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  • Java2d: Translate the axes

    - by Algorist
    Hi, I am developing an application using Java2d. The weird thing I noticed is, the original is at the top left corner and x and y axis increases from there. Is there a way to move the origin bottom left? Thank you.

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  • Is Cold Fusion on Linux/Apache stable?

    - by Cyrcle
    I'm working on a site that still has a lot of scripts in Cold Fusion. I need to move it to a new server. I much prefer Apache/Linux instead of IIS/Windows. I've seen some info here and there about running Cold Fusion on Apache/Linux. Is that a stable setup?

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  • How can I match a partial data set with a full one in a spreadsheet?

    - by askvictor
    I have a spreadsheet (in Google Docs, but can be any spreadsheet) with a list of users (one per row), including a username (and other columns). Lets say there are 'n' rows. I have another spreadsheet with less than 'n' rows. One column has a username, another column has some other piece of data (lets say car rego number). I want to move the car rego number to the corresponding user in the first spreadsheet. How might I do this?

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  • Jerky Silverlight 4 animations when running app in OOB

    - by sha1dy
    I was playing with new Silverlight 4 and to my surprise when I run my sample application in OOB all animations become very jerky when I move mouse around during animations, but when I run my app in browser animations are smooth even when moving mouse around. I tried my app on two different computers, turned on GPU acceleration in OOB settings - and got the same jerky result. Is this a know problem with Silverlight?

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  • How do I add a .jar file to the compilation of .java files

    - by Christopher Schroeder
    My makefile is below Also, I would appreciate it if you told me how to move my .class files to ../bin/ JFLAGS = -cp JAR = "RSBot*.jar" JC = javac .SUFFIXES: .java .class .java.class: $(JC) $(JFLAGS) $(JAR) $*.java CLASSES = \ src/Banker.java \ src/Eater.java \ src/Fighter.java \ src/grotgui.java \ src/InventTab.java \ src/Looter.java \ src/Potter.java \ src/W8babyGrotworm.java \ src/Walker.java default: classes classes: $(CLASSES:.java=.class) clean: $(RM) *.class

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  • The Math of a Jump in a 2D game.

    - by ONi
    I have been all around with this question and I can't find the correct answer! So, behold, the description of my question: I'm working in J2ME, I have my gameloop that do the following: public void run() { Graphics g = this.getGraphics(); while (running) { long diff = System.currentTimeMillis() - lastLoop; lastLoop = System.currentTimeMillis(); input(); this.level.doLogic(); render(g, diff); try { Thread.sleep(10); } catch (InterruptedException e) { stop(e); } } } so it's just a basic gameloop, the doLogic() function calls for all the logic functions of the characters in the scene and render(g, diff) calls the animateChar function of every character on scene, following this, the animChar function in the Character class sets up everything in the screen as this: protected void animChar(long diff) { this.checkGravity(); this.move((int) ((diff * this.dx) / 1000), (int) ((diff * this.dy) / 1000)); if (this.acumFrame > this.framerate) { this.nextFrame(); this.acumFrame = 0; } else { this.acumFrame += diff; } } This ensures me that everything must to move according to the time that the machine takes to go from cycle to cycle (remember it's a phone, not a gaming rig). I'm sure it's not the most efficient way to achieve this behavior so I'm totally open for criticism of my programming skills in the comments, but here my problem: When I make I character jump, what I do is that I put his dy to a negative value, say -200 and I set the boolean jumping to true, that makes the character go up, and then I have this function called checkGravity() that ensure that everything that goes up has to go down, checkGravity also checks for the character being over platforms so I will strip it down a little for the sake of your time: public void checkGravity() { if (this.jumping) { this.jumpSpeed += 10; if (this.jumpSpeed > 0) { this.jumping = false; this.falling = true; } this.dy = this.jumpSpeed; } if (this.falling) { this.jumpSpeed += 10; if (this.jumpSpeed > 200) this.jumpSpeed = 200; this.dy = this.jumpSpeed; if (this.collidesWithPlatform()) { this.falling = false; this.standing = true; this.jumping = false; this.jumpSpeed = 0; this.dy = this.jumpSpeed; } } } So, the problem is, that this function updates the dy regardless of the diff, making the characters fly like Superman in slow machines, and I have no idea how to implement the diff factor so that when a character is jumping, his speed decrement in a proportional way to the game speed. Can anyone help me fix this issue? or give me pointers on how to make a 2D Jump in J2ME the right way. Thank you very much for your time.

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  • A generic error occurred in GDI+ + ABDPdf + Load Balacing

    - by jalpesh
    We are using two load balancing server for asp.net site in that we have a functionality which will create a receipt of order in pdf using abcpdf component it was working fine without load balancing server and but when we move it to load balancing server it is giving errors like. A generic error occurred in GDI. I have given full rights to directory which is used but still there problem. Does anybody have a solutions for this.

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  • Android pattern locking

    - by JonF
    I have been able to lock the screen using LOCK_PATTERN_ENABLED, however in many cases when I enable this pattern locking it will take any pattern and move past the pattern check. Has anyone else run across this?

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  • Separate groups of people based on members

    - by tevch
    I have groups of people. I need to move groups with at least one same member as far as possible from each other. Example: GroupA - John, Bob, Nick GroupB - Jack, Nick GroupC - Brian, Alex, Steve As you can see GroupA and GroupB overlap(they both contain Nick) I need an algorithm to set groups as GroupA-GroupC-GroupB Thank you

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  • Objects do not retain the frame that I give then when using CGAffineTransforms with Core Animation

    - by user170030
    Hi, I'm making a game where when a card is touched, it grows so that it is focused, and when you 'let go', it goes back to its original size and place. This seems pretty standard, however, when I add cards and move the hand around to accommodate different numbers of cards, touching the card makes it go to its original place, and not to the new place. This has been stumping me for a while now Any hints would be much appreciated. Thanks !

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  • mozilla browser hot keys? [closed]

    - by Roger22
    Hello, Where can i find the key combinations for some actions, in Mozilla Firefox? For example, Ctrl+L moves the cursor to the address bar. I wanna move the cursor in the Google search box, from the right-top position). Which key is associated with this? And some other key combinations? Thanks!

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  • Google indexing to a staging server.

    - by Eric
    A site that I was working is resolving to a staging server through google. I've removed all the information. How long does it take for google to update the information so that it does not show up. is there anyone that I can contact to move this along?

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  • Cover flow model in iphone

    - by abdulsamad
    I am making the cover flow model on the iPhone using the tutorial found here: http://www.chaosinmotion.com/flowcover.m I want to move the cover flow animation up in the screen at height of about 150, but when I change the starting y point of the rectangle, then my image is cut off from the top. How can I prevent this?

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  • Java Graphics on java, 2d array board game.

    - by FILIaS
    I wanna fix a 2D board for a game. I've already fixed other panels for the gui and everything goes well. But the panel for the board cant be printed on the window. I'm a bit confused about it as i think i've followed the same ideas as for the others panels i need. Here's what i've done: /** *Method used to construct the square in the area of the *gui's grid. In this stage a GUISquare array is being constructed, * used in the whole game as *a mean of changing a square graphical state. *@param squares is the squares array from whom the gui grid will be *constructed. *@see getSquare about the correspondance beetween a squareModel and * a GUISquare. */ private void initBoardPanel(SquareModel[][] squares){ BoardPanel.setLayout(new GridLayout(myGame.getHeight(),myGame.getWidth())); //set layout Squares=new GUISquare[myGame.getHeight()][myGame.getWidth()]; grid=new JPanel[myGame.getHeight()][myGame.getWidth()]; for (int i=0; i< myGame.getHeight(); i++){ for (int j=0; j<myGame.getWidth() ; j++){ grid[i][j] = new JPanel( ); GUISquare kout=new GUISquare(i,j); kout.setSquare(myGame.getSquares()[i][j]); kout.draw(myGame.getSquares()[i][j].getGoTo(),myGame.getSquares()[i][j].getNumber()); /*draw method is been called. the first parameter is the number of the square that the player will be moved to if lands in this one square,the second parameter is just the number of the square */ kout.setVisible(true); grid[i][j].add(kout); grid[i][j].setVisible(true); BoardPanel.add(grid[i][j]); BoardPanel.setVisible(true); BoardPanel.setBackground(Color.WHITE); GUISquare temp=this.getSquare(squares[i][i]); Squares[i][j]= temp; } } this.add(BoardPanel,BorderLayout.WEST); // this.pack(); //sets appropriate size for frame this.setVisible(true); //makes frame visible } /** * Transformer for Rand/Move * <br>This method is used to display a square on the screen. */ public void draw(int goTo ,int number) { JPanel panel = new JPanel(); JLabel label1 = new JLabel(""+"Move To"+goTo); JLabel label2 = new JLabel(""+number); JSeparator CellSeparator = new JSeparator(orientation); panel.add(CellSeparator); panel.setLayout(new BorderLayout()); panel.add(label1, BorderLayout.CENTER); panel.add(label2, BorderLayout.LINE_START); } I've posted only one draw method...but all versions are alike.

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  • How to enable haptic feedback on button view

    - by Funkyidol
    Hi, I want to add haptic feedback to my application buttons and control them programatically to show button state (enabled and disabled) The default haptic feedback setter works only for long press. How can i make it work for simple button clicks. Amd is there a way to have haptic feedback on events like touch move??

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  • how to disappear keyboard onCreate Method?

    - by UMMA
    friends, i have a EditText on simple activity with a button. when every i move from one activity to this acivity focus is automatically set to EditText and keyboard appears in phone. i dont want to open keyboard untill i click on editText. can any one guide me what should i do? any help would be appriciated.

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  • polymorphism, inheritance in c# - base class calling overridden method?

    - by Andrew Johns
    This code doesn't work, but hopefully you'll get what I'm trying to achieve here. I've got a Money class, which I've taken from http://www.noticeablydifferent.com/CodeSamples/Money.aspx, and extended it a little to include currency conversion. The implementation for the actual conversion rate could be different in each project, so I decided to move the actual method for retrieving a conversion rate (GetCurrencyConversionRate) into a derived class, but the ConvertTo method contains code that would work for any implementation assuming the derived class has overriden GetCurrencyConversionRate so it made sense to me to keep it in the parent class? So what I'm trying to do is get an instance of SubMoney, and be able to call the .ConvertTo() method, which would in turn use the overriden GetCurrencyConversionRate, and return a new instance of SubMoney. The problem is, I'm not really understanding some concepts of polymorphism and inheritance yet, so not quite sure what I'm trying to do is even possible in the way I think it is, as what is currently happening is that I end up with an Exception where it has used the base GetCurrencyConversionRate method instead of the derived one. Something tells me I need to move the ConvertTo method down to the derived class, but this seems like I'll be duplicating code in multiple implementations, so surely there's a better way? public class Money { public CurrencyConversionRate { get { return GetCurrencyConversionRate(_regionInfo.ISOCurrencySymbol); } } public static decimal GetCurrencyConversionRate(string isoCurrencySymbol) { throw new Exception("Must override this method if you wish to use it."); } public Money ConvertTo(string cultureName) { // convert to base USD first by dividing current amount by it's exchange rate. Money someMoney = this; decimal conversionRate = this.CurrencyConversionRate; decimal convertedUSDAmount = Money.Divide(someMoney, conversionRate).Amount; // now convert to new currency CultureInfo cultureInfo = new CultureInfo(cultureName); RegionInfo regionInfo = new RegionInfo(cultureInfo.LCID); conversionRate = GetCurrencyConversionRate(regionInfo.ISOCurrencySymbol); decimal convertedAmount = convertedUSDAmount * conversionRate; Money convertedMoney = new Money(convertedAmount, cultureName); return convertedMoney; } } public class SubMoney { public SubMoney(decimal amount, string cultureName) : base(amount, cultureName) {} public static new decimal GetCurrencyConversionRate(string isoCurrencySymbol) { // This would get the conversion rate from some web or database source decimal result = new Decimal(2); return result; } }

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  • UINavigation Bar while moving view for writing in a textfield

    - by ObiWanKeNerd
    i'm using this code to move the view when i'm about to type on a textfield, otherwise the keyboard may cover the textfield if it's in the lower side of the screen. I would like to know if there is a way to maintain the UINavigation Bar in it's place, because with this code the bar will move with all the view outside the screen, becoming untouchable until i end editing the textfield (closing the keyboard). CGFloat animatedDistance; static const CGFloat KEYBOARD_ANIMATION_DURATION = 0.3; static const CGFloat MINIMUM_SCROLL_FRACTION = 0.2; static const CGFloat MAXIMUM_SCROLL_FRACTION = 0.8; static const CGFloat PORTRAIT_KEYBOARD_HEIGHT = 216; static const CGFloat LANDSCAPE_KEYBOARD_HEIGHT = 162; - (void)textFieldDidBeginEditing:(UITextField *)textField { CGRect textFieldRect = [self.view.window convertRect:textField.bounds fromView:textField]; CGRect viewRect = [self.view.window convertRect:self.view.bounds fromView:self.view]; CGFloat midline = textFieldRect.origin.y + 0.5 * textFieldRect.size.height; CGFloat numerator = midline - viewRect.origin.y - MINIMUM_SCROLL_FRACTION * viewRect.size.height; CGFloat denominator = (MAXIMUM_SCROLL_FRACTION - MINIMUM_SCROLL_FRACTION) * viewRect.size.height; CGFloat heightFraction = numerator / denominator; if (heightFraction < 0.0) { heightFraction = 0.0; } else if (heightFraction > 1.0) { heightFraction = 1.0; } UIInterfaceOrientation orientation = [[UIApplication sharedApplication] statusBarOrientation]; if (orientation == UIInterfaceOrientationPortrait || orientation == UIInterfaceOrientationPortraitUpsideDown) { animatedDistance = floor(PORTRAIT_KEYBOARD_HEIGHT * heightFraction); } else { animatedDistance = floor(LANDSCAPE_KEYBOARD_HEIGHT * heightFraction); } CGRect viewFrame = self.view.frame; viewFrame.origin.y -= animatedDistance; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationDuration:KEYBOARD_ANIMATION_DURATION]; [self.view setFrame:viewFrame]; [UIView commitAnimations]; } - (void)textFieldDidEndEditing:(UITextField *)textField { CGRect viewFrame = self.view.frame; viewFrame.origin.y += animatedDistance; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationDuration:KEYBOARD_ANIMATION_DURATION]; [self.view setFrame:viewFrame]; [UIView commitAnimations]; } Thanks in advance!

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