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  • FLex MouseEvent doesn't fire when Mouse stays over element

    - by Tomaszewski
    Hi, i'm trying to make a scrollable box, when a mouse enters and STAYS on "wrapper"'s area, "pubsBox" moves 10 pixels to the left. <mx:Canvas id="wrapper" height="80" width="750"> <mx:HBox id="pubsBox" horizontalGap="10" height="80" width="100%" /> </mx:Canvas> My problem is that I'm not sure how to make the MouseEvent.MOUSE_OVER work, to recognize that the mouse is still ON the area and so pubsBox should continue to move 10 pixels to the left every second. I understand that i have to use a Timer, but what I'm concerned about is the fact that I can't get Flex to recognize that the mouse is still OVER "wrapper" and continue firing the event. Any ideas?

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  • how to create a 2 column to seperate label and input element in a form

    - by Blankman
    My form looks like: ** <p><label>first name</label><input type=text name=fn /></p> <p><label>last name</label><input type=text name=ln /></p> </div> <div id="rightform"> <p><label>state</label><input type=text name=state /></p> <p><label>city</label><input type=text name=city /></p> </div> ** I want the layout so all the labels line up on the left (with the label text right-aligned), and the input box all lined up, floating to the left. So the form should look like: asdf-label INPUTBOX 123-label INPUTBOX yet-another-label INPUTBOX There will be another form on the right side of the above form (with the id=#rightform) Really confused how to do this properly...

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  • ASP.Net master page scrollbar question

    - by Stephen Falken
    Like happens to all of us sometimes, I inherited some crappy code I have to fix. We need to center our pages on widescreen machines, so we have a master page layout div like so: .MasterLayout { width:1100px; height: 100%; position:absolute; left:50%; margin-left:-550px; vertical-align:top; } I removed most of the detailed attributes for readability here, but here's how the table for the master page is laid out: <table border="0" cellpadding="0" cellspacing="0" style="width: 100%;"> <tr> <td style="width: 100%" align="center" colspan="2"> </td> </tr> <tr> <td colspan="2" style="height: 20px; background-color: #333;"> <asp:SiteMapPath/> </td> </tr> <tr> <td style="width: 86px; height: 650px; background-color: #B5C7DE; margin: 6px;" valign="top"> <asp:Menu /> <asp:SiteMapDataSource /> </td> <td style="background-color:#ffffff; margin:5px; width:1000px;" valign="top"> <asp:contentplaceholder id="ContentPlaceHolder1" runat="server"/> </td> </tr> </table> When resizing the browser window, the horizontal scrollbar only reaches as far as the left edge of the <asp:contentplaceholder/> control, and the <asp:menu/> that's in the 86px wide <td> is hidden. How can I fix this problem? THANKS IN ADVANCE

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  • Best practice No1: inline search layout across browsers

    - by Sixfoot Studio
    Ok, I have managed to fix my version of this example using a multitude of hacks and I would like to see how others would tackle this problem making this cross-browser compatible without too many hacks. <div class="searchDiv"> <img src="Images/left.gif" class="left" height="19" width="3" /> <input id="TextBox" type="text" class="searchField" /> <img src="Images/right.gif" height="19"width="3" class="right" /> <a href="" class="submit">Submit</a> <img src="Images/box-arrow.gif" class="linkArrow" width="8" height="14" /> </div> I am using a Transitional DTD in my example. Based on the everyone else's CSS examples, comments and answers I will make the final vote. I'd love to see more of these scenarios come up so that people have a library of "best practice" methods which they can find on SO. Good luck

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  • Algorithm to fill slots

    - by Peter Lang
    I am searching for an algorithm to fill several slots, which are already filled to some level. The current levels and the available quantity to fill are known Resulting levels should be as equal as possible, but existing level cannot be reduced Slots are filled from left to right, so left slots get higher level if equal level is impossible       The image above shows six examples, each column represents a slot. The grey area is already filled, the blue are is the expected position of the new elements. I could iterate through my slots and increase the quantity on the lowest slot by 1 until the available quantity is consumed, but I wonder about how to actually calculate the new filling levels. I am going to implement this with SQL/PL/SQL, other code is just as welcome though :)

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  • iphone sdk: finding the direction of scrolling in UIScrollView

    - by Alex1987
    I have a UIScrollView with only horizontal scrolling allowed, and I would like to know which direction (left, right) the user scrolls. What I did was to subclass the UIScrollView and override the touchesMoved method: - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesMoved:touches withEvent:event]; UITouch *touch = [touches anyObject]; float now = [touch locationInView:self].x; float before = [touch previousLocationInView:self].x; NSLog(@"%f %f", before, now); if (now > before){ right = NO; NSLog(@"LEFT"); } else{ right = YES; NSLog(@"RIGHT"); } } But this method sometimes doesn't get called at all when I move. What do you think?

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  • simple float issue on wordpress blog

    - by JCHASE11
    I am modifying a wordpress theme completely, and have run into one very simple problem. Please look at my page here: wordpress blog When you scroll down, you can see the one blank area under the first post. For some reason, that block isn't floating left. Each post has the following css that fits in a 645px container: .home-post-wrap { width: 285px; margin:0; float: left; background-color: #FFF; padding: 15px; overflow: hidden; border-bottom:1px dotted #C5C5C5; border-right:1px dotted #C5C5C5; } Any idea on how to make the page flow correctly here?

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  • Check if value of textbox extended with MaskedEditExtender is valid?

    - by Ismail S
    Below is my code: <asp:TextBox ID="FromDateTextBox" runat="server" /> <asp:ImageButton ID="FromDateImageButton" runat="server" ImageUrl="~/images/calander.png" /> <ajaxkit:CalendarExtender ID="FromDate" runat="server" TargetControlID="FromDateTextBox" CssClass="CalanderControl" PopupButtonID="FromDateImageButton" Enabled="True" /> <ajaxkit:MaskedEditExtender id="FromDateMaskedEditExtender" runat="server" targetcontrolid="FromDateTextBox" Mask="99/99/9999" messagevalidatortip="true" onfocuscssclass="MaskedEditFocus" oninvalidcssclass="MaskedEditError" masktype="Date" displaymoney="Left" acceptnegative="Left" errortooltipenabled="True" /> <ajaxkit:MaskedEditValidator id="FromDateMaskedEditValidator" runat="server" controlextender="FromDateMaskedEditExtender" controltovalidate="FromDateTextBox" emptyvaluemessage="Date is required" invalidvaluemessage="Date is invalid" display="Dynamic" tooltipmessage="Input a date" emptyvalueblurredtext="*" invalidvalueblurredmessage="*" validationgroup="MKE" /> I've set Culture="auto" UICulture="auto" in @Page directive and EnableScriptGlobalization="true" EnableScriptLocalization="true" in script manager to have client culture specific date format in my textbox. I also have a Go button on my page on which I will do a partial post back. So, I want to validate the FromDateTextBox in javascript when the Go button is clicked.

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  • Making footer image stick to bottom of web browser or page

    - by Slyphee
    Hello, I know this has been asked alot of times in the past but for the life of me I can't seem to get any of the other solutions to work. What I'm trying to do is to get the footer (which is an image that repeats across the width of the page) to stick to the bottom of the browser when there isn't enough content to naturally push it to the bottom of the page and when there IS enough content to push it to the bottom it does just that. An example is the one at http://www.themaninblue.com/experiment/footerStickAlt/good_example_short.htm which does exactly what I want but I can't get to work either. The code that I've currently got implemented makes the footer stick to a certain section of the page with text going under it. You can see it at sourcectrl.co.uk but its not much to look at. Heres the code for your viewing pleasure. html, body { font: 100% Arial, Helvetica, sans-serif; height: 100%; color: #597347; margin: 0; padding: 0; background: #573909; } header { display: block; position: relative; top: 0; left: 0; width: 100%; height: 66px; background: url(../images/FillerPage_01.gif) repeat-x left bottom; } section { width: 940px; margin: 0 auto; font-size: 1.4em; overflow: auto; min-height: 100%; height: auto !important; height: 100%; margin-bottom: 87px; position: relative; padding-bottom: 90px; } footer { display:block; position: absolute; bottom: 0; width: 100%; height: 87px; background: url(../images/FillerPage_08.gif) repeat-x left bottom; } Sorry if it seems messy! I'd just like to know if I'm heading in the right direction or theres something I'm just not getting? Oh yeah I'm trying to do all of this with the html 5 markup which is why there is no #footer and the like (could this be why none of the solutions work?). If anyone could give me any help or guidance I'd be soooooo grateful.

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  • Yii - Custom GridView with Multiple Tables

    - by savinger
    So, I've extended GridView to include an Advanced Search feature tailored to the needs of my organization. Filter - lets you show/hide columns in the table, and you can also reorder columns by dragging the little drag icon to the left of each item. Sort - Allows for the selection of multiple columns, specify Ascending or Descending. Search - Select your column and insert search parameters. Operators tailored to data type of selected column. Version 1 works, albeit slowly. Basically, I had my hands in the inner workings of CGridView, where I snatch the results from the DataProvider and do the searching and sorting in PHP before rendering the table contents. Now writing Version 2, where I aim to focus on clever CDbCriteria creation, allowing MySQL to do the heavy lifting so it will run quicker. The implementation is trivial when dealing with a single database table. The difficulty arises when I'm dealing with 2 or more tables... For example, if the user intends to search on a field that is a STAT relation, I need that relation to be present in my query. Here's the question. How do I assure that Yii includes all with relations in my query so that I include comparisons? I've included all my relations with my criteria in the model's search function and I've tried CDbCriteria's together ... public function search() { $criteria=new CDbCriteria; $criteria->compare('id', $this->id); $criteria->compare( ... ... $criteria->with = array('relation1','relation2','relation3'); $criteria->together = true; return new CActiveDataProvider( get_class($this), array( 'criteria'=>$criteria, 'pagination' => array('pageSize' => 50) ));} But I still get errors like this... CDbCommand failed to execute the SQL statement: SQLSTATE[42S22]: Column not found: 1054 Unknown column 't.relation3' in 'where clause'. The SQL statement executed was: SELECT COUNT(DISTINCT `t`.`id`) FROM `table` `t` LEFT OUTER JOIN `relation_table` `relation0` ON (`t`.`id`=`relation0`.`id`) LEFT OUTER JOIN `relation_table` `relation1` ON (`t`.`id`=`relation1`.`id`) WHERE (`t`.`relation3` < 1234567890) Where relation0 and relation1 are BELONGS_TO relations, but any STAT relations are missing. Furthermore, why is the query a SELECT COUNT(DISTINCT 't'.'id') ?

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  • Can’t tap button after interface rotation

    - by zoul
    Hello! I’ve got a view that has to be presented both in landscape and portrait. The transition between different orientations is done by repositioning and resizing the subviews. One of the subviews is a button (plain UIButton with an image background). When the interface rotates to landscape, the button starts misbehaving – it can only be tapped on its left part, the right part does not respond. When I move the button a bit to the left, the tappable part grows. The button should not be obscured by any other view, it’s clearly visible. When I override the hitTest:withEvent: method in the parent view, I see that the taps in the “numb” part of the button result in nil being returned. I think I have seen this behaviour once before, but unfortunately I’ve forgotten the source of the problem :) Any help?

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  • MSDN "pseudoframe"

    - by bobobobo
    So, I'm trying to replicate MSDN "pseudoframes" here. Their pages are laid out like they're using an old-school frameset, but inspecting their elements with firebug reveals they've done this with purely div's. Here's my attempt at it. Its not perfect though, it only works in Chrome and Firefox, it has this weird highlight select behavior that I don't like, any takers? <!doctype html> <html> <head> <title>msdn "pseudoframe"</title> <style> body { background-color: #aaa; margin: 0; padding: 0; } div#pseudoframe, div#main { border: solid 1px black; background-color: #fff; } div#pseudoframe { position: absolute; left: 0; width: 180px; height: 100%; overflow-x: auto; overflow-y: none; } div#sizeMod { background-color: #a0a; position: absolute; left: 220px; height: 100%; cursor: e-resize; } div#main { font-weight: bold; font-size: 2em; padding: 24px; margin-left: 224px; } </style> <script type="text/javascript"> function initialize() { // get the pseudoframe and attach an event to the mouse flyover. var pf = document.getElementById('pseudoframe'); var main = document.getElementById('main'); var resize = document.getElementById( 'sizeMod' ); pf['onmouseover'] = function( event ) { event = event || window.event; var el = event.srcElement || event.target ; // are we within 5 px of the border? if we are, // change the mouse cursor to resize. }; pf['onscroll'] = function( event ) { event = event || window.event; var el = event.srcElement || event.target ; var sizeMod = document.getElementById( 'sizeMod' ); //alert( el.scrollLeft ); sizeMod.style.right = '-' + (el.scrollLeft) + 'px'; //alert( sizeMod.style.right ); // are we within 5 px of the border? if we are, // change the mouse cursor to resize. }; resize['onmousedown'] = function( event ) { event = event || window.event; var el = event.srcElement || event.target ; window.lockResize = true; }; window['onmouseup'] = function( event ) { event = event || window.event; var el = event.srcElement || event.target ; window.lockResize = false; //release on any mouse up event //alert('unlocked'); }; window['onmousemove'] = function( event ) { event = event || window.event; var el = event.srcElement || event.target ; if( window.lockResize == true ) { // resize. get client x and y. var x = event.clientX; var y = event.clientY; pf.style.width = x + 'px'; resize.style.left = x + 'px'; main.style.marginLeft = x + 'px'; //alert( pf.style.width ); event.stopPropagation(); event.preventDefault(); return false; } }; } </script> </head> <body onload=" initialize(); "> <div id="pseudoframe"> <ul> <li>Code</li> <li>MICROSOFT CODE <ul> <li>WINDOWS XP SOURCE</li> <li>WINDOWS VISTA SOURCE</li> <li>WINDOWS 7 SOURCE</li> <li>WINDOWS 8 SOURCE</li> </ul> </li> <li>DOWNLOAD ALL MICROSOFT CODE EVER WRITTEN</li> <li>DOWNLOAD ALL MAC OS CODE EVER WRITTEN</li> <li>DOWNLOAD ALL AMIGA GAME CONSOLE CODE</li> <li>DOWNLOAD ALL CODE EVER WRITTEN PERIOD</li> </ul> </div> <div id="sizeMod">&nbsp;&nbsp;</div> <div id="main"> lorem ipsum microsoft pseudoframe lorem ipsum microsoft pseudoframe lorem ipsum microsoft pseudoframe lorem ipsum microsoft pseudoframe lorem ipsum microsoft pseudoframe lorem ipsum microsoft pseudoframe lorem ipsum microsoft pseudoframe lorem ipsum microsoft pseudoframe lorem ipsum microsoft pseudoframe </div> </body> </html>

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  • Automatic CSS Preview Generator - Have css file, want to automatically generate html to preview styl

    - by Marcel Chastain
    I have a fairly large CSS file developed by my web designer. There are, of course, plenty of IDs, classes and tag properties assigned therein. Are there any tools to automatically generate HTML based on a CSS source file? For example: #basicInfoHead{ background:url(../images/leftHeaders.jpg) no-repeat; margin-left: 0px; width:185px; height:28px; } #basicInfoHead span{ float: left; } Would generate <div id=basicInfoHead><span>#basicInfoHead span</span></div> Etc etc. From there, I could preview the generated code in my browser, and see what each of the individual (primarily text) styles would look like. Thanks in advance!

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  • Right edge border unpainted & theme drawing on non client area

    - by CodeVisio
    Basically, the problem concerns border flickering during window resizing on Windows. My first goal was to repositioning controls on a dialog during resizing of it. I think I got a good dynamic repositioning without almost any flickering during this operation, but here I'm talking about main window border flickering. However, I wasn't able to eliminate it at all. To simplify the example try to create a simple win32 app with default code VS provided. I'm testing it on Window 7(64bit) with the default theme (Windows 7 basic, no transparency) and VS2008. 1) Do not add code to the app. 2) run it in debug mode. 3) Drag the left edge of the window slowly toward the left of the screen and at the same time keep an eye on the right edge border of the window. You should see a redrawing taking in action. 4) Repeat step 3 moving rapidly the mouse, you should see the flickering on the right edge more clearly. If you invert the edge, that is moving the right edge of the window, then the left edge stay firmly there without unpainted regions. The same process happens for the top edge border vs. the bottom one. Now, enable he Classic Theme (that similar to Win2000) and repeat again the steps above. The right edge is perfectly there without flickering at all! If you keep an eye in the Output Window of Visual Studio when you run in debug mode you should see a list of dll loaded together with your exe. If you run in debug mode with the default theme you will see uxtheme.dll loaded. On the contrary, with classic theme enabled the uxtheme.dll is not loaded (dwmapi.dll is always loaded). Probably uxtheme.dll is loaded at runtime, based on desktop settings and it takes in action for redrawing your windows non-client area. Another trick you could use to see the effect of this flickering is to add a case for WM_NCPAINT and return 0 instead to call the DefWindowProc(). Repeating the steps above and moving fast you should see a big part of the right edge of the window completely erased by background windows. This doesn't happen for the top and bottom ones. Any idea to resolve this flickering? Thank you!

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  • Optimising SQL distance query

    - by Alex
    I'm running an MySQL query that returns results based on location. However I have noticed recently that its really slowing down my PHP app. I used CodeIgniter and the profiler shows the query taking 4.2seconds. The geoname table has 500,000 rows. I have some indexes on the key columns, how else can speed up this query? Here is my SQL: SELECT `products`.`product_name`, `geoname`.`geonameid`, `geoname`.`latitude`, `geoname`.`longitude`, `products`.`product_id`, AVG(ratings.vote) as rating, count(comments.comment_id) as total_comments, (6371 * acos(cos(radians(38.7666667)) * cos(radians(geoname.latitude)) * cos(radians(geoname.longitude) - radians(-3.3833333)) + sin(radians(38.7666667)) * sin(radians(geoname.latitude)))) AS distance FROM (`foods`) JOIN `geoname` ON `geoname`.`geonameid` = `products`.`geoname_id` LEFT JOIN `ratings` ON `ratings`.`var_id` = `products`.`product_id` LEFT JOIN `comments` ON `comments`.`var_id` = `products `.`product_id` WHERE `products`.`product_id` != 82 GROUP BY `products`.`product_id` HAVING `distance` < 99 ORDER BY `distance` LIMIT 10

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  • Creating a dataframe in pandas by multiplying two series together

    - by Aoife
    Say I have two series in pandas, series A and series B. How do I create a dataframe in which all of those values are multiplied together, i.e. with series A down the left hand side and series B along the top. Basically the same concept as this, where series A would be the yellow on the left and series B the yellow along the top, and all the values in between would be filled in by multiplication: http://www.google.co.uk/imgres?imgurl=http://www.vaughns-1-pagers.com/computer/multiplication-tables/times-table-12x12.gif&imgrefurl=http://www.vaughns-1-pagers.com/computer/multiplication-tables.htm&h=533&w=720&sz=58&tbnid=9B8R_kpUloA4NM:&tbnh=90&tbnw=122&zoom=1&usg=__meqZT9kIAMJ5b8BenRzF0l-CUqY=&docid=j9BT8tUCNtg--M&sa=X&ei=bkBpUpOWOI2p0AWYnIHwBQ&ved=0CE0Q9QEwBg Thanks!

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  • comparing two angles

    - by Elazar Leibovich
    Given four points in the plane, A,B,X,Y, I wish to determine which of the following two angles is smaller ?ABX or ?ABY. I'd rather not use cos or sqrt, in order to preserve accuracy. In the case where A=(-1,0),B=(0,0), I can compare the two angles ?ABX and ?ABY, by calculating the dot product of the vectors X,Y, and watch it's sign. What I can do in this case is: Determine whether or not ABX turns right or left If ABX turns left check whether or not Y and A are on the same side of the line on segment BX. If they are - ?ABX is a smaller than ABY. If ABX turns right, then Y and A on the same side of BX means that ?ABX is larger than ?ABY. But this seems too complicated to me. Any simpler approach?

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  • php adding images to another image, exact positioning

    - by user271619
    I have a cool snippet of code that works well, except one thing. The code will take an icon I want to add to an existing picture. I can position it where I want too! Which is exactly what I need to do. However, I'm stuck on one thing, concerning the placement. The code "starting position" (on the main image: navIcons.png) is from the Bottom Right. I have 2 variables: $move_left = 10; & $move_up = 8;. So, the means I can position the icon.png 10px left, and 8px up, from the bottom right corner. I really really want to start the positioning from the Top Left of the image, so I'm really moving the icon 10px right & 8px down, from the top left position of the main image. Can someone look at my code and see if I'm just missing something that inverts that starting position? function attachIcon($imgname) { $mark = imagecreatefrompng($imgname); imagesavealpha($mark, true); list($icon_width, $icon_height) = getimagesize($imgname); $img = imagecreatefrompng('images/sprites/navIcons.png'); imagesavealpha($img, true); $move_left = 10; $move_up = 9; list($mainpic_width, $mainpic_height) = getimagesize('images/sprites/navIcons.png'); imagecopy($img, $mark, $mainpic_width-$icon_width-$move_left, $mainpic_height-$icon_height-$move_up, 0, 0, $icon_width, $icon_height); imagepng($img); // display the image + positioned icon in the browser //imagepng($img,'newnavIcon.png'); // rewrite the image with icon attached. } header('Content-Type: image/png'); attachIcon('icon.png'); ? For those who are wondering why I'd even bother doing this. In a nutshell, I like to add 16x16 icons to 1 single image, while using css to display that individual icon. This does involve me downloading the image (sprite) and open photoshop, add the new icon (positioning it), and reuploading it to the server. Not a massive ordeal, but just having fun with php.

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • How to call a JavaScript function from one frame to another in Chrome/Webkit with file protocol

    - by bambax
    I have developed an application that has a list of items in one frame; when one clicks on an item it does something in another frame (loads an image). This used to work fine in all browsers, including Chrome 3; now it still works fine in Firefox but in recent versions of Chrome (I believe since 4) it throws this error: Unsafe JavaScript attempt to access frame with URL (...) from frame with URL (...). Domains, protocols and ports must match. This is obviously a security "feature" but is it possible to get around it? Here is a simple test: index.html: <html> <frameset cols="50%,50%"> <frame src="left.html" name="left"/> <frame src="right.html" name="right"/> </frameset> </html> left.html: <html> <body> <a href="javascript:parent.right.test('hello');">click me</a> </body> </html> right.html: <html> <body> <script> function test(msg) { alert(msg); } </script> </body> </html> The above works in Firefox 3.6 and Chrome 3 but in Chrome 5 it throws the above error... Edit: added the @cols attribute to the frameset element in fact it works in Chrome if and only if the pages are served with the http protocol (and from the same domain) but my problem is when pages are local and served from a file:// protocol. Then it works in Firefox (all versions) and Chrome 3 but not Chrome 5 (I don't have Chrome 4 so I'm not shure about that specific version (and don't know if it's even possible to download a specific Chrome version?) -- but for Chrome 5 I'm very sure it doesn't work).

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  • How to sort my paws?

    - by Ivo Flipse
    In my previous question I got an excellent answer that helped me detect where a paw hit a pressure plate, but now I'm struggling to link these results to their corresponding paws: I manually annotated the paws (RF=right front, RH= right hind, LF=left front, LH=left hind). As you can see there's clearly a pattern repeating pattern and it comes back in aknist every measurement. Here's a link to a presentation of 6 trials that were manually annotated. My initial thought was to use heuristics to do the sorting, like: There's a ~60-40% ratio in weight bearing between the front and hind paws; The hind paws are generally smaller in surface; The paws are (often) spatially divided in left and right. However, I’m a bit skeptical about my heuristics, as they would fail on me as soon as I encounter a variation I hadn’t thought off. They also won’t be able to cope with measurements from lame dogs, whom probably have rules of their own. Furthermore, the annotation suggested by Joe sometimes get's messed up and doesn't take into account what the paw actually looks like. Based on the answers I received on my question about peak detection within the paw, I’m hoping there are more advanced solutions to sort the paws. Especially because the pressure distribution and the progression thereof are different for each separate paw, almost like a fingerprint. I hope there's a method that can use this to cluster my paws, rather than just sorting them in order of occurrence. So I'm looking for a better way to sort the results with their corresponding paw. For anyone up to the challenge, I have pickled a dictionary with all the sliced arrays that contain the pressure data of each paw (bundled by measurement) and the slice that describes their location (location on the plate and in time). To clarfiy: walk_sliced_data is a dictionary that contains ['ser_3', 'ser_2', 'sel_1', 'sel_2', 'ser_1', 'sel_3'], which are the names of the measurements. Each measurement contains another dictionary, [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10] (example from 'sel_1') which represent the impacts that were extracted. Also note that 'false' impacts, such as where the paw is partially measured (in space or time) can be ignored. They are only useful because they can help recognizing a pattern, but won't be analyzed. And for anyone interested, I’m keeping a blog with all the updates regarding the project!

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  • Having trouble getting MEF imports to be resolved

    - by Dave
    This is sort of a continuation of one of my earlier posts, which involves the resolving of modules in my WPF application. This question is specifically related to the effect of interdependencies of modules and the method of constructing those modules (i.e. via MEF or through new) on MEF's ability to resolve relationships. First of all, here is a simple UML diagram of my test application: I have tried two approaches: left approach: the App implements IError right approach: the App has a member that implements IError Left approach My code behind looked like this (just the MEF-related stuff): // app.cs [Export(typeof(IError))] public partial class Window1 : Window, IError { [Import] public CandyCo.Shared.LibraryInterfaces.IPlugin Plugin { get; set; } [Export] public CandyCo.Shared.LibraryInterfaces.ICandySettings Settings { get; set; } private ICandySettings Settings; public Window1() { // I create the preferences here with new, instead of using MEF. I wonder // if that's my whole problem? If I use MEF, and want to have parameters // going to the constructor, then do I have to [Export] a POCO (i.e. string)? Settings = new CandySettings( "Settings", @"c:\settings.xml"); var catalog = new DirectoryCatalog( "."); var container = new CompositionContainer( catalog); try { container.ComposeParts( this); } catch( CompositionException ex) { foreach( CompositionError e in ex.Errors) { string description = e.Description; string details = e.Exception.Message; } throw; } } } // plugin.cs [Export(typeof(IPlugin))] public class Plugin : IPlugin { [Import] public CandyCo.Shared.LibraryInterfaces.ICandySettings CandySettings { get; set; } [Import] public CandyCo.Shared.LibraryInterfaces.IError ErrorInterface { get; set; } [ImportingConstructor] public Plugin( ICandySettings candy_settings, IError error_interface) { CandySettings = candy_settings; ErrorInterface = error_interface; } } // candysettings.cs [Export(typeof(ICandySettings))] public class CandySettings : ICandySettings { ... } Right-side approach Basically the same as the left-side approach, except that I created a class that inherits from IError in the same assembly as Window1. I then used an [Import] to try to get MEF to resolve that for me. Can anyone explain how the two ways I have approached MEF here are flawed? I have been in the dark for so long that instead of reading about MEF and trying different suggestions, I've added MEF to my solution and am stepping into the code. The part where it looks like it fails is when it calls partManager.GetSavedImport(). For some reason, the importCache is null, which I don't understand. All the way up to this point, it's been looking at the part (Window1) and trying to resolve two imported interfaces -- IError and IPlugin. I would have expected it to enter code that looks at other assemblies in the same executable folder, and then check it for exports so that it knows how to resolve the imports...

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