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  • XNA VertexBuffer.SetData performance suggestions

    - by CodeSpeaker
    I have a 3d world in a grid layout where each grid cell contains its separate vertex and index buffer for the mesh/terrain of that cell. When the player moves outside the boundaries of his cell, i dynamically load more cells in his walking direction based on his viewing distance. This triggers x number of vertex and indexbuffer initializations depending on how many cells that needs to be generated and causes the framerate to drop annoyingly during this time. The generation of terrain data is handled in a separate thread and runs smoothly. The vertex and index buffers are added during the update cycle of the game loop. I´ve tried batching the number of cells to be processed to avoid sending too much data at once into the buffers, which worked ok at a shorter viewing distance (about 9 cells to process), but not as well at greater distances with around 30 cells to process. Any idea how i can optimize this?

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  • Is it possible to save output from a command to a file subsequent the command already has been executed?

    - by NES
    Does an elegant way exists to save the output of a command subsequent to a file as long as the terminal window is open? I mean once the command has been executed in the terminal. The output is still there in terminal. Now i could copy & paste all the lines and save it to a file. But perhaps does a method exist to somehow write the output buffer of a terminal window to a file or even better the output of an already executed command?

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  • OpenGL ES 2.0. Sprite Sheet Animation

    - by Project Dumbo Dev
    I've found a bunch of tutorials on how to make this work on Open GL 1 & 1.1 but I can't find it for 2.0. I would work it out by loading the texture and use a matrix on the vertex shader to move through the sprite sheet. I'm looking for the most efficient way to do it. I've read that when you do the thing I'm proposing you are constantly changing the VBO's and that that is not good. Edit: Been doing some research myself. Came upon this two Updating Texture and referring to the one before PBO's. I can't use PBO's since i'm using ES version of OpenGL so I suppose the best way is to make FBO's but, what I still don't get, is if I should create a Sprite atlas/batch and make a FBO/loadtexture for each frame of if I should load every frame into the buffer and change just de texture directions.

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  • What file formats and conventions should I support to make my game engine artist-friendly?

    - by Avi
    I'm writing a game engine, and I want to know what I should do to make it more artist-friendly. I don't want to be too limiting in terms of what file formats I support, etc. Some specific questions: Are there specific formats artists like to model in? Does it not matter because the 3D modeler abstracts the data storage away? Is it okay if I don't support per-vertex coloration in my game engine? If I have to store a diffuse, specular, ambient, and emissive color value for each vertex, it doubles the size of vertices in the buffer. Is it reasonable to ask artists to do all these things in textures / maps? Any other tips you have about making it so that artists have to adapt their style to my specific engine as little as possible would be nice.

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  • Looking for parallel programming problem

    - by Chris Lieb
    I am trying to come up with a problem that is easily solvable in a parallel manner and that requires communication between threads for a test. I also am trying to avoid problems that require require random waits, which rules out dining philosophers and producer-consumer (bounded buffer), two of the classics. My goal is for the student to be able to write the program in less than 20-30 minutes in front of a computer not knowing of the problem beforehand. (This is to prevent preparation more than to come up with something novel.) I am trying to stress the communication aspect of the program, though the multi-threaded nature is also important. Does anyone have some ideas? Edit: I'm using Google Go for the language and testing comprehension of the goroutines/channels combo vs an actors library that I authored.

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  • Particle system lifetimes in OpenGL ES 2

    - by user16547
    I don't know how to work with my particle's lifetimes. My design is simple: each particle has a position, a speed and a lifetime. At each frame, each particle should update its position like this: position.y = position.y + INCREMENT * speed.y However, I'm having difficulties in choosing my INCREMENT. If I set it to some sort of FRAME_COUNT, it looks fine until FRAME_COUNT has to be set back to 0. The effect will be that all particles start over at the same time, which I don't want to happen. I want my particles sort of live "independent" of each other. That's the reason I need a lifetime, but I don't know how to make use of it. I added a lifetime for each particle in the particle buffer, but I also need an individual increment that's updated on each frame, so that when PARTICLE_INCREMENT = PARTICLE_LIFETIME, each increment goes back to 0. How can I achieve something like that?

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  • How do I connect the seams between my terrain?

    - by gnomgrol
    I'm using c++ and D3D11 and I'm trying to create a (pretty) large terrain, lets say 4096x4096, maybe larger. I've got the basics of terrain creation and already split it up into chunks. But, when I'm rendering them (every chunk has its own vertex and index buffer, as well as its own heightmap), there are still little pieces missing between them. I read a lot about LOD(Level Of Detail) and GMM(Geometry Mipmap), but I can't really implement the theory I read. At the moment, it looks like this: I could really use some help, everything is welcome. If you have some good tutorials on any of this, please share them.

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  • How to update a mesh position base on a pressed key?

    - by steven166
    I have a mesh loaded from a file, like a tiger mesh. At the first time it locates at A position, then if I press a left key, it will moves to B position but the problem is if I press a left key one more time, it will move from B position to C position. It means that the amount I want to move the mesh will base on the current position instead of the first time rendering position. I can do it if I have a array vertices then I just update the vertex buffer, but a mesh loaded from a file does not have an array vertices, so how to do it? Anybody help me, please?

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  • Depth Map resolution shifting

    - by user3669538
    the problem is with shadow mapping as you can see, actually it works fine but in a certain condition that the Depth Map size must be equal to the size of rendering buffer, I use an infinite directional light so if the window is 800x600 the depth map must be 800x600, and when i change the size of the shadow map to be 900x600 it starts to be shifted and when it's size be 1024x1024 it also shifts till it disappears the GLSL shadow function float calcShadow(sampler2D Dmap, vec4 coor){ vec4 sh = vec4((coor.xyz/coor.w),1); sh.z *= 0.9; return step(sh.z,texture2D(Dmap,sh.xy).r); } here's the result when it's the same size as the window Colored result & Depth Map and here's the shifted result, as you can notice the depth map is exactly as the previous one with the addition of white space to the right. Colored result http://goo.gl/5lYIFV Depth Map http://goo.gl/7320Dd

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  • When should I clear an auxilliary render target?

    - by Raptormeat
    I'm using a few different render targets in my game in addition to the back buffer. These other render targets are only used in a few places, for specific tasks. I'm wondering when I should be clearing them. Right now I clear all of my render targets at the beginning of the frame, and it seems like I'm waiting for all the textures to clear before the rest of the drawing gets underway. Would it be more efficient to clear these textures later in the frame, when they aren't being used? Is there any hope of the GPU sort of clearing them "on the side" while unrelated rendering is happening? Or are these tasks always sequential and will I always need to wait for clearing?

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  • Is there a single book that covers the breadth of computer science fundamentals? [closed]

    - by superFoo
    When I did my undergraduate studies in elecrical engineering, there was this book called "Basic Electricity" by Van Valkenburgh. If you read that book cover to cover, your fundamentals in electrical engineering would be bulletproof. I would recommend it all my juniors and I absolutely loved it. Is there such a book in the field of computer science? I am not so concerned about the algorithms. I am looking more into something that tells me how does everything work beneath the covers. TCPIP, memory management, DNS, routing, SSL, buffer, queuing etc.

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  • SLOB: ?????????????

    - by katsumii
    Oracle DB????????????????????????????Introducing SLOB – The Silly Little Oracle Benchmark « Kevin Closson's Blog: Platforms, Databases and StorageSLOB supports testing Oracle logical read (SGA buffer gets) scalingSLOB supports testing physical random single-block reads (db file sequential read)SLOB supports testing random single block writes (DBWR flushing capacity)SLOB supports testing extreme REDO logging I/O????????????????Oracle?????????Swingbench ??????????IPC Semaphore?????C???????????????????Windows???????????Cygwin??????????????????????????????SwingbenchSwingbench can be used to demonstrate and test technologies such as Real Application Clusters, Online table rebuilds, Standby databases, Online backup and recovery etc.???????I/O?????????????????Oracle ORION DownloadsORION (Oracle I/O Calibration Tool) is a standalone tool for calibrating the I/O performance for storage systemsSLOB ??????????????????????????? 

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  • Common Access Card (CAC) Authentication Using Java

    - by Paul
    I'm bascially looking for someplace to start learning how to interface with a government CAC card using java. Ultimately, my goal is to find out how to use CAC card authentication (by PIN number) to authorize access to a website hosted using a Tomcat/J2EE server. But I'll need somewhere to start. So I figure I'd start by writing a small java program to simply read the CAC card information from the CAC card which is inserted into a card reader on my keyboard (DELL keyboard with CAC reader above the numeric keypad). By searching google, I found the cacard java project (https://cacard.dev.java.net/) which was replaced by the OpenSSO project. But I can't seem to find sample code of how to use it to connect to a card, read from a card, etc. Does anyone know where I can find some sample code so that I can start learning how to interact with a CAC card using java? Thanks EDIT: After researching more, I was thinking, would I be able to just set clientAuth="true" in the connector element in the server.xml file? http://tomcat.apache.org/tomcat-6.0-doc/ssl-howto.html clientAuth: Set this value to true if you want Tomcat to require all SSL clients to present a client Certificate in order to use this socket.

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  • Android app resets on orientation change, best way to handle?

    - by Anthony Westover
    So I am making a basic chess app to play around with some various elements of android programming and so far I am learning a lot, but this time I am lost. When the orientation of the emulator changes the activity gets reset. Based on my research the same thing will happen anytime the application is paused/interrupted, ie. keyboard change, phone call, hitting the home key etc. Obviously, it is not viable to have a chess game constantly reset, so once again I find myself needing to learn how to fix this problem. My research brings up a few main things, overriding the onPaused method in my Activity, listening for Orientation, Keyboard changes in my manifest (via android:configChanges), using Parcelables, or Serialization. I have looked up a lot of sample code using Pacelables, but to be honest it is too confusing. Maybe coming back tomorrow with fresh eyes will be beneficial, but right now the more I look at Parcelables the less sense it makes. My application utilizes a Board object, which has 64 Cell Objects(in an 8x8 2D array), and each cell has a Piece Object, either an actual piece or null if the space is empty. Assuming that I use either Parcelable or Serialization I am assuming that I would have to Parcelize or Serialize each class, Board, Cell, and Piece. First and foremost, is Parcelable or Serialization even the right thing to be looking at for this problem? If so is either Parcelable or Serializable preferred for this? And am I correct in assuming that each of the three objects would have to be Parceled/Serialized? Finally, does anybody have a link to a simple to understand Parcelable tutorial? Anything to help me understand, and stop further headaches down the road when my application expands even further. Any help would be appreciated.

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  • UISearchBar delegate not called when used as UINavigationBar titleVIew?

    - by phooze
    I have a UITableViewController that I have specified as a UISearchBarDelegate. Up until now, I had programmatically added the UISearchBar to the headerView of the table, and there were no problems. I began to run out of screen real estate, so I decided to kill my normal UINavigationController title (which was text), and added the following code, moving my SearchBar from the table to the UINavigationBar: // (Called in viewDidLoad) // Programmatically make UISearchBar UISearchBar *tmpSearchBar = [[UISearchBar alloc] initWithFrame:CGRectMake(0,0,320,45)]; tmpSearchBar.delegate = self; tmpSearchBar.showsCancelButton = YES; tmpSearchBar.autocorrectionType = UITextAutocorrectionTypeNo; tmpSearchBar.autocapitalizationType = UITextAutocapitalizationTypeNone; [self set_searchBar:tmpSearchBar]; [tmpSearchBar release]; self.navigationItem.titleView = [self _searchBar]; This code works as expected - my UINavigationBar is now a UISearchBar. However, my delegate method: /** Only show the cancel button when the keyboard is displayed */ - (void) searchBarDidBeginEditing:(UISearchBar*) lclSearchBar { lclSearchBar.showsCancelButton = YES; } ...is no longer being called. I've breakpointed, and I've confirmed that the UISearchBar's delegate is indeed self, the view controller. Oddly, this delegate method is still called just fine: /** Run the search and resign the keyboard */ - (void) searchBarSearchButtonClicked:(UISearchBar *)lclSearchBar { _deepSearchRan = NO; [self runSearchForString:[[self _searchBar] text] isSlowSearch:NO]; [lclSearchBar resignFirstResponder]; } Any ideas why UINavigationBar is swallowing my delegate calls?? What am I missing?

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  • Reverse engineering and patching a DirectX game?

    - by yodaj007
    Background I am playing Imperishable Night, one of the Touhou series of games. The shoot button is 'z', moving slower is 'shift', and the arrow keys move. Unfortunately for me, using shift-z ghosts my right arrow key, so I can't move to the right while shooting. This ghosting happens in all applications, and switching keyboards fixes it. Goal I want to locate in the disassembled code the directx function that gets the keyboard input and compares it against the 'z' key, and change that key to 'a'. I'm considering this a fun project. Assuming the size of the scan codes are the same, this should be fairly simple. And because the executable is only 400k, maybe this will provide a unique opportunity for me to explore the dark side of the computing underworld (kidding). Relevant experience I have some experience with coding in assembly, but not in the disassembly of such. I have no experience with the DirectX apis. Question I need some guidance. I've found a listing of directx keyboard scan codes, and a program called PEExplorer that looks like it will do what I need. Is there a means by which I can turn some of the assembly with C function calls so it's more easily read? I will need to locate where the game retrieves the currently pressed keys, compares those against a list, and it's that list I need to modify. Any input would be greatly appreciated.

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  • Regex to extract this semi formatted data

    - by Codygman
    Alright, I can't quite figure out how to do this. Given the following text: Roland AX-1: /start Roland's AX-1 strap-on remote MIDI controller has a very impressive 45-note velocity sensitive keyboard, and has switchable velocity curves, goes octave up/down, transpose, split/layering zones, and has fun tempo control for sequencers and more. Roland's AX-1 comes with a built-in GS control for total MIDI control of GM/GS synths. Its "Expression Bar" can control pitch and mod via an almost ribbon-like controller. It's also the newest and most advanced remote controller for your synths or midi modules. /end Roland AX-7: /start Roland's AX-7 builds on the infamous Roland AX-1 design. You just strap it on and put it to the front of the stage. Offering several controllers, such as: a D-Beam, then you can open the door to amazing live performance. 7-segment LED display, larger patch memory (Around 128 patches with MIDI data backup), and comes with GM2/GS compatibility make it extra easy to use. The 45-note, velocity-sensitive keyboard. 5 realtime controllers including a data entry knob, touch controller knob, opression bar, a hold button, and D-Beam. 128 patches with MIDI data backup. 2 MIDI zones. /end I'm trying to use the following: /^([\w\d \-]*):\s\s\s\s^\/start([^\:]*)\/end$/im You can see on rubular here: http://rubular.com/r/BVRRHsnWdp Thanks for any help. I guess i'm trying to match blocks of text until I hit the next title which always ends with a :$

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  • Remove clear button (grey x) to the right of UISearchBar when cancel button tapped

    - by David Foster
    Right, to begin my question, here's some screenies of the problem already solved by the Spotify app: Spotify's Step 1: Standard UISearchBar not in editing mode. Spotify's Step 2: UISearchBar now in editing mode. Search term entered. Cancel button slides in from the right, and the clear button (grey x) appears. Spotify's Step 3: Cancel button pressed; keyboard slides out and the search bar is no longer in editing mode. Search term remains and the grey x button is now hidden. At present, the following code fires off when my cancel button is pressed: - (void)searchBarCancelButtonClicked:(UISearchBar *)searchBar { [searchBar resignFirstResponder]; [searchBar setShowsCancelButton:NO animated:YES]; } Which results in: My Step 3: Search bar now not in editing mode. Cancel button and keyboard has slid out. Search term remains but so does the grey x. So, my question is this: given that -resignFirstResponder (and -endEditing:, FYI) does not hide the grey x button when a search bar has had text entered into it, how does one hide it? Thanks again, friends.

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  • TextMate tips for Rails Development

    - by Ganesh Shankar
    Working on Rails code for a bit has started me on the spiral into obsessively customising my dev environment (I say obsessive as at the last Rails meetup I went to there was some guy who was raving about shaving milliseconds off each line of code and therefore upto half an hour a day... I hope I don't become that guy...) I spend most of my time in TextMate so it seemed like a great place to start the optimising... So far I've added a few TextMate bundles like Git Bundle, Project Plus and the theme from Railscasts. I've noticed some of the other TextMate users I've come into contact with using heaps of nifty keyboard shortcuts and other plugins to help make their dev environment more friendly. Looking around the net, I was a bit overwhelmed by the amount of shortcuts and plugins available... So I was hoping to hear from other Rails developers out there: What are some good keyboard shortcuts and plugins that I should be aware of for TextMate with specific reference to Rails Development? I've read this question on SO: http://stackoverflow.com/questions/99807/what-are-some-useful-textmate-shortcuts but I was wondering if there was something a bit more specific to Rails development.

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  • Java's Scanner class: using left- and right buttons with Bash

    - by Bart K.
    I'm not too familiar with Linux/Bash, so I can't really find the right terms to search for. Take the snippet: public class Main { public static void main(String[] args) { java.util.Scanner keyboard = new java.util.Scanner(System.in); while(true) { System.out.print("$ "); String in = keyboard.nextLine(); if(in.equals("q")) break; System.out.println(" "+in); } } } If I run it on my Linux box using Bash, I can't use any of the arrow buttons (I'm only interested in the left- and right button, btw). For example, if I type "test" and then try to go back by pressing the left button, ^[[D appears instead of my cursor going back one place: $ test^[[D I've tried the newer Console class as well, but the end result is the same. On Windows' cmd.exe shell, I don't have this problem. So, the question is: is there a way to change my Java code so that I can use the arrow keys without Bash transforming them in sequences like ^[[D but actually move the cursor instead? I'm hoping that I can solve this on a "programming level". If this is not possible, then I guess I'd better try my luck on Superuser to see if there's something I need to change on my Bash console. Thanks in advance.

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  • MS Query Analyzer / Management Studio replacement?

    - by kprobst
    I've been using SQL Server since version 6.5 and I've always been a bit amazed at the fact that the tools seem to be targeted to DBAs rather than developers. I liked the simplicity and speed of the Query Analyzer for example, but hated the built-in editor, which was really no better than a syntax coloring-capable Notepad. Now that we have Management Studio the management part seems a bit better but from a developer standpoint the tools is even worse. Visual Studio's excellent text editor... without a way to customize keyboard bindings!? Don't get me started on how unusable is the tree-based management hierarchy. Why can't I re-root the tree on a list of stored procs for example the way the Enterprise Manager used to allow? Now I have a treeview that needs to be scrolled horizontally, which makes it eminently useless. The SQL server support in Visual Studio is fantastic for working with stored procedures and functions, but it's terrible as a general ad hoc data query tool. I've tried various tools over the years but invariably they seem to focus on the management side and shortchange the developer in me. I just want something with basic admin capabilities, good keyboard support and requisite DDL functionality (ideally something like the Query Analyzer). At this point I'm seriously thinking of using vim+sqlcmd and a console... I'm that desperate :) Those of you who work day in and day out with SQL Server and Visual Studio... do you find the tools to be adequate? Have you ever wished they were better and if you have found something better, could you share please? Thanks!

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  • Getting an Android App to Show Up in the market for "Sony Internet TV"(Google TV)

    - by user1291659
    I'm having a bit of trouble getting my app to show up in the market under GoogleTV. I've searched google's official documentation and I don't believe the manifest lists any elements which would invalidate the program; the only hardware requirement specified is landscape mode, wakelock and external storage(neither which should cause it to be filtered for GTV according to the documentation) and I set the uses touchscreen elements "required" attribute to false. below is the AndroidManifest.xml for my project: <?xml version="1.0" encoding="utf-8"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.whateversoft" android:versionCode="2" android:versionName="0.1" > <uses-sdk android:minSdkVersion="8" /> <application android:icon="@drawable/ic_launcher" android:label="Color Shafted" android:theme="@style/Theme.NoBackground" android:debuggable="false"> <activity android:label="Color Shafted" android:name=".colorshafted.ColorShafted" android:configChanges = "keyboard|keyboardHidden|orientation" android:screenOrientation = "landscape"> <!-- Set as the default run activity --> <intent-filter > <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> <activity android:label="Color Shafted Settings" android:name=".colorshafted.Settings" android:theme="@android:style/Theme" android:configChanges = "keyboard|keyboardHidden"> <!-- --> </activity> </application> <!-- DEFINE PERMISSIONS FOR CAPABILITIES --> <uses-permission android:name = "android.permission.WRITE_EXTERNAL_STORAGE"/> <uses-permission android:name = "android.permission.WAKE_LOCK"/> <uses-feature android:name="android.hardware.touchscreen" android:required="false" /> <!-- END OF PERMISSIONS FOR CAPABILITIES --> </manifest> I'm about to start promoting the app after the next major release so its been kind of a bummer since I can't seem to get this to work. Any help would be appreciated, thanks in advance : )

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  • MFC Combo-Box Control is not showing the full list of items when I click the drop-down menu...

    - by shan23
    I'm coding an app in MSVS 2008, which has a ComboBox control which I initialize thru the code as below: static char* OptionString[4] = {"Opt1", "Opt2", "Opt3", "Opt4"}; BOOL CMyAppDlg::OnInitDialog() { CDialog::OnInitDialog(); // Set the icon for this dialog. The framework does this automatically // when the application's main window is not a dialog SetIcon(m_hIcon, TRUE); // Set big icon SetIcon(m_hIcon, FALSE); // Set small icon // TODO: Add extra initialization here m_Option.AddString(OptionString[0]); m_Option.AddString(OptionString[1]); m_Option.AddString(OptionString[2]); m_Option.AddString(OptionString[3]); m_Option.SetCurSel(0); return TRUE; // return TRUE unless you set the focus to a control } Now, when I build the app and click the down-arrow, the drop-down box shows the first option ONLY(since I've selected that thru my code). But, if i press down-arrow key on keyboard, it cycles thru the options in the order I've inserted, but never does it show more than 1 option in the box. So, In case an user wants to select option3, he has to cycle through options 1 and 2 !! Though once I select any option using the keyboard, the appropriate event handlers are fired, I'm miffed by this behaviour , as is understandable. I'm listing the properties of the combo-box control as well - only the properties that are true(rest are set to false): Type - Dropdown Vertical Scrollbar Visible Tabstop This has bugged me for weeks now. Can anyone pls enlighten me ?

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  • jQuery UI Dialog and Textarea Focus Issue

    - by Gimli
    I'm working on a modal comment system using jQuery and jQuery UI, but I'm having some issues with focus. I have a series of divs inside the modal to switch between Login and Add comment, as below: <div id="modal" title="Loading"> <div id="modalContent"></div> <div id="modalLogin"> <div class="loginBox"></div> <div class="addCommentBox"></div> <div class="commentReview"></div> </div> </div> Inside of the addCommentBox div, I've got the comment code: <form action="/comments/add" class="addCommentForm" name="addCommentForm" method="post"> <textarea name="content" class="addCommentContent"></textarea> <button value="Add Comment" type="submit" class="commentPost"/> <button value="Clear Comment" type="submit" id="clearComment"/> </form> The issue is that about half the time after opening the dialog the textarea inside the addCommentBox div doesn't react to keyboard inputs when selected. The mouse works correctly and will allow text to be selected, but keyboard control does nothing. I have no event listeners on the textarea. I've got some on the buttons, but they are targeting only the buttons. The only thing that happens in the HTML seems to be the fact that every time I click on the modal, the z-index increases for the overall modal div. I have set the addCommentBox div to have a z-index of 9999, greater than the z-index of the modal. Any suggestions or directions to research would be greatly appreciated. Thanks!

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  • iPhone/iPad : Check for invalid characters in a textbox made for Integers only

    - by JustinXXVII
    I noticed that the iPhone OS is pretty good about picking out Integer values when asked to. Specifically, if you use NSString *stringName = @"6("; int number = [stringName intValue]; the iPhone OS will pick out the 6 and turn the variable number into 6. However, in more complex mistypes, this also makes the int variable 6: NSString *stringName = @"6(5"; int number = [stringName intValue]; The iPhone OS misses the other digit, when what could have possibly been the user trying to enter the number 65, the OS only gets the number 6 out of it. I need a solution to check a string for invalid characters and return NO if there is anything other than an unsigned integer in a textbox. This is for iPad, and currently there is no numeric keyboard like the iPhone has, and I'm instead limited to the standard 123 keyboard. I was thinking that I need to use NSRange and somehow loop through the entire string in the textbox, and checking to see if the current character in the iteration is a number. I'm lost as far as that goes. I can think of testing it against zero, but zero is a valid integer. Can anyone help?

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