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  • How to detect collisions between sprite and a user generated shape of some sort?

    - by Huwell
    How to detect a collision between a sprite and a user generated shape of some sort. For example. There are some objects on the screen. The user takes their finger and draws an circle shape around a object (The selection rule is painting circle around the sprite, but the painting shapes may be various). I need to detect which object selected, which just like: (demo images) http://i52.tinypic.com/28h0t1g.png

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  • Photoshop 5.5 won't start after upgrading to windows 7 from vista

    - by Great Dreams
    I have photoshop 5.5 working just fine under windows vista, I upgraded my PC to windows 7 and when I start photoshop 5.5 it just hangs. I see the main screen open but nothing happens and I just get the busy sign out of the mouse pointer, with Photoshop not completing the start. I searched online and some reported the same issue and were able to solve the issue by deleting Photoshop setting or preference file. I did that, but still the issue is present.

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  • Multi-threaded JOGL Problem

    - by moeabdol
    I'm writing a simple OpenGL application in Java that implements the Monte Carlo method for estimating the value of PI. The method is pretty easy. Simply, you draw a circle inside a unit square and then plot random points over the scene. Now, for each point that is inside the circle you increment the counter for in points. After determining for all the random points wither they are inside the circle or not you divide the number of in points over the total number of points you have plotted all multiplied by 4 to get an estimation of PI. It goes something like this PI = (inPoints / totalPoints) * 4. This is because mathematically the ratio of a circle's area to a square's area is PI/4, so when we multiply it by 4 we get PI. My problem doesn't lie in the algorithm itself; however, I'm having problems trying to plot the points as they are being generated instead of just plotting everything at once when the program finishes executing. I want to give the application a sense of real-time display where the user would see the points as they are being plotted. I'm a beginner at OpenGL and I'm pretty sure there is a multi-threading feature built into it. Non the less, I tried to manually create my own thread. Each worker thread plots one point at a time. Following is the psudo-code: /* this part of the code exists in display() method in MyCanvas.java which extends GLCanvas and implements GLEventListener */ // main loop for(int i = 0; i < number_of_points; i++){ RandomGenerator random = new RandomGenerator(); float x = random.nextFloat(); float y = random.nextFloat(); Thread pointThread = new Thread(new PointThread(x, y)); } gl.glFlush(); /* this part of the code exists in run() method in PointThread.java which implements Runnable */ void run(){ try{ gl.glPushMatrix(); gl.glBegin(GL2.GL_POINTS); if(pointIsIn) gl.glColor3f(1.0f, 0.0f, 0.0f); // red point else gl.glColor3f(0.0f, 0.0f, 1.0f); // blue point gl.glVertex3f(x, y, 0.0f); // coordinates gl.glEnd(); gl.glPopMatrix(); }catch(Exception e){ } } I'm not sure if my approach to solving this issue is correct. I hope you guys can help me out. Thanks.

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  • How do I make control-click in Opera open new tabs?

    - by user21952-is-a-great-name
    Update: As of version 11.50, control-click opens the new tab in background, as desired. Yay! In Opera, as opposed to all other modern browsers I know, control-click does not open a new tab. Moreover, I couldn't find any good way to configure this behavior. The best available option seems to be this. However, it's so hacky that it won't work on HTTPS sites unless you enable user javascript there, which doesn't seem like a good idea. There also seem to be other proposed solutions, but none of them seem to work. I'd like this because my laptop has no middle mouse-button, and I'm a creature of habit. Do people have any ideas (for the latest version, 10.50)? I'd like ctrl-click to open a background tab, but I can do with foreground. Thank you!

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  • Basic Android game loop having issues

    - by WillDaBeast509
    I've set up a very basic game loop that should draw a circle, run 100 times, then draw another. I also have a text field that should display how many times the loop has ran. However, the screen seems to not update. It displays a different value for the tick count (different each time the app is ran) and simply stays there. After exiting the app, I get an error saying "Unfortunately, MyApp has stopped." Here is the relevant code: DrawView public class DrawView extends SurfaceView implements SurfaceHolder.Callback { Paint p = new Paint(); MainThread thread; private int y=0; public DrawView(Context c) { super(c); thread = new MainThread(this, getHolder()); thread.running = true; getHolder().addCallback(this); setFocusable(true); } public void draw(Canvas c) { if(c==null) return; //super.onDraw(c); c.drawColor(Color.WHITE); p.setColor(Color.RED); p.setTextSize(32); p.setTypeface(Typeface.SANS_SERIF); c.drawCircle(getWidth()/2-100,getHeight()/2, 50, p); c.drawText("y = " + y, 50, 50, p); if(y>=100) { Log.i("DRAW", "drawing circle"); c.drawCircle(getWidth()/2+100,getHeight()/2, 50, p); } else y++; Log.i("INFO", "y = " + y); } @Override public boolean onTouchEvent(MotionEvent event) { return true; } public void onDraw(Canvas c){} public void surfaceCreated(SurfaceHolder p1) { thread.start(); } public void surfaceChanged(SurfaceHolder p1, int p2, int p3, int p4) { // TODO: Implement this method } public void surfaceDestroyed(SurfaceHolder p1) { thread.running = false; boolean retry = true; while (retry) { try { thread.join(); retry = false; } catch (InterruptedException e) { Log.i("EX", "cathing exception"); } } } } MainThread public class MainThread extends Thread { private DrawView page; private SurfaceHolder holder; public boolean running; public MainThread(DrawView p, SurfaceHolder h) { super(); page = p; holder = h; } @Override public void run() { while(running) { Canvas c = holder.lockCanvas(); page.draw(c); holder.unlockCanvasAndPost(c); } } } Here is an example log outupt: http://pastebin.com/tM9dUPuk It counts the number of ticks correctly and should draw the second circle, but the screen looks like its not updating. After closing the app, the log continues to run and keep outputting "y = 100 drawing circle" until it crashes and shows the error report. What is going on and how can I fix these two problems?

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  • How do I make control-click in Opera open new tabs?

    - by user21952-is-a-great-name
    In Opera, as opposed to all other modern browsers I know, control-click does not open a new tab. Moreover, I couldn't find any good way to configure this behavior. The best available option seems to be this. However, it's so hacky that it won't work on HTTPS sites unless you enable user javascript there, which doesn't seem like a good idea. There also seem to be other proposed solutions, but none of them seem to work. I'd like this because my laptop has no middle mouse-button, and I'm a creature of habit. Do people have any ideas (for the latest version, 10.50)? I'd like ctrl-click to open a background tab, but I can do with foreground. Thank you!

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  • Cocoa structs and NSMutableArray

    - by Circle
    I have an NSMutableArray that I'm trying to store and access some structs. How do I do this? 'addObject' gives me an error saying "Incompatible type for argument 1 of addObject". Here is an example ('in' is a NSFileHandle, 'array' is the NSMutableArray): //Write points for(int i=0; i<5; i++) { struct Point p; buff = [in readDataOfLength:1]; [buff getBytes:&(p.x) length:sizeof(p.x)]; [array addObject:p]; } //Read points for(int i=0; i<5; i++) { struct Point p = [array objectAtIndex:i]; NSLog(@"%i", p.x); }

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  • cocoa Expected specifier-qualifier-list before struct

    - by Circle
    I read the other posted solutions to using structs and resolving the "Expected specifier-qualifier-list before struct" related errors, but those aren't working. Is it different in Objective C? Do I need to declare my struct somewhere else in the class? It gives me the error on the line where I declare the typedef. Here is how it looks right now: @interface ClassA : NSObject { NSString *name; typedef struct _point { uint32_t x; uint64_t y; } Point; Point a; } @end

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  • Cocoa NSOutlineView bug - [NSCFTimer copyWithZone:]: unrecognized selector sent to instance

    - by Circle
    I'm using an NSOutlineView with the function - (BOOL)outlineView:(NSOutlineView *)outlineView isGroupItem:(id)item defined so it gives the group row GUI look. When I add a root item, it works fine. When I add an item to root's child array and expand it, it works fine. If I contract the item though, the following error is logged: [NSCFTimer copyWithZone:]: unrecognized selector sent to instance I also get an EXC_BAD_ACCESS error if the app window is deactivated by switching to another app. I used the debugger to try to find where I might have made an error in one of my functions, but the stack trace only shows functions I did not create (RunCurrentEventLoopInMode, CFRunLoopRunSpecific, handleWindowNeedsDisplay, etc.) Does anyone have any idea where my error(s) might be?

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  • VIM is great for text. Is there, too, an efficient, mouseless way to manipulate files on OS X?

    - by Dokkat
    I am having trouble navigating through files on OS X. That is, creating files, copying, moving, and so on. I am currently using the Finder, but the act of clicking with the mouse is not very efficient. Acessing a deep folder takes a considerable amount of time and you'll have to know it's entire path. When I try to use the command line it is even worse. Going to a folder requires at least typing it's entire path with the 'cd' command; and, when you are there, you don't have full control over it. For example, how would you move 3 specific files to another folder? Some text editors offer a 'fuzzy search' function that allows a very fast form of jumping through files. What is a fast, efficient way to navigate through files on OS X?

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  • Unable to Align Layers in Photoshop Properly with CS2

    - by Jonathan Sampson
    Cannot Align Semi-Transparent Items? Windows Vista, Photoshop CS2. Steps to repeat: Create new document Fill a circle on a new layer Drop opacity of filled circle to 10% Create new empty layer below circle layer Merge empty layer with filled circle layer Select entire canvas Attempt to align layers to selectionlayer > align layers to selection > vertical centers I get the following error: Could not complete the Vertical Centers command because there are no layers to be moved. Clearly this is not true, as I'm selecting the layer with the semi-translucent ball on it. Now, if you had tried this same command prior to step 5 (when the layer was at 10% opacity) it would have worked. Is there some way around this problem? I need to move layers around that begin as transparent items, with a layer opacity at 100% where 100% of the layers opacity results in showing objects that are themselves not-very opaque. I've confirmed on another machine that this problem doesn't exist in CS3. I may exist in earlier copies of Photoshop, but I only have access to CS2 (has the problem) and CS3 (does not have the problem).

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  • Things to install on a new machine – revisited

    - by RoyOsherove
    as I prepare to get a new dev machine at work, I write the things I am going to install on it, before writing the first line of code on that machine: Control Freak Tools: Everything Search Engine – a free and amazingly fast search engine for files all over your machine. (just file names, not inside files). This is so fast I use it almost as a replacement for my start menu, but it’s also great for finding those files that get hidden and tucked away in dark places on my system. Ever had a situation where you needed to see exactly how many copies of X.dll were hiding on your machine and where? this tool is perfect for that. Google Chrome. It’s just fast. very fast. and Firefox has become the IE of alternative browsers in terms of speed and memory. Don’t even get me started on IE. TweetDeck – get a complete view of what’s up on twitter Total Commander – my still favorite file manager, over five years now. KatMouse – will scroll any window your hovering on, even if it’s not an active window, when you use scroll the wheel on it. PowerIso or Daemon Tools – for loading up ISO images of discs LogMeIn Ignition – quick access to your LogMeIn computers for online Backup: JungleDisk or BackBlaze KeePass – save important passwords MS Security Essentials – free anti virus that’s quoest and doesn’t make a mess of your system. for home: uTorrent – a torrent client that can read rss feeds (like the ones from ezrss.it ) Camtasia Studio and SnagIt – for recording and capturing the screen, and then adding cool effects on top. Foxit PDF Reader – much faster that adove reader. Toddler Keys (for home) – for when your baby wants to play with your keyboard. Live Writer – for writing blog posts for Lenovo ThinkPads – Lenovo System Update – if you have a “custom” system instead of the one that came built in, this will keep all your lenovo drivers up to date. FileZilla – for FTP stuff All the utils from sysinternals, (or try the live-links) especially: AutoRuns for deciding what’s really going to load at startup, procmon to see what’s really going on with processes in your system   Developer stuff: Reflector. Pure magic. Time saver. See source code of any compiled assembly. Resharper. Great for productivity and navigation across your source code FinalBuilder – a commercial build automation tool. Love it. much better than any xml based time hog out there. TeamCity – a great visual and friendly server to manage continuous integration. powerful features. Test Lint – a free addin for vs 2010 I helped create, that checks your unit tests for possible problems and hints you about it. TestDriven.NET – a great test runner for vs 2008 and 2010 with some powerful features. VisualSVN – a commercial tool if you use subversion. very reliable addin for vs 2008 and 2010 Beyond Compare – a powerful file and directory comparison tool. I love the fact that you can right click in windows exporer on any file and select “select left side to compare”, then right click on another file and select “compare with left side”. Great usability thought! PostSharp 2.0 – for addind system wide concepts into your code (tracing, exception management). Goes great hand in hand with.. SmartInspect – a powerful framework and viewer for tracing for your application. lots of hidden features. Crypto Obfuscator – a relatively new obfuscation tool for .NET that seems to do the job very well. Crypto Licensing – from the same company –finally a licensing solution that seems to really fit what I needed. And it works. Fiddler 2 – great for debugging and tracing http traffic to and from your app. Debugging Tools for Windows and DebugDiag  - great for debugging scenarios. still wanting more? I think this should keep you busy for a while.   Regulator and Regulazy – for testing and generating regular expressions Notepad 2 – for quick editing and viewing with syntax highlighting

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  • Change the default Icon on your jQuery UI Accordion

    - by hajan
    I've got this question in one of my previous blogs posted here (the same blog is posted on codeasp.net too), dealing with jQuery UI Accordion and I thought it's nice to recap this in a blog post so that I will have it documented for further reference. In the previous blog, I'm creating tabs content navigation using jQuery UI Accordion. So, it's quite simple code and all I do there is calling accordion() function. <script language="javascript" type="text/javascript">     $(function() {         $("#products").accordion();     }); </script> The default image icons for each item is the arrow. The accordion uses the right arrow and down arrow images. So, what we should do in order to change them? JQuery UI Accordion contains option with name icons that has header and headerSelected properties. We can override them with either the existing classes from jQuery UI themes or with our own. 1. Using existing jQuery UI Theme classes - Open the follownig link: http://jqueryui.com/themeroller/#icons You will see the icons available in the jQuery UI theme. Mouse over on each icon and you will see the class name for each icon. As you can see, each icon has class name constructed in the following way: ui-icon-<name> All icons in one image - In our example, I will use ui-icon-circle-plus  and ui-icon-circle-minus (plus and minus icons). - Lets set the icons <script language="javascript" type="text/javascript">     $(function() {         //initialize accordion                 $("#products").accordion();         //set accordion header options         $("#products").accordion("option", "icons",         { 'header': 'ui-icon-circle-plus', 'headerSelected': 'ui-icon-circle-minus' });     }); </script> From the code above, you can see that I first intialize the accordion plugin, and after I override the default icons with the ui-icon-circle-plyus for header and ui-icon-circle-minus for headerSelected. Here is the end result: So, now you see we have the plus/minus circle icons for the default header state and the selected header state.   2. Add my own icons - If you want to add your own icons, you can do that by creating your own custom css classes. - Lets create classes for both, the header default state and header selected state <style type="text/css">     .defaultIcon     {         background-image: url(images/icons/defaultIcon.png) !important;         width: 25px;         height: 25px;     }     .selectedIcon     {         background-image: url(images/icons/selectedIcon.png) !important;         width: 25px;         height: 25px;     } </style> As you can see, I use my own images placed in images/icons/ folder - default icon - selected icon One very important thing to note here is the !important key added on each background-image property. It's like that in order to give highest importancy to our image so that the default jQuery UI theme icon images will have less importancy and won't be used. And the jQuery code is: <script language="javascript" type="text/javascript">     $(function() {         //initialize accordion                 $("#products").accordion();         //set accordion header options         $("#products").accordion("option", "icons",         { 'header': 'defaultIcon', 'headerSelected': 'selectedIcon' });     }); </script> Note: For both #1 and #2 cases, we use the class names without adding . (dot) at the beginning of the name (as we do with selectors). That's because the the header and headerSelected properties accept classes only as a value, so the rest is done by the plugin itself. The complete code with my own custom images is: <!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 id="Head1" runat="server">     <title>jQuery Accordion</title>     <link type="text/css" href="http://ajax.microsoft.com/ajax/jquery.ui/1.8.5/themes/blitzer/jquery-ui.css"         rel="Stylesheet" />     <style type="text/css">         .defaultIcon         {             background-image: url(images/icons/defaultIcon.png) !important;             width: 25px;             height: 25px;         }         .selectedIcon         {             background-image: url(images/icons/selectedIcon.png) !important;             width: 25px;             height: 25px;         }     </style>     <script type="text/javascript" src="http://ajax.aspnetcdn.com/ajax/jquery/jquery-1.4.4.js"></script>     <script type="text/javascript" src="http://ajax.aspnetcdn.com/ajax/jquery.ui/1.8.6/jquery-ui.js"></script>     <script language="javascript" type="text/javascript">         $(function() {             //initialize accordion                         $("#products").accordion();             //set accordion header options             $("#products").accordion("option", "icons",             { 'header': 'defaultIcon', 'headerSelected': 'selectedIcon' });         });             </script> </head> <body>     <form id="form1" runat="server">     <div id="products" style="width: 500px;">         <h3>             <a href="#">                 Product 1</a></h3>         <div>             <p>                 Lorem ipsum dolor sit amet, consectetur adipiscing elit. Phasellus in tortor metus,                 a aliquam dui. Mauris euismod lorem eget nulla semper semper. Vestibulum pretium                 rhoncus cursus. Vestibulum rhoncus, magna sit amet fermentum fringilla, nunc nisl                 pellentesque libero, nec commodo libero ipsum a tellus. Maecenas sed varius est.                 Sed vel risus at nisi imperdiet sollicitudin eget ac orci. Duis ac tristique sem.             </p>         </div>         <h3>             <a href="#">                 Product 2</a></h3>         <div>             <p>                 Aliquam pretium scelerisque nisl in malesuada. Proin dictum elementum rutrum. Etiam                 eleifend massa id dui porta tincidunt. Integer sodales nisi nec ligula lacinia tincidunt                 vel in purus. Mauris ultrices velit quis massa dignissim rhoncus. Proin posuere                 convallis euismod. Vestibulum convallis sagittis arcu id faucibus.             </p>         </div>         <h3>             <a href="#">                 Product 3</a></h3>         <div>             <p>                 Quisque quis magna id nibh laoreet condimentum a sed nisl. In hac habitasse platea                 dictumst. Proin sem eros, dignissim sed consequat sit amet, interdum id ante. Ut                 id nisi in ante fermentum accumsan vitae ut est. Morbi tellus enim, convallis ac                 rutrum a, condimentum ut turpis. Proin sit amet pretium felis.             </p>             <ul>                 <li>List item one</li>                 <li>List item two</li>                 <li>List item three</li>             </ul>         </div>     </div>     </form> </body> </html> The end result is: Hope this was helpful. Regards,Hajan

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  • Dec 5th Links: ASP.NET, ASP.NET MVC, jQuery, Silverlight, Visual Studio

    - by ScottGu
    Here is the latest in my link-listing series.  Also check out my VS 2010 and .NET 4 series for another on-going blog series I’m working on. [In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu] ASP.NET ASP.NET Code Samples Collection: J.D. Meier has a great post that provides a detailed round-up of ASP.NET code samples and tutorials from a wide variety of sources.  Lots of useful pointers. Slash your ASP.NET compile/load time without any hard work: Nice article that details a bunch of optimizations you can make to speed up ASP.NET project load and compile times. You might also want to read my previous blog post on this topic here. 10 Essential Tools for Building ASP.NET Websites: Great article by Stephen Walther on 10 great (and free) tools that enable you to more easily build great ASP.NET Websites.  Highly recommended reading. Optimize Images using the ASP.NET Sprite and Image Optimization Framework: A nice article by 4GuysFromRolla that discusses how to use the open-source ASP.NET Sprite and Image Optimization Framework (one of the tools recommended by Stephen in the previous article).  You can use this to significantly improve the load-time of your pages on the client. Formatting Dates, Times and Numbers in ASP.NET: Scott Mitchell has a great article that discusses formatting dates, times and numbers in ASP.NET.  A very useful link to bookmark.  Also check out James Michael’s DateTime is Packed with Goodies blog post for other DateTime tips. Examining ASP.NET’s Membership, Roles and Profile APIs (Part 18): Everything you could possibly want to known about ASP.NET’s built-in Membership, Roles and Profile APIs must surely be in this tutorial series. Part 18 covers how to store additional user info with Membership. ASP.NET with jQuery An Introduction to jQuery Templates: Stephen Walther has written an outstanding introduction and tutorial on the new jQuery Template plugin that the ASP.NET team has contributed to the jQuery project. Composition with jQuery Templates and jQuery Templates, Composite Rendering, and Remote Loading: Dave Ward has written two nice posts that talk about composition scenarios with jQuery Templates and some cool scenarios you can enable with them. Using jQuery and ASP.NET to Build a News Ticker: Scott Mitchell has a nice tutorial that demonstrates how to build a dynamically updated “news ticker” style UI with ASP.NET and jQuery. Checking All Checkboxes in a GridView using jQuery: Scott Mitchell has a nice post that covers how to use jQuery to enable a checkbox within a GridView’s header to automatically check/uncheck all checkboxes contained within rows of it. Using jQuery to POST Form Data to an ASP.NET AJAX Web Service: Rick Strahl has a nice post that discusses how to capture form variables and post them to an ASP.NET AJAX Web Service (.asmx). ASP.NET MVC ASP.NET MVC Diagnostics Using NuGet: Phil Haack has a nice post that demonstrates how to easily install a diagnostics page (using NuGet) that can help identify and diagnose common configuration issues within your apps. ASP.NET MVC 3 JsonValueProviderFactory: James Hughes has a nice post that discusses how to take advantage of the new JsonValueProviderFactory support built into ASP.NET MVC 3.  This makes it easy to post JSON payloads to MVC action methods. Practical jQuery Mobile with ASP.NET MVC: James Hughes has another nice post that discusses how to use the new jQuery Mobile library with ASP.NET MVC to build great mobile web applications. Credit Card Validator for ASP.NET MVC 3: Benjii Me has a nice post that demonstrates how to build a [CreditCard] validator attribute that can be used to easily validate credit card numbers are in the correct format with ASP.NET MVC. Silverlight Silverlight FireStarter Keynote and Sessions: A great blog post from John Papa that contains pointers and descriptions of all the great Silverlight content we published last week at the Silverlight FireStarter.  You can watch all of the talks online.  More details on my keynote and Silverlight 5 announcements can be found here. 31 Days of Windows Phone 7: 31 great tutorials on how to build Windows Phone 7 applications (using Silverlight).  Silverlight for Windows Phone Toolkit Update: David Anson has a nice post that discusses some of the additional controls provided with the Silverlight for Windows Phone Toolkit. Visual Studio JavaScript Editor Extensions: A nice (and free) Visual Studio plugin built by the web tools team that significantly improves the JavaScript intellisense support within Visual Studio. HTML5 Intellisense for Visual Studio: Gil has a blog post that discusses a new extension my team has posted to the Visual Studio Extension Gallery that adds HTML5 schema support to Visual Studio 2008 and 2010. Team Build + Web Deployment + Web Deploy + VS 2010 = Goodness: Visual blogs about how to enable a continuous deployment system with VS 2010, TFS 2010 and the Microsoft Web Deploy framework.  Visual Studio 2010 Emacs Emulation Extension and VIM Emulation Extension: Check out these two extensions if you are fond of Emacs and VIM key bindings and want to enable them within Visual Studio 2010. Hope this helps, Scott

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  • problems with my touchpad on my netbook

    - by user23421
    ive been having trouble with my touchpad its a synaptic pad. my problem is whenever i drag my finger across i a lot of times get this grey circle and i cant move anymore i have to take my finger off and start again its very annoying and the icon for the touchpad thats by the clock gets like a curved arrow in it and if i move my finger a little bit while this grey circle appears the arrow rotates in a circle its very weird! i have a Asus 1101HAB netbook and ive tried to update the driver when the asus updates appear and when i do it and restart the computer, then a couple days later maybe it pops up again saying i have an update and its for the touchpad and its the same version... not sure if its a bigger problem its only a week old that ive had this computer. If someone could help it would be much appreciated.

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  • CSG operations on implicit surfaces with marching cubes [SOLVED]

    - by Mads Elvheim
    I render isosurfaces with marching cubes, (or perhaps marching squares as this is 2D) and I want to do set operations like set difference, intersection and union. I thought this was easy to implement, by simply choosing between two vertex scalars from two different implicit surfaces, but it is not. For my initial testing, I tried with two spheres circles, and the set operation difference. i.e A - B. One circle is moving and the other one is stationary. Here's the approach I tried when picking vertex scalars and when classifying corner vertices as inside or outside. The code is written in C++. OpenGL is used for rendering, but that's not important. Normal rendering without any CSG operations does give the expected result. void march(const vec2& cmin, //min x and y for the grid cell const vec2& cmax, //max x and y for the grid cell std::vector<vec2>& tri, float iso, float (*cmp1)(const vec2&), //distance from stationary circle float (*cmp2)(const vec2&) //distance from moving circle ) { unsigned int squareindex = 0; float scalar[4]; vec2 verts[8]; /* initial setup of the grid cell */ verts[0] = vec2(cmax.x, cmax.y); verts[2] = vec2(cmin.x, cmax.y); verts[4] = vec2(cmin.x, cmin.y); verts[6] = vec2(cmax.x, cmin.y); float s1,s2; /********************************** ********For-loop of interest****** *******Set difference between **** *******two implicit surfaces****** **********************************/ for(int i=0,j=0; i<4; ++i, j+=2){ s1 = cmp1(verts[j]); s2 = cmp2(verts[j]); if((s1 < iso)){ //if inside circle1 if((s2 < iso)){ //if inside circle2 scalar[i] = s2; //then set the scalar to the moving circle } else { scalar[i] = s1; //only inside circle1 squareindex |= (1<<i); //mark as inside } } else { scalar[i] = s1; //inside neither circle } } if(squareindex == 0) return; /* Usual interpolation between edge points to compute the new intersection points */ verts[1] = mix(iso, verts[0], verts[2], scalar[0], scalar[1]); verts[3] = mix(iso, verts[2], verts[4], scalar[1], scalar[2]); verts[5] = mix(iso, verts[4], verts[6], scalar[2], scalar[3]); verts[7] = mix(iso, verts[6], verts[0], scalar[3], scalar[0]); for(int i=0; i<10; ++i){ //10 = maxmimum 3 triangles, + one end token int index = triTable[squareindex][i]; //look up our indices for triangulation if(index == -1) break; tri.push_back(verts[index]); } } This gives me weird jaggies: It looks like the CSG operation is done without interpolation. It just "discards" the whole triangle. Do I need to interpolate in some other way, or combine the vertex scalar values? I'd love some help with this. A full testcase can be downloaded HERE EDIT: Basically, my implementation of marching squares works fine. It is my scalar field which is broken, and I wonder what the correct way would look like. Preferably I'm looking for a general approach to implement the three set operations I discussed above, for the usual primitives (circle, rectangle/square, plane)

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  • Boundary fill problem

    - by Taaseen
    hi...Im stuck in this bunch of codes...i cant get the pixel to fill up the circle??...any help #include<iostream> #include<glut.h> struct Color{ float red, green, blue; }; Color getPixel(int x, int y){ // gets the color of the pixel at (x,y) Color c; float color[4]; glReadPixels(x,y,1,1,GL_RGBA, GL_FLOAT, color); c.red = color[0]; c.green = color[1]; c.blue = color[2]; return c; } void setPixel(int x, int y, Color c){ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushAttrib(GL_ALL_ATTRIB_BITS); glColor3f(c.red, c.green, c.blue); glBegin(GL_POINTS); glVertex2i(x,y); glEnd(); glPopAttrib(); glFlush(); } void init() { glClearColor(1.0,1.0,1.0,0.0); gluOrtho2D(0.0,300.0,0.0,300.0); } void drawPixel(int x,int y) { glBegin(GL_POINTS); glVertex2i(x,y); glEnd(); glFlush(); } void Boundary_fill(int x,int y,Color thisColor){ Color boundary_color; boundary_color.red=0.0; boundary_color.green=1.0; boundary_color.blue=0.0; Color nextpixel=getPixel(x,y); if((nextpixel.red!=boundary_color.red)&&(nextpixel.blue!=boundary_color.blue)&&(nextpixel.green!=boundary_color.green) && (nextpixel.red!=thisColor.red)&& (nextpixel.blue!=thisColor.blue)&& (nextpixel.green!=thisColor.green)){ setPixel(x,y,thisColor); Boundary_fill((x+1),y,thisColor); Boundary_fill((x-1),y,thisColor); Boundary_fill(x,(y+1),thisColor); Boundary_fill(x,(y-1),thisColor); } } void draw(int x1,int y1, int x, int y){ drawPixel(x1+x,y1+y);//quadrant1 drawPixel(x1+x,y1-y);//quadrant2 drawPixel(x1-x,y1+y);//quadrant3 drawPixel(x1-x,y1-y);//quadrant4 drawPixel(x1+y,y1+x);//quadrant5 drawPixel(x1+y,y1-x);//quadrant6 drawPixel(x1-y,y1+x);//quadrant7 drawPixel(x1-y,y1-x);//quadrant8 } void circle(int px,int py,int r){ int a,b; float p; a=0; b=r; p=(5/4)-r; while(a<=b){ draw(px,py,a,b); if(p<0){ p=p+(2*a)+1; } else{ b=b-1; p=p+(2*a)+1-(2*b); } a=a+1; } } void Circle(void) { Color thisColor; thisColor.red=1.0; thisColor.blue=0.0; thisColor.green=0.0; glClear(GL_COLOR_BUFFER_BIT); glColor3f(0.0,1.0,0.0); glPointSize(2.0); int x0 = 100; int y0 = 150; circle(x0,y0,50); glColor3f(thisColor.red,thisColor.blue,thisColor.green); Boundary_fill(x0,y0,thisColor); } void main(int argc, char**argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(400,400); glutInitWindowPosition(1,1); glutCreateWindow("Boundary fill in a circle:Taaseen And Abhinav"); init(); glutDisplayFunc(Circle); glutMainLoop(); }

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  • How to implement friction in a physics engine based on "Advanced Character Physics"

    - by paldepind
    I have implemented a physics engine based on the concepts in the classic text Advanced Character Physics by Thomas Jakobsen. Friction is only discussed very briefly in the article and Jakobsen himself notes how "other and better friction models than this could and should be implemented." Generally how could one implement a believable friction model on top of the concepts from the mentioned article? And how could the found friction be translated into rotation on a circle? I do not want this question to be about my specific implementation but about how to combine Jakobsens ideas with a great friction system more generally. But here is a live demo showing the current state of my engine which does not handle friction in any way: http://jsfiddle.net/Z7ECB/embedded/result/ Below is a picture showing and example on how collision detection could work in an engine based in the paper. In the Verlet integration the current and previous position is always stored. Based on these a new position is calculated. In every frame I calculate the distance between the circles and the lines. If this distance is less than a circles radius a collision has occurred and the circle is projected perpendicular out of the offending line according to the size of the overlap (offset on the picture). Velocity is implicit due to Verlet integration so changing position also changes the velocity. What I need to do know is to somehow determine the amount of friction on the circle and move it backwards parallel to the line in order to reduce its speed.

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  • How do I stop XNA/Visual Studio from rebuilding my content project every time I build?

    - by Phil Quinn
    My group and I are working on a game in XNA 4.0 with Visual Studio 2010/2012. The main solution has 6 projects: 2 XNA game projects (1 executable/ 1 class library), 1 WPF executable for the level editor, 2 standard class libraries, and a content project. Originally, the editor and engine XNA game projects had a content reference to separate content projects. Recently, I consolidated the content projects into one to simplify asset additions. Since pushing these changes to our git repo, certain members of my group have been experiencing weird build issues. Every time they run the project, they have to re-build all of the assets. This happens regardless of whether any changes were made, even if they just run the project directly after building. I've taken a few steps to figure out why this is happening. Below is the MSBuild output set on Normal verbosity. The seemingly important part is at 4, with the line 4> Rebuilding all content because build settings have changed 1>------ Build started: Project: Engine.Core, Configuration: Debug x86 ------ 1>Build started 11/29/2012 3:24:24 AM. 1>ResolveAssemblyReferences: 1> A TargetFramework profile exclusion list will be generated. 1>EmbedXnaFrameworkRuntimeProfile: 1>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 1>GenerateTargetFrameworkMonikerAttribute: 1>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 1>CoreCompile: 1>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 1>XnaWriteCacheFile: 1>Skipping target "XnaWriteCacheFile" because all output files are up-to-date with respect to the input files. 1>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 1> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 1>_CopyAppConfigFile: 1>Skipping target "_CopyAppConfigFile" because all output files are up-to-date with respect to the input files. 1>CopyFilesToOutputDirectory: 1> Engine.Core -> <solution-dir>\src\Engine.Core\bin\x86\Debug\TimeSink.Engine.Core.dll 1> 1>Build succeeded. 1> 1>Time Elapsed 00:00:00.13 2>------ Build started: Project: TimeSink.Entities, Configuration: Debug x86 ------ 2>Build started 11/29/2012 3:24:25 AM. 2>ResolveAssemblyReferences: 2> A TargetFramework profile exclusion list will be generated. 2>EmbedXnaFrameworkRuntimeProfile: 2>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 2>GenerateTargetFrameworkMonikerAttribute: 2>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 2>CoreCompile: 2>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 2>XnaWriteCacheFile: 2>Skipping target "XnaWriteCacheFile" because all output files are up-to-date with respect to the input files. 2>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 2> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 2>CopyFilesToOutputDirectory: 2> TimeSink.Entities -> <solution-dir>\src\TimeSink.Entities\bin\x86\Debug\TimeSink.Entities.dll 2> 2>Build succeeded. 2> 2>Time Elapsed 00:00:00.11 3>------ Build started: Project: Editor (Editor\Editor), Configuration: Debug x86 ------ 4>------ Build started: Project: Engine.Game, Configuration: Debug x86 ------ 3>Build started 11/29/2012 3:24:25 AM. 3>CoreCompile: 3> All content is already up to date 3>ResolveAssemblyReferences: 3> A TargetFramework profile exclusion list will be generated. 3>EmbedXnaFrameworkRuntimeProfile: 3>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 3>GenerateTargetFrameworkMonikerAttribute: 3>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 3>CoreCompile: 3>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 3>XnaWriteCacheFile: 3>Skipping target "XnaWriteCacheFile" because all output files are up-to-date with respect to the input files. 3>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 3> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 3>_CopyOutOfDateNestedContentItemsToOutputDirectory: 3>Skipping target "_CopyOutOfDateNestedContentItemsToOutputDirectory" because all output files are up-to-date with respect to the input files. 3>CopyFilesToOutputDirectory: 3> Editor -> <solution-dir>\src\Editor\Editor\bin\x86\Debug\Editor.dll 3> 3>Build succeeded. 3> 3>Time Elapsed 00:00:00.39 4>Build started 11/29/2012 3:24:25 AM. 4>CoreCompile: 4> Rebuilding all content because build settings have changed 4> Building Textures\circle.png -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\circle.xnb 4> Importing Textures\circle.png with Microsoft.Xna.Framework.Content.Pipeline.TextureImporter 4> Processing Textures\circle.png with Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\circle.xnb 4> Building Textures\giroux.png -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\giroux.xnb 4> Importing Textures\giroux.png with Microsoft.Xna.Framework.Content.Pipeline.TextureImporter 4> Processing Textures\giroux.png with Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\giroux.xnb 4> Building Textures\Body_Neutral.png -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\Body_Neutral.xnb 4> Importing Textures\Body_Neutral.png with Microsoft.Xna.Framework.Content.Pipeline.TextureImporter 4> Processing Textures\Body_Neutral.png with Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\Body_Neutral.xnb 4> Building font.spritefont -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\font.xnb 4> Importing font.spritefont with Microsoft.Xna.Framework.Content.Pipeline.FontDescriptionImporter 4> Processing font.spritefont with Microsoft.Xna.Framework.Content.Pipeline.Processors.FontDescriptionProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\font.xnb 4>ResolveAssemblyReferences: 4> A TargetFramework profile exclusion list will be generated. 4>EmbedXnaFrameworkRuntimeProfile: 4>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 4>GenerateTargetFrameworkMonikerAttribute: 4>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 4>CoreCompile: 4>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 4>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 4> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 4>_CopyOutOfDateNestedContentItemsToOutputDirectory: 4>Skipping target "_CopyOutOfDateNestedContentItemsToOutputDirectory" because all output files are up-to-date with respect to the input files. 4>_CopyAppConfigFile: 4>Skipping target "_CopyAppConfigFile" because all output files are up-to-date with respect to the input files. 4>CopyFilesToOutputDirectory: 4> Engine.Game -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Engine.Game.exe 4>IncrementalClean: 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\circle.xnb". 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\giroux.xnb". 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Body_Neutral.xnb". 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\font.xnb". 4> 4>Build succeeded. 4> 4>Time Elapsed 00:00:01.72 ========== Build: 4 succeeded, 0 failed, 1 up-to-date, 0 skipped ========== I can't think of how build settings could change between consecutive executions. Like I said, this only happens for half our group. One member is on a 32-bit Windows 7 Prof bootcamp partition on a Mac. Everyone else, including those who don't have the issue, are running straight 64-bit Windows 7 Prof. Both have tried using VS 2010 and VS 2012. Any insight would be greatly appreciated. Also, I can post more details upon request if this isn't thorough enough.

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  • Calculate the Intersection of Two Volumes

    - by igrad
    If you've ever played The Swapper, you'll have a good idea of what I'm asking about. I need to check for, and isolate, areas of a rectangle that may intersect with either a circle or another rectangle. These selected areas will receive special properties, and the areas will be non-static, since the intersecting shapes themselves will also be dynamic. My first thought was to use raycasting detection, though I've only seen that in use with circles, or even ellipses. I'm curious if there's a method of using raycasting with a more rectangular approach, or if there's a totally different method already in use to accomplish this task. I would like something more exact than checking in large chunks, and since I'm using SDL2 with a logical renderer size of 1920x1080, checking if each pixel is intersecting is out of the question, as it would slow things down past a playable speed. I already have a multi-shape collision function-template in place, and I could use that, though it only checks if sides or corners are intersecting; it does not compute the overlapping area, or even find the circle's secant line, though I can't imagine it would be overly complex to implement. TL;DR: I need to find and isolate areas of a rectangle that may intersect with a circle or another rectangle without checking every single pixel on-screen.

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  • Keeping Aspect Screen Ration While Stays in Center

    - by David Dimalanta
    I sqw and I tried this suggestion on PISTACHIO BRAINSTORMIN* on how to make a good and adaptive screen ration. For every different screen size, let's say I put the perfect circle as a Texture in LibGDX and played it on screen. Here's the blueberry image example and it's perfectly rounded: When I played it on the Google Nexus 7, the circle turn into a slightly oblonng shape, resembling as it was being flatten a bit. Please observe this snapshot below and you can see the blueberry is almost but slightly not perfectly rounded: Now, when I tried the suggested code for aspect ratio, the perfect circle retained but another problem is occured. The problem is that I expecting for a view on center but instead it's been moved to the right offset leaving with a half black screen. This would be look like this: Here is my code using the suggested screen aspect ratio code: Class' Field // Ingredients Needed for Screen Aspect Ratio private static final int VIRTUAL_WIDTH = 720; private static final int VIRTUAL_HEIGHT = 1280; private static final float ASPECT_RATIO = ((float) VIRTUAL_WIDTH)/((float) VIRTUAL_HEIGHT); private Camera Mother_Camera; private Rectangle Viewport; render() // Camera updating... Mother_Camera.update(); Mother_Camera.apply(Gdx.gl10); // Reseting viewport... Gdx.gl.glViewport((int) Viewport.x, (int) Viewport.y, (int) Viewport.width, (int) Viewport.height); // Clear previous frame. Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); show() Mother_Camera = new OrthographicCamera(VIRTUAL_WIDTH, VIRTUAL_HEIGHT); Was this code useful for screen aspect ratio-proportion fixing or it is statically dependent on actual device's width and height? *see http://blog.acamara.es/2012/02/05/keep-screen-aspect-ratio-with-different-resolutions-using-libgdx/#comment-317

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  • Keeping Aspect Screen Ratio While Stays in Center

    - by David Dimalanta
    I sqw and I tried this suggestion on PISTACHIO BRAINSTORMIN* on how to make a good and adaptive screen ration. For every different screen size, let's say I put the perfect circle as a Texture in LibGDX and played it on screen. Here's the blueberry image example and it's perfectly rounded: When I played it on the Google Nexus 7, the circle turn into a slightly oblonng shape, resembling as it was being flatten a bit. Please observe this snapshot below and you can see the blueberry is almost but slightly not perfectly rounded: Now, when I tried the suggested code for aspect ratio, the perfect circle retained but another problem is occured. The problem is that I expecting for a view on center but instead it's been moved to the right offset leaving with a half black screen. This would be look like this: Here is my code using the suggested screen aspect ratio code: Class' Field // Ingredients Needed for Screen Aspect Ratio private static final int VIRTUAL_WIDTH = 720; private static final int VIRTUAL_HEIGHT = 1280; private static final float ASPECT_RATIO = ((float) VIRTUAL_WIDTH)/((float) VIRTUAL_HEIGHT); private Camera Mother_Camera; private Rectangle Viewport; render() // Camera updating... Mother_Camera.update(); Mother_Camera.apply(Gdx.gl10); // Reseting viewport... Gdx.gl.glViewport((int) Viewport.x, (int) Viewport.y, (int) Viewport.width, (int) Viewport.height); // Clear previous frame. Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); show() Mother_Camera = new OrthographicCamera(VIRTUAL_WIDTH, VIRTUAL_HEIGHT); Was this code useful for screen aspect ratio-proportion fixing or it is statically dependent on actual device's width and height? *see http://blog.acamara.es/2012/02/05/keep-screen-aspect-ratio-with-different-resolutions-using-libgdx/#comment-317

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  • libgdx collision detection / bounding the object

    - by johnny-b
    i am trying to get collision detection so i am drawing a red rectangle to see if it is working, and when i do the code below in the update method. to check if it is going to work. the position is not in the right place. the red rectangle starts from the middle and not at the x and y point?Huh so it draws it wrong. i also have a getter method so nothing wrong there. bullet.set(getX(), getY(), getOriginX(), getOriginY()); this is for the render shapeRenderer.begin(ShapeType.Filled); shapeRenderer.setColor(Color.RED); shapeRenderer.rect(bullet.getX(), bullet.getY(), bullet.getOriginX(), bullet.getOriginY(), 15, 5, bullet.getRotation()); shapeRenderer.end(); i have tried to do it with a circle but the circle draws in the middle and i want it to be at the tip of the bullet. at the front of the bullet. x, y point. boundingCircle.set(getX() + getOriginX(), getY() + getOriginY(), 4.0f); shapeRenderer.begin(ShapeType.Filled); shapeRenderer.setColor(Color.RED); shapeRenderer.circle(bullet.getBoundingCircle().x, bullet.getBoundingCircle().y, bullet.getBoundingCircle().radius); shapeRenderer.end(); thank you need it to be of the x and y as the bullet is in the middle of the sprite when drawn originally via paint.

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  • How to make my simple round sprite look right in XNA

    - by Joshua Perina
    Ok, I'm very new to graphics programming (but not new to coding). I'm trying to load a simple image in XNA which I can do fine. It is a simple round circle which I made in photoshop. The problem is the edges show up rough when I draw it on the screen even with the exact size. The anti-aliasing is missing. I'm sure I'm missing something very simple: GraphicsDevice.Clear(Color.Black); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(circle, new Rectangle(10, 10, 10, 10), Color.White); spriteBatch.End(); Couldn't post picture because I'm a first time poster. But my smooth png circle has rough edges. So I found that if I added: spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.NonPremultiplied); I can get a smooth image when the image is the same size as the original png. But if I want to scale that image up or down then the rough edges return. How do I get XNA to smoothly resize my simple round image to a smaller size without getting the rough edges?

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  • Rectangular Raycasting?

    - by igrad
    If you've ever played The Swapper, you'll have a good idea of what I'm asking about. I need to check for, and isolate, areas of a rectangle that may intersect with either a circle or another rectangle. These selected areas will receive special properties, and the areas will be non-static, since the intersecting shapes themselves will also be dynamic. My first thought was to use raycasting detection, though I've only seen that in use with circles, or even ellipses. I'm curious if there's a method of using raycasting with a more rectangular approach, or if there's a totally different method already in use to accomplish this task. I would like something more exact than checking in large chunks, and since I'm using SDL2 with a logical renderer size of 1920x1080, checking if each pixel is intersecting is out of the question, as it would slow things down past a playable speed. I already have a multi-shape collision function-template in place, and I could use that, though it only checks if sides or corners are intersecting; it does not compute the overlapping area, or even find the circle's secant line, though I can't imagine it would be overly complex to implement. TL;DR: I need to find and isolate areas of a rectangle that may intersect with a circle or another rectangle without checking every single pixel on-screen.

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