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  • How to play small sound file continuously in Silverlight?

    - by ash
    Hello, I have two questions regarding Silverlight's SoundPlay action and properties. My scenario is like: I have two story board: The first story board has an image and a sound file; when the silverlight application gets loaded, the sound starts to play automatically, but if someone clicks the image, the sound file will stop and the second storyboard will start with a new sound file. 1) My first question is how to stop the first sound file of first story board when the second story board starts with the second sound file. 2) My second question is how to play a sound file continuously; for example, in Silverlight we can play a story board continuously with RepeatBehavior="Forever"; but I cannot find a way to play my 10 second sound file forever or continuously. Note: I have attached a small XAML file to show what I am talking about; I am also stating that if instead of an image file, if there were a button, then I can stop the first music file after I click the button and start my second story board with a new sound file, but I would like to use image file instead of a button. Is it possible? If it is, how to do it? Therefore, please answer my following two questions or give big hint or website tutorial links on 1) How to stop the first sound file of first story board when the second story board starts with the second sound file ( When the clickable element is an image instead of a button) 2) How to play a 10 second sound file continuously? ............Code Snippet...................... XAML ............ <Grid x:Name="LayoutRoot" Background="Red"> <Button HorizontalAlignment="Left" Margin="212,0,0,111" VerticalAlignment="Bottom" Width="75" Content="Button" Click="onClick"/> <MediaElement x:Name="sound2_mp3" Height="0" HorizontalAlignment="Left" Margin="105,230,0,0" VerticalAlignment="Top" Width="0" Source="/sound2.mp3" Stretch="Fill"/> <MediaElement x:Name="sound1_mp1" Height="0" HorizontalAlignment="Left" Margin="190,164,0,0" VerticalAlignment="Top" Width="0" Source="/sound1.mp3" Stretch="Fill" AutoPlay="False"/> </Grid> ..................................................................................................................................................................................................................... using System; using System.Windows; using System.Windows.Controls; using System.Windows.Documents; using System.Windows.Ink; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Animation; using System.Windows.Shapes; namespace testPrj { public partial class MainPage : UserControl { public MainPage() { // Required to initialize variables InitializeComponent(); } private void onClick(object sender, System.Windows.RoutedEventArgs e) { Storyboard1.Stop(); sound2_mp3.Stop(); sound1_mp1.Play(); } } } ...................................................................................................

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  • Flash AS3 button eventlistener array bug

    - by Tyler Pepper
    Hi there, this is my first time posting a question here. I have an array of 12 buttons on a timeline that when first visiting that part of the timeline, get a CLICK eventlistener added to them using a for loop. All of them work perfectly at that point. When you click one it plays a frame label inside the specific movieClip and reveals a bio on the corresponding person with a close button and removes the CLICK eventlisteners for each button, again using a for loop. The close button plays a closing animation, and then the timeline goes back to the first frame (the one with the 12 buttons on it) and the CLICK eventlisteners are re-added, but now only the first 9 buttons of the array work. There are no output errors and the code to re-add the eventlisteners is exactly the same as the first time that works. I am completely at a loss and am wondering if anyone else has run into this problem. All of my buttons are named correctly, there are absolutely no output errors (I've used the debug module) and I made sure the array with the buttons in it is outputting all 12 at the moment the close button is clicked to add the eventlisteners back. for (var q = 0; q < ackBoDBtnArray.length; q++){ contentArea_mc.acknowledgements_mc.BoD_mc[ackBoDBtnArray[q]].addEventListener(MouseEvent.CLICK, showBio); } private function showBio(eo:MouseEvent):void { trace("show the bio"); bodVar = ackBoDBtnArray.getIndex(eo.target.name); contentArea_mc.acknowledgements_mc.BoD_mc.gotoAndPlay(ackBoDPgArray[bodVar]); contentArea_mc.acknowledgements_mc.BoD_mc.closeBio_btn.addEventListener(MouseEvent.CLICK, hideBio); for (var r = 0; r < ackBoDBtnArray.length; r++){ contentArea_mc.acknowledgements_mc.BoD_mc[ackBoDBtnArray[r]].mouseEnabled = false; contentArea_mc.acknowledgements_mc.BoD_mc[ackBoDBtnArray[r]].removeEventListener(MouseEvent.CLICK, showBio); } } private function hideBio(eo:MouseEvent):void { trace("hide it!"); contentArea_mc.acknowledgements_mc.BoD_mc.closeBio_btn.removeEventListener(MouseEvent.CLICK, hideBio); contentArea_mc.acknowledgements_mc.BoD_mc.gotoAndPlay(ackBoDClosePgArray[bodVar]); for (var s = 0; s < ackBoDBtnArray.length; s++){ trace(ackBoDBtnArray[s]); contentArea_mc.acknowledgements_mc.BoD_mc[ackBoDBtnArray[s]].mouseEnabled = true; contentArea_mc.acknowledgements_mc.BoD_mc[ackBoDBtnArray[s]].addEventListener(MouseEvent.CLICK, showBio); } Thanks in advance for any help and insight you can provide...I have a slight feeling that its something that may be obvious to another set of eyes...haha.

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  • Flash Buttons Don't Work: TypeError: Error #1009: Cannot access a property or method of a null objec

    - by goldenfeelings
    I've read through several threads about this error, but haven't been able to apply it to figure out my situation... My flash file is an approx 5 second animation. Then, the last keyframe of each layer (frame #133) has a button in it. My flash file should stop on this last key frame, and you should be able to click on any of the 6 buttons to navigate to another html page in my website. Here is the Action Script that I have applied to the frame in which the buttons exist (on a separate layer, see screenshot at: http://www.footprintsfamilyphoto.com/wp-content/themes/Footprints/images/flash_buttonissue.jpg stop (); function babieschildren(event:MouseEvent):void { trace("babies children method was called!!!"); var targetURL:URLRequest = new URLRequest("http://www.footprintsfamilyphoto.com/portfolio/babies-children"); navigateToURL(targetURL, "_self"); } bc_btn1.addEventListener(MouseEvent.CLICK, babieschildren); bc_btn2.addEventListener(MouseEvent.CLICK, babieschildren); function fams(event:MouseEvent):void { trace("families method was called!!!"); var targetURL:URLRequest = new URLRequest("http://www.footprintsfamilyphoto.com/portfolio/families"); navigateToURL(targetURL, "_self"); } f_btn1.addEventListener(MouseEvent.CLICK, fams); f_btn2.addEventListener(MouseEvent.CLICK, fams); function couplesweddings(event:MouseEvent):void { trace("couples weddings method was called!!!"); var targetURL:URLRequest = new URLRequest("http://www.footprintsfamilyphoto.com/portfolio/couples-weddings"); navigateToURL(targetURL, "_self"); } cw_btn1.addEventListener(MouseEvent.CLICK, couplesweddings); cw_btn2.addEventListener(MouseEvent.CLICK, couplesweddings); When I test the movie, I get this error in the output box: "TypeError: Error #1009: Cannot access a property or method of a null object reference." The test movie does stop on the appropriate frame, but the buttons don't do anything (no URL is opened, and the trace statements don't show up in the output box when the buttons are clicked on the test movie). You can view the .swf file here: www.footprintsfamilyphoto.com/portfolio I'm confident that all 6 buttons do exist in the appropriate frame (frame 133), so I don't think that's what's causing the 1009 error. I also tried deleting each of the three function/addEventListener sections one at a time and testing, and I still got the 1009 error every time. If I delete ALL of the action script except for the "stop ()" line, then I do NOT get the 1009 error. Any ideas?? I'm very new to Flash, so if I haven't clarified something that I need to, let me know!

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  • How to keep a local value from being set when a binding fails (so inherited values will propagate)

    - by redoced
    Consider the following scenario: I want to bind the TextElement.FontWeight property to an xml attribute. The xml looks somewhat like this and has arbitrary depth. <text font-weight="bold"> bold text here <inlinetext>more bold text</inlinetext> even more bold text </text> I use hierarchical templating to display the text, no problem there, but having a Setter in the template style like: <Setter Property="TextElement.FontWeight" Value="{Binding XPath=@font-weight}"/> sets the fontweight correctly on the first level, but overwrites the second level with null (as the binding can't find the xpath) which reverts to Fontweight normal. I tried all sorts of things here but nothing quite seems to work. e.g. i used a converter to return UnsetValue, which didn't work. I'm currently trying with: <Setter Property="custom:AttributeInserter.Wrapper" Value="{custom:AttributeInserter Property=TextElement.FontWeight, Binding={Binding XPath=@font-weight}}"/> Codebehind: public static class AttributeInserter { public static AttributeInserterExtension GetWrapper(DependencyObject obj) { return (AttributeInserterExtension)obj.GetValue(WrapperProperty); } public static void SetWrapper(DependencyObject obj, AttributeInserterExtension value) { obj.SetValue(WrapperProperty, value); } // Using a DependencyProperty as the backing store for Wrapper. This enables animation, styling, binding, etc... public static readonly DependencyProperty WrapperProperty = DependencyProperty.RegisterAttached("Wrapper", typeof(AttributeInserterExtension), typeof(AttributeInserter), new UIPropertyMetadata(pcc)); static void pcc(DependencyObject o,DependencyPropertyChangedEventArgs e) { var n=e.NewValue as AttributeInserterExtension; var c = o as FrameworkElement; if (n == null || c==null || n.Property==null || n.Binding==null) return; var bex = c.SetBinding(n.Property, n.Binding); bex.UpdateTarget(); if (bex.Status == BindingStatus.UpdateTargetError) c.ClearValue(n.Property); } } public class AttributeInserterExtension : MarkupExtension { public override object ProvideValue(IServiceProvider serviceProvider) { return this; } public DependencyProperty Property { get; set; } public Binding Binding { get; set; } } which kinda works, but can't track changes of the property Any ideas? Any links? thx for the help

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  • Error #1063: Argument count mismatch on com.flashden::MenuItem(). Expected 1, got 0.

    - by Suzanne
    I'm creating a new site using the below script embedded in my swf. But I keep getting this error on all the pages: Error #1063: Argument count mismatch on com.flashden::MenuItem(). Expected 1, got 0. package com.flashden { import flash.display.MovieClip; import flash.text.*; import flash.events.MouseEvent; import flash.events.*; import flash.net.URLRequest; import flash.display.Loader; public class MenuItem extends MovieClip { private var scope; public var closedX; :Number public static const OPEN_MENU = "openMenu"; public function MenuItem(scope) { // set scope to talk back to -------------------------------// this.scope = scope; // disable all items not to be clickable -------------------// txt_label.mouseEnabled = false; menuItemShine.mouseEnabled = false; menuItemArrow.mouseEnabled = false; // make background clip the item to be clicked (button) ----// menuItemBG.buttonMode = true; // add click event listener to the header background -------// menuItemBG.addEventListener(MouseEvent.CLICK, clickHandler); } private function clickHandler (e:MouseEvent) { scope.openMenuItem(this); } public function loadContent (contentURL:String) { var loader:Loader = new Loader(); configureListeners(loader.contentLoaderInfo); var request:URLRequest = new URLRequest(contentURL); loader.load(request); // place x position of content at the bottom of the header so the top is not cut off ----// loader.x = 30; // we add the content at level 1, because the background clip is at level 0 ----// addChildAt(loader, 1); } private function configureListeners(dispatcher:IEventDispatcher):void { dispatcher.addEventListener(Event.COMPLETE, completeHandler); dispatcher.addEventListener(HTTPStatusEvent.HTTP_STATUS, httpStatusHandler); dispatcher.addEventListener(Event.INIT, initHandler); dispatcher.addEventListener(IOErrorEvent.IO_ERROR, ioErrorHandler); dispatcher.addEventListener(Event.OPEN, openHandler); dispatcher.addEventListener(ProgressEvent.PROGRESS, progressHandler); dispatcher.addEventListener(Event.UNLOAD, unLoadHandler); } private function completeHandler(event:Event):void { //trace("completeHandler: " + event); // remove loader animation ----------------// removeChild(getChildByName("mc_preloader")); } private function httpStatusHandler(event:HTTPStatusEvent):void { // trace("httpStatusHandler: " + event); } private function initHandler(event:Event):void { //trace("initHandler: " + event); } private function ioErrorHandler(event:IOErrorEvent):void { //trace("ioErrorHandler: " + event); } private function openHandler(event:Event):void { //trace("openHandler: " + event); } private function progressHandler(event:ProgressEvent):void { //trace("progressHandler: bytesLoaded=" + event.bytesLoaded + " bytesTotal=" + event.bytesTotal); } private function unLoadHandler(event:Event):void { //trace("unLoadHandler: " + event); } } }

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  • Best practices managing JavaScript on a single-page app

    - by seanmonstar
    With a single page app, where I change the hash and load and change only the content of the page, I'm trying to decide on how to manage the JavaScript that each "page" might need. I've already got a History module monitoring the location hash which could look like domain.com/#/company/about, and a Page class that will use XHR to get the content and insert it into the content area. function onHashChange(hash) { var skipCache = false; if(hash in noCacheList) { skipCache = true; } new Page(hash, skipCache).insert(); } // Page.js var _pageCache = {}; function Page(url, skipCache) { if(!skipCache && (url in _pageCache)) { return _pageCache[url]; } this.url = url; this.load(); } The cache should let pages that have already been loaded skip the XHR. I also am storing the content into a documentFragment, and then pulling the current content out of the document when I insert the new Page, so I the browser will only have to build the DOM for the fragment once. Skipping the cache could be desired if the page has time sensitive data. Here's what I need help deciding on: It's very likely that any of the pages that get loaded will have some of their own JavaScript to control the page. Like if the page will use Tabs, needs a slide show, has some sort of animation, has an ajax form, or what-have-you. What exactly is the best way to go around loading that JavaScript into the page? Include the script tags in the documentFragment I get back from the XHR? What if I need to skip the cache, and re-download the fragment. I feel the exact same JavaScript being called a second time might cause conflicts, like redeclaring the same variables. Would the better way be to attach the scripts to the head when grabbing the new Page? That would require the original page know all the assets that every other page might need. And besides knowing the best way to include everything, won't I need to worry about memory management, and possible leaks of loading so many different JavaScript bits into a single page instance?

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  • JQuery $.ajax doesn't return anything, but only in Google Chrome!?

    - by Shawson
    Hi All, I'm hoping someone can help me with this as I'm at a loss. I'm trying to simply load a plain text file into a page at runtime using jquery- everything works fine in IE8 (8.0.7600.16385), Firefox 3.6.3, however in Google Chrome 5.0.375.55 the "data" comes back as nothing- i get an empty alert box. This is the code i'm using; <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Animation Test</title> <script type="text/javascript" language="javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js"></script> <script type="text/javascript" language="javascript"> $(document).ready(function () { $.ajax({ url: 'level1.txt', success: function (data) { alert(data); }, async: true, type: 'GET' }); }); </script> </head> <body> <canvas id="canvas" width="640" height="480"> Unsupported Browser </canvas> </body> </html> The file I'm loading in is a plain text file containing this; Central Cavern 100 O.........1.C....C...........1.O O................1.............O O..............................O O..............................O O......................B1..B...O O=============~~~~=~~~~========O O.............................1O O===...........................O O............A..OOO.B..........O O====...<<<<<<<<<<<<<<<<<<<<...O O............................==O O..............................O O..........B........OOO.....===O O....===============...........O O%............................XO O==============================O (Yes- it's the first level from Manic Miner! I'm making a javascript version using the html5 canvas to get my head around using it.) I'm at a total loss- it can't be the code because it runs in the other 2 browsers- is there an issue with jquery and this version of Chrome? Thanks for reading!! Shaw.

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  • Reason why UIImageView gives me a 'distorted' image sometimes

    - by Cedric Vandendriessche
    I have a custom UIView with a UILabel and a UIImageView subview. (tried using UIImageView subclass aswell). I assign an image to it and add the view to the screen. I wrote a function which adds the amount of LetterBoxes to the screen as there are letters in the word: - (void)drawBoxesForWord:(NSString *)word { if(boxesContainer == nil) { /* Create a container for the LetterBoxes (animation purposes) */ boxesContainer = [[UIView alloc] initWithFrame:CGRectMake(0, 205, 320, 50)]; [self.view addSubview:boxesContainer]; } /* Calculate width of letterboxes */ NSInteger numberOfCharacters = [word length]; CGFloat totalWidth = numberOfCharacters * 28 + (numberOfCharacters - 1) * 3; CGFloat leftCap = (320 - totalWidth) / 2; [letters removeAllObjects]; /* Draw the boxes to the screen */ for (int i = 0; i < numberOfCharacters; i++) { LetterBox *letter = [[LetterBox alloc] initWithFrame:CGRectMake(leftCap + i * 31 , 0, 28, 40)]; [letters addObject:letter]; [boxesContainer addSubview:letter]; [letter release]; }} This gives me the image below: http://www.imgdumper.nl/uploads2/4ba3b2c72bb99/4ba3b2c72abfd-Goed.png But sometimes it gives me this: imgdumper.nl/uploads2/4ba3b2d888226/4ba3b2d88728a-Fout.png I add them to the same boxesContainer but they first remove themselves from the superview, so it's not like you see them double or something. What I find weird is that they are all good or all bad.. This is the init function for my LetterBox: if (self == [super initWithFrame:aRect]) { /* Create the box image with same frame */ boxImage = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, self.bounds.size.width, self.bounds.size.height)]; boxImage.contentMode = UIViewContentModeScaleAspectFit; boxImage.image = [UIImage imageNamed:@"SpaceOpen.png"]; [self addSubview:boxImage]; /* Create the label with same frame */ letterLabel = [[UILabel alloc] initWithFrame:CGRectMake(0, 0, self.bounds.size.width, self.bounds.size.height)]; letterLabel.backgroundColor = [UIColor clearColor]; letterLabel.font = [UIFont fontWithName:@"ArialRoundedMTBold" size:26]; letterLabel.textColor = [UIColor blackColor]; letterLabel.textAlignment = UITextAlignmentCenter; [self addSubview:letterLabel]; } return self;} Does anyone have an idea why this could be? I'd rather have them display correctly every time :)

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  • Combobox INotifyPropertyChanged event not raised!!!

    - by nagiah
    I created a combobox and set observable collection as the itemsource and implemented INotifyPropertyChanged on the observable collection item. Even after that, when I select different item in the combobox, the OnPropertyChange method is not invoked. I think I am not making the binding properly. Could any one please correct me/ suggest me in this regard. ---------------------------------MainPage.xaml--------------------------------------------------- <StackPanel Width="300"> <ComboBox Name="cboName"></ComboBox> <TextBox Name="tbxName" Text="{Binding Path=name,Mode=TwoWay,ElementName=cboName}" ></TextBox> </StackPanel> ---------------------------MainPage.xaml.cs----------------------------------------------- using System; using System.Collections.Generic; using System.Linq; using System.Net; using System.Windows; using System.Windows.Controls; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Animation; using System.Windows.Shapes; using System.Collections.ObjectModel; using System.Collections.Specialized; using System.ComponentModel; namespace MasterDetailsUpdate { public partial class MainPage : UserControl { public MainPage() { InitializeComponent(); Loaded += new RoutedEventHandler(MainPage_Loaded); } void MainPage_Loaded(object sender, RoutedEventArgs e) { ObservableCollection<Person> persons = new ObservableCollection<Person>(); persons.Add(new Person { city = "c1", name = "n1" }); persons.Add(new Person { city = "c2", name = "n2" }); persons.Add(new Person { city = "c3", name = "" }); persons.Add(new Person { city = "c4", name = "" }); persons.Add(new Person { city = "c5", name = "n1" }); cboName.ItemsSource = persons; cboName.DisplayMemberPath = "name"; } } public class Person : INotifyPropertyChanged { private string _name; private string _city; public string name { set { _name = value; OnPropertyChanged("name"); } get { return _name; } } public string city { set { _city = value; OnPropertyChanged("city"); } get { return _city; } } #region INotifyPropertyChanged Members public event PropertyChangedEventHandler PropertyChanged; private void OnPropertyChanged(string propertyName) { if (PropertyChanged != null) { this.PropertyChanged(this, new PropertyChangedEventArgs(propertyName)); } } #endregion } } Thank You

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  • Foreign key pointing to different tables

    - by Álvaro G. Vicario
    I'm implementing a table per subclass design I discussed in a previous question. It's a product database where products can have very different attributes depending on their type, but attributes are fixed for each type and types are not manageable at all. I have a master table that holds common attributes: product_type ============ product_type_id INT product_type_name VARCHAR E.g.: 1 'Magazine' 2 'Web site' product ======= product_id INT product_name VARCHAR product_type_id INT -> Foreign key to product_type.product_type_id valid_since DATETIME valid_to DATETIME E.g. 1 'Foo Magazine' 1 '1998-12-01' NULL 2 'Bar Weekly Review' 1 '2005-01-01' NULL 3 'E-commerce App' 2 '2009-10-15' NULL 4 'CMS' 2 '2010-02-01' NULL ... and one subtable for each product type: item_magazine ============= item_magazine_id INT title VARCHAR product_id INT -> Foreign key to product.product_id issue_number INT pages INT copies INT close_date DATETIME release_date DATETIME E.g. 1 'Foo Magazine Regular Issue' 1 89 52 150000 '2010-06-25' '2010-06-31' 2 'Foo Magazine Summer Special' 1 90 60 175000 '2010-07-25' '2010-07-31' 3 'Bar Weekly Review Regular Issue' 2 12 16 20000 '2010-06-01' '2010-06-02' item_web_site ============= item_web_site_id INT name VARCHAR product_id INT -> Foreign key to product.product_id bandwidth INT hits INT date_from DATETIME date_to DATETIME E.g. 1 'The Carpet Store' 3 10 90000 '2010-06-01' NULL 2 'Penauts R Us' 3 20 180000 '2010-08-01' NULL 3 'Springfield Cattle Fair' 4 15 150000 '2010-05-01' '2010-10-31' Now I want to add some fees that relate to one specific item. Since there are very little subtypes, it's feasible to do this: fee === fee_id INT fee_description VARCHAR item_magazine_id INT -> Foreign key to item_magazine.item_magazine_id item_web_site_id INT -> Foreign key to item_web_site.item_web_site_id net_price DECIMAL E.g.: 1 'Front cover' 2 NULL 1999.99 2 'Half page' 2 NULL 500.00 3 'Square banner' NULL 3 790.50 4 'Animation' NULL 3 2000.00 I have tight foreign keys to handle cascaded editions and I presume I can add a constraint so only one of the IDs is NOT NULL. However, my intuition suggests that it would be cleaner to get rid of the item_WHATEVER_id columns and keep a separate table: fee_to_item =========== fee_id INT -> Foreign key to fee.fee_id product_id INT -> Foreign key to product.product_id item_id INT -> ??? But I can't figure out how to create foreign keys on item_id since the source table varies depending on product_id. Should I stick to my original idea?

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  • Problem Executing Async Web Request

    - by davidhayes
    Hi Can anyone tell me what I've done wrong with this simple code? When I run it it hangs on using (Stream postStream = request.EndGetRequestStream(asynchronousResult)) If I comment out the requestState.Wait.WaitOne(); line the code executes correctly but obviously doesn't wait for the response. I'm guessing the the call to EndGetRequestStream is somehow returning me to the context of the main thread?? I'm pretty sure my code is essentially the same as the sample though (MSDN Documentation) using System; using System.Net; using System.Windows; using System.Windows.Controls; using System.Windows.Documents; using System.Windows.Ink; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Animation; using System.Windows.Shapes; using System.IO; using System.Text; namespace SBRemoteClient { public class JSONClient { public string ExecuteJSONQuery(string url, string query) { System.Uri uri = new Uri(url); HttpWebRequest request = (HttpWebRequest)WebRequest.Create(uri); request.Method = "POST"; request.Accept = "application/json"; byte[] requestBytes = Encoding.UTF8.GetBytes(query); RequestState requestState = new RequestState(request, requestBytes); IAsyncResult resultRequest = request.BeginGetRequestStream(new AsyncCallback(GetRequestStreamCallback), requestState); requestState.Wait.WaitOne(); IAsyncResult resultResponse = (IAsyncResult)request.BeginGetResponse(new AsyncCallback(GetResponseStreamCallback), requestState); requestState.Wait.WaitOne(); return requestState.Response; } private static void GetRequestStreamCallback(IAsyncResult asynchronousResult) { try { RequestState requestState = (RequestState)asynchronousResult.AsyncState; HttpWebRequest request = requestState.Request; using (Stream postStream = request.EndGetRequestStream(asynchronousResult)) { postStream.Write(requestState.RequestBytes, 0, requestState.RequestBytes.Length); } requestState.Wait.Set(); } catch (Exception e) { Console.Out.WriteLine(e); } } private static void GetResponseStreamCallback(IAsyncResult asynchronousResult) { RequestState requestState = (RequestState)asynchronousResult.AsyncState; HttpWebRequest request = requestState.Request; using (HttpWebResponse response = (HttpWebResponse)request.EndGetResponse(asynchronousResult)) { using (Stream responseStream = response.GetResponseStream()) { using (StreamReader streamRead = new StreamReader(responseStream)) { requestState.Response = streamRead.ReadToEnd(); requestState.Wait.Set(); } } } } } }

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  • Releasing the keyboard stops shake events. Why?

    - by Moshe
    1) How do I make a UITextField resign the keyboard and hide it? The keyboard is in a dynamically created subview whose superview looks for shake events. Resigning first responder seems to break the shake event handler. 2) how do you make the view holding the keyboard transparent, like see through glass? I have seen this done before. This part has been taken care of thanks guys. As always, code samples are appreciated. I've added my own to help explain the problem. EDIT: Basically, - (void)motionBegan:(UIEventSubtype)motion withEvent:(UIEvent *)event; gets called in my main view controller to handle shaking. When a user taps on the "edit" icon (a pen, in the bottom of the screen - not the traditional UINavigationBar edit button), the main view adds a subview to itself and animates it on to the screen using a custom animation. This subview contains a UINavigationController which holds a UITableView. The UITableView, when a cell is tapped on, loads a subview into itself. This second subview is the culprit. For some reason, a UITextField in this second subview is causing problems. When a user taps on the view, the main view will not respond to shakes unless the UITextField is active (in editing mode?). Additional info: My Motion Event Handler: - (void)motionBegan:(UIEventSubtype)motion withEvent:(UIEvent *)event { NSLog(@"%@", [event description]); SystemSoundID SoundID; NSString *soundFile = [[NSBundle mainBundle] pathForResource:@"shake" ofType:@"aif"]; AudioServicesCreateSystemSoundID((CFURLRef)[NSURL fileURLWithPath:soundFile], &SoundID); AudioServicesPlayAlertSound(SoundID); [self genRandom:TRUE]; } The genRandom: Method: /* Generate random label and apply it */ -(void)genRandom:(BOOL)deviceWasShaken{ if(deviceWasShaken == TRUE){ decisionText.text = [NSString stringWithFormat: (@"%@", [shakeReplies objectAtIndex:(arc4random() % [shakeReplies count])])]; }else{ SystemSoundID SoundID; NSString *soundFile = [[NSBundle mainBundle] pathForResource:@"string" ofType:@"aif"]; AudioServicesCreateSystemSoundID((CFURLRef)[NSURL fileURLWithPath:soundFile], &SoundID); AudioServicesPlayAlertSound(SoundID); decisionText.text = [NSString stringWithFormat: (@"%@", [pokeReplies objectAtIndex:(arc4random() % [pokeReplies count])])]; } } shakeReplies and pokeReplies are both NSArrays of strings. One is used for when a certain part of the screen is poked and one is for when the device is shaken. The app will randomly choose a string from the NSArray and display onscreen. For those of you who work graphically, here is a diagram of the view hierarchy: Root View -> UINavigationController -> UITableView -> Edit View -> Problem UITextfield

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  • Memory issues - Living vs. overall -> app is killed

    - by D33
    I'm trying to check my applications memory issues in Instruments. When I load the application I play some sounds and show some animations in UIImageViews. To save some memory I load the sounds only when I need it and when I stop playing it I free it from the memory. problem 1: My application is using about 5.5MB of Living memory. BUT The Overall section is growing after start to 20MB and then it's slowly growing (about 100kB/sec). But responsible Library is OpenAL (OAL::Buffer), dyld (_dyld_start)-I am not sure what this really is, and some other stuff like ft_mem_qrealloc, CGFontStrikeSetValue, … problem 2: When the overall section breaks about 30MB, application crashes (is killed). According to the facts I already read about overall memory, it means then my all allocations and deallocation is about 30MB. But I don't really see the problem. When I need some sound for example I load it to the memory and when I don't need it anymore I release it. But that means when I load 1MB sound, this operation increase overall memory usage with 2MB. Am I right? And when I load 10 sounds my app crashes just because the fact my overall is too high even living is still low??? I am very confused about it. Could someone please help me clear it up? (I am on iOS 5 and using ARC) SOME CODE: creating the sound OpenAL: MYOpenALSound *sound = [[MyOpenALSound alloc] initWithSoundFile:filename willRepeat:NO]; if(!sound) return; [soundDictionary addObject:sound]; playing: [sound play]; dispatch_after(dispatch_time(DISPATCH_TIME_NOW, ((sound.duration * sound.pitch) + 0.1) * NSEC_PER_SEC), dispatch_get_current_queue(), ^{ [soundDictionary removeObjectForKey:[NSNumber numberWithInt:soundID]]; }); } creating the sound with AVAudioPlayer: [musics replaceObjectAtIndex:ID_MUSIC_MAP withObject:[[Music alloc] initWithFilename:@"mapMusic.mp3" andWillRepeat:YES]]; pom = [musics objectAtIndex:musicID]; [pom playMusic]; and stop and free it: [musics replaceObjectAtIndex:ID_MUSIC_MAP withObject:[NSNull null]]; AND IMAGE ANIMATIONS: I load images from big PNG file (this is realated also to my other topic : Memory warning - UIImageView and its animations) I have few UIImageViews and by time I'm setting animation arrays to play Animations... UIImage *source = [[UIImage alloc] initWithCGImage:[[UIImage imageNamed:@"imageSource.png"] CGImage]]; cutRect = CGRectMake(0*dimForImg.width,1*dimForImg.height,dimForImg.width,dimForImg.height); image1 = [[UIImage alloc] initWithCGImage:CGImageCreateWithImageInRect([source CGImage], cutRect)]; cutRect = CGRectMake(1*dimForImg.width,1*dimForImg.height,dimForImg.width,dimForImg.height); ... image12 = [[UIImage alloc] initWithCGImage:CGImageCreateWithImageInRect([source CGImage], cutRect)]; NSArray *images = [[NSArray alloc] initWithObjects:image1, image2, image3, image4, image5, image6, image7, image8, image9, image10, image11, image12, image12, image12, nil]; and this array I just use simply like : myUIImageView.animationImages = images, ... duration -> startAnimating

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  • iPhone: Create a single UIView from multiple clicks

    - by Cuzog
    I'm making a partial overlay modal in my app with the code from “Semi-Modal (Transparent) Dialogs on the iPhone” at ramin.firoozye.com. In doing so, the button that calls the modal is still visible and clickable. I will hide this button when the modal spawns, but I want to be sure if the user clicks very quickly twice, a new modal doesn't come up for each click. What is the best way to check that the modal doesn't already exist when calling it from the button click? You can download the test project here. For those that don't have xcode, the relevant functions are below: I call forth the modal on button click with this: - (IBAction)displayModal:(id)sender { ModalViewController *modalController = [[ModalViewController alloc] initWithNibName:@"ModalViewController" bundle:nil]; modalController.view.frame = CGRectOffset(modalController.view.frame, 0, 230); [self showModal:modalController.view]; } Then use this function to animate the custom modal over the current view: - (void)showModal:(UIView*) modalView { UIWindow* mainWindow = (((TestAppDelegate*) [UIApplication sharedApplication].delegate).window); CGPoint middleCenter = modalView.center; CGSize offSize = [UIScreen mainScreen].bounds.size; CGPoint offScreenCenter = CGPointMake(offSize.width / 2.0, offSize.height * 1.5); modalView.center = offScreenCenter; // we start off-screen [mainWindow addSubview:modalView]; // Show it with a transition effect [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:0.4]; // animation duration in seconds modalView.center = middleCenter; [UIView commitAnimations]; } Then I dismiss the modal on button click with this: - (IBAction)dismissModal:(id)sender { [self hideModal:self.view]; } And then use these functions to animate the modal offscreen and clean itself up: - (void)hideModal:(UIView*) modalView { CGSize offSize = [UIScreen mainScreen].bounds.size; CGPoint offScreenCenter = CGPointMake(offSize.width / 2.0, offSize.height * 1.5); [UIView beginAnimations:nil context:modalView]; [UIView setAnimationDuration:0.7]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(hideModalEnded:finished:context:)]; modalView.center = offScreenCenter; [UIView commitAnimations]; } - (void)hideModalEnded:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { UIView* modalView = (UIView *)context; [modalView removeFromSuperview]; [self release]; } Any help is greatly appreciated!

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  • 1180: Call to a possibly undefined method addEventListener

    - by Chris
    I'm going through some AS3 training, but I'm getting a weird error... I'm trying to add an event listener to the end of a motion tween in AS. I've created a tween, highlighted the frames, right clicked and copied the tween as AS and pasted it into the movie clip (I think there's a better way to do this, but I'm not sure what it is...) When I try to add the listener to the end of that code, I get the error. Here's my code. import fl.motion.AnimatorFactory; import fl.motion.MotionBase; import fl.motion.Motion; import flash.filters.*; import flash.geom.Point; import fl.motion.MotionEvent; import fl.events.*; var __motion_Enemy_3:MotionBase; if(__motion_Enemy_3 == null) { __motion_Enemy_3 = new Motion(); __motion_Enemy_3.duration = 30; // Call overrideTargetTransform to prevent the scale, skew, // or rotation values from being made relative to the target // object's original transform. // __motion_Enemy_3.overrideTargetTransform(); // The following calls to addPropertyArray assign data values // for each tweened property. There is one value in the Array // for every frame in the tween, or fewer if the last value // remains the same for the rest of the frames. __motion_Enemy_3.addPropertyArray("x", [0]); __motion_Enemy_3.addPropertyArray("y", [0]); __motion_Enemy_3.addPropertyArray("scaleX", [1.000000,1.048712,1.097424,1.146136,1.194847,1.243559,1.292271,1.340983,1.389695,1.438407,1.487118,1.535830,1.584542,1.633254,1.681966,1.730678,1.779389,1.828101,1.876813,1.925525,1.974237,2.022949,2.071661,2.120372,2.169084,2.217796,2.266508,2.315220,2.363932,2.412643]); __motion_Enemy_3.addPropertyArray("scaleY", [1.000000,1.048712,1.097424,1.146136,1.194847,1.243559,1.292271,1.340983,1.389695,1.438407,1.487118,1.535830,1.584542,1.633254,1.681966,1.730678,1.779389,1.828101,1.876813,1.925525,1.974237,2.022949,2.071661,2.120372,2.169084,2.217796,2.266508,2.315220,2.363932,2.412643]); __motion_Enemy_3.addPropertyArray("skewX", [0]); __motion_Enemy_3.addPropertyArray("skewY", [0]); __motion_Enemy_3.addPropertyArray("rotationConcat", [0]); __motion_Enemy_3.addPropertyArray("blendMode", ["normal"]); __motion_Enemy_3.addPropertyArray("cacheAsBitmap", [false]); __motion_Enemy_3.addEventListener(MotionEvent.MOTION_END, hurtPlayer); // Create an AnimatorFactory instance, which will manage // targets for its corresponding Motion. var __animFactory_Enemy_3:AnimatorFactory = new AnimatorFactory(__motion_Enemy_3); __animFactory_Enemy_3.transformationPoint = new Point(0.499558, 0.500000); // Call the addTarget function on the AnimatorFactory // instance to target a DisplayObject with this Motion. // The second parameter is the number of times the animation // will play - the default value of 0 means it will loop. // __animFactory_Enemy_3.addTarget(<instance name goes here>, 0); } function hurtPlayer(event:MotionEvent):void { this.parent.removeChild(this); } I've tried a few places for it, both with the animFactory_Enemy_3 variable and the motion_Enemy_3 variable - getting the same error both times.

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  • how to make DIV show up on top of other Divs

    - by feelexit
    I upload my code on jsFiddle, you can see it there. http://jsfiddle.net/SrT2U/2/ When you click on the link, the hidden FAQ section will show up, and it will push other divs down. But that is not what I want, I need all other divs stay where they are, and my hidden FAQ section just float on the top. Not sure how to do it. Not even sure if this should be done in HTML, CSS or jQuery. My jQuery code: $(function(){ $(".OpenTopMessage").click(function () { $("#details").slideToggle("slow"); }); }); HTML code: <div style="border: 1px solid #000;"> <span>link</span> <span>&nbsp;&nbsp;|&nbsp;&nbsp;</span> <span>link</span> <span>&nbsp;&nbsp;|&nbsp;&nbsp;</span> <span>link</span> <span>&nbsp;&nbsp;|&nbsp;&nbsp;</span> <span>link</span> <span>&nbsp;&nbsp;|&nbsp;&nbsp;</span> <span>link</span> <span>&nbsp;&nbsp;|&nbsp;&nbsp;</span> </div> <div id="faqBox"> <table width="100%"> <tr><td><a href="#" id="openFAQ" class="OpenTopMessage">this is hte faq section</a></td> </tr> </table> <div id="details" style="display:none"> <br/><br/><br/><br/><br/><br/><br/><br/> the display style property is set to none to ensure that the element no longer affects the layout of the page <br/><br/><br/><br/><br/><br/><br/><br/> </div> </div> <br/><br/> <div style="background:#c00;">other stuff heren the height reaches 0 after a hiding animation, the display style property is set to </div>

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  • how to set footer image in this video screen?

    - by bala
    hi my problem is how to create footer image in this video screen while playing.... how to create this format. now i am give my description: • 1) Header image, a stretched background image. The location of this external image comes from the application xml; • 2) Footer image, a stretched background image. The location of this external image comes from the application xml; 2.a) the copyright, disclaimer and buy block, this block contains links to popup windows that contain a copyright and or disclaimer. And an option to buy the application for the advertisement less version. The content of this block is fed trough the application XML feed. The color of the text is fed by the application xml plus the popup links and texts itself; • 3) Carousel image, a stretched background image. The location of this external image comes from the application xml; 3.a) the carousel contains objects that can flow from right to left, possibly trough a animation (a soft break of the slide). The first object is centered in the middle of the carousel. This is the first element in the video feed. All the subsequent video object are added to the right of the centered object; 4) Total Video object, this object links to window two with the corresponding video of this object. This object is visually build out of the following sub parts:o 4.a) Thumb object (possible playing video thumb); 4.b) Reflection of the Thumb; 4.c) Textual Explanation of Thumb. 1) Video stream, this is the video stream coming from a external server streamed to the television (maybe up scaled) as 720p stream; 2) Advertisement, the type of advertisement shown overlaid on the video is based on previous settings in the video feed. This could mean that Admob, Adsense or a third party image plus URL could be shown. When the advertisement is selected trough navigation (it will highlight in a different color as a border around the advertisement. The color an thickness can be managed trough the application xml), when clicked a browser will open with the associated site (the application will be pushed to the background process, when the user is finished it will return to the app); 3) A back button, an image and navigational element. The location of the image comes from the application xml. The button is only shown when a cursor is moved (a button is pressed on the remote) it will highlight when selected and when pressed will forward the screen to the main window. When the main window is opened the video will be removed from cache and memory and cannot be start from the point it was exited. please give me your idea....

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  • jQuery function execute on Button Click and Enter/Return (key)

    - by Alvin Jones
    I'm trying to create a little search box that allows you to search Twitter based on the keyword you enter in the input field. While it's work, it only works if you press the Submit button. I would also like to be able to press the Enter or Return key to initiate the search. I've tried using the .sumbit function and wrapping my input around a form element with no success. Any insight would be greatly appreciate! Live example: http://tinyurl.com/84axyym <script src="http://ajax.googleapis.com/ajax/libs/jquery/1/jquery.min.js"></script> <script> $(document).ready(function(){ function(data) { $('#startSearch').click(function(){ $('#tweets .results').remove(); var searchTerm = 'http://search.twitter.com/search.json?q=' + $('#twitterSearch').val() + '&callback=?' $.getJSON(searchTerm, function(data) { $.each(data.results, function() { $('<div class="results"></div>') .hide() .append('<a class="userPicLink" href="http://twitter.com/' + this.from_user + '">' + '<img class="userImg" src="' + this.profile_image_url + '">' + '</a>') .append('<span class="userName">' + '<a href="http://twitter.com/' + this.from_user + '">' + this.from_user + '</span>') .append('<span class="userText">' + this.text + '</span>') .append('<time class="textTime">' + relTime(this.created_at) + '</time>') .appendTo('#tweets') .fadeIn(); }); }); </script> <body> <label id="searchLabel" for="twitterSearch">Search</label> <input type="search" list="searchSugg" id="twitterSearch" placeholder="css3 animation" required aria-required="true"> <input id="startSearch" type="submit"> <datalist id="searchSugg"> <option value="css3 mulitple backgrounds"> <option value="html5 video"> <option value="responsive web design"> <option value="twitter api"> </datalist> <div id="tweets"> </div> </body>

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  • position:absolute within border-radius and overflow:hidden

    - by JaNightmare
    I had a problem with border-radius in webkit browsers and found the solution at the following URL: How to make CSS3 rounded corners hide overflow in Chrome/Opera but iam using a another element with position: absolute; inside this now I need to make the caption with rounded border too, but do not know how note: i can't use another border-radius in caption, because this will have an animation see the code with: <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <title>Problem</title> <style type="text/css"> img { border: 0; } a { text-decoration: none; } .wrap-events { float: left; position: relative; width: 500px; height: 250px; } .events { overflow: hidden; -webkit-border-radius: 50px; -moz-border-radius: 50px; border-radius: 50px; } .caption { position: absolute; width: 100%; bottom: 0; color: #FFFFFF; background-color: #151515; font: 12px "Arial", Helvetica, sans-serif; opacity: 0.6; border-radius: 0 0 50px 50px; /* add border-radius to caption */ } .caption p { padding: 10px; } </style> </head> <body> <div class="wrap-events"> <div class="events"> <a href="#"> <img src="http://www.cg-auto.com.br/forum/imagens/imagens_news/26c4dc4359edcfd4c6871ee1fa958539.jpg" alt="image"> </a> <div class="caption"> <p>This is a caption</p> </div> </div> </div> <button id="slide">Slide It!</button> <script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/1.7.1/jquery.min.js"></script> <script type="text/javascript"> $('#slide').click(function(){ $('.caption').hide().slideDown(2000); }); </script> </body> </html> cheers

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  • Command Not working in separate thread in J2me.

    - by RishiPatel
    I am creating a bluetooth application. I created a simple midlet with a exit command and i create a thread for finding the service and discovering the device. While doing so it displays a animated screen on which i added the parent commandListener for exit command. After successful connection both user is represented with greetings(Current screen calls the parent Display method setCurrent for displaying itself). This screen also have CommandListener set to the parent. Now i want to add few more commands. I Implemented the CommandLIstener Interface in this class, added few commands but the commands are not working. I dont whats wen wrong. I am giving u Code snippets to fully describle my issue : - package name Imports here public class MyMidlet extends MIDlet implements CommandListener { public CommandListener theListener; public Display theDisplay; public Command exitCommand; public MyMidlet() { // Retrieve the display for this MIDlet //Create the initial screen } public void startApp() throws MIDletStateChangeException { } public void pauseApp() { } public void destroyApp(boolean unconditional) { } public void commandAction(Command c, Displayable d) { // Determine if the exit command was selected if (c == exitCommand) { //End application here notifyDestroyed(); } else { //Start the new thread here } } } Now here is the code for the class which is invoked by the above midlet in a separate thread; package here; imports here public class MyService implements Runnable, CommandListener { private MyMidlet parent; private StreamConnection conn; private OutputStream output; private InputStream input; public Command sendCommand; private TextField messageToSend Form form; public BChatService(boolean isServer, BChatMidlet parent) { //some stuff here this.parent = parent; } public void run() { //functino for showing animation here try { input = conn.openInputStream(); output = conn.openOutputStream(); } catch (IOException e) { displayError("IO Error", "An error occurred while opening " + "the input and output streams" + "(IOException: " + e.getMessage() + ")"); try { conn.close(); } catch (Exception ex) { } return; } // Create the Form here when service is discoverd and greets the users Command sendCommand = new Command("Send", Command.ITEM, 2); exitCommand = new Command("Exit", Command.EXIT, 1); form.addCommand(exitCommand); form.addCommand(sendCommand); parent.theDisplay.setCurrent(form); form.setCommandListener(this); public void commandAction(Command c, Displayable d) { if (c == exitCommand) { // End the game parent.destroyApp(true); parent.notifyDestroyed(); } if(c == sendCommand) { form.append("SOme text here"); } } } When i select the Send command, the string doesnt append in form neither exit command works. What can be the possible cause for it?? I need to implement this functionality...Is there any other way to achieve this??

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  • How do I change text color on the selected row inside a ListView/GridView? (using Expression Dark th

    - by Thiado de Arruda
    I'm using theExpression Dark WPF Theme(http://wpfthemes.codeplex.com/) with a ListView(view property set to a GridView) to display some user data like the following : <ListView Grid.Row="1" ItemsSource="{Binding RegisteredUsers}" SelectedItem="{Binding SelectedUser}" > <ListView.View> <GridView> <GridViewColumn Header="Login" DisplayMemberBinding="{Binding Login}" Width="60"/> <GridViewColumn Header="Full Name" DisplayMemberBinding="{Binding FullName}" Width="180"/> <GridViewColumn Header="Last logon" DisplayMemberBinding="{Binding LastLogon}" Width="120"/> <GridViewColumn Header="Photo" Width="50"> <GridViewColumn.CellTemplate> <DataTemplate> <Image Source="{Binding Photo}" Width="30" Height="35"/> </DataTemplate> </GridViewColumn.CellTemplate> </GridViewColumn> </GridView> </ListView.View> </ListView> The rows have white text with a dark background and white background when selected, however the text color doesnt change when selected and it makes very difficult to read, I would like the text to have a dark color when the row is selected. I have searched for a way to style the text color but with no success, here is the control template for the ListViewItem : <Border SnapsToDevicePixels="true" BorderBrush="{TemplateBinding BorderBrush}" BorderThickness="{TemplateBinding BorderThickness}" CornerRadius="2" x:Name="border"> <Grid Margin="2,0,2,0"> <Rectangle x:Name="Background" IsHitTestVisible="False" Opacity="0.25" Fill="{StaticResource NormalBrush}" RadiusX="1" RadiusY="1"/> <Rectangle x:Name="HoverRectangle" IsHitTestVisible="False" Opacity="0" Fill="{StaticResource NormalBrush}" RadiusX="1" RadiusY="1"/> <Rectangle x:Name="SelectedRectangle" IsHitTestVisible="False" Opacity="0" Fill="{StaticResource SelectedBackgroundBrush}" RadiusX="1" RadiusY="1"/> <GridViewRowPresenter SnapsToDevicePixels="{TemplateBinding SnapsToDevicePixels}" Margin="0,2,0,2" VerticalAlignment="Stretch" /> </Grid> </Border> The trigger that changes the background color simply applies an animation to change the 'SelectedRectangle' opacity, but I cant change the text color on the same trigger(I tried using a setter for the foreground color on the ListViewItem, but with no success). Does someone have a clue on that?

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  • Reason why UIImage gives me a 'distorted' image sometimes

    - by Cedric Vandendriessche
    I have a custom UIView with a UILabel and a UIImageView subview. (tried using UIImageView subclass aswell). I assign an image to it and add the view to the screen. I wrote a function which adds the amount of LetterBoxes to the screen (my custom class): - (void)drawBoxesForWord:(NSString *)word { if(boxesContainer == nil) { /* Create a container for the LetterBoxes (animation purposes) */ boxesContainer = [[UIView alloc] initWithFrame:CGRectMake(0, 205, 320, 50)]; [self.view addSubview:boxesContainer]; } /* Calculate width of letterboxes */ NSInteger numberOfCharacters = [word length]; CGFloat totalWidth = numberOfCharacters * 28 + (numberOfCharacters - 1) * 3; CGFloat leftCap = (320 - totalWidth) / 2; [letters removeAllObjects]; /* Draw the boxes to the screen */ for (int i = 0; i < numberOfCharacters; i++) { LetterBox *letter = [[LetterBox alloc] initWithFrame:CGRectMake(leftCap + i * 31 , 0, 28, 40)]; [letters addObject:letter]; [boxesContainer addSubview:letter]; [letter release]; }} This gives me the image below: http://www.imgdumper.nl/uploads2/4ba3b2c72bb99/4ba3b2c72abfd-Goed.png But sometimes it gives me this: imgdumper.nl/uploads2/4ba3b2d888226/4ba3b2d88728a-Fout.png I add them to the same boxesContainer but they first remove themselves from the superview, so it's not like you see them double or something. What I find weird is that they are all good or all bad.. This is the init function for my LetterBox: if (self == [super initWithFrame:aRect]) { /* Create the box image with same frame */ boxImage = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, self.bounds.size.width, self.bounds.size.height)]; boxImage.contentMode = UIViewContentModeScaleAspectFit; boxImage.image = [UIImage imageNamed:@"SpaceOpen.png"]; [self addSubview:boxImage]; /* Create the label with same frame */ letterLabel = [[UILabel alloc] initWithFrame:CGRectMake(0, 0, self.bounds.size.width, self.bounds.size.height)]; letterLabel.backgroundColor = [UIColor clearColor]; letterLabel.font = [UIFont fontWithName:@"ArialRoundedMTBold" size:26]; letterLabel.textColor = [UIColor blackColor]; letterLabel.textAlignment = UITextAlignmentCenter; [self addSubview:letterLabel]; } return self;} Does anyone have an idea why this could be? I'd rather have them display correctly every time :)

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  • Game doesn't Quit properly

    - by W.K.S
    I have an app that so far consists of two Activities: The Main Menu Activity. The Game Activity The Main Menu Activity contains a button that starts the Game Activity with the following code: public void onClick(View clickedButton) { switch(clickedButton.getId()) { case R.id.buttonPlay: Intent i = new Intent("apple.banana.BouncingBallActivity"); startActivity(i); break; } When the user is done with the Game Activity, he presses the back button. This calls the onPause() method first, which pauses the animation thread of the game. It then calls the onStop() which calls finish() on the activity altogether. The user is returned to the Main Menu activity. The code is outlined below: public class BouncingBallActivity extends Activity{ private BouncingBallView bouncingBallView; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); bouncingBallView = new BouncingBallView(this); bouncingBallView.resume(); setContentView(bouncingBallView); } @Override protected void onPause() { super.onPause(); bouncingBallView.pause(); } @Override protected void onResume() { super.onResume(); bouncingBallView.resume(); } @Override protected void onStop() { super.onStop(); this.finish(); } } The problem is that this only works if I launch the application from Eclipse. When I click on the app icon, the game starts from the Game Activity. The main menu activity does not appear. I am not clear about why this happens. It could be something to do with the manifest. I've pasted the relevant portions below: <application android:icon="@drawable/ic_launcher" android:label="@string/app_name" > <activity android:name=".BouncingBallActivity" android:label="@string/app_name" android:screenOrientation="landscape" > <intent-filter> <action android:name="apple.banana.BouncingBallActivity" /> <category android:name="android.intent.category.DEFAULT" /> </intent-filter> </activity> <activity android:name=".MainMenu" android:label="@string/app_name" android:screenOrientation="portrait" > <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> I'd really appreciate any help with this. Thanks.

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  • iPhone OpenGL scrolling background jumps when texture is drawn for first time

    - by Magnum39
    I have been fighting a problem for a while now and would appreciate any help anybody could give. I have a sprite that moves within a landscape. The sprite remains in the center of the screen and the background moves to simulate that the sprite is moving within the landscape. I have split the landscape into sections so that I only draw the sections of the landscape that I need (are on screen). The Problem: As a new texture section of the screen appears on the screen (is drawn for the first time) the movement jumps. Almost like a frame is missed. I have done some timing experiments and I do not thinks a frame is missed. My processing is well below the 30fps that I have the animation set to. It only happens the first time the texture section is drawn. Is there something extra that is done the first time a texture is drawn? Here is the code: - (void) render{ // Sets up an array of values to use as the sprite vertices. const GLfloat sVerts[] = { -1.6f, -1.6f, 1.6f, -1.6f, -1.6f, 1.6f, 1.6f, 1.6f, }; static const GLfloat sTexCoords[] = { 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0 }; glDisableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Setup opengl to draw the object in correct orientation, size, position, etc glLoadIdentity(); // Enable use of the texture glEnable(GL_TEXTURE_2D); glVertexPointer(2, GL_FLOAT, 0, sVerts); glTexCoordPointer(2, GL_FLOAT, 0, sTexCoords); // draw the texture // set the position of the first tile float xOffset = -4.8; float yOffset = 4.8; int i; int y; int currentTexture = textureA; for(i=0; i<2; i++) { for(y=0; y<2; y++) { // test for the texture tile on the screen if not on screen then do not draw float localX = xOffset+(3.21*y); float localY = yOffset-(3.21*i); float xDiff = monkeyX - localX; float yDiff = monkeyY - localY; if(((xDiff < 3.2) && (xDiff > -3.2)) && ((yDiff <2.7) && (yDiff > -2.7))) { // bind the texture and set the vertex data pointers glBindTexture(GL_TEXTURE_2D, spriteTexture[currentTexture]); // move to draw position for the texture glLoadIdentity(); glTranslatef((localX+self.positionX), (localY+self.positionY), 0.0); //draw the texture glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } currentTexture++; } } }

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  • Animate css attributes: set "bottom" and remove "top"

    - by Slevin
    I'm working on a few animations with jQuery. I have 3-4 elements which should slide in from the top. I defined their positions with css: #element-1 { top:124px; left:0px; right:auto; bottom:auto; } #element-2 { top:230px; left:670px; right:auto; bottom:auto; } #element-3 { top:auto; left:0px; right:auto; bottom:100px; } Then I save their positions initial on pageload, cause i have to manipulate the css value to top: -1000px to hide them and make the "slide in from top" animation possible. var image_margins = []; $('img').each(function() { var obj = $(this), id = obj.attr('id'), mtop = obj.css('top'), mleft = obj.css('left'), mright = obj.css('right'), mbottom = obj.css('bottom'); // save alle margins in array image_margins[id] = {mtop:mtop,mleft:mleft,mright:mright,mbottom:mbottom}; // hide all content elements obj.css({'top':'-1000px'}); }); When the user clicks the animate button, the elements should slide to their saved positions. The problem: i can't remove the top attribute. Some elements only have bottom margins. I tried to set top to auto or '', but it's always 0px in DOM inspector. And bottom don't work if top is set. How can i get rid of the top attribute? $('.button').click(function(){ $('img').each(function() { var image = $(this), id = image.attr('id'), timeout = 0; setTimeout(function() { var mtop, mleft, mright, mbottom; if (image_margins[id].mtop != 'auto') { mtop = image_margins[id].mtop; } else { mtop = ''; } if (image_margins[id].mleft != 'auto') { mleft = image_margins[id].mleft; } else { mleft = ''; } if (image_margins[id].mright != 'auto') { mright = image_margins[id].mright; } else { mright = ''; } if (image_margins[id].mbottom != 'auto') { mbottom = image_margins[id].mbottom; } else { mbottom = ''; } image.animate({'top':mtop,'left':mleft,'right':mright,'bottom':mbottom},500); },timeout); timeout = timeout + 200; }); });

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