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  • Basics of drawing in 2d with OpenGL 3 shaders

    - by davidism
    I am new to OpenGL 3 and graphics programming, and want to create some basic 2d graphics. I have the following scenario of how I might go about drawing a basic (but general) 2d rectangle. I'm not sure if this is the correct way to think about it, or, if it is, how to implement it. In my head, here's how I imagine doing it: t = make_rectangle(width, height) build general VBO, centered at 0, 0 optionally: t.set_scale(2) optionally: t.set_angle(30) t.draw_at(x, y) calculates some sort of scale/rotate/translate matrix (or matrices), passes the VBO and the matrix to a shader program Something happens to clip the world to the view visible on screen. I'm really unclear on how 4 and 5 will work. The main problem is that all the tutorials I find either: use fixed function pipeline, are for 3d, or are unclear how to do something this "simple". Can someone provide me with either a better way to think of / do this, or some concrete code detailing performing the transformations in a shader and constructing and passing the data required for this shader transformation?

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  • No HDMI sound output on Thinkpad X1

    - by nickf
    I'm having problems getting my sound to output via HDMI to my TV. When I go to Sound Settings, the HDMI device does not appear. ~$ aplay -l **** List of PLAYBACK Hardware Devices **** card 0: PCH [HDA Intel PCH], device 0: CONEXANT Analog [CONEXANT Analog] Subdevices: 1/1 Subdevice #0: subdevice #0 card 0: PCH [HDA Intel PCH], device 3: HDMI 0 [HDMI 0] Subdevices: 1/1 Subdevice #0: subdevice #0 card 0: PCH [HDA Intel PCH], device 7: HDMI 1 [HDMI 1] Subdevices: 1/1 Subdevice #0: subdevice #0 card 0: PCH [HDA Intel PCH], device 8: HDMI 2 [HDMI 2] Subdevices: 1/1 Subdevice #0: subdevice #0 I don't know if the video information is helpful, but anyway: ~$ sudo lshw -C video *-display description: VGA compatible controller product: 2nd Generation Core Processor Family Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 09 width: 64 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:46 memory:d0000000-d03fffff memory:c0000000-cfffffff ioport:5000(size=64) Any suggestions for me?

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  • How to include high resolution version of thumbnail

    - by neak
    I'm running a tube site that has a thumbnail for each post/video (running via Wordpress, 500k posts). When I first created the thumbnails they were a fairly large size, around 640px in width each and because of that I was seeing a lot of traffic from Google Images. After streamlining the site and resizing all of the thumbnails down to 170px rather than scaling them down I'm worried that Google isn't going to rank the images as high as they would be at a larger resolution, so is there a way to include the higher res versions and serve them to be indexed instead of the smaller ones?

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  • SFML: Monster following player on a straight line

    - by user3504658
    I've searched for this and found a few topics , usually they used a function normalize and using simple vector subtracting which is ok , but how should I do it in sfml ? Instead of using: Movement = p.position() - m.position(); p is the player and m is the monster I used something like this to move on a straight line: sf::Vector2f Tail(0,0); if((mPlayer.getPosition().y - mMonster.GetInstance().getPosition().y) >= (mPlayer.getPosition().x - mMonster.GetInstance().getPosition().x)){ //sf::Vector2f Tail(0,0); Tail.x = mPlayer.getPosition().x - mMonster.GetInstance().getPosition().x; } else if((mPlayer.getPosition().y - mMonster.GetInstance().getPosition().y) <= (mPlayer.getPosition().x - mMonster.GetInstance().getPosition().x)){ //sf::Vector2f Tail(0,0); Tail.y = mPlayer.getPosition().y - mMonster.GetInstance().getPosition().y; } if(!MonsterCollosion()) mMonster.Move(Tail * (TimePerFrame.asSeconds() * 1/2 ) ); It works ok if the the height = the width for the game window, although I think it's not the best looking game when it comes to a moving monster, since it starts fast and then it gets slower so what do you guys advise me to do ?

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  • Any way to set up a grid for a board game in cocos 2d?

    - by Scott
    My first idea was to create a 2d array for my columns and rows, but it seems like there should be a better, or possibly cleaner, way to achieve this. Each square on the grid is going to have a background image, probably a .png although I might just draw the images with a draw method. Basically, I want to be able to drag and drop images onto the individual grid squares. I've been searching for a solution and the closest thing I can find is the tiled map solution. That just seems like a little overkill for what I'm trying to accomplish. Also, I don't know if this helps but i need my grid to be 12 by 12 and take up the entire width of the iphone screen.

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  • Cocos2d: Moving background on update: offsett issue

    - by mm24
    working with Objective C, iOS and Cocos2d I am developing a vertical scrolling shooter game for iPhone (retina display models with 640 width x 960 height pixel resolution). My basic algorithm works as following: I create two instances of an image that has exactly 640 width x 960 height pixel of resolution, which we will call imageA and imageB I then set the two imags with exactly 480.0f of offset from each other, as the screenSize of a CCScene is set by default to 480.0f. At each update method call I move the two images by the same value. I make sure that their offsett stays to 480.0f However when running the game I see a 1 pixel height line between the two images. This literally bugs me and would like to adjust this. What am I doing wrong? This is a zoom in on the background when the "offsett line" is visible. The white line you can see divides the two background images and is not meant to exist as both images are completely black :): If I change the yPositionOfSecondElement value to 479.0f until the first loop the two images overlap correctly, but as soon as the loop starts the two images starts having an offsett of -1.0f. Here is the initialization code: -(void) init { //... screenHeight = 480.0f; yPositionOfSecondElement= screenHeight;//I tried subtracting an offsett of -1 but eventually the image would go wrong again yPositionOfFirstElement = 0.0f; loopedBackgroundImageInstanceA = [BackgroundLoopedImage loopImageForLevel:levelName]; loopedBackgroundImageInstanceA.anchorPoint = CGPointMake(0.5f, 0.0f); loopedBackgroundImageInstanceA.position = CGPointMake(160.0f, yPositionOfFirstElement); [node addChild:loopedBackgroundImageInstanceA z:zLevelBackground]; //loopedBackgroundImageInstanceA.color= ccRED; loopedBackgroundImageInstanceB = [BackgroundLoopedImage loopImageForLevel:levelName]; loopedBackgroundImageInstanceB.anchorPoint = CGPointMake(0.5f, 0.0f); loopedBackgroundImageInstanceB.position = CGPointMake(160.0f, yPositionOfSecondElement); [node addChild:loopedBackgroundImageInstanceB z:zLevelBackground]; //.... } And here is the move code called at each update: -(void) moveBackgroundSprites:(BackgroundLoopedImage*)imageA :(BackgroundLoopedImage*)imageB :(ccTime)delta { isEligibleToMove=false; //This is done to avoid rounding errors float yStep = delta * [GameController sharedGameController].currentBackgroundSpeed; NSString* formattedNumber = [NSString stringWithFormat:@"%.02f", yStep]; yStep = atof([formattedNumber UTF8String]); //First should adjust position of images [self adjustPosition:imageA :imageB]; //The can get the actual image position CGPoint posA = imageA.position; CGPoint posB = imageB.position; //Here could verify if the checksum is equal to the required difference (should be 479.0f) if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply A"); } //At this stage can compute the hypotetical new position CGPoint newPosA = CGPointMake(posA.x, posA.y - yStep); CGPoint newPosB = CGPointMake(posB.x, posB.y - yStep); // Reposition stripes when they're out of bounds if (newPosA.y <= -yPositionOfSecondElement) { newPosA.y = yPositionOfSecondElement; [imageA shuffle]; if (timeElapsed>=endTime && hasReachedEndLevel==FALSE) { hasReachedEndLevel=TRUE; shouldMoveImageEnd=TRUE; } } else if (newPosB.y <= -yPositionOfSecondElement) { newPosB.y = yPositionOfSecondElement; [imageB shuffle]; if (timeElapsed>=endTime && hasReachedEndLevel==FALSE) { hasReachedEndLevel=TRUE; shouldMoveImageEnd=TRUE; } } //Here should verify that the check sum is equal to 479.0f if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply B"); } imageA.position = newPosA; imageB.position = newPosB; //Here could verify that the check sum is equal to 479.0f if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply C"); } isEligibleToMove=true; } -(BOOL) verifyCheckSum:(CGPoint)posA :(CGPoint)posB { BOOL comply = false; float sum = 0.0f; if (posA.y > posB.y) { sum = posA.y - posB.y; } else if (posB.y > posA.y){ sum = posB.y - posA.y; } else{ return false; } if (sum!=yPositionOfSecondElement) { comply= false; } else{ comply=true; } return comply; } And here is what happens on the update: if(shouldMoveImageA && shouldMoveImageB) { if (isEligibleToMove) { [self moveBackgroundSprites:loopedBackgroundImageInstanceA :loopedBackgroundImageInstanceB :delta]; } Forget about shouldMoveImageA and shouldMoveImageB, this is just for when the background reaches the end of level, this works.

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  • 2D isometric picking

    - by Bikonja
    I'm trying to implement picking in my isometric 2D game, however, I am failing. First of all, I've searched for a solution and came to several, different equations and even a solution using matrices. I tried implementing every single one, but none of them seem to work for me. The idea is that I have an array of tiles, with each tile having it's x and y coordinates specified (in this simplified example it's by it's position in the array). I'm thinking that the tile (0, 0) should be on the left, (max, 0) on top, (0, max) on the bottom and (max, max) on the right. I came up with this loop for drawing, which googling seems to have verified as the correct solution, as has the rendered scene (ofcourse, it could still be wrong, also, forgive the messy names and stuff, it's just a WIP proof of concept code) // Draw code int col = 0; int row = 0; for (int i = 0; i < nrOfTiles; ++i) { // XOffset and YOffset are currently hardcoded values, but will represent camera offset combined with HUD offset Point tile = IsoToScreen(col, row, TileWidth / 2, TileHeight / 2, XOffset, YOffset); int x = tile.X; int y = tile.Y; spriteBatch.Draw(_tiles[i], new Rectangle(tile.X, tile.Y, TileWidth, TileHeight), Color.White); col++; if (col >= Columns) // Columns is the number of tiles in a single row { col = 0; row++; } } // Get selection overlay location (removed check if selection exists for simplicity sake) Point tile = IsoToScreen(_selectedTile.X, _selectedTile.Y, TileWidth / 2, TileHeight / 2, XOffset, YOffset); spriteBatch.Draw(_selectionTexture, new Rectangle(tile.X, tile.Y, TileWidth, TileHeight), Color.White); // End of draw code public Point IsoToScreen(int isoX, int isoY, int widthHalf, int heightHalf, int xOffset, int yOffset) { Point newPoint = new Point(); newPoint.X = widthHalf * (isoX + isoY) + xOffset; newPoint.Y = heightHalf * (-isoX + isoY) + yOffset; return newPoint; } This code draws the tiles correctly. Now I wanted to do picking to select the tiles. For this, I tried coming up with equations of my own (including reversing the drawing equation) and I tried multiple solutions I found on the internet and none of these solutions worked. Trying out lots of solutions, I came upon one that didn't work, but it seemed like an axis was just inverted. I fiddled around with the equations and somehow managed to get it to actually work (but have no idea why it works), but while it's close, it still doesn't work. I'm not really sure how to describe the behaviour, but it changes the selection at wrong places, while being fairly close (sometimes spot on, sometimes a tile off, I believe never more off than the adjacent tile). This is the code I have for getting which tile coordinates are selected: public Point? ScreenToIso(int screenX, int screenY, int tileHeight, int offsetX, int offsetY) { Point? newPoint = null; int nX = -1; int nY = -1; int tX = screenX - offsetX; int tY = screenY - offsetY; nX = -(tY - tX / 2) / tileHeight; nY = (tY + tX / 2) / tileHeight; newPoint = new Point(nX, nY); return newPoint; } I have no idea why this code is so close, especially considering it doesn't even use the tile width and all my attempts to write an equation myself or use a solution I googled failed. Also, I don't think this code accounts for the area outside the "tile" (the transparent part of the tile image), for which I intend to add a color map, but even if that's true, it's not the problem as the selection sometimes switches on approx 25% or 75% of width or height. I'm thinking I've stumbled upon a wrong path and need to backtrack, but at this point, I'm not sure what to do so I hope someone can shed some light on my error or point me to the right path. It may be worth mentioning that my goal is to not only pick the tile. Each main tile will be divided into 5x5 smaller tiles which won't be drawn seperately from the whole main tile, but they will need to be picked out. I think a color map of a main tile with different colors for different coordinates within the main tile should take care of that though, which would fall within using a color map for the main tile (for the transparent parts of the tile, meaning parts that possibly belong to other tiles).

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  • Can't activate "mirror display"

    - by Nemo Peeters
    I have Ubuntu 12.04 on a Dell latitude E6410, I have a problem when using the VGA output I always have dual monitor and can't switch on the "mirror display" toggle under systems setting/displays. It's rather annoying when having to do presentation with a video projector. the option "mirror display" is in light grey and I can"t tick the box. Thanks for those who might have an idea how to resolve this? update: driver is: Intel® Ironlake Mobile x86/MMX/SSE2 card something like this ? description: VGA compatible controller product: Core Processor Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 02 width: 64 bits clock: 33MHz

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  • Why does my health bar disappear whenever my character takes amage?

    - by iQue
    Im making health bar for my game that looks like this: public void healthBar(Canvas canvas) { float healthScale = happy.getHP() / happy.getMaxHP(); Rect rect = new Rect(20, 20,(120 * (int)healthScale), 40); Paint paint = new Paint(); paint.setColor(Color.RED); canvas.drawRect(20, 20, 220 * healthScale, 40, paint) } this is called every time my game renders. When the game starts it's where I want it, but as soon as my character (happy) takes any damage, it dissapears. And I know that his hp only gets subtracted by 5 every time he gets hit. So this should not happen? example: @Startup: happy.getHP() == 100, happy.getMaxHP == 100. when damaged HP -=5, -> happy.getHP() == 95 -> healthscale == 0,95 -> 220 * 0,95 == new width for Rect(?)

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  • Using glReadBuffer returns black image instead of the actual image only on Intel cards

    - by cloudraven
    I have this piece of code glReadBuffer( GL_FRONT ); glReadPixels( 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer ); Which works just perfectly in all the Nvidia and AMD GPUs I have tried, but it fails in almost every single Intel built-in video that I have tried. It actually works in a very old 945GME, but fails in all the others. Instead of getting a screenshot I am actually getting a black screen. If it helps, I am working with the Doom3 Engine, and that code is derived from the built-in screen capture code. By the way, even with the original game I cannot do screen capture on those intel devices anyway. My guess is that they are not implementing the standard correctly or something. Is there a workaround for this?

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  • HTML background-size:cover with floating objects

    - by Mikhail
    I have a trivial page with body having an image background, with background-size:cover. I set html { height:100% } to fill up the entire page regardless of the content amount. Up to this point everything worked as expected. I've added a div and set position:absolute; right:0; width:200px; This, again, worked as expected, until I added content. When this div is populated so much that the contents take up more space than the height of the page, the scroll bar appears. Scrolling down reveals that the background image does not actually cover the entire page. This is due to the fact that my div is taller than 100% of the HTML height. How can I address this?

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  • Webm videos converted with avconv not working properly

    - by user285943
    I'm converting mp4 videos to webm with the following command: avconv -i INPUT.mp4 -c:v libvpx -qmin 10 -qmax 42 -maxrate 500k -bufsize 1000k -threads 2 -c:a libvorbis OUTPUT.webm Am I doing something wrong? Should I use all of these parameters? I just want to make the videos compatible with all the browsers/devices. The videos are not working on Firefox on most devices and on Chrome in a specific Android device that I have. EDIT: When i play the embeded videos on firefox, on any android device, it goes straight to the end and doesn't play. It only plays if i click in the progress bar. If i open the videos on firefox without embedding them in a html page, they seem to have a bigger width box outside then, while the video is inside it. I uploaded a video that i converted. Try it in firefox: https://mega.co.nz/#!cg9FVZJD!CpC6X3NXH8rAVdBiS9ZqqwyITdyPb_qkKAKsvQXRpzI This is a comparison between the videos, after and before the conversion: ![Image here]: http://i.imgur.com/V2FijCQ.jpg

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  • Is there a better way to have a two column website with header and footer, equal height columns and stretchy column widths? [closed]

    - by Seamus
    I wrote a website a while ago that is a little messy in how it does things. I used this CSS template and this equal height columns trick. I have not one but two container divs and I can't remember what they're doing. So I'm thinking of re structuring the thing from scratch, and possibly making use of the more "semantic" html5 tags like <nav> and so on at the same time. The question is: is there a better way to achieve a site structure with these properties: 2 equal height main columns (with widths as percentages of the available real estate, not explicitly stated) both a header and footer element that stretch the whole width of the total of the two main columns That allows the use of semantic html5 tags instead of meaningless divs

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  • Using glReadBuffer/glReadPixels returns black image instead of the actual image only on Intel cards

    - by cloudraven
    I have this piece of code glReadBuffer( GL_FRONT ); glReadPixels( 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer ); Which works just perfectly in all the Nvidia and AMD GPUs I have tried, but it fails in almost every single Intel built-in video that I have tried. It actually works in a very old 945GME, but fails in all the others. Instead of getting a screenshot I am actually getting a black screen. If it helps, I am working with the Doom3 Engine, and that code is derived from the built-in screen capture code. By the way, even with the original game I cannot do screen capture on those intel devices anyway. My guess is that they are not implementing the standard correctly or something. Is there a workaround for this?

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  • Get collision details from Rectangle.Intersects()

    - by Daniel Ribeiro
    I have a Breakout game in which, at some point, I detect the collision between the ball and the paddle with something like this: // Ball class rectangle.Intersects(paddle.Rectangle); Is there any way I can get the exact coordinates of the collision, or any details about it, with the current XNA API? I thought of doing some basic calculations, such as comparing the exact coordinates of each object on the moment of the collision. It would look something like this: // Ball class if((rectangle.X - paddle.Rectangle.X) < (paddle.Rectangle.Width / 2)) // Collision happened on the left side else // Collision happened on the right side But I'm not sure this is the correct way to do it. Do you guys have any tips on maybe an engine I might have to use to achieve that? Or even good coding practices using this method?

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  • The orientation media query

    Right now Jason Grigby’s excellent summary of the orientation media query is making the round of blogs and tweets, and that’s well deserved. Media queries will become extremely important in the near future, when we have to build websites that work on any device resolution from 300px to 1280px or more.Still, there’s one tiny nitpick I’d like to make, so that you fully understand when to use orientation and when to use device-width.orientation is supported by Android 2, Bolt, MicroB, and Firefox. And...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • How can I correct the paper size (A4) for Canon i560 printer for 12.04?

    - by Peter
    How can I correct the paper size (A4) for Canon i560 printer for 12.04? Canon i560-Paper size error-with printer driver for Ubuntu 12.04 Precise Pangolin offers the same problem, but the answers are not very helpful/elegant to me. Especially the second is far too imprecise and the dimensions for A4 suggested there do not seem to be correct as they do not match with any other (and correctly working) A-Size dimensions. My i560.ppd has for A4 a length of [842] which is then the width for A3 throughout the ppd-file. A3 printouts are fine (So just the way it should be). A4 are not. Cannot figure out why.

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  • Cocos2D: Upgrading from OpenGL ES 1.1 to 2.0

    - by Alex
    I have recently starting upgrading my ios game to the latest Cocos2D (2.0 rc), and I am having some difficulties upgrading my texture generation code to OpenGL 2.0. In the old version I generated images with this code: CCRenderTexture *rt = [CCRenderTexture renderTextureWithWidth:WIDTH height:HEIGHT]; [rt beginWithClear:bgColor.r g:bgColor.g b:bgColor.b a:bgColor.a]; glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(2, GL_FLOAT, 0, verts); glColorPointer(4, GL_FLOAT, 0, colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)nVerts); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); [rt end]; But since OpenGL 2.0 works differently this code won't work. What is the best way to use the new OpenGL?

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  • Detect if square in grid is within a diamond shape

    - by myrkos
    So I have a game in which basically everything is a square inside a big grid. It's easy to check if a square is inside a box whose center is another square: *** x *o* --> x is not in o's square *** **x *o* --> x IS in o's square *** This can be done by simply subtracting the coordinates of o and x, then taking the largest coordinate of that and comparing it with the half side length. Now I want to do the same thing but check if x is in o's diamond, like so: * **x **o** --> x IS in o's diamond *** * What would be the best way to check if a square is in another square's surrounding diamond-shaped area, given the diamond's half width/height?

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  • Lubuntu notifications extend off screen

    - by cbojar
    I just installed a fresh Lubuntu 12.04. When notifications pop up in the corner, longer ones seem to extend off-screen and get cut off. Shorter ones do not have this problem (I'm assuming they draw from a fixed corner at top left and dynamically extend). My screen resolution is correct and no other applications seem to have this problem. I've even changed the resolution and the problem persists (at both resolutions). Is there any way to fix this? Is there a max-width setting or something that might need adjusting?

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  • Kinect joint coordinates and XNA animation

    - by Sweta Dwivedi
    I have written a program to record the x,y,z coordinated of the Hand joint and I want to animate my models 2D or 3D according to these coordinates. . .However the output of the x,y,z coordinates are fluctuating from -0 to 1 but not more than that.. So i assume I will need to multiply them back with the screen width and height, however it still doesnt seem to animate according to the original x,y,z points Any transformations I might be missing out? while ((line = r.ReadLine()) != null) { string[] temp = line.Split(','); int x = (int) float.Parse(temp[0]))* maxWidth); int y = (int) float.Parse(temp[1])) * maxHeight); }

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  • How to implement the setup rules like Clash of Clan?

    - by user25959
    Now I'm already implement the setup build rules which the building could move by unit grid width and height. But the validation detection is poor efficiency. The algorithm cost me 10~12(ms) in average when I move the building. Here is my approach to that: 1.Basic Grid, it is a two dimensional array. Grid[row][column], so that I can save info for each grid. Like whether is it in occupied or excluded. 2.Exclude Space, this is a space which limit same building numbers in space.

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  • Javascript Open a Window Full Size (Mazimized)

    - by SAMIR BHOGAYTA
    function f_open_window_max( aURL, aWinName ) { var wOpen; var sOptions; sOptions = 'status=yes,menubar=yes,scrollbars=yes,resizable=yes,toolbar=yes'; sOptions = sOptions + ',width=' + (screen.availWidth - 10).toString(); sOptions = sOptions + ',height=' + (screen.availHeight - 122).toString(); sOptions = sOptions + ',screenX=0,screenY=0,left=0,top=0'; wOpen = window.open( '', aWinName, sOptions ); wOpen.location = aURL; wOpen.focus(); wOpen.moveTo( 0, 0 ); wOpen.resizeTo( screen.availWidth, screen.availHeight ); return wOpen; }

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  • Resize images to specific height value in ImageMagick?

    - by Jason
    I've looked around for this, and can't find an easily implemented solution. Currently I'm working on an application that deals with panoramas. As they come out of the batch stitch process, the dimensions average 18000x4000. Using ImageMagick, how can I downscale those images to a specific height value while maintaining aspect ratio? According to the manual, the convert operation takes in both height and width to resize to while maintaining the same aspect ratio. What I'd like is to put in 600 and 1000 in my existing resize script function and have both a regular viewable image as well as a reduced size.

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  • Silverlight 4 + RIA Services - Ready for Business: Consuming Data in the Silverlight Client

    To continue our series, lets see where the fun comes in my look at how easy that is to consume from the client.  First just to help you understand what is happening behind the covers, lets look at a code-behind solution.  In View\Home.xaml put a simple DataGrid on the form. <sdk:DataGrid Name="dataGrid1" Height="152" Width="692" /> Then add these lines of code to Home.xaml.cs   1: var context = new DishViewDomainContext(); 2: this.dataGrid1.ItemsSource...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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