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  • Understanding CABasicAnimation when spinning an object from a random angle....

    - by user157733
    I have spent ages trying to figure this out and I am still having problems. I want to rotate an image a random number of time - say 5 and a bit - then have it stop. I then want to rotate it again FROM ITS STOPPED POSITION. I am having difficulty with this so maybe someone can advise me on the right way to do it. Ok so I am using a CABasicAnimation for the spin like this... CABasicAnimation* rotationAnimation; rotationAnimation = [NSNumber numberWithFloat: 0.0]; rotationAnimation.toValue = [NSNumber numberWithFloat: M_PI * 1.0]; rotationAnimation.duration = 100; rotationAnimation.cumulative = YES; rotationAnimation.repeatCount = 5.2; rotationAnimation.removedOnCompletion = NO; rotationAnimation.fillMode = kCAFillModeForwards; [myView.layer addAnimation:rotationAnimation forKey:@"rotationAnimation"]; This works fine. I use a animationDidStop function to transform the image to the new angle so that it actually in the new position (not just appearing that way). This is where my problems start. I have tried the following... removing the toValue line which means the animation starts from where it currently is but when the animation block is repeated it jumps back to this start position every time the block is run storing the value of the end rotation and using this in the toValue so the 2 lines of code become... rotationAnimation = [NSNumber numberWithFloat: previousVal]; rotationAnimation.toValue = [NSNumber numberWithFloat: (M_PI * 1.0)+previousVal]; when I do this the animation still jumps because it is flicking back to the previousVal everytime the block is repeated Therefore my final thought is to check to see if the image is at zero, if not then rotate it to zero, then impliment the block of code to spin multiple times. This seems complicated but is this the ONLY way to achieve this? I am concerned about getting the timings smooth with this method. Any suggestions would be amazing! Thanks

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  • How to continuously scroll content within a DIV using jQuery?

    - by Camsoft
    Aim The aim is to a have a container DIV with a fixed height and width and have the HTML content within that DIV automatically scroll vertically continuously. Question Basically I've created the code below using jQuery to scroll (move) the child DIV vertically upwards until its outside the bounding parent box where the animation then completes which triggers an event handler which resets the position of the child DIV and starts the process again. This works fine, so the content scrolls up leaving a blank space and then starts from the bottom again and scrolls up. The problem I have is that the requirements for this is for the content to appear as if it was continuously repeating, see below diagram to better explain this, is there a way to do this? (I don't want to use 3rd party plug ins or libraries other than jQuery): What I have so far The HTML: <div id="scrollingContainer"> <div class="scroller"> <h1>This is a title</h1> <p>Lorem ipsum dolor sit amet, consectetur adipiscing elit. Suspendisse at orci mi, id gravida tellus. Integer malesuada ante sit amet enim pulvinar congue. Donec pulvinar dolor et arcu posuere feugiat id et felis.</p> <p>More content....</p> </div> </div> The CSS: #scrollingContainer{ height: 300px; width: 300px; overflow: hidden; } #scrollingContainer DIV.scroller{ position: relative; } The JavaScript: /** * Scrolls the content DIV */ function scroll() { if($('DIV.scroller').height() > $('#scrollingContainer').height()) { var t = $('DIV.scroller').position().top + $('DIV.scroller').height(); /* Animate */ $('DIV.scroller').animate( { top: '-=' + t + 'px' } , 4000, 'linear', animationComplete); } } function animationComplete() { $(this).css('top', $('#scrollingContainer').height()); scroll(); }

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  • jquery slideToggle() and unknown height?

    - by GaVrA
    Hello! Im using jquery 1.3.2 and this is the code: <script type="text/javascript"> //<![CDATA[ jQuery(function(){ jQuery('.news_bullet a.show_preview').click(function() { jQuery(this).siblings('div').slideToggle('slow'); return false; }).toggle( function() { jQuery(this).css({ 'background-position' : '0 -18px' }); }, function() { jQuery(this).css({ 'background-position' : '0 0' }); }); }); //]]> </script> If you see here i have bunch of small green + which when you click some text is revealed and background-position is changed for that link so then it shows the other part of image, red -. So the problem i am having is that i dont know the height for those hidden elements, because it depends on how much text there is, so when i click on + and show them, animation is 'jumping'. One workaround that i found is to put fixed height and overflow:hidden to those hidden elements. You can see how much smoother animation is running in top left block(the one with 'Vesti iz sveta crtanog filma' at the top). All other blocks dont have fixed height, and animation there is 'jumping'. Atm that fixed height in top left block is 30px, but ofc some elements require more height and some require less, so that is not a good solution... :) So how to stop this animation from 'jumping' when there is no fixed height?

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  • Dynamically manipulate php cookies with javascript/jquery

    - by pundit
    Hi guys, I'm currently building a dynamic menu bar(vertical and horizontal). in the default position its vertical. the user have the option to show the horizontal position and hide and vertical. I am currently doing that with javascript/ jquery. in order to keep the menu bar in the horizontal position i am keeping a count with a cookie. the problem is that when i use the click function in javascript i want to change the value of the cookie. i have no knowledge of how to do this. Can anyone assist me with this. all help would be appreciated. <?php setcookie('menu', 1, time()+(86400)); ?> $(document).ready(function() { $('#temp').hide(); if(<?php echo $_COOKIE['menu'];?> == 1){ $('#topmenu').hide(); $('#sidemenu').floating().dropShadow().floating(); $('#sidemenu_bottom').hide(); }else{ $('#topmenu').show(); $('#topmenu').dropShadow(); $('#sidemenu').hide(); $('#sidemenu').removeShadow(); } $('#move').click(function(){ $('#sidemenu').hide("drop",{},2000); $('#sidemenu').removeShadow(); $('#topmenu').show(); $('#topmenu').dropShadow(); $('#sidemenu_bottom').show(); $('#sidemenu_bottom').floating().dropShadow().floating(); }); }); This is what i have so far and the default cookie is working as well as the javascript. its just to change the cookie value now. thanks.

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  • Beginner question about CSS and layout and height

    - by vtortola
    Hi, I'm trying to create a very simple page that contains a container, a header, a left column and a footer: [containter] [header /] [content /] [leftBar /] [footer /] [/containter] (Sorry, I cannot paste the code properly, only appears the tag "body" and the rest disapears :S ... ) As you can see, very simple stuff. I want to use the 100% of the height, as I can do with the width, but I simply don`t get it work :S At his moment I'm using min-height, but how could I use the height:100% ? What I like is that the footer is always visible, and you scroll the content. This is what I have till the moment: body { font-family: Verdana; font-size: 0.8em; background-color:#f1f1f1; } container { border:solid 2px Black; position:absolute; left:10%; width:80%; margin:auto; } header { height:20px; background: #DDDDDD; } leftBar { width: 20%; background: #669966; min-height:600px; postion:absolute; top:20px; bottom:20px; } content { float:right; background-color: #cdcde6; position:absolute; left:20%; right:0px; bottom:20px; top:20px; padding:5px; } footer { position:absolute; height:20px; } I'm reading a book about CSS, but I still don't get the part about the height :S Thanks in advance.

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  • Fixed mouse pointer with jQuery draggable

    - by MikeWyatt
    I'm building a little game in HTML5. The canvas element is a viewport into the game world. The user can move the viewport's position in the world by clicking and dragging with the mouse on a small icon. The problem is that the scrolling stops when the mouse pointer hits the edge of the screen. In all likelihood, that will limit scrolling in one of the directions severely, since the icon will be in one of the corners of the page. The only technical solution I can think of would be to somehow fix the mouse pointer's position on the icon and detect the relative movement each frame. Basically I would just reset the pointer position back to the center of the icon after each drag event. Unfortunately, I'm fairly positive that this is not possible. Playing with the user's pointer is a big no-no from a usability and security standpoint. So, is there any other way to do what I want? I'm primarily looking for technical ideas here, but suggestions for a more appropriate interface would also be welcome.

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  • Android, FragmentActivity and prevent Swipe

    - by FIG-GHD742
    I use android.support.v4.app.FragmentActivity for create a app with multi fragment/panels that can be access by drag/swipe between different part of the app. In one of my fragment I has a zoomable view and my problem is in case I is on the zoomable view I will prevent the use for drag/swipe to a other fragment. I has try to hack into android.support.v4.view.ViewPager for get the action from on Touch event but not work. I has try all of this case but not work: (All code is a a part of subclass to android.support.v4.view.ViewPager) Case 1: // Not working @Override protected void onPageScrolled(int position, float offset, int offsetPixels) { if (isPreventDrag()) { super.onPageScrolled(position, 1, 0); } else { super.onPageScrolled(position, offset, offsetPixels); } } Case 2: // Work but stop all event include the event to the target image view. @Override public boolean onInterceptTouchEvent(MotionEvent ev) { switch (ev.getAction()) { case MotionEvent.ACTION_DOWN: lastX = ev.getX(); // float lockScroll = false; return super.onInterceptTouchEvent(ev); case MotionEvent.ACTION_MOVE: this.lockScroll = this.isPreventDrag(); break; } if (lockScroll) { ev.setLocation(lastX, ev.getY()); return super.onInterceptTouchEvent(ev); } else { return super.onInterceptTouchEvent(ev); } } Case 3: // Work good, but by some unknown error I can drag the screen // some pixels before this stop the event. @Override public boolean onTouchEvent(MotionEvent ev) { if (this.isPreventDrag()) { return true; } else { return super.onTouchEvent(ev); } } I want a easy way to deactivate stop or deactivate if the use is allow to switch to a other Fragment. Here is a working code for me, I don't know what error I do before. // This work for me, @Override public boolean onInterceptTouchEvent(MotionEvent ev) { if (this.isPreventDrag()) { return false; } else { return super.onInterceptTouchEvent(ev); } }

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  • GRAPH PROBLEM: find an algorithm to determine the shortest path from one point to another in a recta

    - by newba
    I'm getting such an headache trying to elaborate an appropriate algorithm to go from a START position to a EXIT position in a maze. For what is worth, the maze is rectangular, maxsize 500x500 and, in theory, is resolvable by DFS with some branch and bound techniques ... 10 3 4 7 6 3 3 1 2 2 1 0 2 2 2 4 2 2 5 2 2 1 3 0 2 2 2 2 1 3 3 4 2 3 4 4 3 1 1 3 1 2 2 4 2 2 1 Output: 5 1 4 2 Explanation: Our agent looses energy every time he gives a step and he can only move UP, DOWN, LEFT and RIGHT. Also, if the agent arrives with a remaining energy of zero or less, he dies, so we print something like "Impossible". So, in the input 10 is the initial agent's energy, 3 4 is the START position (i.e. column 3, line 4) and we have a maze 7x6. Think this as a kind of labyrinth, in which I want to find the exit that gives the agent a better remaining energy (shortest path). In case there are paths which lead to the same remaining energy, we choose the one which has the small number of steps, of course. I need to know if a DFS to a maze 500x500 in the worst case is feasible with these limitations and how to do it, storing the remaining energy in each step and the number of steps taken so far. The output means the agent arrived with remaining energy= 5 to the exit pos 1 4 in 2 steps. If we look carefully, in this maze it's also possible to exit at pos 3 1 (column 3, row 1) with the same energy but with 3 steps, so we choose the better one. With these in mind, can someone help me some code or pseudo-code? I have troubles working this around with a 2D array and how to store the remaining energy, the path (or number of steps taken)....

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  • In Firefox 2, usage of overflow:hidden makes other divs overlap current div

    - by Shankar
    Hi, When I use overflow:hidden for div which is positioned absolute (for menu), other div overlaps. Here is the code. It works fine in FF3. Any help appreciated. Please note that html should be as it is. Also if you can provide solution, just by changing styles of menu div (the div which contains menu text) it is more helpful for me. Thanks in advance Here is the code: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html> <head> <title>Title of the document</title> </head> <body> <div style="position:relative"> <div> <div style="height:20px;overflow:hidden"> <div style="position:absolute;width:200px;height:100px;top:0px;background-color:black;z-index:1">menu</div> </div> </div> <div style="position:relative;height:200px;background-color:gray;"></div> </div> </body> </html>

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  • Problem with z-index

    - by ripper234
    I'm trying to use z-index to layer a button and a div. The button appears behind the div, while according to z-index it should be in front of it. Here is the style elements associated with the button & div as captured by Firebug: Button button { position:relative; z-index:2; } Site.css (line 356) Inherited fromdiv#note19.sticky .sticky { text-align:center; } Site.css (line 360) Inherited fromtd.taskcell .taskcell { text-align:center; } Site.css (line 345) Inherited fromtable.tasksgrid table { border-collapse:collapse; } Site.css (line 221) Inherited frombody element.style { cursor:auto; } body { color:#696969; font-family:Verdana,Helvetica,Sans-Serif; font-size:0.75em; } Div .sticky .edit { height:100px; position:relative; vertical-align:middle; width:150px; z-index:1; } Site.css (line 371) Inherited fromdiv#note18.sticky .sticky { text-align:center; } Site.css (line 360) Inherited fromtd.taskcell .taskcell { text-align:center; } Site.css (line 345) Inherited fromtable.tasksgrid table { border-collapse:collapse; } Site.css (line 221) Inherited frombody element.style { cursor:auto; } body { color:#696969; font-family:Verdana,Helvetica,Sans-Serif; font-size:0.75em; } Note that the button has a z-index of 2, the div has a z-index of 1, and both are position:relative. Edit - full HTML is in this pastebin.

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  • Add new types to Go

    - by nevalu
    I'm trying add new types for that been managed/used as in Go core types. To create new types is anything very interesting to validate data before of send it to a non-SQL DBMS or to check data from a form. Go uses univeral constants to define them at global level: var DateType = universe.DefineType("date", universePos, &dateType{}) In this case they're defined to be called from a package like types: var Date = &dateType{} I get these errors: test.go:58: o.lit undefined (cannot refer to unexported field lit) test.go:62: *dateType is not Type missing Pos() token.Position The code is based on: http://github.com/tav/go/blob/master/src/pkg/exp/eval/value.go http://github.com/tav/go/blob/master/src/pkg/exp/eval/type.go package main import ( "exp/eval" "fmt" // "go/token" ) // http://github.com/tav/go/blob/master/src/pkg/exp/eval/value.go type DateValue interface { eval.Value Get(*eval.Thread) string Set(*eval.Thread, string) } /* Date */ type dateV string func (v *dateV) String() string { return fmt.Sprint(*v) } func (v *dateV) Assign(t *eval.Thread, o eval.Value) { *v = dateV(o.(DateValue).Get(t)) } func (v *dateV) Get(*eval.Thread) string { return string(*v) } func (v *dateV) Set(t *eval.Thread, x string) { *v = dateV(x) } // http://github.com/tav/go/blob/master/src/pkg/exp/eval/type.go type Type interface { eval.Type // isDate returns true if this is a date type. isDate() bool } /* Common type */ type commonType struct{} // added func (commonType) isDate() bool { return false } /* Date */ type dateType struct { commonType } // * It should not be an universal constant //var universePos = token.Position{"<universe>", 0, 0, 0} // added //var DateType = universe.DefineType("date", universePos, &dateType{}) var Date = &dateType{} func (t *dateType) compat(o Type, conv bool) bool { t2, ok := o.lit().(*dateType) return ok && t == t2 } func (t *dateType) lit() Type { return t } func (t *dateType) isDate() bool { return true } func (t *dateType) String() string { return "<date>" } func (t *dateType) Zero() eval.Value { res := dateV("") return &res } /* Named types */ /* type NamedType struct { eval.NamedType Def Type }*/ type NamedType struct { // added // token.Position Name string // Underlying type. If incomplete is true, this will be nil. // If incomplete is false and this is still nil, then this is // a placeholder type representing an error. Def Type // True while this type is being defined. incomplete bool methods map[string]eval.Method } func (t *NamedType) isDate() bool { return t.Def.isDate() } /* *********************** */ func main() { print("foo") }

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  • Reading a CSV with file_get_contents in PHP

    - by JPro
    I am reading a 'kind' of csv file and exploding it and storing it in array. The file I am reading has this structure Id,Log,Res,File mydb('Test1','log1','Pass','lo1.txt'). mydb('Test2','log2','Pass','lo2.txt'). mydb('Test3','log3','Pass','lo3.txt'). Now what I am trying to do is : reading the last record in my database, get the Name, lets say in this case 'Test1' and then I am searching through my file and where I can find the position of 'Test1' and get the next lines in the file, extract the ID,s and add it to database. I am getting the position of desired string in the file, but I am not sure how to get the next lines too. Here's my code so far. <?php mysql_connect("localhost", "root", "") or die(mysql_error()); mysql_select_db("testing") or die(mysql_error()); $result = mysql_query("select ID from table_1 order by S_no DESC limit 1") or die(mysql_error()); $row = mysql_fetch_array( $result ); $a = $row['ID']; echo 'Present Top Row is '.$a.'<br>'; $addresses = explode("\n", file_get_contents('\\\\fil1\\logs\\tes.pl')); foreach($addresses as $val) { $pos = strstr($val, $a); if ($pos === false) { } else { echo "The string <br> '$a' <br>was found in the string <br>'$val' <br>"; echo " and exists at position <br>$pos<br>"; } }

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  • Java inheritance question

    - by Milos
    I have an abstract class Airplane, and two classes PassengerAirplane and CargoAirplane, which extend class Airplane. I also have an interface Measurable, and two classes that implement it - People and Containers. So, Airplane can do many things on its own, and there is a method which allows measurable things to be added to the airplane (called addAMeasurableThing). The only difference between PassengerAirplane/CargoAirplane and just an Airplane is that addAMeasurableThing should only accept People / Containers, and not any kind Measurable things. How do I implement this? I tried doing: Airplane class: public abstract Airplane addAMeasurableThing (Measurable m, int position); PassengerAirplane class: public Airplane addAMeasurableThing (Measurable m, int position) { if (m instanceof People)... CargoAirplane class: public Airplane addAMeasurableThing (Measurable m, int position) { if (m instanceof Containers)... But when I was debugging it, I've noticed that addAMeasurableThing in the CargoAirplane class never gets called, because both methods have the same signature. So how can the appropriate PassengerAirplane/CargoAirplane's addAMeasurableThing be called, depending on the type of Measurable thing that is being passed on? Thanks!

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  • Deserializing XML to Objects in C#

    - by Justin Bozonier
    So I have xml that looks like this: <todo-list> <id type="integer">#{id}</id> <name>#{name}</name> <description>#{description}</description> <project-id type="integer">#{project_id}</project-id> <milestone-id type="integer">#{milestone_id}</milestone-id> <position type="integer">#{position}</position> <!-- if user can see private lists --> <private type="boolean">#{private}</private> <!-- if the account supports time tracking --> <tracked type="boolean">#{tracked}</tracked> <!-- if todo-items are included in the response --> <todo-items type="array"> <todo-item> ... </todo-item> <todo-item> ... </todo-item> ... </todo-items> </todo-list> How would I go about using .NET's serialization library to deserialize this into C# objects? Currently I'm using reflection and I map between the xml and my objects using the naming conventions.

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  • Why is my Python OpenGL render2DTexture function so slow?

    - by Barakat
    SOLVED: The problem was actually using time.time() every CPU cycle to see whether the next frame should be drawn or not. The time it takes to execute time.time() was having an impact on the FPS. I made this function for drawing 2D textures as images in a 2D view in my OpenGL application. After doing some testing I found that it takes up 1-2 fps per texture. I know I am probably doing something wrong in this code. Any ideas? I am limiting the FPS to 60. Edit: When I disable the texture rendering it adds about 15% fps back. When I disabled text rendering it adds about 15% fps back. When i disable both barely any fps is consumed anymore. IE: 20 out of 60 fps with both on. 30 out of 60 when one is disabled. 58 out of 60 when both are disabled. When rendering the text on a button ( the control I'm using to test this ), it only "prepares" the text when the button label is set. Updated code, still running at the same speed but still works the same: def render2DTexture( self, texture, rect, texrect ): glEnable( GL_TEXTURE_2D ) glBindTexture( GL_TEXTURE_2D, texture ) glBegin( GL_QUADS ) glTexCoord2f( texrect.left, texrect.bottom ) glVertex2i( rect.left, self.windowSize[1] - rect.top ) glTexCoord2f( texrect.right, texrect.bottom ) glVertex2i( rect.left + rect.right, self.windowSize[1] - rect.top ) glTexCoord2f( texrect.right, texrect.top ) glVertex2i( rect.left + rect.right, self.windowSize[1] - ( rect.top + rect.bottom ) ) glTexCoord2f( texrect.left, texrect.top ) glVertex2i( rect.left, self.windowSize[1] - ( rect.top + rect.bottom ) ) glEnd() glDisable( GL_TEXTURE_2D ) def prepareText( self, text, fontFace, color ): self.loadFont( fontFace ) bmp = self.fonts[ fontFace ].render( text, 1, color ) return ( pygame.image.tostring( bmp, 'RGBA', 1 ), bmp.get_width(), bmp.get_height() ) def renderText( self, pText, position ): glRasterPos2i( position[0], self.windowSize[1] - ( position[1] + pText[2] ) ) glDrawPixels( pText[1], pText[2], GL_RGBA, GL_UNSIGNED_BYTE, pText[0] )

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  • How can I get the data from an ajax request to appear inside a div?

    - by Aaron Brokmeier
    I am unable to get the data from my ajax request to appear inside <div class="l_p_i_c_w"></div>. What am I doing wrong? I know the function inside my_file.php works, because if I refresh the page, then the data shows up where it should. jQuery: $.ajax({ type: "POST", url: "my_file.php", dataType: 'html', success: function(data){ $('div#myID div.l_p_c div.l_p_i_c_w').prepend(data); } }); HTML: <div class="l_p_w" id="myID"> <div class="l_p_c"> <div class="l_p_i_c_w"> <!-- stuff, or may be empty. This is where I want my ajax data placed. --> </div> </div> </div> CSS: .l_p_w { width:740px; min-height:250px; margin:0 auto; position:relative; margin-bottom:10px; } .l_p_c { position:absolute; bottom:10px; right:10px; width:370px; top:60px; } .l_p_i_c_w { position:absolute; left:5px; top:5px; bottom:5px; right:5px; overflow-x:hidden; overflow-y:auto; }

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  • Location of the object after scrolling in UIScrollView

    - by ludo
    Hi, I have a scrollView (width:320px height:100px) on my UIView, inside it I add 10 images with width:106.5px each. After that I use this function to have 3 different parts inside my scrollView, so everytime I scroll, an image will automatically be center. -(void)scrollViewDidEndDragging:(UIScrollView *)scrollView willDecelerate:(BOOL)decelerate { [self returnToPosition:self.scrollView]; } -(void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView { [self returnToPosition:self.scrollView]; } -(void)returnToPosition:(UIScrollView *)scrollView { CGFloat itemWidth = 106.5f; CGFloat position = [self.scrollView contentOffset].x; CGFloat newPosition = 0.0f; CGFloat offSet = position / itemWidth; NSUInteger target = (NSUInteger)(offSet + 0.5f); newPosition = target * itemWidth; [self.scrollView setContentOffset:CGPointMake(newPosition, 0.0f) animated:YES]; } Here is my question, I want to be able to know which image will be in the middle position after the user scroll the View, because I want to display on my UIView a text, specific to that image. But I don't know how to do that. Some Ideas?

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  • Draw LINE_STRIP with Unity

    - by Boozzz
    For a new project I am thinking about whether to use OpenGL or Unity3d. I have a bit of experience with OpenGL, but I am completely new to Unity. I already read through the Unity documentation and tutorials on the Unity Website. However, I could not find a way to draw a simple Line-Strip with Unity. In the following example (C#, OpenGL/SharpGL) I draw a round trajectory from a predifined point to an obstacle, which can be imagined as a divided circle with midpoint [cx,cy] and radius r. The position (x-y coordinates) of the obstacle is given by obst_x and obst_y. Question 1: How could I do the same with Unity? Question 2: In my new project, I will have to draw quite a lot of such geometric primitives. Does it make any sense to use Unity for those things? void drawCircle(float cx, float cy, float r, const float obst_x, const float obst_y) { float theta = 0.0f, pos_x, pos_y, dist; const float delta = 0.1; glBegin(GL_LINE_STRIP); while (theta < 180) { theta += delta; //get the current angle float x = r * cosf(theta); //calculate the x component float y = r * sinf(theta); //calculate the y component pos_x = x + cx; //calculate current x position pos_y = y + cy; //calculate current y position //calculate distance from current vertex to obstacle dist = sqrt(pow(pos_x - obst_x) + pow(pos_y - obst_y)); //check if current vertex intersects with obstacle if dist <= 0 { break; //stop drawing circle } else { glVertex2f(pos_x, pos_y); //draw vertex } } glEnd(); }

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  • Opengl Iphone SDK: How to tell if you're touching an object on screen?

    - by TheGambler
    First is my touchesBegan function and then the struct that stores the values for my object. I have an array of these objects and I'm trying to figure out when I touch the screen if I'm touching an object on the screen. I don't know if I need to do this by iterating through all my objects and figure out if I'm touching an object that way or maybe there is an easier more efficient way. How is this usually handled? -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ [super touchesEnded:touches withEvent:event]; UITouch* touch = ([touches count] == 1 ? [touches anyObject] : nil); CGRect bounds = [self bounds]; CGPoint location = [touch locationInView:self]; location.y = bounds.size.height - location.y; float xTouched = location.x/20 - 8 + ((int)location.x % 20)/20; float yTouched = location.y/20 - 12 + ((int)location.y % 20)/20; } typedef struct object_tag // Create A Structure Called Object { int tex; // Integer Used To Select Our Texture float x; // X Position float y; // Y Position float z; // Z Position float yi; // Y Increase Speed (Fall Speed) float spinz; // Z Axis Spin float spinzi; // Z Axis Spin Speed float flap; // Flapping Triangles :) float fi; // Flap Direction (Increase Value) } object;

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  • Raycasting with tags problems in unity3d

    - by user1855858
    i need some help here. i have a part of code to search unblocked neighbour with raycast. i need to get raycast that just collide with "WP" tag. both of the iteration shown a right results, so do the dump and the raycast, the raycast does success to collide something, but when i check what the raycast collided with, there is no result shown.... anyone knows whats wrong with this code..?? int flag = 0, flahNeigh = 0; for(flag = 0; flag< wayPoints.WPList.Length; flag++) // iteration to seek neighbour nodes { for (flagNeigh = 0; flagNeigh < wayPoints.WPList.Length; flagNeigh++) { if (wayPoints.WPList[flag].loc != wayPoints.WPList[flagNeigh].loc) // dump its own node location { if (Physics.Raycast(wayPoints.WPList[flag].loc.position, wayPoints.WPList[flagNeigh].loc.position, out hitted)) // raycasting to each node else its self { if (hitted.collider.gameObject.CompareTag("WP")) // check if the ray only collide the node { print(flag + " : " + flagNeigh + " : " + wayPoints.WPList[flagNeigh].loc.position); // debugging to see whether the code works or not (the error comes) } } } } } thanks for the appreciation and answers... sorry if i have a bad english...^^

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  • positioning text/image with a border

    - by user167487
    Learning html/css, having trouble with positioning text and or images within a border on a page exactly where i want them. I'm first trying to stack them underneath each other vertically, but i dont know how to move each box underneath, at the moment they are stacking horizontally until they go over the max width, what do i do? HTML: <div id="column1"> <p>blah blah blah</p> </div> <div id="column2"> <p>blah blah blah</p> </div> <div id="column3"> <p>blah blah blah</p> </div> CSS: p { font-family: Tahoma; font-size: 14px; margin: 1px; padding: 10px; text-align: left; background-color: white; width: 800px; } #column1 {float: left; position: relative; width: 200px; padding: 3px; background: gray ; top: 10px;margin: 1px; } #column2 {float: left; position: relative; width: 200px; padding: 3px; background: orange; top:50px;margin: 1px; } #column3 {float: left; position: relative; width: 200px; padding: 3px; background: gray; top: 100px;margin: 1px; }

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  • Correct use of setEmtpyView in AdapterView

    - by Sebi
    I'm really having trouble using the setEmptyView method. I tried it to implement it in GridView and ListView, but both of them didnt work. Here a sample codeblock: networkGames = (GridView) baseLayer.findViewById(R.id.all_game_grid_network); networkGames.setBackgroundResource(R.drawable.game_border); networkGames.setSelector(R.drawable.game_active_border); networkGames.setOnItemClickListener(new NetworkGameListener()); networkGames.setEmptyView(View.inflate(baseLayer, R.drawable.no_network_games, null)); networkGames.setAdapter(new NetworkAdapter()); The network adapter contains no items: private class NetworkAdapter extends BaseAdapter { /* (non-Javadoc) * @see android.widget.Adapter#getCount() */ @Override public int getCount() { return 0; } /* (non-Javadoc) * @see android.widget.Adapter#getItem(int) */ @Override public Object getItem(int position) { return null; } /* (non-Javadoc) * @see android.widget.Adapter#getItemId(int) */ @Override public long getItemId(int position) { return 0; } /* (non-Javadoc) * @see android.widget.Adapter#getView(int, android.view.View, android.view.ViewGroup) */ @Override public View getView(int position, View convertView, ViewGroup parent) { return null; } } I also tried to call networkGames.setAdapter(null), but this doesnt work either. My emtpyView looks like this: <LinearLayout android:id="@+id/LinearLayout01" android:layout_width="fill_parent" android:layout_height="fill_parent" xmlns:android="http://schemas.android.com/apk/res/android"> <TextView android:text="There are currently no network games available. Start a new one." android:id="@+id/TextView01" android:layout_width="fill_parent" android:layout_height="fill_parent" android:gravity="center"> </TextView> </LinearLayout> I really don't know what I'm doing wrong. I also read various tutorials, but none of them metnioned any problems.

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  • Can Internet Explorer bind events to absolute positioned elements ?

    - by mark
    Can Internet Explorer bind events to absolute positioned elements ? I can't bind a "click" to an element that is overlapping another. Have tried loads of different ways, here a few tests that don't work in IE: //version 1: $(".classHolder").click(function(){ alert( $(this).html() ); }); //version 2: $(".classHolder").each(function(){ $(this).click(function(){ alert( $(this).html() ); }); }); //version 3: $("#id3").click(function(){ alert( $(this).html() ); }); //version 4: $("#id3").click(function(){ alert( $(this).html() ); }); $("#id3").trigger("click"); // in all trials I tested with and without: // $("img").unbind(); // $("div").unbind(); // just to make sure no "ghost" events were bind into the elements but no success. // replace all [ for < , and all ] for [html] [head] [script src="http://code.jquery.com/jquery-latest.js"][/script] [script type="application/javascript"] $(document).ready(function(){ $("#id3").click(function(){ alert( $(this).html() ); }); $("#id3").trigger("click"); }); [/script] [/head] [body] [div id="id1" style="position:relative;"] [img id="id2" src="http://www.google.co.uk/intl/en_com/images/srpr/logo1w.png" style=";z-index:-1;"/] [div id="id3" class="classHolder" style="position:absolute;border:2px solid red;left:0px;top:0px;width:70px;height:70px;z-index:1002;"]G[/div] [div id="id4" class="classHolder" style="position:absolute;border:2px solid red;left:210px;top:0px;width:25px;height:70px;z-index:1001;"]L[/div] asd asdf asdfg [/div] [/body] [/html]

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  • How to move/drag multiple images with CALayer???

    - by gbf.sara
    I have more than 10 images in screen and i want to move each image using CALayer concept. While am trying to move first image,its working. Even when i drag my second image also, its working. But after that when i get back to first image and when i try to move , am struck up. its not working. I dono where it went wrong. Here's ma code //Assigning Layer to UIImage// layer = [CALayer layer]; UIImage *image1 = [UIImage imageNamed:[NSString stringWithFormat:@"%@_thumb.png",[tiv imageName]]]; layer.contents = (id)image1.CGImage; layer.position=CGPointMake(200,200); layer.frame = CGRectMake(110, 180, 100, 100); [self.view.layer addSublayer:layer]; [layer needsDisplay]; [self.view.layer needsDisplay]; [layer needsLayout]; //Here i try to move my image// - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesMoved:touches withEvent:event]; NSArray *allTouches = [touches allObjects]; int count = [allTouches count]; if (count == 1) { if (CGRectContainsPoint([layer frame], [[allTouches objectAtIndex:0] locationInView:self.view])) { layer.position = [[allTouches objectAtIndex:0] locationInView:self.view]; return; } } if (count > 1) { if (CGRectContainsPoint([layer frame], [[allTouches objectAtIndex:-1] locationInView:self.view])) { layer.position = [[allTouches objectAtIndex:0] locationInView:self.view]; return; } } } Also ive planned to use single CALayer for multiple images.. When i click an image, it should be placed in that CALayer and when i click another, the same CALayer should take the latter one. So tat whenever i drag an image it should move(no matter how many images r there) . Do u think this concept will work out or is there any other idea??? My concept may seems to be a basic one. Am new to this environment n so kindly help me..

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  • How to Use Images as Navigation with innerfade Slideshow?

    - by Katie
    I am very new to JavaScript and only have the most basic understanding of how it works, so please bear with me. :) I'm using the jquery.innerfade.js script to create a slideshow with fade transitions for a website I'm developing, and I have added navigation buttons (which are set as background-images) that navigate between the “slides”. The navigation buttons have three states: default/off, hover, and on (each state is a separate image). I created a separate JavaScript document to set the buttons to “on” when they are clicked. The “hover” state is achieved through the CSS. Both the slideshow and the navigation buttons work well. There is just one thing I want to add: I would like the appropriate navigation button to display as “on” while the related “slide” is “playing”. Here's the HTML: <div id="mainFeature"> <ul id="theFeature"> <li id="the1feature"><a href="#" name="#promo1"><img src="_images/carousel/promo1.jpg" /></a></li> <li id="the2feature"><a href="#" name="#promo2"><img src="_images/carousel/promo2.jpg" /></a></li> <li id="the3feature"><a href="#" name="#promo3"><img src="_images/carousel/promo3.jpg" /></a></li> </ul> <div id="promonav-con"> <div id="primarypromonav"> <ul class="links"> <li id="the1title" class="promotop"><a rel="1" href="#promo1" class="promo1" id="promo1" onMouseDown="promo1on()"><strong>Botox Cosmetic</strong></a></li> <li id="the2title" class="promotop"><a rel="2" href="#promo2" class="promo2" id="promo2" onMouseDown="promo2on()"><strong>Promo 2</strong></a></li> <li id="the3title" class="promotop"><a rel="3" href="#promo3" class="promo3" id="promo3" onMouseDown="promo3on()"><strong>Promo 3</strong></a></li> </ul> </div> </div> And here is the jquery.innerfade.js, with my changes: (function($) { $.fn.innerfade = function(options) { return this.each(function() { $.innerfade(this, options); }); }; $.innerfade = function(container, options) { var settings = { 'speed': 'normal', 'timeout': 2000, 'containerheight': 'auto', 'runningclass': 'innerfade', 'children': null }; if (options) $.extend(settings, options); if (settings.children === null) var elements = $(container).children(); else var elements = $(container).children(settings.children); if (elements.length > 1) { $(container).css('position', 'relative').css('height', settings.containerheight).addClass(settings.runningclass); for (var i = 0; i < elements.length; i++) { $(elements[i]).css('z-index', String(elements.length-i)).css('position', 'absolute').hide(); }; this.ifchanger = setTimeout(function() { $.innerfade.next(elements, settings, 1, 0); }, settings.timeout); $(elements[0]).show(); } }; $.innerfade.next = function(elements, settings, current, last) { $(elements[last]).fadeOut(settings.speed); $(elements[current]).fadeIn(settings.speed, function() { removeFilter($(this)[0]); }); if ((current + 1) < elements.length) { current = current + 1; last = current - 1; } else { current = 0; last = elements.length - 1; } this.ifchanger = setTimeout((function() { $.innerfade.next(elements, settings, current, last); }), settings.timeout); }; })(jQuery); // **** remove Opacity-Filter in ie **** function removeFilter(element) { if(element.style.removeAttribute){ element.style.removeAttribute('filter'); } } jQuery(document).ready(function() { jQuery('ul#theFeature').innerfade({ speed: 1000, timeout: 7000, containerheight: '291px' }); // jQuery('#mainFeature .links').children('li').children('a').attr('href', 'javascript:void(0);'); jQuery('#mainFeature .links').children('li').children('a').click(function() { clearTimeout(jQuery.innerfade.ifchanger); for(i=1;i<5;i++) { jQuery('#the'+i+'feature').css("display", "none"); //jQuery('#the'+i+'title').children('a').css("background-color","#226478"); } // if(the_widths[(jQuery(this).attr('rel')-1)]==960) { // jQuery("#vic").hide(); // } else { // jQuery("#vic").show(); // } // jQuery('#the'+(jQuery(this).attr('rel'))+'title').css("background-color", "#286a7f"); jQuery('#the'+(jQuery(this).attr('rel'))+'feature').css("display", "block"); clearTimeout(jQuery.innerfade.ifchanger); }); }); And the separate JavaScript that I created: function promo1on() {document.getElementById("promo1").className="promo1on"; document.getElementById("promo2").className="promo2"; document.getElementById("promo2").className="promo2"; } function promo2on() {document.getElementById("promo2").className="promo2on"; document.getElementById("promo1").className="promo1"; document.getElementById("promo3").className="promo3"; } function promo3on() {document.getElementById("promo3").className="promo3on"; document.getElementById("promo1").className="promo1"; document.getElementById("promo2").className="promo2"; } And, finally, the CSS: #mainFeature {float: left; width: 672px; height: 290px; margin: 0 0 9px 0; list-style: none;} #mainFeature li {list-style: none;} #mainFeature #theFeature {margin: 0; padding: 0; position: relative;} #mainFeature #theFeature li {position: absolute; top: 0; left: 0;} #promonav-con {width: 463px; height: 26px; padding: 0; margin: 0; position: absolute; z-index: 900; top: 407px; left: 283px;} #primarypromonav {padding: 0; margin: 0;} #mainFeature .links {padding: 0; margin: 0; list-style: none; position: relative; font-family: arial, verdana, sans-serif; width: 463px; height: 26px;} #mainFeature .links li.promotop {list-style: none; display: block; float: left; display: inline; margin: 0; padding: 0;} #mainFeature .links li a {display: block; float: left; display: inline; height: 26px; text-decoration: none; margin: 0; padding: 0; cursor: pointer;} #mainFeature .links li a strong {margin-left: -9999px;} #mainFeature .links li a.promo1 {background: url(../_images/carouselnav/promo1.gif); width: 155px;} #mainFeature .links li:hover a.promo1 {background: url(../_images/carouselnav/promo1_hover.gif); width: 155px;} #mainFeature .links li a.promo1:hover {background: url(../_images/carouselnav/promo1_hover.gif); width: 155px;} .promo1on {background: url(../_images/carouselnav/promo1_on.gif); width: 155px;} #mainFeature .links li a.promo2 {background: url(../_images/carouselnav/promo2.gif); width: 153px;} #mainFeature .links li:hover a.promo2 {background: url(../_images/carouselnav/promo2_hover.gif); width: 153px;} #mainFeature .links li a.promo2:hover {background: url(../_images/carouselnav/promo2_hover.gif); width: 153px;} .promo2on {background: url(../_images/carouselnav/promo2_on.gif); width: 153px;} #mainFeature .links li a.promo3 {background: url(../_images/carouselnav/promo3.gif); width: 155px;} #mainFeature .links li:hover a.promo3 {background: url(../_images/carouselnav/promo3_hover.gif); width: 155px;} #mainFeature .links li a.promo3:hover {background: url(../_images/carouselnav/promo3_hover.gif); width: 155px;} .promo3on {background: url(../_images/carouselnav/promo3_on.gif); width: 155px;} Hopefully this makes sense! Again, I'm very new to JavaScript/JQuery, so I apologize if this is a mess. I'm very grateful for any suggestions. Thanks!

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