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  • Why does my MPMoviePlayerController disappear when I press play?

    - by Digital Robot
    I have a MPMoviePlayerController in a view, something like myMovie = [[MPMoviePlayerController alloc] initWithContentURL:URLfilme]; if (myMovie) { [myMovie setRepeatMode:MPMovieRepeatModeNone]; [myMovie setShouldAutoplay: NO]; [myMovie setScalingMode:MPMovieScalingModeAspectFit]; myMovie.view.frame = vFilme.bounds; [vFilme addSubview:[myMovie view]]; } The movie appears fine, I can scrub it, but when I press play, boooom, it vanishes. I have tried to retain myMovie but nothing changed. I have tried to play a video fullscreen and even using MPMoviePlayerViewController and is still disappears once I tap on play. Even the video player sample by Apple is not working. Is this a bug or what? EDIT Things are getting more interesting. If instead of playing the video manually by tapping on the play button I insert two timers, one to play the video and another one to pause it after 3 seconds, what I see is this: when the play is fired the video disappears and when the pause is fired the video reappears but when it does it has no controls. It is totally frozen, but the app continues to run normally. It is not anything related to video encoding, because I have tried with different videos, including one shot on the iPhone 4 and another shot on 3GS.

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  • How to display only one letter in Flex Text Layout Framework ContainerController?

    - by rattkin
    I'm trying to implement dropped initials feature into my Flex application. Since Text Layout Framework does not support floating, the only known solution is to create additional containers that will be linked together, displaying the same textflow. Width and positioning of these containers has to be set in such a way that it will pretend that it's float. I'm using the same solution for dropped initials. Basically, I'm creating three containers, one for the initial letter (first letter in text flow), the other for text floating around, and the 3rd one to display text below these two. All these containers share one textflow. I have big issues with forcing controller to display only one letter from the text flow, and size it accordingly, so that it wont take any unnecessary aditional space and won't get any more text into it. Using ContainerController.getContentBounds() returns me size of whole sprite of the letter (with ascent/descent empty parts), not the height/width of the actual rendered letter. I'm using textFlow.flowComposer.getLineAt(0).getTextLine().getAtomBounds(0), but i think it's still not right. Also, even if I set container for this dimensions, it sometimes display additional text in it, especially for bigger fonts. See screen : Also, if I set width to just 1px less that contentBounds, things are going crazy, containers are moved around, positioned with big margins, etc. How should I solve this? Is it a bug in TLF / Player? Can I fix it somehow? Can I detect the size of the letter, or make containercontroller autosize to fit just one letter only?

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  • 'Bank Switching' Sprites on old NES applications

    - by Jeffrey Kern
    I'm currently writing in C# what could basically be called my own interpretation of the NES hardware for an old-school looking game that I'm developing. I've fired up FCE and have been observing how the NES displayed and rendered graphics. In a nutshell, the NES could hold two bitmaps worth of graphical information, each with the dimensions of 128x128. These are called the PPU tables. One was for BG tiles and the other was for sprites. The data had to be in this memory for it to be drawn on-screen. Now, if a game had more graphical data then these two banks, it could write portions of this new information to these banks -overwriting what was there - at the end of each frame, and use it from the next frame onward. So, in old games how did the programmers 'bank switch'? I mean, within the level design, how did they know which graphic set to load? I've noticed that Mega Man 2 bankswitches when the screen programatically scrolls from one portion of the stage to the next. But how did they store this information in the level - what sprites to copy over into the PPU tables, and where to write them at? Another example would be hitting pause in MM2. BG tiles get over-written during pause, and then get restored when the player unpauses. How did they remember which tiles they replaced and how to restore them? If I was lazy, I could just make one huge static bitmap and just grab values that way. But I'm forcing myself to limit these values to create a more authentic experience. I've read the amazing guide on how M.C. Kids was made, and I'm trying to be barebones about how I program this game. It still just boggles my mind how these programmers accomplisehd what they did with what they had. EDIT: The only solution I can think of would be to hold separate tables that state what tiles should be in the PPU at what time, but I think that would be a huge memory resource that the NES wouldn't be able to handle.

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  • Simulated Annealing and Yahtzee!

    - by Jasie
    I've picked up Programming Challenges and found a Yahtzee! problem which I will simplify: There are 13 scoring categories There are 13 rolls by a player (comprising a play) Each roll must fit in a distinct category The goal is to find the maximum score for a play (the optimal placement of rolls in categories); score(play) returns the score for a play Brute-forcing to find the maximum play score requires 13! (= 6,227,020,800) score() calls. I choose simulated annealing to find something close to the highest score, faster. Though not deterministic, it's good enough. I have a list of 13 rolls of 5 die, like: ((1,2,3,4,5) #1 (1,2,6,3,4),#2 ... (1,4,3,2,2) #13 ) And a play (1,5,6,7,2,3,4,8,9,10,13,12,11) passed into score() returns a score for that play's permutation. How do I choose a good "neighboring state"? For random-restart, I can simply choose a random permutation of nos. 1-13, put them in a vector, and score them. In the traveling salesman problem, here's an example of a good neighboring state: "The neighbours of some particular permutation are the permutations that are produced for example by interchanging a pair of adjacent cities." I have a bad feeling about simply swapping two random vector positions, like so: (1,5,6,7, 2 , 3,4,8,9,10, 13, 12,11) # switch 2 and 13 (1,5,6,7, 13, 3,4,8,9,10, 2 , 12,11) # now score this one But I have no evidence and don't know how to select a good neighboring state. Anyone have any ideas on how to pick good neighboring states?

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  • Haskell: "how much" of a type should functions receive? and avoiding complete "reconstruction"

    - by L01man
    I've got these data types: data PointPlus = PointPlus { coords :: Point , velocity :: Vector } deriving (Eq) data BodyGeo = BodyGeo { pointPlus :: PointPlus , size :: Point } deriving (Eq) data Body = Body { geo :: BodyGeo , pict :: Color } deriving (Eq) It's the base datatype for characters, enemies, objects, etc. in my game (well, I just have two rectangles as the player and the ground right now :p). When a key, the characters moves right, left or jumps by changing its velocity. Moving is done by adding the velocity to the coords. Currently, it's written as follows: move (PointPlus (x, y) (xi, yi)) = PointPlus (x + xi, y + yi) (xi, yi) I'm just taking the PointPlus part of my Body and not the entire Body, otherwise it would be: move (Body (BodyGeo (PointPlus (x, y) (xi, yi)) wh) col) = (Body (BodyGeo (PointPlus (x + xi, y + yi) (xi, yi)) wh) col) Is the first version of move better? Anyway, if move only changes PointPlus, there must be another function that calls it inside a new Body. I explain: there's a function update which is called to update the game state; it is passed the current game state, a single Body for now, and returns the updated Body. update (Body (BodyGeo (PointPlus xy (xi, yi)) wh) pict) = (Body (BodyGeo (move (PointPlus xy (xi, yi))) wh) pict) That tickles me. Everything is kept the same within Body except the PointPlus. Is there a way to avoid this complete "reconstruction" by hand? Like in: update body = backInBody $ move $ pointPlus body Without having to define backInBody, of course.

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  • dealing cards in Clojure

    - by Ralph
    I am trying to write a Spider Solitaire player as an exercise in learning Clojure. I am trying to figure out how to deal the cards. I have created (with the help of stackoverflow), a shuffled sequence of 104 cards from two standard decks. Each card is represented as a (defstruct card :rank :suit :face-up) The tableau for Spider will be represented as follows: (defstruct tableau :stacks :complete) where :stacks is a vector of card vectors, 4 of which contain 5 cards face down and 1 card face up, and 6 of which contain 4 cards face down and 1 card face up, for a total of 54 cards, and :complete is an (initially) empty vector of completed sets of ace-king (represented as, for example, king-hearts, for printing purposes). The remainder of the undealt deck should be saved in a ref (def deck (ref seq)) During the game, a tableau may contain, for example: (struct-map tableau :stacks [[AH 2C KS ...] [6D QH JS ...] ... ] :complete [KC KS]) where "AH" is a card containing {:rank :ace :suit :hearts :face-up false}, etc. How can I write a function to deal the stacks and then save the remainder in the ref?

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  • A question about writing a background/automatic/silent downloader/installer for an app in C#.

    - by Mike Webb
    Background: I have a main application that needs to be able to go to the web and download DLL files associated with it (ones that we write, located on our server). It really needs to be able to download these DLL files to the application folder in "C:\Program Files\". In the past I have used System.Net.WebClient to download whatever files I wanted from the web. The Issue I have had a lot of trouble downloading data in the past and saving to files on a user's hard drive. I get many reports of users saying that this does not work and it is generally because of user rights issues in the program. In the cases where it was an issue with program user rights every user could go to the exact file location on the web, download it, and then save it to the right place manually. I want this to work like all the other programs I have seen download/install in this fassion (i.e. Firefox Pluign Updates, Flash Player, JAVA, Adobe Reader, etc). All of these work without a hitch. The Question Is there some code I need to use to give my downloader program special rights to the Program Files folder? Can I even do this? Is there a better class or library that I should use? Is there a different approach to downloading files I should take, such as using threads or something else to download data? Any help here is appreciated. I want to try to stay away from third-party apps/libraries if at all possible, other than Microsoft of course, due to licensing issues, but still send any suggestions my way. Again, other programs seem to have the rights issues and download capability figured out. I want this same capability.

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  • Flash won't load, embed error?

    - by Adrian M.
    Hello, I want to know why the flash movie in the header located here: http://www.dolphintemplate.com/demo/dolphin7/index.php?skin=dt_firestarter_red only loads in Firefox but NOT in IE and Chrome.. The flash movie resides in a iframe, this is the code of the iframe: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" > <head> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" /> <title>header</title> </head> <body bgcolor="#000000" topmargin="0" leftmargin="0" marginwidth="0" marginheight="0"> <object data="header.swf" type="application/x-shockwave-flash" id="myflash" width="988" height="240"> <param name="movie" value="header.swf" /> <param name="bgcolor" value="#000000" /> <param name="height" value="988" /> <param name="width" value="240" /> <param name="quality" value="high" /> <param name="menu" value="false" /> <param name="allowscriptaccess" value="samedomain" /> <p>Adobe <a href="http://get.adobe.com/flashplayer/">Flash Player</a> is required to view this content.</p> </object> </body> </html> Thanks.

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  • Effective Method to Manage and Search Through 100,000+ Objects Instantly? (C#)

    - by Kirk
    I'm writing a media player for enthusiasts with large collections (over 100,000 tracks) and one of my main goals is speed in search. I would like to allow the user to perform a Google-esque search of their entire music collection based on these factors: Song Path and File Name Items in ID3 Tag (Title, Artist, Album, etc.) Lyrics What is the best way for me to store this data and search through it? Currently I am storing each track in an object and iterating over an array of these objects checking each of their variables for string matches based on given search text. I've run into problems though where my search is not effective because it is always a phrase search and I'm not sure how to make it more fuzzy. Would an internal DB like SQLlite be faster than this? Any ideas on how I should structure this system? I also need playlist persistence, so that when they close the app and open the app their same playlist loads immediately. How should I store the playlist information so it can load quickly when the application starts? Currently I am JSON encoding the entire playlist, storing it in a text file, and reading it into the ListView at runtime, but it is getting sluggish over 20,000 tracks. Thanks!

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  • Game architecture: modeling different steps/types of UI

    - by Sander
    I have not done any large game development projects, only messed around with little toy projects. However, I never found an intuitive answer to a specific design question. Namely, how are different types/states of UI modeled in games? E.g. how is a menu represented? How is it different from a "game world" state (let's use an FPS as an example). How is an overlaid menu on top of a "game world" modeled? Let's imagine the main loop of a game. Where do the game states come into play? It it a simple case-by-case approach? if (menu.IsEnabled) menu.Process(elapsedTime); if (world.IsEnabled) world.Process(elapsedTime); if (menu.IsVisible) menu.Draw(); if (world.IsVisible) world.Draw(); Or are menu and world represented somewhere in a different logic layer and not represented at this level? (E.g. a menu is just another high-level entity like e.g. player input or enemy manager, equal to all others) foreach (var entity in game.HighLevelEntities) entity.Process(elapsedTime); foreach (var entity in game.HighLevelEntities) entity.Draw(elapsedTime); Are there well-known design patterns for this? Come to think of it, I don't know any game-specific design patterns - I assume there are others, as well? Please tell me about them.

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  • mediaelement.js play/pause on click controls don't work

    - by iKode
    I need to play and pause the video player if any part of the video is clicked, so I implemented something like: $("#promoPlayer").click(function() { $("#promoPlayer").click(function() { if(this.paused){ this.play(); } else { this.pause(); } }); ...but now the controls of the video won't pause/play. You can see it in action here(http://175.107.134.113:8080/). The video is the second slide on the main carousel at the top. I suspect I'm now getting 2 onclick events one from my code above and a second on the actual pause/play button. I don't understand how the actual video controls work, because when I inspect the element, I just see a tag. If I could differentiate the controls, then perhaps I might have figured out a solution by now. Anyone know how I should have done this, or is my solution ok. If my solutions ok, how do I intercept a click on the control, so that I only have one click event to pause / play? If you look on the media element home page, they have a big play button, complete with mouseOver, but I can't see how they have done that? Can someone else help?

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  • How to eliminate tearing from animation?

    - by MusiGenesis
    I'm running an animation in a WinForms app at 18.66666... frames per second (it's synced with music at 140 BPM, which is why the frame rate is weird). Each cel of the animation is pre-calculated, and the animation is driven by a high-resolution multimedia timer. The animation itself is smooth, but I am seeing a significant amount of "tearing", or artifacts that result from cels being caught partway through a screen refresh. When I take the set of cels rendered by my program and write them out to an AVI file, and then play the AVI file in Windows Media Player, I do not see any tearing at all. I assume that WMP plays the file smoothly because it uses DirectX (or something else) and is able to synchronize the rendering with the screen's refresh activity. It's not changing the frame rate, as the animation stays in sync with the audio. Is this why WMP is able to render the animation without tearing, or am I missing something? Is there any way I can use DirectX (or something else) in order to enable my program to be aware of where the current scan line is, and if so, is there any way I can use that information to eliminate tearing without actually using DirectX for displaying the cels? Or do I have to fully use DirectX for rendering in order to deal with this problem? Update: forgot a detail. My app renders each cell onto a PictureBox using Graphics.DrawImage. Is this significantly slower than using BitBlt, such that I might eliminate at least some of the tearing by using BitBlt?

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  • [C++] Multiple inclusion in multiple files

    - by Amumu
    Hi everyone, I am making a small game. In BattleRecord.h: #ifndef _CHARACTER_H_ #define _CHARACTER_H_ #include "Character.h" #endif class BattleRecord { public: Character Attacker; Character Defender; Status status; int DamageDealt; int GoldEarned; int ExpGained; }; In Character.h: #ifndef _EQUIPMENT_H_ #define _EQUIPMENT_H_ #include "Equipment.h" #endif class BattleRecord; class Character { BattleRecord AttackEnemy(Character &Enemy); } In BattleRecord.h: #ifndef _CHARACTER_H_ #define _CHARACTEr_H_ #include "Character.h" #endif #ifndef _BATLE_RECORD_H_ #define _BATLE_RECORD_H_ #include "BattleRecord.h" #endif class GUI { public: //GUI Methods, and two of these: void ViewStats(Character &Player); void Report(BattleRecord Record) } The problem here is, my Character.h and BattleRecord.h need to include each other, and this definitely will cause multiple redefinition problem. Therefore, I used forward declaration in Character.h by adding: class BattleRecord; The problem is sovled. But then, the GUI.h needs BattleRecord.h again for reporting the battle, so I have to include BattleRecord.h into the GUI.h. I also have to include the Character.h in order to pass into the ViewStat function. I got error and stuck with this up to this piont.

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  • SQL Query to return maximums over decades

    - by Abraham Lincoln
    My question is the following. I have a baseball database, and in that baseball database there is a master table which lists every player that has ever played. There is also a batting table, which tracks every players' batting statistics. I created a view to join those two together; hence the masterplusbatting table. CREATE TABLE `Master` ( `lahmanID` int(9) NOT NULL auto_increment, `playerID` varchar(10) NOT NULL default '', `nameFirst` varchar(50) default NULL, `nameLast` varchar(50) NOT NULL default '', PRIMARY KEY (`lahmanID`), KEY `playerID` (`playerID`), ) ENGINE=MyISAM AUTO_INCREMENT=18968 DEFAULT CHARSET=latin1; CREATE TABLE `Batting` ( `playerID` varchar(9) NOT NULL default '', `yearID` smallint(4) unsigned NOT NULL default '0', `teamID` char(3) NOT NULL default '', `lgID` char(2) NOT NULL default '', `HR` smallint(3) unsigned default NULL, PRIMARY KEY (`playerID`,`yearID`,`stint`), KEY `playerID` (`playerID`), KEY `team` (`teamID`,`yearID`,`lgID`) ) ENGINE=MyISAM DEFAULT CHARSET=latin1; Anyway, my first query involved finding the most home runs hit every year since baseball began, including ties. The query to do that is the following.... select f.yearID, f.nameFirst, f.nameLast, f.HR from ( select yearID, max(HR) as HOMERS from masterplusbatting group by yearID )as x inner join masterplusbatting as f on f.yearID = x.yearId and f.HR = x.HOMERS This worked great. However, I now want to find the highest HR hitter in each decade since baseball began. Here is what I tried. select f.yearID, truncate(f.yearid/10,0) as decade,f.nameFirst, f.nameLast, f.HR from ( select yearID, max(HR) as HOMERS from masterplusbatting group by yearID )as x inner join masterplusbatting as f on f.yearID = x.yearId and f.HR = x.HOMERS group by decade You can see that I truncated the yearID in order to get 187, 188, 189 etc instead of 1897, 1885,. I then grouped by the decade, thinking that it would give me the highest per decade, but it is not returning the correct values. For example, it's giving me Adrian Beltre with 48 HR's in 2004 but everyone knows that Barry Bonds hit 73 HR in 2001. Can anyone give me some pointers?

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  • Get location of element you just pushed into vector C++

    - by Satchmo Brown
    I am curious about how pushing back into a vector works. I want a way to push back an element and then be able to add it's location in the vector to a double array serving as a type of map. Something like this: // Create a bomb Bomb b; b.currentTime = SDL_GetTicks(); b.explodeTime = SDL_GetTicks() + 3000; b.owner = player; b.power = 2; b.x = x; b.y = y; bombVec.push_back(b); bombs[y][x] = THIS_IS_WHAT_I_WANT; This way when I explode the bomb, I can check the map and then have an ID in the vector to deal with. Every non bomb square will have a -1. Also, just curious. Imagine I have 3 elements in a vector. I delete the second one and then add another. Does the new element go in the same location as the one that was deleted? Thanks!

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  • How to seek to a specific time in a RTP stream?

    - by Cipi
    I am streaming a prerecorded H264 video that has the following structure: [I] [x] [x] [x] [I] [x] [x] [x] [I]... In between the IDR (I-s in my structure) I have 32 (only 3 presented here) other frames (all other stuff that is not IDR like SEI, SPS, PPS... X-es) Now, let assume that the timing of my frames is such: TIME: 1 2 3 4 5 6 7 8 9 FRAME: [I] [x] [x] [x] [I] [x] [x] [x] [I]... Now i want to seek to the time 4. If I seek to that frame, and send it, the picture gets messed up because the decoder needs a IDR to decode it properly, so I resorted to finding the appropriate IDR (in this case one with the time 1) and sending it as the frame with the time 4. So now the picture is decoded properly, all is well... but... If my GOV is 32, and I need to send the non IDR frame that has the index 31, and if the time span between it and the corresponding IDR is 3 seconds, I actually get 3 seconds earlier then the time I want. Now, this is not precise, because I cannot seek to the half of the GOV time span. Also, I cant set smaller GOV, so I want other ideas... My other idea was to send the last known IDR, and then send all other non IDR frames that come before the one I want, only I would set for all of them RTP-TIME to be the same as the corresponding IDR. In this case the picture gets decoded perfectly, but now in the above case, 3 seconds that follow non IDR frame with the wanted time get fast paced in the decoder/player (there is no instantaneous seek)... Any ideas? Or I can only seek to IDR-s and not the frames in between?

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  • Two part question about submitting bluetooth-enabled apps for the iPhone

    - by Kyle
    I have a couple questions about submitting blue-tooth enabled apps on the iPhone. I want to first say that bluetooth is merely an option in the application. The application does not completely rely on bluetooth as there are many modes the user can go in. First, do they require you to have the "peer-peer" key set in UIRequiredDeviceCapabilities even if bluetooth interface options can be disabled or hidden for non-bluetooth enabled devices? Basically, it's just an OPTION in the game and there are many other modes the player can play.. Does Apple not allow you to do that? I'm just curious, because it seems like something they would do. Adding to that, how do you check for it's functionality at runtime? In essence, how do you check UIRequiredDeviceCapabilities at runtime. I'm aware of checking iPhone device types, so would that be a proper way of going about it? I'm also sort of unaware which devices can run bluetooth gamekit, there doesn't seem to be a proper reference at the SDK site, or I'm unable to find it. Thanks for reading! [edit] I can confirm the existance of somebody rejected for submitting a bluetooth enabled app which didn't work on a iPhone 2G.. Of course, they didn't say if that was the MAIN function of the app, though.

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  • loading a href's content into a shadowbox using .load() HELP!!!

    - by kielie
    <script type="text/javascript"> $(function() { $('#wp-calendar a').click(function(event) { event.preventDefault(); var url = $(this).attr('href') + ' #content'; var loaded = Shadowbox.load(url); Shadowbox.open({ content: loaded, player: "html", title: "<?php the_title(); ?>", height: 300, width: 470, }); }); }); </script> That is the code I am using to try and display content in a shadowbox, I am using the default wordpress calendar and with jQuery/AJAX (if I am not mistaken) adding this click event to every link in the calendar, so that when a link is clicked, the content is loaded and displayed in a shadowbox instead of opening on a new page. When I click on one of the links all I get inside of the shadowbox is "undefined". As I am sure you can see in my code, I am still very new to this, so any help or pointers would be appreciated. Thanx in advance!

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  • How can I generate an "unlimited" world?

    - by snowlord
    I would like to create a game with an endless (in reality an extremely large) world in which the player can move about. Whether or not I will ever get around to implement the game is one matter, but I find the idea interesting and would like some input on how to do it. The point is to have a world where all data is generated randomly on-demand, but in a deterministic way. Currently I focus on a large 2D map from which it should be possible to display any part without knowledge about the surrounding parts. I have implemented a prototype by writing a function that gives a random-looking, but deterministic, integer given the x and y of a pixel on the map (see my recent question about this function). Using this function I populate the map with "random" values, and then I smooth the map using a simple filter based on the surrounding pixels. This makes the map dependent on a few pixels outside its edge, but that's not a big problem. The final result is something that at least looks like a map (especially with a good altitude color map). Given this, one could maybe first generate a coarser map which is used to generate bigger differences in altitude to create mountain ranges and seas. Anyway, that was my idea, but I am sure that there exist ways to do this already and I also believe that given the specification, many of you can come up with better ideas. EDIT: Forgot the link to my question.

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  • Flex profiling - what is [enterFrameEvent] doing?

    - by Herms
    I've been tasked with finding (and potentially fixing) some serious performance problems with a Flex application that was delivered to us. The application will consistently take up 50 to 100% of the CPU at times when it is simply idling and shouldn't be doing anything. My first step was to run the profiler that comes with FlexBuilder. I expected to find some method that was taking up most of the time, showing me where the bottleneck was. However, I got something unexpected. The top 4 methods were: [enterFrameEvent] - 84% cumulative, 32% self time [reap] - 20% cumulative and self time [tincan] - 8% cumulative and self time global.isNaN - 4% cumulative and self time All other methods had less than 1% for both cumulative and self time. From what I've found online, the [bracketed methods] are what the profiler lists when it doesn't have an actual Flex method to show. I saw someone claim that [tincan] is the processing of RTMP requests, and I assume [reap] is the garbage collector. Does anyone know what [enterFrameEvent] is actually doing? I assume it's essentially the "main" function for the event loop, so the high cumulative time is expected. But why is the self time so high? What's actually going on? I didn't expect the player internals to be taking up so much time, especially since nothing is actually happening in the app (and there are no UI updates going on). Is there any good way to find dig into what's happening? I know something is going on that shouldn't be (it looks like there must be some kind of busy wait or other runaway loop), but the profiler isn't giving me any results that I was expecting. My next step is going to be to start adding debug trace statements in various places to try and track down what's actually happening, but I feel like there has to be a better way.

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  • HTML5 audio object doesn't play on iPad (when called from a setTimeout)

    - by Dan Halliday
    I have a page with a hidden <audio> object which is being started and stopped using a custom button via javascript. (The reason being I want to customise the button, and that drawing an audio player seems to destroy rendering performance on iPad anyway). A simplified example (in coffeescript): // Works fine on all browsers constructor: (@_button, @_audio) -> @_button.on 'click', @_play // Bind button's click event with jQuery _play: (e) => @_audio[0].play() // Call play() on audio element The audio plays fine when triggered from a function bound to a click event, but I actually want an animation to complete before the file plays so I put .play() inside a setTimeout. However I just can't get this to work: // Will not play on iPad constructor: (@_button, @_audio) -> @_button.on 'click', @_play // Bind button's click event with jQuery _play: (e) => setTimeout (=> // Declare a 300ms timeout @_audio[0].play() // Call play() on audio element ), 300 I've checked that @_audio (this._audio) is in scope and that its play() method exists. Why doesn't this work on iPad?

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  • Jquery number of clicks record

    - by Maxime
    Hi, I am working on this page where I'm using a Jquery Mp3 Player (Jplayer) with its playlist. What I want to do is very simple in theory: I want to record the number of clicks for every playlist element. When someone enters the page, his number of clicks are at 0 for every element. The visitor can click a few times on element #1, then go to element #2 (which will be at 0), then come back to element #1 and the number of clicks must be saved. We don't need to save it for next visits. Jplayer has this function that loads each time a new playlist element is being loaded: function playListChange( index ) In which every element has its own ID dynamically updated: myPlayList[index].song_id Here's my code: function playListChange( index ) { var id = myPlayList[index].song_id; if(!o) { var o = {}; } if(!o[id]) { o[id] = 0; } alert(o[id]); … $("#mydiv").click { o[id] = o[id]+1; } … But o[id] is reset every time and the alert always show 0. Why? Thanks for any reply.

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  • How to deal with forward declaration / #import in Cocoa Touch (Objective-C cross C++) correctly?

    - by unknownthreat
    I am trying to write this header file: //@class AQPlayer; //#import "AQPlayer.h" @interface AQ_PWN_iPhoneViewController : UIViewController { AQPlayer* player; } @end AQPlayer is a .mm file written in C++. I tried to make a class forward declaration here, but it complains to me: error: cannot find interface declaration for 'AQPlayer' So I tried to "#import" the header file instead, but it complains something completely off and weird. Here's a slice of the error complained: In file included from /Users/akaraphan/Desktop/SpecialTopic1/AQ_PWN_iPhone/Classes/AQPlayer.h:51, from /Users/akaraphan/Desktop/SpecialTopic1/AQ_PWN_iPhone/Classes/AQ_PWN_iPhoneViewController.h:12, from /Users/akaraphan/Desktop/SpecialTopic1/AQ_PWN_iPhone/Classes/AQ_PWN_iPhoneAppDelegate.m:10: /Developer/Examples/CoreAudio/PublicUtility/CAStreamBasicDescription.h:78: error: expected '=', ',', ';', 'asm' or '__attribute__' before 'CAStreamBasicDescription' /Developer/Examples/CoreAudio/PublicUtility/CAStreamBasicDescription.h:230: error: expected '=', ',', ';', 'asm' or '__attribute__' before '<' token /Developer/Examples/CoreAudio/PublicUtility/CAStreamBasicDescription.h:231: error: expected '=', ',', ';', 'asm' or '__attribute__' before '==' token /Developer/Examples/CoreAudio/PublicUtility/CAStreamBasicDescription.h:233: error: expected '=', ',', ';', 'asm' or '__attribute__' before '!=' token /Developer/Examples/CoreAudio/PublicUtility/CAStreamBasicDescription.h:234: error: expected '=', ',', ';', 'asm' or '__attribute__' before '<=' token /Developer/Examples/CoreAudio/PublicUtility/CAStreamBasicDescription.h:235: error: expected '=', ',', ';', 'asm' or '__attribute__' before '>=' token /Developer/Examples/CoreAudio/PublicUtility/CAStreamBasicDescription.h:236: error: expected '=', ',', ';', 'asm' or '__attribute__' before '>' token /Developer/Examples/CoreAudio/PublicUtility/CAStreamBasicDescription.h:239: error: expected ';', ',' or ')' before '&' token Am I missing something? Can't I do a forward declaration for this?

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  • Embed URL from variable in HTML file in Rails application

    - by TejasM
    hi, I have a doubt which might be silly for experience Rails developers. I am creating an application which is suppose to embed a video player with URL passed to it. So while displaying i.e in XXX.html.erb file i am writting below code. Now problem is @movie.trailer is my variable in ruby code which has URL value . I want the embedded video to load with URL given by this variable value. Any suggestion how am i suppose to place the value of Ruby variable(@movie.trailer) in part. <object width="425" height="344"> <param name="movie" value="<% @movie.trailer %>"> </param><param name="allowFullScreen" value="true"> </param><param name="allowscriptaccess" alue="always"> </param><embed src="<% @movie.trailer %>" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> Note :- This code is working perfectly fine if i statically give value of URL. Please help

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  • Integer Extensions - 1st, 2nd, 3rd etc [closed]

    - by David Schiefer
    Possible Duplicate: NSNumberFormatter and ‘th’ ‘st’ ‘nd’ ‘rd’ (ordinal) number endings Hello, I'm building an application that downloads player ranks and displays them. So say for example, you're 3rd out of all the players, I inserted a condition that will display it as 3rd, not 3th and i did the same for 2nd and 1st. When getting to higher ranks though, such as 2883rd, it'll display 2883th (for obvious reasons) My question is, how can I get it to reformat the number to XXX1st, XXX2nd, XXX3rd etc? To show what I mean, here's how I format my number to add a "rd" if it's 3 if ([[container stringByTrimmingCharactersInSet:[NSCharacterSet whitespaceAndNewlineCharacterSet]] isEqualToString:@"3"]) { NSString*badge = [NSString stringWithFormat:@"%@rd",[container stringByTrimmingCharactersInSet:[NSCharacterSet whitespaceAndNewlineCharacterSet]]]; NSString*scoreText = [NSString stringWithFormat:@"ROC Server Rank: %@rd",[container stringByTrimmingCharactersInSet:[NSCharacterSet whitespaceAndNewlineCharacterSet]]]; profile.badgeValue = badge; rank.text = scoreText; } I can't do this for every number up to 2000 (there are 2000 ranks in total) - what can I do to solve this problem?

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