Search Results

Search found 6338 results on 254 pages for 'mplayer movie player'.

Page 235/254 | < Previous Page | 231 232 233 234 235 236 237 238 239 240 241 242  | Next Page >

  • 2D Tile based Game Collision problem

    - by iNbdy
    I've been trying to program a tile based game, and I'm stuck at the collision detection. Here is my code (not the best ^^): void checkTile(Character *c, int **map) { int x1,x2,y1,y2; /* Character position in the map */ c->upY = (c->y) / TILE_SIZE; // Top left corner c->downY = (c->y + c->h) / TILE_SIZE; // Bottom left corner c->leftX = (c->x) / TILE_SIZE; // Top right corner c->rightX = (c->x + c->w) / TILE_SIZE; // Bottom right corner x1 = (c->x + 10) / TILE_SIZE; // 10px from left side point x2 = (c->x + c->w - 10) / TILE_SIZE; // 10px from right side point y1 = (c->y + 10) / TILE_SIZE; // 10px from top side point y2 = (c->y + c->h - 10) / TILE_SIZE; // 10px from bottom side point /* Top */ if (map[c->upY][x1] > 2 || map[c->upY][x2] > 2) c->topCollision = 1; else c->topCollision = 0; /* Bottom */ if ((map[c->downY][x1] > 2 || map[c->downY][x2] > 2)) c->downCollision = 1; else c->downCollision = 0; /* Left */ if (map[y1][c->leftX] > 2 || map[y2][c->leftX] > 2) c->leftCollision = 1; else c->leftCollision = 0; /* Right */ if (map[y1][c->rightX] > 2 || map[y2][c->rightX] > 2) c->rightCollision = 1; else c->rightCollision = 0; } That calculates 8 collision points My moving function is like that: void movePlayer(Character *c, int **map) { if ((c->dirX == LEFT && !c->leftCollision) || (c->dirX == RIGHT && !c->rightCollision)) c->x += c->vx; if ((c->dirY == UP && !c->topCollision) || (c->dirY == DOWN && !c->downCollision)) c->y += c->vy; checkPosition(c, map); } and the checkPosition: void checkPosition(Character *c, int **map) { checkTile(c, map); if (c->downCollision) { if (c->state != JUMPING) { c->vy = 0; c->y = (c->downY * TILE_SIZE - c->h); } } if (c->leftCollision) { c->vx = 0; c->x = (c->leftX) * TILE_SIZE + TILE_SIZE; } if (c->rightCollision) { c->vx = 0; c->x = c->rightX * TILE_SIZE - c->w; } } This works, but sometimes, when the player is landing on ground, right and left collision points become equal to 1. So it's as if there were collision coming from left or right. Does anyone know why this is doing this?

    Read the article

  • Using two joysticks in Cocos2D

    - by Blade
    Here is what I am trying to do: With the left joystick the player can steer the figure and with the right joystick it can attack. Problem is that the left joystick seems to get all the input, the right one does not even register anything. I enabled multipletouch after the eagleView and gone thoroughly over the code. But I seem to miss something. I initiliaze both sticks and it shows me both of them in game, but like I said, only the left one works. I initialize them both. From the h. file: SneakyJoystick *joystick; SneakyJoystick *joystickRight; And in m.file I synthesize, deallocate and initialize them. In order to use one for controlling and the other for attacking I put this: -(void)updateStateWithDeltaTime:(ccTime)deltaTime andListOfGameObjects:(CCArray*)listOfGameObjects { if ((self.characterState == kStateIdle) || (self.characterState == kStateWalkingBack) || (self.characterState == kStateWalkingLeft) || (self.characterState == kStateWalkingRight)|| (self.characterState == kStateWalkingFront) || (self.characterState == kStateAttackingFront) || (self.characterState == kStateAttackingBack)|| (self.characterState == kStateAttackingRight)|| (self.characterState == kStateAttackingLeft)) { if (joystick.degrees > 60 && joystick.degrees < 120) { if (self.characterState != kStateWalkingBack) [self changeState:kStateWalkingBack]; }else if (joystick.degrees > 1 && joystick.degrees < 59) { if (self.characterState != kStateWalkingRight) [self changeState:kStateWalkingRight]; } else if (joystick.degrees > 211 && joystick.degrees < 300) { if (self.characterState != kStateWalkingFront) [self changeState:kStateWalkingFront]; } else if (joystick.degrees > 301 && joystick.degrees < 360){ if (self.characterState != kStateWalkingRight) [self changeState:kStateWalkingRight]; } else if (joystick.degrees > 121 && joystick.degrees < 210) { if (self.characterState != kStateWalkingLeft) [self changeState:kStateWalkingLeft]; } if (joystickRight.degrees > 60 && joystickRight.degrees < 120) { if (self.characterState != kStateAttackingBack) [self changeState:kStateAttackingBack]; }else if (joystickRight.degrees > 1 && joystickRight.degrees < 59) { if (self.characterState != kStateAttackingRight) [self changeState:kStateAttackingRight]; } else if (joystickRight.degrees > 211 && joystickRight.degrees < 300) { if (self.characterState != kStateAttackingFront) [self changeState:kStateAttackingFront]; } else if (joystickRight.degrees > 301 && joystickRight.degrees < 360){ if (self.characterState != kStateAttackingRight) [self changeState:kStateAttackingRight]; } else if (joystickRight.degrees > 121 && joystickRight.degrees < 210) { if (self.characterState != kStateAttackingLeft) [self changeState:kStateAttackingLeft]; } [self applyJoystick:joystick forTimeDelta:deltaTime]; [self applyJoystick:joystickRight forTimeDelta:deltaTime]; } Maybe it has something to do with putting them both to time delta? I tried working around it, but it did not work. So I am thankful for any input you guys can give me :)

    Read the article

  • Rosewill RSV-S5 and it's transferespeeds

    - by DoomStone
    I have just bought a Rosewill RSV-S5, I have installed 5x1,5Tb Western Digital Green disks in it. After that have I created a Raid5 on them all with the software that followed with the hardware. Not the raid it self works fine, but it is SLOW, I can only obtain a maximum of 25 MB/s, and if SABnzbd+ is downloading with 5 MB/s is it having a hard time streaming a normal DIVX (700 mb) movie. Is this normal or is there something wrong? Edit: should be able to handle 3 Gbps = 384 megabytes / second Edit 2: As you can see am I only downloading with 3,76 MB/s and I'm trying to watch V s02e08 (720p), but it is completely unwatchable, as I can see 30 sec, and the it buffers for 20 sec. Edit: Other information there might be required I'm running Windows Server 2008 R2, optimized for program performance. Windows is installed on a 60GB SSD. I have a 50 Mb/s internet connection and a 1 Gb/s LAN, all connected with Cat6 Ethernet cables. The MCE is using a Gigabyte EP35C-DS3R motherboard with 2 GB DDR2 ram. Edit 3: I have used chunk sizes for 128 KB Edit 4: I found this on newegg Pros: Enclosure for 5x2TB hard drive is fine. This is basically a rebranded San Digital TR5M-B product. For support Rosewill tells you to contact San Digital. No direct support from Silicon Image for the computer raid card. Cons: Includes computer Silicon Image 3132 raid card, extremely slow raid 5 write (our tests ~10MB/s). Compare to regular internal local drive write 30-60MB/s. We basically dumped the Sil3132 card and replaced with High Point RocketRaid 622 card for extra $69.99. Note for RR622, turn off ECRC (end to end CRC check) for card to work on IBM xserver. What took 12hrs to copy now took 2-3hrs. San Digital realized the problem and has the newer model TR5M-BP TowerRaid Plus that comes with High Point RocketRaid 622 card. Rosewill should discontinue this product and go with TR5M-BP. Could not get Silicon Image raid management software to work with complicated 2008R2 server with 10 NICs, application doesn't know how to talk to localhost port with all those NICs. No updates from Silicon Image and support from San Digital ignored. Gave up on Sil3132 card. Save yourself from a lot of headaches, get the RR622 card too if you are going to buy this product. Other Thoughts: The newer model is TR5M-BP TowerRaid Plus, comes with High Point RocketRaid 622 raid card for the PC instead of Silicon Image Sil3132. According to San Digital, raid 5 performance for Sil3132 read 80MB/s write 19MB/s, and RR622 read 154MB/s write 149MB/s. Our RR622 tests gave (8TB raid 5) write ~80-110MB/s copying 40GB file took 8mins. So I have now ordered a HighPoint RocketRAID 622 2P ext SATA III and hopes that it will solve my problems.

    Read the article

  • What common interface would be appropriate for these game object classes?

    - by Jefffrey
    Question A component based system's goal is to solve the problems that derives from inheritance: for example the fact that some parts of the code (that are called components) are reused by very different classes that, hypothetically, would lie in a very different branch of the inheritance tree. That's a very nice concept, but I've found out that CBS is often hard to accomplish without using ugly hacks. Implementations of this system are often far from clean. But I don't want to discuss this any further. My question is: how can I solve the same problems a CBS try to solve with a very clean interface? (possibly with examples, there are a lot of abstract talks about the "perfect" design already). Context Here's an example I was going for before realizing I was just reinventing inheritance again: class Human { public: Position position; Movement movement; Sprite sprite; // other human specific components }; class Zombie { Position position; Movement movement; Sprite sprite; // other zombie specific components }; After writing that I realized I needed an interface, otherwise I would have needed N containers for N different types of objects (or to use boost::variant to gather them all together). So I've thought of polymorphism (move what systems do in a CBS design into class specific functions): class Entity { public: virtual void on_event(Event) {} // not pure virtual on purpose virtual void on_update(World) {} virtual void on_draw(Window) {} }; class Human : public Entity { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; class Zombie : public Entity { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; Which was nice, except for the fact that now the outside world would not even be able to know where a Human is positioned (it does not have access to its position member). That would be useful to track the player position for collision detection or if on_update the Zombie would want to track down its nearest human to move towards him. So I added const Position& get_position() const; to both the Zombie and Human classes. And then I realized that both functionality were shared, so it should have gone to the common base class: Entity. Do you notice anything? Yes, with that methodology I would have a god Entity class full of common functionality (which is the thing I was trying to avoid in the first place). Meaning of "hacks" in the implementation I'm referring to I'm talking about the implementations that defines Entities as simple IDs to which components are dynamically attached. Their implementation can vary from C-stylish: int last_id; Position* positions[MAX_ENTITIES]; Movement* movements[MAX_ENTITIES]; Where positions[i], movements[i], component[i], ... make up the entity. Or to more C++-style: int last_id; std::map<int, Position> positions; std::map<int, Movement> movements; From which systems can detect if an entity/id can have attached components.

    Read the article

  • Basic collision direction detection on 2d objects

    - by Osso Buko
    I am trying to develop a platform game for Android by using ANdroid GL Engine (ANGLE). And I am having trouble with collision detection. I have two objects which is shaped as rectangular. And no change in rotation. Here is a scheme of attributes of objects. What i am trying to do is when objects collide they block each other's movement on that direction. Every object has 4 boolean (bTop, bBottom, bRight, bLeft). For example when bBottom is true object can't advance on that direction. I came up with a solution but it seems it only works on one dimensional. Bottom and top or right and left. public void collisionPlatform (MyObject a, MyObject b) { // first obj is player and second is a wall or a platform Vector p1 = a.mPosition; // p1 = middle point of first object Vector d1 = a.mPosition2; // width(mX) and height of first object Vector mSpeed1 = a.mSpeed; // speed vector of first object Vector p2 = b.mPosition; // p1 = middle point of second object Vector d2 = b.mPosition2; // width(mX) and height of second object Vector mSpeed2 = b.mSpeed; // speed vector of second object float xDist, yDist; // distant between middle of two object float width , height; // this is average of two objects measurements width=(width1+width2)/2 xDist=(p1.mX - p2.mX); // calculate distance // if positive first object is at the right yDist=(p1.mY - p2.mY); // if positive first object is below width = d1.mX + d2.mX; // average measurements calculate height = d1.mY + d2.mY; width/=2; height/=2; if (Math.abs(xDist) < width && Math.abs(yDist) < height) { // Two object is collided if(p1.mY>p2.mY) { // first object is below second one a.bTop = true; if(a.mSpeed.mY<0) a.mSpeed.mY=0; b.bBottom = true; if(b.mSpeed.mY>0) b.mSpeed.mY=0; } else { a.bBottom = true; if(a.mSpeed.mY>0) a.mSpeed.mY=0; b.bTop = true; if(b.mSpeed.mY<0) b.mSpeed.mY=0; } } As seen in my code it simply will not work. when object comes from right or left it doesn't work. I tried couple of ways other than this one but none worked. I am guessing right method will include mSpeed vector. But I have no idea how to do it. I really appreciate if you could help. Sorry for my bad english.

    Read the article

  • Collaborative Organizations build Organizational Culture

    “A Collaborative organization builds its culture based on the idea of the family or an athletic team.”(Hoefling, 2001) As I grew up, I participated in many different types of clubs, civic organizations, and sports teams.  Now looking back at the more successful undertakings, I can see three commonalities amongst them. They all shared a defined purpose or goal, defined functional roles, and a shared sense of responsibility to the group. Defined Purpose or Goal In order to unit people to work together, they must share a common goal or have a common purpose. An example of this would be the Lions Club International Foundation. There purpose is to help everyone to lead healthier and more productive lives, nurtures the potential of youth, promotes health, serves the elderly, empowers the disabled and helps victims of disasters. This organization holds localized meetings across the world and works in conjunction with other localized clubs within there organization along with other organizations to promote common goals. If there are no common goals for the group, then there is nothing that binds people to the group, and nothing will be done. Defined Functional Roles In order for an organization to work and function as a team, they must have defined roles and everyone must know how their roles are interdependent on each other. Lets shed light on this subject by looking at a football team’s offense.  Each player has an assigned role to play each time the ball is snapped. The offensive line blocks for the running back or quarterback, the quarterback passes the ball to the wide receiver or hands it off to the running back and the running back and wide receivers run with the ball towards the goal line. Each member of this team shares a common goal of scoring a touchdown, but if each team member does not fulfill their assigned roles the offences will collapse and the team will lose yards. This will provide a set back to the teams goal of scoring a touchdown because they potential are then farther away from the goal line.  In addition, if all the players do not know their roles and how they are part of a larger team then even larger yard losses can occur. Shared Sense of Personal Responsibility to the Group Shared responsibility comes with the shared common goals. Each person in the organization must do their part to promote the common shared goal or purpose based on their abilities. A prime example of this is a wrestling team competing in a match. Points are awarded to the team based on how many wins the team achieves in the meet and of that how many wins where won by decision or by pin. If a wrestler pins his opponent the teams will receive 2 points for the win, but if the wrestler wins by decision, then the team only gets one point for the win. So it is the responsibility of each person on the team to not get pinned if they are unable to win the match. If the team member gets pinned then the other team receives an additional point for the win. References: Hoefling, T. (2001). Working Virtually: Managing People for Successful Virtual Teams and Organizations. Sterling, VA: Stylus Publishing, LLC.

    Read the article

  • MVC Communication Pattern

    - by Kedu
    This is kind of a follow up question to this http://stackoverflow.com/questions/23743285/model-view-controller-and-callbacks, but I wanted to post it separately, because its kind of a different topic. I'm working on a multiplayer cardgame for the Android platform. I split the project into MVC which fits the needs pretty good, but I'm currently stuck because I can't figure out a good way to communicate between the different parts. I have everything setup and working with the controller being a big state machine, which is called over and over from the gameloop, and calls getter methods from the GUI and the android/network part to get the input. The input itself in the GUI and network is set by inputlisteners that set a local variable which I read in the getter method. So far so good, this is working. But my problem is, the controller has to check every input separately,so if I want to add an input I have to check in which states its valid and call the getter method from all these states. This is not good, and lets the code look pretty ugly, makes additions uncomfortable and adds redundance. So what I've got from the question I mentioned above is that some kind of command or event pattern will fit my needs. What I want to do is to create a shared and threadsafe queue in the controller and instead of calling all these getter methods, I just check the queue for new input and proceed it. On the other side, the GUI and network don't have all these getters, but instead create an event or command and send it to the controller through, for example, observer/observable. Now my problem: I can't figure out a way, for these commands/events to fit a common interface (which the queue can store) and still transport different kind of data (button clicks, cards that are played, the player id the command comes from, synchronization data etc.). If I design the communication as command pattern, I have to stick all the information that is needed to execute the command into it when its created, that's impossible because the GUI or network has no knowledge of all the things the controller needs to execute stuff that needs to be done when for example a card is played. I thought about getting this stuff into the command when executing it. But over all the different commands I have, I would need all the information the controller has, and thus give the command a reference to the controller which would make everything in it public, which is real bad design I guess. So, I could try some kind of event pattern. I have to transport data in the event. So, like the command, I would have an interface, which all events have in common, and can be stored in the shared queue. I could create a big enum with all the different events that a are possible, save one of these enums in the actual event, and build a big switch case for the events, to proceed different stuff for different events. The problem here: I have different data for all the events. But I need a common interface, to store the events in a queue. How do I get the specific data, if I can only access the event through the interface? Even if that wouldn't be a problem, I'm creating another big switch case, which looks ugly, and when i want to add a new event, I have to create the event itself, the case, the enum, and the method that's called with the data. I could of course check the event with the enum and cast it to its type, so I can call event type specific methods that give me the data I need, but that looks like bad design too.

    Read the article

  • Two Weeks To Go, Still Time to Register

    - by speakjava
    Yes, it's now only two weeks to the start of the 17th JavaOne conference! This will be my ninth JavaOne, I came fairly late to this event, attending for the first time in 2002.  Since then I've missed two conferences, 2006 for the birth of my son (a reasonable excuse I think) and 2010 for reasons we'll not go into here.  I have quite the collection of show devices, I've still got the WoWee robot, the HTC phone for JavaFX, the programmable pen and the Sharp Zaurus.  The only one I didn't keep was the homePod music player (I wonder why?) JavaOne is a special conference for many reasons, some of which I list here: A great opportunity to catch up on the latest changes in the Java world.  This is not just in terms of the platform, but as much about what people are doing with Java to build new and cool applications. A chance to meet people.  We have these things called BoFs, which stands for "Birds of a Feather", as in "Birds of a feather, flock together".  The idea being to have sessions where people who are interested in the same topic don't just get to listen to a presentation, but get to talk about it.  These sessions are great, but I find that JavaOne is as much about the people I meet in the corridors and the discussions I have there as it is about the sessions I get to attend. Think outside the box.  There are a lot of sessions at JavaOne covering the full gamut of Java technologies and applications.  Clearly going to sessions that relate to your area of interest is great, but attending some of the more esoteric sessions can often spark thoughts and stimulate the imagination to go off and do new and exciting things once you get back. Get the lowdown from the Java community.  Java is as much about community as anything else and there are plenty of events where you can get involved.  The GlassFish party is always popular and for Java Champions and JUG leaders there's a couple of special events too. Not just all hard work.  Oracle knows how to throw a party and the appreciation event will be a great opportunity to mingle with peers in a more relaxed environment.  This year Pearl Jam and Kings of Leon will be playing live.  Add free beer and what more could you want? So there you have it.  Just a few reasons for why you want to attend JavaOne this year.  Oh, and of course I'll be presenting three sessions which is even more reason to go.  As usual I've gone for some mainstream ("Custom Charts" for JavaFX) and some more 'out there' ("Java and the Raspberry Pi" and "Gestural Interfaces for JavaFX").  Once again I'll be providing plenty of demos so more than half my luggage this year will consist of a Kinect, robot arm, Raspberry Pis, gamepad and even an EEG sensor. If you're a student there's one even more attractive reason for going to JavaOne: It's Free! Registration is here.  Hope to see you there!

    Read the article

  • Pantech Link II, Ubuntu and Virtual XP

    - by user85041
    Okay this is my problem. I have a Pantech Link II, dmesg states: [ 896.072037] usb 2-3: new high-speed USB device number 3 using ehci_hcd [ 896.258562] cdc_acm 2-3:1.0: ttyACM0: USB ACM device [ 896.260039] usbcore: registered new interface driver cdc_acm [ 896.260042] cdc_acm: USB Abstract Control Model driver for USB modems and ISDN adapters Have it installed through wine (pc suite and driver) and it doesn't see it. Virtual XP through VMWare Player sees my device, knows it needs a driver. The removable devices says Curitel Pantech USB Device (Maybe Driver). I have PC Suite installed in XP, I install the driver through the executable.. it says problem with installing hardware, and then it disappears. Ubuntu sees it after restart, but if I start XP with that driver installed, it disappears from both and I get these errors in dmesg: [ 1047.760555] /dev/vmmon[2882]: PTSC: initialized at 3093322000 Hz using TSC, TSCs are synchronized. [ 1048.174033] /dev/vmmon[2882]: Monitor IPI vector: 0 [ 1055.293060] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1055.293074] /dev/vmnet: port on hub 8 successfully opened [ 1055.293088] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1055.293094] /dev/vmnet: port on hub 8 successfully opened [ 1072.446305] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1072.446316] /dev/vmnet: port on hub 8 successfully opened [ 1072.446328] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1072.446334] /dev/vmnet: port on hub 8 successfully opened [ 1072.856024] usb 1-1: reset high-speed USB device number 2 using ehci_hcd [ 1079.292024] usb 1-1: reset high-speed USB device number 2 using ehci_hcd [ 1079.732024] usb 1-1: reset high-speed USB device number 2 using ehci_hcd [ 1127.743034] NET: Registered protocol family 39 [ 1127.749320] [3163]: VMCI: IOCTL_VMCI_QUEUEPAIR_ALLOC (cid=1522210225,result=4). [ 1144.104031] usb 2-3: reset high-speed USB device number 3 using ehci_hcd [ 1144.412031] usb 2-3: reset high-speed USB device number 3 using ehci_hcd [ 1155.889976] ehci_hcd 0000:00:13.2: force halt; handshake ffffc90000642024 00004000 00000000 -> -110 [ 1155.889980] ehci_hcd 0000:00:13.2: HC died; cleaning up [ 1155.890008] usb 2-3: USB disconnect, device number 3 [ 1155.890013] usb 2-3: usbfs: usb_submit_urb returned -110 [ 1658.310777] [3163]: VMCI: IOCTL_VMCI_QUEUEPAIR_DETACH (cid=1522210225,result=3). [ 1658.392018] NET: Unregistered protocol family 39 [ 1666.546438] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1666.546450] /dev/vmnet: port on hub 8 successfully opened [ 1666.546462] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1666.546467] /dev/vmnet: port on hub 8 successfully opened [ 1671.431383] uvcvideo: Found UVC 1.00 device USB2.0 Camera (1871:0101) [ 1671.432533] input: USB2.0 Camera as /devices/pci0000:00/0000:00:12.2/usb1/1-1/1-1:1.0/input/input13 lessa@X:~$ dmesg|tail [ 1155.890008] usb 2-3: USB disconnect, device number 3 [ 1155.890013] usb 2-3: usbfs: usb_submit_urb returned -110 [ 1658.310777] [3163]: VMCI: IOCTL_VMCI_QUEUEPAIR_DETACH (cid=1522210225,result=3). [ 1658.392018] NET: Unregistered protocol family 39 [ 1666.546438] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1666.546450] /dev/vmnet: port on hub 8 successfully opened [ 1666.546462] /dev/vmnet: open called by PID 3163 (vmx-vcpu-0) [ 1666.546467] /dev/vmnet: port on hub 8 successfully opened [ 1671.431383] uvcvideo: Found UVC 1.00 device USB2.0 Camera (1871:0101) [ 1671.432533] input: USB2.0 Camera as /devices/pci0000:00/0000:00:12.2/usb1/1-1/1-1:1.0/input/input13 I have tried uninstalling, and installing manually from the device manager update driver while it's still has the warning sign.. it doesn't see the drivers as valid. No idea how to fix this.. would prefer to not have to go to another computer. I'm not trying to do anything but get the pictures off of it. I have to restart ubuntu, plug in device, for ubuntu to see it correctly again. I am like a month and a half old linux newbie so I have no idea the commands I could use for this, and I don't have a memory card in the phone to mount.

    Read the article

  • What Counts for a DBA: Skill

    - by drsql
    “Practice makes perfect:” right? Well, not exactly. The reality of it all is that this saying is an untrustworthy aphorism. I discovered this in my “younger” days when I was a passionate tennis player, practicing and playing 20+ hours a week. No matter what my passion level was, without some serious coaching (and perhaps a change in dietary habits), my skill level was never going to rise to a level where I could make any money at the sport that involved something other than selling tennis balls at a sporting goods store. My game may have improved with all that practice but I had too many bad practices to overcome. Practice by itself merely reinforces what we know and what we can figure out naturally. The truth is actually closer to the expression used by Vince Lombardi: “Perfect practice makes perfect.” So how do you get to become skilled as a DBA if practice alone isn’t sufficient? Hit the Internet and start searching for SQL training and you can find 100 different sites. There are also hundreds of blogs, magazines, books, conferences both onsite and virtual. But then how do you know who is good? Unfortunately often the worst guide can be to find out the experience level of the writer. Some of the best DBAs are frighteningly young, and some got their start back when databases were stored on stacks of paper with little holes in it. As a programmer, is it really so hard to understand normalization? Set based theory? Query optimization? Indexing and performance tuning? The biggest barrier often is previous knowledge, particularly programming skills cultivated before you get started with SQL. In the world of technology, it is pretty rare that a fresh programmer will gravitate to database programming. Database programming is very unsexy work, because without a UI all you have are a bunch of text strings that you could never impress anyone with. Newbies spend most of their time building UIs or apps with procedural code in C# or VB scoring obvious interesting wins. Making matters worse is that SQL programming requires mastery of a much different toolset than most any mainstream programming skill. Instead of controlling everything yourself, most of the really difficult work is done by the internals of the engine (written by other non-relational programmers…we just can’t get away from them.) So is there a golden road to achieving a high skill level? Sadly, with tennis, I am pretty sure I’ll never discover it. However, with programming it seems to boil down to practice in applying the appropriate techniques for whatever type of programming you are doing. Can a C# programmer build a great database? As long as they don’t treat SQL like C#, absolutely. Same goes for a DBA writing C# code. None of this stuff is rocket science, as long as you learn to understand that different types of programming require different skill sets and you as a programmer must recognize the difference between one of the procedural languages and SQL and treat them differently. Skill comes from practicing doing things the right way and making “right” a habit.

    Read the article

  • What do you need to know to be a world-class master software developer? [closed]

    - by glitch
    I wanted to bring up this question to you folks and see what you think, hopefully advise me on the matter: let's say you had 30 years of learning and practicing software development in front of you, how would you dedicate your time so that you'd get the biggest bang for your buck. What would you both learn and work on to be a world-class software developer that would make a large impact on the industry and leave behind a legacy? I think that most great developers end up being both broad generalists and specialists in one-two areas of interest. I'm thinking Bill Joy, John Carmack, Linus Torvalds, K&R and so on. I'm thinking that perhaps one approach would be to break things down by categories and establish a base minimum of "software development" greatness. I'm thinking: Operating Systems: completely internalize the core concepts of OS, perhaps gain a lot of familiarity with an OSS one such as Linux. Anything from memory management to device drivers has to be complete second nature. Programming Languages: this is one of those topics that imho has to be fully grokked even if it might take many years. I don't think there's quite anything like going through the process of developing your own compiler, understanding language design trade-offs and so on. Programming Language Pragmatics is one of my favorite books actually, I think you want to have that internalized back to back, and that's just the start. You could go significantly deeper, but I think it's time well spent, because it's such a crucial building block. As a subset of that, you want to really understand the different programming paradigms out there. Imperative, declarative, logic, functional and so on. Anything from assembly to LISP should be at the very least comfortable to write in. Contexts: I believe one should have experience working in different contexts to truly be able to appreciate the trade-offs that are being made every day. Embedded, web development, mobile development, UX development, distributed, cloud computing and so on. Hardware: I'm somewhat conflicted about this one. I think you want some understanding of computer architecture at a low level, but I feel like the concepts that will truly matter will be slightly higher level, such as CPU caching / memory hierarchy, ILP, and so on. Networking: we live in a completely network-dependent era. Having a good understanding of the OSI model, knowing how the Web works, how HTTP works and so on is pretty much a pre-requisite these days. Distributed systems: once again, everything's distributed these days, it's getting progressively harder to ignore this reality. Slightly related, perhaps add solid understanding of how browsers work to that, since the world seems to be moving so much to interfacing with everything through a browser. Tools: Have a really broad toolset that you're familiar with, one that continuously expands throughout the years. Communication: I think being a great writer, effective communicator and a phenomenal team player is pretty much a prerequisite for a lot of a software developer's greatness. It can't be overstated. Software engineering: understanding the process of building software, team dynamics, the requirements of the business-side, all the pitfalls. You want to deeply understand where what you're writing fits from the market perspective. The better you understand all of this, the more of your work will actually see the daylight. This is really just a starting list, I'm confident that there's a ton of other material that you need to master. As I mentioned, you most likely end up specializing in a bunch of these areas as you go along, but I was trying to come up with a baseline. Any thoughts, suggestions and words of wisdom from the grizzled veterans out there who would like to share their thoughts and experiences with this? I'd really love to know what you think!

    Read the article

  • SDL Bullet Movement

    - by Code Assasssin
    I'm currently working on my first space shooter, and I'm in the process of making my ship shoot some bullets/lasers. Unfortunately, I'm having a hard time getting the bullets to fly vertically. I'm a total noob when it comes to this so you might have a hard time understanding my code :/ // Position Bullet Function projectilex = x + 17; projectiley = y + -20; if(keystates[SDLK_SPACE]) { alive = true; } And here's my show function if(alive) { if(frame == 2) { frame = 0; } apply_surface(projectilex,projectiley,ShootStuff,screen,&lazers[frame]); frame++; projectiley + 1; } I'm trying to get the bullet to fly vertically... and I have no clue how to do that. I've tried messing with the y coordinate but that makes things worse. The laser/bullet just follows the ship :( How would I get it to fire at the starting position and keep going in a vertical line without it following the ship? int main( int argc, char* args[] ) { Player p; Timer fps; bool quit = false; if( init() == false ) { return 1; } //Load the files if( load_files() == false ) { return 1; } clip[ 0 ].x = 0; clip[ 0 ].y = 0; clip[ 0 ].w = 30; clip[ 0 ].h = 36; clip[ 1 ].x = 31; clip[ 1 ].y = 0; clip[ 1 ].w = 39; clip[ 1 ].h = 36; clip[ 2 ].x = 71; clip[ 2 ].y = 0; clip[ 2 ].w = 29; clip[ 2 ].h = 36; lazers [ 0 ].x = 0; lazers [ 0 ].y = 0; lazers [ 0 ].w = 3; lazers [ 0 ].h = 9; lazers [ 1 ].x = 5; lazers [ 1 ].y = 0; lazers [ 1 ].w = 3; lazers [ 1 ].h = 7; while( quit == false ) { fps.start(); //While there's an event to handle while( SDL_PollEvent( &event ) ) { p.handle_input(); //If a key was pressed //If the user has Xed out the window if( event.type == SDL_QUIT ) { //Quit the program quit = true; } } //Scroll background bgX -= 8; //If the background has gone too far if( bgX <= -GameBackground->w ) { //Reset the offset bgX = 0; } p.move(); apply_surface( bgX, bgY,GameBackground, screen ); apply_surface( bgX + GameBackground->w, bgY, GameBackground, screen ); apply_surface(0,0, FullHealthBar,screen); p.shoot(); p.show(); //Apply the message //Update the screen if( SDL_Flip( screen ) == -1 ) { return 1; } SDL_Flip(GameBackground); if( fps.get_ticks() < 1000 / FRAMES_PER_SECOND ) { SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - fps.get_ticks() ); } } //Clean up clean_up(); return 0; }

    Read the article

  • iPhone: image in table cell - wrong position & not scaled correctly in iPhone 3.0

    - by Karsten Silz
    Hi, I have a custom table cell in an iPhone 3.x app to show basketball player data, including a picture. Here's my code from the table controller: UIImageView *theImage = (UIImageView *) [cell viewWithTag:0]; theImage.image = [manager getSmallImageForPlayer: data.number]; theImage.frame = CGRectMake(14, 0, 30, 44); theImage.clipsToBounds = YES; theImage.contentMode = UIViewContentModeScaleAspectFit; theImage.autoresizingMask = UIViewAutoresizingFlexibleHeight && UIViewAutoresizingFlexibleWidth; theImage.autoresizesSubviews = YES; Here's what it looks like in the iPhone SDK 3.0 simulator: Here's what it looks like in the iPhone SDK 3.1.3 simulator: So I have two problems: In both versions, the image view starts at position (0,0) in the table cell, even though I set the frame to start at (14,0). In the 3.0 simulator (and 3.0 device), the image is not shrunk down correctly, even though I set the image view content mode to "UIViewContentModeScaleAspectFit". But the same code works fine in the 3.1.3 simulator / device. Who can help me with either of these two problems?

    Read the article

  • TreeGrid in GXT

    - by aTory
    Problem I'm trying to create an asynchronously updating TreeGrid in GXT but encountering issues. The first issue is that I believe the documentation is 'piss poor', at best.. therefore any chance of learning without using 'word of mouth' seems ridiculous. Instead of moaning any further, I shall inform you what I'd LIKE to do and then hopefully you can tell me if what i want is possible. Example knowledge of Football is recommended here I have a few Async services where: getLeagues() getTeams(League) getPlayers(League,Team) getPosition(League,Team,Player) I'd like to have a grid where once it renders, it makes a call to 'getLeagues', where by the server will respond with a bunch of leagues that are currently active on the server... these will be the 'root node' of the TreeGrid. Then, from here you can expand each league to show the teams, right down to the players and then their positions. I'd like to Create a TreeGrid which has a 'listener' on each node, waiting to asynchronously call the server on request and propogate the tree from here, however I'm not sure if this is possible. Can anybody advise? I'm finding all these Models, BaseTreeModels, TreeStores nauseating.

    Read the article

  • How to add dynamic profile fields in Invision Power Board?

    - by user361908
    I run a game server and want to link the persons in game character name and stats to Invision Power Board. I've setup IPB so players currently login with their in game login. That means their username on the forum is the same as their username for the game. They can have multiple characters on 1 account so ideally I'd like to allow them to choose a main character and display an actual image of that character and allow them to display other characters if they are online. Currently I'm doing something like this by hacking profileFields.php but it's messy and not very efficient on the user or server end. My code currently uses 2 custom fields which the player can enter their character names in. To display only their main character they enter the name in the first field. To also display other characters if they are online they enter the same name into the second field. To resolve the IDs I have to run a lot of queries. I know PHP but I am not familiar with IPBs code at all. I just need pointed in a direction where I can combine the 2 fields into 1 field. tl;dr: Here is my setup: Invision Power Board 3 Data is stored in MySQL on the same server the forum is hosted on. Usernames on the forum are identical to usernames in the game Here is a breakdown of what I'd like to do: In the edit profile section I need to resolve the forum username to the games account id then: Display a list of characters and allow them to choose which characters they want to display if they are online as well as a default character that will be displayed if none are online. In the posts user info pane: Display the online character or the default if none are online. Here is what I need to know: How to generate a list of characters in the profile edit form and allow selection (checkbox) of each character to display as well as the selection of a default character (radio or dropdown?) How to fetch the data and place it in the posts user info pane

    Read the article

  • using SeekToNavCuePoint with Custom Cue Points created by ActionScript

    - by meghana
    i have custom flvPlayBack player, i want to do like add Custom CuePoints using ActionScript and making one button Event , On click of that button , Flv should seek to that CuePoints added using ActionScript . I am using below code to do that. var rtn_obj:Object; //create cue point object my_FLVPlybk.source = "sj_clip.flv"; my_FLVPlybk.addASCuePoint(0, "abs",CuePointType.ACTIONSCRIPT); my_FLVPlybk.addASCuePoint(4, "abs",CuePointType.ACTIONSCRIPT); my_FLVPlybk.addASCuePoint(8, "abs",CuePointType.ACTIONSCRIPT); my_FLVPlybk.addASCuePoint(12, "abs",CuePointType.ACTIONSCRIPT); my_FLVPlybk.addASCuePoint(16, "abs",CuePointType.ACTIONSCRIPT); my_FLVPlybk.addASCuePoint(20, "abs",CuePointType.ACTIONSCRIPT); my_FLVPlybk.addASCuePoint(24, "abs",CuePointType.ACTIONSCRIPT); my_FLVPlybk.addASCuePoint(28, "abs",CuePointType.ACTIONSCRIPT); my_FLVPlybk.addASCuePoint(31, "abs",CuePointType.ACTIONSCRIPT); my_FLVPlybk.setFLVCuePointEnabled(true,"abs"); fwbtn1.addEventListener(MouseEvent.CLICK,Forward) function Forward(e:MouseEvent):void { if(rtn_obj != null) { traceit(rtn_obj) rtn_obj = my_FLVPlybk.findNextCuePointWithName(rtn_obj); if(rtn_obj != null) { traceit(rtn_obj) my_FLVPlybk.seekToNavCuePoint(rtn_obj.time); } } } my_FLVPlybk.addEventListener(fl.video.VideoEvent.READY, ready_listener); function ready_listener(eventObject:fl.video.VideoEvent):void { rtn_obj = my_FLVPlybk.findCuePoint("abs", CuePointType.ACTIONSCRIPT); } function traceit(cuePoint:Object):void { trace("Cue point name is: " + cuePoint.name); trace("Cue point time is: " + cuePoint.time); trace("Cue point type is: " + cuePoint.type); } I thought ,this code should work properly.. but when i run this code , it give me next cuePoint which i find using findNextCuePointWithName() method but it does not seek to that point , which i thought seekToNavCuePoint() method should do. anybody have any idea , how to make it work?? Thanks i Hope my i have explained my requirement to clear to understand. i really need this in urgent. please help me.

    Read the article

  • Howto rotate image using jquery rotate plugin?

    - by Tom
    How do you rotate an image using jquery (www.jquery.com) rotate plugin (http://code.google.com/p/jquery-rotate/)? I have tried the following and it doesn't seem to work: <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=windows-1252"> <title>View Photo</title> <script type="text/javascript" src="scripts/jquery.js"></script> <script type="text/javascript" src="scripts/jquery.rotate.1-1.js"></script> <script type="text/javascript"> var angle = 0; setInterval ( function (e) { rotate(); }, 100 ); function rotate() { angle = angle + 1; $('#pic').rotate(angle); } </script> </head> <body> <img border="0" src="player.gif" name="pic" id="pic"> </body> </html> Other methods that are supported by most browsers are wanted too, thanks!

    Read the article

  • Android custom media controller using vidtry

    - by Mathias Lin
    I want to use a custom media controller in my Android app and therefore looking at the vidtry code (http://github.com/commonsguy/vidtry), especially Player.java: The sample works fine as it comes. But I want the sample to play the fixed video automatically on app startup (so I don't want to enter a URL). I added: @Override public void onStart() { super.onStart(); address.setText("/sdcard/mydata/category/1/video_agkkr6me.mp4"); go.setEnabled(true); onGo.onClick(go); } Strange thing here is that if I run the app, the audio of the video plays but the image doesn't show. Everything else works fine (progress bar, etc.). I can't figure out the difference between the manual click on the go-button and the programmatic one. I looked at the code and didn't see any difference that might occur between manual and programmatic click. I checked if any elements (esp. surface) might be hidden, but it's not. I even tried a surface.setVisibility(View.INVISIBLE); surface.setVisibility(View.VISIBLE); in case some issue with the redrawing, but no difference. The video image does show when I manually hit the go button, but just not on start up automatically.

    Read the article

  • Using a Mac for cross platform development?

    - by mdec
    Who uses Macs for cross-platform development? By cross platform I essentially mean you can compile to target Windows or Unix (not necessarily both at the same time). I understand that this also has a lot to do with writing portable code, but I am more interested in people's experience with Mac OS X to develop software. I understand that there are a range of IDEs to choose from, I would probably use Eclipse (I like the GCC toolchain) however Xcode seems to be quite popular. Could it be used as described above? At a pinch I could always virtualise with VirtualBox or VMware Player or parallels to use Visual Studio (or dual boot for that matter). Having said that I am open to any other suggested compilers (with preferably an IDE that uses GCC.) Also with the range of Macs available, which one would you recommend? I would prefer a laptop (as I already have a desktop) but am unsure of reasonable specifications. If you are currently using a Mac to do development, I would love to hear what you develop on your Mac and what you like and don't like about it. I would primarily be developing in C/C++/Java. I am also looking to experiment with Boost and Qt, so I'm interested in hearing about any (potential) compatibility issues. If you have any other tips I'd love you hear what you have to say.

    Read the article

  • Using Windows and MMSystem in Delphi

    - by Jose Martinez
    Hi I am making a program to open and close the cd reader in which I have thought to write data to CD, the problem is the basis of the problem, which use "uses Windows 'and' uses MMSystem" but the problem is that when I use both at the same time being "uses Windows, MMSystem" gives an error and the program does not compile, I am using Delphi 2010, the strange thing is that when I use only one either Windows or MMSystem works fine and compiles. The error when I try to compile is: 'Could not find program' The code in question is this: mciSendString ('Set cdaudio door open wait', nil, 0, handle); I have two things to ask you first is how I avoid the error when using the two (Windows and MMSystem) and the other question was if he could open the CD player without using MMSystem, bone using Windows API, but not where to start The source : program Project1; {$APPTYPE CONSOLE} uses SysUtils,Windows,MMSystem; procedure opencd; begin mciSendString('Set cdaudio door open wait', nil, 0, 0); end; begin try Writeln('test'); except on E: Exception do Writeln(E.ClassName, ': ', E.Message); end; end. Image :

    Read the article

  • StackOverflow in compojure web project

    - by Anders Rune Jensen
    Hi I've been playing around with clojure and have been using it to build a simple little audio player. The strange thing is that sometimes, maybe one out of twenty, when contact the server I will get the following error: 2010-04-20 15:33:20.963::WARN: Error for /control java.lang.StackOverflowError at clojure.lang.RT.seq(RT.java:440) at clojure.core$seq__4245.invoke(core.clj:105) at clojure.core$filter__5084$fn__5086.invoke(core.clj:1794) at clojure.lang.LazySeq.sval(LazySeq.java:42) at clojure.lang.LazySeq.seq(LazySeq.java:56) at clojure.lang.RT.seq(RT.java:440) at clojure.core$seq__4245.invoke(core.clj:105) at clojure.core$filter__5084$fn__5086.invoke(core.clj:1794) at clojure.lang.LazySeq.sval(LazySeq.java:42) at clojure.lang.LazySeq.seq(LazySeq.java:56) at clojure.lang.RT.seq(RT.java:440) at clojure.core$seq__4245.invoke(core.clj:105) at clojure.core$filter__5084$fn__5086.invoke(core.clj:1794) at clojure.lang.LazySeq.sval(LazySeq.java:42) at clojure.lang.LazySeq.seq(LazySeq.java:56) at clojure.lang.RT.seq(RT.java:440) at clojure.core$seq__4245.invoke(core.clj:105) at clojure.core$filter__5084$fn__5086.invoke(core.clj:1794) at clojure.lang.LazySeq.sval(LazySeq.java:42) at clojure.lang.LazySeq.seq(LazySeq.java:56) at clojure.lang.RT.seq(RT.java:440) ... If I do it right after again it always works. So it appears to be related to timing or something. The code in question is: (defn add-track [t] (common/ref-add tracks t)) (defn add-collection [coll] (doseq [track coll] (add-track track))) and (defn ref-add [ref value] (dosync (ref-set ref (conj @ref value)))) where coll is extracted from this function: (defn tracks-by-album [album] (sort sort-tracks (filter #(= (:album %) album) @tracks))) so it does appear to be the tracks-by-album function from the stack trace. I just don't see why it sometimes works and sometimes doesn't.

    Read the article

  • Development Environment in a VM against an isolated development/test network

    - by bart
    I currently work in an organization that forces all software development to be done inside a VM. This is for a variety of risk/governance/security/compliance reasons. The standard setup is something like: VMWare image given to devs with tools installed VM is customized to suit project/stream needs VM sits in a network & domain that is isolated from the live/production network SCM connectivity is only possible through dev/test network Email and office tools need to be on live network so this means having two separate desktops going at once Heavyweight dev tools in use on VMs so they are very resource hungry Some problems that people complain about are: Development environment runs slower than normal (host OS is windows XP so memory is limited) Switching between DEV machine and Email/Office machine is a pain, simple things like cut and paste are made harder. This is less efficient from a usability perspective. Mouse in particular doesn't seem to work properly using VMWare player or RDP. Need a separate login to Dev/Test network/domain Has anyone seen or worked in other (hopefully better) setups to this that have similar constraints (as mentioned at the top)? In particular are there viable options that would remove the need for running stuff in a VM altogether?

    Read the article

  • ActiveX Content in a local web page, and "the mark of the web"

    - by Daniel Magliola
    Hi, I'm trying to make a webpage that people will run from their hard drives, locally, and this page will show a .wmv video (which is also stored locally), using Windows Media Player When I run this, IE shows me the "ActiveX Warning" bar at the top, which is what i'm trying to work around. If I load this from a web server, it loads fine, but from the local disk, it won't. Now, apparently, MS has added the Mark of the Web thingy precisely to work around this problem, however, I've been trying for a while to make it work, and it just didn't. I still get the warning bar. Is the Mark of the Web supposed to still work? Or this is some kind of deprecated thing? Am I doing anything wrong? I'm supposedly following all instructions, it looks like: and I've tried placing it before DOCTYPE, between DOCTYPE and <HTML>, right after <HTML>, in the <HEAD> of the document, etc. Nothing seems to work. I've tried this in IE7 and IE8 Any ideas will be GREATLY appreciated. Thanks!!

    Read the article

  • UIImagePickerController does nothing when using camera after I hit "Use" button

    - by wgpubs
    Code below. When I hit the "Use" button after taking a picture ... the application becomes totally unresponsive. Any ideas what I'm doing wrong? The "addPlayer:" method is called when a button is pressed on the UIViewController's view. Thanks - (IBAction) addPlayers: (id)sender{ // Show ImagePicker UIImagePickerController *imagePicker = [[UIImagePickerController alloc] init]; imagePicker.delegate = self; // If camera is available use it and display custom overlay view so that user can add as many pics // as they want without having to go back to parent view if([UIImagePickerController isSourceTypeAvailable: UIImagePickerControllerSourceTypeCamera]) { imagePicker.sourceType = UIImagePickerControllerSourceTypeCamera; } else { imagePicker.sourceType = UIImagePickerControllerSourceTypePhotoLibrary; } [self presentModalViewController:imagePicker animated:YES]; [imagePicker release]; } - (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info { // Grab original image UIImage *photo = [info objectForKey:UIImagePickerControllerOriginalImage]; // Resize photo first to reduce memory consumption [self.photos addObject:[photo scaleToSize:CGSizeMake(200.0f, 300.0f)]]; // Enable *PLAY* button if photos > 1 if([self.photos count] > 1) btnStartGame.enabled = YES; // Update player count label lblPlayerCount.text = [NSString stringWithFormat:@"%d", [self.photos count]]; // Dismiss picker if not using camera picker dismissModalViewControllerAnimated:YES]; }

    Read the article

  • Using events in an external swf to load a new external swf

    - by wdense51
    Hi I'm trying to get an external swf to load when the flv content of another external swf finishes playing. I've only been using actiosncript 3 for about a week and I've got to this point from tutorials, so my knowledge is limited. This is what I've got so far: Code for External swf (with flv content): import fl.video.FLVPlayback; import fl.video.VideoEvent; motionClip.playPauseButton = player; motionClip.seekBar = seeker; motionClip.addEventListener(VideoEvent.COMPLETE, goNext); function goNext(e:VideoEvent):void { nextFrame(); } And this is the code for the main file: var Xpos:Number=110; var Ypos:Number=110; var swf_MC:MovieClip = new MovieClip(); var loader:Loader = new Loader(); var defaultSWF:URLRequest = new URLRequest("arch_reel.swf"); addChild (swf_MC); swf_MC.x=Xpos swf_MC.y=Ypos loader.load(defaultSWF); swf_MC.addChild(loader); //Btns Universal Function function btnClick(event:MouseEvent):void{ SoundMixer.stopAll(); swf_MC.removeChild(loader); var newSWFRequest:URLRequest = new URLRequest("motion.swf"); loader.load(newSWFRequest); swf_MC.addChild(loader); } function returnSWF(event:Event):void{ swf_MC.removeChild(loader); loader.load(defaultSWF); swf_MC.addChild(loader); } //Btn Listeners motion.addEventListener(MouseEvent.CLICK,btnClick); swf_MC.addEventListener(swf_MC.motionClip.Event.COMPLETE,swf_MC.motionClip.eventClip, returnSWF); I'm starting to get an understanding of how all of this works, but it's all to new to me at the moment, so I'm sure I've approached it from the wrong angle. Any help would be fantastic, as I've been trying at this for a few days now. Thanks

    Read the article

< Previous Page | 231 232 233 234 235 236 237 238 239 240 241 242  | Next Page >