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  • realmethods plugin for eclipse

    - by user309944
    Hai friends I am trying to install realmethods plugin in eclipse. when i install realmethods it shows the following error Cannot complete the install because of a conflicting dependency. Software being installed: realMethods GAE Generator 1.0.0.201004110340 (aib_eclipse_feature.feature.group 1.0.0.201004110340) Software currently installed: Eclipse IDE for Java EE Developers 1.2.1.20090918-0703 (epp.package.jee 1.2.1.20090918-0703) Only one of the following can be installed at once: Common Navigator View 3.4.0.I20090525-2000 (org.eclipse.ui.navigator 3.4.0.I20090525-2000) Common Navigator View 3.4.2.M20100120-0800 (org.eclipse.ui.navigator 3.4.2.M20100120-0800) Common Navigator View 3.4.1.M20090911-1550 (org.eclipse.ui.navigator 3.4.1.M20090911-1550) Cannot satisfy dependency: From: realMethods GAE Generator 1.0.0.201004110340 (aib_eclipse_feature.feature.group 1.0.0.201004110340) To: org.eclipse.ui.navigator 3.4.2 Cannot satisfy dependency: From: Eclipse IDE for Java EE Developers 1.2.1.20090918-0703 (epp.package.jee 1.2.1.20090918-0703) To: org.eclipse.epp.package.jee.feature.feature.group [1.2.1.20090918-0703] Cannot satisfy dependency: From: Java EE IDE Feature 1.2.1.20090918-0703 (org.eclipse.epp.package.jee.feature.feature.group 1.2.1.20090918-0703) To: org.eclipse.platform.feature.group [3.5.1.R35x_v20090910-9gEeG1_FthkNDSP2odXdThaOu9GFDPn83DGB7] Cannot satisfy dependency: From: Eclipse Platform 3.5.1.R35x_v20090910-9gEeG1_FthkNDSP2odXdThaOu9GFDPn83DGB7 (org.eclipse.platform.feature.group 3.5.1.R35x_v20090910-9gEeG1_FthkNDSP2odXdThaOu9GFDPn83DGB7) To: org.eclipse.ui.navigator [3.4.1.M20090911-1550] what shall i do. can any one help me. thanks in advance

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  • Jquery star rating plugin and cancel rating button

    - by Roger
    Using this plugin: http://www.fyneworks.com/jquery/star-rating/#tab-Testing I have a simple callback function that picks up the id from the radio buttons: <input type="radio" class="auto-submit-star {split:2}" id="myid" value="1" /> $('.auto-submit-star').rating({ callback: function(value, link){ alert($(this).attr('id')); } }); This works fine, but if the user clicks on the cancel button, then it can't read the id of it. In the js, I think the cancel button is added dynamically with: control.cancel = $('<div class="rating-cancel"><a title="' + control.cancel + '">' + control.cancelValue + '</a></div>') If I add an id to it like this: control.cancel = $('<div class="rating-cancel"><a id="someid" title="' + control.cancel + '">' + control.cancelValue + '</a></div>') How could I read the id? This would be undefined. I can set a class and use $('.myclass').attr('id') but I will have multiple ratings on one page so I'll need something similar to "this". Or is it possible for the cancel button to pick up the id of the corresponding radio buttons?

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  • Using maven-release-plugin to tag and commit to non-origin

    - by Ali G
    When I do a release of my project, I want to share the source with a wider group of people than I normally do during development. The code is shared via a Git repository. To do this, I have used the following: remote public repository - released code is pushed here, every week or so (http://example.com/public) remote private repository - non-release code is pushed here, more than daily (http://example.com/private) In my local git repository, I have the following remotes defined: origin http://example.com/private public http://example.com/public I am currently trying to configure the maven-release-plugin to manage versioning of the builds, and to manage tagging and pushing of code to the public repository. In my pom.xml, I have listed the <scm/ as follows: <scm><connection>scm:git:http://example.com/public</connection></scm> (Removing this line will cause mvn release:prepare to fail) However, when calling mvn release:clean release:prepare release:perform Maven calls git push origin tagname rather than pushing to the URL specified in the POM. So the questions are: Best practice: Should I just be tagging and committing in my private repo (origin), and pushing to public manually? Can I make Maven push to the repository that I choose, rather than defaulting to origin? I felt this was implied by the requirement of the <connection/ element in <scm/.

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  • Grails bean-fields plugin

    - by Don
    Hi, I'm having problems using the Grails bean-fields plugin with a class this is annotated Validateable, but is not a domain/command class. The root cause of the problem appears to be in this method of BeanTagLib.groovy private def getBeanConstraints(bean) { if (bean?.metaClass?.hasProperty(bean, 'constraints')) { def cons = bean.constraints if (cons != null) { if (log.debugEnabled) { log.debug "Bean is of type ${bean.class} - the constraints property was a [${cons.class}]" } // Safety check for the case where bean is no a proper domain/command object // This avoids confusing errors where constraints comes back as a Closure if (!(cons instanceof Map)) { if (log.warnEnabled) { log.warn "Bean of type ${bean.class} is not a domain class, command object or other validateable object - the constraints property was a [${cons.class}]" } } } else { if (log.warnEnabled) { log.warn "Bean of type ${bean.class} has no constraints" } } return cons } else return null } I tested out this method above in the grails console and when I pass an instance of MyBean into this method, it logs: Bean of type ${bean.class} is not a domain class, command object or other validateable object - the constraints property was a [${cons.class}] Because the constraints are returned as an instance of Closure instead of a Map. If I could figue out how to get a Map reference to the constraints of a @Validateable class (that is not a domain/command class), I guess I could resolve the problem. Thanks, Don

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  • Wordpress "Vote It Up" plugin help

    - by Sparks Memphis
    I'm creating a dig like site with wordpress, TDO Mini forms and Vote it up where people who live in the city can log on, post their ideas of how to improve the city and have others vote. on the home page there are 2 columns. right is the TDO submit form. left are the "Most Wanted" items. the posts with the highest rating. I've found an impressive lack of information on this plugin. im not great with php but i can make do most of the time. I want to output the post title, post author, links for yes and no votes as well as have the titles in the left column list in most popular order. preferably id like the home pages to have only the top 5 or so highest rated posts. I cant find any way to output that information as i need. I was really hoping there was a simple way to call the highest rated post titles in the loop for the main page but there doesnt seem to be a way. Bout the only thing i've found is the DisplayVotes tag which isnt incredibly helpful. does anybody know how i can accomplish this, or can provide some expert advise? help would be immensely appreciated.

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  • jQuery validation plugin - removing elements

    - by d3020
    I'm using the jQuery validation plugin. On most of my input type... tags I have class='required'. When I submit the page, via JavaScript, the controls on the page that have this class are found. However, there are a handful of checkboxes that I don't need to validate. I've tried removing the class code completely from the input tag, also tried class='cancel', and class='required:false. When doing any of those things though when the form submits it can't find the checkbox control. How do I still keep the ability to do Request.Form and find my checkbox object but at the same time when the form submits don't apply validation to this particular control. Thank you. Edit here. This is what I'm using without the "checked" code and ternary operator. In my input tag I'm calling a function like this... sb.Append(" " + crlf); Inside that function is where I check for the True or False coming back, like this. case "chkFlashedCarton": strResultValue = pst.FlashedCarton.ToString(); if (strResultValue == "True") { strResultValue = " checked"; } break; strResultValue is what is returned back. Does this help to see? Thank you.

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  • Installation failed for Scala eclipse plugin

    - by Ramesh Vel
    Hi, I am Scala newbie. Just started playing. Today i started to install scala plugin for eclipse (in ubuntu machine), but its failed everytime. Below the error message. An error occurred while collecting items to be installed session context was:(profile=PlatformProfile, phase=org.eclipse.equinox.internal.provisional.p2.engine.phases.Collect, operand=, action=). No repository found containing: osgi.bundle,ch.epfl.lamp.sdt.aspects,2.7.7.final No repository found containing: osgi.bundle,ch.epfl.lamp.sdt.core,2.7.7.final No repository found containing: org.eclipse.update.feature,ch.epfl.lamp.sdt,2.7.7.final No repository found containing: osgi.bundle,org.aspectj.runtime,1.6.4.20090304172355 No repository found containing: osgi.bundle,org.aspectj.weaver,1.6.4.20090304172355 No repository found containing: org.eclipse.update.feature,org.eclipse.contribution.weaving,1.6.4.20090313172428 No repository found containing: osgi.bundle,org.eclipse.contribution.weaving.jdt,1.6.4.20090313172428 No repository found containing: osgi.bundle,org.eclipse.equinox.weaving.aspectj,1.0.0.200902241436 No repository found containing: osgi.bundle,org.eclipse.equinox.weaving.hook,1.0.0.200902121956 No repository found containing: osgi.bundle,scala.library,2.7.7.final No repository found containing: osgi.bundle,scala.tools.nsc,2.7.7.final Can someone clarify me what was the problem. Cheer

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  • grailsui plugin for accordion not working

    - by inquirer
    Hi! I have been trying to figure out what's wrong with grailsui accordion. I have checked out the sample source files (http://guidemo.googlecode.com/svn/trunk/) from different ui tags, like menu, datatable and etc. they are working fine but the accordion is not working properly. All i can see is all of the divs shown. the panels are not moving since they are already shown. I've also followed the screencast for it. I've used the yui-skin-sam class name and I've downloaded the grails plugins.grails-ui=1.2-SNAPSHOT. I am not sure what's wrong.I used the rich-ui plugin and it is working great. But there are still features that are not in rich-ui compared to the possible configurations for the grails-ui tags. Anyway. if you have any suggestions to what js library I may use for a grails application or if you have a working grails-ui accordion sample, I would really appreciate it. Thanks in advance. Hope you can help me since I am still new to Grails.

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  • Plugin architecture in C using libdl

    - by LukeN
    I've been toying around, writing a small IRC framework in C that I'm now going to expand with some core functionality - but beyond that, I'd like it to be extensible with plugins! Up until now, whenever I wrote something IRC related (and I wrote a lot, in about 6 different languages now... I'm on fire!) and actually went ahead to implement a plugin architecture, it was inside an interpreted language that had facilities for doing (read: abusing) so, like jamming a whole script file trough eval in Ruby (bad!). Now I want to abuse something in C! Basically there's three things I could do define a simple script language inside of my program use an existing one, embedding an interpreter use libdl to load *.so modules on runtime I'm fond of the third one and raather avoid the other two options if possible. Maybe I'm a masochist of some sort, but I think it could be both fun and useful for learning purposes. Logically thinking, the obvious "pain-chain" would be (lowest to highest) 2 - 1 - 3, for the simple reason that libdl is dealing with raw code that can (and will) explode in my face more often than not. So this question goes out to you, fellow users of stackoverflow, do you think libdl is up to this task, or even a realistic thought?

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  • Tile engine Texture not updating when numbers in array change

    - by Corey
    I draw my map from a txt file. I am using java with slick2d library. When I print the array the number changes in the array, but the texture doesn't change. public class Tiles { public Image[] tiles = new Image[5]; public int[][] map = new int[64][64]; public Image grass, dirt, fence, mound; private SpriteSheet tileSheet; public int tileWidth = 32; public int tileHeight = 32; public void init() throws IOException, SlickException { tileSheet = new SpriteSheet("assets/tiles.png", tileWidth, tileHeight); grass = tileSheet.getSprite(0, 0); dirt = tileSheet.getSprite(7, 7); fence = tileSheet.getSprite(2, 0); mound = tileSheet.getSprite(2, 6); tiles[0] = grass; tiles[1] = dirt; tiles[2] = fence; tiles[3] = mound; int x=0, y=0; BufferedReader in = new BufferedReader(new FileReader("assets/map.dat")); String line; while ((line = in.readLine()) != null) { String[] values = line.split(","); x = 0; for (String str : values) { int str_int = Integer.parseInt(str); map[x][y]=str_int; //System.out.print(map[x][y] + " "); x++; } //System.out.println(""); y++; } in.close(); } public void update(GameContainer gc) { } public void render(GameContainer gc) { for(int y = 0; y < map.length; y++) { for(int x = 0; x < map[0].length; x ++) { int textureIndex = map[x][y]; Image texture = tiles[textureIndex]; texture.draw(x*tileWidth,y*tileHeight); } } } } Mouse Picking Where I change the number in the array Input input = gc.getInput(); gc.getInput().setOffset(cameraX-400, cameraY-300); float mouseX = input.getMouseX(); float mouseY = input.getMouseY(); double mousetileX = Math.floor((double)mouseX/tiles.tileWidth); double mousetileY = Math.floor((double)mouseY/tiles.tileHeight); double playertileX = Math.floor(playerX/tiles.tileWidth); double playertileY = Math.floor(playerY/tiles.tileHeight); double lengthX = Math.abs((float)playertileX - mousetileX); double lengthY = Math.abs((float)playertileY - mousetileY); double distance = Math.sqrt((lengthX*lengthX)+(lengthY*lengthY)); if(input.isMousePressed(Input.MOUSE_LEFT_BUTTON) && distance < 4) { System.out.println("Clicked"); if(tiles.map[(int)mousetileX][(int)mousetileY] == 1) { tiles.map[(int)mousetileX][(int)mousetileY] = 0; } } I never ask a question until I have tried to figure it out myself. I have been stuck with this problem for two weeks. It's not like this site is made for asking questions or anything. So if you actually try to help me instead of telling me to use a debugger thank you. You either get told you have too much or too little code. Nothing is never enough for the people on here it's as bad as something like reddit. Idk what is wrong all my textures work when I render them it just doesn't update when the number in the array changes. I am obviously debugging when I say that I was printing the array and the number is changing like it should, so it's not a problem with my mouse picking code. It is a problem with my textures, but I don't know what because they all render correctly. That is why I need help.

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  • Java - 2d Array Tile Map Collision

    - by Corey
    How would I go about making certain tiles in my array collide with my player? Like say I want every number 2 in the array to collide. I am reading my array from a txt file if that matters and I am using the slick2d library. Here is my code if needed. public class Tiles { Image[] tiles = new Image[3]; int[][] map = new int[500][500]; Image grass, dirt, mound; SpriteSheet tileSheet; int tileWidth = 32; int tileHeight = 32; public void init() throws IOException, SlickException { tileSheet = new SpriteSheet("assets/tiles.png", tileWidth, tileHeight); grass = tileSheet.getSprite(0, 0); dirt = tileSheet.getSprite(7, 7); mound = tileSheet.getSprite(2, 6); tiles[0] = grass; tiles[1] = dirt; tiles[2] = mound; int x=0, y=0; BufferedReader in = new BufferedReader(new FileReader("assets/map.txt")); String line; while ((line = in.readLine()) != null) { String[] values = line.split(","); for (String str : values) { int str_int = Integer.parseInt(str); map[x][y]=str_int; //System.out.print(map[x][y] + " "); y=y+1; } //System.out.println(""); x=x+1; y = 0; } in.close(); } public void update() { } public void render(GameContainer gc) { for(int x = 0; x < 50; x++) { for(int y = 0; y < 50; y ++) { int textureIndex = map[y][x]; Image texture = tiles[textureIndex]; texture.draw(x*tileWidth,y*tileHeight); } } } } I tried something like this, but I it doesn't ever "collide". X and y are my player position. if (tiles.map[(int)x/32][(int)y/32] == 2) { System.out.println("Collided"); }

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  • Restrict Tile Map to its boundaries

    - by Farooq Arshed
    I have loaded a tmx file in cocos2dx and now I am trying to implement panning. I have successfully implemented the panning first part where the map moves. Now I want to restrict the map so it does not display the map beyond its boundary where it shows black screen. I am confused as to how to implement it. Below is my code any help would be appreciated. bool HelloWorld::init() { if ( !CCLayer::init() ) { return false; } const char* tmx= "isometric_grass_and_water.tmx"; _tileMap = new CCTMXTiledMap(); _tileMap->initWithTMXFile(tmx); this->addChild(_tileMap); this->setTouchEnabled(true); return true; } void HelloWorld::ccTouchesBegan(CCSet *touches, CCEvent *event){ CCSetIterator it; for (it=touches->begin(); it!=touches->end(); ++it){ CCTouch* touch = (CCTouch*)it.operator*(); CCLog("touches id: %d", touch->getID()); oldLoc = touch->getLocationInView(); oldLoc = CCDirector::sharedDirector()->convertToGL(oldLoc); } } void HelloWorld::ccTouchesMoved(CCSet *touches, CCEvent *event) { if (touches->count() == 1) { CCTouch* touch = (CCTouch*)( touches->anyObject() ); this->moveScreen(touch); } else if (touches->count() == 2) { this->scaleScreen(touches); } } void HelloWorld::moveScreen(CCTouch* touch) { CCPoint currentLoc = touch->getLocationInView(); currentLoc = CCDirector::sharedDirector()->convertToGL(currentLoc); CCPoint moveTo = ccpSub(oldLoc, currentLoc); moveTo = ccpMult(moveTo, -1); oldLoc = currentLoc; this->setPosition(ccpAdd(this->getPosition(), ccp(moveTo.x, moveTo.y))); }

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  • More Efficient Data Structure for Large Layered Tile Map

    - by Stupac
    It seems like the popular method is to break the map up into regions and load them as needed, my problem is that in my game there are many AI entities other than the player out performing actions in virtually all the regions of the map. Let's just say I have a 5000x5000 map, when I use a 2D array of byte's to render it my game uses around 17 MB of memory, as soon as I change that data structure to a my own defined MapCell class (which only contains a single field: byte terrain) my game's memory consumption rockets up to 400+ MB. I plan on adding layering, so an array of byte's won't cut it and I figure I'd need to add a List of some sort to the MapCell class to provide objects in the layers. I'm only rendering tiles that are on screen, but I need the rest of the map to be represented in memory since it is constantly used in Update. So my question is, how can I reduce the memory consumption of my map while still maintaining the above requirements? Thank you for your time! Here's a few snippets my C# code in XNA4: public static void LoadMapData() { // Test map generations int xSize = 5000; int ySize = 5000; MapCell[,] map = new MapCell[xSize,ySize]; //byte[,] map = new byte[xSize, ySize]; Terrain[] terrains = new Terrain[4]; terrains[0] = grass; terrains[1] = dirt; terrains[2] = rock; terrains[3] = water; Random random = new Random(); for(int x = 0; x < xSize; x++) { for(int y = 0; y < ySize; y++) { //map[x,y] = new MapCell(terrains[random.Next(4)]); map[x,y] = new MapCell((byte)random.Next(4)); //map[x, y] = (byte)random.Next(4); } } testMap = new TileMap(map, xSize, ySize); // End test map setup currentMap = testMap; } public class MapCell { //public TerrainType terrain; public byte terrain; public MapCell(byte itsTerrain) { terrain = itsTerrain; } // the type of terrain this cell is treated as /*public Terrain terrain { get; set; } public MapCell(Terrain itsTerrain) { terrain = itsTerrain; }*/ }

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  • Java 2D Tile Collision

    - by opiop65
    I have been working on a way to do collision detection forever, and just can't figure it out. Here's my simple 2D array: for (int x = 0; x < 16; x++) { for (int y = 0; y < 16; y++) { map[x][y] = AIR; if(map[x][y] == AIR) { air.draw(x * tilesize, y * tilesize); } } } for (int x = 0; x < 16; x++) { for (int y = 6; y < 16; y++) { map[x][y] = GRASS; if(map[x][y] == GRASS) { grass.draw(x * tilesize, y * tilesize); } } } for (int x = 0; x < 16; x++) { for (int y = 8; y < 16; y++) { map[x][y] = STONE; if(map[x][y] == STONE) { stone.draw(x * tilesize, y * tilesize); } } } I want to do it with rectangles, and using the intersect() method, but how would I go about adding rectangles to all the tiles? Edit: My player moves like this: if(input.isKeyDown(Input.KEY_W)) { shiftY -= delta * speed; idY = (int) shiftY; if(shift == true) { shiftY -= delta * runspeed; } if(isColliding == true) { shiftY += delta * speed; } } if(input.isKeyDown(Input.KEY_S)) { shiftY += delta * speed; idY = (int) shiftY; if(shift == true) { shiftY += delta * runspeed; } if(isColliding == true) { shiftY -= delta * speed; } } if (input.isKeyDown(Input.KEY_A)) { steve = left; shiftX -= delta * speed; idX = (int) shiftX; if(shift == true) { shiftX -= delta * runspeed; } if(isColliding == true) { shiftX += delta * speed; } } if (input.isKeyDown(Input.KEY_D)) { steve = right; shiftX += delta * speed; idX = (int) shiftX; if(shift == true) { shiftX += delta * runspeed; } if(isColliding == true) { shiftX -= delta * speed; } } (I have tried my own collision code, but its horrible. Doesn't work in the slightest)

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  • Eclipse Blackberry Preprocessor Not Working?

    - by Jessica
    I've already followed the directions @ http://stackoverflow.com/questions/1383277/using-preprocessor-directives-in-blackberry-jde-plugin-for-eclipse for making sure the blackberry plugin preprocessing hook is (theoretically) enabled. I'm using Eclipse 3.5.1 with Blackberry Plugin 1.1 with BB SDKs 4.7.0 and 4.6.0. I have my preprocessor defines set (and I've tried in both the Project's Blackberry Properties as well as the Workspace Blackberry Build settings), and checked their capitalization and spelling carefully too. I'm fairly confident the actual code to say "this stuff should be preprocessed" is good, because including/excluding preprocessed code seems to work fine on command line builds: //#preprocess --- at beginning of file and then code blocks like this throughout: //#ifndef jde_4_7 /* //#endif //#ifdef jde_4_7 import net.rim.device.api.ui.TouchEvent; //#endif //#ifndef jde_4_7 */ //#endif So what I can't figure out what else could be wrong that would cause Eclipse to not compile in my preprocessed code unless I remove the comments that are supposed to prevent the touch code from building into a build for blackberries that don't support touch. At one point it used to work (and no I haven't updated Eclipse), but sometime in the last couple of weeks it seemed to just stop working. And I'm getting kind of tired of the error-prone process of searching for ifdefs and manually commenting/uncommenting touch code and looking for a better solution while I do testing and initial development requiring testing both touch and non-touch functionality. Any other ideas on what could be wrong or how to fix it?

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  • How can I install the BlackBerry v5.0.0 component pack into Eclipse?

    - by Dan J
    I'm trying to install the latest v5.0.0 "beta 2" BlackBerry OS Component Pack into Eclipse 3.4.2 with BlackBerry Eclipse plugin v1.0.0.67, but have hit a few problems. Has anybody found an easy way to do this? I had no trouble installing the v4.5.0 and v4.7.0 Component Packs. It's rather strange that BlackBerry are shipping new phones with the v5.0.0 OS installed (e.g. a Storm 2 9550 and Bold 9700 that I just bought), and pushing that update to phones whilst the BlackBerry website still considers the v5.0.0 SDK / Component Packs to be "beta 2"! If anybody knows when an official non-beta Component Pack is going to be released that might solve my problem... In case it helps, the problems I've hit so far are: -Contrary to the implication on the BlackBerry website, the Eclipse "Software Update..." option for the v5.0.0 Component Pack claims it only works on the v1.0.0 Eclipse BlackBerry plugin, not the new v1.1 one. -I then tried to install the v5.0.0 Component Pack through the "Software Updates..." menu in Eclipse using the v1.0.0 Eclipse BlackBery plugin. Once I'd done the 200MB download the install failed with a "Invalid zip file format" error. -I might just have been unlucky with a corrupted download but I did try it twice, once through "Software Updates..." and once by selecting "Archive" to install the downloaded Component Pack (which unlike v4.5.0 and v4.7.0 was a JAR, not a ZIP).

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  • Need help with wp_rewrite in a WordPress Plugin

    - by Brad
    Ok, I've got this code that I've been using to spit out news to an application of mine. It was working until today. I've cutout all the logic in the following code to make it simpiler. But it should "WORK" Can someone help me fix this code to where it works, and is done right? I know it's hacked together ,but it didn't seem to have any problems until today. I have not updated anything, don't know what the deal is. Plugin Name: MyPlugin Example Version: 1.0.1 if ( ! class_exists("MyPlugin") ) { class MyPlugin { var $db_version = "1.0"; //not used yet function init() { //Nothing as of now. } function activate() { global $wp_rewrite; $this-flush_rewrite_rules(); } function pushoutput( $id ) { $output-out =' The output worked!'; $this-output( $output ); } function output( $output ) { ob_start(); ob_end_clean(); header( 'Cache-Control: no-cache, must-revalidate' ); header( 'Expires: Mon, 26 Jul 1997 05:00:00 GMT' ); header( 'Content-type: application/json' ); echo json_encode( $output ); //Must encode this... } function flush_rewrite_rules() { global $wp_rewrite; $wp_rewrite-flush_rules(); } function createRewriteRules( $rewrite ) { global $wp_rewrite; $new_rules = array( 'MyPlugin/(.+)' = 'index.php?MyPlugin=' . $wp_rewrite-preg_index(1) ); if ( ! is_array($wp_rewrite-rules) ) { $wp_rewrite-rules = array(); } $wp_rewrite-rules = $new_rules + $wp_rewrite-rules; return $wp_rewrite; } function add_query_vars( $qvars ) { $qvars[] = 'MyPlugin'; return $qvars; } function template_redirect_intercept() { global $wp_query; if ( $wp_query-get('MyPlugin') ) { $id = $wp_query-query_vars['MyPlugin']; $this-pushoutput( $id ); exit; } } } } if ( class_exists("MyPlugin") ) { $MyPluginCode = new MyPlugin(); } if ( isset($MyPluginCode) ) { register_activation_hook( __file__, array($MyPluginCode, 'activate') ); add_action( 'admin-init', array(&$MyPluginCode, 'flush_rewrite_rules') ); //add_action( 'init', array(&$MyPluginCode, 'init') ); add_action( 'generate_rewrite_rules', array(&$MyPluginCode, 'createRewriteRules') ); add_action( 'template_redirect', array(&$MyPluginCode, 'template_redirect_intercept') ); // add_filter( 'query_vars', array(&$MyPluginCode, 'add_query_vars') ); }

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  • JQuery selfbuild plugin question - default value is overwritten.

    - by Bruno
    Hi jQuery ninjas. I need your help. I have made a really clean and simple example to illustrate my problem. I have build my own jquery plugin: (function($) { $.fn.setColorTest = function(options) { options = $.extend($.fn.setColorTest.defaults,options); return this.each(function() { $(this).css({ 'color': options.color}); }); } $.fn.setColorTest.defaults = { color: '#000' }; })(jQuery); As you can see I'm setting a default color and making it possible for the user to change it. My problem/question is: I have two paragraphs on the same page where I want to use the default color for the first and a different color for the second paragraph: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8"/> <title>Color Test</title> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js"></script> <script type="text/javascript"> $(document).ready(function() { $('a#click').click(function() { $('#test1').setColorTest(); }); $('a#click2').click(function() { $('#test2').setColorTest({color: '#fff666'}); }); }); </script> </head> <body> <a id="click">click here</a> <a id="click2">click here2</a> <p id="test1">Test 1</p> <p id="test2">Test 2</p> </body> </html> My problem is that if I click on the second paragraph (p) that overrides the default color and afterwards clicks on the first p it will use the overwritten color and not the default color for the first p. How can I ensure that the first p always will use the default color? I know I can just define the color for the first p as well but that is not an option here $('#test1').setColorTest('color': '#000'); So what to do?

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  • C# some sort of plugin system

    - by nLL
    Hi, I am a mobile web developer and trying to monetize my traffic with mobile ad services and i have a problem. First of all to get most of out of your ads you usually need to do server side request to advert company's servers and there are quite few ad services. Problem starts when you want to use them in one site. All have different approaches to server side calls and trying to maintain and implement those ad codes becomes pain after a while. So I decided to write a class system where i can simply create methods for every company and upload it to my site. So far i have public Advert class public AdPublisher class with GetAd method that returns an Advert public Adservice class that has Service names as enum I also have converted server request codes of all ad services i use to classes. It works ok but I want to be able to create an ad service class upload it so that asp.net app can import/recognize it automatically like a plugin system. As I am new to .net I have no idea where to start or how to do it. To make thing clear here are my classes namespace Mobile.Publisher { public class AdPublisher { public AdPublisher() { IsTest = false; } public bool IsTest { get; set; } public HttpRequest CurrentVisitorRequestInfo { get; set; } public Advert GetAd(AdService service) { Advert returnAd = new Advert(); returnAd.Success = true; if (this.CurrentVisitorRequestInfo == null) { throw new Exception("CurrentVisitorRequestInfo for AdPublisher not set!"); } if (service == null) { throw new Exception("AdService not set!"); } if (service.ServiceName == AdServices.Admob) { returnAd.ReturnedAd = AdmobAds("000000"); } return returnAd; } } public enum AdServices { Admob, ServiceB, ServiceC } public class Advert { public bool Success { get; set; } public string ReturnedAd { get; set; } } public partial class AdService { public AdServices ServiceName { get; set; } public string PublisherOrSiteId { get; set; } public string ZoneOrChannelId { get; set; } } private string AdmobAds(string publisherid) { //snip return "test" } } Basically i want to be able to add another ad service and code like private string AdmobAds(string publisherid){ } So that it can be imported and recognised as ad service. I hope i was clear enough

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  • GPL vs plugin interfaces not designed with a specific application in mind

    - by Kristóf Marussy
    I am not seeking or in need of legal advice, but an interesting though experiment came to my mind. Imagine the following situtation (I cannot really think about a concrete example and I am unsure if a real manifestation even exists): there is a free (libre) api A licensed under some permissive license or even LGPL. Non-free application B implements this api in order host plugins, but there are other free software doing the same thing. Moreover, there is plugin C acting as a plugin under api A. It links to library D, that is under GPL, so C is also under GPL. Plugins using A are loaded into hosts via a dlopen-like mechanism and use complex data structure for host-plugin communication. Neither B nor C distribute any files that may be required for A to function properly (like headers containing the structure definitions of A or dynamic libraries containing helper functions for A written by the authors of A), but such things may exist. Now some user installs application B and plugin C on his machine, along with anything that may be required for api A to function properly. Then he proceeds and loads C into B and creates some intellectual property with B which is not a piece of software. Did a GPL violation happend at some point, and if so, who violated GPL and why? The authors of C violate D's license by making C possible to be used in non-free host B? This is a possibility because they can't give and exception of GPL (like one described in http://www.gnu.org/licenses/gpl-faq.html#GPLPluginsInNF or http://www.gnu.org/licenses/gpl-faq.html#LinkingOverControlledInterface) due to D's license terms. The authors of B violate C's and D's license by making C possible to be loaded in B? This is a possibility because http://www.gnu.org/licenses/gpl-faq.html#NFUseGPLPlugins disallows the mechanisms A uses for communitation between the free and non-free modules. The authors of A, because the api may be used (and in this case, was used) for communication between GPL'd and non-free software. This would be extremely absurd. The user, because at the moment of loading B into C, he made a derived work of C. I think this is impossible, because he does not distribute it. But would the situation change is he decided to release a configuration file of B which makes B load C as a plugin? Nobody, because A counts as a 'system library', and both B and C directly interact only with A, not eachother. In a sane world, this would happen... A concrete example of A could be some kind of audio (think LADSPA) or image processing api. However, I could find no such interface (that is free software, generic and is also implemented by commercial tools). A real-world example could also be quite enlightening.

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  • Raytracing (LoS) on 3D hex-like tile maps

    - by herenvardo
    Greetings, I'm working on a game project that uses a 3D variant of hexagonal tile maps. Tiles are actually cubes, not hexes, but are laid out just like hexes (because a square can be turned to a cube to extrapolate from 2D to 3D, but there is no 3D version of a hex). Rather than a verbose description, here goes an example of a 4x4x4 map: (I have highlighted an arbitrary tile (green) and its adjacent tiles (yellow) to help describe how the whole thing is supposed to work; but the adjacency functions are not the issue, that's already solved.) I have a struct type to represent tiles, and maps are represented as a 3D array of tiles (wrapped in a Map class to add some utility methods, but that's not very relevant). Each tile is supposed to represent a perfectly cubic space, and they are all exactly the same size. Also, the offset between adjacent "rows" is exactly half the size of a tile. That's enough context; my question is: Given the coordinates of two points A and B, how can I generate a list of the tiles (or, rather, their coordinates) that a straight line between A and B would cross? That would later be used for a variety of purposes, such as determining Line-of-sight, charge path legality, and so on. BTW, this may be useful: my maps use the (0,0,0) as a reference position. The 'jagging' of the map can be defined as offsetting each tile ((y+z) mod 2) * tileSize/2.0 to the right from the position it'd have on a "sane" cartesian system. For the non-jagged rows, that yields 0; for rows where (y+z) mod 2 is 1, it yields 0.5 tiles. I'm working on C#4 targeting the .Net Framework 4.0; but I don't really need specific code, just the algorithm to solve the weird geometric/mathematical problem. I have been trying for several days to solve this at no avail; and trying to draw the whole thing on paper to "visualize" it didn't help either :( . Thanks in advance for any answer

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  • OpenLayers, Layers: Tiled vs. single tile

    - by Chau
    Each time we add a new layer to our OpenLayers based website (data provided primarily by a GeoServer server), we discuss whether to use a single-tile or a tiled approach. Some of the parameters we evaluate are the following: Using the tiled approach we get: Slow but continuous buildup of the viewport Lots of small images Client side caching possibilities Blocking of the loading pipeline (6 requests at a time) Jerky feeling when navigating during load Using the single-tile approach we get: Smoother feeling when navigating during load Time delay before layer is loaded One large image for each layer No caching of the single tile We have a lot of data editing in the layers, thus a tile-cache might not be that efficient. Are there any best-practices when it comes to tiling? Progressing towards infinitely fast hardware and unlimited data connections, the discussion becomes irrelevant, but what configuration do you percieve as the most user-pleasing?

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  • Most efficient way to save tile data of an isometric game

    - by Harmen
    Hello, I'm working on an isometric game for fast browsers that support <canvas>, which is great fun. To save information of each tile, I use a two-dimensional array which contains numbers representing a tile ID, like: var level = [[1, 1, 1, 2, 1, 0], [0, 1, 1, 2, 0, 1], [0, 1, 1, 2, 1, 1]]; var tiles = [ {name: 'grass', color: 'green'}, {name: 'water', color: 'blue'}, {name: 'forest', color: 'ForestGreen'} ]; So far it works great, but now I want to work with heights and slopes like in this picture: For each tile I need to save it's tile ID, height and information about which corners are turned upward. I came up with a simple idea about a bitwise representation of all four corners, like this: 1011 // top, bottom and left corner turned up My question is: what is the most efficient way to save these three values for each cell? Is it possible to save these three values as one integer?

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  • Rotating A Tile In A BufferedImage

    - by Eddy Freeman
    I have created a a bufferedImage of 6 tiles of 2 rows and 3 columns and i want to rotate the last tile of the second row. This tile serves as a crossing for my animation. My problems are : How can i get access to that specifc tile alone and rotate it alone without affecting others. I have googled for a while but no answer.

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  • Draw Bug 2D player Camera

    - by RedShft
    I have just implemented a 2D player camera for my game, everything works properly except the player on the screen jitters when it moves between tiles. What I mean by jitter, is that if the player is moving the camera updates the tileset to be drawn and if the player steps to the right, the camera snaps that way. The movement is not smooth. I'm guessing this is occurring because of how I implemented the function to calculate the current viewable area or how my draw function works. I'm not entirely sure how to fix this. This camera system was entirely of my own creation and a first attempt at that, so it's very possible this is not a great way of doing things. My camera class, pulls information from the current tileset and calculates the viewable area. Right now I am targettng a resolution of 800 by 600. So I try to fit the appropriate amount of tiles for that resolution. My camera class, after calculating the current viewable tileset relative to the players location, returns a slice of the original tileset to be drawn. This tileset slice is updated every frame according to the players position. This slice is then passed to the map class, which draws the tile on screen. //Map Draw Function //This draw function currently matches the GID of the tile to it's location on the //PNG file of the tileset and then draws this portion on the screen void Draw(SDL_Surface* background, int[] _tileSet) { enforce( tilesetImage != null, "Tileset is null!"); enforce( background != null, "BackGround is null!"); int i = 0; int j = 0; SDL_Rect DestR, SrcR; SrcR.x = 0; SrcR.y = 0; SrcR.h = 32; SrcR.w = 32; foreach(tile; _tileSet) { //This code is matching the current tiles ID to the tileset image SrcR.x = cast(short)(tileWidth * (tile >= 11 ? (tile - ((tile / 10) * 10) - 1) : tile - 1)); SrcR.y = cast(short)(tileHeight * (tile > 10 ? (tile / 10) : 0)); //Applying the tile to the surface SDL_BlitSurface( tilesetImage, &SrcR, background, &DestR ); //this keeps track of what column/row we are on i++; if ( i == mapWidth ) { i = 0; j++; } DestR.x = cast(short)(i * tileWidth); DestR.y = cast(short)(j * tileHeight); } } //Camera Class class Camera { private: //A rectangle representing the view area SDL_Rect viewArea; //In number of tiles int viewAreaWidth; int viewAreaHeight; //This is the x and y coordinate of the camera in MAP SPACE IN PIXELS vect2 cameraCoordinates; //The player location in map space IN PIXELS vect2 playerLocation; //This is the players location in screen space; vect2 playerScreenLoc; int playerTileCol; int playerTileRow; int cameraTileCol; int cameraTileRow; //The map is stored in a single array with the tile ids //this corresponds to the index of the starting and ending tile int cameraStartTile, cameraEndTile; //This is a slice of the current tile set int[] tileSetCopy; int mapWidth; int mapHeight; int tileWidth; int tileHeight; public: this() { this.viewAreaWidth = 25; this.viewAreaHeight = 19; this.cameraCoordinates = vect2(0, 0); this.playerLocation = vect2(0, 0); this.viewArea = SDL_Rect (0, 0, 0, 0); this.tileWidth = 32; this.tileHeight = 32; } void Init(vect2 playerPosition, ref int[] tileSet, int mapWidth, int mapHeight ) { playerLocation = playerPosition; this.mapWidth = mapWidth; this.mapHeight = mapHeight; CalculateCurrentCameraPosition( tileSet, playerPosition ); //writeln( "Tile Set Copy: ", tileSetCopy ); //writeln( "Orginal Tile Set: ", tileSet ); } void CalculateCurrentCameraPosition( ref int[] tileSet, vect2 playerPosition ) { playerLocation = playerPosition; playerTileCol = cast(int)((playerLocation.x / tileWidth) + 1); playerTileRow = cast(int)((playerLocation.y / tileHeight) + 1); //writeln( "Player Tile (Column, Row): ","(", playerTileCol, ", ", playerTileRow, ")"); cameraTileCol = playerTileCol - (viewAreaWidth / 2); cameraTileRow = playerTileRow - (viewAreaHeight / 2); CameraMapBoundsCheck(); //writeln( "Camera Tile Start (Column, Row): ","(", cameraTileCol, ", ", cameraTileRow, ")"); cameraStartTile = ( (cameraTileRow - 1) * mapWidth ) + cameraTileCol - 1; //writeln( "Camera Start Tile: ", cameraStartTile ); cameraEndTile = cameraStartTile + ( viewAreaWidth * viewAreaHeight ) * 2; //writeln( "Camera End Tile: ", cameraEndTile ); tileSetCopy = tileSet[cameraStartTile..cameraEndTile]; } vect2 CalculatePlayerScreenLocation() { cameraCoordinates.x = cast(float)(cameraTileCol * tileWidth); cameraCoordinates.y = cast(float)(cameraTileRow * tileHeight); playerScreenLoc = playerLocation - cameraCoordinates + vect2(32, 32);; //writeln( "Camera Coordinates: ", cameraCoordinates ); //writeln( "Player Location (Map Space): ", playerLocation ); //writeln( "Player Location (Screen Space): ", playerScreenLoc ); return playerScreenLoc; } void CameraMapBoundsCheck() { if( cameraTileCol < 1 ) cameraTileCol = 1; if( cameraTileRow < 1 ) cameraTileRow = 1; if( cameraTileCol + 24 > mapWidth ) cameraTileCol = mapWidth - 24; if( cameraTileRow + 19 > mapHeight ) cameraTileRow = mapHeight - 19; } ref int[] GetTileSet() { return tileSetCopy; } int GetViewWidth() { return viewAreaWidth; } }

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