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  • Simple Android OpenGL App Lag

    - by Eugene
    Hi, I have an Android OpenGL application which simply draws 2D squares (using 2 triangles) and animates them moving down the screen. I essentially do this by running: glLoadIdentity(), then glTranslatef, and finally glDrawElements all in a for loop. (The for loop is to draw all 10 blocks on the screen for every frame). In every drawFrame, the y-position of the blocks increments for the animation. The problem I'm having is strange. I run the application and the animation is laggy and not smooth. Then I re-run the application and I get a smooth animation. If I run again, I may get a smooth animation, or possibly not. Is my method correct, or is there a better way of doing this animation? Thanks for the help!

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  • Objective - C, fastest way to show sequence of images in UIImageView

    - by Almas Adilbek
    I have hundreds of images, which are frame images of one animation (24 images per second). Each image size is 1024x690. My problem is, I need to make smooth animation iterating each image frame in UIImageView. I know I can use animationImages of UIImageView. But it crashes, because of memory problem. Also, I can use imageView.image = [UIImage imageNamed:@""] that would cache each image, so that the next repeat animation will be smooth. But, caching a lot of images crashed app. Now I use imageView.image = [UIImage imageWithContentsOfFile:@""], which does not crash app, but doesn't make animation so smooth. Maybe there is a better way to make good animation of frame images? Maybe I need to make some preparations, in order to somehow achieve better result. I need your advices. Thank you!

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  • exception creating a JDBC Conection Pool Glassfish v3

    - by jon
    Hi all, I am experiencing problems creating a connection pool in glassfish v3, just for reference i am using the Java EE glassfish bundle. my enviroment vars are as follows Url: jdbc:oracle:thin:@localhost:1521:xe User: sys Password : xxxxxxxx which i think is all i need to make a connection. but i get the following exception WARNING: Can not find resource bundle for this logger. class name that failed: com.sun.gjc.common.DataSourceObjectBuilder SEVERE: jdbc.exc_cnfe_ds java.lang.ClassNotFoundException: oracle.jdbc.pool.OracleDataSource at java.net.URLClassLoader$1.run(URLClassLoader.java:202) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:190) at java.lang.ClassLoader.loadClass(ClassLoader.java:307) at java.lang.ClassLoader.loadClass(ClassLoader.java:248) at java.lang.Class.forName0(Native Method) at java.lang.Class.forName(Class.java:247) at com.sun.gjc.common.DataSourceObjectBuilder.getDataSourceObject(DataSourceObjectBuilder.java:279) at com.sun.gjc.common.DataSourceObjectBuilder.constructDataSourceObject(DataSourceObjectBuilder.java:108) at com.sun.gjc.spi.ManagedConnectionFactory.getDataSource(ManagedConnectionFactory.java:1167) at com.sun.gjc.spi.DSManagedConnectionFactory.getDataSource(DSManagedConnectionFactory.java:135) at com.sun.gjc.spi.DSManagedConnectionFactory.createManagedConnection(DSManagedConnectionFactory.java:90) at com.sun.enterprise.connectors.service.ConnectorConnectionPoolAdminServiceImpl.getManagedConnection(ConnectorConnectionPoolAdminServiceImpl.java:520) at com.sun.enterprise.connectors.service.ConnectorConnectionPoolAdminServiceImpl.getUnpooledConnection(ConnectorConnectionPoolAdminServiceImpl.java:630) at com.sun.enterprise.connectors.service.ConnectorConnectionPoolAdminServiceImpl.testConnectionPool(ConnectorConnectionPoolAdminServiceImpl.java:442) at com.sun.enterprise.connectors.ConnectorRuntime.pingConnectionPool(ConnectorRuntime.java:898) at org.glassfish.admin.amx.impl.ext.ConnectorRuntimeAPIProviderImpl.pingJDBCConnectionPool(ConnectorRuntimeAPIProviderImpl.java:570) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at org.glassfish.admin.amx.impl.mbean.AMXImplBase.invoke(AMXImplBase.java:1038) at com.sun.jmx.interceptor.DefaultMBeanServerInterceptor.invoke(DefaultMBeanServerInterceptor.java:836) at com.sun.jmx.mbeanserver.JmxMBeanServer.invoke(JmxMBeanServer.java:761) at javax.management.MBeanServerInvocationHandler.invoke(MBeanServerInvocationHandler.java:288) at org.glassfish.admin.amx.util.jmx.MBeanProxyHandler.invoke(MBeanProxyHandler.java:453) at org.glassfish.admin.amx.core.proxy.AMXProxyHandler._invoke(AMXProxyHandler.java:822) at org.glassfish.admin.amx.core.proxy.AMXProxyHandler.invoke(AMXProxyHandler.java:526) at $Proxy233.pingJDBCConnectionPool(Unknown Source) at org.glassfish.admingui.common.handlers.JdbcTempHandler.pingJdbcConnectionPool(JdbcTempHandler.java:99) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at com.sun.jsftemplating.layout.descriptors.handler.Handler.invoke(Handler.java:442) at com.sun.jsftemplating.layout.descriptors.LayoutElementBase.dispatchHandlers(LayoutElementBase.java:420) at com.sun.jsftemplating.layout.descriptors.LayoutElementBase.dispatchHandlers(LayoutElementBase.java:394) at com.sun.jsftemplating.layout.event.CommandActionListener.invokeCommandHandlers(CommandActionListener.java:150) at com.sun.jsftemplating.layout.event.CommandActionListener.processAction(CommandActionListener.java:98) at javax.faces.event.ActionEvent.processListener(ActionEvent.java:88) at javax.faces.component.UIComponentBase.broadcast(UIComponentBase.java:772) at javax.faces.component.UICommand.broadcast(UICommand.java:300) at com.sun.webui.jsf.component.WebuiCommand.broadcast(WebuiCommand.java:160) at javax.faces.component.UIViewRoot.broadcastEvents(UIViewRoot.java:775) at javax.faces.component.UIViewRoot.processApplication(UIViewRoot.java:1267) at com.sun.faces.lifecycle.InvokeApplicationPhase.execute(InvokeApplicationPhase.java:82) at com.sun.faces.lifecycle.Phase.doPhase(Phase.java:101) at com.sun.faces.lifecycle.LifecycleImpl.execute(LifecycleImpl.java:118) at javax.faces.webapp.FacesServlet.service(FacesServlet.java:312) at org.apache.catalina.core.StandardWrapper.service(StandardWrapper.java:1523) at org.apache.catalina.core.ApplicationFilterChain.internalDoFilter(ApplicationFilterChain.java:343) at org.apache.catalina.core.ApplicationFilterChain.doFilter(ApplicationFilterChain.java:215) at com.sun.webui.jsf.util.UploadFilter.doFilter(UploadFilter.java:240) at org.apache.catalina.core.ApplicationFilterChain.internalDoFilter(ApplicationFilterChain.java:256) at org.apache.catalina.core.ApplicationFilterChain.doFilter(ApplicationFilterChain.java:215) at org.apache.catalina.core.StandardWrapperValve.invoke(StandardWrapperValve.java:277) at org.apache.catalina.core.StandardContextValve.invoke(StandardContextValve.java:188) at org.apache.catalina.core.StandardPipeline.invoke(StandardPipeline.java:641) at com.sun.enterprise.web.WebPipeline.invoke(WebPipeline.java:97) at com.sun.enterprise.web.PESessionLockingStandardPipeline.invoke(PESessionLockingStandardPipeline.java:85) at org.apache.catalina.core.StandardHostValve.invoke(StandardHostValve.java:185) at org.apache.catalina.connector.CoyoteAdapter.doService(CoyoteAdapter.java:332) at org.apache.catalina.connector.CoyoteAdapter.service(CoyoteAdapter.java:233) at com.sun.enterprise.v3.services.impl.ContainerMapper.service(ContainerMapper.java:239) at com.sun.grizzly.http.ProcessorTask.invokeAdapter(ProcessorTask.java:791) at com.sun.grizzly.http.ProcessorTask.doProcess(ProcessorTask.java:693) at com.sun.grizzly.http.ProcessorTask.process(ProcessorTask.java:954) at com.sun.grizzly.http.DefaultProtocolFilter.execute(DefaultProtocolFilter.java:170) at com.sun.grizzly.DefaultProtocolChain.executeProtocolFilter(DefaultProtocolChain.java:135) at com.sun.grizzly.DefaultProtocolChain.execute(DefaultProtocolChain.java:102) at com.sun.grizzly.DefaultProtocolChain.execute(DefaultProtocolChain.java:88) at com.sun.grizzly.http.HttpProtocolChain.execute(HttpProtocolChain.java:76) at com.sun.grizzly.ProtocolChainContextTask.doCall(ProtocolChainContextTask.java:53) at com.sun.grizzly.SelectionKeyContextTask.call(SelectionKeyContextTask.java:57) at com.sun.grizzly.ContextTask.run(ContextTask.java:69) at com.sun.grizzly.util.AbstractThreadPool$Worker.doWork(AbstractThreadPool.java:330) at com.sun.grizzly.util.AbstractThreadPool$Worker.run(AbstractThreadPool.java:309) at java.lang.Thread.run(Thread.java:619) WARNING: RAR8054: Exception while creating an unpooled [test] connection for pool [ testingManagmentDataConnection ], Class name is wrong or classpath is not set for : oracle.jdbc.pool.OracleDataSource WARNING: Can not find resource bundle for this logger. class name that failed: com.sun.gjc.common.DataSourceObjectBuilder does anyone have any ideas what i am doing wrong/ what i will have to do to correct this issue, Thanks for your time Jon

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  • HTC Legend get’s 2.2 Froyo update – India

    - by Boonei
    HTC Legend started to received 2.2 Froyo update from yesterday night. If you did not receive an automatic update prompt, please check the same manually in your phone, I am pretty sure you will get it now. Ok, lets get into business Good news Update went off smooth – over Wi-Fi App’s like, Flash light, App sharing, easy adding of attachments in sms, etc are part of update Google Maps 5.0 [But no 3D view] Much awaited Good voice with full integration with the phone!!!! Flash 10 Now for really bad news Phone seems to slow down a lot, that’s not something that we really want New browser with the Froyo update does not seems be all that good as the one installed already Since phone is little sluggish, the really smooth touch effects seem to be bad! This article titled,HTC Legend get’s 2.2 Froyo update – India, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Efficient visualization of a large voxelized volume

    - by Alejandro Piad
    Lets consider a large voxelized volume stored in an oct-tree or any other convenient structure. This volume represents, for instance, a landscape, where each block is either empty (air), or it has an specific material that will be later used to apply a texture. Voxels that are next to each other represent connected sections of the surface. What I need is an algorithm to generate a mesh from this voxels that represents the volume, with the following caracteristics: All the "holes" in the voxelized volume are correct. All the connections are correct, i.e. seamless. The surface appears smooth. In a broad sense, I want to somehow preserve the surface topology, meaning that connected sections remain connected in the resulting mesh and that the surface has a curvature that responds to the voxels topology. Imagine trying to render the Minecraft world but getting the mountain ladders to be smooth instead of blocky.

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  • Kinetic Scroll in Maverick

    - by Shoaib
    I have Sony VAIO FW 230J laptop. I was using Lucid and upgraded my system to Maverick beta in September 2010. Although there were few issues with beta release on my system although I did not felt myself in any deadlock. The most notable experience on my ubuntu was the smooth and kinetic scrolling and very sensitive touch pad experience with finer control that was oddly normal in previous releases and even on windows 7 currently. Definitely this release of ubuntu is improved for touch UI experience. I believe that this is magic of 10.10. For my official system I waited until the final release was out. After installing (upgrading) official system to Maverick I am not feeling the same smooth and kinetic scroll experience. My laptop has Graphics: Intel DMA-X4500MHD while my official desktop has Graphics: Intel DMA-X4500HD Do I need to install or update some software package to have similar kinetic scroll experience?

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  • Compiz antialiasing with xserver-xorg-video-radeon?

    - by eXtractor
    Windows previews are ugly on my computer. Is there any solution to make them smooth? BTW windows previews in Metacity with compositing enabled (/apps/metacity/general/compositing_manager) are looking much better than in Compiz. I am using the open source radeon driver, so I can't configure my videocard preferences via AMD's GUI, and I've tried all options like a texture filter, bicubic filter or mipmapping I found in ccsm with no result. How to make windows previews in Compiz be as smooth as they are in Metacity? And sorry, my English sucks just like these windows thumbnails in Compiz.

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  • DIY Mini-Studio Is a Sturdy and Cheap Photography Platform

    - by Jason Fitzpatrick
    Most DIY table top studios/light tents are designed to be packed down–this one is a permanent and sturdy fixture with a nice smooth cyclorama background. Courtesy of DIYer Nick Britsky, this stand-alone mini-studio features a nice solid frame for attaching lighting, flashes, and diffusion panels as well as a solid and smooth cyclorama-style background. Hit up the link below to see pictures of the build in progress, Nick’s solution for the background, and the Sketchup files so you can whip one up for your basement. DIY Mini Photo Studio [via Make] HTG Explains: What The Windows Event Viewer Is and How You Can Use It HTG Explains: How Windows Uses The Task Scheduler for System Tasks HTG Explains: Why Do Hard Drives Show the Wrong Capacity in Windows?

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  • Outline Shader Effect for Orthogonal Geometry in XNA

    - by Griffin
    I just recently started learning the art of shading, but I can't give an outline width to 2D, concave geometry when restrained to a single vertex/pixel shader technique (thanks to XNA). the shape I need to give an outline to has smooth, per-vertex coloring, as well as opacity. The outline, which has smooth, per-vertex coloring, variable width, and opacity cannot interfere with the original shape's colors. A pixel depth border detection algorithm won't work because pixel depth isn't a 3.0 semantic. expanding geometry / redrawing won't work because it interferes with the original shape's colors. I'm wondering if I can do something with the stencil/depth buffer outside of the shader functions since I have access to that through the graphics device. But I don't believe I'm able to manipulate actual values. How might I do this?

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  • Locomotion-system with irregular IK

    - by htaunay
    Im having some trouble with locomtions (Unity3D asset) IK feet placement. I wouldn't call it "very bad", but it definitely isn't as smooth as the Locomotion System Examples. The strangest behavior (that is probably linked to the problem) are the rendered foot markers that "guess" where the characters next step will be. In the demo, they are smooth and stable. However, in my project, they keep flickering, as if Locomotion changed its "guess" every frame, and sometimes, the automatic defined step is too close to the previous step, or sometimes, too distant, creating a very irregular pattern. The configuration is (apparently)Identical to the human example in the demo, so I guessing the problem is my model and/or animation. Problem is, I can't figure out was it is =S Has anyone experienced the same problem? I uploaded a video of the bug to help interpreting the issue (excuse the HORRIBLE quality, I was in a hurry).

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  • Choppy window movement in Gnome 3.4 on Ubuntu 12.04

    - by mjrussell
    I have been using Gnome 3.2 since Ubuntu 11.10 was released and it has always been perfectly smooth and performed extremely well, much better than Unity. After doing a clean installation of Ubuntu 12.04, Gnome 3.4 performs less well. If just one window of a relatively simple application, such as Gnome Terminal, is opened and moved around, the movement is sometimes very choppy, but the rest of the time it's perfectly smooth. The times when it's choppy seem to be when part of the window goes off the bottom or right side of the screen. Also, if there are multiple windows open, it is almost always choppy. These facts suggest to me that it's something to do with the compositor. Unity works perfectly smoothly. Memory usage is only at about 500-600MB, out of 3GB, even with a few things open. The graphics card is the on-board Intel graphics on the Core i5 M450. Does anyone have any ideas what might be causing this problem? Thanks

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  • Problems with the colors on my screen. How can I check if it's a hardware problem?

    - by Ingo Gerth
    On my EEE PC netbook some colors are not displayed properly. Specifically, dark gradients such as in the window title do not look very smooth, but rather look like a sequence of a couple of different colors. This is especially visible when opening a menu, for example the "File" menu in Firefox. As you know this one is black, and it looks terrible on my screen. It is not just black, but the colors look really graded and far from a smooth gradient or anything. Now I am wondering: Is this a hardware or software issue? And how can I check this? If it should be a fixable problem I think it would be worth another question. Note that I am using Natty. If my problem description is not good enough I can try to take a photo.

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  • How to acheive a smoother lighting effect

    - by Cyral
    I'm making a tile based game in XNA So currently my lightning looks like this: How can I get it to look like this? Instead of each block having its own tint, it has a smooth overlay. I'm assuming some sort of shader, and to tell it the lighting and blur it some how. But im not an expert with shaders. My current lighting calculates the light, and then passes it to a spritebatch and draws with a color parameter EDIT: No longer uses spritebatch tint, I was testing and now pass parameters to set the light values. But still looking for a way to smooth it

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  • What animation technique is used in 'Dont Starve'?

    - by Bugster
    While playing a few games in my personal time off development I've stumbled across a survival 2D/3D survival game. The game was apparently made in SDL and GLUT (Dont starve) but what really amazed me was the animations in the game. The animations are extremely smooth and fluent. There is no distortion while animating, what usually happens in hand-made animations is that pixels get removed, animations are jaggy and they simply aren't as smooth. That got me thinking on how they managed to accomplish such a quality of animations. Were they really handmade (If they were, then it must've taken a very talented artist), is it bone animation or are they using another technique?

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  • USB Mouse stutters periodically

    - by greggory.hz
    I'm using an HP dv6000 (not sure of exact model) with a pretty basic Logitech wireless laptop mouse. From time to time, the USB mouse will be very stuttery and less responsive. Not all clicks register and the motion is not smooth. It seems like it's related to the notify-osd coming up when I get an IM or Email or whatever else, but it happens other times as well. It's not the whole computer becoming less responsive, because if I use the touch pad during one of these fits, it works perfectly smooth. I've replaced the batteries in the mouse and have tried different USB ports with better line of sight, etc. I can't figure out what's going on. Any thoughts?

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  • How to syncronize two animations without delays

    - by GeKi
    I have one character idle animation running inside a game in a loop, over and over again. A a certain time I trigger another animation to be played, for the same character. The second animation won't play immediately, as will be a discontinuity in my character animation. First I wait for the idle animation to finish and then I play my second animation. Now I have a smooth, continuous animation, BUT I have introduced a delay between my action and character animation. If I play the second animation right away as it is triggered, the character animation won't be continuous and smooth. I was thinking on breaking the idle animation in small pieces and also to have the same number of second action animations to match the last frame of the idle pieces. This won't solve the delay completely, only will minimize it a bit. So it's a magic formula of how can I get rid of this delay? Thanks.

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  • How to stop OpenGL from applying blending to certain content? (cocos2d/iPhone/OpenGL)

    - by RexOnRoids
    Supporting Info: I use cocos2d to draw a sprite (graph background) on the screen (z:-1). I then use cocos2d to draw lines/points (z:0) on top of the background -- and make some calls to OpenGL blending functions before the drawing to SMOOTH out the lines. Problem: The problem is that: aside from producing smooth lines/points, calling these OpenGL blending functions seems to degrade the underlying sprite (graph background). So there is a tradeoff: I can either have (Case 1) a nice background and choppy lines/points, or I can have (Case 2) nice smooth lines/points and a degraded background. But obviously I need both. The Code: I have included code of the draw() method of the CCLayer for both cases explained above. As you can see, the code producing the difference between Case 1 and Case 2 seems to be 1 or 2 lines involving OpenGL Blending. Case 1 -- MainScene.h (CCLayer): -(void)draw{ int lastPointX = 0; int lastPointY = 0; GLfloat colorMAX = 255.0f; GLfloat valR; GLfloat valG; GLfloat valB; if([self.myGraphManager ready]){ valR = (255.0f/colorMAX)*1.0f; valG = (255.0f/colorMAX)*1.0f; valB = (255.0f/colorMAX)*1.0f; NSEnumerator *enumerator = [[self.myGraphManager.currentCanvas graphPoints] objectEnumerator]; GraphPoint* object; while ((object = [enumerator nextObject])) { if(object.filled){ /*Commenting out the following two lines induces a problem of making it impossible to have smooth lines/points, but has merit in that it does not degrade the background sprite.*/ //glEnable (GL_BLEND); //glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glEnable (GL_LINE_SMOOTH); glLineWidth(1.5f); glColor4f(valR, valG, valB, 1.0); ccDrawLine(ccp(lastPointX, lastPointY), ccp(object.position.x, object.position.y)); lastPointX = object.position.x; lastPointY = object.position.y; glPointSize(3.0f); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); ccDrawPoint(ccp(lastPointX, lastPointY)); } } } } Case 2 -- MainScene.h (CCLayer): -(void)draw{ int lastPointX = 0; int lastPointY = 0; GLfloat colorMAX = 255.0f; GLfloat valR; GLfloat valG; GLfloat valB; if([self.myGraphManager ready]){ valR = (255.0f/colorMAX)*1.0f; valG = (255.0f/colorMAX)*1.0f; valB = (255.0f/colorMAX)*1.0f; NSEnumerator *enumerator = [[self.myGraphManager.currentCanvas graphPoints] objectEnumerator]; GraphPoint* object; while ((object = [enumerator nextObject])) { if(object.filled){ /*Enabling the following two lines gives nice smooth lines/points, but has a problem in that it degrades the background sprite.*/ glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glEnable (GL_LINE_SMOOTH); glLineWidth(1.5f); glColor4f(valR, valG, valB, 1.0); ccDrawLine(ccp(lastPointX, lastPointY), ccp(object.position.x, object.position.y)); lastPointX = object.position.x; lastPointY = object.position.y; glPointSize(3.0f); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); ccDrawPoint(ccp(lastPointX, lastPointY)); } } } }

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  • How to stop OpenGL from applying blending to certain content? (see pics)

    - by RexOnRoids
    Supporting Info: I use cocos2d to draw a sprite (graph background) on the screen (z:-1). I then use cocos2d to draw lines/points (z:0) on top of the background -- and make some calls to OpenGL blending functions before the drawing to SMOOTH out the lines. Problem: The problem is that: aside from producing smooth lines/points, calling these OpenGL blending functions seems to "degrade" the underlying sprite (graph background). As you can see from the images below, the "degraded" background seems to be made darker and less sharp in Case 2. So there is a tradeoff: I can either have (Case 1) a nice background and choppy lines/points, or I can have (Case 2) nice smooth lines/points and a degraded background. But obviously I need both. THE QUESTION: How do I set OpenGL so as to only apply the blending to the layer with the Lines/Points in it and thus leave the background alone? The Code: I have included code of the draw() method of the CCLayer for both cases explained above. As you can see, the code producing the difference between Case 1 and Case 2 seems to be 1 or 2 lines involving OpenGL Blending. Case 1 -- MainScene.h (CCLayer): -(void)draw{ int lastPointX = 0; int lastPointY = 0; GLfloat colorMAX = 255.0f; GLfloat valR; GLfloat valG; GLfloat valB; if([self.myGraphManager ready]){ valR = (255.0f/colorMAX)*1.0f; valG = (255.0f/colorMAX)*1.0f; valB = (255.0f/colorMAX)*1.0f; NSEnumerator *enumerator = [[self.myGraphManager.currentCanvas graphPoints] objectEnumerator]; GraphPoint* object; while ((object = [enumerator nextObject])) { if(object.filled){ /*Commenting out the following two lines induces a problem of making it impossible to have smooth lines/points, but has merit in that it does not degrade the background sprite.*/ //glEnable (GL_BLEND); //glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glEnable (GL_LINE_SMOOTH); glLineWidth(1.5f); glColor4f(valR, valG, valB, 1.0); ccDrawLine(ccp(lastPointX, lastPointY), ccp(object.position.x, object.position.y)); lastPointX = object.position.x; lastPointY = object.position.y; glPointSize(3.0f); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); ccDrawPoint(ccp(lastPointX, lastPointY)); } } } } Case 2 -- MainScene.h (CCLayer): -(void)draw{ int lastPointX = 0; int lastPointY = 0; GLfloat colorMAX = 255.0f; GLfloat valR; GLfloat valG; GLfloat valB; if([self.myGraphManager ready]){ valR = (255.0f/colorMAX)*1.0f; valG = (255.0f/colorMAX)*1.0f; valB = (255.0f/colorMAX)*1.0f; NSEnumerator *enumerator = [[self.myGraphManager.currentCanvas graphPoints] objectEnumerator]; GraphPoint* object; while ((object = [enumerator nextObject])) { if(object.filled){ /*Enabling the following two lines gives nice smooth lines/points, but has a problem in that it degrades the background sprite.*/ glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glEnable (GL_LINE_SMOOTH); glLineWidth(1.5f); glColor4f(valR, valG, valB, 1.0); ccDrawLine(ccp(lastPointX, lastPointY), ccp(object.position.x, object.position.y)); lastPointX = object.position.x; lastPointY = object.position.y; glPointSize(3.0f); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); ccDrawPoint(ccp(lastPointX, lastPointY)); } } } }

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  • Optimizing transition/movement smoothness for a 2D flash game.

    - by Tom
    Update 6: Fenomenas suggested me to re-create everything as simple as possible. I had my doubts that this would make any difference as the algorithm remains the same, and performance did not seem to be the issue. Anyway, it was the only suggestion I got so here it is: 30 FPS: http://www.feedpostal.com/test/simple/30/SimpleMovement.html 40 FPS: http://www.feedpostal.com/test/simple/40/SimpleMovement.html 60 FPS: http://www.feedpostal.com/test/simple/60/SimpleMovement.html 100 FPS: http://www.feedpostal.com/test/simple/100/SimpleMovement.html The code: package { import flash.display.Sprite; import flash.events.Event; import flash.events.KeyboardEvent; import flash.utils.getTimer; [SWF(width="800", height="600", frameRate="40", backgroundColor="#000000")] public class SimpleMovement extends Sprite { private static const TURNING_SPEED:uint = 180; private static const MOVEMENT_SPEED:uint = 400; private static const RADIAN_DIVIDE:Number = Math.PI/180; private var playerObject:Sprite; private var shipContainer:Sprite; private var moving:Boolean = false; private var turningMode:uint = 0; private var movementTimestamp:Number = getTimer(); private var turningTimestamp:Number = movementTimestamp; public function SimpleMovement() { //step 1: create player object playerObject = new Sprite(); playerObject.graphics.lineStyle(1, 0x000000); playerObject.graphics.beginFill(0x6D7B8D); playerObject.graphics.drawRect(0, 0, 25, 50); //make it rotate around the center playerObject.x = 0 - playerObject.width / 2; playerObject.y = 0 - playerObject.height / 2; shipContainer = new Sprite(); shipContainer.addChild(playerObject); shipContainer.x = 100; shipContainer.y = 100; shipContainer.rotation = 180; addChild(shipContainer); //step 2: install keyboard hook when stage is ready addEventListener(Event.ADDED_TO_STAGE, stageReady, false, 0, true); //step 3: install rendering update poll addEventListener(Event.ENTER_FRAME, updatePoller, false, 0, true); } private function updatePoller(event:Event):void { var newTime:Number = getTimer(); //turning if (turningMode != 0) { var turningDeltaTime:Number = newTime - turningTimestamp; turningTimestamp = newTime; var rotation:Number = TURNING_SPEED * turningDeltaTime / 1000; if (turningMode == 1) shipContainer.rotation -= rotation; else shipContainer.rotation += rotation; } //movement if (moving) { var movementDeltaTime:Number = newTime - movementTimestamp; movementTimestamp = newTime; var distance:Number = MOVEMENT_SPEED * movementDeltaTime / 1000; var rAngle:Number = shipContainer.rotation * RADIAN_DIVIDE; //convert degrees to radian shipContainer.x += distance * Math.sin(rAngle); shipContainer.y -= distance * Math.cos(rAngle); } } private function stageReady(event:Event):void { //install keyboard hook stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown, false, 0, true); stage.addEventListener(KeyboardEvent.KEY_UP, keyUp, false, 0, true); } private final function keyDown(event:KeyboardEvent):void { if ((event.keyCode == 87) && (!moving)) //87 = W { movementTimestamp = getTimer(); moving = true; } if ((event.keyCode == 65) && (turningMode != 1)) //65 = A { turningTimestamp = getTimer(); turningMode = 1; } else if ((event.keyCode == 68) && (turningMode != 2)) //68 = D { turningTimestamp = getTimer(); turningMode = 2; } } private final function keyUp(event:KeyboardEvent):void { if ((event.keyCode == 87) && (moving)) moving = false; //87 = W if (((event.keyCode == 65) || (event.keyCode == 68)) && (turningMode != 0)) turningMode = 0; //65 = A, 68 = D } } } The results were as I expected. Absolutely no improvement. I really hope that someone has another suggestion as this thing needs fixing. Also, I doubt it's my system as I have a pretty good one (8GB RAM, Q9550 QuadCore intel, ATI Radeon 4870 512MB). Also, everyone else I asked so far had the same issue with my client. Update 5: another example of a smooth flash game just to demonstrate that my movement definitely is different! See http://www.spel.nl/game/bumpercraft.html Update 4: I traced the time before rendering (EVENT.RENDER) and right after rendering (EVENT.ENTER_FRAME), the results: rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 24 ms rendering took: 18 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 232 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms The range is 12-16 ms. During these differences, the shocking/warping/flickering movement was already going on. There is also 1 peak of 232ms, at this time there was a relatively big warp. This is however not the biggest problme, the biggest problem are the continuous small warps during normal movement. Does this give anyone a clue? Update 3: After testing, I know that the following factors are not causing my problem: Bitmap's quality - changed with photoshop to an uglier 8 colours optimized graphic, no improvement at all. Constant rotation of image while turning - disabled it, no improvement at all Browser rendering - tried to use the flash player standalone, no improvement at all I am 100% convinced that the problem lies in either my code or in my algorithm. Please, help me out. It has been almost two weeks (1 week that I asked this question on SO) now and I still have to get my golden answer. Update 1: see bottom for full flex project source and a live demo demonstrating my problem. I'm working on a 2d flash game. Player ships are created as an object: ships[id] = new GameShip(); When movement and rotation information is available, this is being directed to the corresponding ship: ships[id].setMovementMode(1); //move forward Now, within this GameShip object movement works using the "Event.ENTER_FRAME" event: addEventListener(Event.ENTER_FRAME, movementHandler); The following function is then being run: private final function movementHandler(event:Event):void { var newTimeStamp:uint = UtilLib.getTimeStamp(); //set current timeStamp var distance:Number = (newTimeStamp - movementTimeStamp) / 1000 * movementSpeed; //speed = x pixels forward every 1 second movementTimeStamp = newTimeStamp; //update old timeStamp var diagonalChange:Array = getDiagonalChange(movementAngle, distance); //the diagonal position update based on angle and distance charX += diagonalChange[0]; charY += diagonalChange[1]; if (shipContainer) { //when the container is ready to be worked with shipContainer.x = charX; shipContainer.y = charY; } } private final function getDiagonalChange(angle:Number, distance:Number):Array { var rAngle:Number = angle * Math.PI/180; //convert degrees to radian return [Math.sin(rAngle) * distance, (Math.cos(rAngle) * distance) * -1]; } When the object is no longer moving, the event listener will be removed. The same method is being used for rotation. Everything works almost perfect. I've set the project's target FPS to 100 and created a FPS counter. According to the FPS counter, the average FPS in firefox is around 100, while the top is 1000 and the bottom is 22. I think that the bottom and top FPSs are only happening during the initialization of the client (startup). The problem is that the ship appears to be almost perfectly smooth, while it should be just that without the "almost" part. It's almost as if the ship is "flickering" very very fast, you can't actually see it but it's hard to focus on the object while it's moving with your eyes. Also, every now and then, there seems to be a bit of a framerate spike, as if the client is skipping a couple of frames, you then see it quickly warp. It is very difficult to explain what the real problem is, but in general it's that the movement is not perfectly smooth. So, do you have any suggestions on how to make the movement or transition of objects perfectly smooth? Update 1: I re-created the client to demonstrate my problem. Please check it out. The client: http://feedpostal.com/test/MovementTest.html The Actionscript Project (full source): http://feedpostal.com/test/MovementTest.rar An example of a smooth flash game (not created by me): http://www.gamesforwork.com/games/swf/Mission%20Racing_august_10th_2009.swf It took me a pretty long time to recreate this client side version, I hope this will help with solving the problem. Please note: yes, it is actually pretty smooth. But it is definitely not smooth enough.

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  • ASP.NET mvcConf Videos Available

    - by ScottGu
    Earlier this month the ASP.NET MVC developer community held the 2nd annual mvcConf event.  This was a free, online conference focused on ASP.NET MVC – with more than 27 talks that covered a wide variety of ASP.NET MVC topics.  Almost all of the talks were presented by developers within the community, and the quality and topic diversity of the talks was fantastic. Below are links to free recordings of the talks that you can watch (and optionally download): Scott Guthrie Keynote The NuGet-y Goodness of Delivering Packages (Phil Haack) Industrial Strenght NuGet (Andy Wahrenberger) Intro to MVC 3 (John Petersen) Advanced MVC 3 (Brad Wilson) Evolving Practices in Using jQuery and Ajax in ASP.NET MVC Applications (Eric Sowell) Web Matrix (Rob Conery) Improving ASP.NET MVC Application Performance (Steven Smith) Intro to Building Twilio Apps with ASP.NET MVC (John Sheehan) The Big Comparison of ASP.NET MVC View Engines (Shay Friedman) Writing BDD-style Tests for ASP.NET MVC using MSTestContrib (Mitch Denny) BDD in ASP.NET MVC using SpecFlow, WatiN and WatiN Test Helpers (Brandon Satrom) Going Postal - Generating email with View Engines (Andrew Davey) Take some REST with WCF (Glenn Block) MVC Q&A (Jeffrey Palermo) Deploy ASP.NET MVC with No Effort (Troels Thomsen) IIS Express (Vaidy Gopalakrishnan) Putting the V in MVC (Chris Bannon) CQRS and Event Sourcing with MVC 3 (Ashic Mahtab) MVC 3 Extensibility (Roberto Hernandez) MvcScaffolding (Steve Sanderson) Real World Application Development with Mvc3 NHibernate, FluentNHibernate and Castle Windsor (Chris Canal) Building composite web applications with Open frameworks (Sebastien Lambla) Quality Driven Web Acceptance Testing (Amir Barylko) ModelBinding derived types using the DerivedTypeModelBinder in MvcContrib (Steve Hebert) Entity Framework "Code First": Domain Driven CRUD (Chris Zavaleta) Wrap Up with Jon Galloway & Javier Lozano I’d like to say a huge thank you to all of the speakers who presented, and to Javier Lozano, Eric Hexter and Jon Galloway for all their hard work in organizing the event and making it happen. Hope this helps, Scott P.S. I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu

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  • Are You Using Windows Live Mesh?

    - by Ben Griswold
    Most of the time, I’m the guy who authors the show notes for the Herding Code Podcast.  The workflow is relatively straight-forward: Jon shares the pre-production audio with me, I compete my write up and then ship the notes back to Jon for publishing with the edited audio.  All file sharing is all done with shared folders in the Windows Live Mesh. The director of my kid’s preschool was looking for a way to access her work computer from her home office.  VPN connection?  Remote desktop?  FTP?  Nope. I installed Windows Live Mesh in a matter of minutes, synchronized a number of folders and she was off and running.  (The neat thing is she’s running a PC in the office and a Mac at home.) I was using Dropbox before discovering Mesh. Dropbox is still very cool but I’m in and out of Mesh enough that it’s taken over.  Actually I still have a Dropbox folder – it’s just being synched by Mesh now. If you’re interested in giving Live Mesh a whirl, here’ are the notable links as found on the product’s site: What you need Create your mesh Sync folders Share folders Use your Live Desktop Connect to a remote computer Use a mobile phone Good luck!

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  • So, whats the best book on C#?

    - by mbcrump
    I see this question several times a day from newbie’s to professionals. I have listed the best C# books that I have read so far.   ECMA-334 C# Language Specification. – FREE book. This is probably the best place to start. Read it backwards and forwards and you can even request a hard copy. Absolute Beginners Guide to C Sharp 2nd Edition – Used this early on and found it very useful even if its game programming. C-Sharp 2.0 - The Complete Reference, 2nd Edition (McGraw-Hill, 2006) – One of the most useful books that is always with me. It contains short example code and is very well written. Dot Net Zero - Charles Petzold  - FREE book and you should definately give it a read. C Sharp in Depth by Jon Skeet -  Probably one of the most in depth books on C Sharp and definitely not for beginners. Jon Skeet knows C# like no other. I would consider this book the Bible of C#. If you understand 50% of this book, you have a good understanding of the language.  CLR via C Sharp 3rd Edition – I just started reading this book and it is another book thats not for beginners. If you really want to understand the CLR then give this book a try. Well, thats it. I hope you enjoy the books as I have spent a lot of time researching different C# books.

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  • php form validation with javascript

    - by Jon Hanson
    hi guys i need help trying to figure out why the alert box doesnt show up when i run this. im also new at programming. html i due just fine. im currently taking a php class, and the teacher thought it would be fun to have us create a form and validate it. my problem is i am trying to call the function which then would validate it. My problem is its not calling it, and i cant quite figure out why. please help? jons viladating <html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en"> <head> <link rel="stylesheet" href="decor.css" type="text/css"> <meta http-equiv="Content-Type" content="text/html; charset=utf-8"> <title>jons viladating</title> <script type="text/javascript"> <!-- <![CDATA[ function showjonsForm() { var errors = ""; // check for any empty strings if (document.forms[0].fname.value == "") errors += "fname\n"; if (document.forms[0].lname.value == "") errors += "lName\n"; if (document.forms[0].addrs1.value == "") errors += "Address\n"; if (document.forms[0].city.value == "") errors += "City\n"; if (document.forms[0].state.value == "") errors += "State\n"; if (document.forms[0].zip.value == "") errors += "Zip\n"; if (document.forms[0].phone.value == "") errors += "Phone\n"; if (document.forms[0].email.value == "") errors += "Email\n"; if (document.forms[0].pw2.value == "") errors += "Confirm password\n"; if (document.forms[0].dob.value == "") errors += "Date of birth\n"; if (document.forms[0].sex.value == "") errors += "sex\n"; // don't need to check checkboxes if (errors != "") { //something was wrong})) alert ("Please fix these errors\n" + errors) ; return false; } var stringx; stringx = "fName:" + document.forms(0).fname.value; stringx = "lName:" + document.forms(0).lname.value; stringx += "\nAddress: " + document.forms(0).addrs1.value; stringx += "\nCity: " + document.forms(0).city.value; stringx += " \nState: " + document.forms(0).state.value; stringx += " Zip: "+ document.forms(0).zip.value; stringx += "\nPhone: " + document.forms(0).phone.value; stringx += "\nE-mail:" + document.forms(0).email.value; stringx += "\nConfirm password " + document.forms(0).pw2.value; stringx += "\nDate of birth: " + document.forms(0).dob.value; stringx += "\nSex: " + document.forms(0).sex.value; alert(stringx); return false //set to false to not submit } // ]]> --> </script> <h1>jons validations test</h1> </head> <body> <div id="rightcolumn"> <img src="hula.gif" align="right"/> </div> <text align="left"> <form name="jon" action="formoutput.php" onsubmit="return showjonsForm()" Method="post"> <fieldset style="width:250px"> <label> first name</label> <input type="text" name="fname" size="15" maxlength="22" onBlur="checkRequired( this,'fname')"/><br /> <label>last name</label> <input type="text" name="lname" size="10" maxlength="22"> <br /> </fieldset> <fieldset style="width:250px"> <label>address</label> <input type="text" name="adrs1" size="10" maxlength="30"><br /> <span class="msg_container" id="adrs2"></span><br /> <label>city</label> <input type="text" name="city" size="10" maxlength="15"><br /> <span class="msg_container" id="city"></span><br /> <label>state</label> <input type="text" name="state" size="10" maxlength="2"><br /> <span class="msg_container" id="state"></span><br /> <label>zip</label> <input type="text" name="zip" size="10" maxlength="5"><br /> </fieldset> <fieldset style="width:250px"> <label>phone</label> <input type="text" name="phone" size="10" maxlength="10"><br /> <div>please input phone number in this format 1234567892 thank you </div> <label>email</label> <input type="text" name="email" size="10" maxlength="22"><br /> <div> password must have 1 number upper case and minimum of 6 charcters</div> <label>password</label> <input type="text" name="pw2" size="10" maxlength="12"><br /> <label>select gender type</label> <select name="sex" size="1" <br /> <option>male</option> <option>female</option> <option>timelord</option> </select> <label>date of birth</label> <input type="text name="dob" size="8" maxlength="8"/> <div> would you like to know know more</div> <label> yes</label> <input type="checkbox" checked="checked" name="check" /> </fieldset> <input type="submit"/></form> </form> <div id="footer"> <img src="laps2.jpg"> <img src="orange.jpg"><img src="ok.jpg"> </div> </body> </html>

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  • Need a new mouse: clicky scroll wheel and additional thumb-operated scroll wheel

    - by cksubs
    I'm having some carpel tunnel syndrome or RSI issues, and I need to get a new mouse. I've tried a friend's Logitech MX Revolution and it's almost perfect. I LOVE the thumb-operated scroll wheel, and I think that that alone would solve many of my hand pain issues. The problem is that it uses their newfangled smooth/click scroll wheel. It can be either smooth or clicky, and is switched by pressing in the scroll wheel. I really question Logitech's user research on that one. I've been using middle-click to open new links and close tabs for years now in my browser, and I'm not willing to give that up for this cool technology. In fact I HATE smooth scroll wheels in general, and need a clicky one. The option would be ok, but not if it's activated via the middle-click button. In closing, I'm looking for these items in my mouse: Thumb-operated scroll wheel or 'joystick'-like apparatus. Clicky, as-stiff-as-possible scroll wheel on top Normal middle-click functionality. Comfortable, preferably ergonomic design. Anyone have any suggestions? Logitech, want to get rid of that smoothing-scrolling crap so I can buy your mouse?

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