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  • Calculating the angle between two points

    - by kingrichard2005
    I'm currently developing a simple 2D game for Android. I have a stationary object that's situated in the center of the screen and I'm trying to get that object to rotate and point to the area on the screen that the user touches. I have the constant coordinates that represent the center of the screen and I can get the coordinates of the point that the user taps on. I'm using the formula outlined in this forum: How to get angle between two points? -It says as follows "If you want the the angle between the line defined by these two points and the horizontal axis: double angle = atan2(y2 - y1, x2 - x1) * 180 / PI;". -I implemented this, but I think the fact the I'm working in screen coordinates is causing a miscalculation, since the Y-coordinate is reversed. I'm not sure if this is the right way to go about it, any other thoughts or suggestions are appreciated.

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  • Android Camera exit rotate

    - by John
    I am first time to write a camera app. At program, I am using setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE) and android:screenOrientation="landscape" in Manifest to set the landscape screen. My problem is when use System.exit() or Intent. The screen will change to portrait automatically. But in my program, it haven't set any screen orientation again. How can I prevent this problem? Thanks!!

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  • Structuring iPhone/iPad application views

    - by Mark
    I have an idea about an application that I want to build and Im new to iPhone/iPad development (but not new to development in other languages/frameworks such as .NET and Java). I want to layout some views on the screen so that they animate (slide in) from different directions into their places. The question is about the strucuture of the application, if I have say 4 rectanglular areas on the screen that contain business data, such as contacts (name, photo, etc...) and they all take up different widths of the screen (say the first contact takes up one row of the screen, but the next 2 take up half the width of the next row each, and so on). Should I create a custom view for the different sized contact views, (i.e. LargeCustomView and SmallCustomView, and any other special type that I make) or should it all be one type, say, CustomerDetailsView which could be stretched to fit at design time? Also, if there were, say, 3 different instances of the same custom view on the one screen, are there 3 instances of the view controller also? Im a little confused about powering the data behind a view, can someone shed some light on this for me? Do I just set the properties (say an instance variable ContactForView) on the view controller for each instance? Thanks for any help you can give Cheers, Mark

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  • Pygame single push event

    - by Miller92Time
    in Pygame i am trying to translate an image by 10% in each direction using each arrow key. right now the code i am using moves the image as long as the key is pushed down, what I want is for it to move only once regardless if the key is still pushed down or not. if event.type == KEYDOWN: if (event.key == K_RIGHT): DISPLAYSURF.fill((255,255,255)) #Clears the screen translation_x(100) draw(1) if (event.key == K_LEFT): DISPLAYSURF.fill((255,255,255)) #Clears the screen translation_x(-100) draw(2) if (event.key == K_UP): DISPLAYSURF.fill((255,255,255)) #Clears the screen translation_y(100) draw(3) if (event.key == K_DOWN): DISPLAYSURF.fill((255,255,255)) #Clears the screen translation_y(-100) draw(4) is there a simpler way of implementing this besides using time.sleep

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  • buttons and menu items in cocos2d/objective-c

    - by peter61
    In my app, I'd like a method called whenever the user taps the screen (anywhere on the screen). Normally, I'd make a transparent UIButton that covers the whole screen. If I'm using the cocos2d framework, what's the best way to do this? Is it good practice to still use UIButtons? I've been reading about MenuItems but haven't found an easy way to make one giant fully transparent menu item? Thanks.

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  • android activity callback

    - by sanju
    Hii'm begginer in android. i'm doing small apllication,i have mainscreen and calling next screen by main screen.in nextscreen by selecting image in gallery i wanted to go back main screen by getting image url how can do this please help me its urgent.

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  • Problem running apps fullscreen in emulator

    - by Haakon
    I've created a device targeting 2.1 and having a screen screen size of 480x800 (WVGA). Some apps, including the one I'm currently writing, as well as the ApiDemos example, won't run fullscreen. I've uploaded a screenshot here: http://img248.imageshack.us/img248/503/emulator.png What could cause something like this? If I run these apps on my HTC Desire (which has the same resolution), they utilize the whole screen like they should.

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  • ASP.NET - Google Chrome caching DropDownList selections

    - by Fake
    I'm experiencing what seems to be a caching issue with Google Chrome and Safari on my cart page. In the cart there are 2 dropdown lists. When you hit the checkout button after changing the values in the dropdown lists, it commits what's selected in the lists to the database. It's a little bit hard to explain the unexpected behavior so I will try to write it out step by step with an illustration of my problem. Lets say the first dropdown list has the values of: VALUE1 VALUE2 VALUE3 And the second dropdown list has the values of: DUMBO1 DUMBO2 DUMBO3 I add an item to my cart. Screen Says: VALUE1, DUMBO1 Database Says: VALUE1, DUMBO1 I hit Checkout. Database says: VALUE1, DUMBO1 (I can't see the dropdown lists after I hit checkout because i'm not at the cart page) I hit the back button. Screen Says: VALUE1, DUMBO1 Database Says: VALUE1, DUMBO1 I drop down the VALUE1 combo and select VALUE2, VALUE2 is selected momentarily and then the site posts back and VALUE1 is re-selected in the drop down list (from being reloaded from the DB) MOMENTARILY Screen Says: VALUE2, DUMBO1 Database Says: VALUE1, DUMBO1 THEN AFTER POSTBACK FROM DROPDOWNLIST_SELECTIONCHANGED EVENT Screen Says: VALUE1, DUMBO1 Database Says: VALUE1, DUMBO1 Hit Checkout. Database Says VALUE1 ,DUMBO1 (I can't see the dropdown lists after I hit checkout because i'm not at the cart page) Go back. Screen Says: VALUE2, DUMBO1 Database Says: VALUE1, DUMBO1 So it appears that it's remembering my selection of VALUE2 even though it jumped back to VALUE1 before I checked out. It seems to be a caching problem, however I've got some no-cache code to prevent caching of that page that works great in firefox and internet explorer but seems to be failing in Chrome and Safari. I'm basically returning in the headers for the cart page: no-cache, no-store, and must-revalidate to attempt to prevent caching, but based on this scenario it seems to be caching the page anyway and not reloading it when I hit the back button. I am open to any solutions or suggestions at this point. Thanks!

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  • Hot to implement grails server-side-triggered dialog, or how to break out of update region after AJA

    - by werner5471
    In grails, I use the mechanism below in order to implement what I'd call a conditional server-side-triggered dialog: When a form is submitted, data must first be processed by a controller. Based on the outcome, there must either be a) a modal Yes/No confirmation in front of the "old" screen or b) a redirect to a new controller/view replacing the "old" screen (no confirmation required). So here's my current approach: In the originating view, I have a <g:formRemote name="requestForm" url="[controller:'test', action:'testRequest']", update:"dummyRegion"> and a <span id="dummyRegion"> which is hidden by CSS When submitting the form, the test controller checks if a confirmation is necessary and if so, renders a template with a yui-based dialog including Yes No buttons in front of the old screen (which works fine because the dialog "comes from" the dummyRegion, not overwriting the page). When Yes is pressed, the right other controller & action is called and the old screen is replaced, if No is pressed, the dialog is cancelled and the "old" screen is shown again without the dialog. Works well until here. When submitting the form and test controller sees that NO confirmation is necessary, I would usually directly redirect to the right other controller & action. But the problem is that the corresponding view of that controller does not appear because it is rendered in the invisble dummyRegion as well. So I currently use a GSP template including a javascript redirect which I render instead. However a javascript redirect is often not allowed by the browser and I think it's not a clean solution. So (finally ;-) my question is: How do I get a controller redirect to cause the corresponding view to "break out" of my AJAX dummyRegion, replacing the whole screen again? Or: Do you have a better approach for what I have in mind? But please note that I cannot check on the client side whether the confirmation is necessary, there needs to be a server call! Also I'd like to avoid that the whole page has to be refreshed just for the confirmation dialog to pop up (which would also be possible without AJAX). Thanks for any hints!

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  • Which Android hardware devices should I test on? [closed]

    - by Tchami
    Possible Duplicate: What hardware devices do you test your Android apps on? I'm trying to compile a list of Android hardware devices that it would make sense to buy and test against if you want to target an as broad audience as possible, while still not buying every single Android device out there. I know there's a lot of information regarding screen sizes and Android versions available elsewhere, but: when developing for Android it's not terribly useful to know if the screen size of a device is 480x800 or 320x240, unless you feel like doing the math to convert that into Android "units" (i.e. small, normal, large or xlarge screens, and ldpi, mdpi, hdpi or xhdpi densities). Even knowing the dimensions of a device, you cannot be sure of the actual Android units as there's some overlap, see Range of screens supported in the Android documentation Taking into account the distribution of Platform versions and Screen Sizes and Densities, below is my current list based on information from the Wikipedia article on Comparison of Android devices. I'm fairly sure the information in this list is correct, but I'd welcome any suggestions/changes. Phones | Model | Android Version | Screen Size | Density | | HTC Wildfire | 2.1/2.2 | Normal | mdpi | | HTC Tattoo | 1.6 | Normal | mdpi | | HTC Hero | 2.1 | Normal | mdpi | | HTC Legend | 2.1 | Normal | mdpi | | Sony Ericsson Xperia X8 | 1.6/2.1 | Normal | mdpi | | Motorola Droid | 2.0-2.2 | Normal | hdpi | | Samsung Galaxy S II | 2.3 | Normal | hdpi | | Samsung Galaxy Nexus | 4.0 | Normal | xhdpi | | Samsung Galaxy S III | 4.0 | Normal | xhdpi | **Tablets** | Model | Android Version | Screen Size | Density | | Samsung Galaxy Tab 7" | 2.2 | Large | hdpi | | Samsung Galaxy Tab 10" | 3.0 | X-Large | mdpi | | Asus Transformer Prime | 4.0 | X-Large | mdpi | | Motorola Xoom | 3.1/4.0 | X-Large | mdpi | N.B.: I have seen (and read) other posts on SO on this subject, e.g. Which Android devices should I test against? and What hardware devices do you test your Android apps on? but they don't seem very canonical. Maybe this should be marked community wiki?

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  • Which Android app resolutions to support?

    - by wordyword
    I see on the Android SDK pages, it mentions some screen resolutions to expect on Android platforms: Small screen QVGA (240x320), 2.6"-3.0" diagonal Normal screen WQVGA (240x400), 3.2"-3.5" diagonal FWQVGA (240x432), 3.5"-3.8" diagonal HVGA (320x480), 3.0"-3.5" diagonal WVGA (480x800), 3.3"-4.0" diagonal FWVGA (480x854), 3.5"-4.0" diagonal Large screen WVGA (480x800), 4.8"-5.5" diagonal FWVGA (480x854), 5.0"-5.8" diagonal Obviously, testing an app you want to sell on all these resolutions is going to be a pain. Is there any data on what percent of android phones being used use the above resolutions? My hope is that there's only really 3 or so popular resolutions...

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  • Converting between square and rectangular pixel co-ordinates

    - by FlyboyUtah
    I'm new at using transforms and this type of math, and would appreciate some direction solving my coding problem. I'm writing in XCode for the iphone, and am working with CGraphics. Problem: In Xcode, I want to draw curves, lines and so on it's screen of of square pixels. Then convert those points, as close as possible, into non-square pixel sysem. For example if the original coordinate system is 500 x 500 pixels that are displayed on square screen of 10 by 10 inchs I draw a round circle with the circle formula. It looks round, and all is well. Now, I draw the same circle on a second 10 x 10 inch screen that is 850 pixels by 500 pixels. Without changing the coordinates, the same circle formual displays something that looks like an egg. How can I draw the circle on the second screen in a different coordinate system? And in addition, I need to access the set of points x,y system individually. s

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  • iPhone OpenGL scrolling background jumps when texture is drawn for first time

    - by Magnum39
    I have been fighting a problem for a while now and would appreciate any help anybody could give. I have a sprite that moves within a landscape. The sprite remains in the center of the screen and the background moves to simulate that the sprite is moving within the landscape. I have split the landscape into sections so that I only draw the sections of the landscape that I need (are on screen). The Problem: As a new texture section of the screen appears on the screen (is drawn for the first time) the movement jumps. Almost like a frame is missed. I have done some timing experiments and I do not thinks a frame is missed. My processing is well below the 30fps that I have the animation set to. It only happens the first time the texture section is drawn. Is there something extra that is done the first time a texture is drawn? Here is the code: - (void) render{ // Sets up an array of values to use as the sprite vertices. const GLfloat sVerts[] = { -1.6f, -1.6f, 1.6f, -1.6f, -1.6f, 1.6f, 1.6f, 1.6f, }; static const GLfloat sTexCoords[] = { 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0 }; glDisableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Setup opengl to draw the object in correct orientation, size, position, etc glLoadIdentity(); // Enable use of the texture glEnable(GL_TEXTURE_2D); glVertexPointer(2, GL_FLOAT, 0, sVerts); glTexCoordPointer(2, GL_FLOAT, 0, sTexCoords); // draw the texture // set the position of the first tile float xOffset = -4.8; float yOffset = 4.8; int i; int y; int currentTexture = textureA; for(i=0; i<2; i++) { for(y=0; y<2; y++) { // test for the texture tile on the screen if not on screen then do not draw float localX = xOffset+(3.21*y); float localY = yOffset-(3.21*i); float xDiff = monkeyX - localX; float yDiff = monkeyY - localY; if(((xDiff < 3.2) && (xDiff > -3.2)) && ((yDiff <2.7) && (yDiff > -2.7))) { // bind the texture and set the vertex data pointers glBindTexture(GL_TEXTURE_2D, spriteTexture[currentTexture]); // move to draw position for the texture glLoadIdentity(); glTranslatef((localX+self.positionX), (localY+self.positionY), 0.0); //draw the texture glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } currentTexture++; } } }

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  • Touchscreen sensitivity

    - by Aashish J Kumar
    I'm trying to make an android app only for tablets, which will draw the lines as and where the user touches the screen. It is very simple and there are lot more apps like this. I have a doubt regarding the touch-screen technology. Is there any possibility that if the user touch the screen soft then the lines will be dull and if the user touch the screen harder then the lines drawn will be thicker? Is it even possible to do such things in tablet? I don't have info about the hardware and technology used in tablets, please guide me with a valid answers and please refer me to any blogs or docs which says about the touch sense technology. Thank you

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  • Will releasing an iPhone app makes it available for iPad by default?

    - by agro1986
    In my XCode's Targets summary screen, the "Devices" drop down is set to "iPhone" (other possible values are iPad and Universal) because I haven't fine tuned the app's UI for iPad. However, will people be able to download and run my app from the iPad in non-fullscreen? (e.g., with black border surrounding most of the screen) I want people to be able to search for it in app store, install it, and run it even though it is not full screen. Thanks a lot

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  • How to convert from one co-ordinate system to another (graphics)

    - by Dororo
    I've been having issues with this for a little while now. I feel like I should know this but I can't for the life of me remember. How can I map the screen pixels to their respective 'graphical' x,y positions? The co-ordinate systems have been configured to start at the bottom left (0,0) and increase to the top-right. I want to be able to zoom, so I know that I need to configure the zoom distance into the answer. Screen |\ Some Quad | \--------|\Qx | \ Z | \ | \ \|Qy \ | Sx\ |Sy \| I want to know which pixels on my screen will have the quad on it. Obviously as Z decreases, the quad will occupy more of the screen, and as Z increases it will occupy less, but how exactly are these calculated? Thanks for any help.

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  • multiple touches: touchend event fired only when a touchmove occurs

    - by dridri
    I would like to add some multitouch features to my javascript application when it is accessed from an ios device (and maybe android later). I want to provide a shiftkey-like functionality: the user may hold a button on the screen with one finger, and while this button is pressed, the behavior for a tap action on the rest of the screen is slightly different from the classic tap. The problem i'm running into is that i do not receive any touchend event for the tapping finger unless a touchmove is fired for the first finger holding the shiftkey button. Because the screen is very sensitive, touchmove events gets easily fired and in most cases everything works fine. But when the user's finger is a bit too still, the tapping is not detected until the user moves his finger a bit. This induces a variable 'delay' between the tapping and the action that occurs on the screen (the delay may vary and last a few seconds if the user is very calm). My guess is that this delay will cause the user to tap again and thus fire the action a second time, which is something that i don't want ! You can test it here with your ipad/iphone : http://jsfiddle.net/jdeXH/8/ Try to make the body remain green for a few seconds by holding your finger very still on the cyan div while tapping on the red div. Is this behavior to be expected ? Is there some known workaround for the problem ? I would have expected the touchend event to be fired right away when the finger is removed from the screen. i tested this with iOS 5.1.1 (ipad1 and iphone4s) edit: found a similar question Multitouch touchEvents not triggered as they should on Safari Mobile

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  • .NET (C#): Getting child windows when you only have a process handle or PID?

    - by shea241
    Kind of a special case problem: I start a process with System.Diagnostics.Process.Start(..) The process opens a splash screen -- this splash screen becomes the main window. The splash screen closes and the 'real' UI is shown. The main window (splash screen) is now invalid. I still have the Process object, and I can query its handle, module, etc. But the main window handle is now invalid. I need to get the process's UI (or UI handle) at this point. Assume I cannot change the behavior of the process to make this any easier (or saner). I have looked around online but I'll admit I didn't look for more than an hour. Seemed like it should be somewhat trivial :-( Thanks

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  • iOS Display Different Image on Click

    - by user1506841
    Using XCode, I am trying to figure out how to display a different image when someone clicks or presses down on one of my buttons before being taken to a second screen. For example, I have a contact icon on my home screen. When a user clicks the icon, it should change to a darker version on tap before going to the contact screen. Any help is appreciated. -(IBAction) ButtonPressed :(id)sender { UIButton *tempButton = (UIButton *) sender; int tag = tempButton.tag; NSString *viewName; switch (tag) { case 1: [FlurryAnalytics logEvent:@"Contact-Screen"]; viewName = @"ContactScreen"; if( self.appDelegate.sound) [Click play]; [self.appDelegate moveToView:viewName]; break; } }

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  • Open 2 Firefox Shortcuts on 2 different screens.

    - by Rhepungus
    Hey Everyone. Is is possible to have 2 Firefox shortcuts on your desktop and when you open them they open to a designated different screen (new window/different screen)? I have a 3 screen set up, Win XP and using FF3.6. If no way of coding it, maybe a product that will do it? I appreciate your time. Thanks.

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  • Inconsistent behaviour from SDL_BlitSurface

    - by bardes
    Here is an example code: #include <SDL/SDL.h> #include <SDL/SDL_image.h> #include <stdio.h> int main() { if(SDL_Init(SDL_INIT_EVERYTHING) == -1) { printf("SDL ERROR: %s", SDL_GetError()); return 1; } SDL_Surface *screen; screen = SDL_SetVideoMode(128, 128, 32, SDL_SWSURFACE); SDL_Surface *img; img = IMG_Load("./debug.png"); SDL_BlitSurface(img, NULL, screen, NULL); SDL_Flip(screen); SDL_Delay(1000); SDL_FreeSurface(img); SDL_Quit(); return 0; } It compiles fine, but when I run it sometimes it works and most times only part of the image is displayed. I really can't imagine what's causing that... EDIT: This is the image I'm using to test the program: http://img140.imageshack.us/img140/3858/debugi.png

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  • BSOD Code 16, artifacts all over the place (gtx 260)

    - by belinea
    I have a following, quite dated rig E8400 Core 2 Duo cpu Intel Dragontail Peak DP35DP motherboard on Intel Bearlake P35 chipset 4GB ram Geforce 260gtx Corsair 650W PSU Windows 7 64 bit The following things has happened in the last few days. I first decided to update my Nvidia drivers to the latest version. That was 4 days ago. PC worked fine for 2 days and I was able to play few games as well without any problems. Then 2 days ago a first crash happened while playing the new XCOM game. BSOD code 16. Just the blue screen, no artifacts. PC rebooted and worked well again, I continued playing this game for another 2 hours and went to sleep. Next evening I tried to play some BF3 multiplayer (use to play on LOW settings). Approx. 10 minutes into the game red/pink-ish artifacts appeared on the screen and game quit to desktop. Restarted the game and another 3-4 minutes afterwards another crash to desktop but this time followed shortly by BSOD Code 16. From that moment I started to seeing artifacts on random startups, including Windows loading screen and the BIOS itself. Windows would still load but soon enough it would BSOD on a simple task like opening a Internet browser. Today I get tons of artifacts (little small red dashes all over the screen) on BIOS, loading screen, normal Windows mode as well as safe mode. I suspect it wouldn't be drivers but I tried removing and sweeping them entirely in the safe mode. PC would still start with artifacts all over the place but would load the normal mode, just without the driver, in the default lowest resolution. As soon as proper Nvidia drivers are installed though and PC rebooted, Windows doesn't load at all as BSOD now appears on loading screen. However, again, if I go to safe mode and remove drivers, normal mode launches fine. So obviously crash happens only on high resolution. I opened my machine this morning and gave it a proper cleaning even though it wasn't heavily dusted. It didn't help and number of artifacts seems to increase with every PC restart. I write these words in safe mode, which works, but I have to look through all the red dots and dashes. I don't have built in GPU chipset so I can't try removing my Geforce card nor can I borrow A GPU from anyone else. What are my options? I was looking into getting a completely new rig around Christmas so I'm not freaking out about this. If everything points to hardware issue I may simply decide to get the new machine earlier and don't bother with fixing this one. However it would be great to learn more if this is indeed situation that has slim chances of getting sorted. I realize BSOD Code 16 is rather popular topic online but every story seems a bit different and there can be number of issues with it. Hence a new thread.

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