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  • Implementing `fling` logic without pan gesture recognizers

    - by KDiTraglia
    So I am trying to port over a simple game that I originally wrote to iphone into cocos2d-x. I've hit a minor bump however in implementing simple 'fling' logic I had in the iphone version that is difficult to port over to the c++. In iOS I could get the velocity of a pan gesture very easily: CGPoint velocity = [recognizer velocityInView:recognizer.view]; However now I basically only know where the touch began, where the touch ended, and all the touches that are logged in between. For now I logged all the pts onto a stack then pulled the last point and the 6th to last point (seemed to work the best), find the difference between those pts multiply by a constant and use that as the velocity. It works relatively well, but I'm wondering if anyone else has any better algorithms, when given a bunch of touch pts, to figure out a new speed upon releasing an object that feels natural (Note speed in my game is just a constant x and y, there's no drag or spin or anything tricky like that). Bonus points if anyone has figured out how to get pan gestures into the newest version (3.0 alpha) of cocos2d-x without losing ability to build cross platform.

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  • How do I left-click a Java Application on a WeTab running Ubuntu 12.10? (workaround defect in Onboard)

    - by Kat Amsterdam
    I installed Ubuntu 12.10 on my weTab. Everything works perfectly (albeit slowly) and I can touch and use every application execpt ones written in Java. When I start any Java Application the touchscreen does not recognize the left click. I believe it's a problem in OnBoard (the onscreen keyboard) because when I touch the mouse icon on the OnBoard and then the Java Application the left click works. This is very cumbersome for every click to first hit OnBoard mouse icon and then button in the Java app I would like to click. It defeats the purpose of a touchscreen. The Java Application is definitly touchable as it's running on 10 other machines with Elo Touchscreen. How do I get Ubuntu to recognize the left click in a java application automatically when I touch the screen? Or a way to dignose this so I can make a clear bug report? This happens in all the desktop environments (Gnome/Unity, XFCE4 and LXDE) I tried with openjdk-6-* and openjdk-7-* Stats: WeTab 32GB 3G 2GB RAM Intel(R) Atom(TM) CPU N450 @ 1.66GHz - 64-bit Ubuntu 12.10 - 64 bit Unity Desktop environment Xubuntu Desktop environment Lubuntu Desktop environment The real touchscreen driver from EETI (eGalaxy) (also didn't work with the Ubuntu standard touchscreen driver)

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  • Bypassing "Found New Hardware Wizard" / Setting Windows to Install Drivers Automatically

    - by Synetech inc.
    Hi, My motherboard finally died after the better part of a decade, so I bought a used system. I put my old hard-drive and sound-card in the new system, and connected my old keyboard and mouse (the rest of the components—CPU, RAM, mobo, video card—are from the new system). I knew beforehand that it would be a challenge to get Windows to boot and install drivers for the new hardware (particularly since the foundational components are new), but I am completely unable to even attempt to get through the work of installing drivers for things like the video card because the keyboard and mouse won't work (they do work, in the BIOS screen, in DOS mode, in Windows 7, in XP's boot menu, etc., just not in Windows XP itself). Whenever I try to boot XP (in normal or safe mode), I get a bunch of balloons popping up for all the new hardware detected, and a New Hardware Found Wizard for Processor (obviously it has to install drivers for the lowest-level components on up). Unfortunately I cannot click Next since the keyboard and mouse won't work yet because the motherboard drivers (for the PS/2 or USB ports) are not yet installed. I even tried a serial mouse, but to no avail—again, it does work in DOS, 7, etc., but not XP because it doesn't have the serial port driver installed. I tried mounting the SOFTWARE and SYSTEM hives under Windows 7 in order to manually set the "unsigned drivers warning" to ignore (using both of the driver-signing policy settings that I found references to). That didn't work; I still get the wizard. They are not even fancy, proprietary, third-party, or unsigned drivers. They are drivers that come with Windows—as the drivers for CPU, RAM, IDE controller, etc. tend to be. And the keyboard and mouse drivers are the generic ones at that (but like I said, those are irrelevant since the drivers for the ports that they are connected to are not yet installed). Obviously at some point in time over the past several years, a setting got changed to make Windows always prompt me when it detects new hardware. (It was also configured to show the Shutdown Event Tracker on abnormal shutdowns, so I had to turn that off so that I could even see the desktop.) Oh, and I tried deleting all of the PNF files so that they get regenerated, but that too did not help. Does anyone know how I can reset Windows to at least try to automatically install drivers for new hardware before prompting me if it fails? Conversely, does anyone know how exactly one turns off automatic driver installation (and prompt with the wizard)? Thanks a lot.

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  • CGAffineTransformMakeRotation goes the other way after 180 degrees (-3.14)

    - by TheKillerDev
    So, i am trying to do a very simple disc rotation (2d), according to the user touch on it, just like a DJ or something. It is working, but there is a problem, after certain amount of rotation, it starts going backwards, this amount is after 180 degrees or as i saw in while logging the angle, -3.14 (pi). I was wondering, how can i achieve a infinite loop, i mean, the user can keep rotating and rotating to any side, just sliding his finger? Also a second question is, is there any way to speed up the rotation? Here is my code right now: #import <UIKit/UIKit.h> @interface Draggable : UIImageView { CGPoint firstLoc; UILabel * fred; double angle; } @property (assign) CGPoint firstLoc; @property (retain) UILabel * fred; @end @implementation Draggable @synthesize fred, firstLoc; - (id)initWithFrame:(CGRect)frame { self = [super initWithFrame:frame]; angle = 0; if (self) { // Initialization code } return self; } -(void)handleObject:(NSSet *)touches withEvent:(UIEvent *)event isLast:(BOOL)lst { UITouch *touch =[[[event allTouches] allObjects] lastObject]; CGPoint curLoc = [touch locationInView:self]; float fromAngle = atan2( firstLoc.y-self.center.y, firstLoc.x-self.center.x ); float toAngle = atan2( curLoc.y-(self.center.y+10), curLoc.x-(self.center.x+10)); float newAngle = angle + (toAngle - fromAngle); NSLog(@"%f",newAngle); CGAffineTransform cgaRotate = CGAffineTransformMakeRotation(newAngle); self.transform = cgaRotate; if (lst) angle = newAngle; } -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch =[[[event allTouches] allObjects] lastObject]; firstLoc = [touch locationInView:self]; }; -(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [self handleObject:touches withEvent:event isLast:NO]; }; -(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [self handleObject:touches withEvent:event isLast:YES]; } @end And in the ViewController: UIImage *tmpImage = [UIImage imageNamed:@"theDisc.png"]; CGRect cellRectangle; cellRectangle = CGRectMake(-1,self.view.frame.size.height,tmpImage.size.width ,tmpImage.size.height ); dragger = [[Draggable alloc] initWithFrame:cellRectangle]; [dragger setImage:tmpImage]; [dragger setUserInteractionEnabled:YES]; dragger.layer.anchorPoint = CGPointMake(.5,.5); [self.view addSubview:dragger]; I am open to new/cleaner/more correct ways of doing this too. Thanks in advance.

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  • Spin-off of "Project: Memory++" in Khan academy [on hold]

    - by smraj
    This is the link of the program that I am trying https://www.khanacademy.org/cs/memory-tile-game/5966959895642112 When I am placing the mouse over the block it should change to red colour and when it is released the image should be displayed but my issue is that when i place the mouse over the block it changes its color ,but on release the image is not displayed.I kindly request someone in solving this

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  • Android app to remote control Samsung Smart TVs

    - by Gopinath
    Smart TV Remote is an unofficial Android app that lets you control Samsung Smart TVs connected over a local WiFi network. This app comes very handy when you want to control your TV which is not in line of sight of your TV remote control or just want to use your mobile phone/tablet to control the TV. Setting up a TV  is very easy using auto scan feature . Once the TV is setup, you are all set to start using the app as a remote control. A traditional remote controls makes use of infra red technology and it needs to be in the line of sight of the TV receiver to work. But this app make use of WiFi technology which give it flexibility of controlling the TV as long as the mobile & TV is connected to WiFi network. It just works even if the TV is behind a wall. The App provides very easy to use options to switch between channels and separate remotes with media controls, smart hub features and a numeric key pad if you want to navigate to a channel through its number. The App also provides a home screen widget with volume controls and channel navigation options. I use  this App to control Samsung E Series Smart Tv at home and it works very well. I’m impressed by the ease at which it allows to setup a TV, support for multiple TVs, controlling the TV though I’m not in the line of sight and using volume buttons of smart phone to control volume of TV. What’s annoying and missing with the app As advertised the app works very well in controlling Samsung TVs (B-, C-, D- E-, and F-Series) except it is very painful to move mouse pointer while browsing web on TV. When you try to move mouse pointer using the App, it mouse painfully slow especially. I gave us using the app to control mouse pointer after trying couple of times. I installed this App thinking that it may help me browse web on Smart TVs, especially a key board support to type web urls. App does not supports entering text either while browsing web or searching through Smart TV apps like YouTube, App Store etc. Developers of this App never advertised keyboard support so no complaints about this. But it would be very helpful if the developers allow this app use as a keyboard and rescue me from the pain of typing text using TV Remote control. Overall this is a very nice app and worth trying out – Download Smart TV Remote from Google Play

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  • iPhone SDK vs. Windows Phone 7 Series SDK Challenge, Part 2: MoveMe

    In this series, I will be taking sample applications from the iPhone SDK and implementing them on Windows Phone 7 Series.  My goal is to do as much of an apples-to-apples comparison as I can.  This series will be written to not only compare and contrast how easy or difficult it is to complete tasks on either platform, how many lines of code, etc., but Id also like it to be a way for iPhone developers to either get started on Windows Phone 7 Series development, or for developers in general to learn the platform. Heres my methodology: Run the iPhone SDK app in the iPhone Simulator to get a feel for what it does and how it works, without looking at the implementation Implement the equivalent functionality on Windows Phone 7 Series using Silverlight. Compare the two implementations based on complexity, functionality, lines of code, number of files, etc. Add some functionality to the Windows Phone 7 Series app that shows off a way to make the scenario more interesting or leverages an aspect of the platform, or uses a better design pattern to implement the functionality. You can download Microsoft Visual Studio 2010 Express for Windows Phone CTP here, and the Expression Blend 4 Beta here. If youre seeing this series for the first time, check out Part 1: Hello World. A note on methodologyin the prior post there was some feedback about lines of code not being a very good metric for this exercise.  I dont really disagree, theres a lot more to this than lines of code but I believe that is a relevant metric, even if its not the ultimate one.  And theres no perfect answer here.  So I am going to continue to report the number of lines of code that I, as a developer would need to write in these apps as a data point, and Ill leave it up to the reader to determine how that fits in with overall complexity, etc.  The first example was so basic that I think it was difficult to talk about in real terms.  I think that as these apps get more complex, the subjective differences in concept count and will be more important.  MoveMe The MoveMe app is the main end-to-end app writing example in the iPhone SDK, called Creating an iPhone Application.  This application demonstrates a few concepts, including handling touch input, how to do animations, and how to do some basic transforms. The behavior of the application is pretty simple.  User touches the button: The button does a throb type animation where it scales up and then back down briefly. User drags the button: After a touch begins, moving the touch point will drag the button around with the touch. User lets go of the button: The button animates back to its original position, but does a few small bounces as it reaches its original point, which makes the app fun and gives it an extra bit of interactivity. Now, how would I write an app that meets this spec for Windows Phone 7 Series, and how hard would it be?  Lets find out!     Implementing the UI Okay, lets build the UI for this application.  In the HelloWorld example, we did all the UI design in Visual Studio and/or by hand in XAML.  In this example, were going to use the Expression Blend 4 Beta. You might be wondering when to use Visual Studio, when to use Blend, and when to do XAML by hand.  Different people will have different takes on this, but heres mine: XAML by hand simple UI that doesnt contain animations, gradients, etc., and or UI that I want to really optimize and craft when I know exactly what I want to do. Visual Studio Basic UI layout, property setting, data binding, etc. Blend Any serious design work needs to be done in Blend, including animations, handling states and transitions, styling and templating, editing resources. As in Part 1, go ahead and fire up Visual Studio 2010 Express for Windows Phone (yes, soon it will take longer to say the name of our products than to start them up!), and create a new Windows Phone Application.  As in Part 1, clear out the XAML from the designer.  An easy way to do this is to just: Click on the design surface Hit Control+A Hit Delete Theres a little bit left over (the Grid.RowDefinitions element), just go ahead and delete that element so were starting with a clean state of only one outer Grid element. To use Blend, we need to save this project.  See, when you create a project with Visual Studio Express, it doesnt commit it to the disk (well, in a place where you can find it, at least) until you actually save the project.  This is handy if youre doing some fooling around, because it doesnt clutter your disk with WindowsPhoneApplication23-like directories.  But its also kind of dangerous, since when you close VS, if you dont save the projectits all gone.  Yes, this has bitten me since I was saving files and didnt remember that, so be careful to save the project/solution via Save All, at least once. So, save and note the location on disk.  Start Expression Blend 4 Beta, and chose File > Open Project/Solution, and load your project.  You should see just about the same thing you saw over in VS: a blank, black designer surface. Now, thinking about this application, we dont really need a button, even though it looks like one.  We never click it.  So were just going to create a visual and use that.  This is also true in the iPhone example above, where the visual is actually not a button either but a jpg image with a nice gradient and round edges.  Well do something simple here that looks pretty good. In Blend, look in the tool pane on the left for the icon that looks like the below (the highlighted one on the left), and hold it down to get the popout menu, and choose Border:    Okay, now draw out a box in the middle of the design surface of about 300x100.  The Properties Pane to the left should show the properties for this item. First, lets make it more visible by giving it a border brush.  Set the BorderBrush to white by clicking BorderBrush and dragging the color selector all the way to the upper right in the palette.  Then, down a bit farther, make the BorderThickness 4 all the way around, and the CornerRadius set to 6. In the Layout section, do the following to Width, Height, Horizontal and Vertical Alignment, and Margin (all 4 margin values): Youll see the outline now is in the middle of the design surface.  Now lets give it a background color.  Above BorderBrush select Background, and click the third tab over: Gradient Brush.  Youll see a gradient slider at the bottom, and if you click the markers, you can edit the gradient stops individually (or add more).  In this case, you can select something you like, but wheres what I chose: Left stop: #BFACCFE2 (I just picked a spot on the palette and set opacity to 75%, no magic here, feel free to fiddle these or just enter these numbers into the hex area and be done with it) Right stop: #FF3E738F Okay, looks pretty good.  Finally set the name of the element in the Name field at the top of the Properties pane to welcome. Now lets add some text.  Just hit T and itll select the TextBlock tool automatically: Now draw out some are inside our welcome visual and type Welcome!, then click on the design surface (to exit text entry mode) and hit V to go back into selection mode (or the top item in the tool pane that looks like a mouse pointer).  Click on the text again to select it in the tool pane.  Just like the border, we want to center this.  So set HorizontalAlignment and VerticalAlignment to Center, and clear the Margins: Thats it for the UI.  Heres how it looks, on the design surface: Not bad!  Okay, now the fun part Adding Animations Using Blend to build animations is a lot of fun, and its easy.  In XAML, I can not only declare elements and visuals, but also I can declare animations that will affect those visuals.  These are called Storyboards. To recap, well be doing two animations: The throb animation when the element is touched The center animation when the element is released after being dragged. The throb animation is just a scale transform, so well do that first.  In the Objects and Timeline Pane (left side, bottom half), click the little + icon to add a new Storyboard called touchStoryboard: The timeline view will appear.  In there, click a bit to the right of 0 to create a keyframe at .2 seconds: Now, click on our welcome element (the Border, not the TextBlock in it), and scroll to the bottom of the Properties Pane.  Open up Transform, click the third tab ("Scale), and set X and Y to 1.2: This all of this says that, at .2 seconds, I want the X and Y size of this element to scale to 1.2. In fact you can see this happen.  Push the Play arrow in the timeline view, and youll see the animation run! Lets make two tweaks.  First, we want the animation to automatically reverse so it scales up then back down nicely. Click in the dropdown that says touchStoryboard in Objects and Timeline, then in the Properties pane check Auto Reverse: Now run it again, and youll see it go both ways. Lets even make it nicer by adding an easing function. First, click on the Render Transform item in the Objects tree, then, in the Property Pane, youll see a bunch of easing functions to choose from.  Feel free to play with this, then seeing how each runs.  I chose Circle In, but some other ones are fun.  Try them out!  Elastic In is kind of fun, but well stick with Circle In.  Thats it for that animation. Now, we also want an animation to move the Border back to its original position when the user ends the touch gesture.  This is exactly the same process as above, but just targeting a different transform property. Create a new animation called releaseStoryboard Select a timeline point at 1.2 seconds. Click on the welcome Border element again Scroll to the Transforms panel at the bottom of the Properties Pane Choose the first tab (Translate), which may already be selected Set both X and Y values to 0.0 (we do this just to make the values stick, because the value is already 0 and we need Blend to know we want to save that value) Click on RenderTransform in the Objects tree In the properties pane, choose Bounce Out Set Bounces to 6, and Bounciness to 4 (feel free to play with these as well) Okay, were done. Note, if you want to test this Storyboard, you have to do something a little tricky because the final value is the same as the initial value, so playing it does nothing.  If you want to play with it, do the following: Next to the selection dropdown, hit the little "x (Close Storyboard) Go to the Translate Transform value for welcome Set X,Y to 50, 200, respectively (or whatever) Select releaseStoryboard again from the dropdown Hit play, see it run Go into the object tree and select RenderTransform to change the easing function. When youre done, hit the Close Storyboard x again and set the values in Transform/Translate back to 0 Wiring Up the Animations Okay, now go back to Visual Studio.  Youll get a prompt due to the modification of MainPage.xaml.  Hit Yes. In the designer, click on the welcome Border element.  In the Property Browser, hit the Events button, then double click each of ManipulationStarted, ManipulationDelta, ManipulationCompleted.  Youll need to flip back to the designer from code, after each double click. Its code time.  Here we go. Here, three event handlers have been created for us: welcome_ManipulationStarted: This will execute when a manipulation begins.  Think of it as MouseDown. welcome_ManipulationDelta: This executes each time a manipulation changes.  Think MouseMove. welcome_ManipulationCompleted: This will  execute when the manipulation ends. Think MouseUp. Now, in ManipuliationStarted, we want to kick off the throb animation that we called touchAnimation.  Thats easy: 1: private void welcome_ManipulationStarted(object sender, ManipulationStartedEventArgs e) 2: { 3: touchStoryboard.Begin(); 4: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Likewise, when the manipulation completes, we want to re-center the welcome visual with our bounce animation: 1: private void welcome_ManipulationCompleted(object sender, ManipulationCompletedEventArgs e) 2: { 3: releaseStoryboard.Begin(); 4: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Note there is actually a way to kick off these animations from Blend directly via something called Triggers, but I think its clearer to show whats going on like this.  A Trigger basically allows you to say When this event fires, trigger this Storyboard, so its the exact same logical process as above, but without the code. But how do we get the object to move?  Well, for that we really dont want an animation because we want it to respond immediately to user input. We do this by directly modifying the transform to match the offset for the manipulation, and then well let the animation bring it back to zero when the manipulation completes.  The manipulation events do a great job of keeping track of all the stuff that you usually had to do yourself when doing drags: where you started from, how far youve moved, etc. So we can easily modify the position as below: 1: private void welcome_ManipulationDelta(object sender, ManipulationDeltaEventArgs e) 2: { 3: CompositeTransform transform = (CompositeTransform)welcome.RenderTransform; 4:   5: transform.TranslateX = e.CumulativeManipulation.Translation.X; 6: transform.TranslateY = e.CumulativeManipulation.Translation.Y; 7: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Thats it! Go ahead and run the app in the emulator.  I suggest running without the debugger, its a little faster (CTRL+F5).  If youve got a machine that supports DirectX 10, youll see nice smooth GPU accelerated graphics, which also what it looks like on the phone, running at about 60 frames per second.  If your machine does not support DX10 (like the laptop Im writing this on!), it wont be quite a smooth so youll have to take my word for it! Comparing Against the iPhone This is an example where the flexibility and power of XAML meets the tooling of Visual Studio and Blend, and the whole experience really shines.  So, for several things that are declarative and 100% toolable with the Windows Phone 7 Series, this example does them with code on the iPhone.  In parens is the lines of code that I count to do these operations. PlacardView.m: 19 total LOC Creating the view that hosts the button-like image and the text Drawing the image that is the background of the button Drawing the Welcome text over the image (I think you could technically do this step and/or the prior one using Interface Builder) MoveMeView.m:  63 total LOC Constructing and running the scale (throb) animation (25) Constructing the path describing the animation back to center plus bounce effect (38) Beyond the code count, yy experience with doing this kind of thing in code is that its VERY time intensive.  When I was a developer back on Windows Forms, doing GDI+ drawing, we did this stuff a lot, and it took forever!  You write some code and even once you get it basically working, you see its not quite right, you go back, tweak the interval, or the math a bit, run it again, etc.  You can take a look at the iPhone code here to judge for yourself.  Scroll down to animatePlacardViewToCenter toward the bottom.  I dont think this code is terribly complicated, but its not what Id call simple and its not at all simple to get right. And then theres a few other lines of code running around for setting up the ViewController and the Views, about 15 lines between MoveMeAppDelegate, PlacardView, and MoveMeView, plus the assorted decls in the h files. Adding those up, I conservatively get something like 100 lines of code (19+63+15+decls) on iPhone that I have to write, by hand, to make this project work. The lines of code that I wrote in the examples above is 5 lines of code on Windows Phone 7 Series. In terms of incremental concept counts beyond the HelloWorld app, heres a shot at that: iPhone: Drawing Images Drawing Text Handling touch events Creating animations Scaling animations Building a path and animating along that Windows Phone 7 Series: Laying out UI in Blend Creating & testing basic animations in Blend Handling touch events Invoking animations from code This was actually the first example I tried converting, even before I did the HelloWorld, and I was pretty surprised.  Some of this is luck that this app happens to match up with the Windows Phone 7 Series platform just perfectly.  In terms of time, I wrote the above application, from scratch, in about 10 minutes.  I dont know how long it would take a very skilled iPhone developer to write MoveMe on that iPhone from scratch, but if I was to write it on Silverlight in the same way (e.g. all via code), I think it would likely take me at least an hour or two to get it all working right, maybe more if I ended up picking the wrong strategy or couldnt get the math right, etc. Making Some Tweaks Silverlight contains a feature called Projections to do a variety of 3D-like effects with a 2D surface. So lets play with that a bit. Go back to Blend and select the welcome Border in the object tree.  In its properties, scroll down to the bottom, open Transform, and see Projection at the bottom.  Set X,Y,Z to 90.  Youll see the element kind of disappear, replaced by a thin blue line. Now Create a new animation called startupStoryboard. Set its key time to .5 seconds in the timeline view Set the projection values above to 0 for X, Y, and Z. Save Go back to Visual Studio, and in the constructor, add the following bold code (lines 7-9 to the constructor: 1: public MainPage() 2: { 3: InitializeComponent(); 4:   5: SupportedOrientations = SupportedPageOrientation.Portrait; 6:   7: this.Loaded += (s, e) => 8: { 9: startupStoryboard.Begin(); 10: }; 11: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } If the code above looks funny, its using something called a lambda in C#, which is an inline anonymous method.  Its just a handy shorthand for creating a handler like the manipulation ones above. So with this youll get a nice 3D looking fly in effect when the app starts up.  Here it is, in flight: Pretty cool!Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • "Aero snap"-animation not working correctly on the right side of the screen [closed]

    - by Niklas
    When using the "aero snap"-feature on the right side of screen the animation doesn't fill up the complete screen height, Only if the mouse pointer is at the very top of the right side of screen. Otherwise the animation box moves vertically as the mouse is moved along the edge of the screen, this does not happen on the other sides of the screen. I thought about submitting a bug but the bug program advised me to ask here first.

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  • How to implement a simple bullet trajectory

    - by AirieFenix
    I searched and searched and although it's a fair simple question, I don't find the proper answer but general ideas (which I already have). I have a top-down game and I want to implement a gun which shoots bullets that follow a simple path (no physics nor change of trajectory, just go from A to B thing). a: vector of the position of the gun/player. b: vector of the mouse position (cross-hair). w: the vector of the bullet's trajectory. So, w=b-a. And the position of the bullet = [x=x0+speed*time*normalized w.x , y=y0+speed*time * normalized w.y]. I have the constructor: public Shot(int shipX, int shipY, int mouseX, int mouseY) { //I get mouse with Gdx.input.getX()/getY() ... this.shotTime = TimeUtils.millis(); this.posX = shipX; this.posY = shipY; //I used aVector = aVector.nor() here before but for some reason didn't work float tmp = (float) (Math.pow(mouseX-shipX, 2) + Math.pow(mouseY-shipY, 2)); tmp = (float) Math.sqrt(Math.abs(tmp)); this.vecX = (mouseX-shipX)/tmp; this.vecY = (mouseY-shipY)/tmp; } And here I update the position and draw the shot: public void drawShot(SpriteBatch batch) { this.lifeTime = TimeUtils.millis() - this.shotTime; //position = positionBefore + v*t this.posX = this.posX + this.vecX*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); this.posY = this.posY + this.vecY*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); ... } Now, the behavior of the bullet seems very awkward, not going exactly where my mouse is (it's like the mouse is 30px off) and with a random speed. I know I probably need to open the old algebra book from college but I'd like somebody says if I'm in the right direction (or points me to it); if it's a calculation problem, a code problem or both. Also, is it possible that Gdx.input.getX() gives me non-precise position? Because when I draw the cross-hair it also draws off the cursor position. Sorry for the long post and sorry if it's a very basic question. Thanks!

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  • how to do event checks for loops?

    - by yao jiang
    I am having some trouble getting the logic down for this. Currently, I have an app that animates the astar pathfinding algorithm. On start of the app, the ui will show the following: User can press "space" to randomly choose start/end coords, then the app will animate it. Or, user can choose the start/end by left-click/right-click. During the animation, the user can also left-click to generate blocks, or right-click to choose a new destiantion. Where I am stuck at is how to handle the events while the app is animating. Right now, I am checking events in the main loop, then when the app is animating, I do event checks again. While it works fine, I feel that I am probably doing it wrong. What is the proper way of setting up the main loop that will handle the events while the app is animating? In main loop, the app start animating once user choose start/end. In my draw function, I am putting another event checker in there. def clear(rows): for r in range(rows): for c in range(rows): if r%3 == 1 and c%3 == 1: color = brown; grid[r][c] = 1; buildCoor.append(r); buildCoor.append(c); else: color = white; grid[r][c] = 0; pick_image(screen, color, width*c, height*r); pygame.display.flip(); os.system('cls'); # draw out the grid def draw(start, end, grid, route_coord): # draw the end coords color = red; pick_image(screen, color, width*end[1],height*end[0]); pygame.display.flip(); # then draw the rest of the route for i in range(len(route_coord)): # pausing because we want animation time.sleep(speed); # get the x/y coords x,y = route_coord[i]; event_on = False; if grid[x][y] == 2: color = green; elif grid[x][y] == 3: color = blue; for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 3: print "destination change detected, rerouting"; # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; grid[r][c] = 4; end = [r, c]; elif event.button == 1: print "user generated event"; pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # mark it as a block for now grid[r][c] = 1; event_on = True; if check_events([x,y]) or event_on: # there is an event # mark it as a block for now grid[y][x] = 1; pick_image(screen, event_x, width*y, height*x); pygame.display.flip(); # then find a new route new_start = route_coord[i-1]; marked_grid, route_coord = find_route(new_start, end, grid); draw(new_start, end, grid, route_coord); return; # just end draw here so it wont throw the "index out of range" error elif grid[x][y] == 4: color = red; pick_image(screen, color, width*y, height*x); pygame.display.flip(); # clear route coord list, otherwise itll just add more unwanted coords route_coord_list[:] = []; clear(rows); # main loop while not done: # check the events for event in pygame.event.get(): # mouse events if event.type == pygame.MOUSEBUTTONDOWN: # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # find which button pressed, highlight grid accordingly if event.button == 1: # left click, start coords if grid[r][c] == 2: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 4: grid[r][c] = 2; start = [r,c]; color = green; else: grid[r][c] = 1; color = brown; elif event.button == 3: # right click, end coords if grid[r][c] == 4: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 2: grid[r][c] = 4; end = [r,c]; color = red; else: grid[r][c] = 1; color = brown; pick_image(screen, color, width*c, height*r); # keyboard events elif event.type == pygame.KEYDOWN: clear(rows); # one way to quit program if event.key == pygame.K_ESCAPE: print "program will now exit."; done = True; # space key for random start/end elif event.key == pygame.K_SPACE: # first clear the ui clear(rows); # now choose random start/end coords buildLoc = zip(buildCoor,buildCoor[1:])[::2]; #print buildLoc; (start_x, start_y, end_x, end_y) = pick_point(); while (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: (start_x, start_y, end_x, end_y) = pick_point(); clear(rows); print "chosen random start/end coords: ", (start_x, start_y, end_x, end_y); if (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: print "error"; # draw the route marked_grid, route_coord = find_route([start_x,start_y],[end_x,end_y], grid); draw([start_x, start_y], [end_x, end_y], marked_grid, route_coord); # return key for user defined start/end elif event.key == pygame.K_RETURN: # first clear the ui clear(rows); # get the user defined start/end print "user defined start/end are: ", (start[0], start[1], end[0], end[1]); grid[start[0]][start[1]] = 1; grid[end[0]][end[1]] = 2; # draw the route marked_grid, route_coord = find_route(start, end, grid); draw(start, end, marked_grid, route_coord); # c to clear the screen elif event.key == pygame.K_c: print "clearing screen."; clear(rows); # go fullscreen elif event.key == pygame.K_f: if not full_sc: pygame.display.set_mode([1366, 768], pygame.FULLSCREEN); full_sc = True; rows = 15; clear(rows); else: pygame.display.set_mode(size); full_sc = False; # +/- key to change speed of animation elif event.key == pygame.K_LEFTBRACKET: if speed >= 0.1: print SPEED_UP; speed = speed_up(speed); print speed; else: print FASTEST; print speed; elif event.key == pygame.K_RIGHTBRACKET: if speed < 1.0: print SPEED_DOWN; speed = slow_down(speed); print speed; else: print SLOWEST print speed; # second method to quit program elif event.type == pygame.QUIT: print "program will now exit."; done = True; # limit to 20 fps clock.tick(20); # update the screen pygame.display.flip();

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  • When using Zoom, cursor disappears

    - by Lea
    In Ubuntu 12.04 Unity, when I use the Compiz Zoom feature, the mouse cursor disappears. This did not happen in 10.04, it worked great until I installed 12.04. In 12.04 zoom was disabled by default, so I re-enabled it to use Super+scroll wheel as it was before. The only thing different now is that the shortcut listing appears while zooming, zooming is not as smooth, and I have no mouse cursor. How can I get the cursor to remain visible while zoomed in?

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  • Elantech multitouch breaks after sleep and unknown events

    - by levesque
    EDIT: I previously thought this was related to mouse, but I have been experiencing these issues without a mouse plugged-in during the past weeks. I therefore rewrote the description. The two-finger scrolling on my UX31 works just fine, but sometimes it stops working, the cause is unknown. Multitouch also breaks whenever I go in sleep mode. Logging out and back in fixes the issue, till it happens again (sleep, or the unknown source) Does this sound familiar to anyone here?

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  • Particle System in XNA - cannot draw particle

    - by Dave Voyles
    I'm trying to implement a simple particle system in my XNA project. I'm going by RB Whitaker's tutorial, and it seems simple enough. I'm trying to draw particles within my menu screen. Below I've included the code which I think is applicable. I'm coming up with one error in my build, and it is stating that I need to create a new instance of the EmitterLocation from the particleEngine. When I hover over particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); it states that particleEngine is returning a null value. What could be causing this? /// <summary> /// Base class for screens that contain a menu of options. The user can /// move up and down to select an entry, or cancel to back out of the screen. /// </summary> abstract class MenuScreen : GameScreen ParticleEngine particleEngine; public void LoadContent(ContentManager content) { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } base.LoadContent(); List<Texture2D> textures = new List<Texture2D>(); textures.Add(content.Load<Texture2D>(@"gfx/circle")); textures.Add(content.Load<Texture2D>(@"gfx/star")); textures.Add(content.Load<Texture2D>(@"gfx/diamond")); particleEngine = new ParticleEngine(textures, new Vector2(400, 240)); } public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); // Update each nested MenuEntry object. for (int i = 0; i < menuEntries.Count; i++) { bool isSelected = IsActive && (i == selectedEntry); menuEntries[i].Update(this, isSelected, gameTime); } particleEngine.EmitterLocation = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); particleEngine.Update(); } public override void Draw(GameTime gameTime) { // make sure our entries are in the right place before we draw them UpdateMenuEntryLocations(); GraphicsDevice graphics = ScreenManager.GraphicsDevice; SpriteBatch spriteBatch = ScreenManager.SpriteBatch; SpriteFont font = ScreenManager.Font; spriteBatch.Begin(); // Draw stuff logic spriteBatch.End(); particleEngine.Draw(spriteBatch); }

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  • Question about BoundingSpheres and Ray intersections

    - by NDraskovic
    I'm working on a XNA project (not really a game) and I'm having some trouble with picking algorithm. I have a few types of 3D models that I draw to the screen, and one of them is a switch. So I'm trying to make a picking algorithm that would enable the user to click on the switch and that would trigger some other function. The problem is that the BoundingSphere.Intersect() method always returns null as result. This is the code I'm using: In the declaration section: ` //Basic matrices private Matrix world = Matrix.CreateTranslation(new Vector3(0, 0, 0)); private Matrix view = Matrix.CreateLookAt(new Vector3(10, 10, 10), new Vector3(0, 0, 0), Vector3.UnitY); private Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), 800f / 600f, 0.01f, 100f); //Collision detection variables Viewport mainViewport; List<BoundingSphere> spheres = new List<BoundingSphere>(); Ray ControlRay; Vector3 nearPoint, farPoint, nearPlane, farPlane, direction; ` And then in the Update method: ` nearPlane = new Vector3((float)Mouse.GetState().X, (float)Mouse.GetState().Y, 0.0f); farPlane = new Vector3((float)Mouse.GetState().X, (float)Mouse.GetState().Y, 10.0f); nearPoint = GraphicsDevice.Viewport.Unproject(nearPlane, projection, view, world); farPoint = GraphicsDevice.Viewport.Unproject(farPlane, projection, view, world); direction = farPoint - nearPoint; direction.Normalize(); ControlRay = new Ray(nearPoint, direction); if (spheres.Count != 0) { for (int i = 0; i < spheres.Count; i++) { if (spheres[i].Intersects(ControlRay) != null) { Window.Title = spheres[i].Center.ToString(); } else { Window.Title = "Empty"; } } ` The "spheres" list gets filled when the 3D object data gets loaded (I read it from a .txt file). For every object marked as switch (I use simple numbers to determine which object is to be drawn), a BoundingSphere is created (center is on the coordinates of the 3D object, and the diameter is always the same), and added to the list. The objects are drawn normally (and spheres.Count is not 0), I can see them on the screen, but the Window title always says "Empty" (of course this is just for testing purposes, I will add the real function when I get positive results) meaning that there is no intersection between the ControlRay and any of the bounding spheres. I think that my basic matrices (world, view and projection) are making some problems, but I cant figure out what. Please help.

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  • Best way to implement a simple bullet trajectory

    - by AirieFenix
    I searched and searched and although it's a fair simple question, I don't find the proper answer but general ideas (which I already have). I have a top-down game and I want to implement a gun which shoots bullets that follow a simple path (no physics nor change of trajectory, just go from A to B thing). a: vector of the position of the gun/player. b: vector of the mouse position (cross-hair). w: the vector of the bullet's trajectory. So, w=b-a. And the position of the bullet = [x=x0+speed*time*normalized w.x , y=y0+speed*time * normalized w.y]. I have the constructor: public Shot(int shipX, int shipY, int mouseX, int mouseY) { //I get mouse with Gdx.input.getX()/getY() ... this.shotTime = TimeUtils.millis(); this.posX = shipX; this.posY = shipY; //I used aVector = aVector.nor() here before but for some reason didn't work float tmp = (float) (Math.pow(mouseX-shipX, 2) + Math.pow(mouseY-shipY, 2)); tmp = (float) Math.sqrt(Math.abs(tmp)); this.vecX = (mouseX-shipX)/tmp; this.vecY = (mouseY-shipY)/tmp; } And here I update the position and draw the shot: public void drawShot(SpriteBatch batch) { this.lifeTime = TimeUtils.millis() - this.shotTime; //position = positionBefore + v*t this.posX = this.posX + this.vecX*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); this.posY = this.posY + this.vecY*this.lifeTime*speed*Gdx.graphics.getDeltaTime(); ... } Now, the behavior of the bullet seems very awkward, not going exactly where my mouse is (it's like the mouse is 30px off) and with a random speed. I know I probably need to open the old algebra book from college but I'd like somebody says if I'm in the right direction (or points me to it); if it's a calculation problem, a code problem or both. Also, is it possible that Gdx.input.getX() gives me non-precise position? Because when I draw the cross-hair it also draws off the cursor position. Sorry for the long post and sorry if it's a very basic question. Thanks!

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  • Zooming in isometric engine using XNA

    - by Yheeky
    I´m currently working on an isometric game engine and right now I´m looking for help concerning my zoom function. On my tilemap there are several objects, some of them are selectable. When a house (texture size 128 x 256) is placed on the map I create an array containing all pixels (= 32768 pixels). Therefore each pixel has an alpha value I check if the value is bigger than 200 so it seems to be a pixel which belongs to the building. So if the mouse cursor is on this pixel the building will be selected - PixelCollision. Now I´ve already implemented my zooming function which works quite well. I use a scale variable which will change my calculation on drawing all map items. What I´m looking for right now is a precise way to find out if a zoomed out/in house is selected. My formula works for values like 0,5 (zoomed out) or 2 (zoomed in) but not for in between. Here is the code I use for the pixel index: var pixelIndex = (int)(((yPos / (Scale * Scale)) * width) + (xPos / Scale) + 1); Example: Let´s assume my mouse is over pixel coordinate 38/222 on the original house texture. Using the code above we get the following pixel index. var pixelIndex = ((222 / (1 * 1)) * 128) + (38 / 1) + 1; = (222 * 128) + 39 = 28416 + 39 = 28455 If we now zoom out to scale 0,5, the texture size will change to 64 x 128 and the amount of pixels will decrease from 32768 to 8192. Of course also our mouse point changes by the scale to 19/111. The formula makes it easy to calculate the original pixelIndex using our new coordinates: var pixelIndex = ((111 / (0.5 * 0.5)) * 64) + (19 / 0.5) + 1; = (444 * 64) + 39 = 28416 + 39 = 28455 But now comes the problem. If I zoom out just to scale 0.75 it does not work any more. The pixel amount changes from 32768 to 18432 pixels since texture size is 96 x 192. Mouse point is transformed to point 28/166. The formula gives me a wrong pixelIndex. var pixelIndex = ((166 / (0.75 * 0.75)) * 96) + (28 / 0.75) + 1; = (295.11 * 96) + 38.33 = 28330.66 + 38.33 = 28369 Does anyone have a clue what´s wrong in my code? Must be the first part (28330.66) which causes the calculation problem. Thanks! Yheeky

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  • Oracle VDI thin client terminal and Synergy

    - by katsumii
    I use my main laptop and old SunRay thin client hardware at my office.I set up Synergy for keyboard/mouse/clipboard sharing and I thought I hit this issue.  Bug #3002 - Mouse Pointer Invisible on Client PC - SynergyRDP and a thin client setup I found this workaround. Turning "Display pointer trails" on somehow made mymouse appear on thin client side.  This may or may not work in different kind of Oracle VDI setup or other vendors' thin client. 

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  • Isometric tile selection

    - by Dylan Lundy
    I'm not all that good with Maths. I'm trying to make a function to convert mouse coordinates into a particular tile in an isometric view. All of the algorithms I have seen so far work with the X & Y axes going diagonal, my game is currently set up like this, and I would like to keep it so. Is there an algorithm so that if the mouse was at the red dot, it would return the coordinates of the tile that it is sitting on? (6,2)

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  • How do I make a rich menu for an appindicator?

    - by Erigami
    I'm adding menu items to an appindicator in pygtk. I don't want them to behave like ordinary menu items: I want them to have normal appearance, but not to respond to mouse hovers and mouse clicks. The way I imagine the new sound menu will behave. In other words, I want to prevent the MenuItem selection that's going on below: How do I go about doing that? What events should I swallow, or is there a better way?

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  • Crop, Edit, and Print Photos in Windows 7 Media Center

    - by DigitalGeekery
    Windows Media Center is a nice application for managing and displaying your personal photos, but you may occasionally need to make some basic edits to your pictures. Today we’ll take a look at how to crop, edit, and print photos right from Windows 7 Media Center. From within the Picture Library in Windows Media Center, choose a photo to work with, right-click and select Picture Details. You can also access this option with a Media Center remote by clicking the “i” button. Note: You’ll notice you have the option to rotate the picture from this menu. It is also available on the next screen.  Rotate a picture Now you’ll see more options on the Picture Details screen. From here you can rotate, Print, or Touch Up, Delete, or Burn a CD/DVD. To rotate the picture, simple select Rotate. Note: If you want your photo saved with the new orientation, you’ll need to select Save from the Touch Up screen that we will look at later in the article.   Each click will rotate the picture 90 degrees clockwise. You’ll see the new orientation of the picture displayed on the Picture Details screen after you have clicked Rotate. Print a picture From the Picture Details screen, select Print. Click Print again. Media Center automatically prints to your default printer, so make sure your desired target printer is set as default. Crop and Edit Photos To edit or crop your photo, select Touch Up. Touch Up options includes, Crop, Contrast, and Red Eye removal. First, we’ll select the Crop button to crop our photo.   You will see a cropping area overlay appear on your photo. Select one of the buttons below to adjust the location, size, and orientation of the area to be cropped. When you’re happy with your selection, click Save. You’ll be prompted to confirm your save. Click Yes to permanently save your edits. You can also apply Contrast or Red Eye adjustments to your photos. There aren’t any advanced settings for these options. You merely toggle the Contrast or Red Eye on or off by selecting the option. Be sure to click Save before exiting to if you’ve made any changes you wish to permanently apply to the photos. This includes rotating the images. While this method is not likely to be replace your favorite image editing software, it does give you the ability to make basic edits and print photos directly from Windows Media Center. With a Media Center remote, you can even do all your edits from the comfort of your recliner. Similar Articles Productive Geek Tips Using Netflix Watchnow in Windows Vista Media Center (Gmedia)Schedule Updates for Windows Media CenterIntegrate Hulu Desktop and Windows Media Center in Windows 7Add Color Coding to Windows 7 Media Center Program GuideIntegrate Boxee with Media Center in Windows 7 TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Outlook Connector Upgrade Error Gadfly is a cool Twitter/Silverlight app Enable DreamScene in Windows 7 Microsoft’s “How Do I ?” Videos Home Networks – How do they look like & the problems they cause Check Your IMAP Mail Offline In Thunderbird

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  • UIScrollView without paging but with touchesmoved

    - by BittenApple
    I have a UIScrollView that I use to display PDF pages in. I don't want to use paging (yet). I want to display content based on touchesmoved event (so after horizontal swipe). This works (sort of), but instead of catching a single swipe and showing 1 page, the swipe seems to gets broken into 100s of pieces and 1 swipe acts as if you're moving a slider! I have no clue what am I doing wrong. Here's the experimental "display next page" code which works on single taps: - (void)nacrtajNovuStranicu:(CGContextRef)myContext { CGContextTranslateCTM(myContext, 0.0, self.bounds.size.height); CGContextScaleCTM(myContext, 1.0, -1.0); CGContextSetRGBFillColor(myContext, 255, 255, 255, 1); CGContextFillRect(myContext, CGRectMake(0, 0, 320, 412)); size_t brojStranica = CGPDFDocumentGetNumberOfPages(pdfFajl); if(pageNumber < brojStranica){ pageNumber ++; } else{ // kraj PDF fajla, ne listaj dalje. } CGPDFPageRef page = CGPDFDocumentGetPage(pdfFajl, pageNumber); CGContextSaveGState(myContext); CGAffineTransform pdfTransform = CGPDFPageGetDrawingTransform(page, kCGPDFCropBox, self.bounds, 0, true); CGContextConcatCTM(myContext, pdfTransform); CGContextDrawPDFPage(myContext, page); CGContextRestoreGState(myContext); //osvjezi displej [self setNeedsDisplay]; } Here's the swiping code: - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesBegan:touches withEvent:event]; UITouch *touch = [touches anyObject]; gestureStartPoint = [touch locationInView:self]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint currentPosition = [touch locationInView:self]; CGFloat deltaX = fabsf(gestureStartPoint.x - currentPosition.x); CGFloat deltaY = fabsf(gestureStartPoint.y - currentPosition.y); if (deltaX >= kMinimumGestureLength && deltaY <= kMaximumVariance) { [self nacrtajNovuStranicu:(CGContextRef)UIGraphicsGetCurrentContext()]; } } The code sits in UIView which displays the PDF content, perhaps I should place it into UIScrollView or is the "display next page" code wrong?

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  • Navigation view system with webview problem with touches!

    - by Gonçalo Falcão
    Hello i have search everything and i didn't figure this out! I have a tab bar controller with 5 navigation controlls, in one of the navigation control, i have a view, with a table view inside, and when i click that item i push a new view, that view have view -webview -view i create that second view(is transperant) because i need to handle a single tap to hide my toolbar and navigation bar, and the webview was eating all the touches! I put that view and implement on the view controller -(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ UITouch* touch = [touches anyObject]; if(touch.tapCount == 2){ [NSObject cancelPreviousPerformRequestsWithTarget:self]; } [[wv.subviews objectAtIndex:0] touchesBegan:touches withEvent:event]; [super touchesBegan:touches withEvent:event]; } -(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{ [[wv.subviews objectAtIndex:0] touchesMoved:touches withEvent:event]; [super touchesMoved:touches withEvent:event]; } -(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{ UITouch* touch = [touches anyObject]; if(touch.tapCount == 1){ [self performSelector:@selector(hideBars) withObject:nil afterDelay:0.3]; } [[wv.subviews objectAtIndex:0] touchesEnded:touches withEvent:event]; [super touchesEnded:touches withEvent:event]; } -(void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event{ [[wv.subviews objectAtIndex:0] touchesCancelled:touches withEvent:event]; [super touchesCancelled:touches withEvent:event]; } wv is my UIWebView IBOutlet now i can get the the touches in my controller and send them to my webview. So i thought everything was working, i'm able to scroll, but now when i have links i'm not able to click them. And the webview is detecting the links i have made that test. So any other way to implements this to get the touches in the links, or i should change this workaround to hide the toolbars so i can have the full functionability of the webview? Thks for the help in advance.

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  • Add double tap action (presentModalViewController) to UISCOLLVIEW

    - by R.J.
    I have been wrestling this issue for a while now and cannot seem to get the following "touchesEnded" method to execute within a UISCROLLVIEW. I have read on many of the forums that UISCROLLVIEW will take control of all touch events unless it is subclassed, but I cannot seem to get the code right (still new to the SDK). Basically I have a scrollview made uo with several UIIMAGEVIEW's and currenlty have scrolling with paging (much like the photo app). I have been studying the SCROLLING MADDNESS example without success. All I want to do is anywhere in the UISCROLLVIEW have the user double tap to presentModalViewController back to my info page (i.e.) (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { NSSet *allTouches = [event allTouches]; switch ([allTouches count]) { case 1: {// One finger touch UITouch *touch = [[allTouches allObjects] objectAtIndex:0]; if ([touch tapCount] == 2) {InfoButtonViewController *scroll = [[InfoButtonViewController alloc] initWithNibName:nil bundle:nil]; scroll.modalTransitionStyle = UIModalTransitionStyleFlipHorizontal; [self presentModalViewController:scroll animated:YES]; [scroll release]; } } } } Any code assistance would be greatly appreciated. The UISCROLLVIEW is implemented as follows (let me know if I need to provide additional details). Thank you in advance... MyViewController.h @interface MyViewController : UIViewController { } @end

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  • Problem with flash in a webbrowser in a winform

    - by fgnt
    I have the oddest problem (but aren't all programming problems odd?). I have a winform that contains a webbrowser object that opens a website that has flash on it. This winform is running on a touchscreen computer (I can't find the brand or model number). Here is what I know: flash objects embeded in a website that is accessed via the webbrowser object in my winform do not function properly said flash objects only react to the first 'click' on them. So the website opens and if I hit a button, that button works but nothing afterward works within the flash object works. If my first 'click' misses a button, nothing works there after. trying to 'click' an flash button gives the same response as just hovering over the button This isn't a problem with the touch part of the touch screen as using a mouse also gives the same not working right response this isn't a problem with the web page as I can open up explorer on the same computer and navigate the webpage just fine from there The program also works 100% right on my personal computer so it shouldn't be the program's fault if it's not the touch screen fault and not the program's fault, I can't blame anything right now. the EXACT same program worked 100% on our old touch screen (which was having other problems so we had to get rid of it). Oh, also, surfing just a 'normal' webpage in a webbrowser in the winform works just fine.

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