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  • ListView with button and check mark?

    - by jgelderloos
    So I have looked through a lot of other answers but have not been able to get my app to work how I want it. I basically want the list view that has the text and check mark to the right, but then an addition button to the left. Right now my list view shows up but the check image is never changed. Selector: <?xml version="1.0" encoding="utf-8"?> <selector xmlns:android="http://schemas.android.com/apk/res/android"> <item android:state_selected="true" android:drawable="@drawable/accept_on" /> <item android:drawable="@drawable/accept" /> </selector> Row xml: <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/layout" android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="fill_parent" android:padding="10dp" android:background="#EEE"> <ImageButton android:id="@+id/goToMapButton" android:src="@drawable/go_to_map" android:layout_width="wrap_content" android:layout_height="wrap_content" android:gravity="left" /> <TextView android:id="@+id/itemName" android:layout_width="fill_parent" android:layout_height="fill_parent" android:gravity="center_vertical" android:textColor="#000000" android:layout_marginTop="5dp" android:layout_marginBottom="5dp" android:layout_weight="1" /> <Button android:id="@+id/checkButton" android:background="@drawable/item_selector" android:layout_width="wrap_content" android:layout_height="wrap_content" android:gravity="right" /> </LinearLayout> MapAdapter: import android.content.Context; import android.view.LayoutInflater; import android.view.View; import android.view.ViewGroup; import android.widget.ArrayAdapter; import android.widget.Button; import android.widget.ImageButton; import android.widget.LinearLayout; import android.widget.TextView; public class MapAdapter extends ArrayAdapter<String>{ Context context; int layoutResourceId; String data[] = null; LayoutInflater inflater; LinearLayout layout; public MapAdapter(Context context, int layoutResourceId, String[] data) { super(context, layoutResourceId, data); this.layoutResourceId = layoutResourceId; this.context = context; this.data = data; inflater = LayoutInflater.from(context); } @Override public String getItem(int position) { return data[position]; } @Override public View getView(int position, View convertView, ViewGroup parent) { ViewHolder holder = new ViewHolder(); if(convertView == null) { convertView = inflater.inflate(R.layout.map_item_row, null); layout = (LinearLayout)convertView.findViewById(R.id.layout); holder.map = (ImageButton)convertView.findViewById(R.id.goToMapButton); holder.name = (TextView)convertView.findViewById(R.id.itemName); //holder.check = (Button)convertView.findViewById(R.id.checkButton); convertView.setTag(holder); } else { holder = (ViewHolder) convertView.getTag(); } layout.setBackgroundColor(0x00000004); holder.name.setText(getItem(position)); return convertView; } static class ViewHolder { ImageButton map; TextView name; Button check; } }

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  • Why is my Python OpenGL render2DTexture function so slow?

    - by Barakat
    SOLVED: The problem was actually using time.time() every CPU cycle to see whether the next frame should be drawn or not. The time it takes to execute time.time() was having an impact on the FPS. I made this function for drawing 2D textures as images in a 2D view in my OpenGL application. After doing some testing I found that it takes up 1-2 fps per texture. I know I am probably doing something wrong in this code. Any ideas? I am limiting the FPS to 60. Edit: When I disable the texture rendering it adds about 15% fps back. When I disabled text rendering it adds about 15% fps back. When i disable both barely any fps is consumed anymore. IE: 20 out of 60 fps with both on. 30 out of 60 when one is disabled. 58 out of 60 when both are disabled. When rendering the text on a button ( the control I'm using to test this ), it only "prepares" the text when the button label is set. Updated code, still running at the same speed but still works the same: def render2DTexture( self, texture, rect, texrect ): glEnable( GL_TEXTURE_2D ) glBindTexture( GL_TEXTURE_2D, texture ) glBegin( GL_QUADS ) glTexCoord2f( texrect.left, texrect.bottom ) glVertex2i( rect.left, self.windowSize[1] - rect.top ) glTexCoord2f( texrect.right, texrect.bottom ) glVertex2i( rect.left + rect.right, self.windowSize[1] - rect.top ) glTexCoord2f( texrect.right, texrect.top ) glVertex2i( rect.left + rect.right, self.windowSize[1] - ( rect.top + rect.bottom ) ) glTexCoord2f( texrect.left, texrect.top ) glVertex2i( rect.left, self.windowSize[1] - ( rect.top + rect.bottom ) ) glEnd() glDisable( GL_TEXTURE_2D ) def prepareText( self, text, fontFace, color ): self.loadFont( fontFace ) bmp = self.fonts[ fontFace ].render( text, 1, color ) return ( pygame.image.tostring( bmp, 'RGBA', 1 ), bmp.get_width(), bmp.get_height() ) def renderText( self, pText, position ): glRasterPos2i( position[0], self.windowSize[1] - ( position[1] + pText[2] ) ) glDrawPixels( pText[1], pText[2], GL_RGBA, GL_UNSIGNED_BYTE, pText[0] )

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  • What would be the time complexity of counting the number of all structurally different binary trees?

    - by ktslwy
    Using the method presented here: http://cslibrary.stanford.edu/110/BinaryTrees.html#java 12. countTrees() Solution (Java) /** For the key values 1...numKeys, how many structurally unique binary search trees are possible that store those keys? Strategy: consider that each value could be the root. Recursively find the size of the left and right subtrees. */ public static int countTrees(int numKeys) { if (numKeys <=1) { return(1); } else { // there will be one value at the root, with whatever remains // on the left and right each forming their own subtrees. // Iterate through all the values that could be the root... int sum = 0; int left, right, root; for (root=1; root<=numKeys; root++) { left = countTrees(root-1); right = countTrees(numKeys - root); // number of possible trees with this root == left*right sum += left*right; } return(sum); } } I have a sense that it might be n(n-1)(n-2)...1, i.e. n!

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  • Java: how to initialize int without assigning a value?

    - by HH
    $ javac InitInt.java InitInt.java:9: '[' expected right = new int; ^ InitInt.java:9: ']' expected right = new int; ^ InitInt.java:13: ';' expected } ^ InitInt.java:14: ';' expected public int getRight(){return right;} ^ InitInt.java:15: reached end of file while parsing } ^ 5 errors $ cat InitInt.java import java.util.*; import java.io.*; public class InitInt { private final int right; public static void main(String[] args) { // I don't want to assign any value. // just initialize it, how? right = new int; // later assiging a value } public int getRight(){return right;} }

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  • Background not showing behind floating divs

    - by lolalola
    Hi, what's wrong with this code? The background disappears behind the divs when I add float: left to #text and #text2. But when I remove the float: left, everything looks good. <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <style type="text/css"> #first{ width: 200px; background-color: #345752; } #left_b{ background:transparent url('img/left.png'); background-position: left top; background-repeat: repeat-y; min-height: 30px; } #right_b{ background:transparent url('img/right.png'); background-position: right top; background-repeat: repeat-y; } #text{ float: left; width: 50px; height: 30px; } #text2{ float: left; width: 70px; height: 30px; } </style> </head> <body> <div id = "first"> <div id = "left_b"> <div id = "right_b"> <div id = "text">text 1</div> <div id = "text2">text 2</div> </div> </div> </div> </body> </html>

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  • Deletion procedure for a Binary Search Tree

    - by Metz
    Consider the deletion procedure on a BST, when the node to delete has two children. Let's say i always replace it with the node holding the minimum key in its right subtree. The question is: is this procedure commutative? That is, deleting x and then y has the same result than deleting first y and then x? I think the answer is no, but i can't find a counterexample, nor figure out any valid reasoning. EDIT: Maybe i've got to be clearer. Consider the transplant(node x, node y) procedure: it replace x with y (and its subtree). So, if i want to delete a node (say x) which has two children i replace it with the node holding the minimum key in its right subtree: y = minimum(x.right) transplant(y, y.right) // extracts the minimum (it doesn't have left child) y.right = x.right y.left = x.left transplant(x,y) The question was how to prove the procedure above is not commutative.

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  • Can I keep columns from breaking across pages?

    - by Jakob
    In Microsoft Word 2007, if I put a passage of text into a column layout that spans two pages, Word first puts everything that fits on the first page into a column layout on the first page, then the rest into a column layout on the second page. I want to prevent this breaking. The question is difficult to phrase, so here's an example of what I want to accomplish: Instead of a c e b d f ----- g j m h k n i l o I want the columns to be preserved across the page break, like so: a f k b g l ----- c h m d i n e j o Is this possible in Microsoft Word 2007?

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  • xkb layouts not working (in KDE?) after upgrade from Ubuntu 9.10 to 10.04

    - by Alan
    I customised my keyboard layout in 9.10 by editing the appropriate /usr/share/X11/xkb/symbols/ file. After upgrading to 10.04 I noticed it had overwritten all my modifications, so I recovered the layout and overwrote the symbol file's base entry. Sadly KDE (and, presumably, the entire OS) seems to ignore the files altogether. The help files don't mention anything about modifying layouts anyway (and the layout switcher seems to be using setxkbmap, which uses the above path according to its man page), so I'm at a bit of a loss. Do I need to compile this into some other format somehow or how do I get it to work?

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  • Choosing the right .NET architecture. WCF? WPF/Forms, ASP.NET (MVC)?

    - by Tommy Jakobsen
    I’m in the situation that I have to design and implement a rather big system from the bottom. I’m having some (a lot actually) questions about the architecture that I would like your comments and thoughts on. I don’t hope that I’ve written too much here, but I wanted to give you all an idea of what the system is. Quick info about the applications, read if you want: I can’t share much detail about the project, but basically it’s a system where we offer our customer a service to manage their users. We have a hotline where the users call and our hotline uses an (windows) application (intranet) to manage the user’s data, etc. The customer also has a web application where they can see reports, information about their business and users, and the ability to modify their data. Modifying data is not just user data like address and so, but also information about the products/services the user has, which can be complicated. The applications will be built on Microsoft .NET Framework 4, with a MS SQL Server 2008 database. There will be a few applications that have to access this database, such as: Intranet application (used by us and our hotline) Customer web application type 1 Customer web application type 2 Customer web application type n different applications) … Now my big problem is what .NET parts I should use for such a system. For the “backend” I’ve considered using Windows Communication Foundation: Would WCF be a good choice? The intranet application will be an application that has to edit lots of records in the database. It has to be easy to navigate using the keyboard (fast to work with). Has a feature such as “find customer, find that, lookup this, choose this and update that”. What would be the best choice to develop this application in? Would it be WPF or good old Windows Forms? I don’t need all of the fancy graphics features in WPF, like 3D, but the application has to look nice (maybe something like the new Visual Studio/Office tools). And the same question goes for the web pages. They have much the same work to do, but not as many features as the intranet application, and not the same amount of data (much less). That is my questions for now. I’m hoping to get a discussion going that will open my eyes to some of these technologies, helping me decide architecture to go with. I would like to say thanks in advance, and let you all know that any thoughts will be much appreciated.

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  • Ruby GraphViz Binary Tree Record

    - by Jason M
    I'm using the ruby-graphviz gem and I'm trying to draw binary trees. I'd like to use the record shape so that each node can have a left, middle, and right field and, thus, if there are two edges leaving a node, the left and right edges can be distinguished. I tried specifying the field by concatenating the field name like this: @node1.name + ":left" But that did not work. What is the correct way of specifying the field? require 'rubygems' require 'graphviz' @graph = GraphViz.new( :G, :type => :digraph ) @node1 = @graph.add_node("1", "shape" => "record", "label" => "<left>|<f1> 1|<right>" ) @node2 = @graph.add_node("2", "shape" => "record", "label" => "<left>|<f1> 2|<right>" ) @graph.add_edge(@node1.name + ":left", @node2) # generate a random filename filename = "/tmp/#{(0...8).map{65.+(rand(25)).chr}.join}.png" @graph.output( :png => filename ) exec "open #{filename}"

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  • customized xkb layouts not working (in KDE?) after upgrade from Ubuntu 9.10 to 10.04

    - by Alan
    I customised my keyboard layout in 9.10 by editing the appropriate /usr/share/X11/xkb/symbols/ file. After upgrading to 10.04 I noticed it had overwritten all my modifications, so I recovered the layout and overwrote the symbol file's base entry. Sadly KDE (and, presumably, the entire OS) seems to ignore the files altogether. The help files don't mention anything about modifying layouts anyway (and the layout switcher seems to be using setxkbmap, which uses the above path according to its man page), so I'm at a bit of a loss. Do I need to compile this into some other format somehow or how do I get it to work?

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  • red black tree balancing?

    - by Anirudh Kaki
    i am working to generate tango tree, where i need to check whether every sub tree in tango is balanced or not. if its not balanced i need to make it balance? I trying so hard to make entire RB-tree balance but i not getting any proper logic so can any one help me out?? here i am adding code to check how to find my tree is balanced are not but when its not balanced how can i make it balance. static boolean verifyProperty5(rbnode n) { int left = 0, right = 0; if (n != null) { bh++; left = blackHeight(n.left, 0); right = blackHeight(n.right, 0); } if (left == right) { System.out.println("black height is :: " + bh); return true; } else { System.out.println("in balance"); return false; } } public static int blackHeight(rbnode root, int len) { bh = 0; blackHeight(root, path1, len); return bh; } private static void blackHeight(rbnode root, int path1[], int len) { if (root == null) return; if (root.color == "black"){ root.black_count = root.parent.black_count+1; } else{ root.black_count = root.parent.black_count; } if ((root.left == null) && (root.right == null)) { bh = root.black_count; } blackHeight(root.left, path1, len); blackHeight(root.right, path1, len); }

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  • How to prevent external translation of a movieclip object on stage in AS3?

    - by Aaron H.
    I have a MovieClip object, which is exported for actionscript (AS3) in an .swc file. When I place an instance of the clip on the stage without any modifications, it appears in the upper left corner, about half off stage (i.e. only the lower right quadrant of the object is visible). I understand that this is because the clip has a registration point which is not the upper left corner. If you call getBounds() on the movieclip you can get the bounds of the clip (presumably from the "point" that it's aligned on) which looks something like (left: -303, top: -100, right: 303, bottom: 100), you can subtract the left and top values from the clip x and y: clip.x -= bounds.left; clip.y -= bounds.top; This seems to properly align the clip fully on stage with the top left of the clip squarely in the corner of the stage. But! Following that logic doesn't seem to work when aligning it on the center of the stage! clip.x = (stage.stageWidth / 2); etc... This creates the crazy parallel universe where the clip is now down in the lower right corner of the stage. The only clue I have is that looking at: clip.transform.matrix and clip.transform.concatenatedMatrix matrix has a tx value of 748 (half of stage height) ty value of 426 (Half of stage height) concatenatedMatrix has a tx value of 1699.5 and ty value of 967.75 That's also obviously where the movieclip is getting positioned, but why? Where is this additional translation coming from?

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  • How do I animate text links in jquery?

    - by Peter
    I am somewhat new to jquery and I have a problem with something I am trying to implement using jquery. I have a vertical navigation menu where each link animates on hover by changing color, increasing letter spacing, and adding a border on the left. Everything is working the way I want it to except for when I click on the link. After I click on the link, the text changes to a different color and remains that same color even when I hover over the link. I am wanting to make it to where the color change on hover remains intact even after I click the link. I'm sure I am missing something simple, but I have tried everything I know to do with no luck. Any suggestions would be helpful! Here is what I have for the animation... <script type="text/javascript"> $(document).ready(function(){ $("ul.navlist li a").hover(function(){ $(this).stop() .animate({paddingLeft: '10px',letterSpacing: '2px',borderWidth:'20px'},{queue:false,easing:'easeInQuad'},50) }, function(){ $(this).stop() .animate({paddingLeft: '0px', letterSpacing: '0px',borderWidth:'0px'},{queue:false,easing:'easeOutQuad'},50) }); }); </script> My css for the navigation list is here... .navlist { list-style: none; } .navlist a { border-left-color: #555555; border-left-style: solid; border-left-width: 0px; color: #c4c4c4; } .navlist a:hover { border-left-color: #555555; border-left-style: solid; color: #555555; }

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  • rookie MySql question about paging; Is one query enough?

    - by Camran
    I have managed to get paging to work, almost. I want to display to the user, total nr of records found, and the currently displayed records. Ex: 4000 found, displaying 0-100. I am testing this with the nr 2 (because I don't have that many records, have like 20). So I am using LIMIT $start, $nr_results; Do I have to make two queries in order to display the results the way I want, one query fetching all records and then make a mysql_num_rows to get all records, then the one with the LIMIT ? I have this: mysql_num_rows($qry_result); $total_pages = ceil($num_total / $res_per_page); //$res_per_page==2 and $num_total = 2 if ($p - 10 < 1) { $pagemin=1; } else { $pagemin = $p - 10; } if ($p + 10 $total_pages) { $pagemax = $total_pages; } else { $pagemax = $p + 10; } Here is the query: SELECT mt.*, fordon.*, boende.*, elektronik.*, business.*, hem_inredning.*, hobby.* FROM classified mt LEFT JOIN fordon ON fordon.classified_id = mt.classified_id LEFT JOIN boende ON boende.classified_id = mt.classified_id LEFT JOIN elektronik ON elektronik.classified_id = mt.classified_id LEFT JOIN business ON business.classified_id = mt.classified_id LEFT JOIN hem_inredning ON hem_inredning.classified_id = mt.classified_id LEFT JOIN hobby ON hobby.classified_id = mt.classified_id ORDER BY modify_date DESC LIMIT 0, 2 Thanks, if you need more input let me know. Basically Q is, do I have to make two queries?

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  • How to change quicksort to output elements in descending order?

    - by masato-san
    Hi, I wrote a quicksort algorithm however, I would like to make a change somewhere so that this quicksort would output elements in descending order. I searched and found that I can change the comparison operator (<) in partition() to other way around (like below). //This is snippet from partition() function while($array[$l] < $pivot) { $l++; } while($array[$r] > $pivot) { $r--; } But it is not working.. If I quicksort the array below, $array = (3,9,5,7); should be: $array = (9,7,5,3) But actual output is: $array = (3,5,7,9) Below is my quicksort which trying to output elements in descending order. How should I make change to sort in descending order? If you need any clarification please let me know. Thanks! $array = (3,9,5,7); $app = new QuicksortDescending(); $app->quicksort($array, 0, count($array)); print_r($array); class QuicksortDescending { public function partitionDesc(&$array, $left, $right) { $l = $left; $r = $right; $pivot = $array[($right+$left)/2]; while($l <= $r) { while($array[$l] > $pivot) { $l++; } while($array[$r] < $pivot) { $r--; } if($l <= $r) {// if L and R haven't cross $this->swap($array, $l, $r); $l ++; $j --; } } return $l; } public function quicksortDesc(&$array, $left, $right) { $index = $this->partition($array, $left, $right); if($left < $index-1) { //if there is more than 1 element to sort on right subarray $this->quicksortDesc($array, $left, $index-1); } if($index < $right) { //if there is more than 1 element to sort on right subarray $this->quicksortDesc($array, $index, $right); } } }

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  • How can I get the previous logged events when a particular logger is triggered?

    - by Ben Laan
    I need to show the previous 10 events when a particular logger is triggered. The goal is to show what previous steps occurred immediately before NHibernate.SQL logging was issued. Currently, I am logging NHibernate sql to a separate file - this is working correctly. <appender name="NHibernateSqlAppender" type="log4net.Appender.RollingFileAppender"> <file value="Logs\NHibernate.log" /> <appendToFile value="true" /> <rollingStyle value="Size" /> <maxSizeRollBackups value="10" /> <maximumFileSize value="10000KB" /> <staticLogFileName value="true" /> <layout type="log4net.Layout.PatternLayout"> <conversionPattern value="%d{dd/MM/yy HH:mm:ss,fff} [%t] %-5p %c - %m%n" /> </layout> </appender> <logger name="NHibernate.SQL" additivity="false"> <level value="ALL"/> <appender-ref ref="NHibernateSqlAppender"/> </logger> <logger name="NHibernate" additivity="false"> <level value="WARN"/> <appender-ref ref="NHibernateSqlAppender"/> </logger> But this only outputs SQL, without context. I would like all previous logs within a specified namespace to also be logged, but only when the HNibernate.SQL appender is triggered. I have investigated the use of BufferingForwardingAppender as a means to collect all events, and then filter them within the NHibernateSqlAppender, but this is not working. I have read about the LoggerMatchFilter class, which seems like it is going to help, but I'm not sure where to put it. <appender name="BufferingForwardingAppender" type="log4net.Appender.BufferingForwardingAppender" > <bufferSize value="10" /> <lossy value="true" /> <evaluator type="log4net.Core.LevelEvaluator"> <threshold value="ALL"/> </evaluator> <appender-ref ref="NHibernateSqlAppender" /> </appender> <appender name="NHibernateSqlAppender" type="log4net.Appender.RollingFileAppender"> <file value="Logs\NHibernate.log" /> <appendToFile value="true" /> <rollingStyle value="Size" /> <maxSizeRollBackups value="10" /> <maximumFileSize value="10000KB" /> <staticLogFileName value="true" /> <filter type="log4net.Filter.LoggerMatchFilter"> <loggerToMatch value="NHibernate.SQL" /> <loggerToMatch value="Laan" /> </filter> <filter type="log4net.Filter.LoggerMatchFilter"> <loggerToMatch value="NHibernate" /> <acceptOnMatch value="false"/> </filter> <layout type="log4net.Layout.PatternLayout"> <conversionPattern value="%d{dd/MM/yy HH:mm:ss,fff} [%t] %-5p %c - %m%n" /> </layout> </appender> <root> <level value="ALL" /> <appender-ref ref="BufferingForwardingAppender"/> </root> The idea is that buffering appender will store all events, but then the NHibernateSqlAppender will only flush when an NHibernate.SQL event fires, plus it will flush the buffer (of 10 previous items, within the specified logger level, which in this example is Laan.*).

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  • SurfaceView drawn on top of other elements after coming back from specific activity

    - by spirytus
    I have an activity with video preview displayed via SurfaceView and other views positioned over it. The problem is when user navigates to Settings activity (code below) and comes back then the surfaceview is drawn on top of everything else. This does not happen when user goes to another activity I have, neither when user navigates outside of app eg. to task manager. Now, you see in code below that I have setContentVIew() call wrapped in conditionals so it is not called every time when onStart() is executed. If its not wrapped in if statements then all works fine, but its causing loosing lots of memory (5MB+) each time onStart() is called. I tried various combinations and nothing seems to work so any help would be much appreciated. @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); //Toast.makeText(this,"Create ", 2000).show(); // set 32 bit window (draw correctly transparent images) getWindow().getAttributes().format = android.graphics.PixelFormat.RGBA_8888; // set the layout of the screen based on preferences of the user sharedPref = PreferenceManager.getDefaultSharedPreferences(this); } public void onStart() { super.onStart(); String syncConnPref = null; syncConnPref = sharedPref.getString("screensLayouts", "default"); if(syncConnPref.contentEquals("default") && currentlLayout!="default") { setContentView(R.layout.fight_recorder_default); } else if(syncConnPref.contentEquals("simple") && currentlLayout!="simple") { setContentView(R.layout.fight_recorder_simple); } // I I uncomment line below so it will be called every time without conditionals above, it works fine but every time onStart() is called I'm losing 5+ MB memory (memory leak?). The preview however shows under the other elements exactly as I need memory leak makes it unusable after few times though // setContentView(R.layout.fight_recorder_default); if(getCamera()==null) { Toast.makeText(this,"Sorry, camera is not available and fight recording will not be permanently stored",2000).show(); // TODO also in here put some code replacing the background with something nice return; } // now we have camera ready and we need surface to display picture from camera on so // we instantiate CameraPreviw object which is simply surfaceView containing holder object. // holder object is the surface where the image will be drawn onto // this is where camera live cameraPreview will be displayed cameraPreviewLayout = (FrameLayout) findViewById(id.camera_preview); cameraPreview = new CameraPreview(this); // now we add surface view to layout cameraPreviewLayout.removeAllViews(); cameraPreviewLayout.addView(cameraPreview); // get layouts prepared for different elements (views) // this is whole recording screen, as big as screen available recordingScreenLayout=(FrameLayout) findViewById(R.id.recording_screen); // this is used to display sores as they are added, it displays like a path // each score added is a new text view simply and as user undos these are removed one by one allScoresLayout=(LinearLayout) findViewById(R.id.all_scores); // layout prepared for controls like record/stop buttons etc startStopLayout=(RelativeLayout) findViewById(R.id.start_stop_layout); // set up timer so it can be turned on when needed //fightTimer=new FightTimer(this); fightTimer = (FightTimer) findViewById(id.fight_timer); // get views for displaying scores score1=(TextView) findViewById(id.score1); score2=(TextView) findViewById(id.score2); advantages1=(TextView) findViewById(id.advantages1); advantages2=(TextView) findViewById(id.advantages2); penalties1=(TextView) findViewById(id.penalties1); penalties2=(TextView) findViewById(id.penalties2); RelativeLayout welcomeScreen=(RelativeLayout) findViewById(id.welcome_screen); Animation fadeIn = AnimationUtils.loadAnimation(this, R.anim.fade_in); welcomeScreen.startAnimation(fadeIn); Toast.makeText(this,"Start ", 2000).show(); animateViews(); } Settings activity is below, after coming back from this activity surfaceview is drawn on top of other elements. public class SettingsActivity extends PreferenceActivity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); if(MyFirstAppActivity.getCamera()==null) { Toast.makeText(this,"Sorry, camera is not available",2000).show(); return; } addPreferencesFromResource(R.xml.preferences); } }

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  • International Dvorak keyboard doesn't trigger hot-keys

    - by akurtser
    I'm using the Engilsh-Dvorak keyboard-layout; My second keyboard language is Hebrew, which has nothing to do with Dvorak but the hot keys (e.g if I'm writing a document in Hebrew and want to make some bold text using Ctrl+b). The default Hebrew keyboard that comes with Windows (7 and below) has a shift mode which matches each Hebrew character with its matching English QWERTY character ). Obviously I'd want to use the Dvorak corresponding key rather than the QWERTY one, so I created a Hebrew-Dvorak keyboard with a software called Keyboard Layout Manager (KLM) which creates new keyboard layouts DLLs. It works just fine for the shift key, however, Ctrl-key triggered hot-keys (e.g Ctrl+l in FF) are being matched to the corresponding QWERTY key. I've examined the properly working English-Dvorak layout using KLM and in it's "Ctrl+ pressed" view, there isn't any character that's matched to any key but still I tried to encode the Hebrew Ctrl+ pressed keys to work with their matching Dvorak keys, yet it had no effect.

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  • Is it possible to use multi keyboards with multi keyboard layouts simultaneously?

    - by mono
    Considering to switch to dvorak layout, but this terminal is used by multi users as the same user account. It is unacceptable to ask all people to switch layout, plus it is hard to use dvorak layout with a keyboard qwerty-ly labeled. But there are spare (USB,qwerty) keyboards, so if I plug another keyboard in and be able to use multi layouts on different psyical keyboard simultaneously (I will rearrange letters on keys), the problem get solved. solution for either windows or linux is fine. anyway thanks all.

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  • [BST] Deletion procedure

    - by Metz
    Hi all. Consider the deletion procedure on a BST, when the node to delete has two children. Let's say i always replace it with the node holding the minimum key in its right subtree. The question is: is this procedure commutative? That is, deleting x and then y has the same result than deleting first y and then x? I think the answer is no, but i can't find a counterexample, nor figure out any valid reasoning. Thank you. EDIT: Maybe i've got to be clearer. Consider the transplant(node x, node y) procedure: it replace x with y (and its subtree). So, if i want to delete a node (say x) which has two children i replace it with the node holding the minimum key in its right subtree: y = minimum(x.right) transplant(y, y.right) // extracts the minimum (it doesn't have left child) y.right = x.right y.left = x.left transplant(x,y) The question was how to prove the procedure above is not commutative.

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • How to make a div extend when floating it?

    - by cjmcjm
    I'm trying to create a bar with a dynamic horizontal width. The backgrounds are transparent pngs so they can't overlap. I have one for the left side, one to repeat-x across the dynamic width middle and then another bg for the right. Here is kinda what I have so far... .bar{ width: 100%; } .left{ width: 50px; height: 50px; float: left; } .mid{ height: 50px; float: left; } .right{ width: 50px; height: 50px; float: right; } <div class="bar"> <div class="left"></div> <div class="mid"></div> <div class="right"></div> </div> So the main problem is extending the .mid all the way across to meet the right, width: 100% doesn't work. The other problems is what can I do if I have content that needs to overlap the .left and .mid divs? Set up another div and use z-index? Thanks so much!

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  • Define Javascript slider hit/rollover area

    - by Rob
    Hey, Im having an issue defining the hit area for a javascript sliding element. See example: http://www.warface.co.uk/clients/warface.co.uk/ Please slide over the grey box on the right side to reveal the button, although this works I would only like for the slider to only be triggered by rolling over the red block. CSS .slidingtwitter { /* -- This is the hit area -- */ background: #ccc; width:255px; height:55px; overflow: hidden; top:50%; right: 0px; /* -- This is the sliding start point -- */ position: fixed; font-family: Gotham, Sans-Serif; z-index: 50; } .slidingtwitter.right { right:0px; } .slidingtwitter .caption { /* -- This is the sliding area -- */ background: #fff; position: absolute; width:260px; height:55px; right: -205px; /* -- This is the sliding start point -- */ } .slidingtwitter a { color: #484848; font-size: 20px; text-transform: uppercase; } .slidingtwitter a:hover { color: black; } .slidingtwitter .smaller { font-size: 12px; font-family: Gotham Medium; } .twitterblock { background: #f35555 url("styles/images/button_twitter.png") no-repeat 14px 15px ; width:35px; height:35px; padding:10px; float:left; display:block; } .slidingtwitter .followme { background: url("styles/images/button_arrowheadthin.jpg")no-repeat right 0; height:35px; display:block; float:left; line-height:14px; width:140px; margin:10px 0px 0px 14px; padding-top:6px; padding-right: 40px; } JS $('.slidingtwitter').hover(function(){ $(".slide", this).stop().animate({right:'0px'},{queue:false,duration:400}); //Position on rollover },function() { $(".slide", this).stop().animate({right:'-205px'},{queue:false,duration:400}); //Position on rollout }); Any suggestions would be much appreciated.

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  • Alternative to position: relative; for overflow: auto; bug in IE7.

    - by Myles
    I have content arranged thusly: <div id="thumbnails" style="width: 40px; overflow: auto;"> <div style="float:left; width: 20px;">content</div> <div style="float:left; width: 20px;">content</div> <div style="float:left; width: 20px;">content</div> <div style="float:left; width: 20px;">content</div> <div style="float:left; width: 20px;">content</div> <div style="float:left; width: 20px;">content</div> In IE7 this shows up with the content running out of the scrollable box. The answer everywhere is to make #thumbnails position:relative. My problem is that the items in #thumbnails are scriptaculous draggables that drag outside of thumbnails with a ghost of the element that is positioned absolutely. This does not go over well if the parent is positioned:relatively because now the absolute positions are relative to #thumbnails and not the <body>. Does anyone know an alternative solution to the IE7 bug?

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