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  • How to determine if a target will be executed?

    - by Scott Langham
    Hi, I'm writing an msbuild file and have something like this: <ValidateDependsOn>$(ValidateDependsOn);ValidateA</ValidateDependsOn> <ValidateDependsOn>$(ValidateDependsOn);ValidateB</ValidateDependsOn> <Target Name="BuildA"> <!-- stuff --> </Target> <Target Name="BuildB"> <!-- stuff --> </Target> <Target Name="ValidateA"> <Error /> <!-- check properties and machine environment are suitable to run BuildA --> </Target> <Target Name="ValidateB"> <Error /> <!-- check properties and machine environment are suitable to run BuildB --> </Target> Builds can take a while. Originally we had the Build steps depending on the Validate steps, but sometimes a validate step wouldn't run until the middle of the build and you would have wasted time getting there. So, we moved the validate steps to the start by using the ValidateDependsOn pattern to insert the targets to run up front. The problem now though is that sometimes during a build BuildB may not actually run, and this means I don't need and in fact, don't want ValidateB to run. Is there any way I can selectively update ValidateDependsOn by conditionally knowing which targets will actually be run? I'm looking for something equivalent to: <ValidateDependsOn Condition="TargetWillRun(BuildB)">$(ValidateDependsOn);ValidateB</ValidateDependsOn>

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  • iphone google maps crosshair button

    - by xastor
    I would like to use or emulate a button like the gps button in the bottom left corner of the standard maps application on the iphone OS. The button behaves like a toggle button where gps is enabled or disabled depending on whether it is pushed and it may hold a small spinner component while the gps is finding your position. Does anyone know if this component can be easily constructed using default components? If no, what would be the best way to develop such a component? Is the crosshair/target icon a generic icon that I can re-use?

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  • Why does a port occasionally stop listening? This happens only on occasion

    - by Binh Nguyen
    I have a Windows Service written in C# that listens on port 8591. I also have a web application hosted in IIS on the same server that makes request to the service. On occasion the port will stop listening and throws the following error: "No connection could be made because the target machine actively refused it 127.0.0.1:8591". This happened 3 times in 2 months and just resolves itself. I can also fix it manually by restarting the service. I'm wondering if any one else has run into this problem and has possible suggestions to resolve. I'm a developer and have worked with our windows group extensively and they assure me there is no firewall or AV blocking the port on occasion. This is running on Windows Server 2008 R2. Very puzzled at what could be causing this to happen. Please let me know if you need more information.

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  • Why for only some actions must I call setTarget?

    - by Max Pierce
    For most actions, I just click and drag in InterfaceBuilder to "wire up" a call from some interface object to my code. For example, if I want to know when the user single-clicks a row in a table, I drag a connection from the table's action to my controller's action. But now let's consider the user double-clicking a row. If I want one of my actions to be called when this happens, I need to call not only -[NSTableView setDoubleAction] but also -[NSControl setTarget]. Why? To be clear, I am not asking why Interface Builder doesn't support setDoubleAction. All tools have limitations. I am trying to gain a greater understanding about how and why setTarget doesn't seem to be necessary unless and until I want setDoubleAction to work. Another way to ask this question would be: Why don't I need to do anything in Interface Builder to set the target of the table's (single-click) action?

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  • Problem with Ogre::Camera lookAt function when target is directly below.

    - by PigBen
    I am trying to make a class which controls a camera. It's pretty basic right now, it looks like this: class HoveringCameraController { public: void init(Ogre::Camera & camera, AnimatedBody & target, Ogre::Real height); void update(Ogre::Real time_delta); private: Ogre::Camera * camera_; AnimatedBody * target_; Ogre::Real height_; }; HoveringCameraController.cpp void HoveringCameraController::init(Ogre::Camera & camera, AnimatedBody & target, Ogre::Real height) { camera_ = &camera; target_ = &target; height_ = height; update(0.0); } void HoveringCameraController::update(Ogre::Real time_delta) { auto position = target_->getPosition(); position.y += height_; camera_->setPosition(position); camera_->lookAt(target_->getPosition()); } AnimatedBody is just a class that encapsulates an entity, it's animations and a scene node. The getPosition function is simply forwarded to it's scene node. What I want(for now) is for the camera to simply follow the AnimatedBody overhead at the distance given(the height parameter), and look down at it. It follows the object around, but it doesn't look straight down, it's tilted quite a bit in the positive Z direction. Does anybody have any idea why it would do that? If I change this line: position.y += height_; to this: position.x += height_; or this: position.z += height_; it does exactly what I would expect. It follows the object from the side or front, and looks directly at it.

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  • Building Web Application project using MSBuild from command line on 64-bit: missing targets file

    - by James Allen
    Building a solution containing a web application project using MSBuild from powershell like this: msbuild "/p:OutDir=$build_dir\" $solution_file Works fine for me on 32-bit, but on a 64-bit machine I am running into this error: error MSB4019: The imported project "C:\Program Files\MSBuild\Microsoft\VisualStudio\v9.0\WebApplications\Microsoft.WebApplication.targets" was not found. Confirm that the path in the declaration is correct, and that the file exists on disk. I am using Visual Studio 2008 and powershell v2. The problem has already been documented here and here. Basically on 64-bit install of VS, the Microsoft.WebApplication.targets needed by MSBuild is in the Program Files(x86) dir, not the Program Files dir, but MSBuild doesn't recognise this and so looks in the wrong place. The two solutions are not ideal: Manually copy the file on 64-bit from Program Files(x86) to Program Files. This is a poor solution - every dev will have to do this manually. Manually edit the csproj file so MSBuild looks in the right place. Again not ideal: I would rather not have to get everyone on 64bit to manually edit csproj files on every new project. e.g. <Import Project="$(MSBuildExtensionsPathx86)\$(WebAppTargetsSuffix)" Condition="Exists('$(MSBuildExtensionsPathx86)\$(WebAppTargetsSuffix)')" /> Ideally I want a way to tell MSBuild to import the target file form the right place from the command line but I can't work out how to do that. Any solutions?

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  • UIButton addTarget method can not use in IOS 4.2

    - by Risma
    hi i have a UIButton made programmatically and i want to add the target and the action for that button. i have use method addTarget: action: forControlEvents: in IOS 4.1 this method is detected, but in 4.2 it didn't, here is my code float version = [[[UIDevice currentDevice] systemVersion] floatValue]; if(version <= 4.1){ moreButton = [[UIButton buttonWithType:UIButtonTypeCustom] initWithFrame:CGRectMake(6.3+5*widthSegment, 0.0, widthSegment, heightSegment)]; [moreButton addTarget:self action:@selector(getPopOverMore:) forControlEvents:UIControlEventTouchUpInside]; } else{ //version 4.2 NSLog(@"versi 4.2"); moreButton = [UIButton buttonWithType:UIButtonTypeCustom]; moreButton.frame = CGRectMake(6.3+7*widthSegment, 0.0, widthSegment, heightSegment); [moreButton addTarget:self action:@selector(getPopOverMore:) forControlEvents:UIControlEventTouchUpInside]; } and this is the action method : - (IBAction)getPopOverMore:(id)sender{ if(moreFileController == nil) { moreFileController = [[MoreFilePopController alloc] initWithStyle:UITableViewStylePlain]; moreFileController.delegate = self; moreFilePopOverController = [[UIPopoverController alloc] initWithContentViewController:moreFileController]; } CGRect frameMore = CGRectMake(6.3+5*widthSegment, 0.0, widthSegment, heightSegment); [moreFilePopOverController presentPopoverFromRect:frameMore inView:navBar permittedArrowDirections:UIPopoverArrowDirectionUp animated:YES]; } any body know, what's wrong here??

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  • Flash -> ByteArray -> AMFPHP -> Invalid Image !??

    - by undefined
    Hi, Im loading images into Flash and using JPGEncoder to encode the image to a ByteArray and send this to AMF PHP which writes out the bytearray to a file. This all appears to work correctly and I can download the resulting file in Photoshop CS4 absolutely fine. When i try to open it from the desktop or open it back in Flash it doesnt work... Picasa my default image browser says "Invalid" Here is the code i use to write the bytearray to a file - $jpg = $GLOBALS["HTTP_RAW_POST_DATA"]; file_put_contents($filename, $jpg); That's it ... I use the NetConnection class to connect and call the service, do I need to say Im sending jpg data? I assumed that JPGEncoder took care of that. How can I validate the bytearray before writing the file? Do I need to set MIME type or something .. excuse the slightly noob questions, a little knowledge can be a dangerous thing. Thanks --------------------------------------- PART II ------------------------------------------ Here is some code - 1) load the image into Flash player item.load(); function _onImageDataLoaded(evt:Event):void { var tmpFileRef:FileReference=FileReference(evt.target); image_loader=new Loader ; image_loader.contentLoaderInfo.addEventListener(Event.COMPLETE, _onImageLoaded); image_loader.loadBytes(tmpFileRef.data); } function _onImageLoaded(evt:Event):void { bitmap=Bitmap(evt.target.content); bitmap.smoothing=true; if (bitmap.width>MAX_WIDTH||bitmap.height>MAX_HEIGHT) { resizeBitmap(bitmap); } uploadResizedImage(bitmap); } function resizeBitmap(target:Bitmap):void { if (target.height>target.width) { target.width=MAX_WIDTH; target.scaleY=target.scaleX; } else if (target.width >= target.height) { target.height=MAX_HEIGHT; target.scaleX=target.scaleY; } } function uploadResizedImage(target:Bitmap):void { var _bmd:BitmapData=new BitmapData(target.width,target.height); _bmd.draw(target, new Matrix(target.scaleX, 0, 0, target.scaleY)); var encoded_jpg:JPGEncoder=new JPGEncoder(90); var jpg_binary:ByteArray=encoded_jpg.encode(_bmd); _uploadService=new NetConnection(); _uploadService.objectEncoding=ObjectEncoding.AMF3 _uploadService.connect("http://.../amfphp/gateway.php"); _uploadService.call("UploadService.receiveByteArray",new Responder(success, error), jpg_binary, currentImageFilename); } Many thanks for you help

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  • Collision with CCSprite

    - by Coder404
    I'm making an iOS app based off the code from here In the .m file of the tutorial is this: -(void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; for (CCSprite *projectile in _projectiles) { CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { [targetsToDelete addObject:target]; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:projectile]; } [targetsToDelete release]; } for (CCSprite *projectile in projectilesToDelete) { [_projectiles removeObject:projectile]; [self removeChild:projectile cleanup:YES]; } [projectilesToDelete release]; } I am trying to take away the projectiles and have the app know when the CCSprite "Player" and the targets collide. Could someone help me with this? Thanks

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  • How can I make a 32 bit render target with a 16 bit alpha channel in DirectX?

    - by J Junker
    I want to create a render target that is 32-bit, with 16 bits each for alpha and luminance. The closest surface formats I can find in the DirectX SDK are: D3DFMT_A8L8 // 16-bit using 8 bits each for alpha and luminance. D3DFMT_G16R16F // 32-bit float format using 16 bits for the red channel and 16 bits for the green channel. But I don't think either of these will work, since D3DFMT_A8L8 doesn't have the precision and D3DFMT_G16R16F doesn't have an alpha channel (I need a separate blend state for alpha). How can I create a render target that allows a separate blend state for luminance and alpha, with 16 bit precision on each channel, that doesn't exceed 32 bits per pixel?

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  • Hyperlink and targetname in wpf

    - by Geetha
    Hi All, I want to display the pages in the frame by using the hyperlink control. but it is not working. Code: <Window x:Class="WPFNavigation.Window1" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="Window1" Height="400" Width="500"> <Grid> <Grid.ColumnDefinitions> <ColumnDefinition></ColumnDefinition> <ColumnDefinition></ColumnDefinition> </Grid.ColumnDefinitions> <StackPanel Grid.Column="0"> <TextBlock> <Hyperlink NavigateUri="ImagePage.xaml">Image</Hyperlink> <LineBreak></LineBreak> <Hyperlink NavigateUri="Layouts.xaml" TargetName="targetFrame">Layouts</Hyperlink> </TextBlock> </StackPanel> <Frame Name="targetFrame" Source="MainPage.xaml" Grid.Column="1"></Frame> </Grid> </Window>

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  • Using Castle DynamicProxy is it possible to change the invocation target on class proxy?

    - by Gareth D
    Hi Using Castle DynamicProxy v2, I'd like to change the target of an invocation for a class proxy. The new target is simply a different instance of the same type as the original target. The target types do not implement a common interface so I cannot use the IProxyTargetAccessor as detailed in Krzysztof's post on the subject - I cannot cast from a class proxy invocator to a IProxyTargetAccessor. Is there a way to do this?

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  • Mach-O binaries using FASM

    - by vruz
    is anybody using FASM to produce Mach-O binaries? it's my assembler of choice and I thought it would be nice to learn whether that's possible to accomplish and whether somebody is already doing it. thanks in advance.

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  • Project Euler #9 (Pythagorean triplets) in Clojure

    - by dbyrne
    My answer to this problem feels too much like these solutions in C. Does anyone have any advice to make this more lispy? (use 'clojure.test) (:import 'java.lang.Math) (with-test (defn find-triplet-product ([target] (find-triplet-product 1 1 target)) ([a b target] (let [c (Math/sqrt (+ (* a a) (* b b)))] (let [sum (+ a b c)] (cond (> a target) "ERROR" (= sum target) (reduce * (list a b (int c))) (> sum target) (recur (inc a) 1 target) (< sum target) (recur a (inc b) target)))))) (is (= (find-triplet-product 1000) 31875000)))

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  • How to split Code for iOS 3.0 and iOS 3.2 so I can use MPMoviePlayerViewController if OS 3.2++

    - by Allisone
    I have a video that I play. To use full screen in iOS 3.2 I use the MPMoviePlayerViewController (seems to only work with that Class). But if I want to build for iOS 3.0 I obviously get several errors, because this class is not known in iOS 3.0. I also know how to get what I want with MPMoviePlayerController in iOS 3.0, but I can only have one, either the code for iOS 3.0 or the code for iOS 3.2. How to cope with that ? I guess I have to use multiple targets, do you have suggestions on how to do that (always when I tried multiple targets I got errors and gave up :) ) ?

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  • jquery - targetting a select using $this

    - by Maureen
    I am trying to get individual selects (which have the same class as other selects) to respond to a .change function, however it only works on one of the selects. If you test out this code it will make more sense. Try to add a few "ON/OFF events", and then select "Specified Time" in the various selects. You'll see only the first one responds. Any ideas? Thanks! Please see the following code: $(document).ready(function() { var neweventstring = '<div class="event">Turns <select name="ONOFF"><option value="On">ON</option><option value="Off">OFF</option></select> at: <select name="setto" class="setto"><option>Select Time</option><option value="Sunrise">Sunrise</option><option value="Sunset">Sunset</option><option value="specifiedtime">Specified Time</option></select></div>'; $('#addmondaysevent').click(function () { $('#monday .events').append(neweventstring); }); $('.setto').change(function() { alert('The function is called'); if($("option:selected", this).val() =="specifiedtime"){ alert('If returns true'); $(this).css("background-color", "#cc0000"); $(this).after('<div class="specifictime"><input type="text" value="00" style="width:30px"/> : <input type="text" value="00" style="width:30px"> <select name="ampm"><option value="AM" selected>AM</option><option value="PM">PM</option></select></div>') } }); }); And my HTML: <div id="monday"> <h2>Mondays</h2> <div class="events"> <div class="event"> Turn <select name="ONOFF"> <option value="On">ON</option> <option value="Off">OFF</option> </select> at: <select name="setto" class="setto"> <option>Select Time</option> <option value="Sunrise">Sunrise</option> <option value="Sunset">Sunset</option> <option value="specifiedtime">Specified Time</option> </select> </div> [<a id="addmondaysevent">Add an ON/OFF event</a>] </div> </div>

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  • Visual Studio project build as an executable AND a DLL

    - by East of Nowhere
    In Visual Studio 2008 project properties, Application tab, I can set the Output type to Windows Application, Console Application, or Class Library. I have a project that I want to build as a stand-alone tool (console app) and be available to a couple other tools I'm working on as a class library. The VS GUI only lets me choose one or the other, and building the proj twice all the time is inconvenient. How can I set it up to build both output types in a single build job? Do I write some custom MSBuild .targets file or what?

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  • Javascript: Perform function on form submit

    - by flight643
    Hopefully this is a pretty simple question! I've got the code working in jQuery to listen for a specific form on a page to be submitted and perform an alert when it is.. I.e.: The form itself doesn't have a name so I am targetting the form within a specific form ID. $("#content form").submit(function() { alert("lorem ipsum dolor?"); }); What would be the syntax for performing this in javascript alone without using jquery? For example, I have this code (below) and just am unsure of how to listen for the form to be submitted to perform an action.. var submitform = document.getElementById("content").getElementsByTagName("form"); Thanks!

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  • document directory for different iphone app targets

    - by David
    I have two targets for my app which both unarchive serialized objects, however the objects made by the two apps are not compatible. these objects seem to be saved to the same document directory so that one app will try to unarchive the other's objects. how do I get the apps to create separate sandboxes so they do not have access each others' saved objects? or do I need to just have each version create differently named files?

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  • Perform function on form submit

    - by flight643
    Hopefully this is a pretty simple question! I've got the code working in jQuery to listen for a specific form on a page to be submitted and perform an alert when it is.. I.e.: The form itself doesn't have a name so I am targetting the form within a specific form ID. $("#content form").submit(function() { alert("lorem ipsum dolor?"); }); What would be the syntax for performing this in javascript alone without using jquery? For example, I have this code (below) and just am unsure of how to listen for the form to be submitted to perform an action.. var submitform = document.getElementById("content").getElementsByTagName("form"); Thanks!

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  • Cocos2d score resetting is messing up (long post warning)

    - by Jhon Doe
    The score is not resetting right at all,I am trying to make a high score counter where every time you passed previous high score it will update.However, right now it is resetting during the game. For example if I had high score of 2 during the game it will take 3 points just to put it up to 3 as high score instead of keep going up until it is game over. I have came to the conclusion that I need to reset it in gameoverlayer so it won't reset during game. I have been trying to to do this but no luck. hello world ./h #import "cocos2d.h" // HelloWorldLayer @interface HelloWorldLayer : CCLayer { int _score; int _oldScore; CCLabelTTF *_scoreLabel; } @property (nonatomic, assign) CCLabelTTF *scoreLabel; hello world init ./m _score = [[NSUserDefaults standardUserDefaults] integerForKey:@"score"]; _oldScore = -1; self.scoreLabel = [CCLabelTTF labelWithString:@"" dimensions:CGSizeMake(100, 50) alignment:UITextAlignmentRight fontName:@"Marker Felt" fontSize:32]; _scoreLabel.position = ccp(winSize.width - _scoreLabel.contentSize.width, _scoreLabel.contentSize.height); _scoreLabel.color = ccc3(255,0,0); [self addChild:_scoreLabel z:1]; hello world implement ./m - (void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); BOOL monsterHit = FALSE; NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { CCParticleFire* explosion = [[CCParticleFire alloc] initWithTotalParticles:200]; explosion.texture =[[CCTextureCache sharedTextureCache] addImage:@"sun.png"]; explosion.autoRemoveOnFinish = YES; explosion.startSize = 20.0f; explosion.speed = 70.0f; explosion.anchorPoint = ccp(0.5f,0.5f); explosion.position = target.position; explosion.duration = 1.0f; [self addChild:explosion z:11]; [explosion release]; monsterHit = TRUE; Monster *monster = (Monster *)target; monster.hp--; if (monster.hp <= 0) { [targetsToDelete addObject:target]; [[SimpleAudioEngine sharedEngine] playEffect:@"splash.wav"]; _score ++; } break; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count > 0) { [ projectilesToDelete addObject:projectile]; } [targetsToDelete release]; if (_score > _oldScore) { _oldScore = _score; [_scoreLabel setString:[NSString stringWithFormat:@"score%d", _score]]; [[NSUserDefaults standardUserDefaults] setInteger:_oldScore forKey:@"score"]; _score = 0; } } - (void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); BOOL monsterHit = FALSE; NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { CCParticleFire* explosion = [[CCParticleFire alloc] initWithTotalParticles:200]; explosion.texture =[[CCTextureCache sharedTextureCache] addImage:@"sun.png"]; explosion.autoRemoveOnFinish = YES; explosion.startSize = 20.0f; explosion.speed = 70.0f; explosion.anchorPoint = ccp(0.5f,0.5f); explosion.position = target.position; explosion.duration = 1.0f; [self addChild:explosion z:11]; [explosion release]; monsterHit = TRUE; Monster *monster = (Monster *)target; monster.hp--; if (monster.hp <= 0) { [targetsToDelete addObject:target]; [[SimpleAudioEngine sharedEngine] playEffect:@"splash.wav"]; _score ++; } break; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:projectile]; } [targetsToDelete release]; if (_score > _oldScore) { _oldScore = _score; [_scoreLabel setString:[NSString stringWithFormat:@"score%d", _score]]; [[NSUserDefaults standardUserDefaults] setInteger:_oldScore forKey:@"score"]; _score = 0; } The game overlayer .h file game over @interface GameOverLayer : CCLayerColor { CCLabelTTF *_label; CCSprite * background; int _score; int _oldScore; } @property (nonatomic, retain) CCLabelTTF *label; @end @interface GameOverScene : CCScene { GameOverLayer *_layer; } @property (nonatomic, retain) GameOverLayer *layer; @end .m file gameover #import "GameOverLayer.h" #import "HelloWorldLayer.h" #import "MainMenuScene.h" @implementation GameOverScene @synthesize layer = _layer; - (id)init { if ((self = [super init])) { self.layer = [GameOverLayer node]; [self addChild:_layer]; } return self; } - (void)dealloc { [_layer release]; _layer = nil; [super dealloc]; } @end @implementation GameOverLayer @synthesize label = _label; -(id) init { if( (self=[super initWithColor:ccc4(0,0,0,0)] )) { CGSize winSize = [[CCDirector sharedDirector] winSize]; self.label = [CCLabelTTF labelWithString:@"" fontName:@"Arial" fontSize:32]; _label.color = ccc3(225,0,0); _label.position = ccp(winSize.width/2, winSize.height/2); [self addChild:_label]; [self runAction:[CCSequence actions: [CCDelayTime actionWithDuration:3], [CCCallFunc actionWithTarget:self selector:@selector(gameOverDone)], nil]]; _score=0; }

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  • nvidia driver problem after update

    - by baltasar
    I know there are a lot of posts about nvdia driver, but I am not able to solve this. I updated my configuration yesterday, September 27th, and it seems that a new nvidia driver was involved. The updated completed with an error, and invited me to send a bug report automatically. I send it, but it finally said that there was no place to send the bug report to. Today I updated again, and a new kernel was there. Then I rebooted. I found a desktop in 640x480 with a horrible, unreadable font. I run jockey and tried to go back to another version of the nvidia driver, but it seems that none of the drivers listed there are suddenly valid. I have the x-swat repository enabled, because I remember that I had a similar issue in the past that was only to be solved with the newest driver. jockey log: 2012-09-28 11:22:24,747 DEBUG: Selecting previously unselected package nvidia-173. (Reading database ... 536311 files and directories currently installed.) Unpacking nvidia-173 (from .../nvidia-173_173.14.35-0ubuntu0.2_i386.deb) ... Processing triggers for man-db ... Setting up nvidia-173 (173.14.35-0ubuntu0.2) ... Loading new nvidia-173-173.14.35 DKMS files... Building only for 3.2.0-32-generic-pae Building for architecture i686 Building initial module for 3.2.0-32-generic-pae Error! Bad return status for module build on kernel: 3.2.0-32-generic-pae (i686) Consult /var/lib/dkms/nvidia-173/173.14.35/build/make.log for more information. Processing triggers for bamfdaemon ... Rebuilding /usr/share/applications/bamf.index... 2012-09-28 11:22:25,143 WARNING: modinfo for module nvidia_173 failed: ERROR: modinfo: could not find module nvidia_173 2012-09-28 11:22:25,143 ERROR: XorgDriverHandler.enable(): package or module not installed, aborting 2012-09-28 11:22:53,613 DEBUG: NVidia(nvidia_173).enabled(): target_alt /usr/lib/nvidia-173/ld.so.conf current_alt /usr/lib/nvidia-173/ld.so.conf other target alt /usr/lib/nvidia-173/alt_ld.so.conf other current alt /usr/lib/nvidia-173/alt_ld.so.conf 2012-09-28 11:22:53,613 DEBUG: KMH enabled: False 2012-09-28 11:22:53,629 DEBUG: NVidia(nvidia_173).enabled(): target_alt /usr/lib/nvidia-173/ld.so.conf current_alt /usr/lib/nvidia-173/ld.so.conf other target alt /usr/lib/nvidia-173/alt_ld.so.conf other current alt /usr/lib/nvidia-173/alt_ld.so.conf 2012-09-28 11:22:53,629 DEBUG: KMH enabled: False 2012-09-28 11:23:01,943 DEBUG: NVidia(nvidia_173).enabled(): target_alt /usr/lib/nvidia-173/ld.so.conf current_alt /usr/lib/nvidia-173/ld.so.conf other target alt /usr/lib/nvidia-173/alt_ld.so.conf other current alt /usr/lib/nvidia-173/alt_ld.so.conf 2012-09-28 11:23:01,943 DEBUG: KMH enabled: False 2012-09-28 11:23:01,962 DEBUG: NVidia(nvidia_173).enabled(): target_alt /usr/lib/nvidia-173/ld.so.conf current_alt /usr/lib/nvidia-173/ld.so.conf other target alt /usr/lib/nvidia-173/alt_ld.so.conf other current alt /usr/lib/nvidia-173/alt_ld.so.conf 2012-09-28 11:23:01,963 DEBUG: KMH enabled: False 2012-09-28 11:23:01,998 DEBUG: NVidia(nvidia_173_updates).enabled(): target_alt None current_alt /usr/lib/nvidia-173/ld.so.conf other target alt None other current alt /usr/lib/nvidia-173/alt_ld.so.conf 2012-09-28 11:23:01,998 DEBUG: nvidia_173_updates is not the alternative in use 2012-09-28 11:23:02,044 DEBUG: NVidia(nvidia_current).enabled(): target_alt /usr/lib/nvidia-current/ld.so.conf current_alt /usr/lib/nvidia-173/ld.so.conf other target alt /usr/lib/nvidia-current/alt_ld.so.conf other current alt /usr/lib/nvidia-173/alt_ld.so.conf 2012-09-28 11:23:02,044 DEBUG: nvidia_current is not the alternative in use 2012-09-28 11:23:02,066 DEBUG: NVidia(nvidia_current).enabled(): target_alt /usr/lib/nvidia-current/ld.so.conf current_alt /usr/lib/nvidia-173/ld.so.conf other target alt /usr/lib/nvidia-current/alt_ld.so.conf other current alt /usr/lib/nvidia-173/alt_ld.so.conf 2012-09-28 11:23:02,066 DEBUG: nvidia_current is not the alternative in use 2012-09-28 11:23:02,106 DEBUG: NVidia(nvidia_current_updates).enabled(): target_alt None current_alt /usr/lib/nvidia-173/ld.so.conf other target alt None other current alt /usr/lib/nvidia-173/alt_ld.so.conf 2012-09-28 11:23:02,106 DEBUG: nvidia_current_updates is not the alternative in use 2012-09-28 11:23:02,157 DEBUG: NVidia(nvidia_173).enabled(): target_alt /usr/lib/nvidia-173/ld.so.conf current_alt /usr/lib/nvidia-173/ld.so.conf other target alt /usr/lib/nvidia-173/alt_ld.so.conf other current alt /usr/lib/nvidia-173/alt_ld.so.conf 2012-09-28 11:23:02,157 DEBUG: KMH enabled: False 2012-09-28 11:23:02,177 DEBUG: NVidia(nvidia_173).enabled(): target_alt /usr/lib/nvidia-173/ld.so.conf current_alt /usr/lib/nvidia-173/ld.so.conf other target alt /usr/lib/nvidia-173/alt_ld.so.conf other current alt /usr/lib/nvidia-173/alt_ld.so.conf 2012-09-28 11:23:02,178 DEBUG: KMH enabled: False 2012-09-28 11:23:02,245 DEBUG: NVidia(nvidia_173).enabled(): target_alt /usr/lib/nvidia-173/ld.so.conf current_alt /usr/lib/nvidia-173/ld.so.conf other target alt /usr/lib/nvidia-173/alt_ld.so.conf other current alt /usr/lib/nvidia-173/alt_ld.so.conf 2012-09-28 11:23:02,245 DEBUG: KMH enabled: False 2012-09-28 11:23:02,272 DEBUG: NVidia(nvidia_173).enabled(): target_alt /usr/lib/nvidia-173/ld.so.conf current_alt /usr/lib/nvidia-173/ld.so.conf other target alt /usr/lib/nvidia-173/alt_ld.so.conf other current alt /usr/lib/nvidia-173/alt_ld.so.conf 2012-09-28 11:23:02,273 DEBUG: KMH enabled: False 2012-09-28 11:23:02,303 DEBUG: NVidia(nvidia_173_updates).enabled(): target_alt None current_alt /usr/lib/nvidia-173/ld.so.conf other target alt None other current alt /usr/lib/nvidia-173/alt_ld.so.conf 2012-09-28 11:23:02,303 DEBUG: nvidia_173_updates is not the alternative in use 2012-09-28 11:23:02,330 DEBUG: NVidia(nvidia_current).enabled(): target_alt /usr/lib/nvidia-current/ld.so.conf current_alt /usr/lib/nvidia-173/ld.so.conf other target alt /usr/lib/nvidia-current/alt_ld.so.conf other current alt /usr/lib/nvidia-173/alt_ld.so.conf 2012-09-28 11:23:02,410 DEBUG: nvidia_current is not the alternative in use 2012-09-28 11:23:02,427 DEBUG: NVidia(nvidia_current).enabled(): target_alt /usr/lib/nvidia-current/ld.so.conf current_alt /usr/lib/nvidia-173/ld.so.conf other target alt /usr/lib/nvidia-current/alt_ld.so.conf other current alt /usr/lib/nvidia-173/alt_ld.so.conf 2012-09-28 11:23:02,428 DEBUG: nvidia_current is not the alternative in use 2012-09-28 11:23:02,457 DEBUG: NVidia(nvidia_current_updates).enabled(): target_alt None current_alt /usr/lib/nvidia-173/ld.so.conf other target alt None other current alt /usr/lib/nvidia-173/alt_ld.so.conf 2012-09-28 11:23:02,458 DEBUG: nvidia_current_updates is not the alternative in use

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