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  • Custom UISlider Image not responding?

    - by Silent
    Hello all i have a custom image to replace the UISLider defult button image, all works fine image shows, it does not clip off. The problem is when i use the slider to move up and down the image dissapears and some how doesnt show up anymore only sometimes. could someone have a fix?

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  • How can i bind parent's property to its child's property?

    - by walkor
    I have a GroupBox, which is defined like this <ResourceDictionary xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:Groupbox" > <Style TargetType="local:GroupBox"> <Setter Property="BorderBrush" Value="DarkGray"/> <Setter Property="BorderThickness" Value="1"/> <Setter Property="Padding" Value="6"/> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="local:GroupBox"> <Grid Background="{TemplateBinding Background}"> <Grid.RowDefinitions> <RowDefinition Height="Auto"/> <RowDefinition Height="Auto"/> <RowDefinition Height="*"/> </Grid.RowDefinitions> <Border BorderThickness="{TemplateBinding BorderThickness}" Grid.Row="1" Grid.RowSpan="2" BorderBrush="{TemplateBinding BorderBrush}" CornerRadius="3"> <Border.Clip> <GeometryGroup FillRule="EvenOdd"> <RectangleGeometry x:Name="FullRect" Rect="0,0,300,200"/> <RectangleGeometry x:Name="HeaderRect" Rect="6,0,100,100"/> </GeometryGroup> </Border.Clip> </Border> <ContentPresenter Grid.Row="2" ContentTemplate="{TemplateBinding ContentTemplate}" Content="{TemplateBinding Content}" Margin="{TemplateBinding Padding}"/> <ContentControl x:Name="HeaderContainer" Margin="6,0,0,0" Grid.Row="0" Grid.RowSpan="2" HorizontalAlignment="Left"> <ContentPresenter Margin="3,0,3,0" ContentTemplate="{TemplateBinding HeaderTemplate}" Content="{TemplateBinding Header}"/> </ContentControl> </Grid> </ControlTemplate> </Setter.Value> </Setter> </Style> </ResourceDictionary> And i'm using this control like this <Controls:GroupBox x:Name="GroupBox"> <Controls:GroupBox.HeaderTemplate> <DataTemplate> <CheckBox "Header" x:Name="cbHeader"/> </DataTemplate> </Controls:GroupBox.HeaderTemplate> <Controls:GroupBox> So, well, my questions - how can i bind property IsEnabled of GroupBox to the Checkbox property IsChecked? Thanks in advance.

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  • How to do Automated UI testing for Flash

    - by Ran
    I have an actionscript 2 application that I'd like to write automated UI testing for. For example I'd like to simulate a mouse click on a button and validate that a movie-clip is displayed at the right position and in the right color... Basically, UI testing. What are the best tools available or what is the desired approach? In JavaScript there is the selenium framework which does a nice job. Any similar tool for flash?

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  • how to use vector images from adobe illustrator in flex skinning?

    - by Ankur Sharma
    hi, i have to work on skin in flex, but this time , i have to use vector images from adobe illustrator, this is very easy in case of adobe photoshop, as we have .png files, just import them in flash and make them a movie clip, and u r done with the skinnning but i m facing problem when i m copying images from adobe illustrator in to the flash, actually i have a hslider and i have to put vector skin, but when images copied on adobe flash, they lost their corners, so skinning is not perfect, i hope u got it, plzz tell me the solution of making vector skinning thanx in advance

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  • Flash: Loadmovie() in a specific width and height ?

    - by Axel
    Hi, i'm using loadmovie() to load a youtube video player inside my flash website but i want to specify the width and height so it can fit my box. This is my code: vloader.loadMovie("http://www.youtube.com/v/Alw5hs0chj0&hl=fr&fs=1hJ-mPcGtC"); I have an empty CLIP called "vloader" where i load the video player. Note: it is recommended that i get a code in Action script 1.0 Thanks

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  • How can I draw a shadow beyond a UIView's bounds?

    - by Christian
    I'm using the method described at http://stackoverflow.com/questions/805872/how-do-i-draw-a-shadow-under-a-uiview to draw shadow behind a view's content. The shadow is clipped to the view's bounds, although I disabled "Clip Subviews" in Interface Builder for the view. Is it possible to draw a shadow around a view and not only in a view? I don't want to draw the shadow inside the view because the view would receive touch events for the shadow area, which really belongs to the background.

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  • Bitmap as button?

    - by Hwang
    How to set a bitmap as a button so that i can apply button mode and mouse-event stuff on it, without adding the bitmap to a Movie Clip? var bmpFull=new Bitmap(event.currentTarget.content.bitmapData); bmpFull.smoothing=true; bmpFull.name="photo"; bmpFull.alpha=0; //fullMC.buttonMode=true; fullMC.addChild(bmpFull);

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  • What's the best way to draw a fullscreen quad in OpenGL 3.2?

    - by Phineas
    I'm doing ray casting in the fragment shader. I can think of a couple ways to draw a fullscreen quad for this purpose. Either draw a quad in clip space with the projection matrix set to the identity matrix, or use the geometry shader to turn a point into a triangle strip. The former uses immediate mode, deprecated in OpenGL 3.2. The latter I use out of novelty, but it still uses immediate mode to draw a point.

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  • CSS: Why do the border gets like this?

    - by Azzyh
    why does the border get like this, i want it around the videoclip, if i use float it do the border correctly, if i use position, then it gets like that, and i dont want to use float. #clip{ position: relative; right: 1px; border: 2px solid #FF3399; }

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  • Code Golf: Countdown Number Game

    - by Noldorin
    Challenge Here is the task, inspired by the well-known British TV game show Countdown. The challenge should be pretty clear even without any knowledge of the game, but feel free to ask for clarifications. And if you fancy seeing a clip of this game in action, check out this YouTube clip. It features the wonderful late Richard Whitely in 1997. You are given 6 numbers, chosen at random from the set {1, 2, 3, 4, 5, 6, 8, 9, 10, 25, 50, 75, 100}, and a random target number between 100 and 999. The aim is to make use the six given numbers and the four common arithmetic operations (addition, subtraction, multiplication, division; all over the rational numbers) to generate the target - or as close as possible either side. Each number may only be used once at most, while each arithmetic operator may be used any number of times (including zero.) Note that it does not matter how many numbers are used. Write a function that takes the target number and set of 6 numbers (can be represented as list/collection/array/sequence) and returns the solution in any standard numerical notation (e.g. infix, prefix, postfix). The function must always return the closest-possible result to the target, and must run in at most 1 minute on a standard PC. Note that in the case where more than one solution exists, any single solution is sufficient. Examples: {50, 100, 4, 2, 2, 4}, target 203 e.g. 100 * 2 + 2 + (4 / 4) e.g. (100 + 50) * 4 * 2 / (4 + 2) {25, 4, 9, 2, 3, 10}, target 465 e.g. (25 + 10 - 4) * (9 * 2 - 3) {9, 8, 10, 5, 9, 7), target 241 e.g. ((10 + 9) * 9 * 7) + 8) / 5 Rules Other than mentioned in the problem statement, there are no further restrictions. You may write the function in any standard language (standard I/O is not necessary). The aim as always is to solve the task with the smallest number of characters of code. Saying that, I may not simply accept the answer with the shortest code. I'll also be looking at elegance of the code and time complexity of the algorithm! My Solution I'm attempting an F# solution when I find the free time - will post it here when I have something! Format Please post all answers in the following format for the purpose of easy comparison: Language Number of characters: ??? Fully obfuscated function: (code here) Clear (ideally commented) function: (code here) Any notes on the algorithm/clever shortcuts it takes.

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  • creating timeline in vb.net

    - by testkhan
    how can i create a timeline like one in adobe premiere so that i drag a video clip directly on it and if i hit play the movie should play where the current cursor bar is .,.. just like in adobe premiere...am not trying to make any editing software am trying to just create a video player with a time line in it...please help me ....

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  • How do I refer to an instance from inside it's own code in Adobe Flash.

    - by matt1024
    In Adobe Flash, I have a movie clip that is added to the stage when the keyboard is pressed. I want it to travel across the screen and disappear once it reaches the edge of the stage. At the moment I use this but the image appears and then stops. Here is my code: addEventListener(Event.ADDED_TO_STAGE,runtime); var c = 0 function runtime(){ while(this.x<800){ this.x += 12; } removeChild(this); } Thanks

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  • Flash button not reacting at all...

    - by Jerre
    Hi, I'm making a game in Flash for school. I have a few dialog boxes that work just fine! Now I need a bigger one with more buttons and with the same code, I can't even get a trace reaction... My code: On the button itself: okButton.addEventListener(MouseEvent.CLICK,MovieClip(parent).clickMyButton); In the AS file: public function clickMyButton(event:MouseEvent) { trace("Halloooo"); } Another question: How can I close (remove from stage) a child dialog box (movie clip)

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  • Make a lives display in HUD, Flash AS3 (not text!)

    - by user40404
    I've been searching the internet all day and I can't find the answer I'm looking for. In my HUD I want to use orange dots to represent lives. The user starts off with 5 lives and every time they die, I want a dot to be removed. Pretty straight forward. So far my idea is to make a movie clip that has the five dots in a line. There would be 5 frames on the timeline (because after the last life it goes to a game over screen right away). I would have a variable set up to store the number of lives and a function to keep track of lives. So every hit of an obstacle would result in livesCounter--;. Then I would set up something like this: switch(livesCounter){ case 5: livesDisplay.gotoAndPlay(1); break; case 4: livesDisplay.gotoAndPlay(2); break; case 3: livesDisplay.gotoAndPlay(3); break; case 2: livesDisplay.gotoAndPlay(4); break; case 1: livesDisplay.gotoAndPlay(5); break; } I feel like there has to be an easier way to do this where I could just have a movie clip of a single orange dot that I could replicate across an x value based on the number of lives. Maybe the dots would be stored in an array? When the user loses a life, a dot on the right end of the line is removed. So in the end the counter would look like this: * * * * * * * * * * * * * * * (last life lost results in the end game screen) EDIT: code based on suggestions by Zhafur and Arthur Wolf White package { import flash.display.MovieClip; import flash.events.*; import flash.ui.Multitouch; import flash.ui.MultitouchInputMode; import flash.display.Sprite; import flash.text.*; import flash.utils.getTimer; public class CollisionMouse extends MovieClip{ public var mySprite:Sprite = new Sprite(); Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT; public var replacement:newSprite = new newSprite; public var score:int = 0; public var obstScore:int = -50; public var targetScore:int = 200; public var startTime:uint = 0; public var gameTime:uint; public var pauseScreen:PauseScreen = new PauseScreen(); public var hitTarget:Boolean = false; public var hitObj:Boolean = false; public var currLevel:Number = 1; public var heroLives:int = 5; public var life:Sprite; public function CollisionMouse() { mySprite.graphics.beginFill(0xff0000); mySprite.graphics.drawRect(0,0,40,40); addChild(mySprite); mySprite.x = 200; mySprite.y = 200; pauseScreen.x = stage.width/2; pauseScreen.y = stage.height/2; life = new Sprite(); life.x = 210; stage.addEventListener(MouseEvent.MOUSE_MOVE,followMouse); /*mySprite.addEventListener(TouchEvent.TOUCH_END, onTouchEnd);*/ //checkLevel(); timeCheck(); trackLives(); } public function timeCheck(){ addEventListener(Event.ENTER_FRAME, showTime); } public function showTime(e:Event) { gameTime = getTimer()-startTime; rm1_mc.timeDisplay.text = clockTime(gameTime); rm1_mc.livesDisplay.text = String(heroLives); } public function clockTime(ms:int) { var seconds:int = Math.floor(ms/1000); var minutes:int = Math.floor(seconds/60); seconds -= minutes*60; var timeString:String = minutes+":"+String(seconds+100).substr(1,2); return timeString; } public function trackLives(){ for(var i:int=0; i<heroLives; i++){ life.graphics.lineStyle(1, 0xff9900); life.graphics.beginFill(0xff9900, 1); life.graphics.drawCircle(i*15, 45, 6); life.graphics.endFill(); addChild(life); } } function followMouse(e:MouseEvent){ mySprite.x=mouseX; mySprite.y=mouseY; trackCollisions(); } function trackCollisions(){ if(mySprite.hitTestObject(rm1_mc.obst1) || mySprite.hitTestObject(rm1_mc.obst2)){ hitObjects(); } else if(mySprite.hitTestObject(rm1_mc.target_mc)){ hitTarg(); } } function hitObjects(){ addChild(replacement); mySprite.x ^= replacement.x; replacement.x ^= mySprite.x; mySprite.x ^= replacement.x; mySprite.y ^= replacement.y; replacement.y ^= mySprite.y; mySprite.y ^= replacement.y; stage.removeEventListener(MouseEvent.MOUSE_MOVE, followMouse); removeChild(mySprite); hitObj = true; checkScore(); } function hitTarg(){ addChild(replacement); mySprite.x ^= replacement.x; replacement.x ^= mySprite.x; mySprite.x ^= replacement.x; mySprite.y ^= replacement.y; replacement.y ^= mySprite.y; mySprite.y ^= replacement.y; stage.removeEventListener(MouseEvent.MOUSE_MOVE, followMouse); removeEventListener(Event.ENTER_FRAME, showTime); removeChild(mySprite); hitTarget = true; currLevel++; checkScore(); } function checkScore(){ if(hitObj){ score += obstScore; heroLives--; removeChild(life); } else if(hitTarget){ score += targetScore; } rm1_mc.scoreDisplay.text = String(score); rm1_mc.livesDisplay.text = String(heroLives); trackLives(); } } }

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  • Magic Mouse for Windows 7 (Touch Mouse)

    - by samsudeen
    Microsoft has unveiled the launch of the new product named “Touch Mouse” at the on going Consumer Electronic show (CES). This mouse allows us to do the normal mouse functions such as  Click, flick, scroll and swipe easily without using any buttons.The features of this mouse is similar to the “Magic Mouse” from Apple hence we can call this as “Microsoft’s Magic Mouse”. This mouse is designed specially for “Windows 7″ to expose the touch features of the OS as per the Microsoft’s below statement Touch Mouse brings a new dimension to Windows 7. By quickly responding to single finger gestures, it speeds up everyday tasks that are already fast in Windows 7: scrolling, panning, paging forward and back, docking, minimizing/ maximizing, showing desktop, and more. Touch Mouse also provides elegant touch functionality to non-touch Windows 7 PCs, so you can enjoy dynamic touch sensitivity at a fraction of the cost of a new PC. The below video clip explains the “Touch Mouse” features using the “Windows 7″ operating system   Touch Mouse This mouse will be launched only in June at an estimated price of $80. You can find more details about the “Touch Mouse” at the below  Microsoft web site. http://www.microsoft.com/hardware/touch-mouse/ This article titled,Magic Mouse for Windows 7 (Touch Mouse), was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Electric Dreams: Picking Out a Vintage 1980s Computer [Video]

    - by Jason Fitzpatrick
    What if you had to pick out a 1980s era computer for use in your home today? BBC show Electric Dreams walks us through the history with a “time traveling” family. Electric Dreams is a show based on the novel premise that an average British family is starting, technologically speaking, in the 1970s and progressing over a month to the year 2000–restricted each step of the way to using technology available only in the era they are emulating. In the above video clip they’ve reached 1982 and visit the National Museum of Computing to pick out a vintage computer. It’s interesting to see the kids interact with the computer and experience programming for, presumably, the first time. Have a vintage computer memory (mine is programming on a Timex Sinclair); let’s hear about it in the comments. Electric Dreams – The 1980s ‘The Micro Home Computer Of 1982′ [via O'Reilly Radar] How To Encrypt Your Cloud-Based Drive with BoxcryptorHTG Explains: Photography with Film-Based CamerasHow to Clean Your Dirty Smartphone (Without Breaking Something)

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  • Problem loading shaders with slimdx

    - by Levi
    I'm attempting to load an FX file in slimdx, I've got this exact FX file loading and compiling fine with XNA 4.0 but I'm getting errors with slimdx, here's my code to load it. using SlimDX.Direct3D11; using SlimDX.D3DCompiler; public static Effect LoadFXShader(string path) { Effect shader; using (var bytecode = ShaderBytecode.CompileFromFile(path, null, "fx_2_0", ShaderFlags.None, EffectFlags.None)) shader = new Effect(Devices.GPU.GraphicsDevice, bytecode); return shader; } Here's the shader: #define TEXTURE_TILE_SIZE 16 struct VertexToPixel { float4 Position : POSITION; float2 TextureCoords: TEXCOORD1; }; struct PixelToFrame { float4 Color : COLOR0; }; //------- Constants -------- float4x4 xView; float4x4 xProjection; float4x4 xWorld; float4x4 preViewProjection; //float random; //------- Texture Samplers -------- Texture TextureAtlas; sampler TextureSampler = sampler_state { texture = <TextureAtlas>; magfilter = Point; minfilter = point; mipfilter=linear; AddressU = mirror; AddressV = mirror;}; //------- Technique: Textured -------- VertexToPixel TexturedVS( byte4 inPos : POSITION, float2 inTexCoords: TEXCOORD0) { inPos.w = 1; VertexToPixel Output = (VertexToPixel)0; float4x4 preViewProjection = mul (xView, xProjection); float4x4 preWorldViewProjection = mul (xWorld, preViewProjection); Output.Position = mul(inPos, preWorldViewProjection); Output.TextureCoords = inTexCoords / TEXTURE_TILE_SIZE; return Output; } PixelToFrame TexturedPS(VertexToPixel PSIn) { PixelToFrame Output = (PixelToFrame)0; Output.Color = tex2D(TextureSampler, PSIn.TextureCoords); if(Output.Color.a != 1) clip(-1); return Output; } technique Textured { pass Pass0 { VertexShader = compile vs_2_0 TexturedVS(); PixelShader = compile ps_2_0 TexturedPS(); } } Now this exact shader works fine in XNA, but in slimdx I get the error ChunkDefault.fx(28,27): error X3000: unrecognized identifier 'byte4'

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  • Split section of video with ffmpeg

    - by Rob
    I've been trying to get this to work and I'm really close, but something still isn't right. I have a 14 second clip I'm trying to cut out of a longer mp4 video. I got the video to cut to the right place with this command: ffmpeg -ss 00:05:13.0 -i ~/videos/trim_me.mp4 -vcodec h264 -acodec copy -t 00:00:14.0 ~/videos/trimmed.mp4 If I didn't specify -vcodec it was starting from an "I-Frame" (I guess) and wasn't the right place. The audio is starting from that spot as well, so I tried setting -acodec the same way: ffmpeg -ss 00:05:13.0 -i ~/videos/trim_me.mp4 -vcodec h264 -acodec aac -ac 2 -ab 225k -ar 48000 -strict -2 -t 00:00:14.0 ~/videos/trimmed.mp4 Which doesn't really help much. Setting -async 1 makes it take longer, and then the audio does match up, but not until 4 seconds into the video. :/ I'd ideally not like to install anything else and have a commandline solution for this.

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