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  • Resolving collisions between dynamic game objects

    - by TheBroodian
    I've been building a 2D platformer for some time now, I'm getting to the point where I am adding dynamic objects to the stage for testing. This has prompted me to consider how I would like my character and other objects to behave when they collide. A typical staple in many 2D platformer type games is that the player takes damage upon touching an enemy, and then essentially becomes able to pass through enemies during a period of invulnerability, and at the same time, enemies are able to pass through eachother freely. I personally don't want to take this approach, it feels strange to me that the player should receive arbitrary damage for harmless contact to an enemy, despite whether the enemy is attacking or not, and I would like my enemies' interactions between each other (and my player) to be a little more organic, so to speak. In my head I sort of have this idea where a game object (player, or non player) would be able to push other game objects around by manner of 'pushing' each other out of one anothers' bounding boxes if there is an intersection, and maybe correlate the repelling force to how much their bounding boxes are intersecting. The problem I'm experiencing is I have no idea what the math might look like for something like this? I'll show what work I've done so far, it sort of works, but it's jittery, and generally not quite what I would pass in a functional game: //Clears the anti-duplicate buffer collisionRecord.Clear(); //pick a thing foreach (GameObject entity in entities) { //pick another thing foreach (GameObject subject in entities) { //check to make sure both things aren't the same thing if (!ReferenceEquals(entity, subject)) { //check to see if thing2 is in semi-near proximity to thing1 if (entity.WideProximityArea.Intersects(subject.CollisionRectangle) || entity.WideProximityArea.Contains(subject.CollisionRectangle)) { //check to see if thing2 and thing1 are colliding. if (entity.CollisionRectangle.Intersects(subject.CollisionRectangle) || entity.CollisionRectangle.Contains(subject.CollisionRectangle) || subject.CollisionRectangle.Contains(entity.CollisionRectangle)) { //check if we've already resolved their collision or not. if (!collisionRecord.ContainsKey(entity.GetHashCode())) { //more duplicate resolution checking. if (!collisionRecord.ContainsKey(subject.GetHashCode())) { //if thing1 is traveling right... if (entity.Velocity.X > 0) { //if it isn't too far to the right... if (subject.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height)) || subject.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = entity.CollisionRectangle.Right - subject.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the left, and thing2 to the right. entity.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //if thing1 is traveling left... if (entity.Velocity.X < 0) { //if thing1 isn't too far left... if (entity.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height)) || entity.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = subject.CollisionRectangle.Right - entity.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the right, and thing2 to the left. entity.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //Make record that thing1 and thing2 have interacted and the collision has been solved, so that if thing2 is picked next in the foreach loop, it isn't checked against thing1 a second time before the next update. collisionRecord.Add(entity.GetHashCode(), subject.GetHashCode()); } } } } } } } } One of the biggest issues with my code aside from the jitteriness is that if one character were to land on top of another character, it very suddenly and abruptly resolves the collision, whereas I would like a more subtle and gradual resolution. Any thoughts or ideas are incredibly welcome and helpful.

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  • Problem with sprite direction and rotation

    - by user2236165
    I have a sprite called Tool that moves with a speed represented as a float and in a direction represented as a Vector2. When I click the mouse on the screen the sprite change its direction and starts to move towards the mouseclick. In addition to that I rotate the sprite so that it is facing in the direction it is heading. However, when I add a camera that is suppose to follow the sprite so that the sprite is always centered on the screen, the sprite won't move in the given direction and the rotation isn't accurate anymore. This only happens when I add the Camera.View in the spriteBatch.Begin(). I was hoping anyone could maybe shed a light on what I am missing in my code, that would be highly appreciated. Here is the camera class i use: public class Camera { private const float zoomUpperLimit = 1.5f; private const float zoomLowerLimit = 0.1f; private float _zoom; private Vector2 _pos; private int ViewportWidth, ViewportHeight; #region Properties public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < zoomLowerLimit) _zoom = zoomLowerLimit; if (_zoom > zoomUpperLimit) _zoom = zoomUpperLimit; } } public Rectangle Viewport { get { int width = (int)((ViewportWidth / _zoom)); int height = (int)((ViewportHeight / _zoom)); return new Rectangle((int)(_pos.X - width / 2), (int)(_pos.Y - height / 2), width, height); } } public void Move(Vector2 amount) { _pos += amount; } public Vector2 Position { get { return _pos; } set { _pos = value; } } public Matrix View { get { return Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(ViewportWidth * 0.5f, ViewportHeight * 0.5f, 0)); } } #endregion public Camera(Viewport viewport, float initialZoom) { _zoom = initialZoom; _pos = Vector2.Zero; ViewportWidth = viewport.Width; ViewportHeight = viewport.Height; } } And here is my Update and Draw-method: protected override void Update (GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; TouchCollection touchCollection = TouchPanel.GetState (); foreach (TouchLocation tl in touchCollection) { if (tl.State == TouchLocationState.Pressed || tl.State == TouchLocationState.Moved) { //direction the tool shall move towards direction = touchCollection [0].Position - toolPos; if (direction != Vector2.Zero) { direction.Normalize (); } //change the direction the tool is moving and find the rotationangle the texture must rotate to point in given direction toolPos += (direction * speed * elapsed); RotationAngle = (float)Math.Atan2 (direction.Y, direction.X); } } if (direction != Vector2.Zero) { direction.Normalize (); } //move tool in given direction toolPos += (direction * speed * elapsed); //change cameracentre to the tools position Camera.Position = toolPos; base.Update (gameTime); } protected override void Draw (GameTime gameTime) { graphics.GraphicsDevice.Clear (Color.Blue); spriteBatch.Begin (SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, Camera.View); spriteBatch.Draw (tool, new Vector2 (toolPos.X, toolPos.Y), null, Color.White, RotationAngle, originOfToolTexture, 1, SpriteEffects.None, 1); spriteBatch.End (); base.Draw (gameTime); }

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  • Software and/(x)or Hardware Projects for Pre-School Kids

    - by haylem
    I offered to participate at my kid's pre-school for various activities (yes, I'm crazy like that), and one of them is to help them discover extra-curricular (big word for a pre-school, but by lack of a better one... :)) hobbies, which may or may not relate to a professional activity. At first I thought that it wouldn't be really easy to have pre-schoolers relate to programming or the internal workings of a computer system in general (and I'm more used to teaching middle-school to university-level students), but then I thought there must be a way. So I'm trying to figure out ways to introduce very young kids (3yo) to computer systems in a fun and preferably educational way. Of course, I don't expect them to start smashing the stack for fun and profit right away (or at least not voluntarily, though I could use the occasion for some toddler tests...), but I'm confident there must be ways to get them interested in both: using the systems, becoming curious about understanding what they do, interacting with the systems to modify them. I guess this setting is not really relevant after all, it's pretty much the same as if you were aiming to achieve the same for your own kids at home. Ideas Considering we're talking 3yo pre-schoolers here, and that at this age some kids are already quite confident using a mouse (some even a keyboard, if not for typing, at least to press some buttons they've come to associate with actions) while others have not yet had any interaction with computers of any kind, it needs to be: rather basic, demonstrated and played with in less then 5 or 10 minutes, doable in in groups or alone, scalable and extendable in complexity to accommodate their varying abilities. The obvious options are: basic smallish games to play with, interactive systems like LOGO, Kojo, Squeak and clones (possibly even simpler than that), or thngs like Lego Systems. I guess it can be a thing to reflect on both at the software and the hardware levels: it could be done with a desktop or laptop machine, a tablet, a smartphone (or a crap-phone, for that matter, as long as you can modify it), or even get down to building something from scratch (Raspberry Pi and Arduino being popular options at the moment). I can probably be in the form of games, funny visualizations (which are pretty much games) w/ Prototype, virtual worlds to explore. I also thought on the moment (and I hope this won't offend anyone) that some approaches to teaching pets could work (reward systems, haptic feedback and such things could quickly point a kid in the right direction to understanding how things work, in a similar fashion - I'm not suggesting to shock the kids!). Hmm, Is There an Actual Question in There? What type of systems do you think might be a good fit, both in terms of hardware and software? Do you have seen such systems, or have anything in mind to work on? Are you aware of some research in this domain, with tangible results? Any input is welcome. It's not that I don't see options: there are tons, but I have a harder time pinpointing a more concrete and definite type of project/activity, so I figure some have valuable ideas or existing ones. Note: I am not advocating that every kid should learn to program, be interested in computer systems, or that all of them in a class would even care enough to follow such an introduction with more than a blank stare. I don't buy into the "everybody would benefit from learning to program" thing. Wouldn't hurt, but not necessary in any way. But if I can walk out of there with a few of them having smiled using the thing (or heck, cried because others took them away from them), that'd be good enough. Related Questions I've seen and that seem to complement what I'm looking for, but not exactly for the same age groups or with the same goals: Teaching Programming to Kids Recommendations for teaching kids math concepts & skills for programming?

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  • Slide 2d Vector to destination over a period of time

    - by SchautDollar
    I am making a library of GUI controls for games I make with XNA. I am currently developing the library as I make a game so I can test the features and find errors/bugs and hopefully smash them right away. My current issue is on a slide feature I want to implement for my base class that all controls inherit. My goal is to get the control to slide to a specified point over a specified amount of time. Here is the #region containing the code #region Slide private bool sliding; private Vector2 endPoint; private float slideTimeLeft; private float speed; private bool wasEnabled; private Vector2 slideDirection; private float slideDistance; public void Slide(Vector2 startPoint, Vector2 endPoint, float slideTime) { this.location = startPoint; Slide(endPoint,slideTime); } public void Slide(Vector2 endPoint, float slideTime) { this.wasEnabled = this.enabled; this.enabled = false; this.sliding = true; Vector2 tempLength = endPoint - this.location; this.slideDistance = tempLength.Length(); //Was this.slideDistance = (float)Math.Sqrt(tempLength.LengthSquared()); this.speed = slideTime / this.slideDistance; this.endPoint = endPoint; this.slideTimeLeft = slideTime; } private void UpdateSlide(GameTime gameTime) { if (this.sliding) { this.slideTimeLeft -= gameTime.ElapsedGameTime.Milliseconds; if (this.slideTimeLeft >= 0 ) { if ((this.endPoint-this.location).Length() != 0){//Was if (this.endPoint.LengthSquared() > 0 || this.location.LengthSquared() > 0) { this.slideDirection = Vector2.Normalize(this.endPoint - this.location); } this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;//This is where I believe the issue is, but I'm not sure. It seems right to me... (Even though it doesn't work) } else { this.enabled = this.wasEnabled; this.location = this.endPoint;//After time, the controls position will get set to be the endpoint. this.sliding = false; } } } #endregion this.location is the location of the control elsewhere defined in the class. I have looked at this blog as a huge reference and have googled around quite and have looked on many forums but can't find anything that shows how to implement it. Please and Thanks for your time! EDIT: I have switched this line "this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;" several times to see what it does. My issue is getting the control to smoothly move to the end location. It moves after the time has expired, but It doesn't move other then that except flash in my face. EDIT2: I have used the first slide method with 3 parameters and it works except it doesn't do it in a period of time and once it gets to its destination, it starts moving randomly towards the previous location and the end location.

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  • Why is 0 false?

    - by Morwenn
    This question may sound dumb, but why does 0 evaluates to false and any other [integer] value to true is most of programming languages? String comparison Since the question seems a little bit too simple, I will explain myself a little bit more: first of all, it may seem evident to any programmer, but why wouldn't there be a programming language - there may actually be, but not any I used - where 0 evaluates to true and all the other [integer] values to false? That one remark may seem random, but I have a few examples where it may have been a good idea. First of all, let's take the example of strings three-way comparison, I will take C's strcmp as example: any programmer trying C as his first language may be tempted to write the following code: if (strcmp(str1, str2)) { // Do something... } Since strcmp returns 0 which evaluates to false when the strings are equal, what the beginning programmer tried to do fails miserably and he generally does not understand why at first. Had 0 evaluated to true instead, this function could have been used in its most simple expression - the one above - when comparing for equality, and the proper checks for -1 and 1 would have been done only when needed. We would have considered the return type as bool (in our minds I mean) most of the time. Moreover, let's introduce a new type, sign, that just takes values -1, 0 and 1. That can be pretty handy. Imagine there is a spaceship operator in C++ and we want it for std::string (well, there already is the compare function, but spaceship operator is more fun). The declaration would currently be the following one: sign operator<=>(const std::string& lhs, const std::string& rhs); Had 0 been evaluated to true, the spaceship operator wouldn't even exist, and we could have declared operator== that way: sign operator==(const std::string& lhs, const std::string& rhs); This operator== would have handled three-way comparison at once, and could still be used to perform the following check while still being able to check which string is lexicographically superior to the other when needed: if (str1 == str2) { // Do something... } Old errors handling We now have exceptions, so this part only applies to the old languages where no such thing exist (C for example). If we look at C's standard library (and POSIX one too), we can see for sure that maaaaany functions return 0 when successful and any integer otherwise. I have sadly seen some people do this kind of things: #define TRUE 0 // ... if (some_function() == TRUE) { // Here, TRUE would mean success... // Do something } If we think about how we think in programming, we often have the following reasoning pattern: Do something Did it work? Yes -> That's ok, one case to handle No -> Why? Many cases to handle If we think about it again, it would have made sense to put the only neutral value, 0, to yes (and that's how C's functions work), while all the other values can be there to solve the many cases of the no. However, in all the programming languages I know (except maybe some experimental esotheric languages), that yes evaluates to false in an if condition, while all the no cases evaluate to true. There are many situations when "it works" represents one case while "it does not work" represents many probable causes. If we think about it that way, having 0 evaluate to true and the rest to false would have made much more sense. Conclusion My conclusion is essentially my original question: why did we design languages where 0 is false and the other values are true, taking in account my few examples above and maybe some more I did not think of? Follow-up: It's nice to see there are many answers with many ideas and as many possible reasons for it to be like that. I love how passionate you seem to be about it. I originaly asked this question out of boredom, but since you seem so passionate, I decided to go a little further and ask about the rationale behind the Boolean choice for 0 and 1 on Math.SE :)

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  • getting a job in game industry as a developer, just knowing a game engine

    - by numerical25
    I recently enrolled at a community college for game developement. But I am skeptical about the circulum. I have no experience in the gaming industry so I wouldnt be able to tell rather its a good investment or not. So I am asking you. I dont want to get too much into detail of all the classes I am taking so I will try to be brief. By the time I graduate, I should have a understanding of how a game engine works. I will be working with the unreal engine to develop a Multiplayer game from scratch. So in the process of my final project, I will learn how to work within the unreal engine, Learn python and learn how to use it's API to connect to a remote server and build game mechanics. Overall I will also recieve a associates degree in game development. I learn c++ but not c. The director said he was trying to implement c in the program as well. What I notice is I will not learn how to build a 3d game engine from scratch. They do not teach any AI. I will not learn how to work with the graphics card using a graphic's api such as DirectX or OpenGL. I know building a game engine from scratch is a little complex, but at the same time the track is requireing me to take some advances math courses such a calculus and geotomtry 1 and 2. I also got to take a physic class. I just think thats a little much for just learning how to use the unreal engine but not actually build one or try to learn the anatomy of a game engine. Is this good enough to possibly land my a job in the insdustry. If I left anything out or was not detail, please feel free to ask more questions. Thanks Guys!!

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  • Windows Azure : Storage Client Exception Unhandled

    - by veda
    I am writing a code for upload large files into the blobs using blocks... When I tested it, it gave me an StorageClientException It stated: One of the request inputs is out of range. I got this exception in this line of the code: blob.PutBlock(block, ms, null); Here is my code: protected void ButUploadBlocks_click(object sender, EventArgs e) { // store upladed file as a blob storage if (uplFileUpload.HasFile) { name = uplFileUpload.FileName; byte[] byteArray = uplFileUpload.FileBytes; Int64 contentLength = byteArray.Length; int numBytesPerBlock = 250 *1024; // 250KB per block int blocksCount = (int)Math.Ceiling((double)contentLength / numBytesPerBlock); // number of blocks MemoryStream ms ; List<string>BlockIds = new List<string>(); string block; int offset = 0; // get refernce to the cloud blob container CloudBlobContainer blobContainer = cloudBlobClient.GetContainerReference("documents"); // set the name for the uploading files string UploadDocName = name; // get the blob reference and set the metadata properties CloudBlockBlob blob = blobContainer.GetBlockBlobReference(UploadDocName); blob.Properties.ContentType = uplFileUpload.PostedFile.ContentType; for (int i = 0; i < blocksCount; i++, offset = offset + numBytesPerBlock) { block = Convert.ToBase64String(BitConverter.GetBytes(i)); ms = new MemoryStream(); ms.Write(byteArray, offset, numBytesPerBlock); blob.PutBlock(block, ms, null); BlockIds.Add(block); } blob.PutBlockList(BlockIds); blob.Metadata["FILETYPE"] = "text"; } } Can anyone tell me how to solve it...

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  • Silverlight 4 WriteableBitmap ScaleTransform Exception but was working in v3

    - by Imran
    I am getting the following exception for code that used to work in silverlight 3 but has stopped working since upgrading to silverlight 4: System.AccessViolationException was unhandled Message=Attempted to read or write protected memory. This is often an indication that other memory is corrupt. namespace SilverlightApplication1 { public partial class MainPage : UserControl { public MainPage() { InitializeComponent(); } private void button1_Click(object sender, RoutedEventArgs e) { var OpenFileDialog = new OpenFileDialog(); OpenFileDialog.Filter = "*.jpg|*.jpg"; if (OpenFileDialog.ShowDialog() == true) { var file = OpenFileDialog.Files.ToArray()[0]; ScaleStreamAsBitmap(file.OpenRead(), 200); } } public static WriteableBitmap ScaleStreamAsBitmap(Stream file, int maxEdgeLength) { file.Position = 0; var src = new BitmapImage(); var uiElement = new System.Windows.Controls.Image(); WriteableBitmap b = null; var t = new ScaleTransform(); src.SetSource(file); uiElement.Source = src; //force render uiElement.Effect = new DropShadowEffect() { ShadowDepth = 0, BlurRadius = 0 }; ; //calc scale double scaleX = 1; double scaleY = 1; if (src.PixelWidth > maxEdgeLength) scaleX = ((double)maxEdgeLength) / src.PixelWidth; if (src.PixelHeight > maxEdgeLength) scaleY = ((double)maxEdgeLength) / src.PixelHeight; double scale = Math.Min(scaleX, scaleY); t.ScaleX = scale; t.ScaleY = scale; b = new WriteableBitmap(uiElement, t); return b; } } } Thanks

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  • How to implement progress bar and backgroundworker for database calls C#?

    - by go-goo-go
    How to implement progress bar and backgroundworker for database calls C#? I do have some methods that deal with large amounts of data. They do last a lot, so in my windows application, i wanna do something to tell users that the data are being processed. So i thought of using progress bar or status strip label, but since there is a single ui thread, the thread where the database-dealing methods are executed, ui controls are not updated, so progress bar or status strip label are useless to me. I've already seen some examples, but they deal with for-loops, ex: for(int i = 0; i < count; i++){ System.Threading.Thread.Sleep(70); // ... do analysis ... bgWorker.ReportProgress((100 * i) / count);} private void bgWorker_ProgressChanged(object sender, ProgressChangedEventArgs e){ progressBar.Value = Math.Min(e.ProgressPercentage, 100);} Can anybody give an example where I can use a method call, not a for-loop, and let the progress bar run while this method is executing??? thnx in advance, any help and hint is highly appreciated.

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  • MP3 Decoding on Android

    - by Rob Szumlakowski
    Hi. We're implementing a program for Android phones that plays audio streamed from the internet. Here's approximately what we do: Download a custom encrypted format. Decrypt to get chunks of regular MP3 data. Decode MP3 data to raw PCM data in a memory buffer. Pipe the raw PCM data to an AudioTrack Our target devices so far are Droid and Nexus One. Everything works great on Nexus One, but the MP3 decode is too slow on Droid. The audio playback starts to skip if we put the Droid under load. We are not permitted to decode the MP3 data to SD card, but I know that's not our problem anyways. We didn't write our own MP3 decoder, but used MPADEC (http://sourceforge.net/projects/mpadec/). It's free and was easy to integrate with our program. We compile it with the NDK. After exhaustive analysis with various profiling tools, we're convinced that it's this decoder that is falling behind. Here's the options we're thinking about: Find another MP3 decoder that we can compile with the Android NDK. This MP3 decoder would have to be either optimized to run on mobile ARM devices or maybe use integer-only math or some other optimizations to increase performance. Since the built-in Android MediaPlayer service will take URLs, we might be able to implement a tiny HTTP server in our program and serve the MediaPlayer with the decrypted MP3s. That way we can take advantage of the built-in MP3 decoder. Get access to the built-in MP3 decoder through the NDK. I don't know if this is possible. Does anyone have any suggestions on what we can do to speed up our MP3 decoding? -- Rob Sz

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  • Can aptitude for learning Programming paradigms be influenced by culture or native language's gramma

    - by DVK
    It is well known that different people have different aptitudes regarding various programming paradigms (e.g. some people have trouble learning non-procedural, especially functional languages. Some people have trouble understanding pointers - see Joel Spolsky's blog for musings on that. Some people have trouble grasping recursion). I was recently reading about a study that looked at how the grammar of someone's native language affected their speed of learning math. Can't find that article now but a quick googling found this reference. That led me to wondering whether someone's native culture or first language might affect their aptitude towards various programming paradigms. I'm more curious about positive influences - e.g. some trait that make it easier/faster for someone to learn a particular paradigm, for example native language grammar being very recursion-oriented. To be clear, I'm looking for how culture/language grammare may affect the difference between aptitude of the same person towards various paradigms as opposed to how it affects overall aptitude towards programming between different persons. Important: the only answers I'm interested in are either references to scientific studies, or personal observations from someone intimately familiar with a particular culture/language, including from their own experience. E.g. I'm not interested in your opinion of how Chinese being your first language affects anything unless you speak Chinese or worked with extremely large set of Chinese-native programmers extensively. I'm OK with your guesstimates not based on scientific studies, but please be sure to supply your reasoning about plausible causes of your observation. I'm not interested in culture-bashing (any such commends will be deleted or flagged for deletion). I'm also not particularly interested in culture-building - we all know Linus is from Finland and Tetris was written in Russia and Larry Wall is an American. Any culture/nation can produce a brilliant mind in any discipline. I'm interested in averages.

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  • Parsing concatenated, non-delimited XML messages from TCP-stream using C#

    - by thaller
    I am trying to parse XML messages which are send to my C# application over TCP. Unfortunately, the protocol can not be changed and the XML messages are not delimited and no length prefix is used. Moreover the character encoding is not fixed but each message starts with an XML declaration <?xml>. The question is, how can i read one XML message at a time, using C#. Up to now, I tried to read the data from the TCP stream into a byte array and use it through a MemoryStream. The problem is, the buffer might contain more than one XML messages or the first message may be incomplete. In these cases, I get an exception when trying to parse it with XmlReader.Read or XmlDocument.Load, but unfortunately the XmlException does not really allow me to distinguish the problem (except parsing the localized error string). I tried using XmlReader.Read and count the number of Element and EndElement nodes. That way I know when I am finished reading the first, entire XML message. However, there are several problems. If the buffer does not yet contain the entire message, how can I distinguish the XmlException from an actually invalid, non-well-formed message? In other words, if an exception is thrown before reading the first root EndElement, how can I decide whether to abort the connection with error, or to collect more bytes from the TCP stream? If no exception occurs, the XmlReader is positioned at the start of the root EndElement. Casting the XmlReader to IXmlLineInfo gives me the current LineNumber and LinePosition, however it is not straight forward to get the byte position where the EndElement really ends. In order to do that, I would have to convert the byte array into a string (with the encoding specified in the XML declaration), seek to LineNumber,LinePosition and convert that back to the byte offset. I try to do that with StreamReader.ReadLine, but the stream reader gives no public access to the current byte position. All this seams very inelegant and non robust. I wonder if you have ideas for a better solution. Thank you. EDIT: I looked around and think that the situation is as follows (I might be wrong, corrections are welcome): I found no method so that the XmlReader can continue parsing a second XML message (at least not, if the second message has an XmlDeclaration). XmlTextReader.ResetState could do something similar, but for that I would have to assume the same encoding for all messages. Therefor I could not connect the XmlReader directly to the TcpStream. After closing the XmlReader, the buffer is not positioned at the readers last position. So it is not possible to close the reader and use a new one to continue with the next message. I guess the reason for this is, that the reader could not successfully seek on every possible input stream. When XmlReader throws an exception it can not be determined whether it happened because of an premature EOF or because of a non-wellformed XML. XmlReader.EOF is not set in case of an exception. As workaround I derived my own MemoryBuffer, which returns the very last byte as a single byte. This way I know that the XmlReader was really interested in the last byte and the following exception is likely due to a truncated message (this is kinda sloppy, in that it might not detect every non-wellformed message. However, after appending more bytes to the buffer, sooner or later the error will be detected. I could cast my XmlReader to the IXmlLineInfo interface, which gives access to the LineNumber and the LinePosition of the current node. So after reading the first message I remember these positions and use it to truncate the buffer. Here comes the really sloppy part, because I have to use the character encoding to get the byte position. I am sure you could find test cases for the code below where it breaks (e.g. internal elements with mixed encoding). But up to now it worked for all my tests. The parser class follows here -- may it be useful (I know, its very far from perfect...) class XmlParser { private byte[] buffer = new byte[0]; public int Length { get { return buffer.Length; } } // Append new binary data to the internal data buffer... public XmlParser Append(byte[] buffer2) { if (buffer2 != null && buffer2.Length > 0) { // I know, its not an efficient way to do this. // The EofMemoryStream should handle a List<byte[]> ... byte[] new_buffer = new byte[buffer.Length + buffer2.Length]; buffer.CopyTo(new_buffer, 0); buffer2.CopyTo(new_buffer, buffer.Length); buffer = new_buffer; } return this; } // MemoryStream which returns the last byte of the buffer individually, // so that we know that the buffering XmlReader really locked at the last // byte of the stream. // Moreover there is an EOF marker. private class EofMemoryStream: Stream { public bool EOF { get; private set; } private MemoryStream mem_; public override bool CanSeek { get { return false; } } public override bool CanWrite { get { return false; } } public override bool CanRead { get { return true; } } public override long Length { get { return mem_.Length; } } public override long Position { get { return mem_.Position; } set { throw new NotSupportedException(); } } public override void Flush() { mem_.Flush(); } public override long Seek(long offset, SeekOrigin origin) { throw new NotSupportedException(); } public override void SetLength(long value) { throw new NotSupportedException(); } public override void Write(byte[] buffer, int offset, int count) { throw new NotSupportedException(); } public override int Read(byte[] buffer, int offset, int count) { count = Math.Min(count, Math.Max(1, (int)(Length - Position - 1))); int nread = mem_.Read(buffer, offset, count); if (nread == 0) { EOF = true; } return nread; } public EofMemoryStream(byte[] buffer) { mem_ = new MemoryStream(buffer, false); EOF = false; } protected override void Dispose(bool disposing) { mem_.Dispose(); } } // Parses the first xml message from the stream. // If the first message is not yet complete, it returns null. // If the buffer contains non-wellformed xml, it ~should~ throw an exception. // After reading an xml message, it pops the data from the byte array. public Message deserialize() { if (buffer.Length == 0) { return null; } Message message = null; Encoding encoding = Message.default_encoding; //string xml = encoding.GetString(buffer); using (EofMemoryStream sbuffer = new EofMemoryStream (buffer)) { XmlDocument xmlDocument = null; XmlReaderSettings settings = new XmlReaderSettings(); int LineNumber = -1; int LinePosition = -1; bool truncate_buffer = false; using (XmlReader xmlReader = XmlReader.Create(sbuffer, settings)) { try { // Read to the first node (skipping over some element-types. // Don't use MoveToContent here, because it would skip the // XmlDeclaration too... while (xmlReader.Read() && (xmlReader.NodeType==XmlNodeType.Whitespace || xmlReader.NodeType==XmlNodeType.Comment)) { }; // Check for XML declaration. // If the message has an XmlDeclaration, extract the encoding. switch (xmlReader.NodeType) { case XmlNodeType.XmlDeclaration: while (xmlReader.MoveToNextAttribute()) { if (xmlReader.Name == "encoding") { encoding = Encoding.GetEncoding(xmlReader.Value); } } xmlReader.MoveToContent(); xmlReader.Read(); break; } // Move to the first element. xmlReader.MoveToContent(); // Read the entire document. xmlDocument = new XmlDocument(); xmlDocument.Load(xmlReader.ReadSubtree()); } catch (XmlException e) { // The parsing of the xml failed. If the XmlReader did // not yet look at the last byte, it is assumed that the // XML is invalid and the exception is re-thrown. if (sbuffer.EOF) { return null; } throw e; } { // Try to serialize an internal data structure using XmlSerializer. Type type = null; try { type = Type.GetType("my.namespace." + xmlDocument.DocumentElement.Name); } catch (Exception e) { // No specialized data container for this class found... } if (type == null) { message = new Message(); } else { // TODO: reuse the serializer... System.Xml.Serialization.XmlSerializer ser = new System.Xml.Serialization.XmlSerializer(type); message = (Message)ser.Deserialize(new XmlNodeReader(xmlDocument)); } message.doc = xmlDocument; } // At this point, the first XML message was sucessfully parsed. // Remember the lineposition of the current end element. IXmlLineInfo xmlLineInfo = xmlReader as IXmlLineInfo; if (xmlLineInfo != null && xmlLineInfo.HasLineInfo()) { LineNumber = xmlLineInfo.LineNumber; LinePosition = xmlLineInfo.LinePosition; } // Try to read the rest of the buffer. // If an exception is thrown, another xml message appears. // This way the xml parser could tell us that the message is finished here. // This would be prefered as truncating the buffer using the line info is sloppy. try { while (xmlReader.Read()) { } } catch { // There comes a second message. Needs workaround for trunkating. truncate_buffer = true; } } if (truncate_buffer) { if (LineNumber < 0) { throw new Exception("LineNumber not given. Cannot truncate xml buffer"); } // Convert the buffer to a string using the encoding found before // (or the default encoding). string s = encoding.GetString(buffer); // Seek to the line. int char_index = 0; while (--LineNumber > 0) { // Recognize \r , \n , \r\n as newlines... char_index = s.IndexOfAny(new char[] {'\r', '\n'}, char_index); // char_index should not be -1 because LineNumber>0, otherwise an RangeException is // thrown, which is appropriate. char_index++; if (s[char_index-1]=='\r' && s.Length>char_index && s[char_index]=='\n') { char_index++; } } char_index += LinePosition - 1; var rgx = new System.Text.RegularExpressions.Regex(xmlDocument.DocumentElement.Name + "[ \r\n\t]*\\>"); System.Text.RegularExpressions.Match match = rgx.Match(s, char_index); if (!match.Success || match.Index != char_index) { throw new Exception("could not find EndElement to truncate the xml buffer."); } char_index += match.Value.Length; // Convert the character offset back to the byte offset (for the given encoding). int line1_boffset = encoding.GetByteCount(s.Substring(0, char_index)); // remove the bytes from the buffer. buffer = buffer.Skip(line1_boffset).ToArray(); } else { buffer = new byte[0]; } } return message; } }

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  • Drag Panel Extender in Ajax?

    - by Surya sasidhar
    hi, i am working on dragpanel extender i write the code for drag panel, it is coming nice but when i drag the panel it going back to the same position where it is initially. This is my code... Untitled Page <style type="text/css"> .outerPanel { border: solid 1px #C0C0C0; background-color: #e1e1e1; width: 200px; height: 300px; z-index:20; padding: 2px; } .dragPanel { border: solid 1px #FFFFFF; background-color: #C0C0C0; width: 194px; height: 15px; color: #FFFFFF; font-weight:bold; padding: 2px; cursor: move; } function setBodyHeightToContentHeight() { document.body.style.height = Math.max(document.documentElement.scrollHeight, document.body.scrollHeight) + "px"; } setBodyHeightToContentHeight(); // Uncomment the line below if you are having problem while resizing the browser window. window.attachEvent('onresize', setBodyHeightToContentHeight); <asp:Panel ID="Panel1" runat="server" CssClass="outerPanel"> <asp:Panel ID="Panel2" runat="server" CssClass="dragPanel"> <b>Dragable Panel</b> </asp:Panel> <p> Surya Sasidhar surya sasidhar Surya Sasidhar surya sasidhar Surya sasidhar surya sasidhar </p> <cc1:DragPanelExtender ID="DragPanelExtender1" TargetControlID="Panel1" DragHandleID ="Panel2" runat="server"> </cc1:DragPanelExtender> </div> </form> and it is ging some javascript error like object required

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  • FLEX/BISON : Why my rule is not regonized ?

    - by Natim
    Hi, I am trying to do a little exercice in FLEX and BISON. Here is the code I wrote : calc_pol.y %{ #define YYSTYPE double #include "calc_pol.tab.h" #include <math.h> #include <stdlib.h> %} %start line %token NOMBRE %token FIN %% line: exp '\n' { printf("\t%.2lf\n", $1); }; exp: exp exp '+' { $$ = $1 + $2 ;} | exp exp '-' { $$ = $1 - $2 ;} | exp exp '*' { $$ = $1 * $2 ;} | exp exp '/' { $$ = $1 / $2 ;} | exp exp '^' { $$ = pow($1, $2) ;} | NOMBRE; %% calc_pol.l %{ #include "calc_pol.tab.h" #include <stdlib.h> #include <stdio.h> extern YYSTYPE yylval; %} blancs [ \t]+ chiffre [0-9] entier [+-]?[1-9][0-9]* | 0 reel {entier}('.'{entier})? %% {blancs} {reel} { yylval = atof(yytext); return NOMBRE; } \n { return FIN; } . { return yytext[0]; } %% Makefile all: calc_pol.tab.c lex.yy.c gcc -o calc_pol $< -ly -lfl -lm calc_pol.tab.c: calc_pol.y bison -d calc_pol.y lex.yy.c: calc_pol.l flex calc_pol.l Do you have any idea of what's wrong ? Thanks Edited: The error message is flex calc_pol.l: calc_pol.l:18: règle non reconnue Line 18 is the line beginning with {reel}, and the error message translates to English as "unrecognized rule".

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  • Javascript floodlight tracking iframe leaves browser window blank, please help!

    - by Ben Paton
    Hello, I have been asked to implement a javascript floodlight tag onto my site which is to be called everytime a customer downloads a pdf file. I have tried to implement this as follows: <script type="text/javascript"> function appForm() { var axel = Math.random() + ""; var a = axel * 10000000000000; document.write('<IFRAME SRC="http://fls.doubleclick.net/activityi;src=1234567;type=count123;cat=123do456;ord=1;num='+ a + '?" WIDTH=1 HEIGHT=1 FRAMEBORDER=0></IFRAME>'); return false; } <a href="appForm.pdf" target="_blank" onClick="appForm();">Download PDF</a> This seems to almost work. The pdf file opens in a new window. But the window where you clicked the download link turns blank. Is there a way of opening this tracking iframe and then having the pdf opening without the parent window going blank? Your help will be very much appreciated on this.

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  • How to make Python Extensions for Windows for absolute beginners

    - by JR
    Hello: I've been looking around the internet trying to find a good step by step guide to extend Python in Windows, and I haven't been able to find something for my skill level. let's say you have some c code that looks like this: #include <stdio.h> #include <math.h> double valuex(float value, double rate, double timex) { float value; double rate, timex; return value / double pow ((1 + rate), (timex)); } and you want to turn that into a Python 3 module for use on a windows (64bit if that makes a difference) system. How would you go about doing that? I've looked up SWIG and Pyrex and in both circumstances they seem geared towards the unix user. With Pyrex I am not sure if it works with Python 3. I'm just trying to learn the basics of programing, using some practical examples. Lastly, if there is a good book that someone can recommend for learning to extend, I would greatly appreciate it. Thank you.

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  • Highlighting dates between two selected dates jQuery UI Datepicker

    - by Ralph
    I have one datepicker with numberOfMonths set to 2. Arrival Date and Departure Date are determined using this logic (within onSelect): if ((count % 2)==0) { depart = $("#datepicker-1").datepicker('getDate'); if (arriv depart) { temp=arriv; arriv=depart; depart=temp; } $("#check-in").val($.datepicker.formatDate("DD, MM d, yy",arriv)); $("#check-out").val($.datepicker.formatDate("DD, MM d, yy",depart)); } else { arriv = $("#datepicker-1").datepicker('getDate'); depart = null; if ((arriv depart)&&(depart!=null)) { temp=arriv; arriv=depart; depart=temp; } $("#day-count").val(''); $("#check-in").val($.datepicker.formatDate("DD, MM d, yy",arriv)); $("#check-out").val($.datepicker.formatDate("DD, MM d, yy",depart)); } if(depart!=null) { diffDays = Math.abs((arriv.getTime() - depart.getTime())/(oneDay)); if (diffDays == 0) { $("#day-count").val((diffDays+1)+' Night/s'); } else { $("#day-count").val(diffDays+' Night/s'); } } Getting the number of days within these 2 dates has no problem What I want now is highlight those dates starting from the Arrival to Departure I tried working around the onSelect but had no luck. I am now using beforeShowDay to highlight these dates but I can't seem to figure it out Got a sample from here Basically, it is customized to highlight 11 or 12 days after the selected date (Here's the code from that link). $('#datePicker').datepicker({beforeShowDay: function(date) { if (selected != null && date.getTime() selected.getTime() && (date.getTime() - selected.getTime()) Since I am new to using the UI, and the logic is not clear to me yet, I can't seem to figure this out. Any ideas on how I can make this highlight dates between the Arrival and Departure using my aforementioned logic used in determining the two?

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  • How to improve Java perfomance on Informix for Windows

    - by Michal Niklas
    I have problem with performance of Java UDR functions on Informix on Windows. On this server I already have some functions in C and SPL. I chose one function to write it in those 3 languages and I measured performance of this function on test table. Function calculates some kind of checksum so it not use any db libraries etc. only string and math operations. I observed performance on 30k records with SQL like: select function(txt) from _tmp_perf_test and I changed function to 'function_c, function_spl or function_java. My performance tests showed that C function is the fastest, SPL function is about 5 times slower, where Java is 100 (one hundred!) times slower than C. I checked it few times and 1:100 ratio didn't improve. I changed Java function to simply return length of the string but even this do not help so it looks, that there is general problem with Java function invocation, because there was no difference in time between Java function that calculate checksum and Java function that returns length of the string. I increased JVM_MAX_HEAP_SIZE to 128 and it not helped too. I use IBM Informix Dynamic Server Version 11.50.TC6DE. The same test on Linux server: IBM Informix Dynamic Server Version 11.50.FC6 show more "normal" results, i.e. Java is slower from C and SPL but only 2 to 5 times. What can I do to improve Java performance on Informix server on Windows? More info about Java on servers: c:\Informix\extend\krakatoa\jre\bin>java -version java version "1.5.0" Java(TM) 2 Runtime Environment, Standard Edition (build pwi32dev-20081129a (SR9-0 )) IBM J9 VM (build 2.3, J2RE 1.5.0 IBM J9 2.3 Windows Server 2003 x86-32 j9vmwi3223-20081129 (JIT enabled) J9VM - 20081126_26240_lHdSMr JIT - 20081112_1511ifx1_r8 GC - 200811_07) JCL - 20081129 [root@informix11 bin]# ./java -version java version "1.5.0" Java(TM) 2 Runtime Environment, Standard Edition (build pxa64devifx-20071025 (SR6b)) IBM J9 VM (build 2.3, J2RE 1.5.0 IBM J9 2.3 Linux amd64-64 j9vmxa6423-20071005 (JIT enabled) J9VM - 20071004_14218_LHdSMr JIT - 20070820_1846ifx1_r8 GC - 200708_10) JCL - 20071025

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  • AS3 "Loader" progress immediately goes to 100%

    - by Bart van Heukelom
    If you go to http://moederdagontbijtplacemat.nl/ you will see a progress bar. The application is loading a fairly large SWF from the server using the Loader class. Strangely enough, the progress bar immediately goes to 100% (but the loading still takes a while after that). The code is below, but you'll see it's basically too simple to break. It has worked when the application was on a different server, so I though maybe the new server wasn't sending the size of the large SWF in the http headers. Firebug does show a progress bar though, so that is not the case, the information should be available. It also works when I run the loader swf locally and change the URL (new URLRequest("Placemat.swf")) to the absolute URL of Placemat.swf on the server. var l:Loader = new Loader(); addChild(l); l.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, function(e:ProgressEvent) { s.setProgress(e.bytesLoaded/e.bytesTotal); trace(Math.round(100 * e.bytesLoaded/e.bytesTotal), "%"); }); l.contentLoaderInfo.addEventListener(Event.COMPLETE, function() { removeChild(s); }); l.load(new URLRequest("Placemat.swf"));

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  • split video (avi/h264) on keyframe

    - by m.sr
    Hallo. I have a big video file. ffmpeg, tcprobe and other tool say, it is an h264-stream in an AVI-container. Now i'd like to cut out small chunks form the video. Problem: The index of the video seam corrupted/destroyed. I kind of fixed this via mplayer -forceidx -saveidx <IndexFile> <BigVideoFile>. The Problem here is, that I'm now stuck with mplayer/mencoder which can use this index file via -loadidx <IndexFile>. I have tried correcting the index like described in man aviindex (mplayer -frames 0 -saveidx mpidx broken.avi ; aviindex -i mpidx -o tcindex ; avimerge -x tcindex -i broken.avi -o fixed.avi), but this didn't fix my video - meaning that most tools i've tested couldn't search in the video file. Problem: I sut out parts of the video via following command: mencoder -loadidx in.idx -ss 8578 -endpos 20 -oac faac -ovc x264 -sws 9 -lavfopts format=mp4 -x264encopts <LotsOfOpts> -of lavf -vf scale=800:-10,harddup in.avi -o out.mp4. Now here the problem is, that some videos are corrupted at the beginning. I think this is because the fact, that i do not necessarily cut at keyframe. Questions: What is the best way to fix the index of an avi "inline" so that every tool can again work as expected with it? How can i split at the keyframes? Is there an mencoder-option for this? Are Keyframes coming in a frequency? How to find out this frequency? (So with a bit of math it should be possible to calculate the next keyframe and cut there) Is ther perhaps some completely other way to split this movie? Doing it by hand is no option, i've to cut out 1000+ chunks ... Thanks a lot!

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  • Qt: Force QWebView to click on a web element, even one not visible on the window

    - by Pirate for Profit
    So let's say I'm trying to click a link in the QWebView, here is what I have: // extending QWebView void MyWebView::click(const QString &selectorQuery) { QWebElement el = this->page()->mainFrame()->findFirstElement(selectorQuery); if (!el) return; el.setFocus(); QMouseEvent pressEvent(QMouseEvent::MouseButtonPress, el.geometry().center(), Qt::MouseButton::LeftButton, Qt::LeftButton, Qt::NoModifier); QCoreApplication::sendEvent(this, &pressEvent); QMouseEvent releaseEvent(QMouseEvent::MouseButtonRelease, el.geometry().center(), Qt::MouseButton::LeftButton, Qt::LeftButton, Qt::NoModifier); QCoreApplication::sendEvent(this, &releaseEvent); } And you call it as so: myWebView->click("a[href]"); // will click first link on page myWebView->click("input[type=submit]"); // submits a form THE ONLY PROBLEM IS: if the element is not visible in the window, it is impossible to click. What I mean is if you have to scroll down to see it, you can't click it. I imagine this has to do with the geometry, since the element doesn't show up on the screen it can't do the math to click it right. Any ideas to get around this? Maybe some way to make the window behave like a billion x billion pixels but still look 200x200?

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  • Why is Raphael.JS creating paper with dimensions 1000x1000?

    - by Bryan
    I have a demo using raphael.js. The code for it is very simple but when viewed in Internet Explorer (less that version 9) I get a Raphael canvas that is 1000px by 1000px and I can't figure out why. I'm using version 1.5.2 of Raphael. Code below: HTML <!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>Raphael Test</title> <link rel="stylesheet" type="text/css" href="test.css"> <link href="../shared/img/favicon.png" rel="shortcut icon"> </head> <body> <div id="graph"></div> <script src="../shared/js/raphael/raphael-min.js" type="text/javascript"> </script> <script src="test.js" type="text/javascript"> </script> </body> </html> CSS /* Graph */ #graph { padding: 5px; width: 477px; height: 299; } JS var holder = document.getElementById('graph') , width = holder.scrollWidth , height = Math.round(width * 0.5625) + 25 , p = Raphael(10, 50, width, height) , c = p.circle(p.width - 50, p.height - 50, 50); alert(p.width + ' & ' + p.height); I found a discussion in Raphael's Google group with the same problem but no resolution.

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  • Adding multiple star rating widgets to one page

    - by diglettpotato
    I am using this jQuery plugin for star ratings: http://orkans-tmp.22web.net/star_rating/ Everything is going great, including using AJAX, etc. The problem is that I need to have many per page and can't quite figure out how to work with the selectors to achieve this. I think this is probably very easy for someone who knows their jQuery... Here's some code below... There are multiple kids per page, and I need one rating widget for each kid. I can set up each #rat to be unique with a kid attached to it, like #1rat, #2rat, etc. But then how would I set up the function to be run on each of them independently? <script type="text/javascript"> $(function(){ var kidval=1; //this needs to be setup for each kid... not just 1 var uidval=1; $('#rat').children().not("select, #rating_title").hide(); var $caption = $('<div id="caption"/>'); $('#rat').stars({ inputType: "select", oneVoteOnly: false, callback: function(ui, type, value) { $("#"+kidval+"messages").text("Saving...").fadeIn(30); $.post("vote.php", {rate: value, kid: kidval, uid: uidval}, function(json) { $("#"+kidval+"messages").text("Average"); ui.select(Math.round(json.avg)); $caption.text(" (" + json.votes + " votes, " + json.avg + " avg)"); $("#"+kidval+"messages").text("Rated " + value + " Thanks!").stop().css("opacity", 1).fadeIn(30); setTimeout(function(){ $("#"+kidval+"messages").fadeOut(1000) }, 2000); }, "json"); } }); $('#rat').stars("selectID", -1); $caption.appendTo(#rat); $('<div id="'+kidval+'messages"/>').appendTo(#rat); });

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  • Maintaing JTextArea scroll position

    - by Sami
    I have a JScrollPane with a JTextArea set as its view port. I update the (multi line) text shown on the JTextArea continously about once a second. Each time the text updates, JScrollPane goes all the way to the bottom of the text. Instead, I'd like to figure out the line number that is currently shown as the first line in the original text, and have that line be the first line shown when the text has been updated (or if the new text doesn't have that many lines, then scroll all the way to the bottom). My first attempt of doing this was to get the current caret position, figure the line based on that, and then set the text area to show that line: int currentPos = textArea.getCaretPosition(); int currentLine = 0; try { for(int i = 0; i < textArea.getLineCount(); i++) { if((currentPos >= textArea.getLineStartOffset(i)) && (currentPos < gameStateTextArea.getLineEndOffset(i))) { currentLine = i; break; } } } catch(Exception e) { } textArea.setText(text); int newLine = Math.min(currentLine, textArea.getLineCount()); int newOffset = 0; try { newOffset = textArea.getLineStartOffset(newLine); } catch(Exception e) { } textArea.setCaretPosition(newOffset); This was almost acceptable for my needs, but requires the user to click inside the text area to change the caret position, so that the scrolling will maintain state (which isn't nice). How would I do this using the (vertical) scroll position instead ?

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  • Stretch Background Image Resizes With Browser Windows

    - by user241673
    I am trying to replicate the image resizing found at http://devkick.com/lab/fsgallery/ but with the code I have below, it is not working properly. When resizing the browser window to have small width and big height, white space shows up at the bottom of the page. feel free to see it & edit at http://jsbin.com/ifolu3 The CSS: html, body {width:100%; height:100%; overflow:hidden;} div.bg {position:absolute; width:200%; height:200%; top:-50%; left:-50%;} img.bg {min-height:50%; min-width:50%; margin:0 auto; display:block;} The JS/jQuery: $(window).resize(function(){ var ratio = Math.max($(window).width()/$('img.bg').width(),$(window).height()/$('img.bg').height()); if ($(window).width() $(window).height()) { $('img.bg').css({width:image.width()*ratio,height:'auto'}); } else { $('img.bg').css({width:'auto',height:image.height()*ratio}); } }); The HTML - (sorry for the formatting, had trouble getting "<" to show) [body] [div class="bg"] [img class="bg" src="bg.jpg" /] [/div] [/body]

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