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  • How do I control an animation with a drag command?

    - by Zishan
    I want to play an animation when someone drags a sprite from it's default position to another selected position. If they drag half of the selected position then animation will be play half. For example, I have 15 frames of a animation for a projectile arm. The projectile arm can be rotated a maximum of 30°, if someone rotates the arm 2° then the animation sprite should show the 2nd frame, if rotated 12° then the animation sprite should show the 6th frame.... and so on. Also when they release the arm, the arm will be reverse back to it's default position and animation frames also will be reverse back to the default first frame. I am new on cocos2D. I know how to make an animation and how to drag a sprite but I have no idea how to combine them. Can anyone give me an idea or any tutorial on how to do this?

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  • I'd like to switch from 32-bit to 64-bit within same version

    - by Marty Fried
    I have a 32-bit installation of 11.10 on my 64-bit (4 GB) home AMD system. I have recently read up a bit on 64-bit version, and it seems that it would be a marginally better choice now for me. I have read about several methods to help reinstall all the various apps, using either dpkg's get-selections/set-selections and dselect in various ways, or using synaptic's save/get markings. The problem here is that I've read several variations, and I'm not sure which is best. I have enough disk space to do this with a brand new partition, so I'm not too worried about destroying anything, but I don't really want to make it my life's work, hence my appeal for expert tips. Since it's the same version, would it be safe to copy configuration files from the 32-bit system? I'd guess my home directory and /etc might be enough, and would save at least most of the time to reconfigure. But are there difference in configuration files in either of these directories for 32 vs 64 bits that might cause problems? After reinstalling to 64-bit, I can then continue along the 64 bit path for upgrades, but I thought it would be easier to switch the same version, than to try to reinstall apps and upgrade at the same time. Some methods I've seen suggested, among others: A. From Ubuntu forums On your old system (assuming it is still working), start up Synaptic and go: File->Save Markings and choose a file name along with a location (like a USB drive) that you can use when you have installed your new system). You need to check on the bottom: "Save full state, not only changes" This file contains a list of all your currently installed packages, and when you have installed and booted up your new system (and configured your repositories to the best for your location - as we all do, don't we?) then start up Synaptic and go: File-Read Markings and point it at your saved file, and after that has completed then select Apply to kick off the download & installation of all of those packages you had installed previously! B. From the same discussion: According to section 6.4.9 of the Debian Reference Manual, the following will save both the list of packages installed and their debconf configuration: # dpkg --get-selections "*" >myselections # or use \* # debconf-get-selections > debconfsel.txt and the following will reinstall and reconfigure them: # dselect update # debconf-set-selections < debconfsel.txt # dpkg --set-selections <myselections # apt-get -u dselect-upgrade # or dselect install C. A variation on the above I've seen a lot, this from stackoverflow: dpkg --get-selections > package_list then on the new install: cat package_list | sudo dpkg --set-selections && sudo apt-get dselect-upgrade I don't really understand B, or why it's slightly different than many others.

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  • C/C++ Bit Array or Bit Vector

    - by MovieYoda
    Hi, I am learning C/C++ programming & have encountered the usage of 'Bit arrays' or 'Bit Vectors'. Am not able to understand their purpose? here are my doubts - Are they used as boolean flags? Can one use int arrays instead? (more memory of course, but..) What's this concept of Bit-Masking? If bit-masking is simple bit operations to get an appropriate flag, how do one program for them? is it not difficult to do this operation in head to see what the flag would be, as apposed to decimal numbers? I am looking for applications, so that I can understand better. for Eg - Q. You are given a file containing integers in the range (1 to 1 million). There are some duplicates and hence some numbers are missing. Find the fastest way of finding missing numbers? For the above question, I have read solutions telling me to use bit arrays. How would one store each integer in a bit?

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  • To Bit or Not To Bit

    - by Johnm
    'Twas a long day of troubleshooting and firefighting and now, with most of the office vacant, you face a blank scripting window to create a new table in his database. Many questions circle your mind like dirty water gurgling down the bathtub drain: "How normalized should this table be?", "Should I use an identity column?", "NVarchar or Varchar?", "Should this column be NULLABLE?", "I wonder what apple blue cheese bacon cheesecake tastes like?" Well, there are times when the mind goes it's own direction. A Bit About Bit At some point during your table creation efforts you will encounter the decision of whether to use the bit data type for a column. The bit data type is an integer data type that recognizes only the values of 1, 0 and NULL as valid. This data type is often utilized to store yes/no or true/false values. An example of its use would be a column called [IsGasoline] which would be intended to contain the value of 1 if the row's subject (a car) had a gasoline engine and a 0 if the subject did not have a gasoline engine. The bit data type can even be found in some of the system tables of SQL Server. For example, the sysssispackages table in the msdb database which contains SQL Server Integration Services Package information for the packages stored in SQL Server. This table contains a column called [IsEncrypted]. A value of 1 indicates that the package has been encrypted while the value of 0 indicates that it is not. I have learned that the most effective way to disperse the crowd that surrounds the office coffee machine is to engage into SQL Server debates. The bit data type has been one of the most reoccurring, as well as the most enjoyable, of these topics. It contains a practical side and a philosophical side. Practical Consideration This data type certainly has its place and is a valuable option for database design; but it is often used in situations where the answer is really not a pure true/false response. In addition, true/false values are not very informative or scalable. Let's use the previously noted [IsGasoline] column for illustration. While on the surface it appears to be a rather simple question when evaluating a car: "Does the car have a gasoline engine?" If the person entering data is entering a row for a Jeep Liberty, the response would be a 1 since it has a gasoline engine. If the person is entering data is entering a row for a Chevrolet Volt, the response would be a 0 since it is an electric engine. What happens when a person is entering a row for the gasoline/electric hybrid Toyota Prius? Would one person's conclusion be consistent with another person's conclusion? The argument could be made that the current intent for the database is to be used only for pure gasoline and pure electric engines; but this is where the scalability issue comes into play. With the use of a bit data type a database modification and data conversion would be required if the business decided to take on hybrid engines. Whereas, alternatively, if the int data type were used as a foreign key to a reference table containing the engine type options, the change to include the hybrid option would only require an entry into the reference table. Philosophical Consideration Since the bit data type is often used for true/false or yes/no data (also called Boolean) it presents a philosophical conundrum of what to do about the allowance of the NULL value. The inclusion of NULL in a true/false or yes/no response simply violates the logical principle of bivalence which states that "every proposition is either true or false". If NULL is not true, then it must be false. The mathematical laws of Boolean logic support this concept by stating that the only valid values of this scenario are 1 and 0. There is another way to look at this conundrum: NULL is also considered to be the absence of a response. In other words, it is the equivalent to "undecided". Anyone who watches the news can tell you that polls always include an "undecided" option. This could be considered a valid option in the world of yes/no/dunno. Through out all of these considerations I have discovered one absolute certainty: When you have found a person, or group of persons, who are willing to entertain a philosophical debate of the bit data type, you have found some true friends.

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  • What is the 64-bit Firefox Beta PPA?

    - by JamesTheAwesomeDude
    I recently discovered that my computer is 64-bit. I have backed up my Home folder, and reinstalled Ubuntu. The reinstall wasn't nearly as painful as I thought. There is one thing that I can't quite seem to figure out: how do I get the 64-bit Firefox Beta build? I always get the Beta builds, but I want to take advantage of the 64-bit architecture of my computer. this page says that Mozilla has come out with a 64-bit version of Firefox, but I can't seem to find it. I do understand the ramifications of using a 64-bit browser, but I've decided to jump right in and do it anyway. (Flash and Java are already 64-bit, and who cares about Silverlight, since it's not for Linux anyway?) There's only one issue, and it's a big one: I can't find the 64-bit Beta PPA!!! (I really hate using .tar.gz files, but I'd be willing to do that as long as I could still access Firefox via the Launcher. Oh, speaking of which, I don't understand .tar.gz files. Once, I managed to run one (the Dropbox Beta build,) but I have no idea whatsoever on how to install them: as in, click on the icon and go.)

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  • Find most significant bit (left-most) that is set in a bit array

    - by Claudiu
    I have a bit array implementation where the 0th index is the MSB of the first byte in an array, the 8th index is the MSB of the second byte, etc... What's a fast way to find the first bit that is set in this bit array? All the related solutions I have looked up find the first least significant bit, but I need the first most significant one. So, given 0x00A1, I want 9.

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  • Keeping game model and graphics/animation separate but in sync

    - by AJM
    Suppose I'm building a chess game where I want to have animations. Pieces glide to their new squares when moved. Pieces perform attack animations when capturing other pieces. I'm not sure how to effectively separate the data and logic needed for these animations and the actual game model (in the MVC sense). The pieces themselves should ideally not have to worry about their pixel coordinates or current animation frame. At the same time, many changes to the model are effectively driven by animations. A moved piece changes its position after (before?) its sprite is done gliding. A piece is removed from the board after the capturing piece is finished its attack animation. How would you suggest I manage the game model, the graphics and animations, and their relationships? For example, where would the animations "live"? How would animations be created and managed in response to player moves? How would animations drive updates to the game model, or how would the game model drive animations?

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  • On Screen Coin Animation

    - by Siddharth
    am working with side scrolling skater game. I want to perform coin animation such that as player collect coin it moves upside and attach with currency sprite. My main character and coin present in game scene and currency sprite present in HUD layer. This situation creates problem for me. Directly I can not apply modifier to coin because it is side scrolling game so based on main character speed it reaches at different position. That I have checked. So that I have to generate other coin at same position at game layer coin has, in HUD layer and move upward to it. But I didn't able to get its y position correct though I can able to get x position correctly. Many time main character goes downward so it get minus value many time. I also tried following code float[] position = GameHUD.this .convertSceneCoordinatesToLocalCoordinates(GameManager .getInstance().getCoinX(), GameManager.getInstance() .getCoinY()); But I am getting same coordinate as I provide. No difference in that so please some one provide me guidance in that. Because I am near to complete my game. EDIT: Here game layer and hud layer is totally different. Actual coin present in game layer which player has to collect and at same position I want to generate another coin in hud layer to perform some animation. It is recommended to generate coin in hud layer because through that only I can able to complete my target.

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  • How to perform kCATransitionPush animation without any transparency / fade effects

    - by Anthony
    I'm trying to duplicate the "slide up from the bottom" animation that [UIViewController presentModalViewController:animated:] performs but without calling it because I don't want a modal view. The below core animation code comes very close but appears to be changing transparency values of the views during it. At the start of the animation you can partially see through the view sliding up. By the middle/end of the animation the view we are sliding over is fully transparent so we can see behind it. I'd like both to remain fully opaque during this animation. Any ideas on how to stop transparency changes in this code or to otherwise get the "slide up animation" I am looking for without requiring a modal view? UIViewController *nextViewController = [[UIViewController alloc] autorelease]; nextViewController.view.backgroundColor = [UIColor redColor]; CATransition *animation = [CATransition animation]; animation.duration = 3.5; animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]; animation.type = kCATransitionPush; animation.subtype = kCATransitionFromTop; [self.navigationController pushViewController:nextViewController animated:NO]; [self.navigationController.view.layer addAnimation:animation forKey:nil];

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  • VM VirtualBox doesn't allow to enable 64-bit guest on Ubuntu 12.04 and Lenovo G500S

    - by Filip
    I've installed VM VirtualBox v. 4.3.8 on my Ubuntu 12.04 LTS (Lenovo G500S with Intel 1005M processor) and I can't configure any 64-bit guest (nor Windows, neither other OS). Inslalation of Win 8.1 64-bit under 32-bit profile obviously fails... My processor supports VT-x technology, but in my BIOS there is no enable/disable option for VT-x. Is there any way to force VirtualBox to support 64-bit guest ?

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  • how to create animation of sparkling effect for iphone using cocos2d or Quartz core

    - by iPhone Fun
    Hi all, I am creating one application in that i want to give background effect like there are number of starts and something like we are in universe and some starts are getting lighted for few seconds then some other starts etc. I got one open gles animation of Explosion , but I want that kind of effect using quartz core or Cocos2d so that I can implement other things easily. if any one do have any idea or any sample for the sample please suggest me. Thanks in advance

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  • SQL SERVER – Find Max Worker Count using DMV – 32 Bit and 64 Bit

    - by pinaldave
    During several recent training courses, I found it very interesting that Worker Thread is not quite known to everyone despite the fact that it is a very important feature. At some point in the discussion, one of the attendees mentioned that we can double the Worker Thread if we double the CPU (add the same number of CPU that we have on current system). The same discussion has triggered this quick article. Here is the DMV which can be used to find out Max Worker Count SELECT max_workers_count FROM sys.dm_os_sys_info Let us run the above query on my system and find the results. As my system is 32 bit and I have two CPU, the Max Worker Count is displayed as 512. To address the previous discussion, adding more CPU does not necessarily double the Worker Count. In fact, the logic behind this simple principle is as follows: For x86 (32-bit) upto 4 logical processors  max worker threads = 256 For x86 (32-bit) more than 4 logical processors  max worker threads = 256 + ((# Procs – 4) * 8) For x64 (64-bit) upto 4 logical processors  max worker threads = 512 For x64 (64-bit) more than 4 logical processors  max worker threads = 512+ ((# Procs – 4) * 8) In addition to this, you can configure the Max Worker Thread by using SSMS. Go to Server Node >> Right Click and Select Property >> Select Process and modify setting under Worker Threads. According to Book On Line, the default Worker Thread settings are appropriate for most of the systems. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, SQL, SQL Authority, SQL Query, SQL Scripts, SQL Server, SQL System Table, SQL Tips and Tricks, T SQL, Technology Tagged: SQL DMV

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  • Fresh install of 64 bit 12.04 over 32 bit 11.10 alongside Windows 7

    - by Pareen
    I currently have Ubuntu 11.10 32 bit and Windows 7 dual boot in separate partitions. I am trying to do a fresh install of Ubuntu 12.04 64 bit (mistakenly installed the 32 bit 11.10 a little while ago.. I need a 64 bit version to support AOSP build) OVER my the exisiting 11.10 partition. I have referenced How to Install fresh 12.04 install to a PC with dual booting Windows 7 & Ubuntu11.10?, as well as other posts on using the Live CD to do a fresh install. However, the problem I am experiencing is when I bring up the install screen, it says the following: This computer has multiple operating systems on it. What would you like to do. (3 options) Install Ubuntu 12.04 alongside them Replace all with Ubuntu 12.04 (Warning, this will delete files across ALL operating systems) Something else (you can create or resize partitions yourself) This is different from what is in other posts, as mine states that there are "multiple O.Ses" and doesnt individually allow me to replace the Ubuntu 11.10. I don't want to replace ALL O.S.es: I need to preserve Windows 7 and am only trying to replace the old Ubuntu 11.10 partition with the new 12.04 64 bit. I did have Ubuntu installed via Wubi (I believe it was 10.04) prior to putting 11.10 in a separate partition, but I have removed it via Add/Remove programs in Windows. I was wondering how to go about doing this... Should I use the "Something else" option to bring up the partition manager, and just assign my existing 11.10 partition with root mount point + swap space. Will this do the same thing by overwriting with fresh 12.04 install?? I appreciate all your help.

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  • Very uneven CPU utilization with SQL Server 2012 on 2 processor computer with 16 cores / processor

    - by cooplarsh
    After installing SQL Server Enterprise 2012 with the Server + Cal license model, on a computer with 2 processors each with 16 cores (and no hyperthreading involved) and putting the server under extremely heavy load the 16 cores on the first processor were very underutilized, the first 4 cores on the 2nd CPU were heavily utilized, and the last 12 cores were not used at all (because of the 20 core limit for this sql server version). Total CPU utilization was displaying as around 25%. Unfortunately, the server suffered from extremely poor performance even though if the tasks were evenly distributed across the 20 cores it wouldn't have been anywhere near as bad. The Windows Server was running on a VMWare virtual image under ESX Server, but all of the CPU was allocated to the windows server. We tried changing affinity settings (e.g., allocating most cores to CPU and the others to I/O), but that didn't help solve the performance problems. Upgrading the product edition to SQL Server Enterprise Core 2012 not only allowed the SQL Server to utilize the 12 previously unused cores on the 2nd processor, but it also resulted in a much more even distribution of tasks across all of the processors. To get through the backlog of requests cpU utilization jumped to around 90%, and then came down to around 33% once it was caught up, but performance improved dramatically since we failed over to the newly updated version And the performance issues went away. I was wondering if anyone knows what might cause SQL Server to unevenly distribute the load, relying almost exclusively on the first 4 cores of the 2nd processor that had 12 cores idle, and allocate only a few tasks to each of the 16 cores on the first processor. Also, is there any way we could have more evenly distributed the load across the 20 cores that were being used without the product edition upgrade? The flip side of that question is what did the product upgrade do that caused SQL Server to start evenly distributing the load across all of the cores that it recognized? Thanks to any insight to answer these questions and/or links that might help me better understand how to make sense of what was happenings.

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  • MS Excel 2010 - Using DSN + 32 bit drivers

    - by Kristiaan
    I need some advice as im running into a problem and so far i have been unable to find a solution. We have a set of reports developed in MS Excel that use DSN file to connect to data sources to retrieve data, these work fine on 32 / 64bit systems, however we are moving to a terminal server environment using windows 2008 R2 64Bit. The reports fail to run using the DSN's within this environment if we only have the 32bit drivers installed and configured in the ODBC settings, the minute we install the 64Bit drivers the software works. Is there a way / Method of getting Excel or the DSN file to NOT use the 64Bit driver, but force it to use the 32bit driver. ANSWERED - But due to low user score i cannot "answer" my own question... Sadly there is no way to-do what i want to-do, without a lot of very nasty and not 100% perfect reg hacks. If you need to access 32bit ODBC data sources the application in question has to be 32Bit. here is a link to just one forum post i found relating to this type of problem, it appears the only way i would be able to accomplish this is to remove the 64bit version of office and install the 32bit version instead of it. http://social.msdn.microsoft.com/Forums/en-US/accessdev/thread/5108f337-f06a-4518-afe3-d3c1abd040ef/

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  • How to get 32 bit version of libraries on Ubuntu 64 bit?

    - by Olivier Lalonde
    I'm trying to compile a program which uses Google's V8 library (which is 32 bit). Therefore any library I use within my program also has to be 32 bit. Where can I download the 32 bit version of libraries on Ubuntu 64 bit? More specifically, I'm looking for the libnotify 32 bit version. This is the errors I am getting right now: g++ -o shell -m32 shell.o -L../v8 -lv8 -lpthread `pkg-config --libs libnotify glib-2.0` /usr/bin/ld: skipping incompatible /usr/lib/gcc/x86_64-linux-gnu/4.4.3/../../../libnotify.so when searching for -lnotify /usr/bin/ld: skipping incompatible /usr/lib/gcc/x86_64-linux-gnu/4.4.3/../../../libnotify.a when searching for -lnotify /usr/bin/ld: skipping incompatible /usr/lib/libnotify.so when searching for -lnotify /usr/bin/ld: skipping incompatible /usr/lib/libnotify.a when searching for -lnotify /usr/bin/ld: cannot find -lnotify collect2: ld returned 1 exit status Thanks!

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  • The Evolution of 8-Bit [Video]

    - by Jason Fitzpatrick
    In this nostalgia filled short video, PBS takes a retrospective look at the history and the evolution of early 8-bit video games. Beginning with early Atari and Nintendo video games, the 8-bit aesthetic has been a part of our culture for over 30 years. As it moved through the generations, 8-bit earned its independence from its video game roots. The idea of 8-bit now stands for a refreshing level of simplicity and minimalism, is capable of sonic and visual beauty, and points to the layer of technology that suffuses our modern lives. No longer just nostalgia art, contemporary 8-bit artists and chiptunes musicians have elevated the form to new levels of creativity and cultural reflection. [via Neatorama] HTG Explains: What Is Windows RT and What Does It Mean To Me? HTG Explains: How Windows 8′s Secure Boot Feature Works & What It Means for Linux Hack Your Kindle for Easy Font Customization

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  • Stop animation playing automatically

    - by Starkers
    I've created an animation to animate a swinging mace. To do this I select the mace object in the scene pane, open the animation pane, and key it at a certain position at 0:00. I'm prompted to save this animation in my assets folder, which I do, as maceswing I then rotate the mace, move the slider through time and key it in a different position. I move the slider through time again, move the object to the original position and key it. There are now three things in my assets folder: maceswing appears to be my animation, but I have no idea what Mace Mace 1 and Mace 2 are. (I've been mucking around trying to get this working so it's possible Mace 1 and Mace 2 are just duplicates of Mace. I still want to know what they are though) When I play my game, the mace is constantly swinging, even though I didn't apply maceswing to it. I can't stop it. People say there's some kind of tick box to stop it constantly animating but I can't find it. My mace object only has an Animator component: Unticking this component doesn't stop the animation playing so I have no idea where the animation is coming from. Or what the Animator component actually does. I don't want this animation constantly playing. I only want it to play once when someone clicks a certain button: var Mace : Transform; if(Input.GetButtonDown('Fire1')){ Mace.animation.Play('maceswing'); }; Upon clicking the 'Fire1' button, I get this error: MissingComponentException: There is no 'Animation' attached to the "Mace" game object, but a script is trying to access it. You probably need to add a Animation to the game object "Mace". Or your script needs to check if the component is attached before using it. There is no 'Animation' attached to the "Mace" game object, and yet I can see it swinging away constantly. Infact I can't stop it! So what's causing the animation if the game object doesn't have an 'Animation' attached to it?

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  • Smooth animation when using fixed time step

    - by sythical
    I'm trying to implement the game loop where the physics is independent from rendering but my animation isn't as smooth as I would like it to be and it seems to periodically jump. Here is my code: // alpha is used for interpolation double alpha = 0, counter_old_time = 0; double accumulator = 0, delta_time = 0, current_time = 0, previous_time = 0; unsigned frame_counter = 0, current_fps = 0; const unsigned physics_rate = 40, max_step_count = 5; const double step_duration = 1.0 / 40.0, accumulator_max = step_duration * 5; // information about the circ;e (position and velocity) int old_pos_x = 100, new_pos_x = 100, render_pos_x = 100, velocity_x = 60; previous_time = al_get_time(); while(true) { current_time = al_get_time(); delta_time = current_time - previous_time; previous_time = current_time; accumulator += delta_time; if(accumulator > accumulator_max) { accumulator = accumulator_max; } while(accumulator >= step_duration) { if(new_pos_x > 1330) velocity_x = -15; else if(new_pos_x < 70) velocity_x = 15; old_pos_x = new_pos_x; new_pos_x += velocity_x; accumulator -= step_duration; } alpha = accumulator / static_cast<double>(step_duration); render_pos_x = old_pos_x + (new_pos_x - old_pos_x) * alpha; al_clear_to_color(al_map_rgb(20, 20, 40)); // clears the screen al_draw_textf(font, al_map_rgb(255, 255, 255), 20, 20, 0, "current_fps: %i", current_fps); // print fps al_draw_filled_circle(render_pos_x, 400, 15, al_map_rgb(255, 255, 255)); // draw circle // I've added this to test how the program will behave when rendering takes // considerably longer than updating the game. al_rest(0.008); al_flip_display(); // swaps the buffers frame_counter++; if(al_get_time() - counter_old_time >= 1) { current_fps = frame_counter; frame_counter = 0; counter_old_time = al_get_time(); } } I have added a pause during the rendering part because I wanted to see how the code would behave when a lot of rendering is involved. Removing it makes the animation smooth but then I'll have to make sure that I don't let the frame rate drop too much and that doesn't seem like a good solution. I've been trying to fix this for a week and have had no luck so I'd be very grateful if someone can read through my code. Thank you! Edit: I added the following code to work out the actual velocity (pixels per second) of the ball each time the ball is rendered and surprisingly it's not constant so I'm guessing that's the issue. I'm not sure why it's not constant. alpha = accumulator / static_cast<double>(step_duration); render_pos_x = old_pos_x + (new_pos_x - old_pos_x) * alpha; cout << (render_pos_x - old_render_pos) / delta_time << endl; old_render_pos = render_pos_x;

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  • Need to make animation whereby the character shatters into a bunch of pieces

    - by theprojectabot
    I would like to take a 3d character model, cut out a bunch of shapes (or a bunch of triangles in the shape of the pieces I want) and then have the pieces separate from each other at the beginning of the animation and fall apart with gravity so it looks like the model is falling apart in shattered pieces. Is there a way to run a script on a mesh, cut out these pieces, instantiate all of them as separate models and then run gravity on them during the simulation?

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  • Character jump animation is not working when i hit the space bar

    - by muzzy
    i am having an issue with my game in XNA. My jump sprite sheet for my character does not trigger when i hit the space bar. I cant seem to find the problem. Please help me. I am also put the code below to make things easier. namespace WindowsGame4 { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // start of new code Texture2D playerWalk; // sprite sheet of walk cycle (14 frames) Texture2D idle; // idle animation Texture2D jump; // jump animation Vector2 playerPos; // to hold x and y position info for the player Point frameDimensions; // to hold width and height values for the frames int presentFrame; // to record which frame we are on at any given time int noOfFrames; // to hold the total number of frames in the spritesheet int elapsedTime; // to know how long each frame has been shown int frameDuration; // to hold info about how long each frame should be shown SpriteEffects flipDirection; // SpriteEffects object int speed; //rate of movement int upMovement; int downMovement; int rightMovement; int leftMovement; int jumpApex; string state; //this is going to be "idle","walking" or "jumping". KeyboardState previousKeyboardState; Vector2 originalPlayerPos; Vector2 movementDirection; Vector2 movementSpeed; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { // textures will be defined in the LoadContent() method playerPos = new Vector2(0, 200); // starting position for the player is at the left of the screen, and a Y position of 200 frameDimensions = new Point(55, 65); // each frame in the idle sprite sheet is 55 wide by 65 high presentFrame = 0; // start at frame 0 noOfFrames = 5; // there are 5 frames in the idle cycle elapsedTime = 0; // set elapsed time to start at 0 frameDuration = 80; // 80 milliseconds is how long each frame will show for (the higher the number, the slower the animation) flipDirection = SpriteEffects.None; // set the value of flipDirection to none speed = 200; upMovement = -2; downMovement = 2; rightMovement = 1; leftMovement = -1; jumpApex = 100; state = "idle"; previousKeyboardState = Keyboard.GetState(); originalPlayerPos = Vector2.Zero; movementDirection = Vector2.Zero; movementSpeed = Vector2.Zero; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); playerWalk = Content.Load<Texture2D>("sprites/walkSmall"); // load the walk cycle spritesheet idle = Content.Load<Texture2D>("sprites/idleCycle"); // load the idle cycle sprite sheet jump = Content.Load<Texture2D>("sprites/jump"); // load the jump cycle sprite sheet } protected override void UnloadContent() // we're not using this method at the moment { } protected override void Update(GameTime gameTime) // Update method - used it to call a number of other methods { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); // Exit the game if the Escape key is pressed } KeyboardState presentKeyboardState = Keyboard.GetState(); UpdateMovement(presentKeyboardState, gameTime); UpdateIdle(presentKeyboardState, gameTime); UpdateJump(presentKeyboardState); UpdateAnimation(gameTime); playerPos += movementDirection * movementSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; previousKeyboardState = presentKeyboardState; base.Update(gameTime); } private void UpdateAnimation(GameTime gameTime) { elapsedTime += gameTime.ElapsedGameTime.Milliseconds; if (elapsedTime > frameDuration) { elapsedTime -= frameDuration; elapsedTime = elapsedTime - frameDuration; presentFrame++; if (presentFrame > noOfFrames) if (state != "jumping") { presentFrame = 0; } else { presentFrame = 8; } } } protected void UpdateMovement(KeyboardState presentKeyboardState, GameTime gameTime) { if (state == "idle") { movementSpeed = Vector2.Zero; movementDirection = Vector2.Zero; if (presentKeyboardState.IsKeyDown(Keys.Left)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = leftMovement; flipDirection = SpriteEffects.FlipHorizontally; } if (presentKeyboardState.IsKeyDown(Keys.Right)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = rightMovement; flipDirection = SpriteEffects.None; } } } private void UpdateIdle(KeyboardState presentKeyboardState, GameTime gameTime) { if ((presentKeyboardState.IsKeyUp(Keys.Left) && previousKeyboardState.IsKeyDown(Keys.Left) || presentKeyboardState.IsKeyUp(Keys.Right) && previousKeyboardState.IsKeyDown(Keys.Right) && state != "jumping")) { state = "idle"; } } private void UpdateJump(KeyboardState presentKeyboardState) { if (state == "walking" || state == "idle") { if (presentKeyboardState.IsKeyDown(Keys.Space) && !presentKeyboardState.IsKeyDown(Keys.Space)) { presentFrame = 1; DoJump(); } } if (state == "jumping") { if (originalPlayerPos.Y - playerPos.Y > jumpApex) { movementDirection.Y = downMovement; } if (playerPos.Y > originalPlayerPos.Y) { playerPos.Y = originalPlayerPos.Y; state = "idle"; movementDirection = Vector2.Zero; } } } private void DoJump() { if (state != "jumping") { state = "jumping"; originalPlayerPos = playerPos; movementDirection.Y = upMovement; movementSpeed = new Vector2(speed, speed); } } protected override void Draw(GameTime gameTime) // Draw method { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); // begin the spritebatch if (state == "walking") { noOfFrames = 14; frameDimensions = new Point(55, 65); Vector2 playerWalkPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(playerWalk, playerWalkPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "idle") { noOfFrames = 5; frameDimensions = new Point(55, 65); Vector2 idlePos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(idle, idlePos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "jumping") { noOfFrames = 9; frameDimensions = new Point(55, 92); Vector2 jumpPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(jump, jumpPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } spriteBatch.End(); // end the spritebatch commands base.Draw(gameTime); } } }

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  • Installing Ubuntu on an Asus Vivotab Smart Windows 8 32-bit processor tablet

    - by Ikenna
    Good day, I just got an Asus Vivotab Smart with Windows 8 but the processor is actually a 32-bit type. I am kinda confused with the Ubuntu version to install (32-bit or 64-bit). I have read all the tips and guidelines on installing Ubuntu on a Windows 8 machine. I have disabled fast boot, quiet boot, secure boot, and still cannot boot from the usb. I tried this with Ubuntu 12.04.2, 12.10, and 13.04 (the 64-bit versions only). I am yet to try a 32-bit version but I'm reluctant since Canonical says only the 64-bit version was developed to handle the Windows 8 UEFI issues. Also, I have a boot-override field in my UEFI options which I think force-boots from the boot option one selects. I selected to force-boot from my pendrive containing Ubuntu, but the screen just blinks momentarily and nothing happens. Please help me to figure out how to load ubuntu on my machine. I don't really want the Windows 8......just Ubuntu on my tablet. Thank you.

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  • Create nice animation on your ASP.NET Menu control using jQuery

    - by hajan
    In this blog post, I will show how you can apply some nice animation effects on your ASP.NET Menu control. ASP.NET Menu control offers many possibilities, but together with jQuery, you can make very rich, interactive menu accompanied with animations and effects. Lets start with an example: - Create new ASP.NET Web Application and give it a name - Open your Default.aspx page (or any other .aspx page where you will create the menu) - Our page ASPX code is: <form id="form1" runat="server"> <div id="menu">     <asp:Menu ID="Menu1" runat="server" Orientation="Horizontal" RenderingMode="List">                     <Items>             <asp:MenuItem NavigateUrl="~/Default.aspx" ImageUrl="~/Images/Home.png" Text="Home" Value="Home"  />             <asp:MenuItem NavigateUrl="~/About.aspx" ImageUrl="~/Images/Friends.png" Text="About Us" Value="AboutUs" />             <asp:MenuItem NavigateUrl="~/Products.aspx" ImageUrl="~/Images/Box.png" Text="Products" Value="Products" />             <asp:MenuItem NavigateUrl="~/Contact.aspx" ImageUrl="~/Images/Chat.png" Text="Contact Us" Value="ContactUs" />         </Items>     </asp:Menu> </div> </form> As you can see, we have ASP.NET Menu with Horizontal orientation and RenderMode=”List”. It has four Menu Items where for each I have specified NavigateUrl, ImageUrl, Text and Value properties. All images are in Images folder in the root directory of this web application. The images I’m using for this demo are from Free Web Icons. - Next, lets create CSS for the LI and A tags (place this code inside head tag) <style type="text/css">     li     {         border:1px solid black;         padding:20px 20px 20px 20px;         width:110px;         background-color:Gray;         color:White;         cursor:pointer;     }     a { color:White; font-family:Tahoma; } </style> This is nothing very important and you can change the style as you want. - Now, lets reference the jQuery core library directly from Microsoft CDN. <script type="text/javascript" src="http://ajax.aspnetcdn.com/ajax/jQuery/jquery-1.4.4.min.js"></script> - And we get to the most interesting part, applying the animations with jQuery Before we move on writing jQuery code, lets see what is the HTML code that our ASP.NET Menu control generates in the client browser.   <ul class="level1">     <li><a class="level1" href="Default.aspx"><img src="Images/Home.png" alt="" title="" class="icon" />Home</a></li>     <li><a class="level1" href="About.aspx"><img src="Images/Friends.png" alt="" title="" class="icon" />About Us</a></li>     <li><a class="level1" href="Products.aspx"><img src="Images/Box.png" alt="" title="" class="icon" />Products</a></li>     <li><a class="level1" href="Contact.aspx"><img src="Images/Chat.png" alt="" title="" class="icon" />Contact Us</a></li> </ul>   So, it generates unordered list which has class level1 and for each item creates li element with an anchor with image + menu text inside it. If we want to access the list element only from our menu (not other list element sin the page), we need to use the following jQuery selector: “ul.level1 li”, which will find all li elements which have parent element ul with class level1. Hence, the jQuery code is:   <script type="text/javascript">     $(function () {         $("ul.level1 li").hover(function () {             $(this).stop().animate({ opacity: 0.7, width: "170px" }, "slow");         }, function () {             $(this).stop().animate({ opacity: 1, width: "110px" }, "slow");         });     }); </script>   I’m using hover, so that the animation will occur once we go over the menu item. The two different functions are one for the over, the other for the out effect. The following line $(this).stop().animate({ opacity: 0.7, width: "170px" }, "slow");     does the real job. So, this will first stop any previous animations (if any) that are in progress and will animate the menu item by giving to it opacity of 0.7 and changing the width to 170px (the default width is 110px as in the defined CSS style for li tag). This happens on mouse over. The second function on mouse out reverts the opacity and width properties to the default ones. The last parameter “slow” is the speed of the animation. The end result is:   The complete ASPX code: <html xmlns="http://www.w3.org/1999/xhtml"> <head runat="server">     <title>ASP.NET Menu + jQuery</title>     <style type="text/css">         li         {             border:1px solid black;             padding:20px 20px 20px 20px;             width:110px;             background-color:Gray;             color:White;             cursor:pointer;         }         a { color:White; font-family:Tahoma; }     </style>     <script type="text/javascript" src="http://ajax.aspnetcdn.com/ajax/jQuery/jquery-1.4.4.min.js"></script>     <script type="text/javascript">         $(function () {             $("ul.level1 li").hover(function () {                 $(this).stop().animate({ opacity: 0.7, width: "170px" }, "slow");             }, function () {                 $(this).stop().animate({ opacity: 1, width: "110px" }, "slow");             });         });     </script> </head> <body>     <form id="form1" runat="server">     <div id="menu">         <asp:Menu ID="Menu1" runat="server" Orientation="Horizontal" RenderingMode="List">                         <Items>                 <asp:MenuItem NavigateUrl="~/Default.aspx" ImageUrl="~/Images/Home.png" Text="Home" Value="Home"  />                 <asp:MenuItem NavigateUrl="~/About.aspx" ImageUrl="~/Images/Friends.png" Text="About Us" Value="AboutUs" />                 <asp:MenuItem NavigateUrl="~/Products.aspx" ImageUrl="~/Images/Box.png" Text="Products" Value="Products" />                 <asp:MenuItem NavigateUrl="~/Contact.aspx" ImageUrl="~/Images/Chat.png" Text="Contact Us" Value="ContactUs" />             </Items>         </asp:Menu>     </div>     </form> </body> </html> Hope this was useful. Regards, Hajan

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  • *Un*installing with Ubuntu Software Center (Centre) doesn't work on 64-bit 12.04.1

    - by likethesky
    Not sure if I'm doing something wrong, or if the .deb package I'm installing is broken in some way (I've built it, using NetBeans 7.2), or if indeed this is a bug in Software Center. When I install this particular 32-bit .deb on Ubuntu 10.04 LTS--all updates applied--(where it was built), GDebi shows it and has an 'Uninstall' button next to it. So it works fine to uninstall it there, via the GDebi GUI. However, when I install it on 12.04.1 LTS--all updates applied--it installs fine, but then does not show up in Ubuntu Software Center as available to be uninstalled. No combination of searching finds it. However, I can from the command line, do sudo apt-get purge javafxapplication1 and it finds it and deletes it. The same thing happens when I build a 64-bit .deb and attempt to install it to the same (64-bit AMD) or a different 64-bit Ubuntu 12.04.1 system. So it seems to be isolated to this NetBeans-generated .deb and the 64-bit AMD build (though I haven't tried it on a 32-bit 12.04.1 install yet). These are all on VirtualBox VMs, btw, if that matters. Any way to 'clean up' my Software Center and see if it's something I've done to get it in this state? Could this behavior be due to how this particular .deb has been built? (It doesn't have an 'Installed-Size' control field, so I do get the "Package is of bad quality" warning when I install it--which I do by clicking 'Ignore and install' button.) If you want all the gory details about why this happening--a bug has been reported against NetBeans for this behavior here: http://javafx-jira.kenai.com/browse/RT-25486 (EDIT: Just to be clear, the app installs fine, runs fine, all works as intended--I just can't get that 'bad package' message to go away, and now... I also can't uninstall it via Software Center, but rather, need to use sudo apt-get purge to uninstall it, after it installs. /END EDIT) Thanks for any pointers. I'm happy to report this as a bug against Ubuntu Software Center/Centre too, if that's what it seems to be, just tell me where to do so (a link). I'm a relative Ubuntu, NetBeans, and JavaFX newbie, though a long-time programmer. If I report it as a bug, I'll try it on the 32-bit build of 12.04.1 as well. Also, if I should add any more detail to the bug reported against NetBeans above, let me know--or feel free to add it yourself to the bug report above, if you would like. Thanks again!

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  • My Core Animation block isn't working as I'd expect

    - by Alex Reynolds
    I have a UIView called activityView, which contains two subviews activityIndicator and cancelOperationsButton. These views are embedded in a XIB and wired up to my view controller. I have two methods that deal with activating (showing) and deactivating (hiding) these two subviews: - (void) enableActivityIndicator { [activityIndicator startAnimating]; [cancelOperationsButton setHidden:NO]; } - (void) disableActivityIndicator { [activityIndicator stopAnimating]; [cancelOperationsButton setHidden:YES]; } By themselves, these two methods work fine. To give this a bit of polish, I'd like to add an animation that fades these subviews in and out: - (void) enableActivityIndicator { [activityIndicator startAnimating]; [cancelOperationsButton setHidden:NO]; [UIView beginAnimations:@"fadeIn" context:nil]; [UIView setAnimationDelay:0.0f]; [UIView setAnimationDuration:1.0f]; [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; activityView.alpha = 1.0f; [UIView commitAnimations]; } - (void) disableActivityIndicator { [UIView beginAnimations:@"fadeOut" context:nil]; [UIView setAnimationDelay:0.0f]; [UIView setAnimationDuration:1.0f]; [UIView setAnimationCurve:UIViewAnimationCurveEaseOut]; activityView.alpha = 0.0f; [UIView commitAnimations]; [activityIndicator stopAnimating]; [cancelOperationsButton setHidden:YES]; } But the animations are not working — the subviews just show up or disappear without the parent view's alpha property having an effect on transparency. How should I write these methods to get the fade-in, fade-out effect I am after?

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