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  • Objective-C Moving UIView along a curved path

    - by PruitIgoe
    I'm not sure if I am approaching this the correct way. In my app, when a user touches the screen I capture the point and create an arc from a fixed point to that touch point. I then want to move a UIView along that arc. Here's my code: ViewController.m //method to "shoot" object - KIP_Projectile creates the arc, KIP_Character creates the object I want to move along the arc ... //get arc for trajectory KIP_Projectile* vThisProjectile = [[KIP_Projectile alloc] initWithFrame:CGRectMake(51.0, fatElvisCenterPoint-30.0, touchPoint.x, 60.0)]; vThisProjectile.backgroundColor = [UIColor clearColor]; [self.view addSubview:vThisProjectile]; ... KIP_Character* thisChar = [[KIP_Character alloc] initWithFrame:CGRectMake(51, objCenterPoint-5, imgThisChar.size.width, imgThisChar.size.height)]; thisChar.backgroundColor = [UIColor clearColor]; thisChar.charID = charID; thisChar.charType = 2; thisChar.strCharType = @"Projectile"; thisChar.imgMyImage = imgThisChar; thisChar.myArc = vThisProjectile; [thisChar buildImage]; [thisChar traceArc]; in KIP_Projectile I build the arc using this code: - (CGMutablePathRef) createArcPathFromBottomOfRect : (CGRect) rect : (CGFloat) arcHeight { CGRect arcRect = CGRectMake(rect.origin.x, rect.origin.y + rect.size.height - arcHeight, rect.size.width, arcHeight); CGFloat arcRadius = (arcRect.size.height/2) + (pow(arcRect.size.width, 2) / (8*arcRect.size.height)); CGPoint arcCenter = CGPointMake(arcRect.origin.x + arcRect.size.width/2, arcRect.origin.y + arcRadius); CGFloat angle = acos(arcRect.size.width / (2*arcRadius)); CGFloat startAngle = radians(180) + angle; CGFloat endAngle = radians(360) - angle; CGMutablePathRef path = CGPathCreateMutable(); CGPathAddArc(path, NULL, arcCenter.x, arcCenter.y, arcRadius, startAngle, endAngle, 0); return path; } - (void)drawRect:(CGRect)rect { CGContextRef currentContext = UIGraphicsGetCurrentContext(); _myArcPath = [self createArcPathFromBottomOfRect:self.bounds:30.0]; CGContextSetLineWidth(currentContext, 1); CGFloat red[4] = {1.0f, 0.0f, 0.0f, 1.0f}; CGContextSetStrokeColor(currentContext, red); CGContextAddPath(currentContext, _myArcPath); CGContextStrokePath(currentContext); } Works fine. The arc is displayed with a red stroke on the screen. In KIP_Character, which has been passed it's relevant arc, I am using this code but getting no results. - (void) traceArc { CGMutablePathRef myArc = _myArc.myArcPath; // Set up path movement CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"]; pathAnimation.calculationMode = kCAAnimationPaced; pathAnimation.fillMode = kCAFillModeForwards; pathAnimation.removedOnCompletion = NO; pathAnimation.path = myArc; CGPathRelease(myArc); [self.layer addAnimation:pathAnimation forKey:@"savingAnimation"]; } Any help here would be appreciated.

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  • What Would a CyberWar Do To Your Business?

    - by [email protected]
    In mid-February the Bipartisan Policy Center in the United States hosted Cyber ShockWave, a simulation of how the country might respond to a catastrophic cyber event. An attack takes place, they can't isolate where it came from or who did it, simulated press reports and market impacts...and the participants in the exercise have to brief the President and advise him/her on what to do. Last week, Former Department of Homeland Security Secretary Michael Chertoff who participated in the exercise summarized his findings in Federal Computer Weekly. The article, given FCW's readership and the topic is obviously focused on the public sector and US Federal policies. However, it touches on some broader issues that impact the private sector as well--which are applicable to any government and country/region-- such as: · How would the US (or any) government collaborate to identify and defeat such an attack? Chertoff calls this out as a current gap. How do the public and private sector collaborate today? How would the massive and disparate collection of agencies and companies act together in a crunch? · What would the impact on industries and global economies be? Chertoff, and a companion article in Government Computer News, only touch briefly on the subject--focusing on the impact on capital markets. "There's no question this has a disastrous impact on the economy," said Stephen Friedman, former director of the National Economic Council under President George W. Bush who played the role of treasury secretary. "You have financial markets shut down at this point, ordinary transactions are dramatically depleted, there's no question that this has a major impact on consumer confidence." That Got Me Thinking · How would it impact Oracle's customers? I know they have business continuity plans--is this one of their scenarios? What if it's not? How would it impact manufacturing lines, ATM networks, customer call centers... · How would it impact me and the companies I rely on? The supermarket down the street, my Internet Service Provider, the service station where I bought gas last night. I sure don't have any answers, and neither do Chertoff or the participants in the exercise. "I have to tell you that ... we are operating in a bit of unchartered territory." said Jamie Gorelick, a former deputy attorney general who played the role of attorney general in the exercise. But it is a good thing that governments and businesses are considering this scenario and doing what they can to prevent it from happening.

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  • Android Touch Event Collision Detection

    - by chrissb
    I'm relatively new to both Java and Android, so hopefully the problem I'm having is stemming from something pretty minor that I've overlooked. I've got a (very early stage) game that I've started working on, for Android using Java. At this stage, when the user touches the screen, if they touched a point at which there is an enemy, the enemies health is decreased and they become immobile (for the current implementation at least). The issue that I'm having is that the touch detection doesn't always seem to work. I've got a testing sprite set up that goes to the eventX and eventY coordinates of the touch down event, and it always seems to collide with the enemy object. Yet, the enemy doesn't always register as being hit, and sometimes a hit is registered when the sprite indicates the touch coordinates were outside of the enemies bounding box. I realise that this probably doesn't mean much without any code, so here's what I've got so far. Be gentle, as this is literally my first attempt at something more than basic movement etc. First off, the MainGamePanel class registers the touch event, and informs the levelmanager class (which is what I set up to monitor/handle enemies) public boolean onTouchEvent(MotionEvent event) { if (event.getAction() == MotionEvent.ACTION_DOWN){ levelManager.handleActionDown((int)event.getX(), (int)event.getY()); targetX=event.getX(); targetY=event.getY(); } if (event.getAction() == MotionEvent.ACTION_MOVE) { //the gestures } if (event.getAction() == MotionEvent.ACTION_UP) { //touch was released } return true; } From there, in the levelmanager class the touch event is passed on to all of the enemies within a list array: public static void handleActionDown(int eventX,int eventY){ hit=false; for (enemy1 en : enemy1array){ en.handleActionDown(eventX, eventY); } } The rest of the collision code is handled within the enemies handleActionDown function: public void handleActionDown(int eventX, int eventY) { if(eventX>this.x-enemy1bitmap.getWidth() && eventX<this.x+enemy1bitmap.getWidth() && eventY>this.y-enemy1bitmap.getHeight() && eventY<this.x+enemy1bitmap.getHeight()){ takeDamage(1); levelmanager.setHit(); } } I should probably be using getWidth()/2 and getHeight()/2 for it to be more accurate, but I expanded the area to test this - although I've noticed no improvement. At this stage, the games detection over whether or not the enemy is hit is spotty at best. Generally it takes two or three attempts before a collision is successfully registered, even though the sprite that is being used for testing and set to the eventX and eventY coordinates always indicates that the collision should have worked. Hopefully someone can steer me in the right direction here, and if more information is needed, ask away! Cheers, -Chris

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  • Android Swipe In Unity 3D World with AR

    - by Christian
    I am working on an AR application using Unity3D and the Vuforia SDK for Android. The way the application works is a when the designated image(a frame marker in our case) is recognized by the camera, a 3D island is rendered at that spot. Currently I am able to detect when/which objects are touched on the model by raycasting. I also am able to successfully detect a swipe using this code: if (Input.touchCount > 0) { Touch touch = Input.touches[0]; switch (touch.phase) { case TouchPhase.Began: couldBeSwipe = true; startPos = touch.position; startTime = Time.time; break; case TouchPhase.Moved: if (Mathf.Abs(touch.position.y - startPos.y) > comfortZoneY) { couldBeSwipe = false; } //track points here for raycast if it is swipe break; case TouchPhase.Stationary: couldBeSwipe = false; break; case TouchPhase.Ended: float swipeTime = Time.time - startTime; float swipeDist = (touch.position - startPos).magnitude; if (couldBeSwipe && (swipeTime < maxSwipeTime) && (swipeDist > minSwipeDist)) { // It's a swiiiiiiiiiiiipe! float swipeDirection = Mathf.Sign(touch.position.y - startPos.y); // Do something here in reaction to the swipe. swipeCounter.IncrementCounter(); } break; } touchInfo.SetTouchInfo (Time.time-startTime,(touch.position-startPos).magnitude,Mathf.Abs (touch.position.y-startPos.y)); } Thanks to andeeeee for the logic. But I want to have some interaction in the 3D world based on the swipe on the screen. I.E. If the user swipes over unoccluded enemies, they die. My first thought was to track all the points in the moved TouchPhase, and then if it is a swipe raycast into all those points and kill any enemy that is hit. Is there a better way to do this? What is the best approach? Thanks for the help!

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  • Now Shipping! NetAdvantage for .NET 2010 Volume 3!

    The new NetAdvantage Ultimate includes all four Line of Business user interface control sets for ASP .NET, Windows Forms, WPF and Silverlight plus two advanced Data Visualization UI control sets for WPF and Silverlight. With six NetAdvantage products in one robust package, Infragistics® gives you hundreds of controls and infinite development possibilities. Unified XAML Product Strategy-Share Code, Get More Controls In the 10.3 release, Infragistics continues to deliver code parity between the XAML platforms, WPF and Silverlight. In the line of business toolsets, Infragistics introduces the new xamSchedule™, full-featured, Outlook® 2010-style schedule controls, and the new xamDataTree™, a data bound tree view that comfortably handles tens of thousands of tree nodes. Mimicking our Silverlight Drag and Drop Framework, the WPF Drag and Drop Framework CTP empowers you to add your own rich touches to your applications. Track Users' Behaviors New to all NetAdvantage Silverlight controls is the Infragistics Analytics Framework (IGAF), which empowers you to track user behavior in RIAs running on Silverlight 4. Building on the Microsoft® Silverlight Analytics Framework, with IGAF you can analyze the user's behaviors to ensure the experience you want to deliver. NetAdvantage for Windows Forms--New Office® 2010 Ribbon and Application Menu 2010 Create new experiences with Windows Forms. Now with Office 2010 styling, NetAdvantage for Windows Forms has new features such as Microsoft® Office 2010 ribbon and enhanced Infragistics.Excel to export the contents of the high performance WinGrid™ into Microsoft Excel® 2010. The new Windows Message Support enables Infragistics standalone editor controls to process numerous Windows® OS messages, allowing them to respond just like native controls to changes in the Windows environment. Create Faster Web 2.0 Experiences with NetAdvantage for ASP .NET Infragistics continues to push the envelope to deliver the fastest ASP .NET WebForms controls available on the market. Our lightning fast ASP .NET grids are now enhanced with XPS/PDF Exporting and Summary Rows. This release also includes support for jQuery Templating (as a CTP) within our WebDataGrid™ and WebDataTree™ controls allowing you to quickly cut down overall page size. Deliver Business Intelligence with Power, Flexibility and the Office 2010 Experience NetAdvantage for WPF Data Visualization and NetAdvantage for Silverlight Data Visualization help you deliver flexible, powerful and usable end user experiences in Business Intelligence applications. Both suites include the Pivot Grid that delivers the full power of online analytical processing (OLAP) to present multi-dimensional data, sliced and diced in cross-tabulated form for end users to drill down into, interact with and easily extract meaning from the data. Mapping Made Easy 10.3 marks the official release of the WPF Data Visualization xamMap™ control to map anything and everything from geographic to geo-spacial mapping data. Map layers allow you to add successive levels of detail, navigational panes for panning in all directions, color swatch panes that facilitate value scales like Choropleth shading, and scale panes allowing users to zoom-in and out. Both toolsets introduce the first of many relationship maps! With the xamOrgChart™ CTP you can map out organizational charts of up to 50K employees, competitive brackets (think World Cup) and any other relational, organizational map your application needs. http://www.infragistics.com span.fullpost {display:none;}

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  • PHP Startup: Unable to load dynamic library '/usr/lib64/php/modules/json.so' undefined symbol: ZVAL_DELREF

    - by crmpicco
    I have an issue where I am unable to use JSON, which would appear to be because of the following error. There is another thread on this forum this touches on a similar issue, but it's not quite the same. I am using CentOS 5.6 and have the following pear packages installed: [crmpicco@eq-www-php53 ~]$ pear list PHP Warning: PHP Startup: Unable to load dynamic library '/usr/lib64/php/modules/json.so' - /usr/lib64/php/modules/json.so: undefined symbol: ZVAL_DELREF in Unknown on line 0 Installed packages, channel pear.php.net: ========================================= Package Version State Archive_Tar 1.3.7 stable Auth_SASL 1.0.2 stable Console_Getopt 1.3.1 stable Image_Barcode 1.1.2 stable Mail 1.1.14 stable Net_SMTP 1.2.10 stable Net_Socket 1.0.8 stable PEAR 1.9.4 stable Structures_Graph 1.0.4 stable XML_RPC 1.5.4 stable XML_Util 1.2.1 stable json 1.2.1 stable and have the following PHP packages installed: [crmpicco@eq-www-php53 ~]$ yum list installed | grep php php.x86_64 5.3.10-1.w5 installed php-cli.x86_64 5.3.10-1.w5 installed php-common.x86_64 5.3.10-1.w5 installed php-devel.x86_64 5.3.10-1.w5 installed php-gd.x86_64 5.3.10-1.w5 installed php-ldap.x86_64 5.3.10-1.w5 installed php-mcrypt.x86_64 5.3.10-1.w5 installed php-mysql.x86_64 5.3.10-1.w5 installed php-pdo.x86_64 5.3.10-1.w5 installed php-pear.noarch 1:1.9.4-1.w5 installed php-pear-Net-Socket.noarch 1.0.8-1.el5.centos installed php-soap.x86_64 5.3.10-1.w5 installed php-xml.x86_64 5.3.10-1.w5 installed The error: [crmpicco@eq-www-php53 ~]$ php -v PHP Warning: PHP Startup: Unable to load dynamic library '/usr/lib64/php/modules/json.so' - /usr/lib64/php/modules/json.so: undefined symbol: ZVAL_DELREF in Unknown on line 0 PHP 5.3.10 (cli) (built: Feb 2 2012 23:23:12) Copyright (c) 1997-2012 The PHP Group Zend Engine v2.3.0, Copyright (c) 1998-2012 Zend Technologies My repolist reads as: [crmpicco@eq-www-php53 ~]$ yum repolist Loaded plugins: changelog, fastestmirror Excluding Packages in global exclude list Finished repo id repo name status base CentOS-5 - Base 3,548+43 epel Extra Packages for Enterprise Linux 5 - x86_64 6,815+156 extras CentOS-5 - Extras 245+23 rpmforge Red Hat Enterprise 5 - RPMforge.net - dag 11,016+67 updates CentOS-5 - Updates 233 webtatic Webtatic Repository 5 - x86_64 211+183 repolist: 22,068 I am getting HTTP 500 errors everywhere that I use JSON so my application is non functional right now.

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  • Server high memory usage at same time every day

    - by Sam Parmenter
    Right, we moved one of our main sites onto a new AWS box with plenty of grunt as it would allow us more control that we had before and future proof ourselves. About a month ago we started running into issues with high memory usage at the same time every day. In the morning an export is run to export data to a file which is the FTPed to a local machine for processing. The issues were co-inciding with the rough time of the export but when we didn't run the export one day, the server still ran into the same issues. The export has been run at other times in the day since to monitor memory usage to see if it spikes. The conclusion is that the export is fine and barely touches the sides memory wise. No noticeable change in memory usage. When the issue happens, its effect is to kill mysql and require us to restart the process. We think it might be a mysql memory issue, but might just be that mysql is just the first to feel it. Looking at the logs there is no particular query run before the memory usage hits 90%. When it strikes at about 9:20am, the memory usage spikes from a near constant 25% to 98% and very quickly kills mysql to save itself. It usually takes about 3-4 minutes to die. There are no cron jobs running at that time of the day and we haven't noticed a spike in traffic over the period of the issues. Any help would be massively appreciated! thanks.

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  • Using UDF on a USB flash drive

    - by CesarB
    After failing to copy a file bigger than 4G to my 8G USB flash drive, I formatted it as ext3. While this is working fine for me so far, it will cause problems if I want to use it to copy files to someone which does not use Linux. I am thinking of formatting it as UDF instead, which I hope would allow it to be read (and possibly even written) on the three most popular operating systems (Windows, MacOS, and Linux), without having to install any extra drivers. However, from what I found on the web already, there seem to be several small gotchas related to which parameters are used to create the filesystem, which can reduce the compability (but most of the pages I found are about optical media, not USB flash drives). I would like to know: Which utility should I use to create the filesystem? (So far I have found mkudffs and genisoimage, and mkudffs seems the best option.) Which parameters should I use with the chosen utility for maximum compability? How compatible with the most common versions of these three operating systems UDF actually is? Is using UDF actually the best idea? Is there another filesystem which would have better compatibility, with no problematic restrictions like the FAT32 4G file size limit, and without having to install special drivers in every single computer which touches it?

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  • Using UDF on a USB flash drive

    - by CesarB
    After failing to copy a file bigger than 4G to my 8G USB flash drive, I formatted it as ext3. While this is working fine for me so far, it will cause problems if I want to use it to copy files to someone which does not use Linux. I am thinking of formatting it as UDF instead, which I hope would allow it to be read (and possibly even written) on the three most popular operating systems (Windows, MacOS, and Linux), without having to install any extra drivers. However, from what I found on the web already, there seem to be several small gotchas related to which parameters are used to create the filesystem, which can reduce the compability (but most of the pages I found are about optical media, not USB flash drives). I would like to know: Which utility should I use to create the filesystem? (So far I have found mkudffs and genisoimage, and mkudffs seems the best option.) Which parameters should I use with the chosen utility for maximum compability? How compatible with the most common versions of these three operating systems UDF actually is? Is using UDF actually the best idea? Is there another filesystem which would have better compatibility, with no problematic restrictions like the FAT32 4G file size limit, and without having to install special drivers in every single computer which touches it?

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  • Windows 7 task bar stuck in hiding, how to fix?

    - by Rainer Blome
    In Windows 7, I use the "Auto-hide the task bar" feature. Usually, it works fine: As soon as the pointer touches the screen bottom, the task bar pops up. However sometimes, it refuses to rise. Pressing the "Windows" key (or Ctrl-ESC) makes the start menu appear, forcing the task bar from hinding as well. Once I've done this, the task-bar auto-rises again. This is annoying, it interrupts flow. Has anyone else noticed this? How do I avoid this? Searching for "Windows 7 task bar auto-raise" shows that at least one other person experienced this problem: http://answers.microsoft.com/en-us/windows/forum/windows_7-desktop/how-can-i-fix-the-taskbars-auto-hide/8cdf6369-7354-4d29-9249-b7096ed0e28b?msgId=6dac3361-9d0f-4a9e-8642-b91a72826ba4 To answer the question posed by the "helpful" support engineer on the above page, of course I am running some apps when this happens, usually Explorer, Firefox, Eclipse, Cygwin/X, Xterm, Emacs, Notes, VPN client, Firewall. If my memory serves correctly, I have seen this behavior on earlier versions of Windows as well, XP at least. To reproduce this behavior, I tried switching between apps, and bringing apps to open other windows. I am unable to reproduce this behavior so far. So far, it appears to happen out of the blue, sometimes multiple times a day. Looks like a bug to me. The task bar should raise no matter what.

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  • How to configure hostname for `apache22` package on FreeBSD?

    - by Eonil
    I'm configuring development & test FreeBSD machine on VM. I installed apache22 package and restarted. But the daemon does not started with this error: %apachectl start httpd: apr_sockaddr_info_get() failed for test.box httpd: Could not reliably determine the server's fully qualified domain name, using 127.0.0.1 for ServerName (13)Permission denied: make_sock: could not bind to address [::]:80 (13)Permission denied: make_sock: could not bind to address 0.0.0.0:80 no listening sockets available, shutting down Unable to open logs % My hostname is test.box. Because this is temporary test box, it has no real domain-name. But I used 2-level name to avoid long time waiting of sshd on booting. However, I searched web, and I modified /etc/hosts file like this (I didn't touches this file before): # This is original configuration #::1 localhost localhost.my.domain #127.0.0.1 localhost localhost.my.domain # New configuration ::1 localhost test.box 127.0.0.1 localhost test.box 127.0.0.1 test.box test Now apache fails with this error message: %apachectl start httpd: Could not reliably determine the server's fully qualified domain name, using test.box for ServerName (13)Permission denied: make_sock: could not bind to address [::]:80 (13)Permission denied: make_sock: could not bind to address 0.0.0.0:80 no listening sockets available, shutting down Unable to open logs % I don't know what's required now. Please let me know reason and solution of this error. ---- (edit) ---- The permission errors are caused from omission of sudo.

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  • Where should I put zoomIn in my MapActivity?

    - by Johny
    I'm writing an Android app, and I'd like to zoomIn as soon as the map has been loaded. I get the following error: java.lang.IllegalArgumentException: width and height must be > 0 This MapActivity - width and height must be > 0 question suggests the problem is the zoomIn() method is in the onCreate() method. But I get same error when I put it in the onResume() method. I've been searching for hours and I can't find anything about it at http://developer.android.com or anywhere else... Also I can't find a way to get the time point the map has been loaded. A "MapLoadedListener" or something like that... EDIT Here is my code: public class AMap extends MapActivity{ private final String LOG_TAG = this.getClass().getSimpleName(); private Context mContext; private Chronometer timer; private TextView tvCountdown; private RelativeLayout rl; private MapView mapView; private MapController mapController; private List<Overlay> mapOverlays; private PlayersOverlay playersOverlay; private Drawable drawable; private Builder endDialog; private ContextThemeWrapper ctw; private Handler mHandler = new Handler(); private Player player = new Player(); private StartTask startTask; private EndTask endTask; private MyDBAdapter mdba; private Cursor playersCursor; private UpdateBroadcastReceiver r; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.map_view); mContext = AMap.this; // set map mapView = (MapView) findViewById(R.id.mapview); mapView.setBuiltInZoomControls(true); mapView.setFocusable(true); // find the relative layout rl = (RelativeLayout) findViewById(R.id.rl); // set the chronometer timer = (Chronometer) findViewById(R.id.tv_timer); timer.setBackgroundColor(Color.DKGRAY); // set the countdown textview tvCountdown = (TextView) findViewById(R.id.tv_countdown); // Open DB connection and get players Cursor mdba = new MyDBAdapter(mContext); mdba.open(); playersCursor = mdba.getGame(); // Get this player's id and location Intent starter = this.getIntent(); player.setId(starter.getIntExtra("id", 0)); player.setLatitude(starter.getDoubleExtra("lat", 0)); player.setLongitude(starter.getDoubleExtra("lon", 0)); // Set this player's location as map's center GeoPoint geoPoint = new GeoPoint((int) (player.getLatitude()*1E6), (int) (player.getLongitude()*1E6)); mapController = mapView.getController(); mapController.setCenter(geoPoint); mapController.setZoom(15); Log.d(LOG_TAG, "My playersCursor has "+playersCursor.getCount()+" rows"); // drawable is needed but not used drawable = this.getResources().getDrawable(R.drawable.ic_launcher); // set PlayersOverlay (locations and statuses) playersOverlay = new PlayersOverlay(player.getId(), playersCursor, drawable, this); mapOverlays = mapView.getOverlays(); mapOverlays.add(playersOverlay); mHandler.postDelayed(mUpdateTimeTask, 100); } private Runnable mUpdateTimeTask = new Runnable() { public void run() { int h = mapView.getLayoutParams().height; int w = mapView.getLayoutParams().width; Log.d(LOG_TAG, "w = "+w+" , h = "+h); mHandler.postAtTime(this, System.currentTimeMillis() + 1000); } }; @Override public void onAttachedToWindow(){ Log.d(LOG_TAG, "Attached to Window"); int h = mapView.getLayoutParams().height; int w = mapView.getLayoutParams().width; Log.d(LOG_TAG, " Attached to window: w = "+w+" , h = "+h); //mapController.zoomInFixing(screenPoint.x, screenPoint.y); } public void onWindowFocusChanged(boolean hasFocus){ Log.d(LOG_TAG, "Focus changed to: "+hasFocus); int h = mapView.getLayoutParams().height; int w = mapView.getLayoutParams().width; Log.d(LOG_TAG, " Window focus changed: w = "+w+" , h = "+h); //mapController.zoomInFixing(screenPoint.x, screenPoint.y); } @Override protected void onStart(){ super.onStart(); // Create and register the broadcast receiver for messages from service IntentFilter filter = new IntentFilter(AppConstants.iGAME_UPDATE); r = new UpdateBroadcastReceiver(); registerReceiver(r, filter); // Create the dialog for end of game ctw = new ContextThemeWrapper(mContext, android.R.style.Theme_Translucent_NoTitleBar_Fullscreen); endDialog = new AlertDialog.Builder(ctw); endDialog.setMessage("End of Game"); endDialog.setCancelable(false); endDialog.setNeutralButton("OK", new OnClickListener(){ @Override public void onClick(DialogInterface dialog, int which) { Intent highScores = new Intent(AMap.this, HighScores.class); startActivity(highScores); playersCursor.close(); finish(); } }); } @Override protected void onStop() { if(!playersCursor.isClosed()) playersCursor.close(); unregisterReceiver(r); mdba.close(); super.onStop(); } @Override protected boolean isRouteDisplayed() { return false; } // Receives signal from NetworkService that DB has been updated public class UpdateBroadcastReceiver extends BroadcastReceiver { boolean startSignal, update, endSignal; @Override public void onReceive(Context context, Intent intent) { endSignal = intent.getBooleanExtra("endSignal", false); if(endSignal){ Log.d(LOG_TAG, "Game Update BroadcastReceiver received End Signal"); endTask = new EndTask(); endTask.execute(); return; } update = intent.getBooleanExtra("update", false); if(update){ Log.d(LOG_TAG, "Game Update BroadcastReceiver received game update"); playersCursor.requery(); mapView.invalidate(); return; } startSignal = intent.getBooleanExtra("startSignal", false); if(startSignal){ Log.d(LOG_TAG, "Game Update BroadcastReceiver received Start Signal"); startTask = new StartTask(); startTask.execute(); return; } } } class StartTask extends AsyncTask<Void,Integer,Void>{ private final ToneGenerator tg = new ToneGenerator(AudioManager.STREAM_NOTIFICATION, 100); private final long DELAY = 1200; @Override protected Void doInBackground(Void... params) { int i = 3; while(i>=0){ publishProgress(i); try { Thread.sleep(DELAY); } catch (InterruptedException e) { e.printStackTrace(); } i--; } return null; } @Override protected void onProgressUpdate(Integer... progress){ tg.startTone(ToneGenerator.TONE_PROP_PROMPT); tvCountdown.setText(""+progress[0]); } @Override protected void onPostExecute(Void result) { rl.removeView(tvCountdown); timer.setBase(SystemClock.elapsedRealtime()); timer.start(); //enable screen touches playersOverlay.setGameStarted(true); } } class EndTask extends AsyncTask<Void,Void,Void>{ @Override protected void onPreExecute(){ //disable screen touches playersOverlay.setEndOfGame(true); timer.stop(); } @Override protected Void doInBackground(Void... params) { return null; } @Override protected void onPostExecute(Void result) { try{ endDialog.show(); }catch(Exception e){ Toast.makeText(mContext, "End of game", Toast.LENGTH_LONG); Intent highScores = new Intent(AMap.this, HighScores.class); startActivity(highScores); playersCursor.close(); finish(); } mHandler.removeCallbacks(mUpdateTimeTask); } } }

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  • iPhone UIScrollview with UIButtons - how to recreate springboard?

    - by Patrick
    I'm trying to create a springboard-like interface within my app. I'm trying to use UIButtons added to a UIScrollView. The problem I'm running in to is with the buttons not passing any touches to the UIScrollView - if I try to flick/slide and happen to press on the button it doesn't register for the UIScrollView, but if I flick the space between buttons it will work. The buttons do click/work if I touch them. Is there a property or setting that forces the button to send the touch events up to its parent (superview)? Do the buttons need to be added to something else before being added the UIScrollView? Here is my code: //init scrolling area UIScrollView *scrollView = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, 480, 480)]; scrollView.contentSize = CGSizeMake(480, 1000); scrollView.bounces = NO; scrollView.delaysContentTouches = NO; //create background image UIImageView *rowsBackground = [[UIImageView alloc] initWithImage:[self scaleAndRotateImage:[UIImage imageNamed:@"mylongbackground.png"]]]; rowsBackground.userInteractionEnabled = YES; //create button UIButton *btn = [[UIButton buttonWithType:UIButtonTypeCustom] retain]; btn.frame = CGRectMake(100, 850, 150, 150); btn.bounds = CGRectMake(0, 0, 150.0, 150.0); [btn setImage:[self scaleAndRotateImage:[UIImage imageNamed:@"basicbutton.png"]] forState:UIControlStateNormal]; [btn addTarget:self action:@selector(buttonClick) forControlEvents:UIControlEventTouchUpInside]; //add "stuff" to scrolling area [scrollView addSubview:rowsBackground]; [scrollView addSubview:btn]; //add scrolling area to cocos2d //this is just a UIWindow [[[Director sharedDirector] openGLView] addSubview:scrollView]; //mem-mgmt [rowsBackground release]; [btn release]; [scrollView release];

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  • Wicket: stateless AJAX behaviors in stateful page without serialization

    - by mschayna
    I have pretty stateful page with plenty of AJAX components. Most of these components have behaviors, which renders JavaScript code for calling AJAX requests to Java code. Because page isn't stateless, each request causes serialization of page. So far so good. But some of these AJAX requests doesn't change page ever, so serialization of page isn't necessary. For example it is forward caching data for (home-brewed) datagrid component. These requests are calling continuously and serialization of page during each request causes delays. There are some projects for stateless wicket components out there, e.g. wicket-stateless, but it solves another situation -- request of stateless components are processed on new instances of stateless pages. I want to process requests on existing stateful page instance but without serialization. I have tried to implement this in my own RequestCycleProcessor.resolve(), but I hung on searching for page from requestParameters because Session.getPage() always touches page and it causes serialization after request processing. Is there any example, idea, whatever for implementing this in Wicket? Hope it's understandable :)

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  • UIView drawRect: when you draw a line, the rect area will be clear so the previous drawing is gone

    - by snakewa
    It is quite hard to tell so I upload an image to show my problem: http://i42.tinypic.com/2eezamo.jpg Basically in drawRect, I will draw the line from touchesMoved as finger touches and I will call "needsDisplayInRect" for redraw. But I found that the first line is done, the second line will clear the rect part, so some previouse drawing is gone. Here is my implementation: enter code here -(void) drawRect:(CGRect)rect{ //[super drawRect: rect]; CGContextRef context = UIGraphicsGetCurrentContext(); [self drawSquiggle:squiggle at:rect inContext:context]; } - (void)drawSquiggle:(Squiggle *)squiggle at:(CGRect) rect inContext:(CGContextRef)context { CGContextSetBlendMode(context, kCGBlendModeMultiply); UIColor *squiggleColor = squiggle.strokeColor; // get squiggle's color CGColorRef colorRef = [squiggleColor CGColor]; // get the CGColor CGContextSetStrokeColorWithColor(context, colorRef); NSMutableArray *points = [squiggle points]; // get points from squiggle // retrieve the NSValue object and store the value in firstPoint CGPoint firstPoint; // declare a CGPoint [[points objectAtIndex:0] getValue:&firstPoint]; // move to the point CGContextMoveToPoint(context, firstPoint.x, firstPoint.y); // draw a line from each point to the next in order for (int i = 1; i < [points count]; i++) { NSValue *value = [points objectAtIndex:i]; // get the next value CGPoint point; // declare a new point [value getValue:&point]; // store the value in point // draw a line to the new point CGContextAddLineToPoint(context, point.x, point.y); } // end for CGContextStrokePath(context); }

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  • Random MKAnnotationView is tapped when there are overlapping annotations

    - by Alexandre Gellibert
    I cannot believe this bug/problem doesn't have any solution! In my iphone application, I'm using MapKit with MKMapView and custom MKAnnotationView. The problem is when annotations overlap (in my app, annotations are photos and those photos may overlap) and when you tap on the annotation that appears on front, other annotation (on back) receives the event (seems to be random). I didn't find any way to send the event to the front annotation. Z ordering and Order of overlapping annotations questions on stackoverflow did not help me that much. Please any idea is welcome (even ugly ones)! Here's some of my code (nothing fancy, very common): CustomAnnotation.h @interface CustomAnnotation : NSObject <MKAnnotation> { @private CustomAnnotationView* view; } @property (nonatomic, retain) CustomAnnotationView* view; @end CustomAnnotation.m @implementation CustomAnnotation @synthetize view; CustomAnnotationView.h @interface CustomAnnotationView : MKAnnotationView { } @end CustomAnnotationView.m @implementation CustomAnnotationView - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{ // Do something related to the annotation tapped } @end Main class ... // Annotations are added and some of them overlaps with others. - (void)addAnnotation:(CustomAnnotation*)annotation { [map addAnnotation:annotation]; } ... - (MKAnnotationView *)mapView:(MKMapView *)mapView viewForAnnotation:(id <MKAnnotation>)annotation { NSString* identifier = getIdentifierFromAnnotation(annotation); CustomAnnotationView* view; if(!(view = (CustomAnnotationView*)[map dequeueReusableAnnotationViewWithIdentifier:identifier])) { view = [[CustomAnnotationView alloc] initWithAnnotation:annotation reuseIdentifier: identifier]; [(CustomAnnotation*)annotation setView:view]; [view release]; } return view; }

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  • iPod/iPhone OpenGL ES UIView flashes when updating

    - by Dave Viner
    I have a simple iPhone application which uses OpenGL ES (v1) to draw a line based on the touches of the user. In the XCode Simulator, the code works perfectly. However, when I install the app onto an iPod or iPhone, the OpenGL ES view "flashes" when drawing the line. If I disable the line drawing, the flash disappears. By "flash", I mean that the background image (which is an OpenGL texture) disappears momentarily, and then reappears. It appears as if the entire scene is completely erased and redrawn. The code which handles the line drawing is the following: renderLineFromPoint:(CGPoint)start toPoint:(CGPoint)end { static GLfloat* vertexBuffer = NULL; static NSUInteger vertexMax = 64; NSUInteger vertexCount = 0, count, i; //Allocate vertex array buffer if(vertexBuffer == NULL) vertexBuffer = malloc(vertexMax * 2 * sizeof(GLfloat)); //Add points to the buffer so there are drawing points every X pixels count = MAX(ceilf(sqrtf((end.x - start.x) * (end.x - start.x) + (end.y - start.y) * (end.y - start.y)) / kBrushPixelStep), 1); for(i = 0; i < count; ++i) { if(vertexCount == vertexMax) { vertexMax = 2 * vertexMax; vertexBuffer = realloc(vertexBuffer, vertexMax * 2 * sizeof(GLfloat)); } vertexBuffer[2 * vertexCount + 0] = start.x + (end.x - start.x) * ((GLfloat)i / (GLfloat)count); vertexBuffer[2 * vertexCount + 1] = start.y + (end.y - start.y) * ((GLfloat)i / (GLfloat)count); vertexCount += 1; } //Render the vertex array glVertexPointer(2, GL_FLOAT, 0, vertexBuffer); glDrawArrays(GL_POINTS, 0, vertexCount); //Display the buffer [context presentRenderbuffer:GL_RENDERBUFFER_OES]; } (This function is based on the function of the same name from the GLPaint sample application.) For the life of me, I can not figure out why this causes the screen to flash. The line is drawn properly (both in the Simulator and in the iPod). But, the flash makes it unusable. Anyone have ideas on how to prevent the "flash"?

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  • Simple iPhone drawing app with Quartz 2D

    - by Mr guy 4
    I am making a simple iPhone drawing program as a personal side-project. I capture touches event in a subclassed UIView and render the actual stuff to a seperate CGLayer. After each render, I call [self setNeedsLayout] and in the drawRect: method I draw the CGLayer to the screen context. This all works great and performs decently for drawing rectangles. However, I just want a simple "freehand" mode like a lot of other iPhone applications have. The way I thought to do this was to create a CGMutablePath, and simply: CGMutablePathRef path; -(void)touchBegan { path = CGMutablePathCreate(); } -(void)touchMoved { CGPathMoveToPoint(path,NULL,x,y); CGPathAddLineToPoint(path,NULL,x,y); } -(void)drawRect:(CGContextRef)context { CGContextBeginPath(context); CGContextAddPath(context,path); CGContextStrokePath(context); } However, after drawing for more than 1 second, performance degrades miserably. I would just draw each line into the off-screen CGLayer, if it were not for variable opacity! The less-than-100% opacity causes dots to be left on the screen connecting the lines. I have looked at CGContextSetBlendingMode() but alas I cannot find an answer. Can anyone point me in the right direction? Other iPhone apps are able to do this with very good efficiency.

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  • Nested UIScrollView-iPhone photos application

    - by abhishek trivedi
    Hi, I have been facing the same nested UIScrollView problem for long time.I tried some open source codes like Scrolling madness ,three-20 and others but all fails finaly.I am trying to make a photo Viewer application same as iPhone.For that I have created the structure like this:- 1)one View controller. 2)on view of view controller one UIScrollView (i.e inner/parent scroll view) as a child. 3)on inner/parent scroll view number of child scroll views(i.e. outer/child scroll views) ,each represents one page of photos application. 4)On each scroll view one image View on which i am displaying my image. So what I want is when user scrolls the outer scroll view it should scroll horizontally with all the child views so I will get the look and feel of paging in photos application.Also when user is on one specific image(i.e. child/outer scroll view) he should be able to zoom in/out,swipes and perform single/double tapping.I was able to make it work in sdk 2.1,but it dosnt work since sdk 3.0.Please tell me the idea behind your project.Means which scroll view you are subclassing ,in which view to detect touches.How this completely child - parent relation should be. If possible provide any sample code also.

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  • Possible to change the alpha value of certain pixels on iPhone?

    - by emi1faber
    Is it possible to change just a portion of a Sprite's alpha in response to user interaction? A good example of what I mean is iFog or iSteam, where the user can wipe "steam" off the iPhone's screen. Swapping images out wouldn't be feasible due to the sheer number of possibilities where the user could touch and move... For example, say you have a simple app that has a brick wall in the background that has graffiti on it, so there'd be two sprites, one of the brick wall, then one of the graffiti that has a higher z value than the brick wall. Then, based upon where the user touches (assuming their touch controls a sandblaster), some of the graffiti should be removed, but not all of it, which could be accomplished by changing the alpha value on a portion of the graffiti sprite. Is there any way to do this in cocos2d-iphone? Or, do I need to drop down into openGL, and if so, where would be a good place to start my search on how to accomplish this? Ideally, I'd like to accomplish this on a cocos2d-iphone Sprite, but if it's not possible, where's the best place to start looking? Thanks in advance, Ben

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  • Multiple touch problem using UITouch/UIView in iphone

    - by John Qualis
    Hi, I am trying to implement a 2-finger "pinch" and "expand" (or enlarge) on a UIView using iPhone 3G and SDK 3.1.2. I haven't done programmed in UITouch/UIEvent before, so I appreciate any guidance to the problem I am facing. When I touch the screen with 2 fingers I see that sometimes "touchesBegan" gives me only 1 event. I need UITouch event count == 2 to measure the distance between 2 fingers. Hence I have to lift up my fingers and repeat this process again till I get both fingers to be detected. Is there a way around? Can I improve it? The actual resize works correctly once both fingers are detected but this issue seen at the start needs to be resolved. I know SDK 3.2 detects gestures such as pinch but I was wondering how it can be done in 3.1.2? The code is given below. The "OnFingerDown" function gets called randomly even when I put 2 fingers down whereas I want "onTwoFingersDown" to be called each time. Moreover the I get only 1 touch event each time I put my fingers down. I mean if "OnFingerDown" was called twice I could somehow get it to work. Thanks in advance. Appreciate any help. John - (void) touchesBegan: (NSSet*) touches withEvent: (UIEvent*) event { UITouch* touch, *touch1; CGPoint location, location1; if([[event allTouches] count] == 1) { touch=[UI[[event allTouches] allObjects] objectAtIndex:0]; location=[touch locationInView:self]; OnFingerDown(location); } else if([[event allTouches] count] == 2) { touch=[[[event allTouches] allObjects] objectAtIndex:0]; location=[touch locationInView:self]; touch1=[[[event allTouches] allObjects] objectAtIndex:1]; location1=[touch1 locationInView:self]; OnTwoFingersDown(location, location1); } }

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  • Output redirection still with colors in PowerShell

    - by stej
    Suppose I run msbuild like this: function Clean-Sln { param($sln) MSBuild.exe $sln /target:Clean } Clean-Sln c:\temp\SO.sln In Posh console the output is in colors. That's pretty handy - you spot colors just by watching the output. And e.g. not important messages are grey. Question I'd like to add ability to redirect it somewhere like this (simplified example): function Clean-Sln { param($sln) MSBuild.exe $sln /target:Clean | Redirect-AccordingToRedirectionVariable } $global:Redirection = 'Console' Clean-Sln c:\temp\SO.sln $global:Redirection = 'TempFile' Clean-Sln c:\temp\Another.sln If I use 'Console', the cmdlet/function Redirect-AccordingToRedirectionVariable should output the msbuild messages with colors the same way as the output was not piped. In other words - it should leave the output as it is. If I use 'TempFile', Redirect-AccordingToRedirectionVariable will store the output in a temp file. Is it even possible? I guess it is not :| Or do you have any advice how to achieve the goal? Possible solution: if ($Redirection -eq 'Console) { MSBuild.exe $sln /target:Clean | Redirect-AccordingToRedirectionVariable } else { MSBuild.exe $sln /target:Clean | Out-File c:\temp.txt } But if you imagine there can be many many msbuild calls, it's not ideal. Don't be shy to tell me any new suggestion how to cope with it ;) Any background info about redirections/coloring/outpu is welcome as well. (The problem is not msbuild specific, the problem touches any application that writes colored output)

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  • Extremely slow MFMailComposeViewControllerDelegate

    - by Jeff B
    I have a bit of a strange problem. I am trying to send in-app email. I am also using Cocos2d. It works, so far as I get the mail window and I can send mail, but it is extremely slow. It seems to only accept touches every second or so. I checked the cpu usage, and it is quite low. I paused my director, so nothing else should be happening. Any ideas? I am pulling my hair out. I looked at some examples and did the following: Made my scene the mail delegate: @interface MyLayer : CCLayer <MFMailComposeViewControllerDelegate> { ... } And implemented the following function in the scenes: -(void) showEmailWindow: (id) sender { [[CCDirector sharedDirector] pause]; MFMailComposeViewController *picker = [[MFMailComposeViewController alloc] init]; picker.mailComposeDelegate = self; [picker setSubject: @"My subject here"]; NSString *emailBody = @"<h1>Here is my email!</h1>"; [picker setMessageBody:emailBody isHTML:YES]; [myMail presentModalViewController:picker animated:NO]; [picker release]; } I also implemented the mailComposeController, to handle the callback.

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  • Android: How to get a custom view to redraw partially?

    - by Peterdk
    I have a custom view that fills my entire screen. (A piano keyboard) When a user touches the key, it would cause a invalidate() to be called and the whole keyboard gets redrawn to show the new state with a touched key. Currently the view is very simple, but I plan to add a bit more nice graphics. Since the whole keyboard is dynamically rendered this would make redrawing the entire keyboard more expensive. So I thought, let's look into partial redrawing. Now I call invalidate(Rect dirty) with the correct dirty region. I set my onDraw(Canvas canvas) method to only draw the keys in the dirty region if I do indeed want a partial redraw. This results in those keys being drawn, but the rest of the keyboard is totally black/not drawn at all. Am I wrong in expecting that calling invalidate(Rect dirty) would "cache" the current canvas, and only "allows" drawing in the dirty region? Is there any way I can achieve what I want? (A way to "cache" the canvas and only redraw the dirty area?"

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  • Using a CALayer in UITableViewCell

    - by Brian
    On each cell of my table view I want to have a bar that the user can slide out from the right. On the bar I plan to have icons. So, to do this I subclassed UITableViewCell. On the cell I have implemented drawRect and in there I have already drawn a gradient and background color on the cell. From there, I can create a CALayer, give it a frame & background color, and add it as a sub layer to the Views subLayers array. I can do all that and it will display my layer on each UITableViewCell. I have added touch events to the cell so I can detect when the user touches the cell and for testing I have made it so when the user swipes, my CALayer gets wider. But the issue is, when the UITableView scrolls and reuses a cell whose CALayer has been widened, it doesn't recreate the CALayer. I have tried [myLayer setNeedsDisplay] and used the drawLayer:inContext method of its delegate and it doesn't get called. I have also tried telling call setNeedsDisplay on the cell in my UITableViewController hoping that that will cause a redraw, but it doesn't work. I'm not sure what I'm missing. I am new to CoreGraphics & CoreAnimation. I have read through the CoreAnimation Developers Guide, but I'm assuming I missing something. Any help would be great.

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