClass('nav-selected'); $('body').fadeIn(); } })(); and, guessed it, it doesn't work. The AJAX fires fine, the server returns valid JSON but the console.log(json); returns undefined and the js crashes when it gets to json.pagename. The first console.log(parsed) also returns good data so it's just a problem with the return (I think). I knew I was clutching at straws and would be extremely if this worked, but it doesn't. To be honest, I don't know how to program callback functions for this situation. Any help is greatly appreciated!

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  • help me improve my sse yuv to rgb ssse3 code

    - by David McPaul
    Hello, I am looking to optimise some sse code I wrote for converting yuv to rgb (both planar and packed yuv functions). i am using SSSE3 at the moment but if there are useful functions from later sse versions thats ok. I am mainly interested in how I would work out processor stalls and the like. Anyone know of any tools that do static analysis of sse code? ; ; Copyright (C) 2009-2010 David McPaul ; ; All rights reserved. Distributed under the terms of the MIT License. ; ; A rather unoptimised set of ssse3 yuv to rgb converters ; does 8 pixels per loop ; inputer: ; reads 128 bits of yuv 8 bit data and puts ; the y values converted to 16 bit in xmm0 ; the u values converted to 16 bit and duplicated into xmm1 ; the v values converted to 16 bit and duplicated into xmm2 ; conversion: ; does the yuv to rgb conversion using 16 bit integer and the ; results are placed into the following registers as 8 bit clamped values ; r values in xmm3 ; g values in xmm4 ; b values in xmm5 ; outputer: ; writes out the rgba pixels as 8 bit values with 0 for alpha ; xmm6 used for scratch ; xmm7 used for scratch %macro cglobal 1 global _%1 %define %1 _%1 align 16 %1: %endmacro ; conversion code %macro yuv2rgbsse2 0 ; u = u - 128 ; v = v - 128 ; r = y + v + v >> 2 + v >> 3 + v >> 5 ; g = y - (u >> 2 + u >> 4 + u >> 5) - (v >> 1 + v >> 3 + v >> 4 + v >> 5) ; b = y + u + u >> 1 + u >> 2 + u >> 6 ; subtract 16 from y movdqa xmm7, [Const16] ; loads a constant using data cache (slower on first fetch but then cached) psubsw xmm0,xmm7 ; y = y - 16 ; subtract 128 from u and v movdqa xmm7, [Const128] ; loads a constant using data cache (slower on first fetch but then cached) psubsw xmm1,xmm7 ; u = u - 128 psubsw xmm2,xmm7 ; v = v - 128 ; load r,b with y movdqa xmm3,xmm0 ; r = y pshufd xmm5,xmm0, 0xE4 ; b = y ; r = y + v + v >> 2 + v >> 3 + v >> 5 paddsw xmm3, xmm2 ; add v to r movdqa xmm7, xmm1 ; move u to scratch pshufd xmm6, xmm2, 0xE4 ; move v to scratch psraw xmm6,2 ; divide v by 4 paddsw xmm3, xmm6 ; and add to r psraw xmm6,1 ; divide v by 2 paddsw xmm3, xmm6 ; and add to r psraw xmm6,2 ; divide v by 4 paddsw xmm3, xmm6 ; and add to r ; b = y + u + u >> 1 + u >> 2 + u >> 6 paddsw xmm5, xmm1 ; add u to b psraw xmm7,1 ; divide u by 2 paddsw xmm5, xmm7 ; and add to b psraw xmm7,1 ; divide u by 2 paddsw xmm5, xmm7 ; and add to b psraw xmm7,4 ; divide u by 32 paddsw xmm5, xmm7 ; and add to b ; g = y - u >> 2 - u >> 4 - u >> 5 - v >> 1 - v >> 3 - v >> 4 - v >> 5 movdqa xmm7,xmm2 ; move v to scratch pshufd xmm6,xmm1, 0xE4 ; move u to scratch movdqa xmm4,xmm0 ; g = y psraw xmm6,2 ; divide u by 4 psubsw xmm4,xmm6 ; subtract from g psraw xmm6,2 ; divide u by 4 psubsw xmm4,xmm6 ; subtract from g psraw xmm6,1 ; divide u by 2 psubsw xmm4,xmm6 ; subtract from g psraw xmm7,1 ; divide v by 2 psubsw xmm4,xmm7 ; subtract from g psraw xmm7,2 ; divide v by 4 psubsw xmm4,xmm7 ; subtract from g psraw xmm7,1 ; divide v by 2 psubsw xmm4,xmm7 ; subtract from g psraw xmm7,1 ; divide v by 2 psubsw xmm4,xmm7 ; subtract from g %endmacro ; outputer %macro rgba32sse2output 0 ; clamp values pxor xmm7,xmm7 packuswb xmm3,xmm7 ; clamp to 0,255 and pack R to 8 bit per pixel packuswb xmm4,xmm7 ; clamp to 0,255 and pack G to 8 bit per pixel packuswb xmm5,xmm7 ; clamp to 0,255 and pack B to 8 bit per pixel ; convert to bgra32 packed punpcklbw xmm5,xmm4 ; bgbgbgbgbgbgbgbg movdqa xmm0, xmm5 ; save bg values punpcklbw xmm3,xmm7 ; r0r0r0r0r0r0r0r0 punpcklwd xmm5,xmm3 ; lower half bgr0bgr0bgr0bgr0 punpckhwd xmm0,xmm3 ; upper half bgr0bgr0bgr0bgr0 ; write to output ptr movntdq [edi], xmm5 ; output first 4 pixels bypassing cache movntdq [edi+16], xmm0 ; output second 4 pixels bypassing cache %endmacro SECTION .data align=16 Const16 dw 16 dw 16 dw 16 dw 16 dw 16 dw 16 dw 16 dw 16 Const128 dw 128 dw 128 dw 128 dw 128 dw 128 dw 128 dw 128 dw 128 UMask db 0x01 db 0x80 db 0x01 db 0x80 db 0x05 db 0x80 db 0x05 db 0x80 db 0x09 db 0x80 db 0x09 db 0x80 db 0x0d db 0x80 db 0x0d db 0x80 VMask db 0x03 db 0x80 db 0x03 db 0x80 db 0x07 db 0x80 db 0x07 db 0x80 db 0x0b db 0x80 db 0x0b db 0x80 db 0x0f db 0x80 db 0x0f db 0x80 YMask db 0x00 db 0x80 db 0x02 db 0x80 db 0x04 db 0x80 db 0x06 db 0x80 db 0x08 db 0x80 db 0x0a db 0x80 db 0x0c db 0x80 db 0x0e db 0x80 ; void Convert_YUV422_RGBA32_SSSE3(void *fromPtr, void *toPtr, int width) width equ ebp+16 toPtr equ ebp+12 fromPtr equ ebp+8 ; void Convert_YUV420P_RGBA32_SSSE3(void *fromYPtr, void *fromUPtr, void *fromVPtr, void *toPtr, int width) width1 equ ebp+24 toPtr1 equ ebp+20 fromVPtr equ ebp+16 fromUPtr equ ebp+12 fromYPtr equ ebp+8 SECTION .text align=16 cglobal Convert_YUV422_RGBA32_SSSE3 ; reserve variables push ebp mov ebp, esp push edi push esi push ecx mov esi, [fromPtr] mov edi, [toPtr] mov ecx, [width] ; loop width / 8 times shr ecx,3 test ecx,ecx jng ENDLOOP REPEATLOOP: ; loop over width / 8 ; YUV422 packed inputer movdqa xmm0, [esi] ; should have yuyv yuyv yuyv yuyv pshufd xmm1, xmm0, 0xE4 ; copy to xmm1 movdqa xmm2, xmm0 ; copy to xmm2 ; extract both y giving y0y0 pshufb xmm0, [YMask] ; extract u and duplicate so each u in yuyv becomes u0u0 pshufb xmm1, [UMask] ; extract v and duplicate so each v in yuyv becomes v0v0 pshufb xmm2, [VMask] yuv2rgbsse2 rgba32sse2output ; endloop add edi,32 add esi,16 sub ecx, 1 ; apparently sub is better than dec jnz REPEATLOOP ENDLOOP: ; Cleanup pop ecx pop esi pop edi mov esp, ebp pop ebp ret cglobal Convert_YUV420P_RGBA32_SSSE3 ; reserve variables push ebp mov ebp, esp push edi push esi push ecx push eax push ebx mov esi, [fromYPtr] mov eax, [fromUPtr] mov ebx, [fromVPtr] mov edi, [toPtr1] mov ecx, [width1] ; loop width / 8 times shr ecx,3 test ecx,ecx jng ENDLOOP1 REPEATLOOP1: ; loop over width / 8 ; YUV420 Planar inputer movq xmm0, [esi] ; fetch 8 y values (8 bit) yyyyyyyy00000000 movd xmm1, [eax] ; fetch 4 u values (8 bit) uuuu000000000000 movd xmm2, [ebx] ; fetch 4 v values (8 bit) vvvv000000000000 ; extract y pxor xmm7,xmm7 ; 00000000000000000000000000000000 punpcklbw xmm0,xmm7 ; interleave xmm7 into xmm0 y0y0y0y0y0y0y0y0 ; extract u and duplicate so each becomes 0u0u punpcklbw xmm1,xmm7 ; interleave xmm7 into xmm1 u0u0u0u000000000 punpcklwd xmm1,xmm7 ; interleave again u000u000u000u000 pshuflw xmm1,xmm1, 0xA0 ; copy u values pshufhw xmm1,xmm1, 0xA0 ; to get u0u0 ; extract v punpcklbw xmm2,xmm7 ; interleave xmm7 into xmm1 v0v0v0v000000000 punpcklwd xmm2,xmm7 ; interleave again v000v000v000v000 pshuflw xmm2,xmm2, 0xA0 ; copy v values pshufhw xmm2,xmm2, 0xA0 ; to get v0v0 yuv2rgbsse2 rgba32sse2output ; endloop add edi,32 add esi,8 add eax,4 add ebx,4 sub ecx, 1 ; apparently sub is better than dec jnz REPEATLOOP1 ENDLOOP1: ; Cleanup pop ebx pop eax pop ecx pop esi pop edi mov esp, ebp pop ebp ret SECTION .note.GNU-stack noalloc noexec nowrite progbits

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  • TDD - beginner problems and stumbling blocks

    - by Noufal Ibrahim
    While I've written unit tests for most of the code I've done, I only recently got my hands on a copy of TDD by example by Kent Beck. I have always regretted certain design decisions I made since they prevented the application from being 'testable'. I read through the book and while some of it looks alien, I felt that I could manage it and decided to try it out on my current project which is basically a client/server system where the two pieces communicate via. USB. One on the gadget and the other on the host. The application is in Python. I started off and very soon got entangled in a mess of rewrites and tiny tests which I later figured didn't really test anything. I threw away most of them and and now have a working application for which the tests have all coagulated into just 2. Based on my experiences, I have a few questions which I'd like to ask. I gained some information from http://stackoverflow.com/questions/1146218/new-to-tdd-are-there-sample-applications-with-tests-to-show-how-to-do-tdd but have some specific questions which I'd like answers to/discussion on. Kent Beck uses a list which he adds to and strikes out from to guide the development process. How do you make such a list? I initially had a few items like "server should start up", "server should abort if channel is not available" etc. but they got mixed and finally now, it's just something like "client should be able to connect to server" (which subsumed server startup etc.). How do you handle rewrites? I initially selected a half duplex system based on named pipes so that I could develop the application logic on my own machine and then later add the USB communication part. It them moved to become a socket based thing and then moved from using raw sockets to using the Python SocketServer module. Each time things changed, I found that I had to rewrite considerable parts of the tests which was annoying. I'd figured that the tests would be a somewhat invariable guide during my development. They just felt like more code to handle. I needed a client and a server to communicate through the channel to test either side. I could mock one of the sides to test the other but then the whole channel wouldn't be tested and I worry that I'd miss that. This detracted from the whole red/green/refactor rhythm. Is this just lack of experience or am I doing something wrong? The "Fake it till you make it" left me with a lot of messy code that I later spent a lot of time to refactor and clean up. Is this the way things work? At the end of the session, I now have my client and server running with around 3 or 4 unit tests. It took me around a week to do it. I think I could have done it in a day if I were using the unit tests after code way. I fail to see the gain. I'm looking for comments and advice from people who have implemented large non trivial projects completely (or almost completely) using this methodology. It makes sense to me to follow the way after I have something already running and want to add a new feature but doing it from scratch seems to tiresome and not worth the effort. P.S. : Please let me know if this should be community wiki and I'll mark it like that. Update 0 : All the answers were equally helpful. I picked the one I did because it resonated with my experiences the most. Update 1: Practice Practice Practice!

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  • Importing into a Exported object with MEF

    - by Nathan W
    I'm sorry if this question has already been asked 100 times, but I'm really struggling to get it to work. Say I have have three projects. Core.dll Has common interfaces Shell.exe Loads all modules in assembly folder. References Core.dll ModuleA.dll Exports Name, Version of module. References Core.dll Shell.exe has a [Export] that contains an single instance of a third party application that I need to inject into all loaded modules. So far the code that I have in Shell.exe is: static void Main(string[] args) { ThirdPartyApp map = new ThirdPartyApp(); var ad = new AssemblyCatalog(Assembly.GetExecutingAssembly()); var dircatalog = new DirectoryCatalog("."); var a = new AggregateCatalog(dircatalog, ad); // Not to sure what to do here. } class Test { [Export(typeof(ThirdPartyApp))] public ThirdPartyApp Instance { get; set; } [Import(typeof(IModule))] public IModule Module { get; set; } } I need to create a instance of Test, and load Instance with map from the Main method then load the Module from ModuleA.dll that is in the executing directory then [Import] Instance into the loaded module. In ModuleA I have a class like this: [Export(IModule)] class Module : IModule { [Import(ThirdPartyApp)] public ThirdPartyApp Instance {get;set;} } I know I'm half way there I just don't know how to put it all together, mainly with loading up test with a instance of map from Main. Could anyone help me with this.

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  • Whatfor Visual Studio?! ml, cl, and link exe-cutables would suffice

    - by AntonIO
    It says in /library article /9s7c9wdw : "You can start this tool [cl.exe] only from the Visual Studio command prompt. You cannot start it from a system command prompt or from Windows Explorer." The corresponding (v=VS.80) page geared towards Visual Studio 2005 makes no such mention. Moreover, there is this Q&A. Thing is: Why should anybody spend anything on VS? ml is provided free of charge- necessarily so since it poses no value addition. The combined size of the other two is 895kb. Uncompressed. The GUI is a disservice. I myself have found half a dozen bugs. However, if the above is true, you'd need the IDE. MSFT fanboys, please step up. Background is that I have the 2008 Pro ed. The official Firefox builds use VS 2005 which I have on another system. To me no redundancy is acceptable. That's when I started pondering about boiling down VS and merely copying over the essential binaries. Then extended the thought to synthetically updating V$.

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  • MonoRail CheckboxList?

    - by Justin
    I'm trying to use a Checkboxlist in MonoRail to represent a many to many table relationship. There is a Special table, SpecialTag table, and then a SpecialTagging table which is the many to many mapping table between Special and SpecialTag. Here is an excerpt from the Special model class: [HasAndBelongsToMany(typeof(SpecialTag), Table = "SpecialTagging", ColumnKey = "SpecialId", ColumnRef = "SpecialTagId")] public IList<SpecialTag> Tags { get; set; } And then in my add/edit special view: $Form.LabelFor("special.Tags", "Tags")<br/> #set($items = $FormHelper.CreateCheckboxList("special.Tags", $specialTags)) #foreach($specialTag in $items) $items.Item("$specialTag.Id") $Form.LabelFor("$specialTag.Id", $specialTag.Name) #end The checkboxlist renders correctly, but if I select some and then click Save, it doesn't save the special/tag associations to the SpecialTagging table (the entity passed to the Save controller action has an empty Tags list.) One thing I noticed was that the name and value attributes on the checkboxes are funky: <label for="special_Tags">Tags</label><br> <input id="3" name="special.Tags[0]" value="UCampus.Core.Models.SpecialTag" type="checkbox"> <label for="3">Buy 1 Get 1 Free</label> <input id="1" name="special.Tags[1]" value="UCampus.Core.Models.SpecialTag" type="checkbox"> <label for="1">Free</label> <input id="2" name="special.Tags[2]" value="UCampus.Core.Models.SpecialTag" type="checkbox"> <label for="2">Half Price</label> <input id="5" name="special.Tags[3]" value="UCampus.Core.Models.SpecialTag" type="checkbox"> <label for="5">Live Music</label> <input id="4" name="special.Tags[4]" value="UCampus.Core.Models.SpecialTag" type="checkbox"> <label for="4">Outdoor Seating</label> Anyone have any ideas? Thanks! Justin

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  • How to know why an animation stutters?

    - by Patrick Klug
    I have a few fairly simple animations (moving text around, moving ellipses etc.) and running in full screen (1920x1080 minus the task bar) the WPF Performance Suite reports a good framerate around 50 FPS throughout the animation. Dirty Rect Addition is somewhere around 300 rect/s, the SW frames are between 0 and 4 and the HW frames are between 3 and 5. Video memory usage is around 80 MB. Problem is that the animations stutters every other half second. My machine is a new Dell laptop XPS 15 with the GeForce GT 435 with 2GB memory. - The drivers are up to date. (The same behavior occurs on my netbook (in full screen) as well so I don't think it is hardware related.) If I make the window smaller the stutter goes away. The stutter occurs with the simplest of animations - even with just a couple of elements but adding more elements certainly makes it more noticeable. How can I find out what causes this stutter? When I think of it, I have not actually seen any WPF animations which run smoothly in full screen. Is this even possible?

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  • WCF code generation for large/complex schema (HR-XML/OAGIS) - is there an alternative?

    - by Sasha Borodin
    Hello, and thank you for reading. I am implementing a WCF Service based on a predefined specification (HR-XML 3.0). As such, I am starting with the schema, and working my way back to code. There are a number of large Schema documents (which import yet more Schema documents) related to my implementation, provided by this specification. I am able to generate code using xsd.exe, by supplying the "main" and "supporting" xsd files as arguments. But there are several issues, and I am wondering if this is the right approach. there are litterally hundreds of classes - the code file is half a meg in size duplicate classes (ex. Type, Type1 - which both represent the same type) there are classes declared as inheriting from a base class, but that base class is not generated/defined I understand that there are limitations to the types of Schema supported by svcutil.exe/xsd.exe when targeting the DataContractSerializer and even XmlSerializer. My question is two-fold: Are code generation "issues" fairly common when dealing with larger, modular xsd files? Has anyone had success with generating data contracts from OAGIS or HR-XML schema? Given the above issues, are there better approaches to this task, avoiding generating code and working with concrete objects? Does it make better sence to read and compose a SOAP message directly, while still taking advantage of the rest of the WCF framework? I understand that I am loosing the convenience of working with .NET objects, and the framekwork-provided (de)serialization; given these losses, would it still be advantageous to base my Service on WCF? Is there some "middle ground" between working with .NET types and pure XML? Thank you very much! -Sasha Borodin DFWHC.org

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  • CRONTAB doesn't finish svndump

    - by Andrew
    I just discovered that the automated dumps I've been creating of my SVN repository have been getting cut off early and basically only half the dump is there. It's not an emergency, but I hate being in this situation. It defeats the purpose of making automated backups in the first place. The command I'm using is below. If I execute it manually in the terminal, it completes fine; the output.txt file is 16 megs in size with all 335 revisions. But if I leave it to crontab, it bails at the halfway mark, at around 8.1 megs and only the first 169 revisions. # m h dom mon dow command 18 00 * * * svnadmin dump /var/svn/repos/myproject > /home/andrew/output.txt I actually save to a dated gzipped file, and there's no shortage of space on the server, so this is not a disk space issue. It seems to bail after two seconds, so this could be a time issue, but the file size is the same every single time for the past month, so I don't think it's that either. Does crontab execute within a limited memory space?

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • Word wrap in multiline textbox after 35 characters

    - by Kanavi
    <asp:TextBox CssClass="txt" ID="TextBox1" runat="server" onkeyup="CountChars(this);" Rows="20" Columns="35" TextMode="MultiLine" Wrap="true"> </asp:TextBox> I need to implement word-wrapping in a multi-line textbox. I cannot allow users to write more then 35 chars a line. I am using the following code, which breaks at precisely the specified character on every line, cutting words in half. Can we fix this so that if there's not enough space left for a word on the current line, we move the whole word to the next line? function CountChars(ID) { var IntermediateText = ''; var FinalText = ''; var SubText = ''; var text = document.getElementById(ID.id).value; var lines = text.split("\n"); for (var i = 0; i < lines.length; i++) { IntermediateText = lines[i]; if (IntermediateText.length <= 50) { if (lines.length - 1 == i) FinalText += IntermediateText; else FinalText += IntermediateText + "\n"; } else { while (IntermediateText.length > 50) { SubText = IntermediateText.substring(0, 50); FinalText += SubText + "\n"; IntermediateText = IntermediateText.replace(SubText, ''); } if (IntermediateText != '') { if (lines.length - 1 == i) FinalText += IntermediateText; else FinalText += IntermediateText + "\n"; } } } document.getElementById(ID.id).value = FinalText; $('#' + ID.id).scrollTop($('#' + ID.id)[0].scrollHeight); } Edit - 1 I have to show total max 35 characters in line without specific word break and need to keep margin of two characters from the right. Again, the restriction should be for 35 characters but need space for total 37 (Just for the Visibility issue.)

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  • What is the IoC / "Springy" way to handle MVP in GWT? (Hint, probably not the Spring Roo 1.1 way)

    - by Ehrann Mehdan
    This is the Spring Roo 1.1 way of doing a factory that returns a GWT Activity (Yes, Spring Framework) public Activity getActivity(ProxyPlace place) { switch (place.getOperation()) { case DETAILS: return new EmployeeDetailsActivity((EntityProxyId<EmployeeProxy>)place.getProxyId(), requests, placeController, ScaffoldApp.isMobile() ? EmployeeMobileDetailsView.instance() : EmployeeDetailsView.instance()); case EDIT: return makeEditActivity(place); case CREATE: return makeCreateActivity(); } throw new IllegalArgumentException("Unknown operation " + place.getOperation()); } It seems to me that we just went back hundred of years if we use a switch case with constants to make a factory. Now this is official auto generated Spring roo 1.1 with GWT / GAE integration, I kid you not I can only assume this is some executives empty announcements because this is definitly not Spring It seems VMWare and Google were too fast to get something out and didn't quite finish it, isn't it? Am I missing something or this is half baked and by far not the way Spring + GWT MVP should work? Do you have a better example of how Spring, GWT (2.1 MVP approach) and GAE should connect? I would hate to do all the plumbing of managing history and activities like this. (no annotations? IOC?) I also would hate to reinvent the wheel and write my own Spring enhancement just to find someone else did the same, or worse, find out that SpringSource and Google will release roo 1.2 soon and make it right

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  • Drupal administration theme doesn't apply to Blocks pages (admin/build/block)

    - by hfidgen
    A site I'm creating for a customer in D6 has various images overlaying parts of the main content area. It looks very pretty and they have to be there for the general effect. The problem is, if you use this theme in the administration pages, the images get in the way of everything. My solution was to create a custom admin theme, based on the default one, which has these image areas disabled in the output template files - page.tpl.php The problem is that when you try and edit the blocks page, it uses the default theme and half the blocks admin settings are unclickable behind the images. I KNOW this is by design in Drupal, but it's annoying the hell out of me and is edging towards "bug" rather than "feature" in my mind. It also appears that there is no way of getting around it. You can edit /modules/blocks/block.admin.inc to force Drupal to show the blocks page in the chosen admin theme. BUT whichever changes you then make will not be transferred to the default theme, as Drupal treats each theme separately and each theme can have different block layouts. :x function block_admin_display($theme = NULL) { global $custom_theme; // If non-default theme configuration has been selected, set the custom theme. // $custom_theme = isset($theme) ? $theme : variable_get('theme_default', 'garland'); // Display admin theme $custom_theme = variable_get('admin_theme', '0'); // Fetch and sort blocks $blocks = _block_rehash(); usort($blocks, '_block_compare'); return drupal_get_form('block_admin_display_form', $blocks, $theme); } Can anyone help? the only thing I can think of is to push the $content area well below the areas where the image appear and use blocks only for content display. Thanks!

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  • Is there some formal way to update the browser detection files for ASP.Net?

    - by Deane
    I have an ASP.Net site on which we're using control adapters. We have the adapters mapped to a "refID" of "Default." These adapters are working fine on all browsers except Chrome and Safari. For those browsers, they do not execute. I've given up trying to figure out why -- I have a question here on SO that no one has been able to answer, and I've been researching it for days now. It's just inexplicable. I have tested the same code in my local environment, and it works just fine. Additionally, no one else can replicate my problem on other servers. It seems to be somehow confined to the machines at my client's site. Could they be somehow out-of-date? If this is the case, is there some way to "update" the .browser files? I'm half-tempted to just copy the .browser files out of the Framework directory from my machine over to theirs, but I'm curious is there's something more formal than this? Is there some other source of data that ASP.Net uses for browser detection other than these files?

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  • Most "thorough" distribution of points around a circle

    - by hippietrail
    This question is intended to both abstract and focus one approach to my problem expressed at "Find the most colourful image in a collection of images". Imagine we have a set of circles, each has a number of points around its circumference. We want to find a metric that gives a higher rating to a circle with points distributed evenly around the circle. Circles with some points scattered through the full 360° are better but circles with far greater numbers of points in one area compared to a smaller number in another area are less good. The number of points is not limited. Two or more points may coincide. Coincidental points are still relevant. A circle with one point at 0° and one point at 180° is better than a circle with 100 points at 0° and 1000 points at 180°. A circle with one point every degree around the circle is very good. A circle with a point every half degree around the circle is better. In my other (colour based question) it was suggested that standard deviation would be useful but with caveat. Is this a good suggestion and does it cope with the closeness of 359° to 1°?

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  • Learning Basic Mathematics

    - by NeedsToKnow
    I'm going to just come out and say it. I'm 20 and can't do maths. Two years ago I passed the end-of-high-school mathematics exam (but not at school), and did pretty well. Since then, I haven't done a scrap of mathematics. I wondered just how bad I had gotten, so I was looking at some simple algebra problems. You know, the kind you learn halfway through highschool. 5(-3x - 2) - (x - 3) = -4(4x + 5) + 13 Couldn't do them. I've got half a year left until I start a Computer Science undergraduate degree. I love designing and creating programs, and I remember I loved mathematics back when I did it. Basically, I've had a pretty bad education, but I want to be knowledgable in these areas. I was thinking of buying some high school textbooks and reading them, but I'm not sure this is the right way to go. I need to start off at some basic level and work towards a greater understanding. My question is: What should I study, how should I study, and what books can you recommend? Thanks!

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  • "variable tracking" is eating my compile time!

    - by wowus
    I have an auto-generated file which looks something like this... static void do_SomeFunc1(void* parameter) { // Do stuff. } // Continues on for another 4000 functions... void dispatch(int id, void* parameter) { switch(id) { case ::SomeClass1::id: return do_SomeFunc1(parameter); case ::SomeClass2::id: return do_SomeFunc2(parameter); // This continues for the next 4000 cases... } } When I build it like this, the build time is enormous. If I inline all the functions automagically into their respective cases using my script, the build time is cut in half. GCC 4.5.0 says ~50% of the build time is being taken up by "variable tracking" when I use -ftime-report. What does this mean and how can I speed compilation while still maintaining the superior cache locality of pulling out the functions from the switch? EDIT: Interestingly enough, the build time has exploded only on debug builds, as per the following profiling information of the whole project (which isn't just the file in question, but still a good metric; the file in question takes the most time to build): Debug: 8 minutes 50 seconds Release: 4 minutes, 25 seconds

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  • How safe and reliable are C++ String Literals?

    - by DoctorT
    So, I'm wanting to get a better grasp on how string literals in C++ work. I'm mostly concerned with situations where you're assigning the address of a string literal to a pointer, and passing it around. For example: char* advice = "Don't stick your hands in the toaster."; Now lets say I just pass this string around by copying pointers for the duration of the program. Sure, it's probably not a good idea, but I'm curious what would actually be going on behind the scenes. For another example, let's say we make a function that returns a string literal: char* foo() { // function does does stuff return "Yikes!"; // somebody's feeble attempt at an error message } Now lets say this function is called very often, and the string literal is only used about half the time it's called: // situation #1: it's just randomly called without heed to the return value foo(); // situation #2: the returned string is kept and used for who knows how long char* retVal = foo(); In the first situation, what's actually happening? Is the string just created but not used, and never deallocated? In the second situation, is the string going to be maintained as long as the user finds need for it? What happens when it isn't needed anymore... will that memory be freed up then (assuming nothing points to that space anymore)? Don't get me wrong, I'm not planning on using string literals like this. I'm planning on using a container to keep my strings in check (probably std::string). I'm mostly just wanting to know if these situations could cause problems either for memory management or corrupted data.

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  • Matab - Trace contour line between two different points

    - by Graham
    Hi, I have a set of points represented as a 2 row by n column matrix. These points make up a connected boundary or edge. I require a function that traces this contour from a start point P1 and stop at an end point P2. It also needs to be able trace the contour in a clockwise or anti-clockwise direction. I was wondering if this can be achieved by using some of matlabs functions. I have tried to write my own function but this was riddled with bugs and I have also tried using bwtraceboundary and indexing however this has problematic results as the points within the matrix are not in the order that create the contour. Thank you in advance for any help. Btw, I have included a link to a plot of the set of points. It is half the outline of a hand. The function would ideally trace the contour from ether the red star to the green triangle. Returning the points in order of traversal.

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  • Is it possible to include a Sexpr before the expression has been evaluated in Sweave / R ?

    - by PaulHurleyuk
    Hello, I'm writing a Sweave document, and I want to include a small section that details the R and package versions, platofrms and how long ti took to evalute the doucment, however, I want to put this in the middle of the document ! I was using a \Sexpr{elapsed} to do this (which didn't work), but thought if I put the code printing elapsed in a chunk that evaluates at the end, I could then include the chunk half way through, which also fails. My document looks something like this % \documentclass[a4paper]{article} \usepackage[OT1]{fontenc} \usepackage{longtable} \usepackage{geometry} \usepackage{Sweave} \geometry{left=1.25in, right=1.25in, top=1in, bottom=1in} \begin{document} <<label=start, echo=FALSE, include=FALSE>>= startt<-proc.time()[3] @ Text and Sweave Code in here % This document was created on \today, with \Sexpr{print(version$version.string)} running on a \Sexpr{print(version$platform)} platform. It took approx sec to process. <<>>= <<elapsed>> @ More text and Sweave code in here <<label=bye, include=FALSE, echo=FALSE>>= odbcCloseAll() endt<-proc.time()[3] elapsedtime<-as.numeric(endt-startt) @ <<label=elapsed, include=FALSE, echo=FALSE>>= print(elapsedtime) @ \end{document} But this doesn't seem to work (amazingly !) Does anyone know how I could do this ? Thanks Paul.

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  • help me reason about F# threads

    - by Kevin Cantu
    In goofing around with some F# (via MonoDevelop), I have written a routine which lists files in a directory with one thread: let rec loop (path:string) = Array.append ( path |> Directory.GetFiles ) ( path |> Directory.GetDirectories |> Array.map loop |> Array.concat ) And then an asynchronous version of it: let rec loopPar (path:string) = Array.append ( path |> Directory.GetFiles ) ( let paths = path |> Directory.GetDirectories if paths <> [||] then [| for p in paths -> async { return (loopPar p) } |] |> Async.Parallel |> Async.RunSynchronously |> Array.concat else [||] ) On small directories, the asynchronous version works fine. On bigger directories (e.g. many thousands of directories and files), the asynchronous version seems to hang. What am I missing? I know that creating thousands of threads is never going to be the most efficient solution -- I only have 8 CPUs -- but I am baffled that for larger directories the asynchronous function just doesn't respond (even after a half hour). It doesn't visibly fail, though, which baffles me. Is there a thread pool which is exhausted? How do these threads actually work?

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  • Host ::1 resolves to remote IP

    - by thebuckst0p
    /etc/hosts files usually have this line, ::1 localhost. I thought ::1 was the equivalent of 127.0.0.1/localhost, and from my reading it seems to be the IPv6 version. So I was using it in Apache for firewalling, "Allow from ::1" and it only allowed local. Then suddenly that stopped working, so I pinged ::1 and got a remote IP address. I tracerouted it and it went through my ISP, through some Microsoft server, then another half dozen steps of asterisks... I'm not sure why this would be (the remote IP), but it doesn't seem good. I grep'd my hard drive for the remote IP and it doesn't appear anywhere. Is this some indicator that I'm being hacked, or normal behavior? Maybe my IPv6 settings are wrong? (This is a brand new MacBookPro with Snow Leopard.) Any ideas about this would be great - what is ::1 supposed to be, why would it be remote, should I be worried, how do I get it back to localhost? Thank you!

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  • scrollLeft works but scrollTop doesn't work

    - by Xiao Jia
    I have the following HTML with CSS .container { overflow: scroll; } etc. <body> <div class="container"> <div id="markers"></div> <img id="map" src="/img/map.jpg"/> </div> </body> map.jpg is very large and I want to scroll to a fixed position like this: $(function(){ console.log($('.container').scrollTop()); $('.container').scrollTop(1000); console.log($('.container').scrollTop()); console.log($('.container').scrollLeft()); $('.container').scrollLeft(1750); console.log($('.container').scrollLeft()); }); scrollLeft works fine but scrollTop doesn't. Below is the console output. 0 0 0 1750 I've been searching for half an hour but still don't know how to fix it... UPDATE: CSS about .container #markers and #map .container { overflow: scroll; width: 100%; max-width: 100%; height: 100%; max-height: 100%; margin: 0; padding: 0; } #map { width: 5000px; max-width: 5000px; height: 2907px; max-height: 2907px; cursor: crosshair; } #markers { position: relative; top: 0; left: 0; width: 0; height: 0; margin: 0; padding: 0; }

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  • Play Multiple iPod Library Songs On iPhone At The Same Time With Pitch Bending & Other Effects

    - by Dino
    Hi, I have been going at this for the past two weeks and it is driving me crazy. I asked this question a couple of days ago (Extract iPod Library raw PCM samples and play with sound effects) and whilst the answer got me half way there I am still stuck. Basically what I am trying to achieve is load up multiple songs from the iPod library for playback with effects such as pitch bend, eq effects etc... I have gone down the route of AVPlayer and AVAudioPlayer which are too simple. The only framework I've seen that can play audio with these effects is OpenAL. I have tried a few objective c wrappers (Finch and ObjectAL) Finch does not play compressed audio whilst ObjectAL will only convert it for me if I pass in a URL for the file (which is something I cannot do because I only have an incompatible iPod library URL). An example of an app that does what I want beautifilly is Tap DJ. It can load up songs from the iPod library fast (unlike TouchDJ and it plays them with all sorts of effects. Any help would be much appreciated.

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