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  • Andriond send event from first activity and receive on the second.

    - by jitm
    Hello, I have two activities. The first activity display list of the users with short info. And after select some user I go to the second activity for display full info about this user. For send event I used startActivityForResult(); for receive event in socond activity and added public void onActivityResult(int requestCode, int resultCode, Intent data). After start project I send intend from first activity and I do not receive in the second :(. How I can receive sent event in second activity? Thank you...

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  • How to save event handlers, when we set new html for element?

    - by Kai
    I have simple html markup: <div id="cont">Some text here <div class="wrap" style="border: 1px solid black;display: inline;"> block element here </div> and another text</div> And jQuery code: $(function(){ $(".wrap").click(function(){ $("#cont").html($("#cont").html().replace(/text/g, "letter")); alert("Click!"); }); $("#d1").click(function(){ alert("#d1 clicked!"); }); }); I expect that click event will be fire any time you clicked by the #d1 div, but when we clicked by .wrap it neve fire again. I understand why it has such behavior, but how to solve it? In my code I can't set click event for #d1 after $("#cont").html($("#cont").html().replace(/text/g, "letter")) because I don't now at execution time if event was set. You can try example on JSBin

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  • What's wrong with addlistener... how do i fire my event

    - by KoolKabin
    I am using the following functions to do my task. It works fine when cursor moves away from textbox but if i want to fire the same event from code say like next function i get error... function addEvent( obj, type, fn ) { if (obj.addEventListener) { obj.addEventListener( type, fn, false ); } else if (obj.attachEvent) { obj["e"+type+fn] = fn; obj[type+fn] = function() { obj"e"+type+fn; } obj.attachEvent( "on"+type, obj[type+fn] ); } else { obj["on"+type] = obj["e"+type+fn]; } } function addEventByName(ObjName, event, func){ MyEle = document.getElementsByName(ObjName); addEvent(MyEle[0], event, func); } addEventByName("txtBox", 'blur', function(){ alert('hello'); }); function fire(){ x = document.getElementsByName('txtBox')[0]; x.blur(); //gives error x.onblur(); //gives error }

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  • jQuery UI Draggable 'stop' event called too many times?

    - by Graham
    I have a feeling I'm either misunderstanding the 'stop' event or not doing it right, but it seems to be called several times while the element is bound to is being dragged. makeAllDragable = function () { $(".test-table").draggable({ start: function (event, ui) { $(this).click(); }, stop: function (event, ui) { foo() } }).click(function () { selectTable($(this)); }); } foo = function () { alert("test"); } In this example foo is called about 30 times, shouldn't is just be when I release the draggable? The jQuery docs don't actually say one where or another though.

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  • How to pass a touch event to other views?

    - by Eugene
    +-----------------------+ +--------------------+ | A | | A | | +-------------------+ | | +----------------+ | | |B | | | | C | | | | | | | | | | | +-------------------+ | | +----------------+ | +-----------------------+ +--------------------+ I have a view hierarchy as above. (Each of B and C takes up whole space of A, Each of them are screen size. B is added first and C is added next) For a reason, C is getting a touch event for scroll effect (B is cocos2d-x layer and C(scroll view) sets the B's position when scrollViewDidScroll http://getsetgames.com/2009/08/21/cocos2d-and-uiscrollview/ ) And I want to pass touch event to B or it's subviews when it's not scrolling. How can I pass the touch event to B here?

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  • Why would a 'public event EventHandler cccc' be null?

    - by Matt
    Why would a 'public event EventHandler cccc' be null? I have a class that's public class Builder { public event EventHandler StartedWorking; public Builder() { // Constructor does some stuff } public void Start() { StartedWorking(this, eventargobject); //StartedWorking is null -- } } This seems straightforward and something I do all the time? Am I missing something obvious or is there something that could cause this? EDIT: Does this mean that if I fire an event that is not subscribed to in a client class I have to check that it is not null? EDIT-2: I guess I'd never had events that were never not subscribed to and hence never ran into this -- You learn something new every day Sorry about the seemingly stupid question....

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  • FLEX: why the event is only listened by the dispatcher component ?

    - by Patrick
    hi, I've a parent (Canvas) with many children (LinkButtons) The linkButtons trigger an event to communicate between them: dispatchEvent(new SameBookmarkEvent("SameBookmarkEvent", bookmark.name)); and all linkButtons have a listener this.addEventListener("SameBookmarkEvent", highlightMe); ... private function highlightMe(e:SameBookmarkEvent):void { //do something } Now, the issue is that the event is only listened by the dispatcher child. In other words, only the child triggering the event, is receiving it. I was wondering what's wrong with it, and if I should add a listener to the parent (Canvas)... I basically need the children (LinkButton) communicate between them

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  • why my ProgressBar can't capture the mouse down event?

    - by donarlee
    I use a custom skin as the track skin, but i can't get the mouse down event protected function application1_creationCompleteHandler(event:FlexEvent):void { pBar.addEventListener(MouseEvent.MOUSE_DOWN, onEvent, true); } protected function onEvent(event:MouseEvent):void { trace("mouse down"); } ]]> </fx:Script> <s:layout> <s:VerticalLayout horizontalAlign="center" verticalAlign="middle" /> </s:layout> <mx:ProgressBar id="pBar" width="518" height="15" labelPlacement="center" trackSkin="skins.CustomTrackSkin" mode="manual" label="" minimum="0" maximum="100"/>

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  • Flash: How to dispatch a click event at the top of a loaded .swf?

    - by Myk
    So I'm trying to build a tool that will allow me and other users to all open the same .swf, and then I as the Admin user am able to interact with mine while they all see my mouse movements and button clicks etc on theirs. I'm using BlazeDS to manage this and I'm getting data sent back and forth etc - no difficulties there. The issue I'm running into is this: In an "Admin" instance, I click a button. I capture that X and Y, then tell Blaze to tell my clients to dispatch a Click event at that X and Y. On my client side, I get that data and dispatch a Click event at that X and Y - but the click is actually caught at the stage level. The click on my client side takes place UNDER all of my buttons and other content - so the whole thing fails. Does this make sense? Is there a way to tell it to start the click event at the top?

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  • subscribing an event to a class object before initializing it.

    - by GN
    I have two classes class A and B.I have a delegate n event published in class B.The class B object is declared in class A.All he functionality dependes on the parameterised constru ctor of class B. Before initializing the object of class B i need to subscibe the event for it.how to do it? e.g public class B { public delegate void myDel(string); public event myDel myEvent; B(object obj) { ----------------- ------------------ } } class A { A objA; class XYZ objXYZ; void func() { objA.myEvent+=new myDel(); objA=new A(objXYZ); // hw to attain this? } }

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  • Subscribe to the 'complete' event of a .load() on a specific DOM element?

    - by DustMason
    Hi all, I already use both .live() and .bind('ajaxComplete') to accomplish certain related tasks, but I have found myself wanting to be able to listen for the 'complete' event of a specific DOM element which will call jQuery's .load() at various times. In this situation I don't want to listen for ALL complete events globally (unless someone can show me how to get the proper target from the event object returned by 'ajaxComplete'). I would like to be able to do something like this: $('.selector').load('url.php',{data:data},function(){ ... }); and then somewhere else, attach a handler to listen and execute some other code whenever that ajax call fires and completes: $('.selector').bind('complete',function(){ ... }); is there any way to do this? or must i always make use of the 'complete' event within the context of the load() method?

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  • how to detect an F5 refresh keypress event in jquery?

    - by chaonextdoor
    I noticed that jquery has a keypress function. But it seems that it can only detect keypress event of numbers and characters. It cannot detect the F5 keypress event. And What surprises me the most is everyone online says that the keyCode of F5 is 116, But when I use the jquery keypress function, it just shows that the character t has the keyCode of 116(it seems that 116 is the ascii code of lowercase t)! Can somebody give me any idea about this and how to detect the F5 event in javascript or jquery? Thanks so much in advance.

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  • Is there any event sent to window when new tab opens from parent tab on click a anchor tag with target _blank?

    - by Justin John
    I need to write callback function on clicking an anchor with target="_blank". <a rel="external" href="http://twitter.com/" target="_blank"> <img src="twitter.png"> </a> I think, following code block will do it. $("a[target='_blank']").click(function() { // action required }); Is there any other way where we can get an event with new tab opens? For example: The unload event is sent to the window element when the user navigates away from the page. If I think same perspective, Is there any event sent to window when a new tab opens.

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  • flash.display.Loader blocks on load in release build

    - by Anders
    I'm loading a swf-file from my program written in as3 using the flash.display.Loader class. When I'm using the debug build configuration in FlashDevelop everything works fine. But when I'm using the release build configuration the program freezes for around two seconds efter the loader sends the progress events and before sending the complete event. This is my program: package { import flash.display.Loader; import flash.display.Sprite; import flash.events.Event; import flash.events.ProgressEvent; import flash.net.URLRequest; import flash.system.LoaderContext; import flash.system.ApplicationDomain; import flash.text.TextField; public class Main extends Sprite { private var frameCounter:int; private var frameCounterField:TextField = new TextField; private var statusField:TextField = new TextField; function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); addEventListener(Event.ENTER_FRAME, frame); frameCounterField.text = "On frame " + frameCounter.toString(); addChild(frameCounterField); statusField.y = 40; statusField.width = 300; addChild(statusField); var context:LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain, null); var urlReq:URLRequest = new URLRequest("SomeFile.swf"); var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgress); loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete); loader.load(urlReq, context); } private function frame(event:Event):void { frameCounterField.text = "On frame " + (++frameCounter).toString(); } private function onProgress(event:ProgressEvent):void { statusField.appendText("Progress on frame: " + frameCounter.toString() + " Loaded: " + event.bytesLoaded + " / " + event.bytesTotal + "\n"); } private function onComplete(event:Event):void { statusField.appendText("Completed on frame: " + frameCounter.toString() + "\n"); } } } In release I get the following output on the first frame: On frame 1 Progress on frame: 1 Loaded: 0 / 182468 Progress on frame: 1 Loaded: 65536 / 182468 Progress on frame: 1 Loaded: 131072 / 182468 Progress on frame: 1 Loaded: 182468 / 182468 After around two seconds where the program is frozen the line Completed on frame: 2 is added and the 'On frame X' counter starts ticking up. Debug build produces the same output but without the freeze. Not all swf-files I have tried loading triggers the problem. The size of the file doesn't seem to affect anything. I have tried compiling and running on another computer with the same result. What could cause this problem?

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  • EKCalendar not added to iCal

    - by Alex75
    I have a strange behavior on my iPhone. I'm creating an application that uses calendar events (EventKit). The class that use is as follows: the .h one #import "GenericManager.h" #import <EventKit/EventKit.h> #define oneDay 60*60*24 #define oneHour 60*60 @protocol CalendarManagerDelegate; @interface CalendarManager : GenericManager /* * metodo che aggiunge un evento ad un calendario di nome Name nel giorno onDate. * L'evento da aggiungere viene recuperato tramite il dataSource che è quindi * OBBLIGATORIO (!= nil). * * Restituisce YES solo se il delegate è conforme al protocollo CalendarManagerDataSource. * NO altrimenti */ + (BOOL) addEventForCalendarWithName:(NSString *) name fromDate:(NSDate *)fromDate toDate: (NSDate *) toDate withDelegate:(id<CalendarManagerDelegate>) delegate; /* * metodo che aggiunge un evento per giorno compreso tra fromDate e toDate ad un * calendario di nome Name. L'evento da aggiungere viene recuperato tramite il dataSource * che è quindi OBBLIGATORIO (!= nil). * * Restituisce YES solo se il delegate è conforme al protocollo CalendarManagerDataSource. * NO altrimenti */ + (BOOL) addEventsForCalendarWithName:(NSString *) name fromDate:(NSDate *)fromDate toDate: (NSDate *) toDate withDelegate:(id<CalendarManagerDelegate>) delegate; @end @protocol CalendarManagerDelegate <NSObject> // viene inviato quando il calendario necessita informazioni sull' evento da aggiungere - (void) calendarManagerDidCreateEvent:(EKEvent *) event; @end the .m one // // CalendarManager.m // AppCampeggioSingolo // // Created by CreatiWeb Srl on 12/17/12. // Copyright (c) 2012 CreatiWeb Srl. All rights reserved. // #import "CalendarManager.h" #import "Commons.h" #import <objc/message.h> @interface CalendarManager () @end @implementation CalendarManager + (void)requestToEventStore:(EKEventStore *)eventStore delegate:(id)delegate fromDate:(NSDate *)fromDate toDate: (NSDate *) toDate name:(NSString *)name { if([eventStore respondsToSelector:@selector(requestAccessToEntityType:completion:)]) { // ios >= 6.0 [eventStore requestAccessToEntityType:EKEntityTypeEvent completion:^(BOOL granted, NSError *error) { if (granted) { [self addEventForCalendarWithName:name fromDate: fromDate toDate: toDate inEventStore:eventStore withDelegate:delegate]; } else { } }]; } else if (class_getClassMethod([EKCalendar class], @selector(calendarIdentifier)) != nil) { // ios >= 5.0 && ios < 6.0 [self addEventForCalendarWithName:name fromDate:fromDate toDate:toDate inEventStore:eventStore withDelegate:delegate]; } else { // ios < 5.0 EKCalendar *myCalendar = [eventStore defaultCalendarForNewEvents]; EKEvent *event = [self generateEventForCalendar:myCalendar fromDate: fromDate toDate: toDate inEventStore:eventStore withDelegate:delegate]; [eventStore saveEvent:event span:EKSpanThisEvent error:nil]; } } /* * metodo che recupera l'identificativo del calendario associato all'app o nil se non è mai stato creato. */ + (NSString *) identifierForCalendarName: (NSString *) name { NSString * confFileName = [self pathForFile:kCurrentCalendarFileName]; NSDictionary *confCalendar = [NSDictionary dictionaryWithContentsOfFile:confFileName]; NSString *currentIdentifier = [confCalendar objectForKey:name]; return currentIdentifier; } /* * memorizza l'identifier del calendario */ + (void) saveCalendarIdentifier:(NSString *) identifier andName: (NSString *) name { if (identifier != nil) { NSString * confFileName = [self pathForFile:kCurrentCalendarFileName]; NSMutableDictionary *confCalendar = [NSMutableDictionary dictionaryWithContentsOfFile:confFileName]; if (confCalendar == nil) { confCalendar = [NSMutableDictionary dictionaryWithCapacity:1]; } [confCalendar setObject:identifier forKey:name]; [confCalendar writeToFile:confFileName atomically:YES]; } } + (EKCalendar *)getCalendarWithName:(NSString *)name inEventStore:(EKEventStore *)eventStore withLocalSource: (EKSource *)localSource forceCreation:(BOOL) force { EKCalendar *myCalendar; NSString *identifier = [self identifierForCalendarName:name]; if (force || identifier == nil) { NSLog(@"create new calendar"); if (class_getClassMethod([EKCalendar class], @selector(calendarForEntityType:eventStore:)) != nil) { // da ios 6.0 in avanti myCalendar = [EKCalendar calendarForEntityType:EKEntityTypeEvent eventStore:eventStore]; } else { myCalendar = [EKCalendar calendarWithEventStore:eventStore]; } myCalendar.title = name; myCalendar.source = localSource; NSError *error = nil; BOOL result = [eventStore saveCalendar:myCalendar commit:YES error:&error]; if (result) { NSLog(@"Saved calendar %@ to event store. %@",myCalendar,eventStore); } else { NSLog(@"Error saving calendar: %@.", error); } [self saveCalendarIdentifier:myCalendar.calendarIdentifier andName:name]; } // You can also configure properties like the calendar color etc. The important part is to store the identifier for later use. On the other hand if you already have the identifier, you can just fetch the calendar: else { myCalendar = [eventStore calendarWithIdentifier:identifier]; NSLog(@"fetch an old-one = %@",myCalendar); } return myCalendar; } + (EKCalendar *)addEventForCalendarWithName: (NSString *) name fromDate:(NSDate *)fromDate toDate: (NSDate *) toDate inEventStore:(EKEventStore *)eventStore withDelegate: (id<CalendarManagerDelegate>) delegate { // da ios 5.0 in avanti EKCalendar *myCalendar; EKSource *localSource = nil; for (EKSource *source in eventStore.sources) { if (source.sourceType == EKSourceTypeLocal) { localSource = source; break; } } @synchronized(self) { myCalendar = [self getCalendarWithName:name inEventStore:eventStore withLocalSource:localSource forceCreation:NO]; if (myCalendar == nil) myCalendar = [self getCalendarWithName:name inEventStore:eventStore withLocalSource:localSource forceCreation:YES]; NSLog(@"End synchronized block %@",myCalendar); } EKEvent *event = [self generateEventForCalendar:myCalendar fromDate:fromDate toDate:toDate inEventStore:eventStore withDelegate:delegate]; [eventStore saveEvent:event span:EKSpanThisEvent error:nil]; return myCalendar; } + (EKEvent *) generateEventForCalendar: (EKCalendar *) calendar fromDate:(NSDate *)fromDate toDate: (NSDate *) toDate inEventStore:(EKEventStore *) eventStore withDelegate:(id<CalendarManagerDelegate>) delegate { EKEvent *event = [EKEvent eventWithEventStore:eventStore]; event.startDate=fromDate; event.endDate=toDate; [delegate calendarManagerDidCreateEvent:event]; [event setCalendar:calendar]; // ricerca dell'evento nel calendario, se ne trovo uno uguale non lo inserisco NSPredicate *predicate = [eventStore predicateForEventsWithStartDate:fromDate endDate:toDate calendars:[NSArray arrayWithObject:calendar]]; NSArray *matchEvents = [eventStore eventsMatchingPredicate:predicate]; if ([matchEvents count] > 0) { // ne ho trovati di gia' presenti, vediamo se uno e' quello che vogliamo inserire BOOL found = NO; for (EKEvent *fetchEvent in matchEvents) { if ([fetchEvent.title isEqualToString:event.title] && [fetchEvent.notes isEqualToString:event.notes]) { found = YES; break; } } if (found) { // esiste già e quindi non lo inserisco NSLog(@"OH NOOOOOO!!"); event = nil; } } return event; } #pragma mark - Public Methods + (BOOL) addEventForCalendarWithName:(NSString *) name fromDate:(NSDate *)fromDate toDate: (NSDate *) toDate withDelegate:(id<CalendarManagerDelegate>) delegate { BOOL retVal = YES; EKEventStore *eventStore=[[EKEventStore alloc] init]; if ([delegate conformsToProtocol:@protocol(CalendarManagerDelegate)]) { [self requestToEventStore:eventStore delegate:delegate fromDate:fromDate toDate: toDate name:name]; } else { retVal = NO; } return retVal; } + (BOOL) addEventsForCalendarWithName:(NSString *) name fromDate:(NSDate *)fromDate toDate: (NSDate *) toDate withDelegate:(id<CalendarManagerDelegate>) delegate { BOOL retVal = YES; NSDate *dateCursor = fromDate; EKEventStore *eventStore=[[EKEventStore alloc] init]; if ([delegate conformsToProtocol:@protocol(CalendarManagerDelegate)]) { while (retVal && ([dateCursor compare:toDate] == NSOrderedAscending)) { NSDate *finish = [dateCursor dateByAddingTimeInterval:oneDay]; [self requestToEventStore:eventStore delegate:delegate fromDate: dateCursor toDate: finish name:name]; dateCursor = [dateCursor dateByAddingTimeInterval:oneDay]; } } else { retVal = NO; } return retVal; } @end In practice, on my iphone I get the log: fetch an old-one = (null) 19/12/2012 11:33:09.520 AppCampeggioSingolo [730:8 b1b] create new calendar 19/12/2012 11:33:09.558 AppCampeggioSingolo [730:8 b1b] Saved calendar EKCalendar every time I add an event, then I look and I can not find it on iCal calendar event he added. On the iPhone of a friend of mine, however, everything is working correctly. I doubt that the problem stems from the code, but just do not understand what it could be. I searched all day yesterday and part of today on google but have not found anything yet. Any help will be greatly appreciated EDIT: I forgot the call wich is [CalendarManager addEventForCalendarWithName: @"myCalendar" fromDate:fromDate toDate: toDate withDelegate:self]; in the delegate method simply set title and notes of the event like this - (void) calendarManagerDidCreateEvent:(EKEvent *) event { event.title = @"the title"; event.notes = @"some notes"; }

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  • get element position

    - by hopes
    how can i know that a specific is on another specific after dragging the first and drop it I am using this code in the head of my document to enable drag and drop of my divs var dragapproved=false var z,x,y function move(){ if (event.button==1&&dragapproved){ z.style.pixelLeft=temp1+event.clientX-x z.style.pixelTop=temp2+event.clientY-y return false } } function drags() { if (!document.all) return if (event.srcElement.className=="drag") { dragapproved=true z=event.srcElement temp1=z.style.pixelLeft temp2=z.style.pixelTop x=event.clientX y=event.clientY document.onmousemove=move } } document.onmousedown=drags document.onmouseup=new Function('dragapproved=false')

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  • javascript div movement not working

    - by William
    For some reason I can't move this div at all. Can anyone help me out with why this won't work? <!DOCTYPE html> <html lang="en"> <head> <title>Move Div Test</title> <meta charset="utf-8" /> <link href="/bms/style.css" rel="stylesheet" /> <style> body { text-align: center; background-color: #ffffff;} #box { position: absolute; left: 610px; top: 80px; height: 50px; width: 50px; background-color: #ff0000;} </style> <script type="text/javascript"> document.onkeydown=function(event){keyDown(event)}; document.onkeyup=function(event){keyUp(event)}; var box = document.getElementById('box'); var speed = 5; var keys = new Array(256); var i = 0; for (i = 0;i <= 256; i++){ keys[i] = false; } function keyDown(event){ if(!event){ //for IE event = window.event; } keys[event.keyCode] = true; } function keyUp(event){ if(!event){ //for IE event = window.event; } keys[event.keyCode] = false; } function update(){ if(keys[37]) box.style.left = parseInt(box.style.left) - speed + "px"; if(keys[39]) box.style.left = parseInt(box.style.left) + speed + "px"; if(keys[38]) box.style.top = parseInt(box.style.top) - speed + "px"; if(keys[40]) box.style.top = parseInt(box.style.top) + speed + "px"; } setInterval('update();', 1000/60); </script> </head> <body> <div id="box">blah</div> </body> </html>

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  • Is there a better way than a sequence of if's to handle events?

    - by Matt
    I recently ran across several objects implemented to handle events with a hard coded mapping using this pattern: public void handleEvent(Event event) { if(event.getCode() == SOME_STATIC_EVENT) doSomething(event); if(event.getCode() == ANOTHER_STATIC_EVENT) doSomethingElse(event); } where doSomething functions are implemented as methods of the same class. In hopes of striving for looser coupling, how would you suggest abstracting out this pattern? Also, what's the best approach for mapping 0..N functions to a fired event?

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  • C++ abstract class template + type-specific subclass = trouble with linker

    - by user333279
    Hi there, The project in question is about different endpoints communicating with each other. An endpoint sends events (beyond the scope of the current problem) and can process incoming events. Each event is represented in a generic object as follows: #pragma interface ... // some includes template<typename T> class Event { public: Event(int senderId, Type type, T payload); // Type is an enum Event(int senderId, Type type, int priority, T payload); virtual ~Event(); virtual int getSenderId(); virtual int getPriority(); virtual T getPayload(); void setPriority(const int priority); protected: const int senderId; const Type type; const T payload; int priority; }; It has its implementing class with #pragma implementation tag. An endpoint is defined as follows: #pragma interface #include "Event.h" template<typename T> class AbstractEndPoint { public: AbstractEndPoint(int id); virtual ~AbstractEndPoint(); virtual int getId(); virtual void processEvent(Event<T> event) = 0; protected: const int id; }; It has its implementing class too, but only the constructor, destructor and getId() are defined. The idea is to create concrete endpoints for each different payload type. Therefore I have different payload objects and specific event classes for each type, e.g. Event<TelegramFormatA>, Event<TelegramFormatB> and ConcreteEndPoint for TelegramFormatA, ConcreteEndPoint for TelegramFormatB respectively. The latter classes are defined as class ConcreteEndPoint : AbstractEndPoint<TelegramFormatA> { ... } I'm using g++ 4.4.3 and ld 2.19. Everything compiles nicely, but the linker complaints about undefined references to type-specific event classes, like Event<TelegramFormatA>::Event(....) . I tried explicit instantiation using template class AbstractEndPoint<TelegramFormatA>; but couldn't get past the aforementioned linker errors. Any ideas would be appreciated.

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  • Administering Team Foundation Server 2010 Class resource links

    - by John Alexander
    Here are the resource links for the Administering Team Foundation Server 2010 Class from last week in Minneapolis.  Microsoft® Visual Studio® 2010 and Team Foundation Server® 2010 RTM virtual machine for Microsoft® Virtual PC 2007 SP1 http://www.microsoft.com/downloads/en/details.aspx?FamilyID=5e13b15a-fd74-4cd7-b53e-bdf9456855bd Microsoft® Visual Studio® 2010 and Team Foundation Server® 2010 RTM virtual machine for Windows Virtual PC http://www.microsoft.com/downloads/en/details.aspx?FamilyID=509c3ba1-4efc-42b5-b6d8-0232b2cbb26e Microsoft® Visual Studio® 2010 and Team Foundation Server® 2010 RTM virtual machine for Windows Server 2008 Hyper-V http://www.microsoft.com/downloads/en/details.aspx?FamilyID=e0198b64-4acb-4709-b07f-359fb4d523bc Customizable process guidance http://blogs.msdn.com/b/allclark/archive/2010/08/12/customizable-process-guidance.aspx The 5 most read Visual Studio ALM help topics on MSDN http://blogs.msdn.com/b/allclark/archive/2010/11/12/the-5-most-read-visual-studio-alm-help-topics-on-msdn.aspx Inside TFS http://visualstudiomagazine.com/Articles/List/Inside-TFS.aspx Testing Topics http://msdn.microsoft.com/en-us/library/dd286594.aspx Blogs http://community.accentient.com http://geekswithblogs.net Branching Guide http://tfsbranchingguideiii.codeplex.com/ Great VSTS blog http://geekswithblogs.net/hinshelm/Default.aspx My Blog :D http://geekswithblogs.net/jalexander/Default.aspx Visual Studio Forums http://bit.ly/fE16u3 TFS Migration and Integration Solutions http://bit.ly/cLaBnT TFS Migration and Integration Tools (VS ALM Rangers) http://bit.ly/9tHWdG TFS Migration and Integration Platform (CodePlex) http://tfsintegration.codeplex.com Team Foundation Server SDK http://code.msdn.microsoft.com/TfsSdk Migrate and Integration Forum http://bit.ly/f4Lnps Team Foundation Server Widgets http://www.tfswidgets.com TFS Sdk http://code.msdn.microsoft.com/TfsSdk TFS Migration and Integration Solutions http://bit.ly/cLaBnT TFS Integration Tools Forum http://bit.ly/f4Lnps TFS Integration Tools http://bit.ly/9tHWdG TFS Integration Platform http://tfsintegration.codeplex.com VS Upgrade Guide http://vs2010upgradeguide.codeplex.com Updating an Upgraded Team Project to Access New Features http://bit.ly/9cCcMP Team Foundation Power Tools http://bit.ly/dfNVQk Team Foundation Administration Tool http://tfsadmin.codeplex.com Using Team Foundation Server Command-Line Tools http://bit.ly/hCyozJ Changing Groups and Permissions with TFSSecurity http://bit.ly/esIjgw Unofficial Prep guide for TFS 2010 Administration Exam (70-512) http://geekswithblogs.net/enriquelima/archive/2010/07/21/unofficial-prep-guide-for-tfs-2010-administration-exam-70-512.aspx Another Prep Guide http://bit.ly/bpO30R Professional Application Lifecycle Management with VS 2010 Book http://bit.ly/9rCIRj Search CodePlex for TFS related apps http://www.codeplex.com/site/search Visual Studio Gallery http://visualstudiogallery.com TFS Widgets http://tfswidgets.com Migrate from Visual SourceSafe http://bit.ly/8XPSRh Team Foundation Server MSSCCI Provider 2010 http://bit.ly/dst1OQ Attrice TFS Sidekicks www.attrice.info/cm/tfs Hosted TFS http://bit.ly/cMZdvp Manually Processing the Team Foundation Server 2010 Data Warehouse and Analysis Services Database http://bit.ly/aG5oEh TFS 2005, 2008 and 2010 Compatibility http://shrinkster.com/1dhj

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  • using Unity Android In a sub view and add actionbar and style

    - by aeroxr1
    I exported a simple animation from Unity3D (version 4.5) in android project. With eclipse I modified the manifest and added another activity. In this activity I put a button that it makes start the animation,and this is the result. The action bar appear in the main activity but it doesn't in the unity's activity :( How can I add the action bar and the style of the first activity to unity's animation activity ? This is the unity's activity's code : package com.rabidgremlin.tut.redcube; import android.app.NativeActivity; import android.content.res.Configuration; import android.graphics.PixelFormat; import android.os.Bundle; import android.view.KeyEvent; import android.view.MotionEvent; import android.view.View; import android.view.ViewGroup; import android.view.Window; import android.view.WindowManager; import com.unity3d.player.UnityPlayer; public class UnityPlayerNativeActivity extends NativeActivity { protected UnityPlayer mUnityPlayer; // don't change the name of this variable; referenced from native code // Setup activity layout @Override protected void onCreate (Bundle savedInstanceState) { //requestWindowFeature(Window.FEATURE_NO_TITLE); super.onCreate(savedInstanceState); getWindow().takeSurface(null); //setTheme(android.R.style.Theme_NoTitleBar_Fullscreen); getWindow().setFormat(PixelFormat.RGB_565); mUnityPlayer = new UnityPlayer(this); /*if (mUnityPlayer.getSettings ().getBoolean ("hide_status_bar", true)) getWindow ().setFlags (WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); */ setContentView(mUnityPlayer); mUnityPlayer.requestFocus(); } // Quit Unity @Override protected void onDestroy () { mUnityPlayer.quit(); super.onDestroy(); } // Pause Unity @Override protected void onPause() { super.onPause(); mUnityPlayer.pause(); } // eliminiamo questa onResume() e proviamo a modificare la onResume() // Resume Unity @Override protected void onResume() { super.onResume(); mUnityPlayer.resume(); } // inseriamo qualche modifica qui // This ensures the layout will be correct. @Override public void onConfigurationChanged(Configuration newConfig) { super.onConfigurationChanged(newConfig); mUnityPlayer.configurationChanged(newConfig); } // Notify Unity of the focus change. @Override public void onWindowFocusChanged(boolean hasFocus) { super.onWindowFocusChanged(hasFocus); mUnityPlayer.windowFocusChanged(hasFocus); } // For some reason the multiple keyevent type is not supported by the ndk. // Force event injection by overriding dispatchKeyEvent(). @Override public boolean dispatchKeyEvent(KeyEvent event) { if (event.getAction() == KeyEvent.ACTION_MULTIPLE) return mUnityPlayer.injectEvent(event); return super.dispatchKeyEvent(event); } // Pass any events not handled by (unfocused) views straight to UnityPlayer @Override public boolean onKeyUp(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onTouchEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } /*API12*/ public boolean onGenericMotionEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } } And this is the AndroidManifest.xml android:versionCode="1" android:versionName="1.0" > <!-- android:theme="@android:style/Theme.NoTitleBar"--> <supports-screens android:anyDensity="true" android:largeScreens="true" android:normalScreens="true" android:smallScreens="true" android:xlargeScreens="true" /> <application android:icon="@drawable/app_icon" android:label="@string/app_name" android:theme="@android:style/Theme.Holo.Light" > <activity android:name="com.rabidgremlin.tut.redcube.UnityPlayerNativeActivity" android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale" android:label="@string/app_name" android:screenOrientation="portrait" > <!--android:launchMode="singleTask"--> <meta-data android:name="unityplayer.UnityActivity" android:value="true" /> <meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="false" /> </activity> <activity android:name="com.rabidgremlin.tut.redcube.MainActivity" android:label="@string/title_activity_main" > <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> <uses-sdk android:minSdkVersion="17" android:targetSdkVersion="19" /> <uses-feature android:glEsVersion="0x00020000" /> </manifest>

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  • Windows in StreamInsight: Hopping vs. Snapshot

    - by Roman Schindlauer
    Three weeks ago, we explained the basic concept of windows in StreamInsight: defining sets of events that serve as arguments for set-based operations, like aggregations. Today, we want to discuss the so-called Hopping Windows and compare them with Snapshot Windows. We will compare these two, because they can serve similar purposes with different behaviors; we will discuss the remaining window type, Count Windows, another time. Hopping (and its syntactic-sugar-sister Tumbling) windows are probably the most straightforward windowing concept in StreamInsight. A hopping window is defined by its length, and the offset from one window to the next. They are aligned with some absolute point on the timeline (which can also be given as a parameter to the window) and create sets of events. The diagram below shows an example of a hopping window with length of 1h and hop size (the offset) of 15 minutes, hence creating overlapping windows:   Two aspects in this diagram are important: Since this window is overlapping, an event can fall into more than one windows. If an (interval) event spans a window boundary, its lifetime will be clipped to the window, before it is passed to the set-based operation. That’s the default and currently only available window input policy. (This should only concern you if you are using a time-sensitive user-defined aggregate or operator.) The set-based operation will be applied to each of these sets, yielding a result. This result is: A single scalar value in case of built-in or user-defined aggregates. A subset of the input payloads, in case of the TopK operator. Arbitrary events, when using a user-defined operator. The timestamps of the result are almost always the ones of the windows. Only the user-defined  operator can create new events with timestamps. (However, even these event lifetimes are subject to the window’s output policy, which is currently always to clip to the window end.) Let’s assume we were calculating the sum over some payload field: var result = from window in source.HoppingWindow( TimeSpan.FromHours(1), TimeSpan.FromMinutes(15), HoppingWindowOutputPolicy.ClipToWindowEnd) select new { avg = window.Avg(e => e.Value) }; Now each window is reflected by one result event:   As you can see, the window definition defines the output frequency. No matter how many or few events we got from the input, this hopping window will produce one result every 15 minutes – except for those windows that do not contain any events at all, because StreamInsight window operations are empty-preserving (more about that another time). The “forced” output for every window can become a performance issue if you have a real-time query with many events in a wide group & apply – let me explain: imagine you have a lot of events that you group by and then aggregate within each group – classical streaming pattern. The hopping window produces a result in each group at exactly the same point in time for all groups, since the window boundaries are aligned with the timeline, not with the event timestamps. This means that the query output will become very bursty, delivering the results of all the groups at the same point in time. This becomes especially obvious if the events are long-lasting, spanning multiple windows each, so that the produced result events do not change their value very often. In such a case, a snapshot window can remedy. Snapshot windows are more difficult to explain than hopping windows: they represent those periods in time, when no event changes occur. In other words, if you mark all event start and and times on your timeline, then you are looking at all snapshot window boundaries:   If your events are never overlapping, the snapshot window will not make much sense. It is commonly used together with timestamp modification, which make it a very powerful tool. Or as Allan Mitchell expressed in in a recent tweet: “I used to look at SnapshotWindow() with disdain. Now she is my mistress, the one I turn to in times of trouble and need”. Let’s look at a simple example: I want to compute the average of some value in my events over the last minute. I don’t want this output be produced at fixed intervals, but at soon as it changes (that’s the true event-driven spirit!). The snapshot window will include all currently active event at each point in time, hence we need to extend our original events’ lifetimes into the future: Applying the Snapshot window on these events, it will appear to be “looking back into the past”: If you look at the result produced in this diagram, you can easily prove that, at each point in time, the current event value represents the average of all original input event within the last minute. Here is the LINQ representation of that query, applying the lifetime extension before the snapshot window: var result = from window in source .AlterEventDuration(e => TimeSpan.FromMinutes(1)) .SnapshotWindow(SnapshotWindowOutputPolicy.Clip) select new { avg = window.Avg(e => e.Value) }; With more complex modifications of the event lifetimes you can achieve many more query patterns. For instance “running totals” by keeping the event start times, but snapping their end times to some fixed time, like the end of the day. Each snapshot then “sees” all events that have happened in the respective time period so far. Regards, The StreamInsight Team

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  • Optimizing transition/movement smoothness for a 2D flash game.

    - by Tom
    Update 6: Fenomenas suggested me to re-create everything as simple as possible. I had my doubts that this would make any difference as the algorithm remains the same, and performance did not seem to be the issue. Anyway, it was the only suggestion I got so here it is: 30 FPS: http://www.feedpostal.com/test/simple/30/SimpleMovement.html 40 FPS: http://www.feedpostal.com/test/simple/40/SimpleMovement.html 60 FPS: http://www.feedpostal.com/test/simple/60/SimpleMovement.html 100 FPS: http://www.feedpostal.com/test/simple/100/SimpleMovement.html The code: package { import flash.display.Sprite; import flash.events.Event; import flash.events.KeyboardEvent; import flash.utils.getTimer; [SWF(width="800", height="600", frameRate="40", backgroundColor="#000000")] public class SimpleMovement extends Sprite { private static const TURNING_SPEED:uint = 180; private static const MOVEMENT_SPEED:uint = 400; private static const RADIAN_DIVIDE:Number = Math.PI/180; private var playerObject:Sprite; private var shipContainer:Sprite; private var moving:Boolean = false; private var turningMode:uint = 0; private var movementTimestamp:Number = getTimer(); private var turningTimestamp:Number = movementTimestamp; public function SimpleMovement() { //step 1: create player object playerObject = new Sprite(); playerObject.graphics.lineStyle(1, 0x000000); playerObject.graphics.beginFill(0x6D7B8D); playerObject.graphics.drawRect(0, 0, 25, 50); //make it rotate around the center playerObject.x = 0 - playerObject.width / 2; playerObject.y = 0 - playerObject.height / 2; shipContainer = new Sprite(); shipContainer.addChild(playerObject); shipContainer.x = 100; shipContainer.y = 100; shipContainer.rotation = 180; addChild(shipContainer); //step 2: install keyboard hook when stage is ready addEventListener(Event.ADDED_TO_STAGE, stageReady, false, 0, true); //step 3: install rendering update poll addEventListener(Event.ENTER_FRAME, updatePoller, false, 0, true); } private function updatePoller(event:Event):void { var newTime:Number = getTimer(); //turning if (turningMode != 0) { var turningDeltaTime:Number = newTime - turningTimestamp; turningTimestamp = newTime; var rotation:Number = TURNING_SPEED * turningDeltaTime / 1000; if (turningMode == 1) shipContainer.rotation -= rotation; else shipContainer.rotation += rotation; } //movement if (moving) { var movementDeltaTime:Number = newTime - movementTimestamp; movementTimestamp = newTime; var distance:Number = MOVEMENT_SPEED * movementDeltaTime / 1000; var rAngle:Number = shipContainer.rotation * RADIAN_DIVIDE; //convert degrees to radian shipContainer.x += distance * Math.sin(rAngle); shipContainer.y -= distance * Math.cos(rAngle); } } private function stageReady(event:Event):void { //install keyboard hook stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown, false, 0, true); stage.addEventListener(KeyboardEvent.KEY_UP, keyUp, false, 0, true); } private final function keyDown(event:KeyboardEvent):void { if ((event.keyCode == 87) && (!moving)) //87 = W { movementTimestamp = getTimer(); moving = true; } if ((event.keyCode == 65) && (turningMode != 1)) //65 = A { turningTimestamp = getTimer(); turningMode = 1; } else if ((event.keyCode == 68) && (turningMode != 2)) //68 = D { turningTimestamp = getTimer(); turningMode = 2; } } private final function keyUp(event:KeyboardEvent):void { if ((event.keyCode == 87) && (moving)) moving = false; //87 = W if (((event.keyCode == 65) || (event.keyCode == 68)) && (turningMode != 0)) turningMode = 0; //65 = A, 68 = D } } } The results were as I expected. Absolutely no improvement. I really hope that someone has another suggestion as this thing needs fixing. Also, I doubt it's my system as I have a pretty good one (8GB RAM, Q9550 QuadCore intel, ATI Radeon 4870 512MB). Also, everyone else I asked so far had the same issue with my client. Update 5: another example of a smooth flash game just to demonstrate that my movement definitely is different! See http://www.spel.nl/game/bumpercraft.html Update 4: I traced the time before rendering (EVENT.RENDER) and right after rendering (EVENT.ENTER_FRAME), the results: rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 24 ms rendering took: 18 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 232 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms The range is 12-16 ms. During these differences, the shocking/warping/flickering movement was already going on. There is also 1 peak of 232ms, at this time there was a relatively big warp. This is however not the biggest problme, the biggest problem are the continuous small warps during normal movement. Does this give anyone a clue? Update 3: After testing, I know that the following factors are not causing my problem: Bitmap's quality - changed with photoshop to an uglier 8 colours optimized graphic, no improvement at all. Constant rotation of image while turning - disabled it, no improvement at all Browser rendering - tried to use the flash player standalone, no improvement at all I am 100% convinced that the problem lies in either my code or in my algorithm. Please, help me out. It has been almost two weeks (1 week that I asked this question on SO) now and I still have to get my golden answer. Update 1: see bottom for full flex project source and a live demo demonstrating my problem. I'm working on a 2d flash game. Player ships are created as an object: ships[id] = new GameShip(); When movement and rotation information is available, this is being directed to the corresponding ship: ships[id].setMovementMode(1); //move forward Now, within this GameShip object movement works using the "Event.ENTER_FRAME" event: addEventListener(Event.ENTER_FRAME, movementHandler); The following function is then being run: private final function movementHandler(event:Event):void { var newTimeStamp:uint = UtilLib.getTimeStamp(); //set current timeStamp var distance:Number = (newTimeStamp - movementTimeStamp) / 1000 * movementSpeed; //speed = x pixels forward every 1 second movementTimeStamp = newTimeStamp; //update old timeStamp var diagonalChange:Array = getDiagonalChange(movementAngle, distance); //the diagonal position update based on angle and distance charX += diagonalChange[0]; charY += diagonalChange[1]; if (shipContainer) { //when the container is ready to be worked with shipContainer.x = charX; shipContainer.y = charY; } } private final function getDiagonalChange(angle:Number, distance:Number):Array { var rAngle:Number = angle * Math.PI/180; //convert degrees to radian return [Math.sin(rAngle) * distance, (Math.cos(rAngle) * distance) * -1]; } When the object is no longer moving, the event listener will be removed. The same method is being used for rotation. Everything works almost perfect. I've set the project's target FPS to 100 and created a FPS counter. According to the FPS counter, the average FPS in firefox is around 100, while the top is 1000 and the bottom is 22. I think that the bottom and top FPSs are only happening during the initialization of the client (startup). The problem is that the ship appears to be almost perfectly smooth, while it should be just that without the "almost" part. It's almost as if the ship is "flickering" very very fast, you can't actually see it but it's hard to focus on the object while it's moving with your eyes. Also, every now and then, there seems to be a bit of a framerate spike, as if the client is skipping a couple of frames, you then see it quickly warp. It is very difficult to explain what the real problem is, but in general it's that the movement is not perfectly smooth. So, do you have any suggestions on how to make the movement or transition of objects perfectly smooth? Update 1: I re-created the client to demonstrate my problem. Please check it out. The client: http://feedpostal.com/test/MovementTest.html The Actionscript Project (full source): http://feedpostal.com/test/MovementTest.rar An example of a smooth flash game (not created by me): http://www.gamesforwork.com/games/swf/Mission%20Racing_august_10th_2009.swf It took me a pretty long time to recreate this client side version, I hope this will help with solving the problem. Please note: yes, it is actually pretty smooth. But it is definitely not smooth enough.

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  • Social meet up on Twitter for MEET Windows Azure on June the 7th

    - by shiju
    Get ready to MEET Windows Azure live on June the 7th. The Microsoft Windows Azure team is conducting an online event “Meet Windows Azure” on June 7th 2012 starting at 1 PM PDT. The event will be presented by Scott Guthrie. If you want to watch event  live, you can register here: http://register.meetwindowsazure.com/.   If you are planning to attend the event and want to be social, there is a Social meet up on Twitter event organized by Windows Azure MVP Magnus Martensson MEET Windows Azure Blog Relay: Roger Jennings (@rogerjenn): Social meet up on Twitter for Meet Windows Azure on June 7th Anton Staykov (@astaykov): MEET Windows Azure on June the 7th Patriek van Dorp (@pvandorp): Social Meet Up for ‘MEET Windows Azure’ on June 7th Marcel Meijer (@MarcelMeijer): MEET Windows Azure on June the 7th Nuno Godinho (@NunoGodinho): Social Meet Up for ‘MEET Windows Azure’ on June 7th Shaun Xu (@shaunxu) Let's MEET Windows Azure Maarten Balliauw (@maartenballiauw): Social meet up on Twitter for MEET Windows Azure on June 7th Brent Stineman (@brentcodemonkey): Meet Windows Azure (aka Learn Windows Azure v2) Herve Roggero (@hroggero): Social Meet up on Twitter for Meet Windows Azure on June 7th Paras Doshi (@paras_doshi): Get started on Windows Azure: Attend “Meet Windows Azure” event Online Simran Jindal (@SimranJindal): Meet Windows Azure – an online and in person event, social meetup #MeetAzure (+ Beer for Beer lovers) on June 7th 2012 Magnus Mårtensson (@noopman): Social meet up on Twitter for MEET Windows Azure on June 7th Kris van der Mast (@KvdM): Shiju Varghese (@shijucv) Social meet up on Twitter for MEET Windows Azure on June the 7th I hope to see you online for the social meet event on the 7th. My Twitter user name is @shijucv Call to action: Link to this blog post on your blog and I will update this post to link to you.

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  • HDMI Sound Stops Working

    - by stueng
    When not used for a few hours the sound stops working on my HTPC. To get sound to work again I have to unplug the HDMI cable and plug it back in again When this sound "outage" occurs, the HDMI device dissapears from the sound config output devices I see the following in dmesg [78534.010328] HDMI hot plug event: Codec=0 Pin=3 Presence_Detect=0 ELD_Valid=0 [78534.010363] HDMI status: Codec=0 Pin=3 Presence_Detect=0 ELD_Valid=0 [78558.948403] HDMI hot plug event: Codec=0 Pin=3 Presence_Detect=1 ELD_Valid=1 [78558.948429] HDMI status: Codec=0 Pin=3 Presence_Detect=0 ELD_Valid=0 [78562.579047] HDMI hot plug event: Codec=0 Pin=3 Presence_Detect=1 ELD_Valid=0 [78562.579078] HDMI status: Codec=0 Pin=3 Presence_Detect=1 ELD_Valid=1 [78562.579992] HDMI hot plug event: Codec=0 Pin=3 Presence_Detect=0 ELD_Valid=1 [78562.580043] HDMI status: Codec=0 Pin=3 Presence_Detect=1 ELD_Valid=1 [78562.876030] HDMI status: Codec=0 Pin=3 Presence_Detect=1 ELD_Valid=1 [78563.176036] HDMI status: Codec=0 Pin=3 Presence_Detect=1 ELD_Valid=1 [78563.195139] HDMI hot plug event: Codec=0 Pin=3 Presence_Detect=0 ELD_Valid=0 [78563.195169] HDMI status: Codec=0 Pin=3 Presence_Detect=0 ELD_Valid=0 [78563.476030] HDMI status: Codec=0 Pin=3 Presence_Detect=0 ELD_Valid=0 [78635.529493] HDMI hot plug event: Codec=0 Pin=3 Presence_Detect=1 ELD_Valid=1 [78635.529524] HDMI status: Codec=0 Pin=3 Presence_Detect=0 ELD_Valid=0 [78641.330701] HDMI hot plug event: Codec=0 Pin=3 Presence_Detect=1 ELD_Valid=0 [78641.330733] HDMI status: Codec=0 Pin=3 Presence_Detect=1 ELD_Valid=1 [78641.331649] HDMI hot plug event: Codec=0 Pin=3 Presence_Detect=0 ELD_Valid=1 [78641.331668] HDMI status: Codec=0 Pin=3 Presence_Detect=1 ELD_Valid=1 [78641.628050] HDMI status: Codec=0 Pin=3 Presence_Detect=1 ELD_Valid=1 [78641.928037] HDMI status: Codec=0 Pin=3 Presence_Detect=1 ELD_Valid=1 [78642.228042] HDMI status: Codec=0 Pin=3 Presence_Detect=1 ELD_Valid=1 [78642.528039] HDMI status: Codec=0 Pin=3 Presence_Detect=1 ELD_Valid=1 [78642.828037] HDMI status: Codec=0 Pin=3 Presence_Detect=1 ELD_Valid=1

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