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  • What is the significance of these different width, height and resolution parameters?

    - by ??????? ???????????
    An image with a pixel resolution of 640 x 480 has additional dimension and resolution parameters according to exiftool. I'm unsure what they mean. Why are the X / Y Resolution parameters the same?Should they not reflect the pixel dimensions of the image? What does Exif Image Size mean and how is it different from the pixel dimensions? What is the focal plane? Does it have any relation to the device used to capture this image? $ exiftool evil1.jpg | egrep 'Width|Height|Resolution' X Resolution : 180 Y Resolution : 180 Resolution Unit : inches Exif Image Width : 400 Exif Image Height : 300 Focal Plane X Resolution : 8114.285714 Focal Plane Y Resolution : 8114.285714 Focal Plane Resolution Unit : inches Image Width : 640 Image Height : 480 If needed, the original image can be obtained from: here=http://www.pythonchallenge.com/pc/return/evil1.jpg wget --user=huge --password=file $here

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  • Positioned element adding to total div height [migrated]

    - by Max
    I have a 800 x 600 rotatable image with forward and back buttons repositioned to the sides. The height of the div is suppose to be 600px, but the actual height of the div was pushed to 690, including the height of the button image. And the div was blocking a row of clickable menu on top. So I made the div height to 518px and moved top -75px to get the real dimension I want. But I feel dirty doing this... Is there a correct way to do this? Or is this workaround more or less correct? Below is the code. Thanks! <div class="Content Wide" id="LayoutColumn1"> <div style=" width: 980px; height: 518px; display: block; position: relative; float: left;"> <a href="#" onClick="prev();"><img src="/template/img/next_button.png" style="position: relative; top: 200px; left: 5px; z-index: 2;"></a> <a href="/chef-special/" id="mainLink"><img src="/template/img/chef_special_large.png" id="main" style="margin: 0 0 0 50px; position: relative; float: left; top: -75px; z-index: 1;"></a> <a href="#" onClick="next();"><img src="/template/img/next_button.png" style="position: relative; top: 200px; left: 787px; z-index: 2;"></a> </div> </div>

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  • Custom listview entry works in JB not in Gingerbread

    - by Andy
    I have a ListFragment with a custom ArrayAdapter where I am overiding getView() to provide a custom View for the list item. private class DirListAdaptor extends ArrayAdapter<DirItem> { @Override public View getView(int position, View convertView, ViewGroup parent) { View aView = convertView; if (aView == null) { LayoutInflater vi = (LayoutInflater) getContext().getSystemService(Context.LAYOUT_INFLATER_SERVICE); // TODO: can we not access textViewResourceId? aView = vi.inflate(R.layout.dir_list_entry, parent, false); } etc... Here is the dir_list_entry.xml: <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="match_parent" android:layout_height="?android:attr/listPreferredItemHeight" android:paddingLeft="?android:attr/listPreferredItemPaddingLeft" android:paddingRight="?android:attr/listPreferredItemPaddingRight"> <ImageView android:id="@+id/dir_list_icon" android:layout_width="wrap_content" android:layout_height="match_parent" android:layout_alignParentTop="true" android:layout_alignParentBottom="true" android:layout_marginRight="6dp" android:src="@drawable/ic_launcher" /> <TextView android:id="@+id/dir_list_details" android:textAppearance="?android:attr/textAppearanceListItem" android:layout_width="match_parent" android:layout_height="wrap_content" android:layout_toRightOf="@id/dir_list_icon" android:layout_alignParentBottom="true" android:layout_alignParentRight="true" android:singleLine="true" android:ellipsize="marquee" android:textSize="12sp" android:text="Details" /> <TextView android:id="@+id/dir_list_filename" android:textAppearance="?android:attr/textAppearanceListItem" android:layout_width="match_parent" android:layout_height="wrap_content" android:layout_toRightOf="@id/dir_list_icon" android:layout_alignParentRight="true" android:layout_alignParentTop="true" android:layout_above="@id/dir_list_details" android:layout_alignWithParentIfMissing="true" android:gravity="center_vertical" android:textSize="14sp" android:text="Filename"/> </RelativeLayout> The bizarre thing is this works fine on Android 4.1 emulator, but I get the following error on Android 2.3: 10-01 15:07:59.594: ERROR/AndroidRuntime(1003): FATAL EXCEPTION: main android.view.InflateException: Binary XML file line #1: Error inflating class android.widget.RelativeLayout at android.view.LayoutInflater.createView(LayoutInflater.java:518) at com.android.internal.policy.impl.PhoneLayoutInflater.onCreateView(PhoneLayoutInflater.java:56) at android.view.LayoutInflater.createViewFromTag(LayoutInflater.java:568) at android.view.LayoutInflater.inflate(LayoutInflater.java:386) at android.view.LayoutInflater.inflate(LayoutInflater.java:320) at com.eveps.evepsdroid.ui.PhotoBrowserListFragment$DirListAdaptor.getView(PhotoBrowserListFragment.java:104) at android.widget.AbsListView.obtainView(AbsListView.java:1430) at android.widget.ListView.makeAndAddView(ListView.java:1745) at android.widget.ListView.fillDown(ListView.java:670) at android.widget.ListView.fillFromTop(ListView.java:727) at android.widget.ListView.layoutChildren(ListView.java:1598) at android.widget.AbsListView.onLayout(AbsListView.java:1260) at android.view.View.layout(View.java:7175) at android.widget.FrameLayout.onLayout(FrameLayout.java:338) at android.view.View.layout(View.java:7175) at android.widget.FrameLayout.onLayout(FrameLayout.java:338) at android.view.View.layout(View.java:7175) at android.widget.FrameLayout.onLayout(FrameLayout.java:338) at android.view.View.layout(View.java:7175) at android.widget.FrameLayout.onLayout(FrameLayout.java:338) at android.view.View.layout(View.java:7175) at android.widget.LinearLayout.setChildFrame(LinearLayout.java:1254) at android.widget.LinearLayout.layoutHorizontal(LinearLayout.java:1243) at android.widget.LinearLayout.onLayout(LinearLayout.java:1049) at android.view.View.layout(View.java:7175) at android.widget.FrameLayout.onLayout(FrameLayout.java:338) at android.view.View.layout(View.java:7175) at android.widget.LinearLayout.setChildFrame(LinearLayout.java:1254) at android.widget.LinearLayout.layoutVertical(LinearLayout.java:1130) at android.widget.LinearLayout.onLayout(LinearLayout.java:1047) at android.view.View.layout(View.java:7175) at android.widget.FrameLayout.onLayout(FrameLayout.java:338) at android.view.View.layout(View.java:7175) at android.view.ViewRoot.performTraversals(ViewRoot.java:1140) at android.view.ViewRoot.handleMessage(ViewRoot.java:1859) at android.os.Handler.dispatchMessage(Handler.java:99) at android.os.Looper.loop(Looper.java:123) at android.app.ActivityThread.main(ActivityThread.java:3683) at java.lang.reflect.Method.invokeNative(Native Method) at java.lang.reflect.Method.invoke(Method.java:507) at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:839) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:597) at dalvik.system.NativeStart.main(Native Method) Caused by: java.lang.reflect.InvocationTargetException at java.lang.reflect.Constructor.constructNative(Native Method) at java.lang.reflect.Constructor.newInstance(Constructor.java:415) at android.view.LayoutInflater.createView(LayoutInflater.java:505) ... 42 more Caused by: java.lang.UnsupportedOperationException: Can't convert to dimension: type=0x2 at android.content.res.TypedArray.getDimensionPixelSize(TypedArray.java:463) at android.view.View.<init>(View.java:1957) at android.view.View.<init>(View.java:1899) at android.view.ViewGroup.<init>(ViewGroup.java:286) at android.widget.RelativeLayout.<init>(RelativeLayout.java:173) ... 45 more I'm using the Android Support library for fragment support obviously. Seems to be a problem inflating the custom list view entry, something to do with a dimension - but why does it work on JellyBean? Has something changed in this area?

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  • JFreeChart CategoryPlot overwrites categories

    - by Christine
    Hi, I am new to using JFreeChart and I'm sure there is a simple solution to my problem . . PROBLEM: I have a chart that shows multiple "events types" along the date X axis. The Y axis shows the "event category". My problem is that only the latest date of an event type is shown for each category. In the example below The chart shows data points for Event Type 1 at June 20th(Category 1) and at June 10th (Category 2). I had also added a data point for June 10th, Category 1 but the June 20th point erases it. I think I am misunderstanding how the CategoryPlot is working. Am I using the wrong type of chart? I thought a scatter chart would be the ticket but it only accepts numerical values. I need to have discrete string categories on my Y-axis. If anyone can point me in the right direction, you would really make my day. Thanks for reading! -Christine (The code below works as-is. It is as simple as I could make it) import java.awt.Dimension; import javax.swing.JPanel; import org.jfree.chart.ChartPanel; import org.jfree.chart.JFreeChart; import org.jfree.chart.axis.CategoryAxis; import org.jfree.chart.axis.DateAxis; import org.jfree.chart.plot.CategoryPlot; import org.jfree.chart.plot.PlotOrientation; import org.jfree.chart.renderer.category.LineAndShapeRenderer; import org.jfree.data.category.CategoryDataset; import org.jfree.data.category.DefaultCategoryDataset; import org.jfree.data.time.Day; import org.jfree.ui.ApplicationFrame; import org.jfree.ui.RefineryUtilities; public class EventFrequencyDemo1 extends ApplicationFrame { public EventFrequencyDemo1(String s) { super(s); CategoryDataset categorydataset = createDataset(); JFreeChart jfreechart = createChart(categorydataset); ChartPanel chartpanel = new ChartPanel(jfreechart); chartpanel.setPreferredSize(new Dimension(500, 270)); setContentPane(chartpanel); } private static JFreeChart createChart(CategoryDataset categorydataset) { CategoryPlot categoryplot = new CategoryPlot(categorydataset, new CategoryAxis("Category"), new DateAxis("Date"), new LineAndShapeRenderer(false, true)); categoryplot.setOrientation(PlotOrientation.HORIZONTAL); categoryplot.setDomainGridlinesVisible(true); return new JFreeChart(categoryplot); } private static CategoryDataset createDataset() { DefaultCategoryDataset defaultcategorydataset = new DefaultCategoryDataset(); Day june10 = new Day(10, 6, 2002); Day june20 = new Day(20, 6, 2002); // This event is overwritten by June20th defaultcategorydataset.setValue(new Long(june10.getMiddleMillisecond()), "Event Type 1", "Category 1"); defaultcategorydataset.setValue(new Long(june10.getMiddleMillisecond()), "Event Type 1", "Category 2"); // Overwrites the previous June10th event defaultcategorydataset.setValue(new Long(june20.getMiddleMillisecond()), "Event Type 1", "Category 1"); defaultcategorydataset.setValue(new Long(june20.getMiddleMillisecond()), "Event Type 2", "Category 2"); return defaultcategorydataset; } public static JPanel createDemoPanel() { JFreeChart jfreechart = createChart(createDataset()); return new ChartPanel(jfreechart); } public static void main(String args[]) { EventFrequencyDemo1 eventfrequencydemo1 = new EventFrequencyDemo1("Event Frequency Demo"); eventfrequencydemo1.pack(); RefineryUtilities.centerFrameOnScreen(eventfrequencydemo1); eventfrequencydemo1.setVisible(true); } }

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  • How the JOptionPane works

    - by DevAno1
    How can I control what happens with window after clicking JOPtionPane buttons ? I'm trying to implement simple file chooser. In my frame I have 3 buttons (OK, Cancel, Browse). Browse button opens file search window, and after picking files should return to main frame. Clicking OK will open a frame with the content of the file. Now porblem looks this way. With the code below, I can choose file but directly after that a new frame is created, and my frame with buttons dissapears : import java.io.File; import java.io.BufferedReader; import java.io.FileReader; import java.io.IOException; import java.awt.*; import javax.swing.*; import java.io.*; public class Main { public static void main(String args[]) { javax.swing.SwingUtilities.invokeLater(new Runnable() { public void run() { show("Window"); } }); } public static void show(String frame_name){ JFrame frame = new JFrame(frame_name); frame.setPreferredSize(new Dimension(450, 300)); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); JPanel top = new JPanel(); top.setLayout(new BoxLayout(top, BoxLayout.Y_AXIS)); JFileChooser fc = new JFileChooser(new File(".")); JPanel creator = new JPanel(); creator.setLayout(new BoxLayout(creator, BoxLayout.Y_AXIS)); creator.add(top); String[] buttons = {"OK", "Cancel", "Browse"}; int rc = JOptionPane.showOptionDialog( null, creator, frame_name, JOptionPane.DEFAULT_OPTION, JOptionPane.PLAIN_MESSAGE, null, buttons, buttons[0] ); String approveButt = ""; switch(rc){ case 0: break; case 1: break; case 2: approveButt = buttons[rc]; int retVal = fc.showDialog(null, approveButt); if (retVal == JFileChooser.APPROVE_OPTION) System.out.println(approveButt + " " + fc.getSelectedFile()); break; } frame.pack(); frame.setVisible(true); } } With the second code I can return to my menu, but in no way I am able to pop this new frame, which appeared with first code. How to control this ? What am I missing ? public class Main { public static void main(String args[]) { javax.swing.SwingUtilities.invokeLater(new Runnable() { public void run() { show("Window"); } }); } public static void show(String frame_name){ JFrame frame = new JFrame(frame_name); frame.setPreferredSize(new Dimension(450, 300)); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); JPanel top = new JPanel(); top.setLayout(new BoxLayout(top, BoxLayout.Y_AXIS)); JFileChooser fc = new JFileChooser(new File(".")); JPanel creator = new JPanel(); creator.setLayout(new BoxLayout(creator, BoxLayout.Y_AXIS)); creator.add(top); String[] buttons = {"OK", "Cancel", "Browse"}; String approveButt = ""; Plane m = null; int rc = -1; while (rc != 0) { rc = JOptionPane.showOptionDialog( null, creator, frame_name, JOptionPane.DEFAULT_OPTION, JOptionPane.PLAIN_MESSAGE, null, buttons, buttons[0] ); switch (rc) { case 0: m = new Plane(); case 1: System.exit(0); case 2: approveButt = buttons[rc]; int retVal = fc.showDialog(null, approveButt); if (retVal == JFileChooser.APPROVE_OPTION) System.out.println(approveButt + " " + fc.getSelectedFile()); break; default: break; } } addComponents(frame.getContentPane(), m); frame.pack(); frame.setVisible(true); } private static void addComponents(Container c, Plane e) { c.setLayout(new BoxLayout(c, BoxLayout.Y_AXIS)); c.add(e); } } class Plane extends JPanel { public Plane(){ } @Override public void paint(Graphics g){ g.setColor(Color.BLUE); g.fillRect(0, 0, 400, 250); } }

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  • java gui changing picture causes heapspace error

    - by pie154
    I have a java programme than when a button is clicked it updates the image on screen to the according image. this will work for the first 15 or so clicks then it causes a java heapspace error. I think it is because of the way I am updating the jpanel that contains the bufferedimage but not sure what the reason is. My code to get make the JPanel contain the new image is, public class extraScreenPanel { static JPanel screenPanel = new JPanel(new BorderLayout()); public static JPanel extraScreenPanel(int dispNum) { JLabel label = new JLabel("" + dispNum + ""); label.setPreferredSize(new Dimension(800, 600)); //label.setUI( new VerticalLabelUI(true) ); label.setVerticalAlignment( SwingConstants.TOP ); screenPanel = imgDisp(dispNum); label.setForeground(Color.white); label.setFont(new Font("Serif", Font.BOLD, 200)); screenPanel.add(label, BorderLayout.PAGE_END ); return screenPanel; } public static JPanel imgDisp(int picNum) { /* String url[] = new String[5000]; String part1; url[0] = "C:/PiPhotoPic/pic16.jpg"; for(Integer i=1;i<5000;i++){ if(i<10){part1 = "C:/temp/new0000000";} else if(i<100){part1 = "C:/temp/new000000";} else if(i<1000){part1 = "C:/temp/new00000";} else {part1 = "C:/temp/new00000";} String num = Integer.toString(i); url[i]= part1 + num + ".jpg"; } if(picNum<0){picNum=0;} String ref = url[picNum];*/ //this code is just to get specific ref for image location BufferedImage loadImg = loadImage(ref); JImagePanel panel = new JImagePanel(loadImg, 0, 0); panel.setPreferredSize(new Dimension(800, 600)); return panel; } public static class JImagePanel extends JPanel{ private BufferedImage image; int x, y; public JImagePanel(BufferedImage image, int x, int y) { super(); this.image = image; this.x = x; this.y = y; } @Override protected void paintComponent(Graphics g) { super.paintComponent(g); g.drawImage(image, x, y, null); } } public static BufferedImage loadImage(String ref) { BufferedImage bimg = null; try { bimg = javax.imageio.ImageIO.read(new File(ref)); } catch (Exception e) { e.printStackTrace(); } BufferedImage bimg2 = resize(bimg,800,600); return bimg2; } public static BufferedImage resize(BufferedImage img, int newW, int newH) { int w = img.getWidth(); int h = img.getHeight(); BufferedImage dimg = dimg = new BufferedImage(newW, newH, img.getType()); Graphics2D g = dimg.createGraphics(); g.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR); g.drawImage(img, 0, 0, newW, newH, 0, 0, w, h, null); g.dispose(); return dimg; } } And the code that updates my gui is, it works by removing the panel from its containg panel and then readding it to it. picPanel = imgDisp.imgDisp(num); repaintPicPanel(); public static void repaintPicPanel() { picPanel.removeAll(); menuPanel.remove(picPanel);; menuPanel.add(picPanel, BorderLayout.LINE_START); }

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  • All parts of my Printable Swing component doesn't print

    - by Jonas
    I'm trying to do a printable component (an invoice document). I use JComponent instead of JPanel because I don't want a background. The component has many subcomponents. The main component implements Printable and has a print-method that is calling printAll(g) so that all subcomponents should be printed. But my subcomponents doesn't print. What am I missing? Does all subcomponents also has to implement Printable? import java.awt.BorderLayout; import java.awt.Dimension; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.print.PageFormat; import java.awt.print.Printable; import java.awt.print.PrinterException; import java.awt.print.PrinterJob; import javax.swing.JComponent; import javax.swing.JFrame; import javax.swing.JLabel; import javax.swing.JPanel; import javax.swing.JTextField; public class PPanel extends JComponent implements Printable { static double w; static double h; public PPanel() { this.setLayout(new BorderLayout()); this.add(new JLabel("Document Body"), BorderLayout.CENTER); this.add(new Header(), BorderLayout.NORTH); this.add(new Footer(), BorderLayout.SOUTH); } class Header extends JComponent { public Header() { this.setLayout(new BorderLayout()); this.add(new TopHeader(), BorderLayout.NORTH); this.add(new LowHeader(), BorderLayout.SOUTH); } } class TopHeader extends JComponent { public TopHeader() { this.setLayout(new BorderLayout()); JLabel companyName = new JLabel("Company name"); JLabel docType = new JLabel("Document type"); this.add(companyName, BorderLayout.WEST); this.add(docType, BorderLayout.EAST); } } class LowHeader extends JComponent { public LowHeader() { this.setLayout(new GridLayout(0,2)); JLabel col1 = new JLabel("Column 1"); JLabel col2 = new JLabel("Column 2"); this.add(col1); this.add(col2); } } class Footer extends JComponent { public Footer() { this.setLayout(new GridLayout(0,2)); JLabel addr = new JLabel("Address"); JLabel sum = new JLabel("Sum"); this.add(addr); this.add(sum); } } public static void main(String[] args) { final PPanel p = new PPanel(); PrinterJob job = PrinterJob.getPrinterJob(); job.setPrintable(p); try { job.print(); } catch (PrinterException ex) { // print failed } // Preview new JFrame() {{ getContentPane().add(p); this.setSize((int)w, (int)h); setVisible(true); }}; } @Override public int print(Graphics g, PageFormat pf, int page) throws PrinterException { if (page > 0) { return NO_SUCH_PAGE; } Graphics2D g2d = (Graphics2D)g; g2d.translate(pf.getImageableX(), pf.getImageableY()); w = pf.getImageableWidth(); h = pf.getHeight(); this.setSize((int)w, (int)h); this.setPreferredSize(new Dimension((int)w, (int)h)); this.doLayout(); this.printAll(g); return PAGE_EXISTS; } }

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  • Does anyone know how to layout a JToolBar that does't move or re-size any components placed in it?

    - by S1.Mac
    Can anyone help with this problem i'm trying to create a JToolBar and I want all its components to be fixed in size and position. I'v tried a few different layout managers but they all center and/or re-size the components when the frame its in is re-sized. here is an example using GridbagLayout, I have also used the default layout manager using the toolbar.add( component ) method but the result is the same : ' import java.awt.BorderLayout; import java.awt.Component; import java.awt.Dimension; import java.awt.GridBagConstraints; import java.awt.GridBagLayout; import javax.swing.*; public class ToolBarTest extends JFrame { private JToolBar toolbar; private JPanel mainPanel; private JPanel toolBarPanel; private JButton aButton; private JCheckBox aCheckBox; private JList aList; private Box toolbarBox; private GridBagConstraints toolbarConstraints; private GridBagLayout toolbarLayout; private JLabel shapeLabel; private JComboBox<ImageIcon> shapeChooser; private JLabel colorLabel; private JComboBox colorChooser; private String colorNames[] = { "Black" , "Blue", "Cyan", "Dark Gray", "Gray", "Green", "Light Gray", "Magenta", "Orange", "Pink", "Red", "White", "Yellow", "Custom" }; private String shapeNames[] = { "Line", "Oval", "Rectangle", "3D Rectangle","Paint Brush", "Rounded Rectangle" }; public ToolBarTest() { setLayout( new BorderLayout() ); setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE ); setSize( 500, 500 ); add( createToolBar(), BorderLayout.PAGE_START ); setVisible( true ); } public void addToToolbar( Component component, int row, int column ) { toolbarConstraints.gridx = column; toolbarConstraints.gridy = row; toolbarConstraints.anchor = GridBagConstraints.WEST; toolbarConstraints.fill = GridBagConstraints.NONE; toolbarConstraints.weightx = 0; toolbarConstraints.weighty = 0; toolbarConstraints.gridwidth = 1; toolbarConstraints.gridheight = 1; toolbarLayout.setConstraints( component, toolbarConstraints ); toolbar.add( component ); }// end addToToolbar public final JToolBar createToolBar() { toolbarLayout = new GridBagLayout(); toolbarConstraints = new GridBagConstraints(); // create the tool bar which holds the items to draw toolbar = new JToolBar(); toolbar.setBorderPainted(true); toolbar.setLayout( toolbarLayout ); toolbar.setFloatable( true ); shapeLabel = new JLabel( "Shapes: " ); addToToolbar( shapeLabel, 0, 1 ); String iconNames[] = { "PaintImages/Line.jpg", "PaintImages/Oval.jpg", "PaintImages/Rect.jpg", "PaintImages/3DRect.jpg","PaintImages/PaintBrush.jpg", "PaintImages/RoundRect.jpg"}; ImageIcon shapeIcons[] = new ImageIcon[ shapeNames.length ]; // create image icons for( int shapeButton = 0; shapeButton < shapeNames.length; shapeButton++ ) { shapeIcons[ shapeButton ] = new ImageIcon( iconNames[ shapeButton ] ); }// end for shapeChooser = new JComboBox< ImageIcon >( shapeIcons ); shapeChooser.setSize( new Dimension( 50, 20 )); shapeChooser.setPrototypeDisplayValue( shapeIcons[ 0 ] ); shapeChooser.setSelectedIndex( 0 ); addToToolbar( shapeChooser, 0, 2 ); colorLabel = new JLabel( "Colors: " ); addToToolbar( colorLabel, 0, 3 ); colorChooser = new JComboBox( colorNames ); addToToolbar( colorChooser, 0, 4 ); return toolbar; }// end createToolBar public static void main( String args[] ) { new ToolBarTest(); }// end main }// end class ToolBarTest'

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  • Termite colony simulator using java

    - by ashii
    hi everyone, i hve to design a simulator that will maintain an environment, which consists of a collection of patches arranged in a rectangular grid of arbitrary size. Each patch contains zero or more wood chips. A patch may be occupied by one or more termites or predators, which are mobile entities that live within the world and behave according to simple rules. A TERMITE can pick up a wood chip from the patch that it is currently on, or drop a wood chip that it is carrying. Termites travel around the grid by moving randomly from their current patch to a neighbouring patch, in one of four possible directions. New termites may hatch from eggs, and this is simulated by the appearance of a new termite at a random patch within the environment. A PREDATOR moves in a similar way to termites, and if a predator moves onto a patch that is occupied by a termite, then the predator eats the termite. At initialization, the termites, predators, and wood chips are distributed randomly in the environment. Simulation then proceeds in a loop, and the new state of the environment is obtained at each iteration. i have designed the arena using jpanel but im not able to randomnly place wood,termite and predator in that arena. can any one help me out?? my code for the arena is as following: 01 import java.awt.*; 02 import javax.swing.*; 03 04 public class Arena extends JPanel 05 { 06 private static final int Rows = 8; 07 private static final int Cols = 8; 08 public void paint(Graphics g) 09 { 10 Dimension d = this.getSize(); 11 // don't draw both sets of squares, when you can draw one 12 // fill in the entire thing with one color 13 g.setColor(Color.WHITE); 14 // make the background 15 g.fillRect(0,0,d.width,d.height); 16 // draw only black 17 g.setColor(Color.BLACK); 18 // pick a square size based on the smallest dimension 19 int sqsize = ((d.width<d.height) ? d.width/Cols : d.height/Rows); 20 // loop for rows 21 for (int row=0; row<Rows; row++) 22 { 23 int y = row*sqsize; // y stays same for entire row, set here 24 int x = (row%2)*sqsize; // x starts at 0 or one square in 25 for (int i=0; i<Cols/2; i++) 26 { 27 // you will only be drawing half the squares per row 28 // draw square 29 g.fillRect(x,y,sqsize,sqsize); 30 // move two square sizes over 31 x += sqsize*2; 32 } 33 } 34 35 } 36 37 38 39 public void update(Graphics g) { paint(g); } 40 41 42 43 public static void main (String[] args) 44 { 45 46 JFrame frame = new JFrame("Arena"); 47 frame.setSize(600,400); 48 frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); 49 frame.setContentPane(new Arena()); 50 frame.setVisible(true); 51 } 52 53 }

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  • Templated << friend not working when in interrelationship with other templated union types

    - by Dwight
    While working on my basic vector library, I've been trying to use a nice syntax for swizzle-based printing. The problem occurs when attempting to print a swizzle of a different dimension than the vector in question. In GCC 4.0, I originally had the friend << overloaded functions (with a body, even though it duplicated code) for every dimension in each vector, which caused the code to work, even if the non-native dimension code never actually was called. This failed in GCC 4.2. I recently realized (silly me) that only the function declaration was needed, not the body of the code, so I did that. Now I get the same warning on both GCC 4.0 and 4.2: LINE 50 warning: friend declaration 'std::ostream& operator<<(std::ostream&, const VECTOR3<TYPE>&)' declares a non-template function Plus the five identical warnings more for the other function declarations. The below example code shows off exactly what's going on and has all code necessary to reproduce the problem. #include <iostream> // cout, endl #include <sstream> // ostream, ostringstream, string using std::cout; using std::endl; using std::string; using std::ostream; // Predefines template <typename TYPE> union VECTOR2; template <typename TYPE> union VECTOR3; template <typename TYPE> union VECTOR4; typedef VECTOR2<float> vec2; typedef VECTOR3<float> vec3; typedef VECTOR4<float> vec4; template <typename TYPE> union VECTOR2 { private: struct { TYPE x, y; } v; struct s1 { protected: TYPE x, y; }; struct s2 { protected: TYPE x, y; }; struct s3 { protected: TYPE x, y; }; struct s4 { protected: TYPE x, y; }; struct X : s1 { operator TYPE() const { return s1::x; } }; struct XX : s2 { operator VECTOR2<TYPE>() const { return VECTOR2<TYPE>(s2::x, s2::x); } }; struct XXX : s3 { operator VECTOR3<TYPE>() const { return VECTOR3<TYPE>(s3::x, s3::x, s3::x); } }; struct XXXX : s4 { operator VECTOR4<TYPE>() const { return VECTOR4<TYPE>(s4::x, s4::x, s4::x, s4::x); } }; public: VECTOR2() {} VECTOR2(const TYPE& x, const TYPE& y) { v.x = x; v.y = y; } X x; XX xx; XXX xxx; XXXX xxxx; // Overload for cout friend ostream& operator<<(ostream& os, const VECTOR2<TYPE>& toString) { os << "(" << toString.v.x << ", " << toString.v.y << ")"; return os; } friend ostream& operator<<(ostream& os, const VECTOR3<TYPE>& toString); friend ostream& operator<<(ostream& os, const VECTOR4<TYPE>& toString); }; template <typename TYPE> union VECTOR3 { private: struct { TYPE x, y, z; } v; struct s1 { protected: TYPE x, y, z; }; struct s2 { protected: TYPE x, y, z; }; struct s3 { protected: TYPE x, y, z; }; struct s4 { protected: TYPE x, y, z; }; struct X : s1 { operator TYPE() const { return s1::x; } }; struct XX : s2 { operator VECTOR2<TYPE>() const { return VECTOR2<TYPE>(s2::x, s2::x); } }; struct XXX : s3 { operator VECTOR3<TYPE>() const { return VECTOR3<TYPE>(s3::x, s3::x, s3::x); } }; struct XXXX : s4 { operator VECTOR4<TYPE>() const { return VECTOR4<TYPE>(s4::x, s4::x, s4::x, s4::x); } }; public: VECTOR3() {} VECTOR3(const TYPE& x, const TYPE& y, const TYPE& z) { v.x = x; v.y = y; v.z = z; } X x; XX xx; XXX xxx; XXXX xxxx; // Overload for cout friend ostream& operator<<(ostream& os, const VECTOR3<TYPE>& toString) { os << "(" << toString.v.x << ", " << toString.v.y << ", " << toString.v.z << ")"; return os; } friend ostream& operator<<(ostream& os, const VECTOR2<TYPE>& toString); friend ostream& operator<<(ostream& os, const VECTOR4<TYPE>& toString); }; template <typename TYPE> union VECTOR4 { private: struct { TYPE x, y, z, w; } v; struct s1 { protected: TYPE x, y, z, w; }; struct s2 { protected: TYPE x, y, z, w; }; struct s3 { protected: TYPE x, y, z, w; }; struct s4 { protected: TYPE x, y, z, w; }; struct X : s1 { operator TYPE() const { return s1::x; } }; struct XX : s2 { operator VECTOR2<TYPE>() const { return VECTOR2<TYPE>(s2::x, s2::x); } }; struct XXX : s3 { operator VECTOR3<TYPE>() const { return VECTOR3<TYPE>(s3::x, s3::x, s3::x); } }; struct XXXX : s4 { operator VECTOR4<TYPE>() const { return VECTOR4<TYPE>(s4::x, s4::x, s4::x, s4::x); } }; public: VECTOR4() {} VECTOR4(const TYPE& x, const TYPE& y, const TYPE& z, const TYPE& w) { v.x = x; v.y = y; v.z = z; v.w = w; } X x; XX xx; XXX xxx; XXXX xxxx; // Overload for cout friend ostream& operator<<(ostream& os, const VECTOR4& toString) { os << "(" << toString.v.x << ", " << toString.v.y << ", " << toString.v.z << ", " << toString.v.w << ")"; return os; } friend ostream& operator<<(ostream& os, const VECTOR2<TYPE>& toString); friend ostream& operator<<(ostream& os, const VECTOR3<TYPE>& toString); }; // Test code int main (int argc, char * const argv[]) { vec2 my2dVector(1, 2); cout << my2dVector.x << endl; cout << my2dVector.xx << endl; cout << my2dVector.xxx << endl; cout << my2dVector.xxxx << endl; vec3 my3dVector(3, 4, 5); cout << my3dVector.x << endl; cout << my3dVector.xx << endl; cout << my3dVector.xxx << endl; cout << my3dVector.xxxx << endl; vec4 my4dVector(6, 7, 8, 9); cout << my4dVector.x << endl; cout << my4dVector.xx << endl; cout << my4dVector.xxx << endl; cout << my4dVector.xxxx << endl; return 0; } The code WORKS and produces the correct output, but I prefer warning free code whenever possible. I followed the advice the compiler gave me (summarized here and described by forums and StackOverflow as the answer to this warning) and added the two things that supposedly tells the compiler what's going on. That is, I added the function definitions as non-friends after the predefinitions of the templated unions: template <typename TYPE> ostream& operator<<(ostream& os, const VECTOR2<TYPE>& toString); template <typename TYPE> ostream& operator<<(ostream& os, const VECTOR3<TYPE>& toString); template <typename TYPE> ostream& operator<<(ostream& os, const VECTOR4<TYPE>& toString); And, to each friend function that causes the issue, I added the <> after the function name, such as for VECTOR2's case: friend ostream& operator<< <> (ostream& os, const VECTOR3<TYPE>& toString); friend ostream& operator<< <> (ostream& os, const VECTOR4<TYPE>& toString); However, doing so leads to errors, such as: LINE 139: error: no match for 'operator<<' in 'std::cout << my2dVector.VECTOR2<float>::xxx' What's going on? Is it something related to how these templated union class-like structures are interrelated, or is it due to the unions themselves? Update After rethinking the issues involved and listening to the various suggestions of Potatoswatter, I found the final solution. Unlike just about every single cout overload example on the internet, I don't need access to the private member information, but can use the public interface to do what I wish. So, I make a non-friend overload functions that are inline for the swizzle parts that call the real friend overload functions. This bypasses the issues the compiler has with templated friend functions. I've added to the latest version of my project. It now works on both versions of GCC I tried with no warnings. The code in question looks like this: template <typename SWIZZLE> inline typename EnableIf< Is2D< typename SWIZZLE::PARENT >, ostream >::type& operator<<(ostream& os, const SWIZZLE& printVector) { os << (typename SWIZZLE::PARENT(printVector)); return os; } template <typename SWIZZLE> inline typename EnableIf< Is3D< typename SWIZZLE::PARENT >, ostream >::type& operator<<(ostream& os, const SWIZZLE& printVector) { os << (typename SWIZZLE::PARENT(printVector)); return os; } template <typename SWIZZLE> inline typename EnableIf< Is4D< typename SWIZZLE::PARENT >, ostream >::type& operator<<(ostream& os, const SWIZZLE& printVector) { os << (typename SWIZZLE::PARENT(printVector)); return os; }

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  • Oracle BI Server Modeling, Part 1- Designing a Query Factory

    - by bob.ertl(at)oracle.com
      Welcome to Oracle BI Development's BI Foundation blog, focused on helping you get the most value from your Oracle Business Intelligence Enterprise Edition (BI EE) platform deployments.  In my first series of posts, I plan to show developers the concepts and best practices for modeling in the Common Enterprise Information Model (CEIM), the semantic layer of Oracle BI EE.  In this segment, I will lay the groundwork for the modeling concepts.  First, I will cover the big picture of how the BI Server fits into the system, and how the CEIM controls the query processing. Oracle BI EE Query Cycle The purpose of the Oracle BI Server is to bridge the gap between the presentation services and the data sources.  There are typically a variety of data sources in a variety of technologies: relational, normalized transaction systems; relational star-schema data warehouses and marts; multidimensional analytic cubes and financial applications; flat files, Excel files, XML files, and so on. Business datasets can reside in a single type of source, or, most of the time, are spread across various types of sources. Presentation services users are generally business people who need to be able to query that set of sources without any knowledge of technologies, schemas, or how sources are organized in their company. They think of business analysis in terms of measures with specific calculations, hierarchical dimensions for breaking those measures down, and detailed reports of the business transactions themselves.  Most of them create queries without knowing it, by picking a dashboard page and some filters.  Others create their own analysis by selecting metrics and dimensional attributes, and possibly creating additional calculations. The BI Server bridges that gap from simple business terms to technical physical queries by exposing just the business focused measures and dimensional attributes that business people can use in their analyses and dashboards.   After they make their selections and start the analysis, the BI Server plans the best way to query the data sources, writes the optimized sequence of physical queries to those sources, post-processes the results, and presents them to the client as a single result set suitable for tables, pivots and charts. The CEIM is a model that controls the processing of the BI Server.  It provides the subject areas that presentation services exposes for business users to select simplified metrics and dimensional attributes for their analysis.  It models the mappings to the physical data access, the calculations and logical transformations, and the data access security rules.  The CEIM consists of metadata stored in the repository, authored by developers using the Administration Tool client.     Presentation services and other query clients create their queries in BI EE's SQL-92 language, called Logical SQL or LSQL.  The API simply uses ODBC or JDBC to pass the query to the BI Server.  Presentation services writes the LSQL query in terms of the simplified objects presented to the users.  The BI Server creates a query plan, and rewrites the LSQL into fully-detailed SQL or other languages suitable for querying the physical sources.  For example, the LSQL on the left below was rewritten into the physical SQL for an Oracle 11g database on the right. Logical SQL   Physical SQL SELECT "D0 Time"."T02 Per Name Month" saw_0, "D4 Product"."P01  Product" saw_1, "F2 Units"."2-01  Billed Qty  (Sum All)" saw_2 FROM "Sample Sales" ORDER BY saw_0, saw_1       WITH SAWITH0 AS ( select T986.Per_Name_Month as c1, T879.Prod_Dsc as c2,      sum(T835.Units) as c3, T879.Prod_Key as c4 from      Product T879 /* A05 Product */ ,      Time_Mth T986 /* A08 Time Mth */ ,      FactsRev T835 /* A11 Revenue (Billed Time Join) */ where ( T835.Prod_Key = T879.Prod_Key and T835.Bill_Mth = T986.Row_Wid) group by T879.Prod_Dsc, T879.Prod_Key, T986.Per_Name_Month ) select SAWITH0.c1 as c1, SAWITH0.c2 as c2, SAWITH0.c3 as c3 from SAWITH0 order by c1, c2   Probably everybody reading this blog can write SQL or MDX.  However, the trick in designing the CEIM is that you are modeling a query-generation factory.  Rather than hand-crafting individual queries, you model behavior and relationships, thus configuring the BI Server machinery to manufacture millions of different queries in response to random user requests.  This mass production requires a different mindset and approach than when you are designing individual SQL statements in tools such as Oracle SQL Developer, Oracle Hyperion Interactive Reporting (formerly Brio), or Oracle BI Publisher.   The Structure of the Common Enterprise Information Model (CEIM) The CEIM has a unique structure specifically for modeling the relationships and behaviors that fill the gap from logical user requests to physical data source queries and back to the result.  The model divides the functionality into three specialized layers, called Presentation, Business Model and Mapping, and Physical, as shown below. Presentation services clients can generally only see the presentation layer, and the objects in the presentation layer are normally the only ones used in the LSQL request.  When a request comes into the BI Server from presentation services or another client, the relationships and objects in the model allow the BI Server to select the appropriate data sources, create a query plan, and generate the physical queries.  That's the left to right flow in the diagram below.  When the results come back from the data source queries, the right to left relationships in the model show how to transform the results and perform any final calculations and functions that could not be pushed down to the databases.   Business Model Think of the business model as the heart of the CEIM you are designing.  This is where you define the analytic behavior seen by the users, and the superset library of metric and dimension objects available to the user community as a whole.  It also provides the baseline business-friendly names and user-readable dictionary.  For these reasons, it is often called the "logical" model--it is a virtual database schema that persists no data, but can be queried as if it is a database. The business model always has a dimensional shape (more on this in future posts), and its simple shape and terminology hides the complexity of the source data models. Besides hiding complexity and normalizing terminology, this layer adds most of the analytic value, as well.  This is where you define the rich, dimensional behavior of the metrics and complex business calculations, as well as the conformed dimensions and hierarchies.  It contributes to the ease of use for business users, since the dimensional metric definitions apply in any context of filters and drill-downs, and the conformed dimensions enable dashboard-wide filters and guided analysis links that bring context along from one page to the next.  The conformed dimensions also provide a key to hiding the complexity of many sources, including federation of different databases, behind the simple business model. Note that the expression language in this layer is LSQL, so that any expression can be rewritten into any data source's query language at run time.  This is important for federation, where a given logical object can map to several different physical objects in different databases.  It is also important to portability of the CEIM to different database brands, which is a key requirement for Oracle's BI Applications products. Your requirements process with your user community will mostly affect the business model.  This is where you will define most of the things they specifically ask for, such as metric definitions.  For this reason, many of the best-practice methodologies of our consulting partners start with the high-level definition of this layer. Physical Model The physical model connects the business model that meets your users' requirements to the reality of the data sources you have available. In the query factory analogy, think of the physical layer as the bill of materials for generating physical queries.  Every schema, table, column, join, cube, hierarchy, etc., that will appear in any physical query manufactured at run time must be modeled here at design time. Each physical data source will have its own physical model, or "database" object in the CEIM.  The shape of each physical model matches the shape of its physical source.  In other words, if the source is normalized relational, the physical model will mimic that normalized shape.  If it is a hypercube, the physical model will have a hypercube shape.  If it is a flat file, it will have a denormalized tabular shape. To aid in query optimization, the physical layer also tracks the specifics of the database brand and release.  This allows the BI Server to make the most of each physical source's distinct capabilities, writing queries in its syntax, and using its specific functions. This allows the BI Server to push processing work as deep as possible into the physical source, which minimizes data movement and takes full advantage of the database's own optimizer.  For most data sources, native APIs are used to further optimize performance and functionality. The value of having a distinct separation between the logical (business) and physical models is encapsulation of the physical characteristics.  This encapsulation is another enabler of packaged BI applications and federation.  It is also key to hiding the complex shapes and relationships in the physical sources from the end users.  Consider a routine drill-down in the business model: physically, it can require a drill-through where the first query is MDX to a multidimensional cube, followed by the drill-down query in SQL to a normalized relational database.  The only difference from the user's point of view is that the 2nd query added a more detailed dimension level column - everything else was the same. Mappings Within the Business Model and Mapping Layer, the mappings provide the binding from each logical column and join in the dimensional business model, to each of the objects that can provide its data in the physical layer.  When there is more than one option for a physical source, rules in the mappings are applied to the query context to determine which of the data sources should be hit, and how to combine their results if more than one is used.  These rules specify aggregate navigation, vertical partitioning (fragmentation), and horizontal partitioning, any of which can be federated across multiple, heterogeneous sources.  These mappings are usually the most sophisticated part of the CEIM. Presentation You might think of the presentation layer as a set of very simple relational-like views into the business model.  Over ODBC/JDBC, they present a relational catalog consisting of databases, tables and columns.  For business users, presentation services interprets these as subject areas, folders and columns, respectively.  (Note that in 10g, subject areas were called presentation catalogs in the CEIM.  In this blog, I will stick to 11g terminology.)  Generally speaking, presentation services and other clients can query only these objects (there are exceptions for certain clients such as BI Publisher and Essbase Studio). The purpose of the presentation layer is to specialize the business model for different categories of users.  Based on a user's role, they will be restricted to specific subject areas, tables and columns for security.  The breakdown of the model into multiple subject areas organizes the content for users, and subjects superfluous to a particular business role can be hidden from that set of users.  Customized names and descriptions can be used to override the business model names for a specific audience.  Variables in the object names can be used for localization. For these reasons, you are better off thinking of the tables in the presentation layer as folders than as strict relational tables.  The real semantics of tables and how they function is in the business model, and any grouping of columns can be included in any table in the presentation layer.  In 11g, an LSQL query can also span multiple presentation subject areas, as long as they map to the same business model. Other Model Objects There are some objects that apply to multiple layers.  These include security-related objects, such as application roles, users, data filters, and query limits (governors).  There are also variables you can use in parameters and expressions, and initialization blocks for loading their initial values on a static or user session basis.  Finally, there are Multi-User Development (MUD) projects for developers to check out units of work, and objects for the marketing feature used by our packaged customer relationship management (CRM) software.   The Query Factory At this point, you should have a grasp on the query factory concept.  When developing the CEIM model, you are configuring the BI Server to automatically manufacture millions of queries in response to random user requests. You do this by defining the analytic behavior in the business model, mapping that to the physical data sources, and exposing it through the presentation layer's role-based subject areas. While configuring mass production requires a different mindset than when you hand-craft individual SQL or MDX statements, it builds on the modeling and query concepts you already understand. The following posts in this series will walk through the CEIM modeling concepts and best practices in detail.  We will initially review dimensional concepts so you can understand the business model, and then present a pattern-based approach to learning the mappings from a variety of physical schema shapes and deployments to the dimensional model.  Along the way, we will also present the dimensional calculation template, and learn how to configure the many additivity patterns.

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • ipad video format

    - by Mike
    When you use iTunes to sync your videos with the iPhone the videos are always saved with no more than 640 pixels wide, if I am not wrong. What about the iPad? What is the size of videos iTunes syncs with iPad? 1024x768? and what if the video has a dimension below 1024x768? Will it scale up? or will it keep the video at low res and scale when you play? The question is because I am using the MPMoviePlayerController and I need to know what resolutions to expect, so I can adjust the interface. thanks.

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  • How to handle Booleans/CheckBoxes in ASP.NET MVC 2 with DataAnnotations?

    - by asp_net
    I've got a view model like this: public class SignUpViewModel { [Required(ErrorMessage = "Bitte lesen und akzeptieren Sie die AGB.")] [DisplayName("Ich habe die AGB gelesen und akzeptiere diese.")] public bool AgreesWithTerms { get; set; } } The view markup code: <%= Html.CheckBoxFor(m => m.AgreesWithTerms) %> <%= Html.LabelFor(m => m.AgreesWithTerms)%> The result: No validation is executed. That's okay so far because bool is a value type and never null. But even if I make AgreesWithTerms nullable it won't work because the compiler shouts "Templates can be used only with field access, property access, single-dimension array index, or single-parameter custom indexer expressions." So, what's the correct way to handle this?

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  • JScrollPane and JList auto scroll

    - by dododedodonl
    Hi All, I've got the next code: listModel = new DefaultListModel(); listModel.addElement(dateFormat.format(new Date()) + ": Msg1"); messageList = new JList(listModel); messageList.setLayoutOrientation(JList.VERTICAL); messageScrollList = new JScrollPane(messageList); messageScrollList.setPreferredSize(new Dimension(500, 200)); messageScrollList.getVerticalScrollBar().addAdjustmentListener(new AdjustmentListener() { public void adjustmentValueChanged(AdjustmentEvent e) { e.getAdjustable().setValue(e.getAdjustable().getMaximum()); } }); It auto scrolls down. But, if I try to scroll back up to re-read a message, it forces a scroll down. How can I fix this?

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  • iPhone SDK: How to centre content in a UIScrollView during setZoomScale?

    - by Russell Quinn
    I'm using a UIScrollView to show photos. If they are zoomed out so they are smaller than the scroll view in one dimension then the content is centred using contentInset and contentOffset. This all works fine for scrolling and manual zooming. However, if I use setZoomScale (with animated YES) then when zooming out the scroll view sets the top left edge to 0,0 during the animation and then snaps it back afterwards. It seems like the zoom animation ignores the contentInset and contentOffset settings. Does anyone have any idea how to overcome this problem? Thanks, Russell.

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  • ipad vide format

    - by Mike
    When you use iTunes to sync your videos with the iPhone the videos are always saved with no more than 640 pixels wide, if I am not wrong. What about the iPad? What is the size of videos iTunes syncs with iPad? 1024x768? and what if the video has a dimension below 1024x768? Will it scale up? or will it keep the video at low res and scale when you play? thanks.

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  • What are the video formats supported by MPMoviePlayerController on the iPad?

    - by Mike
    When you use iTunes to sync your videos with the iPhone the videos are always saved with no more than 640 pixels wide, if I am not wrong. What about the iPad? What is the size of videos iTunes syncs with iPad? 1024x768? and what if the video has a dimension below 1024x768? Will it scale up? or will it keep the video at low res and scale when you play? The question is because I am using the MPMoviePlayerController and I need to know what resolutions to expect, so I can adjust the interface. thanks.

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  • ipad video format [closed]

    - by Mike
    When you use iTunes to sync your videos with the iPhone the videos are always saved with no more than 640 pixels wide, if I am not wrong. What about the iPad? What is the size of videos iTunes syncs with iPad? 1024x768? and what if the video has a dimension below 1024x768? Will it scale up? or will it keep the video at low res and scale when you play? thanks.

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  • Java - sorted stack

    - by msr
    Hello, I need a sorted stack. I mean, the element removed from the stack must be the one with great priority. Stack dimension varies a lot (becomes bigger very fast). I need also to search elements in that stack. Does Java give some good implementation for this? What class or algorithm do you suggest for this? I'm using a PriorityQueue right now which I consider reasonable except for searching, so Im wondering if I can use something better. Thanks in advance!

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  • Multidimensional arrays in VB.NET 2010

    - by matt_t
    Is there any way to create a multidinensional array that contains arrays of different lengths (similar to nesting arrays of different lengths in python). Because if I were to declare a variable Dim accounts(2,2) As Integer all 1D arrays at each dimension have the same length. Is there any way to create an array so that this is not the case? e.g The above code would create an array like this: [[0,0],[0,0]] but would it be possible to create this: [[0,0],[0,0,0]] Apologies for the poor explanation but I cannot think of any better ways to explain.

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  • can't get true height/width of object in chrome

    - by Cinaird
    I have a question, if i set a image height in css and try to get height/width i get different results in different browsers. Is there a way to get the same dimension in all browsers? You can find a live example here and the concept is like this: CSS: img{ height:100px; } Script: $(document).ready(function(){ $("#text").append($("#img_0").attr("height")); $("#text").append($("#img_0").attr("width")); }); Output Firefox: img height: 100 img width: 150 Output Chrome: img height: 100 img width: 0 Output Chrome: img height: 100 img width: 93? i have tried this from StackOverflow: stackoverflow.com/questions/1873419/jquery-get-height-width but still get the same result Any one know a good solution?

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  • Make overflow hidden when shrinking div

    - by johnnietheblack
    I have a div with an image in it, and the image is too large for the div. I have solved the overflow problem with the obvious CSS overflow:hidden trick. But, the problem is that when the div's parent resizes (shrinks), the div holding the image won't shrink because of the image in it. Is there a way to have a resizable div with an image in it (almost like a background image) that overflows? MY DIV STRUCTURE: <div id="parent"> <div id="image_holder"> <!-- this image will inevitably be larger than its parent div --> <img src="too_big_for_div.jpg" /> </div> </div> MY CSS: #parent { width:100%;} #image_holder { width:100%; overflow:hidden;} The #image_holder div will not resize to a smaller dimension now. Any ideas?

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  • Wordpress plugin for enhanced WYSIWYG image resizing?

    - by Gnee
    Really, really trying to find a plugin that gives adds functionality to the image-resize functions in Wordpress's WYSIWYG editor. Something where the use of 'Gallery' is not mandatory – just an upload straight from the post editor. In a post, when an image is linked to from another site, there are less options – unlike when an image is uploaded. • You can resize, but it's 100%, 110%, 120%, 130% ....Instead of thumbnail, large, medium, etc, when you upload. •These dimension rarely match the dimensions needed. I know you can type in the W x H in the advanced tab, but my quest to find a better solution is really for the clients using the site. If anyone knows a solution / plugin / modification for this, I'd love to hear it!!

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  • Question on multi-probe Local Sensitive Hashing

    - by Yijinsei
    Hey guys sorry to be asking this kind noob question, but because I really need some guidance on how to use Multi probe LSH pretty urgently, so I did not do much research myself. I realize there is a lib call LSHKIT available that implemented that algorithm, but I have trouble trying to figure out how to use it. Right now, I have a few thousand feature vector 296 dimension, each representing an image. The vector is used to query an user input image, to retrieve the most similar image. The method I used to derive the distance between vector is euclidean distance. I know this might be a rather noob question, but do you guys have knowledge on how should i implement multi probe LSH? I am really very grateful to any answer or response.

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