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  • Tapestry 5, loading css from filesystem

    - by emptyhead
    We are creating a Tapestry 5 webapp with an external designer creating and maintaining the css-files of the application. We would like him to be able to make changes to the css-files without the need to change the webapp, prefarably in the configurable path in the filesystem. So what would the best way to do this with Tapestry 5?

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  • How to animate line-drawing in iPhone development?

    - by david
    I have been searching around, but there seems no good answer for this simple question. So I am asking again: how to animate line-drawing in iphone dev? Basically what I want is something like this: @implementation MyUIView - (void) triggerLineDrawing: (CGPathRef) path { ... // animate line drawing here } Can it be done?

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  • How to use ObjectAnimator to change a the background of a View with a crossfade (or fade out - fade in) animation?

    - by jul
    is there any way to create one animation with ObjectAnimator to change the background of a View with a crossfade animation? Something like ObjectAnimator.ofObject(<myView.background>, <crossfade or fade in -fade out>, <resources_1>, <resources_2>); I know I can do a fade out of one image, set a listener to detect the end of the animation, and fade in the other image. I'd just like to know if there's a more elegant way... Thanks

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  • Java - Loading dlls by a relative path and hide them inside a jar

    - by supertreta
    Hi guys, I am developing a Java application that should be release as a jar. This program depends on c++ external libraries called by JNI. To load them, I use the method System.load with an absolute path and this works fine. However, I really want to "hide" them inside the jar, so I have created a package to collect them. This forces me to load an relative path - the package path. By this approach, I let the user run the jar in any directory, without being worried about linking the dll's or bored with a previous installation process. This throws the expected exception: Exception in thread "main" java.lang.UnsatisfiedLinkError: Expecting an absolute path of the library How can I get this working? Thanks for your help!

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  • jQuery - How to Prevent Animation Queue Buildup with Double Animations?

    - by Jason
    Hello, I was taking a look at this tutorial here to prevent animation buildups: http://www.learningjquery.com/2009/01/quick-tip-prevent-animation-queue-buildup My situation: I am doing a double animation like this below, and would like the prevent the animation build up. Since I have 2 animations going, it seems it ignores the .stop(). What can be done to prevent this? I have tried .stop() on both .animate and if I do that it stops animating... $(document).ready(function() { $('#element').hover(function() { $(this).stop() .animate( { left: 200 }, { duration: 'slow', }) .animate( { top: 200 }, { duration: 'slow', }); } , function() { $(this).stop() .animate( { left: 0 }, { duration: 'slow', }) .animate( { top: 0 }, { duration: 'slow', }); }); }); Any help will be greatly aprecaited!!

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  • Array loading with doubles in C

    - by user2892120
    I am trying to load a 3x8 array of doubles but my code keeps outputting 0.00 for all of the values. The code should be outputting the array (same as the input) under the Read#1 Read#2 Read#3 lines, with the average under average. Here is my code: #include <stdio.h> double getAvg(double num1, double num2, double num3); int main() { int numJ,month,day,year,i,j; double arr[3][8]; scanf("%d %d %d %d",&numJ,&month,&day,&year); for (i = 0; i < 8; i++) { scanf("%f %f %f",&arr[i][0], &arr[i][1], &arr[i][2]); } printf("\nJob %d Date: %d/%d/%d",numJ,month,day,year); printf("\n\nLocation Read#1 Read#2 Read#3 Average"); for (j = 0; j < 8; j++) { printf("\n %d %.2f %.2f %.2f %.2f",j+1,arr[j][0],arr[j] [1],arr[j][2],getAvg(arr[j][0],arr[j][1],arr[j][2])); } return 0; } double getAvg(double num1, double num2, double num3) { double avg = (num1 + num2 + num3) / 3; return avg; } Input example: 157932 09 01 2013 0.00 0.00 0.00 0.36 0.27 0.23 0.18 0.16 0.26 0.27 0.00 0.34 0.24 0.00 0.31 0.16 0.33 0.36 0.29 0.36 0.00 0.21 0.36 0.00

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  • OpenGL ES perspective projection

    - by TimeManx
    I'm having a hard time understanding how glFrustum & gluPerspective work. I understand the concept of perspective projection but the functions aren't behaving how I expect them to. For example, if I set the frustum this way glFrustumf(0, 10, 0, 10, 1, 100) and have a rectangle at points 0, 0, 1, 0, 10, 1, 10, 10, 1, 10, 0, 1 then the rectangle is drawn with its left edge at -5 & right edge at 5, so the left half of the rectangle isn't visible. And if x is translated, I'd expect y to be too. But that doesn't happen either. In whatever examples I've seen, the coordinates for the projection matrix are taken as glFrustumf(-10, 10, -10, 10, 1, 100) but either way, whatever part is shown should be dependent on the rectangle's coordinates, right?

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  • Why am I unable to prevent the animation queue from stacking without breaking my code?

    - by user1888886
    I am attempting to use jquery and CSS to animate the buttons of a navigation sidebar I am using to signify which button is selected when the mouse is hovered over each. Currently, my code for the CSS appears as such: #navbutton {position:relative; width:178px; height:35px; border:1px #FFF solid; z-index:+3; font-family:'Capriola', sans-serif; font-size:18px; text-align:center;} #navbutton.button {color:#77D; background-color: #F0B0D0;} #navbutton.button_hover {color:#66C; background-color: #FCF; padding:10px;} And my jquery: <script type="text/javascript"> $(document).ready(function(){ $("#sidebar div").mouseenter(buttonHover) function buttonHover(){ $(this).stop().switchClass('button','button_hover',500); } $("#sidebar div").mouseleave(button) function button(){ $(this).stop().switchClass('button_hover','button',500); } }); </script> Before I added the .stop() to each part of the animation, the animation queue would stack up for each time the mouse was moved over each button and then removed. Now that the .stop() has been applied, however, if the mouse is moved away from a button during its animation, the button will freeze and remain in its mid-animation state, unable to be fixed by being hovered over until the page is reloaded, rather than reverting to its original mouseleave state. From everything I've read, this should not be the case. Might anyone be able to tell why my animation queue becomes broken once the .stop() is applied?

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  • Blank Screen at boot Ubuntu 12.04 - nvidia-current - Macbook Air 3,2

    - by soulnafein
    I've installed nvidia-current using the Additional Drivers application in Ubuntu 12.04. I need those drivers so I can use accelerated WebGL. After installing the drivers, and rebooting X fails to start and I have a frozen system/dark screen. Below is the content of Xorg.0.log How can I fix this problem? [ 4.666] X.Org X Server 1.11.3 Release Date: 2011-12-16 [ 4.666] X Protocol Version 11, Revision 0 [ 4.666] Build Operating System: Linux 2.6.42-23-generic x86_64 Ubuntu [ 4.666] Current Operating System: Linux david-macbook-air 3.2.0-34-generic #53-Ubuntu SMP Thu Nov 15 10:48:16 UTC 2012 x86_64 [ 4.666] Kernel command line: BOOT_IMAGE=/boot/vmlinuz-3.2.0-34-generic root=UUID=b3d5ae2a-72af-4ef9-b775-0d40b5f80f9b ro quiet splash vt.handoff=7 [ 4.666] Build Date: 29 August 2012 12:12:33AM [ 4.666] xorg-server 2:1.11.4-0ubuntu10.8 (For technical support please see http://www.ubuntu.com/support) [ 4.666] Current version of pixman: 0.24.4 [ 4.666] Before reporting problems, check http://wiki.x.org to make sure that you have the latest version. [ 4.666] Markers: (--) probed, (**) from config file, (==) default setting, (++) from command line, (!!) notice, (II) informational, (WW) warning, (EE) error, (NI) not implemented, (??) unknown. [ 4.666] (==) Log file: "/var/log/Xorg.0.log", Time: Thu Dec 13 10:18:02 2012 [ 4.668] (==) Using system config directory "/usr/share/X11/xorg.conf.d" [ 4.668] (==) No Layout section. Using the first Screen section. [ 4.668] (==) No screen section available. Using defaults. [ 4.668] (**) |-->Screen "Default Screen Section" (0) [ 4.668] (**) | |-->Monitor "<default monitor>" [ 4.668] (==) No monitor specified for screen "Default Screen Section". Using a default monitor configuration. [ 4.668] (==) Automatically adding devices [ 4.668] (==) Automatically enabling devices [ 4.668] (WW) The directory "/usr/share/fonts/X11/cyrillic" does not exist. [ 4.668] Entry deleted from font path. [ 4.668] (WW) The directory "/usr/share/fonts/X11/100dpi/" does not exist. [ 4.668] Entry deleted from font path. [ 4.669] (WW) The directory "/usr/share/fonts/X11/75dpi/" does not exist. [ 4.669] Entry deleted from font path. [ 4.669] (WW) The directory "/usr/share/fonts/X11/100dpi" does not exist. [ 4.669] Entry deleted from font path. [ 4.669] (WW) The directory "/usr/share/fonts/X11/75dpi" does not exist. [ 4.669] Entry deleted from font path. [ 4.669] (WW) The directory "/var/lib/defoma/x-ttcidfont-conf.d/dirs/TrueType" does not exist. [ 4.669] Entry deleted from font path. [ 4.669] (==) FontPath set to: /usr/share/fonts/X11/misc, /usr/share/fonts/X11/Type1, built-ins [ 4.669] (==) ModulePath set to "/usr/lib/x86_64-linux-gnu/xorg/extra-modules,/usr/lib/xorg/extra-modules,/usr/lib/xorg/modules" [ 4.669] (II) The server relies on udev to provide the list of input devices. If no devices become available, reconfigure udev or disable AutoAddDevices. [ 4.669] (II) Loader magic: 0x7f6222467b00 [ 4.669] (II) Module ABI versions: [ 4.669] X.Org ANSI C Emulation: 0.4 [ 4.669] X.Org Video Driver: 11.0 [ 4.669] X.Org XInput driver : 16.0 [ 4.669] X.Org Server Extension : 6.0 [ 4.670] (--) PCI:*(0:2:0:0) 10de:08a3:106b:00d3 rev 162, Mem @ 0x92000000/16777216, 0x80000000/268435456, 0x90000000/33554432, I/O @ 0x00001000/128, BIOS @ 0x????????/131072 [ 4.670] (II) Open ACPI successful (/var/run/acpid.socket) [ 4.670] (II) LoadModule: "extmod" [ 4.671] (II) Loading /usr/lib/xorg/modules/extensions/libextmod.so [ 4.671] (II) Module extmod: vendor="X.Org Foundation" [ 4.671] compiled for 1.11.3, module version = 1.0.0 [ 4.671] Module class: X.Org Server Extension [ 4.671] ABI class: X.Org Server Extension, version 6.0 [ 4.671] (II) Loading extension MIT-SCREEN-SAVER [ 4.671] (II) Loading extension XFree86-VidModeExtension [ 4.671] (II) Loading extension XFree86-DGA [ 4.671] (II) Loading extension DPMS [ 4.671] (II) Loading extension XVideo [ 4.671] (II) Loading extension XVideo-MotionCompensation [ 4.671] (II) Loading extension X-Resource [ 4.671] (II) LoadModule: "dbe" [ 4.671] (II) Loading /usr/lib/xorg/modules/extensions/libdbe.so [ 4.671] (II) Module dbe: vendor="X.Org Foundation" [ 4.671] compiled for 1.11.3, module version = 1.0.0 [ 4.671] Module class: X.Org Server Extension [ 4.671] ABI class: X.Org Server Extension, version 6.0 [ 4.671] (II) Loading extension DOUBLE-BUFFER [ 4.671] (II) LoadModule: "glx" [ 4.671] (II) Loading /usr/lib/x86_64-linux-gnu/xorg/extra-modules/libglx.so [ 4.869] (II) Module glx: vendor="NVIDIA Corporation" [ 4.869] compiled for 4.0.2, module version = 1.0.0 [ 4.869] Module class: X.Org Server Extension [ 4.869] (II) NVIDIA GLX Module 295.40 Thu Apr 5 21:57:38 PDT 2012 [ 4.869] (II) Loading extension GLX [ 4.869] (II) LoadModule: "record" [ 4.870] (II) Loading /usr/lib/xorg/modules/extensions/librecord.so [ 4.870] (II) Module record: vendor="X.Org Foundation" [ 4.870] compiled for 1.11.3, module version = 1.13.0 [ 4.870] Module class: X.Org Server Extension [ 4.870] ABI class: X.Org Server Extension, version 6.0 [ 4.870] (II) Loading extension RECORD [ 4.870] (II) LoadModule: "dri" [ 4.870] (II) Loading /usr/lib/xorg/modules/extensions/libdri.so [ 4.870] (II) Module dri: vendor="X.Org Foundation" [ 4.870] compiled for 1.11.3, module version = 1.0.0 [ 4.870] ABI class: X.Org Server Extension, version 6.0 [ 4.870] (II) Loading extension XFree86-DRI [ 4.870] (II) LoadModule: "dri2" [ 4.871] (II) Loading /usr/lib/xorg/modules/extensions/libdri2.so [ 4.871] (II) Module dri2: vendor="X.Org Foundation" [ 4.871] compiled for 1.11.3, module version = 1.2.0 [ 4.871] ABI class: X.Org Server Extension, version 6.0 [ 4.871] (II) Loading extension DRI2 [ 4.871] (==) Matched nvidia as autoconfigured driver 0 [ 4.871] (==) Matched nouveau as autoconfigured driver 1 [ 4.871] (==) Matched nv as autoconfigured driver 2 [ 4.871] (==) Matched vesa as autoconfigured driver 3 [ 4.871] (==) Matched fbdev as autoconfigured driver 4 [ 4.871] (==) Assigned the driver to the xf86ConfigLayout [ 4.871] (II) LoadModule: "nvidia" [ 4.871] (II) Loading /usr/lib/x86_64-linux-gnu/xorg/extra-modules/nvidia_drv.so [ 4.887] (II) Module nvidia: vendor="NVIDIA Corporation" [ 4.887] compiled for 4.0.2, module version = 1.0.0 [ 4.887] Module class: X.Org Video Driver [ 4.892] (II) LoadModule: "nouveau" [ 4.894] (II) Loading /usr/lib/xorg/modules/drivers/nouveau_drv.so [ 4.894] (II) Module nouveau: vendor="X.Org Foundation" [ 4.894] compiled for 1.11.3, module version = 1.0.2 [ 4.894] Module class: X.Org Video Driver [ 4.894] ABI class: X.Org Video Driver, version 11.0 [ 4.894] (II) LoadModule: "nv" [ 4.895] (WW) Warning, couldn't open module nv [ 4.895] (II) UnloadModule: "nv" [ 4.895] (II) Unloading nv [ 4.895] (EE) Failed to load module "nv" (module does not exist, 0) [ 4.895] (II) LoadModule: "vesa" [ 4.895] (II) Loading /usr/lib/xorg/modules/drivers/vesa_drv.so [ 4.896] (II) Module vesa: vendor="X.Org Foundation" [ 4.896] compiled for 1.11.3, module version = 2.3.0 [ 4.896] Module class: X.Org Video Driver [ 4.896] ABI class: X.Org Video Driver, version 11.0 [ 4.896] (II) LoadModule: "fbdev" [ 4.896] (II) Loading /usr/lib/xorg/modules/drivers/fbdev_drv.so [ 4.896] (II) Module fbdev: vendor="X.Org Foundation" [ 4.896] compiled for 1.11.3, module version = 0.4.2 [ 4.896] ABI class: X.Org Video Driver, version 11.0 [ 4.896] (==) Matched nvidia as autoconfigured driver 0 [ 4.896] (==) Matched nouveau as autoconfigured driver 1 [ 4.896] (==) Matched nv as autoconfigured driver 2 [ 4.896] (==) Matched vesa as autoconfigured driver 3 [ 4.896] (==) Matched fbdev as autoconfigured driver 4 [ 4.896] (==) Assigned the driver to the xf86ConfigLayout [ 4.896] (II) LoadModule: "nvidia" [ 4.896] (II) Loading /usr/lib/x86_64-linux-gnu/xorg/extra-modules/nvidia_drv.so [ 4.896] (II) Module nvidia: vendor="NVIDIA Corporation" [ 4.896] compiled for 4.0.2, module version = 1.0.0 [ 4.896] Module class: X.Org Video Driver [ 4.896] (II) UnloadModule: "nvidia" [ 4.896] (II) Unloading nvidia [ 4.896] (II) Failed to load module "nvidia" (already loaded, 32610) [ 4.896] (II) LoadModule: "nouveau" [ 4.897] (II) Loading /usr/lib/xorg/modules/drivers/nouveau_drv.so [ 4.897] (II) Module nouveau: vendor="X.Org Foundation" [ 4.897] compiled for 1.11.3, module version = 1.0.2 [ 4.897] Module class: X.Org Video Driver [ 4.897] ABI class: X.Org Video Driver, version 11.0 [ 4.897] (II) UnloadModule: "nouveau" [ 4.897] (II) Unloading nouveau [ 4.897] (II) Failed to load module "nouveau" (already loaded, 32610) [ 4.897] (II) LoadModule: "nv" [ 4.897] (WW) Warning, couldn't open module nv [ 4.897] (II) UnloadModule: "nv" [ 4.897] (II) Unloading nv [ 4.897] (EE) Failed to load module "nv" (module does not exist, 0) [ 4.897] (II) LoadModule: "vesa" [ 4.898] (II) Loading /usr/lib/xorg/modules/drivers/vesa_drv.so [ 4.898] (II) Module vesa: vendor="X.Org Foundation" [ 4.898] compiled for 1.11.3, module version = 2.3.0 [ 4.898] Module class: X.Org Video Driver [ 4.898] ABI class: X.Org Video Driver, version 11.0 [ 4.898] (II) UnloadModule: "vesa" [ 4.898] (II) Unloading vesa [ 4.898] (II) Failed to load module "vesa" (already loaded, 0) [ 4.898] (II) LoadModule: "fbdev" [ 4.898] (II) Loading /usr/lib/xorg/modules/drivers/fbdev_drv.so [ 4.898] (II) Module fbdev: vendor="X.Org Foundation" [ 4.898] compiled for 1.11.3, module version = 0.4.2 [ 4.898] ABI class: X.Org Video Driver, version 11.0 [ 4.898] (II) UnloadModule: "fbdev" [ 4.898] (II) Unloading fbdev [ 4.899] (II) Failed to load module "fbdev" (already loaded, 0) [ 4.899] (II) NVIDIA dlloader X Driver 295.40 Thu Apr 5 21:38:35 PDT 2012 [ 4.899] (II) NVIDIA Unified Driver for all Supported NVIDIA GPUs [ 4.899] (II) NOUVEAU driver Date: Wed Sep 12 13:42:43 2012 +0200 [ 4.899] (II) NOUVEAU driver for NVIDIA chipset families : [ 4.899] RIVA TNT (NV04) [ 4.899] RIVA TNT2 (NV05) [ 4.899] GeForce 256 (NV10) [ 4.899] GeForce 2 (NV11, NV15) [ 4.899] GeForce 4MX (NV17, NV18) [ 4.899] GeForce 3 (NV20) [ 4.900] GeForce 4Ti (NV25, NV28) [ 4.900] GeForce FX (NV3x) [ 4.900] GeForce 6 (NV4x) [ 4.900] GeForce 7 (G7x) [ 4.900] GeForce 8 (G8x) [ 4.900] GeForce GTX 200 (NVA0) [ 4.900] GeForce GTX 400 (NVC0) [ 4.900] (II) VESA: driver for VESA chipsets: vesa [ 4.900] (II) FBDEV: driver for framebuffer: fbdev [ 4.900] (++) using VT number 7 [ 4.902] (II) Loading sub module "fb" [ 4.902] (II) LoadModule: "fb" [ 4.902] (II) Loading /usr/lib/xorg/modules/libfb.so [ 4.902] (II) Module fb: vendor="X.Org Foundation" [ 4.902] compiled for 1.11.3, module version = 1.0.0 [ 4.902] ABI class: X.Org ANSI C Emulation, version 0.4 [ 4.902] (II) Loading sub module "wfb" [ 4.902] (II) LoadModule: "wfb" [ 4.903] (II) Loading /usr/lib/xorg/modules/libwfb.so [ 4.905] (II) Module wfb: vendor="X.Org Foundation" [ 4.905] compiled for 1.11.3, module version = 1.0.0 [ 4.905] ABI class: X.Org ANSI C Emulation, version 0.4 [ 4.905] (II) Loading sub module "ramdac" [ 4.905] (II) LoadModule: "ramdac" [ 4.905] (II) Module "ramdac" already built-in [ 4.907] (II) Loading /usr/lib/x86_64-linux-gnu/xorg/extra-modules/nvidia_drv.so [ 4.907] (II) Loading /usr/lib/xorg/modules/libwfb.so [ 4.907] (II) Loading /usr/lib/xorg/modules/libfb.so [ 4.912] (WW) Falling back to old probe method for vesa [ 4.912] (WW) Falling back to old probe method for fbdev [ 4.912] (II) Loading sub module "fbdevhw" [ 4.912] (II) LoadModule: "fbdevhw" [ 4.912] (II) Loading /usr/lib/xorg/modules/libfbdevhw.so [ 4.912] (II) Module fbdevhw: vendor="X.Org Foundation" [ 4.912] compiled for 1.11.3, module version = 0.0.2 [ 4.912] ABI class: X.Org Video Driver, version 11.0 [ 4.912] (II) NVIDIA(0): Creating default Display subsection in Screen section "Default Screen Section" for depth/fbbpp 24/32 [ 4.912] (==) NVIDIA(0): Depth 24, (==) framebuffer bpp 32 [ 4.912] (==) NVIDIA(0): RGB weight 888 [ 4.912] (==) NVIDIA(0): Default visual is TrueColor [ 4.912] (==) NVIDIA(0): Using gamma correction (1.0, 1.0, 1.0) [ 4.912] (**) NVIDIA(0): Enabling 2D acceleration [ 5.442] (EE) NVIDIA(0): Failed to initialize the display subsystem for the NVIDIA [ 5.442] (EE) NVIDIA(0): graphics device! [ 5.442] (EE) NVIDIA(0): Failed to get supported display device(s) [ 5.442] (EE) NVIDIA(0): Failed to initialize dac HAL [ 5.442] (II) UnloadModule: "nvidia" [ 5.442] (II) Unloading nvidia [ 5.442] (II) UnloadModule: "wfb" [ 5.442] (II) Unloading wfb [ 5.442] (II) UnloadModule: "fb" [ 5.443] (II) Unloading fb [ 5.443] (EE) Screen(s) found, but none have a usable configuration. [ 5.443] Fatal server error: [ 5.443] no screens found [ 5.443] Please consult the The X.Org Foundation support at http://wiki.x.org for help. [ 5.443] Please also check the log file at "/var/log/Xorg.0.log" for additional information. [ 5.443] [ 5.447] ddxSigGiveUp: Closing log [ 5.447] Server terminated with error (1). Closing log file.

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  • Loading jQuery Consistently in a .NET Web App

    - by Rick Strahl
    One thing that frequently comes up in discussions when using jQuery is how to best load the jQuery library (as well as other commonly used and updated libraries) in a Web application. Specifically the issue is the one of versioning and making sure that you can easily update and switch versions of script files with application wide settings in one place and having your script usage reflect those settings in the entire application on all pages that use the script. Although I use jQuery as an example here, the same concepts can be applied to any script library - for example in my Web libraries I use the same approach for jQuery.ui and my own internal jQuery support library. The concepts used here can be applied both in WebForms and MVC. Loading jQuery Properly From CDN Before we look at a generic way to load jQuery via some server logic, let me first point out my preferred way to embed jQuery into the page. I use the Google CDN to load jQuery and then use a fallback URL to handle the offline or no Internet connection scenario. Why use a CDN? CDN links tend to be loaded more quickly since they are very likely to be cached in user's browsers already as jQuery CDN is used by many, many sites on the Web. Using a CDN also removes load from your Web server and puts the load bearing on the CDN provider - in this case Google - rather than on your Web site. On the downside, CDN links gives the provider (Google, Microsoft) yet another way to track users through their Web usage. Here's how I use jQuery CDN plus a fallback link on my WebLog for example: <!DOCTYPE HTML> <html> <head> <script src="//ajax.googleapis.com/ajax/libs/jquery/1.6.4/jquery.min.js"></script> <script> if (typeof (jQuery) == 'undefined') document.write(unescape("%3Cscript " + "src='/Weblog/wwSC.axd?r=Westwind.Web.Controls.Resources.jquery.js' %3E%3C/script%3E")); </script> <title>Rick Strahl's Web Log</title> ... </head>   You can see that the CDN is referenced first, followed by a small script block that checks to see whether jQuery was loaded (jQuery object exists). If it didn't load another script reference is added to the document dynamically pointing to a backup URL. In this case my backup URL points at a WebResource in my Westwind.Web  assembly, but the URL can also be local script like src="/scripts/jquery.min.js". Important: Use the proper Protocol/Scheme for  for CDN Urls [updated based on comments] If you're using a CDN to load an external script resource you should always make sure that the script is loaded with the same protocol as the parent page to avoid mixed content warnings by the browser. You don't want to load a script link to an http:// resource when you're on an https:// page. The easiest way to use this is by using a protocol relative URL: <script src="//ajax.googleapis.com/ajax/libs/jquery/1.6.4/jquery.min.js"></script> which is an easy way to load resources from other domains. This URL syntax will automatically use the parent page's protocol (or more correctly scheme). As long as the remote domains support both http:// and https:// access this should work. BTW this also works in CSS (with some limitations) and links. BTW, I didn't know about this until it was pointed out in the comments. This is a very useful feature for many things - ah the benefits of my blog to myself :-) Version Numbers When you use a CDN you notice that you have to reference a specific version of jQuery. When using local files you may not have to do this as you can rename your private copy of jQuery.js, but for CDN the references are always versioned. The version number is of course very important to ensure you getting the version you have tested with, but it's also important to the provider because it ensures that cached content is always correct. If an existing file was updated the updates might take a very long time to get past the locally cached content and won't refresh properly. The version number ensures you get the right version and not some cached content that has been changed but not updated in your cache. On the other hand version numbers also mean that once you decide to use a new version of the script you now have to change all your script references in your pages. Depending on whether you use some sort of master/layout page or not this may or may not be easy in your application. Even if you do use master/layout pages, chances are that you probably have a few of them and at the very least all of those have to be updated for the scripts. If you use individual pages for all content this issue then spreads to all of your pages. Search and Replace in Files will do the trick, but it's still something that's easy to forget and worry about. Personaly I think it makes sense to have a single place where you can specify common script libraries that you want to load and more importantly which versions thereof and where they are loaded from. Loading Scripts via Server Code Script loading has always been important to me and as long as I can remember I've always built some custom script loading routines into my Web frameworks. WebForms makes this fairly easy because it has a reasonably useful script manager (ClientScriptManager and the ScriptManager) which allow injecting script into the page easily from anywhere in the Page cycle. What's nice about these components is that they allow scripts to be injected by controls so components can wrap up complex script/resource dependencies more easily without having to require long lists of CSS/Scripts/Image includes. In MVC or pure script driven applications like Razor WebPages  the process is more raw, requiring you to embed script references in the right place. But its also more immediate - it lets you know exactly which versions of scripts to use because you have to manually embed them. In WebForms with different controls loading resources this often can get confusing because it's quite possible to load multiple versions of the same script library into a page, the results of which are less than optimal… In this post I look a simple routine that embeds jQuery into the page based on a few application wide configuration settings. It returns only a string of the script tags that can be manually embedded into a Page template. It's a small function that merely a string of the script tags shown at the begging of this post along with some options on how that string is comprised. You'll be able to specify in one place which version loads and then all places where the help function is used will automatically reflect this selection. Options allow specification of the jQuery CDN Url, the fallback Url and where jQuery should be loaded from (script folder, Resource or CDN in my case). While this is specific to jQuery you can apply this to other resources as well. For example I use a similar approach with jQuery.ui as well using practically the same semantics. Providing Resources in ControlResources In my Westwind.Web Web utility library I have a class called ControlResources which is responsible for holding resource Urls, resource IDs and string contants that reference those resource IDs. The library also provides a few helper methods for loading common scriptscripts into a Web page. There are specific versions for WebForms which use the ClientScriptManager/ScriptManager and script link methods that can be used in any .NET technology that can embed an expression into the output template (or code for that matter). The ControlResources class contains mostly static content - references to resources mostly. But it also contains a few static properties that configure script loading: A Script LoadMode (CDN, Resource, or script url) A default CDN Url A fallback url They are  static properties in the ControlResources class: public class ControlResources { /// <summary> /// Determines what location jQuery is loaded from /// </summary> public static JQueryLoadModes jQueryLoadMode = JQueryLoadModes.ContentDeliveryNetwork; /// <summary> /// jQuery CDN Url on Google /// </summary> public static string jQueryCdnUrl = "//ajax.googleapis.com/ajax/libs/jquery/1.6.4/jquery.min.js"; /// <summary> /// jQuery CDN Url on Google /// </summary> public static string jQueryUiCdnUrl = "//ajax.googleapis.com/ajax/libs/jqueryui/1.8.16/jquery-ui.min.js"; /// <summary> /// jQuery UI fallback Url if CDN is unavailable or WebResource is used /// Note: The file needs to exist and hold the minimized version of jQuery ui /// </summary> public static string jQueryUiLocalFallbackUrl = "~/scripts/jquery-ui.min.js"; } These static properties are fixed values that can be changed at application startup to reflect your preferences. Since they're static they are application wide settings and respected across the entire Web application running. It's best to set these default in Application_Init or similar startup code if you need to change them for your application: protected void Application_Start(object sender, EventArgs e) { // Force jQuery to be loaded off Google Content Network ControlResources.jQueryLoadMode = JQueryLoadModes.ContentDeliveryNetwork; // Allow overriding of the Cdn url ControlResources.jQueryCdnUrl = "http://ajax.googleapis.com/ajax/libs/jquery/1.6.2/jquery.min.js"; // Route to our own internal handler App.OnApplicationStart(); } With these basic settings in place you can then embed expressions into a page easily. In WebForms use: <!DOCTYPE html> <html> <head runat="server"> <%= ControlResources.jQueryLink() %> <script src="scripts/ww.jquery.min.js"></script> </head> In Razor use: <!DOCTYPE html> <html> <head> @Html.Raw(ControlResources.jQueryLink()) <script src="scripts/ww.jquery.min.js"></script> </head> Note that in Razor you need to use @Html.Raw() to force the string NOT to escape. Razor by default escapes string results and this ensures that the HTML content is properly expanded as raw HTML text. Both the WebForms and Razor output produce: <!DOCTYPE html> <html> <head> <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.6.2/jquery.min.js" type="text/javascript"></script> <script type="text/javascript"> if (typeof (jQuery) == 'undefined') document.write(unescape("%3Cscript src='/WestWindWebToolkitWeb/WebResource.axd?d=-b6oWzgbpGb8uTaHDrCMv59VSmGhilZP5_T_B8anpGx7X-PmW_1eu1KoHDvox-XHqA1EEb-Tl2YAP3bBeebGN65tv-7-yAimtG4ZnoWH633pExpJor8Qp1aKbk-KQWSoNfRC7rQJHXVP4tC0reYzVw2&t=634535391996872492' type='text/javascript'%3E%3C/script%3E"));</script> <script src="scripts/ww.jquery.min.js"></script> </head> which produces the desired effect for both CDN load and fallback URL. The implementation of jQueryLink is pretty basic of course: /// <summary> /// Inserts a script link to load jQuery into the page based on the jQueryLoadModes settings /// of this class. Default load is by CDN plus WebResource fallback /// </summary> /// <param name="url"> /// An optional explicit URL to load jQuery from. Url is resolved. /// When specified no fallback is applied /// </param> /// <returns>full script tag and fallback script for jQuery to load</returns> public static string jQueryLink(JQueryLoadModes jQueryLoadMode = JQueryLoadModes.Default, string url = null) { string jQueryUrl = string.Empty; string fallbackScript = string.Empty; if (jQueryLoadMode == JQueryLoadModes.Default) jQueryLoadMode = ControlResources.jQueryLoadMode; if (!string.IsNullOrEmpty(url)) jQueryUrl = WebUtils.ResolveUrl(url); else if (jQueryLoadMode == JQueryLoadModes.WebResource) { Page page = new Page(); jQueryUrl = page.ClientScript.GetWebResourceUrl(typeof(ControlResources), ControlResources.JQUERY_SCRIPT_RESOURCE); } else if (jQueryLoadMode == JQueryLoadModes.ContentDeliveryNetwork) { jQueryUrl = ControlResources.jQueryCdnUrl; if (!string.IsNullOrEmpty(jQueryCdnUrl)) { // check if jquery loaded - if it didn't we're not online and use WebResource fallbackScript = @"<script type=""text/javascript"">if (typeof(jQuery) == 'undefined') document.write(unescape(""%3Cscript src='{0}' type='text/javascript'%3E%3C/script%3E""));</script>"; fallbackScript = string.Format(fallbackScript, WebUtils.ResolveUrl(ControlResources.jQueryCdnFallbackUrl)); } } string output = "<script src=\"" + jQueryUrl + "\" type=\"text/javascript\"></script>"; // add in the CDN fallback script code if (!string.IsNullOrEmpty(fallbackScript)) output += "\r\n" + fallbackScript + "\r\n"; return output; } There's one dependency here on WebUtils.ResolveUrl() which resolves Urls without access to a Page/Control (another one of those features that should be in the runtime, not in the WebForms or MVC engine). You can see there's only a little bit of logic in this code that deals with potentially different load modes. I can load scripts from a Url, WebResources or - my preferred way - from CDN. Based on the static settings the scripts to embed are composed to be returned as simple string <script> tag(s). I find this extremely useful especially when I'm not connected to the internet so that I can quickly swap in a local jQuery resource instead of loading from CDN. While CDN loading with the fallback works it can be a bit slow as the CDN is probed first before the fallback kicks in. Switching quickly in one place makes this trivial. It also makes it very easy once a new version of jQuery rolls around to move up to the new version and ensure that all pages are using the new version immediately. I'm not trying to make this out as 'the' definite way to load your resources, but rather provide it here as a pointer so you can maybe apply your own logic to determine where scripts come from and how they load. You could even automate this some more by using configuration settings or reading the locations/preferences out of some sort of data/metadata store that can be dynamically updated instead via recompilation. FWIW, I use a very similar approach for loading jQuery UI and my own ww.jquery library - the same concept can be applied to any kind of script you might be loading from different locations. Hopefully some of you find this a useful addition to your toolset. Resources Google CDN for jQuery Full ControlResources Source Code ControlResource Documentation Westwind.Web NuGet This method is part of the Westwind.Web library of the West Wind Web Toolkit or you can grab the Web library from NuGet and add to your Visual Studio project. This package includes a host of Web related utilities and script support features. © Rick Strahl, West Wind Technologies, 2005-2011Posted in ASP.NET  jQuery   Tweet (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • Entity Framework 4.0: Creating objects of correct type when using lazy loading

    - by DigiMortal
    In my posting about Entity Framework 4.0 and POCOs I introduced lazy loading in EF applications. EF uses proxy classes for lazy loading and this means we have new types in that come and go dynamically in runtime. We don’t have these types available when we write code but we cannot forget that EF may expect us to use dynamically generated types. In this posting I will give you simple hint how to use correct types in your code. The background of lazy loading and proxy classes As a first thing I will explain you in short what is proxy class. Business classes when designed correctly have no knowledge about their birth and death – they don’t know how they are created and they don’t know how their data is persisted. This is the responsibility of object runtime. When we use lazy loading we need a little bit different classes that know how to load data for properties when code accesses the property first time. As we cannot add this functionality to our business classes (they may be stored through more than one data access technology or by more than one Data Access Layer (DAL)) we create proxy classes that extend our business classes. If we have class called Product and product has lazy loaded property called Customer then we need proxy class, let’s say ProductProxy, that has same public signature as Product so we can use it INSTEAD OF product in our code. ProductProxy overrides Customer property. If customer is not asked then customer is null. But if we ask for Customer property then overridden property of ProductProxy loads it from database. This is how lazy loading works. Problem – two types for same thing As lazy loading may introduce dynamically generated proxy types we don’t know in our application code which type is returned. We cannot be sure that we have Product not ProductProxy returned. This leads us to the following question: how can we create Product of correct type if we don’t know the correct type? In EF solution is simple. Solution – use factory methods If you are using repositories and you are not using factories (imho it is pretty pointless with mapper) you can add factory methods to your EF based repositories. Take a look at this class. public class Event {     public int ID { get; set; }     public string Title { get; set; }     public string Location { get; set; }     public virtual Party Organizer { get; set; }     public DateTime Date { get; set; } } We have virtual member called Organizer. This property is virtual because we want to use lazy loading on this class so Organizer is loaded only when we ask it. EF provides us with method called CreateObject<T>(). CreateObject<T>() is member of ObjectContext class and it creates the object based on given type. In runtime proxy type for Event is created for us automatically and when we call CreateObject<T>() for Event it returns as object of Event proxy type. The factory method for events repository is as follows. public Event CreateEvent() {     var evt = _context.CreateObject<Event>();     return evt; } And we are done. Instead of creating factory classes we created factory methods that guarantee that created objects are of correct type. Conclusion Although lazy loading introduces some new objects we cannot use at design time because they live only in runtime we can write code without worrying about exact implementation type of object. This holds true until we have clean code and we don’t make any decisions based on object type. EF4.0 provides us with very simple factory method that create and return objects of correct type. All we had to do was adding factory methods to our repositories.

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  • Google Ads Blocking Other Site Elements From Loading

    - by Scott Schluer
    I'm using Google DFP to serve Adsense ads. In Google Chrome (this doesn't seem to happen in other browsers), the page will get stuck loading pagead2.googlesyndication.com. It will just load for hours if I let it. In the meantime, only about half or slightly more of the dynamic images on my page will have completed loading. It appears this is blocking other elements on my site from loading. Any suggestions on what I can do to fix this?

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  • Logic / Render phases with a single thread

    - by DevilWithin
    The question I have may generate different opinions from different developers, but I'd still like to have an answer on this. Its all about the updating and rendering steps of the game loop, and their use under multi and single threaded environments. Currently, there is one thread running, which takes care of sequentially executing events , logic and rendering. Sometimes, the logic part may wish to change the game state to something else, and in between do some loading of files. The result is that the game hangs completely while loading, and then proceeds to normal rendering of the new state. To go around this, i could make another thread, do the loading there while the main thread renders a smooth loading animation, and then proceed normally. The real question is about if i don't create another thread. I could refresh the screen from the logic thread, and provide some basic loading screen, which could be not so smoothly updated while the files load. In fact, this approach is not loved by a lot of developers, as it scrambles render code in the logic step, which may cause problems of different sorts.. Hope its clear!

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  • Google Ads Blocking Other Site Elements From Loading

    - by Scott Schluer
    I'm using Google DFP to serve Adsense ads. In Google Chrome (this doesn't seem to happen in other browsers), the page will get stuck loading pagead2.googlesyndication.com. It will just load for hours if I let it. In the meantime, only about half or slightly more of the dynamic images on my page will have completed loading. It appears this is blocking other elements on my site from loading. Any suggestions on what I can do to fix this?

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  • Design pattern for animation sequence in LibGDX

    - by kevinyu
    What design pattern to use for sequence of animation that involve different actor in libGDX. For example I am making a game to choose a wolf from a group of sheeps. The first animation played when the game begin is the wolf enter the field that is filled with two sheeps.Then the wolf disguise as a sheep and goes to the center of the screen. Then the game will shuffle the sheeps. After it finished it will ask the player where is the wolf. The game wait for player input. After that the game will show animation to show the player whether their answer is right or wrong. I am currently using State design pattern. There are four states wolfEnterState,DisguiseState,ShuffleState,UserInputState, and answerAnimationState. I feel that my code is messy. I use addAction with action sequence and action completion(new Runnable()) a lot. I feel that the action sequence is getting long. Is there a better solution for this kind of problem

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  • Moving while doing loop animation in RPGMaker

    - by AzDesign
    I made a custom class to display character portrait in RPGMaker XP Here is the class : class Poser attr_accessor :images def initialize @images = Sprite.new @images.bitmap = RPG::Cache.picture('Character.png') #100x300 @images.x = 540 #place it on the bottom right corner of the screen @images.y = 180 end end Create an event on the map to create an instance as global variable, tada! image popped out. Ok nice. But Im not satisfied, Now I want it to have bobbing-head animation-like (just like when we breathe, sometimes bob our head up and down) so I added another method : def move(x,y) @images.x += x @images.y += y end def animate(x,y,step,delay) forward = true 2.times { step.times { wait(delay) if forward move(x/step,y/step) else move(-x/step,-y/step) end } wait(delay*3) forward = false } end def wait(time) while time > 0 time -= 1 Graphics.update end end I called the method to run the animation and it works, so far so good, but the problem is, WHILE the portrait goes up and down, I cannot move my character until the animation is finished. So that's it, I'm stuck in the loop block, what I want is to watch the portrait moving up and down while I walk around village, talk to npc, etc. Anyone can solve my problem ? Or better solution ? Thanks in advance

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  • Cocos2D: Change animation based on joystick direction

    - by Blade
    I'm trying to get my figure to look in the right directions, based on the input of the joystick. So if I tilt left it looks left and the left animation is used, if I used right, it looks right and right animation is used, if up, then up, down, down and so on. I just get animation for front and back. Also if I press up I see the back of the figure correctly, but it won't go back into the original state when I don't press up anymore. -(void)applyJoystick:(SneakyJoystick *)aJoystick forTimeDelta:(float) deltaTime { CGPoint scaledVelocity = ccpMult(aJoystick.velocity, 128.0f); CGPoint oldPosition = [self position]; CGPoint newPosition = ccp(oldPosition.x + scaledVelocity.x * deltaTime, oldPosition.y + scaledVelocity.y * deltaTime); [self setPosition:newPosition]; id action = nil; int extra = 50; if ((int) aJoystick.degrees > 180 - extra && aJoystick.degrees < 180 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimLeft restoreOriginalFrame:NO]; } else if ((int) aJoystick.degrees > 360 - extra && aJoystick.degrees < 360 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimRight restoreOriginalFrame:NO]; } else if ((int) aJoystick.degrees > 90 - extra && aJoystick.degrees < 90 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimBack restoreOriginalFrame:NO]; } else if ((int) aJoystick.degrees > 270 - extra && aJoystick.degrees < 270 + extra) { action = [CCAnimate actionWithAnimation:walkingAnimFront restoreOriginalFrame:NO]; } if (action != nil) { [self runAction:action]; } } }

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  • Sprite animation in openGL - Some frames are being skipped

    - by Sid
    Earlier, I was facing problems on implementing sprite animation in openGL ES. Now its being sorted up. But the problem that i am facing now is that some of my frames are being skipped when a bullet(a circle) strikes on it. What I need : A sprite animation should stop at the last frame without skipping any frame. What I did : Collision Detection function and working properly. PS : Everything is working fine but i want to implement the animation in OPENGL ONLY. Canvas won't work in my case. ------------------------ EDIT----------------------- My sprite sheet. Consider the animation from Left to right and then from top to bottom Here is an image for a better understanding. My spritesheet ... class FragileSquare{ FloatBuffer fVertexBuffer, mTextureBuffer; ByteBuffer mColorBuff; ByteBuffer mIndexBuff; int[] textures = new int[1]; public boolean beingHitFromBall = false; int numberSprites = 20; int columnInt = 4; //number of columns as int float columnFloat = 4.0f; //number of columns as float float rowFloat = 5.0f; int oldIdx; public FragileSquare() { // TODO Auto-generated constructor stub float vertices [] = {-1.0f,1.0f, //byte index 0 1.0f, 1.0f, //byte index 1 //byte index 2 -1.0f, -1.0f, 1.0f,-1.0f}; //byte index 3 float textureCoord[] = { 0.0f,0.0f, 0.25f,0.0f, 0.0f,0.20f, 0.25f,0.20f }; byte indices[] = {0, 1, 2, 1, 2, 3 }; ByteBuffer byteBuffer = ByteBuffer.allocateDirect(4*2 * 4); // 4 vertices, 2 co-ordinates(x,y) 4 for converting in float byteBuffer.order(ByteOrder.nativeOrder()); fVertexBuffer = byteBuffer.asFloatBuffer(); fVertexBuffer.put(vertices); fVertexBuffer.position(0); ByteBuffer byteBuffer2 = ByteBuffer.allocateDirect(textureCoord.length * 4); byteBuffer2.order(ByteOrder.nativeOrder()); mTextureBuffer = byteBuffer2.asFloatBuffer(); mTextureBuffer.put(textureCoord); mTextureBuffer.position(0); } public void draw(GL10 gl){ gl.glFrontFace(GL11.GL_CW); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(1,GL10.GL_FLOAT, 0, fVertexBuffer); gl.glEnable(GL10.GL_TEXTURE_2D); if(MyRender.flag2==1){ /** Collision has taken place*/ int idx = oldIdx==(numberSprites-1) ? (numberSprites-1) : (int)((System.currentTimeMillis()%(200*numberSprites))/200); gl.glMatrixMode(GL10.GL_TEXTURE); gl.glTranslatef((idx%columnInt)/columnFloat, (idx/columnInt)/rowFloat, 0); gl.glMatrixMode(GL10.GL_MODELVIEW); oldIdx = idx; } gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); //4 gl.glTexCoordPointer(2, GL10.GL_FLOAT,0, mTextureBuffer); //5 gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); //7 gl.glFrontFace(GL11.GL_CCW); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glMatrixMode(GL10.GL_TEXTURE); gl.glLoadIdentity(); gl.glMatrixMode(GL10.GL_MODELVIEW); } public void loadFragileTexture(GL10 gl, Context context, int resource) { Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resource); gl.glGenTextures(1, textures, 0); gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); }

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  • Adjusting the rate of movement of different objects on the same timer

    - by theUg
    I have a series of objects moving along the straight lines. I want to implement slight changes of velocity of each of the object. Constraint is existing model of animation. I am new to this, and not sure if it is the best way to accommodate varying speeds, but what do I know? It is a Java application that repaints the panel every time the timer expires. Timer is set via swing.Timer object that is set by timer delay constant. Every time the game is stepped objects’ coordinates advanced by an increment constant. Most of the objects are of the same class. Is there fairly easy way to refactor existing system to allow changing velocity for an individual object? Is there some obvious common solution I am not aware about? Idea I am having right now is to set timer delay fairly small, and only move objects every so many cycles of animation so that the apparent speed can be adjusted by varying how often they get moved. But that seems fairly involved, and I do not think it is the most elegant solution in terms of performance what with repainting the whole frame every 3-5 milliseconds. Can it be done by advancing the objects so many (varying) times during the certain interval (let’s say 35ms for something like 28fps), and use repaint() method to redraw just individual object? Do I need to mess with pausing animation for smoothness at higher redraw rates? Is it common practise to check for collision at larger step interval, but draw animation a lot more frequently?

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  • add animation to layer's path in cocos2d

    - by greg rock
    so i'm on cocos2d but before I was on a normal ios app and I had this code : -(void)viewDidLoad{ rootLayer = [[CALayer alloc] init]; [imageView.layer addSublayer:rootLayer]; roundPath = CGPathCreateMutable(); CGPathMoveToPoint(roundPath, nil, center.x , center.y - 35); CGPathAddArcToPoint(roundPath, nil, center.x + 35, center.y - 35, center.x + 35, center.y + 35, 35); CGPathAddArcToPoint(roundPath, nil, center.x + 35, center.y + 35, center.x - 35, center.y + 35, 35); CGPathAddArcToPoint(roundPath, nil, center.x - 35, center.y + 35, center.x - 35, center.y, 35); CGPathAddArcToPoint(roundPath, nil, center.x - 35, center.y - 35, center.x, center.y - 35, 35); CGPathCloseSubpath(roundPath); //Box Path boxPath = CGPathCreateMutable(); CGPathMoveToPoint(boxPath, nil, center.x , center.y - 35); CGPathAddArcToPoint(boxPath, nil, center.x + 35, center.y - 35, center.x + 35, center.y + 35, 4.7); CGPathAddArcToPoint(boxPath, nil, center.x + 35, center.y + 35, center.x - 35, center.y + 35, 4.7); CGPathAddArcToPoint(boxPath, nil, center.x - 35, center.y + 35, center.x - 35, center.y, 4.7); CGPathAddArcToPoint(boxPath, nil, center.x - 35, center.y - 35, center.x, center.y - 35, 4.7); CGPathCloseSubpath(boxPath); shapeLayer = [CAShapeLayer layer]; shapeLayer.path = boxPath; [rootLayer addSublayer:shapeLayer]; } -(void)startAnimation { CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"path"]; animation.duration = 2.0; animation.repeatCount = HUGE_VALF; animation.autoreverses = YES; animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]; animation.fromValue = (id)boxPath; animation.toValue = (id)roundPath; [shapeLayer addAnimation:animation forKey:@"animatePath"]; } But I didn't found a way to do the animation fromboxpath toroundpath on cocos2d, I don't know what CCAction use . Can anybody help me ? sorry for my english I'm french :/

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  • Android: How to change my ExpandAnimation class to handle animation correctly?

    - by IamStalker
    here is my animation class that i have taken from Udnic - thanks m8, but i'm using it "not from closed position but from opened" and it's jumps and not behaving correctly. what should i do? public class ExpandAnimation extends Animation { private View mAnimatedView; private LinearLayout.LayoutParams mViewLayoutParams; public int mMarginStart, mMarginEnd; private boolean mIsVisibleAfter = false; private boolean mWasEndedAlready = false; private ImageView mImageView; /** * Initialize the animation * @param view The layout we want to animate * @param duration The duration of the animation, in ms */ public ExpandAnimation(View view, int duration, ImageView imageView) { setDuration(duration); mImageView = imageView; mAnimatedView = view; mViewLayoutParams = (LinearLayout.LayoutParams) view.getLayoutParams(); mMarginStart = mMarginEnd = 0; // decide to show or hide the view mIsVisibleAfter = (view.getVisibility() == View.VISIBLE); //mIsVisibleAfter = (mViewLayoutParams.bottomMargin == 0); mMarginStart = mViewLayoutParams.bottomMargin; if(mMarginStart != 0) mMarginStart = 0 - view.getHeight(); mMarginEnd = (mMarginStart == 0 ? (0 - view.getHeight()) : 0); view.setVisibility(View.VISIBLE); mImageView.setImageResource(R.drawable.expand_open); } @Override public void initialize(int width, int height, int parentWidth, int parentHeight) { super.initialize(width, height, parentWidth, parentHeight); } @Override protected void applyTransformation(float interpolatedTime, Transformation t) { super.applyTransformation(interpolatedTime, t); if (interpolatedTime < 1.0f) { // Calculating the new bottom margin, and setting it mViewLayoutParams.bottomMargin = mMarginStart + (int) ((mMarginEnd - mMarginStart) * interpolatedTime); // Invalidating the layout, making us seeing the changes we made mAnimatedView.requestLayout(); // Making sure we didn't run the ending before (it happens!) } else if (!mWasEndedAlready) { mViewLayoutParams.bottomMargin = mMarginEnd; mAnimatedView.requestLayout(); // if (mIsVisibleAfter) { if(mMarginEnd != 0) { mAnimatedView.setVisibility(View.GONE); mImageView.setImageResource(R.drawable.expand_close); } mWasEndedAlready = true; } } }

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  • GNOME Shell Overview animation is slow on my NVIDIA 320M

    - by AllanCaeg
    I'm running Ubuntu 10.10 on my MacBook Air 11" (late 2010 model 3,1). Compiz runs fine, as well as most of GNOME Shell's animations. The animation for switching to and from GNOME Shell overview is just very slow. Unfortunately, it's the most common animation on Shell. I already applied cd ~/gnome-shell/source/gnome-shell curl http://bugzilla-attachments.gnome.org/attachment.cgi?id=157326 > shell-animations-nvidia.patch git am shell-animations-nvidia.pat that I found from http://live.gnome.org/GnomeShell/SwatList , but the issue's still here. How do I fix this? EDIT: Apparently, it's an NVIDIA driver bug, which has something to do with the message tray. Is this correct? How do I go around this issue?

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