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  • Silverlight Cream for December 16, 2010 -- #1011

    - by Dave Campbell
    In this Issue: John Papa, Tim Heuer, Jeff Blankenburg(-2-, -3-), Jesse Liberty, Jay Kimble, Wei-Meng Lee, Paul Sheriff, Mike Snow(-2-, -3-), Samuel Jack, James Ashley, and Peter Kuhn. Above the Fold: Silverlight: "Animation Texture Creator" Peter Kuhn WP7: "dows Phone from Scratch #13 — Custom Behaviors Part II: ActionTrigger" Jesse Liberty Shoutouts: Awesome blog post by Jesse Liberty about writing in general: Ten Requirements For Tutorials, Videos, Demos and White Papers That Don’t Suck From SilverlightCream.com: 1000 Silverlight Cream Posts and Counting! John Papa has Silverlight TV number 55 up and it's an inverview he did with me the day before the Firestarter in December... thanks John... great job in making me not look stooopid :) Silverlight service release today - 4.0.51204 Tim Heuer announced a service release of Silverlight ... check out his blog for the updates and near the bottom is a link to the developer runtime. What I Learned In WP7 – Issue #3 Jeff Blankenburg has been pushing out tips ... number 3 consisted of 3 good pieces of info for WP7 devs including more info about fonts and a good site for free audio files What I Learned In WP7 – Issue #4 In number 4, Jeff Blankenburg talks about where to get some nice free WP7 icons, and a link to a cool article on getting all sorts of device info What I Learned In WP7 – Issue #5 Number 5 finds Jeff Blankenburg giving up the XAP for a CodeMash sessiondata app... or wait for it to appear in the Marketplace next week. Windows Phone from Scratch #13 — Custom Behaviors Part II: ActionTrigger Wow... Jesse Liberty is up to number 13 in his Windows Phone from scratch series... this time it's part 2 of his Custom Behaviors post, and ActionTriggers specifically. Solving the Storage Problem in WP7 (for CF Developers) Jay Kimble has released his WP7 dropbox client to the wild ... this is cool for loading files at run-time... opens up some ideas for me at least. Building Location Service Apps in Windows Phone 7 Wei-Meng Lee has a big informative post on location services in WP7... getting a Bing Maps API key, getting the data, navigating and manipulating the map, adding pushpins... good stuff Using Xml Files on Windows Phone Paul Sheriff is discussing XML files as a database for your WP7 apps via LINQ to XML. Sample code included. ABC–Win7 App Mike Snow has been busy with Tips of the Day ... he published a children's app for tracing their ABC's and discusses some of the code bits involved. Win7 Mobile Application Bar – AG_E_PARSER_BAD_PROPERTY_VALUE Mike Snow's next post is about the infamous AG_E_PARSER_BAD_PROPERTY_VALUE error or worse in WP7 ... how he got it, and how he fixed it... could save you some hair... Forward Navigation on the Windows Phone Mike Snow's latest post is about forward navigation on the WP7 ... oh wait... there isn't any... check out the post. Day 2 of my “3 days to Build a Windows Phone 7 Game” challenge Samuel Jack details about 9 hours in day 2 of his quest to build an XNA app for WP7 from a cold start. Windows Phone 7 Side Loading James Ashley has a really complete write-up on side-loading apps onto your WP7 device. Don't get excited... this isn't a hack... this is instructions for side-loading using the Microsoft-approved methos, which means a registered device. Animation Texture Creator Remember Peter Kuhn's post the other day about an Animation Texture Creator? ... well today he has some added tweaks and the source code! ... thanks Peter! Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Castor3D en version 0.6.1.0, le moteur de rendu 3D en C++ supporte désormais OpenGL 3.x et 4.x

    Présentation Ce moteur 3D a l'ambition d'être multi-plateformes et multi-renderer. Pour l'instant, seul le développement sous Windows est exploitable (je galère pour la création d'une fenêtre compatible OpenGL sous Linux). Seul le Renderer OpenGL est implémenté (je n'ai aucune connaissance en Direct3D). La reconnaissance des Shaders est implémentée, uniquement la partie GLSL pour l'instant, on verra un jour pour intégrer Cg. Pas encore de LOD ni de gestion OcTree pour l'instant, mais c'est prévu. Support de plusieurs formats de fichiers : Obj, 3DS, MD2, MD3, PLY. Le système d'animation a un squelette qu'il me faut compléter afin d'avoir une implémentation correcte d'un système d'animation avec ou sans squeleton (...

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  • Douglas Adams Describes the Invention of the Ebook [Video]

    - by Jason Fitzpatrick
    In 1993, Douglas Adams–of The Hitch Hikers Guide to the Galaxy fame–lent his creative talent and voice to explaining the invention of the Ebook. The audio segment was produced almost 20 years ago by Adams to both promote his own work in digital format and the work of early ebook publisher Voyager Expanded Books. You may notice Adams refers to their product as a PowerBook, a name they kept until they heard Apple would be releasing a laptop with the same name (from then on the product was simply referred to as Expanded Books). The thoroughly modern video accompanying Adams concise and entertaining description of book history is an animation courtesy of U.K. designer Gavin Edwards, which he submitted to a contest hosted by The Literary Platform intended to match a clever animation with Adam’s monologue. [via Neatorama] HTG Explains: Why Linux Doesn’t Need Defragmenting How to Convert News Feeds to Ebooks with Calibre How To Customize Your Wallpaper with Google Image Searches, RSS Feeds, and More

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  • New Pluralsight Course: HTML5 Canvas Fundamentals

    - by dwahlin
      I just finished up a new course for Pluralsight titled HTML5 Canvas Fundamentals that I had a blast putting together. It’s all about the client and involves a lot of pixel manipulation and graphics creation which is challenging and fun at the same time. The goal of the course is to walk you through the fundamentals, start a gradual jog into the API functions, and then start sprinting as you learn how to build a business chart canvas application from scratch that uses many of the available APIs . It’s fun stuff and very useful in a variety of scenarios including Web (desktop or mobile) and even Windows 8 Metro applications. Here’s a sample video from the course that talks about building a simple bar chart using the HTML5 Canvas:   Additional details about the course are shown next.   HTML5 Canvas Fundamentals The HTML5 Canvas provides a powerful way to render graphics, charts, and other types of visual data without relying on plugins such as Flash or Silverlight. In this course you’ll be introduced to key features available in the canvas API and see how they can be used to render shapes, text, video, images, and more. You’ll also learn how to work with gradients, perform animations, transform shapes, and build a custom charting application from scratch. If you’re looking to learn more about using the HTML5 Canvas in your Web applications then this course will break down the learning curve and give you a great start!    Getting Started with the HTML5 Canvas Introduction HTML5 Canvas Usage Scenarios Demo: Game Demos Demo: Engaging Applications Demo: Charting HTML5 Canvas Fundamentals Hello World Demo Overview of the Canvas API Demo: Canvas API Documentation Summary    Drawing with the HTML5 Canvas Introduction Drawing Rectangles and Ellipses Demo: Simple Bar Chart Demo: Simple Bar Chart with Transforms Demo: Drawing Circles Demo: Using arcTo() Drawing Lines and Paths Demo: Drawing Lines Demo: Simple Line Chart Demo: Using bezierCurveTo() Demo: Using quadraticCurveTo() Drawing Text Demo: Filling, Stroking, and Measuring Text Demo: Using Canvas Transforms with Text Drawing Images Demo: Using Image Functions Drawing Videos Demo: Syncing Video with a Canvas Summary    Manipulating Pixels  Introduction Rendering Gradients Demo: Creating Linear Gradients Demo: Creating Radial Gradients Using Transforms Demo: Getting Started with Transform Functions Demo: Using transform() and and setTransform() Accessing Pixels Demo: Creating Pixels Dynamically Demo: Grayscale Pixels Animation Fundamentals Demo: Getting Started with Animation Demo: Using Gradients, Transforms, and Animations Summary    Building a Custom Data Chart Introduction Creating the CanvasChart Object Creating the CanvasChart Shell Code Rendering Text and Gradients Rendering Data Points Text and Guide Lines Connecting Data Point Lines Rendering Data Points Adding Animation Adding Overlays and Interactivity Summary     Related Courses:  

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  • Why are my 3ds Max .fbx exports huge?

    - by abracadabra1980
    I've made an animation in 3ds Max and want to export it to .fbx and import it into Unity. I've done this once without problems. But this time, my .max file is 2,8MB and my .fbx file came out a huge 630MB! There's nothing wrong with my model: I exported it from a Blender model (to .fbx) and imported it to 3ds max (converted it to an editable poly) to do my rigging and animation. As soon as I import some .bip animations, I get these huge files. Is there a safe way to get smaller file sizes? I don't mind redoing the rigging if I can solve this.

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  • PHP.ini does not load

    - by Jonathan Park
    Ok this is probably just me not knowing enough about php but here it goes. I'm on Ubuntu Hardy. I have a custom compiled version of PHP which I have compiled with these parameters. ./configure --enable-soap --with-zlib --with-mysql --with-apxs2=[correct path] --with-config-file-path=[correct path] --with-mysqli --with-curlwrappers --with-curl --with-mcrypt I have used the command pecl install pecl_http to install the http.so extension. It is in the correct module directory for my php.ini. My php.ini is loading and I can change things within the ini and effect php. I have included the extension=http.so line in my php.ini. That worked fine. Until I added these compilation options in order to add imap --with-openssl --with-kerberos --with-imap --with-imap-ssl Which failed because I needed the c-client library which I fixed by apt-get install libc-client-dev After which php compiles fine and I have working imap support, woo. HOWEVER, now all my calls to HttpRequest which is part of the pecl_http extention in http.so result in Fatal error: Class 'HttpRequest' not found errors. I figure the http.so module is no longer loading for one reason or another but I cannot find any errors showing the reason. You might say "Have you tried undoing the new imap setup?" To which I will answer. Yes I have. I directly undid all my config changes and uninstalled the c-client library and I still can't get it to work. I thought that's weird... I have made no changes that would have resulted in this issue. After looking at that I have also discovered that not only is the http extension no longer loading but all my extensions loaded via php.ini are no longer loading. Can someone at least give me some further debugging steps? So far I have tried enabling all errors including startup errors in my php.ini which works for other errors, but I'm not seeing any startup errors either on command line or via apache. And yet again the php.ini appears to be being parsed given that if I run php_info() I get settings that are in the php.ini. Edit it appears that only some of the php.ini settings are being listened to. Is there a way to test my php.ini? Edit Edit It appears I am mistaken again and the php.ini is not being loaded at all any longer. However, If I run php_info() I get that it's looking for my php.ini in the correct location. Edit Edit Edit My config is at the config file path location below but it says no config file loaded. WTF Permission issue? It is currently 644 so everyone should be able to read it if not write it. I tried making it 777 and that didn't work. Configuration File (php.ini) Path /etc/php.ini Loaded Configuration File (none) Edit Edit Edit Edit By loading the ini on the command line using the -c command I am able to run my files and using -m shows that my modules load So nothing is wrong with the php.ini

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  • Better way to load level content in XNA?

    - by user2002495
    Currently I loaded all my assets in XNA in the main Game class. What I want to achieve later is that I only load specific assets for specific levels (the game will consist of many levels). Here is how I load my main assets into the main class: protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); plane = new Player(Content.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; lvl1 = new Level1(Content.Load<Texture2D>(@"Levels/bgLvl1"), Content.Load<Texture2D>(@"Levels/bgLvl1-other"), new Vector2(0, 0), new Vector2(0, -600)); CommonBullet.LoadContent(Content); CommonEnemyBullet.LoadContent(Content); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); plane.Update(gameTime); lvl1.Update(gameTime); foreach (CommonEnemy ce in cel) { if (ce.CollidesWith(plane)) { ce.hasSpawn = false; } foreach (CommonBullet b in plane.commonBulletList) { if (b.CollidesWith(ce)) { ce.hasSpawn = false; } } ce.Update(gameTime); } LoadCommonEnemy(); base.Update(gameTime); } private void LoadCommonEnemy() { int randY = rand.Next(-600, -10); int randX = rand.Next(0, 750); if (cel.Count < 3) { cel.Add(new CommonEnemy(Content.Load<Texture2D>(@"Enemy/Common/commonEnemySprite"), 7, 2, "left", randX, randY)); } for (int i = 0; i < cel.Count; i++) { if (!cel[i].hasSpawn) { cel.RemoveAt(i); i--; } } } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(); lvl1.Draw(spriteBatch); plane.Draw(spriteBatch); foreach (CommonEnemy ce in cel) { ce.Draw(spriteBatch); } spriteBatch.End(); base.Draw(gameTime); } I wish to load my players, enemies, all in Level1 class. However, when I move my player & enemy code into the Level1 class, the gameTime returns null. Here is my Level1 class: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Input; using SpaceShooter_Beta.Animation.PlayerCollection; using SpaceShooter_Beta.Animation.EnemyCollection.Common; namespace SpaceShooter_Beta.Levels { public class Level1 { public Texture2D bgTexture1, bgTexture2; public Vector2 bgPos1, bgPos2; public float speed = 5f; Player plane; public Level1(Texture2D texture1, Texture2D texture2, Vector2 pos1, Vector2 pos2) { this.bgTexture1 = texture1; this.bgTexture2 = texture2; this.bgPos1 = pos1; this.bgPos2 = pos2; } public void LoadContent(ContentManager cm) { plane = new Player(cm.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; } public void Draw(SpriteBatch sb) { sb.Draw(bgTexture1, bgPos1, Color.White); sb.Draw(bgTexture2, bgPos2, Color.White); plane.Draw(sb); } public void Update(GameTime gt) { bgPos1.Y += speed; bgPos2.Y += speed; if (bgPos1.Y >= 600) { bgPos1.Y = -600; } if (bgPos2.Y >= 600) { bgPos2.Y = -600; } plane.Update(gt); } } } Of course when I did this, I delete all my player's code in the main Game class. All of that works fine (no errors) except that the game cannot start. The debugger says that plane.Update(gt); in Level 1 class has null GameTime, same thing with the Draw method in the Level class. Please help, I appreciate for the time. [EDIT] I know that using switch in the main class can be a solution. But I prefer a cleaner solution than that, since using switch still means I need to load all the assets through the main class, the code will be A LOT later on for each levels

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  • How can I deal with actor translations and other "noise" in third-party motion capture data?

    - by Charles
    I'm working on a game, and I've run into a problem with motion capture data. My team is using 3DS Max 2011 and trying to put free motion capture files on our models. The problem we're having is it has become extremely hard to find motion capture data that stays in place. We've found some great motion captures of things like walking and jumping but the actors themselves move within the data, so when we attach these animations to our models and bring them into XNA, the models walk forward even when they should technically be standing still (and then there's also the problem of them resetting at the end of the animation). How can we clean up, at runtime or asset-processing time, the animation in these motion capture files?

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  • How can i create sprite sheet from 3d model (3D studio max)

    - by OopsUser
    I built simple 3D model of a car, with simple animation in which it's wheels are turning. Now i want to create a sprite sheet, the only way i know how to do it, is to render manually 20 frames from the from, then combine them to a strip manually, then rotate it by 10 degrees, render 20 frames of animation again and combine them to a strip... Is there a way to do it automatically ? With out rotating the scene manually and render it and combining .. it's a lot of work, takes more time then the modelling itself... Thanks

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  • Animations not accepted in animator

    - by Lautaro
    In the official Unity Animator State Machine tutorial video animation clips are dragged out from the assets folder into the animator and dropped. I have a 3D model that i bought online to experiment with that comes with animations. I added a custom made animation as well. These all work well in my demo project. But when i add a animator to the assets and try to drag and drop animations onto it it doesnt work. I get a forbidden-sign as a mouse pointer. I try to add animations through the inspector but that does not work either. The tutorials makes it seem so easy and does not talk anything about what animations can be used. What am i doing wrong?

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  • Autodesk Maya et Qt : la version 2011 est la première à se baser sur Qt, uniquement pour le meilleur

    Autodesk vient de lancer une nouvelle version d'un de ses produits phare, Maya 2011. Cette version est un peu spéciale : elle est sortie en 2010, certes, mais c'est aussi la toute première version de Maya à se baser sur Qt ! Dans tous les derniers films d'animation, jeux vidéo, et tout ce qui se fait en trois dimensions, il est plus que très probable que des parties ont été créées à l'aide d'Autodesk Maya, un des logiciels de modélisation 3D les plus répandus et les plus avancés depuis une dizaine d'années. Ce logiciel, compatible avec les trois plateformes principales, Windows, Linux et Mac OS X, est à même d'animer les rêves les plus fous de n'importe quel studio d'animation. Si, auparavant, quelques plug-ins étaient réalisés avec Qt afin d'être compatible...

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  • Can anyone list some real examples of 'HTML5' being used in the wild?

    - by betamax
    I am using HTML5 in the same way everyone seems to be using it these days, meaning: HTML5 tags, Canvas / 3D / javascript and CSS3. I am struggling to find examples of sites that are using these technologies practically and that are not just a demo of something cool someone has managed to do using Canvas or CSS3 transforms or shapes. I am looking for sites that have a nice visual look but also take advantage of things like animation, scrolling and offset à la Silverback or the Canvas to create an interactive and I guess 'Flash-looking' site. These are some examples that I have found: Scrolling http://nikebetterworld.com/index http://benthebodyguard.com/ Animation http://www.elladesign.com/contact.html Other http://www.pirateslovedaisies.com/ I am using HTML5 loosely and I hate to be using it. I would be happy if you listed a really visually appealing Javascript-based site but it didn't have the HTML5 doctype.

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  • Scripted Motion Paths (?) (XNA)

    - by Peteyslatts
    Ok, so the title isn't the greatest because this is a lot more general. Say I want to have the player be able to hit A and have their ship model roll to the right, and shift to the right of the screen, while the camera stays centered. Would I do that through programming (ie. set waypoints for the model and keep the camera focus still) or do it through animation ( so the ship model actually rolls and moves right, and just play those frames)(I actually don't know how to do this kind of 3D animation yet, haven't looked into it. Adding it to my To Do List) This is a really vague question I know, I'll try and answer any questions. Thanks, Peter

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  • Code for Controlling the Bike in a bike game

    - by user1489257
    I'm new(ish) to Actionscript 3 and I was wondering what the code what would be like for controlling the bike in a game. I have a two main questions: Is Box2D the best physics engine to go with for this type of game? How would the animation of the bike work. Would I have to create a bike animation of the wheels moving and make it start and stop when the key to go forward is pressed. How would I go about it slowly stopping when the key to go forward is released? Thanks.

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  • Capture text typed by user on website and allow user to email a link to someone else so that they can view the message [on hold]

    - by Dano007
    Using the following html, css,jquery, js, what would be the best approach to achieving this. A visitor hits the website. The website page is displaying html and a css3 animation. The visitor is given the option to enter text freely into a text box, they enter an email address and hit send. The person receiving the message gets an email with a link, when they click the link it takes them to the webpage with the animation and the custom message their friend entered. Is this easy to achieve, what would be the best approach? anyone know of existing code I could use? Thanks

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  • Animating the offset of the scrollView in a UICollectionView/UITableView causes prematurely disappearing cells

    - by radutzan
    We have a UICollectionView with a custom layout very similar to UITableView (it scrolls vertically). The UICollectionView displays only 3 cells simultaneously, with one of them being the currently active cell: [ 1 ] [*2*] [ 3 ] (The active cell here is #2.) The cells are roughly 280 points high, so only the active cell is fully visible on the screen. The user doesn't directly scroll the view to navigate, instead, she swipes the active cell horizontally to advance to the next cell. We then do some fancy animations and scroll the UICollectionView so the next cell is in the "active" position, thus making it the active one, moving the old one away and bringing up the next cell in the queue: [ 2 ] [*3*] [ 4 ] The problem here is setting the UICollectionView's offset. We currently set it in a UIView animation block (self.collectionView.contentOffset = targetOffset;) along with three other animating properties, which mostly works great, but causes the first cell (the previously active one, in the latter case, #2) to vanish as soon as the animation starts running, even before the delay interval completes. This is definitely not ideal. I've thought of some solutions, but can't figure out the best one: Absurdly enlarge the UICollectionView's frame to fit five cells instead of three, thus forcing it to keep the cells in memory even if they are offscreen. I've tried this and it works, but it sounds like an awfully dirty hack. Take a snapshot of the rendered content of the vanishing cell, put it in a UIImageView, add the UIImageView as a subview of the scrollView just before the cell goes away in the exact same position of the old cell, removing it once the animation ends. Sounds less sucky than the previous option (memory-wise, at least), but still kinda hacky. I also don't know the best way to accomplish this, please point me in the right direction. Switch to UIScrollView's setContentOffset:animated:. We actually used to have this, and it fixed the disappearing cell issue, but running this in parallel with the other UIView animations apparently competes for the attention of the main thread, thus creating a terribly choppy animation on single-core devices (iPhone 3GS/4). It also doesn't allow us to change the duration or easing of the animation, so it feels out of sync with the rest. Still an option if we can find a way to make it work in harmony with the UIView block animations. Switch to UICollectionView's scrollToItemAtIndexPath:atScrollPosition:animated:. Haven't tried this, but it has a big downside: it only takes 3 possible constants (that apply to this case, at least) for the target scroll position: UICollectionViewScrollPositionTop, UICollectionViewScrollPositionCenteredVertically and UICollectionViewScrollPositionBottom. The active cell could vary its height, but it always has to be 35 points from the top of the window, and these options don't provide enough control to accomplish the design. It could also potentially be just as problematic as 3.1. Still an option because there might be a way to go around the scroll position thing that I don't know of, and it might not have the same issue with the main thread, which seems unlikely. Any help will be greatly appreciated. Please ask if you need clarification. Thanks a lot!

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  • Help needed with drawRect:

    - by Andrew Coad
    Hi, I'm having a fundamental issue with use of drawRect: Any advice would be greatly appreciated. The application needs to draw a variety of .png images at different times, sometimes with animation, sometimes without. A design goal that I was hoping to adhere to is to have the code inside drawRect: very simple and "dumb" - i.e. just do drawing and no other application logic. To draw the image I am using the drawAtPoint: method of UIImage. Since this method does not take a CGContext as a parameter, it can only be called within the drawRect: method. So I have: - (void)drawRect:(CGRect)rect { [firstImage drawAtPoint:CGPointMake(firstOffsetX, firstOffsetY)]; } All fine and dandy for one image. To draw multiple images (over time) the approach I have taken is to maintain an array of dictionaries with each dictionary containing an image, the point location to draw at and a flag to enable/suppress drawing for that image. I add dictionaries to the array over time and trigger drawing via the setNeedsDisplay: method of UIView. Use of an array of dictionaries allows me to completely reconstruct the entire display at any time. drawRect: now becomes: - (void)drawRect:(CGRect)rect { for (NSMutableDictionary *imageDict in [self imageDisplayList]) { if ([[imageDict objectForKey:@"needsDisplay"] boolValue]) { [[imageDict objectForKey:@"image"] drawAtPoint:[[imageDict objectForKey:@"location"] CGPointValue]]; [imageDict setValue:[NSNumber numberWithBool:NO] forKey:@"needsDisplay"]; } } } Still OK. The code is simple and compact. Animating this is where I run into problems. The first problem is where do I put the animation code? Do I put it in UIView or UIViewController? If in UIView, do I put it in drawRect: or elsewhere? Because the actual animation depends on the overall state of the application, I would need nested switch statements which, if put in drawRect:, would look something like this: - (void)drawRect:(CGRect)rect { for (NSMutableDictionary *imageDict in [self imageDisplayList]) { if ([[imageDict objectForKey:@"needsDisplay"] boolValue]) { switch ([self currentState]) { case STATE_1: switch ([[imageDict objectForKey:@"animationID"] intValue]) { case ANIMATE_FADE_IN: [self setAlpha:0.0]; [UIView beginAnimations:[[imageDict objectForKey:@"animationID"] intValue] context:nil]; [UIView setAnimationDelegate:self]; [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; [UIView setAnimationDuration:2]; [self setAlpha:1.0]; break; case ANIMATE_FADE_OUT: [self setAlpha:1.0]; [UIView beginAnimations:[[imageDict objectForKey:@"animationID"] intValue] context:nil]; [UIView setAnimationDelegate:self]; [UIView setAnimationCurve:UIViewAnimationCurveEaseOut]; [UIView setAnimationDuration:2]; [self setAlpha:0.0]; break; case ANIMATE_OTHER: // similar code here break; default: break; } break; case STATE_2: // similar code here break; default: break; } [[imageDict objectForKey:@"image"] drawAtPoint:[[imageDict objectForKey:@"location"] CGPointValue]]; [imageDict setValue:[NSNumber numberWithBool:NO] forKey:@"needsDisplay"]; } } [UIView commitAnimations]; } In addition, to make multiple sequential animations work correctly, there would need to be an outer controlling mechanism involving the animation delegate animationDidStop: callback that would set the needsDisplay entries in the dictionaries to allow/suppress drawing (and animation). The point that we are at now is that it all starts to look very ugly. More specifically: drawRect: starts to bloat quickly and contain code that is not "just drawing" code the UIView needs implicit awareness of the application state the overall process of drawing is now spread across three methods at a minimum And on to the point of this post: how can I do this better? What would the experts out there recommend in terms of overall structure? How can I keep application state information out of the view? Am I looking at this problem from the wrong direction. Is there some completely different approach that I should consider?

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  • CABasicAnimation not scrolling with rest of View

    - by morgman
    All, I'm working on reproducing the pulsing Blue circle effect that the map uses to show your own location... I layered a UIView over a MKMapView. The UIView contains the pulsing animation. I ended up using the following code gleaned from numerous answers here on stackoverflow: CABasicAnimation* pulseAnimation = [CABasicAnimation animationWithKeyPath:@"opacity"]; pulseAnimation.toValue = [NSNumber numberWithFloat: 0.0]; pulseAnimation.duration = 1.0; pulseAnimation.repeatCount = HUGE_VALF; pulseAnimation.autoreverses = YES; pulseAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]; [self.layer addAnimation:pulseAnimation forKey:@"pulseAnimation"]; CABasicAnimation* resizeAnimation = [CABasicAnimation animationWithKeyPath:@"bounds.size"]; resizeAnimation.toValue = [NSValue valueWithCGSize:CGSizeMake(0.0f, 0.0f)]; resizeAnimation.fillMode = kCAFillModeBoth; resizeAnimation.duration = 1.0; resizeAnimation.repeatCount = HUGE_VALF; resizeAnimation.autoreverses = YES; resizeAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]; [self.layer addAnimation:resizeAnimation forKey:@"resizeAnimation"]; This does an acceptable job of pulsing/fading a circle I drew in the UIView using: CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetRGBStrokeColor(context, 1.0, 0.0, 0.0, 0.4); // And draw with a blue fill color CGContextSetRGBFillColor(context, 1.0, 0.0, 0.0, 0.1); // Draw them with a 2.0 stroke width so they are a bit more visible. CGContextSetLineWidth(context, 2.0); CGContextAddEllipseInRect(context, CGRectMake(x-30, y-30, 60.0, 60.0)); CGContextDrawPath(context, kCGPathFillStroke); But I soon found that while this appears to work, as soon as I drag the underlying map to another position the animation screws up... While the position I want highlighted is centered on the screen the animation works ok, once I've dragged the position so it's no longer centered the animation now pulses starting at the center of the screen scaling up to center on the position dragged off center, and back again... A humorous and cool effect, but not what I was looking for. I realize I may have been lucky on several fronts. I'm not sure what I misunderstood. I think the animation is scaling the entire layer which just happens to have my circle drawn in the middle of it. So it works when centered but not when off center. I tried the following gleaned from one of the questions suggested by stackoverflow when I started this question: CABasicAnimation* translateAnimation = [CABasicAnimation animationWithKeyPath:@"position"]; translateAnimation.fromValue = [NSValue valueWithCGPoint:CGPointMake(oldx, oldy )]; translateAnimation.toValue = [NSValue valueWithCGPoint:CGPointMake(x, y )]; // translateAnimation.fillMode = kCAFillModeBoth; translateAnimation.duration = 1.0; translateAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]; [self.layer addAnimation:translateAnimation forKey:@"translateAnimation"]; But it doesn't help much, when I play with it sometimes it looks like once time it animates in the correct spot after I've moved it offcenter, but then it switches back to the animating from the center point to the new location. Sooo, any suggestions or do I need to provide additional information.

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  • Best practice for defining CSS rules via JavaScript

    - by Tim Whitlock
    I'm loading a stylesheet that is only required when javascript is enabled. More to the point, it mustn't be present if JavaScript is disabled. I'm doing this as soon as possible (in the head) before any javascript libraries are loaded. (I'm loading all scripts as late as possible). The code for loading this stylesheet externally is simple, and looks like this: var el = document.createElement('link'); el.setAttribute('href','/css/noscript.css'); el.setAttribute('rel','stylesheet'); el.setAttribute('type','text/css'); document.documentElement.firstChild.appendChild(el); It's working fine, but all my CSS file contains at the moment is this: .noscript { display: none; } This doesn't really warrant loading a file, so I'm thinking of just defining the rule dynamically in JavaScript. What's best practice for this?. A quick scan of various techniques shows that it requires a fair bit of cross-browser hacking. P.S. pleeease don't post jQuery examples. This must be done with no libraries.

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  • How to know $(window).load(); status from jquery

    - by Starx
    I have created a website loading bar using Jquery UI Progress bar, this progress bar shows the status of scripts loading. A sample is $.getScript('_int/ajax.js',function() { $("#progressinfo").html("Loading Complete ..."); $("#progressbar").progressbar({ value: 100 }); }); This progress bar is in #indexloader which is blocking the website being loaded behind, its CSS is #indexloader { z-index:100; position:fixed; top:0; left:0; background:#FFF; width:100%;height:100%; } After the progress bar reaches 100% I want to hide and remove #indexloader for that I used $("#indexloader").fadeOut("slow",function() { $("#indexloader").remove(); }); But the problem is, although the scripts have loaded, the pages are not fully loaded, I see images and other things still loading. So before fading and removing the #indexloader i want to check whether the $(window).load() has completed or not Is there a way to check this? Thanks in advance

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  • Saving/Associating slider values with a pop-up menu

    - by James
    Hi, Following on from a question I posted yesterday about GUIs, I have another problem I've been working with. This question related to calculating the bending moment on a beam under different loading conditions. On the GUI I have developed so far, I have a number of sliders (which now work properly) and a pop-up menu which defines the load case. I would like to be able to select the load case from the pop-up menu and position the loads as appropriate, in order to define each load case in turn. The output that I need is an array defining the load case number (the rows) and a number of loading parameters (the itensity and position of the loads, which are controlled by the sliders). The problem I am having is that I can produce this array (of the size I need) and define the loading for one load case (by selecting the pop-up menu) using the sliders, but when I change the popup menu again, the array only keeps the loading for the load case selected by the pop-up menu. Can anyone suggest an approach I can take with (specifically to store the variables from each load case) or an example that illustrates a similar solution to the problem? The probem may be a bit vague, so please let me know if anything needs clearing up. Many Thanks, James

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  • Why does my Delphi program's memory continue to grow?

    - by lkessler
    I am using Delphi 2009 which has the FastMM4 memory manager built into it. My program reads in and processes a large dataset. All memory is freed correctly whenever I clear the dataset or exit the program. It has no memory leaks at all. Using the CurrentMemoryUsage routine given in spenwarr's answer to: http://stackoverflow.com/questions/437683/how-to-get-the-memory-used-by-a-delphi-program, I have displayed the memory used by FastMM4 during processing. What seems to be happening is that memory is use is growing after every process and release cycle. e.g.: 1,456 KB used after starting my program with no dataset. 218,455 KB used after loading a large dataset. 71,994 KB after clearing the dataset completely. If I exit at this point (or any point in my example), no memory leaks are reported. 271,905 KB used after loading the same dataset again. 125,443 KB after clearing the dataset completely. 325,519 KB used after loading the same dataset again. 179,059 KB after clearing the dataset completely. 378,752 KB used after loading the same dataset again. It seems that my program's memory use is growing by about 53,400 KB upon each load/clear cycle. Task Manager confirms that this is actually happening. I have heard that FastMM4 does not always release all of the program's memory back to the Operating system when objects are freed so that it can keep some memory around when it needs more. But this continual growing bothers me. Since no memory leaks are reported, I can't identify a problem. Does anyone know why this is happening, if it is bad, and if there is anything I can or should do about it?

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  • How would I send a POST Request via Ajax?

    - by Gotactics
    I have a php page, Post.php it recieves the POST's Action, and that has two functions. Insert, and Update.Now how would I go about posting INSERT with this Ajax code. The code posts update fine but is doesnt post insert at all. $(document).ready(function(){ //global vars var inputUser = $("#nick"); var inputMessage = $("#message"); var loading = $("#loading"); var messageList = $(".content ul"); //functions function updateShoutbox(){ //just for the fade effect messageList.hide(); loading.fadeIn(); //send the post to shoutbox.php $.ajax({ type: "POST", url: "Shoutbox.php", data: "action=update", complete: function(data){ loading.fadeOut(); messageList.html(data.responseText); messageList.fadeIn(2000); } }); } //check if all fields are filled function checkForm(){ if(inputUser.attr("value") && inputMessage.attr("value")) return true; else return false; } //Load for the first time the shoutbox data updateShoutbox(); //on submit event $("#form").submit(function(){ if(checkForm()){ var nick = inputUser.attr("value"); var message = inputMessage.attr("value"); //we deactivate submit button while sending $("#send").attr({ disabled:true, value:"Sending..." }); $("#send").blur(); //send the post to shoutbox.php $.ajax({ type: "GET", url: "Shoutbox.php", data: "action=insert&nick=" + nick + "&message=" + message, complete: function(data){ messageList.html(data.responseText); updateShoutbox(); //reactivate the send button $("#send").attr({ disabled:false, value:"Shout it!" }); } }); } else alert("Please fill all fields!"); //we prevent the refresh of the page after submitting the form return false; }); });emphasized text

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