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  • Can I disable UIPickerView scroll sound?

    - by cocoaholic
    Hi, I want to disable the annoying clicks that the UIPickerView generates upon scrolling up and down. Is there a way to do this? I want to play short sounds for each item that the picker view lands upon. It gets ruined by the built in sound. I understand that the picker sounds can be turned off globally by switching off the keyboard sounds in iPhone/iPod settings. But is there a way to programatically do this? Any help will be much appreciated! Thanks

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  • Can somebody explain in a few sentences how these technologies relate: Flex, Flash, Air, ActionScrip

    - by SimpaCar
    I've read about each of these but I still don't understand how they all inter-operate, which are competing technologies, or even really what each of them is distinctly. Flash, Air, Flex... Are these all "containers"/JVM-like runtime environments, in which ActionScript code runs? SWF,FLV,AIR... Are these competing file formats which a Flash, Air or Flex runtime environment executes? ActionScript is a C-like language which compiles to SWF, FLV or AIR files? Sorry, with all the marketing around these terms, some of which are used interchangeably, I am quite lost. Suppose I wanted to write an AIR application... what would that entail? Writing ActionScript, compiling it to a SWF, and then installing the AIR runtime to execute it? How's that different than Flash? If I want to play AIR applications do I need a separate AIR runtime or does Flash execute AIR apps?

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  • Run jquery image resizer after image is appended.

    - by Goldy
    Hi all, I am using this jQuery plugin to re-size images. http://hirdet2.extra.hu/kepresize/ . $(document).ready(function(){ $('#content img').kepresize({maxWidth: 200,maxHeight: 150}); .... .... $('#content').append('<img src="pathtofile"/>'); }); However, these images are only being appended after the document loads, depending on the users actions. Therefore the appended images are not being re-sized. I have had a play around with .live() but can't seem to get it right. Any help would be much appreciated.

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  • How do I replace jQueryUI button text?

    - by Andrei Railean
    I've got a button that I use with jQueryUI somethink like this (simplified). <button id="mybutton">Play<button> <script> $("#mybutton").button().toggle( function(){ $(this).text('Stop'); }, function(){ $(this).text('Start'); }, ); </script> This code breaks the way the button looks because when making it into the button widget, there's a new span added inside the button. So I'm changing the button value like this now $(this).find('span').text('Stop'); This is hacky because I can't treat the button as a black box anymore and have to go inside. Is there a clean way to do this?

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  • How to customize the Visual Studio 2010 RC StartPage recent projects

    - by devlife
    I'd like to play around with customizing the visual studio 2010 rc start page recent items. For what I have in mind I'd need to customize the datasource / databinding but I can't find where the information is coming from. <ScrollViewer Grid.Row="1" HorizontalAlignment="Stretch" Style="{DynamicResource StartPage.ScrollViewerStyle}" VerticalAlignment="Stretch" VerticalScrollBarVisibility="Auto"> <sp:MruListBox DataContext="{Binding Path=RecentProjects}" ItemsSource="{Binding Path=Items}" Background="Transparent" BorderThickness="0" AutomationProperties.AutomationId="MruList"/> </ScrollViewer> Can anyone point me in the right direction? I see that it is binding to RecentProjects but where is that coming from?

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  • Custom flash mp3 player stopping in the middle of playing audio on windows nt ie6 system

    - by Charlotte Moller
    We have used a custom MP3 flash player for a lot of years on our website without any issues, but recently, a client of ours is reporting that the audio is playing for several seconds and then stopping. When they refresh the page or click play in the player again the audio plays fine. We are puzzled as to what could be causing this issue after this running successfully for our clients for so many years. The client system is Windows NT running IE6. Does anyone have any idea what could cause the audio to behave this way? Could audio drivers or the version of flash cause problems? We do not have flash programmers on our team so we are not even sure where to start looking within the flash code of the player. Any ideas?

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  • Dynamic Midi generation and playback on Android: Possible?

    - by Peterdk
    Strangely I find no support for Midi in Android. The only thing that comes close is the Jetplayer, but this only takes a existing .jet file. I want to dynamically generate a midi file with some intervals and play it. I even thought about just manually creating a .jet file with a tone and then transposing it with the jet player, but it limits the transposing to -12, +12. Which is not so good for me. There also is a ToneGenerator on Android, but it's limited to predefined tones with no way to transpose. Does someone know how to achieve midi generation and playback on Android?

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  • Does android support playlists for video files?

    - by DanJ
    I'm and android beginner, so go easy on me ;-) I'm trying to play a sequence of video files which I'm downloading from a server. The challenge is that I want to have a smooth transition from one file to another. My thought is to have two MediaPlayer instances each preparing and then playing in turn. It is not clear to me if they can both share the same SurfaceView? Or maybe, I should be using different views and swapping between them? Or, the idea is a bad idea all together? When I try to run configure the MediaPlayer instance with a view that isn't visible it seems to crash my emulator.

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  • iPhone - Bug using CADisplayLink and UIControls - bad to mix openGL and UIControls?

    - by Adam
    Having had problems using other methods, I've decided to stick with CADisplayLink to run my game loop. The animation is smooth now, but sometimes there's a problem where the buttons and other UI elements can't be used, can't be accessed by touch or changed programmatically. This includes UIButtons and UILabels. Has anyone encountered this before? Is it not a good idea in general to use interface builder and uicontrols on top of an OpenGL view? I've heard they don't play well together but haven't heard the reasons. Thanks!

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  • Embedded media player gets inconsistent currentPosition on both IE8 and Firefox3

    - by logoin
    I have a embedded media player in the browser that is controlled by javascript to handle all the mediaChange event. The code looks like mediaChangeHandler: function(media) { if (media && this.offset && !this.offsetJumpPerformed) { if (parseFloat(media.duration) > this.offset) { pos = parseInt(pos); this.getPlayer().controls.currentPosition = pos; alert("jump to position: " + this.getPlayer().controls.currentPosition); this.play(); this.offsetJumpPerformed = true; alert("currentPosition:" + this.getPlayer().controls.currentPosition); } } } The first alert indicates the currentPosition is where I want it to be. However, the second alert would get currentPosition that's couple seconds less than what I have set up. Does anyone have idea why? I tried googled it but haven't found anything useful. Thanks!

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  • Sound not working in iPhone Simulator?

    - by pix0r
    Somehow my iPhone Simulator is unable to play sounds. First an app I'm working on using AudioServicesPlaySystemSound() stopped working.. I spent a while debugging this but sound is still working on the iPhone when I run the app on the device. I get the same results with other iPhone apps such as the sample Crash Landing app. I can't find a sound setting anywhere in the simulator or Xcode preferences. I've tried resetting the simulator through "Reset Content and Settings" menu item to no avail.

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  • How to do this layout? (Link on Image)

    - by Spredzy
    Hi all, I was wondering how to obtain this result : http://img718.imageshack.us/img718/6173/screenshot20100411at126.png This is what I tried : <RelativeLayout android:layout_width="fill_parent" android:layout_height="wrap_content" android:background="#CCCCCC" android:orientation="horizontal" android:layout_weight="0"> <Button android:id="@+id/btn_cancel" android:text="@string/cancel" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_margin="5px" android:gravity="left" /> <Button android:id="@+id/btn_save" android:text="@string/save" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_margin="5px" android:layout_toRightOf="@id/btn_cancel" android:gravity="right"/> </RelativeLayout> I tried to play with the layout_width properties and setting them up to fill parents both of them but did not work, if anyone has an idea ... Thank you !

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  • How to get the playing file total time duration Media player

    - by Geetha
    Hi All, I use media player control to play mp3 files in asp.net application. I want to find When the playing process gets end and the total time require to finish the file using javascript. Code: <object id="mediaPlayer" classid="clsid:22D6F312-B0F6-11D0-94AB-0080C74C7E95" codebase="http://activex.microsoft.com/activex/controls/mplayer/en/nsmp2inf.cab#Version=5,1,52,701" height="1" standby="Loading Microsoft Windows Media Player components..." type="application/x-oleobject" width="1"> <param name="fileName" value="" /> <param name="animationatStart" value="true" /> <param name="transparentatStart" value="true" /> <param name="autoStart" value="true" /> <param name="showControls" value="true" /> <param name="volume" value="100" /> <param name="loop" value="true" /> </object> Geetha.

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  • Handling changes in an interface shared across multiple solutions?

    - by Anthony Mastrean
    Our "main" solution is the development code: shared libraries, services, UI projects, etc. The other solution is an integration and automated tests solution. It references several of the development projects. The reason it is separate is to avoid interference with the development solution's unit test VSMDI file. And to allow us to play with different execution methods (other test runners, like Gallio or StoryTeller) without interfering with the development solution. Recently, an interface changed in the development solution, one of our test mocks implemented that interface. But, it was not updated because there was no warning at compile time because it was in another solution. This broke our CI build. Does anyone have a similar setup? How do you handle these issues, do you follow a strict procedure or is there some kind of technical answer?

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  • Java File and ByteArray or InputStream - please quick help

    - by Peter Perhác
    I want to use jFuge to play some MIDI music in an applet. There's a class for the MIDI pattern - Pattern - and the only method to load the pattern is from a File. Now, I don't know how applets load files and what not, but I am using a framework (PulpCore) that makes loading assets a simple task. If I need to grab an asset from a ZIP catalogue, I can use the Assets class which provides get() and getAsStream() methods. get() returns the given asset as a ByteArray, the other as an InputStream. I need jFuge to load the pattern from either ByteArray or InputStream. In pseudo-code, I would like to do this: Pattern.load(new File(Assets.get("mymidifile.midi"))); however there is no File constructor that would take a ByteArray. Suggestions, please?

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  • Programming an Event listener for files in a directory on Linux

    - by Epitaph
    On Ubuntu linux, when you watch a flash video, it gets saved temporarily in the /tmp as flv files while the video buffers. I use vlc to directly play these files. Currently, I have scripted a shortcut that directly scans and opens the latest file in /tmp with vlc, when clicked. But, I want to program a Java application that will continually monitor this /tmp directory for any new flv files, and open it in vlc automatically. I know I can use Runtime.exec() to open the VLC application with the flv files. But, I DO NOT want to run a while(true) loop (with sleep) to scan for files. How can I make use of Event Handling (Java or any other language) on Linux to complete this task?

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  • Visio 2010 Reverse Engineer Oracle

    - by digitall
    I have used Visio 2007 in the past to reverse engineer Oracle databases to get a flow scheme. I believe all Office 2007 products were x86 as well which is where I suspect my issue currently lies. I have since upgraded to Visio 2010 x64 and when I go to reverse engineer something from Oracle it shows up under Installed Visio Drivers but I can't seem to create a data source using it. My assumption here is it is because Oracle doesn't play nicely with x64 and with Visio being compiled as x64 I don't even get the option to use it. Has anyone done this with Visio 2010 x64 and Oracle yet? Or are there other tools you would recommend to reverse engineer and get a model such as the one generated by Visio?

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • Can I import sql with php?

    - by shin
    Please bear with me(beginner). I am planning to set up an application where visitors can login and play/mess around with my application. So I want to refresh my php application once a day with a cron job. But I never wrote a cron job script before. I understand that I have to truncate all the tables/data and add the initial data. With phpmyadmin, I can import data. Is there any way I can import sql file after truncate the tables? What is the best way? Do I have to create table and insert all data? Help and resources will be appreciated. Thanks in advance.

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  • How i can enter this input field ??

    - by piter
    Hello. I have a problem with fill the input field on my webaplication. When i use selenium ide, and record my steps and next play in slow mode - all works good. But when i try to use that when i build a java script i have a problem. On the selenium ide its looks like that: selenium.type("//div[@id='startPoint']/div/div[2]/div[2]/input", "krakow"); when i run it on selenium rc i have error like: ERROR: Element //div[@id='startPoint']/div/div[2]/div[2]/input not found Anyone know how can i solve that problem ? (sorry for my eng.)

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  • phpDocumentor alternative consuming less memory

    - by Michal Cihar
    Okay, I'm fed up with phpDocumentator. It consumes way much more memory and time than I'm willing to give it. Does there exist some really compatible program to generate documentation for PHP code? I've tried PHPDoctor, which looks nice, but it has some missing features. I've also tried PhpDocGen, but it just bails out with some Perl errors, which I'm too lazy to study. Doxygen also does not seem to play well with our sources. PS: The documentation would be for phpMyAdmin, a little bit outdated documentation is here.

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  • Monotouch Binding to Linea Pro SDK

    - by jeffrapp
    I'm trying to create a binding to the Linea Pro (it's the barcode scanner they use in the Apple Stores, Lowes) SDK. I'm using David Sandor's bindings as a reference, but the SDK has been updated a few times since January of 2011. I have most everything working, except for the playSound call, which is used to, well, play a sound on the Linea Pro device. The .h file from the SDK has the call as follows: -(BOOL)playSound:(int)volume beepData:(int *)data length:(int)length error:(NSError **)error; I've tried using int[], NSArray, and an IntPtr to the int[], but nothing seems to work. The last unsuccessful iteration of my binding looks like: [Export ("playSound:beepData:length:")] void PlaySound (int volume, NSArray data, int length); Now, this doesn't work at all. Also note that I have no idea what to do with the error:(NSError **)error part, either. I am lacking some serious familiarity with C, so any help would be extremely appreciated.

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  • Jquery Clear / reset .Queue() ?

    - by Wes
    I have the following code that triggers two functions whenever a button is clicked. However it only fires the functions once. If i click it again, it does nothing. I need to reset this queue so it fires the functions everytime I click the button. Also, I'm only doing this so I can delay the functions from be fired 1000ms - is there another way to do this? $('#play').click(function() { // other code.. $(this).delay(1000).queue(function(){ countHourly(); countFlights() }); });

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  • i cannot see movie playing in iphone simulator

    - by Neelam Roy
    Hi, i have created a application that plays movie on button click..my application is running without any warning or error. But i am not able to see the movie don't know why? I have added the Media player framework and also imported the #import in viewController.h my button action code is as follow... -(IBAction)playMyMovie:(id)sender{ NSBundle *bundle =[NSBundle mainBundle]; NSString *moviePath = [bundle pathForResource:@"jumps" ofType:@"mov"]; NSURL *movieURL = [[NSURL fileURLWithPath:moviePath] retain]; MPMoviePlayerController *theMovie =[[MPMoviePlayerController alloc] initWithContentURL:movieURL]; theMovie.scalingMode = MPMovieScalingModeAspectFill; [theMovie play]; } Please tell me what i am missing..

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  • wpf c# media player questions

    - by Sankar
    I'm making a media player in wpf using c#. I had 3 questions. 1) I tried making a seeker XAML: <Slider Name="timelineSlider" Margin="40,91,26,0" ValueChanged="SeekToMediaPosition" Height="32" VerticalAlignment="Top" /> Code: private void Element_MediaOpened(object sender, EventArgs e) { timelineSlider.Maximum = ply.NaturalDuration.TimeSpan.TotalMilliseconds; } private void SeekToMediaPosition(object sender, RoutedPropertyChangedEventArgs<double> e) { int SliderValue = (int)timelineSlider.Value; TimeSpan ts = new TimeSpan(SliderValue, SliderValue, SliderValue, SliderValue, SliderValue); ply.Position = ts; } When I run the program, I open the mp3 and play it but the seeker won't move. When I click on the seeker to move it to a certain position, the song stops playing but the seeker moves. What's the problem and how do I fix it? How do I create a volume increase/decrease bar? How can I open several mp3s and queue them up like a playlist? Thank you

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