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  • What can cause a black or blank screen when pressing logout or switch user in windows 7

    - by Medran
    The situation I have here is related to a brand new dell machine with a GTX260 video card. Put simply after one user logs in when that user either 'switch users' or 'logs out' windows goes to a black/blank screen. The TV screen that is used with this computer previously functioned fine with fast user switching on an XP machine. The new computer is windows 7. The TV is not outputting any error messages like 'no signal' or anything else that would be displayed if the computer was off. You can fix the problem by cycling the input on television, after cycling the input the welcome screen appears as normal. What I want to know is what on earth is windows doing that would cause the video card to stop sending the same signal to the monitor when the user logs off or switches users. I mean as far as I can tell the resolution is identical between windows and the welcome screen. Or perhaps if somebody has experienced this before a fix would be great too.

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  • Program for scanning, saving and restoring window position?

    - by hellbell.myopenid.com
    Is there some program for scanning, saving and restoring last window position? For example at this moment i have opened five window first is google chrome which is not opened at full screean but at half of display, second is notepad which is on right side, and third is cmd which is under notepad. So I want to use this combination of "layout" when primary using google chrome (surfing at internet), but if working primary at other program let's say word (writting text) i want to use other program and at different position (cause is effectivly). So the point is to easy switching from one "layout" to another. (Like in many program that support more modes, for example visual studio - debug layout, - coding layout, etc ...)

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  • Slick UnicodeFont displays in different location depending on the screen size?

    - by Joehot2000
    I am using the Slick2D library to draw text. The text draws perfectly, however it is in the wrong location! I could easily draw it in the correct location, however the problem is that the "correct location" is very different depending on the size of the screen - And my game needs to be able to have the screen size changed. Here is the render method for the text: public static void render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glUseProgram(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glMatrixMode(GL_PROJECTION); glLoadMatrix(orthographicProjectionMatrix); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glDisable(GL_LIGHTING); font.drawString(0, 0, "OMG ITS TEXT!", Color.green); glEnable(GL_LIGHTING); glPopMatrix(); glMatrixMode(GL_PROJECTION); glLoadMatrix(perspectiveProjectionMatrix); glMatrixMode(GL_MODELVIEW); } So, how can I set the text to be in the middle of the screen irrespective of screen size? Thanks!

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  • Android - Saving an object in onSaveInstanceState?

    - by Donal Rafferty
    I have created a small XML parsing application for Android that displays information in a listview and then allows a user to click on the list view and a dialog with further info will pop up. The problem is that when the screen orientation is changed when a dialog screen is open I get a null pointer error. The null pointer occurs on the following line: if(setting.getAddForPublicUserNames() == 1){ This line is part of my dialogPrepare method: @Override public void onPrepareDialog(int id, Dialog dialog) { switch(id) { case (SETTINGS_DIALOG) : afpunText = ""; if(setting.getAddForPublicUserNames() == 1){ afpunText = "Yes"; } else{ afpunText = "No"; } String Text = "Login Settings: " + "\n" + "Password: " + setting.getPassword() + "\n" + "Server: " + setting.getServerAddress() + "\n" + "Register: " + setting.getRegistrarAddress() + "\n" + "Realm: " + setting.getRealm() + "\n" + "Public UserNames: " + afpunText + "\n" + "Preference Settings: " + "\n" + "Request VDN: " + setting.getRequestVDN() + "\n" + "Handover Settings: " + "\n" + "Enable Handover: " + setting.getEnableHandover() + "\n" + "Hand Over Number: " + setting.getHandoverNum() + "\n"; AlertDialog settingsDialog = (AlertDialog)dialog; settingsDialog.setTitle("Auth ID: " + setting.getUserName()); tv = (TextView)settingsDialog.findViewById(R.id.detailsTextView); if (tv != null) tv.setText(Text); break; } } So the error is that my variable setting is null after the screen orientation changes. I have tried to use the onSaveInstance state methods to fix that as follows: @Override public void onSaveInstanceState(Bundle savedInstanceState) { for(int i = 0; i < settings.size(); i++){ savedInstanceState.putString("Username"+i, settings.get(i).getUserName()); savedInstanceState.putString("Password"+i, settings.get(i).getPassword()); savedInstanceState.putString("Server"+i, settings.get(i).getServerAddress()); savedInstanceState.putString("Registrar"+i, settings.get(i).getRegistrarAddress()); savedInstanceState.putString("Realm"+i, settings.get(i).getRealm()); savedInstanceState.putInt("PUserNames"+i, settings.get(i).getAddForPublicUserNames()); savedInstanceState.putString("RequestVDN"+i, settings.get(i).getRequestVDN()); savedInstanceState.putString("EnableHandOver"+i, settings.get(i).getEnableHandover()); savedInstanceState.putString("HandOverNum"+i, settings.get(i).getHandoverNum()); } super.onSaveInstanceState(savedInstanceState); } and @Override public void onRestoreInstanceState(Bundle savedInstanceState) { super.onRestoreInstanceState(savedInstanceState); //Check to see if this is required // Restore UI state from the savedInstanceState. // This bundle has also been passed to onCreate. for(int i = 0; i<settings.size(); i++){ settings.get(i).setUserName(savedInstanceState.getString("Username"+i)); settings.get(i).setPassword(savedInstanceState.getString("Password"+i)) ; settings.get(i).setServerAddress(savedInstanceState.getString("Server"+i)); settings.get(i).setRegistrarAddress(savedInstanceState.getString("Registrar"+i)); settings.get(i).setRealm(savedInstanceState.getString("Realm"+i)); settings.get(i).setAddForPublicUserNames(savedInstanceState.getInt("PUserNames"+i)); settings.get(i).setRequestVDN(savedInstanceState.getString("RequestVDN"+i)); settings.get(i).setEnableHandover(savedInstanceState.getString("EnableHandOver"+i)); settings.get(i).setHandoverNum(savedInstanceState.getString("HandOverNum"+i)); } } However the error still remains, I think I have to save the selected setting from what was selected from the ListView? But how do I save a setting object in onSavedInstance?

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  • UIImagePicker on full screen on iPad

    - by Archip
    For my tests, I need to create a simple app on the iPad to step 1. loads an image from the Photo library (UIImagePickerController). step 2. Then, this image is converted into texture and displayed into an OpenGL ES view. I started to define the app with the XCode Open GL ES template. Step 2 is Okay. But I have a problem launching the UIImagePickerController (step 1). On iPad, to create a UIImagePickerController, we need to use a UIPopoverController. But to create a UIPopover, we need to attach it to a content view controller In my app, I dont want to define a specific view controller (Navigation or SplitView or TabBar...). I just need to have the UIImagePicker displayed on full screen when launching the app. I am looking for a programatical solution with a minimum of lines of code added from the Open GL ES iPad template, to perform step 1 (step 2 is okay for me). any code available? Thank you for your help Seb

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  • Using android.view.SurfaceView with a camera on part of the screen

    - by oneself
    Hi, I trying to put together an Android app that will take a picture and process it in some way. I'd like the layout to be similar to Google Goggles. Meaning, camera preview on the top, and some controls on the bottom using portrait orientation. I've built a first version using code sample from here. This works, but I want to add a button on the bottom. I've modified my main.xml to look as follows: <?xml version="1.0" encoding="utf-8"?> <TableLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="150dp" android:stretchColumns="1"> <TableRow> <android.view.SurfaceView xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/preview" android:layout_width="fill_parent" android:layout_height="fill_parent" /> </TableRow> <Button android:id="@+id/snap" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Snap" /> <TableRow> </TableRow> </TableLayout> But when I run this code I get an exception: java.lang.RuntimeException: startPreview failed. When I replace the SurfaceView above with something else, e.g. a TextView, that it displays, but in landscape. How can I get a camera preview on part of the screen using portrait view? Thanks

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  • Single player 'pong' game

    - by Jam
    I am just starting out learning pygame and livewires, and I'm trying to make a single-player pong game, where you just hit the ball, and it bounces around until it passes your paddle (located on the left side of the screen and controlled by the mouse), which makes you lose. I have the basic code, but the ball doesn't stay on the screen, it just flickers and doesn't remain constant. Also, the paddle does not move with the mouse. I'm sure I'm missing something simple, but I just can't figure it out. Help please! Here's what I have: from livewires import games import random games.init(screen_width=640, screen_height=480, fps=50) class Paddle(games.Sprite): image=games.load_image("paddle.bmp") def __init__(self, x=10): super(Paddle, self).__init__(image=Paddle.image, y=games.mouse.y, left=10) self.score=games.Text(value=0, size=25, top=5, right=games.screen.width - 10) games.screen.add(self.score) def update(self): self.y=games.mouse.y if self.top<0: self.top=0 if self.bottom>games.screen.height: self.bottom=games.screen.height self.check_collide() def check_collide(self): for ball in self.overlapping_sprites: self.score.value+=1 ball.handle_collide() class Ball(games.Sprite): image=games.load_image("ball.bmp") speed=5 def __init__(self, x=90, y=90): super(Ball, self).__init__(image=Ball.image, x=x, y=y, dx=Ball.speed, dy=Ball.speed) def update(self): if self.right>games.screen.width: self.dx=-self.dx if self.bottom>games.screen.height or self.top<0: self.dy=-self.dy if self.left<0: self.end_game() self.destroy() def handle_collide(self): self.dx=-self.dx def end_game(self): end_message=games.Message(value="Game Over", size=90, x=games.screen.width/2, y=games.screen.height/2, lifetime=250, after_death=games.screen.quit) games.screen.add(end_message) def main(): background_image=games.load_image("background.bmp", transparent=False) games.screen.background=background_image paddle_image=games.load_image("paddle.bmp") the_paddle=games.Sprite(image=paddle_image, x=10, y=games.mouse.y) games.screen.add(the_paddle) ball_image=games.load_image("ball.bmp") the_ball=games.Sprite(image=ball_image, x=630, y=200, dx=2, dy=2) games.screen.add(the_ball) games.mouse.is_visible=False games.screen.event_grab=True games.screen.mainloop() main()

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  • Web scraping etiquette

    - by Ash
    I'm considering writing a simple web scraping application to extract information from a website that does not seem to specifically prohibit this. I've checked for other alternatives (eg RSS, web service) to get this information, but there are none available at this stage. Despite this I've also developed/maintained a few websites myself and so I realize that if web scraping is done naively/greedily it can slow things down for other users and generally become a nuisance. So, what etiquette is involved in terms of: Number of requests per second/minute/hour. HTTP User Agent content. HTTP Referer content. HTTP Cache settings. Buffer size for larger files/resources. Legalities and licensing issues. Good tools or design approaches to use. Robots.txt, is this relevant for web scraping or just crawlers/spiders? Compression such as GZip in requests. Update Found this relevant question on Meta: Etiquette of Screen Scaping StackOverflow. Jeff Atwood's answer has some helpful recommendations. Other related StackOverflow questions: Options for html scraping Legalities of screen scraping

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  • PHP File upload fails with blank screen when size exceeds 742 KB.

    - by user284839
    Hi friends, This is one of the most bizarre errors I've come across. So I've written a little file upload web app for my friend and it works fine for any file less than or equal to 742kB in size. Needless to say, I arrived at this precise number based on relentless testing. Weird part is that if the file size is just a few KB more, for example 743 or 750, I get an error saying "MySQL has gone away". But if it is 1MB or more, then I just get a blank screen. And it happens in less than 2 seconds after I hit the upload button. So it doesn't look like a time-out to me. I checked out the PHP.ini file for post size and upload size, they are all set to 5 MB or more. And the timeout is set to 60 seconds. The uploaded file sits in MySQL database in a field of datatype mediumblob. I tried changing that to longblob. But that didn't help either. Any help? Thanks for reading, Girish

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  • Draw on screen border in Commodore 64

    - by Stefano Borini
    Ok. I hope it does not get closed because I have this curiosity since 25 years and I would love to understand the trick. In the commodore 64 the border was not addressable by the 6569 VIC. All you could do was to draw pixels in the central area, the one where the cursor moved. The border was always uniform, although you could change its color with poke 53280,color if i remember correctly. Nevertheless I clearly remember games intros where the border was featured with graphics, like it was fully addressable. I tried to understand how it worked but never got to the point. legends say it was a clever use of sprites, which could, under some circumstances, be drawn on the border, but I don't know if it's an urban legend. edit: just read this from one of the provided links Sprites were multiplexed across vertical raster lines (over 8 sprites, sometimes up to 120 sprites). Until the Group Crest released Krestage 3 in May 2007 there was the common perception that no more than 8 sprites could appear at one raster line, but assigning new Y coordinates made it reappear further down the screen. This is evil.... you beat the raster and reposition the sprite before it gets there...

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  • Displaying indexed png- files out of NSArray on the iphone screen

    - by Thomas Hülsmann
    Hi, i like to create an artwork counter- display on an iphone, diplaying 0 to 9. The 10 digits are 10 png- files with the numbers 0 to 9 as their artwork content. The 10 png- files are implemented by using NSArray. Following you'll find the implementation- code: zahlenArray = [NSArray arrayWithObjects: [UIImage imageNamed:@"ziffer-0.png"], [UIImage imageNamed:@"ziffer-1.png"], [UIImage imageNamed:@"ziffer-2.png"], [UIImage imageNamed:@"ziffer-3.png"], [UIImage imageNamed:@"ziffer-4.png"], [UIImage imageNamed:@"ziffer-5.png"], [UIImage imageNamed:@"ziffer-6.png"], [UIImage imageNamed:@"ziffer-7.png"], [UIImage imageNamed:@"ziffer-8.png"], [UIImage imageNamed:@"ziffer-9.png"], nil]; As an index for the 10 digitis I use an integer variable, initializing with 0: int counter = 0; Furthermore I declare an UIImageview programmaticaly: UIImageView *zahlenEinsBisNeun; The implementation code for the UIImageview is: zahlenEinsBisNeun = [UIImage alloc] initWithFrame:CGRectMake(240, 50, 200, 200)]; ???????????????????????????????????????? [self.view addSubview:zahlenEinsBisNeun]; [zahlenEinsBisNeun release]; There, where you see the questionmarks, I don't know how to write the code, to retrieve my content artworks 0 to 9 from NSArray with the index "counter" and make it visible on my iphone screen by using .... addSubview:zahlenEinsBisNeun ... Can anybody help??? My thanks for your support in advance Thomas Hülsmann

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  • Need help in support multiple resolution screen on android

    - by michael
    Hi, In my android application, I would like to support multiple screens. So I have my layout xml files in res/layout (the layout are the same across different screen resolution). And I place my high-resolution asserts in res/drawable-hdpi In my layout xml, I have <?xml version="1.0" encoding="utf-8"?> <TableLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/table" android:background="@drawable/bkg"> And I have put bkg.png in res/drawable-hdpi And I have started my emulator with WVGA-800 as avd. But my application crashes: E/AndroidRuntime( 347): Caused by: android.content.res.Resources$NotFoundException: Resource is not a Drawable (color or path): TypedValue{t=0x1/d=0x7f020023 a=-1 r=0x7f020023} E/AndroidRuntime( 347): at android.content.res.Resources.loadDrawable(Resources.java:1677) E/AndroidRuntime( 347): at android.content.res.TypedArray.getDrawable(TypedArray.java:548) E/AndroidRuntime( 347): at android.view.View.<init>(View.java:1850) E/AndroidRuntime( 347): at android.view.View.<init>(View.java:1799) E/AndroidRuntime( 347): at android.view.ViewGroup.<init>(ViewGroup.java:284) E/AndroidRuntime( 347): at android.widget.LinearLayout.<init>(LinearLayout.java:92) E/AndroidRuntime( 347): ... 42 more Does anyone know how to fix my problem? Thank you.

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  • How to ellipsize center-aligned textview beside a right-aligned button when screen width is small

    - by simplymoody
    ------------------------------------ | LONG_TITL... |button| | |------------------------------------| | | I have an app header which consists of the app title and a button. The button should be fixed on the right side but I want the title to be in the middle and ellipsize when the screen is too small. Problem is the title just won't ellipsize even though the button is nearly beside it. Here's what I have so far: <RelativeLayout android:id="@+id/headr" android:layout_width="match_parent" android:layout_height="wrap_content" android:gravity="center"> <ImageView android:id="@+id/bar_orange" android:layout_width="match_parent" android:layout_height="wrap_content" android:layout_alignParentTop="true" android:minHeight="40dp" android:scaleType="centerCrop" android:src="@drawable/bar_orange"/> <TextView android:id="@+id/Title" android:layout_marginLeft="20dp" android:layout_marginRight="20dp" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_centerInParent="true" android:gravity="center" android:text="@string/bcd" android:textColor="#FFFFFF" android:ellipsize="marquee" android:singleLine="true" android:textSize="18sp" android:textStyle="bold"/> <Button android:padding="5dp" android:id="@+id/home" android:textColor="#ffffff" android:layout_marginRight="10dp" android:layout_marginLeft="10dp" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentRight="true" android:layout_centerVertical="true" android:singleLine="true" android:background="@drawable/button_home" android:text="@string/home"/> </RelativeLayout> Is there a way to do this with just RelativeLayout?

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  • OsmDroid show blank screen with blocks

    - by Lennie
    Am trying to use OsmDroid with MapQuest maps downloaded from Mobile Atlas Creator. I followed all the instructions to generate the map tiles, upload them to the SDcard etc but when I run this on the device I get a screen with a bunch of empty boxes... What am I doing wrong? > @Override > public void onCreate(Bundle savedInstanceState) { > super.onCreate(savedInstanceState); > setContentView(R.layout.osm_map); > mapView = (MapView) findViewById(R.id.mapview); > mapView.setTileSource(TileSourceFactory.MAPQUESTOSM); > mapView.setBuiltInZoomControls(true); > mapView.setUseDataConnection(false); > mapController = mapView.getController(); > mapController.setZoom(15); > } > protected boolean isRouteDisplayed() { > // TODO Auto-generated method stub > return false; > }

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  • CCSprite with actions crossing the screen boundaries (copy sprite problem)

    - by iostriz
    Let's say we have a CCSprite object that has an actions tied to it: -(void) moveJack { CCSpriteSheet *sheet = (CCSpriteSheet*)[self getChildByTag:kSheet]; CCSprite *jack = (CCSprite*)[sheet getChildByTag:kJack]; ... CCSequence *seq = [CCSequence actions: jump1, [jump1 reverse], jump2, nil]; [jack runAction:seq]; } If the sprite crosses over the screen boundary, I would like to display it at opposite side. So, original sprite is half displayed on the right side (for example), and half on the left side, because it has not fully crossed yet. Obviously (or is it), I need 2 sprites to achieve this. One on the right side (original), and one on the left side (a copy). The problem is - I don't know how to create exact copy of the original sprite, because tied actions have scaling and blending transformations (sprite is a bit distorted). I would like to have something like: CCSprite *copy = [[jack copy] autorelease]; so that I can add a copy to display it on the correct side (and kill it after transition is over). It should have all the actions tied to it... Any ideas?

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  • iPad start in Landscape receive only touch within 768x768

    - by user1307179
    It works perfect fine when starting in portrait and also works when you rotate from portrait to landscape and back. It does not work when starting in landscape. But then it works when you rotate from landscape to portrait and back. In landscape starting mode, the screen does not respond with any touch where screen coordinateX greater than 768. What happens in code is, I use status bar orientation to determine original orientation and rotate each view manually. The views display correctly but does not receive touch properly. Then my root view controller will get called when ipad start rotating with: - (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration which will rotate every subviews. Root controller: - (void)loadView { self.view = [[UIView alloc]init ]; //initialize child views [self willRotateToInterfaceOrientation:0 duration:0]; } - (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration { if ([model isLandscape]) { self.view.frame = CGRectMake(0, 0, 1024, 768-80); } else { self.view.frame = CGRectMake(0, 0, 768, 1024-80); } //rotate child views } My code [model isLandscape] works so I don't need to provide details as to how it works but here are the code anyway: - (bool)isLandscape { if (orientation == UIInterfaceOrientationLandscapeLeft || orientation == UIInterfaceOrientationLandscapeRight) return true; else return false; } -(id) init { [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(orientationChanged:) name:UIDeviceOrientationDidChangeNotification object:nil]; } - (void)orientationChanged:(NSNotification *)notification { UIInterfaceOrientation curOrientation = [[UIDevice currentDevice] orientation]; if (curOrientation == UIDeviceOrientationPortrait || curOrientation == UIDeviceOrientationPortraitUpsideDown || curOrientation == UIDeviceOrientationLandscapeLeft || curOrientation == UIDeviceOrientationLandscapeRight) { orientation = curOrientation; ((AppDelegate*)([UIApplication sharedApplication].delegate)).savedOrientationForRestart = orientation; NSLog(@"changed"); } } -(void)validateOrientation { //first time when initializing orientation UIInterfaceOrientation curOrientation = [[UIDevice currentDevice] orientation]; if (curOrientation != UIDeviceOrientationPortrait && curOrientation != UIDeviceOrientationPortraitUpsideDown && curOrientation != UIDeviceOrientationLandscapeLeft && curOrientation != UIDeviceOrientationLandscapeRight) { orientation = [[UIApplication sharedApplication] statusBarOrientation]; } }

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  • Stretch video to full screen in a SurfaceView extension

    - by SS
    I have created a widget that is an extension of SurfaceView (very similar to [VideoView][1]) and I am working on a feature to stretch the video fully across the device screen when certain action is taken. I've looked at onMeasure function of VideoView and re-wrote it this way: @Override protected void onMeasure(int widthMeasureSpec, int heightMeasureSpec) { if (mStretchVideo) { super.onMeasure(widthMeasureSpec, heightMeasureSpec); } else { int width = getDefaultSize(mVideoWidth, widthMeasureSpec); int height = getDefaultSize(mVideoHeight, heightMeasureSpec); if (mVideoWidth > 0 && mVideoHeight > 0) { if (mVideoWidth * height > width * mVideoHeight) { height = width * mVideoHeight / mVideoWidth; } else if (mVideoWidth * height < width * mVideoHeight) { width = height * mVideoWidth / mVideoHeight; } } setMeasuredDimension(width, height); } } This seems to work fine if I completely stop the video and start playing again. Now I am trying to force the refresh of this SurfaceView after setting the stretch flag so that the video gets stretched while it is playing, but I couldn't figure out how to force a refresh on SurfaceView. I tried android.view.View.invalidate(), android.view.View.refreshDrawableState() and calling android.view.View.measure(int, int) directly with different combinations but did not get any success. Any ideas?

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  • Reading Serial Data From C (OSX /dev/tty)

    - by Jud Stephenson
    I am trying to read data from a bluetooth barcode scanner (KDC300) using C. Here is the code I have so far, and the program successfully establishes a bluetooth connection to the scanner, but when a barcode is scanned, no input is displayed on the screen (Eventually more will be done with the data, but we have to get it working first, right). Here is the program: #include <stdio.h> #include <stdlib.h> #include <string.h> #include <unistd.h> #include <fcntl.h> #include <errno.h> #include <termios.h> #include <sys/ioctl.h> int main (int argc, const char * argv[]) { // define vars int STOP = 0; //char buf[255]; if(argv[1]) { int fd = open("/dev/tty.KDC1", O_RDONLY); if(fd == -1) { printf("%s", strcat("Unable to open /dev/tty.", argv[1])); } int res; while(STOP == 0) { while((res = read(fd,buf,255)) == 0); { if(res > 0) { buf[res]=0; printf("%s:%d\n", buf, res); if(buf[sizeof(buf)]=='\n') break; } } } } return 0; } If anyone has any ideas, I am at a loss on this so far. If it is any help, I can run screen /dev/tty.KDC1 and any barcodes scanned on the scanner appear in the terminal, I just can't do anything with the data. Jud

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  • Silverlight ValidationSummary screen real estate

    - by Mark Cooper
    Silverlight 3; I have a ValidationSummary in the top row of my grid. When the ValidationSummary appears, it pushes my button row (row 3) off the bottom of the displayable screen. <Grid HorizontalAlignment="Stretch" VerticalAlignment="Stretch"> <Grid.RowDefinitions> <RowDefinition Height="Auto" /> <RowDefinition Height="Auto" /> <RowDefinition Height="36" /> </Grid.RowDefinitions> <di:ValidationSummary Grid.Row="0" /> <Grid x:Name="gridOuterContentHolder" Grid.Row="1"> <Grid.RowDefinitions> <RowDefinition Height="0.68*" /> <RowDefinition Height="5" /> <RowDefinition Height="0.32*" /> </Grid.RowDefinitions> <!-- elements removed for brevity --> </Grid> <StackPanel x:Name="stack" Grid.Row="2" Orientation="Horizontal" HorizontalAlignment="Right"> <Button Content="Delete" x:Name="btnDelete" Height="20" Width="75" /> </StackPanel> </Grid> I'm a code monkey not a pixel pusher and can't figure out which combination of Stretch's, Auto's and *'s I need. Any pushers out there that can help?? Thanks, Mark

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  • jquery/javascript - image resize to fit screen

    - by alberto
    not an expert programmer. i created this code to resize photos/images to fit the screen, considering the space available for the nav bar. the script happens on load of image, and on click of the navigation. is it a good piece of code, or could it be done better? any browser issues? in the html: $(document).ready(function(){ $("#photo").load(function(){ resize(); }); $(".navigation img").click(function(){ var imgPath = $(this).attr("src"); $("#photo").attr({ src: imgPath }); resize(); return false; }); }); while this is my function resize: resize = function() { var borderVt=150; //value based on css style. bottom bar + padding of photoContain var borderHz=40; //value based on css style photoContain padding $("#photo").css("width", "auto").css("height", "auto"); // Remove existing CSS $("#photo").removeAttr("width").removeAttr("height"); // Remove HTML attributes var origSizeW = $("#photo").width(); var origSizeH = $("#photo").height(); var ratioVt=(origSizeW/origSizeH); var ratioHz=(origSizeH/origSizeW); var winW = $(window).width(); var winH = $(window).height(); var screenSizeW=Math.round(winW-borderHz); var screenSizeH=Math.round(winH-borderVt); if (origSizeW>=origSizeH){ var newHeight = Math.round(screenSizeW*ratioHz); if (newHeight <= screenSizeH){ $("#photo").css("width", screenSizeW); // Set new width $("#photo").css("height", newHeight); } else{ $("#photo").css("height", screenSizeH); } } else{ $("#photo").css("height", screenSizeH); // Set new height } };

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  • UIView: how to do non-destructive drawing?

    - by Caffeine Coma
    My original question: I'm creating a simple drawing application and need to be able to draw over existing, previously drawn content in my drawRect. What is the proper way to draw on top of existing content without entirely replacing it? Based on answers received here and elsewhere, here is the deal. You should be prepared to redraw the entire rectangle whenever drawRect is called. You cannot prevent the contents from being erased by doing the following: [self setClearsContextBeforeDrawing: NO]; This is merely a hint to the graphics engine that there is no point in having it pre-clear the view for you, since you will likely need to re-draw the whole area anyway. It may prevent your view from being automatically erased, but you cannot depend on it. To draw on top of your view without erasing, do your drawing to an off-screen bitmap context (which is never cleared by the system.) Then in your drawRect, copy from this off-screen buffer to the view. Example: - (id) initWithCoder: (NSCoder*) coder { if (self = [super initWithCoder: coder]) { self.backgroundColor = [UIColor clearColor]; CGSize size = self.frame.size; drawingContext = [self createDrawingBufferContext: size]; } return self; } - (CGContextRef) createOffscreenContext: (CGSize) size { CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(NULL, size.width, size.height, 8, size.width*4, colorSpace, kCGImageAlphaPremultipliedLast); CGColorSpaceRelease(colorSpace); CGContextTranslateCTM(context, 0, size.height); CGContextScaleCTM(context, 1.0, -1.0); return context; } - (void)drawRect:(CGRect) rect { UIGraphicsPushContext(drawingContext); CGImageRef cgImage = CGBitmapContextCreateImage(drawingContext); UIImage *uiImage = [[UIImage alloc] initWithCGImage:cgImage]; UIGraphicsPopContext(); CGImageRelease(cgImage); [uiImage drawInRect: rect]; [uiImage release]; } TODO: can anyone optimize the drawRect so that only the (usually tiny) modified rectangle region is used for the copy?

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  • app burns numbers into iPad screens, how can I prevent this?

    - by Andrew Johnson
    EDIT: My code for this is actually open source, if anyone would be able to look and comment. Things I can think of that might be an issue: using a custom font, using bright green, updating the label too fast? The repo is: https://github.com/andrewljohnson/StopWatch-of-Gaia The class for the time label: https://github.com/andrewljohnson/StopWatch-of-Gaia/blob/master/src/SWPTimeLabel.m The class that runs the timer to update the label: https://github.com/andrewljohnson/StopWatch-of-Gaia/blob/master/src/SWPViewController.m ============= My StopWatch app reportedly screen burns a number of iPads, for temporary periods. Does anyone have a suggestion about how I might prevent this screen persistence? Some known workaround to blank the pixels occasionally? I get emails all the time about it, and you can see numerous reviews here: http://itunes.apple.com/us/app/stopwatch+-timer-for-gym-kitchen/id518178439?mt=8 Apple can not advise me. I sent an email to appreview, and I was told to file a technical support request (DTS). When I filled the DTS, they told me it was not a code issue, and when I further asked for help from DTS, a "senior manager" told me that this was not an issue Apple knew about. He further advised me to file a bug with the Apple Radar bug tracker if I considered it to be a real issue. I filed the Radar bug a few weeks ago, but it has not been acknowledged. Updated radar link for Apple employees, per commenter's notes rdar://12173447

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  • How do I launch background jobs w/ paramiko?

    - by sophacles
    Here is my scenario: I am trying to automate some tasks using Paramiko. The tasks need to be started in this order (using the notation (host, task)): (A, 1), (B, 2), (C, 2), (A,3), (B,3) -- essentially starting servers and clients for some testing in the correct order. Further, because in the tests networking may get mucked up, and because I need some of the output from the tests, I would like to just redirect output to a file. In similar scenarios the common response is to use 'screen -m -d' or to use 'nohup'. However with paramiko's exec_cmd, nohup doesn't actually exit. Using: bash -c -l nohup test_cmd & doesnt work either, exec_cmd still blocks to process end. In the screen case, output redirection doesn't work very well, (actually, doesnt work at all the best I can figure out). So, after all that explanation, my question is: is there an easy elegant way to detach processes and capture output in such a way as to end paramiko's exec_cmd blocking? Update The dtach command works nicely for this!

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  • Actionscript 3: How to remove all black pixels from BitmapData ?

    - by Adnan Doric
    Hello, Let say I have a BitmapData with different pixels representing an object, and some black pixels around it that I want to remove. I would like to obtain a new BitmapData, with width and height of the object represented by non-black pixels. For example, let say I have a BitmapData 400x400px, but the object represented by non-black pixels occupies the rect: x=100, y=100, width=200, height=200. I want to get new BitmapData representing that rect, all black pixels should be removed. Any idea on how to do this please ?

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