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  • Transform.Translation problem on rotation

    - by eco_bach
    I am using the following to scale and reposition a UIView layer when the device rotates to landscape. [containerView.layer setValue:[NSNumber numberWithFloat: 0] forKeyPath: @"transform.translation.x"]; [containerView.layer setValue:[NSNumber numberWithFloat: 0] forKeyPath: @"transform.translation.y"]; [containerView.layer setValue:[NSNumber numberWithFloat: 1] forKeyPath: @"transform.scale.x"]; //[NSNumber numberWithInt:1] [containerView.layer setValue:[NSNumber numberWithFloat: 1] forKeyPath: @"transform.scale.y"]; and then the folowing when rotating back to portrait [containerView.layer setValue:[NSNumber numberWithFloat: -75] forKeyPath: @"transform.translation.x"]; [containerView.layer setValue:[NSNumber numberWithFloat: 0] forKeyPath: @"transform.translation.y"]; [containerView.layer setValue:[NSNumber numberWithFloat: .7] forKeyPath: @"transform.scale.x"]; //[NSNumber numberWithInt:1] [containerView.layer setValue:[NSNumber numberWithFloat: .7] forKeyPath: @"transform.scale.y"]; The problem is that after rotaing back to portrait, the layer is 'travelling' ie the x,y offset are gradually changing(increasing x, decreasing y). Scale seems fine (ie doesn't increment, decrement on repeated rotations) Can anyone suggest a proper solution?

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  • animating adding/removing layers on iPhone

    - by magesteve
    On the iPhone, when you add a sub layer to a visible view's layer, using either -addSublayer: or -removeFromSuperlayer, shouldn't that sub layer appear or disappear in an animated manner (ie. fade in or fade out gradually)? My program animates using layers (not views). When I change a property of a layer like position or image content, then the change does animate (layer streaks around it's parent layer, the layer fades from the old image to the new image), so I obviously have the layers & view setup correctly. However, when I add or remove a sub layer, the change occurs instantly; there is no animation. Reading the references, it says that if the layer is visible, the sub layer should animate when adder or removed. What am I doing wrong? Has anyone had a similar problem, and was able to find a solution? Thank you, Steve Sheets

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  • What is a better abstraction layer for D3D9 and OpenGL vertex data management?

    - by Sam Hocevar
    My rendering code has always been OpenGL. I now need to support a platform that does not have OpenGL, so I have to add an abstraction layer that wraps OpenGL and Direct3D 9. I will support Direct3D 11 later. TL;DR: the differences between OpenGL and Direct3D cause redundancy for the programmer, and the data layout feels flaky. For now, my API works a bit like this. This is how a shader is created: Shader *shader = Shader::Create( " ... GLSL vertex shader ... ", " ... GLSL pixel shader ... ", " ... HLSL vertex shader ... ", " ... HLSL pixel shader ... "); ShaderAttrib a1 = shader->GetAttribLocation("Point", VertexUsage::Position, 0); ShaderAttrib a2 = shader->GetAttribLocation("TexCoord", VertexUsage::TexCoord, 0); ShaderAttrib a3 = shader->GetAttribLocation("Data", VertexUsage::TexCoord, 1); ShaderUniform u1 = shader->GetUniformLocation("WorldMatrix"); ShaderUniform u2 = shader->GetUniformLocation("Zoom"); There is already a problem here: once a Direct3D shader is compiled, there is no way to query an input attribute by its name; apparently only the semantics stay meaningful. This is why GetAttribLocation has these extra arguments, which get hidden in ShaderAttrib. Now this is how I create a vertex declaration and two vertex buffers: VertexDeclaration *decl = VertexDeclaration::Create( VertexStream<vec3,vec2>(VertexUsage::Position, 0, VertexUsage::TexCoord, 0), VertexStream<vec4>(VertexUsage::TexCoord, 1)); VertexBuffer *vb1 = new VertexBuffer(NUM * (sizeof(vec3) + sizeof(vec2)); VertexBuffer *vb2 = new VertexBuffer(NUM * sizeof(vec4)); Another problem: the information VertexUsage::Position, 0 is totally useless to the OpenGL/GLSL backend because it does not care about semantics. Once the vertex buffers have been filled with or pointed at data, this is the rendering code: shader->Bind(); shader->SetUniform(u1, GetWorldMatrix()); shader->SetUniform(u2, blah); decl->Bind(); decl->SetStream(vb1, a1, a2); decl->SetStream(vb2, a3); decl->DrawPrimitives(VertexPrimitive::Triangle, NUM / 3); decl->Unbind(); shader->Unbind(); You see that decl is a bit more than just a D3D-like vertex declaration, it kinda takes care of rendering as well. Does this make sense at all? What would be a cleaner design? Or a good source of inspiration?

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  • How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions

    - by Eric Z Goodnight
    Have a huge folder of images needing tweaks? A few hundred adjustments may seem like a big, time consuming job—but read one to see how Photoshop can do repetitive tasks automatically, even if you don’t know how to program! Photoshop Actions are a simple way to program simple routines in Photoshop, and are a great time saver, allowing you to re-perform tasks over and over, saving you minutes or hours, depending on the job you have to work on. See how any bunch of images and even some fairly complicated photo tweaking can be done automatically to even hundreds of images at once. When Can I use Photoshop Actions? Photoshop actions are a way of recording the tools, menus, and keys pressed while using the program. Each time you use a tool, adjust a color, or use the brush, it can be recorded and played back over any file Photoshop can open. While it isn’t perfect and can get very confused if not set up correctly, it can automate editing hundreds of images, saving you hours and hours if you have big jobs with complex edits. The image illustrated above is a template for a polaroid-style picture frame. If you had several hundred images, it would actually be a simple matter to use Photoshop Actions to create hundreds of new images inside the frame in almost no time at all. Let’s take a look at how a simple folder of images and some Image editing automation can turn lots of work into a simple and easy job. Creating a New Action Actions is a default part of the “Essentials” panel set Photoshop begins with as a default. If you can’t see the panel button under the “History” button, you can find Actions by going to Window > Actions or pressing Alt + F9. Click the in the Actions Panel, pictured in the previous illustration on the left. Choose to create a “New Set” in order to begin creating your own custom Actions. Name your action set whatever you want. Names are not relevant, you’ll simply want to make it obvious that you have created it. Click OK. Look back in the layers panel. You’ll see your new Set of actions has been added to the list. Click it to highlight it before going on. Click the again to create a “New Action” in your new set. If you care to name your action, go ahead. Name it after whatever it is you’re hoping to do—change the canvas size, tint all your pictures blue, send your image to the printer in high quality, or run multiple filters on images. The name is for your own usage, so do what suits you best. Note that you can simplify your process by creating shortcut keys for your actions. If you plan to do hundreds of edits with your actions, this might be a good idea. If you plan to record an action to use every time you use Photoshop, this might even be an invaluable step. When you create a new Action, Photoshop automatically begins recording everything you do. It does not record the time in between steps, but rather only the data from each step. So take your time when recording and make sure you create your actions the way you want them. The square button stops recording, and the circle button starts recording again. With these basics ready, we can take a look at a sample Action. Recording a Sample Action Photoshop will remember everything you input into it when it is recording, even specific photographs you open. So begin recording your action when your first photo is already open. Once your first image is open, click the record button. If you’re already recording, continue on. Using the File > Place command to insert the polaroid image can be easier for Actions to deal with. Photoshop can record with multiple open files, but it often gets confused when you try it. Keep your recordings as simple as possible to ensure your success. When the image is placed in, simply press enter to render it. Select your background layer in your layers panel. Your recording should be following along with no trouble. Double click this layer. Double clicking your background layer will create a new layer from it. Allow it to be renamed “Layer 0” and press OK. Move the “polaroid” layer to the bottom by selecting it and dragging it down below “Layer 0” in the layers panel. Right click “Layer 0” and select “Create Clipping Mask.” The JPG image is cropped to the layer below it. Coincidentally, all actions described here are being recorded perfectly, and are reproducible. Cursor actions, like the eraser, brush, or bucket fill don’t record well, because the computer uses your mouse movements and coordinates, which may need to change from photo to photo. Click the to set your Photograph layer to a “Screen” blending mode. This will make the image disappear when it runs over the white parts of the polaroid image. With your image layer (Layer 0) still selected, navigate to Edit > Transform > Scale. You can use the mouse to resize your Layer 0, but Actions work better with absolute numbers. Visit the Width and Height adjustments in the top options panel. Click the chain icon to link them together, and adjust them numerically. Depending on your needs, you may need to use more or less than 30%. Your image will resize to your specifications. Press enter to render, or click the check box in the top right of your application. + Click on your bottom layer, or “polaroid” in this case. This creates a selection of the bottom layer. Navigate to Image > Crop in order to crop down to your bottom layer selection Your image is now resized to your bottommost layer, and Photoshop is still recording to that effect. For additional effect, we can navigate to Image > Image Rotation > Arbitrary to rotate our image by a small tilt. Choosing 3 degrees clockwise , we click OK to render our choice. Our image is rotated, and this step is recorded. Photoshop will even record when you save your files. With your recording still going, find File > Save As. You can easily tell Photoshop to save in a new folder, other than the one you have been working in, so that your files aren’t overwritten. Navigate to any folder you wish, but do not change the filename. If you change the filename, Photoshop will record that name, and save all your images under whatever you type. However, you can change your filetype without recording an absolute filename. Use the pulldown tab and select a different filetype—in this instance, PNG. Simply click “Save” to create a new PNG based on your actions. Photoshop will record the destination and the change in filetype. If you didn’t edit the name of your file, it will always use the variable filename of any image you open. (This is very important if you want to edit hundreds of images at once!) Click File > Close or the red “X” in the corner to close your filetype. Photoshop can record that as well. Since we have already saved our image as a JPG, click “NO” to not overwrite your original image. Photoshop will also record your choice of “NO” for subsequent images. In your Actions panel, click the stop button to complete your action. You can always click the record button to add more steps later, if you want. This is how your new action looks with its steps expanded. Curious how to put it into effect? Read on to see how simple it is to use that recording you just made. Editing Lots of Images with Your New Action Open a large number of images—as many as you care to work with. Your action should work immediately with every image on screen, although you may have to test and re-record, depending on how you did. Actions don’t require any programming knowledge, but often can get confused or work in a counter-intuitive way. Record your action until it is perfect. If it works once without errors, it’s likely to work again and again! Find the “Play” button in your Actions Panel. With your custom action selected, click “Play” and your routine will edit, save, and close each file for you. Keep bashing “Play” for each open file, and it will keep saving and creating new files until you run out of work you need to do. And in mere moments, a complicated stack of work is done. Photoshop actions can be very complicated, far beyond what is illustrated here, and can even be combined with scripts and other actions, creating automated creation of potentially very complex files, or applying filters to an entire portfolio of digital photos. Have questions or comments concerning Graphics, Photos, Filetypes, or Photoshop? Send your questions to [email protected], and they may be featured in a future How-To Geek Graphics article. Image Credits: All images copyright Stephanie Pragnell and author Eric Z Goodnight, protected under Creative Commons. Latest Features How-To Geek ETC How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Smart Taskbar Is a Thumb Friendly Android Task Launcher Comix is an Awesome Comics Archive Viewer for Linux Get the MakeUseOf eBook Guide to Speeding Up Windows for Free Need Tech Support? Call the Star Wars Help Desk! [Video Classic] Reclaim Vertical UI Space by Adding a Toolbar to the Left or Right Side of Firefox Androidify Turns You into an Android-style Avatar

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  • CAScrollLayer doesn't scroll!

    - by Cliff
    Maybe it's because it's late. Whatever the reason I can't figure out why I'm having trouble with a simple CSScrollLayer example I'm trying. I add a 50 pixel Eclipse icon to a view based project and in my initialize method (called from initWithNibName:bundle:) I have this: -(void) initialize { CAScrollLayer *scrollLayer = [CAScrollLayer layer]; scrollLayer.backgroundColor = [[UIColor blackColor] CGColor]; CGRect bounds = self.view.bounds; scrollLayer.bounds = CGRectMake(0, 0, bounds.size.width, bounds.size.height); scrollLayer.contentsRect = CGRectMake(0, 0, bounds.size.width + 800, bounds.size.height + 800); scrollLayer.borderWidth = 2.5; scrollLayer.borderColor = [[UIColor redColor] CGColor]; scrollLayer.position = CGPointMake(self.view.center.x, self.view.center.y - 20); scrollLayer.scrollMode = kCAScrollBoth; [self.view.layer addSublayer:scrollLayer]; UIImage *image = [UIImage imageNamed:@"eclipse32.gif"]; for(int i=0; i<6; i++) { layer = [CALayer layer]; layer.backgroundColor = [[UIColor blackColor] CGColor]; layer.bounds = CGRectMake(0, 0, 100, 100); layer.contents = (id)[image CGImage]; layer.position = CGPointMake(layer.bounds.size.width * i, self.view.center.y); [scrollLayer addSublayer:layer]; } // [button removeFromSuperview]; // [self.view addSubview:button]; // self.view.userInteractionEnabled = YES; [image release]; } The scroll layer shows, the icon is repeated on the layer I have a border around the edge of the screen. Everything is lovely except I can't scroll the icons. I've tried with/without setting scroll mode. I've tried with a single stretched icon that falls off screen. I've tried everything. What am I doing wrong?

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  • Bluetooth light not turned on and bluetooth also not working on vostro 1014

    - by Dinesh Kumar
    after running following command dmesg | grep -i bluetooth [ 17.106250] Bluetooth: Core ver 2.16 [ 17.107845] Bluetooth: HCI device and connection manager initialized [ 17.107847] Bluetooth: HCI socket layer initialized [ 17.107849] Bluetooth: L2CAP socket layer initialized [ 17.107857] Bluetooth: SCO socket layer initialized [ 18.853255] Bluetooth: BNEP (Ethernet Emulation) ver 1.3 [ 18.853260] Bluetooth: BNEP filters: protocol multicast [ 18.859350] Bluetooth: RFCOMM TTY layer initialized [ 18.859355] Bluetooth: RFCOMM socket layer initialized [ 18.859357] Bluetooth: RFCOMM ver 1.11 [14998.338293] init: bluetooth main process ended, respawning

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  • Expose webservice directly to webclients or keep a thin server-side script layer in between?

    - by max
    Hi, I'm developing a REST webservice (Java, Jersey). The people I'm doing this for want to directly access the webservice via Javascript. Some instinct tells me this is not a good idea, but I cannot really explain that instinct. My natural approach would have been to have the webservice do the real logic and database access, but also have some (relatively thin) server-side script layer (e.g. in PHP). Clients would talk to the PHP layer which in turn would talk to the webservice. (The webservice would be pretty local to the apache/PHP server and implicitly trust calls from the script layer. The script layer would take care of session management.) (Btw, I am not talking about just hiding the webservice behind an Apache which simply redirects calls.) But as I find myself at a lack of words/arguments to explain my instinct, I wonder whether my instinct is right - note that while I have been developing all kinds of software in all kinds of languages and frameworks for like 17 years, this is the first time I develop a webservice. So my question is basically: what are your opinions? Are there any standard setups? Is my instinct totally wrong? Or partially? ;P Many thanks, Max PS: I might add a few bits of information about the planned usage of the whole application: will be accessed by different kinds of users, partly general public, partly privileged thus, all major OS/browser combinations can be expected as clients however, writing the client is not my responsibility will potentially have very high load/traffic logic of webservice will later be massively expanded for another product which is basically a superset of the functionality of the current project there is a significant likelihood that at some point an API should be exposed which can be used by 3rd party developers - obviously, with some restrictions at some point, the public view of the product should become accessible via smartphones, too (in other words, maybe a customized version of the site to adapt to the smaller display and different input methods)

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  • Why CABasicAnimation will send the layer's view to back and front?

    - by ohho
    There are two UIViews of similar size. UIView one (A) is originally on top of UIView two (B). When I try to perform a CABasicAnimation transform.rotation.y on A's layer: CABasicAnimation *rotateAnimation = [CABasicAnimation animationWithKeyPath:@"transform.rotation.y"]; CGFloat startValue = 0.0; CGFloat endValue = M_PI; rotateAnimation.fromValue = [NSNumber numberWithDouble:startValue]; rotateAnimation.toValue = [NSNumber numberWithDouble:endValue]; rotateAnimation.duration = 5.0; [CATransaction begin]; [imageA.layer addAnimation:rotateAnimation forKey:@"rotate"]; [CATransaction commit]; During the animation, the animating layer's UIView (A) will be: sent back (A is suddenly behind B) rotating ... passed second half of the animation sent front (A is now on top of B again) Is there a way to keep A on top of B for the whole animation period? Thanks! UPDATE: project source is attached: FlipLayer.zip

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  • how do i get a layer's frame to automatically resize based on its superlayer's frame or its view's f

    - by Kevlar
    I'm experimenting with using cagradientlayer to draw gradients in our app instead of having a subclass of uiview manage gradients. One snafu that i've come across is that when the view that has the gradient as a sublayer of its main layer gets resized to fit the data i am trying to show, the layer doesn't resize along with it. I end up having the gradient layer end at the original frame size while my view's frame is much larger. Is there a way to have the sublayer autoresize to fit its superlayer's frame, or the superlayer's view's frame?

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  • Which approach to create the data access layer has the highest performance?

    - by pooyakhamooshi
    I have to create a very high performance application. Currently, I am using Entity Framework for my data access layer. My application has to insert some communication data almost every second. I found that Entity Framework is slow; it has about 2 seconds delay to finish the SaveChanges() method. I was thinking I have the following options: 1. Create the data access layer myself using ADO.NET; using stored procedures or ad-hoc queries 2. Use Enterprise Library Data access Layer 3. Use NHibernate 4. Use Repository Factory: http://pooyakhamooshi.blogspot.com/search?q=repository What do you think? which one is quicker for inserting data? Which one is quicker to set up?

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  • When do domain concepts become application constructs?

    - by Noren
    I recently posted a question regarding recovering a DDD architecture that became an anemic domain model into a multitier architecture and this question is a follow-on of sorts. My question is when do domain concepts become application constructs. My application is a local client C# 4/WPF with the following architecture: Presentation Layer Views ViewModels Business Layer ??? Domain Layer Classes that take the POCOs with primitive types and create domain concepts (e.g. image, layer, etc) Sanity checks values (e.g. image width 0) Interfaces for DTOs Interface for a repository that abstracts the filesystem Data Access Layer Classes that parse the proprietary binary files into POCOs with primitive types by explicit knowledge of the file format Implementation of domain DTOs Implementation of domain repository class Local Filesystem Proprietary binary files When does the MyImageType domain class with Int32 width, height, and Int32[] pixels become a System.Windows.Media.ImageDrawing? If I put it in the domain layer, it seems like implemenation details are being leaked (what if I didn't want to use WPF?). If I put it in the presentation layer, it seems like it's doing too much. If I create a business layer, it seems like it would be doing too little since there are few "rules" given the CRUD nature of the application. I think all of my reading has lead to analysis paralysis, so I thought fresh eyes might lend some perspective.

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  • On Screen Coin Animation

    - by Siddharth
    am working with side scrolling skater game. I want to perform coin animation such that as player collect coin it moves upside and attach with currency sprite. My main character and coin present in game scene and currency sprite present in HUD layer. This situation creates problem for me. Directly I can not apply modifier to coin because it is side scrolling game so based on main character speed it reaches at different position. That I have checked. So that I have to generate other coin at same position at game layer coin has, in HUD layer and move upward to it. But I didn't able to get its y position correct though I can able to get x position correctly. Many time main character goes downward so it get minus value many time. I also tried following code float[] position = GameHUD.this .convertSceneCoordinatesToLocalCoordinates(GameManager .getInstance().getCoinX(), GameManager.getInstance() .getCoinY()); But I am getting same coordinate as I provide. No difference in that so please some one provide me guidance in that. Because I am near to complete my game. EDIT: Here game layer and hud layer is totally different. Actual coin present in game layer which player has to collect and at same position I want to generate another coin in hud layer to perform some animation. It is recommended to generate coin in hud layer because through that only I can able to complete my target.

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  • Design Layout/Patterns

    - by wpfwannabe
    I am still fairly new to C# and I am trying to decide the best way to structure a new program. Here is what I want to do and I would like feed back on my idea. Presentation Layer Business Layer (Separate Class Library) Data Layer (Separate Class Library) Model Layer (Separate Class Library) What I am struggling with is if it is ok to have the classes in the Data Layer and Business Layer inherit from the types I define in Model Layer. This way I can extended the types as needed in my Business Layer with any new properties I see fit. I might not use every property from the Model type in my Business Layer class but is that really a big deal? If this isn't clear enough I can try and put together an example.

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  • change fillColor of selected CAShapeLayer

    - by Frank
    I'm trying to change the fillColor of a CAShapeLayer when the layer it's contained in is touched. I'm able to change the background color of the tapped layer like this: -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { CALayer *layer = [(CALayer *)self.view.layer.presentationLayer hitTest:point]; layer = layer.modelLayer; layer.backgroundColor = [UIColor blueColor].CGColor; } This turns the background of "layer" blue as expected. My problem is how do I change the color of the CAShapelayer inside "layer"? Thanks!

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  • Verbose Listing of All Application Layers/Tiers?

    - by leeand00
    I've looked at a few sites now, and I'm still struggling to find a complete listing of all the possible layers/tiers you can have in an application. From back in college (1999) I remember the following: Presentation Layer (Views) Application Layer (Controllers) Business Logic Layer (API/Rules) Persistence Layer (Database/Object Persistence/Model) I'm not advocating that they all be used...especially when you consider that too many layers/tiers could lead to an increase in complexity...I just wondered what the complete list might look like... Based on a couple of blogs I've found several different answers...and Javascript and client side technologies seem to have leaked in adding more client-side layers according to one blog the client side tier might even consist of Behavior Layer (Javascript, Flash) Presentation Layer (CSS/Images) Note: I though the entire client side layer was the presentation layer Structure Layer (XHTML, HTML) I'm just trying to get an abstract idea of what all the possible layers might be, (even though some people call them different things)

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  • C# Design Layout/Patterns

    - by wpfwannabe
    I am still fairly new to C# and I am trying to decide the best way to structure a new program. Here is what I want to do and I would like feed back on my idea. Presentation Layer Business Layer (Separate Class Library) Data Layer (Separate Class Library) Model Layer (Separate Class Library) What I am struggling with is if it is ok to have the classes in the Data Layer and Business Layer inherit from the types I define in Model Layer. This way I can extended the types as needed in my Business Layer with any new properties I see fit. I might not use every property from the Model type in my Business Layer class but is that really a big deal? If this isn't clear enough I can try and put together an example.

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  • How should my team decide between 3-tier and 2-tier architectures?

    - by j0rd4n
    My team is discussing the future direction we take our projects. Half the team believes in a pure 3-tier architecture while the other half favors a 2-tier architecture. Project Assumptions: Enterprise business applications Business logic needed between user and database Data validation necessary Service-oriented (prefer RESTful services) Multi-year maintenance plan Support hundreds of users 3-tier Team Favors: Persistant layer <== Domain layer <== UI layer Service boundary between at least persistant layer and domain layer. Domain layer might have service boundary between it. Translations between each layer (clean DTO separation) Hand roll persistance unless we can find creative yet elegant automation 2-tier Team Favors: Entity Framework + WCF Data Service layer <== UI layer Business logic kept in WCF Data Service interceptors Minimal translation between layers - favor faster coding So that's the high-level argument. What considerations should we take into account? What experiences have you had with either approach?

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  • How can I use WebGL to create a tile-based multi-layer scrolling platform game?

    - by Nicholas Hill
    I've found WebGL (based on OpenGL) to be a fiendish and unforgiving framework for those learning to write HTML5-based games. Despite the presence of many examples on how to get started, I'm really struggling to understand how I could simply load a bunch of images and render them to a canvas quickly using WebGL. My specific scenario involves trying to render a map using a bespoke but simple multi-layered tile engine, where each value in a three dimensional array points to the image to use for that location in the rendered image. Think "Sonic the Hedgehog" via tilesets, tiles, maps, layers, sprites etc. Can anyone enlighten me: 1) How can I load an image that I can use as a texture in WebGL? 2) How can I dynamically select an image at run time and draw it at any co-ordinate, that I also select at run time?

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  • Can WebGL be used to create a tile-based multi-layer scrolling platform game?

    - by Nicholas Hill
    I've found WebGL (based on OpenGL) to be a fiendish and unforgiving framework for those learning to write HTML5-based games. Despite the presence of many examples on how to get started, I'm really struggling to understand how I could simply load a bunch of images and render them to a canvas quickly using WebGL. My specific scenario involves trying to render a map using a bespoke but simple multi-layered tile engine, where each value in a three dimensional array points to the image to use for that location in the rendered image. Think "Sonic the Hedgehog" via tilesets, tiles, maps, layers, sprites etc. Can anyone enlighten me: 1) How can I load an image that I can use as a texture in WebGL? 2) How can I dynamically select an image at run time and draw it at any co-ordinate, that I also select at run time?

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  • How to layer if statements when order of logic is irrelevant?

    - by jimmyjimmy
    Basically I have a series of logic in my website that can lead to 5 total outcomes. Basically two different if tests and then a catch all else statement. For example: if cond1: if mod1: #do things elif mod2: #do things elif cond2: if mod1: #do things elif mod2 #do things else: #do things I was thinking about rewriting it like this: if cond1 and mod1: #do things elif cond1 and mod2: #do things elif cond2 and mod1: #do things elif cond2 and mod2: #do things else: #do things Is there any real difference in these two coding options/a better choice for this kind of logic testing?

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  • I want to play mp3 in rythmbox but it says python v2 plugins requires mpeg-1 layer mp3 decoder but i dont have internet on that computer,

    - by Ubuntu_lover
    Because i use internet from usb device which supports only on windows, and when I downloaded offline files from packages.ubuntu.com and linuxappsfinder.com and tried to install them in ubuntu, i just double clicked on such file(whose format extension was .deb), then it opened in ubuntu software center but said, dependency is not supported, How can i install softwares and plugins or codecs in ubuntu, without internet? I tried to make file through terminal using zipped files, (tar.bz2), but said something xml not found.

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  • how can I future-proof migration of a ADO.net local data layer to a future web based interface (web-

    - by Greg
    Hi, BACKGROUND: I am working on a .NET WinForms application now (C#) with an ADO.net database for the data layer. QUESTION: How an I develop this now such that it would be easy to migrate to a model where the data layer is abstracted via a HTTP web-service or REST interface? For example would just use of a standard C# interface with a Factory to obtain a concrete implementation of the interface where this uses ADO.net be the best? thanks

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  • Is there a simple way to let a layer throw an smooth shadow?

    - by mystify
    I was drawing a path into a layer. Lets say I can't access that drawing code in any way, because it comes from a compiled lib. Now I want to let that layer throw a shadow which matches the shape of its irregular content shape. Is there an easy way to do it? Or must I draw like 20 of those layers and scale them up on every iteration, adjusting their alpha and letting the GPU do the extraordinarily heavy compositing?

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