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  • Farseer tutorial for the absolute beginners

    - by Bil Simser
    This post is inspired (and somewhat a direct copy) of a couple of posts Emanuele Feronato wrote back in 2009 about Box2D (his tutorial was ActionScript 3 based for Box2D, this is C# XNA for the Farseer Physics Engine). Here’s what we’re building: What is Farseer The Farseer Physics Engine is a collision detection system with realistic physics responses to help you easily create simple hobby games or complex simulation systems. Farseer was built as a .NET version of Box2D (based on the Box2D.XNA port of Box2D). While the constructs and syntax has changed over the years, the principles remain the same. This tutorial will walk you through exactly what Emanuele create for Flash but we’ll be doing it using C#, XNA and the Windows Phone platform. The first step is to download the library from its home on CodePlex. If you have NuGet installed, you can install the library itself using the NuGet package that but we’ll also be using some code from the Samples source that can only be obtained by downloading the library. Once you download and unpacked the zip file into a folder and open the solution, this is what you will get: The Samples XNA WP7 project (and content) have all the demos for Farseer. There’s a wealth of info here and great examples to look at to learn. The Farseer Physics XNA WP7 project contains the core libraries that do all the work. DebugView XNA contains an XNA-ready class to let you view debug data and information in the game draw loop (which you can copy into your project or build the source and reference the assembly). The downloaded version has to be compiled as it’s only available in source format so you can do that now if you want (open the solution file and rebuild everything). If you’re using the NuGet package you can just install that. We only need the core library and we’ll be copying in some code from the samples later. Your first Farseer experiment Start Visual Studio and create a new project using the Windows Phone template can call it whatever you want. It’s time to edit Game1.cs 1 public class Game1 : Game 2 { 3 private readonly GraphicsDeviceManager _graphics; 4 private DebugViewXNA _debugView; 5 private Body _floor; 6 private SpriteBatch _spriteBatch; 7 private float _timer; 8 private World _world; 9 10 public Game1() 11 { 12 _graphics = new GraphicsDeviceManager(this) 13 { 14 PreferredBackBufferHeight = 800, 15 PreferredBackBufferWidth = 480, 16 IsFullScreen = true 17 }; 18 19 Content.RootDirectory = "Content"; 20 21 // Frame rate is 30 fps by default for Windows Phone. 22 TargetElapsedTime = TimeSpan.FromTicks(333333); 23 24 // Extend battery life under lock. 25 InactiveSleepTime = TimeSpan.FromSeconds(1); 26 } 27 28 protected override void LoadContent() 29 { 30 // Create a new SpriteBatch, which can be used to draw textures. 31 _spriteBatch = new SpriteBatch(_graphics.GraphicsDevice); 32 33 // Load our font (DebugViewXNA needs it for the DebugPanel) 34 Content.Load<SpriteFont>("font"); 35 36 // Create our World with a gravity of 10 vertical units 37 if (_world == null) 38 { 39 _world = new World(Vector2.UnitY*10); 40 } 41 else 42 { 43 _world.Clear(); 44 } 45 46 if (_debugView == null) 47 { 48 _debugView = new DebugViewXNA(_world); 49 50 // default is shape, controller, joints 51 // we just want shapes to display 52 _debugView.RemoveFlags(DebugViewFlags.Controllers); 53 _debugView.RemoveFlags(DebugViewFlags.Joint); 54 55 _debugView.LoadContent(GraphicsDevice, Content); 56 } 57 58 // Create and position our floor 59 _floor = BodyFactory.CreateRectangle( 60 _world, 61 ConvertUnits.ToSimUnits(480), 62 ConvertUnits.ToSimUnits(50), 63 10f); 64 _floor.Position = ConvertUnits.ToSimUnits(240, 775); 65 _floor.IsStatic = true; 66 _floor.Restitution = 0.2f; 67 _floor.Friction = 0.2f; 68 } 69 70 protected override void Update(GameTime gameTime) 71 { 72 // Allows the game to exit 73 if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) 74 Exit(); 75 76 // Create a random box every second 77 _timer += (float) gameTime.ElapsedGameTime.TotalSeconds; 78 if (_timer >= 1.0f) 79 { 80 // Reset our timer 81 _timer = 0f; 82 83 // Determine a random size for each box 84 var random = new Random(); 85 var width = random.Next(20, 100); 86 var height = random.Next(20, 100); 87 88 // Create it and store the size in the user data 89 var box = BodyFactory.CreateRectangle( 90 _world, 91 ConvertUnits.ToSimUnits(width), 92 ConvertUnits.ToSimUnits(height), 93 10f, 94 new Point(width, height)); 95 96 box.BodyType = BodyType.Dynamic; 97 box.Restitution = 0.2f; 98 box.Friction = 0.2f; 99 100 // Randomly pick a location along the top to drop it from 101 box.Position = ConvertUnits.ToSimUnits(random.Next(50, 400), 0); 102 } 103 104 // Advance all the elements in the world 105 _world.Step(Math.Min((float) gameTime.ElapsedGameTime.TotalMilliseconds*0.001f, (1f/30f))); 106 107 // Clean up any boxes that have fallen offscreen 108 foreach (var box in from box in _world.BodyList 109 let pos = ConvertUnits.ToDisplayUnits(box.Position) 110 where pos.Y > _graphics.GraphicsDevice.Viewport.Height 111 select box) 112 { 113 _world.RemoveBody(box); 114 } 115 116 base.Update(gameTime); 117 } 118 119 protected override void Draw(GameTime gameTime) 120 { 121 GraphicsDevice.Clear(Color.FromNonPremultiplied(51, 51, 51, 255)); 122 123 _spriteBatch.Begin(); 124 125 var projection = Matrix.CreateOrthographicOffCenter( 126 0f, 127 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Width), 128 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Height), 0f, 0f, 129 1f); 130 _debugView.RenderDebugData(ref projection); 131 132 _spriteBatch.End(); 133 134 base.Draw(gameTime); 135 } 136 } 137 Lines 4: Declare the debug view we’ll use for rendering (more on that later). Lines 8: Declare _world variable of type class World. World is the main object to interact with the Farseer engine. It stores all the joints and bodies, and is responsible for stepping through the simulation. Lines 12-17: Create the graphics device we’ll be rendering on. This is an XNA component and we’re just setting it to be the same size as the phone and toggling it to be full screen (no system tray). Lines 34: We create a SpriteFont here by adding it to the project. It’s called “font” because that’s what the DebugView uses but you can name it whatever you want (and if you’re not using DebugView for your production app you might have several fonts). Lines 37-44: We create the physics environment that Farseer uses to contain all the objects by specifying it here. We’re using Vector2.UnitY*10 to represent the gravity to be used in the environment. In other words, 10 units going in a downward motion. Lines 46-56: We create the DebugViewXNA here. This is copied from the […] from the code you downloaded and provides the ability to render all entities onto the screen. In a production release you’ll be doing the rendering yourself of each object but we cheat a bit for the demo and let the DebugView do it for us. The other thing it can provide is to render out a panel of debugging information while the simulation is going on. This is useful in tracking down objects, figuring out how something works, or just keeping track of what’s in the engine. Lines 49-67: Here we create a rigid body (Farseer only supports rigid bodies) to represent the floor that we’ll drop objects onto. We create it by using one of the Farseer factories and specifying the width and height. The ConvertUnits class is copied from the samples code as-is and lets us toggle between display units (pixels) and simulation units (usually metres). We’re creating a floor that’s 480 pixels wide and 50 pixels high (converting them to SimUnits for the engine to understand). We also position it near the bottom of the screen. Values are in metres and when specifying values they refer to the centre of the body object. Lines 77-78: The game Update method fires 30 times a second, too fast to be creating objects this quickly. So we use a variable to track the elapsed seconds since the last update, accumulate that value, then create a new box to drop when 1 second has passed. Lines 89-94: We create a box the same way we created our floor (coming up with a random width and height for the box). Lines 96-101: We set the box to be Dynamic (rather than Static like the floor object) and position it somewhere along the top of the screen. And now you created the world. Gravity does the rest and the boxes fall to the ground. Here’s the result: Farseer Physics Engine Demo using XNA Lines 105: We must update the world at every frame. We do this with the Step method which takes in the time interval. [more] Lines 108-114: Body objects are added to the world but never automatically removed (because Farseer doesn’t know about the display world, it has no idea if an item is on the screen or not). Here we just loop through all the entities and anything that’s dropped off the screen (below the bottom) gets removed from the World. This keeps our entity count down (the simulation never has more than 30 or 40 objects in the world no matter how long you run it for). Too many entities and the app will grind to a halt. Lines 125-130: Farseer knows nothing about the UI so that’s entirely up to you as to how to draw things. Farseer is just tracking the objects and moving them around using the physics engine and it’s rules. You’ll still use XNA to draw items (using the SpriteBatch.Draw method) so you can load up your usual textures and draw items and pirates and dancing zombies all over the screen. Instead in this demo we’re going to cheat a little. In the sample code for Farseer you can download there’s a project called DebugView XNA. This project contains the DebugViewXNA class which just handles iterating through all the bodies in the world and drawing the shapes. So we call the RenderDebugData method here of that class to draw everything correctly. In the case of this demo, we just want to draw Shapes so take a look at the source code for the DebugViewXNA class as to how it extracts all the vertices for the shapes created (in this case simple boxes) and draws them. You’ll learn a *lot* about how Farseer works just by looking at this class. That’s it, that’s all. Simple huh? Hope you enjoy the code and library. Physics is hard and requires some math skills to really grok. The Farseer Physics Engine makes it pretty easy to get up and running and start building games. In future posts we’ll get more in-depth with things you can do with the engine so this is just the beginning. Enjoy!

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  • Blackberry Keyboard Lock timeout

    - by Vernon
    I want this blackberry 9700 to "fully lock" as soon as I click the icon for the "Keyboard Lock" application. Currently I have to wait 5 to 7 seconds for the screen to go dark after each time I click the "Keyboard Lock" icon. During that time if something touches the touch pad, then the 5-7 second timer resets and you have to wait another 5 to 7 seconds for the screen to go dark and "fully lock" After it finally goes dark, touching the touch pad does not reset the timer. At that point it is "fully locked" and requires a key to be pressed. How can I get it to "fully lock" as soon as the lock icon is clicked? I want the screen to go dark immediately, and for it to require a key press to request an unlock. I have tried Options - Screen/Keyboard - Backlight Timeout ... etc ... none of that reduces the timeout for the "Keyboard Lock" application. And there does not seem to be an option screen for the "Keyboard Lock" application, that I can find. NOTE: This is occurring with BlackBerry 9700 v5.0.0.330 (Platform 5.1.0.91)

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  • Ubuntu 12.04 - after update it boots in command line only (no windows manager)

    - by ZSW
    I have Ubuntu 12.04, which has been working great for me since I installed it a year ago. Yesterday I ran the updates that update manager recommended. (Last time I ran updates before was about a week ago). After the updates were installed, it asked me to reboot. So I rebooted it, and then it stopped at login prompt (as a command line, with no windows). I logged in and tried to manually start the windows manager, and the screen went blank, and stayed blank I waited several minutes, and then turned it off. How can I figure out what is the problem? Which logs should I check?

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  • What are Android different screens dimensions in dp for different screens (e.g. xlarge = 960dp x 720dp)?

    - by Zizo
    in this link: Range of screens supported, Android team mentioned that: As you design your UI for different screen sizes, you'll discover that each design requires a minimum amount of space. So, each generalized screen size above has an associated minimum resolution that's defined by the system. These minimum sizes are in "dp" units—the same units you should use when defining your layouts—which allows the system to avoid worrying about changes in screen density. xlarge screens are at least 960dp x 720dp large screens are at least 640dp x 480dp normal screens are at least 470dp x 320dp small screens are at least 426dp x 320dp So, If I want to support all Android screens, can I create images, for full screen view, in those dimensions and that will be sufficient condition to support all available screens? or they are just the minimum sizes, and I need other dimensions? If other dimensions are needed, Please list them as in the list above. Thanks in Advance.

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  • Does Windows 7 have a Kiosk Mode?

    - by Jordan
    I'm writing a Kiosk on a Windows 7 computer. The Kiosk is on a touch screen computer, that will not have a keyboard. The application is a WPF application running the .NET Framework version 3.5. I'm having problems with the progress bar task bar showing up (blinking) at the bottom of the screen. This unfortunately gives the user access to the background operating system. Is there someway to lock a full screen application window into the front of the screen without using it on-top-of-everything mode. Some sort of Kiosk mode, or some tool that was designed for this.

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  • Ubuntu12.10 not installing on new computer?

    - by Joshua
    I'm trying to Install the latest 12.10 Desktop. I have burned the iso file onto a DVD using an ISO burner. I then reboot my computer, and use the boot menu, I choose the DVD and it asks me if I want to try it, install it, or check for defects. Whichever one I choose my screen goes blank and for a bit you can hear my DVD burner, but then it stops and the screen goes completely blank and doesn't so anything. I am using a new HP Pavilion model P7-1455 running windows 8. What is wrong? How can I fix this?

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  • Pygame Sprite/Font rendering issues

    - by Grimless
    Hey guys. Here's my problem: I have a game class that maintains a HUD overlay that has a bunch of elements, including header and footer background sprites. Everything was working fine until I added a 1024x128 footer sprite. Now two of my text labels will not render, despite the fact that they DO exist in my Group and self.elements array. Is there something I'm missing? When I take out the footerHUDImage line, all of the labels render correctly and everything works fine. When I add the footerHUDImage, two of the labels (the first two) no longer render and the third only sometimes renders. HELP PLEASE! Here is the code: class AoWHUD (object): def __init__(self, screen, delegate, dataSource): self.delegate = delegate self.dataSource = dataSource self.elements = [] headerHudImage = KJRImage("HUDBackground.png") self.elements.append(headerHudImage) headerHudImage.userInteractionEnabled = True footerHUDImage = KJRImage("ControlsBackground.png") self.elements.append(footerHUDImage) footerHUDImage.rect.bottom = screen.get_rect().height footerHUDImage.userInteractionEnabled = True lumberMessage = "Lumber: " + str(self.dataSource.lumber) lumberLabel = KJRLabel(lumberMessage, size = 48, color = (240, 200, 10)) lumberLabel.rect.topleft = (_kSpacingMultiple * 0, 0) self.elements.append(lumberLabel) stoneMessage = "Stone: " + str(self.dataSource.stone) stoneLabel = KJRLabel(stoneMessage, size = 48, color = (240, 200, 10)) stoneLabel.rect.topleft = (_kSpacingMultiple * 1, 0) self.elements.append(stoneLabel) metalMessage = "Metal: " + str(self.dataSource.metal) metalLabel = KJRLabel(metalMessage, size = 48, color = (240, 200, 10)) metalLabel.rect.topleft = (_kSpacingMultiple * 2, 0) self.elements.append(metalLabel) foodMessage = "Food: " + str(len(self.dataSource.units)) + "/" + str(self.dataSource.food) foodLabel = KJRLabel(foodMessage, size = 48, color = (240, 200, 10)) foodLabel.rect.topleft = (_kSpacingMultiple * 3, 0) self.elements.append(foodLabel) self.selectionSprites = {32 : pygame.image.load("Selected32.png").convert_alpha(), 64 : pygame.image.load("Selected64.png")} self._sprites_ = pygame.sprite.Group() for e in self.elements: self._sprites_.add(e) print self.elements def draw(self, screen): if self.dataSource.resourcesChanged: lumberMessage = "Lumber: " + str(self.dataSource.lumber) stoneMessage = "Stone: " + str(self.dataSource.stone) metalMessage = "Metal: " + str(self.dataSource.metal) foodMessage = "Food: " + str(len(self.dataSource.units)) + "/" + str(self.dataSource.food) self.elements[2].setText(lumberMessage) self.elements[2].rect.topleft = (_kSpacingMultiple * 0, 0) self.elements[3].setText(stoneMessage) self.elements[3].rect.topleft = (_kSpacingMultiple * 1, 0) self.elements[4].setText(metalMessage) self.elements[4].rect.topleft = (_kSpacingMultiple * 2, 0) self.elements[5].setText(foodMessage) self.elements[5].rect.topleft = (_kSpacingMultiple * 3, 0) self.dataSource.resourcesChanged = False self._sprites_.draw(screen) if self.delegate.selectedUnit: theSelectionSprite = self.selectionSprites[self.delegate.selectedUnit.rect.width] screen.blit(theSelectionSprite, self.delegate.selectedUnit.rect)

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  • Facebook Connect on iPhone question

    - by TheGambler
    When you use facebook connect on the iPhone do you have to use the supplied login button and login screen built into the framework? The reason I ask is because I'm also using twitter and I would like to have the same user experience when they log in to user as they have when they log in to facebook. So I can either replicate the login screen facebook connect uses for twitter or just not use the facebook connect login screen all together.

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  • How can I have a smooth animated move between 2 Google Maps locations?

    - by pelms
    When clicking from one marker to another in Google Maps, the map screen animates the move smoothly if both markers are within them initial map view but jumps if one of the markers is off screen. I'm trying to set up a map which has several locations within the main map area but has one which is 'off screen'. I have a signpost icon to the more distant location within the initial map area which I want to smoothly scroll to the off screen location when clicked (so as to give a better sense of it's relative location). I can't find anything in the Maps API which would let me do this however. I could zoom out, move and then zoom in again but this looks a bit jarring. Am I missing something in the API, or does anyone have any suggestions?

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  • Shows different behaviour in release and debug mode .apk

    - by Ashique Muhammed
    My android application get restarted when I take the application from home screen, but this not a consistent. Some time it works perfectly (resume with the last visited activity). My application contains a splash screen activity and 5 activities in tab layout. Usage Start application After splash screen the application shows one of the activity in tab Press home button Try to invoke application from home screen Application gets restarted, it is not happening always. I am working on actual device. Android version 2.3.3 Here is the root activity in my manifest file. <activity android:name="com.nes.smrt.gui.Survey" android:theme="@android:style/Theme.NoTitleBar" android:screenOrientation="portrait" android:alwaysRetainTaskState="true"> <intent-filter> <action android:name="android.intent.action.MAIN"/> <category android:name="android.intent.category.LAUNCHER"/> </intent-filter> </activity> Any help would be greatly appreciated!

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  • Regarding Application Templates

    - by user185590
    Hi Folks , Here is Jagadeesh, New to the Iphone Development Platform , i need to know the Difference among the Templates for our Applications( like we have Navigation, view, window, Open Gl, Tab Bar, Utility type application)over there and there is a small description at the bottom of the pane , can anyone let me know the Complete description and Templates Screen shot(like View based aPpliction screen shot, Window based Screen Shot Etc..., ) so that as a beginner it is very easy to learn....

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  • Remove objects from UINavigationController

    - by Joshep Freeman
    I would like to know if there is a way to know which objects [UIViewControllers?] are stored inside [self navigationController] (I'm guessing they are stored there with pushViewController?), and if there is a way to remove such objects. Consider this scenario: 1.- Show "Presentation screen" (a logo) 2.- Wait 2 seconds 3.- Push "Data screen" (no need for "Presentation screen" anymore but it's stored in Memory) Thanks for your time.

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  • Does a hidden UIViewController consume any resources (iPhone)?

    - by MrDatabase
    My simple iPhone game has two basic "screens": home screen (UIViewController subclass) game screen (UIWindow w/ EAGLLayer where all the OpenGL drawing happens) Currently when the user taps "Play" on the homescreen the UIViewController is just hidden and the game screen is revealed. When the game is over the homescreen UIViewController is unhidden. Does the hidden UIViewController consume any resources when it's hidden?

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  • Best practice to create WPF wrapper application displaying screens on demand.

    - by Robbie
    Context: I'm developing a WPF application which will contain a lot of different "screens". Each screen contains a which on its turn contains all the visual elements. Some elements trigger events (e.g., checkboxes), a screen has individual resources, etc. The main application is "wrapper" around these screens: it contains a menubar, toolbar, statusbar and alike (in a DockPanel) and space to display one screen. Through the menubar, the user can choose which screen he wants to display. Goal: I want to dynamically load & display & (event)handle one screen in the space in the main application. I don't want to copy & paste all the "wrapper" stuff in all the different screens. And As I have many complex screens (around 300 - luckily auto-generated), I don't want to load all of them at the start of the application, but only upon request. Question: What do you recommend as the best way to realize this? What kind of things should I use and investigate: Pages or windows or User Control for the screens? Does this affect the event handling?

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  • How do I create a view with a picker on the bottom and a table view on the top?

    - by Andy
    Hi - first time asker, long-time lurker. I am trying to create an iPhone view that has a date/time picker on the bottom half of the screen, and a grouped, single-section, four-row table view on the top half of the screen (almost identical to the one Apple shows in Fig. 2-4 of their View Controller Programming Guide (but then never goes on to explain). Conceptually, I think I understand that what I need is a main view with a pair of subviews - one for the picker, and one for the table view. I'm pretty sure I can make the picker function once I have it on-screen, and I'm pretty sure I can make the table view function too. What I can't for the life of me figure out is how, programmatically speaking, to get the two views onto the screen simultaneously. I can lay it out perfectly in Interface Builder, but then it all goes to hell when I switch to Xcode...the view appears with the picker, but no table view. Thanks, in advance, for any help you can offer.

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  • Anyone have experience developing with ESQL/C for INFORMIX-SQL?

    - by Frank Developer
    Does anyone have experience developing with ESQL/C for INFORMIX-SQL, as in calling C funcs within "Perform" screen generator and "ACE" report writer? I have ISQL without ESQL/C. I experimented compiling a perform screen, where in the instructions section I put "ON BEGINNING CALL userfunc() END" and although I don't have ESQL/C, the Perform screen successfully compiled without errors!.. Apparently, the compiler didn't reject the C call even though there's no ESQL/C or C program linked.

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  • Android and Layouts

    - by davs
    Hi all, I need your help! I need to locate text on view as showed on the picture: text 'Some more text' should be located in bottom|center_horizontal text 'Short text' should be located on with align right, but about 10% from the top of the screen text 'x.x.x.x' should be aligned to the center of the screen (right/bottom align of the 1st quater) text 'Some long text ..' should be aligned to the top/left of the 3-rd quater of the screen, but it should cross the center_horizontal of the screen eh ... something like this .. I hope, you're understand me :) Please, help me!!! Thanks for your help!

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  • opengl es render but dont show on display

    - by Sponge
    i have written a object selection algorithm which picks the objects by there color. i give every object an unique color and then i just have to use the glReadPixels method to check which object was selected this works fine and is really fast but the problem is that the frame is displayed on the screen with all the picking-colors so the screen flashes every time you select something. so my question is: how do i write everything in the correct display buffer but dont display it on the screen to avoid these flashes?

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  • Touch event missing when pushing new view

    - by Milu
    Hello, I am new in iPhone programming. At the moment I am trying to recognize a constant touch. For example I want the user to leave his finger on the screen for the whole application. I use a navigationcontroller which holds the different views. If the user now touches the screen in view1 and then the view is changed to view2 by pushing it on the stack (with pushviewcontroller) with still touching the screen then there are no touch events recognized by view2. If the user then releases his finger (no touch event) and touches the screen again then all events are recognized. Is this a bug or am I doing something totally wrong? I haven't found any answer on this. Could someone help me?

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  • Key binding in Compiz no longer works

    - by Dave M G
    I have a key binding set in CompizConfig settings manager that runs this command: sleep .5 && xset -display :0.0 dpms force off I have it attached to Super+~. It's worked fine for years. Now, suddenly, it stopped working. When I open CompizConfig the key binding is blank. I set it again, close CompizConfig, and it doesn't work. So I open CompizConfig again, and the key binding is blank again. It won't save what I set it to. How do I get my key binding and command to work, and stay working.

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  • Displaying bitmaps in relative positions

    - by JonF
    I'd like to put a couple images on a surfaceview. I understand that the screen sizes of android devices can vary, so I don't think I can just use an x y position or I might end up placing it off different screens. Say I want to put two boxes in the center of the screen, a blue one and a red one. The blue one is to the left of the red one. How can I accomplish that while accounting for different screen sizes?

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  • StringBuffer behavior in LWJGL

    - by Michael Oberlin
    Okay, I've been programming in Java for about ten years, but am entirely new to LWJGL. I have a specific problem whilst attempting to create a text console. I have built a class meant to abstract input polling to it, which (in theory) captures key presses from the Keyboard object and appends them to a StringBuilder/StringBuffer, then retrieves the completed string after receiving the ENTER key. The problem is, after I trigger the String return (currently with ESCAPE), and attempt to print it to System.out, I consistently get a blank line. I can get an appropriate string length, and I can even sample a single character out of it and get complete accuracy, but it never prints the actual string. I could swear that LWJGL slipped some kind of thread-safety trick in while I wasn't looking. Here's my code: static volatile StringBuffer command = new StringBuffer(); @Override public void chain(InputPoller poller) { this.chain = poller; } @Override public synchronized void poll() { //basic testing for modifier keys, to be used later on boolean shift = false, alt = false, control = false, superkey = false; if(Keyboard.isKeyDown(Keyboard.KEY_LSHIFT) || Keyboard.isKeyDown(Keyboard.KEY_RSHIFT)) shift = true; if(Keyboard.isKeyDown(Keyboard.KEY_LMENU) || Keyboard.isKeyDown(Keyboard.KEY_RMENU)) alt = true; if(Keyboard.isKeyDown(Keyboard.KEY_LCONTROL) || Keyboard.isKeyDown(Keyboard.KEY_RCONTROL)) control = true; if(Keyboard.isKeyDown(Keyboard.KEY_LMETA) || Keyboard.isKeyDown(Keyboard.KEY_RMETA)) superkey = true; while(Keyboard.next()) if(Keyboard.getEventKeyState()) { command.append(Keyboard.getEventCharacter()); } if (Framework.isConsoleEnabled() && Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) { System.out.println("Escape down"); System.out.println(command.length() + " characters polled"); //works System.out.println(command.toString().length()); //works System.out.println(command.toString().charAt(4)); //works System.out.println(command.toString().toCharArray()); //blank line! System.out.println(command.toString()); //blank line! Framework.disableConsole(); } //TODO: Add command construction and console management after that } } Maybe the answer's obvious and I'm just feeling tired, but I need to walk away from this for a while. If anyone sees the issue, please let me know. This machine is running the latest release of Java 7 on Ubuntu 12.04, Mate desktop environment. Many thanks.

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  • Implement Combobox/Option Menu funcionality on an iPhone interface?

    - by MikeN
    I want to give a list of choices on an iPhone GUI that works like a Combobox/Option menu. It needs to display the current selection, but on tapping it you should be able to change the current selection which will trigger a refresh of the screen. The option menu is letting the user choose which category a search is being performed under. So there is a default category and there are about 6 other choices. Idea 1: Use a label or button and when clicked on a new screen overlays that has all 6 options in a tableview, clicking on one closes the overlay screen and goes back to the main page with the updated value displayed. Idea 2: Should I use a totally different but native iPhone GUI widget like a Navbar at the bottom of the screen to reflect the different options?

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  • Opengl-es android best way to preload images

    - by lacas
    I have a game app, and i have many screens. The first screen will be the SCREEN.LOADING screen. When the app starting, I want to show a picture "loading please wait" while the images, menus, etc loaded succesfull. I tried asynctask to do this, but its not work in GLThread. What is the way to do this in opengl-es? 03-06 12:46:35.282: ERROR/AndroidRuntime(32736): Caused by: java.lang.RuntimeException: Can't create handler inside thread that has not called Looper.prepare() Thanks, Leslie

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