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  • Google va renforcer ses mesures anti-cloacking, un changement important qui pourrait impacter les sites mobiles et les contenus riches

    Google va renforcer ses mesures anti-cloacking Un changement important qui pourrait impacter les sites mobiles et les contenus riches Comme résolution du nouvel an, Google a décidé de resserrer l'étau sur le « cloaking », cette pratique qui consiste à présenter aux moteurs de recherche un contenu différent de celui présenté à l'utilisateur. Souvent utilisée à des fins de spam, cette technique est réprimée par Google et les autres moteurs de recherche. Pourtant, de nombreux webmasters la trouvent utile pour améliorer le référencement de sites conçus avec des technologies encore mal prises en compte par les bots des moteurs de recherche, comme le Flash ou le Rich Medi...

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  • A separate solution for types, etc?

    - by hayer
    I'm currently in progress updating some engine-code(which does not work, so it is more like creating a engine). I've decided to swap over to SFML(instead of my own crappy renderer, window manager, and audio), Box2d(since I need physics, but have none), and some small utils I've built myself. The problem is that each of the project mentioned over use different types for things like Vector2, etc. So to the question; Is it a good idea to replace box2d and SFML vectors with my own vector class? (Which is one of my better implementations) My idea then was to have a seperate .lib with all my classes that should be shared between all the projects in the solution.

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  • World orientation in OpenGLES clarification

    - by Dev2rights
    I have a 3d tile map made up of individual billboards in OpenGLES. Each is a 2 triangles mesh and has a 3D Vector to determine its position and another defining its rotation from the origin at (0,0,0). Im trying to work out how to rotate the entire tile map around a point be that the origin or some arbitrary point in space. Im guessing i need to set up a Model Matrix instead for each tile. Then set up a world matrix for the world. Then on updating i would translate the world matrix and change the orientation and multiply it with each model matrix before rendering. Is this correct ?

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  • A drop in SERP after following webmaster guidelines [on hold]

    - by digiwig
    So here's a puzzle for all you SEO gurus out there. I recently launched my own site. I had target keywords which were ranking very well for about 1 month, within the top five and even appearing in first place. In an attempt to maintain good positioning, I followed guidelines by adding robots.txt, an xml sitemap redirecting non-www to www redirecting index.php to root domain adding htaccess 301 redirect for old pages I added rich snippets created a google+ account, verified my picture to appear, I went through each of the webmaster issues with duplicate titles and meta descriptions and improved header tag document outlines i even created a few more blog posts to keep the content freshing and moving. So now my website appears on page 2 with my target keywords - and all because I followed the guidelines. What is happening? I see competitors with stagnant content superglued to position 1.

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  • Web API Presentation at DC DNUG

    - by Steve Michelotti
    This Tuesday (July 19), I’ll be presenting the ASP.NET Web API at the DC DotNet Users Group. Abstract: Modern web applications have seen an explosion in Web API creation. Twitter, Facebook, Google, Azure, you name it – it is becoming essential to provide a Web API so that consumers can build applications and mashups on top of your services. Web 2.0 has shown a trend away from SOAP towards a REST architecture style. With the new ASP.NET Web API, Microsoft is now providing first-class support for HTTP services including tools to apply the richness of a REST architectural style. This demo heavy presentation will show how the new ASP.NET Web API will enable you to build rich HTTP services in a REST architectural style while leveraging custom media types, custom HTTP handlers, jQuery and more! The presentation will also cover new features of MVC 4 including Razor enhancements, Web Optimizations, and more.

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  • Is there a prohibition against scaling collision shapes at runtime?

    - by Almo
    So, I have a StaticMeshComponent attached to an Actor: Begin Object Class=StaticMeshComponent Name=StaticMeshComponentObject StaticMesh=StaticMesh'QF_Art_Powers.Mesh.GP_ForcePush' CollideActors=true BlockActors=false //Scale3D=(X=5, Y=1.5, Z=3) // ALMODEBUG End Object CollisionComponent=StaticMeshComponentObject Components.Add(StaticMeshComponentObject) Ordinarily, the actor gets spawned, anything touching it gets bumped, and the actor despawns itself. If I set the Scale3D as a default property, everything works as I expect. But I want to scale it at runtime, like this: function SetImpulseComponentTemplate(QuadForceBoxImpulseComponent Value) { Local Vector ScaleVec; ScaleVec.X = Value.Length; ScaleVec.Y = Value.Width; ScaleVec.Z = Value.Height; CollisionComponent.SetScale3D(ScaleVec); } When I do this, the thing only collides as if it were not scaled. If I leave the actor spawned so I can see it, it is scaled. If I also "show collision", the collision displays correctly as well. Is there a prohibition against scaling collision shapes at runtime?

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  • Flash Player 11.5 et AIR 3.5 en betas : meilleur débogage pour les deux et support de Jelly Beans pour AIR

    Flash Player 11.5 et AIR 3.5 en betas Meilleur débogage pour les deux et support de Jelly Beans pour AIR Adobe vient de confirmer l'arrivée de la bêta de son Flash Player 11.5. Au menu de cette préversion, on notera surtout un nouvel outil de déboggage pour les développeurs ou la possibilité de partager la mémoire pour les ActionScript Workers. Si Adobe ne supportera plus la technologie dans le mobile, elle n'a cependant pas abandonné AIR dont la version 3.5 passe elle aussi en beta. Mieux, depuis que les runtimes d'Adobe partagent la même base il est possible de reprendre le code d'applications Rich Media pour les porter de Flash vers Air et inversement.

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  • Action Script 3.0 datatype to match C++ iterator? (Code convertion)

    - by user919496
    I am developing a game with Action Script 3.0 using Starling Framework, converting it from C++ C++ Code : for (std::vector<MyObject*>::iterator i = m_listEnemy->begin();i!= m_listEnemy->end();) { (*i)->update(dt); if ( (*i)->m_Hp <=0 ) { (*i)->release(); i = m_listEnemy->erase(i); continue; } i++; } MyObject is the class. What Action Script 3.0 data type matches the C++ iterator? Also , how can I convert this C++ code to Action Script 3.0 code? Thanks in advance!

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  • Web Animations - the next generation

    Web Animations - the next generation The GDL event page for this event: developers.google.com Ask and vote for questions at www.google.com Browser developers are designing the next generation of animation features that will enhance HTML5 with rich, powerful new animation primitives. Designers and web app developers will all benefit from improved methods of animating content. Hear from developers of Google Chrome and Mozilla Firefox how this works, and learn how to try out the new animation features now in your favorite browser. From: GoogleDevelopers Views: 0 3 ratings Time: 30:00 More in Science & Technology

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  • Managing different utility classes between engine and libraries

    - by hayer
    I'm currently in updating some engine code (which does not work, so it is more like creating a engine). I've decided to swap over to SFML (instead of my own crappy renderer, window manager, and audio), Box2D (since I need physics, but have none), and some small utilities I've built myself. The problem is that each of the project mentioned over use different types for things like Vector2, etc. So to the question: is it a good idea to replace Box2D and SFML vectors with my own vector class (which is one of my better implementations)? My idea then was to have a separate .lib with all my classes that should be shared between all the projects in the solution.

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  • Resource Managers - Are they any good?

    - by The Communist Duck
    Hey. I've seen many a time in source code, things like this [well, this is more of a pseudo C++ idea of mine] type defshared_ptr ResourcePtr;// for ease ResourcePtr sound1 = resourceManager.Get("boom.ogg"); sound1-Play(); ResourcePtr sprite = resourceManager.Get("sprite.png"); I was just wondering how useful a class like this was, something that: Loaded media files Stored them in memory Did this at the start of a level - loading screen. Cleaned up Rather than having a system of: Resources are held by entities only, or loose. Responsible for own load into memory. The first is a 'manager' as such; something I feel indicates it's wrong to use. However, it allows for something like a vector of resource names to be passed, rather than having to scramble around finding everything that needs to be loaded.

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  • Future of desktop applications on Windows 8

    - by Vibhore Tanwer
    There are a lot of threads discussing existence of WPF/Silverlight/HTML5 on Windows 8, I just need to clarify the picture about desktop applications only, I have following queries to the experts What are the technologies available for developing desktop applications on Windows 8? What are the technologies I can use for creating rich multimedia applications. Currently I have an application with DirectX 9 and WPF. If I am to develop something like that for Windows 8 then what options are available to me, and what are the pros and cons of these. Is it a good idea to continue with the same DirectX 9 code on Windows 8 as well? What is the best option equivalent to DirectX, Is it XNA or is it DirectX 11 or something else? Performance an extensibility are critical points to me. All suggestions are welcome. Thanks in Advance.

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  • For nodejs what are best design practices for native modules which share dependencies?

    - by Mark Essel
    Hypothetical situation, I have 3 node modules all native, A, B, and C.  A is a utilities module which exposes several functions to javascript through the node interface, in addition it declares/defines a rich set of native structures and functions B is a module which is dependent on data structures and source in A, it exposes some functions to javascript, in addition it declares/defines native structures and functions C is a module which is dependent on data structures and source in A & B, it exploses some functions to javascript, in addition it declares/defines native structures and functions So far when setting up these modules I have a preinstall script to install other dependent includes, but in order to access all of another modules source what is the best way to link to it's share library object (*.node) ? Is there an alternative best practice for native modules (such as installing all source from other modules before building that single module)? Reply

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  • Rewritten NetBeans Platform Feed Reader Tutorial

    - by Geertjan
    The next tutorial that has been thoroughly restructured and rewritten is: NetBeans Platform Feed Reader Tutorial Originally written by Rich Unger, it was one of the very first NetBeans Platform tutorials that ever existed. In this particular rewrite, the entire structure of the tutorial has changed, in an attempt to make the flow more "bite size", rather than a big lump. Also, thanks to recent NetBeans Platform changes, there are no Bundle files anymore, all Strings are declared via @Messages annotations. Theoretically, the browser in the application could be a JavaFX WebView, though the browser part of the application isn't a central theme of the tutorial, hence only a reference is made to the JavaFX alternative. Here's what it looks like: Comments to the NetBeans Platform Feed Reader Tutorial are, as always, very welcome. 

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  • What is w componet [duplicate]

    - by Tifa
    This question already has an answer here: What does the graphics card do with the fourth element of a vector as the final position? 3 answers What is the W component on graphics programming. I read a blog about opengl that says that w must be equal to either 0 or 1 here. But the book I am currently reading has put w component to more than 1 value. So im kinda confuse what does it really do. The book I am reading is OpenGL es a quick start guide.

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  • How do I correctly multiply an XMMATRIX by a scalar?

    - by user43129
    Using DirectXMath and its XMMATRIX structure in C++ and Direct X 11, how does one multiply that matrix structure by a single float scalar? I want to implement the operation B = A * f; where A and B are XMMATRIX and f is a float. I found all sorts of functions to multiply a matrix by another matrix or a vector. I found all sorts of functions to construct matrices. I could find no scalar multiplication! Why is there no such function? Is there no use case? Did I miss something? How do I implement scalar multiplication?

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  • how to stop enemies from moving to one point when lots of them are chasing one object [duplicate]

    - by BBgun
    This question already has an answer here: Is there a simple way to stop enemies standing in the same spot? 8 answers i am making a top down game which lots of enemies are chasing one guy. then,enemies would move to one point without any collision,they just overlay each other. so ,is there any simple way to make them feel more real? make them not overlay with each other? ================================= i have tried the solution using boundbox to check collision, but i still very puzzled about what to do with the collision. i have a bad solution.it doesn't work well. my solution in simple: foreach(around_enemy_arr in other) { vector a = normalize(self.positionvector - other.positionvector); self.move_vector = self.move_vector + a; } this can work,but when plenty of enemies come very close to each other,they would shake. i am sooooo confused. please help.

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  • help me improve my sse yuv to rgb ssse3 code

    - by David McPaul
    Hello, I am looking to optimise some sse code I wrote for converting yuv to rgb (both planar and packed yuv functions). i am using SSSE3 at the moment but if there are useful functions from later sse versions thats ok. I am mainly interested in how I would work out processor stalls and the like. Anyone know of any tools that do static analysis of sse code? ; ; Copyright (C) 2009-2010 David McPaul ; ; All rights reserved. Distributed under the terms of the MIT License. ; ; A rather unoptimised set of ssse3 yuv to rgb converters ; does 8 pixels per loop ; inputer: ; reads 128 bits of yuv 8 bit data and puts ; the y values converted to 16 bit in xmm0 ; the u values converted to 16 bit and duplicated into xmm1 ; the v values converted to 16 bit and duplicated into xmm2 ; conversion: ; does the yuv to rgb conversion using 16 bit integer and the ; results are placed into the following registers as 8 bit clamped values ; r values in xmm3 ; g values in xmm4 ; b values in xmm5 ; outputer: ; writes out the rgba pixels as 8 bit values with 0 for alpha ; xmm6 used for scratch ; xmm7 used for scratch %macro cglobal 1 global _%1 %define %1 _%1 align 16 %1: %endmacro ; conversion code %macro yuv2rgbsse2 0 ; u = u - 128 ; v = v - 128 ; r = y + v + v >> 2 + v >> 3 + v >> 5 ; g = y - (u >> 2 + u >> 4 + u >> 5) - (v >> 1 + v >> 3 + v >> 4 + v >> 5) ; b = y + u + u >> 1 + u >> 2 + u >> 6 ; subtract 16 from y movdqa xmm7, [Const16] ; loads a constant using data cache (slower on first fetch but then cached) psubsw xmm0,xmm7 ; y = y - 16 ; subtract 128 from u and v movdqa xmm7, [Const128] ; loads a constant using data cache (slower on first fetch but then cached) psubsw xmm1,xmm7 ; u = u - 128 psubsw xmm2,xmm7 ; v = v - 128 ; load r,b with y movdqa xmm3,xmm0 ; r = y pshufd xmm5,xmm0, 0xE4 ; b = y ; r = y + v + v >> 2 + v >> 3 + v >> 5 paddsw xmm3, xmm2 ; add v to r movdqa xmm7, xmm1 ; move u to scratch pshufd xmm6, xmm2, 0xE4 ; move v to scratch psraw xmm6,2 ; divide v by 4 paddsw xmm3, xmm6 ; and add to r psraw xmm6,1 ; divide v by 2 paddsw xmm3, xmm6 ; and add to r psraw xmm6,2 ; divide v by 4 paddsw xmm3, xmm6 ; and add to r ; b = y + u + u >> 1 + u >> 2 + u >> 6 paddsw xmm5, xmm1 ; add u to b psraw xmm7,1 ; divide u by 2 paddsw xmm5, xmm7 ; and add to b psraw xmm7,1 ; divide u by 2 paddsw xmm5, xmm7 ; and add to b psraw xmm7,4 ; divide u by 32 paddsw xmm5, xmm7 ; and add to b ; g = y - u >> 2 - u >> 4 - u >> 5 - v >> 1 - v >> 3 - v >> 4 - v >> 5 movdqa xmm7,xmm2 ; move v to scratch pshufd xmm6,xmm1, 0xE4 ; move u to scratch movdqa xmm4,xmm0 ; g = y psraw xmm6,2 ; divide u by 4 psubsw xmm4,xmm6 ; subtract from g psraw xmm6,2 ; divide u by 4 psubsw xmm4,xmm6 ; subtract from g psraw xmm6,1 ; divide u by 2 psubsw xmm4,xmm6 ; subtract from g psraw xmm7,1 ; divide v by 2 psubsw xmm4,xmm7 ; subtract from g psraw xmm7,2 ; divide v by 4 psubsw xmm4,xmm7 ; subtract from g psraw xmm7,1 ; divide v by 2 psubsw xmm4,xmm7 ; subtract from g psraw xmm7,1 ; divide v by 2 psubsw xmm4,xmm7 ; subtract from g %endmacro ; outputer %macro rgba32sse2output 0 ; clamp values pxor xmm7,xmm7 packuswb xmm3,xmm7 ; clamp to 0,255 and pack R to 8 bit per pixel packuswb xmm4,xmm7 ; clamp to 0,255 and pack G to 8 bit per pixel packuswb xmm5,xmm7 ; clamp to 0,255 and pack B to 8 bit per pixel ; convert to bgra32 packed punpcklbw xmm5,xmm4 ; bgbgbgbgbgbgbgbg movdqa xmm0, xmm5 ; save bg values punpcklbw xmm3,xmm7 ; r0r0r0r0r0r0r0r0 punpcklwd xmm5,xmm3 ; lower half bgr0bgr0bgr0bgr0 punpckhwd xmm0,xmm3 ; upper half bgr0bgr0bgr0bgr0 ; write to output ptr movntdq [edi], xmm5 ; output first 4 pixels bypassing cache movntdq [edi+16], xmm0 ; output second 4 pixels bypassing cache %endmacro SECTION .data align=16 Const16 dw 16 dw 16 dw 16 dw 16 dw 16 dw 16 dw 16 dw 16 Const128 dw 128 dw 128 dw 128 dw 128 dw 128 dw 128 dw 128 dw 128 UMask db 0x01 db 0x80 db 0x01 db 0x80 db 0x05 db 0x80 db 0x05 db 0x80 db 0x09 db 0x80 db 0x09 db 0x80 db 0x0d db 0x80 db 0x0d db 0x80 VMask db 0x03 db 0x80 db 0x03 db 0x80 db 0x07 db 0x80 db 0x07 db 0x80 db 0x0b db 0x80 db 0x0b db 0x80 db 0x0f db 0x80 db 0x0f db 0x80 YMask db 0x00 db 0x80 db 0x02 db 0x80 db 0x04 db 0x80 db 0x06 db 0x80 db 0x08 db 0x80 db 0x0a db 0x80 db 0x0c db 0x80 db 0x0e db 0x80 ; void Convert_YUV422_RGBA32_SSSE3(void *fromPtr, void *toPtr, int width) width equ ebp+16 toPtr equ ebp+12 fromPtr equ ebp+8 ; void Convert_YUV420P_RGBA32_SSSE3(void *fromYPtr, void *fromUPtr, void *fromVPtr, void *toPtr, int width) width1 equ ebp+24 toPtr1 equ ebp+20 fromVPtr equ ebp+16 fromUPtr equ ebp+12 fromYPtr equ ebp+8 SECTION .text align=16 cglobal Convert_YUV422_RGBA32_SSSE3 ; reserve variables push ebp mov ebp, esp push edi push esi push ecx mov esi, [fromPtr] mov edi, [toPtr] mov ecx, [width] ; loop width / 8 times shr ecx,3 test ecx,ecx jng ENDLOOP REPEATLOOP: ; loop over width / 8 ; YUV422 packed inputer movdqa xmm0, [esi] ; should have yuyv yuyv yuyv yuyv pshufd xmm1, xmm0, 0xE4 ; copy to xmm1 movdqa xmm2, xmm0 ; copy to xmm2 ; extract both y giving y0y0 pshufb xmm0, [YMask] ; extract u and duplicate so each u in yuyv becomes u0u0 pshufb xmm1, [UMask] ; extract v and duplicate so each v in yuyv becomes v0v0 pshufb xmm2, [VMask] yuv2rgbsse2 rgba32sse2output ; endloop add edi,32 add esi,16 sub ecx, 1 ; apparently sub is better than dec jnz REPEATLOOP ENDLOOP: ; Cleanup pop ecx pop esi pop edi mov esp, ebp pop ebp ret cglobal Convert_YUV420P_RGBA32_SSSE3 ; reserve variables push ebp mov ebp, esp push edi push esi push ecx push eax push ebx mov esi, [fromYPtr] mov eax, [fromUPtr] mov ebx, [fromVPtr] mov edi, [toPtr1] mov ecx, [width1] ; loop width / 8 times shr ecx,3 test ecx,ecx jng ENDLOOP1 REPEATLOOP1: ; loop over width / 8 ; YUV420 Planar inputer movq xmm0, [esi] ; fetch 8 y values (8 bit) yyyyyyyy00000000 movd xmm1, [eax] ; fetch 4 u values (8 bit) uuuu000000000000 movd xmm2, [ebx] ; fetch 4 v values (8 bit) vvvv000000000000 ; extract y pxor xmm7,xmm7 ; 00000000000000000000000000000000 punpcklbw xmm0,xmm7 ; interleave xmm7 into xmm0 y0y0y0y0y0y0y0y0 ; extract u and duplicate so each becomes 0u0u punpcklbw xmm1,xmm7 ; interleave xmm7 into xmm1 u0u0u0u000000000 punpcklwd xmm1,xmm7 ; interleave again u000u000u000u000 pshuflw xmm1,xmm1, 0xA0 ; copy u values pshufhw xmm1,xmm1, 0xA0 ; to get u0u0 ; extract v punpcklbw xmm2,xmm7 ; interleave xmm7 into xmm1 v0v0v0v000000000 punpcklwd xmm2,xmm7 ; interleave again v000v000v000v000 pshuflw xmm2,xmm2, 0xA0 ; copy v values pshufhw xmm2,xmm2, 0xA0 ; to get v0v0 yuv2rgbsse2 rgba32sse2output ; endloop add edi,32 add esi,8 add eax,4 add ebx,4 sub ecx, 1 ; apparently sub is better than dec jnz REPEATLOOP1 ENDLOOP1: ; Cleanup pop ebx pop eax pop ecx pop esi pop edi mov esp, ebp pop ebp ret SECTION .note.GNU-stack noalloc noexec nowrite progbits

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  • Specified key is not a valid size for this algorithm...

    - by phenevo
    Hi, I have with this code: RijndaelManaged rijndaelCipher = new RijndaelManaged(); // Set key and IV rijndaelCipher.Key = Convert.FromBase64String("ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz012345678912"); rijndaelCipher.IV = Convert.FromBase64String("1234567890123456789012345678901234567890123456789012345678901234"); I get throws : Specified key is not a valid size for this algorithm. Specified initialization vector (IV) does not match the block size for this algorithm. What's wrong with this strings ? Can I count at some examples strings from You ?

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  • Illegal Character when trying to compile java code

    - by muckdog12
    I have a program that allows a user to type java code into a rich text box and then compile it using the java compiler. Whenever I try to compile the code that I have written I get an error that says that I have an illegal character at the beginning of my code that is not there. This is the error the compiler is giving me: C:\Users\Travis Michael>"\Program Files\Java\jdk1.6.0_17\bin\javac" Test.java Test.java:1: illegal character: \187 n++public class Test ^ Test.java:1: illegal character: \191 n++public class Test ^ 2 errors

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  • DPI for EMF files

    - by KrisTrip
    Do EMF files have a DPI that can be set? I have an application that allows saving an image in multiple formats (including EMF). I allow the user to specify the resolution/DPI for the image(s). However, I cannot find a way to do this for a MetaFile in C#. Is this possible or does EMF not have a DPI since it is a vector graphics format?

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  • Running a Java program with a .dll from Adobe AIR's native process

    - by Donny
    I would like to be able to operate a scanner from my AIR application. Since there's no support for this natively, I'm trying to use the NativeProcess class to start a jar file that can run the scanner. The Java code is using the JTwain library to operate the scanner. The Java application runs fine by itself, and the AIR application can start and communicate with the Java application. The problem seems to be that any time I attempt to use a function from JTwain (which relies on the JTwain.dll), the application dies IF AIR STARTED IT. I'm not sure if there's some limit about referencing dll files from the native process or what. I've included my code below Java code- while(true) { try { System.out.println("Start"); text = in.readLine(); Source source = SourceManager.instance().getCurrentSource(); System.out.println("Java says: "+ text); } catch (IOException e) { System.err.println("Exception while reading the input. " + e); } catch (Exception e) { System.out.println("Other exception occured: " + e.toString()); } finally { } } } Air application- import mx.events.FlexEvent; private var nativeProcess:NativeProcess; private var npInfo:NativeProcessStartupInfo; private var processBuffer:ByteArray; private var bLength:int = 0; protected function windowedapplication1_applicationCompleteHandler(event:FlexEvent):void { var arg:Vector.<String> = new Vector.<String>; arg.push("-jar"); arg.push(File.applicationDirectory.resolvePath("Hello2.jar").nativePath); processBuffer = new ByteArray; npInfo = new NativeProcessStartupInfo; npInfo.executable = new File("C:/Program Files/Java/jre6/bin/javaw.exe"); npInfo.arguments = arg; nativeProcess = new NativeProcess; nativeProcess.addEventListener(ProgressEvent.STANDARD_OUTPUT_DATA, onStandardOutputData); nativeProcess.start(npInfo); } private function onStandardOutputData(e:ProgressEvent):void { tArea.text += nativeProcess.standardOutput.readUTFBytes(nativeProcess.standardOutput.bytesAvailable); } protected function button1_clickHandler(event:MouseEvent):void { tArea.text += 'AIR app: '+tInput.text + '\n'; nativeProcess.standardInput.writeMultiByte(tInput.text + "\n", 'utf-8'); tInput.text = ''; } protected function windowedapplication1_closeHandler(event:Event):void { nativeProcess.closeInput(); } ]]> </fx:Script> <s:Button label="Send" x="221" y="11" click="button1_clickHandler(event)"/> <s:TextInput id="tInput" x="10" y="10" width="203"/> <s:TextArea id="tArea" x="10" width="282" height="88" top="40"/> I would love some explanation about why this is dying. I've done enough testing that I know absolutely that the line that kills it is the SourceManager.instance().getCurrentSource(). I would love any suggestions. Thanks.

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  • Best way to get ints from a string with whitespace?

    - by befall
    Hey all, I know this is simple, I just can't recall the best way to do this. I have an input like " 5 15 " that defines the x and y of a 2D vector array. I simply need those two numbers into int col and int row. What's the best way to do this? I was attemping stringstreams, but can't figure out the correct code. Thanks for any help!

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