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  • Plugins not working in Eclipse on Windows 7 64-bit

    - by MobileDev852
    On my brand new Windows 7 machine, I downloaded Eclipse (Galileo) and several Eclipse plugins (Android's ADT plugin, Subclipse, etc.) After rebooting, neither of these plugins are showing up in the IDE (nothing in the preferences, menus, etc.) but if I click "Installation Details" in the 'About Eclipse' popup, I see all of the plugins listed as Installed Software. (ex. Android DDMS 0.9.5, Subclipse 1.6.5, etc.) How do I get my plugins to work?

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  • I'm working on Peano Axioms in Agda and I've hit a bit of a sticking point

    - by Schroedinger
    PA6 : ?{m n} -> m = n -> n = m is the axiom I am trying to solve and support, I've tried using a cong (from the core library) but am having troubles with the cong constructor PA6 = cong gets me nowhere, I know for cong I am required to supply a refl for equality and a type, but I'm, not sure what type I'm supposed to supply. Ideas? This is for a small assignment at University, so I'd rather someone demonstrate what I've missed rather than write the acutual answer, but I'd appreciate any degree of support.

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  • images are getting clipped when Jquery animate opacity is used in IE

    - by Raja
    I use the function given below: function rotate() { //Get the first image var current = ($('div#rotator ul li.show') ? $('div#rotator ul li.show') : $('div#rotator ul li:first')); //Get next image, when it reaches the end, rotate it back to the first image var next = ((current.next().length) ? ((current.next().hasClass('show')) ? $('div#rotator ul li:first') : current.next()) : $('div#rotator ul li:first')); //Set the fade in effect for the next image, the show class has higher z-index next.css({ opacity: 0.0 }) .addClass('show') .animate({ opacity: 1.0 }, 1000); //Hide the current image current.animate({ opacity: 0.0 }, 1000) .removeClass('show'); }; It does a slide show of images. It works perfect on Firefox and Google Chrome but clips the images in IE 7 and IE 8. Any help is much appreciated. Thanks in advance.

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  • bit manipulation in java

    - by sarav
    I have a fragment of bytes in a byte[]. The total size of the array is 4 and I want to convert this into a positive long number. For example if the byte array is having four bytes 101, 110, 10, 1 then i want to get the long number represented by binary sequence 00000000 00000000 00000000 00000000 00000101 00000110 00000010 00000001 which equals 84279809 What is the efficient way to do that in Java?

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  • glitchy stuttery iphone game loop

    - by Adam
    This is a problem I've been trying to solve for a few days now, and I've looked at the various solutions on stackoverflow and nothing has really seemed to work for me. I'm making an iPhone game with OpenGLES graphics and accelerometer input, at this point it's very simple, but the rendering is already pretty bad... it stutters and seems to jump back or forward in time. It doesn't happen a lot, but it happens enough to be a problem. I mean, who wants to play a game where a bullet gets magically transported into the player, and then it's game over? No one. I've tried using NSTimer for the game loop, I've tried using a separate thread (with a frame rate and continuously) I've tried using different frame rates, from 30FPS to 60FPS (It seems to have a max frame rate around 45FPS, but no problems at 30FPS) I've tried using timeIntervalSince1970 and CFGetAbsoluteTime to measure loop time, with no noticeable diffence Anyone have any ideas on what is the best way to get this looking better? One of the posts I've read suggested running the simulation at a fixed frame rate and then just render as fast as possible, does that seem like a good idea?

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  • Ways std::stringstream can set fail/bad bit?

    - by Evan Teran
    A common piece of code I use for simple string splitting looks like this: inline std::vector<std::string> split(const std::string &s, char delim) { std::vector<std::string> elems; std::stringstream ss(s); std::string item; while(std::getline(ss, item, delim)) { elems.push_back(item); } return elems; } Someone mentioned that this will silently "swallow" errors occurring in std::getline. And of course I agree that's the case. But it occurred to me, what could possibly go wrong here in practice that I would need to worry about. basically it all boils down to this: inline std::vector<std::string> split(const std::string &s, char delim) { std::vector<std::string> elems; std::stringstream ss(s); std::string item; while(std::getline(ss, item, delim)) { elems.push_back(item); } if(ss.fail()) { // *** How did we get here!? *** } return elems; } A stringstream is backed by a string, so we don't have to worry about any of the issues associated with reading from a file. There is no type conversion going on here since getline simply reads until it sees a newline or EOF. So we can't get any of the errors that something like boost::lexical_cast has to worry about. I simply can't think of something besides failing to allocate enough memory that could go wrong, but that'll just throw a std::bad_alloc well before the std::getline even takes place. What am I missing?

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  • Please Critique Code (Java, Java2D, javax.swing.Timer)

    - by Trizicus
    Learn by practice right? Please critique and suggest anything! Thanks :) import java.awt.EventQueue; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import java.awt.event.MouseMotionListener; import javax.swing.JFrame; public class MainWindow { public static void main(String[] args) { new MainWindow(); } JFrame frame; GraphicsPanel gp = new GraphicsPanel(); MainWindow() { EventQueue.invokeLater(new Runnable() { public void run() { frame = new JFrame("Graphics Practice"); frame.setSize(680, 420); frame.setVisible(true); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); gp.addMouseListener(new MouseListener() { public void mouseClicked(MouseEvent e) {} public void mousePressed(MouseEvent e) {} public void mouseReleased(MouseEvent e) {} public void mouseEntered(MouseEvent e) {} public void mouseExited(MouseEvent e) {} }); gp.addMouseMotionListener(new MouseMotionListener() { public void mouseDragged(MouseEvent e) {} public void mouseMoved(MouseEvent e) {} }); frame.add(gp); } }); } } GraphicsPanel: import java.awt.BorderLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import javax.swing.JPanel; import javax.swing.Timer; public class GraphicsPanel extends JPanel { Test t; Timer test; GraphicsPanel() { t = new Test(); setLayout(new BorderLayout()); add(t, BorderLayout.CENTER); test = new Timer(17, new Gameloop(this)); test.start(); } class Gameloop implements ActionListener { GraphicsPanel gp; Gameloop(GraphicsPanel gp) { this.gp = gp; } public void actionPerformed(ActionEvent e) { try { t.incX(); gp.repaint(); } catch (Exception ez) { } } } } Test: import java.awt.Color; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Toolkit; import javax.swing.JComponent; public class Test extends JComponent { Toolkit tk; Image img; int x, y; Test() { tk = Toolkit.getDefaultToolkit(); img = tk.getImage(getClass().getResource("images.jpg")); this.setPreferredSize(new Dimension(15, 15)); } @Override public void paintComponent(Graphics g) { super.paintComponent(g); Graphics2D g2d = (Graphics2D) g.create(); g2d.setColor(Color.red); g2d.drawString("x: " + x, 350, 50); g2d.drawImage(img, x, 80, null); g2d.dispose(); } public void incX() { x++; } }

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  • Animate multiple UIView in a cicle

    - by Giovanni
    Hi all, i'm creating a card game on iphone. My problem is that i want to animate the cards at the beginning of the game making the cards animate from a point to another point in a deck. I move my cards that are UIView, in afor cicle. this is what i do With this code, alla tha cards move together, i need to move the cards separately one after another CGPoint point; // Create the deck of playing cards for (int i = 0; i < 28; i++) { CardView *aCardView = [self.mazzo objectAtIndex:i]; point.x = -100; point.y = 200; aCardView.center = point; aCardView.zPosition = i; [self.viewGioco addSubview:aCardView]; [aCardView release]; //Here i call the method to position the card [aCardView positionCard]; } in the card view there are this methods -(void)positionCard{ [self performSelector:@selector(_positionCard) withObject:nil afterDelay:0.0]; } -(void)_positionCard{ [UIView beginAnimations:@"posizionacarta" context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; [UIView setAnimationDuration:0.3f]; CGPoint point; point.x = 280 + ((arc4random() % 2) - 1); point.y = 240 + ((arc4random() % 2) - 1); self.center = point; [UIView commitAnimations]; [self setNeedsLayout]; }

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  • flex: how to Make two resize effect at the same time

    - by 123quatre
    Hy, Is it possible to resize the application at the same moment when the Accordion size change, to make effect resize og the last one synchronised with resize of Application ? In my code,, the Application is resized after the resize of Accordion is completed: <?xml version="1.0" encoding="utf-8"?> <mx:Application xmlns:mx="http://www.adobe.com/2006/mxml" layout="absolute" minWidth="400" minHeight="300" backgroundColor="white" horizontalScrollPolicy="off" verticalScrollPolicy="off" mouseDown="stage.nativeWindow.startMove()"> <mx:Resize id="expand" target="{application}" heightTo="{acc01.height}"/> <mx:Accordion id="acc01" x="0" y="0" resizeToContent="true" resize="expand.play();" horizontalScrollPolicy="off" verticalScrollPolicy="off"> <mx:VBox label="Accordion Pane 1" width="100%" height="100%"> <mx:Label text="hello"/> <mx:Label text="hello"/> <mx:Label text="hello"/> <mx:Label text="hello"/> </mx:VBox> <mx:VBox label="Panel 2" width="100%" height="100%"> <mx:Label text="hello"/> <mx:Label text="hello"/> </mx:VBox> <mx:VBox label="Panel 3" width="100%" height="100%"> <mx:Label text="hello"/> <mx:Label text="hello"/> </mx:VBox> <mx:VBox label="Panel 4" width="100%" height="100%"> <mx:Label text="hello"/> <mx:Label text="hello"/> </mx:VBox> </mx:Accordion> </mx:Application>

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  • jQuery slide effect

    - by Ayrton
    Hi I'm looking for a slide effect for a navigation. But in my opinion the slide effect of jQuery is a little strange, or doesn't really fit my needs. The list items kind of appear but aren't animated (the container is only animated) when I apply the slideDown,slideUp,toggleSlide effect. I would like to have the list items animated as well. I've found an example of this: http://www.creative-exposure.co.uk/ If you someone could help me out, I would really appreciate it. yours truthfully

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  • Issue with CAAnimation and CALayer Transforms

    - by Brian
    I have a CALayer that I want to animate across the screen. I have created two methods: one slide open the layer and one to slide close. These both work by assigning a property to the layer's transform property. Now I want to use a CAKeyFrameAnimation to slide open the layer. I got this working so the layer slides open, but now I can't slide the layer close using my old method. I am trying to figure out why this is. Any help would be great. Code: - (id)init { if( self = [super init] ) { bIsOpen = NO; closeTransform = self.transform; openTransform = CATransform3DMakeTranslation(-235.0, 0.0, 0.0); } return self; } - (void)closeMenu { if( bIsOpen ) { self.transform = closeTransform; bIsOpen = !bIsOpen; } } - (void)openMenu { if( !bIsOpen ) { CAKeyframeAnimation *closeAnimation = [CAKeyframeAnimation animationWithKeyPath:@"transform"]; closeAnimation.duration = 1.0; closeAnimation.removedOnCompletion = NO; closeAnimation.fillMode = kCAFillModeForwards; closeAnimation.values = [NSArray arrayWithObjects:[NSValue valueWithCATransform3D:closeTransform],[NSValue valueWithCATransform3D:openTransform],nil]; closeAnimation.timingFunctions = [NSArray arrayWithObject:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]]; [self addAnimation:closeAnimation forKey:@"transform"]; bIsOpen = !bIsOpen; } }

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  • Removing all CALayer's sublayers

    - by radex
    Hi. I have trouble with deleting all layer's sublayers. I do this manually, but it's unwanted code clutter. I found many topics about this in google, but no answer. I tried to do something like this: for(CALayer *layer in rootLayer.sublayers) { [layer removeFromSublayer]; } but it didn't work. Also, i tried to clone rootLayer.sublayers into separate NSArray, but result was the same. Any ideas? regards, radex PS. sorry for my English. Edit: I thought it works now, but I was wrong. It works good with CALayers, but it doesn't work with CATextLayers. Any ideas?

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  • Good way to make animations with cocos2d?

    - by Johnny Oin
    Hi there, I'm making a little iphone game, and I would get some clues. Let's imagine: Two background sprites moving pretty fast from right to left, and moving up and down with accelerometer. I guess I can't use animations here, cause the movement of the background is recalculated at each frame. So I use a schedule with an interval of 0.025s and move my sprites at each clock with a : sprite.position = ccp(x, y); So here is my problem: the result is laggy, with only these two sprites. I tried both declaring sprites in the header, and getting them with CCNodes and Tags. It's quite the same. So if someone can give me a hint on what is the best way to do that, that would be so nice. I wonder if the problem can't be the fact that sprites are moving very fast, but i'm not sure. Anyway, thanks for your time. J.

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  • Animating list items with jQuery

    - by Giles B
    Hi Guys, Im trying to find the best way of animating a list of items one by one. So for example I have a UL with 7 items in it and when my trigger element is clicked I want each item to fade in one below the other with a slight delay between each item. Any ideas would be most appreciated. Thanks

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  • How to change the font size gradually in a UILabel?

    - by Flocked
    Hello, is there a way to change the font size gradually in a UILabel? I tried it with: [UIView beginAnimations:@"foo" context:nil]; [UIView setAnimationDuration:0.8]; uiLabel.font = [UIFont boldSystemFontOfSize:144]; [UIView commitAnimations]; The problem is that the change of the font size happens instantly.

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  • Unable to launch onscreen keyboard (osk.exe) from a 32-bit process on Win7 x64

    - by Steven Robbins
    90% of the time I am unable to launch osk.exe from a 32bit process on Win7 x64. Originally the code was just using: Process.Launch("osk.exe"); Which won't work on x64 because of the directory virtualization. Not a problem I thought, I'll just disable virtualization, launch the app, and enable it again, which I thought was the correct way to do things. I also added some code to bring the keyboard back up if it has been minimized (which works fine) - the code (in a sample WPF app) now looks as follows: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Imaging; using System.Windows.Navigation;using System.Diagnostics; using System.Runtime.InteropServices; namespace KeyboardTest { /// <summary> /// Interaction logic for MainWindow.xaml /// </summary> public partial class MainWindow : Window { [DllImport("kernel32.dll", SetLastError = true)] private static extern bool Wow64DisableWow64FsRedirection(ref IntPtr ptr); [DllImport("kernel32.dll", SetLastError = true)] public static extern bool Wow64RevertWow64FsRedirection(IntPtr ptr); private const UInt32 WM_SYSCOMMAND = 0x112; private const UInt32 SC_RESTORE = 0xf120; [DllImport("user32.dll", CharSet = CharSet.Auto)] static extern IntPtr SendMessage(IntPtr hWnd, UInt32 Msg, IntPtr wParam, IntPtr lParam); private string OnScreenKeyboadApplication = "osk.exe"; public MainWindow() { InitializeComponent(); } private void KeyboardButton_Click(object sender, RoutedEventArgs e) { // Get the name of the On screen keyboard string processName = System.IO.Path.GetFileNameWithoutExtension(OnScreenKeyboadApplication); // Check whether the application is not running var query = from process in Process.GetProcesses() where process.ProcessName == processName select process; var keyboardProcess = query.FirstOrDefault(); // launch it if it doesn't exist if (keyboardProcess == null) { IntPtr ptr = new IntPtr(); ; bool sucessfullyDisabledWow64Redirect = false; // Disable x64 directory virtualization if we're on x64, // otherwise keyboard launch will fail. if (System.Environment.Is64BitOperatingSystem) { sucessfullyDisabledWow64Redirect = Wow64DisableWow64FsRedirection(ref ptr); } // osk.exe is in windows/system folder. So we can directky call it without path using (Process osk = new Process()) { osk.StartInfo.FileName = OnScreenKeyboadApplication; osk.Start(); osk.WaitForInputIdle(2000); } // Re-enable directory virtualisation if it was disabled. if (System.Environment.Is64BitOperatingSystem) if (sucessfullyDisabledWow64Redirect) Wow64RevertWow64FsRedirection(ptr); } else { // Bring keyboard to the front if it's already running var windowHandle = keyboardProcess.MainWindowHandle; SendMessage(windowHandle, WM_SYSCOMMAND, new IntPtr(SC_RESTORE), new IntPtr(0)); } } } } But this code, most of the time, throws the following exception on osk.Start(): The specified procedure could not be found at System.Diagnostics.Process.StartWithShellExecuteEx(ProcessStartInfo startInfo) I've tried putting long Thread.Sleep commands in around the osk.Start line, just to make sure it wasn't a race condition, but the same problem persists. Can anyone spot where I'm doing something wrong, or provide an alternative solution for this? It seems to work fine launching Notepad, it just won't play ball with the onscreen keyboard.

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  • jQuery Animate Inconsistencies between Browsers

    - by silent1mezzo
    I'm trying to figure out why this works in FireFox, Chrome but not in IE and not properly in Safari and Opera (you can view it working at http://41six.com/about/) HTML: <div id="menu"> <ul> <li> <a href="/" class="home" title="Home" alt="fortyonesix">&nbsp;</a> <div id='home-hover'>Home Page</div> </li> </ul> </div> CSS: #menu .home { display:block; height:24px; width:24px; background-image: url('../images/Home.png'); } #home-hover { position:fixed; padding: 3px 0 3px 10px; left:40px; top:125px; width: 100px; height: 20px; background-color:#000; color: #fff; z-index:9999; opacity: .9; filter: alpha(opacity=90); -ms-filter:"progid:DXImageTransform.Microsoft.Alpha(Opacity=90)"; -moz-border-radius-topright: 5px; -webkit-border-top-right-radius: 5px; -moz-border-radius-bottomright: 5px; -webkit-border-top-bottom-radius: 5px; display:none; } JQuery: $('.home').hover(function() { $('#home-hover').animate({width:'toggle'},200); }, function() { $('#home-hover').animate({width:'toggle'},200); }); It's definitely not pretty but I'm not sure why its not working for Safari, Opera and IE

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  • What would you recommend to do simple 2D Graphics?

    - by Tom Ritter
    I want to build a program that will (as part of what it's doing) display lines organically growing and interacting horizontally across the screen. Here's a sample image, just imagine the lines sprouting from the left and growing to the right: The lines would look like the lines used on Google Maps Transit Overlay or OnNYTurf's transit pages. It's a personal project, so I'm open to just about any language and library combination. But I don't know where to start. What have you used in the past to create graphics that are similar to this? What would you recommend? I want it to run on Windows without any extras needed (.Net is fine), and it doesn't have to run elsewhere. I needs to run as an actual program, not javascript in the browser. There's obviously no 'right' answer to this, but the purpose isn't to start an argument about X better than Y but rather just find a list of graphics toolkits that do simple 2D graphics that people recommend because of their ease of use or community or whatever.

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