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  • Maximized Office 2007 gets cut off on multi-monitor setup with different resolutions

    - by Adam M-W
    I've got an external monitor plugged into my laptop that I like to use for typing up documents, but I've noticed that when Word is maximized it gets cut off at where the primary monitor's bounds are. Is this a bug in Wine (i'm using version 1.3.32), or with my Window Manager (metacity with compositing enabled, version 2.34.1), with my graphics drivers (nouveau) or something else? I know that I can fix it by unmaximizing (it doesn't get cut off and I can resize to the entirety of the second monitor), but it keeps on maximizing itself as it (rightly so) knows that it should be taking up the entire screen. I don't really want to use the "Emulate a virtual desktop feature", I would prefer to find the source of this issue.

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  • Setting a display's backlight brightness to be lower than is possible via the normal brightness controls

    - by Drew Noakes
    By normal brightness controls I mean the accelerators on my laptop's keyboard that seem to integrate with Unity. In a dark room, my screen is quite bright, even on the lowest setting. Can I override this? I tried setting it explicitly via both: sudo echo 500 > /sys/class/backlight/acpi_video0/actual_brightness sudo echo 500 > /sys/class/backlight/intel_backlight/actual_brightness But I get a permission denied error. When at the lower bounds via my keyboard's brighness controls, acpi_video0/actual_brightness is 0, and intel_backlight/actual_brightness is 729. Can I set the latter value to be even lower?

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  • Sanity checks vs file sizes

    - by Richard Fabian
    In your game assets do you make room for explicit sanity checks, or do you have some generally expected bounds which you assert? I've been thinking about how we compress data and thought that it's much better to have the former, and less of the latter. If your data can exceed your normal valid ranges, but if it does it's an error, then surely that implies you're not compressing the data well enough? What do you do to find out if your data is compressed as far as it can be, and what do you use to ensure your data isn't corrupted and ensure it's an official release? EDIT I'm not interested in sanity checking the file size, but instead, how you manage your sanity checks and whether you arrange the excess size caused by the opportunity to do sanity checks by using explicit extra data, or through allowing the data enough file space (data member size) to be out of valid range and thus able to be checked merely by looking at the asset in memory after loading.

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  • Open Grid Engine or Akka/Something more fault tolerant?

    - by Mike Lyons
    My use case is that I have a pipeline of independent, stand alone programs, that I want to execute in a certain order on specific pieces of data that our output from previous pipeline stages. The pipeline is entirely linear and doesn't do anything in terms of alternate paths through the pipe. I'm currently using SGE to do this and it works OK, however occasionally a job will overstep it's memory bounds, fail, and all jobs that require that output data will fail. The pipe needs to be restarted in that case, and it seems that whatever is providing the fault tolerance in akka might solve that for me?

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  • Drawing a random x,y grid of objects within a prespective

    - by T Reddy
    I'm wrapping my head around OpenGL ES 2.0 and I think I'm trying to do something very simple, but I think the math may be eluding me. I created a simple, flat-ish cylinder in Blender that is 2 units in diameter. I want to create an arbitrary grid of these edge to edge (think of a checker board). I'm using a 3D perspective with GLKit: CGSize size = [[self view] bounds].size; _projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(45.0f), size.width/size.height, 0.1f, 100.0f); So, I managed to manually get all of these cylinders drawn on the screen just fine. However, I would like to understand how I can programmatically "fit" all of these cylinders on the screen at the same time given the camera location, screen size, cylinder diameter, and the number of rows/columns. So the net effect is that for small grids (i.e., 5x5) the objects are closer to the camera, but for large grids (i.e., 30x30) the objects are farther away. In either case, all of the cylinders are visible.

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  • Naming your unit tests

    - by kerry
    When you create a test for your class, what kind of naming convention do you use for the tests? How thorough are your tests? I have lately switched from the conventional camel case test names to lower case letters with underscores. I have found this increases the readability and causes me to write better tests. A simple utility class: public class ArrayUtils { public static T[] gimmeASlice(T[] anArray, Integer start, Integer end) { // implementation (feeling lazy today) } } I have seen some people who would write a test like this: public class ArrayUtilsTest { @Test public void testGimmeASliceMethod() { // do some tests } } A more thorough and readable test would be: public class ArrayUtilsTest { @Test public void gimmeASlice_returns_appropriate_slice() { // ... } @Test public void gimmeASlice_throws_NullPointerException_when_passed_null() { // ... } @Test public void gimmeASlice_returns_end_of_array_when_slice_is_partly_out_of_bounds() { // ... } @Test public void gimmeASlice_returns_empty_array_when_slice_is_completely_out_of_bounds() { // ... } } Looking at this test, you have no doubt what the method is supposed to do. And, when one fails, you will know exactly what the issue is.

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  • What would most games benefit from having?

    - by Phil
    I think I've seen "questions" like this on stackoverflow but sorry if I'm overstepping any bounds. Inspired by my recent question and all the nice answers (Checklist for finished game?) I think every gamedev out there has something he/she thinks that almost every game should have. That knowledge is welcome here! So this is probably going to be an inspirational subjective list of some sorts and the point is that anyone reading this question will see a point or two that they've overlooked in their own development and might benefit from adding. I think a good example might be: "some sort of manual or help section. Of course it should be proportional to how advanced the game is. Some users won't need it and won't go looking for it but the other ones that do will become very frustrated if they can't remember how to do something specific that should be in the manual". A bad example might be "good gameplay". Of course every game benefits from this but the answer is not very helpful.

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  • Data Binding to Attached Properties

    - by Chris Gardner
    Originally posted on: http://geekswithblogs.net/freestylecoding/archive/2013/06/14/data-binding-to-attached-properties.aspx When I was working on my C#/XAML game framework, I discovered I wanted to try to data bind my sprites to background objects. That way, I could update my objects and the draw functionality would take care of the work for me. After a little experimenting and web searching, it appeared this concept was an impossible dream. Of course, when has that ever stopped me? In my typical way, I started to massively dive down the rabbit hole. I created a sprite on a canvas, and I bound it to a background object. <Canvas Name="GameField" Background="Black"> <Image Name="PlayerStrite" Source="Assets/Ship.png" Width="50" Height="50" Canvas.Left="{Binding X}" Canvas.Top="{Binding Y}"/> </Canvas> Now, we wire the UI item to the background item. public MainPage() { this.InitializeComponent(); this.Loaded += StartGame; }   void StartGame( object sender, RoutedEventArgs e ) { BindingPlayer _Player = new BindingPlayer(); _Player.X = Window.Current.Bounds.Height - PlayerSprite.Height; _Player.X = ( Window.Current.Bounds.Width - PlayerSprite.Width ) / 2.0; } Of course, now we need to actually have our background object. public class BindingPlayer : INotifyPropertyChanged { private double m_X; public double X { get { return m_X; } set { m_X = value; NotifyPropertyChanged(); } }   private double m_Y; public double Y { get { return m_Y; } set { m_Y = value; NotifyPropertyChanged(); } }   public event PropertyChangedEventHandler PropertyChanged; protected void NotifyPropertyChanged( [CallerMemberName] string p_PropertyName = null ) { if( PropertyChanged != null ) PropertyChanged( this, new PropertyChangedEventArgs( p_PropertyName ) ); } } I fired this baby up, and my sprite was correctly positioned on the screen. Maybe the sky wasn't falling after all. Wouldn't it be great if that was the case? I created some code to allow me to move the sprite, but nothing happened. This seems odd. So, I start debugging the application and stepping through code. Everything appears to be working. Time to dig a little deeper. After much profanity was spewed, I stumbled upon a breakthrough. The code only looked like it was working. What was really happening is that there was an exception being thrown in the background thread that I never saw. Apparently, the key call was the one to PropertyChanged. If PropertyChanged is not called on the UI thread, the UI thread ignores the call. Actually, it throws an exception and the background thread silently crashes. Of course, you'll never see this unless you're looking REALLY carefully. This seemed to be a simple problem. I just need to marshal this to the UI thread. Unfortunately, this object has no knowledge of this mythical UI Thread in which we speak. So, I had to pull the UI Thread out of thin air. Let's change our PropertyChanged call to look this. public event PropertyChangedEventHandler PropertyChanged; protected void NotifyPropertyChanged( [CallerMemberName] string p_PropertyName = null ) { if( PropertyChanged != null ) Windows.ApplicationModel.Core.CoreApplication.MainView.CoreWindow.Dispatcher.RunAsync( Windows.UI.Core.CoreDispatcherPriority.Normal, new Windows.UI.Core.DispatchedHandler( () => { PropertyChanged( this, new PropertyChangedEventArgs( p_PropertyName ) ); } ) ); } Now, we raised our notification on the UI thread. Everything is fine, people are happy, and the world moves on. You may have noticed that I didn't await my call to the dispatcher. This was intentional. If I am trying to update a slew of sprites, I don't want thread being hung while I wait my turn. Thus, I send the message and move on. It is worth nothing that this is NOT the most efficient way to do this for game programming. We'll get to that in another blog post. However, it is perfectly acceptable for a business app that is running a background task that would like to notify the UI thread of progress on a periodic basis. It is worth noting that this code was written for a Windows Store App. You can do the same thing with WP8 and WPF. The call to the marshaler changes, but it is the same idea.

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  • "Bad apple" algorithm, or process crashes shared sandbox

    - by Roger Lipscombe
    I'm looking for an algorithm to handle the following problem, which I'm (for now) calling the "bad apple" algorithm. The problem I've got a N processes running in M sandboxes, where N M. It's impractical to give each process its own sandbox. At least one of those processes is badly-behaved, and is bringing down the entire sandbox, thus killing all of the other processes. If it was a single badly-behaved process, then I could use a simple bisection to put half of the processes in one sandbox, and half in another sandbox, until I found the miscreant. This could probably be extended by partitioning the set into more than two pieces until the badly-behaved process was found. For example, partitioning into 8 sets allows me to eliminate 7/8 of the search space at each step, and so on. The question If more than one process is badly-behaved -- including the possibility that they're all badly-behaved -- does this naive algorithm "work"? Is it guaranteed to work within some sensible bounds?

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  • Multiple OpenSSL vulnerabilities in Sun SPARC Enterprise M-series XCP Firmware

    - by RitwikGhoshal
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2008-5077 Improper Input Validation vulnerability 5.8 OpenSSL in XCP1113 Firmware Sun SPARC Enterprise M3000 SPARC: 14216085 Sun SPARC Enterprise M4000 SPARC: 14216091 Sun SPARC Enterprise M5000 SPARC: 14216093 Sun SPARC Enterprise M8000 SPARC: 14216096 Sun SPARC Enterprise M9000 SPARC: 14216098 CVE-2008-7270 Cryptographic Issues vulnerability 4.3 CVE-2009-0590 Improper Restriction of Operations within the Bounds of a Memory Buffer vulnerability 5.0 CVE-2009-3245 Improper Input Validation vulnerability 10.0 CVE-2010-4180 Cipher suite downgrade vulnerability 4.3 This notification describes vulnerabilities fixed in third-party components that are included in Oracle's product distributions.Information about vulnerabilities affecting Oracle products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • Unity3D Android - Move your character to a specific x position

    - by user3666251
    Im making a new game for android and I wanted to move my character (which is a cube for now) to a specific x location (on top of a flying floor/ground thingy) but I've been having some troubles with it.I've been using this script : var jumpSpeed: float = 3.5; var distToGround: float; function Start(){ // get the distance to ground distToGround = collider.bounds.extents.y; } function IsGrounded(): boolean { return Physics.Raycast(transform.position, -Vector3.up, distToGround + 0.1); } function Update () { // Move the object to the right relative to the camera 1 unit/second. transform.Translate(Vector3.forward * Time.deltaTime); if (Input.anyKeyDown && IsGrounded()){ rigidbody.velocity.x = jumpSpeed; } } And this is the result (which is not what I want) : https://www.youtube.com/watch?v=Fj8B6eI4dbE&feature=youtu.be Anyone has any idea how to do this ? Im new in unity and scripting.Im using java btw. Ty.

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  • Can't get whole picture on the screen of a new monitor

    - by Gillian
    I have a 24inch, VM2453mh-LED, Viewsonic monitor using a Radeon 6570HD video card. Both are new. Viewsonic says the optimum size is 1920x1080. At this size the picture is beautiful, but it overlaps the screen vertically and horizontally. I am using Ubuntu 11.10, the Gnome 3 version, not Unity. On the Overview screen, the vertical icons are nearly off screen. Only the right edge shows. I opened the monitor's control menus to see if I could adjust it, but both the H/V Position and Horizontal Size are grayed out. I tried a 1600x1200 setting, and the picture was in bounds, but the quality was less, and it was stretched horizontally. The two monitor menu options were grayed out just like with the 1920x1080 setting. Can someone tell me how to resolve this problem?

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  • What most games would benefit from having

    - by Phil
    I think I've seen "questions" like this on stackoverflow but sorry if I'm overstepping any bounds. Inspired by my recent question and all the nice answers (Checklist for finished game?) I think every gamedev out there has something he/she thinks that almost every game should have. That knowledge is welcome here! So this is probably going to be an inspirational subjective list of some sorts and the point is that anyone reading this question will see a point or two that they've overlooked in their own development and might benefit from adding. I think a good example might be: "some sort of manual or help section. Of course it should be proportional to how advanced the game is. Some users won't need it and won't go looking for it but the other ones that do will become very frustrated if they can't remember how to do something specific that should be in the manual". A bad example might be "good gameplay". Of course every game benefits from this but the answer is not very helpful.

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  • Camera placement sphere for an always fully visible object

    - by BengtR
    Given an object: With the bounds [x, y, z, width, height, depth] And an orthographic projection [left, right, bottom, top, near, far] I want to determine the radius of a sphere which allows me to randomly place my camera on so that: The object is fully visible from all positions on this sphere The sphere radius is the smallest possible value while still satisfying 1. Assume the object is centered around the origin. How can I find this radius? I'm currently using sqrt(width^2 + height^2 + depth^2) but I'm not sure that's the correct value, as it doesn't take the camera into account. Thanks for any advice. I'm sorry for confusing a few things here. My comments below should clarify what I'm trying to do actually.

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  • Box2Dweb very slow on node.js

    - by Peteris
    I'm using Box2Dweb on node.js. I have a rotated box object that I apply an impulse to move around. The timestep is set at 50ms, however, it bumps up to 100ms and even 200ms as soon as I add any more edges or boxes. Here are the edges I would like to use as bounds around the playing area: // Computing the corners var upLeft = new b2Vec2(0, 0), lowLeft = new b2Vec2(0, height), lowRight = new b2Vec2(width, height), upRight = new b2Vec2(width, 0) // Edges bounding the visible game area var edgeFixDef = new b2FixtureDef edgeFixDef.friction = 0.5 edgeFixDef.restitution = 0.2 edgeFixDef.shape = new b2PolygonShape var edgeBodyDef = new b2BodyDef; edgeBodyDef.type = b2Body.b2_staticBody edgeFixDef.shape.SetAsEdge(upLeft, lowLeft) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(lowLeft, lowRight) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(lowRight, upRight) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) edgeFixDef.shape.SetAsEdge(upRight, upLeft) world.CreateBody(edgeBodyDef).CreateFixture(edgeFixDef) Can box2d really become this slow for even two bodies or is there some pitfall? It would be very surprising given all the demos which successfully use tens of objects.

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  • XNA 2D Rotated Rectangle Collision Response

    - by Kyle Uithoven
    I am using Rotated Rectangles which collide using the Separating Axis Theorem and they work perfectly fine for collision detection using Intersects and Contains. However, I am starting to use faster objects in my game now and there is the issue of the two object overlapping during collision due to their higher velocities. I would like to do a collision response where I find out how much they are overlapping in the X and Y and put position them outside of each other. I would like to use something like this: http://go.colorize.net/xna/2d_collision_response_xna/index.html. But I am having some issues trying to adapt this to handle the rotation of the bounds. Is this possible? Are there any resources out there that I can look at?

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  • Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?

    - by Sion Sheevok
    In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have height fields generated in areas where objects may intersect. My current potential solution, which may be naive, is to iterate over all "awake" physics actors, use their bounds/extents and velocities to generate spheres in which they may reside after a physics update, then generate height values for ranges encompassing clustered groups of actors. Much of that data is likely already calculated by PhysX already, however. Is there some API, maybe a set of queries, even callbacks from the spatial system, that I could use to predict where terrain height values will be needed?

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  • Collision for mobile game

    - by zemiguel12
    I'm writing a little game in as3 using Starling, and I need to check collision between 2 boats that can rotate. I don't need the pixel perfect collision, but bounds collision is not enough too. The boat look more or less like this: I was thinking about create one square on the back of the boat and a triangle on the front, than for each boat, check if the square collide with the other boat square or triangle, and the same for the triangle. I just don't know how to do that, I don't know if it's possible with the Shape.hitTest, or if it's the best way to do that. What can I do?

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  • An offscreen MKMapView behaves differently in 3.2, 4.0

    - by Duane Fields
    In 3.1 I've been using an "offscreen" MKMapView to create map images that I can rotate, crop and so forth before presenting them the user. In 3.2 and 4.0 this technique no longer works quite right. Here's some code that illustrates the problem, followed by my theory. // create map view _mapView = [[MKMapView alloc] initWithFrame:CGRectMake(0, 0, MAP_FRAME_SIZE, MAP_FRAME_SIZE)]; _mapView.zoomEnabled = NO; _mapView.scrollEnabled = NO; _mapView.delegate = self; _mapView.mapType = MKMapTypeSatellite; // zoom in to something enough to fill the screen MKCoordinateRegion region; CLLocationCoordinate2D center = {30.267222, -97.763889}; region.center = center; MKCoordinateSpan span = {0.1, 0.1 }; region.span = span; _mapView.region = region; // set scrollview content size to full the imageView _scrollView.contentSize = _imageView.frame.size; // force it to load #ifndef __IPHONE_3_2 // in 3.1 we can render to an offscreen context to force a load UIGraphicsBeginImageContext(_mapView.frame.size); [_mapView.layer renderInContext:UIGraphicsGetCurrentContext()]; UIGraphicsEndImageContext(); #else // in 3.2 and above, the renderInContext trick doesn't work... // this at least causes the map to render, but it's clipped to what appears to be // the viewPort size, plus some padding [self.view addSubview:_mapView]; #endif when the map is done loading, I snap picture of it and stuff it in my scrollview - (void)mapViewDidFinishLoadingMap:(MKMapView *)mapView { NSLog(@"[MapBuilder] mapViewDidFinishLoadingMap"); // render the map to a UIImage UIGraphicsBeginImageContext(mapView.bounds.size); // the first sub layer is just the map, the second is the google layer, this sublayer structure might change of course [[[mapView.layer sublayers] objectAtIndex:0] renderInContext:UIGraphicsGetCurrentContext()]; // we are done with the mapView at this point, we need its ram! _mapView.delegate = nil; [_mapView release]; [_mapView removeFromSuperview]; _mapView = nil; UIImage* mapImage = [UIGraphicsGetImageFromCurrentImageContext() retain]; UIGraphicsEndImageContext(); _imageView.image = mapImage; [mapImage release], mapImage = nil; } The first problem is that in 3.1 rendering to a context would trigger the map to begin loading. This no longer works in 3.2, 4.0. The only thing I have found would trigger the load is to temporarily add the map to the view (i.e. make it visible). The problem being that the map only renders to the visible area of the screen, plus a little padding. The frame/bounds are fine, but it appears to be "helpfully" optimizes the loading to limit the tiles to those visible on the screen or close to it. Any ideas how to force the map to load at full size? Anyone else have this issue?

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  • TTActionSheetController adding a UIPicker

    - by Ward
    I know how to add a uipicker to a uiactionsheet, how can one be added to the ttactionsheetcontroller? I see a reference to actionSheet within the controller, but setting the bounds to accommodate the uipicker doesn't seem to have any affect. And ideas? Best, Ward

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  • UIActionSheet position on landscape and portrait

    - by Dave
    UIActionSheet positioning is not centered when I open it in landscape mode. If I set bounds or change the frame. The contents inside the UIActionSheet which is a subview changes but the actual sheet remains in the same place which looks very awkward. How do I move the UIActionSheet along with it's subview to the center of the screen?

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  • Animating a custom property of CALayer subclass

    - by jemmons
    I have a CALayer subclass, MyLayer, that has a NSInteger property called myInt. I'd really like to animate this property via CABasicAnimation, but it seems CABasicAnimation only works on so-called "animatable" properties (bounds, position, etc). Is there something I can override to make my custom myInt property animatable?

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  • Xcode - Terminating due to uncaught exception for iphone app

    - by Dave
    When I try to cick on cell in my table view rather than take me to the next view I get a "Terminating due to uncaught exception" error. Here is the code from the debugger: 010-03-27 12:52:48.805 MultiDetailView[335:207] *** Terminating app due to uncaught exception 'NSRangeException', reason: '*** -[NSCFArray objectAtIndex:]: index (1) beyond bounds (1)' 2010-03-27 12:52:48.809 MultiDetailView[335:207] Stack: ( 40849995, 2476418313, 40849435, 40849274, 592937, 50711, 5698680, 5701555, 5697083, 5705902, 11163, 3128431, 3089967, 191242, 40390524, 40386632, 49203357, 49203554, 2788833, 9060, 8914 ) Any ideas on what I should do ? Thanks.

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  • Android: how to place a button at an x,y position over top of Canvas

    - by Ben Mc
    Is it possible to place buttons at an X,Y position over the top of a Canvas? For example, on the opening screen of my game, I would like to place buttons for "Play Now", "Instructions", etc, right on top of the canvas. Right now, I'm looking at Touch locations on the Canvas and comparing them to various X,Y bounds. It works, but adding a button with a click listener would probably be much more efficient.

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  • How does the height of a UITableViewCell get set

    - by Brian
    I know that when UIKit renders a cell, it uses tableView:heightForRowAtIndexPath: to calculate the height. My question is, how and when does that get set on the actual UITableViewCell. I want to build dynamic cells and will need to calculate the placement of text within the cell. I believe I can just use self.bounds and self.frame - I was just curious about at what point those are set - even with the use of dequeueReusableCellWithIdentifier. Thanks.

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