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  • How to conduct A/B split testing with AdSense?

    - by None
    Ok so I have decided to A/B test my AdSense ads. I have run a few tests, but I don't know what conclusion to draw and how to keep track of things. Some specific questions: If I have 2 test units, 1 wins. I test that with a new and so on. How do I find if say the fifth one did better than the first one? How do I keep track of things? Do I let the variables independent of each other, because they certainly are not. In real life, font size can affect CTR even if the colors are different. I can test blue color with red color, and then test Arial font with Georgia, but how do I know which combination is the best? This would result in way too many test units. I tried Googling a lot, but I could not find answers to these questions.

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  • Are these non-standard applications of rendering practical in games?

    - by maul
    I've recently got into 3D and I came up with a few different "tricky" rendering techniques. Unfortunately I don't have the time to work on this myself, but I'd like to know if these are known methods and if they can be used in practice. Hybrid rendering Now I know that ray-tracing is still not fast enough for real-time rendering, at least on home computers. I also know that hybrid rendering (a combination of rasterization and ray-tracing) is a well known theory. However I had the following idea: one could separate a scene into "important" and "not important" objects. First you render the "not important" objects using traditional rasterization. In this pass you also render the "important" objects using a special shader that simply marks these parts on the image using a special color, or some stencil/depth buffer trickery. Then in the second pass you read back the results of the first pass and start ray tracing, but only from the pixels that were marked by the "important" object's shader. This would allow you to only ray-trace exactly what you need to. Could this be fast enough for real-time effects? Rendered physics I'm specifically talking about bullet physics - intersection of a very small object (point/bullet) that travels across a straight line with other, relatively slow-moving, fairly constant objects. More specifically: hit detection. My idea is that you could render the scene from the point of view of the gun (or the bullet). Every object in the scene would draw a different color. You only need to render a 1x1 pixel window - the center of the screen (again, from the gun's point of view). Then you simply check that central pixel and the color tells you what you hit. This is pixel-perfect hit detection based on the graphical representation of objects, which is not common in games. Afaik traditional OpenGL "picking" is a similar method. This could be extended in a few ways: For larger (non-bullet) objects you render a larger portion of the screen. If you put a special-colored plane in the middle of the scene (exactly where the bullet will be after the current frame) you get a method that works as the traditional slow-moving iterative physics test as well. You could simulate objects that the bullet can pass through (with decreased velocity) using alpha blending or some similar trick. So are these techniques in use anywhere, and/or are they practical at all?

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  • Are Web Safe Colors Still Relevant?

    - by VxJasonxV
    I still remember one of my high school teachers lecturing us about the "web safe colors". A set of 216-256 colors that you should confine your designs to use, and nothing else besides them. Last I knew, Photoshop still has the "web safe" yield icon[1] on it's color picker. Are web safe colors still a concern? Outside of the obvious application (accessibility, legacy software versions, etc.), how much consideration should I give to limiting my color choice for my general audience? [1] Or was it the cube? I never remember.

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  • Most appropriate diagram for GUI button design?

    - by JustADude
    What is the most appropriate diagram for GUI button design? Specifically, I have numerous buttons that will be changing color based on state information from operator input and input from various subcomponents and sensors. I would like to use UML or some other type of design diagrams to be able to capture the color transition. Some folks have suggested sequence diagrams, but I haven't been able to find any good examples that show how to incorporate this design artifact. I would really like to head in this direction to help developers. Thanks a ton for feedback and insights.

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  • ubuntu 12.10 slow application load upon restart

    - by Adam
    new ubuntu user. after boot (boot is quite fast), opening applications such as firefox, libra, system settings, takes close to 10 seconds to open. after the application is loaded in RAM, the application opens fine. the system feels snappy, quick. when i have two FIREFOX open, unity is snappy in showing me the two windows side by side. but upon bootup, loading the application takes 10 seconds. there is not much hdd activity. fresh install. its the same for system settings and browsing system settings. when system settings is opened for the first time (10 second), and i click for example Color, it will take quite long to open the color settings. hardware: i3 4gb ram radeon 5770 250gb sata gigabyte h55m motherboard i am using ubuntu straight out of the box, no propriety drivers. 64 bit. i have reinstalled OS, and still the same.

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  • XNA: draw a sprite in 3d, is that possible?

    - by Heisenbug
    since now I always used sprited to draw in 2D: spriteBatch.Draw(myTexture, rectangle, color); (I suppose the texture is binded internally to 2 triangles and then scaled.) Now, I'm porting my game in 3D and I have to draw several planes (walls, floor, roof,..). Do I need to manually binding a texture to a geometry (for example using VertexPositionColorTexture with VertexBuffer and IndexBuffer), or is there any simpler way to do that? I'm looking for something like spriteBatch.Draw with the rectangle clip specified in 3d space: spriteBatch.Draw(myTexture, rectangleIn3D, color);

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  • Arranging the colors on the board in the most pleasing form

    - by Shashwat
    Given a rectangular board of height H and width W. N colors are given. ith color occupy Pi percentage of area on the board. Sum of Pis is 1. What can be algorithm to layout the colors on the board in the form of rectangles in the most pleasing form. By pleasing mean the aspect ratios (Width/Height) of rectangle of each color should be as close to 1 as possible. In an ideal case the board would be filled only with squares.

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  • Really weird GL Behaviour, uniform not "hitting" proper mesh? LibGdx

    - by HaMMeReD
    Ok, I got some code, and you select blocks on a grid. The selection works. I can modify the blocks to be raised when selected and the correct one shows. I set a color which I use in the shader. However, I am trying to change the color before rendering the geometry, and the last rendered geometry (in the sequence) is rendered light. However, to debug logic I decided to move the block up and make it white, in which case one block moves up and another block becomes white. I checked all my logic and it knows the correct one is selected and it is showing in, in the correct place and rendering it correctly. When there is only 1 it works properly. Video Of the bug in action, note how the highlighted and elevated blocks are not the same block, however the code for color and My Renderer is here (For the items being drawn) public void render(Renderer renderer) { mGrid.render(renderer, mGameState); for (Entity e:mGameEntities) { UnitTypes ut = UnitTypes.valueOf((String)e.getObject(D.UNIT_TYPE.ordinal())); if (ut == UnitTypes.Soldier) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.texture_soldier.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); if (mSelectedEntities.contains(e)) { mEntityMatrix.translate(pos.x, 1f, pos.y); renderer.testShader.setUniformf("v_color", 0.5f,0.5f,0.5f,1f); } else { mEntityMatrix.translate(pos.x, 0f, pos.y); renderer.testShader.setUniformf("v_color", 1f,1f,1f,1f); } mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_soldier.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } else if (ut == UnitTypes.Enemy_Infiltrator) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.testShader.setUniformf("v_color", 1.0f,1,1,1.0f); renderer.texture_enemy_infiltrator.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); mEntityMatrix.translate(pos.x, 0f, pos.y); mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_enemy_infiltrator.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } } }

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  • Focus on Backup

    - by Bertrand Matthelié
    @font-face { font-family: "Arial"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }a:link, span.MsoHyperlink { color: blue; text-decoration: underline; }a:visited, span.MsoHyperlinkFollowed { color: purple; text-decoration: underline; }div.Section1 { page: Section1; } In the latest episode of our “Meet The MySQL Experts” podcast, Sveta Smirnova from the MySQL technical support organization gives us an overview of the common MySQL backup practices and tools, and talks about the benefits of using MySQL Enterprise Backup. Enjoy the podcast!

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  • How to display consistent background image

    - by Tofu_Craving_Redish_BlueDragon
    Drawing a large background is relatively slow in PyGame. In order to avoid drawing BG every frame, you could draw it once, then do nothing. However, if something is overdrawn onto the surface and keeps moving, you will need to redraw the background in order to "erase" the color pixels left by moving object; otherwise, you will have "traces" of the moving object. I have a moving object in my PyGame. However, I do not want to "clear the color buffer" by redrawing the background image. Redrawing the background image every frame is slow. My solution : I will "clear" only required portions (where the "traces" of moving object are left) of the "buffer" by redrawing portions of background. Is there any other better way to have a consistent background?

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  • Are sequence designs appropriate for GUI button design?

    - by JustADude
    Specifically, I have numerous buttons that will be changing color based on state information from operator input and input from various subcomponents and sensors. I would like to use UML or some other type of design diagrams to be able to capture the color transition. Some folks have suggested sequence diagrams, but I haven't been able to find any good examples that show how to incorporate this design artifact. I would really like to head in this direction to help developers. Are sequence designs in fact, appropriate, or is there a more appropriate design?

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  • How can a regular user be notified of a required reboot?

    - by Andre
    I am administrating multiple machines on which I am admin and the users have not admin-rights. The machines are configured to pull and install updates automatically. A new kernel will require a reboot. On Ubuntu Precise this was made visible to the user through the color change of the shutdown-menu in the upper right corner (it turned red). Now, on Ubuntu Trusty, there is not color change anymore. Also, the Update Manager will not pop up for regular users reminding them of an outstanding reboot. How can a regular user know that a reboot is required?

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  • gfortran in ubuntu 12.10

    - by user115334
    I hope my message will get read soon and somebody will give me a solution. I use fortran to do simulation and gfortran is the compiler I use. Recently I migrated from Ubuntu 10.10 to 12.10. After installing gfortran then I tried to compile and run my fortran programs then the problem started. I successfully compiled the program but I am unable to execute it. (I work in a directory in shared partition, not in HOME directory). When I compiled the program and run it within HOME directory, everything worked fine. On my Ubuntu 10.10, I was able to compile and execute fortran program from everywhere not only within HOME directory. This is what I do for compiling and executing fortran program: gfortran hello.f90 -o hello # to compile it ./hello # to execute it I'm blind about PATH or anything like it (this has to do with it, I suspect) so please give me direction.

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  • Huge 2d pixelized world

    - by aspcartman
    I would like to make a game field in a indie-strategic 2d game to be some a-like this popular picture. http://0.static.wix.com/media/6a83ae_cd307e45ffd9c6b145237263ac1a86be.jpg_1024 So every "pixel"(blocks) changes it's color slowly, sometimes a bright color wave happens, etc, but the spaces beetwen this pixels should stay dark (not to count shades, lightning and other 3rd party stuff going on). Units are going to be same "pixelized" and should position them-selfs according those blocks. I have some experience in game-developing, but this task seems not trivial for me. What approaches (shader, tons of sprites or code-render, i don't now) would you recommend me to follow? (I'm thinking of making this game using Unity Engine) Thanks everyone! :)

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  • Getting this CSS to work in IE6

    - by jerrygarciuh
    Hi folks, Working on this page: http://www.karlsenner.dreamhosters.com/about.php and having trouble with the navigation in IE6. It validates as XHTML 1.0 Transitional. Works great in FF, IE 8, Chrome, and Windows Safari. In IE6 and Opera 10 the drop menus appear too high. I tried adding in the different versions of http://code.google.com/p/ie7-js/ but it did not solve the issue in IE. The CSS looks like this: #wrapper { position: relative; display: block; background-color: inherit; margin: 0px auto; padding: 0; width: 900px; min-height: 900px; } #nav {} .navImage { position:relative; display:inline; height:102px; /* added in hopes of helping IE position but no dice */ } .subMenu { position:absolute; z-index:10; background-color:#FFF; top: 14px; left:0; } .subMenu a:link, .subMenu a:visited, .subMenu a:active{ display:block; width:90%; padding:6px; margin:0; color:#3CF; font-family:Tahoma, Geneva, sans-serif; font-size:14px; text-decoration:none; font-weight:bold; } .subMenu a:hover{ display:block; width:90%; padding:6px; margin:0; color:#3CF; background-color:#CCC; font-family:Tahoma, Geneva, sans-serif; font-size:14px; text-decoration:none; font-weight:bold; } jQuery rollovers: $('#navcompany').hover(function () { $('#companyMenu').css('display', 'block'); $('#companyImg').attr('src','g/nav/company_over.gif'); }, function () { $('#companyMenu').css('display', 'none'); $('#companyImg').attr('src','g/nav/company.gif'); }); And one of the cells. Since the menu is coming out of PHP and IE was not respecting the widths I just use PHP to get the nav image widths and write them to styles on the fly. Solved the width issue as IE acted like they should inherit their width from the wrapper. This may be a clue as to why they don't appear below their nav images but I can't sort it. <div id="navcompany" class="navImage" style="width:128px"> <a href="about.php"> <img src="g/nav/company_over.gif" name="companyImg" width="128" height="102" border="0" id="companyImg" alt="company" /> </a> <div id="companyMenu" class="subMenu" style="display:none; width:128px"> <a href="about.php">About us</a> <a href="location.php">Our location</a> </div> </div> Any advice greatly appreciated! JG

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  • OpenGL/SharpGL - Points only on -near surface of Ortho projection?

    - by FTLPhysicsGuy
    When you create points using three dimensions for each point and you use an Ortho projection to view the points, would there be a reason that only the points on the -near surface would appear? For example, if you use (the SharpGL method) gl.Ortho(0, width, height, 0, -10, 10), only the points at z=10 (because the near surface is at -10) actually show up. I'm currently using SharpGL - but I'm hoping the issue I'm having isn't with that particular implementation/library. EDIT: I'm adding the code below that demonstrates the issue. Note that this example requires SharpGL and is in fact a modification of a WPF sample project that comes with the current SharpGL source code (the original sample project is called TwoDSample). The project requires a MainWindow.xaml and a MainWindow.xaml.cs. Here's the xaml: <Window x:Class="TwoDSample.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="MainWindow" Height="350" Width="525" xmlns:my="clr-namespace:SharpGL.WPF;assembly=SharpGL.WPF"> <Grid> <my:OpenGLControl Name="openGLControl1" OpenGLDraw="openGLControl1_OpenGLDraw" OpenGLInitialized="openGLControl1_OpenGLInitialized" Resized="openGLControl1_Resized"/> </Grid> </Window> Here is the code behind: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Imaging; using System.Windows.Navigation; using System.Windows.Shapes; using SharpGL.Enumerations; namespace TwoDSample { /// <summary> /// Interaction logic for MainWindow.xaml /// </summary> public partial class MainWindow : Window { public MainWindow() { InitializeComponent(); } // NOTE: I use this to restrict the openGLControl1_OpenGLDraw method to // drawing only once after m_drawCount is set to zero; int m_drawCount = 0; private void openGLControl1_OpenGLDraw(object sender, SharpGL.SceneGraph.OpenGLEventArgs args) { // NOTE: Only draw once after m_drawCount is set to zero if (m_drawCount < 1) { // Get the OpenGL instance. var gl = args.OpenGL; gl.Color(1f, 0f, 0f); gl.PointSize(2.0f); // Draw 10000 random points. gl.Begin(BeginMode.Points); Random random = new Random(); for (int i = 0; i < 10000; i++) { double x = 10 + 400 * random.NextDouble(); double y = 10 + 400 * random.NextDouble(); double z = (double)random.Next(-10, 0); // Color the point according to z value gl.Color(0f, 0f, 1f); // default to blue if (z == -10) gl.Color(1f, 0f, 0f); // Red for z = -10 else if (z == -1) gl.Color(0f, 1f, 0f); // Green for z = -1 gl.Vertex(x, y, z); } gl.End(); m_drawCount++; } } private void openGLControl1_OpenGLInitialized(object sender, SharpGL.SceneGraph.OpenGLEventArgs args) { } private void openGLControl1_Resized(object sender, SharpGL.SceneGraph.OpenGLEventArgs args) { // NOTE: force the draw routine to happen again when resize occurs m_drawCount = 0; // Get the OpenGL instance. var gl = args.OpenGL; // Create an orthographic projection. gl.MatrixMode(MatrixMode.Projection); gl.LoadIdentity(); // NOTE: Basically no matter what I do, the only points I see are those at // the "near" surface (with z = -zNear)--in this case, I only see green points gl.Ortho(0, openGLControl1.ActualWidth, openGLControl1.ActualHeight, 0, 1, 10); // Back to the modelview. gl.MatrixMode(MatrixMode.Modelview); } } }

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  • iPhone development: pointer being freed was not allocated

    - by w4nderlust
    Hello, i got this message from the debugger: Pixture(1257,0xa0610500) malloc: *** error for object 0x21a8000: pointer being freed was not allocated *** set a breakpoint in malloc_error_break to debug so i did a bit of tracing and got: (gdb) shell malloc_history 1257 0x21a8000 ALLOC 0x2196a00-0x21a89ff [size=73728]: thread_a0610500 |start | main | UIApplicationMain | GSEventRun | GSEventRunModal | CFRunLoopRunInMode | CFRunLoopRunSpecific | __CFRunLoopDoObservers | CA::Transaction::observer_callback(__CFRunLoopObserver*, unsigned long, void*) | CA::Transaction::commit() | CA::Context::commit_transaction(CA::Transaction*) | CALayerDisplayIfNeeded | -[CALayer _display] | CABackingStoreUpdate | backing_callback(CGContext*, void*) | -[CALayer drawInContext:] | -[UIView(CALayerDelegate) drawLayer:inContext:] | -[AvatarView drawRect:] | -[AvatarView overlayPNG:] | +[UIImageUtility createMaskOf:] | UIGraphicsGetImageFromCurrentImageContext | CGBitmapContextCreateImage | create_bitmap_data_provider | malloc | malloc_zone_malloc and i really can't understand what i am doing wrong. here's the code of the [UIImageUtility createMaskOf:] function: + (UIImage *)createMaskOf:(UIImage *)source { CGRect rect = CGRectMake(0, 0, source.size.width, source.size.height); UIGraphicsBeginImageContext(CGSizeMake(source.size.width, source.size.height)); CGContextRef context = UIGraphicsGetCurrentContext(); CGContextTranslateCTM(context, 0, source.size.height); CGContextScaleCTM(context, 1.0, -1.0); UIImage *original = [self createGrayCopy:source]; CGContextRef context2 = CGBitmapContextCreate(NULL, source.size.width, source.size.height, 8, 4 * source.size.width, CGColorSpaceCreateDeviceRGB(), kCGImageAlphaNoneSkipLast); CGContextDrawImage(context2, CGRectMake(0, 0, source.size.width, source.size.height), original.CGImage); CGImageRef unmasked = CGBitmapContextCreateImage(context2); const float myMaskingColorsFrameColor[6] = { 1,256,1,256,1,256 }; CGImageRef mask = CGImageCreateWithMaskingColors(unmasked, myMaskingColorsFrameColor); CGContextSetRGBFillColor (context, 256,256,256, 1); CGContextFillRect(context, rect); CGContextDrawImage(context, rect, mask); UIImage *whiteMasked = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); return whiteMasked; } the other custom function called before that is the following: - (UIImage *)overlayPNG:(SinglePart *)sp { NSLog([sp description]); // Rect and context setup CGRect rect = CGRectMake(0, 0, sp.image.size.width, sp.image.size.height); NSLog(@"%f x %f", sp.image.size.width, sp.image.size.height); // Create an image of a color filled rectangle UIImage *baseColor = nil; if (sp.hasOwnColor) { baseColor = [UIImageUtility imageWithRect:rect ofColor:sp.color]; } else { SinglePart *facePart = [editingAvatar.face.partList objectAtIndex:0]; baseColor = [UIImageUtility imageWithRect:rect ofColor:facePart.color]; } // Crete the mask of the layer UIImage *mask = [UIImageUtility createMaskOf:sp.image]; mask = [UIImageUtility createGrayCopy:mask]; // Create a new context for merging the overlay and a mask of the layer UIGraphicsBeginImageContext(CGSizeMake(sp.image.size.width, sp.image.size.height)); CGContextRef context2 = UIGraphicsGetCurrentContext(); // Adjust the coordinate system so that the origin // is in the lower left corner of the view and the // y axis points up CGContextTranslateCTM(context2, 0, sp.image.size.height); CGContextScaleCTM(context2, 1.0, -1.0); // Create masked overlay color layer CGImageRef MaskedImage = CGImageCreateWithMask (baseColor.CGImage, mask.CGImage); // Draw the base color layer CGContextDrawImage(context2, rect, MaskedImage); // Get the result of the masking UIImage* overlayMasked = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); UIGraphicsBeginImageContext(CGSizeMake(sp.image.size.width, sp.image.size.height)); CGContextRef context = UIGraphicsGetCurrentContext(); // Adjust the coordinate system so that the origin // is in the lower left corner of the view and the // y axis points up CGContextTranslateCTM(context, 0, sp.image.size.height); CGContextScaleCTM(context, 1.0, -1.0); // Get the result of the blending of the masked overlay and the base image CGContextDrawImage(context, rect, overlayMasked.CGImage); // Set the blend mode for the next drawn image CGContextSetBlendMode(context, kCGBlendModeOverlay); // Component image drawn CGContextDrawImage(context, rect, sp.image.CGImage); UIImage* blendedImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); CGImageRelease(MaskedImage); return blendedImage; }

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  • Reversing page navigation on PHP

    - by ilnur777
    Can anyone help me with reversing this PHP page navigation? Current script setting shows this format: [0] | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 ... 14 • Forward • End But I really need it to reverse for this format: [14] | 13 | 12 | 11| 10 | 9 | 8 | 7 | 6 ... 0 • Back • Start Here is the PHP code: <? $onpage = 10; // on page function page(){ if(empty($_GET["page"])){ $page = 0; } else { if(!is_numeric($_GET["page"])) die("Bad page number!"); $page = $_GET["page"]; } return $page; } function navigation($onpage, $page){ //---------------- $countt = 150; $cnt=$countt; // total amount of entries $rpp=$onpage; // total entries per page $rad=4; // amount of links to show near current page (2 left + 2 right + current page = total 5) $links=$rad*2+1; $pages=ceil($cnt/$rpp); if ($page>0) { echo "<a href=\"?page=0\"><<< Start</a> <font color='#CCCCCC'>•</font> <a href=\"?page=".($page-1)."\">< Back</a> <font color='#CCCCCC'>•</font>"; } $start=$page-$rad; if ($start>$pages-$links) { $start=$pages-$links; } if ($start<0) { $start=0; } $end=$start+$links; if ($end>$pages) { $end=$pages; } for ($i=$start; $i<$end; $i++) { echo " "; if ($i==$page) { echo "["; } else { echo "<a href=\"?page=$i\">"; } echo $i; if ($i==$page) { echo "]"; } else { echo "</a>"; } if ($i!=($end-1)) { echo " <font color='#CCCCCC'>|</font>"; } } if ($pages>$links&&$page<($pages-$rad-1)) { echo " ... <a href=\"?page=".($pages-1)."\">".($pages-1)."</a>"; } if ($page<$pages-1) { echo " <font color='#CCCCCC'>•</font> <a href=\"?page=".($page+1)."\">Forward ></a> <font color='#CCCCCC'>•</font> <a href=\"?page=".($pages-1)."\">End >>></a>"; } } $page = page(); // detect page $navigation = navigation($onpage, $page); // detect navigation ?>

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  • Joystick input in Java

    - by typoknig
    Hi all, I am making a 2D game in Java and I want to use a joystick to control the movement of some crosshairs. Right now I have it so the mouse can control those crosshairs. My only criteria for this is that the control for the crosshair must stay in the game window unless a user clicks off into another window. Basically I want my game to capture whatever device is controlling the crosshairs much like a virtual machine captures a mouse. The joystick I am using (Thrustmaster Hotas Cougar) comes with some pretty advanced features, so that may make this easier (or harder). I have tried the solution listed on this page, but I am using a 64bit computer and for some reason it does not like that. I have also tried to use the key emulation feature of my joystick, but with little success. Here is what I have so far, any pointer would be appreciated. Main Class: import java.awt.Color; import java.awt.Cursor; import java.awt.event.MouseEvent; import java.awt.event.MouseMotionListener; import java.awt.Graphics; import java.awt.Image; import java.awt.image.BufferStrategy; import java.awt.image.MemoryImageSource; import java.awt.Point; import java.awt.Toolkit; import javax.swing.JFrame; public class Game extends JFrame implements MouseMotionListener{ private int windowWidth = 1280; private int windowHeight = 1024; private Crosshair crosshair; public static void main(String[] args) { new Game(); } public Game() { this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); this.setSize(windowWidth, windowHeight); this.setResizable(false); this.setLocation(0,0); this.setVisible(true); this.createBufferStrategy(2); addMouseMotionListener(this); initGame(); while(true) { long start = System.currentTimeMillis(); gameLoop(); while(System.currentTimeMillis()-start < 5) { //empty while loop } } } private void initGame() { hideCursor(); crosshair = new Crosshair (windowWidth/2, windowHeight/2); } private void gameLoop() { //game logic drawFrame(); } private void drawFrame() { BufferStrategy bf = this.getBufferStrategy(); Graphics g = (Graphics)bf.getDrawGraphics(); try { g = bf.getDrawGraphics(); Color darkBlue = new Color(0x010040); g.setColor(darkBlue); g.fillRect(0, 0, windowWidth, windowHeight); drawCrossHair(g); } finally { g.dispose(); } bf.show(); Toolkit.getDefaultToolkit().sync(); } private void drawCrossHair(Graphics g){ Color yellow = new Color (0xEDFF62); g.setColor(yellow); g.drawOval(crosshair.x, crosshair.y, 40, 40); g.fillArc(crosshair.x + 10, crosshair.y + 21 , 20, 20, -45, -90); g.fillArc(crosshair.x - 1, crosshair.y + 10, 20, 20, -135, -90); g.fillArc(crosshair.x + 10, crosshair.y - 1, 20, 20, -225, -90); g.fillArc(crosshair.x + 21, crosshair.y + 10, 20, 20, -315, -90); } @Override public void mouseDragged(MouseEvent e) { //empty method } @Override public void mouseMoved(MouseEvent e) { crosshair.x = e.getX(); crosshair.y = e.getY(); } private void hideCursor() { int[] pixels = new int[16 * 16]; Image image = Toolkit.getDefaultToolkit().createImage(new MemoryImageSource(16, 16, pixels, 0, 16)); Cursor transparentCursor = Toolkit.getDefaultToolkit().createCustomCursor(image, new Point(0, 0), "invisiblecursor"); getContentPane().setCursor(transparentCursor); } } Another Class: public class Crosshair{ public int x; public int y; public Crosshair(int x, int y) { this.x = x; this.y = y; } }

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  • MVVM, ContextMenus and binding to ViewModel defined Command

    - by Simon Fox
    Hi I am having problems with the binding of a ContextMenu command to an ICommand property in my ViewModel. The binding seems to be attaching fine...i.e when I inspect the value of the ICommand property it is bound to an instance of RelayCommand. The CanExecute delegate does get invoked, however when I open the context menu and select an item the Execute delegate does not get invoked. Heres my View (which is defined as the DataTemplate to use for instances of the following ViewModel in a resource dictionary): <UserControl x:Class="SmartSystems.DragDropProto.ProductLinkView" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:Proto"> <UserControl.Resources> <local:CenteringConverter x:Key="centeringConvertor"> </local:CenteringConverter> </UserControl.Resources> <UserControl.ContextMenu> <ContextMenu> <MenuItem Command="{Binding ChangeColor}">Change Color</MenuItem> </ContextMenu> </UserControl.ContextMenu> <Canvas> <Ellipse Width="5" Height="5" > <Ellipse.Fill> <SolidColorBrush Color="{Binding LinkColor}"></SolidColorBrush> </Ellipse.Fill> <Ellipse.RenderTransform> <TranslateTransform X="{Binding EndpointOneXPos, Converter={StaticResource centeringConvertor}}" Y="{Binding EndpointOneYPos, Converter={StaticResource centeringConvertor}}"/> </Ellipse.RenderTransform> </Ellipse> <Line X1="{Binding Path=EndpointOneXPos}" Y1="{Binding Path=EndpointOneYPos}" X2="{Binding Path=EndpointTwoXPos}" Y2="{Binding Path=EndpointTwoYPos}"> <Line.Stroke> <SolidColorBrush Color="{Binding LinkColor}"></SolidColorBrush> </Line.Stroke> </Line> <Ellipse Width="5" Height="5" > <Ellipse.Fill> <SolidColorBrush Color="{Binding LinkColor}"></SolidColorBrush> </Ellipse.Fill> <Ellipse.RenderTransform> <TranslateTransform X="{Binding EndpointTwoXPos, Converter={StaticResource centeringConvertor}}" Y="{Binding EndpointTwoYPos, Converter={StaticResource centeringConvertor}}"/> </Ellipse.RenderTransform> </Ellipse> </Canvas> </UserControl> and ViewModel (with uneccessary implementation details removed): class ProductLinkViewModel : BaseViewModel { public ICommand ChangeColor { get; private set; } public Color LinkColor { get; private set; } public ProductLinkViewModel(....) { ... ChangeColor = new RelayCommand(ChangeColorAction); LinkColor = Colors.Blue; } private void ChangeColorAction(object param) { LinkColor = LinkColor == Colors.Blue ? Colors.Red : Colors.Blue; OnPropertyChanged("LinkColor"); } }

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  • Mimicking a HBox / VBox with CSS

    - by Daniel Hai
    I'm an old school tables guy, and am pretty baffled when it comes to modern HTML. I'm trying to something as simple as vertical / horizontal layouts (i.e. Flex's hbox/vbox), but am having major difficulty replicating them. An old table would look something like this for an HBox: <table width="100%" height="100"> <tr valign="middle"> <td nowrap style="background-color:#CCC">I am text on grey</td> <td width="50%" valign="top">displays top</td> <td width="50%" align="right">Autosize Fill (displays bottom right)</td> </tr> </table> Now I'm trying to do this with div's, but to no avail. When using display:inline, I cannot set a percentage width -- it only takes explicit widths. When using float:left, settings 100% percentage width causes it to really be 100% and pushes the next div down. Here's the code I've been playing with: <html> <head> </head> <style type="text/css"> div.test { background-color: #EE9; padding:5px;} body { font-family: Arial; } ul { list-style-type:none; } ul li { float:left; } .hboxinline div { display: inline; } .hboxfloat div { float:left; } .cellA { background-color:#CCC; width:100%; } .cellB { background-color:#DDD; min-width:100; } .cellC { background-color:#EEE; min-width:200; } </style> <body> A = 100%, b = 100, c = 200 <div class="test">old school table <table cellpadding="0" cellspacing="0"> <tr> <td class="cellA">A</td> <td class="cellB">B</td> <td class="cellC">C</td> </tr> </table></div> <br/> <div class="test"> float:left <div class="hboxinline"> <div class="cellA">A</div> <div class="cellB">B</div> <div class="cellC">C</div> </div> </div> <br/> <div class="test">ul / li <ul class="ulli"> <li class="cellA">A</li> <li class="cellB">B</li> <li class="cellC">C</li> </ul> </div> <br/> <div class="test"> display:inline <div class="hboxfloat"> <div class="cellA">A</div> <div class="cellB">B</div> <div class="cellC">C</div> </div> </div> </body> </html>

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  • Drawing a TextBox in an extended Glass Frame w/o WPF

    - by Lazlo
    I am trying to draw a TextBox on the extended glass frame of my form. I won't describe this technique, it's well-known. Here's an example for those who haven't heard of it: http://www.danielmoth.com/Blog/Vista-Glass-In-C.aspx The thing is, it is complex to draw over this glass frame. Since black is considered to be the 0-alpha color, anything black disappears. There are apparently ways of countering this problem: drawing complex GDI+ shapes are not affected by this alpha-ness. For example, this code can be used to draw a Label on glass (note: GraphicsPath is used instead of DrawString in order to get around the horrible ClearType problem): public class GlassLabel : Control { public GlassLabel() { this.BackColor = Color.Black; } protected override void OnPaint(PaintEventArgs e) { GraphicsPath font = new GraphicsPath(); font.AddString( this.Text, this.Font.FontFamily, (int)this.Font.Style, this.Font.Size, Point.Empty, StringFormat.GenericDefault); e.Graphics.SmoothingMode = SmoothingMode.HighQuality; e.Graphics.FillPath(new SolidBrush(this.ForeColor), font); } } Similarly, such an approach can be used to create a container on the glass area. Note the use of the polygons instead of the rectangle - when using the rectangle, its black parts are considered as alpha. public class GlassPanel : Panel { public GlassPanel() { this.BackColor = Color.Black; } protected override void OnPaint(PaintEventArgs e) { Point[] area = new Point[] { new Point(0, 1), new Point(1, 0), new Point(this.Width - 2, 0), new Point(this.Width - 1, 1), new Point(this.Width -1, this.Height - 2), new Point(this.Width -2, this.Height-1), new Point(1, this.Height -1), new Point(0, this.Height - 2) }; Point[] inArea = new Point[] { new Point(1, 1), new Point(this.Width - 1, 1), new Point(this.Width - 1, this.Height - 1), new Point(this.Width - 1, this.Height - 1), new Point(1, this.Height - 1) }; e.Graphics.FillPolygon(new SolidBrush(Color.FromArgb(240, 240, 240)), inArea); e.Graphics.DrawPolygon(new Pen(Color.FromArgb(55, 0, 0, 0)), area); base.OnPaint(e); } } Now my problem is: How can I draw a TextBox? After lots of Googling, I came up with the following solutions: Subclassing the TextBox's OnPaint method. This is possible, although I could not get it to work properly. It should involve painting some magic things I don't know how to do yet. Making my own custom TextBox, perhaps on a TextBoxBase. If anyone has good, valid and working examples, and thinks this could be a good overall solution, please tell me. Using BufferedPaintSetAlpha. (http://msdn.microsoft.com/en-us/library/ms649805.aspx). The downsides of this method may be that the corners of the textbox might look odd, but I can live with that. If anyone knows how to implement that method properly from a Graphics object, please tell me. I personally don't, but this seems the best solution so far. To be honest, I found a great C++ article, but I am way too lazy to convert it. http://weblogs.asp.net/kennykerr/archive/2007/01/23/controls-and-the-desktop-window-manager.aspx Note: If I ever succeed with the BufferedPaint methods, I swear to s/o that I will make a simple DLL with all the common Windows Forms controls drawable on glass.

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  • Set attribute to all child elements via xsl:choose

    - by Camal
    Hi, assuming I got following XML file : <?xml version="1.0" encoding="ISO-8859-1" ?> <MyCarShop> <Car gender="Boy"> <Door>Lamborghini</Door> <Key>Skull</Key> </Car> <Car gender="Girl"> <Door>Normal</Door> <Key>Princess</Key> </Car> </MyCarShop> I want to perform a transformation so the xml looks like this : <?xml version="1.0" encoding="ISO-8859-1" ?> <MyCarShop> <Car gender="Boy"> <Door color="blue">Lamborghini</Door> <Key color="blue">Skull</Key> </Car> <Car gender="Girl"> <Door color="red">Normal</Door> <Key color="red">Princess</Key> </Car> </MyCarShop> So I want to add a color attribut to each subelement of Car depending on the gender information. I came up with this XSLT but it doesnt work : <?xml version="1.0" encoding="utf-8"?> <xsl:stylesheet version="1.0" xmlns:xsl="http://www.w3.org/1999/XSL/Transform" xmlns:msxsl="urn:schemas-microsoft-com:xslt" exclude-result-prefixes="msxsl" > <xsl:output method="xml" indent="yes"/> <!--<xsl:template match="@* | node()"> <xsl:copy> <xsl:apply-templates select="@* | node()"/> </xsl:copy> </xsl:template>--> <xsl:template match="/"> <xsl:element name="MyCarShop"> <xsl:attribute name="version">1.0</xsl:attribute> <xsl:apply-templates/> </xsl:element> </xsl:template> <xsl:template match="Car"> <xsl:element name="Car"> <xsl:apply-templates/> </xsl:element> </xsl:template> <xsl:template match="Door"> <xsl:element name="Door"> <xsl:attribute name="ViewSideIndicator"> <xsl:choose> <xsl:when test="gender = 'Boy' ">Front</xsl:when> <xsl:when test="gender = 'Girl ">Front</xsl:when> </xsl:choose> </xsl:attribute> </xsl:element> </xsl:template> <xsl:template match="Key"> <xsl:element name="Key"> <xsl:apply-templates/> </xsl:element> </xsl:template> </xsl:stylesheet> Does anybody know what might be wrong ? Thanks again!

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