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  • $.post() in jQuery not working as expected

    - by Bunny Rabbit
    $('a').click(function(event){ $('body').html('loading...'); $.post('www.sitename.com/hello',{site:"http//:www.google.com"},function(data) { alert(data); }); event.preventDefault(); }); I am using the above script to override the default behaviour of the links .The site reffred here returns the html of the 'site' paraeter.but the page just stops after printing loading...

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  • Fedora 17 keeps using fedora 16 kernel

    - by MTilsted
    I did run preupgrade to upgrade my Fedora 16(x64) to Fedora 17. And it seemed to work fine. So I got the new gimp 2.8, gcc 4.7.0 and so on. But the system keeps using the old kernel from fc16. Uname -a gives me: Linux localhost.localdomain 3.3.6-3.fc16.x86_64 #1 SMP Wed May 16 21:43:01 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux The system downloaded the new kernel, so I got /boot/vmlinuz-3.3.7-1.fc17.x86_64 /boot/System.map-3.3.7-1.fc17.x86_64 /boot/initramfs-3.3.7-1.fc17.x86_64.img /boot/config-3.3.7-1.fc17.x86_64 But the system keeps using the old kernel from fc16. If i look at my /boot/grub2/grub.cfg file, it looks like this: # # DO NOT EDIT THIS FILE # # It is automatically generated by grub2-mkconfig using templates # from /etc/grub.d and settings from /etc/default/grub # ### BEGIN /etc/grub.d/00_header ### if [ -s $prefix/grubenv ]; then load_env fi set default="0" if [ "${prev_saved_entry}" ]; then set saved_entry="${prev_saved_entry}" save_env saved_entry set prev_saved_entry= save_env prev_saved_entry set boot_once=true fi function savedefault { if [ -z "${boot_once}" ]; then saved_entry="${chosen}" save_env saved_entry fi } function load_video { insmod vbe insmod vga insmod video_bochs insmod video_cirrus } set timeout=5 ### END /etc/grub.d/00_header ### ### BEGIN /etc/grub.d/10_linux ### menuentry 'Fedora (3.3.6-3.fc16.x86_64)' --class fedora --class gnu-linux --class gnu --class os { load_video set gfxpayload=keep insmod gzio insmod part_gpt insmod ext2 set root='(hd0,gpt2)' search --no-floppy --fs-uuid --set=root 3521a578-5829-4fb4-a485-8c097df77d07 echo 'Loading Fedora (3.3.6-3.fc16.x86_64)' linux /vmlinuz-3.3.6-3.fc16.x86_64 root=UUID=57459a16-97a0-46a4-8e71-cc3ec0ca4a3e ro KEYTABLE=dvorak rd.lvm=0 rd.dm=0 quiet SYSFONT=latarcyrheb-sun16 rhgb rd.md.uuid=60956781:734d95ba:424311e2:796702a7 rd.luks=0 LANG=en_US.UTF-8 echo 'Loading initial ramdisk ...' initrd /initramfs-3.3.6-3.fc16.x86_64.img } menuentry 'Fedora (3.3.5-2.fc16.x86_64)' --class fedora --class gnu-linux --class gnu --class os { load_video set gfxpayload=keep insmod gzio insmod part_gpt insmod ext2 set root='(hd0,gpt2)' search --no-floppy --fs-uuid --set=root 3521a578-5829-4fb4-a485-8c097df77d07 echo 'Loading Fedora (3.3.5-2.fc16.x86_64)' linux /vmlinuz-3.3.5-2.fc16.x86_64 root=UUID=57459a16-97a0-46a4-8e71-cc3ec0ca4a3e ro KEYTABLE=dvorak rd.lvm=0 rd.dm=0 quiet SYSFONT=latarcyrheb-sun16 rhgb rd.md.uuid=60956781:734d95ba:424311e2:796702a7 rd.luks=0 LANG=en_US.UTF-8 echo 'Loading initial ramdisk ...' initrd /initramfs-3.3.5-2.fc16.x86_64.img } ### END /etc/grub.d/10_linux ### ### BEGIN /etc/grub.d/20_linux_xen ### ### END /etc/grub.d/20_linux_xen ### ### BEGIN /etc/grub.d/30_os-prober ### ### END /etc/grub.d/30_os-prober ### ### BEGIN /etc/grub.d/40_custom ### # This file provides an easy way to add custom menu entries. Simply type the # menu entries you want to add after this comment. Be careful not to change # the 'exec tail' line above. ### END /etc/grub.d/40_custom ### ### BEGIN /etc/grub.d/41_custom ### if [ -f $prefix/custom.cfg ]; then source $prefix/custom.cfg; fi ### END /etc/grub.d/41_custom ### ### BEGIN /etc/grub.d/90_persistent ### ### END /etc/grub.d/90_persistent ### Anyone got a clue about why it still only references the fc16 kernel, and how I can upgrade it. My system is using raid1 on 2 disks, but /boot is not using raid. Mount for /boot is: /dev/sda2 on /boot type ext2 (rw,relatime,seclabel,user_xattr,acl,barrier=1) And / (The only other filesystem I have) is mounted as /dev/md0 on / type ext4 (rw,relatime,seclabel,user_xattr,acl,barrier=1,data=ordered)

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  • How can I get pidgin to replace animations/graphics with their alt text?

    - by Flimzy
    I have a few contacts who use annoying text-to-animation plugins in their clients, that do things like turn the word "hi" into an animation of Kermit the Frog waving at me, or other equally annoying non-sense. This is even more annoying when it does the conversion mid-word, like turning "This" into "T<Kermit waving>s". To get around this annoying behavior, I often find myself copying their text from pidgin, and pasting into a text editor, which always replaces the animations with their original text (presumably by way of some html ALT tag, or the moral equivalent). Obviously pidgin knows what the original text was, because it was able to provide that text to the copy buffer. So how can I get Pidgin to just show me the original text, as if there were no annoying animations in the first place?

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  • What causes Windows Boot to stall?

    - by Nick Berardi
    For about 6 months now I have been having this weird problem where Windows 7 fails to fully boot correctly. What happens is this. Starting Windows shows up on the screen. Then 3 out of 4 times nothing else happens, no Windows Flag animation, just nothing occurs. After 3 or 4 restarts repeating steps 1-2 above, the Windows Flag animation finally shows up and everything works as expected. My question is what is causing this problem in steps 1 and 2? Because I have tried the following with no luck: Error checking and correcting of any disk errors Updating drivers Doing a clean install of Windows 7 My setup is as follows: Windows 7 64-bit Ultimate 8 GB RAM 128 GB Crucial SSD (firmware 0005) Dell Latitude E6410 Intel Wireless and Graphics Other than what I have tried above I am totally out of ideas and looking for some new ones to try.

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  • php-common causing conflict

    - by Cornwell
    I'm trying to install php-pdo but it always fails because of php-common bash-3.2# yum install php-pdo Loaded plugins: fastestmirror Loading mirror speeds from cached hostfile * epel: fedora-epel.mirror.lstn.net Setting up Install Process Resolving Dependencies --> Running transaction check ---> Package php-pdo.i386 0:5.1.6-40.el5_9 set to be updated --> Processing Dependency: php-common = 5.1.6-40.el5_9 for package: php-pdo --> Finished Dependency Resolution php-pdo-5.1.6-40.el5_9.i386 from base has depsolving problems --> Missing Dependency: php-common = 5.1.6-40.el5_9 is needed by package php-pdo-5.1.6-40.el5_9.i386 (base) Error: Missing Dependency: php-common = 5.1.6-40.el5_9 is needed by package php-pdo-5.1.6-40.el5_9.i386 (base) You could try using --skip-broken to work around the problem You could try running: package-cleanup --problems package-cleanup --dupes rpm -Va --nofiles --nodigest The program package-cleanup is found in the yum-utils package. Installing php-common I get: bash-3.2# yum install php-common Loaded plugins: fastestmirror Loading mirror speeds from cached hostfile * epel: fedora-epel.mirror.lstn.net Setting up Install Process Package matching php-common-5.1.6-40.el5_9.i386 already installed. Checking for update. Nothing to do Searched here and google but couldn't find anything that worked EDIT: Added new repositories: bash-3.2# yum install php-common Loaded plugins: fastestmirror Repository base is listed more than once in the configuration Repository addons is listed more than once in the configuration Repository extras is listed more than once in the configuration Repository centosplus is listed more than once in the configuration Repository contrib is listed more than once in the configuration Loading mirror speeds from cached hostfile * addons: mirror.raystedman.net * base: mirror.5ninesolutions.com * centosplus: mirror.anl.gov * contrib: yum.singlehop.com * epel: fedora-epel.mirror.lstn.net * extras: centos.unmeteredvps.net * update: mirror.team-cymru.org addons | 1.9 kB 00:00 base | 1.1 kB 00:00 centosplus | 1.9 kB 00:00 centosplus/primary_db | 53 kB 00:01 contrib | 1.9 kB 00:00 contrib/primary_db | 1.1 kB 00:00 epel | 3.6 kB 00:00 extras | 2.1 kB 00:00 nginx | 2.5 kB 00:00 update | 1.9 kB 00:00 update/primary_db | 84 kB 00:04 updates | 1.9 kB 00:00 Setting up Install Process Package matching php-common-5.1.6-40.el5_9.i386 already installed. Checking for update. Nothing to do And then... bash-3.2# yum install php-pdo Loaded plugins: fastestmirror Repository base is listed more than once in the configuration Repository addons is listed more than once in the configuration Repository extras is listed more than once in the configuration Repository centosplus is listed more than once in the configuration Repository contrib is listed more than once in the configuration Loading mirror speeds from cached hostfile * addons: mirror.raystedman.net * base: centos.mirror.lstn.net * centosplus: mirror.anl.gov * contrib: yum.singlehop.com * epel: fedora-epel.mirror.lstn.net * extras: centos.unmeteredvps.net * update: mirrors.loosefoot.com Setting up Install Process Resolving Dependencies --> Running transaction check ---> Package php-pdo.i386 0:5.1.6-40.el5_9 set to be updated --> Processing Dependency: php-common = 5.1.6-40.el5_9 for package: php-pdo --> Finished Dependency Resolution php-pdo-5.1.6-40.el5_9.i386 from base has depsolving problems --> Missing Dependency: php-common = 5.1.6-40.el5_9 is needed by package php-pdo-5.1.6-40.el5_9.i386 (base) Error: Missing Dependency: php-common = 5.1.6-40.el5_9 is needed by package php-pdo-5.1.6-40.el5_9.i386 (base) You could try using --skip-broken to work around the problem You could try running: package-cleanup --problems package-cleanup --dupes rpm -Va --nofiles --nodigest The program package-cleanup is found in the yum-utils package.

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  • Android question - how to prep 100 images to be shown via Fling/Swipe?

    - by fooyee
    I'm totally new to this, been tinkering around for a week. Came up with a simple image viewer app for 2 images. Feature: Left and right swipes will switch the images. Dead simple. What i'd like to do: Have up to 100 images. note: All my images are in my res/drawable folder. They're named image1.png to image100.png I obviously don't want to do: ImageView i = new ImageView(this); i.setImageResource(R.drawable.image1); viewFlipper.addView(i); ImageView i2 = new ImageView(this); i2.setImageResource(R.drawable.image2); viewFlipper.addView(i2); ImageView i3 = new ImageView(this); i3.setImageResource(R.drawable.image3); viewFlipper.addView(i3); all the way to i100. how do I make this into a loop, which is flexible and reads everything from the drawable folder ( and not be limited to 100 images)? source: public class ImageViewTest extends Activity { private static final String LOGID = "CHECKTHISOUT"; private static final int SWIPE_MIN_DISTANCE = 120; private static final int SWIPE_MAX_OFF_PATH = 250; private static final int SWIPE_THRESHOLD_VELOCITY = 200; private GestureDetector gestureDetector; View.OnTouchListener gestureListener; private Animation slideLeftIn; private Animation slideLeftOut; private Animation slideRightIn; private Animation slideRightOut; private ViewFlipper viewFlipper; String message = "Initial Message"; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); //Set up viewflipper viewFlipper = new ViewFlipper(this); ImageView i = new ImageView(this); i.setImageResource(R.drawable.sample_1); ImageView i2 = new ImageView(this); i2.setImageResource(R.drawable.sample_2); viewFlipper.addView(i); viewFlipper.addView(i2); //set up animations slideLeftIn = AnimationUtils.loadAnimation(this, R.anim.slide_left_in); slideLeftOut = AnimationUtils.loadAnimation(this, R.anim.slide_left_out); slideRightIn = AnimationUtils.loadAnimation(this, R.anim.slide_right_in); slideRightOut = AnimationUtils.loadAnimation(this, R.anim.slide_right_out); //put up a brownie as a starter setContentView(viewFlipper); gestureDetector = new GestureDetector(new MyGestureDetector()); } public class MyGestureDetector extends SimpleOnGestureListener { @Override public boolean onFling(MotionEvent e1, MotionEvent e2, float velocityX, float velocityY) { try { if (Math.abs(e1.getY() - e2.getY()) > SWIPE_MAX_OFF_PATH) return false; // right to left swipe if(e1.getX() - e2.getX() > SWIPE_MIN_DISTANCE && Math.abs(velocityX) > SWIPE_THRESHOLD_VELOCITY) { Log.v(LOGID,"right to left swipe detected"); viewFlipper.setInAnimation(slideLeftIn); viewFlipper.setOutAnimation(slideLeftOut); viewFlipper.showNext(); setContentView(viewFlipper); } // left to right swipe else if (e2.getX() - e1.getX() > SWIPE_MIN_DISTANCE && Math.abs(velocityX) > SWIPE_THRESHOLD_VELOCITY) { Log.v(LOGID,"left to right swipe detected"); viewFlipper.setInAnimation(slideRightIn); viewFlipper.setOutAnimation(slideRightOut); viewFlipper.showPrevious(); setContentView(viewFlipper); } } catch (Exception e) { // nothing } return false; } } // This doesn't work @Override public boolean onTouchEvent(MotionEvent event) { if (gestureDetector.onTouchEvent(event)){ Log.v(LOGID,"screen touched"); return true; } else{ return false; } } }

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  • NullPointerException using EndlessAdapter with SimpleAdapter

    - by android_dev
    Hello, I am using EndlessAdapter from commonsguy with a SimpleAdapter. I can load data when I make a scroll down without problems, but I have a NullPointerException when I make a scroll up. The problem is in the method @Override public View getView(int position, View convertView,ViewGroup parent) { return wrapped.getView(position, convertView, parent); } from the class AdapterWrapper. The call to wrapped.getView(position, convertView,parent) raises the exception and I don´t know why. This is my implementation of EndlessAdapter: //Inner class in SearchTextActivity class DemoAdapter extends EndlessAdapter { private RotateAnimation rotate = null; DemoAdapter(ArrayList<HashMap<String, String>> result) { super(new SimpleAdapter(SearchTracksActivity.this, result, R.layout.textlist_item, PROJECTION_COLUMNS, VIEW_MAPPINGS)); rotate = new RotateAnimation( 0f, 360f, Animation.RELATIVE_TO_SELF, 0.5f, Animation.RELATIVE_TO_SELF, 0.5f); rotate.setDuration(600); rotate.setRepeatMode(Animation.RESTART); rotate.setRepeatCount(Animation.INFINITE); } @Override protected View getPendingView(ViewGroup parent) { View row=getLayoutInflater().inflate(R.layout.textlist_item, null); View child=row.findViewById(R.id.title); child.setVisibility(View.GONE); child=row.findViewById(R.id.username); child.setVisibility(View.GONE); child=row.findViewById(R.id.throbber); child.setVisibility(View.VISIBLE); child.startAnimation(rotate); return row; } @Override @SuppressWarnings("unchecked") protected void rebindPendingView(int position, View row) { HashMap<String, String> res = (HashMap<String, String>)getWrappedAdapter().getItem(position); View child=row.findViewById(R.id.title); ((TextView)child).setText(res.get("title")); child.setVisibility(View.VISIBLE); child=row.findViewById(R.id.username); ((TextView)child).setText(res.get("username")); child.setVisibility(View.VISIBLE); ImageView throbber=(ImageView)row.findViewById(R.id.throbber); throbber.setVisibility(View.GONE); throbber.clearAnimation(); } boolean mFinal = true; @Override protected boolean cacheInBackground() { EditText searchText = (EditText)findViewById(R.id.searchText); String textToSearch = searchText.getText().toString(); Util.getSc().searchText(textToSearch , offset, limit, new ResultListener<ArrayList<Text>>() { @Override public void onError(Exception e) { e.toString(); mFinal = false; } @Override public void onSuccess(ArrayList<Text> result) { if(result.size() == 0){ mFinal = false; }else{ texts.addAll(result); offset++; } } }); return mFinal; } @Override protected void appendCachedData() { for(Text text : texts){ result.add(text.getMapValues()); } texts.clear(); } } And I use it this way: public class SearchTextActivity extends AbstractListActivity { private static final String[] PROJECTION_COLUMNS = new String[] { TextStore.Text.TITLE, TextStore.Text.USER_NAME}; private static final int[] VIEW_MAPPINGS = new int[] { R.id.Text_title, R.id.Text_username}; ArrayList<HashMap<String, String>> result; static ArrayList<Text> texts; static int offset = 0; static int limit = 1; @Override void onAbstractCreate(Bundle savedInstance) { setContentView(R.layout.search_tracks); setupViews(); } private void setupViews() { ImageButton searchButton = (ImageButton)findViewById(R.id.searchButton); updateView(); } SimpleAdapter adapter; void updateView(){ if(result == null) { result = new ArrayList<HashMap<String, String>>(); } if(tracks == null) { texts = new ArrayList<Text>(); } } public void sendQuery(View v){ offset = 0; texts.clear(); result.clear(); setListAdapter(new DemoAdapter(result)); } } Does anybody knows what could be the problem? Thank you in advance

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  • [C] Texture management / pointer question

    - by ndg
    I'm working on a texture management and animation solution for a small side project of mine. Although the project uses Allegro for rendering and input, my question mostly revolves around C and memory management. I wanted to post it here to get thoughts and insight into the approach, as I'm terrible when it comes to pointers. Essentially what I'm trying to do is load all of my texture resources into a central manager (textureManager) - which is essentially an array of structs containing ALLEGRO_BITMAP objects. The textures stored within the textureManager are mostly full sprite sheets. From there, I have an anim(ation) struct, which contains animation-specific information (along with a pointer to the corresponding texture within the textureManager). To give you an idea, here's how I setup and play the players 'walk' animation: createAnimation(&player.animations[0], "media/characters/player/walk.png", player.w, player.h); playAnimation(&player.animations[0], 10); Rendering the animations current frame is just a case of blitting a specific region of the sprite sheet stored in textureManager. For reference, here's the code for anim.h and anim.c. I'm sure what I'm doing here is probably a terrible approach for a number of reasons. I'd like to hear about them! Am I opening myself to any pitfalls? Will this work as I'm hoping? anim.h #ifndef ANIM_H #define ANIM_H #define ANIM_MAX_FRAMES 10 #define MAX_TEXTURES 50 struct texture { bool active; ALLEGRO_BITMAP *bmp; }; struct texture textureManager[MAX_TEXTURES]; typedef struct tAnim { ALLEGRO_BITMAP **sprite; int w, h; int curFrame, numFrames, frameCount; float delay; } anim; void setupTextureManager(void); int addTexture(char *filename); int createAnimation(anim *a, char *filename, int w, int h); void playAnimation(anim *a, float delay); void updateAnimation(anim *a); #endif anim.c void setupTextureManager() { int i = 0; for(i = 0; i < MAX_TEXTURES; i++) { textureManager[i].active = false; } } int addTextureToManager(char *filename) { int i = 0; for(i = 0; i < MAX_TEXTURES; i++) { if(!textureManager[i].active) { textureManager[i].bmp = al_load_bitmap(filename); textureManager[i].active = true; if(!textureManager[i].bmp) { printf("Error loading texture: %s", filename); return -1; } return i; } } return -1; } int createAnimation(anim *a, char *filename, int w, int h) { int textureId = addTextureToManager(filename); if(textureId > -1) { a->sprite = textureManager[textureId].bmp; a->w = w; a->h = h; a->numFrames = al_get_bitmap_width(a->sprite) / w; printf("Animation loaded with %i frames, given resource id: %i\n", a->numFrames, textureId); } else { printf("Texture manager full\n"); return 1; } return 0; } void playAnimation(anim *a, float delay) { a->curFrame = 0; a->frameCount = 0; a->delay = delay; } void updateAnimation(anim *a) { a->frameCount ++; if(a->frameCount >= a->delay) { a->frameCount = 0; a->curFrame ++; if(a->curFrame >= a->numFrames) { a->curFrame = 0; } } }

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  • Memory management in iphone cocos2d

    - by muthu
    i am iphone developer very new to this field....i am developing a ebook app in iphone using cocos2d...i use more than 150 images(i guess) the problem while turning from one page to another images get hanged randomly...... i tried this also [[TextureMgr sharedTextureMgr] removeAllTextures]; but went in vain...i guess the the problem is with the memory.....this my coding for all the pages -(id)init { if( (self=[super init] )) { self.isTouchEnabled = YES; [SimpleAudioEngine sharedEngine]; NSLog(@"b4 cover"); Sprite *bg1 = [Sprite spriteWithFile:@"a.jpg"]; bg1.anchorPoint = CGPointZero; [self addChild:bg1 z:-1]; once = TRUE; soundId = [[SimpleAudioEngine sharedEngine] playEffect:@".mp3"]; } return self; } -(void) transitionfront:(id) sender { [[SimpleAudioEngine sharedEngine] stopEffect:soundId]; soundId1 = [[SimpleAudioEngine sharedEngine] playEffect:@"page_turn.mp3"]; flip = [[Sprite spriteWithFile:@"a.jpg"] retain]; [self addChild: flip z:1]; [flip setPosition:ccp(160,240)]; Animation* animation1 = [Animation animationWithName:@"Page1" delay:0.09]; for( int i=1;i<4;i++) [animation1 addFrameWithFilename: [NSString stringWithFormat:@".jpg", i]]; id action = [Animate actionWithAnimation: animation1]; //id action = [RepeatForever actionWithAction:[Animate actionWithAnimation: animation1]]; [flip runAction:action]; [NSTimer scheduledTimerWithTimeInterval:0.3 target:self selector:@selector(moveforward) userInfo:nil repeats:NO]; } -(void) moveforward { [[SimpleAudioEngine sharedEngine] stopEffect:soundId1]; [[Director sharedDirector] replaceScene: [ [Scene node] addChild: [nextpage node] z:0] ]; } -(void) transitionback:(id) sender { [[SimpleAudioEngine sharedEngine] stopEffect:soundId]; soundId1 = [[SimpleAudioEngine sharedEngine] playEffect:@".mp3"]; flip = [[Sprite spriteWithFile:@".jpg"] retain]; [self addChild: flip z:1]; [flip setPosition:ccp(160,240)]; Animation* animation1 = [Animation animationWithName:@"Page1" delay:0.09]; for( int i=3;i>0;i--) [animation1 addFrameWithFilename: [NSString stringWithFormat:@".jpg", i]]; id action = [Animate actionWithAnimation: animation1]; //id action = [RepeatForever actionWithAction:[Animate actionWithAnimation: animation1]]; [flip runAction:action]; [NSTimer scheduledTimerWithTimeInterval:0.3 target:self selector:@selector(movebackward) userInfo:nil repeats:NO]; } -(void) movebackward{ //[[SimpleAudioEngine sharedEngine]stopEffect:@".mp3"]; [[Director sharedDirector]replaceScene:[[Scene node]addChild:[b4page node] z:0]]; } -(void) glossary :(id) sender { [[SimpleAudioEngine sharedEngine]stopEffect:soundId]; [[Director sharedDirector]replaceScene:[[Scene node]addChild:[ node] z:0]]; } -(BOOL)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint cocosTouchPoint = [touch locationInView: [touch view]]; CGPoint point = [[Director sharedDirector] convertToGL:cocosTouchPoint]; NSLog(@"pointx: %f pointy:%f", point.x, point.y); // Was a tab touched, if so, which one... if (CGRectContainsPoint(CGRectMake(220, 0, 100, 70), point)) { if(once) { NSLog(@"enterred page1"); [self transitionfront:nil]; once = FALSE; } } if (CGRectContainsPoint(CGRectMake(0,0,60,60), point)) { if(once) { NSLog(@"enterred cover"); [self transitionback:nil]; once = FALSE; } } if (CGRectContainsPoint(CGRectMake(100, 15, 30, 30), point)) { if(once){ [self glossary :nil]; once = FALSE; } } return kEventHandled; } -(void)playEffect:(NSString*)sound{ if(effectPlayer!=nil){ [effectPlayer release]; } NSURL *url = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:sound ofType:@"mp3"]]; effectPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:nil]; [effectPlayer setDelegate:self]; [effectPlayer play]; } -(void)stopEffect { [effectPlayer stop]; } -(void) dealloc{ [super dealloc]; } do pls help me........ do give me a exact coding this is the err..... *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[NSCFDictionary setObject:forKey:]: attempt to insert nil value (key: aesop.mp3)' 2010-05-27 10:43:09.834 abc[276:20b] Stack: ( 11674715, 2476006971, 11758651, 11758490, 5126917, 660698, 660881, 661061, 131577, 448857, 120432, 153433, 630890, 23694899, 23603228, 23630005, 47120081, 11459456, 11455560, 47114125, 47114322, 23633923, 9928, 9814 )

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  • Full & Last Lunar Eclipse Of 2010 On December 21st

    - by Kavitha
    A total and last eclipse of the Moon occurs during the early morning hours of December 21, 2010 (for observers in western North America and Hawaii, the eclipse actually begins on the evening of December 20). You can fully view the total lunar eclipse from North America, Greenland and Iceland. The beginning stages of the eclipse is visible in Western Europe and the later stages after moonrise is visible in Western Asia. Total Lunar Eclipse Timings According to NASA “The Moon’s orbital trajectory takes it through the northern half of Earth’s umbral shadow. Although the eclipse is not central, the total phase still lasts 72 minutes”. The timings of the major eclipse phases are listed below. Penumbral Eclipse Begins 05:29:17 UT Partial Eclipse Begins 06:32:37 UT Total Eclipse Begins 07:40:47 UT Greatest Eclipse 08:16:57 UT Total Eclipse Ends 08:53:08 UT Partial Eclipse Ends 10:01:20 UT Penumbral Eclipse Ends 11:04:31 UT The timings of the major eclipse phases are listed below.   Total Lunar Eclipse of December 21, 2010   Europe North America Pacific Event GMT AST EST CST MST PST AKST HST Partial Eclipse Begins: 06:33 am 02:33 am 01:33 am 12:33 am 11:33 pm* 10:33 pm* 09:33 pm* 08:33 pm* Total Eclipse Begins: 07:41 am 03:41 am 02:41 am 01:41 am 12:41 am 11:41 pm* 10:41 pm* 09:41 pm* Mid-Eclipse: 08:17 am 04:17 am 03:17 am 02:17 am 01:17 am 12:17 am 11:17 pm* 10:17 pm* Total Eclipse Ends: 08:53 am 04:53 am 03:53 am 02:53 am 01:53 am 12:53 am 11:53 pm* 10:53 pm* Partial Eclipse Ends: 10:01 am 06:01 am 05:01 am 04:01 am 03:01 am 02:01 am 01:01 am 12:01 am Note: * Event occurs on evening of December 20, 2010 In India the Total Lunar Eclipse will take place between 13:10:47 and 14:23:08 on December 21st 2010. Animation Of Total Lunar Eclipse ShadowsAndSubstance website has a beautiful flash animation of December 21 2010 Total Lunar Eclipse and you can view it here Image Credit : flickr/stargazer95050 This article titled,Full & Last Lunar Eclipse Of 2010 On December 21st, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • What&rsquo;s New in ASP.NET 4.0 Part Two: WebForms and Visual Studio Enhancements

    - by Rick Strahl
    In the last installment I talked about the core changes in the ASP.NET runtime that I’ve been taking advantage of. In this column, I’ll cover the changes to the Web Forms engine and some of the cool improvements in Visual Studio that make Web and general development easier. WebForms The WebForms engine is the area that has received most significant changes in ASP.NET 4.0. Probably the most widely anticipated features are related to managing page client ids and of ViewState on WebForm pages. Take Control of Your ClientIDs Unique ClientID generation in ASP.NET has been one of the most complained about “features” in ASP.NET. Although there’s a very good technical reason for these unique generated ids - they guarantee unique ids for each and every server control on a page - these unique and generated ids often get in the way of client-side JavaScript development and CSS styling as it’s often inconvenient and fragile to work with the long, generated ClientIDs. In ASP.NET 4.0 you can now specify an explicit client id mode on each control or each naming container parent control to control how client ids are generated. By default, ASP.NET generates mangled client ids for any control contained in a naming container (like a Master Page, or a User Control for example). The key to ClientID management in ASP.NET 4.0 are the new ClientIDMode and ClientIDRowSuffix properties. ClientIDMode supports four different ClientID generation settings shown below. For the following examples, imagine that you have a Textbox control named txtName inside of a master page control container on a WebForms page. <%@Page Language="C#"      MasterPageFile="~/Site.Master"     CodeBehind="WebForm2.aspx.cs"     Inherits="WebApplication1.WebForm2"  %> <asp:Content ID="content"  ContentPlaceHolderID="content"               runat="server"               ClientIDMode="Static" >       <asp:TextBox runat="server" ID="txtName" /> </asp:Content> The four available ClientIDMode values are: AutoID This is the existing behavior in ASP.NET 1.x-3.x where full naming container munging takes place. <input name="ctl00$content$txtName" type="text"        id="ctl00_content_txtName" /> This should be familiar to any ASP.NET developer and results in fairly unpredictable client ids that can easily change if the containership hierarchy changes. For example, removing the master page changes the name in this case, so if you were to move a block of script code that works against the control to a non-Master page, the script code immediately breaks. Static This option is the most deterministic setting that forces the control’s ClientID to use its ID value directly. No naming container naming at all is applied and you end up with clean client ids: <input name="ctl00$content$txtName"         type="text" id="txtName" /> Note that the name property which is used for postback variables to the server still is munged, but the ClientID property is displayed simply as the ID value that you have assigned to the control. This option is what most of us want to use, but you have to be clear on that because it can potentially cause conflicts with other controls on the page. If there are several instances of the same naming container (several instances of the same user control for example) there can easily be a client id naming conflict. Note that if you assign Static to a data-bound control, like a list child control in templates, you do not get unique ids either, so for list controls where you rely on unique id for child controls, you’ll probably want to use Predictable rather than Static. I’ll write more on this a little later when I discuss ClientIDRowSuffix. Predictable The previous two values are pretty self-explanatory. Predictable however, requires some explanation. To me at least it’s not in the least bit predictable. MSDN defines this value as follows: This algorithm is used for controls that are in data-bound controls. The ClientID value is generated by concatenating the ClientID value of the parent naming container with the ID value of the control. If the control is a data-bound control that generates multiple rows, the value of the data field specified in the ClientIDRowSuffix property is added at the end. For the GridView control, multiple data fields can be specified. If the ClientIDRowSuffix property is blank, a sequential number is added at the end instead of a data-field value. Each segment is separated by an underscore character (_). The key that makes this value a bit confusing is that it relies on the parent NamingContainer’s ClientID to build its own ClientID value. This effectively means that the value is not predictable at all but rather very tightly coupled to the parent naming container’s ClientIDMode setting. For my simple textbox example, if the ClientIDMode property of the parent naming container (Page in this case) is set to “Predictable” you’ll get this: <input name="ctl00$content$txtName" type="text"         id="content_txtName" /> which gives an id that based on walking up to the currently active naming container (the MasterPage content container) and starting the id formatting from there downward. Think of this as a semi unique name that’s guaranteed unique only for the naming container. If, on the other hand, the Page is set to “AutoID” you get the following with Predictable on txtName: <input name="ctl00$content$txtName" type="text"         id="ctl00_content_txtName" /> The latter is effectively the same as if you specified AutoID because it inherits the AutoID naming from the Page and Content Master Page control of the page. But again - predictable behavior always depends on the parent naming container and how it generates its id, so the id may not always be exactly the same as the AutoID generated value because somewhere in the NamingContainer chain the ClientIDMode setting may be set to a different value. For example, if you had another naming container in the middle that was set to Static you’d end up effectively with an id that starts with the NamingContainers id rather than the whole ctl000_content munging. The most common use for Predictable is likely to be for data-bound controls, which results in each data bound item getting a unique ClientID. Unfortunately, even here the behavior can be very unpredictable depending on which data-bound control you use - I found significant differences in how template controls in a GridView behave from those that are used in a ListView control. For example, GridView creates clean child ClientIDs, while ListView still has a naming container in the ClientID, presumably because of the template container on which you can’t set ClientIDMode. Predictable is useful, but only if all naming containers down the chain use this setting. Otherwise you’re right back to the munged ids that are pretty unpredictable. Another property, ClientIDRowSuffix, can be used in combination with ClientIDMode of Predictable to force a suffix onto list client controls. For example: <asp:GridView runat="server" ID="gvItems"              AutoGenerateColumns="false"             ClientIDMode="Static"              ClientIDRowSuffix="Id">     <Columns>     <asp:TemplateField>         <ItemTemplate>             <asp:Label runat="server" id="txtName"                        Text='<%# Eval("Name") %>'                   ClientIDMode="Predictable"/>         </ItemTemplate>     </asp:TemplateField>     <asp:TemplateField>         <ItemTemplate>         <asp:Label runat="server" id="txtId"                     Text='<%# Eval("Id") %>'                     ClientIDMode="Predictable" />         </ItemTemplate>     </asp:TemplateField>     </Columns>  </asp:GridView> generates client Ids inside of a column in the master page described earlier: <td>     <span id="txtName_0">Rick</span> </td> where the value after the underscore is the ClientIDRowSuffix field - in this case “Id” of the item data bound to the control. Note that all of the child controls require ClientIDMode=”Predictable” in order for the ClientIDRowSuffix to be applied, and the parent GridView controls need to be set to Static either explicitly or via Naming Container inheritance to give these simple names. It’s a bummer that ClientIDRowSuffix doesn’t work with Static to produce this automatically. Another real problem is that other controls process the ClientIDMode differently. For example, a ListView control processes the Predictable ClientIDMode differently and produces the following with the Static ListView and Predictable child controls: <span id="ctrl0_txtName_0">Rick</span> I couldn’t even figure out a way using ClientIDMode to get a simple ID that also uses a suffix short of falling back to manually generated ids using <%= %> expressions instead. Given the inconsistencies inside of list controls using <%= %>, ids for the ListView might not be a bad idea anyway. Inherit The final setting is Inherit, which is the default for all controls except Page. This means that controls by default inherit the parent naming container’s ClientIDMode setting. For more detailed information on ClientID behavior and different scenarios you can check out a blog post of mine on this subject: http://www.west-wind.com/weblog/posts/54760.aspx. ClientID Enhancements Summary The ClientIDMode property is a welcome addition to ASP.NET 4.0. To me this is probably the most useful WebForms feature as it allows me to generate clean IDs simply by setting ClientIDMode="Static" on either the page or inside of Web.config (in the Pages section) which applies the setting down to the entire page which is my 95% scenario. For the few cases when it matters - for list controls and inside of multi-use user controls or custom server controls) - I can use Predictable or even AutoID to force controls to unique names. For application-level page development, this is easy to accomplish and provides maximum usability for working with client script code against page controls. ViewStateMode Another area of large criticism for WebForms is ViewState. ViewState is used internally by ASP.NET to persist page-level changes to non-postback properties on controls as pages post back to the server. It’s a useful mechanism that works great for the overall mechanics of WebForms, but it can also cause all sorts of overhead for page operation as ViewState can very quickly get out of control and consume huge amounts of bandwidth in your page content. ViewState can also wreak havoc with client-side scripting applications that modify control properties that are tracked by ViewState, which can produce very unpredictable results on a Postback after client-side updates. Over the years in my own development, I’ve often turned off ViewState on pages to reduce overhead. Yes, you lose some functionality, but you can easily implement most of the common functionality in non-ViewState workarounds. Relying less on heavy ViewState controls and sticking with simpler controls or raw HTML constructs avoids getting around ViewState problems. In ASP.NET 3.x and prior, it wasn’t easy to control ViewState - you could turn it on or off and if you turned it off at the page or web.config level, you couldn’t turn it back on for specific controls. In short, it was an all or nothing approach. With ASP.NET 4.0, the new ViewStateMode property gives you more control. It allows you to disable ViewState globally either on the page or web.config level and then turn it back on for specific controls that might need it. ViewStateMode only works when EnableViewState="true" on the page or web.config level (which is the default). You can then use ViewStateMode of Disabled, Enabled or Inherit to control the ViewState settings on the page. If you’re shooting for minimal ViewState usage, the ideal situation is to set ViewStateMode to disabled on the Page or web.config level and only turn it back on particular controls: <%@Page Language="C#"      CodeBehind="WebForm2.aspx.cs"     Inherits="Westwind.WebStore.WebForm2"        ClientIDMode="Static"                ViewStateMode="Disabled"     EnableViewState="true"  %> <!-- this control has viewstate  --> <asp:TextBox runat="server" ID="txtName"  ViewStateMode="Enabled" />       <!-- this control has no viewstate - it inherits  from parent container --> <asp:TextBox runat="server" ID="txtAddress" /> Note that the EnableViewState="true" at the Page level isn’t required since it’s the default, but it’s important that the value is true. ViewStateMode has no effect if EnableViewState="false" at the page level. The main benefit of ViewStateMode is that it allows you to more easily turn off ViewState for most of the page and enable only a few key controls that might need it. For me personally, this is a perfect combination as most of my WebForm apps can get away without any ViewState at all. But some controls - especially third party controls - often don’t work well without ViewState enabled, and now it’s much easier to selectively enable controls rather than the old way, which required you to pretty much turn off ViewState for all controls that you didn’t want ViewState on. Inline HTML Encoding HTML encoding is an important feature to prevent cross-site scripting attacks in data entered by users on your site. In order to make it easier to create HTML encoded content, ASP.NET 4.0 introduces a new Expression syntax using <%: %> to encode string values. The encoding expression syntax looks like this: <%: "<script type='text/javascript'>" +     "alert('Really?');</script>" %> which produces properly encoded HTML: &lt;script type=&#39;text/javascript&#39; &gt;alert(&#39;Really?&#39;);&lt;/script&gt; Effectively this is a shortcut to: <%= HttpUtility.HtmlEncode( "<script type='text/javascript'>" + "alert('Really?');</script>") %> Of course the <%: %> syntax can also evaluate expressions just like <%= %> so the more common scenario applies this expression syntax against data your application is displaying. Here’s an example displaying some data model values: <%: Model.Address.Street %> This snippet shows displaying data from your application’s data store or more importantly, from data entered by users. Anything that makes it easier and less verbose to HtmlEncode text is a welcome addition to avoid potential cross-site scripting attacks. Although I listed Inline HTML Encoding here under WebForms, anything that uses the WebForms rendering engine including ASP.NET MVC, benefits from this feature. ScriptManager Enhancements The ASP.NET ScriptManager control in the past has introduced some nice ways to take programmatic and markup control over script loading, but there were a number of shortcomings in this control. The ASP.NET 4.0 ScriptManager has a number of improvements that make it easier to control script loading and addresses a few of the shortcomings that have often kept me from using the control in favor of manual script loading. The first is the AjaxFrameworkMode property which finally lets you suppress loading the ASP.NET AJAX runtime. Disabled doesn’t load any ASP.NET AJAX libraries, but there’s also an Explicit mode that lets you pick and choose the library pieces individually and reduce the footprint of ASP.NET AJAX script included if you are using the library. There’s also a new EnableCdn property that forces any script that has a new WebResource attribute CdnPath property set to a CDN supplied URL. If the script has this Attribute property set to a non-null/empty value and EnableCdn is enabled on the ScriptManager, that script will be served from the specified CdnPath. [assembly: WebResource(    "Westwind.Web.Resources.ww.jquery.js",    "application/x-javascript",    CdnPath =  "http://mysite.com/scripts/ww.jquery.min.js")] Cool, but a little too static for my taste since this value can’t be changed at runtime to point at a debug script as needed, for example. Assembly names for loading scripts from resources can now be simple names rather than fully qualified assembly names, which make it less verbose to reference scripts from assemblies loaded from your bin folder or the assembly reference area in web.config: <asp:ScriptManager runat="server" id="Id"          EnableCdn="true"         AjaxFrameworkMode="disabled">     <Scripts>         <asp:ScriptReference          Name="Westwind.Web.Resources.ww.jquery.js"         Assembly="Westwind.Web" />     </Scripts>        </asp:ScriptManager> The ScriptManager in 4.0 also supports script combining via the CompositeScript tag, which allows you to very easily combine scripts into a single script resource served via ASP.NET. Even nicer: You can specify the URL that the combined script is served with. Check out the following script manager markup that combines several static file scripts and a script resource into a single ASP.NET served resource from a static URL (allscripts.js): <asp:ScriptManager runat="server" id="Id"          EnableCdn="true"         AjaxFrameworkMode="disabled">     <CompositeScript          Path="~/scripts/allscripts.js">         <Scripts>             <asp:ScriptReference                    Path="~/scripts/jquery.js" />             <asp:ScriptReference                    Path="~/scripts/ww.jquery.js" />             <asp:ScriptReference            Name="Westwind.Web.Resources.editors.js"                 Assembly="Westwind.Web" />         </Scripts>     </CompositeScript> </asp:ScriptManager> When you render this into HTML, you’ll see a single script reference in the page: <script src="scripts/allscripts.debug.js"          type="text/javascript"></script> All you need to do to make this work is ensure that allscripts.js and allscripts.debug.js exist in the scripts folder of your application - they can be empty but the file has to be there. This is pretty cool, but you want to be real careful that you use unique URLs for each combination of scripts you combine or else browser and server caching will easily screw you up royally. The script manager also allows you to override native ASP.NET AJAX scripts now as any script references defined in the Scripts section of the ScriptManager trump internal references. So if you want custom behavior or you want to fix a possible bug in the core libraries that normally are loaded from resources, you can now do this simply by referencing the script resource name in the Name property and pointing at System.Web for the assembly. Not a common scenario, but when you need it, it can come in real handy. Still, there are a number of shortcomings in this control. For one, the ScriptManager and ClientScript APIs still have no common entry point so control developers are still faced with having to check and support both APIs to load scripts so that controls can work on pages that do or don’t have a ScriptManager on the page. The CdnUrl is static and compiled in, which is very restrictive. And finally, there’s still no control over where scripts get loaded on the page - ScriptManager still injects scripts into the middle of the HTML markup rather than in the header or optionally the footer. This, in turn, means there is little control over script loading order, which can be problematic for control developers. MetaDescription, MetaKeywords Page Properties There are also a number of additional Page properties that correspond to some of the other features discussed in this column: ClientIDMode, ClientTarget and ViewStateMode. Another minor but useful feature is that you can now directly access the MetaDescription and MetaKeywords properties on the Page object to set the corresponding meta tags programmatically. Updating these values programmatically previously required either <%= %> expressions in the page markup or dynamic insertion of literal controls into the page. You can now just set these properties programmatically on the Page object in any Control derived class on the page or the Page itself: Page.MetaKeywords = "ASP.NET,4.0,New Features"; Page.MetaDescription = "This article discusses the new features in ASP.NET 4.0"; Note, that there’s no corresponding ASP.NET tag for the HTML Meta element, so the only way to specify these values in markup and access them is via the @Page tag: <%@Page Language="C#"      CodeBehind="WebForm2.aspx.cs"     Inherits="Westwind.WebStore.WebForm2"      ClientIDMode="Static"                MetaDescription="Article that discusses what's                      new in ASP.NET 4.0"     MetaKeywords="ASP.NET,4.0,New Features" %> Nothing earth shattering but quite convenient. Visual Studio 2010 Enhancements for Web Development For Web development there are also a host of editor enhancements in Visual Studio 2010. Some of these are not Web specific but they are useful for Web developers in general. Text Editors Throughout Visual Studio 2010, the text editors have all been updated to a new core engine based on WPF which provides some interesting new features for various code editors including the nice ability to zoom in and out with Ctrl-MouseWheel to quickly change the size of text. There are many more API options to control the editor and although Visual Studio 2010 doesn’t yet use many of these features, we can look forward to enhancements in add-ins and future editor updates from the various language teams that take advantage of the visual richness that WPF provides to editing. On the negative side, I’ve noticed that occasionally the code editor and especially the HTML and JavaScript editors will lose the ability to use various navigation keys like arrows, back and delete keys, which requires closing and reopening the documents at times. This issue seems to be well documented so I suspect this will be addressed soon with a hotfix or within the first service pack. Overall though, the code editors work very well, especially given that they were re-written completely using WPF, which was one of my big worries when I first heard about the complete redesign of the editors. Multi-Targeting Visual Studio now targets all versions of the .NET framework from 2.0 forward. You can use Visual Studio 2010 to work on your ASP.NET 2, 3.0 and 3.5 applications which is a nice way to get your feet wet with the new development environment without having to make changes to existing applications. It’s nice to have one tool to work in for all the different versions. Multi-Monitor Support One cool feature of Visual Studio 2010 is the ability to drag windows out of the Visual Studio environment and out onto the desktop including onto another monitor easily. Since Web development often involves working with a host of designers at the same time - visual designer, HTML markup window, code behind and JavaScript editor - it’s really nice to be able to have a little more screen real estate to work on each of these editors. Microsoft made a welcome change in the environment. IntelliSense Snippets for HTML and JavaScript Editors The HTML and JavaScript editors now finally support IntelliSense scripts to create macro-based template expansions that have been in the core C# and Visual Basic code editors since Visual Studio 2005. Snippets allow you to create short XML-based template definitions that can act as static macros or real templates that can have replaceable values that can be embedded into the expanded text. The XML syntax for these snippets is straight forward and it’s pretty easy to create custom snippets manually. You can easily create snippets using XML and store them in your custom snippets folder (C:\Users\rstrahl\Documents\Visual Studio 2010\Code Snippets\Visual Web Developer\My HTML Snippets and My JScript Snippets), but it helps to use one of the third-party tools that exist to simplify the process for you. I use SnippetEditor, by Bill McCarthy, which makes short work of creating snippets interactively (http://snippeteditor.codeplex.com/). Note: You may have to manually add the Visual Studio 2010 User specific Snippet folders to this tool to see existing ones you’ve created. Code snippets are some of the biggest time savers and HTML editing more than anything deals with lots of repetitive tasks that lend themselves to text expansion. Visual Studio 2010 includes a slew of built-in snippets (that you can also customize!) and you can create your own very easily. If you haven’t done so already, I encourage you to spend a little time examining your coding patterns and find the repetitive code that you write and convert it into snippets. I’ve been using CodeRush for this for years, but now you can do much of the basic expansion natively for HTML and JavaScript snippets. jQuery Integration Is Now Native jQuery is a popular JavaScript library and recently Microsoft has recently stated that it will become the primary client-side scripting technology to drive higher level script functionality in various ASP.NET Web projects that Microsoft provides. In Visual Studio 2010, the default full project template includes jQuery as part of a new project including the support files that provide IntelliSense (-vsdoc files). IntelliSense support for jQuery is now also baked into Visual Studio 2010, so unlike Visual Studio 2008 which required a separate download, no further installs are required for a rich IntelliSense experience with jQuery. Summary ASP.NET 4.0 brings many useful improvements to the platform, but thankfully most of the changes are incremental changes that don’t compromise backwards compatibility and they allow developers to ease into the new features one feature at a time. None of the changes in ASP.NET 4.0 or Visual Studio 2010 are monumental or game changers. The bigger features are language and .NET Framework changes that are also optional. This ASP.NET and tools release feels more like fine tuning and getting some long-standing kinks worked out of the platform. It shows that the ASP.NET team is dedicated to paying attention to community feedback and responding with changes to the platform and development environment based on this feedback. If you haven’t gotten your feet wet with ASP.NET 4.0 and Visual Studio 2010, there’s no reason not to give it a shot now - the ASP.NET 4.0 platform is solid and Visual Studio 2010 works very well for a brand new release. Check it out. © Rick Strahl, West Wind Technologies, 2005-2010Posted in ASP.NET  

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  • Unity - Mecanim & Rigidbody on Third Person Controller - Gravity bug?

    - by Celtc
    I'm working on a third person controller which uses physX to interact with the other objects (using the Rigidbody component) and Mecanim to animate the character. All the animations used are baked to Y, and the movement on this axis is controlled by the gravity applied by the rigidbody component. The configuration of the falling animation: And the character components configuration: Since the falling animation doesn't have root motion on XZ, I move the character on XZ by code. Like this: // On the Ground if (IsGrounded()) { GroundedMovementMgm(); // Stores the velocity velocityPreFalling = rigidbody.velocity; } // Mid-Air else { // Continue the pre falling velocity rigidbody.velocity = new Vector3(velocityPreFalling.x, rigidbody.velocity.y, velocityPreFalling.z); } The problem is that when the chracter starts falling and hit against a wall in mid air, it gets stuck to the wall. Here are some pics which explains the problems: Hope someone can help me. Thanks and sory for my bad english! PD.: I was asked for the IsGrounded() function, so I'm adding it: void OnCollisionEnter(Collision collision) { if (!grounded) TrackGrounded(collision); } void OnCollisionStay(Collision collision) { TrackGrounded(collision); } void OnCollisionExit() { grounded = false; } public bool IsGrounded() { return grounded; } private void TrackGrounded(Collision collision) { var maxHeight = capCollider.bounds.min.y + capCollider.radius * .9f; foreach (var contact in collision.contacts) { if (contact.point.y < maxHeight && Vector3.Angle(contact.normal, Vector3.up) < maxSlopeAngle) { grounded = true; break; } } } I'll also add a LINK to download the project if someone wants it.

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  • Need some advice regarding collision detection with the sprite changing its width and height

    - by Frank Scott
    So I'm messing around with collision detection in my tile-based game and everything works fine and dandy using this method. However, now I am trying to implement sprite sheets so my character can have a walking and jumping animation. For one, I'd like to to be able to have each frame of variable size, I think. I want collision detection to be accurate and during a jumping animation the sprite's height will be shorter (because of the calves meeting the hamstrings). Again, this also works fine at the moment. I can get the character to animate properly each frame and cycle through animations. The problems arise when the width and height of the character change. Often times its position will be corrected by the collision detection system and the character will be rubber-banded to random parts of the map or even go outside the map bounds. For some reason with the linked collision detection algorithm, when the width or height of the sprite is changed on the fly, the entire algorithm breaks down. The solution I found so far is to have a single width and height of the sprite that remains constant, and only adjust the source rectangle for drawing. However, I'm not sure exactly what to set as the sprite's constant bounding box because it varies so much with the different animations. So now I'm not sure what to do. I'm toying with the idea of pixel-perfect collision detection but I'm not sure if it would really be worth it. Does anyone know how Braid does their collision detection? My game is also a 2D sidescroller and I was quite impressed with how it was handled in that game. Thanks for reading.

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  • Silverlight Cream for June 12, 2010 -- #880

    - by Dave Campbell
    In this Issue: Michael Washington, Diego Poza, Viktor Larsson, Brian Noyes, Charles Petzold, Laurent Bugnion, Anjaiah Keesari, David Anson, and Jeremy Likness. From SilverlightCream.com: My MEF Rant Read Michael Washington's discussion about MEF from someone that's got some experience, but not enough to remember the pain points... how it works, and what he'd like to see. Prism 4: What’s new and what’s next Diego Poza Why Office Hub is important for WP7 Viktor Larsson has another WP7 post up and he's talking about the Office Hub ... good description and maybe the first I've seen on the Office Hub. WCF RIA Services Part 1: Getting Started Brian Noyes has part 1 of a 10-part tutorial series on WCF RIA Services up at SilverlightShow. This first is the intro, but it's a good one. CompositionTarget.Rendering and RenderEventArgs Charles Petzold talks about CompositionTarget.Rendering and using it for calculating time span ... and it works in WPF and WP7 too... cool example from his WPF book, and all the code. Two small issues with Windows Phone 7 ApplicationBar buttons (and workaround) Laurent Bugnion has a post up from earlier this week that I missed describing problems with the WP7 ApplicationBar ... oh, and a workaround for it :) Animation in Silverlight Anjaiah Keesari has a really extensive post up on Silverlight animation, and this is an all-XAML thing... so buckle up we're going old-school :) Two fixes for my Silverlight SplitButton/MenuButton implementation - and true WPF support David Anson revisits and revises his SplitButton code based on a couple problem reports he received. Source for the button and the test project is included. Tips and Tricks for INotifyPropertyChanged Jeremy Likness is discussing INotifyPropertyChanged and describes an extension method. He does bring up a problem associated with this, so check that out. He finishes the post off with a discussion of "Observable Enumerables" Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • iPhone Open GL ES using FBX - How do I import animations from FBX into iPhone?

    - by Dominic Tancredi
    I've been researching this extensively. We have a game that's 90% complete, using custom game logic in iPhone 4.0. We've been asked to import a 3D model and have it animate when various events happen in the game. I've put together an OpenGL view (based on Eagl and several examples), and used Blender to import the model, as well as Jeff LeMarche's script to export the .h file. After much trial, it worked, and I was able to show a rotating model (unskinned). However, the 3d artist hadn't UV unwrapped the model, so provided me a new model, this one as a Maya file, along with animation in a FBX format, a .obj file, and .tga texture unwrapped. My question is : how can I use FBX inside OpenGL ES inside iPhone to run through animations? And what's the pipeline to get this Maya file into Blender to be able to create a .h file. I've tried the obj2opengl however the model is missing normals (did it have it in the first place?) and the skin isn't applying at all (possibly a code issue, something I think I can fix). I'm trying to use Jeff LeMarche's animation tutorial but can't figure out how to get the model files into a proper .h file for use. Any advice?

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  • Upcoming events 2011 IT Camp Saturday Tampa and Orlando Code Camp 2011

    - by Nikita Polyakov
    I’ll be speaking at a few upcoming events: Saturday March 19th 2011 IT Camp Saturday Tampa http://itcampsaturday.com/tampa This is a first of it’s kind – IT Pro camp, a more topic open then many traditional Code Camp and no so much code focused. Here is just a small sample: Adnan Cartwright Administrating your Network with Group Policy Nikita Polyakov Intro to Phone 7 Development Landon Bass Enterprise Considerations for SharePoint 2010 Michael Wells Intro to SQL Server for IT Professionals Keith Kabza Microsoft Lync Server 2010 Overview Check out the full session schedule for other session, if you are in the IT Pro field – you will find many sessions of interest here: http://itcampsaturday.com/tampa/2011/03/01/schedule/   Saturday March 26th 2011 Orlando Code Camp http://www.orlandocodecamp.com/ Just a highlight of a few sessions: Design & Animation Chris G. Williams: Making Games for Windows Phone 7 with XNA 4.0 Diane Leeper: Animating in Blend: It's ALIVE Diane Leeper: Design for Developers: Bad Design Kills Good Projects Henry Lee: Windows Phone 7 Animation Konrad Neumann: Being a Designer in a Developer's World Nikita Polyakov: Rapid Prototyping with SketchFlow in Expression Blend WP7 Henry Lee: Learn to Use Accelerometer and Location Service (GPS) in Windows Phone Application Joe Healy: Consuming Services in Windows Phone 7 Kevin Wolf: Work From Anywhere = WFA (Part 1) Kevin Wolf: Work From Anywhere = WFA (Part 2) Nikita Polyakov: WP7 Marketplace Place and Monetization Russell Fustino: Making (More) Money with Phone 7

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  • How do I animate a spritesheet in cocos2d Android

    - by user729053
    I'm trying to animate a sprite in a spritesheet, the goal is to make the character walk from left to right. I subclassed CCSprite: CharacterSprite. this is my code: CCSpriteFrameCache.sharedSpriteFrameCache().addSpriteFrames("WalkAnimation.plist"); CCSpriteSheet spriteSheet = CCSpriteSheet.spriteSheet("WalkAnimation.png"); w.addChild(spriteSheet); ArrayList<CCSpriteFrame> walkSprites = new ArrayList<CCSpriteFrame>(); for(int i = 1; i<=8;++i) { walkSprites.add(CCSpriteFrameCache.sharedSpriteFrameCache().spriteFrameByName("walk"+ i +".png")); } //float randomFactor = (float)Math.random()*10; CCAnimation walkAnimation = CCAnimation.animation("walk", 0.1f, walkSprites); Log.v("addEnemy", "Show"); this.character = CCSprite.sprite(walkSprites.get(0)); Log.v("addEnemy", "Don't Show"); this.walkAction = CCRepeatForever.action(CCAnimate.action(walkAnimation, false)); character.runAction(walkAction); for(int k =0; k<amount; k++) { float randomFactor = (float)Math.random()*10; character.setPosition(CGPoint.ccp(-randomFactor * character.getContentSize().width/2, winSize.height / 6.0f)); spriteSheet.addChild(character); } This code is in my 2nd scene. And whenever I press on Start Game, nothing happens. But the code is executed till: character = CharacterSprite.sprite("walk1.png"); Can someone provide me of a snippet of animation using a spritesheet?

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  • HTML5 game engine for a 2D or 2.5D RPG style "map walk"

    - by stargazer
    please help me to choose a HTML5 game engine or Javascript libraries I want to do the following in the game: when the game starts a part the huge map (full size of the map: about 7 screens) is shown. The map itself is completely designed in the editor mapeditor.org (or in some comparable editor - if you know a good alternative to mapeditor.org - let me know) and loaded at runtime or at design time. The game engine should support loading of isometric maps (well, in worst case only orthogonal maps will be sufficient) both "tile layer" and "object layer" from mapeditor.org should be supported. Scrolling/performance of this map should be fast enough. The map and the game should be either in 2D (orthogonal map) or in 2.5D (isometric map) The game engine should support movement of sprites with animation. Let say I have a sprite for "human" with animation sequences showing "walking" in 8 directions - it should be imported into game engine and should "walk" on the map without writing a lot of Javascript code. Automatic scrolling of the map the "human" nears the screen border. Collision detection, "solid" objects. The mapeditor.org supports properies on tiles. Let say I assign a "solid" property to some tiles in editor. It should be easy to check this "solid" property in the game engine and implement kind of "solid" behavior, so the animanted sprites do not walk through the walls. Collision detection - it should be easy to implement some custom functionality like "when sprite A is close to sprite B - call this function" Showing "dialogs" or popup windows on top of the map - should be easy to implement. Cross-browser audio support - (it is implemented quite well in construct 2 from scirra, so I'm looking for the comparable audio quality) The game itself is a king of RPG but without fighting scenes and without huge "inventory". The main character just walking on the map, discovers some things, there are dialogs and sounds. The functionality of this example from sprite.js http://batiste.dosimple.ch/sprite.js/tests/mapeditor/map_reader.html is very close to what I'm developing. But I'm not a Javascript guru (and a very lazy guy) and would like to write even less Javascript code as in the example...

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  • Embedded .swf file in .pfd-Ubuntu 10.04

    - by Thanos
    I have just finished a presentation in LaTeX. In this very .pdf file I have included a .swf animation(done with adobe flash CS5 in windows) which starts when you click on it. While I have already installed a relevant player(swfdec flash player) neither document viewer nor okular are able to reproduce it. I tried with my player to make sure that the file is not corrupted and the result was that it can be produced. I tried the same .pdf file in windows using adobe reader and there is no problem there. The embedded file can be reproduced with no problem. So I thought of installing adobe in ubuntu. I tried there to see if the problem was solved. Things got a bit better. Adobe could understand that there is something there, so when clicked I got a message that I had to get the proper player. When I clicked on a relevant button I expected to open my browser in a player's page. Instead nothing happened. If I place my mouse's cursor next to the space that defines my animation the is a "message" stating "Media File(application/x-shockwave flash)". The next step was to install Adobe Flash player, but I couldn't find the standallone player;only the browser's plugs... How can I get this .swf file play in pdf?

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  • Animating Tile with Blitting taking up Memory.

    - by Kid
    I am trying to animate a specific tile in my 2d Array, using blitting. The animation consists of three different 16x16 sprites in a tilesheet. Now that works perfect with the code below. BUT it's causing memory leakage. Every second the FlashPlayer is taking up +140 kb more in memory. What part of the following code could possibly cause the leak: //The variable Rectangle finds where on the 2d array we should clear the pixels //Fillrect follows up by setting alpha 0 at that spot before we copy in nxt Sprite //Tiletype is a variable that holds what kind of tile the next tile in animation is //(from tileSheet) //drawTile() gets Sprite from tilesheet and copyPixels it into right position on canvas public function animateSprite():void{ tileGround.bitmapData.lock(); if(anmArray[0].tileType > 42){ anmArray[0].tileType = 40; frameCount = 0; } var rect:Rectangle = new Rectangle(anmArray[0].xtile * ts, anmArray[0].ytile * ts, ts, ts); tileGround.bitmapData.fillRect(rect, 0); anmArray[0].tileType = 40 + frameCount; drawTile(anmArray[0].tileType, anmArray[0].xtile, anmArray[0].ytile); frameCount++; tileGround.bitmapData.unlock(); } public function drawTile(spriteType:int, xt:int, yt:int):void{ var tileSprite:Bitmap = getImageFromSheet(spriteType, ts); var rec:Rectangle = new Rectangle(0, 0, ts, ts); var pt:Point = new Point(xt * ts, yt * ts); tileGround.bitmapData.copyPixels(tileSprite.bitmapData, rec, pt, null, null, true); } public function getImageFromSheet(spriteType:int, size:int):Bitmap{ var sheetColumns:int = tSheet.width/ts; var col:int = spriteType % sheetColumns; var row:int = Math.floor(spriteType/sheetColumns); var rec:Rectangle = new Rectangle(col * ts, row * ts, size, size); var pt:Point = new Point(0,0); var correctTile:Bitmap = new Bitmap(new BitmapData(size, size, false, 0)); correctTile.bitmapData.copyPixels(tSheet, rec, pt, null, null, true); return correctTile; }

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  • alot questings since i wanted to make a new SSB game or mario game(that use 3d models) [closed]

    - by user20465
    i have just started to study programming and i know already ppl will say why make a so big project like as a SSB game for a noob game development? cuz i always wanted a SSB engine like as Mugen is a fighter game engine but is not like as SSB´s gameplay + is not using 3d models too so i will call it SSBmugen(until i find a better title for it i got afew ideas for titles) also i wanted to make this game so it can use SSBbrawl files(models+animations mainly) the moveset+Stage coding files i wanted to redo cuz so anything can be possible like make a teleporter or a pipe teleporter(like as Super mario bros game) on a stag e or make some stuff there is impossible in SSBbrawl for moveset coding but is not in SSBmugen like make so a char. summon a Clone and the clone will do a attack and then is gone or some attacks/moves also i will make a moveset/stage Coding editor so it will be really easy to make moveset/stages coding for yours 3d models/animations moveset+stage Coding i mean: hitboxes/hurtboxes/moving Stuff/moving bones like cape or hair bones that is moving by wind effects or falling or other stuff like that/other stuff that needed to be coded i have planed to make a editor(for moveset/char. coding) or add the editor in brawlbox for my game so other ppl can easy make moveset/stages Coding to they´s models/animations so it will be easy so even kids can make a custom movesets/stages why using SSBbrawl files?: cuz ppl have made alot of models or textures/custom movesets/custom stages like goku/other anime/not brawl stuff for super smash bros brawl hacking(a.k.a modding) so ppl dont have to redo anything if they wanted to have the custom models or textures/custom movesets/custom stages from SSBbrawl to SSBmugen +there is the program named brawlbox that can open brawl files like model/animations and can edit models or animations and import models from 3ds max to be the right model format for SSBbrawl and i also wanted it so easy to add(a.k.a installer) Recolours or alt. models(like as oneslot doctor mario model over mario´s boneset) or textures/Movesets/new char. slots/new stages so easy so you only needing to download themplace them in right foldername them the right nameStart the gameRecolours or alt. models or textures/Movesets/new char. slots/new stages works an loading right so you wont needing to edit any files for add something so kids/not so smart ppl can easy use the mods other ppl is making/uploading for this game here is the file format i wanted to know if they can be readed/opened if making a game that use these files: .mld0(brawl model file) .chr0(model animation for moving/scale/rota the bones) .srt0(animations for texture like moving eyes or blinking) .vis0(Animations for get polygons to hide/show with visibilitybones on the model there is also some polygons there ) .brres(a file format where stuff like model files or textures or animations is inside) .pac(a file format where the .brres is inside to keep model+textures+model for the shadow in 1 file) .wav (for SoundFX effects or voices to char. or stages) i am sure that one is possible the .wav files is inside a other file format for brawl but that file can´t you add more .wav files inside only replace so i wanted the .wav files outside so its easy to add/replace/remove SoundFX effects or voices to char. or stages .brstm(brawl music file so the music is looped perfect so it loop in middel of the music and not start over again then the music is done) afew more file formats (mainly for the Graphics effects like fire/aura/hit effects if not needing to redo them)so only coding in the editor i will make is needed to be done for port a SSBB hack(a.k.a mod)(moveset/stage coding) to this game wanted the game to be able to load these files and load them right like if loading wait1.chr0(idle animation) it will also load at same time wait1.srt0/wait1.vis0 and all kinda of animations is inside the same .brres file i am needing since it to be able to load the file format i wanted cuz: -the animations can´t be converted to any other animation file format and i dont think ppl want to redo these animations(inc. me for Goku to SSBbrawl) -models can be converted but then they lose all the shader/materials stuff like a shine effect or lighting on the model -.brstm can be converted to .wav but then there will be no loop so i prefer it can load this file format too for the music to stage/menu -brawlbox is really easy to use for make animation for the char. and import models from 3ds max so even around "not too stupid" 10 year kids can make SSBB mods(not try to be rude but to say how easy it is) also i wanted the folder setup for characters/stages/moveset/other stuff to be like this: https://www.dropbox.com/s/2oolm5z5ri234tz/SSBmugen%20Folder%20setup.txt just uploaded a txt file since it is a wall of text and this post is already a wall of test so it easy to place stuff (if not i do a program for to that so it auto place the stuff on right place) not 100% sure what to use of game engine to make this possible but i got a dll file from that brawlbox program that can open/read/edit these file formats if that helps i also got open source of brawlbox i have kinda learned programming(since its kinda the same thing but still not 100% same) from Super smash bros modding/hacking like coding a moveset for the new animations/models + have readed alittle about it but i am soon starting for real to study it for ppl who is alittle confuse for what i am asking for here is the list: -what game engine should i use to make a SSB clone? but at same time to make all this stuff i just said possible so ppl can make they own mods and share them and use the already made mods from SSBbrawl? and easy to use aswell so noob programmors can use it? -where to learning programming on internet to be even more ready to make a game like this? and dont wanted to start in the small like making small boring 2d games that no one care about anyway ps. i am also planing a other project like as SSBmugen but it will be Super mario bros open (again tittle unsure but open means open source) i will make a Mario game engine that also use 3d models and can have 2d or 3d gameplay with any mario powerups/gameplay(from any mario platform games) there is ever made multiplayer like as in New super mario bros wii maybe multiplay over lan or online but for now over 1 PC also alittle planed for that to my SSBmugen a Level/world map editor for it too(easy to use so even kids can use it and make levels for it) so it just place the objects/enemies and options for them enemies since they are not 100% same AI in all mario game like to choose a goomba have AI from SM64 the Editor will be able to change the gameplay on a level while have a other gameplay on a other level like this: 1 level have Super mario bros 3 gameplay (then it will be a 3d model remake) a other level have super mario galaxy gameplay but in a Super mario 3d land level yet a other level have super mario 64 gameplay but with powerups from a other mario game like powerups from mario 3d land or can ride on Yoshi so you can easy remake your fav. level from a old mario game in this mario engine/editor or just make a custom one with yours fav. mario gameplay/powerups so it will be like turn off/on: walljump/triple jump/other kinda or jumps/2x punch and 1 kick+Air kick/SMG spin attack/Fludd/other stuff like that so you can make the gameplay from the first mario game to the newest or make custom gameplay on a level also the star(from 64/sunshine/galaxy) will be replaced with the flag from new super mario bros/mario 3d land since the game is not so much about getting stars its more about making/download the levels you wanted and share them to other ppl and play these level so after have killed like the boss from SM64 bomb omb field(if one have made that) you will get the flag instead of star since i wanted it to be simple to make levels in the editor to make the bosses/new enemies/new powerups/custom char. idk what to do to make that simple yet also thinking the mario game will use brawl files since it almost already got all needed animations/models for this since i dont wanted to redo animations/models and if needing more animations i can just make them easy in brawlbox since thats the program i am most used to make animations but that will be after my SSBmugen project if not this game will be easyer then SSBmugen to make since i am planing then 1 of them is done i use the that game as base to make the other (since both is kinda platfrom games and possible using same file format for both) also wanted to ask what is best to start with out of these 2 games? also will maybe make a DLC site(or ingame) for both of these games if they get done so it wont end up like as Mugen where you needing to look all over the internet to find the stuff you wanted but for my game all the mods for my game is on same place not sure about online mode for SSBmugen or super mario bros open but i can always add that then i get better at programming both games also need to have options on controls/if using joystick also that i have planed these game for a long time and got even more ideas for them but first i wanted to get them to work so i can add the other stuff later(like DLC or online mode or some other stuff later) right now i know 0,0001% to programming(in my option) maybe i know more then that since i have been study it alittle but i learning while making stuff like this that was also my plan for make these game learn while making them and get better to programming so again i say it i kinda dont want to hear dont do these projects cuz i already know it will be hard so dont wanted so much to heard stuff like: you can´t do it since you just started learning programming or this project will fail since somewhere i needing to get started with programming and this is where i want to start to make my dream games(possible other´s dream games too) and i dont think this project will fail if i work hard on it (as i possible will) and ppl will maybe help i think this was all my questing/ideas for now (sorry for it sounds more like ideas then questings) but i needing to say my ideas so you ppl can see what i needing to use for make this possible

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  • checking for collision detection

    - by bill
    I am trying to create a game where you have a player and you can move right,left, and jump. kind of like mario but its not a side scroller. also i want to use 2d array to make a tile map. my big problem is that i dont understand how to check for collision. i spend about 2 week thinking about this and i came up with 2 solution but they both have problems. let say my map is: 0 = sky 1 = player 2 = ground 00000 10002 22022 Solution 1: move the '1'(player) and update the map less say player wants to move right, then x+=grid[x+1][y] this make the collision easy bc you can just check if if(grid[x][y+1] == 2){ //player is standing on top of ground } problem with this when u hit right key player will move (x*Titlewidth) to right. and as you can see the animation wont look smooth. Solution 2: move player and dont update map player_x += 2 this will make the animation more smoother bc i am just moving 2 pixels. problem1: i cant update map bc if player some times will be middle of int(2d array). but thats ok sinces its not a side scroller so updating the map is not a big deal. problem2: only way to check for collision is to use java intersection method. but then player have to be atleast 1 or 2 pixel in ground in order to check for collision. and as you can see that wont look good too. plz note this is my first collision game in java. so plz try to explain alot otherwise i wont understand it.

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  • How can I perform 2D side-scroller collision checks in a tile-based map?

    - by bill
    I am trying to create a game where you have a player that can move horizontally and jump. It's kind of like Mario but it isn't a side scroller. I'm using a 2D array to implement a tile map. My problem is that I don't understand how to check for collisions using this implementation. After spending about two weeks thinking about it, I've got two possible solutions, but both of them have some problems. Let's say that my map is defined by the following tiles: 0 = sky 1 = player 2 = ground The data for the map itself might look like: 00000 10002 22022 For solution 1, I'd move the player (the 1) a complete tile and update the map directly. This make the collision easy because you can check if the player is touching the ground simply by looking at the tile directly below the player: // x and y are the tile coordinates of the player. The tile origin is the upper-left. if (grid[x][y+1] == 2){ // The player is standing on top of a ground tile. } The problem with this approach is that the player moves in discrete tile steps, so the animation isn't smooth. For solution 2, I thought about moving the player via pixel coordinates and not updating the tile map. This will make the animation much smoother because I have a smaller movement unit per frame. However, this means I can't really accurately store the player in the tile map because sometimes he would logically be between two tiles. But the bigger problem here is that I think the only way to check for collision is to use Java's intersection method, which means the player would need to be at least a single pixel "into" the ground to register collision, and that won't look good. How can I solve this problem?

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