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  • EXC_BAD_ACCESS when returning a CGRect in iPhone

    - by pabloruiz55
    I have a class which must return a CGRect from one of its methods: -(CGRect)myRect { CGRect rect = CGRectMake(self.mySprite.position.x,self.mySprite.position.y,self.mySprite.textureRect.size.width, self.mySprite.textureRect.size.height); return rect; } I get an exc_bad_access as soon as i try to access the mySprite ivar. Thing is if i call it, the instance variable mySprite is full of garbage. BUT if i change the function to return void, self.mySprite does contain the correct data. -(void)myRect { CGRect rect = CGRectMake(self.mySprite.position.x,self.mySprite.position.y,self.mySprite.textureRect.size.width, self.mySprite.textureRect.size.height); return rect; } that does not crash when accessing mySprite...

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  • How to change text via jQuery?

    - by Will Merydith
    I am trying to change the "show more" text depending on the state. This isn't working: <div id="description"> text goes here </div> <div id="more-less-container"> <a href="#" id="more-less">expand / collapse</a> </div> <script> var open = false; $('#more-less').click(function() { if (open) { $('#description').animate({height:'10em'}); $('#more-less').innerHTML ='show less'; } else { $('#description').animate({height:'100%'}); $('#more-less').innerHTML ='show more'; } open = !open; }); </script>

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  • div inside a href tag

    - by kc rajput
    i want to make a div click able and inside this i have another div and this also should be click able or link. html is <a href="#"><div class="box"> <div class="plus"><img src="aaa.jpg"/></div> </div></a> css .box{ float:left; width:100px; height:100px; } .plus{ float:left; width:30px; height:30px; } can i make both divs to link and for different-different url. and is this proper way use div inside a href ?

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  • jquery ui - making dialogs more "dynamic" ?

    - by mike
    Hello, I have a page that uses multiple dialogs for different things. Some dialogs may have buttons that others do not while other may need to be a different height than another... All of them have a set of params that will not change. My question, can I have a default like: $('.someElement').dialog({ width: 999, show: 'slide', hide: 'slide', ETC: 'some other option' }); and use it for all of my dialogs, then pass buttons or height to it dynamically when I open a dialog? It just seems wrong to have something like the above for every dialog I need... Thanks!

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  • css selector on IE

    - by user121196
    I'm using .class1.class2 .class3 selector, works fine in FF, but on IE7, it doesn't work. In the css below, the second style is always shown in IE. any solution? <STYLE type="text/css"> .test1.test2 .test3{ width:90px; height:100px; } .test4.test2 .test3{ width:900px; height:100px; } </style> <div class="test1 test2"> <button value="test" class="test3"/> </div>

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  • IE 8 and jquery problem

    - by Hellnar
    I have such div: <div class="box"> <div id="myid" style="display:hidden;"> <p>some stuff here</p></div> </div> when I do $("myid").slideToggle("slow"); , if the content of has bigger height over box, my content overflows from the bottom of the "box" class, weirdly this doesn't happen with other browsers but IE8 How can I fix this issue so that when "myid" starts to display content, height of the .box resizes itself to fit the inner div.

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  • jQuery center multiple dynamic images in different sized containers

    - by JVK Design
    So I've found similar questions but none that answer all the questions I have and I know there must be a simple jQuery answer to this. I've got multiple images that are being dynamically placed in their own containing div that have overflow:hidden, they need to fill their containing divs and be centered(horizontally and vertically) also. The containing divs will be different sizes as well. So in short: multiple different sized images fill and center in containing div. containing divs will be different sizes. will be used multiple times on a page. Hopefully this image helps explain what I'm after. Click here to view the image. HTML I'm using but can be changed <div class="imageHolder"> <div class="first SlideImage"> <img src="..." alt="..."/> </div> <div class="second SlideImage"> <img src="..." alt="..."/> </div> <div class="third SlideImage"> <img src="..." alt="..."/> </div> </div> And the CSS .imageHandler{ float:left; width:764px; height:70px; margin:1px 0px 0px; } .imageHolder .SlideImage{ float:left; position:relative; overflow:hidden; } .imageHolder .SlideImage img{ position:absolute; } .imageHolder .first.SlideImage{ width:381px; height:339px; margin-right:1px; } .imageHolder .second.SlideImage{margin-bottom:1px;} .imageHolder .second.SlideImage, .imageHolder .third.SlideImage { width: 382px; height: 169px; } Ask me anything if this doesn't make sense, thanks in advance

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  • Can't open DDMS

    - by Emerald214
    When I open a standalone DDMS besides Eclipse, it generates the below error. hieund@hieund:~$ ddms 01:51:58 E/ddms: Could not open Selected VM debug port (8700). Make sure you do not have another instance of DDMS or of the eclipse plugin running. If it's being used by something else, choose a new port number in the preferences. (DDMS:6904): Gtk-WARNING **: gtk_widget_size_allocate(): attempt to allocate widget with width -5 and height 17 (DDMS:6904): Gtk-WARNING **: gtk_widget_size_allocate(): attempt to allocate widget with width -5 and height 17 01:52:18 E/DDMS: device offline com.android.ddmlib.AdbCommandRejectedException: device offline at com.android.ddmlib.AdbHelper.setDevice(AdbHelper.java:736) at com.android.ddmlib.AdbHelper.executeRemoteCommand(AdbHelper.java:373) at com.android.ddmlib.Device.executeShellCommand(Device.java:364) at com.android.ddmuilib.SysinfoPanel.loadFromDevice(SysinfoPanel.java:159) at com.android.ddmuilib.SysinfoPanel.deviceSelected(SysinfoPanel.java:126) at com.android.ddmuilib.SelectionDependentPanel.deviceSelected(SelectionDependentPanel.java:52) at com.android.ddms.UIThread.selectionChanged(UIThread.java:1721) at com.android.ddmuilib.DevicePanel.notifyListeners(DevicePanel.java:752) at com.android.ddmuilib.DevicePanel.notifyListeners(DevicePanel.java:740) at com.android.ddmuilib.DevicePanel.access$1100(DevicePanel.java:56) at com.android.ddmuilib.DevicePanel$1.widgetSelected(DevicePanel.java:357) at org.eclipse.swt.widgets.TypedListener.handleEvent(Unknown Source) at org.eclipse.swt.widgets.EventTable.sendEvent(Unknown Source) at org.eclipse.swt.widgets.Widget.sendEvent(Unknown Source) at org.eclipse.swt.widgets.Display.runDeferredEvents(Unknown Source) at org.eclipse.swt.widgets.Display.readAndDispatch(Unknown Source) at com.android.ddms.UIThread.runUI(UIThread.java:517) at com.android.ddms.Main.main(Main.java:116) 01:52:32 E/ddms: shutting down due to uncaught exception 01:52:32 E/ddms: Failed to execute runnable (java.lang.ArrayIndexOutOfBoundsException: -1) org.eclipse.swt.SWTException: Failed to execute runnable (java.lang.ArrayIndexOutOfBoundsException: -1) at org.eclipse.swt.SWT.error(Unknown Source) at org.eclipse.swt.SWT.error(Unknown Source) at org.eclipse.swt.widgets.Synchronizer.runAsyncMessages(Unknown Source) at org.eclipse.swt.widgets.Display.runAsyncMessages(Unknown Source) at org.eclipse.swt.widgets.Display.readAndDispatch(Unknown Source) at com.android.ddms.UIThread.runUI(UIThread.java:517) at com.android.ddms.Main.main(Main.java:116) Caused by: java.lang.ArrayIndexOutOfBoundsException: -1 at org.eclipse.jface.viewers.AbstractTableViewer$VirtualManager.resolveElement(AbstractTableViewer.java:100) at org.eclipse.jface.viewers.AbstractTableViewer$1.handleEvent(AbstractTableViewer.java:70) at org.eclipse.swt.widgets.EventTable.sendEvent(Unknown Source) at org.eclipse.swt.widgets.Widget.sendEvent(Unknown Source) at org.eclipse.swt.widgets.Widget.sendEvent(Unknown Source) at org.eclipse.swt.widgets.Widget.sendEvent(Unknown Source) at org.eclipse.swt.widgets.Table.checkData(Unknown Source) at org.eclipse.swt.widgets.Table.cellDataProc(Unknown Source) at org.eclipse.swt.widgets.Display.cellDataProc(Unknown Source) at org.eclipse.swt.internal.gtk.OS._gtk_list_store_append(Native Method) at org.eclipse.swt.internal.gtk.OS.gtk_list_store_append(Unknown Source) at org.eclipse.swt.widgets.Table.setItemCount(Unknown Source) at org.eclipse.jface.viewers.TableViewer.doSetItemCount(TableViewer.java:217) at org.eclipse.jface.viewers.AbstractTableViewer.internalVirtualRefreshAll(AbstractTableViewer.java:661) at org.eclipse.jface.viewers.AbstractTableViewer.internalRefresh(AbstractTableViewer.java:635) at org.eclipse.jface.viewers.AbstractTableViewer.internalRefresh(AbstractTableViewer.java:620) at org.eclipse.jface.viewers.StructuredViewer$7.run(StructuredViewer.java:1430) at org.eclipse.jface.viewers.StructuredViewer.preservingSelection(StructuredViewer.java:1365) at org.eclipse.jface.viewers.StructuredViewer.preservingSelection(StructuredViewer.java:1328) at org.eclipse.jface.viewers.StructuredViewer.refresh(StructuredViewer.java:1428) at org.eclipse.jface.viewers.ColumnViewer.refresh(ColumnViewer.java:537) at org.eclipse.jface.viewers.StructuredViewer.refresh(StructuredViewer.java:1387) at com.android.ddmuilib.logcat.LogCatPanel$LogCatTableRefresherTask.run(LogCatPanel.java:1000) at org.eclipse.swt.widgets.RunnableLock.run(Unknown Source) ... 5 more I tried to change port for DDMS in Eclipse but it still doesn't work.

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  • float right image pushes down text in table below in IE9 [migrated]

    - by Cheers and hth. - Alf
    I'm not a webmaster, not even a web developer, but I'm tasked with adding content to a Wordpress site developed by Someone Else(TM). Here's a page illustrating the problem: http://www.reginedagan.no/program/fiskekonkurranse-i-hovden/. It shows up nice in Firefox: But in IE9 the floated picture pushed down the text in the table below, so that it looks rather awful: I found some related questions on the web, e.g. "CSS: Float right in IE doesn't work!" and "why does a floating DIV mess up table positioning?", and the suggestions there led me to set clear: none on the div around the table, the table itself, and then each individual tr and finally even on each individual td. I also set width="99%" on the table, and tried (but I don't know how correctly) to apply the IE6 quirk fix margin-right: -3px. So here's the content as written in Wordpress, including the unsuccessful attempted fixes: <h1><div style="float: right"><a href="http://www.reginedagan.no/?attachment_id=671"><img src="http://www.reginedagan.no/wp-content/uploads/2012/06/fiskekonkurranse-2011-bilde-3-nedskalert.jpg" alt="Fra fiskekonkurransen i 2011" title="Fra fiskekonkurransen i 2011" width="200" height="242" class="size-full wp-image-671"/></a></div>Fiskekonkurranse i Hovden!</h1> <div style="background-color: #FAF0F0; clear: none;"><table width="99%" style="clear: none; right-margin: -3px;"> <tr style=" clear: none;"> <td style="text-align: left; clear: none;">Dato:</td> <td style="text-align: left; clear: none;">Lørdag 21.juli</td> </tr> <tr style=" clear: none;"> <td style="text-align: left; padding-left: 2em"; clear: none;>/ barn, Flytebrygga</td> <td style="text-align: left; clear: none;">15.00 &ndash; 16.00</td> </tr> <tr style=" clear: none;"> <td style="text-align: left; padding-left: 2em; clear: none;">/ voksne (over 12 år), Moloen</td> <td style="text-align: left; clear: none;">15.00 &ndash; 17.00 </td> </tr> <tr style=" clear: none;"> <td style="text-align: left; clear: none;">Sted:</td> <td style="text-align: left; clear: none;">Hovden</td> </tr> <tr style=" clear: none;"> <td style="text-align: left; clear: none;">Pris:</td> <td style="text-align: left; clear: none;">voksen (over 12 år) kr. 50,-, barn kr. 30,-</td> </tr style=" clear: none;"> <tr> <td style="text-align: left; clear: none;">Arrangør:</td> <td style="text-align: left; clear: none;">Hovden Grendelag</td> </tr> </table></div> Velkommen til den årlige Fiskekonkurransen i Hovden lørdag 21. juli! <a href="http://www.reginedagan.no/program/fiskekonkurranse-i-hovden/fiskekonkurranse-2011-bilde-nedskalertjpg/" rel="attachment wp-att-672"><img src="http://www.reginedagan.no/wp-content/uploads/2012/03/fiskekonkurranse-2011-bilde-nedskalertjpg.jpg" alt="Fra fiskekonkurransen i 2011" title="Fra fiskekonkurransen i 2011" width="400" height="267" class="alignleft size-full wp-image-672" /></a>Det blir stangfiske fra moloen og egen barnekonkurranse fra flytebrygga. Premiering for størst fisk, størst antall kg og flest antall stk. Premiering for barn kl. 16:30 på moloen. Alle premieres. Premiering for voksne på festen om kvelden. Salg av pølser og brus, vafler og kaffe, samt sluker. <div style="clear: left; border: 1px dashed gray; padding: 1em;"> Fest på Hovden samfunnshus kl. 21 &ndash; 02. Musikk: «Mister West», Steinar Aarsnes, Andøya. CC. Salg av øl/vin og snacks. </div> VEL MØTT &mdash; SKITT FISKE! And the resulting HTML served to a browser (only the relevant first part): <div style="float: right;"><a href="http://www.reginedagan.no/?attachment_id=671"><img src="http://www.reginedagan.no/wp-content/uploads/2012/06/fiskekonkurranse-2011-bilde-3-nedskalert.jpg" alt="Fra fiskekonkurransen i 2011" title="Fra fiskekonkurransen i 2011" class="size-full wp-image-671" height="242" width="200"></a></div> <p>Fiskekonkurranse i Hovden!</p></h1> <div style="background-color: rgb(250, 240, 240); clear: none;"> <table style="clear: none;" width="99%"> <tbody><tr style="clear: none;"> <td style="text-align: left; clear: none;">Dato:</td> <td style="text-align: left; clear: none;">Lørdag 21.juli</td> </tr> The able to reproduce the effect with simpler code by setting clear: right on the table. However, I'm unable to reproduce the effect with default styling or with clear: none (as above). So it seems maybe it's something Wordpress does, or maybe it's something the theme thing or whatever it is does – but it's very similar to what others have observed, so there is strong indication that it's also a quirk in IE. Help?

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  • Oracle CRM Day Barcelona

    - by Oracle Aplicaciones
    Normal 0 21 false false false ES X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} Normal 0 21 false false false ES X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-fareast-language:EN-US;} El pasado 25 de Noviembre, con la colaboración de Abast, Birchman y Omega CRM, Oracle celebró en Barcelona la 2ª edición del CRM Day, donde presentaron las últimas tendencias europeas de CRM a través del Estudio realizado por IDC. Con su formato de conferencias + coloquios + asesorías individuales, todos los asistentes dispusieron de la posibilidad de compartir experiencias y mejores prácticas con los expertos de oracle así como con el resto de asistentes.

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  • cocos2dx - Custom Fragment Shader and CCRenderTexture

    - by saiy2k
    I have a CCRenderTexture that is filled with a sprite when the scene is loaded, as follows, canvas = CCRenderTexture::create(this->getContentSize().width, this->getContentSize().height); canvas->setPosition(data->position); canvas->beginWithClear(0.0, 0.0, 0.0, 0); this->visit(); canvas->end(); The above code is written within a class, which derives from CCSprite (Hence this). Then, in another function applyShader(), I create a sprite named splat, from the texture of CCRenderTexture *canvas. Thus splat will contain the whole texture of canvas. Now I apply a custom fragment shader to the splat by calling the function splat->renderShader(), which will modify some small portion of the whole texture. Then I draw the modified texture back to the CCRenderTexture *canvas. Hence, applyShader() will * take a texture from CCRenderTexture, * create a sprite based on it, * apply a fragment shader to it * and draw the modified texture back to CCRenderTexture. This applyShader() will be called repetitively and its code is as follows: splat = Splat::createWithTexture(art->canvas->getSprite()->getTexture()); splat->renderShader(); art->canvas->begin(); splat->visit(); art->canvas->end(); My shader code is (nothing fancy) precision mediump float; varying vec2 v_texCoord; uniform sampler2D u_texture; uniform sampler2D u_colorRampTexture; uniform float params[5]; void main() { gl_FragColor = texture2D(u_texture, v_texCoord); return; } So, with the above code I expect the original sprite this to get rendered over and over again without any visual changes. But on each call to applyShader(), the texture is getting stretched a little and the stretched image is getting rendered. After some 10 calls, the image gets so distorted. Can someone please tell me where I am going wrong? Thanks :-) PS: All code shown here is partial, not complete code. Edit: Adding Screens Update: The problem has nothing to do with shaders it seems. It happens even when I dont call renderShader(). The actual lines of code is: splat = Splat::createWithTexture(art->canvas->getSprite()->getTexture()); splat->setPosition( ccp( art->getContentSize().width * 0.5, art->getContentSize().height * 0.5 ) ); splat->setFlipY(true); art->canvas->begin(); splat->visit(); art->canvas->end();

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  • Android OpenGL ES 2 framebuffer not working properly

    - by user16547
    I'm trying to understand how framebuffers work. In order to achieve that, I want to draw a very basic triangle to a framebuffer texture and then draw the resulting texture to a quad on the default framebuffer. However, I only get a fraction of the triangle like below. LE: The triangle's coordinates should be (1) -0.5f, -0.5f, 0 (2) 0.5f, -0.5f, 0 (3) 0, 0.5f, 0 Here's the code to render: @Override public void onDrawFrame(GL10 gl) { renderNormalStuff(); renderFramebufferTexture(); } protected void renderNormalStuff() { GLES20.glViewport(0, 0, texWidth, texHeight); GLUtils.updateProjectionMatrix(mProjectionMatrix, texWidth, texHeight); GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fbo[0]); GLES20.glUseProgram(mProgram); GLES20.glClearColor(.5f, .5f, .5f, 1); GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT); Matrix.setIdentityM(mModelMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0); GLES20.glUniformMatrix4fv(u_MVPMatrix, 1, false, mMVPMatrix, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[0]); GLES20.glVertexAttribPointer(a_Position, 3, GLES20.GL_FLOAT, false, 12, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[1]); GLES20.glVertexAttribPointer(a_Color, 4, GLES20.GL_FLOAT, false, 16, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, ibo[0]); GLES20.glDrawElements(GLES20.GL_TRIANGLES, indexBuffer.capacity(), GLES20.GL_UNSIGNED_BYTE, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0); GLES20.glUseProgram(0); } private void renderFramebufferTexture() { GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0); GLES20.glUseProgram(fboProgram); GLES20.glClearColor(.0f, .5f, .25f, 1); GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); GLES20.glViewport(0, 0, width, height); GLUtils.updateProjectionMatrix(mProjectionMatrix, width, height); Matrix.setIdentityM(mModelMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0); GLES20.glUniformMatrix4fv(fbo_u_MVPMatrix, 1, false, mMVPMatrix, 0); //draw the texture GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture[0]); GLES20.glUniform1i(fbo_u_Texture, 0); GLUtils.sendBufferData(fbo_a_Position, 3, quadPositionBuffer); GLUtils.sendBufferData(fbo_a_TexCoordinate, 2, quadTexCoordinate); GLES20.glDrawElements(GLES20.GL_TRIANGLES, quadIndexBuffer.capacity(), GLES20.GL_UNSIGNED_BYTE, quadIndexBuffer); GLES20.glUseProgram(0); }

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  • How to Upload a file from client to server using OFBIZ?

    - by SIVAKUMAR.J
    I'm new to ofbiz so try to keep your answer as simple as possibly. If you can give examples that would be kind. My problem is I created a project inside the ofbiz/hot-deploy folder namely productionmgntSystem. Inside the folder ofbiz\hot-deploy\productionmgntSystem\webapp\productionmgntSystem I created a file app_details_1.ftl. The following are the code of this file <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1"> <title>Insert title here</title> <script TYPE="TEXT/JAVASCRIPT" language=""JAVASCRIPT"> function uploadFile() { //alert("Before calling upload.jsp"); window.location='<@ofbizUrl>testing_service1</@ofbizUrl>' } </script> </head> <!-- <form action="<@ofbizUrl>testing_service1</@ofbizUrl>" enctype="multipart/form-data" name="app_details_frm"> --> <form action="<@ofbizUrl>logout1</@ofbizUrl>" enctype="multipart/form-data" name="app_details_frm"> <center style="height: 299px; "> <table border="0" style="height: 177px; width: 788px"> <tr style="height: 115px; "> <td style="width: 103px; "> <td style="width: 413px; "><h1>APPLICATION DETAILS</h1> <td style="width: 55px; "> </tr> <tr> <td style="width: 125px; ">Application name : </td> <td> <input name="app_name_txt" id="txt_1" value=" " /> </td> </tr> <tr> <td style="width: 125px; ">Excell sheet &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;: </td> <td> <input type="file" name="filename"/> </td> </tr> <tr> <td> <!-- <input type="button" name="logout1_cmd" value="Logout" onclick="logout1()"/> --> <input type="submit" name="logout_cmd" value="logout"/> </td> <td> <!-- <input type="submit" name="upload_cmd" value="Submit" /> --> <input type="button" name="upload1_cmd" value="Upload" onclick="uploadFile()"/> </td> </tr> </table> </center> </form> </html> the following coding is present in the file ofbiz\hot-deploy\productionmgntSystem\webapp\productionmgntSystem\WEB-INF\controller.xml ...... ....... ........ <request-map uri="testing_service1"> <security https="true" auth="true"/> <event type="java" path="org.ofbiz.productionmgntSystem.web_app_req.WebServices1" invoke="testingService"/> <response name="ok" type="view" value="ok_view"/> <response name="exception" type="view" value="exception_view"/> </request-map> .......... ............ .......... <view-map name="ok_view" type="ftl" page="ok_view.ftl"/> <view-map name="exception_view" type="ftl" page="exception_view.ftl"/> ................ ............. ............. The following are the coding present in the file ofbiz\hot-deploy\productionmgntSystem\src\org\ofbiz\productionmgntSystem\web_app_req\WebServices1.java package org.ofbiz.productionmgntSystem.web_app_req; import javax.servlet.http.HttpServletRequest; import javax.servlet.http.HttpServletResponse; import java.io.DataInputStream; import java.io.FileOutputStream; import java.io.IOException; public class WebServices1 { public static String testingService(HttpServletRequest request, HttpServletResponse response) { //int i=0; String result="ok"; System.out.println("\n\n\t*************************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response)- Start"); String contentType=request.getContentType(); System.out.println("\n\n\t*************************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response)- contentType : "+contentType); String str=new String(); // response.setContentType("text/html"); //PrintWriter writer; if ((contentType != null) && (contentType.indexOf("multipart/form-data") >= 0)) { System.out.println("\n\n\t**********************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response) after if (contentType != null)"); try { // writer=response.getWriter(); System.out.println("\n\n\t**********************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response) - try Start"); DataInputStream in = new DataInputStream(request.getInputStream()); int formDataLength = request.getContentLength(); byte dataBytes[] = new byte[formDataLength]; int byteRead = 0; int totalBytesRead = 0; //this loop converting the uploaded file into byte code while (totalBytesRead < formDataLength) { byteRead = in.read(dataBytes, totalBytesRead,formDataLength); totalBytesRead += byteRead; } String file = new String(dataBytes); //for saving the file name String saveFile = file.substring(file.indexOf("filename=\"") + 10); saveFile = saveFile.substring(0, saveFile.indexOf("\n")); saveFile = saveFile.substring(saveFile.lastIndexOf("\\")+ 1,saveFile.indexOf("\"")); int lastIndex = contentType.lastIndexOf("="); String boundary = contentType.substring(lastIndex + 1,contentType.length()); int pos; //extracting the index of file pos = file.indexOf("filename=\""); pos = file.indexOf("\n", pos) + 1; pos = file.indexOf("\n", pos) + 1; pos = file.indexOf("\n", pos) + 1; int boundaryLocation = file.indexOf(boundary, pos) - 4; int startPos = ((file.substring(0, pos)).getBytes()).length; int endPos = ((file.substring(0, boundaryLocation)).getBytes()).length; //creating a new file with the same name and writing the content in new file FileOutputStream fileOut = new FileOutputStream("/"+saveFile); fileOut.write(dataBytes, startPos, (endPos - startPos)); fileOut.flush(); fileOut.close(); System.out.println("\n\n\t**********************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response) - try End"); } catch(IOException ioe) { System.out.println("\n\n\t*********************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response) - Catch IOException"); //ioe.printStackTrace(); return("exception"); } catch(Exception ex) { System.out.println("\n\n\t*********************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response) - Catch Exception"); return("exception"); } } else { System.out.println("\n\n\t********************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response) else part"); result="exception"; } System.out.println("\n\n\t*************************************\n\tInside WebServices1.testingService(HttpServletRequest request, HttpServletResponse response)- End"); return(result); } } I want to upload a file to the server. The file is get from user " tag in the "app_details_1.ftl" file & it is updated into the server by using the method "testingService(HttpServletRequest request, HttpServletResponse response)" in the class "WebServices1". But the file is not uploaded. Give me a good solution for uploading a file to the server.

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  • How can I respond to mouse events in AS3?

    - by Gabriel Meono
    Background: Trying to make a simple "drop the ball" game. The code is located inside the first frame of the timeline. Nothing more is on the stage. Issue: Using QuickBox2D I made a simple If statement that drops and object acording the Mouse-x position: if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); I imported the MouseEvent library: import flash.events.MouseEvent; Nothing happens if I click, no output errors either. See it in action: http://gabrielmeono.com/download/Lucky_Hit_Alpha.swf http://gabrielmeono.com/download/Lucky_Hit_Alpha.fla Full Code: [SWF(width = 350, height = 600, frameRate = 60)] import com.actionsnippet.qbox.*; import flash.events.MouseEvent; var sim:QuickBox2D = new QuickBox2D(this); sim.createStageWalls(); //var ball:sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); // // make a heavy circle sim.addCircle({x:3, y:1, radius:0.25, density:5}); sim.addCircle({x:2, y:1, radius:0.25, density:5}); sim.addCircle({x:4, y:1, radius:0.25, density:5}); sim.addCircle({x:5, y:1, radius:0.25, density:5}); sim.addCircle({x:6, y:1, radius:0.25, density:5}); // create a few platforms sim.addBox({x:3, y:2, width:4, height:0.2, density:0, angle:0.1}); // make 26 dominoes for (var i:int = 0; i<7; i++){ //End sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid end sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); //Middle Start sim.addCircle({x:0 + i * 1.5, y:09, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:08, radius:0.1, density:0}); sim.addCircle({x:0 + i * 1.5, y:07, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:06, radius:0.1, density:0}); } if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); sim.start(); /*sim.mouseDrag();*/ }

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  • Help with Collision Resolution?

    - by Milo
    I'm trying to learn about physics by trying to make a simplified GTA 2 clone. My only problem is collision resolution. Everything else works great. I have a rigid body class and from there cars and a wheel class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private OBB2D predictionRect = new OBB2D(new Vector2D(), 1.0f, 1.0f, 0.0f); private float mass; private Vector2D deltaVec = new Vector2D(); private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); predictionRect.set(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); rectChanged(); } public void setPredictionLocation(Vector2D position, float angle) { getPredictionRect().set(position, getWidth(), getHeight(), angle); } public void setPredictionCenter(Vector2D center) { getPredictionRect().moveTo(center); } public void setPredictionAngle(float angle) { predictionRect.setAngle(angle); } public Vector2D getPosition() { return getRect().getCenter(); } public OBB2D getPredictionRect() { return predictionRect; } @Override public void update(float timeStep) { doUpdate(false,timeStep); } public void doUpdate(boolean prediction, float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); if(prediction) { Vector2D velocity = Vector2D.add(this.velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setPredictionCenter(c); //forces = new Vector2D(0,0); //clear forces } else { velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); deltaVec.x = v.x - c.x; deltaVec.y = v.y - c.y; deltaVec.normalize(); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; } //angular float angAcc = torque / inertia; if(prediction) { float angularVelocity = this.angularVelocity + angAcc * timeStep; setPredictionAngle(getAngle() + angularVelocity * timeStep); //torque = 0; //clear torque } else { angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } } public void updatePrediction(float timeStep) { doUpdate(true, timeStep); } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } public Vector2D getDeltaVec() { return deltaVec; } } Vehicle public class Wheel { private Vector2D forwardVec; private Vector2D sideVec; private float wheelTorque; private float wheelSpeed; private float wheelInertia; private float wheelRadius; private Vector2D position = new Vector2D(); public Wheel(Vector2D position, float radius) { this.position = position; setSteeringAngle(0); wheelSpeed = 0; wheelRadius = radius; wheelInertia = (radius * radius) * 1.1f; } public void setSteeringAngle(float newAngle) { Matrix mat = new Matrix(); float []vecArray = new float[4]; //forward Vector vecArray[0] = 0; vecArray[1] = 1; //side Vector vecArray[2] = -1; vecArray[3] = 0; mat.postRotate(newAngle / (float)Math.PI * 180.0f); mat.mapVectors(vecArray); forwardVec = new Vector2D(vecArray[0], vecArray[1]); sideVec = new Vector2D(vecArray[2], vecArray[3]); } public void addTransmissionTorque(float newValue) { wheelTorque += newValue; } public float getWheelSpeed() { return wheelSpeed; } public Vector2D getAnchorPoint() { return position; } public Vector2D calculateForce(Vector2D relativeGroundSpeed, float timeStep, boolean prediction) { //calculate speed of tire patch at ground Vector2D patchSpeed = Vector2D.scalarMultiply(Vector2D.scalarMultiply( Vector2D.negative(forwardVec), wheelSpeed), wheelRadius); //get velocity difference between ground and patch Vector2D velDifference = Vector2D.add(relativeGroundSpeed , patchSpeed); //project ground speed onto side axis Float forwardMag = new Float(0.0f); Vector2D sideVel = velDifference.project(sideVec); Vector2D forwardVel = velDifference.project(forwardVec, forwardMag); //calculate super fake friction forces //calculate response force Vector2D responseForce = Vector2D.scalarMultiply(Vector2D.negative(sideVel), 2.0f); responseForce = Vector2D.subtract(responseForce, forwardVel); float topSpeed = 500.0f; //calculate torque on wheel wheelTorque += forwardMag * wheelRadius; //integrate total torque into wheel wheelSpeed += wheelTorque / wheelInertia * timeStep; //top speed limit (kind of a hack) if(wheelSpeed > topSpeed) { wheelSpeed = topSpeed; } //clear our transmission torque accumulator wheelTorque = 0; //return force acting on body return responseForce; } public void setTransmissionTorque(float newValue) { wheelTorque = newValue; } public float getTransmissionTourque() { return wheelTorque; } public void setWheelSpeed(float speed) { wheelSpeed = speed; } } //our vehicle object public class Vehicle extends RigidBody { private Wheel [] wheels = new Wheel[4]; private boolean throttled = false; public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //front wheels wheels[0] = new Wheel(new Vector2D(halfSize.x, halfSize.y), 0.45f); wheels[1] = new Wheel(new Vector2D(-halfSize.x, halfSize.y), 0.45f); //rear wheels wheels[2] = new Wheel(new Vector2D(halfSize.x, -halfSize.y), 0.75f); wheels[3] = new Wheel(new Vector2D(-halfSize.x, -halfSize.y), 0.75f); super.initialize(halfSize, mass, bitmap); } public void setSteering(float steering) { float steeringLock = 0.13f; //apply steering angle to front wheels wheels[0].setSteeringAngle(steering * steeringLock); wheels[1].setSteeringAngle(steering * steeringLock); } public void setThrottle(float throttle, boolean allWheel) { float torque = 85.0f; throttled = true; //apply transmission torque to back wheels if (allWheel) { wheels[0].addTransmissionTorque(throttle * torque); wheels[1].addTransmissionTorque(throttle * torque); } wheels[2].addTransmissionTorque(throttle * torque); wheels[3].addTransmissionTorque(throttle * torque); } public void setBrakes(float brakes) { float brakeTorque = 15.0f; //apply brake torque opposing wheel vel for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); wheel.addTransmissionTorque(-wheelVel * brakeTorque * brakes); } } public void doUpdate(float timeStep, boolean prediction) { for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); //apply negative force to naturally slow down car if(!throttled && !prediction) wheel.addTransmissionTorque(-wheelVel * 0.11f); Vector2D worldWheelOffset = relativeToWorld(wheel.getAnchorPoint()); Vector2D worldGroundVel = pointVelocity(worldWheelOffset); Vector2D relativeGroundSpeed = worldToRelative(worldGroundVel); Vector2D relativeResponseForce = wheel.calculateForce(relativeGroundSpeed, timeStep,prediction); Vector2D worldResponseForce = relativeToWorld(relativeResponseForce); applyForce(worldResponseForce, worldWheelOffset); } //no throttling yet this frame throttled = false; if(prediction) { super.updatePrediction(timeStep); } else { super.update(timeStep); } } @Override public void update(float timeStep) { doUpdate(timeStep,false); } public void updatePrediction(float timeStep) { doUpdate(timeStep,true); } public void inverseThrottle() { float scalar = 0.2f; for(Wheel wheel : wheels) { wheel.setTransmissionTorque(-wheel.getTransmissionTourque() * scalar); wheel.setWheelSpeed(-wheel.getWheelSpeed() * 0.1f); } } } And my big hack collision resolution: private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_STEAL_CAR)) { vehicle.setThrottle(-1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); //vehicle.update(16.6666666f / 1000.0f); boolean colided = false; vehicle.updatePrediction(16.66666f / 1000.0f); List<Entity> buildings = world.queryStaticSolid(vehicle,vehicle.getPredictionRect()); if(buildings.size() > 0) { colided = true; } if(!colided) { vehicle.update(16.66f / 1000.0f); } else { Vector2D delta = vehicle.getDeltaVec(); vehicle.setVelocity(Vector2D.negative(vehicle.getVelocity().multiply(0.2f)). add(delta.multiply(-1.0f))); vehicle.inverseThrottle(); } } Here is OBB public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } }; What I do is when I predict a hit on the car, I force it back. It does not work that well and seems like a bad idea. What could I do to have more proper collision resolution. Such that if I hit a wall I will never get stuck in it and if I hit the side of a wall I can steer my way out of it. Thanks I found this nice ppt. It talks about pulling objects apart and calculating new velocities. How could I calc new velocities in my case? http://www.google.ca/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CC8QFjAB&url=http%3A%2F%2Fcoitweb.uncc.edu%2F~tbarnes2%2FGameDesignFall05%2FSlides%2FCh4.2-CollDet.ppt&ei=x4ucULy5M6-N0QGRy4D4Cg&usg=AFQjCNG7FVDXWRdLv8_-T5qnFyYld53cTQ&cad=rja

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  • Setting up OpenGL camera with off-center perspective

    - by user5484
    Hi, I'm using OpenGL ES (in iOS) and am struggling with setting up a viewport with an off-center distance point. Consider a game where you have a character in the left hand side of the screen, and some controls alpha'd over the left-hand side. The "main" part of the screen is on the right, but you still want to show whats in the view on the left. However when the character moves "forward" you want the character to appear to be going "straight", or "up" on the device, and not heading on an angle to the point that is geographically at the mid-x position in the screen. Here's the jist of how i set my viewport up where it is centered in the middle: // setup the camera // glMatrixMode(GL_PROJECTION); glLoadIdentity(); const GLfloat zNear = 0.1; const GLfloat zFar = 1000.0; const GLfloat fieldOfView = 90.0; // can definitely adjust this to see more/less of the scene GLfloat size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); CGRect rect; rect.origin = CGPointMake(0.0, 0.0); rect.size = CGSizeMake(backingWidth, backingHeight); glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glMatrixMode(GL_MODELVIEW); // rotate the whole scene by the tilt to face down on the dude const float tilt = 0.3f; const float yscale = 0.8f; const float zscale = -4.0f; glTranslatef(0.0, yscale, zscale); const int rotationMinDegree = 0; const int rotationMaxDegree = 180; glRotatef(tilt * (rotationMaxDegree - rotationMinDegree) / 2, 1.0f, 0.0f, 0.0f); glTranslatef(0, -yscale, -zscale); static float b = -25; //0; static float c = 0; // rotate by to face in the direction of the dude float a = RADIANS_TO_DEGREES(-atan2f(-gCamera.orientation.x, -gCamera.orientation.z)); glRotatef(a, 0.0, 1.0, 0.0); // and move to where it is glTranslatef(-gCamera.pos.x, -gCamera.pos.y, -gCamera.pos.z); // draw the rest of the scene ... I've tried a variety of things to make it appear as though "the dude" is off to the right: - do a translate after the frustrum to the x direction - do a rotation after the frustrum about the up/y-axis - move the camera with a biased lean to the left of the dude Nothing i do seems to produce good results, the dude will either look like he's stuck on an angle, or the whole scene will appear tilted. I'm no OpenGL expert, so i'm hoping someone can suggest some ideas or tricks on how to "off-center" these model views in OpenGL. Thanks!

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  • Let’s Get Social

    - by Kristin Rose
    v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 false false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} You can try to run from it like a bad Facebook picture but you can’t hide. Social media as we know it is quickly taking over our lives and is not going away any time soon. Though attempting to reach as many Twitter followers as Lady Gaga is daunting, learning how to leverage social media to meet your customer’s needs is not. For Oracle, this means interacting directly with our partners through our many social media outlets, and refraining from posting a mindless status on the pastrami on rye we ate for lunch today… though it was delicious. The “correct” way to go about social media is going to mean something different to each company. For example, sending a customer more than one friend request a day may not be the best way to get their attention, but using social media as a two-way marketing channel is. Oracle’s Partner Business Center’s (PBC) twitter handle was recently mentioned by Elateral as the “ideal way to engage with your market and use social media in the channel”. Why you ask? Because the PBC has two named social media leads manning the Twitter feed at all times, helping partners get the information and answers they need more quickly than a Justin Bieber video gone viral. So whether you want to post a video of your favorite customer attempting the Marshmallow challenge or tweet like there’s no tomorrow, be sure to follow @OraclePartnerBiz today, and see how they can help you achieve your next partner milestone with Oracle. Happy Socializing, The OPN Communications Team v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 false false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 false false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}

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  • Make Windows Position Your Dual Monitors Correctly

    - by Mysticgeek
    If you have a dual monitor setup and each monitor is a different size or height, it can be annoying trying to move the mouse pointer between them. Here is a quick tip that will help make the process easier. Align Monitors In our example, we’re using Windows 7, but the process is essentially the same in all versions, but getting to Display Settings is different. In Windows 7 open the Start menu and type display settings into the search box and hit Enter. In Vista right-click the desktop and click Personalize. Then from the Personalize appearance and sounds menu click on Display Settings. In XP right-click on the desktop and select Properties then in Display Properties click the Settings tab. Now here is where you can change the appearance of your monitors. In this example we have a larger 22” LCD and a smaller 19” and it can be annoying getting the mouse pointer from one to another depending where you are on each monitor. So what you want to do is simply move each display around to a particular height so it’s easier to get the pointer over. For example with this setting we know we’ll have no problem moving the pointer to the other screen at the top of each display.   Of course here you can flip your monitors around, change the display resolution, orientation, etc. If you have dual monitors where one might be larger or set up higher than the other, then this is a great way to get them finely tuned. You will have to play around with the settings a bit to settle on what works best for you. Similar Articles Productive Geek Tips GeekNewb: Get to Know These Windows 7 HotkeysDual Monitors: Use a Different Wallpaper on Each DesktopSet Windows as Default OS when Dual Booting UbuntuEasily Set Default OS in a Windows 7 / Vista and XP Dual-boot SetupSet XP as the Default OS in a Windows Vista Dual-Boot Setup TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Download Wallpapers From National Geographic Site Spyware Blaster v4.3 Yes, it’s Patch Tuesday Generate Stunning Tag Clouds With Tagxedo Install, Remove and HIDE Fonts in Windows 7 Need Help with Your Home Network?

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  • Problem to match font size to the screen resolution in libgdx

    - by Iñaki Bedoya
    I'm having problems to show text on my game at same size on different screens, and I did a simple test. This test consists to show a text fitting at the screen, I want the text has the same size independently from the screen and from DPI. I've found this and this answer that I think should solve my problem but don't. In desktop the size is ok, but in my phone is too big. This is the result on my Nexus 4: (768x1280, 2.0 density) And this is the result on my MacBook: (480x800, 0.6875 density) I'm using the Open Sans Condensed (link to google fonts) As you can see on desktop looks good, but on the phone is so big. Here the code of my test: public class TextTest extends ApplicationAdapter { private static final String TAG = TextTest.class.getName(); private static final String TEXT = "Tap the screen to start"; private OrthographicCamera camera; private Viewport viewport; private SpriteBatch batch; private BitmapFont font; @Override public void create () { Gdx.app.log(TAG, "Screen size: "+Gdx.graphics.getWidth()+"x"+Gdx.graphics.getHeight()); Gdx.app.log(TAG, "Density: "+Gdx.graphics.getDensity()); camera = new OrthographicCamera(); viewport = new ExtendViewport(Gdx.graphics.getWidth(), Gdx.graphics.getWidth(), camera); batch = new SpriteBatch(); FreeTypeFontGenerator generator = new FreeTypeFontGenerator(Gdx.files.internal("fonts/OpenSans-CondLight.ttf")); font = createFont(generator, 64); generator.dispose(); } private BitmapFont createFont(FreeTypeFontGenerator generator, float dp) { FreeTypeFontGenerator.FreeTypeFontParameter parameter = new FreeTypeFontGenerator.FreeTypeFontParameter(); int fontSize = (int)(dp * Gdx.graphics.getDensity()); parameter.size = fontSize; Gdx.app.log(TAG, "Font size: "+fontSize+"px"); return generator.generateFont(parameter); } @Override public void render () { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); int w = -(int)(font.getBounds(TEXT).width / 2); batch.setProjectionMatrix(camera.combined); batch.begin(); font.setColor(Color.BLACK); font.draw(batch, TEXT, w, 0); batch.end(); } @Override public void resize(int width, int height) { viewport.update(width, height); } @Override public void dispose() { font.dispose(); batch.dispose(); } } I'm trying to find a neat way to fix this. What I'm doing wrong? is the camera? the viewport? UPDATE: What I want is to keep the same margins in proportion, independently of the screen size or resolution. This image illustrates what I mean.

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  • BOX2D and AS3: Mouse Event not working

    - by Gabriel Meono
    Background: Trying to make a simple "drop the ball" game. The code is located inside the first frame of the timeline. Nothing more is on the stage. Issue: Using QuickBox2D I made a simple If statement that drops and object acording the Mouse-x position: if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); I imported the MouseEvent library: import flash.events.MouseEvent; Nothing happens if I click, no output errors either. See it in action: http://gabrielmeono.com/download/Lucky_Hit_Alpha.swf http://gabrielmeono.com/download/Lucky_Hit_Alpha.fla Full Code: [SWF(width = 350, height = 600, frameRate = 60)] import com.actionsnippet.qbox.*; import flash.events.MouseEvent; var sim:QuickBox2D = new QuickBox2D(this); sim.createStageWalls(); //var ball:sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); // // make a heavy circle sim.addCircle({x:3, y:1, radius:0.25, density:5}); sim.addCircle({x:2, y:1, radius:0.25, density:5}); sim.addCircle({x:4, y:1, radius:0.25, density:5}); sim.addCircle({x:5, y:1, radius:0.25, density:5}); sim.addCircle({x:6, y:1, radius:0.25, density:5}); // create a few platforms sim.addBox({x:3, y:2, width:4, height:0.2, density:0, angle:0.1}); // make 26 dominoes for (var i:int = 0; i<7; i++){ //End sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid end sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); //Middle Start sim.addCircle({x:0 + i * 1.5, y:09, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:08, radius:0.1, density:0}); sim.addCircle({x:0 + i * 1.5, y:07, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:06, radius:0.1, density:0}); } if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); sim.start(); /*sim.mouseDrag();*/ }

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  • XNA 2D Collision with specific tiles

    - by zenzero
    I am new to game programming and to these sites for help. I am making a 2D game but I can't seem to get the collision between my character and certain tiles. I have a map filled with grass tiles and water tiles and I want to keep my character from walking on the water tiles. I have a Tiles class that I use so that the tiles are objects and also has the collision method in it, a TileEngine class used create the map and it also holds a list of Tiles, and the class James which is for my character. I also have a Camera class that centers the camera on my character if that has anything to do with the problem. The character's movement is intended to be restricted to 4 directions(up, down, left, right). As an extra note, the bottom right water tile does have collision, but the collision does not occur for any of the other water tiles. Here is my TileEngine class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class TileEngine : Microsoft.Xna.Framework.Game { //makes a list of Tiles objects public List<Tiles> tilesList = new List<Tiles>(); public TileEngine() {} public static int tileWidth = 64; public static int tileHeight = 64; public int[,] map = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, }; public void drawMap(SpriteBatch spriteBatch) { for (int y = 0; y < map.GetLength(0); y++) { for (int x = 0; x < map.GetLength(1); x++) { //make a Rectangle tilesList[map[y, x]].rectangle = new Rectangle(x * tileWidth, y * tileHeight, tileWidth, tileHeight); //draw the Tiles objects spriteBatch.Draw(tilesList[map[y, x]].texture, tilesList[map[y, x]].rectangle, Color.White); } } } } } Here is my Tiles class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class Tiles { public Texture2D texture; public Rectangle rectangle; public Tiles(Texture2D texture) { this.texture = texture; } //check to see if james collides with the tile from the right side public void rightCollision(James james) { if (james.GetBounds().Intersects(rectangle)) { james.position.X = rectangle.Left - james.front.Width; } } } } I have a method for rightCollision because I could only figure out how to get the collisions from specifying directions. and here is the James class for my character using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class James { public Texture2D front; public Texture2D back; public Texture2D left; public Texture2D right; public Vector2 center; public Vector2 position; public James(Texture2D front) { position = new Vector2(0, 0); this.front = front; center = new Vector2(front.Width / 2, front.Height / 2); } public James(Texture2D front, Vector2 newPosition) { this.front = front; position = newPosition; center = new Vector2(front.Width / 2, front.Height / 2); } public void move(GameTime gameTime) { KeyboardState keyboard = Keyboard.GetState(); float SCALE = 20.0f; float speed = gameTime.ElapsedGameTime.Milliseconds / 100.0f; if (keyboard.IsKeyDown(Keys.Up)) { position.Y -=speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Down)) { position.Y += speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Left)) { position.X -= speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Right)) { position.X += speed * SCALE; } } public void draw(SpriteBatch spriteBatch) { spriteBatch.Draw(front, position, null, Color.White, 0, center, 1.0f, SpriteEffects.None, 0.0f); } //get the boundingbox for James public Rectangle GetBounds() { return new Rectangle( (int)position.X, (int)position.Y, front.Width, front.Height); } } }

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  • How to stream H264 Video from camera over FTP?

    - by Jay
    I bought a h264 security camera system last year and set it up to ftp video to my computer. I was able to get the video to play (even though it played a little fast) on Ubuntu 11.04 using mplayer. A few months ago, I did a fresh install of 12.04 and I cannot seem to get the video to play with mplayer, smplayer or VLC. I have the restricted formats video packages installed and when playing with any of the players, all I get is a gray video. When calling mplayer from the command line to play the video with no options, I get a lot of these errors: [h264 @ 0x7f278c61f280]concealing 1320 DC, 1320 AC, 1320 MV errors No pts value from demuxer to use for frame! pts after filters MISSING I'm not a video expert and have been coming up with a lot of dead ends when Googling for this. Could someone offer some advice about how to play these videos? Here is the output of mediainfo for a sample file. mediainfo -f sec-cam01-m-20120921-212454.h264 General Count : 278 Count of stream of this kind : 1 Kind of stream : General Kind of stream : General Stream identifier : 0 Count of video streams : 1 Video_Format_List : AVC Video_Format_WithHint_List : AVC Codecs Video : AVC Complete name : sec-cam01-m-20120921-212454.h264 File name : sec-cam01-m-20120921-212454 File extension : h264 Format : AVC Format : AVC Format/Info : Advanced Video Codec Format/Url : http://developers.videolan.org/x264.html Format/Extensions usually used : avc h264 Commercial name : AVC Internet media type : video/H264 Codec : AVC Codec : AVC Codec/Info : Advanced Video Codec Codec/Url : http://developers.videolan.org/x264.html Codec/Extensions usually used : avc h264 File size : 1097315 File size : 1.05 MiB File size : 1 MiB File size : 1.0 MiB File size : 1.05 MiB File size : 1.046 MiB File last modification date : UTC 2012-09-22 01:27:12 File last modification date (local) : 2012-09-21 21:27:12 Video Count : 205 Count of stream of this kind : 1 Kind of stream : Video Kind of stream : Video Stream identifier : 0 Format : AVC Format/Info : Advanced Video Codec Format/Url : http://developers.videolan.org/x264.html Commercial name : AVC Format profile : [email protected] Format settings : 1 Ref Frames Format settings, CABAC : No Format settings, CABAC : No Format settings, ReFrames : 1 Format settings, ReFrames : 1 frame Format settings, GOP : M=1, N=3 Internet media type : video/H264 Codec : AVC Codec : AVC Codec/Family : AVC Codec/Info : Advanced Video Codec Codec/Url : http://developers.videolan.org/x264.html Codec profile : [email protected] Codec settings : 1 Ref Frames Codec settings, CABAC : No Codec_Settings_RefFrames : 1 Width : 704 Width : 704 pixels Height : 480 Height : 480 pixels Pixel aspect ratio : 1.000 Display aspect ratio : 1.467 Display aspect ratio : 3:2 Standard : NTSC Resolution : 8 Resolution : 8 bits Colorimetry : 4:2:0 Color space : YUV Chroma subsampling : 4:2:0 Bit depth : 8 Bit depth : 8 bits Scan type : Progressive Scan type : Progressive Interlacement : PPF Interlacement : Progressive Edit: Here is a sample video using the same encoding: https://www.dropbox.com/s/l5acwzy8rtqn9xe/sec-cam08-m-20121118-105815.h264 (not the same video as mediainfo output)

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  • How to implement line of sight restriction in actionscript?

    - by Michiel Standaert
    I have a problem with a game i am programming. I am making some sort of security game and i would like to have some visual line of sight. The problem is that i can't restrict my line of sight so my cops can't see through the walls. Below you find the design, in which they can look through windows, but not walls. Further below you find an illustration of what my problem is exactly. this is what it looks like now. As you can see, the cops can see through walls. This is the map i would want to use to restrict the line of sight. So the way i am programming the line of sight now is just by calculating some points and drawing the sight accordingly, as shown below. Note that i also check for a hittest using bitmapdata to check whether or not my player has been spotted by any of the cops. private function setSight(e:Event=null):Boolean { g = copCanvas.graphics; g.clear(); for each(var cop:Cop in copCanvas.getChildren()) { var _angle:Number = cop.angle; var _radians:Number = (_angle * Math.PI) / 180; var _radius:Number = 50; var _x1:Number = cop.x + (cop.width/2); var _y1:Number = cop.y + (cop.height/2); var _baseX:Number = _x1 + (Math.cos(_radians) * _radius); var _baseY:Number = _y1 - (Math.sin(_radians) * _radius); var _x2:Number = _baseX + (25 * Math.sin(_radians)); var _y2:Number = _baseY + (25 * Math.cos(_radians)); var _x3:Number = _baseX - (25 * Math.sin(_radians)); var _y3:Number = _baseY - (25 * Math.cos(_radians)); g.beginFill(0xff0000, 0.3); g.moveTo(_x1, _y1); g.lineTo(_x2, _y2); g.lineTo(_x3, _y3); g.endFill(); } var _cops:BitmapData = new BitmapData(width, height, true, 0); _cops.draw(copCanvas); var _bmpd:BitmapData = new BitmapData(10, 10, true, 0); _bmpd.draw(me); if(_cops.hitTest(new Point(0, 0), 10, _bmpd, new Point(me.x, me.y), 255)) { gameover.alpha = 1; setTimeout(function():void{ gameover.alpha = 0; }, 5000); stop(); return true; } return false; } So now my question is: Is there someone who knows how to restrict the view so that the cops can't look through the walls? Thanks a lot in advance. ps: i have already looked at this tutorial by emanuele feronato, but i can't use the code to restric the visual line of sight.

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  • Avoid the “Social Silo” - Learn Why and How

    - by Brian Dayton
    Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} I’m not going to spend any more real estate than needed on this—social media is big. Facebook hit the Billion user mark in October, that’s 1 out of every 7 humans on the planet. This past Summer (in the Northern hemisphere) Twitter passed the 400 Million Tweet/day mark. The list of social properties and data points goes on and on. Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} With social your customer, prospect, or constituent has pervasive access—through mobile—to a global audience, the ability to influence friends, friends of friends, and even people they will never meet. They also have the unique opportunity to forge a deeper relationship with your business—telling you what they like, what they don’t like, how you can help, and what they’d like to see more of. Are you listening? Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} What’s the Bottom Line for Business? Businesses need to be where their customers are—on social properties. They need to be available and responsive in those channels—24x7x365. They need to engage and communicate in new ways—sometimes in less than 140 characters and with empathy, not a 1-way megaphone. Finally, businesses need to look at social as an extension of their existing business practices. Not as a silo’d communication channel limited to marketing. Social Can’t Be a Silo – Learn Why @ Oracle CloudWorld When a business is on social networks they represent the whole business. That’s how a customer, constituent, partner or potential candidate sees it. Those organizations that have moved on the opportunity to build closer relationships through social marketing have already made the first step. Social Selling, Service, eCommerce, and Recruiting are external-facing opportunities that leading organizations are moving on right now. This strategy, one of weaving social into and across your business processes—and leveraging social concepts and technologies for internal collaboration—is something you can learn about during an Oracle CloudWorld event in a city near you. You’ll hear and see social relationship management concepts, best-practices, and recommendations woven into topics, discussions, and demonstrations throughout the event—from Marketing and Sales to Service and Human Resources. Stay Tuned and Avoid Potholes By all indications social is here to stay but it’s moving fast and social business strategies are evolving rapidly. At Oracle CloudWorld you’ll also get the opportunity to learn how to avoid some of the potholes on the road to #socialbusiness. Stay tuned to this blog. In future posts I’ll cover some of those potholes including the challenges of Social@Scale and Parallel Processes. Jump-start your social business strategy or learn how to refine and expand what you’re doing already at Oracle CloudWorld. Want to learn more about what Oracle is doing in social? Check out www.oracle.com/social or, if you're looking for a quick read my co-worker, Pat Ma, has a great post on this blog summarizing some popular Social Relationship Management use cases.

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  • Easy Scaling in XAML (WPF)

    - by Robert May
    Ran into a problem that needed solving that was kind of fun.  I’m not a XAML guru, and I’m sure there are better solutions, but I thought I’d share mine. The problem was this:  Our designer had, appropriately, designed the system for a 1920 x 1080 screen resolution.  This is for a full screen, touch screen device (think Kiosk), which has that resolution, but we also wanted to demo the device on a tablet (currently using the AWESOME Samsung tablet given out at Microsoft Build).  When you’d run it on that tablet, things were ugly because it was at a lower resolution than the target device. Enter scaling.  I did some research and found out that I probably just need to monkey with the LayoutTransform of some grid somewhere.  This project is using MVVM and has a navigation container that we built that lives on a single root view.  User controls are then loaded into that view as navigation occurs. In the parent grid of the root view, I added the following XAML: <Grid.LayoutTransform> <ScaleTransform ScaleX="{Binding ScaleWidth}" ScaleY="{Binding ScaleHeight}" /> </Grid.LayoutTransform> And then in the root View Model, I added the following code: /// <summary> /// The required design width /// </summary> private const double RequiredWidth = 1920; /// <summary> /// The required design height /// </summary> private const double RequiredHeight = 1080; /// <summary>Gets the ActualHeight</summary> public double ActualHeight { get { return this.View.ActualHeight; } } /// <summary>Gets the ActualWidth</summary> public double ActualWidth { get { return this.View.ActualWidth; } } /// <summary> /// Gets the scale for the height. /// </summary> public double ScaleHeight { get { return this.ActualHeight / RequiredHeight; } } /// <summary> /// Gets the scale for the width. /// </summary> public double ScaleWidth { get { return this.ActualWidth / RequiredWidth; } } Note that View.ActualWidth and View.ActualHeight are just pointing directly at FrameworkElement.ActualWidth and FrameworkElement.ActualHeight. That’s it.  Just calculate the ratio and bind the scale transform to it. Hopefully you’ll find this useful. Technorati Tags: WPF,XAML

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