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  • How to avoid the linebreak inside a word (Static Layout

    - by Addev
    I'm trying to make a text as big as I can making it fit a Rect. basically I use a StaticLayout for pre-calculate the text size and make it fit the Rect's height: // Since the width is fixed for the StaticLayout it should only fit the height while (currentHeight>Rect.getHeight()){ size-=2; } textPaint.setTextSize(size); The problem is that if the Rect is very high, the exit condition is reached but breaking the words (see the capture). Is there a way for avoid this? Goal: Actual: Current code: textSize=MAX_TEXT_SIZE do { if (textSize < mMinTextSize) { Log.i(TAG, "Min reached"); textSize = mMinTextSize; textPaint.setTextSize(textSize); fits = true; } else { textPaint.setTextSize(textSize); StaticLayout layout = new StaticLayout(text, textPaint, targetWidth, Alignment.ALIGN_NORMAL, 1.0, 0, true); layout.draw(canvas); float heightRatio= (float) layout.getHeight() / (float) targetHeight; boolean fitsHeight = heightRatio<= 1f; if (fitsHeight) { fits = true; } else { textSize -= 2; } } Log.i(TAG, "textSize=" + textSize + " fits=" + fits); } while (!fits); thanks

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  • How do I pass three arrays from on method to another?

    - by user2966716
    I have a method studentSummary, that scans the input and creates three arrays examMark,courseworkMark and courseworkWeight. I need these arrays passing over to a different method, so I can use them to calculate moduleResult. heres my code: public static int[] studentSummary(int[] courseworkWeight2, int [] examMark2 , int [] courseworkMark2){ int examMark[] = { 0, 0, 0, 0, 0, 0 }; int courseworkMark[] = { 0, 0, 0, 0, 0, 0 }; Scanner resultInput = new Scanner(System.in); int courseworkWeight[] = { 0, 0, 0, 0, 0, 0 }; for (int k = 1; k < 7; k++) { System.out.print("Please enter exam marks for module " + k + ":"); examMark[k - 1] = resultInput.nextInt(); System.out.print("Please enter Coursework marks for module " + k + ":"); courseworkMark[k - 1] = resultInput.nextInt(); System.out.print("Please enter Coursework weighting for module " + k + ":"); courseworkWeight[k - 1] = resultInput.nextInt(); } Calculator method: public static int[] markCalculator() { int[] courseworkWeight = new int [6]; int[] courseworkMark = new int [6]; int[] examMark = new int [6]; for (int i = 0; i < 6; i++) { computedModuleMark = ((courseworkMark[i] * courseworkWeight[i]) + (examMark[i] * (100 - courseworkWeight[i]))) / 100; if ((computedModuleMark) < 35) { if (examMark[i]<35){ } } moduleMark[i] = computedModuleMark; } computeResult(moduleMark); StudentChart.draw(moduleMark); StudentChart.printSummary(moduleMark); return moduleMark; }

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  • Shouldn't we ignore IE6 and IE7 users?

    - by Sebi
    Lately I created two webpages with a simple CMS for a a small club and a private person (http://foto.roser.li and http://www.ovlu.li/cms). I dont really understand much of HTML/PHP/CSS and all this web stuff, but it was enough to adapt the stylesheets and add some javascript functions and so on to make the pages to look more or less nice in firefox and IE8. Nevertheles, if you open the pages with IE7 or IE6, particulary the second home page really looks terrible. So what should I do know? I don't have the know-how to adapt the stylesheets so that it looks good at such browsers. However if I check the statistics of the pages, i noticed that almost half of the visitors uses this kind of browsers. I could put much effort in adapting the stylesheets to look good at all browser but while thinking about this I'm asking myself if this is really the best way. If all developers put effort in providing solutions for really old browsers (like e.g. the IE6), then people who use these brwoser dont have any incentives to update their browsers. Naturally, I as a provider of information should present the content in a readable form to my users, but were should i draw the line? I also saw that some users are visiting the pages with even IE5 or IE4... but I really can't think of a way how to adapt the content in a suitable form for these very old brwosers. I would appreciaed any hints how to handle this balancing between putting much effort into developing a version for very old brwosers and the necessity of providing content to all users which want to visits my homepages. Im also interested in your thoughts about they idea that putting effort in adapting the content for old browsers prevents the users from updating their browsres because they don't see any need.

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  • Maximized MFC window has dead region at the top

    - by John Calsbeek
    I'm trying to make a MFC window fullscreen whenever it is maximized. This window is being used to draw OpenGL content. So far it works fine—it fills the entire screen with the exception of the taskbar—but there's a dead black region at the top of the screen, 62 pixels in height. It's pretty darn close to the height of the Windows 7 taskbar, but it pretty much stays the same regardless of if the taskbar is on autohide or on a different side of the screen. When I get a CWind::OnSize callback, the height that is given is 988, which is 62 pixels short of the actual screen height (1050). I've tried to manually set the window height to 1050 with SetWindowPos, I've tried to give Windows the screen dimensions in CWnd::OnGetMinMaxInfo, and I've tried to give the screen dimensions to glViewport instead of the 988 pixels that I'm being given. None of these seem to work. I'm accomplishing the fullscreening with a call to… ModifyStyle(0, WS_MINIMIZEBOX | WS_MAXIMIZEBOX | WS_SYSMENU | WS_CAPTION | WS_POPUP, 0); …in the SIZE_MAXIMIZED CWnd::OnSize callback, which works fine, except for this dead region. I don't know if it's an OpenGL thing or a Win32 thing or a MFC thing. The GetClientRect function for my window reports the false 988 height. The same OpenGL rendering code works fine in my Mac OS X build. Curiously enough, I have gotten the dead region to move around a bit when I play with the taskbar (autohiding it, moving it around the screen, etc.). I've gotten the dead area to shrink to about half—not sure if the other half went to the bottom of the window or not.

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  • Creative Gesture Camera in Processing

    - by user2892963
    I'm trying to use the creative gesture camera in Processing. I started with the Intel Perceptual Computing SDK, and ran into an issue. I want to get the hand openness, and I am running into some issues - no matter what, the hand.openness returns 0. It otherwise runs quite well... Some Sample code I'm trying to get to work: If you open your hand it starts printing to the console, close it and it stops. import intel.pcsdk.*; PXCUPipeline session; PXCMGesture.GeoNode hand = new PXCMGesture.GeoNode(); void setup() { session = new PXCUPipeline(this); if(!session.Init(PXCUPipeline.GESTURE)) exit(); } void draw() { background(0); if(session.AcquireFrame(false)) { if(session.QueryGeoNode(PXCMGesture.GeoNode.LABEL_BODY_HAND_PRIMARY|PXCMGesture.GeoNode.LABEL_OPEN, hand)) //Only when primary hand is open { rect(0, 0, 10, 10); println(hand.openness + " : " + frameCount); //Openness should be from 0 to 100 } session.ReleaseFrame(); } } Using the current version of Processing (2.0.3), Perceptual Computing SDK Version 7383.

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  • Problem with inherited classes in C#

    - by Unniloct
    I have a class called "Entity," with two child classes: "Creature" and "Item." (I'm making a game.) Creature has two functions called "Attack," one for attacking Creatures, and one for attacking Items. So far, everything works well. Now I'm working on the shooting bit, so I have a function called SelectTarget(). It takes all of the Entities (both Creatures and Items) in the player's view that the player can shoot and lets the player choose one. So here lies the problem: SelectTarget() returns an Entity, but I need some code to figure out whether that Entity is a Creature or an Item, and process it appropriately. Since this question looks kind of empty without any code, and I'm not 100% sure my explanation is good enough, here's where I'm at: if (Input.Check(Key.Fire)) { Entity target = Game.State.SelectTarget.Run(); this.Draw(); if (target != null) { //Player.Attack(target); // This won't work, because I have: // Player.Attack((Creature)Target) // Player.Attack((Item)Target) // but nothing for Entity, the parent class to Creature and Item. return true; } } (If the way the game is laid out seems weird, it's a roguelike.)

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  • Code Golf: Connecting the dots

    - by ChristopheD
    Description: The input are multiple lines (terminated by a newline) which describe a 'field'. There are 'numbers' scattered across this field: the numbers always start at 1 they follow the ordering of the natural numbers: every 'next number' is incremented with 1 every number is surrounded by (at least) one whitespace on it's left and right Task: Draw lines between these numbers in their natural order (1 -> 2 -> 3 -> ...N) with the following characteristics: replace a number with a '+' character for horizontal lines: use '-' for vertical lines: use '|' going left and down or right and up: / going left and up or right and down: \ Important note: When drawing lines of type 4 and 5 you can assume that : (given points to connect with coordinates x1, y1 and x2, y2) distance(x1,x2) == distance(y1,y2). Have a look at the examples to see where you should 'attach' the lines. It is important to follow the order in which the dots are connected (newer lines can be drawn over older lines). Sample input 1 9 10 8 7 6 5 11 13 12 3 4 14 15 16 1 2 Sample output 1 /+ / | / | +/ +--+ | +\ | \ | \+ /+ | / | /+-------------+/ +---+ / | +--+ | + | +--------------------------+ Sample input 2 4 2 3 5 6 1 8 7 Sample output 2 /+ / | / | / | /+------------------+/ +--------+\ / \ +/ +--------------------------------------+ Winner: shortest solution (by code count). Input can be read via command line.

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  • Java - A better to run code for a period of time

    - by mhollander38
    I need to run some code for a predefined length of time, when the time is up it needs to stop. Currently I am using a TimerTask to allow the code to execute for a set amount of time but this is causing endless threads to be created by the code and is just simply not efficient. Is there a better alternative? Current code; // Calculate the new lines to draw Timer timer3 = new Timer(); timer3.schedule(new TimerTask(){ public void run(){ ArrayList<String> Coords = new ArrayList<String>(); int x = Float.valueOf(lastFour[0]).intValue(); int y = Float.valueOf(lastFour[1]).intValue(); int x1 = Float.valueOf(lastFour[2]).intValue(); int y1 = Float.valueOf(lastFour[3]).intValue(); //Could be the wrong way round (x1,y1,x,y)? Coords = CoordFiller.coordFillCalc(x, y, x1, y1); String newCoOrds = ""; for (int j = 0; j < Coords.size(); j++) { newCoOrds += Coords.get(j) + " "; } newCoOrds.trim(); ClientStorage.storeAmmendedMotion(newCoOrds); } } ,time);

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  • Custom Font. Keeping the font width same.

    - by user338322
    I am trying to draw a string using quartz 2d. What i am doing is, i am drawing each letter of the string individually, because each letter has special attributes associated with it, by taking each letter into a new string. The string gets printed, but the space between the letters is not uniform. It looks very ugly to read . I read someting about using custom fonts. But i have no Idea, if I can do it!! my code is here. (void) drawRect : (CGRect)rect{ NSString *string=@"My Name Is Adam"; float j=0; const char *charStr=[string cStringUsingEncoding: NSASCIIStringEncoding]; for(int i=0;i { NSString *str=[NSString stringWithFormat:@"%c",charStr[i]]; const char *s=[str cStringUsingEncoding:NSASCIIStringEncoding]; NSLog(@"%s",s); CGContextRef context=[self getMeContextRef]; CGContextSetTextMatrix (context,CGAffineTransformMakeScale(1.0, -1.0)) ; CGContextSelectFont(context, "Arial", 24, kCGEncodingMacRoman); //CGContextSetCharacterSpacing (context, 10); CGContextSetRGBFillColor (context, 0,0,200, 1); CGContextSetTextDrawingMode(context,kCGTextFill); CGContextShowTextAtPoint(context, 80+j,80,s,1); j=j+15; } } In the output 'My Name is Adam' gets printed but the space between the letters is not uniform.!! is there any way to make the space uniform!!!

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  • WPF Databinding With A Collection Object

    - by Randster
    Argh, although I've been googling, I really would appreciate it if someone could break my problem down as all the code examples online are confusing me more than assisting (perhaps it's just late)... I have a simple class as defined below: public class Person { int _id; string _name; public Person() { } public int ID { get { return _id; } set { _id = value; } } public string Name { get { return _name; } set { _name = value; } } } that is stored in a database, and thru a bit more code I put it into an ObservableCollection object to attempt to databind in WPF later on: public class People : ObservableCollection<Person> { public People() : base() { } public void Add(List<Person> pListOfPeople) { foreach (Person p in pListOfPeople) this.Add(p); } } In XAML, I have myself a ListView that I would like to populate a ListViewItem (consisting of a textblock) for each item in the "People" object as it gets updated from the database. I would also like that textblock to bind to the "Name" property of the Person object. I thought at first that I could do this: lstPeople.DataContext = objPeople; where lstPeople is my ListView control in my XAML, but that of course does nothing. I've found TONS of examples online where people through XAML create an object and then bind to it through their XAML; but not one where we bind to an instantiated object and re-draw accordingly. Could someone please give me a few pointers on: A) How to bind a ListView control to my instantiated "People" collection object? B) How might I apply a template to my ListView to format it for the objects in the collection? Even links to a decent example (not one operating on an object declared in XAML please) would be appreciated. Thanks for your time.

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  • Inconsistent canvas drawing in Android browser

    - by user2943466
    In putting together a small canvas app I've stumbled across a weird behavior that only seems to occur in the default browser in Android. When drawing to a canvas that has the globalCompositeOperation set to 'destination-out' to act as the 'eraser' tool, Android browser sometimes acts as expected, sometimes does not update the pixels in the canvas at all. the setup: context.clearRect(0,0, canvas.width, canvas.height); context.drawImage(img, 0, 0, canvas.width, canvas.height); context.globalCompositeOperation = 'destination-out'; draw a circle to erase pixels from the canvas: context.fillStyle = '#FFFFFF'; context.beginPath(); context.arc(x,y,25,0,TWO_PI,true); context.fill(); context.closePath(); a small demo to illustrate the issue can be seen here: http://gumbojuice.com/files/source-out/ and the javascript is here: http://gumbojuice.com/files/source-out/js/main.js this has been tested in multiple desktop and mobile browsers and behaves as expected. On Android native browser after refreshing the page sometimes it works, sometimes nothing happens. I've seen other hacks that move the canvas by a pixel in order to force a redraw but this is not an ideal solution.. Thanks all.

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  • what are good ways to implement search and search results using ajax?

    - by Amr ElGarhy
    i have some text box in a page and in the same page there will be a table 'grid' like for holding the search result. When the user start editing and of the textbox above, the search must start by sending all textboxs values to the server 'ajax', and get back with the results to fill the below grid. Notes: This grid should support paging, sorting by clicking on headers and it will contains some controls beside the results such as checkboxs for boolean values and links for opening details in another page. I know many ways to do this some of them are: 1- updatepanel around all of these controls and thats it "fast dirty solution" 2- send the search criteria using ajax request using JQuery post function for example and get back the JSON result, and using a template will draw the grid "clean but will take time to finish and will be harder to edit later". 3- .... My question is: What do you think will be the best choice to implement this scenario? because i face this scenario too much, and want to know which implementation will be better regarding performance, optimization, and time to finish. I just want to know your thoughts about this issue.

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  • How to calculate the y-pixels of someones weight on a graph? (math+programming question)

    - by RexOnRoids
    I'm not that smart like some of you geniuses. I need some help from a math whiz. My app draws a graph of the users weight over time. I need a surefire way to always get the right pixel position to draw the weight point at for a given weight. For example, say I want to plot the weight 80.0(kg) on the graph when the range of weights is 80.0 to 40.0kg. I want to be able to plug in the weight (given I know the highest and lowest weights in the range also) and get the pixel result 400(y) (for the top of the graph). The graph is 300 pixels high (starts at 100 and ends at 400). The highest weight 80kg would be plot at 400 while the lowest weight 40kg would be plot at 100. And the intermediate weights should be plotted appropriately. I tried this but it does not work: -(float)weightToPixel:(float)theWeight { float graphMaxY = 400; //The TOP of the graph float graphMinY = 100; //The BOTTOM of the graph float yOffset = 100; //Graph itself is offset 100 pixels in the Y direction float coordDiff = graphMaxY-graphMinY; //The size in pixels of the graph float weightDiff = self.highestWeight-self.lowestWeight; //The weight gap float pixelIncrement = coordDiff/weightDiff; float weightY = (theWeight*pixelIncrement)-(coordDiff-yOffset); //The return value return weightYpixel; }

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  • For a 1view/scene to 2view/scene app, what application should I choose in Xcode?

    - by Tony Xu
    The question may be simple to some others, but I have been struggling with this for a while. The app I want would be like this: first scene/view with two big buttons (no toolbar item), click each one to get into two new scenes. So totally three scenes. In Xcode, what application should I choose? And in storyboard how/should I drag/draw? Thanks. Update: thanks for the link, the big-number-user. I actually read that tutorial before I asked. A little update on what I got so far: 1, I selected "single view", so there's view controller 1 (VC1) in the storyboard. 2, dragged a navigation controller (NC), and move the initial view arrow pointing to NC 3, control-drag to link NC and VC1, selected "relationship segue root view controller" when some small dialog popup. IS THIS CORRECT? 4, created two additional VC, VC3 and VC4, control-drag link each to NC. selected "push", IS THIS CORRECT? 5, in VC1, I added two buttons, showVC3 and showVC4. NOW I DON'T KNOW how to add IBAction to button showVC3 and showVC4. I tried to control-drag it to ViewController.m file @interface and @end section, but failed. What should I do next?

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  • Picture Box and Form Transparency

    - by Qu1nncunxIV
    Maybe I am missing something, but is it the case that when you set a pictureboxes background to transparent, all it really does is set it to the same color as the forms background? What I am trying to do is draw an animation for the benefit of this, a bouncing ball - which I paint on the form, then overlay that with a picture frame. End result should be a bouncing ball in a picture frame, I should mention that the picture frame does not have a straight edge, so it is not possible to arrange 4 picture boxes in a frame. The ball needs to vanish behind the frame to change color and then magically bounce back out. I have tried: 1.Setting the picture box background to pink and then key out the same pink, this basically cuts away everything, including that which is behind the picture box 2.Setting the picture box to transparent, this just displays the picture box background as the same color as the forms background. 3.I have tried painting the image in a rectangle, this had the same effect as drawing it in a picture box. I am not sure what I am doing wrong, I am wondering if there is any other ways I could try or if someone has made a custom control or library that supports transparency?

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  • changing the intensity of lighten/darken on bitmaps using PorterDuffXfermode in the Android Paint class

    - by user1116836
    Ok my orignal question has changed. How do i change the intensity of how something like this is effected? DayToNight.setXfermode(new PorterDuffXfermode(Mode.DST_IN)); in my dream world it would have worked like this DayToNight.setXfermode(new PorterDuffXfermode(Mode.DST_IN(10))); the 10 being a level of intensity. An example would be if I had a flickering candle, when the candle burns bright I want the bitmaps I am drawing to the screen to retain their origanol color and brightness, when it flickers I want the bitmaps to be almost blacked out, and I want to darken the Bitmaps as the light dims. I have equations, timers and all that figured out, just not how to actually apply it to change the color/brightness. Maybe burning the images is what im looking for? I just want to change the lightness lol. I feel like using paint.setShader might be a solution, but the information in this area is pretty limited from what i have been able to find. Any help would be appreciated. edit: to be crystal clear, i am looking for a way to lighten/darken bitmaps as I draw them to the canvas

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  • Simulate Golf Game Strategy

    - by Mitchel Sellers
    I am working on what at best could be considered a "primitive" golf game, where after a certain bit of randomness is introduced I need to play out a hole of golf. The hole is static and I am not concerned about the UI aspect as I just have to draw a line on a graphic of the hole after the ball has been hit showing where it traveled. I'm looking for input on thoughts of how to manage the "logic" side of the puzzle, below are some of my thoughts on the matter, input, suggestions, or references are greatly appreciated. Map out the hole into an array with a specific amount of precision, noting the type of surface: out of bounds, fairway, rough, green, sand, water, and most important the hole. Map out "regions" and if the ball is contained inside one of these regions setup parameters for "maximum" angle of departure. (For example the first part of the hole the shot must be between certain angles Using the current placement of the ball, and the region contained in #2, define a routine to randomly select the shooting angle, and power then move the ball, adjust the trajectory and move again. I know this isn't the "most elegant" solution, but in reality, we are looking for a quick and dirty solution, as I just have to do this a few times, set it and forget it afterward. From a languages perspective I'll be using ASP.NET and C# to get this done.

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  • Clustered Graphs Visualization Techniques

    - by jameszhao00
    I need to visualize a relatively large graph (6K nodes, 8K edges) that has the following properties: Distinct Clusters. Approximately 50-100 Nodes per cluster and moderate interconnectivity at the cluster level Minimal (5-10 inter-cluster edges per cluster) interconnectivity between clusters Let global edge overlap = The edge overlaps caused by directly visualizing a graph of Clusters = {A, B, C, D, E}, Edges = {Pentagram of those clusters, which is non-planar by the way and will definitely generate edge overlap if you draw it out directly} Let Local Edge Overlap = the above but { A, B, C, D, E } are just nodes. I need to visualize graphs with the above in a way that satisfies the following requirements No global edge overlap (i.e. edge overlaps caused by inter-cluster properties is not okay) Local edge overlap within a cluster is fine Anyone have thoughts on how to best visualize a graph with the requirements above? One solution I've come up with to deal with the global edge overlap is to make sure a cluster A can only have a max of 1 direct edge to another cluster (B) during visualization. Any additional inter-cluster edges between cluster A - C, A - D, ... are disconnected and additional node/edges A - A_C, C - C_A, A - A_D, D - D_A... are created. Anyone have any thoughts?

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  • NSView only redraws on breakpoint

    - by Jacopo
    I have a custom view inside a NSPopover. It should change according to user input and it does the first time the user interact with it but it fails to redraw the following times. I have tried to put an NSLog inside the -drawRect: method and it doesn't get called during normal execution. When I try to debug and put a breakpoint inside the method it gets called normally and the app works as it should. I explicitly call the view -setNeedsDisplay: method every time I need it to redraw. I don't understand why it should make a difference. Here is the code that update the status of the view. These methods are part of the NSTextField delegate method -textDidChange: and I checked that these get called every time the user type something in the textfield associated with popover. [tokenCloud tokensToHighlight:[NSArray arrayWithObject:completeSuggestionString]]; tokenCloud.tokens = filteredTokens; [tokenCloud setNeedsDisplay:YES]; The views is a series of recessed button. The first line update the status of all the buttons in the popover and the second add or delete buttons. They both work properly because the first time they are called the view is update properly. I have also checked that both the status of the buttons in tokenCloud and its property tokens are updated correctly. The problem is that the NSView subclass, tokenCloud, doesn't redraw so the changes are not reflected in the UI the second time. Here is the draw method of the view: - (void)drawRect:(NSRect)rect { [self recalculateButtonLocations]; NSLog(@"Redrawn"); } Again this method gets called normally every time I update the view if I place a breakpoint in [self recalculateButtonLocations];. If instead I let the app run normally nothing gets logged in the console the second time I update the view. Same thing if I include the NSLog in the recalculateButtonLocations method, nothing gets logged the second time meaning that the method is not called.

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  • Mystery: How does Google do cross-domain iframe communication?

    - by Shraga
    Hi everyone, When you host Googles web search element on a page, a div is created which incorporates an iframe which points to a Google adsense ads page. However, if there are no ads for the specific query, Google somehow changes the class on YOUR domain to render the div (and iframe) invisible. They are NOT using postMessage, as it also works in IE7. They are also not using the fragment identifier method, as no hash appears in the url. So how do they do it? To check what I'm saying just put the following into a regular html page: <!-- Google Custom Search Element --> <div id="cse" style="width:100%;">Loading</div> <script src="http://www.google.com/jsapi" type="text/javascript"></script> <script type="text/javascript"> google.load('search', '1'); google.setOnLoadCallback(function(){ new google.search.CustomSearchControl().draw('cse'); }, true); </script> and then do a search for "cars" (or anything else that will definitely have ads) and then for "wzxv", which has no ads...

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  • Cryptography for P2P card game

    - by zephyr
    I'm considering writing a computer adaptation of a semi-popular card game. I'd like to make it function without a central server, and I'm trying to come up with a scheme that will make cheating impossible without having to trust the client. The basic problem as I see it is that each player has a several piles of cards (draw deck, current hand and discard deck). It must be impossible for either player to alter the composition of these piles except when allowed by the game rules (ie drawing or discarding cards), nor should players be able to know what is in their or their oppponent's piles. I feel like there should be some way to use something like public-key cryptography to accomplish this, but I keep finding holes in my schemes. Can anyone suggest a protocol or point me to some resources on this topic? [Edit] Ok, so I've been thinking about this a bit more, and here's an idea I've come up with. If you can poke any holes in it please let me know. At shuffle time, a player has a stack of cards whose value is known to them. They take these values, concatenate a random salt to each, then hash them. They record the salts, and pass the hashes to their opponent. The opponent concatenates a salt of their own, hashes again, then shuffles the hashes and passes the deck back to the original player. I believe at this point, the deck has been randomized and neither player can have any knowledge of the values. However, when a card is drawn, the opponent can reveal their salt, allowing the first player to determine what the original value is, and when the card is played the player reveals their own salt, allowing the opponent to verify the card value.

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  • Using large transparent pictures as texture atlases

    - by azlisum
    i'm new to android programming and i'm trying to create a relatively big 2D game. I have to use lots of images and objects in my game so I decided to use OpenGL ES. I have several texture atlases, all of them saved as png's because of the transparency. I also know, but i'm not sure why, that I have to use images, which height and width is multiple of two. I test my game on an old HTC Hero running Android 2.3.3. When my picture atlases are 512x512 each, my game has a frame rate of between 50 to 60 fps. When I use 1024x1024 non transparent png, there is no problem - the FPS is again between 50 to 60 fps. But when i decide to use a 1024x1024 transperent PNG's my frame rate drops to 4,5 fps. Could this be a problem related to the age of the device i'm using for testing? These are the OpenGL functions I use each loop to draw batches: gl.glEnable(GL10.GL_TEXTURE_2D); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); //drawing happens here gl.glDisable(GL10.GL_BLEND); Thanks in advance :)

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  • Rails Form Submission, User can't be blank

    - by pmanning
    I'm trying to create an event through an event form and I keep getting a form error that says "User can't be blank". The event needs a user_id to post a feed_item showing who created the event. Why can't this event get created? event.rb class Event < ActiveRecord::Base attr_accessible :description, :location, :title, :category_id, :start_date, :start_time, :end_date, :end_time, :image belongs_to :user belongs_to :category has_many :rsvps has_many :users, through: :rsvps, dependent: :destroy mount_uploader :image, ImageUploader validates :title, presence: true, length: { maximum: 60 } validates :user_id, presence: true create_events.rb (database) class CreateEvents < ActiveRecord::Migration def change create_table :events do |t| t.string :title t.date :start_date t.time :start_time t.date :end_date t.time :end_time t.string :location t.string :description t.integer :category_id t.integer :user_id t.timestamps end add_index :events, [:user_id, :created_at] end end events_controller.rb def new @event = Event.new @user = current_user end def create @event = current_user.events.build(params[:event]) if @event.save flash[:success] = "Sesh created!" redirect_to root_url else @feed_items = [] render 'static_pages/home' end end routes.rb SampleApp::Application.routes.draw do resources :users do member do get :following, :followers, :events end end resources :events do member do get :members end end root to: 'static_pages#home' events/new.html.erb <%= form_for @event, :html => {:multipart => true} do |f| %> <%= render 'shared/error_messages', object: @event %>

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  • Strange ATI vs Nvidia TRIANGLE_STRIP issue

    - by chriscisco
    I have this code, I am using a test for my Engine I am working on. On My NVIDIA NVS 4200M it displays the GL_TRIANGLE_STRIP as expected. On my ATI Radeon 5800 it appears to draw a Triangle. shader.begin(); Matrix4<float> temp = getActiveCamera()->getProjectionMatrix() * getActiveCamera()->getObjectToWorld().fastInverse(); glUniformMatrix4fv(shader["mvp"], 1, GL_TRUE, temp.getArray()); glBegin(GL_TRIANGLE_STRIP); glVertexAttrib3f(shader["colour"],0,1,0); glVertexAttrib3f(shader["coord3d"],-.5,-.5,0); glVertexAttrib3f(shader["colour"],1,1,0); glVertexAttrib3f(shader["coord3d"],0.5,-.5,0); glVertexAttrib3f(shader["colour"],1,0,1); glVertexAttrib3f(shader["coord3d"],-.5,.5,0); glVertexAttrib3f(shader["colour"],0,1,1); glVertexAttrib3f(shader["coord3d"],.5,.5,0); glEnd(); shader.end(); Here are what it actually looks like on my two computers. https://www.dropbox.com/s/sgm2j978tx2ipnp/not%20working.png https://www.dropbox.com/s/27idv0b8k0p4pcx/working.png

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  • OpenGL GL_LINES enpoints not joining

    - by old-school rules
    I'm having problems with the GL_LINES block... the lines in the sample below do not connect on the ends (although sometimes it randomly decides to connect a corner or two). Instead, the endpoints come within 1 pixel of one another (leaving a corner that is not fully squared; if that makes sense). It is a simple block to draw a solid 1-pixel rectangle. glBegin(GL_LINES); glColor3b(cr, cg, cb); glVertex3i(pRect->left, pRect->top, 0); glVertex3i(pRect->right, pRect->top, 0); glVertex3i(pRect->right, pRect->top, 0); glVertex3i(pRect->right, pRect->bottom, 0); glVertex3i(pRect->right, pRect->bottom, 0); glVertex3i(pRect->left, pRect->bottom, 0); glVertex3i(pRect->left, pRect->bottom, 0); glVertex3i(pRect->left, pRect->top, 0); glEnd(); The sample below seems to correct the problem, giving me sharp, square corners; but I can't accept it because I don't know why it's acting this way... glBegin(GL_LINES); glColor3b(cr, cg, cb); glVertex3i(pRect->left, pRect->top, 0); glVertex3i(pRect->right + 1, pRect->top, 0); glVertex3i(pRect->right, pRect->top, 0); glVertex3i(pRect->right, pRect->bottom + 1, 0); glVertex3i(pRect->right, pRect->bottom, 0); glVertex3i(pRect->left - 1, pRect->bottom, 0); glVertex3i(pRect->left, pRect->bottom, 0); glVertex3i(pRect->left, pRect->top - 1, 0); glEnd(); Any OpenGL programmers out there that can help, I would appreciate it :)

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