Search Results

Search found 14962 results on 599 pages for 'max width'.

Page 118/599 | < Previous Page | 114 115 116 117 118 119 120 121 122 123 124 125  | Next Page >

  • How do you create a cbuffer or global variable that is gpu modifiable?

    - by bobobobo
    I'm implementing tonemapping in a pixel shader, for hdr lighting. The vertex shader outputs vertices with colors. I need to find the max color and save it in a global. However when I try and write the global in my hlsl code, //clamp the max color below by this color clamp( maxColor, output.color, float4( 1e6,1e6,1e6,1e6 ) ) ; I see: error X3025: global variables are implicitly constant, enable compatibility mode to allow modification What is the correct way to declare a shader global in d3d11 that the vertex shader can write to, and the pixel shader can read? I realize this is a bit tough since the vertex shaders are supposed to run in parallel, and introducing a shader global that they all write to means a lock..

    Read the article

  • Extjs internet explorer object not found problem.

    - by john misoskian
    hi; this code run firefox , but error on ie why ? please help me. xxx.js code: var gridFormf = new Ext.FormPanel({ id: 'company-form', frame: true, labelAlign: 'left', title: 'Is Emri', bodyStyle:'padding:5px', width: 1, tbar: [ newIsEmri,delIsEmri,edIsEmri,rapIsEmri,serIsEmri ], layout: 'column', // Specifies that the items will now be arranged in columns items: [ { columnWidth: 0.3, layout: 'fit', items: [{ columnWidth: 1, xtype: 'fieldset', labelWidth: 90, title:'Ekip / Servis', defaults: {width: 120, border:false}, // Default config options for child items defaultType: 'textfield', autoHeight: true, bodyStyle: Ext.isIE ? 'padding:0 0 5px 15px;' : 'padding:10px 15px;', border: true, style: { "margin-left": "10px", // when you add custom margin in IE 6... "margin-right": Ext.isIE6 ? (Ext.isStrict ? "-10px" : "-13px") : "0" // you have to adjust for it somewhere else }, items: [{ fieldLabel: 'Ekip / Personel', name: 'SERVIS_VEREN' }] },{ columnWidth: 1, xtype: 'fieldset', labelWidth: 90, title:'Ürün', defaults: {width: 120, border:false}, // Default config options for child items defaultType: 'textfield', autoHeight: true, bodyStyle: Ext.isIE ? 'padding:0 0 5px 15px;' : 'padding:10px 15px;', border: true, style: { "margin-left": "10px", // when you add custom margin in IE 6... "margin-right": Ext.isIE6 ? (Ext.isStrict ? "-10px" : "-13px") : "0" // you have to adjust for it somewhere else }, items: [{ fieldLabel: 'Cihaz', name: 'URUN_CIHAZ_ADI' }, { fieldLabel: 'Marka', name: 'URUN_MARKA_ADI' }, { fieldLabel: 'Model', name: 'URUN_MODEL_ADI' },{ fieldLabel: 'Seri No', name: 'URUN_SERI_NO' } ] }] },{ columnWidth: 0.3, layout: 'fit', items: [{ columnWidth: 1, xtype: 'fieldset', labelWidth: 90, title: 'Servis Gelis Türü', defaults: { width: 140, border: false }, // Default config options for child items defaultType: 'textfield', autoHeight: true, bodyStyle: Ext.isIE ? 'padding:0 0 5px 15px;' : 'padding:10px 15px;', border: true, style: { "margin-left": "10px", // when you add custom margin in IE 6... "margin-right": Ext.isIE6 ? (Ext.isStrict ? "-10px" : "-13px") : "0" // you have to adjust for it somewhere else }, items: [{ fieldLabel: 'Gelis Türü', name: 'SERVIS_GELIS_TURU' }] },RadioPanels ] },{ columnWidth: 0.3, layout: 'fit', items: [{ columnWidth:1, autoHeight: true, border: true, items: [gridAksesuar] },gridAriza,{ columnWidth: 1, xtype: 'textarea', labelWidth: 0, width:250, defaultType: 'textarea', autoHeight: true, border: false, name:'ARIZA_ACIKLAMASI' }] },{ columnWidth: 1.0, layout: 'fit', items: gridFormx }] }); My html code : <script src="/ApplicationJs/xxx.js" type="text/javascript"></script> <script type="text/javascript"> Ext.onReady(function() { var viewport = new Ext.Viewport({ layout:'fit', items: [gridFormf] }); </script> Internet explorer return to error. Error description is object gridFormf is not found.

    Read the article

  • Entity Framework conversion from v1 to v4 problem

    - by Max
    After converting my data access layer project from EntityFramework v1 to v4 a got a bunch of errors for each of the entity classes: Error 10016: Error resolving item 'EntityTypeShape'. The exception message is: 'Unresolved reference 'NS.EntityName1'.'. DataAccessLayer\Model.edmx and Error 10016: Error resolving item 'AssociationConnector'. The exception message is: 'NS.EntityName1'.'. DataAccessLayer\Model.edmx Does anybody know what is this and how to fix it?

    Read the article

  • XCOPY to remote server

    - by Max
    In order to improve the deployment / build process of my ASP.NET app, I would like to make a .bat that builds the current solution in release mode xcopy the files to a remote server Creating a release build via command line is easy. But how can I xcopy the files to the remote server? I think I have to map the remote destination to a network drive (?). However I could not connect to the remote server, although I have enabled file sharing for the folder on the server. Maybe the firewall is blocking the request? Which port should I open? Or is there another solution? EDIT Thanks for all the answers so far, but I probably need a step by step guide on how to set up the folder sharing on the server. I shared the folder, I opened up port 445 so that I can connect to the server but still, I cant connect from my local machine to the server in order to map the network path to a system drive.

    Read the article

  • Spring - adding BindingResult to newly created model attribute

    - by Max
    My task is - to create a model attribute by given request parameters, to validate it (in same method) and to give it whole to the View. I was given this code: //Create the model attribute by request parameters Promotion promotion = Promotions.get(someRequestParam); //Add the attribute to the model modelMap.addAttribute("promotion", promotion); if (!promotion.validate()) { BindingResult errors = new BeanPropertyBindingResult(promotion, "promotion"); errors.reject("promotion.invalid"); //TODO: This is the part I don't like model.put(BindingResult.MODEL_KEY_PREFIX + "promotion", errors); } This thing sure works, but that part with creating key with MODEL_KEY_PREFIX and attribute name looks very hackish and not a Spring style to me. Is there a way to make the same thing prettier?

    Read the article

  • Nested AccordionItem. Inner AccordionItem do not expand.

    - by Ali
    In Silverlight an AccordionItem is inside another one . When the inner one is selected, it can not expand its parent more which is already expanded to show its own content. I tried to get around it by templating but I was unlucky. Does any one has a solution for it [prefer a solution without code]? <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:layoutPrimitivesToolkit="clr-namespace:System.Windows.Controls.Primitives;assembly=System.Windows.Controls.Layout.Toolkit" xmlns:layoutToolkit="clr-namespace:System.Windows.Controls;assembly=System.Windows.Controls.Layout.Toolkit" xmlns:controlsToolkit="clr-namespace:System.Windows.Controls;assembly=System.Windows.Controls.Toolkit" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" mc:Ignorable="d" x:Class="NestedAccordion_Silverlight.MainPage" Width="640" Height="480"> <Grid x:Name="LayoutRoot" Background="White"> <layoutToolkit:Accordion BorderBrush="#FF00FF53" SelectionMode="ZeroOrMore"> <layoutToolkit:AccordionItem Header="Header" VerticalAlignment="Top" > <StackPanel VerticalAlignment="Top"> <TextBlock TextWrapping="Wrap" Text="Some content"/> <Button Content="Button" Width="75"/> <layoutToolkit:AccordionItem Header="Inner Accordion1" VerticalAlignment="Top" > <StackPanel VerticalAlignment="Top"> <TextBlock TextWrapping="Wrap" Text="Some content"/> <Button Content="Button" Width="75"/> </StackPanel> </layoutToolkit:AccordionItem> </StackPanel> </layoutToolkit:AccordionItem> <layoutToolkit:AccordionItem Header="Header" VerticalAlignment="Top" > <StackPanel> <TextBlock TextWrapping="Wrap" Text="Some content"/> <Button Content="Button" Width="75"/> </StackPanel> </layoutToolkit:AccordionItem> <layoutToolkit:AccordionItem Header="Header" VerticalAlignment="Top" > <StackPanel> <TextBlock TextWrapping="Wrap" Text="Some content"/> <Button Content="Button" Width="75"/> </StackPanel> </layoutToolkit:AccordionItem> </layoutToolkit:Accordion> </Grid> Is it a bug or I am in a wrong path?

    Read the article

  • heroku corrupted object, git fsck fails in rails

    - by Ryan Max
    Hello. I am trying to push an app to heroku and I am getting the error detailed here. So I am trying to determine the corrupt objects using git fsck -full but it isn't returning anything. Nothing happens: Ryan@Ryan-PC ~ $ git fsck --full Ryan@Ryan-PC But I get the object error when I try to push the object to heroku. Is there anyway I can go about repairing the corrupt repository, or can I just delete it and start over? How do I go about doing this?

    Read the article

  • Binding a wpf listbox to a combobox

    - by user293545
    Hi there, I have created a very basic wpf application that I want to use to record time entries against different projects. I havent used mvvm for this as I think its an overkill. I have a form that contains a combobox and a listbox. I have created a basic entity model like this What I am trying to do is bind the combobox to Project and whenever I select an item from the combobox it updates the listview with the available tasks associated with that project. This is my xaml so far. I dont have any code behind as I have simply clicked on that Data menu and then datasources and dragged and dropped the items over. The application loads ok and the combobox is been populated however nothing is displaying in the listbox. Can anyone tell me what I have missed? <Window.Resources> <CollectionViewSource x:Key="tasksViewSource" d:DesignSource="{d:DesignInstance l:Task, CreateList=True}" /> <CollectionViewSource x:Key="projectsViewSource" d:DesignSource="{d:DesignInstance l:Project, CreateList=True}" /> </Window.Resources> <Grid DataContext="{StaticResource tasksViewSource}"> <l:NotificationAreaIcon Text="Time Management" Icon="Resources\NotificationAreaIcon.ico" MouseDoubleClick="OnNotificationAreaIconDoubleClick"> <l:NotificationAreaIcon.MenuItems> <forms:MenuItem Text="Open" Click="OnMenuItemOpenClick" DefaultItem="True" /> <forms:MenuItem Text="-" /> <forms:MenuItem Text="Exit" Click="OnMenuItemExitClick" /> </l:NotificationAreaIcon.MenuItems> </l:NotificationAreaIcon> <Button Content="Insert" Height="23" HorizontalAlignment="Left" Margin="150,223,0,0" Name="btnInsert" VerticalAlignment="Top" Width="46" Click="btnInsert_Click" /> <ComboBox Height="23" HorizontalAlignment="Left" Margin="70,16,0,0" Name="comProjects" VerticalAlignment="Top" Width="177" DisplayMemberPath="Project1" ItemsSource="{Binding Source={StaticResource projectsViewSource}}" SelectedValuePath="ProjectID" /> <Label Content="Projects" Height="28" HorizontalAlignment="Left" Margin="12,12,0,0" Name="label1" VerticalAlignment="Top" IsEnabled="False" /> <Label Content="Tasks" Height="28" HorizontalAlignment="Left" Margin="16,61,0,0" Name="label2" VerticalAlignment="Top" /> <ListBox Height="112" HorizontalAlignment="Left" Margin="16,87,0,0" Name="lstTasks" VerticalAlignment="Top" Width="231" DisplayMemberPath="Task1" ItemsSource="{Binding Path=ProjectID, Source=comProjects}" SelectedValuePath="TaskID" /> <TextBox Height="23" HorizontalAlignment="Left" Margin="101,224,0,0" Name="txtMinutes" VerticalAlignment="Top" Width="42" /> <Label Content="Mins to Insert" Height="28" HorizontalAlignment="Left" Margin="12,224,0,0" Name="label3" VerticalAlignment="Top" /> <Button Content="None" Height="23" HorizontalAlignment="Left" Margin="203,223,0,0" Name="btnNone" VerticalAlignment="Top" Width="44" /> </Grid>

    Read the article

  • display image and script for a set period of time

    - by Ryan Max
    This is very similar to a question I asked the other day but my page code has become significantly more complicated and I need to revisit it. I've been using the following code: $('#myLink').click(function() { $('#myImg').attr('src', 'newImg.jpg'); setTimeout(function() { $('#myImg').attr('src', 'oldImg.jpg'); }, 15000); }); To replace an image for a set period of time (15 seconds) when the link is clicked, then after 15 seconds, revert to the original image. However now, I'd like to run a snippet of javascript as well when the link is clicked (in addition to replacing the image), and only when the link is clicked (it's related to the 15 second image) and then have the js code disappear as well after the 15 seconds...however I'm not sure how to have jquery send js code into the page...Basically I just want jQuery to "echo" this code onto the page underneath the 15 second while I am there, but I don't know how jquery formats this "echo". Does this question make sense?

    Read the article

  • GWT & HTML5 Video in Mobile Safari

    - by KevMo
    I'm trying to code a site in GWT that plays videos with HTML5. Everything works great on the desktop, but mobile Safari on both the iPhone and iPad do not play the video. I can play a video using Video for Everybody. I've even copied the code to my own plain HTML page, and it works flawlessly. If I serve that same code via a GWT widget, mobile safari will not play the video. On the iPhone I see a gray box with a prohibitory sign around the play button, and on the iPad it shows up as a black box. I've made sure my doctype is <!DOCTYPE html>, but I don't know where else to start debugging. Perhaps it it because the code is injected via javascript? Any pointers on where to start looking would be greatly appreciated. Here is the exact code I am using for the video: <!-- "Video For Everybody" by Kroc Camen. see <camendesign.com/code/video_for_everybody> for documented code =================================================================================================================== --> <video width="640" height="360" poster="poster.jpg" controls autoplay> <source src="http://clips.vorwaerts-gmbh.de/big_buck_bunny.mp4" type="video/mp4"></source> <source src="http://clips.vorwaerts-gmbh.de/big_buck_bunny.ogv" type="video/ogg"></source> <!--[if gt IE 6]> <object width="640" height="375" classid="clsid:02BF25D5-8C17-4B23-BC80-D3488ABDDC6B"><! [endif]--><!--[if !IE]><!--> <object width="640" height="375" type="video/quicktime" data="http://clips.vorwaerts-gmbh.de/big_buck_bunny.mp4"> <!--<![endif]--> <param name="src" value="http://clips.vorwaerts-gmbh.de/big_buck_bunny.mp4" /> <param name="autoplay" value="true" /> <param name="showlogo" value="false" /> <object width="640" height="384" type="application/x-shockwave-flash" data="player.swf?autostart=true&amp;image=poster.jpg&amp;file=http://clips.vorwaerts-gmbh.de/big_buck_bunny.mp4"> <param name="movie" value="player.swf?autostart=true&amp;image=poster.jpg&amp;file=http://clips.vorwaerts-gmbh.de/big_buck_bunny.mp4" /> <!-- fallback image --> <img src="poster.jpg" width="640" height="360" alt="Big Buck Bunny" title="No video playback capabilities, please download the video below" /> </object><!--[if gt IE 6]><!--> </object><!--<![endif]--> </video>

    Read the article

  • Random Between: using random with the instance_create function in GML

    - by CLockeWork
    Hopefully this should be a simple one; I want to restrict the points that instances enter the screen from so they don't come in at the edges. In Game Maker I'm using the following code instance_create(random(room_width), random(-100) - 50, obj_enemy1); to create the instance off screen (create(x, y, ...)) At the moment I'm just using the room_width to define the max width for the random on x, but ideally I want to find a way of defining a max AND min width for the random. I can't figure out how to restrict the range on the x axis to between say 100 and 350. Any help would be appreciated. Cheers

    Read the article

  • Generate POCO classes in different project to the project with Entity Framework model

    - by Max
    I'm trying to use the Repository Pattern with EF4 using VS2010. To this end I am using POCO code generation by right clicking on the entity model designer and clicking Add code generation item. I then select the POCO template and get my classes. What I would like to be able to do is have my solution structured into separate projects for Entity (POCO) classes and another project for the entity model and repository code. This means that my MVC project could use the POCO classes for strongly typed views etc and not have to know about the repository or have to have a reference to it. To plug it all together I will have another separate project with interfaces and use IoC. Sounds good in my head I just don't know how to generate the classes into their own project! I can copy them and then change the namespaces on them but I wanted to avoid manual work whenever I change the schema in the db and want to update my model. Thanks

    Read the article

  • Are there real world applications where the use of prefix versus postfix operators matters?

    - by Kenneth
    In college it is taught how you can do math problems which use the ++ or -- operators on some variable referenced in the equation such that the result of the equation would yield different results if you switched the operator from postfix to prefix or vice versa. Are there any real world applications of using postfix or prefix operator where it makes a difference as to which you use? It doesn't seem to me (maybe I just don't have enough experience yet in programming) that there really is much use to having the different operators if it only applies in math equations. EDIT: Suggestions so far include: function calls //f(++x) != f(x++) loop comparison //while (++i < MAX) != while (i++ < MAX)

    Read the article

  • Project Euler 10: (Iron)Python

    - by Ben Griswold
    In my attempt to learn (Iron)Python out in the open, here’s my solution for Project Euler Problem 10.  As always, any feedback is welcome. # Euler 10 # http://projecteuler.net/index.php?section=problems&id=10 # The sum of the primes below 10 is 2 + 3 + 5 + 7 = 17. # Find the sum of all the primes below two million. import time start = time.time() def primes_to_max(max): primes, number = [2], 3 while number < max: isPrime = True for prime in primes: if number % prime == 0: isPrime = False break if (prime * prime > number): break if isPrime: primes.append(number) number += 2 return primes primes = primes_to_max(2000000) print sum(primes) print "Elapsed Time:", (time.time() - start) * 1000, "millisecs" a=raw_input('Press return to continue')

    Read the article

  • Android ListView delete row button - focus issue

    - by Max Gontar
    I have an activity with ListView and buttons below: <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:orientation="vertical"> <ListView android:id="@+id/lvLamps" android:layout_width="fill_parent" android:layout_height="fill_parent" android:listSelector="@null" android:choiceMode="none" android:scrollbarStyle="insideInset" android:layout_weight="1.0" /> <RelativeLayout android:layout_width="fill_parent" android:layout_height="wrap_content" android:orientation="horizontal" android:layout_weight="0.0"> <Button android:id="@+id/btnAdd" android:background="@null" android:drawableLeft="@drawable/btn_upgrade" android:layout_width="wrap_content" android:layout_height="wrap_content" android:drawableRight="@drawable/lbl_upgrade" android:textSize="0pt" android:text="" android:layout_alignParentLeft="true" android:padding="20px" /> <Button android:id="@+id/btnNext" android:background="@null" android:drawableRight="@drawable/next_btn" android:layout_width="wrap_content" android:layout_height="wrap_content" android:drawableLeft="@drawable/lbl_next" android:textSize="0pt" android:text="" android:layout_alignParentRight="true" android:padding="20px" android:visibility="gone" /> <ImageButton android:id="@+id/btnListExit" android:background="@null" android:src="@drawable/btn_x" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentRight="true" android:padding="20px" /> </RelativeLayout> </LinearLayout> ListView row contains delete button: <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="wrap_content" android:layout_height="wrap_content" android:orientation="horizontal" android:focusable="true"> <RelativeLayout android:layout_width="wrap_content" android:layout_height="wrap_content" android:orientation="horizontal" android:focusable="true"> <ImageButton android:id="@+id/btnRowDelete" android:src="@drawable/btn_x" android:background="@null" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentLeft="true" android:padding="4px" android:focusable="true" android:focusableInTouchMode="true"/> <TextView android:id="@+id/txtLampRowFrom" android:text="123" android:layout_width="wrap_content" android:layout_height="wrap_content" android:textSize="6pt" android:layout_toRightOf="@id/btnRowDelete" android:focusable="false" android:textColor="@color/textColor"/> <TextView android:id="@+id/txtLampRowTo" android:text="123" android:layout_width="wrap_content" android:layout_height="wrap_content" android:textSize="6pt" android:layout_toRightOf="@id/btnRowDelete" android:layout_alignParentBottom="true" android:focusable="false" android:textColor="@color/textColor"/> <ImageView android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/arrow_upgrade_to" android:layout_alignParentRight="true" android:layout_centerVertical="true" android:focusable="false"/> </RelativeLayout> </LinearLayout> In Adapter, Button onClickListener is set, also there are dummies to make list non-selectable: // disabling list items select public boolean areAllItemsEnabled() { return false; } public boolean isEnabled(int position) { return false; } What I want is: always show buttons in the bottom of screen after list (no matter how long it is, there should be scroll if it's too long) ListView should not be selectable, I don't want row selection row delete button should be selectable (focusable) with touch and with trackball And everything works except I can't focus row delete button with trackball (although it's working with touch). Can you help me? Thanks!

    Read the article

  • Help with Collision Resolution?

    - by Milo
    I'm trying to learn about physics by trying to make a simplified GTA 2 clone. My only problem is collision resolution. Everything else works great. I have a rigid body class and from there cars and a wheel class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private OBB2D predictionRect = new OBB2D(new Vector2D(), 1.0f, 1.0f, 0.0f); private float mass; private Vector2D deltaVec = new Vector2D(); private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); predictionRect.set(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); rectChanged(); } public void setPredictionLocation(Vector2D position, float angle) { getPredictionRect().set(position, getWidth(), getHeight(), angle); } public void setPredictionCenter(Vector2D center) { getPredictionRect().moveTo(center); } public void setPredictionAngle(float angle) { predictionRect.setAngle(angle); } public Vector2D getPosition() { return getRect().getCenter(); } public OBB2D getPredictionRect() { return predictionRect; } @Override public void update(float timeStep) { doUpdate(false,timeStep); } public void doUpdate(boolean prediction, float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); if(prediction) { Vector2D velocity = Vector2D.add(this.velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setPredictionCenter(c); //forces = new Vector2D(0,0); //clear forces } else { velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); deltaVec.x = v.x - c.x; deltaVec.y = v.y - c.y; deltaVec.normalize(); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; } //angular float angAcc = torque / inertia; if(prediction) { float angularVelocity = this.angularVelocity + angAcc * timeStep; setPredictionAngle(getAngle() + angularVelocity * timeStep); //torque = 0; //clear torque } else { angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } } public void updatePrediction(float timeStep) { doUpdate(true, timeStep); } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } public Vector2D getDeltaVec() { return deltaVec; } } Vehicle public class Wheel { private Vector2D forwardVec; private Vector2D sideVec; private float wheelTorque; private float wheelSpeed; private float wheelInertia; private float wheelRadius; private Vector2D position = new Vector2D(); public Wheel(Vector2D position, float radius) { this.position = position; setSteeringAngle(0); wheelSpeed = 0; wheelRadius = radius; wheelInertia = (radius * radius) * 1.1f; } public void setSteeringAngle(float newAngle) { Matrix mat = new Matrix(); float []vecArray = new float[4]; //forward Vector vecArray[0] = 0; vecArray[1] = 1; //side Vector vecArray[2] = -1; vecArray[3] = 0; mat.postRotate(newAngle / (float)Math.PI * 180.0f); mat.mapVectors(vecArray); forwardVec = new Vector2D(vecArray[0], vecArray[1]); sideVec = new Vector2D(vecArray[2], vecArray[3]); } public void addTransmissionTorque(float newValue) { wheelTorque += newValue; } public float getWheelSpeed() { return wheelSpeed; } public Vector2D getAnchorPoint() { return position; } public Vector2D calculateForce(Vector2D relativeGroundSpeed, float timeStep, boolean prediction) { //calculate speed of tire patch at ground Vector2D patchSpeed = Vector2D.scalarMultiply(Vector2D.scalarMultiply( Vector2D.negative(forwardVec), wheelSpeed), wheelRadius); //get velocity difference between ground and patch Vector2D velDifference = Vector2D.add(relativeGroundSpeed , patchSpeed); //project ground speed onto side axis Float forwardMag = new Float(0.0f); Vector2D sideVel = velDifference.project(sideVec); Vector2D forwardVel = velDifference.project(forwardVec, forwardMag); //calculate super fake friction forces //calculate response force Vector2D responseForce = Vector2D.scalarMultiply(Vector2D.negative(sideVel), 2.0f); responseForce = Vector2D.subtract(responseForce, forwardVel); float topSpeed = 500.0f; //calculate torque on wheel wheelTorque += forwardMag * wheelRadius; //integrate total torque into wheel wheelSpeed += wheelTorque / wheelInertia * timeStep; //top speed limit (kind of a hack) if(wheelSpeed > topSpeed) { wheelSpeed = topSpeed; } //clear our transmission torque accumulator wheelTorque = 0; //return force acting on body return responseForce; } public void setTransmissionTorque(float newValue) { wheelTorque = newValue; } public float getTransmissionTourque() { return wheelTorque; } public void setWheelSpeed(float speed) { wheelSpeed = speed; } } //our vehicle object public class Vehicle extends RigidBody { private Wheel [] wheels = new Wheel[4]; private boolean throttled = false; public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //front wheels wheels[0] = new Wheel(new Vector2D(halfSize.x, halfSize.y), 0.45f); wheels[1] = new Wheel(new Vector2D(-halfSize.x, halfSize.y), 0.45f); //rear wheels wheels[2] = new Wheel(new Vector2D(halfSize.x, -halfSize.y), 0.75f); wheels[3] = new Wheel(new Vector2D(-halfSize.x, -halfSize.y), 0.75f); super.initialize(halfSize, mass, bitmap); } public void setSteering(float steering) { float steeringLock = 0.13f; //apply steering angle to front wheels wheels[0].setSteeringAngle(steering * steeringLock); wheels[1].setSteeringAngle(steering * steeringLock); } public void setThrottle(float throttle, boolean allWheel) { float torque = 85.0f; throttled = true; //apply transmission torque to back wheels if (allWheel) { wheels[0].addTransmissionTorque(throttle * torque); wheels[1].addTransmissionTorque(throttle * torque); } wheels[2].addTransmissionTorque(throttle * torque); wheels[3].addTransmissionTorque(throttle * torque); } public void setBrakes(float brakes) { float brakeTorque = 15.0f; //apply brake torque opposing wheel vel for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); wheel.addTransmissionTorque(-wheelVel * brakeTorque * brakes); } } public void doUpdate(float timeStep, boolean prediction) { for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); //apply negative force to naturally slow down car if(!throttled && !prediction) wheel.addTransmissionTorque(-wheelVel * 0.11f); Vector2D worldWheelOffset = relativeToWorld(wheel.getAnchorPoint()); Vector2D worldGroundVel = pointVelocity(worldWheelOffset); Vector2D relativeGroundSpeed = worldToRelative(worldGroundVel); Vector2D relativeResponseForce = wheel.calculateForce(relativeGroundSpeed, timeStep,prediction); Vector2D worldResponseForce = relativeToWorld(relativeResponseForce); applyForce(worldResponseForce, worldWheelOffset); } //no throttling yet this frame throttled = false; if(prediction) { super.updatePrediction(timeStep); } else { super.update(timeStep); } } @Override public void update(float timeStep) { doUpdate(timeStep,false); } public void updatePrediction(float timeStep) { doUpdate(timeStep,true); } public void inverseThrottle() { float scalar = 0.2f; for(Wheel wheel : wheels) { wheel.setTransmissionTorque(-wheel.getTransmissionTourque() * scalar); wheel.setWheelSpeed(-wheel.getWheelSpeed() * 0.1f); } } } And my big hack collision resolution: private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_STEAL_CAR)) { vehicle.setThrottle(-1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); //vehicle.update(16.6666666f / 1000.0f); boolean colided = false; vehicle.updatePrediction(16.66666f / 1000.0f); List<Entity> buildings = world.queryStaticSolid(vehicle,vehicle.getPredictionRect()); if(buildings.size() > 0) { colided = true; } if(!colided) { vehicle.update(16.66f / 1000.0f); } else { Vector2D delta = vehicle.getDeltaVec(); vehicle.setVelocity(Vector2D.negative(vehicle.getVelocity().multiply(0.2f)). add(delta.multiply(-1.0f))); vehicle.inverseThrottle(); } } Here is OBB public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } }; What I do is when I predict a hit on the car, I force it back. It does not work that well and seems like a bad idea. What could I do to have more proper collision resolution. Such that if I hit a wall I will never get stuck in it and if I hit the side of a wall I can steer my way out of it. Thanks I found this nice ppt. It talks about pulling objects apart and calculating new velocities. How could I calc new velocities in my case? http://www.google.ca/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CC8QFjAB&url=http%3A%2F%2Fcoitweb.uncc.edu%2F~tbarnes2%2FGameDesignFall05%2FSlides%2FCh4.2-CollDet.ppt&ei=x4ucULy5M6-N0QGRy4D4Cg&usg=AFQjCNG7FVDXWRdLv8_-T5qnFyYld53cTQ&cad=rja

    Read the article

  • eventmachine on debian fails install via rubygems

    - by Max
    this has been killing me for the last 5 hours. I don't seem to be able to get eventmachine running on my debian box. here this output: $ gem install thin Building native extensions. This could take a while... ERROR: Error installing thin: ERROR: Failed to build gem native extension. /home/eventhub/.rvm/rubies/ruby-1.9.3-p125/bin/ruby extconf.rb checking for rb_trap_immediate in ruby.h,rubysig.h... no checking for rb_thread_blocking_region()... yes checking for inotify_init() in sys/inotify.h... yes checking for writev() in sys/uio.h... yes checking for rb_wait_for_single_fd()... yes checking for rb_enable_interrupt()... yes checking for rb_time_new()... yes checking for sys/event.h... no checking for epoll_create() in sys/epoll.h... yes creating Makefile make compiling kb.cpp cc1plus: warning: command line option "-Wdeclaration-after-statement" is valid for C/ObjC but not for C++ cc1plus: warning: command line option "-Wimplicit-function-declaration" is valid for C/ObjC but not for C++ In file included from project.h:149, from kb.cpp:20: binder.h:35: warning: type qualifiers ignored on function return type In file included from project.h:150, from kb.cpp:20: em.h:84: warning: type qualifiers ignored on function return type em.h:85: warning: type qualifiers ignored on function return type em.h:86: warning: type qualifiers ignored on function return type em.h:88: warning: type qualifiers ignored on function return type em.h:89: warning: type qualifiers ignored on function return type em.h:90: warning: type qualifiers ignored on function return type em.h:91: warning: type qualifiers ignored on function return type em.h:93: warning: type qualifiers ignored on function return type em.h:99: warning: type qualifiers ignored on function return type em.h:116: warning: type qualifiers ignored on function return type em.h:125: warning: type qualifiers ignored on function return type In file included from project.h:154, from kb.cpp:20: eventmachine.h:46: warning: type qualifiers ignored on function return type eventmachine.h:47: warning: type qualifiers ignored on function return type eventmachine.h:48: warning: type qualifiers ignored on function return type eventmachine.h:50: warning: type qualifiers ignored on function return type eventmachine.h:65: warning: type qualifiers ignored on function return type eventmachine.h:66: warning: type qualifiers ignored on function return type eventmachine.h:67: warning: type qualifiers ignored on function return type eventmachine.h:68: warning: type qualifiers ignored on function return type In file included from project.h:154, from kb.cpp:20: eventmachine.h:103: warning: type qualifiers ignored on function return type eventmachine.h:105: warning: type qualifiers ignored on function return type eventmachine.h:108: warning: type qualifiers ignored on function return type compiling rubymain.cpp cc1plus: warning: command line option "-Wdeclaration-after-statement" is valid for C/ObjC but not for C++ cc1plus: warning: command line option "-Wimplicit-function-declaration" is valid for C/ObjC but not for C++ In file included from project.h:149, from rubymain.cpp:20: binder.h:35: warning: type qualifiers ignored on function return type In file included from project.h:150, from rubymain.cpp:20: em.h:84: warning: type qualifiers ignored on function return type em.h:85: warning: type qualifiers ignored on function return type em.h:86: warning: type qualifiers ignored on function return type em.h:88: warning: type qualifiers ignored on function return type em.h:89: warning: type qualifiers ignored on function return type em.h:90: warning: type qualifiers ignored on function return type em.h:91: warning: type qualifiers ignored on function return type em.h:93: warning: type qualifiers ignored on function return type em.h:99: warning: type qualifiers ignored on function return type em.h:116: warning: type qualifiers ignored on function return type em.h:125: warning: type qualifiers ignored on function return type In file included from project.h:154, from rubymain.cpp:20: eventmachine.h:46: warning: type qualifiers ignored on function return type eventmachine.h:47: warning: type qualifiers ignored on function return type eventmachine.h:48: warning: type qualifiers ignored on function return type eventmachine.h:50: warning: type qualifiers ignored on function return type eventmachine.h:65: warning: type qualifiers ignored on function return type eventmachine.h:66: warning: type qualifiers ignored on function return type eventmachine.h:67: warning: type qualifiers ignored on function return type eventmachine.h:68: warning: type qualifiers ignored on function return type In file included from project.h:154, from rubymain.cpp:20: eventmachine.h:103: warning: type qualifiers ignored on function return type eventmachine.h:105: warning: type qualifiers ignored on function return type eventmachine.h:108: warning: type qualifiers ignored on function return type compiling ssl.cpp cc1plus: warning: command line option "-Wdeclaration-after-statement" is valid for C/ObjC but not for C++ cc1plus: warning: command line option "-Wimplicit-function-declaration" is valid for C/ObjC but not for C++ In file included from project.h:149, from ssl.cpp:23: binder.h:35: warning: type qualifiers ignored on function return type In file included from project.h:150, from ssl.cpp:23: em.h:84: warning: type qualifiers ignored on function return type em.h:85: warning: type qualifiers ignored on function return type em.h:86: warning: type qualifiers ignored on function return type em.h:88: warning: type qualifiers ignored on function return type em.h:89: warning: type qualifiers ignored on function return type em.h:90: warning: type qualifiers ignored on function return type em.h:91: warning: type qualifiers ignored on function return type em.h:93: warning: type qualifiers ignored on function return type em.h:99: warning: type qualifiers ignored on function return type em.h:116: warning: type qualifiers ignored on function return type em.h:125: warning: type qualifiers ignored on function return type In file included from project.h:154, from ssl.cpp:23: eventmachine.h:46: warning: type qualifiers ignored on function return type eventmachine.h:47: warning: type qualifiers ignored on function return type eventmachine.h:48: warning: type qualifiers ignored on function return type eventmachine.h:50: warning: type qualifiers ignored on function return type eventmachine.h:65: warning: type qualifiers ignored on function return type eventmachine.h:66: warning: type qualifiers ignored on function return type eventmachine.h:67: warning: type qualifiers ignored on function return type eventmachine.h:68: warning: type qualifiers ignored on function return type In file included from project.h:154, from ssl.cpp:23: eventmachine.h:103: warning: type qualifiers ignored on function return type eventmachine.h:105: warning: type qualifiers ignored on function return type eventmachine.h:108: warning: type qualifiers ignored on function return type compiling cmain.cpp cc1plus: warning: command line option "-Wdeclaration-after-statement" is valid for C/ObjC but not for C++ cc1plus: warning: command line option "-Wimplicit-function-declaration" is valid for C/ObjC but not for C++ In file included from project.h:149, from cmain.cpp:20: binder.h:35: warning: type qualifiers ignored on function return type In file included from project.h:150, from cmain.cpp:20: em.h:84: warning: type qualifiers ignored on function return type em.h:85: warning: type qualifiers ignored on function return type em.h:86: warning: type qualifiers ignored on function return type em.h:88: warning: type qualifiers ignored on function return type em.h:89: warning: type qualifiers ignored on function return type em.h:90: warning: type qualifiers ignored on function return type em.h:91: warning: type qualifiers ignored on function return type em.h:93: warning: type qualifiers ignored on function return type em.h:99: warning: type qualifiers ignored on function return type em.h:116: warning: type qualifiers ignored on function return type em.h:125: warning: type qualifiers ignored on function return type In file included from project.h:154, from cmain.cpp:20: eventmachine.h:46: warning: type qualifiers ignored on function return type eventmachine.h:47: warning: type qualifiers ignored on function return type eventmachine.h:48: warning: type qualifiers ignored on function return type eventmachine.h:50: warning: type qualifiers ignored on function return type eventmachine.h:65: warning: type qualifiers ignored on function return type eventmachine.h:66: warning: type qualifiers ignored on function return type eventmachine.h:67: warning: type qualifiers ignored on function return type eventmachine.h:68: warning: type qualifiers ignored on function return type In file included from project.h:154, from cmain.cpp:20: eventmachine.h:103: warning: type qualifiers ignored on function return type eventmachine.h:105: warning: type qualifiers ignored on function return type eventmachine.h:108: warning: type qualifiers ignored on function return type cmain.cpp:96: warning: type qualifiers ignored on function return type cmain.cpp:107: warning: type qualifiers ignored on function return type cmain.cpp:117: warning: type qualifiers ignored on function return type cmain.cpp:127: warning: type qualifiers ignored on function return type cmain.cpp:269: warning: type qualifiers ignored on function return type cmain.cpp:279: warning: type qualifiers ignored on function return type cmain.cpp:289: warning: type qualifiers ignored on function return type cmain.cpp:299: warning: type qualifiers ignored on function return type cmain.cpp:309: warning: type qualifiers ignored on function return type cmain.cpp:329: warning: type qualifiers ignored on function return type cmain.cpp:678: warning: type qualifiers ignored on function return type compiling em.cpp cc1plus: warning: command line option "-Wdeclaration-after-statement" is valid for C/ObjC but not for C++ cc1plus: warning: command line option "-Wimplicit-function-declaration" is valid for C/ObjC but not for C++ In file included from project.h:149, from em.cpp:23: binder.h:35: warning: type qualifiers ignored on function return type In file included from project.h:150, from em.cpp:23: em.h:84: warning: type qualifiers ignored on function return type em.h:85: warning: type qualifiers ignored on function return type em.h:86: warning: type qualifiers ignored on function return type em.h:88: warning: type qualifiers ignored on function return type em.h:89: warning: type qualifiers ignored on function return type em.h:90: warning: type qualifiers ignored on function return type em.h:91: warning: type qualifiers ignored on function return type em.h:93: warning: type qualifiers ignored on function return type em.h:99: warning: type qualifiers ignored on function return type em.h:116: warning: type qualifiers ignored on function return type em.h:125: warning: type qualifiers ignored on function return type In file included from project.h:154, from em.cpp:23: eventmachine.h:46: warning: type qualifiers ignored on function return type eventmachine.h:47: warning: type qualifiers ignored on function return type eventmachine.h:48: warning: type qualifiers ignored on function return type eventmachine.h:50: warning: type qualifiers ignored on function return type eventmachine.h:65: warning: type qualifiers ignored on function return type eventmachine.h:66: warning: type qualifiers ignored on function return type eventmachine.h:67: warning: type qualifiers ignored on function return type eventmachine.h:68: warning: type qualifiers ignored on function return type In file included from project.h:154, from em.cpp:23: eventmachine.h:103: warning: type qualifiers ignored on function return type eventmachine.h:105: warning: type qualifiers ignored on function return type eventmachine.h:108: warning: type qualifiers ignored on function return type em.cpp: In member function 'bool EventMachine_t::_RunEpollOnce()': em.cpp:578: warning: 'int rb_thread_select(int, fd_set*, fd_set*, fd_set*, timeval*)' is deprecated (declared at /home/eventhub/.rvm/rubies/ruby-1.9.3-p125/include/ruby-1.9.1/ruby/intern.h:379) em.cpp:578: warning: 'int rb_thread_select(int, fd_set*, fd_set*, fd_set*, timeval*)' is deprecated (declared at /home/eventhub/.rvm/rubies/ruby-1.9.3-p125/include/ruby-1.9.1/ruby/intern.h:379) em.cpp: In member function 'bool EventMachine_t::_RunSelectOnce()': em.cpp:974: warning: 'int rb_thread_select(int, fd_set*, fd_set*, fd_set*, timeval*)' is deprecated (declared at /home/eventhub/.rvm/rubies/ruby-1.9.3-p125/include/ruby-1.9.1/ruby/intern.h:379) em.cpp:974: warning: 'int rb_thread_select(int, fd_set*, fd_set*, fd_set*, timeval*)' is deprecated (declared at /home/eventhub/.rvm/rubies/ruby-1.9.3-p125/include/ruby-1.9.1/ruby/intern.h:379) em.cpp: At global scope: em.cpp:1057: warning: type qualifiers ignored on function return type em.cpp:1079: warning: type qualifiers ignored on function return type em.cpp:1265: warning: type qualifiers ignored on function return type em.cpp:1338: warning: type qualifiers ignored on function return type em.cpp:1510: warning: type qualifiers ignored on function return type em.cpp:1593: warning: type qualifiers ignored on function return type em.cpp:1856: warning: type qualifiers ignored on function return type em.cpp:1982: warning: type qualifiers ignored on function return type em.cpp:2046: warning: type qualifiers ignored on function return type em.cpp:2070: warning: type qualifiers ignored on function return type em.cpp:2142: warning: type qualifiers ignored on function return type em.cpp:2361: fatal error: error writing to /tmp/ccdlOK0T.s: No space left on device compilation terminated. make: *** [em.o] Error 1 Gem files will remain installed in /home/eventhub/.rvm/gems/ruby-1.9.3-p125/gems/eventmachine-1.0.1 for inspection. Results logged to /home/eventhub/.rvm/gems/ruby-1.9.3-p125/gems/eventmachine-1.0.1/ext/gem_make.out Any thoughts? I read a lot of different ways to solve this issue, but none of them worked. Thanks

    Read the article

  • BlackBerry - Facebook extended permissions

    - by Max Gontar
    Hi! I've just found a great sample of Facebook Connect on Blackberry by Eki Y. Baskoro, The following is a short HOWTO on using Facebook Connect on Blackberry. I created a simple Facade encapsulating the Facebook REST API as well as added 'rough' MVC approach for screen navigation. I have tested on JDE 4.5 using 8320 simulator. This is still work in progress and all work is GPLed. It works great for reading stuff. NB Don't forget to get Facebook App Key and set it in TestBB class. But now I want to post something on my wall. So I've add new method to FacebookFacade class using Stream.publish API: /*** * Publishes message to the stream. * @param message - message that will appear on the facebook stream * @param targetId - The ID of the user, Page, group, or event where * you are publishing the content. */ public void streamPublish(String message, String targetId) { Hashtable arguments = new Hashtable(); arguments.put("method", "stream.publish"); arguments.put("message", message); arguments.put("target_id", targetId); try { JSONObject result = new JSONObject( int new JSONTokener(sendRequest(arguments))); int errorCode = result.getInt("error_code"); if (errorCode != 0) System.out.println("Error Code: "+errorCode); } catch (Exception e) { System.out.println(e); } } /*** * Publishes message on current user wall. * @param message - message that will appear on the facebook stream */ public void postOnTheWall(String message) { String targetId = String.valueOf(getLoggedInUserId()); streamPublish(message, targetId); } This will return Error code 200, "The user hasn't authorized the application to perform this action" First I thought it's related with Facebook - Application Settings - Additional Permissions - Publish recent activity (one line stories) to my wall but even checked, no difference... Then I've found this post explains that issue related with extended permissions. This in turn should be fixed by modifying url a little in LoginScreen class : public LoginScreen(FacebookFacade facebookFacade) { this.facebookFacade = facebookFacade; StringBuffer data = new StringBuffer(); data.append("api_key=" + facebookFacade.getApplicationKey()); data.append("&connect_display=popup"); data.append("&v=1.0"); //revomed //data.append("&next=http://www.facebook.com/connect/login_success.html"); //added data.append("&next=http://www.facebook.com/connect/prompt_permissions.php?" + "api_key="+facebookFacade.getApplicationKey()+"&display=popup&v=1.0"+ "&next=http://www.facebook.com/connect/login_success.html?"+ "xxRESULTTOKENxx&fbconnect=true" + "&ext_perm=read_stream,publish_stream,offline_access"); data.append("&cancel_url=http://www.facebook.com/connect/login_failure.html"); data.append("&fbconnect=true"); data.append("&return_session=true"); (new FetchThread("http://m.facebook.com/login.php?" + data.toString())).start(); } Unfortunately it's not working. Still Error Code 200 in return to stream.publish request... Do you have any suggestions how to resolve this? Thank you!

    Read the article

  • Flash -> ByteArray -> AMFPHP -> Invalid Image !??

    - by undefined
    Hi, Im loading images into Flash and using JPGEncoder to encode the image to a ByteArray and send this to AMF PHP which writes out the bytearray to a file. This all appears to work correctly and I can download the resulting file in Photoshop CS4 absolutely fine. When i try to open it from the desktop or open it back in Flash it doesnt work... Picasa my default image browser says "Invalid" Here is the code i use to write the bytearray to a file - $jpg = $GLOBALS["HTTP_RAW_POST_DATA"]; file_put_contents($filename, $jpg); That's it ... I use the NetConnection class to connect and call the service, do I need to say Im sending jpg data? I assumed that JPGEncoder took care of that. How can I validate the bytearray before writing the file? Do I need to set MIME type or something .. excuse the slightly noob questions, a little knowledge can be a dangerous thing. Thanks --------------------------------------- PART II ------------------------------------------ Here is some code - 1) load the image into Flash player item.load(); function _onImageDataLoaded(evt:Event):void { var tmpFileRef:FileReference=FileReference(evt.target); image_loader=new Loader ; image_loader.contentLoaderInfo.addEventListener(Event.COMPLETE, _onImageLoaded); image_loader.loadBytes(tmpFileRef.data); } function _onImageLoaded(evt:Event):void { bitmap=Bitmap(evt.target.content); bitmap.smoothing=true; if (bitmap.width>MAX_WIDTH||bitmap.height>MAX_HEIGHT) { resizeBitmap(bitmap); } uploadResizedImage(bitmap); } function resizeBitmap(target:Bitmap):void { if (target.height>target.width) { target.width=MAX_WIDTH; target.scaleY=target.scaleX; } else if (target.width >= target.height) { target.height=MAX_HEIGHT; target.scaleX=target.scaleY; } } function uploadResizedImage(target:Bitmap):void { var _bmd:BitmapData=new BitmapData(target.width,target.height); _bmd.draw(target, new Matrix(target.scaleX, 0, 0, target.scaleY)); var encoded_jpg:JPGEncoder=new JPGEncoder(90); var jpg_binary:ByteArray=encoded_jpg.encode(_bmd); _uploadService=new NetConnection(); _uploadService.objectEncoding=ObjectEncoding.AMF3 _uploadService.connect("http://.../amfphp/gateway.php"); _uploadService.call("UploadService.receiveByteArray",new Responder(success, error), jpg_binary, currentImageFilename); } Many thanks for you help

    Read the article

  • F# and ArcObjects, Part 3

    - by Marko Apfel
    Today i played a little bit with IFeature-sequences and piping data. The result was a calculator of the bounding box around all features in a feature class. Maybe a little bit dirty, but for learning was it OK. ;-) open System;; #I "C:\Program Files\ArcGIS\DotNet";; #r "ESRI.ArcGIS.System.dll";; #r "ESRI.ArcGIS.DataSourcesGDB.dll";; #r "ESRI.ArcGIS.Geodatabase.dll";; #r "ESRI.ArcGIS.Geometry.dll";; open ESRI.ArcGIS.esriSystem;; open ESRI.ArcGIS.DataSourcesGDB;; open ESRI.ArcGIS.Geodatabase;; open ESRI.ArcGIS.Geometry; let aoInitialize = new AoInitializeClass();; let status = aoInitialize.Initialize(esriLicenseProductCode.esriLicenseProductCodeArcEditor);; let workspacefactory = new SdeWorkspaceFactoryClass();; let connection = "SERVER=okul;DATABASE=p;VERSION=sde.default;INSTANCE=sde:sqlserver:okul;USER=s;PASSWORD=g";; let workspace = workspacefactory.OpenFromString(connection, 0);; let featureWorkspace = (box workspace) :?> IFeatureWorkspace;; let featureClass = featureWorkspace.OpenFeatureClass("Praxair.SFG.BP_L_ROHR");; let queryFilter = new QueryFilterClass();; let featureCursor = featureClass.Search(queryFilter, true);; let featureCursorSeq (featureCursor : IFeatureCursor) = let actualFeature = ref (featureCursor.NextFeature()) seq { while (!actualFeature) <> null do yield actualFeature do actualFeature := featureCursor.NextFeature() };; let min x y = if x < y then x else y;; let max x y = if x > y then x else y;; let info s (x : IEnvelope) = printfn "%s xMin:{%f} xMax: {%f} yMin:{%f} yMax: {%f}" s x.XMin x.XMax x.YMin x.YMax;; let con (env1 : IEnvelope) (env2 : IEnvelope) = let env = (new EnvelopeClass()) :> IEnvelope env.XMin <- min env1.XMin env2.XMin env.XMax <- max env1.XMax env2.XMax env.YMin <- min env1.YMin env2.YMin env.YMax <- max env1.YMax env2.YMax info "Intermediate" env env;; let feature = featureClass.GetFeature(100);; let ext = feature.Extent;; let BoundingBox featureClassName = let featureClass = featureWorkspace.OpenFeatureClass(featureClassName) let queryFilter = new QueryFilterClass() let featureCursor = featureClass.Search(queryFilter, true) let featureCursorSeq (featureCursor : IFeatureCursor) = let actualFeature = ref (featureCursor.NextFeature()) seq { while (!actualFeature) <> null do yield actualFeature do actualFeature := featureCursor.NextFeature() } featureCursorSeq featureCursor |> Seq.map (fun feature -> (!feature).Extent) |> Seq.fold (fun (acc : IEnvelope) a -> info "Intermediate" acc (con acc a)) ext ;; let boundingBox = BoundingBox "Praxair.SFG.BP_L_ROHR";; info "Ende-Info:" boundingBox;;

    Read the article

  • Can I disable DataAnnotations validation on DefaultModelBinder?

    - by Max Toro
    I want DefaultModelBinder not to perform any validation based on DataAnnotations metadata. I'm already using DataAnnotations with DynamicData for the admin area of my site, and I need a different set of validation rules for the MVC based front-end. I'm decorating my classes with the MetadataType attribute. If I could have different MetadataType classes for the same model but used on different scenarios that would be great. If not I'm fine with just disabling the validation on the DefaultModelBinder, either by setting some property or by creating a specialized version of it.

    Read the article

  • CSS: Aligning problem with rounded corners in IE 6/7 but ok in IE8/ Firefox etc

    - by mark smith
    Hi there, can anyone help? I have a problem aligning rounded corners in IE6/7. Basically everything seems to work in Firefox / IE8 but in IE6/7 the left / center / and right divs get misaligned. This basically shows exactly what i am refering to. here is the example in IE8 and everything works ok http://es.drop.io/ern0fye/asset/ie8-jpg And here is the problem (this example is running in IE8 with compat mode set to IE7) http://es.drop.io/ern0fye/asset/ie7-jpg I seem to remember there being a bug in IE6/7 with lineheight or similar but i don't recall exactly. I will paste the CSS and HTML below it is very very simple. Basically there is a left div that holds the left corner image and center div which has a background of RED which is the same as the corner images and finally a right div which holds the right corner image. I would appreciate any input anyone has. Thanks in advance. Here is the CSS .vl-top-left { float:left; width:12px; height:12px; } .vl-top-center { float:left; width: 485px; background-color: #F04A23; height:12px; } .vl-top-right { float:left; height:12px; width:12px; } and the HTML is :- <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" > <head> <title></title> <link href="Stylesheet1.css" rel="stylesheet" type="text/css" /> </head> <body> <div class="vl-top-left"> <img src="content/images/esquina_sup_izq.gif" width="12" height="12"> </div> <div class="vl-top-center"> &nbsp; </div> <div class="vl-top-right"> <img src="content/images/esquina_sup_der.gif" width="12" height="12"> </div> </body> </html> EDIT Applied also margin:0 and padding:0 on the body and on each DIV but still the left and right div drops down as per the screenshot

    Read the article

  • Flash CS3/AS3 - How to Mask Nested MovieClips in External Classes

    - by Max Jackson
    I have a number of external class files that make up (or are trying to build) a portfolio. One of the class files for this project is a Menu.as class I tried extends, but I'm yet to use extends to where it doesn't become a ball of tangled holiday cheer. So my main portfolio class (the one where I'm assembling everything) calls an instance of the Menu class. From the Preloader through the Portfolio class into the Menu class is where I'm passing the content because I want to package things properly. This is Menu content, so naturally I want to position it in a properly names spot. I'm trying to reveal this Menu in a mask and I'm getting the old #1009 error. In a trace, this will work: trace(site_mc.menu_mc.mainMask_mc); // returns [object mainMask_mc_4] However, when I try to truncate the string into a single compact_mc... compactMenu_mc = site_mc.menu_mc.mainMask_mc; trace(compact_mc); // it won't trace (#1009). I said to hell with it, but now I need to have one MovieClip mask another. So I figure I can't go all... parent.parent.parent.clip_mc.mask = parent.parent.parent.masked_mc Probably because of datatyping and whatever else. I hate to be vague, but I'm new and have been working like gangbusters for days to get this portfolio up. Any suggestions or pointers on things my noob brain might've missed are given much thanks. :)

    Read the article

< Previous Page | 114 115 116 117 118 119 120 121 122 123 124 125  | Next Page >