Search Results

Search found 10536 results on 422 pages for 'flash player'.

Page 144/422 | < Previous Page | 140 141 142 143 144 145 146 147 148 149 150 151  | Next Page >

  • How to get to the key name of a referenced entity property from an entity instance without a datastore read in google app engine?

    - by Sumeet Pareek
    Consider I have the following models - class Team(db.Model): # say I have just 5 teams name = db.StringProperty() class Player(db.Model): # say I have thousands of players name = db.StringProperty() team = db.ReferenceProperty(Team, collection_name="player_set") Key name for each Team entity = 'team_' , and for each Player entity = 'player_' By some prior arrangement I have a Team entity's (key_name, name) mapping available to me. For example (team_01, United States Of America), (team_02, Russia) etc I have to show all the players and their teams on a page. One way of doing this would be - players = Player.all().fetch(1000) # This is 1 DB read for player in players: # This will iterate 1000 times self.response.out.write(player.name) # This is obviously not a DB read self.response.out.write(player.team.name) #This is a total of 1x1000 = 1000 DB reads That is a 1001 DB reads for a silly thing. The interesting part is that when I do a db.to_dict() on players, it shows that for every player in that list there is 'name' of the player and there is the 'key_name' of the team available too. So how can I do the below ?? players = Player.all().fetch(1000) # This is 1 DB read for player in players: # This will iterate 1000 times self.response.out.write(player.name) # This is obviously not a DB read self.response.out.write(team_list[player.<SOME WAY OF GETTING TEAM KEY NAME>]) # Here 'team_list' already has (key_name, name) for all 5 teams I have been struggling with this for a long time. Have read every available documentation. I could just hug the person that can help me here :-) Disclaimer: The above problem description is not a real scenario. It is a simplified arrangement that represents my problem exactly. I have run into it in a rater complex and big GAE appication.

    Read the article

  • How to test flash.message in a Grails webflow?

    - by callie16
    I'm using webflows in Grails and I'm currently writing tests for it. Now, inside I've got something that throws an error so I set a message to the flash scope before redirecting: ... if (some_condition) { flash.message = "my error message" return error() } ... Now, I know that when I'm going to display this in the GSP page, I access the flash message as <g:if test="${message}">... instead of the usual <g:if test="${flash.message}">... So anyway, I'm writing my test and I'm wondering how to test the content of the message? Usually, in normal actions in the controllers, I follow what's written in here . However, since this is a webflow, I can't seem to find the message even if I check controller.flash.message / controller.params.message / controller.message . I've also tried looking at the flow scope... Any ideas on how to see the message then? Thanks a bunch!

    Read the article

  • does jQuery UI have a way to achieve this Flash button's functionality?

    - by Tim
    There's a button in Flash which looks something like a jQuery SplitButton. The Flash button consists of two parts, the text and the icon. [text portion] [v] I have used it to display string search operators for the user: equals, starts with, ends with, contains. In Flash, when the icon is clicked, the text-area drops down a list of choices; it would look like this: [ ] [v] equals starts with ends with contains And when the user makes a choice from the list, the choice is displayed in the text area of the button and the list rolls up. [ starts with ] [v] I'm trying to convert my Flash app and am hoping to come up with a counterpart to this functionality. For space considerations on the form, a radio-button-group would be less than ideal. That's the major virtue of this Flash button -- it's very economical in its use of screen real-estate. Thanks for any answers/suggestions.

    Read the article

  • Free Tool to let you burn an mp4 to a DVD that can be watched in a DVD player

    - by vaccano
    I am looking for a tool that will let me take an mp4 and burn it as a DVD (you know, the kind I can watch in my DVD player). I tried DVD Flick but when the DVD was done the audio was off by at least a full second. I saw this question: http://superuser.com/questions/89467/burning-a-mpg-fileaudiovideo-to-dvd-to-view-in-a-dvd-player But the tool mentioned there does not say it supports MP4s. Any one have any cool tools for this?

    Read the article

  • what version flash player has to be downloaded to play .swf files on Windows mobile 6.5?

    - by manraj82
    Hi guys, I'm trying to view websites with flash content in IE on a window mobile 6.5 device[HTC touch HD2].It says it has not got the right flash player.i tried to install the player but the device giving me an error,its saying the installer is not a valid pocket pc application. Has anyone else had a similar problem? If you have and sorted it could please advice me how to sort it? thanks

    Read the article

  • How to set format VLC player uses when recording?

    - by Suzan Cioc
    How to set format VLC player uses when recording? I am getting giant AVIs which nobody can open (except VLC player itself) Example MPC-HC output: MPC AVI Source::Video 0 Media Type 0: -------------------------- Video: RV32 1920x1080 11.999fps AM_MEDIA_TYPE: majortype: MEDIATYPE_Video {73646976-0000-0010-8000-00AA00389B71} subtype: Unknown GUID Name {32335652-0000-0010-8000-00AA00389B71} formattype: FORMAT_VideoInfo {05589F80-C356-11CE-BF01-00AA0055595A} bFixedSizeSamples: 1 bTemporalCompression: 0 lSampleSize: 1572864 cbFormat: 88

    Read the article

  • Which K-factor should be used in case players have different K-factor values

    - by DmitryN
    I am implementing a ranking system based on the Elo rating and cannot get a point about the K-factor. If two players with different skills and, therefore, different K-factors are playing, which exactly K-factor should be used when changing their ratings? For example, player A has rating 2500 and K-factor 16 (probability ~75%) while player B has rating 2300 and K-factor 24 (probability ~25%). If player A wins, do I need to use 16 as K-factor for both players or 16 for player A and 24 for player B?

    Read the article

  • What's a good way to programmatically manage a cloneable entity?

    - by bobobobo
    Say you have missiles or rockets that a player can fire. What's a good way to programmatically manage the cloning of a base rocket, for example? I can think of 2 ways to do it: Player has a currently selected weapon (which is an int) When player shoots, the selectedWeapon member is looked at, and the correct instance of rocket is created (with some base parameters) Or Player has a currently selected weapon (which is a pointer, to a "base instance" of the rocket object) When player shoots, the base instance rocket is cloned, transformed, and shot into the game world

    Read the article

  • How to attach an object to a rotating circle?

    - by armands
    I am trying to make an object get attached on a collision point to a circle that is rotating, but the player needs to get attached with a constant point on the player. For example the player is moving back and forth and when the user touches the screen and the player jumps up but what I need is that when the player collides with the circle it attaches it's legs to it and continues rotating with the circle. So I wanted to know how to make this kind of collision joint in Cocos2d Box2d?

    Read the article

  • why are my players drawn to the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

    Read the article

  • HTML5 game programming style

    - by fnx
    I am currently trying learn javascript in form of HTML5 games. Stuff that I've done so far isn't too fancy since I'm still a beginner. My biggest concern so far has been that I don't really know what is the best way to code since I don't know the pros and cons of different methods, nor I've found any good explanations about them. So far I've been using the worst (and propably easiest) method of all (I think) since I'm just starting out, for example like this: var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); var width = 640; var height = 480; var player = new Player("pic.png", 100, 100, ...); also some other global vars... function Player(imgSrc, x, y, ...) { this.sprite = new Image(); this.sprite.src = imgSrc; this.x = x; this.y = y; ... } Player.prototype.update = function() { // blah blah... } Player.prototype.draw = function() { // yada yada... } function GameLoop() { player.update(); player.draw(); setTimeout(GameLoop, 1000/60); } However, I've seen a few examples on the internet that look interesting, but I don't know how to properly code in these styles, nor do I know if there are names for them. These might not be the best examples but hopefully you'll get the point: 1: Game = { variables: { width: 640, height: 480, stuff: value }, init: function(args) { // some stuff here }, update: function(args) { // some stuff here }, draw: function(args) { // some stuff here }, }; // from http://codeincomplete.com/posts/2011/5/14/javascript_pong/ 2: function Game() { this.Initialize = function () { } this.LoadContent = function () { this.GameLoop = setInterval(this.RunGameLoop, this.DrawInterval); } this.RunGameLoop = function (game) { this.Update(); this.Draw(); } this.Update = function () { // update } this.Draw = function () { // draw game frame } } // from http://www.felinesoft.com/blog/index.php/2010/09/accelerated-game-programming-with-html5-and-canvas/ 3: var engine = {}; engine.canvas = document.getElementById('canvas'); engine.ctx = engine.canvas.getContext('2d'); engine.map = {}; engine.map.draw = function() { // draw map } engine.player = {}; engine.player.draw = function() { // draw player } // from http://that-guy.net/articles/ So I guess my questions are: Which is most CPU efficient, is there any difference between these styles at runtime? Which one allows for easy expandability? Which one is the most safe, or at least harder to hack? Are there any good websites where stuff like this is explained? or... Does it all come to just personal preferance? :)

    Read the article

  • why are my players drawn top the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

    Read the article

  • Using multiplication and division with delta time

    - by tesselode
    Using delta time with addition and subtraction is easy. player.x += 100 * dt However, multiplication and division complicate things a bit. For example, let's say I want the player to double his speed every second. player.x = player.x * 2 * dt I can't do this because it'll slow down the player (unless delta time is really high). Division is the same way, except it'll speed things way up. How can I handle multiplication and division with delta time?

    Read the article

  • How to attach an object to a rotating circle in box2d cocos2d?

    - by armands
    I am trying to make an object get attached on a collision point to a circle that is rotating, but the player needs to get attached with a constant point on the player. For example the player is moving back and forth and when the user touches the screen and the player jumps up but what I need is that when the player collides with the circle it attaches it's legs to it and continues rotating with the circle. So I wanted to know how to make this kind of collision joint in cocos2d box2d?

    Read the article

  • Drag and drop in as3 on specific path (ex bezier curve)

    - by abinop
    I need to implement a drag and drop functionality, where I can define and constraint the route of the draggable object. Like in http://www.kirupa.com/forum/showthread.php?t=330302 , only that i have the paths designed and not calculated by a math function. So, in fact, as mouse moves I need to tell the object to follow the custom path/movieclip.

    Read the article

  • Comparing bitmap data in AS3 pixel for pixel

    - by Jono
    Hi, I am looking for a fairly simple image comparison method in AS3. I have taken an image from a web cam (with no subject) passed it in to bitmap data, then a second image is taken (this time with a subject) to compare this data, from these two images I would like to create a mask from the pixels that match on both bitmaps. I have been scratching my head for a while, and I am not really making any progress. Could any one point me in the right direction for pixel comparison method, something like getPixel32() Cheers Jono

    Read the article

  • how to embed pure as3 bitmap assets with flex4 (worked with flex3)

    - by jedierikb
    In Flex3, I could compile pure as3 code and use "embed" tags to load in images. This was done by Flex making a BitmapAsset class. I can still do this in Flex4. However, there was a trick to fakeout flex3 and use my own mx.core.BitmapAsset class to remove some of the extraneous stuff Flex's BitmapAsset brings in with it. This is described here: http://www.ultrashock.com/forums/flex/embed-flex-assets-without-using-flex-123405.html Unfortunately, I cannot get these tricks to work with Flex4 and get smaller file sizes. I end up with the error "VerifyError: Error #1014: Class mx.core::BitmapAsset could not be found." This error leads me to this forum, and a solution as described there: http://tech.groups.yahoo.com/group/flexcoders/message/148762 Following this advice, I add -static-link-runtime-shared-libraries=true, and my swf loads without an error... but this means I am loading in the pieces of the flex framework I wanted to omit (and the file size says so too). Is there a better way to fake out flex4 when it comes to using Embed?

    Read the article

  • Dynamic Flex verticalaxisrenderers

    - by user276424
    Hi, I've created a linechart in flex using pure as3. I need now to convert it to a dynamic multi axis chart. What I mean by dynamic, is that I can programmatically add or remove axisrenderers from the verticalaxisrenderer array at runtime. It seems i can remove axisrenderers at runtime by simply doing this: verticalAxisRenderers = verticalAxisRenderers.splice(index,1); However, ADDING axisrenderers is not working. I am doing it by so: verticalAxisRenderers.push(ar2); verticalAxisRenderers = verticalAxisRenderers; Where am I going wrong? Please help! Thanks, Tone

    Read the article

  • Determine if getPixel() value is greater than or less than 50% gray

    - by cmal
    I am trying to loop through a bitmap and determine if each pixel is lighter or darker than gray using getPixel(). Problem is, I am not sure how to tell whether the value returned by getPixel() is darker or lighter than gray. Neutral gray is about 0x808080 or R:127, G:127, B:127. How would I need to modify the code below to accurately determine this? for (var dx:int=0; dx < objectWidth; dx++) { for (var dy:int=0; dy < objectHeight; dy++) { if (testBmd.getPixel(dx, dy) > GRAY) { trace("Lighter than gray!"); } else { trace("Darker than gray!"); } } }

    Read the article

  • Can't make wmode: 'transparent' work on sIFR 3

    - by Synue
    I've been trying to use sIFR to change some text in my webpage. It works fine until I try to get it to use a transparent canvas. The code I'm using is as follow. I have no idea to fix it. I've seen a lot of people make this questions about wmode: 'transparent' and it all seems to work but mine. Can someone give me a hand??? Without the wmode: 'transparent' property it works fine. When I include the property it doesn't activate sIFR and we get the page as the normal HTML. sIFR.replace(myriadPro, { selector: '#title1,#title3,#title5,#title7,#title9,#title11,#title13,#title15,#title17,#title19', css: [ '.sIFR-root {background-color:none;font-size:45px;visibility:visible;text-decoration:none;color:#4C4843;cursor:pointer;}' ], wmode: 'transparent' });

    Read the article

  • Flex 3 : UIComponent.addChild issue

    - by Frank
    Hello SOers, I've run into a nice problem with the UIComponent.addChild(...) function. First of all, I'm using ESRI Api for Flex. In this API you find a class called Graphic that inherits UIComponent. Basically, I'm trying to add, as a child, a Graphic 'g' to another graphic 'parent'. So that when you delete the 'parent' graphic the 'g' graphic deletes as well. private function writeMeasurements(parent:Graphic):void { var g:Graphic; if(parent.geometry.extent != null) g = new Graphic(parent.geometry.extent.center); else g = new Graphic(parent.geometry); g.initialize(); g.name = UIDUtil.createUID(); g.symbol = txtSym; graphicsLayer.add(g); parent.addChild(g); } graphicsLayer class This code actually runs pretty fine. The problem is after... it's like if the addChild function was asynchronious. This is the error I get : TypeError: Error #1009: Il est impossible d'accéder à la propriété ou à la méthode d'une référence d'objet nul. at com.esri.ags::Graphic/updateDisplayList()[C:\checkout\flex_api\api\src\com\esri\ags\Graphic.as:346] at mx.core::UIComponent/validateDisplayList() at mx.managers::LayoutManager/validateDisplayList() at mx.managers::LayoutManager/doPhasedInstantiation() at Function/http://adobe.com/AS3/2006/builtin::apply() at mx.core::UIComponent/callLaterDispatcher2() at mx.core::UIComponent/callLaterDispatcher() I know this is a very specific question, but I think you guys are the BEST! Thanks.

    Read the article

< Previous Page | 140 141 142 143 144 145 146 147 148 149 150 151  | Next Page >