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  • Programming a trading strategy

    - by Rob
    Excuse me if I'm not descriptive enough, as I do not have much of a background when it comes to these things: How would I go about coding a primitive trading strategy and link it to some sort of artificial trading environment? Where do I start, and what are some other essential questions I should be asking? I am interested more in doing this because it interests me than making returns. Ideally it utilizes random/historical market data and doesn't actually execute any real trades. My background: I'm almost done my undergrad degree in computer science, and have had intro finance and economic courses. Familiar mostly with C and Java.

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  • CSS hover behavior inconsistent on desktop/mobile devices [migrated]

    - by tbart
    I have a strange problem: This page looks good on desktop browsers, but the hovering effect does not seem to work correctly on at least my CM7 Android 2.3.7 device. I know hovering is not supposed to work on touch displays as it does with a mouse, but I'd like to have touch feedback, i.e. the highlight color should show once the user has tapped a menu item. This does work when the link is just a href="#" but it does not when it is a real link. I tried all sorts of stuff as you can see, to no avail. If you go back in the browser history after having tapped a real link, the item is highlighted, so the browser understands the CSS I am throwing at it. However, the javascript alert makes it clear that it only seems to interpret the link opening action and does not care about the color changing stuff. Weird that is. Workarounds welcome, preferable without javascript, but if it has to be JS, then go ahead! either go here: http://orpheus.co.at/hoverprob and Use the source, Luke! or see it here in all its glory: <html> <head> <meta name="viewport" content="width=320"> <style> #nav, #nav ul { width: 100%; float: left; list-style: none; line-height: 1; background: #fff; font-weight: bold; padding: 0; margin: 0 0 5px 0; } #nav a { display: block; color: #001834; text-decoration: none; padding: 5px 7px; } #nav li { float: left; padding: 0; width: 33%; } #nav li ul { position: absolute; left: -9999px; height: auto; margin: 0; opacity: .95; width: 100%; } #nav li a { text-align: center; height: 20px; line-height: 20px; } #nav li ul li a { text-align: left; } #nav li ul li { float: none; /* width: 316px; */ width: 100%; } #nav li:hover ul ul, #nav li:hover ul ul ul, #nav li.sfhover ul ul, #nav li.sfhover ul ul ul { left: -9999px; } #nav li:hover ul, #nav li li:hover ul, #nav li li li:hover ul, #nav li.sfhover ul, #nav li li.sfhover ul, #nav li li li.sfhover ul { left: 0; } #nav li.educate { background: #FFF0B8; /* background: #FF0000; */ /* border-radius: 5px; */ border: 5px; } #nav li.educate:hover { background: #FFCE00; /* border-radius: 5px; */ } </style> </head> <body> <div id="mobMenu"> <ul id="nav" class="nav"> <li class="educate"><a href="#">menu</a> <ul class="educate"> <li class="educate"><a href="#">href=&quot#&quot;, works</a></li> <!--(+emtpy onmouseover for iPose devices)--> <li class="educate"><a onmouseover="" href="index.html">does not work, real link</a></li> <li class="educate" id="bla"><a onmousedown="document.getElementById('bla').style.backgroundColor='Blue'; alert('Done');document.location='index.html';" href="#">JS, not interpreted in corr order</a></li> </ul> </li> </div> </body>

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  • Arranging the colors on the board in the most pleasing form

    - by Shashwat
    Given a rectangular board of height H and width W. N colors are given. ith color occupy Pi percentage of area on the board. Sum of Pis is 1. What can be algorithm to layout the colors on the board in the form of rectangles in the most pleasing form. By pleasing mean the aspect ratios (Width/Height) of rectangle of each color should be as close to 1 as possible. In an ideal case the board would be filled only with squares.

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  • How to clean launch a GUI app via the Terminal (so it doesn't wait for termination)?

    - by Peter.O
    Some GUI apps launch cleanly via the Terminal command line. Some don't, and they cause the Terminal to wait for the app to terminate. ...and even then, some don't "release" the command line. The mysterious ampersand "&" suffix, seems to cause the terminal to put the process into the background... (but I'm not sure what happens there). Is there a way to launch an app via the Terminal, so that there is no "hang on" effect? ... just like launching something via F2. I'd like to have the command line available again, immediately (without something still in the background and writing out system message in the terminal).

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  • Having different wallpaper per workspace in Ubuntu 12.04 [closed]

    - by Srijan
    Possible Duplicate: Is it possible to have a different background for each workspace? How to setup different wallpapers in different workspaces? As in previous questions asked as per the link mentioned below: Is it possible to have a different background for each workspace? Having problems with following steps in Ubuntu 12.04. gconf-editor doesn't have an option of show desktop in preferences in nautilus. How to go on about setting my workspaces? Have Ubuntu 12.04 with x86-64 bit architecture(if that is of any help) and working with unity. Is there in any way of customizing unity launcher also for different workspaces? Thanks in advance.

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  • Really weird GL Behaviour, uniform not "hitting" proper mesh? LibGdx

    - by HaMMeReD
    Ok, I got some code, and you select blocks on a grid. The selection works. I can modify the blocks to be raised when selected and the correct one shows. I set a color which I use in the shader. However, I am trying to change the color before rendering the geometry, and the last rendered geometry (in the sequence) is rendered light. However, to debug logic I decided to move the block up and make it white, in which case one block moves up and another block becomes white. I checked all my logic and it knows the correct one is selected and it is showing in, in the correct place and rendering it correctly. When there is only 1 it works properly. Video Of the bug in action, note how the highlighted and elevated blocks are not the same block, however the code for color and My Renderer is here (For the items being drawn) public void render(Renderer renderer) { mGrid.render(renderer, mGameState); for (Entity e:mGameEntities) { UnitTypes ut = UnitTypes.valueOf((String)e.getObject(D.UNIT_TYPE.ordinal())); if (ut == UnitTypes.Soldier) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.texture_soldier.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); if (mSelectedEntities.contains(e)) { mEntityMatrix.translate(pos.x, 1f, pos.y); renderer.testShader.setUniformf("v_color", 0.5f,0.5f,0.5f,1f); } else { mEntityMatrix.translate(pos.x, 0f, pos.y); renderer.testShader.setUniformf("v_color", 1f,1f,1f,1f); } mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_soldier.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } else if (ut == UnitTypes.Enemy_Infiltrator) { renderer.testShader.begin(); renderer.testShader.setUniformMatrix("u_mvpMatrix",mEntityMatrix); renderer.testShader.setUniformf("v_color", 1.0f,1,1,1.0f); renderer.texture_enemy_infiltrator.bind(0); Vector2 pos = (Vector2) e.getObject(D.COORDS.ordinal()); mEntityMatrix.set(renderer.mCamera.combined); mEntityMatrix.translate(pos.x, 0f, pos.y); mEntityMatrix.scale(0.2f, 0.2f, 0.2f); renderer.model_enemy_infiltrator.render(renderer.testShader,GL20.GL_TRIANGLES); renderer.testShader.end(); } } }

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  • Focus on Backup

    - by Bertrand Matthelié
    @font-face { font-family: "Arial"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }a:link, span.MsoHyperlink { color: blue; text-decoration: underline; }a:visited, span.MsoHyperlinkFollowed { color: purple; text-decoration: underline; }div.Section1 { page: Section1; } In the latest episode of our “Meet The MySQL Experts” podcast, Sveta Smirnova from the MySQL technical support organization gives us an overview of the common MySQL backup practices and tools, and talks about the benefits of using MySQL Enterprise Backup. Enjoy the podcast!

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  • Are sequence designs appropriate for GUI button design?

    - by JustADude
    Specifically, I have numerous buttons that will be changing color based on state information from operator input and input from various subcomponents and sensors. I would like to use UML or some other type of design diagrams to be able to capture the color transition. Some folks have suggested sequence diagrams, but I haven't been able to find any good examples that show how to incorporate this design artifact. I would really like to head in this direction to help developers. Are sequence designs in fact, appropriate, or is there a more appropriate design?

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  • How can a regular user be notified of a required reboot?

    - by Andre
    I am administrating multiple machines on which I am admin and the users have not admin-rights. The machines are configured to pull and install updates automatically. A new kernel will require a reboot. On Ubuntu Precise this was made visible to the user through the color change of the shutdown-menu in the upper right corner (it turned red). Now, on Ubuntu Trusty, there is not color change anymore. Also, the Update Manager will not pop up for regular users reminding them of an outstanding reboot. How can a regular user know that a reboot is required?

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  • SDL: How would I add tile layers with my area class as a singleton?

    - by Tony
    I´m trying to wrap my head around how to get this done, if at all possible. So basically I have a Area class, Map class and Tile class. My Area class is a singleton, and this is causing some confusion. I´m trying to draw like this: Background / Tiles / Entities / Overlay Tiles / UI. void C_Application::OnRender() { // Fill the screen black SDL_FillRect( Surf_Screen, &Surf_Screen->clip_rect, SDL_MapRGB( Surf_Screen->format, 0x00, 0x00, 0x00 ) ); // Draw background // Draw tiles C_Area::AreaControl.OnRender(Surf_Screen, -C_Camera::CameraControl.GetX(), -C_Camera::CameraControl.GetY()); // Draw entities for(unsigned int i = 0;i < C_Entity::EntityList.size();i++) { if( !C_Entity::EntityList[i] ) { continue; } C_Entity::EntityList[i]->OnRender( Surf_Screen ); } // Draw overlay tiles // Draw UI // Update the Surf_Screen surface SDL_Flip( Surf_Screen); } Would be nice if someone could give a little input. Thanks.

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  • c++ and SDL: How would I add tile layers with my area class as a singleton?

    - by Tony
    I´m trying to wrap my head around how to get this done, if at all possible. So basically I have a Area class, Map class and Tile class. My Area class is a singleton, and this is causing some confusion. I´m trying to draw like this: Background / Tiles / Entities / Overlay Tiles / UI. void C_Application::OnRender() { // Fill the screen black SDL_FillRect( Surf_Screen, &Surf_Screen->clip_rect, SDL_MapRGB( Surf_Screen->format, 0x00, 0x00, 0x00 ) ); // Draw background // Draw tiles C_Area::AreaControl.OnRender(Surf_Screen, -C_Camera::CameraControl.GetX(), -C_Camera::CameraControl.GetY()); // Draw entities for(unsigned int i = 0;i < C_Entity::EntityList.size();i++) { if( !C_Entity::EntityList[i] ) { continue; } C_Entity::EntityList[i]->OnRender( Surf_Screen ); } // Draw overlay tiles // Draw UI // Update the Surf_Screen surface SDL_Flip( Surf_Screen); } Would be nice if someone could give a little input. Thanks.

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  • OpenGL : Keeping alpha in a render buffer

    - by Cyan
    In my current task, i need to render a texture into a render buffer, in order to work on it (apply special filters) there. The result is then considered a "new texture", which is later displayed. This works fine, except when the texture contains some transparent/semi-transparent parts. My current guess it that, within the render buffer, the texture is "merged" with a kind of "grey background". In this case, it obviously impacts the R,G,B color components of transparent pixels. I've yet to find a way around this. Even manually assigning alpha after the rendering process doesn't save the day for semi-transparent pixels, which RGB are "tainted" by the grey background.

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  • LIbgdx and android scaling

    - by petervaz
    Following my previous question, I decided to migrate my andengine game to libdgx to have the desktop option. The game assets were planned, at first, to use a 1080x600 resolution and I raised that to 1200x800 which is native for many tablets and would look better on monitors. I followed this blog aproach regarding aspect ratio, which worked nicely on the desktop version, but running the android version (on my smaller tablet), the background would still appear on the original size being cropped by the smaller screen size. How can I force the resize of the background (or for what matter, of everything) on android to fit the screen?

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  • Huge 2d pixelized world

    - by aspcartman
    I would like to make a game field in a indie-strategic 2d game to be some a-like this popular picture. http://0.static.wix.com/media/6a83ae_cd307e45ffd9c6b145237263ac1a86be.jpg_1024 So every "pixel"(blocks) changes it's color slowly, sometimes a bright color wave happens, etc, but the spaces beetwen this pixels should stay dark (not to count shades, lightning and other 3rd party stuff going on). Units are going to be same "pixelized" and should position them-selfs according those blocks. I have some experience in game-developing, but this task seems not trivial for me. What approaches (shader, tons of sprites or code-render, i don't now) would you recommend me to follow? (I'm thinking of making this game using Unity Engine) Thanks everyone! :)

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  • Getting this CSS to work in IE6

    - by jerrygarciuh
    Hi folks, Working on this page: http://www.karlsenner.dreamhosters.com/about.php and having trouble with the navigation in IE6. It validates as XHTML 1.0 Transitional. Works great in FF, IE 8, Chrome, and Windows Safari. In IE6 and Opera 10 the drop menus appear too high. I tried adding in the different versions of http://code.google.com/p/ie7-js/ but it did not solve the issue in IE. The CSS looks like this: #wrapper { position: relative; display: block; background-color: inherit; margin: 0px auto; padding: 0; width: 900px; min-height: 900px; } #nav {} .navImage { position:relative; display:inline; height:102px; /* added in hopes of helping IE position but no dice */ } .subMenu { position:absolute; z-index:10; background-color:#FFF; top: 14px; left:0; } .subMenu a:link, .subMenu a:visited, .subMenu a:active{ display:block; width:90%; padding:6px; margin:0; color:#3CF; font-family:Tahoma, Geneva, sans-serif; font-size:14px; text-decoration:none; font-weight:bold; } .subMenu a:hover{ display:block; width:90%; padding:6px; margin:0; color:#3CF; background-color:#CCC; font-family:Tahoma, Geneva, sans-serif; font-size:14px; text-decoration:none; font-weight:bold; } jQuery rollovers: $('#navcompany').hover(function () { $('#companyMenu').css('display', 'block'); $('#companyImg').attr('src','g/nav/company_over.gif'); }, function () { $('#companyMenu').css('display', 'none'); $('#companyImg').attr('src','g/nav/company.gif'); }); And one of the cells. Since the menu is coming out of PHP and IE was not respecting the widths I just use PHP to get the nav image widths and write them to styles on the fly. Solved the width issue as IE acted like they should inherit their width from the wrapper. This may be a clue as to why they don't appear below their nav images but I can't sort it. <div id="navcompany" class="navImage" style="width:128px"> <a href="about.php"> <img src="g/nav/company_over.gif" name="companyImg" width="128" height="102" border="0" id="companyImg" alt="company" /> </a> <div id="companyMenu" class="subMenu" style="display:none; width:128px"> <a href="about.php">About us</a> <a href="location.php">Our location</a> </div> </div> Any advice greatly appreciated! JG

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  • WPF Customized TabControl

    - by xsl
    I have to develop a customized tab control and decided to create it with WPF/XAML, because I planned to learn it anyway. It should look like this when it's finished: I made good progress so far, but there are two issues left: Only the first/last tab item should have a rounded upper-left/bottom-left corner. Is it possible to modify the style of these items, similar to the way I did with the selected tab item? The selected tab item should not have a border on its right side. I tried to accomplish this with z-index and overlapping, but the results were rather disappointing. Is there any other way to do this? XAML: <Window x:Class="MyProject.TestWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="TestWindow" Height="350" Width="500" Margin="5" Background="LightGray"> <Window.Resources> <Style TargetType="{x:Type TabControl}"> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type TabControl}"> <DockPanel> <Border Margin="0,100,-1,0" Background="#FFAAAAAA" BorderBrush="Gray" CornerRadius="7,0,0,7" BorderThickness="1"> <TabPanel Margin="0,0,0,0" IsItemsHost="True" /> </Border> <Border Background="WhiteSmoke" BorderBrush="Gray" BorderThickness="1" CornerRadius="7,7,7,0" > <ContentPresenter ContentSource="SelectedContent" /> </Border> </DockPanel> </ControlTemplate> </Setter.Value> </Setter> </Style> <Style TargetType="{x:Type TabItem}"> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type TabItem}"> <Grid> <Border Name="Border" Background="#FFAAAAAA" CornerRadius="7,0,0,0" BorderBrush="Gray" BorderThickness="0,0,0,1" Margin="0,0,0,0"> <ContentPresenter x:Name="ContentSite" VerticalAlignment="Center" HorizontalAlignment="Left" ContentSource="Header" Margin="10,10,10,10"/> </Border> </Grid> <ControlTemplate.Triggers> <Trigger Property="IsSelected" Value="True"> <Setter TargetName="Border" Property="Background" Value="WhiteSmoke" /> </Trigger> </ControlTemplate.Triggers> </ControlTemplate> </Setter.Value> </Setter> </Style> </Window.Resources> <Grid> <TabControl Name="_menuTabControl" TabStripPlacement="Left" Margin="5"> <TabItem Name="_tabItem1" Header="First Tab Item" ></TabItem> <TabItem Name="_tabItem2" Header="Second Tab Item" > <Grid /> </TabItem> <TabItem Name="_tabItem3" Header="Third Tab Item" > <Grid /> </TabItem> </TabControl> </Grid>

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  • OpenGL/SharpGL - Points only on -near surface of Ortho projection?

    - by FTLPhysicsGuy
    When you create points using three dimensions for each point and you use an Ortho projection to view the points, would there be a reason that only the points on the -near surface would appear? For example, if you use (the SharpGL method) gl.Ortho(0, width, height, 0, -10, 10), only the points at z=10 (because the near surface is at -10) actually show up. I'm currently using SharpGL - but I'm hoping the issue I'm having isn't with that particular implementation/library. EDIT: I'm adding the code below that demonstrates the issue. Note that this example requires SharpGL and is in fact a modification of a WPF sample project that comes with the current SharpGL source code (the original sample project is called TwoDSample). The project requires a MainWindow.xaml and a MainWindow.xaml.cs. Here's the xaml: <Window x:Class="TwoDSample.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="MainWindow" Height="350" Width="525" xmlns:my="clr-namespace:SharpGL.WPF;assembly=SharpGL.WPF"> <Grid> <my:OpenGLControl Name="openGLControl1" OpenGLDraw="openGLControl1_OpenGLDraw" OpenGLInitialized="openGLControl1_OpenGLInitialized" Resized="openGLControl1_Resized"/> </Grid> </Window> Here is the code behind: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Imaging; using System.Windows.Navigation; using System.Windows.Shapes; using SharpGL.Enumerations; namespace TwoDSample { /// <summary> /// Interaction logic for MainWindow.xaml /// </summary> public partial class MainWindow : Window { public MainWindow() { InitializeComponent(); } // NOTE: I use this to restrict the openGLControl1_OpenGLDraw method to // drawing only once after m_drawCount is set to zero; int m_drawCount = 0; private void openGLControl1_OpenGLDraw(object sender, SharpGL.SceneGraph.OpenGLEventArgs args) { // NOTE: Only draw once after m_drawCount is set to zero if (m_drawCount < 1) { // Get the OpenGL instance. var gl = args.OpenGL; gl.Color(1f, 0f, 0f); gl.PointSize(2.0f); // Draw 10000 random points. gl.Begin(BeginMode.Points); Random random = new Random(); for (int i = 0; i < 10000; i++) { double x = 10 + 400 * random.NextDouble(); double y = 10 + 400 * random.NextDouble(); double z = (double)random.Next(-10, 0); // Color the point according to z value gl.Color(0f, 0f, 1f); // default to blue if (z == -10) gl.Color(1f, 0f, 0f); // Red for z = -10 else if (z == -1) gl.Color(0f, 1f, 0f); // Green for z = -1 gl.Vertex(x, y, z); } gl.End(); m_drawCount++; } } private void openGLControl1_OpenGLInitialized(object sender, SharpGL.SceneGraph.OpenGLEventArgs args) { } private void openGLControl1_Resized(object sender, SharpGL.SceneGraph.OpenGLEventArgs args) { // NOTE: force the draw routine to happen again when resize occurs m_drawCount = 0; // Get the OpenGL instance. var gl = args.OpenGL; // Create an orthographic projection. gl.MatrixMode(MatrixMode.Projection); gl.LoadIdentity(); // NOTE: Basically no matter what I do, the only points I see are those at // the "near" surface (with z = -zNear)--in this case, I only see green points gl.Ortho(0, openGLControl1.ActualWidth, openGLControl1.ActualHeight, 0, 1, 10); // Back to the modelview. gl.MatrixMode(MatrixMode.Modelview); } } }

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  • iPhone development: pointer being freed was not allocated

    - by w4nderlust
    Hello, i got this message from the debugger: Pixture(1257,0xa0610500) malloc: *** error for object 0x21a8000: pointer being freed was not allocated *** set a breakpoint in malloc_error_break to debug so i did a bit of tracing and got: (gdb) shell malloc_history 1257 0x21a8000 ALLOC 0x2196a00-0x21a89ff [size=73728]: thread_a0610500 |start | main | UIApplicationMain | GSEventRun | GSEventRunModal | CFRunLoopRunInMode | CFRunLoopRunSpecific | __CFRunLoopDoObservers | CA::Transaction::observer_callback(__CFRunLoopObserver*, unsigned long, void*) | CA::Transaction::commit() | CA::Context::commit_transaction(CA::Transaction*) | CALayerDisplayIfNeeded | -[CALayer _display] | CABackingStoreUpdate | backing_callback(CGContext*, void*) | -[CALayer drawInContext:] | -[UIView(CALayerDelegate) drawLayer:inContext:] | -[AvatarView drawRect:] | -[AvatarView overlayPNG:] | +[UIImageUtility createMaskOf:] | UIGraphicsGetImageFromCurrentImageContext | CGBitmapContextCreateImage | create_bitmap_data_provider | malloc | malloc_zone_malloc and i really can't understand what i am doing wrong. here's the code of the [UIImageUtility createMaskOf:] function: + (UIImage *)createMaskOf:(UIImage *)source { CGRect rect = CGRectMake(0, 0, source.size.width, source.size.height); UIGraphicsBeginImageContext(CGSizeMake(source.size.width, source.size.height)); CGContextRef context = UIGraphicsGetCurrentContext(); CGContextTranslateCTM(context, 0, source.size.height); CGContextScaleCTM(context, 1.0, -1.0); UIImage *original = [self createGrayCopy:source]; CGContextRef context2 = CGBitmapContextCreate(NULL, source.size.width, source.size.height, 8, 4 * source.size.width, CGColorSpaceCreateDeviceRGB(), kCGImageAlphaNoneSkipLast); CGContextDrawImage(context2, CGRectMake(0, 0, source.size.width, source.size.height), original.CGImage); CGImageRef unmasked = CGBitmapContextCreateImage(context2); const float myMaskingColorsFrameColor[6] = { 1,256,1,256,1,256 }; CGImageRef mask = CGImageCreateWithMaskingColors(unmasked, myMaskingColorsFrameColor); CGContextSetRGBFillColor (context, 256,256,256, 1); CGContextFillRect(context, rect); CGContextDrawImage(context, rect, mask); UIImage *whiteMasked = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); return whiteMasked; } the other custom function called before that is the following: - (UIImage *)overlayPNG:(SinglePart *)sp { NSLog([sp description]); // Rect and context setup CGRect rect = CGRectMake(0, 0, sp.image.size.width, sp.image.size.height); NSLog(@"%f x %f", sp.image.size.width, sp.image.size.height); // Create an image of a color filled rectangle UIImage *baseColor = nil; if (sp.hasOwnColor) { baseColor = [UIImageUtility imageWithRect:rect ofColor:sp.color]; } else { SinglePart *facePart = [editingAvatar.face.partList objectAtIndex:0]; baseColor = [UIImageUtility imageWithRect:rect ofColor:facePart.color]; } // Crete the mask of the layer UIImage *mask = [UIImageUtility createMaskOf:sp.image]; mask = [UIImageUtility createGrayCopy:mask]; // Create a new context for merging the overlay and a mask of the layer UIGraphicsBeginImageContext(CGSizeMake(sp.image.size.width, sp.image.size.height)); CGContextRef context2 = UIGraphicsGetCurrentContext(); // Adjust the coordinate system so that the origin // is in the lower left corner of the view and the // y axis points up CGContextTranslateCTM(context2, 0, sp.image.size.height); CGContextScaleCTM(context2, 1.0, -1.0); // Create masked overlay color layer CGImageRef MaskedImage = CGImageCreateWithMask (baseColor.CGImage, mask.CGImage); // Draw the base color layer CGContextDrawImage(context2, rect, MaskedImage); // Get the result of the masking UIImage* overlayMasked = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); UIGraphicsBeginImageContext(CGSizeMake(sp.image.size.width, sp.image.size.height)); CGContextRef context = UIGraphicsGetCurrentContext(); // Adjust the coordinate system so that the origin // is in the lower left corner of the view and the // y axis points up CGContextTranslateCTM(context, 0, sp.image.size.height); CGContextScaleCTM(context, 1.0, -1.0); // Get the result of the blending of the masked overlay and the base image CGContextDrawImage(context, rect, overlayMasked.CGImage); // Set the blend mode for the next drawn image CGContextSetBlendMode(context, kCGBlendModeOverlay); // Component image drawn CGContextDrawImage(context, rect, sp.image.CGImage); UIImage* blendedImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); CGImageRelease(MaskedImage); return blendedImage; }

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  • Reversing page navigation on PHP

    - by ilnur777
    Can anyone help me with reversing this PHP page navigation? Current script setting shows this format: [0] | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 ... 14 • Forward • End But I really need it to reverse for this format: [14] | 13 | 12 | 11| 10 | 9 | 8 | 7 | 6 ... 0 • Back • Start Here is the PHP code: <? $onpage = 10; // on page function page(){ if(empty($_GET["page"])){ $page = 0; } else { if(!is_numeric($_GET["page"])) die("Bad page number!"); $page = $_GET["page"]; } return $page; } function navigation($onpage, $page){ //---------------- $countt = 150; $cnt=$countt; // total amount of entries $rpp=$onpage; // total entries per page $rad=4; // amount of links to show near current page (2 left + 2 right + current page = total 5) $links=$rad*2+1; $pages=ceil($cnt/$rpp); if ($page>0) { echo "<a href=\"?page=0\"><<< Start</a> <font color='#CCCCCC'>•</font> <a href=\"?page=".($page-1)."\">< Back</a> <font color='#CCCCCC'>•</font>"; } $start=$page-$rad; if ($start>$pages-$links) { $start=$pages-$links; } if ($start<0) { $start=0; } $end=$start+$links; if ($end>$pages) { $end=$pages; } for ($i=$start; $i<$end; $i++) { echo " "; if ($i==$page) { echo "["; } else { echo "<a href=\"?page=$i\">"; } echo $i; if ($i==$page) { echo "]"; } else { echo "</a>"; } if ($i!=($end-1)) { echo " <font color='#CCCCCC'>|</font>"; } } if ($pages>$links&&$page<($pages-$rad-1)) { echo " ... <a href=\"?page=".($pages-1)."\">".($pages-1)."</a>"; } if ($page<$pages-1) { echo " <font color='#CCCCCC'>•</font> <a href=\"?page=".($page+1)."\">Forward ></a> <font color='#CCCCCC'>•</font> <a href=\"?page=".($pages-1)."\">End >>></a>"; } } $page = page(); // detect page $navigation = navigation($onpage, $page); // detect navigation ?>

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  • Joystick input in Java

    - by typoknig
    Hi all, I am making a 2D game in Java and I want to use a joystick to control the movement of some crosshairs. Right now I have it so the mouse can control those crosshairs. My only criteria for this is that the control for the crosshair must stay in the game window unless a user clicks off into another window. Basically I want my game to capture whatever device is controlling the crosshairs much like a virtual machine captures a mouse. The joystick I am using (Thrustmaster Hotas Cougar) comes with some pretty advanced features, so that may make this easier (or harder). I have tried the solution listed on this page, but I am using a 64bit computer and for some reason it does not like that. I have also tried to use the key emulation feature of my joystick, but with little success. Here is what I have so far, any pointer would be appreciated. Main Class: import java.awt.Color; import java.awt.Cursor; import java.awt.event.MouseEvent; import java.awt.event.MouseMotionListener; import java.awt.Graphics; import java.awt.Image; import java.awt.image.BufferStrategy; import java.awt.image.MemoryImageSource; import java.awt.Point; import java.awt.Toolkit; import javax.swing.JFrame; public class Game extends JFrame implements MouseMotionListener{ private int windowWidth = 1280; private int windowHeight = 1024; private Crosshair crosshair; public static void main(String[] args) { new Game(); } public Game() { this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); this.setSize(windowWidth, windowHeight); this.setResizable(false); this.setLocation(0,0); this.setVisible(true); this.createBufferStrategy(2); addMouseMotionListener(this); initGame(); while(true) { long start = System.currentTimeMillis(); gameLoop(); while(System.currentTimeMillis()-start < 5) { //empty while loop } } } private void initGame() { hideCursor(); crosshair = new Crosshair (windowWidth/2, windowHeight/2); } private void gameLoop() { //game logic drawFrame(); } private void drawFrame() { BufferStrategy bf = this.getBufferStrategy(); Graphics g = (Graphics)bf.getDrawGraphics(); try { g = bf.getDrawGraphics(); Color darkBlue = new Color(0x010040); g.setColor(darkBlue); g.fillRect(0, 0, windowWidth, windowHeight); drawCrossHair(g); } finally { g.dispose(); } bf.show(); Toolkit.getDefaultToolkit().sync(); } private void drawCrossHair(Graphics g){ Color yellow = new Color (0xEDFF62); g.setColor(yellow); g.drawOval(crosshair.x, crosshair.y, 40, 40); g.fillArc(crosshair.x + 10, crosshair.y + 21 , 20, 20, -45, -90); g.fillArc(crosshair.x - 1, crosshair.y + 10, 20, 20, -135, -90); g.fillArc(crosshair.x + 10, crosshair.y - 1, 20, 20, -225, -90); g.fillArc(crosshair.x + 21, crosshair.y + 10, 20, 20, -315, -90); } @Override public void mouseDragged(MouseEvent e) { //empty method } @Override public void mouseMoved(MouseEvent e) { crosshair.x = e.getX(); crosshair.y = e.getY(); } private void hideCursor() { int[] pixels = new int[16 * 16]; Image image = Toolkit.getDefaultToolkit().createImage(new MemoryImageSource(16, 16, pixels, 0, 16)); Cursor transparentCursor = Toolkit.getDefaultToolkit().createCustomCursor(image, new Point(0, 0), "invisiblecursor"); getContentPane().setCursor(transparentCursor); } } Another Class: public class Crosshair{ public int x; public int y; public Crosshair(int x, int y) { this.x = x; this.y = y; } }

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  • xaml : Retrigger opacity animation on multiple conditions

    - by Sdry
    I have a problem figuring out how datatriggers and multidatatriggers work. I am trying to display a message, and depending on the type of message keep it displayed( + having a background), or having it fade out by a double animation on the opacity property (+ having a transparent background). My xaml view has a game object as datacontext, which has a dependency property of type GameMessage, of which the constructor looks like this: public GameMessage(bool containsMessage, string message, bool canFadeAway) { ContainsMessage = containsMessage; Message = message; CanFadeAway = canFadeAway; } pretty straight forward, I want to display the message when ContainsMessage =equals true, and trigger a fade out animation if canFadeAway equals true. But also set the background based on canFadeAway. <Canvas Name="messageCanvas" Width="300" Height="100" Style="{StaticResource fadeInOut}"> <TextBlock Name="txtMessage" Text="{Binding Path=GameMessage.Message}" Canvas.Top="25" Canvas.Left="0" Foreground="{StaticResource MessageForegroundBrush}"> </TextBlock> </Canvas> Now, the Style and triggers is where I get into trouble: <Style.Triggers> <MultiDataTrigger> <MultiDataTrigger.Conditions> <Condition Binding="{Binding Path=GameMessage.ContainsMessage}" Value="True"/> <Condition Binding="{Binding Path=GameMessage.CanFadeAway}" Value="False"/> </MultiDataTrigger.Conditions> <Setter Property="Background" Value="{StaticResource MessageBackgroundBrush}" /> <Setter Property="Opacity" Value="8" /> </MultiDataTrigger> <MultiDataTrigger> <MultiDataTrigger.Conditions> <Condition Binding="{Binding Path=GameMessage.ContainsMessage}" Value="True"/> <Condition Binding="{Binding Path=GameMessage.CanFadeAway}" Value="True"/> </MultiDataTrigger.Conditions> <Setter Property="Background" Value="Transparent" /> <Setter Property="Opacity" Value="8" /> </MultiDataTrigger> <DataTrigger Binding="{Binding Path=GameMessage.CanFadeAway}" Value="True"> <DataTrigger.EnterActions> <BeginStoryboard > <Storyboard BeginTime="0:0:0" > <DoubleAnimation Storyboard.TargetProperty="Opacity" From="8" To="0" Duration="0:0:1" BeginTime="0:0:0" /> </Storyboard> </BeginStoryboard> </DataTrigger.EnterActions> <DataTrigger.ExitActions> <BeginStoryboard> <Storyboard> <DoubleAnimation Storyboard.TargetProperty="Opacity" To="8" Duration="0:0:0.1" /> </Storyboard> </BeginStoryboard> </DataTrigger.ExitActions> </DataTrigger> </Style.Triggers> </Style> The problem is in resetting the opacity when the GameMessage Property ( of type GameMessage) is of type true,msg",true, and gets replaced by a GameMessage object of the same kind. The opcacity remains 0, and messages only get restored again when I have a message of kind true,"msg,false. After the animation, the opacity is 0, and where I would expect the second multidatatrigger to set it back to 8, and then have the animation performed by the Datatrigger, it doesnt. What would be the best way to get this working ?

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  • MVVM, ContextMenus and binding to ViewModel defined Command

    - by Simon Fox
    Hi I am having problems with the binding of a ContextMenu command to an ICommand property in my ViewModel. The binding seems to be attaching fine...i.e when I inspect the value of the ICommand property it is bound to an instance of RelayCommand. The CanExecute delegate does get invoked, however when I open the context menu and select an item the Execute delegate does not get invoked. Heres my View (which is defined as the DataTemplate to use for instances of the following ViewModel in a resource dictionary): <UserControl x:Class="SmartSystems.DragDropProto.ProductLinkView" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:local="clr-namespace:Proto"> <UserControl.Resources> <local:CenteringConverter x:Key="centeringConvertor"> </local:CenteringConverter> </UserControl.Resources> <UserControl.ContextMenu> <ContextMenu> <MenuItem Command="{Binding ChangeColor}">Change Color</MenuItem> </ContextMenu> </UserControl.ContextMenu> <Canvas> <Ellipse Width="5" Height="5" > <Ellipse.Fill> <SolidColorBrush Color="{Binding LinkColor}"></SolidColorBrush> </Ellipse.Fill> <Ellipse.RenderTransform> <TranslateTransform X="{Binding EndpointOneXPos, Converter={StaticResource centeringConvertor}}" Y="{Binding EndpointOneYPos, Converter={StaticResource centeringConvertor}}"/> </Ellipse.RenderTransform> </Ellipse> <Line X1="{Binding Path=EndpointOneXPos}" Y1="{Binding Path=EndpointOneYPos}" X2="{Binding Path=EndpointTwoXPos}" Y2="{Binding Path=EndpointTwoYPos}"> <Line.Stroke> <SolidColorBrush Color="{Binding LinkColor}"></SolidColorBrush> </Line.Stroke> </Line> <Ellipse Width="5" Height="5" > <Ellipse.Fill> <SolidColorBrush Color="{Binding LinkColor}"></SolidColorBrush> </Ellipse.Fill> <Ellipse.RenderTransform> <TranslateTransform X="{Binding EndpointTwoXPos, Converter={StaticResource centeringConvertor}}" Y="{Binding EndpointTwoYPos, Converter={StaticResource centeringConvertor}}"/> </Ellipse.RenderTransform> </Ellipse> </Canvas> </UserControl> and ViewModel (with uneccessary implementation details removed): class ProductLinkViewModel : BaseViewModel { public ICommand ChangeColor { get; private set; } public Color LinkColor { get; private set; } public ProductLinkViewModel(....) { ... ChangeColor = new RelayCommand(ChangeColorAction); LinkColor = Colors.Blue; } private void ChangeColorAction(object param) { LinkColor = LinkColor == Colors.Blue ? Colors.Red : Colors.Blue; OnPropertyChanged("LinkColor"); } }

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